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//=============================================================================
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// ItemBook.js
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//=============================================================================
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/*:
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* @plugindesc Displays detailed statuses of items.
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* @author Yoji Ojima
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*
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* @param Unknown Data
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* @desc The index name for an unknown item.
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* @default ??????
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*
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* @param Price Text
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* @desc The text for "Price".
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* @default Price
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*
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* @param Equip Text
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* @desc The text for "Equip".
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* @default Equip
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*
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* @param Type Text
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* @desc The text for "Type".
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* @default Type
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*
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* @help
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*
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* Plugin Command:
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* ItemBook open # Open the item book screen
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* ItemBook add weapon 3 # Add weapon #3 to the item book
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* ItemBook add armor 4 # Add armor #4 to the item book
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* ItemBook remove armor 5 # Remove armor #5 from the item book
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* ItemBook remove item 6 # Remove item #6 from the item book
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* ItemBook complete # Complete the item book
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* ItemBook clear # Clear the item book
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*
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* Item (Weapon, Armor) Note:
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* <book:no> # This item does not appear in the item book
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*/
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/*:ja
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* @plugindesc アイテム図鑑です。アイテムの詳細なステータスを表示します。
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* @author Yoji Ojima
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*
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* @param Unknown Data
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* @desc 未確認のアイテムの索引名です。
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* @default ??????
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*
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* @param Price Text
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* @desc 「価格」の文字列です。
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* @default 価格
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*
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* @param Equip Text
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* @desc 「装備」の文字列です。
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* @default 装備
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*
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* @param Type Text
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* @desc 「タイプ」の文字列です。
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* @default タイプ
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*
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* @help
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*
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* プラグインコマンド:
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* ItemBook open # 図鑑画面を開く
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* ItemBook add weapon 3 # 武器3番を図鑑に追加
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* ItemBook add armor 4 # 防具4番を図鑑に追加
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* ItemBook remove armor 5 # 防具5番を図鑑から削除
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* ItemBook remove item 6 # アイテム6番を図鑑から削除
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* ItemBook complete # 図鑑を完成させる
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* ItemBook clear # 図鑑をクリアする
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*
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* アイテム(武器、防具)のメモ:
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* <book:no> # 図鑑に載せない場合
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*/
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(function() {
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var parameters = PluginManager.parameters('ItemBook');
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var unknownData = String(parameters['Unknown Data'] || '??????');
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var priceText = String(parameters['Price Text'] || 'Price');
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var equipText = String(parameters['Equip Text'] || 'Equip');
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var typeText = String(parameters['Type Text'] || 'Type');
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var _Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === 'ItemBook') {
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switch (args[0]) {
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case 'open':
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SceneManager.push(Scene_ItemBook);
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break;
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case 'add':
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$gameSystem.addToItemBook(args[1], Number(args[2]));
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break;
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case 'remove':
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$gameSystem.removeFromItemBook(args[1], Number(args[2]));
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break;
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case 'complete':
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$gameSystem.completeItemBook();
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break;
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case 'clear':
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$gameSystem.clearItemBook();
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break;
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}
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}
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};
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Game_System.prototype.addToItemBook = function(type, dataId) {
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if (!this._ItemBookFlags) {
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this.clearItemBook();
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}
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var typeIndex = this.itemBookTypeToIndex(type);
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if (typeIndex >= 0) {
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this._ItemBookFlags[typeIndex][dataId] = true;
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}
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};
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Game_System.prototype.removeFromItemBook = function(type, dataId) {
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if (this._ItemBookFlags) {
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var typeIndex = this.itemBookTypeToIndex(type);
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if (typeIndex >= 0) {
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this._ItemBookFlags[typeIndex][dataId] = false;
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}
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}
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};
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Game_System.prototype.itemBookTypeToIndex = function(type) {
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switch (type) {
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case 'item':
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return 0;
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case 'weapon':
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return 1;
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case 'armor':
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return 2;
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default:
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return -1;
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}
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};
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Game_System.prototype.completeItemBook = function() {
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var i;
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this.clearItemBook();
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for (i = 1; i < $dataItems.length; i++) {
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this._ItemBookFlags[0][i] = true;
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}
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for (i = 1; i < $dataWeapons.length; i++) {
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this._ItemBookFlags[1][i] = true;
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}
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for (i = 1; i < $dataArmors.length; i++) {
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this._ItemBookFlags[2][i] = true;
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}
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};
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Game_System.prototype.clearItemBook = function() {
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this._ItemBookFlags = [[], [], []];
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};
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Game_System.prototype.isInItemBook = function(item) {
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if (this._ItemBookFlags && item) {
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var typeIndex = -1;
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if (DataManager.isItem(item)) {
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typeIndex = 0;
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} else if (DataManager.isWeapon(item)) {
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typeIndex = 1;
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} else if (DataManager.isArmor(item)) {
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typeIndex = 2;
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}
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if (typeIndex >= 0) {
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return !!this._ItemBookFlags[typeIndex][item.id];
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} else {
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return false;
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}
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} else {
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return false;
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}
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};
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var _Game_Party_gainItem = Game_Party.prototype.gainItem;
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Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
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_Game_Party_gainItem.call(this, item, amount, includeEquip);
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if (item && amount > 0) {
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var type;
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if (DataManager.isItem(item)) {
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type = 'item';
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} else if (DataManager.isWeapon(item)) {
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type = 'weapon';
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} else if (DataManager.isArmor(item)) {
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type = 'armor';
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}
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$gameSystem.addToItemBook(type, item.id);
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}
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};
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function Scene_ItemBook() {
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this.initialize.apply(this, arguments);
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}
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Scene_ItemBook.prototype = Object.create(Scene_MenuBase.prototype);
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Scene_ItemBook.prototype.constructor = Scene_ItemBook;
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Scene_ItemBook.prototype.initialize = function() {
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Scene_MenuBase.prototype.initialize.call(this);
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};
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Scene_ItemBook.prototype.create = function() {
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Scene_MenuBase.prototype.create.call(this);
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this._indexWindow = new Window_ItemBookIndex(0, 0);
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this._indexWindow.setHandler('cancel', this.popScene.bind(this));
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var wy = this._indexWindow.height;
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var ww = Graphics.boxWidth;
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var wh = Graphics.boxHeight - wy;
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this._statusWindow = new Window_ItemBookStatus(0, wy, ww, wh);
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this.addWindow(this._indexWindow);
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this.addWindow(this._statusWindow);
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this._indexWindow.setStatusWindow(this._statusWindow);
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};
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function Window_ItemBookIndex() {
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this.initialize.apply(this, arguments);
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}
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Window_ItemBookIndex.prototype = Object.create(Window_Selectable.prototype);
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Window_ItemBookIndex.prototype.constructor = Window_ItemBookIndex;
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Window_ItemBookIndex.lastTopRow = 0;
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Window_ItemBookIndex.lastIndex = 0;
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Window_ItemBookIndex.prototype.initialize = function(x, y) {
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var width = Graphics.boxWidth;
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var height = this.fittingHeight(6);
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Window_Selectable.prototype.initialize.call(this, x, y, width, height);
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this.refresh();
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this.setTopRow(Window_ItemBookIndex.lastTopRow);
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this.select(Window_ItemBookIndex.lastIndex);
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this.activate();
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};
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Window_ItemBookIndex.prototype.maxCols = function() {
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return 3;
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};
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Window_ItemBookIndex.prototype.maxItems = function() {
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return this._list ? this._list.length : 0;
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};
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Window_ItemBookIndex.prototype.setStatusWindow = function(statusWindow) {
