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[VXACE] Variaveis na window - WingMMO

Iniciado por Aldimun, 13/11/2017 às 20:04

Boa tarde galera,

Estou com uma duvida no WingMMO.
Estou tentando exibir valores de determinadas variaveis na janela windows_character, que exibe as informações gerais do personagem.

A tela é essa:


Queria aumentar ela, na altura, incluindo mais uma divisória, e nesta nova parte, incluir alguns textos e valores de variaveis, por exemplo:
(um ícone) Nivel de Mineração: (Exibir valor da variavel)

Alguém consegue me ajudar?

Abaixo o código da class window_character

class Window_Character < Window_Base
  def initialize
    super(0, 0, (window_width / 2) + 140, window_height + 12)
    self.z = 200
    @positiony = 2  # Posição na tela
    @positionx = 2
    self.y = ((Graphics.height) / 2) - (self.height / 2) 
    self.x = ((Graphics.width) / 2) - (self.width / 2) 
    @tempvalue = 1
    self.draggable = true
    self.closable = true
    self.title = "Informações gerais"
    #classicon = 131 if StructManager.Player($game_system.MyIndex).Class == "1"
    #classicon = 134 if StructManager.Player($game_system.MyIndex).Class == "2"
    #classicon = 138 if StructManager.Player($game_system.MyIndex).Class == "3"
    #classicon = 132 if StructManager.Player($game_system.MyIndex).Class == "4"
    #self.contents.font.color = $ColorYellow
    
    @bttnfire = Button.new(self, 106, 179, 11, 11, "+", true)
    @bttnearth = Button.new(self, 106, 195, 11, 11, "+", true)
    @bttnwater = Button.new(self, 106, 211, 11, 11, "+", true)
    @bttnwind = Button.new(self, 244, 179, 11, 11, "+", true)
    @bttndark = Button.new(self, 244, 195, 11, 11, "+", true)
    @bttnlight = Button.new(self, 244, 211, 11, 11, "+", true)
    @bttnfirew = Button.new(self, 117, 179, 11, 11, "?", true)
    @bttnearthw = Button.new(self, 117, 195, 11, 11, "?", true)
    @bttnwaterw = Button.new(self, 117, 211, 11, 11, "?", true)
    @bttnwindw = Button.new(self, 255, 179, 11, 11, "?", true)
    @bttndarkw = Button.new(self, 255, 195, 11, 11, "?", true)
    @bttnlightw = Button.new(self, 255, 211, 11, 11, "?", true)
    #----------
    @bttnfire.mouse_click { Network.RequestUsePoints(1) }
    @bttnearth.mouse_click { Network.RequestUsePoints(2) }
    @bttnwater.mouse_click { Network.RequestUsePoints(3) }
    @bttnwind.mouse_click { Network.RequestUsePoints(4) }
    @bttndark.mouse_click { Network.RequestUsePoints(5) }
    @bttnlight.mouse_click { Network.RequestUsePoints(6) }   #self.contents.draw_text(1, -8, 128, 32, "Magias de classe")
    @bttnfirew.mouse_move { CheckMove(1) }
    @bttnearthw.mouse_move { CheckMove(2) }
    @bttnwaterw.mouse_move { CheckMove(3) }
    @bttnwindw.mouse_move { CheckMove(4) }
    @bttndarkw.mouse_move { CheckMove(5) }
    @bttnlightw.mouse_move { CheckMove(6) }
    @bttnfirew.mouse_leave { WindowManager.closeWindow('Subtitle') }
    @bttnearthw.mouse_leave { WindowManager.closeWindow('Subtitle') }
    @bttnwaterw.mouse_leave { WindowManager.closeWindow('Subtitle') }
    @bttnwindw.mouse_leave { WindowManager.closeWindow('Subtitle') }
    @bttndarkw.mouse_leave { WindowManager.closeWindow('Subtitle') }
    @bttnlightw.mouse_leave { WindowManager.closeWindow('Subtitle') }
    
