Here's what I've got for you:
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
# draw actor's battler
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, 280, 275)
self.contents.blt(x, y, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
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, 82, 172)
draw_actor_sp(@actor, 96, 102, 172)
draw_actor_parameter(@actor, 96, 152, 0)
draw_actor_parameter(@actor, 96, 172, 1)
draw_actor_parameter(@actor, 96, 192, 2)
draw_actor_parameter(@actor, 96, 252, 3)
draw_actor_parameter(@actor, 96, 272, 4)
draw_actor_parameter(@actor, 96, 292, 5)
draw_actor_parameter(@actor, 96, 312, 6)
self.contents.font.color = system_color
self.contents.draw_text(96, 372, 80, 32, "EXP")
self.contents.draw_text(96, 392, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(96 + 70, 372, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(96 + 70, 392, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 285, 96, 32, "EQUIP:")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 312)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 332)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 372)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 392)
draw_actor_battler(@actor, 320, 4)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
The image that shows up is the actor's battler ( if the actor is 001-Fighter01, the battler should be called 001-Fighter01), and as long as it fits within a 280x275 pixel window, then it'll fit properly.
Hope this helps.