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this._statusWindow = statusWindow;
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this.updateStatus();
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};
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Window_ItemBookIndex.prototype.update = function() {
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Window_Selectable.prototype.update.call(this);
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this.updateStatus();
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};
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Window_ItemBookIndex.prototype.updateStatus = function() {
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if (this._statusWindow) {
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var item = this._list[this.index()];
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this._statusWindow.setItem(item);
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}
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};
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Window_ItemBookIndex.prototype.refresh = function() {
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var i, item;
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this._list = [];
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for (i = 1; i < $dataItems.length; i++) {
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item = $dataItems[i];
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if (item.name && item.itypeId === 1 && item.meta.book !== 'no') {
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this._list.push(item);
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}
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}
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for (i = 1; i < $dataWeapons.length; i++) {
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item = $dataWeapons[i];
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if (item.name && item.meta.book !== 'no') {
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this._list.push(item);
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}
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}
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for (i = 1; i < $dataArmors.length; i++) {
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item = $dataArmors[i];
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if (item.name && item.meta.book !== 'no') {
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this._list.push(item);
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}
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}
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this.createContents();
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this.drawAllItems();
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};
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Window_ItemBookIndex.prototype.drawItem = function(index) {
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var item = this._list[index];
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var rect = this.itemRect(index);
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var width = rect.width - this.textPadding();
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if ($gameSystem.isInItemBook(item)) {
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this.drawItemName(item, rect.x, rect.y, width);
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} else {
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var iw = Window_Base._iconWidth + 4;
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this.drawText(unknownData, rect.x + iw, rect.y, width - iw);
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}
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};
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Window_ItemBookIndex.prototype.processCancel = function() {
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Window_Selectable.prototype.processCancel.call(this);
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Window_ItemBookIndex.lastTopRow = this.topRow();
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Window_ItemBookIndex.lastIndex = this.index();
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};
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function Window_ItemBookStatus() {
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this.initialize.apply(this, arguments);
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}
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Window_ItemBookStatus.prototype = Object.create(Window_Base.prototype);
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Window_ItemBookStatus.prototype.constructor = Window_ItemBookStatus;
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Window_ItemBookStatus.prototype.initialize = function(x, y, width, height) {
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Window_Base.prototype.initialize.call(this, x, y, width, height);
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};
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Window_ItemBookStatus.prototype.setItem = function(item) {
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if (this._item !== item) {
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this._item = item;
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this.refresh();
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}
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};
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Window_ItemBookStatus.prototype.refresh = function() {
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var item = this._item;
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var x = 0;
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var y = 0;
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var lineHeight = this.lineHeight();
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this.contents.clear();
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if (!item || !$gameSystem.isInItemBook(item)) {
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return;
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}
|
|
|
|
|
|
|
|
|
|
this.drawItemName(item, x, y);
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|
|
|
|
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|
|
|
|
x = this.textPadding();
|
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|
|
y = lineHeight + this.textPadding();
|
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|
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|
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|
|
var price = item.price > 0 ? item.price : '-';
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|
|
this.changeTextColor(this.systemColor());
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|
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|
|
this.drawText(priceText, x, y, 120);
|
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|
|
|
this.resetTextColor();
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|
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|
|
this.drawText(price, x + 120, y, 120, 'right');
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|
|
|
y += lineHeight;
|
|
|
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|
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|
|
|
|
if (DataManager.isWeapon(item) || DataManager.isArmor(item)) {
|
|
|
|
|
var etype = $dataSystem.equipTypes[item.etypeId];
|
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|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(equipText, x, y, 120);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(etype, x + 120, y, 120, 'right');
|
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
|
|
var type;
|
|
|
|
|
if (DataManager.isWeapon(item)) {
|
|
|
|
|
type = $dataSystem.weaponTypes[item.wtypeId];
|
|
|
|
|
} else {
|
|
|
|
|
type = $dataSystem.armorTypes[item.atypeId];
|
|
|
|
|
}
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(typeText, x, y, 120);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(type, x + 120, y, 120, 'right');
|
|
|
|
|
|
|
|
|
|
x = this.textPadding() + 300;
|
|
|
|
|
y = lineHeight + this.textPadding();
|
|
|
|
|
for (var i = 2; i < 8; i++) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.param(i), x, y, 160);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(item.params[i], x + 160, y, 60, 'right');
|
|
|
|
|
y += lineHeight;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
x = 0;
|
|
|
|
|
y = this.textPadding() * 2 + lineHeight * 7;
|
|
|
|
|
this.drawTextEx(item.description, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
})();
|