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- class Window_StatesCharacter < Window_Selectable
- def initialize(actor = $game_party.members[0])
- super(0, 0, 200, 416)
- @actor = actor
- refresh
- end
- def refresh
- self.contents.clear
- draw_actor_face(@actor, 0, 4)
- draw_actor_graphic(@actor, 85, 100)
- self.contents.font.color = power_up_color
- self.contents.draw_text(8, 4, self.width, WLH, @actor.xstats.char)
- self.contents.draw_text(85, 85, self.width, WLH, @actor.xstats.size)
- self.contents.font.color = normal_color
- self.contents.draw_text(80, 4, self.width, WLH, @actor.xstring.gender)
- draw_actor_name(@actor, 4, 105)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 135, self.width, WLH, "LV ")
- self.contents.draw_text(24, 135, self.width, WLH, @actor.level)
- self.contents.font.color = normal_color
- draw_actor_class(@actor, 50, 135)
- if @actor.xstring.race == "Fole"
- self.contents.font.color = text_color(0)
- self.contents.draw_text(4, 165, self.width, WLH, "FOLE")
- elsif @actor.xstring.race == "Gray"
- self.contents.draw_text(4, 165, self.width, WLH, "GRAY")
- self.contents.font.color = text_color(15)
- elsif @actor.xstring.race == "Vanian"
- self.contents.draw_text(4, 165, self.width, WLH, "VANIAN")
- self.contents.font.color = text_color(17)
- end
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 195, self.width, WLH, @actor.xstring.hometown)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 225, self.width, WLH, @actor.xstring.move)
- self.contents.font.color = normal_color
- self.contents.draw_text(90, 225, self.width, WLH, @actor.xstats.tx)
- if @actor.xstring.element == "FIRE"
- self.contents.font.color = text_color(2)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "EARTH"
- self.contents.font.color = text_color(25)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "WATER"
- self.contents.font.color = text_color(23)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "WIND"
- self.contents.font.color = text_color(7)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "DARK"
- self.contents.font.color = text_color(15)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "LIGHT"
- self.contents.font.color = text_color(6)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- elsif @actor.xstring.element == "STORM"
- self.contents.font.color = text_color(17)
- self.contents.draw_text(4, 255, self.width, WLH, @actor.xstring.element)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(4, 285, self.width, WLH, "AGE")
- self.contents.font.color = normal_color
- self.contents.draw_text(60, 285, self.width, WLH, @actor.xstats.age)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 315, self.width, WLH, "HT")
- self.contents.font.color = normal_color
- self.contents.draw_text(60, 315, self.width, WLH, @actor.xstats.chhgt)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 345, self.width, WLH, "WT")
- self.contents.font.color = normal_color
- self.contents.draw_text(60, 345, self.width, WLH, @actor.xstats.chwgt)
- end
- end
- ################################################################################
- class Window_StatesVitals < Window_Base
- def initialize(actor = $game_party.members[0])
- super(200, 0, 400, 120)
- @actor = actor
- refresh
- end
- def refresh
- draw_actor_hp(@actor, 5, 5)
- if @actor.xstats.mgu > 0
- draw_actor_mp(@actor, 5, 35)
- end
- self.contents.font.color = power_up_color
- self.contents.draw_text(90, 65, self.width, WLH, "ACTIVE STATES")
- end
- end
- #################################################################################
- class Window_States < Window_Selectable
- def initialize
- super(140, 120, 400, 300)
- @actor = $game_party.members[0]
- @column_max = 8
- self.index = 0
- refresh
- end
- #Getting States
- def active_states
- @active_states = []
- for active_state in @actor.states
- @active_states.push(active_state)
- end
- end
- #Drawing Active State
- def draw_active_state
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- state = @active_states[index]
- draw_actor_state(@actor, rect.x, rect.y )
- end
- #Refresh
- def refresh
- active_states
- @item_max = @active_states.size
- for i in 0...@item_max
- draw_active_state[i]
- end
- end
- end
- #################################################################################
- class Window_StatesInfo < Window_Base
- def initialize
- super(415, 230, 120, 160)
- refresh
- end
- def refresh
- self.contents.font.color = system_color
- self.contents.draw_text(0, 4, self.width, WLH, "Controls:")
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 20, 90, WLH, "Q for IMM EFX")
- self.contents.draw_text(0, 50, 90, WLH, "Z to EXAMINE")
- self.contents.draw_text(0, 80, 90, WLH, "B to Exit")
- end
- end
- ##################################################################################
- class Scene_NqStates < Scene_Base
- def start
- super
- create_menu_background
- @window_sv = Window_StatesVitals.new
- @window_sc = Window_StatesCharacter.new()
- @window_states = Window_States.new
- @window_si = Window_StatesInfo.new
- end
- def update
- super
- update_menu_background
- @window_sc.refresh
- @window_states.refresh
- @window_sv.refresh
- @window_si.refresh
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::R)
- Sound.play_buzzer
- elsif Input.trigger?(Input::L)
- Sound.play_decision
- $scene = Scene_NqImmunityEffects.new
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- $scene = Scene_StateExamine.new
- end
- end
- def terminate
- super
- @window_sv.dispose
- @window_sc.dispose
- @window_states.dispose
- @window_si.dispose
- dispose_menu_background
- end
- end
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