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//=============================================================================
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// Yanfly Engine Plugins - Skill Core Extension - Skill Cost Items
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// YEP_X_SkillCostItems.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_SkillCostItems = true;
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var Yanfly = Yanfly || {};
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Yanfly.SCI = Yanfly.SCI || {};
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Yanfly.SCI.version = 1.03;
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//=============================================================================
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/*:
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* @plugindesc v1.03 技能消耗物品☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---全局---
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* @default
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*
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* @param Cost Style
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* @text 费用样式
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* @desc How do you want the costs to appear?
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* 0 - None 1 - Amount Over Icon 2 - Amount Then Icon
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* @default 2
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*
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* @param Font Size
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* @text 字体大小
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* @desc Font size used for item costs.
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* Default: 28
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* @default 20
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*
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* @param Amount Format
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* @text 数量格式
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* @desc How do you wish to display the amount cost?
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* %1 - Need %2 - Owned
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* @default ×%1
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*
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* @param Amount Y Buffer
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* @text Y缓冲区数量
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* @desc The Y Buffer amount used to display the cost.
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* @default 4
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*
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* @param ---计量表---
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* @default
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*
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* @param Gauge Color 1
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* @text 计量颜色1
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* @desc The text color used for item gauges.
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* @default 13
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*
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* @param Gauge Color 2
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* @text 计量颜色2
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* @desc The text color used for item gauges.
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* @default 5
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*
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* @param Display Name
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* @text 显示名称
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* @desc Display the Item Name by default for the gauge?
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* NO - false YES - true
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* @default true
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*
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* @param Text Color
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* @text 文本颜色
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* @desc Text color of the gauge name displayed.
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* Default: 16
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* @default 16
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* 这个插件需要YEP_SkillCore,确保它在YEP_SkillCore下面
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*
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* 你可以设置技能消耗物品。物品消耗将会显示下次使用技能需要的物品图标
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* 和数量。物品消耗可以用这个插件来设置并且可以设置替代品
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* 为了能够让技能消耗物品,你需要用下面的标签
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*
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* 技能注释:
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* <Item x Cost: y>
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* <Weapon x Cost: y>
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* <Armor x Cost: y>
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* 设置消耗的物品、武器或者装备,需要数量为y。
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* 如果你使用了YEP_ItemCore,独立物品不可以被消耗。
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* 如果你使用了多个标签,技能需要消耗所有的东西
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*
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* <Item Cost: x Potion>
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* <Item Cost: x Sword>
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* <Item Cost: x Feather Cap>
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* 如果你想要使用物品名字取代,你可以使用这个标签。
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* 技能需要x数量的物品。如果你有相同名字物品,优先使用ID最高的。
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* 如果你使用了YEP_ItemCore,独立物品不可以被消耗。
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* 如果你使用了多个标签,技能需要消耗所有的东西
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*
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* 技能, 武器, 防具, 状态注释:
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* <Swap Gauge x: Item y>
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* <Swap Gauge x: Weapon y>
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* <Swap Gauge x: Armor y>
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* 显示队伍拥有物品数量的物品槽。优先按照下面顺序:
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* 武器、装备、状态、职业、敌人
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*
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* <Swap Gauge x: Item Potion>
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* <Swap Gauge x: Item Sword>
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* <Swap Gauge x: Item Feather Cap>
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* 如果你想使用名字,可以用这个标签。显示队伍拥有物品数量的物品槽。
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* 如果你有重名物品,则优先用ID最高的。优先按照下面顺序:
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* 武器、装备、 状态、职业、敌人
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*
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* 主角, 技能, 武器, 防具, 状态注释:
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* <Item x Cost: +y>
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* <Item x Cost: -y>
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* <Weapon x Cost: +y>
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* <Weapon x Cost: -y>
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* <Armor x Cost: +y>
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* <Armor x Cost: -y>
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* 增加或者减少物品、武器或装备消耗。如果物品不被需要,则这个不会生效。
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*
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* <Item Cost: +x Potion>
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* <Item Cost: -x Sword>
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* <Item Cost: +x Feather Cap>
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* 如果你想使用名字,则用这个标签。增加或者减少物品、武器或装备消耗。
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* 如果物品不被需要,则这个不会生效。
