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MVEnemyBook V1.4 SkottyTV/DragonPC

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: EnemyBook V1.4 SkottyTV/DragonPC
  • Original author: dragonpc
  • Original date: November 8, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/enemybook-v1-4-skottytv-dragonpc.49881/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

EnemyBook v1.4a! Creator name  - Yoji Ojima (original)  - SkottyTV / DragonPC (updates)

Archived First Post

EnemyBook v1.4a!

Creator name

 - Yoji Ojima (original)

 - SkottyTV / DragonPC (updates)

Introduction

Improves the Default EnemyBook by leaps and bounds!

Features:

Previous updates.

 * - Decide if enemy's will get an entry automatically when they appear/transform!

 * - Now you can add an Enemy by a variable value!

 * - Able to add three info lines!

 * - Advanced Visual upgrades!

 * - Decide how many columns appear in one row!

 * - Decide if you want to use the Gold Icon from Yanfly Core Engine!

 * - Decide if you want to halve the Index height.

 * - Advanced Visual upgrades!

 * - Pulsing animation upgrade!

 * - Use switches to enable different information!

 *   (EXP, Gold, Items and Parameters)

 *

 * - SkottyTV v1.4 ->New!

 * 

 * - Changed half Index Height.(to make room for the Damage Window.)

 * - - it will now be full screen or half screen depending on your choice.

 * - - however if it is full length when the damage window is turned on it will revert to half.

 * - Added an optional "Damage Mod." window! (resists)

 * - Added an optional "skills" section!

 * - Added more switches.

 * - - Status window Switch on / off

 * - - Damage window Switch on/ off

 * - - Attacks Display Switch on/off

 * - Customization for Visual upgrades.

* - Moved Exp/Gold to the left side under items. (to make room for enemy skills/abilities)

 * - Bug fixes!

 

* - 1.4a

* - Added the skill count option. you can choose how many skills will display (default/max 6)(higer resolutions might be able to fit 1 or 2 more depending on the resolution.)
Screenshots

[IMG]http://i.imgur.com/0K2vbsf.png[/IMG][IMG]http://i.imgur.com/fLi915R.png[/IMG][IMG]http://i.imgur.com/Hey7LWE.png[/IMG]
How to Use

Download from link and put it in your .../js/plugins folder.

open plugin and choose what you want changed

the rest can be done through switches in game.

Download:

Dropbox V 1.4a

Script

//=============================================================================

// EnemyBook.js

//=============================================================================

 

/*:

 * @plugindesc v1.4a by SkottyTV // Displays detailed statuses of enemys.

 * @author Yoji Ojima (Compatibility with YEP) / + SkottyTV (thx to DragonPC)

 *

 * @param ----- Functions -----

 * 

 * @param Unknown Data

 * @desc The index name for an unknown enemy.

 * @default ??????

 *

 * @param AutoFill

 * @desc Decide if enemys will automaticly show up in the book when defeated

 * @default false

 *

 * @param Gold Icon

 * @desc Decide if you want to use the Gold Icon from

 * Yanfly Core Engine. (true or false)

 * @default true

 * 

 * @param ID before Name

 * @desc Decide if enemys will have the ID number in front of their name

 * @default true

 *

 * @param Enemys in Row

 * @desc Decide how many enemys you want to show in one row.

 * (default 1, maximum is 4 !)

 * @default 1

 *

 * @param Half Index Height

 * @desc Decide if you want to half the Index Window height.

 * (default - true) (false will get overwritten by the damage window!)

 * @default true

 *

 * @param Max Skill Count

 * @desc Decide how many skills will be shown.

 * (default - 6) (6 is recommended for small resolutions!)

 * @default 6

 * 

 * @param ----- Text -----

 *

 * @param No Item Text

 * @desc Choose the text for "No Item".

 * (0 - 31 default = - none -)

 * @default - none -

 *

 * @param No Skill Text

 * @desc Choose the text for "No Item".

 * (default = - none -)

 * @default - none -

 *

 * @param Damage Mod Text

 * @desc Choose the text for "Damage Mod.".

 * (default - Damage Mod.)

 * @default Damage Mod.

 * 

 * @param ----- Colors -----

 *

 * @param Positive Damage Color

 * @desc Choose the color for positive damge mod.

