#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 246, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# draw_actor_graphic(@actor, 150, 64)
draw_actor_name(@actor, 4, 0)
# draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_state(@actor, 4, 64)
draw_actor_hp(@actor, 4, 96, 172)
draw_actor_sp(@actor, 4, 128, 172)
draw_actor_parameter(@actor, 4, 320, 3)
draw_actor_parameter(@actor, 4, 352, 4)
draw_actor_parameter(@actor, 4, 384, 5)
draw_actor_parameter(@actor, 4, 416, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "equipment")
draw_item_name($data_weapons[@actor.weapon_id], 16, 160)
draw_item_name($data_armors[@actor.armor1_id], 16, 192)
draw_item_name($data_armors[@actor.armor2_id], 16, 224)
draw_item_name($data_armors[@actor.armor3_id], 16, 256)
draw_item_name($data_armors[@actor.armor4_id], 16, 288)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
class Window_Actor < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 182, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_battler(@actor, 75, 170)
self.contents.font.color = system_color
self.contents.draw_text(4, 176, 80, 32, "Exp")
self.contents.draw_text(4, 208, 80, 32, "Next Level")
self.contents.font.color = normal_color
self.contents.draw_text(96, 176, 54, 32, @actor.exp_s, 2)
self.contents.draw_text(96, 208, 54, 32, @actor.next_rest_exp_s, 2)
end
#--------------------------------------------------------------------------
# * Draw Battler
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end