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Enelvon's Resist For Yanfly & KGC

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**
Rep:
Level 83
Probably an impossible request but I guess it couldn't hurt asking. If someone could make it to where Enelvon's Resistance/Magic Defense System, for the new stat to show in Yanfly's scripts such as the status redux, skill and item query and all the rest like that. The RES stat already takes effect because of Enelvon's script there but it's how it does not show up on other scripts only on the default ones.

Just it'd be nice and probably much appreciated not only by me, but others who use these scripts and wish to have a seperate stat for magic defense. In a way it sort of includes Yanfly's Enemy Level Control script, so an enemy as well can have their RES stat grow upon leveling.

It's probably asking too much and all, maybe too much work but ah well. As I said before, couldn't hurt in asking. For the RES stat to show up, icon included next to it like the other stats and sort that Yanfly's scripts have.

**
Rep: +0/-0Level 83
If you'd be as so kind as to copy-paste the scripts here, I'll take a look at them and see if I can help.  :=:

**
Rep:
Level 83
Well there is much to account for. I am using pretty much all Yanfly and some KGC.

Yanfly:
http://pockethouse.wordpress.com/vx/

KGC:
http://www.rpgmakervx.net/index.php?s=62ce7d10886463785f49c09d81e38ebc&showtopic=1044

Enelvon's Resist:
http://www.rpgmakervx.net/index.php?showtopic=5276&hl=mdef

Enelvon's Luck:
http://www.rpgmakervx.net/index.php?showtopic=4612&st=0&p=49685&#entry49685


I am not so sure about using his luck one but there it is anyway.

It's maybe too much trouble. I had asked a scripter and he said that it's one of the easier things to do compared to doing other scripting. To just allow a new stat to show. But of course I am not a scripter so I have no idea really.

I guess it's no biggy if it can't be done just thought I would try asking anyway to see if it would really. And if it were, I think a lot of people who use those scripts would appreciate it.

**
Rep: +0/-0Level 83
I'm not exactly sure which scripts you desire to have the edits applied to, but here is the Yanfly_Statusmenu_ReDux with additions so that RES and LUCK are displayed.
Spoiler for:
Code: [Select]
#===============================================================================
#
# Yanfly Engine RD - Scene Status ReDux
# Last Date Updated: 2009.05.26
# Level: Normal, Hard, Lunatic



=begin
This script has been slightly editted in a manor that will display
the RES and LUCK stats from Enelvon's scripts. Because its just a silly
edit 10 line edit, no credit is needed! Thus I stay nameless! Hurray!
Jump to around >line 180< for the details of how to edit these new stats.
Keep in mind in order to view both stats, they must be inplace above this script.
=end



#
# There's not a whole lot of reason for the player to visit the status menu.
# Not too much to see aside from things you can already view in other menus
# such as the equipment menu for stats. This script will provide additional
# functionality to the scene in addition to allowing the game maker to free
# up additional space in the main menu for the not actor-oriented stuff.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.26 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# This script is plug and play for the most part, but there's bound to be a lot
# things you may want to modify so scroll down and reach each of the individual
# instructions carefully for all sections and modify the constants properly.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts and others!
# - Alias: Scene_Equip: return_scene
# - Alias: Scene_Skill: return_scene
# - Alias: Scene_Title: create_game_objects
# - Alias: Game_Temp: initialize
# - Overwrites: Scene_Status: all
#
#===============================================================================

