Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Scan skill should show states
#1
Greetings, happy that I've refound this Forum :)
I have a problem/request on a little scriptie that us troubling me.
Its regarding a Scan skill script from Atoas acbs. It analyses the HP/SP, lvl, STR,AGI,DEX,INT, elemental weakness when used on an enemy. Only problem I have is that the script doesnt analyses the states weakness of the enemy like if its weak or immune against poison, blind. Whats gives me bigger headache is that the negative states in my game are not in a direct order. It would be very good wise if I could actually chose which states should be displayed and which not. Also since I've many states It would be useful if its would be possible to display many states. It would'nt disturb me at all if the scan window would fully cover the screen.
So, my question is actually if its possible to edit the script like explained above. :))

Code:
#==============================================================================
# Skill Scan
# By Atoa
#==============================================================================
# With this you can create an 'scan' skill
# wich allows you to check enemy status.
#==============================================================================

module Atoa
  
  # ID of the scan skills
  Scan_Skills_ID = [109]
  
  # Enemies that can't be scanned
  No_Scan_Enemies = []
  
  # Scan text font size
  Scan_Window_Font_Size = 18
  
  # Scan_Window_Settings = [Position X, Position Y, Width, Height, Opacity, Trasparent Edge]
  Scan_Window_Settings = [0 , 0, 352, 320, 160, false]
  
  # Image filename for window background, must be on the Windowskin folder
  Scan_Window_Bg = ''

  # Position of the backgroun image
  # Party_Command_Window_Bg_Postion = [Position X, Position Y]
  Scan_Window_Bg_Postion = [0 , 0]
  
  # Information shown in the window
  Scan_Infos = ['name', 'level', 'class', 'hp', 'sp', 'status', 'exp', 'element']
  # Add the name of the info you wish to show
  # 'name' = Shows target name
  # 'level' = Shows target level, for enemies check 'Scan_Enemy_Level'
  # 'class' = Shows target class, for enemies check 'Scan_Enemy_Class'
  # 'hp' = Shows target HP
  # 'sp' = Shows target SP
  # 'status = Shows target Status
  # 'exp' = Shows Exp given by target
  # 'elements' = Shows target elemental resistance
  
  # Postion of target name in the window
  Scan_Name_Postion = [0,0]
  
  # Postion of target hp in the window
  Scan_Hp_Postion = [0,52]
  
  # Postion of target sp in the window
  Scan_Sp_Postion = [0,76]
  
  # Postion of target exp in the window
  Scan_Exp_Postion = [184,0]
  
  # Postion of target status in the window
  Scan_Status_Postion = [0,104]

  # Status shown
  Scan_Status_Shown = ['atk','pdef','mdef','str','dex','int','agi']
  # Add here the name of the status you wish to show:
  # 'atk','pdef','mdef','str','dex','int','agi'
  
  # Distance between the status name and the value
  Scan_Status_Distance = 96
  
  # Postion of target level in the window
  Scan_Level_Postion = [128,0]

  # Enemies level, this have no influence in the enemy power, it's just
  # the value shown in the scan window
  # Scan_Enemy_Level = {Enemy_ID => Level}
  Scan_Enemy_Level = {1 => 1}
  
  # Postion of target class in the window
  Scan_Class_Postion = [0,24]
  
  # Enemies class, this have no influence in the enemy power, it's just
  # the value shown in the scan window
  # Scan_Enemy_Class = {Enemy_ID => Class}
  Scan_Enemy_Class = {1 => 'Undead'}
    
  # Postion of target elemental resistance in the window
  Scan_Element_Position = [196,64]
  
  # Max number of elements shown in a column, max value = 8
  Scan_Max_Elements_Shown = 8
  
  # Exhibition of elemental resistance
  Scan_Element_Resists_Exhibition = 0
  # 0 = custom exhibition
  # 1 = exhibition by numbers, value shows target resistance
  # 2 = exhibition by numbers, value damage multiplication
  
  # Elemental resist text if 'Element_Resists_Exhibition = 0'
  Scan_Element_Resist =  ['Weakest','Weak','Normal','Resist','Imune','Absorb']
  
