//=============================================================================
// Yanfly Engine Plugins - Item Synthesis
// YEP_ItemSynthesis.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_ItemSynthesis = true;
var Yanfly = Yanfly || {};
Yanfly.IS = Yanfly.IS || {};
Yanfly.IS.version = 1.08;
//=============================================================================
/*:
* @plugindesc v1.08 物品合成系统
* @author Yanfly Engine Plugins 汉化:硕明云书
*
* @param ---General---
* @default
*
* @param Synthesis Command
* @text 合成命令
* @desc 这是用于转到项目合成菜单的文本。
* @default 合成
*
* @param Show Command
* @text 显示命令
* @desc 默认情况下在主菜单中显示合成命令?
* NO - false YES - true
* @default true
*
* @param Enable Command
* @text 启用命令
* @desc Enable the Synthesis command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Auto Place Command
* @text 自动放置命令
* @desc Allow this plugin to decide the menu placement position?
* NO - false YES - true
* @default true
*
* @param ---Command Window---
* @default
*
* @param Item Command
* @text 道具显示
* @desc 用于合成项的命令文本。
* @default 道具
*
* @param Weapon Command
* @text 武器显示
* @desc The command text used for synthesizing weapons.
* @default 武器
*
* @param Armor Command
* @text 装备显示
* @desc The command text used for synthesizing armors.
* @default 装备
*
* @param Finish Command
* @text 完成显示
* @desc The command text used for exiting the synthesis scene.
* @default 退出
*
* @param Text Alignment
* @text 文本对齐方式
* @desc 如何对齐命令窗口的文本。
* left center right
* @default center
*
* @param ---Status Window---
* @default
*
* @param Collected Recipes
* @text 材料总数文本
* @desc 用于表示收集的总配方的文本。
* Leave this blank if you don't wish to show this.
* @default 材料收集总数
*
* @param Crafted Items
* @text 道具配方
* @desc 用于表示制作的全部项目的文本
* @default 道具配方
*
* @param Crafted Weapons
* @text 武器配方
* @desc Text used to represent total weapons crafted.
* Leave this blank if you don't wish to show this.
* @default 武器配方
*
* @param Crafted Armors
* @text 装备配方
* @desc Text used to represent total armors crafted.
* Leave this blank if you don't wish to show this.
* @default 装备配方
*
* @param ---List Window---
* @default
*
* @param Equipped Recipes
* @text 检查配方
* @desc 检查装备物品的配方?
* NO - false YES - true
* @default true
*
* @param Mask Unknown
* @text 屏蔽未创建
* @desc 屏蔽尚未创建的项目的名称?
* NO - false YES - true
* @default true
*
* @param Mask Text
* @text 掩盖未知
* @desc 这将用于掩盖未知项目
* @default ?
*
* @param Mask Italic
* @text 斜体遮罩
* @desc Causes the name for unknown items to appear in italic.
* @default false
*
* @param Mask Help Text
* @text 屏蔽帮助文本
* @desc 这是将显示在帮助窗口中的文本
* @default 未知物品!
*
* @param Ingredients Text
* @text 成分文本
* @desc 这是用于描述成分列表的文本。
* @default 所需材料
*
* @param Amount Text
* @text 数量文本
* @desc 这是用于合成金额的文本。
* @default 数量
*
* @param Quantity Text Size
* @text 数量文本大小
* @desc 这是用于项目数量的文本大小。
* Default: 28
* @default 20
*
* @param ---Sound---
* @default
*
* @param Default SE
* @text SE
* @desc 这是合成项目时播放的默认SE
* @default Twine
*
* @param Default Volume
* @text 音量
* @desc This is the default volume when synthesizing an item.
* @default 100
*
* @param Default Pitch
* @text 音调
* @desc This is the default pitch when synthesizing an item.
* @default 100
*
* @param Default Pan
* @text 默认
* @desc This is the default pan when synthesizing an item.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
* 物品代码:
*
* item 4
* item 3
*
* 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:
* -
*
-
*
-
* 在数据库建立名为制作书的物品,备注放入这些标签,例如:
*
- 表示ID为41、42、43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
*
*
*
*
* 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
*
*
*
*
* 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
*
*
* 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
*
* 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,数
* 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
*
*
* 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
* 晶”等
*
* ============================================================================
* 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:
*
*
* var bottle = $dataItems[123];
* $gameParty.gainItem(bottle, 2);
*
*
* 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 Lunatic Mode notetag.
*
* Version 1.06:
* - Fixed an error with the calculation of total recipes.
*
* Version 1.05:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.04:
* - Added failsafes to prevent crashes from saved games that did not have this
* plugin already installed.
*
* Version 1.03a:
* - Fixed a bug that caused a crash for OpenSynthesis recipe commands.
* - Fixed an issue with recipe counts not appearing right.
*
* Version 1.02:
* - Added 'Equipped Recipes' plugin parameter. If enabled, this will allow the
* Item Synthesis menu to check your party's equipment to see if any of them
* are recipe holders.
*
* Version 1.01:
* - Fixed a bug with the synthesis gold costs taking more than they should.
