Joined
Sep 9, 2015
Messages
297
Reaction score
29
First Language
English
Primarily Uses
Since this is a public script, It shouldn't do any harm in posting this for usage.
Several things I've found out to be a problem with this script found here:
http://www.rpgmakervxace.net/topic/6466-yanfly-status-menu-with-tsukihimes-element-information/
Its basically a modified version of Yanflys Status Menu to fit in Tsukihime's Element Information.

I found several problems to it though:
1 its buggy as hell
2 its "really" buggy as hell
3 it just bugs the hell out of meh
4 okay, the real problem was, "its buggy as hell" and ur computer will blow up in the end
5 when you go to status menu, go down to element window, go up or down and see what happens then exit. That bloody element window is still there!!!
6 when your at the element window, go and press page up or down, it creates a new instance of the element window all over again on top of the one thats already on there, thus, will lag your game after pressing page up or down 50-100 times. Dont believe me? Try it!
7 when you hit insert to exit when your at the element window, it doesn't dispose the actual element window. In fact, the element window never disposes.
8 There's no defense resistance
So, in the end, here's the fix to all that! Only one requirement though....... that is, you have to set aside one $game_switches which you have to choose an ID switch. I put it in here

Switch_ID_To_Blow_Up_This_Joint = 55So look for that at line 208 and put your desired switch! Other than that, heres the script!
 

The "SCRIPT!":

#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Status Menu with Elements v1.04
# -- Last Updated: 2012.08.22
# -- Authors: Yanfly, Tsukihime, DisturbedInside
# Modified by: The Black Swordsman so "SHIZNITS" don't hit the fan in the end
# -- Slight Modding: Gleason
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-StatusMenu_Elements"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.21 - Fixed problem with window opacity and created new formula for
# window size (it should resize properly now)
# 2012.08.21 - Added Tsukihime's Element Info
# 2012.08.06 - Fix Sp Paramater TCR
# 2011.12.26 - Compatibility Update: Rename Actor
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script changes the status screen completely to something the player can
# interact with more and be able to view actor data with more clarity. The
# player is able to view the general information for an actor (parameters and
# experience), a parameters bar graph, the various hidden extra parameters
# (named properties in the script), and a customizable biography for the actor.
# Also with this script, biographies can be changed at any time using a script
# call to add more of a personal touch to characters.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].description = string
# Changes the biography description for actor x to that of the string. Use \n
# to designate linebreaks in the string. If you wish to use text codes, write
# them in the strings as \\n[2] or \\c[3] to make them work properly.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module STATUS

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Command Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the commands that appear in the command window used
# for the status screen. Rearrange the commands, add new ones, remove them
# as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :general Adds general page.
# :parameters Adds parameters page.
# :properties Adds properties page.
# :biography Adds biography page.
#
# :rename Requires YEA - Rename Actor
# :retitle Requires YEA - Retitle Actor
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :general, "General"],
[ :parameters, "Parameters"],
[ :properties, "Properties"],
[ :biography, "Biography"],
[ :elements, "Element Resists"], # this is the elements command
] # Do not remove this.

#--------------------------------------------------------------------------
# - Status Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# status menu, use this hash to manage the custom commands for the Status
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_STATUS_COMMANDS ={
# :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],
:custom1 => [ 0, 0, :command_name1, :draw_custom1],
:custom2 => [ 0, 0, :command_name2, :draw_custom2],
:custom3 => [ 0, 0, :command_name3, :draw_custom3],
} # Do not remove this.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the general window visually appears.
# Not many changes need to be done here other than vocab changes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAMETERS_VOCAB = "Parameters" # Title used for Parameters.
EXPERIENCE_VOCAB = "Experience" # Title used for Experience.
NEXT_TOTAL_VOCAB = "Total EXP for Next" # Label used for total experience.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Parameters Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the parameters window visually appears.
# Each of the stats have a non-window colour. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARAM_COLOUR ={
# ParamID => [:stat, Colour1, Colour2 ],
2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],
3 => [ :def, Color.new(250, 150, 30), Color.new(250, 180, 100)],
4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],
5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],
6 => [ :agi, Color.new( 60, 180, 80), Color.new(120, 200, 120)],
7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],
} # Do not remove this.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Properties Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the properties window visually appears.
# The properties have abbreviations, but leaving them as such makes things
# confusing (as it's sometimes hard to figure out what the abbreviations
# mean). Change the way the appear, whether or not they appear, and what
# order they will appear in.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROPERTIES_FONT_SIZE = 16 # Font size used for properties.

