# ------------------------------------------------------------------- #
# PXMod::Beastiary #
# By Prexus #
# Description: Allows you to view enemies in the game and their stats #
# ------------------------------------------------------------------- #
module RPG
class Enemy
alias pxmod_r_enemy_initialize initialize
def initialize
pxmod_r_enemy_initialize
@seen = false
end
attr_accessor :seen
def set_seen(yes = false)
@seen = yes
end
end
end
class Game_Enemy < Game_Battler
alias pxmod_g_enemy_initialize initialize
def initialize(troop_id, member_index)
pxmod_g_enemy_initialize(troop_id, member_index)
enemy = $data_enemies[@enemy_id]
enemy.set_seen(true)
end
end
module PXMod
class Window_BeastList < Window_Selectable
def initialize
super(480, 64, 160, 416);
self.index = 0;
refresh;
end
def enemy
return @data[self.index];
end
def refresh
if self.contents != nil
self.contents.dispose;
self.contents = nil;
end
@data = [];
for i in 1...$data_enemies.size
if $data_enemies[i].seen
@data.push($data_enemies[i]);
else
@data.push('????');
end
end
@item_max = @data.size;
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32);
for i in 0...@item_max
draw_item(i);
end
end
end
def draw_item(index)
item = @data[index];
x = 4;
y = index * 32;
case item
when RPG::Enemy
self.contents.draw_text_shadow(x, y, self.contents.width - 8, 32,
"#{item.id}: #{item.name}", 0);
else
self.contents.draw_text_shadow(x, y, self.contents.width - 8, 32, item, 1);
end
end
end
class Window_BeastInfo < Window_Base
def initialize
super(0, 64, 480, 416);
self.contents = Bitmap.new(width - 32, height - 32);
end
def refresh(enemy)
return if enemy == @enemy;
@enemy = enemy;
self.contents.clear;
third_width = (self.contents.width - 8) / 3;
y_offset = 192;
if @enemy.is_a?(String);
rect = Rect.new(0, 0, third_width+8, 32);
rect2 = Rect.new(1, 1, third_width+6, 30);
self.contents.fill_rect(rect, Color.new(0, 0, 32, 160));
self.contents.fill_rect(rect2, Color.new(32, 32, 64, 114));
rect = Rect.new(0, y_offset, self.contents.width, self.contents.height - 192);
rect2 = Rect.new(1, y_offset + 1, self.contents.width - 2, self.contents.height - 194);
self.contents.fill_rect(rect, Color.new(0, 0, 32, 160));
self.contents.fill_rect(rect2, Color.new(32, 32, 64, 114));
return
else
bitmap = RPG::Cache.battler(@enemy.battler_name, @enemy.battler_hue);
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height);
x = (self.contents.width - bitmap.width) / 2;
self.contents.blt(x, 0, bitmap, src_rect);
rect = Rect.new(0, 0, third_width+8, 32);
rect2 = Rect.new(1, 1, third_width+6, 30);
self.contents.fill_rect(rect, Color.new(0, 0, 32, 160));
self.contents.fill_rect(rect2, Color.new(32, 32, 64, 114));
rect = Rect.new(0, y_offset, self.contents.width, self.contents.height - 192);
rect2 = Rect.new(1, y_offset + 1, self.contents.width - 2, self.contents.height - 194);
self.contents.fill_rect(rect, Color.new(0, 0, 32, 160));
self.contents.fill_rect(rect2, Color.new(32, 32, 64, 114));
end
self.contents.draw_text_shadow(4, 0, third_width, 32, @enemy.name, 1);
self.contents.draw_text_shadow(4, y_offset, third_width, 32,
"#{$data_system.words.hp}: #{@enemy.maxhp}", 0);
self.contents.draw_text_shadow(third_width, y_offset, third_width, 32,
"#{$data_system.words.sp}: #{@enemy.maxsp}", 0);
self.contents.draw_text_shadow(4, y_offset + 32, third_width, 32,
"#{$data_system.words.str}: #{@enemy.str}", 0);
self.contents.draw_text_shadow(4, y_offset + 64, third_width, 32,
"#{$data_system.words.dex}: #{@enemy.dex}", 0);
self.contents.draw_text_shadow(third_width, y_offset + 32, third_width, 32,
"#{$data_system.words.agi}: #{@enemy.agi}", 0);
self.contents.draw_text_shadow(third_width, y_offset + 64, third_width, 32,
"#{$data_system.words.int}: #{@enemy.int}", 0);
self.contents.draw_text_shadow(third_width*2, y_offset + 32, third_width, 32,
"EXP: #{@enemy.exp}", 0);
self.contents.draw_text_shadow(third_width*2, y_offset + 64, third_width, 32,
"#{$data_system.words.gold}: #{@enemy.gold}", 0);
self.contents.draw_text_shadow(4, y_offset + 128, third_width, 32,
"#{$data_system.words.atk}: #{@enemy.atk}", 0);
self.contents.draw_text_shadow(4, y_offset + 160, third_width, 32,
"Evasion: #{@enemy.eva}", 0);
self.contents.draw_text_shadow(third_width, y_offset + 128, third_width, 32,
"#{$data_system.words.pdef}: #{@enemy.pdef}", 0);
self.contents.draw_text_shadow(third_width, y_offset + 160, third_width, 32,
"#{$data_system.words.mdef}: #{@enemy.mdef}", 0);
self.contents.draw_text_shadow(third_width*2, y_offset + 128, third_width, 32,
"Prob%: #{@enemy.treasure_prob}", 0);
if @enemy.item_id > 0
item_name = $data_items[@enemy.item_id];
elsif @enemy.weapon_id > 0
item_name = $data_weapons[@enemy.weapon_id];
elsif @enemy.armor_id > 0
item_name = $data_armors[@enemy.armor_id];
else
item_name = 'No Treasure';
end
self.contents.draw_text_shadow(third_width*2, y_offset + 160, third_width, 32,
"#{item_name}", 0);
end
end
class Scene_Beastiary
def main
@help_window = PXMod::Window_Help.new;
@help_window.set_text("Press Cancel to return to the Menu.", 1)
@beast_list = PXMod::Window_BeastList.new;
@beast_info = PXMod::Window_BeastInfo.new;
@beast_info.refresh(@beast_list.enemy);
Graphics.transition;
loop do
Graphics.update;
Input.update;
update;
if $scene != self
break;
end
end
Graphics.freeze;
@help_window.dispose;
@beast_list.dispose;
@beast_info.dispose;
end
def update
@help_window.update;
@beast_list.update;
@beast_info.refresh(@beast_list.enemy);
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(5)
return
end
end
end
end