You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

2143 lines
74 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Item Core
// YEP_ItemCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_ItemCore = true;
var Yanfly = Yanfly || {};
Yanfly.Item = Yanfly.Item || {};
Yanfly.Item.version = 1.26;
//=============================================================================
/*:
* @plugindesc v1.26 物品核心
* @author Yanfly Engine Plugins
*
* @param ---全局---
* @default
*
* @param Max Items
* @text 最大物品数
* @desc Maximum number of items. If this is set to 0, then there
* will be no independent items.
* @default 999
*
* @param Max Weapons
* @text 最大武器数
* @desc Maximum number of weapons. If this is set to 0, then there
* will be no independent weapons.
* @default 999
*
* @param Max Armors
* @text 最大护甲数
* @desc Maximum number of armors. If this is set to 0, then there
* will be no independent armors.
* @default 999
*
* @param Starting ID
* @text 起始ID
* @desc This will be the starting ID number for independent items
* so that they don't interfere with default items.
* @default 3000
*
* @param Random Variance
* @text 装备属性随机浮动
* @desc Randomize the stats found for non shop items by this value
* either positive or negative. Set as 0 for no random.
* @default 0
*
* @param Negative Variance
* @text 装备属性负浮动
* @desc If using random variance, allow random variance equipment
* stats to go under 0? NO - false YES - true
* @default false
*
* @param Name Format
* @text 名称格式
* @desc How item names will be ordered and structured.
* %1 - Prefix, %2 - Base Name, %3 - Suffix, %4 Boost
* @default %1%2%3%4
*
* @param Name Spacing
* @text 名称间距
* @desc Place a space between name prefixes and suffixes?
* NO - false YES - true
* @default true
*
* @param Boost Format
* @text 增强格式
* @desc This is the text format for a boosted independent item.
* %1 - Boost Amount
* @default (+%1)
*
* @param ---场景项目---
* @default
*
* @param Updated Scene Item
* @text 更新场景项目
* @desc Enabling this will change Scene Item's visual appearance.
* NO - false YES - true (recommended)
* @default true
*
* @param List Equipped Items
* @text 列出装备列表
* @desc Show equipped independent items in the item lists?
* NO - false YES - true
* @default true
*
* @param Show Icon
* @text 显示图标
* @desc Show the icon in the status window?
* NO - false YES - true
* @default true
*
* @param Icon Size
* @text 图标大小
* @desc This will be the width and height of the icon to be drawn.
* This is normally 4x the default Icon Width and Icon Height.
* @default 128
*
* @param Font Size
* @text 字体大小
* @desc This changes the font size for description items.
* Default: 28
* @default 20
*
* @param Command Alignment
* @text 命令对齐
* @desc This is the text alignment for the command windows.
* left center right
* @default center
*
* @param Recovery Format
* @text 恢复格式
* @desc This is the text format for HP/MP Recovery.
* @default %1 Heal
*
* @param Add State
* @text 添加状态
* @desc This is the text for adding states.
* @default +State
*
* @param Add Buff
* @text 添加Buff
* @desc This is the text for adding buffs.
* @default +Buff
*
* @param Remove State
* @text 移除状态
* @desc This is the text for remove states.
* @default -State
*
* @param Remove Buff
* @text 移除Buff
* @desc This is the text for remove buffs.
* @default -Buff
*
* @param Maximum Icons
* @text 最大图标数
* @desc Maximum number of icons drawn for states and buffs.
* @default 4
*
* @param Use Command
* @text 使用命令
* @desc Command text for using the selected item.
* %1 - Item Icon and Name
* @default 使用 %1
*
* @param Carry Format
* @text 进位格式
* @desc This is the visual text format for independent item ID.
* %1 - Item Index %2 - Maximum
* @default %1/%2
*
* @param --独立项目--
* @default
*
* @param Midgame Note Parsing
* @text 游戏中期笔记解析
* @desc Allow midgame note parsing or do it at beginning?
* NO - false YES - true Recommended: false
* @default false
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 物品核心插件改变了游戏的很多内容从物品菜单到个人包裹更重要的是
* 这个插件为希望设置更多物品选项的人搭建了桥梁
*
* 你们好我知道私人包裹有最大数量限制这个最大数量限制只是为了限制
* 玩家购买太多的物品导致垃圾填满了仓库
* 你可以用其他方式来获得物品例如事件战斗掉落等
*
* 为什么呢因为开发者不可能考虑所以情况大多数下开发者不能知道
* 玩家的仓库容量所以为了减轻这种情况除非有事件或者战斗掉落
* 否则玩家只能被限制数量
*
* 又为什么呢因为关键物品在游戏中通过事件或者战斗给与关键物品
* 是游戏重要的换届如果开发者不知道玩家库存并且提供的关键物品
* 无法进入仓库玩家将会被锁住游戏进程不能游戏
* 所以优先考虑玩家这个系统被打开
*
* 所以这是一项对于开发者来说相对安全的措施
*
* 这个插件改变了游戏很多主要设置同时也是未来拓展插件所要依赖的核心
* 插件
*
*
* 1. Independent Items
* 如果你想要有物品的最大数量限制那么这些物品会有独立的统计等独立
* 独立物品可以被提升改变修改等同时保留物品类型
* 没有最大数量限制的物品他们将会以默认的物品管理方式运行
*
* 2. New Scene_Item
* 物品界面看起来略微不同有了分层物品列表不在是2列而是一列
* 并且添加了更多的界面例如物品重要程度物品信息物品动作等
* 如果你不想使用这个修改你可以用参数关闭它
*
* 3. Random Variance
* 不是从商店买来的物品可以一定程度上获得随机属性数值可以在一个
* 范围内浮动如果你不希望有浮动你可以使用标签设置为0.
* 如果你希望所有物品都没有浮动你可以设置参数为0.
*
* 注意在战斗测试中个人物品菜单是关闭的
*
* ============================================================================
* Notetags
* ============================================================================
*
* 如果你希望使用独立物品并且有一个随机属性你可以使用下面标签
*
* Item, Weapon, Armor Notetag
* <Random Variance: x>
* 设置随机属性x
*
* <Not Independent Item>
* 非独立物品
*
* <Priority Name>
* 设置物品的优先名让数据库内的名字不会影响物品
*
* <Text Color: x>
* This sets the text color of this item, weapon, or armor to use text color
* x from the window skin.
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* 如果你不希望为你的物品添加随机属性你可以使用下面的命令改变设置
*
* Plugin Command:
* EnableVarianceStock - 开启固定值
* to have its variance give stock (nonrandom) values.
* DisableVarianceStock - 开启随机值
* to have its variance give random values.
*
* 有个小提示需要注意如果你开启了固定值玩家重新通过游戏标题界面
* 再次进入游戏或者关闭程序重新启动随机值将会开启
* 插件命令只是一个暂时的关闭.
*
* ============================================================================
* Eventing Changes
* ============================================================================
*
* 我们改变了一些事件让其可以调整独立物品它们是:
*
* Event Page Conditions and Conditional Branches:
* 条件及分支当检查你的仓库里是否存在物品时独立物品的+1属性
* 不会造成影响可以认为物品存在
*
* Actor Has X Equip:
* 装备当检查你的装备里是否存在物品时独立装备的+1属性不会造成
* 影响可以认为物装备存在
*
* Change Equipment:
* 装备改变如果装备标签是独立物品这个游戏会检查基础装备来适配
* 如果没找到则会检查个人仓库如果依旧没有则会创建一个类别
*
* ============================================================================
* Item Name System
* ============================================================================
*
* 对于独立物品他们有一个特殊的名字索引系统包括如下
*
* Prefix Base Name Suffix Boost Count
*
* 前缀名字后缀增量可以用插件来调整如下便是一个例子
* 前缀Fiery名字Sword后缀of Might增量5.
*
* Fiery Sword of Might (+5)
* 如果设置了其他名字则不会显示带有前后缀增量的名字
* This item would appear that way only if its various name parts have been
* altered some way or another. However, there is a fifth name convention, and
* that is the priority name. If an item has a priority name, it will completely
* overwrite the current name scheme with just the priority name itself. So even
* if the item's name is 'Fiery Sword of Might (+5)', if the item's priority
* name is 'Legendary Blade', then 'Legendary Blade' will take priority.
*
* ============================================================================
* Lunatic Mode - On Independent Item Creation
* ============================================================================
*
* For those with JavaScript experience, you can use the following Lunatic Mode
* to run JavaScript code upon the creation of the item. This only applies to
* 如果你想自定义一些选项可以使用如下
*
* Item, Weapon, Armor
*
* <On Creation Eval>
* item.price = baseItem.price;
* item.price += Math.floor(Random() * 100);
* </On Creation Eval>
* The 'item' variable refers to the independent item being made. 'baseItem'
* refers to the item's base item. Any alterations made to the 'item' will be
* applied to the independent item.
