846 lines
28 KiB
JavaScript
846 lines
28 KiB
JavaScript
//=============================================================================
|
||
// TinyGetInfoWnd.js Ver1.1.1
|
||
//=============================================================================
|
||
// [Release Note]
|
||
// 2015 Nov 15 : Ver1.0.0 - First Release
|
||
// 2017 Mar 01 : Ver1.1.0 - Update several specifications
|
||
// 2018 Aug 25 : Ver1.1.1 - Enable to set duration of info window
|
||
|
||
/*:
|
||
* @plugindesc Display tiny window of gaining/losing items info(Ver 1.1.1)
|
||
* @author Sasuke KANNAZUKI (thx to Momomaru)
|
||
*
|
||
* @param Event Command Switch
|
||
* @desc If the switch on, display window when change an item number by an
|
||
* event command
|
||
* @default 104
|
||
*
|
||
* @param Y position type
|
||
* @desc Windows' position. 0:top 1:bottom
|
||
* @default 0
|
||
*
|
||
* @param Window Duration
|
||
* @desc How many frames to display the info window (1sec=60frames, default=200)
|
||
* @default 200
|
||
*
|
||
* @param Display Loss
|
||
* @desc Whether display item loss (1:display 0:not display)
|
||
* @default 1
|
||
*
|
||
* @param Display at Battle
|
||
* @desc Whether display not only map also at battle(1: yes 0:no)
|
||
* @defalut 1
|
||
*
|
||
* @param textGainItem
|
||
* @desc title text display on the window when gain item(s).
|
||
* %1 is replaced to the item's kind(weapon/armor/item/money).
|
||
* @default You got %1
|
||
*
|
||
* @param textLoseItem
|
||
* @desc title text display on the window when lose item(s).
|
||
* %1 is replaced to the item's kind(weapon/armor/item/money).
|
||
* @default You lost %1
|
||
*
|
||
* @param wordMoney
|
||
* @desc the word that represents the kind 'money'
|
||
* @default money
|
||
*
|
||
* @param iconMoney
|
||
* @desc the icon ID that represents the kind 'money'
|
||
* @default 360
|
||
*
|
||
* @param Item SE filename
|
||
* @desc the filename of the SE that plays when you gain item(s).
|
||
* note: It doesn't play when you lose item(s).
|
||
* @default Chime2
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Item SE volume
|
||
* @desc the volume of the SE that plays when you gain item(s).
|
||
* @default 90
|
||
*
|
||
* @param Item SE pitch
|
||
* @desc the pitch of the SE that plays when you gain item(s).
|
||
* @default 100
|
||
*
|
||
* @param Weapon SE filename
|
||
* @desc the filename of the SE that plays when you gain weapon(s).
|
||
* note: It doesn't play when you lose weapon(s).
|
||
* @default Equip1
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Weapon SE volume
|
||
* @desc the volume of the SE that plays when you gain weapon(s).
|
||
* @default 100
|
||
*
|
||
* @param Weapon SE pitch
|
||
* @desc the pitch of the SE that plays when you gain weapon(s).
|
||
* @default 100
|
||
*
|
||
* @param Armor SE filename
|
||
* @desc the filename of the SE that plays when you gain armor(s).
|
||
* note: It doesn't play when you lose armor(s).
|
||
* @default Evasion2
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Armor SE volume
|
||
* @desc the volume of the SE that plays when you gain armor(s).
|
||
* @default 100
|
||
*
|
||
* @param Armor SE pitch
|
||
* @desc the pitch of the SE that plays when you gain armor(s).
|
||
* @default 100
|
||
*
|
||
* @param Money SE filename
|
||
* @desc the filename of the SE that plays when you gain money.
|
||
* note: It doesn't play when you lose money.
|
||
* @default Coin
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Money SE volume
|
||
* @desc the volume of the SE that plays when you gain money.
|
||
* @default 100
|
||
*
|
||
* @param Money SE pitch
|
||
* @desc the pitch of the SE that plays when you gain money.
|
||
* @default 100
|
||
* @help
|
||
* Plugin Commands:
|
||
* TinyGetInfoWnd duration arg1
|
||
* Change the info window duration to arg1 frames.
|
||
* At default, duration is 200 frames.
|
||
* ex.
