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- //=============================================================================
- // EnemyBook.js
- //=============================================================================
- /*:
- * @plugindesc v1.4a by SkottyTV // Displays detailed statuses of enemys.
- * @author Yoji Ojima (Compatibility with YEP) / + SkottyTV (thx to DragonPC)
- *
- * @param ----- Functions -----
- *
- * @param Unknown Data
- * @desc The index name for an unknown enemy.
- * @default ??????
- *
- * @param AutoFill
- * @desc Decide if enemys will automaticly show up in the book when defeated
- * @default false
- *
- * @param Gold Icon
- * @desc Decide if you want to use the Gold Icon from
- * Yanfly Core Engine. (true or false)
- * @default true
- *
- * @param ID before Name
- * @desc Decide if enemys will have the ID number in front of their name
- * @default true
- *
- * @param Enemys in Row
- * @desc Decide how many enemys you want to show in one row.
- * (default 1, maximum is 4 !)
- * @default 1
- *
- * @param Half Index Height
- * @desc Decide if you want to half the Index Window height.
- * (default - true) (false will get overwritten by the damage window!)
- * @default true
- *
- * @param Max Skill Count
- * @desc Decide how many skills will be shown.
- * (default - 6) (6 is recommended for small resolutions!)
- * @default 6
- *
- * @param ----- Text -----
- *
- * @param No Item Text
- * @desc Choose the text for "No Item".
- * (0 - 31 default = - none -)
- * @default - none -
- *
- * @param No Skill Text
- * @desc Choose the text for "No Item".
- * (default = - none -)
- * @default - none -
- *
- * @param Damage Mod Text
- * @desc Choose the text for "Damage Mod.".
- * (default - Damage Mod.)
- * @default Damage Mod.
- *
- * @param ----- Colors -----
- *
- * @param Positive Damage Color
- * @desc Choose the color for positive damge mod.
- * (0 - 31 default - 3)
- * @default 3
- *
- * @param Negative Damage Color
- * @desc Choose the color for negative damge mod.
- * (0 - 31 default - 18)
- * @default 18
- *
- * @param Skills Text Color
- * @desc Choose the text color for the skills.
- * (0 - 31 default - 0)
- * @default 0
- *
- * @param Line Opacity
- * @desc Choose the opacity of the lines.
- * (0 - 255 default = 120)
- * @default 120
- *
- * @param ----- Switches -----
- *
- * @param Show Items Switch
- * @desc Choose the switch ID that shows the Items.
- * (default 0)
- * @default 0
- *
- * @param Show Ability Switch
- * @desc Choose the switch ID that shows the Abilities.
- * (default 0)
- * @default 0
- *
- * @param Show EXP Switch
- * @desc Choose the switch ID that shows the EXP.
- * (default 0)
- * @default 0
- *
- * @param Show Gold Switch
- * @desc Choose the switch ID that shows the Gold.
- * (default 0)
- * @default 0
- *
- * @param Show Status Switch
- * @desc Choose the switch ID that shows the status.
- * (default 0)
- * @default 0
- *
- * @param Show Damage Switch
- * @desc Choose the switch ID that shows the Damage window.
- * (default 0)
- * @default 0
- *
- * @param ----- Animation -----
- *
- * @param Pulsing Enemy
- * @desc Decide if you want to display an animated enemy.
- * (default true)
- * @default true
- *
- * @param Pulsing Intensity
- * @desc Decide how strong the animation should be.
- * Higher number = Less Intensity (default 4)
- * @default 4
- *
- * @help
- *
- * ============================================================================
- * SkottyTV v1.1 ->
- *
- * - Decide if enemys will get an entry automaticly when they appear/transform!
- * - Now you can add an Enemy by a variable value!
- * - Able to add a third info line (desc3)!
- * - Advanced Visual upgrades!
- *
- * SkottyTV v1.2 ->
- *
- * - Decide how many columns appear in one row!
- * - Decide if you want to use the Gold Icon from Yanfly Core Engine!
- *
- * SkottyTV v1.3 ->
- *
- * - Decide if you want to halve the Index height.
- * - Advanced Visual upgrades!
- * - Pulsing animation upgrade!
- * - Use switches to enable different information!
