#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Status Menu v1.01
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-StatusMenu"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Compatibility Update: Rename Actor
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script changes the status screen completely to something the player can
# interact with more and be able to view actor data with more clarity. The
# player is able to view the general information for an actor (parameters and
# experience), a parameters bar graph, the various hidden extra parameters
# (named properties in the script), and a customizable biography for the actor.
# Also with this script, biographies can be changed at any time using a script
# call to add more of a personal touch to characters.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].description = string
# Changes the biography description for actor x to that of the string. Use
# to designate linebreaks in the string. If you wish to use text codes, write
# them in the strings as \n[2] or \c[3] to make them work properly.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module STATUS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Command Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the commands that appear in the command window used
# for the status screen. Rearrange the commands, add new ones, remove them
# as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
[ :command, "Display"],
[ :parameters, "数据"],
[ :custom3, "Class"],
[ :biography, "介绍"],
[ :rename, "Rename"], # Requires YEA - Rename Actor
[ :retitle, "Retitle"], # Requires YEA - Rename Actor
] # Do not remove this.
#--------------------------------------------------------------------------
# - Status Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# status menu, use this hash to manage the custom commands for the Status
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_STATUS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],
:custom1 => [ 0, 0, :command_name1, :draw_custom1],
:custom2 => [ 0, 0, :command_name2, :draw_custom2],
:custom3 => [ 0, 0, :command_name3, :draw_custom3],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the general window visually appears.
# Not many changes need to be done here other than vocab changes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAMETERS_VOCAB = "数据" # Title used for Parameters.
EXPERIENCE_VOCAB = "经验值" # Title used for Experience.
NEXT_TOTAL_VOCAB = "下次 %s 经验数据" # Label used for total experience.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Parameters Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the parameters window visually appears.
# Each of the stats have a non-window colour. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAM_COLOUR ={
# ParamID => [:stat, Colour1, Colour2 ],
2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],
3 => [ :def, Color.new(250, 150, 30), Color.new(250, 180, 100)],
4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],
5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],
6 => [ :agi, Color.new( 60, 180, 80), Color.new(120, 200, 120)],
7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],
} # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Properties Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the properties window visually appears.
# The properties have abbreviations, but leaving them as such makes things
# confusing (as it's sometimes hard to figure out what the abbreviations
# mean). Change the way the appear, whether or not they appear, and what
# order they will appear in.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROPERTIES_FONT_SIZE = 18 # Font size used for properties.
# These are the properties that appear in column 1.
PROPERTIES_COLUMN1 =[
[:cnt, "物理反击"],
[:tgr, "被攻击率"],
] # Do not remove this.
# These are the properties that appear in column 2.
PROPERTIE
] # Do not remove this.
# These are the properties that appear in column 3.
PROPERTIES_COLUMN3 =[
# [:hcr, "HP補充率"], # Requires YEA - Skill Cost Manag
[:gdr, "额外掉钱率"],
] # Do not remove this.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Biography Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the biography appears including the title
# used at the top, the font size, and whatnot.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BIOGRAPHY_NICKNAME_TEXT = "%s
称号:%s" # How the nickname will appear.
BIOGRAPHY_NICKNAME_SIZE = 32 # Size of the font used.
end # STATUS
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_status_index
attr_accessor :scene_status_oy
end # Game_Temp
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: description=
#--------------------------------------------------------------------------
def description=(text)
@description = text
end
#--------------------------------------------------------------------------
# overwrite method: description
#--------------------------------------------------------------------------
def description
return @description unless @description.nil?
return actor.description
end
end # Game_Actor
#==============================================================================
# ■ Window_StatusCommand
#==============================================================================
class Window_StatusCommand < Window_Command
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :item_window
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# ok_enabled?
#--------------------------------------------------------------------------
def ok_enabled?
return handle?(current_symbol)
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
for command in YEA::STATUS::COMMANDS
case command[0]
#--- Default ---
when :general, :parameters, :properties, :biography
add_command(command[1], command[0])
#--- Yanfly Engine Ace ---
when :rename
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.rename_allow?)
when :retitle
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.retitle_allow?)
