This commit is contained in:
Dazed 2023-12-03 09:15:03 -06:00
parent dfcaaf292c
commit 9b59fd476e
65 changed files with 24035 additions and 1281 deletions

View file

@ -882,18 +882,18 @@
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View file

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"value1": 0.5,
"value2": 0
}
@ -6508,12 +6466,6 @@
{
"code": 21,
"dataId": 8,
"value1": 1,
"value2": 0
},
{
"code": 21,
"dataId": 25,
"value1": 0.5,
"value2": 0
}
@ -6547,14 +6499,7 @@
"variance": 10
},
"description": "",
"effects": [
{
"code": 21,
"dataId": 22,
"value1": 1,
"value2": 0
}
],
"effects": [],
"hitType": 0,
"iconIndex": 599,
"message1": "",
@ -6584,14 +6529,7 @@
"variance": 5
},
"description": "",
"effects": [
{
"code": 21,
"dataId": 24,
"value1": 1,
"value2": 0
}
],
"effects": [],
"hitType": 0,
"iconIndex": 599,
"message1": "",

View file

@ -346,7 +346,7 @@
"タイトル並列",
"バトルボイス",
"経験済み",
"",
"スキル習得判定",
"ロード",
"クリア済_聖域不要",
"移動禁止",
@ -661,10 +661,10 @@
"クレジット告知",
"ループ",
"ランダムダンジョン",
"",
"",
"",
""
"魔鉱山",
"砂漠",
"火山",
"夢幻の大樹へ"
],
"terms": {
"basic": [
@ -777,16 +777,16 @@
{
"actorId": 1,
"equips": [
1,
2,
0,
0,
0,
0
],
"level": 50
"level": 5
},
{
"actorId": 0,
"actorId": 8,
"equips": [
0,
0,
@ -794,10 +794,10 @@
0,
0
],
"level": 50
"level": 1
},
{
"actorId": 0,
"actorId": 7,
"equips": [
0,
0,
@ -805,21 +805,21 @@
0,
0
],
"level": 50
"level": 1
},
{
"actorId": 0,
"actorId": 15,
"equips": [
1,
0,
0,
0,
0,
0
],
"level": 12
"level": 1
}
],
"testTroopId": 55,
"testTroopId": 1,
"title1Name": "",
"title2Name": "",
"titleBgm": {
@ -830,19 +830,19 @@
},
"variables": [
"",
"Chest Repetitions",
"Number of Oral Sex Acts",
"Secret Anal Count",
"Number of Vaginal Intercourses",
"Number of Masturbations",
"Climax Count",
"",
"Clear Hierarchy",
"Random Number",
"Book",
"1st Experience",
"Corruption",
"Experiences",
" 胸回数",
"口淫回数",
"秘肛回数",
"膣交回数",
"自慰回数",
"絶頂回数",
"レベル",
"クリア階層",
"乱数",
"",
"初体験",
"堕落度",
"経験人数",
"",
"Random Numbers",
"Shake off the random numbers",
@ -850,66 +850,66 @@
"Zerachiel's Level",
"Battle Chaos",
"SP",
"Subquest_Uncle",
"Subquest_Noble",
"Subquest_Female Mage",
"Subquest_Adventurer",
"",
"",
"Title Ship_Progress_Variable",
"Random Number",
"Title Command",
"Picture Button",
"Number of Shark Sizes",
"Title Battle Voice Randomness",
"Luberie?",
"Shark Scythe Judgment",
"Encounter",
"Fishing Limit Count",
"Title Fishing Chaos",
"Fishing",
"X-coordinate of CG",
"CG's y-coordinate",
"Footjob 1",
"Footjob 2",
"Imarachio 1",
"Imarachio 2",
"Futanari Fellatio",
"Rear Entry",
"Face Sitting",
"Title Cowgirl Position",
"Pole Dance",
"Hypnosis Masturbation",
"Sandwich",
"Sexual Harassment",
"Title Tentacle Defeat",
"Slime Defeat",
"Title Defeat of the Priest Soldier",
"Mercenary",
"Knight",
"Captain",
"Title Tentacle Princess",
"Holy Maiden",
"Variable Ern",
"",
"Number of Rings on the Celestial Globe",
"Kago Variable",
"Pickaxe Durability",
"Random Number",
"PT Characters",
"Destination",
"Holy Maiden Guard",
"Title Prilopa Resurrection",
"Captain's Insanity Mode",
"Fishing Rod",
"Random Number",
"Random Number",
"Title Demon Lord's Lair",
"Number of Defeated Angels",
"SE Random Number",
"Map ID",
"Player X Coordinate",
"Player Y Coordinate",
"サブクエスト_おじさん",
"サブクエスト_貴族",
"サブクエスト_女魔術師",
"サブクエスト_冒険者",
"ふたなりフェラ",
"顔面騎乗",
"船_進行変数",
"乱数",
"タイトルコマンド",
"ピクチャボタン",
"シャークサイズの数",
"戦闘ボイス乱数",
"ルベリエ?",
"サメ鎌_判定",
"エンカウント",
"釣り限度回数",
"釣り乱数",
"釣り",
"CGの座標",
"CGのy座標",
"足コキ1",
"足コキ2",
"イマラチオ1",
"イマラチオ2",
"ふたなりフェラ",
"後背位",
"顔面騎乗",
"騎乗位",
"ポールダンス",
"催眠オナニー",
"サンドイッチ",
"セクハラ",
"触手敗北",
"スライム敗北",
"神官兵士敗北",
"傭兵",
"騎士",
"隊長",
"触手姫",
"聖女",
"エルン変数",
"ザラキエルのレベル",
"天球儀の指輪の数",
"加護変数",
"ツルハシ耐久",
"乱数",
"PTキャラ",
"移動先",
"聖女ガード",
"プリロパ蘇生",
"隊長発狂モード",
"釣竿",
"乱数",
"乱数",
"魔王の間",
"倒した天使の数",
"SE乱数",
"マップID",
"プレイヤーX座標",
"プレイヤーY座標",
"Icon_01",
"Icon_02",
"Icon_03",
@ -931,7 +931,7 @@
"Icon_19",
"Icon_20"
],
"versionId": 92541276,
"versionId": 55174413,
"victoryMe": {
"name": "Victory",
"pan": 0,

File diff suppressed because it is too large Load diff

View file

@ -4,6 +4,6 @@
PluginManager.setup($plugins);
window.onload = function() {
window.onload = function () {
SceneManager.run(Scene_Boot);
};

