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#==============================================================================

# Bestrio
# por momo
# modificado por Atoa
#==============================================================================
# Adiciona ao seu game um Bestrio, que um database de
# monstros que voc derrotou at agora.
#
# Para abrir o bestirio, use o comando de eventos "Chama Script"
# e adicione a ele o comando:
# $scene = Scene_MonsterBook.new
#
# Para que um monstro no aparea *nunca* na lista
# voc deve criar um atributo na aba de sistemas chamado
# "No_Mostrar" e deixar a "resistncia" do monstro contra aquele
# atributo em "A"
#==============================================================================
module Enemy_Book_Config
# Se true, so mostra o item que o monstro derruba se ele j tiver
# derrubado ele pelo menos uma vez
# Se false, o item mostrado mesmo que voc no o tenha obtido
DROP_ITEM_NEED_ANALYZE = false
# modo de visualizao de mostros completados.
# 0 = no mostra nada
# 1 = O valor ser mostrado em nmeros reais.
# 2 = O valor ser mostrado em porcentagem
SHOW_COMPLETE_TYPE = 3
# Nome do Atributo Evaso
EVA_NAME = "Evaso"
end
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
#-------------------------------------------------------------------------attr_accessor :enemy_book_data
#-------------------------------------------------------------------------alias temp_enemy_book_data_initialize initialize
def initialize
temp_enemy_book_data_initialize
@enemy_book_data = Data_MonsterBook.new
end
end
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
#-------------------------------------------------------------------------attr_accessor :enemy_info
#-------------------------------------------------------------------------alias book_info_initialize initialize
def initialize
book_info_initialize
@enemy_info = {}
end

#-------------------------------------------------------------------------def add_enemy_info(enemy_id, type = 0)


case type
when 0
if @enemy_info[enemy_id] == 2
return false
end
@enemy_info[enemy_id] = 1
when 1
@enemy_info[enemy_id] = 2
when -1
@enemy_info[enemy_id] = 0
end
end
#-------------------------------------------------------------------------def enemy_book_max
return $game_temp.enemy_book_data.id_data.size - 1
end
#-------------------------------------------------------------------------def enemy_book_now
now_enemy_info = @enemy_info.keys
no_add = $game_temp.enemy_book_data.no_add_element
new_enemy_info = []
for i in now_enemy_info
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
new_enemy_info.push(enemy.id)
end
return new_enemy_info.size
end
#-------------------------------------------------------------------------def enemy_book_complete_percentage
e_max = enemy_book_max.to_f
e_now = enemy_book_now.to_f
comp = e_now / e_max * 100
return comp.truncate
end
end
#==============================================================================
# Interpreter
#==============================================================================
class Interpreter
#-------------------------------------------------------------------------def enemy_book_max
return $game_party.enemy_book_max
end
#-------------------------------------------------------------------------def enemy_book_now
return $game_party.enemy_book_now
end
#-------------------------------------------------------------------------def enemy_book_comp
return $game_party.enemy_book_complete_percentage
end
end

#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
#-------------------------------------------------------------------------alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
unless enemy.hidden
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------def initialize(x, y, width, height)
super()
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"#$fontface
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
end
#-------------------------------------------------------------------------def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
treasures = []
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
if treasures.size > 0
item = treasures[0]
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
name = treasures[0].name
else
self.contents.font.color = disabled_color
self.contents.font.name = "Arial"#$fontface
name = "No Item"
end
self.contents.draw_text(x+28, y, 212, 32, name)
end

#-------------------------------------------------------------------------def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
id = $game_temp.enemy_book_data.id_data.index(enemy.id)
self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#-------------------------------------------------------------------------def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#-------------------------------------------------------------------------def draw_enemy_graphic(enemy, x, y, opacity = 255)
bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = x + (cw / 2 - x) if cw / 2 > x
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#-------------------------------------------------------------------------def draw_enemy_exp(enemy, x, y)
self.contents.font.color = system_color
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x, y, 120, 32, "EXP")
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#-------------------------------------------------------------------------def draw_enemy_gold(enemy, x, y)
self.contents.font.color = system_color
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end
#==============================================================================
# Game_Enemy_Book
#==============================================================================
class Game_Enemy_Book < Game_Enemy
#-------------------------------------------------------------------------def initialize(enemy_id)
super(2, 1)
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
end
#==============================================================================
# Data_MonsterBook

#==============================================================================
class Data_MonsterBook
#-------------------------------------------------------------------------attr_reader :id_data
#-------------------------------------------------------------------------def initialize
@id_data = enemy_book_id_set
end
#-------------------------------------------------------------------------def no_add_element
no_add = 0
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /Monster Book/
no_add = i
break
end
end
return no_add
end
#-------------------------------------------------------------------------def enemy_book_id_set
data = [0]
no_add = no_add_element
for i in 1...$data_enemies.size
enemy = $data_enemies[i]
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
data.push(enemy.id)
end
return data
end
end
#==============================================================================
# Window_MonsterBook
#==============================================================================
class Window_MonsterBook < Window_Selectable
#-------------------------------------------------------------------------attr_reader :data
#-------------------------------------------------------------------------def initialize(index=0)
super(0, 64, 640, 416)
@column_max = 2
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
@item_max = @data.size
self.index = 0
refresh if @item_max > 0
end
#-------------------------------------------------------------------------def data_set
data = $game_party.enemy_info.keys
data.sort!
newdata = []
for i in data
next if $game_party.enemy_info[i] == 0
if book_id(i) != nil

