1231 lines
42 KiB
JavaScript
1231 lines
42 KiB
JavaScript
//=============================================================================
|
||
// AltMenuScreen3.js をデスポンが弄り倒したプラグインです。
|
||
//=============================================================================
|
||
//
|
||
//以下のプラグインとも合体してます。
|
||
//=============================================================================
|
||
// TMVplugin - 最強全脱ぎコマンド削除
|
||
// 作者: tomoaky (http://hikimoki.sakura.ne.jp/)
|
||
// Version: 1.01
|
||
// 最終更新日: 2016/02/05
|
||
//=============================================================================
|
||
|
||
/*:
|
||
* @plugindesc Yet Another menu screen layout.
|
||
* @author Sasuke KANNAZUKI, Yoji Ojima
|
||
*
|
||
* @default
|
||
* @param bgBitmapMenu
|
||
* @desc background bitmap file at menu scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapItem
|
||
* @desc background bitmap file at item scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapSkill
|
||
* @desc background bitmap file at skill scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapEquip
|
||
* @desc background bitmap file at equip scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapStatus
|
||
* @desc background bitmap file at status scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapOptions
|
||
* @desc background bitmap file at option scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapFile
|
||
* @desc background bitmap file at save/load scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param bgBitmapGameEnd
|
||
* @desc background bitmap file at gameEnd scene. put at img/pictures.
|
||
* @default
|
||
*
|
||
* @param maxColsMenu
|
||
* @desc max column at menu window
|
||
* @default 4
|
||
*
|
||
* @param commandRows
|
||
* @desc number of visible rows at command window
|
||
* @default 2
|
||
*
|
||
* @param isDisplayStatus
|
||
* @desc whether display status or not. (1 = yes, 0 = no)
|
||
* @default 1
|
||
*
|
||
* @help This plugin does not provide plugin commands.
|
||
* The differences with AltMenuscreen are follows:
|
||
* - windows are transparent at all menu scene.
|
||
* - it can set the background bitmap for each scenes at menu.
|
||
* - picture is actors' original
|
||
*
|
||
* Actor' note:
|
||
* <stand_picture:filename> set actor's standing picture at menu.
|
||
* put file at img/pictures.
|
||
*
|
||
* preferred size of actor's picture:
|
||
* width: 174px(maxColsMenu=4), 240px(maxColsMenu=3)
|
||
* height: 408px(commandRows=2), 444px(commandRows=1)
|
||
*/
|
||
|
||
/*:ja
|
||
* @plugindesc レイアウトの異なるメニュー画面
|
||
* @author 神無月サスケ, Yoji Ojima +デスポン
|
||
*
|
||
* @param bgBitmapMenu
|
||
* @desc メニュー背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapItem
|
||
* @desc アイテム画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapSkill
|
||
* @desc スキル画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapEquip
|
||
* @desc 装備画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapStatus
|
||
* @desc ステータス画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapOptions
|
||
* @desc オプション画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapFile
|
||
* @desc セーブ/ロード画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param bgBitmapGameEnd
|
||
* @desc ゲーム終了画面背景にするビットマップファイルです。
|
||
* img/pictures に置いてください。
|
||
* @default
|
||
*
|
||
* @param maxColsMenu
|
||
* @desc アクターを表示するウィンドウの1画面の登録最大数です。
|
||
* @default 4
|
||
*
|
||
* @param commandRows
|
||
* @desc コマンドウィンドウの行数です。
|
||
* @default 1
|
||
*
|
||
* @param isDisplayStatus
|
||
* @desc ステータスを表示するかしないかを選びます。(1 = yes, 0 = no)
|
||
* @default 1
|
||
*
|
||
* @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。
|
||
*
|
||
* AltMenuscreen との違いは以下です:
|
||
* - メニュー画面すべてのウィンドウが透明です
|
||
* - メニューそれぞれのシーンに背景ビットマップを付けることが出来ます。
|
||
* - アクターに立ち絵を利用します。
|
||
*
|
||
* アクターのメモに以下のように書いてください:
|
||
* <stand_picture:ファイル名> ファイル名が、そのアクターの立ち絵になります。
|
||
* ファイルは img/pictures に置いてください。
|
||
*
|
||
* 以下「TMVplugin - 最強全脱ぎコマンド削除」の説明
|
||
* 望ましいアクター立ち絵のサイズ:
|
||
* 幅:3列:240px, 4列:174px
|
||
* 高さ: コマンドウィンドウ 1行:444px 2行:408px
|
||
*
|
||
* @plugindesc 装備シーンからコマンドウィンドウを削除し、
|
||
* スロットウィンドウに2行分のスペースを追加します。
|
||
*
|
||
* @author tomoaky (http://hikimoki.sakura.ne.jp/)
|
||
*
|
||
* @help
|
||
* スロットウィンドウがアクティブな状態で Shift キーを押せば最強装備、
|
||
* Ctrl または Alt キーを押せば全て外すが実行されます。
|
||
*
|
||
* Q または W キーによるアクター変更もスロットウィンドウが
|
||
* アクティブな状態で実行できます。
|
||
*
|
||
* 現在のバージョンではマウス、タッチ操作には対応していません。
|
||
*
|
||
* プラグインコマンドはありません。
|
||
*
|
||
*/
|
||
|
||
(function () {
|
||
//背景のブラーをブッ殺す
|
||
SceneManager.snapForBackground = function () {
|
||
this._backgroundBitmap = this.snap();
|
||
//this._backgroundBitmap.blur();
|
||
};
|
||
|
||
// set parameters
|
||
var parameters = PluginManager.parameters("AltMenuScreen3");
|
||
var bgBitmapMenu = parameters["bgBitmapMenu"] || "";
|
||
var bgBitmapItem = parameters["bgBitmapItem"] || "";
|
||
var bgBitmapSkill = parameters["bgBitmapSkill"] || "";
|
||
var bgBitmapEquip = parameters["bgBitmapEquip"] || "Menu_equip_";
|
||
var bgBitmapStatus = parameters["bgBitmapStatus"] || "";
|
||
var bgBitmapOptions = parameters["bgBitmapOptions"] || "option_bg";
|
||
var bgBitmapFile = parameters["bgBitmapFile"] || "";
|
||
var bgBitmapGameEnd = parameters["bgBitmapGameEnd"] || "";
|
||
var maxColsMenuWnd = Number(parameters["maxColsMenu"] || 5);
|
||
var rowsCommandWnd = Number(parameters["commandRows"] || 2);
|
||
var isDisplayStatus = !!Number(parameters["isDisplayStatus"]);
|
||
|
||
//
|
||
// make transparent windows for each scenes in menu.
