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DisturbedInside

Yanfly Status Menu with Tsukihime's Element information

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On that note, I'm now having another issue. The elements page doesn't go away when I press 'Q' or 'W' when scrolling through characters. Each new element screen ends up on top of the previous one. Any tips?

 

I'm also having the same problem. Pressing Q or W on the keyboard (L and R buttons) while viewing the elements page has it overlap previous ones.

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I tinkered with the code for a little while, and I got it to look like this. I set icons to 0 so they wouldn't show up. If anyone's interested, just tell me how to put the script up in a spoiler so i can add it for everyone ^^; I won't require credit myself--just that you credit the people who actually wrote it to begin with.

post-688-0-79808500-1356982316_thumb.png

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The way you set up a spoiler is with the following tags:

[ spoiler ]

text

[/ spoiler ]

 

just make sure there are no spaces whatsoever within the two [ ]

 

It'll look like that:

 

text

 

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Ah, thanks! And well then, in that case, here you go:

Yanfly's status + Tsukihime's Elements with only defense / resistances shown!

 

 

 

#==============================================================================
#
# â–¼ Yanfly Engine Ace - Ace Status Menu with Elements v1.04
# -- Last Updated: 2012.08.22
# -- Authors: Yanfly, Tsukihime, DisturbedInside

# -- Slight Modding: Gleason
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

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

#==============================================================================
# â–¼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.21 - Fixed problem with window opacity and created new formula for
#              window size (it should resize properly now)
# 2012.08.21 - Added Tsukihime's Element Info
# 2012.08.06 - Fix Sp Paramater TCR
# 2011.12.26 - Compatibility Update: Rename Actor
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# â–¼ 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.
#
#==============================================================================
# â–¼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below â–¼ Materials/ç´ æ but above â–¼ 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.
#
#==============================================================================
# â–¼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module STATUS

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

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

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

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

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

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

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

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


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

  end # STATUS
end # YEA

module Status_Element

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

  # Element entries. Format: "element name" => [index, icon]
  # The name and icon must match the ones in the database
  Elements = { "Fire"    => [3, 567],
               "Ice"     => [4, 1000],
               "Thunder" => [5, 569],
               "Water"   => [6, 570],
               "Earth"   => [7, 999],
               "Wind"    => [8, 997],
               "Holy"    => [9, 574],
               "Dark"    => [10, 575],
         "Time"    => [15, 1041]
             }
            
  # Icons to draw for attack/resistance
  Attack_Icon = 0
  Resist_Icon = 0
end

#==============================================================================
# â–¼ 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.
#==============================================================================

#==============================================================================
# â–  Numeric
#==============================================================================

class Numeric

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

end # Numeric

#==============================================================================
# â–  Game_Temp
#==============================================================================

class Game_Temp

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

end # Game_Temp



#==============================================================================
# â–  Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

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

  end

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


  end


    def equips_elements(element_id)
  end

    def element_attack

  end

  def element_resist

  end

end # Game_Actor

class Game_Battler < Game_BattlerBase            

  def element_resist

  end

  def element_attack

  end


end

#==============================================================================
# â–  Window_StatusCommand
#==============================================================================

class Window_StatusCommand < Window_Command

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

  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy)
    @actor = nil
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end

  end

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

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

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

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

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

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

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

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

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

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

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

end # Window_StatusCommand

#==============================================================================
# â–  Window_StatusActor
#==============================================================================

class Window_StatusActor < Window_Base

  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, window_width, fitting_height(4))
    @actor = nil
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  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

#==============================================================================
# â–  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
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  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
            self.opacity = 255

      draw_actor_general
    when :parameters
            self.opacity = 255

      draw_parameter_graph
    when :properties
            self.opacity = 255

      draw_properties_list
    when :elements
      self.opacity = 0
      draw_element_list
    when :biography, :rename, :retitle
      self.opacity = 255
      draw_actor_biography
    else
      draw_custom
    end
  end

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


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

  @element_window.actor = @actor
  end


  #--------------------------------------------------------------------------
  # 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
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end

