取消已装上的装备在物品栏里的显示

main
戴面具的乐子人 2 years ago
parent fb3c0d32dc
commit 0e012b11de

@ -52,7 +52,7 @@ null,
{"id":50,"expanded":false,"name":"旅馆1F","order":42,"parentId":47,"scrollX":819,"scrollY":474.5},
{"id":51,"expanded":true,"name":"豆豆主星B","order":43,"parentId":34,"scrollX":885,"scrollY":466.5},
{"id":52,"expanded":true,"name":"熔岩洞窟1F","order":44,"parentId":51,"scrollX":904,"scrollY":1227.5},
{"id":53,"expanded":true,"name":"熔岩洞窟B1","order":45,"parentId":52,"scrollX":811,"scrollY":650.5},
{"id":53,"expanded":true,"name":"熔岩洞窟B1","order":45,"parentId":52,"scrollX":811,"scrollY":634.5},
{"id":54,"expanded":false,"name":"熔岩洞窟B2","order":46,"parentId":53,"scrollX":1013,"scrollY":1521.5},
{"id":55,"expanded":true,"name":"好人家一层(彩蛋)","order":24,"parentId":22,"scrollX":1722,"scrollY":716.5},
{"id":56,"expanded":false,"name":"护甲商店","order":34,"parentId":36,"scrollX":780,"scrollY":477},

File diff suppressed because one or more lines are too long

@ -25,7 +25,7 @@ var $plugins =
{"name":"YEP_BuffsStatesCore","status":true,"description":"v1.12a 效果状态核心☁️","parameters":{"---Turn指示器---":"","Show Turns":"true","Font Size":"16","Turn Alignment":"right","Turn Buffer X":"-3","Turn Buffer Y":"-6","State Color":"0","Buff Color":"24","Debuff Color":"2","---敌人图标---":"","Show Enemy Icons":"true","Enemy Buff Turn":"true","Enemy State Turn":"true","Enemy State Counter":"true","---Buff设置---":"","Default Limit":"4","Maximum Limit":"8","Buff Formula":"this._buffs[paramId] * 0.25 + 1.0","Show Buff Rate":"false","---状态设置---":"","Reapply Rules":"1","Show Enemy Turns":"true","---计数器设置---":"","Counter Font Size":"16","Counter Alignment":"center","Counter Buffer X":"0","Counter Buffer Y":"8","Counter Color":"0"}},
{"name":"YEP_DamageCore","status":true,"description":"v1.06 伤害核心☁️","parameters":{"---破环上限---":"","Enable Cap":"false","Maximum Damage":"9999","Maximum Healing":"9999","---破坏步骤---":"","Damage Step 1":"baseDamage = this.modifyBaseDamage(value, baseDamage, target);","Damage Step 2":"baseDamage *= this.calcElementRate(target);","Damage Step 3":"","Damage Step 4":"","Damage Step 5":"","Damage Step 6":"critical = this.modifyCritical(critical, baseDamage, target);","Damage Step 7":"target.result().critical = critical;","Damage Step 8":"value = baseDamage;","Damage Step 9":"","Damage Step 10":"if (baseDamage > 0) {","Damage Step 11":"value = this.applyDamageRate(value, baseDamage, target);","Damage Step 12":"","Damage Step 13":"","Damage Step 14":"","Damage Step 15":"","Damage Step 16":"","Damage Step 17":"","Damage Step 18":"}","Damage Step 19":"","Damage Step 20":"if (baseDamage < 0) {","Damage Step 21":"value = this.applyHealRate(value, baseDamage, target);","Damage Step 22":"","Damage Step 23":"","Damage Step 24":"","Damage Step 25":"","Damage Step 26":"","Damage Step 27":"","Damage Step 28":"}","Damage Step 29":"","Damage Step 30":"if (critical) {","Damage Step 31":"value = this.applyCriticalRate(value, baseDamage, target);","Damage Step 32":"","Damage Step 33":"","Damage Step 34":"","Damage Step 35":"","Damage Step 36":"","Damage Step 37":"","Damage Step 38":"}","Damage Step 39":"","Damage Step 40":"if (this.isPhysical()) {","Damage Step 41":"value = this.applyPhysicalRate(value, baseDamage, target);","Damage Step 42":"","Damage Step 43":"","Damage Step 44":"","Damage Step 45":"","Damage Step 46":"","Damage Step 47":"value = this.applyFlatPhysical(value, baseDamage, target);","Damage Step 48":"}","Damage Step 49":"","Damage Step 50":"if (this.isMagical()) {","Damage Step 51":"value = this.applyMagicalRate(value, baseDamage, target);","Damage Step 52":"","Damage Step 53":"","Damage Step 54":"","Damage Step 55":"","Damage Step 56":"","Damage Step 57":"value = this.applyFlatMagical(value, baseDamage, target);","Damage Step 58":"}","Damage Step 59":"","Damage Step 60":"if (baseDamage > 0) {","Damage Step 61":"value = this.applyFlatDamage(value, baseDamage, target);","Damage Step 62":"","Damage Step 63":"","Damage Step 64":"","Damage Step 65":"","Damage Step 66":"","Damage Step 67":"","Damage Step 68":"}","Damage Step 69":"","Damage Step 70":"if (baseDamage < 0) {","Damage Step 71":"value = this.applyFlatHeal(value, baseDamage, target);","Damage Step 72":"","Damage Step 73":"","Damage