- * (EXP, Gold, Items and Parameters)
- *
- * SkottyTV v1.4 ->
- *
- * - Removed half Index Height.(to make room for the Damage Window.)
- * - Added an optional "additional damage" window!
- * - Added an optional "skills" section!
- * - Added more switches.
- * - Customizable Visual upgrades.
- * - Bug fixes!
- *
- * SkottyTV v1.4a ->
- *
- * - Added max skill count function.
- * ============================================================================
- *
- * Plugin Command:
- * EnemyBook open # Open the enemy book screen
- * EnemyBook add 3 # Add enemy #3 to the enemy book
- * EnemyBook addvar 10 # Add enemy (ID) that is in variable 10
- * EnemyBook remove 4 # Remove enemy #4 from the enemy book
- * EnemyBook complete # Complete the enemy book
- * EnemyBook clear # Clear the enemy book
- *
- * Enemy Note:
- * <desc1:The mighty Duck> # Description text in the enemy book, line 1
- * <desc2:This is Line 2> # Description text in the enemy book, line 2
- * <desc3:Some Info here?> # Description text in the enemy book, line 3
- * <book:no> # This enemy does not appear in the enemy book
- *
- * ============================================================================
- *
- * Investigate Skill Tutorial:
- * (You will need YanFly´s Battle Engine Core and ActSeqPack1 to get it work)
- *
- * - First set the "AutoFill" option of this plugin to false
- * - Now create a skill which calls a common event X and have the following
- * in its notebox:
- * <Target Action>
- * Change Variable Y = target._enemyId
- * </Target Action>
- * - Now in the common event X call a Plugin-Line and write:
- * EnemyBook addvar Y
- * - Done!
- *
- * (X and Y is a number you choose)
- */
- (function() {
- //--------------------------------------------------- Variables --------------------------------------------------------
- var parameters = PluginManager.parameters('EnemyBook');
- var unknownData = String(parameters['Unknown Data'] || '??????')
- var AutoFill = String(parameters['AutoFill'] || 'false');
- var IDatName = String(parameters['ID before Name'] || 'true');
- var goldIcon = String(parameters['Gold Icon'] || 'true');
- var AnimEnemy = String(parameters['Pulsing Enemy'] || 'true');
- var damageText = String(parameters['Damage Mod Text'] || 'Damage Mod.');
- var noitemText = String(parameters['No Item Text'] || '- none -');
- var noskillText = String(parameters['No Skill Text'] || '- none -');
- var HalfIndexHeight = String(parameters['Half Index Height'] || 'true');
- var listEnemysRow = Number(parameters['Enemys in Row']);
- var ShowItems = Number(parameters['Show Items Switch']);
- var ShowAbilities = Number(parameters['Show Ability Switch']);
- var ShowEXP = Number(parameters['Show EXP Switch']);
- var ShowGold = Number(parameters['Show Gold Switch']);
- var ShowStatus = Number(parameters['Show Status Switch']);
- var ShowDamage = Number(parameters['Show Damage Switch']);
- var posColor = Number(parameters['Positive Damage Color'] || 3);
- var negColor = Number(parameters['Negative Damage Color'] || 18);
- var skillColor = Number(parameters['Skills Text Color'] || 0);
- var lineOpacity = Number(parameters['Line Opacity'] || 120);
- var maxSkills = Number(parameters['Max Skill Count'] || 6);
- var AnimIntens = Number(parameters['Pulsing Intensity']);
- //--------------------------------------------------- Plugin Commands -----------------------------------------------------------
- var _Game_Interpreter_pluginCommand =
- Game_Interpreter.prototype.pluginCommand;
- Game_Interpreter.prototype.pluginCommand = function(command, args) {
- _Game_Interpreter_pluginCommand.call(this, command, args);
- if (command === 'EnemyBook') {
- switch (args[0]) {
- case 'open':
- SceneManager.push(Scene_EnemyBook);
- break;
- case 'add':
- $gameSystem.addToEnemyBook(Number(args[1]));
