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//=============================================================================
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// Yanfly Engine Plugins - Skill Learn System
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// YEP_SkillLearnSystem.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_SkillLearnSystem = true;
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var Yanfly = Yanfly || {};
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Yanfly.SLS = Yanfly.SLS || {};
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Yanfly.SLS.version = 1.13;
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//=============================================================================
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/*:
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* @plugindesc v1.13 技能学习系统☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---魔改---
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* @default
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*
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*
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* @param IsHideLearnSkill
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* @text 是否隐藏过学习技能
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* @parent ---魔改---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 控制学习过技能是否在学习系统界面中显示
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* YES - true NO - false
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* @default true
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*
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*
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*
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*
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*
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* @param ShowGoldWindowFormat
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* @text 显示金币窗口的文本
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* @desc 文本样式,其中%1会被替换为角色的JP值,%2会被替换为当前的金币数值,支持转义字符
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* @default %1\c[1]JP\i[188] \c[0]%2\c[1]金\i[313]
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*
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*
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* @param ForgetNote
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* @text 显示遗忘显示文本
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* @type note
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* @desc 这是显示遗忘的文本内容,支持多行显示
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* @default "会遗忘所有的学习技能\n并返回全部的JP点!"
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*
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* @param ForgetCommandText
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* @text 遗忘命令文本
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* @type text
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* @desc 此处可以设置命令的文本信息
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* @default 一键遗忘
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*
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* @param ForgetYesText
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* @text 遗忘确认文本
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* @type text
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* @desc 设置遗忘确认的文本内容
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* @default 确认
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*
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* @param ForgetNoText
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* @text 遗忘取消文本
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* @type text
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* @desc 设置遗忘取消的文本内容
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* @default 取消
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*
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*
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* @param ForgeItemID
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* @text 遗忘道具ID
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* @type item
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* @desc 此处需要指定遗忘道具的ID,如果ID值为0,那么不启用这个功能,每次进行遗忘将会消耗一个遗忘道具
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* @default 0
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*
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*
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*
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*
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*
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*
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*
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*
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* @param ---命令---
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* @default
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*
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* @param Learn Command
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* @text 学习命令
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* @desc How the command for learning skills appear in the skill
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* command window.
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* @default 学习技能
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*
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* @param Show Command
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* @text 显示命令
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* @desc Show the Learn command in the main menu by default?
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* NO - false YES - true
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* @default true
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*
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* @param Enable Command
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* @text 启用命令
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* @desc Enable the Learn command in the main menu by default?
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* NO - false YES - true
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* @default true
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*
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* @param Integrate
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* @text 整合
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* @desc Integrate Learn Skills into the Skill scene?
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* NO - false YES - true
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* @default false
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*
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* @param ---确认学习---
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* @default
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*
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* @param Confirm Window
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* @text 确认窗口
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* @desc For non-integrated menu, show a learn confirmation?
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* NO - false YES - true
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* @default true
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*
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* @param Confirm Text
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* @text 确认文本
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* @desc If using the confirm window, this is the text used.
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* %1 - Actor %2 - Skill Name
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* @default %1 学习 %2吗?
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*
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* @param Confirm Yes
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* @text 确认是
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* @desc Text used to display yes.
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* @default 学习
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*
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* @param Confirm No
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* @text 确认否
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* @desc Text used to display no.
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* @default 不学习
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*
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* @param ---技能学习---
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* @default
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*
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* @param Learned Text
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* @text 学习的文本
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* @desc Text showing the skill has been learned.
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* @default 学习
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*
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* @param Learned Size
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* @text 学习的大小
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* @desc Font size for the text showing the skill has been learned.
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* Default: 28
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* @default 20
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*
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* @param Learn Cost
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* @text 学习费用
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* @desc Text used to list what are the learn costs for the skill.
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* @default 学习技能费用
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*
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* @param Cost Size
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* @text 费用大小
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* @desc Font size used for the cost of learning a skill.
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* Default: 28
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* @default 20
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*
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* @param Show Gold Window
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* @text 显示金币窗口
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* @desc Shows the gold window when learning a new skill.
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* NO - false YES - true
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* @default true
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*
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* @param ---默认---
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* @default
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*
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* @param Default Gold Cost
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* @text 默认金币费用
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* @desc Default gold cost of learning new skills.
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* @default 1000
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*
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* @param Default JP Cost
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* @text 默认JP费用
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* @desc Default JP cost of learning new skills.
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* Requires YEP_JobPoints.js
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* @default 100
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*
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* @help
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*
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* 魔改作者: 流逝的岁月
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* 魔改版本: v1.02
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*
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*
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*
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*
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*
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* 魔改内容: v1.02 隐藏全部的已学习技能
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* 魔改内容: v1.01 增加一键遗忘的功能
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* 魔改内容: v1.00 将对界面进行调整
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*
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*
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*
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* 此插件可以让游戏中的角色在技能菜单中学习技能。学习技能的代价可以
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* 是金钱、物品或所谓的“职业点数”(Job Point)。它能够提供除了
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* 升级以外的获得技能的可选方式。
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*
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* Fox的JP(职业点数)等级——这个插件向Yanfly的JP系统中添加了
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* 等级概念,就像《最终幻想战略版》中那样。根据你当前职业的“职业等级”
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* (Job Level),你可以在SkillLearnSystem中获取相应的技能,也可以在
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* ClassChangeCore中更换相应的业。而职业等级只是通过增加JP来提高的。
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*
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* 此插件可以通过YEP_JobPoints.js使用。
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* 在插件管理页面中,我们建议把这个插件放在YEP_JobPoints.js的下面。
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* 通过下述注释来使用技能学习系统。
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*
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* 职业的注释:
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* <Learn Skill: x>
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* <Learn Skill: x, x, x>
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* <Learn Skill: x to y>
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* 让此职业能够在菜单中学习技能x。如果是第三种情形x to y,
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* 它允许职业学习从x到y的所有技能,其中x和y是技能的ID。
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*
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* 技能注释:
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* <Learn Cost: x Gold>
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* 设置学习此技能所要花费的金钱为x。
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*
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* <Learn Cost: x JP>
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* 设置学习此技能所要花费的JP为x。
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* 这一条需要YEP_JobPoints.js插件才能运行。
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*
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* <Learn Cost> or <Learn Cost>
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* Item x: y item name: y
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* Weapon x: y item name: y
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* Armor x: y </Learn Cost>
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* </Learn Cost>
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* 设置学习此技能所要花费的物品、武器和防具,其中x是物品的ID,
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* y是所需物品的数量。如果你打算用物品的名称作为变量,那么把
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* item name换为物品在数据库中的名称。但如果有多个物品的名称
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* 相同,那么将会使用ID最大的东西(按照“物品>武器>防具”
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* 的顺序)作为费用。
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* *注意:如果你在使用YEP_ItemCore.js插件及“独立物品”
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* (Independent Items),那么学习费用将不包括那些独立物品。
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*
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* <Learn Require Level: x>
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* 角色等级到达x之后,此技能才会出现在可学习技能的列表上。
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*
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* <Learn Require Skill: x>
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* <Learn Require Skill: x, x, x>
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* <Learn Require Skill: x to y>
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* 角色必须已经掌握其他技能x,此技能才会出现(在列表上)。如果是
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* 第三种情形x to y,角色必须已经掌握从x到y的所有技能,
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* 其中x和/或y是技能的ID。
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*
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* <Learn Require Switch: x>
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* <Learn Require Switch: x, x, x>
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* <Learn Require Switch: x to y>
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* 开关x必须已被打开,此技能才会出现。如果是第三种情形x to y,
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* 从x到y的所有开关必须已被打开,技能才会出现,其中x和/或y是开关的ID。
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*
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* ============================================================================
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* “疯狂模式”——自定义要求和花费
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* ============================================================================
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*
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* 如果你只有很少的JavaScript使用经验,并且希望更好地定做技能学习的
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* 方法,那么你可以用下列注释:
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*
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* 技能的注释:
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*
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* <Learn Show Eval>
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* value = true;
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* value = false;
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* </Learn Show Eval>
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* 如果想用一串代码来隐藏或显示此技能,你可以使用这些注释。若
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* 返回value的值为true,那么即使其它要求不被满足,技能也会出现
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* (在列表上)。而若返回value的值为false,那么即使其它
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* 要求被满足,技能也不会出现。
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*
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* <Learn Require Eval>
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* value = true;
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* value = false;
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* </Learn Require Eval>
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* 给希望通过代码设置自己特定的技能学习要求的人使用。只有返回
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* value的值为true,技能才会显示为可学的。请避免使用可以停止
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* 后续代码工作的命令。code.
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*
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* <Learn Cost Eval>
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* code
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* code
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* </Learn Cost Eval>
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* 如果你熟悉JavaScript,你可以在通过学习技能菜单
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* 学习技能之后自定义一些功能。
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*
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* <Learn Custom Text>
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* text
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* text
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* </Learn Custom Text>
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* 在主要花费的下面显示自定义文字。可以在这里使用文本代码。
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*
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* ============================================================================
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* Lunatic Mode - Custom JP Costs
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* ============================================================================
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*
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* For those who have basic JavaScript knowledge and would like to make the JP
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* costs for skills dynamic, you can use the following notetags:
|
|
|
|
|
*
|
|
|
|
|
* Skill Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Learn JP Cost>
|
|
|
|
|
* cost = user.level * 100;
|
|
|
|
|
* </Custom Learn JP Cost>
|
|
|
|
|
* The 'cost' variable is the value that will be returned as a result of this
|
|
|
|
|
* Lunatic Mode notetag. The value returned here from this code will be added
|
|
|
|
|
* on top of the <Learn Cost: x JP> value.
