#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Aqua's Status Menu v1.0
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
#
# Inside the battler folder, you'll need a 100x100 picture of an emblem of the
# class named (class)_class.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#-------------------------------------------------------------------------------
# Class Getter
#-------------------------------------------------------------------------------
class Game_Actor < Game_Battler
def class_file
return $data_classes[@class_id].name.downcase + '_class'
end
end
#-------------------------------------------------------------------------------
# Status Menu
#-------------------------------------------------------------------------------
class Window_Status < Window_Base
#-----------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#-----------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#-----------------------------------------------------------------------------
# * Refresh
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_graphic(@actor, 32, 90)
draw_actor_level(@actor, 4, 20)
draw_actor_state(@actor, 100, 20)
draw_actor_hp(@actor, 4, 90, 172)
draw_actor_sp(@actor, 4, 120, 172)
draw_actor_exp(@actor, 4, 150)
#-------------------------------------------------------------------------------
# Stats
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Bars
#-------------------------------------------------------------------------------
w = 160
x = 4
y = 180
color1 = Color.new(0, 40, 80)
color2 = Color.new(0, 200, 255)
color3 = Color.new(0, 0, 0)
actor = $data_actors[@actor.id]
(2..5).each {|i|
attribute = case i
when 2 then @actor.str
when 3 then @actor.dex
when 4 then @actor.agi
when 5 then @actor.int
end
extra = attribute - actor.parameters[i, @actor.level]
base_max = actor.parameters[i, actor.final_level]
rate = attribute.to_f / (base_max + extra)
self.contents.gradient_bar(x, y+(i-2)*40, w, color1, color2, color3, rate)
self.contents.draw_text(-40, 290+(i)*25, 200, 32, extra.to_s, 2)
}
#-------------------------------------------------------------------------------
draw_actor_parameter(@actor, 4, 180, 3)
draw_actor_parameter(@actor, 4, 220, 4)
draw_actor_parameter(@actor, 4, 260, 5)
draw_actor_parameter(@actor, 4, 300, 6)
#-------------------------------------------------------------------------------
#Added Stats
#-------------------------------------------------------------------------------
self.contents.font.color = system_color
self.contents.draw_text(4, 340, 150, 32, "STR Modifier")
self.contents.draw_text(4, 365, 150, 32, "DEX Modifier")
self.contents.draw_text(4, 390, 150, 32, "AGI Modifier")
self.contents.draw_text(4, 415, 150, 32, "INT Modifier")
self.contents.font.color = normal_color
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Class
#-------------------------------------------------------------------------------
draw_actor_class(@actor, 254, 0)
#Draw Class Pic
classpic = RPG::Cache.battler(@actor.class_file, 0)
self.contents.blt(240, 20, classpic, Rect.new(0, 0, classpic.width, classpic.height), 200)
#-------------
#-------------------------------------------------------------------------------
# Atk, Pdef, Mdef
#-------------------------------------------------------------------------------
draw_actor_parameter(@actor, 400, 20, 0)
draw_actor_parameter(@actor, 400, 50, 1)
draw_actor_parameter(@actor, 400, 80, 2)
#-------------------------------------------------------------------------------
#Draw Battler
#-------------------------------------------------------------------------------
pic = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(230, 200, pic, Rect.new(0, 0, pic.width, pic.height))
#-------------------------------------------------------------------------------
# Armor
#-------------------------------------------------------------------------------
self.contents.font.color = system_color
self.contents.draw_text(400, 160, 96, 32, "Equipment")
draw_item_name($data_weapons[@actor.weapon_id], 400 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 400 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 400 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 400 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 400 + 16, 400)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(400, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(400, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(400, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(400, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(400, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 400 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 400 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 400 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 400 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 400 + 24, 400)
end
end