#»ç¿ë¹ý : À̺¥Æ® Ä¿¸àµå ¡¸½ºÅ©¸³Æ®¡¹·Î # call_monster_guide ¸¦ ÀÔ·ÂÇÏ¿©, ¸ó½ºÅÍ µµ°¨À» È£ÃâÇÒ ¼ö ÀÖ½À´Ï´Ù. # $game_system.monster_guide_completion #(À»)¸¦ ½ÇÇàÇϸé, ¸ó½ºÅÍ µµ°¨ÀÇ ¿Ï¼ºµµ¸¦ µ¹·ÁÁÝ´Ï´Ù. #ÀÌ°ÍÀ» $game_variables[id] = $game_system.monster_guide_completion #(¿Í)°ú °°ÀÌ º¯¼ö¿¡ ÃëµæÇϸé, °ÔÀÓÁßÀÇ À̺¥Æ®¿¡µµ »ç¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. #µ¡ºÙ¿©¼­, A¹öÆ°À» ´©¸£¸é ½ºÅ×ÀÌÅͽº¸¦ ¼û±æ ¼ö ÀÖ½À´Ï´Ù. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/¡¡¡¡¡ß¸ó½ºÅÍ µµ°¨ £­ ÈÖÆ®_MonsterGuide¡ß #_/---------------------------------------------------------------------------- #_/ ¿øÀÛÀÚ : KGC #_/¡¡¼öÁ¤ÀÚ : ÈÖÆ® [(http://rpgxp.zetyx.net/) ¼Ò¼Ó;;;] #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #============================================================================== # ¡Ú Ä¿½ºÅ͸¶ÀÌÁî Ç׸ñ ¡Ú #============================================================================== module KGC # ¡ßµµ°¨À¸·ÎºÎÅÍ ¼û±â´Â ¸ó½ºÅÍ # ºñÇ¥½Ã·Î ÇÏ°í ½ÍÀº ÀûÀÇ ID¸¦ ¹è¿­¿¡ °Ý³³. MG_HIDE_ENEMIES = [16] # ¡ß¼Ó¼º ³»¼ºÀ» Á¶»çÇÏ´Â ¹üÀ§(¼Ó¼º ID) #ÀÌ°÷¿¡ ¼Ó¼ºÀÇ ÃÖ´ë°¹¼ö¸¦ ÀÔ·ÂÇϼ¼¿ä (15ºÎºÐÀ» Áö¿ì°í) MG_ELEMENT_RANGE = 1..15 #---------------------»ö¼³Á¤¶óÀÎ------------------------------------------------- #¿©±â¼­ °ýÈ£¾ÈÀÇ ¼ýÀÚ 3°³´Â »ö±òÀÔ´Ï´Ù. °¢°¢ »¡°­, ÃÊ·Ï, ÆĶûÀÔ´Ï´Ù #Àß Á¶ÇÕÇؼ­ ¿øÇÏ´Â »öÀ¸·Î ¹Ù²Ù¼¼¿ä #Âü°í·Î ³ë¶ûÀº Àû/³ìÀÇ Á¶ÇÕ (255,255,128)Ãßõ #º¸¶ó´Â Àû/ûÀÇ Á¶ÇÕ (255,128,255) Ãßõ #û·ÏÀº ¸»±×´ë·Î;; (255,128,255) ÃßõÀÔ´Ï´Ù. #Èò»öÀº 0,0,0 À̸ç Èæ»öÀº 255,255,255ÀÔ´Ï´Ù. # MG_WEEK_COLOR = Color.new(255, 128, 128) ¿¡¼­ #óÀ½ = Àü±îÁö´Â À̸§ÀÔ´Ï´Ù. ÆÄÀÏÀ̸§Á¤µµ·Î ¾Æ½Ã°í... #¹»·Î ¹Ù²Ù¼Åµµ ÁÁÀ¸³ª.... ¹Ù²Ù¼Ì´Ù¸é ³ªÁß¿¡ ¹Ø¿¡¼­ ´ëÀÔ¹Þ´Â ºÎºÐµµ º¯°æÇØÁּžßÇÕ´Ï´Ù #ÆÄÀÏÀ̸§À̶ó Áß¿äÄ£ ¾ÊÀ¸´Ï À¢¸¸ÇÏ¸é ³öµÎ¼¼¿ë #=ÀÇ µÞºÎºÐ Áß °ýÈ£Àü±îÁö... ÀÌ°Ç ³öµÎ½Ê¼î;;; #¸¸¾à »õ·Î¿î Ç׸ñÀ» ¸¸µé±æ ¿øÇϽŴٸé #Çϳª¸¦ º¹»çÇÑ ´ÙÀ½ ¹Ù²Ù¼¼¿ä #¸¸µç°É ´ëÀÔÇÏ·Á¸é ¹Ø¿¡¼­ ¸¸µå¼Å¾ß ÇÕ´Ï´Ù. # ¡ßÃë¾àÁ¡ ¼Ó¼º ¹®ÀÚ»ö (A¼Ó¼ºÀÔ´Ï´Ù. ±âº»Àº Àû»ö)) MG_WEEK_COLOR = Color.new(255, 128, 128) #¾àÁ¡»ö (B¼Ó¼ºÀÔ´Ï´Ù. ±âº»Àº ¿¬ÇÑÀû»ö) MG_WS_COLOR = Color.new(200, 128, 128) # ¡ß°­³»¼º ¼Ó¼º ¹®ÀÚ»ö (E¼Ó¼ºÀÔ´Ï´Ù. ±âº»Àº û»ö) MG_RESIST_COLOR = Color.new(128, 128, 255) #³»¼º»ö (D¼Ó¼ºÀÔ´Ï´Ù. ±âº»Àº Àû»ö) MG_RW_COLOR = Color.new(128, 128, 200) #¿ªÈ¿°ú»ö (F¼Ó¼ºÀÔ´Ï´Ù. ±âº»Àº ³ì»ö) MG_ABS_COLOR = Color.new(128, 255, 128) #¾ÆÀÌÅÛ¸í»ö (¾ÆÀÌÅÛÀ̸§ÀÇ »ö±òÀÔ´Ï´Ù. ±âº»Àº Ȳ»ö) MG_APT_COLOR = Color.new(255, 255, 128) #ÆÛ¼¾Æ¼Áö»ö (¾ÆÀÌÅÛ ½Àµæ·üÀÇ ÆÛ¼¾Æ¼ÁöÀÇ »ö»óÀÔ´Ï´Ù. ±âº»Àº Èò»öÀ̳ª, #¾Æ·¡ÀÇ #¸¦ Áö¿ì½Ã¸é û·ÏÀ¸·Î Ç¥½ÃµË´Ï´Ù) #MG_IPT_COLOR = Color.new(128, 255, 255) #------»ö¼³Á¤Àº ¿©±â±îÁö--------------------------------------------------------- # ¡ßÄ¿¼­ À̵¿À¸·Î Ç¥½Ã ³»¿ë °»½Å # false ·Î Çϸé, C ¹öÆ°À» ´©¸¦ ¶§±îÁö À繦ȭ ÇÏÁö ¾Ê´Â´Ù. # (¹«°Ì°Ô ´À³¢Áö ¾Ê´Â °æ¿ì´Â true ÀΠä·Î OK) MG_MOVE_REFRESH = true # ¡ßº¯½ÅÀüÀÇ Àûµµ °ÝÆÄ # false ·Î Çϸé, º¯½ÅÀüÀÇ ÀûÀº °ÝÆÄÇß´Ù°í º¸¿©ÁöÁö ¾Ê´Â´Ù. MG_ORIGINAL_DEFEAT = true end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú $imported["MonsterGuide"] = true #-------------------------------------------------------------------------- # ¡Ü ¸ó½ºÅÍ µµ°¨ È£Ãâ #-------------------------------------------------------------------------- def call_monster_guide # Ç÷¹À̾îÀÇ ÀÚ¼¼¸¦ ±³Á¤ $game_player.straighten # ¸ó½ºÅÍ µµ°¨ È­¸éÀ¸·Î ÀüȯÇØ $scene = Scene_MonsterGuide.new end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ¡Ü °ø°³ ÀνºÅϽº º¯¼ö #-------------------------------------------------------------------------- attr_accessor :enemy_encountered # ¸¸³²ÀÌ ³¡³­ Ç÷¡±× attr_accessor :enemy_defeated # °ÝÆÄ°¡ ³¡³­ Ç÷¡±× #-------------------------------------------------------------------------- # ¡Ü ¿ÀºêÁ§Æ® ÃʱâÈ­ #-------------------------------------------------------------------------- alias initialize_KGC_MonsterGuide initialize def initialize # ꪪÎ?×âªò?ú¼ initialize_KGC_MonsterGuide @enemy_encountered, @enemy_defeated = [], [] end #-------------------------------------------------------------------------- # ¡Ü ¿¡³Ê¹Ì Á¸Àç üũ #-------------------------------------------------------------------------- def enemy_exist?(enemy_id) return $data_enemies[enemy_id] != nil && $data_enemies[enemy_id].name != "" end #-------------------------------------------------------------------------- # ¡Ü Á¸ÀçÇÏ´Â ÀûÀÇ Á¾·ù¼öÃëµæ #-------------------------------------------------------------------------- def all_enemies_count n = 0 # Á¸ÀçÇÏ´Â ÀûÀÇ Á¾·ù¼ö¸¦ Ãëµæ for i in 1...$data_enemies.size next if !enemy_exist?(i) || KGC::MG_HIDE_ENEMIES.include?(i) n += 1 end return n end #-------------------------------------------------------------------------- # ¡Ü °ÝÆÄÇÑ ÀûÀÇ Á¾·ù¼öÃëµæ #-------------------------------------------------------------------------- def defeated_enemies_count n = 0 # °ÝÆÄÇÑ ÀûÀÇ Á¾·ù¼ö¸¦ Ãëµæ for i in 1...$data_enemies.size next if !enemy_exist?