|
||
* TinyGetInfoWnd duration 200 # set the default duration
|
||
* TinyGetInfoWnd duration 300 # set 300 frames
|
||
* TinyGetInfoWnd duration V1 # set the number of variable #1.
|
||
*
|
||
* TinyGetInfoWnd arg0 arg1 arg2 arg3
|
||
* arg0 must be 'item', 'weapon', 'armor', or 'money'.
|
||
* arg1 must be the ID of the item(or equipment), (when money, the value),
|
||
* or 'V' + number(ex. 'V20') where the number is the variable ID for item ID.
|
||
* arg2 must be 'gain' or 'lose'. (default value is 'gain').
|
||
* at 'money', this is ignored.
|
||
* arg3 must be the number of gain/lose. (defalut value is 1).
|
||
* at 'money', this is ignored.
|
||
* (arg3 also accepts the same notation as the arg1 like 'V15')
|
||
* ex.
|
||
* TinyGetInfoWnd weapon 14 gain 2 # gain 2 weapons whose id is 14.
|
||
* TinyGetInfoWnd armor 20 lose 1 # lose an armor whose id is 20.
|
||
* (if you equip the armor, it will not be lost.)
|
||
* TinyGetInfoWnd item 7 # gain an item whose id is 7.
|
||
* (default value, arg2='gain' and arg3='1' is applied.)
|
||
* TinyGetInfoWnd item V10 gain 3 # gain 3 items whose ID is variable #10.
|
||
* TinyGetInfoWnd money 100 # gain 100G
|
||
* TinyGetInfoWnd money -100 # lose 100G
|
||
*
|
||
* note description:
|
||
* <info:the_explanation> : the_explanation is displayed when gain or lose
|
||
* the item. If it isn't written down, the first line of the item's
|
||
* description is displayed.
|
||
*
|
||
* Item lost is not more than the party has.
|
||
* When you have only 3 and execute 'lose 5' for the item,
|
||
* it will display 'lost 3'.
|
||
* When you have the item none, even if execute 'lose', do not display window.
|
||
*
|
||
* [Copyright]
|
||
* This plugin is based on a Momomaru's RGSS2 script specification.
|
||
* Thanks to Momomaru.
|
||
*
|
||
* [License]
|
||
* this plugin is released under MIT license.
|
||
* http://opensource.org/licenses/mit-license.php
|
||
*
|
||
*/
|
||
/*:ja
|
||
* @plugindesc アイテムの入手/消失を小さなウィンドウで表示します。(Ver1.1.1)
|
||
* @author 神無月サスケ (原案:ももまる)
|
||
*
|
||
* @param Event Command Switch
|
||
* @desc このスイッチがONの時、イベントコマンド「アイテム/武器/防具/所持金の増減」を行った時にウィンドウが表示されます
|
||
* @default 104
|
||
*
|
||
* @param Y position type
|
||
* @desc 複数のウィンドウを並べる位置です。0:上部 1:下部
|
||
* @default 0
|
||
*
|
||
* @param Window Duration
|
||
* @desc ウィンドウを表示するフレーム数です。1秒=60フレーム。(デフォルト:200)
|
||
* @default 200
|
||
*
|
||
* @param Display Loss
|
||
* @desc 消失時にウィンドウを表示するか (1:する 0:しない)
|
||
* @default 1
|
||
*
|
||
* @param Display at Battle
|
||
* @desc 戦闘中にもウィンドウを表示するか(1:する 0:しない)
|
||
* @defalut 1
|
||
*
|
||
* @param textGainItem
|
||
* @desc アイテムを入手した時に表示するタイトルです。
|
||
* %1がアイテム種別(アイテム/武器/防具/お金)に置き換わります。
|
||
* @default %1入手!
