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ycrpg/js/plugins/SF_QuestSystem.js

810 lines
30 KiB
JavaScript

3 years ago
//=============================================================================
// SaltedFish Plugins - Quest System
// SF_QuestSystem.js
//=============================================================================
"use strict";
var Imported = Imported || {};
Imported.SF_QuestSystem = true;
var SF_Plugins = SF_Plugins || {};
var $gameQuests = null;
var $dataQuests = null;
//=============================================================================
/*~struct~Quest:
* @param name
* @text Quest Name
* @desc The name of the quest.
* @type text
* @default
*
* @param desc
* @text Quest Description
* @desc The description of the quest.
* @type note
* @default
*
*/
/*:
* @plugindesc v1.0 Allows you to show quests.
* @author SaltedFish
*
* @param Quest List Window
*
* @param Quest List Window X
* @desc The X position of the quest list window.
* @default 0
* @type number
* @parent Quest List Window
*
* @param Quest List Window Y
* @desc The Y position of the quest list window.
* @default 0
* @type number
* @parent Quest List Window
*
* @param Quest List Window Width
* @desc The width of the quest list window.
* @default 240
* @type number
* @parent Quest List Window
*
* @param Quest List Window Height
* @desc The height of the quest list window.
* @default 480
* @type number
* @parent Quest List Window
*
* @param Quest List Window Font Size
* @desc The font size of the quest list window.
* @default 28
* @type number
* @parent Quest List Window
* @min 1
*
* @param Quest Detail Window
*
* @param Quest Detail Window X
* @desc The X position of the quest detail window.
* @default 0
* @type number
* @parent Quest Detail Window
*
* @param Quest Detail Window Y
* @desc The Y position of the quest detail window.
* @default 0
* @type number
* @parent Quest Detail Window
*
* @param Quest Detail Window Width
* @desc The width of the quest detail window.
* @default 240
* @type number
* @parent Quest Detail Window
*
* @param Quest Detail Window Height
* @desc The height of the quest detail window.
* @default 480
* @type number
* @parent Quest Detail Window
*
* @param Quest Detail Window Font Size
* @desc The font size of the quest detail window.
* @default 28
* @type number
* @parent Quest Detail Window
* @min 1
*
* @param Quest Editor
*
* @param Quest Editor Enable
* @desc Enable the quest editor.
* @default false
* @type boolean
* @parent Quest Editor
*
* @param Quest List Info X
* @desc The X position of the quest list info.
* @default 0
* @type number
* @parent Quest Editor
*
* @param Quest List Info Y
* @desc The Y position of the quest list info.
* @default 0
* @type number
* @parent Quest Editor
*
* @param Quest List Info Width
* @desc The width of the quest list info.
* @default 240
* @type number
* @parent Quest Editor
*
* @param Quest List Info Height
* @desc The height of the quest list info.
* @default 480
* @type number
* @parent Quest Editor
*
* @param Quest List Info Font Size
* @desc The font size of the quest list info.
* @default 28
* @type number
* @parent Quest Editor
* @min 1
*
*
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* plugin requirement:
* - SF_WindowScrollCommand
*
* Modified from Gameus's Quest System plugin.
* This plugin allows you to show quests.
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* SF_Quest Add QuestID
* Adds a quest to the player's quest list.
*
* SF_Quest Complete QuestID
* Marks a quest as completed.
*
* SF_Quest Open
* Opens the quest scene.
*
* ============================================================================
* Script Calls
* ============================================================================
*
* $gameParty.addQuest(questId)
* Adds a quest to the player's quest list.
*
* $gameParty.removeQuest(questId)
* Removes a quest from the player's quest list.
