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ycrpg/js/plugins/YEP_QuestJournal.js

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//=============================================================================
// Yanfly Engine Plugins - Quest Journal System
// YEP_QuestJournal.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_QuestJournal = true;
var Yanfly = Yanfly || {};
Yanfly.Quest = Yanfly.Quest || {};
Yanfly.Quest.version = 1.01;
//=============================================================================
/*:
* @plugindesc YEP任务日志系统-优
* @author Yanfly Engine Plugins 汉化:硕明云书
*
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
* 魔改内容: v1.00 添加滑块滚动区域
*
* 注意: 插件重写了 Window_QuestData.prototype.processTouch 这是极有可能造成不兼容的情况的!
*
*
* ============================================================================
* 指令
* ============================================================================
* Quest Add x //接取任务 Quest Add x, x, x 任务多个
* Quest Journal Open //打开任务栏
* Quest Remove x //移除任务x
* Quest Set Completed x //完成任务x
* Quest Set Failed x //失败任务x
* Quest Set Available x //可进行任务x
* Quest x Show/Hide Objective y //显示/隐藏任务x的y目标
* Quest x Complete Objective y //完或任务x的y目标
* Quest x Fail Objective y //失败任务x的y目标
* Quest x Show/Hide Reward y //显示/隐藏任务x的y奖励
* Quest x Show Reward y //显示奖励
* Quest x Hide Reward y //隐藏奖励
* Quest x Change Description Entry To y //描述更改
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
* 插件命令:
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
*
* Quest Journal Open
* - 打开没有选择任务的任务日志系统菜单。
* Quest Journal Show
* Quest Journal Hide
* - 在主菜单中显示或隐藏任务日志选项。
*
* Quest Journal Enable
* Quest Journal Disable
* - 在主菜单中启用或禁用任务日志选项。
*
*
* Quest Add x
* - 用整数替换“x”。将任务ID“x”作为可用任务添加到任务
* 日志中。
*
* Quest Add x to y
* - 将“x”和“y”替换为整数值
* 确定您希望添加到任务日志中的任务ID范围。
*
* Quest Add x, x, x
* - 用代表您希望添加到任务日志中的任务ID的整数值替
* 换“x”值。
*
*
* Quest Remove x
* - 用整数替换“x”。这将从任务日志中删除任务ID“x”。
* ...
*
* Quest Remove x to y
* - 将“x”和“y”替换为整数值以确定您希望从任务日志中大
* 量删除的任务ID范围。
*
* Quest Remove x, x, x
* - 用代表您希望从任务日志中删除的任务ID的整数值替换“x”值。
* ...
*
* ---
*
* Quest Set Completed x
* Quest Set Failed x
* Quest Set Available x
*
* Quest Set Completed x to y
* Quest Set Failed x to y
* Quest Set Available x to y
* Quest Set Completed x, x, x
* Quest Set Failed x, x, x
* Quest Set Available x, x, x
*
* Quest x Change Description Entry To y
* - 将“x”替换为您要修改其描述的任务ID。
* 用您希望将任务更改为的描述条目ID替换“y”。
* 这将使描述,当在游戏中查看任务日志时,
* 显示在任务“x”的插件参数中找到的描述条目ID“y”。
* 这是用于你希望在任务中途更新描述文本的时候。
* ...
*
* ---
*
* Quest x Show Objective y
* Quest x Hide Objective y
* - 将“x”替换为您希望改变目标的任务ID。
* 用您希望显示/隐藏的目标ID替换“y”。
* 任务可以同时显示多个目标。
*
* Quest x Show Objective y to z
* Quest x Hide Objective y to z
* - 将“x”替换为您希望改变目标的任务ID。
* 用您希望显示/隐藏的目标ID范围替换“y”和“z”。
* 任务可以同时显示多个目标。
*
* Quest x Show Objective y, y, y
* Quest x Hide Objective y, y, y
* - 将“x”替换为您希望改变目标的任务ID。
* 用代表您希望显示/隐藏的目标ID的整数值替换“y”值。
* 任务可以同时显示多个目标。
*
* Quest X Show All Objectives
* Quest X Hide All Objectives
* - 将“x”替换为您希望更改其目标的任务ID。
* 这将显示/隐藏任务的所有目标。
*
* Quest x Complete Objective y
* Quest x Fail Objective y
* Quest x Normalize Objective y
* - 将“x”替换为您希望改变目标的任务ID。
* 将“y”替换为您希望更改其状态的目标ID。
* 使用'Complete'将目标标记为已完成。使用'Fail'将目标标记为失败。
* 使用'Normalize'会将目标的状态设置为
* “未完成”或“失败”
*
* Quest x Complete Objective y to z
* Quest x Fail Objective y to z
* Quest x Normalize Objective y to z
* - 将“x”替换为您希望改变目标的任务ID。
* 将“y”和“z”替换为您希望更改其状态的目标ID范围。
* 使用'Complete'将目标标记为已完成。使用'Fail'将目标标记为失败。
* 使用'Normalize'会将目标的状态设置为
* “未完成”或“失败”
*
* Quest x Complete Objective y, y, y
* Quest x Fail Objective y, y, y
* Quest x Normalize Objective y, y, y
* - 将“x”替换为您希望改变目标的任务ID。
* 用代表要更改状态的目标ID的整数值替换“y”值。
* 使用'Complete'将目标标记为已完成。使用'Fail'将目标标记为失败。
* 使用'Normalize'会将目标的状态设置为
* “未完成”或“失败”
* (WO有.BK)
*
* Quest x Complete All Objectives
* Quest x Fail All Objectives
* Quest x Normalize All Objectives
* - 将“x”替换为您希望更改其目标的任务ID。
* 这将complete/fail/normalize任务的所有目标。
*
* ---
*
* Quest x Show Reward y
* Quest x Hide Reward y
* - 用你希望改变奖励的任务号替换“x”。
* 用您希望显示/隐藏的奖励ID替换“y”。
* 任务可以同时显示多个奖励。
*
* Quest x Show Reward y to z
* Quest x Hide Reward y to z
* - 用你希望改变奖励的任务号替换“x”。
* 用您希望显示/隐藏的奖励ID范围替换“y”和“z”。
* 任务可以同时显示多个奖励。
*
* Quest x Show Reward y, y, y
* Quest x Hide Reward y, y, y
* - 用你希望改变奖励的任务号替换“x”。
* 用代表您希望显示/隐藏的奖励ID的整数值替换“y”值。
* 任务可以同时显示多个奖励。
*
* Quest x Show All Rewards
* Quest x Hide All Rewards
* - 用你希望改变奖励的任务号替换“x”。
* 这将显示/隐藏任务的所有奖励。
*
* Quest x Claim Reward y
* Quest x Deny Reward y
* Quest x Normalize Reward y
* - 用你希望改变奖励的任务号替换“x”。
* 将“y”替换为您希望更改其状态的奖励ID。
* 使用'Claim'将奖励ID为要求。使用'Deny'将奖励标记为拒绝。
* 使用'Normalize'会将奖励的状态设置为
* “未申请”或“已拒绝”。
*
* Quest x Claim Reward y to z
* Quest x Deny Reward y to z
* Quest x Normalize Reward y to z
* - 用你希望改变奖励的任务号替换“x”。
* 将“y”和“z”替换为您希望更改其状态的奖励ID范围。
* 使用'Claim'将奖励ID为要求。使用'Deny'将奖励标记为拒绝。
* 使用'Normalize'会将奖励的状态设置为
* “未申请”或“已拒绝”。
*
* Quest x Claim Reward y, y, y
* Quest x Deny Reward y, y, y
* Quest x Normalize Reward y, y, y
* - 用你希望改变奖励的任务号替换“x”。
* 将“y”值替换为代表您希望更改其状态的奖励ID的整数值。
* 使用'Claim'将奖励ID为要求。使用'Deny'将奖励标记为拒绝。
* 使用'Normalize'会将奖励的状态设置为
* “未申请”或“已拒绝”。
*
* Quest x Claim All Rewards
* Quest x Deny All Rewards
* Quest x Normalize All Rewards
* - 用你希望改变奖励的任务号替换“x”。
* 这将claim/deny/normalize任务的所有奖励。
*
* ---
*
* Quest x Change Subtext Entry To y
* - 将“x”替换为您要修改其潜台词的任务ID。
* 将“y”替换为您希望将任务更改为的子文本条目ID。
* 这将使潜台词,当在游戏中查看任务日志时,
* 显示在任务“x”的插件参数中找到的潜台词条目ID“y”。
* 这是用于你希望在任务中途更新潜台词的时候。
*
* ---
*
* ============================================================================
* 指令
* ============================================================================
*
* 插件参数'Lunatic Mode'是为熟悉JavaScript的用户设计的。
* 这些参数允许你添加额外的代码行到他们各自的函数
* 中,只要各自的任务日志函数在游戏中出现。它们的定
* 时将发生在功能发生之后,并且仅当它成功地传递改变时。
* ...
*
* ---
*
* Before Create Windows
* After Create Windows
* Close Quest Menu
*
* ---
*
* Quest Add
* Quest Remove
* Quest Complete
* Quest Fail
* Quest Available
*
* ---
*
* Change Description
*
* ---
*
* Show Objective
* Hide Objective
* Complete Objective
* Fail Objective
* Normalize Objective
*
* ---
*
* Show Reward
* Hide Reward
* Claim Reward
* Deny Reward
* Normalize Reward
*
* ---
*
* Change Subtext
*
* ---
*
* 有几个规则需要注意。每个插件函数的代码只有在满足
* 这些规则时才会运行:
*
* 1. 代码将为每个任务或任务属性的改变而运行。这意味
* 着,如果你使用一个插件命令,
* 一次改变一组任务或任务属性,
* 代码将为每个任务或任务属性单独运行多次。
*
* 2. 代码只有在任务或任务属性成功更改的情况下才会运行。
* 例如,如果一个任务已经设置为'Failed',
* 运行插件命令再次失败该任务将不会触发
* Lunatic Mode代码再次运行。
*
* 3. 当任务第一次被添加时任何默认属性都不会触发Lunatic Mode
* 例如如果被添加的任务的目标1和2从一开始就已经可见
* 那么Lunatic Mode代码将不会运行1和2
* ...
*
* 确保您理解这些规则,
* 这样您就知道是什么控制着自定义代码是否运行。
* ============================================================================
* 脚本调用
* ============================================================================
*
* --- 控制变量事件的脚本调用 ---
*
*
* $gameSystem.totalQuestsAvailable()
* - 将变量值设置为可用任务数。
*
* $gameSystem.totalQuestsCompleted()
* - 将变量值设置为已完成任务的数量。
*
* $gameSystem.totalQuestsFailed()
* - 将变量值设置为失败任务数。
*
* $gameSystem.totalQuestsKnown()
* - 将变量值设置为已知任务总数。
*
* $gameSystem.totalQuestsInGame()
* - 将变量的值设置为游戏中任务的总数。
*
* $gameSystem.totalQuestTypes(category, type)
* - 将 'category'替换为'available', 'completed', 'failed',或
* 'all' 来指定类别。 用任务类型替换 'type'
* (ie. 'Main Quests', 'Side Quests', 'Character Quests', etc).
* (主线任务、支线任务、角色任务等)。包括类别和类型周围的引号
* 例子: $gameSystem.totalQuestTypes('all', 'Main Quests')
*
* $gameSystem.getQuestDescriptionIndex(questId)
* - 将 'questId'替换为您正在寻找的任务的ID.
* 这将设置变量以显示当前正在使用的描述。
* 例子: $gameSystem.getQuestDescriptionIndex(50)
*
* $gameSystem.totalVisibleQuestObjectives(questId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 这将设置变量来显示当前所选任务中
* 有多少任务目标是可见的。
* 例子: $gameSystem.totalVisibleQuestObjectives(50)
*
* $gameSystem.totalQuestObjectives(questId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 这将设置变量来显示所选任务设置的任务目标总数。
* ...
* 例子: $gameSystem.totalQuestObjectives(50)
*
* $gameSystem.totalVisibleQuestRewards(questId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 这将设置变量来显示所选
* 任务当前可见的任务奖励数量。
* 例子: $gameSystem.totalVisibleQuestRewards(50)
*
* $gameSystem.totalQuestRewards(questId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 这将设置变量来显示所选
* 任务设置的任务奖励总数。
* 例子: $gameSystem.totalQuestRewards(50)
*
* $gameSystem.getQuestSubtextIndex(questId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 这将设置变量以显示当前正在使用的子文本。
* 例子: $gameSystem.getQuestSubtextIndex(50)
*
*
* --- 条件分支事件的脚本调用 ---
*
*
* $gameSystem.isQuestObjectiveCompleted(questId, objectiveId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 将'objectiveId'替换为您要检查的目标的ID。
* 这将检查条件分支的脚本调用,
* 这将检查条件分支的脚本调用,(true)还是未完成(false).
* 例子: $gameSystem.isQuestObjectiveCompleted(50, 1)
*
* $gameSystem.isQuestObjectiveFailed(questId, objectiveId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 将'objectiveId'替换为您要检查的目标的ID。
* 这将在条件分支的脚本调用中进行检查,
* 以查看目标的状态是失败(true)还是不失败(false).
* 例子: $gameSystem.isQuestObjectiveFailed(50, 1)
*
* $gameSystem.isQuestObjectiveUncleared(questId, objectiveId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 将'objectiveId'替换为您要检查的目标的ID。
* 这将在条件分支的脚本调用中进行检查,
* 以查看目标的状态是既未完成也未失败(true)还是还是既未完成也未失败(false).
* 例子: $gameSystem.isQuestObjectiveUncleared(50, 1)
*
* $gameSystem.isQuestRewardClaimed(questId, rewardId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 用您要检查的奖励的ID替换'rewardId'
* 这将在条件分支的脚本调用中进行检查,
* 以查看奖励的状态是声明的(true)还是未声明的(false).
* 例子: $gameSystem.isQuestRewardClaimed(50, 1)
*
* $gameSystem.isQuestRewardDenied(questId, rewardId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 用您要检查的奖励的ID替换'rewardId'
* 这将在条件分支的脚本调用中进行检查,
* 以查看奖励的状态是拒绝(true)还是不拒绝(false).
* 例子: $gameSystem.isQuestRewardDenied(50, 1)
*
* $gameSystem.isQuestRewardUnclaimed(questId, rewardId)
* - 将'questId'替换为您正在寻找的任务的ID。
* 用您要检查的奖励的ID替换'rewardId'
* 这将在条件分支的脚本调用中进行检查,
* 以查看奖励的状态是既未声明也未拒绝(true)还是既未声明也未拒绝(false).
