diff --git a/Readme.md b/Readme.md index e35f0a7..9a8f184 100644 --- a/Readme.md +++ b/Readme.md @@ -21,7 +21,8 @@ 例如:2022/7/23面具;写入南宫三八技能 -## 更新记录 +## 更新记录- +**2023/4/29**;**乐子人**;高级箱子插件,文本颜色,技能优化等等 - **2023/4/29**;**乐子人**;测试文本颜色修改、配置合成插件、物品说明应用YEP_MessageCore、新图标应用 - **2023/4/28**;**不明枪兵**;一些图标 - **2023/4/28**;**乐子人**;优化滚、老王、五月的技能组 diff --git a/audio/bgm/X-Ray Dog - Monster Build.ogg b/audio/bgm/X-Ray Dog - Monster Build.ogg new file mode 100644 index 0000000..d4818f3 Binary files /dev/null and b/audio/bgm/X-Ray Dog - Monster Build.ogg differ diff --git a/data/Classes.json b/data/Classes.json index 615f30a..edc6576 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -5,11 +5,11 @@ null, 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高级箱子","parameters":{"---设置---":"","OverlapMode":"Overlap","ShowMode":"YuanShen","IsFilterText":"false","CoinIcon":"313","CountNumWidth":"4444","CountCoinWidth":"22222","---Chest模式窗口---":"","CMaxCols":"2","IsCAllTake":"true","CAllTakeText":"全部取走","IsCClose":"true","CCloseText":"关闭宝箱","IsCAutoLine":"true","---YuanShen模式窗口---":"","YMaxCols":"2","YMaxList":"5","YWindowWidth":"400","YWindowOp":"125","YTakeRange":"1","YColor1":"rgba(0, 0, 0, 0.6)","YColor2":"rgba(0, 0, 0, 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============================================================================ + * + * + * 这款插件提供了打开宝箱时出现物品界面,使箱中的物品变得可选择 + * + * + * + *------------------------------------------------------------------- + * + *使用条例:本插件完全免费,随意魔改 + * + *------------------------------------------------------------------- + * + * + * + * + * + * + * + * + *以下是可以使用的插件指令 + *-----------------------PluginCommand------------------------- + * + * ZzySCF OverlapMode x(Single/Overlap/Event) //这会修改打开宝箱的叠加模式 + * ZzySCF ShowMode x(Chest/YuanShen) //这会修改打开宝箱的窗口显示模式 + * ZzySCF IsFilterText x(true/false) //这会修改在打开宝箱时忽略文本 + * ZzySCF CoinIcon x //金币所使用的图标,需要填写图标素材图中对应的ID值 + * + * + * ZzySCF CMaxCols x //这会修改使显示模式--Chest的选项框中打开宝箱时显示的最大列数 + * ZzySCF IsCAllTake x(true/false) //这会修改使显示模式--Chest的选项框中是否包含全部拿取的命令 + * ZzySCF CAllTakeText x //这会修改使显示模式--Chest的选项框中全部拿取命令的文本 + * ZzySCF IsCClose x(true/false) //这会修改使显示模式--Chest的选项框中是否包含退出宝箱的命令 + * ZzySCF CCloseText x //这会修改使显示模式--Chest的选项框中退出宝箱命令的文本 + * ZzySCF IsCAutoLine x(true/false) //这会修改使显示模式--Chest的选项框中开启关闭拿取宝箱时自动队列 + * + * + * ZzySCF YMaxCols x //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大列数 + * ZzySCF YMaxList x //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大行数 + * ZzySCF YWindowWidth x //这会修改使显示模式--YuanShen的窗口宽度 + * ZzySCF YWindowOp x //这会修改使显示模式--YuanShen的窗口透明度 + * ZzySCF YTakeRange x //这会修改使显示模式--YuanShen的出现显示范围 + * ZzySCF YColor1 x //这会修改使显示模式--YuanShen的显示底板颜色1 + * ZzySCF YColor2 x //这会修改使显示模式--YuanShen的显示底板颜色2 + * ZzySCF YOffsetX x //这会修改使显示模式--YuanShen的窗口偏移X,这可以是一个正负值 + * ZzySCF YOffsetY x //这会修改使显示模式--YuanShen的窗口偏移Y,这可以是一个正负值 + * ZzySCF YFadeFrame x //这会修改使显示模式--YuanShen的窗口出现或是消失所需要的渐变帧数时长 + * ZzySCF YDistance x //这会修改使显示模式--YuanShen的窗口绘制道具背景的间距 + * ZzySCF YIsHorShow x(true/false) //这会修改使显示模式--YuanShen的窗口是否水平绘制道具背景的渐变色 + * ZzySCF YIsAutoOpen x(true/false) //这会修改使显示模式--YuanShen的窗口开过的宝箱再次接近时,会自动开箱 + * ZzySCF YIsLimitWindow x(true/false) //这会修改使显示模式--YuanShen的显示宝箱窗口限制在屏幕内 + * + * ZzySCF CoinColor x //这会修改打开宝箱后显示金币文本的颜色 + * + * + * + *以下是可以使用的脚本函数 + *-----------------------Script Function------------------------- + * + * + * Zzy.SCF.OverlapMode(mode) //这会修改打开宝箱的叠加模式 + * Zzy.SCF.ShowMode(mode) //这会修改打开宝箱的窗口显示模式 + * Zzy.SCF.IsFilterText(enable) //这会修改在打开宝箱时忽略文本 + * Zzy.SCF.CoinIcon(iconIndex) //金币所使用的图标,需要填写图标素材图中对应的ID值 + * + * Zzy.SCF.CMaxCols(cols) //这会修改使显示模式--Chest的选项框中打开宝箱时显示的最大列数 + * Zzy.SCF.IsCAllTake(enable) //这会修改使显示模式--Chest的选项框中是否包含全部拿取的命令 + * Zzy.SCF.CAllTakeText(tText) //这会修改使显示模式--Chest的选项框中全部拿取命令的文本 + * Zzy.SCF.IsCClose(enable) //这会修改使显示模式--Chest的选项框中是否包含退出宝箱的命令 + * Zzy.SCF.CCloseText(tText) //这会修改使显示模式--Chest的选项框中退出宝箱命令的文本 + * Zzy.SCF.IsCAutoLine(enable) //这会修改使显示模式--Chest的选项框中开启关闭拿取宝箱时自动队列 + * + * Zzy.SCF.YMaxCols(cols) //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大列数 + * Zzy.SCF.YMaxList(list) //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大行数 + * Zzy.SCF.YWindowWidth(width) //这会修改使显示模式--YuanShen的窗口宽度 + * Zzy.SCF.YWindowOp(op) //这会修改使显示模式--YuanShen的窗口透明度 + * Zzy.SCF.YTakeRange(range) //这会修改使显示模式--YuanShen的出现显示范围 + * Zzy.SCF.YColor1(color) //这会修改使显示模式--YuanShen的显示底板颜色1 + * Zzy.SCF.YColor2(color) //这会修改使显示模式--YuanShen的显示底板颜色2 + * Zzy.SCF.YOffsetX(ofx) //这会修改使显示模式--YuanShen的窗口偏移X,这可以是一个正负值 + * Zzy.SCF.YOffsetY(ofy) //这会修改使显示模式--YuanShen的窗口偏移Y,这可以是一个正负值 + * Zzy.SCF.YFadeFrame(fFrame) //这会修改使显示模式--YuanShen的窗口出现或是消失所需要的渐变帧数时长 + * Zzy.SCF.YDistance(dis) //这会修改使显示模式--YuanShen的窗口绘制道具背景的间距 + * Zzy.SCF.YIsHorShow(enable) //这会修改使显示模式--YuanShen的窗口是否水平绘制道具背景的渐变色 + * Zzy.SCF.YIsAutoOpen(enable) //这会修改使显示模式--YuanShen的窗口开过的宝箱再次接近时,会自动开箱 + * Zzy.SCF.YIsLimitWindow(enable) //这会修改使显示模式--YuanShen的显示宝箱窗口限制在屏幕内 + * + * Zzy.SCF.CoinColor(color) //这会修改打开宝箱后显示金币文本的颜色 + * + * + *以下是一些数据库中使用到的便签,请将他们写在 数据库->道具/武器/护甲->注释 之中 + *---------------------DataBase Note-------------------- + * + * //这会使这个道具在宝箱中打开时呈现设置的颜色,可以用#xxxxxx或rgba(x,x,x,x)的格式 + * + * + * + * + * + * + *以下是一些地图中事件用到的便签信息,请将他们写在 地图->事件->事件指令->注释 之中 + *---------------------Note Case-------------------- + * + * //这会将本事件视为一个箱子,在打开始进入箱子界面 + * + * + * + * +------------------------------------------------------------ + + + 我叫坂本:v1.04 拓展脚本函数 + 我叫坂本:v1.03 添加与旧存档兼容,修复宝箱中武器以及护甲无法添加到背包中的bug + 我叫坂本:v1.02 调整yuanshen箱子在地图边缘显示位置的问题,增加可控的额外参数 + 我叫坂本:v1.01 优化,添加新的参数 + 我叫坂本:v1.00 完成插件 + +------------------------------------------------------------ + + * @param ---设置--- + * @default + * + * + * @param OverlapMode + * @text 相同物品重叠模式 + * @parent ---设置--- + * @type combo + * @option Single + * @option Overlap + * @option Event + * @desc 在打开宝箱时,出现相同物品的重叠模式,Single代表所有道具独立不会重叠,Overlap代表相同道具重叠,Event代表事件中设置的重叠方式 + * @default Event + * + * + * @param ShowMode + * @text 物品显示模式 + * @parent ---设置--- + * @type combo + * @option Chest + * @option YuanShen + * @desc 打开宝箱后,窗口的显示模式,Chest代表窗口中存放道具,YuanShen代表游戏《原神》中宝箱物品的显示方式 + * @default Chest + * + * + * + * @param IsFilterText + * @text 是否过滤文本 + * @parent ---设置--- + * @type boolean + * @on YES + * @off NO + * @desc 触发被视为箱子的事件时,是否会过滤所显示文本的功能 + * YES - true NO - false + * @default true + * + * + * @param CoinIcon + * @text 金币图标 + * @parent ---设置--- + * @type Number + * @desc 显示金币的图标,请填写ID值 + * @default 313 + * + * + * @param CountNumWidth + * @text 数字预留距离 + * @parent ---设置--- + * @type text + * @desc 这个是物品数量的间隔距离,可以属于对应的0代表预留的数字宽度 + * @default 0000 + * + * @param CountCoinWidth + * @text 金币预留距离 + * @parent ---设置--- + * @type text + * @desc 这个是金币数量的间隔距离,可以属于对应的0代表预留的数字宽度 + * @default 00000 + * + * + * @param ---Chest模式窗口--- + * @default + * + * @param CMaxCols + * @text 每行数量 + * @parent ---Chest模式窗口--- + * @type Number + * @min 1 + * @desc 每一行能显示的数量,默认值为2个 + * @default 2 + * + * @param IsCAllTake + * @text 是否拥有全部取走选项 + * @parent ---Chest模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 打开箱子后,选择窗口是否拥有全部取走的选项 + * YES - true NO - false + * @default true + * + * @param CAllTakeText + * @text 全部取走文本 + * @parent ---Chest模式窗口--- + * @type Text + * @desc 打开箱子后,选择窗口显示全部取走的文本内容 + * @default 全部取走 + * + * + * @param IsCClose + * @text 是否拥有关闭宝箱选项 + * @parent ---Chest模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 打开箱子后,选择窗口是否拥有关闭宝箱的选项 + * YES - true NO - false + * @default true + * + * @param CCloseText + * @text 关闭宝箱文本 + * @parent ---Chest模式窗口--- + * @type Text + * @desc 打开箱子后,选择窗口显示全部取走的文本内容 + * @default 关闭宝箱 + * + * @param IsCAutoLine + * @text 是否自动队列 + * @parent ---Chest模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 再点击取出道具后,是否宝箱中所有道具都会向前移动一格 + * YES - true NO - false + * @default true + * + * + * @param ---YuanShen模式窗口--- + * @default + * + * @param YMaxCols + * @text 每行数量 + * @parent ---YuanShen模式窗口--- + * @type Number + * @min 1 + * @desc 每一行能显示的数量,默认值为1个 + * @default 1 + * + * @param YMaxList + * @text 最大行数 + * @parent ---YuanShen模式窗口--- + * @type Number + * @min 1 + * @desc 能同时显示的最大行数,默认值为5个 + * @default 5 + * + * @param YWindowWidth + * @text 窗口宽度 + * @parent ---YuanShen模式窗口--- + * @type Number + * @desc 显示的窗口的最大宽度,默认值为180 + * @default 280 + * + * @param YWindowOp + * @text 窗口透明度 + * @parent ---YuanShen模式窗口--- + * @type Number + * @min 0 + * @desc 显示的窗口的透明度,默认值为255 + * @default 255 + * + * + * + * + * + * + * @param YTakeRange + * @text 拾取范围 + * @parent ---YuanShen模式窗口--- + * @type Number + * @desc 宝箱开启后,玩家在一定范围内会显示窗口,范围为正方形,默认值为1 + * @default 1 + * + * @param YColor1 + * @text 底板颜色1 + * @parent ---YuanShen模式窗口--- + * @type text + * @desc 这是打开宝箱后显示道具的底板颜色1,默认为rgba(0, 0, 0, 0.6)灰黑色 + * @default rgba(0, 0, 0, 0.6) + * + * @param YColor2 + * @text 底板颜色2 + * @parent ---YuanShen模式窗口--- + * @type text + * @desc 这是打开宝箱后显示道具的底板颜色1,默认为rgba(0, 0, 0, 0)黑色 + * @default rgba(0, 0, 0, 0) + * + * + * @param YOffsetX + * @text 窗口偏移X + * @parent ---YuanShen模式窗口--- + * @type text + * @desc 显示窗口的偏移量X,这可以是一个正负整数值 + * @default 20 + * + * @param YOffsetY + * @text 窗口偏移Y + * @parent ---YuanShen模式窗口--- + * @type text + * @desc 显示窗口的偏移量Y,这可以是一个正负整数值 + * @default -160 + * + * @param YFadeFrame + * @text 渐变时长 + * @parent ---YuanShen模式窗口--- + * @type Number + * @desc 宝箱窗口出现到显示所经过的帧数时长 + * @default 10 + * + * @param YDistance + * @text 矩形间距 + * @parent ---YuanShen模式窗口--- + * @type Number + * @desc 绘制的道具背景矩形框的间距,默认值为2,代表2像素 + * @default 2 + * + * @param YIsHorShow + * @text 是否水平绘制 + * @parent ---YuanShen模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 显示的道具背景框垂直或是水平绘制,选择true进行水平绘制 + * YES - true NO - false + * @default true + * + * + * @param YIsAutoOpen + * @text 是否自动开箱 + * @parent ---YuanShen模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 开过的宝箱将会自动记录,下次接近返回时会自动打开 + * YES - true NO - false + * @default true + * + * @param YIsLimitWindow + * @text 是否限制在屏幕中 + * @parent ---YuanShen模式窗口--- + * @type boolean + * @on YES + * @off NO + * @desc 开启限制后,宝箱显示内容将不会出屏,防止发生显示不完全的问题 + * YES - true NO - false + * @default true + * + * @param ---道具设置--- + * @default + * + * @param CoinColor + * @text 金币文字显示颜色 + * @parent ---道具设置--- + * @type text + * @desc 打开宝箱后金币显示的颜色值,可填写#000000~#ffffff或rgba(0,0,0,0)~rgba(255,255,255,1)这两种颜色码格式,默认为白色 + * @default #ffffff + * + * @param ---音效--- + * @default + * + * @param TakeSound + * @text 取走时音效名称 + * @parent ---音效--- + * @type file + * @dir audio/se + * @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称 + * @default Cursor1 + * + * @param TakeVolume + * @text 取走时音量 + * @parent ---音效--- + * @type Number + * @desc 音量大小,默认100 + * @default 100 + + * @param TakePitch + * @text 取走时声调 + * @parent ---音效--- + * @type Number + * @desc 声调,默认100 + * @default 100 + + * @param TakePan + * @text 取走时声道 + * @parent ---音效--- + * @type Number + * @desc 声道,默认0 + * @default 0 + * + * + * + * @param NoItemSound + * @text 空物品音效名称 + * @parent ---音效--- + * @type file + * @dir audio/se + * @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称 + * @default Cancel1 + * + * @param NoItemVolume + * @text 空物品音量 + * @parent ---音效--- + * @type Number + * @desc 音量大小,默认100 + * @default 100 + + * @param NoItemPitch + * @text 空物品声调 + * @parent ---音效--- + * @type Number + * @desc 声调,默认100 + * @default 100 + + * @param NoItemPan + * @text 空物品声道 + * @parent ---音效--- + * @type Number + * @desc 声道,默认0 + * @default 0 + * + * + * @param ChangeItemSound + * @text 切换选择音效名称 + * @parent ---音效--- + * @type file + * @dir audio/se + * @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称 + * @default Knock + * + * @param ChangeItemVolume + * @text 切换选择音量 + * @parent ---音效--- + * @type Number + * @desc 音量大小,默认100 + * @default 100 + + * @param ChangeItemPitch + * @text 切换选择声调 + * @parent ---音效--- + * @type Number + * @desc 声调,默认100 + * @default 100 + + * @param ChangeItemPan + * @text 切换选择声道 + * @parent ---音效--- + * @type Number + * @desc 声道,默认0 + * @default 0 + * + * + * @param AllTakeSound + * @text 全部取走音效名称 + * @parent ---音效--- + * @type file + * @dir audio/se + * @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称 + * @default Equip2 + * + * @param AllTakeVolume + * @text 全部取走音量 + * @parent ---音效--- + * @type Number + * @desc 音量大小,默认100 + * @default 100 + + * @param AllTakePitch + * @text 全部取走声调 + * @parent ---音效--- + * @type Number + * @desc 声调,默认100 + * @default 100 + + * @param AllTakePan + * @text 全部取走声道 + * @parent ---音效--- + * @type Number + * @desc 声道,默认0 + * @default 0 + * + * + * @param CloseSound + * @text 关闭宝箱音效名称 + * @parent ---音效--- + * @type file + * @dir audio/se + * @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称 + * @default Chest2 + * + * @param CloseVolume + * @text 关闭宝箱音量 + * @parent ---音效--- + * @type Number + * @desc 音量大小,默认100 + * @default 100 + + * @param ClosePitch + * @text 关闭宝箱声调 + * @parent ---音效--- + * @type Number + * @desc 声调,默认100 + * @default 100 + + * @param ClosePan + * @text 关闭宝箱声道 + * @parent ---音效--- + * @type Number + * @desc 声道,默认0 + * @default 0 + * + * + * + */ + + + + + +var LiuYue = LiuYue || {}; +LiuYue.LiuYue_SeniorChest = true;//插件启动 + +var Zzy = Zzy || {}; +Zzy.SCF = Zzy.SCF || {}; +Zzy.SCF.version = 1.04; +Zzy.Parameters = PluginManager.parameters('LiuYue_SeniorChest'); +Zzy.Param = Zzy.Param || {}; + +Zzy.Param.SCFOverlapMode = String(Zzy.Parameters['OverlapMode']); +Zzy.Param.SCFShowMode = String(Zzy.Parameters['ShowMode']); +Zzy.Param.SCFIsFilterText = eval(String(Zzy.Parameters['IsFilterText'])); +Zzy.Param.SCFCoinIcon = parseInt(Zzy.Parameters['CoinIcon']);//金币图标 + +Zzy.Param.SCFCMaxCols = parseInt(Zzy.Parameters['CMaxCols']);//最大列数 +Zzy.Param.SCFIsCAllTake = eval(String(Zzy.Parameters['IsCAllTake']));//是否拥有全部取走选项 +Zzy.Param.SCFCAllTakeText = String(Zzy.Parameters['CAllTakeText']);//全部取走文本 +Zzy.Param.SCFIsCClose = eval(String(Zzy.Parameters['IsCClose']));//是否拥有关闭宝箱选项 +Zzy.Param.SCFCCloseText = String(Zzy.Parameters['CCloseText']);//全部取走文本 +Zzy.Param.SCFIsCAutoLine = eval(String(Zzy.Parameters['IsCAutoLine']));//自动队列 + + +Zzy.Param.SCFYMaxCols = parseInt(Zzy.Parameters['YMaxCols']);//最大列数 +Zzy.Param.SCFYMaxList = parseInt(Zzy.Parameters['YMaxList']);//最大行数 +Zzy.Param.SCFYWindowWidth = parseInt(Zzy.Parameters['YWindowWidth']);//窗口宽度 +Zzy.Param.SCFYWindowOp = parseInt(Zzy.Parameters['YWindowOp']);//窗口透明度 +Zzy.Param.SCFYTakeRange = parseInt(Zzy.Parameters['YTakeRange']);//拾取范围 +Zzy.Param.SCFYColor1 = String(Zzy.Parameters['YColor1']);//底板颜色1 +Zzy.Param.SCFYColor2 = String(Zzy.Parameters['YColor2']);//底板颜色2 +Zzy.Param.SCFYOffsetX = Number(Zzy.Parameters['YOffsetX']);//窗口偏移X +Zzy.Param.SCFYOffsetY = Number(Zzy.Parameters['YOffsetY']);//窗口偏移Y +Zzy.Param.SCFYFadeFrame = Number(Zzy.Parameters['YFadeFrame']);//渐变帧数 +Zzy.Param.SCFYDistance = parseInt(Zzy.Parameters['YDistance']);//矩形间距 +Zzy.Param.SCFYIsHorShow = eval(String(Zzy.Parameters['YIsHorShow']));//是否水平绘制 +Zzy.Param.SCFYIsAutoOpen = eval(String(Zzy.Parameters['YIsAutoOpen']));//自动开箱 +Zzy.Param.SCFYIsLimitWindow = eval(String(Zzy.Parameters['YIsLimitWindow']));//限制屏幕 + + +Zzy.Param.SCFCoinColor = String(Zzy.Parameters['CoinColor']);//金币颜色 + + +Zzy.Param.SCFCountNumWidth = String(Zzy.Parameters['CountNumWidth']);//道具预留 +Zzy.Param.SCFCountCoinWidth = String(Zzy.Parameters['CountCoinWidth']);//金币预留 + + + + +//声音 +Zzy.SCF.MakeSE = function(seName,seVolume,sePitch,sePan) +{ + if(!seName)return undefined; + var se = { + name:seName, + volume:(seVolume ? seVolume : 100), + pitch:(sePitch ? sePitch : 100), + pan:(sePan ? sePan : 0) + }; + return se; +} + + +Zzy.Param.SCFTakeSound = String(Zzy.Parameters['TakeSound']); +Zzy.Param.SCFTakeVolume = parseInt(Zzy.Parameters['TakeVolume']); +Zzy.Param.SCFTakePitch = parseInt(Zzy.Parameters['TakePitch']); +Zzy.Param.SCFTakePan = parseInt(Zzy.Parameters['TakePan']); +Zzy.Param.SCFTakeSE = Zzy.SCF.MakeSE(Zzy.Param.SCFTakeSound,Zzy.Param.SCFTakeVolume,Zzy.Param.SCFTakePitch,Zzy.Param.SCFTakePan); + +Zzy.Param.SCFNoItemSound = String(Zzy.Parameters['NoItemSound']); +Zzy.Param.SCFNoItemVolume = parseInt(Zzy.Parameters['NoItemVolume']); +Zzy.Param.SCFNoItemPitch = parseInt(Zzy.Parameters['NoItemPitch']); +Zzy.Param.SCFNoItemPan = parseInt(Zzy.Parameters['NoItemPan']); +Zzy.Param.SCFNoItemSE = Zzy.SCF.MakeSE(Zzy.Param.SCFNoItemSound,Zzy.Param.SCFNoItemVolume,Zzy.Param.SCFNoItemPitch,Zzy.Param.SCFNoItemPan); + +Zzy.Param.SCFAllTakeSound = String(Zzy.Parameters['AllTakeSound']); +Zzy.Param.SCFAllTakeVolume = parseInt(Zzy.Parameters['AllTakeVolume']); +Zzy.Param.SCFAllTakePitch = parseInt(Zzy.Parameters['AllTakePitch']); +Zzy.Param.SCFAllTakePan = parseInt(Zzy.Parameters['AllTakePan']); +Zzy.Param.SCFAllTakeSE = Zzy.SCF.MakeSE(Zzy.Param.SCFAllTakeSound,Zzy.Param.SCFAllTakeVolume,Zzy.Param.SCFAllTakePitch,Zzy.Param.SCFAllTakePan); + +Zzy.Param.SCFCloseSound = String(Zzy.Parameters['CloseSound']); +Zzy.Param.SCFCloseVolume = parseInt(Zzy.Parameters['CloseVolume']); +Zzy.Param.SCFClosePitch = parseInt(Zzy.Parameters['ClosePitch']); +Zzy.Param.SCFClosePan = parseInt(Zzy.Parameters['ClosePan']); +Zzy.Param.SCFCloseSE = Zzy.SCF.MakeSE(Zzy.Param.SCFCloseSound,Zzy.Param.SCFCloseVolume,Zzy.Param.SCFClosePitch,Zzy.Param.SCFClosePan); + +Zzy.Param.SCFChangeItemSound = String(Zzy.Parameters['ChangeItemSound']); +Zzy.Param.SCFChangeItemVolume = parseInt(Zzy.Parameters['ChangeItemVolume']); +Zzy.Param.SCFChangeItemPitch = parseInt(Zzy.Parameters['ChangeItemPitch']); +Zzy.Param.SCFChangeItemPan = parseInt(Zzy.Parameters['ChangeItemPan']); +Zzy.Param.SCFChangeItemSE = Zzy.SCF.MakeSE(Zzy.Param.SCFChangeItemSound,Zzy.Param.SCFChangeItemVolume,Zzy.Param.SCFChangeItemPitch,Zzy.Param.SCFChangeItemPan); + + + +Zzy.Param.SCFAllSE = []; +Zzy.Param.SCFAllSE = [undefined,Zzy.Param.SCFTakeSE,Zzy.Param.SCFNoItemSE,Zzy.Param.SCFAllTakeSE,Zzy.Param.SCFCloseSE,Zzy.Param.SCFChangeItemSE]; +//1.取物品 +//2.没有物品 +//3.全部拿走 +//4.关闭宝箱 +//5.切换选项 + +Zzy.SCF.TempCacheChest = [];//缓存箱 + +Zzy.SCF.TempSpeed1 = 16; +Zzy.SCF.TempSpeed2 = 8; +Zzy.SCF.TempSpeed3 = 4; + +Zzy.SCF.TempCallInfo = undefined;//临时呼叫信息 + +Zzy.SCF.TempNotRepeatFrame = 3;//临时等待帧数,这是为了方式宝箱出现双次打开,因为框架特殊的机制,在未拥有指令行的事件中,触碰有概率出现执行两次start函数的情况 +//通过等待帧数来避免此类情况的执行 + + + + + +//================================================================= +//DataManager +//================================================================= +Zzy.SCF.DataManager_loadGame = DataManager.loadGame; +DataManager.loadGame = function(savefileId) //旧存档兼容 +{ + var result = Zzy.SCF.DataManager_loadGame.call(this,savefileId); + + this.ZzySCFInitData(); + + return result; +} + +DataManager.ZzySCFInitData = function()//初始化参数 +{ + if(!$gameSystem.GetIsZzySCFLoaded()) + { + //初始化 + $gameSystem.ZzySCFInitData();//初始化数据 + $gameSystem.SetIsZzySCFLoaded(true); + } +} + + + + + +//================================================================= +//Game_System +//================================================================= + +Zzy.SCF.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() +{ + Zzy.SCF.Game_System_initialize.call(this); + this.ZzySCFInitData();//初始化数据 + + this._IsZzySCFLoaded = true;//是否载入完成 + +}; + +Game_System.prototype.GetIsZzySCFLoaded = function() +{ + if(this._IsZzySCFLoaded === undefined) + {this._IsZzySCFLoaded = false;} + return this._IsZzySCFLoaded; +} + +Game_System.prototype.SetIsZzySCFLoaded = function(enable) +{ + this._IsZzySCFLoaded = enable; +} + + + +Game_System.prototype.ZzySCFInitData = function() +{ + this._ZzySCFOverlapMode = Zzy.SCF.OverlapModeToID(Zzy.Param.SCFOverlapMode); + this._ZzySCFShowMode = Zzy.SCF.ShowModeToID(Zzy.Param.SCFShowMode); + this._ZzySCFIsFilterText = Zzy.Param.SCFIsFilterText; + + this._ZzySCFCoinIcon = Zzy.Param.SCFCoinIcon; + + this._ZzySCFCMaxCols = Zzy.Param.SCFCMaxCols;//最大列数 + this._ZzySCFIsCAllTake = Zzy.Param.SCFIsCAllTake;//是否拥有全部取走选项 + this._ZzySCFCAllTakeText = Zzy.Param.SCFCAllTakeText;//全部取走文本 + this._ZzySCFIsCClose = Zzy.Param.SCFIsCClose;//是否拥有关闭宝箱选项 + this._ZzySCFCCloseText = Zzy.Param.SCFCCloseText;//全部取走文本 + this._ZzySCFIsCAutoLine = Zzy.Param.SCFIsCAutoLine;//自动队列 + + + this._ZzySCFYMaxCols = Zzy.Param.SCFYMaxCols;//最大列数 + this._ZzySCFYMaxList = Zzy.Param.SCFYMaxList;//最大行数 + this._ZzySCFYWindowWidth = Zzy.Param.SCFYWindowWidth;//窗口最大宽度 + this._ZzySCFYWindowOp = Zzy.Param.SCFYWindowOp;//窗口透明度 + this._ZzySCFYTakeRange = Zzy.Param.SCFYTakeRange;//拾取范围 + this._ZzySCFYColor1 = Zzy.Param.SCFYColor1;//底板颜色1 + this._ZzySCFYColor2 = Zzy.Param.SCFYColor2;//底板颜色2 + this._ZzySCFYOffsetX = Zzy.Param.SCFYOffsetX;//窗口偏移X + this._ZzySCFYOffsetY = Zzy.Param.SCFYOffsetY;//窗口偏移Y + this._ZzySCFYFadeFrame = Zzy.Param.SCFYFadeFrame;//渐变帧数时长 + this._ZzySCFYDistance = Zzy.Param.SCFYDistance;//水平间距 + this._ZzySCFYIsHorShow = Zzy.Param.SCFYIsHorShow;//是否水平 + this._ZzySCFYIsAutoOpen = Zzy.Param.SCFYIsAutoOpen;//是否接近自动开箱 + this._ZzySCFYIsLimitWindow = Zzy.Param.SCFYIsLimitWindow;//限制界限 + + this._ZzySCFCoinColor = Zzy.Param.SCFCoinColor;//金币颜色 + + this._ZzySCFStorage = [];//库存 + + this._ZzySCFYunChestFlag = [];//打开标记,标记着打开的宝箱事件 + this._ZzySCFYunEmptyCheck = [];//空白检测标记 + + this._ZzySCFWaitCallInfo = undefined; + this._ZzySCFWaitOfChest = undefined; +} + +Game_System.prototype.GetZzySCFCoinColor = function() +{ + return this._ZzySCFCoinColor; +} + + +Game_System.prototype.IsZzySCFYunEmptyCheck = function(mapId,evId) +{ + if(!this._ZzySCFYunEmptyCheck[mapId] || !this._ZzySCFYunEmptyCheck[mapId][evId]) + {return false;} + return true; +} + +Game_System.prototype.AddZzySCFYunEmptyCheck = function(mapId,evId) +{ + if(!this._ZzySCFYunEmptyCheck[mapId]) + {this._ZzySCFYunEmptyCheck[mapId] = [];} + this._ZzySCFYunEmptyCheck[mapId][evId] = true; +} + + +Game_System.prototype.GetZzySCFYunChestFlag = function(mapId) +{ + if(!this._ZzySCFYunChestFlag[mapId]) + {this._ZzySCFYunChestFlag[mapId] = [];} + return this._ZzySCFYunChestFlag[mapId]; +} + + +Game_System.prototype.AddYunChestFlag = function(mapId,eventId)//添加开启标记宝箱事件 +{ + if(!this._ZzySCFYunChestFlag[mapId]) + { + this._ZzySCFYunChestFlag[mapId] = []; + } + + for(var