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$D13x Core v1.4

Mar 28th, 2013
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  1. if true # << Make true to use this script, false to disable.
  2. #===============================================================================
  3. #
  4. # ☆ $D13x - CORE
  5. # -- Author : Dekita
  6. # -- Version : 1.4
  7. # -- Level : Easy
  8. # -- Requires : N/A
  9. # -- Engine : RPG Maker VX Ace.
  10. #
  11. #===============================================================================
  12. # ☆ Import
  13. #-------------------------------------------------------------------------------
  14. $D13x={}if$D13x==nil
  15. $D13x[:CORE] = true
  16. #===============================================================================
  17. # ☆ Updates
  18. #-------------------------------------------------------------------------------
  19. # D /M /Y
  20. # 28/o3/2o13 - Improved Customisation Layout,
  21. # - Removed Some Methods,
  22. # - Improved Keyboard Code,
  23. # 27/o3/2o13 - Added Keyboard Control,
  24. # 26/o3/2o13 - Compatibility, (Status Scene)
  25. # - Update, (Icons w/Hue)
  26. # 18/03/2013 - Compatibility, (Skill Scene)
  27. # 23/o2/2o13 - Started, Finished,
  28. #
  29. #===============================================================================
  30. # ☆ Introduction
  31. #-------------------------------------------------------------------------------
  32. # This script simply holds some information and methods used by some other
  33. # scripts in the $D13x system, things like fonts, color, vocab..
  34. #
  35. # Place above all other $D13x Scripts.
  36. #
  37. #===============================================================================
  38. # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  39. #===============================================================================
  40. # 1. You MUST give credit to "Dekita" !!
  41. # 2. You are NOT allowed to repost this script.(or modified versions)
  42. # 3. You are NOT allowed to convert this script.
  43. # 4. You are NOT allowed to use this script for Commercial games.
  44. # 5. ENJOY!
  45. #
  46. # "FINE PRINT"
  47. # By using this script you hereby agree to the above terms and conditions,
  48. # if any violation of the above terms occurs "legal action" may be taken.
  49. # Not understanding the above terms and conditions does NOT mean that
  50. # they do not apply to you.
  51. # If you wish to discuss the terms and conditions in further detail you can
  52. # contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
  53. #
  54. #===============================================================================
  55. # ☆ Instructions
  56. #-------------------------------------------------------------------------------
  57. # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
  58. # Place Above ALL Other $D13x Scripts.
  59. #
  60. #===============================================================================
  61. # ☆ Notetags
  62. # For use with Weapons / Armors
  63. #-------------------------------------------------------------------------------
  64. # <tcol: red, grn, blu>
  65. # use this notetag to change the color of the items text shown in some of my
  66. # scenes.
  67. #
  68. #===============================================================================
  69. module Text_Color
  70. #===============================================================================
  71. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  72. # ☆ Color Settings
  73. #-----------------------------------------------------------------------------
  74. # You can use these colors in any of my scripts that offer color customisation.
  75. # simply put Text_Color::THE_COLOR_YOU_WANT as the setting.
  76. # eg.
  77. # Text_Color::Pure_White
  78. #-----------------------------------------------------------------------------
  79. # White's
  80. Pure_White = Color.new(255,255,255)
  81. White = Color.new(222,222,222)
  82. Grey = Color.new(111,111,111)
  83. #-----------------------------------------------------------------------------
  84. # Yellow's
  85. Yellow = Color.new(255,255,0)
  86. Gold = Color.new(212,212,64)
  87. Orange = Color.new(255,182,0)
  88. Deep_Orange = Color.new(212,64,0)
  89. Dirt_Orange = Color.new(182,64,0)
  90. Brown = Color.new(128,32,0)
  91. #-----------------------------------------------------------------------------
  92. # Red's
  93. Red = Color.new(251,111,111)
  94. Deep_Red = Color.new(222,60,60)
  95. Pure_Red = Color.new(255,0,0)
  96. Pink = Color.new(255,0,255)
  97. Dark_Pink = Color.new(182,0,156)
  98. #-----------------------------------------------------------------------------
  99. # Blue's
  100. Sky_Blue = Color.new(0,182,255)
  101. Light_Blue = Color.new(64,128,255)
  102. Dark_Blue = Color.new(32,64,255)
  103. Purple = Color.new(182,64,255)
  104. Magenta = Color.new(156,156,255)
  105. #-----------------------------------------------------------------------------
  106. # Green's
  107. Green = Color.new(111,251,111)
  108. Candy_Green = Color.new(0,255,0)
  109. Dirty_Green = Color.new(128,182,0)
  110. Khaki_Green = Color.new(111,156,64)
  111. Turquoise = Color.new(0,255,182)
  112. #-----------------------------------------------------------------------------
  113. # Sets the default equipment text color
  114. Default_Equip_Color = White
  115.  
