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//=============================================================================
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// Yanfly Engine Plugins - Item Synthesis
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// YEP_ItemSynthesis.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_ItemSynthesis = true;
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var Yanfly = Yanfly || {};
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Yanfly.IS = Yanfly.IS || {};
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Yanfly.IS.version = 1.11;
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//=============================================================================
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/*:
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* @plugindesc v1.11 Players can now craft their own items in-game
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* through an item synthesis system.
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @default
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*
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* @param Synthesis Command
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* @parent ---General---
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* @desc This is the text used for going to the item synthesis menu.
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* @default Synthesis
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*
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* @param Show Command
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* @parent ---General---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Show the Synthesis command in the main menu by default?
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* NO - false YES - true
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* @default true
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*
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* @param Enable Command
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* @parent ---General---
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* @type boolean
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* @on Enable
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* @off Disable
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* @desc Enable the Synthesis command in the main menu by default?
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* NO - false YES - true
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* @default true
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*
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* @param Auto Place Command
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* @parent ---General---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Allow this plugin to decide the menu placement position?
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* NO - false YES - true
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* @default true
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*
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* @param ---Command Window---
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* @default
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*
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* @param Item Command
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* @parent ---Command Window---
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* @desc The command text used for synthesizing items.
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* @default Craft Item
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*
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* @param Weapon Command
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* @parent ---Command Window---
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* @desc The command text used for synthesizing weapons.
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* @default Craft Weapon
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*
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* @param Armor Command
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* @parent ---Command Window---
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* @desc The command text used for synthesizing armors.
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* @default Craft Armor
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*
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* @param Finish Command
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* @parent ---Command Window---
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* @desc The command text used for exiting the synthesis scene.
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* @default Finish
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*
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* @param Text Alignment
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* @parent ---Command Window---
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* @type combo
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* @option left
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* @option center
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* @option right
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* @desc How to align the text for the command window.
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* left center right
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* @default center
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*
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* @param ---Status Window---
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* @default
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*
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* @param Collected Recipes
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* @parent ---Status Window---
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* @desc Text used to represent total recipes collected.
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* Leave this blank if you don't wish to show this.
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* @default Collected Recipes
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*
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* @param Crafted Items
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* @parent ---Status Window---
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* @desc Text used to represent total items crafted.
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* Leave this blank if you don't wish to show this.
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* @default Crafted Items
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*
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* @param Crafted Weapons
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* @parent ---Status Window---
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* @desc Text used to represent total weapons crafted.
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* Leave this blank if you don't wish to show this.
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* @default Crafted Weapons
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*
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* @param Crafted Armors
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* @parent ---Status Window---
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* @desc Text used to represent total armors crafted.
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* Leave this blank if you don't wish to show this.
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* @default Crafted Armors
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*
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* @param ---List Window---
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* @default
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*
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* @param Equipped Recipes
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* @parent ---List Window---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Check recipes from equipped items?
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* NO - false YES - true
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* @default true
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*
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* @param Mask Unknown
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* @parent ---List Window---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Mask the names of items that haven't been created yet?
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* NO - false YES - true
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* @default true
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*
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* @param Mask Text
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* @parent ---List Window---
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* @desc This will be used to mask over each letter for unknown item
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* names that are to be synthesized.
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* @default ?
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*
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* @param Mask Italic
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* @parent ---List Window---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Causes the name for unknown items to appear in italic.
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* @default true
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*
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* @param Mask Help Text
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* @parent ---List Window---
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* @desc This is the text that will be displayed in the help window
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* if the item is masked.
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* @default This item has not been synthesized yet.
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*
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* @param Ingredients Text
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* @parent ---List Window---
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* @desc This is the text used to describe the Ingredients list.
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* @default Ingredients
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*
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* @param Amount Text
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* @parent ---List Window---
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* @desc This is the text used for the amount to synthesize.
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* @default Quantity
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*
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* @param Amount Format
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* @parent ---List Window---
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* @type boolean
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* @on Need/Own
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* @off Own/Need
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* @desc Show the number of ingredients needed over owned?
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* true - Need/Own false - Own/Need
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* @default false
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*
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* @param Quantity Text Size
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* @parent ---List Window---
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* @type number
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* @min 1
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* @desc This is the text size used for the item quantity.
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* Default: 28
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* @default 20
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*
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* @param ---Sound---
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* @default
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*
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* @param Default SE
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* @parent ---Sound---
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* @type file
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* @dir audio/se/
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* @require 1
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* @desc This is the default SE played when synthesizing an item.
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* This is case sensitive. Do not include the extension.
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* @default Twine
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*
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* @param Default Volume
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* @parent ---Sound---
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* @type number
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* @min 0
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* @desc This is the default volume when synthesizing an item.
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* @default 100
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*
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* @param Default Pitch
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* @parent ---Sound---
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* @type number
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* @desc This is the default pitch when synthesizing an item.
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* @default 100
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*
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* @param Default Pan
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* @parent ---Sound---
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* @type number
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* @desc This is the default pan when synthesizing an item.
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* @default 0
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* Item synthesis is now a pretty common aspect of most RPG's where the player
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* can craft their own items after acquiring recipes. This plugin enables your
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* players to be able to do that after acquiring the said recipes. Recipes can
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* come in the form of items, weapons, and/or armors and transcribed in them
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* are what items, weapons, and/or armors they can make. These items can be
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* made from the main menu and/or synthesis locations!
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* To allow the player the ability to craft a certain item, that item must be
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* included in a recipe notetag in an item that the player possesses.
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*
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* Item, Weapon, and Armor Notetags:
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* <Item Recipe: x>
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* <Item Recipe: x, x, x>
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* <Item Recipe: x to y>
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* This will change this item into a recipe for x item(s). As long as this
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* item is in possession by the party as a whole, item(s) x can be
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* synthesized by the player provided that the player has the proper quantity
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* of ingredients.
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* * Note: Entries without names will not be included. Entries without both a
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* synthesis cost and without an ingredient list will not be included.
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*
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* <Weapon Recipe: x>
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* <Weapon Recipe: x, x, x>
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* <Weapon Recipe: x to y>
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* This will change this item into a recipe for x weapon(s). As long as this
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* item is in possession by the party as a whole, weapon(s) x can be
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* synthesized by the player provided that the player has the proper quantity
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* of ingredients.
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* * Note: Entries without names will not be included. Entries without both a
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* synthesis cost and without an ingredient list will not be included.
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*
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* <Armor Recipe: x>
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* <Armor Recipe: x, x, x>
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* <Armor Recipe: x to y>
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* This will change this item into a recipe for x armor(s). As long as this
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* item is in possession by the party as a whole, armor(s) x can be
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* synthesized by the player provided that the player has the proper quantity
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* of ingredients.
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* * Note: Entries without names will not be included. Entries without both a
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* synthesis cost and without an ingredient list will not be included.
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*
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* <Synthesis Ingredients>
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* item id
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* item id: x
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* weapon id
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* weapon id: x
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* armor id
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* armor id: x
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* gold: x
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* named item
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* named item: x
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* </Synthesis Ingredients>
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* Using the above tag in an item will set those items as the ingredients
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* required for the player to synthesize. Replace "id" with the proper item,
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* weapon, or armor ID's. If no ":x" is used, the database will register that
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* as only needing 1 of that item as an ingredient. If "gold: x" is used,
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* that will be the cost required to synthesize the item.
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*
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* If you are using named entries, priority will be given to the highest ID
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* in the order of items, weapons, then armors.
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*
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* * Note: If you are using Item Core, Independent Items cannot become an
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* ingredient for a recipe and will therefore be automatically omitted.
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*
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* <Mask Name: x>
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* If you are masking unknown items' names, you can change the text shown for
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* the unknown item with x. This will cause the game to use the mask name
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* instead of the usual ??? (if that's what you're using) to mask the item.
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* This can give a player a general idea of what they may be synthesizing
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* such as "Strange Liquid" or "Weird Crystal".
