#============================================================================== # CUSTOM BATTLE STATUS # Author Molegato # Version 1.2 #------------------------------------------------------------------------------ # You want options? There you have it. #============================================================================== $imported = {} if $imported.nil? $imported['Molegato-Custom_battle_status'] = true #============================================================================== # ■ Window_PartyCommand #============================================================================== class Window_PartyCommand < Window_Command alias custom_battlestatus_PC_initialize initialize def initialize @command_icons=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_ICONS custom_battlestatus_PC_initialize self.windowskin = Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_WINDOW) self.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_OPACITY contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_FONT_SIZE end def window_width return MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_WIDTH end def visible_line_number return [item_max,MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_LINE_MAX].min end def draw_all_items item_max.times {|i| if MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_USE_ICONS rect = item_rect(i) rect.x += 28 rect.width -= 8 draw_icon(@command_icons[i], 0, i*line_height, true) contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_FONT_SIZE draw_text(rect, command_name(i), 0) else draw_item(i) end } end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_TONE[3] self.tone.set(custom_tone) end end #============================================================================== # ■ Window_ActorCommand #============================================================================== class Window_ActorCommand < Window_Command alias custom_battlestatus_initialize initialize def initialize @lineas=0 custom_battlestatus_initialize self.windowskin = Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_WINDOW) self.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_OPACITY contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_FONT_SIZE end def window_width return MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_WIDTH end def visible_line_number return [item_max,MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_LINE_MAX].min #WHAT'S WRONG WITH YOU JERK!!!!!! end alias custom_battlestatus_setup setup def setup(actor) custom_battlestatus_setup(actor) self.height=window_height self.oy=0 end #-------------------------------------------------------------------------- # ● draw_all_items draws icons too. yay #-------------------------------------------------------------------------- def draw_all_items item_max.times {|i| if MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_USE_ICONS #attack if @list[i][:symbol]== :attack if @actor and @actor.actor.equips[0] and MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_ICON_ATTACK_WEAPON icon=$data_weapons[@actor.actor.equips[0]].icon_index else icon=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_DEFAULT_ICON_ATTACK if @actor.actor.tag_check_multivalues(@actor.actor.note,"attack_icon") icon=@actor.actor.tag_check_multivalues(@actor.actor.note,"attack_icon")[0].to_i() end end end #Guard if @list[i][:symbol]== :guard icon=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_DEFAULT_ICON_GUARD if @actor.actor.tag_check_multivalues(@actor.actor.note,"guard_icon") icon=@actor.actor.tag_check_multivalues(@actor.actor.note,"guard_icon")[0].to_i() end end #Skill if @list[i][:symbol]== :skill icon=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_ICONS_SKILL[@list[i][:ext]] end #item if @list[i][:symbol]== :item icon=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_ICON_ITEM end rect = item_rect(i) rect.x += 28 rect.width -= 8 draw_icon(icon, 0, i*line_height, true) contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_FONT_SIZE draw_text(rect, command_name(i), 0) else draw_item(i) end } end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_TONE[3] self.tone.set(custom_tone) end end #============================================================================== # ■ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Selectable alias custom_battlestatus_initialize initialize def initialize custom_battlestatus_initialize self.windowskin = Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_WINDOW) self.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_OPACITY contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_FONT_SIZE end def window_width MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_WIDTH end def window_height MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_HEIGHT end def draw_item(index) actor = $game_party.battle_members[index] if MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_HORIZONTAL==true actor_width=self.contents.width/$game_party.max_battle_members actor_x=index*actor_width actor_y=0 if MOLEGATO_CUSTOM_BATTLESTATUS::CENTER_ACTORS==true actor_x+=($game_party.max_battle_members-$game_party.battle_members.size)*actor_width*0.5 end else actor_x=0 actor_y=index*window_height/$game_party.max_battle_members end #draw image 1 if MOLEGATO_CUSTOM_BATTLESTATUS::USE_IMAGE1 if actor.actor.tag_check_multivalues(actor.actor.note,"custom_back_image") img=actor.actor.tag_check_multivalues(actor.actor.note,"custom_back_image")[0] else img=MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE1_NAME end draw_system(img,actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE1_X,actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE1_Y) end #draw face if MOLEGATO_CUSTOM_BATTLESTATUS::USE_FACE draw_actor_face_scaled(actor, actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::FACE_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::FACE_Y, MOLEGATO_CUSTOM_BATTLESTATUS::FACE_SCALE, actor.dead? ? false : true) end #draw chara if MOLEGATO_CUSTOM_BATTLESTATUS::USE_CHARA draw_actor_graphic(actor, actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::CHARA_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::CHARA_Y) end #draw image 2 if MOLEGATO_CUSTOM_BATTLESTATUS::USE_IMAGE2 if actor.actor.tag_check_multivalues(actor.actor.note,"custom_front_image") img=actor.actor.tag_check_multivalues(actor.actor.note,"custom_front_image")[0] else img=MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE2_NAME end draw_system(img,actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE2_X,actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::IMAGE2_Y) end #draw states icons draw_actor_icons(actor, actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::ICONS_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::ICONS_Y, MOLEGATO_CUSTOM_BATTLESTATUS::ICONS_WIDTH) #draw bars draw_actor_hp(actor, actor_x + MOLEGATO_CUSTOM_BATTLESTATUS::HP_BAR_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::HP_BAR_Y, MOLEGATO_CUSTOM_BATTLESTATUS::HP_BAR_WIDTH) draw_actor_mp(actor, actor_x + MOLEGATO_CUSTOM_BATTLESTATUS::MP_BAR_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::MP_BAR_Y, MOLEGATO_CUSTOM_BATTLESTATUS::MP_BAR_WIDTH) if $data_system.opt_display_tp draw_actor_tp(actor, actor_x + MOLEGATO_CUSTOM_BATTLESTATUS::TP_BAR_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::TP_BAR_Y, MOLEGATO_CUSTOM_BATTLESTATUS::TP_BAR_WIDTH) end #draw lvl if MOLEGATO_CUSTOM_BATTLESTATUS::DRAW_LVL draw_actor_level(actor, actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::LVL_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::LVL_Y) end #draw name draw_actor_name(actor, actor_x+MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_NAME_X, actor_y+MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_NAME_Y, 100) end alias custom_battlestatus_update_cursor update_cursor def update_cursor custom_battlestatus_update_cursor actor = $game_party.battle_members[index] if MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_HORIZONTAL==true actor_width=self.contents.width/$game_party.max_battle_members actor_height=self.contents.height actor_x=index*actor_width actor_y=0 if MOLEGATO_CUSTOM_BATTLESTATUS::CENTER_ACTORS==true actor_x+=($game_party.max_battle_members-$game_party.battle_members.size)*actor_width*0.5 end else actor_x=0 actor_y=index*window_height/$game_party.max_battle_members actor_width=self.contents.width actor_height=window_height/$game_party.max_battle_members end rect = Rect.new(actor_x, actor_y, actor_width, actor_height) cursor_rect.set(rect) if @index==-1 cursor_rect.empty end end def col_max if MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_HORIZONTAL==false return 1 else return $game_party.battle_members.size end end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[3] self.tone.set(custom_tone) end end class Window_Help < Window_Base alias custom_battlestatus_refresh refresh def refresh if $game_party.in_battle contents.clear contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::HELP_FONT_SIZE draw_text(4, 0, self.width, line_height, @text) else custom_battlestatus_refresh end end end class Window_BattleSkill < Window_SkillList def initialize(help_window, info_viewport) y = 0 super(0, y, Graphics.width, MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_HEIGHT) self.visible = false @help_window = help_window @info_viewport = info_viewport end def col_max return MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_COLUMNS end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_TONE[3] self.tone.set(custom_tone) end def refresh make_item_list create_contents contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_FONT_SIZE draw_all_items end end class Window_BattleItem < Window_ItemList def initialize(help_window, info_viewport) y = 0 super(0, y, Graphics.width, MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_HEIGHT) self.visible = false @help_window = help_window @info_viewport = info_viewport end def col_max return MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_COLUMNS end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_TONE[3] self.tone.set(custom_tone) end def refresh make_item_list create_contents contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_FONT_SIZE draw_all_items end end #============================================================================== # ■ Window_BattleEnemy #============================================================================== class Window_BattleEnemy < Window_Selectable alias custom_battlestatus_BE_initialize initialize def initialize(info_viewport) custom_battlestatus_BE_initialize(info_viewport) end def window_width if MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR return Graphics.width else return MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_WIDTH end end def window_height if MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR return Graphics.height else return MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_HEIGHT end end def draw_all_items if not MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR item_max.times {|i| draw_item(i) } else if enemy draw_system(MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_NAME,enemy.screen_x-MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_OX,enemy.screen_y-MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_OY) if MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_ENEMY_NAME if enemy.enemy.tag_check_multivalues(enemy.enemy.note,"name_color") change_color(text_color(enemy.enemy.tag_check_multivalues(enemy.enemy.note,"name_color")[0].to_i)) else change_color(normal_color) end draw_text(enemy.screen_x-MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_TEXT_OX, enemy.screen_y-MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_TEXT_OY, MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_TEXT_WIDTH, line_height, enemy.enemy.name, MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_TEXT_ALIGN) end end end end alias custom_battlestatus_update_cursor update_cursor def update_cursor custom_battlestatus_update_cursor if MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR cursor_rect.empty contents.clear draw_all_items end end def contents_height return window_height end def col_max if not MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR return MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_COLUMNS else if MOLEGATO_CUSTOM_BATTLESTATUS::CURSOR_VERTICAL return 1 else return item_max end end end def enemy if MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR and MOLEGATO_CUSTOM_BATTLESTATUS::REVERSE_CURSOR $game_troop.alive_members.reverse[@index] else $game_troop.alive_members[@index] end end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_TONE[3] self.tone.set(custom_tone) end end #============================================================================== # ■ Window_BattleActor #============================================================================== class Window_BattleActor < Window_BattleStatus def show if @info_viewport select(0) end super end def update_tone custom_tone = Tone.new