#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Enemy Guide - KGC_EnemyGuide ◆ VX ◆ #_/ ◇ Last Update: 02/15/2009 #_/ ◆ Written by TOMY #_/ ◆ Translation by Mr. Anonymous #_/ ◆ KGC Site: #_/ ◆ http://ytomy.sakura.ne.jp/ #_/ ◆ Translator's Blog: #_/ ◆ http://mraprojects.wordpress.com #_/----------------------------------------------------------------------------- #_/ This script implements a customizable enemy guide, or "beastiary" to your #_/ game. Such fields as HP, MP, and other parameters, as well as weakness, #_/ resistance, gold given, experience given, and items dropped are included. #_/============================================================================ #_/ Install: Insert above KGC_ExtraDropItem, and below KGC_CustomMenuCommand. #_/============================================================================ #_/ ◆ Instructions For Usage ◆ #_/ To assign a description to an enemy/monster, the following must be added #_/ enemy's "Note" box in the database: #_/ #_/ #_/ Description Text #_/ #_/ #_/ Alternatively, you can use and #_/ #_/ ◆ Event Script Functions ◆ #_/ The following commands are available using the "Script" item in events. #_/ #_/ * call_enemy_guide #_/ Switches the scene to the enemy guide screen. #_/ #_/ * get_enemy_guide_completion(VariableID) #_/ Obtains the current amount of completion and stores it in a variable. #_/ #_/ * complete_enemy_guide #_/ Sets all enemies as "Defeated", thereby completing the Enemy Guide. #_/ #_/ * reset_enemy_guide #_/ Resets the Enemy Guide completely. #_/ #_/ * set_enemy_encountered(EnemyID, Flag) #_/ Sets a specified enemy as "Encountered" (or unencountered). If the Flag #_/ is omitted, it is automatically assumed to be true. #_/ Example: set_enemy_encountered(1) #_/ Sets "Slime" as encountered. #_/ Example: set_enemy_encountered(1, false) #_/ Sets "Slime" as unencountered. #_/ #_/ * set_monster_defeated(EnemyID, flag) #_/ Sets a specified enemy as "Defeated" (or undefeated). If the Flag is #_/ omitted, it is automatically assumed to be true. #_/ Example: set_enemy_defeated(1) #_/ Sets "Slime" as defeated. #_/ Example: set_enemy_defeated(1, false) #_/ Sets "Slime" as undefeated. #_/ #_/ * set_enemy_item_dropped(EnemyID, Item_Index, Flag) #_/ Sets a specified enemy's drop item as "Dropped" (or not dropped). If Flag #_/ is omitted, it is automatically assumed to be true. #_/ Example: set_enemy_item_dropped(1, 0) #_/ Sets "Slime"'s first dropped item as dropped. #_/ Example: set_enemy_item_dropped(1, 1, false) #_/ Sets "Slime"'s second dropped item as not dropped. #_/ #_/ * set_enemy_object_stolen(EnemyID, Object_Index, Flag) #_/ Sets a specified enemy's stealable item(s) as "stolen" (or not) when used #_/ in conjunction with KGC_Steal. If flag is omitted, it is automatically #_/ assumed to be true. #_/ Example: set_enemy_object_stolen(1, 0) #_/ Sets "Slime"'s first stealable item as stolen. #_/ #_/ [ Quick Key: ] #_/ [ VariableID = The in-game variable number used to store data. ] #_/ [ ] #_/ [ EnemyID = The ID number of the desired enemy (found in the database). ] #_/ [ ] #_/ [ Flag = A true or false value. ] #_/ [ ] #_/ [ Item_Index = The current index of the enemy's dropped item. ] #_/ [ A value of 0 returns the first item, while 1 returns the second. ] #_/ [ ] #_/ [ Object_Index = The current index of the enemy's stealable items. ] #_/ [ A value of 0 returns the first item, while 1 returns the second, etc. ] #_/ #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #============================================================================== # ★ BEGIN Customization ★ #============================================================================== module KGC module EnemyGuide # ◆ Use Background Image ◆ # This toggle allows you to use a custom background image for the enemy guide # window's background rather than the window skin. # true : Use background image defined below ( BACKGROUND_FILENAME ) # false : Use Window Skin USE_BACKGROUND_IMAGE = true # ◆ Background Image File Name # Here, you may designate an image in the "Graphics/System/" folder to be # used as described above. The file extension is automatically recognized. BACKGROUND_FILENAME = "EnemyGuideBack" # ◆ Completed Display Interval [In Frames] # This allows you to specify the amount of time in frames from which the # Encountered, Defeated, & Completion percentile field are displayed before # switching to the next. To get a better understanding of this, test the game # and open the enemy guide. The field at hand is in the upper left corner. INFO_INTERVAL = 90 # ◆ Enemy Selection Serial Number Display ◆ # This toggle allows you to show enemies' serial number before the name. This # is pulled strictly by the enemy's ID number in the database. # For example, when true, Slime's command entry would be: [001] Slime # true = enable display of enemy serial number # false = ID/Serial number is hidden. SHOW_SERIAL_NUMBER = true # ◆ Enemy Selection Order By Serial Number # This toggle causes the script to arrange the enemies by ID/serial number. # true = Enemies are sorted by serial numbers (Enemy ID) # false = Supposed to sort another way? This doesn't seem to make any impact. # ====================MORE RESEARCH NEEDED======================= SERIAL_NUM_FOLLOW = true # ◆ Serial Number Format # This is the format in which the serial numbers are displayed in conjunction # with the enemy name. %03d = Serial Number. SERIAL_NUM_FORMAT = "%03d: " # ◆ Unencountered Enemy Name Mask # This allows you to set text for enemy entries that have not yet been # encountered. By setting one character, such as "?", the entire enemy's # name will be masked by that character, such as "Slime" becoming "?????". UNKNOWN_ENEMY_NAME = "?" # ◆ Uncountered enemy text. UNENCOUNTERED_DATA = "- No Data -" # ◆ Parameter Names text. PARAMETER_NAME = { :defeat_count => "Defeated", :weak_element => "Weakness", :resist_element => "Resistance", :weak_state => "Susceptible", :resist_state => "Resistant", :exp => "Experience", :treasure => "Drops", :drop_prob => "Chance", :steal_obj => "Steal", :steal_prob => "Chance", } # ← No not delete! # ◆ Undefeated Enemy Parameter Text Mask UNDEFEATED_PARAMETER = "???" # ◆ Undropped Item Text Mask # By setting one character, such as "?", the entire item's name will be masked # by that character, such as "Potion" becoming "?????". UNDROPPED_ITEM_NAME = "?" # ◆ Element Weakness and Resistance Range # Here you may specify what elements are shown under the Enemy Guide's # Weakness and Resistance field. By default, 1..16 includes everything from # element ID 1 to 16. ELEMENT_RANGE = [1..16] # ◆ Element Icon Display # In this array, you may define the icons used for the elements displayed for # weakness/resistance/state fields. These are ordered by the ranged defined # in ELEMENT_RANGE, above. To find the icon's index, simply look at your # IconSet and count each from left to right, top to bottom, starting with 0. ELEMENT_ICON = [nil, # ID:0 Dummy(Don't alter this line) 50, 1, 4, 14, 24, 12, 189, 136, # Melee ~ Absorbing 104, 105, 106, 107, 108, 109, 110, 111, # Fire ~ Darkness ] # ← Do not remove! # ◆ State Tolerance Range # Here you may specify what state are shown under the Enemy Guide's # State field. By default, 1..16 includes everything from # state ID 1 to 16. This is similar to ELEMENT_RANGE as seen above. STATE_RANGE = [1..16] # ◆ Item Display ◆ # ◆ Drop Item Display # true : Show drop items # false : No not show drop items SHOW_DROP_ITEM = true # ◆ Stealable Item Display # For use with KGC_Steal # true : Show stealable items # false : No not show stealable items SHOW_STEAL_OBJ = true # ◆ Hidden Enemies ◆ # You may specify enemies that you do not wish to appear in the monster guide # here within the brackets by EnemyID. # Example: MG_HIDE_ENEMIES = [2, 4, 8, 16, 32] HIDDEN_ENEMIES = [] # ◆ Enemy Selection Order ◆ # Here, you may manually specify the order in which enemies appear in the # selection list. This is handled by the enemy's ID number in the database. # You must separate each number or number range with commas. # A number range is a range of numbers separated by .. - for example, 1..3 # is the same as saying 1, 2, 3 # Enemies hidden by HIDDEN_ENEMIES will not appear. # Set this function to nil if you do not wish to use it. # Example: ENEMY_ORDER = [1..5, 8..13, 6, 7, 14, 15] ENEMY_ORDER = nil # ◆ Transformed Enemy Handling ◆ # true = If an enemy transforms into another enemy, the original enemy is # flagged as defeated as well as the transformed enemy. ORIGINAL_DEFEAT = true # ◆ Command Menu ◆ # This toggle adds a command to the menu command selection to the main command # menu. To set this command anywhere other than the bottom, please use # KGC_CustomMenuCommand. USE_MENU_ENEMY_GUIDE_COMMAND = true # ◆ Text of displayed for Enemy Guide selection on the main command window. VOCAB_MENU_ENEMY_GUIDE = "Beastiary" end end #============================================================================== # ★ END Customization ★ #============================================================================== #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["EnemyGuide"] = true #=================================================# #============================================================================== # □ KGC #============================================================================== module KGC module_function #-------------------------------------------------------------------------- # ○ Character String Mask # str : String Object # mask : Character Mask #-------------------------------------------------------------------------- def mask_string(str, mask) text = mask if mask.scan(/./).size == 1 text = mask * str.scan(/./).size end return text end end #============================================================================== # □ KGC::EnemyGuide::Regexp #============================================================================== # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Note Field Tag Strings # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Note" section of # an enemy. module KGC::EnemyGuide # Regular Expressions Module module Regexp # Enemy Module module Enemy # Begin Description tag string BEGIN_GUIDE_DESCRIPTION = /<(?:GUIDE_DESCRIPTION|enemy_info)>/i # End Description tag string END_GUIDE_DESCRIPTION = /<\/(?:GUIDE_DESCRIPTION|enemy_info)>/i end end module_function #-------------------------------------------------------------------------- # ○ Range & Integer # Obtain array and convert into integer. (Repeditive elements are excluded.) #-------------------------------------------------------------------------- def convert_integer_array(array) result = [] array.each { |i| case i when Range result |= i.to_a when Integer result |= [i] end } return result end #-------------------------------------------------------------------------- # ○ Is the enemy to be shown? #-------------------------------------------------------------------------- def enemy_show?(enemy_id) return false if HIDDEN_ENEMY_LIST.include?(enemy_id) if ENEMY_ORDER_ID != nil return false unless ENEMY_ORDER_ID.include?(enemy_id) end return true end #-------------------------------------------------------------------------- # ○ Array Sorting #-------------------------------------------------------------------------- # Hidden Enemy List HIDDEN_ENEMY_LIST = convert_integer_array(HIDDEN_ENEMIES) # Enemy IDs in the display order ENEMY_ORDER_ID = (ENEMY_ORDER == nil ? nil : convert_integer_array(ENEMY_ORDER)) # Check element list CHECK_ELEMENT_LIST = convert_integer_array(ELEMENT_RANGE) # Check state list CHECK_STATE_LIST = convert_integer_array(STATE_RANGE) end #=================================================# #============================================================================== # □ KGC::Commands #============================================================================== module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ 遭遇状態取得 # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_encountered?