    #self.contents.draw_text(1, 46, 128, 32, "Magias colecionadas")
    #    @login = Button.new(self, 65, 140, 70, 20, Vocab::LoginButton) { login }
    #   def initialize(win, x, y, i, &b)
    #  def initialize(win, x, y, w, h, i)
   # draw_icon(233, 1, 0)
   # draw_icon(260, 1, 32)
   # draw_icon(165, 1, 64)    
   # draw_icon(274, 1, 96)    
   refresh
  end

  def CheckMove(index)
    WindowManager.showWindow('Subtitle')
    
    if index == 1
      WindowManager.Window('Subtitle').setStatus("Força", "Aumenta o dano de seu ataque básico máximo.")
    elsif index == 2
      WindowManager.Window('Subtitle').setStatus("Resistência", "Aumenta a quantidade de vida, a defesa física, e o dano mínimo.")
    elsif index == 3
      WindowManager.Window('Subtitle').setStatus("Sorte", "Aumenta a chance de causar danos críticos.")      
    elsif index == 4
      WindowManager.Window('Subtitle').setStatus("Agilidade", "Aumenta a chance de se esquivar de ataques básicos.")      
    elsif index == 5
      WindowManager.Window('Subtitle').setStatus("Inteligência", "Aumenta a quantidade de mana, e dano minímo e máximo de magias.")      
    elsif index == 6
      WindowManager.Window('Subtitle').setStatus("Sabedoria", "Aumenta a regeneração de vida e a defesa mágica.")     
    end
    
