376 lines
12 KiB
JavaScript
376 lines
12 KiB
JavaScript
//=============================================================================
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// Plugin for RPG Maker MZ
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// ChangeEquipOnBattleMZ.js
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//=============================================================================
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// [Update History]
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// This plugin is the MZ version of ChangeWeaponOnBattle.js the MV plugin.
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// 2019.Dec.13 Ver1.0.0 First Release
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// 2020.Oct.04 Ver1.0.1 When skill type is changed, modify actor commands.
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// 2020.Oct.04 Ver1.0.2 Fix Bugs Yet More:
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// - Adjust windows' size when screen size is changed.
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// - When back to any menu, cursol was deselected.
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// - On new equipment selecting phase, help window was hidden.
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// 2020.Oct.04 Ver1.1.0 Solve the confliction with EquipScene_Extension.js.
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// 2022.Jan.26 Ver1.2.0 When gain/lose equips in the battle, refresh windows.
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// 2022.Jan.27 Ver1.2.1 Fix Bug: Equips are not modified when actor is alone.
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// 2022.Sep.02 Ver1.2.2 Fix Bug: Error when actor become not inputtable
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// by changeing equipment (at Turn-Based)
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// 2022.Sep.03 Ver1.2.3 To Fix bug added at 1.2.2
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/*:
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* @target MZ
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* @plugindesc [Ver1.2.3]Add equipment change command to actor commands
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* @author Sasuke KANNAZUKI
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*
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* @orderAfter EquipScene_Extension
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* @orderAfter EquipState
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*
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* @param commandName
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* @text Command Name
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* @desc Displaying command name that changes equipments.
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* @type string
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* @default Equip
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*
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* @help This plugin does not provide plugin commands.
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* This plugin runs under RPG Maker MZ.
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*
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* [Summary]
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* This plugin adds equip change command to actor command on battle.
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* The command doesn't consume turn.
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*
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* [Plugin Order]
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* If you import EquipScene_Extension.js or EquipState.js with this plugin,
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* You must set this plugin AFTER that plugin on list.
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*
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* [License]
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* this plugin is released under MIT license.
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* http://opensource.org/licenses/mit-license.php
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*/
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/*:ja
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* @target MZ
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* @plugindesc [Ver1.2.3]戦闘コマンドに装備変更を追加
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* @author 神無月サスケ
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*
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* @orderAfter EquipScene_Extension
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* @orderAfter EquipState
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*
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* @param commandName
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* @text コマンド名
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* @desc 装備変更コマンドの表示名です。
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* @type string
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* @default 装備変更
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*
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* @help このプラグインにプラグインコマンドはありません。
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* このプラグインは、RPGツクールMZに対応しています。
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*
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* ■概要
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* このプラグインは戦闘のアクターコマンドに「装備変更」を追加します。
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* このコマンドは、ターンを消費しません。
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*
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* ■連携可能なプラグイン
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* うなぎおおとろ様の EquipScene_Extension.js と連携可能です。
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* https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/EquipScene_Extension.js
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* EquipState.js とも連携可能です。
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* https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/EquipState.js
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* これを導入する際には、これらのプラグインの方を必ず、
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* EquipScene_Extension.js より下に置いて下さい。
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*
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* ■ライセンス表記
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* このプラグインは MIT ライセンスで配布されます。
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* ご自由にお使いください。
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* http://opensource.org/licenses/mit-license.php
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*/
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(() => {
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const pluginName = 'ChangeEquipOnBattleMZ';
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//
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// process parameters
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//
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const parameters = PluginManager.parameters(pluginName);
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const commandName = parameters['commandName'] || 'Equip';
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//
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// Equip slot for battle
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//
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function Window_BattleEquipSlot() {
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this.initialize.apply(this, arguments);
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}
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Window_BattleEquipSlot.prototype = Object.create(Window_EquipSlot.prototype);
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Window_BattleEquipSlot.prototype.constructor = Window_BattleEquipSlot;
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Window_BattleEquipSlot.prototype.show = function() {
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Window_EquipSlot.prototype.show.call(this);
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this.showHelpWindow();
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};
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Window_BattleEquipSlot.prototype.hide = function() {
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Window_EquipSlot.prototype.hide.call(this);
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this.hideHelpWindow();
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};
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//
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// add equipment windows for check active.
