Hm, seltsam. Dann werde ich wohl etwas übersehen haben, hier meine Window-Base-Class:

PHP-Code:
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base Window
  
#--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  
def initialize(xywidthheight)
    
super()
    @
windowskin_name $game_system.windowskin_name
    self
.windowskin RPG::Cache.windowskin(@windowskin_name)
    
self.x
    self
.y
    self
.width width
    self
.height height
    self
.100
  end
  
#--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  
def dispose
    
# Dispose if window contents bit map is set
    
if self.contents != nil
      self
.contents.dispose
    end
    super
  end
  
#--------------------------------------------------------------------------
  # * Get Text Color
  #     n : text color number (0-7)
  #--------------------------------------------------------------------------
  
def text_color(n)
    case 
n
    when 0
      
return Color.new(-255, -255, -255255)
    
when 1
      
return Color.new(-255, -255, -255255)
    
when 2
      
return Color.new(-255, -255, -255255)
    
when 3
      
return Color.new(-255, -255, -255255)
    
when 4
      
return Color.new(-255, -255, -255255)
    
when 5
      
return Color.new(-255, -255, -255255)
    
when 6
      
return Color.new(-255, -255, -255255)
    
when 7
      
return Color.new(-255, -255, -255255)
    else
      
normal_color
    end
  end
  
#--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  
def normal_color
    
return Color.new(-255, -255, -255255)
  
end
  
#--------------------------------------------------------------------------
  # * Get Disabled Text Color
  #--------------------------------------------------------------------------
  
def disabled_color
    
return Color.new(-255, -255, -255255)
  
end
  
#--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  
def system_color
    
return Color.new(-255, -255, -255255)
  
end
  
#--------------------------------------------------------------------------
  # * Get Crisis Text Color
  #--------------------------------------------------------------------------
  
def crisis_color
    
return Color.new(-255, -255, -255255)
  
end
  
#--------------------------------------------------------------------------
  # * Get Knockout Text Color
  #--------------------------------------------------------------------------
  
def knockout_color
    
return Color.new(-255, -255, -255)
  
end
  
#--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  
def update
    super
    
# Reset if windowskin was changed
    
if $game_system.windowskin_name != @windowskin_name
      
@windowskin_name $game_system.windowskin_name
      self
.windowskin RPG::Cache.windowskin(@windowskin_name)
    
end
  end
  
#--------------------------------------------------------------------------
  # * Draw Graphic
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_actor_graphic(actorxy)
    
bitmap RPG::Cache.character(actor.character_nameactor.character_hue)
    
cw bitmap.width 4
    ch 
bitmap.height 4
    src_rect 
Rect.new(00cwch)
    
self.contents.blt(cw 2chbitmapsrc_rect)
  
end
  
#--------------------------------------------------------------------------
  # * Draw Name
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_actor_name(actorxy)
    
self.contents.font.color normal_color
    self
.contents.draw_text(xy12032actor.name)
  
end
  
#--------------------------------------------------------------------------
  # * Draw Class
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_actor_class(actorxy)
    
self.contents.font.color normal_color
    self
.contents.draw_text(xy23632actor.class_name)
  
end
  
#--------------------------------------------------------------------------
  # * Draw Level
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_actor_level(actorxy)
    
self.contents.font.color system_color
    self
.contents.draw_text(xy3232"Lv")
    
self.contents.font.color normal_color
    self
.contents.draw_text(32y2432actor.level.to_s2)
  
end
  
#--------------------------------------------------------------------------
  # * Make State Text String for Drawing
  #     actor       : actor
  #     width       : draw spot width
  #     need_normal : Whether or not [normal] is needed (true / false)
  #--------------------------------------------------------------------------
  
def make_battler_state_text(battlerwidthneed_normal)
    
