/*:----------------------------------------------------------------------------------- * SRPG_Status.js * * 本プラグインは、MITライセンスの条件の下で利用可能です。 * NUUN_StatusScreenをベースにしたプラグインです。 * Copyright (C) 2020 NUUN * This software is released under the MIT License. * http://opensource.org/licenses/mit-license.php * ------------------------------------------------------------------------------------- /*: * @plugindesc SRPGStatusの画面を変更します。 * @author ニノ「」 * * @help このプラグインにはプラグインコマンドはありません。 * * 基本的な使用方法はNuun_StatusScreenと同じです。 * 変更箇所は以下の通りです。 * * ・追加された機能について * 401:移動力 * 402:射程 * 403:SRPGレベル(ゲージ付きレベル) * * ・削除・参照されていないもの * HP/MP/TPの幅指定 * 背景機能 * 41:次のレベルまでの経験値 * * 5:ステート(戦闘用と同じ表示) *  をエネミーに対して実行するとエラーが発生します。 * * * @param Paramlist_Actor * @desc 表示する項目。 * @text 表示ページ項目_Actor * @type struct[] * @default 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* * @param Paramlist_Enemy * @desc 表示する項目。 * @text 表示ページ項目_Enemy * @type struct[] * @default 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* */ /*~struct~ParamListData: * * @param DateSelect * @text 表示するステータス * @desc 表示するステータスを指定します。 * @type select * @option なし * @value 0 * @option アクター名(4)(5)(6)(7)(15) * @value 1 * @option 二つ名(1)(4)(5)(6)(7)(15) * @value 2 * @option 職業(1)(4)(5)(6)(7)(15) * @value 3 * @option レベル(4)(5)(6)(7)(14)(15)(16)(17)(20)(21) * @value 4 * @option ステート(3※1)(4)(5)(6)(7)(15) * @value 5 * @option ステート(戦闘用と同じ表示)(4)(5)(6)(7) * @value 6 * @option HP(4)(5)(6)(7) * @value 10 * @option MP(4)(5)(6)(7) * @value 11 * @option 攻撃力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 12 * @option 防御力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 13 * @option 魔法力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 14 * @option 魔法防御(1)(2)(3)(4)(5)(6)(7)(8)(9)(11)(10)(14)(15)(16)(17)(20)(21) * @value 15 * @option 敏捷性(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 16 * @option 運(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(14)(11)(15)(16)(17)(20)(21) * @value 17 * @option TP(4)(5)(6)(7) * @value 19 * @option 最大HP(数値のみ)(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 42 * @option 最大MP(数値のみ)(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 43 * @option HP(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 44 * @option MP(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 45 * @option 命中率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 20 * @option 回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 21 * @option 会心率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 22 * @option 会心回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 23 * @option 魔法回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 24 * @option 魔法反射率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 25 * @option 反撃率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 26 * @option HP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 27 * @option MP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 28 * @option TP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 29 * @option 狙われ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 30 * @option 防御効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 31 * @option 回復効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 32 * @option 薬の知識(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 33 * @option MP消費率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 34 * @option TPチャージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 35 * @option 物理ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 36 * @option 魔法ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 37 * @option 床ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 38 * @option 獲得経験値率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(15)(16)(17)(20)(21) * @value 39 * @option 現在の経験値(1)(2)(4)(5)(6)(7)(8)(15)(16)(17)(20) * @value 40 * * * @option オリジナルパラメータ(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(14)(15)(16)(17)(20)(21) * @value 50 * @option 名称のみ(1)(4)(5)(6)(7)(8)(10)(15)(16)(17)(21) * @value 51 * @option 属性耐性(1)(3)(4)(5)(6)(7)(8)(9)(10)(12)(14)(15)(16)(17)(20) * @value 60 * @option ステート耐性(1)(3)(4)(5)(6)(7)(8)(9)(10)(12)(14)(15)(16)(17)(20) * @value 61 * @option 装備(1)(2)(4)(5)(6)(7)(8)(9)(10)(14)(15)(18)(16)(17)(19) * @value 62 * @option 記述欄(1)(2)(3)(4)(5)(6)(7)(8)(10)(13)(15)(16)(17) * @value 70 * @option プロフィール(1)(2)(4)(5)(6)(7)(8)(10)(16)(17) * @value 90 * @option 顔グラフィック(4)(5)(6)(7) * @value 100 * @option キャラチップ(4)(5)(6)(7) * @value 101 * @option サイドビューアクター画像(4)(5)(6)(7)(8)(10) * @value 102 * @option 属性耐性レーダーチャート(4)(5)(6)(7)(8)(10)(15) * @value 201 * @option ステート耐性レーダーチャート(4)(5)(6)(7)(8)(10)(15) * @value 202 * @option 画像(共通画像)(3)(4)~(7)(22) * @value 300 * @option 画像(個別指定画像)(3)(4)~(7)(13) * @value 301 * * @option 移動力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 401 * @option 射程(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(14)(15)(16)(17)(20)(21) * @value 402 * * @option SRPGレベル * @value 403 * * @option 武器熟練度システム 要AvPort_dsWeaponMastery.js(4)~(7) * @value 900 * @option ライン(1)(4)(5)(6)(7)(8)(10) * @value 1000 * @default 0 * * @param NameColor * @desc システム項目の文字色。テキストタブでカラーコードを入力できます。 * @text システム項目文字色(1) * @type color * @default 16 * @min 0 * * @param ParamName * @desc 項目の名称を設定します。 * @text 名称(2) * @type string * @default * * @param DetaEval * @desc 評価式または文字列を記入します。 * @text 評価式or文字列(3) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option "actor.isStateResist(stateId) ? '無効' : r;//ステート耐性" * @option 'actor.level' * @option "100 - r +' %';//耐性差分表示" * @option "this.expTotalValue();//現在の経験値" * @option "this.expNextValue();//次のレベルまで" * @option "actorclass" * @default * * @param X_Position * @text X表示列位置(4) * @desc X表示列位置 * @type number * @default 1 * @min 1 * @max 3 * * @param Y_Position * @desc Y表示行位置 * @text Y表示行位置(5) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X座標(相対)(6) * @desc X座標(X表示列位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y座標(相対)(7) * @desc Y座標(Y表示列位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc 項目横幅(0でデフォルト幅) * @text 項目横幅(8) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc システム項目の横幅(0でデフォルト幅) * @text システム項目横幅(9) * @type number * @default 0 * @min 0 * * @param WideMode * @desc ワイド表示モード * @text ワイド表示モード(10) * @type boolean * @default false * * @param paramUnit * @desc 単位を設定します。 * @text 単位(11) * @type string * @default * * @param Decimal * @text 小数点桁数(12) * @desc 表示出来る小数点桁数。 * @type number * @default 0 * @min 0 * @max 99 * * @param textMethod * @desc 記述欄、個別画像に紐づけするタグ名 * @text タグ名(13) * @type string * @default * * @param Back * @text コンテンツ背景表示(14) * @desc コンテンツ背景を表示させます。 * @type boolean * @default false * * @param FontSize * @desc フォントサイズ(メインフォントからの差) * @text フォントサイズ(15) * @type number * @default 0 * @min -99 * * @param ValueFontFace * @desc 数字のフォント適用(OFFでメインフォントのフォント) * @text 数字テキスト部の数字フォント適用(20) * @type boolean * @default false * @min -99 * * @param IconId * @text アイコンID(16) * @desc アイコンのIDを指定します。 * @type icon * @default 0 * * @param IconY * @text アイコン補正Y値(17) * @desc アイコンの補正Y値を指定します。 * @type number * @default 2 * * @param Align * @desc 文字揃え。 * @text 文字揃え(21) * @type select * @option 左 * @value 'left' * @option 右 * @value 'right' * @option 中央 * @value 'center' * @default 'right' * * @param EquipSetting * @text 装備設定 * @default ------------------------------ * * @param EquipStartIndex * @text 開始インデックス(18) * @desc 装備欄の開始インデックスを指定します。 * @type number * @default 0 * @min 0 * @max 99999 * @parent EquipSetting * * @param EquipNum * @text 表示装備数(19) * @desc 装備欄の表示を指定します。(0で制限なし) * @type number * @default 0 * @parent EquipSetting * * @param ImgSetting * @text 画像設定 * @default ------------------------------ * * @param ImgData * @desc 画像ファイル名を指定します。 * @text 画像(22) * @type file * @dir img/ * @default * @parent ImgSetting * */ /*~struct~ActorPictureDataList: */ (function(_global) { var paramParse = function(obj) { return JSON.parse(JSON.stringify(obj, paramReplace)); }; var paramReplace = function(key, value) { try { return JSON.parse(value || null); } catch (e) { return value; } }; var pluginName = 'SRPG_Status'; var parameters = PluginManager.parameters(pluginName); const DefaultFontSize = Number(parameters['DefaultFontSize'] || 0); const Paramlist_Actor = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['Paramlist_Actor'])) : null) || []; const Paramlist_Enemy = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['Paramlist_Enemy'])) : null) || []; const DecimalMode = eval(parameters['DecimalMode'] || "true"); var coreparameters = PluginManager.parameters('SRPG_core_MZ'); var _textSrpgEquip = coreparameters['textSrpgEquip'] || '装備'; var _textSrpgMove = coreparameters['textSrpgMove'] || '移動力'; var _textSrpgRange = parameters['textSrpgRange'] || '射程'; const ImgFolder = NuunManager.getStringCode(parameters['ImgFolder']); //const DefaultFontSize = Number(parameters['DefaultFontSize'] || 0); const FontMargin = Number(parameters['FontMargin'] || 10); /* const BackGroundImg = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['BackGroundImg']))[0] : null); const BackUiWidth = eval(parameters['BackUiWidth'] || "true"); */ //const StatusWindowsSkin = (String(parameters['StatusWindowsSkin'])) || null; //const EquipNameVisible = Number(parameters['EquipNameVisible'] || 1); //const EXPGaugeVisible = eval(parameters['EXPGaugeVisible'] || "true"); const ElementResistText = eval(parameters['ElementResistText'] || "false"); const StateResistText = eval(parameters['StateResistText'] || "false"); const ElementResist = NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ElementResist'])) : []; const StateResist = NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['StateResist'])) : []; const ElementResistCol = Number(parameters['ElementResistCol'] || 2); const StateResistCol = Number(parameters['StateResistCol'] || 2); const StateResistColor = (DataManager.nuun_structureData(parameters['StateResistColor'])) || 0; const ActorPictureEXApp = eval(parameters['ActorPictureEXApp'] || "true"); Window_SrpgStatus.prototype.widthMode = function(mode, rect) { if (mode) { rect.width = rect.width * 2 + this.colSpacing(); } return rect.width; }; Window_SrpgStatus.prototype.contensHeight = function() { return this.lineHeight(); }; Window_SrpgStatus.prototype.setPage = function(page) { this._page = page; }; Window_SrpgStatus.prototype.contensX = function(x) { return x + (this.itemPadding() / 2); }; Window_SrpgStatus.prototype.contensWidth = function(width) { return width - this.itemPadding(); }; Window_SrpgStatus.prototype.systemWidth = function(swidth, width) { return swidth > 0 ? swidth : Math.floor(width / 3); }; Window_SrpgStatus.prototype.nuun_setContentsFontFace = function(list) { this.contents.fontFace = list.FontFace ? list.FontFace : (list.ValueFontFace ? $gameSystem.numberFontFace() : $gameSystem.mainFontFace()); } Window_SrpgStatus.prototype.dateDisplay = function(list, x, y, width) { switch (list.DateSelect) { case 0: break; case 1: this.drawActorName(this._battler, x, y, width); break; case 2: this.nuunStatusDrawActorNickname(this._battler, x, y, width, list); break; case 3: this.nuunStatusDrawActorClass(this._battler, x, y, width, list); break; case 4: console.log("hoge") this.nuunStatusDrawActorLevel(this._battler, x, y, width, list); break; case 5: this.nuunStatusDrawActorIcons(this._battler, x, y, width, list); break; case 6: this.drawPlaceStateIcon(x, y, this._battler); break; case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: this.drawParams(list, this._battler, x, y, width, list.DateSelect - 10); break; case 19: this.drawParams(list, this._battler, x, y, width, list.DateSelect - 10); break; case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: this.drawParams(list, this._battler, x, y, width, list.DateSelect - 10); break; case 40: this.drawExpInfo(list, this._battler, x, y, width); break; case 41: case 42: case 43: case 44: case 45: this.drawParams(list, this._battler, x, y, width, list.DateSelect); break; case 50: this.drawOriginalStatus(list, this._battler, x, y, width); break; case 51: this.drawName(list, x, y, width); break; case 60: this.drawElement(list, this._battler, x, y, width); break; case 61: this.drawStates(list, this._battler, x, y, width); break; case 62: this.drawEquip(list, this._battler, x, y, width); break; case 70: this.drawDesc(list, this._battler, x, y, width); break; case 90: this.drawProfile(list, this._battler, x, y, width); break; case 100: if (this._battler) { if (this._type === 'actor') { this.drawActorFace(this._battler, x, y); } else if (this._type === 'enemy') { this.drawEnemyFace(this._battler, x, y); } } break; case 101: this.drawCharacterChip(list, this._battler, x, y); break; case 102: this.drawSideViewActor(list, this._battler, x, y); break; case 200: this.drawStatusRadarChart(list, this._battler, x, y); break; case 201: this.drawElementRadarChart(list, this._battler, x, y); break; case 202: this.drawStateRadarChart(list, this._battler, x, y); break; case 300: this.drawStatusCommonImg(list, this._battler, x, y, width); break; case 301: this.drawStatusImg(list, this._battler, x, y, width); break; case 401 : this.drawSrpgMove(list, this._battler, x, y, width); break; case 402 : this.drawSrpgRange(list, this._battler, x, y, width); break; case 403 : this.drawExpGaugeInfo(list, this._battler, x, y, width); break; case 404 : this.drawEnemyFace(list, this._battler, x, y, width); break; case 900: this.drawMastery(list, this._battler, x, y, width);//武器熟練度システム break; case 1000: this.horzLine(list, x, y, width); break; default: break; } }; Window_SrpgStatus.prototype.paramNameShow = function(list, actor, params) { if (list.ParamName) { return list.ParamName; } switch (params) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: return TextManager.param(params); case 9: return TextManager.basic(6); case 10: case 11: return TextManager.param(params - 2); case 12: return this.language_Jp ? "会心率" : 'Critcal Rate'; case 13: return this.language_Jp ? "会心回避率" : 'Critical Evade'; case 14: return this.language_Jp ? "魔法回避率" : 'Magic Evade'; case 15: return this.language_Jp ? "魔法反射率" : 'Magic Reflect'; case 16: return this.language_Jp ? "反撃率" : 'Counter'; case 17: return this.language_Jp ? "HP再生率" : 'HP Regen'; case 18: return this.language_Jp ? "MP再生率" : 'MP Regen'; case 19: return this.language_Jp ? "TP再生率" : 'TP Regen'; case 20: return this.language_Jp ? "狙われ率" : 'Aggro'; case 21: return this.language_Jp ? "防御効果率" : 'Guard'; case 22: return this.language_Jp ? "回復効果率" : 'Recovery'; case 23: return this.language_Jp ? "薬の知識" : 'Item Effect'; case 24: return this.language_Jp ? "MP消費率" : 'MP Cost'; case 25: return this.language_Jp ? "TPチャージ率" : 'TP Charge'; case 26: return this.language_Jp ? "物理ダメージ率" : 'Physical Damage'; case 27: return this.language_Jp ? "魔法ダメージ率" : 'Magical Damage'; case 28: return this.language_Jp ? "床ダメージ率" : 'Floor Damage'; case 29: return this.language_Jp ? "獲得経験率" : 'EXP Gain'; case 42: return TextManager.param(0); case 43: return TextManager.param(1); case 44: return TextManager.basic(2); case 45: return TextManager.basic(4); default: return null; } }; Window_SrpgStatus.prototype.paramShow = function(list, actor, params, detaEval) { //const dactor = actor.actor(); if (detaEval) { return eval(detaEval); } switch (params) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: return actor.param(params); case 9: return actor._tp; case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: return actor.xparam(params - 10) * 100; case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: return actor.sparam(params - 20) * 100; case 42: return actor.param(0); case 43: return actor.param(1); case 44: return actor.hp; case 45: return actor.mp; default: return null; } }; Window_SrpgStatus.prototype.drawMastery = function(list, actor, x, y, width) { try { const windowMastery = SceneManager._scene._statusMasteryWindow; windowMastery.x = x - 4; windowMastery.y = y - 4; this.refreshMastery(); } catch (error) { const log = $gameSystem.isJapanese() ? 