Код:
#==============================================================================
#Скрипт Лица версия 1.0 28.05.08
#Автор Гриднев Александр (Рольф)
#Скрипт меняет в главном меню графику героев на аватары.
# Аватары должны называться как чары героев только с дополнением которое
# прописываеться в $li = "а". В нашем случае а. Находиться в папке Characters.
#==============================================================================
$li = "а" #дополниние к названию
class Window_Base < Window
def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name+$li, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0,0, cw, ch)
self.contents.blt(x - cw / 4, y - ch+20, bitmap, src_rect)
end
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x+50, y, 200, 32, actor.name)
end
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x+50, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 82, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x+30, y, width, 32, text)
end
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x+50, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 34, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 118, y, 12, 32, "/", 1)
self.contents.draw_text(x + 130, y, 84, 32, actor.next_exp_s)
end
end
#Коректировка в статусе
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 20, 112)
draw_actor_name(@actor, -30, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "Equipment")
draw_item_name($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)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
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