550 lines
No EOL
19 KiB
JavaScript
550 lines
No EOL
19 KiB
JavaScript
/* ---------------------------------------------------------------------------*
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* 2022/02/21 kido0617
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* 制限:このプラグインの使用は許諾された個人・サークルに限ります。
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* http://kido0617.github.io/
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*--------------------------------------------------------------------------- */
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// eslint-disable-next-line spaced-comment
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/*:
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* @plugindesc 成長関係プラグイン
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* @target MZ
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* @author kido
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* @base PluginCommonBase
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* @orderAfter PluginCommonBase
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* @help
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* レベルアップ画面を表示するにはプラグインコマンドを呼んでください
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*
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* スクリプトでアクターに経験値を加える
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* $gameActors.actor(1).changeExp(30);
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* パーティ全体に経験値を加える
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* $gameParty.changeExp(30);
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* レベルポイントをリセットする
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* $gameParty.members()[0].resetManualLevelUp()
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*
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* 所持ポイントを変更する
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* $gameActors.actor(1).levelPoint = 3;
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*
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* @param levelUpSW
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* @text レベルアップ時にONになるスイッチ
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* @desc レベルアップ時にONになるスイッチ
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* @type switch
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* @default 0
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*
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* @param paramUpSW
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* @text パラメータアップ時にONになるスイッチ
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* @desc パラメータアップ時にONになるスイッチ
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* @type switch
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* @default 0
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*
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* @param paramUpMax
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* @text アップ可能上限
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* @desc パラメータアップ可能な上限値
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* @type number
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* @default 10
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*
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*
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* @command showScene
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* @text レベルアップ画面表示
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* @desc レベルアップ画面を表示します
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*/
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(() => {
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const script = document.currentScript;
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const params = PluginManagerEx.createParameter(script);
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const helps = [
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'Level: By increasing the level, HP and SP increase and you \nobtain Parameter Points.',
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'Strength: Affects the power of [Strength Check] weapons and skills.\nIt affects the success rate of escape checks. It also affects the \nmaximum HP.',
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'Dexterity: Affects the power of [Dexterity Check] weapons and skills.\nIt affects the success rate of evasion, escape, and lockpicking checks. \nIt also affects the maximum SP.',
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'Mental: Affects the power of [Mental Check] weapons and skills.\nIt affects the success rate of resistance checks. \nIt also affects the maximum HP and SP.',
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'Luck: Affects the evasion rate of status abnormalities. \nThe average value influences the rarity rate of treasure boxes.\nIt also affects the results of collection checks and certain event checks.'
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];
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const yesNo = ['Yes', 'No'];
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const confirmText = "Do you want to allocate points to the \nparameter? Note that it's not possible to \nreallocate them later.";
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PluginManagerEx.registerCommand(script, "showScene", function (args) {
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SceneManager.push(Scene_LevelUp);
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});
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const _gameActorSetup = Game_Actor.prototype.setup;
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Game_Actor.prototype.setup = function (actorId) {
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_gameActorSetup.call(this, actorId);
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this.levelPoint = 0;
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this.tmpExp = 0;
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};
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Game_Actor.prototype.changeExp = function (exp, show) {
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this.tmpExp += exp;
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this.refresh();
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};
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Game_Actor.prototype.gainExp = function (exp) {
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this.changeExp(exp, this.shouldDisplayLevelUp());
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};
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Game_Actor.prototype.nextRequiredExpAlter = function () {
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return this.nextLevelExp() - this.currentLevelExp();
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};
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Game_Actor.prototype.changeLevel = function (level, show) {
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level = level.clamp(1, this.maxLevel());
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while (!this.isMaxLevel() && level != this._level) {
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this.levelUp();
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}
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while (level != this._level) {
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this.levelDown();
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}
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};
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Game_Interpreter.prototype.command315 = function (params) {
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const value = this.operateValue(params[2], params[3], params[4]);
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this.iterateActorEx(params[0], params[1], actor => {
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actor.changeExp(value, params[5]);
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});
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return true;
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};
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Game_Actor.prototype.changeClass = function (classId, keepExp) {