|
||
//
|
||
|
||
Scene_Menu.prototype.create = function () {
|
||
Scene_MenuBase.prototype.create.call(this);
|
||
this.createCommandWindow();
|
||
this.createGoldWindow();
|
||
this.createStatusWindow();
|
||
};
|
||
|
||
var _Scene_Menu_create = Scene_Menu.prototype.create;
|
||
Scene_Menu.prototype.create = function () {
|
||
_Scene_Menu_create.call(this);
|
||
this._statusWindow.x = 270;
|
||
this._statusWindow.y = 40;
|
||
// インフォメーションウィンドウの追加
|
||
this.createInformationWindow();
|
||
this.createInformationWindow2();
|
||
// make transparent for all windows at menu scene.
|
||
this._statusWindow.opacity = 0;
|
||
this._goldWindow.opacity = 0;
|
||
this._goldWindow.x = 2;
|
||
this._goldWindow.y = 336 + 131;
|
||
this._commandWindow.x = 30;
|
||
this._commandWindow.y = 86;
|
||
this._commandWindow.width = 260;
|
||
this._commandWindow.opacity = 0;
|
||
this._informationWindow.x = 330;
|
||
this._informationWindow.y = -7;
|
||
this._informationWindow.opacity = 0;
|
||
this._informationWindow2.opacity = 0;
|
||
};
|
||
|
||
Scene_Item.prototype.create = function () {
|
||
Scene_MenuBase.prototype.create.call(this);
|
||
//this.createAllWindows();
|
||
this._scopeIndex = null;
|
||
Scene_ItemBase.prototype.create.call(this);
|
||
this.createHelpWindow();
|
||
this.createCategoryWindow();
|
||
this.createItemWindow();
|
||
//this.createActorWindow();
|
||
|
||
this._helpWindow.x = 36;
|
||
this._helpWindow.y = 486;
|
||
this._helpWindow.width -= 256;
|
||
this._helpWindow.height += 120;
|
||
this._categoryWindow.x = 60;
|
||
this._categoryWindow.y = 72;
|
||
this._categoryWindow.width -= 120;
|
||
this._itemWindow.x = 64;
|
||
this._itemWindow.y = 164;
|
||
this._categoryWindow.opacity = 0;
|
||
this._itemWindow.opacity = 0;
|
||
this._helpWindow.opacity = 0;
|
||
};
|
||
|
||
Scene_Item.prototype.createItemWindow = function () {
|
||
var wy = this._categoryWindow.y + this._categoryWindow.height;
|
||
var wh = Graphics.boxHeight - wy - 160;
|
||
this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth - 128, wh);
|
||
this._itemWindow.setHelpWindow(this._helpWindow);
|
||
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
|
||
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
|
||
this.addWindow(this._itemWindow);
|
||
this._categoryWindow.setItemWindow(this._itemWindow);
|
||
};
|
||
|
||
Window_ItemList.prototype.drawItem = function (index) {
|
||
var item = this._data[index];
|
||
if (item) {
|
||
var numberWidth = this.numberWidth();
|
||
var rect = this.itemRect(index);
|
||
rect.width -= this.textPadding();
|
||
this.changePaintOpacity(this.isEnabled(item));
|
||
var default_font_size = this.contents.fontSize;
|
||
this.contents.fontSize = 22;
|
||
this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
|
||
this.contents.fontSize = default_font_size;
|
||
this.drawItemNumber(item, rect.x, rect.y, rect.width);
|
||
this.changePaintOpacity(1);
|
||
}
|
||
};
|
||
|
||
Window_ItemList.prototype.updateHelp = function () {
|
||
$gameVariables._data[402] = "Equip";
|
||
//$gameVariables._data[401] = this.item()
|
||
this.setHelpWindowItem(this.item());
|
||
};
|
||
|
||
//ここからスキル
|
||
var _Scene_Skill_create = Scene_Skill.prototype.create;
|
||
Scene_Skill.prototype.create = function () {
|
||
_Scene_Skill_create.call(this);
|
||
this._helpWindow.opacity = 160;
|
||
this._skillTypeWindow.opacity = 160;
|
||
this._statusWindow.opacity = 160;
|
||
this._itemWindow.opacity = 160;
|
||
this._actorWindow.opacity = 160;
|
||
};
|
||
|
||
//ここまでスキル
|
||
var _Scene_Status_create = Scene_Status.prototype.create;
|
||
Scene_Status.prototype.create = function () {
|
||
_Scene_Status_create.call(this);
|
||
this._statusWindow.opacity = 0;
|
||
};
|
||
|
||
var _Scene_Options_create = Scene_Options.prototype.create;
|
||
Scene_Options.prototype.create = function () {
|
||
_Scene_Options_create.call(this);
|
||
this._optionsWindow.x = 40;
|
||
this._optionsWindow.y = 84;
|
||
this._optionsWindow.opacity = 0;
|
||
};
|
||
|
||
var _Scene_File_create = Scene_File.prototype.create;
|
||
Scene_File.prototype.create = function () {
|
||
_Scene_File_create.call(this);
|
||
this._helpWindow.opacity = 0;
|
||
this._helpWindow.x = 320;
|
||
this._helpWindow.y = -9;
|
||
this._listWindow.opacity = 0;
|
||
//this._listWindow.height = 580
|
||
};
|
||
|
||
Scene_File.prototype.createListWindow = function () {
|
||
var x = 20;
|
||
var y = this._helpWindow.height - 8 - 64;
|
||
var width = Graphics.boxWidth;
|
||
var height = 580;
|
||
this._listWindow = new Window_SavefileList(x, y, width, height);
|
||
this._listWindow.setHandler("ok", this.onSavefileOk.bind(this));
|
||
this._listWindow.setHandler("cancel", this.popScene.bind(this));
|
||
this._listWindow.select(this.firstSavefileIndex());
|
||
this._listWindow.setTopRow(this.firstSavefileIndex() - 2);
|
||
this._listWindow.setMode(this.mode());
|
||