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*
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* ============================================================================
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* Lunatic Mode - Custom Synthesis Effects
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* ============================================================================
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*
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* For those with a JavaScript experience, you can use these notetags to make
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* a custom effect that will occur when a specific item is synthesized. For
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* example, when a Potion is made, you can give the player an empty bottle as a
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* side product of the synthesis.
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*
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* ---
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*
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* Item, Weapon, and Armor Notetags:
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*
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* <Custom Synthesis Effect>
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* var bottle = $dataItems[123];
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* $gameParty.gainItem(bottle, 2);
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* </Custom Synthesis Effect>
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*
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* For this notetag, the 'item' variable will refer to the item being
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* synthesized. Changing it will do nothing but it will be used as a
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* convenience variable to refer to it.
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*
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* ---
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* The following are Plugin Commands you may use with events.
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*
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* Plugin Command:
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* OpenSynthesis Opens up the Synthesis Scene from the field.
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* ShowSynthesis Shows the Synthesis command from the main menu.
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* HideSynthesis Hides the Synthesis command from the main menu.
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* EnableSynthesis Enables the Synthesis command from the main menu.
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* DisableSynthesis Disables the Synthesis command from the main menu.
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*
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* For those who wish to make the player synthesize only specific recipes, you
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* can use the following command.
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*
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* OpenSynthesis Item 15 Recipe
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* - or -
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* OpenSynthesis Weapon 20 Recipe
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* - or -
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* OpenSynthesis Armor 30 Recipe
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*
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* This will make the synthesis menu, when opened up, only allow the recipes of
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* the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
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* recipes of any recipe items within the player's inventory.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.11:
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* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
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* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
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*
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* Version 1.10:
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* - Added 'Amount Format' plugin parameter. Now you can switch the way the
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* needed ingredients are shown between Need/Own and Own/Need.
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*
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* Version 1.09:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.08:
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* - Lunatic Mode fail safes added.
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*
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* Version 1.07:
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* - Added <Custom Synthesis Effect> Lunatic Mode notetag.
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*
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* Version 1.06:
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* - Fixed an error with the calculation of total recipes.
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*
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* Version 1.05:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.04:
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* - Added failsafes to prevent crashes from saved games that did not have this
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* plugin already installed.
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*
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* Version 1.03a:
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* - Fixed a bug that caused a crash for OpenSynthesis recipe commands.
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* - Fixed an issue with recipe counts not appearing right.
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*
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* Version 1.02:
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* - Added 'Equipped Recipes' plugin parameter. If enabled, this will allow the
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* Item Synthesis menu to check your party's equipment to see if any of them
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* are recipe holders.
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*
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* Version 1.01:
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* - Fixed a bug with the synthesis gold costs taking more than they should.
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* - Extended the OpenSynthesis plugin command. If you add Item, Weapon, or
|
|
|
|
* Armor after the command along with an ID, the synthesis menu will only show
|
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|
|
* the items listed on the recipe for Item x, Weapon x, or Armor x.
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|
|
*
|
|
|
|
* Version 1.00:
|
|
|
|
* - Finished Plugin!
|
|
|
|
*/
|
|
|
|
//=============================================================================
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|
|
|
|
|
//=============================================================================
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|
|
// Parameter Variables
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|
|
|
//=============================================================================
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|
|
Yanfly.Parameters = PluginManager.parameters('YEP_ItemSynthesis');
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|
|
|
Yanfly.Param = Yanfly.Param || {};
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|
|
Yanfly.Param.ISSynthCmd = String(Yanfly.Parameters['Synthesis Command']);
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|
|
Yanfly.Param.ISShowSynth = String(Yanfly.Parameters['Show Command']);
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|
|
Yanfly.Param.ISShowSynth = eval(Yanfly.Param.ISShowSynth);
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|
|
|
Yanfly.Param.ISEnableSynth = String(Yanfly.Parameters['Enable Command']);
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|
|
Yanfly.Param.ISEnableSynth = eval(Yanfly.Param.ISEnableSynth);
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|
|
Yanfly.Param.ISAutoPlaceCmd = String(Yanfly.Parameters['Auto Place Command']);
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|
|
Yanfly.Param.ISItemCmd = String(Yanfly.Parameters['Item Command']);
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|
