#==============================================================================
# * Window_Base
#------------------------------------------------------------------------------
# It is superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# - Object initialization
# x : X coordinate of window
# y : Y coordinate of window
# width : Window widht
# height : Window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
# - Dispost
#--------------------------------------------------------------------------
def dispose
# If bit map of window contents is set, dispost
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# - Letter color acquisition
# Letter color number (0 - 7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
normal_color
end
end
#--------------------------------------------------------------------------
# - Usually acquisition of letter color
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# - Acquisition of invalid letter color
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# - Acquisition of system letter color
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# - Acquisition of pinch letter color
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# - Acquisition of aggressive impossible letter color
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# - Frame renewal
#--------------------------------------------------------------------------
def update
super
# When the window skin is modified, resetting
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# - Drawing of graphics
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# - Drawing of name
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#--------------------------------------------------------------------------
# - Drawing of class
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
#--------------------------------------------------------------------------
# - Drawing of level
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# - State character string compilation for drawing
# actor : Actor
# width : Width ahead drawing
# need_normal : Whether or not [ normality ] necessity (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# Acquiring the width of the parenthesis
brackets_width = self.contents.text_size("[]").width
# Drawing up the character string of state name
text = ""
for i in battler.states
if $data_states.rating >= 1
if text == ""
text = $data_states.name
else
new_text = text + "/" + $data_states.name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# When the character string of state name is the sky, "[ it makes normal ]"
if text == ""
if need_normal
text = "[Normal]"
end
else
# The parenthesis is attached
text = "[" + text + "]"
end
# The character string which you complete is returned
return text
end
#--------------------------------------------------------------------------
# - Drawing of state
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#--------------------------------------------------------------------------
# - The drawing of EXP
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
#--------------------------------------------------------------------------
# - The drawing of HP
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# Drawing character string "HP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# There is a space which draws MaxHP or, calculation
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Drawing HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Drawing MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# - The drawing of SP
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
# width : Width ahead drawing
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Drawing character string "SP"
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# There is a space which draws MaxSP or, calculation
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Drawing SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Drawing MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# - Drawing of parameter
# actor : Actor
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
# type : Type (0-6) of parameter
#--------------------------------------------------------------------------
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
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
#--------------------------------------------------------------------------
# - Drawing of item name
# item : Item
# x : Ahead drawing X coordinate
# y : Ahead drawing Y coordinate
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
end
#--------------------------------------------------------------------------
# *draw_item_name_stacked
#--------------------------------------------------------------------------
def draw_item_name_stacked(item, x, y, width, n)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.font.color = normal_color
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, width-80, 32, item.name + \" x \"to_s))
end
end