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//=============================================================================
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// EnemyBook.js
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//=============================================================================
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/*:
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* @plugindesc Displays detailed statuses of enemies.
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* @author Yoji Ojima
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*
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* @param Unknown Data
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* @desc The index name for an unknown enemy.
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* @default ??????
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*
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* @help
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*
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* Plugin Command:
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* EnemyBook open # Open the enemy book screen
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* EnemyBook add 3 # Add enemy #3 to the enemy book
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* EnemyBook remove 4 # Remove enemy #4 from the enemy book
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* EnemyBook complete # Complete the enemy book
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* EnemyBook clear # Clear the enemy book
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*
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* Enemy Note:
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* <desc1:foobar> # Description text in the enemy book, line 1
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* <desc2:blahblah> # Description text in the enemy book, line 2
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* <book:no> # This enemy does not appear in the enemy book
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*/
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/*:ja
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* @plugindesc モンスター図鑑です。敵キャラの詳細なステータスを表示します。
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* @author Yoji Ojima
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*
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* @param Unknown Data
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* @desc 未確認の敵キャラの索引名です。
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* @default ??????
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*
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* @help
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*
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* プラグインコマンド:
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* EnemyBook open # 図鑑画面を開く
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* EnemyBook add 3 # 敵キャラ3番を図鑑に追加
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* EnemyBook remove 4 # 敵キャラ4番を図鑑から削除
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* EnemyBook complete # 図鑑を完成させる
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* EnemyBook clear # 図鑑をクリアする
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*
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* 敵キャラのメモ:
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* <desc1:なんとか> # 説明1行目
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* <desc2:かんとか> # 説明2行目
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* <book:no> # 図鑑に載せない場合
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*/
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(function () {
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var parameters = PluginManager.parameters("EnemyBook");
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var unknownData = String(parameters["Unknown Data"] || "??????");
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var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === "EnemyBook") {
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switch (args[0]) {
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case "open":
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SceneManager.push(Scene_EnemyBook);
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break;
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case "add":
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$gameSystem.addToEnemyBook(Number(args[1]));
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break;
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case "remove":
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$gameSystem.removeFromEnemyBook(Number(args[1]));
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break;
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case "complete":
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$gameSystem.completeEnemyBook();
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break;
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case "clear":
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$gameSystem.clearEnemyBook();
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break;
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}
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}
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};
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Game_System.prototype.addToEnemyBook = function (enemyId) {
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if (!this._enemyBookFlags) {
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this.clearEnemyBook();
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}
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this._enemyBookFlags[enemyId] = true;
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};
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Game_System.prototype.removeFromEnemyBook = function (enemyId) {
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if (this._enemyBookFlags) {
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this._enemyBookFlags[enemyId] = false;
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}
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};
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Game_System.prototype.completeEnemyBook = function () {
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this.clearEnemyBook();
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for (var i = 1; i < $dataEnemies.length; i++) {
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this._enemyBookFlags[i] = true;
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}
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};
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Game_System.prototype.clearEnemyBook = function () {
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this._enemyBookFlags = [];
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};
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Game_System.prototype.isInEnemyBook = function (enemy) {
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if (this._enemyBookFlags && enemy) {
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return !!this._enemyBookFlags[enemy.id];
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} else {
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return false;
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}
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};
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var _Game_Troop_setup = Game_Troop.prototype.setup;
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Game_Troop.prototype.setup = function (troopId) {
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_Game_Troop_setup.call(this, troopId);
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this.members().forEach(function (enemy) {
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if (enemy.isAppeared()) {
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$gameSystem.addToEnemyBook(enemy.enemyId());
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}
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}, this);
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};
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var _Game_Enemy_appear = Game_Enemy.prototype.appear;
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Game_Enemy.prototype.appear = function () {
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_Game_Enemy_appear.call(this);
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$gameSystem.addToEnemyBook(this._enemyId);
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};
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var _Game_Enemy_transform = Game_Enemy.prototype.transform;
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Game_Enemy.prototype.transform = function (enemyId) {
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_Game_Enemy_transform.call(this, enemyId);
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$gameSystem.addToEnemyBook(enemyId);
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};
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function Scene_EnemyBook() {
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this.initialize.apply(this, arguments);
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}
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Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype);
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Scene_EnemyBook.prototype.constructor = Scene_EnemyBook;
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Scene_EnemyBook.prototype.initialize = function () {
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Scene_MenuBase.prototype.initialize.call(this);
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};
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Scene_EnemyBook.prototype.create = function () {
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Scene_MenuBase.prototype.create.call(this);
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this._indexWindow = new Window_EnemyBookIndex(0, 0);
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this._indexWindow.setHandler("cancel", this.popScene.bind(this));
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var wy = this._indexWindow.height;
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var ww = Graphics.boxWidth;
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var wh = Graphics.boxHeight - wy;
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this._statusWindow = new Window_EnemyBookStatus(0, wy, ww, wh);
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this.addWindow(this._indexWindow);
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this.addWindow(this._statusWindow);
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this._indexWindow.setStatusWindow(this._statusWindow);
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};
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function Window_EnemyBookIndex() {
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this.initialize.apply(this, arguments);
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}
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Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype);
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Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex;
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Window_EnemyBookIndex.lastTopRow = 0;
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Window_EnemyBookIndex.lastIndex = 0;
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Window_EnemyBookIndex.prototype.initialize = function (x, y) {
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var width = Graphics.boxWidth;
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var height = this.fittingHeight(6);
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Window_Selectable.prototype.initialize.call(this, x, y, width, height);
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this.refresh();