$imported = {} if $imported == nil
$imported["SceneStatusReDux"] = true

module YE
  module REDUX
    module STATUS
     
      #------------------------------------------------------------------------
      # Instructions on how to set up the STATUS_COMMANDS order.
      #------------------------------------------------------------------------
      # This array will let you determine how you want your status window
      # commands to be ordered. They will appear in the number you order them.
      # Each command is assigned a number and these are the following numbers.
      #
      #     0..Statistics    1..Biography    2..Skills    3..Equips
      #
      # The next couple are Yanfly Engine ReDux commands and require you to
      # have the respective scripts before they will appear in the menu. Be
      # sure to add them to STATUS_COMMANDS if you wish to display them.
      #
      #     4..Change Class .......... Requires Subclass Selection System
      #     5..Learn Skills .......... Requires Subclass Selection System
      #     6..Skill Slots ........... Requires Equip Skill Slots
      #
      # There are some pre-made imported functions for this script. Of them are
      # the popular and powerful KGC scripts and others which I've also found
      # to be rather interesting.
      #
      #   101..Distribute Parameter .. Requires KGC Distribute Parameter
      #   102..Equip Learn Skill ..... Requires KGC Equip Learn Skill
      #   103..Skill CP System ....... Requires KGC Skill CP System
      #   201..Skill Growth .......... Requires Garlyle's Skill Growth System
      #   301..Attributes ............ Requires 332211's Attribute System
      #   302..Soul Pieces ........... Requires 332211's Soul Pieces System
      #   303..Weapon by Ranks ....... Requires 332211's Weapon by Ranks System
      #
      # If you wish to add your own commands, you'll need to register them
      # under the lunatic mode portion of the script.
      #------------------------------------------------------------------------
      STATUS_COMMANDS =[ # Make sure you've read the instructions above.
         0, # Statistics
         1, # Biography
         2, # Skills
         6, # Skill Slots
         3, # Equips
         4, # Change Class
         5, # Learn Skills
      ] # Do not remove this.
     
      # The constants below will determine the unique sound and strings made
      # specificly for the Scene Status ReDux script.
      SOUND    = RPG::SE.new("Book", 80, 100)
      STATUS   = "Status"
      BIO      = "Biography"
     
      # The following determines determines profile categories for various
      # profile information.
      BIRTHDAY = "Birthday: "
      AGE      = "Age: "
      ORIGIN   = "Origin: "
      GENDER   = "Gender: "
      HEIGHT   = "Height: "
      WEIGHT   = "Weight: "
      UNKNOWN  = "Unknown"
     
      # This hash will let you determine what full names to give your
      # individual actors. Use %s to indicate where the RPG name appears.
      ACTOR_PROFILES1 ={
      # Actor => [       Full Name,   Origin,   Gender, Height,   Weight]
            1 => [ "%s von Xiguel", "Pallia",   "Male", "177.8 cm",  "72.7 kg"],
            2 => [   "Michelle %s", "Retvin", "Female", "170.2 cm", "Unknown"],
            3 => [    "%s Manfred",  "Namek",   "Male", "182.9 cm",  "68.2 kg"],
            4 => [   "%s Fernaeus",   "Yerd", "Female", "162.6 cm", "Secret~"],
      } # Do not remove this.
     
      # The following hash will determine the birthday information about the
      # actor. The VarID is what stores the birthday. Change the variable to
      # change the actor's age in the actual menu. The start age is what the
      # variable initially sets the actor's age to. The birthday is just the
      # date that the actor is born. Nothing else special about it.
      ACTOR_PROFILES2 ={
      # Actor => [ VarID, StartAge, Birthday]
            1 => [    21,       18, "May 26"],
            2 => [    22,       17, "Jan 14"],
            3 => [    23,       18, "Oct 31"],
            4 => [    24,       19, "June 3"],
      } # Do not remove this.
     
      # This will determine the size of the font used for the biography window.
      BIO_FONT_SIZE = 20
     
      # This section will allow you to type out the actor biographies. To
      # cause a line break, use a | in the middle of the string. If the actors
      # do not have a biography here, it will show actor 0 instead. For that
      # reason, do NOT remove actor 0.
      ACTOR_BIOGRAPHIES ={
      # Actor => Biography
            0 => "UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN|UNKNOWN    UNKNOWN    UNKNOWN",
            1 => "Ralph has set off on a quest to save|Don Miguel from the clutches of the evil|witch Margaret. Accompanied by Ulrika,|Bennett, and Ylva, Ralph adventures|the world to find Don Miguel.||\"Let's hurry! Don Miguel cannot wait|much longer!\"",
            2 => "Ulrika trained with Ralph before Don|Miguel was kidnapped. She always sees|Ralph as a rival, but also a source of|inspiration. Ulrika firmly believes that|training will let her get rid of her many|weaknesses.||\"Strength comes from a trained heart.\"",
            3 => "Bennett choose the wrong profession|given his bursting personality. He and|his best friend Ralph give each other|motivation to strengthen themselves|and to become the ultimate tagteam|ever known to the world.||\"Their priest is a sissy! You heard me,|a sissy!\"",
            4 => "Ylva studies in her free time about|various magic and locations. This is|why it seems like she knows a lot,|but the truth is that she only knows|what she has read in books.||\"Why risk your life to experience|something when you can read about|it in a book?\"",
      } # Do not remove this.
     