View file

@ -8,6 +8,7 @@ var $plugins =
{ "name": "FixImageLoading", "status": true, "description": "画像ロード時のチラつき防止プラグイン", "parameters": {} },
{ "name": "SAN_ResidualSprites", "status": true, "description": "残像スプライツ 1.0.2\nキャラクターの残像スプライトを生成します。", "parameters": {} },
{ "name": "Yami_SkipTitle", "status": true, "description": "テストプレイ用にタイトルシーンを飛ばすことができます。", "parameters": {} },
{ "name": "TiltShiftFilter", "status": true, "description": "ジオラマ風の見た目になります。", "parameters": {} },
{ "name": "------------------------", "status": true, "description": "----------------------------------------------------------------------------------", "parameters": {} },
{ "name": "MOG_PictureEffects", "status": true, "description": "(v1.4) Adiciona novas funções no sistema de mostrar imagens.", "parameters": {} },
{ "name": "MOG_MenuCursor", "status": true, "description": "(v1.6) Adiciona um cursor animado no menu.", "parameters": { "Slide Animation": "true", "Cursor X-axis": "0", "Cursor Y-axis": "0", "Frames Animation": "false", "Max Frames": "1", "Animation Speed": "4" } },
@ -177,7 +178,7 @@ var $plugins =
{ "name": "MOG_ActorPictureCM", "status": true, "description": "(v2.4 *) Apresenta a imagem do personagem durante a seleção de comandos.", "parameters": { "-> MAIN <<<<<<<<<<<<<<<<<<<<<<<": "", "Slide Speed": "10", "File Name": "Actor_", "": "", "-> BUST <<<<<<<<<<<<<<<<<<<<<<<": "", "Bust Visible": "true", "Bust X-Axis": "0", "Bust Y-Axis": "-25", "Bust Slide X": "-150", "Bust Slide Y": "0", "Breath Effect": "false", "Blink Effect": "false", "Blink Speed": "7", "Blinking Interval": "190", "-> FACE <<<<<<<<<<<<<<<<<<<<<<<": "", "Face Visible": "false", "Face X-Axis": "570", "Face Y-Axis": "0", "Face Slide X": "150", "Face Slide Y": "0" } },
{ "name": "------------------------", "status": true, "description": "----------------------------------------------------------------------------------", "parameters": {} },
{ "name": "TMTopFix", "status": true, "description": "パーティの先頭にいるアクターの並び替えを禁止します。", "parameters": {} },
{ "name": "Vitsuno_Difficulty", "status": true, "description": "難易度により能力値や報酬倍率を変更できるようになります。", "parameters": { "Init Difficulty ID": "2", "Use Option": "0", "Option Name": "難易度", "--(Difficulty ID:1)--": "", "1 : Name": "イージー", "1 : Param Rate": "0.8,1.0,1.0,1.0,1.0,1.0,0.9,1.0", "1 : Drop Rate": "1.5,1.0,1.0,1.0,1.0", "--(ID:2)-------------": "", "2 : Name": "ノーマル", "2 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "2 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:3)-------------": "", "3 : Name": "ハード", "3 : Param Rate": "2.0,1.0,1.2,1.0,1.2,1.0,1.2,1.2", "3 : Drop Rate": "0.8,0.8,0.5,1.0,1.0", "--(ID:4)-------------": "", "4 : Name": "", "4 : Param Rate": "0.5.0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5", "4 : Drop Rate": "2.0,2.0,2.0,2.0,2.0", "--(ID:5)-------------": "", "5 : Name": "", "5 : Param Rate": "1.9,1.9,1.9,1.9,1.9,1.9,1.9,1.9", "5 : Drop Rate": "1.6,1.6,1.6,1.6,1.6", "--(ID:6)-------------": "", "6 : Name": "", "6 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "6 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:7)-------------": "", "7 : Name": "", "7 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "7 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:8)-------------": "", "8 : Name": "", "8 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "8 : Drop Rate": "1.0,1.0,1.0,1.0,1.0" } },
{ "name": "Vitsuno_Difficulty", "status": true, "description": "難易度により能力値や報酬倍率を変更できるようになります。", "parameters": { "Init Difficulty ID": "2", "Use Option": "0", "Option Name": "難易度", "--(Difficulty ID:1)--": "", "1 : Name": "イージー", "1 : Param Rate": "0.5,1.0,0.5,0.5,0.5,0.5,0.5,1.0", "1 : Drop Rate": "3.0,3.0,1.0,1.0,1.0", "--(ID:2)-------------": "", "2 : Name": "ノーマル", "2 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "2 : Drop Rate": "1.5,2.0,1.0,1.0,1.0", "--(ID:3)-------------": "", "3 : Name": "ハード", "3 : Param Rate": "2.0,1.0,1.2,1.0,1.2,1.0,1.2,1.2", "3 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:4)-------------": "", "4 : Name": "", "4 : Param Rate": "0.5.0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5", "4 : Drop Rate": "2.0,2.0,2.0,2.0,2.0", "--(ID:5)-------------": "", "5 : Name": "", "5 : Param Rate": "1.9,1.9,1.9,1.9,1.9,1.9,1.9,1.9", "5 : Drop Rate": "1.6,1.6,1.6,1.6,1.6", "--(ID:6)-------------": "", "6 : Name": "", "6 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "6 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:7)-------------": "", "7 : Name": "", "7 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "7 : Drop Rate": "1.0,1.0,1.0,1.0,1.0", "--(ID:8)-------------": "", "8 : Name": "", "8 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "8 : Drop Rate": "1.0,1.0,1.0,1.0,1.0" } },
{ "name": "BattleBack", "status": true, "description": "イベントコマンド「戦闘背景の変更」を戦闘中でも行えるようになります。", "parameters": {} },
{ "name": "SceneGlossary", "status": true, "description": "ゲーム内用語辞典プラグイン", "parameters": { "GlossaryInfo": "[\"{\\\"GlossaryType\\\":\\\"1\\\",\\\"CommandName\\\":\\\"\\\",\\\"UseCategory\\\":\\\"false\\\",\\\"CommandSwitchId\\\":\\\"0\\\",\\\"BackPicture\\\":\\\"Scene_Glossary_back\\\",\\\"SelectAction\\\":\\\"1\\\",\\\"SelectSwitchId\\\":\\\"0\\\",\\\"SelectVariableId\\\":\\\"0\\\",\\\"ConfirmMessage\\\":\\\"false\\\",\\\"ConfirmUse\\\":\\\"見る\\\",\\\"ConfirmNoUse\\\":\\\"やめる\\\",\\\"GlossaryHelp\\\":\\\"ゲーム中に登場する用語を解説しています。\\\",\\\"CategoryHelp\\\":\\\"カテゴリを選択してください。\\\",\\\"ConfirmHelp\\\":\\\"\\\",\\\"UsingHelp\\\":\\\"\\\",\\\"CompleteView\\\":\\\"true\\\",\\\"CompleteMessage\\\":\\\"収集率 \\\\\\\\c[6]%1\\\\\\\\c[0] \\\",\\\"ShowingItemNumber\\\":\\\"false\\\",\\\"UsableDefault\\\":\\\"true\\\",\\\"UseItemHistory\\\":\\\"false\\\",\\\"GlossaryListWidth\\\":\\\"240\\\",\\\"VisibleItemNotYet\\\":\\\"\\\"}\"]", "Layout": "", "FontSize": "24", "AutoResizePicture": "true", "PicturePosition": "bottom", "PictureAlign": "right", "PicturePriority": "top", "ThroughBackPicture": "false", "NewGlossaryColor": "6", "PageWrap": "true", "TextPosition": "0", "AutoAddition": "true", "SwitchAutoAdd": "0", "VariableAutoAdd": "0", "AutoAdditionEnemy": "false", "CategoryOrder": "", "CategoryUnusable": "[\"物語\",\"操作方法\",\"冒険に出る前に\",\"メニュー画面\",\"町や拠点の様子\",\"戦闘時のコマンド\",\"属性\",\"仲間が増えたら\",\"アビリティで強化!\",\"冒険者の心得\"]" } },
{ "name": "TMGreedShop", "status": true, "description": "お金以外にアイテムも要求されるショップ機能を追加します。", "parameters": { "materialWindowPosition": "0", "materialWindowWidth": "408", "buyWindowWidth": "456", "buyWindowHeight": "0", "materialMax": "5", "fontRate": "0.8", "greedCommand": "Buy", "needText": "Required", "showSellCommand": "true", "showMaterialWindow": "true", "overlaid": "true", "backOpacity": "192", "showMaterialFromNumberWindow": "true", "showPrice": "true", "seGreedBuy": "{\"name\":\"Shop1\",\"volume\":\"90\",\"pitch\":\"100\",\"pan\":\"0\"}" } },
@ -194,5 +195,6 @@ var $plugins =
{ "name": "MPP_RemovoEquipText", "status": true, "description": "【ver.1.1】装備画面で装備後のアイテムを選択する際、一番左上の空白に「はずす」などの文字を入れます。", "parameters": { "Text": "Remove", "Text X": "36", "Text Enabled": "true" } },
{ "name": "MenuBarAddition", "status": true, "description": "メニューバー追加プラグイン", "parameters": { "伸縮モード切り替え": "ON", "全画面モード切り替え": "ON", "リロード切り替え": "ON", "伸縮モード名称": "Screen Ratio", "全画面モード名称": "Full Screen Toggle", "リロード名称": "Restart", "マップ画面のみ有効": "OFF", "ウィンドウ高さ加算値": "20", "クリックメニュー": "-1", "コマンド名称1": "", "コマンドスイッチ1": "", "コマンドキー1": "", "コマンド名称2": "", "コマンドスイッチ2": "", "コマンドキー2": "", "コマンド名称3": "", "コマンドスイッチ3": "", "コマンドキー3": "", "コマンド名称4": "", "コマンドスイッチ4": "", "コマンドキー4": "" } },
{ "name": "KMS_AltGauge", "status": true, "description": "[v0.2.0] 画像を使用した汎用のゲージです。", "parameters": { "HP gauge image": "GaugeHP", "HP gauge config": "-31, -2, -4, 30", "MP gauge image": "GaugeMP", "MP gauge config": "-31, -2, -4, 30", "TP gauge image": "GaugeTP", "TP gauge config": "-31, -2, -4, 30", "EXP gauge image": "GaugeEXP", "EXP gauge config": "-31, -2, -4, 30", "Use exp gauge": "0" } },
{ "name": "StateRingIcon", "status": true, "description": "リングステートプラグイン", "parameters": { "RadiusX": "64", "RadiusY": "16", "ScaleX": "100", "ScaleY": "100", "CycleDuration": "0", "LineViewLimit": "99", "LineViewLimitActor": "1", "Reverse": "false", "ShowTurnCount": "false", "IconIndexWithoutRing": "[]", "IconIndexWithoutShowTurns": "[]", "TurnCountX": "0", "TurnCountY": "0", "TurnAdjustment": "0", "ShowActorTurnCount": "false", "FontSize": "32", "ActorRingIcon": "false", "ActorRingIconX": "0", "ActorRingIconY": "0", "EnemyRingIconX": "0", "EnemyRingIconY": "0" } }
{ "name": "StateRingIcon", "status": true, "description": "リングステートプラグイン", "parameters": { "RadiusX": "64", "RadiusY": "16", "ScaleX": "100", "ScaleY": "100", "CycleDuration": "0", "LineViewLimit": "99", "LineViewLimitActor": "1", "Reverse": "false", "ShowTurnCount": "false", "IconIndexWithoutRing": "[]", "IconIndexWithoutShowTurns": "[]", "TurnCountX": "0", "TurnCountY": "0", "TurnAdjustment": "0", "ShowActorTurnCount": "false", "FontSize": "32", "ActorRingIcon": "false", "ActorRingIconX": "0", "ActorRingIconY": "0", "EnemyRingIconX": "0", "EnemyRingIconY": "0" } },
{ "name": "SRD_SellShop", "status": true, "description": "Allows creation of a shop that can be used to sell certain items at special prices.", "parameters": { "Price Multiplier": "2.00" } }
];

