//============================================================================= // EnemyBook.js //============================================================================= /*: * @plugindesc Displays detailed statuses of enemies. * @author Yoji Ojima * * @param Unknown Data * @desc The index name for an unknown enemy. * @default ?????? * * @help * * Plugin Command: * EnemyBook open # Open the enemy book screen * EnemyBook add 3 # Add enemy #3 to the enemy book * EnemyBook remove 4 # Remove enemy #4 from the enemy book * EnemyBook complete # Complete the enemy book * EnemyBook clear # Clear the enemy book * * Enemy Note: * # Description text in the enemy book, line 1 * # Description text in the enemy book, line 2 * # This enemy does not appear in the enemy book */ /*:ja * @plugindesc モンスター図鑑です。敵キャラの詳細なステータスを表示します。 * @author Yoji Ojima * * @param Unknown Data * @desc 未確認の敵キャラの索引名です。 * @default ?????? * * @help * * プラグインコマンド: * EnemyBook open # 図鑑画面を開く * EnemyBook add 3 # 敵キャラ3番を図鑑に追加 * EnemyBook remove 4 # 敵キャラ4番を図鑑から削除 * EnemyBook complete # 図鑑を完成させる * EnemyBook clear # 図鑑をクリアする * * 敵キャラのメモ: * # 説明1行目 * # 説明2行目 * # 図鑑に載せない場合 */ (function () { var parameters = PluginManager.parameters("EnemyBook"); var unknownData = String(parameters["Unknown Data"] || "??????"); var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function (command, args) { _Game_Interpreter_pluginCommand.call(this, command, args); if (command === "EnemyBook") { switch (args[0]) { case "open": SceneManager.push(Scene_EnemyBook); break; case "add": $gameSystem.addToEnemyBook(Number(args[1])); break; case "remove": $gameSystem.removeFromEnemyBook(Number(args[1])); break; case "complete": $gameSystem.completeEnemyBook(); break; case "clear": $gameSystem.clearEnemyBook(); break; } } }; Game_System.prototype.addToEnemyBook = function (enemyId) { if (!this._enemyBookFlags) { this.clearEnemyBook(); } this._enemyBookFlags[enemyId] = true; }; Game_System.prototype.removeFromEnemyBook = function (enemyId) { if (this._enemyBookFlags) { this._enemyBookFlags[enemyId] = false; } }; Game_System.prototype.completeEnemyBook = function () { this.clearEnemyBook(); for (var i = 1; i < $dataEnemies.length; i++) { this._enemyBookFlags[i] = true; } }; Game_System.prototype.clearEnemyBook = function () { this._enemyBookFlags = []; }; Game_System.prototype.isInEnemyBook = function (enemy) { if (this._enemyBookFlags && enemy) { return !!this._enemyBookFlags[enemy.id]; } else { return false; } }; var _Game_Troop_setup = Game_Troop.prototype.setup; Game_Troop.prototype.setup = function (troopId) { _Game_Troop_setup.call(this, troopId); this.members().forEach(function (enemy) { if (enemy.isAppeared()) { $gameSystem.addToEnemyBook(enemy.enemyId()); } }, this); }; var _Game_Enemy_appear = Game_Enemy.prototype.appear; Game_Enemy.prototype.appear = function () { _Game_Enemy_appear.call(this); $gameSystem.addToEnemyBook(this._enemyId); }; var _Game_Enemy_transform = Game_Enemy.prototype.transform; Game_Enemy.prototype.transform = function (enemyId) { _Game_Enemy_transform.call(this, enemyId); $gameSystem.addToEnemyBook(enemyId); }; function Scene_EnemyBook() { this.initialize.apply(this, arguments); } Scene_EnemyBook.prototype = Object.create(Scene_MenuBase.prototype); Scene_EnemyBook.prototype.constructor = Scene_EnemyBook; Scene_EnemyBook.prototype.initialize = function () { Scene_MenuBase.prototype.initialize.call(this); }; Scene_EnemyBook.prototype.create = function () { Scene_MenuBase.prototype.create.call(this); this._indexWindow = new Window_EnemyBookIndex(0, 0); this._indexWindow.setHandler("cancel", this.popScene.bind(this)); var wy = this._indexWindow.height; var ww = Graphics.boxWidth; var wh = Graphics.boxHeight - wy; this._statusWindow = new Window_EnemyBookStatus(0, wy, ww, wh); this.addWindow(this._indexWindow); this.addWindow(this._statusWindow); this._indexWindow.setStatusWindow(this._statusWindow); }; function Window_EnemyBookIndex() { this.initialize.apply(this, arguments); } Window_EnemyBookIndex.prototype = Object.create(Window_Selectable.prototype); Window_EnemyBookIndex.prototype.constructor = Window_EnemyBookIndex; Window_EnemyBookIndex.lastTopRow = 0; Window_EnemyBookIndex.lastIndex = 0; Window_EnemyBookIndex.prototype.initialize = function (x, y) { var width = Graphics.boxWidth; var height = this.fittingHeight(6); Window_Selectable.prototype.initialize.call(this, x, y, width, height); this.refresh(); this.setTopRow(Window_EnemyBookIndex.lastTopRow); this.select(Window_EnemyBookIndex.lastIndex); this.activate(); }; Window_EnemyBookIndex.prototype.maxCols = function () { return 3; }; Window_EnemyBookIndex.prototype.maxItems = function () { return this._list ? this._list.length : 0; }; Window_EnemyBookIndex.prototype.setStatusWindow = function (statusWindow) { this._statusWindow = statusWindow; this.updateStatus(); }; Window_EnemyBookIndex.prototype.update = function () { Window_Selectable.prototype.update.call(this); this.updateStatus(); }; Window_EnemyBookIndex.prototype.updateStatus = function () { if (this._statusWindow) { var enemy = this._list[this.index()]; this._statusWindow.setEnemy(enemy); } }; Window_EnemyBookIndex.prototype.refresh = function () { this._list = []; for (var i = 1; i < $dataEnemies.length; i++) { var enemy = $dataEnemies[i]; if (enemy.name && enemy.meta.book !== "no") { this._list.push(enemy); } } this.createContents(); this.drawAllItems(); }; Window_EnemyBookIndex.prototype.drawItem = function (index) { var enemy = this._list[index]; var rect = this.itemRectForText(index); var name; if ($gameSystem.isInEnemyBook(enemy)) { name = enemy.name; } else { name = unknownData; } this.drawText(name, rect.x, rect.y, rect.width); }; Window_EnemyBookIndex.prototype.processCancel = function () { Window_Selectable.prototype.processCancel.call(this); Window_EnemyBookIndex.lastTopRow = this.topRow(); Window_EnemyBookIndex.lastIndex = this.index(); }; function Window_EnemyBookStatus() { this.initialize.apply(this, arguments); } Window_EnemyBookStatus.prototype = Object.create(Window_Base.prototype); Window_EnemyBookStatus.prototype.constructor = Window_EnemyBookStatus; Window_EnemyBookStatus.prototype.initialize = function (x, y, width, height) { Window_Base.prototype.initialize.call(this, x, y, width, height); this._enemy = null; this._enemySprite = new Sprite(); this._enemySprite.anchor.x = 0.5; this._enemySprite.anchor.y = 0.5; this._enemySprite.x = width / 2 - 20; this._enemySprite.y = height / 2; this.addChildToBack(this._enemySprite); this.refresh(); }; Window_EnemyBookStatus.prototype.setEnemy = function (enemy) { if (this._enemy !== enemy) { this._enemy = enemy; this.refresh(); } }; Window_EnemyBookStatus.prototype.update = function () { Window_Base.prototype.update.call(this); if (this._enemySprite.bitmap) { var bitmapHeight = this._enemySprite.bitmap.height; var contentsHeight = this.contents.height; var scale = 1; if (bitmapHeight > contentsHeight) { scale = contentsHeight / bitmapHeight; } this._enemySprite.scale.x = scale; this._enemySprite.scale.y = scale; } }; Window_EnemyBookStatus.prototype.refresh = function () { var enemy = this._enemy; var x = 0; var y = 0; var lineHeight = this.lineHeight(); this.contents.clear(); if (!enemy || !$gameSystem.isInEnemyBook(enemy)) { this._enemySprite.bitmap = null; return; } var name = enemy.battlerName; var hue = enemy.battlerHue; var bitmap; if ($gameSystem.isSideView()) { bitmap = ImageManager.loadSvEnemy(name, hue); } else { bitmap = ImageManager.loadEnemy(name, hue); } this._enemySprite.bitmap = bitmap; this.resetTextColor(); this.drawText(enemy.name, x, y); x = this.textPadding(); y = lineHeight + this.textPadding(); for (var i = 0; i < 8; i++) { this.changeTextColor(this.systemColor()); this.drawText(TextManager.param(i), x, y, 160); this.resetTextColor(); this.drawText(enemy.params[i], x + 160, y, 60, "right"); y += lineHeight; } var rewardsWidth = 280; x = this.contents.width - rewardsWidth; y = lineHeight + this.textPadding(); this.resetTextColor(); this.drawText(enemy.exp, x, y); x += this.textWidth(enemy.exp) + 6; this.changeTextColor(this.systemColor()); this.drawText(TextManager.expA, x, y); x += this.textWidth(TextManager.expA + " "); this.resetTextColor(); this.drawText(enemy.gold, x, y); x += this.textWidth(enemy.gold) + 6; this.changeTextColor(this.systemColor()); this.drawText(TextManager.currencyUnit, x, y); x = this.contents.width - rewardsWidth; y += lineHeight; for (var j = 0; j < enemy.dropItems.length; j++) { var di = enemy.dropItems[j]; if (di.kind > 0) { var item = Game_Enemy.prototype.itemObject(di.kind, di.dataId); this.drawItemName(item, x, y, rewardsWidth); y += lineHeight; } } var descWidth = 480; x = this.contents.width - descWidth; y = this.textPadding() + lineHeight * 7; this.drawTextEx(enemy.meta.desc1, x, y + lineHeight * 0, descWidth); this.drawTextEx(enemy.meta.desc2, x, y + lineHeight * 1, descWidth); }; })();