//============================================================================= // 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 //=============================================================================