*/
//=============================================================================
//=============================================================================
// Requires
//=============================================================================
if (!Imported.SF_WindowScrollCommand) {
console.error("SF_QuestSystem requires SF_WindowScrollCommand.");
alert("SF_QuestSystem requires SF_WindowScrollCommand.");
}
(function () {
var SF_QuestSystem = {};
SF_Plugins.SF_QuestSystem = SF_QuestSystem;
SF_QuestSystem.version = 1.0;
//=============================================================================
// Parameters
//=============================================================================
SF_QuestSystem.Parameters = PluginManager.parameters('SF_QuestSystem');
SF_QuestSystem.QuestListWindow_X = Number(SF_QuestSystem.Parameters["Quest List Window X"]);
SF_QuestSystem.QuestListWindow_Y = Number(SF_QuestSystem.Parameters["Quest List Window Y"]);
SF_QuestSystem.QuestListWindowWidth = Number(SF_QuestSystem.Parameters["Quest List Window Width"]);
SF_QuestSystem.QuestListWindowHeight = Number(SF_QuestSystem.Parameters["Quest List Window Height"]);
SF_QuestSystem.QuestListWindow_FontSize = Number(SF_QuestSystem.Parameters["Quest List Window Font Size"]);
SF_QuestSystem.QuestDetailWindowX = Number(SF_QuestSystem.Parameters["Quest Detail Window X"]);
SF_QuestSystem.QuestDetailWindowY = Number(SF_QuestSystem.Parameters["Quest Detail Window Y"]);
SF_QuestSystem.QuestDetailWindowWidth = Number(SF_QuestSystem.Parameters["Quest Detail Window Width"]);
SF_QuestSystem.QuestDetailWindowHeight = Number(SF_QuestSystem.Parameters["Quest Detail Window Height"]);
SF_QuestSystem.QuestDetailWindowFontSize = Number(SF_QuestSystem.Parameters["Quest Detail Window Font Size"]);
SF_QuestSystem.QuestEditorEnable = String(SF_QuestSystem.Parameters["Quest Editor Enable"]) === "true";
SF_QuestSystem.QuestListInfoX = Number(SF_QuestSystem.Parameters["Quest List Info X"]);
SF_QuestSystem.QuestListInfoY = Number(SF_QuestSystem.Parameters["Quest List Info Y"]);
SF_QuestSystem.QuestListInfoWidth = Number(SF_QuestSystem.Parameters["Quest List Info Width"]);
SF_QuestSystem.QuestListInfoHeight = Number(SF_QuestSystem.Parameters["Quest List Info Height"]);
SF_QuestSystem.QuestListInfoFontSize = Number(SF_QuestSystem.Parameters["Quest List Info Font Size"]);
SF_QuestSystem.default_quest = function () {
var quest = {};
quest.name = "";
quest.desc = "";
return quest;
}
//=============================================================================
// DataManager
//=============================================================================
SF_QuestSystem.DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function () {
var contents = SF_QuestSystem.DataManager_makeSaveContents.call(this);
contents.quests = $gameQuests;
return contents;
}
SF_QuestSystem.DataManager_extractSaveContents = DataManager.extractSaveContents;
DataManager.extractSaveContents = function (contents) {
SF_QuestSystem.DataManager_extractSaveContents.call(this, contents);
$gameQuests = contents.quests;
}
SF_QuestSystem.DataManager_createGameObjects = DataManager.createGameObjects;
DataManager.createGameObjects = function () {
SF_QuestSystem.DataManager_createGameObjects.call(this);
$gameQuests = new Game_Quests();
}
//=============================================================================
// Game_Quest
//=============================================================================
function Game_Quest() {
this.initialize.apply(this, arguments);
}
Game_Quest.prototype.initialize = function (questId) {
var questData = $dataQuests[questId] || SF_QuestSystem.default_quest;
this._questId = questId;
this.rawData = questData;
this.name = questData.name;
this.desc = questData.desc;
this.status = "progress";
}
Game_Quest.prototype.completed = function () {
return this.status == "completed";
}
Game_Quest.prototype.inProgress = function () {
return this.status == "progress";
}
Game_Quest.prototype.complete = function () {
this.status = "completed";
};
Game_Quest.prototype.reset = function () {
this.status = "progress";
};
//---------------------------------------------------------------------------------------------
