#===============================================================================
# PIE Addon - Two Line Descriptions
# Author: Mobius XVI
# Version: 1.0
# Date: 29 Aug 2018
#===============================================================================
#
# Introduction:
#
# The purpose of this script is to allow you to have two line descriptions
# when using the Prussian Interface Engine
#
# Instructions:
#
# - Place this script below the PIE script but above main
#
# Issues/Bugs/Possible Bugs:
#
# - Having more than two lines will cause the text to overflow into other areas
# of the display instead of shrinking the text like it normally would.
#
# Credits/Thanks:
# - Mobius XVI, author
# - Tigurus, PIE author, original script:
# http://www.gdunlimited.net/scripts/rpg-maker-xp/window-scripts/prussian-interface-engine-p-i-e
#
# License
#
# The MIT License (MIT)
#
# Copyright (c) 2018 darmes
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
#
#===============================================================================
class Window_Base
def text_split(str, width)
new_arr = []
# Split str into words
temp_arr = str.split
temp_str = ""
for word in temp_arr
size = contents.text_size( temp_str + word + " ").width
if size <= width
# Rejoin words together
temp_str.concat(word + " ")
# When line length is useable, push to new_arr
else
new_arr.push(temp_str.strip)
temp_str = word + " "
end
end
# Push leftover string
new_arr.push(temp_str.strip) unless temp_str == ""
# Push phase info to info_array
return new_arr
end
def draw_text_multi(x, y, width, height, text)
#text_width = width / 6
text_array = text_split(text, width)
for i in 0...text_array.size
line = text_array[i]
self.contents.draw_text(x, (i * height) + y, width, height, line)
end
end
end
class Window_PIEITEMHelp < Window_Base
# When the item is a weapon, the window will update according to this.
def updateweapon
# Clearing and setting the right font/size for the window.
self.contents.clear
self.contents.font.name = PIE::PIEDEFAULTFONT
self.contents.font.size = PIE::PIEDEFAULTSIZE
self.contents.font.color = normal_color
#==============================================================================
# Variables used in Weapon Help window
#==============================================================================
# General
x = 33
y = 88
item_id = $currenthighlighteditem.id
item = $currenthighlighteditem.id
item_name = $data_weapons[item_id].name
item_desc = $data_weapons[item_id].description
icon_name = $data_weapons[item_id].icon_name
# Item Specifications
item_atk = $data_weapons[item_id].atk.to_s
item_pdef = $data_weapons[item_id].pdef.to_s
item_mdef = $data_weapons[item_id].mdef.to_s
item_str = $data_weapons[item_id].str_plus.to_s
item_dex = $data_weapons[item_id].dex_plus.to_s
item_agi = $data_weapons[item_id].agi_plus.to_s
item_int = $data_weapons[item_id].int_plus.to_s
# Item Elemental and Status Specifications
# Elemental Attribute
item_element = ""
flag = false
for i in $data_weapons[item_id].element_set
if flag
item_element += "/"
end
item_element += $data_system.elements[i]
flag = true
end
if item_element == ""
item_element = "None"
end
# Status Attribute
item_status = ""
flag = false
for i in $data_weapons[item_id].plus_state_set
if flag
item_status += "/"
end
item_status += $data_states[i].name
flag = true
end
if item_status == ""
item_status = "None"
end
#==============================================================================
# Weapon Name and Icons Location
#==============================================================================
# General
self.contents.draw_text(33, 8, 256, 24, item_name)
#self.contents.draw_text(0, 25, 300, 32, item_desc)
draw_text_multi(0, 32, 288, 22, item_desc)
bitmap = RPG::Cache.icon(icon_name)
self.contents.blt(5, 8, bitmap, Rect.new(0, 0, 24, 24), 255)
# Item Specifications
self.contents.font.color = system_color
self.contents.draw_text(x - 33, y - 14, 120, 24, $data_system.words.atk + ":", 2)
self.contents.draw_text(x - 33, y + 14, 120, 24, $data_system.words.pdef + ":", 2)
self.contents.draw_text(x - 33, y + 28, 120, 24, $data_system.words.mdef + ":", 2)
self.contents.draw_text(x - 33, y + 42, 120, 24, $data_system.words.str + ":", 2)
self.contents.draw_text(x - 33, y + 56, 120, 24, $data_system.words.dex + ":", 2)
self.contents.draw_text(x - 33, y + 70, 120, 24, $data_system.words.agi + ":", 2)
self.contents.draw_text(x - 33, y + 84, 120, 24, $data_system.words.int + ":", 2)
self.contents.draw_text(x - 33, y + 112, 120, 24, "Elemental Attack:")