  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)
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  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)
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  end

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

  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)
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  end

  #--------------------------------------------------------------------------
  # draw_parameter_graph
  #--------------------------------------------------------------------------
  def draw_parameter_graph
    draw_parameter_title
    dy = line_height * 3/2
    maximum = 1
    minimum = @actor.param_max(2)
    for i in 2..7
      maximum = [@actor.param(i), maximum].max
      minimum = [@actor.param(i), minimum].min
    end
    maximum += minimum * 0.33 unless maximum == minimum
    for i in 2..7
      rate = calculate_rate(maximum, minimum, i)
      dy = line_height * i - line_height/2
      draw_param_gauge(i, dy, rate)
      change_color(system_color)
      draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
      dw = (contents.width - 48) * rate - 8
      change_color(normal_color)
      draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


    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)
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end


  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
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
end

  end

  #--------------------------------------------------------------------------
  # draw_properties_column1
  #--------------------------------------------------------------------------
  def draw_properties_column1
    dx = 24
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN1
      dy = draw_property(property, dx, dy, dw)
    end
  end

  #--------------------------------------------------------------------------
  # draw_properties_column2
  #--------------------------------------------------------------------------
  def draw_properties_column2
    dx = 24 + (contents.width - 24) / 3
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN2
      dy = draw_property(property, dx, dy, dw)
    end
  end

  #--------------------------------------------------------------------------
  # draw_properties_column3
  #--------------------------------------------------------------------------
  def draw_properties_column3
    dx = 24 + (contents.width - 24) / 3 * 2
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN3
      dy = draw_property(property, dx, dy, dw)
    end
  end

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


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

  end

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

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

    end
  end

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

    end
  end

  #--------------------------------------------------------------------------
  # draw_custom3
  #--------------------------------------------------------------------------
  def draw_custom3
    return unless $imported["YEA-ClassSystem"]
    data = []
    for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
      next if $data_classes[class_id].nil?
      item = $data_classes[class_id]
      next unless @actor.unlocked_classes.include?(item.id) or
        YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
      data.push(item)
    end
    dx = 0; dy = 0; class_index = 0
    for class_id in data
      item = data[class_index]
      reset_font_settings
      if item == @actor.class
        change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
      elsif item == @actor.subclass
        change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
      else
        change_color(normal_color)
      end
      icon = item.icon_index
      draw_icon(icon, dx, dy)
      text = item.name
      draw_text(24, dy, contents.width-24, line_height, text)
      next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
      level = @actor.class_level(item.id)
      contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
      text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
      dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28
      draw_text(dx, dy, dwa, line_height, text, 2)
      class_index += 1
      dy += line_height
      break if dy + line_height > contents.height
    end
    dw = Graphics.width * 2 / 5 - 24
    dx = contents.width - dw; dy = 0
    param_id = 0
    8.times do
      colour = Color.new(0, 0, 0, translucent_alpha/2)
      rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
      contents.fill_rect(rect, colour)
      contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
      change_color(system_color)
      draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
      change_color(normal_color)
      dwa = (Graphics.width * 2 / 5 - 2) / 2
      draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
      reset_font_settings
      change_color(system_color)
      draw_text(dx + dwa, dy, 22, line_height, "→", 1)
      param_id += 1
      dy += line_height
      break if dy + line_height > contents.height
unless @element_window.nil?
@element_window.opacity = 0
@element_window.contents_opacity = 0
@element_window.back_opacity = 0
@opacity = 255
end

    end
  end

end # Window_StatusItem

#==============================================================================
# â–¼ Window_ElementStatus
#==============================================================================

class Window_ElementStatus < Window_Selectable

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

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

  def ignore_list
    Status_Element::Ignore
  end

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

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

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

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

  def attack_icon
    Status_Element::Attack_Icon
  end

  def resist_icon
    Status_Element::Resist_Icon
  end

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

  def element_damage(element_id)
    if $imported["Elemental_Modifiers"]
      element_rate = @actor.element_attack_rate(element_id)
    else
      element_rate = @actor.element_rate(element_id)
    end
    resist = "%d%" %[0 + (element_rate*100 - 100).to_i]
    return resist
  end
 