Step 74":"","Damage Step 75":"","Damage Step 76":"","Damage Step 77":"","Damage Step 78":"}","Damage Step 79":"","Damage Step 80":"if (critical) {","Damage Step 81":"value = this.applyFlatCritical(value, baseDamage, target);","Damage Step 82":"","Damage Step 83":"","Damage Step 84":"","Damage Step 85":"","Damage Step 86":"","Damage Step 87":"","Damage Step 88":"}","Damage Step 89":"","Damage Step 90":"value = this.applyVariance(value, item.damage.variance);","Damage Step 91":"","Damage Step 92":"","Damage Step 93":"","Damage Step 94":"","Damage Step 95":"value = this.applyGuard(value, target);","Damage Step 96":"","Damage Step 97":"","Damage Step 98":"","Damage Step 99":"value = this.applyFlatGlobal(value, baseDamage, target);","Damage Step 100":"value = this.applyMinimumDamage(value, baseDamage, target);"}},
{"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"true","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Enable Independent Items":"false","Midgame Note Parsing":"false"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\r\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"false","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}},
{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Parameters Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"需要 %1 到下一 %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"2","Element Column 1":"1","Element Column 2":"2 3 4 5 6 7 8 9","Element Column 3":"","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 4 5 6","States Column 2":"7 8 9 10","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev mev mrf cnt","Attributes Column 2":"mcr tcr pdr mdr fdr grd rec pha","Attributes Column 3":"hrg mrg trg tgr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击闪避率","mev Name":"魔法闪避率","mrf Name":"魔法反击率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复率","pha Name":"药水恢复率","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}},
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"YEP_X_BattleSysATB","status":true,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"Math.max(2000, BattleManager.highestBaseAgi() * 20)","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.125 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"true","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"1.5 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}},

@ -8,317 +8,387 @@ Imported.YEP_ItemSynthesis = true;
var Yanfly = Yanfly || {};
Yanfly.IS = Yanfly.IS || {};
Yanfly.IS.version = 1.08;
Yanfly.IS.version = 1.11;
//=============================================================================
/*:
* @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!
*/
/*:
* @plugindesc v1.11 Players can now craft their own items in-game
* through an item synthesis system.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Synthesis Command
* @parent ---General---
* @desc This is the text used for going to the item synthesis menu.
* @default Synthesis
*
* @param Show Command
* @parent ---General---
* @type boolean
* @on Show
* @off Hide
* @desc Show the Synthesis command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Enable Command
* @parent ---General---
* @type boolean
* @on Enable
* @off Disable
* @desc Enable the Synthesis command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Auto Place Command
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc Allow this plugin to decide the menu placement position?
* NO - false YES - true
* @default true
*
* @param ---Command Window---
* @default
*
* @param Item Command
* @parent ---Command Window---
* @desc The command text used for synthesizing items.
* @default Craft Item
*
* @param Weapon Command
* @parent ---Command Window---
* @desc The command text used for synthesizing weapons.
* @default Craft Weapon
*
* @param Armor Command
* @parent ---Command Window---
* @desc The command text used for synthesizing armors.
* @default Craft Armor
*
* @param Finish Command
* @parent ---Command Window---
* @desc The command text used for exiting the synthesis scene.
* @default Finish
*
* @param Text Alignment
* @parent ---Command Window---
* @type combo
* @option left
* @option center
* @option right
* @desc How to align the text for the command window.