  116. end #===========================================================================
  117. module General
  118. #==============================================================================
  119. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  120. # ☆ General Settings
  121. #-----------------------------------------------------------------------------
  122. # these settings are usined for visual scripts of mine, such as status screen.
  123. Fonts = ["VL Gothic"]
  124. Font_Size = 18
  125. Font_Bold = false
  126. #-----------------------------------------------------------------------------
  127. # Gauges = [ Color 1 , Color 2 ]
  128. Hp_Colors = [ Text_Color::Dirt_Orange , Text_Color::Gold ]
  129. Mp_Colors = [ Text_Color::Dark_Blue , Text_Color::Sky_Blue ]
  130. Tp_Colors = [ Text_Color::Grey , Text_Color::Pure_Red ]
  131. Exp_Color = [ Text_Color::Deep_Red , Text_Color::Dark_Pink ]
  132. #-----------------------------------------------------------------------------
  133. # Show TP as a percentage ?
  134. # Only works in scripts i have written :p
  135. Show_Tp_As_Perc = false
  136.  
  137. end #===========================================================================
  138. module Vocab
  139. #===============================================================================
  140. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  141. # ☆ Vocabulary Settings
  142. #-----------------------------------------------------------------------------
  143. # This is where you would adjust the common vocab used in some of my scripts.
  144. #-----------------------------------------------------------------------------
  145. # Parameters
  146. def self.param(param_id)
  147. case param_id
  148. when 0 then "Max HP" # "Health"
  149. when 1 then "Max MP" # "Will"
  150. when 2 then "Physical Attack" # "Attack"
  151. when 3 then "Physical Resist" # "Defence"
  152. when 4 then "Magical Attack" # "Magic"
  153. when 5 then "Magical Resist" # "Aura"
  154. when 6 then "Agility" # "Speed"
  155. when 7 then "Luck" # "Luck"
  156. end
  157. end
  158. #-----------------------------------------------------------------------------
  159. # Tp vocab
  160. Tp = "Rage"
  161. #-----------------------------------------------------------------------------
  162. # X - Parameters
  163. def self.x_param(x_param_id)
  164. case x_param_id
  165. when 0 then "Accuracy"
  166. when 1 then "Evasion"
  167. when 2 then "Critical"
  168. when 3 then "Crit Eva"
  169. when 4 then "Mag Eva"
  170. when 5 then "Mag Ref"
  171. when 6 then "Counter"
  172. when 7 then "HP Regen"
  173. when 8 then "MP Regen"
  174. when 9 then "TP Regen"
  175. end
  176. end
  177. #-----------------------------------------------------------------------------
  178. # S - Parameters
  179. def self.s_param(s_param_id)
  180. case s_param_id
  181. when 0 then "Aggro"
  182. when 1 then "Guard"
  183. when 2 then "Recovery"
  184. when 3 then "Medicine"#Pharmacology
  185. when 4 then "MP Cost"
  186. when 5 then "TP Charge"
  187. when 6 then "P DMG Taken"
  188. when 7 then "M DMG Taken"
  189. when 8 then "Floor DMG"
  190. when 9 then "Exp Rate"
  191. end
  192. end
  193. #-----------------------------------------------------------------------------
  194. # Specials
  195. def self.specials(id)
  196. case id
  197. when 0 then "Auto-Fight"
  198. when 1 then "Guard"
  199. when 2 then "Substitue"
  200. when 3 then "Preserve TP"
  201. end
  202. end
  203. #-----------------------------------------------------------------------------
  204. # Collapse Type
  205. def self.collapse_type(id)
  206. case id
