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Home > RGSS Script Reference > Window_Status

Window_Status


Inherits from: Window_Base

Description: This window shows an actor's status in the main menu.

Code


class Window_Status < Window_Base
# ------------------------------------
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
# ------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 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

Properties


Actor: The actor whose status is to be shown.

Methods


Initialize

Arguments:
Actor: The actor whose status is to be shown.
Local Variables: None

How it Works: This method initializes the window. Both the x and y coordinate of the upper-left pixel of the window are set to 0. The width of the window is set to 640, and the height is set to 480. The @actor instance variable is initialized, and the status is drawn with the refresh method.

Refresh

Arguments: None
Local Variables: None

How it Works: This method draws the window's contents. The window's contents are first cleared. The actor's graphic is drawn at x coordinate 40 and y coordinate 112. The actor's class is drawn at x coordinate 148 and y coordinate 0. The actor's level is drawn at x coordinate 96 and y coordinate 32. The actor's status effects at x coordinate 96 and y coordinate 64. The actor's HP is drawn at x coordinate 96 and y coordinate 112 and a text width of 172. The actor's SP is drawn at x coordinate 96 and y coordinate 144 and a text width of 172. Note that both the HP and SP values are drawn with a text width of 172, meaning that both the current and maximum values will be shown since 172 is more than the threshold width of 144. Next, the actor's attack power, physical defense, magic defense, strength, dexterity, agility, and intelligence are drawn, The x coordinates for all of these is 96, and the y coordinates are 192, 224, 256, 288, 320, 352, and 384, respectively. Next, the word "EXP" is drawn in the system color at x coordinate 320 and y coordinate 48. The word "NEXT" is drawn in the system color at x coordinate 320 and y coordinate 80. Now, the actor's current experience point value is drawn at x coordinate 400 and y coordinate 48 and the number of experience points the actor needs to reach the next level is drawn at x coordinate 400 and y coordinate 80, both in the normal color. The word "Equipment" is then drawn in the system color. Below that, the names of the character's currently equipped weapon, shield, helmet, armor, and accessory are drawn, all at x coordinate 336. The y coordinates for these five entries are 208, 256, 304, 352, and 400, respectively.

Dummy

Arguments: None
Local Variables: None

How it Works: I have no idea why this method is included. It seems to serve no useful purpose, and is not called anywhere else in the standard scripts. 
Syntax
@
@@
$
alias
[array index]
attr_accessor
attr_reader
attr_writer
class
def
do
ensure
for
if
[iterator]
key => value
new
next
nil
redo
require
return
rescue
self
super
undef
unless
until
while
yield

Classes
Arrow_Actor
Arrow_Base
Arrow_Enemy
Game_Actor
Game_Actors
Game_BattleAct
Game_Battler
Game_Character
Game_Common
Game_Enemy
Game_Event
Game_Map
Game_Party
Game_Picture
Game_Player
Game_Screen
Game_SlfSwitch
Game_Switches
Game_System
Game_Troop
Game_Variables
Interpreter
Scene_Debug
Scene_End
Scene_Equip
Scene_File
Scene_Gameover
Scene_Item
Scene_Load
Scene_Map
Scene_Menu
Scene_Name
Scene_Save
Scene_Shop
Scene_Skill
Scene_Status
Scene_Title
Sprite_Battler
Sprite_Character
Sprite_Picture
Sprite_Timer
Spriteset_Battle
Spriteset_Map
Window_Base
Window_Battleresult
Window_Battlestatus
Window_Command
Window_DebugLeft
Window_DebugRight
Window_EquipItem
Window_EquipLeft
Window_EquipRight
Window_Gold
Window_Help
Window_InputNumb
Window_Item
Window_MenuStatus
Window_Message
Window_NameEdit
Window_NameInput
Window_PartyCom
Window_PlayTime
Window_SaveFile
Window_Selectable
Window_ShopBuy
Window_ShopCom
Window_ShopNum
Window_ShopSell
Window_ShopStatus
Window_Skill
Window_SkillStatus
Window_Status
Window_Steps
Window_Target

Other
Class Hierarchy
Global Variables


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