* 例子: $gameSystem.isQuestRewardUnclaimed(50, 1)
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Fixed some bugs regarding certain plugin commands not working properly.
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Help
* ============================================================================
*
* @param ---魔改---
* @default
*
* @param BarWidth
* @text 条组宽度
* @parent ---魔改---
* @type number
* @desc 这是添加到右侧滑块的宽度值,默认值28
* @default 28
*
* @param BarPadding
* @text 条组空隙
* @parent ---魔改---
* @type number
* @desc 这是条组和文本预留的空隙,默认值为6
* @default 6
*
* @param BarBackColor
* @text 底层条背景颜色
* @parent ---魔改---
* @type text
* @desc 支持#000000 ~ #ffffff 和 rgba(0~255,0~255,0~255,0~1) 两种颜色文本的格式
* @default rgba(0,0,0,0.5)
*
* @param BarBlockColor
* @text 滑动条颜色
* @parent ---魔改---
* @type text
* @desc 支持#000000 ~ #ffffff 和 rgba(0~255,0~255,0~255,0~1) 两种颜色文本的格式
* @default rgba(160,160,160,0.8)
*
* @param BarTouchColor
* @text 选中滑动条颜色
* @parent ---魔改---
* @type text
* @desc 支持#000000 ~ #ffffff 和 rgba(0~255,0~255,0~255,0~1) 两种颜色文本的格式
* @default rgba(200,200,200,1)
*
*
* @param BarBlockDis
* @text 滑动条间距
* @parent ---魔改---
* @type number
* @desc 这是滑动条和背景条之间的间距,默认值为2
* @default 2
*
*
*
*
*
*
*
*
* @param ---Main Menu---
* @text 主菜单
* @default
*
* @param Quest Command
* @text 任务命令
* @parent ---Main Menu---
* @desc 这是用于主菜单命令的文本
* @default 任务
*
* @param Show Command
* @text 显示命令
* @parent ---Main Menu---
* @type boolean
* @on Show
* @off Hide
* @desc 默认在主菜单显示Quest命令
* NO - false YES - true
* @default true
*
* @param Enable Command
* @text 启用命令
* @parent ---Main Menu---
* @type boolean
* @on Enable
* @off Disable
* @desc 默认情况下,在主菜单中启用合成命令?
* NO - false YES - true
* @default true
*
* @param Auto Place Command
* @text 自动放置命令
* @parent ---Main Menu---
* @type boolean
* @on YES
* @off NO
* @desc 允许这个插件决定菜单放置位置?
* NO - false YES - true
* @default true
*
* @param ---Quest Menu---
* @text 任务菜单
* @default
*
* @param Quest Category Window
* @text 任务类别窗口
* @parent ---Quest Menu---
* @type struct<CategoryWindow>
* @desc 在这里调整任务类别窗口的属性
* @default {"---Categories---":"","Category Order":"[\"available\",\"completed\",\"failed\",\"all\"]","Available Text":"\\i[192]正进行任务 (%1)","Completed Text":"\\i[191]已完成任务 (%1)","Failed Text":"\\i[194]失败的任务 (%1)","All Text":"\\i[189]所有的任务 (%1)","Cancel Text":"\\i[161]取消","---Window Settings---":"","X":"0","Y":"0","Width":"Graphics.boxWidth / 3","Height":"this.fittingHeight(this.numVisibleRows())","Rows":"4","Columns":"1","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Text Alignment":"left","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window"}
*
* @param Quest List Window
* @text 任务列表窗口
* @parent ---Quest Menu---
* @type struct<ListWindow>
* @desc 在这里调整任务列表窗口的属性。
* @default {"---Types---":"","Show Types":"true","Type Order":"[\"\\\\c[6]主线任务\",\"\\\\c[4]支线任务\",\"\\\\c[3]特殊任务\",\"\\\\c[5]教程任务\"]","List Open Symbol":"-","List Closed Symbol":"+","Type Text Format":"%1%2 (%3)","Quest Indent":"0","Show Empty":"false","Read Quest":"\\i[121]查看任务","Cancel":"\\i[16]退出","---Window Settings---":"","X":"0","Y":"Graphics.boxHeight - height","Width":"Graphics.boxWidth / 3","Height":"Graphics.boxHeight - this.fittingHeight(4)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Standard Opacity":"255","Back Opacity":"192","Type Alignment":"left","Quest Alignment":"left","Window Skin":"Window"}
*
* @param Quest Title Window
* @text 任务标题窗口
* @parent ---Quest Menu---
* @type struct<TitleWindow>
* @desc 在这里调整任务标题窗口的属性。
* @default {"---Window Settings---":"","No Quest Title":"\\c[4]❀ 任务日志 ❀","X":"Graphics.boxWidth - width","Y":"0","Width":"Graphics.boxWidth * 2 / 3","Height":"this.fittingHeight(1)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Text Alignment":"center","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window"}
*
* @param Quest Data Window
* @text 任务数据窗口
* @parent ---Quest Menu---
* @type struct<DataWindow>
* @desc 在这里调整任务数据窗口的属性。
* @default {"---Data Settings---":"","No Data Text":"\"欢迎来到 \\\\c[4]任务系统\\\\c[0].\\n\"","Quest Data Format":"\"\\\\c[4]任务难度:\\\\c[0] %2\\n\\\\c[4]任务发布:\\\\c[0] %3\\n\\\\c[4]发布地点:\\\\c[0] %4\\n\\n\\\\c[4]任务描述:\\\\c[0]\\n%5\\n\\n\\\\c[4]任务目标:\\\\c[0]\\n%6\\n\\n\\\\c[4]任务奖励:\\\\c[0]\\n%7\\n\\n%8\"","Uncleared Objective":"\\i[160]%1","Completed Objective":"\\i[165]%1","Failed Objective":"\\i[162]%1","Unclaimed Reward":"\\i[160]%1","Claimed Reward":"\\i[163]%1","Denied Reward":"\\i[161]%1","Load Delay":"30","---Window Settings---":"","X":"Graphics.boxWidth - width","Y":"Graphics.boxHeight - height","Width":"Graphics.boxWidth * 2 / 3","Height":"Graphics.boxHeight - this.fittingHeight(1)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window","Scroll Speed":"4"}
*
* @param Lunatic Mode
* @text 疯狂模式
* @parent ---Quest Menu---
* @type struct<LunaticMode>
* @desc 为插件的每个主要功能添加自定义代码。
* @default {"---Quest Menu---":"","Before Create Windows":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\\n//\\n// background.bitmap = ImageManager.loadTitle1(\\\"Book\\\");\\n// this.fitScreen(background);\"","After Create Windows":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\"","Close Quest Menu":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\"","---Quest Status---":"","Quest Add":"\"// Variables:\\n// questId - ID of the quest being added\\n//\\n// console.log('Quest ' + questId + ' successfully added!')\"","Quest Remove":"\"// Variables:\\n// questId - ID of the quest being removed\\n//\\n// console.log('Quest ' + questId + ' successfully removed!')\"","Quest Complete":"\"// Variables:\\n// questId - ID of the quest set to completed\\n//\\n// console.log('Quest ' + questId + ' status changed to Completed!')\"","Quest Fail":"\"// Variables:\\n// questId - ID of the quest set to failed\\n//\\n// console.log('Quest ' + questId + ' status changed to Failed!')\"","Quest Available":"\"// Variables:\\n// questId - ID of the quest set to available\\n//\\n// console.log('Quest ' + questId + ' status changed to Available!')\"","---Description---":"","Change Description":"\"// Variables:\\n// questId - ID of the quest whose description is changed\\n// index - Description index being changed to\\n//\\n// console.log('Quest ' + questId + ' description index changed to ' + index)\"","---Objectives---":"","Show Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being shown\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to shown!')\"","Hide Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being hidden\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to hidden!')\"","Complete Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being completed\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to completed!')\"","Fail Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective having failed\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to failed!')\"","Normalize Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective normalized\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to normal!')\"","---Rewards---":"","Show Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward being shown\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes shown!')\"","Hide Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward being hidden\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes hidden!')\"","Claim Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward becoming claimed\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now claimed!')\"","Deny Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward becoming denied\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now denied!')\"","Normalize Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward normalized\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is normalized!')\"","---Subtext---":"","Change Subtext":"\"// Variables:\\n// questId - ID of the quest whose subtext is changed\\n// index - Subtext index being changed to\\n//\\n// console.log('Quest ' + questId + ' subtext index changed to ' + index)\""}
*
* @param ---Quest List---
* @text 任务列表
* @default
*
* @param Quest 1
* @parent ---Quest List---
* @type struct<Quest>
* @desc 修改此任务条目使用的数据。
* 有关每个设置的更多信息,请参考帮助。
* @default
*
* @param Quest 2
* @parent ---Quest List---
* @type struct<Quest>
* @desc 修改此任务条目使用的数据。
* 有关每个设置的更多信息,请参考帮助。
* @default
*
* @param Quest 3
* @parent ---Quest List---
* @type struct<Quest>
* @desc 修改此任务条目使用的数据。
* 有关每个设置的更多信息,请参考帮助。
* @default
*
* @param Quest 4
* @parent ---Quest List---
* @type struct<Quest>
* @desc 修改此任务条目使用的数据。
* 有关每个设置的更多信息,请参考帮助。(后面以此类推)
* @default
*
* @param Quest 5
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 6
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 7
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 8
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 9
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 10
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 11
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 12
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 13
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 14
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 15
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 16
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 17
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 18
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 19
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 20
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 21
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 22
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 23
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 24
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 25
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 26
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 27
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 28
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 29
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 30
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 31
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 32
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 33
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 34
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 35
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 36
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 37
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 38
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 39
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 40
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 41
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 42
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 43
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 44
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 45
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 46
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 47
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 48
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 49
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 50
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 51
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 52
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 53
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 54
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 55
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 56
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 57
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 58
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 59
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 60
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 61
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 62
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 63
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 64
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 65
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 66
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 67
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 68
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 69
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 70
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 71
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 72
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 73
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 74
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 75
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 76
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 77
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 78
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 79
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 80
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 81
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 82
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 83
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 84
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 85
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 86
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 87
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 88
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 89
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 90
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 91
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 92
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 93
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 94
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 95
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 96
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 97
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 98
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 99
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 100
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*/
//=============================================================================
/* Plugin Parameter Structure Settings
*=============================================================================
*/
/* ----------------------------------------------------------------------------
* CategoryWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~CategoryWindow:
* @param ---Categories---
* @text ---类别---
* @default
*
* @param Category Order
* @text 类别的顺序
* @parent ---Categories---
* @type string[]
* @desc 任务类型类别的顺序列表。
* Options: available, completed, failed, all, cancel
* @default ["available","completed","failed","all"]
*
* @param Available Text
* @parent ---Categories---
* @desc 用于可用任务的文本。
* Text codes allowed. %1 - Quest Number
* @default \i[192]进行中的任务 (%1)
*
* @param Completed Text
* @parent ---Categories---
* @desc 用于已完成任务的文本。
* Text codes allowed. %1 - Quest Number
* @default \i[191]已完成的任务 (%1)
*
* @param Failed Text
* @parent ---Categories---
* @desc 用于失败任务的文本。
* Text codes allowed. %1 - Quest Number
* @default \i[194]失败的任务 (%1)
*
* @param All Text
* @parent ---Categories---
* @desc 用于所有任务的文本。
* Text codes allowed. %1 - Quest Number
* @default \i[189]全部任务 (%1)
*
* @param Cancel Text
* @parent ---Categories---
* @desc 用于关闭选项的文本。
* Text codes allowed.
* @default \i[161]Close
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc 窗口的X位置公式。
* @default 0
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc 窗口Y位置的公式。
* @default 0
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc 窗口宽度公式。
* @default Graphics.boxWidth / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option this.fittingHeight(1)
* @option this.fittingHeight(2)
* @option this.fittingHeight(3)
* @option this.fittingHeight(4)
* @option this.fittingHeight(5)
* @option this.fittingHeight(this.numVisibleRows())
* @desc 窗口高度公式。
* @default this.fittingHeight(this.numVisibleRows())
*
* @param Rows
* @parent ---Window Settings---
* @type combo
* @option 1
* @option 2
* @option 3
* @option 4
* @desc 窗口行数的公式。
* @default 4
*
* @param Columns
* @parent ---Window Settings---
* @type combo
* @option 1
* @option 2
* @option 3
* @option 4
* @desc 窗口列数的公式。
* @default 1
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc 用于每个行条目的高度.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc 游戏中使用的字体。
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc 标准字体大小的公式。
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc 窗口填充的公式。
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc 显示文本前使用的填充公式。
* @default 6
*
* @param Text Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc 选择窗口文本的对齐方式。
* left center right
* @default left
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的标准不透明度公式。
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的不透明度公式。
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc 使用了窗口皮肤。
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* ListWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~ListWindow:
* @param ---Types---
* @default
*
* @param Show Types
* @parent ---Types---
* @type boolean
* @on Show
* @off Hide
* @desc 在任务列表中显示任务类型?
* @default true
*
* @param Type Order
* @parent ---Types---
* @type string[]
* @desc 任务列表类型的顺序列表。
* Name these however you want. Text codes are allowed.
* @default ["\\c[6]Main Quests","\\c[4]Side Quests","\\c[3]Character Quests","\\c[5]Tutorial Quests"]
*
* @param List Open Symbol
* @parent ---Types---
* @desc 显示类型是否打开的文本指示器。
* 打开的任务类型将显示该任务类型中的所有任务。
* @default -
*
* @param List Closed Symbol
* @parent ---Types---
* @desc 显示类型是否关闭的文本指示器。
* 封闭类型不会显示该任务类型中的所有任务。
* @default +
*
* @param Type Text Format
* @parent ---Types---
* @desc 用于显示任务类型的格式。允许文本代码。
* %1 - Open/Closed %2 - Type Name %3 - Quest Number
* @default %1%2 (%3)
*
* @param Quest Indent
* @parent ---Types---
* @number
* @number 0
* @desc 任务缩进多少像素?
* @default 0
*
* @param Show Empty
* @parent ---Types---
* @type boolean
* @on Show
* @off Hide
* @desc 显示空的任务类型?如果没有,
* 没有任何任务的类型将从列表中隐藏。
* @default false
*
* @param Read Quest
* @parent ---Types---
* @desc 'Read Quest'选项使用的词汇。
* 您可以使用文本代码。
* @default \\i[121]Read Quest
*
* @param Cancel
* @parent ---Types---
* @desc 用于'Cancel'选项的词汇。
* @default \\i[16]Cancel
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc 窗口的X位置公式.