      # The following sets the statistical information for your actors.
      # These are all of the information you'll see in the statistics window.
      ICON_LVL  = 62           # Icon for level
      TEXT_LVL  = "Level"      # Text for level
      ICON_EXP  = 63           # Icon for experience
      TEXT_EXP  = "EXP"        # Text for experience
      ICON_NEXT = 142          # Icon for next level
      TEXT_NEXT = "Next"       # Text for next level
     
      ICON_HP   = 99           # Icon for HP
      ICON_MP   = 100          # Icon for MP
     
      ICON_ATK  = 2            # Icon for ATK
      TEXT_ATK  = "ATK"        # Text for ATK
      ICON_DEF  = 52           # Icon for DEF
      TEXT_DEF  = "DEF"        # Text for DEF
      ICON_SPI  = 21           # Icon for SPI
      TEXT_SPI  = "SPI"        # Text for SPI
      ICON_AGI  = 48           # Icon for AGI
      TEXT_AGI  = "AGI"        # Text for AGI
#==============================================#
#  Feel free to adjust wordage and icons for   #
#  -resistance- and -luck- here, as you like.  #
#==============================================================================#
#  Also, if you choose to remove LUCK and/or RES from your scripts,            #
#  You can just erase the #'s infront of the =begin and =end here,             #
#  and scroll down to about line 760 where there is another set of             #
#  =begin/=end and remove the #'s from those too. Tadaa!                       #
#==============================================================================#
#=begin
      ICON_RES  = 201          # Icon for RES
      TEXT_RES  = "RES"        # Text for RES
      ICON_LCK  = 152          # Icon for LCK
      TEXT_LCK  = "LCK"        # Text for LCK
#=end     
      ICON_HIT  = 135          # Icon for HIT
      TEXT_HIT  = "HIT"        # Text for HIT
      SHOW_HIT  = true         # Display HIT?
      ICON_EVA  = 158          # Icon for EVA
      TEXT_EVA  = "EVA"        # Text for EVA
      SHOW_EVA  = true         # Display EVA?
      ICON_CRI  = 119          # Icon for CRI
      TEXT_CRI  = "CRI"        # Text for CRI
      SHOW_CRI  = true         # Display CRI?
      ICON_ODDS = 137          # Icon for ODDS
      TEXT_ODDS = "ODD"        # Text for ODDS
      SHOW_ODDS = true         # Display ODDS?
   
    end # STATUS
  end # REDUX
end # YE

#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# If you do not understand hashes, I -STRONGLY- recommend that you stay away
# from this portion of the script as it affects the rest of the script if you
# make a slight mistake.
#
# - First, under IMPORTED_COMMANDS, fill out the hash properly. You will have
# to fill them out correctly given the categories.
#
#    Swch? - Does this command require a switch to be on in order to be shown?
#     SwID - If the previous was true, this is the Switch ID needed to be on.
#    Title - This is the text that appears on the status command window.
#    Scene - This is the name of the scene you wish to load.
#
# - Given that you've done everything correctly, return to the top and adjust
# the STATUS_COMMANDS array. Input number 101 or whatever number you've used
# to determine the scene you wish to launch from the status menu.
#
# Note that if you exit the imported scenes, they will return to the main menu
# rather than the status menu. It will remain that way until you edit those
# scripts's respective return_scene definitions.
#
#===============================================================================

