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2690 lines
77 KiB
JavaScript
2690 lines
77 KiB
JavaScript
3 years ago
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//=============================================================================
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// rpg_scenes.js v1.6.2
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//=============================================================================
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//=============================================================================
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/**
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* The Superclass of all scene within the game.
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*
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* @class Scene_Base
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* @constructor
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* @extends Stage
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*/
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function Scene_Base() {
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this.initialize.apply(this, arguments);
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}
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Scene_Base.prototype = Object.create(Stage.prototype);
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Scene_Base.prototype.constructor = Scene_Base;
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/**
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* Create a instance of Scene_Base.
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*
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.initialize = function() {
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Stage.prototype.initialize.call(this);
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this._active = false;
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this._fadeSign = 0;
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this._fadeDuration = 0;
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this._fadeSprite = null;
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this._imageReservationId = Utils.generateRuntimeId();
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};
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/**
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* Attach a reservation to the reserve queue.
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*
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* @method attachReservation
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.attachReservation = function() {
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ImageManager.setDefaultReservationId(this._imageReservationId);
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};
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/**
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* Remove the reservation from the Reserve queue.
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*
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* @method detachReservation
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.detachReservation = function() {
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ImageManager.releaseReservation(this._imageReservationId);
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};
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/**
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* Create the components and add them to the rendering process.
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*
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* @method create
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.create = function() {
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};
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/**
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* Returns whether the scene is active or not.
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*
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* @method isActive
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* @instance
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* @memberof Scene_Base
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* @return {Boolean} return true if the scene is active
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*/
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Scene_Base.prototype.isActive = function() {
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return this._active;
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};
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/**
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* Return whether the scene is ready to start or not.
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*
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* @method isReady
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* @instance
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* @memberof Scene_Base
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* @return {Boolean} Return true if the scene is ready to start
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*/
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Scene_Base.prototype.isReady = function() {
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return ImageManager.isReady();
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};
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/**
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* Start the scene processing.
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*
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* @method start
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.start = function() {
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this._active = true;
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};
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/**
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* Update the scene processing each new frame.
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*
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* @method update
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.update = function() {
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this.updateFade();
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this.updateChildren();
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};
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/**
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* Stop the scene processing.
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*
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* @method stop
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.stop = function() {
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this._active = false;
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};
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/**
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* Return whether the scene is busy or not.
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*
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* @method isBusy
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* @instance
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* @memberof Scene_Base
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* @return {Boolean} Return true if the scene is currently busy
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*/
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Scene_Base.prototype.isBusy = function() {
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return this._fadeDuration > 0;
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};
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/**
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* Terminate the scene before switching to a another scene.
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*
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* @method terminate
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.terminate = function() {
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};
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/**
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* Create the layer for the windows children
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* and add it to the rendering process.
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*
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* @method createWindowLayer
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.createWindowLayer = function() {
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var width = Graphics.boxWidth;
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var height = Graphics.boxHeight;
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var x = (Graphics.width - width) / 2;
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var y = (Graphics.height - height) / 2;
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this._windowLayer = new WindowLayer();
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this._windowLayer.move(x, y, width, height);
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this.addChild(this._windowLayer);
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};
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/**
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* Add the children window to the windowLayer processing.
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*
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* @method addWindow
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.addWindow = function(window) {
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this._windowLayer.addChild(window);
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};
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/**
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* Request a fadeIn screen process.
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*
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* @method startFadeIn
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* @param {Number} [duration=30] The time the process will take for fadeIn the screen
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* @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black
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*
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.startFadeIn = function(duration, white) {
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this.createFadeSprite(white);
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this._fadeSign = 1;
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this._fadeDuration = duration || 30;
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this._fadeSprite.opacity = 255;
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};
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/**
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* Request a fadeOut screen process.
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*
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* @method startFadeOut
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* @param {Number} [duration=30] The time the process will take for fadeOut the screen
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* @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black
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*
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.startFadeOut = function(duration, white) {
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this.createFadeSprite(white);
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this._fadeSign = -1;
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this._fadeDuration = duration || 30;
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this._fadeSprite.opacity = 0;
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};
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/**
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* Create a Screen sprite for the fadein and fadeOut purpose and
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* add it to the rendering process.
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*
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* @method createFadeSprite
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.createFadeSprite = function(white) {
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if (!this._fadeSprite) {
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this._fadeSprite = new ScreenSprite();
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this.addChild(this._fadeSprite);
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}
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if (white) {
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this._fadeSprite.setWhite();
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} else {
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this._fadeSprite.setBlack();
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}
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};
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/**
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* Update the screen fade processing.
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*
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* @method updateFade
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.updateFade = function() {
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if (this._fadeDuration > 0) {
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var d = this._fadeDuration;
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if (this._fadeSign > 0) {
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this._fadeSprite.opacity -= this._fadeSprite.opacity / d;
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} else {
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this._fadeSprite.opacity += (255 - this._fadeSprite.opacity) / d;
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}
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this._fadeDuration--;
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}
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};
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/**
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* Update the children of the scene EACH frame.
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*
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* @method updateChildren
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.updateChildren = function() {
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this.children.forEach(function(child) {
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if (child.update) {
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child.update();
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}
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});
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};
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/**
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* Pop the scene from the stack array and switch to the
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* previous scene.
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*
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* @method popScene
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.popScene = function() {
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SceneManager.pop();
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};
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/**
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* Check whether the game should be triggering a gameover.
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*
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* @method checkGameover
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.checkGameover = function() {
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if ($gameParty.isAllDead()) {
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SceneManager.goto(Scene_Gameover);
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}
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};
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/**
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* Slowly fade out all the visual and audio of the scene.
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*
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* @method fadeOutAll
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.fadeOutAll = function() {
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var time = this.slowFadeSpeed() / 60;
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AudioManager.fadeOutBgm(time);
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AudioManager.fadeOutBgs(time);
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AudioManager.fadeOutMe(time);
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this.startFadeOut(this.slowFadeSpeed());
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};
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/**
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* Return the screen fade speed value.
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*
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* @method fadeSpeed
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* @instance
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* @memberof Scene_Base
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* @return {Number} Return the fade speed
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*/
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Scene_Base.prototype.fadeSpeed = function() {
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return 24;
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};
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/**
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* Return a slow screen fade speed value.
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*
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* @method slowFadeSpeed
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* @instance
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* @memberof Scene_Base
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* @return {Number} Return the fade speed
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*/
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Scene_Base.prototype.slowFadeSpeed = function() {
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return this.fadeSpeed() * 2;
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};
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//-----------------------------------------------------------------------------
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// Scene_Boot
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//
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// The scene class for initializing the entire game.
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function Scene_Boot() {
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this.initialize.apply(this, arguments);
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}
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Scene_Boot.prototype = Object.create(Scene_Base.prototype);
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Scene_Boot.prototype.constructor = Scene_Boot;
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Scene_Boot.prototype.initialize = function() {
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Scene_Base.prototype.initialize.call(this);
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this._startDate = Date.now();
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};
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Scene_Boot.prototype.create = function() {
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Scene_Base.prototype.create.call(this);
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DataManager.loadDatabase();
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ConfigManager.load();
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this.loadSystemWindowImage();
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};
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Scene_Boot.prototype.loadSystemWindowImage = function() {
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ImageManager.reserveSystem('Window');
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};
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Scene_Boot.loadSystemImages = function() {
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ImageManager.reserveSystem('IconSet');
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ImageManager.reserveSystem('Balloon');
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ImageManager.reserveSystem('Shadow1');
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ImageManager.reserveSystem('Shadow2');
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ImageManager.reserveSystem('Damage');
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ImageManager.reserveSystem('States');
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ImageManager.reserveSystem('Weapons1');
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ImageManager.reserveSystem('Weapons2');
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ImageManager.reserveSystem('Weapons3');
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ImageManager.reserveSystem('ButtonSet');
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};
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Scene_Boot.prototype.isReady = function() {
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if (Scene_Base.prototype.isReady.call(this)) {
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return DataManager.isDatabaseLoaded() && this.isGameFontLoaded();
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} else {
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return false;
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}
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};
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Scene_Boot.prototype.isGameFontLoaded = function() {
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if (Graphics.isFontLoaded('GameFont')) {
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return true;
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} else if (!Graphics.canUseCssFontLoading()){
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var elapsed = Date.now() - this._startDate;
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if (elapsed >= 60000) {
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throw new Error('Failed to load GameFont');
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}
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}
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};
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Scene_Boot.prototype.start = function() {
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Scene_Base.prototype.start.call(this);
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SoundManager.preloadImportantSounds();
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if (DataManager.isBattleTest()) {
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DataManager.setupBattleTest();
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SceneManager.goto(Scene_Battle);
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} else if (DataManager.isEventTest()) {
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DataManager.setupEventTest();
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SceneManager.goto(Scene_Map);
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} else {
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this.checkPlayerLocation();
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DataManager.setupNewGame();
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SceneManager.goto(Scene_Title);
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Window_TitleCommand.initCommandPosition();
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}
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this.updateDocumentTitle();
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};
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Scene_Boot.prototype.updateDocumentTitle = function() {
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document.title = $dataSystem.gameTitle;
|
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};
|
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Scene_Boot.prototype.checkPlayerLocation = function() {
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if ($dataSystem.startMapId === 0) {
|
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throw new Error('Player\'s starting position is not set');
|
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}
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};
|
||
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|
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//-----------------------------------------------------------------------------
|
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// Scene_Title
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//
|
||
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// The scene class of the title screen.