* @default 0
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc Formula for the window's Y position.
* @default Graphics.boxHeight - height
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc 窗口宽度公式。
* @default Graphics.boxWidth / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxHeight - this.fittingHeight(1)
* @option Graphics.boxHeight - this.fittingHeight(2)
* @option Graphics.boxHeight - this.fittingHeight(3)
* @option Graphics.boxHeight - this.fittingHeight(4)
* @option Graphics.boxHeight - this.fittingHeight(5)
* @desc 窗口高度公式。
* @default Graphics.boxHeight - this.fittingHeight(4)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The height used for each line entry.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc 游戏中使用的字体。
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc 标准字体大小的公式。
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc 窗口填充的公式。
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc 显示文本前使用的填充公式。
* @default 6
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的标准不透明度公式。
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的不透明度公式。
* @default 192
*
* @param Type Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc 选择任务类型的对齐方式。
* left center right
* @default left
*
* @param Quest Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc 选择什么类型的路线用于任务本身。
* left center right
* @default left
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc 使用了窗口皮肤。
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* TitleWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~TitleWindow:
* @param ---Window Settings---
* @default
*
* @param No Quest Title
* @parent ---Window Settings---
* @desc 当没有选择任务时显示这个。
* 允许文本代码。
* @default \\c[4]Quest Journal
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc 窗口的X位置公式。
* @default Graphics.boxWidth - width
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc 窗口Y位置的公式。
* @default 0
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc 窗口宽度公式。
* @default Graphics.boxWidth * 2 / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option this.fittingHeight(1)
* @option this.fittingHeight(2)
* @option this.fittingHeight(3)
* @option this.fittingHeight(4)
* @option this.fittingHeight(5)
* @desc 窗口高度公式。
* @default this.fittingHeight(1)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc 用于每个行条目的高度。
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc 游戏中使用的字体。
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc 标准字体大小的公式。
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc 窗口填充的公式。
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc 显示文本前使用的填充公式。
* @default 6
*
* @param Text Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc 选择窗口文本的对齐方式。
* left center right
* @default center
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的标准不透明度公式。
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的不透明度公式。
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc 使用了窗口皮肤。
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* DataWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~DataWindow:
* @param ---Data Settings---
* @text ---数据设置---
* @default
*
* @param No Data Text
* @text 没任务显示的文本
* @parent ---Data Settings---
* @type note
* @desc 没有任务数据时显示的文本。
* @default "欢迎您进入 \\c[4]任务系统\\c[0].\n\n暂时无任务可做"
*
* @param Quest Data Format
* @parent ---Data Settings---
* @type note
* @desc %1 - Title, %2 - Difficulty, %3 - From, %4 - Location
* %5 - Desc%6 -目标,%7 -奖励,%8 -潜台词
* @default "\\{%1\\}\n\\c[4]Level:\\c[0] %2\n\\c[4]From:\\c[0] %3\n\\c[4]Location:\\c[0] %4\n\n\\c[4]Description:\\c[0]\n%5\n\n\\c[4]Objectives:\\c[0]\n%6\n\n\\c[4]Rewards:\\c[0]\n%7\n\n%8"
*
* @param Uncleared Objective
* @text 未明确的目标
* @parent ---Data Settings---
* @desc 未清除任务目标的文本格式。
* %1 -目标文本
* @default \i[160]%1
*
* @param Completed Objective
* @parent ---Data Settings---
* @desc 已完成任务目标的文本格式。
* %1 -目标文本
* @default \i[165]%1
*
* @param Failed Objective
* @parent ---Data Settings---
* @desc 失败任务目标的文本格式。
* %1 -目标文本
* @default \i[162]%1
*
* @param Unclaimed Reward
* @parent ---Data Settings---
* @desc 无人领取任务奖励的文本格式。
* %1 -奖励文本
* @default \i[160]%1
*
* @param Claimed Reward
* @parent ---Data Settings---
* @desc 申请任务奖励的文本格式。
* %1 -奖励文本
* @default \i[163]%1
*
* @param Denied Reward
* @parent ---Data Settings---
* @desc 拒绝任务奖励的文本格式。
* %1 -奖励文本
* @default \i[161]%1
*
* @param Load Delay
* @parent ---Data Settings---
* @type number
* @desc 帧中数据的加载时间延迟。
* 这是为了防止引擎负担过重。
* @default 30
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc 窗口的X位置公式。
* @default Graphics.boxWidth - width
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc 窗口Y位置的公式。
* @default Graphics.boxHeight - height
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc 窗口宽度公式。
* @default Graphics.boxWidth * 2 / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxHeight - this.fittingHeight(1)
* @option Graphics.boxHeight - this.fittingHeight(2)
* @option Graphics.boxHeight - this.fittingHeight(3)
* @option Graphics.boxHeight - this.fittingHeight(4)
* @option Graphics.boxHeight - this.fittingHeight(5)
* @desc 窗口高度公式。
* @default Graphics.boxHeight - this.fittingHeight(1)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc 用于每个行条目的高度。
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc 游戏中使用的字体。
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc 标准字体大小的公式。
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc 窗口填充的公式。
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc 显示文本前使用的填充公式。
* @default 6
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的标准不透明度公式。
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc 窗口使用的不透明度公式。
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc 使用了窗口皮肤。
* @default Window
*
* @param Scroll Speed
* @parent ---Window Settings---
* @type number
* @min 1
* @desc 按下向上/向下键时窗口滚动的速度。
* @default 4
*
*/
/* ----------------------------------------------------------------------------
* LunaticMode Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~LunaticMode:
* @param ---Quest Menu---
* @default
*
* @param Before Create Windows
* @parent ---Quest Menu---
* @type note
* @desc 这段代码将在为场景创建任何任务菜单之前运行。
* ...
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows\n//\n// background.bitmap = ImageManager.loadTitle1(\"Book\");\n// this.fitScreen(background);"
*
* @param After Create Windows
* @parent ---Quest Menu---
* @type note
* @desc 这段代码将在为场景创建所有任务菜单后运行。
* ...
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows"
*
* @param Close Quest Menu
* @parent ---Quest Menu---
* @type note
* @desc 这个代码将在任务菜单关闭时运行。
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows"
*
* @param ---Quest Status---
* @default
*
* @param Quest Add
* @parent ---Quest Status---
* @type note
* @desc 这段代码将在任务被成功添加到任务日志的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest being added\n//\n// console.log('Quest ' + questId + ' successfully added!')"
*
* @param Quest Remove
* @parent ---Quest Status---
* @type note
* @desc 这段代码将在任务成功从任务日志中移除时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest being removed\n//\n// console.log('Quest ' + questId + ' successfully removed!')"
*
* @param Quest Complete
* @parent ---Quest Status---
* @type note
* @desc 这段代码将在任务状态变为完成时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest set to completed\n//\n// console.log('Quest ' + questId + ' status changed to Completed!')"
*
* @param Quest Fail
* @parent ---Quest Status---
* @type note
* @desc 这段代码将在任务状态变为失败时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest set to failed\n//\n// console.log('Quest ' + questId + ' status changed to Failed!')"
*
* @param Quest Available
* @parent ---Quest Status---
* @type note
* @desc 这段代码将在任务状态变为可用时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest set to available\n//\n// console.log('Quest ' + questId + ' status changed to Available!')"
*
* @param ---Description---
* @default
*
* @param Change Description
* @parent ---Description---
* @type note
* @desc 这段代码将在任务描述被修改成特定索引时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose description is changed\n// index - Description index being changed to\n//\n// console.log('Quest ' + questId + ' description index changed to ' + index)"
*
* @param ---Objectives---
* @default
*
* @param Show Objective
* @parent ---Objectives---
* @type note
* @desc 这段代码将在任务目标显示出来的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being shown\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to shown!')"
*
* @param Hide Objective
* @parent ---Objectives---
* @type note
* @desc 这段代码会在任务目标隐藏的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being hidden\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to hidden!')"
*
* @param Complete Objective
* @parent ---Objectives---
* @type note
* @desc 这段代码将在任务目标完成时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being completed\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to completed!')"
*
* @param Fail Objective
* @parent ---Objectives---
* @type note
* @desc 这段代码将在任务目标失败的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective having failed\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to failed!')"
*
* @param Normalize Objective
* @parent ---Objectives---
* @type note
* @desc 这段代码将在任务目标被规范化的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective normalized\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to normal!')"
*
* @param ---Rewards---
* @default
*
* @param Show Reward
* @parent ---Rewards---
* @type note
* @desc 这段代码将在任务奖励显示的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward being shown\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes shown!')"
*
* @param Hide Reward
* @parent ---Rewards---
* @type note
* @desc 这段代码会在任务的奖励被隐藏时运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward being hidden\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes hidden!')"
*
* @param Claim Reward
* @parent ---Rewards---
* @type note
* @desc 这段代码将会在任务的任何时候运行。
* ....
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward becoming claimed\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now claimed!')"
*
* @param Deny Reward
* @parent ---Rewards---
* @type note
* @desc 这段代码将在任务奖励被拒绝的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward becoming denied\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now denied!')"
*
* @param Normalize Reward
* @parent ---Rewards---
* @type note
* @desc 这段代码将在任务奖励正常化的任何时候运行。
* ...
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward normalized\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is normalized!')"
*
* @param ---Subtext---
* @default
*
* @param Change Subtext
* @parent ---Subtext---
* @type note
* @desc 这段代码将在任何时候任务的潜台词被改变为一个特定
* 的索引时运行。
* @default "// Variables:\n// questId - ID of the quest whose subtext is changed\n// index - Subtext index being changed to\n//\n// console.log('Quest ' + questId + ' subtext index changed to ' + index)"
*
*/
/* ----------------------------------------------------------------------------
* Quest Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~Quest:
*
* @param Title
* @desc 任务的标题。
* 允许文本代码.
* @default \i[87]任务名
*
* @param Type
* @parent Title
* @type combo
* @option 主线任务
* @option 支线任务
* @option 特殊任务
* @option 教程任务
* @desc 这是什么类型的任务?
* @default 主线任务
*
* @param Difficulty
* @parent Title
* @desc 这个任务的难度。
* Text codes allowed.
* @default 简单难度
*
* @param From
* @parent Title
* @desc 插入发出这个任务的NPC的名字。
* Text codes allowed.
* @default 发布人名字
*
* @param Location
* @parent Title
* @desc 插入发出此任务的NPC的位置。
* Text codes allowed.
* @default 发布位置
*
* @param Description
* @parent Title
* @type note[]
* @desc 请输入此任务的描述。
* Text codes allowed.
* @default ["\"This is the \\\\c[4]default\\\\c[0] quest description.\"","\"This is the \\\\c[4]default\\\\c[0] quest description.\\n\\nYou can insert multiple description entries in case you\\never want to update the quest description midway while the\\nquest is in progress.\""]
*
* @param Objectives List
* @type note[]
* @desc 这个任务要完成的目标。
* Text codes allowed.
* @default ["\"\\\\c[4]First\\\\c[0] objective to be cleared.\"","\"\\\\c[4]Second\\\\c[0] objective, but it's hidden.\"","\"To make other objectives appear,\\nenable them through the \\\\c[4]'Visible\\nObjectives'\\\\c[0] plugin parameter or by\\nusing a plugin command to make\\nthem appear\""]
*
* @param Visible Objectives
* @parent Objectives List
* @type number[]
* @min 1
* @desc 从一开始就显而易见的目标。
* @default ["1"]
*
* @param Rewards List
* @type note[]
* @desc 这个任务的奖励列表。
* Text codes allowed.