(enemy_id) return $game_system.enemy_encountered[enemy_id] end #-------------------------------------------------------------------------- # ○ 撃破状態取得 # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_defeated?(enemy_id) return $game_system.enemy_defeated[enemy_id] end #-------------------------------------------------------------------------- # ○ アイテムドロップ状態取得 # enemy_id : 敵 ID # item_index : ドロップアイテム番号 #-------------------------------------------------------------------------- def enemy_item_dropped?(enemy_id, item_index) if $game_system.enemy_item_dropped[enemy_id] == nil return false end result = $game_system.enemy_item_dropped[enemy_id] & (1 << item_index) return (result != 0) end #-------------------------------------------------------------------------- # ○ 盗み成功済み状態取得 # enemy_id : 敵 ID # obj_index : オブジェクト番号 #-------------------------------------------------------------------------- def enemy_object_stolen?(enemy_id, obj_index) if $game_system.enemy_object_stolen[enemy_id] == nil return false end result = $game_system.enemy_object_stolen[enemy_id] & (1 << obj_index) return (result != 0) end #-------------------------------------------------------------------------- # ○ 遭遇状態設定 # enemy_id : 敵 ID # enabled : true..遭遇済み false..未遭遇 #-------------------------------------------------------------------------- def set_enemy_encountered(enemy_id, enabled = true) $game_system.enemy_encountered[enemy_id] = enabled unless enabled # 未遭遇なら撃破済みフラグも解除 set_enemy_defeated(enemy_id, false) end end #-------------------------------------------------------------------------- # ○ 撃破状態設定 # enemy_id : 敵 ID # enabled : true..撃破済み false..未撃破 #-------------------------------------------------------------------------- def set_enemy_defeated(enemy_id, enabled = true) $game_system.enemy_defeated[enemy_id] = enabled if enabled # 撃破済みなら遭遇フラグもセット set_enemy_encountered(enemy_id) end end #-------------------------------------------------------------------------- # ○ アイテムドロップ状態設定 # enemy_id : 敵 ID # item_index : ドロップアイテム番号 # enabled : true..ドロップ済み false..未ドロップ #-------------------------------------------------------------------------- def set_enemy_item_dropped(enemy_id, item_index, enabled = true) if $game_system.enemy_item_dropped[enemy_id] == nil $game_system.enemy_item_dropped[enemy_id] = 0 end if enabled $game_system.enemy_item_dropped[enemy_id] |= (1 << item_index) else $game_system.enemy_item_dropped[enemy_id] &= ~(1 << item_index) end end #-------------------------------------------------------------------------- # ○ 盗み成功状態設定 # enemy_id : 敵 ID # obj_index : オブジェクト番号 # enabled : true..成功済み false..未成功 #-------------------------------------------------------------------------- def set_enemy_object_stolen(enemy_id, obj_index, enabled = true) if $game_system.enemy_object_stolen[enemy_id] == nil $game_system.enemy_object_stolen[enemy_id] = 0 end if enabled $game_system.enemy_object_stolen[enemy_id] |= (1 << obj_index) else $game_system.enemy_object_stolen[enemy_id] &= ~(1 << obj_index) end end #-------------------------------------------------------------------------- # ○ 図鑑リセット #-------------------------------------------------------------------------- def reset_enemy_guide $game_system.enemy_encountered = [] $game_system.enemy_defeated = [] $game_system.enemy_item_dropped = [] $game_system.enemy_object_stolen = [] end #-------------------------------------------------------------------------- # ○ 図鑑完成 #-------------------------------------------------------------------------- def complete_enemy_guide (1...$data_enemies.size).each { |i| set_enemy_encountered(i) set_enemy_defeated(i) enemy = $data_enemies[i] items = [enemy.drop_item1, enemy.drop_item2] if $imported["ExtraDropItem"] items += enemy.extra_drop_items end items.each_index { |j| set_enemy_item_dropped(i, j) } if $imported["Steal"] objs = enemy.steal_objects objs.each_index { |j| set_enemy_object_stolen(i, j) } end } end #-------------------------------------------------------------------------- # ○ 図鑑に含めるか # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_guide_include?(enemy_id) return false unless KGC::EnemyGuide.enemy_show?(enemy_id) enemy = $data_enemies[enemy_id] return (enemy != nil && enemy.name != "") end #-------------------------------------------------------------------------- # ○ 存在する敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_all_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| n += 1 if enemy_guide_include?(i) } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ 遭遇した敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_encountered_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| if enemy_guide_include?(i) && $game_system.enemy_encountered[i] n += 1 end } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ 撃破した敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_defeated_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| if enemy_guide_include?