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Language of Lyse - Custom Window
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#============================================================================== | |
# ** Window_People | |
#------------------------------------------------------------------------------ | |
# Waar de actors hun naam, picture, lv enz. in staan. | |
#============================================================================== | |
class Window_People < Window_Selectable | |
def initialize | |
super(0,0,320,480) | |
self.contents = Bitmap.new(width - 20, height - 20) | |
@column_max = 2 | |
refresh | |
self.active = false | |
self.index = -1 | |
end | |
################ def refresh | |
def refresh | |
self.contents.clear | |
@item_max = $game_party.actors.size | |
@bitmap = Bitmap.new(width - 20, height - 20) | |
for i in 0 ... $game_party.actors.size | |
x = (i * 160) + 5 | |
y = 15 | |
if i >= 2 | |
x -= 320 | |
y = 245 | |
end | |
actor = $game_party.actors[i] | |
self.contents.draw_text(x + 32, y + 96, 50, 20, actor.name) | |
draw_menu_head(actor, x + 10, y) | |
# draw HP bar and text | |
self.contents.draw_text(x, y +116, 20, 20, "HP") | |
draw_hp_bar(actor, x + 40, y + 121, 58) | |
#self.contents.draw_text(x + 4 , y + 120, 48, 20, actor.hp.to_s, 2) | |
# self.contents.draw_text(x + 40, y + 120, 48, 20, "/", 1) | |
#self.contents.draw_text(x + 50, y + 120, 48, 20, actor.maxhp.to_s, 2) | |
# draw SP bar and text | |
self.contents.draw_text(x, y + 140, 20, 20, "SP") | |
draw_sp_bar(actor, x + 40, y + 145, 58) | |
# draw state, level, exp | |
for j in 0 ... actor.states.size | |
#$indexstates = actor.states.size | |
draw_state(actor, x + 100 , (y + 96) + (j * 24), actor.states[j]) | |
end | |
draw_actor_level(actor, x, y + 155) | |
self.contents.draw_text(x, y +180, 40, 20, "EXP") | |
if actor.level == 99 then | |
self.contents.draw_text(x + 40, y + 180, 60, 20, "____ / ____") | |
else | |
draw_exp_bar(actor, x + 40, y + 185) | |
end | |
end # end for met actors | |
end # end def | |
############ def draw menu Head | |
def draw_menu_head(actor, x, y) | |
if actor.name == "Nica" then | |
bitmap = RPG::Cache.picture("MenuNica.png") | |
elsif actor.name == "Thye" | |
bitmap = RPG::Cache.picture("MenuThye.png") | |
elsif actor.name == "Sehlia" | |
bitmap = RPG::Cache.picture("MenuSehlia.png") | |
else | |
bitmap = RPG::Cache.picture("MenuNayll.png") | |
end | |
src_rect = Rect.new(0, 0, 96, 96) | |
#self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) | |
self.contents.blt(x, y, bitmap, src_rect) | |
end | |
############ def draw Rect | |
def draw_rect(x, y) | |
@rect = Rect.new(x, y, 24, 24) | |
color = Color.new(255,255,255,255) | |
self.contents.fill_rect(@rect, color) | |
end | |
############## def draw state | |
def draw_state(battler, x, y, state_id) | |
#for i in battler.states $data_states[i].name == | |
if $data_states[state_id].name == "Knockout" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State01.png") | |
elsif $data_states[state_id].name == "Venom" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State02.png") | |
elsif $data_states[state_id].name == "Stun" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State03.png") | |
elsif $data_states[state_id].name == "Sleep" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State04.png") | |
else | |
bitmapicon = Bitmap.new("Graphics/Icons/001-Weapon01.png") | |
end | |
src_recticon = Rect.new(0, 0, 24, 24) | |
self.contents.blt(x, y, bitmapicon, src_recticon) | |
# end | |
end | |
################## def cursor update | |
def update_cursor_rect | |
if @index < 0 | |
self.cursor_rect.empty | |
else | |
#self.cursor_rect.set(0, @index * 116, self.width - 32, 96) | |
x = @index * 160 | |
y = 10 | |
if @index >= 2 | |
x -= 320 | |
y = 240 | |
end | |
self.cursor_rect.set(x, y, 128 , 208) | |
end | |
end | |
####### | |
end |
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