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Тема: Поиск скриптов

  1. #741
    Пользователь Аватар для Zetto
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    29.10.2012
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    Спойлер Скрипт:

    #================================================= =============================
    #
    # ▼ Yanfly Engine Ace - Ace Status Menu v1.02
    # -- Last Updated: 2011.12.26
    # -- Level: Normal
    # -- Requires: n/a
    #
    #================================================= =============================

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

    #================================================= =============================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 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.
    # arameters Adds parameters page.
    # roperties 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"],
    [ arameters, "Parameters"],
    [ roperties, "Properties"],
    # [ :custom1, "Skills"],
    # [ :custom2, "Equipment"],
    # [ :custom3, "Class"],
    # [ :biography, "Biography"],
    [ :rename, "Rename"], # Requires YEA - Rename Actor
    [ :retitle, "Retitle"], # Requires YEA - Rename Actor
    ] # 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 = "Next %s Total EXP" # 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"],
    [ha, "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
    [dr, "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 the %s" # How the nickname will appear.
    BIOGRAPHY_NICKNAME_SIZE = 32 # Size of the font used.

    end # STATUS
    end # YEA

    #================================================= =============================
    # ▼ 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

    end # Game_Actor

    #================================================= =============================
    # ■ 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, arameters, roperties, :biography
    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?(comma nd[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
    #--------------------------------------------------------------------------
    def refresh
    contents.clear
    reset_font_settings
    return unless @actor
    draw_window_contents
    end

    #--------------------------------------------------------------------------
    # draw_window_contents
    #--------------------------------------------------------------------------
    def draw_window_contents
    case @command_window.current_symbol
    when :general
    draw_actor_general
    when arameters
    draw_parameter_graph
    when roperties
    draw_properties_list
    when :biography, :rename, :retitle
    draw_actor_biography
    else
    draw_custom
    end
    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:aram(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:aram(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 ha
    value = sprintf(fmt, @actor.pha * 100)
    when :mcr
    value = sprintf(fmt, @actor.mcr * 100)
    when :tcr
    value = sprintf(fmt, @actor.tcr * 100)
    when dr
    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?(curre nt_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:aram(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:EFAULT_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::SUBCLAS S_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:aram(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

    #================================================= =============================
    # ■ 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

    #--------------------------------------------------------------------------
    # create_command_window
    #--------------------------------------------------------------------------
    def create_command_window
    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(agedown, method(:next_actor))
    @command_window.set_handler(ageup, method(rev_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?(comma nd[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
    #
    #================================================= =============================

  2. #742
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    Спойлер Скрипт:

    #================================================= =============================
    #
    # ▼ Yanfly Engine Ace - Ace Status Menu v1.02
    # -- Last Updated: 2011.12.26
    # -- Level: Normal
    # -- Requires: n/a
    #
    #================================================= =============================

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

    #================================================= =============================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 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.
    # arameters Adds parameters page.
    # roperties 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"],
    [ arameters, "Parameters"],
    [ roperties, "Properties"],
    # [ :custom1, "Skills"],
    # [ :custom2, "Equipment"],
    # [ :custom3, "Class"],
    # [ :biography, "Biography"],
    [ :rename, "Rename"], # Requires YEA - Rename Actor
    [ :retitle, "Retitle"], # Requires YEA - Rename Actor
    ] # 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 = "Next %s Total EXP" # 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"],
    [ha, "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
    [dr, "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 the %s" # How the nickname will appear.
    BIOGRAPHY_NICKNAME_SIZE = 32 # Size of the font used.

    end # STATUS
    end # YEA

    #================================================= =============================
    # ▼ 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

    end # Game_Actor

    #================================================= =============================
    # ■ 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, arameters, roperties, :biography
    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?(comma nd[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
    #--------------------------------------------------------------------------
    def refresh
    contents.clear
    reset_font_settings
    return unless @actor
    draw_window_contents
    end