*
* ============================================================================
* Lunatic Mode - Custom Info Window Display
* ============================================================================
*
* If you want to display unique and custom stuff into your info window on the
* side, you can use the following notetags:
*
* <Info Text Top>
* text
* text
* </Info Text Top>
* Type in extra information you wish to type in for the item info window
* here, whether it is lore or other information. Text codes can be used.
* Information here is is displayed towards the top of the info window.
*
* <Info Text Bottom>
* text
* text
* </Info Text Bottom>
* Type in extra information you wish to type in for the item info window
* here, whether it is lore or other information. Text codes can be used.
* Information here is is displayed towards the bottom of the info window.
*
* <Info Eval>
* var variableId = 1;
* var value = 500;
* $gameVariables.setValue(variableId, value);
* </Info Eval>
* If you know JavaScript, you can use these notetags to run some code before
* displaying any new info. This way, if you plan on using text codes that
* display variable values, you can run a bit of code before displaying them
* to synch up what's shown in the item info window.
*
* ============================================================================
* Independent Items and Midgame Note Parsing
* ============================================================================
*
* The "Midgame Note Parsing" option in the plugin parameters is made for any
* plugins that may only parse notetags midgame as opposed to at the loading of
* the game. This is an option that you should enable AT YOUR OWN RISK.
*
* Why is it at your own risk? Because enabling this option means independent
* items will keep their notedata, thus, increasing the file sizes of your save
* files several times bigger, and it can cause lag midgame, too.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.26:
* - Lunatic Mode fail safes added.
*
* Version 1.25:
* - Optimization Update
*
* Version 1.24a:
* - Fixed a typo within the code. Please update Item Core, Item Disassemble,
* Attachable Augments, and More Currencies if you are using those plugins.
* - Random variance is now disabled from fresh plugin installation by default.
*
* Version 1.23:
* - Fixed an issue custom info text when using different font sizes.
*
* Version 1.22:
* - Fixed a removal bug that caused weapon and armor ID's to clash.
*
* Version 1.21:
* - Fixed an error with sorting algorithm when items have the same base ID.
*
* Version 1.20:
* - Added <On Creation Eval> Lunatic Mode notetag. Read the help file for more
* information about it.
*
* Version 1.19:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.18a:
* - Added 'Midgame Note Parsing' plugin parameter.
* - Fixed a visual error with MP recovery displaying a 0 instead of ---.
*
* Version 1.17:
* - Added <Text Color: x> notetag for items, weapons, and armors.
*
* Version 1.16:
* - Fixed a bug that made mid-game actor initialization not display items
* correctly in the item menu.
*
* Version 1.15:
* - Fixed a bug with independent items getting values that crash the game.
*
* Version 1.14:
* - Fixed an unintended function of the game not granting a piece of equipment
* through events.
*
* Version 1.13:
* - Fixed a bug that didn't unequip items properly.
*
* Version 1.12:
* - Added 'Negative Variance' parameter.
*
* Version 1.11:
* - Fixed a bug that caused random variance to not calculate correctly.
* - Fixed a bug that didn't return the correct conditional branch results.
* - Fixed the display in the shop window to show number of independent items
* owned by the player rather than just 0.
*
* Version 1.10:
* - Added Lunatic Mode - Custom Info Window Display.
*
* Version 1.09:
* - Fixed a bug with evented item removal that didn't remove equipped items if
* the 'Include Equipment' checkbox was checked.
*
* Version 1.08:
* - Fixed a bug with the Control Variable event that would not gather the
* right amount of independent items.
*
* Version 1.07:
* - Fixed a bug with the Change Equipment event where armors wouldn't equip.
*
* Version 1.06:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.05:
* - Compatibility update with ItemBook.
*
* Version 1.04:
* - Added 'List Equipped Items' parameter to allow for equipment restricted
* actors to be able to alt their equipment.
*
* Version 1.03:
* - Fixed a bug where using events to remove independent items weren't working
* properly and instead added more items.
* - Fixed a bug where a Random Variance of 0 still gave random stats.
*
* Version 1.02:
* - Fixed a bug where initializing equipment slots didn't work properly and/or
* added incorrect equips from the wrong actors into the inventory.
*
* Version 1.01:
* - Fixed bug where if you are using no independent pieces of equipment,
* actors would fail to start with initial equipment.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_ItemCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.ItemMaxItems = Number(Yanfly.Parameters['Max Items']);
Yanfly.Param.ItemMaxWeapons = Number(Yanfly.Parameters['Max Weapons']);
Yanfly.Param.ItemMaxArmors = Number(Yanfly.Parameters['Max Armors']);
Yanfly.Param.ItemStartingId = Number(Yanfly.Parameters['Starting ID']);
Yanfly.Param.ItemRandomVariance = Number(Yanfly.Parameters['Random Variance']);
Yanfly.Param.ItemNegVar = eval(String(Yanfly.Parameters['Negative Variance']));
Yanfly.Param.ItemNameFmt = String(Yanfly.Parameters['Name Format']);
Yanfly.Param.ItemNameSpacing = String(Yanfly.Parameters['Name Spacing']);
Yanfly.Param.ItemBoostFmt = String(Yanfly.Parameters['Boost Format']);
Yanfly.Param.ItemSceneItem = String(Yanfly.Parameters['Updated Scene Item']);
Yanfly.Param.ItemSceneItem = eval(Yanfly.Param.ItemSceneItem);
Yanfly.Param.ItemShEquipped = String(Yanfly.Parameters['List Equipped Items']);
Yanfly.Param.ItemShEquipped = eval(Yanfly.Param.ItemShEquipped);
Yanfly.Param.ItemShowIcon = String(Yanfly.Parameters['Show Icon']);
Yanfly.Param.ItemShowIcon = eval(Yanfly.Param.ItemShowIcon);
Yanfly.Param.ItemIconSize = Number(Yanfly.Parameters['Icon Size']);
Yanfly.Param.ItemFontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.ItemCmdAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.ItemRecoverFmt = String(Yanfly.Parameters['Recovery Format']);
Yanfly.Param.ItemAddState = String(Yanfly.Parameters['Add State']);
Yanfly.Param.ItemAddBuff = String(Yanfly.Parameters['Add Buff']);
Yanfly.Param.ItemRemoveState = String(Yanfly.Parameters['Remove State']);
Yanfly.Param.ItemRemoveBuff = String(Yanfly.Parameters['Remove Buff']);
Yanfly.Param.ItemMaxIcons = Number(Yanfly.Parameters['Maximum Icons']);
Yanfly.Param.ItemUseCmd = String(Yanfly.Parameters['Use Command']);
Yanfly.Param.ItemCarryFmt = String(Yanfly.Parameters['Carry Format']);
Yanfly.Param.ItemNoteParse = String(Yanfly.Parameters['Midgame Note Parsing']);
Yanfly.Param.ItemNoteParse = eval(Yanfly.Param.ItemNoteParse);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Item.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Item.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_ItemCore) {
this.setDatabaseLengths();
this.processItemCoreNotetags($dataItems);
this.processItemCoreNotetags($dataWeapons);
this.processItemCoreNotetags($dataArmors);
Yanfly._loaded_YEP_ItemCore = true;
}
return true;
};
DataManager.processItemCoreNotetags = function(group) {
var note1 = /<(?:RANDOM VARIANCE):[ ](\d+)>/i;
var note2 = /<(?:NONINDEPENDENT ITEM|not independent item)>/i;
var note3 = /<(?:PRIORITY NAME)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.randomVariance = Yanfly.Param.ItemRandomVariance;
obj.textColor = 0;
if (Imported.YEP_CoreEngine) obj.textColor = Yanfly.Param.ColorNormal;
obj.nonIndependent = false;
obj.setPriorityName = false;
obj.infoEval = '';
obj.infoTextTop = '';
obj.infoTextBottom = '';
obj.onCreationEval = '';
var evalMode = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.randomVariance = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.nonIndependent = true;