#--- Custom Commands ---
else
process_custom_command(command)
end
end
if !$game_temp.scene_status_index.nil?
select($game_temp.scene_status_index)
self.oy = $game_temp.scene_status_oy
end
$game_temp.scene_status_index = nil
$game_temp.scene_status_oy = nil
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_status_index = index
$game_temp.scene_status_oy = self.oy
super
end
#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_item_window
end
#--------------------------------------------------------------------------
# update_item_window
#--------------------------------------------------------------------------
def update_item_window
return if @item_window.nil?
return if @current_index == current_symbol
@current_index = current_symbol
@item_window.refresh
end
#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
update
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
return if @actor.nil?
@help_window.set_text(@actor.actor.description)
end
end # Window_StatusCommand
#==============================================================================
# ■ Window_StatusActor
#==============================================================================
class Window_StatusActor < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width - 160; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)
end
end # Window_StatusActor
#==============================================================================
# ■ Window_StatusItem
#==============================================================================
class Window_StatusItem < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, command_window)
super(dx, dy, Graphics.width, Graphics.height - dy)
@command_window = command_window
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
return unless @actor
draw_window_contents
end
#--------------------------------------------------------------------------
# draw_window_contents
#--------------------------------------------------------------------------
def draw_window_contents
case @command_window.current_symbol
when :general
draw_actor_general
when :parameters
draw_parameter_graph
when :properties
draw_properties_list
when :biography, :rename, :retitle
draw_actor_biography
else
draw_custom
end
end
#--------------------------------------------------------------------------
# draw_actor_general
#--------------------------------------------------------------------------
def draw_actor_general
change_color(system_color)
text = YEA::STATUS::PARAMETERS_VOCAB
draw_text(0, 0, contents.width/2, line_height, text, 1)
text = YEA::STATUS::EXPERIENCE_VOCAB
draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)
draw_general_parameters
draw_general_experience
end
#--------------------------------------------------------------------------
# draw_general_parameters
#--------------------------------------------------------------------------
def draw_general_parameters
dx = 24
dy = line_height / 2
draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)
draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)
draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)
draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)
dx += contents.width/4 - 12
draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)
end
#--------------------------------------------------------------------------
# draw_actor_level
#--------------------------------------------------------------------------
def draw_actor_level(dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::level)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)
end
#--------------------------------------------------------------------------
# draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(param_id, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)
end
#--------------------------------------------------------------------------
# draw_general_experience
#--------------------------------------------------------------------------
def draw_general_experience
if @actor.max_level?
s1 = @actor.exp.group
s2 = "-------"
s3 = "-------"
else
s1 = @actor.exp.group
s2 = (@actor.next_level_exp - @actor.exp).group
s3 = @actor.next_level_exp.group
end
s_next = sprintf(Vocab::ExpNext, Vocab::level)
total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)
change_color(system_color)
dx = contents.width/2 + 12
dy = line_height * 3 / 2
dw = contents.width/2 - 36
draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)
draw_text(dx, dy + line_height * 2, dw, line_height, s_next)
draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)
change_color(normal_color)
draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)
draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)
draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)
end
#--------------------------------------------------------------------------
# draw_parameter_graph
#--------------------------------------------------------------------------
def draw_parameter_graph
draw_parameter_title
dy = line_height * 3/2
maximum = 1
minimum = @actor.param_max(2)
for i in 2..7
maximum = [@actor.param(i), maximum].max
minimum = [@actor.param(i), minimum].min
end
maximum += minimum * 0.33 unless maximum == minimum
for i in 2..7
rate = calculate_rate(maximum, minimum, i)
dy = line_height * i - line_height/2
draw_param_gauge(i, dy, rate)
change_color(system_color)
draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
dw = (contents.width - 48) * rate - 8
change_color(normal_color)
draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
end
end
#--------------------------------------------------------------------------
# calculate_rate
#--------------------------------------------------------------------------
def calculate_rate(maximum, minimum, param_id)
return 1.0 if maximum == minimum
rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f
rate *= 0.67
rate += 0.33
return rate
end
#--------------------------------------------------------------------------
# draw_param_gauge
#--------------------------------------------------------------------------