- break;
- case 'addvar':
- $gameSystem.addToEnemyBook(Number($gameVariables.value(args[1])));
- break;
- case 'remove':
- $gameSystem.removeFromEnemyBook(Number(args[1]));
- break;
- case 'complete':
- $gameSystem.completeEnemyBook();
- break;
- case 'clear':
- $gameSystem.clearEnemyBook();
- break;
- }
- }
- };
- //--------------------------------------------------- Function Add Enemy -------------------------------------------------------
- Game_System.prototype.addToEnemyBook = function(enemyId) {
- if (!this._enemyBookFlags) {
- this.clearEnemyBook();
- }
- this._enemyBookFlags[enemyId] = true;
- };
- //--------------------------------------------------- Function Remove Enemy -----------------------------------------------------
- Game_System.prototype.removeFromEnemyBook = function(enemyId) {
- if (this._enemyBookFlags) {
- this._enemyBookFlags[enemyId] = false;
- }
- };
- //--------------------------------------------------- Function Complete Enemy Book ----------------------------------------------
- Game_System.prototype.completeEnemyBook = function() {
- this.clearEnemyBook();
- for (var i = 1; i < $dataEnemies.length; i++) {
- this._enemyBookFlags[i] = true;
- }
- };
- //--------------------------------------------------- Function Clear Enemy Book -------------------------------------------------
- Game_System.prototype.clearEnemyBook = function() {
- this._enemyBookFlags = [];
- };
- //--------------------------------------------------- Function Is the Enemy In The Book -----------------------------------------
- Game_System.prototype.isInEnemyBook = function(enemy) {
- if (this._enemyBookFlags && enemy) {
- return !!this._enemyBookFlags[enemy.id];
- } else {
- return false;
- }
- };
- //--------------------------------------------------- Variable/Function Is enemy in the troop, if so add enemy to book-----------
- var _Game_Troop_setup = Game_Troop.prototype.setup;
- Game_Troop.prototype.setup = function(troopId) {
- _Game_Troop_setup.call(this, troopId);
- this.members().forEach(function(enemy) {
- if (enemy.isAppeared()) {
- if (AutoFill === 'true') {
- $gameSystem.addToEnemyBook(enemy.enemyId());
- }
- }
- }, this);
- };
- var _Game_Enemy_appear = Game_Enemy.prototype.appear;
- Game_Enemy.prototype.appear = function() {
- _Game_Enemy_appear.call(this);
- if (AutoFill === 'true') {
- $gameSystem.addToEnemyBook(this._enemyId);
- }
- };
- var _Game_Enemy_transform = Game_Enemy.prototype.transform;
- Game_Enemy.prototype.transform = function(enemyId) {
- _Game_Enemy_transform.call(this, enemyId);
- if (AutoFill === 'true') {
- $gameSystem.addToEnemyBook(enemyId);
- }
- };
- function Scene_EnemyBook() {
- this.initialize.apply(this, arguments);
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype);
- Scene_EnemyBook.prototype.constructor = Scene_EnemyBook;
- Scene_EnemyBook.prototype.initialize = function() {
- Scene_MenuBase.prototype.initialize.call(this);
- };
- Scene_EnemyBook.prototype.create = function() {
- var w3 = Graphics.boxWidth / 3;
- var ww = (Graphics.boxWidth / 3)*2 + 2;
- var wh = Graphics.boxHeight / 10;
- Scene_MenuBase.prototype.create.call(this);
- this._indexWindow = new Window_EnemyBookIndex(0, 0);
- this._indexWindow.setHandler('cancel', this.popScene.bind(this));
- this._statusWindow = new Window_EnemyBookStatus(w3, 0, ww, wh*2);
- if ($gameSwitches.value(ShowStatus) === true || ShowStatus === 0) {
- this._statusWindow2 = new Window_EnemyBookStatus2(w3, wh*2, ww, wh*5);
- } else{
- this._statusWindow2 = new Window_EnemyBookStatus2(w3, wh*2, ww, wh*8);
- }
- this._statusWindow3 = new Window_EnemyBookStatus3(w3, wh*7, ww, wh*3);
- this._statusWindow4 = new Window_EnemyBookStatus4(0, Graphics.boxHeight/2, w3, Graphics.boxHeight/2);
- this.addWindow(this._indexWindow);
