Face Set dans les combats

12/10/2008 18:18

Nom Face Set dans les combats
Auteur Jao Neto
Nombre de Script 1 seul
Info
Pour avoir des faces set dans les combats.
Copier ce script au dessus de main.
Et le tour est joue.

class Window_Base < Window
  def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - size) / 2
    rect.y = face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    self.contents.blt(x, y, bitmap, rect,opacity)
    bitmap.dispose
  end
    def draw_actor_face(actor, x, y, size = 96, opacity = 255)
    draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
  end
end

class Window_BattleStatus < Window_Selectable
 
  def initialize
    super(0, 0, 416, 128)
    @column_max = 4
    @spacing = 0
    refresh
    self.active = false
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for i in 0...@item_max
      draw_faces(i)
    end
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_faces(index)
    actor = $game_party.members[index]
    draw_actor_face(actor, actor.index * 96 + 2, 0, 96, 100)
  end
  def draw_item(index)
    self.contents.font.color = normal_color
    actor = $game_party.members[index]
    draw_actor_name(actor, index * 96 + 2, 0)
    draw_actor_state(actor, index * 96 + 2, 18, 48)
    draw_actor_hp(actor, index * 96 + 2, 56, 86)
    draw_actor_mp(actor, index * 96 + 2, 74, 86)
  end
end

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