princess-knight/js/plugins/DevToolsManage.js
2024-10-03 10:37:04 -05:00

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//=============================================================================
// DevToolsManage.js
// ----------------------------------------------------------------------------
// (C)2020 Triacontane
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
// ----------------------------------------------------------------------------
// Version
// 1.1.1 2020/10/11 AnimationMv.jsと組み合わせたとき、戦闘テストの敵グループが正常に選択されない競合を修正
// 1.1.0 2020/09/26 プロジェクトフォルダを開くショートカットコマンドを追加
// 1.0.5 2020/09/13 戦闘強制勝利のコマンドが機能しない問題を修正
// 1.0.4 2020/08/21 マップの自動リロード機能を使おうとするとエラーになる問題を修正
// 1.0.3 2020/08/20 正式版のPluginCommonBaseで動作しなくなる問題を修正
// 1.0.2 2020/06/06 英語版のヘルプを整備
// 1.0.1 2020/04/20 ブレークポイント対策
// 1.0.0 2020/04/05 MV版から流用作成
// ----------------------------------------------------------------------------
// [Blog] : https://triacontane.blogspot.jp/
// [Twitter]: https://twitter.com/triacontane/
// [GitHub] : https://github.com/triacontane/
//=============================================================================
/*:
* @plugindesc Development Support Plugin
* @author triacontane
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @target MZ
* @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/DevToolsManage.js
*
* @param StartupDevTool
* @text Boot on Launch
* @desc Boots the developer tool simultaneously with game launch.
* @default true
* @type boolean
*
* @param ShortcutList
* @text Shortcut List
* @desc A list of usable shortcut functions.
* @type struct<ShortcutFunction>[]
*
* @param ShowFPS
* @text Show FPS
* @desc By default, shows FPS in the upper left of the screen. (FPS/MS/OFF)
* @default OFF
* @type select
* @option FPS
* @option MS
* @option OFF
*
* @param CutTitle
* @text Title Skip
* @desc Skips the title screen and loads the most recent save file.
* Hold down CTRL on launch to disable skip.
* @default false
* @type boolean
*
* @param RapidStart
* @text Start Rapid Mode
* @desc Launches the game in a sped up state. (ON/OFF)
* @default false
* @type boolean
*
* @param RapidSpeed
* @text Rapid Speed
* @desc The playback speed when rapid mode is executed. Can be specified up to 16x.
* @default 2
* @type number
* @max 16
*
* @param SlowSpeed
* @text Slow Speed
* @desc The playback speed (denominator) when slow mode is executed. Can be slowed to 1/16 speed.
* @default 2
* @type number
* @max 16
*
* @param InvalidMessageSkip
* @text Disable Message Skip
* @desc Disables forced skipping of messages in rapid mode.
* @default false
* @type boolean
*
* @param MenuBarVisible
* @text Display Menu Bar
* @desc Display the menu bar and execute various debug commands.(ON/OFF)
* @default true
* @type boolean
*
* @param ClickMenu
* @text Click Menu
* @desc Executes various debug commands from the click menu. (-1:Disable 0:Left 1:Wheel 2:Right)
* @default 1
* @type select
* @option Disable
* @value -1
* @option Left
* @value 0
* @option Wheel
* @value 1
* @option Right
* @value 2
*
* @param OutputStartupInfo
* @text Info Output at Launch
* @desc Outputs a log of various types of information on launch.
* @default true
* @type boolean
*
* @param StartupOnTop
* @text Launch as Top Screen
* @desc Locks the game screen as the forefront display on launch.
* @default false
* @type boolean
*
* @param UseReloadData
* @text Use Reload Function
* @desc Reloads map and data on focus. Please disable if it causes the program to have problems running due to competing processes.
* @default true
* @type boolean
*
* @help This is a creation support plugin that adjusts the behavior of the developer tool.
* This plugin is only enabled for test plays in a local environment.
* The following functions are provided to assist with smooth development.
*
* 1. The developer tool automatically opens on game launch.(Normally, F8 is used to launch.)
* Even when set to OFF, it will automatically open when an error occurs.
*
* 2. It will always display the game screen as the foremost window on screen. This is
* convenient when looking at other screens while working. You can switch modes from the menu bar in-game.