View file

@ -0,0 +1,261 @@
/*:
* NOTE: Developed using the following git repository. https://github.com/pixijs/pixi-filters/
*
* @plugindesc Bloom Filter
* @author weakboar
*
* @help This plugin does not provide plugin commands.
*/
/*:ja
* メモ: 次の git repository を利用して開発しました https://github.com/pixijs/pixi-filters/
*
* @plugindesc 光が漏れるような効果があります
* @author weakboar
*
* @help このプラグインにはプラグインコマンドはありません
*/
/*!
* pixi-filters - v1.0.6
* Compiled Mon, 08 May 2017 17:30:40 UTC
*
* pixi-filters is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
(function (f) { if (typeof exports === "object" && typeof module !== "undefined") { module.exports = f() } else if (typeof define === "function" && define.amd) { define([], f) } else { var g; if (typeof window !== "undefined") { g = window } else if (typeof global !== "undefined") { g = global } else if (typeof self !== "undefined") { g = self } else { g = this } g.boidbloom = f() } })(function () {
var define, module, exports; return (function e(t, n, r) { function s(o, u) { if (!n[o]) { if (!t[o]) { var a = typeof require == "function" && require; if (!u && a) return a(o, !0); if (i) return i(o, !0); var f = new Error("Cannot find module '" + o + "'"); throw f.code = "MODULE_NOT_FOUND", f } var l = n[o] = { exports: {} }; t[o][0].call(l.exports, function (e) { var n = t[o][1][e]; return s(n ? n : e) }, l, l.exports, e, t, n, r) } return n[o].exports } var i = typeof require == "function" && require; for (var o = 0; o < r.length; o++)s(r[o]); return s })({
1: [function (require, module, exports) {
var BlurXFilter = PIXI.filters.BlurXFilter,
BlurYFilter = PIXI.filters.BlurYFilter,
VoidFilter = PIXI.filters.VoidFilter,
ThresholdFilter = require('./BloomThresholdFilter'),
IntensityFilter = require('./BloomIntensityFilter');
/**
* (Google Translate)
* The BloomFilter applies a Gaussian blur after cut out brightness to an object.
* The strength of the blur can be set for x- and y-axis separately.
* The threshold can be set.
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
*/
function BloomFilter() {
PIXI.Filter.call(this);
this.blurXFilter = new BlurXFilter();
this.blurYFilter = new BlurYFilter();
this.blurXFilter.blur = this.blurYFilter.blur = 8
this.defaultFilter = new VoidFilter();
this.cutoutFilter = new ThresholdFilter();
this.intensityFilter = new IntensityFilter();
this.intensityFilter.blendMode = PIXI.BLEND_MODES.SCREEN;
}
BloomFilter.prototype = Object.create(PIXI.Filter.prototype);
BloomFilter.prototype.constructor = BloomFilter;
module.exports = BloomFilter;
BloomFilter.prototype.apply = function (filterManager, input, output) {
var renderTarget = filterManager.getRenderTarget(true);
this.defaultFilter.apply(filterManager, input, output);
this.cutoutFilter.apply(filterManager, input, renderTarget, true);
this.blurXFilter.apply(filterManager, renderTarget, renderTarget, false);
this.blurYFilter.apply(filterManager, renderTarget, renderTarget, false);
this.intensityFilter.apply(filterManager, renderTarget, output, false);
filterManager.returnRenderTarget(renderTarget);
};
Object.defineProperties(BloomFilter.prototype, {
/**
* Sets the strength of both the blurX and blurY properties simultaneously
*
* @member {number}
* @default 8
*/
blur: {
get: function () {
return this.blurXFilter.blur;
},
set: function (value) {
this.blurXFilter.blur = this.blurYFilter.blur = value;
}
},
/**
* Sets the strength of the blurX property
*
* @member {number}
* @default 8
*/
blurX: {
get: function () {
return this.blurXFilter.blur;
},
set: function (value) {
this.blurXFilter.blur = value;
}
},
/**
* Sets the strength of the blurY property
*
* @member {number}
* @default 8
*/
blurY: {
get: function () {
return this.blurYFilter.blur;
},
set: function (value) {
this.blurYFilter.blur = value;
}
},
/**
* Sets the threshold of brightness
*
* @member {number}
* @default 0.85
*/
threshold: {
get: function () {
return this.cutoutFilter.threshold;
},
set: function (value) {
this.cutoutFilter.threshold = value;
}
},
/**
* Sets the bloom intensity
*
* @member {number}
* @default 0.5
*/
intensity: {
get: function () {
return this.intensityFilter.intensity;
},
set: function (value) {
this.intensityFilter.intensity = value;
}
}
});
}, { "./BloomIntensityFilter": 2, "./BloomThresholdFilter": 3 }], 2: [function (require, module, exports) {
/**
* (Google Translate)
* BloomIntensityFilter applies a multi filter.
* The Intensity can be set.
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
*/
function BloomIntensityFilter() {
PIXI.Filter.call(this,
// vertex shader
"#define GLSLIFY 1\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",
// fragment shader
"precision mediump float;\n#define GLSLIFY 1\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float intensity;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * intensity;\n gl_FragColor.a = 1.0;\n}\n"
);
this.intensity = 0.5; /* 光の強さ */
}
BloomIntensityFilter.prototype = Object.create(PIXI.Filter.prototype);
BloomIntensityFilter.prototype.constructor = BloomIntensityFilter;
module.exports = BloomIntensityFilter;
Object.defineProperties(BloomIntensityFilter.prototype, {
/**
* set intensity.
*
* @member {PIXI.Point}
* @memberof PIXI.filters.BloomIntensityFilter#
*/
intensity: {
get: function () {
return this.uniforms.intensity;
},
set: function (value) {
this.uniforms.intensity = value;
}
}
});
}, {}], 3: [function (require, module, exports) {
/**
* (Google Translate)
* BloomThresholdFilter applies a Cut out pixels smaller than the threshold to an object.
* The threshold can be set.
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
*/
function BloomThresholdFilter() {
PIXI.Filter.call(this,
// vertex shader
"#define GLSLIFY 1\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",
// fragment shader
"precision mediump float;\n#define GLSLIFY 1\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float threshold;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n float luminance = ( 0.298912 * gl_FragColor.r + 0.586611 * gl_FragColor.g + 0.114478 * gl_FragColor.b );\n if(luminance < threshold)\n {\n gl_FragColor = vec4(0.0);\n }\n}\n"
);
this.threshold = 0.85;
}
BloomThresholdFilter.prototype = Object.create(PIXI.Filter.prototype);
BloomThresholdFilter.prototype.constructor = BloomThresholdFilter;
module.exports = BloomThresholdFilter;
Object.defineProperties(BloomThresholdFilter.prototype, {
/**
* brightness threshold.
*
* @member {PIXI.Point}
* @memberof PIXI.filters.BloomThresholdFilter#
*/
threshold: {
get: function () {
return this.uniforms.threshold;
},
set: function (value) {
this.uniforms.threshold = value;
}
}
});
}, {}], 4: [function (require, module, exports) {
require('../check');
var filters = {
BloomFilter: require('./BloomFilter'),
BloomIntensityFilter: require('./BloomIntensityFilter'),
BloomThresholdFilter: require('./BloomThresholdFilter')
};
Object.assign(PIXI.filters, filters);
// Export for requiring
if (typeof module !== 'undefined' && module.exports) {
module.exports = filters;
}
}, { "../check": 5, "./BloomFilter": 1, "./BloomIntensityFilter": 2, "./BloomThresholdFilter": 3 }], 5: [function (require, module, exports) {
// Make sure PIXI global object is available
if (typeof PIXI === "undefined") {
throw new Error('pixi.js is required to be included');
}
}, {}]
}, {}, [4])(4)
});

