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//=============================================================================
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// Yanfly Engine Plugins - Equip Core Extension - Equip Requirements
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// YEP_X_EquipRequirements.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_EquipRequirements = true;
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var Yanfly = Yanfly || {};
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Yanfly.EqReq = Yanfly.EqReq || {};
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Yanfly.EqReq.version = 1.06;
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//=============================================================================
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/*:
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* @plugindesc v1.06 装备限制☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---全局---
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* @default
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*
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* @param Requirement Window
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* @text 需求窗口
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* @desc 添加装备菜单的需求窗口?
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* Add the requirement window for the Equip menu?
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* NO - false YES - true
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* @default true
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*
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* @param Battle Test Ignore
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* @text 战斗测试忽略
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* @desc 在战斗测试中忽略装备要求?
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* Ignore equip requirements during battle test?
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* NO - false YES - true
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* @default true
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*
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* @param ---窗口---
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* @default
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*
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* @param Requirement Title
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* @text 需求标题
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* @desc The title used for equipment requirements.
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* @default 要求
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*
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* @param No Requirement
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* @text 无要求
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* @desc The text used to display no requirements needed.
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* @default 无要求!
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*
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* @param Positive Color
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* @text 正色
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* @desc Text color used for positive color.
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* @default 24
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*
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* @param Negative Color
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* @text 负色
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* @desc Text color used for positive color.
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* @default 25
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*
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* @param At Least Text
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* @text 至少文本
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* @desc The text used to describe >= a parameter.
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* %1 - Parameter %2 - Requirement %3 - Compare
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* @default \c[16]最小值 %1:\c[0] %2 (%3)
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*
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* @param At Most Text
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* @text 最多文本
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* @desc The text used to describe >= a parameter.
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* %1 - Parameter %2 - Requirement %3 - Compare
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* @default \c[16]最大值 %1:\c[0] %2 (%3)
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*
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* @param Draw Classes
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* @text 绘图类
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* @desc Draw the classes required?
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* NO - false YES - true
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* @default true
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*
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* @param Class Style
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* @text 类风格
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* @desc If classes are drawn, what style to draw them in?
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* 0 - Name Only 1 - Icon Only 2 - Icon and Name
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* @default 0
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*
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* @param Class Text
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* @text 类文本
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* @desc Text displayed to say what class is allowed.
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* @default 类:
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*
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* @param Draw Skills
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* @text 绘画技巧
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* @desc Draw the skills required?
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* NO - false YES - true
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* @default true
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*
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* @param Skill Style
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* @text 技能风格
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* @desc If skills are drawn, what style to draw them in?
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* 0 - Name Only 1 - Icon Only 2 - Icon and Name
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* @default 2
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*
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* @param Skill Text
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* @text 技能文本
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* @desc Text displayed to say what skills are needed.
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* @default 技能:
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*
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* @param Draw Switches
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* @text 绘图开关
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* @desc Draw the switch names required?
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* NO - false YES - true
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* @default true
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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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* 这个插件需要YEP_EquipCore.js,请把它放在YEP_EquipCore.js下面
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*
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* 设置装备限制,例如等级限制,状态限制。这个插件可以提供单独的装备限制窗
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* 口给玩家,告诉他们需要什么
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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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* 你可以使用标签来设置限制。
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*
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* Weapon and Armor Notetags:
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*
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* <Equip Requirement>
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* requirement
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* requirement
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* </Equip Requirement>
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* -主要需要放在这些标签里面。你可以设置多个需求.
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* You can have a multitude of requirements for your weapons/armors. Replace
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* 'requirement' with any of the following below:
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*
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* Weapon and Armor Requiprements:
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*
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* param > x
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* param >= x
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* param === x
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* param <= x
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* param < x
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* 设置等级,状态等等限制。这些数值指的是基础数值而不是最后叠加数值
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* This will make the piece of equipment require the
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* actor's base parameter to be greater than (>), greater than or equal to
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* (>=), equal to (===), less than or equal to (<=), or less than (<). This
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* is NOT the value for the total parameter, only the base parameter. The
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* base parameter is calculated by the user's class parameter value, any
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* bonuses received by equipment and/or permanent stat increases.
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*
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* class: x
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* class: name
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* - 设置需要职业 x.
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* If 'name' is used, priority will be given to the class with the highest ID
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* in the database. Insert multiple of these requirements to add more
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* classes. Having multiple classes will mean that the actor can be any of
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* those classes to be able to equip the gear.
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*
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* skill: x
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* skill: name
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* - 设置需求技能
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* skill x. If 'name' is used, priority will be given to the skill with the
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* highest ID in the database. Insert multiple of these requirements to add
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* more skills. Having multiple skills means the actor must have learned ALL
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* of the skills to be able to equip the gear.