i=0;i= 0) + { + this._ChestWindow.deselect(); + } + else + { + this.popScene();//退出 + } + } +} + + +Scene_ZzySCFChest.prototype.OnSelectProcessOk = function() +{ + if(this._SelectWindow.active) + { + this._SelectWindow.OnProcessOk(); + } + this._SelectWindow.activate(); +} + +Scene_ZzySCFChest.prototype.initPosition = function() +{ + this._ChestWindow.y = this._HelpWindow.height; + + + this._SelectWindow.y = Graphics.boxHeight-this._SelectWindow.height; + this._SelectWindow.startY = this._SelectWindow.y; + + this._ChestWindow.height = Graphics.boxHeight-this._HelpWindow.height-this._SelectWindow.height; +} + +Scene_ZzySCFChest.prototype.create = function() +{ + Scene_MenuBase.prototype.create.call(this); + this.CreateChestWindow();//创造相关窗口 +}; + +Scene_ZzySCFChest.prototype.AllTakeChest = function() +{ + this._ChestWindow.TakeAll(); +} + + + + +//================================================================ +//Window_ZzySCFChestBase +//================================================================ +//窗口基类 +function Window_ZzySCFChestBase() +{ + this.initialize.apply(this, arguments); +} + +Window_ZzySCFChestBase.prototype = Object.create(Window_Selectable.prototype); +Window_ZzySCFChestBase.prototype.constructor = Window_ZzySCFChestBase; + +Window_ZzySCFChestBase.prototype.initialize = function(x,y,w,h) +{ + x = x ? x : 0; + y = y ? y : 0; + w = w ? w : Graphics.boxWidth; + h = h ? h : Graphics.boxHeight; + + Window_Selectable.prototype.initialize.call(this,x,y,w,h); + this.evId = 0; + this.mapId = 0; + this.initWindow(); +}; + +Window_ZzySCFChestBase.prototype.initWindow = function() +{ + this.Hide(); +} + + +Window_ZzySCFChestBase.prototype.Hide = function() +{ + this.visible = false; + this.opacity = 0; +} + +Window_ZzySCFChestBase.prototype.Show = function() +{ + this.visible = true; + this.opacity = 255; +} + +Window_ZzySCFChestBase.prototype.CallOpen = function() +{ + +} + +Window_ZzySCFChestBase.prototype.OnProcessOk = function() +{ + +} + + +//================================================================ +//Window_ZzySCFChest +//================================================================ +//一般模式窗口 +function Window_ZzySCFChest() +{ + this.initialize.apply(this, arguments); +} + +Window_ZzySCFChest.prototype = Object.create(Window_ZzySCFChestBase.prototype); +Window_ZzySCFChest.prototype.constructor = Window_ZzySCFChest; + +Window_ZzySCFChest.prototype.initialize = function() +{ + this.evId = 0; + this.mapId = 0; + this._list = []; + + Window_ZzySCFChestBase.prototype.initialize.call(this); + + this.refreshList(); + this.refresh(); + + this.select(0); + this.activate(); +}; + +Window_ZzySCFChest.prototype.CallOpen = function() +{ + Window_ZzySCFChestBase.prototype.CallOpen.call(this); + + this.Show(); + this.open();//呼叫打开 +} + + +Window_ZzySCFChest.prototype.updateOpen = function() +{ + if (this._opening) { + this.openness += Zzy.SCF.TempSpeed1; + if (this.isOpen()) + { + this._opening = false; + } + } +}; + +Window_ZzySCFChest.prototype.updateClose = function() +{ + if (this._closing) { + this.openness -= Zzy.SCF.TempSpeed1; + if (this.isClosed()) + { + this._closing = false; + this.Hide();//执行隐藏 + } + } +}; + + +Window_ZzySCFChest.prototype.open = function() +{ + this.openness = 0; + this._opening = true; + this._closing = false; +}; + +Window_ZzySCFChest.prototype.close = function() +{ + this.openness = 255; + this._closing = true; + this._opening = false; +}; + +Window_ZzySCFChest.prototype.refreshList = function()//刷新List +{ + this.evId = Zzy.SCF.TempCallInfo.evId; + this.mapId = Zzy.SCF.TempCallInfo.mapId; + + //获取list + this._list = $gameSystem.GetZzySCFStorage(this.mapId,this.evId); + +} + +Window_ZzySCFChest.prototype.maxItems = function() +{ + //如果其中道具数不足时,将会填充为额外的空道具槽 + var minItems = this.maxPageRows() * this.maxCols(); + return this._list.length > minItems ? this._list.length : minItems; +} + +Window_ZzySCFChest.prototype.maxCols = function() +{ + return $gameSystem._ZzySCFCMaxCols; +} + +Window_ZzySCFChest.prototype.drawItem = function(index) +{ + var info = this._list[index]; + if(info) + { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(true); + + var item = undefined; + this.resetTextColor(); + + switch(info.typeId) + { + case 1://金币 + item = {}; + item.iconIndex = $gameSystem._ZzySCFCoinIcon; + item.name = this.currencyUnit(); + item.isCoin = true; + this.changeTextColor($gameSystem.GetZzySCFCoinColor()); + break; + case 2:item = $dataItems[info.itemId]; + this.setZzySCFItemColor(item); + break; + case 3:item = $dataWeapons[info.itemId]; + this.setZzySCFItemColor(item); + break; + case 4:item = $dataArmors[info.itemId]; + this.setZzySCFItemColor(item); + break; + } + + + if(item) + { + var numberWidth = 0; + if(item.isCoin) + { + numberWidth = this.coinWidth(); + } + else + { + numberWidth = this.numberWidth(); + } + + + + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(info, rect.x, rect.y, rect.width); + } + + } + +} + +Window_ZzySCFChest.prototype.setZzySCFItemColor = function(item) +{ + if(!item.zzySCF || !item.zzySCF.color) + {this.resetTextColor();} + else + {this.changeTextColor(item.zzySCF.color);} +} + + + +Window_ZzySCFChest.prototype.drawItemName = function(item, x, y, width) +{ + width = width || 312; + if (item) + { + var iconBoxWidth = Window_Base._iconWidth + 4; + this.drawIcon(item.iconIndex, x + 2, y + 2); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +Window_ZzySCFChest.prototype.drawItemNumber = function(info, x, y, width) +{ + if (this.needsNumber()) + { + if(info.typeId === 1) + { + this.drawText('x', x, y, width - this.textWidth(Zzy.Param.SCFCountCoinWidth), 'right'); + } + else + { + this.drawText('x', x, y, width - this.textWidth(Zzy.Param.SCFCountNumWidth), 'right'); + } + + this.drawText(String(info.value), x, y, width, 'right'); + } +}; + +Window_ZzySCFChest.prototype.needsNumber = function() +{ + return true; +}; + +Window_ZzySCFChest.prototype.numberWidth = function() +{ + return this.textWidth(Zzy.Param.SCFCountNumWidth); +}; + +Window_ZzySCFChest.prototype.coinWidth = function() +{ + return this.textWidth(Zzy.Param.SCFCountCoinWidth); +} + + +Window_ZzySCFChest.prototype.currencyUnit = function() { + return TextManager.currencyUnit; +}; + +Window_ZzySCFChest.prototype.itemTextAlign = function() +{ + return 'left'; +}; + +Window_ZzySCFChest.prototype.drawAllItems = function() +{ + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) + { + + var index = topIndex + i; + if (index < this.maxItems()) { + this.drawItem(index); + } + } +}; + +Window_ZzySCFChest.prototype.OnProcessOk = function() +{ + //双击取出道具 + + + var index = this.index(); + var info = this._list[index]; + + if(info) + { + this.GetListInfo(index); + + var value = info.value;//数量 + var id = info.itemId; + + if($gameSystem._ZzySCFIsCAutoLine) + { + //向前遍历 + + var tList = $gameSystem.GetZzySCFStorage(this.mapId,this.evId); + var len = tList.length; + + for(var i=index;i= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + this.playSelectSound(); + } +}; + + + + +//================================================================ +//Window_ZzySCFHelp +//================================================================ + +function Window_ZzySCFHelp() +{ + this.initialize.apply(this, arguments); +} + +Window_ZzySCFHelp.prototype = Object.create(Window_Help.prototype); +Window_ZzySCFHelp.prototype.constructor = Window_ZzySCFHelp; + +Window_ZzySCFHelp.prototype.initialize = function() +{ + Window_Help.prototype.initialize.call(this); + this.movePos = 0; + this._ChestWindow = undefined; + this.isRefresh = true; + this.srcIndex = undefined; +}; + +Window_ZzySCFHelp.prototype.CallOpen = function() +{ + //位移过程 + this.Show(); + this.open();//呼叫打开 + +} + + +Window_ZzySCFHelp.prototype.BindChestWindow = function(pointer) +{ + this._ChestWindow = pointer; + this.srcIndex = this._ChestWindow._index; + +} + +Window_ZzySCFHelp.prototype.updateOpen = function() +{ + if (this._opening) + { + this.movePos += Zzy.SCF.TempSpeed2; + if(this.movePos >= 0) + { + this.movePos = 0; + this._opening = false; + } + this.y = this.movePos; + } +}; + +Window_ZzySCFHelp.prototype.updateClose = function() +{ + if (this._closing) + { + this.movePos -= Zzy.SCF.TempSpeed2; + if(this.movePos <= -this.height) + { + this.movePos = -this.height; + this._closing = false; + this.Hide();//执行隐藏 + } + this.y = this.movePos; + } +}; + + +Window_ZzySCFHelp.prototype.open = function() +{ + this.movePos = -this.height; + this._opening = true; + this._closing = false; +}; + +Window_ZzySCFHelp.prototype.close = function() +{ + this.movePos = 0; + this._closing = true; + this._opening = false; +}; + +Window_ZzySCFHelp.prototype.Hide = function() +{ + this.visible = false; + this.opacity = 0; +} + +Window_ZzySCFHelp.prototype.Show = function() +{ + this.visible = true; + this.opacity = 255; +} + +Window_ZzySCFHelp.prototype.update = function() +{ + if(this._ChestWindow._index !== this.srcIndex) + { + this.srcIndex = this._ChestWindow._index; + this.isRefresh = true; + } + + if(this.isRefresh) + { + this.setInfo(this._ChestWindow._list[this.srcIndex]); + this.isRefresh = false; + } + +} + + +Window_ZzySCFHelp.prototype.setInfo = function(info) +{ + if(!info) + {this.setText('');} + else + { + var item = undefined; + switch(info.typeId) + { + case 2:item = $dataItems[info.itemId];break; + case 3:item = $dataWeapons[info.itemId];break; + case 4:item = $dataArmors[info.itemId];break; + default: + } + + this.setText(item ? item.description : ''); + } +} + + + + + + +//================================================================ +//Window_ZzySCFSelect +//================================================================ + +function Window_ZzySCFSelect() +{ + this.initialize.apply(this, arguments); +} + +Window_ZzySCFSelect.prototype = Object.create(Window_Selectable.prototype); +Window_ZzySCFSelect.prototype.constructor = Window_ZzySCFSelect; + +Window_ZzySCFSelect.prototype.initialize = function() +{ + var height = this.GetHeight(); + this._list = [];//存放数组 + Window_Selectable.prototype.initialize.call(this,0,0,Graphics.boxWidth,height); + this.startY = 0; + this.movePos = 0; + + this.setList(); + this.refresh(); + this.activate();//设置为活跃 +}; + +Window_ZzySCFSelect.prototype.GetHeight = function() +{ + return this.getCount() ? this.fittingHeight(1) : 0; +} + +Window_ZzySCFSelect.prototype.CallOpen = function() +{ + //位移过程 + this.Show(); + this.open();//呼叫打开 + +} + +Window_ZzySCFSelect.prototype.updateOpen = function() +{ + if (this._opening) + { + this.movePos -= Zzy.SCF.TempSpeed3; + if(this.movePos <= 0) + { + this.movePos = 0; + this._opening = false; + this.refresh(); + } + this.y = this.startY+this.movePos; + } +}; + +Window_ZzySCFSelect.prototype.updateClose = function() +{ + if (this._closing) + { + this.movePos += Zzy.SCF.TempSpeed3; + if(this.movePos >= this.height) + { + this.movePos = this.height; + this._closing = false; + this.Hide();//执行隐藏 + } + this.y = this.startY+this.movePos; + } +}; + +Window_ZzySCFSelect.prototype.open = function() +{ + this.movePos = this.height; + this._opening = true; + this._closing = false; +}; + +Window_ZzySCFSelect.prototype.close = function() +{ + this.movePos = 0; + this._closing = true; + this._opening = false; +}; + +Window_ZzySCFSelect.prototype.Hide = function() +{ + this.visible = false; + this.opacity = 0; +} + +Window_ZzySCFSelect.prototype.Show = function() +{ + this.visible = true; + this.opacity = 255; +} + +Window_ZzySCFSelect.prototype.maxCols = function() +{ + return this.getCount(); +} + +Window_ZzySCFSelect.prototype.getCount = function()//指令数值 +{ + var ev = $gameMap.event(Zzy.SCF.TempCallInfo.evId); + var count = 0; + count += $gameSystem.GetZzySCFIsCAllTake(ev) ? 1 : 0; + count += $gameSystem.GetZzySCFIsCClose(ev) ? 1 : 0; + return count; +} + +Window_ZzySCFSelect.prototype.setList = function()//设置列表 +{ + this._list = []; + var ev = $gameMap.event(Zzy.SCF.TempCallInfo.evId); + if($gameSystem.GetZzySCFIsCAllTake(ev)) + { + var info = {}; + info.text = $gameSystem.GetZzySCFCAllTakeText(ev);//显示文本 + info.commandId = 1; + this._list.push(info); + } + if($gameSystem.GetZzySCFIsCClose(ev)) + { + var info = {}; + info.text = $gameSystem.GetZzySCFCCloseText(ev); + info.commandId = 2; + this._list.push(info); + } +} + +Window_ZzySCFSelect.prototype.drawItem = function(index) +{ + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(true); + this.drawText(this._list[index].text, rect.x, rect.y, rect.width, align); +} + +Window_ZzySCFSelect.prototype.itemTextAlign = function() { + return 'center'; +}; + +Window_ZzySCFSelect.prototype.drawAllItems = function() +{ + var topIndex = this.topIndex(); + + + for (var i = 0; i < this.maxPageItems(); i++) + { + var index = topIndex + i; + if (index < this.maxItems()) { + this.drawItem(index); + } + } +}; + +Window_ZzySCFSelect.prototype.maxItems = function() +{ + return this.getCount(); +}; + +Window_ZzySCFSelect.prototype.processCursorMove = function() +{ + if (this.isCursorMovable()) { + var lastIndex = this.index(); + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } + } +}; + + + + + +Window_ZzySCFSelect.prototype.processHandling = function() //跳过键盘响应 +{ + if (this.isOpenAndActive()) + { + + } +}; + + +Window_ZzySCFSelect.prototype.processOk = function() +{ + if (this.itemCan()) + { + this.playOkSound(); + this.updateInputData(); + this.callOkHandler(); + } + else + { + this.playBuzzerSound(); + } +}; + +Window_ZzySCFSelect.prototype.playCancelSound = function() +{ + SoundManager.playCancel(); +} + +Window_ZzySCFSelect.prototype.playOkSound = function() +{ + var info = this._list[this._index]; + + if(!info) + { + SoundManager.playOk(); + return; + } + switch(info.commandId) + { + case 1: + if(!Zzy.SCF.PlaySE(3)) + {SoundManager.playOk();} + case 2: + if(!Zzy.SCF.PlaySE(4)) + {SoundManager.playOk();} + } + + +}; + +Window_ZzySCFSelect.prototype.playBuzzerSound = function() +{ + SoundManager.playBuzzer(); +}; + +Window_ZzySCFSelect.prototype.itemCan = function() +{ + return !!this._list[this.index()]; +} + +Window_ZzySCFSelect.prototype.OnProcessOk = function() +{ + var index = this.index(); + var info = this._list[index]; + + if(info) + { + switch(info.commandId) + { + case 1://全部拿走 + this.AllTakeProcess(); + break; + + case 2://关闭宝箱 + this.PopScene();//退出 + break; + } + + } +} + + +Window_ZzySCFSelect.prototype.PopScene = function() +{ + if(SceneManager._scene instanceof Scene_ZzySCFChest) + { + SceneManager._scene.popScene();//退出 + } + +} + +Window_ZzySCFSelect.prototype.AllTakeProcess = function()//全部拿取 +{ + if(SceneManager._scene instanceof Scene_ZzySCFChest) + { + SceneManager._scene.AllTakeChest();// + } + + +} + +//================================================================ +//Window_ZzySCFYuanShen +//================================================================ +//原神模式窗口 +function Window_ZzySCFYuanShen() +{ + this.initialize.apply(this, arguments); +} + +Window_ZzySCFYuanShen.prototype = Object.create(Window_ZzySCFChestBase.prototype); +Window_ZzySCFYuanShen.prototype.constructor = Window_ZzySCFYuanShen; + +Window_ZzySCFYuanShen.prototype.initialize = function() +{ + var w = this.getWidth(); + var h = this.getHeight(); + Window_ZzySCFChestBase.prototype.initialize.call(this,-w,-h,w,h); + + //缓入缓出 + this.fadeIn = false; + this.fadeOut = false; + + this.froceClose = false;//强制关闭 + this.closeEvId = 0;//强制关闭时的ID + this.emptyClear = false;//空白检测,优化效率 + + this.CfadeFrame = 0; + + this._list = []; + this.InitData(); + + //设置选择点,开启活跃 + this.select(0); + this.activate(); + this.visible = false; +}; + +Window_ZzySCFYuanShen.prototype.InitData = function() +{ + //设置透明度和出现 + this.opacity = $gameSystem._ZzySCFYWindowOp; + this.visible = true; + this.froceClose = false; +} + +Window_ZzySCFYuanShen.prototype.getWidth = function() +{ + return $gameSystem._ZzySCFYWindowWidth; + +} + +Window_ZzySCFYuanShen.prototype.getHeight = function() +{ + var num = $gameSystem._ZzySCFYMaxList; + num = num ? num : 1; + return this.fittingHeight(num); +} + +Window_ZzySCFYuanShen.prototype.update = function() +{ + if($gameSystem.GetZzySCFShowMode() !== 2)return; + Window_ZzySCFChestBase.prototype.update.call(this); + + this.updateAutoSelect();//刷新自动选择目标 + this.updatePosition();//刷新窗口位置 + this.updateDyn();//刷新动态 + +} + +Window_ZzySCFYuanShen.prototype.updateAutoSelect = function() +{ + if(!$gameSystem._ZzySCFYIsAutoOpen)return; + if(this.visible)return; + + + var mapId = $gameMap.mapId(); + var aList = $gameSystem.GetZzySCFYunChestFlag(mapId); + + for(var i=0;i 0) + {this.CfadeFrame--;} + else + { + this.CfadeFrame = 0; + this.visible = false; + //关闭后此处需要进行空白检测 + if(this.emptyClear) + { + this.emptyClear = false; + var isEmpty = true; + //进行检测 + var info = $gameSystem.GetZzySCFStorage(Zzy.SCF.TempCallInfo.mapId,Zzy.SCF.TempCallInfo.evId); + for(var i=0;i Graphics.boxWidth) + {this.x -= (tw-Graphics.boxWidth);} + else if(this.x < 0) + {this.x = 0;} + + if(th > Graphics.boxHeight) + {this.y -= (th-Graphics.boxHeight);} + else if(this.y < 0) + {this.y = 0;} + } + } + +} + +Window_ZzySCFYuanShen.prototype.CheckChestRange = function(info)//检测范围 +{ + var tempInfo = undefined; + if(!info) + {tempInfo = Zzy.SCF.TempCallInfo;} + else + {tempInfo = info;} + + if(!tempInfo)return false; + if($gameMap.mapId() !== tempInfo.mapId)return false; + + var ev = $gameMap.event(tempInfo.evId); + if(!ev)return false; + + if(Math.abs(ev.x - $gamePlayer.x) <= $gameSystem._ZzySCFYTakeRange && + Math.abs(ev.y - $gamePlayer.y) <= $gameSystem._ZzySCFYTakeRange) + { + //判断宝箱内道具成品数 + var storage = $gameSystem.GetZzySCFStorage(tempInfo.mapId,tempInfo.evId); + if(!storage || !storage.length)return false; + + return true; + } + return false; + +} + + +Window_ZzySCFYuanShen.prototype.itemTextAlign = function() +{ + return 'center'; +}; + +Window_ZzySCFYuanShen.prototype.drawAllItems = function() +{ + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) + { + var index = topIndex + i; + if (index < this.maxItems()) + { + this.drawItem(index); + } + } +}; + +Window_ZzySCFYuanShen.prototype.drawItem = function(index) +{ + var info = this._list[index]; + if(info) + { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + + this.changePaintOpacity(true); + + var item = undefined; + this.resetTextColor(); + switch(info.typeId) + { + case 1://金币 + item = {}; + item.iconIndex = $gameSystem._ZzySCFCoinIcon; + item.name = this.currencyUnit(); + item.isCoin = true; + this.changeTextColor($gameSystem.GetZzySCFCoinColor()); + break; + case 2:item = $dataItems[info.itemId]; + this.setZzySCFItemColor(item); + break; + case 3:item = $dataWeapons[info.itemId]; + this.setZzySCFItemColor(item); + break; + case 4:item = $dataArmors[info.itemId]; + this.setZzySCFItemColor(item); + break; + } + + + if(item) + { + //透明度 + this.drawItemBk(rect,index);//绘制底色框 + + var numberWidth = 0; + if(item.isCoin) + { + numberWidth = this.coinWidth(); + } + else + { + numberWidth = this.numberWidth(); + } + + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(info, rect.x, rect.y, rect.width); + } + + } + +} + +Window_ZzySCFYuanShen.prototype.setZzySCFItemColor = function(item) +{ + if(!item.zzySCF || !item.zzySCF.color) + {this.resetTextColor();} + else + {this.changeTextColor(item.zzySCF.color);} +} + + +Window_ZzySCFYuanShen.prototype.drawItemName = function(item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = Window_Base._iconWidth + 4; + this.drawIcon(item.iconIndex, x + 2, y + 2); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +Window_ZzySCFYuanShen.prototype.drawItemBk = function(rect,index) +{ + + var dis = $gameSystem._ZzySCFYDistance; + var nRect = {x:rect.x+dis,y:rect.y+dis,width:rect.width-dis*2,height:rect.height-dis*2}; + var Rect1 = {}; + var Rect2 = {}; + + var c1 = $gameSystem._ZzySCFYColor1; + var c2 = $gameSystem._ZzySCFYColor2; + + var isVer = $gameSystem._ZzySCFYIsHorShow ? false : true; + + if(isVer) + { + Rect1 = {x:nRect.x,y:nRect.y,width:nRect.width,height:nRect.height/2}; + Rect2 = {x:nRect.x,y:nRect.y+nRect.height/2,width:nRect.width,height:nRect.height/2}; + } + else + { + Rect1 = {x:nRect.x,y:nRect.y,width:nRect.width/2,height:nRect.height}; + Rect2 = {x:nRect.x+nRect.width/2,y:nRect.y,width:nRect.width/2,height:nRect.height}; + } + + this.contents.gradientFillRect(Rect1.x,Rect1.y,Rect1.width,Rect1.height,c2,c1,isVer); + this.contents.gradientFillRect(Rect2.x,Rect2.y,Rect2.width,Rect2.height,c1,c2,isVer); +} + + + + +Window_ZzySCFYuanShen.prototype.maxItems = function() //最大数值 +{ + return this._list ? this._list.length : 0; +}; + + +Window_ZzySCFYuanShen.prototype.reClick = function() +{ + this.froceClose = false; + this.select(0); +} + + +Window_ZzySCFYuanShen.prototype.refreshList = function()//刷新List +{ + this.evId = Zzy.SCF.TempCallInfo.evId; + this.mapId = Zzy.SCF.TempCallInfo.mapId; + //获取list + this._list = $gameSystem.GetZzySCFStorage(this.mapId,this.evId); + +} + +Window_ZzySCFYuanShen.prototype.drawItemNumber = function(info, x, y, width) +{ + if (this.needsNumber()) + { + this.drawText(String(info.value), x, y, width, 'right'); + } +}; + +Window_ZzySCFYuanShen.prototype.needsNumber = function() +{ + return true; +}; + +Window_ZzySCFYuanShen.prototype.numberWidth = function() +{ + return this.textWidth(Zzy.Param.SCFCountNumWidth); +}; + +Window_ZzySCFYuanShen.prototype.coinWidth = function() +{ + return this.textWidth(Zzy.Param.SCFCountCoinWidth); +} + + +Window_ZzySCFYuanShen.prototype.currencyUnit = function() { + return TextManager.currencyUnit; +}; + +Window_ZzySCFYuanShen.prototype.processCursorMove = function() +{ + if (this.isCursorMovable()) + { + var lastIndex = this.index(); + + if (this.index() !