  # Configuration of the elemental resist text color
  #                             red blue green
  Scan_Weakest_Color = Color.new(255,   0,   0)
  Scan_Weak_Color    = Color.new(255, 128,  64)
  Scan_Neutral_Color = Color.new(255, 255, 255)
  Scan_Resist_Color  = Color.new(  0, 128, 255)
  Scan_Imune_Color   = Color.new(  0, 255, 255)
  Scan_Absorb_Color  = Color.new(  0, 255,   0)
end

#==============================================================================
# ** Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa Scan'] = true

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :target_scan
  attr_accessor :scan_count
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_scan initialize
  def initialize
    initialize_scan
    @target_scan = []
    @scan_count = 0
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :level
  attr_accessor :class_name
  #--------------------------------------------------------------------------
  # * Get level
  #--------------------------------------------------------------------------
  def level
    return Scan_Enemy_Level[@enemy_id] if Scan_Enemy_Level.include?(@enemy_id)
    return 1
  end
  #--------------------------------------------------------------------------
  # Definir nome da Classe
  #--------------------------------------------------------------------------
  def class_name
    return Scan_Enemy_Class[@enemy_id] if Scan_Enemy_Class.include?(@enemy_id)
    return ''
  end
end

#==============================================================================
# ** Window_Scan
#------------------------------------------------------------------------------
#  This window shows enemy information
#==============================================================================

