I need this script edited so that it covers the entire screen and does not show the map behind it:
#==============================================================================
# ? Bestiary
#------------------------------------------------------------------------------
# Created by Momomo
# Modified by Thousand Dragoon Link
#==============================================================================
module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasion"
SHOW_COMPLETE_TYPE = 3
end
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
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
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
class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
unless enemy.hidden
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = normal_color
treasures = []
if enemy.item_id > 0
treasures.push($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
name = "No Item"
end
self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_actor_hp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
#self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
#self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 84, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
def draw_actor_sp2(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
#self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
#self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 84, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
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.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.draw_text(x, y, 120, 32, "EXP")
self.contents.font.color = normal_color
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.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end
class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
super(2, 1)
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
end
class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
@id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /??????/
no_add = i
break
end
end
return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
no_add = no_add_element
for i in 1...$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
class Window_MonsterBook < Window_Selectable
attr_reader :data
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 64, 576, 352)
@column_max = 2
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
#@data.sort!
@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)
self.contents.font.name= $fontface
self.contents.font.size= 20
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 * (256 + 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
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, "????????????????", 0)
return
end
if analyze?(@data[index])
self.contents.font.color = text_color(3)
self.contents.draw_text(x + 256, y, 24, 32, "?", 2)
end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
end
class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
def initialize
super(0, 0+64, 576, 416-64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name= $fontface
self.contents.font.size= 20
end
#--------------------------------------------------------------------------
def refresh(enemy_id)
self.contents.clear
enemy = Game_Enemy_Book.new(enemy_id)
draw_enemy_graphic(enemy, 0, 240+48, 200)
draw_enemy_book_id(enemy, 4, 0)
draw_enemy_name(enemy, 48, 0)
draw_actor_hp2(enemy, 227, 0)
draw_actor_sp2(enemy, 227+160, 0)
draw_actor_parameter(enemy, 227 , 32, 0)
self.contents.font.color = normal_color
draw_actor_parameter(enemy, 288+100, 32, 7)
draw_actor_parameter(enemy, 227 , 64, 3)
draw_actor_parameter(enemy, 288+100, 64, 4)
draw_actor_parameter(enemy, 227 , 96, 5)
draw_actor_parameter(enemy, 288+100, 96, 6)
draw_actor_parameter(enemy, 227 , 128, 1)
draw_actor_parameter(enemy, 288+100, 128, 2)
draw_enemy_exp(enemy, 227, 160)
draw_enemy_gold(enemy, 227+160, 160)
if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
self.contents.draw_text(260, 192, 96, 32, "Drop Item")
draw_enemy_drop_item(enemy, 288+96+4, 192)
self.contents.font.color = normal_color
#draw_element_guard(enemy, 320-32, 160-16+96)
end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
if $game_party.enemy_info[enemy_id] == 2
return true
else
return false
end
end
end
#==============================================================================
# END BESTIARY
I also need to know how to call the script. Thanks in advance.