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//=============================================================================
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// rpg_windows.js v1.6.2
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Window_Base
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//
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// The superclass of all windows within the game.
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function Window_Base() {
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this.initialize.apply(this, arguments);
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}
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Window_Base.prototype = Object.create(Window.prototype);
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Window_Base.prototype.constructor = Window_Base;
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Window_Base.prototype.initialize = function (x, y, width, height) {
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Window.prototype.initialize.call(this);
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this.loadWindowskin();
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this.move(x, y, width, height);
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this.updatePadding();
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this.updateBackOpacity();
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this.updateTone();
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this.createContents();
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this._opening = false;
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this._closing = false;
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this._dimmerSprite = null;
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};
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Window_Base._iconWidth = 32;
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Window_Base._iconHeight = 32;
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Window_Base._faceWidth = 144;
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Window_Base._faceHeight = 144;
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Window_Base.prototype.lineHeight = function () {
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return 36;
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};
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Window_Base.prototype.standardFontFace = function () {
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if ($gameSystem.isChinese()) {
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return 'SimHei, Heiti TC, sans-serif';
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} else if ($gameSystem.isKorean()) {
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return 'Dotum, AppleGothic, sans-serif';
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} else {
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return 'GameFont';
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}
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};
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Window_Base.prototype.standardFontSize = function () {
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return 28;
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};
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Window_Base.prototype.standardPadding = function () {
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return 18;
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};
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Window_Base.prototype.textPadding = function () {
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return 6;
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};
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Window_Base.prototype.standardBackOpacity = function () {
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return 192;
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};
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Window_Base.prototype.loadWindowskin = function () {
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this.windowskin = ImageManager.loadSystem('Window');
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};
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Window_Base.prototype.updatePadding = function () {
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this.padding = this.standardPadding();
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};
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Window_Base.prototype.updateBackOpacity = function () {
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this.backOpacity = this.standardBackOpacity();
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};
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Window_Base.prototype.contentsWidth = function () {
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return this.width - this.standardPadding() * 2;
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};
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Window_Base.prototype.contentsHeight = function () {
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return this.height - this.standardPadding() * 2;
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};
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Window_Base.prototype.fittingHeight = function (numLines) {
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return numLines * this.lineHeight() + this.standardPadding() * 2;
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};
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Window_Base.prototype.updateTone = function () {
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var tone = $gameSystem.windowTone();
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this.setTone(tone[0], tone[1], tone[2]);
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};
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Window_Base.prototype.createContents = function () {
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this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight());
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this.resetFontSettings();
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};
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Window_Base.prototype.resetFontSettings = function () {
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this.contents.fontFace = this.standardFontFace();
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this.contents.fontSize = this.standardFontSize();
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this.resetTextColor();
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};
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Window_Base.prototype.resetTextColor = function () {
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this.changeTextColor(this.normalColor());
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};
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Window_Base.prototype.update = function () {
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Window.prototype.update.call(this);
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this.updateTone();
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this.updateOpen();
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this.updateClose();
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this.updateBackgroundDimmer();
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};
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Window_Base.prototype.updateOpen = function () {
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if (this._opening) {
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this.openness += 32;
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if (this.isOpen()) {
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this._opening = false;
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}
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}
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};
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Window_Base.prototype.updateClose = function () {
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if (this._closing) {
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this.openness -= 32;
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if (this.isClosed()) {
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this._closing = false;
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}
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}
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};
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Window_Base.prototype.open = function () {
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if (!this.isOpen()) {
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this._opening = true;
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}
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this._closing = false;
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};
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Window_Base.prototype.close = function () {
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if (!this.isClosed()) {
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this._closing = true;
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}
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this._opening = false;
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};
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Window_Base.prototype.isOpening = function () {
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return this._opening;
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};
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Window_Base.prototype.isClosing = function () {
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return this._closing;
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};
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Window_Base.prototype.show = function () {
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this.visible = true;
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};
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Window_Base.prototype.hide = function () {
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this.visible = false;
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};
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Window_Base.prototype.activate = function () {
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this.active = true;
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};
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Window_Base.prototype.deactivate = function () {
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this.active = false;
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};
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Window_Base.prototype.textColor = function (n) {
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var px = 96 + (n % 8) * 12 + 6;
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var py = 144 + Math.floor(n / 8) * 12 + 6;
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return this.windowskin.getPixel(px, py);
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};
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Window_Base.prototype.normalColor = function () {
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return this.textColor(0);
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};
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Window_Base.prototype.systemColor = function () {
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return this.textColor(16);
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};
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Window_Base.prototype.crisisColor = function () {
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return this.textColor(17);
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};
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Window_Base.prototype.deathColor = function () {
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return this.textColor(18);
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};
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Window_Base.prototype.gaugeBackColor = function () {
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return this.textColor(19);
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};
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Window_Base.prototype.hpGaugeColor1 = function () {
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return this.textColor(20);
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};
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Window_Base.prototype.hpGaugeColor2 = function () {
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return this.textColor(21);
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};
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Window_Base.prototype.mpGaugeColor1 = function () {
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return this.textColor(22);
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};
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Window_Base.prototype.mpGaugeColor2 = function () {
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return this.textColor(23);
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};
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Window_Base.prototype.mpCostColor = function () {
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return this.textColor(23);
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};
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Window_Base.prototype.powerUpColor = function () {
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return this.textColor(24);
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};
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Window_Base.prototype.powerDownColor = function () {
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return this.textColor(25);
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};
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Window_Base.prototype.tpGaugeColor1 = function () {
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return this.textColor(28);
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};
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Window_Base.prototype.tpGaugeColor2 = function () {
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return this.textColor(29);
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};
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Window_Base.prototype.tpCostColor = function () {
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return this.textColor(29);
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};
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Window_Base.prototype.pendingColor = function () {
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return this.windowskin.getPixel(120, 120);
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};
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Window_Base.prototype.translucentOpacity = function () {
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return 160;
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};
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Window_Base.prototype.changeTextColor = function (color) {
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this.contents.textColor = color;
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};
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Window_Base.prototype.changePaintOpacity = function (enabled) {
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this.contents.paintOpacity = enabled ? 255 : this.translucentOpacity();
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};
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Window_Base.prototype.drawText = function (text, x, y, maxWidth, align) {
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this.contents.drawText(text, x, y, maxWidth, this.lineHeight(), align);
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};
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Window_Base.prototype.textWidth = function (text) {
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return this.contents.measureTextWidth(text);
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};
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Window_Base.prototype.drawTextEx = function (text, x, y) {
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if (text) {
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var textState = { index: 0, x: x, y: y, left: x };
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textState.text = this.convertEscapeCharacters(text);
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textState.height = this.calcTextHeight(textState, false);
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this.resetFontSettings();
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while (textState.index < textState.text.length) {
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this.processCharacter(textState);
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}
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return textState.x - x;
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} else {
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return 0;
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}
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};
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Window_Base.prototype.convertEscapeCharacters = function (text) {
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text = text.replace(/\\/g, '\x1b');
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text = text.replace(/\x1b\x1b/g, '\\');
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text = text.replace(/\x1bV\[(\d+)\]/gi, function () {
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return $gameVariables.value(parseInt(arguments[1]));
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}.bind(this));
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text = text.replace(/\x1bV\[(\d+)\]/gi, function () {
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return $gameVariables.value(parseInt(arguments[1]));
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}.bind(this));
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text = text.replace(/\x1bN\[(\d+)\]/gi, function () {
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return this.actorName(parseInt(arguments[1]));
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}.bind(this));
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text = text.replace(/\x1bP\[(\d+)\]/gi, function () {
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return this.partyMemberName(parseInt(arguments[1]));
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}.bind(this));
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text = text.replace(/\x1bG/gi, TextManager.currencyUnit);
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return text;
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};
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Window_Base.prototype.actorName = function (n) {
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var actor = n >= 1 ? $gameActors.actor(n) : null;
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return actor ? actor.name() : '';
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};
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Window_Base.prototype.partyMemberName = function (n) {
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var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
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return actor ? actor.name() : '';
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};
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Window_Base.prototype.processCharacter = function (textState) {
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switch (textState.text[textState.index]) {
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case '\n':
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this.processNewLine(textState);
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break;
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case '\f':
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this.processNewPage(textState);
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break;
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case '\x1b':
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this.processEscapeCharacter(this.obtainEscapeCode(textState), textState);
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break;
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default:
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this.processNormalCharacter(textState);
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break;
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}
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};
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Window_Base.prototype.processNormalCharacter = function (textState) {
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var c = textState.text[textState.index++];
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var w = this.textWidth(c);
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this.contents.drawText(c, textState.x, textState.y, w * 2, textState.height);
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textState.x += w;
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};
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Window_Base.prototype.processNewLine = function (textState) {
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textState.x = textState.left;
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textState.y += textState.height;
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textState.height = this.calcTextHeight(textState, false);
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textState.index++;
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};
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Window_Base.prototype.processNewPage = function (textState) {
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textState.index++;
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};
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Window_Base.prototype.obtainEscapeCode = function (textState) {
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textState.index++;
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var regExp = /^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i;
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var arr = regExp.exec(textState.text.slice(textState.index));
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if (arr) {
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textState.index += arr[0].length;
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return arr[0].toUpperCase();
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} else {
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return '';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.obtainEscapeParam = function (textState) {
|
|
|
|
|
var arr = /^\[\d+\]/.exec(textState.text.slice(textState.index));
|
|
|
|
|
if (arr) {
|
|
|
|
|
textState.index += arr[0].length;
|
|
|
|
|
return parseInt(arr[0].slice(1));
|
|
|
|
|
} else {
|
|
|
|
|
return '';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.processEscapeCharacter = function (code, textState) {
|
|
|
|
|
switch (code) {
|
|
|
|
|
case 'C':
|
|
|
|
|
this.changeTextColor(this.textColor(this.obtainEscapeParam(textState)));
|
|
|
|
|
break;
|
|
|
|
|
case 'I':
|
|
|
|
|
this.processDrawIcon(this.obtainEscapeParam(textState), textState);
|
|
|
|
|
break;
|
|
|
|
|
case '{':
|
|
|
|
|
this.makeFontBigger();
|
|
|
|
|
break;
|
|
|
|
|
case '}':
|
|
|
|
|
this.makeFontSmaller();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.processDrawIcon = function (iconIndex, textState) {
|
|
|
|
|
this.drawIcon(iconIndex, textState.x + 2, textState.y + 2);
|
|
|
|
|
textState.x += Window_Base._iconWidth + 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.makeFontBigger = function () {
|
|
|
|
|
if (this.contents.fontSize <= 96) {
|
|
|
|
|
this.contents.fontSize += 12;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.makeFontSmaller = function () {
|
|
|
|
|
if (this.contents.fontSize >= 24) {
|
|
|
|
|
this.contents.fontSize -= 12;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.calcTextHeight = function (textState, all) {
|
|
|
|
|
var lastFontSize = this.contents.fontSize;
|
|
|
|
|
var textHeight = 0;
|
|
|
|
|
var lines = textState.text.slice(textState.index).split('\n');
|
|
|
|
|
var maxLines = all ? lines.length : 1;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < maxLines; i++) {
|
|
|
|
|
var maxFontSize = this.contents.fontSize;
|
|
|
|
|
var regExp = /\x1b[\{\}]/g;
|
|
|
|
|
for (; ;) {
|
|
|
|
|
var array = regExp.exec(lines[i]);
|
|
|
|
|
if (array) {
|
|
|
|
|
if (array[0] === '\x1b{') {
|
|
|
|
|
this.makeFontBigger();
|
|
|
|
|
}
|
|
|
|
|
if (array[0] === '\x1b}') {
|
|
|
|
|
this.makeFontSmaller();
|
|
|
|
|
}
|
|
|
|
|
if (maxFontSize < this.contents.fontSize) {
|
|
|
|
|
maxFontSize = this.contents.fontSize;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
textHeight += maxFontSize + 8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.contents.fontSize = lastFontSize;
|
|
|
|
|
return textHeight;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawIcon = function (iconIndex, x, y) {
|
|
|
|
|
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;
|
|
|
|
|
this.contents.blt(bitmap, sx, sy, pw, ph, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawFace = function (faceName, faceIndex, x, y, width, height) {
|
|
|
|
|
width = width || Window_Base._faceWidth;
|
|
|
|
|
height = height || Window_Base._faceHeight;
|
|
|
|
|
var bitmap = ImageManager.loadFace(faceName);
|
|
|
|
|
var pw = Window_Base._faceWidth;
|
|
|
|
|
var ph = Window_Base._faceHeight;
|
|
|
|
|
var sw = Math.min(width, pw);
|
|
|
|
|
var sh = Math.min(height, ph);
|
|
|
|
|
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
|
|
|
|
|
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
|
|
|
|
|
var sx = faceIndex % 4 * pw + (pw - sw) / 2;
|
|
|
|
|
var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2;
|
|
|
|
|
this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawCharacter = function (characterName, characterIndex, x, y) {
|
|
|
|
|
var bitmap = ImageManager.loadCharacter(characterName);
|
|
|
|
|
var big = ImageManager.isBigCharacter(characterName);
|
|
|
|
|
var pw = bitmap.width / (big ? 3 : 12);
|
|
|
|
|
var ph = bitmap.height / (big ? 4 : 8);
|
|
|
|
|
var n = characterIndex;
|
|
|
|
|
var sx = (n % 4 * 3 + 1) * pw;
|
|
|
|
|
var sy = (Math.floor(n / 4) * 4) * ph;
|
|
|
|
|
this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawGauge = function (x, y, width, rate, color1, color2) {
|
|
|
|
|
var fillW = Math.floor(width * rate);
|
|
|
|
|
var gaugeY = y + this.lineHeight() - 8;
|
|
|
|
|
this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor());
|
|
|
|
|
this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.hpColor = function (actor) {
|
|
|
|
|
if (actor.isDead()) {
|
|
|
|
|
return this.deathColor();
|
|
|
|
|
} else if (actor.isDying()) {
|
|
|
|
|
return this.crisisColor();
|
|
|
|
|
} else {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.mpColor = function (actor) {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.tpColor = function (actor) {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorCharacter = function (actor, x, y) {
|
|
|
|
|
this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorFace = function (actor, x, y, width, height) {
|
|
|
|
|
this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorName = function (actor, x, y, width) {
|
|
|
|
|
width = width || 168;
|
|
|
|
|
this.changeTextColor(this.hpColor(actor));
|
|
|
|
|
this.drawText(actor.name(), x, y, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorClass = function (actor, x, y, width) {
|
|
|
|
|
width = width || 168;
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(actor.currentClass().name, x, y, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorNickname = function (actor, x, y, width) {
|
|
|
|
|
width = width || 270;
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(actor.nickname(), x, y, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorLevel = function (actor, x, y) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.levelA, x, y, 48);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(actor.level, x + 84, y, 36, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorIcons = function (actor, x, y, width) {
|
|
|
|
|
width = width || 144;
|
|
|
|
|
var icons = actor.allIcons().slice(0, Math.floor(width / Window_Base._iconWidth));
|
|
|
|
|
for (var i = 0; i < icons.length; i++) {
|
|
|
|
|
this.drawIcon(icons[i], x + Window_Base._iconWidth * i, y + 2);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawCurrentAndMax = function (current, max, x, y,
|
|
|
|
|
width, color1, color2) {
|
|
|
|
|
var labelWidth = this.textWidth('HP');
|
|
|
|
|
var valueWidth = this.textWidth('0000');
|
|
|
|
|
var slashWidth = this.textWidth('/');
|
|
|
|
|
var x1 = x + width - valueWidth;
|
|
|
|
|
var x2 = x1 - slashWidth;
|
|
|
|
|
var x3 = x2 - valueWidth;
|
|
|
|
|
if (x3 >= x + labelWidth) {
|
|
|
|
|
this.changeTextColor(color1);
|
|
|
|
|
this.drawText(current, x3, y, valueWidth, 'right');
|
|
|
|
|
this.changeTextColor(color2);
|
|
|
|
|
this.drawText('/', x2, y, slashWidth, 'right');
|
|
|
|
|
this.drawText(max, x1, y, valueWidth, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(color1);
|
|
|
|
|
this.drawText(current, x1, y, valueWidth, 'right');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorHp = function (actor, x, y, width) {
|
|
|
|
|
width = width || 186;
|
|
|
|
|
var color1 = this.hpGaugeColor1();
|
|
|
|
|
var color2 = this.hpGaugeColor2();
|
|
|
|
|
this.drawGauge(x, y, width, actor.hpRate(), color1, color2);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.hpA, x, y, 44);
|
|
|
|
|
this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width,
|
|
|
|
|
this.hpColor(actor), this.normalColor());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorMp = function (actor, x, y, width) {
|
|
|
|
|
width = width || 186;
|
|
|
|
|
var color1 = this.mpGaugeColor1();
|
|
|
|
|
var color2 = this.mpGaugeColor2();
|
|
|
|
|
this.drawGauge(x, y, width, actor.mpRate(), color1, color2);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.mpA, x, y, 44);
|
|
|
|
|
this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width,
|
|
|
|
|
this.mpColor(actor), this.normalColor());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorTp = function (actor, x, y, width) {
|
|
|
|
|
width = width || 96;
|
|
|
|
|
var color1 = this.tpGaugeColor1();
|
|
|
|
|
var color2 = this.tpGaugeColor2();
|
|
|
|
|
this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.tpA, x, y, 44);
|
|
|
|
|
this.changeTextColor(this.tpColor(actor));
|
|
|
|
|
this.drawText(actor.tp, x + width - 64, y, 64, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorSimpleStatus = function (actor, x, y, width) {
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
var x2 = x + 180;
|
|
|
|
|
var width2 = Math.min(200, width - 180 - this.textPadding());
|
|
|
|
|
this.drawActorName(actor, x, y);
|
|
|
|
|
this.drawActorLevel(actor, x, y + lineHeight * 1);
|
|
|
|
|
this.drawActorIcons(actor, x, y + lineHeight * 2);
|
|
|
|
|
this.drawActorClass(actor, x2, y);
|
|
|
|
|
this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
|
|
|
|
|
this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawItemName = function (item, x, y, width) {
|
|
|
|
|
width = width || 312;
|
|
|
|
|
if (item) {
|
|
|
|
|
var iconBoxWidth = Window_Base._iconWidth + 4;
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawIcon(item.iconIndex, x + 2, y + 2);
|
|
|
|
|
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawCurrencyValue = function (value, unit, x, y, width) {
|
|
|
|
|
var unitWidth = Math.min(80, this.textWidth(unit));
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(value, x, y, width - unitWidth - 6, 'right');
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.paramchangeTextColor = function (change) {
|
|
|
|
|
if (change > 0) {
|
|
|
|
|
return this.powerUpColor();
|
|
|
|
|
} else if (change < 0) {
|
|
|
|
|
return this.powerDownColor();
|
|
|
|
|
} else {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.setBackgroundType = function (type) {
|
|
|
|
|
if (type === 0) {
|
|
|
|
|
this.opacity = 255;
|
|
|
|
|
} else {
|
|
|
|
|
this.opacity = 0;
|
|
|
|
|
}
|
|
|
|
|
if (type === 1) {
|
|
|
|
|
this.showBackgroundDimmer();
|
|
|
|
|
} else {
|
|
|
|
|
this.hideBackgroundDimmer();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.showBackgroundDimmer = function () {
|
|
|
|
|
if (!this._dimmerSprite) {
|
|
|
|
|
this._dimmerSprite = new Sprite();
|
|
|
|
|
this._dimmerSprite.bitmap = new Bitmap(0, 0);
|
|
|
|
|
this.addChildToBack(this._dimmerSprite);
|
|
|
|
|
}
|
|
|
|
|
var bitmap = this._dimmerSprite.bitmap;
|
|
|
|
|
if (bitmap.width !== this.width || bitmap.height !== this.height) {
|
|
|
|
|
this.refreshDimmerBitmap();
|
|
|
|
|
}
|
|
|
|
|
this._dimmerSprite.visible = true;
|
|
|
|
|
this.updateBackgroundDimmer();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.hideBackgroundDimmer = function () {
|
|
|
|
|
if (this._dimmerSprite) {
|
|
|
|
|
this._dimmerSprite.visible = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.updateBackgroundDimmer = function () {
|
|
|
|
|
if (this._dimmerSprite) {
|
|
|
|
|
this._dimmerSprite.opacity = this.openness;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.refreshDimmerBitmap = function () {
|
|
|
|
|
if (this._dimmerSprite) {
|
|
|
|
|
var bitmap = this._dimmerSprite.bitmap;
|
|
|
|
|
var w = this.width;
|
|
|
|
|
var h = this.height;
|
|
|
|
|
var m = this.padding;
|
|
|
|
|
var c1 = this.dimColor1();
|
|
|
|
|
var c2 = this.dimColor2();
|
|
|
|
|
bitmap.resize(w, h);
|
|
|
|
|
bitmap.gradientFillRect(0, 0, w, m, c2, c1, true);
|
|
|
|
|
bitmap.fillRect(0, m, w, h - m * 2, c1);
|
|
|
|
|
bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true);
|
|
|
|
|
this._dimmerSprite.setFrame(0, 0, w, h);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.dimColor1 = function () {
|
|
|
|
|
return 'rgba(0, 0, 0, 0.6)';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.dimColor2 = function () {
|
|
|
|
|
return 'rgba(0, 0, 0, 0)';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.canvasToLocalX = function (x) {
|
|
|
|
|
var node = this;
|
|
|
|
|
while (node) {
|
|
|
|
|
x -= node.x;
|
|
|
|
|
node = node.parent;
|
|
|
|
|
}
|
|
|
|
|
return x;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.canvasToLocalY = function (y) {
|
|
|
|
|
var node = this;
|
|
|
|
|
while (node) {
|
|
|
|
|
y -= node.y;
|
|
|
|
|
node = node.parent;
|
|
|
|
|
}
|
|
|
|
|
return y;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.reserveFaceImages = function () {
|
|
|
|
|
$gameParty.members().forEach(function (actor) {
|
|
|
|
|
ImageManager.reserveFace(actor.faceName());
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Selectable
|
|
|
|
|
//
|
|
|
|
|
// The window class with cursor movement and scroll functions.