class Window_Scan < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battler
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     battler : battler
  #--------------------------------------------------------------------------
  def initialize(battler)
    x,y = Scan_Window_Settings[0], Scan_Window_Settings[1]
    w,h = Scan_Window_Settings[2], Scan_Window_Settings[3]
    super(x,y,w,h)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 4950
    if Scan_Window_Bg != nil
      @background_image = Sprite.new
      @background_image.bitmap = RPG::Cache.windowskin(Scan_Window_Bg)
      @background_image.x = self.x + Scan_Window_Bg_Postion[0]
      @background_image.y = self.y + Scan_Window_Bg_Postion[1]
      @background_image.z = self.z - 1
      @background_image.visible = self.visible
    end
    self.back_opacity = Scan_Window_Settings[4]
    self.opacity = Scan_Window_Settings[4] if Scan_Window_Settings[5]
    @battler = battler
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
    @background_image.dispose if @background_image != nil
  end
  #--------------------------------------------------------------------------
  # * Window visibility
  #     n : opacity
  #--------------------------------------------------------------------------
  def visible=(n)
    super
    @background_image.visible = n if @background_image != nil
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = Scan_Window_Font_Size
    fake = (No_Scan_Enemies.include?(@battler.id) and not @battler.actor?)
    if Scan_Infos.include?('name')
      draw_actor_name(@battler, Scan_Name_Postion[0], Scan_Name_Postion[1])
    end
    if Scan_Infos.include?('class')
      draw_actor_class(@battler, Scan_Class_Postion[0], Scan_Class_Postion[1])
    end
    if Scan_Infos.include?('element')
      draw_element_resist(@battler, Scan_Element_Position[0], Scan_Element_Position[1])
    end
    if Scan_Infos.include?('level')
      draw_actor_level(@battler, Scan_Level_Postion[0], Scan_Level_Postion[1], fake)
    end
    if Scan_Infos.include?('hp')
      draw_actor_hp(@battler, Scan_Hp_Postion[0], Scan_Hp_Postion[1], 160, fake)
    end
    if Scan_Infos.include?('sp')
      draw_actor_sp(@battler, Scan_Sp_Postion[0], Scan_Sp_Postion[1], 160, fake)
    end
    if Scan_Infos.include?('status')
      for i in 0...Scan_Status_Shown.size
        draw_actor_parameter(@battler, Scan_Status_Postion[0],
          Scan_Status_Postion[1] + i * (Scan_Window_Font_Size + 2), Scan_Status_Shown[i],
          Scan_Status_Distance, fake)
      end
    end
    if Scan_Infos.include?('exp') and not @battler.actor?
      x, y = Scan_Exp_Postion[0], Scan_Exp_Postion[1]
      self.contents.draw_text(x, y, 72, 32, 'Exp:')
      exp = fake ? '?????' : @battler.exp.to_s
      self.contents.draw_text(x, y, 128, 32, exp, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Name
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y)
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  #--------------------------------------------------------------------------
  # * Draw Class
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 236, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  # * Draw Level
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, x, y, fake = false)
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = system_color
    name='Nv'
    size = contents.text_size(name).width
    self.contents.draw_text(x, y, size + 4, 32, name)
    self.contents.font.color = normal_color
    level = fake ? '??' : actor.level.to_s
    self.contents.draw_text(x + size, y, 24, 32, level, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type
  #     w     : width
  #     fake  : hide parameter
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type, w = 132, fake = false)
    case type
    when 'atk'
      parameter_name=%24data_system%2Ewords%2Eatk
      parameter_value = actor.atk
    when 'pdef'
      parameter_name=%24data_system%2Ewords%2Epdef
      parameter_value = actor.pdef
    when 'mdef'
      parameter_name=%24data_system%2Ewords%2Emdef
      parameter_value = actor.mdef
    when 'str'
      parameter_name=%24data_system%2Ewords%2Estr
      parameter_value = actor.str
    when 'dex'
      parameter_name=%24data_system%2Ewords%2Edex
      parameter_value = actor.dex
    when 'agi'
      parameter_name=%24data_system%2Ewords%2Eagi
      parameter_value = actor.agi
    when 'int'
      parameter_name=%24data_system%2Ewords%2Eint
      parameter_value = actor.int
    when 'eva'
      parameter_name=Stat_Eva
      parameter_value = actor.eva
    when 'hit'
      parameter_name=Stat_Hit
      parameter_value = actor.hit
    when 'crt'
      parameter_name=Stat_Crt
      parameter_value = actor.crt
    when 'dmg'
      parameter_name=Stat_Dmg
      parameter_value = actor.dmg
    when 'rcrt'
      parameter_name=Stat_Res_Crt
      parameter_value = actor.rcrt
    when 'rdmg'
      parameter_name=Stat_Res_Dmg
      parameter_value = actor.rdmg
    end
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, w + 32, 32, parameter_name)
    self.contents.font.color = normal_color
    status = fake ? '???' : parameter_value.to_s
    self.contents.draw_text(x + w, y, 64, 32, status, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #     fake  : hide parameter
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 144, fake = false)
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    hp_x = x + width - 108
    hp = fake ? '????' : actor.hp.to_s
    self.contents.draw_text(hp_x, y, 48, 32, hp, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(hp_x + 48, y, 12, 32, '/', 1)
    self.contents.font.bold = true
    maxhp = fake ? '????' : actor.maxhp.to_s
    self.contents.draw_text(hp_x + 60, y, 48, 32, maxhp)
    self.contents.font.bold = false