} else if (line.match(note3)) {
obj.setPriorityName = true;
} else if (line.match(/<(?:INFO EVAL)>/i)) {
evalMode = 'info eval';
} else if (line.match(/<\/(?:INFO EVAL)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:INFO TEXT TOP)>/i)) {
evalMode = 'info text top';
} else if (line.match(/<\/(?:INFO TEXT TOP)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:INFO TEXT BOTTOM)>/i)) {
evalMode = 'info text bottom';
} else if (line.match(/<\/(?:INFO TEXT BOTTOM)>/i)) {
evalMode = 'none';
} else if (evalMode === 'info eval') {
obj.infoEval = obj.infoEval + line + '\n';
} else if (evalMode === 'info text top') {
if (obj.infoTextTop !== '') obj.infoTextTop += '\n';
obj.infoTextTop = obj.infoTextTop + line;
} else if (evalMode === 'info text bottom') {
if (obj.infoTextBottom !== '') obj.infoTextBottom += '\n';
obj.infoTextBottom = obj.infoTextBottom + line;
} else if (line.match(/<(?:TEXT COLOR):[ ](\d+)>/i)) {
obj.textColor = parseInt(RegExp.$1);
} else if (line.match(/<(?:ON CREATE EVAL|ON CREATION EVAL)>/i)) {
evalMode = 'on create eval';
} else if (line.match(/<\/(?:ON CREATE EVAL|ON CREATION EVAL)>/i)) {
evalMode = 'none';
} else if (evalMode === 'on create eval') {
obj.onCreationEval = obj.onCreationEval + line + '\n';
}
}
}
};
DataManager.setDatabaseLengths = function() {
this._baseItemsLength = $dataItems.length
this._baseWeaponsLength = $dataWeapons.length
this._baseArmorsLength = $dataArmors.length
};
Yanfly.Item.DataManager_createGameObjects =
DataManager.createGameObjects;
DataManager.createGameObjects = function() {
Yanfly.Item.DataManager_createGameObjects.call(this);
this.createIndependentObjects();
};
DataManager.createIndependentObjects = function() {
DataManager.createIndependentGroups();
this.loadIndependentItems();
};
DataManager.loadIndependentItems = function() {
if (Yanfly.Param.ItemMaxItems > 0) {
var difItems = $dataItems.length - DataManager._baseItemsLength;
$dataItems.splice(DataManager._baseItemsLength, difItems);
this.setIndependentLength($dataItems);
$dataItems = $dataItems.concat(this._independentItems);
}
if (Yanfly.Param.ItemMaxWeapons > 0) {
var difWeapons = $dataWeapons.length - DataManager._baseWeaponsLength;
$dataWeapons.splice(DataManager._baseWeaponsLength, difWeapons);
this.setIndependentLength($dataWeapons);
$dataWeapons = $dataWeapons.concat(this._independentWeapons);
}
if (Yanfly.Param.ItemMaxArmors > 0) {
var difArmors = $dataArmors.length - DataManager._baseArmorsLength;
$dataArmors.splice(DataManager._baseArmorsLength, difArmors);
this.setIndependentLength($dataArmors);
$dataArmors = $dataArmors.concat(this._independentArmors);
}
};
DataManager.setIndependentLength = function(group) {
for (;;) {
if (group.length > Yanfly.Param.ItemStartingId) break;
group.push(null);
}
};
DataManager.saveGameWithoutRescue = function(savefileId) {
var json = JsonEx.stringify(this.makeSaveContents());
StorageManager.save(savefileId, json);
this._lastAccessedId = savefileId;
var globalInfo = this.loadGlobalInfo() || [];
globalInfo[savefileId] = this.makeSavefileInfo();
this.saveGlobalInfo(globalInfo);
return true;
};
Yanfly.Item.DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function() {
var contents = Yanfly.Item.DataManager_makeSaveContents.call(this);
contents.items = this._independentItems;
contents.weapons = this._independentWeapons;
contents.armors = this._independentArmors;
return contents;
};
Yanfly.Item.DataManager_extractSaveContents =
DataManager.extractSaveContents;
DataManager.extractSaveContents = function(contents) {
Yanfly.Item.DataManager_extractSaveContents.call(this, contents);
this._independentItems = contents.items || [];
this._independentWeapons = contents.weapons || [];
this._independentArmors = contents.armors || [];
this.loadIndependentItems();
};
DataManager.createIndependentGroups = function() {
this._independentItems = [];
this._independentWeapons = [];
this._independentArmors = [];
};
DataManager.isIndependent = function(item) {
if (!item) return false;
if (DataManager.isBattleTest()) return false;
if (item.nonIndependent) return false;
if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems > 0;
if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons > 0;
if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors > 0;
return false;
};
DataManager.registerNewItem = function(item) {
if (!this.isNewItemValid(item)) return item;
var newItem = JsonEx.makeDeepCopy(item);
this.addNewIndependentItem(item, newItem);
return newItem;
};
DataManager.isNewItemValid = function(item) {
if (!item) return false;
if (item.baseItemId) return false;
return item.id === this.getDatabase(item).indexOf(item);
};
DataManager.addNewIndependentItem = function(baseItem, newItem) {
newItem.id = this.getDatabase(baseItem).length;
ItemManager.setNewIndependentItem(baseItem, newItem);
ItemManager.customizeNewIndependentItem(baseItem, newItem);
ItemManager.onCreationEval(baseItem, newItem);
this.getDatabase(baseItem).push(newItem);
this.getContainer(baseItem).push(newItem);
};
DataManager.removeIndependentItem = function(item) {
if (!item) return;
if (this.independentItemIsUsed(item)) return;
var container = this.getContainer(item);
var database = this.getDatabase(item);
var index = container.indexOf(item);
container[index] = null;
var index = database.indexOf(item);
database[index] = null;
};
DataManager.independentItemIsUsed = function(item) {
if ($gameParty.numItems(item) > 0) return false;
for (var i = 0; i < $dataActors.length; ++i) {
var actor = $gameActors.actor(i);
if (!actor) continue;
if (actor.equips().contains(item)) return true;
}
return false;
};
DataManager.getDatabase = function(item) {
if (!item) return [];
if (DataManager.isItem(item)) return $dataItems;
if (DataManager.isWeapon(item)) return $dataWeapons;
if (DataManager.isArmor(item)) return $dataArmors;
return [];
};
DataManager.getContainer = function(item) {
if (!item) return [];
if (DataManager.isItem(item)) return this._independentItems;
if (DataManager.isWeapon(item)) return this._independentWeapons;
if (DataManager.isArmor(item)) return this._independentArmors;
return [];
};
DataManager.getBaseItem = function(item) {
if (!this.isIndependent(item)) return item;
if (!item.baseItemId) return item;
var baseItemId = item.baseItemId;
var baseItem = this.getDatabase(item)[baseItemId];
return baseItem;
};
//=============================================================================
// ItemManager
//=============================================================================
function ItemManager() {
throw new Error('This is a static class');
};
ItemManager.setNewIndependentItem = function(baseItem, newItem) {
newItem.baseItemId = baseItem.id;
newItem.baseItemName = baseItem.name;
newItem.baseItemPrice = baseItem.price;
newItem.baseItemIconIndex = baseItem.iconIndex;
newItem.namePrefix = '';
newItem.nameSuffix = '';
if (baseItem.setPriorityName) {
newItem.priorityName = baseItem.name;
} else {
newItem.priorityName = '';
}
newItem.boostCount = 0;
if (!Yanfly.Param.ItemNoteParse) newItem.note = '';
};
ItemManager.customizeNewIndependentItem = function(baseItem, newItem) {
this.randomizeInitialItem(baseItem, newItem);
this.updateItemName(newItem);
};
ItemManager.randomizeInitialItem = function(baseItem, newItem) {
if ($gameTemp.varianceStock()) return;
if (DataManager.isItem(baseItem)) {
this.randomizeInitialEffects(baseItem, newItem);
} else {
this.randomizeInitialStats(baseItem, newItem);
}
};
ItemManager.randomizeInitialEffects = function(baseItem, newItem) {
if (baseItem.randomVariance <= 0) return;
var randomValue = baseItem.randomVariance * 2 + 1;
var offset = baseItem.randomVariance;
newItem.effects.forEach(function(effect) {
if (effect.code === Game_Action.EFFECT_RECOVER_HP) {
if (effect.value1 !== 0) {
var boost = Math.floor(Math.random() * randomValue - offset);
effect.value1 += boost * 0.01;
effect.value1 = parseFloat(effect.value1.toFixed(2));
effect.value1 = effect.value1.clamp(0, 1);
}
if (effect.value2 !== 0) {