module YE
module REDUX
module STATUS
     
  # The following hash will govern the way the status menu will treat
  # imported commands. If you do not follow the setup properly, do not
  # expect the script to function correctly.
  IMPORTED_COMMANDS ={
  # -ID => [Swch?, SwID, ----Title----, -----------Scene-----------]
    101 => [false,    0, "Level Up",    "Scene_DistributeParameter"],
    102 => [false,    0, "View AP",     "Scene_APViewer"],
    103 => [false,    0, "Skill CP",    "Scene_SetBattleSkill"],
    201 => [false,    0, "Grow Skill",  "Scene_SkillGrowth"],
    301 => [false,    0, "Attributes",  "Scene_Attributes"],
    302 => [false,    0, "Soul Pieces", "Scene_soulpieces"],
    303 => [false,    0, "Weapon Rank", "Scene_weapon_by_ranks"],
  } # Do not remove this.
     
end # STATUS
end # REDUX
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Scene Status
#===============================================================================

class Scene_Status < Scene_Base
 
  #--------------------------------------------------------------------------
  # create command list
  # --- This portion creates the commands for the status window.
  #--------------------------------------------------------------------------
  def create_command_list
    commands = []
    index_list = {}
    YE::REDUX::STATUS::STATUS_COMMANDS.each_with_index { |c, i|
      case c
      when 0 # View Statistics
        index_list[:stats] = commands.size
        commands.push(YE::REDUX::STATUS::STATUS)
       
      when 1 # View Biography
        index_list[:bio] = commands.size
        commands.push(YE::REDUX::STATUS::BIO)
       
      when 2 # Skill Menu
        index_list[:skill] = commands.size
        commands.push(Vocab.skill)
       
      when 3 # Equipment
        index_list[:equip] = commands.size
        commands.push(Vocab.equip)
     
      when 4 # Change Class
        next unless $imported["SubclassSelectionSystem"]
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
        index_list[:classchange] = commands.size
        commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
       
      when 5 # Learn Skill
        next unless $imported["SubclassSelectionSystem"]
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
        index_list[:learnskill] = commands.size
        commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
       
      when 6 # Skill Slots
        next unless $imported["EquipSkillSlots"]
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
        index_list[:equipskill] = commands.size
        commands.push(YE::EQUIPSKILL::MENU_TITLE)
       
      else
        command_array = YE::REDUX::STATUS::IMPORTED_COMMANDS
        next unless command_array.include?(c)
        command_array = command_array[c]
        next if command_array[0] and !$game_switches[command_array[1]]
        index_list[c] = commands.size
        commands.push(command_array[2])
       
      end
    } # Do not remove this.
    $game_temp.status_command_index = index_list
    return commands
  end # create_command_list
 
  #--------------------------------------------------------------------------
  # case_command_selection
  #--------------------------------------------------------------------------
  def case_command_selection(index)
    case index
    when $game_temp.status_command_index[:stats]
      YE::REDUX::STATUS::SOUND.play
      $game_temp.status_bio_flag = 0
      start_visible_windows
     
    when $game_temp.status_command_index[:bio]
      YE::REDUX::STATUS::SOUND.play
      $game_temp.status_bio_flag = 1
      start_visible_windows
   
    when $game_temp.status_command_index[:skill]
      Sound.play_decision
      $scene = Scene_Skill.new(@actor_index)
     
    when $game_temp.status_command_index[:equip]
      Sound.play_decision
      $scene = Scene_Equip.new(@actor_index)
     
    when $game_temp.status_command_index[:classchange]
      Sound.play_decision
      $scene = Scene_Class_Change.new(@actor_index)
     
    when $game_temp.status_command_index[:learnskill]
      Sound.play_decision
      $scene = Scene_Learn_Skill.new(@actor_index)
     
    when $game_temp.status_command_index[:equipskill]
      Sound.play_decision
      $scene = Scene_Equip_Skill.new(@actor_index)
     
    else
      return_check = true
      for key in $game_temp.status_command_index
        if $game_temp.status_command_index[key[0]] == index
          return_check = false
          found_key = key[0]
          break
        end
      end
      return if return_check
      Sound.play_decision
      command_array = YE::REDUX::STATUS::IMPORTED_COMMANDS[found_key]
      $scene = eval(command_array[3] + ".new(@actor_index)")
     
    end
  end # case_command_selection
 
  #--------------------------------------------------------------------------
  # overwrite initialize
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, menu_index = 0)
    @menu_index = menu_index
    $game_temp.status_menu_flag = true
    @actor_index = actor_index
    @actor = $game_party.members[@actor_index]
  end
 
