04-04-2011, 01:00 PM
(This post was last modified: 05-12-2017, 02:30 AM by DerVVulfman.)
Advanced Equipment Screen
Narc the Jester
Apr 4, 2011
Some mod for original system.
Scene_Equip
Window_EquipLeft
Window_EquipRight
Window_EquipItem
Window_Base
Narc the Jester
Apr 4, 2011
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No support is given. If you are the owner of the thread, please contact administration.
Some mod for original system.
Scene_Equip
Code
Code:
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
# equip_index : equipment index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
@sprite = Sprite.new
@char = Sprite.new
@ITYPE = Sprite.new
@sprite.bitmap = RPG::Cache.picture("Menu-Back-Inventory.png")
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# Set cursor position
@right_window.index = @equip_index
refresh
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@ITYPE.bitmap.dispose
@char.bitmap.dispose
# @armor.bitmap.dispose
# @shield.bitmap.dispose
# @implant.bitmap.dispose
# @belt.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Set item window to visible
@char.bitmap = RPG::Cache.picture("Characters/" + "C"+@actor.id.to_s)
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@left_window.update
@right_window.update
@item_window.update
refresh
# If right window is active: call update_right
if @right_window.active
update_right
return
end
# If item window is active: call update_item
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
if @right_window.index == 0
@ITYPE.bitmap = RPG::Cache.picture("R-hand.png")
end
if @right_window.index == 1
@ITYPE.bitmap = RPG::Cache.picture("L-hand.png")
end
if @right_window.index == 2
@ITYPE.bitmap = RPG::Cache.picture("head.png")
end
if @right_window.index == 3
@ITYPE.bitmap = RPG::Cache.picture("Body.png")
end
if @right_window.index == 4
@ITYPE.bitmap = RPG::Cache.picture("Implant.png")
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
@sprite.bitmap.dispose
@ITYPE.bitmap.dispose
@char.bitmap.dispose
# @armor.bitmap.dispose
# @shield.bitmap.dispose
# @implant.bitmap.dispose
# @belt.bitmap.dispose
$scene = Scene_Menu.new(2)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if @actor.equip_fix?(@right_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
end
end
Window_EquipLeft
Code
Code:
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(-7, 378, 399, 110)
self.contents = Bitmap.new(width - 0, height - 0)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 18
self.contents.font.bold = true
self.contents.draw_text(95, 0, 24, 32, @actor.level.to_s, 2)
self.contents.draw_text(69, 16, 50, 32, @actor.atk.to_s, 2)
self.contents.draw_text(69, 32, 50, 32, @actor.pdef.to_s, 2)
self.contents.draw_text(69, 48, 50, 32, @actor.mdef.to_s, 2)
self.contents.draw_text(240, 0, 50, 32, @actor.str.to_s, 2)
self.contents.draw_text(240, 16, 50, 32, @actor.dex.to_s, 2)
self.contents.draw_text(240, 32, 50, 32, @actor.agi.to_s, 2)
self.contents.draw_text(240, 48, 50, 32, @actor.int.to_s, 2)
if @new_atk != nil
self.contents.font.color = normal_color
self.contents.draw_text(123, 16, 40, 32, "->", 1)
if @actor.atk >= @new_atk
self.contents.font.color = red_color
end
if @actor.atk <= @new_atk
self.contents.font.color = green_color
end
if @actor.atk == @new_atk
self.contents.font.color = system_color
end
self.contents.draw_text(150, 16, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = normal_color
self.contents.draw_text(123, 32, 40, 32, "->", 1)
if @actor.pdef >= @new_pdef
self.contents.font.color = red_color
end
if @actor.pdef <= @new_pdef
self.contents.font.color = green_color
end
if @actor.pdef == @new_pdef
self.contents.font.color = system_color
end
self.contents.draw_text(150, 32, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = normal_color
self.contents.draw_text(123, 48, 40, 32, "->", 1)
if @actor.mdef >= @new_mdef
self.contents.font.color = red_color
end
if @actor.mdef <= @new_mdef
self.contents.font.color = green_color
end
if @actor.mdef == @new_mdef
self.contents.font.color = system_color
end
self.contents.draw_text(150, 48, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = normal_color
self.contents.draw_text(294, 0, 40, 32, "->", 1)
if @actor.str >= @new_str
self.contents.font.color = red_color
end
if @actor.str <= @new_str
self.contents.font.color = green_color
end
if @actor.str == @new_str
self.contents.font.color = system_color
end
self.contents.draw_text(321, 0, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = normal_color
self.contents.draw_text(294, 16, 40, 32, "->", 1)
if @actor.dex >= @new_dex
self.contents.font.color = red_color
end
if @actor.dex <= @new_dex
self.contents.font.color = green_color
end
if @actor.dex == @new_dex
self.contents.font.color = system_color
end
self.contents.draw_text(321, 16, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = normal_color
self.contents.draw_text(294, 32, 40, 32, "->", 1)
if @actor.agi >= @new_agi
self.contents.font.color = red_color
end
if @actor.agi <= @new_agi
self.contents.font.color = green_color
end
if @actor.agi == @new_agi
self.contents.font.color = system_color
end
self.contents.draw_text(321, 32, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = normal_color
self.contents.draw_text(294, 48, 40, 32, "->", 1)