  207. when 0 then "Boss"
  208. when 1 then "Instant"
  209. when 2 then "No Vanish"
  210. end
  211. end
  212. #-----------------------------------------------------------------------------
  213. # Party Ability
  214. def self.party_ability(id)
  215. case id
  216. when 0 then "Encounter ½"
  217. when 1 then "Encounter NA"
  218. when 2 then "No Surprise"
  219. when 3 then "Pre-Emptive +"
  220. when 4 then "Gold Double"
  221. when 5 then "Double Drops"
  222. end
  223. end
  224. #-----------------------------------------------------------------------------
  225. # Various Statistics
  226. Attack_Speed = "Atk Speed"
  227. Attack_Times = "Atks Per Turn" # "APT"
  228. Skill_Type = "Skillset"
  229. Skill = "Skills"
  230. Equip_Type = "Equipable"
  231. Action_Times = "Action Time"
  232. Fixed = "Fixed "
  233. Sealed = "Sealed "
  234. Slot_Type = "Slot Type"
  235. Dual_Slot = "Dual Wield"
  236. One__Slot = "Single"
  237. #####################
  238. # CUSTOMISATION END #
  239. end #####################
  240. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  241. # #
  242. # http://dekitarpg.wordpress.com/ #
  243. # #
  244. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  245. # The following code is protected under the 2013 Dekita Data Protection Act. #
  246. # Ie. The “Do Not Fucking Look” Law. #
  247. # Breaking This One And Only Rule May Result In The Following Side Effects : #
  248. # Eyes Bleeding, Nightmares, Severe Head Ache's AND A Scratch On Your Knee :p #
  249. # That is all ! #
  250. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  251.  
  252. #===============================================================================
  253. class Object
  254. #===============================================================================
  255. #-------------------------------------------------------------------------
  256. # rand_between
  257. #-------------------------------------------------------------------------
  258. def rand_between(min, max)
  259. min + rand(max - min + 1)
  260. end
  261.  
  262. end
  263.  
  264. #===============================================================================
  265. class Numeric
  266. #===============================================================================
  267. #---------------------------------------------------------------------------
  268. # To Float (with limited digits after decimal point)
  269. #---------------------------------------------------------------------------
  270. def to_flim(limit = 5, saftey = "0")
  271. str = self.to_f.to_s + saftey
  272. new_str = ""
  273. limit.times do |i|
  274. break if new_str =~ /[0-9].[0-9][0-9]/
  275. break if str[i] == nil
  276. new_str += str[i]
  277. end
  278. return new_str
  279. end
  280. #---------------------------------------------------------------------------
  281. # To A Percentage Of (num)
  282. #---------------------------------------------------------------------------
  283. def perc_of(num)
  284. self.to_f / num.to_f * 100.0
  285. end
  286. #---------------------------------------------------------------------------
  287. # Even ?
  288. #---------------------------------------------------------------------------
  289. def even?
  290. e = self.to_s
  291. e[e.size] == ("0"||"2"||"4"||"6"||"8")
  292. end
  293. #---------------------------------------------------------------------------
  294. # 0dd?
  295. #---------------------------------------------------------------------------
  296. def odd?
  297. o = self.to_s
  298. o[o.size] == ("1"||"3"||"5"||"7"||"9")
  299. end
  300.  
  301. end
  302.  