  #--------------------------------------------------------------------------
  # overwrite start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @status_window = Window_Status.new(@actor)
    @status_mini_window = Window_Status_Mini.new(@actor)
    @status_bio_window = Window_Status_Bio.new(@actor)
    start_visible_windows
    create_command_window
  end
 
  #--------------------------------------------------------------------------
  # overwrite terminate
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose if @command_window != nil
    @status_window.dispose if @status_window != nil
    @status_mini_window.dispose if @status_mini_window != nil
    @status_bio_window.dispose if @status_bio_window != nil
  end
 
  #--------------------------------------------------------------------------
  # overwrite return scene
  #--------------------------------------------------------------------------
  def return_scene
    if $imported["CustomMenuCommand"] and
    $game_temp.menu_command_index.has_key?(:status)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:status])
    elsif $imported["CustomMenuCommand"]
      $scene = Scene_Map.new
    else
      $scene = Scene_Menu.new(3)
    end
    $game_temp.status_menu_flag = false
  end
 
  #--------------------------------------------------------------------------
  # overwrite next actor
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index, @command_window.index)
  end
 
  #--------------------------------------------------------------------------
  # overwrite prev actor
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index, @command_window.index)
  end
 
  #--------------------------------------------------------------------------
  # overwrite update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      $game_temp.status_menu_index = @command_window.index
      case_command_selection(@command_window.index)
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
  end
 
  #--------------------------------------------------------------------------
  # create command window
  #--------------------------------------------------------------------------
  def create_command_window
    commands = create_command_list
    @command_window = Window_Command.new(160, commands)
    @command_window.y = 128
    @command_window.height = 288
    @command_window.opacity = 0
    @command_window.index = @menu_index
  end
 
  #--------------------------------------------------------------------------
  # start visible windows
  #--------------------------------------------------------------------------
  def start_visible_windows
    @status_mini_window.visible = false
    @status_bio_window.visible = false
    case $game_temp.status_bio_flag
    when 0
      @status_mini_window.visible = true
    when 1
      @status_bio_window.visible = true
    end
  end
 
end

#==============================================================================
# Game_Temp
#==============================================================================

class Game_Temp
 
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :status_command_index
  attr_accessor :status_menu_flag
  attr_accessor :status_menu_index
  attr_accessor :status_bio_flag
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_statusrd initialize unless $@
  def initialize
    initialize_statusrd
    @status_command_index = {}
    @status_menu_flag = false
    @status_menu_index = 0
    @status_bio_flag = 0
  end
end

#===============================================================================
# Scene Title
#===============================================================================

class Scene_Title < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias create game objects
  #--------------------------------------------------------------------------
  alias create_game_objects_statusrd create_game_objects unless $@
  def create_game_objects
    create_game_objects_statusrd
    for key in YE::REDUX::STATUS::ACTOR_PROFILES2
      narray = key[1]
      $game_variables[narray[0]] = narray[1]
    end
  end
 
end # Scene_Title

#===============================================================================
# return scene alias
#===============================================================================
unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias return scene
  #--------------------------------------------------------------------------
  alias skill_return_scene_statusrd return_scene unless $@
  def return_scene
    if $game_temp.status_menu_flag
      $scene = Scene_Status.new(@actor_index, $game_temp.status_menu_index)
    else
      skill_return_scene_statusrd
    end
  end
 
end
end
unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias return scene
  #--------------------------------------------------------------------------
  alias equip_return_scene_statusrd return_scene unless $@
  def return_scene
    if $game_temp.status_menu_flag
      $scene = Scene_Status.new(@actor_index, $game_temp.status_menu_index)
    else
      equip_return_scene_statusrd
    end
  end
 
end
end

#===============================================================================
# Window_Status
#===============================================================================