effect.value2 += Math.floor(Math.random() * randomValue - offset);
}
}
if (effect.code === Game_Action.EFFECT_RECOVER_MP) {
if (effect.value1 !== 0) {
var boost = Math.floor(Math.random() * randomValue - offset);
effect.value1 += boost * 0.01;
effect.value1 = parseFloat(effect.value1.toFixed(2));
effect.value1 = effect.value1.clamp(0, 1);
}
if (effect.value2 !== 0) {
effect.value2 += Math.floor(Math.random() * randomValue - offset);
}
}
}, this);
};
ItemManager.randomizeInitialStats = function(baseItem, newItem) {
if (baseItem.randomVariance <= 0) return;
var randomValue = baseItem.randomVariance * 2 + 1;
var offset = baseItem.randomVariance;
for (var i = 0; i < 8; ++i) {
if (newItem.params[i] === 0) continue;
newItem.params[i] += Math.floor(Math.random() * randomValue - offset);
if (!Yanfly.Param.ItemNegVar && baseItem.params[i] >= 0) {
newItem.params[i] = Math.max(newItem.params[i], 0);
}
}
};
ItemManager.setBaseName = function(item, value) {
item.baseItemName = value;
};
ItemManager.setNamePrefix = function(item, value) {
item.namePrefix = value;
if (eval(Yanfly.Param.ItemNameSpacing) && item.namePrefix.length > 0) {
item.namePrefix = item.namePrefix + ' ';
}
};
ItemManager.setNameSuffix = function(item, value) {
item.nameSuffix = value;
if (eval(Yanfly.Param.ItemNameSpacing) && item.nameSuffix.length > 0) {
item.nameSuffix = ' ' + item.nameSuffix;
}
};
ItemManager.setPriorityName = function(item, value) {
item.priorityName = value;
};
ItemManager.updateItemName = function(item) {
if (item.priorityName && item.priorityName.length > 0) {
item.name = item.priorityName;
return;
}
var prefix = item.namePrefix || '';
var baseName = item.baseItemName || '';
var suffix = item.nameSuffix || '';
var boostCount = item.boostCount || 0;
var fmt = Yanfly.Param.ItemBoostFmt;
var boostText = fmt.format(Yanfly.Util.toGroup(boostCount))
if (boostText === fmt.format(0)) {
boostText = '';
} else if (eval(Yanfly.Param.ItemNameSpacing)) {
boostText = ' ' + boostText;
}
fmt = Yanfly.Param.ItemNameFmt;
item.name = fmt.format(prefix, baseName, suffix, boostText);
};
ItemManager.increaseItemBoostCount = function(item, value) {
value = value || 1;
if (!item.boostCount) item.boostCount = 0;
item.boostCount += value;
this.updateItemName(item);
};
ItemManager.onCreationEval = function(baseItem, newItem) {
var item = newItem;
if (item.onCreationEval === '') return;
var weapon = item;
var armor = item;
var baseWeapon = baseItem;
var baseArmor = baseItem;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.onCreationEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'ITEM CREATION CUSTOM CODE ERROR');
}
item.onCreationEval = '';
};
//=============================================================================
// Game_Temp
//=============================================================================
Game_Temp.prototype.enableVarianceStock = function() {
this._independentStock = true;
};
Game_Temp.prototype.disableVarianceStock = function() {
this._independentStock = false;
};
Game_Temp.prototype.varianceStock = function() {
return this._independentStock;
};
//=============================================================================
// Game_Actor
//=============================================================================
Yanfly.Item.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
Yanfly.Item.Game_Actor_setup.call(this, actorId);
if ($gameTemp._initializeStartingMemberEquipment) return;
this.initIndependentEquips($dataActors[actorId].equips);
};
Game_Actor.prototype.initIndependentEquips = function(equips) {
var equips = this.convertInitEquips(equips);
this.equipInitIndependentEquips(equips);
this.releaseUnequippableItems(true);
this.recoverAll();
this.refresh();
};
Game_Actor.prototype.convertInitEquips = function(equips) {
var items = [];
for (var i = 0; i < equips.length; ++i) {
var equipId = equips[i];
if (equipId <= 0) continue;
var equipType = $dataSystem.equipTypes[i + 1];
if (equipType === $dataSystem.equipTypes[1] ||
(i === 1 && this.isDualWield())) {
var equip = $dataWeapons[equipId];
} else {
var equip = $dataArmors[equipId];
}
items.push(equip);
}
return items;
};
Game_Actor.prototype.equipInitIndependentEquips = function(equips) {
var slots = this.equipSlots();
var maxSlots = slots.length;
this._equips = [];
for (var i = 0; i < maxSlots; ++i) {
this._equips[i] = new Game_Item();
}
for (var i = 0; i < maxSlots; ++i) {
var slotType = slots[i];
var equip = this.grabInitEquips(equips, slotType);
if (DataManager.isIndependent(equip) && this.canEquip(equip)) {
var array = $gameParty.gainIndependentItem(equip, 1)
if (array instanceof Array) {
newItem = array[0];
this.changeEquip(i, newItem);
}
} else if (this.canEquip(equip)) {
this._equips[i].setObject(equip);
}
}
};
Game_Actor.prototype.grabInitEquips = function(equips, slotType) {
var item = null;
for (var i = 0; i < equips.length; ++i) {
var equip = equips[i];
if (!equip) continue;
if (slotType === 1 && DataManager.isWeapon(equip)) {
item = equip;
break;
} else if (equip.etypeId === slotType) {
item = equip;
break;
}
}
if (item) equips[i] = null;
return item;
};
Yanfly.Item.Game_Actor_hasWeapon = Game_Actor.prototype.hasWeapon;
Game_Actor.prototype.hasWeapon = function(weapon) {
if (this.hasBaseItem(weapon)) return true;
return Yanfly.Item.Game_Actor_hasWeapon.call(this, weapon);
};
Yanfly.Item.Game_Actor_hasArmor = Game_Actor.prototype.hasArmor;
Game_Actor.prototype.hasArmor = function(armor) {
if (this.hasBaseItem(armor)) return true;
return Yanfly.Item.Game_Actor_hasArmor.call(this, armor);
};
Game_Actor.prototype.hasBaseItem = function(baseItem) {
if (!DataManager.isIndependent(baseItem)) return false;
var type = (DataManager.isWeapon(baseItem)) ? 'weapon' : 'armor';
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (!equip.baseItemId) continue;
if (DataManager.isWeapon(equip) && type === 'weapon') {
if (equip.baseItemId === baseItem.id) return true;
} else if (DataManager.isArmor(equip) && type === 'armor') {
if (equip.baseItemId === baseItem.id) return true;
}
}
return false;
};
Yanfly.Item.Game_Actor_changeEquipById = Game_Actor.prototype.changeEquipById;
Game_Actor.prototype.changeEquipById = function(etypeId, itemId) {
if (itemId > 0) {
var slotId = etypeId - 1;
if (this.equipSlots()[slotId] === 1) {
var baseItem = $dataWeapons[itemId];
} else {
var baseItem = $dataArmors[itemId];
}
if (!$gameParty.hasItem(baseItem)) {
$gameParty.gainItem(baseItem, 1);
}
if (DataManager.isIndependent(baseItem)) {
if (this.hasBaseItem(baseItem)) return;
var item = $gameParty.getMatchingBaseItem(baseItem, false);
if (item === null) {
$gameTemp.enableVarianceStock();
$gameParty.gainItem(baseItem, 1);
$gameTemp.disableVarianceStock();
item = $gameParty.getMatchingBaseItem(baseItem, false);
}
this.changeEquip(slotId, item);
return;
}
}
Yanfly.Item.Game_Actor_changeEquipById.call(this, etypeId, itemId)
};
Game_Actor.prototype.unequipItem = function(item) {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip !== item) continue;
this.changeEquip(i, null);
}
};
//=============================================================================
// Game_Party
//=============================================================================
Yanfly.Item.Game_Party_setupStartingMembers =
Game_Party.prototype.setupStartingMembers;
Game_Party.prototype.setupStartingMembers = function() {
Yanfly.Item.Game_Party_setupStartingMembers.call(this);
$gameTemp.enableVarianceStock();
this.initActorEquips();
$gameTemp.disableVarianceStock();
};
Game_Party.prototype.initActorEquips = function() {
$gameTemp._initializeStartingMemberEquipment = true;
for (var i = 0; i < $dataActors.length; ++i) {
var actor = $gameActors.actor(i);
if (actor) {
var baseActor = $dataActors[i];
actor.initIndependentEquips(baseActor.equips);
}
}
$gameTemp._initializeStartingMemberEquipment = undefined;
};
Yanfly.Item.Game_Party_gainItem = Game_Party.prototype.gainItem;
Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
if (DataManager.isIndependent(item)) {
this.gainIndependentItem(item, amount, includeEquip);
} else {