View file

@ -0,0 +1,675 @@
//=============================================================================
// CraftingSystem.js
//=============================================================================
/*:
* @plugindesc Craft items, weapons and armors based on categorized recipe books.
* @author Julian "Szyu" Heinen
* @version 1.4
*
* @param Categories
* @desc The names of the categories.
* @default Blacksmith, Alchemy
*
* @param CraftingSounds
* @desc SE file names of sounds after creating an item for each category.
* @default Sword2, Ice4
*
* @param Price Text
* @desc Text used for item's price in status display
* @default Price
*
* @param Equip Text
* @desc Text used for item's equipment type in status display
* @default Equip
*
* @param Type Text
* @desc Text used for item's equipment type in status display
* @default Type
*
* @param Ingredients Text
* @desc Text used for indicating an item's crafting ingredients
* @default Ingredients:
*
* @param Currency Text
* @desc Text used for currency ingredients
* @default Currency
*
* @param Item Crafted Text
* @desc Text used after crafting an item
* @default Item crafted:
*
*
* @help
*
* Plugin Command:
* CraftingSystem open 0 # Opens the crafting scene for category #0
* CraftingSystem add_recipe 5: w3 # Adds the recipe of weapon #3 to recipe book #5
* CraftingSystem remove_recipe 5: a1 # Removes the recipe of armor #1 from recipe book #5
*
* Defining recipes for items, weapons and armors in their notes:
* <recipe>
* i: 1, 5 # requires 5 of item #1
* w: 3, 2 # requires 2 of weapon #3
* a: 2, 5 # requires 5 of armor #2
* c: 1000 # requires 1000 of currency
* </recipe>
*
* Defining recipe books (only key items) in their notes:
* <recipe_book>
* category: x # recipe book is of category #x
* i: 1, 3, 4 # recipe book contains the recipes of items #1, #3 and #4
* w: 3 # recipe book contains the recipes of weapon #3
* a: 2, 1 # recipe book contains the recipes of armors #1 and #2
* </recipe_book>
*
*
* To switch between ingredients display and status display, use the Q and W keys.
*/
(function () {
var parameters = PluginManager.parameters('CraftingSystem');
var categories = parameters['Categories'].replace(/^\s+|\s+$/gm, '').split(',') || ['Blacksmithing', 'Alchemy'];
var craftingSounds = parameters['CraftingSounds'].replace(/^\s+|\s+$/gm, '').split(',') || ['Sword2', 'Ice4'];
//var animations = parameters['Animations'].replace(/^\s+|\s+$/gm,'').split(',').map(Number) || [12, 13];
var priceText = String(parameters['Price Text'] || 'Price');
var equipText = String(parameters['Equip Text'] || 'Equip');
var typeText = String(parameters['Type Text'] || 'Type');
var ingredientsText = String(parameters['Ingredients Text'] || 'Ingredients:');
var currencyText = String(parameters['Currency Text'] || 'Currency');
var itemCraftedText = String(parameters['Item Crafted Text'] || 'Item crafted:');
/*----------------------------------------------
* Game_Interpreter
*---------------------------------------------*/
var _szcrsy_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_szcrsy_Game_Interpreter_pluginCommand.call(this, command, args);
if (command == 'CraftingSystem') {
switch (args[0]) {
case 'open':
SceneManager.push(Scene_CraftingMenu)
SceneManager.prepareNextScene(args[1])
break;
case 'add_recipe':
this.addRecipes(args.splice(1, args.length - 1));
break;
case 'remove_recipe':
this.removeRecipes(args.splice(1, args.length - 1));
break;
}
}
};
Game_Interpreter.prototype.addRecipes = function (args) {
var book = $dataItems[parseInt(args[0])];
var item;
var regex;
if (book._recipe_book == null) return;
for (var i = 1; i < args.length; i++) {
regex = args[i].match(/([iwa])(\d+)/i);
switch (regex[1]) {
case 'i': item = $dataItems[parseInt(regex[2])]; break;
case 'w': item = $dataWeapons[parseInt(regex[2])]; break;
case 'a': item = $dataArmors[parseInt(regex[2])]; break;
}
if (item._ingredients == null) continue;
if (book._recipe_book['recipes'].filter(function (obj) { return obj == item; }).length > 0) continue;
book._recipe_book['recipes'].push(item)
}
}
Game_Interpreter.prototype.removeRecipes = function (args) {
var book = $dataItems[parseInt(args[0])];
var item;
var regex;
if (book._recipe_book == null) return;
for (var i = 1; i < args.length; i++) {
regex = args[i].match(/([iwa])(\d+)/i);
switch (regex[1]) {
case 'i': item = $dataItems[parseInt(regex[2])]; break;
case 'w': item = $dataWeapons[parseInt(regex[2])]; break;
case 'a': item = $dataArmors[parseInt(regex[2])]; break;
}
if (item._ingredients == null) continue;
if (book._recipe_book['recipes'].filter(function (obj) { return obj == item; }).length == 0) continue;
book._recipe_book['recipes'].splice(book._recipe_book['recipes'].indexOf(item), 1);
}
}
/*----------------------------------------------
* DataManager
*---------------------------------------------*/
var _szcrsy_DataManager_createGameObjects = DataManager.createGameObjects;
DataManager.createGameObjects = function () {
_szcrsy_DataManager_createGameObjects.call(this);
// Create recipe book object
this.load_recipeBooks();
this.load_ingredientLists();
}
DataManager.load_recipeBooks = function () {
$dataItems.forEach(function (item) {
if (item == null) { return; }
item._recipe_book = null;
if (item.note.match(/<recipe_book>[\s\S]*<\/recipe_book>/m)) {
item._recipe_book = { 'recipes': [] };
var cat;
// check if category is correct
if ((cat = item.note.match(/category:\s*(\d+)/m))) {
item._recipe_book['category'] = parseInt(cat[1]);
//now item is sure to be a recipe book with correct category
var rec;
var db;
item.note.match(/([iwa]:\s*[\d+,\s]*)/gim).forEach(function (recipe_line) {
rec = recipe_line.match(/([iwa]):\s*([\d+,\s]*)/i);
switch (rec[1]) {
case 'w': db = $dataWeapons; break;
case 'a': db = $dataArmors; break;
case 'i': db = $dataItems; break;
}
rec[2].split(',').forEach(function (id) {
item._recipe_book['recipes'].push(db[parseInt(id)]);
}, this);
}, this);
}
}
}, this);
}
DataManager.load_ingredientLists = function () {
var dbs = [$dataItems, $dataWeapons, $dataArmors];
dbs.forEach(function (db) {
db.filter(function (obj) { return obj != null; }).forEach(function (item) {
item._ingredients = null;
if (item.note.match(/<recipe>[\s\S]*<\/recipe>/gim)) {
item._ingredients = [];
item.note.match(/([iwa]:\s*\d+,\s*\d+|[c]:\s*\d+)/gim).forEach(function (ing_line) {
var ing = ing_line.match(/([iwa]):\s*(\d+),\s*(\d+)|([c]):\s*(\d+)/i);
var ing_db;
var needed;
if (ing[1] != null) {
switch (ing[1]) {
case 'w': ing_db = $dataWeapons[parseInt(ing[2])]; break;
case 'a': ing_db = $dataArmors[parseInt(ing[2])]; break;
case 'i': ing_db = $dataItems[parseInt(ing[2])]; break;
}
} else {
if (ing[4] == 'c') {
ing_db = currencyText;
}
}
if (ing_db == currencyText) {
needed = parseInt(ing[5]);
} else {
needed = parseInt(ing[3]);
}
item._ingredients.push({ 'item': ing_db, 'amount': needed });
}, this);
}
}, this);
}, this);
}
var _szcrsy_DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function () {
// A save data does not contain $gameTemp, $gameMessage, and $gameTroop.
var contents = _szcrsy_DataManager_makeSaveContents.call(this);
var recipe_books = {};
$dataItems.filter(function (item) { return item != null && item._recipe_book != null; }).forEach(function (item) {
var rb_ids = [];
item._recipe_book.recipes.forEach(function (recipe) {
if (DataManager.isItem(recipe)) rb_ids.push("i" + recipe.id);
else if (DataManager.isWeapon(recipe)) rb_ids.push("w" + recipe.id);
else if (DataManager.isArmor(recipe)) rb_ids.push("a" + recipe.id);
}, this);
recipe_books[item.id] = rb_ids;
}, this);
contents.recipe_books = recipe_books;
return contents;
};
var _szcrsy_DataManager_extractSaveContents = DataManager.extractSaveContents;
DataManager.extractSaveContents = function (contents) {
_szcrsy_DataManager_extractSaveContents.call(this, contents);
var recipe_books = contents.recipe_books;
var rex;
for (var key in recipe_books) {
$dataItems[key]._recipe_book['recipes'] = [];
recipe_books[key].forEach(function (book) {
rex = book.match(/([iwa])(\d+)/i);
switch (rex[1]) {
case 'i': $dataItems[key]._recipe_book['recipes'].push($dataItems[parseInt(rex[2])]);
break;
case 'w': $dataItems[key]._recipe_book['recipes'].push($dataWeapons[parseInt(rex[2])]);
break;
case 'a': $dataItems[key]._recipe_book['recipes'].push($dataArmors[parseInt(rex[2])]);
break;
}
}, this);
//console.log($dataItems[key]);
}
};
/*----------------------------------------------
* Scene_CraftingMenu
*---------------------------------------------*/
function Scene_CraftingMenu() {
this.initialize.apply(this, arguments);
}
Scene_CraftingMenu.prototype = Object.create(Scene_MenuBase.prototype);
Scene_CraftingMenu.prototype.constructor = Scene_CraftingMenu;
Scene_CraftingMenu.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_CraftingMenu.prototype.prepare = function (category) {
this._category = category;
};
Scene_CraftingMenu.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
// Create category window
this._categoryWindow = new Window_CraftingCategory(this._category);
this.addWindow(this._categoryWindow);
// Create item window
this._indexWindow = new Window_CraftingItems(0, this._categoryWindow.height, 288, Graphics.height - this._categoryWindow.height, this._category);
this._indexWindow.setHandler('cancel', this.popScene.bind(this));
this._indexWindow.setHandler('ok', this.onCraft.bind(this));
this.addWindow(this._indexWindow);
// Create Item Status Window
var swy = this._indexWindow.y + this._indexWindow.height;
this._statusWindow = new Window_CraftingItemStatus(this._indexWindow.width, this._categoryWindow.height, Graphics.width - this._indexWindow.width);
this.addWindow(this._statusWindow);
this._indexWindow.setStatusWindow(this._statusWindow);
// Create Item Ingredients window
this._ingredientsWindow = new Window_CraftingIngredients(this._indexWindow.width, this._statusWindow.y + this._statusWindow.height, 500, Graphics.height - this._statusWindow.y - this._statusWindow.height);
this.addWindow(this._ingredientsWindow);
this._indexWindow.setIngredientsWindow(this._ingredientsWindow);
//this._indexWindow.setHandler('pagedown', this.showStatus.bind(this)); // W
this._messageWindow = new Window_Message();
this.addWindow(this._messageWindow);
this._messageWindow.subWindows().forEach(function (window) {
this.addWindow(window);
}, this);
this._activeWindow = 0;
};
Scene_CraftingMenu.prototype.onCraft = function () {
// Create crafting sound
var craftingSound = new Object();
craftingSound.name = craftingSounds[this._category];
craftingSound.pan = 0;
craftingSound.pitch = 100;
craftingSound.volume = 90;
AudioManager.playSe(craftingSound); // play crafting sound
$gameParty.gainItem(this._indexWindow.item(), 1);
this.loseIngredients();
// Show gain item Message
$gameMessage.setBackground(0);
$gameMessage.setPositionType(1) - 100;
$gameMessage.add(itemCraftedText + '\n' + this._indexWindow.item().name);
};
/*
Scene_CraftingMenu.prototype.showStatus = function(){
if (this._activeWindow !== 1){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
iw.move(Graphics.boxWidth,iw.y, iw.width, iw.height);
sw.move(0, sw.y, sw.width, sw.height);
this._activeWindow = 1;
this._indexWindow.setHandler('pageup', this.showIngredients.bind(this)); // Q
delete this._indexWindow._handlers['pagedown'];
}
this._indexWindow.activate();
};
Scene_CraftingMenu.prototype.showIngredients = function(){
if (this._activeWindow !== 0){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
sw.move(-Graphics.boxWidth, sw.y, sw.width, sw.height);
iw.move(0,iw.y, iw.width, iw.height);
this._activeWindow = 0;
this._indexWindow.setHandler('pagedown', this.showStatus.bind(this)); // W
delete this._indexWindow._handlers['pageup'];
}
this._indexWindow.activate();
};
*/
Scene_CraftingMenu.prototype.loseIngredients = function () {
var item = this._indexWindow.item();
var ing;
var db;
var needed;
item._ingredients.forEach(function (ing) {
needed = ing['amount'];
if (ing['item'] == currencyText) {
$gameParty.loseGold(needed);
} else {
$gameParty.loseItem(ing['item'], needed);
}
}, this);
this._ingredientsWindow.refresh();
};
/*----------------------------------------------
* Window_CraftingCategory
*---------------------------------------------*/
function Window_CraftingCategory() {
this.initialize.apply(this, arguments);
}
Window_CraftingCategory.prototype = Object.create(Window_Base.prototype);
Window_CraftingCategory.prototype.constructor = Window_CraftingCategory;
Window_CraftingCategory.prototype.initialize = function (category) {
this._category = category;
Window_Base.prototype.initialize.call(this, 0, 0, Graphics.boxWidth, this.fittingHeight(1));
this.refresh();
};
Window_CraftingCategory.prototype.refresh = function () {
this.drawText(categories[this._category], 0, 0, this.contents.width, this.lineHeight(), 'center');
};
/*----------------------------------------------
* Window_CraftingItems
*---------------------------------------------*/
function Window_CraftingItems() {
this.initialize.apply(this, arguments);
}
Window_CraftingItems.prototype = Object.create(Window_Selectable.prototype);
Window_CraftingItems.prototype.constructor = Window_CraftingItems;
Window_CraftingItems.lastTopRow = 0;
Window_CraftingItems.lastIndex = 0;
Window_CraftingItems.prototype.initialize = function (x, y, w, h, category) {
this._category = parseInt(category);
Window_Selectable.prototype.initialize.call(this, x, y, w, h);
this.refresh();
this.setTopRow(Window_CraftingItems.lastTopRow);
this.select(Window_CraftingItems.lastIndex);
this.activate();
};
Window_CraftingItems.prototype.maxCols = function () {
return 1;
};
Window_CraftingItems.prototype.maxItems = function () {
return this._list ? this._list.length : 0;
};
Window_CraftingItems.prototype.setStatusWindow = function (statusWindow) {
this._statusWindow = statusWindow;
this.updateStatus();
};
Window_CraftingItems.prototype.setIngredientsWindow = function (ingredientsWindow) {
this._ingredientsWindow = ingredientsWindow;
this.updateIngredients();
};
Window_CraftingItems.prototype.update = function () {
if (!$gameMessage.isBusy()) {
Window_Selectable.prototype.update.call(this);
this.updateStatus();
this.updateIngredients();
}
};
Window_CraftingItems.prototype.updateStatus = function () {
if (this._statusWindow) {
var item = this._list[this.index()];
this._statusWindow.setItem(item);
}
};
Window_CraftingItems.prototype.updateIngredients = function () {
if (this._ingredientsWindow) {
var item = this._list[this.index()];
this._ingredientsWindow.setItem(item);
}
};
Window_CraftingItems.prototype.refresh = function () {
var i, item;
var cat, c2;
this._list = [];
cat = parseInt(this._category);
$gameParty.allItems().filter(function (item) {
return item._recipe_book != null && cat === parseInt(item._recipe_book['category']);
}).forEach(function (item) {
item._recipe_book.recipes.forEach(function (rec_item) {
this._list.push(rec_item);
}, this);
}, this);;
this.createContents();
this.drawAllItems();
};
Window_CraftingItems.prototype.drawItem = function (index) {
var item = this._list[index];
var rect = this.itemRect(index);
var width = rect.width - this.textPadding();
this.drawItemName(item, rect.x, rect.y, width);
};
Window_CraftingItems.prototype.processCancel = function () {
Window_Selectable.prototype.processCancel.call(this);
Window_CraftingItems.lastTopRow = this.topRow();
Window_CraftingItems.lastIndex = this.index();
};
Window_CraftingItems.prototype.processOk = function () {
if (this.itemIngredientsMet()) {
//this.playOkSound();
this.updateInputData();
this.callOkHandler();
} else {
this.playBuzzerSound();
}
};
Window_CraftingItems.prototype.item = function () {
var index = this.index();
return this._list && index >= 0 ? this._list[index] : null;
};
Window_CraftingItems.prototype.itemIngredientsMet = function () {
var item = this.item();
var met = true;
if (item == null) return false;
var existingCount = 0, needed = 0;
item._ingredients.forEach(function (ing) {
needed = ing['amount'];
if (ing['item'] == currencyText) {
existingCount = $gameParty.gold();
}
else {
existingCount = $gameParty.numItems(ing['item']);
}
//console.log('ex: ' + existingCount + '; needed: ' + needed + '; RESULT: ' + (existingCount < needed));
if (existingCount < needed) {
met = false;
}
}, this);
return met;
};
/*----------------------------------------------
* Window_CraftingItemStatus
*---------------------------------------------*/
function Window_CraftingItemStatus() {
this.initialize.apply(this, arguments);
}
Window_CraftingItemStatus.prototype = Object.create(Window_Base.prototype);
Window_CraftingItemStatus.prototype.constructor = Window_CraftingItemStatus;
Window_CraftingItemStatus.prototype.initialize = function (x, y, width) {
Window_Base.prototype.initialize.call(this, x, y, width, this.fittingHeight(6));
};
Window_CraftingItemStatus.prototype.setItem = function (item) {
if (this._item !== item) {
this._item = item;
this.refresh();
}
};
Window_CraftingItemStatus.prototype.refresh = function () {
var item = this._item;
var x = 0;
var y = 0;
var lineHeight = this.lineHeight();
var width = this.contents.width - this.textPadding() * 2;
this.contents.clear();
if (item == null) {
return;
}
this.drawItemName(item, x, y);
x = this.textPadding();
y = lineHeight + this.textPadding();
var price = item.price > 0 ? item.price : '-';
this.changeTextColor(this.systemColor());
this.drawText(priceText, x, y, 120);
this.resetTextColor();
this.drawText(price, x + 120, y, 120, 'right');
y += lineHeight;
if (DataManager.isWeapon(item) || DataManager.isArmor(item)) {
var etype = $dataSystem.equipTypes[item.etypeId];
this.changeTextColor(this.systemColor());
this.drawText(equipText, x, y, 120);
this.resetTextColor();
this.drawText(etype, x + 120, y, 120, 'right');
y += lineHeight;
var type;
if (DataManager.isWeapon(item)) {
type = $dataSystem.weaponTypes[item.wtypeId];
} else {
type = $dataSystem.armorTypes[item.atypeId];
}
this.changeTextColor(this.systemColor());
this.drawText(typeText, x, y, 120);
this.resetTextColor();
this.drawText(type, x + 120, y, 120, 'right');
x = this.textPadding() + 300;
y = lineHeight + this.textPadding();
for (var i = 2; i < 6; i++) {
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(i), x, y, 160);
this.resetTextColor();
this.drawText(item.params[i], 0, y, width, 'right');
y += lineHeight;
}
}
};
/*----------------------------------------------
* Window_CraftingIngredients
*---------------------------------------------*/
function Window_CraftingIngredients() {
this.initialize.apply(this, arguments);
}
Window_CraftingIngredients.prototype = Object.create(Window_Base.prototype);
Window_CraftingIngredients.prototype.constructor = Window_CraftingIngredients;
Window_CraftingIngredients.prototype.initialize = function (x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
}
Window_CraftingIngredients.prototype.setItem = function (item) {
if (this._item !== item) {
this._item = item;
this.refresh();
}
};
Window_CraftingIngredients.prototype.refresh = function () {
this.contents.clear();
var x = 0;
var y = 0;
var lineHeight = this.lineHeight();
var width = this.contents.width - this.textPadding() * 2;
var existingCount = 0, needed = 0;
this.changeTextColor(this.systemColor());
this.drawText(ingredientsText, x, y, width);
this.resetTextColor();
this._item._ingredients.forEach(function (ing) {
y += lineHeight;
needed = ing['amount'];
if (ing['item'] == currencyText) {
existingCount = $gameParty.gold();
this.drawText(ing['item'], x, y, width);
}
else {
existingCount = $gameParty.numItems(ing['item']);
this.drawItemName(ing['item'], x, y, width);
}
this.drawText('/' + needed, x, y, width, 'right');
if (existingCount < needed)
this.changeTextColor(this.crisisColor());
else
this.changeTextColor(this.powerUpColor());
this.drawText(existingCount, x, y, width - this.textWidth('/' + needed), 'right');
this.resetTextColor();
}, this);
}
/*----------------------------------------------
* Window_CraftingAnimation
*---------------------------------------------*/
function Window_CraftingAnimation() {
this.initialize.apply(this, arguments);
}
Window_CraftingAnimation.prototype = Object.create(Window_Base.prototype);
Window_CraftingAnimation.prototype.constructor = Window_CraftingAnimation;
Window_CraftingAnimation.prototype.initialize = function (cat_id) {
Window_Base.prototype.initialize.call(this, 0, 0, Graphics.width, Graphics.height);
this._category = cat_id;
this._animation = $dataAnimations[animations[cat_id]];
this._finishedAnimation = false;
};
})();

