bad-end-collector/Scripts/_.7.rb
2024-05-30 12:46:11 -05:00

690 lines
28 KiB
Ruby
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#==============================================================================
# ■ RGSS3 魔物図鑑 ver 1.01 本体プログラム
#------------------------------------------------------------------------------
#  配布元:
# 白の魔 http://izumiwhite.web.fc2.com/
#
#  利用規約:
# RPGツクールVX Aceの正規の登録者のみご利用になれます。
# 利用報告・著作権表示とかは必要ありません。
# 改造もご自由にどうぞ。
# 何か問題が発生しても責任は持ちません。
#==============================================================================
#==============================================================================
# ■ WD_monsterdictionary
#------------------------------------------------------------------------------
#  魔物図鑑用の共通メソッドです。
#==============================================================================
module WD_monsterdictionary
def m_dictionary_encount_switch_on(id)
$game_system.m_dic_encount_sw = [] if $game_system.m_dic_encount_sw == nil
$game_system.m_dic_encount_sw[id] = false if $game_system.m_dic_encount_sw[id] == nil
$game_system.m_dic_encount_sw[id] = true
end
def m_dictionary_encount_switch_off(id)
$game_system.m_dic_encount_sw = [] if $game_system.m_dic_encount_sw == nil
$game_system.m_dic_encount_sw[id] = false if $game_system.m_dic_encount_sw[id] == nil
$game_system.m_dic_encount_sw[id] = false
end
def m_dictionary_encount_switch_on?(id)
$game_system.m_dic_encount_sw = [] if $game_system.m_dic_encount_sw == nil
$game_system.m_dic_encount_sw[id] = false if $game_system.m_dic_encount_sw[id] == nil
return $game_system.m_dic_encount_sw[id]
end
def m_dictionary_victory_switch_on(id)
$game_system.m_dic_victory_sw = [] if $game_system.m_dic_victory_sw == nil
$game_system.m_dic_victory_sw[id] = false if $game_system.m_dic_victory_sw[id] == nil
$game_system.m_dic_victory_sw[id] = true
end
def m_dictionary_victory_switch_off(id)
$game_system.m_dic_victory_sw = [] if $game_system.m_dic_victory_sw == nil
$game_system.m_dic_victory_sw[id] = false if $game_system.m_dic_victory_sw[id] == nil
$game_system.m_dic_victory_sw[id] = false
end
def m_dictionary_victory_switch_on?(id)
$game_system.m_dic_victory_sw = [] if $game_system.m_dic_victory_sw == nil
$game_system.m_dic_victory_sw[id] = false if $game_system.m_dic_victory_sw[id] == nil
return $game_system.m_dic_victory_sw[id]
end
def m_dictionary_drop_switch_on(id, n)
$game_system.m_dic_drop_sw = [] if $game_system.m_dic_drop_sw == nil
$game_system.m_dic_drop_sw[id] = [] if $game_system.m_dic_drop_sw[id] == nil
$game_system.m_dic_drop_sw[id][n] = false if $game_system.m_dic_drop_sw[id][n] == nil
$game_system.m_dic_drop_sw[id][n] = true
end
def m_dictionary_drop_switch_off(id, n)
$game_system.m_dic_drop_sw = [] if $game_system.m_dic_drop_sw == nil
$game_system.m_dic_drop_sw[id] = [] if $game_system.m_dic_drop_sw[id] == nil
$game_system.m_dic_drop_sw[id][n] = false if $game_system.m_dic_drop_sw[id][n] == nil
$game_system.m_dic_drop_sw[id][n] = false
end
def m_dictionary_drop_switch_on?(id, n)
$game_system.m_dic_drop_sw = [] if $game_system.m_dic_drop_sw == nil
$game_system.m_dic_drop_sw[id] = [] if $game_system.m_dic_drop_sw[id] == nil
$game_system.m_dic_drop_sw[id][n] = false if $game_system.m_dic_drop_sw[id][n] == nil
return $game_system.m_dic_drop_sw[id][n]
end
def m_dictionary_genoside_number_add(id, n)
$game_system.m_dic_genoside_num = [] if $game_system.m_dic_genoside_num == nil
$game_system.m_dic_genoside_num[id] = 0 if $game_system.m_dic_genoside_num[id] == nil
$game_system.m_dic_genoside_num[id] += n
end
def m_dictionary_genoside_number(id)
$game_system.m_dic_genoside_num = [] if $game_system.m_dic_genoside_num == nil
$game_system.m_dic_genoside_num[id] = 0 if $game_system.m_dic_genoside_num[id] == nil
return $game_system.m_dic_genoside_num[id]
end
def print_dictionary?(enemy)
if enemy != nil
if enemy.name.size > 0
hantei = /<図鑑無効>/ =~ enemy.note
if hantei == nil
return true
end
end
end
return false
end
def monster_dictionary_perfection
dic_max = 0
dic_num = 0
$data_enemies.each do |enemy|
if print_dictionary?(enemy)
dic_max += 1
if WD_monsterdictionary_layout::Perfection_timing == 1
if m_dictionary_encount_switch_on?(enemy.id) == true
dic_num += 1
end
elsif WD_monsterdictionary_layout::Perfection_timing == 2
if m_dictionary_victory_switch_on?(enemy.id) == true
dic_num += 1
end
end
end
end
return (100*dic_num)/dic_max
end
end
class Game_Interpreter
include WD_monsterdictionary
end
class Game_System
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :m_dic_encount_sw
attr_accessor :m_dic_victory_sw
attr_accessor :m_dic_drop_sw
attr_accessor :m_dic_genoside_num
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias wd_orig_initialize002 initialize
def initialize
wd_orig_initialize002
@m_dic_encount_sw = []
@m_dic_victory_sw = []
@m_dic_drop_sw = []
@m_dic_genoside_num = []
end
end