def draw_param_gauge(param_id, dy, rate)
dw = contents.width - 48
colour1 = param_gauge1(param_id)
colour2 = param_gauge2(param_id)
draw_gauge(24, dy, dw, rate, colour1, colour2)
end
#--------------------------------------------------------------------------
# param_gauge1
#--------------------------------------------------------------------------
def param_gauge1(param_id)
return YEA::STATUS::PARAM_COLOUR[param_id][1]
end
#--------------------------------------------------------------------------
# param_gauge2
#--------------------------------------------------------------------------
def param_gauge2(param_id)
return YEA::STATUS::PARAM_COLOUR[param_id][2]
end
#--------------------------------------------------------------------------
# draw_parameter_title
#--------------------------------------------------------------------------
def draw_parameter_title
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
change_color(system_color)
text = YEA::STATUS::PARAMETERS_VOCAB
draw_text(0, line_height/3, contents.width, line_height, text, 1)
end
#--------------------------------------------------------------------------
# draw_properties_list
#--------------------------------------------------------------------------
def draw_properties_list
contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE
draw_properties_column1
draw_properties_column2
draw_properties_column3
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_properties_column1
#--------------------------------------------------------------------------
def draw_properties_column1
dx = 24
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN1
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_properties_column2
#--------------------------------------------------------------------------
def draw_properties_column2
dx = 24 + (contents.width - 24) / 3
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN2
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_properties_column3
#--------------------------------------------------------------------------
def draw_properties_column3
dx = 24 + (contents.width - 24) / 3 * 2
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::PROPERTIES_COLUMN3
dy = draw_property(property, dx, dy, dw)
end
end
#--------------------------------------------------------------------------
# draw_property
#--------------------------------------------------------------------------
def draw_property(property, dx, dy, dw)
case property[0]
#---
when :hit
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.hit * 100)
when :eva
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.eva * 100)
when :cri
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.cri * 100)
when :cev
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.cev * 100)
when :mev
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.mev * 100)
when :mrf
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.mrf * 100)
when :cnt
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.cnt * 100)
when :hrg
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.hrg * 100)
when :mrg
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.mrg * 100)
when :trg
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.trg * 100)
when :tgr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.tgr * 100)
when :grd
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.grd * 100)
when :rec
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.rec * 100)
when :pha
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.pha * 100)
when :mcr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.mcr * 100)
when :tcr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.tcr * 100)
when :pdr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.pdr * 100)
when :mdr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.mdr * 100)
when :fdr
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.fdr * 100)
when :exr #經驗獲得量
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.exr * 100)
when :idr #额外掉宝率
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.idr * 100)
when :gdr #额外掉钱率
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.gdr * 100)
when :hcr
return dy unless $imported["YEA-SkillCostManager"]
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.hcr * 100)
when :tcr
return dy unless $imported["YEA-SkillCostManager"]
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.tcr * 100)
when :gcr
return dy unless $imported["YEA-SkillCostManager"]
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.gcr * 100)
when :cdr
return dy unless $imported["YEA-SkillRestrictions"]
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.cdr * 100)
when :wur
return dy unless $imported["YEA-SkillRestrictions"]
fmt = "%1.2f%%"
value = sprintf(fmt, @actor.wur * 100)
#---
else; return dy
end
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, property[1], 0)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, value, 2)
return dy + line_height
end
#--------------------------------------------------------------------------
# draw_actor_biography
#--------------------------------------------------------------------------
def draw_actor_biography
fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT
text = sprintf(fmt, @actor.name, @actor.nickname)
contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE
draw_text(0, 0, contents.width, line_height*2, text, 1)
reset_font_settings
draw_text_ex(24, line_height*2, @actor.description)
end
#--------------------------------------------------------------------------
# draw_custom
#--------------------------------------------------------------------------
def draw_custom
current_symbol = @command_window.current_symbol
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)
method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call
end
#--------------------------------------------------------------------------
# draw_custom1
#--------------------------------------------------------------------------
def draw_custom1
dx = 0; dy = 0
for skill in @actor.skills
next if skill.nil?