|
Yanfly.Param.ISWeaponCmd = String(Yanfly.Parameters['Weapon Command']);
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|
|
Yanfly.Param.ISArmorCmd = String(Yanfly.Parameters['Armor Command']);
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|
Yanfly.Param.ISFinishCmd = String(Yanfly.Parameters['Finish Command']);
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|
Yanfly.Param.ISTextAlign = String(Yanfly.Parameters['Text Alignment']);
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|
|
Yanfly.Param.ISColRecipes = String(Yanfly.Parameters['Collected Recipes']);
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|
|
Yanfly.Param.ISCraftedItems = String(Yanfly.Parameters['Crafted Items']);
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|
|
Yanfly.Param.ISCraftedWeapons = String(Yanfly.Parameters['Crafted Weapons']);
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|
|
Yanfly.Param.ISCraftedArmors = String(Yanfly.Parameters['Crafted Armors']);
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|
|
Yanfly.Param.ISEquRecipes = eval(String(Yanfly.Parameters['Equipped Recipes']));
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|
Yanfly.Param.ISMaskUnknown = String(Yanfly.Parameters['Mask Unknown']);
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|
|
Yanfly.Param.ISMaskText = String(Yanfly.Parameters['Mask Text']);
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|
|
Yanfly.Param.ISMaskItalic = String(Yanfly.Parameters['Mask Italic']);
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|
|
Yanfly.Param.ISMaskItalic = eval(Yanfly.Param.ISMaskItalic);
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|
|
Yanfly.Param.ISMaskHelpText = String(Yanfly.Parameters['Mask Help Text']);
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|
|
Yanfly.Param.ISIngredientsList = String(Yanfly.Parameters['Ingredients Text']);
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|
|
Yanfly.Param.ISAmountText = String(Yanfly.Parameters['Amount Text']);
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|
|
Yanfly.Param.ISAmountFmt = eval(Yanfly.Parameters['Amount Format'] || 'false');
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|
|
Yanfly.Param.ISQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
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|
|
Yanfly.Param.ISDefSEName = String(Yanfly.Parameters['Default SE']);
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|
|
Yanfly.Param.ISDefVol = Number(Yanfly.Parameters['Default Volume']);
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|
|
Yanfly.Param.ISDefPitch = Number(Yanfly.Parameters['Default Pitch']);
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|
|
Yanfly.Param.ISDefPant = Number(Yanfly.Parameters['Default Pan']);
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|
|
//=============================================================================
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|
|
// DataManager
|
|
|
|
//=============================================================================
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|
|
Yanfly.IS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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|
|
DataManager.isDatabaseLoaded = function() {
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|
|
if (!Yanfly.IS.DataManager_isDatabaseLoaded.call(this)) return false;
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|
|
|
if (!Yanfly._loaded_YEP_ItemSynthesis) {
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|
|
|
this.processISNotetagsI($dataItems);
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|
|
|
this.processISNotetagsW($dataWeapons);
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|
|
this.processISNotetagsA($dataArmors);
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|
|
Yanfly.IS.SynthesisRecipeCount = 0;
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|
|
Yanfly.IS.SynthesisItemTotal = 0;
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|
|
|
Yanfly.IS.SynthesisWeaponTotal = 0;
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|
|
Yanfly.IS.SynthesisArmorTotal = 0;
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|
|
|
this.processISNotetags1($dataItems, 0);
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|
|
|
this.processISNotetags1($dataWeapons, 1);
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|
|
|
this.processISNotetags1($dataArmors, 2);
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|
|
|
Yanfly._loaded_YEP_ItemSynthesis = true;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
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|
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|
|
DataManager.processISNotetagsI = function(group) {
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|
|
|
if (Yanfly.ItemIdRef) return;
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|
|
|
Yanfly.ItemIdRef = {};
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|
|
|
for (var n = 1; n < group.length; n++) {
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|
|
|
var obj = group[n];
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|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
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|
|
|
}
|
|
|
|
};
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|
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|
|
DataManager.processISNotetagsW = function(group) {
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|
|
if (Yanfly.WeaponIdRef) return;
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|
|
|
Yanfly.WeaponIdRef = {};
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
var obj = group[n];
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
}
|
|
|
|
};
|
|
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|
|
DataManager.processISNotetagsA = function(group) {
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|
|
|
if (Yanfly.ArmorIdRef) return;
|
|
|
|
Yanfly.ArmorIdRef = {};
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
var obj = group[n];
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
}
|
|
|
|
};
|
|
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|
|
DataManager.processISNotetags1 = function(group, type) {
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|
|
var note1 = /<(?:ITEM RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
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|
|
|
var note2 = /<(?:ITEM RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
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|
|
|
var note3 = /<(?:WEAPON RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
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|
|
|
var note4 = /<(?:WEAPON RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
var note5 = /<(?:ARMOR RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
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|
|
|
var note6 = /<(?:ARMOR RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
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|
|
|
var note7 = /<(?:SYNTHESIS INGREDIENTS)>/i;
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|
|
|
var note8 = /<\/(?:SYNTHESIS INGREDIENTS)>/i;
|
|
|
|
var note9 = /<(?:MASK NAME):[ ](.*)>/i;
|
|
|
|
var note10a = /<(?:CUSTOM SYNTHESIS EFFECT)>/i;
|
|
|
|
var note10b = /<\/(?:CUSTOM SYNTHESIS EFFECT)>/i;
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
var obj = group[n];
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
obj.groupType = type;
|
|
|
|
obj.maskName = '';
|
|
|
|
obj.recipeItem = [];
|
|
|
|
obj.recipeWeapon = [];
|
|
|
|
obj.recipeArmor = [];
|
|
|
|
obj.synthCost = 0;
|
|
|
|
obj.synthIngredients = [];
|
|
|
|
var gatherIngredients = false;
|
|
|
|
obj.synthSeName = Yanfly.Param.ISDefSEName;
|
|
|
|
obj.synthSeVol = Yanfly.Param.ISDefVol;
|
|
|
|
obj.synthSePitch = Yanfly.Param.ISDefPitch;
|
|
|
|
obj.synthSePan = Yanfly.Param.ISDefPan;
|
|
|
|
obj.customSynthEval = '';
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
var line = notedata[i];
|
|
|
|
if (line.match(note1)) {
|
|
|
|
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
|
|
|
|
obj.recipeItem = obj.recipeItem.concat(array);
|
|
|
|
} else if (line.match(note2)) {
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
|
|
|
|
parseInt(RegExp.$2));
|
|
|
|
obj.recipeItem = obj.recipeItem.concat(range);
|
|
|
|
} else if (line.match(note3)) {
|
|
|
|
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
|
|
|
|
obj.recipeWeapon = obj.recipeWeapon.concat(array);
|
|
|
|
} else if (line.match(note4)) {
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
|
|
|
|
parseInt(RegExp.$2));
|
|
|
|
obj.recipeWeapon = obj.recipeWeapon.concat(range);
|
|
|
|
} else if (line.match(note5)) {
|
|
|
|
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
|
|
|
|
obj.recipeArmor = obj.recipeArmor.concat(array);
