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ycrpg/js/plugins/YEP_ItemSynthesis.js

1756 lines
59 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Item Synthesis
// YEP_ItemSynthesis.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_ItemSynthesis = true;
var Yanfly = Yanfly || {};
Yanfly.IS = Yanfly.IS || {};
Yanfly.IS.version = 1.08;
//=============================================================================
/*:
* @plugindesc v1.08 物品合成系统
* @author Yanfly Engine Plugins 汉化硕明云书
*
* @param ---General---
* @default
*
* @param Synthesis Command
* @text 合成命令
* @desc 这是用于转到项目合成菜单的文本
* @default 合成
*
* @param Show Command
* @text 显示命令
* @desc 默认情况下在主菜单中显示合成命令
* NO - false YES - true
* @default true
*
* @param Enable Command
* @text 启用命令
* @desc Enable the Synthesis command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Auto Place Command
* @text 自动放置命令
* @desc Allow this plugin to decide the menu placement position?
* NO - false YES - true
* @default true
*
* @param ---Command Window---
* @default
*
* @param Item Command
* @text 道具显示
* @desc 用于合成项的命令文本
* @default 道具
*
* @param Weapon Command
* @text 武器显示
* @desc The command text used for synthesizing weapons.
* @default 武器
*
* @param Armor Command
* @text 装备显示
* @desc The command text used for synthesizing armors.
* @default 装备
*
* @param Finish Command
* @text 完成显示
* @desc The command text used for exiting the synthesis scene.
* @default 退出
*
* @param Text Alignment
* @text 文本对齐方式
* @desc 如何对齐命令窗口的文本
* left center right
* @default center
*
* @param ---Status Window---
* @default
*
* @param Collected Recipes
* @text 材料总数文本
* @desc 用于表示收集的总配方的文本
* Leave this blank if you don't wish to show this.
* @default 材料收集总数
*
* @param Crafted Items
* @text 道具配方
* @desc 用于表示制作的全部项目的文本
* @default 道具配方
*
* @param Crafted Weapons
* @text 武器配方
* @desc Text used to represent total weapons crafted.
* Leave this blank if you don't wish to show this.
* @default 武器配方
*
* @param Crafted Armors
* @text 装备配方
* @desc Text used to represent total armors crafted.
* Leave this blank if you don't wish to show this.
* @default 装备配方
*
* @param ---List Window---
* @default
*
* @param Equipped Recipes
* @text 检查配方
* @desc 检查装备物品的配方
* NO - false YES - true
* @default true
*
* @param Mask Unknown
* @text 屏蔽未创建
* @desc 屏蔽尚未创建的项目的名称
* NO - false YES - true
* @default true
*
* @param Mask Text
* @text 掩盖未知
* @desc 这将用于掩盖未知项目
* @default ?
*
* @param Mask Italic
* @text 斜体遮罩
* @desc Causes the name for unknown items to appear in italic.
* @default false
*
* @param Mask Help Text
* @text 屏蔽帮助文本
* @desc 这是将显示在帮助窗口中的文本
* @default 未知物品
*
* @param Ingredients Text
* @text 成分文本
* @desc 这是用于描述成分列表的文本
* @default 所需材料
*
* @param Amount Text
* @text 数量文本
* @desc 这是用于合成金额的文本
* @default 数量
*
* @param Quantity Text Size
* @text 数量文本大小
* @desc 这是用于项目数量的文本大小
* Default: 28
* @default 20
*
* @param ---Sound---
* @default
*
* @param Default SE
* @text SE
* @desc 这是合成项目时播放的默认SE
* @default Twine
*
* @param Default Volume
* @text 音量
* @desc This is the default volume when synthesizing an item.
* @default 100
*
* @param Default Pitch
* @text 音调
* @desc This is the default pitch when synthesizing an item.