*
* 3. If you edit maps or events and resave, the map and database will be automatically
* reloaded the instant focus returns to the game screen.
*
* 4. Skip the title screen and load the most recent save file.
*
* 5. Increase or decrease game speed (16x maximum).
* Or, stop the game entirely.
* The game will return to normal speed only when making a selection in a window.
*
* 6. Force kill all enemies, allowing you to win. You will still receive battle rewards.
* You can also force a loss or abort a battle.
*
* 7. Execute optional scripts on every frame.
* Results are outputted to the console only when there is a variation in a script's return value.
*
* 8. Allow external battle tests via the editor.
* Please configure btest in the url options.
*
* This plugin is not a plugin command.
*
* User Agreement:
* You may alter or redistribute the plugin without permission. There are no restrictions on usage format
* (such as adult- or commercial-use only).
* This plugin is now all yours.
*/
/*~struct~ShortcutFunction:
*
* @param Command
* @text Command
* @desc Details of the command you wish to execute.
* @default
* @type select
* @option Display at forefront
* @value AlwaysOnTop
* @option Freeze screen
* @value Freeze
* @option Resident script
* @value ExecuteScript
* @option Abort battle
* @value ForceAbort
* @option Lose battle
* @value ForceDefeat
* @option Win battle
* @value ForceVictory
* @option Rapid mode
* @value ToggleRapid
* @option Slow mode
* @value ToggleSlow
* @option Open project
* @value OpenProject
*
* @param HotKey
* @text Hotkey
* @desc Hotkey for executing commands.
* @default
* @type select
* @option
* @option F1
* @option F2
* @option F3
* @option F4
* @option F5
* @option F6
* @option F7
* @option F8
* @option F9
* @option F10
* @option F11
* @option F12
*
* @param Alt
* @text Hold ALT key simultaneously
* @desc Enabled only when ALT key is held simultaneously
* @type boolean
* @default false
*
* @param Ctrl
* @text Hold CTRL key simultaneously
* @desc Enabled only when CTRL key is held simultaneously
* @type boolean
* @default false
*
*/
/*:ja
* @plugindesc 開発支援プラグイン
* @author トリアコンタン
* @base PluginCommonBase
* @orderAfter PluginCommonBase
* @target MZ
* @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/DevToolsManage.js
*
* @param StartupDevTool
* @text 開始時に起動
* @desc ゲーム開始時に同時にデベロッパツールを起動します。
* @default true
* @type boolean
*
* @param ShortcutList
* @text ショートカット一覧
* @desc 利用するショートカット機能の一覧です。
* @type struct<ShortcutFunction>[]
*
* @param ShowFPS
* @text FPS表示
* @desc 初期状態で画面左上にFPSを表示します。FPS/MS/OFF
* @default OFF
* @type select
* @option FPS
* @option MS
* @option OFF
*
* @param CutTitle
* @text タイトルカット
* @desc タイトル画面をとばして最新のセーブファイルをロードします。
* 起動時にCTRLを押し続けるとカットが無効になります。
* @default false
* @type boolean
*
* @param RapidStart
* @text 高速開始
* @desc 高速化された状態でゲームを開始します。ON/OFF
* @default false
* @type boolean
*
* @param RapidSpeed
* @text 高速化倍率
* @desc 高速化を実行した際の再生倍率です。16倍速まで指定できます。
* @default 2
* @type number
* @max 16
*
* @param SlowSpeed
* @text 低速化倍率
* @desc 低速化を実行した際の再生倍率(分母)です。1/16倍速まで指定できます。
* @default 2
* @type number
* @max 16
*
* @param InvalidMessageSkip
* @text メッセージスキップ無効
* @desc 高速化された状態でのメッセージ強制スキップを無効にします。
* @default false
* @type boolean
*
* @param MenuBarVisible
* @text メニューバー表示
* @desc メニューバーを表示し各種デバッグコマンドを実行できます。(ON/OFF)
* @default true
* @type boolean
*
* @param ClickMenu
* @text クリックメニュー
* @desc クリックメニューから各種デバッグコマンドを実行できます。(-1:無効 0:左 1:ホイール 2:右)
* @default 1
* @type select
* @option 無効
* @value -1
* @option 左
* @value 0
* @option ホイール
* @value 1
* @option 右
* @value 2
*
* @param OutputStartupInfo
* @text 起動時情報出力