this._listWindow.refresh();
|
||
this.addWindow(this._listWindow);
|
||
};
|
||
|
||
var _Scene_GameEnd_create = Scene_GameEnd.prototype.create;
|
||
Scene_GameEnd.prototype.create = function () {
|
||
_Scene_GameEnd_create.call(this);
|
||
this._commandWindow.x = 40;
|
||
this._commandWindow.y = 84;
|
||
this._commandWindow.opacity = 0;
|
||
};
|
||
|
||
//
|
||
// load bitmap that set in plugin parameter
|
||
//
|
||
var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;
|
||
Scene_Menu.prototype.createBackground = function () {
|
||
//if(bgBitmapMenu){
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture("menu_bg");
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
//}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Menu_createBackground.call(this);
|
||
};
|
||
|
||
var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;
|
||
Scene_Item.prototype.createBackground = function () {
|
||
//if(bgBitmapItem){
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture("item_bg");
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
//}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Item_createBackground.call(this);
|
||
};
|
||
|
||
Window_Gold.prototype.refresh = function () {
|
||
//var x = this.textPadding();
|
||
//var width = this.contents.width - this.textPadding() * 2;
|
||
this.contents.clear();
|
||
//this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width);
|
||
if ($gameSwitches.value(144)) {
|
||
this.drawIcon(57, 0, 0);
|
||
}
|
||
if ($gameSwitches.value(145)) {
|
||
this.drawIcon(58, 32, 0);
|
||
}
|
||
if ($gameSwitches.value(146)) {
|
||
this.drawIcon(59, 64, 0);
|
||
}
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// 装備関係の処理
|
||
|
||
//TMVplugin - 最強全脱ぎコマンド削除 関係の処理
|
||
|
||
var _Scene_Equip_createCommandWindow =
|
||
Scene_Equip.prototype.createCommandWindow;
|
||
Scene_Equip.prototype.createCommandWindow = function () {
|
||
_Scene_Equip_createCommandWindow.call(this);
|
||
this._commandWindow.hide();
|
||
this._commandWindow.deactivate();
|
||
};
|
||
|
||
Window_EquipStatus.prototype.initialize = function (x, y) {
|
||
var width = Graphics.boxWidth;
|
||
var height = Graphics.boxHeight;
|
||
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
|
||
this._actor = null;
|
||
this._tempActor = null;
|
||
this.refresh();
|
||
};
|
||
|
||
Scene_Equip.prototype.createSlotWindow = function () {
|
||
var wx = 0;
|
||
var wy = 288;
|
||
var ww = 340;
|
||
var wh = 240;
|
||
this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh);
|
||
this._slotWindow.setHelpWindow(this._helpWindow);
|
||
this._slotWindow.setStatusWindow(this._statusWindow);
|
||
this._slotWindow.setHandler("ok", this.onSlotOk.bind(this));
|
||
this._slotWindow.setHandler("cancel", this.popScene.bind(this));
|
||
this._slotWindow.setHandler("pagedown", this.nextActor.bind(this));
|
||
this._slotWindow.setHandler("pageup", this.previousActor.bind(this));
|
||
this.addWindow(this._slotWindow);
|
||
};
|
||
|
||
Scene_Equip.prototype.createItemWindow = function () {
|
||
var wx = 0;
|
||
var wy = 228;
|
||
var ww = 340;
|
||
var wh = 380;
|
||
this._itemWindow = new Window_EquipItem(wx, wy, ww, wh);
|
||
this._itemWindow.setHelpWindow(this._helpWindow);
|
||
this._itemWindow.setStatusWindow(this._statusWindow);
|
||
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
|
||
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
|
||
this._itemWindow.hide();
|
||
this._slotWindow.setItemWindow(this._itemWindow);
|
||
this.addWindow(this._itemWindow);
|
||
};
|
||
|
||
Scene_Equip.prototype.commandOptimize = function () {
|
||
SoundManager.playEquip();
|
||
this.actor().optimizeEquipments();
|
||
this._statusWindow.refresh();
|
||
this._slotWindow.refresh();
|
||
this._slotWindow.activate();
|
||
};
|
||
|
||
Scene_Equip.prototype.commandClear = function () {
|
||
SoundManager.playEquip();
|
||
this.actor().clearEquipments();
|
||
this._statusWindow.refresh();
|
||
this._slotWindow.refresh();
|
||
this._slotWindow.activate();
|
||
};
|
||
|
||
var _Scene_Equip_update = Scene_Equip.prototype.update;
|
||
Scene_Equip.prototype.update = function () {
|
||
_Scene_Equip_update.call(this);
|
||
if (this._slotWindow.active) {
|
||
if (Input.isTriggered("shift")) {
|
||
this.commandOptimize();
|
||
} else if (Input.isTriggered("control")) {
|
||
this.commandClear();
|
||
}
|
||
}
|
||
};
|
||
|
||
var _Scene_Equip_create = Scene_Equip.prototype.create;
|
||
Scene_Equip.prototype.create = function () {
|
||
_Scene_Equip_create.call(this);
|
||
//最強装備とかのwinを殺す処理
|
||
this._slotWindow.activate();
|
||
this._slotWindow.select(0);
|
||
//現在装備してるアイテムWINの位置とサイズ調整
|
||
this._slotWindow.x = 35;
|
||
this._slotWindow.y = 81;
|
||
//ステータスWINを作成
|
||
this._statusWindow.x = 35;
|
||
this._statusWindow.y = 273;
|
||
this._statusWindow.width = 400;
|
||
//所持品WINを作成
|
||
this._itemWindow.x = 757;
|
||