|
||
|
|
||
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function Scene_Title() {
|
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this.initialize.apply(this, arguments);
|
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}
|
||
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|
||
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Scene_Title.prototype = Object.create(Scene_Base.prototype);
|
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Scene_Title.prototype.constructor = Scene_Title;
|
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|
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Scene_Title.prototype.initialize = function() {
|
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Scene_Base.prototype.initialize.call(this);
|
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};
|
||
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|
||
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Scene_Title.prototype.create = function() {
|
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Scene_Base.prototype.create.call(this);
|
||
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this.createBackground();
|
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this.createForeground();
|
||
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this.createWindowLayer();
|
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this.createCommandWindow();
|
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};
|
||
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|
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Scene_Title.prototype.start = function() {
|
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Scene_Base.prototype.start.call(this);
|
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SceneManager.clearStack();
|
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this.centerSprite(this._backSprite1);
|
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this.centerSprite(this._backSprite2);
|
||
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this.playTitleMusic();
|
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this.startFadeIn(this.fadeSpeed(), false);
|
||
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};
|
||
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|
||
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Scene_Title.prototype.update = function() {
|
||
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if (!this.isBusy()) {
|
||
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this._commandWindow.open();
|
||
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}
|
||
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Scene_Base.prototype.update.call(this);
|
||
|
};
|
||
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|
||
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Scene_Title.prototype.isBusy = function() {
|
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return this._commandWindow.isClosing() || Scene_Base.prototype.isBusy.call(this);
|
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};
|
||
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|
||
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Scene_Title.prototype.terminate = function() {
|
||
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Scene_Base.prototype.terminate.call(this);
|
||
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SceneManager.snapForBackground();
|
||
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};
|
||
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|
||
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Scene_Title.prototype.createBackground = function() {
|
||
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this._backSprite1 = new Sprite(ImageManager.loadTitle1($dataSystem.title1Name));
|
||
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this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name));
|
||
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this.addChild(this._backSprite1);
|
||
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this.addChild(this._backSprite2);
|
||
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};
|
||
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|
||
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Scene_Title.prototype.createForeground = function() {
|
||
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this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height));
|
||
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this.addChild(this._gameTitleSprite);
|
||
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if ($dataSystem.optDrawTitle) {
|
||
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this.drawGameTitle();
|
||
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}
|
||
|
};
|
||
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|
||
|
Scene_Title.prototype.drawGameTitle = function() {
|
||
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var x = 20;
|
||
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var y = Graphics.height / 4;
|
||
|
var maxWidth = Graphics.width - x * 2;
|
||
|
var text = $dataSystem.gameTitle;
|
||
|
this._gameTitleSprite.bitmap.outlineColor = 'black';
|
||
|
this._gameTitleSprite.bitmap.outlineWidth = 8;
|
||
|
this._gameTitleSprite.bitmap.fontSize = 72;
|
||
|
this._gameTitleSprite.bitmap.drawText(text, x, y, maxWidth, 48, 'center');
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.centerSprite = function(sprite) {
|
||
|
sprite.x = Graphics.width / 2;
|
||
|
sprite.y = Graphics.height / 2;
|
||
|
sprite.anchor.x = 0.5;
|
||
|
sprite.anchor.y = 0.5;
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.createCommandWindow = function() {
|
||
|
this._commandWindow = new Window_TitleCommand();
|
||
|
this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this));
|
||
|
this._commandWindow.setHandler('continue', this.commandContinue.bind(this));
|
||
|
this._commandWindow.setHandler('options', this.commandOptions.bind(this));
|
||
|
this.addWindow(this._commandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.commandNewGame = function() {
|
||
|
DataManager.setupNewGame();
|
||
|
this._commandWindow.close();
|
||
|
this.fadeOutAll();
|
||
|
SceneManager.goto(Scene_Map);
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.commandContinue = function() {
|
||
|
this._commandWindow.close();
|
||
|
SceneManager.push(Scene_Load);
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.commandOptions = function() {
|
||
|
this._commandWindow.close();
|
||
|
SceneManager.push(Scene_Options);
|
||
|
};
|
||
|
|
||
|
Scene_Title.prototype.playTitleMusic = function() {
|
||
|
AudioManager.playBgm($dataSystem.titleBgm);
|
||
|
AudioManager.stopBgs();
|
||
|
AudioManager.stopMe();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Map
|
||
|
//
|
||
|
// The scene class of the map screen.
|
||
|
|
||
|
function Scene_Map() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Map.prototype = Object.create(Scene_Base.prototype);
|
||
|
Scene_Map.prototype.constructor = Scene_Map;
|
||
|
|
||
|
Scene_Map.prototype.initialize = function() {
|
||
|
Scene_Base.prototype.initialize.call(this);
|
||
|
this._waitCount = 0;
|
||
|
this._encounterEffectDuration = 0;
|
||
|
this._mapLoaded = false;
|
||
|
this._touchCount = 0;
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.create = function() {
|
||
|
Scene_Base.prototype.create.call(this);
|
||
|
this._transfer = $gamePlayer.isTransferring();
|
||
|
var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId();
|
||
|
DataManager.loadMapData(mapId);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isReady = function() {
|
||
|
if (!this._mapLoaded && DataManager.isMapLoaded()) {
|
||
|
this.onMapLoaded();
|
||
|
this._mapLoaded = true;
|
||
|
}
|
||
|
return this._mapLoaded && Scene_Base.prototype.isReady.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.onMapLoaded = function() {
|
||
|
if (this._transfer) {
|
||
|
$gamePlayer.performTransfer();
|
||
|
}
|
||
|
this.createDisplayObjects();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.start = function() {
|
||
|
Scene_Base.prototype.start.call(this);
|
||
|
SceneManager.clearStack();
|
||
|
if (this._transfer) {
|
||
|
this.fadeInForTransfer();
|
||
|
this._mapNameWindow.open();
|
||
|
$gameMap.autoplay();
|
||
|
} else if (this.needsFadeIn()) {
|
||
|
this.startFadeIn(this.fadeSpeed(), false);
|
||
|
}
|
||
|
this.menuCalling = false;
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.update = function() {
|
||
|
this.updateDestination();
|
||
|
this.updateMainMultiply();
|
||
|
if (this.isSceneChangeOk()) {
|
||
|
this.updateScene();
|
||
|
} else if (SceneManager.isNextScene(Scene_Battle)) {
|
||
|
this.updateEncounterEffect();
|
||
|
}
|
||
|
this.updateWaitCount();
|
||
|
Scene_Base.prototype.update.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateMainMultiply = function() {
|
||
|
this.updateMain();
|
||
|
if (this.isFastForward()) {
|
||
|
this.updateMain();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateMain = function() {
|
||
|
var active = this.isActive();
|
||
|
$gameMap.update(active);
|
||
|
$gamePlayer.update(active);
|
||
|
$gameTimer.update(active);
|
||
|
$gameScreen.update();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isFastForward = function() {
|
||
|
return ($gameMap.isEventRunning() && !SceneManager.isSceneChanging() &&
|
||
|
(Input.isLongPressed('ok') || TouchInput.isLongPressed()));
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.stop = function() {
|
||
|
Scene_Base.prototype.stop.call(this);
|
||
|
$gamePlayer.straighten();
|
||
|
this._mapNameWindow.close();
|
||
|
if (this.needsSlowFadeOut()) {
|
||
|
this.startFadeOut(this.slowFadeSpeed(), false);
|
||
|
} else if (SceneManager.isNextScene(Scene_Map)) {
|
||
|
this.fadeOutForTransfer();
|
||
|
} else if (SceneManager.isNextScene(Scene_Battle)) {
|
||
|
this.launchBattle();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isBusy = function() {
|
||
|
return ((this._messageWindow && this._messageWindow.isClosing()) ||
|
||
|
this._waitCount > 0 || this._encounterEffectDuration > 0 ||
|
||
|
Scene_Base.prototype.isBusy.call(this));
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.terminate = function() {
|
||
|
Scene_Base.prototype.terminate.call(this);
|
||
|
if (!SceneManager.isNextScene(Scene_Battle)) {
|
||
|
this._spriteset.update();
|
||
|
this._mapNameWindow.hide();
|
||
|
SceneManager.snapForBackground();
|
||
|
} else {
|
||
|
ImageManager.clearRequest();
|
||
|
}
|
||
|
|
||
|
if (SceneManager.isNextScene(Scene_Map)) {
|
||
|
ImageManager.clearRequest();
|
||
|
}
|
||
|
|
||
|
$gameScreen.clearZoom();
|
||
|
|
||
|
this.removeChild(this._fadeSprite);
|
||
|
this.removeChild(this._mapNameWindow);
|
||
|
this.removeChild(this._windowLayer);
|
||
|
this.removeChild(this._spriteset);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.needsFadeIn = function() {
|
||
|
return (SceneManager.isPreviousScene(Scene_Battle) ||
|
||
|
SceneManager.isPreviousScene(Scene_Load));
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.needsSlowFadeOut = function() {
|
||
|
return (SceneManager.isNextScene(Scene_Title) ||
|
||
|
SceneManager.isNextScene(Scene_Gameover));
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateWaitCount = function() {
|
||
|
if (this._waitCount > 0) {
|
||
|
this._waitCount--;
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateDestination = function() {
|
||
|
if (this.isMapTouchOk()) {
|
||
|
this.processMapTouch();
|
||
|
} else {
|
||
|
$gameTemp.clearDestination();
|
||
|
this._touchCount = 0;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isMapTouchOk = function() {
|
||
|
return this.isActive() && $gamePlayer.canMove();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.processMapTouch = function() {
|
||
|
if (TouchInput.isTriggered() || this._touchCount > 0) {
|
||
|
if (TouchInput.isPressed()) {
|
||
|
if (this._touchCount === 0 || this._touchCount >= 15) {
|
||
|
var x = $gameMap.canvasToMapX(TouchInput.x);
|
||
|
var y = $gameMap.canvasToMapY(TouchInput.y);
|
||
|
$gameTemp.setDestination(x, y);
|
||
|
}
|
||
|
this._touchCount++;
|
||
|
} else {
|
||
|
