#============================================================================== # ■ XP-RGSS-19 動くアクター(ステータス画面) by Claimh #------------------------------------------------------------------------------ #  ・ステータス画面でアクターが動きます #============================================================================== module Move_Actor # 動作タイプ # 0:歩く  1:回る STS_MOVE = 1 # 動作タイプ<歩く>の向き(2:下 4:左 6:右 8:上) STS_WALK_DIREC = 2 end #============================================================================== # ■ Window_Status #============================================================================== class Window_Status < Window_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :actor_sprite # アクター #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_move initialize def initialize(actor) @actor_sprite = Sprite_MoveActor.new(nil, actor) @actor_sprite.direction = Move_Actor::STS_WALK_DIREC @actor_sprite.move_type = Move_Actor::STS_MOVE @actor_sprite.x = 40 @actor_sprite.y = 112 @actor_sprite.z = 160 @actor_sprite.setup initialize_move(actor) end #-------------------------------------------------------------------------- # ● リフレッシュ(再定義) #-------------------------------------------------------------------------- def refresh self.contents.clear #draw_actor_graphic(@actor, 40, 112) ※いらないので消す 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, "装備") 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 #-------------------------------------------------------------------------- # ● 動くアクタースプライト消去 #-------------------------------------------------------------------------- def dispose super @actor_sprite.dispose end end #============================================================================== # ■ Scene_Status #============================================================================== class Scene_Status #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_status_menu update def update update_status_menu @status_window.actor_sprite.update end end