Hey could you give me the Framework script again it didn't work this is the error I got on the saving screen "script '*[Content]Framework' line 506:NoMethodError occurred. unidentified method 'each' for nil:NilClass".Here is my line for 506:" for cont in @content"
Here is my whole script for content framework [code]#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base
attr_accessor :content
attr_accessor :name
attr_accessor :variable
attr_accessor :windowskin_name
attr_accessor :help_text
attr_reader :background_name
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
alias mr_mo_wiz_int initialize
def initialize(x, y, width, height)
mr_mo_wiz_int(x, y, width, height)
@content = []
@variable = "@"
@name = ""
@background_name = "None"
@background = Sprite.new
@background.x = self.x
@background.y = self.y
@background.z += self.z
@help_text = ""
#Contetnt Varaibles
@pictures = {}
end
#--------------------------------------------------------------------------
# * Add Text(text, x, y, width, height, Font size, color)
#--------------------------------------------------------------------------
def add_text(text,x,y,w,h,size,color,b,i)
self.contents.font.color = color
self.contents.font.size = size
self.contents.font.bold = b
self.contents.font.italic = i
self.contents.draw_text(x, y, w, h, text)
end
#--------------------------------------------------------------------------
# * Add Picture
#--------------------------------------------------------------------------
def add_picture(name,x,y,w=nil,h=nil)
bmp = RPG::Cache.picture(name)
w = bmp.width if w == nil
h = bmp.height if h == nil
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Character Set
#--------------------------------------------------------------------------
def add_characterset(name,x,y,dir=2,h=0,w=0,hue=0)
bmp = RPG::Cache.character(name, hue)
cw = bmp.width / 4
ch = bmp.height / 4
if dir == 0
cw = h
ch = w
yy = 0
else
d = (dir == 2 ? 1 : 0)
yy = ch * ((dir/2)-d)
end
src_rect = Rect.new(0, yy, cw, ch)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Battler
#--------------------------------------------------------------------------
def add_battler(name,x,y,w,h,hue=0)
bmp = RPG::Cache.battler(name,hue)
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Icon
#--------------------------------------------------------------------------
def add_icon(name,x,y,w,h)
bmp = RPG::Cache.icon(name)
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Background
#--------------------------------------------------------------------------
def background=(bg)
@background_name = bg
if bg == "None"
@background.dispose
@background = Sprite.new
return
end
bmp = RPG::Cache.picture(bg)
@background.bitmap = bmp
end
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
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)
# Draw MaxHP
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 + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
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)
# Draw MaxSP
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 + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, file=nil)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw EXP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y, width=144,file=EXP_BAR)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
end
#--------------------------------------------------------------------------
# * Load Gradient from RPG::Cache
#--------------------------------------------------------------------------
module RPG
module Cache
def self.gradient(filename, hue = 0)
self.load_bitmap("Graphics/Gradients/", filename, hue)
end
end
end
#--------------------------------------------------------------------------
# * Window Base
#--------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
# * Constants Bar Types and Hues for parameters and parameter names
#--------------------------------------------------------------------------
HP_BAR = "014-Reds01"
SP_BAR = "013-Blues01"
EXP_BAR = "015-Greens01"
ATK_BAR = "020-Metallic01"
PDEF_BAR = "020-Metallic01"
MDEF_BAR = "020-Metallic01"
STR_BAR = "020-Metallic01"
DEX_BAR = "020-Metallic01"
AGI_BAR = "020-Metallic01"
INT_BAR = "020-Metallic01"
HUES = [150,180,60,30,270,350,320]
STATS = ["atk","pdef","mdef","str","dex","agi","int"]
# leave this alone if you don't know what you are doing
OUTLINE = 1
BORDER = 1
#--------------------------------------------------------------------------
# * Draw Bar Type
#--------------------------------------------------------------------------
def draw_bar_type(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2", view = "Horizantel")
if view == "Horizantel"
draw_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
else
draw_vertical_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
end
end
#--------------------------------------------------------------------------
# * Draw Gradient Bar
#--------------------------------------------------------------------------
def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
#--------------------------------------------------------------------------
# * Draw Vertical Gradient Bar
#--------------------------------------------------------------------------
def draw_vertical_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
bar_y = (zoom_y - zoom_y * percent).ceil
source_y = bar.height - bar.height * percent
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+bar_y+cy,zoom_x-cx*2,(zoom_y * percent).to_i-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,source_y,bar.width,bar.height * percent)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
# Calculate if there is draw space for MaxHP
return if width <= 32
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
width = hp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw HP
draw_gradient_bar(x, y + 16, actor.hp, actor.maxhp, file, width,
trick_draw_actor_hp(actor, x, y, width, file=HP_BAR)
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
# Calculate if there is draw space for MaxHP
return if width <= 32
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
width = sp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw SP
draw_gradient_bar(x, y + 16, actor.sp, actor.maxsp, file, width,
trick_draw_actor_sp(actor, x, y, width, file=SP_BAR)
end
#--------------------------------------------------------------------------
# * Draw Exp
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
alias trick_bars_base_exp draw_actor_exp
def draw_actor_exp(actor, x, y, width = 144, file=EXP_BAR)
return if width <= 32
min = actor.level == 99 ? 1 : actor.now_exp
max = actor.level == 99 ? 1 : actor.next_exp
draw_gradient_bar(x, y + 16, min, max, file, width)
trick_bars_base_exp(actor, x, y, width=144,file=EXP_BAR)
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : draw which parameter
#--------------------------------------------------------------------------
alias trick_bars_base_parameter draw_actor_parameter
def draw_actor_parameter(actor, x, y, type, file=nil)
hue = HUES[type]
stat = eval("actor.#{STATS[type]}")
file = eval("#{STATS[type].upcase}_BAR") if file == nil
draw_gradient_bar(x, y + 18, stat, 999, file, 190, 8, hue)
trick_bars_base_parameter(actor, x, y, type,file=nil)
end
end
#--------------------------------------------------------------------------
# * Game Actor
#--------------------------------------------------------------------------
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
return exp
end
end
#==============================================================================
# ** PreMade Command
#==============================================================================
class Pre_Command < Window_Selectable
attr_accessor :item_max
attr_accessor :commands
attr_accessor :target
attr_reader :view
attr_reader :font_s
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands, size=21)
# Compute window height from command quantity
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
@target = nil
@view = "Verticle"
@font_s = size
@help_text = "This is a List/Menu Window, you can use it to display contents on it. Drag contents on it from Tool Box. Righ-Click to add more commands."