|
||
*
|
||
* @param textLoseItem
|
||
* @desc アイテムを消失した時に表示するタイトルです。
|
||
* %1がアイテム種別(アイテム/武器/防具/お金)に置き換わります。
|
||
* @default %1消失……。
|
||
*
|
||
* @param wordMoney
|
||
* @desc アイテム種別の「お金」をあらわす文字列です
|
||
* @default お金
|
||
*
|
||
* @param iconMoney
|
||
* @desc お金入手/消失時に表示するアイコンIDです
|
||
* @default 360
|
||
*
|
||
* @param Item SE filename
|
||
* @desc アイテムを入手した時に演奏されるSEのファイル名です。
|
||
* 注意:消失した時は演奏されません。
|
||
* @default Evasion1
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Item SE volume
|
||
* @desc アイテムを入手した時に演奏されるSEのボリュームです。
|
||
* @default 100
|
||
*
|
||
* @param Item SE pitch
|
||
* @desc アイテムを入手した時に演奏されるSEのピッチです。
|
||
* @default 100
|
||
*
|
||
* @param Weapon SE filename
|
||
* @desc 武器を入手した時に演奏されるSEのファイル名です。
|
||
* 注意:消失した時は演奏されません。
|
||
* @default Equip1
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Weapon SE volume
|
||
* @desc 武器を入手した時に演奏されるSEのボリュームです。
|
||
* @default 100
|
||
*
|
||
* @param Weapon SE pitch
|
||
* @desc 武器を入手した時に演奏されるSEのピッチです。
|
||
* @default 100
|
||
*
|
||
* @param Armor SE filename
|
||
* @desc 防具を入手した時に演奏されるSEのファイル名です。
|
||
* 注意:消失した時は演奏されません。
|
||
* @default Evasion2
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Armor SE volume
|
||
* @desc 防具を入手した時に演奏されるSEのボリュームです。
|
||
* @default 100
|
||
*
|
||
* @param Armor SE pitch
|
||
* @desc 防具を入手した時に演奏されるSEのピッチです。
|
||
* @default 100
|
||
*
|
||
* @param Money SE filename
|
||
* @desc お金を入手した時に演奏されるSEのファイル名です。
|
||
* 注意:消失した時は演奏されません。
|
||
* @default Coin
|
||
* @require 1
|
||
* @dir audio/se/
|
||
* @type file
|
||
*
|
||
* @param Money SE volume
|
||
* @desc お金を入手した時に演奏されるSEのボリュームです。
|
||
* @default 100
|
||
*
|
||
* @param Money SE pitch
|
||
* @desc お金を入手した時に演奏されるSEのピッチです。
|
||
* @default 100
|
||
*
|
||
* @help
|
||
* プラグインコマンドの書式:
|
||
* TinyGetInfoWnd duration arg1
|
||
* ウィンドウの表示フレーム数を変更します(1秒=60フレーム)。
|
||
* デフォルトでは200フレームです。
|
||
* ex.
|
||
* TinyGetInfoWnd duration 200 # 200フレームにセット
|
||
* TinyGetInfoWnd duration 300 # 300フレームにセット
|
||
* TinyGetInfoWnd duration V1 # 変数1番の値にセット
|
||
*
|
||
* TinyGetInfoWnd arg0 arg1 arg2 arg3
|
||
* arg0 は item, weapon, armor, money のいずれかにします。
|
||
* arg1 は アイテム(または武器防具)のID、(お金の時は金額)
|
||
* または V20 のようにVで始まる数字にします。
|
||
* 後者の場合数字の番号(ここでは20)の変数の値がID(または金額)になります。
|
||
* arg2 は gain, lose のいずれかにします。(省略時はgain)
|
||
* お金の時は指定しません。
|
||
* arg3 は 個数にします。(省略時は1, arg2を省略してarg3を書くことは出来ません)
|
||
* お金の時は指定しません。
|
||
* (arg3 でも arg1 と同等の、V15 のような Vで始まる記法が利用可能です)
|
||
* ex.