'AvPort_dsWeaponMastery.jsが見つかりません。' : "AvPort_dsWeaponMastery.js not found."; throw ["LoadError", log]; } }; Window_SrpgStatus.prototype.horzLine = function(list, x, y, width) { const lineY = y + this.lineHeight() / 2 - 1; this.contents.paintOpacity = 48; this.contents.fillRect(x, lineY, width, 2, NuunManager.getColorCode(list.NameColor)); this.contents.paintOpacity = 255; }; Window_SrpgStatus.prototype.nuunStatusDrawActorClass = function(actor, x, y, width, list) { width = width || 168; this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(actor.currentClass().name, x, y, width); }; Window_SrpgStatus.prototype.nuunStatusDrawActorNickname = function(actor, x, y, width, list) { width = width || 270; this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(actor.nickname(), x, y, width); }; Window_SrpgStatus.prototype.nuunStatusDrawActorFace = function(actor, x, y, width, height) { if (Imported.NUUN_ActorPicture && ActorPictureEXApp) { this.drawFace(actor.getActorGraphicFace(), actor.getActorGraphicFaceIndex(), x, y, width, height); } else { if (this._battler) { if (this._type === 'actor') { Window_SrpgStatusBase.prototype.drawActorFace.call(this, actor, x, y, width, height); } } else if (this._type === 'enemy') { var faceName = actor.enemy().meta.faceName; var faceIndex = Number(actor.enemy().meta.faceIndex); if (!faceName) { this.drawEnemyFaceWhenNoFace(actor, x, y, width, height); } else { this.drawFace(faceName, faceIndex, x, y, width, height); } } } }; Window_SrpgStatus.prototype.nuunStatusDrawActorLevel = function(actor, x, y, width, list) { console.log(this._type) if (this._battler) { console.log(this._type) if (this._type === 'actor') { /* const dactor = actor.actor(); const aclass = actor.currentClass(); */ this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); let margin = 0; /* if (list.Back) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); } if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } */ let systemWidth = this.systemWidth(list.SystemItemWidth, width); const nameText = list.ParamName ? list.ParamName : TextManager.levelA; const text = list.DetaEval ? eval(list.DetaEval) : actor.level; this.drawText(nameText, x + margin, y, systemWidth - margin); this.resetTextColor(); this.nuun_setContentsFontFace(list); this.drawText(text, x + systemWidth + this.itemPadding(), y, width - (systemWidth + this.itemPadding()), (list.Align || 'right')); } else if (this._type === 'enemy') { if (actor.level > 0) { this.changeTextColor(ColorManager.systemColor()); this.drawText(TextManager.levelA, x, y, 48); this.resetTextColor(); this.drawText(actor.level, x + 64, y, 42); } } } }; Window_SrpgStatus.prototype.nuunStatusDrawActorIcons = function(actor, x, y, width, list) { let icons = []; let states = []; //const dactor = actor.actor(); //const aclass = actor.currentClass(); const iconWidth = ImageManager.iconWidth; const dataEval = list.DetaEval; if (dataEval) { const stateList = dataEval.split(','); for (const id of stateList) { Array.prototype.push.apply(states, this.nuun_getListIdData(id)); } icons = actor.allIcons().filter(icon => states.some(id => $dataStates[id].iconIndex === icon)).slice(0, Math.floor(width / iconWidth)); let iconX = x; for (const icon of icons) { this.drawIcon(icon, iconX, y + 2); iconX += iconWidth; } } else { Window_StatusBase.prototype.drawActorIcons.call(this, actor, x, y, width); } }; Window_SrpgStatus.prototype.drawPlaceStateIcon = function(x, y, actor) { const hw = Math.floor(ImageManager.iconWidth / 2); this.placeStateIcon(actor, x + hw, y + hw); }; Window_SrpgStatus.prototype.drawParams = function(list, actor, x, y, width, params) { //const dactor = actor.actor(); //const aclass = actor.currentClass(); if (params === 0) { this.placeGaugeSrpg(actor, "hp", x, y); } else if (params === 1) { this.placeGaugeSrpg(actor, "mp", x, y); } else if (params === 9) { this.placeGaugeSrpg(actor, "tp", x, y); } else { this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); let margin = 0; /* if (list.Back) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); } if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } */ let systemWidth = this.systemWidth(list.SystemItemWidth, width); const nameText = this.paramNameShow(list, actor, params); let text = this.paramShow(list, actor, params, list.DetaEval); this.drawText(nameText, x + margin, y, systemWidth - margin); if (params >= 10 && params < 40) { text = NuunManager.numPercentage(text, (list.Decimal - 2) || 