RMVXA

메뉴를 열때 액터의 스탯과 장비까지 나오는 문구를 출력하고 싶습니다

by 코나별 posted Apr 18, 2016
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왼쪽의 액터의 얼굴칩은 제가 CG로 대체하기 위해서 크기를 늘린거구요.

 

오른쪽엔

 

이름

상태이상 유무

레벨

HP

MP

 

이렇게 있는데 이 밑에

스탯과 장비를 넣고 싶은데 루비에 대한 지식이 낮아 막히고 있습니다.

고수분들 도와주세요. ㅠㅠ

 

소스는 다음과 같습니다

 

class Scene_Menu < Scene_MenuBase
  def start
    super
    create_menu_background
    create_command_window
    create_gold_window
    create_status_window
  end
  def create_menu_background
    @menu_background = Sprite.new
    @menu_background.bitmap = Cache.system('menu_bg')
  end
  def dispose_menu_background
    @menu_background.bitmap.dispose
    @menu_background.dispose
  end
  def terminate
    super
    dispose_background
    dispose_menu_background
  end
  def create_gold_window
    @gold_window = Window_Gold.new
  end
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,    method(:command_item))
    @command_window.set_handler(:skill,    method(:command_personal))
    @command_window.set_handler(:equip,    method(:command_personal))
    @command_window.set_handler(:game_end,    method(:command_game_end))

    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  def create_status_window
    @status_window = Window_MenuStatus.new(0, 0)
  end
end
class Window_MenuCommand < Window_Command
  def initialize
    super(480, 310)
    self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
    select_last
  end
  def window_width
    return 160
  end
  def window_height
    return 120
  end
  def make_command_list
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::skill,   :skill,   main_commands_enabled)
    add_command(Vocab::equip,   :equip,   main_commands_enabled)
    add_command(Vocab::game_end,   :game_end)

  end
  def alignment
    return 1
  end
end
class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
    refresh
  end
  def window_width
    return 480
  end
  def window_height
    return 480
  end
  def item_height
    return (height - standard_padding * 2) / 1
  end
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
    draw_actor_simple_status(actor, rect.x, rect.y)
  end
  def draw_actor_simple_status(actor, x, y)
    draw_actor_name(actor, x + 270, y + 1)
    draw_actor_level(actor, x + 338, y + 55)
    draw_actor_icons(actor, x + 298, y + 28)
    draw_actor_hp(actor, x + 270, y + 82)
    draw_actor_mp(actor, x + 270, y + 109)
  end
  def draw_face(face_name, face_index, x, y, enabled = true)
    bitmap = Cache.face(face_name)
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 260, 455)
    contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
  def draw_actor_name(actor, x, y, width = 124)
    change_color(hp_color(actor))
    draw_text(x, y, width, 24, actor.name)
  end
  def draw_actor_level(actor, x, y)
    change_color(system_color)
    draw_text(x, y, 32, line_height, Vocab::level_a)
    change_color(normal_color)
    draw_text(x + 56 - 24, y, 24, 24, actor.level, 2)
  end
  def draw_actor_icons(actor, x, y, width = 155)
    icons = (actor.state_icons + actor.buff_icons)[0, ((25/24)*width)/24]
    icons.each_with_index {|n, i| draw_icon(n, x + 24 * (i % (width / 24)), y + 24 * (i / (width / 24))) }
  end
  def draw_actor_hp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
    hp_color(actor), normal_color)
    end
  def draw_actor_mp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
    mp_color(actor), normal_color)
  end
end
class Window_MenuActor < Window_MenuStatus
  def initialize
    super(0, 0)
    self.visible = false
  end
  def window_height
    Graphics.height
  end
end
class Window_Gold < Window_Base
  def initialize
    super(480, 430, window_width, 50)
    self.opacity = 255 if SceneManager.scene_is?(Scene_Menu)
    refresh
  end
  def window_width
    return 160
  end
  def refresh
    contents.clear
    change_color(system_color)
    draw_text(4, 0, contents_width - 8, line_height, '소지금')
    cx = text_size(currency_unit).width
    change_color(normal_color)
    draw_text(4, contents_height - line_height, contents.width - 8 - cx - 2, line_height, value, 2)
    change_color(system_color)
    draw_text(4, contents_height - line_height, contents.width - 8, line_height, currency_unit, 2)
  end
end