* - Extended the OpenSynthesis plugin command. If you add Item, Weapon, or
* Armor after the command along with an ID, the synthesis menu will only show
* the items listed on the recipe for Item x, Weapon x, or Armor x.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_ItemSynthesis');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.ISSynthCmd = String(Yanfly.Parameters['Synthesis Command']);
Yanfly.Param.ISShowSynth = String(Yanfly.Parameters['Show Command']);
Yanfly.Param.ISShowSynth = eval(Yanfly.Param.ISShowSynth);
Yanfly.Param.ISEnableSynth = String(Yanfly.Parameters['Enable Command']);
Yanfly.Param.ISEnableSynth = eval(Yanfly.Param.ISEnableSynth);
Yanfly.Param.ISAutoPlaceCmd = String(Yanfly.Parameters['Auto Place Command']);
Yanfly.Param.ISItemCmd = String(Yanfly.Parameters['Item Command']);
Yanfly.Param.ISWeaponCmd = String(Yanfly.Parameters['Weapon Command']);
Yanfly.Param.ISArmorCmd = String(Yanfly.Parameters['Armor Command']);
Yanfly.Param.ISFinishCmd = String(Yanfly.Parameters['Finish Command']);
Yanfly.Param.ISTextAlign = String(Yanfly.Parameters['Text Alignment']);
Yanfly.Param.ISColRecipes = String(Yanfly.Parameters['Collected Recipes']);
Yanfly.Param.ISCraftedItems = String(Yanfly.Parameters['Crafted Items']);
Yanfly.Param.ISCraftedWeapons = String(Yanfly.Parameters['Crafted Weapons']);
Yanfly.Param.ISCraftedArmors = String(Yanfly.Parameters['Crafted Armors']);
Yanfly.Param.ISEquRecipes = eval(String(Yanfly.Parameters['Equipped Recipes']));
Yanfly.Param.ISMaskUnknown = String(Yanfly.Parameters['Mask Unknown']);
Yanfly.Param.ISMaskText = String(Yanfly.Parameters['Mask Text']);
Yanfly.Param.ISMaskItalic = String(Yanfly.Parameters['Mask Italic']);
Yanfly.Param.ISMaskItalic = eval(Yanfly.Param.ISMaskItalic);
Yanfly.Param.ISMaskHelpText = String(Yanfly.Parameters['Mask Help Text']);
Yanfly.Param.ISIngredientsList = String(Yanfly.Parameters['Ingredients Text']);
Yanfly.Param.ISAmountText = String(Yanfly.Parameters['Amount Text']);
Yanfly.Param.ISQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
Yanfly.Param.ISDefSEName = String(Yanfly.Parameters['Default SE']);
Yanfly.Param.ISDefVol = Number(Yanfly.Parameters['Default Volume']);
Yanfly.Param.ISDefPitch = Number(Yanfly.Parameters['Default Pitch']);
Yanfly.Param.ISDefPant = Number(Yanfly.Parameters['Default Pan']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.IS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.IS.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_ItemSynthesis) {
this.processISNotetagsI($dataItems);
this.processISNotetagsW($dataWeapons);
this.processISNotetagsA($dataArmors);
Yanfly.IS.SynthesisRecipeCount = 0;
Yanfly.IS.SynthesisItemTotal = 0;
Yanfly.IS.SynthesisWeaponTotal = 0;
Yanfly.IS.SynthesisArmorTotal = 0;
this.processISNotetags1($dataItems, 0);
this.processISNotetags1($dataWeapons, 1);
this.processISNotetags1($dataArmors, 2);
Yanfly._loaded_YEP_ItemSynthesis = true;
}
return true;
};
DataManager.processISNotetagsI = function(group) {
if (Yanfly.ItemIdRef) return;
Yanfly.ItemIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processISNotetagsW = function(group) {
if (Yanfly.WeaponIdRef) return;
Yanfly.WeaponIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processISNotetagsA = function(group) {
if (Yanfly.ArmorIdRef) return;
Yanfly.ArmorIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processISNotetags1 = function(group, type) {
var note1 = /<(?:ITEM RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:ITEM RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note3 = /<(?:WEAPON RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note4 = /<(?:WEAPON RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note5 = /<(?:ARMOR RECIPE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note6 = /<(?:ARMOR RECIPE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note7 = /<(?:SYNTHESIS INGREDIENTS)>/i;
var note8 = /<\/(?:SYNTHESIS INGREDIENTS)>/i;
var note9 = /<(?:MASK NAME):[ ](.*)>/i;
var note10a = /<(?:CUSTOM SYNTHESIS EFFECT)>/i;
var note10b = /<\/(?:CUSTOM SYNTHESIS EFFECT)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.groupType = type;
obj.maskName = '';
obj.recipeItem = [];
obj.recipeWeapon = [];
obj.recipeArmor = [];
obj.synthCost = 0;
obj.synthIngredients = [];
var gatherIngredients = false;
obj.synthSeName = Yanfly.Param.ISDefSEName;
obj.synthSeVol = Yanfly.Param.ISDefVol;
obj.synthSePitch = Yanfly.Param.ISDefPitch;
obj.synthSePan = Yanfly.Param.ISDefPan;
obj.customSynthEval = '';
var evalMode = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.recipeItem = obj.recipeItem.concat(array);
} else if (line.match(note2)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.recipeItem = obj.recipeItem.concat(range);
} else if (line.match(note3)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.recipeWeapon = obj.recipeWeapon.concat(array);
} else if (line.match(note4)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.recipeWeapon = obj.recipeWeapon.concat(range);
} else if (line.match(note5)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.recipeArmor = obj.recipeArmor.concat(array);
} else if (line.match(note6)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.recipeArmor = obj.recipeArmor.concat(range);
} else if (line.match(note7)) {
gatherIngredients = true;
} else if (line.match(note8)) {
gatherIngredients = false;
} else if (line.match(note9)) {
obj.maskName = String(RegExp.$1);
} else if (gatherIngredients) {
this.addSynthesisIngredient(obj, line);
} else if (line.match(/<(?:SYNTHESIS SE):[ ](.*)>/i)) {
obj.synthSeName = String(RegExp.$1);
} else if (line.match(/<(?:SYNTHESIS VOLUME):[ ](\d+)>/i)) {
obj.synthSeVol = parseInt(RegExp.$1);
} else if (line.match(/<(?:SYNTHESIS PITCH):[ ](\d+)>/i)) {
obj.synthSePitch = parseInt(RegExp.$1);
} else if (line.match(/<(?:SYNTHESIS PAN):[ ](\d+)>/i)) {
obj.synthSePan = parseInt(RegExp.$1);
} else if (line.match(note10a)) {
evalMode = 'custom synthesis effect';
} else if (line.match(note10b)) {
evalMode = 'none';
} else if (evalMode === 'custom synthesis effect') {
obj.customSynthEval += line + '\n';
}
}
this.processRecipeCounts(obj);
}
};
DataManager.addSynthesisIngredient = function(obj, line) {
var ingType;
var ingId;