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Plugin Commands 插件命令
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 可以从事件编辑器(Event Editor)中使用下列插件命令,来确定
|
|
|
|
|
* 你是否想让“学习技能”命令出现在技能界面以使之可行。
|
|
|
|
|
*
|
|
|
|
|
* Plugin Command:
|
|
|
|
|
* ShowLearnSkill 显示“学习技能”命令。
|
|
|
|
|
* HideLearnSkill 隐藏“学习技能”命令。
|
|
|
|
|
* EnableLearnSkill 使“学习技能”命令可行。
|
|
|
|
|
* DisableLearnSkill 使“学习技能”命令不可行。
|
|
|
|
|
* OpenLearnSkill actor x 为角色x打开学习技能菜单。
|
|
|
|
|
* OpenLearnSkill party x 为队伍成员x打开学习技能菜单。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changelog
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Version 1.13:
|
|
|
|
|
* - Lunatic Mode fail safes added.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.12:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.3.2.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.11:
|
|
|
|
|
* - Removed dependency on YEP_JobPoints.js if using Integrated skill learn.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.10:
|
|
|
|
|
* - Added <Custom Learn JP Cost> Lunatic Mode notetag. Look in the plugin's
|
|
|
|
|
* helpfile for more details!
|
|
|
|
|
*
|
|
|
|
|
* Version 1.09:
|
|
|
|
|
* - Compatibility update with Class Change Core's <Use Nickname> notetag.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.08:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.1.0.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.07:
|
|
|
|
|
* - Updated the <Learn Require Level: x> notetag. If you are using the Class
|
|
|
|
|
* Change Core, the requirement will now depend on the level of the class.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.06b:
|
|
|
|
|
* - Added 'Confirm Window', 'Confirm Text', 'Confirm Yes', 'Confirm No' to the
|
|
|
|
|
* plugin's parameters. This confirm window only appears for non-integrated
|
|
|
|
|
* menus as the integrated menus have a class confirmation window already.
|
|
|
|
|
* - Confirm Text now supports text codes.
|
|
|
|
|
* - Fixed a visual bug when learning skills.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.05:
|
|
|
|
|
* - Fixed a bug with the 'OpenLearnSkill party x' plugin command not opening
|
|
|
|
|
* the correct party member.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.04:
|
|
|
|
|
* - Fixed a bug that would duplicate non-independent items.
|
|
|
|
|
* - Fixed a bug with class portraits not updating properly.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.03a:
|
|
|
|
|
* - Fixed a bug where JP values weren't updated upon learning.
|
|
|
|
|
* - Fixed a bug where the help description didn't update if a skill vanished.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.02:
|
|
|
|
|
* - Reversed the display for item requirements so it is now Held/Needed.
|
|
|
|
|
* - Preparations for compatibility for Class Change Core.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.01:
|
|
|
|
|
* - Added an actor refresh to learn and forget skills.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.00:
|
|
|
|
|
* - Finished Plugin!
|
|
|
|
|
*/
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Parameter Variables
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Parameters = PluginManager.parameters("YEP_SkillLearnSystem");
|
|
|
|
|
Yanfly.Param = Yanfly.Param || {};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var Zzy = Zzy || {};
|
|
|
|
|
Zzy.CYSLS = Zzy.CYSLS || {};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYSLS.Command_F = 'zzycyslsf';//遗忘
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYSLS.ShowGoldWindowFormat = Yanfly.Parameters['ShowGoldWindowFormat'] ? String(Yanfly.Parameters['ShowGoldWindowFormat']) : '%1\\c[1]JP\\i[188] \\c[0]%2\\c[1]金\\i[313]';
|
|
|
|
|
Zzy.CYSLS.ForgetNote = Yanfly.Parameters['ForgetNote'] ? JSON.parse(Yanfly.Parameters['ForgetNote']) : '';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYSLS.ForgetCommandText = String(Yanfly.Parameters['ForgetCommandText'] || '一键遗忘');
|
|
|
|
|
Zzy.CYSLS.ForgetYesText = String(Yanfly.Parameters['ForgetYesText'] || '确认');
|
|
|
|
|
Zzy.CYSLS.ForgetNoText = String(Yanfly.Parameters['ForgetNoText'] || '取消');
|
|
|
|
|
Zzy.CYSLS.ForgeItemID = parseInt(Yanfly.Parameters['ForgeItemID'] || 0);
|
|
|
|
|
Zzy.CYSLS.IsHideLearnSkill = eval(Yanfly.Parameters['IsHideLearnSkill'] || true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SLSCommand = String(Yanfly.Parameters["Learn Command"]);
|
|
|
|
|
Yanfly.Param.SLSShowLearn = String(Yanfly.Parameters["Show Command"]);
|
|
|
|
|
Yanfly.Param.SLSShowLearn = eval(Yanfly.Param.SLSShowLearn);
|
|
|
|
|
Yanfly.Param.SLSEnableLearn = String(Yanfly.Parameters["Enable Command"]);
|
|
|
|
|
Yanfly.Param.SLSEnableLearn = eval(Yanfly.Param.SLSEnableLearn);
|
|
|
|
|
Yanfly.Param.SLSIntegrate = String(Yanfly.Parameters["Integrate"]);
|
|
|
|
|
Yanfly.Param.SLSIntegrate = eval(Yanfly.Param.SLSIntegrate);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SLSConfirmWin = eval(String(Yanfly.Parameters["Confirm Window"]));
|
|
|
|
|
Yanfly.Param.SLSConfirmText = String(Yanfly.Parameters["Confirm Text"]);
|
|
|
|
|
Yanfly.Param.SLSConfirmYes = String(Yanfly.Parameters["Confirm Yes"]);
|
|
|
|
|
Yanfly.Param.SLSConfirmNo = String(Yanfly.Parameters["Confirm No"]);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SLSLearnText = String(Yanfly.Parameters["Learned Text"]);
|
|
|
|
|
Yanfly.Param.SLSLearnSize = Number(Yanfly.Parameters["Learned Size"]);
|
|
|
|
|
Yanfly.Param.SLSLearnCost = String(Yanfly.Parameters["Learn Cost"]);
|
|
|
|
|
Yanfly.Param.SLSCostSize = Number(Yanfly.Parameters["Cost Size"]);
|
|
|
|
|
Yanfly.Param.SLSItemCostFmt = String(Yanfly.Parameters["Item Cost"]);
|
|
|
|
|
Yanfly.Param.SLSGoldWindow = String(Yanfly.Parameters["Show Gold Window"]);
|
|
|
|
|
Yanfly.Param.SLSGoldWindow = eval(Yanfly.Param.SLSGoldWindow);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SLSDefaultGold = Number(Yanfly.Parameters["Default Gold Cost"]);
|
|
|
|
|
Yanfly.Param.SLSDefaultJp = Number(Yanfly.Parameters["Default JP Cost"]);
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// DataManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
|
|
|
|
DataManager.isDatabaseLoaded = function () {
|
|
|
|
|
if (!Yanfly.SLS.DataManager_isDatabaseLoaded.call(this)) return false;
|
|
|
|
|
if (!Yanfly._loaded_YEP_SkillLearnSystem) {
|
|
|
|
|
this.processSLSNotetagsI($dataItems);
|
|
|
|
|
this.processSLSNotetagsW($dataWeapons);
|
|
|
|
|
this.processSLSNotetagsA($dataArmors);
|
|
|
|
|
this.processSLSNotetags1($dataClasses);
|
|
|
|
|
this.processSLSNotetags2($dataSkills);
|
|
|
|
|
Yanfly._loaded_YEP_SkillLearnSystem = true;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processSLSNotetagsI = function (group) {
|
|
|
|
|
if (Yanfly.ItemIdRef) return;
|
|
|
|
|
Yanfly.ItemIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processSLSNotetagsW = function (group) {
|
|
|
|
|
if (Yanfly.WeaponIdRef) return;
|
|
|
|
|
Yanfly.WeaponIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processSLSNotetagsA = function (group) {
|
|
|
|
|
if (Yanfly.ArmorIdRef) return;
|
|
|
|
|
Yanfly.ArmorIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processSLSNotetags1 = function (group) {
|
|
|
|
|
var note1 = /<(?:LEARN SKILL|learn skills):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
|
|
|
|
|
var note2 = /<(?:LEARN SKILL|learn skills):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.learnSkills = [];
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
|
|
|
|
|
obj.learnSkills = obj.learnSkills.concat(array);
|
|
|
|
|
} else if (line.match(note2)) {
|
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
|
|
|
|
|
obj.learnSkills = obj.learnSkills.concat(range);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processSLSNotetags2 = function (group) {
|
|
|
|
|
var note1 = /<(?:LEARN COST)>/i;
|
|
|
|
|
var note2 = /<\/(?:LEARN COST)>/i;
|
|
|
|
|
var note3 = /<(?:LEARN COST):[ ](\d+)[ ](?:GOLD)>/i;
|
|
|
|
|
var note4 = /<(?:LEARN COST):[ ](\d+)[ ](?:JP)>/i;
|
|
|
|
|
var note5 = /<(?:LEARN REQUIRE LEVEL):[ ](\d+)>/i;
|
|
|
|
|
var note6 = /<(?:LEARN REQUIRE SKILL):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
|
|
|
|
|
var note7 = /<(?:LEARN REQUIRE SKILL):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
var note8 = /<(?:LEARN REQUIRE SWITCH):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
|
|
|
|
|
var note9 = /<(?:LEARN REQUIRE SWITCH):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
var note10 = /<(?:LEARN REQUIRE EVAL)>/i;
|
|
|
|
|
var note11 = /<\/(?:LEARN REQUIRE EVAL)>/i;
|
|
|
|
|
var note12 = /<(?:LEARN COST EVAL)>/i;
|
|
|
|
|
var note13 = /<\/(?:LEARN COST EVAL)>/i;
|
|
|
|
|
var note14 = /<(?:LEARN CUSTOM TEXT)>/i;
|
|
|
|
|
var note15 = /<\/(?:LEARN CUSTOM TEXT)>/i;
|
|
|
|
|
var note16 = /<(?:LEARN SHOW EVAL)>/i;
|
|
|
|
|
var note17 = /<\/(?:LEARN SHOW EVAL)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.learnCost = [];
|
|
|
|
|
obj.learnCostGold = Yanfly.Param.SLSDefaultGold;
|
|
|
|
|
obj.learnCostJp = Yanfly.Param.SLSDefaultJp;
|
|
|
|
|
obj.learnRequireLevel = 0;
|
|
|
|
|
obj.learnRequireSkill = [];
|
|
|
|
|
obj.learnRequireSwitch = [];
|
|
|
|
|
obj.learnRequireEval = "";
|
|
|
|
|
obj.learnCostEval = "";
|
|
|
|
|
obj.learnShowEval = "";
|
|
|
|
|
obj.learnCustomText = "";
|
|
|
|
|
var mode = "none";
|
|
|
|
|
obj.customLearnJpCostEval = "";
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
mode = "learn";
|
|
|
|
|
} else if (line.match(note2)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (mode === "learn") {
|
|
|
|
|
this.addLearnSkillCost(obj, line);
|
|
|
|
|
} else if (line.match(note3)) {
|
|
|
|
|
obj.learnCostGold = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(note4)) {
|
|
|
|
|
obj.learnCostJp = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(note5)) {
|
|
|
|
|
obj.learnRequireLevel = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(note6)) {
|
|
|
|
|
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
|
|
|
|
|
obj.learnRequireSkill = obj.learnRequireSkill.concat(array);
|
|
|
|
|
} else if (line.match(note7)) {
|
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
|
|
|
|
|
obj.learnRequireSkill = obj.learnRequireSkill.concat(range);
|
|
|
|
|
} else if (line.match(note8)) {
|
|
|
|
|
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
|
|
|
|
|
obj.learnRequireSwitch = obj.learnRequireSwitch.concat(array);
|
|
|
|
|
} else if (line.match(note9)) {
|
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
|
|
|
|
|
obj.learnRequireSwitch = obj.learnRequireSwitch.concat(range);
|
|
|
|
|
} else if (line.match(note10)) {
|
|
|
|
|
mode = "learnRequireEval";
|
|
|
|
|
} else if (line.match(note11)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (line.match(note12)) {
|
|
|
|
|
mode = "learnCostEval";
|
|
|
|
|
} else if (line.match(note13)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (line.match(note14)) {
|
|
|
|
|
mode = "learnCustomText";
|
|
|
|
|
} else if (line.match(note15)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (line.match(note16)) {
|
|
|
|
|
mode = "learnShowEval";
|
|
|
|
|
} else if (line.match(note17)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (mode === "learnRequireEval") {
|
|
|
|
|
obj.learnRequireEval = obj.learnRequireEval + line + "\n";
|
|
|
|
|
} else if (mode === "learnCostEval") {
|
|
|
|
|
obj.learnCostEval = obj.learnCostEval + line + "\n";
|
|
|
|
|
} else if (mode === "learnCustomText") {
|
|
|
|
|
obj.learnCustomText = obj.learnCustomText + line + "\n";
|
|
|
|
|