 * (0 - 31 default - 3)

 * @default 3

 *

 * @param Negative Damage Color

 * @desc Choose the color for negative damge mod.

 * (0 - 31 default - 18)

 * @default 18

 *

 * @param Skills Text Color

 * @desc Choose the text color for the skills.

 * (0 - 31 default - 0)

 * @default 0

 *

 * @param Line Opacity

 * @desc Choose the opacity of the lines.

 * (0 - 255 default = 120)

 * @default 120

 *

 * @param ----- Switches -----

 *

 * @param Show Items Switch

 * @desc Choose the switch ID that shows the Items.

 * (default 0)

 * @default 0

 *

 * @param Show Ability Switch

 * @desc Choose the switch ID that shows the Abilities.

 * (default 0)

 * @default 0

 *

 * @param Show EXP Switch

 * @desc Choose the switch ID that shows the EXP.

 * (default 0)

 * @default 0

 *

 * @param Show Gold Switch

 * @desc Choose the switch ID that shows the Gold.

 * (default 0)

 * @default 0

 *

 * @param Show Status Switch

 * @desc Choose the switch ID that shows the status.

 * (default 0)

 * @default 0

 *

 * @param Show Damage Switch

 * @desc Choose the switch ID that shows the Damage window.

 * (default 0)

 * @default 0

 *

 * @param ----- Animation -----

 *

 * @param Pulsing Enemy

 * @desc Decide if you want to display an animated enemy.

 * (default true)

 * @default true

 *

 * @param Pulsing Intensity

 * @desc Decide how strong the animation should be.

 * Higher number = Less Intensity (default 4)

 * @default 4

 * 

 * @help

 *

 * ============================================================================

 * SkottyTV v1.1 ->

 *

 * - Decide if enemys will get an entry automaticly when they appear/transform!

 * - Now you can add an Enemy by a variable value!

 * - Able to add a third info line (desc3)!

 * - Advanced Visual upgrades!

 *

 * SkottyTV v1.2 ->

 * 

 * - Decide how many columns appear in one row!

 * - Decide if you want to use the Gold Icon from Yanfly Core Engine!

 *

 * SkottyTV v1.3 ->

 * 

 * - Decide if you want to halve the Index height.

 * - Advanced Visual upgrades!

 * - Pulsing animation upgrade!

 * - Use switches to enable different information!

 *   (EXP, Gold, Items and Parameters)

 *

 * SkottyTV v1.4 ->

 * 

 * - Removed half Index Height.(to make room for the Damage Window.)

 * - Added an optional "additional damage" window!

 * - Added an optional "skills" section!

 * - Added more switches.

 * - Customizable Visual upgrades.

 * - Bug fixes!

 *

* SkottyTV v1.4a ->

 * 

 * - Added max skill count function.

 * ============================================================================

 *

 * Plugin Command:

 *   EnemyBook open         # Open the enemy book screen

 *   EnemyBook add 3        # Add enemy #3 to the enemy book

 *   EnemyBook addvar 10    # Add enemy (ID) that is in variable 10

 *   EnemyBook remove 4     # Remove enemy #4 from the enemy book

 *   EnemyBook complete     # Complete the enemy book

 *   EnemyBook clear        # Clear the enemy book

 *

 * Enemy Note:

 *   <desc1:The mighty Duck>   # Description text in the enemy book, line 1

 *   <desc2:This is Line 2>    # Description text in the enemy book, line 2

 *   <desc3:Some Info here?>   # Description text in the enemy book, line 3

 *   <book:no>                 # This enemy does not appear in the enemy book

 *

 * ============================================================================

 *

 * Investigate Skill Tutorial:

 * (You will need YanFly´s Battle Engine Core and ActSeqPack1 to get it work)

 *

 * - First set the "AutoFill" option of this plugin to false

 * - Now create a skill which calls a common event X and have the following

 *   in its notebox:

 *   <Target Action>

 *    Change Variable Y = target._enemyId

 *   </Target Action>

 * - Now in the common event X call a Plugin-Line and write:

 *   EnemyBook addvar Y

 * - Done!

