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/*:
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* @plugindesc v1.05 LiuYue_GainItemTips 获取道具显示
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* @author 流逝的岁月
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*
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* @help
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* ============================================================================
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* 介绍
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* ============================================================================ *
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*
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*
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*
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* 这款插件提供了在游戏中获取或丢失新的道具会在地图界面显示
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*
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*
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*---------------------------------------------------------
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*
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*使用条例:本插件完全免费,随意魔改
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*
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*---------------------------------------------------------
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*
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*
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*
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* 如果装有YEP_ItemCore YEP独立物品核心 这款插件时,请将本插件位于这款插件之下,已获取更好的兼容性
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*
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*
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*
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*以下是一些插件用到的脚本函数
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*---------------------Script--------------------
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*
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* Zzy.GIT.IsEnable(enable) //这会 开启/禁用 插件的功能
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* Zzy.GIT.ClearList() //清理所有的消息表
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* Zzy.GIT.SurplusCount() //获取未显示的剩余消息数量
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* Zzy.GIT.GainPromptOfID(ID,type,amount) //这将会主动发送一条获取物品的消息,不过并不会实际获取物品
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* -ID:替换为对应物品的ID值,如果是金币,则此参数可以输任意值
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* -type:可选字符串item/weapon/armor/icon 分别代表物品/武器/防具/金币
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* -amount:代表输入的数量
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*
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* 例: Zzy.GIT.GainPromptOfID(3,'weapon',1) //将会显示一把ID为3的武器提示文本
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* 例: Zzy.GIT.GainPromptOfID(0,'coin',1000) //将会显示获得1000金币的提示文本
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*
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*
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*以下是一些插件指令的信息
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*---------------------Plugin Command--------------------
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*
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* ZzyGIT IsEnable x(true/false) //这会 开启/禁用 插件的功能
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*
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*
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*
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*----------------------------------------------------------
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*
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*
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*以下是一些插件用到的备注信息
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*
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*---------------------Data Note--------------------
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* 请将此备注信息写在 数据库 - 物品/武器/防具 下
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*
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* <ZzyGIT TextColor: x> //这会使得获得的道具具备颜色信息,x可替换为颜色代码 范围#000000 ~ #ffffff
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*
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*
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* 例:<ZzyGIT TextColor: #ffffff> 获取这个道具时,其名称会显示为白色
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* <ZzyGIT TextColor: #ff6666> 获取这个道具时,其名称会显示为淡红色
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*
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*
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* <ZzyGIT SE: x1 x2 x3 x4> //这会使获取到的道具播放自定义的音效,优先级大于插件参数中的设置
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* x1:填写audio/se 文件夹中的音效名称,不包含后缀名,必填参数
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* x2:填写音量,范围0~100之间,这是一个选填参数,不填写时值为100
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* x3:填写音调,范围0~100之间,这是一个选填参数,不填写时值为0
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* x4:填写声道,范围0~100之间,这是一个选填参数,不填写时值为0
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*
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* 例:<ZzyGIT se: Attack1> 当显示获取这个道具时,优先播放Attack1音效,而不是插件参数中的声音配置
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*
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*
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* <ZzyGIT SERank: x> //这会设置SE的优先级,代表如果同时显示多个特殊SE道具时,将会播放优先级最高的SE声音,x需要填写一个正整数,所有SE默认优先级为0
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*
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* 例:<ZzyGIT SERank: 3> 设置这个SE的优先级为3级,当同时显示的道具中优先级全部低于3时,将会播放本道具设置的SE声音
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*
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*
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* <ZzyGIT ListRank: x> //设置排列的优先级,代表再同时显示的道具信息界面中,优先级越高的道具信息将会越向上显示,x可以填写一个正负整数,默认优先级为0
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*
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*
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*
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*----------------------------------------------------------
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*
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*
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* 我叫坂本:v1.05 修复进入商店界面后,购买物品也会出现提示
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* 我叫坂本:v1.04 添加文本宽度自适应功能
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* 我叫坂本:v1.03 修改结构代码,减少冲突,修复一个字体过大导致图标文本重叠的bug
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* 我叫坂本:v1.02 修复单独插件测试报错,修复拆卸装备出现信息的逻辑问题,添加排序显示优先级
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* 我叫坂本:v1.01 增加了与YEP_ItemCore物品核心的兼容问题,修复了图标重叠问题,添加了金币显示以及图标相关功能
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* 我叫坂本:v1.00 完成插件功能
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*
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*
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*
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*----------------------------------------------------------
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*
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*
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*
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* @param ---插件---
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* @default
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*
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*
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*
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* @param IsPluginEnable
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* @text 插件是否启用
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* @parent ---插件---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 这会使获取道具出现窗口功能是否有效
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* YES - true NO - false
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* @default true
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*
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*
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*
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* @param ---功能---
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* @default