Yanfly.Item.Game_Party_gainItem.call(this, item, amount, includeEquip);
}
};
Game_Party.prototype.gainIndependentItem = function(item, amount, includeEquip) {
var arr = [];
if (amount > 0) {
for (var i = 0; i < amount; ++i) {
var newItem = DataManager.registerNewItem(item);
this.registerNewItem(item, newItem);
arr.push(newItem);
}
} else if (amount < 0) {
amount = Math.abs(amount);
for (var i = 0; i < amount; ++i) {
if (item.baseItemId) {
this.removeIndependentItem(item, includeEquip);
} else if (DataManager.isIndependent(item)) {
var target = $gameParty.getMatchingBaseItem(item, includeEquip);
if (target !== null) this.removeIndependentItem(target, includeEquip);
} else {
this.removeBaseItem(item, includeEquip);
}
}
}
return arr;
};
Game_Party.prototype.getIndependentItemTypeMax = function(item) {
if (!item) return 0;
if (DataManager.isItem(item)) return Yanfly.Param.ItemMaxItems;
if (DataManager.isWeapon(item)) return Yanfly.Param.ItemMaxWeapons;
if (DataManager.isArmor(item)) return Yanfly.Param.ItemMaxArmors;
};
Game_Party.prototype.getIndependentItemTypeCur = function(item) {
if (!item) return 0;
if (DataManager.isItem(item)) return this.items().length;
if (DataManager.isWeapon(item)) return this.weapons().length;
if (DataManager.isArmor(item)) return this.armors().length;
};
Game_Party.prototype.registerNewItem = function(baseItem, newItem) {
var container = this.itemContainer(baseItem);
if (container) {
var lastNumber = this.numItems(newItem);
container[newItem.id] = 1;
}
};
Game_Party.prototype.removeIndependentItem = function(item, includeEquip) {
if (includeEquip && this.checkItemIsEquipped(item)) {
for (var i = 1; i < $gameActors._data.length; ++i) {
var actor = $gameActors.actor(i);
if (!actor) continue;
if (!actor.equips().contains(item)) continue;
actor.unequipItem(item);
}
}
var container = this.itemContainer(item);
container[item.id] = 0;
if (container[item.id] <= 0) delete container[item.id];
};
Game_Party.prototype.removeBaseItem = function(item, includeEquip) {
var container = this.itemContainer(item);
container[item.id]--;
if (container[item.id] <= 0) delete container[item.id];
if (includeEquip) this.discardMembersEquip(item, -1);
};
Game_Party.prototype.getMatchingBaseItem = function(baseItem, equipped) {
if (!baseItem) return null;
if (DataManager.isItem(baseItem)) var group = this.items();
if (DataManager.isWeapon(baseItem)) var group = this.weapons();
if (DataManager.isArmor(baseItem)) var group = this.armors();
if (equipped) {
for (var a = 0; a < this.members().length; ++a) {
var actor = this.members()[a];
if (!actor) continue;
if (DataManager.isWeapon(baseItem)) {
group = group.concat(actor.weapons());
} else if (DataManager.isArmor(baseItem)) {
group = group.concat(actor.armors());
}
}
}
var baseItemId = baseItem.id;
for (var i = 0; i < group.length; ++i) {
var item = group[i];
if (!item) continue;
if (!item.baseItemId) continue;
if (item.baseItemId !== baseItemId) continue;
return item;
}
return null;
};
Game_Party.prototype.checkItemIsEquipped = function(item) {
for (var i = 1; i < $gameActors._data.length; ++i) {
var actor = $gameActors.actor(i);
if (!actor) continue;
if (actor.equips().contains(item)) return true;
}
return false;
};
Yanfly.Item.Game_Party_items = Game_Party.prototype.items;
Game_Party.prototype.items = function() {
var results = Yanfly.Item.Game_Party_items.call(this);
results.sort(this.independentItemSort);
return results;
};
Yanfly.Item.Game_Party_weapons = Game_Party.prototype.weapons;
Game_Party.prototype.weapons = function() {
var results = Yanfly.Item.Game_Party_weapons.call(this);
results.sort(this.independentItemSort);
return results;
};
Yanfly.Item.Game_Party_armors = Game_Party.prototype.armors;
Game_Party.prototype.armors = function() {
var results = Yanfly.Item.Game_Party_armors.call(this);
results.sort(this.independentItemSort);
return results;
};
Game_Party.prototype.independentItemSort = function(a, b) {
var aa = (a.baseItemId) ? a.baseItemId : a.id;
var bb = (b.baseItemId) ? b.baseItemId : b.id;
if (aa < bb) return -1;
if (aa >= bb) return 1;
return 0;
};
Yanfly.Item.Game_Party_maxItems = Game_Party.prototype.maxItems;
Game_Party.prototype.maxItems = function(item) {
if (DataManager.isIndependent(item)) return 1;
return Yanfly.Item.Game_Party_maxItems.call(this, item);
};
Yanfly.Item.Game_Party_hasItem = Game_Party.prototype.hasItem;
Game_Party.prototype.hasItem = function(item, includeEquip) {
if (DataManager.isIndependent(item)) {
if (this.numIndependentItems(item) > 0) return true;
}
return Yanfly.Item.Game_Party_hasItem.call(this, item, includeEquip);
};
Yanfly.Item.Game_Party_isAnyMemberEquipped =
Game_Party.prototype.isAnyMemberEquipped;
Game_Party.prototype.isAnyMemberEquipped = function(item) {
if (DataManager.isIndependent(item)) {
for (var i = 0; i < this.members().length; ++i) {
var actor = this.members()[i];
if (!actor) continue;
if (actor.hasBaseItem(item)) return true;
}
}
return Yanfly.Item.Game_Party_isAnyMemberEquipped.call(this, item);
};
Game_Party.prototype.numIndependentItems = function(baseItem) {
var value = 0;
if (!DataManager.isIndependent(baseItem)) return this.numItems(baseItem);
var id = baseItem.id;
if (DataManager.isItem(baseItem)) var group = this.items();
if (DataManager.isWeapon(baseItem)) var group = this.weapons();
if (DataManager.isArmor(baseItem)) var group = this.armors();
for (var i = 0; i < group.length; ++i) {
var item = group[i];
if (!item) continue;
if (item.baseItemId && item.baseItemId === id) value += 1;
}
return value;
};
Game_Party.prototype.clearAllMatchingBaseItems = function(baseItem, equipped) {
if (!Imported.YEP_ItemCore) return;
for (;;) {
var item = this.getMatchingBaseItem(baseItem, equipped);
if (item) {
this.removeIndependentItem(item, equipped);
DataManager.removeIndependentItem(item);
} else {
break;
}
}
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Item.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.Item.Game_Interpreter_pluginCommand.call(this, command, args)
if (command === 'EnableVarianceStock') $gameTemp.enableVarianceStock();
if (command === 'DisableVarianceStock') $gameTemp.disableVarianceStock();
};
Yanfly.Item.Game_Interpreter_gDO = Game_Interpreter.prototype.gameDataOperand;
Game_Interpreter.prototype.gameDataOperand = function(type, param1, param2) {
switch (type) {
case 0:
return $gameParty.numIndependentItems($dataItems[param1]);
break;
case 1:
return $gameParty.numIndependentItems($dataWeapons[param1]);
break;
case 2:
return $gameParty.numIndependentItems($dataArmors[param1]);
break;
default:
return Yanfly.Item.Game_Interpreter_gDO.call(this, type, param1, param2);
break;
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.Item.Window_Base_drawItemName = Window_Base.prototype.drawItemName;
Window_Base.prototype.drawItemName = function(item, wx, wy, ww) {
ww = ww || 312;
this.setItemTextColor(item);
Yanfly.Item.Window_Base_drawItemName.call(this, item, wx, wy, ww);
this._resetTextColor = undefined;
this.resetTextColor();
};
Window_Base.prototype.setItemTextColor = function(item) {
if (!item) return;
if (item.textColor === undefined) return;
this._resetTextColor = item.textColor;
};
Yanfly.Item.Window_Base_normalColor = Window_Base.prototype.normalColor;
Window_Base.prototype.normalColor = function() {
if (this._resetTextColor !== undefined) {
return this.textColor(this._resetTextColor);
}
return Yanfly.Item.Window_Base_normalColor.call(this);
};
//=============================================================================
// Window_ItemList
//=============================================================================
Yanfly.Item.Window_ItemList_makeItemList =
Window_ItemList.prototype.makeItemList;
Window_ItemList.prototype.makeItemList = function() {
Yanfly.Item.Window_ItemList_makeItemList.call(this);
if (SceneManager._scene instanceof Scene_Item) this.listEquippedItems();
};
Window_ItemList.prototype.listEquippedItems = function() {
if (!Yanfly.Param.ItemShEquipped) return;
var results = [];
for (var a = 0; a < $gameParty.members().length; ++a) {
var actor = $gameParty.members()[a];