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if (!keepExp) {
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this.tmpExp = 0;
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this._level = 1;
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}
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this._classId = classId;
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this._exp[this._classId] = 0;
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this.refresh();
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};
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Game_Actor.prototype.paramBasePlusExcludeEquip = function (paramId) {
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let value = Game_Battler.prototype.paramPlus.call(this, paramId);
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return this.paramBase(paramId) + value;
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};
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Game_Party.prototype.changeExp = function (exp) {
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let actors = this.allMembers();
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for (let actor of actors) actor.changeExp(exp);
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};
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const _levelUp = Game_Actor.prototype.levelUp;
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Game_Actor.prototype.levelUp = function () {
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_levelUp.call(this);
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this.levelPoint++;
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};
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Game_Actor.prototype.resetManualLevelUp = function () {
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this.clearParamPlus();
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this.levelPoint = this._level - 1;
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if (this.actor().meta.userchara) this.levelPoint += 3;
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};
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function Scene_LevelUp() {
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this.initialize(...arguments);
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}
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Scene_LevelUp.prototype = Object.create(Scene_MenuBase.prototype);
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Scene_LevelUp.prototype.constructor = Scene_LevelUp;
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Scene_LevelUp.prototype.initialize = function () {
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Scene_MenuBase.prototype.initialize.call(this);
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};
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Scene_LevelUp.prototype.create = function () {
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Scene_MenuBase.prototype.create.call(this);
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this.createHelpWindow();
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this.createActorWindow();
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this.createLevelUpWindow();
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this.createConfirmWindow();
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this._actorWindow.select(0);
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};
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Scene_LevelUp.prototype.helpWindowRect = function () {
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const wx = 0;
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const wy = Graphics.boxHeight - this.calcWindowHeight(2, true);
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const ww = 700
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const wh = this.calcWindowHeight(2, true);
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_LevelUp.prototype.createActorWindow = function () {
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this._actorWindow = new Window_ActorList(0, 0, 300);
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this._actorWindow.setHandler("ok", this.onActorOk.bind(this));
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this._actorWindow.setHandler("cancel", this.popScene.bind(this));
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this._actorWindow.activate();
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this._actorWindow.refresh();
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this.addWindow(this._actorWindow);
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};
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Scene_LevelUp.prototype.createLevelUpWindow = function () {
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this._levelUpWindow = new Window_LevelUp(new Rectangle(this._actorWindow.width, 0, 400, Graphics.boxHeight - this._helpWindow.height));
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this._levelUpWindow.setHandler("ok", this.onLevelUpOk.bind(this));
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this._levelUpWindow.setHandler("cancel", () => {
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this._actorWindow.activate();
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this._levelUpWindow.deselect();
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});
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this._levelUpWindow.refresh();
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this._levelUpWindow.setHelpWindow(this._helpWindow);
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this.addWindow(this._levelUpWindow);
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this._actorWindow.setLevelUpWindow(this._levelUpWindow);
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};
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Scene_LevelUp.prototype.createConfirmWindow = function () {
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let width = 470, height = 250;
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this._confirmWindow = new Window_StatusUpConfirm(new Rectangle(
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Graphics.boxWidth / 2 - width / 2, Graphics.boxHeight / 2 - height / 2, width, height
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));
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this._confirmWindow.setHandler("yes", this.onOkConfirmWindow.bind(this));
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this._confirmWindow.setHandler("no", this.onCancelConfirmWindow.bind(this));
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this._confirmWindow.setHandler("cancel", this.onCancelConfirmWindow.bind(this));
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this._confirmWindow.hide();
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this.addChild(this._confirmWindow);
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};
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Scene_LevelUp.prototype.onActorOk = function () {
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this._levelUpWindow.activate();
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this._levelUpWindow.select(0);
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};
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Scene_LevelUp.prototype.onLevelUpOk = function () {
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const index = this._levelUpWindow.index();
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const actor = this._actorWindow.item();
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if (index == 0) {
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$gameSwitches.setValue(params.levelUpSW, true);
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actor.tmpExp -= actor.nextRequiredExpAlter();
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actor.levelUp();
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this._levelUpWindow.activate();
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this._levelUpWindow.refresh();
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} else {
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this._confirmWindow.setParamName(TextManager.param([2, 6, 4, 7][index - 1]));