(i) && $game_system.enemy_encountered[i] && $game_system.enemy_defeated[i] n += 1 end } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ モンスター図鑑完成度の取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_enemy_guide_completion(variable_id = 0) num = get_all_enemies_number value = (num > 0 ? (get_defeated_enemies_number * 100 / num) : 0) if variable_id > 0 $game_variables[variable_id] = value $game_map.need_refresh = true end return value end #-------------------------------------------------------------------------- # ○ モンスター図鑑呼び出し #-------------------------------------------------------------------------- def call_enemy_guide return if $game_temp.in_battle $game_temp.next_scene = :enemy_guide end end end class Game_Interpreter include KGC::Commands end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Vocab #============================================================================== module Vocab # モンスター図鑑 def self.enemy_guide return KGC::EnemyGuide::VOCAB_MENU_ENEMY_GUIDE end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::Enemy #============================================================================== class RPG::Enemy #-------------------------------------------------------------------------- # ○ モンスター図鑑のキャッシュ生成 #-------------------------------------------------------------------------- def create_enemy_guide_cache @__enemy_guide_description = "" description_flag = false self.note.each_line { |line| case line when KGC::EnemyGuide::Regexp::Enemy::BEGIN_GUIDE_DESCRIPTION # 説明文開始 description_flag = true when KGC::EnemyGuide::Regexp::Enemy::END_GUIDE_DESCRIPTION # 説明文終了 description_flag = false else if description_flag @__enemy_guide_description += line end end } end #-------------------------------------------------------------------------- # ○ 図鑑説明文 #-------------------------------------------------------------------------- def enemy_guide_description create_enemy_guide_cache if @__enemy_guide_description == nil return @__enemy_guide_description end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :enemy_encountered # 遭遇済みフラグ attr_writer :enemy_defeated # 撃破済みフラグ attr_writer :enemy_item_dropped # アイテムドロップ済みフラグ attr_writer :enemy_object_stolen # 盗み成功済みフラグ #-------------------------------------------------------------------------- # ○ 遭遇済みフラグ取得 #-------------------------------------------------------------------------- def enemy_encountered @enemy_encountered = [] if @enemy_encountered == nil return @enemy_encountered end #-------------------------------------------------------------------------- # ○ 撃破済みフラグ取得 #-------------------------------------------------------------------------- def enemy_defeated @enemy_defeated = [] if @enemy_defeated == nil return @enemy_defeated end #-------------------------------------------------------------------------- # ○ アイテムドロップ済みフラグ取得 #-------------------------------------------------------------------------- def enemy_item_dropped @enemy_item_dropped = [] if @enemy_item_dropped == nil return @enemy_item_dropped end #-------------------------------------------------------------------------- # ○ 盗み成功済みフラグ取得 #-------------------------------------------------------------------------- def enemy_object_stolen @enemy_object_stolen = [] if @enemy_object_stolen == nil return @enemy_object_stolen end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● オブジェクト初期化 # index : 敵グループ内インデックス # enemy_id : 敵キャラ ID #-------------------------------------------------------------------------- alias initialize_KGC_EnemyGuide initialize def initialize(index, enemy_id) initialize_KGC_EnemyGuide(index, enemy_id) @original_ids = [] # 変身前の ID # 遭遇済みフラグをオン KGC::Commands.set_enemy_encountered(enemy_id) unless hidden end #-------------------------------------------------------------------------- # ● コラプスの実行 #-------------------------------------------------------------------------- alias perform_collapse_KGC_EnemyGuide perform_collapse def perform_collapse last_collapsed = @collapse perform_collapse_KGC_EnemyGuide if !last_collapsed && @collapse # 撃破済みフラグをオン KGC::Commands.set_enemy_defeated(enemy_id) # 変身前の敵も撃破済みにする if KGC::EnemyGuide::ORIGINAL_DEFEAT @original_ids.compact.each { |i| KGC::Commands.set_enemy_defeated(i) } end end end #-------------------------------------------------------------------------- # ● 変身 # enemy_id : 変身先の敵キャラ ID #-------------------------------------------------------------------------- alias transform_KGC_EnemyGuide transform def transform(enemy_id) # 変身前のIDを保存 @original_ids << @enemy_id transform_KGC_EnemyGuide(enemy_id) # 変身後の敵も遭遇済みにする KGC::Commands.set_enemy_encountered(enemy_id) end #-------------------------------------------------------------------------- # ● 隠れ状態設定 #-------------------------------------------------------------------------- alias hidden_equal_KGC_EnemyGuide hidden= unless $@ def hidden=(value) hidden_equal_KGC_EnemyGuide(value) # 出現した場合は遭遇済みフラグをオン KGC::Commands.set_enemy_encountered(enemy_id) unless value end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Troop #============================================================================== class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # ● ドロップアイテムの配列作成 #-------------------------------------------------------------------------- def make_drop_items drop_items = [] dead_members.each { |enemy| [enemy.drop_item1, enemy.drop_item2].each_with_index { |di, i| next if di.kind == 0 next if rand(di.denominator) != 0 if di.kind == 1 drop_items.push($data_items[di.item_id]) elsif di.kind == 2 drop_items.push($data_weapons[di.weapon_id]) elsif di.kind == 3 drop_items.push($data_armors[di.armor_id]) end # ドロップ済みフラグをセット KGC::Commands.set_enemy_item_dropped(enemy.enemy.id, i) } } return drop_items end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Window_Command #============================================================================== class Window_Command < Window_Selectable unless method_defined?