- this.addWindow(this._statusWindow);
- if ($gameSwitches.value(ShowDamage) === true || ShowDamage === 0) {
- this.addWindow(this._statusWindow4);}
- this.addWindow(this._statusWindow2);
- if ($gameSwitches.value(ShowStatus) === true || ShowStatus === 0) {
- this.addWindow(this._statusWindow3);}
- this._indexWindow.setStatusWindow(this._statusWindow);
- this._indexWindow.setStatusWindow2(this._statusWindow2);
- this._indexWindow.setStatusWindow3(this._statusWindow3);
- this._indexWindow.setStatusWindow4(this._statusWindow4);
- };
- function Window_EnemyBookIndex() {
- this.initialize.apply(this, arguments);
- }
- Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype);
- Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex;
- Window_EnemyBookIndex.lastTopRow = 0;
- Window_EnemyBookIndex.lastIndex = 0;
- Window_EnemyBookIndex.prototype.initialize = function(x, y) {
- var width = Graphics.boxWidth / 3;
- if ($gameSwitches.value(ShowDamage) === true || ShowDamage === 0 || HalfIndexHeight === "true") {
- var height = Graphics.boxHeight / 2;
- }
- else{
- var height = Graphics.boxHeight;
- }
- Window_Selectable.prototype.initialize.call(this, x, y, width, height);
- this.refresh();
- this.setTopRow(Window_EnemyBookIndex.lastTopRow);
- this.select(Window_EnemyBookIndex.lastIndex);
- this.activate();
- };
- Window_EnemyBookIndex.prototype.maxCols = function() {
- if (listEnemysRow > 4) {
- return 4;
- }
- else{
- return listEnemysRow;
- }
- };
- Window_EnemyBookIndex.prototype.maxItems = function() {
- return this._list ? this._list.length : 0;
- };
- Window_EnemyBookIndex.prototype.setStatusWindow = function(statusWindow) {
- this._statusWindow = statusWindow;
- this.updateStatus();
- };
- Window_EnemyBookIndex.prototype.setStatusWindow2 = function(statusWindow2) {
- this._statusWindow2 = statusWindow2;
- this.updateStatus();
- };
- Window_EnemyBookIndex.prototype.setStatusWindow3 = function(statusWindow3) {
- this._statusWindow3 = statusWindow3;
- this.updateStatus();
- };
- Window_EnemyBookIndex.prototype.setStatusWindow4 = function(statusWindow4) {
- this._statusWindow4 = statusWindow4;
- this.updateStatus();
- };
- Window_EnemyBookIndex.prototype.update = function() {
- Window_Selectable.prototype.update.call(this);
- this.updateStatus();
- };
- Window_EnemyBookIndex.prototype.updateStatus = function() {
- if (this._statusWindow) {
- var enemy = this._list[this.index()];
- this._statusWindow.setEnemy(enemy);
- }
- if (this._statusWindow2) {
- var enemy = this._list[this.index()];
- this._statusWindow2.setEnemy(enemy);
- }
- if (this._statusWindow3) {
- var enemy = this._list[this.index()];
- this._statusWindow3.setEnemy(enemy);
- }
- if (this._statusWindow4) {
- var enemy = this._list[this.index()];
- this._statusWindow4.setEnemy(enemy);
- }
- };
- Window_EnemyBookIndex.prototype.refresh = function() {
- this._list = [];
- for (var i = 1; i < $dataEnemies.length; i++) {
- var enemy = $dataEnemies[i];
- if (enemy.name && enemy.meta.book !== 'no') {
- this._list.push(enemy);
- }
- }
- this.createContents();
- this.drawAllItems();
- };
- Window_EnemyBookIndex.prototype.drawItem = function(index) {
- var enemy = this._list[index];
- var rect = this.itemRectForText(index);
- var name;
- if ($gameSystem.isInEnemyBook(enemy)) {
- if (IDatName === 'true') {
- name = enemy.id + " - " + enemy.name;
- } else {
- name = enemy.name;
- }
- } else {
- name = unknownData;
- }
- this.drawText(name, rect.x, rect.y, rect.width);
- };
- Window_EnemyBookIndex.prototype.processCancel = function() {
- Window_Selectable.prototype.processCancel.call(this);
- Window_EnemyBookIndex.lastTopRow = this.topRow();
- Window_EnemyBookIndex.lastIndex = this.index();
- };
- function Window_EnemyBookStatus() {
- this.initialize.apply(this, arguments);
- }
