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Titolo: Bestiario

Versione: ?

Autore/i: DaD and RagnarokM

 

Informazioni:

script di un bestiario

 

Istruzioni:

- inserire sopra main

 

Script::

#by DaD and RagnarokM

module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasione"
SHOW_COMPLETE_TYPE = 3
end

class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
temp_enemy_book_data_initialize
@enemy_book_data = Data_MonsterBook.new
end
end

class Game_Party
attr_accessor :enemy_info
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
book_info_initialize
@enemy_info = {}
end
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
case type
when 0
if @enemy_info[enemy_id] == 2
return false
end
@enemy_info[enemy_id] = 1
when 1
@enemy_info[enemy_id] = 2
when -1
@enemy_info[enemy_id] = 0
end
end
#--------------------------------------------------------------------------
def enemy_book_max
return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
def enemy_book_now
now_enemy_info = @enemy_info.keys
no_add = $game_temp.enemy_book_data.no_add_element
new_enemy_info = []
for i in now_enemy_info
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
new_enemy_info.push(enemy.id)
end
return new_enemy_info.size
end
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
e_max = enemy_book_max.to_f
e_now = enemy_book_now.to_f
comp = e_now / e_max * 100
return comp.truncate
end
end

class Interpreter
def enemy_book_max
return $game_party.enemy_book_max
end
def enemy_book_now
return $game_party.enemy_book_now
end
def enemy_book_comp
return $game_party.enemy_book_complete_percentage
end
end

class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
unless enemy.hidden
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end

class Window_Base < Window

def initialize(x, y, width, height)
super()
self.contents = Bitmap.new (width - 32, height - 32)
self.contents.font.name = "Arial"
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
treasures = []
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
if treasures.size > 0
item = treasures[0]
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
name = treasures[0].name
else
self.contents.font.color = disabled_color
self.contents.font.name = "Arial"
name = "No Item"
end
self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
id = $game_temp.enemy_book_data.id_data.index(enemy.id)
self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = x + (cw / 2 - <img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> if cw / 2 > x
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
self.contents.font.color = system_color
self.contents.font.name = "Arial"
self.contents.draw_text(x, y, 120, 32, "EXP")
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
self.contents.font.color = system_color
self.contents.font.name = "Arial"
self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end

class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
super(2, 1)
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
end

class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
@id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /Monster Book/
no_add = i
break
end
end
return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
no_add = no_add_element
for i in 1...$data_enemies.size
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
data.push(enemy.id)
end
return data
end
end


class Window_MonsterBook < Window_Selectable
attr_reader :data
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 64, 640, 416)
@column_max = 2
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
@item_max = @data.size
self.index = 0
refresh if @item_max > 0
end
#--------------------------------------------------------------------------
def data_set
data = $game_party.enemy_info.keys
data.sort!
newdata = []
for i in data
next if $game_party.enemy_info[i] == 0
if book_id(i) != nil
newdata.push(i)
end
end
return newdata
end
#--------------------------------------------------------------------------
def show?(id)
if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
return false
else
return true
end
end
#--------------------------------------------------------------------------
def book_id(id)
return @book_data.index(id)
end
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, row_max * 32)
if @item_max > 0
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
enemy = $data_enemies[@data[index]]
return if enemy == nil
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
draw_enemy_book_id(enemy, x, y)
if show?(enemy.id)
self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
else
self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0)
return
end
if analyze?(@data[index])
self.contents.font.color = text_color(3)
self.contents.font.name = "Arial"
self.contents.draw_text(x + 256, y, 24, 32, "Cancel", 2)
end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
end


class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
def initialize
super(0, 0+64, 640, 480-64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
def refresh(enemy_id)
self.contents.clear
self.contents.font.name = "Arial"
self.contents.font.size = 22
enemy = Game_Enemy_Book.new(enemy_id)
draw_enemy_graphic(enemy, 96, 240+48+64, 200)
draw_enemy_book_id(enemy, 4, 0)
draw_enemy_name(enemy, 48, 0)
draw_actor_hp(enemy, 288, 0)
draw_actor_sp(enemy, 288+160, 0)
draw_actor_parameter(enemy, 288 , 32, 0)
self.contents.font.color = system_color
self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME)
self.contents.font.color = normal_color
self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2)
draw_actor_parameter(enemy, 288 , 64, 3)
draw_actor_parameter(enemy, 288+160, 64, 4)
draw_actor_parameter(enemy, 288 , 96, 5)
draw_actor_parameter(enemy, 288+160, 96, 6)
draw_actor_parameter(enemy, 288 , 128, 1)
draw_actor_parameter(enemy, 288+160, 128, 2)
draw_enemy_exp(enemy, 288, 160)
draw_enemy_gold(enemy, 288+160, 160)
if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
self.contents.draw_text(288, 192, 96, 32, "Oggetto lasciato")
draw_enemy_drop_item(enemy, 288+96+4, 192)
self.contents.font.color = normal_color
end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
end


