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//=============================================================================
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// SF_SceneBattleTmp.js - Scene_Battle temporary
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//=============================================================================
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/*:
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* @plugindesc Scene_Battle 临时使用,功能不保证。
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* @version 1.0.0
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* @help
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* 放在 YEP_Core Engine 之前。
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*/
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var SF_Plugins = SF_Plugins || {};
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SF_Plugins.SF_SceneBattleTmp = {};
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//=============================================================================
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// Game_Party
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//=============================================================================
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SF_Plugins.SF_SceneBattleTmp.Game_Party_maxBattleMembers = Game_Party.prototype.maxBattleMembers;
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Game_Party.prototype.maxBattleMembers = function () {
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return 5;
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};
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//=============================================================================
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// Window_PartyCommand
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//=============================================================================
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SF_Plugins.SF_SceneBattleTmp.Window_PartyCommand_initialize = Window_PartyCommand.prototype.initialize;
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Window_PartyCommand.prototype.initialize = function () {
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var y = Graphics.boxHeight - this.windowHeight() * 2;
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Window_Command.prototype.initialize.call(this, 0, y);
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this.openness = 0;
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this.deactivate();
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};
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//=============================================================================
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// Window_ActorCommand
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//=============================================================================
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SF_Plugins.SF_SceneBattleTmp.Window_ActorCommand_initialize = Window_ActorCommand.prototype.initialize;
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Window_ActorCommand.prototype.initialize = function () {
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var y = Graphics.boxHeight - this.windowHeight() * 2;
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Window_Command.prototype.initialize.call(this, 0, y);
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this.openness = 0;
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this.deactivate();
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this._actor = null;
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};
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//=============================================================================
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// Window_BattleStatus
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//=============================================================================
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SF_Plugins.SF_SceneBattleTmp.Window_BattleStatus_initialize = Window_BattleStatus.prototype.initialize;
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//=============================================================================
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// Scene_Battle
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//=============================================================================
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SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createSkillWindow = Scene_Battle.prototype.createSkillWindow;
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Scene_Battle.prototype.createSkillWindow = function () {
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var wx = this._actorCommandWindow.x + this._actorCommandWindow.width;
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var wy = this._actorCommandWindow.y;
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var ww = Graphics.boxWidth - wx;
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var wh = this._actorCommandWindow.height;
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this._skillWindow = new Window_BattleSkill(wx, wy, ww, wh);
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this._skillWindow.setHelpWindow(this._helpWindow);
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this._skillWindow.setHandler("ok", this.onSkillOk.bind(this));
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this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this));
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this.addWindow(this._skillWindow);
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};
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SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createItemWindow = Scene_Battle.prototype.createItemWindow;
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Scene_Battle.prototype.createItemWindow = function () {
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var wx = this._actorCommandWindow.x + this._actorCommandWindow.width;
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var wy = this._actorCommandWindow.y;
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var ww = Graphics.boxWidth - wx;
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var wh = this._actorCommandWindow.height;
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this._itemWindow = new Window_BattleItem(wx, wy, ww, wh);
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this._itemWindow.setHelpWindow(this._helpWindow);
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this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
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this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
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this.addWindow(this._itemWindow);
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};
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