|
|
|
|
|
|
|
|
|
|
function Window_Selectable() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_Selectable.prototype.constructor = Window_Selectable;
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._index = -1;
|
|
|
|
|
this._cursorFixed = false;
|
|
|
|
|
this._cursorAll = false;
|
|
|
|
|
this._stayCount = 0;
|
|
|
|
|
this._helpWindow = null;
|
|
|
|
|
this._handlers = {};
|
|
|
|
|
this._touching = false;
|
|
|
|
|
this._scrollX = 0;
|
|
|
|
|
this._scrollY = 0;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.index = function () {
|
|
|
|
|
return this._index;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorFixed = function () {
|
|
|
|
|
return this._cursorFixed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setCursorFixed = function (cursorFixed) {
|
|
|
|
|
this._cursorFixed = cursorFixed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorAll = function () {
|
|
|
|
|
return this._cursorAll;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setCursorAll = function (cursorAll) {
|
|
|
|
|
this._cursorAll = cursorAll;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxCols = function () {
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxItems = function () {
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.spacing = function () {
|
|
|
|
|
return 12;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.itemWidth = function () {
|
|
|
|
|
return Math.floor((this.width - this.padding * 2 +
|
|
|
|
|
this.spacing()) / this.maxCols() - this.spacing());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.itemHeight = function () {
|
|
|
|
|
return this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxRows = function () {
|
|
|
|
|
return Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.activate = function () {
|
|
|
|
|
Window_Base.prototype.activate.call(this);
|
|
|
|
|
this.reselect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.deactivate = function () {
|
|
|
|
|
Window_Base.prototype.deactivate.call(this);
|
|
|
|
|
this.reselect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.select = function (index) {
|
|
|
|
|
this._index = index;
|
|
|
|
|
this._stayCount = 0;
|
|
|
|
|
this.ensureCursorVisible();
|
|
|
|
|
this.updateCursor();
|
|
|
|
|
this.callUpdateHelp();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.deselect = function () {
|
|
|
|
|
this.select(-1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.reselect = function () {
|
|
|
|
|
this.select(this._index);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.row = function () {
|
|
|
|
|
return Math.floor(this.index() / this.maxCols());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.topRow = function () {
|
|
|
|
|
return Math.floor(this._scrollY / this.itemHeight());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxTopRow = function () {
|
|
|
|
|
return Math.max(0, this.maxRows() - this.maxPageRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setTopRow = function (row) {
|
|
|
|
|
var scrollY = row.clamp(0, this.maxTopRow()) * this.itemHeight();
|
|
|
|
|
if (this._scrollY !== scrollY) {
|
|
|
|
|
this._scrollY = scrollY;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.updateCursor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.resetScroll = function () {
|
|
|
|
|
this.setTopRow(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxPageRows = function () {
|
|
|
|
|
var pageHeight = this.height - this.padding * 2;
|
|
|
|
|
return Math.floor(pageHeight / this.itemHeight());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.maxPageItems = function () {
|
|
|
|
|
return this.maxPageRows() * this.maxCols();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isHorizontal = function () {
|
|
|
|
|
return this.maxPageRows() === 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.bottomRow = function () {
|
|
|
|
|
return Math.max(0, this.topRow() + this.maxPageRows() - 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setBottomRow = function (row) {
|
|
|
|
|
this.setTopRow(row - (this.maxPageRows() - 1));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.topIndex = function () {
|
|
|
|
|
return this.topRow() * this.maxCols();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.itemRect = function (index) {
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
var maxCols = this.maxCols();
|
|
|
|
|
rect.width = this.itemWidth();
|
|
|
|
|
rect.height = this.itemHeight();
|
|
|
|
|
rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX;
|
|
|
|
|
rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.itemRectForText = function (index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
rect.x += this.textPadding();
|
|
|
|
|
rect.width -= this.textPadding() * 2;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setHelpWindow = function (helpWindow) {
|
|
|
|
|
this._helpWindow = helpWindow;
|
|
|
|
|
this.callUpdateHelp();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.showHelpWindow = function () {
|
|
|
|
|
if (this._helpWindow) {
|
|
|
|
|
this._helpWindow.show();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.hideHelpWindow = function () {
|
|
|
|
|
if (this._helpWindow) {
|
|
|
|
|
this._helpWindow.hide();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setHandler = function (symbol, method) {
|
|
|
|
|
this._handlers[symbol] = method;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isHandled = function (symbol) {
|
|
|
|
|
return !!this._handlers[symbol];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.callHandler = function (symbol) {
|
|
|
|
|
if (this.isHandled(symbol)) {
|
|
|
|
|
this._handlers[symbol]();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isOpenAndActive = function () {
|
|
|
|
|
return this.isOpen() && this.active;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isCursorMovable = function () {
|
|
|
|
|
return (this.isOpenAndActive() && !this._cursorFixed &&
|
|
|
|
|
!this._cursorAll && this.maxItems() > 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorDown = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var maxItems = this.maxItems();
|
|
|
|
|
var maxCols = this.maxCols();
|
|
|
|
|
if (index < maxItems - maxCols || (wrap && maxCols === 1)) {
|
|
|
|
|
this.select((index + maxCols) % maxItems);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorUp = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var maxItems = this.maxItems();
|
|
|
|
|
var maxCols = this.maxCols();
|
|
|
|
|
if (index >= maxCols || (wrap && maxCols === 1)) {
|
|
|
|
|
this.select((index - maxCols + maxItems) % maxItems);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorRight = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var maxItems = this.maxItems();
|
|
|
|
|
var maxCols = this.maxCols();
|
|
|
|
|
if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) {
|
|
|
|
|
this.select((index + 1) % maxItems);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorLeft = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var maxItems = this.maxItems();
|
|
|
|
|
var maxCols = this.maxCols();
|
|
|
|
|
if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) {
|
|
|
|
|
this.select((index - 1 + maxItems) % maxItems);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorPagedown = function () {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var maxItems = this.maxItems();
|
|
|
|
|
if (this.topRow() + this.maxPageRows() < this.maxRows()) {
|
|
|
|
|
this.setTopRow(this.topRow() + this.maxPageRows());
|
|
|
|
|
this.select(Math.min(index + this.maxPageItems(), maxItems - 1));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.cursorPageup = function () {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
if (this.topRow() > 0) {
|
|
|
|
|
this.setTopRow(this.topRow() - this.maxPageRows());
|
|
|
|
|
this.select(Math.max(index - this.maxPageItems(), 0));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.scrollDown = function () {
|
|
|
|
|
if (this.topRow() + 1 < this.maxRows()) {
|
|
|
|
|
this.setTopRow(this.topRow() + 1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.scrollUp = function () {
|
|
|
|
|
if (this.topRow() > 0) {
|
|
|
|
|
this.setTopRow(this.topRow() - 1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.update = function () {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
this.updateArrows();
|
|
|
|
|
this.processCursorMove();
|
|
|
|
|
this.processHandling();
|
|
|
|
|
this.processWheel();
|
|
|
|
|
this.processTouch();
|
|
|
|
|
this._stayCount++;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.updateArrows = function () {
|
|
|
|
|
var topRow = this.topRow();
|
|
|
|
|
var maxTopRow = this.maxTopRow();
|
|
|
|
|
this.downArrowVisible = maxTopRow > 0 && topRow < maxTopRow;
|
|
|
|
|
this.upArrowVisible = topRow > 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processCursorMove = function () {
|
|
|
|
|
if (this.isCursorMovable()) {
|
|
|
|
|
var lastIndex = this.index();
|
|
|
|
|
if (Input.isRepeated('down')) {
|
|
|
|
|
this.cursorDown(Input.isTriggered('down'));
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('up')) {
|
|
|
|
|
this.cursorUp(Input.isTriggered('up'));
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('right')) {
|
|
|
|
|
this.cursorRight(Input.isTriggered('right'));
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('left')) {
|
|
|
|
|
this.cursorLeft(Input.isTriggered('left'));
|
|
|
|
|
}
|
|
|
|
|
if (!this.isHandled('pagedown') && Input.isTriggered('pagedown')) {
|
|
|
|
|
this.cursorPagedown();
|
|
|
|
|
}
|
|
|
|
|
if (!this.isHandled('pageup') && Input.isTriggered('pageup')) {
|
|
|
|
|
this.cursorPageup();
|
|
|
|
|
}
|
|
|
|
|
if (this.index() !== lastIndex) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processHandling = function () {
|
|
|
|
|
if (this.isOpenAndActive()) {
|
|
|
|
|
if (this.isOkEnabled() && this.isOkTriggered()) {
|
|
|
|
|
this.processOk();
|
|
|
|
|
} else if (this.isCancelEnabled() && this.isCancelTriggered()) {
|
|
|
|
|
this.processCancel();
|
|
|
|
|
} else if (this.isHandled('pagedown') && Input.isTriggered('pagedown')) {
|
|
|
|
|
this.processPagedown();
|
|
|
|
|
} else if (this.isHandled('pageup') && Input.isTriggered('pageup')) {
|
|
|
|
|
this.processPageup();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processWheel = function () {
|
|
|
|
|
if (this.isOpenAndActive()) {
|
|
|
|
|
var threshold = 20;
|
|
|
|
|
if (TouchInput.wheelY >= threshold) {
|
|
|
|
|
this.scrollDown();
|
|
|
|
|
}
|
|
|
|
|
if (TouchInput.wheelY <= -threshold) {
|
|
|
|
|
this.scrollUp();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processTouch = function () {
|
|
|
|
|
if (this.isOpenAndActive()) {
|
|
|
|
|
if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
|
|
|
|
|
this._touching = true;
|
|
|
|
|
this.onTouch(true);
|
|
|
|
|
} else if (TouchInput.isCancelled()) {
|
|
|
|
|
if (this.isCancelEnabled()) {
|
|
|
|
|
this.processCancel();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this._touching) {
|
|
|
|
|
if (TouchInput.isPressed()) {
|
|
|
|
|
this.onTouch(false);
|
|
|
|
|
} else {
|
|
|
|
|
this._touching = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._touching = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isTouchedInsideFrame = function () {
|
|
|
|
|
var x = this.canvasToLocalX(TouchInput.x);
|
|
|
|
|
var y = this.canvasToLocalY(TouchInput.y);
|
|
|
|
|
return x >= 0 && y >= 0 && x < this.width && y < this.height;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.onTouch = function (triggered) {
|
|
|
|
|
var lastIndex = this.index();
|
|
|
|
|
var x = this.canvasToLocalX(TouchInput.x);
|
|
|
|
|
var y = this.canvasToLocalY(TouchInput.y);
|
|
|
|
|
var hitIndex = this.hitTest(x, y);
|
|
|
|
|
if (hitIndex >= 0) {
|
|
|
|
|
if (hitIndex === this.index()) {
|
|
|
|
|
if (triggered && this.isTouchOkEnabled()) {
|
|
|
|
|
this.processOk();
|
|
|
|
|
}
|
|
|
|
|
} else if (this.isCursorMovable()) {
|
|
|
|
|
this.select(hitIndex);
|
|
|
|
|
}
|
|
|
|
|
} else if (this._stayCount >= 10) {
|
|
|
|
|
if (y < this.padding) {
|
|
|
|
|
this.cursorUp();
|
|
|
|
|
} else if (y >= this.height - this.padding) {
|
|
|
|
|
this.cursorDown();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this.index() !== lastIndex) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.hitTest = function (x, y) {
|
|
|
|
|
if (this.isContentsArea(x, y)) {
|
|
|
|
|
var cx = x - this.padding;
|
|
|
|
|
var cy = y - this.padding;
|
|
|
|
|
var topIndex = this.topIndex();
|
|
|
|
|
for (var i = 0; i < this.maxPageItems(); i++) {
|
|
|
|
|
var index = topIndex + i;
|
|
|
|
|
if (index < this.maxItems()) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var right = rect.x + rect.width;
|
|
|
|
|
var bottom = rect.y + rect.height;
|
|
|
|
|
if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) {
|
|
|
|
|
return index;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isContentsArea = function (x, y) {
|
|
|
|
|
var left = this.padding;
|
|
|
|
|
var top = this.padding;
|
|
|
|
|
var right = this.width - this.padding;
|
|
|
|
|
var bottom = this.height - this.padding;
|
|
|
|
|
return (x >= left && y >= top && x < right && y < bottom);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isTouchOkEnabled = function () {
|
|
|
|
|
return this.isOkEnabled();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isOkEnabled = function () {
|
|
|
|
|
return this.isHandled('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isCancelEnabled = function () {
|
|
|
|
|
return this.isHandled('cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isOkTriggered = function () {
|
|
|
|
|
return Input.isRepeated('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isCancelTriggered = function () {
|
|
|
|
|
return Input.isRepeated('cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processOk = function () {
|
|
|
|
|
if (this.isCurrentItemEnabled()) {
|
|
|
|
|
this.playOkSound();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callOkHandler();
|
|
|
|
|
} else {
|
|
|
|
|
this.playBuzzerSound();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.playOkSound = function () {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.playBuzzerSound = function () {
|
|
|
|
|
SoundManager.playBuzzer();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.callOkHandler = function () {
|
|
|
|
|
this.callHandler('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processCancel = function () {
|
|
|
|
|
SoundManager.playCancel();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callCancelHandler();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.callCancelHandler = function () {
|
|
|
|
|
this.callHandler('cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processPageup = function () {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callHandler('pageup');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.processPagedown = function () {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callHandler('pagedown');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.updateInputData = function () {
|
|
|
|
|
Input.update();
|
|
|
|
|
TouchInput.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.updateCursor = function () {
|
|
|
|
|
if (this._cursorAll) {
|
|
|
|
|
var allRowsHeight = this.maxRows() * this.itemHeight();
|
|
|
|
|
this.setCursorRect(0, 0, this.contents.width, allRowsHeight);
|
|
|
|
|
this.setTopRow(0);
|
|
|
|
|
} else if (this.isCursorVisible()) {
|
|
|
|
|
var rect = this.itemRect(this.index());
|
|
|
|
|
this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
} else {
|
|
|
|
|
this.setCursorRect(0, 0, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isCursorVisible = function () {
|
|
|
|
|
var row = this.row();
|
|
|
|
|
return row >= this.topRow() && row <= this.bottomRow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.ensureCursorVisible = function () {
|
|
|
|
|
var row = this.row();
|
|
|
|
|
if (row < this.topRow()) {
|
|
|
|
|
this.setTopRow(row);
|
|
|
|
|
} else if (row > this.bottomRow()) {
|
|
|
|
|
this.setBottomRow(row);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.callUpdateHelp = function () {
|
|
|
|
|
if (this.active && this._helpWindow) {
|
|
|
|
|
this.updateHelp();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.updateHelp = function () {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.setHelpWindowItem = function (item) {
|
|
|
|
|
if (this._helpWindow) {
|
|
|
|
|
this._helpWindow.setItem(item);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.drawAllItems = function () {
|
|
|
|
|
var topIndex = this.topIndex();
|
|
|
|
|
for (var i = 0; i < this.maxPageItems(); i++) {
|
|
|
|
|
var index = topIndex + i;
|
|
|
|
|
if (index < this.maxItems()) {
|
|
|
|
|
this.drawItem(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.drawItem = function (index) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.clearItem = function (index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.redrawItem = function (index) {
|
|
|
|
|
if (index >= 0) {
|
|
|
|
|
this.clearItem(index);
|
|
|
|
|
this.drawItem(index);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.redrawCurrentItem = function () {
|
|
|
|
|
this.redrawItem(this.index());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Selectable.prototype.refresh = function () {
|
|
|
|
|
if (this.contents) {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Command
|
|
|
|
|
//
|
|
|
|
|
// The superclass of windows for selecting a command.
|
|
|
|
|
|
|
|
|
|
function Window_Command() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_Command.prototype.constructor = Window_Command;
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.initialize = function (x, y) {
|
|
|
|
|
this.clearCommandList();
|
|
|
|
|
this.makeCommandList();
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.select(0);
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.numVisibleRows = function () {
|
|
|
|
|
return Math.ceil(this.maxItems() / this.maxCols());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.maxItems = function () {
|
|
|
|
|
return this._list.length;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.clearCommandList = function () {
|
|
|
|
|
this._list = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.makeCommandList = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.addCommand = function (name, symbol, enabled, ext) {
|
|
|
|
|
if (enabled === undefined) {
|
|
|
|
|
enabled = true;
|
|
|
|
|
}
|
|
|
|
|
if (ext === undefined) {
|
|
|
|
|
ext = null;
|
|
|
|
|
}
|
|
|
|
|
this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext });
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.commandName = function (index) {
|
|
|
|
|
return this._list[index].name;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.commandSymbol = function (index) {
|
|
|
|
|
return this._list[index].symbol;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.isCommandEnabled = function (index) {
|
|
|
|
|
return this._list[index].enabled;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.currentData = function () {
|
|
|
|
|
return this.index() >= 0 ? this._list[this.index()] : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return this.currentData() ? this.currentData().enabled : false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.currentSymbol = function () {
|
|
|
|
|
return this.currentData() ? this.currentData().symbol : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.currentExt = function () {
|
|
|
|
|
return this.currentData() ? this.currentData().ext : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.findSymbol = function (symbol) {
|
|
|
|
|
for (var i = 0; i < this._list.length; i++) {
|
|
|
|
|
if (this._list[i].symbol === symbol) {
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.selectSymbol = function (symbol) {
|
|
|
|
|
var index = this.findSymbol(symbol);
|
|
|
|
|
if (index >= 0) {
|
|
|
|
|
this.select(index);
|
|
|
|
|
} else {
|
|
|
|
|
this.select(0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.findExt = function (ext) {
|
|
|
|
|
for (var i = 0; i < this._list.length; i++) {
|
|
|
|
|
if (this._list[i].ext === ext) {
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.selectExt = function (ext) {
|
|
|
|
|
var index = this.findExt(ext);
|
|
|
|
|
if (index >= 0) {
|
|
|
|
|
this.select(index);
|
|
|
|
|
} else {
|
|
|
|
|
this.select(0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.drawItem = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
var align = this.itemTextAlign();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.changePaintOpacity(this.isCommandEnabled(index));
|
|
|
|
|
this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.itemTextAlign = function () {
|
|
|
|
|
return 'left';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.isOkEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.callOkHandler = function () {
|
|
|
|
|
var symbol = this.currentSymbol();
|
|
|
|
|
if (this.isHandled(symbol)) {
|
|
|
|
|
this.callHandler(symbol);
|
|
|
|
|
} else if (this.isHandled('ok')) {
|
|
|
|
|
Window_Selectable.prototype.callOkHandler.call(this);
|
|
|
|
|
} else {
|
|
|
|
|
this.activate();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Command.prototype.refresh = function () {
|
|
|
|
|
this.clearCommandList();
|
|
|
|
|
this.makeCommandList();
|
|
|
|
|
this.createContents();
|
|
|
|
|
Window_Selectable.prototype.refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_HorzCommand
|
|
|
|
|
//
|
|
|
|
|
// The command window for the horizontal selection format.
|
|
|
|
|
|
|
|
|
|
function Window_HorzCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_HorzCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_HorzCommand.prototype.constructor = Window_HorzCommand;
|
|
|
|
|
|
|
|
|
|
Window_HorzCommand.prototype.initialize = function (x, y) {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_HorzCommand.prototype.numVisibleRows = function () {
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_HorzCommand.prototype.maxCols = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_HorzCommand.prototype.itemTextAlign = function () {
|
|
|
|
|
return 'center';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Help
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying the description of the selected item.
|
|
|
|
|
|
|
|
|
|
function Window_Help() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_Help.prototype.constructor = Window_Help;
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.initialize = function (numLines) {
|
|
|
|
|
var width = Graphics.boxWidth;
|
|
|
|
|
var height = this.fittingHeight(numLines || 2);
|
|
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
this._text = '';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.setText = function (text) {
|
|
|
|
|
if (this._text !== text) {
|
|
|
|
|
this._text = text;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.clear = function () {
|
|
|
|
|
this.setText('');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.setItem = function (item) {
|
|
|
|
|
this.setText(item ? item.description : '');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawTextEx(this._text, this.textPadding(), 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Gold
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying the party's gold.
|
|
|
|
|
|
|
|
|
|
function Window_Gold() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_Gold.prototype.constructor = Window_Gold;
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.initialize = function (x, y) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.refresh = function () {
|
|
|
|
|
var x = this.textPadding();
|
|
|
|
|
var width = this.contents.width - this.textPadding() * 2;
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.value = function () {
|
|
|
|
|
return $gameParty.gold();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.currencyUnit = function () {
|
|
|
|
|
return TextManager.currencyUnit;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Gold.prototype.open = function () {
|
|
|
|
|
this.refresh();
|
|
|
|
|
Window_Base.prototype.open.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_MenuCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a command on the menu screen.
|
|
|
|
|
|
|
|
|
|
function Window_MenuCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_MenuCommand.prototype.constructor = Window_MenuCommand;
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.initialize = function (x, y) {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, x, y);
|
|
|
|
|
this.selectLast();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand._lastCommandSymbol = null;
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.initCommandPosition = function () {
|
|
|
|
|
this._lastCommandSymbol = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.numVisibleRows = function () {
|
|
|
|
|
return this.maxItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.makeCommandList = function () {
|
|
|
|
|
this.addMainCommands();
|
|
|
|
|
this.addFormationCommand();
|
|
|
|
|
this.addOriginalCommands();
|
|
|
|
|
this.addOptionsCommand();
|
|
|
|
|
this.addSaveCommand();
|
|
|
|
|
this.addGameEndCommand();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addMainCommands = function () {
|
|
|
|
|
var enabled = this.areMainCommandsEnabled();
|
|
|
|
|
if (this.needsCommand('item')) {
|
|
|
|
|
this.addCommand(TextManager.item, 'item', enabled);
|
|
|
|
|
}
|
|
|
|
|
if (this.needsCommand('skill')) {
|
|
|
|
|
this.addCommand(TextManager.skill, 'skill', enabled);
|
|
|
|
|
}
|
|
|
|
|
if (this.needsCommand('equip')) {
|
|
|
|
|
this.addCommand(TextManager.equip, 'equip', enabled);
|
|
|
|
|
}
|
|
|
|
|
if (this.needsCommand('status')) {
|
|
|
|
|
this.addCommand(TextManager.status, 'status', enabled);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addFormationCommand = function () {
|
|
|
|
|
if (this.needsCommand('formation')) {
|
|
|
|
|
var enabled = this.isFormationEnabled();
|
|
|
|
|
this.addCommand(TextManager.formation, 'formation', enabled);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addOriginalCommands = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addOptionsCommand = function () {
|
|
|
|
|
if (this.needsCommand('options')) {
|
|
|
|
|
var enabled = this.isOptionsEnabled();
|
|
|
|
|
this.addCommand(TextManager.options, 'options', enabled);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addSaveCommand = function () {
|
|
|
|
|
if (this.needsCommand('save')) {
|
|
|
|
|
var enabled = this.isSaveEnabled();
|
|
|
|
|
this.addCommand(TextManager.save, 'save', enabled);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addGameEndCommand = function () {
|
|
|
|
|
var enabled = this.isGameEndEnabled();
|
|
|
|
|
this.addCommand(TextManager.gameEnd, 'gameEnd', enabled);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.needsCommand = function (name) {
|
|
|
|
|
var flags = $dataSystem.menuCommands;
|
|
|
|
|
if (flags) {
|
|
|
|
|
switch (name) {
|
|
|
|
|
case 'item':
|
|
|
|
|
return flags[0];
|
|
|
|
|
case 'skill':
|
|
|
|
|
return flags[1];
|
|
|
|
|
case 'equip':
|
|
|
|
|
return flags[2];
|
|
|
|
|
case 'status':
|
|
|
|
|
return flags[3];
|
|
|
|
|
case 'formation':
|
|
|
|
|
return flags[4];
|
|
|
|
|
case 'save':
|
|
|
|
|
return flags[5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.areMainCommandsEnabled = function () {
|
|
|
|
|
return $gameParty.exists();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.isFormationEnabled = function () {
|
|
|
|
|
return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.isOptionsEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.isSaveEnabled = function () {
|
|
|
|
|
return !DataManager.isEventTest() && $gameSystem.isSaveEnabled();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.isGameEndEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.processOk = function () {
|
|
|
|
|
Window_MenuCommand._lastCommandSymbol = this.currentSymbol();
|
|
|
|
|
Window_Command.prototype.processOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.selectLast = function () {
|
|
|
|
|
this.selectSymbol(Window_MenuCommand._lastCommandSymbol);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_MenuStatus
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying party member status on the menu screen.
|
|
|
|
|
|
|
|
|
|
function Window_MenuStatus() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_MenuStatus.prototype.constructor = Window_MenuStatus;
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.initialize = function (x, y) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._formationMode = false;
|
|
|
|
|
this._pendingIndex = -1;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth - 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.windowHeight = function () {
|
|
|
|
|
return Graphics.boxHeight;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.maxItems = function () {
|
|
|
|
|
return $gameParty.size();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.itemHeight = function () {
|
|
|
|
|
var clientHeight = this.height - this.padding * 2;
|
|
|
|
|
return Math.floor(clientHeight / this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.loadImages = function () {
|
|
|
|
|
$gameParty.members().forEach(function (actor) {
|
|
|
|
|
ImageManager.reserveFace(actor.faceName());
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.drawItem = function (index) {
|
|
|
|
|
this.drawItemBackground(index);
|
|
|
|
|
this.drawItemImage(index);
|
|
|
|
|
this.drawItemStatus(index);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.drawItemBackground = function (index) {
|
|
|
|
|
if (index === this._pendingIndex) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var color = this.pendingColor();
|
|
|
|
|
this.changePaintOpacity(false);
|
|
|
|
|
this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.drawItemImage = function (index) {
|
|
|
|
|
var actor = $gameParty.members()[index];
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.changePaintOpacity(actor.isBattleMember());
|
|
|
|
|
this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.drawItemStatus = function (index) {
|
|
|
|
|
var actor = $gameParty.members()[index];
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var x = rect.x + 162;
|
|
|
|
|
var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
|
|
|
|
|
var width = rect.width - x - this.textPadding();
|
|
|
|
|
this.drawActorSimpleStatus(actor, x, y, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.processOk = function () {
|
|
|
|
|
Window_Selectable.prototype.processOk.call(this);
|
|
|
|
|
$gameParty.setMenuActor($gameParty.members()[this.index()]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
if (this._formationMode) {
|
|
|
|
|
var actor = $gameParty.members()[this.index()];
|
|
|
|
|
return actor && actor.isFormationChangeOk();
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.selectLast = function () {
|
|
|
|
|
this.select($gameParty.menuActor().index() || 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.formationMode = function () {
|
|
|
|
|
return this._formationMode;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.setFormationMode = function (formationMode) {
|
|
|
|
|
this._formationMode = formationMode;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.pendingIndex = function () {
|
|
|
|
|
return this._pendingIndex;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuStatus.prototype.setPendingIndex = function (index) {
|
|
|
|
|
var lastPendingIndex = this._pendingIndex;
|
|
|
|
|
this._pendingIndex = index;
|
|
|
|
|
this.redrawItem(this._pendingIndex);
|
|
|
|
|
this.redrawItem(lastPendingIndex);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_MenuActor
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a target actor on the item and skill screens.
|
|
|
|
|
|
|
|
|
|
function Window_MenuActor() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_MenuActor.prototype = Object.create(Window_MenuStatus.prototype);
|
|
|
|
|
Window_MenuActor.prototype.constructor = Window_MenuActor;
|
|
|
|
|
|
|
|
|
|
Window_MenuActor.prototype.initialize = function () {
|
|
|
|
|
Window_MenuStatus.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuActor.prototype.processOk = function () {
|
|
|
|
|
if (!this.cursorAll()) {
|
|
|
|
|
$gameParty.setTargetActor($gameParty.members()[this.index()]);
|
|
|
|
|
}
|
|
|
|
|
this.callOkHandler();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuActor.prototype.selectLast = function () {
|
|
|
|
|
this.select($gameParty.targetActor().index() || 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MenuActor.prototype.selectForItem = function (item) {
|
|
|
|
|
var actor = $gameParty.menuActor();
|
|
|
|
|
var action = new Game_Action(actor);
|
|
|
|
|
action.setItemObject(item);
|
|
|
|
|
this.setCursorFixed(false);
|
|
|
|
|
this.setCursorAll(false);
|
|
|
|
|
if (action.isForUser()) {
|
|
|
|
|
if (DataManager.isSkill(item)) {
|
|
|
|
|
this.setCursorFixed(true);
|
|
|
|
|
this.select(actor.index());
|
|
|
|
|
} else {
|
|
|
|
|
this.selectLast();
|
|
|
|
|
}
|
|
|
|
|
} else if (action.isForAll()) {
|
|
|
|
|
this.setCursorAll(true);
|
|
|
|
|
this.select(0);
|
|
|
|
|
} else {
|
|
|
|
|
this.selectLast();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ItemCategory
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a category of items on the item and shop screens.
|
|
|
|
|
|
|
|
|
|
function Window_ItemCategory() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype = Object.create(Window_HorzCommand.prototype);
|
|
|
|
|
Window_ItemCategory.prototype.constructor = Window_ItemCategory;
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.initialize = function () {
|
|
|
|
|
Window_HorzCommand.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.maxCols = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.update = function () {
|
|
|
|
|
Window_HorzCommand.prototype.update.call(this);
|
|
|
|
|
if (this._itemWindow) {
|
|
|
|
|
this._itemWindow.setCategory(this.currentSymbol());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.item, 'item');
|
|
|
|
|
this.addCommand(TextManager.weapon, 'weapon');
|
|
|
|
|
this.addCommand(TextManager.armor, 'armor');
|
|
|
|
|
this.addCommand(TextManager.keyItem, 'keyItem');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemCategory.prototype.setItemWindow = function (itemWindow) {
|
|
|
|
|
this._itemWindow = itemWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ItemList
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an item on the item screen.
|
|
|
|
|
|
|
|
|
|
function Window_ItemList() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_ItemList.prototype.constructor = Window_ItemList;
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._category = 'none';
|
|
|
|
|
this._data = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.setCategory = function (category) {
|
|
|
|
|
if (this._category !== category) {
|
|
|
|
|
this._category = category;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.maxCols = function () {
|
|
|
|
|
return 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.spacing = function () {
|
|
|
|
|
return 48;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.maxItems = function () {
|
|
|
|
|
return this._data ? this._data.length : 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.item = function () {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
return this._data && index >= 0 ? this._data[index] : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return this.isEnabled(this.item());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.includes = function (item) {
|
|
|
|
|
switch (this._category) {
|
|
|
|
|
case 'item':
|
|
|
|
|
return DataManager.isItem(item) && item.itypeId === 1;
|
|
|
|
|
case 'weapon':
|
|
|
|
|
return DataManager.isWeapon(item);
|
|
|
|
|
case 'armor':
|
|
|
|
|
return DataManager.isArmor(item);
|
|
|
|
|
case 'keyItem':
|
|
|
|
|
return DataManager.isItem(item) && item.itypeId === 2;
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.needsNumber = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.isEnabled = function (item) {
|
|
|
|
|
return $gameParty.canUse(item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.makeItemList = function () {
|
|
|
|
|
this._data = $gameParty.allItems().filter(function (item) {
|
|
|
|
|
return this.includes(item);
|
|
|
|
|
}, this);
|
|
|
|
|
if (this.includes(null)) {
|
|
|
|
|
this._data.push(null);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.selectLast = function () {
|
|
|
|
|
var index = this._data.indexOf($gameParty.lastItem());
|
|
|
|
|
this.select(index >= 0 ? index : 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.drawItem = function (index) {
|
|
|
|
|
var item = this._data[index];
|
|
|
|
|
if (item) {
|
|
|
|
|
var numberWidth = this.numberWidth();
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
rect.width -= this.textPadding();
|
|
|
|
|
this.changePaintOpacity(this.isEnabled(item));
|
|
|
|
|
this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
|
|
|
|
|
this.drawItemNumber(item, rect.x, rect.y, rect.width);
|
|
|
|
|
this.changePaintOpacity(1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.numberWidth = function () {
|
|
|
|
|
return this.textWidth('000');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) {
|
|
|
|
|
if (this.needsNumber()) {
|
|
|
|
|
this.drawText(':', x, y, width - this.textWidth('00'), 'right');
|
|
|
|
|
this.drawText($gameParty.numItems(item), x, y, width, 'right');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.updateHelp = function () {
|
|
|
|
|
this.setHelpWindowItem(this.item());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ItemList.prototype.refresh = function () {
|
|
|
|
|
this.makeItemList();
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_SkillType
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a skill type on the skill screen.
|
|
|
|
|
|
|
|
|
|
function Window_SkillType() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_SkillType.prototype.constructor = Window_SkillType;
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.initialize = function (x, y) {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, x, y);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.selectLast();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.makeCommandList = function () {
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
var skillTypes = this._actor.addedSkillTypes();
|
|
|
|
|
skillTypes.sort(function (a, b) {
|
|
|
|
|
return a - b;
|
|
|
|
|
});
|
|
|
|
|
skillTypes.forEach(function (stypeId) {
|
|
|
|
|
var name = $dataSystem.skillTypes[stypeId];
|
|
|
|
|
this.addCommand(name, 'skill', true, stypeId);
|
|
|
|
|
}, this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.update = function () {
|
|
|
|
|
Window_Command.prototype.update.call(this);
|
|
|
|
|
if (this._skillWindow) {
|
|
|
|
|
this._skillWindow.setStypeId(this.currentExt());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.setSkillWindow = function (skillWindow) {
|
|
|
|
|
this._skillWindow = skillWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillType.prototype.selectLast = function () {
|
|
|
|
|
var skill = this._actor.lastMenuSkill();
|
|
|
|
|
if (skill) {
|
|
|
|
|
this.selectExt(skill.stypeId);
|
|
|
|
|
} else {
|
|
|
|
|
this.select(0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_SkillStatus
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying the skill user's status on the skill screen.
|
|
|
|
|
|
|
|
|
|
function Window_SkillStatus() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillStatus.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_SkillStatus.prototype.constructor = Window_SkillStatus;
|
|
|
|
|
|
|
|
|
|
Window_SkillStatus.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillStatus.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillStatus.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
var w = this.width - this.padding * 2;
|
|
|
|
|
var h = this.height - this.padding * 2;
|
|
|
|
|
var y = h / 2 - this.lineHeight() * 1.5;
|
|
|
|
|
var width = w - 162 - this.textPadding();
|
|
|
|
|
this.drawActorFace(this._actor, 0, 0, 144, h);
|
|
|
|
|
this.drawActorSimpleStatus(this._actor, 162, y, width);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_SkillList
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a skill on the skill screen.
|
|
|
|
|
|
|
|
|
|
function Window_SkillList() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_SkillList.prototype.constructor = Window_SkillList;
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this._stypeId = 0;
|
|
|
|
|
this._data = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.setStypeId = function (stypeId) {
|
|
|
|
|
if (this._stypeId !== stypeId) {
|
|
|
|
|
this._stypeId = stypeId;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.maxCols = function () {
|
|
|
|
|
return 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.spacing = function () {
|
|
|
|
|
return 48;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.maxItems = function () {
|
|
|
|
|
return this._data ? this._data.length : 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.item = function () {
|
|
|
|
|
return this._data && this.index() >= 0 ? this._data[this.index()] : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return this.isEnabled(this._data[this.index()]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.includes = function (item) {
|
|
|
|
|
return item && item.stypeId === this._stypeId;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.isEnabled = function (item) {
|
|
|
|
|
return this._actor && this._actor.canUse(item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.makeItemList = function () {
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
this._data = this._actor.skills().filter(function (item) {
|
|
|
|
|
return this.includes(item);
|
|
|
|
|
}, this);
|
|
|
|
|
} else {
|
|
|
|
|
this._data = [];
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.selectLast = function () {
|
|
|
|
|
var skill;
|
|
|
|
|
if ($gameParty.inBattle()) {
|
|
|
|
|
skill = this._actor.lastBattleSkill();
|
|
|
|
|
} else {
|
|
|
|
|
skill = this._actor.lastMenuSkill();
|
|
|
|
|
}
|
|
|
|
|
var index = this._data.indexOf(skill);
|
|
|
|
|
this.select(index >= 0 ? index : 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.drawItem = function (index) {
|
|
|
|
|
var skill = this._data[index];
|
|
|
|
|
if (skill) {
|
|
|
|
|
var costWidth = this.costWidth();
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
rect.width -= this.textPadding();
|
|
|
|
|
this.changePaintOpacity(this.isEnabled(skill));
|
|
|
|
|
this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth);
|
|
|
|
|
this.drawSkillCost(skill, rect.x, rect.y, rect.width);
|
|
|
|
|
this.changePaintOpacity(1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.costWidth = function () {
|
|
|
|
|
return this.textWidth('000');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.drawSkillCost = function (skill, x, y, width) {
|
|
|
|
|
if (this._actor.skillTpCost(skill) > 0) {
|
|
|
|
|
this.changeTextColor(this.tpCostColor());
|
|
|
|
|
this.drawText(this._actor.skillTpCost(skill), x, y, width, 'right');
|
|
|
|
|
} else if (this._actor.skillMpCost(skill) > 0) {
|
|
|
|
|
this.changeTextColor(this.mpCostColor());
|
|
|
|
|
this.drawText(this._actor.skillMpCost(skill), x, y, width, 'right');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.updateHelp = function () {
|
|
|
|
|
this.setHelpWindowItem(this.item());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SkillList.prototype.refresh = function () {
|
|
|
|
|
this.makeItemList();
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_EquipStatus
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying parameter changes on the equipment screen.
|
|
|
|
|
|
|
|
|
|
function Window_EquipStatus() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_EquipStatus.prototype.constructor = Window_EquipStatus;
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.initialize = function (x, y) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this._tempActor = null;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.windowWidth = function () {
|
|
|
|
|
return 312;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.numVisibleRows = function () {
|
|
|
|
|
return 7;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
this.drawActorName(this._actor, this.textPadding(), 0);
|
|
|
|
|
for (var i = 0; i < 6; i++) {
|
|
|
|
|
this.drawItem(0, this.lineHeight() * (1 + i), 2 + i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.setTempActor = function (tempActor) {
|
|
|
|
|
if (this._tempActor !== tempActor) {
|
|
|
|
|
this._tempActor = tempActor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.drawItem = function (x, y, paramId) {
|
|
|
|
|
this.drawParamName(x + this.textPadding(), y, paramId);
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
this.drawCurrentParam(x + 140, y, paramId);
|
|
|
|
|
}
|
|
|
|
|
this.drawRightArrow(x + 188, y);
|
|
|
|
|
if (this._tempActor) {
|
|
|
|
|
this.drawNewParam(x + 222, y, paramId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.drawParamName = function (x, y, paramId) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.param(paramId), x, y, 120);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) {
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(this._actor.param(paramId), x, y, 48, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.drawRightArrow = function (x, y) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText('\u2192', x, y, 32, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) {
|
|
|
|
|
var newValue = this._tempActor.param(paramId);
|
|
|
|
|
var diffvalue = newValue - this._actor.param(paramId);
|
|
|
|
|
this.changeTextColor(this.paramchangeTextColor(diffvalue));
|
|
|
|
|
this.drawText(newValue, x, y, 48, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_EquipCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a command on the equipment screen.
|
|
|
|
|
|
|
|
|
|
function Window_EquipCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EquipCommand.prototype = Object.create(Window_HorzCommand.prototype);
|
|
|
|
|
Window_EquipCommand.prototype.constructor = Window_EquipCommand;
|
|
|
|
|
|
|
|
|
|
Window_EquipCommand.prototype.initialize = function (x, y, width) {
|
|
|
|
|
this._windowWidth = width;
|
|
|
|
|
Window_HorzCommand.prototype.initialize.call(this, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipCommand.prototype.windowWidth = function () {
|
|
|
|
|
return this._windowWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipCommand.prototype.maxCols = function () {
|
|
|
|
|
return 3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipCommand.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.equip2, 'equip');
|
|
|
|
|
this.addCommand(TextManager.optimize, 'optimize');
|
|
|
|
|
this.addCommand(TextManager.clear, 'clear');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_EquipSlot
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an equipment slot on the equipment screen.
|
|
|
|
|
|
|
|
|
|
function Window_EquipSlot() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_EquipSlot.prototype.constructor = Window_EquipSlot;
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.update = function () {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
if (this._itemWindow) {
|
|
|
|
|
this._itemWindow.setSlotId(this.index());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.maxItems = function () {
|
|
|
|
|
return this._actor ? this._actor.equipSlots().length : 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.item = function () {
|
|
|
|
|
return this._actor ? this._actor.equips()[this.index()] : null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.drawItem = function (index) {
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.changePaintOpacity(this.isEnabled(index));
|
|
|
|
|
this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight());
|
|
|
|
|
this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.slotName = function (index) {
|
|
|
|
|
var slots = this._actor.equipSlots();
|
|
|
|
|
return this._actor ? $dataSystem.equipTypes[slots[index]] : '';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.isEnabled = function (index) {
|
|
|
|
|
return this._actor ? this._actor.isEquipChangeOk(index) : false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return this.isEnabled(this.index());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.setStatusWindow = function (statusWindow) {
|
|
|
|
|
this._statusWindow = statusWindow;
|
|
|
|
|
this.callUpdateHelp();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.setItemWindow = function (itemWindow) {
|
|
|
|
|
this._itemWindow = itemWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.updateHelp = function () {
|
|
|
|
|
Window_Selectable.prototype.updateHelp.call(this);
|
|
|
|
|
this.setHelpWindowItem(this.item());
|
|
|
|
|
if (this._statusWindow) {
|
|
|
|
|
this._statusWindow.setTempActor(null);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_EquipItem
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an equipment item on the equipment screen.
|
|
|
|
|
|
|
|
|
|
function Window_EquipItem() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype = Object.create(Window_ItemList.prototype);
|
|
|
|
|
Window_EquipItem.prototype.constructor = Window_EquipItem;
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_ItemList.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this._slotId = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.setSlotId = function (slotId) {
|
|
|
|
|
if (this._slotId !== slotId) {
|
|
|
|
|
this._slotId = slotId;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.resetScroll();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.includes = function (item) {
|
|
|
|
|
if (item === null) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (this._slotId < 0 || item.etypeId !== this._actor.equipSlots()[this._slotId]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return this._actor.canEquip(item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.isEnabled = function (item) {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.selectLast = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.setStatusWindow = function (statusWindow) {
|
|
|
|
|
this._statusWindow = statusWindow;
|
|
|
|
|
this.callUpdateHelp();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.updateHelp = function () {
|
|
|
|
|
Window_ItemList.prototype.updateHelp.call(this);
|
|
|
|
|
if (this._actor && this._statusWindow) {
|
|
|
|
|
var actor = JsonEx.makeDeepCopy(this._actor);
|
|
|
|
|
actor.forceChangeEquip(this._slotId, this.item());
|
|
|
|
|
this._statusWindow.setTempActor(actor);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.playOkSound = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Status
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying full status on the status screen.
|
|
|
|
|
|
|
|
|
|
function Window_Status() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_Status.prototype.constructor = Window_Status;
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.initialize = function () {
|
|
|
|
|
var width = Graphics.boxWidth;
|
|
|
|
|
var height = Graphics.boxHeight;
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.setActor = function (actor) {
|
|
|
|
|
if (this._actor !== actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
this.drawBlock1(lineHeight * 0);
|
|
|
|
|
this.drawHorzLine(lineHeight * 1);
|
|
|
|
|
this.drawBlock2(lineHeight * 2);
|
|
|
|
|
this.drawHorzLine(lineHeight * 6);
|
|
|
|
|
this.drawBlock3(lineHeight * 7);
|
|
|
|
|
this.drawHorzLine(lineHeight * 13);
|
|
|
|
|
this.drawBlock4(lineHeight * 14);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawBlock1 = function (y) {
|
|
|
|
|
this.drawActorName(this._actor, 6, y);
|
|
|
|
|
this.drawActorClass(this._actor, 192, y);
|
|
|
|
|
this.drawActorNickname(this._actor, 432, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawBlock2 = function (y) {
|
|
|
|
|
this.drawActorFace(this._actor, 12, y);
|
|
|
|
|
this.drawBasicInfo(204, y);
|
|
|
|
|
this.drawExpInfo(456, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawBlock3 = function (y) {
|
|
|
|
|
this.drawParameters(48, y);
|
|
|
|
|
this.drawEquipments(432, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawBlock4 = function (y) {
|
|
|
|
|
this.drawProfile(6, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawHorzLine = function (y) {
|
|
|
|
|
var lineY = y + this.lineHeight() / 2 - 1;
|
|
|
|
|
this.contents.paintOpacity = 48;
|
|
|
|
|
this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.lineColor());
|
|
|
|
|
this.contents.paintOpacity = 255;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.lineColor = function () {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawBasicInfo = function (x, y) {
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
this.drawActorLevel(this._actor, x, y + lineHeight * 0);
|
|
|
|
|
this.drawActorIcons(this._actor, x, y + lineHeight * 1);
|
|
|
|
|
this.drawActorHp(this._actor, x, y + lineHeight * 2);
|
|
|
|
|
this.drawActorMp(this._actor, x, y + lineHeight * 3);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawParameters = function (x, y) {
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
for (var i = 0; i < 6; i++) {
|
|
|
|
|
var paramId = i + 2;
|
|
|
|
|
var y2 = y + lineHeight * i;
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.param(paramId), x, y2, 160);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(this._actor.param(paramId), x + 160, y2, 60, 'right');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawExpInfo = function (x, y) {
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
var expTotal = TextManager.expTotal.format(TextManager.exp);
|
|
|
|
|
var expNext = TextManager.expNext.format(TextManager.level);
|
|
|
|
|
var value1 = this._actor.currentExp();
|
|
|
|
|
var value2 = this._actor.nextRequiredExp();
|
|
|
|
|
if (this._actor.isMaxLevel()) {
|
|
|
|
|
value1 = '-------';
|
|
|
|
|
value2 = '-------';
|
|
|
|
|
}
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(expTotal, x, y + lineHeight * 0, 270);
|
|
|
|
|
this.drawText(expNext, x, y + lineHeight * 2, 270);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(value1, x, y + lineHeight * 1, 270, 'right');
|
|
|
|
|
this.drawText(value2, x, y + lineHeight * 3, 270, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawEquipments = function (x, y) {
|
|
|
|
|
var equips = this._actor.equips();
|
|
|
|
|
var count = Math.min(equips.length, this.maxEquipmentLines());
|
|
|
|
|
for (var i = 0; i < count; i++) {
|
|
|
|
|
this.drawItemName(equips[i], x, y + this.lineHeight() * i);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.drawProfile = function (x, y) {
|
|
|
|
|
this.drawTextEx(this._actor.profile(), x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Status.prototype.maxEquipmentLines = function () {
|
|
|
|
|
return 6;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Options
|
|
|
|
|
//
|
|
|
|
|
// The window for changing various settings on the options screen.
|
|
|
|
|
|
|
|
|
|
function Window_Options() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_Options.prototype.constructor = Window_Options;
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.initialize = function () {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.windowWidth = function () {
|
|
|
|
|
return 400;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(Math.min(this.numVisibleRows(), 12));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.updatePlacement = function () {
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
this.y = (Graphics.boxHeight - this.height) / 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.makeCommandList = function () {
|
|
|
|
|
this.addGeneralOptions();
|
|
|
|
|
this.addVolumeOptions();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.addGeneralOptions = function () {
|
|
|
|
|
this.addCommand(TextManager.alwaysDash, 'alwaysDash');
|
|
|
|
|
this.addCommand(TextManager.commandRemember, 'commandRemember');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.addVolumeOptions = function () {
|
|
|
|
|
this.addCommand(TextManager.bgmVolume, 'bgmVolume');
|
|
|
|
|
this.addCommand(TextManager.bgsVolume, 'bgsVolume');
|
|
|
|
|
this.addCommand(TextManager.meVolume, 'meVolume');
|
|
|
|
|
this.addCommand(TextManager.seVolume, 'seVolume');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.drawItem = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
var statusWidth = this.statusWidth();
|
|
|
|
|
var titleWidth = rect.width - statusWidth;
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.changePaintOpacity(this.isCommandEnabled(index));
|
|
|
|
|
this.drawText(this.commandName(index), rect.x, rect.y, titleWidth, 'left');
|
|
|
|
|
this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.statusWidth = function () {
|
|
|
|
|
return 120;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.statusText = function (index) {
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
if (this.isVolumeSymbol(symbol)) {
|
|
|
|
|
return this.volumeStatusText(value);
|
|
|
|
|
} else {
|
|
|
|
|
return this.booleanStatusText(value);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.isVolumeSymbol = function (symbol) {
|
|
|
|
|
return symbol.contains('Volume');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.booleanStatusText = function (value) {
|
|
|
|
|
return value ? 'ON' : 'OFF';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.volumeStatusText = function (value) {
|
|
|
|
|
return value + '%';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.processOk = function () {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
if (this.isVolumeSymbol(symbol)) {
|
|
|
|
|
value += this.volumeOffset();
|
|
|
|
|
if (value > 100) {
|
|
|
|
|
value = 0;
|
|
|
|
|
}
|
|
|
|
|
value = value.clamp(0, 100);
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
this.changeValue(symbol, !value);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.cursorRight = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
if (this.isVolumeSymbol(symbol)) {
|
|
|
|
|
value += this.volumeOffset();
|
|
|
|
|
value = value.clamp(0, 100);
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
this.changeValue(symbol, true);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.cursorLeft = function (wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
if (this.isVolumeSymbol(symbol)) {
|
|
|
|
|
value -= this.volumeOffset();
|
|
|
|
|
value = value.clamp(0, 100);
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
this.changeValue(symbol, false);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.volumeOffset = function () {
|
|
|
|
|
return 20;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.changeValue = function (symbol, value) {
|
|
|
|
|
var lastValue = this.getConfigValue(symbol);
|
|
|
|
|
if (lastValue !== value) {
|
|
|
|
|
this.setConfigValue(symbol, value);
|
|
|
|
|
this.redrawItem(this.findSymbol(symbol));
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.getConfigValue = function (symbol) {
|
|
|
|
|
return ConfigManager[symbol];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.setConfigValue = function (symbol, volume) {
|
|
|
|
|
ConfigManager[symbol] = volume;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_SavefileList
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a save file on the save and load screens.
|
|
|
|
|
|
|
|
|
|
function Window_SavefileList() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_SavefileList.prototype.constructor = Window_SavefileList;
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.activate();
|
|
|
|
|
this._mode = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.setMode = function (mode) {
|
|
|
|
|
this._mode = mode;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.maxItems = function () {
|
|
|
|
|
return DataManager.maxSavefiles();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.maxVisibleItems = function () {
|
|
|
|
|
return 5;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.itemHeight = function () {
|
|
|
|
|
var innerHeight = this.height - this.padding * 2;
|
|
|
|
|
return Math.floor(innerHeight / this.maxVisibleItems());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawItem = function (index) {
|
|
|
|
|
var id = index + 1;
|
|
|
|
|
var valid = DataManager.isThisGameFile(id);
|
|
|
|
|
var info = DataManager.loadSavefileInfo(id);
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
if (this._mode === 'load') {
|
|
|
|
|
this.changePaintOpacity(valid);
|
|
|
|
|
}
|
|
|
|
|
this.drawFileId(id, rect.x, rect.y);
|
|
|
|
|
if (info) {
|
|
|
|
|
this.changePaintOpacity(valid);
|
|
|
|
|
this.drawContents(info, rect, valid);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawFileId = function (id, x, y) {
|
|
|
|
|
this.drawText(TextManager.file + ' ' + id, x, y, 180);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawContents = function (info, rect, valid) {
|
|
|
|
|
var bottom = rect.y + rect.height;
|
|
|
|
|
if (rect.width >= 420) {
|
|
|
|
|
this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192);
|
|
|
|
|
if (valid) {
|
|
|
|
|
this.drawPartyCharacters(info, rect.x + 220, bottom - 4);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var lineHeight = this.lineHeight();
|
|
|
|
|
var y2 = bottom - lineHeight;
|
|
|
|
|
if (y2 >= lineHeight) {
|
|
|
|
|
this.drawPlaytime(info, rect.x, y2, rect.width);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawGameTitle = function (info, x, y, width) {
|
|
|
|
|
if (info.title) {
|
|
|
|
|
this.drawText(info.title, x, y, width);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawPartyCharacters = function (info, x, y) {
|
|
|
|
|
if (info.characters) {
|
|
|
|
|
for (var i = 0; i < info.characters.length; i++) {
|
|
|
|
|
var data = info.characters[i];
|
|
|
|
|
this.drawCharacter(data[0], data[1], x + i * 48, y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawPlaytime = function (info, x, y, width) {
|
|
|
|
|
if (info.playtime) {
|
|
|
|
|
this.drawText(info.playtime, x, y, width, 'right');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.playOkSound = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ShopCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting buy/sell on the shop screen.
|
|
|
|
|
|
|
|
|
|
function Window_ShopCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ShopCommand.prototype = Object.create(Window_HorzCommand.prototype);
|
|
|
|
|
Window_ShopCommand.prototype.constructor = Window_ShopCommand;
|
|
|
|
|
|
|
|
|
|
Window_ShopCommand.prototype.initialize = function (width, purchaseOnly) {
|
|
|
|
|
this._windowWidth = width;
|
|
|
|
|
this._purchaseOnly = purchaseOnly;
|
|
|
|
|
Window_HorzCommand.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopCommand.prototype.windowWidth = function () {
|
|
|
|
|
return this._windowWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopCommand.prototype.maxCols = function () {
|
|
|
|
|
return 3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopCommand.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.buy, 'buy');
|
|
|
|
|
this.addCommand(TextManager.sell, 'sell', !this._purchaseOnly);
|
|
|
|
|
this.addCommand(TextManager.cancel, 'cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ShopBuy
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an item to buy on the shop screen.
|
|
|
|
|
|
|
|
|
|
function Window_ShopBuy() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_ShopBuy.prototype.constructor = Window_ShopBuy;
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.initialize = function (x, y, height, shopGoods) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._shopGoods = shopGoods;
|
|
|
|
|
this._money = 0;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.select(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.windowWidth = function () {
|
|
|
|
|
return 456;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.maxItems = function () {
|
|
|
|
|
return this._data ? this._data.length : 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.item = function () {
|
|
|
|
|
return this._data[this.index()];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.setMoney = function (money) {
|
|
|
|
|
this._money = money;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.isCurrentItemEnabled = function () {
|
|
|
|
|
return this.isEnabled(this._data[this.index()]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.price = function (item) {
|
|
|
|
|
return this._price[this._data.indexOf(item)] || 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.isEnabled = function (item) {
|
|
|
|
|
return (item && this.price(item) <= this._money &&
|
|
|
|
|
!$gameParty.hasMaxItems(item));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.refresh = function () {
|
|
|
|
|
this.makeItemList();
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.makeItemList = function () {
|
|
|
|
|
this._data = [];
|
|
|
|
|
this._price = [];
|
|
|
|
|
this._shopGoods.forEach(function (goods) {
|
|
|
|
|
var item = null;
|
|
|
|
|
switch (goods[0]) {
|
|
|
|
|
case 0:
|
|
|
|
|
item = $dataItems[goods[1]];
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
item = $dataWeapons[goods[1]];
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
item = $dataArmors[goods[1]];
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (item) {
|
|
|
|
|
this._data.push(item);
|
|
|
|
|
this._price.push(goods[2] === 0 ? item.price : goods[3]);
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.drawItem = function (index) {
|
|
|
|
|
var item = this._data[index];
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var priceWidth = 96;
|
|
|
|
|
rect.width -= this.textPadding();
|
|
|
|
|
this.changePaintOpacity(this.isEnabled(item));
|
|
|
|
|
this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth);
|
|
|
|
|
this.drawText(this.price(item), rect.x + rect.width - priceWidth,
|
|
|
|
|
rect.y, priceWidth, 'right');
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.setStatusWindow = function (statusWindow) {
|
|
|
|
|
this._statusWindow = statusWindow;
|
|
|
|
|
this.callUpdateHelp();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopBuy.prototype.updateHelp = function () {
|
|
|
|
|
this.setHelpWindowItem(this.item());
|
|
|
|
|
if (this._statusWindow) {
|
|
|
|
|
this._statusWindow.setItem(this.item());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ShopSell
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an item to sell on the shop screen.
|
|
|
|
|
|
|
|
|
|
function Window_ShopSell() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ShopSell.prototype = Object.create(Window_ItemList.prototype);
|
|
|
|
|
Window_ShopSell.prototype.constructor = Window_ShopSell;
|
|
|
|
|
|
|
|
|
|
Window_ShopSell.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_ItemList.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopSell.prototype.isEnabled = function (item) {
|
|
|
|
|
return item && item.price > 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ShopNumber
|
|
|
|
|
//
|
|
|
|
|
// The window for inputting quantity of items to buy or sell on the shop
|
|
|
|
|
// screen.
|
|
|
|
|
|
|
|
|
|
function Window_ShopNumber() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_ShopNumber.prototype.constructor = Window_ShopNumber;
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.initialize = function (x, y, height) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._item = null;
|
|
|
|
|
this._max = 1;
|
|
|
|
|
this._price = 0;
|
|
|
|
|
this._number = 1;
|
|
|
|
|
this._currencyUnit = TextManager.currencyUnit;
|
|
|
|
|
this.createButtons();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.windowWidth = function () {
|
|
|
|
|
return 456;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.number = function () {
|
|
|
|
|
return this._number;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.setup = function (item, max, price) {
|
|
|
|
|
this._item = item;
|
|
|
|
|
this._max = Math.floor(max);
|
|
|
|
|
this._price = price;
|
|
|
|
|
this._number = 1;
|
|
|
|
|
this.placeButtons();
|
|
|
|
|
this.updateButtonsVisiblity();
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.setCurrencyUnit = function (currencyUnit) {
|
|
|
|
|
this._currencyUnit = currencyUnit;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.createButtons = function () {
|
|
|
|
|
var bitmap = ImageManager.loadSystem('ButtonSet');
|
|
|
|
|
var buttonWidth = 48;
|
|
|
|
|
var buttonHeight = 48;
|
|
|
|
|
this._buttons = [];
|
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
|
var button = new Sprite_Button();
|
|
|
|
|
var x = buttonWidth * i;
|
|
|
|
|
var w = buttonWidth * (i === 4 ? 2 : 1);
|
|
|
|
|
button.bitmap = bitmap;
|
|
|
|
|
button.setColdFrame(x, 0, w, buttonHeight);
|
|
|
|
|
button.setHotFrame(x, buttonHeight, w, buttonHeight);
|
|
|
|
|
button.visible = false;
|
|
|
|
|
this._buttons.push(button);
|
|
|
|
|
this.addChild(button);
|
|
|
|
|
}
|
|
|
|
|
this._buttons[0].setClickHandler(this.onButtonDown2.bind(this));
|
|
|
|
|
this._buttons[1].setClickHandler(this.onButtonDown.bind(this));
|
|
|
|
|
this._buttons[2].setClickHandler(this.onButtonUp.bind(this));
|
|
|
|
|
this._buttons[3].setClickHandler(this.onButtonUp2.bind(this));
|
|
|
|
|
this._buttons[4].setClickHandler(this.onButtonOk.bind(this));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.placeButtons = function () {
|
|
|
|
|
var numButtons = this._buttons.length;
|
|
|
|
|
var spacing = 16;
|
|
|
|
|
var totalWidth = -spacing;
|
|
|
|
|
for (var i = 0; i < numButtons; i++) {
|
|
|
|
|
totalWidth += this._buttons[i].width + spacing;
|
|
|
|
|
}
|
|
|
|
|
var x = (this.width - totalWidth) / 2;
|
|
|
|
|
for (var j = 0; j < numButtons; j++) {
|
|
|
|
|
var button = this._buttons[j];
|
|
|
|
|
button.x = x;
|
|
|
|
|
button.y = this.buttonY();
|
|
|
|
|
x += button.width + spacing;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.updateButtonsVisiblity = function () {
|
|
|
|
|
if (TouchInput.date > Input.date) {
|
|
|
|
|
this.showButtons();
|
|
|
|
|
} else {
|
|
|
|
|
this.hideButtons();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.showButtons = function () {
|
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
|
this._buttons[i].visible = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.hideButtons = function () {
|
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
|
this._buttons[i].visible = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawItemName(this._item, 0, this.itemY());
|
|
|
|
|
this.drawMultiplicationSign();
|
|
|
|
|
this.drawNumber();
|
|
|
|
|
this.drawTotalPrice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.drawMultiplicationSign = function () {
|
|
|
|
|
var sign = '\u00d7';
|
|
|
|
|
var width = this.textWidth(sign);
|
|
|
|
|
var x = this.cursorX() - width * 2;
|
|
|
|
|
var y = this.itemY();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(sign, x, y, width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.drawNumber = function () {
|
|
|
|
|
var x = this.cursorX();
|
|
|
|
|
var y = this.itemY();
|
|
|
|
|
var width = this.cursorWidth() - this.textPadding();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(this._number, x, y, width, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.drawTotalPrice = function () {
|
|
|
|
|
var total = this._price * this._number;
|
|
|
|
|
var width = this.contentsWidth() - this.textPadding();
|
|
|
|
|
this.drawCurrencyValue(total, this._currencyUnit, 0, this.priceY(), width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.itemY = function () {
|
|
|
|
|
return Math.round(this.contentsHeight() / 2 - this.lineHeight() * 1.5);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.priceY = function () {
|
|
|
|
|
return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.buttonY = function () {
|
|
|
|
|
return Math.round(this.priceY() + this.lineHeight() * 2.5);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.cursorWidth = function () {
|
|
|
|
|
var digitWidth = this.textWidth('0');
|
|
|
|
|
return this.maxDigits() * digitWidth + this.textPadding() * 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.cursorX = function () {
|
|
|
|
|
return this.contentsWidth() - this.cursorWidth() - this.textPadding();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.maxDigits = function () {
|
|
|
|
|
return 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.update = function () {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
this.processNumberChange();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.isOkTriggered = function () {
|
|
|
|
|
return Input.isTriggered('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.playOkSound = function () {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.processNumberChange = function () {
|
|
|
|
|
if (this.isOpenAndActive()) {
|
|
|
|
|
if (Input.isRepeated('right')) {
|
|
|
|
|
this.changeNumber(1);
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('left')) {
|
|
|
|
|
this.changeNumber(-1);
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('up')) {
|
|
|
|
|
this.changeNumber(10);
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('down')) {
|
|
|
|
|
this.changeNumber(-10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.changeNumber = function (amount) {
|
|
|
|
|
var lastNumber = this._number;
|
|
|
|
|
this._number = (this._number + amount).clamp(1, this._max);
|
|
|
|
|
if (this._number !== lastNumber) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.updateCursor = function () {
|
|
|
|
|
this.setCursorRect(this.cursorX(), this.itemY(),
|
|
|
|
|
this.cursorWidth(), this.lineHeight());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.onButtonUp = function () {
|
|
|
|
|
this.changeNumber(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.onButtonUp2 = function () {
|
|
|
|
|
this.changeNumber(10);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.onButtonDown = function () {
|
|
|
|
|
this.changeNumber(-1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.onButtonDown2 = function () {
|
|
|
|
|
this.changeNumber(-10);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopNumber.prototype.onButtonOk = function () {
|
|
|
|
|
this.processOk();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ShopStatus
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying number of items in possession and the actor's
|
|
|
|
|
// equipment on the shop screen.
|
|
|
|
|
|
|
|
|
|
function Window_ShopStatus() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_ShopStatus.prototype.constructor = Window_ShopStatus;
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._item = null;
|
|
|
|
|
this._pageIndex = 0;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if (this._item) {
|
|
|
|
|
var x = this.textPadding();
|
|
|
|
|
this.drawPossession(x, 0);
|
|
|
|
|
if (this.isEquipItem()) {
|
|
|
|
|
this.drawEquipInfo(x, this.lineHeight() * 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.setItem = function (item) {
|
|
|
|
|
this._item = item;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.isEquipItem = function () {
|
|
|
|
|
return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.drawPossession = function (x, y) {
|
|
|
|
|
var width = this.contents.width - this.textPadding() - x;
|
|
|
|
|
var possessionWidth = this.textWidth('0000');
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(TextManager.possession, x, y, width - possessionWidth);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText($gameParty.numItems(this._item), x, y, width, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.drawEquipInfo = function (x, y) {
|
|
|
|
|
var members = this.statusMembers();
|
|
|
|
|
for (var i = 0; i < members.length; i++) {
|
|
|
|
|
this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.statusMembers = function () {
|
|
|
|
|
var start = this._pageIndex * this.pageSize();
|
|
|
|
|
var end = start + this.pageSize();
|
|
|
|
|
return $gameParty.members().slice(start, end);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.pageSize = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.maxPages = function () {
|
|
|
|
|
return Math.floor(($gameParty.size() + this.pageSize() - 1) / this.pageSize());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.drawActorEquipInfo = function (x, y, actor) {
|
|
|
|
|
var enabled = actor.canEquip(this._item);
|
|
|
|
|
this.changePaintOpacity(enabled);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(actor.name(), x, y, 168);
|
|
|
|
|
var item1 = this.currentEquippedItem(actor, this._item.etypeId);
|
|
|
|
|
if (enabled) {
|
|
|
|
|
this.drawActorParamChange(x, y, actor, item1);
|
|
|
|
|
}
|
|
|
|
|
this.drawItemName(item1, x, y + this.lineHeight());
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.drawActorParamChange = function (x, y, actor, item1) {
|
|
|
|
|
var width = this.contents.width - this.textPadding() - x;
|
|
|
|
|
var paramId = this.paramId();
|
|
|
|
|
var change = this._item.params[paramId] - (item1 ? item1.params[paramId] : 0);
|
|
|
|
|
this.changeTextColor(this.paramchangeTextColor(change));
|
|
|
|
|
this.drawText((change > 0 ? '+' : '') + change, x, y, width, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.paramId = function () {
|
|
|
|
|
return DataManager.isWeapon(this._item) ? 2 : 3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.currentEquippedItem = function (actor, etypeId) {
|
|
|
|
|
var list = [];
|
|
|
|
|
var equips = actor.equips();
|
|
|
|
|
var slots = actor.equipSlots();
|
|
|
|
|
for (var i = 0; i < slots.length; i++) {
|
|
|
|
|
if (slots[i] === etypeId) {
|
|
|
|
|
list.push(equips[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var paramId = this.paramId();
|
|
|
|
|
var worstParam = Number.MAX_VALUE;
|
|
|
|
|
var worstItem = null;
|
|
|
|
|
for (var j = 0; j < list.length; j++) {
|
|
|
|
|
if (list[j] && list[j].params[paramId] < worstParam) {
|
|
|
|
|
worstParam = list[j].params[paramId];
|
|
|
|
|
worstItem = list[j];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return worstItem;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.update = function () {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
this.updatePage();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.updatePage = function () {
|
|
|
|
|
if (this.isPageChangeEnabled() && this.isPageChangeRequested()) {
|
|
|
|
|
this.changePage();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.isPageChangeEnabled = function () {
|
|
|
|
|
return this.visible && this.maxPages() >= 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.isPageChangeRequested = function () {
|
|
|
|
|
if (Input.isTriggered('shift')) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.isTouchedInsideFrame = function () {
|
|
|
|
|
var x = this.canvasToLocalX(TouchInput.x);
|
|
|
|
|
var y = this.canvasToLocalY(TouchInput.y);
|
|
|
|
|
return x >= 0 && y >= 0 && x < this.width && y < this.height;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ShopStatus.prototype.changePage = function () {
|
|
|
|
|
this._pageIndex = (this._pageIndex + 1) % this.maxPages();
|
|
|
|
|
this.refresh();
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_NameEdit
|
|
|
|
|
//
|
|
|
|
|
// The window for editing an actor's name on the name input screen.
|
|
|
|
|
|
|
|
|
|
function Window_NameEdit() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_NameEdit.prototype.constructor = Window_NameEdit;
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.initialize = function (actor, maxLength) {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
var x = (Graphics.boxWidth - width) / 2;
|
|
|
|
|
var y = (Graphics.boxHeight - (height + this.fittingHeight(9) + 8)) / 2;
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this._name = actor.name().slice(0, this._maxLength);
|
|
|
|
|
this._index = this._name.length;
|
|
|
|
|
this._maxLength = maxLength;
|
|
|
|
|
this._defaultName = this._name;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.refresh();
|
|
|
|
|
ImageManager.reserveFace(actor.faceName());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.windowWidth = function () {
|
|
|
|
|
return 480;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(4);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.name = function () {
|
|
|
|
|
return this._name;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.restoreDefault = function () {
|
|
|
|
|
this._name = this._defaultName;
|
|
|
|
|
this._index = this._name.length;
|
|
|
|
|
this.refresh();
|
|
|
|
|
return this._name.length > 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.add = function (ch) {
|
|
|
|
|
if (this._index < this._maxLength) {
|
|
|
|
|
this._name += ch;
|
|
|
|
|
this._index++;
|
|
|
|
|
this.refresh();
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.back = function () {
|
|
|
|
|
if (this._index > 0) {
|
|
|
|
|
this._index--;
|
|
|
|
|
this._name = this._name.slice(0, this._index);
|
|
|
|
|
this.refresh();
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.faceWidth = function () {
|
|
|
|
|
return 144;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.charWidth = function () {
|
|
|
|
|
var text = $gameSystem.isJapanese() ? '\uff21' : 'A';
|
|
|
|
|
return this.textWidth(text);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.left = function () {
|
|
|
|
|
var nameCenter = (this.contentsWidth() + this.faceWidth()) / 2;
|
|
|
|
|
var nameWidth = (this._maxLength + 1) * this.charWidth();
|
|
|
|
|
return Math.min(nameCenter - nameWidth / 2, this.contentsWidth() - nameWidth);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.itemRect = function (index) {
|
|
|
|
|
return {
|
|
|
|
|
x: this.left() + index * this.charWidth(),
|
|
|
|
|
y: 54,
|
|
|
|
|
width: this.charWidth(),
|
|
|
|
|
height: this.lineHeight()
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.underlineRect = function (index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
rect.x++;
|
|
|
|
|
rect.y += rect.height - 4;
|
|
|
|
|
rect.width -= 2;
|
|
|
|
|
rect.height = 2;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.underlineColor = function () {
|
|
|
|
|
return this.normalColor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.drawUnderline = function (index) {
|
|
|
|
|
var rect = this.underlineRect(index);
|
|
|
|
|
var color = this.underlineColor();
|
|
|
|
|
this.contents.paintOpacity = 48;
|
|
|
|
|
this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
|
|
|
|
|
this.contents.paintOpacity = 255;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.drawChar = function (index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(this._name[index] || '', rect.x, rect.y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameEdit.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawActorFace(this._actor, 0, 0);
|
|
|
|
|
for (var i = 0; i < this._maxLength; i++) {
|
|
|
|
|
this.drawUnderline(i);
|
|
|
|
|
}
|
|
|
|
|
for (var j = 0; j < this._name.length; j++) {
|
|
|
|
|
this.drawChar(j);
|
|
|
|
|
}
|
|
|
|
|
var rect = this.itemRect(this._index);
|
|
|
|
|
this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_NameInput
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting text characters on the name input screen.
|
|
|
|
|
|
|
|
|
|
function Window_NameInput() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_NameInput.prototype.constructor = Window_NameInput;
|
|
|
|
|
Window_NameInput.LATIN1 =
|
|
|
|
|
['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e',
|
|
|
|
|
'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j',
|
|
|
|
|
'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o',
|
|
|
|
|
'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't',
|
|
|
|
|
'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y',
|
|
|
|
|
'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~',
|
|
|
|
|
'0', '1', '2', '3', '4', '!', '#', '$', '%', '&',
|
|
|
|
|
'5', '6', '7', '8', '9', '(', ')', '*', '+', '-',
|
|
|
|
|
'/', '=', '@', '<', '>', ':', ';', ' ', 'Page', 'OK'];
|
|
|
|
|
Window_NameInput.LATIN2 =
|
|
|
|
|
['Á', 'É', 'Í', 'Ó', 'Ú', 'á', 'é', 'í', 'ó', 'ú',
|
|
|
|
|
'À', 'È', 'Ì', 'Ò', 'Ù', 'à', 'è', 'ì', 'ò', 'ù',
|
|
|
|
|
'Â', 'Ê', 'Î', 'Ô', 'Û', 'â', 'ê', 'î', 'ô', 'û',
|
|
|
|
|
'Ä', 'Ë', 'Ï', 'Ö', 'Ü', 'ä', 'ë', 'ï', 'ö', 'ü',
|
|
|
|
|
'Ā', 'Ē', 'Ī', 'Ō', 'Ū', 'ā', 'ē', 'ī', 'ō', 'ū',
|
|
|
|
|
'Ã', 'Å', 'Æ', 'Ç', 'Ð', 'ã', 'å', 'æ', 'ç', 'ð',
|
|
|
|
|
'Ñ', 'Õ', 'Ø', 'Š', 'Ŵ', 'ñ', 'õ', 'ø', 'š', 'ŵ',
|
|
|
|
|
'Ý', 'Ŷ', 'Ÿ', 'Ž', 'Þ', 'ý', 'ÿ', 'ŷ', 'ž', 'þ',
|
|
|
|
|
'IJ', 'Œ', 'ij', 'œ', 'ß', '«', '»', ' ', 'Page', 'OK'];
|
|
|
|
|
Window_NameInput.RUSSIA =
|
|
|
|
|
['А', 'Б', 'В', 'Г', 'Д', 'а', 'б', 'в', 'г', 'д',
|
|
|
|
|
'Е', 'Ё', 'Ж', 'З', 'И', 'е', 'ё', 'ж', 'з', 'и',
|
|
|
|
|
'Й', 'К', 'Л', 'М', 'Н', 'й', 'к', 'л', 'м', 'н',
|
|
|
|
|
'О', 'П', 'Р', 'С', 'Т', 'о', 'п', 'р', 'с', 'т',
|
|
|
|
|
'У', 'Ф', 'Х', 'Ц', 'Ч', 'у', 'ф', 'х', 'ц', 'ч',
|
|
|
|
|
'Ш', 'Щ', 'Ъ', 'Ы', 'Ь', 'ш', 'щ', 'ъ', 'ы', 'ь',
|
|
|
|
|
'Э', 'Ю', 'Я', '^', '_', 'э', 'ю', 'я', '%', '&',
|
|
|
|
|
'0', '1', '2', '3', '4', '(', ')', '*', '+', '-',
|
|
|
|
|
'5', '6', '7', '8', '9', ':', ';', ' ', '', 'OK'];
|
|
|
|
|
Window_NameInput.JAPAN1 =
|
|
|
|
|
['あ', 'い', 'う', 'え', 'お', 'が', 'ぎ', 'ぐ', 'げ', 'ご',
|
|
|
|
|
'か', 'き', 'く', 'け', 'こ', 'ざ', 'じ', 'ず', 'ぜ', 'ぞ',
|
|
|
|
|
'さ', 'し', 'す', 'せ', 'そ', 'だ', 'ぢ', 'づ', 'で', 'ど',
|
|
|
|
|
'た', 'ち', 'つ', 'て', 'と', 'ば', 'び', 'ぶ', 'べ', 'ぼ',
|
|
|
|
|
'な', 'に', 'ぬ', 'ね', 'の', 'ぱ', 'ぴ', 'ぷ', 'ぺ', 'ぽ',
|
|
|
|
|
'は', 'ひ', 'ふ', 'へ', 'ほ', 'ぁ', 'ぃ', 'ぅ', 'ぇ', 'ぉ',
|
|
|
|
|
'ま', 'み', 'む', 'め', 'も', 'っ', 'ゃ', 'ゅ', 'ょ', 'ゎ',
|
|
|
|
|
'や', 'ゆ', 'よ', 'わ', 'ん', 'ー', '~', '・', '=', '☆',
|
|
|
|
|
'ら', 'り', 'る', 'れ', 'ろ', 'ゔ', 'を', ' ', 'カナ', '決定'];
|
|
|
|
|
Window_NameInput.JAPAN2 =
|
|
|
|
|
['ア', 'イ', 'ウ', 'エ', 'オ', 'ガ', 'ギ', 'グ', 'ゲ', 'ゴ',
|
|
|
|
|
'カ', 'キ', 'ク', 'ケ', 'コ', 'ザ', 'ジ', 'ズ', 'ゼ', 'ゾ',
|
|
|
|
|
'サ', 'シ', 'ス', 'セ', 'ソ', 'ダ', 'ヂ', 'ヅ', 'デ', 'ド',
|
|
|
|
|
'タ', 'チ', 'ツ', 'テ', 'ト', 'バ', 'ビ', 'ブ', 'ベ', 'ボ',
|
|
|
|
|
'ナ', 'ニ', 'ヌ', 'ネ', 'ノ', 'パ', 'ピ', 'プ', 'ペ', 'ポ',
|
|
|
|
|
'ハ', 'ヒ', 'フ', 'ヘ', 'ホ', 'ァ', 'ィ', 'ゥ', 'ェ', 'ォ',
|
|
|
|
|
'マ', 'ミ', 'ム', 'メ', 'モ', 'ッ', 'ャ', 'ュ', 'ョ', 'ヮ',
|
|
|
|
|
'ヤ', 'ユ', 'ヨ', 'ワ', 'ン', 'ー', '~', '・', '=', '☆',
|
|
|
|
|
'ラ', 'リ', 'ル', 'レ', 'ロ', 'ヴ', 'ヲ', ' ', '英数', '決定'];
|
|
|
|
|
Window_NameInput.JAPAN3 =
|
|
|
|
|
['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e',
|
|
|
|
|
'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j',
|
|
|
|
|
'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o',
|
|
|
|
|
'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't',
|
|
|
|
|
'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y',
|
|
|
|
|
'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~',
|
|
|
|
|
'0', '1', '2', '3', '4', '!', '#', '$', '%', '&',
|
|
|
|
|
'5', '6', '7', '8', '9', '(', ')', '*', '+', '-',
|
|
|
|
|
'/', '=', '@', '<', '>', ':', ';', ' ', 'かな', '決定'];
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.initialize = function (editWindow) {
|
|
|
|
|
var x = editWindow.x;
|
|
|
|
|
var y = editWindow.y + editWindow.height + 8;
|
|
|
|
|
var width = editWindow.width;
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._editWindow = editWindow;
|
|
|
|
|
this._page = 0;
|
|
|
|
|
this._index = 0;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.updateCursor();
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(9);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.table = function () {
|
|
|
|
|
if ($gameSystem.isJapanese()) {
|
|
|
|
|
return [Window_NameInput.JAPAN1,
|
|
|
|
|
Window_NameInput.JAPAN2,
|
|
|
|
|
Window_NameInput.JAPAN3];
|
|
|
|
|
} else if ($gameSystem.isRussian()) {
|
|
|
|
|
return [Window_NameInput.RUSSIA];
|
|
|
|
|
} else {
|
|
|
|
|
return [Window_NameInput.LATIN1,
|
|
|
|
|
Window_NameInput.LATIN2];
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.maxCols = function () {
|
|
|
|
|
return 10;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.maxItems = function () {
|
|
|
|
|
return 90;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.character = function () {
|
|
|
|
|
return this._index < 88 ? this.table()[this._page][this._index] : '';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.isPageChange = function () {
|
|
|
|
|
return this._index === 88;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.isOk = function () {
|
|
|
|
|
return this._index === 89;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.itemRect = function (index) {
|
|
|
|
|
return {
|
|
|
|
|
x: index % 10 * 42 + Math.floor(index % 10 / 5) * 24,
|
|
|
|
|
y: Math.floor(index / 10) * this.lineHeight(),
|
|
|
|
|
width: 42,
|
|
|
|
|
height: this.lineHeight()
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.refresh = function () {
|
|
|
|
|
var table = this.table();
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
for (var i = 0; i < 90; i++) {
|
|
|
|
|
var rect = this.itemRect(i);
|
|
|
|
|
rect.x += 3;
|
|
|
|
|
rect.width -= 6;
|
|
|
|
|
this.drawText(table[this._page][i], rect.x, rect.y, rect.width, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.updateCursor = function () {
|
|
|
|
|
var rect = this.itemRect(this._index);
|
|
|
|
|
this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.isCursorMovable = function () {
|
|
|
|
|
return this.active;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorDown = function (wrap) {
|
|
|
|
|
if (this._index < 80 || wrap) {
|
|
|
|
|
this._index = (this._index + 10) % 90;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorUp = function (wrap) {
|
|
|
|
|
if (this._index >= 10 || wrap) {
|
|
|
|
|
this._index = (this._index + 80) % 90;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorRight = function (wrap) {
|
|
|
|
|
if (this._index % 10 < 9) {
|
|
|
|
|
this._index++;
|
|
|
|
|
} else if (wrap) {
|
|
|
|
|
this._index -= 9;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorLeft = function (wrap) {
|
|
|
|
|
if (this._index % 10 > 0) {
|
|
|
|
|
this._index--;
|
|
|
|
|
} else if (wrap) {
|
|
|
|
|
this._index += 9;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorPagedown = function () {
|
|
|
|
|
this._page = (this._page + 1) % this.table().length;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.cursorPageup = function () {
|
|
|
|
|
this._page = (this._page + this.table().length - 1) % this.table().length;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processCursorMove = function () {
|
|
|
|
|
var lastPage = this._page;
|
|
|
|
|
Window_Selectable.prototype.processCursorMove.call(this);
|
|
|
|
|
this.updateCursor();
|
|
|
|
|
if (this._page !== lastPage) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processHandling = function () {
|
|
|
|
|
if (this.isOpen() && this.active) {
|
|
|
|
|
if (Input.isTriggered('shift')) {
|
|
|
|
|
this.processJump();
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('cancel')) {
|
|
|
|
|
this.processBack();
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('ok')) {
|
|
|
|
|
this.processOk();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.isCancelEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processCancel = function () {
|
|
|
|
|
this.processBack();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processJump = function () {
|
|
|
|
|
if (this._index !== 89) {
|
|
|
|
|
this._index = 89;
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processBack = function () {
|
|
|
|
|
if (this._editWindow.back()) {
|
|
|
|
|
SoundManager.playCancel();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.processOk = function () {
|
|
|
|
|
if (this.character()) {
|
|
|
|
|
this.onNameAdd();
|
|
|
|
|
} else if (this.isPageChange()) {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
this.cursorPagedown();
|
|
|
|
|
} else if (this.isOk()) {
|
|
|
|
|
this.onNameOk();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.onNameAdd = function () {
|
|
|
|
|
if (this._editWindow.add(this.character())) {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
} else {
|
|
|
|
|
SoundManager.playBuzzer();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NameInput.prototype.onNameOk = function () {
|
|
|
|
|
if (this._editWindow.name() === '') {
|
|
|
|
|
if (this._editWindow.restoreDefault()) {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
} else {
|
|
|
|
|
SoundManager.playBuzzer();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
this.callOkHandler();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ChoiceList
|
|
|
|
|
//
|
|
|
|
|
// The window used for the event command [Show Choices].