  end
  
  def refresh
    refresh_widgets
    self.contents.clear
    return if StructManager.Player($game_system.MyIndex).Equipment.nil?
    srcrec = Rect.new(0, 0, 40, 40)
    myclass = Constants::CLASSNAME[StructManager.Player($game_system.MyIndex).Class]  
    data = StructManager.Player($game_system.MyIndex).Equipment.split(",")
    #self.contents.blt(86, 22, Cache.wing_hud("Small_#{myclass}_1_Face"), srcrec); 
    self.contents.font.size = 16
    self.contents.font.name = ["Ubuntu Light"] 
    self.contents.draw_text(140, -4, 128, 32, "Profissões:")
    self.contents.draw_text(1, -4, 128, 32, "Personagem:")
    self.contents.draw_text(1, 12, 128, 32, StructManager.Player($game_system.MyIndex).Name)
    self.contents.draw_text(1, 36, 128, 32, "Raça:")
    self.contents.draw_text(1, 52, 128, 32, myclass)
    self.contents.draw_text(1, 152, 128, 32, "Atributos:")
    self.contents.font.color = $ColorRed
    self.contents.draw_text(1, 170, 128, 32, "Força:")
    self.contents.font.color = $ColorBrown
    self.contents.draw_text(1, 186, 128, 32, "Resistência:")
    self.contents.font.color = $ColorTurquoise
    self.contents.draw_text(1, 202, 128, 32, "Sorte:")
    self.contents.font.color = $ColorGreen
    self.contents.draw_text(140, 170, 128, 32, "Agilidade:")
    self.contents.font.color = $ColorYellow
    self.contents.draw_text(140, 186, 128, 32, "Inteligência:")
    self.contents.font.color = $ColorPink
    self.contents.draw_text(140, 202, 128, 32, "Sabedoria:")
    self.contents.font.color = $ColorWhite
    self.contents.draw_text(36, 170, 128, 32, StructManager.Player($game_system.MyIndex).Fire)
    self.contents.draw_text(63, 186, 128, 32, StructManager.Player($game_system.MyIndex).Earth)
    self.contents.draw_text(36, 202, 128, 32, StructManager.Player($game_system.MyIndex).Water)
    self.contents.draw_text(200, 170, 128, 32, StructManager.Player($game_system.MyIndex).Wind)
    self.contents.draw_text(205, 186, 128, 32, StructManager.Player($game_system.MyIndex).Dark)
    self.contents.draw_text(200, 202, 128, 32, StructManager.Player($game_system.MyIndex).Light)
    self.contents.draw_text(1, 76, 128, 32, "Vitalidade:")
    self.contents.draw_text(140, 92, 128, 32, "Regen/HP:")
    self.contents.draw_text(140, 108, 128, 32, "Regen/MP:")
    self.contents.draw_text(198, 92, 128, 32, StructManager.PlayerVitalityRegen($game_system.MyIndex))
    self.contents.draw_text(198, 108, 128, 32, StructManager.PlayerSpiritRegen($game_system.MyIndex))
    self.contents.draw_text(1, 92, 128, 32, "Espírito:")  
    self.contents.draw_text(46, 92, 128, 32, StructManager.PlayerMaxSpirit($game_system.MyIndex))  
    self.contents.draw_text(62, 76, 128, 32, StructManager.PlayerMaxVitality($game_system.MyIndex))
    self.contents.draw_text(1, 124, 128, 32, "Pontos de atributo:")   
    self.contents.draw_text(106, 124, 128, 32, StructManager.Player($game_system.MyIndex).Points)  
    #@iconclass = IconButton.new(self, 122, 42, classicon.to_i, true, 255)
   # draw_character(StructManager.Player($MyIndex.to_i).Sprite, StructManager.Player($MyIndex.to_i).Gender.to_i, 100, 70)
    self.contents.draw_text(1, 108, 128, 32, "Experiência:")  
    self.contents.draw_text(64, 108, 128, 32, "#{StructManager.Player($game_system.MyIndex).Exp}/#{StructManager.ExpToNextLevel(StructManager.Player($game_system.MyIndex).Level)}") 
    ###
    #dmg
    weapon = 0
    helmet = 0
    armor = 0
    shield = 0
    if !data[1].nil?
    weapon = data[2].split(';')[0].to_i
    level = data[2].split(';')[1].to_i
    if weapon > 0
    extramdmgweapon = $data_weapons[weapon].params[0] + (($data_weapons[weapon].params[0].to_f / 100.0) * (level * 7)).to_i
    extradmgweapon = $data_weapons[weapon].params[2] + (($data_weapons[weapon].params[2].to_f / 100.0) * (level * 7)).to_i
    extradefweapon = $data_weapons[weapon].params[3] + (($data_weapons[weapon].params[3].to_f / 100.0) * (level * 7)).to_i
    extracritweapon = $data_weapons[weapon].params[7] + (($data_weapons[weapon].params[7].to_f / 100.0) * (level * 7)).to_i
    extraesqweapon = $data_weapons[weapon].params[6] + (($data_weapons[weapon].params[6].to_f / 100.0) * (level * 7)).to_i
    extrammagweapon = $data_weapons[weapon].params[1] + (($data_weapons[weapon].params[1].to_f / 100.0) * (level * 7)).to_i
    extramagweapon = $data_weapons[weapon].params[4] + (($data_weapons[weapon].params[4].to_f / 100.0) * (level * 7)).to_i
    extramdefweapon = $data_weapons[weapon].params[5] + (($data_weapons[weapon].params[5].to_f / 100.0) * (level * 7)).to_i
    end
    
    helmet = data[0].split(';')[0].to_i
    level = data[0].split(';')[1].to_i
    if helmet > 0
    extradmghelmet = $data_armors[helmet].params[2] + (($data_armors[helmet].params[2].to_f / 100.0) * (level * 7)).to_i
    extradefhelmet = $data_armors[helmet].params[3] + (($data_armors[helmet].params[3].to_f / 100.0) * (level * 7)).to_i
    extramdmghelmet = $data_armors[helmet].params[0] + (($data_armors[helmet].params[0].to_f / 100.0) * (level * 7)).to_i
    extracrithelmet = $data_armors[helmet].params[7] + (($data_armors[helmet].params[7].to_f / 100.0) * (level * 7)).to_i
    extraesqhelmet = $data_armors[helmet].params[6] + (($data_armors[helmet].params[6].to_f / 100.0) * (level * 7)).to_i
    extrammaghelmet = $data_armors[helmet].params[1] + (($data_armors[helmet].params[1].to_f / 100.0) * (level * 7)).to_i
    extramaghelmet = $data_armors[helmet].params[4] + (($data_armors[helmet].params[4].to_f / 100.0) * (level * 7)).to_i
    extramdefhelmet = $data_armors[helmet].params[5] + (($data_armors[helmet].params[5].to_f / 100.0) * (level * 7)).to_i
    end
    