* left center right
* @default center
*
* @param ---Status Window---
* @default
*
* @param Collected Recipes
* @parent ---Status Window---
* @desc Text used to represent total recipes collected.
* Leave this blank if you don't wish to show this.
* @default Collected Recipes
*
* @param Crafted Items
* @parent ---Status Window---
* @desc Text used to represent total items crafted.
* Leave this blank if you don't wish to show this.
* @default Crafted Items
*
* @param Crafted Weapons
* @parent ---Status Window---
* @desc Text used to represent total weapons crafted.
* Leave this blank if you don't wish to show this.
* @default Crafted Weapons
*
* @param Crafted Armors
* @parent ---Status Window---
* @desc Text used to represent total armors crafted.
* Leave this blank if you don't wish to show this.
* @default Crafted Armors
*
* @param ---List Window---
* @default
*
* @param Equipped Recipes
* @parent ---List Window---
* @type boolean
* @on YES
* @off NO
* @desc Check recipes from equipped items?
* NO - false YES - true
* @default true
*
* @param Mask Unknown
* @parent ---List Window---
* @type boolean
* @on YES
* @off NO
* @desc Mask the names of items that haven't been created yet?
* NO - false YES - true
* @default true
*
* @param Mask Text
* @parent ---List Window---
* @desc This will be used to mask over each letter for unknown item
* names that are to be synthesized.
* @default ?
*
* @param Mask Italic
* @parent ---List Window---
* @type boolean
* @on YES
* @off NO
* @desc Causes the name for unknown items to appear in italic.
* @default true
*
* @param Mask Help Text
* @parent ---List Window---
* @desc This is the text that will be displayed in the help window
* if the item is masked.
* @default This item has not been synthesized yet.
*
* @param Ingredients Text
* @parent ---List Window---
* @desc This is the text used to describe the Ingredients list.
* @default Ingredients
*
* @param Amount Text
* @parent ---List Window---
* @desc This is the text used for the amount to synthesize.
* @default Quantity
*
* @param Amount Format
* @parent ---List Window---
* @type boolean
* @on Need/Own
* @off Own/Need
* @desc Show the number of ingredients needed over owned?
* true - Need/Own false - Own/Need
* @default false
*
* @param Quantity Text Size
* @parent ---List Window---
* @type number
* @min 1
* @desc This is the text size used for the item quantity.
* Default: 28
* @default 20
*
* @param ---Sound---
* @default
*
* @param Default SE
* @parent ---Sound---
* @type file
* @dir audio/se/
* @require 1
* @desc This is the default SE played when synthesizing an item.
* This is case sensitive. Do not include the extension.
* @default Twine
*
* @param Default Volume
* @parent ---Sound---
* @type number
* @min 0
* @desc This is the default volume when synthesizing an item.
* @default 100
*
* @param Default Pitch
* @parent ---Sound---
* @type number
* @desc This is the default pitch when synthesizing an item.
* @default 100
*
* @param Default Pan
* @parent ---Sound---
* @type number
* @desc This is the default pan when synthesizing an item.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* Item synthesis is now a pretty common aspect of most RPG's where the player
* can craft their own items after acquiring recipes. This plugin enables your
* players to be able to do that after acquiring the said recipes. Recipes can
* come in the form of items, weapons, and/or armors and transcribed in them
* are what items, weapons, and/or armors they can make. These items can be
* made from the main menu and/or synthesis locations!
*
* ============================================================================
* Notetags
* ============================================================================
*
* To allow the player the ability to craft a certain item, that item must be
* included in a recipe notetag in an item that the player possesses.
*
* Item, Weapon, and Armor Notetags:
* <Item Recipe: x>
* <Item Recipe: x, x, x>
* <Item Recipe: x to y>
* This will change this item into a recipe for x item(s). As long as this
* item is in possession by the party as a whole, item(s) x can be
* synthesized by the player provided that the player has the proper quantity
* of ingredients.
* * Note: Entries without names will not be included. Entries without both a
* synthesis cost and without an ingredient list will not be included.
*
* <Weapon Recipe: x>
* <Weapon Recipe: x, x, x>
* <Weapon Recipe: x to y>
* This will change this item into a recipe for x weapon(s). As long as this
* item is in possession by the party as a whole, weapon(s) x can be
* synthesized by the player provided that the player has the proper quantity
* of ingredients.
* * Note: Entries without names will not be included. Entries without both a
* synthesis cost and without an ingredient list will not be included.