this._touchCount = 0;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isSceneChangeOk = function() {
|
||
|
return this.isActive() && !$gameMessage.isBusy();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateScene = function() {
|
||
|
this.checkGameover();
|
||
|
if (!SceneManager.isSceneChanging()) {
|
||
|
this.updateTransferPlayer();
|
||
|
}
|
||
|
if (!SceneManager.isSceneChanging()) {
|
||
|
this.updateEncounter();
|
||
|
}
|
||
|
if (!SceneManager.isSceneChanging()) {
|
||
|
this.updateCallMenu();
|
||
|
}
|
||
|
if (!SceneManager.isSceneChanging()) {
|
||
|
this.updateCallDebug();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createDisplayObjects = function() {
|
||
|
this.createSpriteset();
|
||
|
this.createMapNameWindow();
|
||
|
this.createWindowLayer();
|
||
|
this.createAllWindows();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createSpriteset = function() {
|
||
|
this._spriteset = new Spriteset_Map();
|
||
|
this.addChild(this._spriteset);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createAllWindows = function() {
|
||
|
this.createMessageWindow();
|
||
|
this.createScrollTextWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createMapNameWindow = function() {
|
||
|
this._mapNameWindow = new Window_MapName();
|
||
|
this.addChild(this._mapNameWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createMessageWindow = function() {
|
||
|
this._messageWindow = new Window_Message();
|
||
|
this.addWindow(this._messageWindow);
|
||
|
this._messageWindow.subWindows().forEach(function(window) {
|
||
|
this.addWindow(window);
|
||
|
}, this);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.createScrollTextWindow = function() {
|
||
|
this._scrollTextWindow = new Window_ScrollText();
|
||
|
this.addWindow(this._scrollTextWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateTransferPlayer = function() {
|
||
|
if ($gamePlayer.isTransferring()) {
|
||
|
SceneManager.goto(Scene_Map);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateEncounter = function() {
|
||
|
if ($gamePlayer.executeEncounter()) {
|
||
|
SceneManager.push(Scene_Battle);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateCallMenu = function() {
|
||
|
if (this.isMenuEnabled()) {
|
||
|
if (this.isMenuCalled()) {
|
||
|
this.menuCalling = true;
|
||
|
}
|
||
|
if (this.menuCalling && !$gamePlayer.isMoving()) {
|
||
|
this.callMenu();
|
||
|
}
|
||
|
} else {
|
||
|
this.menuCalling = false;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isMenuEnabled = function() {
|
||
|
return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isMenuCalled = function() {
|
||
|
return Input.isTriggered('menu') || TouchInput.isCancelled();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.callMenu = function() {
|
||
|
SoundManager.playOk();
|
||
|
SceneManager.push(Scene_Menu);
|
||
|
Window_MenuCommand.initCommandPosition();
|
||
|
$gameTemp.clearDestination();
|
||
|
this._mapNameWindow.hide();
|
||
|
this._waitCount = 2;
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateCallDebug = function() {
|
||
|
if (this.isDebugCalled()) {
|
||
|
SceneManager.push(Scene_Debug);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.isDebugCalled = function() {
|
||
|
return Input.isTriggered('debug') && $gameTemp.isPlaytest();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.fadeInForTransfer = function() {
|
||
|
var fadeType = $gamePlayer.fadeType();
|
||
|
switch (fadeType) {
|
||
|
case 0: case 1:
|
||
|
this.startFadeIn(this.fadeSpeed(), fadeType === 1);
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.fadeOutForTransfer = function() {
|
||
|
var fadeType = $gamePlayer.fadeType();
|
||
|
switch (fadeType) {
|
||
|
case 0: case 1:
|
||
|
this.startFadeOut(this.fadeSpeed(), fadeType === 1);
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.launchBattle = function() {
|
||
|
BattleManager.saveBgmAndBgs();
|
||
|
this.stopAudioOnBattleStart();
|
||
|
SoundManager.playBattleStart();
|
||
|
this.startEncounterEffect();
|
||
|
this._mapNameWindow.hide();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.stopAudioOnBattleStart = function() {
|
||
|
if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) {
|
||
|
AudioManager.stopBgm();
|
||
|
}
|
||
|
AudioManager.stopBgs();
|
||
|
AudioManager.stopMe();
|
||
|
AudioManager.stopSe();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.startEncounterEffect = function() {
|
||
|
this._spriteset.hideCharacters();
|
||
|
this._encounterEffectDuration = this.encounterEffectSpeed();
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.updateEncounterEffect = function() {
|
||
|
if (this._encounterEffectDuration > 0) {
|
||
|
this._encounterEffectDuration--;
|
||
|
var speed = this.encounterEffectSpeed();
|
||
|
var n = speed - this._encounterEffectDuration;
|
||
|
var p = n / speed;
|
||
|
var q = ((p - 1) * 20 * p + 5) * p + 1;
|
||
|
var zoomX = $gamePlayer.screenX();
|
||
|
var zoomY = $gamePlayer.screenY() - 24;
|
||
|
if (n === 2) {
|
||
|
$gameScreen.setZoom(zoomX, zoomY, 1);
|
||
|
this.snapForBattleBackground();
|
||
|
this.startFlashForEncounter(speed / 2);
|
||
|
}
|
||
|
$gameScreen.setZoom(zoomX, zoomY, q);
|
||
|
if (n === Math.floor(speed / 6)) {
|
||
|
this.startFlashForEncounter(speed / 2);
|
||
|
}
|
||
|
if (n === Math.floor(speed / 2)) {
|
||
|
BattleManager.playBattleBgm();
|
||
|
this.startFadeOut(this.fadeSpeed());
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.snapForBattleBackground = function() {
|
||
|
this._windowLayer.visible = false;
|
||
|
SceneManager.snapForBackground();
|
||
|
this._windowLayer.visible = true;
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.startFlashForEncounter = function(duration) {
|
||
|
var color = [255, 255, 255, 255];
|
||
|
$gameScreen.startFlash(color, duration);
|
||
|
};
|
||
|
|
||
|
Scene_Map.prototype.encounterEffectSpeed = function() {
|
||
|
return 60;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_MenuBase
|
||
|
//
|
||
|
// The superclass of all the menu-type scenes.
|
||
|
|
||
|
function Scene_MenuBase() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_MenuBase.prototype = Object.create(Scene_Base.prototype);
|
||
|
Scene_MenuBase.prototype.constructor = Scene_MenuBase;
|
||
|
|
||
|
Scene_MenuBase.prototype.initialize = function() {
|
||
|
Scene_Base.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.create = function() {
|
||
|
Scene_Base.prototype.create.call(this);
|
||
|
this.createBackground();
|
||
|
this.updateActor();
|
||
|
this.createWindowLayer();
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.actor = function() {
|
||
|
return this._actor;
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.updateActor = function() {
|
||
|
this._actor = $gameParty.menuActor();
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.createBackground = function() {
|
||
|
this._backgroundSprite = new Sprite();
|
||
|
this._backgroundSprite.bitmap = SceneManager.backgroundBitmap();
|
||
|
this.addChild(this._backgroundSprite);
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.setBackgroundOpacity = function(opacity) {
|
||
|
this._backgroundSprite.opacity = opacity;
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.createHelpWindow = function() {
|
||
|
this._helpWindow = new Window_Help();
|
||
|
this.addWindow(this._helpWindow);
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.nextActor = function() {
|
||
|
$gameParty.makeMenuActorNext();
|
||
|
this.updateActor();
|
||
|
this.onActorChange();
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.previousActor = function() {
|
||
|
$gameParty.makeMenuActorPrevious();
|
||
|
this.updateActor();
|
||
|
this.onActorChange();
|
||
|
};
|
||
|
|
||
|
Scene_MenuBase.prototype.onActorChange = function() {
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Menu
|
||
|
//
|
||
|
// The scene class of the menu screen.
|
||
|
|
||
|
function Scene_Menu() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Menu.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Menu.prototype.constructor = Scene_Menu;
|
||
|
|
||
|
Scene_Menu.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createCommandWindow();
|
||
|
this.createGoldWindow();
|
||
|
this.createStatusWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.start = function() {
|
||
|
Scene_MenuBase.prototype.start.call(this);
|
||
|
this._statusWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.createCommandWindow = function() {
|
||
|
this._commandWindow = new Window_MenuCommand(0, 0);
|
||
|
this._commandWindow.setHandler('item', this.commandItem.bind(this));
|
||
|
this._commandWindow.setHandler('skill', this.commandPersonal.bind(this));
|
||
|
this._commandWindow.setHandler('equip', this.commandPersonal.bind(this));
|
||
|
this._commandWindow.setHandler('status', this.commandPersonal.bind(this));
|
||
|
this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
|
||
|
this._commandWindow.setHandler('options', this.commandOptions.bind(this));
|
||
|
this._commandWindow.setHandler('save', this.commandSave.bind(this));
|
||
|
this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this));
|
||
|
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._commandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.createGoldWindow = function() {
|
||
|
this._goldWindow = new Window_Gold(0, 0);
|
||
|
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
|
||
|
this.addWindow(this._goldWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.createStatusWindow = function() {
|
||
|
this._statusWindow = new Window_MenuStatus(this._commandWindow.width, 0);
|
||
|
this._statusWindow.reserveFaceImages();
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandItem = function() {
|
||
|
SceneManager.push(Scene_Item);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandPersonal = function() {
|
||
|
this._statusWindow.setFormationMode(false);
|
||
|
this._statusWindow.selectLast();
|
||
|
this._statusWindow.activate();
|
||
|
this._statusWindow.setHandler('ok', this.onPersonalOk.bind(this));
|
||
|
this._statusWindow.setHandler('cancel', this.onPersonalCancel.bind(this));
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandFormation = function() {
|
||
|
this._statusWindow.setFormationMode(true);
|
||
|
this._statusWindow.selectLast();
|
||
|
this._statusWindow.activate();
|
||
|
this._statusWindow.setHandler('ok', this.onFormationOk.bind(this));
|
||
|
this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this));
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandOptions = function() {
|
||
|
SceneManager.push(Scene_Options);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandSave = function() {
|
||
|
SceneManager.push(Scene_Save);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.commandGameEnd = function() {
|
||
|
SceneManager.push(Scene_GameEnd);
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.onPersonalOk = function() {
|
||
|
switch (this._commandWindow.currentSymbol()) {
|
||
|
case 'skill':
|
||
|
SceneManager.push(Scene_Skill);
|
||
|
break;
|
||
|
case 'equip':
|
||
|
SceneManager.push(Scene_Equip);
|
||
|
break;
|
||
|
case 'status':
|
||
|
SceneManager.push(Scene_Status);
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.onPersonalCancel = function() {
|
||
|
this._statusWindow.deselect();
|
||
|
this._commandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.onFormationOk = function() {
|
||
|
var index = this._statusWindow.index();
|
||
|
var actor = $gameParty.members()[index];
|
||
|
var pendingIndex = this._statusWindow.pendingIndex();
|
||
|
if (pendingIndex >= 0) {
|
||
|
$gameParty.swapOrder(index, pendingIndex);
|
||
|
this._statusWindow.setPendingIndex(-1);
|
||
|
this._statusWindow.redrawItem(index);
|
||
|
} else {
|
||
|
this._statusWindow.setPendingIndex(index);
|
||
|
}
|
||
|
this._statusWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Menu.prototype.onFormationCancel = function() {
|
||
|
if (this._statusWindow.pendingIndex() >= 0) {
|
||
|
this._statusWindow.setPendingIndex(-1);
|
||
|
this._statusWindow.activate();
|
||
|
} else {
|
||
|
this._statusWindow.deselect();
|
||
|
this._commandWindow.activate();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_ItemBase
|
||
|
//
|
||
|
// The superclass of Scene_Item and Scene_Skill.
