white-thirst/www/js/plugins/YEP_EquipCore.js
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//=============================================================================
// Yanfly Engine Plugins - Equip Core
// YEP_EquipCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_EquipCore = true;
var Yanfly = Yanfly || {};
Yanfly.Equip = Yanfly.Equip || {};
//=============================================================================
/*:
* @plugindesc v1.11 Allows for the equipment system to be more flexible to
* allow for unique equipment slots per class.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Text Align
* @desc How to align the text for the command window.
* left center right
* @default center
*
* @param Finish Command
* @desc The command text used for exiting the equip scene.
* @default Finish
*
* @param Remove Text
* @desc The text used to display the "Remove" command in the equip
* item list.
* @default Remove
*
* @param Remove Icon
* @desc The icon used to display next to the "Remove" command in
* the equip item list.
* @default 16
*
* @param Empty Text
* @desc The text used to display an "Empty" piece of equipment.
* @default <Empty>
*
* @param Empty Icon
* @desc The icon used to display next to the "Empty" piece of
* equipment in the equipment list.
* @default 16
*
* @param ---Rules---
* @default
*
* @param Non-Removable Types
* @desc These types must always have an item equipped and cannot
* be empty. Separate the type ID's by a space.
* @default 1
*
* @param Non-Optimized Types
* @desc These types will be ignored when the actor optimizes
* equips. Separate the type ID's by a space.
* @default 5
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin alters various aspects regarding equipment handling. The changes
* are as listed:
*
* 1. Scene_Equip
* Scene_Equip has been modified to look differently. This is primarily done to
* make the main menu scenes look uniform and keep everything familiar for
* players. Furthermore, the command window has been adjusted to be better fit
* for extension plugins in the future that may add commands to the command
* window and/or the scene.
*
* 2. Equipment Type Handling
* Characters will no longer have one universal equipment slot setting. Now,
* different classes can use different setups by simply adding a few notetags
* to the class notebox. Furthermore, equipment types in the past with matching
* names would be treated as separate types. Now, equipment types with matching
* names will be treated as the same type.
*
* 3. Equipment Rulings
* Now, certain equipment types can or cannot be removed. For example, this
* plugin can set it so that the Weapon slot must always have something
* equipped and that the player cannot manually leave it empty (the game, on
* the other hand, can achieve this through events). In addition to that,
* optimizing equipment can be restricted for certain equipment types, which
* are better off being decided manually (such as accessories).
*
* 4. Parameter Control
* Equipment parameters can now to be adjusted through notetags to have a large
* value or customized value (through code). This allows for equipment to no
* longer be static items, but instead, equipment can now be dynamic and may
* change over the course of the game.
*
* Note: Item Core Users
* For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* ============================================================================
* Notetags
* ============================================================================
*
* You can use the following notetags to change a class's equipment setup.
*
* Class Notetags:
* <Equip Slot: x> Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
* <Equip Slot: x, x, x>
* Changes this class's equipment slots to x. Using repeating numbers makes
* it so that equipment type is duplicated and that the class can equip
* multiple equipment of that type. To find the Equipment Type ID, go to your
* database's Types tab and look for the ID type.
*
* If you don't like the above method for setting equipment slots, you can
* use the following notetags instead:
*
* <Equip Slot> Example: <Equip Slot>
* string Weapon
* string Armor
* string Accessory
* string Accessory
* </Equip Slot> </Equip Slot>
* Replace 'string' with the Equipment type's name entry. This is case
* sensitive so if the string does not match a name entry perfectly, the slot
* will not be granted to the class. Multiple copies of a name entry would
* mean the class can equip multiple equipment of that type. Everything works
* the same as the previous notetag.
*
* Weapon and Armor Notetags:
* <stat: +x>
* <stat: -x>
* Allows the piece of weapon or armor to gain or lose x amount of stat.
* Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
* "luk" to alter that specific stat. This allows the piece of equipment
* to go past the editor's default limitation so long as the maximum value
* allows for it. Changes made here alter the base parameters.
*
* ============================================================================
* Lunatic Mode - Custom Parameters
* ============================================================================
*
* <Custom Parameters> Example: <Custom Parameters>
* code atk = $gameVariables.value(1);
* code mat = atk / 2;
* code all = $gameParty.members().length;
* code </Custom Parameters>
* </Code Parameters>
* Allows for parameters to have custom rates adjusted by code. The following
* parameters are defined: 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf',
* 'agi', 'luk', and 'all'. The 'all' parameter will affect all parameters.
