class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 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.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
@exp_a = nil
@exp_b = nil
@exp_a = Sprite.new
@exp_b = Sprite.new
@exp_a.bitmap = Bitmap.new(130,5)
@exp_b.bitmap= Bitmap.new(130,5)
color1 = Color.new(150,150,150,255)
color2 = Color.new(255,100,100,255)
@exp_a.x = 60
@exp_a.y = 50
@exp_a.z = 10000
@exp_a.bitmap.fill_rect(0,0,120,32,color1)
@exp_c = 120*@actor.exp/@actor.next_rest_exp_s.to_i
@exp_b.x = 60
@exp_b.y = 50
@exp_b.z = 10000
@exp_b.bitmap.fill_rect(0,0,@exp_c,32,color2)
end
def dispose
super
@exp_a.bitmap.dispose
@exp_b.bitmap.dispose
@exp_a.dispose
@exp_b.dispose
@exp_a = nil
@exp_b = nil
end
end
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
@exp_a = nil
@exp_b = nil
@exp_a = Sprite.new
@exp_b = Sprite.new
@exp_a.bitmap = Bitmap.new(130,5)
@exp_b.bitmap= Bitmap.new(130,5)
color1 = Color.new(150,150,150,255)
color2 = Color.new(255,100,100,255)
@exp_a.x = 60
@exp_a.y = 50
@exp_a.z = 10000
@exp_a.bitmap.fill_rect(0,0,120,32,color1)
@exp_c = 120*@actor.exp/@actor.next_rest_exp_s.to_i
@exp_b.x = 60
@exp_b.y = 50
@exp_b.z = 10000
@exp_b.bitmap.fill_rect(0,0,@exp_c,32,color2)
end
def dispose
super
@exp_a.bitmap.dispose
@exp_b.bitmap.dispose
@exp_a.dispose
@exp_b.dispose
@exp_a = nil
@exp_b = nil
end
end