    #--------------------------------------------------------------------------
    # draw_window_contents
    #--------------------------------------------------------------------------
    def draw_window_contents
    case @command_window.current_symbol
    when :general
    draw_actor_general
    when arameters
    draw_parameter_graph
    when roperties
    draw_properties_list
    when :biography, :rename, :retitle
    draw_actor_biography
    else
    draw_custom
    end
    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:aram(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:aram(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 ha
    value = sprintf(fmt, @actor.pha * 100)
    when :mcr
    value = sprintf(fmt, @actor.mcr * 100)
    when :tcr
    value = sprintf(fmt, @actor.tcr * 100)
    when dr
    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?(curre nt_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:aram(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:EFAULT_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::SUBCLAS S_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:aram(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

    #================================================= =============================
    # ■ 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

    #--------------------------------------------------------------------------
    # create_command_window
    #--------------------------------------------------------------------------
    def create_command_window
    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(agedown, method(:next_actor))
    @command_window.set_handler(ageup, method(rev_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?(comma nd[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
    #
    #================================================= =============================
    не-не мой скрипт работает а вот твой нет)
    Прохлада и спокойствие мне вполне по душе

    Спойлер :

    き っ と 、 女 の 子 は お 砂 糖 と ス パ イ ス と 素 敵 な 何 か で で き て い る。

  3. #743

    По умолчанию

    Если нажать на ESC в версии VXA, то выходит всякие там уровни, кол- во вещей, форма и т.д. ....
    А можно ли сделать так, что бы при нажатии ESC появлялось только лицо персонажа, которым играешь и его приобретенные вещи?

    Например так: http://vgboy.dabomstew.com/graphics/IbScreen4.png
    Последний раз редактировалось PaoChan; 04.11.2012 в 13:02.

  4. #744
    Бывалый Аватар для Soliд
    Информация о пользователе
    Регистрация
    24.04.2011
    Адрес
    Далеко за горами
    Сообщений
    943
    Репутация: 33 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Seibur Посмотреть сообщение
    не-не мой скрипт работает а вот твой нет)
    Друг мой, указывай версию мейкера.
    Как я понял, ты выложил скрипт для ВХ, а товарищ Зетто, наоборот, для Эйса...

  5. #745
    Маститый Аватар для Seibur
    Информация о пользователе
    Регистрация
    07.01.2012
    Адрес
    Изумрудный город
    Сообщений
    1,206
    Записей в дневнике
    3
    Репутация: 58 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от LaNoir Посмотреть сообщение
    Друг мой, указывай версию мейкера.
    Как я понял, ты выложил скрипт для ВХ, а товарищ Зетто, наоборот, для Эйса...
    Я дико извиниюсь.Ты прав.
    Прохлада и спокойствие мне вполне по душе

    Спойлер :

    き っ と 、 女 の 子 は お 砂 糖 と ス パ イ ス と 素 敵 な 何 か で で き て い る。

  6. #746

    По умолчанию

    Подскажите скрипт для меню с портретами персонажей плиз

  7. #747
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    Подскажите скрипт для меню с портретами персонажей плиз
    если для ХП то UMS-система там есть. ой это для сообщений а для меню не знаю((
    Последний раз редактировалось Темный; 18.12.2012 в 12:15.



  8. #748
    Бывалый Аватар для Soliд
    Информация о пользователе
    Регистрация
    24.04.2011
    Адрес
    Далеко за горами
    Сообщений
    943
    Репутация: 33 Добавить или отнять репутацию

    По умолчанию

    Помнится мне, Рольф то ли в "Сороке", то ли где еще писал о том, как изменить в меню чаров на фейсы.

  9. #749

    По умолчанию

    Цитата Сообщение от Темный Посмотреть сообщение
    если для ХП то UMS-система там есть. ой это для сообщений а для меню не знаю((
    UMS не для меню. Он для диалогов

  10. #750
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
    Сообщений
    2,449
    Записей в дневнике
    20
    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    я уже исправился. Но солид правильно сказал в сороке в первом номере рассказано и показано как картинку в меню вставить спецально для хп
    только что смотрел



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