# These are the properties that appear in column 1.
PROPERTIES_COLUMN1 =[
[:hit, "Hit Rate"],
[:eva, "Evasion"],
[:cri, "Critical Hit"],
[:cev, "Critical Evade"],
[:mev, "Magic Evasion"],
[:mrf, "Magic Reflect"],
[:cnt, "Counter Rate"],
[:tgr, "Target Rate"],
] # Do not remove this.

# These are the properties that appear in column 2.
PROPERTIES_COLUMN2 =[
[:hrg, "HP Regen"],
[:mrg, "MP Regen"],
[:trg, "TP Regen"],
[:rec, "Recovery"],
[:grd, "Guard Rate"],
[:pha, "Item Boost"],
[:exr, "EXP Rate"],
[:tcr, "TP Charge"],
] # Do not remove this.

# These are the properties that appear in column 3.
PROPERTIES_COLUMN3 =[
[:hcr, "HP Cost Rate"], # Requires YEA - Skill Cost Manager
[:mcr, "MP Cost Rate"],
[:tcr_y, "TP Cost Rate"], # Requires YEA - Skill Cost Manager
[:cdr, "Cooldown Rate"], # Requires YEA - Skill Restrictions
[:wur, "Warmup Rate"], # Requires YEA - Skill Restrictions
[:pdr, "Physical Damage"],
[:mdr, "Magical Damage"],
[:fdr, "Floor Damage"],
] # Do not remove this.


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Biography Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the way the biography appears including the title
# used at the top, the font size, and whatnot.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BIOGRAPHY_NICKNAME_TEXT = "%s %s" # How the nickname will appear.
BIOGRAPHY_NICKNAME_SIZE = 32 # Size of the font used.

#custom switch to blow up this bloody element window at prev/next actor.
Switch_ID_To_Blow_Up_This_Joint = 55 #make sure to set aside this game switch
end # STATUS
end # YEA

module Status_Element

# List of elements that should not be included in the list
Ignore = ["Absorb", "Physical", "Slash", "Blunt", "Pierce", "Gun", "Demonbreak"]

# Element entries. Format: "element name" => [index, icon]
# The name and icon must match the ones in the database
Elements = { "Fire" => [3, 187],
"Ice" => [4, 188],
"Thunder" => [5, 191],
"Water" => [6, 186],
"Earth" => [7, 190],
"Wind" => [8, 189],
"Holy" => [9, 184],
"Dark" => [10, 185],
"Time" => [15, 280]
}

# Icons to draw for attack/resistance
Attack_Icon = 132
Resist_Icon = 13
end

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric

#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]

end # Numeric

#==============================================================================
# ■ Game_Temp
#==============================================================================

class Game_Temp

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_status_index
attr_accessor :scene_status_oy

end # Game_Temp



#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# new method: description=
#--------------------------------------------------------------------------
def description=(text)
@description = text

end

#--------------------------------------------------------------------------
# overwrite method: description
#--------------------------------------------------------------------------
def description
return @description unless @description.nil?
return actor.description


end


def equips_elements(element_id)
end

def element_attack

end

def element_resist

end

end # Game_Actor

class Game_Battler < Game_BattlerBase

def element_resist

end

def element_attack

end


end

#==============================================================================
# ■ Window_StatusCommand
#==============================================================================

class Window_StatusCommand < Window_Command

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :item_window

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
@actor = nil
end

#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end

#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end

#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end

#--------------------------------------------------------------------------
# ok_enabled?
#--------------------------------------------------------------------------
def ok_enabled?
return handle?(current_symbol)
end

#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
for command in YEA::STATUS::COMMANDS
case command[0]
#--- Default ---
when :general, :parameters, :properties, :biography, :elements
add_command(command[1], command[0])
#--- Yanfly Engine Ace ---
when :rename
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.rename_allow?)
when :retitle
next unless $imported["YEA-RenameActor"]
add_command(command[1], command[0], @actor.retitle_allow?)
#--- Custom Commands ---
else
process_custom_command(command)
end
end
if !$game_temp.scene_status_index.nil?
select($game_temp.scene_status_index)
self.oy = $game_temp.scene_status_oy
end
$game_temp.scene_status_index = nil
$game_temp.scene_status_oy = nil
end

