Shelter_Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
this.drawActorFace(actor, rect.x + 2, rect.y + 2, 61, 61);
this.changePaintOpacity(true);
};
Shelter_Window_MenuStatus.prototype.drawActorFace = function(actor, x, y, width, height) {
this.drawFace(actor._name, x, y, width, height);
};
Shelter_Window_MenuStatus.prototype.drawFace = function(actorName, x, y, width, height) {
var pw = 61;
var ph = 61;
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
var bitmap = ImageManager.loadBitmap("img/system/menu/head/",actorName);
this.contents.blt(bitmap, 0, 0, pw, ph, dx, dy);
};
Shelter_Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
this.drawActorFace(actor, rect.x + 2, rect.y + 2, 61, 61);
this.changePaintOpacity(true);
};
Shelter_Window_MenuStatus.prototype.drawActorFace = function(actor, x, y, width, height) {
this.drawFace(actor._name, x, y, width, height);
};
Shelter_Window_MenuStatus.prototype.drawFace = function(actorName, x, y, width, height) {
var pw = 61;
var ph = 61;
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
var bitmap = ImageManager.loadBitmap("img/system/menu/head/",actorName);
this.contents.blt(bitmap, 0, 0, pw, ph, dx, dy);
};