|
|
|
|
} else if (line.match(note6)) {
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
|
|
|
|
parseInt(RegExp.$2));
|
|
|
|
obj.recipeArmor = obj.recipeArmor.concat(range);
|
|
|
|
} else if (line.match(note7)) {
|
|
|
|
gatherIngredients = true;
|
|
|
|
} else if (line.match(note8)) {
|
|
|
|
gatherIngredients = false;
|
|
|
|
} else if (line.match(note9)) {
|
|
|
|
obj.maskName = String(RegExp.$1);
|
|
|
|
} else if (gatherIngredients) {
|
|
|
|
this.addSynthesisIngredient(obj, line);
|
|
|
|
} else if (line.match(/<(?:SYNTHESIS SE):[ ](.*)>/i)) {
|
|
|
|
obj.synthSeName = String(RegExp.$1);
|
|
|
|
} else if (line.match(/<(?:SYNTHESIS VOLUME):[ ](\d+)>/i)) {
|
|
|
|
obj.synthSeVol = parseInt(RegExp.$1);
|
|
|
|
} else if (line.match(/<(?:SYNTHESIS PITCH):[ ](\d+)>/i)) {
|
|
|
|
obj.synthSePitch = parseInt(RegExp.$1);
|
|
|
|
} else if (line.match(/<(?:SYNTHESIS PAN):[ ](\d+)>/i)) {
|
|
|
|
obj.synthSePan = parseInt(RegExp.$1);
|
|
|
|
} else if (line.match(note10a)) {
|
|
|
|
evalMode = 'custom synthesis effect';
|
|
|
|
} else if (line.match(note10b)) {
|
|
|
|
evalMode = 'none';
|
|
|
|
} else if (evalMode === 'custom synthesis effect') {
|
|
|
|
obj.customSynthEval += line + '\n';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.processRecipeCounts(obj);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.addSynthesisIngredient = function(obj, line) {
|
|
|
|
var ingType;
|
|
|
|
var ingId;
|
|
|
|
var ingValue = 1;
|
|
|
|
if (line.match(/GOLD:[ ](\d+)/i)) {
|
|
|
|
obj.synthCost = parseInt(RegExp.$1);
|
|
|
|
return;
|
|
|
|
} else if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 0;
|
|
|
|
ingValue = parseInt(RegExp.$2);
|
|
|
|
} else if (line.match(/ITEM[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 0;
|
|
|
|
ingValue = 1;
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 1;
|
|
|
|
ingValue = parseInt(RegExp.$2);
|
|
|
|
} else if (line.match(/WEAPON[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 1;
|
|
|
|
ingValue = 1;
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 2;
|
|
|
|
ingValue = parseInt(RegExp.$2);
|
|
|
|
} else if (line.match(/ARMOR[ ](\d+)/i)) {
|
|
|
|
ingId = parseInt(RegExp.$1);
|
|
|
|
ingType = 2;
|
|
|
|
ingValue = 1;
|
|
|
|
} else if (line.match(/(.*):[ ](\d+)/i)) {
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
ingValue = parseInt(RegExp.$2);
|
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
|
ingId = Yanfly.ItemIdRef[name];
|
|
|
|
ingType = 0;
|
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
|
ingId = Yanfly.WeaponIdRef[name];
|
|
|
|
ingType = 1;
|
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
|
ingId = Yanfly.ArmorIdRef[name];
|
|
|
|
ingType = 2;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var name = line.toUpperCase();
|
|
|
|
ingValue = 1;
|
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
|
ingId = Yanfly.ItemIdRef[name];
|
|
|
|
ingType = 0;
|
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
|
ingId = Yanfly.WeaponIdRef[name];
|
|
|
|
ingType = 1;
|
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
|
ingId = Yanfly.ArmorIdRef[name];
|
|
|
|
ingType = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!this.isSynthesisIngredientOk(ingId, ingType)) return;
|
|
|
|
var length = obj.synthIngredients.length;
|
|
|
|
obj.synthIngredients[length] = [ingType, ingId, ingValue];
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.isSynthesisIngredientOk = function(ingId, ingType) {
|
|
|
|
var item;
|
|
|
|
if (ingType === 0) item = $dataItems[ingId];
|
|
|
|
if (ingType === 1) item = $dataWeapons[ingId];
|
|
|
|
if (ingType === 2) item = $dataArmors[ingId];
|
|
|
|
if (!item) return false;
|
|
|
|
if (Imported.YEP_ItemCore && this.isIndependent(item)) return false;
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.getSynthesisIngredient = function(item, index) {
|
|
|
|
var itemId = item.synthIngredients[index][1];
|
|
|
|
if (item.synthIngredients[index][0] === 0) {
|
|
|
|
return $dataItems[itemId];
|
|
|
|
} else if (item.synthIngredients[index][0] === 1) {
|
|
|
|
return $dataWeapons[itemId];
|
|
|
|
} if (item.synthIngredients[index][0] === 2) {
|
|
|
|
return $dataArmors[itemId];
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.getSynthesisQuantity = function(item, index) {
|
|
|
|
return item.synthIngredients[index][2];
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.processRecipeCounts = function(obj) {
|
|
|
|
if (obj.recipeItem.length > 0 || obj.recipeWeapon.length > 0 ||
|
|
|
|
obj.recipeArmor.length > 0) {
|
|
|
|
Yanfly.IS.SynthesisRecipeCount += obj.recipeItem.length;
|
|
|
|
Yanfly.IS.SynthesisRecipeCount += obj.recipeWeapon.length;
|
|
|
|
Yanfly.IS.SynthesisRecipeCount += obj.recipeArmor.length;
|
|
|
|
}
|
|
|
|
if (obj.name === '') return;
|
|
|
|
if (obj.synthCost > 0 || obj.synthIngredients.length > 0) {
|
|
|
|
if (obj.groupType === 0) Yanfly.IS.SynthesisItemTotal += 1;
|
|
|
|
if (obj.groupType === 1) Yanfly.IS.SynthesisWeaponTotal += 1;
|
|
|
|
if (obj.groupType === 2) Yanfly.IS.SynthesisArmorTotal += 1;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_System
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.IS.Game_System_initialize = Game_System.prototype.initialize;
|
|
|
|
Game_System.prototype.initialize = function() {
|
|
|
|
Yanfly.IS.Game_System_initialize.call(this);
|
|
|
|
this.initSynthesis();
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.initSynthesis = function() {
|
|
|
|
this._showSynthesis = Yanfly.Param.ISShowSynth;
|
|
|
|
this._enableSynthesis = Yanfly.Param.ISEnableSynth;
|
|
|
|
this._synthedItems = [];
|
|
|
|
this._synthedWeapons = [];
|
|
|
|
this._synthedArmors = [];
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.isShowSynthesis = function() {
|
|
|
|
return this._showSynthesis;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.isEnableSynthesis = function() {
|
|
|
|
return this._enableSynthesis;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.totalRecipes = function() {
|
|
|
|
var value = 0;
|
|
|
|
$gameParty.items().forEach(function(item) {
|
|
|
|
if (item.recipeItem && item.recipeItem.length > 0) {
|
|
|
|
value += item.recipeItem.length;
|
|
|
|
}
|
|
|
|
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
|
|
|
|
value += item.recipeWeapon.length;
|
|
|
|
}
|
|
|
|
if (item.recipeArmor && item.recipeArmor.length > 0) {
|
|
|
|
value += item.recipeArmor.length;
|
|
|
|
}
|
|
|
|
}, this);
|
|
|
|
$gameParty.weapons().forEach(function(item) {
|
|
|
|
if (item.recipeItem && item.recipeItem.length > 0) {
|
|
|
|
value += item.recipeItem.length;
|
|
|
|
}
|
|
|
|
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
|
|
|
|
value += item.recipeWeapon.length;
|
|
|
|
}
|
|
|
|
if (item.recipeArmor && item.recipeArmor.length > 0) {
|
|
|
|
value += item.recipeArmor.length;
|
|
|
|
}
|
|
|
|
}, this);
|
|
|
|
$gameParty.armors().forEach(function(item) {
|
|
|
|
if (item.recipeItem && item.recipeItem.length > 0) {
|
|
|
|
value += item.recipeItem.length;
|
|
|
|
}
|
|
|
|
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
|
|
|
|
value += item.recipeWeapon.length;
|
|
|
|
}
|
|
|
|
if (item.recipeArmor && item.recipeArmor.length > 0) {
|
|
|
|
value += item.recipeArmor.length;
|
|
|
|
}
|
|
|
|
}, this);
|
|
|
|
return value;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.hasSynthed = function(item) {
|
|
|
|
if (!item) return false;
|
|
|
|
if (DataManager.isItem(item)) {
|
|
|
|
return this.synthedItems().contains(item.id);
|
|
|
|
} else if (DataManager.isWeapon(item)) {
|
|
|
|
return this.synthedWeapons().contains(item.id);
|
|
|
|
} else if (DataManager.isArmor(item)) {
|
|
|
|
return this.synthedArmors().contains(item.id);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.addSynth = function(item) {
|
|
|
|
if (!item) return false;
|
|
|
|
if (DataManager.isItem(item)) {
|
|
|
|
if (!this._synthedItems.contains(item.id)) {
|
|
|
|
this._synthedItems.push(item.id);
|
|
|
|
}
|
|
|
|
} else if (DataManager.isWeapon(item)) {
|
|
|
|
if (!this._synthedWeapons.contains(item.id)) {
|
|
|
|
this._synthedWeapons.push(item.id);
|
|
|
|
}
|
|
|
|
} else if (DataManager.isArmor(item)) {
|
|
|
|
if (!this._synthedArmors.contains(item.id)) {
|
|
|
|
this._synthedArmors.push(item.id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.synthedItems = function() {
|
|
|
|
if (this._synthedItems === undefined) this._synthedItems = [];
|
|
|
|
return this._synthedItems;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.synthedWeapons = function() {
|
|
|
|
if (this._synthedWeapons === undefined) this._synthedWeapons = [];
|
|
|
|
return this._synthedWeapons;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.synthedArmors = function() {
|
|
|
|
if (this._synthedArmors === undefined) this._synthedArmors = [];
|
|
|
|
return this._synthedArmors;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.canSynthesize = function(item, times) {