} else if (mode === "learnShowEval") {
|
|
|
|
|
obj.learnShowEval = obj.learnShowEval + line + "\n";
|
|
|
|
|
} else if (line.match(/<(?:CUSTOM LEARN JP COST)>/i)) {
|
|
|
|
|
mode = "customLearnJpCost";
|
|
|
|
|
} else if (line.match(/<\/(?:CUSTOM LEARN JP COST)>/i)) {
|
|
|
|
|
mode = "none";
|
|
|
|
|
} else if (mode === "customLearnJpCost") {
|
|
|
|
|
obj.customLearnJpCostEval = obj.customLearnJpCostEval + line + "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.addLearnSkillCost = function (obj, line) {
|
|
|
|
|
if (!obj) return;
|
|
|
|
|
if (!line) return;
|
|
|
|
|
if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
var item = $dataItems[parseInt(RegExp.$1)];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push(line);
|
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
var item = $dataWeapons[parseInt(RegExp.$1)];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push(line);
|
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
var item = $dataArmors[parseInt(RegExp.$1)];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push(line);
|
|
|
|
|
} else if (line.match(/GOLD:[ ](\d+)/i)) {
|
|
|
|
|
obj.learnCostGold = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(/JP:[ ](\d+)/i)) {
|
|
|
|
|
obj.learnCostJp = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(/(.*):[ ](\d+)/i)) {
|
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
|
var amount = parseInt(RegExp.$2);
|
|
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
|
|
var id = Yanfly.ItemIdRef[name];
|
|
|
|
|
var item = $dataItems[id];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push("ITEM " + id + ": " + amount);
|
|
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
|
|
var id = Yanfly.WeaponIdRef[name];
|
|
|
|
|
var item = $dataWeapons[id];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push("WEAPON " + id + ": " + amount);
|
|
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
|
|
var id = Yanfly.ArmorIdRef[name];
|
|
|
|
|
var item = $dataArmors[id];
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) return;
|
|
|
|
|
obj.learnCost.push("ARMOR " + id + ": " + amount);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_System
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Game_System_initialize = Game_System.prototype.initialize;
|
|
|
|
|
Game_System.prototype.initialize = function () {
|
|
|
|
|
Yanfly.SLS.Game_System_initialize.call(this);
|
|
|
|
|
this.initSkillLearnSystem();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.initSkillLearnSystem = function () {
|
|
|
|
|
this._showLearnSkill = Yanfly.Param.SLSShowLearn;
|
|
|
|
|
this._enableLearnSkill = Yanfly.Param.SLSEnableLearn;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.isShowLearnSkill = function () {
|
|
|
|
|
if (this._showLearnSkill === undefined) this.initSkillLearnSystem();
|
|
|
|
|
return this._showLearnSkill;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.isEnableLearnSkill = function () {
|
|
|
|
|
if (this._enableLearnSkill === undefined) this.initSkillLearnSystem();
|
|
|
|
|
return this._enableLearnSkill;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.availableClasses = function () {
|
|
|
|
|
if (!Imported.YEP_ClassChangeCore) return 1;
|
|
|
|
|
return this.unlockedClasses().length;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.sufficientJpLearnSkill = function (skill, classId) {
|
|
|
|
|
if (!skill) return false;
|
|
|
|
|
if (!Imported.YEP_JobPoints) return true;
|
|
|
|
|
var jpCost = skill.learnCostJp;
|
|
|
|
|
jpCost += this.customLearnSkillJpCost(skill);
|
|
|
|
|
if (this.currentClass().learnSkills.contains(skill.id)) {
|
|
|
|
|
if (this.jp(classId) >= jpCost) return true;
|
|
|
|
|
}
|
|
|
|
|
if (Imported.YEP_ClassChangeCore && Yanfly.Param.SLSIntegrate) {
|
|
|
|
|
for (var i = 0; i < this.unlockedClasses().length; ++i) {
|
|
|
|
|
classId = this.unlockedClasses()[i];
|
|
|
|
|
if (!$dataClasses[classId]) continue;
|
|
|
|
|
if (!$dataClasses[classId].learnSkills.contains(skill.id)) continue;
|
|
|
|
|
if (this.jp(classId) >= jpCost) return true;
|
|
|
|
|
}
|
|
|
|
|
} else if (Imported.YEP_ClassChangeCore && $dataClasses[classId]) {
|
|
|
|
|
if ($dataClasses[classId].learnSkills.contains(skill.id)) {
|
|
|
|
|
if (this.jp(classId) >= jpCost) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.isLearnedSkillRaw = function (skillId) {
|
|
|
|
|
return this._skills.contains(skillId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.canLearnSkill = function (skill, classId) {
|
|
|
|
|
if (!skill) return false;
|
|
|
|
|
if (skill.learnCostGold > $gameParty.gold()) return false;
|
|
|
|
|
if (!this.sufficientJpLearnSkill(skill, classId)) return false;
|
|
|
|
|
if (!$gameParty.sufficientItemLearnSkill(skill)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Game_Actor_releaseUnequippableItems = Game_Actor.prototype.releaseUnequippableItems;
|
|
|
|
|
Game_Actor.prototype.releaseUnequippableItems = function (forcing) {
|
|
|
|
|
if (Yanfly.SLS.PreventReleaseItem) return;
|
|
|
|
|
Yanfly.SLS.Game_Actor_releaseUnequippableItems.call(this, forcing);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.customLearnSkillJpCost = function (skill) {
|
|
|
|
|
if (!skill) return 0;
|
|
|
|
|
if (skill.customLearnJpCostEval === "") return 0;
|
|
|
|
|
var cost = 0;
|
|
|
|
|
var item = skill;
|
|
|
|
|
var a = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = skill.customLearnJpCostEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, "CUSTOM SKILL LEARN JP COST ERROR");
|
|
|
|
|
}
|
|
|
|
|
return cost;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Party
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Party.prototype.sufficientItemLearnSkill = function (skill) {
|
|
|
|
|
if (!skill) return false;
|
|
|
|
|
for (var i = 0; i < skill.learnCost.length; ++i) {
|
|
|
|
|
var line = skill.learnCost[i];
|
|
|
|
|
var obj = null;
|
|
|
|
|
var value = 0;
|
|
|
|
|
if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataItems[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataWeapons[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataArmors[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
}
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (value > $gameParty.numItems(obj)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Party.prototype.processLearnSkillCost = function (skill) {
|
|
|
|
|
if (!skill) return false;
|
|
|
|
|
for (var i = 0; i < skill.learnCost.length; ++i) {
|
|
|
|
|
var line = skill.learnCost[i];
|
|
|
|
|
var obj = null;
|
|
|
|
|
var value = 0;
|
|
|
|
|
if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataItems[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataWeapons[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataArmors[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
}
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
$gameParty.loseItem(obj, value, false);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Game_Party_setupBattleTest = Game_Party.prototype.setupBattleTest;
|
|
|
|
|
Game_Party.prototype.setupBattleTest = function () {
|
|
|
|
|
Yanfly.SLS.Game_Party_setupBattleTest.call(this);
|
|
|
|
|
this.setupLearnSkillBattleTest();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Party.prototype.setupLearnSkillBattleTest = function () {
|
|
|
|
|
for (var i = 0; i < this.members().length; ++i) {
|
|
|
|
|
var actor = this.members()[i];
|
|
|
|
|
if (!actor) continue;
|
|
|
|
|
var classData = actor.currentClass();
|
|
|
|
|
for (var j = 0; j < classData.learnSkills.length; ++j) {
|
|
|
|
|
var skillId = classData.learnSkills[j];
|
|
|
|
|
if (!$dataSkills[skillId]) continue;
|
|
|
|
|
if ($dataSkills[skillId].name === "") continue;
|
|
|
|
|
actor.learnSkill(skillId);
|
|
|
|
|
}
|
|
|
|
|
actor.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Interpreter
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
|
|
|
|
|
Game_Interpreter.prototype.pluginCommand = function (command, args) {
|
|
|
|
|
Yanfly.SLS.Game_Interpreter_pluginCommand.call(this, command, args);
|
|
|
|
|
if (command === "ShowLearnSkill") $gameSystem._showLearnSkill = true;
|
|
|
|
|
if (command === "HideLearnSkill") $gameSystem._showLearnSkill = false;
|
|
|
|
|
if (command === "EnableLearnSkill") $gameSystem._enableLearnSkill = true;
|
|
|
|
|
if (command === "DisableLearnSkill") $gameSystem._enableLearnSkill = false;
|
|
|
|
|
if (command === "OpenLearnSkill") this.openLearnSkill(args);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.openLearnSkill = function (args) {
|
|
|
|
|
if ($gameParty.inBattle()) return;
|
|
|
|
|
if (!args) return;
|
|
|
|
|
if (!args[0]) return;
|
|
|
|
|
if (args[0].toLowerCase() === "actor") {
|
|
|
|
|
var actorId = parseInt(args[1]);
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
} else if (args[0].toLowerCase() === "party") {
|
|
|
|
|
var index = parseInt(args[1]) - 1;
|
|
|
|
|
index = index.clamp(0, $gameParty.members().length - 1);
|
|
|
|
|
var actor = $gameParty.members()[index];
|
|
|
|
|
} else {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
ImageManager.loadFace(actor.faceName());
|
|
|
|
|
this.loadPartyFaces();
|
|
|
|
|
$gameParty.setMenuActor(actor);
|
|
|
|
|
SceneManager.push(Scene_LearnSkill);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.loadPartyFaces = function () {
|
|
|
|
|
for (var i = 0; i < $gameParty.members().length; ++i) {
|
|
|
|
|
var actor = $gameParty.members()[i];
|
|
|
|
|
if (actor) ImageManager.loadFace(actor.faceName());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillType
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Window_SkillType_makeCommandList = Window_SkillType.prototype.makeCommandList;
|
|
|
|
|
Window_SkillType.prototype.makeCommandList = function () {
|
|
|
|
|
Yanfly.SLS.Window_SkillType_makeCommandList.call(this);
|
|
|
|
|
if (this.findExt("learnSkills") === -1) this.addLearnSkillsCommand();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.addLearnSkillsCommand = function () {
|
|
|
|
|
if (!$gameSystem.isShowLearnSkill()) return;
|
|
|
|
|
var name = Yanfly.Param.SLSCommand;
|
|
|
|
|
var enabled = $gameSystem.isEnableLearnSkill();
|
|
|
|
|
this.addCommand(name, "skill", enabled, "learnSkills");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setClassListWindow = function (classWindow) {
|
|
|
|
|
this._classListWindow = classWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setSkillLearnWindow = function (learnWindow) {
|
|
|
|
|
this._skillLearnWindow = learnWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setGoldWindow = function (goldWindow) {
|
|
|
|
|
this._goldWindow = goldWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setSkillLearnDataWindow = function (learnDataWindow) {
|
|
|
|
|
this._skillLearnDataWindow = learnDataWindow;
|
|
|
|
|
this.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Window_SkillType_update = Window_SkillType.prototype.update;
|
|
|
|
|
Window_SkillType.prototype.update = function () {
|
|
|
|
|
if (this.currentExt() === "learnSkills" && this._actor) {
|
|
|
|
|
Window_Command.prototype.update.call(this);
|
|
|
|
|
if (this.isSkillLearnIntegrated()) {
|
|
|
|
|
this._classListWindow.show();
|
|
|
|
|
} else if (this._skillLearnWindow) {
|
|
|
|
|
this._skillLearnWindow.show();
|
|
|
|
|
}
|
|
|
|
|
this._skillWindow.hide();
|
|
|
|
|
if (this._goldWindow) this._goldWindow.show();
|
|
|
|
|
this._skillLearnDataWindow.show();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.SLS.Window_SkillType_update.call(this);