this._itemWindow.y = 81;
|
||
//ヘルプWINを作成
|
||
this._helpWindow.x = 757;
|
||
this._helpWindow.y = 485;
|
||
this._helpWindow.width = 380;
|
||
this._helpWindow.height = 250;
|
||
//全WINを透明化する
|
||
this._helpWindow.opacity = 0;
|
||
this._statusWindow.opacity = 0;
|
||
this._commandWindow.opacity = 100;
|
||
this._slotWindow.opacity = 0;
|
||
this._itemWindow.opacity = 255;
|
||
};
|
||
|
||
//背景を作成
|
||
|
||
var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;
|
||
Scene_Equip.prototype.createBackground = function () {
|
||
if (bgBitmapEquip) {
|
||
console.log(this._backgroundSprite);
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(
|
||
bgBitmapEquip + $gameParty.menuActor()._actorId
|
||
);
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Equip_createBackground.call(this);
|
||
};
|
||
|
||
// パラメータ表示の内容をカスタマイズする
|
||
|
||
Window_EquipStatus.prototype.refresh = function () {
|
||
this.contents.clear();
|
||
if (this._actor) {
|
||
//パラメータ表示
|
||
var x = 0;
|
||
var y = 20;
|
||
var row = 0;
|
||
var row_size = 33;
|
||
var Column = 0;
|
||
var Column_size = 174;
|
||
this.contents.fontSize = 22;
|
||
//基本能力を描画
|
||
//1行目
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 26); //戦力
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 0); //最大HP
|
||
//2行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 116;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 2); //腕力
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 3); //丈夫
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 4); //知力
|
||
//3行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 116;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 8); //器用さ
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 6); //素早さ
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 5); //精神
|
||
//4行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 116;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 9); //魅力
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 7); //愛
|
||
//ここから属性耐性
|
||
//5行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 87;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 10); //斬
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 11); //突
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 12); //打
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 13); //火
|
||
//6行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 87;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 14); //水
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 15); //天
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 16); //陽
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 17); //陰
|
||
//7行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 87;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 18); //毒
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 19); //暗闇
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 20); //スタン
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 21); //マヒ
|
||
//8行目
|
||
row += 1;
|
||
Column = 0;
|
||
Column_size = 87;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 22); //眠り
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 23); //石化
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 24); //恐怖
|
||
Column += 1;
|
||
this.drawItem(x + Column * Column_size, y + row * row_size, 25); //魅了
|
||
}
|
||
};
|
||
|
||
Window_EquipStatus.prototype.drawItem = function (x, y, paramId) {
|
||
/*
|
||
0:最大HP
|
||
1:最大MP
|
||
2:腕力(攻撃力)
|
||
3:丈夫さ(防御力)
|
||
4:魔法力
|
||
5:魔法防御
|
||
6:敏捷性
|
||
7:運
|
||
8:器用さ(命中)
|
||
9:魅力(回避)
|
||
*/
|
||
if (paramId <= 9 || paramId == 26) {
|
||
var size = 80;
|
||
} else {
|
||
var size = 48;
|
||
}
|
||
this.drawFontIcon(paramId, x, y);
|
||
if (this._actor) {
|
||
this.drawCurrentParam(x + size, y, paramId);
|
||
} else if (this._tempActor) {
|
||
this.drawNewParam(x + size, y, paramId);
|
||
}
|
||
};
|
||
|
||
//=============================================================================
|
||
// drawFontIcon
|
||
// ウィンドウ用の大きいパラメータ名を表示するやつ
|
||
//=============================================================================
|
||
|
||
Window_Base.prototype.drawFontIcon = function (iconIndex, x, y) {
|
||
var bitmapname = "IconSet_pfont";
|
||
ImageManager.reserveSystem(bitmapname);
|
||
var bitmap = ImageManager.loadSystem(bitmapname);
|
||
var pw = 75; //Window_Base._iconWidth;
|
||
var ph = 26; //Window_Base._iconHeight;
|
||
var sx = (iconIndex % 16) * pw;
|
||
var sy = Math.floor(iconIndex / 16) * ph;
|
||
this.contents.blt(bitmap, sx, sy, pw, ph, x, y + 36);
|
||
};
|
||
|
||
//=============================================================================
|
||
// Window_EquipStatus
|
||
//=============================================================================
|
||
|
||
Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) {
|
||
this.resetTextColor();
|
||
//console.log(this._actor.elementRate(1))
|