self.contents.draw_text(x - 33, y + 112 + 20, 120, 24, "Status Attack:", 2)
#==============================================================================
# Weapon Effect Location
#==============================================================================
# Item Specifications
self.contents.font.color = normal_color
self.contents.draw_text(x + 94, y - 14, 64, 24, item_atk, 2)
self.contents.draw_text(x + 94, y + 14, 64, 24, item_pdef, 2)
self.contents.draw_text(x + 94, y + 28, 64, 24, item_mdef, 2)
self.contents.draw_text(x + 94, y + 42, 64, 24, item_str, 2)
self.contents.draw_text(x + 94, y + 56, 64, 24, item_dex, 2)
self.contents.draw_text(x + 94, y + 70, 64, 24, item_agi, 2)
self.contents.draw_text(x + 94, y + 84, 64, 24, item_int, 2)
self.contents.draw_text(x + 94, y + 112, 100, 24, item_element, 0)
self.contents.draw_text(x + 94, y + 132, 100, 24, item_status, 0)
end
# When the item is an armor, the window will update according to this.
def updatearmor
# Clearing and setting the right font/size for the window.
self.contents.clear
self.contents.font.name = PIE::PIEDEFAULTFONT
self.contents.font.size = PIE::PIEDEFAULTSIZE
self.contents.font.color = normal_color
item_id = $currenthighlighteditem.id
item = $currenthighlighteditem.id
#==============================================================================
# Variables used in Armor Help window
#==============================================================================
# General
x = 33
y = 88
item_id = $currenthighlighteditem.id
item = $currenthighlighteditem.id
item_name = $data_armors[item_id].name
item_desc = $data_armors[item_id].description
icon_name = $data_armors[item_id].icon_name
# Item Specifications
item_pdef = $data_armors[item_id].pdef.to_s
item_mdef = $data_armors[item_id].mdef.to_s
item_eva = $data_armors[item_id].eva.to_s
item_str = $data_armors[item_id].str_plus.to_s
item_dex = $data_armors[item_id].dex_plus.to_s
item_agi = $data_armors[item_id].agi_plus.to_s
item_int = $data_armors[item_id].int_plus.to_s
# Item Elemental and Status Specifications
# Elemental Attribute
item_element = ""
flag = false
for i in $data_armors[item_id].guard_element_set
if flag
item_element += "/"
end
item_element += $data_system.elements[i]
flag = true
end
if item_element == ""
item_element = "None"
end
# Status Attribute
item_status = ""
flag = false
for i in $data_armors[item_id].guard_state_set
if flag
item_status += "/"
end
item_status += $data_states[i].name
flag = true
end
if item_status == ""
item_status = "None"
end
#==============================================================================
# Armor Name and Icons Location
#==============================================================================
# General
self.contents.draw_text(33, 8, 256, 24, item_name)
#self.contents.draw_text(0, 25, 300, 32, item_desc)
draw_text_multi(0, 32, 288, 22, item_desc)
bitmap = RPG::Cache.icon(icon_name)
self.contents.blt(5, 8, bitmap, Rect.new(0, 0, 24, 24), 255)
# Item Specifications
self.contents.font.color = system_color
self.contents.draw_text(x - 33, y - 14, 120, 24, $data_system.words.pdef + ":", 2)
self.contents.draw_text(x - 33, y + 14, 120, 24, $data_system.words.mdef + ":", 2)
self.contents.draw_text(x - 33, y + 28, 120, 24, "Evasion:", 2)
self.contents.draw_text(x - 33, y + 42, 120, 24, $data_system.words.str + ":", 2)
self.contents.draw_text(x - 33, y + 56, 120, 24, $data_system.words.dex + ":", 2)
self.contents.draw_text(x - 33, y + 70, 120, 24, $data_system.words.agi + ":", 2)
self.contents.draw_text(x - 33, y + 84, 120, 24, $data_system.words.int + ":", 2)
self.contents.draw_text(x - 33, y + 112, 125, 24, "Elemental Defense:")
self.contents.draw_text(x - 33, y + 112 + 20, 120, 24, "Status Defense:", 2)
#==============================================================================
# Armor Effect Location
#==============================================================================
# Item Specifications
self.contents.font.color = normal_color
self.contents.draw_text(x + 94, y - 14, 64, 24, item_pdef, 2)
self.contents.draw_text(x + 94, y + 14, 64, 24, item_mdef, 2)
self.contents.draw_text(x + 94, y + 28, 64, 24, item_eva, 2)
self.contents.draw_text(x + 94, y + 42, 64, 24, item_str, 2)
self.contents.draw_text(x + 94, y + 56, 64, 24, item_dex, 2)
self.contents.draw_text(x + 94, y + 70, 64, 24, item_agi, 2)
self.contents.draw_text(x + 94, y + 84, 64, 24, item_int, 2)
self.contents.draw_text(x + 94, y + 112, 100, 24, item_element, 0)
self.contents.draw_text(x + 94, y + 132, 100, 24, item_status, 0)
