81 lines
No EOL
3.6 KiB
Ruby
81 lines
No EOL
3.6 KiB
Ruby
#==============================================================================
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# ■ Window_MenuStatus
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#==============================================================================
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class Window_MenuStatus < Window_Selectable
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#--------------------------------------------------------------------------
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# ● 項目の描画
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#--------------------------------------------------------------------------
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def draw_item(index)
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actor = $game_party.members[index]
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enabled = $game_party.battle_members.include?(actor)
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rect = item_rect(index)
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draw_item_background(index)
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draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
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draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
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x = rect.x + 108
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y = rect.y + line_height / 2
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draw_actor_skill_point_no_gauge(actor, x, y + line_height * 3)
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end
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#--------------------------------------------------------------------------
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# ● シンプルなステータスの描画
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#--------------------------------------------------------------------------
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def draw_actor_simple_status(actor, x, y)
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draw_actor_name(actor, x, y)
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draw_actor_level(actor, x, y + line_height * 1)
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draw_actor_icons(actor, x, y + line_height * 2)
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draw_actor_class(actor, x + 152, y)
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draw_actor_hp(actor, x + 152, y + line_height * 1)
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draw_actor_mp(actor, x + 152, y + line_height * 2)
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draw_actor_tp(actor, x + 152, y + line_height * 3)#紅茶走2
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end
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end
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#==============================================================================
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# ■ Window_k_ExStatus_Small_Status
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#==============================================================================
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class Window_k_ExStatus_Small_Status < Window_Selectable
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#--------------------------------------------------------------------------
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# ● 項目の描画
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#--------------------------------------------------------------------------
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def draw_status
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@actor = $game_party.menu_actor
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draw_actor_face(@actor, 0, 0)
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draw_actor_name(@actor, 100, line_height * 0)
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draw_actor_class(@actor, 220,line_height * 0)
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draw_actor_icons(@actor, 100,line_height * 2)
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draw_actor_level(@actor, 100,line_height * 1)
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draw_actor_hp(@actor, 220,line_height * 1)
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draw_actor_mp(@actor, 220,line_height * 2)
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draw_exp_info(184, line_height * 3)
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draw_actor_skill_point_no_gauge(@actor, 100, line_height * 3)
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end
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end
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#==============================================================================
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# ■ Window_Selectable
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#==============================================================================
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class Window_Selectable < Window_Base
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#--------------------------------------------------------------------------
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# ● スキルポイントの描画
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#--------------------------------------------------------------------------
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def draw_actor_skill_point_no_gauge(actor, x, y, width = 120)
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#~ view_class_id = 0
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view_class_id = actor.class_id
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#~ view_class_id = actor.sub_class_id if @draw_class == 1
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#~ return if view_class_id == 0
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@skill_point_n = actor.used_skill_points(view_class_id)
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@max_skill_point_m = actor.max_skillpoint(view_class_id)
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#~ skill_rate = @skill_point_n.to_f / @max_skill_point_m
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#~ draw_gauge(x, y, width, skill_rate, tp_gauge_color1, tp_gauge_color2)
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change_color(system_color)
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text = KURE::SkillPoint::Skill_Point_NAME
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rect = text_size(text)
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draw_text(x, y, rect.width + 12, line_height, text)
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change_color(normal_color)
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text = " " + @skill_point_n.to_s + "/ " + @max_skill_point_m.to_s
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draw_text(x + rect.x + rect.width, y, width, line_height, text)
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end
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end |