|
|
|
|
|
|
|
|
|
|
function Window_ChoiceList() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_ChoiceList.prototype.constructor = Window_ChoiceList;
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.initialize = function (messageWindow) {
|
|
|
|
|
this._messageWindow = messageWindow;
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this._background = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.start = function () {
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.updateBackground();
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.selectDefault();
|
|
|
|
|
this.open();
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.selectDefault = function () {
|
|
|
|
|
this.select($gameMessage.choiceDefaultType());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.updatePlacement = function () {
|
|
|
|
|
var positionType = $gameMessage.choicePositionType();
|
|
|
|
|
var messageY = this._messageWindow.y;
|
|
|
|
|
this.width = this.windowWidth();
|
|
|
|
|
this.height = this.windowHeight();
|
|
|
|
|
switch (positionType) {
|
|
|
|
|
case 0:
|
|
|
|
|
this.x = 0;
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
this.x = Graphics.boxWidth - this.width;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (messageY >= Graphics.boxHeight / 2) {
|
|
|
|
|
this.y = messageY - this.height;
|
|
|
|
|
} else {
|
|
|
|
|
this.y = messageY + this._messageWindow.height;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.updateBackground = function () {
|
|
|
|
|
this._background = $gameMessage.choiceBackground();
|
|
|
|
|
this.setBackgroundType(this._background);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.windowWidth = function () {
|
|
|
|
|
var width = this.maxChoiceWidth() + this.padding * 2;
|
|
|
|
|
return Math.min(width, Graphics.boxWidth);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.numVisibleRows = function () {
|
|
|
|
|
var messageY = this._messageWindow.y;
|
|
|
|
|
var messageHeight = this._messageWindow.height;
|
|
|
|
|
var centerY = Graphics.boxHeight / 2;
|
|
|
|
|
var choices = $gameMessage.choices();
|
|
|
|
|
var numLines = choices.length;
|
|
|
|
|
var maxLines = 8;
|
|
|
|
|
if (messageY < centerY && messageY + messageHeight > centerY) {
|
|
|
|
|
maxLines = 4;
|
|
|
|
|
}
|
|
|
|
|
if (numLines > maxLines) {
|
|
|
|
|
numLines = maxLines;
|
|
|
|
|
}
|
|
|
|
|
return numLines;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.maxChoiceWidth = function () {
|
|
|
|
|
var maxWidth = 96;
|
|
|
|
|
var choices = $gameMessage.choices();
|
|
|
|
|
for (var i = 0; i < choices.length; i++) {
|
|
|
|
|
var choiceWidth = this.textWidthEx(choices[i]) + this.textPadding() * 2;
|
|
|
|
|
if (maxWidth < choiceWidth) {
|
|
|
|
|
maxWidth = choiceWidth;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return maxWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.textWidthEx = function (text) {
|
|
|
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.contentsHeight = function () {
|
|
|
|
|
return this.maxItems() * this.itemHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.makeCommandList = function () {
|
|
|
|
|
var choices = $gameMessage.choices();
|
|
|
|
|
for (var i = 0; i < choices.length; i++) {
|
|
|
|
|
this.addCommand(choices[i], 'choice');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.drawItem = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.drawTextEx(this.commandName(index), rect.x, rect.y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.isCancelEnabled = function () {
|
|
|
|
|
return $gameMessage.choiceCancelType() !== -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.isOkTriggered = function () {
|
|
|
|
|
return Input.isTriggered('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.callOkHandler = function () {
|
|
|
|
|
$gameMessage.onChoice(this.index());
|
|
|
|
|
this._messageWindow.terminateMessage();
|
|
|
|
|
this.close();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ChoiceList.prototype.callCancelHandler = function () {
|
|
|
|
|
$gameMessage.onChoice($gameMessage.choiceCancelType());
|
|
|
|
|
this._messageWindow.terminateMessage();
|
|
|
|
|
this.close();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_NumberInput
|
|
|
|
|
//
|
|
|
|
|
// The window used for the event command [Input Number].
|
|
|
|
|
|
|
|
|
|
function Window_NumberInput() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_NumberInput.prototype.constructor = Window_NumberInput;
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.initialize = function (messageWindow) {
|
|
|
|
|
this._messageWindow = messageWindow;
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, 0, 0, 0, 0);
|
|
|
|
|
this._number = 0;
|
|
|
|
|
this._maxDigits = 1;
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.createButtons();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.start = function () {
|
|
|
|
|
this._maxDigits = $gameMessage.numInputMaxDigits();
|
|
|
|
|
this._number = $gameVariables.value($gameMessage.numInputVariableId());
|
|
|
|
|
this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1);
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.placeButtons();
|
|
|
|
|
this.updateButtonsVisiblity();
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.open();
|
|
|
|
|
this.activate();
|
|
|
|
|
this.select(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.updatePlacement = function () {
|
|
|
|
|
var messageY = this._messageWindow.y;
|
|
|
|
|
var spacing = 8;
|
|
|
|
|
this.width = this.windowWidth();
|
|
|
|
|
this.height = this.windowHeight();
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
if (messageY >= Graphics.boxHeight / 2) {
|
|
|
|
|
this.y = messageY - this.height - spacing;
|
|
|
|
|
} else {
|
|
|
|
|
this.y = messageY + this._messageWindow.height + spacing;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.windowWidth = function () {
|
|
|
|
|
return this.maxCols() * this.itemWidth() + this.padding * 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.maxCols = function () {
|
|
|
|
|
return this._maxDigits;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.maxItems = function () {
|
|
|
|
|
return this._maxDigits;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.spacing = function () {
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.itemWidth = function () {
|
|
|
|
|
return 32;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.createButtons = function () {
|
|
|
|
|
var bitmap = ImageManager.loadSystem('ButtonSet');
|
|
|
|
|
var buttonWidth = 48;
|
|
|
|
|
var buttonHeight = 48;
|
|
|
|
|
this._buttons = [];
|
|
|
|
|
for (var i = 0; i < 3; i++) {
|
|
|
|
|
var button = new Sprite_Button();
|
|
|
|
|
var x = buttonWidth * [1, 2, 4][i];
|
|
|
|
|
var w = buttonWidth * (i === 2 ? 2 : 1);
|
|
|
|
|
button.bitmap = bitmap;
|
|
|
|
|
button.setColdFrame(x, 0, w, buttonHeight);
|
|
|
|
|
button.setHotFrame(x, buttonHeight, w, buttonHeight);
|
|
|
|
|
button.visible = false;
|
|
|
|
|
this._buttons.push(button);
|
|
|
|
|
this.addChild(button);
|
|
|
|
|
}
|
|
|
|
|
this._buttons[0].setClickHandler(this.onButtonDown.bind(this));
|
|
|
|
|
this._buttons[1].setClickHandler(this.onButtonUp.bind(this));
|
|
|
|
|
this._buttons[2].setClickHandler(this.onButtonOk.bind(this));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.placeButtons = function () {
|
|
|
|
|
var numButtons = this._buttons.length;
|
|
|
|
|
var spacing = 16;
|
|
|
|
|
var totalWidth = -spacing;
|
|
|
|
|
for (var i = 0; i < numButtons; i++) {
|
|
|
|
|
totalWidth += this._buttons[i].width + spacing;
|
|
|
|
|
}
|
|
|
|
|
var x = (this.width - totalWidth) / 2;
|
|
|
|
|
for (var j = 0; j < numButtons; j++) {
|
|
|
|
|
var button = this._buttons[j];
|
|
|
|
|
button.x = x;
|
|
|
|
|
button.y = this.buttonY();
|
|
|
|
|
x += button.width + spacing;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.updateButtonsVisiblity = function () {
|
|
|
|
|
if (TouchInput.date > Input.date) {
|
|
|
|
|
this.showButtons();
|
|
|
|
|
} else {
|
|
|
|
|
this.hideButtons();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.showButtons = function () {
|
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
|
this._buttons[i].visible = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.hideButtons = function () {
|
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
|
this._buttons[i].visible = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.buttonY = function () {
|
|
|
|
|
var spacing = 8;
|
|
|
|
|
if (this._messageWindow.y >= Graphics.boxHeight / 2) {
|
|
|
|
|
return 0 - this._buttons[0].height - spacing;
|
|
|
|
|
} else {
|
|
|
|
|
return this.height + spacing;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.update = function () {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
this.processDigitChange();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.processDigitChange = function () {
|
|
|
|
|
if (this.isOpenAndActive()) {
|
|
|
|
|
if (Input.isRepeated('up')) {
|
|
|
|
|
this.changeDigit(true);
|
|
|
|
|
} else if (Input.isRepeated('down')) {
|
|
|
|
|
this.changeDigit(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.changeDigit = function (up) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var place = Math.pow(10, this._maxDigits - 1 - index);
|
|
|
|
|
var n = Math.floor(this._number / place) % 10;
|
|
|
|
|
this._number -= n * place;
|
|
|
|
|
if (up) {
|
|
|
|
|
n = (n + 1) % 10;
|
|
|
|
|
} else {
|
|
|
|
|
n = (n + 9) % 10;
|
|
|
|
|
}
|
|
|
|
|
this._number += n * place;
|
|
|
|
|
this.refresh();
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.isTouchOkEnabled = function () {
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.isOkEnabled = function () {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.isCancelEnabled = function () {
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.isOkTriggered = function () {
|
|
|
|
|
return Input.isTriggered('ok');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.processOk = function () {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
$gameVariables.setValue($gameMessage.numInputVariableId(), this._number);
|
|
|
|
|
this._messageWindow.terminateMessage();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.close();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.drawItem = function (index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var align = 'center';
|
|
|
|
|
var s = this._number.padZero(this._maxDigits);
|
|
|
|
|
var c = s.slice(index, index + 1);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(c, rect.x, rect.y, rect.width, align);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.onButtonUp = function () {
|
|
|
|
|
this.changeDigit(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.onButtonDown = function () {
|
|
|
|
|
this.changeDigit(false);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_NumberInput.prototype.onButtonOk = function () {
|
|
|
|
|
this.processOk();
|
|
|
|
|
this.hideButtons();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_EventItem
|
|
|
|
|
//
|
|
|
|
|
// The window used for the event command [Select Item].
|
|
|
|
|
|
|
|
|
|
function Window_EventItem() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype = Object.create(Window_ItemList.prototype);
|
|
|
|
|
Window_EventItem.prototype.constructor = Window_EventItem;
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.initialize = function (messageWindow) {
|
|
|
|
|
this._messageWindow = messageWindow;
|
|
|
|
|
var width = Graphics.boxWidth;
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_ItemList.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.setHandler('ok', this.onOk.bind(this));
|
|
|
|
|
this.setHandler('cancel', this.onCancel.bind(this));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.start = function () {
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.select(0);
|
|
|
|
|
this.open();
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.updatePlacement = function () {
|
|
|
|
|
if (this._messageWindow.y >= Graphics.boxHeight / 2) {
|
|
|
|
|
this.y = 0;
|
|
|
|
|
} else {
|
|
|
|
|
this.y = Graphics.boxHeight - this.height;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.includes = function (item) {
|
|
|
|
|
var itypeId = $gameMessage.itemChoiceItypeId();
|
|
|
|
|
return DataManager.isItem(item) && item.itypeId === itypeId;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.isEnabled = function (item) {
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.onOk = function () {
|
|
|
|
|
var item = this.item();
|
|
|
|
|
var itemId = item ? item.id : 0;
|
|
|
|
|
$gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId);
|
|
|
|
|
this._messageWindow.terminateMessage();
|
|
|
|
|
this.close();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EventItem.prototype.onCancel = function () {
|
|
|
|
|
$gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0);
|
|
|
|
|
this._messageWindow.terminateMessage();
|
|
|
|
|
this.close();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_Message
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying text messages.
|
|
|
|
|
|
|
|
|
|
function Window_Message() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_Message.prototype.constructor = Window_Message;
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.initialize = function () {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
var x = (Graphics.boxWidth - width) / 2;
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, 0, width, height);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.initMembers();
|
|
|
|
|
this.createSubWindows();
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.initMembers = function () {
|
|
|
|
|
this._imageReservationId = Utils.generateRuntimeId();
|
|
|
|
|
this._background = 0;
|
|
|
|
|
this._positionType = 2;
|
|
|
|
|
this._waitCount = 0;
|
|
|
|
|
this._faceBitmap = null;
|
|
|
|
|
this._textState = null;
|
|
|
|
|
this.clearFlags();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.subWindows = function () {
|
|
|
|
|
return [this._goldWindow, this._choiceWindow,
|
|
|
|
|
this._numberWindow, this._itemWindow];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.createSubWindows = function () {
|
|
|
|
|
this._goldWindow = new Window_Gold(0, 0);
|
|
|
|
|
this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
|
|
|
|
|
this._goldWindow.openness = 0;
|
|
|
|
|
this._choiceWindow = new Window_ChoiceList(this);
|
|
|
|
|
this._numberWindow = new Window_NumberInput(this);
|
|
|
|
|
this._itemWindow = new Window_EventItem(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.clearFlags = function () {
|
|
|
|
|
this._showFast = false;
|
|
|
|
|
this._lineShowFast = false;
|
|
|
|
|
this._pauseSkip = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.update = function () {
|
|
|
|
|
this.checkToNotClose();
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
while (!this.isOpening() && !this.isClosing()) {
|
|
|
|
|
if (this.updateWait()) {
|
|
|
|
|
return;
|
|
|
|
|
} else if (this.updateLoading()) {
|
|
|
|
|
return;
|
|
|
|
|
} else if (this.updateInput()) {
|
|
|
|
|
return;
|
|
|
|
|
} else if (this.updateMessage()) {
|
|
|
|
|
return;
|
|
|
|
|
} else if (this.canStart()) {
|
|
|
|
|
this.startMessage();
|
|
|
|
|
} else {
|
|
|
|
|
this.startInput();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.checkToNotClose = function () {
|
|
|
|
|
if (this.isClosing() && this.isOpen()) {
|
|
|
|
|
if (this.doesContinue()) {
|
|
|
|
|
this.open();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.canStart = function () {
|
|
|
|
|
return $gameMessage.hasText() && !$gameMessage.scrollMode();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.startMessage = function () {
|
|
|
|
|
this._textState = {};
|
|
|
|
|
this._textState.index = 0;
|
|
|
|
|
this._textState.text = this.convertEscapeCharacters($gameMessage.allText());
|
|
|
|
|
this.newPage(this._textState);
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.updateBackground();
|
|
|
|
|
this.open();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updatePlacement = function () {
|
|
|
|
|
this._positionType = $gameMessage.positionType();
|
|
|
|
|
this.y = this._positionType * (Graphics.boxHeight - this.height) / 2;
|
|
|
|
|
this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateBackground = function () {
|
|
|
|
|
this._background = $gameMessage.background();
|
|
|
|
|
this.setBackgroundType(this._background);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.terminateMessage = function () {
|
|
|
|
|
this.close();
|
|
|
|
|
this._goldWindow.close();
|
|
|
|
|
$gameMessage.clear();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateWait = function () {
|
|
|
|
|
if (this._waitCount > 0) {
|
|
|
|
|
this._waitCount--;
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateLoading = function () {
|
|
|
|
|
if (this._faceBitmap) {
|
|
|
|
|
if (this._faceBitmap.isReady()) {
|
|
|
|
|
this.drawMessageFace();
|
|
|
|
|
this._faceBitmap = null;
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateInput = function () {
|
|
|
|
|
if (this.isAnySubWindowActive()) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (this.pause) {
|
|
|
|
|
if (this.isTriggered()) {
|
|
|
|
|
Input.update();
|
|
|
|
|
this.pause = false;
|
|
|
|
|
if (!this._textState) {
|
|
|
|
|
this.terminateMessage();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.isAnySubWindowActive = function () {
|
|
|
|
|
return (this._choiceWindow.active ||
|
|
|
|
|
this._numberWindow.active ||
|
|
|
|
|
this._itemWindow.active);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateMessage = function () {
|
|
|
|
|
if (this._textState) {
|
|
|
|
|
while (!this.isEndOfText(this._textState)) {
|
|
|
|
|
if (this.needsNewPage(this._textState)) {
|
|
|
|
|
this.newPage(this._textState);
|
|
|
|
|
}
|
|
|
|
|
this.updateShowFast();
|
|
|
|
|
this.processCharacter(this._textState);
|
|
|
|
|
if (!this._showFast && !this._lineShowFast) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (this.pause || this._waitCount > 0) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this.isEndOfText(this._textState)) {
|
|
|
|
|
this.onEndOfText();
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.onEndOfText = function () {
|
|
|
|
|
if (!this.startInput()) {
|
|
|
|
|
if (!this._pauseSkip) {
|
|
|
|
|
this.startPause();
|
|
|
|
|
} else {
|
|
|
|
|
this.terminateMessage();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this._textState = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.startInput = function () {
|
|
|
|
|
if ($gameMessage.isChoice()) {
|
|
|
|
|
this._choiceWindow.start();
|
|
|
|
|
return true;
|
|
|
|
|
} else if ($gameMessage.isNumberInput()) {
|
|
|
|
|
this._numberWindow.start();
|
|
|
|
|
return true;
|
|
|
|
|
} else if ($gameMessage.isItemChoice()) {
|
|
|
|
|
this._itemWindow.start();
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.isTriggered = function () {
|
|
|
|
|
return (Input.isRepeated('ok') || Input.isRepeated('cancel') ||
|
|
|
|
|
TouchInput.isRepeated());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.doesContinue = function () {
|
|
|
|
|
return ($gameMessage.hasText() && !$gameMessage.scrollMode() &&
|
|
|
|
|
!this.areSettingsChanged());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.areSettingsChanged = function () {
|
|
|
|
|
return (this._background !== $gameMessage.background() ||
|
|
|
|
|
this._positionType !== $gameMessage.positionType());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.updateShowFast = function () {
|
|
|
|
|
if (this.isTriggered()) {
|
|
|
|
|
this._showFast = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.newPage = function (textState) {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.clearFlags();
|
|
|
|
|
this.loadMessageFace();
|
|
|
|
|
textState.x = this.newLineX();
|
|
|
|
|
textState.y = 0;
|
|
|
|
|
textState.left = this.newLineX();
|
|
|
|
|
textState.height = this.calcTextHeight(textState, false);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.loadMessageFace = function () {
|
|
|
|
|
this._faceBitmap = ImageManager.reserveFace($gameMessage.faceName(), 0, this._imageReservationId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.drawMessageFace = function () {
|
|
|
|
|
this.drawFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0);
|
|
|
|
|
ImageManager.releaseReservation(this._imageReservationId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.newLineX = function () {
|
|
|
|
|
return $gameMessage.faceName() === '' ? 0 : 168;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.processNewLine = function (textState) {
|
|
|
|
|
this._lineShowFast = false;
|
|
|
|
|
Window_Base.prototype.processNewLine.call(this, textState);
|
|
|
|
|
if (this.needsNewPage(textState)) {
|
|
|
|
|
this.startPause();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.processNewPage = function (textState) {
|
|
|
|
|
Window_Base.prototype.processNewPage.call(this, textState);
|
|
|
|
|
if (textState.text[textState.index] === '\n') {
|
|
|
|
|
textState.index++;
|
|
|
|
|
}
|
|
|
|
|
textState.y = this.contents.height;
|
|
|
|
|
this.startPause();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.isEndOfText = function (textState) {
|
|
|
|
|
return textState.index >= textState.text.length;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.needsNewPage = function (textState) {
|
|
|
|
|
return (!this.isEndOfText(textState) &&
|
|
|
|
|
textState.y + textState.height > this.contents.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.processEscapeCharacter = function (code, textState) {
|
|
|
|
|
switch (code) {
|
|
|
|
|
case '$':
|
|
|
|
|
this._goldWindow.open();
|
|
|
|
|
break;
|
|
|
|
|
case '.':
|
|
|
|
|
this.startWait(15);
|
|
|
|
|
break;
|
|
|
|
|
case '|':
|
|
|
|
|
this.startWait(60);
|
|
|
|
|
break;
|
|
|
|
|
case '!':
|
|
|
|
|
this.startPause();
|
|
|
|
|
break;
|
|
|
|
|
case '>':
|
|
|
|
|
this._lineShowFast = true;
|
|
|
|
|
break;
|
|
|
|
|
case '<':
|
|
|
|
|
this._lineShowFast = false;
|
|
|
|
|
break;
|
|
|
|
|
case '^':
|
|
|
|
|
this._pauseSkip = true;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
Window_Base.prototype.processEscapeCharacter.call(this, code, textState);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.startWait = function (count) {
|
|
|
|
|
this._waitCount = count;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Message.prototype.startPause = function () {
|
|
|
|
|
this.startWait(10);
|
|
|
|
|
this.pause = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ScrollText
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying scrolling text. No frame is displayed, but it
|
|
|
|
|
// is handled as a window for convenience.