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* 玩家必须通过学习习得这个技能。如果通过特性赋予,则不会生效
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*
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* switch: x
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* - 需要开关x打开. If it isn't, the piece of equipment
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* cannot be worn. Insert multiple of these to add more switches that are
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* are required to be on.
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*
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* unique only
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* - This will make the piece of equipment to be "unique", rendering the
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* actor to be unable to wear more than 1 of its kind.
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*
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* ============================================================================
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* Lunatic Mode - Custom Equip Requirement Conditions
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* ============================================================================
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*
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* For those with JavaScript proficiency, you can use these notetags to give
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* certain pieces of equipment a special requirement before it can be equipped.
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*
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* Weapon and Armor Notetags:
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*
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* <Custom Equip Requirement Condition>
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* if (user.name() === 'Harold') {
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* condition = true;
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* } else {
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* condition = false;
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* }
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* </Custom Equip Requirement Condition>
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* The 'condition' variable will determine whether or not the piece of
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* equipment can be worn by the user. If 'condition' returns 'true', then the
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* piece of equipment can be worn. If 'condition' returns 'false', then the
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* piece of equipment can't be worn.
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*
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* ============================================================================
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* Lunatic Mode - Custom Equip Requirement Text
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* ============================================================================
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*
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* For those with JavaScript proficiency, you can use these notetags to alter
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* the text displayed in the Requirement Window.
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*
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* Weapon and Armor Notetags:
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*
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* <Custom Equip Requirement Text>
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* text = user.name() + ' has used this sword since young!\n';
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* text += 'This is another line for the text!'
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* </Custom Equip Requirement Text>
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* For those who would like to write custom text for the Requirement Window,
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* you can use this notetag. Text codes are allowed here. Use \n for line
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* breaks. If you plan on using text codes, \i[4] would appear as \\i[4].
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* Whatever value the 'text' variable has at the end will determine the text
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* that will be displayed.
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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 1.06:
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* - Lunatic Mode fail safes added.
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*
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* Version 1.05a:
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* - Fixed a bug that caused unremovable items to be removed.
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* - Added anti-crash for non-existent actors.
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*
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* Version 1.04:
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* - Fixed a bug that caused stat comparisons to remain after cancel.
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*