(:add_command) #-------------------------------------------------------------------------- # ○ コマンドを追加 # 追加した位置を返す #-------------------------------------------------------------------------- def add_command(command) @commands << command @item_max = @commands.size item_index = @item_max - 1 refresh_command draw_item(item_index) return item_index end #-------------------------------------------------------------------------- # ○ コマンドをリフレッシュ #-------------------------------------------------------------------------- def refresh_command buf = self.contents.clone self.height = [self.height, row_max * WLH + 32].max create_contents self.contents.blt(0, 0, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ○ コマンドを挿入 #-------------------------------------------------------------------------- def insert_command(index, command) @commands.insert(index, command) @item_max = @commands.size refresh_command refresh end #-------------------------------------------------------------------------- # ○ コマンドを削除 #-------------------------------------------------------------------------- def remove_command(command) @commands.delete(command) @item_max = @commands.size refresh end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_EnemyGuideTop #------------------------------------------------------------------------------ # モンスター図鑑画面で、完成度を表示するウィンドウです。 #============================================================================== class Window_EnemyGuideTop < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0, 240, WLH * 4 + 32) self.height = WLH + 32 @duration = 0 @interval = KGC::EnemyGuide::INFO_INTERVAL refresh if KGC::EnemyGuide::USE_BACKGROUND_IMAGE self.opacity = 0 end if self.windowskin != nil bitmap = Bitmap.new(windowskin.width, windowskin.height) bitmap.blt(0, 0, windowskin, windowskin.rect) bitmap.clear_rect(80, 16, 32, 32) self.windowskin = bitmap end end #-------------------------------------------------------------------------- # ● 破棄 #-------------------------------------------------------------------------- def dispose self.windowskin.dispose super end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear total = KGC::Commands.get_all_enemies_number encountered = KGC::Commands.get_encountered_enemies_number defeated = KGC::Commands.get_defeated_enemies_number text = sprintf("遭遇済み: %3d/%3d ",encountered, total) self.contents.draw_text(0, 0, width - 32, WLH, text, 1) self.contents.draw_text(0, WLH * 3, width - 32, WLH, text, 1) text = sprintf("撃破済み: %3d/%3d", defeated, total) self.contents.draw_text(0, WLH, width - 32, WLH, text, 1) text = sprintf("完成度: %3d%%", defeated * 100 / total) self.contents.draw_text(0, WLH * 2, width - 32, WLH, text, 1) end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update @duration += 1 case @duration when @interval...(@interval + WLH) self.oy += 1 when (@interval + WLH) @duration = 0 if self.oy >= WLH * 3 self.oy = 0 end end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_EnemyGuideList #------------------------------------------------------------------------------ # モンスター図鑑画面で、モンスター一覧を表示するウィンドウです。 #============================================================================== class Window_EnemyGuideList < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, WLH + 32, 240, Graphics.height - (WLH + 32)) self.index = 0 refresh if KGC::EnemyGuide::USE_BACKGROUND_IMAGE self.opacity = 0 self.height -= (self.height - 32) % WLH end end #-------------------------------------------------------------------------- # ○ 選択モンスターの取得 #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ○ エネミーをリストに含めるか # enemy_id : 敵 ID #-------------------------------------------------------------------------- def include?(enemy_id) return KGC::Commands.enemy_guide_include?(enemy_id) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [] if KGC::EnemyGuide::ENEMY_ORDER_ID == nil # ID順 enemy_list = 1...$data_enemies.size else # 指定順 enemy_list = KGC::EnemyGuide::ENEMY_ORDER_ID end enemy_list.each { |i| @data << $data_enemies[i] if include?(i) } @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ● 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) enemy = @data[index] self.contents.font.color = normal_color unless KGC::Commands.enemy_defeated?(enemy.id) self.contents.font.color.alpha = 128 end rect = item_rect(index) self.contents.clear_rect(rect) if KGC::EnemyGuide::SHOW_SERIAL_NUMBER s_num = sprintf(KGC::EnemyGuide::SERIAL_NUM_FORMAT, KGC::EnemyGuide::SERIAL_NUM_FOLLOW ? (index + 1) : enemy.id) end text = (KGC::EnemyGuide::SHOW_SERIAL_NUMBER ? s_num : "") if KGC::Commands.enemy_encountered?(enemy.id) # 遭遇済み text += enemy.name else # 未遭遇 mask = KGC::EnemyGuide::UNKNOWN_ENEMY_NAME if mask.scan(/./).size == 1 mask = mask * enemy.name.scan(/./).size end text += mask end self.contents.draw_text(rect, text) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Window_EnemyGuideStatus #------------------------------------------------------------------------------ # モンスター図鑑画面で、ステータスを表示するウィンドウです。 #============================================================================== class Window_EnemyGuideStatus < Window_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :enemy # 表示エネミー #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(240, 0, Graphics.width - 240, Graphics.height) self.enemy = nil self.z = 100 if KGC::EnemyGuide::USE_BACKGROUND_IMAGE self.opacity = 0 end @show_sprite = false @enemy_sprite = Sprite.new @enemy_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height) @enemy_sprite.x = 0 @enemy_sprite.y = 0 @enemy_sprite.z = self.z + 100 @enemy_sprite.visible = false end #-------------------------------------------------------------------------- # ● 破棄 #-------------------------------------------------------------------------- def dispose super @enemy_sprite.bitmap.dispose @enemy_sprite.dispose end #-------------------------------------------------------------------------- # ○ アイテム用ページを表示するか #-------------------------------------------------------------------------- def item_page_show? return true if KGC::EnemyGuide::SHOW_DROP_ITEM return true if $imported["Steal"] && KGC::EnemyGuide::SHOW_STEAL_OBJ return false end #-------------------------------------------------------------------------- # ○ ページ数取得 #-------------------------------------------------------------------------- def pages return (item_page_show? ? 