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*
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* @param IsAdaptionWidth
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* @text 提示自适应宽度
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* @parent ---功能---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 是否让窗口宽度每次显示都会自适应匹配显示的文本长度,开启此功能后窗口宽度参数将会失效
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* YES - true NO - false
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* @default false
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*
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*
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* @param IsArrangeCount
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* @text 是否合并数量
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* @parent ---功能---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 在获取道具时,同类型未显示的道具数量将会被自动合并
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* YES - true NO - false
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* @default false
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*
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*
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*
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*
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*
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*
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*
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*
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*
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* @param ---窗口---
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* @default
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*
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*
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* @param BasePos
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* @text 窗口位置基准点
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* @parent ---窗口---
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* @type combo
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* @option center
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* @option left-top
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* @option top
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* @option right-top
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* @option left
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* @option right
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* @option left-bottom
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* @option bottom
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* @option right-bottom
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* @desc 窗口位置将会被固定在九个方向,center代表中心,left代表左,right代表右,top代表上,bottom代表下
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* @default center
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*
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*
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* @param WindowOfx
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* @text 窗口偏移位置X
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* @parent ---窗口---
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* @type text
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* @desc 窗口的偏移位置X
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* @default 0
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*
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* @param WindowOfy
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* @text 窗口偏移位置Y
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* @parent ---窗口---
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* @desc 窗口的偏移位置Y
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* @default 0
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*
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* @param WindowW
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* @text 窗口宽度
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* @parent ---窗口---
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* @type text
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* @desc 窗口显示的宽度,这可以输入一个表达式,也可以是一个准确数值
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* @default 440
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*
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* @param LineNum
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* @text 窗口显示行数
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* @parent ---窗口---
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* @type number
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* @desc 窗口显示的行数,对应的是高度值,默认值为1
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* @default 1
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*
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*
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* @param WindowShowFrame
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* @text 消息显示时长
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* @parent ---窗口---
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* @type number
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* @desc 窗口弹出消息会显示的时长,单位为帧数
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* @default 60
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*
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* @param WindowOpacity
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* @text 窗口透明度
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* @parent ---窗口---
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* @type number
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* @min 0
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* @max 255
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* @desc 这是默认窗口的透明度,范围0~255,默认值为255
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* @default 255
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*
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*
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* @param WindowFontSize
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* @text 窗口字体大小
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* @parent ---窗口---
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* @type number
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* @min 1
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* @desc 窗口弹出消息的文本大小,这必须是一个正整数,默认值是28
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* @default 28
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*
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* @param WindowOpenSpeed
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* @text 窗口打开速度
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* @parent ---窗口---
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* @type number
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* @min 1
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* @desc 窗口从无到完全打开的速度,同时也决定了图标和文字出现的时间,这个值越大速度越快,默认值是32
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* @default 32
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*
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* @param WindowBkPic
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* @text 窗口背景图片
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* @parent ---窗口---
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* @type file
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* @dir img/pictures
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* @desc 窗口的背景图片,图片将在窗口之下,图片需存放在img/pictures/文件夹内
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* @default
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*
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* @param BkOpFollowOpenSpeed
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* @text 图片透明度等同打开速度
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* @parent ---窗口---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 这会让窗口的图片的透明度跟随窗口打开的速度一同变化
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* YES - true NO - false
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* @default true
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*
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*
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* @param ---金币---
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* @default
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*