* Changes made here do not alter the base parameters, but instead, are added
* onto the base parameters.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.11:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.10:
* - Fixed a bug that did not clear changes made to an actor's stats after
* having unequipped them and then switching actors.
*
* Version 1.09:
* - For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* Version 1.08:
* - Fixed a bug where changing an actor's equips would revive them if dead.
*
* Version 1.07:
* - Fixed a bug with 'Optimize' and 'Remove All' not refreshing windows.
*
* Version 1.06:
* - Fixed a bug with 'Change Equipment' event where it would only change the
* slot of the marked equipment rather than the slot type.
*
* Version 1.05:
* - Fixed an issue where unequipping items can kill actors.
*
* Version 1.04a:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.03:
* - Fixed an bug that resulted in null object errors.
*
* Version 1.02:
* - Fixed an issue that did not keep HP and MP rates the same when using the
* optimize and clear commands.
*
* Version 1.01:
* - Fixed a bug that did not update the stats properly when compared.
*
* Version 1.00:
* - Finished plugin!
*/
/*:ja
* @plugindesc ver 1.11 クラスごとに独自の装備スロットを提供し、
* 装備のシステムをより柔軟なものにできます。
* @author Yanfly Engine Plugins
*
* @param ---一般---
* @default
*
* @param Text Align
* @desc コマンドウィンドウでのテキストの配置を変更します。
* left(左) center(中央) right(右)
* @default center
*
* @param Finish Command
* @desc 装備シーンから出るときのテキストを指定します。
* @default 終了
*
* @param Remove Text
* @desc 装備アイテムリストで"外す"を表すテキストを指定します。
* @default 外す
*
* @param Remove Icon
* @desc 装備アイテムリストで"外す"を表すアイコンを指定します。
* @default 16
*
* @param Empty Text
* @desc 装備リストで、装備品が空であることを表すテキストを指定します。
* @default <空き>
*
* @param Empty Icon
* @desc 装備リストで、装備品が空であることを表すアイコンを指定します。
* @default 16
*
* @param ---ルール---
* @default
*
* @param Non-Removable Types
* @desc ここで指定したタイプは常に何かアイテムを装備していなければなりません。
* 複数のタイプIDを指定する場合はスペースで区切ってください。
* @default 1
*
* @param Non-Optimized Types
* @desc 最強装備の機能使用時に、ここで指定したタイプを無視させます。
* 複数のタイプIDを指定する場合はスペースで区切ってください。
* @default 5
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* このプラグインでは、装備のハンドリングに関するいくつかの要素を変更します。
* 詳細は下記を参照してください:
*
* 1. Scene_Equip
* Scene_Equipは見た目の変更を行います。主にメインメニューの見た目を統一して
* プレイヤーにとって親しみやすいものへと変更します。更に、今後リリースされる
* 拡張プラグインにもきちんと対応できるように、コマンドウィンドウについても
* 最適化されています。
*
* 2. 装備タイプの扱い
* 職業のートにいくつかNotetagを加えるだけで、異なる職業がそれぞれの
* セッティングを持つことができるようになります。以前は、マッチした名前を持った
* 装備タイプは、単独としてバラバラに扱われていました。このプラグインでは、
* 同じタイプの物として扱うことができます。
*
* 3. 装備ルール
* 特定の装備タイプは外すことができなくなります。例として、このプラグインでは
* 「武器スロットには常に何かしら装備していなくてはならない」というような設定が
* 可能で、プレイヤーは武器を勝手に外すことはできなくなります。(イベントを通して
* 解除させることもできます。) それに加えて、特定の装備タイプを指定して、
* 最強装備を制限することもできます。アクセサリーのような装備品タイプに関しては
* 手動で決定させた方が良いでしょう。
*
* 4. パラメータコントロール
* Notetagを用いることで、装備パラメータに、大きな値やカスタマイズされた値を
* 付与することができます。(コードを通して実行されます)
* 装備品は固定の性能を持ったアイテムではなくなり、これにより、ゲームを通して
* 性能が変動するようなものとなります。
*
* Note: アイテムコアItem Coreを使用してる方々へ
* アイテムコアのプラグイン、または更新されてるItem Sceneレイアウトオプション
* を使っている方へ。「Item Info Window」は「Equip Scene」に移動されました。
* 左・右キー、タブキー、またはそれぞれのウィンドウをクリックするとパラメータを
* 比べるウィンドウとInfoウィンドウが表示されます。
*
* ============================================================================
* Notetags
* ============================================================================
*
* 職業の装備設定を変更するには、下記のNotetagを用いてください。
*
* 職業のNotetags:
* <Equip Slot: x> 例: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
* <Equip Slot: x, x, x>
* 職業の装備スロットを x に変更してください。繰り返し同じ番号を使うことにより
* 装備タイプを複製し、その職業は同タイプの装備を複数着けることができます。
* タイプIDを見つけるには、データベースのタイプタブを参照してください。
*
* 上記の方法が気に入らない場合は、下記のNotetagを代わりに用いてください。
*
* <Equip Slot> 例: <Equip Slot>
* string Weapon
* string Armor
* string Accessory
* string Accessory
* </Equip Slot> </Equip Slot>
* 'string'を装備タイプの名前に変えてください。非常に正確な照合のため、
* 名前欄が完璧にマッチしない場合は、スロットはその職業と認められません。
* 複数コピーされた名前欄は、その職業がそのタイプの装備を複数持てることを
* 表しています。全て、前述のNotetagと同様に動作します。
*
* 武器と防具のNotetags:
* <stat: +x>
* <stat: -x>
* 武器もしくは防具のステータスを、 x だけ増加・減少させます。
* "stat"の部分を"hp", "mp", "atk", "def", "mat", "mdf", "agi", "luk"
* のような特定のステータスに変更してください。この機能は、デフォルトの
* 最大値の上限を無視して使うことができます。
* ここで成された変更は、ベースのパラメータを上書きします。
*
* ============================================================================