||
if (paramId <= 7) {
|
||
var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
|
||
} else if (paramId == 8) {
|
||
var actorparam = Yanfly.Util.toGroup(this._actor.dex);
|
||
} else if (paramId == 9) {
|
||
var actorparam = Yanfly.Util.toGroup(this._actor.love);
|
||
} else if (paramId == 10) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(1) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 11) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(2) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 12) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(3) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 13) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(4) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 14) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(5) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 15) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(6) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 16) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(7) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 17) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.elementRate(8) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 18) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(4) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 19) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(5) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 20) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(6) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 21) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(7) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 22) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(8) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 23) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(9) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 24) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(10) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 25) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.stateRate(11) * 100 - 100
|
||
);
|
||
actorparam = Math.floor(actorparam);
|
||
} else if (paramId == 26) {
|
||
var actorparam = Yanfly.Util.toGroup(
|
||
this._actor.battlepower(this._actor)
|
||
);
|
||
}
|
||
this.drawText(actorparam, x, y, 128, "left");
|
||
};
|
||
|
||
Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) {
|
||
var newValue = this._tempActor.param(paramId);
|
||
var diffvalue = newValue - this._actor.param(paramId);
|
||
var actorparam = Yanfly.Util.toGroup(newValue);
|
||
this.changeTextColor(this.paramchangeTextColor(diffvalue));
|
||
this.drawText(actorparam, x, y, 48, "left");
|
||
};
|
||
|
||
//=============================================================================
|
||
|
||
Scene_Equip.prototype.onSlotOk = function () {
|
||
this._itemWindow.activate();
|
||
this._itemWindow.select(0);
|
||
this._itemWindow.show();
|
||
//this._slotWindow.hide();
|
||
};
|
||
|
||
Scene_Equip.prototype.onItemOk = function () {
|
||
SoundManager.playEquip();
|
||
this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item());
|
||
this._slotWindow.activate();
|
||
this._slotWindow.refresh();
|
||
this._itemWindow.deselect();
|
||
this._itemWindow.refresh();
|
||
this._statusWindow.refresh();
|
||
//this._itemWindow.hide();
|
||
this._slotWindow.show();
|
||
};
|
||
|
||
Scene_Equip.prototype.onItemCancel = function () {
|
||
this._slotWindow.activate();
|
||
this._itemWindow.deselect();
|
||
this._itemWindow.hide();
|
||
this._slotWindow.show();
|
||
};
|
||
|
||
//背景画像をキャラに合わせたものに更新する処理を追加
|
||
Scene_Equip.prototype.onActorChange = function () {
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(
|
||
bgBitmapEquip + $gameParty.menuActor()._actorId
|
||
);
|
||
this.refreshActor();
|
||
//this._commandWindow.activate();
|
||
this._slotWindow.activate();
|
||
this._itemWindow.hide();
|
||
this._slotWindow.show();
|
||
//this._itemWindow._refreshAllParts;
|
||
this._itemWindow._createBackImageChange();
|
||
};
|
||
|
||
Window_EquipSlot.prototype.drawItem = function (index) {
|
||
if (this._actor) {
|
||
var rect = this.itemRectForText(index);
|
||
this.changeTextColor(this.systemColor());
|
||
this.changePaintOpacity(this.isEnabled(index));
|
||
var default_font_size = this.contents.fontSize;
|
||
this.contents.fontSize = 22;
|
||
this.drawEquipName(this._actor.equips()[index], rect.x - 8, rect.y + 7);
|
||
this.contents.fontSize = default_font_size;
|
||
|
||
this.changePaintOpacity(true);
|
||
}
|
||
};
|
||
|
||
Window_EquipItem.prototype.drawItem = function (index) {
|
||
var item = this._data[index];
|
||
if (item) {
|
||
var numberWidth = this.numberWidth();
|
||
var rect = this.itemRect(index);
|
||
rect.width -= this.textPadding();
|
||
this.changePaintOpacity(this.isEnabled(item));
|
||
var default_font_size = this.contents.fontSize;
|
||