end
# When the item is an item, the window will update according to this.
def updateitem
# Clearing and setting the right font/size for the window.
self.contents.clear
self.contents.font.name = PIE::PIEDEFAULTFONT
self.contents.font.size = PIE::PIEDEFAULTSIZE
self.contents.font.color = normal_color
#==============================================================================
# Variables used in Item Help window
#==============================================================================
# General
x = 33
y = 88
item_id = $currenthighlighteditem.id
item = $currenthighlighteditem.id
getitem_scope = $data_items[item_id].scope
getitem_occasion = $data_items[item_id].occasion
item_name = $data_items[item_id].name
item_desc = $data_items[item_id].description
icon_name = $data_items[item_id].icon_name
# Item Specifications
item_para = $data_items[item_id].parameter_type
item_parp = $data_items[item_id].parameter_points.to_s
item_hpr = $data_items[item_id].recover_hp_rate.to_s
item_hpt = $data_items[item_id].recover_hp.to_s
item_spr = $data_items[item_id].recover_sp_rate.to_s
item_spt = $data_items[item_id].recover_sp.to_s
item_acc = $data_items[item_id].hit.to_s
item_pdf = $data_items[item_id].pdef_f.to_s
item_mdf = $data_items[item_id].mdef_f.to_s
item_var = $data_items[item_id].variance.to_s
# Item Parameter Specifications
# tells what effects the item parameter is
case item_para
when 0 ; item_para = "None"
when 1 ; item_para = "Max HP"
when 2 ; item_para = "Max SP"
when 3 ; item_para = "Strength"
when 4 ; item_para = "Dexterity"
when 5 ; item_para = "Agility"
when 6 ; item_para = "Intelligence"
end
# Item Elemental and Status Specifications
# Elemental Attribute
item_element = ""
flag = false
for i in $data_items[item_id].element_set
if flag
item_element += "/"
end
item_element += $data_system.elements[i]
flag = true
end
if item_element == ""
item_element = "None"
end
# Status Attribute
item_status = ""
flag = false
for i in $data_items[item_id].plus_state_set
if flag
item_status += "/"
end
item_status += $data_states[i].name
flag = true
end
if item_status == ""
item_status = "None"
end
# Status Removal
item_minstatus = ""
flag = false
for i in $data_items[item_id].minus_state_set
if flag
item_minstatus += "/"
end
item_minstatus += $data_states[i].name
flag = true
end
if item_minstatus == ""
item_minstatus = "None"
end
# Misc. Specifications
# Item Scope
case getitem_scope
when 0; getitem_scope = "Nobody"
when 1; getitem_scope = "One Enemy"
when 2; getitem_scope = "All Enemies"
when 3; getitem_scope = "One Ally"
when 4; getitem_scope = "All Allies"
when 5; getitem_scope = "One Dead Ally"
when 6; getitem_scope = "All Dead Allies"
when 7; getitem_scope = "User of the Skill"
end
# Item Occasion
case getitem_occasion
when 0; getitem_occasion = "Menu + Battle"
when 1; getitem_occasion = "Only in Battle"
when 2; getitem_occasion = "Only in Menu"
when 3; getitem_occasion = "Not Useable"
end
#==============================================================================
# Item Name and Icons Location
#==============================================================================
# General
self.contents.draw_text(33, 8, 256, 24, item_name)
#self.contents.draw_text(0, 25, 300, 32, item_desc)
draw_text_multi(0, 32, 288, 22, item_desc)
bitmap = RPG::Cache.icon(icon_name)
self.contents.blt(5, 8, bitmap, Rect.new(0, 0, 24, 24), 255)
# Item Specifications
self.contents.font.color = system_color
self.contents.draw_text(x - 33, y - 14, 120, 24, "Effects On:", 2)