|
||
* TinyGetInfoWnd weapon 14 gain 2 # ID14の武器を2個得る。
|
||
* TinyGetInfoWnd armor 20 lose 1 # ID20の鎧を1個失う
|
||
* (ただし装備していた場合は失わない)
|
||
* TinyGetInfoWnd item 7 # ID7のアイテムを1個得る。
|
||
* (パラメータを省略したので、arg2はgainに、arg3は1になります。)
|
||
* TinyGetInfoWnd item V10 gain 3 # 変数10番の値のIDのアイテムを3個得る。
|
||
* TinyGetInfoWnd money 100 # 100G入手
|
||
* TinyGetInfoWnd money -100 # 100G失う
|
||
*
|
||
* メモの書式:
|
||
* <info:the_explanation> : the_explanation の文章が、アイテムの説明として
|
||
* 入手/消失時に表示されます。省略した場合は、アイテムの説明の1行目が
|
||
* 表示されます。
|
||
*
|
||
* アイテムの消失は、所持している数に関連します。
|
||
* 例えば5個消失コマンドを実行して、3個しか持っていない場合「3個消失」と
|
||
* 表示されます。また、該当アイテムをひとつも持っていない場合は、
|
||
* 消失ウィンドウは表示されません。
|
||
*
|
||
* ■謝辞
|
||
* このプラグインは、ももまる様のRGSS2素材の仕様をベースに作られました。
|
||
* ももまる様に謝意を示します。
|
||
*
|
||
* ■ライセンス表記
|
||
* このプラグインは MIT ライセンスで配布されます。
|
||
* ご自由にお使いください。
|
||
* http://opensource.org/licenses/mit-license.php
|
||
*
|
||
*/
|
||
|
||
(function () {
|
||
//
|
||
// process parameters
|
||
//
|
||
var parameters = PluginManager.parameters("TinyGetInfoWnd");
|
||
var dispSwitchID = Number(parameters["Event Command Switch"] || 22);
|
||
var yPosType = Number(parameters["Y position type"] || 1);
|
||
var wndDuration = Number(parameters["Window Duration"] || 200);
|
||
var isDisplayLoss = !!Number(parameters["Display Loss"]);
|
||
var isDisplayBattle = !!Number(parameters["Display at Battle"]);
|
||
var wordMoney = parameters["wordMoney"] || "money";
|
||
var iconMoney = Number(parameters["iconMoney"] || 360);
|
||
var textGainItem = parameters["textGainItem"] || "You got %1";
|
||
var textLoseItem = parameters["textLoseItem"] || "You lost %1";
|
||
var seFilename = parameters["Item SE filename"] || "Evasion1";
|
||
var seVolume = Number(parameters["Item SE volume"] || 100);
|
||
var sePitch = Number(parameters["Item SE pitch"] || 100);
|
||
var seWeaponFilename = parameters["Weapon SE filename"] || "Equip1";
|
||
var seWeaponVolume = Number(parameters["Weapon SE volume"] || 100);
|
||
var seWeaponPitch = Number(parameters["Weapon SE pitch"] || 100);
|
||
var seArmorFilename = parameters["Armor SE filename"] || "Evasion2";
|
||
var seArmorVolume = Number(parameters["Armor SE volume"] || 100);
|
||
var seArmorPitch = Number(parameters["Armor SE pitch"] || 100);
|
||
var seMoneyFilename = parameters["Money SE filename"] || "Coin";
|
||
var seMoneyVolume = Number(parameters["Money SE volume"] || 100);
|
||
var seMoneyPitch = Number(parameters["Money SE pitch"] || 100);
|
||
|
||
//
|
||
// process plugin commands
|
||
//
|
||
var _Game_Interpreter_pluginCommand =
|
||
Game_Interpreter.prototype.pluginCommand;
|
||
Game_Interpreter.prototype.pluginCommand = function (command, args) {
|
||
_Game_Interpreter_pluginCommand.call(this, command, args);
|
||
if (command === "TinyGetInfoWnd") {
|
||
// find args[1]
|
||
var itemId = 0;
|
||
var reg = /^V([0-9]+)/i.exec(args[1]);
|
||
if (reg) {
|
||
itemId = $gameVariables.value(Number(reg[1])) || 0;
|
||
} else {
|
||
itemId = Number(args[1]) || 0;
|
||
}
|
||
// find args[3]
|
||
var itemNumber = 0;
|
||
reg = /^V([0-9]+)/i.exec(args[3]);
|
||
if (reg) {
|
||
itemNumber = $gameVariables.value(Number(reg[1])) || 1;
|
||
} else {
|
||
itemNumber = Number(args[3]) || 1;
|
||
}
|
||
// get current spriteset
|
||
var spriteSet = null;
|
||
if (!$gameParty.inBattle() || isDisplayBattle) {
|
||
spriteSet = SceneManager._scene._spriteset;
|
||
}
|
||
// parse parameters
|
||
switch (args[0]) {
|
||
case "duration":
|
||
$gameSystem.tinyWndDuration = itemId;
|
||
break;
|
||
case "item":
|
||
if (!!$dataItems[itemId] && !!spriteSet) {
|
||
switch (args[2]) {
|
||
case "gain":
|
||
case undefined:
|
||
// gain item process
|
||
var text = textGainItem.format(TextManager.item);
|
||
spriteSet.addGetInfoWindow(itemId, 0, text, itemNumber);
|
||
break;
|
||
case "lose":
|
||
// lose item process
|
||
var text = textLoseItem.format(TextManager.item);
|
||