this.contents.fontSize = 22;
|
||
this.drawEquipName(item, rect.x, rect.y + 7);
|
||
//this.drawItemName(item, rect.x - 8, rect.y + 7, rect.width - numberWidth);
|
||
this.contents.fontSize = default_font_size;
|
||
this.changePaintOpacity(1);
|
||
}
|
||
};
|
||
|
||
Window_Base.prototype.drawEquipName = function (item, x, y, width) {
|
||
width = width || 312;
|
||
if (item) {
|
||
//console.log(item)
|
||
var iconBoxWidth = Window_Base._iconWidth + 4;
|
||
x += 12;
|
||
this.resetTextColor();
|
||
this.drawIcon(item.iconIndex, x + 4, y - 2, item);
|
||
this.contents.fontSize = 22;
|
||
this.drawText(item.name, x + 36, y - 4, width - iconBoxWidth);
|
||
}
|
||
};
|
||
|
||
//ヘルプの内容を拡張する
|
||
Window_Help.prototype.setItem = function (item) {
|
||
$gameVariables._data[401] = item;
|
||
this.setText(item ? item.description : "");
|
||
};
|
||
|
||
Window_Help.prototype.refresh = function () {
|
||
this.contents.clear();
|
||
var default_font_size = this.contents.fontSize;
|
||
this.contents.fontSize = default_font_size;
|
||
var item = $gameVariables._data[401];
|
||
if ($gameVariables._data[402] == "Equip") {
|
||
if (item) {
|
||
//console.log(item.params[1])
|
||
this.drawIcon(item.iconIndex, 0, -2, item);
|
||
this.contents.fontSize = 22;
|
||
this.drawText(item.name, 36, -4, 320);
|
||
if (item.meta["武器性能"]) {
|
||
var wea = item.meta["武器性能"];
|
||
} else if (item.meta["防具"]) {
|
||
var wea =
|
||
"斬+" +
|
||
Math.round(item.traits[0].value * 100 - 100) +
|
||
" 突+" +
|
||
Math.round(item.traits[1].value * 100 - 100) +
|
||
" 打+" +
|
||
Math.round(item.traits[2].value * 100 - 100);
|
||
} else if (item.meta["斬防具"]) {
|
||
var wea = "斬+" + Math.round(item.traits[0].value * 100 - 100);
|
||
} else if (item.meta["突防具"]) {
|
||
var wea = "突+" + Math.round(item.traits[0].value * 100 - 100);
|
||
} else if (item.meta["打防具"]) {
|
||
var wea = "打+" + Math.round(item.traits[0].value * 100 - 100);
|
||
} else if (item.meta["3属性防具"]) {
|
||
var wea =
|
||
"火+" +
|
||
Math.round(item.traits[0].value * 100 - 100) +
|
||
" 水+" +
|
||
Math.round(item.traits[1].value * 100 - 100) +
|
||
" 天+" +
|
||
Math.round(item.traits[2].value * 100 - 100);
|
||
} else if (item.meta["2属性防具"]) {
|
||
var wea =
|
||
"陽+" +
|
||
Math.round(item.traits[0].value * 100 - 100) +
|
||
" 陰+" +
|
||
Math.round(item.traits[1].value * 100 - 100);
|
||
} else {
|
||
var wea = 0;
|
||
}
|
||
this.drawText("性能 : " + wea, 4, -4 + 33, 320);
|
||
}
|
||
this.contents.fontSize = 22;
|
||
//this.drawText(this._text, 0, 64, 320);
|
||
this.drawTextEx(this._text, this.textPadding(), 60);
|
||
this.contents.fontSize = default_font_size;
|
||
//$gameVariables._data[402] = ''
|
||
} else {
|
||
this.drawTextEx(this._text, this.textPadding(), 0);
|
||
}
|
||
};
|
||
|
||
//ヘルプ拡張
|
||
Window_EquipSlot.prototype.updateHelp = function () {
|
||
$gameVariables._data[402] = "Equip";
|
||
Window_Selectable.prototype.updateHelp.call(this);
|
||
this.setHelpWindowItem(this.item());
|
||
if (this._statusWindow) {
|
||
this._statusWindow.setTempActor(null);
|
||
}
|
||
};
|
||
|
||
Window_EquipItem.prototype.updateHelp = function () {
|
||
$gameVariables._data[402] = "Equip";
|
||
Window_ItemList.prototype.updateHelp.call(this);
|
||
if (this._actor && this._statusWindow) {
|
||
var actor = JsonEx.makeDeepCopy(this._actor);
|
||
actor.forceChangeEquip(this._slotId, this.item());
|
||
this._statusWindow.setTempActor(actor);
|
||
}
|
||
};
|
||
|
||
//このあたりまで装備系の処理
|
||
|
||
var _Scene_Status_createBackground = Scene_Status.prototype.createBackground;
|
||
Scene_Status.prototype.createBackground = function () {
|
||
if (bgBitmapStatus) {
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(bgBitmapStatus);
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Status_createBackground.call(this);
|
||
};
|
||
|
||
var _Scene_Options_createBackground =
|
||
Scene_Options.prototype.createBackground;
|
||
Scene_Options.prototype.createBackground = function () {
|
||
if (bgBitmapOptions) {
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(bgBitmapOptions);
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Options_createBackground.call(this);
|
||
};
|
||
|
||
var _Scene_File_createBackground = Scene_File.prototype.createBackground;
|
||
Scene_File.prototype.createBackground = function () {
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture("save_bg");
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
// if background file is invalid, it does original process.
|
||
_Scene_File_createBackground.call(this);
|
||
};
|
||
|
||
var _Scene_GameEnd_createBackground =
|
||
Scene_GameEnd.prototype.createBackground;
|
||
Scene_GameEnd.prototype.createBackground = function () {
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture("end_bg");
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
// if background file is invalid, it does original process.