(i) || !@enemy_encountered[i] || !@enemy_defeated[i] || KGC::MG_HIDE_ENEMIES.include?(i) n += 1 end return n end #-------------------------------------------------------------------------- # ¡Ü ¸ó½ºÅÍ µµ°¨ ¿Ï¼ºµµÀÇ Ãëµæ #-------------------------------------------------------------------------- def monster_guide_completion return defeated_enemies_count * 100 / all_enemies_count end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ¡Ü ÍëËÒ«¤«ó«¹«¿«ó«¹?? #-------------------------------------------------------------------------- attr_reader :original_id # ?ãóîñªÎID #-------------------------------------------------------------------------- # ¡Ü «ª«Ö«¸«§«¯«ÈôøÑ¢ûù # troop_id : «È«ë?«× ID # member_index : «È«ë?«×«á«ó«Ð?ªÎ«¤«ó«Ç«Ã«¯«¹ #-------------------------------------------------------------------------- alias initialize_KGC_MonsterGuide initialize def initialize(troop_id, member_index) # ꪪÎ?×âªò?ú¼ initialize_KGC_MonsterGuide(troop_id, member_index) @original_id = [] # ðäéç?ªß«Õ«é«°ªò«ª«ó unless @hidden $game_system.enemy_encountered[@enemy_id] = true end end #-------------------------------------------------------------------------- # ¡Ü ?ãó # enemy_id : ?ãó໪Ϋ¨«Í«ß? ID #-------------------------------------------------------------------------- alias transform_KGC_MonsterGuide transform def transform(enemy_id) # ?ãóîñªÎIDªòÜÁðí @original_id.push(@enemy_id) # ꪪÎ?×âªò?ú¼ transform_KGC_MonsterGuide(enemy_id) # ?ãóý­ªÎîتâðäéç?ªßªËª¹ªë $game_system.enemy_encountered[@enemy_id] = true end #-------------------------------------------------------------------------- # ¡Ü ?ªì?÷¾àâïÒ #-------------------------------------------------------------------------- def hidden=(value) @hidden = value # õóúÞª·ª¿íÞùêªÏðäéç?ªß«Õ«é«°ªò«ª«ó unless @hidden $game_system.enemy_encountered[@enemy_id] = true end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Window_MonsterGuideTop #------------------------------------------------------------------------------ # ¡¡¸ó½ºÅÍ µµ°¨ È­¸é¿¡¼­, ½ºÅ×ÀÌÅͽº¸¦ Ç¥½ÃÇÏ´Â À©µµ¿ìÀÔ´Ï´Ù. #============================================================================== class Window_MonsterGuideTop < Window_Base #-------------------------------------------------------------------------- # ¡Ü «ª«Ö«¸«§«¯«ÈôøÑ¢ûù #-------------------------------------------------------------------------- def initialize super(0, 0, 240, 96) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 160 refresh end #-------------------------------------------------------------------------- # ¡Ü «ê«Õ«ì«Ã«·«å #-------------------------------------------------------------------------- def refresh self.contents.clear text = "µ¥ÀÌÅÍ£º#{$game_system.defeated_enemies_count}/#{$game_system.all_enemies_count}" self.contents.draw_shadow_text(0, 0, width - 32, 32, text) text = "¿Ï¼ºµµ£º#{$game_system.monster_guide_completion}£¥" self.contents.draw_shadow_text(0, 32, width - 32, 32, text) end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Window_MonsterGuideLeft #------------------------------------------------------------------------------ # ¡¡¸ó½ºÅÍ µµ°¨ È­¸éÀÇ Ã³¸®¸¦ ½Ç½ÃÇϴ Ŭ·¡½ºÀÔ´Ï´Ù. #============================================================================== class Window_MonsterGuideLeft < Window_Selectable #-------------------------------------------------------------------------- # ¡Ü «ª«Ö«¸«§«¯«ÈôøÑ¢ûù #-------------------------------------------------------------------------- def initialize super(0, 96, 240, 384) self.index = 0 self.back_opacity = 160 refresh end #-------------------------------------------------------------------------- # ¡Ü àÔ?«â«ó«¹«¿?ªÎö¢Ôð #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ¡Ü «ê«Õ«ì«Ã«·«å #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # ðí¹ªë«¨«Í«ß?ªòö¢Ôð for i in 1...$data_enemies.size next if !$game_system.enemy_exist?(i) || KGC::MG_HIDE_ENEMIES.include?(i) @data.push($data_enemies[i]) end # ú£ÙÍ?ª¬ 0 ªÇªÊª±ªìªÐ«Ó«Ã«È«Þ«Ã«×ªòíÂà÷ª·¡¢îïú£ÙͪòÙÚ? @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # ¡Ü ú£ÙͪÎÙÚ? # index : ú£ÙÍÛã? #-------------------------------------------------------------------------- def draw_item(index) enemy = @data[index] # ?÷òª·ªÆª¤ªìªÐ÷×ßÈÙþí®ßäªË¡¢ª½ª¦ªÇªÊª±ªìªÐÙí?Ùþí®ßäªËàâïÒ if $game_system.enemy_defeated[enemy.id] self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 40, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) # ðäé窷ªÆª¤ªìªÐÙ£îñ¡¢ðäé窷ªÆª¤ªÊª±ªìªÐ£¿ªòÙÚ? if $game_system.enemy_encountered[enemy.id] self.contents.draw_text(x, y, self.width - 40, 32, enemy.name) else self.contents.draw_text(x, y, self.width - 40, 32, "? ? ? ? ? ? ? ?", 1) end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Window_MonsterGuideRight #------------------------------------------------------------------------------ # ¡¡«â«ó«¹«¿??