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*
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* @param IsGoldShow
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* @text 是否显示获取金币
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* @parent ---金币---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 这会让金币相关内容也添加到显示队列中,默认值为true
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* YES - true NO - false
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* @default true
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*
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* @param AddGFormat
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* @text 获取金币文本格式
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* @parent ---金币---
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* @type text
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* @desc 显示获取的文本
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* @default 获得金币
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*
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* @param SubGFormat
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* @text 失去金币文本格式
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* @parent ---金币---
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* @type text
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* @desc 显示失去的文本
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* @default 失去金币
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*
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* @param GTextColor
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* @text 金币颜色文本
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* @parent ---金币---
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* @type text
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* @desc 这是获取金币颜色的文本颜色
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* @default #ffffff
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*
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* @param GIconID
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* @text 金币图标
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* @parent ---金币---
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* @type text
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* @desc 这是显示金币的图标ID值
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* @default 313
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*
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* @param GSERank
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* @text 金币SE优先级
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* @parent ---金币---
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* @type text
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* @desc 这会设置同屏出现的所有提示中,将播放优先级最高的道具音效,这可以是一个正整数
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* @default 0
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*
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* @param GLRank
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* @text 金币列表优先级
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* @parent ---金币---
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* @type text
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* @desc 这会设置同屏出现的所有提示中,将排列优先级最高的道具为最上方,这可以是一个正负整数
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* @default 0
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*
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* @param ---图标---
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* @default
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*
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* @param IconScale
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* @text 图标比例
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* @parent ---图标---
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* @type text
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* @desc 这会设置出现的默认图标的比例大小,默认值为1将会跟随文字一般大小
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* @default 1
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*
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* @param IsIconFlash
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* @text 是否图标出现时闪烁
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* @parent ---图标---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 图标出现后,将会进行闪白
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* YES - true NO - false
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* @default true
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*
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* @param IconFlashFrame
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* @text 图标闪烁时长
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* @parent ---图标---
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* @type number
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* @min 1
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* @desc 图标进入到闪白的状态持续的帧数
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* @default 10
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*
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*
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*
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*
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* @param ---文本---
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* @default
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*
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* @param AddFormat
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* @text 获取文本格式
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* @parent ---文本---
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* @type text
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* @desc 显示获取的文本格式,%1会被替换为道具名称
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* @default 获得 ["%1"]
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*
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* @param SubFormat
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* @text 失去文本格式
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* @parent ---文本---
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* @type text
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* @desc 显示失去的文本格式,%1会被替换为道具名称
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* @default 失去 ["%1"]
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*
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* @param NumberFormat
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* @text 文本数量格式
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* @parent ---文本---
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* @type text
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* @desc 显示数量的文本格式,%1会被替换为道具数量
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* @default x %1
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*
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*
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* @param ---高级---
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* @default
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*
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* @param ExSceneGain
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* @text 额外的记录界面
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* @parent ---高级---
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* @type text
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* @desc 如果想让这个界面下获取的物品可以被提示记录,请通过逗号追加对应的界面名称
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* @default Scene_Shop,Scene_ZzySCFChest
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*
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*
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*
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*
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*
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*
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*
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*
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* @param ---音效---
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* @default
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*
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* @param EarnSound
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* @text 获取道具名称
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* @parent ---音效---
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* @type file