- function Window_EnemyBookStatus2() {
- this.initialize.apply(this, arguments);
- }
- function Window_EnemyBookStatus3() {
- this.initialize.apply(this, arguments);
- }
- function Window_EnemyBookStatus4() {
- this.initialize.apply(this, arguments);
- }
- Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype);
- Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus;
- Window_EnemyBookStatus2.prototype = Object.create(Window_Base.prototype);
- Window_EnemyBookStatus2.prototype.constructor = Window_EnemyBookStatus2;
- Window_EnemyBookStatus3.prototype = Object.create(Window_Base.prototype);
- Window_EnemyBookStatus3.prototype.constructor = Window_EnemyBookStatus3;
- Window_EnemyBookStatus4.prototype = Object.create(Window_Base.prototype);
- Window_EnemyBookStatus4.prototype.constructor = Window_EnemyBookStatus4;
- Window_EnemyBookStatus2.prototype.initialize = function(x, y, width, height) {
- Window_Base.prototype.initialize.call(this, x, y, width, height);
- this._enemy = null;
- this._enemySprite = new Sprite();
- this._enemySprite.anchor.x = 0.5;
- this._enemySprite.anchor.y = 0.5;
- this._enemySprite.x = this.contents.width/2;
- this._enemySprite.y = (this.contents.height/2)+20;
- this.addChildToBack(this._enemySprite);
- this.refresh();
- };
- Window_EnemyBookStatus.prototype.setEnemy = function(enemy) {
- if (this._enemy !== enemy) {
- this._enemy = enemy;
- this.refresh();
- }
- };
- Window_EnemyBookStatus2.prototype.setEnemy = function(enemy) {
- if (this._enemy !== enemy) {
- this._enemy = enemy;
- this.refresh();
- }
- };
- Window_EnemyBookStatus3.prototype.setEnemy = function(enemy) {
- if (this._enemy !== enemy) {
- this._enemy = enemy;
- this.refresh();
- }
- };
- Window_EnemyBookStatus4.prototype.setEnemy = function(enemy) {
- if (this._enemy !== enemy) {
- this._enemy = enemy;
- this.refresh();
- }
- };
- //--------------------------------------------------- Function Animate Enemy ------------------------------------------------
- if (AnimEnemy === 'true') {
- Window_EnemyBookStatus2.prototype.update = function() {
- Window_Base.prototype.update.call(this);
- if (this._enemySprite.bitmap) {
- var bitmapHeight = this._enemySprite.bitmap.height;
- var contentsHeight = this.contents.height;
- var scalex = (Math.cos(Graphics.frameCount*0.01))/AnimIntens;
- var scaley = ((Math.cos(Graphics.frameCount*0.01))/AnimIntens);
- this._enemySprite.scale.x = (scalex*scalex)+0.9;
- this._enemySprite.scale.y = (scaley*scaley)+0.9;
- if (bitmapHeight > contentsHeight) {
- this._enemySprite.scale.x = ((scaley*scaley)+0.9)-0.3;
- this._enemySprite.scale.y = ((scaley*scaley)+0.9)-0.3;
- }
- }
- };
- }
- else {
- Window_EnemyBookStatus2.prototype.update = function() {
- Window_Base.prototype.update.call(this);
- if (this._enemySprite.bitmap) {
- var bitmapHeight = this._enemySprite.bitmap.height;
- var contentsHeight = this.contents.height;
- var scale = 1;
- this._enemySprite.scale.x = scale;
- this._enemySprite.scale.y = scale;
- if (bitmapHeight > contentsHeight) {
- this._enemySprite.scale.x = contentsHeight/bitmapHeight;
- this._enemySprite.scale.y = contentsHeight/bitmapHeight;
- }
- }
- };
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- Window_EnemyBookStatus.prototype.refresh = function() {
- this.contents.clear();
- var enemy = this._enemy;
- var x = 0;
- var y = 0;
- var lineHeight = this.lineHeight();
- if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {
- return;
- }
- //--------------------------------------------------- Draw Enemy Discription ----------------------------------------------------
- var descWidth = 1;
- x = 1;
- y = 0;
- this.drawTextEx(enemy.meta.desc1, x, (y + lineHeight * 0)-2, descWidth);
- this.drawTextEx(enemy.meta.desc2, x, (y + lineHeight * 1)-10, descWidth);
- this.drawTextEx(enemy.meta.desc3, x, (y + lineHeight * 2)-18, descWidth);
