Updated Power Green fonts, repositioned all text accordingly

This commit is contained in:
Maruno17
2022-02-20 23:29:09 +00:00
parent dd78075657
commit 19e50bd507
37 changed files with 353 additions and 332 deletions

View File

@@ -655,11 +655,9 @@ class Window_PurifyChamberSets < Window_DrawableCommand
textpos = []
rect = drawCursor(index, rect)
if index == @switching
textpos.push([(index + 1).to_s, rect.x,
rect.y - 6, false, Color.new(248, 0, 0), self.shadowColor])
textpos.push([(index + 1).to_s, rect.x, rect.y, false, Color.new(248, 0, 0), self.shadowColor])
else
textpos.push([(index + 1).to_s, rect.x,
rect.y - 6, false, self.baseColor, self.shadowColor])
textpos.push([(index + 1).to_s, rect.x, rect.y, false, self.baseColor, self.shadowColor])
end
if @chamber.setCount(index) > 0
pbDrawGauge(self.contents, Rect.new(rect.x + 16, rect.y + 6, 48, 8),
@@ -949,14 +947,14 @@ class PurifyChamberSetView < SpriteWrapper
if pkmn.types.length == 1
textpos.push([_INTL("{1} Lv.{2} {3}", pkmn.name, pkmn.level,
GameData::Type.get(pkmn.types[0]).name),
2, -6, 0, Color.new(248, 248, 248), Color.new(128, 128, 128)])
2, 6, 0, Color.new(248, 248, 248), Color.new(128, 128, 128)])
else
textpos.push([_INTL("{1} Lv.{2} {3}/{4}", pkmn.name, pkmn.level,
GameData::Type.get(pkmn.types[0]).name,
GameData::Type.get(pkmn.types[1]).name),
2, -6, 0, Color.new(248, 248, 248), Color.new(128, 128, 128)])
2, 6, 0, Color.new(248, 248, 248), Color.new(128, 128, 128)])
end
textpos.push([_INTL("FLOW"), 2 + (@info.bitmap.width / 2), 18, 0,
textpos.push([_INTL("FLOW"), 2 + (@info.bitmap.width / 2), 30, 0,
Color.new(248, 248, 248), Color.new(128, 128, 128)])
# draw heart gauge
pbDrawGauge(@info.bitmap, Rect.new(@info.bitmap.width * 3 / 4, 8, @info.bitmap.width * 1 / 4, 8),
@@ -966,7 +964,7 @@ class PurifyChamberSetView < SpriteWrapper
Color.new(0, 0, 248), @chamber.chamberFlow(@set), 6)
end
if @chamber.setCount(@set) > 0
textpos.push([_INTL("TEMPO"), 2, 18, 0,
textpos.push([_INTL("TEMPO"), 2, 30, 0,
Color.new(248, 248, 248), Color.new(128, 128, 128)])
# draw tempo gauge
pbDrawGauge(@info.bitmap, Rect.new(@info.bitmap.width * 1 / 4, 24 + 8, @info.bitmap.width * 1 / 4, 8),