150 lines
No EOL
4 KiB
JavaScript
150 lines
No EOL
4 KiB
JavaScript
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//立ち絵幅
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//ヘルプウィンドウを縮める
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Scene_MenuBase.prototype.helpWindowRect2 = function () {
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const wx = 0;
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const wy = this.helpAreaTop();
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const ww = Graphics.boxWidth - standarea();
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const wh = this.helpAreaHeight();
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_MenuBase.prototype.createHelpWindow2 = function () {
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const rect = this.helpWindowRect2();
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this._helpWindow = new Window_Help(rect);
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this.addWindow(this._helpWindow);
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};
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Scene_Equip.prototype.create = function () {
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Scene_MenuBase.prototype.create.call(this);
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this.createHelpWindow2();
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this.createStatusWindow();
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this.createCommandWindow();
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this.createSlotWindow();
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this.createItemWindow();
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this.refreshActor();
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};
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Scene_Equip.prototype.executeEquipChange = function () {//装備変更チェック
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const actor = this.actor();
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const slotId = this._slotWindow.index();
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const item = this._itemWindow.item();
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actor.changeEquip(slotId, item);
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console.log("装備変更")
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};
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//フォントサイズ
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Window_Base.prototype.makeFontBigger = function () {
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if (this.contents.fontSize <= 96) {
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this.contents.fontSize += 6;
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}
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};
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Window_Base.prototype.makeFontSmaller = function () {
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if (this.contents.fontSize >= 24) {
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this.contents.fontSize -= 6;
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}
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};
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//メッセージウィンドウの幅
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Scene_Message.prototype.messageWindowRect = function () {
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const ww = Graphics.boxWidth - standarea();
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const wh = this.calcWindowHeight(4, false) + 8;
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const wx = 0;
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const wy = 0;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.statusWindowRect = function () {
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const extra = 10;
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const ww = (Graphics.boxWidth - standarea()) - 192 - 200;
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const wh = this.windowAreaHeight() + extra;
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const wx = this.isRightInputMode() ? 0 : Graphics.boxWidth - ww;
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const wy = Graphics.boxHeight - wh + extra - 4;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.partyCommandWindowRect = function () {
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const ww = 192;
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const wh = this.windowAreaHeight();
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const wx = Graphics.boxWidth - ww - 544;//ここで調整
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const wy = Graphics.boxHeight - wh;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.actorCommandWindowRect = function () {
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const ww = 192;
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const wh = this.windowAreaHeight();
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const wx = Graphics.boxWidth - ww - 544;//ここで調整
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const wy = Graphics.boxHeight - wh;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.windowAreaHeight = function () {
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return this.calcWindowHeight(5, true);
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};
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//バトル画面のウィンドウ表示全般
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Scene_Battle.prototype.createAllWindows = function () {
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this.createLogWindow();
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this.createStatusWindow();
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this.createPartyCommandWindow();
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this.createActorCommandWindow();
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this.createHelpWindow();
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this.createSkillWindow();
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this.createItemWindow();
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this.createActorWindow();
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this.createEnemyWindow();
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Scene_Message.prototype.createAllWindows.call(this);
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};
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Window_BattleStatus.prototype.drawItem = function (index) {
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this.drawItemImage(index);
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this.drawItemStatus(index);
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};
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Window_BattleStatus.prototype.drawItemImage = function (index) {
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const actor = this.actor(index);
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const rect = this.faceRect(index);
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this.drawActorFace(actor, rect.x, rect.y, rect.width, rect.height);
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};
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Window_BattleStatus.prototype.drawItemStatus = function (index) {
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const actor = this.actor(index);
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const rect = this.itemRectWithPadding(index);
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const nameX = this.nameX(rect);
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const nameY = this.nameY(rect);
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const stateIconX = this.stateIconX(rect);
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const stateIconY = this.stateIconY(rect);
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const basicGaugesX = this.basicGaugesX(rect);
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const basicGaugesY = this.basicGaugesY(rect);
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this.placeTimeGauge(actor, nameX, nameY);
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this.placeActorName(actor, nameX, nameY);
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this.placeStateIcon(actor, stateIconX, stateIconY);
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this.placeBasicGauges(actor, basicGaugesX, basicGaugesY);
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};
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Window_BattleStatus.prototype.faceRect = function (index) {
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const rect = this.itemRect(index);
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rect.pad(-1);
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rect.height = this.nameY(rect) + this.gaugeLineHeight() / 2 - rect.y;
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return rect;
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}; |