Êü?ØüªÇ¡¢«¹«Æ?«¿«¹ªòøúãƪ¹ªë«¦«£«ó«É«¦ªÇª¹¡£ #============================================================================== class Window_MonsterGuideRight < Window_Base #-------------------------------------------------------------------------- # ¡Ü «ª«Ö«¸«§«¯«ÈôøÑ¢ûù #-------------------------------------------------------------------------- def initialize super(240, 0, 400, 480) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 160 end #-------------------------------------------------------------------------- # ¡Ü «ê«Õ«ì«Ã«·«å # enemy : «¨«Í«ß? # show_status : «¹«Æ?«¿«¹øúãÆ #-------------------------------------------------------------------------- def refresh(enemy, show_status = true) self.contents.clear # ðäé窷ªÆª¤ªÊª¤íÞùêªÏNo data unless $game_system.enemy_encountered[enemy.id] self.contents.font.color = disabled_color self.contents.draw_shadow_text(0, 208, 368, 32, "- No Data -", 1) return end # «Ð«È«é??ßÀªòÙÚ? bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue) cw = bitmap.width; ch = bitmap.height self.contents.blt(184 - cw / 2, 0, bitmap, bitmap.rect) # «¹«Æ?«¿«¹ÞªøúãƪÎíÞùêªÏ?ªë return unless show_status # ?÷ò?ªßªÎíÞùê¡¢ßÙá¬ï×ÜêâÙÚ? if $game_system.enemy_defeated[enemy.id] #---------Ç¥±âµÉ Ç׸ñÀÇ À̸§ÀÔ´Ï´Ù----------------------------------------------- #°æÇèÄ¡³ª °ø°Ý·ÂµîÀÇ À̸§À» Ç¥±âÇÕ´Ï´Ù. # ¸Ç ³¡ "" ¾È¿¡ ¿øÇÏ´Â À̸§À» ÀûÀ¸¼¼¿ä #¸¸¾à ""°¡ ¾øÀÌ $¾î¼°í¶ó¸é ½Ã½ºÅÛÀ» ÂüÁ¶ÇØ ±âº» À̸§À» ´ëÀÔÇÕ´Ï´Ù. #¼öÁ¤À» ¿øÇϽŴٸé $ºÎÅÍ )Àü±îÁö Áö¿ì°í ""¸¦ Ä£ ÈÄ ¾È¿¡ ¾²¼¼¿ä #¼ýÀڴ ǥ±âµÉ À§Ä¡ÀÔ´Ï´Ù. °¢°¢ Ⱦ, Á¾, Ç¥±âÁ¦ÇѱæÀÌ, ? ÀÔ´Ï´Ù. #Ç¥±âÁ¦ÇѱæÀ̶õ°ÍÀº ÇØ´ç¼ýÀÚ¸¸Å­ÀÇ ±æÀ̳»¿¡ À̸§À» Ç¥±âÇÑ´Ù´Â °ÍÀ¸·Î.. #±æÀÌ°¡ ³Ê¹« ±æ¸é ¾î´ÀÁ¤µµ Ãà¼ÒÇØ Ç¥±âÇϳª, ³Ê¹«³Ê¹« ±æ¶§´Â ©¸³´Ï´Ù. # ?´Â ¸ô°Ú½À´Ï´Ù;;;;;;;;; ÇÑ ¹ø ¼öÄ¡¸¦ ´Ã·Áº¸¾Ò´õ´Ï ±ÛÀÚ°¡ È´~ ÇÏ°í ¹ØÀ¸·Î óÁö´õ±º¿ä #¾Æ¸¶ Á¾ÀÌ 2°³´Â ¾Æ´ÒÅÙµ¥.... ÇÏ¿©°£ ³ôÀÌÁ¶ÀýÀº 2¹ø° ¼ýÀÚ¸¦ ÅëÇØÁÖ¼¼¿ä.... #4¹ø°´Â ºÒ¾ÈÇÏ´Ï;;; (¾Æ¸¶µµ ÇØ´ç ³ôÀÌ ³» ³ô³·ÀÌ ¼³Á¤Àεí..??) #¾Æ´Ï¸é Ç¥½Ã'³ô³·ÀÌ'Á¦ÇѱæÀÌÀÏÁöµµ;; # «¹«Æ?«¿«¹ªòÙÚ? #»öÀÔ´Ï´Ù self.contents.font.color = system_color #ü·Â(HP) self.contents.draw_shadow_text(0, 224, 64, 32, $data_system.words.hp) #±â·Â(SP) self.contents.draw_shadow_text(122, 224, 64, 32, $data_system.words.sp) #¿Ï·Â self.contents.draw_shadow_text(244, 224, 64, 32, $data_system.words.str) #¹Îø self.contents.draw_shadow_text(0, 256, 64, 32, $data_system.words.dex) #Áö´É