  def draw_item(index)
    item = @data[index]
    if item
      info = element_info(item)
      icon_index = info[1]
      rect = item_rect(index)
      rect.width -= 4
      draw_icon(icon_index, rect.x, rect.y) if icon_index
      draw_text(rect.x + 32, rect.y, 172, line_height, item)
      draw_icon(attack_icon, rect.x + 148, rect.y)
      draw_icon(resist_icon, rect.x + 252, rect.y)
      draw_text(rect.x + 120, rect.y, 172, line_height, element_resist(info[0]))
    end
  end

  def refresh
    make_item_list
    contents.clear
    draw_all_items
  end

  def slide_speed
    10
  end

  def show
#~     self.opacity = 255
#~       self.contents_opacity = 255
#~       self.back_opacity = 255
@opacity = 255
  end

  def hide
#~       self.opacity = 0
#~       self.contents_opacity = 0
#~       self.back_opacity = 0
@opacity = 255
    end
end  # Window_ElementStatus
#==============================================================================
# â–  Scene_Status
#==============================================================================

class Scene_Status < Scene_MenuBase

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


  def on_status_ok
    @element_window.show
    @element_window.activate   
  end

  def on_element_cancel
    @element_window.hide
    @status_window.activate
  end

  #--------------------------------------------------------------------------
  # 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(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,   method(:prev_actor))
    process_custom_status_commands

  end

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

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

  end

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

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

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

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

  end

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

  end

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

end # Scene_Status

#==============================================================================
#
# â–¼ End of File
#
#==============================================================================

 

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Is there anyone who is able to make two rows of elements instead of just one?

 

Or fix the problem Janus Senpre was relating, where pressing Q and W to scroll through characters makes the next window overlap the previous one?

 

EDIT: Good job Gleason, by the way. Your changes to the script have been pretty useful for me : )

Edited by TheDrifter

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For two columns instead of one, couldn't you use col.max and set it to 2?  I'm not particularly sure how that works.

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I sincerely doubt you can do that.

 

From what I've gathered, say I tell the script to show all of my elements at once, only 8 will show up one after the other. The ninth element doesn't even appear to be cut-out.

I wish there was a script line that could say "hey, since you can't fit all of the elements on one row, why not start doing in on a second one"

but I guess there isn't.

 

 

EDIT: I know yanfly used something like that to make columns in the original Status script:

 

    PROPERTIES_COLUMN1 =[
 [:hit, "Hit Rate"],
 [:eva, "Evasion"],
    [:mev, "Magical Evasion"],
 [:cri, "Critical Chance"],
 [:cev, "Critical Evasion"],
 [:cnt, "Parrying Chance"],
    [:mrf, "Magic Reflection"],
    [:grd, "Guard Rate"],
    ] # Do not remove this.
 
the problem with this is that elemental resistances aren't properties you can call like that, as far as I know.
Edited by TheDrifter

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overrides the current menu scripts and removes certain function of entering the menus such as renaming and equipping.....

Well for you part that works it is cool I will try to copy it back into the original menu script as it is 6 versions older.

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Ok, I need some help now...So I'm trying to make the window background transparent...So far I'm able to make all the window background transparent except the description window at the top. Can anyone tell me which lines draws the description window at the top?

 

Note: I added a picture to have a better view of what I'm trying to do...

post-23386-0-82461600-1368566419_thumb.png

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I will be using this script in my newest project but i would like to ask you what script did you use for the bars hp , mp and exp bars ??

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I was wondering if there was any way you can add your own custom element to the element window in this script.

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If you mean a new element that's not defaulted to in VX Ace that you created, such as Time, Space, Slash, etc. then the answer is yes!

Just scroll down to line 192 or so and follow the directions. It's pretty straightforward.

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If you mean a new element that's not defaulted to in VX Ace that you created, such as Time, Space, Slash, etc. then the answer is yes!

