이렇게 바꿔드립니다.기존의 체력,마력 게이지 뜨고 직업위에 뜨고 하는 유치한것들은 집어던질수있죠.
이건 제가 적용해보았을때입니다.^^ 밑에 부터 복사하세요. #################################################################### # Status_Enhanced v2.1 # # By: SojaBird # Site: http://www.nestcast.blogspot.com # Discription: A advanced version of the StatusWindow in the menu. # ####################################################################
module SojaBird_SE ############## # Start Setup ############## Font = "Tahoma" # Name of the font to use. FontSize = 15 # Size of the font to use. Name = "Name:" # Name-indication. Class = "Class:" # Class-indication. Level = "Level:" # Level-indication. State = "Status:" # Status-indication. HP = "HP:" # HP-indication. MP = "SP:" # SP-indication. NoState = "Normal" # What to draw when there is no state on the player. ############## # End Setup ############## end
############### # Window_Base # ############### class Window_Base < Window
def draw_actor_name2(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 108, WLH, SojaBird_SE::Name, 0) self.contents.font.color = hp_color(actor) self.contents.draw_text(x, y, 108, WLH, actor.name, 2) end
def draw_actor_class2(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 108, WLH, SojaBird_SE::Class, 0) self.contents.font.color = normal_color self.contents.draw_text(x, y, 108, WLH, actor.class.name, 2) end
def draw_actor_level2(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 108, WLH, SojaBird_SE::Level, 0) self.contents.font.color = normal_color self.contents.draw_text(x, y, 108, WLH, actor.level, 2) end
def draw_actor_state2(actor, x, y, width = 108) self.contents.font.color = system_color self.contents.draw_text(x, y, 108, WLH, SojaBird_SE::State, 0) self.contents.font.color = normal_color if actor.states.empty? contents.draw_text(x, y, 108, WLH, SojaBird_SE::NoState, 2) else for state in actor.states contents.draw_text(x, y, 108, WLH, state.name, 2) end end end
def draw_actor_hp2(actor, x, y, width = 120) self.contents.font.color = system_color self.contents.draw_text(x, y, 33, WLH, SojaBird_SE::HP, 0) self.contents.font.color = hp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.hp, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, actor.hp, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxhp, 0) end end
def draw_actor_mp2(actor, x, y, width = 120) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, SojaBird_SE::MP, 0) self.contents.font.color = mp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 0) end end
def draw_line(actor, x, y, width = 300) self.contents.font.color = normal_color self.contents.draw_text(x, y, 300, WLH, "____________________________________", 2) end
end
##################### # Window_MenuStatus # ##################### class Window_MenuStatus < Window_Selectable
def refresh self.contents.clear self.contents.font.name = SojaBird_SE::Font self.contents.font.size = SojaBird_SE::FontSize @item_max = $game_party.members.size for actor in $game_party.members face_width = Cache.face(actor.face_name).width / 4 face_height = Cache.face(actor.face_name).height / 2 @face_size = [face_width, face_height].min if @face_size > 96 @face_size = 96 end draw_actor_face(actor, 0, actor.index * @face_size, @face_size) # Face x = 113 y = actor.index * @face_size + WLH / 2 draw_actor_name2(actor, x, y - 15) # Name draw_actor_class2(actor, x + 120, y - 15) # Class draw_actor_level2(actor, x, y + WLH * 1 - 15) # Lv draw_actor_state2(actor, x, y + WLH * 2 - 15) # State draw_actor_hp2(actor, x, y + WLH * 3 - 15) # Hp draw_actor_mp2(actor, x + 120, y + WLH * 3 - 15) # Mp draw_line(actor, x - 50, y + WLH * 3 - 8) end end
def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal self.cursor_rect.set(0, @index * @face_size, contents.width, @face_size) elsif @index >= 100 # Self self.cursor_rect.set(0, (@index - 100) * @face_size, contents.width, @face_size) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * @face_size) end end