#=============================================================================== # # Yanfly Engine RD - Icon Reference Library # Last Date Updated: 2009.06.26 # Level: Normal # # For those that use Yanfly Engine ReDux scripts, you may have noticed that they # use a lot of icons and it seriously becomes a pain to adjust them all. This # "script" will reconfigure the icons to what you desire universally for all of # the Yanfly Engine ReDux scripts out there. # #=============================================================================== # Icon Reference Library Compatibility List # ---------------------------------------------------------------------------- # YERD Custom Skill Effects # YERD Display Item Query # YERD Display Scanned Enemy # YERD Display Party Data # YERD Display Victory Aftermath # YERD Equip Skill Slots # YERD Scene Shop ReDux # YERD Scene Status ReDux # YERD Subclass Selection System #=============================================================================== # Instructions #=============================================================================== # # Make sure you place this below all of your other Yanfly Engine ReDux scripts. # Then go below and adjust the icons to your heart's content. # #=============================================================================== $imported = {} if $imported == nil $imported["IconReferenceLibrary"] = true module YE module ICON #--------------------------------------------------------------------------- # BASIC ICONS #--------------------------------------------------------------------------- # These icons will adjust icons universally used for level, MaxHP, MaxMP, # Attack, Defense, Spirit, Agility, Hit Rate, Evasion, Critical, and Odds. LEVEL = 62 EXP = 63 MAXHP = 99 MAXMP = 100 ATK = 2 DEF = 52 SPI = 21 AGI = 48 HIT = 135 EVA = 158 CRI = 119 ODDS = 137 # This will adjust the icons used for stat arrows. Stat arrows appear when # there is anything involving a stat change from one stat to the next. STAT_ARROW = 142 # This will govern the icon used for gold. GOLD = 205 #--------------------------------------------------------------------------- # QUERY RELATED ICONS #--------------------------------------------------------------------------- # The following icons are used for menu query types. These are used through # Display Item Query, Display Scanned Enemy, and Display Skill Query. HIGHER = 142 LOWER = 143 BASEDMG = 119 BASEHEAL = 128 ACCURACY = 135 HP_F = 200 MP_F = 201 ATK_F = 2 DEF_F = 52 SPI_F = 21 AGI_F = 48 INIT = 158 PHYS = 132 MPDMG = 130 ABSORB = 215 IGDEF = 53 RATE_U = 9 RATE_Z = 96 RATE_A = 99 RATE_B = 99 RATE_C = 102 RATE_D = 101 RATE_E = 100 RATE_F = 103 #--------------------------------------------------------------------------- # CUSTOM SKILL EFFECTS #--------------------------------------------------------------------------- # The following icons determine the various icons used for custom skill # effects if that script is installed. HPCOST = 99 MPCOST = 100 RAGE = 132 RECHARGE = 142 PREPARE = 145 FATIGUE = 116 USAGE = 143 AGGRO = 137 GRUDGE = 137 #--------------------------------------------------------------------------- # ELEMENT ICONS #--------------------------------------------------------------------------- # This element icon hash will determine which icons will appear for which # element ID's since elements don't innately have icons. ELEMENTS ={ # Ele.ID => Icon 2 => 10, 3 => 4, 4 => 14, 5 => 16, 6 => 12, 9 => 104, 10 => 105, 11 => 106, 12 => 107, 13 => 108, 14 => 109, 15 => 110, 16 => 111, } # Do not remove this. #--------------------------------------------------------------------------- # CLASS RELATED ICONS #--------------------------------------------------------------------------- # This allows you to