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* Version 1.03:
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* - Notetags now allows spaces (whitespace) to be before the requirements.
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*
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* Version 1.02:
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* - Fixed a bug where Optimize was able to bypass equip requirements.
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*
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* Version 1.01:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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if (Imported.YEP_EquipCore) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_X_EquipRequirements');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.EqReqWindow = String(Yanfly.Parameters['Requirement Window']);
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Yanfly.Param.EqReqWindow = eval(Yanfly.Param.EqReqWindow);
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Yanfly.Param.EqReqBTest = String(Yanfly.Parameters['Battle Test Ignore']);
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Yanfly.Param.EqReqBTest = eval(Yanfly.Param.EqReqBTest);
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Yanfly.Param.EqReqTitle = String(Yanfly.Parameters['Requirement Title']);
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Yanfly.Param.EqReqNone = String(Yanfly.Parameters['No Requirement']);
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Yanfly.Param.EqReqPosColor = Number(Yanfly.Parameters['Positive Color']);
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Yanfly.Param.EqReqNegColor = Number(Yanfly.Parameters['Negative Color']);
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Yanfly.Param.EqReqAtLeast = String(Yanfly.Parameters['At Least Text']);
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Yanfly.Param.EqReqAtMost = String(Yanfly.Parameters['At Most Text']);
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Yanfly.Param.EqReqClasses = eval(String(Yanfly.Parameters['Draw Classes']));
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Yanfly.Param.EqReqClassStyle = Number(Yanfly.Parameters['Class Style']);
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Yanfly.Param.EqReqClassText = String(Yanfly.Parameters['Class Text']);
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Yanfly.Param.EqReqSkills = eval(String(Yanfly.Parameters['Draw Skills']));
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Yanfly.Param.EqReqSkillStyle = Number(Yanfly.Parameters['Skill Style']);
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Yanfly.Param.EqReqSkillText = String(Yanfly.Parameters['Skill Text']);
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Yanfly.Param.EqReqSwitches = eval(String(Yanfly.Parameters['Draw Switches']));
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.EqReq.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.EqReq.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_X_EquipRequirements) {
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this.processEqReqNotetagsC($dataClasses);
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this.processEqReqNotetagsS($dataSkills);
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this.processEqReqNotetags1($dataWeapons);
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this.processEqReqNotetags1($dataArmors);
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Yanfly._loaded_YEP_X_EquipRequirements = true;
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}
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return true;
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};
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DataManager.processEqReqNotetagsC = function(group) {
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if (Yanfly.ClassIdRef) return;
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Yanfly.ClassIdRef = {};
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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;
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Yanfly.ClassIdRef[obj.name.toUpperCase()] = n;
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}
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};
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DataManager.processEqReqNotetagsS = function(group) {
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if (Yanfly.SkillIdRef) return;
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Yanfly.SkillIdRef = {};
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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;
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Yanfly.SkillIdRef[obj.name.toUpperCase()] = n;
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}
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};
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DataManager.processEqReqNotetags1 = function(group) {
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var noteA1 = /<(?:EQUIP REQUIREMENT|EQUIP REQUIREMENTS|REQUIREMENT)>/i;
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var noteA2 = /<\/(?:EQUIP REQUIREMENT|EQUIP REQUIREMENTS|REQUIREMENT)>/i;
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var noteB1 = /<(?:CUSTOM EQUIP REQUIREMENT TEXT)>/i;
|
|
|
|
|
var noteB2 = /<\/(?:CUSTOM EQUIP REQUIREMENT TEXT)>/i;
|
|
|
|
|
var noteC1 = /<(?:CUSTOM EQUIP REQUIREMENT CONDITION)>/i;
|
|
|
|
|