  303. #===============================================================================
  304. module Keys
  305. #===============================================================================
  306. #---------------------------------------------------------------------------
  307. # Win32API Information
  308. #---------------------------------------------------------------------------
  309. def self.w ; Win32API ; end
  310. def self.u ; "user32" ; end
  311. def self.i ; "i" ; end
  312. def self.gk ; "GetKeyState" ; end
  313. def self.ga ; "GetAsyncKeyState" ; end
  314. #---------------------------------------------------------------------------
  315. # Key Settings
  316. #---------------------------------------------------------------------------
  317. Key={
  318. # Letters
  319. :A => 0x41,:B => 0x42,:C => 0x43,:D => 0x44,:E => 0x45,:F => 0x46,:G => 0x47,
  320. :H => 0x48,:I => 0x49,:J => 0x4A,:K => 0x4B,:L => 0x4C,:M => 0x4D,:N => 0x4E,
  321. :O => 0x4F,:P => 0x50,:Q => 0x51,:R => 0x52,:S => 0x53,:T => 0x54,:U => 0x55,
  322. :V => 0x56,:W => 0x57,:X => 0x58,:Y => 0x59,:Z => 0x5A,
  323. # Numbers
  324. :_0 => 0x30,:_1 => 0x31,:_2 => 0x32,:_3 => 0x33,:_4 => 0x34,
  325. :_5 => 0x35,:_6 => 0x36,:_7 => 0x37,:_8 => 0x38,:_9 => 0x39,
  326. # Other
  327. :SHIFT => 0x10,:LSHIFT => 0xa0,:RSHIFT => 0xa1, :TAB => 0x09,
  328. :LEFT => 0x25,:RIGHT => 0x27,:UP => 0x26, :DOWN => 0x28,
  329. :PAUSE => 0x13,
  330. } # << End Key {}
  331. #---------------------------------------------------------------------------
  332. # Constants
  333. #---------------------------------------------------------------------------
  334. KS = w.new(u,gk,[i],i)
  335. AK = w.new(u,ga,[i],i)
  336. #---------------------------------------------------------------------------
  337. # Key Got Triggered?
  338. #---------------------------------------------------------------------------
  339. def self.trigger?(key)
  340. return if key.nil?
  341. return true if AK.call(key) != 0
  342. end
  343. #---------------------------------------------------------------------------
  344. # Key Being Pressed Currently ?
  345. #---------------------------------------------------------------------------
  346. def self.press?(key)
  347. return if key.nil?
  348. result = KS.call(key)
  349. return true if result == -127
  350. return true if result == -128
  351. end
  352. #---------------------------------------------------------------------------
  353. # Key Being Held Down?
  354. #---------------------------------------------------------------------------
  355. def self.repeat?(key)
  356. return if key.nil?
  357. return true if KS.call(key) == 1
  358. end
  359.  
  360. end
  361.  
  362. #===============================================================================
  363. module Cache
  364. #===============================================================================
  365. #--------------------------------------------------------------------------
  366. # * Get System Graphic
  367. #--------------------------------------------------------------------------
  368. def self.icon(filename = "IconSet", hue = 0)
  369. load_bitmap("Graphics/System/", filename, hue)
  370. end
  371.  
  372. end
  373.  
  374. #===============================================================================
  375. module DataManager
  376. #===============================================================================
  377. #---------------------------------------------------------------------------
  378. # Alias List
  379. #---------------------------------------------------------------------------
  380. class << self
  381. alias :lbd_unique_shits :load_database
  382. end
  383. #---------------------------------------------------------------------------
  384. # Load Database (alias)
  385. #---------------------------------------------------------------------------
  386. def self.load_database
  387. lbd_unique_shits
  388. loa_unique_shits
  389. end
  390. #---------------------------------------------------------------------------
  391. # Load Unique Shit
  392. #---------------------------------------------------------------------------
  393. def self.loa_unique_shits
  394. classes = [$data_weapons, $data_armors , $data_items , $data_skills ,
  395. $data_actors , $data_classes, $data_enemies, $data_states ]
  396. for g in classes
  397. for o in g
  398. next if o == nil
  399. o.load_unique_shit
  400. end
  401. end
  402. end
  403.  
  404. end # << DataManager
  405.  