var ingValue = 1;
if (line.match(/GOLD:[ ](\d+)/i)) {
obj.synthCost = parseInt(RegExp.$1);
return;
} else if (line.match(/ITEM[ ](\d+):[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 0;
ingValue = parseInt(RegExp.$2);
} else if (line.match(/ITEM[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 0;
ingValue = 1;
} else if (line.match(/WEAPON[ ](\d+):[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 1;
ingValue = parseInt(RegExp.$2);
} else if (line.match(/WEAPON[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 1;
ingValue = 1;
} else if (line.match(/ARMOR[ ](\d+):[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 2;
ingValue = parseInt(RegExp.$2);
} else if (line.match(/ARMOR[ ](\d+)/i)) {
ingId = parseInt(RegExp.$1);
ingType = 2;
ingValue = 1;
} else if (line.match(/(.*):[ ](\d+)/i)) {
var name = String(RegExp.$1).toUpperCase();
ingValue = parseInt(RegExp.$2);
if (Yanfly.ItemIdRef[name]) {
ingId = Yanfly.ItemIdRef[name];
ingType = 0;
} else if (Yanfly.WeaponIdRef[name]) {
ingId = Yanfly.WeaponIdRef[name];
ingType = 1;
} else if (Yanfly.ArmorIdRef[name]) {
ingId = Yanfly.ArmorIdRef[name];
ingType = 2;
}
} else {
var name = line.toUpperCase();
ingValue = 1;
if (Yanfly.ItemIdRef[name]) {
ingId = Yanfly.ItemIdRef[name];
ingType = 0;
} else if (Yanfly.WeaponIdRef[name]) {
ingId = Yanfly.WeaponIdRef[name];
ingType = 1;
} else if (Yanfly.ArmorIdRef[name]) {
ingId = Yanfly.ArmorIdRef[name];
ingType = 2;
}
}
if (!this.isSynthesisIngredientOk(ingId, ingType)) return;
var length = obj.synthIngredients.length;
obj.synthIngredients[length] = [ingType, ingId, ingValue];
};
DataManager.isSynthesisIngredientOk = function(ingId, ingType) {
var item;
if (ingType === 0) item = $dataItems[ingId];
if (ingType === 1) item = $dataWeapons[ingId];
if (ingType === 2) item = $dataArmors[ingId];
if (!item) return false;
if (Imported.YEP_ItemCore && this.isIndependent(item)) return false;
return true;
};
DataManager.getSynthesisIngredient = function(item, index) {
var itemId = item.synthIngredients[index][1];
if (item.synthIngredients[index][0] === 0) {
return $dataItems[itemId];
} else if (item.synthIngredients[index][0] === 1) {
return $dataWeapons[itemId];
} if (item.synthIngredients[index][0] === 2) {
return $dataArmors[itemId];
}
return null;
};
DataManager.getSynthesisQuantity = function(item, index) {
return item.synthIngredients[index][2];
};
DataManager.processRecipeCounts = function(obj) {
if (obj.recipeItem.length > 0 || obj.recipeWeapon.length > 0 ||
obj.recipeArmor.length > 0) {
Yanfly.IS.SynthesisRecipeCount += obj.recipeItem.length;
Yanfly.IS.SynthesisRecipeCount += obj.recipeWeapon.length;
Yanfly.IS.SynthesisRecipeCount += obj.recipeArmor.length;
}
if (obj.name === '') return;
if (obj.synthCost > 0 || obj.synthIngredients.length > 0) {
if (obj.groupType === 0) Yanfly.IS.SynthesisItemTotal += 1;
if (obj.groupType === 1) Yanfly.IS.SynthesisWeaponTotal += 1;
if (obj.groupType === 2) Yanfly.IS.SynthesisArmorTotal += 1;
}
};
//=============================================================================
// Game_System
//=============================================================================
Yanfly.IS.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Yanfly.IS.Game_System_initialize.call(this);
this.initSynthesis();
};
Game_System.prototype.initSynthesis = function() {
this._showSynthesis = Yanfly.Param.ISShowSynth;
this._enableSynthesis = Yanfly.Param.ISEnableSynth;
this._synthedItems = [];
this._synthedWeapons = [];
this._synthedArmors = [];
};
Game_System.prototype.isShowSynthesis = function() {
return this._showSynthesis;
};
Game_System.prototype.isEnableSynthesis = function() {
return this._enableSynthesis;
};
Game_System.prototype.totalRecipes = function() {
var value = 0;
$gameParty.items().forEach(function(item) {
if (item.recipeItem && item.recipeItem.length > 0) {
value += item.recipeItem.length;
}
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
value += item.recipeWeapon.length;
}
if (item.recipeArmor && item.recipeArmor.length > 0) {
value += item.recipeArmor.length;
}
}, this);
$gameParty.weapons().forEach(function(item) {
if (item.recipeItem && item.recipeItem.length > 0) {
value += item.recipeItem.length;
}
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
value += item.recipeWeapon.length;
}
if (item.recipeArmor && item.recipeArmor.length > 0) {
value += item.recipeArmor.length;
}
}, this);
$gameParty.armors().forEach(function(item) {
if (item.recipeItem && item.recipeItem.length > 0) {
value += item.recipeItem.length;
}
if (item.recipeWeapon && item.recipeWeapon.length > 0) {
value += item.recipeWeapon.length;
}
if (item.recipeArmor && item.recipeArmor.length > 0) {
value += item.recipeArmor.length;
}
}, this);
return value;
};
Game_System.prototype.hasSynthed = function(item) {
if (!item) return false;
if (DataManager.isItem(item)) {
return this.synthedItems().contains(item.id);
} else if (DataManager.isWeapon(item)) {
return this.synthedWeapons().contains(item.id);
} else if (DataManager.isArmor(item)) {
return this.synthedArmors().contains(item.id);
}
return false;
};
Game_System.prototype.addSynth = function(item) {
if (!item) return false;
if (DataManager.isItem(item)) {
if (!this._synthedItems.contains(item.id)) {
this._synthedItems.push(item.id);
}
} else if (DataManager.isWeapon(item)) {
if (!this._synthedWeapons.contains(item.id)) {
this._synthedWeapons.push(item.id);
}
} else if (DataManager.isArmor(item)) {
if (!this._synthedArmors.contains(item.id)) {
this._synthedArmors.push(item.id);
}
}
};
Game_System.prototype.synthedItems = function() {
if (this._synthedItems === undefined) this._synthedItems = [];
return this._synthedItems;
};
Game_System.prototype.synthedWeapons = function() {
if (this._synthedWeapons === undefined) this._synthedWeapons = [];
return this._synthedWeapons;
};
Game_System.prototype.synthedArmors = function() {
if (this._synthedArmors === undefined) this._synthedArmors = [];
return this._synthedArmors;
};
Game_System.prototype.canSynthesize = function(item, times) {
if (!item) return false;
if ($gameParty.numItems(item) >= $gameParty.maxItems(item)) return false;
times = times || 1;
if (item.synthCost * times > $gameParty.gold()) return false;