var noteC2 = /<\/(?:CUSTOM EQUIP REQUIREMENT CONDITION)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.equipRequirements = {
|
|
|
|
|
atLeast: [0, 0, 0, 0, 0, 0, 0, 0, 0],
|
|
|
|
|
atMost: [0, 0, 0, 0, 0, 0, 0, 0, 0],
|
|
|
|
|
classes: [],
|
|
|
|
|
skills: [],
|
|
|
|
|
switches: [],
|
|
|
|
|
unique: false
|
|
|
|
|
};
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
obj.customEquipReqText = '';
|
|
|
|
|
obj.customEquipReqCondition = '';
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(noteA1)) {
|
|
|
|
|
evalMode = 'equip requirements';
|
|
|
|
|
} else if (line.match(noteA2)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'equip requirements') {
|
|
|
|
|
this.makeEquipRequirement(obj, line);
|
|
|
|
|
} else if (line.match(noteB1)) {
|
|
|
|
|
evalMode = 'custom equip requirement text';
|
|
|
|
|
} else if (line.match(noteB2)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom equip requirement text') {
|
|
|
|
|
obj.customEquipReqText = obj.customEquipReqText + line + '\n';
|
|
|
|
|
} else if (line.match(noteC1)) {
|
|
|
|
|
evalMode = 'custom equip requirement condition';
|
|
|
|
|
} else if (line.match(noteC2)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom equip requirement condition') {
|
|
|
|
|
obj.customEquipReqCondition = obj.customEquipReqCondition + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.makeEquipRequirement = function(obj, line) {
|
|
|
|
|
if (line.match(/UNIQUE ONLY/i)) {
|
|
|
|
|
obj.equipRequirements['unique'] = true;
|
|
|
|
|
} else if (line.match(/SWITCH:[ ](\d+)/i)) {
|
|
|
|
|
obj.equipRequirements['switches'].push(parseInt(RegExp.$1));
|
|
|
|
|
} else if (line.match(/CLASS:[ ](\d+)/i)) {
|
|
|
|
|
obj.equipRequirements['classes'].push(parseInt(RegExp.$1));
|
|
|
|
|
} else if (line.match(/CLASS:[ ](.*)/i)) {
|
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
|
if (Yanfly.ClassIdRef[name]) {
|
|
|
|
|
var id = Yanfly.ClassIdRef[name];
|
|
|
|
|
obj.equipRequirements['classes'].push(id);
|
|
|
|
|
}
|
|
|
|
|
} else if (line.match(/SKILL:[ ](\d+)/i)) {
|
|
|
|
|
obj.equipRequirements['skills'].push(parseInt(RegExp.$1));
|
|
|
|
|
} else if (line.match(/SKILL:[ ](.*)/i)) {
|
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
|
if (Yanfly.SkillIdRef[name]) {
|
|
|
|
|
var id = Yanfly.SkillIdRef[name];
|
|
|
|
|
obj.equipRequirements['skills'].push(id);
|
|
|
|
|
}
|
|
|
|
|
} else if (line.match(/(.*)[ ]>=[ ](\d+)/i)) {
|
|
|
|
|
var stat = String(RegExp.$1).toUpperCase();
|
|
|
|
|
stat = this.getEquipRequirementStatIndex(stat);
|
|
|
|
|
var value = parseInt(RegExp.$2);
|
|
|
|
|
obj.equipRequirements['atLeast'][stat] = value;
|
|
|
|
|
} else if (line.match(/(.*)[ ]>[ ](\d+)/i)) {
|
|
|
|
|
var stat = String(RegExp.$1).toUpperCase();
|
|
|
|
|
stat = this.getEquipRequirementStatIndex(stat);
|
|
|
|
|
var value = parseInt(RegExp.$2) + 1;
|
|
|
|
|
obj.equipRequirements['atLeast'][stat] = value;
|
|
|
|
|
} else if (line.match(/(.*)[ ]<=[ ](\d+)/i)) {
|
|
|
|
|
var stat = String(RegExp.$1).toUpperCase();
|
|
|
|
|
stat = this.getEquipRequirementStatIndex(stat);
|
|
|
|
|
var value = parseInt(RegExp.$2);
|
|
|
|
|
obj.equipRequirements['atMost'][stat] = value;
|
|
|
|
|
} else if (line.match(/(.*)[ ]<[ ](\d+)/i)) {
|
|
|
|
|
var stat = String(RegExp.$1).toUpperCase();
|
|
|
|
|
stat = this.getEquipRequirementStatIndex(stat);
|
|
|
|
|
var value = parseInt(RegExp.$2) + 1;
|
|
|
|
|
obj.equipRequirements['atMost'][stat] = value;
|
|
|
|
|
} else if (line.match(/(.*)[ ](?:=|==|===)[ ](\d+)/i)) {
|
|
|
|
|
var stat = String(RegExp.$1).toUpperCase();
|
|
|
|
|
stat = this.getEquipRequirementStatIndex(stat);
|
|
|
|
|
var value = parseInt(RegExp.$2);
|
|
|
|
|
obj.equipRequirements['atLeast'][stat] = value;
|
|
|
|
|
obj.equipRequirements['atMost'][stat] = value;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.getEquipRequirementStatIndex = function(stat) {
|
|
|
|
|
stat = stat.trim();
|
|
|
|
|
if (['MAX HP', 'MAXHP', 'HP'].contains(stat)) {
|
|
|
|
|
return 0;
|
|
|
|
|
} else if (['MAX MP', 'MAXMP', 'MP', 'MAX SP', 'MAXSP',
|
|
|
|
|
'SP'].contains(stat)) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (['ATK', 'STR'].contains(stat)) {
|
|
|
|
|
return 2;
|
|
|
|
|
} else if (['DEF'].contains(stat)) {
|
|
|
|
|
return 3;
|
|
|
|
|
} else if (['MAT', 'INT', 'SPI'].contains(stat)) {
|
|
|
|
|
return 4;
|
|
|
|
|
} else if (['MDF', 'RES'].contains(stat)) {
|
|
|
|
|
return 5;
|
|
|
|
|
} else if (['AGI', 'SPD'].contains(stat)) {
|
|
|
|
|
return 6;
|
|
|
|
|
} else if (['LUK'].contains(stat)) {
|
|
|
|
|
return 7;
|
|
|
|
|
} else if (['LEVEL', 'LV', 'LVL'].contains(stat)) {
|
|
|
|
|
return 8;
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// MainCode
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
|
|
|
|
|
Game_BattlerBase.prototype.refresh = function() {
|
|
|
|
|
this._equipReq = undefined;
|
|
|
|
|
Yanfly.EqReq.Game_BattlerBase_refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Game_BattlerBase_canEquip = Game_BattlerBase.prototype.canEquip;
|
|
|
|
|
Game_BattlerBase.prototype.canEquip = function(item) {
|
|
|
|
|
var value = Yanfly.EqReq.Game_BattlerBase_canEquip.call(this, item);
|
|
|
|
|
if (!value) return false;
|
|
|
|
|
if (BattleManager.isBattleTest() && Yanfly.Param.EqReqBTest) return value;
|
|
|
|
|
if (!$gameTemp._optimizing) {
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Equip) return value;
|
|
|
|
|
if (this._equipReq !== undefined) return this._equipReq;
|
|
|
|
|
}
|
|
|
|
|
this._equipReq = this.meetAllEquipRequirements(item)
|
|
|
|
|