class Game_Troop < Game_Unit
include WD_monsterdictionary
#--------------------------------------------------------------------------
# ● 図鑑への登録(遭遇済み判定)
#--------------------------------------------------------------------------
def dictionary1
for enemy in members
m_dictionary_encount_switch_on(enemy.enemy_id) unless enemy.hidden? #遭遇済み図鑑登録
end
end
#--------------------------------------------------------------------------
# ● 図鑑への登録(撃破済み判定)
#--------------------------------------------------------------------------
def dictionary2
for enemy in dead_members
m_dictionary_victory_switch_on(enemy.enemy_id) unless enemy.hidden? #撃破済み図鑑登録
m_dictionary_genoside_number_add(enemy.enemy_id, 1) unless enemy.hidden? #撃破数カウント
end
end
end
class << BattleManager
#--------------------------------------------------------------------------
# ● 戦闘開始
#--------------------------------------------------------------------------
alias wd_orig_battle_start002 battle_start
def battle_start
wd_orig_battle_start002
$game_troop.dictionary1 #図鑑への登録(遭遇済み判定)
end
#--------------------------------------------------------------------------
# ● 勝利の処理
#--------------------------------------------------------------------------
alias wd_orig_process_victory002 process_victory
def process_victory
$game_troop.dictionary2 #図鑑への登録(撃破済み判定)
wd_orig_process_victory002
end
end
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 敵キャラの出現
#--------------------------------------------------------------------------
alias wd_orig_command_335_002 command_335
def command_335
wd_orig_command_335_002
$game_troop.dictionary1 #図鑑への登録(遭遇済み判定)
end
#--------------------------------------------------------------------------
# ● 敵キャラの変身
#--------------------------------------------------------------------------
alias wd_orig_command_336_002 command_336
def command_336
wd_orig_command_336_002
$game_troop.dictionary1 #図鑑への登録(遭遇済み判定)
end
end
class Game_Enemy < Game_Battler
include WD_monsterdictionary
#--------------------------------------------------------------------------
# ● ドロップアイテムの配列作成(再定義)
#--------------------------------------------------------------------------
def make_drop_items
n = -1
enemy.drop_items.inject([]) do |r, di|
n += 1
if di.kind > 0 && rand * di.denominator < drop_item_rate
m_dictionary_drop_switch_on(@enemy_id, n)
r.push(item_object(di.kind, di.data_id))
else
r
end
end
end
end
#==============================================================================
# ■ Scene_MonsterDictionary
#------------------------------------------------------------------------------
#  魔物図鑑画面の処理を行うクラスです。
#==============================================================================
class Scene_MonsterDictionary < Scene_ItemBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_status_window
create_item_window
create_perfection_window
end
#--------------------------------------------------------------------------
# ● アイテムウィンドウの作成
#--------------------------------------------------------------------------
def create_item_window
wy = 0
wh = Graphics.height- 48
@item_window = Window_MonsterDictionaryList.new(Graphics.width-172-48, wy, 172+48, wh)
@item_window.viewport = @viewport
@item_window.status_window = @status_window
@item_window.set_handler(:cancel, method(:return_scene))
@item_window.update_help
end
#--------------------------------------------------------------------------
# ● アイテムステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_status_window
wy = 0
wh = Graphics.height
@status_window = Window_MonsterDictionaryStatus.new(0, wy, Graphics.width-172-48, wh)
@status_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 図鑑完成度ウィンドウの作成
#--------------------------------------------------------------------------
def create_perfection_window
wy = @item_window.y + @item_window.height
wh = 48
@perfection_window = Window_MonsterDictionaryPerfection.new(Graphics.width-172-48, wy, 172+48, wh)
@perfection_window.viewport = @viewport
end
end
#==============================================================================
# ■ Window_MonsterDictionaryList
#------------------------------------------------------------------------------
#  魔物図鑑画面で、魔物の一覧を表示するウィンドウです。
#==============================================================================
class Window_MonsterDictionaryList < Window_Selectable
include WD_monsterdictionary
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@data = []
refresh
activate
select(0)
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● アイテムの取得
#--------------------------------------------------------------------------
def enemy
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● アイテムリストの作成
#--------------------------------------------------------------------------
def make_item_list
@data = []
$data_enemies.each do |enemy|
if print_dictionary?(enemy)
@data.push(enemy)
end
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