* @default ["\"\\\\i[176]Potion x5\"","\"\\\\i[178]Ether x3\"","\"To make other rewards appear,\\nenable them through the \\\\c[4]'Visible\\nRewards'\\\\c[0] plugin parameter or by\\nusing a plugin command to make\\nthem appear\""]
*
* @param Visible Rewards
* @parent Rewards List
* @type number[]
* @min 1
* @desc 从一开始就显而易见的奖励。
* @default ["1"]
*
* @param Subtext
* @type note[]
* @desc 潜台词与任务一起展示。
* @default ["\"\"","\"This is a subtext. It is used as\\nextra text that you may want to\\nplace on your quest journal that\\ndiffers from the description.\""]
*/
//=============================================================================
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.3.5") {
//=============================================================================
// Parameter Variables
//=============================================================================
var Zzy = Zzy || {};
Zzy.XTQJ = Zzy.XTQJ || {};
Yanfly.Parameters = PluginManager.parameters("YEP_QuestJournal");
Yanfly.Param = Yanfly.Param || {};
Zzy.XTQJ.BarWidth = parseInt(Yanfly.Parameters['BarWidth'] || 28);//条组宽度
Zzy.XTQJ.BarPadding = parseInt(Yanfly.Parameters['BarPadding'] || 6);
Zzy.XTQJ.BarBackColor = String(Yanfly.Parameters['BarBackColor'] || 'rgba(0,0,0,0.5)');//底层颜色
Zzy.XTQJ.BarBlockColor = String(Yanfly.Parameters['BarBlockColor'] || 'rgba(160,160,160,0.8)');//灰色条块
Zzy.XTQJ.BarTouchColor = String(Yanfly.Parameters['BarTouchColor'] || 'rgba(200,200,200,1)');//点中颜色
Zzy.XTQJ.BarBlockDis = parseInt(Yanfly.Parameters['BarBlockDis'] || 2);//灰色条块间距
Yanfly.Param.QuestCmdName = String(Yanfly.Parameters["Quest Command"]);
Yanfly.Param.QuestCmdShow = eval(Yanfly.Parameters["Show Command"]);
Yanfly.Param.QuestCmdEnable = eval(Yanfly.Parameters["Enable Command"]);
Yanfly.Param.QuestCmdPlace = eval(Yanfly.Parameters["Auto Place Command"]);
Yanfly.Param.QuestCategoryWindow = JSON.parse(Yanfly.Parameters["Quest Category Window"]);
Yanfly.Param.QuestListWindow = JSON.parse(Yanfly.Parameters["Quest List Window"]);
Yanfly.Param.QuestTitleWindow = JSON.parse(Yanfly.Parameters["Quest Title Window"]);
Yanfly.Param.QuestDataWindow = JSON.parse(Yanfly.Parameters["Quest Data Window"]);
Yanfly.Quest.LunaticMode = JSON.parse(Yanfly.Parameters["Lunatic Mode"]);
//=============================================================================
// Window_Selectable
//=============================================================================
//---魔改--- v1.00 用于添加滚动条样式
Window_Selectable.prototype.IsZzyXTQJScrollBar = function()
{return false;}
Zzy.XTQJ.Window_Selectable_itemWidth = Window_Selectable.prototype.itemWidth;
Window_Selectable.prototype.itemWidth = function()
{
var iw = Zzy.XTQJ.Window_Selectable_itemWidth.call(this);
if(this.IsZzyXTQJScrollBar())
{
var mcs = this.maxCols();
var dis = (this.DefaultZzyXTQJBarWidth()+this.DefaultZzyXTQJBarPadding()*2) / mcs;
return iw - dis;
}
else return iw;
};
Window_Selectable.prototype.DefaultZzyXTQJBarWidth = function()
{return Zzy.XTQJ.BarWidth;}
Window_Selectable.prototype.DefaultZzyXTQJBarPadding = function()
{return Zzy.XTQJ.BarPadding;}
Window_Selectable.prototype.DefaultZzyXTQJBarBackColor = function()
{return Zzy.XTQJ.BarBackColor;}
Window_Selectable.prototype.DefaultZzyXTQJBarBlockColor = function()
{return Zzy.XTQJ.BarBlockColor;}
Window_Selectable.prototype.DefaultZzyXTQJBarTouchColor = function()
{return Zzy.XTQJ.BarTouchColor;}
Window_Selectable.prototype.DefaultZzyXTQJBarBlockDis = function()
{return Zzy.XTQJ.BarBlockDis;}
Zzy.XTQJ.Window_Selectable_refresh = Window_Selectable.prototype.refresh;
Window_Selectable.prototype.refresh = function()//刷新-可能需要重写
{
Zzy.XTQJ.Window_Selectable_refresh.call(this);
if(this.IsZzyXTQJScrollBar())this.DrawZzyXTQJBar();//绘制条组
}
Window_Selectable.prototype.GetZzyXTQJBarRect = function()//获取空间
{
// var width = this.contents.width;
// var height = this.contents.height;
var pad = this.standardPadding();
var width = this.width - pad * 2;
var height = this.height - pad * 2;
var rt = new Rectangle(width - this.DefaultZzyXTQJBarWidth(),
0,
this.DefaultZzyXTQJBarWidth(),
height);
return rt;
}
Window_Selectable.prototype.DrawZzyXTQJBar = function()
{
var barRt = this.GetZzyXTQJBarRect();
//初始化申请位图
if(!this._ZzyXTQJBarContnets)
{
var pad = this.standardPadding();
this._ZzyXTQJBarContnets = new Sprite();
this._ZzyXTQJBarContnets.bitmap = new Bitmap(barRt.width,barRt.height);
this.addChild(this._ZzyXTQJBarContnets);
this._ZzyXTQJBarContnets.x = barRt.x + pad;
this._ZzyXTQJBarContnets.y = barRt.y + pad;
}
this._ZzyXTQJBarContnets.bitmap.clear();
this.DrawZzyXTQJBarBack(barRt);//绘制底层
this.DrawZzyXTQJBarBlock(barRt);//绘制条块
}
Window_Selectable.prototype.DrawZzyXTQJBarBack = function(barRt)
{
var color = this.DefaultZzyXTQJBarBackColor();
this._ZzyXTQJBarContnets.bitmap.fillAll(color);
//this.contents.fillRect(barRt.x,barRt.y,barRt.width,barRt.height,color);
}
Window_Selectable.prototype.DrawZzyXTQJBarBlock = function(barRt)
{
var color = this._ZzyXTQJHit ? this.DefaultZzyXTQJBarTouchColor() : this.DefaultZzyXTQJBarBlockColor();
var rt = this.GetZzyXTQJBlockBarRect();
var dis = Zzy.XTQJ.BarBlockDis;
this._ZzyXTQJBarContnets.bitmap.fillRect(rt.x,rt.y,rt.width,rt.height,color);
//this.contents.fillRect(rt.x,rt.y,rt.width,rt.height,color);
}
Window_Selectable.prototype.GetZzyXTQJBarRectArea = function()//获取区域
{
var barRt = this.GetZzyXTQJBarRect();
var dis = this.DefaultZzyXTQJBarBlockDis();
var nbarRt = new Rectangle(
barRt.x + dis,
barRt.y + dis,
barRt.width - dis*2,
barRt.height - dis*2);
return nbarRt;
}
Window_Selectable.prototype.GetZzyXTQJBlockBarRect = function()
{
//会计算当前滚动条的位置
var rate = this.GetZzyXTQJBarRate();
var nbarRt = this.GetZzyXTQJBarRectArea();
var dis = Zzy.XTQJ.BarBlockDis;
var barHieght = nbarRt.height * rate;
var rt = new Rectangle(dis,
dis,
nbarRt.width,
barHieght);
var tp = this.topRow();//对应位置
var mtp = this.maxTopRow();//最大顶层
var trate = mtp ? tp / mtp : 0;
rt.y += (nbarRt.height-rt.height) * trate;
return rt;
}
Window_Selectable.prototype.GetZzyXTQJBarRate = function()
{
var mr = this.maxRows();
var mpr = this.maxPageRows();
var rate = mpr / mr;
return Math.min(1,rate);
}
// 因refresh会重置,关闭这个刷新
Zzy.XTQJ.Window_Selectable_processTouch = Window_Selectable.prototype.processTouch;
Window_Selectable.prototype.processTouch = function()
{
Zzy.XTQJ.Window_Selectable_processTouch.call(this);
//刷新关闭Touch
if(!this._touching)
{
if(this._ZzyXTQJHit)
{
this._ZzyXTQJHit = false;
//this.refresh();
this.DrawZzyXTQJBar();
}
}
};
Window_Selectable.prototype.IsHitZzyXTQJBar = function(x,y)//点中测试
{
var rt = this.GetZzyXTQJBlockBarRect();
var padding = this.standardPadding();
rt.x += padding;
rt.y += padding;
if(x >= rt.x &&
x <= rt.width+rt.x &&
y >= rt.y &&
y <= rt.height+rt.y)return true;
return false;
}
Zzy.XTQJ.Window_Selectable_update = Window_Selectable.prototype.update;
Window_Selectable.prototype.update = function()
{
Zzy.XTQJ.Window_Selectable_update.call(this);
if(this.IsZzyXTQJScrollBar())this.UpdateZzyXTQJHit();
}
Window_Selectable.prototype.UpdateZzyXTQJHit = function()
{
if(!this._ZzyXTQJHit)return;
this._ZzyXTQJHitEX = this.canvasToLocalX(TouchInput.x);
this._ZzyXTQJHitEY = this.canvasToLocalY(TouchInput.y);
var cDis = this._ZzyXTQJHitCY - this._ZzyXTQJHitEY;
if(Math.abs(cDis) >= this._ZzyXTQJPosInfo.dis / 2)
{
this._ZzyXTQJHitCY = this._ZzyXTQJHitEY;
if(cDis < 0)this.scrollDown();
else this.scrollUp();
}
}
Window_Selectable.prototype.MakeZzyXTQJArea = function()//制作翻页区域
{
var mtp = this.maxTopRow();//最大顶层
var rt = this.GetZzyXTQJBarRectArea();
var dis = rt.height / mtp;
var posY = [];
for(var i=0;i<mtp;i++)
{
posY[i] = dis / 2 + i*dis;
}
this._ZzyXTQJPosInfo = {};
this._ZzyXTQJPosInfo.posYArr = posY;
this._ZzyXTQJPosInfo.dis = dis;
}
Zzy.XTQJ.Window_Selectable_onTouch = Window_Selectable.prototype.onTouch;
Window_Selectable.prototype.onTouch = function(triggered)
{
if(this.IsZzyXTQJScrollBar())
{
if(triggered)
{
var x = this.canvasToLocalX(TouchInput.x);
var y = this.canvasToLocalY(TouchInput.y);
if(this.IsHitZzyXTQJBar(x, y))
{
if(!this._ZzyXTQJHit)
{
this._ZzyXTQJHit = true;//点选中时
//this.refresh();//执行一次刷新
this.DrawZzyXTQJBar();
}
this._ZzyXTQJHit = true;//点选中时
//配置点击X和点击Y
this._ZzyXTQJHitSX = x;
this._ZzyXTQJHitSY = y;
this._ZzyXTQJHitEX = x;
this._ZzyXTQJHitEY = y;
this._ZzyXTQJHitCX = x;
this._ZzyXTQJHitCY = y;
}
}
}
Zzy.XTQJ.Window_Selectable_onTouch.call(this,triggered);
};
Window_Selectable.prototype.RefreshZzyXTQJ = function()
{
if(this.IsZzyXTQJScrollBar())
{
this.MakeZzyXTQJArea();//计算Area区域
this.DrawZzyXTQJBar();//绘制条组
}
}
//=============================================================================
// TouchInput
//=============================================================================
Yanfly.Quest.TouchInput_onMouseMove = TouchInput._onMouseMove;
TouchInput._onMouseMove = function (event) {
Yanfly.Quest.TouchInput_onMouseMove.call(this, event);
this._mouseOverX = Graphics.pageToCanvasX(event.pageX);
this._mouseOverY = Graphics.pageToCanvasY(event.pageY);
};
//=============================================================================
// DataManager
//=============================================================================
var $dataQuests = [null];
Yanfly.Quest.totalCount = 0;
DataManager.questDatabaseAdd = function (id, data) {
if (!data) return $dataQuests.push(null);
data = this.questDataFailsafe(id, data);
var visibleObjectives = JSON.parse(data["Visible Objectives"]);
for (var i = 0; i < visibleObjectives.length; ++i) {
visibleObjectives[i] = parseInt(visibleObjectives[i]);
}
var visibleRewards = JSON.parse(data["Visible Rewards"]);
for (var i = 0; i < visibleRewards.length; ++i) {
visibleRewards[i] = parseInt(visibleRewards[i]);
}
var description = JSON.parse(data["Description"]);
description.unshift("");
var objectives = JSON.parse(data["Objectives List"]);
objectives.unshift("");
var rewards = JSON.parse(data["Rewards List"]);
rewards.unshift("");
var subtext = JSON.parse(data["Subtext"]);
subtext.unshift("");
var type = data["Type"];
type = type.replace(/\\I\[(\d+)\]/gi, "").trim();
type = type.replace(/\\C\[(\d+)\]/gi, "").trim();
var quest = {
name: data["Title"],
id: id,
type: type,
difficulty: data["Difficulty"],
from: data["From"],
location: data["Location"],
description: description,
objectives: objectives,
visibleObjectives: visibleObjectives,
rewards: rewards,
visibleRewards: visibleRewards,
subtext: subtext,
note: "",
};
$dataQuests[id] = quest;
Yanfly.Quest.totalCount += 1;
};
DataManager.questDataFailsafe = function (id, data) {
if (!data["Title"]) data["Title"] = "\\i[87]Unfinished Quest";
if (!data["Type"]) data["Type"] = "Main Quests";
if (!data["Difficulty"]) data["Difficulty"] = "Easy Peasy";
if (!data["From"]) data["From"] = "NPC Name";
if (!data["Location"]) data["Location"] = "Location Name";
if (!data["Description"]) data["Description"] = '["\\"\\""]';
if (data["Description"] === "[]") data["Description"] = '["\\"\\""]';
if (!data["Objectives List"]) data["Objectives List"] = '["\\"\\""]';
if (data["Objectives List"] === "[]") data["Objectives List"] = '["\\"\\""]';
if (!data["Visible Objectives"]) data["Visible Objectives"] = '["1"]';
if (!data["Rewards List"]) data["Rewards List"] = '["\\"\\""]';
if (data["Rewards List"] === "[]") data["Rewards List"] = '["\\"\\""]';
if (!data["Visible Rewards"]) data["Visible Rewards"] = '["1"]';
if (!data["Subtext"]) data["Subtext"] = '["\\"\\""]';
if (data["Subtext"] === "[]") data["Subtext"] = '["\\"\\""]';
return data;
};
DataManager.questDatabaseCreate = function () {
$dataQuests = [null];
for (var i = 1; i <= 100; ++i) {
var questData = JSON.parse(Yanfly.Parameters["Quest " + i] || "null");
if (!questData) continue;
this.questDatabaseAdd(i, questData);
}
};
DataManager.questDatabaseCreate();
//=============================================================================
// Game_Temp
//=============================================================================
Game_Temp.prototype.reservedQuestOpen = function (questId) {
this._questOpen = questId;
};
Game_Temp.prototype.getQuestOpen = function () {
return this._questOpen;
};
Game_Temp.prototype.clearQuestOpen = function () {
this._questOpen = undefined;
};
//=============================================================================
// Game_System
//=============================================================================
Yanfly.Quest.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
Yanfly.Quest.Game_System_initialize.call(this);
this.initQuestSettings();
};
Game_System.prototype.initQuestSettings = function () {
this._showQuest = this._showQuest || Yanfly.Param.QuestCmdShow;
this._enableQuest = this._enableQuest || Yanfly.Param.QuestCmdEnable;
this._questsKnown = this._questsKnown || [];
this._questsCompleted = this._questsCompleted || [];
this._questsFailed = this._questsFailed || [];
this._questsDescription = this._questsDescription || {};
this._questsObjectives = this._questsObjectives || {};
this._questsObjectivesCompleted = this._questsObjectivesCompleted || {};
this._questsObjectivesFailed = this._questsObjectivesFailed || {};
this._questsRewards = this._questsRewards || {};
this._questsRewardsClaimed = this._questsRewardsClaimed || {};
this._questsRewardsDenied = this._questsRewardsDenied || {};
this._questsSubtext = this._questsSubtext || {};
};
Game_System.prototype.isShowQuest = function () {
this.initQuestSettings();
return this._showQuest;
};
Game_System.prototype.setShowQuest = function (value) {
this.initQuestSettings();
this._showQuest = value;
};
Game_System.prototype.isEnableQuest = function () {
this.initQuestSettings();
return this._enableQuest;
};
Game_System.prototype.setEnableQuest = function (value) {
this.initQuestSettings();
this._enableQuest = value;
};
Game_System.prototype.getQuestsAvailable = function () {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsCompleted.contains(questId)) continue;
if (this._questsFailed.contains(questId)) continue;
result.push(questId);
}
return result;
};
Game_System.prototype.getQuestsCompleted = function () {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsCompleted.contains(questId)) result.push(questId);
}
return result;
};
Game_System.prototype.getQuestsFailed = function () {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsFailed.contains(questId)) result.push(questId);
}
return result;
};
Game_System.prototype.getAllQuests = function () {
this.initQuestSettings();
return this._questsKnown;
};
Game_System.prototype.getTypeQuests = function (category, type) {
this.initQuestSettings();
category = category || "all";
type = type || "";
var result = [];
if (category === "available") {
var quests = this.getQuestsAvailable();
} else if (category === "completed") {
var quests = this.getQuestsCompleted();
} else if (category === "failed") {
var quests = this.getQuestsFailed();
} else {
var quests = this.getAllQuests();
}
var length = quests.length;
for (var i = 0; i < length; ++i) {
var questId = quests[i];
var questData = $dataQuests[questId];