3 : 2) end #-------------------------------------------------------------------------- # ○ 表示エネミー設定 #-------------------------------------------------------------------------- def enemy=(enemy) @enemy = enemy refresh end #-------------------------------------------------------------------------- # ○ 表示情報切り替え # shamt : 移動ページ数 #-------------------------------------------------------------------------- def shift_info_type(shamt) n = self.ox + (width - 32) * shamt self.ox = [[n, 0].max, (width - 32) * (pages - 1)].min end #-------------------------------------------------------------------------- # ○ スプライト表示切替 #-------------------------------------------------------------------------- def switch_sprite @show_sprite = !@show_sprite @enemy_sprite.visible = @show_sprite end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh original_width = self.width self.width = original_width * pages - (32 * (pages - 1)) create_contents self.width = original_width draw_enemy_sprite return if enemy == nil self.contents.font.color = normal_color # 遭遇していない unless KGC::Commands.enemy_encountered?(enemy.id) self.contents.font.color.alpha = 128 dy = (height - 32) / 2 dy -= dy % WLH self.contents.draw_text(0, dy, width - 32, WLH, KGC::EnemyGuide::UNENCOUNTERED_DATA, 1) self.contents.blt(width - 32, 0, self.contents, self.contents.rect) return end draw_status end #-------------------------------------------------------------------------- # ○ ステータス描画 #-------------------------------------------------------------------------- def draw_status # Page 1 dy = draw_basic_info(0, 0) dy = draw_parameter2(0, dy) dy = draw_element(0, dy, 2) dy = draw_state(0, dy, 2) draw_prize(0, dy) # Page 2 (アイテム関連を表示する場合のみ) if item_page_show? dx = width - 32 dy = draw_basic_info(dx, 0) max_rows = (self.height - dy - 32) / WLH rows = (max_rows + 1) / (pages - 1) dy = draw_drop_item(dx, dy, rows) draw_steal_object(dx, dy, max_rows - rows) end # Page 3 dx = (width - 32) * (pages - 1) dy = draw_basic_info(dx, 0) draw_description(dx, dy) end #-------------------------------------------------------------------------- # ○ 基本情報画 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_basic_info(dx, dy) draw_graphic(dx, dy) draw_parameter1(dx + 112, dy) return dy + 96 end #-------------------------------------------------------------------------- # ○ グラフィック描画 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_graphic(dx, dy) buf = Bitmap.new(108, 96) bitmap = Cache.battler(enemy.battler_name, enemy.battler_hue) rect = Rect.new(0, 0, bitmap.width / 3, bitmap.height / 3) rect.x = (108 - rect.width) / 2 rect.y = (96 - rect.height) / 2 buf.stretch_blt(rect, bitmap, bitmap.rect) self.contents.blt(dx, dy, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ○ エネミースプライト描画 #-------------------------------------------------------------------------- def draw_enemy_sprite return if @enemy_sprite == nil @enemy_sprite.bitmap.fill_rect(@enemy_sprite.bitmap.rect, Color.new(0, 0, 0, 160)) return if enemy == nil || !KGC::Commands.enemy_encountered?(enemy.id) bitmap = Cache.battler(enemy.battler_name, enemy.battler_hue) dx = (Graphics.width - bitmap.width) / 2 dy = (Graphics.height - bitmap.height) / 2 @enemy_sprite.bitmap.blt(dx, dy, bitmap, bitmap.rect) end #-------------------------------------------------------------------------- # ○ パラメータ描画 - 1 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_parameter1(dx, dy) # 名前, HP, MP param = {} if KGC::Commands.enemy_defeated?(enemy.id) param[:maxhp] = enemy.maxhp param[:maxmp] = enemy.maxmp if $imported["BattleCount"] param[:defeat_count] = KGC::Commands.get_defeat_count(enemy.id) end else param[:maxhp] = param[:maxmp] = KGC::EnemyGuide::UNDEFEATED_PARAMETER param[:defeat_count] = 0 end self.contents.font.color = normal_color self.contents.draw_text(dx, dy, width - 144, WLH, enemy.name) self.contents.font.color = system_color self.contents.draw_text(dx, dy + WLH, 80, WLH, Vocab.hp) self.contents.draw_text(dx, dy + WLH * 2, 80, WLH, Vocab.mp) if $imported["BattleCount"] self.contents.draw_text(dx, dy + WLH * 3, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:defeat_count]) end self.contents.font.color = normal_color self.contents.draw_text(dx + 88, dy + WLH, 64, WLH, param[:maxhp], 2) self.contents.draw_text(dx + 88, dy + WLH * 2, 64, WLH, param[:maxmp], 2) if $imported["BattleCount"] self.contents.draw_text(dx + 88, dy + WLH * 3, 64, WLH, param[:defeat_count], 2) end end #-------------------------------------------------------------------------- # ○ パラメータ描画 - 2 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_parameter2(dx, dy) # ATK ~ AGI param = {} if KGC::Commands.enemy_defeated?(enemy.id) param[:atk] = enemy.atk param[:def] = enemy.def param[:spi] = enemy.spi param[:agi] = enemy.agi else param[:atk] = param[:def] = param[:spi] = param[:agi] = KGC::EnemyGuide::UNDEFEATED_PARAMETER end dw = (width - 32) / 2 self.contents.font.color = system_color self.contents.draw_text(dx, dy, 80, WLH, Vocab.atk) self.contents.draw_text(dx + dw, dy, 80, WLH, Vocab.def) self.contents.draw_text(dx, dy + WLH, 80, WLH, Vocab.spi) self.contents.draw_text(dx + dw, dy + WLH, 80, WLH, Vocab.agi) dx += 80 self.contents.font.color = normal_color self.contents.draw_text(dx, dy, 48, WLH, param[:atk], 2) self.contents.draw_text(dx + dw, dy, 48, WLH, param[:def], 2) self.contents.draw_text(dx , dy + WLH, 48, WLH, param[:spi], 2) self.contents.draw_text(dx + dw, dy + WLH, 48, WLH, param[:agi], 2) return dy + WLH * 2 end #-------------------------------------------------------------------------- # ○ 属性描画 # dx, dy : 描画先 X, Y # rows : 行数 #-------------------------------------------------------------------------- def draw_element(dx, dy, rows = 1) new_dy = dy + WLH * (rows * 2) self.contents.font.color = system_color self.contents.draw_text(dx, dy, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:weak_element]) self.contents.draw_text(dx, dy + WLH * rows, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:resist_element]) return new_dy unless KGC::Commands.enemy_defeated?