* @desc 起動時に様々な情報をログ出力します。
* @default true
* @type boolean
*
* @param StartupOnTop
* @text 最前面で起動
* @desc 起動時にゲーム画面が最前面に固定されます。
* @default false
* @type boolean
*
* @param UseReloadData
* @text リロード機能を使う
* @desc オンフォーカスでマップとデータを再読込します。競合等で動作に問題がある場合は無効にしてください。
* @default true
* @type boolean
*
* @help デベロッパツールの挙動を調整する制作支援プラグインです。
* このプラグインはローカル環境でのテストプレー時のみ有効となります。
* 快適な開発支援のために以下の機能を提供します。
*
* 1. ゲーム開始時にデベロッパツールが自動で立ち上がります。(通常はF8で起動)
* OFFにしていた場合でもエラーが発生すると自動で立ち上がります。
*
* 2. ゲーム画面を常に最前面に表示してくれます。画面を見ながら作業をする場合に
* 便利です。ゲーム中にメニューバーから切り替えできます。
*
* 3. マップやイベントを修正して再保存すると、ゲーム画面にフォーカスを戻した
* 瞬間にマップとデータベースを自動でリロードしてくれます。
*
* 4. タイトル画面を飛ばして最新のセーブファイルをロードできます。
*
* 5. ゲームのスピードを高速化、もしくは低速化(16倍速まで)できます。
* また、完全に止めてしまうこともできます。
* ウィンドウ項目を選択中の間だけは通常スピードになります。
*
* 6. 強制的に敵を全滅させて勝利することができます。報酬も取得できます。
* 強制敗北、強制中断も可能です。
*
* 7. 任意のスクリプトを毎フレーム実行させることができます。
* スクリプトの戻り値が変化したときのみ結果をコンソールに出力します。
*
* 8. エディタ経由で外部から戦闘テスト可能にします。
* urlオプションにbtestと設定してください。
*
* このプラグインにはプラグインコマンドはありません。
*
* 利用規約:
* 作者に無断で改変、再配布が可能で、利用形態商用、18禁利用等
* についても制限はありません。
* このプラグインはもうあなたのものです。
*/
/*~struct~ShortcutFunction:
*
* @param Command
* @text コマンド内容
* @desc 実行したいコマンドの内容です。
* @default
* @type select
* @option 最前面に表示
* @value AlwaysOnTop
* @option 画面フリーズ
* @value Freeze
* @option 常駐スクリプト
* @value ExecuteScript
* @option 戦闘中断
* @value ForceAbort
* @option 戦闘敗北
* @value ForceDefeat
* @option 戦闘勝利
* @value ForceVictory
* @option 高速化
* @value ToggleRapid
* @option 低速化
* @value ToggleSlow
* @option プロジェクトを開く
* @value OpenProject
*
* @param HotKey
* @text ホットキー
* @desc コマンドを実行するためのホットキーです。
* @default
* @type select
* @option
* @option F1
* @option F2
* @option F3
* @option F4
* @option F5
* @option F6
* @option F7
* @option F8
* @option F9
* @option F10
* @option F11
* @option F12
*
* @param Alt
* @text ALTキー同時押し
* @desc 有効にするとALTキーと同時押しした場合のみ実行します。
* @type boolean
* @default false
*
* @param Ctrl
* @text CTRLキー同時押し
* @desc 有効にするとCTRLキーと同時押しした場合のみ実行します。
* @type boolean
* @default false
*
*/
/**
* Controller_NwJs
* NW.jsのウィンドウを操作します。
* @constructor
*/
function Controller_NwJs() {
this.initialize.apply(this, arguments);
}
(() => {
"use strict";
const script = document.currentScript;
const param = PluginManagerEx.createParameter(script);
if (!param.ShortcutList) {
param.ShortcutList = [];
}
//=============================================================================
// Graphics
// FPSの表示を設定します。
//=============================================================================
Graphics.setFPSMeter = function (type) {
switch (type) {
case "FPS":
this._switchFPSCounter();
break;
case "MS":
this._switchFPSCounter();
this._switchFPSCounter();
break;
}
};
const _Graphics__createAllElements = Graphics._createAllElements;
Graphics._createAllElements = function () {
_Graphics__createAllElements.apply(this, arguments);
if (param.OutputStartupInfo) {
this.outputStartUpLog();
}
if (this._createDevToolInfo) {
this._createDevToolInfo();
}
};
Graphics.outputStartUpLog = function () {
console.log("********************************");
console.log("*** Core Version ***");
console.log("********************************");
console.log("RPG Maker Name : " + Utils.RPGMAKER_NAME);
console.log("RPG Maker Version : " + Utils.RPGMAKER_VERSION);
console.log(
"RPG Maker Engine : " + (Utils.RPGMAKER_ENGINE || "Official Version")
);
console.log("********************************");
console.log("*** User Agent ***");
console.log("********************************");
console.log(navigator.userAgent);
};
// テストプレー時以外は以降の機能を無効
if (!Utils.isOptionValid("test") && !DataManager.isBattleTest()) {
console.log(
PluginManagerEx.findPluginName(script) + " is valid only test play!"