class Window_Status < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 544, 416)
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_face(@actor, 0, 0)
    profile1 = YE::REDUX::STATUS::ACTOR_PROFILES1
    profile2 = YE::REDUX::STATUS::ACTOR_PROFILES2
    if profile1.include?(@actor.id)
      text = sprintf(profile1[@actor.id][0], @actor.name)
    else
      text = @actor.name
    end
    self.contents.draw_text(112, 0, 180, WLH, text, 0)
    #----
    dx = 112
    if $imported["SubclassSelectionSystem"]
      if YE::SUBCLASS::CLASS_ICONS.include?(@actor.class.id)
        icon = YE::SUBCLASS::CLASS_ICONS[@actor.class.id]
      else
        icon = YE::SUBCLASS::CLASS_ICONS[0]
      end
      draw_icon(icon, dx, 24)
      dx += 24
      if @actor.subclass != nil
        if YE::SUBCLASS::CLASS_ICONS.include?(@actor.subclass.id)
          icon = YE::SUBCLASS::CLASS_ICONS[@actor.subclass.id]
        else
          icon = YE::SUBCLASS::CLASS_ICONS[0]
        end
        draw_icon(icon, dx, 24)
        dx += 24
      end
    end
    draw_actor_class(@actor, dx, 24)
    #----
    self.contents.font.color = system_color
    text1 = YE::REDUX::STATUS::BIRTHDAY
    text2 = YE::REDUX::STATUS::AGE
    self.contents.draw_text(112, 48, 90, WLH, text1, 2)
    self.contents.draw_text(112, 72, 90, WLH, text2, 2)
    if profile2.include?(@actor.id)
      text1 = profile2[@actor.id][2]
      text2 = $game_variables[profile2[@actor.id][0]]
    else
      text1 = YE::REDUX::STATUS::UNKNOWN
      text2 = YE::REDUX::STATUS::UNKNOWN
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(202, 48, 90, WLH, text1, 0)
    self.contents.draw_text(202, 72, 90, WLH, text2, 0)
    #----
    self.contents.font.color = system_color
    text1 = YE::REDUX::STATUS::ORIGIN
    text2 = YE::REDUX::STATUS::GENDER
    text3 = YE::REDUX::STATUS::HEIGHT
    text4 = YE::REDUX::STATUS::WEIGHT
    self.contents.draw_text(292,  0, 90, WLH, text1, 2)
    self.contents.draw_text(292, 24, 90, WLH, text2, 2)
    self.contents.draw_text(292, 48, 90, WLH, text3, 2)
    self.contents.draw_text(292, 72, 90, WLH, text4, 2)
    if profile1.include?(@actor.id)
      text1 = profile1[@actor.id][1]
      text2 = profile1[@actor.id][2]
      text3 = profile1[@actor.id][3]
      text4 = profile1[@actor.id][4]
    else
      text1 = YE::REDUX::STATUS::UNKNOWN
      text2 = YE::REDUX::STATUS::UNKNOWN
      text3 = YE::REDUX::STATUS::UNKNOWN
      text4 = YE::REDUX::STATUS::UNKNOWN
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(382,  0, 90, WLH, text1, 0)
    self.contents.draw_text(382, 24, 90, WLH, text2, 0)
    self.contents.draw_text(382, 48, 90, WLH, text3, 0)
    self.contents.draw_text(382, 72, 90, WLH, text4, 0)
    #----
  end
 
end # Window_Status

#==============================================================================
# Window_Status_Mini
#==============================================================================

class Window_Status_Mini < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(160, 128, 384, 288)
    @actor = actor
    self.opacity = 0
    self.visible = false
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    #---
    sw = self.width - 32
    dx = 0
    dy = 0
    draw_icon(YE::REDUX::STATUS::ICON_LVL, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_LVL)
   