self.contents.draw_shadow_text(122, 256, 64, 32, $data_system.words.agi) #¸¶·Â self.contents.draw_shadow_text(244, 256, 64, 32, $data_system.words.int) #°ø°Ý·Â self.contents.draw_shadow_text(0, 288, 64, 32, $data_system.words.atk) #¹°¸®¹æ¾î·Â self.contents.draw_shadow_text(122, 288, 64, 32, $data_system.words.pdef) #¸¶¹ý¹æ¾î·Â self.contents.draw_shadow_text(244, 288, 64, 32, $data_system.words.mdef) #Ãë¾àÁ¡ self.contents.font.color = KGC::MG_WEEK_COLOR.dup self.contents.draw_shadow_text(0, 352, 96, 32, "Ãë¾àÁ¡") #¾àÁ¡ self.contents.font.color = KGC::MG_WS_COLOR.dup self.contents.draw_shadow_text(0, 320, 96, 32, "¾àÁ¡") #°­³»¼º self.contents.font.color = KGC::MG_RESIST_COLOR.dup self.contents.draw_shadow_text(200, 352, 96, 32, "°­³»¼º") #³»¼º self.contents.font.color = KGC::MG_RW_COLOR.dup self.contents.draw_shadow_text(200, 320, 96, 32, "³»¼º") #°æÇèÄ¡ self.contents.font.color = system_color self.contents.draw_shadow_text(200, 384, 384, 32, "°æÇèÄ¡") #¿ªÈ¿°ú self.contents.font.color = KGC::MG_ABS_COLOR.dup self.contents.draw_shadow_text(0, 384, 96, 32, "¿ªÈ¿°ú") #µ· self.contents.font.color = system_color self.contents.draw_shadow_text(247, 416, 384, 32, $data_system.words.gold) #ȹµæ (¾ÆÀÌÅÛ) self.contents.draw_shadow_text(0, 416, 64, 32, "ȹµæ") #------------------------¼öÁ¤Àº ¿©±â±îÁö--------------------------------------------- # ö·ªòÙÚ? #»ö±òÀÔ´Ï´Ù self.contents.font.color = normal_color #ÀûÀÇ ´É·ÂÄ¡¸¦ ´ëÀÔÇÕ´Ï´Ù. ¼Õ´ëÁö¸¶½Ê¼î;; À¢¸¸Çϸé;; hp = enemy.maxhp; sp = enemy.maxsp str = enemy.str; dex = enemy.dex; agi = enemy.agi; int = enemy.int atk = enemy.atk; pdef = enemy.pdef; mdef = enemy.mdef exp = enemy.exp; gold = enemy.gold if $imported["LimitBreak"] hp *= KGC::LB_MAXHP_REVISE; sp *= KGC::LB_MAXSP_REVISE str *= KGC::LB_STR_REVISE; dex *= KGC::LB_DEX_REVISE agi *= KGC::LB_AGI_REVISE; int *= KGC::LB_INT_REVISE end if $imported["BattleDifficulty"] hp *= get_difficulty[1]; sp *= get_difficulty[2] correct = get_difficulty[3] str *= correct; dex *= correct; agi *= correct; int *= correct atk *= correct; pdef *= correct; mdef *= correct exp *= get_difficulty[4]; gold *= get_difficulty[5] end #----------------°¢ ´É·ÂÄ¡Ç¥½ÃÅÛ..(¾Æ±î´Â ´É·ÂÀÇ À̸§¿´ÁÒ)-------------------------- #¾Æ±î´Â ´É·ÂÄ¡º° À̸§À̾ú°í, À̹ø²« ¼öÄ¡ÀÔ´Ï´Ù. #¼ýÀÚ¸¸ ¹Ù²Ù¼¼¿ä... °ýÈ£¾È¿¡²¨. #°¢°¢ÀÇ ¼ýÀڴ Ⱦ, Á¾, Ç¥½ÃÁ¦ÇѱæÀÌ, ?ÀÔ´Ï´Ù;;;;; #?