if (!actor) continue;
for (var i = 0; i < actor.equips().length; ++i) {
var equip = actor.equips()[i];
if (!equip) continue;
if (!equip.baseItemId) continue;
if (this.includes(equip)) results.push(equip);
}
}
this._data = results.concat(this._data);
};
Yanfly.Item.Window_ItemList_drawItemNumber =
Window_ItemList.prototype.drawItemNumber;
Window_ItemList.prototype.drawItemNumber = function(item, dx, dy, dw) {
if (DataManager.isIndependent(item)) {
this.drawItemCarryNumber(item, dx, dy, dw);
return;
}
Yanfly.Item.Window_ItemList_drawItemNumber.call(this, item, dx, dy, dw);
};
Window_ItemList.prototype.drawItemCarryNumber = function(item, dx, dy, dw) {
if (DataManager.isItem(item)) {
var index = $gameParty.items().indexOf(item);
} else if (DataManager.isWeapon(item)) {
var index = $gameParty.weapons().indexOf(item);
} else if (DataManager.isArmor(item)) {
var index = $gameParty.armors().indexOf(item);
}
if (index < 0) return this.drawEquippedActor(item, dx, dy, dw);
index += 1;
var max = $gameParty.getIndependentItemTypeMax(item);
var fmt = Yanfly.Param.ItemCarryFmt;
var text = fmt.format(Yanfly.Util.toGroup(index), Yanfly.Util.toGroup(max));
if (Yanfly.Param.ItemQuantitySize) {
this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
}
if (index > max) {
this.changeTextColor(this.powerDownColor());
} else if (index === max) {
this.changeTextColor(this.crisisColor());
} else {
this.changeTextColor(this.normalColor());
}
this.drawText(text, dx, dy, dw, 'right');
this.resetFontSettings();
};
Window_ItemList.prototype.drawEquippedActor = function(item, dx, dy, dw) {
var carrier = null;
for (var a = 0; a < $gameParty.members().length; ++a) {
var actor = $gameParty.members()[a];
if (!actor) continue;
if (actor.equips().contains(item)) carrier = actor;
};
if (Yanfly.Param.ItemQuantitySize) {
this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
}
var text = carrier.name();
this.drawText(text, dx, dy, dw, 'right');
this.resetFontSettings();
};
//=============================================================================
// Window_EquipItem
//=============================================================================
Yanfly.Item.Window_EquipItem_includes = Window_EquipItem.prototype.includes;
Window_EquipItem.prototype.includes = function(item) {
if (this._actor && item !== null) {
if (!item) return false;
}
return Yanfly.Item.Window_EquipItem_includes.call(this, item);
};
//=============================================================================
// Window_ShopBuy
//=============================================================================
Yanfly.Item.Window_ShopBuy_isEnabled = Window_ShopBuy.prototype.isEnabled;
Window_ShopBuy.prototype.isEnabled = function(item) {
if (DataManager.isIndependent(item)) {
var typeMax = $gameParty.getIndependentItemTypeMax(item);
var typeCur = $gameParty.getIndependentItemTypeCur(item);
if (typeCur >= typeMax) return false;
}
return Yanfly.Item.Window_ShopBuy_isEnabled.call(this, item);
};
//=============================================================================
// Window_ShopStatus
//=============================================================================
Yanfly.Item.Window_ShopStatus_drawPossession =
Window_ShopStatus.prototype.drawPossession;
Window_ShopStatus.prototype.drawPossession = function(x, y) {
if (DataManager.isIndependent(this._item)) {
return this.drawIndependentPossession(x, y);
}
Yanfly.Item.Window_ShopStatus_drawPossession.call(this, x, y);
};
Window_ShopStatus.prototype.drawIndependentPossession = function(x, y) {
var width = this.contents.width - this.textPadding() - x;
var baseItem = DataManager.getBaseItem(this._item);
var value = $gameParty.numIndependentItems(baseItem);
value = Yanfly.Util.toGroup(value);
var possessionWidth = this.textWidth(value);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.possession, x, y, width - possessionWidth);
this.resetTextColor();
this.drawText(value, x, y, width, 'right');
};
//=============================================================================
// Scene_Equip
//=============================================================================
Yanfly.Item.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor;
Scene_Equip.prototype.refreshActor = function() {
this.actor().releaseUnequippableItems();
Yanfly.Item.Scene_Equip_refreshActor.call(this);
};
//=============================================================================
// Scene_Shop
//=============================================================================
Yanfly.Item.Scene_Shop_doBuy = Scene_Shop.prototype.doBuy;
Scene_Shop.prototype.doBuy = function(number) {
$gameTemp.enableVarianceStock();
Yanfly.Item.Scene_Shop_doBuy.call(this, number);
$gameTemp.disableVarianceStock();
};
Yanfly.Item.Scene_Shop_doSell = Scene_Shop.prototype.doSell;
Scene_Shop.prototype.doSell = function(number) {
Yanfly.Item.Scene_Shop_doSell.call(this, number);
if (!DataManager.isIndependent(this._item)) return;
DataManager.removeIndependentItem(this._item);
};
//=============================================================================
// Scene_Item Update
//=============================================================================
if (Yanfly.Param.ItemSceneItem) {
//=============================================================================
// Window_ItemCategory
//=============================================================================
Yanfly.Item.Window_ItemCategory_windowWidth =
Window_ItemCategory.prototype.windowWidth;
Window_ItemCategory.prototype.windowWidth = function() {
if (SceneManager._scene instanceof Scene_Item) return 240;
return Yanfly.Item.Window_ItemCategory_windowWidth.call(this);
};
Yanfly.Item.Window_ItemCategory_numVisibleRows =
Window_ItemCategory.prototype.numVisibleRows;
Window_ItemCategory.prototype.numVisibleRows = function() {
if (SceneManager._scene instanceof Scene_Item) return 4;
return Yanfly.Item.Window_ItemCategory_numVisibleRows.call(this);
};
Yanfly.Item.Window_ItemCategory_maxCols = Window_ItemCategory.prototype.maxCols;
Window_ItemCategory.prototype.maxCols = function() {
if (SceneManager._scene instanceof Scene_Item) return 1;
return Yanfly.Item.Window_ItemCategory_maxCols.call(this);
};
Yanfly.Item.Window_ItemCategory_itemTextAlign =
Window_ItemCategory.prototype.itemTextAlign;
Window_ItemCategory.prototype.itemTextAlign = function() {
if (SceneManager._scene instanceof Scene_Item) {
return Yanfly.Param.ItemCmdAlign;
}
return Yanfly.Item.Window_ItemCategory_itemTextAlign.call(this);
};
//=============================================================================
// Window_ItemList
//=============================================================================
Yanfly.Item.Window_ItemList_initialize = Window_ItemList.prototype.initialize;
Window_ItemList.prototype.initialize = function(x, y, width, height) {
if (SceneManager._scene instanceof Scene_Item) {
width = Graphics.boxWidth / 2;
}
Yanfly.Item.Window_ItemList_initialize.call(this, x, y, width, height);
};
Yanfly.Item.Window_ItemList_maxCols = Window_ItemList.prototype.maxCols;
Window_ItemList.prototype.maxCols = function() {
if (SceneManager._scene instanceof Scene_Item) return 1;
return Yanfly.Item.Window_ItemList_maxCols.call(this);
};
Yanfly.Item.Window_ItemList_isEnabled = Window_ItemList.prototype.isEnabled;
Window_ItemList.prototype.isEnabled = function(item) {
if (!item) return false;
if (SceneManager._scene instanceof Scene_Item) return true;
return Yanfly.Item.Window_ItemList_isEnabled.call(this, item);
};
Window_ItemList.prototype.setStatusWindow = function(statusWindow) {
this._statusWindow = statusWindow;
this.update();
};
Window_ItemList.prototype.setInfoWindow = function(infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Item.Window_ItemList_updateHelp = Window_ItemList.prototype.updateHelp;
Window_ItemList.prototype.updateHelp = function() {
Yanfly.Item.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Item && this._statusWindow) {
this._statusWindow.setItem(this.item());
}