enemy = @data[index]
if enemy
rect = item_rect(index)
rect.width -= 4
if m_dictionary_encount_switch_on?(enemy.id)
change_color(normal_color, true)
draw_text(rect.x, rect.y, 172, line_height, enemy.name)
else
change_color(normal_color, false)
draw_text(rect.x, rect.y, 172, line_height, "")
end
end
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウ更新メソッドの呼び出し
#--------------------------------------------------------------------------
def call_update_help
update_help if active
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if @status_window
if m_dictionary_encount_switch_on?(enemy.id)
@status_window.set_item(enemy, @index, true)
else
@status_window.set_item(enemy, @index, false)
end
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの設定
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
end
end
#==============================================================================
# ■ Window_MonsterDictionaryPerfection
#------------------------------------------------------------------------------
#  魔物図鑑画面で、図鑑の完成度を表示するウィンドウです。
#==============================================================================
class Window_MonsterDictionaryPerfection < Window_Selectable
include WD_monsterdictionary
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
refresh(width)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(width)
contents.clear
draw_text(0, 0, width-24, line_height, "Completion: #{monster_dictionary_perfection} %", 1)
end
end
#==============================================================================
# ■ Window_MonsterDictionaryStatus
#------------------------------------------------------------------------------
#  魔物図鑑画面で、エネミーの詳細を表示するウィンドウです。
#==============================================================================
class Window_MonsterDictionaryStatus < Window_Selectable
include WD_monsterdictionary
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@enemy = nil
refresh
end
#--------------------------------------------------------------------------
# ● アイテムの設定
#--------------------------------------------------------------------------
def set_item(enemy, index=-1, print=false)
return if ((@enemy == enemy) and (@index == index))
@enemy = enemy
@index = index
@print = print
refresh
end
#--------------------------------------------------------------------------
# ● アイテムオブジェクトの取得
#--------------------------------------------------------------------------
def item_object(kind, data_id)
return $data_items [data_id] if kind == 1
return $data_weapons[data_id] if kind == 2
return $data_armors [data_id] if kind == 3
return nil
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
contents.font.size = 24
if @print
if WD_monsterdictionary_layout::M_id_display
text1 = sprintf("%0#{WD_monsterdictionary_layout::M_id_display_digit}d",@index+1)
x = WD_monsterdictionary_layout::M_id_display_x
y = WD_monsterdictionary_layout::M_id_display_y
width = WD_monsterdictionary_layout::M_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_monsterdictionary_layout::M_name_display
text1 = @enemy.name
x = WD_monsterdictionary_layout::M_name_display_x
y = WD_monsterdictionary_layout::M_name_display_y
width = WD_monsterdictionary_layout::M_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_monsterdictionary_layout::M_pic_display
pic_name = @enemy.battler_name
pic_hue = @enemy.battler_hue
x = WD_monsterdictionary_layout::M_pic_display_x
y = WD_monsterdictionary_layout::M_pic_display_y
opacity= WD_monsterdictionary_layout::M_pic_display_opacity
bitmap = Cache.battler(pic_name, pic_hue)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
contents.blt(x - rect.width/2, y - rect.height, bitmap, rect, opacity)
end
font_size = WD_monsterdictionary_layout::C_font_size
contents.font.size = font_size
if WD_monsterdictionary_layout::M_mhp_display
text1 = Vocab::param(0)
text2 = ""
text2 = @enemy.params[0] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_mhp_display_x
y = WD_monsterdictionary_layout::M_mhp_display_y
width = WD_monsterdictionary_layout::M_mhp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_mmp_display
text1 = Vocab::param(1)
text2 = ""
text2 = @enemy.params[1] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_mmp_display_x
y = WD_monsterdictionary_layout::M_mmp_display_y
width = WD_monsterdictionary_layout::M_mmp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_atk_display
text1 = Vocab::param(2)
text2 = ""
text2 = @enemy.params[2] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_atk_display_x
y = WD_monsterdictionary_layout::M_atk_display_y
width = WD_monsterdictionary_layout::M_atk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_def_display
text1 = Vocab::param(3)
text2 = ""
text2 = @enemy.params[3] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_def_display_x
y = WD_monsterdictionary_layout::M_def_display_y