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.size = size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(width-32, height-32)
end
@item_max = @commands.size
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
do_contents
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Horizantel or Vertical
#--------------------------------------------------------------------------
def view=(v)
@view = v
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
return if self.contents == nil or self.contents.disposed?
@font_s = s
return if s <= 10 or s >= 35
self.contents.font.size = s
refresh
end
#--------------------------------------------------------------------------
# * Add a Command
#--------------------------------------------------------------------------
def add_command(n="")
@commands.push(n)
@item_size = @commands.size
#Get Font Size
size = self.contents.font.size
#Dispose Bitmap
if self.contents != nil
self.contents.dispose
self.contents = nil
end
#Get New Bitmap
self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
self.contents.font.size = size
self.height = @commands.size * 32 + 32
refresh
end
#--------------------------------------------------------------------------
# * Adds the contents
#--------------------------------------------------------------------------
def do_contents
#Get all the contents
for cont in @content
next if cont == nil
@current_c = cont
#If the content is a text
if cont.is_a?(Game_Text)
# Add the text
add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
elsif cont.is_a?(Game_DataText)
# Add the text
add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
elsif cont.is_a?(Game_Bar)
# Add Bar
draw_bar_type(cont.x, cont.y, cont.min, cont.max, cont.file, cont.w , cont.h, cont.hue, cont.back, cont.back2, cont.view)
elsif cont.is_a?(Game_HpBar)
#Draw HP Bar
draw_actor_hp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_SpBar)
#Draw Sp Bar
draw_actor_sp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_ExpBar)
#Draw Exp Bar
draw_actor_exp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_ParaBar)
#Draw Parameter Bar
draw_actor_parameter(cont.actor, cont.x, cont.y, cont.type, cont.file)
elsif cont.is_a?(Game_Pic)
#Draw Picture
add_picture(cont.file,cont.x,cont.y,cont.w,cont.h)
elsif cont.is_a?(Game_CharacterSet)
#Draw Characterset
add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
elsif cont.is_a?(Game_Bat)
#Draw Game Battler
add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
elsif cont.is_a?(Game_AcCharacterSet)
#Draw Characterset
add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
elsif cont.is_a?(Game_AcBat)
#Draw Game Battler
add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
elsif cont.is_a?(Game_Icon)
#Draw Icon
add_icon(cont.file,cont.x,cont.y,cont.w,cont.h)
end
@current_c = nil
end
end
end
#==============================================================================
# ** Game Text
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_Text
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :text
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :color
attr_accessor :size
attr_accessor :parent
attr_reader :font_s
attr_reader :blue
attr_reader :green
attr_reader :red
attr_reader :alpha
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=32,text="Text#{self.object_id}",s=21,b=false,i=false,r=255,g=255,bl=255,a=255)
@text = text
@h = h
@w = w
@x = x
@y = y
@size = s
@font_s = s
@bold = b
@italic = i
@parent = nil
@red = r
@green = g
@blue = bl
@alpha = a
@color = Color.new(@red, @green, @blue, @alpha)
@help_text = "This displays Text on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Blue
#--------------------------------------------------------------------------
def blue=(b)
@blue = b
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# *Green
#--------------------------------------------------------------------------
def green=(g)
@green = g
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Red
#--------------------------------------------------------------------------
def red=(r)
@red = r
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Alpha
#--------------------------------------------------------------------------
def alpha=(a)
@alpha = a
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bol
case @bold
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def it
case @italic
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Bold=(boolean)
#--------------------------------------------------------------------------
def bold=(b)
case b
when "true"
@bold = true
when "false"
@bold = false
end
end
#--------------------------------------------------------------------------
# * Italic=(boolean)
#--------------------------------------------------------------------------
def italic=(i)
case i
when "true"
@italic = true
when "false"