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//
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const _Scene_Battle_isAnyInputWindowActive =
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Scene_Battle.prototype.isAnyInputWindowActive;
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Scene_Battle.prototype.isAnyInputWindowActive = function() {
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if(_Scene_Battle_isAnyInputWindowActive.call(this)) {
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return true;
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}
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return (this._equipSlotWindow.active || this._equipItemWindow.active);
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};
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//
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// create new windows for equipments
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//
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const _Scene_Battle_createAllWindows =
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Scene_Battle.prototype.createAllWindows;
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Scene_Battle.prototype.createAllWindows = function() {
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_Scene_Battle_createAllWindows.call(this);
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this.createEquipStatusWindow();
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this.createEquipSlotWindow();
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this.createEquipItemWindow();
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};
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Scene_Battle.prototype.createEquipStatusWindow = function() {
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const rect = this.equipStatusWindowRect();
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this._equipStatusWindow = new Window_EquipStatus(rect);
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this._equipStatusWindow.hide();
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this.addWindow(this._equipStatusWindow);
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};
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Scene_Battle.prototype.equipStatusWindowRect = function() {
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const wx = 0;
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const wy = this.buttonAreaBottom();
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const ww = Scene_Equip.prototype.statusWidth.call(this);
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const wh = Scene_Equip.prototype.mainAreaHeight.call(this);
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.createEquipSlotWindow = function() {
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const rect = this.equipSlotAndItemWindowRect();
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this._equipSlotWindow = new Window_BattleEquipSlot(rect);
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this._equipSlotWindow.setHelpWindow(this._helpWindow);
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this._equipSlotWindow.setStatusWindow(this._equipStatusWindow);
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this._equipSlotWindow.setHandler('ok', this.onEquipSlotOk.bind(this));
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this._equipSlotWindow.setHandler('cancel',
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this.onEquipSlotCancel.bind(this)
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);
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this._equipSlotWindow.hide();
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this.addWindow(this._equipSlotWindow);
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};
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Scene_Battle.prototype.createEquipItemWindow = function() {
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const rect = this.equipSlotAndItemWindowRect();
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this._equipItemWindow = new Window_EquipItem(rect);
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this._equipItemWindow.setHelpWindow(this._helpWindow);
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this._equipItemWindow.setStatusWindow(this._equipStatusWindow);
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this._equipItemWindow.setHandler('ok', this.onEquipItemOk.bind(this));
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this._equipItemWindow.setHandler('cancel',
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this.onEquipItemCancel.bind(this)
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);
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this._equipSlotWindow.setItemWindow(this._equipItemWindow);
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this._equipItemWindow.hide();
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this.addWindow(this._equipItemWindow);
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};
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Scene_Battle.prototype.equipSlotAndItemWindowRect = function() {
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const wx = this._equipStatusWindow.width;
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const wy = this._equipStatusWindow.y;
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const ww = Graphics.boxWidth - wx;
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const wh = this._equipStatusWindow.height;
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return new Rectangle(wx, wy, ww, wh);
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};
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//
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// add command to actor command window
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//
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const _Scene_Battle_createActorCommandWindow =
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Scene_Battle.prototype.createActorCommandWindow;
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Scene_Battle.prototype.createActorCommandWindow = function() {
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_Scene_Battle_createActorCommandWindow.call(this);
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this._actorCommandWindow.setHandler('equip', this.commandEquip.bind(this));
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};
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const _Window_ActorCommand_makeCommandList =
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Window_ActorCommand.prototype.makeCommandList;
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Window_ActorCommand.prototype.makeCommandList = function() {
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_Window_ActorCommand_makeCommandList.call(this);
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if (this._actor) {
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this.addEquipCommand();
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}
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};
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Window_ActorCommand.prototype.addEquipCommand = function() {
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this.addCommand(commandName, 'equip');
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};
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//
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// resolve cpnflict with EquipState.js
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//
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const usingEquipState = () => "updateEquipStates" in Game_Actor.prototype;
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if (usingEquipState()) {
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const _updateEquipStates = Game_Actor.prototype.updateEquipStates;
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Game_Actor.prototype.updateEquipStates = function(addableState = true) {
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if (!$gameParty.inBattle()) {
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this.updateEquipStates2(addableState);
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}
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}
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Game_Actor.prototype.updateEquipStates2 = function(addableState = true) {
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_updateEquipStates.call(this, addableState);
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};
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}
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//
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// process handlers
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//
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Scene_Battle.prototype.refreshActor = function() {
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var actor = BattleManager.actor();
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this._equipStatusWindow.setActor(actor);
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this._equipSlotWindow.setActor(actor);
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this._equipItemWindow.setActor(actor);
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};
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Scene_Battle.prototype.commandEquip = function() {
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this.refreshActor();
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this._equipStatusWindow.show();
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this._equipSlotWindow.refresh();
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this._equipSlotWindow.select(0);
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this._equipSlotWindow.show();
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this._equipSlotWindow.activate();
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};
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Scene_Battle.prototype.onEquipSlotOk = function() {
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this._equipSlotWindow.hide();
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// it needs refresh on battle, otherwise list of equips is not modified.