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_NEXT, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_NEXT)
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_EXP, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_EXP)
   
    dy = WLH * 3
    draw_icon(YE::REDUX::STATUS::ICON_HP, dx, dy)
    draw_actor_hp(@actor, dx+24, dy, 128)
    dy += WLH
    self.contents.font.color = system_color
    draw_icon(YE::REDUX::STATUS::ICON_ATK, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_ATK)
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_DEF, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_DEF)
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_SPI, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_SPI)
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_AGI, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_AGI)
#=begin
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_RES, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_RES)
    dy += WLH
    draw_icon(YE::REDUX::STATUS::ICON_LCK, dx, dy)
    self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_LCK)
#=end
    dx = sw/2
    dy = WLH * 3
    draw_icon(YE::REDUX::STATUS::ICON_MP, dx, dy)
    draw_actor_mp(@actor, dx+24, dy, 128)
    dy += WLH
    self.contents.font.color = system_color
    if YE::REDUX::STATUS::SHOW_HIT
      draw_icon(YE::REDUX::STATUS::ICON_HIT, dx, dy)
      self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_HIT)
    end
    dy += WLH
    if YE::REDUX::STATUS::SHOW_EVA
      draw_icon(YE::REDUX::STATUS::ICON_EVA, dx, dy)
      self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_EVA)
    end
    dy += WLH
    if YE::REDUX::STATUS::SHOW_CRI
      draw_icon(YE::REDUX::STATUS::ICON_CRI, dx, dy)
      self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_CRI)
    end
    dy += WLH
    if YE::REDUX::STATUS::SHOW_ODDS
      draw_icon(YE::REDUX::STATUS::ICON_ODDS, dx, dy)
      self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_ODDS)
    end
    #---
    self.contents.font.color = normal_color
    dw = sw - 84
    dx = 84
    dy = 0
    self.contents.draw_text(dx, dy, 68, WLH, @actor.level); dy += WLH
    self.contents.draw_text(dx, dy, dw, WLH, @actor.next_rest_exp_s); dy += WLH
    self.contents.draw_text(dx, dy, dw, WLH, @actor.exp_s); dy += WLH
   
    dy = WLH * 4
    self.contents.draw_text(dx, dy, 68, WLH, @actor.atk, 0); dy += WLH
    self.contents.draw_text(dx, dy, 68, WLH, @actor.def, 0); dy += WLH
    self.contents.draw_text(dx, dy, 68, WLH, @actor.spi, 0); dy += WLH
    self.contents.draw_text(dx, dy, 68, WLH, @actor.agi, 0); dy += WLH
#=begin
    self.contents.draw_text(dx, dy, 68, WLH, @actor.res, 0); dy += WLH
    self.contents.draw_text(dx, dy, 68, WLH, @actor.lck, 0); dy += WLH
#=end
    dy = WLH * 4
    dx = sw/2 + 84
    if YE::REDUX::STATUS::SHOW_HIT
      text = sprintf("%d%%", @actor.hit)
      self.contents.draw_text(dx, dy, 68, WLH, text, 0)
    end; dy += WLH
    if YE::REDUX::STATUS::SHOW_EVA
      text = sprintf("%d%%", @actor.eva)
      self.contents.draw_text(dx, dy, 68, WLH, text, 0)
    end; dy += WLH
    if YE::REDUX::STATUS::SHOW_CRI
      text = sprintf("%d%%", @actor.cri)
      self.contents.draw_text(dx, dy, 68, WLH, text, 0)
    end; dy += WLH
    if YE::REDUX::STATUS::SHOW_ODDS
      self.contents.draw_text(dx, dy, 68, WLH, @actor.odds, 0)
    end; dy += WLH
  end
 
end # Window_Status_Mini

#==============================================================================
# Window_Status_Bio
#==============================================================================

class Window_Status_Bio < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(160, 128, 384, 288)
    @actor = actor
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = YE::REDUX::STATUS::BIO_FONT_SIZE
    if YE::REDUX::STATUS::ACTOR_BIOGRAPHIES.include?(@actor.id)
      text = YE::REDUX::STATUS::ACTOR_BIOGRAPHIES[@actor.id]
    else
      text = YE::REDUX::STATUS::ACTOR_BIOGRAPHIES[0]
    end
    y = 0
    txsize = YE::REDUX::STATUS::BIO_FONT_SIZE + 4
    nwidth = 544
    buf = text.gsub(/\\N(\[\d+\])/i) { "\\__#{$1}" }
    lines = buf.split(/(?:[|]|\\n)/i)
    lines.each_with_index { |l, i|
      l.gsub!(/\\__(\[\d+\])/i) { "\\N#{$1}" }
      self.contents.draw_text(0, i * txsize + y, nwidth, WLH, l, 0)
    }
  end
 
end # Window_Status_Bio

#===============================================================================
#
# END OF FILE
#
#===============================================================================

