Code: Select all
image side addison = "addison.png"
define a = Avatar("name", image="addison")
Code: Select all
viewport:
scrollbars "vertical"
mousewheel True
grid columns rows:
transpose True
style_group "dropdown_gm2"
xfill True
ysize 300
spacing -10
$ i=0
vbox:
null height 30
$ name =party_i.name
$ level = party_i.level
$ job = party_i.job
$ job_level = party_i.jobs[job]["level"]
$ HP = party_i.HP
$ maxHP = party_i.base_HP+party_i.add_HP
$ MP = party_i.MP
$ maxMP = party_i.base_MP+party_i.add_MP
$ maxAttack=party_i.base_attack+party_i.add_attack
$ maxDefense=party_i.base_defense+party_i.add_defense
$ totalExp=party_i.exp_accumulated
$ base_attack=party_i.base_attack
$ add_attack=party_i.add_attack
$ base_defense=party_i.base_defense
$ add_defense=party_i.add_defense
$ base_magic=party_i.base_magic
$ add_magic=party_i.add_magic
$ base_resist=party_i.base_resist
$ add_resist=party_i.add_resist
$ base_agility=party_i.base_agility
$ add_agility=party_i.add_agility
$ base_luck=party_i.base_luck
$ add_luck=party_i.add_luck
$ hit_rate=party_i.hit_rate
$ critical=party_i.critical
$ Phys_eva=party_i.Phys_eva
$ Magi_eva=party_i.Magi_eva
$ crit_eva=party_i.crit_eva
text "[name]"
vbox:
hbox:
align (.5, .5)
frame:
background Frame("menu_screen/classic/MC_bg.png", 10, 10)
align (.5, .5)
$ portrait = party_i.face_img
if not renpy.loadable(portrait):
$ portrait = Null(width=90, height=90)
if portrait is not None:
add pscale(portrait, 90, 90) align (.5, .5)
frame:
background None
grid 3 2:
align (0.0,0.5)
text "Level: [level]"
text "HP: [HP] / [maxHP]"
text "MP: [MP] / [maxMP]"
text " "
text "Attack: [maxAttack]"
text "Defense: [maxDefense]"
null height 50
vbox:
xfill True
grid 2 1:
text "Job: [job]"
text "Job Level: [job_level]"
null height 50
grid 1 12:
text "Experience: [totalExp]"
text "Attack: [base_attack]([add_attack])"
text "Defense: [base_defense]([add_defense])"
text "Magic: [base_magic]([add_magic])"
text "Endurance: [base_resist]([add_resist])"
text "Agility: [base_agility]([base_agility])"
text "Luck: [base_luck]([add_luck])"
text "Hit Rate: [hit_rate]"
text "Critical: [critical]"
text "Physical evasion: [Phys_eva]"
text "Magic evasion: [Magi_eva]"
text "Critical evasion: [crit_eva]"
hbox:
align (.5, .5)
textbutton "BACK":
action SetScreenVariable("menu_big", "status")