|
|
|
|
|
this._skillWindow.show();
|
|
|
|
|
if (this._classListWindow) this._classListWindow.hide();
|
|
|
|
|
if (this._skillLearnWindow) this._skillLearnWindow.hide();
|
|
|
|
|
if (this._goldWindow) this._goldWindow.hide();
|
|
|
|
|
if (this._skillLearnDataWindow) this._skillLearnDataWindow.hide();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.isSkillLearnIntegrated = function () {
|
|
|
|
|
if (!this._classListWindow) return false;
|
|
|
|
|
if (this._actor.availableClasses() <= 1) return false;
|
|
|
|
|
return Yanfly.Param.SLSIntegrate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillLearn
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SkillLearn() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype = Object.create(Window_SkillList.prototype);
|
|
|
|
|
Window_SkillLearn.prototype.constructor = Window_SkillLearn;
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.maxCols = function () {
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor === actor) return;
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.setClass(null);
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
this.setClass(this._actor.currentClass().id);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.setClass = function (classId) {
|
|
|
|
|
if (this._classId === classId) return;
|
|
|
|
|
this._classId = classId;
|
|
|
|
|
this.makeItemList();
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.getClass = function () {
|
|
|
|
|
return $dataClasses[this._classId];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.makeItemList = function () {
|
|
|
|
|
if (this._actor && this.getClass()) {
|
|
|
|
|
this.createSkillLearnData();
|
|
|
|
|
} else {
|
|
|
|
|
this._data = [];
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.createSkillLearnData = function () {
|
|
|
|
|
this._data = [];
|
|
|
|
|
for (var i = 0; i < this.getClass().learnSkills.length; ++i) {
|
|
|
|
|
var skillId = this.getClass().learnSkills[i];
|
|
|
|
|
var skill = $dataSkills[skillId];
|
|
|
|
|
|
|
|
|
|
if(Zzy.CYSLS.IsHideLearnSkill)//---魔改--- v1.02 隐藏全部的已学习技能
|
|
|
|
|
{
|
|
|
|
|
if (skill && this.includes(skill) && !this._actor.isLearnedSkill(skillId)) this._data.push(skill);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (skill && this.includes(skill)) this._data.push(skill);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
this._data = this._data.sort(function (a, b) {
|
|
|
|
|
return a.id - b.id;
|
|
|
|
|
});
|
|
|
|
|
this._data = this._data.filter(Yanfly.Util.onlyUnique);
|
|
|
|
|
|
|
|
|
|
;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.includes = function (skill) {
|
|
|
|
|
if (skill.name === "") return false;
|
|
|
|
|
if (!this.meetsRequirements(skill)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.meetsRequirements = function (skill) {
|
|
|
|
|
var evalValue = this.getEvalLine(skill.learnShowEval);
|
|
|
|
|
if (evalValue !== undefined) return evalValue;
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
var classLevel = this._actor.classLevel(this._classId);
|
|
|
|
|
if (skill.learnRequireLevel > classLevel) return false;
|
|
|
|
|
} else {
|
|
|
|
|
if (skill.learnRequireLevel > this._actor.level) return false;
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < skill.learnRequireSkill.length; ++i) {
|
|
|
|
|
var skillId = skill.learnRequireSkill[i];
|
|
|
|
|
if (!$dataSkills[skillId]) continue;
|
|
|
|
|
if (!this._actor.isLearnedSkillRaw(skillId)) return false;
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < skill.learnRequireSwitch.length; ++i) {
|
|
|
|
|
var switchId = skill.learnRequireSwitch[i];
|
|
|
|
|
if (!$gameSwitches.value(switchId)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.isEnabled = function (item) {
|
|
|
|
|
if (!this._actor) return false;
|
|
|
|
|
if (!item) return false;
|
|
|
|
|
if (this._actor.isLearnedSkillRaw(item.id)) return false;
|
|
|
|
|
if ($gamePlayer.isDebugThrough()) return true;
|
|
|
|
|
if (!this._actor.canLearnSkill(item, this._classId)) return false;
|
|
|
|
|
if (!this.meetsRequirements(item)) return false;
|
|
|
|
|
var evalValue = this.getEvalLine(item.learnRequireEval);
|
|
|
|
|
if (evalValue !== undefined) return evalValue;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.getEvalLine = function (evalLine) {
|
|
|
|
|
if (evalLine.length <= 0) return undefined;
|
|
|
|
|
var value = undefined;
|
|
|
|
|
var a = this._actor;
|
|
|
|
|
var user = this._actor;
|
|
|
|
|
var subject = this._actor;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = evalLine;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, "SKILL LEARN EVAL LINE ERROR");
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.drawItem = function (index) {
|
|
|
|
|
var skill = this._data[index];
|
|
|
|
|
if (!skill) return;
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
rect.width -= this.textPadding();
|
|
|
|
|
this.changePaintOpacity(this.isEnabled(skill));
|
|
|
|
|
this.drawItemName(skill, rect.x, rect.y, rect.width);
|
|
|
|
|
this.drawItemLearned(skill, rect.x, rect.y, rect.width);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.drawItemLearned = function (skill, wx, wy, ww) {
|
|
|
|
|
if (!this._actor.isLearnedSkillRaw(skill.id)) {
|
|
|
|
|
this.drawSkillCost(skill, wx, wy, ww);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var text = Yanfly.Param.SLSLearnText;
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SLSLearnSize;
|
|
|
|
|
this.drawText(text, wx, wy, ww, "right");
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.setDataWindow = function (learnDataWindow) {
|
|
|
|
|
this._skillLearnDataWindow = learnDataWindow;
|
|
|
|
|
this.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearn.prototype.update = function () {
|
|
|
|
|
Window_SkillList.prototype.update.call(this);
|
|
|
|
|
if (this._skillLearnDataWindow && this.item()) {
|
|
|
|
|
this._skillLearnDataWindow.setSkill(this.item());
|
|
|
|
|
if (this._classId) this._skillLearnDataWindow.setClass(this._classId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillLearnClass
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
function Window_SkillLearnClass() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype = Object.create(Window_ClassList.prototype);
|
|
|
|
|
Window_SkillLearnClass.prototype.constructor = Window_SkillLearnClass;
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_ClassList.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._skill = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.setSkill = function (skill) {
|
|
|
|
|
if (this._skill === skill) return;
|
|
|
|
|
this._skill = skill;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.makeItemList = function () {
|
|
|
|
|
if (this._actor && this._skill) {
|
|
|
|
|
this._data = [];
|
|
|
|
|
for (var i = 0; i < this._actor.unlockedClasses().length; ++i) {
|
|
|
|
|
var classId = this._actor.unlockedClasses()[i];
|
|
|
|
|
var item = $dataClasses[classId];
|
|
|
|
|
if (!item) continue;
|
|
|
|
|
if (item.learnSkills.contains(this._skill.id)) {
|
|
|
|
|
this._data.push(classId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._data = [];
|
|
|
|
|
}
|
|
|
|
|
this._data.sort(function (a, b) {
|
|
|
|
|
return a - b;
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.isEnabled = function (classId) {
|
|
|
|
|
if (!this._skill) return false;
|
|
|
|
|
var item = $dataClasses[classId];
|
|
|
|
|
if (!item) return false;
|
|
|
|
|
if (Imported.YEP_JobPoints) {
|
|
|
|
|
var jpCost = this._skill.learnCostJp;
|
|
|
|
|
jpCost += this._actor.customLearnSkillJpCost(this._skill);
|
|
|
|
|
if (jpCost > this._actor.jp(item.id)) return false;
|
|
|
|
|
}
|
|
|
|
|
return Window_ClassList.prototype.isEnabled.call(this, classId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.drawClassLevel = function (item, wx, wy, ww) {
|
|
|
|
|
if (!Imported.YEP_JobPoints) return;
|
|
|
|
|
var value = Yanfly.Util.toGroup(this._actor.jp(item.id));
|
|
|
|
|
var icon = "\\i[" + Yanfly.Icon.Jp + "]";
|
|
|
|
|
var fmt = Yanfly.Param.JpMenuFormat;
|
|
|
|
|
var text = fmt.format(value, Yanfly.Param.Jp, icon);
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.CCCLvFontSize;
|
|
|
|
|
wx += ww - this.textWidthEx(text);
|
|
|
|
|
this.drawTextEx(text, wx, wy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnClass.prototype.selectLast = function () {
|
|
|
|
|
this._index = this._data.indexOf(this._actor._classId);
|
|
|
|
|
if (this._index < 0) this._index = 0;
|
|
|
|
|
this.select(this._index);
|
|
|
|
|
};
|
|
|
|
|
} // Imported.YEP_ClassChangeCore
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillLearnData
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SkillLearnData() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_SkillLearnData.prototype.constructor = Window_SkillLearnData;
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.initialize = function (wx, wy, ww, wh) {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this._classId = null;
|
|
|
|
|
this._skill = null;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor === actor) return;
|
|
|
|
|
this.setClass(null);
|
|
|
|
|
this.setSkill(null);
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.setClass = function (classId) {
|
|
|
|
|
if (this._classId === classId) return;
|
|
|
|
|
this._classId = classId;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.setSkill = function (skill) {
|
|
|
|
|
if (this._skill === skill) return;
|
|
|
|
|
this._skill = skill;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawDarkRectangles();
|
|
|
|
|
if (!this._skill) return;
|
|
|
|
|
this.drawSkillData();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawDarkRectangles = function (dx, dy, dw, dh) {
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = 0;
|
|
|
|
|
var ww = this.contents.width;
|
|
|
|
|
var wh = this.lineHeight();
|
|
|
|
|
for (;;) {
|
|
|
|
|
if (wy + wh > this.contents.height) break;
|
|
|
|
|
this.drawDarkRect(wx, wy, ww, wh);
|
|
|
|
|
wy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawDarkRect = function (dx, dy, dw, dh) {
|
|
|
|
|
var color = this.gaugeBackColor();
|
|
|
|
|
this.changePaintOpacity(false);
|
|
|
|
|
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawSkillData = function () {
|
|
|
|
|
this.drawItemName(this._skill, 0, 0, this.contents.width);
|
|
|
|
|
var wy = this.lineHeight();
|
|
|
|
|
wy = this.drawRequirements(wy);
|
|
|
|
|
wy = this.drawCostText(wy);
|
|
|
|
|
wy = this.drawGoldCosts(wy);
|
|
|
|
|
wy = this.drawJpCosts(wy);
|
|
|
|
|
wy = this.drawOtherCosts(wy);
|
|
|
|
|
wy = this.drawCustomText(wy);
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawRequirements = function (wy) {
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawCostText = function (wy) {
|
|
|
|
|
if (!this.hasLearnCost()) return wy;
|
|
|
|
|
var text = Yanfly.Param.SLSLearnCost;
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(text, 0, wy, this.contents.width, "center");
|
|
|
|
|
wy += this.lineHeight();
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.hasLearnCost = function () {
|
|
|
|
|
if (this._skill.learnCostGold > 0) return true;
|
|
|
|
|
if (Imported.YEP_JobPoints) {
|
|
|
|
|
var cost = this._skill.learnCostJp;
|
|
|
|
|
cost += this._actor.customLearnSkillJpCost(this._skill);
|
|
|
|
|
return cost > 0;
|
|
|
|
|
}
|
|
|
|
|
if (this._skill.learnCost.length > 0) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawGoldCosts = function (wy) {
|
|
|
|
|
if (this._skill.learnCostGold <= 0) return wy;