return this._equipReq;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.equips = function() {
|
|
|
|
|
return [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetAllEquipRequirements = function(item) {
|
|
|
|
|
if (!item.equipRequirements) {
|
|
|
|
|
if (item.baseItemId) {
|
|
|
|
|
item.equipRequirements = DataManager.getBaseItem(item).equipRequirements;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!this.meetEquipParamRequirements(item)) return false;
|
|
|
|
|
if (!this.meetEquipClassRequirements(item)) return false;
|
|
|
|
|
if (!this.meetEquipSkillRequirements(item)) return false;
|
|
|
|
|
if (!this.meetEquipSwitchRequirements(item)) return false;
|
|
|
|
|
if (!this.meetEquipUniqueRequirements(item)) return false;
|
|
|
|
|
if (!this.meetEquipEvalRequirements(item)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipParamRequirements = function(item) {
|
|
|
|
|
var requirements = item.equipRequirements;
|
|
|
|
|
for (var i = 0; i < 9; ++i) {
|
|
|
|
|
if (i === 8) {
|
|
|
|
|
var param = this.level;
|
|
|
|
|
} else {
|
|
|
|
|
var param = this.paramBase(i) + this.paramPlus(i);
|
|
|
|
|
}
|
|
|
|
|
if (requirements['atLeast'][i] > 0) {
|
|
|
|
|
if (requirements['atLeast'][i] > param) return false;
|
|
|
|
|
}
|
|
|
|
|
if (requirements['atMost'][i] > 0) {
|
|
|
|
|
if (requirements['atMost'][i] < param) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipClassRequirements = function(item) {
|
|
|
|
|
var requirements = item.equipRequirements;
|
|
|
|
|
var classes = requirements['classes'];
|
|
|
|
|
if (classes.length <= 0) return true;
|
|
|
|
|
if (classes.contains(this.currentClass().id)) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipSkillRequirements = function(item) {
|
|
|
|
|
var requirements = item.equipRequirements;
|
|
|
|
|
var skills = requirements['skills'];
|
|
|
|
|
var length = skills.length;
|
|
|
|
|
if (length <= 0) return true;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var skillId = skills[i];
|
|
|
|
|
if (!this.isLearnedSkill(skillId)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipSwitchRequirements = function(item) {
|
|
|
|
|
var requirements = item.equipRequirements;
|
|
|
|
|
var switches = requirements['switches'];
|
|
|
|
|
var length = switches.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var sw = switches[i];
|
|
|
|
|
if (!$gameSwitches.value(sw)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipUniqueRequirements = function(item) {
|
|
|
|
|
if (this.equips().contains(item)) return true;
|
|
|
|
|
var requirements = item.equipRequirements;
|
|
|
|
|
if (!requirements['unique']) return true;
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.id === item.id) return false;
|
|
|
|
|
if (obj.baseItemId && item.baseItemId) {
|
|
|
|
|
if (obj.baseItemId === item.baseItemId) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetEquipEvalRequirements = function(item) {
|
|
|
|
|
if (item.customEquipReqCondition === '') return true;
|
|
|
|
|
var condition = true;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = item.customEquipReqCondition;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'EQUIP REQUIREMENT EVAL ERROR');
|
|
|
|
|
}
|
|
|
|
|
return condition;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_EquipSlot
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_EquipSlot.prototype.setRequirementWindow = function(target) {
|
|
|
|
|
this._requirementWindow = target;
|
|
|
|
|
this.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Window_EqSlot_updateHelp = Window_EquipSlot.prototype.updateHelp;
|
|
|
|
|
Window_EquipSlot.prototype.updateHelp = function() {
|
|
|
|
|
Yanfly.EqReq.Window_EqSlot_updateHelp.call(this);
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Equip && this._requirementWindow) {
|
|
|
|
|
this._requirementWindow.setItem(this.item());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_EquipItem
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Window_EquipItem_isEnabled = Window_EquipItem.prototype.isEnabled;
|
|
|
|
|
Window_EquipItem.prototype.isEnabled = function(item) {
|
|
|
|
|
if (item !== null && this._actor) {
|
|
|
|
|
if (!this._actor.meetAllEquipRequirements(item)) return false;
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.EqReq.Window_EquipItem_isEnabled.call(this, item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipItem.prototype.setRequirementWindow = function(target) {
|
|
|
|
|
this._requirementWindow = target;
|
|
|
|
|
this.update();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Window_EqItem_updateHelp = Window_EquipItem.prototype.updateHelp;
|
|
|
|
|
Window_EquipItem.prototype.updateHelp = function() {
|
|
|
|
|
Yanfly.EqReq.Window_EqItem_updateHelp.call(this);
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Equip && this._requirementWindow) {
|
|
|
|
|
this._requirementWindow.setItem(this.item());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_EquipRequirement
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_EquipRequirement() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_EquipRequirement.prototype.constructor = Window_EquipRequirement;
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.initialize = function(wx, wy, ww, wh) {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
|
|
|
|
|
this._actor = null;
|
|
|
|
|
this._item = null;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.setActor = function(actor) {
|
|
|
|
|
if (this._actor === actor) return;
|
|
|
|
|