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* 如果你有重名物品,则优先用ID最高的。
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*
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* <Item x Cost: y%>
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* <Weapon x Cost: y%>
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* <Armor x Cost: y%>
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* 改变物品、武器、装备消耗y%。如果物品不被需要,则不会生效。
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*
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* <Item Cost: x% Potion>
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* <Item Cost: x% Sword>
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* <Item Cost: x% Feather Cap>
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* 如果你想使用名字,则用这个标签。改变物品、武器、装备消耗x%。
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* 如果物品不被需要,则这个不会生效。
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* 如果你有重名物品,则优先用ID最高的。
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*
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* <Replace Type x Cost: Type y>
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* 类型可以是物品、武器或则装备。这个让你改变消耗用的类型。
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* 替代优先顺序是状态、武器、装备、职业,然后是角色
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*
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* <Replace Potion Cost: Ether>
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* <Replace Sword Cost: Dagger>
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* <Replace Feather Cap Cost: Bandana>
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* 如果你想使用名字,则用这个标签。这个让你改变消耗用的类型。
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* 替代优先顺序是状态、武器、装备、职业,然后是角色。
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* 如果你有重名物品,则优先用ID最高的。
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*
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* Item, Weapon, Armor Notetags:
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* <Item Gauge Color 1: x>
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* <Item Gauge Color 2: x>
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* 如果物品有显示槽,可以改变显示槽颜色
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*
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* <Item Gauge Text: x>
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* 如果物品有显示槽,可以改变显示槽文本
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*
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* <Item Gauge Text Color: x>
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* 如果物品有显示槽,可以改变显示槽文本颜色
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*
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* ============================================================================
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* Lunatic Mode - Custom Item Costs
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* ============================================================================
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*
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* For those with a bit of JavaScript knowledge, you can create dynamic item
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* costs for your skills using the following notetags:
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*
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* Skill Notetags:
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*
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* <Custom Type x Cost>
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* cost = user.level;
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* </Custom Type x Cost>
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* Replace 'type' with either 'item', 'weapon', or 'armor' to change the type
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* and x as the ID of that item type. The 'cost' variable determines how much
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* of the required item type is needed as the cost.
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*
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* <Custom Item Cost: name>
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* cost = user.level;
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* </Custom Item Cost: name>
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* For those who prefer to use names instead, replace 'name' with the name of
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* the item to be used as the cost. The 'cost' variable determines how much
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* of the named item is needed as the cost. If you have multiple items in
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* your database with the same name, priority will be given to the item with
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* the highest ID in the order of items, weapons, and armors.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.03:
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* - Lunatic Mode fail safes added.
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*
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* Version 1.02:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.01:
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* - Fixed a bug that would display the wrong cost amount for multiple items.
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* - Shifted item icon cost 2 pixels down to match the skill icon Y level.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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if (Imported.YEP_SkillCore) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters("YEP_X_SkillCostItems");
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.SCICostStyle = Number(Yanfly.Parameters["Cost Style"]);
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Yanfly.Param.SCIFontSize = Number(Yanfly.Parameters["Font Size"]);
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Yanfly.Param.SCIAmountFmt = String(Yanfly.Parameters["Amount Format"]);
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Yanfly.Param.SCIYBuffer = Number(Yanfly.Parameters["Amount Y Buffer"]);
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Yanfly.Param.SCIGauge1 = Number(Yanfly.Parameters["Gauge Color 1"]);
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Yanfly.Param.SCIGauge2 = Number(Yanfly.Parameters["Gauge Color 2"]);
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Yanfly.Param.SCIDisplayName = eval(String(Yanfly.Parameters["Display Name"]));
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Yanfly.Param.SCIDisplayColor = Number(Yanfly.Parameters["Text Color"]);
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.SCI.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!Yanfly.SCI.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_X_SkillCostItems) {
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this.processSCINotetagsI($dataItems);
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this.processSCINotetagsW($dataWeapons);
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this.processSCINotetagsA($dataArmors);
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this.processSCINotetags1($dataSkills);
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this.processSCINotetags2($dataActors);
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this.processSCINotetags2($dataClasses);
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this.processSCINotetags2($dataEnemies);
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this.processSCINotetags2($dataWeapons);
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this.processSCINotetags2($dataArmors);
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this.processSCINotetags2($dataStates);
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this.processSCINotetags3($dataItems);
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this.processSCINotetags3($dataWeapons);
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this.processSCINotetags3($dataArmors);
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Yanfly._loaded_YEP_X_SkillCostItems = true;
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}