#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.scene_status_index = index
$game_temp.scene_status_oy = self.oy
super
end

#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end

#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_item_window
end

#--------------------------------------------------------------------------
# update_item_window
#--------------------------------------------------------------------------
def update_item_window
return if @item_window.nil?
return if @current_index == current_symbol
@current_index = current_symbol
@item_window.refresh
end

#--------------------------------------------------------------------------
# item_window=
#--------------------------------------------------------------------------
def item_window=(window)
@item_window = window
update
end

#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
return if @actor.nil?
@help_window.set_text(@actor.actor.description)
end

end # Window_StatusCommand

#==============================================================================
# ■ Window_StatusActor
#==============================================================================

class Window_StatusActor < Window_Base

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, window_width, fitting_height(4))
@actor = nil
end

#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width - 160; end

#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end

#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
draw_actor_face(@actor, 0, 0)
draw_actor_simple_status(@actor, 108, line_height / 2)


end

end # Window_StatusActor

#==============================================================================
# ■ Window_StatusItem
#==============================================================================

class Window_StatusItem < Window_Base

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, command_window)
super(dx, dy, Graphics.width, Graphics.height - dy)
@command_window = command_window
@actor = nil
refresh
end

#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end

#--------------------------------------------------------------------------
# refresh, edited to make my bomb explode upon impact
#--------------------------------------------------------------------------
def refresh
delete_this_effin_element_window_already_for_craps_sake if
$game_switches[YEA::STATUS::Switch_ID_To_Blow_Up_This_Joint]
contents.clear
reset_font_settings
return unless @actor
draw_window_contents
end
#--------------------------------------------------------------------------
# dispose window @ prev/next actor, well, how kind of u "The Black Swordsman"
#--------------------------------------------------------------------------
def delete_this_effin_element_window_already_for_craps_sake
unless @element_window.nil?
@element_window.dispose
end
#QWEEEK, turn the darn switch off before it blows up!!! O_O
$game_switches[YEA::STATUS::Switch_ID_To_Blow_Up_This_Joint] = false
end
#--------------------------------------------------------------------------
# draw_window_contents edited, so bombs go off every effin new window
#--------------------------------------------------------------------------
def draw_window_contents
case @command_window.current_symbol
when :general
unless @element_window.nil?
@element_window.dispose
end
self.opacity = 255
draw_actor_general
when :parameters
unless @element_window.nil?
@element_window.dispose
end
self.opacity = 255
draw_parameter_graph
when :properties
unless @element_window.nil?
@element_window.dispose
end
self.opacity = 255
draw_properties_list
when :elements
self.opacity = 0
draw_element_list
when :biography, :rename, :retitle
unless @element_window.nil?
@element_window.dispose
end
self.opacity = 255
draw_actor_biography
else
draw_custom
end
end

#--------------------------------------------------------------------------
# draw_element_list
#--------------------------------------------------------------------------
def draw_element_list
create_element_window
@element_window.show
@element_window.activate
end


def create_element_window
wx = Graphics.width - 400
wy = 192
@element_window = Window_ElementStatus.new(0, wy, Graphics.width, Graphics.height - wy)
@element_window.actor = @actor
end

#--------------------------------------------------------------------------
# * DISPOSE THIS WINDOW BEFORE I GO OUT OF MY MIND ALREAAAADY!
#--------------------------------------------------------------------------
alias dispose_this_bloody_effin_element_window_already_pluuuueeeaaaasssse dispose
def dispose
unless @element_window.nil?
@element_window.dispose
end
dispose_this_bloody_effin_element_window_already_pluuuueeeaaaasssse
end

#--------------------------------------------------------------------------
# draw_actor_general
#--------------------------------------------------------------------------
def draw_actor_general
change_color(system_color)
text = YEA::STATUS::pARAMETERS_VOCAB
draw_text(0, 0, contents.width/2, line_height, text, 1)
text = YEA::STATUS::EXPERIENCE_VOCAB
draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)
draw_general_parameters
draw_general_experience
end

#--------------------------------------------------------------------------
# draw_general_parameters
#--------------------------------------------------------------------------
def draw_general_parameters
dx = 24
dy = line_height / 2
draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)
draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)
draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)
draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)
dx += contents.width/4 - 12
draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)
draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)
draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)
end

#--------------------------------------------------------------------------
# draw_actor_level
#--------------------------------------------------------------------------
def draw_actor_level(dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::level)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)
end