 *

 * (X and Y is a number you choose)

 */

 

(function() {

//--------------------------------------------------- Variables --------------------------------------------------------

    var parameters = PluginManager.parameters('EnemyBook');

    

    var unknownData = String(parameters['Unknown Data'] || '??????')

    var AutoFill = String(parameters['AutoFill'] || 'false');

    var IDatName = String(parameters['ID before Name'] || 'true');

    var goldIcon = String(parameters['Gold Icon'] || 'true');

    var AnimEnemy = String(parameters['Pulsing Enemy'] || 'true');

    var damageText = String(parameters['Damage Mod Text'] || 'Damage Mod.');

    var noitemText = String(parameters['No Item Text'] || '- none -');

    var noskillText = String(parameters['No Skill Text'] || '- none -');

    var HalfIndexHeight = String(parameters['Half Index Height'] || 'true');

    

    var listEnemysRow = Number(parameters['Enemys in Row']);

    var ShowItems = Number(parameters['Show Items Switch']);

    var ShowAbilities = Number(parameters['Show Ability Switch']);

    var ShowEXP = Number(parameters['Show EXP Switch']);

    var ShowGold = Number(parameters['Show Gold Switch']);

    var ShowStatus = Number(parameters['Show Status Switch']);

    var ShowDamage = Number(parameters['Show Damage Switch']);

    var posColor = Number(parameters['Positive Damage Color'] || 3);

    var negColor = Number(parameters['Negative Damage Color'] || 18);

    var skillColor = Number(parameters['Skills Text Color'] || 0);

    var lineOpacity = Number(parameters['Line Opacity'] || 120);

    var maxSkills = Number(parameters['Max Skill Count'] || 6);

    var AnimIntens = Number(parameters['Pulsing Intensity']);

//--------------------------------------------------- Plugin Commands -----------------------------------------------------------

    var _Game_Interpreter_pluginCommand =

            Game_Interpreter.prototype.pluginCommand;

    Game_Interpreter.prototype.pluginCommand = function(command, args) {

        _Game_Interpreter_pluginCommand.call(this, command, args);

        if (command === 'EnemyBook') {

            switch (args[0]) {

            case 'open':

                SceneManager.push(Scene_EnemyBook);

                break;

            case 'add':

                $gameSystem.addToEnemyBook(Number(args[1]));

                break;

            case 'addvar':

                $gameSystem.addToEnemyBook(Number($gameVariables.value(args[1])));

                break;

            case 'remove':

                $gameSystem.removeFromEnemyBook(Number(args[1]));

                break;

            case 'complete':

                $gameSystem.completeEnemyBook();

                break;

            case 'clear':

                $gameSystem.clearEnemyBook();

                break;

            }

        }

    };

//--------------------------------------------------- Function Add Enemy -------------------------------------------------------

    Game_System.prototype.addToEnemyBook = function(enemyId) {

        if (!this._enemyBookFlags) {

            this.clearEnemyBook();

        }

        this._enemyBookFlags[enemyId] = true;

    };

//--------------------------------------------------- Function Remove Enemy -----------------------------------------------------

    Game_System.prototype.removeFromEnemyBook = function(enemyId) {

        if (this._enemyBookFlags) {

            this._enemyBookFlags[enemyId] = false;

        }

    };

//--------------------------------------------------- Function Complete Enemy Book ----------------------------------------------

    Game_System.prototype.completeEnemyBook = function() {

        this.clearEnemyBook();

        for (var i = 1; i < $dataEnemies.length; i++) {

            this._enemyBookFlags = true;

        }

    };

//--------------------------------------------------- Function Clear Enemy Book -------------------------------------------------

    Game_System.prototype.clearEnemyBook = function() {

        this._enemyBookFlags = [];

    };

//--------------------------------------------------- Function Is the Enemy In The Book -----------------------------------------

    Game_System.prototype.isInEnemyBook = function(enemy) {

        if (this._enemyBookFlags && enemy) {

            return !!this._enemyBookFlags[enemy.id];

        } else {

            return false;

        }

    };

//--------------------------------------------------- Variable/Function Is enemy in the troop, if so add enemy to book-----------

    var _Game_Troop_setup = Game_Troop.prototype.setup;

    Game_Troop.prototype.setup = function(troopId) {

        _Game_Troop_setup.call(this, troopId);

        this.members().forEach(function(enemy) {

            if (enemy.isAppeared()) {

 

        if (AutoFill === 'true') {

        $gameSystem.addToEnemyBook(enemy.enemyId());