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* @dir audio/se
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* @desc 执行获取道具时,会播放的获取道具,BGM应放在audio/bgm文件夹中,不填写会使用默认的播放音效
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|
|
* @default Sound1
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*
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* @param EarnVolume
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|
* @text 获取道具音量
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 音量大小,默认100
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|
* @default 100
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* @param EarnPitch
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|
* @text 获取道具声调
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 声调,默认100
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|
* @default 100
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* @param EarnBGSPan
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|
* @text 获取道具声道
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 声道,默认0
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|
* @default 0
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*
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*
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|
* @param GSound
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* @text 金币道具名称
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|
* @parent ---音效---
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|
* @type file
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|
* @dir audio/se
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|
* @desc 执行获取道具时,会播放的获取道具,BGM应放在audio/bgm文件夹中,不填写会使用默认的播放音效
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|
|
* @default Coin
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*
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|
* @param GVolume
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|
* @text 金币道具音量
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 音量大小,默认100
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|
* @default 100
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|
* @param GPitch
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|
* @text 金币道具声调
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 声调,默认100
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|
* @default 100
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* @param GBGSPan
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|
* @text 金币道具声道
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|
* @parent ---音效---
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|
* @type Number
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|
* @desc 声道,默认0
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|
* @default 0
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*
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*
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*
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|
*/
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|
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var LiuYue = LiuYue || {};
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LiuYue.LiuYue_GainItemTips = true;//插件启动
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|
|
var Zzy = Zzy || {};
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|
Zzy.GIT = Zzy.GIT || {};
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|
Zzy.GIT.version = 1.05;
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|
Zzy.Parameters = PluginManager.parameters('LiuYue_GainItemTips');
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|
Zzy.Param = Zzy.Param || {};
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|
Zzy.GIT.BasePosToID = function(str)
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|
{
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|
|
switch(str)
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|
{
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|
case 'left-top':return 1;
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|
case 'top':return 2;
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|
case 'right-top':return 3;
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case 'left':return 4;
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case 'center':return 5;
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case 'right':return 6;
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|
case 'left-bottom':return 7;
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|
case 'bottom':return 8;
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|
case 'right-bottom':return 9;
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|
}
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|
console.log('一个错误:来自LiuYue_GainItemTips(获取道具提示):检查输入窗口位置基准点参数是否正确');
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|
|
return 5;
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|
}
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|
Zzy.Param.GITIsPluginEnable = eval(String(Zzy.Parameters['IsPluginEnable']));//插件开启状态
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|
Zzy.Param.GITIsAdaptionWidth = eval(String(Zzy.Parameters['IsAdaptionWidth']));//自适应
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|
Zzy.Param.GITIsArrangeCount = eval(String(Zzy.Parameters['IsArrangeCount']));//归并
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Zzy.Param.GITBasePos = Zzy.GIT.BasePosToID(String(Zzy.Parameters['BasePos']));//窗口基准点
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Zzy.Param.GITWindowOfx = Number(Zzy.Parameters['WindowOfx']);//位置偏移X
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|
Zzy.Param.GITWindowOfy = Number(Zzy.Parameters['WindowOfy']);//位置偏移Y
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|
Zzy.Param.GITWindowW = String(Zzy.Parameters['WindowW']);//强化窗口W
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|
Zzy.Param.GITLineNum = parseInt(Zzy.Parameters['LineNum']);//强化窗口H
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|
Zzy.Param.GITWindowShowFrame = parseInt(Zzy.Parameters['WindowShowFrame']);//消息显示时长
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|
Zzy.Param.GITWindowFontSize = parseInt(Zzy.Parameters['WindowFontSize']);//窗口字体大小
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|
Zzy.Param.GITWindowOpacity = parseInt(Zzy.Parameters['WindowOpacity']);//窗口透明度
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|
Zzy.Param.GITWindowOpenSpeed = parseInt(Zzy.Parameters['WindowOpenSpeed']);//窗口速度
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|
Zzy.Param.GITWindowBkPic = String(Zzy.Parameters['WindowBkPic']);//窗口图片
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|
Zzy.Param.GITBkOpFollowOpenSpeed = eval(Zzy.Parameters['BkOpFollowOpenSpeed']);//透明度跟随打开速度
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|
Zzy.Param.GITAddFormat = String(Zzy.Parameters['AddFormat']);//显示文本格式
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|
Zzy.Param.GITSubFormat = String(Zzy.Parameters['SubFormat']);//显示文本格式
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|
|
Zzy.Param.GITNumberFormat = String(Zzy.Parameters['NumberFormat']);//显示文本格式
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|
|
Zzy.Param.GITIsGoldShow = eval(Zzy.Parameters['IsGoldShow']);//是否获取失去金币显示
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|
Zzy.Param.GITAddGFormat = String(Zzy.Parameters['AddGFormat']);//获取金币文本格式
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|
|
Zzy.Param.GITSubGFormat = String(Zzy.Parameters['SubGFormat']);//失去金币文本格式
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|
|
Zzy.Param.GITGTextColor = String(Zzy.Parameters['GTextColor']);
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|
|
Zzy.Param.GITGIconID = parseInt(Zzy.Parameters['GIconID']);
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|
Zzy.Param.GITGSERank = parseInt(Zzy.Parameters['GSERank']);
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|
|
Zzy.Param.GITGLRank = parseInt(Zzy.Parameters['GLRank']);
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|
Zzy.Param.GITIconScale = Number(Zzy.Parameters['IconScale']);//图标大小
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|
|
Zzy.Param.GITIsIconFlash = eval(Zzy.Parameters['IsIconFlash']);
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|
|
Zzy.Param.GITIconFlashFrame = parseInt(Zzy.Parameters['IconFlashFrame']);
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|
|