if (SceneManager._scene instanceof Scene_Item && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_ItemStatus
//=============================================================================
function Window_ItemStatus() {
this.initialize.apply(this, arguments);
}
Window_ItemStatus.prototype = Object.create(Window_Base.prototype);
Window_ItemStatus.prototype.constructor = Window_ItemStatus;
Window_ItemStatus.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
this._item = null;
this.deactivate();
this.refresh();
};
Window_ItemStatus.prototype.setItem = function(item) {
if (this._item === item) return;
this._item = item;
this.refresh();
};
Window_ItemStatus.prototype.refresh = function() {
this.contents.clear();
this.drawDarkRectEntries();
if (!this._item) return;
this.contents.fontSize = Yanfly.Param.ItemFontSize;
this.drawItemEntry();
};
Window_ItemStatus.prototype.drawDarkRectEntries = function() {
var rect = new Rectangle();
if (Yanfly.Param.ItemShowIcon) {
rect.width = Window_Base._faceWidth;
rect.height = Window_Base._faceHeight;
this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
} else {
rect.width = this.contents.width / 2;
}
rect.height = this.lineHeight();
for (var i = 0; i < 8; ++i) {
rect = this.getRectPosition(rect, i);
this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
}
};
Window_ItemStatus.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_ItemStatus.prototype.getRectPosition = function(rect, i) {
if (i % 2 === 0) {
if (Yanfly.Param.ItemShowIcon) {
rect.x = Window_Base._faceWidth;
} else {
rect.x = 0;
}
rect.y = i / 2 * this.lineHeight();
} else {
if (Yanfly.Param.ItemShowIcon) {
rect.x = Window_Base._faceWidth + rect.width;
} else {
rect.x = rect.width;
}
}
return rect;
};
Window_ItemStatus.prototype.drawItemEntry = function() {
var item = this._item;
if (Yanfly.Param.ItemShowIcon) this.drawItemIcon(item);
if (DataManager.isItem(item)) this.drawItemInfo(item);
if (DataManager.isWeapon(item)) this.drawEquipInfo(item);
if (DataManager.isArmor(item)) this.drawEquipInfo(item);
};
Window_ItemStatus.prototype.drawItemIcon = function() {
this.drawLargeIcon();
};
Window_ItemStatus.prototype.drawLargeIcon = function() {
var iconIndex = this._item.iconIndex;
var bitmap = ImageManager.loadSystem('IconSet');
var pw = Window_Base._iconWidth;
var ph = Window_Base._iconHeight;
var sx = iconIndex % 16 * pw;
var sy = Math.floor(iconIndex / 16) * ph;
var dw = Yanfly.Param.ItemIconSize;
var dh = Yanfly.Param.ItemIconSize;
var dx = (Window_Base._faceWidth - dw) / 2;
var dy = (Window_Base._faceHeight - dh) / 2;
this.contents._context.imageSmoothingEnabled = false;
this.contents.blt(bitmap, sx, sy, pw, ph, dx, dy, dw, dh);
this.contents._context.imageSmoothingEnabled = true;
};
Window_ItemStatus.prototype.drawEquipInfo = function(item) {
var rect = new Rectangle();
if (eval(Yanfly.Param.ItemShowIcon)) {
rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
} else {
rect.width = this.contents.width / 2;
}
for (var i = 0; i < 8; ++i) {
rect = this.getRectPosition(rect, i);
var dx = rect.x + this.textPadding();
var dw = rect.width - this.textPadding() * 2;
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(i), dx, rect.y, dw);
this.changeTextColor(this.paramchangeTextColor(item.params[i]));
var text = Yanfly.Util.toGroup(item.params[i]);
if (item.params[i] >= 0) text = '+' + text;
if (text === '+0') this.changePaintOpacity(false);
this.drawText(text, dx, rect.y, dw, 'right');
this.changePaintOpacity(true);
}
};
Window_ItemStatus.prototype.drawItemInfo = function(item) {
var rect = new Rectangle();
if (eval(Yanfly.Param.ItemShowIcon)) {
rect.width = (this.contents.width - Window_Base._faceWidth) / 2;
} else {
rect.width = this.contents.width / 2;
}
for (var i = 0; i < 8; ++i) {
rect = this.getRectPosition(rect, i);
var dx = rect.x + this.textPadding();
var dw = rect.width - this.textPadding() * 2;
this.changeTextColor(this.systemColor());
var text = this.getItemInfoCategory(i);
this.drawText(text, dx, rect.y, dw);
this.drawItemData(i, dx, rect.y, dw);
}
};
Window_ItemStatus.prototype.getItemInfoCategory = function(i) {
var fmt = Yanfly.Param.ItemRecoverFmt;
if (i === 0) return fmt.format(TextManager.param(0));
if (i === 1) return fmt.format(TextManager.hp);
if (i === 2) return fmt.format(TextManager.param(1));
if (i === 3) return fmt.format(TextManager.mp);
if (i === 4) return Yanfly.Param.ItemAddState;
if (i === 5) return Yanfly.Param.ItemRemoveState;
if (i === 6) return Yanfly.Param.ItemAddBuff;
if (i === 7) return Yanfly.Param.ItemRemoveBuff;
return '';
};
Window_ItemStatus.prototype.drawItemData = function(i, dx, dy, dw) {
if (!this._item) return;
var effect;
var value = '---';
var pre = '';
var text = '';
var icons = [];
if (i === 0) {
effect = this.getEffect(Game_Action.EFFECT_RECOVER_HP);
value = (effect) ? effect.value1 : '---';
if (value === 0) value = '---';
if (value !== '---' && value !== 0) value *= 100;
}
if (i === 1) {
effect = this.getEffect(Game_Action.EFFECT_RECOVER_HP);
value = (effect) ? effect.value2 : '---';
if (value === 0) value = '---';
}
if (i === 2) {
effect = this.getEffect(Game_Action.EFFECT_RECOVER_MP);
value = (effect) ? effect.value1 : '---';
if (value === 0) value = '---';
if (value !== '---' && value !== 0) value *= 100;
}
if (i === 3) {
effect = this.getEffect(Game_Action.EFFECT_RECOVER_MP);
value = (effect) ? effect.value2 : '---';
if (value === 0) value = '---';
}
if (i >= 4) {
icons = this.getItemIcons(i, icons);
}
this.changeTextColor(this.normalColor());
if (value === '---') {
this.changePaintOpacity(false);
} else if (i < 4) {
if (value > 0) pre = '+';
value = Yanfly.Util.toGroup(parseInt(value));
if ([0, 2].contains(i)) text = '%';
}
if (icons.length > 0) {
this.changePaintOpacity(true);
dx = dx + dw - icons.length * Window_Base._iconWidth;
dx += this.textPadding() - 2;
for (var j = 0; j < icons.length; ++j) {
var icon = icons[j];
this.drawIcon(icon, dx, dy + 2);
dx += Window_Base._iconWidth;
}
} else {
text = pre + value + text;
this.drawText(text, dx, dy, dw, 'right');
this.changePaintOpacity(true);
}
};
Window_ItemStatus.prototype.getEffect = function(code) {
var targetEffect;
this._item.effects.forEach(function(effect) {
if (effect.code === code) targetEffect = effect;
}, this);
return targetEffect;
};
Window_ItemStatus.prototype.getItemIcons = function(i, array) {
this._item.effects.forEach(function(effect) {
if (i === 4 && effect.code === Game_Action.EFFECT_ADD_STATE) {
var state = $dataStates[effect.dataId];
if (state && state.iconIndex !== 0) array.push(state.iconIndex);
}
if (i === 5 && effect.code === Game_Action.EFFECT_REMOVE_STATE) {
var state = $dataStates[effect.dataId];
if (state && state.iconIndex !== 0) array.push(state.iconIndex);
}
if (i === 6 && effect.code === Game_Action.EFFECT_ADD_BUFF) {
var icon = Game_BattlerBase.ICON_BUFF_START + effect.dataId;
array.push(icon);
}
if (i === 6 && effect.code === Game_Action.EFFECT_ADD_DEBUFF) {
var icon = Game_BattlerBase.ICON_DEBUFF_START + effect.dataId;
array.push(icon);
}
if (i === 7 && effect.code === Game_Action.EFFECT_REMOVE_BUFF) {
var icon = Game_BattlerBase.ICON_BUFF_START + effect.dataId;
array.push(icon);
}
if (i === 7 && effect.code === Game_Action.EFFECT_REMOVE_DEBUFF) {
var icon = Game_BattlerBase.ICON_DEBUFF_START + effect.dataId;
array.push(icon);
}
}, this);
array = array.slice(0, Yanfly.Param.ItemMaxIcons);
return array;
};
//=============================================================================
// Window_ItemInfo
//=============================================================================
function Window_ItemInfo() {
this.initialize.apply(this, arguments);
}
Window_ItemInfo.prototype = Object.create(Window_Base.prototype);
Window_ItemInfo.prototype.constructor = Window_ItemInfo;
Window_ItemInfo.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
this._item = null;
this.deactivate();
this.refresh();
};
Window_ItemInfo.prototype.setItem = function(item) {
if (this._item === item) return;
this._item = item;
this.refresh();
};
Window_ItemInfo.prototype.refresh = function() {
this.contents.clear();