next unless @actor.added_skill_types.include?(skill.stype_id)
draw_item_name(skill, dx, dy)
dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
dy += line_height if dx == 0
return if dy + line_height > contents.height
end
end
#--------------------------------------------------------------------------
# draw_custom2
#--------------------------------------------------------------------------
def draw_custom2
dx = 4; dy = 0; slot_id = 0
for equip in @actor.equips
change_color(system_color)
text = Vocab.etype(@actor.equip_slots[slot_id])
draw_text(dx, dy, contents.width - dx, line_height, text)
reset_font_settings
draw_item_name(equip, dx+92, dy) unless equip.nil?
slot_id += 1
dy += line_height
break if dy + line_height > contents.height
end
dw = Graphics.width * 2 / 5 - 24
dx = contents.width - dw; dy = 0
param_id = 0
8.times do
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
contents.fill_rect(rect, colour)
size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20
contents.font.size = size
change_color(system_color)
draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
change_color(normal_color)
dwa = (Graphics.width * 2 / 5 - 2) / 2
draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
reset_font_settings
change_color(system_color)
draw_text(dx + dwa, dy, 22, line_height, "→", 1)
param_id += 1
dy += line_height
break if dy + line_height > contents.height
end
end
#--------------------------------------------------------------------------
# draw_custom3
#--------------------------------------------------------------------------
def draw_custom3
return unless $imported["YEA-ClassSystem"]
data = []
for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
next if $data_classes[class_id].nil?
item = $data_classes[class_id]
next unless @actor.unlocked_classes.include?(item.id) or
YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
data.push(item)
end
dx = 0; dy = 0; class_index = 0
for class_id in data
item = data[class_index]
reset_font_settings
if item == @actor.class
change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
elsif item == @actor.subclass
change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
else
change_color(normal_color)
end
icon = item.icon_index
draw_icon(icon, dx, dy)
text = item.name
draw_text(24, dy, contents.width-24, line_height, text)
next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
level = @actor.class_level(item.id)
contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28
draw_text(dx, dy, dwa, line_height, text, 2)
class_index += 1
dy += line_height
break if dy + line_height > contents.height
end
dw = Graphics.width * 2 / 5 - 24
dx = contents.width - dw; dy = 0
param_id = 0
8.times do
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
contents.fill_rect(rect, colour)
contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
change_color(system_color)
draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
change_color(normal_color)
dwa = (Graphics.width * 2 / 5 - 2) / 2
draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
reset_font_settings
change_color(system_color)
draw_text(dx + dwa, dy, 22, line_height, "→", 1)
param_id += 1
dy += line_height
break if dy + line_height > contents.height
end
end
end # Window_StatusItem
#==============================================================================
# ■ Scene_Status
#==============================================================================
class Scene_Status < Scene_MenuBase
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_item_window
relocate_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_StatusCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.actor = @actor
@command_window.help_window = @help_window
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
process_custom_status_commands
end
#--------------------------------------------------------------------------
# process_custom_status_commands
#--------------------------------------------------------------------------
def process_custom_status_commands
for command in YEA::STATUS::COMMANDS
next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]
@command_window.set_handler(command[0], method(called_method))
end
end
#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_StatusActor.new(@command_window.width, wy)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
dy = @command_window.y + @command_window.height
@item_window = Window_StatusItem.new(0, dy, @command_window)
@item_window.viewport = @viewport
@item_window.actor = @actor
@command_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless $imported["YEA-AceMenuEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@item_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@item_window.y = @command_window.height
@help_window.y = @item_window.y + @item_window.height
end
@status_window.y = @command_window.y
end
#--------------------------------------------------------------------------
# on_actor_change
#--------------------------------------------------------------------------
def on_actor_change
@command_window.actor = @actor
@status_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end
#--------------------------------------------------------------------------
# new method: command_name1
#--------------------------------------------------------------------------
def command_name1
SceneManager.call(Scene_Skill)
end
#--------------------------------------------------------------------------
# new method: command_name2
#--------------------------------------------------------------------------
def command_name2
SceneManager.call(Scene_Equip)
end
#--------------------------------------------------------------------------
# new method: command_name3
#--------------------------------------------------------------------------
def command_name3
unless $imported["YEA-ClassSystem"]
@command_window.activate
return
end
SceneManager.call(Scene_Class)
end
end # Scene_Status
#==============================================================================
#
# ▼ End of File
#
#==============================================================================