View file

@ -23,17 +23,25 @@
* @desc 装備コマンドの説明文です
* @default 装備を変更します
*
* @param Information_statAllocate
* @desc 能力強化コマンドの説明文です
* @default 能力強化画面を開きます
*
* @param Information_status
* @desc ステータスコマンドの説明文です
* @default ステータスを確認します
*
* @param Information_eroStatus
* @desc コマンドの説明文です
* @default 獲得したTIPSを確認します
*
*
* @param Information_glossary1
* @desc 冒険手帳の説明文です
* @default 冒険に役立つ情報を確認します
*
* @param Information_formation
* @desc 並べ替えコマンドの説明文です
* @default パーティの並び順を変更します
* @desc 陣形コマンドの説明文です
* @default 陣形画面を開きます
*
* @param Information_materia
* @desc メモリアコマンドの説明文です
* @default メモリア画面を開きます
*
* @param Information_options
* @desc オプションコマンドの説明文です
@ -43,9 +51,9 @@
* @desc セーブコマンドの説明文です
* @default これまでのデータをセーブします
*
* @param Information_gameEnd
* @desc ゲーム終了コマンドの説明文です
* @default ゲームを終了します
* @param Information_load
* @desc ロードコマンドの説明文です
* @default これまでのデータをロードします
*
* @help このプラグインにはプラグインコマンドはありません
@ -54,8 +62,19 @@
現在のマップ名
現在のプレイ時間
作者: Kota (http://www.nine-yusha.com/)
作成日: 2017/9/23
利用規約:
著作権表記は必要ございません
利用するにあたり報告の必要は特にございません
商用非商用問いません
R18作品にも使用制限はありません
ゲームに合わせて自由に改変していただいて問題ございません
プラグイン素材としての再配布改変後含むは禁止させていただきます
ライセンスについての詳細は下記をご確認ください
https://nine-yusha.com/plugin/
作者: ルルの教会
作成日: 2020/10/13
*/
(function () {
@ -64,15 +83,23 @@
var Add_LocationInfo = Number(parameters['Add_LocationInfo'] || 1);
var Information_Msg = {
'item': String(parameters['Information_item'] || '入手したアイテムを使用します。'),
'skill': String(parameters['Information_skill'] || '習得したスキルを使用します。'),
'equip': String(parameters['Information_equip'] || '装備を変更します。'),
'skill': String(parameters['Information_skill'] || '習得したスキルを確認します。'),
'equip': String(parameters['Information_equip'] || '武器や防具などを装着します。'),
'class': String(parameters['Information_class'] || '職業を変更します。戦闘を重ねることで職業が成長します。'),
'status': String(parameters['Information_status'] || 'ステータスを確認します。'),
'EQS': String(parameters['Information_EQS'] || '職業の変更やアビリティの装着を行います。'),
'materia': String(parameters['Information_materia'] || 'メモリアを装着し、武器を強化します。'),
'skilltree': String(parameters['Information_skilltree'] || 'アビリティを習得し、強化します。'),
'statAllocate': String(parameters['Information_statAllocate'] || 'ステータスを強化します。'),
'glossary1': String(parameters['Information_glossary1'] || '冒険に役立つ情報や回想、性経験を確認します。'),
'formation': String(parameters['Information_formation'] || 'キャラクターの隊列を変更します。'),
'glossary1': String(parameters['Information_glossary1'] || '冒険に役立つ情報を閲覧します。'),
'STS': String(parameters['Information_STS'] || '新たなスキルを習得します。'),
'options': String(parameters['Information_options'] || 'オプション画面を開きます。'),
'save': String(parameters['Information_save'] || 'これまでのデータをセーブします。'),
'achievement': String(parameters['Information_Achievement'] || '獲得した称号を確認します。')
'battleFormation': String(parameters['Information_battleFormation'] || '陣形を選択することで、特殊な効果が得られます。'),
'save': String(parameters['Information_save'] || 'これまでのデータを保存します。'),
'load': String(parameters['Information_load'] || '保存したデータを読み込みます。'),
'parent\\I[850] システム0': String(parameters['Information_parent\\I[850] システム0'] || 'データの保存、読み込み、オプションの変更などを行います。'),
'parent\\I[893] 育成0': String(parameters['Information_parent\\I[893] 育成0'] || '職業の変更や能力の強化、アビリティの装着を行います。'),
'parent\\I[883] 編成0': String(parameters['Information_parent\\I[883] 編成0'] || '並び替えや陣形の変更をします。'),
}
var _Scene_Menu_create = Scene_Menu.prototype.create;
@ -127,7 +154,7 @@
var width = Graphics.boxWidth;
var height = (Add_LocationInfo == 1) ? this.fittingHeight(2) : this.fittingHeight(1);
//var height = this.fittingHeight(2);
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
Window_Base.prototype.initialize.call(this, 10, 0, width, height);
this._text = '';
};
@ -147,15 +174,33 @@
if (Add_LocationInfo == 1) {
this.drawTextEx(this._text, this.textPadding(), this.fittingHeight(0));
// マップ名
this.drawIcon(605, 1, 1);
this.changeTextColor(this.systemColor());
this.drawText('場所', this.textPadding(), 0, 56, 'left');
this.drawText('Location', 32 + this.textPadding(), -3, 140, 'left');
this.resetTextColor();
this.drawText($gameMap.displayName(), 62 + this.standardPadding(), 0, 280, 'left');
this.drawText($gameMap.displayName(), 172 + this.standardPadding(), -3, 280, 'left');
// プレイ時間
this.drawIcon(590, 420, 1);
this.changeTextColor(this.systemColor());
this.drawText('プレイ時間', 360 + this.standardPadding(), 0, 140, 'left');
this.drawText('PlayTime', 435 + this.standardPadding(), -3, 250, 'left');
this.resetTextColor();
this.drawText($gameSystem.playtimeText(), 518 + this.standardPadding(), 0, 112, 'left');
this.drawText($gameSystem.playtimeText(), 620 + this.standardPadding(), -3, 112, 'left');
// 所持金
this.changeTextColor(this.systemColor());
this.drawIcon(591, 790, 1);
this.drawText('Rill', 808 + this.standardPadding(), -3, 250, 'left');
this.resetTextColor();
this.drawText($gameParty.gold(), 830 + this.standardPadding(), -3, 190, 'right');
// ダイスの数
this.changeTextColor(this.systemColor());
this.drawIcon(87, 790, 42);
this.drawText('Dice', 808 + this.standardPadding(), 35, 250, 'left');
this.resetTextColor();
this.drawText($gameVariables.value(9), 830 + this.standardPadding(), 35, 190, 'right');
} else {
this.drawTextEx(this._text, this.textPadding(), 0);
}

