#==============================================================================
# ¦ module n01
#------------------------------------------------------------------------------
#
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?? Ver1.1
#==============================================================================
module N01
# Display the state of the battler.
WORD_STATE_DISPLAY = true
# Name to display when there is no abnormal state.
WORD_NORMAL_STATE = "Normal"
# Displays the HP gauge.
HP_DISPLAY = true
# Displays the HP gauge for actors.
ACTOR_DISPLAY = true
# Do not display the HP gauge and states for the following enemies. ex.[1,2,3]
ENEMY_NON_DISPLAY = []
# Do not display the following states as abnormal. ex.[1,2,3]
STATE_NON_DISPLAY = []
end
#-------------------------------?
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??-----------------------------------
#==============================================================================
# ¦ Window_Help
#------------------------------------------------------------------------------
#
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?
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# ?
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#--------------------------------------------------------------------------
def set_text_n01add(member)
self.contents.clear
self.contents.font.color = normal_color
if !member.actor? && N01::ENEMY_NON_DISPLAY.include?(member.enemy_id)
return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
elsif member.actor? && !N01::ACTOR_DISPLAY
return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
end
if N01::WORD_STATE_DISPLAY && N01::HP_DISPLAY
self.contents.draw_text(0, 0, 180, WLH, member.name, 1)
draw_actor_hp(member, 182, 0, 120)
text = "["
for state in member.states
next if N01::STATE_NON_DISPLAY.include?(state.id)
text += " " if text != "["
text += state.name
end
text += N01::WORD_NORMAL_STATE if text == "["
text += "]"
text = "" if text == "[]"
self.contents.draw_text(315, 0, 195, WLH, text, 0)
elsif N01::WORD_STATE_DISPLAY
text = member.name + " ["
for state in member.states
next if N01::STATE_NON_DISPLAY.include?(state.id)
text += " " if text != member.name + " ["
text += state.name
end
text += N01::WORD_NORMAL_STATE if text == member.name + " ["
text += "]"
text = "" if text == "[]"
self.contents.draw_text(4, 0, self.width - 40, WLH, text, 1)
elsif N01::HP_DISPLAY
self.contents.draw_text(4, 0, 240, WLH, member.name, 1)
draw_actor_hp(member, 262, 0, 120)
end
end
end
#==============================================================================
# ¦ Scene_Battle
#------------------------------------------------------------------------------
#
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??
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ?
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?
#--------------------------------------------------------------------------
def start_target_selection(actor = false)
members = $game_party.members if actor
members = $game_troop.members unless actor
#
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@cursor = Sprite.new
@cursor.bitmap = Cache.character("cursor")
@cursor.src_rect.set(0, 0, 32, 32)
@cursor_flame = 0
@cursor.x = -200
@cursor.y = -200
@cursor.ox = @cursor.width
@cursor.oy = @cursor.height
#
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?
@help_window.visible = false if @help_window != nil
@help_window2 = Window_Help.new if @help_window2 == nil
#
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??
@actor_command_window.active = false
@skill_window.visible = false if @skill_window != nil
@item_window.visible = false if @item_window != nil
#
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@index = 0
@max_index = members.size - 1
#
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unless actor
members.size.times do
break if members[@index].exist?
@index += 1
end
end
@help_window2.set_text_n01add(members[@index])
select_member(actor)
end
#--------------------------------------------------------------------------
# ?
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#--------------------------------------------------------------------------
def cursor_up(members, actor)
Sound.play_cursor
members.size.times do
@index += members.size - 1
@index %= members.size
break if actor
break if members[@index].exist?
end
@help_window2.set_text_n01add(members[@index])
end
#--------------------------------------------------------------------------
# ?
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#--------------------------------------------------------------------------
def cursor_down(members, actor)
Sound.play_cursor
members.size.times do
@index += 1
@index %= members.size
break if actor
break if members[@index].exist? && !actor
end
@help_window2.set_text_n01add(members[@index])
end
end