var dy = 0;
if (!this._item) return dy;
this.preInfoEval();
dy = this.drawPreItemInfo(dy);
dy = this.drawItemInfo(dy);
dy = this.drawItemInfoA(dy);
dy = this.drawItemInfoB(dy);
dy = this.drawItemInfoC(dy);
dy = this.drawItemInfoD(dy);
dy = this.drawItemInfoE(dy);
return this.drawItemInfoF(dy);
};
Window_ItemInfo.prototype.preInfoEval = function() {
var item = this._item;
if (item.infoEval === undefined) {
item.infoEval = DataManager.getBaseItem(item).infoEval;
}
if (item.infoEval === '') return;
var weapon = this._item;
var armor = this._item;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.infoEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'ITEM WINDOW PRE INFO EVAL ERROR');
}
};
Window_ItemInfo.prototype.drawPreItemInfo = function(dy) {
return dy;
};
Window_ItemInfo.prototype.drawItemInfo = function(dy) {
var dx = this.textPadding();
var dw = this.contents.width - this.textPadding() * 2;
this.resetFontSettings();
this.drawItemName(this._item, dx, dy, dw);
return dy + this.lineHeight();
};
Window_ItemInfo.prototype.drawItemInfoA = function(dy) {
dy = this.drawInfoTextTop(dy);
return dy;
};
Window_ItemInfo.prototype.drawItemInfoB = function(dy) {
return dy;
};
Window_ItemInfo.prototype.drawItemInfoC = function(dy) {
return dy;
};
Window_ItemInfo.prototype.drawItemInfoD = function(dy) {
return dy;
};
Window_ItemInfo.prototype.drawItemInfoE = function(dy) {
return dy;
};
Window_ItemInfo.prototype.drawItemInfoF = function(dy) {
dy = this.drawInfoTextBottom(dy);
return dy;
};
Window_ItemInfo.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_ItemInfo.prototype.drawInfoTextTop = function(dy) {
var item = this._item;
if (item.infoTextTop === undefined) {
item.infoTextTop = DataManager.getBaseItem(item).infoTextTop;
}
if (item.infoTextTop === '') return dy;
var info = item.infoTextTop.split(/[\r\n]+/);
for (var i = 0; i < info.length; ++i) {
var line = info[i];
this.resetFontSettings();
this.drawTextEx(line, this.textPadding(), dy);
dy += this.contents.fontSize + 8;
}
return dy;
};
Window_ItemInfo.prototype.drawInfoTextBottom = function(dy) {
var item = this._item;
if (item.infoTextBottom === undefined) {
item.infoTextBottom = DataManager.getBaseItem(item).infoTextBottom;
}
if (item.infoTextBottom === '') return dy;
var info = item.infoTextBottom.split(/[\r\n]+/);
for (var i = 0; i < info.length; ++i) {
var line = info[i];
this.resetFontSettings();
this.drawTextEx(line, this.textPadding(), dy);
dy += this.contents.fontSize + 8;
}
return dy;
};
//=============================================================================
// Window_ItemActionCommand
//=============================================================================
function Window_ItemActionCommand() {
this.initialize.apply(this, arguments);
}
Window_ItemActionCommand.prototype = Object.create(Window_Command.prototype);
Window_ItemActionCommand.prototype.constructor = Window_ItemActionCommand;
Window_ItemActionCommand.prototype.initialize = function(x, y) {
this._windowHeight = Graphics.boxHeight - y;
Window_Command.prototype.initialize.call(this, x, y);
this._item = null;
this.hide();
this.deactivate();
};
Window_ItemActionCommand.prototype.windowWidth = function() {
return Graphics.boxWidth / 2;
};
Window_ItemActionCommand.prototype.setItem = function(item) {
this._item = item;
this.refresh();
this.show();
this.activate();
this.select(0);
};
Window_ItemActionCommand.prototype.windowHeight = function() {
return this._windowHeight;
};
Window_ItemActionCommand.prototype.makeCommandList = function() {
if (!this._item) return;
this.addUseCommand();
this.addCustomCommandsA();
this.addCustomCommandsB();
this.addCustomCommandsC();
this.addCustomCommandsD();
this.addCustomCommandsE();
this.addCustomCommandsF();
this.addCancelCommand();
};
Window_ItemActionCommand.prototype.addUseCommand = function() {
var enabled = this.isEnabled(this._item);
var fmt = Yanfly.Param.ItemUseCmd;
text = '\\i[' + this._item.iconIndex + ']';
if (this._item.textColor !== undefined) {
text += '\\c[' + this._item.textColor + ']';
}
text += this._item.name;
text = fmt.format(text);
this.addCommand(text, 'use', enabled);
};
Window_ItemActionCommand.prototype.isEnabled = function(item) {
if (!item) return false;
return $gameParty.canUse(item);
};
Window_ItemActionCommand.prototype.addCustomCommandsA = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsB = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsC = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsD = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsE = function() {
};
Window_ItemActionCommand.prototype.addCustomCommandsF = function() {
};
Window_ItemActionCommand.prototype.addCancelCommand = function() {
this.addCommand(TextManager.cancel, 'cancel');
};
Window_ItemActionCommand.prototype.drawItem = function(index) {
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawTextEx(this.commandName(index), rect.x, rect.y);
};
//=============================================================================
// Scene_Item
//=============================================================================
Yanfly.Item.Scene_Item_createItemWindow = Scene_Item.prototype.createItemWindow;
Scene_Item.prototype.createItemWindow = function() {
Yanfly.Item.Scene_Item_createItemWindow.call(this);
this.createStatusWindow();
this.createInfoWindow();
this.createActionWindow();
this._categoryWindow.setHandler('cancel', this.exitScene.bind(this));
};
Scene_Item.prototype.createStatusWindow = function() {
var wx = this._categoryWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - wx;
var wh = this._categoryWindow.height;
this._statusWindow = new Window_ItemStatus(wx, wy, ww, wh);
this._itemWindow.setStatusWindow(this._statusWindow);
this.addWindow(this._statusWindow);
};
Scene_Item.prototype.createInfoWindow = function() {
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._itemWindow.height;
this._infoWindow = new Window_ItemInfo(wx, wy, ww, wh);
this._itemWindow.setInfoWindow(this._infoWindow);
this.addWindow(this._infoWindow);
};
Scene_Item.prototype.createActionWindow = function() {
var wy = this._itemWindow.y;
this._itemActionWindow = new Window_ItemActionCommand(0, wy);
this._itemActionWindow.setHandler('use', this.onActionUse.bind(this));
this._itemActionWindow.setHandler('cancel', this.onActionCancel.bind(this));
this.addWindow(this._itemActionWindow);
};
Scene_Item.prototype.isCursorLeft = function() {
return true;
};
Scene_Item.prototype.onItemOk = function() {
var item = this.item();
this._itemActionWindow.setItem(item);
};
Yanfly.Item.Scene_Item_onItemCancel = Scene_Item.prototype.onItemCancel;
Scene_Item.prototype.onItemCancel = function() {
Yanfly.Item.Scene_Item_onItemCancel.call(this);
this._statusWindow.setItem(null);
this._infoWindow.setItem(null);
};
Scene_Item.prototype.onActionUse = function() {
this._itemActionWindow.hide();
this._itemActionWindow.deactivate();
$gameParty.setLastItem(this.item());
this.determineItem();
};
Scene_Item.prototype.onActionCancel = function() {
this._itemActionWindow.hide();
this._itemActionWindow.deactivate();
this._itemWindow.activate();
};
Yanfly.Item.Scene_Item_applyItem = Scene_Item.prototype.applyItem;
Scene_Item.prototype.applyItem = function() {
Yanfly.Item.Scene_Item_applyItem.call(this);
if (DataManager.isIndependent(this.item())) this.onActorCancel();
};
Scene_Item.prototype.exitScene = function() {
var length = $gameParty.members().length;
for (var i = 0; i < length; ++i) {
var member = $gameParty.members()[i];
if (member) member.refresh();
}
this.popScene();
};
//=============================================================================
// Scene_Item Update
//=============================================================================
}; // End Scene_Item
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
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();
}
}
};
//=============================================================================
// End of File
//=============================================================================