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #     fake  : hide parameter
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144, fake = false)
    self.contents.font.size = Scan_Window_Font_Size
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    sp_x = x + width - 108
    sp = fake ? '????' : actor.sp.to_s
    self.contents.draw_text(sp_x, y, 48, 32, sp, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(sp_x + 48, y, 12, 32, '/', 1)
    self.contents.font.bold = true
    maxsp = fake ? '????' : actor.maxsp.to_s
    self.contents.draw_text(sp_x + 60, y, 48, 32, maxsp)
    self.contents.font.bold = false
  end
  #--------------------------------------------------------------------------
  # * Draw elemental resistance
  #     battler : actor
  #     x       : draw spot x-coordinate
  #     y       : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_element_resist(battler, x, y)
    self.contents.font.size = Scan_Window_Font_Size
    max_elment = [Scan_Max_Elements_Shown, 8].min
    y = y + (200 - (max_elment * 25)) / 2
    if battler.actor? and not $atoa_script['Atoa New Resistances']
      elements = $data_classes[battler.class_id].element_ranks
    elsif battler.actor? and $atoa_script['Atoa New Resistances']
      elements = battler.elemental_resist
    else
      elements = $data_enemies[battler.id].element_ranks
    end
    base = value = 0
    case Scan_Element_Resists_Exhibition
    when 0
      table = [0] + Scan_Element_Resist
    when 1
      table = [0] + ['-100%','-50%','0%','50%','100%','200%']
    else
      table = [0] + ['200%','150%','100%','50%','0%','-100%']
    end
    for i in 0...$data_system.elements.size
      begin
        bitmap = RPG::Cache.icon($data_system.elements[i] + '_elm')
        self.contents.blt(x + (base * 112), y + (value * 25), bitmap, Rect.new(0, 0, 24, 24))
        result = table[elements[i]]
        case elements[i]
        when 1
          self.contents.font.color = Scan_Weakest_Color
        when 2
          self.contents.font.color = Scan_Weak_Color
        when 3
          self.contents.font.color = Scan_Neutral_Color
        when 4
          self.contents.font.color = Scan_Resist_Color
        when 5
          self.contents.font.color = Scan_Imune_Color
        when 6
          self.contents.font.color = Scan_Absorb_Color
        end
        case Scan_Element_Resists_Exhibition
        when 0
          self.contents.draw_text(x + 28 + (base * 112), y - 4 + (value * 25), 180, 32,
            result.to_s, 0)
        else
          self.contents.draw_text(x + (base * 112), y - 4 + (value * 25), 72, 32,
            result.to_s, 2)
        end
        value += 1
        base += 1 if value == max_elment
        value = value % max_elment
      rescue
      end
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Update battler phase 4 (part 1)
  #     battler : active battler
  #--------------------------------------------------------------------------
  alias step4_part1_scan step4_part1
  def step4_part1(battler)
    if battler.now_action.is_a?(RPG::Skill) and
       Scan_Skills_ID.include?(now_id(battler))
      for target in battler.target_battlers
        battler.target_scan << target unless battler.target_scan.include?(target)
      end
    end
    step4_part1_scan(battler)
  end
  #--------------------------------------------------------------------------
  # * Check no damage
  #     battler : battler
  #     target  : target
  #--------------------------------------------------------------------------
  alias no_damage_scan no_damage
  def no_damage(battler, target)
    return true if battler.target_scan.include?(target)
    return no_damage_scan(battler, target)
  end
  #--------------------------------------------------------------------------
  # * Update Graphics
  #--------------------------------------------------------------------------
  alias update_graphics_scan update_graphics
  def update_graphics
    update_graphics_scan
    update_scan
  end
  #--------------------------------------------------------------------------
  # * Update scan window
  #--------------------------------------------------------------------------
  def update_scan
    for battler in $game_party.actors + $game_troop.enemies
      if battler.target_scan.size > 0 and battler.dead? and @scan_window != nil
        if battler.target_scan.include?(@scan_window.battle)
          @scan_window.dispose
          @scan_window = nil
        end
        battler.target_scan.clear
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update battler phase 4 (part 3)
  #     battler : active battler
  #--------------------------------------------------------------------------
  alias step4_part3_scan step4_part3
  def step4_part3(battler)
    if battler.now_action.is_a?(RPG::Skill) and
       Scan_Skills_ID.include?(now_id(battler))
      if @scan_window.nil?
        @help_window.visible = false
        @scan_window = Window_Scan.new(battler.target_scan.shift)
        battler.scan_count = 0
      elsif
        battler.scan_count += 1
      end
      if (Input.trigger?(Input::C) and battler.scan_count > 30) or
         ($atoa_script['Atoa ATB'] and battler.scan_count > 2990)
        if @scan_window != nil
          @scan_window.dispose
          @scan_window = nil
        end
      end
      return unless battler.target_scan.empty? and @scan_window.nil?
    end
    step4_part3_scan(battler)
  end
  #--------------------------------------------------------------------------
  # * Dispose windows
  #--------------------------------------------------------------------------
  alias windows_dispose_scan windows_dispose if $atoa_script['Atoa ATB'] or $atoa_script['Atoa CTB']
  def windows_dispose
    windows_dispose_scan
    if @scan_window != nil
      @scan_window.dispose
      @scan_window = nil
    end
  end
end