´©°¡ °¥ÄÑÁà¿ä;;; #°¢°¢ÀÇ ¶óÀÎÀÌ ¹«½¼ ´É·ÂÀÎÁö´Â ´Â ÆĶõ °ýÈ£¾ÈÀ» ÂüÁ¶ÇϽñæ; self.contents.draw_shadow_text(48, 224, 64, 32, Integer(hp).to_s, 2) self.contents.draw_shadow_text(170, 224, 64, 32, Integer(sp).to_s, 2) self.contents.draw_shadow_text(292, 224, 64, 32, Integer(str).to_s, 2) self.contents.draw_shadow_text(48, 256, 64, 32, Integer(dex).to_s, 2) self.contents.draw_shadow_text(170, 256, 64, 32, Integer(agi).to_s, 2) self.contents.draw_shadow_text(292, 256, 64, 32, Integer(int).to_s, 2) self.contents.draw_shadow_text(48, 288, 64, 32, Integer(atk).to_s, 2) self.contents.draw_shadow_text(170, 288, 64, 32, Integer(pdef).to_s, 2) self.contents.draw_shadow_text(292, 288, 64, 32, Integer(mdef).to_s, 2) self.contents.draw_shadow_text(184, 384, 144, 32, Integer(exp).to_s, 2) self.contents.draw_shadow_text(184, 416, 144, 32, Integer(gold).to_s, 2) #---------------¼Ó¼º´ëÀÔÀÔ´Ï´Ù. ÀÌ °÷¿¡¼­ ¿©·¯°¡Áö..------------------------------- #°¢°¢ÀÇ ¼º°Ý(Ãë¾à,³»¼º,°­³»¼ºµî)º°·Î ¼Ó¼ºÀ» Ç¥±âÇÏ´Â ºÎºÐÀÔ´Ï´Ù. #¼öÁ¤°¡´ÉºÎºÐÀºÀº if enemy.element_ranks[i] == 1 #¿¡¼­ ¼ýÀںκÐÀÔ´Ï´Ù. 1-6±îÁö ÀÖÀ¸¸ç °¢°¢ #ABCDEF ¸¦ ÀǹÌÇÕ´Ï´Ù. (¼Ó¼ºÀÇ À¯È¿µµ) #Ãë¾àÁ¡ÀÇ °æ¿ì 1À̴ϱñ, À¯È¿µµA¸¦ ÀǹÌÇÑ´Ù°í ÇÒ ¼ö ÀÖ½À´Ï´Ù. #´Ù¸¥ ¼öÁ¤°¡´É ºÎºÐÀº self·Î ½ÃÀÛÇÏ´Â °ÍµéÀε¥.... #self.contents.draw_text(104, 352, 264, 32, text) ¾È ºÎºÐÀº Ç¥±âµÉ À§Ä¡ÀÔ´Ï´Ù. #¼ýÀÚ´Â °¢°¢ Ⱦ,Á¾,Ç¥½ÃÁ¦ÇѱæÀÌ, ?ÀÔ´Ï´Ù # Ãë¾àÁ¡ text = "" for i in KGC::MG_ELEMENT_RANGE # êó?Óøª¬3Ú±?(A,B)ªÊªéªÐå°ïà if enemy.element_ranks[i] == 1 # ?àõÙ£ªòõÚÊ¥ text += "/" if text != "" text += $data_system.elements[i] end end self.contents.draw_text(104, 352, 264, 32, text) #¾àÁ¡ text = "" for i in KGC::MG_ELEMENT_RANGE if enemy.element_ranks[i] == 2 text += "/" if text != "" text += $data_system.elements[i] end end self.contents.draw_text(104, 320, 264, 32, text) # °­³»¼º text = "" for i in KGC::MG_ELEMENT_RANGE # êó?Óøª¬3ªèªêÓÞª­ª¤(D,E,F)ªÊªéªÐÒ±àõ if enemy.element_ranks[i] == 5 # ?àõÙ£ªòõÚÊ¥ text += "/" if text != "" text += $data_system.elements[i] end end self.contents.draw_text(270, 352, 264, 32, text) self.contents.font.color = normal_color #³»¼º text = "" for i in KGC::MG_ELEMENT_RANGE # êó?Óøª¬3ªèªêÓÞª­ª¤(D,E,F)ªÊªéªÐÒ±àõ if enemy.element_ranks[i] == 4 # ?àõÙ£ªòõÚÊ¥ text += "/" if text != "" text += $data_system.elements[i] end end self.contents.draw_text(270, 320, 264, 32, text) self.contents.font.color = normal_color #¿ªÈ¿°ú text = "" for i in KGC::MG_ELEMENT_RANGE # êó?