RPG Maker Forums

EnemyBook v1.4a!

Creator name

 - Yoji Ojima (original)

 - SkottyTV / DragonPC (updates)

Introduction

Improves the Default EnemyBook by leaps and bounds!

Features:

Previous updates.

 * - Decide if enemy's will get an entry automatically when they appear/transform!

 * - Now you can add an Enemy by a variable value!

 * - Able to add three info lines!

 * - Advanced Visual upgrades!

 * - Decide how many columns appear in one row!

 * - Decide if you want to use the Gold Icon from Yanfly Core Engine!

 * - 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 ->New!

 * 

 * - Changed half Index Height.(to make room for the Damage Window.)

 * - - it will now be full screen or half screen depending on your choice.

 * - - however if it is full length when the damage window is turned on it will revert to half.

 * - Added an optional "Damage Mod." window! (resists)

 * - Added an optional "skills" section!

 * - Added more switches.

 * - - Status window Switch on / off

 * - - Damage window Switch on/ off

 * - - Attacks Display Switch on/off

 * - Customization for Visual upgrades.

* - Moved Exp/Gold to the left side under items. (to make room for enemy skills/abilities)

 * - Bug fixes!

 

* - 1.4a

* - Added the skill count option. you can choose how many skills will display (default/max 6)(higer resolutions might be able to fit 1 or 2 more depending on the resolution.)
Screenshots

How to Use

Download from link and put it in your .../js/plugins folder.

open plugin and choose what you want changed

the rest can be done through switches in game.

Download:

Dropbox V 1.4a

Script

//=============================================================================

// 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 = 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;

            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.length > lgth){

                var lgth = arr.length;

                longest = arr;

            }      

        }

//--------------------------------------------------- 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.length > lgth){

                var lgth = arr.length;

                longest = arr;

            }      

        }

        

        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, 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.length > lgth){

                var lgth = arr.length;

                longest2 = arr;

            }      

        }

        

        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, 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.code === 11) {

this.changeTextColor(this.systemColor());

this.drawText($dataSystem.elements[enemy.traits.dataId], x, y+lineHeight*ii);

if (enemy.traits.value*100 > 101) {

this.changeTextColor(this.textColor(posColor));

}

else{

this.changeTextColor(this.textColor(negColor));

}

this.drawText((Math.round(enemy.traits.value*100)) + "%", (Graphics.boxWidth/3) - 110, y+lineHeight*ii, 70, 'right');

ii += 1

this.changeTextColor(this.normalColor());

}

}

}

};

    

})();
 

 

Bugs:

None that I am aware of at the moment.

 

Credit and Thanks

- SkottyTV

- DragonPC

Yoji Ojima Original Plugin + (compatibility with Yanfly)

- Rexal (movement)

- Yanfly (Inspiration)

 

Terms of Use: This script can be used for Both private and Commercial games, If used please pass along the credit of all authors. thank you.

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