// Game_Quests
//---------------------------------------------------------------------------------------------
function Game_Quests() {
this.initialize.apply(this, arguments);
};
Game_Quests.prototype.initialize = function () {
this.data = [];
};
Game_Quests.prototype.get = function (quest_id) {
if ($dataQuests[quest_id]) {
if (!this.data[quest_id]) {
this.data[quest_id] = new Game_Quest(quest_id);
}
return this.data[quest_id];
}
return null;
};
Game_Quests.prototype.complete = function (quest_id) {
if (this.get(quest_id)) {
this.get(quest_id).complete();
}
}
//=============================================================================
// Game_Party
//=============================================================================
SF_QuestSystem.Game_Party_initialize = Game_Party.prototype.initialize;
Game_Party.prototype.initialize = function () {
SF_QuestSystem.Game_Party_initialize.call(this);
this.quests = [];
};
Game_Party.prototype.addQuest = function (quest_id) {
if (this.quests.indexOf(quest_id) < 0) {
this.quests.push(quest_id);
}
};
// Removes the quest from the party. NOTE: This does NOT reset the quest
Game_Party.prototype.removeQuest = function (quest_id) {
var index = this.quests.indexOf(quest_id);
if (index > -1) {
this.quests.splice(index, 1);
}
};
// Returns true if the quest is in the party
Game_Party.prototype.hasQuest = function (quest_id) {
return this.quests.indexOf(quest_id) > -1;
};
// Returns true if the quest is completed
Game_Party.prototype.isQuestCompleted = function (quest_id) {
return this.getQuest(quest_id).completed();
};
// Returns true if the quest is in progress
Game_Party.prototype.isQuestInProgress = function (quest_id) {
return this.getQuest(quest_id).inProgress();
};
// Returns the quest object
Game_Party.prototype.getQuest = function (quest_id) {
return $gameQuests.get(quest_id);
};
//=============================================================================
// Window_QuestList
//=============================================================================
function Window_QuestList() {
this.initialize.apply(this, arguments);
}
Window_QuestList.prototype = Object.create(Window_ScrollCommand.prototype);
Window_QuestList.prototype.constructor = Window_QuestList;
Window_QuestList.prototype.initialize = function () {
this._filter = "progress";
Window_ScrollCommand.prototype.initialize.call(this, arguments);
this.x = SF_QuestSystem.QuestListWindow_X;
this.y = SF_QuestSystem.QuestListWindow_Y;
}
Window_QuestList.prototype.standardFontSize = function () {
return SF_QuestSystem.QuestListWindow_FontSize;
}
Window_QuestList.prototype.lineHeight = function () {
return this.standardFontSize() + 8;
}
// Sets the filter for the quest list
// "completed" - Completed quests
// "progress" - In progress quests
Window_QuestList.prototype.setFilter = function (filter) {
this._filter = filter;
}
Window_QuestList.prototype.windowWidth = function () {
return SF_QuestSystem.QuestListWindowWidth;
}
Window_QuestList.prototype.windowHeight = function () {
return SF_QuestSystem.QuestListWindowHeight;
}
Window_QuestList.prototype.makeCommandList = function () {
for (var i = 0; i < $gameParty.quests.length; i += 1) {
var quest = $gameQuests.get($gameParty.quests[i]);
if (quest.status === this._filter.toLowerCase()) {
this.addCommand(quest.name, "quest", true, $gameParty.quests[i]);
}
}
}
Window_QuestList.prototype.updateHelp = function () {
Window_ScrollCommand.prototype.updateHelp.call(this);
if (this._helpWindow) {
this._helpWindow.setQuest(this.currentExt());
}
}
//=============================================================================
// Window_QuestDetail
//=============================================================================
function Window_QuestDetail() {
this.initialize.apply(this, arguments);
}
Window_QuestDetail.prototype = Object.create(Window_ScrollHelp.prototype);
Window_QuestDetail.prototype.constructor = Window_QuestDetail;
Window_QuestDetail.prototype.initialize = function () {
Window_ScrollHelp.prototype.initialize.call(this,
SF_QuestSystem.QuestDetailWindowX,
SF_QuestSystem.QuestDetailWindowY,
SF_QuestSystem.QuestDetailWindowWidth,