- };
- //-------------------------------------------------------------------------------------------------------------------------------
- //--------------------------------------------------- Draw Enemy Bitmap ---------------------------------------------------------
- Window_EnemyBookStatus2.prototype.refresh = function(actionList) {
- this.contents.clear();
- var enemy = this._enemy;
- var x = 0;
- var y = 0;
- var lineHeight = this.lineHeight();
- if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {
- this._enemySprite.bitmap = null;
- return;
- }
- var name = enemy.battlerName;
- var hue = enemy.battlerHue;
- var bitmap;
- if ($gameSystem.isSideView()) {
- bitmap = ImageManager.loadSvEnemy(name, hue);
- } else {
- bitmap = ImageManager.loadEnemy(name, hue);
- }
- this._enemySprite.bitmap = bitmap;
- this.resetTextColor();
- //-------------------------------------------------------------------------------------------------------------------------------
- //--------------------------------------------------- Draw Abilities ------------------------------------------------------------
- if ($gameSwitches.value(ShowAbilities) === true || ShowAbilities === 0) {
- x = 1;
- y = lineHeight*1;
- var text = TextManager.skill + ":";
- this.contents.paintOpacity = lineOpacity;
- this.contents.fillRect(this.contents.width-this.textWidth(text), 30, this.textWidth(text), 2, this.normalColor());
- this.contents.paintOpacity = 255;
- this.drawText(text, this.contents.width-this.textWidth(text), -5);
- for (var j = 0; j < enemy.actions.length && j < maxSkills; j++) {
- var ai = enemy.actions[j];
- if (ai.skillId > 0) {
- var skillName = $dataSkills[ai.skillId].name;
- var skillIcon = $dataSkills[ai.skillId].iconIndex;
- this.changeTextColor(this.textColor(skillColor));
- this.drawText(skillName, this.contents.width-this.textWidth(skillName)-36, y+3);
- this.drawIcon(skillIcon, this.contents.width-32, y+3);
- this.changeTextColor(this.normalColor());
- y += lineHeight
- }
- }
- if (enemy.actions.length <= 0) {
- this.contents.paintOpacity = lineOpacity;
- this.drawText(noskillText, this.contents.width-this.textWidth(noskillText), y+3);
- this.contents.paintOpacity = 255;
- }
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- //--------------------------------------------------- Draw Items ----------------------------------------------------------------
- if ($gameSwitches.value(ShowItems) === true || ShowItems === 0) {
- x = 1;
- y = lineHeight*1;
- this.contents.paintOpacity = lineOpacity;
- this.contents.fillRect(x, 30, this.textWidth(TextManager.item + ':'), 2, this.normalColor());
- this.contents.paintOpacity = 255;
- this.drawText(TextManager.item + ':', x, -5);
- for (var j = 0; j < enemy.dropItems.length; j++) {
- var di = enemy.dropItems[j];
- if (di.kind > 0) {
- var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId);
- this.drawItemName(item, x, y+3);
- y += lineHeight;
- }
- }
- if (enemy.dropItems[0].kind <= 0) {
- this.contents.paintOpacity = lineOpacity;
- this.drawText(noitemText, x, y+3);
- this.contents.paintOpacity = 255;
- }
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- x = 1
- y = this.contents.height - 60
- var arr = [TextManager.expA, TextManager.currencyUnit];
- var lgth = 0;
- var longest;
- for(var i=0; i < arr.length; i++){
- if(arr[i].length > lgth){
- var lgth = arr[i].length;
- longest = arr[i];
- }
- }
- //--------------------------------------------------- Draw Experience -----------------------------------------------------------
- if ($gameSwitches.value(ShowEXP) === true || ShowEXP === 0) {
- this.changeTextColor(this.systemColor());
- this.drawText(TextManager.expA, x, y - 5);
- this.resetTextColor();
- if (goldIcon === 'true') {