(enemy.id) cols = (width - 112) / 24 # 弱点属性 draw_icon_list(dx + 80, dy, rows, cols, KGC::EnemyGuide::CHECK_ELEMENT_LIST, Proc.new { |i| enemy.element_ranks[i] < 3 }, Proc.new { |i| KGC::EnemyGuide::ELEMENT_ICON[i] }) # 耐性属性 draw_icon_list(dx + 80, dy + WLH * rows, rows, cols, KGC::EnemyGuide::CHECK_ELEMENT_LIST, Proc.new { |i| enemy.element_ranks[i] > 3 }, Proc.new { |i| KGC::EnemyGuide::ELEMENT_ICON[i] }) return new_dy end #-------------------------------------------------------------------------- # ○ アイコンリスト描画 # dx, dy : 描画先 X, Y # rows, cols : アイコン行/列数 # item_list : 描画対象のリスト # cond_proc : 描画条件 Proc # index_proc : アイコン index 取得用 Proc #-------------------------------------------------------------------------- def draw_icon_list(dx, dy, rows, cols, item_list, cond_proc, index_proc) nc = 0 # 現在の列数 nr = 0 # 現在の行数 item_list.each { |item| next if item == nil next unless cond_proc.call(item) icon_index = index_proc.call(item) next if icon_index == nil || icon_index == 0 draw_icon(icon_index, dx + nc * 24, dy + nr * 24) nc += 1 if nc == cols # 次の行へ nc = 0 nr += 1 break if nr == rows # 行制限オーバー end } end #-------------------------------------------------------------------------- # ○ ステート描画 # dx, dy : 描画先 X, Y # rows : 行数 #-------------------------------------------------------------------------- def draw_state(dx, dy, rows = 1) new_dy = dy + WLH * (rows * 2) self.contents.font.color = system_color self.contents.draw_text(dx, dy, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:weak_state]) self.contents.draw_text(dx, dy + WLH * rows, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:resist_state]) return new_dy unless KGC::Commands.enemy_defeated?(enemy.id) cols = (width - 112) / 24 states = [] KGC::EnemyGuide::CHECK_STATE_LIST.each { |i| states << $data_states[i] } # 弱点ステート draw_icon_list(dx + 80, dy, rows, cols, states, Proc.new { |i| enemy.state_ranks[i.id] < 3 }, Proc.new { |i| i.icon_index }) # 無効ステート draw_icon_list(dx + 80, dy + WLH * rows, rows, cols, states, Proc.new { |i| enemy.state_ranks[i.id] == 6 }, Proc.new { |i| i.icon_index }) return new_dy end #-------------------------------------------------------------------------- # ○ EXP, Gold 描画 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_prize(dx, dy) param = {} if KGC::Commands.enemy_defeated?(enemy.id) param[:exp] = enemy.exp param[:gold] = enemy.gold param[:ap] = enemy.ap if $imported["EquipLearnSkill"] else param[:exp] = param[:gold] = param[:ap] = KGC::EnemyGuide::UNDEFEATED_PARAMETER end dw = (width - 32) / 2 self.contents.font.color = system_color self.contents.draw_text(dx, dy, 80, WLH, KGC::EnemyGuide::PARAMETER_NAME[:exp]) self.contents.draw_text(dx + dw, dy, 80, WLH, Vocab.gold) if $imported["EquipLearnSkill"] self.contents.draw_text(dx, dy + WLH, 80, WLH, Vocab.ap) end # EXP, Gold dx += 76 self.contents.font.color = normal_color self.contents.draw_text(dx, dy, 52, WLH, param[:exp], 2) self.contents.draw_text(dx + dw, dy, 52, WLH, param[:gold], 2) if $imported["EquipLearnSkill"] self.contents.draw_text(dx, dy + WLH, 52, WLH, param[:ap], 2) end return dy + WLH * 2 end #-------------------------------------------------------------------------- # ○ ドロップアイテム描画 # dx, dy : 描画先 X, Y # rows : 行数 #-------------------------------------------------------------------------- def draw_drop_item(dx, dy, rows) return dy unless KGC::EnemyGuide::SHOW_DROP_ITEM new_dy = dy + WLH * rows dw = (width - 32) / 2 self.contents.font.color = system_color self.contents.draw_text(dx, dy, 128, WLH, KGC::EnemyGuide::PARAMETER_NAME[:treasure], 1) self.contents.draw_text(dx + dw, dy, 128, WLH, KGC::EnemyGuide::PARAMETER_NAME[:drop_prob], 2) return new_dy unless KGC::Commands.enemy_defeated?(enemy.id) # リスト作成 drop_items = [enemy.drop_item1, enemy.drop_item2] if $imported["ExtraDropItem"] drop_items += enemy.extra_drop_items end dy += WLH count = 0 drop_items.each_with_index { |item, i| # アイテム名描画 case item.kind when 0 next when 1 drop_item = $data_items[item.item_id] when 2 drop_item = $data_weapons[item.weapon_id] when 3 drop_item = $data_armors[item.armor_id] end if KGC::Commands.enemy_item_dropped?(enemy.id, i) draw_item_name(drop_item, dx, dy) else draw_masked_item_name(drop_item, dx, dy) end # ドロップ率描画 if $imported["ExtraDropItem"] && item.drop_prob > 0 text = sprintf("%d%%", item.drop_prob) else text = "1/#{item.denominator}" end self.contents.draw_text(dx + dw, dy, 128, WLH, text, 2) dy += WLH count += 1 break if count == rows } return new_dy end #-------------------------------------------------------------------------- # ○ アイテム名をマスクして描画 # item : アイテム (スキル、武器、防具でも可) # x : 描画先 X 座標 # y : 描画先 Y 座標 # enabled : 有効フラグ。false のとき半透明で描画 #-------------------------------------------------------------------------- def draw_masked_item_name(item, x, y, enabled = true) return if item == nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 mask = KGC::EnemyGuide::UNDROPPED_ITEM_NAME text = KGC.mask_string(item.name, mask) self.contents.draw_text(x + 24, y, 172, WLH, text) end #-------------------------------------------------------------------------- # ○ 盗めるオブジェクト描画 # dx, dy : 描画先 X, Y # rows : 行数 #-------------------------------------------------------------------------- def draw_steal_object(dx, dy, rows) return dy unless $imported["Steal"] && KGC::EnemyGuide::SHOW_STEAL_OBJ new_dy = dy + WLH * rows dw = (width - 32) / 2 self.contents.font.color = system_color self.contents.draw_text(dx, dy, 128, WLH, KGC::EnemyGuide::PARAMETER_NAME[:steal_obj], 1) self.contents.draw_text(dx + dw, dy, 128, WLH, KGC::EnemyGuide::PARAMETER_NAME[:steal_prob], 2) return new_dy unless KGC::Commands.enemy_defeated?