//---更新--- v1.05 指定场景获取道具具有提示效果
|
|
|
|
|
|
Zzy.GIT.ExSceneGain = String(Zzy.Parameters['ExSceneGain'] || 'Scene_Shop,Scene_ZzySCFChest');
|
|
|
Zzy.GIT.TransExSceneGain = function()
|
|
|
{
|
|
|
var strArr = Zzy.GIT.ExSceneGain.split(',');
|
|
|
var struct = {};
|
|
|
for(var i=0;i<strArr.length;i++)
|
|
|
{
|
|
|
var str = strArr[i];
|
|
|
struct[str] = true;
|
|
|
}
|
|
|
return struct;
|
|
|
}
|
|
|
Zzy.GIT.GainSceneStruct = Zzy.GIT.TransExSceneGain();
|
|
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|
|
|
|
|
|
|
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|
|
|
//--------------------------------------声音-------------------------------------
|
|
|
Zzy.Param.GITMakeSE = function(seName,seVolume,sePitch,sePan)
|
|
|
{
|
|
|
if(!seName)return undefined;
|
|
|
var se = {
|
|
|
name:seName,
|
|
|
volume:(seVolume ? seVolume : 100),
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|
|
pitch:(sePitch ? sePitch : 100),
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|
|
pan:(sePan ? sePan : 0)
|
|
|
};
|
|
|
return se;
|
|
|
}
|
|
|
|
|
|
Zzy.Param.GITEarnSound = String(Zzy.Parameters['EarnSound']);//背景BGM名称
|
|
|
Zzy.Param.GITEarnVolume = parseInt(Zzy.Parameters['EarnVolume']);//背景BGM音量
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|
|
Zzy.Param.GITEarnPitch = parseInt(Zzy.Parameters['EarnPitch']);//背景BGM声调
|
|
|
Zzy.Param.GITEarnBGSPan = parseInt(Zzy.Parameters['EarnPan']);//背景BGM声道
|
|
|
Zzy.Param.GITEarnSE = Zzy.Param.GITMakeSE(Zzy.Param.GITEarnSound,Zzy.Param.GITEarnVolume,Zzy.Param.GITEarnPitch,Zzy.Param.GITEarnBGSPan);
|
|
|
|
|
|
Zzy.Param.GITGSound = String(Zzy.Parameters['GSound']);//金币BGM名称
|
|
|
Zzy.Param.GITGVolume = parseInt(Zzy.Parameters['GVolume']);//金币BGM音量
|
|
|
Zzy.Param.GITGPitch = parseInt(Zzy.Parameters['GPitch']);//金币BGM声调
|
|
|
Zzy.Param.GITGBGSPan = parseInt(Zzy.Parameters['GPan']);//金币BGM声道
|
|
|
Zzy.Param.GITGSE = Zzy.Param.GITMakeSE(Zzy.Param.GITGSound,Zzy.Param.GITGVolume,Zzy.Param.GITGPitch,Zzy.Param.GITGBGSPan);
|
|
|
|
|
|
|
|
|
Zzy.Param.GITAllSE = [];
|
|
|
Zzy.Param.GITAllSE = [undefined,
|
|
|
Zzy.Param.GITEarnSE,//获取文本
|
|
|
Zzy.Param.GITGSE//金币文本
|
|
|
];
|
|
|
|
|
|
|
|
|
|
|
|
var Imported = Imported || {};
|
|
|
|
|
|
//=================================================================
|
|
|
//DataManager
|
|
|
//=================================================================
|
|
|
Zzy.GIT.DataManager_loadGame = DataManager.loadGame;
|
|
|
DataManager.loadGame = function(savefileId) //旧存档兼容
|
|
|
{
|
|
|
var result = Zzy.GIT.DataManager_loadGame.call(this,savefileId);
|
|
|
|
|
|
this.ZzyGITInitData();
|
|
|
|
|
|
return result;
|
|
|
}
|
|
|
|
|
|
DataManager.ZzyGITInitData = function()//初始化参数
|
|
|
{
|
|
|
if(!$gameSystem.GetIsZzyGITLoaded())
|
|
|
{
|
|
|
//初始化
|
|
|
$gameSystem.ZzyGITInitData();//初始化数据
|
|
|
$gameSystem.SetIsZzyGITLoaded(true);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
|
//Game_System
|
|
|
//=============================================================================
|
|
|
|
|
|
Zzy.GIT.Game_System_initialize = Game_System.prototype.initialize;
|
|
|
Game_System.prototype.initialize = function()
|
|
|
{
|
|
|
Zzy.GIT.Game_System_initialize.call(this);
|
|
|
this.ZzyGITInitData();//初始化数据
|
|
|
this._IsZzyGITLoaded = true;//是否载入完成
|
|
|
|
|
|
};
|
|
|
|
|
|
Game_System.prototype.GetIsZzyGITLoaded = function()
|
|
|
{
|
|
|
if(this._IsZzyGITLoaded === undefined)
|
|
|
{this._IsZzyGITLoaded = false;}
|
|
|
return this._IsZzyGITLoaded;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.SetIsZzyGITLoaded = function(enable)
|
|
|
{
|
|
|
this._IsZzyGITLoaded = enable;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.ZzyGITInitData = function()//清除链表
|
|
|
{
|
|
|
this._zzyGITList = [];//显示列表
|
|
|
this._zzyGITIndex = 0;//显示下标
|
|
|
|
|
|
this._zzyGITPluginEnable = Zzy.Param.GITIsPluginEnable;
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_System.prototype.ClearZzyGITList = function()//清除链表
|
|
|
{
|
|
|
this._zzyGITList = [];//显示列表
|
|
|
this._zzyGITIndex = 0;//显示下标
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.ZzyGITSurplusCount = function()
|
|
|
{
|
|
|
if(!this._zzyGITList.length)return 0;
|
|
|
var len = this._zzyGITList.length;
|
|
|
return this._zzyGITIndex - len;
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_System.prototype.PushZzyGITList = function(info)
|
|
|
{
|
|
|
|
|
|
//如果是开启归并功能,则压入到归并队列里
|
|
|
if(this.ZzyGITArrangeInfo(info))return;//自动归并
|
|
|
|
|
|
this._zzyGITList.push(info);
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_System.prototype.ZzyGITArrangeInfo = function(info)
|
|
|
{
|
|
|
if(!Zzy.Param.GITIsArrangeCount)return false;
|
|
|
|
|
|
var len = this._zzyGITList.length;
|
|
|
if(len)
|
|
|
{
|
|
|
for(var i=this._zzyGITIndex;i<len;i++)
|
|
|
{
|
|
|
var lInfo = this._zzyGITList[i];
|
|
|
if(lInfo && info && lInfo.item === info.item)
|
|
|
{
|
|
|
lInfo.num += info.num;//增加数量
|
|
|
return true;//不再压入
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.SetZzyGITPluginEnable = function(isEnable)
|
|
|
{
|
|
|
this._zzyGITPluginEnable = isEnable;
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.GetZzyGITPluginEnable = function()
|
|
|
{
|
|
|
if(this._zzyGITPluginEnable === undefined)
|
|
|
{
|
|
|
this._zzyGITPluginEnable = Zzy.Param.GITIsPluginEnable;
|
|
|
}
|
|
|
|
|
|
return this._zzyGITPluginEnable;
|
|
|
}
|
|
|
|
|
|
//================================================================
|
|
|
//Game_Interpreter
|
|
|
//================================================================
|
|
|
|
|
|
Zzy.GIT.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
|
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args)//插件命令
|
|
|
{
|
|
|
Zzy.GIT.Game_Interpreter_pluginCommand.call(this,command,args);
|
|
|
|
|
|
if(command === 'ZzyGIT')
|
|
|
{
|
|
|
this.ZzyGITCommand(args);
|
|
|
}
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_Interpreter.prototype.ZzyGITCommand = function(args)
|
|
|
{
|
|
|
var command = String(args[0]);
|
|
|
|
|
|
switch(command)
|
|
|
{
|
|
|
case 'IsEnable':
|
|
|
var isEnable = eval(args[1]);
|
|
|
Zzy.GIT.IsEnable(isEnable);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//================================================================
|
|
|
//DataManager
|
|
|
//================================================================
|
|
|
Zzy.GIT.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
|
|
DataManager.isDatabaseLoaded = function()
|
|
|
{
|
|
|
if (!Zzy.GIT.DataManager_isDatabaseLoaded.call(this)) return false;
|
|
|
|
|
|
this.ZzyGITLoadNoteCase1($dataItems);//道具
|
|
|
this.ZzyGITLoadNoteCase1($dataWeapons);//武器
|
|
|
this.ZzyGITLoadNoteCase1($dataArmors);//护甲
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
DataManager.ZzyGITLoadNoteCase1 = function(objArr)
|
|
|
{
|
|
|
for (var i = 1; i < objArr.length; i++)
|
|
|
{
|
|
|
var obj = objArr[i];
|
|
|
var noteData = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
obj.zzyGIT = {};
|
|
|
|
|
|
for(var j=0;j<noteData.length;j++)
|
|
|
{
|
|
|
var lineStr = noteData[j];
|
|
|
if(lineStr.match(/<ZZYGIT TEXTCOLOR:[ ](.*)>/i))
|
|
|
{
|
|
|
var color = String(RegExp.$1);
|
|
|
obj.zzyGIT.textColor = color;
|
|
|
}
|
|
|
else if(lineStr.match(/<ZZYGIT SE:[ ](.*)>/i))
|
|
|
{
|
|
|
var seStr = String(RegExp.$1);
|
|
|
var seArr = seStr.split(' ');
|
|
|
|
|
|
var name = String(seArr[0]);
|
|
|
var volume = parseInt(seArr[1]);
|
|
|
var pitch = parseInt(seArr[2]);
|
|
|
var pan = parseInt(seArr[3]);
|
|
|
|
|
|
var se = {
|
|
|
name:name,
|
|
|
volume:(volume ? volume : 100),
|
|
|
pitch:(pitch ? pitch : 100),
|
|
|
pan:(pan ? pan : 0)
|
|
|
}
|
|
|
|
|
|
obj.zzyGIT.se = se;
|
|
|
}
|
|
|
else if(lineStr.match(/<ZZYGIT SERANK:[ ](.*)>/i))
|
|
|
{
|
|
|
var seRank = parseInt(RegExp.$1);
|
|
|
obj.zzyGIT.seRank = seRank;//设置等级
|
|
|
}
|
|
|
else if(lineStr.match(/<ZZYGIT LISTRANK:[ ](.*)>/i))
|
|
|
{
|
|
|
var lRank = parseInt(RegExp.$1);
|
|
|
obj.zzyGIT.lRank = lRank;//设置排列等级
|
|
|
}
|
|
|
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
//=======================================================================
|
|
|
//Scene_Map
|
|
|
//=======================================================================
|
|
|
Zzy.GIT.Scene_Map_start = Scene_Map.prototype.start;
|
|
|
Scene_Map.prototype.start = function()
|
|
|
{
|
|
|
Zzy.GIT.Scene_Map_start.call(this);
|
|
|
this.CreateZzyGITTipsWindow();
|
|
|
|
|
|
};
|
|
|
|
|
|
Scene_Map.prototype.CreateZzyGITTipsWindow = function()
|
|
|
{
|
|
|
this._zzyGITWindow = new Window_ZzyGITTips();
|
|
|