*
* <Armor Recipe: x>
* <Armor Recipe: x, x, x>
* <Armor Recipe: x to y>
* This will change this item into a recipe for x armor(s). As long as this
* item is in possession by the party as a whole, armor(s) x can be
* synthesized by the player provided that the player has the proper quantity
* of ingredients.
* * Note: Entries without names will not be included. Entries without both a
* synthesis cost and without an ingredient list will not be included.
*
* <Synthesis Ingredients>
* item id
* item id: x
* weapon id
* weapon id: x
* armor id
* armor id: x
* gold: x
* named item
* named item: x
* </Synthesis Ingredients>
* Using the above tag in an item will set those items as the ingredients
* required for the player to synthesize. Replace "id" with the proper item,
* weapon, or armor ID's. If no ":x" is used, the database will register that
* as only needing 1 of that item as an ingredient. If "gold: x" is used,
* that will be the cost required to synthesize the item.
*
* If you are using named entries, priority will be given to the highest ID
* in the order of items, weapons, then armors.
*
* * Note: If you are using Item Core, Independent Items cannot become an
* ingredient for a recipe and will therefore be automatically omitted.
*
* <Mask Name: x>
* If you are masking unknown items' names, you can change the text shown for
* the unknown item with x. This will cause the game to use the mask name
* instead of the usual ??? (if that's what you're using) to mask the item.
* This can give a player a general idea of what they may be synthesizing
* such as "Strange Liquid" or "Weird Crystal".
*
* ============================================================================
* 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
* ============================================================================
*
* The following are Plugin Commands you may use with events.
*
* Plugin Command:
* OpenSynthesis Opens up the Synthesis Scene from the field.
* ShowSynthesis Shows the Synthesis command from the main menu.
* HideSynthesis Hides the Synthesis command from the main menu.
* EnableSynthesis Enables the Synthesis command from the main menu.
* DisableSynthesis Disables the Synthesis command from the main menu.
*
* 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 1.11:
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
*
* Version 1.10:
* - Added 'Amount Format' plugin parameter. Now you can switch the way the
* needed ingredients are shown between Need/Own and Own/Need.
*
* Version 1.09:
* - Updated for RPG Maker MV version 1.5.0.
*
* 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!
*/
//=============================================================================
//=============================================================================
@ -354,6 +424,7 @@ 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.ISAmountFmt = eval(Yanfly.Parameters['Amount Format'] || 'false');
Yanfly.Param.ISQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
Yanfly.Param.ISDefSEName = String(Yanfly.Parameters['Default SE']);
@ -1116,7 +1187,12 @@ Window_SynthesisIngredients.prototype.drawItemDetails = function(index, wy) {
if (!ingredient) return wy;
this.resetFontSettings();
this.drawItemName.call(this, ingredient, 0, wy, ww);
this.drawItemQuantity(index, wy);
if (Yanfly.Param.ISAmountFmt) {
this.drawItemQuantity(index, wy);
} else {
this.drawItemQuantity2(index, wy);
}
return wy + this.lineHeight();
};
@ -1138,6 +1214,25 @@ Window_SynthesisIngredients.prototype.drawItemQuantity = function(index, wy) {
this.drawText(text, 0, wy, ww, 'right');
}
Window_SynthesisIngredients.prototype.drawItemQuantity2 = function(index, wy) {
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
var quantity = DataManager.getSynthesisQuantity(this._item, index);
var owned = $gameParty.numItems(ingredient);
var ww = this.contents.width;
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
this.changeTextColor(this.normalColor());
var num = '/' + Yanfly.Util.toGroup(quantity);
this.drawText(num, 0, wy, ww, 'right');
ww -= this.textWidth(num);
if ($gameParty.numItems(ingredient) >= quantity) {
this.changeTextColor(this.powerUpColor());
} else {
this.changeTextColor(this.powerDownColor());
}
var text = String(Yanfly.Util.toGroup(owned));
this.drawText(text, 0, wy, ww, 'right');
}
Window_SynthesisIngredients.prototype.drawItemSynthCost = function(item, wy) {
if (item.synthCost <= 0) return;
this.resetFontSettings();
@ -1743,6 +1838,7 @@ Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
@ -1753,4 +1849,4 @@ Yanfly.Util.displayError = function(e, code, message) {
//=============================================================================
// End of File
//=============================================================================
//=============================================================================

Loading…
Cancel
Save