SF_QuestSystem.QuestDetailWindowHeight);
this._questId = null;
}
Window_QuestDetail.prototype.windowWidth = function () {
return SF_QuestSystem.QuestDetailWindowWidth;
}
Window_QuestDetail.prototype.lineHeight = function () {
return this.standardFontSize() + 8;
}
Window_QuestDetail.prototype.standardFontSize = function () {
return SF_QuestSystem.QuestDetailWindowFontSize;
}
Window_QuestDetail.prototype.windowHeight = function () {
return SF_QuestSystem.QuestDetailWindowHeight;
}
Window_QuestDetail.prototype.setQuest = function (questId) {
this._questId = questId;
if (this._questId >= 0) {
var quest = $gameQuests.get(this._questId);
this.setText(quest.desc);
}
}
//=============================================================================
// Scene_Quest
//=============================================================================
function Scene_Quest() {
this.initialize.apply(this, arguments);
}
SF_QuestSystem.Scene_Quest = Scene_Quest;
Scene_Quest.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Quest.prototype.constructor = Scene_Quest;
Scene_Quest.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
}
Scene_Quest.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createQuestDetailWindow();
this.createQuestListWindow();
this._questListWindow.setHelpWindow(this._questDetailWindow);
}
Scene_Quest.prototype.createQuestListWindow = function () {
this._questListWindow = new Window_QuestList();
this._questListWindow.setHandler("quest", this.onQuestListOk.bind(this));
this._questListWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._questListWindow);
}
Scene_Quest.prototype.createQuestDetailWindow = function () {
this._questDetailWindow = new Window_QuestDetail();
//this._questDetailWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._questDetailWindow);
}
Scene_Quest.prototype.onQuestListOk = function () {
//var questId = this._questListWindow.currentExt();
//this._questDetailWindow.setQuest(questId);
this._questListWindow.activate();
}
//=============================================================================
// Game_Interpreter
//=============================================================================
SF_QuestSystem.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
SF_QuestSystem.Game_Interpreter_pluginCommand.call(this, command, args);
if (command.toLowerCase() === "sf_quest") {
switch (args[0].toLowerCase()) {
case "add":
$gameParty.addQuest(Number(args[1]));
break;
case "complete":
$gameParty.removeQuest(Number(args[1]));
$gameQuests.complete(Number(args[1]));
break;
case "open":
SceneManager.push(Scene_Quest);
break;
}
}
}
if (Utils.isNwjs() && SF_QuestSystem.QuestEditorEnable) {
var fs = require('fs');
var path = require('path');
var process = require('process');
var quest_path = path.join(process.cwd(), 'data/Quests.json');
var quest_data = null;
if (fs.existsSync(quest_path)) {
quest_data = JsonEx.parse(fs.readFileSync(quest_path, 'utf8'));
} else {
quest_data = [SF_QuestSystem.default_quest()];
}
var quest_one_page = 10;
//=============================================================================
// Window_QuestListInfo
//=============================================================================
function Window_QuestListInfo() {
this.initialize.apply(this, arguments);
}
Window_QuestListInfo.prototype = Object.create(Window_ScrollCommand.prototype);
Window_QuestListInfo.prototype.constructor = Window_QuestListInfo;
Window_QuestListInfo.prototype.initialize = function () {
Window_ScrollCommand.prototype.initialize.call(this);
this.x = SF_QuestSystem.QuestListInfoX;
this.y = SF_QuestSystem.QuestListInfoY;
}
Window_QuestListInfo.prototype.windowWidth = function () {
return SF_QuestSystem.QuestListInfoWidth;
}
Window_QuestListInfo.prototype.windowHeight = function () {
return SF_QuestSystem.QuestListInfoHeight;
}
Window_QuestListInfo.prototype.standardFontSize = function () {
return SF_QuestSystem.QuestListInfoFontSize;
}
Window_QuestListInfo.prototype.lineHeight = function () {
return this.standardFontSize() + 8;
}
Window_QuestListInfo.prototype.makeCommandList = function () {
var i;
for (i = 0; i * quest_one_page + 1 < quest_data.length; i++) {