* @default 100
*
* @param Default Pan
* @text 默认
* @desc This is the default pan when synthesizing an item.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
* 物品代码
* <Synthesis Ingredients>
* item 4
* item 3
* </Synthesis Ingredients>
* 物品合成系统是大多数角色扮演游戏常见的方面玩家可以通过制作书合成他们自
* 己的物品这个插件让玩家实现这个功能制作书可以涉及物品武器或者装备
* 并且可以合成物品武器或者装备这些物品可以从主菜单或者合成菜单制作
*
* ============================================================================
* Notetags
* ============================================================================
*
* 为了让玩家打造出某个物品这些物品必须拥有制作书的标签
*
* Item, Weapon, and Armor Notetags:
* <Item Recipe: x>
* <Item Recipe: x, x, x>
* <Item Recipe: x to y>
* 在数据库建立名为制作书的物品备注放入这些标签例如
* <Item Recipe: 41, 42, 43> 表示ID为414243的物品可以合成
* 前提是你必须在游戏中得到这个制作书武器和防具例同
* 注意没有名字的条目以及没有合成消耗和合成原料列表的条目都不会参与合成
*
* <Weapon Recipe: x>
* <Weapon Recipe: x, x, x>
* <Weapon Recipe: x to y>
* 可以把这些武器放入制作书只要队伍拥有这个武器他就可以被玩家和其他原料
* 一起合成
* 注意没有名字的条目以及没有合成消耗和合成原料列表的条目都不会参与合成
*
* <Armor Recipe: x>
* <Armor Recipe: x, x, x>
* <Armor Recipe: x to y>
* 可以把这些装备放入制作书只要队伍拥有这个装备他就可以被玩家和其他原料
* 一起合成
* 注意没有名字的条目以及没有合成消耗和合成原料列表的条目都不会参与合成
*
* <Synthesis Ingredients>
* item id 物品ID例如item 40 表示需要ID为40的物品1个
* item id: x 需要的数量例如item 40: 3 表示ID为40的物品需要3个
* weapon id
* weapon id: x
* armor id
* armor id: x
* gold: x
* named item
* named item: x
* </Synthesis Ingredients>
* 使用这个标签可以让物品通过这些原料合成替代ID即可如果没有指定ID
* 据库认为只需要任何一件物品作为原料即可如果金钱被指定则需要消耗如此数
* 量金钱来合成物品
*
* 如果你使用名字则会优先使用ID最高的
*
* 注意如果你使用了物品核心插件独立物品不能成为合成原料将会自动被漏掉
*
* <Mask Name: x>
* 如果你伪装了物品名字你可以改变物品显示的文本这将造成游戏采用伪装名代
* 替平时使用的这可以让玩家生成他们想要的合成品例如奇异水或者特殊水
*
*
* ============================================================================
* Lunatic Mode - Custom Synthesis Effects
* ============================================================================
*
* For those with a JavaScript experience, you can use these notetags to make
* a custom effect that will occur when a specific item is synthesized. For
* example, when a Potion is made, you can give the player an empty bottle as a
* side product of the synthesis.
*
* ---
*
* Item, Weapon, and Armor Notetags:
*
* <Custom Synthesis Effect>
* var bottle = $dataItems[123];
* $gameParty.gainItem(bottle, 2);
* </Custom Synthesis Effect>
*
* For this notetag, the 'item' variable will refer to the item being
* synthesized. Changing it will do nothing but it will be used as a
* convenience variable to refer to it.
*
* ---
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* 下面的插件命令可以使用在事件里面
*
* Plugin Command:
* OpenSynthesis 打开合成界面
* ShowSynthesis 主菜单显示合成命令
* HideSynthesis 主菜单隐藏合成命令
* EnableSynthesis 开启主菜单合成命令
* DisableSynthesis 关闭主菜单合成命令
*
* For those who wish to make the player synthesize only specific recipes, you
* can use the following command.
*
* OpenSynthesis Item 15 Recipe
* - or -
* OpenSynthesis Weapon 20 Recipe
* - or -
* OpenSynthesis Armor 30 Recipe
*
* This will make the synthesis menu, when opened up, only allow the recipes of
* the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
* recipes of any recipe items within the player's inventory.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.08:
* - Lunatic Mode fail safes added.
*
* Version 1.07:
* - Added <Custom Synthesis Effect> Lunatic Mode notetag.
*
* Version 1.06:
* - Fixed an error with the calculation of total recipes.
*
* Version 1.05:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.04:
* - Added failsafes to prevent crashes from saved games that did not have this
* plugin already installed.
*
* Version 1.03a:
* - Fixed a bug that caused a crash for OpenSynthesis recipe commands.
* - Fixed an issue with recipe counts not appearing right.
*
* Version 1.02:
* - Added 'Equipped Recipes' plugin parameter. If enabled, this will allow the
* Item Synthesis menu to check your party's equipment to see if any of them
* are recipe holders.