if (!questData) continue;
if (questData.type === type) result.push(questId);
}
return result;
};
Game_System.prototype.getQuestDescriptionIndex = function (questId) {
this.initQuestSettings();
return this._questsDescription[questId] || 0;
};
Game_System.prototype.getQuestObjectives = function (questId) {
this.initQuestSettings();
return this._questsObjectives[questId] || ["1"];
};
Game_System.prototype.getQuestObjectiveStatus = function (questId, objId) {
this.initQuestSettings();
this._questsObjectivesCompleted[questId] = this._questsObjectivesCompleted[questId] || [];
this._questsObjectivesFailed[questId] = this._questsObjectivesFailed[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objId)) {
return "Completed Objective";
} else if (this._questsObjectivesFailed[questId].contains(objId)) {
return "Failed Objective";
} else {
return "Uncleared Objective";
}
};
Game_System.prototype.getQuestRewards = function (questId) {
this.initQuestSettings();
return this._questsRewards[questId] || ["1"];
};
Game_System.prototype.getQuestRewardStatus = function (questId, objId) {
this.initQuestSettings();
if (this._questsRewardsClaimed[questId].contains(objId)) {
return "Claimed Reward";
} else if (this._questsRewardsDenied[questId].contains(objId)) {
return "Denied Reward";
} else {
return "Unclaimed Reward";
}
};
Game_System.prototype.getQuestSubtextIndex = function (questId) {
this.initQuestSettings();
return this._questsSubtext[questId] || 0;
};
Game_System.prototype.questAdd = function (questId) {
this.initQuestSettings();
if (this._questsKnown.contains(questId)) return;
var questData = $dataQuests[questId];
if (!questData) return;
this._questsKnown.push(questId);
this._questsKnown.sort(function (a, b) {
return a - b;
});
this._questsDescription[questId] = 1;
this._questsObjectives[questId] = [];
for (var i = 0; i < questData["visibleObjectives"].length; ++i) {
var value = questData["visibleObjectives"][i];
this._questsObjectives[questId].push(value);
}
this._questsObjectivesCompleted[questId] = [];
this._questsObjectivesFailed[questId] = [];
this._questsRewards[questId] = [];
for (var i = 0; i < questData["visibleRewards"].length; ++i) {
var value = questData["visibleRewards"][i];
this._questsRewards[questId].push(value);
}
this._questsRewardsClaimed[questId] = [];
this._questsRewardsDenied[questId] = [];
this._questsSubtext[questId] = 1;
this.questAddCustomEval(questId);
};
Yanfly.Quest.questAdd = JSON.parse(Yanfly.Quest.LunaticMode["Quest Add"]);
Game_System.prototype.questAddCustomEval = function (questId) {
eval(Yanfly.Quest.questAdd);
};
Game_System.prototype.questAddRange = function (range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questAdd(questId);
}
};
Game_System.prototype.questRemove = function (questId) {
this.initQuestSettings();
if (!this._questsKnown.contains(questId)) return;
var index = this._questsKnown.indexOf(questId);
this._questsKnown.splice(index, 1);
this.questRemoveCustomEval(questId);
};
Yanfly.Quest.questRemove = JSON.parse(Yanfly.Quest.LunaticMode["Quest Remove"]);
Game_System.prototype.questRemoveCustomEval = function (questId) {
eval(Yanfly.Quest.questRemove);
};
Game_System.prototype.questRemoveRange = function (range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questRemove(questId);
}
};
Game_System.prototype.questSetCompleted = function (questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (!this._questsCompleted.contains(questId)) {
changed = true;
this._questsCompleted.push(questId);
this._questsCompleted.sort(function (a, b) {
return a - b;
});
}
if (this._questsFailed.contains(questId)) {
var index = this._questsFailed.indexOf(questId);
this._questsFailed.splice(index, 1);
this._questsFailed.sort(function (a, b) {
return a - b;
});
}
if (changed) this.questSetCompletedEval(questId);
};
Yanfly.Quest.questSetCompleted = JSON.parse(Yanfly.Quest.LunaticMode["Quest Complete"]);
Game_System.prototype.questSetCompletedEval = function (questId) {
eval(Yanfly.Quest.questSetCompleted);
};
Game_System.prototype.questSetCompletedRange = function (range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetCompleted(questId);
}
};
Game_System.prototype.questSetFailed = function (questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (!this._questsFailed.contains(questId)) {
changed = true;
this._questsFailed.push(questId);
this._questsFailed.sort(function (a, b) {
return a - b;
});
}
if (this._questsCompleted.contains(questId)) {
var index = this._questsCompleted.indexOf(questId);
this._questsCompleted.splice(index, 1);
this._questsCompleted.sort(function (a, b) {
return a - b;
});
}
if (changed) this.questSetFailedEval(questId);
};
Yanfly.Quest.questSetFailed = JSON.parse(Yanfly.Quest.LunaticMode["Quest Fail"]);
Game_System.prototype.questSetFailedEval = function (questId) {
eval(Yanfly.Quest.questSetFailed);
};
Game_System.prototype.questSetFailedRange = function (range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetFailed(questId);
}
};
Game_System.prototype.questSetAvailable = function (questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (this._questsCompleted.contains(questId)) {
changed = true;
var index = this._questsCompleted.indexOf(questId);
this._questsCompleted.splice(index, 1);
this._questsCompleted.sort(function (a, b) {
return a - b;
});
}
if (this._questsFailed.contains(questId)) {
changed = true;
var index = this._questsFailed.indexOf(questId);
this._questsFailed.splice(index, 1);
this._questsFailed.sort(function (a, b) {
return a - b;
});
}
if (changed) this.questSetAvailableEval(questId);
};
Yanfly.Quest.questSetAvailable = JSON.parse(Yanfly.Quest.LunaticMode["Quest Available"]);
Game_System.prototype.questSetAvailableEval = function (questId) {
eval(Yanfly.Quest.questSetAvailable);
};
Game_System.prototype.questSetAvailableRange = function (range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetAvailable(questId);
}
};
Game_System.prototype.questChangeDescriptionIndex = function (questId, index) {
this.initQuestSettings();
this._questsDescription[questId] = index;
this.questChangeDescIndexEval(questId, index);
};
Yanfly.Quest.questChangeDescriptionIndex = JSON.parse(Yanfly.Quest.LunaticMode["Change Description"]);
Game_System.prototype.questChangeDescIndexEval = function (questId, index) {
eval(Yanfly.Quest.questChangeDescriptionIndex);
};
Game_System.prototype.questObjectivesShow = function (questId, objectiveId) {
this.initQuestSettings();
this._questsObjectives[questId] = this._questsObjectives[questId] || [];
if (this._questsObjectives[questId].contains(objectiveId)) return;
this._questsObjectives[questId].push(objectiveId);
this._questsObjectives[questId].sort(function (a, b) {
return a - b;
});
this.questObjectivesShowEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesShow = JSON.parse(Yanfly.Quest.LunaticMode["Show Objective"]);
Game_System.prototype.questObjectivesShowEval = function (questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesShow);
};
Game_System.prototype.questObjectivesShowRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesShow(questId, objId);
}
};
Game_System.prototype.questObjectivesShowAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesShow(questId, i);
}
};
Game_System.prototype.questObjectivesHide = function (questId, objectiveId) {
this.initQuestSettings();
this._questsObjectives[questId] = this._questsObjectives[questId] || [];
if (!this._questsObjectives[questId].contains(objectiveId)) return;
var index = this._questsObjectives[questId].indexOf(objectiveId);
this._questsObjectives[questId].splice(index, 1);
this._questsObjectives[questId].sort(function (a, b) {
return a - b;
});
this.questObjectivesHideEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesHide = JSON.parse(Yanfly.Quest.LunaticMode["Hide Objective"]);
Game_System.prototype.questObjectivesHideEval = function (questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesHide);
};
Game_System.prototype.questObjectivesHideRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesHide(questId, objId);
}
};
Game_System.prototype.questObjectivesHideAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesHide(questId, i);
}
};
Game_System.prototype.questObjectivesNormal = function (questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesCompleted[questId] = this._questsObjectivesCompleted[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objectiveId)) {
changed = true;
var index = this._questsObjectivesCompleted[questId].indexOf(objectiveId);
this._questsObjectivesCompleted[questId].splice(index, 1);
this._questsObjectivesCompleted[questId].sort(function (a, b) {
return a - b;
});
}
if (this._questsObjectivesFailed[questId].contains(objectiveId)) {
changed = true;
var index = this._questsObjectivesFailed[questId].indexOf(objectiveId);
this._questsObjectivesFailed[questId].splice(index, 1);
this._questsObjectivesFailed[questId].sort(function (a, b) {
return a - b;
});
}
this.questObjectivesNormalEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesNormal = JSON.parse(Yanfly.Quest.LunaticMode["Normalize Objective"]);
Game_System.prototype.questObjectivesNormalEval = function (questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesNormal);
};
Game_System.prototype.questObjectivesNormalRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesNormal(questId, objId);
}
};
Game_System.prototype.questObjectivesNormalAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesNormal(questId, i);
}
};
Game_System.prototype.questObjectivesComplete = function (questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesCompleted[questId] = this._questsObjectivesCompleted[questId] || [];
if (!this._questsObjectivesCompleted[questId].contains(objectiveId)) {
changed = true;
this._questsObjectivesCompleted[questId].push(objectiveId);
this._questsObjectivesCompleted[questId].sort(function (a, b) {
return a - b;
});
}
this._questsObjectivesFailed[questId] = this._questsObjectivesFailed[questId] || [];
if (this._questsObjectivesFailed[questId].contains(objectiveId)) {
var index = this._questsObjectivesFailed[questId].indexOf(objectiveId);
this._questsObjectivesFailed[questId].splice(index, 1);
this._questsObjectivesFailed[questId].sort(function (a, b) {
return a - b;
});
}
this.questObjectivesCompleteEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesComplete = JSON.parse(Yanfly.Quest.LunaticMode["Complete Objective"]);
Game_System.prototype.questObjectivesCompleteEval = function (questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesComplete);
};
Game_System.prototype.questObjectivesCompleteRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesComplete(questId, objId);
}
};
Game_System.prototype.questObjectivesCompleteAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesComplete(questId, i);
}
};
Game_System.prototype.questObjectivesFail = function (questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesFailed[questId] = this._questsObjectivesFailed[questId] || [];
if (!this._questsObjectivesFailed[questId].contains(objectiveId)) {
changed = true;
this._questsObjectivesFailed[questId].push(objectiveId);
this._questsObjectivesFailed[questId].sort(function (a, b) {
return a - b;
});
}
this._questsObjectivesCompleted[questId] = this._questsObjectivesCompleted[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objectiveId)) {
var index = this._questsObjectivesCompleted[questId].indexOf(objectiveId);
this._questsObjectivesCompleted[questId].splice(index, 1);
this._questsObjectivesCompleted[questId].sort(function (a, b) {
return a - b;
});
}
if (changed) this.questObjectivesFailEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesFail = JSON.parse(Yanfly.Quest.LunaticMode["Fail Objective"]);
Game_System.prototype.questObjectivesFailEval = function (questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesFail);
};
Game_System.prototype.questObjectivesFailRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesFail(questId, objId);
}
};
Game_System.prototype.questObjectivesFailAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesFail(questId, i);
}
};
Game_System.prototype.questRewardsShow = function (questId, rewardId) {
this.initQuestSettings();
this._questsRewards[questId] = this._questsRewards[questId] || [];
if (this._questsRewards[questId].contains(rewardId)) return;
this._questsRewards[questId].push(rewardId);
this._questsRewards[questId].sort(function (a, b) {
return a - b;
});
this.questRewardsShowEval(questId, rewardId);
};
Yanfly.Quest.questRewardsShow = JSON.parse(Yanfly.Quest.LunaticMode["Show Reward"]);
Game_System.prototype.questRewardsShowEval = function (questId, rewardId) {
eval(Yanfly.Quest.questRewardsShow);
};
Game_System.prototype.questRewardsShowRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsShow(questId, rewardId);
}
};
Game_System.prototype.questRewardsShowAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsShow(questId, i);
}
};
Game_System.prototype.questRewardsHide = function (questId, rewardId) {
this.initQuestSettings();
this._questsRewards[questId] = this._questsRewards[questId] || [];
if (!this._questsRewards[questId].contains(rewardId)) return;
var index = this._questsRewards[questId].indexOf(rewardId);
this._questsRewards[questId].splice(index, 1);
this._questsRewards[questId].sort(function (a, b) {
return a - b;
});
this.questRewardsHideEval(questId, rewardId);
};
Yanfly.Quest.questRewardsHide = JSON.parse(Yanfly.Quest.LunaticMode["Hide Reward"]);
Game_System.prototype.questRewardsHideEval = function (questId, rewardId) {
eval(Yanfly.Quest.questRewardsHide);
};
Game_System.prototype.questRewardsHideRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsHide(questId, rewardId);
}
};
Game_System.prototype.questRewardsHideAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsHide(questId, i);
}
};
Game_System.prototype.questRewardsNormal = function (questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsClaimed[questId] = this._questsRewardsClaimed[questId] || [];
if (this._questsRewardsClaimed[questId].contains(rewardId)) {
changed = true;
var index = this._questsRewardsClaimed[questId].indexOf(rewardId);
this._questsRewardsClaimed[questId].splice(index, 1);
this._questsRewardsClaimed[questId].sort(function (a, b) {
return a - b;
});
}
this._questsRewardsDenied[questId] = this._questsRewardsDenied[questId] || [];
if (this._questsRewardsDenied[questId].contains(rewardId)) {
changed = true;
var index = this._questsRewardsDenied[questId].indexOf(rewardId);
this._questsRewardsDenied[questId].splice(index, 1);
this._questsRewardsDenied[questId].sort(function (a, b) {
return a - b;
});
}
if (changed) this.questRewardsNormalEval(questId, rewardId);
};
Yanfly.Quest.questRewardsNormal = JSON.parse(Yanfly.Quest.LunaticMode["Normalize Reward"]);
Game_System.prototype.questRewardsNormalEval = function (questId, rewardId) {
eval(Yanfly.Quest.questRewardsNormal);
};
Game_System.prototype.questRewardsNormalRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsNormal(questId, rewardId);
}
};
Game_System.prototype.questRewardsNormalAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsNormal(questId, i);
}
};
Game_System.prototype.questRewardsClaim = function (questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsClaimed[questId] = this._questsRewardsClaimed[questId] || [];
if (!this._questsRewardsClaimed[questId].contains(rewardId)) {
changed = true;
this._questsRewardsClaimed[questId].push(rewardId);
this._questsRewardsClaimed[questId].sort(function (a, b) {
return a - b;
});
}
this._questsRewardsDenied[questId] = this._questsRewardsDenied[questId] || [];
if (this._questsRewardsDenied[questId].contains(rewardId)) {
var index = this._questsRewardsDenied[questId].indexOf(rewardId);
this._questsRewardsDenied[questId].splice(index, 1);
this._questsRewardsDenied[questId].sort(function (a, b) {
return a - b;
});
}
if (changed) this.questRewardsClaimEval(questId, rewardId);
};
Yanfly.Quest.questRewardsClaim = JSON.parse(Yanfly.Quest.LunaticMode["Claim Reward"]);
Game_System.prototype.questRewardsClaimEval = function (questId, rewardId) {
eval(Yanfly.Quest.questRewardsClaim);
};
Game_System.prototype.questRewardsClaimRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsClaim(questId, rewardId);
}
};
Game_System.prototype.questRewardsClaimAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsClaim(questId, i);
}
};
Game_System.prototype.questRewardsDeny = function (questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsDenied[questId] = this._questsRewardsDenied[questId] || [];
if (!this._questsRewardsDenied[questId].contains(rewardId)) {
changed = true;
this._questsRewardsDenied[questId].push(rewardId);
this._questsRewardsDenied[questId].sort(function (a, b) {
return a - b;
});
}
this._questsRewardsClaimed[questId] = this._questsRewardsClaimed[questId] || [];
if (this._questsRewardsClaimed[questId].contains(rewardId)) {
var index = this._questsRewardsClaimed[questId].indexOf(rewardId);
this._questsRewardsClaimed[questId].splice(index, 1);
this._questsRewardsClaimed[questId].sort(function (a, b) {
return a - b;
});
}
if (changed) this.questRewardsDenyEval(questId, rewardId);
};
Yanfly.Quest.questRewardsDeny = JSON.parse(Yanfly.Quest.LunaticMode["Deny Reward"]);
Game_System.prototype.questRewardsDenyEval = function (questId, rewardId) {
eval(Yanfly.Quest.questRewardsDeny);
};
Game_System.prototype.questRewardsDenyRange = function (questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsDeny(questId, rewardId);
}
};
Game_System.prototype.questRewardsDenyAll = function (questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsDeny(questId, i);
}
};
Game_System.prototype.questChangeSubtextIndex = function (questId, index) {
this.initQuestSettings();
this._questsSubtext[questId] = index;
this.questChangeSubtextIndexEval(questId, index);
};
Yanfly.Quest.questChangeSubtextIndexEval = JSON.parse(Yanfly.Quest.LunaticMode["Change Subtext"]);
Game_System.prototype.questChangeSubtextIndexEval = function (questId, index) {
eval(Yanfly.Quest.questChangeSubtextIndexEval);
};
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Game_System Script Calls
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Game_System.prototype.totalQuestsAvailable = function () {
return this.getQuestsAvailable().length;
};
Game_System.prototype.totalQuestsCompleted = function () {
return this.getQuestsCompleted().length;
};
Game_System.prototype.totalQuestsFailed = function () {
return this.getQuestsFailed().length;
};
Game_System.prototype.totalQuestsKnown = function () {
return this.getAllQuests().length;
};
Game_System.prototype.totalQuestsInGame = function () {
return Yanfly.Quest.totalCount;
};
Game_System.prototype.totalQuestTypes = function (category, type) {
return this.getTypeQuests(category, type).length;
};
Game_System.prototype.totalVisibleQuestObjectives = function (questId) {
return this.getQuestObjectives(questId).length;
};
Game_System.prototype.totalQuestObjectives = function (questId) {
var questData = $dataQuests[questId];
if (!questData) return 0;
return questData.objectives.length;
};
Game_System.prototype.totalVisibleQuestRewards = function (questId) {
return this.getQuestRewards(questId).length;
};
Game_System.prototype.totalQuestRewards = function (questId) {
var questData = $dataQuests[questId];
if (!questData) return 0;
return questData.rewards.length;
};
Game_System.prototype.isQuestObjectiveCompleted = function (questId, objId) {
if (this._questsObjectivesCompleted[questId]) {
return this._questsObjectivesCompleted[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestObjectiveFailed = function (questId, objId) {
if (this._questsObjectivesFailed[questId]) {
return this._questsObjectivesFailed[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestObjectiveUncleared = function (questId, objId) {
if (this._questsKnown.contains(questId)) {
return !this.isQuestObjectiveCompleted(questId, objId) && !this.isQuestObjectiveFailed(questId, objId);
} else {
return false;
}
};
Game_System.prototype.isQuestRewardClaimed = function (questId, objId) {
if (this._questsRewardsClaimed[questId]) {
return this._questsRewardsClaimed[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestRewardDenied = function (questId, objId) {
if (this._questsRewardsDenied[questId]) {
return this._questsRewardsDenied[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestRewardUnclaimed = function (questId, objId) {
if (this._questsKnown.contains(questId)) {
return !this.isQuestRewardClaimed(questId, objId) && !this.isQuestRewardDenied(questId, objId);
} else {
return false;
}
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Quest.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
Yanfly.Quest.Game_Interpreter_pluginCommand.call(this, command, args);
if (command === "OpenQuestJournal") {
SceneManager.push(Scene_Quest);
} else if (command === "Quest") {
this.processQuestPluginCommands(this.argsToString(args));
}
};
Game_Interpreter.prototype.argsToString = function (args) {
var str = "";
var length = args.length;
for (var i = 0; i < length; ++i) {
str += args[i] + " ";
}
return str.trim();
};
Game_Interpreter.prototype.parseNumericRange = function (str) {
if (str.match(/(\d+)[ ](?:THROUGH|to)[ ](\d+)/i)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
} else {
var range = str.split(",");
var length = range.length;
for (var i = 0; i < length; ++i) {
range[i] = parseInt(range[i]);
}
}
return range;
};
Game_Interpreter.prototype.processQuestPluginCommands = function (line) {
if (line.match(/EVAL[ ](.*)/i)) {
eval(RegExp.$1);
} else if (line.match(/JOURNAL OPEN TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questAdd(questId);
$gameTemp.reservedQuestOpen(questId);
SceneManager.push(Scene_Quest);
} else if (line.match(/JOURNAL OPEN/i)) {
SceneManager.push(Scene_Quest);
} else if (line.match(/JOURNAL SHOW/i)) {
$gameSystem.setShowQuest(true);
} else if (line.match(/JOURNAL HIDE/i)) {
$gameSystem.setShowQuest(false);
} else if (line.match(/JOURNAL ENABLE/i)) {
$gameSystem.setEnableQuest(true);
} else if (line.match(/JOURNAL DISABLE/i)) {
$gameSystem.setEnableQuest(false);
} else if (line.match(/SET COMPLETED[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetCompletedRange(range);
} else if (line.match(/SET FAILED[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetFailedRange(range);
} else if (line.match(/SET AVAILABLE[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetAvailableRange(range);
} else if (line.match(/(\d+)[ ]CHANGE DESCRIPTION ENTRY TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
$gameSystem.questChangeDescriptionIndex(questId, value);
} else if (line.match(/(\d+)[ ]SHOW OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesShowRange(questId, range);
} else if (line.match(/(\d+)[ ]SHOW ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesShowAll(questId);
} else if (line.match(/(\d+)[ ]HIDE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesHideRange(questId, range);
} else if (line.match(/(\d+)[ ]HIDE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesHideAll(questId);
} else if (line.match(/(\d+)[ ]NORMALIZE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesNormalRange(questId, range);
} else if (line.match(/(\d+)[ ]NORMALIZE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesNormalAll(questId);
} else if (line.match(/(\d+)[ ]COMPLETE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesCompleteRange(questId, range);
} else if (line.match(/(\d+)[ ]COMPLETE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesCompleteAll(questId);
} else if (line.match(/(\d+)[ ]FAIL OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesFailRange(questId, range);
} else if (line.match(/(\d+)[ ]FAIL ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesFailAll(questId);
} else if (line.match(/(\d+)[ ]SHOW REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsShowRange(questId, range);
} else if (line.match(/(\d+)[ ]SHOW ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsShowAll(questId);
} else if (line.match(/(\d+)[ ]HIDE REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsHideRange(questId, range);
} else if (line.match(/(\d+)[ ]HIDE ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsHideAll(questId);
} else if (line.match(/(\d+)[ ]NORMALIZE REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsNormalRange(questId, range);
} else if (line.match(/(\d+)[ ]NORMALIZE ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsNormalAll(questId);
} else if (line.match(/(\d+)[ ]CLAIM REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsClaimRange(questId, range);
} else if (line.match(/(\d+)[ ]CLAIM ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsClaimAll(questId);
} else if (line.match(/(\d+)[ ]DENY REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsDenyRange(questId, range);
} else if (line.match(/(\d+)[ ]DENY ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsDenyAll(questId);
} else if (line.match(/(\d+)[ ]CHANGE SUBTEXT ENTRY TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
$gameSystem.questChangeSubtextIndex(questId, value);
} else if (line.match(/ADD[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questAddRange(range);
} else if (line.match(/REMOVE[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questRemoveRange(range);
}
};
//=============================================================================
// Window_MenuCommand
//=============================================================================
Yanfly.Quest.Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands;
Window_MenuCommand.prototype.addOriginalCommands = function () {
Yanfly.Quest.Window_MenuCommand_addOriginalCommands.call(this);
this.addQuestCommand();
};
Window_MenuCommand.prototype.addQuestCommand = function () {
if (!Yanfly.Param.QuestCmdPlace) return;
if (!$gameSystem.isShowQuest()) return;
if (this.findSymbol("quest") > -1) return;
var text = Yanfly.Param.QuestCmdName;
var enabled = $gameSystem.isEnableQuest();
this.addCommand(text, "quest", enabled);
};
//=============================================================================
// Window_QuestData
//=============================================================================
function Window_QuestData() {
this.initialize.apply(this, arguments);
}
Window_QuestData.prototype = Object.create(Window_Selectable.prototype);
Window_QuestData.prototype.constructor = Window_QuestData;
Window_QuestData.prototype.initialize = function () {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings("X")));
var y = Math.round(eval(this.settings("Y")));
this._allTextHeight = 0;
this._countdown = 0;
this._arrowBlinkTimer = 0;
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
this.setQuestId(0);
this.opacity = Math.round(eval(this.settings("Standard Opacity")));
};
Window_QuestData.prototype.settings = function (key) {
return Yanfly.Param.QuestDataWindow[key];
};
Window_QuestData.prototype.windowWidth = function () {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings("Width")));
}
return this._windowWidth;
};
Window_QuestData.prototype.windowHeight = function () {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings("Height")));
}
return this._windowHeight;
};
Window_QuestData.prototype.lineHeight = function () {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings("Line Height"));
}
return this._windowLineHeight;
};
Window_QuestData.prototype.standardFontFace = function () {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings("Font Face");
}
return this._windowFontFace;
};
Window_QuestData.prototype.standardFontSize = function () {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings("Font Size")));
}
return this._windowFontSize;
};
Window_QuestData.prototype.standardPadding = function () {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding = Math.round(eval(this.settings("Standard Padding")));
}
return this._windowStandardPadding;
};
Window_QuestData.prototype.textPadding = function () {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings("Text Padding")));
}
return this._windowTextPadding;
};
Window_QuestData.prototype.standardBackOpacity = function () {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings("Back Opacity")));
}
return this._windowBackOpacity;
};
Window_QuestData.prototype.loadWindowskin = function () {
this.windowskin = ImageManager.loadSystem(this.settings("Window Skin"));
};
Window_QuestData.prototype.delayLoadFrames = function () {
if (this._delayLoad === undefined) {
this._delayLoad = Math.round(eval(this.settings("Load Delay")));
}
return this._delayLoad;
};
Window_QuestData.prototype.setQuestId = function (id) {
if (this._questId !== id) {
this._questId = id;
this._countdown = 30;
this.refresh();
}
};
//---魔改--- v1.00 识别Window_QuestData
Window_QuestData.prototype.IsZzyXTQJScrollBar = function()
{return true;}
Window_QuestData.prototype.GetZzyXTQJBarRate = function()
{
var pad = this.standardPadding();
//var mr = this.maxRows();
//var mpr = this.maxPageRows();
var mr = this.contents.height;
var mpr = this.height - pad * 2;
var rate = mpr / mr;
return Math.min(1,rate);
}
Window_QuestData.prototype.GetZzyXTQJBlockBarRect = function()
{
//会计算当前滚动条的位置
var rate = this.GetZzyXTQJBarRate();
var nbarRt = this.GetZzyXTQJBarRectArea();
var dis = Zzy.XTQJ.BarBlockDis;
var barHieght = nbarRt.height * rate;
var rt = new Rectangle(dis,
dis,
nbarRt.width,
barHieght);
var tp = this.origin.y;
var mtp = this.contentsHeight() - this.height + this.standardPadding() * 2;
var trate = mtp ? tp / mtp : 0;
rt.y += (nbarRt.height-rt.height) * trate;
return rt;
}
//滚动重写
Window_QuestData.prototype.UpdateZzyXTQJHit = function()
{
if(!this._ZzyXTQJHit)return;
this._ZzyXTQJHitEX = this.canvasToLocalX(TouchInput.x);
this._ZzyXTQJHitEY = this.canvasToLocalY(TouchInput.y);
var cDis = this._ZzyXTQJHitCY - this._ZzyXTQJHitEY;
var dis = this.scrollSpeed() * 4;
if(Math.abs(cDis) >= dis)
{
this._ZzyXTQJHitCY = this._ZzyXTQJHitEY;
if(cDis < 0)this.scrollOriginDown(dis);