|
|
|
|
if (!item) return false;
|
|
|
|
if ($gameParty.numItems(item) >= $gameParty.maxItems(item)) return false;
|
|
|
|
times = times || 1;
|
|
|
|
if (item.synthCost * times > $gameParty.gold()) return false;
|
|
|
|
for (var i = 0; i < item.synthIngredients.length; ++i) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(item, i);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(item, i);
|
|
|
|
if (quantity * times > $gameParty.numItems(ingredient)) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_System.prototype.maxSynthesize = function(item) {
|
|
|
|
var maximum = $gameParty.maxItems(item) - $gameParty.numItems(item);
|
|
|
|
if (item.synthCost > 0) {
|
|
|
|
maximum = Math.min(maximum, $gameParty.gold() / item.synthCost);
|
|
|
|
}
|
|
|
|
for (var i = 0; i < item.synthIngredients.length; ++i) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(item, i);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(item, i);
|
|
|
|
maximum = Math.min(maximum, $gameParty.numItems(ingredient) / quantity);
|
|
|
|
}
|
|
|
|
return parseInt(Math.max(maximum, 0));
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Interpreter
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.IS.Game_Interpreter_pluginCommand =
|
|
|
|
Game_Interpreter.prototype.pluginCommand;
|
|
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
|
|
|
Yanfly.IS.Game_Interpreter_pluginCommand.call(this, command, args)
|
|
|
|
if (command === 'OpenSynthesis') this.gotoSceneSynthesis(args);
|
|
|
|
if (command === 'ShowSynthesis') $gameSystem._showSynthesis = true;
|
|
|
|
if (command === 'HideSynthesis') $gameSystem._showSynthesis = false;
|
|
|
|
if (command === 'EnableSynthesis') $gameSystem._enableSynthesis = true;
|
|
|
|
if (command === 'DisableSynthesis') $gameSystem._enableSynthesis = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.gotoSceneSynthesis = function(args) {
|
|
|
|
if ($gameParty.inBattle()) return;
|
|
|
|
if (args && args.length >= 2) {
|
|
|
|
var text = args[0].toUpperCase();
|
|
|
|
var id = parseInt(args[1]);
|
|
|
|
if (text === 'ITEM') {
|
|
|
|
$gameTemp._synthRecipe = $dataItems[id];
|
|
|
|
} else if (text === 'WEAPON') {
|
|
|
|
$gameTemp._synthRecipe = $dataWeapons[id];
|
|
|
|
} else if (text === 'ARMOR') {
|
|
|
|
$gameTemp._synthRecipe = $dataArmors[id];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
SceneManager.push(Scene_Synthesis);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_MenuCommand
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.IS.Window_MenuCommand_addOriginalCommands =
|
|
|
|
Window_MenuCommand.prototype.addOriginalCommands;
|
|
|
|
Window_MenuCommand.prototype.addOriginalCommands = function() {
|
|
|
|
Yanfly.IS.Window_MenuCommand_addOriginalCommands.call(this);
|
|
|
|
this.addSynthesisCommand();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.addSynthesisCommand = function() {
|
|
|
|
if (!eval(Yanfly.Param.ISAutoPlaceCmd)) return;
|
|
|
|
if (!$gameSystem.isShowSynthesis()) return;
|
|
|
|
if (this.findSymbol('synthesis') > -1) return;
|
|
|
|
if ($gameSystem.totalRecipes() <= 0) return;
|
|
|
|
var text = Yanfly.Param.ISSynthCmd;
|
|
|
|
var enabled = $gameSystem.isEnableSynthesis();
|
|
|
|
this.addCommand(text, 'synthesis', enabled);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_SynthesisCommand
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Window_SynthesisCommand() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype = Object.create(Window_Command.prototype);
|
|
|
|
Window_SynthesisCommand.prototype.constructor = Window_SynthesisCommand;
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.initialize = function() {
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.windowWidth = function() {
|
|
|
|
return 240;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.numVisibleRows = function() {
|
|
|
|
return 4;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.itemTextAlign = function() {
|
|
|
|
return Yanfly.Param.ISTextAlign;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.makeCommandList = function() {
|
|
|
|
this.addItemCommands();
|
|
|
|
this.addCustomCommand();
|
|
|
|
this.addFinishCommand();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.addItemCommands = function() {
|
|
|
|
if (Scene_Synthesis.availableItems().length > 0) {
|
|
|
|
this.addCommand(Yanfly.Param.ISItemCmd, 'item', true);
|
|
|
|
}
|
|
|
|
if (Scene_Synthesis.availableWeapons().length > 0) {
|
|
|
|
this.addCommand(Yanfly.Param.ISWeaponCmd, 'weapon', true);
|
|
|
|
}
|
|
|
|
if (Scene_Synthesis.availableArmors().length > 0) {
|
|
|
|
this.addCommand(Yanfly.Param.ISArmorCmd, 'armor', true);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.addCustomCommand = function() {
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisCommand.prototype.addFinishCommand = function() {
|
|
|
|
this.addCommand(Yanfly.Param.ISFinishCmd, 'cancel', true);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_SynthesisStatus
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Window_SynthesisStatus() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype = Object.create(Window_Base.prototype);
|
|
|
|
Window_SynthesisStatus.prototype.constructor = Window_SynthesisStatus;
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.initialize = function(wx, wy, ww, wh) {
|
|
|
|
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.refresh = function() {
|
|
|
|
this.contents.clear();
|
|
|
|
var dy = 0;
|
|
|
|
dy = this.drawCollectedRecipes(dy);
|
|
|
|
dy = this.drawCraftedItems(dy);
|
|
|
|
dy = this.drawCraftedWeapons(dy);
|
|
|
|
dy = this.drawCraftedArmors(dy);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.drawCollectedRecipes = function(dy) {
|
|
|
|
if (Yanfly.Param.ISColRecipes.length <= 0) return dy;
|
|
|
|
var dw = this.contents.width;
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISColRecipes, 0, dy, dw);
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var value = parseFloat($gameSystem.totalRecipes()) /
|
|
|
|
Yanfly.IS.SynthesisRecipeCount;
|
|
|
|
var text = String(parseInt(value * 100)) + '%';
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
dw -= this.textWidth('100%') + this.standardPadding() * 2;
|
|
|
|
var fmt = '%1/%2'
|
|
|
|
text = fmt.format($gameSystem.totalRecipes(),
|
|
|
|
Yanfly.IS.SynthesisRecipeCount);
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.drawCraftedItems = function(dy) {
|
|
|
|
if (Yanfly.Param.ISCraftedItems.length <= 0) return dy;
|
|
|
|
var dw = this.contents.width;
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISCraftedItems, 0, dy, dw);
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var value = parseFloat($gameSystem.synthedItems().length) /
|
|
|
|
Math.max(1, Yanfly.IS.SynthesisItemTotal);
|
|
|
|
var text = String(parseInt(value * 100)) + '%';
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
dw -= this.textWidth('100%') + this.standardPadding() * 2;
|
|
|
|
var fmt = '%1/%2'
|
|
|
|
text = fmt.format($gameSystem.synthedItems().length,
|
|
|
|
Yanfly.IS.SynthesisItemTotal);
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.drawCraftedWeapons = function(dy) {
|
|
|
|
if (Yanfly.Param.ISCraftedWeapons.length <= 0) return dy;
|
|
|
|
var dw = this.contents.width;
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISCraftedWeapons, 0, dy, dw);
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var value = parseFloat($gameSystem.synthedWeapons().length) /
|
|
|
|
Math.max(1, Yanfly.IS.SynthesisWeaponTotal);
|
|
|
|
var text = String(parseInt(value * 100)) + '%';
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
dw -= this.textWidth('100%') + this.standardPadding() * 2;
|
|
|
|
var fmt = '%1/%2'
|
|
|
|
text = fmt.format($gameSystem.synthedWeapons().length,
|
|
|
|
Yanfly.IS.SynthesisWeaponTotal);
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisStatus.prototype.drawCraftedArmors = function(dy) {
|
|
|
|
if (Yanfly.Param.ISCraftedArmors.length <= 0) return dy;
|
|
|
|
var dw = this.contents.width;
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISCraftedArmors, 0, dy, dw);
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var value = parseFloat($gameSystem.synthedArmors().length) /
|
|
|
|
Math.max(1, Yanfly.IS.SynthesisArmorTotal);
|
|
|
|
var text = String(parseInt(value * 100)) + '%';
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
dw -= this.textWidth('100%') + this.standardPadding() * 2;
|
|
|
|
var fmt = '%1/%2'
|
|
|
|
text = fmt.format($gameSystem.synthedArmors().length,
|
|
|
|
Yanfly.IS.SynthesisArmorTotal);
|
|
|
|
this.drawText(text, 0, dy, dw, 'right');
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_SynthesisList
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Window_SynthesisList() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
Window_SynthesisList.prototype.constructor = Window_SynthesisList;
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.initialize = function(commandWindow) {
|
|
|
|
this._commandWindow = commandWindow
|
|
|
|
var wy = commandWindow.y + commandWindow.height;
|
|
|
|
var ww = this.windowWidth();
|
|
|
|
var wh = Graphics.boxHeight - wy;
|
|
|
|
Window_Selectable.prototype.initialize.call(this, 0, wy, ww, wh);
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.windowWidth = function() {
|
|
|
|
return Graphics.boxWidth / 2;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.updateHelp = function() {
|
|
|
|
if (this._commandWindow.active) {
|
|
|
|
this._helpWindow.setText('');
|
|
|
|
} else if (eval(Yanfly.Param.ISMaskUnknown) &&
|
|
|
|
!$gameSystem.hasSynthed(this.item())) {
|
|
|
|
var text = Yanfly.Param.ISMaskHelpText;
|
|
|
|
if (this._helpWindow) this._helpWindow.setText(text);
|
|
|
|
} else {
|
|
|
|
this.setHelpWindowItem(this.item());
|
|
|
|
}
|
|
|
|
if (this._ingredients) {
|
|
|
|
this._ingredients.refresh(this.item());
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.item = function() {
|
|
|
|
return this._data[this.index()];
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.isCurrentItemEnabled = function() {
|
|
|
|
return this.isEnabled(this.item());
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.isEnabled = function(item) {
|
|
|
|
if ($gamePlayer.isDebugThrough()) return true;
|
|
|
|
return $gameSystem.canSynthesize(item);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.update = function() {
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
if (this._commandWindow) {
|
|
|
|
this.setCategory(this._commandWindow.currentSymbol())
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.setCategory = function(symbol) {
|
|
|
|
if (this._categorySymbol === symbol) return;
|
|
|
|
this._categorySymbol = symbol;
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.refresh = function() {
|
|
|
|
if (this._commandWindow) {
|
|
|
|
this._categorySymbol = this._commandWindow.currentSymbol();
|
|
|
|
}
|
|
|
|
this.makeItemList();
|
|
|
|
this.createContents();
|
|
|
|
this.drawAllItems();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.makeItemList = function() {
|
|
|
|
this._data = [];
|
|
|
|
if (this._commandWindow.currentSymbol() === 'item') {
|
|
|
|
this._data = Scene_Synthesis.availableItems();
|
|
|
|
} else if (this._commandWindow.currentSymbol() === 'weapon') {
|
|
|
|
this._data = Scene_Synthesis.availableWeapons();
|
|
|
|
} else if (this._commandWindow.currentSymbol() === 'armor') {
|
|
|
|
this._data = Scene_Synthesis.availableArmors();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.maxItems = function() {
|
|
|
|
return this._data ? this._data.length : 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.drawItem = function(index) {
|
|
|
|
var item = this._data[index];
|
|
|
|
if (!item) return;
|
|
|
|
this.resetFontSettings();
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
this.changePaintOpacity(this.isEnabled(item));
|
|
|
|
this.drawItemName(item, rect.x, rect.y, rect.width);
|
|
|
|
this.drawItemNumber(item, rect.x, rect.y, rect.width);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.drawItemName = function(item, x, y, width) {
|
|
|
|
if (!item) return;
|
|
|
|
if ($gameSystem.hasSynthed(item)) {
|
|
|
|
Window_Base.prototype.drawItemName.call(this, item, x, y, width);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var iconBoxWidth = Window_Base._iconWidth + 4;
|
|
|
|
this.resetTextColor();
|
|
|
|
this.drawIcon(item.iconIndex, x + 2, y + 2);
|
|
|
|
var text = item.name;
|
|
|
|
if (eval(Yanfly.Param.ISMaskUnknown)) {
|
|
|
|
this.contents.fontItalic = Yanfly.Param.ISMaskItalic;
|
|
|
|
if (item.maskName !== '') {
|
|
|
|
text = item.maskName;
|
|
|
|
} else {
|
|
|
|
text = Yanfly.Util.maskString(text, Yanfly.Param.ISMaskText);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.drawText(text, x + iconBoxWidth, y, width - iconBoxWidth);
|
|
|
|
this.contents.fontItalic = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisList.prototype.drawItemNumber = function(item, wx, wy, ww) {
|
|
|
|
if (eval(Yanfly.Param.ISMaskUnknown) && !$gameSystem.hasSynthed(item)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
ww -= this.textPadding();
|
|
|
|
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
|
|
|
|
var baseItem = DataManager.getBaseItem(item);
|
|
|
|
var value = $gameParty.numIndependentItems(baseItem);
|
|
|
|
var numItems = Yanfly.Util.toGroup(value);
|
|
|
|
} else {
|
|
|
|
var numItems = Yanfly.Util.toGroup($gameParty.numItems(item));
|
|
|
|
}
|
|
|
|
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
|
|
|
|
this.drawText('\u00d7' + numItems, wx, wy, ww - 2, 'right');
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_SynthesisIngredients
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Window_SynthesisIngredients() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype = Object.create(Window_Base.prototype);
|
|
|
|
Window_SynthesisIngredients.prototype.constructor = Window_SynthesisIngredients;
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.initialize = function(wx, wy, ww, wh) {
|
|
|
|
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.refresh = function(item) {
|
|
|
|
this.contents.clear();
|
|
|
|
if (!item) return;
|
|
|
|
this._item = item;
|
|
|
|
this.resetFontSettings();
|
|
|
|
this.resetTextColor();
|
|
|
|
this.drawItemIngredients(item, this.lineHeight());
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.drawItemIngredients = function(item, wy) {
|
|
|
|
var ww = this.contents.width;
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISIngredientsList, 0, 0, ww, 'center');
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
for (var i = 0; i < item.synthIngredients.length; ++i) {
|
|
|
|
wy = this.drawItemDetails(i, wy);
|
|
|
|
if (wy + this.lineheight > this.contents.height) break;
|
|
|
|
}
|
|
|
|
this.drawItemSynthCost(item, wy);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.drawItemDetails = function(index, wy) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, index);
|
|
|
|
var ww = this.contents.width;
|
|
|
|
if (!ingredient) return wy;
|
|
|
|
this.resetFontSettings();
|
|
|
|
this.drawItemName.call(this, ingredient, 0, wy, ww);
|
|
|
|
if (Yanfly.Param.ISAmountFmt) {
|
|
|
|
this.drawItemQuantity(index, wy);
|
|
|
|
} else {
|
|
|
|
this.drawItemQuantity2(index, wy);
|
|
|
|
}
|
|
|
|
|
|
|
|
return wy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.drawItemQuantity = function(index, wy) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, index);
|
|
|
|
var ww = this.contents.width;
|
|
|
|
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient));
|
|
|
|
this.drawText(num, 0, wy, ww, 'right');
|
|
|
|
ww -= this.textWidth(num);
|
|
|
|
if ($gameParty.numItems(ingredient) >= quantity) {
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
} else {
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
}
|
|
|
|
var text = String(Yanfly.Util.toGroup(quantity));
|
|
|
|
this.drawText(text, 0, wy, ww, 'right');
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.drawItemQuantity2 = function(index, wy) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, index);
|
|
|
|
var owned = $gameParty.numItems(ingredient);
|
|
|
|
var ww = this.contents.width;
|
|
|
|
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var num = '/' + Yanfly.Util.toGroup(quantity);
|
|
|
|
this.drawText(num, 0, wy, ww, 'right');
|
|
|
|
ww -= this.textWidth(num);
|
|
|
|
if ($gameParty.numItems(ingredient) >= quantity) {
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
} else {
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
}
|
|
|
|
var text = String(Yanfly.Util.toGroup(owned));
|
|
|
|
this.drawText(text, 0, wy, ww, 'right');
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisIngredients.prototype.drawItemSynthCost = function(item, wy) {
|
|
|
|
if (item.synthCost <= 0) return;
|
|
|
|
this.resetFontSettings();
|
|
|
|
var value = item.synthCost;
|
|
|
|
var ww = this.contents.width - 4;
|
|
|
|
this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww)
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Window_SynthesisNumber
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Window_SynthesisNumber() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype = Object.create(Window_Selectable.prototype);
|
|
|
|
Window_SynthesisNumber.prototype.constructor = Window_SynthesisNumber;
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.initialize = function(ingredientsWindow) {
|
|
|
|
var wx = ingredientsWindow.x;
|
|
|
|
var wy = ingredientsWindow.y;
|
|
|
|
var ww = ingredientsWindow.width;
|
|
|
|
var wh = ingredientsWindow.height;
|
|
|
|
Window_Selectable.prototype.initialize.call(this, wx, wy, ww, wh);
|
|
|
|
this._index = 0;
|
|
|
|
this._item = null;
|
|
|
|
this._max = 1;
|
|
|
|
this._price = 0;
|
|
|
|
this._number = 1;
|
|
|
|
this._currencyUnit = TextManager.currencyUnit;
|
|
|
|
