//=============================================================================
// 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 = 1; j < enemy.actions.length && j < maxSkills; j++) {
var ai = enemy.actions[j];
if (ai.skillId > 1) {
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());
}
}
}
};
})();