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this._equipItemWindow.refresh();
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this._equipItemWindow.select(0);
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this._equipItemWindow.show();
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this._helpWindow.show();
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this._actorCommandWindow.selectLast();
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this._equipItemWindow.activate();
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};
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Scene_Battle.prototype.onEquipSlotCancel = function() {
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this._equipStatusWindow.hide();
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this._equipSlotWindow.hide();
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if (usingEquipState()) {
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BattleManager.actor().updateEquipStates2();
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}
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if (doesDisableToInput()) {
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BattleManager.actor().clearActions();
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BattleManager.selectNextActor(true);
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} else {
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this._actorCommandWindow.selectLast();
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}
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this._actorCommandWindow.activate();
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};
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const doesDisableToInput = () => {
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// when actor become not inputtable by changeing equipment (at Turn-Based)
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return !BattleManager.isTpb() && BattleManager.needsActorInputCancel();
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};
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Scene_Battle.prototype.onEquipItemOk = function() {
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SoundManager.playEquip();
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this.executeEquipChange();
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this.hideEquipItemWindow();
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this._equipSlotWindow.refresh();
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this._equipItemWindow.refresh();
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this._equipStatusWindow.refresh();
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};
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Scene_Battle.prototype.onEquipItemCancel = function() {
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this.hideEquipItemWindow();
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};
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Scene_Battle.prototype.executeEquipChange = function() {
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const actor = BattleManager.actor();
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const slotId = this._equipSlotWindow.index();
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const item = this._equipItemWindow.item();
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actor.changeEquip(slotId, item);
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// When one changes any equipment, skill type also may change.
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this._actorCommandWindow.refresh();
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};
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Scene_Battle.prototype.hideEquipItemWindow = function() {
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this._equipSlotWindow.show();
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this._equipSlotWindow.activate();
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this._equipItemWindow.hide();
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this._equipItemWindow.deselect();
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};
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//
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// When one changes Weapon or Armor, refresh all equip windows
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//
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Scene_Battle.prototype.refreshAllWindows = function() {
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this._equipSlotWindow.refresh();
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this._equipItemWindow.refresh();
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this._equipStatusWindow.refresh();
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};
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const refreshEquipWindows = () => {
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if ($gameParty.inBattle()) {
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const scene = SceneManager._scene;
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if (scene === Scene_Battle) {
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scene.refreshAllWindows();
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}
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}
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};
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// Change Weapons
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const _Game_Interpreter_command127 = Game_Interpreter.prototype.command127;
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Game_Interpreter.prototype.command127 = function(params) {
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const result = _Game_Interpreter_command127.call(this, params);
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refreshEquipWindows();
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return result;
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};
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// Change Armors
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const _Game_Interpreter_command128 = Game_Interpreter.prototype.command128;
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Game_Interpreter.prototype.command128 = function(params) {
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const result = _Game_Interpreter_command128.call(this, params);
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refreshEquipWindows();
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return result;
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};
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//
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// To solve confliction with another plugin (EquipScene_Extensions.js)
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//
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const _Window_EquipItem_maxCols = Window_EquipItem.prototype.maxCols;
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Window_EquipItem.prototype.maxCols = function() {
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if ($gameParty.inBattle()) {
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return 1;
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} else {
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return _Window_EquipItem_maxCols.call(this);
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}
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};
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const _Window_EquipItem_drawItem = Window_EquipItem.prototype.drawItem;
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Window_EquipItem.prototype.drawItem = function(index) {
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if ($gameParty.inBattle()) {
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Window_ItemList.prototype.drawItem.call(this, index);
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} else {
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_Window_EquipItem_drawItem.call(this, index);
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}
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};
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const _Window_EquipItem_makeItemList =
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Window_EquipItem.prototype.makeItemList;
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Window_EquipItem.prototype.makeItemList = function() {
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if ($gameParty.inBattle()) {
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Window_ItemList.prototype.makeItemList.call(this);
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} else {
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_Window_EquipItem_makeItemList.call(this);
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}
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};
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})();
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