width = WD_monsterdictionary_layout::M_def_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_mat_display
text1 = Vocab::param(4)
text2 = ""
text2 = @enemy.params[4] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_mat_display_x
y = WD_monsterdictionary_layout::M_mat_display_y
width = WD_monsterdictionary_layout::M_mat_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_mdf_display
text1 = Vocab::param(5)
text2 = ""
text2 = @enemy.params[5] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_mdf_display_x
y = WD_monsterdictionary_layout::M_mdf_display_y
width = WD_monsterdictionary_layout::M_mdf_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_agi_display
text1 = Vocab::param(6)
text2 = ""
text2 = @enemy.params[6] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_agi_display_x
y = WD_monsterdictionary_layout::M_agi_display_y
width = WD_monsterdictionary_layout::M_agi_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_luk_display
text1 = Vocab::param(7)
text2 = ""
text2 = @enemy.params[7] if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_luk_display_x
y = WD_monsterdictionary_layout::M_luk_display_y
width = WD_monsterdictionary_layout::M_luk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_feature_display
text1 = WD_monsterdictionary_layout::M_feature_display_text1
text2 = ""
text2 = WD_monsterdictionary_layout::M_feature_display_text2 if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_feature_display_x
y = WD_monsterdictionary_layout::M_feature_display_y
width = WD_monsterdictionary_layout::M_feature_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
if m_dictionary_victory_switch_on?(@enemy.id)
@enemy.note.scan(/<図鑑特徴:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
end
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
if WD_monsterdictionary_layout::M_exp_display
text1 = WD_monsterdictionary_layout::M_exp_display_text1
text2 = ""
text2 = @enemy.exp if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_exp_display_x
y = WD_monsterdictionary_layout::M_exp_display_y
width = WD_monsterdictionary_layout::M_exp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_monsterdictionary_layout::M_gold_display
text1 = WD_monsterdictionary_layout::M_gold_display_text1
text2 = ""
text2 = @enemy.gold if m_dictionary_victory_switch_on?(@enemy.id)
text3 = Vocab::currency_unit
x = WD_monsterdictionary_layout::M_gold_display_x
y = WD_monsterdictionary_layout::M_gold_display_y
width = WD_monsterdictionary_layout::M_gold_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_monsterdictionary_layout::M_drop_display
text1 = WD_monsterdictionary_layout::M_drop_display_text1
text2 = WD_monsterdictionary_layout::M_drop_display_text2 if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_drop_display_x
y = WD_monsterdictionary_layout::M_drop_display_y
width = WD_monsterdictionary_layout::M_drop_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@enemy.drop_items.each do |di|
if di.kind > 0
i += 1
item = item_object(di.kind, di.data_id)
n = i -1
if m_dictionary_drop_switch_on?(@enemy.id, n)
text2 = item.name
text3 = "1/#{di.denominator}"
else
text2 = ""
text3 = ""
end
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, text2, 0)
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, text3, 2)
end
end
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
if WD_monsterdictionary_layout::M_help_display
text1 = WD_monsterdictionary_layout::M_help_display_text1
text2 = ""
text2 = WD_monsterdictionary_layout::M_help_display_text2 if m_dictionary_victory_switch_on?(@enemy.id)
x = WD_monsterdictionary_layout::M_help_display_x
y = WD_monsterdictionary_layout::M_help_display_y
width = WD_monsterdictionary_layout::M_help_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
if m_dictionary_victory_switch_on?(@enemy.id)
@enemy.note.scan(/<図鑑説明:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
end
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
if WD_monsterdictionary_layout::M_geno_display
text1 = WD_monsterdictionary_layout::M_geno_display_text1
text2 = "#{m_dictionary_genoside_number(@enemy.id)}"
x = WD_monsterdictionary_layout::M_geno_display_x
y = WD_monsterdictionary_layout::M_geno_display_y
width = WD_monsterdictionary_layout::M_geno_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
elsif @enemy != nil
if WD_monsterdictionary_layout::M_id_display
text1 = sprintf("%0#{WD_monsterdictionary_layout::M_id_display_digit}d",@index+1)
x = WD_monsterdictionary_layout::M_id_display_x
y = WD_monsterdictionary_layout::M_id_display_y
width = WD_monsterdictionary_layout::M_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_monsterdictionary_layout::M_name_display
text1 = "- No Data -"
x = WD_monsterdictionary_layout::M_name_display_x
y = WD_monsterdictionary_layout::M_name_display_y
width = WD_monsterdictionary_layout::M_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
end
end