}

            }

        }, this);

    };

 

    var _Game_Enemy_appear = Game_Enemy.prototype.appear;

    Game_Enemy.prototype.appear = function() {

        _Game_Enemy_appear.call(this);

if (AutoFill === 'true') {

        $gameSystem.addToEnemyBook(this._enemyId);

}

    };

 

    var _Game_Enemy_transform = Game_Enemy.prototype.transform;

    Game_Enemy.prototype.transform = function(enemyId) {

        _Game_Enemy_transform.call(this, enemyId);

if (AutoFill === 'true') {

        $gameSystem.addToEnemyBook(enemyId);

}

    };

 

    function Scene_EnemyBook() {

        this.initialize.apply(this, arguments);

    }

//-------------------------------------------------------------------------------------------------------------------------------

    Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype);

    Scene_EnemyBook.prototype.constructor = Scene_EnemyBook;

 

    Scene_EnemyBook.prototype.initialize = function() {

        Scene_MenuBase.prototype.initialize.call(this);

    };

 

    Scene_EnemyBook.prototype.create = function() {

 

        var w3 = Graphics.boxWidth / 3;

        var ww = (Graphics.boxWidth / 3)*2 + 2;

        var wh = Graphics.boxHeight / 10;   

 

        Scene_MenuBase.prototype.create.call(this);

        this._indexWindow = new Window_EnemyBookIndex(0, 0);

        this._indexWindow.setHandler('cancel', this.popScene.bind(this));

        

        this._statusWindow = new Window_EnemyBookStatus(w3, 0, ww, wh*2);

        if ($gameSwitches.value(ShowStatus) === true || ShowStatus === 0) {

            this._statusWindow2 = new Window_EnemyBookStatus2(w3, wh*2, ww, wh*5);

        } else{

            this._statusWindow2 = new Window_EnemyBookStatus2(w3, wh*2, ww, wh*8);

        }

        this._statusWindow3 = new Window_EnemyBookStatus3(w3, wh*7, ww, wh*3);

        this._statusWindow4 = new Window_EnemyBookStatus4(0, Graphics.boxHeight/2, w3, Graphics.boxHeight/2);

        this.addWindow(this._indexWindow);

        this.addWindow(this._statusWindow);

        if ($gameSwitches.value(ShowDamage) === true || ShowDamage === 0) {

            this.addWindow(this._statusWindow4);}

        this.addWindow(this._statusWindow2);

        if ($gameSwitches.value(ShowStatus) === true || ShowStatus === 0) {

            this.addWindow(this._statusWindow3);}

        this._indexWindow.setStatusWindow(this._statusWindow);

        this._indexWindow.setStatusWindow2(this._statusWindow2);

        this._indexWindow.setStatusWindow3(this._statusWindow3);

        this._indexWindow.setStatusWindow4(this._statusWindow4);

    };

 

    function Window_EnemyBookIndex() {

        this.initialize.apply(this, arguments);

    }

 

    Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype);

    Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex;

 

    Window_EnemyBookIndex.lastTopRow = 0;

    Window_EnemyBookIndex.lastIndex  = 0;

 

    Window_EnemyBookIndex.prototype.initialize = function(x, y) {

        var width = Graphics.boxWidth / 3;

        

    if ($gameSwitches.value(ShowDamage) === true || ShowDamage === 0 || HalfIndexHeight === "true") {

        var height = Graphics.boxHeight / 2;

    }

    else{

        var height = Graphics.boxHeight;

    }

        

        

    Window_Selectable.prototype.initialize.call(this, x, y, width, height);

        this.refresh();

        this.setTopRow(Window_EnemyBookIndex.lastTopRow);

        this.select(Window_EnemyBookIndex.lastIndex);

        this.activate();

    };

 

    Window_EnemyBookIndex.prototype.maxCols = function() {

        if (listEnemysRow > 4) {

            return 4;

        }

        else{

            return listEnemysRow;

        }

    };

 

    Window_EnemyBookIndex.prototype.maxItems = function() {

        return this._list ? this._list.length : 0;

    };

 

    Window_EnemyBookIndex.prototype.setStatusWindow = function(statusWindow) {

        this._statusWindow = statusWindow;

        this.updateStatus();

    };