else if(cDis > 0)this.scrollOriginUp(dis);
this.DrawZzyXTQJBar();//进行刷新
}
}
//执行点击选中位置
Window_QuestData.prototype.IsHitZzyXTQJBar = function(x,y)//点中测试
{
var pad = this.standardPadding();
x -= this._ZzyXTQJBarContnets.x - pad;
y -= this._ZzyXTQJBarContnets.y - pad;
var rt = this.GetZzyXTQJBlockBarRect();
var padding = this.standardPadding();
rt.x += padding;
rt.y += padding;
if(x >= rt.x &&
x <= rt.width+rt.x &&
y >= rt.y &&
y <= rt.height+rt.y)return true;
return false;
}
Window_QuestData.prototype.refresh = function ()
{
if (this._countdown > 0) return;
this.contents.clear();
this._lastOriginY = -200;
this.origin.y = 0;
this._allTextHeight = 0;
if (this._questId > 0) {
this.drawQuestData();
} else {
this.drawEmpty();
}
//---魔改--- v1.00 绘制滚动条
this.RefreshZzyXTQJ();
};
Window_QuestData._questNoDataFmt = JSON.parse(Yanfly.Param.QuestDataWindow["No Data Text"] || "");
Window_QuestData.prototype.drawEmpty = function () {
var fmt = Window_QuestData._questNoDataFmt;
var wordwrap = fmt.match(/<(?:WordWrap)>/i);
var text = fmt.format();
var textState = { index: 0 };
textState.originalText = text;
textState.text = this.convertEscapeCharacters(text);
this.resetFontSettings();
this._allTextHeight = this.calcTextHeight(textState, true);
this._allTextHeight *= wordwrap ? 10 : 1;
this.createContents();
this.drawQuestTextEx(text, 0, 0);
};
Window_QuestData.prototype.drawQuestData = function () {
Window_QuestData._questDataFmt = JSON.parse(Yanfly.Param.QuestDataWindow["Quest Data Format"] || "");
var questData = $dataQuests[this._questId];
if (!questData) return;
var fmt = Window_QuestData._questDataFmt;
var wordwrap = fmt.match(/<(?:WordWrap)>/i);
var title = questData.name;
title = title.replace(/\\I\[(\d+)\]/gi, "").trim();
title = title.replace(/\\C\[(\d+)\]/gi, "").trim();
var difficulty = questData.difficulty;
var from = questData.from;
var location = questData.location;
var description = this.getQuestDescription();
var objectives = this.getQuestObjectives(wordwrap);
var rewards = this.getQuestRewards(wordwrap);
var subtext = this.getQuestSubtext();
var text = fmt.format(title, difficulty, from, location, description, objectives, rewards, subtext);
var textState = { index: 0 };
textState.originalText = text;
textState.text = this.convertEscapeCharacters(text);
this.resetFontSettings();
this._allTextHeight = this.calcTextHeight(textState, true);
this._allTextHeight *= wordwrap ? 10 : 1;
this.createContents();
this.drawQuestTextEx(text, 0, 0);
};
Window_QuestData.prototype.drawQuestTextEx = function (text, x, y) {
if (text) {
var textState = { index: 0, x: x, y: y, left: x };
textState.text = this.convertEscapeCharacters(text);
textState.height = this.calcTextHeight(textState, false);
this.resetFontSettings();
while (textState.index < textState.text.length) {
this.processCharacter(textState);
}
this._allTextHeight = textState.y - y + this.lineHeight();
return textState.x - x;
} else {
return 0;
}
};
Window_QuestData.prototype.getQuestDescription = function () {
var questData = $dataQuests[this._questId];
var index = $gameSystem.getQuestDescriptionIndex(this._questId);
return JSON.parse(questData.description[index]);
};
Window_QuestData.prototype.getQuestObjectives = function (wordwrap) {
var questData = $dataQuests[this._questId];
var lineData = questData.objectives;
var visibleObjectives = $gameSystem.getQuestObjectives(this._questId);
var length = visibleObjectives.length;
var text = "";
for (var i = 0; i < length; ++i) {
if (i > 0) text += wordwrap ? "<br>" : "\n";
var objectiveId = visibleObjectives[i];
var key = $gameSystem.getQuestObjectiveStatus(this._questId, objectiveId);
var fmt = this.settings(key);
text += fmt.format(JSON.parse(lineData[objectiveId]));
}
return text;
};
Window_QuestData.prototype.getQuestRewards = function (wordwrap) {
var questData = $dataQuests[this._questId];
var lineData = questData.rewards;
var visibleRewards = $gameSystem.getQuestRewards(this._questId);
var length = visibleRewards.length;
var text = "";
for (var i = 0; i < length; ++i) {
if (i > 0) text += wordwrap ? "<br>" : "\n";
var rewardId = visibleRewards[i];
var key = $gameSystem.getQuestRewardStatus(this._questId, rewardId);
var fmt = this.settings(key);
text += fmt.format(JSON.parse(lineData[rewardId]));
}
return text;
};
Window_QuestData.prototype.getQuestSubtext = function () {
var questData = $dataQuests[this._questId];
var index = $gameSystem.getQuestSubtextIndex(this._questId);
return JSON.parse(questData.subtext[index]);
};
Window_QuestData.prototype.select = function (index) {};
Window_QuestData.prototype.contentsHeight = function () {
var standard = this.height - this.standardPadding() * 2;
return Math.max(standard, this._allTextHeight);
};
Window_QuestData.prototype.update = function () {
Window_Selectable.prototype.update.call(this);
this.updateCountdown();
if (this.isOpenAndActive()) this.updateKeyScrolling();
};
//asd
//---魔改--- v1.00 重写 processTouch 此处可能会造成不兼容的情况
Window_QuestData.prototype.processTouch = function()
{
Window_Selectable.prototype.processTouch.call(this);
//刷新关闭Touch
if(!this._touching)
{
if(this._ZzyXTQJHit)
{
this._ZzyXTQJHit = false;
//this.refresh();
this.DrawZzyXTQJBar();
}
}
};
Window_QuestData.prototype.updateCountdown = function () {
if (this._countdown > 0) {
this._countdown -= 1;
if (this._countdown <= 0) this.refresh();
}
};
Window_QuestData.prototype.scrollSpeed = function () {
if (this._scrollSpeed === undefined) {
this._scrollSpeed = Number(this.settings("Scroll Speed"));
}
return this._scrollSpeed;
};
Window_QuestData.prototype.scrollOriginDown = function (speed) {
var value = this.contentsHeight() - this.height + this.standardPadding() * 2;
this.origin.y = Math.min(value, this.origin.y + speed);
};
Window_QuestData.prototype.scrollOriginUp = function (speed) {
this.origin.y = Math.max(0, this.origin.y - speed);
};
Window_QuestData.prototype.updateKeyScrolling = function () {
if (Input.isPressed("up")) {
this.scrollOriginUp(this.scrollSpeed());
} else if (Input.isPressed("down")) {
this.scrollOriginDown(this.scrollSpeed());
} else if (Input.isPressed("pageup")) {
this.scrollOriginUp(this.scrollSpeed() * 4);
} else if (Input.isPressed("pagedown")) {
this.scrollOriginDown(this.scrollSpeed() * 4);
}
};
Window_QuestData.prototype.updateArrows = function () {
if (this._lastOriginY === this.origin.y) return;
this.showArrows();
};
Window_QuestData.prototype.showArrows = function () {
this._lastOriginY = this.origin.y;
this.upArrowVisible = this.origin.y !== 0;
this.downArrowVisible = this.origin.y !== this.contentsHeight() - this.height + this.standardPadding() * 2;
};
Window_QuestData.prototype.hideArrows = function () {
this.upArrowVisible = false;
this.downArrowVisible = false;
};
Window_QuestData.prototype.isInsideFrame = function () {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestData.prototype.processWheel = function () {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) {
this.scrollOriginDown(this.scrollSpeed() * 4);
if(this._ZzyXTQJBarContnets)
{
this.DrawZzyXTQJBar();//刷新
}
}
if (TouchInput.wheelY <= -threshold) {
this.scrollOriginUp(this.scrollSpeed() * 4);
if(this._ZzyXTQJBarContnets)
{
this.DrawZzyXTQJBar();//刷新
}
}
};
//=============================================================================
// Window_QuestTitle
//=============================================================================
function Window_QuestTitle() {
this.initialize.apply(this, arguments);
}
Window_QuestTitle.prototype = Object.create(Window_Base.prototype);
Window_QuestTitle.prototype.constructor = Window_QuestTitle;
Window_QuestTitle.prototype.initialize = function () {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings("X")));
var y = Math.round(eval(this.settings("Y")));
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.setText(this.settings("No Quest Title"));
this.opacity = Math.round(eval(this.settings("Standard Opacity")));
};
Window_QuestTitle.prototype.settings = function (key) {
return Yanfly.Param.QuestTitleWindow[key];
};
Window_QuestTitle.prototype.windowWidth = function () {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings("Width")));
}
return this._windowWidth;
};
Window_QuestTitle.prototype.windowHeight = function () {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings("Height")));
}
return this._windowHeight;
};
Window_QuestTitle.prototype.lineHeight = function () {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings("Line Height"));
}
return this._windowLineHeight;
};
Window_QuestTitle.prototype.standardFontFace = function () {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings("Font Face");
}
return this._windowFontFace;
};
Window_QuestTitle.prototype.standardFontSize = function () {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings("Font Size")));
}
return this._windowFontSize;
};
Window_QuestTitle.prototype.standardPadding = function () {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding = Math.round(eval(this.settings("Standard Padding")));
}
return this._windowStandardPadding;
};
Window_QuestTitle.prototype.textPadding = function () {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings("Text Padding")));
}
return this._windowTextPadding;
};
Window_QuestTitle.prototype.itemTextAlign = function () {
return this.settings("Text Alignment");
};
Window_QuestTitle.prototype.standardBackOpacity = function () {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings("Back Opacity")));
}
return this._windowBackOpacity;
};
Window_QuestTitle.prototype.loadWindowskin = function () {
this.windowskin = ImageManager.loadSystem(this.settings("Window Skin"));
};
Window_QuestTitle.prototype.setText = function (text) {
if (this._text !== text) {
this._text = text;
this.refresh();
}
};
Window_QuestTitle.prototype.refresh = function () {
this.contents.clear();
var align = this.settings("Text Alignment");
var wx = 0;
var ww = this.contents.width;
if (align === "left") {
wx = this.textPadding();
} else if (align === "center") {
wx += (ww - this.textWidthEx(this._text)) / 2;
} else {
wx += ww - this.textWidthEx(this._text) - this.textPadding();
}
this.drawTextEx(this._text, wx, 0);
};
Window_QuestTitle.prototype.textWidthEx = function (text) {
return this.drawTextEx(text, 0, this.contents.height);
};
//=============================================================================
// Window_QuestCategories
//=============================================================================
function Window_QuestCategories() {
this.initialize.apply(this, arguments);
}
Window_QuestCategories.prototype = Object.create(Window_Command.prototype);
Window_QuestCategories.prototype.constructor = Window_QuestCategories;
Window_QuestCategories.prototype.initialize = function () {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings("X")));
var y = Math.round(eval(this.settings("Y")));
Window_Command.prototype.initialize.call(this, x, y);
this.opacity = Math.round(eval(this.settings("Standard Opacity")));
};
Window_QuestCategories.prototype.settings = function (key) {
return Yanfly.Param.QuestCategoryWindow[key];
};
Window_QuestCategories.prototype.windowWidth = function () {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings("Width")));
}
return this._windowWidth;
};
Window_QuestCategories.prototype.windowHeight = function () {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings("Height")));
}
return this._windowHeight;
};
Window_QuestCategories.prototype.numVisibleRows = function () {
if (this._windowRows === undefined) {
this._windowRows = Math.round(eval(this.settings("Rows")));
}
return this._windowRows;
};
Window_QuestCategories.prototype.maxCols = function () {
if (this._windowColumns === undefined) {
this._windowColumns = Math.round(eval(this.settings("Columns")));
}
return this._windowColumns;
};
Window_QuestCategories.prototype.lineHeight = function () {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings("Line Height"));
}
return this._windowLineHeight;
};
Window_QuestCategories.prototype.standardFontFace = function () {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings("Font Face");
}
return this._windowFontFace;
};
Window_QuestCategories.prototype.standardFontSize = function () {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings("Font Size")));
}
return this._windowFontSize;
};
Window_QuestCategories.prototype.standardPadding = function () {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding = Math.round(eval(this.settings("Standard Padding")));
}
return this._windowStandardPadding;
};
Window_QuestCategories.prototype.textPadding = function () {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings("Text Padding")));
}
return this._windowTextPadding;
};
Window_QuestCategories.prototype.itemTextAlign = function () {
return this.settings("Text Alignment");
};
Window_QuestCategories.prototype.standardBackOpacity = function () {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings("Back Opacity")));
}
return this._windowBackOpacity;
};
Window_QuestCategories.prototype.loadWindowskin = function () {
this.windowskin = ImageManager.loadSystem(this.settings("Window Skin"));
};
Window_QuestCategories.prototype.makeCommandList = function () {
var list = JSON.parse(this.settings("Category Order"));
var length = list.length;
for (var i = 0; i < length; ++i) {
var listItem = list[i];
switch (listItem) {
case "available":
var fmt = this.settings("Available Text");
var number = $gameSystem.totalQuestsAvailable();
break;
case "completed":
var fmt = this.settings("Completed Text");
var number = $gameSystem.totalQuestsCompleted();
break;
case "failed":
var fmt = this.settings("Failed Text");
var number = $gameSystem.totalQuestsFailed();
break;
case "all":
var fmt = this.settings("All Text");
var number = $gameSystem.totalQuestsKnown();
break;
case "cancel":
var text = this.settings("Cancel Text");
this.addCommand(text, "cancel");
continue;
break;
}
number = Yanfly.Util.toGroup(number);
var text = fmt.format(number);
this.addCommand(text, "category", true, listItem);
}
};
Window_QuestCategories.prototype.drawItem = function (index) {
var rect = this.itemRectForText(index);
var text = this.commandName(index);
var align = this.settings("Text Alignment");
var wx = 0;
var ww = rect.width;
if (align === "left") {
wx = rect.x;
} else if (align === "center") {
wx += (ww - this.textWidthEx(text)) / 2;
} else {
wx += ww - this.textWidthEx(text) - this.textPadding();
}
this.drawTextEx(text, wx, rect.y);
};
Window_QuestCategories.prototype.textWidthEx = function (text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_QuestCategories.prototype.setListWindow = function (win) {
this._listWindow = win;
};
Window_QuestCategories.prototype.update = function () {
Window_Command.prototype.update.call(this);
if (this._listWindow) this._listWindow.setCategoryType(this.currentExt());
};
Window_QuestCategories.prototype.isInsideFrame = function () {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestCategories.prototype.processWheel = function () {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) this.scrollDown();
