class Window_LevelUp < Window_Base
attr_reader :limit
def initialize(a, d)
x = a.index * 156
text = []
text.push([$data_system.words.hp[0, 3], d[0], a.maxhp]) if d[0] != a.maxhp
text.push([$data_system.words.sp[0, 3], d[1], a.maxsp]) if d[1] != a.maxsp
text.push([$data_system.words.str[0, 3], d[2], a.str]) if d[2] != a.str
text.push([$data_system.words.dex[0, 3], d[3], a.dex]) if d[3] != a.dex
text.push([$data_system.words.agi[0, 3], d[4], a.agi]) if d[4] != a.agi
text.push([$data_system.words.int[0, 3], d[5], a.int]) if d[5] != a.int
if a.armor4_id == nil or $game_switches[55]==false
h = text.size * 32 + (58)
else
h = text.size * 32 + (96)
end
@limit, y = 365 - h, 480 - h + (h/64+1)*64
super(x+156, y, 180, h)
self.z, self.back_opacity = 100, WINDOW_BACK_OPACITY
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = normal_color
if a.armor4_id == nil or $game_switches[55]==false
draw_statsdisplay_wo(a, 0, 0)
draw_actor_weapon_exp_battle(a, 26, -8)
draw_weapon_icon(a, 2, 28)
else
# Weapon Experience
draw_statsdisplay_wo(a, 0, 0)
draw_actor_weapon_exp_battle(a, 26, -8)
draw_weapon_icon(a, 2, 28)
# AuroraOre Experience
draw_statsdisplay_wo(a, 0, 32)
draw_actor_armor4_exp_battle(a, 26, 24)
draw_auroraore_icon(a, 2, 60)
end
if a.armor4_id == nil or $game_switches[55]==false
self.contents.font.bold = true
self.contents.font.size = 13
self.contents.draw_text(10, 2, 128, 24, "#{$game_weapons[a.weapon_id].weapon_exp - d[6]} EXP", 1)
self.contents.font.size = 16
self.contents.font.color = gold_color
self.contents.draw_text(10, 2, 128, 24, $game_weapons[a.weapon_id].weapon_level.to_s, 2)
else
self.contents.font.bold = true
self.contents.font.size = 13
self.contents.draw_text(10, 2, 128, 24, "#{$game_weapons[a.weapon_id].weapon_exp - d[6]} EXP", 1)
self.contents.draw_text(10, 34, 128, 24, "#{$game_armors[a.armor4_id].armor4_exp - d[7]} EXP", 1)
self.contents.font.size = 16
self.contents.font.color = gold_color
self.contents.draw_text(10, 2, 128, 24, $game_weapons[a.weapon_id].weapon_level.to_s, 2)
self.contents.font.color = gold_color
self.contents.draw_text(10, 34, 128, 24, $game_armors[a.armor4_id].armor4_level.to_s, 2)
end
text.each_index {|i|
index = i + 1
self.contents.font.size, self.contents.font.bold = 20, true
self.contents.font.color = system_color
if a.armor4_id == nil or $game_switches[55]==false
draw_statsdisplay_wo(a, 0, (index*31))
self.contents.draw_text(0, index*31, 128, 24, text[i][0])
self.contents.draw_text(75, index*31, 32, 24, '»')
self.contents.font.color = normal_color
self.contents.draw_text(-10, index*31, 76, 24, text[i][1].to_s, 2)
if text[i][1] > text[i][2]
self.contents.font.color = Color.new(255, 64, 0)
else
self.contents.font.color = Color.new(0, 255, 64)
end
self.contents.draw_text(-10, index*31, 128, 24, text[i][2].to_s, 2)
else
draw_statsdisplay_wo(a, 0, 34+(index*31))
self.contents.draw_text(0, 34+(index*31), 128, 24, text[i][0])
self.contents.draw_text(75, 34+(index*31), 32, 24, '»')
self.contents.font.color = normal_color
self.contents.draw_text(-10, 34+(index*31), 76, 24, text[i][1].to_s, 2)
if text[i][1] > text[i][2]
self.contents.font.color = Color.new(255, 64, 0)
else
self.contents.font.color = Color.new(0, 255, 64)
end
self.contents.draw_text(-10, 34+(index*31), 128, 24, text[i][2].to_s, 2)
end
}
end
end