Post edited by adding the Code BBCode around the script presented
-- DerVV
Reply }
#2
Heyoo! Refound the forum? If you had another username, let us know. Heck, post an Intro thread while you're at it. Laughing

Aww... if I keep making fixes and patches to his system, everyone's going to think I'm Vic. Well... Here ya go. Not only do you have the ability to limit the states to just those you want to show (using an array), but this patch lets you do so with the Elements. I mean, no one wants 'Knockout' in their states display and you may be hiding 'Light' and 'Darkness' from the list too.

Just post this below Atoa's Scan script in your project and these should override the older methods while adding the new options. Remember that you are going to need matching 'state' icons in the manner of state-name_sta just as you have state-name_elm for element icons. Without the required icon, the state will not show at all (or the element for that matter).

Code:
#==============================================================================
# Skill Scan Expansion
# By DerVVulfman (April 30, 2017)
# Based on Atoa/Victor Sant's system
#==============================================================================
# With this you can add 'state' resistances to your scan window.
#==============================================================================
# Thanks goes to Victor Sant (Atoa) for the original system, and to Tumen
# for the request of the additional 'state' expansion.
#==============================================================================

module Atoa
  
  # INITIAL SETTINGS
  # ================
  # Re-defined to expand the scan window and to add the 'state' request
  # into the information-display array:  Scan_Infos
  
    # Scan_Window_Settings
    # [Position X, Position Y, Width, Height, Opacity, Trasparent Edge]
    # --------------------
    #
      Scan_Window_Settings = [0 , 0, 452, 320, 160, false]


    # Information shown in the window
    # -------------------------------
    #
      Scan_Infos = ['name', 'level', 'class', 'hp', 'sp', 'status', 'exp', 'element', 'state' ]
      # Add the name of the info you wish to show
      # 'name'    = Shows target name
      # 'level'   = Shows target level, for enemies check 'Scan_Enemy_Level'
      # 'class'   = Shows target class, for enemies check 'Scan_Enemy_Class'
      # 'hp'      = Shows target HP
      # 'sp'      = Shows target SP
      # 'status   = Shows target Status
      # 'exp'     = Shows Exp given by target
      # 'element' = Shows target elemental resistance
      # 'states'  = Shows target state resistance



  
  # DATA LIMIT SETTINGS
  # ===================
  # Arrays that apply to both elements and states, you can now limit
  # the information to only the elements and resistances you wish to
  # show, rather from the first element/state on through.  If not in
  # the array, the element or state will not be shown.  (Nil ignores)


    # Elements Permitted
    # List of elements shown in a scan (or nil)
    # --------------------
    #
      Scan_Element_Permitted  = nil


    # States Permitted
    # List of states shown in a scan (or nil)
    # --------------------
    #
      Scan_State_Permitted    = [2,3,4,5,6]



  # STATE SCAN SYSTEM
  # =================
  # Configurable data for position and display of an enemy's weakness
  # or resistances to certain states
  
    # Postion of target elemental resistance in the window
    #
      Scan_State_Position = [306,64]
      
  
    # Max number of states shown in a column, max value = 8
    # * Note:  Scan_State_Permitted is also a limiting factor
    #
      Scan_Max_State_Shown = 8
  
    # Exhibition of state resistance
    #
      Scan_State_Resists_Exhibition = 0
      # 0 = custom exhibition
      # 1 = exhibition by numbers, value shows target resistance
      # 2 = exhibition by numbers, value damage multiplication
  
    # State resist text if 'Scan_State_Resists_Exhibition = 0'
    #
      Scan_State_Resist =  ['Weakest','Weak','Normal','Resist','Imune','Absorb']
  
end



#==============================================================================
# ** Window_Scan
#------------------------------------------------------------------------------
#  This window shows enemy information
#==============================================================================