this.addChild(this._zzyGITWindow);
|
|
|
}
|
|
|
|
|
|
//=======================================================================
|
|
|
//Window_ZzyGITTips
|
|
|
//=======================================================================
|
|
|
|
|
|
function Window_ZzyGITTips() {
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
Window_ZzyGITTips.prototype = Object.create(Window_Base.prototype);
|
|
|
Window_ZzyGITTips.prototype.constructor = Window_ZzyGITTips;
|
|
|
|
|
|
Window_ZzyGITTips.prototype.initialize = function()
|
|
|
{
|
|
|
|
|
|
var w = this.DefaultWidth();
|
|
|
var h = this.DefaultHeight();
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, w, h);
|
|
|
|
|
|
this.iconSprArr = [];//图标池子
|
|
|
this.opacity = Zzy.Param.GITWindowOpacity;
|
|
|
|
|
|
this.AutoInitPos();
|
|
|
this.InitData();
|
|
|
|
|
|
this.hide();//进行隐藏
|
|
|
this.openness = 0;
|
|
|
|
|
|
this.CreaterBkSpr();//创造背景
|
|
|
|
|
|
this.opennessRate = 0;//比率
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.CreaterBkSpr = function()
|
|
|
{
|
|
|
var picName = Zzy.Param.GITWindowBkPic;
|
|
|
|
|
|
if(picName)//存在背景图片
|
|
|
{
|
|
|
this._zzyGITBackSpr = new Sprite_ZzyGITBkPic(this,picName);//添加背景
|
|
|
this.addChildToBack(this._zzyGITBackSpr);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.AutoInitPos = function()
|
|
|
{
|
|
|
var pos = this.SetWindowPos();
|
|
|
this.x = pos.x;
|
|
|
this.y = pos.y;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.InitData = function()
|
|
|
{
|
|
|
this.showFrame = Zzy.Param.GITWindowShowFrame;
|
|
|
this.cShowFrame = 0;//计数
|
|
|
this._list = [];//列表
|
|
|
this.isCanGet = true;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.ResetInfo = function()
|
|
|
{
|
|
|
this.showFrame = Zzy.Param.GITWindowShowFrame;
|
|
|
this.cShowFrame = 0;//计数
|
|
|
this._list = [];//列表
|
|
|
this.isCanGet = true;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.update = function()
|
|
|
{
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
|
if(!this.isWindowReady())return;//不满足判断
|
|
|
|
|
|
this.updateGetList();//获取队列
|
|
|
this.updateShowFrame();//更新显示帧数
|
|
|
|
|
|
this.updateOpennessRate();
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.updateOpennessRate = function()
|
|
|
{
|
|
|
this.opennessRate = Math.max(1,Math.min(0,this.openness/255));
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.isWindowReady = function()
|
|
|
{
|
|
|
if(this.isClosing())return false;
|
|
|
if(this.isOpening())return false;
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.updateGetList = function()
|
|
|
{
|
|
|
if(!$gameSystem._zzyGITList.length)return false;
|
|
|
|
|
|
if(this.isCanGet)
|
|
|
{
|
|
|
this.isCanGet = false;
|
|
|
this.cShowFrame = 0;
|
|
|
this._list = this.GetNextList();//获取下一层队列
|
|
|
|
|
|
if(this._list === undefined)//不存在下层对象
|
|
|
{
|
|
|
$gameSystem.ClearZzyGITList();//清理存储
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this.DisVisibleAllSpr();//隐藏图标
|
|
|
this.Refresh();//刷新显示
|
|
|
this.open();//执行开启
|
|
|
|
|
|
this.AutoPlaySE();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.AutoPlaySE = function()
|
|
|
{
|
|
|
var len = this._list.length;
|
|
|
var mRankIndex = -1;
|
|
|
|
|
|
for(var i=len-1;i>=0;i--)//播放最后一个压入且优先级最高的特殊音效
|
|
|
{
|
|
|
var seRank = this.GetSERankInfo(this._list[i]);
|
|
|
|
|
|
|
|
|
if(mRankIndex<0){mRankIndex = i;}
|
|
|
else
|
|
|
{
|
|
|
var prSeRank = this.GetSERankInfo(this._list[mRankIndex]);
|
|
|
|
|
|
if(seRank > prSeRank)
|
|
|
{
|
|
|
mRankIndex = i;//目前SE的下标
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var se = undefined;
|
|
|
|
|
|
if(mRankIndex>=0)
|
|
|
{
|
|
|
se = this.GetSEInfo(this._list[mRankIndex]);
|
|
|
}
|
|
|
|
|
|
if(!se)
|
|
|
{
|
|
|
for(var i=len-1;i>=0;i--)//播放最后一个压入且优先级最高的特殊音效
|
|
|
{
|
|
|
se = this.GetSEInfo(this._list[i]);
|
|
|
if(se){break;}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if(se){AudioManager.playSe(se);return;}//播放选中的SE
|
|
|
|
|
|
//播放默认音效
|
|
|
Zzy.GIT.PlaySE(1);
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.GetListRankInfo = function(info)//获取排列等级
|
|
|
{
|
|
|
if(info.type === 0)
|
|
|
{
|
|
|
var item = info.item;
|
|
|
if(item.zzyGIT)
|
|
|
{
|
|
|
return item.zzyGIT.lRank ? item.zzyGIT.lRank : 0;
|
|
|
}
|
|
|
}
|
|
|
else if(info.type === 1)
|
|
|
{
|
|
|
return Zzy.Param.GITGLRank;
|
|
|
}
|
|
|
return 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Window_ZzyGITTips.prototype.GetSERankInfo = function(info)//获取SE优先级
|
|
|
{
|
|
|
if(info.type === 0)
|
|
|
{
|
|
|
var item = info.item;
|
|
|
if(item.zzyGIT)
|
|
|
{
|
|
|
return item.zzyGIT.seRank ? item.zzyGIT.seRank : 0;
|
|
|
}
|
|
|
}
|
|
|
else if(info.type === 1)
|
|
|
{
|
|
|
return Zzy.Param.GITGSERank;
|
|
|
}
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.GetSEInfo = function(info)
|
|
|
{
|
|
|
if(info.type === 0)
|
|
|
{
|
|
|
var item = info.item;
|
|
|
if(item.zzyGIT)
|
|
|
{
|
|
|
return item.zzyGIT.se ? item.zzyGIT.se : undefined;
|
|
|
}
|
|
|
}
|
|
|
else if(info.type === 1)
|
|
|
{
|
|
|
return Zzy.Param.GITAllSE[2];
|
|
|
}
|
|
|
return undefined;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.updateShowFrame = function()
|
|
|
{
|
|
|
if(this.cShowFrame < this.showFrame)
|
|
|
{this.cShowFrame++;}
|
|
|
else
|
|
|
{
|
|
|
this.isCanGet = true;
|
|
|
this.cShowFrame = 0;
|
|
|
if(this._list === undefined && this.visible)
|
|
|
{
|
|
|
this.close();//关闭
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.GetNextList = function()
|
|
|
{
|
|
|
if($gameSystem._zzyGITIndex >= $gameSystem._zzyGITList.length)return undefined;
|
|
|
|
|
|
var list = [];
|
|
|
var maxLen = $gameSystem._zzyGITList.length;
|
|
|
var maxNum = Zzy.Param.GITLineNum;//显示最大数量
|
|
|
var curIndex = $gameSystem._zzyGITIndex;
|
|
|
var limitIndex = $gameSystem._zzyGITIndex + maxNum;//限制级坐标
|
|
|
limitIndex = limitIndex > maxLen ? maxLen : limitIndex;
|
|
|
|
|
|
for(var i=curIndex;i<limitIndex;i++)
|
|
|
{
|
|
|
list.push($gameSystem._zzyGITList[i]);
|
|
|
}
|
|
|
|
|
|
list = this.SortList(list);//排列顺序
|
|
|
|
|
|
|
|
|
//修改位置
|
|
|
$gameSystem._zzyGITIndex = limitIndex;
|
|
|
return list;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Window_ZzyGITTips.prototype.SortList = function(list)//通过选择排序调整位置
|
|
|
{
|
|
|
var rList = [];
|
|
|
|
|
|
var len = list.length;
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
var info = list[i];
|
|
|
rList[i] = this.GetListRankInfo(info);//获取等级存放到数组中
|
|
|
}
|
|
|
|
|
|
for(var i=0;i<len-1;i++)
|
|
|
{
|
|
|
var sRank = rList[i];//目前等级
|
|
|
|
|
|
//选择排序算法
|
|
|
for(var j=i+1;j<len;j++)
|
|
|
{
|
|
|
var tRank = rList[j];
|
|
|
if(sRank < tRank)
|
|
|
{
|
|
|
//进行交换
|
|
|
var rt = rList[i];
|
|
|
rList[i] = rList[j];
|
|
|
rList[j] = rt;
|
|
|
|
|
|
var rObj = list[i];
|
|
|
list[i] = list[j];
|
|
|
list[j] = rObj;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
}
|
|
|
return list;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.Refresh = function()
|
|
|
{
|
|
|
//重新绘制内容
|
|
|
|
|
|
if(Zzy.Param.GITIsAdaptionWidth)this.AdaptionWidth();//自适应宽度
|
|
|
|
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
|
|
|
|
this.DrawList();//绘制道具内容以及数量
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.DrawList = function()
|
|
|
{
|
|
|
if(!this._list || !this._list.length)return;
|
|
|
var len = this._list.length;
|
|
|
|
|
|
|
|
|
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
var info = this._list[i];
|
|
|
this.DrawItem(i,info);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Window_ZzyGITTips.prototype.AdaptionWidth = function()//自适应宽高-修改窗口宽高以及检测
|
|
|
{
|
|
|
var len = this._list.length;
|
|
|
|
|
|
var maxW = 0;
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
var info = this._list[i];
|
|
|
var nameText = this.showNameText(info);
|
|
|
var numText = this.showNumberText(info);
|
|
|
|
|
|
//额外间隔8像素
|
|
|
var tw = this.textWidth(nameText+numText)+8;
|
|
|
maxW = Math.max(maxW,tw);
|
|
|
}
|
|
|
|
|
|
this.width = maxW;
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.DrawItem = function(index,info)
|
|
|
{
|
|
|
var drY = index*this.lineHeight();
|
|
|
var nameText = this.showNameText(info);
|
|
|
var numText = this.showNumberText(info);
|
|
|
|
|
|
|
|
|
var mw = this.width-this.standardPadding()*2
|
|
|
|
|
|
var iconID = 0;
|
|
|
|
|
|
|
|
|
if(this.IsGoldInfo(info))
|
|
|
{
|
|
|
iconID = Zzy.Param.GITGIconID;
|
|
|
}
|
|
|
else if(this.IsItemInfo(info))
|
|
|
{
|
|
|
iconID = info.item.iconIndex;
|
|
|
}
|
|
|
|
|
|
|
|
|
var spr = this.drawIcon(iconID, 2, drY+2);//绘制图标
|
|
|
|
|
|
var iconS = spr.GetRealSize();