    armor = data[1].split(';')[0].to_i
    level = data[1].split(';')[1].to_i
    if armor > 0
    extradmgarmor = $data_armors[armor].params[2] + (($data_armors[armor].params[2].to_f / 100.0) * (level * 7)).to_i
    extradefarmor = $data_armors[armor].params[3] + (($data_armors[armor].params[3].to_f / 100.0) * (level * 7)).to_i
    extramdmgarmor = $data_armors[armor].params[0] + (($data_armors[armor].params[0].to_f / 100.0) * (level * 7)).to_i
    extracritarmor = $data_armors[armor].params[7] + (($data_armors[armor].params[7].to_f / 100.0) * (level * 7)).to_i
    extraesqarmor = $data_armors[armor].params[6] + (($data_armors[armor].params[6].to_f / 100.0) * (level * 7)).to_i
    extrammagarmor = $data_armors[armor].params[1] + (($data_armors[armor].params[1].to_f / 100.0) * (level * 7)).to_i
    extramagarmor = $data_armors[armor].params[4] + (($data_armors[armor].params[4].to_f / 100.0) * (level * 7)).to_i
    extramdefarmor = $data_armors[armor].params[5] + (($data_armors[armor].params[5].to_f / 100.0) * (level * 7)).to_i
    end
  
    shield = data[3].split(';')[0].to_i
    level = data[3].split(';')[1].to_i
    if shield > 0
    extradmgshield = $data_armors[shield].params[2] + (($data_armors[shield].params[2].to_f / 100.0) * (level * 7)).to_i
    extradefshield = $data_armors[shield].params[3] + (($data_armors[shield].params[3].to_f / 100.0) * (level * 7)).to_i
    extramdmgshield = $data_armors[shield].params[0] + (($data_armors[shield].params[0].to_f / 100.0) * (level * 7)).to_i
    extracritshield = $data_armors[shield].params[7] + (($data_armors[shield].params[7].to_f / 100.0) * (level * 7)).to_i
    extraesqshield = $data_armors[shield].params[6] + (($data_armors[shield].params[6].to_f / 100.0) * (level * 7)).to_i
    extrammagshield = $data_armors[shield].params[1] + (($data_armors[shield].params[1].to_f / 100.0) * (level * 7)).to_i
    extramagshield = $data_armors[shield].params[4] + (($data_armors[shield].params[4].to_f / 100.0) * (level * 7)).to_i
    extramdefshield = $data_armors[shield].params[5] + (($data_armors[shield].params[5].to_f / 100.0) * (level * 7)).to_i
    end
    end
  
    ###
    self.contents.draw_text(1, 222, 128, 32, "Ataque Básico:")
    
    extradmgshield = 0 if extradmgshield.nil? 
    extradmgarmor = 0 if extradmgarmor.nil? 
    extradmgweapon = 0 if extradmgweapon.nil? 
    extradmghelmet = 0 if extradmghelmet.nil? 
    
    extramdmgshield = 0 if extramdmgshield.nil? 
    extramdmgarmor = 0 if extramdmgarmor.nil? 
    extramdmgweapon = 0 if extramdmgweapon.nil? 
    extramdmghelmet = 0 if extramdmghelmet.nil? 
    
    minatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
    maxatq = (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
    if StructManager.Player($game_system.MyIndex).Class == 6
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 39 && StructManager.Skill(i).level > 0
            minatq = (StructManager.Player($game_system.MyIndex).Wind.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
            maxatq = (StructManager.Player($game_system.MyIndex).Wind.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
            minatq += (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7)
            maxatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8)
          end
        end
      end
    end
    if StructManager.Player($game_system.MyIndex).Class == 5
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 35 && StructManager.Skill(i).level > 0
            minatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
            maxatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
            minatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 0.7)
            maxatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8)
          end
        end
      end
    end
    if StructManager.Player($game_system.MyIndex).SORE
      minatq = minatq / 2
      maxatq = maxatq / 2
    end
    self.contents.draw_text(80, 222, 128, 32, "#{minatq.to_i}~#{maxatq.to_i}")
    
    self.contents.draw_text(1, 238, 128, 32, "Resistência Física:")
    
    extradefshield = 0 if extradefshield.nil?
    extradefarmor = 0 if extradefarmor.nil?
    extradefweapon = 0 if extradefweapon.nil?
    extradefhelmet = 0 if extradefhelmet.nil?
    
    defense = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.05) + extradefshield + extradefarmor + extradefhelmet + extradefweapon
    if StructManager.Player($game_system.MyIndex).SORE
      defense = defense / 2
    end
    self.contents.draw_text(95, 238, 128, 32, "#{defense.to_i}%")
    
    self.contents.draw_text(140, 222, 128, 32, "Esquiva:")
    
    extraesqshield = 0 if extraesqshield.nil?
    extraesqarmor = 0 if extraesqarmor.nil?
    extraesqweapon = 0 if extraesqweapon.nil?
    extraesqhelmet = 0 if extraesqhelmet.nil?
    
    dodge = (StructManager.Player($game_system.MyIndex).Wind.to_f * 0.3) + extraesqshield + extraesqarmor + extraesqhelmet + extraesqweapon
    if StructManager.Player($game_system.MyIndex).SORE
      dodge = dodge / 2
    end
    self.contents.draw_text(186, 222, 128, 32, "#{dodge.round(1)}")
    
    self.contents.draw_text(140, 238, 128, 32, "Ataque Mágico:")
    
    extrammagshield = 0 if extrammagshield.nil?
    extrammagarmor = 0 if extrammagarmor.nil?
    extrammagweapon = 0 if extrammagweapon.nil?
    extrammaghelmet = 0 if extrammaghelmet.nil?
    
    extramagshield = 0 if extramagshield.nil?
    extramagarmor = 0 if extramagarmor.nil?
    extramagweapon = 0 if extramagweapon.nil?
    extramaghelmet = 0 if extramaghelmet.nil?
    
    mindark = StructManager.Player($game_system.MyIndex).Dark.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
    maxdark = StructManager.Player($game_system.MyIndex).Dark.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon
    if StructManager.Player($game_system.MyIndex).Class == 6
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 39 && StructManager.Skill(i).level > 0
            mindark = StructManager.Player($game_system.MyIndex).Wind.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
            maxdark = StructManager.Player($game_system.MyIndex).Wind.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon        
          end
        end
      end
    end
    
    if StructManager.Player($game_system.MyIndex).Class == 5
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 35 && StructManager.Skill(i).level > 0
            mindark = StructManager.Player($game_system.MyIndex).Earth.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
            maxdark = StructManager.Player($game_system.MyIndex).Earth.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon   
          end
        end
      end
    end
    
    if StructManager.Player($game_system.MyIndex).Class == 1
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 46 && StructManager.Skill(i).level > 0
            mindark += (mindark / 100) * 10
            maxdark += (maxdark / 100) * 10
          end
        end
      end
    end
    
    if StructManager.Player($game_system.MyIndex).SORE
      mindark = mindark / 2
      maxdark = maxdark / 2
    end
    self.contents.draw_text(222, 238, 128, 32, "#{mindark.to_i}~#{maxdark.to_i}")
    
    self.contents.draw_text(1, 254, 128, 32, "Crítico:")
    
    extracritshield = 0 if extracritshield.nil?
    extracritarmor = 0 if extracritarmor.nil?
    extracritweapon = 0 if extracritweapon.nil?
    extracrithelmet = 0 if extracrithelmet.nil?
    