self.contents.draw_text(x - 33, y, 120, 24, "Recover(HP):", 2)
self.contents.draw_text(x - 33, y + 14, 120, 24, "Recover (SP):", 2)
self.contents.draw_text(x - 33, y + 28, 120, 24, "Accuracy:", 2)
self.contents.draw_text(x - 33, y + 56, 120, 24, $data_system.words.pdef+ ":", 2)
self.contents.draw_text(x - 33, y + 70, 120, 24, $data_system.words.mdef + ":", 2)
self.contents.draw_text(x - 33, y + 84, 120, 24, "Variance:", 2)
self.contents.draw_text(x - 33, y + 112, 120, 24, "Elemental Attack:")
self.contents.draw_text(x - 33, y + 112 + 20, 120, 24, "Status Attack:", 2)
self.contents.draw_text(x - 33, y + 112 + 40, 120, 24, "Status Removal:", 2)
self.contents.draw_text(x - 33, y + 134 + 45, 120, 24, "Type:", 2)
self.contents.draw_text(x - 33, y + 134 + 65, 120, 24, "Occasion:", 2)
#==============================================================================
# Item Effect Location
#==============================================================================
# Item Specifications
self.contents.font.color = normal_color
self.contents.draw_text(x + 94, y - 14, 64, 24, item_para, 2)
self.contents.draw_text(x + 94 + 70, y - 14, 64, 24, " - ")
self.contents.draw_text(x + 94 + 88, y - 14, 64, 24, item_parp + " Points")
if $data_items[item_id].recover_hp_rate <= 0
self.contents.font.color = Color.new(255, 128, 128, 255)
elsif $data_items[item_id].recover_hp_rate >= 0
self.contents.font.color = Color.new(128, 255, 128, 255)
end
self.contents.draw_text(x + 94, y, 64, 24, item_hpr + "%", 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 94 + 70, y, 64, 24, " - ")
if $data_items[item_id].recover_hp <= 0
self.contents.font.color = Color.new(255, 128, 128, 255)
elsif $data_items[item_id].recover_hp >= 0
self.contents.font.color = Color.new(128, 255, 128, 255)
end
self.contents.draw_text(x + 94 + 88, y, 64, 24, item_hpt)
self.contents.font.color = normal_color
if $data_items[item_id].recover_sp_rate <= 0
self.contents.font.color = Color.new(255, 128, 128, 255)
elsif $data_items[item_id].recover_sp_rate >= 0
self.contents.font.color = Color.new(128, 255, 128, 255)
end
self.contents.draw_text(x + 94, y + 14, 64, 24, item_spr + "%", 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 94 + 70, y + 14, 64, 24, " - ")
if $data_items[item_id].recover_sp <= 0
self.contents.font.color = Color.new(255, 128, 128, 255)
elsif $data_items[item_id].recover_sp >= 0
self.contents.font.color = Color.new(128, 255, 128, 255)
end
self.contents.draw_text(x + 94 + 88, y + 14, 64, 24, item_spt)
self.contents.font.color = normal_color
self.contents.draw_text(x + 94, y + 28, 64, 24, item_acc + "%", 2)
self.contents.draw_text(x + 94, y + 56, 64, 24, item_pdf, 2)
self.contents.draw_text(x + 94, y + 70, 64, 24, item_mdf, 2)
self.contents.draw_text(x + 94, y + 84, 64, 24, item_var, 2)
self.contents.draw_text(x + 94, y + 112, 420, 24, " " + item_element)
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 94, y + 112 + 20, 420, 24, " " + item_status)
self.contents.font.color = Color.new(128, 255, 128, 255)
self.contents.draw_text(x + 94, y + 112 + 40, 420, 24, " " + item_minstatus)
self.contents.font.color = normal_color
self.contents.draw_text(x + 94, y + 134 + 45, 100, 24, getitem_scope, 2)
self.contents.draw_text(x + 94, y + 134 + 65, 100, 24, getitem_occasion, 2)
self.contents.font.color = system_color
end
end
class Window_PIESKILLHelp < Window_Base
def update(help_text)
self.contents.clear
self.contents.font.name = PIE::PIEDEFAULTFONT