|
|
|
|
|
|
this.drawTextEx(nameText,iconS+4,drY);
|
|
|
this.drawText(numText,iconS+4,drY,mw-(iconS+4)-2,'right');
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.drawIcon = function(ID,x,y)
|
|
|
{
|
|
|
var spr = this.RequestIconSprite();//请求图标
|
|
|
|
|
|
var info = this.makeItemInfo();
|
|
|
|
|
|
spr.ResetInfo(ID,x,y,info);
|
|
|
|
|
|
return spr;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.makeItemInfo = function()//制作道具信息
|
|
|
{
|
|
|
var info = {};
|
|
|
info.fontSize = this.standardFontSize();
|
|
|
|
|
|
return info;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.RequestIconSprite = function()//请求位图
|
|
|
{
|
|
|
var len = this.iconSprArr.length;
|
|
|
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
if(this.iconSprArr[i].free)
|
|
|
{
|
|
|
var spr = this.iconSprArr[i];
|
|
|
spr.free = false;
|
|
|
return spr;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var newSpr = new Sprite_ZzyGITIcon(this);
|
|
|
this.addChild(newSpr);
|
|
|
this.iconSprArr.push(newSpr);
|
|
|
return newSpr;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.DisVisibleAllSpr = function()
|
|
|
{
|
|
|
var len = this.iconSprArr.length;
|
|
|
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
var spr = this.iconSprArr[i];
|
|
|
spr.free = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Zzy.GIT.Window_ZzyGITTips_processEscapeCharacter = Window_ZzyGITTips.prototype.processEscapeCharacter;
|
|
|
Window_ZzyGITTips.prototype.processEscapeCharacter = function(code, textState)
|
|
|
{
|
|
|
Zzy.GIT.Window_ZzyGITTips_processEscapeCharacter.call(this,code, textState);
|
|
|
|
|
|
if(code === 'ZTC')
|
|
|
{
|
|
|
var colorCode = this.obtainEscapeParam2(textState);
|
|
|
this.contents.textColor = colorCode;
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.obtainEscapeParam2 = function(textState)
|
|
|
{
|
|
|
var arr = /^\<(.*?)\>/.exec(textState.text.slice(textState.index));
|
|
|
if (arr) {
|
|
|
textState.index += arr[0].length;
|
|
|
return arr[1];
|
|
|
} else {
|
|
|
return '';
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.showNameText = function(info)//制作文本
|
|
|
{
|
|
|
var formatStr = undefined;
|
|
|
|
|
|
|
|
|
if(this.IsItemInfo(info))//代表道具
|
|
|
{
|
|
|
//显示格式
|
|
|
if(info.isGain){formatStr = Zzy.Param.GITAddFormat;}
|
|
|
else{formatStr = Zzy.Param.GITSubFormat;}
|
|
|
|
|
|
var nameStr = info.item.name;
|
|
|
nameStr = nameStr + '\\C[0]';
|
|
|
|
|
|
if(info.item.zzyGIT && info.item.zzyGIT.textColor)//存在特殊颜色
|
|
|
{
|
|
|
var colorCode = info.item.zzyGIT.textColor;
|
|
|
nameStr = '\\ZTC<' + colorCode + '>' + nameStr;
|
|
|
}
|
|
|
var str = formatStr.format(nameStr);
|
|
|
return str;
|
|
|
|
|
|
}
|
|
|
else if(this.IsGoldInfo(info))//代表金币
|
|
|
{
|
|
|
//显示格式
|
|
|
if(info.isGain){formatStr = Zzy.Param.GITAddGFormat;}
|
|
|
else{formatStr = Zzy.Param.GITSubGFormat;}
|
|
|
|
|
|
var str = '\\ZTC<' + Zzy.Param.GITGTextColor + '>' + formatStr;
|
|
|
|
|
|
return str;
|
|
|
}
|
|
|
|
|
|
return '';
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.IsItemInfo = function(info)
|
|
|
{
|
|
|
return info.type === 0;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.IsGoldInfo = function(info)
|
|
|
{
|
|
|
return info.type === 1;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.showNumberText = function(info)
|
|
|
{
|
|
|
var formatStr = Zzy.Param.GITNumberFormat;
|
|
|
var num = info.num;
|
|
|
var str = formatStr.format(num);
|
|
|
return str;
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.SetWindowPos = function()
|
|
|
{
|
|
|
var pos = {};
|
|
|
pos.x = 0;
|
|
|
pos.y = 0;
|
|
|
|
|
|
var ax = Graphics.boxWidth;
|
|
|
var ay = Graphics.boxHeight;
|
|
|
var cx = Graphics.boxWidth/2;
|
|
|
var cy = Graphics.boxHeight/2;
|
|
|
|
|
|
|
|
|
//计算位置 1~9
|
|
|
|
|
|
var line = Math.floor((Zzy.Param.GITBasePos-1)/3);
|
|
|
var list = (Zzy.Param.GITBasePos-1) % 3;
|
|
|
|
|
|
//计算每个位置的数值
|
|
|
pos.x = list * cx - (list)*this.width/2;
|
|
|
pos.y = line * cy - (line)*this.height/2;
|
|
|
pos.x += Zzy.Param.GITWindowOfx;
|
|
|
pos.y += Zzy.Param.GITWindowOfy
|
|
|
|
|
|
return pos;
|
|
|
}
|
|
|
|
|
|
|
|
|
Window_ZzyGITTips.prototype.DefaultWidth = function()
|
|
|
{
|
|
|
if(Zzy.Param.GITIsAdaptionWidth)return Graphics.width;//因为调整成自适应,要求画布宽度够长才可以
|
|
|
return eval(Zzy.Param.GITWindowW);
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.DefaultHeight = function()
|
|
|
{
|
|
|
return this.fittingHeight(Zzy.Param.GITLineNum);
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.updateOpen = function()
|
|
|
{
|
|
|
if (this._opening) {
|
|
|
this.openness += Zzy.Param.GITWindowOpenSpeed;
|
|
|
if (this.isOpen()) {
|
|
|
this._opening = false;
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.updateClose = function() {
|
|
|
if (this._closing) {
|
|
|
this.openness -= Zzy.Param.GITWindowOpenSpeed;
|
|
|
if (this.isClosed()) {
|
|
|
this._closing = false;
|
|
|
this.visible = false;
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.open = function() {
|
|
|
if (!this.isOpen()) {
|
|
|
this._opening = true;
|
|
|
}
|
|
|
this._closing = false;
|
|
|
this.visible = true;
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.close = function() {
|
|
|
if (!this.isClosed()) {
|
|
|
this._closing = true;
|
|
|
}
|
|
|
this._opening = false;
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.isOpening = function() {
|
|
|
return this._opening;
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.isClosing = function() {
|
|
|
return this._closing;
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.setup = function()
|
|
|
{
|
|
|
this.open();//启动
|
|
|
}
|
|
|
|
|
|
Window_ZzyGITTips.prototype.standardFontSize = function() //改变字体大小
|
|
|
{
|
|
|
return Zzy.Param.GITWindowFontSize;
|
|
|
};
|
|
|
|
|
|
Window_ZzyGITTips.prototype.lineHeight = function()
|
|
|
{
|
|
|
return this.standardFontSize()+8;
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//=======================================================================
|
|
|
//Game_Interpreter
|
|
|
//=======================================================================
|
|
|
|
|
|
|
|
|
Zzy.GIT.Game_Interpreter_command126 = Game_Interpreter.prototype.command126;
|
|
|
Game_Interpreter.prototype.command126 = function()
|
|
|
{
|
|
|
var result = Zzy.GIT.Game_Interpreter_command126.call(this);
|
|
|
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
|
|
|
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{Zzy.GIT.GainPrompt($dataItems[this._params[0]], value);}
|
|
|
return result;
|
|
|
};
|
|
|
|
|
|
Zzy.GIT.Game_Interpreter_command127 = Game_Interpreter.prototype.command127;
|
|
|
Game_Interpreter.prototype.command127 = function()
|
|
|
{
|
|
|
var result = Zzy.GIT.Game_Interpreter_command127.call(this);
|
|
|
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
|
|
|
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{Zzy.GIT.GainPrompt($dataWeapons[this._params[0]], value);}
|
|
|
return result;
|
|
|
};
|
|
|
|
|
|
Zzy.GIT.Game_Interpreter_command128 = Game_Interpreter.prototype.command128;
|
|
|
Game_Interpreter.prototype.command128 = function()
|
|
|
{
|
|
|
var result = Zzy.GIT.Game_Interpreter_command128.call(this);
|
|
|
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
|
|
|
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{Zzy.GIT.GainPrompt($dataArmors[this._params[0]], value);}
|
|
|
return result;
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=======================================================================
|
|
|
//Game_Party
|
|
|
//=======================================================================
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.GIT.Game_Party_gainItem = Game_Party.prototype.gainItem;
|
|
|
Game_Party.prototype.gainItem = function(item, amount, includeEquip)
|
|
|
{
|
|
|
//此处使用获取前,获取后 消耗的方式来计算增益物品提示
|
|
|
var prevNum = 0;
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{prevNum = this.numItems(item);}
|
|
|
Zzy.GIT.Game_Party_gainItem.call(this,item,amount,includeEquip);
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{
|
|
|
var sName = SceneManager._scene.constructor.name;
|
|
|
if(Zzy.GIT.GainSceneStruct[sName])
|
|
|
{
|
|
|
var afterNum = this.numItems(item);
|
|
|
var realAmount = afterNum - prevNum;
|
|
|
if(realAmount)Zzy.GIT.GainPrompt(item, realAmount);
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
|
|
|
Zzy.GIT.Game_Party_gainGold = Game_Party.prototype.gainGold;
|
|
|
Game_Party.prototype.gainGold = function(amount)
|
|
|
{
|
|
|
Zzy.GIT.Game_Party_gainGold.call(this,amount);