);
return;
}
Graphics._createDevToolInfo = function () {
const div = document.createElement("div");
div.id = "devTool";
div.style.display = "none";
div.style.position = "absolute";
div.style.left = "100px";
div.style.top = "5px";
div.style.background = "#222";
div.style.opacity = "0.8";
div.style["z-index"] = "8";
div.style.color = "#fff";
this._devToolDiv = div;
document.body.appendChild(div);
};
Graphics.drawDevToolInfo = function (text) {
if (text) {
this._devToolDiv.style.display = "block";
this._devToolDiv.textContent = text;
} else {
this._devToolDiv.style.display = "none";
}
};
const _Graphics__onTick = Graphics._onTick;
Graphics._onTick = function (deltaTime) {
// for break point
if (deltaTime >= 6) {
Input.clear();
TouchInput.clear();
}
_Graphics__onTick.apply(this, arguments);
};
//=============================================================================
// SceneManager
// 状況に応じてデベロッパツールを自動制御します。
//=============================================================================
const _SceneManager_initialize = SceneManager.initialize;
SceneManager.initialize = function () {
_SceneManager_initialize.apply(this, arguments);
this.initDevCommand();
Graphics.setFPSMeter(param.ShowFPS);
if (!Utils.isNwjs()) {
return;
}
this._freeze = false;
this._nwWindow = new GameNwWindow();
if (param.StartupOnTop || Utils.isOptionValid("onTop")) {
this.setInitAlwaysOnTop();
}
};
SceneManager.setInitAlwaysOnTop = function () {
const shortCut = this.findShortCut("AlwaysOnTop");
if (shortCut) {
shortCut.execute();
} else {
this._nwWindow.toggleAlwaysOnTop();
}
};
SceneManager.setInitRapid = function () {
const shortCut = this.findShortCut("ToggleRapid");
if (shortCut) {
shortCut.execute();
} else {
this.toggleRapid();
}
};
SceneManager.findShortCut = function (id) {
return this._commandList.filter((command) => command.isTypeEqual(id))[0];
};
SceneManager.initDevCommand = function () {
const commandList = param.ShortcutList.map((item) => {
return new ShortCutCommand(item, item.Command);
});
if (SceneManager.takeCapture) {
commandList.push(new ShortCutCommand(null, "Capture"));
}
if (SceneManager.onKeyDownForScreenMovie) {
commandList.push(new ShortCutCommand(null, "Record"));
}
this._commandList = commandList;
};
SceneManager.iterateCommandList = function (callBack) {
this._commandList.forEach((command) => callBack(command));
};
SceneManager.getNwWindow = function () {
return this._nwWindow;
};
SceneManager.toggleAlwaysOnTop = function () {
this._nwWindow.toggleAlwaysOnTop();
this.drawDevToolInfo();
return this._nwWindow.isOnTop();
};
SceneManager.toggleFreeze = function () {
Input.clear();
this._freeze = !this._freeze;
this.drawDevToolInfo();
return this._freeze;
};
SceneManager.toggleRapid = function () {
if (!this.isSlow()) {
this._rapid = !this._rapid;
this.drawDevToolInfo();
}
return this._rapid;
};
SceneManager.toggleSlow = function () {
if (!this.isRapid()) {
this._slow = !this._slow;
this.drawDevToolInfo();
}
return this._slow;
};
SceneManager.openProject = function () {
this._nwWindow.openProject();
};
SceneManager.drawDevToolInfo = function () {
let text = "";
if (this._nwWindow.isOnTop()) {
text += "Always on top [ON] ";
}
if (this._freeze) {
text += "Freeze [ON] ";
}
if (this.isRapid()) {
text += "Rapid [ON] ";
} else if (this.isSlow()) {
text += "Slow [ON] ";
}
Graphics.drawDevToolInfo(text);
};
const _SceneManager_catchException = SceneManager.catchException;
SceneManager.catchException = function (e) {
if (this._nwWindow) this._nwWindow.showDevTools(false);
_SceneManager_catchException.apply(this, arguments);
};