|
||
_Scene_GameEnd_createBackground.call(this);
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Window_MenuCommand
|
||
//
|
||
// コマンド関係の処理での変更
|
||
|
||
//順番を変えて不要なコマンドを削除する。
|
||
//
|
||
// alt menu screen processes
|
||
//
|
||
Window_MenuCommand.prototype.windowWidth = function () {
|
||
return 320;
|
||
};
|
||
|
||
Window_MenuCommand.prototype.windowHeight = function () {
|
||
return 480;
|
||
};
|
||
|
||
Window_MenuCommand.prototype.maxCols = function () {
|
||
return 1;
|
||
};
|
||
|
||
Window_MenuCommand.prototype.numVisibleRows = function () {
|
||
return rowsCommandWnd;
|
||
};
|
||
|
||
Window_MenuCommand.prototype.updateCursor = function () {
|
||
if (this._cursorAll) {
|
||
var allRowsHeight = this.maxRows() * this.itemHeight();
|
||
this.setCursorRect(0, 0, this.contents.width, allRowsHeight);
|
||
this.setTopRow(0);
|
||
} else if (this.isCursorVisible()) {
|
||
var rect = this.itemRect(this.index());
|
||
this.setCursorRect(rect.x, rect.y + 3, rect.width, rect.height - 6);
|
||
} else {
|
||
this.setCursorRect(0, 0, 0, 0);
|
||
}
|
||
};
|
||
|
||
Window_MenuStatus.prototype.windowWidth = function () {
|
||
return Graphics.boxWidth - 24;
|
||
};
|
||
|
||
Window_MenuStatus.prototype.windowHeight = function () {
|
||
var h1 = this.fittingHeight(1);
|
||
var h2 = this.fittingHeight(rowsCommandWnd);
|
||
return 520; //Graphics.boxHeight - h1 - h2;
|
||
};
|
||
|
||
Window_MenuStatus.prototype.maxCols = function () {
|
||
return maxColsMenuWnd;
|
||
};
|
||
|
||
Window_MenuStatus.prototype.numVisibleRows = function () {
|
||
return 1;
|
||
};
|
||
|
||
Window_MenuStatus.prototype.itemWidth = function () {
|
||
return 158;
|
||
};
|
||
|
||
Window_MenuStatus.prototype.drawItemImage = function (index) {
|
||
var actor = $gameParty.members()[index];
|
||
var rect = this.itemRectForText(index);
|
||
// load stand_picture
|
||
var bitmapName = $dataActors[actor.actorId()].meta.stand_picture;
|
||
var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null;
|
||
var w = Math.min(rect.width, bitmapName ? bitmap.width : 144);
|
||
var h = Math.min(rect.height, bitmapName ? bitmap.height : 144);
|
||
var lineHeight = this.lineHeight();
|
||
this.changePaintOpacity(actor.isBattleMember());
|
||
if (bitmap) {
|
||
var sx = bitmap.width > w ? (bitmap.width - w) / 2 : 0;
|
||
var sy = bitmap.height > h ? (bitmap.height - h) / 2 : 0;
|
||
var dx =
|
||
bitmap.width > rect.width
|
||
? rect.x
|
||
: rect.x + (rect.width - bitmap.width) / 2;
|
||
var dy =
|
||
bitmap.height > rect.height
|
||
? rect.y
|
||
: rect.y + (rect.height - bitmap.height) / 2;
|
||
this.contents.blt(bitmap, 0, 0, 155, 463, index * 170, 10);
|
||
} else {
|
||
// when bitmap is not set, do the original process.
|
||
this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h);
|
||
}
|
||
this.changePaintOpacity(true);
|
||
};
|
||
|
||
Window_MenuStatus.prototype.drawItemStatus = function (index) {
|
||
//if(!isDisplayStatus){
|
||
// return;
|
||
//}
|
||
var actor = $gameParty.members()[index];
|
||
var rect = this.itemRectForText(index);
|
||
var x = index * 170;
|
||
var y = rect.y;
|
||
var width = 170; //rect.width;
|
||
var bottom = y + rect.height;
|
||
var lineHeight = this.lineHeight();
|
||
this.drawActorParams(actor, x + 18, bottom - lineHeight * 2, width);
|
||
//this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
|
||
};
|
||
|
||
var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize;
|
||
Window_MenuActor.prototype.initialize = function () {
|
||
_Window_MenuActor_initialize.call(this);
|
||
this.y = this.fittingHeight(2);
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_Actor
|
||
|
||
Game_Actor.prototype.nextExpRate = function () {
|
||
var diff = Math.max(this.nextLevelExp() - this.currentLevelExp(), 1);
|
||
var rest = Math.max(this.nextRequiredExp(), 1);
|
||
return Math.round((((diff - rest) / diff) * 100) / 5);
|
||
};
|
||
|
||
Game_Actor.prototype.battlepower = function (actor) {
|
||
var bp = 0;
|
||
bp += actor.param(0) * 5;
|
||
bp += actor.cri * 1;
|
||
bp += actor.param(2) * 6;
|
||
bp += actor.param(3) * 5;
|
||
bp += actor.param(4) * 6;
|
||
bp += actor.param(5) * 5;
|
||
bp += actor.param(6) * 4;
|
||
bp += actor.param(7) * 2;
|
||
bp += actor.dex * 6;
|
||
bp += actor.love * 4;