* Lunatic Mode - Custom Parameters
* ============================================================================
*
* <Custom Parameters>   例: <Custom Parameters>
* code atk = $gameVariables.value(1);
* code mat = atk / 2;
* code all = $gameParty.members().length;
* code </Custom Parameters>
* </Code Parameters>
* パラメータに、コードによって適用されたレートを設定することができます。
* 次のパラメータが定義されます: 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf',
* 'agi', 'luk', and 'all'
* 'all' のパラメータは、全てのパラメータに作用します。
* ここでの変更はベースのパラメータを上書きしませんが、追加保存されます。
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.11:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.10:
* - Fixed a bug that did not clear changes made to an actor's stats after
* having unequipped them and then switching actors.
*
* Version 1.09:
* - For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* Version 1.08:
* - Fixed a bug where changing an actor's equips would revive them if dead.
*
* Version 1.07:
* - Fixed a bug with 'Optimize' and 'Remove All' not refreshing windows.
*
* Version 1.06:
* - Fixed a bug with 'Change Equipment' event where it would only change the
* slot of the marked equipment rather than the slot type.
*
* Version 1.05:
* - Fixed an issue where unequipping items can kill actors.
*
* Version 1.04a:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.03:
* - Fixed an bug that resulted in null object errors.
*
* Version 1.02:
* - Fixed an issue that did not keep HP and MP rates the same when using the
* optimize and clear commands.
*
* Version 1.01:
* - Fixed a bug that did not update the stats properly when compared.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters("YEP_EquipCore");
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.EquipTextAlign = String(Yanfly.Parameters["Text Align"]);
Yanfly.Param.EquipFinishCmd = String(Yanfly.Parameters["Finish Command"]);
Yanfly.Param.EquipRemoveText = String(Yanfly.Parameters["Remove Text"]);
Yanfly.Icon.RemoveEquip = Number(Yanfly.Parameters["Remove Icon"]);
Yanfly.Param.EquipEmptyText = String(Yanfly.Parameters["Empty Text"]);
Yanfly.Icon.EmptyEquip = Number(Yanfly.Parameters["Empty Icon"]);
Yanfly.Data = String(Yanfly.Parameters["Non-Removable Types"]);
Yanfly.Data = Yanfly.Data.split(" ");
Yanfly.Param.EquipNonRemove = [];
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonRemove.push(parseInt(Yanfly.Data[Yanfly.i]));
}
Yanfly.Data = String(Yanfly.Parameters["Non-Optimized Types"]);
Yanfly.Data = Yanfly.Data.split(" ");
Yanfly.Param.EquipNonOptimized = [];
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonOptimized.push(parseInt(Yanfly.Data[Yanfly.i]));
}
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Equip.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!Yanfly.Equip.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_EquipCore) {
DataManager.processEquipNotetags1($dataClasses);
DataManager.processEquipNotetags2($dataWeapons);
DataManager.processEquipNotetags2($dataArmors);
Yanfly._loaded_YEP_EquipCore = true;
}
return true;
};
DataManager.processEquipNotetags1 = function (group) {
var note1 = /<(?:EQUIP SLOT|equip slots):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:EQUIP SLOT|equip slots)>/i;
var note3 = /<\/(?:EQUIP SLOT|equip slots)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.equipSlots = [];
var equipSlots = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
obj.equipSlots = obj.equipSlots.concat(array);
} else if (line.match(note2)) {
equipSlots = true;
} else if (line.match(note3)) {
equipSlots = false;
} else if (equipSlots && line.match(/[ ]*(.*)/i)) {
var name = String(RegExp.$1);
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
}
if (obj.equipSlots.length <= 0) this.setDefaultEquipSlots(obj);
}
};
DataManager.setDefaultEquipSlots = function (obj) {
for (var i = 1; i < $dataSystem.equipTypes.length; ++i) {
var name = $dataSystem.equipTypes[i];
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
};
DataManager.processEquipNotetags2 = function (group) {
var note1 = /<(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note2 = /<\/(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note3 = /<(.*):[ ]([\+\-]\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.parameterEval = "";
var parameterEval = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
parameterEval = true;
} else if (line.match(note2)) {
parameterEval = false;
} else if (parameterEval) {
obj.parameterEval = obj.parameterEval + line + "\n";
} else if (line.match(note3)) {
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
switch (stat) {
case "HP":
case "MAXHP":
case "MAX HP":
obj.params[0] = value;
break;
case "MP":
case "MAXMP":
case "MAX MP":
case "SP":
case "MAXSP":
case "MAX SP":
obj.params[1] = value;
break;
case "ATK":
case "STR":
obj.params[2] = value;
break;
case "DEF":
obj.params[3] = value;
break;
case "MAT":
case "INT" || "SPI":
obj.params[4] = value;
break;
case "MDF":
case "RES":
obj.params[5] = value;
break;
case "AGI":
case "SPD":
obj.params[6] = value;
break;
case "LUK":
obj.params[7] = value;
break;
}
}
}
}
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.initEquips = function (equips) {
var equips = this.convertInitEquips(equips);
this.equipInitEquips(equips);
this.releaseUnequippableItems(true);
this.recoverAll();
this.refresh();
};
Game_Actor.prototype.convertInitEquips = function (equips) {
var items = [];
for (var i = 0; i < equips.length; ++i) {
var equipId = equips[i];
if (equipId <= 0) continue;
var equipType = $dataSystem.equipTypes[i + 1];
if (
equipType === $dataSystem.equipTypes[1] ||
(i === 1 && this.isDualWield())
) {
var equip = $dataWeapons[equipId];
} else {
var equip = $dataArmors[equipId];
}
items.push(equip);
}
return items;
};
Game_Actor.prototype.equipInitEquips = function (equips) {
var slots = this.equipSlots();
var maxSlots = slots.length;
this._equips = [];
for (var i = 0; i < maxSlots; ++i) {
this._equips[i] = new Game_Item();
}
for (var i = 0; i < maxSlots; ++i) {
var slotType = slots[i];
var equip = this.grabInitEquips(equips, slotType);
if (this.canEquip(equip)) this._equips[i].setObject(equip);
}
};
Game_Actor.prototype.grabInitEquips = function (equips, slotType) {
var item = null;
for (var i = 0; i < equips.length; ++i) {
var equip = equips[i];
if (!equip) continue;
if (slotType === 1 && DataManager.isWeapon(equip)) {
item = equip;
break;
} else if (equip.etypeId === slotType) {
item = equip;
break;
}
}
if (item) equips[i] = null;
return item;
};
Game_Actor.prototype.equipSlots = function () {
var slots = this.currentClass().equipSlots.slice();
if (slots.length >= 2 && this.isDualWield()) slots[1] = 1;
return slots;
};
Yanfly.Equip.Game_Actor_equips = Game_Actor.prototype.equips;
Game_Actor.prototype.equips = function () {
for (var i = 0; i < this.currentClass().equipSlots.length; ++i) {
if (this._equips[i] === undefined || this._equips[i] === null) {
this._equips[i] = new Game_Item();
}
}
return Yanfly.Equip.Game_Actor_equips.call(this);
};
Yanfly.Equip.Game_Actor_changeEquip = Game_Actor.prototype.changeEquip;
Game_Actor.prototype.changeEquip = function (slotId, item) {
if (!this._equips[slotId]) this._equips[slotId] = new Game_Item();
Yanfly.Equip.Game_Actor_changeEquip.call(this, slotId, item);
};
Yanfly.Equip.Game_Actor_forceChangeEquip =
Game_Actor.prototype.forceChangeEquip;
Game_Actor.prototype.forceChangeEquip = function (slotId, item) {
if (!this._equips[slotId]) {
this._equips[slotId] = new Game_Item();
this._equips[slotId].setEquip(this.equipSlots()[slotId] === 1, 0);
}
Yanfly.Equip.Game_Actor_forceChangeEquip.call(this, slotId, item);
};
Yanfly.Equip.Game_Actor_isEquipChangeOk = Game_Actor.prototype.isEquipChangeOk;
Game_Actor.prototype.isEquipChangeOk = function (slotId) {
if ($gameTemp._clearEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
if ($gameTemp._optimizeEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonOptimized.contains(typeId)) return false;
}
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this, slotId);
};
Yanfly.Equip.Game_Actor_paramPlus = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function (paramId) {
value = Yanfly.Equip.Game_Actor_paramPlus.call(this, paramId);
var equips = this.equips();
for (var i = 0; i < equips.length; i++) {
var item = equips[i];
if (!item) continue;
value += this.customParamPlus(item, paramId);
value += this.evalParamPlus(item, paramId);
}
return value;
};
Game_Actor.prototype.customParamPlus = function (item, paramId) {
return 0;
};
Game_Actor.prototype.evalParamPlus = function (item, paramId) {
if (!item) return 0;
if (!item.parameterEval || item.parameterEval === "") return 0;
var value = 0;
var hp = 0;
var maxhp = 0;
var mhp = 0;
var mp = 0;
var maxmp = 0;
var mmp = 0;
var sp = 0;
var maxsp = 0;
var msp = 0;
var atk = 0;
var str = 0;
var def = 0;
var mat = 0;
var int = 0;
var spi = 0;
var mdf = 0;
var res = 0;
var agi = 0;
var spd = 0;
var luk = 0;
var all = 0;
var a = this;
var user = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
eval(item.parameterEval);
switch (paramId) {
case 0:
value += hp + maxhp + mhp;
break;
case 1:
value += mp + maxmp + mmp + sp + maxsp + msp;
break;
case 2:
value += atk + str;
break;
case 3:
value += def;
break;
case 4:
value += mat + int + spi;
break;
case 5:
value += mdf + res;
break;
case 6:
value += agi + spd;
break;
case 7:
value += luk;
break;
}
return value + all;
};
//=============================================================================
// Game_Interpreter
//=============================================================================
// Change Equipment
Game_Interpreter.prototype.command319 = function () {
var actor = $gameActors.actor(this._params[0]);
if (!actor) return true;
var index = actor.equipSlots().indexOf(this._params[1]) + 1;
actor.changeEquipById(index, this._params[2]);
return true;
};
//=============================================================================
// Window_EquipCommand
//=============================================================================
Window_EquipCommand.prototype.windowWidth = function () {
return 240;
};
Window_EquipCommand.prototype.maxCols = function () {
return 1;
};
Window_EquipCommand.prototype.windowHeight = function () {
return this.fittingHeight(this.numVisibleRows());
};
Window_EquipCommand.prototype.numVisibleRows = function () {
return 4;
};
Window_EquipCommand.prototype.itemTextAlign = function () {
return Yanfly.Param.EquipTextAlign;
};
Yanfly.Equip.Window_EquipCommand_makeCommandList =
Window_EquipCommand.prototype.makeCommandList;
Window_EquipCommand.prototype.makeCommandList = function () {
Yanfly.Equip.Window_EquipCommand_makeCommandList.call(this);
this.addCustomCommand();
this.addFinishCommand();
};
Window_EquipCommand.prototype.addCustomCommand = function () {};
Window_EquipCommand.prototype.addFinishCommand = function () {
this.addCommand(Yanfly.Param.EquipFinishCmd, "cancel");
};
//=============================================================================
// Window_EquipSlot
//=============================================================================
Yanfly.Equip.Window_EquipSlot_setActor = Window_EquipSlot.prototype.setActor;
Window_EquipSlot.prototype.setActor = function (actor) {
this.setSlotNameWidth(actor);
Yanfly.Equip.Window_EquipSlot_setActor.call(this, actor);
};
Window_EquipSlot.prototype.isEnabled = function (index) {
if (this._actor) {
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this._actor, index);
} else {
return false;
}
};
Window_EquipSlot.prototype.drawItem = function (index) {
if (!this._actor) return;
var rect = this.itemRectForText(index);
this.changeTextColor(this.systemColor());
this.changePaintOpacity(this.isEnabled(index));
var ww1 = this._nameWidth;
this.drawText(this.slotName(index), rect.x, rect.y, ww1);
var ww2 = rect.width - ww1;
var item = this._actor.equips()[index];
if (item) {
this.drawItemName(item, rect.x + ww1, rect.y, ww2);
} else {
this.drawEmptySlot(rect.x + ww1, rect.y, ww2);
}
this.changePaintOpacity(true);
};
Window_EquipSlot.prototype.setSlotNameWidth = function (actor) {
if (!actor) return;
this._nameWidth = 0;
for (var i = 0; i < actor.equipSlots().length; ++i) {
var text = $dataSystem.equipTypes[actor.equipSlots()[i]] + " ";
this._nameWidth = Math.max(this._nameWidth, this.textWidth(text));
}
};
Window_EquipSlot.prototype.drawEmptySlot = function (wx, wy, ww) {
this.changePaintOpacity(false);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
var text = Yanfly.Param.EquipEmptyText;
this.drawText(text, wx + ibw, wy, ww - ibw);
};
Window_EquipSlot.prototype.setInfoWindow = function (infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipSlot.prototype.updateHelp;
Window_EquipSlot.prototype.updateHelp = function () {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_EquipItem
//=============================================================================
Window_EquipItem.prototype.maxCols = function () {
return 1;
};
Yanfly.Equip.Window_EquipItem_setSlotId = Window_EquipItem.prototype.setSlotId;
Window_EquipItem.prototype.setSlotId = function (slotId) {
// do nothing
};
Yanfly.Equip.Window_EquipItem_includes = Window_EquipItem.prototype.includes;
Window_EquipItem.prototype.includes = function (item) {
if (item === null && this._actor && this._data.length > 0) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_includes.call(this, item);
};
Yanfly.Equip.Window_EquipItem_isEnabled = Window_EquipItem.prototype.isEnabled;
Window_EquipItem.prototype.isEnabled = function (item) {
if (item === null && this._actor) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_isEnabled.call(this, item);
};
Yanfly.Equip.Window_EquipItem_drawItem = Window_EquipItem.prototype.drawItem;
Window_EquipItem.prototype.drawItem = function (index) {
var item = this._data[index];
if (item === null) {
this.drawRemoveEquip(index);
} else {
Yanfly.Equip.Window_EquipItem_drawItem.call(this, index);
}
};
Window_EquipItem.prototype.drawRemoveEquip = function (index) {
if (!this.isEnabled(null)) return;
var rect = this.itemRect(index);
rect.width -= this.textPadding();
this.changePaintOpacity(true);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.RemoveEquip, rect.x + 2, rect.y + 2);
var text = Yanfly.Param.EquipRemoveText;
this.drawText(text, rect.x + ibw, rect.y, rect.width - ibw);
};
Window_EquipItem.prototype.setInfoWindow = function (infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipItem.prototype.updateHelp;
Window_EquipItem.prototype.updateHelp = function () {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_StatCompare
//=============================================================================
function Window_StatCompare() {
this.initialize.apply(this, arguments);
}
Window_StatCompare.prototype = Object.create(Window_Base.prototype);
Window_StatCompare.prototype.constructor = Window_StatCompare;
Window_StatCompare.prototype.initialize = function (wx, wy, ww, wh) {
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
this._actor = null;
this._tempActor = null;
this.refresh();
};
Window_StatCompare.prototype.createWidths = function () {
this._paramNameWidth = 0;
this._paramValueWidth = 0;
this._arrowWidth = this.textWidth("\u2192" + " ");
var buffer = this.textWidth(" ");
for (var i = 0; i < 8; ++i) {
var value1 = this.textWidth(TextManager.param(i));
var value2 = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i)));
this._paramNameWidth = Math.max(value1, this._paramNameWidth);
this._paramValueWidth = Math.max(value2, this._paramValueWidth);
}
this._bonusValueWidth = this._paramValueWidth;
this._bonusValueWidth += this.textWidth("(+)") + buffer;
this._paramNameWidth += buffer;
this._paramValueWidth;
if (
this._paramNameWidth +
this._paramValueWidth * 2 +
this._arrowWidth +
this._bonusValueWidth >
this.contents.width
)
this._bonusValueWidth = 0;
};
Window_StatCompare.prototype.setActor = function (actor) {
if (this._actor === actor) return;
this._actor = actor;
this.createWidths();
this.refresh();
};
Window_StatCompare.prototype.refresh = function () {
this.contents.clear();
if (!this._actor) return;
for (var i = 0; i < 8; ++i) {
this.drawItem(0, this.lineHeight() * i, i);
}
};
Window_StatCompare.prototype.setTempActor = function (tempActor) {
if (this._tempActor === tempActor) return;
this._tempActor = tempActor;
this.refresh();
};
Window_StatCompare.prototype.drawItem = function (x, y, paramId) {
this.drawDarkRect(x, y, this.contents.width, this.lineHeight());
this.drawParamName(y, paramId);
this.drawCurrentParam(y, paramId);
this.drawRightArrow(y);
if (!this._tempActor) return;
this.drawNewParam(y, paramId);
this.drawParamDifference(y, paramId);
};
Window_StatCompare.prototype.drawDarkRect = function (dx, dy, dw, dh) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
this.changePaintOpacity(true);
};
Window_StatCompare.prototype.drawParamName = function (y, paramId) {
var x = this.textPadding();
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(paramId), x, y, this._paramNameWidth);
};
Window_StatCompare.prototype.drawCurrentParam = function (y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth;
this.resetTextColor();
var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
this.drawText(actorparam, x, y, this._paramValueWidth, "right");
};
Window_StatCompare.prototype.drawRightArrow = function (y) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._arrowWidth + this._bonusValueWidth;
var dw = this.textWidth("\u2192" + " ");
this.changeTextColor(this.systemColor());
this.drawText("\u2192", x, y, dw, "center");
};
Window_StatCompare.prototype.drawNewParam = function (y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._bonusValueWidth;
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, this._paramValueWidth, "right");
};
Window_StatCompare.prototype.drawParamDifference = function (y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._bonusValueWidth;
var newValue = this._tempActor.param(paramId);
var diffvalue = newValue - this._actor.param(paramId);
if (diffvalue === 0) return;
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
var text = Yanfly.Util.toGroup(diffvalue);
if (diffvalue > 0) {
text = " (+" + text + ")";
} else {
text = " (" + text + ")";
}
this.drawText(text, x, y, this._bonusValueWidth, "left");
};
//=============================================================================
// Scene_Equip
//=============================================================================
Scene_Equip.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createCommandWindow();
this.createStatusWindow();
this.createSlotWindow();
this.createItemWindow();
this.createCompareWindow();
this._lowerRightVisibility = true;
this.updateLowerRightWindows();
this.refreshActor();
};
Scene_Equip.prototype.createCommandWindow = function () {
var wy = this._helpWindow.height;
this._commandWindow = new Window_EquipCommand(0, wy, 240);
this._commandWindow.setHelpWindow(this._helpWindow);
this._commandWindow.setHandler("equip", this.commandEquip.bind(this));
this._commandWindow.setHandler("optimize", this.commandOptimize.bind(this));
this._commandWindow.setHandler("clear", this.commandClear.bind(this));
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this._commandWindow.setHandler("pagedown", this.nextActor.bind(this));
this._commandWindow.setHandler("pageup", this.previousActor.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Equip.prototype.createStatusWindow = function () {
var wx = this._commandWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - wx;
var wh = this._commandWindow.height;
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
this.addWindow(this._statusWindow);
};
Scene_Equip.prototype.createSlotWindow = function () {
var wy = this._commandWindow.y + this._commandWindow.height;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._slotWindow = new Window_EquipSlot(0, wy, ww, wh);
this._slotWindow.setHelpWindow(this._helpWindow);
this._slotWindow.setHandler("ok", this.onSlotOk.bind(this));
this._slotWindow.setHandler("cancel", this.onSlotCancel.bind(this));
this.addWindow(this._slotWindow);
};
Scene_Equip.prototype.createItemWindow = function () {
var wy = this._slotWindow.y;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_EquipItem(0, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this._slotWindow.setItemWindow(this._itemWindow);
this.addWindow(this._itemWindow);
this._itemWindow.hide();
};
Scene_Equip.prototype.createCompareWindow = function () {
this._lowerRightWindows = [];
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = Graphics.boxHeight - wy;
this._compareWindow = new Window_StatCompare(wx, wy, ww, wh);
this._slotWindow.setStatusWindow(this._compareWindow);
this._itemWindow.setStatusWindow(this._compareWindow);
this.addWindow(this._compareWindow);
this._lowerRightWindows.push(this._compareWindow);
if (Imported.YEP_ItemCore && eval(Yanfly.Param.ItemSceneItem)) {
this.createItemInfoWindow();
}
};
Scene_Equip.prototype.createItemInfoWindow = function () {
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._itemWindow.height;
this._infoWindow = new Window_ItemInfo(wx, wy, ww, wh);
this._slotWindow.setInfoWindow(this._infoWindow);
this._itemWindow.setInfoWindow(this._infoWindow);
this.addWindow(this._infoWindow);
this._lowerRightWindows.push(this._infoWindow);
};
Yanfly.Equip.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor;
Scene_Equip.prototype.refreshActor = function () {
Yanfly.Equip.Scene_Equip_refreshActor.call(this);
this._compareWindow.setActor(this.actor());
};
Yanfly.Equip.Scene_Equip_commandOptimize =
Scene_Equip.prototype.commandOptimize;
Scene_Equip.prototype.commandOptimize = function () {
$gameTemp._optimizeEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandOptimize.call(this);
$gameTemp._optimizeEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
};
Yanfly.Equip.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear;
Scene_Equip.prototype.commandClear = function () {
$gameTemp._clearEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandClear.call(this);
$gameTemp._clearEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
};
Yanfly.Equip.Scene_Equip_onSlotOk = Scene_Equip.prototype.onSlotOk;
Scene_Equip.prototype.onSlotOk = function () {
this._itemWindow._slotId = -1;
var slotId = this._slotWindow.index();
Yanfly.Equip.Window_EquipItem_setSlotId.call(this._itemWindow, slotId);
Yanfly.Equip.Scene_Equip_onSlotOk.call(this);
this._itemWindow.show();
};
Yanfly.Equip.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel;
Scene_Equip.prototype.onSlotCancel = function () {
Yanfly.Equip.Scene_Equip_onSlotCancel.call(this);
if (this._infoWindow) this._infoWindow.setItem(null);
this._compareWindow.setTempActor(null);
};
Yanfly.Equip.Scene_Equip_onItemOk = Scene_Equip.prototype.onItemOk;
Scene_Equip.prototype.onItemOk = function () {
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_onItemOk.call(this);
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._itemWindow.hide();
this._statusWindow.refresh();
};
Yanfly.Equip.Scene_Equip_onItemCancel = Scene_Equip.prototype.onItemCancel;
Scene_Equip.prototype.onItemCancel = function () {
Yanfly.Equip.Scene_Equip_onItemCancel.call(this);
this._itemWindow.hide();
};
Scene_Equip.prototype.update = function () {
Scene_MenuBase.prototype.update.call(this);
this.updateLowerRightWindowTriggers();
};
Scene_Equip.prototype.updateLowerRightWindowTriggers = function () {
if (!this._lowerRightVisibility) return;
if (Input.isRepeated("right")) {
this.shiftLowerRightWindows();
} else if (Input.isRepeated("left")) {
this.unshiftLowerRightWindows();
} else if (Input.isRepeated("tab")) {
this.shiftLowerRightWindows();
} else if (this.isLowerWindowTouched()) {
this.shiftLowerRightWindows();
}
};
Scene_Equip.prototype.isLowerWindowTouched = function () {
if (!TouchInput.isTriggered()) return false;
var x = TouchInput.x;
var y = TouchInput.y;
var rect = new Rectangle();
rect.x = this._compareWindow.x;
rect.y = this._compareWindow.y;
rect.width = this._compareWindow.x + this._compareWindow.width;
rect.height = this._compareWindow.y + this._compareWindow.height;
return x >= rect.x && y >= rect.y && x < rect.width && y < rect.height;
};
Scene_Equip.prototype.updateLowerRightWindows = function () {
var length = this._lowerRightWindows.length;
for (var i = 0; i < length; ++i) {
var win = this._lowerRightWindows[i];
win.visible = false;
}
this._lowerRightWindows[0].visible = this._lowerRightVisibility;
};
Scene_Equip.prototype.shiftLowerRightWindows = function () {
var win = this._lowerRightWindows.shift();
this._lowerRightWindows.push(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.unshiftLowerRightWindows = function () {
var win = this._lowerRightWindows.pop();
this._lowerRightWindows.unshift(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.playLowerRightWindowSound = function () {
if (this._lowerRightWindows.length <= 1) return;
SoundManager.playCursor();
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function (inVal) {
return inVal;
};
}
//=============================================================================
// End of File
//=============================================================================