  406. #===============================================================================
  407. class RPG::BaseItem
  408. #===============================================================================
  409. #--------------------------------------------------------------------------
  410. # Pi Variables
  411. #--------------------------------------------------------------------------
  412. attr_accessor :item_disp_color
  413. #--------------------------------------------------------------------------
  414. # Loads Unique Shit
  415. #--------------------------------------------------------------------------
  416. def load_unique_shit
  417. load_item_color
  418. # << For use in Child Classes
  419. end
  420. #---------------------------------------------------------------------------
  421. # Load Item Text Color
  422. #---------------------------------------------------------------------------
  423. def load_item_color
  424. @item_disp_color = Text_Color::Default_Equip_Color
  425. if self.note.match(/<tcol:(.*),(.*),(.*)>/i)
  426. @item_disp_color = Color.new($1.to_i,$2.to_i,$3.to_i)
  427. end
  428. end
  429. #--------------------------------------------------------------------------
  430. # Returns features for item filtered by code (credits Tsukihime)
  431. #--------------------------------------------------------------------------
  432. def feature_val(code)
  433. self.features.select {|ft| ft.code == code}
  434. end
  435. #--------------------------------------------------------------------------
  436. # Returns features for item filtered by code and data ID (credits Tsukihime)
  437. #--------------------------------------------------------------------------
  438. def feature_val_with_id(code, data_id)
  439. self.features.select {|ft| ft.code == code && ft.data_id == data_id}
  440. end
  441. #--------------------------------------------------------------------------
  442. # Returns sum of all features for item, by code and data ID (credits Tsukihime)
  443. #--------------------------------------------------------------------------
  444. def features_sum(code, data_id)
  445. feature_val_with_id(code, data_id).inject(0.0) {|r, ft| r += ft.value }
  446. end
  447. #--------------------------------------------------------------------------
  448. # Returns features pi
  449. #--------------------------------------------------------------------------
  450. def features_pi(code, data_id)
  451. feature_val_with_id(code, data_id).inject(1.0) {|r, ft| r *= ft.value }
  452. end
  453. #--------------------------------------------------------------------------
  454. # Calculate Set Sum of Features
  455. #--------------------------------------------------------------------------
  456. def features_set(code)
  457. feature_val(code).inject([]) {|r, ft| r |= [ft.data_id] }
  458. end
  459.  
  460. end # << RPG::BaseItem
  461.  
  462. #==============================================================================
  463. class Window_Base < Window
  464. #==============================================================================
  465. #--------------------------------------------------------------------------
  466. # Draw Gauge (w/height)
  467. #--------------------------------------------------------------------------
  468. def draw_deki_gauge(gx, gy, gw, gh, rate, color1, color2)
  469. empty_gauge_color = Color.new(0,0,0,128)
  470. fill_w = [(gw * rate).to_i, gw].min
  471. gauge_h = gh
  472. gauge_y = gy + line_height - 2 - gauge_h
  473. contents.fill_rect(gx, gauge_y, gw, gauge_h, empty_gauge_color)
  474. contents.gradient_fill_rect(gx, gauge_y, fill_w, gauge_h, color1, color2)
  475. end
  476. #--------------------------------------------------------------------------
  477. # Draw Hp
  478. #--------------------------------------------------------------------------
  479. def draw_de_hp(x, y, wid = nil)
  480. wid = self.width/2 - (standard_padding*2) if wid == nil
  481. rate = @actor.hp_rate
  482. color1 = General::Hp_Colors[0]
  483. color2 = General::Hp_Colors[1]
  484. draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2)
  485. draw_text(x, y, wid, line_height, Vocab::param(0))
  486. draw_text(x, y, wid-x-2, line_height, "#{@actor.hp}/#{@actor.mhp}",2)
  487. end
  488. #--------------------------------------------------------------------------
  489. # Draw Mp
  490. #--------------------------------------------------------------------------
  491. def draw_de_mp(x, y, wid = nil)
  492. wid = self.width/2 - (standard_padding*2) if wid == nil
  493. rate = @actor.mp_rate
  494. color1 = General::Mp_Colors[0]
  495. color2 = General::Mp_Colors[1]