|
|
|
|
|
var text = "";
|
|
|
|
|
if (Imported.YEP_CoreEngine && Yanfly.Icon.Gold > 0) {
|
|
|
|
|
text = "\\i[" + Yanfly.Icon.Gold + "]";
|
|
|
|
|
}
|
|
|
|
|
text += TextManager.currencyUnit;
|
|
|
|
|
var wx = this.drawTextEx(text, 0, wy);
|
|
|
|
|
var ww = this.contents.width - wx - 4;
|
|
|
|
|
var costText = Yanfly.Util.toGroup(this._skill.learnCostGold);
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SLSCostSize;
|
|
|
|
|
if (this._skill.learnCostGold > $gameParty.gold()) {
|
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
|
}
|
|
|
|
|
this.drawText(costText, wx, wy, ww, "right");
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
wy += this.lineHeight();
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawJpCosts = function (wy) {
|
|
|
|
|
if (!Imported.YEP_JobPoints) return wy;
|
|
|
|
|
var cost = this._skill.learnCostJp;
|
|
|
|
|
cost += this._actor.customLearnSkillJpCost(this._skill);
|
|
|
|
|
if (cost <= 0) return wy;
|
|
|
|
|
var text = "";
|
|
|
|
|
if (Yanfly.Icon.Jp > 0) text = "\\i[" + Yanfly.Icon.Jp + "]";
|
|
|
|
|
text += Yanfly.Param.Jp;
|
|
|
|
|
var wx = this.drawTextEx(text, 0, wy);
|
|
|
|
|
var ww = this.contents.width - wx - 4;
|
|
|
|
|
var costText = Yanfly.Util.toGroup(cost);
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SLSCostSize;
|
|
|
|
|
if (this._actor.sufficientJpLearnSkill(this._skill, this._classId)) {
|
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
|
}
|
|
|
|
|
this.drawText(costText, wx, wy, ww, "right");
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
wy += this.lineHeight();
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawOtherCosts = function (wy) {
|
|
|
|
|
if (this._skill.learnCost.length <= 0) return wy;
|
|
|
|
|
for (var i = 0; i < this._skill.learnCost.length; ++i) {
|
|
|
|
|
if (wy + this.lineHeight() > this.contents.height) break;
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
var ww = this.contents.width;
|
|
|
|
|
var line = this._skill.learnCost[i];
|
|
|
|
|
var obj = null;
|
|
|
|
|
var value = 0;
|
|
|
|
|
if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataItems[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataWeapons[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
|
obj = $dataArmors[parseInt(RegExp.$1)];
|
|
|
|
|
value = parseInt(RegExp.$2);
|
|
|
|
|
}
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
this.drawItemName(obj, 0, wy, ww);
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SLSCostSize;
|
|
|
|
|
var text = "/" + Yanfly.Util.toGroup(value);
|
|
|
|
|
this.drawText(text, 0, wy, ww - 4, "right");
|
|
|
|
|
if ($gameParty.numItems(obj) >= value) {
|
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
|
}
|
|
|
|
|
ww -= this.textWidth(text);
|
|
|
|
|
var held = Yanfly.Util.toGroup($gameParty.numItems(obj));
|
|
|
|
|
this.drawText(held, 0, wy, ww - 4, "right");
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
wy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnData.prototype.drawCustomText = function (wy) {
|
|
|
|
|
if (this._skill.learnCustomText === "") return wy;
|
|
|
|
|
this.drawTextEx(this._skill.learnCustomText, 4, wy);
|
|
|
|
|
return wy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillLearnCommand
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SkillLearnCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_SkillLearnCommand.prototype.constructor = Window_SkillType;
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.initialize = function (x, y) {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, x, y);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.itemTextAlign = function () {
|
|
|
|
|
if (Imported.YEP_SkillCore) return Yanfly.Param.SCCTextAlign;
|
|
|
|
|
return Window_Command.prototype.itemTextAlign.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor === actor) return;
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.setStatusWindow = function (w) {
|
|
|
|
|
this._statusWindow = w;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.setSkillLearnWindow = function (w) {
|
|
|
|
|
this._skillLearnWindow = w;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.setSkillLearnDataWindow = function (w) {
|
|
|
|
|
this._skillLearnDataWindow = w;
|
|
|
|
|
this.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.makeCommandList = function ()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (!this._actor) return;
|
|
|
|
|
this.addClassCommand(this._actor.currentClass().id);
|
|
|
|
|
this._currentClass = this._actor.currentClass().id;
|
|
|
|
|
if (!Imported.YEP_ClassChangeCore) return;
|
|
|
|
|
for (var i = 0; i < this._actor.unlockedClasses().length; ++i) {
|
|
|
|
|
classId = this._actor.unlockedClasses()[i];
|
|
|
|
|
if (classId === this._actor.currentClass().id) continue;
|
|
|
|
|
if ($dataClasses[classId]) this.addClassCommand(classId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.addClassCommand = function (classId) {
|
|
|
|
|
var actorClass = $dataClasses[classId];
|
|
|
|
|
if (!actorClass) return;
|
|
|
|
|
var name = actorClass.name;
|
|
|
|
|
if (actorClass.useNickname) {
|
|
|
|
|
name = this._actor.nickname();
|
|
|
|
|
}
|
|
|
|
|
this.addCommand(name, "class", true, classId);
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 添加新的选项
|
|
|
|
|
|
|
|
|
|
this.addCommand(Zzy.CYSLS.ForgetCommandText,Zzy.CYSLS.Command_F,this.IsEnableZzyCommand_F());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.IsEnableZzyCommand_F = function()
|
|
|
|
|
{
|
|
|
|
|
//此处检测是否拥有遗忘道具,进行开关的显示
|
|
|
|
|
if(Zzy.CYSLS.ForgeItemID)
|
|
|
|
|
{
|
|
|
|
|
return $gameParty.hasItem($dataItems[Zzy.CYSLS.ForgeItemID]);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.update = function () {
|
|
|
|
|
Window_Command.prototype.update.call(this);
|
|
|
|
|
if (this._helpWindow && this.active) {
|
|
|
|
|
var classId = this.currentExt();
|
|
|
|
|
this._helpWindow.setItem($dataClasses[classId]);
|
|
|
|
|
}
|
|
|
|
|
if (this._skillLearnWindow) {
|
|
|
|
|
var classId = this.currentExt();
|
|
|
|
|
this._skillLearnWindow.setClass(classId);
|
|
|
|
|
}
|
|
|
|
|
if (this._statusWindow && this._currentClassIndex !== this.index())
|
|
|
|
|
{
|
|
|
|
|
this._currentClassIndex = this.index();
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 将不会使用原版数据计算
|
|
|
|
|
if(this._currentClassIndex>0 && this._list[this._currentClassIndex].symbol === Zzy.CYSLS.Command_F)
|
|
|
|
|
{
|
|
|
|
|
//此处不会绘制任何的数据信息
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var actor = JsonEx.makeDeepCopy(this._actor);
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
var classId = this.currentExt();
|
|
|
|
|
this._currentClass = this.currentExt();
|
|
|
|
|
var hpRate = actor.hp / actor.mhp;
|
|
|
|
|
var mpRate = actor.mp / Math.max(1, actor.mmp);
|
|
|
|
|
Yanfly.SLS.PreventReleaseItem = true;
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
actor.changeClass(classId, Yanfly.Param.CCCMaintainLv);
|
|
|
|
|
} else {
|
|
|
|
|
actor.changeClass(classId, false);
|
|
|
|
|
}
|
|
|
|
|
var max = actor.isDead() ? 0 : 1;
|
|
|
|
|
var hpAmount = Math.max(max, parseInt(actor.mhp * hpRate));
|
|
|
|
|
actor.setHp(hpAmount);
|
|
|
|
|
actor.setMp(parseInt(actor.mmp * mpRate));
|
|
|
|
|
this._statusWindow.setActor(actor);
|
|
|
|
|
Yanfly.SLS.PreventReleaseItem = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Window_Command_drawItem = Window_Command.prototype.drawItem;
|
|
|
|
|
Window_SkillLearnCommand.prototype.drawItem = function (index) {
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
this.drawItemEx(index);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.SLS.Window_Command_drawItem.call(this, index);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnCommand.prototype.drawItemEx = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
var align = this.itemTextAlign();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.changePaintOpacity(this.isCommandEnabled(index));
|
|
|
|
|
var classId = this._list[index].ext;
|
|
|
|
|
this.drawIcon($dataClasses[classId].iconIndex, rect.x, rect.y);
|
|
|
|
|
rect.x += Window_Base._iconWidth + 4;
|
|
|
|
|
rect.width -= Window_Base._iconWidth + 4;
|
|
|
|
|
this.drawText(this.commandName(index), rect.x, rect.y, rect.width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SkillLearnConfirm
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SkillLearnConfirm() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_SkillLearnConfirm.prototype.constructor = Window_SkillLearnConfirm;
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.initialize = function () {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(Yanfly.Param.SLSConfirmYes, "confirm");
|
|
|
|
|
this.addCommand(Yanfly.Param.SLSConfirmNo, "cancel");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.setData = function (actor, skill) {
|
|
|
|
|
var fmt = Yanfly.Param.SLSConfirmText;
|
|
|
|
|
this._text = fmt.format(actor.name(), skill.name);
|
|
|
|
|
var ww = this.textWidthEx(this._text) + this.standardPadding() * 4;
|
|
|
|
|
this.width = ww;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
this.y = (Graphics.boxHeight - this.height) / 2;
|
|
|
|
|
this.drawTextEx(this._text, this.textPadding(), 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.textWidthEx = function (text) {
|
|
|
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.itemTextAlign = function () {
|
|
|
|
|
return "center";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(3);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillLearnConfirm.prototype.itemRect = function (index) {
|
|
|
|
|
var rect = Window_Selectable.prototype.itemRect.call(this, index);
|
|
|
|
|
rect.y += this.lineHeight();
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_Skill
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Scene_Skill_create = Scene_Skill.prototype.create;
|
|
|
|
|
Scene_Skill.prototype.create = function () {
|
|
|
|
|
Yanfly.SLS.Scene_Skill_create.call(this);
|
|
|
|
|
this.createClassListWindow();
|
|
|
|
|
this.createSkillLearnWindow();
|
|
|
|
|
this.createGoldWindow();
|
|
|
|
|
this.createSkillLearnClassWindow();
|
|
|
|
|
this.createSkillLearnDataWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Scene_Skill_refreshActor = Scene_Skill.prototype.refreshActor;
|
|
|
|
|
Scene_Skill.prototype.refreshActor = function () {
|
|
|
|
|
Yanfly.SLS.Scene_Skill_refreshActor.call(this);
|
|
|
|
|
var actor = this.actor();
|
|
|
|
|
if (this._classListWindow) this._classListWindow.setActor(actor);
|
|
|
|
|
if (this._skillLearnWindow) this._skillLearnWindow.setActor(actor);
|
|
|
|
|
if (this._skillLearnClassWindow) this._skillLearnClassWindow.setActor(actor);
|
|
|
|
|
if (this._skillLearnDataWindow) this._skillLearnDataWindow.setActor(actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.createClassListWindow = function () {
|
|
|
|
|
if (!Imported.YEP_ClassChangeCore) return;
|
|
|
|
|
if (this._classListWindow) return;
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
this._classListWindow = new Window_ClassList(wx, wy, ww, wh);
|
|
|
|
|
this._classListWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
this._classListWindow.setHandler("ok", this.onClassOk.bind(this));
|
|
|
|
|
this._classListWindow.setHandler("cancel", this.onClassCancel.bind(this));
|
|
|
|
|
this._skillTypeWindow.setClassListWindow(this._classListWindow);
|
|
|
|
|
this._classListWindow.hide();
|
|
|
|
|
this._classListWindow.setActor(this.actor());
|
|
|
|
|