#--------------------------------------------------------------------------
# draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(param_id, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)
end

#--------------------------------------------------------------------------
# draw_general_experience
#--------------------------------------------------------------------------
def draw_general_experience
if @actor.max_level?
s1 = @actor.exp.group
s2 = "-------"
s3 = "-------"
else
s1 = @actor.exp.group
s2 = (@actor.next_level_exp - @actor.exp).group
s3 = @actor.next_level_exp.group
end
s_next = sprintf(Vocab::ExpNext, Vocab::level)
total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)
change_color(system_color)
dx = contents.width/2 + 12
dy = line_height * 3 / 2
dw = contents.width/2 - 36
draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)
draw_text(dx, dy + line_height * 2, dw, line_height, s_next)
draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)
change_color(normal_color)
draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)
draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)
draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)
end

#--------------------------------------------------------------------------
# draw_parameter_graph
#--------------------------------------------------------------------------
def draw_parameter_graph
draw_parameter_title
dy = line_height * 3/2
maximum = 1
minimum = @actor.param_max(2)
for i in 2..7
maximum = [@actor.param(i), maximum].max
minimum = [@actor.param(i), minimum].min
end
maximum += minimum * 0.33 unless maximum == minimum
for i in 2..7
rate = calculate_rate(maximum, minimum, i)
dy = line_height * i - line_height/2
draw_param_gauge(i, dy, rate)
change_color(system_color)
draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
dw = (contents.width - 48) * rate - 8
change_color(normal_color)
draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
end
end

#--------------------------------------------------------------------------
# calculate_rate
#--------------------------------------------------------------------------
def calculate_rate(maximum, minimum, param_id)
return 1.0 if maximum == minimum
rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f
rate *= 0.67
rate += 0.33
return rate
end

#--------------------------------------------------------------------------
# draw_param_gauge
#--------------------------------------------------------------------------
def draw_param_gauge(param_id, dy, rate)
dw = contents.width - 48
colour1 = param_gauge1(param_id)
colour2 = param_gauge2(param_id)
draw_gauge(24, dy, dw, rate, colour1, colour2)
end

#--------------------------------------------------------------------------
# param_gauge1
#--------------------------------------------------------------------------
def param_gauge1(param_id)
return YEA::STATUS::pARAM_COLOUR[param_id][1]
end

#--------------------------------------------------------------------------
# param_gauge2
#--------------------------------------------------------------------------
def param_gauge2(param_id)
return YEA::STATUS::pARAM_COLOUR[param_id][2]
end

#--------------------------------------------------------------------------
# draw_parameter_title
#--------------------------------------------------------------------------
def draw_parameter_title
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
change_color(system_color)
text = YEA::STATUS::pARAMETERS_VOCAB
draw_text(0, line_height/3, contents.width, line_height, text, 1)
end

#--------------------------------------------------------------------------
# draw_properties_list
#--------------------------------------------------------------------------
def draw_properties_list
contents.font.size = YEA::STATUS::pROPERTIES_FONT_SIZE
draw_properties_column1
draw_properties_column2
draw_properties_column3
reset_font_settings
end

#--------------------------------------------------------------------------
# draw_properties_column1
#--------------------------------------------------------------------------
def draw_properties_column1
dx = 24
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::pROPERTIES_COLUMN1
dy = draw_property(property, dx, dy, dw)
end
end

#--------------------------------------------------------------------------
# draw_properties_column2
#--------------------------------------------------------------------------
def draw_properties_column2
dx = 24 + (contents.width - 24) / 3
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::pROPERTIES_COLUMN2
dy = draw_property(property, dx, dy, dw)
end
end

#--------------------------------------------------------------------------
# draw_properties_column3
#--------------------------------------------------------------------------
def draw_properties_column3
dx = 24 + (contents.width - 24) / 3 * 2
dw = (contents.width - 24) / 3 - 24
dy = 0
for property in YEA::STATUS::pROPERTIES_COLUMN3
dy = draw_property(property, dx, dy, dw)
end
end