for (var i = 0; i < item.synthIngredients.length; ++i) {
var ingredient = DataManager.getSynthesisIngredient(item, i);
var quantity = DataManager.getSynthesisQuantity(item, i);
if (quantity * times > $gameParty.numItems(ingredient)) return false;
}
return true;
};
Game_System.prototype.maxSynthesize = function(item) {
var maximum = $gameParty.maxItems(item) - $gameParty.numItems(item);
if (item.synthCost > 0) {
maximum = Math.min(maximum, $gameParty.gold() / item.synthCost);
}
for (var i = 0; i < item.synthIngredients.length; ++i) {
var ingredient = DataManager.getSynthesisIngredient(item, i);
var quantity = DataManager.getSynthesisQuantity(item, i);
maximum = Math.min(maximum, $gameParty.numItems(ingredient) / quantity);
}
return parseInt(Math.max(maximum, 0));
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.IS.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.IS.Game_Interpreter_pluginCommand.call(this, command, args)
if (command === 'OpenSynthesis') this.gotoSceneSynthesis(args);
if (command === 'ShowSynthesis') $gameSystem._showSynthesis = true;
if (command === 'HideSynthesis') $gameSystem._showSynthesis = false;
if (command === 'EnableSynthesis') $gameSystem._enableSynthesis = true;
if (command === 'DisableSynthesis') $gameSystem._enableSynthesis = false;
};
Game_Interpreter.prototype.gotoSceneSynthesis = function(args) {
if ($gameParty.inBattle()) return;
if (args && args.length >= 2) {
var text = args[0].toUpperCase();
var id = parseInt(args[1]);
if (text === 'ITEM') {
$gameTemp._synthRecipe = $dataItems[id];
} else if (text === 'WEAPON') {
$gameTemp._synthRecipe = $dataWeapons[id];
} else if (text === 'ARMOR') {
$gameTemp._synthRecipe = $dataArmors[id];
}
}
SceneManager.push(Scene_Synthesis);
};
//=============================================================================
// Window_MenuCommand
//=============================================================================
Yanfly.IS.Window_MenuCommand_addOriginalCommands =
Window_MenuCommand.prototype.addOriginalCommands;
Window_MenuCommand.prototype.addOriginalCommands = function() {
Yanfly.IS.Window_MenuCommand_addOriginalCommands.call(this);
this.addSynthesisCommand();
};
Window_MenuCommand.prototype.addSynthesisCommand = function() {
if (!eval(Yanfly.Param.ISAutoPlaceCmd)) return;
if (!$gameSystem.isShowSynthesis()) return;
if (this.findSymbol('synthesis') > -1) return;
if ($gameSystem.totalRecipes() <= 0) return;
var text = Yanfly.Param.ISSynthCmd;
var enabled = $gameSystem.isEnableSynthesis();
this.addCommand(text, 'synthesis', enabled);
};
//=============================================================================
// Window_SynthesisCommand
//=============================================================================
function Window_SynthesisCommand() {
this.initialize.apply(this, arguments);
}
Window_SynthesisCommand.prototype = Object.create(Window_Command.prototype);
Window_SynthesisCommand.prototype.constructor = Window_SynthesisCommand;
Window_SynthesisCommand.prototype.initialize = function() {
Window_Command.prototype.initialize.call(this, 0, 0);
};
Window_SynthesisCommand.prototype.windowWidth = function() {
return 240;
};
Window_SynthesisCommand.prototype.numVisibleRows = function() {
return 4;
};
Window_SynthesisCommand.prototype.itemTextAlign = function() {
return Yanfly.Param.ISTextAlign;
};
Window_SynthesisCommand.prototype.makeCommandList = function() {
this.addItemCommands();
this.addCustomCommand();
this.addFinishCommand();
};
Window_SynthesisCommand.prototype.addItemCommands = function() {
if (Scene_Synthesis.availableItems().length > 0) {
this.addCommand(Yanfly.Param.ISItemCmd, 'item', true);
}
if (Scene_Synthesis.availableWeapons().length > 0) {
this.addCommand(Yanfly.Param.ISWeaponCmd, 'weapon', true);
}
if (Scene_Synthesis.availableArmors().length > 0) {
this.addCommand(Yanfly.Param.ISArmorCmd, 'armor', true);
}
};
Window_SynthesisCommand.prototype.addCustomCommand = function() {
};
Window_SynthesisCommand.prototype.addFinishCommand = function() {
this.addCommand(Yanfly.Param.ISFinishCmd, 'cancel', true);
};
//=============================================================================
// Window_SynthesisStatus
//=============================================================================
function Window_SynthesisStatus() {
this.initialize.apply(this, arguments);
}
Window_SynthesisStatus.prototype = Object.create(Window_Base.prototype);
Window_SynthesisStatus.prototype.constructor = Window_SynthesisStatus;
Window_SynthesisStatus.prototype.initialize = function(wx, wy, ww, wh) {
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
this.refresh();
};
Window_SynthesisStatus.prototype.refresh = function() {
this.contents.clear();
var dy = 0;
dy = this.drawCollectedRecipes(dy);
dy = this.drawCraftedItems(dy);
dy = this.drawCraftedWeapons(dy);
dy = this.drawCraftedArmors(dy);
};
Window_SynthesisStatus.prototype.drawCollectedRecipes = function(dy) {
if (Yanfly.Param.ISColRecipes.length <= 0) return dy;
var dw = this.contents.width;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISColRecipes, 0, dy, dw);
this.changeTextColor(this.normalColor());
var value = parseFloat($gameSystem.totalRecipes()) /
Yanfly.IS.SynthesisRecipeCount;
var text = String(parseInt(value * 100)) + '%';
this.drawText(text, 0, dy, dw, 'right');
dw -= this.textWidth('100%') + this.standardPadding() * 2;
var fmt = '%1/%2'
text = fmt.format($gameSystem.totalRecipes(),
Yanfly.IS.SynthesisRecipeCount);
this.drawText(text, 0, dy, dw, 'right');
return dy + this.lineHeight();
};
Window_SynthesisStatus.prototype.drawCraftedItems = function(dy) {
if (Yanfly.Param.ISCraftedItems.length <= 0) return dy;
var dw = this.contents.width;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISCraftedItems, 0, dy, dw);
this.changeTextColor(this.normalColor());
var value = parseFloat($gameSystem.synthedItems().length) /
Math.max(1, Yanfly.IS.SynthesisItemTotal);
var text = String(parseInt(value * 100)) + '%';
this.drawText(text, 0, dy, dw, 'right');
dw -= this.textWidth('100%') + this.standardPadding() * 2;
var fmt = '%1/%2'
text = fmt.format($gameSystem.synthedItems().length,
Yanfly.IS.SynthesisItemTotal);
this.drawText(text, 0, dy, dw, 'right');