== lastIndex) + { + this.playSelectSound(); + } + } +}; + +Window_ZzySCFYuanShen.prototype.onTouch = function(triggered) +{ + var lastIndex = this.index(); + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + var hitIndex = this.hitTest(x, y); + if (hitIndex >= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + this.playSelectSound(); + } +}; + + + +Window_ZzySCFYuanShen.prototype.playSelectSound = function() +{ + if(!Zzy.SCF.PlaySE(5)) + {SoundManager.playCursor();} +} + + +Window_ZzySCFYuanShen.prototype.processTouch = function() +{ + if(!this.visible)return; + if (this.isOpenAndActive()) + { + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) + { + this._touching = true; + this.onTouch(true); + } else if (TouchInput.isCancelled()) { + if (this.isCancelEnabled()) { + this.processCancel(); + } + } + if (this._touching) { + if (TouchInput.isPressed()) { + this.onTouch(false); + } else { + this._touching = false; + } + } + } else { + this._touching = false; + } +}; + + +Window_ZzySCFYuanShen.prototype.itemCan = function() +{ + return !!this._list[this.index()]; +} + + +Window_ZzySCFYuanShen.prototype.processOk = function() +{ + if(!this.visible)return; + if (this.itemCan()) + { + this.playOkSound(); + this.updateInputData(); + this.callOkHandler(); + } + else + { + this.playBuzzerSound(); + } +}; + + +Window_ZzySCFYuanShen.prototype.processCancel = function() +{ + this.playCancelSound(); + this.updateInputData(); + this.callCancelHandler(); +}; + +Window_ZzySCFYuanShen.prototype.playCancelSound = function() +{ + SoundManager.playCancel(); +} + +Window_ZzySCFYuanShen.prototype.playOkSound = function() +{ + if(!Zzy.SCF.PlaySE(1)) + {SoundManager.playOk();} +}; + +Window_ZzySCFYuanShen.prototype.playBuzzerSound = function() +{ + if(!Zzy.SCF.PlaySE(2)) + {SoundManager.playBuzzer();} +}; + +Window_ZzySCFYuanShen.prototype.OnProcessOk = function() +{ + //双击取出道具 + var index = this.index(); + var info = this._list[index]; + if(info) + { + this.GetListInfo(index); + + var value = info.value;//数量 + var id = info.itemId; + + if($gameSystem._ZzySCFIsCAutoLine) + { + //向前遍历 + + var tList = $gameSystem.GetZzySCFStorage(this.mapId,this.evId); + var len = tList.length; + + for(var i=index;i/i))//显示颜色 + { + var color = String(RegExp.$1); + obj.zzySCF['color'] = color; + } + } + } +} + + + + +//================================================================ +//Game_Interpreter +//================================================================ +Zzy.SCF.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) +{ + Zzy.SCF.Game_Interpreter_pluginCommand.call(this,command,args); + if(command === 'ZzySCF') + { + this.ZzySCFCommand(args); + } + +} + +Game_Interpreter.prototype.ZzySCFCommand = function(args) +{ + var command = String(args[0]); + + switch(command) + { + case 'OverlapMode': + var mode = Zzy.SCF.OverlapModeToID(String(args[1])); + Zzy.SCF.OverlapMode(mode); + + //$gameSystem._ZzySCFOverlapMode = mode; + break; + + case 'ShowMode': + var mode = Zzy.SCF.ShowModeToID(String(args[1])); + Zzy.SCF.ShowMode(mode); + + //$gameSystem._ZzySCFShowMode = mode; + break; + + case 'IsFilterText': + var enable = eval(String(args[1])); + Zzy.SCF.IsFilterText(enable); + + //$gameSystem._ZzySCFIsFilterText = enable; + break; + + case 'CoinIcon': + var iconIndex = parseInt(args[1]); + Zzy.SCF.CoinIcon(iconIndex); + + //$gameSystem._ZzySCFCoinIcon = iconIndex; + break; + + case 'CMaxCols': + var cols = parseInt(args[1]); + Zzy.SCF.CMaxCols(cols); + + //$gameSystem._ZzySCFCMaxCols = cols; + break; + + case 'IsCAllTake': + var enable = eval(String(args[1])); + Zzy.SCF.IsCAllTake(enable); + + //$gameSystem._ZzySCFIsCAllTake = enable; + break; + + case 'CAllTakeText': + var tText = String(args[1]); + Zzy.SCF.CAllTakeText(tText); + + //$gameSystem._ZzySCFCAllTakeText = tText; + break; + + case 'IsCClose': + var enable = eval(String(args[1])); + Zzy.SCF.IsCClose(enable); + + //$gameSystem._ZzySCFIsCClose = enable; + break; + + case 'CCloseText': + var tText = String(args[1]); + Zzy.SCF.CCloseText(tText); + + //$gameSystem._ZzySCFCCloseText = tText; + break; + + case 'IsCAutoLine': + var enable = eval(String(args[1])); + Zzy.SCF.IsCAutoLine(enable); + + //$gameSystem._ZzySCFIsCAutoLine = enable; + break; + + case 'YMaxCols': + var cols = parseInt(args[1]); + Zzy.SCF.YMaxCols(cols); + + //$gameSystem._ZzySCFYMaxCols = cols; + break; + + case 'YMaxList': + var list = parseInt(args[1]); + Zzy.SCF.YMaxList(list); + + //$gameSystem._ZzySCFYMaxList = list; + break; + + case 'YWindowWidth': + var width = parseInt(args[1]); + Zzy.SCF.YWindowWidth(width); + + //$gameSystem._ZzySCFYWindowWidth = width; + break; + + case 'YWindowOp': + var op = parseInt(args[1]); + Zzy.SCF.YWindowOp(op); + + //$gameSystem._ZzySCFYWindowOp = op; + break; + + case 'YTakeRange': + var range = parseInt(args[1]); + Zzy.SCF.YTakeRange(range); + + //$gameSystem._ZzySCFYTakeRange = range; + break; + + case 'YColor1': + var color = String(args[1]); + Zzy.SCF.YColor1(color); + + //$gameSystem._ZzySCFYColor1 = color; + break; + + case 'YColor2': + var color = String(args[1]); + Zzy.SCF.YColor2(color); + + //$gameSystem._ZzySCFYColor2 = color; + break; + + case 'YOffsetX': + var ofx = Number(args[1]); + Zzy.SCF.YOffsetX(ofx); + + //$gameSystem._ZzySCFYOffsetX = ofx; + break; + + case 'YOffsetY': + var ofy = Number(args[1]); + Zzy.SCF.YOffsetY(ofy); + + //$gameSystem._ZzySCFYOffsetY = ofy; + break; + + case 'YFadeFrame': + var fFrame = parseInt(args[1]); + Zzy.SCF.YFadeFrame(fFrame); + + //$gameSystem._ZzySCFYFadeFrame = fFrame; + break; + + case 'YDistance': + var dis = parseInt(args[1]); + Zzy.SCF.YDistance(dis); + + //$gameSystem._ZzySCFYDistance = dis; + break; + + case 'YIsHorShow': + var enable = eval(String(args[1])); + Zzy.SCF.YIsHorShow(enable); + + //$gameSystem._ZzySCFYIsHorShow = enable; + break; + + case 'YIsAutoOpen': + var enable = eval(String(args[1])); + Zzy.SCF.YIsAutoOpen(enable); + + //$gameSystem._ZzySCFYIsAutoOpen = enable; + break; + + case 'YIsLimitWindow': + var enable = eval(String(args[1])); + Zzy.SCF.YIsLimitWindow(enable); + + //$gameSystem._ZzySCFYIsLimitWindow = enable; + break; + + case 'CoinColor': + var color = String(args[1]); + Zzy.SCF.CoinColor(color); + + //$gameSystem._ZzySCFCoinColor = color; + break; + } +} + +Zzy.SCF.Game_Interpreter_update = Game_Interpreter.prototype.update; +Game_Interpreter.prototype.update = function() +{ + if(this.eventId()) + { + var ev = $gameMap.event(this.eventId()); + if(ev && ev.ZzySCFIsChest())//代表是箱子 + { + this._ZzySCFIsChestMode = true;//开启箱子模式 + this._ZzySCFWaitCall = true; + } + } + + Zzy.SCF.Game_Interpreter_update.call(this); + + var isFirst = false; + if(this._ZzySCFWaitCall && !this.isRunning())//做呼叫准备 + { + this._ZzySCFWaitCall = false; + $gameSystem.ZzySCFSetWaitCall(this.ZzySCFCallStorageInfo()); + isFirst = true; + } + this._ZzySCFIsChestMode = false;//关闭宝箱收集模式 + + if(!isFirst) + { + if($gameSystem._ZzySCFWaitOfChest && !this.isRunning()) + { + $gameSystem.ZzySCFSetWaitCall($gameSystem._ZzySCFWaitOfChest); + $gameSystem._ZzySCFWaitOfChest = undefined; + } + } + + +}; + + + + + +Game_Interpreter.prototype.ZzySCFCallStorageInfo = function()//制作呼叫仓库数据信息 +{ + var info = {}; + info.evId = this.eventId(); + info.mapId = $gameMap.mapId(); + + + return info; +} + + + +//呼叫金币函数 +Zzy.SCF.Game_Interpreter_command125 = Game_Interpreter.prototype.command125; +Game_Interpreter.prototype.command125 = function() +{ + if(this._ZzySCFIsChestMode) + { + var value = this.operateValue(this._params[0], this._params[1], this._params[2]); + if(value >= 0) + { + $gameSystem.ZzySCFRecordInfo(this.eventId(),value,0,1); + return true; + } + } + return Zzy.SCF.Game_Interpreter_command125.call(this); + +}; + + +//呼叫道具函数 +Zzy.SCF.Game_Interpreter_command126 = Game_Interpreter.prototype.command126; +Game_Interpreter.prototype.command126 = function() +{ + + + if(this._ZzySCFIsChestMode) + { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + if(value >= 0) + { + $gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],2); + return true; + } + } + + return Zzy.SCF.Game_Interpreter_command126.call(this); + +}; + +//呼叫武器函数 +Zzy.SCF.Game_Interpreter_command127 = Game_Interpreter.prototype.command127; +Game_Interpreter.prototype.command127 = function() +{ + if(this._ZzySCFIsChestMode) + { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + if(value >= 0) + { + $gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],3); + return true; + } + } + return Zzy.SCF.Game_Interpreter_command127.call(this); + +}; + +//呼叫护甲函数 +Zzy.SCF.Game_Interpreter_command128 = Game_Interpreter.prototype.command128; +Game_Interpreter.prototype.command128 = function() +{ + if(this._ZzySCFIsChestMode) + { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + if(value >= 0) + { + $gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],4); + return true; + } + } + return Zzy.SCF.Game_Interpreter_command128.call(this); + +}; + +//呼叫文本函数 +Zzy.SCF.Game_Interpreter_command101 = Game_Interpreter.prototype.command101; +Game_Interpreter.prototype.command101 = function() +{ + if($gameSystem._ZzySCFIsFilterText && this._ZzySCFIsChestMode)//是否忽略脚本 + { + return true; + } + + return Zzy.SCF.Game_Interpreter_command101.call(this); +} + + +//============================================================================================ +//Game_Event +//============================================================================================ + +Zzy.SCF.Game_Event_setupPage = Game_Event.prototype.setupPage; +Game_Event.prototype.setupPage = function() //加载事件信息 +{ + Zzy.SCF.Game_Event_setupPage.call(this); + this.ZzySCFInitData();//调用初始化数据 +} + + + +Game_Event.prototype.ZzySCFInitData = function() +{ + if (!this.page()) return; + + var list = this.list(); + var len = list.length; + + this.zzySCF = {}; + + for (var i = 0; i < len; ++i) + { + var ev = list[i]; + + + if ([108, 408].contains(ev.code)) + { + + if(ev.parameters[0].match(//i))//设置为箱子 + { + this.zzySCF.IsChest = true; + } + + } + } + +} +Zzy.SCF.Game_Event_initialize = Game_Event.prototype.initialize; +Game_Event.prototype.initialize = function(mapId, eventId) +{ + Zzy.SCF.Game_Event_initialize.call(this,mapId,eventId); + this._ZzySCFNotRepeat = 0; + +}; + + + +Zzy.SCF.Game_Event_start = Game_Event.prototype.start; +Game_Event.prototype.start = function()//玩家产生触碰时 +{ + Zzy.SCF.Game_Event_start.call(this); + + if($gameSystem.IsZzySCFStorage($gameMap.mapId(),this.eventId()) && this._ZzySCFNotRepeat <= 0) + { + $gameSystem._ZzySCFWaitOfChest = {mapId:$gameMap.mapId(),evId:this.eventId()}; + this._ZzySCFNotRepeat = Zzy.SCF.TempNotRepeatFrame;//忽略三帧 + } +} + +Zzy.SCF.Game_Event_update = Game_Event.prototype.update; +Game_Event.prototype.update = function() +{ + Zzy.SCF.Game_Event_update.call(this); + this.updateZzySCFNotRepeat(); + +} +Game_Event.prototype.updateZzySCFNotRepeat = function() +{ + if(!this._ZzySCFNotRepeat)return; + + if(this._ZzySCFNotRepeat > 0){this._ZzySCFNotRepeat--;} + else{this._ZzySCFNotRepeat = 0;} +} + + + + +Game_Event.prototype.MakeZzySCFInfo = function() +{ + var info = {}; + info.mapId = $gameMap.mapId(); + info.evId = this.eventId(); + return info; +} + + + +Game_Event.prototype.ZzySCFIsChest = function() +{ + if(!this.zzySCF || !this.zzySCF.IsChest)return false; + return true; +} + +Game_Event.prototype.ZzySCFExeChestCommand = function() +{ + + + +} + +//============================================================================================ +//Game_Interpreter +//============================================================================================ +Zzy.SCF.Game_Interpreter_initialize = Game_Interpreter.prototype.initialize; +Game_Interpreter.prototype.initialize = function(depth) +{ + Zzy.SCF.Game_Interpreter_initialize.call(this,depth); + this._ZzySCFEventId = 0;//使用事件ID + +}; + + + +//------------------------------Zzy.SCF.Function------------------------------- + +Zzy.SCF.OverlapModeToID = function(str) +{ + switch(str) + { + case 'Single':return 1; + case 'Overlap':return 2; + case 'Event':return 3; + } + console.log('Error:来自LiuYue_SeniorChest,检查叠加模式填写是否正确');return; + return 1; +} + +Zzy.SCF.ShowModeToID = function(str) +{ + switch(str) + { + case 'Chest':return 1; + case 'YuanShen':return 2; + } + console.log('Error:来自LiuYue_SeniorChest,检查显示模式填写是否正确');return; + return 1; +} + +Zzy.SCF.PlaySE = function(soundID)//播放声音 +{ + var se = Zzy.Param.SCFAllSE[soundID]; + if(se && se.name) + { + AudioManager.playSe(se); + return true; + } + return false; +} + + + + + +Zzy.SCF.OverlapMode = function(mode) +{ + $gameSystem._ZzySCFOverlapMode = mode; +} + +Zzy.SCF.ShowMode = function(mode) +{ + $gameSystem._ZzySCFShowMode = mode; +} + +Zzy.SCF.IsFilterText = function(enable) +{ + $gameSystem._ZzySCFIsFilterText = enable; +} + +Zzy.SCF.CoinIcon = function(iconIndex) +{ + $gameSystem._ZzySCFCoinIcon = iconIndex; +} + +Zzy.SCF.CMaxCols = function(cols) +{ + $gameSystem._ZzySCFCMaxCols = cols; +} + +Zzy.SCF.IsCAllTake = function(enable) +{ + $gameSystem._ZzySCFIsCAllTake = enable; +} + +Zzy.SCF.CAllTakeText = function(tText) +{ + $gameSystem._ZzySCFCAllTakeText = tText; +} + +Zzy.SCF.IsCClose = function(enable) +{ + $gameSystem._ZzySCFIsCClose = enable; +} + +Zzy.SCF.CCloseText = function(tText) +{ + $gameSystem._ZzySCFCCloseText = tText; +} + +Zzy.SCF.IsCAutoLine = function(enable) +{ + $gameSystem._ZzySCFIsCAutoLine = enable; +} + +Zzy.SCF.YMaxCols = function(cols) +{ + $gameSystem._ZzySCFYMaxCols = cols; +} + +Zzy.SCF.YMaxList = function(list) +{ + $gameSystem._ZzySCFYMaxList = list; +} + +Zzy.SCF.YWindowWidth = function(width) +{ + $gameSystem._ZzySCFYWindowWidth = width; +} + +Zzy.SCF.YWindowOp = function(op) +{ + $gameSystem._ZzySCFYWindowOp = op; +} + +Zzy.SCF.YTakeRange = function(range) +{ + $gameSystem._ZzySCFYTakeRange = range; +} + +Zzy.SCF.YColor1 = function(color) +{ + $gameSystem._ZzySCFYColor1 = color; +} + +Zzy.SCF.YColor2 = function(color) +{ + $gameSystem._ZzySCFYColor2 = color; +} + +Zzy.SCF.YOffsetX = function(ofx) +{ + $gameSystem._ZzySCFYOffsetX = ofx; +} + +Zzy.SCF.YOffsetY = function(ofy) +{ + $gameSystem._ZzySCFYOffsetY = ofy; +} + +Zzy.SCF.YFadeFrame = function(fFrame) +{ + $gameSystem._ZzySCFYFadeFrame = fFrame; +} + +Zzy.SCF.YDistance = function(dis) +{ + $gameSystem._ZzySCFYDistance = dis; +} + +Zzy.SCF.YIsHorShow = function(enable) +{ + $gameSystem._ZzySCFYIsHorShow = enable; +} + +Zzy.SCF.YIsAutoOpen = function(enable) +{ + $gameSystem._ZzySCFYIsAutoOpen = enable; +} + +Zzy.SCF.YIsLimitWindow = function(enable) +{ + $gameSystem._ZzySCFYIsLimitWindow = enable; +} + +Zzy.SCF.CoinColor = function(color) +{ + $gameSystem._ZzySCFCoinColor = color; +} + +