|
||
|
|
||
|
function Scene_ItemBase() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_ItemBase.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_ItemBase.prototype.constructor = Scene_ItemBase;
|
||
|
|
||
|
Scene_ItemBase.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.createActorWindow = function() {
|
||
|
this._actorWindow = new Window_MenuActor();
|
||
|
this._actorWindow.setHandler('ok', this.onActorOk.bind(this));
|
||
|
this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this));
|
||
|
this.addWindow(this._actorWindow);
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.item = function() {
|
||
|
return this._itemWindow.item();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.user = function() {
|
||
|
return null;
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.isCursorLeft = function() {
|
||
|
return this._itemWindow.index() % 2 === 0;
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.showSubWindow = function(window) {
|
||
|
window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
|
||
|
window.show();
|
||
|
window.activate();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.hideSubWindow = function(window) {
|
||
|
window.hide();
|
||
|
window.deactivate();
|
||
|
this.activateItemWindow();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.onActorOk = function() {
|
||
|
if (this.canUse()) {
|
||
|
this.useItem();
|
||
|
} else {
|
||
|
SoundManager.playBuzzer();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.onActorCancel = function() {
|
||
|
this.hideSubWindow(this._actorWindow);
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.determineItem = function() {
|
||
|
var action = new Game_Action(this.user());
|
||
|
var item = this.item();
|
||
|
action.setItemObject(item);
|
||
|
if (action.isForFriend()) {
|
||
|
this.showSubWindow(this._actorWindow);
|
||
|
this._actorWindow.selectForItem(this.item());
|
||
|
} else {
|
||
|
this.useItem();
|
||
|
this.activateItemWindow();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.useItem = function() {
|
||
|
this.playSeForItem();
|
||
|
this.user().useItem(this.item());
|
||
|
this.applyItem();
|
||
|
this.checkCommonEvent();
|
||
|
this.checkGameover();
|
||
|
this._actorWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.activateItemWindow = function() {
|
||
|
this._itemWindow.refresh();
|
||
|
this._itemWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.itemTargetActors = function() {
|
||
|
var action = new Game_Action(this.user());
|
||
|
action.setItemObject(this.item());
|
||
|
if (!action.isForFriend()) {
|
||
|
return [];
|
||
|
} else if (action.isForAll()) {
|
||
|
return $gameParty.members();
|
||
|
} else {
|
||
|
return [$gameParty.members()[this._actorWindow.index()]];
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.canUse = function() {
|
||
|
return this.user().canUse(this.item()) && this.isItemEffectsValid();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.isItemEffectsValid = function() {
|
||
|
var action = new Game_Action(this.user());
|
||
|
action.setItemObject(this.item());
|
||
|
return this.itemTargetActors().some(function(target) {
|
||
|
return action.testApply(target);
|
||
|
}, this);
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.applyItem = function() {
|
||
|
var action = new Game_Action(this.user());
|
||
|
action.setItemObject(this.item());
|
||
|
this.itemTargetActors().forEach(function(target) {
|
||
|
for (var i = 0; i < action.numRepeats(); i++) {
|
||
|
action.apply(target);
|
||
|
}
|
||
|
}, this);
|
||
|
action.applyGlobal();
|
||
|
};
|
||
|
|
||
|
Scene_ItemBase.prototype.checkCommonEvent = function() {
|
||
|
if ($gameTemp.isCommonEventReserved()) {
|
||
|
SceneManager.goto(Scene_Map);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Item
|
||
|
//
|
||
|
// The scene class of the item screen.
|
||
|
|
||
|
function Scene_Item() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
|
||
|
Scene_Item.prototype.constructor = Scene_Item;
|
||
|
|
||
|
Scene_Item.prototype.initialize = function() {
|
||
|
Scene_ItemBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.create = function() {
|
||
|
Scene_ItemBase.prototype.create.call(this);
|
||
|
this.createHelpWindow();
|
||
|
this.createCategoryWindow();
|
||
|
this.createItemWindow();
|
||
|
this.createActorWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.createCategoryWindow = function() {
|
||
|
this._categoryWindow = new Window_ItemCategory();
|
||
|
this._categoryWindow.setHelpWindow(this._helpWindow);
|
||
|
this._categoryWindow.y = this._helpWindow.height;
|
||
|
this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this));
|
||
|
this._categoryWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._categoryWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.createItemWindow = function() {
|
||
|
var wy = this._categoryWindow.y + this._categoryWindow.height;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh);
|
||
|
this._itemWindow.setHelpWindow(this._helpWindow);
|
||
|
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
|
||
|
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
|
||
|
this.addWindow(this._itemWindow);
|
||
|
this._categoryWindow.setItemWindow(this._itemWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.user = function() {
|
||
|
var members = $gameParty.movableMembers();
|
||
|
var bestActor = members[0];
|
||
|
var bestPha = 0;
|
||
|
for (var i = 0; i < members.length; i++) {
|
||
|
if (members[i].pha > bestPha) {
|
||
|
bestPha = members[i].pha;
|
||
|
bestActor = members[i];
|
||
|
}
|
||
|
}
|
||
|
return bestActor;
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.onCategoryOk = function() {
|
||
|
this._itemWindow.activate();
|
||
|
this._itemWindow.selectLast();
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.onItemOk = function() {
|
||
|
$gameParty.setLastItem(this.item());
|
||
|
this.determineItem();
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.onItemCancel = function() {
|
||
|
this._itemWindow.deselect();
|
||
|
this._categoryWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.playSeForItem = function() {
|
||
|
SoundManager.playUseItem();
|
||
|
};
|
||
|
|
||
|
Scene_Item.prototype.useItem = function() {
|
||
|
Scene_ItemBase.prototype.useItem.call(this);
|
||
|
this._itemWindow.redrawCurrentItem();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Skill
|
||
|
//
|
||
|
// The scene class of the skill screen.
|
||
|
|
||
|
function Scene_Skill() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Skill.prototype = Object.create(Scene_ItemBase.prototype);
|
||
|
Scene_Skill.prototype.constructor = Scene_Skill;
|
||
|
|
||
|
Scene_Skill.prototype.initialize = function() {
|
||
|
Scene_ItemBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.create = function() {
|
||
|
Scene_ItemBase.prototype.create.call(this);
|
||
|
this.createHelpWindow();
|
||
|
this.createSkillTypeWindow();
|
||
|
this.createStatusWindow();
|
||
|
this.createItemWindow();
|
||
|
this.createActorWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.start = function() {
|
||
|
Scene_ItemBase.prototype.start.call(this);
|
||
|
this.refreshActor();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.createSkillTypeWindow = function() {
|
||
|
var wy = this._helpWindow.height;
|
||
|
this._skillTypeWindow = new Window_SkillType(0, wy);
|
||
|
this._skillTypeWindow.setHelpWindow(this._helpWindow);
|
||
|
this._skillTypeWindow.setHandler('skill', this.commandSkill.bind(this));
|
||
|
this._skillTypeWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this._skillTypeWindow.setHandler('pagedown', this.nextActor.bind(this));
|
||
|
this._skillTypeWindow.setHandler('pageup', this.previousActor.bind(this));
|
||
|
this.addWindow(this._skillTypeWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.createStatusWindow = function() {
|
||
|
var wx = this._skillTypeWindow.width;
|
||
|
var wy = this._helpWindow.height;
|
||
|
var ww = Graphics.boxWidth - wx;
|
||
|
var wh = this._skillTypeWindow.height;
|
||
|
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
|
||
|
this._statusWindow.reserveFaceImages();
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.createItemWindow = function() {
|
||
|
var wx = 0;
|
||
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
||
|
var ww = Graphics.boxWidth;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._itemWindow = new Window_SkillList(wx, 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._skillTypeWindow.setSkillWindow(this._itemWindow);
|
||
|
this.addWindow(this._itemWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.refreshActor = function() {
|
||
|
var actor = this.actor();
|
||
|
this._skillTypeWindow.setActor(actor);
|
||
|
this._statusWindow.setActor(actor);
|
||
|
this._itemWindow.setActor(actor);
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.user = function() {
|
||
|
return this.actor();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.commandSkill = function() {
|
||
|
this._itemWindow.activate();
|
||
|
this._itemWindow.selectLast();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.onItemOk = function() {
|
||
|
this.actor().setLastMenuSkill(this.item());
|
||
|
this.determineItem();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.onItemCancel = function() {
|
||
|
this._itemWindow.deselect();
|
||
|
this._skillTypeWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.playSeForItem = function() {
|
||
|
SoundManager.playUseSkill();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.useItem = function() {
|
||
|
Scene_ItemBase.prototype.useItem.call(this);
|
||
|
this._statusWindow.refresh();
|
||
|
this._itemWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Skill.prototype.onActorChange = function() {
|
||
|
this.refreshActor();
|
||
|
this._skillTypeWindow.activate();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Equip
|
||
|
//
|
||
|
// The scene class of the equipment screen.