newdata.push(i)
end
end
return newdata
end
#-------------------------------------------------------------------------def show?(id)
if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
return false
else
return true
end
end
#-------------------------------------------------------------------------def book_id(id)
return @book_data.index(id)
end
#-------------------------------------------------------------------------def item
return @data[self.index]
end
#-------------------------------------------------------------------------def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, row_max * 32)
if @item_max > 0
for i in 0...@item_max
draw_item(i)
end
end
end
#-------------------------------------------------------------------------def draw_item(index)
enemy = $data_enemies[@data[index]]
return if enemy == nil
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.font.name = "Arial"#$fontface
draw_enemy_book_id(enemy, x, y)
if show?(enemy.id)
self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
else
self.contents.draw_text(x + 28+16, y, 212, 32, "Oculto", 0)
return
end
if analyze?(@data[index])
self.contents.font.color = text_color(3)
self.contents.font.name = "Arial"#$fontface
self.contents.draw_text(x + 256, y, 24, 32, "Cancelar", 2)
end
end
#-------------------------------------------------------------------------def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2

return true
else
return false
end
end
end
#==============================================================================
# Window_MonsterBook_Info
#==============================================================================
class Window_MonsterBook_Info < Window_Base
#-------------------------------------------------------------------------include Enemy_Book_Config
#-------------------------------------------------------------------------def initialize
super(0, 0+64, 640, 480-64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#-------------------------------------------------------------------------def refresh(enemy_id)
self.contents.clear
self.contents.font.name = "Arial"#$fontface
self.contents.font.size = 22
enemy = Game_Enemy_Book.new(enemy_id)
draw_enemy_graphic(enemy, 96, 240+48+64, 200)
draw_enemy_book_id(enemy, 4, 0)
draw_enemy_name(enemy, 48, 0)
draw_actor_hp(enemy, 288, 0)
draw_actor_sp(enemy, 288+160, 0)
draw_actor_parameter(enemy, 288
, 32, 0)
self.contents.font.color = system_color
self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME)
self.contents.font.color = normal_color
self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2)
draw_actor_parameter(enemy, 288
, 64, 3)
draw_actor_parameter(enemy, 288+160, 64, 4)
draw_actor_parameter(enemy, 288
, 96, 5)
draw_actor_parameter(enemy, 288+160, 96, 6)
draw_actor_parameter(enemy, 288
, 128, 1)
draw_actor_parameter(enemy, 288+160, 128, 2)
draw_enemy_exp(enemy, 288, 160)
draw_enemy_gold(enemy, 288+160, 160)
if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
self.contents.draw_text(288, 192, 96, 32, "Item ganho")
draw_enemy_drop_item(enemy, 288+96+4, 192)
self.contents.font.color = normal_color
end
end
#-------------------------------------------------------------------------def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
end
#==============================================================================
# Scene_MonsterBook

#==============================================================================
class Scene_MonsterBook
#-------------------------------------------------------------------------include Enemy_Book_Config
#-------------------------------------------------------------------------def main
$game_temp.enemy_book_data = Data_MonsterBook.new
@title_window = Window_Base.new(0, 0, 640, 64)
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
@title_window.contents.draw_text(4, 0, 320, 32, "Livro de Monstros", 0)
if SHOW_COMPLETE_TYPE != 0
case SHOW_COMPLETE_TYPE
when 1
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
text = e_now.to_s + "/" + e_max.to_s
when 2
comp = $game_party.enemy_book_complete_percentage
text = comp.to_s + "%"
when 3
e_now = $game_party.enemy_book_now
e_max = $game_party.enemy_book_max
comp = $game_party.enemy_book_complete_percentage
text = e_now.to_s + "/" + e_max.to_s + "" + comp.to_s + "%"
end
if text != nil
@title_window.contents.draw_text(320, 0, 288, 32, text, 2)
end
end
@main_window = Window_MonsterBook.new
@main_window.active = true
@info_window = Window_MonsterBook_Info.new
@info_window.z = 110
@info_window.visible = false
@info_window.active = false
@visible_index = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@main_window.dispose
@info_window.dispose
@title_window.dispose
end
#-------------------------------------------------------------------------def update
@main_window.update
@info_window.update
if @info_window.active
update_info
return
end
if @main_window.active
update_main

return
end
end
#-------------------------------------------------------------------------def update_main
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if @main_window.item == nil or @main_window.show?(@main_window.item) == fal
se
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@main_window.active = false
@info_window.active = true
@info_window.visible = true
@visible_index = @main_window.index
@info_window.refresh(@main_window.item)
return
end
end
#-------------------------------------------------------------------------def update_info
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@main_window.active = true
@info_window.active = false
@info_window.visible = false
return
end
if Input.trigger?(Input::C)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != 0
@visible_index -= 1
else
@visible_index = @main_window.data.size - 1
end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != @main_window.data.size - 1
@visible_index += 1
else
@visible_index = 0

end
loop_end = true if @main_window.show?(@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id)
return
end
end
end

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