#--------------------------------------------------------------------------
# draw_property
#--------------------------------------------------------------------------
def draw_property(property, dx, dy, dw)
fmt = "%1.2f%%"
case property[0]
#---
when :hit
value = sprintf(fmt, @actor.hit * 100)
when :eva
value = sprintf(fmt, @actor.eva * 100)
when :cri
value = sprintf(fmt, @actor.cri * 100)
when :cev
value = sprintf(fmt, @actor.cev * 100)
when :mev
value = sprintf(fmt, @actor.mev * 100)
when :mrf
value = sprintf(fmt, @actor.mrf * 100)
when :cnt
value = sprintf(fmt, @actor.cnt * 100)
when :hrg
value = sprintf(fmt, @actor.hrg * 100)
when :mrg
value = sprintf(fmt, @actor.mrg * 100)
when :trg
value = sprintf(fmt, @actor.trg * 100)
when :tgr
value = sprintf(fmt, @actor.tgr * 100)
when :grd
value = sprintf(fmt, @actor.grd * 100)
when :rec
value = sprintf(fmt, @actor.rec * 100)
when :pha
value = sprintf(fmt, @actor.pha * 100)
when :mcr
value = sprintf(fmt, @actor.mcr * 100)
when :tcr
value = sprintf(fmt, @actor.tcr * 100)
when :pdr
value = sprintf(fmt, @actor.pdr * 100)
when :mdr
value = sprintf(fmt, @actor.mdr * 100)
when :fdr
value = sprintf(fmt, @actor.fdr * 100)
when :exr
value = sprintf(fmt, @actor.exr * 100)
when :hcr
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.hcr * 100)
when :tcr_y
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.tcr_y * 100)
when :gcr
return dy unless $imported["YEA-SkillCostManager"]
value = sprintf(fmt, @actor.gcr * 100)
when :cdr
return dy unless $imported["YEA-SkillRestrictions"]
value = sprintf(fmt, @actor.cdr * 100)
when :wur
return dy unless $imported["YEA-SkillRestrictions"]
value = sprintf(fmt, @actor.wur * 100)
#---
else; return dy
end
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, property[1], 0)
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, value, 2)
return dy + line_height
end


#--------------------------------------------------------------------------
# draw_actor_biography
#--------------------------------------------------------------------------
def draw_actor_biography
fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT
text = sprintf(fmt, @actor.name, @actor.nickname)
contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE
draw_text(0, 0, contents.width, line_height*2, text, 1)
reset_font_settings
draw_text_ex(24, line_height*2, @actor.description)
end

#--------------------------------------------------------------------------
# draw_custom
#--------------------------------------------------------------------------
def draw_custom
current_symbol = @command_window.current_symbol
return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)
method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call
end

#--------------------------------------------------------------------------
# draw_custom1
#--------------------------------------------------------------------------
def draw_custom1
dx = 0; dy = 0
for skill in @actor.skills
next if skill.nil?
next unless @actor.added_skill_types.include?(skill.stype_id)
draw_item_name(skill, dx, dy)
dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
dy += line_height if dx == 0
return if dy + line_height > contents.height
end
end

#--------------------------------------------------------------------------
# draw_custom2
#--------------------------------------------------------------------------
def draw_custom2
dx = 4; dy = 0; slot_id = 0
for equip in @actor.equips
change_color(system_color)
text = Vocab.etype(@actor.equip_slots[slot_id])
draw_text(dx, dy, contents.width - dx, line_height, text)
reset_font_settings
draw_item_name(equip, dx+92, dy) unless equip.nil?
slot_id += 1
dy += line_height
break if dy + line_height > contents.height
end
dw = Graphics.width * 2 / 5 - 24
dx = contents.width - dw; dy = 0
param_id = 0
8.times do
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
contents.fill_rect(rect, colour)
size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20
contents.font.size = size
change_color(system_color)
draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
change_color(normal_color)
dwa = (Graphics.width * 2 / 5 - 2) / 2
draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
reset_font_settings
change_color(system_color)
draw_text(dx + dwa, dy, 22, line_height, "→", 1)
param_id += 1
dy += line_height
break if dy + line_height > contents.height
end
end