(enemy.id) # リスト作成 steal_objects = enemy.steal_objects.clone if steal_objects.size >= rows steal_objects = steal_objects[0...(rows - 1)] end dy += WLH steal_objects.each_with_index { |obj, i| if obj.kind == 4 # Gold if KGC::Commands.enemy_object_stolen?(enemy.id, i) text = sprintf("%d%s", obj.gold, Vocab.gold) else mask = KGC::EnemyGuide::UNDROPPED_ITEM_NAME text = KGC.mask_string("aaa", mask) end self.contents.draw_text(dx + 24, dy, dw, WLH, text) else # Item case obj.kind when 1 item = $data_items[obj.item_id] when 2 item = $data_weapons[obj.weapon_id] when 3 item = $data_armors[obj.armor_id] end if KGC::Commands.enemy_object_stolen?(enemy.id, i) draw_item_name(item, dx, dy) else draw_masked_item_name(item, dx, dy) end end # 成功率描画 if obj.success_prob > 0 text = sprintf("%d%%", obj.success_prob) else text = "1/#{obj.denominator}" end self.contents.draw_text(dx + dw, dy, 128, WLH, text, 2) dy += WLH } return new_dy end #-------------------------------------------------------------------------- # ○ 説明文描画 # dx, dy : 描画先 X, Y #-------------------------------------------------------------------------- def draw_description(dx, dy) return unless KGC::Commands.enemy_defeated?(enemy.id) dx += 4 enemy.enemy_guide_description.each_line { |line| self.contents.draw_text(dx, dy, width - 32, WLH, line.chomp) dy += WLH } end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● 画面切り替えの実行 #-------------------------------------------------------------------------- alias update_scene_change_KGC_EnemyGuide update_scene_change def update_scene_change return if $game_player.moving? # プレイヤーの移動中? if $game_temp.next_scene == :enemy_guide call_enemy_guide return end update_scene_change_KGC_EnemyGuide end #-------------------------------------------------------------------------- # ○ モンスター図鑑への切り替え #-------------------------------------------------------------------------- def call_enemy_guide $game_temp.next_scene = nil $scene = Scene_EnemyGuide.new(0, Scene_EnemyGuide::HOST_MAP) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Menu #============================================================================== class Scene_Menu < Scene_Base if KGC::EnemyGuide::USE_MENU_ENEMY_GUIDE_COMMAND #-------------------------------------------------------------------------- # ● コマンドウィンドウの作成 #-------------------------------------------------------------------------- alias create_command_window_KGC_EnemyGuide create_command_window def create_command_window create_command_window_KGC_EnemyGuide return if $imported["CustomMenuCommand"] @__command_enemy_guide_index = @command_window.add_command(Vocab.enemy_guide) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end @command_window.index = @menu_index end end #-------------------------------------------------------------------------- # ● コマンド選択の更新 #-------------------------------------------------------------------------- alias update_command_selection_KGC_EnemyGuide update_command_selection def update_command_selection current_menu_index = @__command_enemy_guide_index call_enemy_guide_flag = false if Input.trigger?(Input::C) case @command_window.index when @__command_enemy_guide_index # モンスター図鑑 call_enemy_guide_flag = true end end # モンスター図鑑に移行 if call_enemy_guide_flag Sound.play_decision $scene = Scene_EnemyGuide.new(@__command_enemy_guide_index, Scene_EnemyGuide::HOST_MENU) return end update_command_selection_KGC_EnemyGuide end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Scene_EnemyGuide #------------------------------------------------------------------------------ # モンスター図鑑画面の処理を行うクラスです。 #============================================================================== class Scene_EnemyGuide < Scene_Base HOST_MENU = 0 HOST_MAP = 1 #-------------------------------------------------------------------------- # ● オブジェクト初期化 # menu_index : コマンドのカーソル初期位置 # host_scene : 呼び出し元 (0..メニュー 1..マップ) #-------------------------------------------------------------------------- def initialize(menu_index = 0, host_scene = HOST_MENU) @menu_index = menu_index @host_scene = host_scene end #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- def start super create_menu_background if KGC::EnemyGuide::USE_BACKGROUND_IMAGE @back_sprite = Sprite.new begin @back_sprite.bitmap = Cache.system(KGC::EnemyGuide::BACKGROUND_FILENAME) rescue @back_sprite.bitmap = Bitmap.new(32, 32) end end @top_window = Window_EnemyGuideTop.new @enemy_window = Window_EnemyGuideList.new @status_window = Window_EnemyGuideStatus.new @status_window.enemy = @enemy_window.item end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- def terminate super dispose_menu_background if @back_sprite != nil @back_sprite.bitmap.dispose @back_sprite.dispose end @top_window.dispose @enemy_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # ○ 元の画面へ戻る #-------------------------------------------------------------------------- def return_scene case @host_scene when HOST_MENU $scene = Scene_Menu.new(@menu_index) when HOST_MAP $scene = Scene_Map.new end end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super update_menu_background @top_window.update @enemy_window.update @status_window.update if @enemy_window.active update_enemy_selection end end #-------------------------------------------------------------------------- # ○ エネミー選択の更新 #-------------------------------------------------------------------------- def update_enemy_selection if @last_index != @enemy_window.index @status_window.enemy = @enemy_window.item @last_index = @enemy_window.index end if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::A) || Input.trigger?(Input::C) # スプライト表示切替 Sound.play_decision @status_window.switch_sprite elsif Input.trigger?(Input::LEFT) # 左ページ Sound.play_cursor @status_window.shift_info_type(-1) elsif Input.trigger?(Input::RIGHT) # 右ページ Sound.play_cursor @status_window.shift_info_type(1) end end end