|
|
|
if($gameSystem.GetZzyGITPluginEnable())
|
|
|
{
|
|
|
Zzy.GIT.GainGoldPrompt(amount);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=======================================================================
|
|
|
//Sprite_ZzyGITIcon
|
|
|
//=======================================================================
|
|
|
|
|
|
function Sprite_ZzyGITIcon()
|
|
|
{
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype = Object.create(Sprite.prototype);
|
|
|
Sprite_ZzyGITIcon.prototype.constructor = Sprite_ZzyGITIcon;
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.iconWidth = 32;
|
|
|
Sprite_ZzyGITIcon.iconHeight = 32;
|
|
|
Sprite_ZzyGITIcon.StandFontSize = 28;//标准字体大小
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.initialize = function(pointer)
|
|
|
{
|
|
|
Sprite.prototype.initialize.call(this);
|
|
|
this.myParent = pointer;
|
|
|
this.free = false;//自由属性
|
|
|
this.iconId = 0;
|
|
|
this.rx = 0;
|
|
|
this.ry = 0;
|
|
|
this.visible = false;//防止闪烁
|
|
|
|
|
|
|
|
|
this.cFlashFrame = 0;//闪烁
|
|
|
this.eFlashFrame = 0;//闪烁结束长度
|
|
|
this.isFlashing = false;//闪烁中
|
|
|
|
|
|
this.NewEmptyBitmap();
|
|
|
};
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.NewEmptyBitmap = function()
|
|
|
{
|
|
|
var nw = Sprite_ZzyGITIcon.iconWidth;
|
|
|
var nh = Sprite_ZzyGITIcon.iconHeight;
|
|
|
this.bitmap = new Bitmap(nw,nh);
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.ResetInfo = function(ID,x,y,info)//重新设置
|
|
|
{
|
|
|
this.iconId = ID;
|
|
|
|
|
|
this.bltMyIcon();//绘制图标
|
|
|
this.ResetPos(x,y);
|
|
|
this.ResetScale(info.fontSize);//缩放倍率
|
|
|
|
|
|
this.startFlash();//进行闪烁
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.stopFlash = function()//停止闪烁
|
|
|
{
|
|
|
this.cFlashFrame = 0;
|
|
|
this.eFlashFrame = 0;
|
|
|
this.isFlashing = false;
|
|
|
|
|
|
this.setColorTone([0,0,0,0]);
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.startFlash = function()//开始
|
|
|
{
|
|
|
if(Zzy.Param.GITIsIconFlash)//可以闪烁
|
|
|
{
|
|
|
this.cFlashFrame = 0;
|
|
|
this.eFlashFrame = Zzy.Param.GITIconFlashFrame;
|
|
|
this.isFlashing = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.ResetPos = function(x,y)//更新位置
|
|
|
{
|
|
|
this.rx = x;
|
|
|
this.ry = y;
|
|
|
this.x = this.RealX();
|
|
|
this.y = this.RealY();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.ResetScale = function(fSize)
|
|
|
{
|
|
|
var ds = fSize - Sprite_ZzyGITIcon.StandFontSize;
|
|
|
|
|
|
var isw = Sprite_ZzyGITIcon.iconWidth + ds;
|
|
|
var ish = Sprite_ZzyGITIcon.iconHeight + ds;
|
|
|
|
|
|
this.scale.x = isw * Zzy.Param.GITIconScale / Sprite_ZzyGITIcon.iconWidth;
|
|
|
this.scale.y = ish * Zzy.Param.GITIconScale / Sprite_ZzyGITIcon.iconHeight;
|
|
|
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.GetRealSize = function()
|
|
|
{
|
|
|
return this.scale.x * Sprite_ZzyGITIcon.iconWidth;;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.bltMyIcon = function()
|
|
|
{
|
|
|
|
|
|
this.bitmap.clear();//清理
|
|
|
|
|
|
var bp = ImageManager.loadSystem('IconSet');
|
|
|
var pw = Sprite_ZzyGITIcon.iconWidth;
|
|
|
var ph = Sprite_ZzyGITIcon.iconHeight;
|
|
|
var sx = this.iconId % 16 * pw;
|
|
|
var sy = Math.floor(this.iconId / 16) * ph;
|
|
|
this.bitmap.blt(bp, sx, sy, pw, ph, 0, 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.standardPadding = function() //标准距离
|
|
|
{
|
|
|
return this.myParent.standardPadding();
|
|
|
};
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.RealX = function()//应该出现的位置X
|
|
|
{
|
|
|
var posX = this.rx + this.standardPadding();
|
|
|
|
|
|
return posX;
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.RealY = function()//应该出现的位置Y
|
|
|
{
|
|
|
var posY = this.ry + this.standardPadding();
|
|
|
|
|
|
return posY;
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.update = function()
|
|
|
{
|
|
|
Sprite.prototype.update.call(this);
|
|
|
|
|
|
//判断自由属性
|
|
|
if(this.free){this.visible = false;return;}
|
|
|
|
|
|
this.updateFlash();//更新闪烁
|
|
|
this.updateOpenVisible();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.updateFlash = function()
|
|
|
{
|
|
|
if(!this.visible)return;//不显示则不刷新
|
|
|
if(this.isFlashing)
|
|
|
{
|
|
|
if(this.cFlashFrame > this.eFlashFrame)
|
|
|
{
|
|
|
this.stopFlash();
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this.cFlashFrame++;
|
|
|
}
|
|
|
var rate = this.cFlashFrame / this.eFlashFrame;//比率
|
|
|
|
|
|
var vtone = Math.round(255 - 255*rate);
|
|
|
this.setColorTone([vtone,vtone,vtone,0]);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITIcon.prototype.updateOpenVisible = function()//更新显示情况
|
|
|
{
|
|
|
this.visible = !!this.myParent.isOpen();//完全打开时显示
|
|
|
}
|
|
|
|
|
|
//=======================================================================
|
|
|
//Sprite_ZzyGITBkPic
|
|
|
//=======================================================================
|
|
|
|
|
|
function Sprite_ZzyGITBkPic()
|
|
|
{
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype = Object.create(Sprite.prototype);
|
|
|
Sprite_ZzyGITBkPic.prototype.constructor = Sprite_ZzyGITBkPic;
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.initialize = function(pointer,name)
|
|
|
{
|
|
|
Sprite.prototype.initialize.call(this);
|
|
|
this.myParent = pointer;
|
|
|
this.picName = name;
|
|
|
this.picBitmap = undefined;//缓存
|
|
|
this.isNeedAutoScale = true;
|
|
|
|
|
|
this.CreaterBitmap();//创建背景图片
|
|
|
};
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.CreaterBitmap = function()
|
|
|
{
|
|
|
this.picBitmap = ImageManager.loadPicture(this.picName);
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.update = function()
|
|
|
{
|
|
|
Sprite.prototype.update.call(this);
|
|
|
this.updateOpacity();
|
|
|
this.AutoSetScale();
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.updateOpacity = function()//更新透明度
|
|
|
{
|
|
|
if(Zzy.Param.GITBkOpFollowOpenSpeed)
|
|
|
{
|
|
|
this.opacity = this.myParent._openness;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.AutoSetScale = function()
|
|
|
{
|
|
|
if(!this.isNeedAutoScale)return;//不用刷新长款比例
|
|
|
if(this.IsReady())
|
|
|
{
|
|
|
this.bitmap = this.picBitmap;
|
|
|
|
|
|
var bw = this.bitmap.width;
|
|
|
var bh = this.bitmap.height;
|
|
|
var pw = this.myParent.width;
|
|
|
var ph = this.myParent.height;
|
|
|
|
|
|
this.scale.x = pw / bw;
|
|
|
this.scale.y = ph / bh;
|
|
|
|
|
|
this.isNeedAutoScale = false;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyGITBkPic.prototype.IsReady = function()
|
|
|
{
|
|
|
if(this.picBitmap && this.picBitmap.width && this.picBitmap.height)
|
|
|
{return true;}
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
//-----------------------------Zzy.GIT.Function----------------------------
|
|
|
|
|
|
Zzy.GIT.PlaySE = function(soundID)//播放声音
|
|
|
{
|
|
|
var se = Zzy.Param.GITAllSE[soundID];
|
|
|
if(se && se.name)
|
|
|
{
|
|
|
AudioManager.playSe(se);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Zzy.GIT.ClearList = function()//清理所有的消息表
|
|
|
{
|
|
|
$gameSystem.ClearZzyGITList();
|
|
|
}
|
|
|
|
|
|
Zzy.GIT.SurplusCount = function()//获取未显示的剩余消息
|
|
|
{
|
|
|
return $gameSystem.ZzyGITSurplusCount();//剩余消息数量
|
|
|
}
|
|
|
|
|
|
Zzy.GIT.IsEnable = function(isEnable)
|
|
|
{
|
|
|
$gameSystem.SetZzyGITPluginEnable(isEnable);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.GIT.GainPrompt = function(item, amount)
|
|
|
{
|
|
|
|
|
|
if(item && amount)
|
|
|
{
|
|
|
var info = {};
|
|
|
info.isGain = amount >= 0 ? true : false;
|
|
|
info.item = item;
|
|
|
info.num = Math.abs(amount);
|
|
|
info.type = 0;//代表道具
|
|
|
$gameSystem.PushZzyGITList(info);//压入信息
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.GIT.GainGoldPrompt = function(amount)
|
|
|
{
|
|
|
if(Zzy.Param.GITIsGoldShow && amount)
|
|
|
{
|
|
|
var info = {};
|
|
|
info.isGain = amount >= 0 ? true : false;
|
|
|
info.item = undefined;
|
|
|
info.num = Math.abs(amount);
|
|
|
info.type = 1;//代表金币
|
|
|
$gameSystem.PushZzyGITList(info);//压入信息
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.GIT.GainPromptOfID = function(ID,type,amount)
|
|
|
{
|
|
|
var item = undefined;
|
|
|
switch(type)
|
|
|
{
|
|
|
case 'item':
|
|
|
item = $dataItems[ID];
|
|
|
Zzy.GIT.GainPrompt(item,amount);
|
|
|
break;
|
|
|
|
|
|
case 'weapon':
|
|
|
item = $dataWeapons[ID];
|
|
|
Zzy.GIT.GainPrompt(item,amount);
|
|
|
break;
|
|
|
|
|
|
case 'armor':
|
|
|
item = $dataArmors[ID];
|
|
|
Zzy.GIT.GainPrompt(item,amount);
|
|
|
break;
|
|
|
|
|
|
case 'coin':
|
|
|
Zzy.GIT.GainGoldPrompt(amount);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
|