#--------------------------------------------------------------------------
# draw_custom3
#--------------------------------------------------------------------------
def draw_custom3
return unless $imported["YEA-ClassSystem"]
data = []
for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
next if $data_classes[class_id].nil?
item = $data_classes[class_id]
next unless @actor.unlocked_classes.include?(item.id) or
YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
data.push(item)
end
dx = 0; dy = 0; class_index = 0
for class_id in data
item = data[class_index]
reset_font_settings
if item == @actor.class
change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
elsif item == @actor.subclass
change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
else
change_color(normal_color)
end
icon = item.icon_index
draw_icon(icon, dx, dy)
text = item.name
draw_text(24, dy, contents.width-24, line_height, text)
next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
level = @actor.class_level(item.id)
contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28
draw_text(dx, dy, dwa, line_height, text, 2)
class_index += 1
dy += line_height
break if dy + line_height > contents.height
end
dw = Graphics.width * 2 / 5 - 24
dx = contents.width - dw; dy = 0
param_id = 0
8.times do
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
contents.fill_rect(rect, colour)
contents.font.size = YEA::CLASS_SYSTEM::pARAM_FONT_SIZE
change_color(system_color)
draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
change_color(normal_color)
dwa = (Graphics.width * 2 / 5 - 2) / 2
draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
reset_font_settings
change_color(system_color)
draw_text(dx + dwa, dy, 22, line_height, "→", 1)
param_id += 1
dy += line_height
break if dy + line_height > contents.height
end
end
end # Window_StatusItem

#==============================================================================
# ▼ Window_ElementStatus
#==============================================================================

class Window_ElementStatus < Window_Selectable

def initialize(x, y, width, height)
super(x, y, width, height)
@opacity = 255
end

def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end

def ignore_list
Status_Element::Ignore
end

def include?(item)
return true unless item.nil? || item.empty? || ignore_list.include?(item)
end

def item_max
@data ? @data.size : 1
end

def make_item_list
@data = $data_system.elements.select {|item| include?(item) }
@data.push(nil) if include?(nil)
end

def element_info(item)
Status_Element::Elements[item]
end

def attack_icon
Status_Element::Attack_Icon
end

def resist_icon
Status_Element::Resist_Icon
end

def element_resist(element_id)
if $imported["Elemental_Modifiers"]
element_rate = @actor.element_resist_rate(element_id)
else
element_rate = @actor.element_rate(element_id)
end
resist = "%d%" %[0 + (element_rate*100 - 100) * -1.to_i]
return resist
end

def element_damage(element_id)
if $imported["Elemental_Modifiers"]
element_rate = @actor.element_attack_rate(element_id)
else
element_rate = @actor.element_rate(element_id)
end
resist = "%d%" %[0 + (element_rate*100 - 100).to_i]
return resist
end

def draw_item(index)
item = @data[index]
if item
info = element_info(item)
icon_index = info[1]
rect = item_rect(index)
rect.width -= 4
draw_icon(icon_index, rect.x, rect.y) if icon_index
draw_text(rect.x + 32, rect.y, 172, line_height, item)
draw_icon(attack_icon, rect.x + 148, rect.y)
draw_text(rect.x + 180, rect.y, 172, line_height, element_damage(info[0]))
draw_icon(resist_icon, rect.x + 252, rect.y)
draw_text(rect.x + 284, rect.y, 172, line_height, element_resist(info[0]))
end
end

def refresh
make_item_list
contents.clear
draw_all_items
end

def slide_speed
10
end

def show
@opacity = 255
end

def hide
@opacity = 0
end

end # Window_ElementStatus
#==============================================================================
# ■ Scene_Status
#==============================================================================

class Scene_Status < Scene_MenuBase

#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_item_window
relocate_windows
end


def on_status_ok
@element_window.show
@element_window.activate
end

def on_element_cancel
@element_window.hide
@status_window.activate
end
#--------------------------------------------------------------------------
# * Switch to Next Actor edited to stop that effin annoying element window popup
#--------------------------------------------------------------------------
alias adding_a_bloody_extra_step_for_element_effin_window_next_act next_actor
def next_actor
#turn this bad boy on already so we can hit the sack
$game_switches[YEA::STATUS::Switch_ID_To_Blow_Up_This_Joint] = true
adding_a_bloody_extra_step_for_element_effin_window_next_act
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor edited to stop that effin annoying element window popup
#--------------------------------------------------------------------------
alias adding_a_bloody_extra_step_for_element_effin_window_prev_act prev_actor
def prev_actor
#turn this bad boy on already so we can hit the sack
$game_switches[YEA::STATUS::Switch_ID_To_Blow_Up_This_Joint] = true
adding_a_bloody_extra_step_for_element_effin_window_prev_act
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
wy = @help_window.height
@command_window = Window_StatusCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.actor = @actor
@command_window.help_window = @help_window
@command_window.set_handler:)cancel, method:)return_scene))
@command_window.set_handler:)pagedown, method:)next_actor))
@command_window.set_handler:)pageup, method:)prev_actor))
process_custom_status_commands
end