designate icons for your classes. This will appear for # anything that displays class icons. CLASSES ={ # Class.ID => Icon ID 0 => 176, 1 => 32, 2 => 6, 3 => 128, 4 => 119, 5 => 3, 6 => 136, 7 => 132, 8 => 39, } # Do not remove this. # The following is done for the icons in the Skill Learn menu. JP = 145 PRIMARY_ONLY = 208 SUBCLASS_ONLY = 209 #--------------------------------------------------------------------------- # MORALE RELATED ICONS #--------------------------------------------------------------------------- # The following is related to morale. Mostly for Display Party Data 2.0. MORALE_HIGH = 242 MORALE_LOW = 241 end end #=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #=============================================================================== #=============================================================================== # Custom Skill Effects #=============================================================================== if $imported["CustomSkillEffects"] module YE module BATTLE MP_ICON = YE::ICON::MPCOST HP_ICON = YE::ICON::HPCOST GOLD_ICON = YE::ICON::GOLD RAGE_ICON = YE::ICON::RAGE RECHARGE_ICON = YE::ICON::RECHARGE USAGE_ICON = YE::ICON::USAGE end end end #=============================================================================== # Display Item Query #=============================================================================== if $imported["DisplayItemQuery"] module YE module MENU module ITEM ICON_VALUE = YE::ICON::GOLD ICON_HP_RECOVERY = YE::ICON::MAXHP ICON_MP_RECOVERY = YE::ICON::MAXMP ICON_BASEDMG = YE::ICON::BASEDMG ICON_BASEHEAL = YE::ICON::BASEHEAL ICON_ACCURACY = YE::ICON::ACCURACY ICON_HP_F = YE::ICON::HP_F ICON_MP_F = YE::ICON::MP_F ICON_ATK_F = YE::ICON::ATK_F ICON_DEF_F = YE::ICON::DEF_F ICON_SPI_F = YE::ICON::SPI_F ICON_AGI_F = YE::ICON::AGI_F ICON_PHYS = YE::ICON::PHYS ICON_MPDMG = YE::ICON::MPDMG ICON_ABSORB = YE::ICON::ABSORB ICON_IGDEF = YE::ICON::IGDEF ELEMENT_ICONS = YE::ICON::ELEMENTS ICON_MAXHP = YE::ICON::MAXHP ICON_MAXMP = YE::ICON::MAXMP ICON_ATK = YE::ICON::ATK ICON_DEF = YE::ICON::DEF ICON_SPI = YE::ICON::SPI ICON_AGI = YE::ICON::AGI ICON_HIT = YE::ICON::HIT ICON_EVA = YE::ICON::EVA ICON_CRI = YE::ICON::CRI ICON_ODDS = YE::ICON::ODDS CLASS_HASH = YE::ICON::CLASSES end end end end #=============================================================================== # Display Scanned Enemy #=============================================================================== if $imported["DisplayScannedEnemy"] module YE module MENU module MONSTER ICON_HIGH = YE::ICON::HIGHER ICON_LOW = YE::ICON::LOWER ICON_ATK = YE::ICON::ATK ICON_DEF = YE::ICON::DEF ICON_SPI = YE::ICON::SPI ICON_AGI = YE::ICON::AGI ICON_HIT = YE::ICON::HIT ICON_EVA = YE::ICON::EVA ICON_CRI = YE::ICON::CRI ICON_ODDS = YE::ICON::ODDS ICON_E_RATE_U = YE::ICON::RATE_U ICON_E_RATE_Z = YE::ICON::RATE_Z ICON_E_RATE_A = YE::ICON::RATE_A ICON_E_RATE_B = YE::ICON::RATE_B ICON_E_RATE_C = YE::ICON::RATE_C ICON_E_RATE_D = YE::ICON::RATE_D ICON_E_RATE_E = YE::ICON::RATE_E ICON_E_RATE_F = YE::ICON::RATE_F ICON_S_RATE_U = YE::ICON::RATE_U ICON_S_RATE_Z = YE::ICON::RATE_Z ICON_S_RATE_A = YE::ICON::RATE_A ICON_S_RATE_B = YE::ICON::RATE_B ICON_S_RATE_C = YE::ICON::RATE_C ICON_S_RATE_D = YE::ICON::RATE_D ICON_S_RATE_E = YE::ICON::RATE_E ICON_S_RATE_F = YE::ICON::RATE_F ICON_GOLD = YE::ICON::GOLD ICON_EXP = YE::ICON::EXP end end end end #=============================================================================== # Display Skill Query #=============================================================================== if $imported["DisplaySkillQuery"] module YE module MENU module SKILL ICON_MP = YE::ICON::MAXMP ICON_INIT = YE::ICON::INIT ICON_CHARGE = YE::ICON::RECHARGE ICON_PREPARE = YE::ICON::PREPARE