class Window_Scan < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = Scan_Window_Font_Size
    fake = (No_Scan_Enemies.include?(@battler.id) and not @battler.actor?)
    if Scan_Infos.include?('name')
      draw_actor_name(@battler, Scan_Name_Postion[0], Scan_Name_Postion[1])
    end
    if Scan_Infos.include?('class')
      draw_actor_class(@battler, Scan_Class_Postion[0], Scan_Class_Postion[1])
    end
    if Scan_Infos.include?('element')
      draw_element_resist(@battler, Scan_Element_Position[0], Scan_Element_Position[1])
    end
    if Scan_Infos.include?('state')
      draw_state_resist(@battler, Scan_State_Position[0], Scan_State_Position[1])
    end
    if Scan_Infos.include?('level')
      draw_actor_level(@battler, Scan_Level_Postion[0], Scan_Level_Postion[1], fake)
    end
    if Scan_Infos.include?('hp')
      draw_actor_hp(@battler, Scan_Hp_Postion[0], Scan_Hp_Postion[1], 160, fake)
    end
    if Scan_Infos.include?('sp')
      draw_actor_sp(@battler, Scan_Sp_Postion[0], Scan_Sp_Postion[1], 160, fake)
    end
    if Scan_Infos.include?('status')
      for i in 0...Scan_Status_Shown.size
        draw_actor_parameter(@battler, Scan_Status_Postion[0],
          Scan_Status_Postion[1] + i * (Scan_Window_Font_Size + 2), Scan_Status_Shown[i],
          Scan_Status_Distance, fake)
      end
    end
    if Scan_Infos.include?('exp') and not @battler.actor?
      x, y = Scan_Exp_Postion[0], Scan_Exp_Postion[1]
      self.contents.draw_text(x, y, 72, 32, 'Exp:')
      exp = fake ? '?????' : @battler.exp.to_s
      self.contents.draw_text(x, y, 128, 32, exp, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw elemental resistance
  #     battler : actor
  #     x       : draw spot x-coordinate
  #     y       : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_element_resist(battler, x, y)
    self.contents.font.size = Scan_Window_Font_Size
    max_elment = [Scan_Max_Elements_Shown, 8].min
    y = y + (200 - (max_elment * 25)) / 2
    if battler.actor? and not $atoa_script['Atoa New Resistances']
      elements = $data_classes[battler.class_id].element_ranks
    elsif battler.actor? and $atoa_script['Atoa New Resistances']
      elements = battler.elemental_resist
    else
      elements = $data_enemies[battler.id].element_ranks
    end
    base = value = 0
    case Scan_Element_Resists_Exhibition
    when 0
      table = [0] + Scan_Element_Resist
    when 1
      table = [0] + ['-100%','-50%','0%','50%','100%','200%']
    else
      table = [0] + ['200%','150%','100%','50%','0%','-100%']
    end
    for i in 0...$data_system.elements.size
      if Scan_Element_Permitted != nil
        next unless Scan_Element_Permitted.include?(i)
      end
      begin
        bitmap = RPG::Cache.icon($data_system.elements[i] + '_elm')
        self.contents.blt(x + (base * 112), y + (value * 25), bitmap, Rect.new(0, 0, 24, 24))
        result = table[elements[i]]
        case elements[i]
        when 1
          self.contents.font.color = Scan_Weakest_Color
        when 2
          self.contents.font.color = Scan_Weak_Color
        when 3
          self.contents.font.color = Scan_Neutral_Color
        when 4
          self.contents.font.color = Scan_Resist_Color
        when 5
          self.contents.font.color = Scan_Imune_Color
        when 6
          self.contents.font.color = Scan_Absorb_Color
        end
        case Scan_Element_Resists_Exhibition
        when 0
          self.contents.draw_text(x + 28 + (base * 112), y - 4 + (value * 25), 180, 32,
            result.to_s, 0)
        else
          self.contents.draw_text(x + (base * 112), y - 4 + (value * 25), 72, 32,
            result.to_s, 2)
        end
        value += 1
        base += 1 if value == max_elment
        value = value % max_elment
      rescue
      end
    end
  end  
  #--------------------------------------------------------------------------
  # * Draw state resistance
  #     battler : actor
  #     x       : draw spot x-coordinate
  #     y       : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_state_resist(battler, x, y)
    self.contents.font.size = Scan_Window_Font_Size
    max_elment = [Scan_Max_State_Shown, 8].min
    y = y + (200 - (max_elment * 25)) / 2
    if battler.actor? and not $atoa_script['Atoa New Resistances']
      elements = $data_classes[battler.class_id].state_ranks
    elsif battler.actor? and $atoa_script['Atoa New Resistances']
      elements = battler.state_resist
    else
      elements = $data_enemies[battler.id].state_ranks
    end
    base = value = 0
    case Scan_State_Resists_Exhibition
    when 0
      table = [0] + Scan_State_Resist
    when 1
      table = [0] + ['-100%','-50%','0%','50%','100%','200%']
    else
      table = [0] + ['200%','150%','100%','50%','0%','-100%']
    end
    for i in 1..$data_states.size-1
      if Scan_State_Permitted != nil
        next unless Scan_State_Permitted.include?(i)
      end
      begin
        bitmap = RPG::Cache.icon($data_states[i].name + '_sta')
        self.contents.blt(x + (base * 112), y + (value * 25), bitmap, Rect.new(0, 0, 24, 24))
        result = table[elements[i]]
        case elements[i]
        when 1
          self.contents.font.color = Scan_Weakest_Color
        when 2
          self.contents.font.color = Scan_Weak_Color
        when 3
          self.contents.font.color = Scan_Neutral_Color
        when 4
          self.contents.font.color = Scan_Resist_Color
        when 5
          self.contents.font.color = Scan_Imune_Color
        when 6
          self.contents.font.color = Scan_Absorb_Color
        end
        case Scan_State_Resists_Exhibition
        when 0
          self.contents.draw_text(x + 28 + (base * 112), y - 4 + (value * 25), 180, 32,
            result.to_s, 0)
        else
          self.contents.draw_text(x + (base * 112), y - 4 + (value * 25), 72, 32,
            result.to_s, 2)
        end
        value += 1
        base += 1 if value == max_elment
        value = value % max_elment
      rescue
      end
    end
  end
end