class Scene_MonsterBook
include Enemy_Book_Config
#--------------------------------------------------------------------------
def main
$game_temp.enemy_book_data = Data_MonsterBook.new
@title_window = Window_Base.new(0, 0, 640, 64)
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
@title_window.contents.draw_text(4, 0, 320, 32, "Monster Book", 0)
if SHOW_COMPLETE_TYPE != 0
case SHOW_COMPLETE_TYPE
when 1
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
text = e_now.to_s + "/" + e_max.to_s
when 2
comp = $game_party.enemy_book_complete_percentage
text = comp.to_s + "%"
when 3
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
comp = $game_party.enemy_book_complete_percentage
text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
end
if text != nil
@title_window.contents.draw_text(320, 0, 288, 32, text, 2)
end
end
@main_window = Window_MonsterBook.new
@main_window.active = true
@info_window = Window_MonsterBook_Info.new
@info_window.z = 110
@info_window.visible = false
@info_window.active = false
@visible_index = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@main_window.dispose
@info_window.dispose
@title_window.dispose
end
#--------------------------------------------------------------------------
def update
@main_window.update
@info_window.update
if @info_window.active
update_info
return
end
if @main_window.active
update_main
return
end
end
#--------------------------------------------------------------------------
def update_main
if Input.trigger?(Input::
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Zaino.new(2)
return
end
if Input.trigger?(Input::C)
if @main_window.item == nil or @main_window.show?(@main_window.item) == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@main_window.active = false
@info_window.active = true
@info_window.visible = true
@visible_index = @main_window.index
@info_window.refresh(@main_window.item)
return
end
end
#--------------------------------------------------------------------------
def update_info
if Input.trigger?(Input::
$game_system.se_play($data_system.cancel_se)
@main_window.active = true
@info_window.active = false
@info_window.visible = false
return
end
if Input.trigger?(Input::C)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != 0
@visible_index -= 1
else
@visible_index = @main_window.data.size - 1
end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != @main_window.data.size - 1
@visible_index += 1
else
@visible_index = 0
end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
end
end
Demo:

Nessuna Demo

 

Incompatibilita:

script Equipment Creator

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'| |' or '' # Any invalid symbol will result in the default | as well # # - - W A R N I N G - - # # When using the following bracket: # \ # Ensure it is followed a space (eg. '| \ ') or itself (eg. '| \\') # If the rest of the text below turns purple, you've done it wrong #-------------------------------------------------------------------------- HPSTYLE = '| |' # Style of the HP Gauge MPSTYLE = '| |' # Style of the MP Gauge TPSTYLE = '/ /' # Style of the TP Gauge PARSTYLE = '( )' # Style of the Parameter Gauges #-------------------------------------------------------------------------- # * Additional Gauge Preferences # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Simple adjustments to aesthetics # Advised to use SLANTDSIZE if you have used / or \ in multiple bars #-------------------------------------------------------------------------- THICKCURVED = false # Slightly thicken curved bars? SLANTDSIZE = true # Shorten slanted bars? #-------------------------------------------------------------------------- # * Gauge Border Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the gauge borders #-------------------------------------------------------------------------- COLOR1 = Color.new(0, 0, 0, 192) # Outer Border COLOR2 = Color.new(255, 255, 192, 192) # Inner Border #-------------------------------------------------------------------------- # * Empty Cauge Filler Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the empty gauge filler #-------------------------------------------------------------------------- COLOR3 = Color.new(0, 0, 0, 12) # Half of Inner Shading COLOR4 = Color.new(64, 0, 0, 92) # Half of Inner Shading #-------------------------------------------------------------------------- # * Paramater Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of various parameters such as ATK, DEF, etc. # (HP, MP, TP are in the 'Complex Configuration' section) #-------------------------------------------------------------------------- def param_gauge_color1(param_id) case param_id when 2 text_color(20) # ATK Gauge Color1 when 3 text_color(14) # DEF Gauge Color1 when 4 text_color(30) # MAT Gauge Color1 when 5 text_color(13) # MDF Gauge Color1 when 6 text_color(28) # AGI Gauge Color1 when 7 text_color(19) # LUK Gauge Color1 end end def param_gauge_color2(param_id) case param_id when 2 text_color(21) # ATK Gauge Color1 when 3 text_color(6) # DEF Gauge Color1 when 4 text_color(31) # MAT Gauge Color1 when 5 text_color(5) # MDF Gauge Color1 when 6 text_color(29) # AGI Gauge Color1 when 7 text_color(7) # LUK Gauge Color1 end end #===================================================# # ** C O M P L E X C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * HP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the HP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def hp_gauge_color1 # HP Guage Color1 return Color.new(80 - 24 * @rate, 80 * @rate, 14 * @rate, 192) end def hp_gauge_color2 # HP Guage Color2 return Color.new(240 - 72 * @rate, 240 * @rate, 62 * @rate, 192) end #-------------------------------------------------------------------------- # * MP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the MP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def mp_gauge_color1 # MP Guage Color1 return Color.new(14 * @rate, 80 - 24 * @rate, 80 * @rate, 192) end def mp_gauge_color2 # MP Guage Color2 return Color.new(62 * @rate, 240 - 72 * @rate, 240 * @rate, 192) end #-------------------------------------------------------------------------- # * TP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the TP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def tp_gauge_color1 # TP Gauge Color1 return auto_color(Color.new(192,0,0,192), Color.new(255,110,0,192)) end def tp_gauge_color2 # TP Gauge Color2 return auto_color(Color.new(255,165,0,192), Color.new(255,220,0,192)) end #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :rate # Rate for Colour calculations #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias draw_actor_param_original draw_actor_param alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) @rate = 1.0 initialize_original(x, y, width, height) end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) @rate = [actor.hp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, hp_gauge_color1, hp_gauge_color2, HPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) @rate = [actor.mp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, mp_gauge_color1, mp_gauge_color2, MPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw TP #-------------------------------------------------------------------------- def draw_actor_tp(actor, x, y, width = 124) @rate = [actor.tp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, tp_gauge_color1, tp_gauge_color2, TPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
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