const _SceneManager_onError = SceneManager.onError;
SceneManager.onError = function (e) {
if (this._nwWindow) this._nwWindow.showDevTools(false);
_SceneManager_onError.apply(this, arguments);
};
const _SceneManager_onKeyDown = SceneManager.onKeyDown;
SceneManager.onKeyDown = function (event) {
_SceneManager_onKeyDown.apply(this, arguments);
this.onKeyDownForDevToolManage(event);
};
SceneManager.onKeyDownForDevToolManage = function (event) {
this.iterateCommandList((command) => command.onKeyDown(event));
};
SceneManager.isRapid = function () {
return !!this._rapid;
};
SceneManager.isSlow = function () {
return !!this._slow;
};
const _SceneManager_initNwjs = SceneManager.initNwjs;
SceneManager.initNwjs = function () {
_SceneManager_initNwjs.apply(this, arguments);
if (Utils.isNwjs()) {
this.addMenuBar();
}
};
SceneManager.addMenuBar = function () {
if (!param.MenuBarVisible) {
this._needAdjustScreen = false;
return;
}
const gameWindow = nw.Window.get();
if (!gameWindow.menu || gameWindow.menu.type !== "menubar") {
this._needAdjustScreen = true;
}
gameWindow.menu = new nw.Menu({ type: "menubar" });
};
const _SceneManager_run = SceneManager.run;
SceneManager.run = function (sceneClass) {
_SceneManager_run.apply(this, arguments);
this.setWindowSizeForMenuBar();
};
SceneManager.setWindowSizeForMenuBar = function () {
if (!this._needAdjustScreen) {
return;
}
const gameWindow = nw.Window.get();
setTimeout(() => {
// Fix missing menu bar height
const style_height = parseInt(Graphics._canvas.style.height, 10);
const height_diff = SceneManager._screenHeight - style_height;
if (height_diff !== 0) {
gameWindow.moveBy(0, -height_diff);
gameWindow.resizeBy(0, height_diff);
}
}, 100);
};
SceneManager._slowCounter = 0.0;
const _SceneManager_determineRepeatNumber =
SceneManager.determineRepeatNumber;
SceneManager.determineRepeatNumber = function (deltaTime) {
const result = _SceneManager_determineRepeatNumber.apply(this, arguments);
if (this._scene && this._scene.isAnyWindowActive()) {
return result;
}
if (this.isSlow() && result >= 1 && this._slowCounter < 1.0) {
this._slowCounter += 1 / param.SlowSpeed;
return 0;
} else {
this._slowCounter = 0.0;
if (this.isRapid()) {
return result * param.RapidSpeed;
} else {
return result;
}
}
};
const _SceneManager_updateScene = SceneManager.updateScene;
SceneManager.updateScene = function () {
this.updateScript();
if (this.isUseReload()) {
this.updateDataReload();
}
if (this._freeze || this.isReloading()) {
return;
}
_SceneManager_updateScene.apply(this, arguments);
};
SceneManager.isUseReload = function () {
return (
param.UseReloadData &&
!DataManager.isBattleTest() &&
!DataManager.isEventTest() &&
Utils.isNwjs()
);
};
SceneManager.updateScript = function () {
this.iterateCommandList((command) => command.updateScriptIfNeed());
};
SceneManager.updateDataReload = function () {
if (this.getNwWindow().isOnFocus() && !this._reloadGenerator) {
this._reloadGenerator = this.reloadGenerator();
}
if (this._reloadGenerator && DataManager.isDatabaseLoaded()) {
if (!this._reloadGenerator.next().value) {
this._reloadGenerator = null;
// Resolve conflict for DynamicDatabase.js
if (typeof DynamicDatabaseManager !== "undefined") {
DynamicDatabaseManager.makeDynamicDatabase();
}
}
}
};
SceneManager.reloadGenerator = function* () {
this._preVersionId = $dataSystem.versionId;
DataManager.reloadSystemData();
yield true;
if (this._preVersionId !== $dataSystem.versionId) {
this.reloadMapData();
DataManager.loadDatabase();
console.log("Database Reload");
yield true;
}
return false;
};
SceneManager.reloadMapData = function () {
if (this._scene instanceof Scene_Map && $gamePlayer.canMove()) {