return dy + this.lineHeight();
};
Window_SynthesisStatus.prototype.drawCraftedWeapons = function(dy) {
if (Yanfly.Param.ISCraftedWeapons.length <= 0) return dy;
var dw = this.contents.width;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISCraftedWeapons, 0, dy, dw);
this.changeTextColor(this.normalColor());
var value = parseFloat($gameSystem.synthedWeapons().length) /
Math.max(1, Yanfly.IS.SynthesisWeaponTotal);
var text = String(parseInt(value * 100)) + '%';
this.drawText(text, 0, dy, dw, 'right');
dw -= this.textWidth('100%') + this.standardPadding() * 2;
var fmt = '%1/%2'
text = fmt.format($gameSystem.synthedWeapons().length,
Yanfly.IS.SynthesisWeaponTotal);
this.drawText(text, 0, dy, dw, 'right');
return dy + this.lineHeight();
};
Window_SynthesisStatus.prototype.drawCraftedArmors = function(dy) {
if (Yanfly.Param.ISCraftedArmors.length <= 0) return dy;
var dw = this.contents.width;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISCraftedArmors, 0, dy, dw);
this.changeTextColor(this.normalColor());
var value = parseFloat($gameSystem.synthedArmors().length) /
Math.max(1, Yanfly.IS.SynthesisArmorTotal);
var text = String(parseInt(value * 100)) + '%';
this.drawText(text, 0, dy, dw, 'right');
dw -= this.textWidth('100%') + this.standardPadding() * 2;
var fmt = '%1/%2'
text = fmt.format($gameSystem.synthedArmors().length,
Yanfly.IS.SynthesisArmorTotal);
this.drawText(text, 0, dy, dw, 'right');
return dy + this.lineHeight();
};
//=============================================================================
// Window_SynthesisList
//=============================================================================
function Window_SynthesisList() {
this.initialize.apply(this, arguments);
}
Window_SynthesisList.prototype = Object.create(Window_Selectable.prototype);
Window_SynthesisList.prototype.constructor = Window_SynthesisList;
Window_SynthesisList.prototype.initialize = function(commandWindow) {
this._commandWindow = commandWindow
var wy = commandWindow.y + commandWindow.height;
var ww = this.windowWidth();
var wh = Graphics.boxHeight - wy;
Window_Selectable.prototype.initialize.call(this, 0, wy, ww, wh);
this.refresh();
};
Window_SynthesisList.prototype.windowWidth = function() {
return Graphics.boxWidth / 2;
};
Window_SynthesisList.prototype.updateHelp = function() {
if (this._commandWindow.active) {
this._helpWindow.setText('');
} else if (eval(Yanfly.Param.ISMaskUnknown) &&
!$gameSystem.hasSynthed(this.item())) {
var text = Yanfly.Param.ISMaskHelpText;
if (this._helpWindow) this._helpWindow.setText(text);
} else {
this.setHelpWindowItem(this.item());
}
if (this._ingredients) {
this._ingredients.refresh(this.item());
}
};
Window_SynthesisList.prototype.item = function() {
return this._data[this.index()];
};
Window_SynthesisList.prototype.isCurrentItemEnabled = function() {
return this.isEnabled(this.item());
};
Window_SynthesisList.prototype.isEnabled = function(item) {
if ($gamePlayer.isDebugThrough()) return true;
return $gameSystem.canSynthesize(item);
};
Window_SynthesisList.prototype.update = function() {
Window_Selectable.prototype.update.call(this);
if (this._commandWindow) {
this.setCategory(this._commandWindow.currentSymbol())
}
};
Window_SynthesisList.prototype.setCategory = function(symbol) {
if (this._categorySymbol === symbol) return;
this._categorySymbol = symbol;
this.refresh();
};
Window_SynthesisList.prototype.refresh = function() {
if (this._commandWindow) {
this._categorySymbol = this._commandWindow.currentSymbol();
}
this.makeItemList();
this.createContents();
this.drawAllItems();
};
Window_SynthesisList.prototype.makeItemList = function() {
this._data = [];
if (this._commandWindow.currentSymbol() === 'item') {
this._data = Scene_Synthesis.availableItems();
} else if (this._commandWindow.currentSymbol() === 'weapon') {
this._data = Scene_Synthesis.availableWeapons();
} else if (this._commandWindow.currentSymbol() === 'armor') {
this._data = Scene_Synthesis.availableArmors();
}
};
Window_SynthesisList.prototype.maxItems = function() {
return this._data ? this._data.length : 1;
};
Window_SynthesisList.prototype.drawItem = function(index) {
var item = this._data[index];
if (!item) return;
this.resetFontSettings();
var rect = this.itemRect(index);
this.changePaintOpacity(this.isEnabled(item));
this.drawItemName(item, rect.x, rect.y, rect.width);
this.drawItemNumber(item, rect.x, rect.y, rect.width);
};
Window_SynthesisList.prototype.drawItemName = function(item, x, y, width) {
if (!item) return;
if ($gameSystem.hasSynthed(item)) {
Window_Base.prototype.drawItemName.call(this, item, x, y, width);
return;
}
var iconBoxWidth = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(item.iconIndex, x + 2, y + 2);
var text = item.name;
if (eval(Yanfly.Param.ISMaskUnknown)) {
this.contents.fontItalic = Yanfly.Param.ISMaskItalic;
if (item.maskName !== '') {
text = item.maskName;
} else {
text = Yanfly.Util.maskString(text, Yanfly.Param.ISMaskText);
}
}
this.drawText(text, x + iconBoxWidth, y, width - iconBoxWidth);
this.contents.fontItalic = false;
};
Window_SynthesisList.prototype.drawItemNumber = function(item, wx, wy, ww) {
if (eval(Yanfly.Param.ISMaskUnknown) && !$gameSystem.hasSynthed(item)) {
return;
}
ww -= this.textPadding();
if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
var baseItem = DataManager.getBaseItem(item);
var value = $gameParty.numIndependentItems(baseItem);
var numItems = Yanfly.Util.toGroup(value);
} else {
var numItems = Yanfly.Util.toGroup($gameParty.numItems(item));
}
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
this.drawText('\u00d7' + numItems, wx, wy, ww - 2, 'right');
};
//=============================================================================
// Window_SynthesisIngredients
//=============================================================================
function Window_SynthesisIngredients() {
this.initialize.apply(this, arguments);
}
Window_SynthesisIngredients.prototype = Object.create(Window_Base.prototype);
Window_SynthesisIngredients.prototype.constructor = Window_SynthesisIngredients;
Window_SynthesisIngredients.prototype.initialize = function(wx, wy, ww, wh) {
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
};