|
||
|
|
||
|
function Scene_Equip() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Equip.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Equip.prototype.constructor = Scene_Equip;
|
||
|
|
||
|
Scene_Equip.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createHelpWindow();
|
||
|
this.createStatusWindow();
|
||
|
this.createCommandWindow();
|
||
|
this.createSlotWindow();
|
||
|
this.createItemWindow();
|
||
|
this.refreshActor();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.createStatusWindow = function() {
|
||
|
this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height);
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.createCommandWindow = function() {
|
||
|
var wx = this._statusWindow.width;
|
||
|
var wy = this._helpWindow.height;
|
||
|
var ww = Graphics.boxWidth - this._statusWindow.width;
|
||
|
this._commandWindow = new Window_EquipCommand(wx, wy, ww);
|
||
|
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.createSlotWindow = function() {
|
||
|
var wx = this._statusWindow.width;
|
||
|
var wy = this._commandWindow.y + this._commandWindow.height;
|
||
|
var ww = Graphics.boxWidth - this._statusWindow.width;
|
||
|
var wh = this._statusWindow.height - this._commandWindow.height;
|
||
|
this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh);
|
||
|
this._slotWindow.setHelpWindow(this._helpWindow);
|
||
|
this._slotWindow.setStatusWindow(this._statusWindow);
|
||
|
this._slotWindow.setHandler('ok', this.onSlotOk.bind(this));
|
||
|
this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this));
|
||
|
this.addWindow(this._slotWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.createItemWindow = function() {
|
||
|
var wx = 0;
|
||
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
||
|
var ww = Graphics.boxWidth;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._itemWindow = new Window_EquipItem(wx, wy, ww, wh);
|
||
|
this._itemWindow.setHelpWindow(this._helpWindow);
|
||
|
this._itemWindow.setStatusWindow(this._statusWindow);
|
||
|
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
|
||
|
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
|
||
|
this._slotWindow.setItemWindow(this._itemWindow);
|
||
|
this.addWindow(this._itemWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.refreshActor = function() {
|
||
|
var actor = this.actor();
|
||
|
this._statusWindow.setActor(actor);
|
||
|
this._slotWindow.setActor(actor);
|
||
|
this._itemWindow.setActor(actor);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.commandEquip = function() {
|
||
|
this._slotWindow.activate();
|
||
|
this._slotWindow.select(0);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.commandOptimize = function() {
|
||
|
SoundManager.playEquip();
|
||
|
this.actor().optimizeEquipments();
|
||
|
this._statusWindow.refresh();
|
||
|
this._slotWindow.refresh();
|
||
|
this._commandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.commandClear = function() {
|
||
|
SoundManager.playEquip();
|
||
|
this.actor().clearEquipments();
|
||
|
this._statusWindow.refresh();
|
||
|
this._slotWindow.refresh();
|
||
|
this._commandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.onSlotOk = function() {
|
||
|
this._itemWindow.activate();
|
||
|
this._itemWindow.select(0);
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.onSlotCancel = function() {
|
||
|
this._slotWindow.deselect();
|
||
|
this._commandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.onItemOk = function() {
|
||
|
SoundManager.playEquip();
|
||
|
this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item());
|
||
|
this._slotWindow.activate();
|
||
|
this._slotWindow.refresh();
|
||
|
this._itemWindow.deselect();
|
||
|
this._itemWindow.refresh();
|
||
|
this._statusWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.onItemCancel = function() {
|
||
|
this._slotWindow.activate();
|
||
|
this._itemWindow.deselect();
|
||
|
};
|
||
|
|
||
|
Scene_Equip.prototype.onActorChange = function() {
|
||
|
this.refreshActor();
|
||
|
this._commandWindow.activate();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Status
|
||
|
//
|
||
|
// The scene class of the status screen.
|
||
|
|
||
|
function Scene_Status() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Status.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Status.prototype.constructor = Scene_Status;
|
||
|
|
||
|
Scene_Status.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Status.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this._statusWindow = new Window_Status();
|
||
|
this._statusWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this._statusWindow.setHandler('pagedown', this.nextActor.bind(this));
|
||
|
this._statusWindow.setHandler('pageup', this.previousActor.bind(this));
|
||
|
this._statusWindow.reserveFaceImages();
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Status.prototype.start = function() {
|
||
|
Scene_MenuBase.prototype.start.call(this);
|
||
|
this.refreshActor();
|
||
|
};
|
||
|
|
||
|
Scene_Status.prototype.refreshActor = function() {
|
||
|
var actor = this.actor();
|
||
|
this._statusWindow.setActor(actor);
|
||
|
};
|
||
|
|
||
|
Scene_Status.prototype.onActorChange = function() {
|
||
|
this.refreshActor();
|
||
|
this._statusWindow.activate();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Options
|
||
|
//
|
||
|
// The scene class of the options screen.
|
||
|
|
||
|
function Scene_Options() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Options.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Options.prototype.constructor = Scene_Options;
|
||
|
|
||
|
Scene_Options.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Options.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createOptionsWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Options.prototype.terminate = function() {
|
||
|
Scene_MenuBase.prototype.terminate.call(this);
|
||
|
ConfigManager.save();
|
||
|
};
|
||
|
|
||
|
Scene_Options.prototype.createOptionsWindow = function() {
|
||
|
this._optionsWindow = new Window_Options();
|
||
|
this._optionsWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._optionsWindow);
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_File
|
||
|
//
|
||
|
// The superclass of Scene_Save and Scene_Load.
|
||
|
|
||
|
function Scene_File() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_File.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_File.prototype.constructor = Scene_File;
|
||
|
|
||
|
Scene_File.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
DataManager.loadAllSavefileImages();
|
||
|
this.createHelpWindow();
|
||
|
this.createListWindow();
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.start = function() {
|
||
|
Scene_MenuBase.prototype.start.call(this);
|
||
|
this._listWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.savefileId = function() {
|
||
|
return this._listWindow.index() + 1;
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.createHelpWindow = function() {
|
||
|
this._helpWindow = new Window_Help(1);
|
||
|
this._helpWindow.setText(this.helpWindowText());
|
||
|
this.addWindow(this._helpWindow);
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.createListWindow = function() {
|
||
|
var x = 0;
|
||
|
var y = this._helpWindow.height;
|
||
|
var width = Graphics.boxWidth;
|
||
|
var height = Graphics.boxHeight - y;
|
||
|
this._listWindow = new Window_SavefileList(x, y, width, height);
|
||
|
this._listWindow.setHandler('ok', this.onSavefileOk.bind(this));
|
||
|
this._listWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this._listWindow.select(this.firstSavefileIndex());
|
||
|
this._listWindow.setTopRow(this.firstSavefileIndex() - 2);
|
||
|
this._listWindow.setMode(this.mode());
|
||
|
this._listWindow.refresh();
|
||
|
this.addWindow(this._listWindow);
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.mode = function() {
|
||
|
return null;
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.activateListWindow = function() {
|
||
|
this._listWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.helpWindowText = function() {
|
||
|
return '';
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.firstSavefileIndex = function() {
|
||
|
return 0;
|
||
|
};
|
||
|
|
||
|
Scene_File.prototype.onSavefileOk = function() {
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Save
|
||
|
//
|
||
|
// The scene class of the save screen.
|
||
|
|
||
|
function Scene_Save() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Save.prototype = Object.create(Scene_File.prototype);
|
||
|
Scene_Save.prototype.constructor = Scene_Save;
|
||
|
|
||
|
Scene_Save.prototype.initialize = function() {
|
||
|
Scene_File.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.mode = function() {
|
||
|
return 'save';
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.helpWindowText = function() {
|
||
|
return TextManager.saveMessage;
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.firstSavefileIndex = function() {
|
||
|
return DataManager.lastAccessedSavefileId() - 1;
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.onSavefileOk = function() {
|
||
|
Scene_File.prototype.onSavefileOk.call(this);
|
||
|
$gameSystem.onBeforeSave();
|
||
|
if (DataManager.saveGame(this.savefileId())) {
|
||
|
this.onSaveSuccess();
|
||
|
} else {
|
||
|
this.onSaveFailure();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.onSaveSuccess = function() {
|
||
|
SoundManager.playSave();
|
||
|
StorageManager.cleanBackup(this.savefileId());
|
||
|
this.popScene();
|
||
|
};
|
||
|
|
||
|
Scene_Save.prototype.onSaveFailure = function() {
|
||
|
SoundManager.playBuzzer();
|
||
|
this.activateListWindow();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Load
|
||
|
//
|
||
|
// The scene class of the load screen.
|
||
|
|
||
|
function Scene_Load() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Load.prototype = Object.create(Scene_File.prototype);
|
||
|
Scene_Load.prototype.constructor = Scene_Load;
|
||
|
|
||
|
Scene_Load.prototype.initialize = function() {
|
||
|
Scene_File.prototype.initialize.call(this);
|
||
|
this._loadSuccess = false;
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.terminate = function() {
|
||
|
Scene_File.prototype.terminate.call(this);
|
||
|
if (this._loadSuccess) {
|
||
|
$gameSystem.onAfterLoad();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.mode = function() {
|
||
|
return 'load';
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.helpWindowText = function() {
|
||
|
return TextManager.loadMessage;
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.firstSavefileIndex = function() {
|
||
|
return DataManager.latestSavefileId() - 1;
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.onSavefileOk = function() {
|
||
|
Scene_File.prototype.onSavefileOk.call(this);
|
||
|
if (DataManager.loadGame(this.savefileId())) {
|
||
|
this.onLoadSuccess();
|
||
|
} else {
|
||
|
this.onLoadFailure();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.onLoadSuccess = function() {
|
||
|
SoundManager.playLoad();
|
||
|
this.fadeOutAll();
|
||
|
this.reloadMapIfUpdated();
|
||
|
SceneManager.goto(Scene_Map);
|
||
|
this._loadSuccess = true;
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.onLoadFailure = function() {
|
||
|
SoundManager.playBuzzer();
|
||
|
this.activateListWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Load.prototype.reloadMapIfUpdated = function() {
|
||
|
if ($gameSystem.versionId() !== $dataSystem.versionId) {
|
||
|
$gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
|
||
|
$gamePlayer.requestMapReload();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_GameEnd
|
||
|
//
|
||
|
// The scene class of the game end screen.
