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Jesse66126

NEW Menu screen script! Better than KN_E

Question

NewScript.jpg

I moved the exp and lvl to where they don't obstruct the picture.

 

class Window_Base < Window
#--------------------------------------------------------------------------
# ● 再定義 グラフィックの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw /4, y - ch +16, bitmap, src_rect)
end
end

class Window_Status < Window_Base
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 30, 144)
draw_actor_name(@actor, 4, 8)
draw_actor_class(@actor, 4 + 124, 8)
draw_actor_level(@actor, 128, 32)
draw_actor_state(@actor, 128, 56)
draw_actor_hp(@actor, 128, 96, 172)
draw_actor_sp(@actor, 128, 128, 172)
draw_actor_parameter(@actor, 352, 240, 0)
draw_actor_parameter(@actor, 352, 272, 1)
draw_actor_parameter(@actor, 352, 304, 2)
draw_actor_parameter(@actor, 352, 80, 3)
draw_actor_parameter(@actor, 352, 112, 4)
draw_actor_parameter(@actor, 352, 144, 5)
draw_actor_parameter(@actor, 352, 176, 6)
self.contents.font.color = system_color
#self.contents.draw_text(320, 48, 80, 32, "--")#EXP
#self.contents.draw_text(320, 80, 80, 32, "--")#NEXT
self.contents.font.color = normal_color
#self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
#self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.draw_text(128, 208, 96, 32, "[Equip]")
draw_item_name($data_weapons[@actor.weapon_id], 112 + 16, 240)
draw_item_name($data_armors[@actor.armor1_id], 112 + 16, 272)
draw_item_name($data_armors[@actor.armor2_id], 112 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 112 + 16, 336)
draw_item_name($data_armors[@actor.armor4_id], 112 + 16, 368)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(352, 80, 96, 32, $data_system.words.weapon)
self.contents.draw_text(352, 112, 96, 32, $data_system.words.armor1)
self.contents.draw_text(352, 144, 96, 32, $data_system.words.armor2)
self.contents.draw_text(352, 176, 96, 32, $data_system.words.armor3)
self.contents.draw_text(352, 208, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 352 + 24, 80)
draw_item_name($data_armors[@actor.armor1_id], 352 + 24, 112)
draw_item_name($data_armors[@actor.armor2_id], 352 + 24, 144)
draw_item_name($data_armors[@actor.armor3_id], 352 + 24, 176)
draw_item_name($data_armors[@actor.armor4_id], 352 + 24, 208)
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 再定義 クラスの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
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
end

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 再定義 リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x + 64, y) #16 draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 100, y + 32) #90
draw_actor_level(actor, x + 35, y + 32) #draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 245, y) #144
draw_actor_exp(actor, x + 35, y + 64) #draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 245, y + 32) #236
draw_actor_sp(actor, x + 245, y + 64) #236
end
end
end 

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