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this._confirmWindow.show();
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this._confirmWindow.activate();
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this._confirmWindow.select(0);
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}
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};
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Scene_LevelUp.prototype.findStandPictureMember = function () {
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if (!this._actorWindow) return [];
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return [this._actorWindow.item()];
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};
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Scene_LevelUp.prototype.onOkConfirmWindow = function () {
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const index = this._levelUpWindow.index();
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const actor = this._actorWindow.item();
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$gameSwitches.setValue(params.paramUpSW, true);
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actor.levelPoint--;
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actor.addParam([2, 6, 4, 7][index - 1], 1);
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this._confirmWindow.hide();
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this._levelUpWindow.activate();
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this._levelUpWindow.refresh();
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};
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Scene_LevelUp.prototype.onCancelConfirmWindow = function () {
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this._confirmWindow.hide();
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this._levelUpWindow.activate();
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this._levelUpWindow.refresh();
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};
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window.Scene_LevelUp = Scene_LevelUp;
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//----------------------------------------------------------------------
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function Window_ActorList() {
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this.initialize(...arguments);
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}
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Window_ActorList.prototype = Object.create(Window_Selectable.prototype);
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Window_ActorList.prototype.constructor = Window_ActorList;
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Window_ActorList.prototype.initialize = function (x, y, width) {
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Window_Selectable.prototype.initialize.call(this, new Rectangle(x, y, width, this.fittingHeight(3)));
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};
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Window_ActorList.prototype.maxItems = function () {
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return $gameParty.size();
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};
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Window_ActorList.prototype.item = function () {
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return $gameParty.members()[this.index()];
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};
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Window_ActorList.prototype.setLevelUpWindow = function (luw) {
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this._levelUpWindow = luw;
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};
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Window_ActorList.prototype.drawItem = function (index) {
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let actor = $gameParty.members()[index];
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const rect = this.itemRectWithPadding(index);
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this.drawText(actor.name(), rect.x, rect.y, rect.width);
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};
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Window_ActorList.prototype.select = function (index) {
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Window_Selectable.prototype.select.call(this, index);
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if (this._levelUpWindow) {
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this._levelUpWindow.setActor(this.item());
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this._levelUpWindow.refresh();
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}
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};
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//----------------------------------------------------------------------
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function Window_LevelUp() {
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this.initialize(...arguments);
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}
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Window_LevelUp.prototype = Object.create(Window_Selectable.prototype);
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Window_LevelUp.prototype.constructor = Window_LevelUp;
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Window_LevelUp.prototype.initialize = function (rect) {
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Window_Selectable.prototype.initialize.call(this, rect);
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};
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Window_LevelUp.prototype.maxItems = function () {
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return 5;
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};
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Window_LevelUp.prototype.setActor = function (actor) {
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this._actor = actor;
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this.refresh();
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}
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Window_LevelUp.prototype.isItemEnabled = function (index) {
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if (index == 0) {
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return this.hasEnoughExp();
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} else {
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let paramId = [2, 6, 4, 7][index - 1];
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if (this._actor._paramPlus[paramId] >= params.paramUpMax) return false;
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return this._actor.levelPoint > 0;
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}
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};
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Window_LevelUp.prototype.isCurrentItemEnabled = function () {
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return this.isItemEnabled(this.index());
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};
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Window_LevelUp.prototype.hasEnoughExp = function () {
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return this._actor.tmpExp >= this._actor.nextRequiredExpAlter() && !this._actor.isMaxLevel();
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};
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Window_LevelUp.prototype.drawAllItems = function () {
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Window_Selectable.prototype.drawAllItems.call(this);
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if (!this._actor) return;
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this.resetTextColor();
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this.changePaintOpacity(true);
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const exp = TextManager.expA;
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let str = 'Current ' + exp + '(' + this._actor.tmpExp + ')' + ' / ';
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if (!this._actor.isMaxLevel()) str += 'Required ' + exp + '(' + this._actor.nextRequiredExpAlter() + ')';