this.addWindow(this._classListWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.createSkillLearnWindow = function () {
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
this._skillLearnWindow = new Window_SkillLearn(wx, wy, ww, wh);
|
|
|
|
|
this._skillLearnWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
this._skillLearnWindow.setHandler("ok", this.onLearnOk.bind(this));
|
|
|
|
|
this._skillLearnWindow.setHandler("cancel", this.onLearnCancel.bind(this));
|
|
|
|
|
this._skillTypeWindow.setSkillLearnWindow(this._skillLearnWindow);
|
|
|
|
|
this._skillLearnWindow.hide();
|
|
|
|
|
this._skillLearnWindow.setActor(this.actor());
|
|
|
|
|
this._skillLearnWindow.setClass(this.actor().currentClass().id);
|
|
|
|
|
this.addWindow(this._skillLearnWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.createGoldWindow = function () {
|
|
|
|
|
if (!Yanfly.Param.SLSGoldWindow) return;
|
|
|
|
|
var wx = Graphics.boxWidth / 2;
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 金币窗口修改
|
|
|
|
|
|
|
|
|
|
this._goldWindow = new Window_ZzyCYSLSGold(wx, 0);
|
|
|
|
|
this._goldWindow.width = Graphics.boxWidth / 2;
|
|
|
|
|
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
|
|
|
|
|
this._skillTypeWindow.setGoldWindow(this._goldWindow);
|
|
|
|
|
this._goldWindow.hide();
|
|
|
|
|
this._goldWindow.createContents();
|
|
|
|
|
this._goldWindow.refresh();
|
|
|
|
|
this.addWindow(this._goldWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.createSkillLearnClassWindow = function () {
|
|
|
|
|
if (!Imported.YEP_ClassChangeCore) return;
|
|
|
|
|
if (this._skillLearnClassWindow) return;
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
this._skillLearnClassWindow = new Window_SkillLearnClass(wx, wy, ww, wh);
|
|
|
|
|
this._skillLearnClassWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
this._skillLearnClassWindow.setHandler("ok", this.onSLCOk.bind(this));
|
|
|
|
|
this._skillLearnClassWindow.setHandler("cancel", this.onSLCCancel.bind(this));
|
|
|
|
|
this._skillLearnClassWindow.hide();
|
|
|
|
|
this._skillLearnClassWindow.setActor(this.actor());
|
|
|
|
|
this.addWindow(this._skillLearnClassWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.createSkillLearnDataWindow = function () {
|
|
|
|
|
var wx = Graphics.boxWidth / 2;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
if (this._goldWindow) wh -= this._goldWindow.height;
|
|
|
|
|
this._skillLearnDataWindow = new Window_SkillLearnData(wx, wy, ww, wh);
|
|
|
|
|
this._skillTypeWindow.setSkillLearnDataWindow(this._skillLearnDataWindow);
|
|
|
|
|
this._skillLearnWindow.setDataWindow(this._skillLearnDataWindow);
|
|
|
|
|
this._skillLearnDataWindow.setActor(this.actor());
|
|
|
|
|
this._skillLearnDataWindow.hide();
|
|
|
|
|
this.addWindow(this._skillLearnDataWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.SLS.Scene_Skill_commandSkill = Scene_Skill.prototype.commandSkill;
|
|
|
|
|
Scene_Skill.prototype.commandSkill = function () {
|
|
|
|
|
if (this._skillTypeWindow.currentExt() === "learnSkills") {
|
|
|
|
|
this.commandLearnSkill();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.SLS.Scene_Skill_commandSkill.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.commandLearnSkill = function () {
|
|
|
|
|
if (!eval(Yanfly.Param.SLSIntegrate)) {
|
|
|
|
|
SceneManager.push(Scene_LearnSkill);
|
|
|
|
|
} else if (this._classListWindow && this.actor().availableClasses() > 1) {
|
|
|
|
|
this._classListWindow.activate();
|
|
|
|
|
this._classListWindow.selectLast();
|
|
|
|
|
} else if (this._skillLearnWindow) {
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this._skillLearnWindow.selectLast();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onClassOk = function () {
|
|
|
|
|
var item = this._classListWindow.item();
|
|
|
|
|
this._skillLearnWindow.setClass(item);
|
|
|
|
|
this._classListWindow.hide();
|
|
|
|
|
this._skillLearnWindow.show();
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this._skillLearnWindow.selectLast();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onClassCancel = function () {
|
|
|
|
|
this._classListWindow.deselect();
|
|
|
|
|
this._skillTypeWindow.activate();
|
|
|
|
|
this._helpWindow.setItem(null);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onLearnOk = function () {
|
|
|
|
|
var skill = this._skillLearnWindow.item();
|
|
|
|
|
if (this.actor().availableClasses() === 1) {
|
|
|
|
|
var classId = this.actor().currentClass().id;
|
|
|
|
|
this.processLearnSkill(skill, classId);
|
|
|
|
|
} else if (this._skillLearnClassWindow) {
|
|
|
|
|
this._skillLearnWindow.hide();
|
|
|
|
|
this._skillLearnClassWindow.show();
|
|
|
|
|
this._skillLearnClassWindow.setSkill(skill);
|
|
|
|
|
this._skillLearnClassWindow.activate();
|
|
|
|
|
this._skillLearnClassWindow.selectLast();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.processLearnSkill = function (skill, classId) {
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this.actor().learnSkill(skill.id);
|
|
|
|
|
SoundManager.playUseSkill();
|
|
|
|
|
$gameParty.loseGold(skill.learnCostGold);
|
|
|
|
|
$gameParty.processLearnSkillCost(skill);
|
|
|
|
|
if (Imported.YEP_JobPoints) {
|
|
|
|
|
var cost = skill.learnCostJp;
|
|
|
|
|
cost += this.actor().customLearnSkillJpCost(skill);
|
|
|
|
|
this.actor().loseJp(cost, classId);
|
|
|
|
|
|
|
|
|
|
if(cost)
|
|
|
|
|
{
|
|
|
|
|
//---魔改--- v1.00 损失技能JP进行存储
|
|
|
|
|
this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录
|
|
|
|
|
var info = {skillId:skill.id,jpCost:cost};
|
|
|
|
|
this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
this.processLearnCostEval(skill, classId);
|
|
|
|
|
this.actor().refresh();
|
|
|
|
|
this._skillLearnWindow.refresh();
|
|
|
|
|
this._skillLearnWindow.updateHelp();
|
|
|
|
|
this._statusWindow.refresh();
|
|
|
|
|
if (this._goldWindow) this._goldWindow.refresh();
|
|
|
|
|
if (this._classListWindow) this._classListWindow.refresh();
|
|
|
|
|
this._skillLearnDataWindow.refresh();
|
|
|
|
|
this._skillTypeWindow.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.processLearnCostEval = function (skill, classId) {
|
|
|
|
|
if (skill.learnCostEval === "") return;
|
|
|
|
|
var a = this.actor();
|
|
|
|
|
var user = this.actor();
|
|
|
|
|
var subject = this.actor();
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = skill.learnCostEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, "SKILL LEARN CUSTOM COST ERROR");
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onLearnCancel = function () {
|
|
|
|
|
this._skillLearnWindow.deselect();
|
|
|
|
|
this._skillLearnDataWindow.setSkill(null);
|
|
|
|
|
if (this._classListWindow && this._actor.availableClasses() > 1) {
|
|
|
|
|
this._skillLearnWindow.hide();
|
|
|
|
|
this._classListWindow.show();
|
|
|
|
|
this._classListWindow.activate();
|
|
|
|
|
this._classListWindow.selectLast();
|
|
|
|
|
} else {
|
|
|
|
|
this._skillTypeWindow.activate();
|
|
|
|
|
this._helpWindow.setItem(null);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onSLCOk = function () {
|
|
|
|
|
var skill = this._skillLearnWindow.item();
|
|
|
|
|
var classId = this._skillLearnClassWindow.item();
|
|
|
|
|
this.processLearnSkill(skill, classId);
|
|
|
|
|
this.onSLCCancel();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Skill.prototype.onSLCCancel = function () {
|
|
|
|
|
this._skillLearnClassWindow.hide();
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this._skillLearnWindow.show();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_LearnSkill
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Scene_LearnSkill() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype = Object.create(Scene_ItemBase.prototype);
|
|
|
|
|
Scene_LearnSkill.prototype.constructor = Scene_LearnSkill;
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.initialize = function () {
|
|
|
|
|
Scene_ItemBase.prototype.initialize.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onActorChange = function () {
|
|
|
|
|
this.refreshActor();
|
|
|
|
|
this.adjustSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.adjustSelection = function () {
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
this._commandWindow.activate();
|
|
|
|
|
} else {
|
|
|
|
|
this.commandClass();
|
|
|
|
|
this._commandWindow.deactivate();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.start = function () {
|
|
|
|
|
Scene_ItemBase.prototype.start.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.create = function () {
|
|
|
|
|
Scene_ItemBase.prototype.create.call(this);
|
|
|
|
|
this.createHelpWindow();
|
|
|
|
|
this.createCommandWindow();
|
|
|
|
|
this.createStatusWindow();
|
|
|
|
|
this.createSkillLearnWindow();
|
|
|
|
|
this.createGoldWindow();
|
|
|
|
|
this.createSkillLearnDataWindow();
|
|
|
|
|
this.createConfirmWindow();
|
|
|
|
|
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//---魔改--- v1.01 创造提示遗忘文本窗口 创造确认取消窗口
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|
this.createForgetHelpWindow();
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|
this.createForgetCommandWindow();//此窗口需要获取Help窗口计算的宽度,因此一定要在下面加载
|
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this.refreshActor();
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|
this.adjustSelection();
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|
};
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|
Scene_LearnSkill.prototype.refreshActor = function () {
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|
var actor = this.actor();
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|
this._commandWindow.setActor(actor);
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|
this._statusWindow.setActor(actor);
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|
this._skillLearnWindow.setActor(actor);
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|
this._skillLearnDataWindow.setActor(actor);
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|
};
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|
Scene_LearnSkill.prototype.createCommandWindow = function () {
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|
|
var wy = this._helpWindow.height;
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|
this._commandWindow = new Window_SkillLearnCommand(0, wy);
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|
this._commandWindow.setHelpWindow(this._helpWindow);
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|
this._commandWindow.setHandler("class", this.commandClass.bind(this));
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|
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
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|
this._commandWindow.setHandler("pagedown", this.nextActor.bind(this));
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|
this._commandWindow.setHandler("pageup", this.previousActor.bind(this));
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|
//---魔改--- v1.01 添加一键遗忘
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|
this._commandWindow.setHandler(Zzy.CYSLS.Command_F, this.ExeForgetSkill.bind(this));
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this._commandWindow.setHelpWindow(this._helpWindow);
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|
this.addWindow(this._commandWindow);
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|
|
};
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Scene_LearnSkill.prototype.ExeForgetSkill = function()//执行一键遗忘操作,弹出提示
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{
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|