if @actor.int >= @new_int
self.contents.font.color = red_color
end
if @actor.int <= @new_int
self.contents.font.color = green_color
end
if @actor.int == @new_int
self.contents.font.color = system_color
end
self.contents.draw_text(321, 48, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Set parameters after changing equipment
# new_atk : attack power after changing equipment
# new_pdef : physical defense after changing equipment
# new_mdef : magic defense after changing equipment
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
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
@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
refresh
end
end
end
Window_EquipRight
Code
Code:
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(250, 64, 165, 192)
self.contents = Bitmap.new(width-10 , height-5)
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 16
self.contents.font.bold = true
@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
draw_item_name(@data[0], -25, 32 * 0)
draw_item_name(@data[1], -25, 32 * 1)
draw_item_name(@data[2], -25, 32 * 2)
draw_item_name(@data[3], -25, 32 * 3)
draw_item_name(@data[4], -25, 32 * 4)
end
end
Window_EquipItem
Code
Code:
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(0, 33, 255, 320)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# Add equippable armor
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
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.font.size = 16
self.contents.font.bold = true
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 180, y, 16, 32, ":", 1)
self.contents.draw_text(x + 185, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
Window_Base
Code
Code:
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
if $ws == '0'
self.windowskin = RPG::Cache.windowskin("DOT.png")
else
self.windowskin = RPG::Cache.windowskin("DOT_2.png")
end
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose if window contents bit map is set
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# * Get Text Color
# n : text color number (0-7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(255, 255, 255, 160)
when 2
return Color.new(90, 100, 140, 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)
when 8
return Color.new(0, 0, 0, 255)
else
normal_color
end
end
def red_color
return Color.new(191, 0, 0, 255)
end
def green_color
return Color.new(0, 191, 9, 255)
end
#--------------------------------------------------------------------------
# * Get Normal Text Color
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# * Get Disabled Text Color
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# * Get System Text Color
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# * Get Crisis Text Color
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# * Get Knockout Text Color
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Reset if windowskin was changed
if $game_system.windowskin_name != @windowskin_name
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
end
#--------------------------------------------------------------------------
# * Draw Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot 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
#--------------------------------------------------------------------------
# * Draw Name
# actor : actor
# x : draw spot x-coordinate
# y : draw spot 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
#--------------------------------------------------------------------------
# * Draw Class
# actor : actor
# x : draw spot x-coordinate
# y : draw spot 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
#--------------------------------------------------------------------------
# * Draw Level
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lvl")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# * Make State Text String for Drawing
# actor : actor
# width : draw spot width
# need_normal : Whether or not [normal] is needed (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# Get width of brackets
brackets_width = self.contents.text_size("[]").width
# Make text string for state names
text = ""
for i in battler.states
if $data_states[i].rating >= 1
if text == ""
text = $data_states[i].name
else
new_text = text + "/" + $data_states[i].name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# If text string for state names is empty, make it [normal]
if text == ""
if need_normal
text = "[Normal]"
end
else
# Attach brackets
text = "[" + text + "]"
end
# Return completed text string
return text
end
#--------------------------------------------------------------------------
# * Draw State
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Draw EXP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "Exp")
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
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw 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)
# Draw 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
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw 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)
# Draw 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
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot 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