this.addCommand(`${i * quest_one_page + 1}-${i * quest_one_page + quest_one_page}`, 'quest_page', true, i);
}
if (i * quest_one_page + 1 == quest_data.length) {
this.addCommand('newpage', 'newpage');
}
}
Window_QuestListInfo.prototype.select = function (index) {
Window_ScrollCommand.prototype.select.call(this, index);
if (index >= 0 && this.currentSymbol() == 'quest_page' && this._questListWindow) {
this._questListWindow.setPage(this.currentExt());
}
}
Window_QuestListInfo.prototype.newPage = function () {
quest_data.push(SF_QuestSystem.default_quest());
this.refresh();
}
//=============================================================================
// Window_QuestList
//=============================================================================
Window_QuestList.prototype.initialize = function () {
Window_ScrollCommand.prototype.initialize.call(this, arguments);
this.x = SF_QuestSystem.QuestListWindow_X;
this.y = SF_QuestSystem.QuestListWindow_Y;
this._page = null;
}
Window_QuestList.prototype.setPage = function (page) {
this._page = page;
this.refresh();
}
Window_QuestList.prototype.makeCommandList = function () {
if (this._page >= 0) {
for (var i = this._page * quest_one_page + 1; i <= (this._page + 1) * quest_one_page; i++) {
if (i >= quest_data.length) {
this.addCommand('newquest', 'newquest');
break;
}
this.addCommand(quest_data[i].name, 'quest', true, i);
}
}
}
Window_QuestList.prototype.newQuest = function () {
quest_data.splice(quest_data.length, 0, SF_QuestSystem.default_quest());
this.refresh();
var i;
for (i = 0; i * quest_one_page + 1 < quest_data.length; i++) {
}
if (i * quest_one_page + 1 == quest_data.length) {
this._questListInfoWindow.addCommand('newpage', 'newpage');
this._questListInfoWindow.refresh();
}
}
Window_QuestList.prototype.updateHelp = function () {
Window_ScrollCommand.prototype.updateHelp.call(this);
if (this._helpWindow) {
this._helpWindow.setQuest(this.currentExt());
}
}
//=============================================================================
// Window_QuestDetail
//=============================================================================
Window_QuestDetail.prototype.clear = function () {
this.contents.clear();
}
Window_QuestDetail.prototype.setQuest = function (questId) {
this._questId = questId;
var quest = quest_data[this._questId];
if (!quest) {
quest = SF_QuestSystem.default_quest();
}
this._allTextHeight = this.measureTextHeight(quest.name);
this._detail_bitmap = new Bitmap(this.contentsWidth(), this._allTextHeight);
var tmp_content = this.contents;
this.contents = this._detail_bitmap;
this.drawTextEx(textState.text, 0, 0);
this._detail_bitmap = this.contents;
this.contents = tmp_content;
this._offset_Y = 0;
if (this._detail_bitmap.height > this.contentsHeight()) {
this._need_scroll = true;
} else {
this._need_scroll = false;
}
this.refresh();
}
//=============================================================================
// Scene_Quest_Editor
//=============================================================================
function Scene_QuestEditor() {
this.initialize.apply(this, arguments);
}
SF_QuestSystem.Scene_QuestEditor = Scene_QuestEditor;
Scene_QuestEditor.prototype = Object.create(Scene_MenuBase.prototype);
Scene_QuestEditor.prototype.constructor = Scene_QuestEditor;
Scene_QuestEditor.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
this.createEditorDiv();
}
Scene_QuestEditor.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createQuestListWindow();
this.createQuestDetailWindow();
this.createQuestListInfoWindow();
this._questListWindow.setHelpWindow(this._questDetailWindow);
// this._questListInfoWindow.setHelpWindow(this._questListWindow);
this._questListInfoWindow._questListWindow = this._questListWindow;
this._questListWindow._questListInfoWindow = this._questListInfoWindow;
this._questListInfoWindow.select(0);
this._questListWindow.select(0);
}
Scene_QuestEditor.prototype.createQuestListWindow = function () {
this._questListWindow = new Window_QuestList();
this._questListWindow.setHandler("quest", this.onQuestListOk.bind(this));
this._questListWindow.setHandler("newquest", this.onQuestListNewQuest.bind(this));
//this._questListWindow.setHandler("cancel", this.onQuestListCancel.bind(this));