if (TouchInput.wheelY <= -threshold) this.scrollUp();
};
//=============================================================================
// Window_QuestList
//=============================================================================
function Window_QuestList() {
this.initialize.apply(this, arguments);
}
Window_QuestList.prototype = Object.create(Window_Command.prototype);
Window_QuestList.prototype.constructor = Window_QuestList;
Window_QuestList.prototype.initialize = function (cw, dw, tw) {
this._currentCategory = JSON.parse(Yanfly.Param.QuestCategoryWindow["Category Order"])[0];
this._closedQuestTypes = [];
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings("X")));
var y = Math.round(eval(this.settings("Y")));
this._dataWindow = dw;
this._titleWindow = tw;
this._mode = "Quest";
Window_Command.prototype.initialize.call(this, x, y);
cw.setListWindow(this);
this.opacity = Math.round(eval(this.settings("Standard Opacity")));
this.deselect();
this.deactivate();
};
Window_QuestList.prototype.settings = function (key) {
return Yanfly.Param.QuestListWindow[key];
};
Window_QuestList.prototype.windowWidth = function () {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings("Width")));
}
return this._windowWidth;
};
Window_QuestList.prototype.windowHeight = function () {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings("Height")));
}
return this._windowHeight;
};
Window_QuestList.prototype.maxCols = function () {
return 1;
};
Window_QuestList.prototype.lineHeight = function () {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings("Line Height"));
}
return this._windowLineHeight;
};
Window_QuestList.prototype.standardFontFace = function () {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings("Font Face");
}
return this._windowFontFace;
};
Window_QuestList.prototype.standardFontSize = function () {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings("Font Size")));
}
return this._windowFontSize;
};
Window_QuestList.prototype.standardPadding = function () {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding = Math.round(eval(this.settings("Standard Padding")));
}
return this._windowStandardPadding;
};
Window_QuestList.prototype.textPadding = function () {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings("Text Padding")));
}
return this._windowTextPadding;
};
Window_QuestList.prototype.standardBackOpacity = function () {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings("Back Opacity")));
}
return this._windowBackOpacity;
};
Window_QuestList.prototype.loadWindowskin = function () {
this.windowskin = ImageManager.loadSystem(this.settings("Window Skin"));
};
Window_QuestList.prototype.itemTextAlign = function () {
return this.settings("Quest Alignment");
};
Window_QuestList.prototype.drawItem = function (index) {
var rect = this.itemRectForText(index);
var text = this.commandName(index);
var symbol = this.commandSymbol(index);
this.changePaintOpacity(this.isCommandEnabled(index));
if (symbol === "type") {
var align = this.settings("Type Alignment");
} else {
var align = this.settings("Quest Alignment");
var indent = parseInt(this.settings("Quest Indent"));
rect.x += indent;
rect.width -= indent;
}
var wx = 0;
var ww = rect.width;
if (align === "left") {
wx = rect.x;
} else if (align === "center") {
wx += (ww - this.textWidthEx(text)) / 2;
} else {
wx += ww - this.textWidthEx(text) - this.textPadding();
}
this.drawTextEx(text, wx, rect.y);
};
Window_QuestList.prototype.textWidthEx = function (text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_QuestList.prototype.setCategoryType = function (category) {
if (this._currentCategory !== category) {
this._currentCategory = category;
this.refresh();
this.resetScroll();
this.deselect();
this.update();
}
};
Window_QuestList.prototype.showType = function () {
if (this._settingsShowType === undefined) {
this._settingsShowType = Math.round(eval(this.settings("Show Types")));
}
return this._settingsShowType;
};
Window_QuestList.prototype.showEmptyTypes = function () {
if (this._showEmpty === undefined) {
this._showEmpty = eval(this.settings("Show Empty"));
}
return this._showEmpty;
};
Window_QuestList.prototype.setMode = function (mode) {
if (mode === "Extra") {
this._prevTopRow = this.topRow();
this._prevIndex = this.index();
this._forcedExt = this.currentExt();
this.setTopRow(0);
} else {
this._forcedExt = undefined;
}
this._mode = mode;
this.refresh();
this.activate();
if (mode === "Extra") {
this.select(0);
} else {
this.select(this._prevIndex);
this.setTopRow(this._prevTopRow);
}
};
Window_QuestList.prototype.currentExt = function () {
return this._forcedExt || Window_Command.prototype.currentExt.call(this);
};
Window_QuestList.prototype.makeCommandList = function () {
if (this._mode === "Quest") {
this.makeQuestList();
} else {
this.makeExtraList();
}
};
Window_QuestList.prototype.makeQuestList = function () {
if (this.showType()) {
var list = JSON.parse(this.settings("Type Order"));
var length = list.length;
for (var i = 0; i < length; ++i) {
var listItem = list[i];
var fmt = this.settings("Type Text Format");
var type = listItem.replace(/\\I\[(\d+)\]/gi, "").trim();
var type = listItem.replace(/\\C\[(\d+)\]/gi, "").trim();
if (this._closedQuestTypes.contains(type)) {
var closed = this.settings("List Closed Symbol");
} else {
var closed = this.settings("List Open Symbol");
}
var number = $gameSystem.getTypeQuests(this._currentCategory, type).length;
if (!this.showEmptyTypes() && number <= 0) continue;
number = Yanfly.Util.toGroup(number);
var text = fmt.format(closed, listItem, number);
this.addCommand(text, "type", true, type);
if (!this._closedQuestTypes.contains(type)) {
this.addQuestCommands(this._currentCategory, type);
}
}
} else {
this.addQuestCommands(this._currentCategory);
}
};
Window_QuestList.prototype.makeExtraList = function () {
this.addReadQuestCommand();
this.makeExtraListA();
this.makeExtraListB();
this.makeExtraListC();
this.makeExtraListD();
this.makeExtraListE();
this.makeExtraListF();
this.addCancelCommand();
};
Window_QuestList.prototype.addReadQuestCommand = function () {
var text = this.settings("Read Quest") || "\\i[121]Read Quest";
this.addCommand(text, "readQuest");
};
Window_QuestList.prototype.addCancelCommand = function () {
var text = this.settings("Cancel") || "\\i[16]Cancel";
this.addCommand(text, "cancel");
};
Window_QuestList.prototype.makeExtraListA = function () {};
Window_QuestList.prototype.makeExtraListB = function () {};
Window_QuestList.prototype.makeExtraListC = function () {};
Window_QuestList.prototype.makeExtraListD = function () {};
Window_QuestList.prototype.makeExtraListE = function () {};
Window_QuestList.prototype.makeExtraListF = function () {};
Window_QuestList.prototype.addQuestCommands = function (category, type) {
category = category || this._currentCategory;
type = type || "";
var list = $gameSystem.getTypeQuests(category, type);
var length = list.length;
for (var i = 0; i < length; ++i) {
var questId = list[i];
var questData = $dataQuests[questId];
if (!questData) continue;
var text = questData.name;
this.addCommand(text, "quest", true, questId);
}
};
Window_QuestList.prototype.update = function () {
Window_Command.prototype.update.call(this);
if (this._dataWindow) {
if (this.currentSymbol() === "quest" || this._mode === "Extra") {
this._dataWindow.setQuestId(this.currentExt());
} else {
this._dataWindow.setQuestId(0);
}
}
if (this._titleWindow) {
if (this.currentSymbol() === "quest" || this._mode === "Extra") {
this._titleWindow.setText($dataQuests[this.currentExt()].name);
} else {
this._titleWindow.setText(this._titleWindow.settings("No Quest Title"));
}
}
};
Window_QuestList.prototype.typeToggle = function (type) {
if (this._closedQuestTypes.contains(type)) {
var index = this._closedQuestTypes.indexOf(type);
this._closedQuestTypes.splice(index, 1);
} else {
this._closedQuestTypes.push(type);
}
this.refresh();
};
Window_QuestList.prototype.getVisibleRows = function () {
var value = this.height - this.standardPadding() * 2;
value = Math.floor(value / this.lineHeight());
return value;
};
Window_QuestList.prototype.isInsideFrame = function () {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestList.prototype.processWheel = function () {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) this.scrollDown();
if (TouchInput.wheelY <= -threshold) this.scrollUp();
};
//=============================================================================
// Scene_Menu
//=============================================================================
Yanfly.Quest.Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow;
Scene_Menu.prototype.createCommandWindow = function () {
Yanfly.Quest.Scene_Menu_createCommandWindow.call(this);
this._commandWindow.setHandler("quest", this.commandQuest.bind(this));
};
Scene_Menu.prototype.commandQuest = function () {
SceneManager.push(Scene_Quest);
};
//=============================================================================
// Scene_Quest
//=============================================================================
function Scene_Quest() {
this.initialize.apply(this, arguments);
}
Scene_Quest.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Quest.prototype.constructor = Scene_Quest;
Scene_Quest.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Quest.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.runCustomCode(Yanfly.Quest.createBefore);
this.createDataWindow();
this.createTitleWindow();
this.createCategoryWindow();
this.createListWindow();
this.processQuestOpen();
this.runCustomCode(Yanfly.Quest.createAfter);
};
Yanfly.Quest.createBefore = JSON.parse(Yanfly.Quest.LunaticMode["Before Create Windows"]);
Yanfly.Quest.createAfter = JSON.parse(Yanfly.Quest.LunaticMode["After Create Windows"]);
Yanfly.Quest.terminateMenu = JSON.parse(Yanfly.Quest.LunaticMode["Close Quest Menu"]);
Scene_Quest.prototype.runCustomCode = function (code) {
var background = this._backgroundSprite;
var windowLayer = this._windowLayer;
eval(code);
};
Scene_Quest.prototype.createDataWindow = function () {
this._dataWindow = new Window_QuestData();
this._dataWindow.setHandler("cancel", this.onDataCancel.bind(this));
this.addWindow(this._dataWindow);
};
Scene_Quest.prototype.createTitleWindow = function () {
this._titleWindow = new Window_QuestTitle();
this.addWindow(this._titleWindow);
};
Scene_Quest.prototype.createCategoryWindow = function () {
this._categoryWindow = new Window_QuestCategories();
this._categoryWindow.setHandler("cancel", this.onCategoryCancel.bind(this));
this._categoryWindow.setHandler("category", this.onCategoryOk.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Quest.prototype.createListWindow = function () {
this._listWindow = new Window_QuestList(this._categoryWindow, this._dataWindow, this._titleWindow);
this._listWindow.setHandler("cancel", this.onListCancel.bind(this));
this._listWindow.setHandler("type", this.onListTypeToggle.bind(this));
this._listWindow.setHandler("quest", this.onListQuest.bind(this));
this._listWindow.setHandler("readQuest", this.dataWindowActivate.bind(this));
this.addWindow(this._listWindow);
};
Scene_Quest.prototype.onCategoryCancel = function () {
this.runCustomCode(Yanfly.Quest.terminateMenu);
this.popScene();
};
Scene_Quest.prototype.onCategoryOk = function () {
this._listWindow.activate();
if (this._listWindow.index() < 0) this._listWindow.select(0);
};
Scene_Quest.prototype.isQuestExtraCommand = function () {
return false;
};
Scene_Quest.prototype.onListCancel = function () {
if (this._listWindow._mode === "Extra") {
this._listWindow.setMode("Quest");
} else {
this._categoryWindow.activate();
}
};
Scene_Quest.prototype.onListTypeToggle = function () {
this._listWindow.activate();
this._listWindow.typeToggle(this._listWindow.currentExt());
};
Scene_Quest.prototype.onListQuest = function () {
if (this.isQuestExtraCommand()) {
this._listWindow.setMode("Extra");
} else {
this.dataWindowActivate();
}
};
Scene_Quest.prototype.dataWindowActivate = function () {
this._dataWindow.activate();
};
Scene_Quest.prototype.onDataCancel = function () {
if (this._dataWindow._mode === "Extra") {
this._listWindow.setMode("Quest");
} else {
this._dataWindow.deactivate();
this._listWindow.activate();
}
};
Scene_Quest.prototype.processQuestOpen = function () {
var questId = $gameTemp.getQuestOpen();
if (questId) {
var categoryOrder = this.getQuestOpenCategories();
var length = categoryOrder.length;
for (var i = 0; i < length; ++i) {
var category = categoryOrder[i];
var index = this._categoryWindow.findExt(category);
if (index >= 0) break;
}
this._categoryWindow.selectExt(index);
this.onCategoryOk();
this._categoryWindow.deactivate();
this._listWindow.selectExt(questId);
this.onListQuest();
this._listWindow.deactivate();
this._listWindow.setTopRow(this._listWindow.findExt(questId));
var scrollTimes = Math.floor(this._listWindow.getVisibleRows() / 2);
while (scrollTimes--) {
this._listWindow.scrollUp();
}
this._listWindow.ensureCursorVisible();
this._listWindow.updateCursor();
}
$gameTemp.clearQuestOpen();
};
Scene_Quest.prototype.getQuestOpenCategories = function () {
return ["available", "completed", "failed", "all"];
};
// Custom Code
Scene_Quest.prototype.centerSprite = function (sprite) {
sprite.x = Graphics.width / 2;
sprite.y = Graphics.height / 2;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
};
Scene_Quest.prototype.fitScreen = function (sprite) {
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) {
return setTimeout(this.fitScreen.bind(this, sprite), 5);
}
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var ratioX = width / sprite.bitmap.width;
var ratioY = height / sprite.bitmap.height;
if (ratioX > 1.0) sprite.scale.x = ratioX;
if (ratioY > 1.0) sprite.scale.y = ratioY;
this.centerSprite(sprite);
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function (inVal) {
return inVal;
};
} // Yanfly.Util.toGroup
Yanfly.Util.getRange = function (n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
//=============================================================================
// End of Main Functions
//=============================================================================
} else {
var text = "";
text += "You are getting this error because you are trying to run ";
text += "YEP_QuestJournal while your project files are lower than version ";
text += "1.5.0.\n\nPlease visit this thread for instructions on how to update ";
text += "your project files to 1.5.0 or higher: \n\n";
text += "https://forums.rpgmakerweb.com/index.php?threads/";
text += "rpg-maker-mv-1-5-0-update.79677/";
console.log(text);
require("nw.gui").Window.get().showDevTools();
} // (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.5.0')
//=============================================================================
// End of File
//=============================================================================