# ▽△▽ XRXSv27. MeLT_File.DF1. データリスト ▽△▽ # # publish 2010/ 3/22 # update - 11/ 1/ 6 # #============================================================================== # データファイルウィンドウ #============================================================================== class Window_DataFiles < Window_Selectable WLH = 24 def draw_item_to(bitmap, y, index) gamedata = @data[index] rect = item_rect(index) h = rect.height if @base_bitmap == nil @base_bitmap = Bitmap.new(rect.width, rect.height) @base_bitmap.font.size = 16 @base_bitmap.draw_text( 2, 0, 24, h, "No.") @base_bitmap.draw_text(58, 0, 10, h, ":") end bitmap.font.size = 16 if gamedata != nil and gamedata.file_exist bitmap.font.color = normal_color else bitmap.font.color = normal_color bitmap.font.color.alpha = 128 end bitmap.blt(0, y, @base_bitmap, @base_bitmap.rect, bitmap.font.color.alpha) bitmap.draw_text(26, y, 32, h, (index + 1).to_s, 2) if gamedata == nil bitmap.draw_text(80, y, 102, h, "Loading...") elsif gamedata.file_exist base_actor = gamedata.game_party.members[0] if base_actor != nil actor = gamedata.game_actors[base_actor.id] begin face = actor.miniface bitmap.blt(80, y + (WLH - face.rect.height) / 2, face, face.rect) rescue nil end label = gamedata.game_system.savelabel.to_s if label.size >= 1 label_bitmap = Cache.savelabel bitmap.blt(144, y, label_bitmap, label_bitmap.rect) bitmap.font.color = XRXSV27::LabalFontColor bitmap.font.shadow = false bitmap.draw_text(152, y, 126, h, label) bitmap.font.color = normal_color bitmap.font.shadow = true else bitmap.draw_text(144, y, 96, h, actor.name) bitmap.draw_text(240, y, 16, h, Vocab.level_a) bitmap.draw_text(256, y, 26, h, actor.level.to_s, 2) end end draw_playtime(bitmap, index, 288, y, 64) else bitmap.draw_text(80, y, 42, h, "Empty") end end end #============================================================================== # データインフォメーションウィンドウ #============================================================================== class Window_DataInfomation < Window_Base def set(gamedata) end def open end end