@italic = false
end
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bold
return "true" if @bold
return "false" if !@bold
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def italic
return "true" if @italic
return "false" if !@italic
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
@font_s = s
return if s <= 10 or s >= 35
@size = s
end
end
#==============================================================================
# ** Game DataText
#------------------------------------------------------------------------------
# This is to hold datatext info.
#==============================================================================
class Game_DataText
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :text
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :color
attr_accessor :size
attr_accessor :parent
attr_accessor :data
attr_accessor :id
attr_reader :font_s
attr_reader :blue
attr_reader :green
attr_reader :red
attr_reader :alpha
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=32,data=nil,s=21,b=false,i=false,r=255,g=255,bl=255,a=255,id=1)
@id = id
@data = $game_actors[id].name
@text = @data
@h = h
@w = w
@x = x
@y = y
@size = s
@font_s = s
@bold = b
@italic = i
@parent = nil
@red = r
@green = g
@blue = bl
@alpha = a
@color = Color.new(@red, @green, @blue, @alpha)
@help_text = "This displays Text on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Blue
#--------------------------------------------------------------------------
def blue=(b)
@blue = b
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# *Green
#--------------------------------------------------------------------------
def green=(g)
@green = g
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Red
#--------------------------------------------------------------------------
def red=(r)
@red = r
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Alpha
#--------------------------------------------------------------------------
def alpha=(a)
@alpha = a
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bol
case @bold
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def it
case @italic
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Bold=(boolean)
#--------------------------------------------------------------------------
def bold=(b)
case b
when "true"
@bold = true
when "false"
@bold = false
end
end
#--------------------------------------------------------------------------
# * Italic=(boolean)
#--------------------------------------------------------------------------
def italic=(i)
case i
when "true"
@italic = true
when "false"
@italic = false
end
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bold
return "true" if @bold
return "false" if !@bold
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def italic
return "true" if @italic
return "false" if !@italic
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
@font_s = s
return if s <= 10 or s >= 35
@size = s
end
end
#==============================================================================
# ** Game Bar
#------------------------------------------------------------------------------
# This is to hold bar info.
#==============================================================================
class Game_Bar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :min
attr_accessor :max
attr_accessor :file
attr_accessor :hue
attr_accessor :back
attr_accessor :back2
attr_accessor :parent
attr_reader :view
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,f="014-Reds01",min=32,max=64,hue=0,view="Horizantel")
@h = h
@w = w
@x = x
@y = y
@min = min
@max = max
@file = f
@hue = hue
@back = "Back"
@back2 = "Back2"
@parent = nil
@view = view
@help_text = "This displays a Bar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * View
#--------------------------------------------------------------------------
def view=(v)
h=@h
w=@w
@w = h
@h = w
@view = v
end
end
#==============================================================================
# ** Game HP Bar
#------------------------------------------------------------------------------
# This is to hold HPbar info.
#==============================================================================
class Game_HpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="014-Reds01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays HPbar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game SP Bar
#------------------------------------------------------------------------------
# This is to hold HPbar info.
#==============================================================================
class Game_SpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="013-Blues01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays SpBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game Exp Bar
#------------------------------------------------------------------------------
# This is to hold Expbar info.
#==============================================================================
class Game_ExpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="015-Greens01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays ExpBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game ParaMeters Bar
#------------------------------------------------------------------------------
# This is to hold Parabar info.
#==============================================================================
class Game_ParaBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_accessor :type
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file=nil,type=0)
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@type = type
@help_text = "This displays ParaBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game Picture
#------------------------------------------------------------------------------
# This is to hold Picture info.
#==============================================================================
class Game_Pic
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :file
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,f="nopic")
@h = h
@w = w
@x = x
@y = y
@file = f
@parent = nil
@help_text = "This displays a Picture on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_CharacterSet
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :file
attr_accessor :x
attr_accessor :y
attr_accessor :dir
attr_accessor :hue
attr_accessor :h
attr_accessor :w
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,f="001-Fighter01",dir=2,hue=0)
@x = x
@y = y
@file = f
@dir = dir
@hue = hue
@h = h
@w = w
@parent = nil
@help_text = "This displays a CharacterSet on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game Battler
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_Bat
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :file
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :hue
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=100,f="nopic",hu=0)
@h = h
@w = w
@x = x
@y = y
@file = f
@hue = hu
@parent = nil
@help_text = "This displays a Battler on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_AcCharacterSet
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :x
attr_accessor :y
attr_accessor :dir
attr_accessor :hue
attr_accessor :h
attr_accessor :w
attr_accessor :parent
attr_accessor :kind
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,id=1,kind="Database",dir=2,hue=0)
@x = x
@y = y
@actor_id = id
@kind = kind
@file = actor.character_name
@dir = dir
@hue = hue
@a_id = id
@h = h
@w = w
@parent = nil
@help_text = "This displays an Actor's CharacterSet on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * File
#--------------------------------------------------------------------------
def file
return actor.character_name
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------