self.contents.font.size = PIE::PIEDEFAULTSIZE
# The default Database description of the items
#self.contents.draw_text(0, 25, 300, 32, help_text)
draw_text_multi(0, 32, 288, 22, help_text)
#==============================================================================
# Variables used in Skill Help window
#==============================================================================
# General
x = 33
y = 88
skill_id = $currenthighlightedskill.id
skill = $currenthighlightedskill
getskill_scope = $data_skills[skill_id].scope
getskill_occasion = $data_skills[skill_id].occasion
# Skill Name
skill_name = $data_skills[skill_id].name
# Skill Specifications
skill_spc = $data_skills[skill_id].sp_cost.to_s
skill_atk = $data_skills[skill_id].atk_f.to_s
skill_eva = $data_skills[skill_id].eva_f.to_s
skill_pwr = $data_skills[skill_id].power.to_s
skill_str = $data_skills[skill_id].str_f.to_s
skill_dex = $data_skills[skill_id].dex_f.to_s
skill_agi = $data_skills[skill_id].agi_f.to_s
skill_int = $data_skills[skill_id].int_f.to_s
skill_acc = $data_skills[skill_id].hit.to_s
skill_pdf = $data_skills[skill_id].pdef_f.to_s
skill_mdf = $data_skills[skill_id].mdef_f.to_s
skill_var = $data_skills[skill_id].variance.to_s
# Skill Elemental and Status Specifications
# Skill Element
skill_element = ""
flag = false
for i in $data_skills[skill_id].element_set
if flag
skill_element += "/"
end
skill_element += $data_system.elements[i]
flag = true
end
if skill_element == ""
skill_element = "None"
end
# Status Attribute
skill_status = ""
flag = false
for i in $data_skills[skill_id].plus_state_set
if flag
skill_status += "/"
end
skill_status += $data_states[i].name
flag = true
end
if skill_status == ""
skill_status = "None"
end
# Status Removal
skill_minstatus = ""
flag = false
for i in $data_skills[skill_id].minus_state_set
if flag
skill_minstatus += "/"
end
skill_minstatus += $data_states[i].name
flag = true
end
if skill_minstatus == ""
skill_minstatus = "None"
end
# Misc. Specifications
# Skill Scope
case getskill_scope
when 0; getskill_scope = "Nobody"
when 1; getskill_scope = "One Enemy"
when 2; getskill_scope = "All Enemies"
when 3; getskill_scope = "One Ally"
when 4; getskill_scope = "All Allies"
when 5; getskill_scope = "One Dead Ally"
when 6; getskill_scope = "All Dead Allies"
when 7; getskill_scope = "User of the Skill"
end
# Item Occasion
case getskill_occasion
when 0; getskill_occasion = "Menu + Battle"
when 1; getskill_occasion = "Only in Battle"
when 2; getskill_occasion = "Only in Menu"
when 3; getskill_occasion = "Not Useable"
end
#==============================================================================
# Skill Name and Icons Location
#==============================================================================
# Skill Name
self.contents.draw_text(33, 8, 256, 24, skill_name)
# Skill Icon
bitmap = RPG::Cache.icon($data_skills[skill_id].icon_name)
self.contents.blt(5, 8, bitmap, Rect.new(0, 0, 24, 24), 255)
# Skill Specifications
self.contents.font.size = PIE::PIEDEFAULTSIZE - 2 # Reduces fontsize
self.contents.font.color = Color.new(255, 255, 0, 255)
self.contents.draw_text(x - 33, y, 256, 24, $data_system.words.atk)
self.contents.draw_text(x -33, y - 14, 256, 24, $data_system.words.sp + " Costs")
self.contents.font.color = system_color
self.contents.draw_text(x - 33, y + 28, 256, 24, $data_system.words.str)
self.contents.draw_text(x - 33, y + 42, 256, 24, $data_system.words.dex)
self.contents.draw_text(x - 33, y + 56, 256, 24, $data_system.words.agi)