*
* Version 1.01:
* - Fixed a bug with the synthesis gold costs taking more than they should.
* - 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
* the items listed on the recipe for Item x, Weapon x, or Armor x.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_ItemSynthesis');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.ISSynthCmd = String(Yanfly.Parameters['Synthesis Command']);
Yanfly.Param.ISShowSynth = String(Yanfly.Parameters['Show Command']);
Yanfly.Param.ISShowSynth = eval(Yanfly.Param.ISShowSynth);
Yanfly.Param.ISEnableSynth = String(Yanfly.Parameters['Enable Command']);
Yanfly.Param.ISEnableSynth = eval(Yanfly.Param.ISEnableSynth);
Yanfly.Param.ISAutoPlaceCmd = String(Yanfly.Parameters['Auto Place Command']);
Yanfly.Param.ISItemCmd = String(Yanfly.Parameters['Item Command']);
Yanfly.Param.ISWeaponCmd = String(Yanfly.Parameters['Weapon Command']);
Yanfly.Param.ISArmorCmd = String(Yanfly.Parameters['Armor Command']);
Yanfly.Param.ISFinishCmd = String(Yanfly.Parameters['Finish Command']);
Yanfly.Param.ISTextAlign = String(Yanfly.Parameters['Text Alignment']);
Yanfly.Param.ISColRecipes = String(Yanfly.Parameters['Collected Recipes']);
Yanfly.Param.ISCraftedItems = String(Yanfly.Parameters['Crafted Items']);
Yanfly.Param.ISCraftedWeapons = String(Yanfly.Parameters['Crafted Weapons']);
Yanfly.Param.ISCraftedArmors = String(Yanfly.Parameters['Crafted Armors']);
Yanfly.Param.ISEquRecipes = eval(String(Yanfly.Parameters['Equipped Recipes']));
Yanfly.Param.ISMaskUnknown = String(Yanfly.Parameters['Mask Unknown']);
Yanfly.Param.ISMaskText = String(Yanfly.Parameters['Mask Text']);
Yanfly.Param.ISMaskItalic = String(Yanfly.Parameters['Mask Italic']);
Yanfly.Param.ISMaskItalic = eval(Yanfly.Param.ISMaskItalic);
Yanfly.Param.ISMaskHelpText = String(Yanfly.Parameters['Mask Help Text']);
Yanfly.Param.ISIngredientsList = String(Yanfly.Parameters['Ingredients Text']);
Yanfly.Param.ISAmountText = String(Yanfly.Parameters['Amount Text']);
Yanfly.Param.ISQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
Yanfly.Param.ISDefSEName = String(Yanfly.Parameters['Default SE']);
Yanfly.Param.ISDefVol = Number(Yanfly.Parameters['Default Volume']);
Yanfly.Param.ISDefPitch = Number(Yanfly.Parameters['Default Pitch']);
Yanfly.Param.ISDefPant = Number(Yanfly.Parameters['Default Pan']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.IS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.IS.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_ItemSynthesis) {
this.processISNotetagsI($dataItems);
this.processISNotetagsW($dataWeapons);
this.processISNotetagsA($dataArmors);
Yanfly.IS.SynthesisRecipeCount = 0;
Yanfly.IS.SynthesisItemTotal = 0;
Yanfly.IS.SynthesisWeaponTotal = 0;
Yanfly.IS.SynthesisArmorTotal = 0;
this.processISNotetags1($dataItems, 0);
this.processISNotetags1($dataWeapons, 1);
this.processISNotetags1($dataArmors, 2);
Yanfly._loaded_YEP_ItemSynthesis = true;
}
return true;
};
DataManager.processISNotetagsI = function(group) {
if (Yanfly.ItemIdRef) return;
Yanfly.ItemIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processISNotetagsW = function(group) {
if (Yanfly.WeaponIdRef) return;
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;
}
};
DataManager.processISNotetagsA = function(group) {
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;
}
};
DataManager.processISNotetags1 = function(group, type) {
var note1 = /<(?:ITEM RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:ITEM RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note3 = /<(?:WEAPON RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note4 = /<(?:WEAPON RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note5 = /<(?:ARMOR RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note6 = /<(?:ARMOR RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note7 = /<(?:SYNTHESIS INGREDIENTS)>/i;
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);
this.drawItemQuantity(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.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.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================