|
|
|
|
|
|
|
|
|
|
function Window_ScrollText() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_ScrollText.prototype.constructor = Window_ScrollText;
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.initialize = function () {
|
|
|
|
|
var width = Graphics.boxWidth;
|
|
|
|
|
var height = Graphics.boxHeight;
|
|
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
this.opacity = 0;
|
|
|
|
|
this.hide();
|
|
|
|
|
this._text = '';
|
|
|
|
|
this._allTextHeight = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.update = function () {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
if ($gameMessage.scrollMode()) {
|
|
|
|
|
if (this._text) {
|
|
|
|
|
this.updateMessage();
|
|
|
|
|
}
|
|
|
|
|
if (!this._text && $gameMessage.hasText()) {
|
|
|
|
|
this.startMessage();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.startMessage = function () {
|
|
|
|
|
this._text = $gameMessage.allText();
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.show();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.refresh = function () {
|
|
|
|
|
var textState = { index: 0 };
|
|
|
|
|
textState.text = this.convertEscapeCharacters(this._text);
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this._allTextHeight = this.calcTextHeight(textState, true);
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.origin.y = -this.height;
|
|
|
|
|
this.drawTextEx(this._text, this.textPadding(), 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.contentsHeight = function () {
|
|
|
|
|
return Math.max(this._allTextHeight, 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.updateMessage = function () {
|
|
|
|
|
this.origin.y += this.scrollSpeed();
|
|
|
|
|
if (this.origin.y >= this.contents.height) {
|
|
|
|
|
this.terminateMessage();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.scrollSpeed = function () {
|
|
|
|
|
var speed = $gameMessage.scrollSpeed() / 2;
|
|
|
|
|
if (this.isFastForward()) {
|
|
|
|
|
speed *= this.fastForwardRate();
|
|
|
|
|
}
|
|
|
|
|
return speed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.isFastForward = function () {
|
|
|
|
|
if ($gameMessage.scrollNoFast()) {
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return (Input.isPressed('ok') || Input.isPressed('shift') ||
|
|
|
|
|
TouchInput.isPressed());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.fastForwardRate = function () {
|
|
|
|
|
return 3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ScrollText.prototype.terminateMessage = function () {
|
|
|
|
|
this._text = null;
|
|
|
|
|
$gameMessage.clear();
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_MapName
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying the map name on the map screen.
|
|
|
|
|
|
|
|
|
|
function Window_MapName() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_MapName.prototype.constructor = Window_MapName;
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.initialize = function () {
|
|
|
|
|
var wight = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, wight, height);
|
|
|
|
|
this.opacity = 0;
|
|
|
|
|
this.contentsOpacity = 0;
|
|
|
|
|
this._showCount = 0;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.windowWidth = function () {
|
|
|
|
|
return 360;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.update = function () {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
if (this._showCount > 0 && $gameMap.isNameDisplayEnabled()) {
|
|
|
|
|
this.updateFadeIn();
|
|
|
|
|
this._showCount--;
|
|
|
|
|
} else {
|
|
|
|
|
this.updateFadeOut();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.updateFadeIn = function () {
|
|
|
|
|
this.contentsOpacity += 16;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.updateFadeOut = function () {
|
|
|
|
|
this.contentsOpacity -= 16;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.open = function () {
|
|
|
|
|
this.refresh();
|
|
|
|
|
this._showCount = 150;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.close = function () {
|
|
|
|
|
this._showCount = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if ($gameMap.displayName()) {
|
|
|
|
|
var width = this.contentsWidth();
|
|
|
|
|
this.drawBackground(0, 0, width, this.lineHeight());
|
|
|
|
|
this.drawText($gameMap.displayName(), 0, 0, width, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_MapName.prototype.drawBackground = function (x, y, width, height) {
|
|
|
|
|
var color1 = this.dimColor1();
|
|
|
|
|
var color2 = this.dimColor2();
|
|
|
|
|
this.contents.gradientFillRect(x, y, width / 2, height, color2, color1);
|
|
|
|
|
this.contents.gradientFillRect(x + width / 2, y, width / 2, height, color1, color2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleLog
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying battle progress. No frame is displayed, but it is
|
|
|
|
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// handled as a window for convenience.
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function Window_BattleLog() {
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this.initialize.apply(this, arguments);
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}
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Window_BattleLog.prototype = Object.create(Window_Selectable.prototype);
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Window_BattleLog.prototype.constructor = Window_BattleLog;
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Window_BattleLog.prototype.initialize = function () {
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var width = this.windowWidth();
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var height = this.windowHeight();
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Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
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this.opacity = 0;
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this._lines = [];
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this._methods = [];
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this._waitCount = 0;
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this._waitMode = '';
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this._baseLineStack = [];
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this._spriteset = null;
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this.createBackBitmap();
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this.createBackSprite();
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this.refresh();
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};
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Window_BattleLog.prototype.setSpriteset = function (spriteset) {
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this._spriteset = spriteset;
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};
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Window_BattleLog.prototype.windowWidth = function () {
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return Graphics.boxWidth;
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};
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Window_BattleLog.prototype.windowHeight = function () {
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return this.fittingHeight(this.maxLines());
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};
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Window_BattleLog.prototype.maxLines = function () {
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return 10;
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};
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Window_BattleLog.prototype.createBackBitmap = function () {
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this._backBitmap = new Bitmap(this.width, this.height);
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};
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Window_BattleLog.prototype.createBackSprite = function () {
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this._backSprite = new Sprite();
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this._backSprite.bitmap = this._backBitmap;
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this._backSprite.y = this.y;
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this.addChildToBack(this._backSprite);
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};
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Window_BattleLog.prototype.numLines = function () {
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return this._lines.length;
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};
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Window_BattleLog.prototype.messageSpeed = function () {
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return 16;
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};
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Window_BattleLog.prototype.isBusy = function () {
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return this._waitCount > 0 || this._waitMode || this._methods.length > 0;
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};
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Window_BattleLog.prototype.update = function () {
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if (!this.updateWait()) {
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this.callNextMethod();
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}
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};
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Window_BattleLog.prototype.updateWait = function () {
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return this.updateWaitCount() || this.updateWaitMode();
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};
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Window_BattleLog.prototype.updateWaitCount = function () {
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if (this._waitCount > 0) {
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this._waitCount -= this.isFastForward() ? 3 : 1;
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if (this._waitCount < 0) {
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this._waitCount = 0;
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}
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return true;
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}
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return false;
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};
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Window_BattleLog.prototype.updateWaitMode = function () {
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var waiting = false;
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switch (this._waitMode) {
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case 'effect':
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waiting = this._spriteset.isEffecting();
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break;
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case 'movement':
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waiting = this._spriteset.isAnyoneMoving();
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break;
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}
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if (!waiting) {
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this._waitMode = '';
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}
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return waiting;
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};
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Window_BattleLog.prototype.setWaitMode = function (waitMode) {
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this._waitMode = waitMode;
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};
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Window_BattleLog.prototype.callNextMethod = function () {
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if (this._methods.length > 0) {
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var method = this._methods.shift();
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if (method.name && this[method.name]) {
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this[method.name].apply(this, method.params);
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} else {
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throw new Error('Method not found: ' + method.name);
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}
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}
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};
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Window_BattleLog.prototype.isFastForward = function () {
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return (Input.isLongPressed('ok') || Input.isPressed('shift') ||
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TouchInput.isLongPressed());
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};
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Window_BattleLog.prototype.push = function (methodName) {
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var methodArgs = Array.prototype.slice.call(arguments, 1);
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this._methods.push({ name: methodName, params: methodArgs });
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};
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Window_BattleLog.prototype.clear = function () {
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this._lines = [];
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this._baseLineStack = [];
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this.refresh();
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};
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Window_BattleLog.prototype.wait = function () {
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this._waitCount = this.messageSpeed();
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};
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Window_BattleLog.prototype.waitForEffect = function () {
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this.setWaitMode('effect');
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};
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Window_BattleLog.prototype.waitForMovement = function () {
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this.setWaitMode('movement');
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};
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Window_BattleLog.prototype.addText = function (text) {
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this._lines.push(text);
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this.refresh();
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this.wait();
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};
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Window_BattleLog.prototype.pushBaseLine = function () {
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this._baseLineStack.push(this._lines.length);
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};
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Window_BattleLog.prototype.popBaseLine = function () {
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var baseLine = this._baseLineStack.pop();
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while (this._lines.length > baseLine) {
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this._lines.pop();
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}
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};
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Window_BattleLog.prototype.waitForNewLine = function () {
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var baseLine = 0;
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if (this._baseLineStack.length > 0) {
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baseLine = this._baseLineStack[this._baseLineStack.length - 1];
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}
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if (this._lines.length > baseLine) {
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this.wait();
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}
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};
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Window_BattleLog.prototype.popupDamage = function (target) {
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target.startDamagePopup();
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};
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Window_BattleLog.prototype.performActionStart = function (subject, action) {
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subject.performActionStart(action);
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};
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Window_BattleLog.prototype.performAction = function (subject, action) {
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subject.performAction(action);
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};
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Window_BattleLog.prototype.performActionEnd = function (subject) {
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subject.performActionEnd();
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};
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Window_BattleLog.prototype.performDamage = function (target) {
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target.performDamage();
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};
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Window_BattleLog.prototype.performMiss = function (target) {
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target.performMiss();
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};
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Window_BattleLog.prototype.performRecovery = function (target) {
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target.performRecovery();
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};
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Window_BattleLog.prototype.performEvasion = function (target) {
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target.performEvasion();
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};
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Window_BattleLog.prototype.performMagicEvasion = function (target) {
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target.performMagicEvasion();
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};
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Window_BattleLog.prototype.performCounter = function (target) {
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target.performCounter();
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};
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Window_BattleLog.prototype.performReflection = function (target) {
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target.performReflection();
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};
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Window_BattleLog.prototype.performSubstitute = function (substitute, target) {
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substitute.performSubstitute(target);
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};
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Window_BattleLog.prototype.performCollapse = function (target) {
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target.performCollapse();
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};
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Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId) {
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if (animationId < 0) {
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this.showAttackAnimation(subject, targets);
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} else {
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this.showNormalAnimation(targets, animationId);
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}
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};
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Window_BattleLog.prototype.showAttackAnimation = function (subject, targets) {
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if (subject.isActor()) {
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this.showActorAttackAnimation(subject, targets);
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} else {
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this.showEnemyAttackAnimation(subject, targets);
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}
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};
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Window_BattleLog.prototype.showActorAttackAnimation = function (subject, targets) {
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this.showNormalAnimation(targets, subject.attackAnimationId1(), false);
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this.showNormalAnimation(targets, subject.attackAnimationId2(), true);
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};
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Window_BattleLog.prototype.showEnemyAttackAnimation = function (subject, targets) {
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SoundManager.playEnemyAttack();
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};
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Window_BattleLog.prototype.showNormalAnimation = function (targets, animationId, mirror) {
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var animation = $dataAnimations[animationId];
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if (animation) {
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var delay = this.animationBaseDelay();
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var nextDelay = this.animationNextDelay();
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targets.forEach(function (target) {
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target.startAnimation(animationId, mirror, delay);
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delay += nextDelay;
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});
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}
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};
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Window_BattleLog.prototype.animationBaseDelay = function () {
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return 8;
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};
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Window_BattleLog.prototype.animationNextDelay = function () {
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return 12;
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};
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Window_BattleLog.prototype.refresh = function () {
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this.drawBackground();
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this.contents.clear();
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for (var i = 0; i < this._lines.length; i++) {
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this.drawLineText(i);
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}
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};
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Window_BattleLog.prototype.drawBackground = function () {
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var rect = this.backRect();
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var color = this.backColor();
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this._backBitmap.clear();
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this._backBitmap.paintOpacity = this.backPaintOpacity();
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this._backBitmap.fillRect(rect.x, rect.y, rect.width, rect.height, color);
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this._backBitmap.paintOpacity = 255;
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};
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Window_BattleLog.prototype.backRect = function () {
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return {
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x: 0,
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y: this.padding,
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width: this.width,
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height: this.numLines() * this.lineHeight()
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};
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};
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Window_BattleLog.prototype.backColor = function () {
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return '#000000';
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};
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Window_BattleLog.prototype.backPaintOpacity = function () {
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return 64;
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};
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Window_BattleLog.prototype.drawLineText = function (index) {
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var rect = this.itemRectForText(index);
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this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
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this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width);
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};
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Window_BattleLog.prototype.startTurn = function () {
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this.push('wait');
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};
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Window_BattleLog.prototype.startAction = function (subject, action, targets) {
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var item = action.item();
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this.push('performActionStart', subject, action);
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this.push('waitForMovement');
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this.push('performAction', subject, action);
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this.push('showAnimation', subject, targets.clone(), item.animationId);
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this.displayAction(subject, item);
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};
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Window_BattleLog.prototype.endAction = function (subject) {
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this.push('waitForNewLine');
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this.push('clear');
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this.push('performActionEnd', subject);
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};
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Window_BattleLog.prototype.displayCurrentState = function (subject) {
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var stateText = subject.mostImportantStateText();
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if (stateText) {
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this.push('addText', subject.name() + stateText);
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this.push('wait');
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this.push('clear');
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}
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};
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Window_BattleLog.prototype.displayRegeneration = function (subject) {
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this.push('popupDamage', subject);
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};
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Window_BattleLog.prototype.displayAction = function (subject, item) {
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var numMethods = this._methods.length;
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if (DataManager.isSkill(item)) {
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if (item.message1) {
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this.push('addText', subject.name() + item.message1.format(item.name));
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}
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|
|
if (item.message2) {
|
|
|
|
|
this.push('addText', item.message2.format(item.name));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.push('addText', TextManager.useItem.format(subject.name(), item.name));
|
|
|
|
|
}
|
|
|
|
|
if (this._methods.length === numMethods) {
|
|
|
|
|
this.push('wait');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayCounter = function (target) {
|
|
|
|
|
this.push('performCounter', target);
|
|
|
|
|
this.push('addText', TextManager.counterAttack.format(target.name()));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayReflection = function (target) {
|
|
|
|
|
this.push('performReflection', target);
