class Window_Base
def draw_battlegraphic(actor, x, y, z)
bitmap = RPG::Cache.battler(actor.character_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
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
when 7
parameter_name = "Evasion"
parameter_value = actor.eva
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
class Window_Infos < Window_Base
def initialize
super(0,20, 160, 172)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 100, 32, "Nombre de pas :")
self.contents.draw_text(124-cx, 55, cx, 32, $data_system.words.gold, 2)
self.contents.draw_text(4, 84, 120, 32, "Temps de jeu :")
self.contents.font.color = normal_color
self.contents.draw_text(4, 20, 120, 32, $game_party.steps.to_s, 2)
self.contents.draw_text(4, 55, 120-cx-2, 32, $game_party.gold.to_s, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.draw_text(4, 116, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 480, 480)
@column_max = 2
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = i % 2 * 224
y = i / 2 * 224
actor = $game_party.actors[i]
draw_battlegraphic(actor, x + 80, y + 200, 99)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x + 144, y)
draw_actor_class(actor, x, y + 32)
draw_actor_state(actor, x, y + 64)
draw_actor_exp(actor, x, y + 150)
draw_actor_hp(actor, x, y + 96)
draw_actor_sp(actor, x, y + 128)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index % 2 * 224, @index / 2 * 224, 224, 224)
end
end
end
class Window_Item < Window_Selectable
def initialize
super(0, 64, 304, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * 304
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 197, 32, item.name, 0)
self.contents.draw_text(x + 225, y, 16, 32, ":", 1)
self.contents.draw_text(x + 241, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_Skill < Window_Selectable
def initialize(actor)
super(0, 128, 304, 352)
@actor = actor
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in
0...@actor.skills.sizeskill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * 304
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 189, 32, skill.name, 0)
self.contents.draw_text(x + 217, y, 48, 32, skill.sp_cost.to_s, 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
class Window_SkillStat < Window_Base
def initialize(actor)
super(0, 64, 304, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
end
end
class Window_SkillStatus < Window_Base
def initialize(actor)
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_state(@actor, 140, 0)
draw_actor_hp(@actor, 284, 0)
draw_actor_sp(@actor, 460, 0)
end
end
class Window_Target < Window_Selectable
def initialize
super(304, 64, 336, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.z += 10
@item_max = $game_party.actors.size
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 84
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_state(actor, x + 144, y)
draw_actor_hp(actor, x, y + 32)
draw_actor_sp(actor, x + 152, y + 32)
end
end
def update_cursor_rect
if self.active == false
self.cursor_rect.empty
end
if self.index >= 0 and self.active
self.cursor_rect.set(0, @index * 84, self.width - 32, 64)
elsif self.index >= -1 and self.active
self.cursor_rect.set(0, 0, self.width - 32, self.height - 32)
end
end
end
class Window_EquipRight < Window_Selectable
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_actor_parameter(@actor, 4, 160, 3)
draw_actor_parameter(@actor, 4, 192, 4)
draw_actor_parameter(@actor, 4, 224, 5)
draw_actor_parameter(@actor, 4, 256, 6)
draw_actor_parameter(@actor, 4, 288, 7)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 160, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 224, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 256, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 256, 36, 32, @new_int.to_s, 2)
end
if @new_eva != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 288, 40, 32, "?", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 288, 36, 32, @new_eva.to_s, 2)
end
end
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int, new_eva)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or
@new_int != new_int or @new_eva != new_eva
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
@new_eva = new_eva
refresh
end
end
end
class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type)
super(272, 256, 368, 224)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end