Window_SynthesisIngredients.prototype.refresh = function(item) {
this.contents.clear();
if (!item) return;
this._item = item;
this.resetFontSettings();
this.resetTextColor();
this.drawItemIngredients(item, this.lineHeight());
};
Window_SynthesisIngredients.prototype.drawItemIngredients = function(item, wy) {
var ww = this.contents.width;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISIngredientsList, 0, 0, ww, 'center');
this.changeTextColor(this.normalColor());
for (var i = 0; i < item.synthIngredients.length; ++i) {
wy = this.drawItemDetails(i, wy);
if (wy + this.lineheight > this.contents.height) break;
}
this.drawItemSynthCost(item, wy);
};
Window_SynthesisIngredients.prototype.drawItemDetails = function(index, wy) {
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
var quantity = DataManager.getSynthesisQuantity(this._item, index);
var ww = this.contents.width;
if (!ingredient) return wy;
this.resetFontSettings();
this.drawItemName.call(this, ingredient, 0, wy, ww);
this.drawItemQuantity(index, wy);
return wy + this.lineHeight();
};
Window_SynthesisIngredients.prototype.drawItemQuantity = function(index, wy) {
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
var quantity = DataManager.getSynthesisQuantity(this._item, index);
var ww = this.contents.width;
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
this.changeTextColor(this.normalColor());
var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient));
this.drawText(num, 0, wy, ww, 'right');
ww -= this.textWidth(num);
if ($gameParty.numItems(ingredient) >= quantity) {
this.changeTextColor(this.powerUpColor());
} else {
this.changeTextColor(this.powerDownColor());
}
var text = String(Yanfly.Util.toGroup(quantity));
this.drawText(text, 0, wy, ww, 'right');
}
Window_SynthesisIngredients.prototype.drawItemSynthCost = function(item, wy) {
if (item.synthCost <= 0) return;
this.resetFontSettings();
var value = item.synthCost;
var ww = this.contents.width - 4;
this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww)
};
//=============================================================================
// Window_SynthesisNumber
//=============================================================================
function Window_SynthesisNumber() {
this.initialize.apply(this, arguments);
}
Window_SynthesisNumber.prototype = Object.create(Window_Selectable.prototype);
Window_SynthesisNumber.prototype.constructor = Window_SynthesisNumber;
Window_SynthesisNumber.prototype.initialize = function(ingredientsWindow) {
var wx = ingredientsWindow.x;
var wy = ingredientsWindow.y;
var ww = ingredientsWindow.width;
var wh = ingredientsWindow.height;
Window_Selectable.prototype.initialize.call(this, wx, wy, ww, wh);
this._index = 0;
this._item = null;
this._max = 1;
this._price = 0;
this._number = 1;
this._currencyUnit = TextManager.currencyUnit;
this.createButtons();
};
Window_SynthesisNumber.prototype.setup = function(item, max, price) {
this._item = item;
this._max = Math.max(1, Math.floor(max));
if ($gamePlayer.isDebugThrough()) this._max = $gameParty.maxItems(item);
this._price = price;
this._number = 1;
this.placeButtons();
this.updateButtonsVisiblity();
this.refresh();
};
Window_SynthesisNumber.prototype.setCurrencyUnit = function(currencyUnit) {
this._currencyUnit = currencyUnit;
this.refresh();
};
Window_SynthesisNumber.prototype.createButtons = function() {
var bitmap = ImageManager.loadSystem('ButtonSet');
var buttonWidth = 48;
var buttonHeight = 48;
this._buttons = [];
for (var i = 0; i < 5; i++) {
var button = new Sprite_Button();
var x = buttonWidth * i;
var w = buttonWidth * (i === 4 ? 2 : 1);
button.bitmap = bitmap;
button.setColdFrame(x, 0, w, buttonHeight);
button.setHotFrame(x, buttonHeight, w, buttonHeight);
button.visible = false;
this._buttons.push(button);
this.addChild(button);
}
this._buttons[0].setClickHandler(this.onButtonDown2.bind(this));
this._buttons[1].setClickHandler(this.onButtonDown.bind(this));
this._buttons[2].setClickHandler(this.onButtonUp.bind(this));
this._buttons[3].setClickHandler(this.onButtonUp2.bind(this));
this._buttons[4].setClickHandler(this.onButtonOk.bind(this));
};
Window_SynthesisNumber.prototype.placeButtons = function() {
var numButtons = this._buttons.length;
var spacing = 16;
var totalWidth = -spacing;
for (var i = 0; i < numButtons; i++) {
totalWidth += this._buttons[i].width + spacing;
}
var x = (this.width - totalWidth) / 2;
for (var j = 0; j < numButtons; j++) {
var button = this._buttons[j];
button.x = x;
button.y = this.buttonY();
x += button.width + spacing;
}
};
Window_SynthesisNumber.prototype.updateButtonsVisiblity = function() {
if (TouchInput.date > Input.date) {
this.showButtons();
} else {
this.hideButtons();
}
};
Window_SynthesisNumber.prototype.showButtons = function() {
for (var i = 0; i < this._buttons.length; i++) {
this._buttons[i].visible = true;
}
};
Window_SynthesisNumber.prototype.hideButtons = function() {
for (var i = 0; i < this._buttons.length; i++) {
this._buttons[i].visible = false;
}
};
Window_SynthesisNumber.prototype.refresh = function() {
this.contents.clear();
this.drawAmountText()
this.drawMultiplicationSign();
this.drawNumber();
this.drawIngredients();
};
Window_SynthesisNumber.prototype.drawAmountText = function() {
this.resetFontSettings();
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.ISAmountText, 0, 0, this.contents.width);
this.resetTextColor();
};
Window_SynthesisNumber.prototype.drawMultiplicationSign = function() {
var sign = '\u00d7';
var width = this.textWidth(sign);
var x = this.cursorX() - width * 2;
var y = this.itemY();
this.resetTextColor();
this.drawText(sign, x, y, width);
};
Window_SynthesisNumber.prototype.drawNumber = function() {
var x = this.cursorX();
var y = this.itemY();
var width = this.cursorWidth() - this.textPadding();
this.resetTextColor();
this.drawText(Yanfly.Util.toGroup(this._number), x, y, width, 'right');
};
Window_SynthesisNumber.prototype.drawIngredients = function() {
var wy = this.lineHeight();
for (var i = 0; i < this._item.synthIngredients.length; ++i) {
wy = this.drawItemDetails(i, wy);
if (wy + this.lineheight > this.contents.height) break;
}
this.drawItemSynthCost(this._item, wy);
};
Window_SynthesisNumber.prototype.drawItemDetails = function(index, wy) {