- this.drawText(enemy.exp, x + this.textWidth(TextManager.expA) + 15, y - 5);
- } else{
- this.drawText(enemy.exp, x + this.textWidth(longest) + 15, y - 5);
- }
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- //--------------------------------------------------- Draw Gold -----------------------------------------------------------------
- if ($gameSwitches.value(ShowGold) === true || ShowGold === 0) {
- this.changeTextColor(this.systemColor());
- if (goldIcon === 'true') {
- this.drawIcon(Yanfly.Icon.Gold, x, y - 8 + lineHeight)
- this.resetTextColor();
- this.drawText(enemy.gold, x + this.textWidth(TextManager.expA) + 15, y - 8 + lineHeight);
- } else {
- this.drawText(TextManager.currencyUnit, x, y - 8 + lineHeight);
- this.resetTextColor();
- this.drawText(enemy.gold, x + this.textWidth(longest) + 15, y - 8 + lineHeight);
- }
- }
- //-------------------------------------------------------------------------------------------------------------------------------
- }
- Window_EnemyBookStatus3.prototype.refresh = function() {
- this.contents.clear();
- var enemy = this._enemy;
- var x = 0;
- var y = 0;
- var lineHeight = this.lineHeight();
- if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {
- return;
- }
- this.drawText(TextManager.status, (Graphics.boxWidth/3) - (this.textWidth(TextManager.status)/2), -7, 160);
- this.resetTextColor();
- this.contents.paintOpacity = lineOpacity;
- this.contents.fillRect(x, 27, this.contents.width, 2, this.normalColor());
- this.contents.paintOpacity = 255;
- x = (Graphics.boxWidth/3) - 235
- y = 30;
- var arr = [TextManager.param(0), TextManager.param(1), TextManager.param(2), TextManager.param(3)];
- var lgth = 0;
- var longest;
- for(var i=0; i < arr.length; i++){
- if(arr[i].length > lgth){
- var lgth = arr[i].length;
- longest = arr[i];
- }
- }
- for (var i = 0; i < 4; i++) {
- this.changeTextColor(this.systemColor());
- this.drawText(TextManager.param(i), x, y, 160);
- this.resetTextColor();
- this.drawText(enemy.params[i], x + this.textWidth(longest + ' '), y, 60, 'left');
- y += lineHeight-5;
- }
- y = 30;
- var arr = [TextManager.param(4), TextManager.param(5), TextManager.param(6), TextManager.param(7)];
- var lgth = 0;
- var longest2;
- for(var i=0; i < arr.length; i++){
- if(arr[i].length > lgth){
- var lgth = arr[i].length;
- longest2 = arr[i];
- }
- }
- x = x + 10 + this.textWidth(longest + ' ') + 90
- for (var i = 4; i < 8; i++) {
- this.changeTextColor(this.systemColor());
- this.drawText(TextManager.param(i), x, y, 160);
- this.resetTextColor();
- this.drawText(enemy.params[i], x + this.textWidth(longest2 + ' '), y, 60, 'left');
- y += lineHeight-5;
- }
- }
- Window_EnemyBookStatus4.prototype.refresh = function() {
- this.contents.clear();
- var enemy = this._enemy;
- var x = 1;
- var y = 0;
- var lineHeight = this.lineHeight()-6;
- var ii = 1
- if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {
- return;
- }
- this.drawText(damageText, ((Graphics.boxWidth/3)/2)-(this.textWidth(damageText)/2)-18, y-5);
- this.contents.paintOpacity = lineOpacity;
- this.contents.fillRect(x, 29, this.contents.width, 2, this.normalColor());
- this.contents.paintOpacity = 255;
- for (var i = 0; i < 20; i++) {
- if (i < enemy.traits.length) {
- if (enemy.traits[i].code === 11) {
- this.changeTextColor(this.systemColor());
- this.drawText($dataSystem.elements[enemy.traits[i].dataId], x, y+lineHeight*ii);
- if (enemy.traits[i].value*100 > 101) {
- this.changeTextColor(this.textColor(posColor));
- }
- else{
- this.changeTextColor(this.textColor(negColor));
- }
- this.drawText((Math.round(enemy.traits[i].value*100)) + "%", (Graphics.boxWidth/3) - 110, y+lineHeight*ii, 70, 'right');
- ii += 1
- this.changeTextColor(this.normalColor());
- }
- }
- }
- };
- })();
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