# Use old playersprites in RPG Maker XP. # I don't think anyone asked for this but here we go! #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Graphic # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 3 ch = bitmap.height / 4 src_rect = Rect.new(cw * 1, ch * 2, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end end #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display the character.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < RPG::Sprite #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :character # character #-------------------------------------------------------------------------- # * Object Initialization # viewport : viewport # character : character (Game_Character) #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport) @character = character update end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # If tile ID, file name, or hue are different from current ones if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue # Remember tile ID, file name, and hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue # If tile ID value is valid if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 # If tile ID value is invalid else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 3 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end # Set visible situation self.visible = (not @character.transparent) # If graphic is character if @tile_id == 0 # Set rectangular transfer if @character.pattern == 0 sx = 1 * @cw elsif @character.pattern == 1 sx = 0 * @cw elsif @character.pattern == 2 sx = 1 * @cw elsif @character.pattern == 3 sx = 2 * @cw end if @character.direction == 2 sy = 4 / 2 * @ch elsif @character.direction == 4 sy = 6 / 2 * @ch elsif @character.direction == 6 sy = 2 / 2 * @ch elsif @character.direction == 8 sy = 0 / 2 * @ch end self.src_rect.set(sx, sy, @cw, @ch) end # Set sprite coordinates self.x = @character.screen_x self.y = @character.screen_y self.z = @character.screen_z(@ch) # Set opacity level, blend method, and bush depth self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth # Animation if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end end end #============================================================================== # ** Window_SaveFile #------------------------------------------------------------------------------ # This window displays save files on the save and load screens. #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :filename # file name attr_reader :selected # selected #-------------------------------------------------------------------------- # * Object Initialization # file_index : save file index (0-3) # filename : file name #-------------------------------------------------------------------------- def initialize(file_index, filename) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Save#{@file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Draw file number self.contents.font.color = normal_color name = "File#{@file_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # If save file exists if @file_exist # Draw character for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.width / 3 ch = bitmap.height / 4 src_rect = Rect.new(cw * 1, ch * 2, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # Draw play time hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) # Draw timestamp self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end #-------------------------------------------------------------------------- # * Set Selected # selected : new selected (true = selected, false = unselected) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end