Just scroll down to line 192 or so and follow the directions. It's pretty straightforward.

 

If you mean a new element that's not defaulted to in VX Ace that you created, such as Time, Space, Slash, etc. then the answer is yes!

Just scroll down to line 192 or so and follow the directions. It's pretty straightforward.

When I did what you told in your response the icon and element didn't appear in my character's status . I read over the direction carefully  too. Anyway here's how it turned out. My custom element is "Divine Flame".

post-30964-0-59465200-1372476133_thumb.jpg

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Ahh okay, I see what's up. Unfortunately, to my knowledge, there's no way to scroll that window down, and at the default resolution you can only fit 8 elements in there (if you max it to 640 x 480 you can fit 11). You can try to hit SHIFT to see if that would work (I know it works in the Yanfly shop menu if you have too many characters to display on 1 page), but I'm afraid I don't know how to change it to add a second column of information in there.

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Ahh okay, I see what's up. Unfortunately, to my knowledge, there's no way to scroll that window down, and at the default resolution you can only fit 8 elements in there (if you max it to 640 x 480 you can fit 11). You can try to hit SHIFT to see if that would work (I know it works in the Yanfly shop menu if you have too many characters to display on 1 page), but I'm afraid I don't know how to change it to add a second column of information in there.

 

Ahh okay, I see what's up. Unfortunately, to my knowledge, there's no way to scroll that window down, and at the default resolution you can only fit 8 elements in there (if you max it to 640 x 480 you can fit 11). You can try to hit SHIFT to see if that would work (I know it works in the Yanfly shop menu if you have too many characters to display on 1 page), but I'm afraid I don't know how to change it to add a second column of information in there.

How would I change the size of the window to 640 x 480?

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I tinkered with the code for a little while, and I got it to look like this. I set icons to 0 so they wouldn't show up. If anyone's interested, just tell me how to put the script up in a spoiler so i can add it for everyone ^^; I won't require credit myself--just that you credit the people who actually wrote it to begin with.

In your picture, you have 9 elements listed.  The most I can have is 8.  I've been trying to figure out how you did it, but I'm not as good as reading code.  Does anyone know how to list more elements?

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I tinkered with the code for a little while, and I got it to look like this. I set icons to 0 so they wouldn't show up. If anyone's interested, just tell me how to put the script up in a spoiler so i can add it for everyone ^^; I won't require credit myself--just that you credit the people who actually wrote it to begin with.

In your picture, you have 9 elements listed.  The most I can have is 8.  I've been trying to figure out how you did it, but I'm not as good as reading code.  Does anyone know how to list more elements?

If you use a script that changes the screen resolution and you swap it up to 640 x 480, then you can fit up to 11 elements in there. I'm sorry, but I don't know how to Table it or make it 3 columns so that you can fit more elements : /

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Pretty sure you could've done this all within a new, separate script. YF's scripts tend to be made with the intention that other developers can add to them with relative ease.

 

@Sievn

If you're using the default size for the RPG MAKER VX ACE

here is the code to use

  @element_window = Window_ElementStatus.new(wx-144, wy, 544, Graphics.height - wy)
just search for

  @element_window = Window_ElementStatus.new(wx-240, wy, 640, Graphics.height - wy)
it should be around line 560. :)

if you are using a different size by using Yanfly's core engine or someone else's core engine, let me know.

 

Instead of using a constant value to define the width, you can just use Graphics.width

 

You can also just use 0 in this case instead of wx-value

 

@element_window = Window_ElementStatus.new(0, wy, Graphics.width, Graphics.height - wy)
Now the window dynamically resizes itself based on the resolution.

 

 

 

Hi! I also use you block system, which works well with ace status menu, adding the follwing scripts to show the infomation about the blocking.

 

[:blv, "Block Value"],

[:blr, "Block Reduction Rate"],

[:blc, "Block Chance"],

[:cbl, "Critical Block Chance"],

 

However, it doesn't work with this script...What should I do to fix this?

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