//============================================================================= // SaltedFish Plugins - Scene Equip // SF_SceneEquip.js //============================================================================= "use strict"; var Imported = Imported || {}; Imported.SF_SceneEquip = true; var SF_Plugins = SF_Plugins || {}; //============================================================================= /*: * @plugindesc Scene Equip * @author SaltedFish * * @help * * This plugin does not provide plugin commands. */ //============================================================================= (function () { var SF_SceneEquip = {}; SF_Plugins.SF_SceneEquip = SF_SceneEquip; SF_SceneEquip.version = 1.0; //============================================================================= // Window_BackGround //============================================================================= function Window_BackGround() { this.initialize.apply(this, arguments); } Window_BackGround.prototype = Object.create(Window_Base.prototype); Window_BackGround.prototype.constructor = Window_BackGround; Window_BackGround.prototype.initialize = function () { Window_Base.prototype.initialize.call(this, 380, 90, 440, 370); }; //============================================================================= // Window_EquipStatus //============================================================================= SF_SceneEquip.ActorStatus = { "hp": "血量", "mp": "魔力", "tp": "怒气", "mhp": "血量上限", "mmp": "魔法上限", "atk": "攻击力", "def": "防御力", "mat": "魔法攻击力", "mdf": "魔法防御力", "agi": "敏捷", "luk": "幸运", "hit": "命中率", "eva": "回避率", "cri": "会心率", "cev": "会心回避率", "mev": "魔法回避率", "mrf": "魔法反射率", "cnt": "反击率", "hrg": "生命自动回复率", "mrg": "魔法自动回复率", "trg": "TP自动回复率", "tgr": "受到攻击机率", "grd": "防御有效率", "rec": "回复效果", "pha": "药品有效率", "mcr": "魔法消耗率", "tcr": "TP消耗率", "pdr": "物理伤害率", "mdr": "魔法伤害率", "fdr": "地形伤害率", "exr": "经验值率", }; function Window_EquipStatus() { this.initialize.apply(this, arguments); } Window_EquipStatus.prototype = Object.create(Window_ScrollHelp.prototype); Window_EquipStatus.prototype.constructor = Window_EquipStatus; Window_EquipStatus.prototype.initialize = function () { Window_ScrollHelp.prototype.initialize.call(this, 220, 170, 130, 250); this._actor = null; this._tempActor = null; this.refresh(); }; Window_EquipStatus.prototype.setActor = function (actor) { if (this._actor !== actor) { this._actor = actor; this.refresh(); } }; Window_EquipStatus.prototype.standardFontSize = function () { return 18; } Window_EquipStatus.prototype.lineHeight = function () { return this.standardFontSize() + 8; } Window_EquipStatus.prototype.measureContentHeight = function () { return this.fittingHeight(this.numVisibleRows()); } Window_EquipStatus.prototype.measureContentWidth = function () { var max_w = 0; var h = this.measureContentHeight(); for (var key in SF_SceneEquip.ActorStatus) { var w = this.drawItem(key, h + 10); if (w > max_w) { max_w = w; } } return max_w } Window_EquipStatus.prototype.numVisibleRows = function () { return 28; }; Window_EquipStatus.prototype.drawContent = function () { var y = 0; for (var key in SF_SceneEquip.ActorStatus) { this.drawItem(key, y); y += this.lineHeight(); } } Window_EquipStatus.prototype.drawRightArrow = function (x, y) { this.changeTextColor(this.systemColor()); return this.drawTextEx('\u2192', x, y); }; Window_EquipStatus.prototype.drawItem = function (key, y) { var text = SF_SceneEquip.ActorStatus[key]; var x = 0; this.changeTextColor(this.systemColor()); x += this.drawTextEx(text + ': ', x, y); if (this._actor) { this.resetTextColor(); x += this.drawTextEx(this._actor[key], x, y) + 10; x += this.drawRightArrow(x, y) + 10; } if (this._tempActor) { var newValue = this._tempActor[key]; var diffvalue = newValue - this._actor[key]; this.changeTextColor(this.paramchangeTextColor(diffvalue)); x += this.drawTextEx(newValue, x, y); } return x; } Window_EquipStatus.prototype.isHaveContent = function () { return true; } Window_EquipStatus.prototype.windowWidth = function () { return 440; }; Window_EquipStatus.prototype.windowHeight = function () { return 370; }; //============================================================================= // Scene_Equip //============================================================================= SF_SceneEquip.Scene_Equip_create = Scene_Equip.prototype.create; Scene_Equip.prototype.create = function () { Scene_MenuBase.prototype.create.call(this); // this.createHelpWindow(); this.createCommandInBackground(); this.createBackgroundWindow(); //this.createCommandWindow(); this.createStatusWindow(); //this.createSlotWindow(); //this.createItemWindow(); //this.createActorWindow(); //this.createEquipWindow(); } Scene_Equip.prototype.createCommandInBackground = function () { this._commandBackground = new Sprite(SF_Plugins.SF_SceneMenu.commandBitmap); this._commandBackground.x = 0; this._commandBackground.y = 0; this.addChild(this._commandBackground); } // 380,90 440,370 Scene_Equip.prototype.createBackgroundWindow = function () { this._backgroundWindow = new Window_BackGround(); this.addChild(this._backgroundWindow); } Scene_Equip.prototype.createStatusWindow = function () { this._statusWindow = new Window_EquipStatus(); this._backgroundWindow.addChild(this._statusWindow); }; })();