|
||
|
|
||
|
function Scene_GameEnd() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_GameEnd.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_GameEnd.prototype.constructor = Scene_GameEnd;
|
||
|
|
||
|
Scene_GameEnd.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_GameEnd.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createCommandWindow();
|
||
|
};
|
||
|
|
||
|
Scene_GameEnd.prototype.stop = function() {
|
||
|
Scene_MenuBase.prototype.stop.call(this);
|
||
|
this._commandWindow.close();
|
||
|
};
|
||
|
|
||
|
Scene_GameEnd.prototype.createBackground = function() {
|
||
|
Scene_MenuBase.prototype.createBackground.call(this);
|
||
|
this.setBackgroundOpacity(128);
|
||
|
};
|
||
|
|
||
|
Scene_GameEnd.prototype.createCommandWindow = function() {
|
||
|
this._commandWindow = new Window_GameEnd();
|
||
|
this._commandWindow.setHandler('toTitle', this.commandToTitle.bind(this));
|
||
|
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._commandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_GameEnd.prototype.commandToTitle = function() {
|
||
|
this.fadeOutAll();
|
||
|
SceneManager.goto(Scene_Title);
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Shop
|
||
|
//
|
||
|
// The scene class of the shop screen.
|
||
|
|
||
|
function Scene_Shop() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Shop.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Shop.prototype.constructor = Scene_Shop;
|
||
|
|
||
|
Scene_Shop.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.prepare = function(goods, purchaseOnly) {
|
||
|
this._goods = goods;
|
||
|
this._purchaseOnly = purchaseOnly;
|
||
|
this._item = null;
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createHelpWindow();
|
||
|
this.createGoldWindow();
|
||
|
this.createCommandWindow();
|
||
|
this.createDummyWindow();
|
||
|
this.createNumberWindow();
|
||
|
this.createStatusWindow();
|
||
|
this.createBuyWindow();
|
||
|
this.createCategoryWindow();
|
||
|
this.createSellWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createGoldWindow = function() {
|
||
|
this._goldWindow = new Window_Gold(0, this._helpWindow.height);
|
||
|
this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
|
||
|
this.addWindow(this._goldWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createCommandWindow = function() {
|
||
|
this._commandWindow = new Window_ShopCommand(this._goldWindow.x, this._purchaseOnly);
|
||
|
this._commandWindow.y = this._helpWindow.height;
|
||
|
this._commandWindow.setHandler('buy', this.commandBuy.bind(this));
|
||
|
this._commandWindow.setHandler('sell', this.commandSell.bind(this));
|
||
|
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._commandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createDummyWindow = function() {
|
||
|
var wy = this._commandWindow.y + this._commandWindow.height;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._dummyWindow = new Window_Base(0, wy, Graphics.boxWidth, wh);
|
||
|
this.addWindow(this._dummyWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createNumberWindow = function() {
|
||
|
var wy = this._dummyWindow.y;
|
||
|
var wh = this._dummyWindow.height;
|
||
|
this._numberWindow = new Window_ShopNumber(0, wy, wh);
|
||
|
this._numberWindow.hide();
|
||
|
this._numberWindow.setHandler('ok', this.onNumberOk.bind(this));
|
||
|
this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this));
|
||
|
this.addWindow(this._numberWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createStatusWindow = function() {
|
||
|
var wx = this._numberWindow.width;
|
||
|
var wy = this._dummyWindow.y;
|
||
|
var ww = Graphics.boxWidth - wx;
|
||
|
var wh = this._dummyWindow.height;
|
||
|
this._statusWindow = new Window_ShopStatus(wx, wy, ww, wh);
|
||
|
this._statusWindow.hide();
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createBuyWindow = function() {
|
||
|
var wy = this._dummyWindow.y;
|
||
|
var wh = this._dummyWindow.height;
|
||
|
this._buyWindow = new Window_ShopBuy(0, wy, wh, this._goods);
|
||
|
this._buyWindow.setHelpWindow(this._helpWindow);
|
||
|
this._buyWindow.setStatusWindow(this._statusWindow);
|
||
|
this._buyWindow.hide();
|
||
|
this._buyWindow.setHandler('ok', this.onBuyOk.bind(this));
|
||
|
this._buyWindow.setHandler('cancel', this.onBuyCancel.bind(this));
|
||
|
this.addWindow(this._buyWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createCategoryWindow = function() {
|
||
|
this._categoryWindow = new Window_ItemCategory();
|
||
|
this._categoryWindow.setHelpWindow(this._helpWindow);
|
||
|
this._categoryWindow.y = this._dummyWindow.y;
|
||
|
this._categoryWindow.hide();
|
||
|
this._categoryWindow.deactivate();
|
||
|
this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this));
|
||
|
this._categoryWindow.setHandler('cancel', this.onCategoryCancel.bind(this));
|
||
|
this.addWindow(this._categoryWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.createSellWindow = function() {
|
||
|
var wy = this._categoryWindow.y + this._categoryWindow.height;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh);
|
||
|
this._sellWindow.setHelpWindow(this._helpWindow);
|
||
|
this._sellWindow.hide();
|
||
|
this._sellWindow.setHandler('ok', this.onSellOk.bind(this));
|
||
|
this._sellWindow.setHandler('cancel', this.onSellCancel.bind(this));
|
||
|
this._categoryWindow.setItemWindow(this._sellWindow);
|
||
|
this.addWindow(this._sellWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.activateBuyWindow = function() {
|
||
|
this._buyWindow.setMoney(this.money());
|
||
|
this._buyWindow.show();
|
||
|
this._buyWindow.activate();
|
||
|
this._statusWindow.show();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.activateSellWindow = function() {
|
||
|
this._categoryWindow.show();
|
||
|
this._sellWindow.refresh();
|
||
|
this._sellWindow.show();
|
||
|
this._sellWindow.activate();
|
||
|
this._statusWindow.hide();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.commandBuy = function() {
|
||
|
this._dummyWindow.hide();
|
||
|
this.activateBuyWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.commandSell = function() {
|
||
|
this._dummyWindow.hide();
|
||
|
this._categoryWindow.show();
|
||
|
this._categoryWindow.activate();
|
||
|
this._sellWindow.show();
|
||
|
this._sellWindow.deselect();
|
||
|
this._sellWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onBuyOk = function() {
|
||
|
this._item = this._buyWindow.item();
|
||
|
this._buyWindow.hide();
|
||
|
this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice());
|
||
|
this._numberWindow.setCurrencyUnit(this.currencyUnit());
|
||
|
this._numberWindow.show();
|
||
|
this._numberWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onBuyCancel = function() {
|
||
|
this._commandWindow.activate();
|
||
|
this._dummyWindow.show();
|
||
|
this._buyWindow.hide();
|
||
|
this._statusWindow.hide();
|
||
|
this._statusWindow.setItem(null);
|
||
|
this._helpWindow.clear();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onCategoryOk = function() {
|
||
|
this.activateSellWindow();
|
||
|
this._sellWindow.select(0);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onCategoryCancel = function() {
|
||
|
this._commandWindow.activate();
|
||
|
this._dummyWindow.show();
|
||
|
this._categoryWindow.hide();
|
||
|
this._sellWindow.hide();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onSellOk = function() {
|
||
|
this._item = this._sellWindow.item();
|
||
|
this._categoryWindow.hide();
|
||
|
this._sellWindow.hide();
|
||
|
this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice());
|
||
|
this._numberWindow.setCurrencyUnit(this.currencyUnit());
|
||
|
this._numberWindow.show();
|
||
|
this._numberWindow.activate();
|
||
|
this._statusWindow.setItem(this._item);
|
||
|
this._statusWindow.show();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onSellCancel = function() {
|
||
|
this._sellWindow.deselect();
|
||
|
this._categoryWindow.activate();
|
||
|
this._statusWindow.setItem(null);
|
||
|
this._helpWindow.clear();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onNumberOk = function() {
|
||
|
SoundManager.playShop();
|
||
|
switch (this._commandWindow.currentSymbol()) {
|
||
|
case 'buy':
|
||
|
this.doBuy(this._numberWindow.number());
|
||
|
break;
|
||
|
case 'sell':
|
||
|
this.doSell(this._numberWindow.number());
|
||
|
break;
|
||
|
}
|
||
|
this.endNumberInput();
|
||
|
this._goldWindow.refresh();
|
||
|
this._statusWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.onNumberCancel = function() {
|
||
|
SoundManager.playCancel();
|
||
|
this.endNumberInput();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.doBuy = function(number) {
|
||
|
$gameParty.loseGold(number * this.buyingPrice());
|
||
|
$gameParty.gainItem(this._item, number);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.doSell = function(number) {
|
||
|
$gameParty.gainGold(number * this.sellingPrice());
|
||
|
$gameParty.loseItem(this._item, number);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.endNumberInput = function() {
|
||
|
this._numberWindow.hide();
|
||
|
switch (this._commandWindow.currentSymbol()) {
|
||
|
case 'buy':
|
||
|
this.activateBuyWindow();
|
||
|
break;
|
||
|
case 'sell':
|
||
|
this.activateSellWindow();
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.maxBuy = function() {
|
||
|
var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item);
|
||
|
var price = this.buyingPrice();
|
||
|
if (price > 0) {
|
||
|
return Math.min(max, Math.floor(this.money() / price));
|
||
|
} else {
|
||
|
return max;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.maxSell = function() {
|
||
|
return $gameParty.numItems(this._item);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.money = function() {
|
||
|
return this._goldWindow.value();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.currencyUnit = function() {
|
||
|
return this._goldWindow.currencyUnit();
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.buyingPrice = function() {
|
||
|
return this._buyWindow.price(this._item);
|
||
|
};
|
||
|
|
||
|
Scene_Shop.prototype.sellingPrice = function() {
|
||
|
return Math.floor(this._item.price / 2);
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Name
|
||
|
//
|
||
|
// The scene class of the name input screen.
