Class: Window_BattleStatus

Inherits:
Window_Selectable show all
Defined in:
Window_BattleStatus.rb

Overview

** Window_BattleStatus


This window is for displaying the status of party members on the battle

screen.

Direct Known Subclasses

Window_BattleActor

Instance Attribute Summary

Attributes inherited from Window_Selectable

#cursor_all, #cursor_fix, #help_window, #index

Instance Method Summary (collapse)

Methods inherited from Window_Selectable

#active=, #bottom_row, #bottom_row=, #call_cancel_handler, #call_handler, #call_ok_handler, #call_update_help, #cancel_enabled?, #clear_item, #col_max, #contents_height, #current_item_enabled?, #cursor_down, #cursor_left, #cursor_movable?, #cursor_pagedown, #cursor_pageup, #cursor_right, #cursor_up, #draw_all_items, #ensure_cursor_visible, #handle?, #height=, #horizontal?, #item_height, #item_rect, #item_rect_for_text, #item_width, #ok_enabled?, #page_item_max, #page_row_max, #process_cancel, #process_cursor_move, #process_handling, #process_ok, #process_pagedown, #process_pageup, #redraw_current_item, #redraw_item, #row, #row_max, #select, #set_handler, #spacing, #top_row, #top_row=, #unselect, #update, #update_cursor, #update_help, #update_padding, #update_padding_bottom

Methods inherited from Window_Base

#activate, #actor_name, #calc_line_height, #change_color, #close, #contents_height, #contents_width, #convert_escape_characters, #create_contents, #crisis_color, #deactivate, #dispose, #draw_actor_class, #draw_actor_face, #draw_actor_graphic, #draw_actor_hp, #draw_actor_icons, #draw_actor_level, #draw_actor_mp, #draw_actor_name, #draw_actor_nickname, #draw_actor_param, #draw_actor_simple_status, #draw_actor_tp, #draw_character, #draw_currency_value, #draw_current_and_max_values, #draw_face, #draw_gauge, #draw_icon, #draw_item_name, #draw_text, #draw_text_ex, #fitting_height, #gauge_back_color, #hide, #hp_color, #hp_gauge_color1, #hp_gauge_color2, #knockout_color, #line_height, #make_font_bigger, #make_font_smaller, #mp_color, #mp_cost_color, #mp_gauge_color1, #mp_gauge_color2, #normal_color, #obtain_escape_code, #obtain_escape_param, #open, #param_change_color, #party_member_name, #pending_color, #power_down_color, #power_up_color, #process_character, #process_draw_icon, #process_escape_character, #process_new_line, #process_new_page, #process_normal_character, #reset_font_settings, #show, #standard_padding, #system_color, #text_color, #text_size, #tp_color, #tp_cost_color, #tp_gauge_color1, #tp_gauge_color2, #translucent_alpha, #update, #update_close, #update_open, #update_padding, #update_tone

Constructor Details

- (Window_BattleStatus) initialize


  • Object Initialization




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# File 'Window_BattleStatus.rb', line 12

def initialize
  super(0, 0, window_width, window_height)
  refresh
  self.openness = 0
end

Instance Method Details

- (Object) basic_area_rect(index)


  • Get Basic Area Retangle




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# File 'Window_BattleStatus.rb', line 59

def basic_area_rect(index)
  rect = item_rect_for_text(index)
  rect.width -= gauge_area_width + 10
  rect
end

- (Object) draw_basic_area(rect, actor)


  • Draw Basic Area




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# File 'Window_BattleStatus.rb', line 82

def draw_basic_area(rect, actor)
  draw_actor_name(actor, rect.x + 0, rect.y, 100)
  draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104)
end

- (Object) draw_gauge_area(rect, actor)


  • Draw Gauge Area




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# File 'Window_BattleStatus.rb', line 89

def draw_gauge_area(rect, actor)
  if $data_system.opt_display_tp
    draw_gauge_area_with_tp(rect, actor)
  else
    draw_gauge_area_without_tp(rect, actor)
  end
end

- (Object) draw_gauge_area_with_tp(rect, actor)


  • Draw Gauge Area (with TP)




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# File 'Window_BattleStatus.rb', line 99

def draw_gauge_area_with_tp(rect, actor)
  draw_actor_hp(actor, rect.x + 0, rect.y, 72)
  draw_actor_mp(actor, rect.x + 82, rect.y, 64)
  draw_actor_tp(actor, rect.x + 156, rect.y, 64)
end

- (Object) draw_gauge_area_without_tp(rect, actor)


  • Draw Gauge Area (without TP)




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# File 'Window_BattleStatus.rb', line 107

def draw_gauge_area_without_tp(rect, actor)
  draw_actor_hp(actor, rect.x + 0, rect.y, 134)
  draw_actor_mp(actor, rect.x + 144,  rect.y, 76)
end

- (Object) draw_item(index)


  • Draw Item




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# File 'Window_BattleStatus.rb', line 51

def draw_item(index)
  actor = $game_party.battle_members[index]
  draw_basic_area(basic_area_rect(index), actor)
  draw_gauge_area(gauge_area_rect(index), actor)
end

- (Object) gauge_area_rect(index)


  • Get Gauge Area Rectangle




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# File 'Window_BattleStatus.rb', line 67

def gauge_area_rect(index)
  rect = item_rect_for_text(index)
  rect.x += rect.width - gauge_area_width
  rect.width = gauge_area_width
  rect
end

- (Object) gauge_area_width


  • Get Gauge Area Width




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# File 'Window_BattleStatus.rb', line 76

def gauge_area_width
  return 220
end

- (Object) item_max


  • Get Number of Items




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# File 'Window_BattleStatus.rb', line 38

def item_max
  $game_party.battle_members.size
end

- (Object) refresh


  • Refresh




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# File 'Window_BattleStatus.rb', line 44

def refresh
  contents.clear
  draw_all_items
end

- (Object) visible_line_number


  • Get Number of Lines to Show




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# File 'Window_BattleStatus.rb', line 32

def visible_line_number
  return 4
end

- (Object) window_height


  • Get Window Height




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# File 'Window_BattleStatus.rb', line 26

def window_height
  fitting_height(visible_line_number)
end

- (Object) window_width


  • Get Window Width




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# File 'Window_BattleStatus.rb', line 20

def window_width
  Graphics.width - 128
end