*** I'll probably add this to the Forum Scripts Listings in a few days.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#3
Wow, that was quite fast. Thank you so much.
To be honest, I wasnt a member if I remember correctly, I only keep visited this forum.
Anyway regarding the script:
Its like I wanted. In order to modify this a bit (I need many states displayed) I changed the scan windows settings from
Scan_Window_Settings = [0 , 0, 452, 320, 160, false]
to
Scan_Window_Settings = [0 , 0, 680, 332, 160, false]

And the max element/states number on line 154 & 217
max_elment = [Scan_Max_Elements_Shown, 8].min
max_elment = [Scan_Max_State_Shown, 8].min
to
max_elment = [Scan_Max_Elements_Shown, 10].min
max_elment = [Scan_Max_State_Shown, 10].min

I hope this is right because I wanted to display 10 states per row
Thanks.
Reply }
#4
No no no... You go into the 'CONFIGURABLE' section, the Atoa module, and change the line:
Code:
Scan_Max_State_Shown = 8
to your number of states.

Never change the actual hardcode if ever possible.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#5
If I dont change the hardcore script the max states displayed in a colum stays 8 even if I change the window height to maxiumum (480) and Scan_Max_State_Shown to like 12 or more.
Reply }
#6
Hrm... (glances at code).... Eep. Modeling it so much on Atoa's system, I didn't note that the min/max system cuts off at 8 as a maximum. Ooooooookay.... Edit there too. Tongue sticking out And likewise for the matching statement within 'draw_element_resist'

Hey, make an intro post while you're at it. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   [RMXP] Showing skill gained by leveling up on battle result FrQise 12 9,834 05-07-2021, 02:05 PM
Last Post: FrQise
   Skill Cooldown script Fenriswolf 11 13,613 12-10-2019, 11:10 AM
Last Post: Fenriswolf
   Remaining turns of states Melana 3 6,220 08-01-2018, 02:43 PM
Last Post: kyonides
   Dervvulfman's Skill Tree (Micko's) Passive Skill Malfunction! reiji1337 6 8,414 04-28-2017, 03:27 AM
Last Post: reiji1337
  Expiration States with Atoa acbs: error Noctis 5 7,880 02-18-2017, 01:10 AM
Last Post: DerVVulfman
   RMXP SKill animations too bright (overlaying the battle screen) Starmage 4 9,007 06-13-2016, 03:41 AM
Last Post: Starmage
   Atoa ACBS HP Regen Skill Lightness 11 11,983 03-11-2016, 10:43 PM
Last Post: Lightness
   Inserting MOG Chain Commands in a particular Skill ID iceflux 6 11,407 08-27-2015, 06:33 PM
Last Post: iceflux
   show variables on screen rpg maker xp ThePrinceofMars 22 29,090 10-19-2014, 08:01 PM
Last Post: ThePrinceofMars
   Analyse show HP Bars Ace 12 14,462 12-28-2010, 04:39 PM
Last Post: Ace



Users browsing this thread: