1169 lines
43 KiB
JavaScript
1169 lines
43 KiB
JavaScript
//=============================================================================
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// RPG Maker MZ - WD Party Change (ver1.00)
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc Party Change Menu.
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* @author Izumi
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* @url http://izumiwhite.web.fc2.com/
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*
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* @help WDmzPartyChange.js
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*
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* This plugin provides a Party Change Menu.
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* Please edit each parmeters directly with a text editor.
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*
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* Use it in the following procedure.
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* 1. Call the plugin command "Preload the image file".
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* 2. Call the plugin command "Party Change Menu" or
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* "Display the member dismissing menu" or
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* " Display the member list menu".
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* !! Before using this plugin, store the image "ButtonSetWD.png"
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* in the following folder.
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* (ProjectName)\img\system
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*
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* @command change
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* @text Display the party change menu
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* @desc Display the party change menu.
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*
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* @command eliminate
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* @text Display the member dismissing menu
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* @desc Display the member dismissing menu.
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*
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* @command show
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* @text Display the member list menu
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* @desc Display the member list menu.
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*
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* @command preload
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* @text Preload the image file
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* @desc Preload the image file.
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*
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*/
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/*:ja
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* @target MZ
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* @plugindesc パーティ編成(アクター預り所)のメニューを開きます。
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* @author いずみ
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* @url http://izumiwhite.web.fc2.com/
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*
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* @help WDmzPartyChange.js
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*
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* このプラグインは、パーティ編成(アクター預り所)のメニューを
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* 呼び出すコマンドを提供します。
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* 各パラメータは直接テキストエディタ等で編集して下さい。
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*
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* 次の手順で使用してください。
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* 1. プラグインコマンド「画像の事前ロード」を呼び出します。
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* 2. プラグインコマンド「パーティ編成画面の表示」又は
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* 「メンバー除籍画面の表示」又は「メンバーリスト画面の表示」を
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* 呼び出します。
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* ※事前に、以下のフォルダに"ButtonSetWD.png"を格納しておいてください。
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* (ProjectName)\img\system
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*
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* @command change
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* @text パーティ編成画面の表示
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* @desc パーティ編成(アクター預り所)のメニューを呼び出します。
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*
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* @command eliminate
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* @text メンバー除籍画面の表示
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* @desc メンバー除籍のメニューを呼び出します。
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*
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* @command show
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* @text メンバーリスト画面の表示
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* @desc メンバーリストのメニューを呼び出します。
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*
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* @command preload
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* @text 画像の事前ロード
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* @desc 画像を事前に読み込み画像が表示されない現象を防ぎます。
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*
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*/
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(() => {
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//======== 基本設定 ========
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//パーティメンバーの最大数
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var wd_party_max = 4;
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//1番のアクターの加入条件 (この場合スイッチ21がONの時、加入可能)
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//2番以降のアクターの加入条件は、この数値に1ずつ足したものになります。
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var wd_actor1_switch = 101;
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//アクターの入れ替え不可用のスイッチ
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var wd_fix_switch1 = []; //この行は消さないこと
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wd_fix_switch1[8] = 108; //108番のスイッチがONの時、1番のアクターは入れ替え(外すこと)不可。
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//アクターの除籍不可用のスイッチ
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var wd_fix_switch2 = []; //この行は消さないこと
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wd_fix_switch2[8] = 108; //108番のスイッチがONの時、1番のアクターは除籍不可。
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//除籍時のコマンドの記載テキスト
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var wd_eliminate_text = "Eliminate";
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//テキストウィンドウ1に表示するテキスト
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var wd_text1_mess = "Party" ;
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//テキストウィンドウ2に表示するテキスト
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var wd_text2_mess = "Members";
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//パーティから外すのみの処理を可能にする場合はtrue。falseの場合追加と交代のみ。
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var wd_remove_only = true;
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//編成時パーティが全滅していても編成完了を許可する場合はtrue。
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var wd_alldead_ok = false;
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//ページ切り替えのボタンを表示するか
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var wd_pagebutton_use = true;
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//パーティリストがアクティブ時にページ切り替えボタンで、パーティリストのページを切り替える場合はtrue。
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//パーティリストがアクティブ時もメンバーリストのページを切り替える場合はfalse。
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var wd_pagebutton_partylist = true;
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//ソート機能を使用するか
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var wd_sort_use = true;
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//ソート番号格納用の変数
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var wd_sort_variables = 11;
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//使用するソートを順に記載。対応は下記の通り。
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// 0:ID順, 1:職業順, 2:レベル順, 3:HP順, 4:MP順, 5:攻撃力順, 6:防御力順,
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// 7:魔法力順, 8:魔法防御順, 9:敏捷性順, 10:運順, 11:指定ソート
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var wd_sort_series = [0,1,2,3,4,5,6,7,8,9,10,11];
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//wd_sort_seriesで指定したソートの名称を順に記載。
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var wd_sort_names = ["ID Order","Occupation Order","Level Order","HP Order","MP Order","Attack Order","Defense Order","Magic Power Order","Magic Defense Order","Agility Order","Luck Order","Custom Sort"];
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//指定ソート。アクターのID順に優先順位を記載。
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var wd_sort_assing = [2,1,3,4,5,6,8,7];
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//======== 基本設定終わり(以下、本体プログラム) ========
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const pluginName = "WDmzPartyChange";
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PluginManager.registerCommand(pluginName, "change", args => {
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SceneManager.push(Scene_PartyChange);
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});
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PluginManager.registerCommand(pluginName, "eliminate", args => {
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SceneManager.push(Scene_PartyEliminate);
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});
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PluginManager.registerCommand(pluginName, "show", args => {
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SceneManager.push(Scene_PartyShow);
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});
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PluginManager.registerCommand(pluginName, "preload", args => {
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var i;
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var j=0;
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for (i = 1; i < $dataActors.length; i++) {
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if($gameSwitches.value(wd_actor1_switch+i-1)){
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actor = $gameActors.actor(i);
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if(wd_front_charaview || wd_back_charaview || wd_status_charaview){
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ImageManager.loadCharacter(actor.characterName());
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}
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if(wd_front_faceview || wd_back_faceview || wd_status_faceview){
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ImageManager.loadFace(actor.faceName());
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}
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}
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}
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});
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const _Sprite_Button_loadButtonImage = Sprite_Button.prototype.loadButtonImage;
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Sprite_Button.prototype.loadButtonImage = function() {
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_Sprite_Button_loadButtonImage.apply(this, arguments);
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if(this._buttonType=='sort'){
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this.bitmap = ImageManager.loadSystem("ButtonSetWD");
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}
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};
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const _Sprite_Button_buttonData = Sprite_Button.prototype.buttonData;
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Sprite_Button.prototype.buttonData = function() {
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if(this._buttonType=='sort'){
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return { x: 0, w: 2 };
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}
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return _Sprite_Button_buttonData.apply(this, arguments);
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};
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function Scene_PartyChange() {
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this.initialize(...arguments);
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}
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Scene_PartyChange.prototype = Object.create(Scene_MenuBase.prototype);
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Scene_PartyChange.prototype.constructor = Scene_PartyChange;
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Scene_PartyChange.prototype.initialize = function() {
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Scene_MenuBase.prototype.initialize.call(this);
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};
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Scene_PartyChange.prototype.create = function() {
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Scene_MenuBase.prototype.create.call(this);
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this._mode = 0;
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this.createFrontWindow();
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this.createBackWindow();
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this.createStatusWindow();
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this.createText1Window();
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this.createText2Window();
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if(wd_sort_use){
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this.createSortWindow();
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}
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this._frontWindow.setStatusWindow(this._statusWindow);
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this._backWindow.setStatusWindow(this._statusWindow);
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this._frontWindow.activate();
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this._backWindow.deactivate();
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};
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Scene_PartyChange.prototype.createFrontWindow = function() {
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const rect = this.frontWindowRect();
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this._frontWindow = new Window_PartyChangeFront(rect);
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this._frontWindow.setHandler("cancel", this.frontCancel.bind(this));
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this._frontWindow.setHandler('ok', this.frontOk.bind(this));
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this.addWindow(this._frontWindow);
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};
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Scene_PartyChange.prototype.frontWindowRect = function() {
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const wx = wd_front_x;
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const wy = wd_front_y;
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const ww = wd_front_width;
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const wh = wd_front_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.createBackWindow = function() {
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const rect = this.backWindowRect();
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this._backWindow = new Window_PartyChangeBack(rect, this._mode);
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this._backWindow.setHandler("cancel", this.backCancel.bind(this));
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this._backWindow.setHandler('ok', this.backOk.bind(this));
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this.addWindow(this._backWindow);
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};
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Scene_PartyChange.prototype.backWindowRect = function() {
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const wx = wd_back_x;
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const wy = wd_back_y;
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const ww = wd_back_width;
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const wh = wd_back_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.createStatusWindow = function() {
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const rect = this.statusWindowRect();
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this._statusWindow = new Window_PartyChangeStatus(rect);
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this.addWindow(this._statusWindow);
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};
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Scene_PartyChange.prototype.statusWindowRect = function() {
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const wx = wd_status_x;
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const wy = wd_status_y;
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const ww = wd_status_width;
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const wh = wd_status_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.createText1Window = function() {
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const rect = this.text1WindowRect();
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this._text1Window = new Window_PartyChangeText1(rect);
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this.addWindow(this._text1Window);
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};
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Scene_PartyChange.prototype.text1WindowRect = function() {
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const wx = wd_text1_x;
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const wy = wd_text1_y;
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const ww = wd_text1_width;
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const wh = wd_text1_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.createText2Window = function() {
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const rect = this.text2WindowRect();
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this._text2Window = new Window_PartyChangeText2(rect);
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this.addWindow(this._text2Window);
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};
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Scene_PartyChange.prototype.text2WindowRect = function() {
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const wx = wd_text2_x;
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const wy = wd_text2_y;
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const ww = wd_text2_width;
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const wh = wd_text2_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.createSortWindow = function() {
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const rect = this.sortWindowRect();
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this._sortWindow = new Window_PartyChangeSort(rect);
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this.addWindow(this._sortWindow);
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};
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Scene_PartyChange.prototype.sortWindowRect = function() {
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const wx = wd_sort_x;
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const wy = wd_sort_y;
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const ww = wd_sort_width;
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const wh = wd_sort_height;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_PartyChange.prototype.frontOk = function() {
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this._frontWindow.deactivate();
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this._backWindow.activate();
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this._backWindow.setFrontActor($gameParty.members()[this._frontWindow._index]);
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this._backWindow.refresh();
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if(this._backWindow._index==this._backWindow.maxItems()){
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this._backWindow.select(this._backWindow.maxItems()-1);
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}
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};
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Scene_PartyChange.prototype.frontCancel = function() {
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if($gameParty.isAllDead()&&!wd_alldead_ok){
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this._frontWindow.activate();
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}else{
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this.popScene();
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}
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};
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Scene_PartyChange.prototype.backOk = function() {
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if(this._backWindow._list[this._backWindow._index]){
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$gameParty._actors.splice(this._frontWindow._index, 1, this._backWindow._list[this._backWindow._index]._actorId);
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}else{
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$gameParty._actors.splice(this._frontWindow._index, 1);
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}
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$gamePlayer.refresh();
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this._frontWindow.refresh();
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this._backWindow.refresh();
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this._backWindow.deactivate();
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this._frontWindow.activate();
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};
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Scene_PartyChange.prototype.backCancel = function() {
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this._backWindow.deactivate();
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this._frontWindow.activate();
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};
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Scene_PartyChange.prototype.sortActors = function() {
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$gameVariables.setValue(wd_sort_variables, $gameVariables.value(wd_sort_variables)+1);
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if($gameVariables.value(wd_sort_variables) >= wd_sort_series.length){
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$gameVariables.setValue(wd_sort_variables, 0);
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}
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this._backWindow.refresh();
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this._sortWindow.refresh();
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SoundManager.playCursor();
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};
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Scene_PartyChange.prototype.needsPageButtons = function() {
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return wd_pagebutton_use;
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};
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Scene_PartyChange.prototype.arePageButtonsEnabled = function() {
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if(this._mode==1&&this._backWindow){
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if(this._backWindow.active){
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return true;
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}else{
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return false;
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}
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}else{
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return true;
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}
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};
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Scene_PartyChange.prototype.nextActor = function() {
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if(wd_pagebutton_partylist&&this._mode==0){
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if(this._frontWindow.active){
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this._frontWindow.cursorPagedown();
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}else{
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this._backWindow.cursorPagedown();
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}
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}else{
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this._backWindow.cursorPagedown();
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}
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SoundManager.playCursor();
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};
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Scene_PartyChange.prototype.previousActor = function() {
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if(wd_pagebutton_partylist&&this._mode==0){
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if(this._frontWindow.active){
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this._frontWindow.cursorPageup();
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}else{
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this._backWindow.cursorPageup();
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}
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}else{
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this._backWindow.cursorPageup();
|
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}
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SoundManager.playCursor();
|
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};
|
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Scene_PartyChange.prototype.createButtons = function() {
|
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if (ConfigManager.touchUI) {
|
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if (this.needsCancelButton()) {
|
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this.createCancelButton();
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}
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if (this.needsPageButtons()) {
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this.createPageButtons();
|
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}
|
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if(wd_sort_use){
|
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this.createSortButton();
|
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}
|
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}
|
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};
|
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|
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Scene_PartyChange.prototype.createSortButton = function() {
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this._sortButton = new Sprite_Button("sort");
|
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this._sortButton.x = 204;
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this._sortButton.y = this.buttonY();
|
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this.addWindow(this._sortButton);
|
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this._sortButton.setClickHandler(this.sortActors.bind(this));
|
||
};
|
||
|
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Scene_PartyChange.prototype.updateSortButton = function() {
|
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if (this._sortButton) {
|
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const enabled = this.areSortButtonEnabled();
|
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this._sortButton.visible = enabled;
|
||
}
|
||
};
|
||
|
||
Scene_PartyChange.prototype.areSortButtonEnabled = function() {
|
||
return this.arePageButtonsEnabled();
|
||
};
|
||
|
||
Scene_PartyChange.prototype.updateSortTrigger = function() {
|
||
if (this._sortButton) {
|
||
const enabled = this.areSortButtonEnabled();
|
||
this._sortButton.visible = enabled;
|
||
}
|
||
};
|
||
|
||
Scene_PartyChange.prototype.updateSortRequested = function() {
|
||
if (Input.isTriggered("shift")&&this._sortButton&&this.areSortButtonEnabled()) {
|
||
this.sortActors();
|
||
}
|
||
};
|
||
|
||
Scene_PartyChange.prototype.update = function() {
|
||
Scene_Base.prototype.update.call(this);
|
||
this.updatePageButtons();
|
||
this.updateSortButton();
|
||
this.updateSortRequested();
|
||
};
|
||
|
||
|
||
|
||
function Scene_PartyEliminate() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Scene_PartyEliminate.prototype = Object.create(Scene_PartyChange.prototype);
|
||
Scene_PartyEliminate.prototype.constructor = Scene_PartyEliminate;
|
||
|
||
Scene_PartyEliminate.prototype.create = function() {
|
||
Scene_MenuBase.prototype.create.call(this);
|
||
this._mode = 1;
|
||
this.createBackWindow();
|
||
this.createStatusWindow();
|
||
this.createText2Window();
|
||
if(wd_sort_use){
|
||
this.createSortWindow();
|
||
}
|
||
this.createEliminateWindow();
|
||
this._backWindow.setStatusWindow(this._statusWindow);
|
||
this._backWindow.activate();
|
||
this._eliminateWindow.deactivate();
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.createBackWindow = function() {
|
||
const rect = this.backWindowRect();
|
||
this._backWindow = new Window_PartyChangeBack(rect, this._mode);
|
||
this._backWindow.setHandler("cancel", this.popScene.bind(this));
|
||
this._backWindow.setHandler('ok', this.backOk.bind(this));
|
||
this.addWindow(this._backWindow);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.backWindowRect = function() {
|
||
const wx = wd_back_x2;
|
||
const wy = wd_back_y2;
|
||
const ww = wd_back_width2;
|
||
const wh = wd_back_height2;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.text2WindowRect = function() {
|
||
const wx = wd_text2_x2;
|
||
const wy = wd_text2_y2;
|
||
const ww = wd_text2_width2;
|
||
const wh = wd_text2_height2;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.sortWindowRect = function() {
|
||
const wx = wd_sort_x2;
|
||
const wy = wd_sort_y2;
|
||
const ww = wd_sort_width2;
|
||
const wh = wd_sort_height2;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.createEliminateWindow = function() {
|
||
const rect = this.eliminateWindowRect();
|
||
this._eliminateWindow = new Window_PartyChangeEliminate(rect);
|
||
this._eliminateWindow.setHandler("cancel", this.eliminateCancel.bind(this));
|
||
this._eliminateWindow.setHandler('ok', this.eliminateOk.bind(this));
|
||
this.addWindow(this._eliminateWindow);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.eliminateWindowRect = function() {
|
||
const wx = (Graphics.boxWidth - 240) / 2;
|
||
const wy = 240;
|
||
const ww = 240;
|
||
const wh = this.calcWindowHeight(2, true);
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.backOk = function() {
|
||
this._backWindow.deactivate();
|
||
this._eliminateWindow.select(1);
|
||
this._eliminateWindow.show();
|
||
this._eliminateWindow.activate();
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.eliminateOk = function() {
|
||
if(this._backWindow._list[this._backWindow._index]){
|
||
var i = this._backWindow._list[this._backWindow._index]._actorId
|
||
$gameSwitches.setValue(wd_actor1_switch+i-1, false);
|
||
}
|
||
this._backWindow.refresh();
|
||
this._backWindow.activate();
|
||
this._eliminateWindow.hide();
|
||
this._eliminateWindow.deactivate();
|
||
if(!this._backWindow._list[this._backWindow._index]){
|
||
this._backWindow.select(this._backWindow._index-1);
|
||
}
|
||
};
|
||
|
||
Scene_PartyEliminate.prototype.eliminateCancel = function() {
|
||
this._backWindow.activate();
|
||
this._eliminateWindow.hide();
|
||
this._eliminateWindow.deactivate();
|
||
};
|
||
|
||
|
||
|
||
function Scene_PartyShow() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Scene_PartyShow.prototype = Object.create(Scene_PartyEliminate.prototype);
|
||
Scene_PartyShow.prototype.constructor = Scene_PartyShow;
|
||
|
||
Scene_PartyShow.prototype.create = function() {
|
||
Scene_MenuBase.prototype.create.call(this);
|
||
this._mode = 2;
|
||
this.createBackWindow();
|
||
this.createStatusWindow();
|
||
this.createText2Window();
|
||
if(wd_sort_use){
|
||
this.createSortWindow();
|
||
}
|
||
this._backWindow.setStatusWindow(this._statusWindow);
|
||
this._backWindow.activate();
|
||
};
|
||
|
||
Scene_PartyShow.prototype.createBackWindow = function() {
|
||
const rect = this.backWindowRect();
|
||
this._backWindow = new Window_PartyChangeBack(rect, this._mode);
|
||
this._backWindow.setHandler("cancel", this.popScene.bind(this));
|
||
this.addWindow(this._backWindow);
|
||
};
|
||
|
||
|
||
|
||
function Window_PartyChangeBase() {
|
||
this.initialize(...arguments);
|
||
}
|
||
Window_PartyChangeBase.prototype = Object.create(Window_StatusBase.prototype);
|
||
Window_PartyChangeBase.prototype.constructor = Window_PartyChangeBase;
|
||
|
||
Window_PartyChangeBase.prototype.setStatusWindow = function(statusWindow) {
|
||
this._statusWindow = statusWindow;
|
||
this.updateStatus();
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.update = function() {
|
||
Window_Selectable.prototype.update.call(this);
|
||
this.updateStatus();
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.updateStatus = function() {
|
||
if (this._statusWindow && this.active) {
|
||
var item = this._list[this.index()];
|
||
this._statusWindow.setItem(item);
|
||
}
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.isCurrentItemEnabled = function() {
|
||
return this._listEnabled[this._index];
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.maxItems = function() {
|
||
return this._list ? this._list.length : 0;
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.drawActorCharacter = function(actor, x, y) {
|
||
this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y);
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.drawActorParam = function(actor, i, x, y, width) {
|
||
this.changeTextColor(ColorManager.systemColor());
|
||
this.drawText(TextManager.param(i), x, y, width - 60);
|
||
this.resetTextColor();
|
||
this.drawText(actor.param(i), x + width - 60, y, 60, 'right');
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.drawActorLevel = function(actor, x, y, width) {
|
||
this.changeTextColor(ColorManager.systemColor());
|
||
this.drawText(TextManager.levelA, x, y, 48);
|
||
this.resetTextColor();
|
||
this.drawText(actor.level, x + width - 36, y, 36, 'right');
|
||
};
|
||
|
||
Window_PartyChangeBase.prototype.cursorDown = function(wrap) {
|
||
const index = this.index();
|
||
const maxItems = this.maxItems();
|
||
const maxCols = this.maxCols();
|
||
if (index < maxItems - maxCols || (wrap && maxCols === 1)) {
|
||
this.smoothSelect((index + maxCols) % maxItems);
|
||
}else if(this.row() == this.maxRows()-2){ //modify
|
||
this.smoothSelect(maxItems-1); //modify
|
||
}
|
||
};
|
||
|
||
|
||
|
||
function Window_PartyChangeFront() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeFront.prototype = Object.create(Window_PartyChangeBase.prototype);
|
||
Window_PartyChangeFront.prototype.constructor = Window_PartyChangeFront;
|
||
|
||
Window_PartyChangeFront.prototype.initialize = function(rect) {
|
||
Window_StatusBase.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
this.setTopRow(0);
|
||
this.select(0);
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.maxCols = function() {
|
||
return wd_front_maxcols;
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.refresh = function() {
|
||
var i, actor;
|
||
this._list = [];
|
||
this._listEnabled = [];
|
||
for (const actor of $gameParty.members()) {
|
||
this._list.push(actor);
|
||
if($gameSwitches.value(wd_fix_switch1[actor._actorId])){
|
||
this._listEnabled.push(false);
|
||
}else{
|
||
this._listEnabled.push(true);
|
||
}
|
||
}
|
||
if($gameParty.members().length < wd_party_max){
|
||
this._list.push(null);
|
||
this._listEnabled.push(true);
|
||
}
|
||
this.paint();
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.itemRect = function(index) {
|
||
var rect = new Rectangle();
|
||
var maxCols = this.maxCols();
|
||
rect.width = wd_front_rect_width;
|
||
rect.height = wd_front_rect_height;
|
||
rect.x = index % maxCols * (rect.width + wd_front_rect_spacing) - this.scrollBaseX();
|
||
rect.y = Math.floor(index / maxCols) * (rect.height + wd_front_rect_interval) - this.scrollBaseY();
|
||
return rect;
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.itemHeight = function() {
|
||
return wd_front_rect_height + wd_front_rect_interval;
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.scrollBlockHeight = function() {
|
||
return wd_front_rect_height + wd_front_rect_interval;
|
||
};
|
||
|
||
Window_PartyChangeFront.prototype.drawItem = function(index) {
|
||
var actor = this._list[index];
|
||
var rect = this.itemRect(index);
|
||
if(actor){
|
||
this.changePaintOpacity(this._listEnabled[index]);
|
||
|
||
this.contents.fontSize = wd_front_fontsize;
|
||
if(wd_front_faceview){
|
||
this.drawActorFace(actor, rect.x + wd_front_faceview_x, rect.y + wd_front_faceview_y)
|
||
}
|
||
if(wd_front_charaview){
|
||
this.drawActorCharacter(actor, rect.x + wd_front_charaview_x, rect.y + wd_front_charaview_y)
|
||
}
|
||
if(wd_front_stateview){
|
||
this.drawActorIcons(actor, rect.x + wd_front_stateview_x, rect.y + wd_front_stateview_y, wd_front_stateview_width);
|
||
}
|
||
if(wd_front_nameview){
|
||
this.drawActorName(actor, rect.x + wd_front_nameview_x, rect.y + wd_front_nameview_y, wd_front_nameview_width);
|
||
}
|
||
if(wd_front_classview){
|
||
this.drawActorClass(actor, rect.x + wd_front_classview_x, rect.y + wd_front_classview_y, wd_front_classview_width);
|
||
}
|
||
if(wd_front_nickview){
|
||
this.drawActorNickname(actor, rect.x + wd_front_nickview_x, rect.y + wd_front_nickview_y, wd_front_nickview_width);
|
||
}
|
||
if(wd_front_lvview){
|
||
this.drawActorLevel(actor, rect.x + wd_front_lvview_x, rect.y + wd_front_lvview_y, wd_front_lvview_width);
|
||
}
|
||
if(wd_front_hpgaugeview){
|
||
this.placeGauge(actor, "hp", rect.x + wd_front_hpgaugeview_x, rect.y + wd_front_hpgaugeview_y);
|
||
}
|
||
if(wd_front_mpgaugeview){
|
||
this.placeGauge(actor, "mp", rect.x + wd_front_mpgaugeview_x, rect.y + wd_front_mpgaugeview_y);
|
||
}
|
||
if(wd_front_tpgaugeview){
|
||
this.placeGauge(actor, "tp", rect.x + wd_front_tpgaugeview_x, rect.y + wd_front_tpgaugeview_y);
|
||
}
|
||
if(wd_front_mhpview){
|
||
this.drawActorParam(actor, 0, rect.x + wd_front_mhpview_x, rect.y + wd_front_mhpview_y, wd_front_mhpview_width);
|
||
}
|
||
if(wd_front_mmpview){
|
||
this.drawActorParam(actor, 1, rect.x + wd_front_mmpview_x, rect.y + wd_front_mmpview_y, wd_front_mmpview_width);
|
||
}
|
||
if(wd_front_atkview){
|
||
this.drawActorParam(actor, 2, rect.x + wd_front_atkview_x, rect.y + wd_front_atkview_y, wd_front_atkview_width);
|
||
}
|
||
if(wd_front_defview){
|
||
this.drawActorParam(actor, 3, rect.x + wd_front_defview_x, rect.y + wd_front_defview_y, wd_front_defview_width);
|
||
}
|
||
if(wd_front_matview){
|
||
this.drawActorParam(actor, 4, rect.x + wd_front_matview_x, rect.y + wd_front_matview_y, wd_front_matview_width);
|
||
}
|
||
if(wd_front_mdfview){
|
||
this.drawActorParam(actor, 5, rect.x + wd_front_mdfview_x, rect.y + wd_front_mdfview_y, wd_front_mdfview_width);
|
||
}
|
||
if(wd_front_agiview){
|
||
this.drawActorParam(actor, 6, rect.x + wd_front_agiview_x, rect.y + wd_front_agiview_y, wd_front_agiview_width);
|
||
}
|
||
if(wd_front_lukview){
|
||
this.drawActorParam(actor, 7, rect.x + wd_front_lukview_x, rect.y + wd_front_lukview_y, wd_front_lukview_width);
|
||
}
|
||
this.contents.fontSize = $gameSystem.mainFontSize();
|
||
|
||
}
|
||
};
|
||
|
||
|
||
|
||
function Window_PartyChangeBack() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeBack.prototype = Object.create(Window_PartyChangeBase.prototype);
|
||
Window_PartyChangeBack.prototype.constructor = Window_PartyChangeBack;
|
||
|
||
Window_PartyChangeBack.prototype.initialize = function(rect, mode) {
|
||
this._mode = mode;
|
||
Window_StatusBase.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
this.setTopRow(0);
|
||
this.select(0);
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.maxCols = function() {
|
||
return wd_back_maxcols;
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.refresh = function() {
|
||
var i, actor;
|
||
this._list = [];
|
||
for (i = 1; i < $dataActors.length; i++) {
|
||
if($gameSwitches.value(wd_actor1_switch+i-1)){
|
||
actor = $gameActors.actor(i);
|
||
this._list.push(actor);
|
||
}
|
||
}
|
||
sort_flag = wd_sort_series[$gameVariables.value(wd_sort_variables)];
|
||
switch (sort_flag){
|
||
case 0:
|
||
this._list.sort(function(a, b) {
|
||
return - b._actorId + a._actorId;
|
||
});
|
||
break;
|
||
case 1:
|
||
this._list.sort(function(a, b) {
|
||
return - b._classId * 1000000 - b._actorId + a._classId * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 2:
|
||
this._list.sort(function(a, b) {
|
||
return b.level * 1000000 - b._actorId - a.level * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 3:
|
||
this._list.sort(function(a, b) {
|
||
return b.mhp * 1000000 - b._actorId - a.mhp * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 4:
|
||
this._list.sort(function(a, b) {
|
||
return b.mmp * 1000000 - b._actorId - a.mmp * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 5:
|
||
this._list.sort(function(a, b) {
|
||
return b.atk * 1000000 - b._actorId - a.atk * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 6:
|
||
this._list.sort(function(a, b) {
|
||
return b.def * 1000000 - b._actorId - a.def * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 7:
|
||
this._list.sort(function(a, b) {
|
||
return b.mat * 1000000 - b._actorId - a.mat * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 8:
|
||
this._list.sort(function(a, b) {
|
||
return b.mdf * 1000000 - b._actorId - a.mdf * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 9:
|
||
this._list.sort(function(a, b) {
|
||
return b.agi * 1000000 - b._actorId - a.agi * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 10:
|
||
this._list.sort(function(a, b) {
|
||
return b.luk * 1000000 - b._actorId - a.luk * 1000000 + a._actorId;
|
||
});
|
||
break;
|
||
case 11:
|
||
this._list.sort(function(a, b) {
|
||
return - wd_sort_assing[b._actorId-1] + wd_sort_assing[a._actorId-1];
|
||
});
|
||
break;
|
||
}
|
||
|
||
this._listEnabled = [];
|
||
for (i = 0; i < this._list.length; i++) {
|
||
actor = this._list[i]
|
||
if (this._mode !=2 && $gameParty.members().contains(actor)) {
|
||
this._listEnabled.push(false);
|
||
}else if(this._mode == 1 && $gameSwitches.value(wd_fix_switch2[actor._actorId])){
|
||
this._listEnabled.push(false);
|
||
}else{
|
||
this._listEnabled.push(true);
|
||
}
|
||
}
|
||
|
||
if(wd_remove_only && this._mode==0 && $gameParty.members().length>1){
|
||
if(this._frontActor){
|
||
this._list.push(null);
|
||
this._listEnabled.push(true);
|
||
}
|
||
}
|
||
|
||
this.paint();
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.itemRect = function(index) {
|
||
var rect = new Rectangle();
|
||
var maxCols = this.maxCols();
|
||
rect.width = wd_back_rect_width;
|
||
rect.height = wd_back_rect_height;
|
||
rect.x = index % maxCols * (rect.width + wd_back_rect_spacing) - this.scrollBaseX();
|
||
rect.y = Math.floor(index / maxCols) * (rect.height + wd_back_rect_interval) - this.scrollBaseY();
|
||
return rect;
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.itemHeight = function() {
|
||
return wd_back_rect_height + wd_back_rect_interval;
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.scrollBlockHeight = function() {
|
||
return wd_back_rect_height + wd_back_rect_interval;
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.setFrontActor = function(actor) {
|
||
this._frontActor = actor;
|
||
};
|
||
|
||
Window_PartyChangeBack.prototype.drawItem = function(index) {
|
||
var actor = this._list[index];
|
||
var rect = this.itemRect(index);
|
||
if(actor){
|
||
this.changePaintOpacity(this._listEnabled[index]);
|
||
|
||
this.contents.fontSize = wd_back_fontsize;
|
||
if(wd_back_faceview){
|
||
this.drawActorFace(actor, rect.x + wd_back_faceview_x, rect.y + wd_back_faceview_y)
|
||
}
|
||
if(wd_back_charaview){
|
||
this.drawActorCharacter(actor, rect.x + wd_back_charaview_x, rect.y + wd_back_charaview_y)
|
||
}
|
||
if(wd_back_stateview){
|
||
this.drawActorIcons(actor, rect.x + wd_back_stateview_x, rect.y + wd_back_stateview_y, wd_back_stateview_width);
|
||
}
|
||
if(wd_back_nameview){
|
||
this.drawActorName(actor, rect.x + wd_back_nameview_x, rect.y + wd_back_nameview_y, wd_back_nameview_width);
|
||
}
|
||
if(wd_back_classview){
|
||
this.drawActorClass(actor, rect.x + wd_back_classview_x, rect.y + wd_back_classview_y, wd_back_classview_width);
|
||
}
|
||
if(wd_back_nickview){
|
||
this.drawActorNickname(actor, rect.x + wd_back_nickview_x, rect.y + wd_back_nickview_y, wd_back_nickview_width);
|
||
}
|
||
if(wd_back_lvview){
|
||
this.drawActorLevel(actor, rect.x + wd_back_lvview_x, rect.y + wd_back_lvview_y, wd_back_lvview_width);
|
||
}
|
||
if(wd_back_hpgaugeview){
|
||
this.placeGauge(actor, "hp", rect.x + wd_back_hpgaugeview_x, rect.y + wd_back_hpgaugeview_y);
|
||
}
|
||
if(wd_back_mpgaugeview){
|
||
this.placeGauge(actor, "mp", rect.x + wd_back_mpgaugeview_x, rect.y + wd_back_mpgaugeview_y);
|
||
}
|
||
if(wd_back_tpgaugeview){
|
||
this.placeGauge(actor, "tp", rect.x + wd_back_tpgaugeview_x, rect.y + wd_back_tpgaugeview_y);
|
||
}
|
||
if(wd_back_mhpview){
|
||
this.drawActorParam(actor, 0, rect.x + wd_back_mhpview_x, rect.y + wd_back_mhpview_y, wd_back_mhpview_width);
|
||
}
|
||
if(wd_back_mmpview){
|
||
this.drawActorParam(actor, 1, rect.x + wd_back_mmpview_x, rect.y + wd_back_mmpview_y, wd_back_mmpview_width);
|
||
}
|
||
if(wd_back_atkview){
|
||
this.drawActorParam(actor, 2, rect.x + wd_back_atkview_x, rect.y + wd_back_atkview_y, wd_back_atkview_width);
|
||
}
|
||
if(wd_back_defview){
|
||
this.drawActorParam(actor, 3, rect.x + wd_back_defview_x, rect.y + wd_back_defview_y, wd_back_defview_width);
|
||
}
|
||
if(wd_back_matview){
|
||
this.drawActorParam(actor, 4, rect.x + wd_back_matview_x, rect.y + wd_back_matview_y, wd_back_matview_width);
|
||
}
|
||
if(wd_back_mdfview){
|
||
this.drawActorParam(actor, 5, rect.x + wd_back_mdfview_x, rect.y + wd_back_mdfview_y, wd_back_mdfview_width);
|
||
}
|
||
if(wd_back_agiview){
|
||
this.drawActorParam(actor, 6, rect.x + wd_back_agiview_x, rect.y + wd_back_agiview_y, wd_back_agiview_width);
|
||
}
|
||
if(wd_back_lukview){
|
||
this.drawActorParam(actor, 7, rect.x + wd_back_lukview_x, rect.y + wd_back_lukview_y, wd_back_lukview_width);
|
||
}
|
||
this.contents.fontSize = $gameSystem.mainFontSize();
|
||
|
||
}
|
||
};
|
||
|
||
|
||
|
||
function Window_PartyChangeStatus() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeStatus.prototype = Object.create(Window_StatusBase.prototype);
|
||
Window_PartyChangeStatus.prototype.constructor = Window_PartyChangeStatus;
|
||
|
||
Window_PartyChangeStatus.prototype.initialize = function(rect) {
|
||
Window_StatusBase.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.setItem = function(item) {
|
||
if (this._item !== item) {
|
||
this._item = item;
|
||
this.refresh();
|
||
}
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.drawActorCharacter = function(actor, x, y) {
|
||
this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y);
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.drawActorParam = function(actor, i, x, y, width) {
|
||
this.changeTextColor(ColorManager.systemColor());
|
||
this.drawText(TextManager.param(i), x, y, width - 60);
|
||
this.resetTextColor();
|
||
this.drawText(actor.param(i), x + width - 60, y, 60, 'right');
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.drawActorLevel = function(actor, x, y, width) {
|
||
this.changeTextColor(ColorManager.systemColor());
|
||
this.drawText(TextManager.levelA, x, y, 48);
|
||
this.resetTextColor();
|
||
this.drawText(actor.level, x + width - 36, y, 36, 'right');
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.drawActorEquipments = function(actor, x, y) {
|
||
var equips = actor.equips();
|
||
var count = Math.min(equips.length, 6);
|
||
for (var i = 0; i < count; i++) {
|
||
this.drawItemName(equips[i], x, y + this.lineHeight() * i);
|
||
}
|
||
};
|
||
|
||
Window_PartyChangeStatus.prototype.refresh = function() {
|
||
var actor = this._item;
|
||
|
||
var x = 0;
|
||
var y = 0;
|
||
var lineHeight = this.lineHeight();
|
||
|
||
this.contents.clear();
|
||
this.hideAdditionalSprites();
|
||
|
||
if (!actor) {
|
||
return;
|
||
}
|
||
this.contents.fontSize = wd_status_fontsize;
|
||
if(wd_status_faceview){
|
||
this.drawActorFace(actor, x + wd_status_faceview_x, y + wd_status_faceview_y)
|
||
}
|
||
if(wd_status_charaview){
|
||
this.drawActorCharacter(actor, x + wd_status_charaview_x, y + wd_status_charaview_y)
|
||
}
|
||
if(wd_status_stateview){
|
||
this.drawActorIcons(actor, x + wd_status_stateview_x, y + wd_status_stateview_y, wd_status_stateview_width);
|
||
}
|
||
if(wd_status_nameview){
|
||
this.drawActorName(actor, x + wd_status_nameview_x, y + wd_status_nameview_y, wd_status_nameview_width);
|
||
}
|
||
if(wd_status_classview){
|
||
this.drawActorClass(actor, x + wd_status_classview_x, y + wd_status_classview_y, wd_status_classview_width);
|
||
}
|
||
if(wd_status_nickview){
|
||
this.drawActorNickname(actor, x + wd_status_nickview_x, y + wd_status_nickview_y, wd_status_nickview_width);
|
||
}
|
||
if(wd_status_lvview){
|
||
this.drawActorLevel(actor, x + wd_status_lvview_x, y + wd_status_lvview_y, wd_status_lvview_width);
|
||
}
|
||
if(wd_status_hpgaugeview){
|
||
this.placeGauge(actor, "hp", x + wd_status_hpgaugeview_x, y + wd_status_hpgaugeview_y);
|
||
}
|
||
if(wd_status_mpgaugeview){
|
||
this.placeGauge(actor, "mp", x + wd_status_mpgaugeview_x, y + wd_status_mpgaugeview_y);
|
||
}
|
||
if(wd_status_tpgaugeview){
|
||
this.placeGauge(actor, "tp", x + wd_status_tpgaugeview_x, y + wd_status_tpgaugeview_y);
|
||
}
|
||
if(wd_status_mhpview){
|
||
this.drawActorParam(actor, 0, x + wd_status_mhpview_x, y + wd_status_mhpview_y, wd_status_mhpview_width);
|
||
}
|
||
if(wd_status_mmpview){
|
||
this.drawActorParam(actor, 1, x + wd_status_mmpview_x, y + wd_status_mmpview_y, wd_status_mmpview_width);
|
||
}
|
||
if(wd_status_atkview){
|
||
this.drawActorParam(actor, 2, x + wd_status_atkview_x, y + wd_status_atkview_y, wd_status_atkview_width);
|
||
}
|
||
if(wd_status_defview){
|
||
this.drawActorParam(actor, 3, x + wd_status_defview_x, y + wd_status_defview_y, wd_status_defview_width);
|
||
}
|
||
if(wd_status_matview){
|
||
this.drawActorParam(actor, 4, x + wd_status_matview_x, y + wd_status_matview_y, wd_status_matview_width);
|
||
}
|
||
if(wd_status_mdfview){
|
||
this.drawActorParam(actor, 5, x + wd_status_mdfview_x, y + wd_status_mdfview_y, wd_status_mdfview_width);
|
||
}
|
||
if(wd_status_agiview){
|
||
this.drawActorParam(actor, 6, x + wd_status_agiview_x, y + wd_status_agiview_y, wd_status_agiview_width);
|
||
}
|
||
if(wd_status_lukview){
|
||
this.drawActorParam(actor, 7, x + wd_status_lukview_x, y + wd_status_lukview_y, wd_status_lukview_width);
|
||
}
|
||
if(wd_status_equipview){
|
||
this.drawActorEquipments(actor, x + wd_status_equipview_x, y + wd_status_equipview_y);
|
||
}
|
||
this.contents.fontSize = $gameSystem.mainFontSize();
|
||
|
||
};
|
||
|
||
|
||
|
||
function Window_PartyChangeText1() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeText1.prototype = Object.create(Window_Base.prototype);
|
||
Window_PartyChangeText1.prototype.constructor = Window_PartyChangeText1;
|
||
|
||
Window_PartyChangeText1.prototype.initialize = function(rect) {
|
||
Window_Base.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
};
|
||
|
||
Window_PartyChangeText1.prototype.refresh = function() {
|
||
this.contents.clear();
|
||
this.contents.fontSize = wd_text1_fontsize;
|
||
this.drawText(wd_text1_mess, wd_text1_text_x, wd_text1_text_y, this._width-24, 'center');
|
||
}
|
||
|
||
|
||
|
||
function Window_PartyChangeText2() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeText2.prototype = Object.create(Window_Base.prototype);
|
||
Window_PartyChangeText2.prototype.constructor = Window_PartyChangeText1;
|
||
|
||
Window_PartyChangeText2.prototype.initialize = function(rect) {
|
||
Window_Base.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
};
|
||
|
||
Window_PartyChangeText2.prototype.refresh = function() {
|
||
this.contents.clear();
|
||
this.contents.fontSize = wd_text2_fontsize;
|
||
this.drawText(wd_text2_mess, wd_text2_text_x, wd_text2_text_y, this._width-24, 'center');
|
||
}
|
||
|
||
|
||
|
||
function Window_PartyChangeSort() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeSort.prototype = Object.create(Window_Base.prototype);
|
||
Window_PartyChangeSort.prototype.constructor = Window_PartyChangeText1;
|
||
|
||
Window_PartyChangeSort.prototype.initialize = function(rect) {
|
||
Window_Base.prototype.initialize.call(this, rect);
|
||
this.refresh();
|
||
};
|
||
|
||
Window_PartyChangeSort.prototype.refresh = function() {
|
||
this.contents.clear();
|
||
this.contents.fontSize = wd_sort_fontsize;
|
||
this.drawText(wd_sort_names[$gameVariables.value(wd_sort_variables)], wd_sort_text_x, wd_sort_text_y, this._width-24, 'center');
|
||
}
|
||
|
||
|
||
|
||
function Window_PartyChangeEliminate() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_PartyChangeEliminate.prototype = Object.create(Window_Command.prototype);
|
||
Window_PartyChangeEliminate.prototype.constructor = Window_PartyChangeEliminate;
|
||
|
||
Window_PartyChangeEliminate.prototype.initialize = function(rect) {
|
||
Window_Command.prototype.initialize.call(this, rect);
|
||
this.hide();
|
||
};
|
||
|
||
Window_PartyChangeEliminate.prototype.makeCommandList = function() {
|
||
this.addCommand(wd_eliminate_text, 'ok');
|
||
this.addCommand("キャンセル", 'cancel');
|
||
};
|
||
|
||
|
||
|
||
})();
|