#encoding:utf-8
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
# 状态画面中,显示角色基本信息的窗口。
#==============================================================================
class Window_Status < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 544, 416)
@actor = actor
refresh
activate
self.opacity=0
@data = []
end
def standard_padding
return 0
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_block1 (0)
draw_skill
end
#--------------------------------------------------------------------------
# ● 绘制区域 1
#--------------------------------------------------------------------------
def draw_block1(y)
#~ draw_window_backg
draw_backg
#~ draw_actor_name(@actor, 4, y)
#~ draw_actor_class(@actor, 128, y)
draw_basic_info(136, y)
draw_parameters(32, y)
draw_xparameters
draw_sparameters
#~ draw_equipments(288, y)
#~ draw_description(4, y)
end
#--------------------------------------------------------------------------
# ● 绘制水平线
#--------------------------------------------------------------------------
def draw_horz_line(y)
line_y = y + line_height / 2 - 1
contents.fill_rect(0, line_y, contents_width, 2, line_color)
end
#--------------------------------------------------------------------------
# ● 获取水平线的颜色
#--------------------------------------------------------------------------
def line_color
color = normal_color
color.alpha = 48
color
end
#--------------------------------------------------------------------------
# ● 绘制基本信息
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
w=28
rct_w=32
rct_h=24
y_z=160
x_z=0
#~ draw_actor_icons(@actor, x, y + line_height * 1)绘制状态图标
contents.font.size=16
#~ draw_actor_hp(@actor, 160, 200,width= 100)
#~ draw_actor_mp(@actor, 160, 224,width= 100)
draw_icon(6, x_z , y_z , enabled = true)
draw_icon(3, x_z+w , y_z , enabled = true)
draw_icon(4, x_z+w*2 , y_z, enabled = true)
draw_icon(8, x_z+w*3 , y_z, enabled = true)
draw_icon(5, x_z+w*4 , y_z, enabled = true)
draw_icon(10, x_z+w*5 , y_z, enabled = true)
draw_text(x_z+4 ,y_z+w-8 ,rct_w,rct_h,@actor.m5_20150228_skill_point["火"])
draw_text(x_z+w+4 ,y_z+w-8 ,rct_w,rct_h,@actor.m5_20150228_skill_point["水"])
draw_text(x_z+w*2+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["光"])
draw_text(x_z+w*3+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["风"])
draw_text(x_z+w*4+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["地"])
draw_text(x_z+w*5+4 ,y_z+w-8,rct_w,rct_h,@actor.m5_20150228_skill_point["混沌"])
draw_text(x_z+4 ,y_z+w+4 ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["火"])
draw_text(x_z+w+4 ,y_z+w+4 ,rct_w,rct_h,@actor.m5_20150228_skill_point_use["水"])
draw_text(x_z+w*2+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["光"])
draw_text(x_z+w*3+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["风"])
draw_text(x_z+w*4+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["地"])
draw_text(x_z+w*5+4 ,y_z+w+4,rct_w,rct_h,@actor.m5_20150228_skill_point_use["混沌"])
end
#--------------------------------------------------------------------------
# ● 绘制技能
#--------------------------------------------------------------------------
def draw_skill
dx = 170; dy = 40
contents.font.size=16
for skill in @actor.skills
next if skill.nil?