this.createButtons();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.setup = function(item, max, price) {
|
|
|
|
this._item = item;
|
|
|
|
this._max = Math.max(1, Math.floor(max));
|
|
|
|
if ($gamePlayer.isDebugThrough()) this._max = $gameParty.maxItems(item);
|
|
|
|
this._price = price;
|
|
|
|
this._number = 1;
|
|
|
|
this.placeButtons();
|
|
|
|
this.updateButtonsVisiblity();
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.setCurrencyUnit = function(currencyUnit) {
|
|
|
|
this._currencyUnit = currencyUnit;
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.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_SynthesisNumber.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_SynthesisNumber.prototype.updateButtonsVisiblity = function() {
|
|
|
|
if (TouchInput.date > Input.date) {
|
|
|
|
this.showButtons();
|
|
|
|
} else {
|
|
|
|
this.hideButtons();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.showButtons = function() {
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
this._buttons[i].visible = true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.hideButtons = function() {
|
|
|
|
for (var i = 0; i < this._buttons.length; i++) {
|
|
|
|
this._buttons[i].visible = false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.refresh = function() {
|
|
|
|
this.contents.clear();
|
|
|
|
this.drawAmountText()
|
|
|
|
this.drawMultiplicationSign();
|
|
|
|
this.drawNumber();
|
|
|
|
this.drawIngredients();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.drawAmountText = function() {
|
|
|
|
this.resetFontSettings();
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
this.drawText(Yanfly.Param.ISAmountText, 0, 0, this.contents.width);
|
|
|
|
this.resetTextColor();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.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_SynthesisNumber.prototype.drawNumber = function() {
|
|
|
|
var x = this.cursorX();
|
|
|
|
var y = this.itemY();
|
|
|
|
var width = this.cursorWidth() - this.textPadding();
|
|
|
|
this.resetTextColor();
|
|
|
|
this.drawText(Yanfly.Util.toGroup(this._number), x, y, width, 'right');
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.drawIngredients = function() {
|
|
|
|
var wy = this.lineHeight();
|
|
|
|
for (var i = 0; i < this._item.synthIngredients.length; ++i) {
|
|
|
|
wy = this.drawItemDetails(i, wy);
|
|
|
|
if (wy + this.lineheight > this.contents.height) break;
|
|
|
|
}
|
|
|
|
this.drawItemSynthCost(this._item, wy);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.drawItemDetails = function(index, wy) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, index);
|
|
|
|
var ww = this.contents.width;
|
|
|
|
if (!ingredient) return wy;
|
|
|
|
this.resetFontSettings();
|
|
|
|
this.drawItemName.call(this, ingredient, 0, wy, ww);
|
|
|
|
this.drawItemQuantity(index, wy);
|
|
|
|
return wy + this.lineHeight();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.drawItemQuantity = function(index, wy) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, index);
|
|
|
|
quantity *= this.number();
|
|
|
|
var ww = this.contents.width;
|
|
|
|
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient));
|
|
|
|
this.drawText(num, 0, wy, ww, 'right');
|
|
|
|
ww -= this.textWidth(num);
|
|
|
|
if ($gameParty.numItems(ingredient) >= quantity) {
|
|
|
|
this.changeTextColor(this.powerUpColor());
|
|
|
|
} else {
|
|
|
|
this.changeTextColor(this.powerDownColor());
|
|
|
|
}
|
|
|
|
var text = String(Yanfly.Util.toGroup(quantity));
|
|
|
|
this.drawText(text, 0, wy, ww, 'right');
|
|
|
|
}
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.drawItemSynthCost = function(item, wy) {
|
|
|
|
if (item.synthCost <= 0) return;
|
|
|
|
this.resetFontSettings();
|
|
|
|
var value = item.synthCost * this.number();
|
|
|
|
var ww = this.contents.width - 4;
|
|
|
|
this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww)
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.itemY = function() {
|
|
|
|
return 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.priceY = function() {
|
|
|
|
return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.buttonY = function() {
|
|
|
|
return Math.round(this.priceY() + this.lineHeight() * 2.5);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.cursorWidth = function() {
|
|
|
|
var digitWidth = this.textWidth('0');
|
|
|
|
return this.maxDigits() * digitWidth + this.textPadding() * 4;
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.cursorX = function() {
|
|
|
|
return this.contentsWidth() - this.cursorWidth() - this.textPadding();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.maxDigits = function() {
|
|
|
|
if (this._item) {
|
|
|
|
var maxItem = parseInt($gameSystem.maxSynthesize(this._item));
|
|
|
|
maxItem = Math.max(1, maxItem);
|
|
|
|
if ($gamePlayer.isDebugThrough()) {
|
|
|
|
maxItem = $gameParty.maxItems(this._item);
|
|
|
|
}
|
|
|
|
return String(Yanfly.Util.toGroup(maxItem)).length;
|
|
|
|
}
|
|
|
|
return 2;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.update = function() {
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
this.processNumberChange();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.playOkSound = function() {
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.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_SynthesisNumber.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_SynthesisNumber.prototype.updateCursor = function() {
|
|
|
|
this.setCursorRect(this.cursorX(), this.itemY(),
|
|
|
|
this.cursorWidth(), this.lineHeight());
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.onButtonUp = function() {
|
|
|
|
this.changeNumber(1);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.onButtonUp2 = function() {
|
|
|
|
this.changeNumber(10);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.onButtonDown = function() {
|
|
|
|
this.changeNumber(-1);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.onButtonDown2 = function() {
|
|
|
|
this.changeNumber(-10);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.onButtonOk = function() {
|
|
|
|
this.processOk();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_SynthesisNumber.prototype.number = function() {
|
|
|
|
return this._number;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Scene_Menu
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.IS.Scene_Menu_createCommandWindow =
|
|
|
|
Scene_Menu.prototype.createCommandWindow;
|
|
|
|
Scene_Menu.prototype.createCommandWindow = function() {
|
|
|
|
Yanfly.IS.Scene_Menu_createCommandWindow.call(this);
|
|
|
|
this._commandWindow.setHandler('synthesis',
|
|
|
|
this.commandSynthesis.bind(this));
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Menu.prototype.commandSynthesis = function() {
|
|
|
|
SceneManager.push(Scene_Synthesis);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Scene_Synthesis
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
function Scene_Synthesis() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
}
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype = Object.create(Scene_MenuBase.prototype);
|
|
|
|
Scene_Synthesis.prototype.constructor = Scene_Synthesis;
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.initialize = function() {
|
|
|
|
Scene_MenuBase.prototype.initialize.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.addSynthesisItem = function(obj, list) {
|
|
|
|
if (!obj) return;
|
|
|
|
if (obj.name.length <= 0) return;
|
|
|
|
if (obj.synthCost <= 0 && obj.synthIngredients.length <= 0) return;
|
|
|
|
if (list.contains(obj)) return;
|
|
|
|
list.push(obj);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.getAvailableItems = function(type) {
|
|
|
|
var list = [];
|
|
|
|
var lib = this.availableLibrary();
|
|
|
|
var length = lib.length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var set = lib[i];
|
|
|
|
this.getAvailableRecipes(set, type, list);
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.getAvailableRecipes = function(set, type, list) {
|
|
|
|
var length = set.length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var item = set[i];
|
|
|
|
if (!item) continue;
|
|
|
|
if (type === 0 && item.recipeItem) {
|
|
|
|
this.getAvailableSynthesisItems(item.recipeItem, type, list);
|
|
|
|
} else if (type === 1 && item.recipeWeapon) {
|
|
|
|
this.getAvailableSynthesisItems(item.recipeWeapon, type, list);
|
|
|
|
} else if (type === 2 && item.recipeArmor) {
|
|
|
|
this.getAvailableSynthesisItems(item.recipeArmor, type, list);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.getAvailableSynthesisItems = function(array, type, list) {
|
|
|
|
var length = array.length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
if (type === 0) var obj = $dataItems[array[i]];
|
|
|
|
if (type === 1) var obj = $dataWeapons[array[i]];
|
|
|
|
if (type === 2) var obj = $dataArmors[array[i]];
|
|
|
|
this.addSynthesisItem(obj, list);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.availableLibrary = function() {