0, DecimalMode); } if (params >= 2 && params < 8) { text += list.paramUnit ? String(list.paramUnit) : ""; } else if (params >= 10 && params < 30) { text += list.paramUnit ? String(list.paramUnit) : " %"; } else if (params === 42 || params === 43) { text += list.paramUnit ? String(list.paramUnit) : ""; } if (params === 44) { this.changeTextColor(ColorManager.hpColor(actor)); } else if (params === 45) { this.changeTextColor(ColorManager.mpColor(actor)); } else { this.resetTextColor(); } this.nuun_setContentsFontFace(list); this.drawText(text, x + systemWidth + this.itemPadding(), y, width - (systemWidth + this.itemPadding()), (list.Align || 'right')); } }; Window_SrpgStatus.prototype.drawSrpgMove = function(list, _battler, x, y, width) { this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); let margin = 0; let systemWidth = this.systemWidth(list.SystemItemWidth, width); const nameText = list.ParamName ? list.ParamName : _textSrpgMove; let text = _battler.srpgMove(); this.drawText(nameText, x + margin, y, systemWidth - margin); this.resetTextColor(); this.nuun_setContentsFontFace(list); this.drawText(text, x + systemWidth + this.itemPadding(), y, width - (systemWidth + this.itemPadding()), (list.Align || 'right')); } Window_SrpgStatus.prototype.drawSrpgRange= function(list, _battler, x, y, width) { this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); let margin = 0; let systemWidth = this.systemWidth(list.SystemItemWidth, width); const nameText = list.ParamName ? list.ParamName : _textSrpgRange; var text = ''; if (this._battler.srpgWeaponMinRange() > 0) { text += this._battler.srpgWeaponMinRange() + '-'; } text += this._battler.srpgWeaponRange(); this.drawText(nameText, x + margin, y, systemWidth - margin); this.resetTextColor(); this.nuun_setContentsFontFace(list); this.drawText(text, x + systemWidth + this.itemPadding(), y, width - (systemWidth + this.itemPadding()), (list.Align || 'right')); } Window_StatusBase.prototype.drawActorSrpgEqiup = function(actor, x, y,width) { var weapon = actor.weapons()[0] var default_width = 96+240; var rate = width / default_width; titlewidth = 96 * rate; contensWidth = 240 * rate; this.changeTextColor(ColorManager.systemColor()); this.drawText(_textSrpgEquip, x, y, titlewidth); this.resetTextColor(); if (actor.isEquipValid(weapon)) { this.drawItemName(weapon, x + titlewidth, y, contensWidth); } else { this.drawText(_textSrpgNone, x + titlewidth, y, contensWidth); } }; Window_SrpgStatus.prototype.drawEquip = function(list, actor, x, y, width) { if (this._battler) { if (this._type === 'actor') { this.drawActorSrpgEqiup(this._battler, x, y, width); } else if (this._type === 'enemy') { this.drawEnemySrpgEqiup(this._battler, x, y, width); } } /* const dactor = actor.actor(); const aclass = actor.currentClass(); this.contentsFontSize(list); const lineHeight = this.lineHeight(); const equips = this._actor.equips(); const showEquips = this.getShowEquipList(actor); const e1uipsLength = list.EquipNum > 0 ? list.EquipNum : equips.length; let x2 = 0; let y2 = y; let width2 = width; this.changeTextColor(NuunManager.getColorCode(list.NameColor)); const nameText = list.ParamName; if (nameText) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.drawText(nameText, x + margin, y, width - margin); y2 += lineHeight; } if (list.Back) { width2 = this.contensWidth(width); x2 = this.contensX(x); } let contentsY = y2; for (let i = 0; i < e1uipsLength; i++) { const index = i + (list.EquipStartIndex || 0); const slotName = this.actorSlotName(actor, index); if (slotName && this.isShowSlot(actor, index) && (!showEquips || (showEquips && showEquips.some(data => data === slotName)))) { let sw = 0; let iconWidth = 0; if (list.Back) { this.drawContentsBackground(list.Back, x, contentsY, width); } const item = equips[index]; if (EquipNameVisible > 1) {//アイコン表示 const iconId = EquipIcons[i] ? EquipIcons[i].EquipIconId : 0; if (iconId > 0) { this.drawIcon(iconId, x2, contentsY + 2); } iconWidth = ImageManager.iconWidth + (EquipNameVisible === 2 ? 24 : 4); } if (EquipNameVisible === 1 || EquipNameVisible === 3) {//デフォルト sw += this.systemWidth(list.SystemItemWidth, width2); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(slotName, x2 + iconWidth, contentsY, sw); } sw += iconWidth; this.resetTextColor(); this.drawItemName(item, x2 + sw, contentsY, width2 - sw); contentsY += lineHeight; } } */ }; Window_SrpgStatus.prototype.contentsFontSize = function(list) { this.contents.fontSize = $gameSystem.mainFontSize() + DefaultFontSize + (list.FontSize || 0); }; Window_SrpgStatus.prototype.drawProfile = function(list, actor, x, y, width) { const text = list.paramName; this.contentsFontSize(list); if (text) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(text, x + margin, y, width - margin); y += this.lineHeight(); } const profileText = actor.profile(); this.resetTextColor(); this.drawTextEx(profileText, x, y, width); this.resetFontSettings(); }; Window_SrpgStatus.prototype.drawDesc = function(list, actor, x, y, width) { const textName = list.paramName; this.contentsFontSize(list); if (textName) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(textName, x + margin, y, width - margin); y += this.lineHeight(); } this.resetTextColor(); const method = list.textMethod; const text = list.DetaEval === 'actorclass' ? actor.currentClass().meta[method] : actor.actor().meta[method]; if (!!text) { this.drawTextEx(text, x, y, width); } this.resetFontSettings(); }; Window_SrpgStatus.prototype.drawName = function(list, x, y, width) { const text = list.ParamName; this.contentsFontSize(list); if (text) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(text, x + margin, y, width - margin, (list.Align || 'left')); } this.resetTextColor(); }; Window_SrpgStatus.prototype.drawOriginalStatus = function(list, actor, x, y, width) { //const dactor = actor.actor(); //const aclass = actor.currentClass(); this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); if (list.Back) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); } let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } const systemWidth = this.systemWidth(list.SystemItemWidth, width); const nameText = list.ParamName; let text = list.DetaEval ? eval(list.DetaEval) : undefined; if (text !== undefined) { if (typeof(text) === 'number') { text = NuunManager.numPercentage(text, (list.Decimal - 2) || 0, DecimalMode); } if (nameText) { this.drawText(nameText, x + margin, y, systemWidth - margin); } this.resetTextColor(); this.nuun_setContentsFontFace(list); text += list.paramUnit ? String(list.paramUnit) : ""; console.log(nameText) console.log(text) this.drawText(text, x + systemWidth + this.itemPadding(), y, width - (systemWidth + this.itemPadding()), (list.Align || 'right')); console.log(text) } }; Window_SrpgStatus.prototype.drawElement = function(list, actor, x, y, width) { //const dactor = actor.actor(); // const aclass = actor.currentClass(); const lineHeight = this.lineHeight(); this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); const nameText = list.ParamName; let x2 = x; let y2 = y; let width2 = width; if (nameText) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.drawText(nameText, x + margin, y, width - margin); y2 += lineHeight; } width = (width - this.colSpacing() * (ElementResistCol - 1)) / ElementResistCol; if (ElementResist) { const elementResistlength = ElementResist.length; for (let i = 0; i < elementResistlength; i++) { x2 = Math.floor(i % ElementResistCol) * (width + this.itemPadding()) + x; y2 = Math.floor(i / ElementResistCol) * lineHeight + y; let elementId = ElementResist[i].ElementNo; let systemWidth = 0; if (elementId > 0) { if (list.Back) { this.drawContentsBackground(list.Back, x2, y2, width); x2 = this.contensX(x2); width2 = this.contensWidth(width); } let iconId = ElementResist[i].ElementIconId; if (ElementResistText || !iconId) { const name = $dataSystem.elements[elementId]; systemWidth += this.systemWidth(list.SystemItemWidth, width2); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(name, x2, y2, systemWidth); } else if (iconId > 0) { this.drawIcon(iconId, x2, y2 + 2); systemWidth += ImageManager.iconWidth + 4; } let rate = actor.elementRate(elementId) * 100; rate = NuunManager.numPercentage(rate, list.Decimal || 0, DecimalMode); const r = rate; rate += list.paramUnit ? String(list.paramUnit) : "%"; const rateText = list.DetaEval ? eval(list.DetaEval) : rate; this.resetTextColor(); this.nuun_setContentsFontFace(list); this.drawText(rateText, x2 + systemWidth + this.itemPadding(), y2, width2 - (systemWidth + this.itemPadding()), (list.Align || 'right')); } } } }; Window_SrpgStatus.prototype.drawStates = function(list, actor, x, y, width) { //const dactor = actor.actor(); //const aclass = actor.currentClass(); const lineHeight = this.lineHeight(); this.contentsFontSize(list); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); const nameText = list.ParamName; let x2 = x; let y2 = y; let width2 = width; if (nameText) { let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } this.drawText(nameText, x + margin, y, width - margin); y2 += lineHeight; } width = (width - this.colSpacing() * (StateResistCol - 1)) / StateResistCol; if (StateResist) { const stateResistlength = StateResist.length; for (let i = 0; i < stateResistlength; i++) { x2 = Math.floor(i % StateResistCol) * (width + this.itemPadding()) + x; y2 = Math.floor(i / StateResistCol) * lineHeight + y; let stateId = StateResist[i].StateNo; let systemWidth = 0; if (stateId > 0) { if (list.Back) { this.drawContentsBackground(list.Back, x2, y2, width); x2 = this.contensX(x2); width2 = this.contensWidth(width); } let iconId = StateResist[i].StateIconId > 0 ? StateResist[i].StateIconId : $dataStates[stateId].iconIndex; if (StateResistText || iconId === 0) { const name = $dataStates[stateId].name; systemWidth += this.systemWidth(list.SystemItemWidth, width2); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(name, x2, y2, systemWidth); } else if (iconId > 0) { this.drawIcon(iconId, x2, y2 + 2); systemWidth += ImageManager.iconWidth + 4; } let rate = actor.stateRate(stateId) * 100 * (actor.isStateResist(stateId) ? 