textpos=[
[_INTL("Lv {1}",@battler.level),@spritebaseX+202,8,true,base,shadow]
]
if(Condition)
textpos=[
["???",@spritebaseX+202,8,true,base,shadow]
]
else
textpos=[
[_INTL("Lv {1}",@battler.level),@spritebaseX+202,8,true,base,shadow]
]
end
str = "Lv."
if(!@playerpoke && $game_switches[61])
str = "???"
else
str = "Lv."
end
str = "#{getBattler(@battler).level}"
x = @playerpoke ? -30 : -26
pbDrawOutlineText(@sprites["text"].bitmap,x+o,-20,@sprites["text"].bitmap.width,@sprites["text"].bitmap.height,str,Color.new(255,255,255),Color.new(0,0,0),2)
x -= @sprites["text"].bitmap.text_size(str).width+(@playerpoke ? 3 : 2)
if(($game_switches[61]==false and !@playerpoke) or @playerpoke)
str = "#{getBattler(@battler).level}"
x = @playerpoke ? -30 : -26
pbDrawOutlineText(@sprites["text"].bitmap,x+o,-20,@sprites["text"].bitmap.width,@sprites["text"].bitmap.height,str,Color.new(255,255,255),Color.new(0,0,0),2)
end
x -= @sprites["text"].bitmap.text_size(str).width+(@playerpoke ? 3 : 2)
if ($game_switches[61] && ((@battler.index&1)==1 || (@battler.index&1)==3))
# Do nothing
else
textpos=[
[_INTL("Lv{1}",@battler.level),@spritebaseX+202,8,true,base,shadow]
]
pbDrawTextPositions(self.bitmap,textpos)
end