|
||
|
|
||
|
function Scene_Name() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Name.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Name.prototype.constructor = Scene_Name;
|
||
|
|
||
|
Scene_Name.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.prepare = function(actorId, maxLength) {
|
||
|
this._actorId = actorId;
|
||
|
this._maxLength = maxLength;
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this._actor = $gameActors.actor(this._actorId);
|
||
|
this.createEditWindow();
|
||
|
this.createInputWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.start = function() {
|
||
|
Scene_MenuBase.prototype.start.call(this);
|
||
|
this._editWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.createEditWindow = function() {
|
||
|
this._editWindow = new Window_NameEdit(this._actor, this._maxLength);
|
||
|
this.addWindow(this._editWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.createInputWindow = function() {
|
||
|
this._inputWindow = new Window_NameInput(this._editWindow);
|
||
|
this._inputWindow.setHandler('ok', this.onInputOk.bind(this));
|
||
|
this.addWindow(this._inputWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Name.prototype.onInputOk = function() {
|
||
|
this._actor.setName(this._editWindow.name());
|
||
|
this.popScene();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Debug
|
||
|
//
|
||
|
// The scene class of the debug screen.
|
||
|
|
||
|
function Scene_Debug() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Debug.prototype = Object.create(Scene_MenuBase.prototype);
|
||
|
Scene_Debug.prototype.constructor = Scene_Debug;
|
||
|
|
||
|
Scene_Debug.prototype.initialize = function() {
|
||
|
Scene_MenuBase.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.create = function() {
|
||
|
Scene_MenuBase.prototype.create.call(this);
|
||
|
this.createRangeWindow();
|
||
|
this.createEditWindow();
|
||
|
this.createDebugHelpWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.createRangeWindow = function() {
|
||
|
this._rangeWindow = new Window_DebugRange(0, 0);
|
||
|
this._rangeWindow.setHandler('ok', this.onRangeOk.bind(this));
|
||
|
this._rangeWindow.setHandler('cancel', this.popScene.bind(this));
|
||
|
this.addWindow(this._rangeWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.createEditWindow = function() {
|
||
|
var wx = this._rangeWindow.width;
|
||
|
var ww = Graphics.boxWidth - wx;
|
||
|
this._editWindow = new Window_DebugEdit(wx, 0, ww);
|
||
|
this._editWindow.setHandler('cancel', this.onEditCancel.bind(this));
|
||
|
this._rangeWindow.setEditWindow(this._editWindow);
|
||
|
this.addWindow(this._editWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.createDebugHelpWindow = function() {
|
||
|
var wx = this._editWindow.x;
|
||
|
var wy = this._editWindow.height;
|
||
|
var ww = this._editWindow.width;
|
||
|
var wh = Graphics.boxHeight - wy;
|
||
|
this._debugHelpWindow = new Window_Base(wx, wy, ww, wh);
|
||
|
this.addWindow(this._debugHelpWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.onRangeOk = function() {
|
||
|
this._editWindow.activate();
|
||
|
this._editWindow.select(0);
|
||
|
this.refreshHelpWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.onEditCancel = function() {
|
||
|
this._rangeWindow.activate();
|
||
|
this._editWindow.deselect();
|
||
|
this.refreshHelpWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.refreshHelpWindow = function() {
|
||
|
this._debugHelpWindow.contents.clear();
|
||
|
if (this._editWindow.active) {
|
||
|
this._debugHelpWindow.drawTextEx(this.helpText(), 4, 0);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Debug.prototype.helpText = function() {
|
||
|
if (this._rangeWindow.mode() === 'switch') {
|
||
|
return 'Enter : ON / OFF';
|
||
|
} else {
|
||
|
return ('Left : -1\n' +
|
||
|
'Right : +1\n' +
|
||
|
'Pageup : -10\n' +
|
||
|
'Pagedown : +10');
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Battle
|
||
|
//
|
||
|
// The scene class of the battle screen.
|
||
|
|
||
|
function Scene_Battle() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Battle.prototype = Object.create(Scene_Base.prototype);
|
||
|
Scene_Battle.prototype.constructor = Scene_Battle;
|
||
|
|
||
|
Scene_Battle.prototype.initialize = function() {
|
||
|
Scene_Base.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.create = function() {
|
||
|
Scene_Base.prototype.create.call(this);
|
||
|
this.createDisplayObjects();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.start = function() {
|
||
|
Scene_Base.prototype.start.call(this);
|
||
|
this.startFadeIn(this.fadeSpeed(), false);
|
||
|
BattleManager.playBattleBgm();
|
||
|
BattleManager.startBattle();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.update = function() {
|
||
|
var active = this.isActive();
|
||
|
$gameTimer.update(active);
|
||
|
$gameScreen.update();
|
||
|
this.updateStatusWindow();
|
||
|
this.updateWindowPositions();
|
||
|
if (active && !this.isBusy()) {
|
||
|
this.updateBattleProcess();
|
||
|
}
|
||
|
Scene_Base.prototype.update.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.updateBattleProcess = function() {
|
||
|
if (!this.isAnyInputWindowActive() || BattleManager.isAborting() ||
|
||
|
BattleManager.isBattleEnd()) {
|
||
|
BattleManager.update();
|
||
|
this.changeInputWindow();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.isAnyInputWindowActive = function() {
|
||
|
return (this._partyCommandWindow.active ||
|
||
|
this._actorCommandWindow.active ||
|
||
|
this._skillWindow.active ||
|
||
|
this._itemWindow.active ||
|
||
|
this._actorWindow.active ||
|
||
|
this._enemyWindow.active);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.changeInputWindow = function() {
|
||
|
if (BattleManager.isInputting()) {
|
||
|
if (BattleManager.actor()) {
|
||
|
this.startActorCommandSelection();
|
||
|
} else {
|
||
|
this.startPartyCommandSelection();
|
||
|
}
|
||
|
} else {
|
||
|
this.endCommandSelection();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.stop = function() {
|
||
|
Scene_Base.prototype.stop.call(this);
|
||
|
if (this.needsSlowFadeOut()) {
|
||
|
this.startFadeOut(this.slowFadeSpeed(), false);
|
||
|
} else {
|
||
|
this.startFadeOut(this.fadeSpeed(), false);
|
||
|
}
|
||
|
this._statusWindow.close();
|
||
|
this._partyCommandWindow.close();
|
||
|
this._actorCommandWindow.close();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.terminate = function() {
|
||
|
Scene_Base.prototype.terminate.call(this);
|
||
|
$gameParty.onBattleEnd();
|
||
|
$gameTroop.onBattleEnd();
|
||
|
AudioManager.stopMe();
|
||
|
|
||
|
ImageManager.clearRequest();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.needsSlowFadeOut = function() {
|
||
|
return (SceneManager.isNextScene(Scene_Title) ||
|
||
|
SceneManager.isNextScene(Scene_Gameover));
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.updateStatusWindow = function() {
|
||
|
if ($gameMessage.isBusy()) {
|
||
|
this._statusWindow.close();
|
||
|
this._partyCommandWindow.close();
|
||
|
this._actorCommandWindow.close();
|
||
|
} else if (this.isActive() && !this._messageWindow.isClosing()) {
|
||
|
this._statusWindow.open();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.updateWindowPositions = function() {
|
||
|
var statusX = 0;
|
||
|
if (BattleManager.isInputting()) {
|
||
|
statusX = this._partyCommandWindow.width;
|
||
|
} else {
|
||
|
statusX = this._partyCommandWindow.width / 2;
|
||
|
}
|
||
|
if (this._statusWindow.x < statusX) {
|
||
|
this._statusWindow.x += 16;
|
||
|
if (this._statusWindow.x > statusX) {
|
||
|
this._statusWindow.x = statusX;
|
||
|
}
|
||
|
}
|
||
|
if (this._statusWindow.x > statusX) {
|
||
|
this._statusWindow.x -= 16;
|
||
|
if (this._statusWindow.x < statusX) {
|
||
|
this._statusWindow.x = statusX;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createDisplayObjects = function() {
|
||
|
this.createSpriteset();
|
||
|
this.createWindowLayer();
|
||
|
this.createAllWindows();
|
||
|
BattleManager.setLogWindow(this._logWindow);
|
||
|
BattleManager.setStatusWindow(this._statusWindow);
|
||
|
BattleManager.setSpriteset(this._spriteset);
|
||
|
this._logWindow.setSpriteset(this._spriteset);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createSpriteset = function() {
|
||
|
this._spriteset = new Spriteset_Battle();
|
||
|
this.addChild(this._spriteset);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createAllWindows = function() {
|
||
|
this.createLogWindow();
|
||
|
this.createStatusWindow();
|
||
|
this.createPartyCommandWindow();
|
||
|
this.createActorCommandWindow();
|
||
|
this.createHelpWindow();
|
||
|
this.createSkillWindow();
|
||
|
this.createItemWindow();
|
||
|
this.createActorWindow();
|
||
|
this.createEnemyWindow();
|
||
|
this.createMessageWindow();
|
||
|
this.createScrollTextWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createLogWindow = function() {
|
||
|
this._logWindow = new Window_BattleLog();
|
||
|
this.addWindow(this._logWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createStatusWindow = function() {
|
||
|
this._statusWindow = new Window_BattleStatus();
|
||
|
this.addWindow(this._statusWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createPartyCommandWindow = function() {
|
||
|
this._partyCommandWindow = new Window_PartyCommand();
|
||
|
this._partyCommandWindow.setHandler('fight', this.commandFight.bind(this));
|
||
|
this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this));
|
||
|
this._partyCommandWindow.deselect();
|
||
|
this.addWindow(this._partyCommandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createActorCommandWindow = function() {
|
||
|
this._actorCommandWindow = new Window_ActorCommand();
|
||
|
this._actorCommandWindow.setHandler('attack', this.commandAttack.bind(this));
|
||
|
this._actorCommandWindow.setHandler('skill', this.commandSkill.bind(this));
|
||
|
this._actorCommandWindow.setHandler('guard', this.commandGuard.bind(this));
|
||
|
this._actorCommandWindow.setHandler('item', this.commandItem.bind(this));