spriteSet.addGetInfoWindow(itemId, 0, text, -itemNumber);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
case "weapon":
|
||
if (!!$dataWeapons[itemId] && !!spriteSet) {
|
||
switch (args[2]) {
|
||
case "gain":
|
||
case undefined:
|
||
// gain weapon process
|
||
var text = textGainItem.format(TextManager.weapon);
|
||
spriteSet.addGetInfoWindow(itemId, 1, text, itemNumber);
|
||
break;
|
||
case "lose":
|
||
// lose weapon process
|
||
var text = textLoseItem.format(TextManager.weapon);
|
||
spriteSet.addGetInfoWindow(itemId, 1, text, -itemNumber);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
case "armor":
|
||
if (!!$dataArmors[itemId] && !!spriteSet) {
|
||
switch (args[2]) {
|
||
case "gain":
|
||
case undefined:
|
||
// gain armor process
|
||
var text = textGainItem.format(TextManager.armor);
|
||
spriteSet.addGetInfoWindow(itemId, 2, text, itemNumber);
|
||
break;
|
||
case "lose":
|
||
// lose armor process
|
||
var text = textLoseItem.format(TextManager.armor);
|
||
spriteSet.addGetInfoWindow(itemId, 2, text, -itemNumber);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
case "money":
|
||
if (!!spriteSet) {
|
||
var text;
|
||
if (itemId >= 0) {
|
||
text = textGainItem.format(wordMoney);
|
||
} else {
|
||
text = textLoseItem.format(wordMoney);
|
||
}
|
||
spriteSet.addGetInfoWindow(0, 3, text, itemId);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
//
|
||
// set variables
|
||
//
|
||
var _Game_Temp_initialize = Game_Temp.prototype.initialize;
|
||
Game_Temp.prototype.initialize = function () {
|
||
_Game_Temp_initialize.call(this);
|
||
this.getInfoOccupied = [];
|
||
};
|
||
|
||
//
|
||
// process spriteset
|
||
//
|
||
var _Spriteset_Base_initialize = Spriteset_Base.prototype.initialize;
|
||
Spriteset_Base.prototype.initialize = function () {
|
||
this.getInfoWndFactory = [];
|
||
this.getInfoWnds = [];
|
||
$gameTemp.getInfoOccupied = [];
|
||
_Spriteset_Base_initialize.call(this);
|
||
};
|
||
|
||
Spriteset_Base.prototype.createInfoWindow = function (id, type, text, value) {
|
||
if (this.getInfoWndFactory.length > 0) {
|
||
return this.getInfoWndFactory.shift().setup(id, type, text, value);
|
||
} else {
|
||
return new Window_GetInfo(id, type, text, value);
|
||
}
|
||
};
|
||
|
||
Spriteset_Base.prototype.addGetInfoWindow = function (id, type, text, value) {
|
||
var window = this.createInfoWindow(id, type, text, value);
|
||
this.getInfoWnds.push(window);
|
||
SceneManager._scene.addChild(window);
|
||
};
|
||
|
||
Spriteset_Base.prototype.removeGetInfoWindow = function (window) {
|
||
$gameTemp.getInfoOccupied[window.index] = null;
|
||
SceneManager._scene.removeChild(window);
|
||
this.getInfoWndFactory.push(window.reset());
|
||
};
|
||
|
||
Spriteset_Base.prototype.removeAllGetInfoWindows = function () {
|
||
for (var i = 0; i < this.getInfoWnds.length; i++) {
|
||
this.removeGetInfoWindow(this.getInfoWnds[i]);
|
||
}
|
||
this.getInfoWnds = [];
|
||
};
|
||
|
||
var _Spriteset_Base_update = Spriteset_Base.prototype.update;
|
||
Spriteset_Base.prototype.update = function () {
|
||
_Spriteset_Base_update.call(this);
|
||
this.updateGetInfoWindow();
|
||
};
|
||
|
||
Spriteset_Base.prototype.updateGetInfoWindow = function () {
|
||
var s = this;
|
||
this.getInfoWnds = this.getInfoWnds.filter(function (window) {
|
||
if (window.needDispose()) {
|
||
s.removeGetInfoWindow(window);
|
||
return false;
|
||
}
|
||
return true;
|
||
});
|
||
};
|
||
|
||
//
|
||
// delete all tiny windows before battle
|
||
//
|
||
var _Scene_Map_startEncounterEffect =
|
||
Scene_Map.prototype.startEncounterEffect;
|
||
Scene_Map.prototype.startEncounterEffect = function () {
|
||
this._spriteset.removeAllGetInfoWindows();
|
||
_Scene_Map_startEncounterEffect.call(this);
|
||
};
|
||
|
||
// -------------------------------------------------------------------------
|
||
// Window_GetInfo
|
||
//
|
||
// The tiny window to display item gain/lose situation on map.