ICON_FATIGUE = YE::ICON::FATIGUE ICON_BASEDMG = YE::ICON::BASEDMG ICON_BASEHEAL = YE::ICON::BASEHEAL ICON_ACCURACY = YE::ICON::ACCURACY ICON_HP_F = YE::ICON::HP_F ICON_MP_F = YE::ICON::MP_F ICON_ATK_F = YE::ICON::ATK_F ICON_DEF_F = YE::ICON::DEF_F ICON_SPI_F = YE::ICON::SPI_F ICON_AGI_F = YE::ICON::AGI_F ICON_PHYS = YE::ICON::PHYS ICON_MPDMG = YE::ICON::MPDMG ICON_ABSORB = YE::ICON::ABSORB ICON_IGDEF = YE::ICON::IGDEF ICON_AGGRO = YE::ICON::AGGRO ICON_GRUDGE = YE::ICON::GRUDGE end end end end #=============================================================================== # Display Party Morale #=============================================================================== if $imported["DisplayPartyData"] module YE module BATTLE module DISPLAY ICON_MORALE_HIGH = YE::ICON::MORALE_HIGH ICON_MORALE_LOW = YE::ICON::MORALE_LOW end end end end #=============================================================================== # Display Victory Aftermath #=============================================================================== if $imported["DisplayVictoryAftermath"] module YE module BATTLE module DISPLAY VA_ICON_NEXT = YE::ICON::STAT_ARROW VA_ICON_LEVEL = YE::ICON::LEVEL VA_ICON_MAXHP = YE::ICON::MAXHP VA_ICON_MAXMP = YE::ICON::MAXMP VA_ICON_ATK = YE::ICON::ATK VA_ICON_DEF = YE::ICON::DEF VA_ICON_SPI = YE::ICON::SPI VA_ICON_AGI = YE::ICON::AGI end end end end #=============================================================================== # Equip Skill Slots #=============================================================================== if $imported["EquipSkillSlots"] module YE module EQUIPSKILL ES_ICON = YE::ICON::STAT_ARROW ES_ELEMENT_ICONS = YE::ICON::ELEMENTS end end end #=============================================================================== # Scene Status ReDux #=============================================================================== if $imported["SceneStatusReDux"] module YE module REDUX module STATUS ICON_LVL = YE::ICON::LEVEL ICON_EXP = YE::ICON::EXP ICON_NEXT = YE::ICON::HIGHER ICON_HP = YE::ICON::MAXHP ICON_MP = YE::ICON::MAXMP ICON_ATK = YE::ICON::ATK ICON_DEF = YE::ICON::DEF ICON_SPI = YE::ICON::SPI ICON_AGI = YE::ICON::AGI ICON_HIT = YE::ICON::HIT ICON_EVA = YE::ICON::EVA ICON_CRI = YE::ICON::CRI ICON_ODDS = YE::ICON::ODDS end end end end #=============================================================================== # Scene Shop ReDux #=============================================================================== if $imported["SceneShopReDux"] module YE module REDUX module SHOP COST_ICN = YE::ICON::GOLD HP_HEAL_ICON = YE::ICON::MAXHP MP_HEAL_ICON = YE::ICON::MAXMP ICON_HP = YE::ICON::MAXHP ICON_MP = YE::ICON::MAXMP ICON_ATK = YE::ICON::ATK ICON_DEF = YE::ICON::DEF ICON_SPI = YE::ICON::SPI ICON_AGI = YE::ICON::AGI ICON_HIT = YE::ICON::HIT ICON_EVA = YE::ICON::EVA ICON_CRI = YE::ICON::CRI ICON_ODDS = YE::ICON::ODDS ICON_BASEDMG = YE::ICON::BASEDMG ICON_BASEHEAL = YE::ICON::BASEHEAL SHOWN_ELEMENTS = YE::ICON::ELEMENTS end end end end #=============================================================================== # Subclass Selection System #=============================================================================== if $imported["SubclassSelectionSystem"] module YE module SUBCLASS MENU_CLASS_CHANGE_ICONS =[ YE::ICON::MAXHP, YE::ICON::MAXMP, YE::ICON::ATK, YE::ICON::DEF, YE::ICON::SPI, YE::ICON::AGI, ] MENU_CLASS_CHANGE_ICON = YE::ICON::STAT_ARROW CLASS_ICONS = YE::ICON::CLASSES JP_ICON = YE::ICON::JP PRIMARY_ONLY_ICON = YE::ICON::PRIMARY_ONLY SUBCLASS_ONLY_ICON = YE::ICON::SUBCLASS_ONLY end end end #=============================================================================== # # END OF FILE # #===============================================================================