$gamePlayer.reserveTransfer(
$gameMap.mapId(),
$gamePlayer.x,
$gamePlayer.y,
$gamePlayer.direction(),
2
);
$gamePlayer.requestMapReload();
console.log("Map Reload");
}
};
SceneManager.isReloading = function () {
return !!this._reloadGenerator;
};
SceneManager.isCurrentScene = function (sceneClass) {
return this._scene && this._scene.constructor === sceneClass;
};
class ShortCutCommand {
constructor(shortcut, id) {
const commands = {
AlwaysOnTop: { name: "最前面に表示", type: "checkbox" },
ToggleRapid: { name: "高速化", type: "checkbox" },
ToggleSlow: { name: "低速化", type: "checkbox" },
ForceVictory: { name: "強制勝利", type: "normal" },
ExecuteScript: { name: "常駐スクリプト", type: "normal" },
Freeze: { name: "画面フリーズ", type: "checkbox" },
ForceDefeat: { name: "強制敗北", type: "normal" },
ForceAbort: { name: "強制中断", type: "normal" },
OpenProject: { name: "プロジェクトを開く", type: "normal" },
Capture: { name: "キャプチャ", type: "normal" },
Record: { name: "録画", type: "normal" },
};
this._command = commands[id];
this._id = id;
this._shortcut = shortcut;
}
isTypeEqual(id) {
return this._id === id;
}
onKeyDown(event) {
if (!this._shortcut) {
return;
} else if (event.key !== this._shortcut.HotKey) {
return;
} else if (event.ctrlKey !== this._shortcut.Ctrl) {
return;
} else if (event.altKey !== this._shortcut.Alt) {
return;
}
this.execute();
}
createHotKeyText() {
if (!this._shortcut || !this._shortcut.HotKey) {
return "";
} else {
const ctrl = this._shortcut.Ctrl ? "Ctrl+" : "";
const alt = this._shortcut.Alt ? "Alt+" : "";
return `(${ctrl}${alt}${this._shortcut.HotKey})`;
}
}
appendNwMenu(menuObject) {
const menuItem = new nw.MenuItem({
label: this._command.name + this.createHotKeyText(),
type: this._command.type,
});
if (menuObject.type === "contextmenu") {
this._contextMenu = menuItem;
}
menuItem.click = this.execute.bind(this, true);
menuObject.append(menuItem);
}
execute(fromClick = false) {
const result = this[`execute${this._id}`]();
if (fromClick) {
SoundManager.playCursor();
}
this.setCheck(result);
}
setCheck(value) {
if (this._command.type === "checkbox" && this._contextMenu) {
this._contextMenu.checked = value;
}
}
executeAlwaysOnTop() {
return SceneManager.toggleAlwaysOnTop();
}
executeToggleRapid() {
return SceneManager.toggleRapid();
}
executeToggleSlow() {
return SceneManager.toggleSlow();
}
executeFreeze() {
return SceneManager.toggleFreeze();
}
executeForceVictory() {
BattleManager.forceVictory();
}
executeForceDefeat() {
BattleManager.forceDefect();
}
executeForceAbort() {
BattleManager.forceAbort();
}
executeOpenProject() {
SceneManager.openProject();
}
executeCapture() {
SceneManager.takeCapture();
}
executeRecord() {
return SceneManager._screenRecorder.toggle();
}
executeExecuteScript() {
const promptValue = "常駐実行したいスクリプトを入力してください。";
const nwWindow = SceneManager.getNwWindow();
const scriptString = window.prompt(promptValue, nwWindow.readClipboard());
if (scriptString !== null && scriptString !== "") {
nwWindow.showDevTools();
nwWindow.writeClipboard(scriptString);
this.updateScript(scriptString);
this._lastScriptString = scriptString;
}
}
updateScript(scriptString) {
let result = null;
try {
result = eval(scriptString);
if (!this._lastScriptString) {
SoundManager.playOk();
console.log("Execute Script : " + scriptString);
}
} catch (e) {
if (!this._lastScriptString) {
SoundManager.playBuzzer();
console.log("Error Script : " + scriptString);
console.error(e.stack);
}
result = e.toString();
}
if (!this._lastScriptString || result !== this._lastScriptResult) {
console.log(result);
}
this._lastScriptResult = result;
}
updateScriptIfNeed() {