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
var quantity = DataManager.getSynthesisQuantity(this._item, index);
var ww = this.contents.width;
if (!ingredient) return wy;
this.resetFontSettings();
this.drawItemName.call(this, ingredient, 0, wy, ww);
this.drawItemQuantity(index, wy);
return wy + this.lineHeight();
};
Window_SynthesisNumber.prototype.drawItemQuantity = function(index, wy) {
var ingredient = DataManager.getSynthesisIngredient(this._item, index);
var quantity = DataManager.getSynthesisQuantity(this._item, index);
quantity *= this.number();
var ww = this.contents.width;
this.contents.fontSize = Yanfly.Param.ISQuantitySize;
this.changeTextColor(this.normalColor());
var num = '/' + Yanfly.Util.toGroup($gameParty.numItems(ingredient));
this.drawText(num, 0, wy, ww, 'right');
ww -= this.textWidth(num);
if ($gameParty.numItems(ingredient) >= quantity) {
this.changeTextColor(this.powerUpColor());
} else {
this.changeTextColor(this.powerDownColor());
}
var text = String(Yanfly.Util.toGroup(quantity));
this.drawText(text, 0, wy, ww, 'right');
}
Window_SynthesisNumber.prototype.drawItemSynthCost = function(item, wy) {
if (item.synthCost <= 0) return;
this.resetFontSettings();
var value = item.synthCost * this.number();
var ww = this.contents.width - 4;
this.drawCurrencyValue(value, TextManager.currencyUnit, 0, wy, ww)
};
Window_SynthesisNumber.prototype.itemY = function() {
return 0;
};
Window_SynthesisNumber.prototype.priceY = function() {
return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2);
};
Window_SynthesisNumber.prototype.buttonY = function() {
return Math.round(this.priceY() + this.lineHeight() * 2.5);
};
Window_SynthesisNumber.prototype.cursorWidth = function() {
var digitWidth = this.textWidth('0');
return this.maxDigits() * digitWidth + this.textPadding() * 4;
};
Window_SynthesisNumber.prototype.cursorX = function() {
return this.contentsWidth() - this.cursorWidth() - this.textPadding();
};
Window_SynthesisNumber.prototype.maxDigits = function() {
if (this._item) {
var maxItem = parseInt($gameSystem.maxSynthesize(this._item));
maxItem = Math.max(1, maxItem);
if ($gamePlayer.isDebugThrough()) {
maxItem = $gameParty.maxItems(this._item);
}
return String(Yanfly.Util.toGroup(maxItem)).length;
}
return 2;
};
Window_SynthesisNumber.prototype.update = function() {
Window_Selectable.prototype.update.call(this);
this.processNumberChange();
};
Window_SynthesisNumber.prototype.playOkSound = function() {
};
Window_SynthesisNumber.prototype.processNumberChange = function() {
if (this.isOpenAndActive()) {
if (Input.isRepeated('right')) {
this.changeNumber(1);
}
if (Input.isRepeated('left')) {
this.changeNumber(-1);
}
if (Input.isRepeated('up')) {
this.changeNumber(10);
}
if (Input.isRepeated('down')) {
this.changeNumber(-10);
}
}
};
Window_SynthesisNumber.prototype.changeNumber = function(amount) {
var lastNumber = this._number;
this._number = (this._number + amount).clamp(1, this._max);
if (this._number !== lastNumber) {
SoundManager.playCursor();
this.refresh();
}
};
Window_SynthesisNumber.prototype.updateCursor = function() {
this.setCursorRect(this.cursorX(), this.itemY(),
this.cursorWidth(), this.lineHeight());
};
Window_SynthesisNumber.prototype.onButtonUp = function() {
this.changeNumber(1);
};
Window_SynthesisNumber.prototype.onButtonUp2 = function() {
this.changeNumber(10);
};
Window_SynthesisNumber.prototype.onButtonDown = function() {
this.changeNumber(-1);
};
Window_SynthesisNumber.prototype.onButtonDown2 = function() {
this.changeNumber(-10);
};
Window_SynthesisNumber.prototype.onButtonOk = function() {
this.processOk();
};
Window_SynthesisNumber.prototype.number = function() {
return this._number;
};
//=============================================================================
// Scene_Menu
//=============================================================================
Yanfly.IS.Scene_Menu_createCommandWindow =
Scene_Menu.prototype.createCommandWindow;
Scene_Menu.prototype.createCommandWindow = function() {
Yanfly.IS.Scene_Menu_createCommandWindow.call(this);
this._commandWindow.setHandler('synthesis',
this.commandSynthesis.bind(this));
};
Scene_Menu.prototype.commandSynthesis = function() {
SceneManager.push(Scene_Synthesis);
};
//=============================================================================
// Scene_Synthesis
//=============================================================================
function Scene_Synthesis() {
this.initialize.apply(this, arguments);
}
Scene_Synthesis.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Synthesis.prototype.constructor = Scene_Synthesis;
Scene_Synthesis.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Synthesis.addSynthesisItem = function(obj, list) {
if (!obj) return;
if (obj.name.length <= 0) return;
if (obj.synthCost <= 0 && obj.synthIngredients.length <= 0) return;
if (list.contains(obj)) return;
list.push(obj);
};
Scene_Synthesis.getAvailableItems = function(type) {
var list = [];
var lib = this.availableLibrary();
var length = lib.length;
for (var i = 0; i < length; ++i) {
var set = lib[i];
this.getAvailableRecipes(set, type, list);
}
return list;
};
Scene_Synthesis.getAvailableRecipes = function(set, type, list) {
var length = set.length;
for (var i = 0; i < length; ++i) {
var item = set[i];
if (!item) continue;
if (type === 0 && item.recipeItem) {
this.getAvailableSynthesisItems(item.recipeItem, type, list);
} else if (type === 1 && item.recipeWeapon) {
this.getAvailableSynthesisItems(item.recipeWeapon, type, list);
} else if (type === 2 && item.recipeArmor) {
this.getAvailableSynthesisItems(item.recipeArmor, type, list);
}
}
};
Scene_Synthesis.getAvailableSynthesisItems = function(array, type, list) {
var length = array.length;
for (var i = 0; i < length; ++i) {
if (type === 0) var obj = $dataItems[array[i]];
if (type === 1) var obj = $dataWeapons[array[i]];
if (type === 2) var obj = $dataArmors[array[i]];
this.addSynthesisItem(obj, list);
}
};
Scene_Synthesis.availableLibrary = function() {
if ($gameTemp._synthRecipe) {
return [[$gameTemp._synthRecipe]];
}
var library = [];
library.push($gameParty.items());
library.push($gameParty.weapons());
library.push($gameParty.armors());