Keep in mind that in order to view these stats, you must also have Enelvons scripts inplace. They worked fine when above the ReDux menu for me, but incase there is any confusion in my words:

Enelvon_RES script
Enelvon_LUCK script
Yanfly_Statusmenu_ReDux
all the rest of yanfly/KGC scripts.

Keep in mind, I'm far from professional, but I have a tiny grasp on how to alter scripts in some ways, like this.

PS_Sorry to be so delayed with this. I don't hop on here everyday like I 'spoze I shuld if I'm offering help to others.   :blizj:

**
Rep:
Level 83
Well for any script it applies to that would show stats, I believe, are all that are needed. So like the skill display, item display of Yanfly's where you press shift to view info on those things and it shows the stats. I mean for it to show these new stats while still having an icon there.

Also I think Enelvon_RES script you can add that to monsters with a tag, right? I mean if so, then could go into Yanfly's Enemy Level Control so res is a stat that can increase for a monster upon leveling rather than only the other stats if possible.

And it's no problem on the wait, I am just asking is all. It's fine if it never comes to surface it's no biggy, but is nice if someone did make it for each and well anyone who want's magic defense to be seperate and uses Yanfly's scripts, well you would go around posting your edits to have these stats shown and you would be appreciated for what you done.

It's too much of a big thing though I think, to ask of this. To why it's fine if it never happens. If I only knew enough scripting to do it myself but well... anyway it's cool that you know enough to do this.

**
Rep: +0/-0Level 83
You know? Adding the RES stat to things really isn't terribley difficult...
But in interest of my laziness, would yu mind just...posting a link to each one yu want me to add it to? I'll probably go through one by one and do it...of course, over time.

So once yu post 'em, I'll get to werk, and have it done hopefully sooner than later.

But so far, the status menu werks correctly, right?
I never messed much with the RES script before now, but thanks to yu I'm already incorperating it into my production. On that note, I've modified the Yanfly skill SLOTS script as well if you'd like that too, so pretty much everything you can do with the regular ADSA stats, you can do with RES too, though I omitted luck, because well...I use my own damage algorithm in battle, and luck just made it useless.

http://www.sendspace.com/file/kcqh2l


Again, if it doesn't werk, or you find a part where I missed adding RES accurately too, let me know.

PS_If this script messes with your maxhp/mp, just let me know and I'll give you a fixed version. In my present project, I eliminate most forms of growth and use a Lettuce's Parameter distribution, and let your maxhp = its base + your def * 6.

 :blizj:

**
Rep:
Level 83
I got caught up in things but tested the Status Menu one and nope, get some sort of error on line 777.

As for the ones to put the stat in well I will try to put each one that I think it would go in. Also how would I maybe try to add em myself? I noticed you changed the names of things, maybe a good idea to do this stuff on a fresh project adding these changes to make the RES stat show, leaving the names default. And then you would put in your game and change em in there. I mean unless you say how to change the names of them.

And yes it does mess with MaxHP and MaxMP. When doing these things as stated previously, should be done on a fresh project rather than on one you are using because that could cause problems for anyone not using the other scripts you are using. That's just editing more and different things than asked and just causes problems as I have said earlier.

The list. some of these I am not sure if needing the stat in there to show or not.
Spoiler for:

I think that is maybe all of them that need the new stat to show. I been only using or wanna use the RES script. Luck one... I dunno really. For some reason Yanfly's and all has a luck stat but I dunno where it originates or what it does. If I know what it does and if Enelvon's Luck script is better and such.

But anyway I suppose it's all good if it can't be done, no harm.
« Last Edit: September 03, 2009, 08:07:23 AM by Raukue »