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this.setTopRow(Window_EnemyBookIndex.lastTopRow);
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this.select(Window_EnemyBookIndex.lastIndex);
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this.activate();
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};
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Window_EnemyBookIndex.prototype.maxCols = function () {
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return 3;
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};
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Window_EnemyBookIndex.prototype.maxItems = function () {
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return this._list ? this._list.length : 0;
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};
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Window_EnemyBookIndex.prototype.setStatusWindow = function (statusWindow) {
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this._statusWindow = statusWindow;
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this.updateStatus();
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};
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Window_EnemyBookIndex.prototype.update = function () {
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Window_Selectable.prototype.update.call(this);
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this.updateStatus();
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};
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Window_EnemyBookIndex.prototype.updateStatus = function () {
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if (this._statusWindow) {
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var enemy = this._list[this.index()];
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this._statusWindow.setEnemy(enemy);
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}
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};
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Window_EnemyBookIndex.prototype.refresh = function () {
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this._list = [];
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for (var i = 1; i < $dataEnemies.length; i++) {
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var enemy = $dataEnemies[i];
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if (enemy.name && enemy.meta.book !== "no") {
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this._list.push(enemy);
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}
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}
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this.createContents();
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this.drawAllItems();
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};
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Window_EnemyBookIndex.prototype.drawItem = function (index) {
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var enemy = this._list[index];
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var rect = this.itemRectForText(index);
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var name;
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if ($gameSystem.isInEnemyBook(enemy)) {
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name = enemy.name;
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} else {
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name = unknownData;
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}
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this.drawText(name, rect.x, rect.y, rect.width);
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};
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Window_EnemyBookIndex.prototype.processCancel = function () {
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Window_Selectable.prototype.processCancel.call(this);
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Window_EnemyBookIndex.lastTopRow = this.topRow();
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Window_EnemyBookIndex.lastIndex = this.index();
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};
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function Window_EnemyBookStatus() {
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this.initialize.apply(this, arguments);
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}
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Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype);
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Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus;
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Window_EnemyBookStatus.prototype.initialize = function (x, y, width, height) {
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Window_Base.prototype.initialize.call(this, x, y, width, height);
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this._enemy = null;
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this._enemySprite = new Sprite();
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this._enemySprite.anchor.x = 0.5;
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this._enemySprite.anchor.y = 0.5;
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this._enemySprite.x = width / 2 - 20;
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this._enemySprite.y = height / 2;
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this.addChildToBack(this._enemySprite);
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this.refresh();
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};
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Window_EnemyBookStatus.prototype.setEnemy = function (enemy) {
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if (this._enemy !== enemy) {
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this._enemy = enemy;
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this.refresh();
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}
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};
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Window_EnemyBookStatus.prototype.update = function () {
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Window_Base.prototype.update.call(this);
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if (this._enemySprite.bitmap) {
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var bitmapHeight = this._enemySprite.bitmap.height;
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var contentsHeight = this.contents.height;
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var scale = 1;
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if (bitmapHeight > contentsHeight) {
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scale = contentsHeight / bitmapHeight;
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}
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this._enemySprite.scale.x = scale;
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this._enemySprite.scale.y = scale;
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}
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};
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Window_EnemyBookStatus.prototype.refresh = function () {
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var enemy = this._enemy;
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var x = 0;
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var y = 0;
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var lineHeight = this.lineHeight();
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this.contents.clear();
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if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {
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this._enemySprite.bitmap = null;
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return;
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}
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var name = enemy.battlerName;
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var hue = enemy.battlerHue;
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var bitmap;
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if ($gameSystem.isSideView()) {
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bitmap = ImageManager.loadSvEnemy(name, hue);
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} else {
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bitmap = ImageManager.loadEnemy(name, hue);
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}
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this._enemySprite.bitmap = bitmap;
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this.resetTextColor();
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this.drawText(enemy.name, x, y);
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x = this.textPadding();
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y = lineHeight + this.textPadding();
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for (var i = 0; i < 8; i++) {
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this.changeTextColor(this.systemColor());
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this.drawText(TextManager.param(i), x, y, 160);
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this.resetTextColor();
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this.drawText(enemy.params[i], x + 160, y, 60, "right");
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y += lineHeight;
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}
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var rewardsWidth = 280;
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x = this.contents.width - rewardsWidth;
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y = lineHeight + this.textPadding();
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this.resetTextColor();
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this.drawText(enemy.exp, x, y);
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x += this.textWidth(enemy.exp) + 6;
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this.changeTextColor(this.systemColor());
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this.drawText(TextManager.expA, x, y);
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x += this.textWidth(TextManager.expA + " ");
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this.resetTextColor();
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this.drawText(enemy.gold, x, y);
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x += this.textWidth(enemy.gold) + 6;
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this.changeTextColor(this.systemColor());
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this.drawText(TextManager.currencyUnit, x, y);
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x = this.contents.width - rewardsWidth;
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|
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y += lineHeight;
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|
|
|
|
|
|
|
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|
for (var j = 0; j < enemy.dropItems.length; j++) {
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|
|
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|
var di = enemy.dropItems[j];
|
|
|
|
|
if (di.kind > 0) {
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|
|
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|
var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId);
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|
|
|
|
this.drawItemName(item, x, y, rewardsWidth);
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|
|
|
|
y += lineHeight;
|
|
|
|
|
}
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|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var descWidth = 480;
|
|
|
|
|
x = this.contents.width - descWidth;
|
|
|
|
|
y = this.textPadding() + lineHeight * 7;
|
|
|
|
|
this.drawTextEx(enemy.meta.desc1, x, y + lineHeight * 0, descWidth);
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|
|
|
|
this.drawTextEx(enemy.meta.desc2, x, y + lineHeight * 1, descWidth);
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|
|
|
|
};
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|
|
|
|
})();
|