View file

@ -241,6 +241,7 @@ Moghunter.fastTravelOther = [];
Moghunter.fastTravel_Towns[1] = { name: "港町グランフェリア", x: 2422, y: 785, mapID: 100, mapX: 17, mapY: 1, direction: 2 };
Moghunter.fastTravel_Towns[2] = { name: "魔都ヴァール", x: 955, y: 920, mapID: 133, mapX: 24, mapY: 26, direction: 8 };
Moghunter.fastTravel_Towns[3] = { name: "地下火山都市", x: 1820, y: 980, mapID: 178, mapX: 59, mapY: 3, direction: 2 };
Moghunter.fastTravel_Towns[4] = { name: "地下火山都市2", x: 1820, y: 980, mapID: 178, mapX: 59, mapY: 3, direction: 2 };
//=============================================================================
// ** DUNGEONS
//=============================================================================
@ -338,6 +339,7 @@ Game_Interpreter.prototype.pluginCommand = function (command, args) {
SceneManager.push(SceneFastTravel);
this.wait(10);
} else if (command === "enable_town") {
if ($gameSystem._fastTravelTowns[Number(args[1])]) {
$gameSystem._fastTravelTowns[Number(args[1])][0] = true;
};
@ -361,8 +363,76 @@ Game_Interpreter.prototype.pluginCommand = function (command, args) {
if ($gameSystem._fastTravelOther[Number(args[1])]) {
$gameSystem._fastTravelOther[Number(args[1])][0] = false;
};
} else if (command === "update_map") { //koke add
this._pre_fastTravelTowns = []
this._pre_fastTravelDungeons = []
this._pre_fastTravelOther = []
this._fastTravelData = null;
this._fastTravelSelection = [-1, ""];
this._fastTravelSelected = false;
for (var i = 0; i < Moghunter.fastTravel_Towns.length; i++) {
this._pre_fastTravelTowns[i] = [false, Moghunter.fastTravel_Towns[i], false];
};
for (var i = 0; i < Moghunter.fastTravelDungeons.length; i++) {
this._pre_fastTravelDungeons[i] = [false, Moghunter.fastTravelDungeons[i], false];
};
for (var i = 0; i < Moghunter.fastTravelOther.length; i++) {
this._pre_fastTravelOther[i] = [false, Moghunter.fastTravelOther[i], false];
};
for (var i = 1; i < $gameSystem._fastTravelTowns.length; i++) {
for (var j = 1; j < this._pre_fastTravelTowns.length; j++) {
if ($gameSystem._fastTravelTowns[i][1].name == this._pre_fastTravelTowns[i][1].name) {
this._pre_fastTravelTowns[i][0] = $gameSystem._fastTravelTowns[i][0];
this._pre_fastTravelTowns[i][2] = $gameSystem._fastTravelTowns[i][2];
};
};
};
for (var i = 1; i < $gameSystem._fastTravelDungeons.length; i++) {
for (var j = 1; j < this._pre_fastTravelDungeons.length; j++) {
if ($gameSystem._fastTravelDungeons[i][1].name == this._pre_fastTravelDungeons[i][1].name) {
this._pre_fastTravelDungeons[i][0] = $gameSystem._fastTravelDungeons[i][0];
this._pre_fastTravelDungeons[i][2] = $gameSystem._fastTravelDungeons[i][2];
};
};
};
for (var i = 1; i < $gameSystem._fastTravelOther.length; i++) {
for (var j = 1; j < this._pre_fastTravelOther.length; j++) {
if ($gameSystem._fastTravelOther[i][1].name == this._pre_fastTravelOther[j][1].name) {
this._pre_fastTravelOther[i][0] = $gameSystem._fastTravelOther[j][0];
this._pre_fastTravelOther[i][2] = $gameSystem._fastTravelOther[j][2];
};
};
};
for (var i = 0; i < $gameSystem._fastTravelTowns.length; i++) {
$gameSystem._fastTravelTowns[i] = null;
};
for (var i = 0; i < $gameSystem._fastTravelDungeons.length; i++) {
$gameSystem._fastTravelDungeons[i] = null;
};
for (var i = 0; i < $gameSystem._fastTravelOther.length; i++) {
$gameSystem._fastTravelOther[i] = null;
};
for (var i = 0; i < this._pre_fastTravelTowns.length; i++) {
$gameSystem._fastTravelTowns[i] = this._pre_fastTravelTowns[i];
};
for (var i = 0; i < this._pre_fastTravelDungeons.length; i++) {
$gameSystem._fastTravelDungeons[i] = this._pre_fastTravelDungeons[i];
};
for (var i = 0; i < this._pre_fastTravelOther.length; i++) {
$gameSystem._fastTravelOther[i] = this._pre_fastTravelOther[i];
};
$gameSystem._fastTravelComp = (this._pre_fastTravelTowns.length + this._pre_fastTravelDungeons.length + this._pre_fastTravelOther.length) - 3;
};
return true;
};
//=============================================================================
@ -822,6 +892,8 @@ SceneFastTravel.prototype.createCompleted = function () {
this._comp.y = Moghunter.fastTravel_Comp_Y
this._comp.bitmap.fontSize = Moghunter.fastTravel_Comp_FontSize;
var ct = this._DataTown.length + this._DataDungeon.length + this._DataOther.length;
// var perc = Math.floor(ct / $gameSystem._fastTravelComp * 100)
// var total = ct + " / " + $gameSystem._fastTravelComp
var perc = Math.floor(ct / $gameSystem._fastTravelComp * 100)
var total = ct + " / " + $gameSystem._fastTravelComp
this._comp.bitmap.drawText(total + " (" + perc + "%" + ")", 0, 0, 200, 32, "center");

View file

@ -7,15 +7,15 @@
* @author terunon (AliasAche)
*
* @help
* メニュー上でコモンイベントを呼ぶアイテムを使用してメニューが閉じられたとき
* 元の画面に戻す処理を提供します
* 再定義を行っているので上の方に配置してください
* <EFBFBD><EFBFBD><EFBFBD>j<EFBFBD><EFBFBD><EFBFBD>[<EFBFBD><EFBFBD>ŃR<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>x<EFBFBD><EFBFBD><EFBFBD>g<EFBFBD><EFBFBD><EFBFBD>ĂԃA<EFBFBD>C<EFBFBD>e<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>p<EFBFBD><EFBFBD><EFBFBD>ă<EFBFBD><EFBFBD>j<EFBFBD><EFBFBD><EFBFBD>[<EFBFBD><EFBFBD><EFBFBD>‚<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƃ<EFBFBD><EFBFBD>A
* <EFBFBD><EFBFBD><EFBFBD>̉<EFBFBD>ʂɖ߂<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>񋟂<EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B
* <EFBFBD>Ē<EFBFBD>`<EFBFBD><EFBFBD><EFBFBD>s<EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD>̂ŏ<EFBFBD>̕<EFBFBD><EFBFBD>ɔz<EFBFBD>u<EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>B
*
* 対象コモンイベントの末尾にスクリプトthis.sceneRestore()と入れることで使用できます
* <EFBFBD>ΏۃR<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>x<EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>̖<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɃX<EFBFBD>N<EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>g<EFBFBD>Fthis.sceneRestore()<EFBFBD>Ɠ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƂŎg<EFBFBD>p<EFBFBD>ł<EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B
*
* クレジットとしてterunonエイリアスエイクの素材を使用した旨を
* ReadMeまたはブラウザ等の視認できる場所に記載していただければ
* 営利非営利問わずあらゆるツクールMV作品で使用改変いただけます
* <EFBFBD>N<EFBFBD><EFBFBD><EFBFBD>W<EFBFBD>b<EFBFBD>g<EFBFBD>Ƃ<EFBFBD><EFBFBD>āA<EFBFBD>uterunon<EFBFBD>i<EFBFBD>G<EFBFBD>C<EFBFBD><EFBFBD><EFBFBD>A<EFBFBD>X<EFBFBD>G<EFBFBD>C<EFBFBD>N<EFBFBD>j<EFBFBD>v<EFBFBD>̑f<EFBFBD>ނ<EFBFBD><EFBFBD>g<EFBFBD>p<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>|<EFBFBD><EFBFBD>
* ReadMe<EFBFBD>܂<EFBFBD><EFBFBD>̓u<EFBFBD><EFBFBD><EFBFBD>E<EFBFBD>U<EFBFBD><EFBFBD><EFBFBD>̎<EFBFBD><EFBFBD>F<EFBFBD>ł<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɋL<EFBFBD>ڂ<EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>΁A
* <EFBFBD>c<EFBFBD><EFBFBD><EFBFBD><EFBFBD>c<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>A<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>c<EFBFBD>N<EFBFBD>[<EFBFBD><EFBFBD>MV<EFBFBD><EFBFBD>i<EFBFBD>Ŏg<EFBFBD>p<EFBFBD>E<EFBFBD><EFBFBD><EFBFBD>ς<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B
*
* Copyright (c) 2016 terunon (AliasAche)
* You can use and modify it for every your commercial/non-commercial RPG Maker MV game