this.addWindow(this._questListWindow);
}
Scene_QuestEditor.prototype.createQuestListInfoWindow = function () {
this._questListInfoWindow = new Window_QuestListInfo();
// this._questListInfoWindow.setHandler("cancel", this.popScene.bind(this));
this._questListInfoWindow.setHandler('quest_page', this.onQuestListInfoPage.bind(this));
this._questListInfoWindow.setHandler('newpage', this.onQuestListInfoNewPage.bind(this));
this.addWindow(this._questListInfoWindow);
}
Scene_QuestEditor.prototype.createQuestDetailWindow = function () {
this._questDetailWindow = new Window_QuestDetail();
this.addWindow(this._questDetailWindow);
}
Scene_QuestEditor.prototype.onQuestListOk = function () {
this._questListWindow.deactivate();
this._questListInfoWindow.deactivate();
Input.removeEventHandlers();
TouchInput.removeEventHandlers();
this._questListWindow._questId = this._questListWindow.currentExt();
document.body.appendChild(this._editor_div);
this._editor_name = document.getElementById("quest_editor_name");
this._editor_desc = document.getElementById("quest_editor_desc");
this._editor_save = document.getElementById("quest_editor_save");
this._editor_cancel = document.getElementById("quest_editor_cancel");
this._editor_save.addEventListener('click', this._editor_save_bind);
this._editor_cancel.addEventListener('click', this._editor_cancel_bind);
this._editor_name.value = quest_data[this._questListWindow._questId].name;
this._editor_desc.value = quest_data[this._questListWindow._questId].desc;
}
Scene_QuestEditor.prototype.onQuestListNewQuest = function () {
this._questListWindow.newQuest();
this._questListWindow.activate();
}
Scene_QuestEditor.prototype.onQuestListInfoPage = function () {
this._questListInfoWindow.activate();
}
Scene_QuestEditor.prototype.onQuestListInfoNewPage = function () {
this._questListInfoWindow.newPage();
this._questListInfoWindow.activate();
}
Scene_QuestEditor.prototype.createEditorDiv = function () {
var canvas = document.getElementById("UpperCanvas");
this._editor_div = this._editor_div || document.createElement("div");
this._editor_div.setAttribute("style", "position: absolute;margin: auto; top: 0px; left: 0px; right: 0px; bottom: 0px;z-index: 1000; height:" +
canvas.offsetHeight + "px; width:" + canvas.offsetWidth + "px; background-color: rgba(0, 0, 0, 0.3); color: #FFFFFF; user-select:text;");
this._editor_div.setAttribute("id", "quest_editor");
this._editor_div.innerHTML = `
<label for="quest_editor_name">Name:</label>
<input type="text" id="quest_editor_name" value=""><br/>
<label for="quest_editor_desc">Description:</label><br/>
<textarea id="quest_editor_desc" style="
height: 300px;width: 800px;"></textarea><br/>
<button id="quest_editor_save">Save</button>
<button id="quest_editor_cancel">Cancel</button>
`;
this._editor_save_bind = this.onEditorSave.bind(this);
this._editor_cancel_bind = this.onEditorCancel.bind(this);
}
Scene_QuestEditor.prototype.onEditorSave = function () {
var quest = quest_data[this._questListWindow._questId];
quest.name = this._editor_name.value;
quest.desc = this._editor_desc.value;
fs.writeFileSync(quest_path, JsonEx.stringify(quest_data));
this.onEditorCancel();
}
Scene_QuestEditor.prototype.onEditorCancel = function () {
this._editor_div.remove();
this._editor_save.removeEventListener("click", this._editor_save_bind);
this._editor_cancel.removeEventListener("click", this._editor_cancel_bind);
Input._setupEventHandlers();
TouchInput._setupEventHandlers();
Input.clear();
TouchInput.clear();
this._questListWindow.activate();
this._questListInfoWindow.activate();
this._questListWindow.refresh();
this._questListWindow.selectExt(this._questListWindow._questId);
}
//=============================================================================
// Scene_Title
//=============================================================================
Scene_Title.prototype.start = function () {
SceneManager.goto(Scene_QuestEditor);
}
} else {
//=============================================================================
// DataManager
//=============================================================================
DataManager._databaseFiles.push({ name: '$dataQuests', src: 'Quests.json' });
}
})();