|
|
|
|
|
this.push('addText', TextManager.magicReflection.format(target.name()));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displaySubstitute = function (substitute, target) {
|
|
|
|
|
var substName = substitute.name();
|
|
|
|
|
this.push('performSubstitute', substitute, target);
|
|
|
|
|
this.push('addText', TextManager.substitute.format(substName, target.name()));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayActionResults = function (subject, target) {
|
|
|
|
|
if (target.result().used) {
|
|
|
|
|
this.push('pushBaseLine');
|
|
|
|
|
this.displayCritical(target);
|
|
|
|
|
this.push('popupDamage', target);
|
|
|
|
|
this.push('popupDamage', subject);
|
|
|
|
|
this.displayDamage(target);
|
|
|
|
|
this.displayAffectedStatus(target);
|
|
|
|
|
this.displayFailure(target);
|
|
|
|
|
this.push('waitForNewLine');
|
|
|
|
|
this.push('popBaseLine');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayFailure = function (target) {
|
|
|
|
|
if (target.result().isHit() && !target.result().success) {
|
|
|
|
|
this.push('addText', TextManager.actionFailure.format(target.name()));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayCritical = function (target) {
|
|
|
|
|
if (target.result().critical) {
|
|
|
|
|
if (target.isActor()) {
|
|
|
|
|
this.push('addText', TextManager.criticalToActor);
|
|
|
|
|
} else {
|
|
|
|
|
this.push('addText', TextManager.criticalToEnemy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayDamage = function (target) {
|
|
|
|
|
if (target.result().missed) {
|
|
|
|
|
this.displayMiss(target);
|
|
|
|
|
} else if (target.result().evaded) {
|
|
|
|
|
this.displayEvasion(target);
|
|
|
|
|
} else {
|
|
|
|
|
this.displayHpDamage(target);
|
|
|
|
|
this.displayMpDamage(target);
|
|
|
|
|
this.displayTpDamage(target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayMiss = function (target) {
|
|
|
|
|
var fmt;
|
|
|
|
|
if (target.result().physical) {
|
|
|
|
|
fmt = target.isActor() ? TextManager.actorNoHit : TextManager.enemyNoHit;
|
|
|
|
|
this.push('performMiss', target);
|
|
|
|
|
} else {
|
|
|
|
|
fmt = TextManager.actionFailure;
|
|
|
|
|
}
|
|
|
|
|
this.push('addText', fmt.format(target.name()));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayEvasion = function (target) {
|
|
|
|
|
var fmt;
|
|
|
|
|
if (target.result().physical) {
|
|
|
|
|
fmt = TextManager.evasion;
|
|
|
|
|
this.push('performEvasion', target);
|
|
|
|
|
} else {
|
|
|
|
|
fmt = TextManager.magicEvasion;
|
|
|
|
|
this.push('performMagicEvasion', target);
|
|
|
|
|
}
|
|
|
|
|
this.push('addText', fmt.format(target.name()));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayHpDamage = function (target) {
|
|
|
|
|
if (target.result().hpAffected) {
|
|
|
|
|
if (target.result().hpDamage > 0 && !target.result().drain) {
|
|
|
|
|
this.push('performDamage', target);
|
|
|
|
|
}
|
|
|
|
|
if (target.result().hpDamage < 0) {
|
|
|
|
|
this.push('performRecovery', target);
|
|
|
|
|
}
|
|
|
|
|
this.push('addText', this.makeHpDamageText(target));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayMpDamage = function (target) {
|
|
|
|
|
if (target.isAlive() && target.result().mpDamage !== 0) {
|
|
|
|
|
if (target.result().mpDamage < 0) {
|
|
|
|
|
this.push('performRecovery', target);
|
|
|
|
|
}
|
|
|
|
|
this.push('addText', this.makeMpDamageText(target));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayTpDamage = function (target) {
|
|
|
|
|
if (target.isAlive() && target.result().tpDamage !== 0) {
|
|
|
|
|
if (target.result().tpDamage < 0) {
|
|
|
|
|
this.push('performRecovery', target);
|
|
|
|
|
}
|
|
|
|
|
this.push('addText', this.makeTpDamageText(target));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayAffectedStatus = function (target) {
|
|
|
|
|
if (target.result().isStatusAffected()) {
|
|
|
|
|
this.push('pushBaseLine');
|
|
|
|
|
this.displayChangedStates(target);
|
|
|
|
|
this.displayChangedBuffs(target);
|
|
|
|
|
this.push('waitForNewLine');
|
|
|
|
|
this.push('popBaseLine');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayAutoAffectedStatus = function (target) {
|
|
|
|
|
if (target.result().isStatusAffected()) {
|
|
|
|
|
this.displayAffectedStatus(target, null);
|
|
|
|
|
this.push('clear');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayChangedStates = function (target) {
|
|
|
|
|
this.displayAddedStates(target);
|
|
|
|
|
this.displayRemovedStates(target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayAddedStates = function (target) {
|
|
|
|
|
target.result().addedStateObjects().forEach(function (state) {
|
|
|
|
|
var stateMsg = target.isActor() ? state.message1 : state.message2;
|
|
|
|
|
if (state.id === target.deathStateId()) {
|
|
|
|
|
this.push('performCollapse', target);
|
|
|
|
|
}
|
|
|
|
|
if (stateMsg) {
|
|
|
|
|
this.push('popBaseLine');
|
|
|
|
|
this.push('pushBaseLine');
|
|
|
|
|
this.push('addText', target.name() + stateMsg);
|
|
|
|
|
this.push('waitForEffect');
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayRemovedStates = function (target) {
|
|
|
|
|
target.result().removedStateObjects().forEach(function (state) {
|
|
|
|
|
if (state.message4) {
|
|
|
|
|
this.push('popBaseLine');
|
|
|
|
|
this.push('pushBaseLine');
|
|
|
|
|
this.push('addText', target.name() + state.message4);
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayChangedBuffs = function (target) {
|
|
|
|
|
var result = target.result();
|
|
|
|
|
this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd);
|
|
|
|
|
this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd);
|
|
|
|
|
this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayBuffs = function (target, buffs, fmt) {
|
|
|
|
|
buffs.forEach(function (paramId) {
|
|
|
|
|
this.push('popBaseLine');
|
|
|
|
|
this.push('pushBaseLine');
|
|
|
|
|
this.push('addText', fmt.format(target.name(), TextManager.param(paramId)));
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.makeHpDamageText = function (target) {
|
|
|
|
|
var result = target.result();
|
|
|
|
|
var damage = result.hpDamage;
|
|
|
|
|
var isActor = target.isActor();
|
|
|
|
|
var fmt;
|
|
|
|
|
if (damage > 0 && result.drain) {
|
|
|
|
|
fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
|
|
|
|
|
return fmt.format(target.name(), TextManager.hp, damage);
|
|
|
|
|
} else if (damage > 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage;
|
|
|
|
|
return fmt.format(target.name(), damage);
|
|
|
|
|
} else if (damage < 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
|
|
|
|
|
return fmt.format(target.name(), TextManager.hp, -damage);
|
|
|
|
|
} else {
|
|
|
|
|
fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage;
|
|
|
|
|
return fmt.format(target.name());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.makeMpDamageText = function (target) {
|
|
|
|
|
var result = target.result();
|
|
|
|
|
var damage = result.mpDamage;
|
|
|
|
|
var isActor = target.isActor();
|
|
|
|
|
var fmt;
|
|
|
|
|
if (damage > 0 && result.drain) {
|
|
|
|
|
fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain;
|
|
|
|
|
return fmt.format(target.name(), TextManager.mp, damage);
|
|
|
|
|
} else if (damage > 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
|
|
|
|
|
return fmt.format(target.name(), TextManager.mp, damage);
|
|
|
|
|
} else if (damage < 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery;
|
|
|
|
|
return fmt.format(target.name(), TextManager.mp, -damage);
|
|
|
|
|
} else {
|
|
|
|
|
return '';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.makeTpDamageText = function (target) {
|
|
|
|
|
var result = target.result();
|
|
|
|
|
var damage = result.tpDamage;
|
|
|
|
|
var isActor = target.isActor();
|
|
|
|
|
var fmt;
|
|
|
|
|
if (damage > 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss;
|
|
|
|
|
return fmt.format(target.name(), TextManager.tp, damage);
|
|
|
|
|
} else if (damage < 0) {
|
|
|
|
|
fmt = isActor ? TextManager.actorGain : TextManager.enemyGain;
|
|
|
|
|
return fmt.format(target.name(), TextManager.tp, -damage);
|
|
|
|
|
} else {
|
|
|
|
|
return '';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_PartyCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting whether to fight or escape on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_PartyCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_PartyCommand.prototype.constructor = Window_PartyCommand;
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.initialize = function () {
|
|
|
|
|
var y = Graphics.boxHeight - this.windowHeight();
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, y);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.windowWidth = function () {
|
|
|
|
|
return 192;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.fight, 'fight');
|
|
|
|
|
this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.setup = function () {
|
|
|
|
|
this.clearCommandList();
|
|
|
|
|
this.makeCommandList();
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.select(0);
|
|
|
|
|
this.activate();
|
|
|
|
|
this.open();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_ActorCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an actor's action on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_ActorCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_ActorCommand.prototype.constructor = Window_ActorCommand;
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.initialize = function () {
|
|
|
|
|
var y = Graphics.boxHeight - this.windowHeight();
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, y);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this._actor = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.windowWidth = function () {
|
|
|
|
|
return 192;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.makeCommandList = function () {
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
this.addAttackCommand();
|
|
|
|
|
this.addSkillCommands();
|
|
|
|
|
this.addGuardCommand();
|
|
|
|
|
this.addItemCommand();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.addAttackCommand = function () {
|
|
|
|
|
this.addCommand(TextManager.attack, 'attack', this._actor.canAttack());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.addSkillCommands = function () {
|
|
|
|
|
var skillTypes = this._actor.addedSkillTypes();
|
|
|
|
|
skillTypes.sort(function (a, b) {
|
|
|
|
|
return a - b;
|
|
|
|
|
});
|
|
|
|
|
skillTypes.forEach(function (stypeId) {
|
|
|
|
|
var name = $dataSystem.skillTypes[stypeId];
|
|
|
|
|
this.addCommand(name, 'skill', true, stypeId);
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.addGuardCommand = function () {
|
|
|
|
|
this.addCommand(TextManager.guard, 'guard', this._actor.canGuard());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.addItemCommand = function () {
|
|
|
|
|
this.addCommand(TextManager.item, 'item');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.setup = function (actor) {
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.clearCommandList();
|
|
|
|
|
this.makeCommandList();
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.selectLast();
|
|
|
|
|
this.activate();
|
|
|
|
|
this.open();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.processOk = function () {
|
|
|
|
|
if (this._actor) {
|
|
|
|
|
if (ConfigManager.commandRemember) {
|
|
|
|
|
this._actor.setLastCommandSymbol(this.currentSymbol());
|
|
|
|
|
} else {
|
|
|
|
|
this._actor.setLastCommandSymbol('');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Window_Command.prototype.processOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.selectLast = function () {
|
|
|
|
|
this.select(0);
|
|
|
|
|
if (this._actor && ConfigManager.commandRemember) {
|
|
|
|
|
var symbol = this._actor.lastCommandSymbol();
|
|
|
|
|
this.selectSymbol(symbol);
|
|
|
|
|
if (symbol === 'skill') {
|
|
|
|
|
var skill = this._actor.lastBattleSkill();
|
|
|
|
|
if (skill) {
|
|
|
|
|
this.selectExt(skill.stypeId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleStatus
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying the status of party members on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_BattleStatus() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_BattleStatus.prototype.constructor = Window_BattleStatus;
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.initialize = function () {
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
var x = Graphics.boxWidth - width;
|
|
|
|
|
var y = Graphics.boxHeight - height;
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth - 192;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.maxItems = function () {
|
|
|
|
|
return $gameParty.battleMembers().length;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawItem = function (index) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
this.drawBasicArea(this.basicAreaRect(index), actor);
|
|
|
|
|
this.drawGaugeArea(this.gaugeAreaRect(index), actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.basicAreaRect = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
rect.width -= this.gaugeAreaWidth() + 15;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.gaugeAreaRect = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
rect.x += rect.width - this.gaugeAreaWidth();
|
|
|
|
|
rect.width = this.gaugeAreaWidth();
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.gaugeAreaWidth = function () {
|
|
|
|
|
return 330;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) {
|
|
|
|
|
this.drawActorName(actor, rect.x + 0, rect.y, 150);
|
|
|
|
|
this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) {
|
|
|
|
|
if ($dataSystem.optDisplayTp) {
|
|
|
|
|
this.drawGaugeAreaWithTp(rect, actor);
|
|
|
|
|
} else {
|
|
|
|
|
this.drawGaugeAreaWithoutTp(rect, actor);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) {
|
|
|
|
|
this.drawActorHp(actor, rect.x + 0, rect.y, 108);
|
|
|
|
|
this.drawActorMp(actor, rect.x + 123, rect.y, 96);
|
|
|
|
|
this.drawActorTp(actor, rect.x + 234, rect.y, 96);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) {
|
|
|
|
|
this.drawActorHp(actor, rect.x + 0, rect.y, 201);
|
|
|
|
|
this.drawActorMp(actor, rect.x + 216, rect.y, 114);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleActor
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a target actor on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_BattleActor() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype);
|
|
|
|
|
Window_BattleActor.prototype.constructor = Window_BattleActor;
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.initialize = function (x, y) {
|
|
|
|
|
Window_BattleStatus.prototype.initialize.call(this);
|
|
|
|
|
this.x = x;
|
|
|
|
|
this.y = y;
|
|
|
|
|
this.openness = 255;
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.show = function () {
|
|
|
|
|
this.select(0);
|
|
|
|
|
Window_BattleStatus.prototype.show.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.hide = function () {
|
|
|
|
|
Window_BattleStatus.prototype.hide.call(this);
|
|
|
|
|
$gameParty.select(null);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.select = function (index) {
|
|
|
|
|
Window_BattleStatus.prototype.select.call(this, index);
|
|
|
|
|
$gameParty.select(this.actor());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.actor = function () {
|
|
|
|
|
return $gameParty.members()[this.index()];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleEnemy
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a target enemy on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_BattleEnemy() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_BattleEnemy.prototype.constructor = Window_BattleEnemy;
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.initialize = function (x, y) {
|
|
|
|
|
this._enemies = [];
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth - 192;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.windowHeight = function () {
|
|
|
|
|
return this.fittingHeight(this.numVisibleRows());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.numVisibleRows = function () {
|
|
|
|
|
return 4;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.maxCols = function () {
|
|
|
|
|
return 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.maxItems = function () {
|
|
|
|
|
return this._enemies.length;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.enemy = function () {
|
|
|
|
|
return this._enemies[this.index()];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.enemyIndex = function () {
|
|
|
|
|
var enemy = this.enemy();
|
|
|
|
|
return enemy ? enemy.index() : -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.drawItem = function (index) {
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
var name = this._enemies[index].name();
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.drawText(name, rect.x, rect.y, rect.width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.show = function () {
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.select(0);
|
|
|
|
|
Window_Selectable.prototype.show.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.hide = function () {
|
|
|
|
|
Window_Selectable.prototype.hide.call(this);
|
|
|
|
|
$gameTroop.select(null);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.refresh = function () {
|
|
|
|
|
this._enemies = $gameTroop.aliveMembers();
|
|
|
|
|
Window_Selectable.prototype.refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.select = function (index) {
|
|
|
|
|
Window_Selectable.prototype.select.call(this, index);
|
|
|
|
|
$gameTroop.select(this.enemy());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleSkill
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a skill to use on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_BattleSkill() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_BattleSkill.prototype = Object.create(Window_SkillList.prototype);
|
|
|
|
|
Window_BattleSkill.prototype.constructor = Window_BattleSkill;
|
|
|
|
|
|
|
|
|
|
Window_BattleSkill.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_SkillList.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleSkill.prototype.show = function () {
|
|
|
|
|
this.selectLast();
|
|
|
|
|
this.showHelpWindow();
|
|
|
|
|
Window_SkillList.prototype.show.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleSkill.prototype.hide = function () {
|
|
|
|
|
this.hideHelpWindow();
|
|
|
|
|
Window_SkillList.prototype.hide.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_BattleItem
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting an item to use on the battle screen.
|
|
|
|
|
|
|
|
|
|
function Window_BattleItem() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_BattleItem.prototype = Object.create(Window_ItemList.prototype);
|
|
|
|
|
Window_BattleItem.prototype.constructor = Window_BattleItem;
|
|
|
|
|
|
|
|
|
|
Window_BattleItem.prototype.initialize = function (x, y, width, height) {
|
|
|
|
|
Window_ItemList.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.hide();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleItem.prototype.includes = function (item) {
|
|
|
|
|
return $gameParty.canUse(item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleItem.prototype.show = function () {
|
|
|
|
|
this.selectLast();
|
|
|
|
|
this.showHelpWindow();
|
|
|
|
|
Window_ItemList.prototype.show.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleItem.prototype.hide = function () {
|
|
|
|
|
this.hideHelpWindow();
|
|
|
|
|
Window_ItemList.prototype.hide.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_TitleCommand
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting New Game/Continue on the title screen.
|
|
|
|
|
|
|
|
|
|
function Window_TitleCommand() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_TitleCommand.prototype.constructor = Window_TitleCommand;
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.initialize = function () {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.selectLast();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand._lastCommandSymbol = null;
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.initCommandPosition = function () {
|
|
|
|
|
this._lastCommandSymbol = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.updatePlacement = function () {
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
this.y = Graphics.boxHeight - this.height - 96;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.newGame, 'newGame');
|
|
|
|
|
this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled());
|
|
|
|
|
this.addCommand(TextManager.options, 'options');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.isContinueEnabled = function () {
|
|
|
|
|
return DataManager.isAnySavefileExists();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.processOk = function () {
|
|
|
|
|
Window_TitleCommand._lastCommandSymbol = this.currentSymbol();
|
|
|
|
|
Window_Command.prototype.processOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_TitleCommand.prototype.selectLast = function () {
|
|
|
|
|
if (Window_TitleCommand._lastCommandSymbol) {
|
|
|
|
|
this.selectSymbol(Window_TitleCommand._lastCommandSymbol);
|
|
|
|
|
} else if (this.isContinueEnabled()) {
|
|
|
|
|
this.selectSymbol('continue');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_GameEnd
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting "Go to Title" on the game end screen.
|
|
|
|
|
|
|
|
|
|
function Window_GameEnd() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_GameEnd.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_GameEnd.prototype.constructor = Window_GameEnd;
|
|
|
|
|
|
|
|
|
|
Window_GameEnd.prototype.initialize = function () {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.updatePlacement();
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
this.open();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_GameEnd.prototype.windowWidth = function () {
|
|
|
|
|
return 240;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_GameEnd.prototype.updatePlacement = function () {
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
this.y = (Graphics.boxHeight - this.height) / 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_GameEnd.prototype.makeCommandList = function () {
|
|
|
|
|
this.addCommand(TextManager.toTitle, 'toTitle');
|
|
|
|
|
this.addCommand(TextManager.cancel, 'cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_DebugRange
|
|
|
|
|
//
|
|
|
|
|
// The window for selecting a block of switches/variables on the debug screen.
|
|
|
|
|
|
|
|
|
|
function Window_DebugRange() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_DebugRange.prototype.constructor = Window_DebugRange;
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.lastTopRow = 0;
|
|
|
|
|
Window_DebugRange.lastIndex = 0;
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.initialize = function (x, y) {
|
|
|
|
|
this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10);
|
|
|
|
|
this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10);
|
|
|
|
|
var width = this.windowWidth();
|
|
|
|
|
var height = this.windowHeight();
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.setTopRow(Window_DebugRange.lastTopRow);
|
|
|
|
|
this.select(Window_DebugRange.lastIndex);
|
|
|
|
|
this.activate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.windowWidth = function () {
|
|
|
|
|
return 246;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.windowHeight = function () {
|
|
|
|
|
return Graphics.boxHeight;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.maxItems = function () {
|
|
|
|
|
return this._maxSwitches + this._maxVariables;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.update = function () {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
if (this._editWindow) {
|
|
|
|
|
this._editWindow.setMode(this.mode());
|
|
|
|
|
this._editWindow.setTopId(this.topId());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.mode = function () {
|
|
|
|
|
return this.index() < this._maxSwitches ? 'switch' : 'variable';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.topId = function () {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
if (index < this._maxSwitches) {
|
|
|
|
|
return index * 10 + 1;
|
|
|
|
|
} else {
|
|
|
|
|
return (index - this._maxSwitches) * 10 + 1;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.refresh = function () {
|
|
|
|
|
this.createContents();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.drawItem = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
var start;
|
|
|
|
|
var text;
|
|
|
|
|
if (index < this._maxSwitches) {
|
|
|
|
|
start = index * 10 + 1;
|
|
|
|
|
text = 'S';
|
|
|
|
|
} else {
|
|
|
|
|
start = (index - this._maxSwitches) * 10 + 1;
|
|
|
|
|
text = 'V';
|
|
|
|
|
}
|
|
|
|
|
var end = start + 9;
|
|
|
|
|
text += ' [' + start.padZero(4) + '-' + end.padZero(4) + ']';
|
|
|
|
|
this.drawText(text, rect.x, rect.y, rect.width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.isCancelTriggered = function () {
|
|
|
|
|
return (Window_Selectable.prototype.isCancelTriggered() ||
|
|
|
|
|
Input.isTriggered('debug'));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.processCancel = function () {
|
|
|
|
|
Window_Selectable.prototype.processCancel.call(this);
|
|
|
|
|
Window_DebugRange.lastTopRow = this.topRow();
|
|
|
|
|
Window_DebugRange.lastIndex = this.index();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugRange.prototype.setEditWindow = function (editWindow) {
|
|
|
|
|
this._editWindow = editWindow;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Window_DebugEdit
|
|
|
|
|
//
|
|
|
|
|
// The window for displaying switches and variables on the debug screen.
|
|
|
|
|
|
|
|
|
|
function Window_DebugEdit() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
|
Window_DebugEdit.prototype.constructor = Window_DebugEdit;
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.initialize = function (x, y, width) {
|
|
|
|
|
var height = this.fittingHeight(10);
|
|
|
|
|
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
this._mode = 'switch';
|
|
|
|
|
this._topId = 1;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.maxItems = function () {
|
|
|
|
|
return 10;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.refresh = function () {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.drawAllItems();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.drawItem = function (index) {
|
|
|
|
|
var dataId = this._topId + index;
|
|
|
|
|
var idText = dataId.padZero(4) + ':';
|
|
|
|
|
var idWidth = this.textWidth(idText);
|
|
|
|
|
var statusWidth = this.textWidth('-00000000');
|
|
|
|
|
var name = this.itemName(dataId);
|
|
|
|
|
var status = this.itemStatus(dataId);
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
this.drawText(idText, rect.x, rect.y, rect.width);
|
|
|
|
|
rect.x += idWidth;
|
|
|
|
|
rect.width -= idWidth + statusWidth;
|
|
|
|
|
this.drawText(name, rect.x, rect.y, rect.width);
|
|
|
|
|
this.drawText(status, rect.x + rect.width, rect.y, statusWidth, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.itemName = function (dataId) {
|
|
|
|
|
if (this._mode === 'switch') {
|
|
|
|
|
return $dataSystem.switches[dataId];
|
|
|
|
|
} else {
|
|
|
|
|
return $dataSystem.variables[dataId];
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.itemStatus = function (dataId) {
|
|
|
|
|
if (this._mode === 'switch') {
|
|
|
|
|
return $gameSwitches.value(dataId) ? '[ON]' : '[OFF]';
|
|
|
|
|
} else {
|
|
|
|
|
return String($gameVariables.value(dataId));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.setMode = function (mode) {
|
|
|
|
|
if (this._mode !== mode) {
|
|
|
|
|
this._mode = mode;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.setTopId = function (id) {
|
|
|
|
|
if (this._topId !== id) {
|
|
|
|
|
this._topId = id;
|
|
|
|
|
this.refresh();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.currentId = function () {
|
|
|
|
|
return this._topId + this.index();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.update = function () {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
if (this.active) {
|
|
|
|
|
if (this._mode === 'switch') {
|
|
|
|
|
this.updateSwitch();
|
|
|
|
|
} else {
|
|
|
|
|
this.updateVariable();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.updateSwitch = function () {
|
|
|
|
|
if (Input.isRepeated('ok')) {
|
|
|
|
|
var switchId = this.currentId();
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
$gameSwitches.setValue(switchId, !$gameSwitches.value(switchId));
|
|
|
|
|
this.redrawCurrentItem();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_DebugEdit.prototype.updateVariable = function () {
|
|
|
|
|
var variableId = this.currentId();
|
|
|
|
|
var value = $gameVariables.value(variableId);
|
|
|
|
|
if (typeof value === 'number') {
|
|
|
|
|
if (Input.isRepeated('right')) {
|
|
|
|
|
value++;
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('left')) {
|
|
|
|
|
value--;
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('pagedown')) {
|
|
|
|
|
value += 10;
|
|
|
|
|
}
|
|
|
|
|
if (Input.isRepeated('pageup')) {
|
|
|
|
|
value -= 10;
|
|
|
|
|
}
|
|
|
|
|
if ($gameVariables.value(variableId) !== value) {
|
|
|
|
|
$gameVariables.setValue(variableId, value);
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.redrawCurrentItem();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|