View file

@ -0,0 +1,224 @@
/*:
* @plugindesc Allows creation of a shop that can be used to sell certain items at special prices.
* @author SumRndmDde
*
* @param Price Multiplier
* @desc By default, items can only be sold for 0.5 price. This allows to you customize the modifier for sell shops only.
* @default 1.25
*
* @help
*
* Sell Shop
* Version 1.00
* SumRndmDde
*
* Random Credits:
* ~ Based off of request that was based off of Himeworks' VX Ace script ~
*
*
* This allows you to create a "Sell Shop".
*
* A Sell Shop gives a list of Items you can sell.
* Their selling prices are usually better then what they can normally be
* sold for at a normal shop.
*
*
* ==========================================================================
* How to Use
* ==========================================================================
*
* In order to make a Sell Shop, simply use the Plugin Command:
*
* SetSellShop
*
* right before calling a Shop Processing event.
*
*
* ==========================================================================
* Setting the Sell Prices
* ==========================================================================
*
* By default, the Sell Shop will give money based off of the price of
* the Item sold multiplied by the "Price Multiplier" Parameter.
*
* For example, if the Item costs 100 gold, and the "Price Multiplier" is
* 1.25, then the Sell Shop will buy it for 125 gold.
*
* ==========================================================================
*
* On the other hand, you can use the following Notetag to manually set the
* Sell Shop price of an item:
*
* <Sell Shop Price: x>
*
* Set x to the price you wish to use.
*
*
* ==========================================================================
* End of Help File
* ==========================================================================
*
* Welcome to the bottom of the Help file.
*
*
* Thanks for reading!
* If you have questions, or if you enjoyed this Plugin, please check
* out my YouTube channel!
*
* https://www.youtube.com/c/SumRndmDde
*
*
* Until next time,
* ~ SumRndmDde
*/
var SRD = SRD || {};
SRD.SellShop = SRD.SellShop || {};
var Imported = Imported || {};
Imported["SumRndmDde Sell Shop"] = true;
(function (_) {
_.priceMul = Number(PluginManager.parameters('SRD_SellShop')['Price Multiplier']);
var notetagsLoaded = false;
var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!_DataManager_isDatabaseLoaded.call(this)) return false;
if (!notetagsLoaded) {
for (var i = 1; i < $dataItems.length; i++) {
if ($dataItems[i].note.match(/<\s*Sell\s*Shop\s*Price\s*:\s*(\d+)\s*>/im)) {
$dataItems[i].ss_price = parseInt(RegExp.$1);
}
}
notetagsLoaded = true;
}
return true;
};
//-----------------------------------------------------------------------------
// Game_Temp
//-----------------------------------------------------------------------------
var _Game_Temp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function () {
_Game_Temp_initialize.call(this);
this._isSellShop = false;
};
Game_Temp.prototype.getSellShop = function () {
return this._isSellShop;
};
Game_Temp.prototype.setSellShop = function (sell) {
this._isSellShop = sell;
};
//-----------------------------------------------------------------------------
// Game_Temp
//-----------------------------------------------------------------------------
var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
if (command.trim().toLowerCase() === 'setsellshop') {
$gameTemp.setSellShop(true);
}
};
//-----------------------------------------------------------------------------
// Scene_Shop
//-----------------------------------------------------------------------------
var _Scene_Shop_popScene = Scene_Shop.prototype.popScene;
Scene_Shop.prototype.popScene = function () {
$gameTemp.setSellShop(false);
_Scene_Shop_popScene.call(this)
};
var _Scene_Shop_onBuyOk = Scene_Shop.prototype.onBuyOk;
Scene_Shop.prototype.onBuyOk = function () {
if (!$gameTemp.getSellShop()) _Scene_Shop_onBuyOk.call(this);
else {
this._item = this._buyWindow.item();
this._buyWindow.hide();
this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice());
this._numberWindow.setCurrencyUnit(this.currencyUnit());
this._numberWindow.show();
this._numberWindow.activate();
this._statusWindow.setItem(this._item);
this._statusWindow.show();
}
};
var _Scene_Shop_onBuyCancel = Scene_Shop.prototype.onBuyCancel;
Scene_Shop.prototype.onBuyCancel = function () {
if (!$gameTemp.getSellShop()) _Scene_Shop_onBuyCancel.call(this);
else {
this._buyWindow.deselect();
this._commandWindow.activate();
this._statusWindow.setItem(null);
this._helpWindow.clear();
}
};
var _Scene_Shop_onNumberOk = Scene_Shop.prototype.onNumberOk;
Scene_Shop.prototype.onNumberOk = function () {
if (!$gameTemp.getSellShop()) _Scene_Shop_onNumberOk.call(this);
else {
SoundManager.playShop();
switch (this._commandWindow.currentSymbol()) {
case 'buy':
this.doSell(this._numberWindow.number());
break;
case 'sell':
this.doSell(this._numberWindow.number());
break;
}
this.endNumberInput();
this._goldWindow.refresh();
this._statusWindow.refresh();
}
};
var _Scene_Shop_sellingPrice = Scene_Shop.prototype.sellingPrice;
Scene_Shop.prototype.sellingPrice = function () {
if (!$gameTemp.getSellShop()) return _Scene_Shop_sellingPrice.call(this);
else return this._buyWindow.price(this._item);
};
//-----------------------------------------------------------------------------
// Window_ShopCommand
//-----------------------------------------------------------------------------
var _Window_ShopCommand_makeCommandList = Window_ShopCommand.prototype.makeCommandList;
Window_ShopCommand.prototype.makeCommandList = function () {
if (!$gameTemp.getSellShop()) _Window_ShopCommand_makeCommandList.call(this);
else {
this.addCommand(TextManager.sell, 'buy');
this.addCommand(TextManager.cancel, 'cancel');
}
};
//-----------------------------------------------------------------------------
// Window_ShopBuy
//-----------------------------------------------------------------------------
var _Window_ShopBuy_isEnabled = Window_ShopBuy.prototype.isEnabled;
Window_ShopBuy.prototype.isEnabled = function (item) {
if (!$gameTemp.getSellShop()) return _Window_ShopBuy_isEnabled.call(this, item);
else return (item && $gameParty.hasItem(item));
};
var _Window_ShopBuy_price = Window_ShopBuy.prototype.price;
Window_ShopBuy.prototype.price = function (item) {
var price = _Window_ShopBuy_price.call(this, item);
if (!$gameTemp.getSellShop()) return price;
else {
if (item && item.ss_price) return item.ss_price;
else return Math.floor(price * _.priceMul);
}
};
})(SRD.SellShop);

View file

@ -253,6 +253,17 @@ Imported.TMGreedShop = true;
return item.consumable || (!this.isItem(item) && !item.meta.noConsume);
};
//-----------------------------------------------------------------------------
// Game_Party
//
Game_Party.prototype.numItemsWithEquips = function (item) {
const numItems = this.numItems(item);
const equips = [].concat(...$gameParty.members().map(member => member.equips()));
const numEquips = equips.filter(equip => equip && equip === item).length;
return numItems + numEquips;
};
//-----------------------------------------------------------------------------
// Game_Temp
//
@ -322,7 +333,7 @@ Imported.TMGreedShop = true;
var lh = Math.floor(this.lineHeight() * rate);
var materialItem = DataManager.materialToItem(material);
var need = material.need * amount;
var n = $gameParty.numItems(materialItem);
var n = $gameParty.numItemsWithEquips(materialItem);
var text = DataManager.isConsumableMaterial(materialItem) ? '' + n + '/' : '--/';
text += (' ' + need).substr(-3);
this.drawStretchIcon(x, y, materialItem.iconIndex, rate);
@ -416,7 +427,7 @@ Imported.TMGreedShop = true;
for (var i = 0; i < materials.length; i++) {
var material = materials[i];
var matItem = DataManager.materialToItem(material);
if ($gameParty.numItems(matItem) < material.need) {
if ($gameParty.numItemsWithEquips(matItem) < material.need) {
return false;
}
}
@ -488,7 +499,7 @@ Imported.TMGreedShop = true;
for (var j = 0; j < keys.length; j++) {
var material = materials[keys[j] - 1];
var matItem = DataManager.materialToItem(material);
if (!$gameParty.hasItem(matItem, false)) {
if (!$gameParty.hasItem(matItem, true)) {
this._data.splice(i, 1);
this._price.splice(i, 1);
break;
@ -716,7 +727,7 @@ Imported.TMGreedShop = true;
var material = materials[i];
var item = DataManager.materialToItem(material);
if (DataManager.isConsumableMaterial(item)) {
$gameParty.loseItem(item, material.need * number);
$gameParty.loseItem(item, material.need * number, true);
}
}
this._materialWindow.refresh();
@ -732,7 +743,7 @@ Imported.TMGreedShop = true;
var material = materials[i];
var item = DataManager.materialToItem(material);
if (DataManager.isConsumableMaterial(item)) {
var n = $gameParty.numItems(item);
var n = $gameParty.numItemsWithEquips(item);
result = Math.min(result, Math.floor(n / material.need));
}
}