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else str += 'Required ' + exp + '(-)';
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this.drawText(str, this.itemPadding() + this.colSpacing() / 2, 0, this.innerWidth);
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this.drawText('Remaining Points(' + this._actor.levelPoint + ')', this.itemPadding() + this.colSpacing() / 2, this.itemHeight() * 2 + this.rowSpacing() / 2, this.innerWidth);
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this.drawText('Current Status', this.itemPadding() + this.colSpacing() / 2, this.itemHeight() * 7 + this.rowSpacing() / 2, this.innerWidth);
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this.drawStatusParams();
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};
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Window_LevelUp.prototype.drawItem = function (index) {
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if (!this._actor) return;
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const rect = this.itemRectWithPadding(index);
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this.changePaintOpacity(this.isItemEnabled(index));
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if (index == 0) {
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this.drawLevelUp(rect.x, rect.y);
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} else {
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const params = [2, 6, 4, 7];
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this.drawParamUp(rect.x, rect.y, index);
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}
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};
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Window_LevelUp.prototype.drawLevelUp = function (x, y) {
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const paramX = this.paramX();
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const paramWidth = this.paramWidth();
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const rightArrowWidth = this.rightArrowWidth();
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this.changeTextColor(ColorManager.systemColor());
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this.drawText(TextManager.level, x, y, this.innerWidth);
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this.resetTextColor();
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this.drawText(this._actor.level, paramX - rightArrowWidth, y, paramWidth, 'right');
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if (!this._actor.isMaxLevel()) this.drawRightArrow(paramX + paramWidth, y);
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if (this.hasEnoughExp()) {
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this.changeTextColor(ColorManager.paramchangeTextColor(1));
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this.drawText(this._actor.level + 1, paramX + paramWidth + rightArrowWidth, y, paramWidth, 'right');
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}
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};
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Window_LevelUp.prototype.drawParamUp = function (x, y, index) {
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let paramId = [2, 6, 4, 7][index - 1];
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const paramX = this.paramX();
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const paramWidth = this.paramWidth();
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const rightArrowWidth = this.rightArrowWidth();
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this.drawParamName(x, y, paramId);
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this.drawCurrentParam(paramX - rightArrowWidth, y, paramId);
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this.drawRightArrow(paramX + paramWidth, y);
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if (this._actor.levelPoint > 0 && this.isItemEnabled(index)) {
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this.drawNewParam(paramX + paramWidth + rightArrowWidth, y, paramId);
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} else if (this._actor._paramPlus[paramId] >= params.paramUpMax) {
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this.changeTextColor(ColorManager.deathColor());
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this.drawText('MAX', paramX + paramWidth + rightArrowWidth, y, this.paramWidth(), 'right')
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this.resetTextColor();
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}
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};
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Window_LevelUp.prototype.drawParamName = function (x, y, paramId) {
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const width = this.paramX() - this.itemPadding() * 2;
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this.changeTextColor(ColorManager.systemColor());
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this.drawText(TextManager.param(paramId), x, y, width);
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};
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Window_LevelUp.prototype.drawCurrentParam = function (x, y, paramId) {
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const paramWidth = this.paramWidth();
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this.resetTextColor();
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this.drawText(this._actor.paramBasePlusExcludeEquip(paramId), x, y, paramWidth, "right");
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};
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Window_LevelUp.prototype.drawRightArrow = function (x, y) {
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const rightArrowWidth = this.rightArrowWidth();
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this.changeTextColor(ColorManager.systemColor());
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this.drawText("\u2192", x, y, rightArrowWidth, "center");
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};
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Window_LevelUp.prototype.drawNewParam = function (x, y, paramId) {
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const paramWidth = this.paramWidth();
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const newValueBase = this._actor.paramBasePlusExcludeEquip(paramId) + 1;
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this.changeTextColor(ColorManager.paramchangeTextColor(1));
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this.drawText(newValueBase, x, y, paramWidth, "right");
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};
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Window_LevelUp.prototype.drawStatusParams = function () {
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const params = [0, 1, 2, 6, 4, 7, 3];
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for (let i = 0; i < params.length; i++) {
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const y = this.itemHeight() * 8 + i * 36;
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this.drawParamName(this.itemPadding(), y, params[i]);
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const paramWidth = this.paramWidth();
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this.resetTextColor();
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let value;
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if (i == 0) value = this._actor.paramBasePlusExcludeEquip(0) + this._actor._level * 5 + this._actor.paramBasePlusExcludeEquip(2) * 4 + this._actor.paramBasePlusExcludeEquip(4) * 2;
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else if (i == 1) value = this._actor.paramBasePlusExcludeEquip(1) + this._actor._level * 3 + this._actor.paramBasePlusExcludeEquip(4) * 2 + this._actor.paramBasePlusExcludeEquip(6);
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else value = this._actor.paramBasePlusExcludeEquip(params[i]);
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this.drawText(value + '(' + this._actor.param(params[i]) + ')',
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160, y, 100, "right");
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}