|
||
|
||
function Window_GetInfo() {
|
||
this.initialize.apply(this, arguments);
|
||
}
|
||
|
||
Window_GetInfo.prototype = Object.create(Window_Base.prototype);
|
||
Window_GetInfo.prototype.constructor = Window_GetInfo;
|
||
|
||
Window_GetInfo.prototype.initialize = function (id, type, text, value) {
|
||
Window_Base.prototype.initialize.call(this, -24, 0, 864, 105);
|
||
this.reset();
|
||
this.setup(id, type, text, value);
|
||
};
|
||
|
||
Window_GetInfo.prototype.reset = function () {
|
||
this.disposed = false;
|
||
this.opacity = 0;
|
||
this.backOpacity = 0;
|
||
this.contentsOpacity = 0;
|
||
this.count = 0;
|
||
this.contents.clear();
|
||
if ($gameSystem.tinyWndDuration != null) {
|
||
wndDuration = $gameSystem.tinyWndDuration;
|
||
}
|
||
return this;
|
||
};
|
||
|
||
Window_GetInfo.prototype.setup = function (id, type, text, value) {
|
||
value = this.getRealValue(type, id, value);
|
||
this.gainItem(type, id, value);
|
||
this.setPosition(value);
|
||
this.drawContents(id, type, text, value);
|
||
this.playSE(type, value);
|
||
this.update();
|
||
return this;
|
||
};
|
||
|
||
Window_GetInfo.prototype.determineItem = function (type, id) {
|
||
var data = "";
|
||
switch (type) {
|
||
case 0:
|
||
data = $dataItems[id];
|
||
break;
|
||
case 1:
|
||
data = $dataWeapons[id];
|
||
break;
|
||
case 2:
|
||
data = $dataArmors[id];
|
||
break;
|
||
}
|
||
return data;
|
||
};
|
||
|
||
Window_GetInfo.prototype.description = function (data) {
|
||
if (data.meta.info) {
|
||
return data.meta.info;
|
||
}
|
||
return data.description.replace(/[\r\n]+.*/m, "");
|
||
};
|
||
|
||
Window_GetInfo.prototype.getRealValue = function (type, id, value) {
|
||
var data = this.determineItem(type, id);
|
||
// check number (whether the party has the number of item to lose)
|
||
if (type >= 0 && type <= 2) {
|
||
if (value < 0) {
|
||
if (-value > $gameParty.numItems(data)) {
|
||
value = -$gameParty.numItems(data);
|
||
}
|
||
}
|
||
} else if (type === 3) {
|
||
if (value < 0) {
|
||
if (-value > $gameParty.gold()) {
|
||
value = -$gameParty.gold();
|
||
}
|
||
}
|
||
}
|
||
return value;
|
||
};
|
||
|
||
Window_GetInfo.prototype.gainItem = function (type, id, value) {
|
||
var data = this.determineItem(type, id);
|
||
if (type >= 0 && type <= 2) {
|
||
$gameParty.gainItem(data, value);
|
||
} else if (type === 3) {
|
||
$gameParty.gainGold(value);
|
||
}
|
||
};
|
||
|
||
Window_GetInfo.prototype.setPosition = function (value) {
|
||
if (value === 0 || (value < 0 && !isDisplayLoss)) {
|
||
return;
|
||
}
|
||
this.index = $gameTemp.getInfoOccupied.indexOf(null);
|
||
if (this.index === -1) {
|
||
this.index = $gameTemp.getInfoOccupied.length;
|
||
}
|
||
$gameTemp.getInfoOccupied[this.index] = true;
|
||
// set Y position
|
||
if (yPosType === 0) {
|
||
this.y = this.index * 60;
|
||
} else {
|
||
this.y = 520 - this.index * 60;
|
||
}
|
||
};
|
||
|
||
Window_GetInfo.prototype.drawContents = function (id, type, text, value) {
|
||
if (value === 0 || (value < 0 && !isDisplayLoss)) {