if (this._lastScriptString) {
this.updateScript(this._lastScriptString);
}
}
}
//=============================================================================
// BattleManager
// 強制勝利を追加定義します。
//=============================================================================
BattleManager.forceVictory = function () {
if (this.canExecuteBattleEndProcess()) {
$gameTroop.members().forEach(function (enemy) {
enemy.addNewState(enemy.deathStateId());
});
this.processVictory();
}
};
BattleManager.forceDefect = function () {
if (this.canExecuteBattleEndProcess()) {
$gameParty.members().forEach(function (actor) {
actor.addNewState(actor.deathStateId());
});
this.processDefeat();
}
};
BattleManager.forceAbort = function () {
if (this.canExecuteBattleEndProcess()) {
$gameParty.performEscape();
SoundManager.playEscape();
this.displayEscapeSuccessMessage();
this._escaped = true;
this.processAbort();
}
};
BattleManager.canExecuteBattleEndProcess = function () {
return (
SceneManager.isCurrentScene(Scene_Battle) && this._phase !== "battleEnd"
);
};
//=============================================================================
// DataManager
// 外部エディタから戦闘テストの実行を可能にします。
//=============================================================================
const _DataManager_loadDatabase = DataManager.loadDatabase;
DataManager.loadDatabase = function () {
if (this.isNeedSuppressBtest()) {
console.log(11111);
this._suppressBattleTest = true;
}
_DataManager_loadDatabase.apply(this, arguments);
this._suppressBattleTest = false;
};
const _DataManager_isBattleTest = DataManager.isBattleTest;
DataManager.isBattleTest = function () {
return this._suppressBattleTest
? false
: _DataManager_isBattleTest.apply(this, arguments);
};
DataManager.isNeedSuppressBtest = function () {
if (!this.isBattleTest()) {
return false;
}
if (Utils.isNwjs()) {
return this._databaseFiles.every(function (databaseFile) {
return !StorageManager.isExistTestData(databaseFile.src);
});
} else {
return true;
}
};
DataManager.reloadSystemData = function () {
const data = this._databaseFiles.filter(
(file) => file.name === "$dataSystem"
)[0];
this.loadDataFile(data.name, data.src);
};
StorageManager.isExistTestData = function (fileName) {
const fs = require("fs");
const path = require("path");
const filePath = path.join(
path.dirname(process.mainModule.filename),
"data/Test_" + fileName
);
return fs.existsSync(filePath);
};
Scene_Base.prototype.isAnyWindowActive = function () {
if (this._windowLayer) {
return this._windowLayer.children.some((win) => {
return win instanceof Window_Selectable && win.active;
});
} else {
return false;
}
};
//=============================================================================
// Scene_Boot
// タイトル画面をとばしてマップ画面に遷移します。
//=============================================================================
const _Scene_Boot_start = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () {
_Scene_Boot_start.apply(this, arguments);
if (param.RapidStart) {
SceneManager.setInitRapid();
}
this.cutSceneTitle();
};
Scene_Boot.prototype.cutSceneTitle = function () {
if (
param.CutTitle &&
!DataManager.isBattleTest() &&
!DataManager.isEventTest() &&
!Input.isPressed("control")
) {
if (!this.goToLatestContinue()) {
this.goToNewGame();
}
}
};
Scene_Boot.prototype.goToNewGame = function () {
DataManager.setupNewGame();
SceneManager.goto(Scene_Map);
};
Scene_Boot.prototype.goToLatestContinue = function () {
if (DataManager.isAnySavefileExists()) {
DataManager.loadGame(DataManager.latestSavefileId()).then(() => {
SceneManager.goto(Scene_Map);
$gameSystem.onAfterLoad();
});
return true;