this._actor = actor;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.setItem = function(item) {
|
|
|
|
|
if (this._item === item) return;
|
|
|
|
|
this._item = item;
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.itemRect = function(index) {
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
rect.width = this.contents.width;
|
|
|
|
|
rect.height = this.lineHeight();
|
|
|
|
|
rect.x = 0;
|
|
|
|
|
rect.y = index * rect.height;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawDarkRect = function(dx, dy, dw, dh) {
|
|
|
|
|
var color = this.gaugeBackColor();
|
|
|
|
|
this.changePaintOpacity(false);
|
|
|
|
|
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.refresh = function() {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.checkActor();
|
|
|
|
|
if (!this._actor) return;
|
|
|
|
|
var length = Math.ceil(this.contents.height / this.lineHeight());
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
this.drawItem(i);
|
|
|
|
|
}
|
|
|
|
|
if (!this._item) return;
|
|
|
|
|
var dy = this.drawRequirementTitle();
|
|
|
|
|
if (this.drawRequirements(dy) === dy) this.drawNoRequirements(dy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.checkActor = function() {
|
|
|
|
|
if (this._actor) return;
|
|
|
|
|
this.setActor(SceneManager._scene._actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawItem = function(index) {
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawRequirementTitle = function() {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
var ww = this.contents.width;
|
|
|
|
|
this.drawText(Yanfly.Param.EqReqTitle, 0, 0, ww, 'center');
|
|
|
|
|
return this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.getRequirements = function() {
|
|
|
|
|
var requirements = this._item.equipRequirements;
|
|
|
|
|
if (!requirements) {
|
|
|
|
|
if (this._item.baseItemId) {
|
|
|
|
|
this._item.equipRequirements =
|
|
|
|
|
DataManager.getBaseItem(this._item).equipRequirements;
|
|
|
|
|
requirements = this._item.equipRequirements;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return requirements;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawRequirements = function(dy) {
|
|
|
|
|
if (!this.getRequirements()) return dy;
|
|
|
|
|
if (Yanfly.Param.EqReqClasses) dy = this.drawClassRequirements(dy);
|
|
|
|
|
dy = this.drawLevelRequirements(dy);
|
|
|
|
|
dy = this.drawParamRequirements(dy);
|
|
|
|
|
if (Yanfly.Param.EqReqSkills) dy = this.drawSkillRequirements(dy);
|
|
|
|
|
if (Yanfly.Param.EqReqSwitches) dy = this.drawSwitchRequirements(dy);
|
|
|
|
|
dy = this.drawCustomText(dy);
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawClassRequirements = function(dy) {
|
|
|
|
|
if (this._item.equipRequirements['classes'].length <= 0) return dy;
|
|
|
|
|
var style = Yanfly.Param.EqReqClassStyle;
|
|
|
|
|
var classes = this._item.equipRequirements['classes'];
|
|
|
|
|
var classTx = Yanfly.Param.EqReqClassText;
|
|
|
|
|
var currentClassId = this._actor.currentClass().id;
|
|
|
|
|
var length = classes.length;
|
|
|
|
|
var ww = this.contents.width - this.textPadding();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(classTx, this.textPadding(), dy, ww);
|
|
|
|
|
var dx = this.textWidth(classTx) + this.textPadding();
|
|
|
|
|
ww -= dx;
|
|
|
|
|
if (style === 1 && Imported.YEP_ClassChangeCore) {
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
if (dx + Window_Base._iconHeight > this.contents.width) {
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
dx = this.textWidth(classTx) + this.textPadding();
|
|
|
|
|
}
|
|
|
|
|
var classId = classes[i];
|
|
|
|
|
this.changePaintOpacity(classId === currentClassId);
|
|
|
|
|
var iconIndex = $dataClasses[classId].iconIndex;
|
|
|
|
|
this.drawIcon(iconIndex, dx, dy + 2);
|
|
|
|
|
dx += Window_Base._iconHeight;
|
|
|
|
|
}
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
} else if (style === 2 && Imported.YEP_ClassChangeCore) {
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var classId = classes[i];
|
|
|
|
|
this.changePaintOpacity(classId === currentClassId);
|
|
|
|
|
var item = $dataClasses[classId];
|
|
|
|
|
this.drawItemName(item, dx, dy, ww);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var classId = classes[i];
|
|
|
|
|
this.changePaintOpacity(classId === currentClassId);
|
|
|
|
|
var name = $dataClasses[classId].name;
|
|
|
|
|
this.drawText(name, dx, dy, ww);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawLevelRequirements = function(dy) {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
var wx = this.textPadding();
|
|
|
|
|
if (this._item.equipRequirements['atLeast'][8] > 0) {
|
|
|
|
|
var fmt = Yanfly.Param.EqReqAtLeast;
|
|
|
|
|
var value1 = this._item.equipRequirements['atLeast'][8];
|
|
|
|
|
if (this._actor.level >= value1) {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']';
|
|
|
|
|
} else {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']';
|
|
|
|
|
}
|
|
|
|
|
value2 += Yanfly.Util.toGroup(this._actor.level) + '\\c[0]';
|
|
|
|
|
value1 = Yanfly.Util.toGroup(value1);
|
|
|
|
|
var text = fmt.format(TextManager.level, value1, value2);
|
|
|
|
|
this.drawTextEx(text, wx, dy);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
if (this._item.equipRequirements['atMost'][8] > 0) {
|
|
|
|
|
var fmt = Yanfly.Param.EqReqAtMost;
|
|
|
|
|
var value1 = this._item.equipRequirements['atMost'][8];
|
|
|
|
|
if (this._actor.level <= value1) {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']';
|
|
|
|
|
} else {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']';
|
|
|
|
|
}
|
|
|
|
|
