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#============================================================================== # ■ Window_details_monstre #------------------------------------------------------------------------------ # Permet de créer une fenêtre avec les détails d'un ennemi #============================================================================== class Window_Details_Monstre < Window_Base include KRAZ_SLM def initialize super(FD[0], FD[1], FD[2], FD[3]) self.contents = Bitmap.new(width-32, height-32) self.back_opacity = 255 end def update if @opening self.openness += FD_V @opening = false if self.openness == 255 elsif @closing self.openness -= FD_V @closing = false if self.openness == 0 end end def refresh(monstre_id) self.contents.clear draw_actor_battler($data_enemies[monstre_id], FD_B[0], FD_B[1]) self.contents.font.size = FD_TT self.contents.font.color = Color.new(FD_CT[0], FD_CT[1], FD_CT[2], FD_CT[3]) monster_name_width = contents.text_size($data_enemies[monstre_id].name).width self.contents.draw_text(FD_NM[0]-(monster_name_width/2), FD_NM[1], FD_NM[2], FD_NM[3], $data_enemies[monstre_id].name) self.contents.font.size = FD_TP if FD_COLOR_SYSTEM self.contents.font.color = system_color else self.contents.font.color = Color.new(FD_CSA[0], FD_CSA[1], FD_CSA[2], FD_CSA[3]) end self.contents.draw_text(FD_HP[0], FD_HP[1], FD_HP[2], FD_HP[3], "#{Vocab.hp} :") self.contents.draw_text(FD_MP[0], FD_MP[1], FD_MP[2], FD_MP[3], "#{Vocab.mp} :") self.contents.draw_text(FD_ATK[0], FD_ATK[1], FD_ATK[2], FD_ATK[3], "#{Vocab.atk} :") self.contents.draw_text(FD_DEF[0], FD_DEF[1], FD_DEF[2], FD_DEF[3], "#{Vocab.def} :") self.contents.draw_text(FD_SPI[0], FD_SPI[1], FD_SPI[2], FD_SPI[3], "#{Vocab.spi} :") self.contents.draw_text(FD_AGI[0], FD_AGI[1], FD_AGI[2], FD_AGI[3], "#{Vocab.agi} :") self.contents.draw_text(FD_EXP[0], FD_EXP[1], FD_EXP[2], FD_EXP[3], FD_MEXP+" :") self.contents.draw_text(FD_GOLD[0], FD_GOLD[1], FD_GOLD[2], FD_GOLD[3], "#{Vocab.gold} :") self.contents.draw_text(FD_DROP[0], FD_DROP[1], FD_DROP[2], FD_DROP[3], FD_MDROP+" :") self.contents.font.color = normal_color self.contents.draw_text(FD_HP[0], FD_HP[1], FD_HP[2], FD_HP[3], $data_enemies[monstre_id].maxhp.to_s, 2) self.contents.draw_text(FD_MP[0], FD_MP[1], FD_MP[2], FD_MP[3], $data_enemies[monstre_id].maxmp.to_s, 2) self.contents.draw_text(FD_ATK[0], FD_ATK[1], FD_ATK[2], FD_ATK[3], $data_enemies[monstre_id].atk.to_s, 2) self.contents.draw_text(FD_DEF[0], FD_DEF[1], FD_DEF[2], FD_DEF[3], $data_enemies[monstre_id].def.to_s, 2) self.contents.draw_text(FD_SPI[0], FD_SPI[1], FD_SPI[2], FD_SPI[3], $data_enemies[monstre_id].spi.to_s, 2) self.contents.draw_text(FD_AGI[0], FD_AGI[1], FD_AGI[2], FD_AGI[3], $data_enemies[monstre_id].agi.to_s, 2) self.contents.draw_text(FD_EXP[0], FD_EXP[1], FD_EXP[2], FD_EXP[3], $data_enemies[monstre_id].exp.to_s, 2) self.contents.draw_text(FD_GOLD[0], FD_GOLD[1], FD_GOLD[2], FD_GOLD[3], $data_enemies[monstre_id].gold.to_s, 2) # Affichage objets que peuvent donner les ennemis if $data_enemies[monstre_id].drop_item1.kind != 0 item = $data_enemies[monstre_id].drop_item1 case item.kind when 1 icon_index = $data_items[item.item_id].icon_index name = $data_items[item.item_id].name when 2 icon_index = $data_weapons[item.weapon_id].icon_index name = $data_weapons[item.item_id].name when 3 icon_index = $data_armors[item.armor_id].icon_index name = $data_armors[item.item_id].name end opacity = self.contents.font.color == normal_color ? 255 : 128 denom = $data_enemies[monstre_id].drop_item1.denominator.to_s draw_icon(icon_index, FD_DR1[0], FD_DR1[1]+4) self.contents.draw_text(FD_DR1[0]+30, FD_DR1[1], FD_DR1[2], FD_DR1[3], name + " (1/#{denom})", 0) end if $data_enemies[monstre_id].drop_item2.kind != 0 item = $data_enemies[monstre_id].drop_item2 case item.kind when 1 icon_index = $data_items[item.item_id].icon_index name = $data_items[item.item_id].name when 2 icon_index = $data_weapons[item.weapon_id].icon_index name = $data_weapons[item.item_id].name when 3 icon_index = $data_armors[item.armor_id].icon_index name = $data_armors[item.item_id].name end opacity = self.contents.font.color == normal_color ? 255 : 128 denom = $data_enemies[monstre_id].drop_item2.denominator draw_icon(icon_index, FD_DR2[0], FD_DR2[1]+4) self.contents.draw_text(FD_DR2[0]+30, FD_DR2[1], FD_DR2[2], FD_DR2[3], name + " (1/#{denom})", 0) end self.draw_enemy_element_radar_graph($data_enemies[monstre_id], FD_GDE[0], FD_GDE[1], FD_GDE[2]) end end
#-------------------------------------------------------------------------- # ● draw_actor_battler # Dessine le battler de l'acteur aux coordonnées x,y # L'acteur peut aussi bien être un monstre qu'un personnage #-------------------------------------------------------------------------- class Window_Base def draw_actor_battler(actor, x, y) bitmap = Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect) end end
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