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};
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Window_LevelUp.prototype.rightArrowWidth = function () {
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return 32;
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};
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Window_LevelUp.prototype.paramWidth = function () {
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return 48;
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};
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Window_LevelUp.prototype.paramX = function () {
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const itemPadding = this.itemPadding();
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const rightArrowWidth = this.rightArrowWidth();
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const paramWidth = this.paramWidth();
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return this.innerWidth - itemPadding - paramWidth * 2 - rightArrowWidth;
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};
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Window_LevelUp.prototype.itemRect = function (index) {
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const maxCols = this.maxCols();
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const itemWidth = this.itemWidth();
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const itemHeight = this.itemHeight();
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const colSpacing = this.colSpacing();
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const rowSpacing = this.rowSpacing();
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const col = index % maxCols;
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let row = Math.floor(index / maxCols);
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if (index == 0) row += 1;
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else row += 2;
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const x = col * itemWidth + colSpacing / 2 - this.scrollBaseX();
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const y = row * itemHeight + rowSpacing / 2 - this.scrollBaseY();
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const width = itemWidth - colSpacing;
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const height = itemHeight - rowSpacing;
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return new Rectangle(x, y, width, height);
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};
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Window_LevelUp.prototype.updateHelp = function () {
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if (this.index() < 0) return;
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this._helpWindow.clear();
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this._helpWindow.setText(helps[this.index()]);
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};
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//----------------------------------------------------------------------
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function Window_ActorExp() {
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this.initialize(...arguments);
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}
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Window_ActorExp.prototype = Object.create(Window_Selectable.prototype);
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Window_ActorExp.prototype.constructor = Window_ActorExp;
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Window_ActorExp.prototype.initialize = function (rect, actor, useExp) {
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Window_Selectable.prototype.initialize.call(this, rect);
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this._useExp = useExp;
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this._actor = actor;
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this.refresh();
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};
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Window_ActorExp.prototype.colSpacing = function () {
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return 0;
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};
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Window_ActorExp.prototype.refresh = function () {
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const rect = this.itemLineRect(0);
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const x = rect.x;
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const y = rect.y;
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const width = rect.width;
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this.contents.clear();
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this.drawCurrencyValue(this.value(), this.currencyUnit(), x, y, width);
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};
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Window_ActorExp.prototype.value = function () {
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if (this._useExp) return this._actor.tmpExp;
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else return $gameParty.gold()
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};
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Window_ActorExp.prototype.currencyUnit = function () {
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if (this._useExp) return TextManager.expA;
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else return TextManager.currencyUnit;
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};
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Window_ActorExp.prototype.open = function () {
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this.refresh();
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Window_Selectable.prototype.open.call(this);
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};
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//---------------------------------------------------
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function Window_StatusUpConfirm() {
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this.initialize(...arguments);
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}
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Window_StatusUpConfirm.prototype = Object.create(Window_Command.prototype);
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Window_StatusUpConfirm.prototype.constructor = Window_StatusUpConfirm;
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Window_StatusUpConfirm.prototype.setParamName = function (paramName) {
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this.paramName = paramName;
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this.refresh();
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};
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Window_StatusUpConfirm.prototype.makeCommandList = function () {
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this.addCommand(yesNo[0], 'yes');
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this.addCommand(yesNo[1], 'no');
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};
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Window_StatusUpConfirm.prototype.itemTextAlign = function () {
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return "left";
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};
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Window_StatusUpConfirm.prototype.drawAllItems = function () {
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this.drawTextEx(this.paramName + ': ' + confirmText, 20, 20);
|
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Window_Selectable.prototype.drawAllItems.call(this);
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};
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Window_StatusUpConfirm.prototype.itemRect = function (index) {
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let rect = Window_Selectable.prototype.itemRect.call(this, index);
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rect.y += 120;
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return rect;
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};
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})(); |