alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main
def main
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
@enemy_window = Window_EnemyHP.new
raz_enemy_hp_main
@enemy_window.dispose
end
def update
@enemy_window.update
raz_update
end
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
raz_update_phase5
end
def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
raz_update_phase4_step5
end
end
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480) #super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = actor.screen_x
actor_y = actor.screen_y
draw_slant_bar(actor_x-180,actor.screen_y - 120, actor.hp, actor.maxhp, 35, 4, bar_color = Color.new(231, 47, 35, 255), end_color = Color.new(231, 47, 35, 255))
draw_slant_bar(actor_x-180,actor.screen_y - 113, actor.sp, actor.maxsp, 35, 4, bar_color = Color.new(44, 102, 199, 225), end_color = Color.new(44, 102, 199, 2255))
draw_actor_name(actor, actor_x - 190,actor.screen_y - 30)
if @level_up_flags
self.contents.font.color = normal_color
self.z = 0
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
end
end
end
#--------------------------------------------------------------------------
# * Frame Update By ZiQianXiu
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
def draw_actor_name(actor, x, y)
self.contents.font.color = Color.new(0, 255, 0, 255)
self.contents.draw_text(x, y, 120, 32, actor.name)
end
end