0 : 1); rate = NuunManager.numPercentage(rate, list.Decimal || 0, DecimalMode); const r = rate; rate += list.paramUnit ? String(list.paramUnit) : "%"; const rateText = list.DetaEval ? eval(list.DetaEval) : rate; if (actor.isStateResist(stateId)) { this.changeTextColor(NuunManager.getColorCode(StateResistColor)); } else { this.resetTextColor(); } this.nuun_setContentsFontFace(list); this.drawText(rateText, x2 + systemWidth + this.itemPadding(), y2, width2 - (systemWidth + this.itemPadding()), (list.Align || 'right')); } } } }; Window_SrpgStatus.prototype.drawExpInfo = function(list, actor, x, y, width) { this.contentsFontSize(list); let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } const expTotal = !list.ParamName ? TextManager.expTotal.format(TextManager.exp) : list.ParamName; const lineHeight = this.lineHeight(); this.changeTextColor(NuunManager.getColorCode(list.NameColor)); this.drawText(expTotal, x + margin, y, width - margin); this.resetTextColor(); this.nuun_setContentsFontFace(list); this.drawText(this.expTotalValue(), x, y + lineHeight * 1, width, "right"); }; Window_SrpgStatus.prototype.drawExpGaugeInfo = function(list, actor, x, y, width) { const lineHeight = this.lineHeight(); this.contentsFontSize(list); /* let margin = 0; if (list.IconId > 0) { this.drawIcon(list.IconId, x, y + list.IconY); margin = ImageManager.iconWidth + 4; } */ this.placeGaugeSrpg(actor, "exp", x , y ); //this.changeTextColor(NuunManager.getColorCode(list.NameColor)); //this.drawText(expNext, x + margin, y, width - margin); //this.resetTextColor(); }; /* Window_SrpgStatus.prototype.placeExpGauge = function(actor, x, y) { const type = 'exp' if (Imported.NUUN_GaugeImage) { this.placeGaugeImg(actor, type, x, y); } const key = "actor%1-gauge-%2".format(actor.actorId(), type); const sprite = this.createInnerSprite(key, Sprite_StatusExpGauge); sprite.setup(actor, type); sprite.move(x, y); sprite.show(); }; */ Window_SrpgStatus.prototype.placeGauge = function(actor, type, x, y) { if (Imported.NUUN_GaugeImage) { this.placeGaugeImg(actor, type, x, y); } const key = "actor%1-gauge-%2".format(actor.actorId(), type); let sprite; if (type === 'hp') { sprite = this.createInnerSprite(key, Sprite_StatusHPGauge); } else if (type === 'mp') { sprite = this.createInnerSprite(key, Sprite_StatusMPGauge); } else if (type === 'tp') { sprite = this.createInnerSprite(key, Sprite_StatusTPGauge); } else { sprite = this.createInnerSprite(key, Sprite_StatusGauge); } sprite.setup(actor, type); sprite.move(x, y); sprite.show(); }; Window_SrpgStatus.prototype.drawStatusCommonImg = function(list, actor, x, y, width) { const bitmap = ImageManager.nuun_LoadPictures(list.ImgData); if (bitmap && !bitmap.isReady()) { bitmap.addLoadListener(this.drawImg.bind(this, bitmap, list, x, y, width)); } else if (bitmap) { this.drawImg(bitmap, list, x, y, width); } }; Window_SrpgStatus.prototype.drawStatusImg = function(list, item, x, y, width) { const dataImg = this.getActorStatusImg(list, item); if (dataImg) { const bitmap = ImageManager.nuun_LoadPictures(dataImg[0]); x += Number(dataImg[1]) || 0; y += Number(dataImg[2]) || 0; if (!bitmap.isReady()) { bitmap.addLoadListener(this.drawImg.bind(this, bitmap, list, x, y, width)); } else if (bitmap) { this.drawImg(bitmap, list, x, y, width); } } }; Window_SrpgStatus.prototype.drawImg = function(bitmap, list, x, y, width) { //const height = list.ImgMaxHeight * this.lineHeight(); //const scalex = Math.min(1.0, width / bitmap.width); //const scaley = Math.min(1.0, height / bitmap.height); //const scale = scalex > scaley ? scaley : scalex; const actor = this._actor; //const dactor = actor.actor(); //const aclass = actor.currentClass(); if (list.DetaEval && !eval(list.DetaEval)) { return; } const dw = Math.floor(bitmap.width); const dh = Math.floor(bitmap.height); x += Math.floor(width / 2 - dw / 2); this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, x, y, dw, dh); }; Window_SrpgStatus.prototype.getActorStatusImg = function(list, actor) { let arr = []; if (actor.actor().meta[list.textMethod]) { arr = actor.actor().meta[list.textMethod].split(','); } else if (actor.currentClass().meta[list.textMethod]) { arr = actor.currentClass().meta[list.textMethod].split(','); } else { return null; } arr[0] = ImgFolder +"/"+ arr[0].trim(); return arr; }; Window_SrpgStatus.prototype.drawCharacterChip = function(list, actor, x, y) { this.characterChipSprite(actor, x, y); }; Window_SrpgStatus.prototype.drawSideViewActor = function(list, actor, x, y) { this.svActoeSprite(actor, x, y); }; Window_SrpgStatus.prototype.drawStatusRadarChart = function(list, actor, x, y) { if (!Imported.NUUN_RadarChartBase) { return; } this.actorStatusRadarChart(this.setActorStatusChart(actor), actor, x, y,'status'); }; Window_SrpgStatus.prototype.drawElementRadarChart = function(list, actor, x, y) { if (!Imported.NUUN_RadarChartBase) { return; } this.actorElementRadarChart(this.setActorElementChart(actor), actor, x, y,'element'); }; Window_SrpgStatus.prototype.drawStateRadarChart = function(list, actor, x, y) { if (!Imported.NUUN_RadarChartBase) { return; } this.actorStateRadarChart(this.setActorStateChart(actor), actor, x, y,'state'); }; Window_SrpgStatus.prototype.expTotalValue = function() { if (this._battler.isMaxLevel()) { return "-------"; } else { return this._battler.currentExp(); } }; Window_SrpgStatus.prototype.expNextValue = function() { if (this._battler.isMaxLevel()) { return "-------"; } else { return this._battler.nextRequiredExp(); } }; // アクターのステータスの描画 Window_SrpgStatus.prototype.drawContentsActor = function() { var lineHeight = this.lineHeight(); /* this.drawActorName(this._battler, 6, lineHeight * 0); this.drawActorClass(this._battler, 192, lineHeight * 0); if (this._flip) { this.drawActorFace(this._battler, 6, lineHeight * 1); this.drawBasicInfoActor(176, lineHeight * 1); } else { this.drawActorFace(this._battler, 220, lineHeight * 1); this.drawBasicInfoActor(6, lineHeight * 1); } this.drawActorSrpgEqiup(this._battler, 6, lineHeight * 5); this.drawParameters(6, lineHeight * 6); this.drawSrpgParameters(6, lineHeight * 9); */ const list = Paramlist_Actor console.log(list) for (const data of list) { this.resetFontSettings(); const x_Position = data.X_Position; const position = Math.min(x_Position, this.maxCols()); const rect = this.itemRect(position - 1); const x = rect.x + (data.X_Coordinate + data.X_Position); const y = (data.Y_Position - 1) * lineHeight + rect.y + data.Y_Coordinate; const width = data.ItemWidth && data.ItemWidth > 0 ? data.ItemWidth : this.widthMode(data.WideMode, rect); console.log(data) this.dateDisplay(data, x, y, width); } }; // エネミーのステータスの描画 Window_SrpgStatus.prototype.drawContentsEnemy = function() { var lineHeight = this.lineHeight(); /* var lineHeight = this.lineHeight(); this.drawActorName(this._battler, 6, lineHeight * 0); this.drawEnemyClass(this._battler, 192, lineHeight * 0); if (this._flip) { this.drawEnemyFace(this._battler, 6, lineHeight * 1); this.drawBasicInfoEnemy(176, lineHeight * 1); } else { this.drawEnemyFace(this._battler, 220, lineHeight * 1); this.drawBasicInfoEnemy(6, lineHeight * 1); } this.drawEnemySrpgEqiup(this._battler, 6, lineHeight * 5); this.drawParameters(6, lineHeight * 6); this.drawSrpgParameters(6, lineHeight * 9); */ const list = Paramlist_Enemy console.log("hoge") for (const data of list) { this.resetFontSettings(); const x_Position = data.X_Position; const position = Math.min(x_Position, this.maxCols()); const rect = this.itemRect(position - 1); const x = rect.x + (data.X_Coordinate + data.X_Position); const y = (data.Y_Position - 1) * lineHeight + rect.y + data.Y_Coordinate; const width = data.ItemWidth && data.ItemWidth > 0 ? data.ItemWidth : this.widthMode(data.WideMode, rect); console.log(data) this.dateDisplay(data, x, y, width); } }; // アクターのLv, EXP, ステート、HP, MP, TPの描画 Window_SrpgStatus.prototype.drawBasicInfoActor = function(x, y) { var lineHeight = this.lineHeight(); this.drawActorLevel(this._battler, x, y + lineHeight * 0); this.drawActorIcons(this._battler, x, y + lineHeight * 1); this.placeBasicGaugesSrpg(this._battler, x, y + lineHeight * 2); }; // エネミーのLv, ステート、HP, MP, TPの描画 Window_SrpgStatus.prototype.drawBasicInfoEnemy = function(x, y) { var lineHeight = this.lineHeight(); this.drawEnemyLevel(this._battler, x, y + lineHeight * 0); this.drawActorIcons(this._battler, x, y + lineHeight * 1); this.placeBasicGaugesSrpg(this._battler, x, y + lineHeight * 2); }; Window_StatusBase.prototype.drawEnemyLevel = function(enemy, x, y) { if (enemy.level > 0) { this.changeTextColor(ColorManager.systemColor()); this.drawText(TextManager.levelA, x, y, 48); this.resetTextColor(); this.drawText(enemy.level, x + 64, y, 42); } }; Window_StatusBase.prototype.placeBasicGaugesSrpg = function(battler, x, y) { this.placeGaugeSrpg(battler, "hp", x, y); this.placeGaugeSrpg(battler, "mp", x, y + this.gaugeLineHeight()); if ($dataSystem.optDisplayTp) { this.placeGaugeSrpg(battler, "tp", x, y + this.gaugeLineHeight() * 2); } }; // 攻撃力などパラメータの描画 Window_SrpgStatus.prototype.drawParameters = function(x, y) { var lineHeight = this.lineHeight(); for (var i = 0; i < 6; i++) { var paramId = i + 2; var x2 = x + 188 * (i % 2); var y2 = y + lineHeight * Math.floor(i / 2); this.changeTextColor(ColorManager.systemColor()); this.drawText(TextManager.param(paramId), x2, y2, 120); this.resetTextColor(); this.drawText(this._battler.param(paramId), x2 + 120, y2, 48, 'right'); } }; // 移動力と武器射程の描画 Window_SrpgStatus.prototype.drawSrpgParameters = function(x, y) { console.log(this._battler ); console.log(this._battler.tec); this.changeTextColor(this.systemColor()); this.drawText("技", x, y, 120); this.resetTextColor(); this.drawText(this._battler.tec, x + 120, y, 48, 'right'); //射程か移動力出したい this.changeTextColor(this.systemColor()); this.drawText("移動力", x + 188, y, 120); this.resetTextColor(); this.drawText(this._battler.srpgMove(), x + 188 + 72, y, 96, 'right'); /* this.changeTextColor(this.systemColor()); this.drawText("射程", x + 188, y, 120); this.resetTextColor(); var text = ''; if (this._battler.srpgWeaponMinRange() > 0) { text += this._battler.srpgWeaponMinRange() + '-'; } text += this._battler.srpgWeaponRange(); this.drawText(text, x + 188 + 72, y, 96, 'right'); */ }; })(this);