|
|
|
|
if ($gameTemp._synthRecipe) {
|
|
|
|
return [[$gameTemp._synthRecipe]];
|
|
|
|
}
|
|
|
|
var library = [];
|
|
|
|
library.push($gameParty.items());
|
|
|
|
library.push($gameParty.weapons());
|
|
|
|
library.push($gameParty.armors());
|
|
|
|
if (Yanfly.Param.ISEquRecipes) {
|
|
|
|
var length = $gameParty.allMembers().length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var member = $gameParty.allMembers()[i];
|
|
|
|
if (member) library.push(member.equips());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return library;
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.availableItems = function() {
|
|
|
|
var list = this.getAvailableItems(0);
|
|
|
|
return this.sortList(list);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.availableWeapons = function() {
|
|
|
|
var list = this.getAvailableItems(1);
|
|
|
|
return this.sortList(list);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.availableArmors = function() {
|
|
|
|
var list = this.getAvailableItems(2);
|
|
|
|
return this.sortList(list);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.sortList = function(list) {
|
|
|
|
list.sort(function(a, b) {
|
|
|
|
var p1 = a.id;
|
|
|
|
var p2 = b.id;
|
|
|
|
if (p1 !== p2) {
|
|
|
|
return p1 - p2;
|
|
|
|
}
|
|
|
|
return b - a;
|
|
|
|
});
|
|
|
|
return list;
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.refreshWindows = function() {
|
|
|
|
this._statusWindow.refresh();
|
|
|
|
this._listWindow.refresh();
|
|
|
|
this._goldWindow.refresh();
|
|
|
|
this._ingredientsWindow.refresh(this._listWindow.item());
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.create = function() {
|
|
|
|
Scene_MenuBase.prototype.create.call(this);
|
|
|
|
this.createHelpWindow();
|
|
|
|
this.createCommandWindow();
|
|
|
|
this.createStatusWindow();
|
|
|
|
this.createListWindow();
|
|
|
|
this.createGoldWindow();
|
|
|
|
this.createIngredientsWindow();
|
|
|
|
this.createNumberWindow();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createCommandWindow = function() {
|
|
|
|
this._commandWindow = new Window_SynthesisCommand();
|
|
|
|
this._commandWindow.y = this._helpWindow.height;
|
|
|
|
this._commandWindow.setHandler('ok', this.onCommandOk.bind(this));
|
|
|
|
this._commandWindow.setHandler('cancel', this.onCancelOk.bind(this));
|
|
|
|
this.addWindow(this._commandWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onCancelOk = function() {
|
|
|
|
$gameTemp._synthRecipe = undefined;
|
|
|
|
this.popScene();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createStatusWindow = function() {
|
|
|
|
var wx = this._commandWindow.width;
|
|
|
|
var wy = this._commandWindow.y;
|
|
|
|
var ww = Graphics.boxWidth - wx;
|
|
|
|
var wh = this._commandWindow.height;
|
|
|
|
this._statusWindow = new Window_SynthesisStatus(wx, wy, ww, wh);
|
|
|
|
this.addWindow(this._statusWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createListWindow = function() {
|
|
|
|
this._listWindow = new Window_SynthesisList(this._commandWindow);
|
|
|
|
this._listWindow.setHandler('ok', this.onListOk.bind(this));
|
|
|
|
this._listWindow.setHandler('cancel', this.onListCancel.bind(this));
|
|
|
|
this._listWindow.setHelpWindow(this._helpWindow);
|
|
|
|
this.addWindow(this._listWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createGoldWindow = function() {
|
|
|
|
var wx = this._listWindow.width;
|
|
|
|
this._goldWindow = new Window_Gold(wx, 0);
|
|
|
|
this._goldWindow.width = Graphics.boxWidth / 2;
|
|
|
|
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
|
|
|
|
this._goldWindow.createContents();
|
|
|
|
this._goldWindow.refresh();
|
|
|
|
this.addWindow(this._goldWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createIngredientsWindow = function() {
|
|
|
|
var wx = this._listWindow.width;
|
|
|
|
var wy = this._listWindow.y;
|
|
|
|
var ww = Graphics.boxWidth - wx;
|
|
|
|
var wh = Graphics.boxHeight - wy - this._goldWindow.height;
|
|
|
|
this._ingredientsWindow = new Window_SynthesisIngredients(wx, wy, ww, wh);
|
|
|
|
this._listWindow._ingredients = this._ingredientsWindow;
|
|
|
|
this.addWindow(this._ingredientsWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.createNumberWindow = function() {
|
|
|
|
this._numberWindow = new Window_SynthesisNumber(this._ingredientsWindow);
|
|
|
|
this._numberWindow.hide();
|
|
|
|
this._numberWindow.setHandler('ok', this.onNumberOk.bind(this));
|
|
|
|
this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this));
|
|
|
|
this.addWindow(this._numberWindow);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onCommandOk = function() {
|
|
|
|
this._listWindow.activate();
|
|
|
|
this._listWindow.select(0);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onListCancel = function() {
|
|
|
|
this._commandWindow.activate();
|
|
|
|
this._listWindow.select(-1);
|
|
|
|
this._listWindow.updateHelp();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onListOk = function() {
|
|
|
|
this._item = this._listWindow.item();
|
|
|
|
this._ingredientsWindow.hide();
|
|
|
|
this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice());
|
|
|
|
this._numberWindow.setCurrencyUnit(this.currencyUnit());
|
|
|
|
this._numberWindow.show();
|
|
|
|
this._numberWindow.activate();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onNumberOk = function() {
|
|
|
|
this.playSynthesisSound();
|
|
|
|
var number = this._numberWindow.number();
|
|
|
|
this.doBuy(number);
|
|
|
|
this.customSynthEffect(number);
|
|
|
|
this.endNumberInput();
|
|
|
|
this.refreshWindows();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.playSynthesisSound = function() {
|
|
|
|
var se = {
|
|
|
|
name: this._item.synthSeName,
|
|
|
|
volume: this._item.synthSeVol,
|
|
|
|
pitch: this._item.synthSePitch,
|
|
|
|
pan: this._item.synthSePan
|
|
|
|
}
|
|
|
|
AudioManager.playSe(se);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.doBuy = function(number) {
|
|
|
|
var price = number * this._item.synthCost;
|
|
|
|
$gameParty.loseGold(price);
|
|
|
|
for (var i = 0; i < this._item.synthIngredients.length; ++i) {
|
|
|
|
var ingredient = DataManager.getSynthesisIngredient(this._item, i);
|
|
|
|
var quantity = DataManager.getSynthesisQuantity(this._item, i);
|
|
|
|
quantity *= number;
|
|
|
|
if (!ingredient) continue;
|
|
|
|
$gameParty.loseItem(ingredient, quantity, false);
|
|
|
|
}
|
|
|
|
$gameParty.gainItem(this._item, number);
|
|
|
|
$gameSystem.addSynth(this._item);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.customSynthEffect = function(number) {
|
|
|
|
if (!this._item.customSynthEval) return;
|
|
|
|
if (this._item.customSynthEval <= 0) return;
|
|
|
|
var item = this._item;
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
var code = this._item.customSynthEval;
|
|
|
|
try {
|
|
|
|
while (number--) {
|
|
|
|
eval(code);
|
|
|
|
}
|
|
|
|
} catch (e) {
|
|
|
|
Yanfly.Util.displayError(e, code, 'CUSTOM SYNTH EFFECT ERROR');
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.endNumberInput = function() {
|
|
|
|
this._numberWindow.hide();
|
|
|
|
this._listWindow.activate();
|
|
|
|
this._ingredientsWindow.show();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.onNumberCancel = function() {
|
|
|
|
SoundManager.playCancel();
|
|
|
|
this.endNumberInput();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.maxBuy = function() {
|
|
|
|
return $gameSystem.maxSynthesize(this._item);
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.buyingPrice = function() {
|
|
|
|
return $gameSystem.maxSynthesize(this._item) * this._item.synthCost;
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Synthesis.prototype.currencyUnit = function() {
|
|
|
|
return this._goldWindow.currencyUnit();
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// New Function
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
Yanfly.Util.getRange = function(n, m) {
|
|
|
|
var result = [];
|
|
|
|
for (var i = n; i <= m; ++i) result.push(i);
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.Util.maskString = function(str, mask) {
|
|
|
|
var text = mask;
|
|
|
|
if (mask.length === 1) {
|
|
|
|
text = Array(str.length + 1).join(mask);
|
|
|
|
return text;
|
|
|
|
} else {
|
|
|
|
return mask;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
Yanfly.Util.toGroup = function(inVal) {
|
|
|
|
return inVal;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.Util.displayError = function(e, code, message) {
|
|
|
|
console.log(message);
|
|
|
|
console.log(code || 'NON-EXISTENT');
|
|
|
|
console.error(e);
|
|
|
|
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
|
|
|
|
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
|
|
|
|
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
|
|
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// End of File
|
|
|
|
//=============================================================================
|