Demo – Version 1.3 >
#------------------------------------------------------------------------------#
# Galv's Parameter Names
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.3
#------------------------------------------------------------------------------#
# 2012-10-12 - Version 1.3 - updating alias names for compatibility
# 2012-10-12 - Version 1.2 - fixed bugs... haha. OOPS!
# 2012-10-12 - Version 1.1 - re-wrote it with muchless overwrites
# 2012-10-12 - Version 1.0 - release
#------------------------------------------------------------------------------#
# Changes the vocab (name) of parameters for certain actor classes. These
# new names are only visible in the status and battle screens and will show
# as the default vocab if displayed anywhere else. (eg. "Bob loses x ATK!")
#
# INSTRUCTIONS:
# Edit the settings below. Each class that you want to have different param
# names should include all params in the list. If you don't setup new param
# names for a class, they will default to the RPGMaker vocab.
# If you use Yanfly scripts, put this under it.
#
# NOTE:
# Any other script using vocab may not use the class names setup below. Only
# a bunch of Yanfly scripts were checked for compatibility.
#------------------------------------------------------------------------------#
$imported = {} if $imported.nil?
$imported["Paramenter_Renamer"] = true
module Renamer
CLASS = [] # DON'T CHANGE THIS
#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
YANFLY_STATUS = false # Set to true ONLY if using yanfly's status script
YANFLY_BATTLE = false # Set to true ONLY if using yanfly's battle script
#------------------------------------------------------------------------------#
# CLASS PARAMETER NAMES:
#------------------------------------------------------------------------------#
CLASS[2] = [ # Class ID
"HL", # HP
"EP", # MP
"MEM", # TP
"MAX Hull", # Max HP
"MAX ENERGY", # Max MP
"POWER", # ATK
"ARMOR", # DEF
"BATTERY", # MAT
"SHIELD", # MDF
"SERVOS", # AGI
"RAM", # LUK
] # end class
CLASS[1] = [ # Class ID
"HP", # HP
"QI", # MP
"FU", # TP
"MAX HP", # Max HP
"MAX QI", # Max MP
"STR", # ATK
"DEF", # DEF
"CHI", # MAT
"FOC", # MDF
"DEX", # AGI
"SPI", # LUK
] # end class
#------------------------------------------------------------------------------#
# END SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
end
#------------------------------------------------------------------------------#
# Vocab Overwrites
#------------------------------------------------------------------------------#
module Vocab
def self.param(param_id)
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
$data_system.terms.params[param_id]
else
Renamer::CLASS[c_id][param_id + 3]
end
end
def self.hp
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(2)
else
Renamer::CLASS[c_id][3]
end
end
def self.hp_a
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(3)
else
Renamer::CLASS[c_id][0]
end
end
def self.mp
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(4)
else
Renamer::CLASS[c_id][4]
end
end
def self.mp_a
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(5)
else
Renamer::CLASS[c_id][1]
end
end
def self.tp
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(6)
else
Renamer::CLASS[c_id][5]
end
end
def self.tp_a
c_id = $game_temp.class_check
if Renamer::CLASS[c_id] == nil || Renamer::CLASS[c_id] == 0
basic(7)
else
Renamer::CLASS[c_id][2]
end
end
end
#------------------------------------------------------------------------------#
# Aliasing to check class before displaying vocab
#------------------------------------------------------------------------------#
class Window_Base < Window
alias galv_paramnames_draw_actor_param draw_actor_param
def draw_actor_param(actor, x, y, param_id)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_param(actor, x, y, param_id)
$game_temp.class_check = 0
end
alias galv_paramnames_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_hp(actor, x, y, width)
$game_temp.class_check = 0
end
alias galv_paramnames_draw_actor_mp draw_actor_mp
def draw_actor_mp(actor, x, y, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_mp(actor, x, y, width)
$game_temp.class_check = 0
end
alias galv_paramnames_draw_actor_tp draw_actor_tp
def draw_actor_tp(actor, x, y, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_tp(actor, x, y, width)
$game_temp.class_check = 0
end
end
class Window_EquipStatus < Window_Base
def actor
@actor
end
alias galv_paramnames_draw_param_name draw_param_name
def draw_param_name(x, y, param_id)
$game_temp.class_check = @actor.class_id if @actor
galv_paramnames_draw_param_name(x, y, param_id)
end
end
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# GALV'S MENU LAYOUT
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
class Window_MenuStatus < Window_Selectable
alias galv_paramnames_draw_actor_simple_status draw_actor_simple_status
def draw_actor_simple_status(actor, x, y)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_simple_status(actor, x, y)
$game_temp.class_check = 0
end
end
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# YANFLY BATTLE ENGINE
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
class Window_BattleStatus < Window_Selectable
if Renamer::YANFLY_BATTLE
alias galv_paramnames_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, dx, dy, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_hp(actor, dx, dy, width)
$game_temp.class_check = 0
end
alias galv_paramnames_draw_actor_mp draw_actor_mp
def draw_actor_mp(actor, dx, dy, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_mp(actor, dx, dy, width)
$game_temp.class_check = 0
end
alias galv_paramnames_draw_actor_tp draw_actor_tp
def draw_actor_tp(actor, dx, dy, width = 124)
$game_temp.class_check = actor.class_id
galv_paramnames_draw_actor_tp(actor, dx, dy, width)
$game_temp.class_check = 0
end
end
end
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# YANFLY STATUS MENU
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
class Window_StatusItem < Window_Base
if Renamer::YANFLY_STATUS
alias galv_paramnames_draw_actor_param draw_actor_param
def draw_actor_param(param_id, dx, dy, dw)
$game_temp.class_check = @actor.class_id
galv_paramnames_draw_actor_param(param_id, dx, dy, dw)
$game_temp.class_check = 0
end
#--------------------------------------------------------------------------
# draw_parameter_graph
#--------------------------------------------------------------------------
alias galv_paramnames_draw_parameter_graph draw_parameter_graph
def draw_parameter_graph
$game_temp.class_check = @actor.class_id
galv_paramnames_draw_parameter_graph
$game_temp.class_check = 0
end
end
end
class Game_Temp
attr_accessor :class_check
def class_check
@class_check
end
end