    Window_EnemyBookIndex.prototype.setStatusWindow2 = function(statusWindow2) {

        this._statusWindow2 = statusWindow2;

        this.updateStatus();

    };

    Window_EnemyBookIndex.prototype.setStatusWindow3 = function(statusWindow3) {

        this._statusWindow3 = statusWindow3;

        this.updateStatus();

    };

    Window_EnemyBookIndex.prototype.setStatusWindow4 = function(statusWindow4) {

        this._statusWindow4 = statusWindow4;

        this.updateStatus();

    };

 

    Window_EnemyBookIndex.prototype.update = function() {

        Window_Selectable.prototype.update.call(this);

        this.updateStatus();

    };

 

    Window_EnemyBookIndex.prototype.updateStatus = function() {

        if (this._statusWindow) {

            var enemy = this._list[this.index()];

            this._statusWindow.setEnemy(enemy);

        }

                if (this._statusWindow2) {

            var enemy = this._list[this.index()];

            this._statusWindow2.setEnemy(enemy);

        }

                if (this._statusWindow3) {

            var enemy = this._list[this.index()];

            this._statusWindow3.setEnemy(enemy);

        }

                if (this._statusWindow4) {

            var enemy = this._list[this.index()];

            this._statusWindow4.setEnemy(enemy);

        }

    };

 

    Window_EnemyBookIndex.prototype.refresh = function() {

        this._list = [];

        for (var i = 1; i < $dataEnemies.length; i++) {

            var enemy = $dataEnemies;

            if (enemy.name && enemy.meta.book !== 'no') {

                this._list.push(enemy);

            }

        }

        this.createContents();

        this.drawAllItems();

    };

 

    Window_EnemyBookIndex.prototype.drawItem = function(index) {

        var enemy = this._list[index];

        var rect = this.itemRectForText(index);

        var name;

        if ($gameSystem.isInEnemyBook(enemy)) {

if (IDatName === 'true') {

            name = enemy.id + " - " + enemy.name;

} else {

    name = enemy.name;

    }

        } else {

            name = unknownData;

        }

        this.drawText(name, rect.x, rect.y, rect.width);

    };

 

    Window_EnemyBookIndex.prototype.processCancel = function() {

        Window_Selectable.prototype.processCancel.call(this);

        Window_EnemyBookIndex.lastTopRow = this.topRow();

        Window_EnemyBookIndex.lastIndex = this.index();

    };

 

    function Window_EnemyBookStatus() {

        this.initialize.apply(this, arguments);

    }

    function Window_EnemyBookStatus2() {

       this.initialize.apply(this, arguments);

    }

    function Window_EnemyBookStatus3() {

        this.initialize.apply(this, arguments);

    }

    function Window_EnemyBookStatus4() {

        this.initialize.apply(this, arguments);

    }

 

    Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype);

    Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus;

    

    Window_EnemyBookStatus2.prototype = Object.create(Window_Base.prototype);

    Window_EnemyBookStatus2.prototype.constructor = Window_EnemyBookStatus2;

    

    Window_EnemyBookStatus3.prototype = Object.create(Window_Base.prototype);

    Window_EnemyBookStatus3.prototype.constructor = Window_EnemyBookStatus3;

    

    Window_EnemyBookStatus4.prototype = Object.create(Window_Base.prototype);

    Window_EnemyBookStatus4.prototype.constructor = Window_EnemyBookStatus4;

    

    

    Window_EnemyBookStatus2.prototype.initialize = function(x, y, width, height) {

        Window_Base.prototype.initialize.call(this, x, y, width, height);

        this._enemy = null;

        this._enemySprite = new Sprite();

        this._enemySprite.anchor.x = 0.5;

        this._enemySprite.anchor.y = 0.5;

        this._enemySprite.x = this.contents.width/2;

        this._enemySprite.y = (this.contents.height/2)+20;

        this.addChildToBack(this._enemySprite);

        this.refresh();

    };

 

    Window_EnemyBookStatus.prototype.setEnemy = function(enemy) {

        if (this._enemy !== enemy) {

            this._enemy = enemy;

            this.refresh();

        }

    };

    Window_EnemyBookStatus2.prototype.setEnemy = function(enemy) {

        if (this._enemy !== enemy) {

            this._enemy = enemy;

            this.refresh();

        }

    };