custom_tone.red=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[0] custom_tone.green=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[1] custom_tone.blue=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[2] custom_tone.gray=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_TONE[3] self.tone.set(custom_tone) end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base alias custom_battlestatus_create_info_viewport create_info_viewport def create_info_viewport custom_battlestatus_create_info_viewport @info_viewport.rect.y = 0 @info_viewport.rect.height=Graphics.height @status_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_Y @status_window.x=MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_X end alias custom_battlestatus_create_party_command_window create_party_command_window def create_party_command_window custom_battlestatus_create_party_command_window if MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_POSITION==0 @party_command_window.x = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_X @party_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_Y end if MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_POSITION==1 if MOLEGATO_CUSTOM_BATTLESTATUS::MOVE_STATUS_WINDOW==true @party_command_window.x = Graphics.width + MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_X @party_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_Y else @party_command_window.x = Graphics.width-@party_command_window.window_width + MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_X @party_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_Y end end end alias custom_battlestatus_create_actor_command_window create_actor_command_window def create_actor_command_window custom_battlestatus_create_actor_command_window if MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_POSITION==0 @actor_command_window.x = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_X @actor_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_Y end if MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_POSITION==1 if MOLEGATO_CUSTOM_BATTLESTATUS::MOVE_STATUS_WINDOW==true @actor_command_window.x = Graphics.width+MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_X @actor_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_Y else @actor_command_window.x = Graphics.width-@actor_command_window.window_width+MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_X @actor_command_window.y = MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_Y end end end alias custom_battlestatus_create_help_window create_help_window def create_help_window custom_battlestatus_create_help_window @help_window.y=MOLEGATO_CUSTOM_BATTLESTATUS::HELP_Y @help_window.height=MOLEGATO_CUSTOM_BATTLESTATUS::HELP_HEIGHT @help_window.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::HELP_OPACITY @help_window.windowskin=Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::HELP_WINDOW) @help_window.contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::HELP_FONT_SIZE end alias custom_battlestatus_create_skill_window create_skill_window def create_skill_window custom_battlestatus_create_skill_window @skill_window.x=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_X @skill_window.y=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_Y @skill_window.width=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_WIDTH @skill_window.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_OPACITY @skill_window.windowskin=Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_WINDOW) @skill_window.contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::SKILL_FONT_SIZE end alias custom_battlestatus_create_item_window create_item_window def create_item_window custom_battlestatus_create_item_window @item_window.x=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_X @item_window.y=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_Y @item_window.width=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_WIDTH @item_window.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_OPACITY @item_window.windowskin=Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_WINDOW) @item_window.contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::ITEM_FONT_SIZE end alias custom_battlestatus_create_enemy_window create_enemy_window def create_enemy_window custom_battlestatus_create_enemy_window if MOLEGATO_CUSTOM_BATTLESTATUS::ENEMY_CURSOR @enemy_window.x=0 @enemy_window.y=0 @enemy_window.opacity=0 else @enemy_window.opacity=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_OPACITY @enemy_window.x=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_X @enemy_window.y=MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_Y end @enemy_window.width=@enemy_window.window_width @enemy_window.height=@enemy_window.window_height @enemy_window.windowskin=Cache.system(MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_WINDOW) @enemy_window.contents.font.size = MOLEGATO_CUSTOM_BATTLESTATUS::TARGET_FONT_SIZE end alias custom_battlestatus_create_actor_window create_actor_window def create_actor_window custom_battlestatus_create_actor_window @actor_window.y = @status_window.y end alias custom_battlestatus_update_basic update_basic def update_basic custom_battlestatus_update_basic @party_command_window.y=@info_viewport.rect.height-@party_command_window.window_height+MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_Y @actor_command_window.y=@info_viewport.rect.height-@actor_command_window.window_height+MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_Y @actor_window.x=@status_window.x-@info_viewport.ox end def update_info_viewport if @party_command_window.active if MOLEGATO_CUSTOM_BATTLESTATUS::PARTY_COMMAND_POSITION==1 and MOLEGATO_CUSTOM_BATTLESTATUS::MOVE_STATUS_WINDOW==true move_info_viewport([@party_command_window.x+@party_command_window.window_width,@actor_command_window.x+@actor_command_window.window_width].min) else move_info_viewport(0) end end if @actor_command_window.active if MOLEGATO_CUSTOM_BATTLESTATUS::ACTOR_COMMAND_POSITION==1 and MOLEGATO_CUSTOM_BATTLESTATUS::MOVE_STATUS_WINDOW==true move_info_viewport([@party_command_window.x+@party_command_window.window_width,@actor_command_window.x+@actor_command_window.window_width].min) else move_info_viewport(0) end end if MOLEGATO_CUSTOM_BATTLESTATUS::CENTER_STATUS_ON_TURN move_info_viewport([@party_command_window.x+@party_command_window.window_width,@actor_command_window.x+@actor_command_window.window_width].min*0.5) if BattleManager.in_turn? else move_info_viewport(MOLEGATO_CUSTOM_BATTLESTATUS::STATUS_X_ON_TURN) if BattleManager.in_turn? end end end