Óøª¬3ªèªêÓÞª­ª¤(D,E,F)ªÊªéªÐÒ±àõ if enemy.element_ranks[i] == 6 # ?àõÙ£ªòõÚÊ¥ text += "/" if text != "" text += $data_system.elements[i] end end self.contents.draw_text(104, 384, 264, 32, text) self.contents.font.color = normal_color #----------¾ÆÀÌÅÜÅÜÀÔ´Ï´Ù-------------------------------------------------------- #¼öÁ¤°¡´ÉÇÑ ºÎºÐÀº.... #prob = "#{Integer(n)}£¥" Àε¥... ³¡ÀÇ %¸¸ ¹Ù²Ü ¼ö ÀÖ½À´Ï´Ù. #¾ÕÀÇ ÀÌ»óÇÑ°Ç ÆÛ¼¾Æ¼Áö¼ýÀÚÀÔ´Ï´Ù. ÇѸ¶µð·Î ¾ÆÅÛÃâÇö·üÀÌÁÒ. #³ª¸ÓÁø ³öµÎ½Ã°í.... # «¢«¤«Æ«àÙÚ? n = enemy.treasure_prob n *= get_difficulty[6] if $imported["BattleDifficulty"] prob = "#{Integer(n)}£¥" if enemy.item_id > 0 icon = RPG::Cache.icon($data_items[enemy.item_id].icon_name) text = $data_items[enemy.item_id].name elsif enemy.weapon_id > 0 icon = RPG::Cache.icon($data_weapons[enemy.weapon_id].icon_name) text = $data_weapons[enemy.weapon_id].name elsif enemy.armor_id > 0 icon = RPG::Cache.icon($data_armors[enemy.armor_id].icon_name) text = $data_armors[enemy.armor_id].name else icon = Bitmap.new(24, 24) #ÀÌ ¾Æ·¡ "No Item." ¶õ ºÎºÐ ô °¡½ÃÁÒ? ¾ÆÅÛ ¾ø´Â³ÑµéÀº ÀÌ·¸°Ô Ç¥½ÃµË´Ï´Ù. #¼öÁ¤°¡´ÉÇÕÁÒ ¹°·Ð "" ¾È¿¡ ¾²¼¼¿ä;; text = "No Item." prob = "" end #¾ÆÀÌÅÛÀÇ ¾ÆÀÌÄÜÀ» Ç¥½ÃÇÕ´Ï´Ù. ¾È¾´´Ù¸é Áö¿öµµ ¹«¹æ. #¾ÕÀÇ ¼ýÀÚ 2°³´Â Ⱦ, Á¾ ÀÌ¸ç µÚÀÇ 4°³´Â °ÇµéÁö¸¶½Ê¼î.. self.contents.blt(40, 420, icon, Rect.new(0, 0, 24, 24)) #¾ÆÀÌÅÛÀ̸§¿¡ ´ëÀÔÇÒ »öÀÔ´Ï´Ù. ¿ª½Ã ÷¿¡ ¼³Á¤ÇÑ ¹üÀ§ ³»·Î ºÎ¸¨½Ã´Ù. self.contents.font.color = KGC::MG_APT_COLOR.dup #¾ÆÀÌÅÛ À̸§ÀÌ Ç¥½ÃµÉ À§Ä¡ÀÔ´Ï´Ù. ¼ýÀÚ 4°³.. ÀÌÁ¨ ¾²±â ±ÍÂúÀº;;;; #Ⱦ,Á¾,Ç¥½ÃÁ¦ÇѱæÀÌ,?ÀÔ´Ï´Ù;;;; #Á¦°¡ ÇسõÀº Ãʱ⼳Á¤À¸·Î´Â ÃÖ´ë 10ÀÚ±îÁö ¹«¸®¾øÀÌ Ç¥±â°¡´ÉÇÕ´Ï´Ù self.contents.draw_shadow_text(65 , 416, 125, 32, text) #ÀÌ°Ç À¢¸¸ÇÏ¸é ³öµÎ½Ê¼î;;; °íÇÊ ¼ö´Â Àִµ¥... ¹Ì°ü»ó ¾ÈÁÁ¾Æ¼­;; #¹¹³Ä¸é ÆÛ¼¾Æ¼Áö¸¦ Ç¥½ÃÇÒ »ö»óÀÔ´Ï´Ù;; #»öÀ» ¿øÇϽøé Áö¿ì½Ã°í self.contents.font.color = KGC::MG_APT_COLOR.dup #ó·³ ÷¿¡ ¼³Á¤ÇÏ½Ã°í ¾²¼¼¿ä/ #ȤÀº, ¾Æ·¡ÀÇ #À» Áö¿ì½Ã°í, self.contents.font.color = normal_colorºÎºÐÀ» Áö¿ì½Ã¸é #Á¦°¡ ¼³Á¤ÇÑ Ã»·Ï»öÀ¸·Î ¼³Á¤µË´Ï´Ù #self.contents.font.color = KGC::MG_IPT_COLOR.dup #¿ä À§ÀÇ #À» Áö¿ì½Ã¸é Á¦°¡ ¼³Á¤ÇÑ »ö;;;(Çò°¥¸®½Ç±îºÁ ÀÏÄÉ ÇÑ ¹ø ´õ ½è½À´Ï´Ù;;;) self.contents.font.color = normal_color #Á¦ ¼³Á¤ ȤÀº »õ·Î¿î ¼³Á¤À» Çϼ̴ٸé À§¿¡°Ç °Ç Áö¿ì¼¼¿ä #ÆÛ¼¾Æ¼Áö°¡ Ç¥½ÃµÉ À§Ä¡. 4°³ÀÇ ¼ýÀÚ´Â ÀÌÁ¨ ¾È¾¹´Ï´Ù;; self.contents.draw_shadow_text(190, 416, 64, 32, prob) end end end #---¿©±â±îÁö!!!!------------------------------------------------------------------