//进行弹开
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|
this._windowForgetCommand.open();
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|
this._windowForgetHelp.open();
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|
this._windowForgetCommand.select(0);//自动选择确认
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|
this._windowForgetCommand.activate();//设置为活跃
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|
}
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|
Scene_LearnSkill.prototype.createForgetHelpWindow = function()
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|
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|
|
{
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|
|
this._windowForgetHelp = new Window_ZzyCYSLSForgetHelp();
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|
|
this.addWindow(this._windowForgetHelp);
|
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|
|
}
|
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|
|
Scene_LearnSkill.prototype.createForgetCommandWindow = function()
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|
|
{
|
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|
|
this._windowForgetCommand = new Window_ZzyCYSLSForgetCommand();
|
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|
|
this._windowForgetCommand.setHandler('zzycyslsf',this.ForgetCommandOk.bind(this));
|
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|
|
this._windowForgetCommand.setHandler('cancel',this.ForgetCommandCancel.bind(this));
|
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|
|
this.addWindow(this._windowForgetCommand);
|
|
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|
|
}
|
|
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|
|
Scene_LearnSkill.prototype.ForgetCommandOk = function()
|
|
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|
|
{
|
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|
|
this.ForgetCommandJumpCommandWindow();
|
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|
|
//此处消耗道具
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|
|
var gjp = Zzy.CYSLS.GetForgetOfActorJP(this.actor().actorId());//获取遗忘剩余JP
|
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|
|
var res = Zzy.CYSLS.ExeForgetOfActor(this.actor().actorId());//执行遗忘技能
|
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|
|
if(res)
|
|
|
|
|
{
|
|
|
|
|
//消耗一个遗忘石
|
|
|
|
|
if(Zzy.CYSLS.ForgeItemID)
|
|
|
|
|
{
|
|
|
|
|
$gameParty.loseItem($dataItems[Zzy.CYSLS.ForgeItemID],1);
|
|
|
|
|
}
|
|
|
|
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|
|
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|
|
}
|
|
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|
|
//增加原本的JP值
|
|
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|
|
if(gjp>0)this.actor().gainJp(gjp);
|
|
|
|
|
|
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|
|
SoundManager.playUseSkill();//播放获取音效
|
|
|
|
|
|
|
|
|
|
//刷新所有的窗口
|
|
|
|
|
//this.refreshStatus();
|
|
|
|
|
this._windowForgetCommand.refresh();
|
|
|
|
|
this._windowForgetHelp.refresh();
|
|
|
|
|
this._goldWindow.refresh();
|
|
|
|
|
this._commandWindow.refresh();//刷新
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.ForgetCommandCancel = function()
|
|
|
|
|
{
|
|
|
|
|
this.ForgetCommandJumpCommandWindow();
|
|
|
|
|
SoundManager.playCancel();//取消音效
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
Scene_LearnSkill.prototype.ForgetCommandJumpCommandWindow = function()//进行跳转
|
|
|
|
|
{
|
|
|
|
|
this._windowForgetCommand.close();//取消
|
|
|
|
|
this._windowForgetHelp.close();
|
|
|
|
|
//this._windowForgetCommand.deselect();//取消活跃
|
|
|
|
|
this._commandWindow.activate();//设置活跃
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.createStatusWindow = function () {
|
|
|
|
|
var wx = this._commandWindow.width;
|
|
|
|
|
var wy = this._helpWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth - wx;
|
|
|
|
|
var wh = this._commandWindow.height;
|
|
|
|
|
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
|
|
|
|
|
this._commandWindow.setStatusWindow(this._statusWindow);
|
|
|
|
|
this.addWindow(this._statusWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.createSkillLearnWindow = function () {
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
this._skillLearnWindow = new Window_SkillLearn(wx, wy, ww, wh);
|
|
|
|
|
this._skillLearnWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
this._skillLearnWindow.setHandler("ok", this.onLearnOk.bind(this));
|
|
|
|
|
this._skillLearnWindow.setHandler("cancel", this.onLearnCancel.bind(this));
|
|
|
|
|
if (!Imported.YEP_ClassChangeCore) {
|
|
|
|
|
var win = this._skillLearnWindow;
|
|
|
|
|
win.setHandler("pagedown", this.onLearnPageDn.bind(this));
|
|
|
|
|
win.setHandler("pageup", this.onLearnPageUp.bind(this));
|
|
|
|
|
}
|
|
|
|
|
this._commandWindow.setSkillLearnWindow(this._skillLearnWindow);
|
|
|
|
|
this._skillLearnWindow.setActor(this.actor());
|
|
|
|
|
this._skillLearnWindow.setClass(this.actor().currentClass().id);
|
|
|
|
|
this.addWindow(this._skillLearnWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.createGoldWindow = function () {
|
|
|
|
|
if (!eval(Yanfly.Param.SLSGoldWindow)) return;
|
|
|
|
|
var wx = Graphics.boxWidth / 2;
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 金币窗口修改
|
|
|
|
|
|
|
|
|
|
this._goldWindow = new Window_ZzyCYSLSGold(wx, 0);
|
|
|
|
|
this._goldWindow.width = Graphics.boxWidth / 2;
|
|
|
|
|
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
|
|
|
|
|
this._goldWindow.createContents();
|
|
|
|
|
this._goldWindow.refresh();
|
|
|
|
|
this.addWindow(this._goldWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.createSkillLearnDataWindow = function () {
|
|
|
|
|
var wx = Graphics.boxWidth / 2;
|
|
|
|
|
var wy = this._statusWindow.y + this._statusWindow.height;
|
|
|
|
|
var ww = Graphics.boxWidth / 2;
|
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
|
if (this._goldWindow) wh -= this._goldWindow.height;
|
|
|
|
|
this._skillLearnDataWindow = new Window_SkillLearnData(wx, wy, ww, wh);
|
|
|
|
|
this._commandWindow.setSkillLearnDataWindow(this._skillLearnDataWindow);
|
|
|
|
|
this._skillLearnWindow.setDataWindow(this._skillLearnDataWindow);
|
|
|
|
|
this._skillLearnDataWindow.setActor(this.actor());
|
|
|
|
|
this.addWindow(this._skillLearnDataWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.createConfirmWindow = function () {
|
|
|
|
|
this._confirmWindow = new Window_SkillLearnConfirm();
|
|
|
|
|
var win = this._confirmWindow;
|
|
|
|
|
win.setHandler("confirm", this.onConfirmOk.bind(this));
|
|
|
|
|
win.setHandler("cancel", this.onConfirmCancel.bind(this));
|
|
|
|
|
this.addWindow(this._confirmWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.commandClass = function () {
|
|
|
|
|
var item = this._commandWindow.currentExt();
|
|
|
|
|
this._skillLearnWindow.setClass(item);
|
|
|
|
|
this._skillLearnWindow.show();
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this._skillLearnWindow.selectLast();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onLearnOk = function () {
|
|
|
|
|
var skill = this._skillLearnWindow.item();
|
|
|
|
|
var classId = this._commandWindow.currentExt();
|
|
|
|
|
this.confirmLearnSkill(skill, classId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.refreshStatus = function () {
|
|
|
|
|
var actor = JsonEx.makeDeepCopy(this.actor());
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
var classId = this._commandWindow.currentExt();
|
|
|
|
|
this._commandWindow._currentClass = this._commandWindow.currentExt();
|
|
|
|
|
var hpRate = actor.hp / actor.mhp;
|
|
|
|
|
var mpRate = actor.mp / Math.max(1, actor.mmp);
|
|
|
|
|
Yanfly.SLS.PreventReleaseItem = true;
|
|
|
|
|
if (Imported.YEP_ClassChangeCore) {
|
|
|
|
|
actor.changeClass(classId, Yanfly.Param.CCCMaintainLv);
|
|
|
|
|
} else {
|
|
|
|
|
actor.changeClass(classId, false);
|
|
|
|
|
}
|
|
|
|
|
var max = actor.isDead() ? 0 : 1;
|
|
|
|
|
var hpAmount = Math.max(max, parseInt(actor.mhp * hpRate));
|
|
|
|
|
actor.setHp(hpAmount);
|
|
|
|
|
actor.setMp(parseInt(actor.mmp * mpRate));
|
|
|
|
|
this._statusWindow.setActor(actor);
|
|
|
|
|
Yanfly.SLS.PreventReleaseItem = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.processLearnSkill = function (skill, classId) {
|
|
|
|
|
this._skillLearnWindow.activate();
|
|
|
|
|
this.actor().learnSkill(skill.id);
|
|
|
|
|
SoundManager.playUseSkill();
|
|
|
|
|
$gameParty.loseGold(skill.learnCostGold);
|
|
|
|
|
$gameParty.processLearnSkillCost(skill);
|
|
|
|
|
if (Imported.YEP_JobPoints) {
|
|
|
|
|
var cost = skill.learnCostJp;
|
|
|
|
|
cost += this.actor().customLearnSkillJpCost(skill);
|
|
|
|
|
this.actor().loseJp(cost, classId);
|
|
|
|
|
|
|
|
|
|
if(cost)
|
|
|
|
|
{
|
|
|
|
|
//---魔改--- v1.00 损失技能JP进行存储
|
|
|
|
|
this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录
|
|
|
|
|
var info = {skillId:skill.id,jpCost:cost};
|
|
|
|
|
this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
this.processLearnCostEval(skill, classId);
|
|
|
|
|
this.actor().refresh();
|
|
|
|
|
this._skillLearnWindow.refresh();
|
|
|
|
|
this._skillLearnWindow.updateHelp();
|
|
|
|
|
this.refreshStatus();
|
|
|
|
|
if (this._goldWindow) this._goldWindow.refresh();
|
|
|
|
|
if (this._classListWindow) this._classListWindow.refresh();
|
|
|
|
|
this._skillLearnDataWindow.refresh();
|
|
|
|
|
this._commandWindow.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.confirmLearnSkill = function (skill, classId) {
|
|
|
|
|
if (Yanfly.Param.SLSConfirmWin) {
|
|
|
|
|
this.startConfirmWindow(skill);
|
|
|
|
|
} else {
|
|
|
|
|
this.processLearnSkill(skill, classId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.processLearnCostEval = function (skill, classId) {
|
|
|
|
|
if (skill.learnCostEval === "") return;
|
|
|
|
|
var a = this.actor();
|
|
|
|
|
var user = this.actor();
|
|
|
|
|
var subject = this.actor();
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = skill.learnCostEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, "SKILL LEARN COST ERROR");
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onLearnCancel = function ()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 识别一键遗忘的效果
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var fIndex = this._commandWindow.findSymbol(Zzy.CYSLS.Command_F);
|
|
|
|
|
|
|
|
|
|
//检测是否选择添加有效
|
|
|
|
|
if (Imported.YEP_ClassChangeCore || (fIndex && this._commandWindow._list[fIndex].enabled))
|
|
|
|
|
{
|
|
|
|
|
this._skillLearnWindow.deselect();
|
|
|
|
|
this._skillLearnDataWindow.setSkill(null);
|
|
|
|
|
this._commandWindow.activate();
|
|
|
|
|
this._helpWindow.setItem(null);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
this.popScene();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onLearnPageDn = function () {
|
|
|
|
|
this.nextActor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onLearnPageUp = function () {
|
|
|
|
|
this.previousActor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.startConfirmWindow = function (skill) {
|
|
|
|
|
this._confirmWindow.setData(this._actor, skill);
|
|
|
|
|
this._confirmWindow.open();
|
|
|
|
|
this._confirmWindow.activate();
|
|
|
|
|
this._confirmWindow.select(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_LearnSkill.prototype.onConfirmOk = function () {
|
|
|
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|
var skill = this._skillLearnWindow.item();
|
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|