} else {
return false;
}
};
Scene_Boot.prototype.reloadMapIfUpdated =
Scene_Load.prototype.reloadMapIfUpdated;
//=============================================================================
// Window_Message
// メッセージの高速化を提供します。
//=============================================================================
if (!param.InvalidMessageSkip) {
const _Window_Message_isTriggered = Window_Message.prototype.isTriggered;
Window_Message.prototype.isTriggered = function () {
return (
_Window_Message_isTriggered.apply(this, arguments) ||
SceneManager.isRapid()
);
};
const _Window_Message_startPause = Window_Message.prototype.startPause;
Window_Message.prototype.startPause = function () {
_Window_Message_startPause.apply(this, arguments);
if (SceneManager.isRapid()) {
this.startWait(1);
}
};
}
const _Game_Map_eraseEvent = Game_Map.prototype.eraseEvent;
Game_Map.prototype.eraseEvent = function (eventId) {
_Game_Map_eraseEvent.apply(this, arguments);
this._eraseEvents.push(eventId);
};
const _Game_Map_setupEvents = Game_Map.prototype.setupEvents;
Game_Map.prototype.setupEvents = function () {
_Game_Map_setupEvents.apply(this, arguments);
if (this._eraseEvents && $gamePlayer.isNeedMapReload()) {
this.restoreEventErase();
} else {
this._eraseEvents = [];
}
};
Game_Map.prototype.restoreEventErase = function () {
this._eraseEvents.forEach((eventId) => {
this._events[eventId].erase();
});
};
Game_Player.prototype.isNeedMapReload = function () {
return this._needsMapReload;
};
//=============================================================================
// Controller_NwJs
// Nw.jsのAPI呼び出しを管理します。
//=============================================================================
class GameNwWindow {
constructor() {
this._onFocus = false;
this._menuBar = new nw.Menu({ type: "menubar" });
this._menuClick = null;
this._onTop = false;
this.initSetting();
}
initSetting() {
this.addEventListener();
if (param.MenuBarVisible) {
this.makeMenu(this._menuBar);
this.setMenuBar(this._menuBar);
}
this.initClickMenu();
if (this.isStartUpDevTool()) {
this.showDevTools();
}
}
isStartUpDevTool() {
return param.StartupDevTool && !Utils.isOptionValid("devToolOff");
}
openProject() {
const exec = require("child_process").exec;
const path = require("path");
const projectPath = path.dirname(process.mainModule.filename);
if (process.platform === "win32") {
exec('rundll32.exe url.dll,FileProtocolHandler "' + projectPath + '"');
} else {
exec('open "' + projectPath + '"');
}
}
initClickMenu() {
this._menuClick = new nw.Menu();
this.makeMenu(this._menuClick);
}
makeMenu(menuObject) {
SceneManager.iterateCommandList((command) =>
command.appendNwMenu(menuObject)
);
}
setMenuBar(menu) {
this.getWindow().menu = menu;
}
isOnFocus() {
const focus = this._onFocus;
this._onFocus = false;
return focus;
}
addEventListener() {
document.addEventListener(
"mousedown",
function (event) {
if (event.button === param.ClickMenu) {
this._menuClick.popup(event.pageX, event.pageY);
}
}.bind(this)
);
const currentWin = this.getWindow();
currentWin.removeAllListeners();
currentWin.on("focus", () => {
this._onFocus = true;
});
}
getWindow() {
return nw.Window.get();
}
getClipboard() {
return nw.Clipboard.get();
}
toggleAlwaysOnTop() {
this._onTop = !this._onTop;
this.getWindow().setAlwaysOnTop(this._onTop);
return this._onTop;
}
isOnTop() {
return this._onTop;
}
showDevTools() {
this.getWindow().showDevTools();
setTimeout(() => {
this.getWindow().focus();
}, 1000);
}
readClipboard() {
return this.getClipboard().get("text");
}
writeClipboard(copyValue) {
this.getClipboard().set(copyValue, "text");
}
}
})();