|
||
return;
|
||
}
|
||
var data = this.determineItem(type, id);
|
||
// fill background
|
||
this.contents.paintOpacity = 160;
|
||
this.contents.fontSize = 28;
|
||
this.contents.fillRect(0, 21, 816, 36, "#000000");
|
||
// draw item name, number, description
|
||
if (type >= 0 && type <= 2) {
|
||
this.contents.paintOpacity = 255;
|
||
this.changeTextColor(this.normalColor());
|
||
if (value < 0) {
|
||
this.contents.paintOpacity = 160;
|
||
}
|
||
this.drawItemName(data, 6, 21, 300);
|
||
this.drawText("\xd7", 306, 21, 24, "center");
|
||
this.drawText(String(Math.abs(value)), 330, 21, 32, "right");
|
||
this.changeTextColor(this.normalColor());
|
||
this.drawText(this.description(data), 384, 21, 432, "left");
|
||
} else if (type === 3) {
|
||
this.contents.paintOpacity = 255;
|
||
this.changeTextColor(this.normalColor());
|
||
if (value < 0) {
|
||
this.contents.paintOpacity = 160;
|
||
}
|
||
this.drawIcon(iconMoney, 6, 21);
|
||
var mainText = String(Math.abs(value)) + $dataSystem.currencyUnit;
|
||
this.drawText(mainText, 44, 21, 180, "right");
|
||
}
|
||
// draw guide string
|
||
this.contents.paintOpacity = 160;
|
||
this.contents.fontSize = 20;
|
||
this.contents.fillRect(0, 0, this.textWidth(text) + 6, 22, "#000000");
|
||
this.contents.paintOpacity = 255;
|
||
this.changeTextColor(this.normalColor());
|
||
this.drawText(text, 6, -8, 510, "left");
|
||
};
|
||
|
||
Window_GetInfo.prototype.playSE = function (type, value) {
|
||
if (value <= 0) {
|
||
// play when gain, not play when lose.
|
||
return;
|
||
}
|
||
switch (type) {
|
||
case 0: // item
|
||
if (seFilename) {
|
||
var audio = { name: seFilename, volume: seVolume, pitch: sePitch };
|
||
AudioManager.playSe(audio);
|
||
}
|
||
break;
|
||
case 1: // weapon
|
||
if (seWeaponFilename) {
|
||
var audio = {
|
||
name: seWeaponFilename,
|
||
volume: seWeaponVolume,
|
||
pitch: seWeaponPitch,
|
||
};
|
||
AudioManager.playSe(audio);
|
||
}
|
||
break;
|
||
case 2: // armor
|
||
if (seArmorFilename) {
|
||
var audio = {
|
||
name: seArmorFilename,
|
||
volume: seArmorVolume,
|
||
pitch: seArmorPitch,
|
||
};
|
||
AudioManager.playSe(audio);
|
||
}
|
||
break;
|
||
case 3: // money
|
||
if (seMoneyFilename) {
|
||
var audio = {
|
||
name: seMoneyFilename,
|
||
volume: seMoneyVolume,
|
||
pitch: seMoneyPitch,
|
||
};
|
||
AudioManager.playSe(audio);
|
||
}
|
||
break;
|
||
default: // not supported
|
||
break;
|
||
}
|
||
};
|
||
|
||
Window_GetInfo.prototype.update = function () {
|
||
Window_Base.prototype.update.call(this);
|
||
if (++this.count < wndDuration) {
|
||
this.contentsOpacity += 32;
|
||
} else {
|
||
if (yPosType === 0) {
|
||
this.y -= 2;
|
||
} else {
|
||
this.y += 2;
|
||
}
|
||
this.contentsOpacity -= 32;
|
||
}
|
||
};
|
||
|
||
Window_GetInfo.prototype.needDispose = function () {
|
||
return this.contentsOpacity === 0;
|
||
};
|
||
|
||
//
|
||
// interpreter commands
|
||
// *** note *** : To prevent multiple exection of operateValue,
|
||
// not to alias but overwriting functions.