var classId = this._commandWindow.currentExt();
|
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|
|
this.processLearnSkill(skill, classId);
|
|
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|
|
this._confirmWindow.close();
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|
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|
|
};
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|
|
Scene_LearnSkill.prototype.onConfirmCancel = function () {
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|
|
this._confirmWindow.deactivate();
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|
|
this._confirmWindow.close();
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|
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|
|
this._skillLearnWindow.activate();
|
|
|
|
|
};
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//=============================================================================
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|
// Window_ZzyCYSLSForgetHelp
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|
//=============================================================================
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|
function Window_ZzyCYSLSForgetHelp() {
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|
this.initialize.apply(this, arguments);
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|
}
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|
Window_ZzyCYSLSForgetHelp.prototype = Object.create(Window_Base.prototype);
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|
Window_ZzyCYSLSForgetHelp.prototype.constructor = Window_ZzyCYSLSForgetHelp;
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|
Window_ZzyCYSLSForgetHelp.prototype.initialize = function()
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|
{
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|
Window_Base.prototype.initialize.call(this, 0, 0,Graphics.boxWidth,Graphics.boxHeight);
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|
this.openness = 0;//隐藏
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|
this.refresh();
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|
|
};
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Window_ZzyCYSLSForgetHelp.prototype.refresh = function()//进行一次刷新
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|
{
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|
var textArr = Zzy.CYSLS.ForgetNote.split('\n');
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|
var width = 0;
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|
this.contents.clear();//清理
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|
for(var i=0;i<textArr.length;i++)
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|
{
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|
var text = textArr[i];
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|
var t = this.textWidthEx(text);
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|
width = Math.max(width,t);
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|
}
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var len = textArr.length;
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|
var height = this.fittingHeight(len);
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|
var pad = this.standardPadding();
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|
this.move(0,0,width+pad*2,height);//修改宽高
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|
var lh = this.lineHeight();
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|
for(var i=0;i<textArr.length;i++)
|
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|
|
{
|
|
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|
var text = textArr[i];
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|
|
this.drawTextEx(text,0,lh*i);
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|
}
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|
//设置位置居中处理
|
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|
var cx = Graphics.boxWidth / 2 - this.width / 2;
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|
var cy = Graphics.boxHeight / 2 - this.height;
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|
//设置位置
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|
this.x = cx;
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|
this.y = cy;
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|
}
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|
//=============================================================================
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|
|
// Window_ZzyCYSLSForgetCommand
|
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|
|
//=============================================================================
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|
|
function Window_ZzyCYSLSForgetCommand() {
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|
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|
|
this.initialize.apply(this, arguments);
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|
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|
|
}
|
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|
|
|
Window_ZzyCYSLSForgetCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_ZzyCYSLSForgetCommand.prototype.constructor = Window_ZzyCYSLSForgetCommand;
|
|
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|
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|
|
Window_ZzyCYSLSForgetCommand.prototype.initialize = function()
|
|
|
|
|
{
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|
|
|
|
Window_Command.prototype.initialize.call(this, 200,200);
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|
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|
|
this.openness = 0;
|
|
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|
|
this.deactivate();//取消活跃
|
|
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|
|
this.deselect();//取消选择
|
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|
|
this.SetAutoPosition();//自动设置位置处理
|
|
|
|
|
};
|
|
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|
|
Window_ZzyCYSLSForgetCommand.prototype.makeCommandList = function()
|
|
|
|
|
{
|
|
|
|
|
this.addCommand(Zzy.CYSLS.ForgetYesText, 'zzycyslsf', true);
|
|
|
|
|
this.addCommand(Zzy.CYSLS.ForgetNoText, 'cancel', true);
|
|
|
|
|
}
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
Window_ZzyCYSLSForgetCommand.prototype.playOkSound = function() //不会进行声音播放
|
|
|
|
|
{
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSForgetCommand.prototype.SetAutoPosition = function()
|
|
|
|
|
{
|
|
|
|
|
var win = SceneManager._scene._windowForgetHelp;
|
|
|
|
|
|
|
|
|
|
this.x = Graphics.boxWidth / 2 - this.width / 2;
|
|
|
|
|
this.y = Graphics.boxHeight / 2;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSForgetCommand.prototype.windowWidth = function()
|
|
|
|
|
{
|
|
|
|
|
return SceneManager._scene._windowForgetHelp.width;//返回帮助窗口的宽度值
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSForgetCommand.prototype.itemTextAlign = function() {
|
|
|
|
|
return 'center';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 新的窗口类型
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_ZzyCYSLSGold
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function Window_ZzyCYSLSGold() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSGold.prototype = Object.create(Window_Gold.prototype);
|
|
|
|
|
Window_ZzyCYSLSGold.prototype.constructor = Window_ZzyCYSLSGold;
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSGold.prototype.initialize = function(x, y)
|
|
|
|
|
{
|
|
|
|
|
Window_Gold.prototype.initialize.call(this, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSGold.prototype.refresh = function()
|
|
|
|
|
{
|
|
|
|
|
var x = this.textPadding();
|
|
|
|
|
var width = this.contents.width - this.textPadding() * 2;
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
|
|
|
|
|
//绘制文本信息
|
|
|
|
|
var actor = SceneManager._scene.actor();
|
|
|
|
|
var jp = actor.jp();
|
|
|
|
|
var gold = $gameParty.gold();
|
|
|
|
|
var tf = Zzy.CYSLS.ShowGoldWindowFormat;//获取文本格式
|
|
|
|
|
var text = tf.format(jp,gold);
|
|
|
|
|
var wex = this.textWidthEx(text);
|
|
|
|
|
var ofx = 0;
|
|
|
|
|
if(wex > width)ofx = 0;
|
|
|
|
|
else
|
|
|
|
|
{ofx = (width-wex)/2;}
|
|
|
|
|
|
|
|
|
|
//绘制JP--位于中心
|
|
|
|
|
this.drawTextEx(text,x+ofx,0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ZzyCYSLSGold.prototype.textWidthEx = function(text) //计算宽高
|
|
|
|
|
{
|
|
|
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 关闭Scene_Skill界面下的Window_SkillStatus界面的JP绘制
|
|
|
|
|
Window_SkillStatus.prototype.drawActorJp = function(actor, id, wx, wy, ww, align)
|
|
|
|
|
{
|
|
|
|
|
if(SceneManager._scene instanceof Scene_Skill)return undefined;//不进行绘制
|
|
|
|
|
|
|
|
|
|
// var jp = actor.jp(id);
|
|
|
|
|
// var icon = '\\i[' + Yanfly.Icon.Jp + ']';
|
|
|
|
|
// var fmt = Yanfly.Param.JpMenuFormat;
|
|
|
|
|
// var text = fmt.format(Yanfly.Util.toGroup(jp), Yanfly.Param.Jp, icon);
|
|
|
|
|
// if (align === 'left') {
|
|
|
|
|
// wx = 0;
|
|
|
|
|
// } else if (align === 'center') {
|
|
|
|
|
// wx += (ww - this.textWidthEx(text)) / 2;
|
|
|
|
|
// } else {
|
|
|
|
|
// wx += ww - this.textWidthEx(text);
|
|
|
|
|
// }
|
|
|
|
|
// this.drawTextEx(text, wx, wy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Utilities
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
|
Yanfly.Util.toGroup = function (inVal) {
|
|
|
|
|
return inVal;
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.getRange = function (n, m) {
|
|
|
|
|
var result = [];
|
|
|
|
|
for (var i = n; i <= m; ++i) result.push(i);
|
|
|
|
|
return result;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.onlyUnique = function (value, index, self) {
|
|
|
|
|
return self.indexOf(value) === index;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.displayError = function (e, code, message) {
|
|
|
|
|
console.log(message);
|
|
|
|
|
console.log(code || "NON-EXISTENT");
|
|
|
|
|
console.error(e);
|
|
|
|
|
if (Utils.isNwjs() && Utils.isOptionValid("test")) {
|
|
|
|
|
if (!require("nw.gui").Window.get().isDevToolsOpen()) {
|
|
|
|
|
require("nw.gui").Window.get().showDevTools();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 恢复函数
|
|
|
|
|
Zzy.CYSLS.ExeForgetOfActor = function(actorId)//遗忘一个角色全部的技能,并返回点数
|
|
|
|
|
{
|
|
|
|
|
//将角色的技能进行遗忘
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
var fg = false;
|
|
|
|
|
if(actor)
|
|
|
|
|
{
|
|
|
|
|
var cache = actor._ZzyCYSLSCache;
|
|
|
|
|
if(cache)
|
|
|
|
|
{
|
|
|
|
|
for(var i=0;i<cache.length;i++)
|
|
|
|
|
{
|
|
|
|
|
var info = cache[i];
|
|
|
|
|
var skillId = info.skillId;
|
|
|
|
|
|
|
|
|
|
if(skillId && actor.isLearnedSkill(skillId))
|
|
|
|
|
{
|
|
|
|
|
actor.forgetSkill(skillId);//对这个技能进行遗忘
|
|
|
|
|
fg = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
actor._ZzyCYSLSCache = [];//清理所有的缓存
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return fg;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Zzy.CYSLS.GetForgetOfActorJP = function(actorId)//通过一个角色返回其遗忘点
|
|
|
|
|
{
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
if(actor)
|
|
|
|
|
{
|
|
|
|
|
var tjp = 0;
|
|
|
|
|
var cache = actor._ZzyCYSLSCache;
|
|
|
|
|
if(cache)
|
|
|
|
|
{
|
|
|
|
|
for(var i=0;i<cache.length;i++)
|
|
|
|
|
{
|
|
|
|
|
var info = cache[i];
|
|
|
|
|
tjp += info.jpCost;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return tjp;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|