# Get width of brackets
    
brackets_width self.contents.text_size("[]").width
    
# Make text string for state names
    
text ""
    
for i in battler.states
      
if $data_states[i].rating >= 1
        
if text == ""
          
text $data_states[i].name
        
else
          
new_text text "/" $data_states[i].name
          text_width 
self.contents.text_size(new_text).width
          
if text_width width brackets_width
            
break
          
end
          text 
new_text
        end
      end
    end
    
# If text string for state names is empty, make it [normal]
    
if text == ""
      
if need_normal
        text 
"[Normal]"
      
end
    
else
      
# Attach brackets
      
text "[" text "]"
    
end
    
# Return completed text string
    
return text
  end
  
#--------------------------------------------------------------------------
  # * Draw State
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  
def draw_actor_state(actorxywidth 120)
    
text make_battler_state_text(actorwidthtrue)
    
self.contents.font.color actor.hp == knockout_color normal_color
    self
.contents.draw_text(xywidth32text)
  
end
  
#--------------------------------------------------------------------------
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_actor_exp(actorxy)
    
self.contents.font.color system_color
    self
.contents.draw_text(xy2432"E")
    
self.contents.font.color normal_color
    self
.contents.draw_text(24y8432actor.exp_s2)
    
self.contents.draw_text(108y1232"/"1)
    
self.contents.draw_text(120y8432actor.next_exp_s)
  
end
  
#--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  
def draw_actor_hp(actorxywidth 144)
    
# Draw "HP" text string
    
self.contents.font.color system_color
    self
.contents.draw_text(xy3232$data_system.words.hp)
    
# Calculate if there is draw space for MaxHP
    
if width 32 >= 108
      hp_x 
width 108
      flag 
true
    elsif width 
32 >= 48
      hp_x 
width 48
      flag 
false
    end
    
# Draw HP
    
self.contents.font.color actor.hp == knockout_color :
      
actor.hp <= actor.maxhp crisis_color normal_color
    self
.contents.draw_text(hp_xy4832actor.hp.to_s2)
    
# Draw MaxHP
    
if flag
      self
.contents.font.color normal_color
      self
.contents.draw_text(hp_x 48y1232"/"1)
      
self.contents.draw_text(hp_x 60y4832actor.maxhp.to_s)
    
end
  end
  
#--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  
def draw_actor_sp(actorxywidth 144)
    
# Draw "SP" text string
    
self.contents.font.color system_color
    self
.contents.draw_text(xy3232$data_system.words.sp)
    
# Calculate if there is draw space for MaxHP
    
if width 32 >= 108
      sp_x 
width 108
      flag 
true
    elsif width 
32 >= 48
      sp_x 
width 48
      flag 
false
    end
    
# Draw SP
    
self.contents.font.color actor.sp == knockout_color :
      
actor.sp <= actor.maxsp crisis_color normal_color
    self
.contents.draw_text(sp_xy4832actor.sp.to_s2)
    
# Draw MaxSP
    
if flag
      self
.contents.font.color normal_color
      self
.contents.draw_text(sp_x 48y1232"/"1)
      
self.contents.draw_text(sp_x 60y4832actor.maxsp.to_s)
    
end
  end
  
#--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  
def draw_actor_parameter(actorxytype)
    case 
type
    when 0
      parameter_name 
$data_system.words.atk
      parameter_value 
actor.atk
    when 1
      parameter_name 
$data_system.words.pdef
      parameter_value 
actor.pdef
    when 2
      parameter_name 
$data_system.words.mdef
      parameter_value 
actor.mdef
    when 3
      parameter_name 
$data_system.words.str
      parameter_value 
actor.str
    when 4
      parameter_name 
$data_system.words.dex
      parameter_value 
actor.dex
    when 5
      parameter_name 
$data_system.words.agi
      parameter_value 
actor.agi
    when 6
      parameter_name 
$data_system.words.int
      parameter_value 
actor.int
    end
    self
.contents.font.color system_color
    self
.contents.draw_text(xy12032parameter_name)
    
self.contents.font.color normal_color
    self
.contents.draw_text(120y3632parameter_value.to_s2)
  
end
  
#--------------------------------------------------------------------------
  # * Draw Item Name
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #--------------------------------------------------------------------------
  
def draw_item_name(itemxy)
    if 
item == nil
      
return
    
end
    bitmap 
RPG::Cache.icon(item.icon_name)
    
self.contents.blt(x4bitmapRect.new(002424))
    
self.contents.font.color normal_color
    self
.contents.draw_text(28y21232item.name)
  
end
end