|
||
|
||
// Change Gold
|
||
Game_Interpreter.prototype.command125 = function () {
|
||
var value = this.operateValue(
|
||
this._params[0],
|
||
this._params[1],
|
||
this._params[2]
|
||
);
|
||
if (
|
||
$gameSwitches.value(dispSwitchID) &&
|
||
(!$gameParty.inBattle() || isDisplayBattle) &&
|
||
value != 0
|
||
) {
|
||
var text = "";
|
||
var spriteSet = SceneManager._scene._spriteset;
|
||
if (value > 0) {
|
||
text = textGainItem.format(wordMoney);
|
||
} else {
|
||
text = textLoseItem.format(wordMoney);
|
||
}
|
||
spriteSet.addGetInfoWindow(0, 3, text, value);
|
||
} else {
|
||
$gameParty.gainGold(value);
|
||
}
|
||
return true;
|
||
};
|
||
|
||
// Change Items
|
||
Game_Interpreter.prototype.command126 = function () {
|
||
var value = this.operateValue(
|
||
this._params[1],
|
||
this._params[2],
|
||
this._params[3]
|
||
);
|
||
if (
|
||
$gameSwitches.value(dispSwitchID) &&
|
||
(!$gameParty.inBattle() || isDisplayBattle) &&
|
||
value != 0
|
||
) {
|
||
var text = "";
|
||
var spriteSet = SceneManager._scene._spriteset;
|
||
if (value > 0) {
|
||
text = textGainItem.format(TextManager.item);
|
||
} else {
|
||
text = textLoseItem.format(TextManager.item);
|
||
}
|
||
spriteSet.addGetInfoWindow(this._params[0], 0, text, value);
|
||
} else {
|
||
$gameParty.gainItem($dataItems[this._params[0]], value);
|
||
}
|
||
return true;
|
||
};
|
||
|
||
// Change Weapons
|
||
Game_Interpreter.prototype.command127 = function () {
|
||
var value = this.operateValue(
|
||
this._params[1],
|
||
this._params[2],
|
||
this._params[3]
|
||
);
|
||
if (
|
||
$gameSwitches.value(dispSwitchID) &&
|
||
(!$gameParty.inBattle() || isDisplayBattle) &&
|
||
value != 0
|
||
) {
|
||
var text = "";
|
||
var spriteSet = SceneManager._scene._spriteset;
|
||
if (value > 0) {
|
||
text = textGainItem.format(TextManager.weapon);
|
||
} else {
|
||
text = textLoseItem.format(TextManager.weapon);
|
||
}
|
||
spriteSet.addGetInfoWindow(this._params[0], 1, text, value);
|
||
} else {
|
||
$gameParty.gainItem(
|
||
$dataWeapons[this._params[0]],
|
||
value,
|
||
this._params[4]
|
||
);
|
||
}
|
||
return true;
|
||
};
|
||
|
||
// Change Armors
|
||
Game_Interpreter.prototype.command128 = function () {
|
||
var value = this.operateValue(
|
||
this._params[1],
|
||
this._params[2],
|
||
this._params[3]
|
||
);
|
||
if (
|
||
$gameSwitches.value(dispSwitchID) &&
|
||
(!$gameParty.inBattle() || isDisplayBattle) &&
|
||
value != 0
|
||
) {
|
||
var text = "";
|
||
var spriteSet = SceneManager._scene._spriteset;
|
||
if (value > 0) {
|
||
text = textGainItem.format(TextManager.armor);
|
||
} else {
|
||
text = textLoseItem.format(TextManager.armor);
|
||
}
|
||
spriteSet.addGetInfoWindow(this._params[0], 2, text, value);
|
||
} else {
|
||
$gameParty.gainItem($dataArmors[this._params[0]], value, this._params[4]);
|
||
}
|
||
return true;
|
||
};
|
||
})();
|