    Window_EnemyBookStatus3.prototype.setEnemy = function(enemy) {

        if (this._enemy !== enemy) {

            this._enemy = enemy;

            this.refresh();

        }

    };

    Window_EnemyBookStatus4.prototype.setEnemy = function(enemy) {

        if (this._enemy !== enemy) {

            this._enemy = enemy;

            this.refresh();

        }

    };

    //--------------------------------------------------- Function Animate Enemy ------------------------------------------------

    if (AnimEnemy === 'true') {

    Window_EnemyBookStatus2.prototype.update = function() {

        Window_Base.prototype.update.call(this);

        if (this._enemySprite.bitmap) {

            var bitmapHeight = this._enemySprite.bitmap.height;

            var contentsHeight = this.contents.height;

            

                var scalex = (Math.cos(Graphics.frameCount*0.01))/AnimIntens;

                var scaley = ((Math.cos(Graphics.frameCount*0.01))/AnimIntens);

            

            this._enemySprite.scale.x = (scalex*scalex)+0.9;

            this._enemySprite.scale.y = (scaley*scaley)+0.9;

            

            if (bitmapHeight > contentsHeight) {

                this._enemySprite.scale.x = ((scaley*scaley)+0.9)-0.3;

                this._enemySprite.scale.y = ((scaley*scaley)+0.9)-0.3;

            }

        }

 

    };

    }

    else {

    Window_EnemyBookStatus2.prototype.update = function() {

        Window_Base.prototype.update.call(this);

        if (this._enemySprite.bitmap) {

            var bitmapHeight = this._enemySprite.bitmap.height;

            var contentsHeight = this.contents.height;

            

                var scale = 1;

            

            this._enemySprite.scale.x = scale;

            this._enemySprite.scale.y = scale;

            

            if (bitmapHeight > contentsHeight) {

                this._enemySprite.scale.x = contentsHeight/bitmapHeight;

                this._enemySprite.scale.y = contentsHeight/bitmapHeight;

            }

        }

 

    };

    }

//-------------------------------------------------------------------------------------------------------------------------------

    Window_EnemyBookStatus.prototype.refresh = function() {

        

        this.contents.clear();

        

        var enemy = this._enemy;

        var x = 0;

        var y = 0;

        var lineHeight = this.lineHeight();

        

        if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {

            return;

        }

//--------------------------------------------------- Draw Enemy Discription ----------------------------------------------------

 

        var descWidth = 1;

        x = 1;

        y = 0;

        this.drawTextEx(enemy.meta.desc1, x, (y + lineHeight * 0)-2, descWidth);

        this.drawTextEx(enemy.meta.desc2, x, (y + lineHeight * 1)-10, descWidth);

        this.drawTextEx(enemy.meta.desc3, x, (y + lineHeight * 2)-18, descWidth);

    };

//-------------------------------------------------------------------------------------------------------------------------------

 

//--------------------------------------------------- Draw Enemy Bitmap ---------------------------------------------------------

 

    Window_EnemyBookStatus2.prototype.refresh = function(actionList) {

        

        this.contents.clear();

        

        var enemy = this._enemy;

        var x = 0;

        var y = 0;

        var lineHeight = this.lineHeight();

 

        if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {

            this._enemySprite.bitmap = null;

            return;

        }

 

        var name = enemy.battlerName;

        var hue = enemy.battlerHue;

        var bitmap;

        if ($gameSystem.isSideView()) {

            bitmap = ImageManager.loadSvEnemy(name, hue);

        } else {

            bitmap = ImageManager.loadEnemy(name, hue);

        }

        

        this._enemySprite.bitmap = bitmap;

        

        this.resetTextColor();

//-------------------------------------------------------------------------------------------------------------------------------

 

//--------------------------------------------------- Draw Abilities ------------------------------------------------------------

        

        if ($gameSwitches.value(ShowAbilities) === true || ShowAbilities === 0) {

        

            x = 1;

            y = lineHeight*1;

        

            var text = TextManager.skill + ":";

 

            this.contents.paintOpacity = lineOpacity;

            this.contents.fillRect(this.contents.width-this.textWidth(text), 30, this.textWidth(text), 2, this.normalColor());

            this.contents.paintOpacity = 255;

        

            this.drawText(text, this.contents.width-this.textWidth(text), -5);  