#--------------------------------------------------------------------------
# process_custom_status_commands
#--------------------------------------------------------------------------
def process_custom_status_commands
for command in YEA::STATUS::COMMANDS
next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]
@command_window.set_handler(command[0], method(called_method))
end
end

#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_StatusActor.new(@command_window.width, wy)
@status_window.viewport = @viewport
@status_window.actor = @actor

end

#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
dy = @command_window.y + @command_window.height
@item_window = Window_StatusItem.new(0, dy, @command_window)
@item_window.viewport = @viewport
@item_window.actor = @actor
@command_window.item_window = @item_window
end

#--------------------------------------------------------------------------
# relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless $imported["YEA-AceMenuEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@item_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@item_window.y = @command_window.height
@help_window.y = @item_window.y + @item_window.height
end
@status_window.y = @command_window.y
end

#--------------------------------------------------------------------------
# on_actor_change
#--------------------------------------------------------------------------
def on_actor_change
@command_window.actor = @actor
@status_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end

#--------------------------------------------------------------------------
# new method: command_name1
#--------------------------------------------------------------------------
def command_name1
SceneManager.call(Scene_Skill)

end

#--------------------------------------------------------------------------
# new method: command_name2
#--------------------------------------------------------------------------
def command_name2
SceneManager.call(Scene_Equip)

end

#--------------------------------------------------------------------------
# new method: command_name3
#--------------------------------------------------------------------------
def command_name3
unless $imported["YEA-ClassSystem"]
@command_window.activate
return
end
SceneManager.call(Scene_Class)
end

end # Scene_Status

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
 

EKS

Warper
Member
Joined
Feb 28, 2016
Messages
3
Reaction score
0
First Language
English
Primarily Uses
Does anyone have the Tsukihime script or a place that it can be located? His site his site has 2 different versions of the element modifier, one of them is no longer supported there and the other one is different than the one being used here in that it has different variable for attack/resist elements.
 

XPhater

Veteran
Veteran
Joined
Apr 27, 2014
Messages
129
Reaction score
32
First Language
english
Primarily Uses
It works!  It works!  It really really works!
 

GethN7

Veteran
Veteran
Joined
Sep 22, 2014
Messages
188
Reaction score
85
First Language
English
Primarily Uses
N/A
Since this is a public script, It shouldn't do any harm in posting this for usage.
Several things I've found out to be a problem with this script found here:
http://www.rpgmakervxace.net/topic/6466-yanfly-status-menu-with-tsukihimes-element-information/
Its basically a modified version of Yanflys Status Menu to fit in Tsukihime's Element Information.

I found several problems to it though:
1 its buggy as hell
2 its "really" buggy as hell
3 it just bugs the hell out of meh
4 okay, the real problem was, "its buggy as hell" and ur computer will blow up in the end
5 when you go to status menu, go down to element window, go up or down and see what happens then exit. That bloody element window is still there!!!
6 when your at the element window, go and press page up or down, it creates a new instance of the element window all over again on top of the one thats already on there, thus, will lag your game after pressing page up or down 50-100 times. Dont believe me? Try it!
7 when you hit insert to exit when your at the element window, it doesn't dispose the actual element window. In fact, the element window never disposes.
8 There's no defense resistance
So, in the end, here's the fix to all that! Only one requirement though....... that is, you have to set aside one $game_switches which you have to choose an ID switch. I put it in here



Switch_ID_To_Blow_Up_This_Joint = 55


So look for that at line 208 and put your desired switch! Other than that, heres the script!
 


The "SCRIPT!":


Hidden Content



Could you pastebin this, it looks totally messed up on the forum.
 

Latest Threads

Latest Posts

Latest Profile Posts

Another character battle theme
Sorry everyone. Covid rules made me a laptop potatoe and I would need more exercise and past 2nd invasion I am still fighting for space also here. So I am not enough often here and... well I answer even less to my e-mails. DC is saying a huge HI to everyone with her heavy wet purrings.

You all take care in here ^^
traficaccidence.jpg
"It's time to add cars into the city!"
--- Famous last word of the developer's character before hit by a car :kaoswt2:
Yay, our new game, Causality is finally released on Steam!

Forum statistics

Threads
110,489
Messages
1,053,685
Members
143,582
Latest member
beru
Top