value2 += Yanfly.Util.toGroup(this._actor.level) + '\\c[0]';
|
|
|
|
|
value1 = Yanfly.Util.toGroup(value1);
|
|
|
|
|
var text = fmt.format(TextManager.level, value1, value2);
|
|
|
|
|
this.drawTextEx(text, wx, dy);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawParamRequirements = function(dy) {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
var wx = this.textPadding();
|
|
|
|
|
for (var i = 0; i < 8; ++i) {
|
|
|
|
|
if (this._item.equipRequirements['atLeast'][i] > 0) {
|
|
|
|
|
var fmt = Yanfly.Param.EqReqAtLeast;
|
|
|
|
|
var value1 = this._item.equipRequirements['atLeast'][i];
|
|
|
|
|
var valueA = this._actor.paramBase(i) + this._actor.paramPlus(i);
|
|
|
|
|
if (valueA >= value1) {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']';
|
|
|
|
|
} else {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']';
|
|
|
|
|
}
|
|
|
|
|
value2 += Yanfly.Util.toGroup(valueA) + '\\c[0]';
|
|
|
|
|
value1 = Yanfly.Util.toGroup(value1);
|
|
|
|
|
var text = fmt.format(TextManager.param(i), value1, value2);
|
|
|
|
|
this.drawTextEx(text, wx, dy);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
if (this._item.equipRequirements['atMost'][i] > 0) {
|
|
|
|
|
var fmt = Yanfly.Param.EqReqAtMost;
|
|
|
|
|
var value1 = this._item.equipRequirements['atMost'][i];
|
|
|
|
|
if (valueA <= value1) {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']';
|
|
|
|
|
} else {
|
|
|
|
|
var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']';
|
|
|
|
|
}
|
|
|
|
|
value2 += Yanfly.Util.toGroup(valueA) + '\\c[0]';
|
|
|
|
|
value1 = Yanfly.Util.toGroup(value1);
|
|
|
|
|
var text = fmt.format(TextManager.param(i), value1, value2);
|
|
|
|
|
this.drawTextEx(text, wx, dy);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawSkillRequirements = function(dy) {
|
|
|
|
|
if (this._item.equipRequirements['skills'].length <= 0) return dy;
|
|
|
|
|
var style = Yanfly.Param.EqReqSkillStyle;
|
|
|
|
|
var skills = this._item.equipRequirements['skills'];
|
|
|
|
|
var skillTx = Yanfly.Param.EqReqSkillText;
|
|
|
|
|
var length = skills.length;
|
|
|
|
|
var ww = this.contents.width - this.textPadding();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(skillTx, this.textPadding(), dy, ww);
|
|
|
|
|
var dx = this.textWidth(skillTx) + this.textPadding();
|
|
|
|
|
ww -= dx;
|
|
|
|
|
if (style === 1) {
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
if (dx + Window_Base._iconHeight > this.contents.width) {
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
dx = this.textWidth(skillTx) + this.textPadding();
|
|
|
|
|
}
|
|
|
|
|
var skillId = skills[i];
|
|
|
|
|
this.changePaintOpacity(this._actor.isLearnedSkill(skillId));
|
|
|
|
|
var iconIndex = $dataSkills[skillId].iconIndex;
|
|
|
|
|
this.drawIcon(iconIndex, dx, dy + 2);
|
|
|
|
|
dx += Window_Base._iconHeight;
|
|
|
|
|
}
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
} else if (style === 2) {
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var skillId = skills[i];
|
|
|
|
|
this.changePaintOpacity(this._actor.isLearnedSkill(skillId));
|
|
|
|
|
var item = $dataSkills[skillId];
|
|
|
|
|
this.drawItemName(item, dx, dy, ww);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var skillId = skills[i];
|
|
|
|
|
this.changePaintOpacity(this._actor.isLearnedSkill(skillId));
|
|
|
|
|
var name = $dataSkills[skillId].name;
|
|
|
|
|
this.drawText(name, dx, dy, ww);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawSwitchRequirements = function(dy) {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
var switches = this._item.equipRequirements['switches'];
|
|
|
|
|
var length = switches.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var sw = switches[i];
|
|
|
|
|
var name = $dataSystem.switches[sw];
|
|
|
|
|
name = name.replace(/<<(.*?)>>/i, '');
|
|
|
|
|
this.changePaintOpacity($gameSwitches.value(sw));
|
|
|
|
|
this.drawTextEx(name, this.textPadding(), dy);
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
this.changePaintOpacity(true)
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawCustomText = function(dy) {
|
|
|
|
|
if (this._item.customEquipReqText === '') return dy;
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
var text = '';
|
|
|
|
|
var a = this._actor;
|
|
|
|
|
var user = this._actor;
|
|
|
|
|
var subject = this._actor;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = this._item.customEquipReqText;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'EQUIP CUSTOM TEXT ERROR');
|
|
|
|
|
}
|
|
|
|
|
this.drawTextEx(text, this.textPadding(), dy);
|
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EquipRequirement.prototype.drawNoRequirements = function(dy) {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
var ww = this.contents.width;
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
this.drawText(Yanfly.Param.EqReqNone, 0, dy, ww, 'center');
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_Equip
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.EqReq.Scene_Equip_createCompareWindow =
|
|
|
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Scene_Equip.prototype.createCompareWindow;
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Scene_Equip.prototype.createCompareWindow = function() {
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Yanfly.EqReq.Scene_Equip_createCompareWindow.call(this);
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if (Yanfly.Param.EqReqWindow) this.createRequirementWindow();
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};