    critical = (StructManager.Player($game_system.MyIndex).Water.to_f * 0.2) + extracritshield + extracritarmor + extracrithelmet + extracritweapon
    if StructManager.Player($game_system.MyIndex).Class == 4
      for i in 1..16
        if !StructManager.Skill(i).nil?
          if StructManager.Skill(i).num == 48 && StructManager.Skill(i).level > 0
            critical += StructManager.Skill(i).level * 1.5
          end
        end
      end
    end
    
    if StructManager.Player($game_system.MyIndex).SORE
      critical = critical / 2
    end
    self.contents.draw_text(41, 254, 128, 32, "#{critical.round(1)}")
    
    self.contents.draw_text(140, 254, 128, 32, "Resistência Mágica:")
    
    extramdefshield = 0 if extramdefshield.nil?
    extramdefarmor = 0 if extramdefarmor.nil?
    extramdefweapon = 0 if extramdefweapon.nil?
    extramdefhelmet = 0 if extramdefhelmet.nil?
    
    defm = (StructManager.Player($game_system.MyIndex).Light.to_f * 0.05) + extramdefshield + extramdefarmor + extramdefhelmet + extramdefweapon
    if StructManager.Player($game_system.MyIndex).SORE
      defm = defm / 2
    end
    self.contents.draw_text(242, 254, 128, 32, "#{defm.to_i}%")
    if StructManager.Player($game_system.MyIndex).Points.to_i >= 1
      return if @bttnfire.nil?
      @bttnfire.set_visibility(true) if !@bttnfire.visibility?
      @bttnearth.set_visibility(true) if !@bttnearth.visibility?
      @bttnwater.set_visibility(true) if !@bttnwater.visibility?
      @bttnwind.set_visibility(true) if !@bttnwind.visibility?
      @bttndark.set_visibility(true) if !@bttndark.visibility?
      @bttnlight.set_visibility(true) if !@bttnlight.visibility?
      @bttnfirew.set_visibility(true) if !@bttnfirew.visibility?
      @bttnearthw.set_visibility(true) if !@bttnearthw.visibility?
      @bttnwaterw.set_visibility(true) if !@bttnwaterw.visibility?
      @bttnwindw.set_visibility(true) if !@bttnwindw.visibility?
      @bttndarkw.set_visibility(true) if !@bttndarkw.visibility?
      @bttnlightw.set_visibility(true) if !@bttnlightw.visibility?
    else
      @bttnfire.set_visibility(false) if @bttnfire.visibility?
      @bttnearth.set_visibility(false) if @bttnearth.visibility?
      @bttnwater.set_visibility(false) if @bttnwater.visibility?
      @bttnwind.set_visibility(false) if @bttnwind.visibility?
      @bttndark.set_visibility(false) if @bttndark.visibility?
      @bttnlight.set_visibility(false) if @bttnlight.visibility?
      @bttnfirew.set_visibility(false) if @bttnfirew.visibility?
      @bttnearthw.set_visibility(false) if @bttnearthw.visibility?
      @bttnwaterw.set_visibility(false) if @bttnwaterw.visibility?
      @bttnwindw.set_visibility(false) if @bttnwindw.visibility?
      @bttndarkw.set_visibility(false) if @bttndarkw.visibility?
      @bttnlightw.set_visibility(false) if @bttnlightw.visibility?     
    end
  end
  #--------------------------------------------------------------------------
  # * Aquisição da largura da janela
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width / 2
  end
  #--------------------------------------------------------------------------
  # * Aquisição da altura da janela
  #--------------------------------------------------------------------------
  def window_height
    fitting_height(11)
  end
  def hide(trink = false)
    WindowManager.closeWindow('Job') if !trink
    WindowManager.closeWindow('Subtitle') if WindowManager.Window('Subtitle').visible
    super
  end

  end