         

            for (var j = 0; j < enemy.actions.length && j < maxSkills; j++) {

                var ai = enemy.actions[j];

                    if (ai.skillId > 0) {

                        var skillName = $dataSkills[ai.skillId].name;

                        var skillIcon = $dataSkills[ai.skillId].iconIndex;

                        this.changeTextColor(this.textColor(skillColor));

                        this.drawText(skillName, this.contents.width-this.textWidth(skillName)-36, y+3);

                        this.drawIcon(skillIcon, this.contents.width-32, y+3);

                        this.changeTextColor(this.normalColor());

                        y += lineHeight

                    }

            }

            if (enemy.actions.length <= 0) {

                    this.contents.paintOpacity = lineOpacity;

                    this.drawText(noskillText, this.contents.width-this.textWidth(noskillText), y+3);

                    this.contents.paintOpacity = 255;

                }

        }

//-------------------------------------------------------------------------------------------------------------------------------

        

        

//--------------------------------------------------- Draw Items ----------------------------------------------------------------

 

        if ($gameSwitches.value(ShowItems) === true || ShowItems === 0) {

            

            x = 1;

            y = lineHeight*1;    

        

            this.contents.paintOpacity = lineOpacity;

            this.contents.fillRect(x, 30, this.textWidth(TextManager.item + ':'), 2, this.normalColor());

            this.contents.paintOpacity = 255;

        

            this.drawText(TextManager.item + ':', x, -5);

                for (var j = 0; j < enemy.dropItems.length; j++) {

                    var di = enemy.dropItems[j];

                        if (di.kind > 0) {

                            var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId);

                            this.drawItemName(item, x, y+3);

                            y += lineHeight;

                        }

                }

                if (enemy.dropItems[0].kind <= 0) {

                    this.contents.paintOpacity = lineOpacity;

                    this.drawText(noitemText, x, y+3);

                    this.contents.paintOpacity = 255;

                }

        }    

//-------------------------------------------------------------------------------------------------------------------------------

        x = 1

        y = this.contents.height - 60

        

        var arr = [TextManager.expA, TextManager.currencyUnit];

 

        var lgth = 0;

        var longest;

 

        for(var i=0; i < arr.length; i++){

            if(arr.length > lgth){

                var lgth = arr.length;

                longest = arr;

            }      

        }

//--------------------------------------------------- Draw Experience -----------------------------------------------------------

        if ($gameSwitches.value(ShowEXP) === true || ShowEXP === 0) {

 

            this.changeTextColor(this.systemColor());

            this.drawText(TextManager.expA, x, y - 5);

            this.resetTextColor();

            

            if (goldIcon === 'true') {

                this.drawText(enemy.exp, x + this.textWidth(TextManager.expA) + 15, y - 5);

            } else{

                this.drawText(enemy.exp, x + this.textWidth(longest) + 15, y - 5);

            }

        }

//-------------------------------------------------------------------------------------------------------------------------------

  

//--------------------------------------------------- Draw Gold -----------------------------------------------------------------

        if ($gameSwitches.value(ShowGold) === true || ShowGold === 0) {

            this.changeTextColor(this.systemColor());

        

            if (goldIcon === 'true') {

                this.drawIcon(Yanfly.Icon.Gold, x, y - 8 + lineHeight)

                this.resetTextColor();

                this.drawText(enemy.gold, x + this.textWidth(TextManager.expA) + 15, y - 8 + lineHeight);

            } else {

                this.drawText(TextManager.currencyUnit, x, y - 8 + lineHeight);

                this.resetTextColor();

                this.drawText(enemy.gold, x + this.textWidth(longest) + 15, y - 8 + lineHeight);

            }

        }

//-------------------------------------------------------------------------------------------------------------------------------

    }

        

    Window_EnemyBookStatus3.prototype.refresh = function() {

        

        this.contents.clear();

        

        var enemy = this._enemy;

        var x = 0;

        var y = 0;

        var lineHeight = this.lineHeight();

        

        if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {

            return;

        }

            

            this.drawText(TextManager.status, (Graphics.boxWidth/3) - (this.textWidth(TextManager.status)/2), -7, 160);

            this.resetTextColor();  

 

        this.contents.paintOpacity = lineOpacity;

this.contents.fillRect(x, 27, this.contents.width, 2, this.normalColor());

this.contents.paintOpacity = 255;