next unless @actor.added_skill_types.include?(skill.stype_id)
draw_item_name(skill, dx, dy)
#~ dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
dy += line_height #if dx == 0
return if dy + line_height > contents.height
end
end
#--------------------------------------------------------------------------
# ● 绘制普通能力值
#def mhp; param(0); end # 最大HP Maximum Hit Point
#def mmp; param(1); end # 最大MP Maximum Magic Point
#def atk; param(2); end # 物理攻击 ATtacK power
#def def; param(3); end # 物理防御 DEFense power
#def mat; param(4); end # 魔法攻击 Magic ATtack power
#def mdf; param(5); end # 魔法防御 Magic DeFense power
#def agi; param(6); end # 敏 捷 值 AGIlity
#def luk; param(7); end # 幸 运 值 LUcK
#--------------------------------------------------------------------------
def draw_parameters(x, y)
contents.font.size=18
w=24
rct_w=32
rct_h=24
y_z=210
x_z=0
#~ draw_icon(15, x_z , y_z, enabled = true)
#~ draw_icon(16, x_z , y_z+w, enabled = true)
#~ draw_icon(17, x_z , y_z+w*2, enabled = true)
#~ draw_icon(18, x_z , y_z+w*3, enabled = true)
#~ draw_icon(19, x_z+70 , y_z, enabled = true)
#~ draw_icon(10, x_z+70 , y_z+w, enabled = true)
#~ draw_icon(21, x_z+70 , y_z+w*2, enabled = true)
#~ draw_icon(21, x_z+70 , y_z+w*3, enabled = true)
draw_actor_param(@actor, x_z, y_z , 0)
draw_actor_param(@actor, x_z, y_z + w * 1, 1)
draw_actor_param(@actor, x_z, y_z + w * 2, 2)
draw_actor_param(@actor, x_z, y_z + w * 3, 3)
draw_actor_param(@actor, 74, y_z , 4)
draw_actor_param(@actor, 74, y_z + w * 1, 5)
draw_actor_param(@actor, 74, y_z + w * 2, 6)
draw_actor_param(@actor, 74, y_z + w * 3, 7)
end
#--------------------------------------------------------------------------
# ● 绘制X能力值
#--------------------------------------------------------------------------
def draw_xparameters
x=140
l=18
y=Graphics.height-l*10
contents.font.size=16
draw_actor_xparam(@actor, x, y+l*1,0 , "物理命中")
draw_actor_xparam(@actor, x, y+l*2,1 , "物理闪避")
draw_actor_xparam(@actor, x, y+l*3,2 , "会心一击")
draw_actor_xparam(@actor, x, y+l*4,3 , "抗会心一击")
#~ draw_actor_xparam(@actor, x, y+l*5,4 , "技能闪避")
#~ draw_actor_xparam(@actor, x, y+l*6,5 , "技能反射")
draw_actor_xparam(@actor, x, y+l*5,6 , "反击")
draw_actor_xparam(@actor, x, y+l*6,7 , "生命再生")
draw_actor_xparam(@actor, x, y+l*7,8 , "士气再生")
#~ draw_actor_xparam(@actor, x, y+l*10,9 , "怒气增长")
end
#--------------------------------------------------------------------------
# ● 绘制S能力值
#--------------------------------------------------------------------------
def draw_sparameters
x=0
l=18
y=Graphics.height-l*7
contents.font.size=16
draw_actor_sparam(@actor, x, y+l*1, 1,"防御修正")
draw_actor_sparam(@actor, x, y+l*2, 2,"恢复修正")
draw_actor_sparam(@actor, x, y+l*3, 3,"治疗修正")
#~ draw_actor_sparam(@actor, x, y+l*4, 4,"MP消费率")
#~ draw_actor_sparam(@actor, x, y+l*5, 5,"TP消耗率")
draw_actor_sparam(@actor, x, y+l*4, 6,"物抗修正")
#~ draw_actor_sparam(@actor, x, y+l*7, 7,"魔法伤害加成")
#~ draw_actor_sparam(@actor, x, y+l*8, 8,"地形伤害加成")
#~ draw_actor_sparam(@actor, x, y+l*9, 9,"经验获得加成")
end
#--------------------------------------------------------------------------
# ● 绘制人物背景
#--------------------------------------------------------------------------
def draw_backg
actor=@actor
actor_bg(actor.id)
end
def actor_bg(file_name)
bitmap = Cache.picture("/Actor#{file_name}_Status")
src_rect = Rect.new(0,0,544,416)
contents.blt(0, 0, bitmap, src_rect,255)
end
#--------------------------------------------------------------------------
# ● 绘制窗口背景
#--------------------------------------------------------------------------
#~ def draw_window_backg
#~ windowbg = Cache.picture("/windowbg")
#~ src_rect = Rect.new(0,0,windowbg.width ,windowbg.height)
#~ contents.blt(0, 0, windowbg, src_rect,125)
#~ end
end