self.contents.draw_text(x - 33, y + 70, 256, 24, $data_system.words.int)
self.contents.font.color = Color.new(255, 255, 255, 128)
if $data_skills[skill_id].power >= 0
self.contents.draw_text(x - 33 , y + 130, 256, 24, "Power")
elsif $data_skills[skill_id].power <= 0
self.contents.draw_text(x - 33 , y + 130, 256, 24, "Heal Power")
end
self.contents.draw_text(x - 33, y + 144, 256, 24, "Accuracy")
self.contents.draw_text(x - 33, y + 158, 256, 24, "Variance")
self.contents.font.color = system_color
self.contents.draw_text(x - 33, y + 84, 256, 24, $data_system.words.pdef)
self.contents.draw_text(x - 33, y + 98, 256, 24, $data_system.words.mdef)
self.contents.draw_text(x + 140, y + 23, 256, 24, "Elemental Attack:")
self.contents.draw_text(x + 140, y + 23 + 32, 256, 24, "Status Attack:")
self.contents.draw_text(x + 140, y + 23 + 32 + 32, 256, 24, "Status Removal:")
self.contents.font.color = system_color
self.contents.draw_text(0 - 33, y + 158 + 24 , 100, 24, "Type:", 2)
self.contents.draw_text(0 - 33, y + 158 + 40, 100, 24, "Occasion:", 2)
#==============================================================================
# Skill Effect Location
#==============================================================================
self.contents.font.color = normal_color
self.contents.draw_text(x + 41, y, 64, 24, skill_atk, 2)
self.contents.draw_text(x + 41, y - 14, 64, 24, skill_spc, 2)
self.contents.draw_text(x + 41, y + 28, 64, 24, skill_str, 2)
self.contents.draw_text(x + 41, y + 42, 64, 24, skill_dex, 2)
self.contents.draw_text(x + 41, y + 56, 64, 24, skill_agi, 2)
self.contents.draw_text(x + 41, y + 70, 64, 24, skill_int, 2)
if $data_skills[skill_id].power >= 0
self.contents.draw_text(x - 33 + 74, y + 130, 64, 24, skill_pwr, 2)
elsif $data_skills[skill_id].power <= 0
skill_pwr = $data_skills[skill_id].power * -1
self.contents.font.color = Color.new(128, 255, 128, 255)
self.contents.draw_text(x - 33 + 74, y + 130, 64, 24, skill_pwr.to_s, 2)
self.contents.font.color = normal_color
end
self.contents.draw_text(x - 33 + 74, y + 144, 64, 24, skill_acc, 2)
self.contents.draw_text(x - 33 + 74, y + 158, 64, 24, skill_var, 2)
self.contents.draw_text(x + 41, y + 84, 64, 24, skill_pdf, 2)
self.contents.draw_text(x + 41, y + 98, 64, 24, skill_mdf, 2)
self.contents.draw_text(x + 140, y + 37, 420, 24, " " + skill_element, 0)
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 140, y + 37 + 32, 420, 24, " " + skill_status, 0)
self.contents.font.color = Color.new(128, 255, 128, 255)
self.contents.draw_text(x + 140, y + 37 + 64, 420, 24, " " + skill_minstatus, 0)
self.contents.font.color = normal_color
self.contents.draw_text(0 + 116, y + 158 + 24, 250, 24, getskill_scope, 0)
self.contents.draw_text(0 + 116 ,y + 158 + 40, 250, 24, getskill_occasion, 0)
# Resets font size.
self.contents.font.size = PIE::PIEDEFAULTSIZE
end
end
class Window_PIEHelp < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 341)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
# text : text string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
# If at least one part of text and alignment differ from last time
if text != @text or align != @align
# Redraw text
self.contents.clear
self.contents.font.name = PIE::PIEDEFAULTFONT
self.contents.font.size = PIE::PIEDEFAULTSIZE
self.contents.font.color = normal_color
#self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
draw_text_multi(4, 0, self.width - 40, 22, text)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end