#################################################################### # Extended_Status v1.0 # By: SojaBird # Site: http://www.nestcast.blogspot.com # Description: Extended_Status adds the Effects gain from equipment in the statuswindow. #################################################################### # Start Setup #################################################################### module SojaBird_ES # Appearance Setup X_Position = 32 # X position (default=32). Y_Position = 285 # Y position (default=285). Text_Width = 180 # Width of the textbox (default=180). Alignment = 0 # Alignment of the text; [0=Left, 1=Center, 2=Right] (default=0). # Text Setup Effects = "Effects" Preemptive_Strike = "Preemptive Strike" Increased_Critical = "Increased Critical" Prevent_Criticals = "Prevent Criticals" Half_MP_Cost = "Half MP Cost" Double_Experience = "Double Experience" Auto_HP_Recovery = "Auto HP Recovery" end #################################################################### # End Setup #################################################################### class Window_Status < Window_Base include SojaBird_ES alias old_refresh refresh def refresh old_refresh draw_extra(@actor, X_Position, Y_Position, Text_Width, Alignment) end def draw_extra(actor, x, y, width, p) @TH = 13 self.contents.font.color = system_color self.contents.draw_text(x, y, width, WLH, Effects, p) self.contents.font.color = normal_color self.contents.font.size = 12 self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.fast_attack self.contents.draw_text(x, y + @TH * 1, width, WLH, Preemptive_Strike, p) self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.critical_bonus self.contents.draw_text(x, y + @TH * 2, width, WLH, Increased_Critical, p) self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.prevent_critical self.contents.draw_text(x, y + @TH * 3, width, WLH, Prevent_Criticals, p) self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.half_mp_cost self.contents.draw_text(x, y + @TH * 4, width, WLH, Half_MP_Cost, p) self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.double_exp_gain self.contents.draw_text(x, y + @TH * 5, width, WLH, Double_Experience, p) self.contents.font.color.alpha = 128 self.contents.font.color.alpha = 255 if actor.auto_hp_recover self.contents.draw_text(x, y + @TH * 6, width, WLH, Auto_HP_Recovery, p) end end class Game_Actor < Game_Battler def critical_bonus for weapon in weapons.compact return true if weapon.critical_bonus end return false end end