|
||
|
this._actorCommandWindow.setHandler('cancel', this.selectPreviousCommand.bind(this));
|
||
|
this.addWindow(this._actorCommandWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createHelpWindow = function() {
|
||
|
this._helpWindow = new Window_Help();
|
||
|
this._helpWindow.visible = false;
|
||
|
this.addWindow(this._helpWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createSkillWindow = function() {
|
||
|
var wy = this._helpWindow.y + this._helpWindow.height;
|
||
|
var wh = this._statusWindow.y - wy;
|
||
|
this._skillWindow = new Window_BattleSkill(0, wy, Graphics.boxWidth, wh);
|
||
|
this._skillWindow.setHelpWindow(this._helpWindow);
|
||
|
this._skillWindow.setHandler('ok', this.onSkillOk.bind(this));
|
||
|
this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this));
|
||
|
this.addWindow(this._skillWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createItemWindow = function() {
|
||
|
var wy = this._helpWindow.y + this._helpWindow.height;
|
||
|
var wh = this._statusWindow.y - wy;
|
||
|
this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh);
|
||
|
this._itemWindow.setHelpWindow(this._helpWindow);
|
||
|
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
|
||
|
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
|
||
|
this.addWindow(this._itemWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createActorWindow = function() {
|
||
|
this._actorWindow = new Window_BattleActor(0, this._statusWindow.y);
|
||
|
this._actorWindow.setHandler('ok', this.onActorOk.bind(this));
|
||
|
this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this));
|
||
|
this.addWindow(this._actorWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createEnemyWindow = function() {
|
||
|
this._enemyWindow = new Window_BattleEnemy(0, this._statusWindow.y);
|
||
|
this._enemyWindow.x = Graphics.boxWidth - this._enemyWindow.width;
|
||
|
this._enemyWindow.setHandler('ok', this.onEnemyOk.bind(this));
|
||
|
this._enemyWindow.setHandler('cancel', this.onEnemyCancel.bind(this));
|
||
|
this.addWindow(this._enemyWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createMessageWindow = function() {
|
||
|
this._messageWindow = new Window_Message();
|
||
|
this.addWindow(this._messageWindow);
|
||
|
this._messageWindow.subWindows().forEach(function(window) {
|
||
|
this.addWindow(window);
|
||
|
}, this);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.createScrollTextWindow = function() {
|
||
|
this._scrollTextWindow = new Window_ScrollText();
|
||
|
this.addWindow(this._scrollTextWindow);
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.refreshStatus = function() {
|
||
|
this._statusWindow.refresh();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.startPartyCommandSelection = function() {
|
||
|
this.refreshStatus();
|
||
|
this._statusWindow.deselect();
|
||
|
this._statusWindow.open();
|
||
|
this._actorCommandWindow.close();
|
||
|
this._partyCommandWindow.setup();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandFight = function() {
|
||
|
this.selectNextCommand();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandEscape = function() {
|
||
|
BattleManager.processEscape();
|
||
|
this.changeInputWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.startActorCommandSelection = function() {
|
||
|
this._statusWindow.select(BattleManager.actor().index());
|
||
|
this._partyCommandWindow.close();
|
||
|
this._actorCommandWindow.setup(BattleManager.actor());
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandAttack = function() {
|
||
|
BattleManager.inputtingAction().setAttack();
|
||
|
this.selectEnemySelection();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandSkill = function() {
|
||
|
this._skillWindow.setActor(BattleManager.actor());
|
||
|
this._skillWindow.setStypeId(this._actorCommandWindow.currentExt());
|
||
|
this._skillWindow.refresh();
|
||
|
this._skillWindow.show();
|
||
|
this._skillWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandGuard = function() {
|
||
|
BattleManager.inputtingAction().setGuard();
|
||
|
this.selectNextCommand();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.commandItem = function() {
|
||
|
this._itemWindow.refresh();
|
||
|
this._itemWindow.show();
|
||
|
this._itemWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.selectNextCommand = function() {
|
||
|
BattleManager.selectNextCommand();
|
||
|
this.changeInputWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.selectPreviousCommand = function() {
|
||
|
BattleManager.selectPreviousCommand();
|
||
|
this.changeInputWindow();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.selectActorSelection = function() {
|
||
|
this._actorWindow.refresh();
|
||
|
this._actorWindow.show();
|
||
|
this._actorWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onActorOk = function() {
|
||
|
var action = BattleManager.inputtingAction();
|
||
|
action.setTarget(this._actorWindow.index());
|
||
|
this._actorWindow.hide();
|
||
|
this._skillWindow.hide();
|
||
|
this._itemWindow.hide();
|
||
|
this.selectNextCommand();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onActorCancel = function() {
|
||
|
this._actorWindow.hide();
|
||
|
switch (this._actorCommandWindow.currentSymbol()) {
|
||
|
case 'skill':
|
||
|
this._skillWindow.show();
|
||
|
this._skillWindow.activate();
|
||
|
break;
|
||
|
case 'item':
|
||
|
this._itemWindow.show();
|
||
|
this._itemWindow.activate();
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.selectEnemySelection = function() {
|
||
|
this._enemyWindow.refresh();
|
||
|
this._enemyWindow.show();
|
||
|
this._enemyWindow.select(0);
|
||
|
this._enemyWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onEnemyOk = function() {
|
||
|
var action = BattleManager.inputtingAction();
|
||
|
action.setTarget(this._enemyWindow.enemyIndex());
|
||
|
this._enemyWindow.hide();
|
||
|
this._skillWindow.hide();
|
||
|
this._itemWindow.hide();
|
||
|
this.selectNextCommand();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onEnemyCancel = function() {
|
||
|
this._enemyWindow.hide();
|
||
|
switch (this._actorCommandWindow.currentSymbol()) {
|
||
|
case 'attack':
|
||
|
this._actorCommandWindow.activate();
|
||
|
break;
|
||
|
case 'skill':
|
||
|
this._skillWindow.show();
|
||
|
this._skillWindow.activate();
|
||
|
break;
|
||
|
case 'item':
|
||
|
this._itemWindow.show();
|
||
|
this._itemWindow.activate();
|
||
|
break;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onSkillOk = function() {
|
||
|
var skill = this._skillWindow.item();
|
||
|
var action = BattleManager.inputtingAction();
|
||
|
action.setSkill(skill.id);
|
||
|
BattleManager.actor().setLastBattleSkill(skill);
|
||
|
this.onSelectAction();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onSkillCancel = function() {
|
||
|
this._skillWindow.hide();
|
||
|
this._actorCommandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onItemOk = function() {
|
||
|
var item = this._itemWindow.item();
|
||
|
var action = BattleManager.inputtingAction();
|
||
|
action.setItem(item.id);
|
||
|
$gameParty.setLastItem(item);
|
||
|
this.onSelectAction();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onItemCancel = function() {
|
||
|
this._itemWindow.hide();
|
||
|
this._actorCommandWindow.activate();
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.onSelectAction = function() {
|
||
|
var action = BattleManager.inputtingAction();
|
||
|
this._skillWindow.hide();
|
||
|
this._itemWindow.hide();
|
||
|
if (!action.needsSelection()) {
|
||
|
this.selectNextCommand();
|
||
|
} else if (action.isForOpponent()) {
|
||
|
this.selectEnemySelection();
|
||
|
} else {
|
||
|
this.selectActorSelection();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Scene_Battle.prototype.endCommandSelection = function() {
|
||
|
this._partyCommandWindow.close();
|
||
|
this._actorCommandWindow.close();
|
||
|
this._statusWindow.deselect();
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Scene_Gameover
|
||
|
//
|
||
|
// The scene class of the game over screen.
|
||
|
|
||
|
function Scene_Gameover() {
|
||
|
this.initialize.apply(this, arguments);
|
||
|
}
|
||
|
|
||
|
Scene_Gameover.prototype = Object.create(Scene_Base.prototype);
|
||
|
Scene_Gameover.prototype.constructor = Scene_Gameover;
|
||
|
|
||
|
Scene_Gameover.prototype.initialize = function() {
|
||
|
Scene_Base.prototype.initialize.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.create = function() {
|
||
|
Scene_Base.prototype.create.call(this);
|
||
|
this.playGameoverMusic();
|
||
|
this.createBackground();
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.start = function() {
|
||
|
Scene_Base.prototype.start.call(this);
|
||
|
this.startFadeIn(this.slowFadeSpeed(), false);
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.update = function() {
|
||
|
if (this.isActive() && !this.isBusy() && this.isTriggered()) {
|
||
|
this.gotoTitle();
|
||
|
}
|
||
|
Scene_Base.prototype.update.call(this);
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.stop = function() {
|
||
|
Scene_Base.prototype.stop.call(this);
|
||
|
this.fadeOutAll();
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.terminate = function() {
|
||
|
Scene_Base.prototype.terminate.call(this);
|
||
|
AudioManager.stopAll();
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.playGameoverMusic = function() {
|
||
|
AudioManager.stopBgm();
|
||
|
AudioManager.stopBgs();
|
||
|
AudioManager.playMe($dataSystem.gameoverMe);
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.createBackground = function() {
|
||
|
this._backSprite = new Sprite();
|
||
|
this._backSprite.bitmap = ImageManager.loadSystem('GameOver');
|
||
|
this.addChild(this._backSprite);
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.isTriggered = function() {
|
||
|
return Input.isTriggered('ok') || TouchInput.isTriggered();
|
||
|
};
|
||
|
|
||
|
Scene_Gameover.prototype.gotoTitle = function() {
|
||
|
SceneManager.goto(Scene_Title);
|
||
|
};
|