View file

@ -0,0 +1,353 @@
/*:
* NOTE: Developed using the following git repository. https://github.com/pixijs/pixi-filters/
*
* @plugindesc TiltShift Filter
* @author weakboar
*
* @help This plugin does not provide plugin commands.
*/
/*:ja
* メモ: 次の git repository を利用して開発しました https://github.com/pixijs/pixi-filters/
*
* @plugindesc ジオラマ風の見た目になります
* @author weakboar
*
* @help このプラグインにはプラグインコマンドはありません
*/
/*!
* Compiled by pixi-filters - v1.0.6
* Compiled Mon, 08 May 2017 15:11:11 UTC
*
* pixi-filters is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
(function (f) { if (typeof exports === "object" && typeof module !== "undefined") { module.exports = f() } else if (typeof define === "function" && define.amd) { define([], f) } else { var g; if (typeof window !== "undefined") { g = window } else if (typeof global !== "undefined") { g = global } else if (typeof self !== "undefined") { g = self } else { g = this } g.tiltshift = f() } })(function () {
var define, module, exports; return (function e(t, n, r) { function s(o, u) { if (!n[o]) { if (!t[o]) { var a = typeof require == "function" && require; if (!u && a) return a(o, !0); if (i) return i(o, !0); var f = new Error("Cannot find module '" + o + "'"); throw f.code = "MODULE_NOT_FOUND", f } var l = n[o] = { exports: {} }; t[o][0].call(l.exports, function (e) { var n = t[o][1][e]; return s(n ? n : e) }, l, l.exports, e, t, n, r) } return n[o].exports } var i = typeof require == "function" && require; for (var o = 0; o < r.length; o++)s(r[o]); return s })({
1: [function (require, module, exports) {
// Make sure PIXI global object is available
if (typeof PIXI === "undefined") {
throw new Error('pixi.js is required to be included');
}
}, {}], 2: [function (require, module, exports) {
/**
* @author Vico @vicocotea
* original filter https://github.com/evanw/glfx.js/blob/master/src/filters/blur/tiltshift.js by Evan Wallace : http://madebyevan.com/
*/
/**
* A TiltShiftAxisFilter.
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
*/
function TiltShiftAxisFilter() {
PIXI.Filter.call(this,
// vertex shader
"#define GLSLIFY 1\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",
// fragment shader
"#define GLSLIFY 1\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float blur;\nuniform float gradientBlur;\nuniform vec2 start;\nuniform vec2 end;\nuniform vec2 delta;\nuniform vec2 texSize;\n\nfloat random(vec3 scale, float seed)\n{\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * texSize - start, normal)) / gradientBlur) * blur;\n\n for (float t = -30.0; t <= 30.0; t++)\n {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(uSampler, vTextureCoord + delta / texSize * percent * radius);\n sample.rgb *= sample.a;\n color += sample * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n}\n"
);
this.uniforms.blur = 20; /* ぼかしの強さ */
this.uniforms.gradientBlur = 800; /* ぼかしの強さ */
this.uniforms.start = new PIXI.Point(0, Graphics.height / 2);
this.uniforms.end = new PIXI.Point(Graphics.width, Graphics.height / 2);
this.uniforms.delta = new PIXI.Point(30, 30);
this.uniforms.texSize = new PIXI.Point(window.innerWidth, window.innerHeight);
this.updateDelta();
}
TiltShiftAxisFilter.prototype = Object.create(PIXI.Filter.prototype);
TiltShiftAxisFilter.prototype.constructor = TiltShiftAxisFilter;
module.exports = TiltShiftAxisFilter;
/**
* Updates the filter delta values.
* This is overridden in the X and Y filters, does nothing for this class.
*
*/
TiltShiftAxisFilter.prototype.updateDelta = function () {
this.uniforms.delta.x = 0;
this.uniforms.delta.y = 0;
};
Object.defineProperties(TiltShiftAxisFilter.prototype, {
/**
* The strength of the blur.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftAxisFilter#
*/
blur: {
get: function () {
return this.uniforms.blur;
},
set: function (value) {
this.uniforms.blur = value;
}
},
/**
* The strength of the gradient blur.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftAxisFilter#
*/
gradientBlur: {
get: function () {
return this.uniforms.gradientBlur;
},
set: function (value) {
this.uniforms.gradientBlur = value;
}
},
/**
* The X value to start the effect at.
*
* @member {PIXI.Point}
* @memberof PIXI.filters.TiltShiftAxisFilter#
*/
start: {
get: function () {
return this.uniforms.start;
},
set: function (value) {
this.uniforms.start = value;
this.updateDelta();
}
},
/**
* The X value to end the effect at.
*
* @member {PIXI.Point}
* @memberof PIXI.filters.TiltShiftAxisFilter#
*/
end: {
get: function () {
return this.uniforms.end;
},
set: function (value) {
this.uniforms.end = value;
this.updateDelta();
}
},
/**
* Texture Size.
*
* @member {PIXI.Point}
* @memberof PIXI.filters.TiltShiftAxisFilter#
*/
texSize: {
get: function () {
return this.uniforms.texSize;
},
set: function (value) {
this.uniforms.texSize = value;
}
}
});
}, {}], 3: [function (require, module, exports) {
var TiltShiftXFilter = require('./TiltShiftXFilter'),
TiltShiftYFilter = require('./TiltShiftYFilter');
/**
* @author Vico @vicocotea
* original filter https://github.com/evanw/glfx.js/blob/master/src/filters/blur/tiltshift.js by Evan Wallace : http://madebyevan.com/
*/
/**
* A TiltShift Filter. Manages the pass of both a TiltShiftXFilter and TiltShiftYFilter.
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
*/
function TiltShiftFilter() {
PIXI.Filter.call(this);
this.tiltShiftXFilter = new TiltShiftXFilter();
this.tiltShiftYFilter = new TiltShiftYFilter();
}
TiltShiftFilter.prototype = Object.create(PIXI.Filter.prototype);
TiltShiftFilter.prototype.constructor = TiltShiftFilter;
module.exports = TiltShiftFilter;
TiltShiftFilter.prototype.apply = function (filterManager, input, output) {
var renderTarget = filterManager.getRenderTarget(true);
this.tiltShiftXFilter.texSize = new PIXI.Point(renderTarget.size.width, renderTarget.size.height);
this.tiltShiftYFilter.texSize = new PIXI.Point(renderTarget.size.width, renderTarget.size.height);
this.tiltShiftXFilter.apply(filterManager, input, renderTarget, true);
this.tiltShiftYFilter.apply(filterManager, renderTarget, output, false);
filterManager.returnRenderTarget(renderTarget);
};
Object.defineProperties(TiltShiftFilter.prototype, {
/**
* The strength of the blur.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftFilter#
*/
blur: {
get: function () {
return this.tiltShiftXFilter.blur;
},
set: function (value) {
this.tiltShiftXFilter.blur = this.tiltShiftYFilter.blur = value;
}
},
/**
* The strength of the gradient blur.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftFilter#
*/
gradientBlur: {
get: function () {
return this.tiltShiftXFilter.gradientBlur;
},
set: function (value) {
this.tiltShiftXFilter.gradientBlur = this.tiltShiftYFilter.gradientBlur = value;
}
},
/**
* The Y value to start the effect at.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftFilter#
*/
start: {
get: function () {
return this.tiltShiftXFilter.start;
},
set: function (value) {
this.tiltShiftXFilter.start = this.tiltShiftYFilter.start = value;
}
},
/**
* The Y value to end the effect at.
*
* @member {number}
* @memberof PIXI.filters.TiltShiftFilter#
*/
end: {
get: function () {
return this.tiltShiftXFilter.end;
},
set: function (value) {
this.tiltShiftXFilter.end = this.tiltShiftYFilter.end = value;
}
}
});
}, { "./TiltShiftXFilter": 4, "./TiltShiftYFilter": 5 }], 4: [function (require, module, exports) {
var TiltShiftAxisFilter = require('./TiltShiftAxisFilter');
/**
* @author Vico @vicocotea
* original filter https://github.com/evanw/glfx.js/blob/master/src/filters/blur/tiltshift.js by Evan Wallace : http://madebyevan.com/
*/
/**
* A TiltShiftXFilter.
*
* @class
* @extends PIXI.TiltShiftAxisFilter
* @memberof PIXI.filters
*/
function TiltShiftXFilter() {
TiltShiftAxisFilter.call(this);
}
TiltShiftXFilter.prototype = Object.create(TiltShiftAxisFilter.prototype);
TiltShiftXFilter.prototype.constructor = TiltShiftXFilter;
module.exports = TiltShiftXFilter;
/**
* Updates the filter delta values.
*
*/
TiltShiftXFilter.prototype.updateDelta = function () {
var dx = this.uniforms.end.x - this.uniforms.start.x;
var dy = this.uniforms.end.y - this.uniforms.start.y;
var d = Math.sqrt(dx * dx + dy * dy);
this.uniforms.delta.x = dx / d;
this.uniforms.delta.y = dy / d;
};
}, { "./TiltShiftAxisFilter": 2 }], 5: [function (require, module, exports) {
var TiltShiftAxisFilter = require('./TiltShiftAxisFilter');
/**
* @author Vico @vicocotea
* original filter https://github.com/evanw/glfx.js/blob/master/src/filters/blur/tiltshift.js by Evan Wallace : http://madebyevan.com/
*/
/**
* A TiltShiftYFilter.
*
* @class
* @extends PIXI.TiltShiftAxisFilter
* @memberof PIXI.filters
*/
function TiltShiftYFilter() {
TiltShiftAxisFilter.call(this);
}
TiltShiftYFilter.prototype = Object.create(TiltShiftAxisFilter.prototype);
TiltShiftYFilter.prototype.constructor = TiltShiftYFilter;
module.exports = TiltShiftYFilter;
/**
* Updates the filter delta values.
*
*/
TiltShiftYFilter.prototype.updateDelta = function () {
var dx = this.uniforms.end.x - this.uniforms.start.x;
var dy = this.uniforms.end.y - this.uniforms.start.y;
var d = Math.sqrt(dx * dx + dy * dy);
this.uniforms.delta.x = -dy / d;
this.uniforms.delta.y = dx / d;
};
}, { "./TiltShiftAxisFilter": 2 }], 6: [function (require, module, exports) {
require('../check');
var filters = {
TiltShiftFilter: require('./TiltShiftFilter'),
TiltShiftXFilter: require('./TiltShiftFilter'),
TiltShiftYFilter: require('./TiltShiftFilter'),
TiltShiftAxisFilter: require('./TiltShiftAxisFilter')
};
Object.assign(PIXI.filters, filters);
// Export for requiring
if (typeof module !== 'undefined' && module.exports) {
module.exports = filters;
}
}, { "../check": 1, "./TiltShiftAxisFilter": 2, "./TiltShiftFilter": 3 }]
}, {}, [6])(6)
});
//# sourceMappingURL=tiltshift.js.map