rebf-gaiden/Scripts/JOBEXP_.rb
2025-04-26 17:06:34 -05:00

81 lines
No EOL
3.6 KiB
Ruby

#==============================================================================
# ■ Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
x = rect.x + 108
y = rect.y + line_height / 2
draw_actor_skill_point_no_gauge(actor, x, y + line_height * 3)
end
#--------------------------------------------------------------------------
# ● シンプルなステータスの描画
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_icons(actor, x, y + line_height * 2)
draw_actor_class(actor, x + 152, y)
draw_actor_hp(actor, x + 152, y + line_height * 1)
draw_actor_mp(actor, x + 152, y + line_height * 2)
draw_actor_tp(actor, x + 152, y + line_height * 3)#紅茶走2
end
end
#==============================================================================
# ■ Window_k_ExStatus_Small_Status
#==============================================================================
class Window_k_ExStatus_Small_Status < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_status
@actor = $game_party.menu_actor
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 100, line_height * 0)
draw_actor_class(@actor, 220,line_height * 0)
draw_actor_icons(@actor, 100,line_height * 2)
draw_actor_level(@actor, 100,line_height * 1)
draw_actor_hp(@actor, 220,line_height * 1)
draw_actor_mp(@actor, 220,line_height * 2)
draw_exp_info(184, line_height * 3)
draw_actor_skill_point_no_gauge(@actor, 100, line_height * 3)
end
end
#==============================================================================
# ■ Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# ● スキルポイントの描画
#--------------------------------------------------------------------------
def draw_actor_skill_point_no_gauge(actor, x, y, width = 120)
#~ view_class_id = 0
view_class_id = actor.class_id
#~ view_class_id = actor.sub_class_id if @draw_class == 1
#~ return if view_class_id == 0
@skill_point_n = actor.used_skill_points(view_class_id)
@max_skill_point_m = actor.max_skillpoint(view_class_id)
#~ skill_rate = @skill_point_n.to_f / @max_skill_point_m
#~ draw_gauge(x, y, width, skill_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
text = KURE::SkillPoint::Skill_Point_NAME
rect = text_size(text)
draw_text(x, y, rect.width + 12, line_height, text)
change_color(normal_color)
text = " " + @skill_point_n.to_s + "/ " + @max_skill_point_m.to_s
draw_text(x + rect.x + rect.width, y, width, line_height, text)
end
end