if (Yanfly.Param.ISEquRecipes) {
var length = $gameParty.allMembers().length;
for (var i = 0; i < length; ++i) {
var member = $gameParty.allMembers()[i];
if (member) library.push(member.equips());
}
}
return library;
};
Scene_Synthesis.availableItems = function() {
var list = this.getAvailableItems(0);
return this.sortList(list);
};
Scene_Synthesis.availableWeapons = function() {
var list = this.getAvailableItems(1);
return this.sortList(list);
};
Scene_Synthesis.availableArmors = function() {
var list = this.getAvailableItems(2);
return this.sortList(list);
};
Scene_Synthesis.sortList = function(list) {
list.sort(function(a, b) {
var p1 = a.id;
var p2 = b.id;
if (p1 !== p2) {
return p1 - p2;
}
return b - a;
});
return list;
};
Scene_Synthesis.prototype.refreshWindows = function() {
this._statusWindow.refresh();
this._listWindow.refresh();
this._goldWindow.refresh();
this._ingredientsWindow.refresh(this._listWindow.item());
};
Scene_Synthesis.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createCommandWindow();
this.createStatusWindow();
this.createListWindow();
this.createGoldWindow();
this.createIngredientsWindow();
this.createNumberWindow();
};
Scene_Synthesis.prototype.createCommandWindow = function() {
this._commandWindow = new Window_SynthesisCommand();
this._commandWindow.y = this._helpWindow.height;
this._commandWindow.setHandler('ok', this.onCommandOk.bind(this));
this._commandWindow.setHandler('cancel', this.onCancelOk.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Synthesis.prototype.onCancelOk = function() {
$gameTemp._synthRecipe = undefined;
this.popScene();
};
Scene_Synthesis.prototype.createStatusWindow = function() {
var wx = this._commandWindow.width;
var wy = this._commandWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._commandWindow.height;
this._statusWindow = new Window_SynthesisStatus(wx, wy, ww, wh);
this.addWindow(this._statusWindow);
};
Scene_Synthesis.prototype.createListWindow = function() {
this._listWindow = new Window_SynthesisList(this._commandWindow);
this._listWindow.setHandler('ok', this.onListOk.bind(this));
this._listWindow.setHandler('cancel', this.onListCancel.bind(this));
this._listWindow.setHelpWindow(this._helpWindow);
this.addWindow(this._listWindow);
};
Scene_Synthesis.prototype.createGoldWindow = function() {
var wx = this._listWindow.width;
this._goldWindow = new Window_Gold(wx, 0);
this._goldWindow.width = Graphics.boxWidth / 2;
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
this._goldWindow.createContents();
this._goldWindow.refresh();
this.addWindow(this._goldWindow);
};
Scene_Synthesis.prototype.createIngredientsWindow = function() {
var wx = this._listWindow.width;
var wy = this._listWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = Graphics.boxHeight - wy - this._goldWindow.height;
this._ingredientsWindow = new Window_SynthesisIngredients(wx, wy, ww, wh);
this._listWindow._ingredients = this._ingredientsWindow;
this.addWindow(this._ingredientsWindow);
};
Scene_Synthesis.prototype.createNumberWindow = function() {
this._numberWindow = new Window_SynthesisNumber(this._ingredientsWindow);
this._numberWindow.hide();
this._numberWindow.setHandler('ok', this.onNumberOk.bind(this));
this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this));
this.addWindow(this._numberWindow);
};
Scene_Synthesis.prototype.onCommandOk = function() {
this._listWindow.activate();
this._listWindow.select(0);
};
Scene_Synthesis.prototype.onListCancel = function() {
this._commandWindow.activate();
this._listWindow.select(-1);
this._listWindow.updateHelp();
};
Scene_Synthesis.prototype.onListOk = function() {
this._item = this._listWindow.item();
this._ingredientsWindow.hide();
this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice());
this._numberWindow.setCurrencyUnit(this.currencyUnit());
this._numberWindow.show();
this._numberWindow.activate();
};
Scene_Synthesis.prototype.onNumberOk = function() {
this.playSynthesisSound();
var number = this._numberWindow.number();
this.doBuy(number);
this.customSynthEffect(number);
this.endNumberInput();
this.refreshWindows();
};
Scene_Synthesis.prototype.playSynthesisSound = function() {
var se = {
name: this._item.synthSeName,
volume: this._item.synthSeVol,
pitch: this._item.synthSePitch,
pan: this._item.synthSePan
}
AudioManager.playSe(se);
};
Scene_Synthesis.prototype.doBuy = function(number) {
var price = number * this._item.synthCost;
$gameParty.loseGold(price);
for (var i = 0; i < this._item.synthIngredients.length; ++i) {
var ingredient = DataManager.getSynthesisIngredient(this._item, i);
var quantity = DataManager.getSynthesisQuantity(this._item, i);
quantity *= number;
if (!ingredient) continue;
$gameParty.loseItem(ingredient, quantity, false);
}
$gameParty.gainItem(this._item, number);
$gameSystem.addSynth(this._item);
};
Scene_Synthesis.prototype.customSynthEffect = function(number) {
if (!this._item.customSynthEval) return;
if (this._item.customSynthEval <= 0) return;
var item = this._item;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = this._item.customSynthEval;
try {
while (number--) {
eval(code);
}
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM SYNTH EFFECT ERROR');
}
};
Scene_Synthesis.prototype.endNumberInput = function() {
this._numberWindow.hide();
this._listWindow.activate();
this._ingredientsWindow.show();
};
Scene_Synthesis.prototype.onNumberCancel = function() {
SoundManager.playCancel();
this.endNumberInput();
};
Scene_Synthesis.prototype.maxBuy = function() {
return $gameSystem.maxSynthesize(this._item);
};
Scene_Synthesis.prototype.buyingPrice = function() {
return $gameSystem.maxSynthesize(this._item) * this._item.synthCost;
};
Scene_Synthesis.prototype.currencyUnit = function() {
return this._goldWindow.currencyUnit();
};
//=============================================================================
// New Function
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.getRange = function(n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
Yanfly.Util.maskString = function(str, mask) {
var text = mask;
if (mask.length === 1) {
text = Array(str.length + 1).join(mask);
return text;
} else {
return mask;
}
};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================