  496. draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2)
  497. draw_text(x, y, wid, line_height, Vocab::param(1))
  498. draw_text(x, y, wid-x-2, line_height, "#{@actor.mp}/#{@actor.mmp}",2)
  499. end
  500. #--------------------------------------------------------------------------
  501. # Draw Tp
  502. #--------------------------------------------------------------------------
  503. def draw_de_tp(x, y, wid = nil)
  504. wid = self.width/2 - (standard_padding*2) if wid == nil
  505. rate = @actor.tp / 100
  506. color1 = General::Tp_Colors[0]
  507. color2 = General::Tp_Colors[1]
  508. draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2)
  509. draw_text(x, y, wid, line_height, Vocab::Tp)
  510. text = "#{(@actor.tp).to_i}/100"
  511. text = "#{(@actor.tp.perc_of(100)).to_flim}%" if General::Show_Tp_As_Perc
  512. draw_text(x, y, wid-x-2, line_height, text,2)
  513. end
  514. #--------------------------------------------------------------------------
  515. # Draw Exp (w/gauge)
  516. #--------------------------------------------------------------------------
  517. def draw_de_xp(x, y, gauge = true)
  518. s1 = @actor.current_level_exp
  519. s2 = @actor.next_level_exp
  520. s1_g = @actor.exp - @actor.current_level_exp
  521. s2_g = @actor.next_level_exp - @actor.current_level_exp
  522. wid = self.width/2 - (standard_padding*2)
  523. wid_b = self.width/2 - (standard_padding)
  524. rate = (s1_g).to_f / (s2_g)
  525. color1 = General::Exp_Color[0]
  526. color2 = General::Exp_Color[1]
  527. draw_deki_gauge(wid_b, y, wid-x-2, 2, rate, color1, color2) if gauge
  528. draw_text(wid_b, y, wid, line_height, "Exp:")
  529. draw_text(wid_b, y, wid-x-2, line_height, "#{s1}/#{s2}",2)
  530. end
  531. #--------------------------------------------------------------------------
  532. # Draw Icon (w/Hue)
  533. #--------------------------------------------------------------------------
  534. def draw_de_icon(icon_index, x, y, hue = 0, enabled = true)
  535. bitmap = Cache.icon("IconSet",hue)
  536. rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  537. contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
  538. end
  539.  
  540. end
  541.  
  542. #==============================================================================
  543. class Deki_Help < Window_Base
  544. #==============================================================================
  545. #--------------------------------------------------------------------------
  546. # Object Initialization
  547. #--------------------------------------------------------------------------
  548. def initialize(line_number = 2)
  549. super(0, 0, Graphics.width/4*3, fitting_height(line_number))
  550. @item = nil
  551. end
  552. #--------------------------------------------------------------------------
  553. # Set Text
  554. #--------------------------------------------------------------------------
  555. def set_text(text)
  556. if text != @text
  557. @text = text
  558. refresh
  559. end
  560. end
  561. #--------------------------------------------------------------------------
  562. # Clear
  563. #--------------------------------------------------------------------------
  564. def clear
  565. set_text("")
  566. end
  567. #--------------------------------------------------------------------------
  568. # Set Item , item : Skills and items etc.
  569. #--------------------------------------------------------------------------
  570. def set_item(item)
  571. return if @item == item
  572. @item = item
  573. refresh
  574. set_text(item ? item.description : "")
  575. end
  576. #--------------------------------------------------------------------------
  577. # Refresh
  578. #--------------------------------------------------------------------------
  579. def refresh
  580. contents.clear
  581. draw_text_ex(4, 0, @text)
  582. end
  583. #--------------------------------------------------------------------------
  584. # Reset Font Settings
  585. #--------------------------------------------------------------------------
  586. def reset_font_settings
  587. change_color(normal_color)
  588. self.contents.font.name = General::Fonts
  589. self.contents.font.size = General::Font_Size
  590. self.contents.font.bold = General::Font_Bold
  591. end
  592.  
  593. end
  594.  
  595. #==============================================================================#
  596. # http://dekitarpg.wordpress.com/ #
  597. #==============================================================================#
  598. end # if true # << Make true to use this script, false to disable.
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