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Yanfly.EqReq.Scene_Equip_refreshActor =
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Scene_Equip.prototype.refreshActor;
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Scene_Equip.prototype.refreshActor = function() {
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Yanfly.EqReq.Scene_Equip_refreshActor.call(this);
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if (this._requirementWindow) this._requirementWindow.setActor(this.actor());
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};
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Yanfly.EqReq.Scene_Equip_commandOptimize =
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Scene_Equip.prototype.commandOptimize;
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Scene_Equip.prototype.commandOptimize = function() {
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$gameTemp._optimizing = true;
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Yanfly.EqReq.Scene_Equip_commandOptimize.call(this);
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$gameTemp._optimizing = false;
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if (this._requirementWindow) this._requirementWindow.refresh();
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};
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Yanfly.EqReq.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear;
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Scene_Equip.prototype.commandClear = function() {
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Yanfly.EqReq.Scene_Equip_commandClear.call(this);
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if (this._requirementWindow) this._requirementWindow.refresh();
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};
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Scene_Equip.prototype.createRequirementWindow = function() {
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var wx = this._itemWindow.width;
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var wy = this._itemWindow.y;
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var ww = Graphics.boxWidth - wx;
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var wh = this._itemWindow.height;
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this._requirementWindow = new Window_EquipRequirement(wx, wy, ww, wh);
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this._slotWindow.setRequirementWindow(this._requirementWindow);
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this._itemWindow.setRequirementWindow(this._requirementWindow);
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this.addWindow(this._requirementWindow);
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this._lowerRightWindows.push(this._requirementWindow);
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};
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Yanfly.EqReq.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel;
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Scene_Equip.prototype.onSlotCancel = function() {
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Yanfly.EqReq.Scene_Equip_onSlotCancel.call(this);
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if (this._requirementWindow) this._requirementWindow.setItem(null);
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};
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//=============================================================================
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// Utilities
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//=============================================================================
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Yanfly.Util = Yanfly.Util || {};
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if (!Yanfly.Util.toGroup) {
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Yanfly.Util.toGroup = function(inVal) {
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return inVal;
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}
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};
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Yanfly.Util.displayError = function(e, code, message) {
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console.log(message);
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console.log(code || 'NON-EXISTENT');
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console.error(e);
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if (Utils.isNwjs() && Utils.isOptionValid('test')) {
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|
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
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|
require('nw.gui').Window.get().showDevTools();
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|
|
}
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|
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}
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|
|
};
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//=============================================================================
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|
|
// End of File
|
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|
|
//=============================================================================
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|
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|
|
};
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