 

        x = (Graphics.boxWidth/3) - 235

        y = 30;

 

        var arr = [TextManager.param(0), TextManager.param(1), TextManager.param(2), TextManager.param(3)];

 

        var lgth = 0;

        var longest;

 

        for(var i=0; i < arr.length; i++){

            if(arr.length > lgth){

                var lgth = arr.length;

                longest = arr;

            }      

        }

        

        for (var i = 0; i < 4; i++) {

            this.changeTextColor(this.systemColor());

            this.drawText(TextManager.param(i), x, y, 160);

            this.resetTextColor();        

            this.drawText(enemy.params, x + this.textWidth(longest + '  '), y, 60, 'left');

            y += lineHeight-5;

        }

        

        y = 30;

        

        var arr = [TextManager.param(4), TextManager.param(5), TextManager.param(6), TextManager.param(7)];

 

        var lgth = 0;

        var longest2;

 

        for(var i=0; i < arr.length; i++){

            if(arr.length > lgth){

                var lgth = arr.length;

                longest2 = arr;

            }      

        }

        

        x = x + 10 + this.textWidth(longest + '  ') + 90

        

        for (var i = 4; i < 8; i++) {

            this.changeTextColor(this.systemColor());

            this.drawText(TextManager.param(i), x, y, 160);

            this.resetTextColor();

            this.drawText(enemy.params, x + this.textWidth(longest2 + '  '), y, 60, 'left');

            y += lineHeight-5;

        }

    }

    

    Window_EnemyBookStatus4.prototype.refresh = function() {

        

        this.contents.clear();

        

        var enemy = this._enemy;

        var x = 1;

        var y = 0;

        var lineHeight = this.lineHeight()-6;

        var ii = 1

                

        if (!enemy || !$gameSystem.isInEnemyBook(enemy)) {

            return;

        }

        

  this.drawText(damageText, ((Graphics.boxWidth/3)/2)-(this.textWidth(damageText)/2)-18, y-5);

        this.contents.paintOpacity = lineOpacity;

this.contents.fillRect(x, 29, this.contents.width, 2, this.normalColor());

this.contents.paintOpacity = 255;

        

for (var i = 0; i < 20; i++) {

        

if (i < enemy.traits.length) {

if (enemy.traits.code === 11) {

this.changeTextColor(this.systemColor());

this.drawText($dataSystem.elements[enemy.traits.dataId], x, y+lineHeight*ii);

if (enemy.traits.value*100 > 101) {

this.changeTextColor(this.textColor(posColor));

}

else{

this.changeTextColor(this.textColor(negColor));

}

this.drawText((Math.round(enemy.traits.value*100)) + "%", (Graphics.boxWidth/3) - 110, y+lineHeight*ii, 70, 'right');

ii += 1

this.changeTextColor(this.normalColor());

}

}

}

};

    

})();
 

 

Bugs:

None that I am aware of at the moment.

 

Credit and Thanks

- SkottyTV

- DragonPC

Yoji Ojima Original Plugin + (compatibility with Yanfly)

- Rexal (movement)

- Yanfly (Inspiration)

 

Terms of Use: This script can be used for Both private and Commercial games, If used please pass along the credit of all authors. thank you.

Features Mentioned

  • Spoiler
  • Previous updates.
  •  * - Decide if enemy's will get an entry automatically when they appear/transform!
  •  * - Now you can add an Enemy by a variable value!
  •  * - Able to add three info lines!
  •  * - Advanced Visual upgrades!
  •  * - Decide how many columns appear in one row!
  •  * - Decide if you want to use the Gold Icon from Yanfly Core Engine!
  •  * - Decide if you want to halve the Index height.
  •  * - Pulsing animation upgrade!
  •  * - Use switches to enable different information!
  •  *   (EXP, Gold, Items and Parameters)
  •  
  •  * - SkottyTV v1.4 ->New!
  •  * 
  •  * - Changed half Index Height.(to make room for the Damage Window.)
  •  * - - it will now be full screen or half screen depending on your choice.

Downloads / Referenced Files

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License / Terms Note

Credit and Thanks - SkottyTV - DragonPC - Yoji Ojima Original Plugin + (compatibility with Yanfly)

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

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