|
||
bp = Math.ceil(bp);
|
||
//console.log(bp)
|
||
return bp;
|
||
};
|
||
|
||
Window_Base.prototype.drawActorParams = function (actor, x, y, width) {
|
||
//var value2 = actor.isMaxLevel() ? '-------' : actor.nextRequiredExp();
|
||
//var bitmap = ImageManager.loadPicture('exp_gage');
|
||
this.contents.fontSize = 32;
|
||
this.changeTextColor(this.textColor(31));
|
||
this.drawText(actor.mhp, x - 33, y - 40, 166, "right");
|
||
this.drawText(actor.battlepower(actor), x - 33, y + 24, 166, "right");
|
||
this.resetTextColor();
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// スキル画面の処理
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Scene_Skill
|
||
|
||
Scene_Skill.prototype.create = function () {
|
||
Scene_ItemBase.prototype.create.call(this);
|
||
this.createHelpWindow();
|
||
this.createSkillTypeWindow();
|
||
this.createStatusWindow();
|
||
this.createItemWindow();
|
||
this.createActorWindow();
|
||
//いらんウィンドウを画面外へ
|
||
this._statusWindow.x = 1136;
|
||
//ヘルプ画面の位置を移動
|
||
this._helpWindow.x = 274;
|
||
this._helpWindow.y = 480;
|
||
this._helpWindow.height = 460;
|
||
this._helpWindow.contents.fontSize = 22;
|
||
//種別一覧画面の位置を移動
|
||
this._skillTypeWindow.x = 32;
|
||
this._skillTypeWindow.y = 84;
|
||
this._skillTypeWindow.height = 460;
|
||
//スキル一覧画面の位置を移動
|
||
this._itemWindow.x = 32 + 256;
|
||
this._itemWindow.y = 84;
|
||
this._itemWindow.width = 375;
|
||
this._itemWindow.height = 400;
|
||
//全部透明化
|
||
this._helpWindow.opacity = 0;
|
||
this._statusWindow.opacity = 0;
|
||
this._skillTypeWindow.opacity = 0;
|
||
this._itemWindow.opacity = 0;
|
||
this._actorWindow.opacity = 0;
|
||
};
|
||
|
||
//背景を作成
|
||
var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;
|
||
Scene_Skill.prototype.createBackground = function () {
|
||
//if(bgBitmapSkill){
|
||
this._backgroundSprite = new Sprite();
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(
|
||
"Menu_skill_" + $gameParty.menuActor()._actorId
|
||
);
|
||
this.addChild(this._backgroundSprite);
|
||
return;
|
||
//}
|
||
// if background file is invalid, it does original process.
|
||
_Scene_Skill_createBackground.call(this);
|
||
};
|
||
|
||
Scene_Skill.prototype.onActorChange = function () {
|
||
this._backgroundSprite.bitmap = ImageManager.loadPicture(
|
||
"Menu_skill_" + $gameParty.menuActor()._actorId
|
||
);
|
||
this.refreshActor();
|
||
this._skillTypeWindow.activate();
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Window_SkillList
|
||
//
|
||
// The window for selecting a skill type on the skill screen.
|
||
|
||
Window_SkillList.prototype.includes = function (item) {
|
||
if (this._stypeId >= 11) {
|
||
return item && item.requiredWtypeId1 === this._stypeId - 10;
|
||
} else {
|
||
return item && item.stypeId === this._stypeId;
|
||
}
|
||
};
|
||
|
||
Window_SkillList.prototype.standardFontSize = function () {
|
||
return 22;
|
||
};
|
||
|
||
Window_SkillList.prototype.lineHeight = function () {
|
||
return 33;
|
||
};
|
||
|
||
Window_SkillList.prototype.maxCols = function () {
|
||
return 1;
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Window_SkillType
|
||
|
||
Window_SkillType.prototype.makeCommandList = function () {
|
||
if (this._actor) {
|
||
this.addCommand(" 剣技", "skill", true, 11);
|
||
this.addCommand(" 大剣技", "skill", true, 12);
|
||
this.addCommand(" 刀技", "skill", true, 18);
|
||
this.addCommand(" 槍技", "skill", true, 13);
|
||
this.addCommand(" 弓技", "skill", true, 16);
|
||
this.addCommand(" きかい", "skill", true, 17);
|
||
this.addCommand(" 体術", "skill", true, 3);
|
||
this.addCommand(" 火術", "skill", true, 4);
|
||
this.addCommand(" 水術", "skill", true, 5);
|
||
this.addCommand(" 天術", "skill", true, 6);
|
||
this.addCommand(" 陽術", "skill", true, 7);
|
||
this.addCommand(" 陰術", "skill", true, 8);
|
||
/*
|
||
var skillTypes = this._actor.addedSkillTypes();
|
||
skillTypes.sort(function(a, b) {
|
||
return a - b;
|
||
});
|
||
skillTypes.forEach(function(stypeId) {
|
||
var name = $dataSystem.skillTypes[stypeId];
|
||
this.addCommand(name, 'skill', true, stypeId);
|
||
}, this);*/
|
||
}
|
||
};
|
||
|
||
Window_SkillType.prototype.standardFontSize = function () {
|
||
return 22;
|
||
};
|
||
|
||
Window_SkillType.prototype.lineHeight = function () {
|
||
return 33;
|
||
};
|
||
})();
|