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return true;
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};
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DataManager.processSCINotetagsI = function (group) {
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if (Yanfly.ItemIdRef) return;
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Yanfly.ItemIdRef = {};
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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if (obj.name.length <= 0) continue;
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Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
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}
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};
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DataManager.processSCINotetagsW = function (group) {
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if (Yanfly.WeaponIdRef) return;
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Yanfly.WeaponIdRef = {};
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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if (obj.name.length <= 0) continue;
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Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
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}
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};
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DataManager.processSCINotetagsA = function (group) {
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if (Yanfly.ArmorIdRef) return;
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Yanfly.ArmorIdRef = {};
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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if (obj.name.length <= 0) continue;
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Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
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}
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};
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DataManager.processSCINotetags1 = function (group) {
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.useItemCost = [];
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obj.useWeaponCost = [];
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obj.useArmorCost = [];
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var evalMode = "none";
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var evalLine = "";
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(/<ITEM[ ](\d+)[ ]COST:[ ](\d+)>/i)) {
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var item = $dataItems[parseInt(RegExp.$1)];
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var cost = parseInt(RegExp.$2);
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this.processSCIObjItemCost(obj, item, cost, "");
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} else if (line.match(/<WEAPON[ ](\d+)[ ]COST:[ ](\d+)>/i)) {
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var item = $dataWeapons[parseInt(RegExp.$1)];
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var cost = parseInt(RegExp.$2);
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this.processSCIObjItemCost(obj, item, cost, "");
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} else if (line.match(/<ARMOR[ ](\d+)[ ]COST:[ ](\d+)>/i)) {
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var item = $dataArmors[parseInt(RegExp.$1)];
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var cost = parseInt(RegExp.$2);
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this.processSCIObjItemCost(obj, item, cost, "");
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} else if (line.match(/<ITEM COST:[ ](\d+)[ ](.*)>/i)) {
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var cost = parseInt(RegExp.$1);
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var name = String(RegExp.$2).toUpperCase();
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if (Yanfly.ItemIdRef[name]) {
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var id = Yanfly.ItemIdRef[name];
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var item = $dataItems[id];
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} else if (Yanfly.WeaponIdRef[name]) {
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var id = Yanfly.WeaponIdRef[name];
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var item = $dataWeapons[id];
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} else if (Yanfly.ArmorIdRef[name]) {
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var id = Yanfly.ArmorIdRef[name];
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var item = $dataArmors[id];
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} else {
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continue;
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}
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this.processSCIObjItemCost(obj, item, cost, "");
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} else if (line.match(/<CUSTOM ITEM[ ](\d+)[ ]COST>/i)) {
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evalMode = "custom item cost";
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evalLine = "";
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} else if (line.match(/<\/CUSTOM ITEM[ ](\d+)[ ]COST>/i)) {
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var item = $dataItems[parseInt(RegExp.$1)];
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this.processSCIObjItemCost(obj, item, 0, evalLine);
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evalMode = "none";
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evalLine = "";
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} else if (line.match(/<CUSTOM WEAPON[ ](\d+)[ ]COST>/i)) {
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evalMode = "custom item cost";
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evalLine = "";
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} else if (line.match(/<\/CUSTOM WEAPON[ ](\d+)[ ]COST>/i)) {
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var item = $dataWeapons[parseInt(RegExp.$1)];
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this.processSCIObjItemCost(obj, item, 0, evalLine);
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evalMode = "none";
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evalLine = "";
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} else if (line.match(/<CUSTOM ARMOR[ ](\d+)[ ]COST>/i)) {
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evalMode = "custom item cost";
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evalLine = "";
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} else if (line.match(/<\/CUSTOM ARMOR[ ](\d+)[ ]COST>/i)) {
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var item = $dataArmors[parseInt(RegExp.$1)];
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this.processSCIObjItemCost(obj, item, 0, evalLine);
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evalMode = "none";
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evalLine = "";
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} else if (line.match(/<CUSTOM ITEM COST:[ ](.*)>/i)) {
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evalMode = "custom item cost";
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evalLine = "";
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} else if (line.match(/<\/CUSTOM ITEM COST:[ ](.*)>/i)) {
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var name = String(RegExp.$1).toUpperCase();
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if (Yanfly.ItemIdRef[name]) {
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var id = Yanfly.ItemIdRef[name];
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var item = $dataItems[id];
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} else if (Yanfly.WeaponIdRef[name]) {
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var id = Yanfly.WeaponIdRef[name];
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var item = $dataWeapons[id];
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} else if (Yanfly.ArmorIdRef[name]) {
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var id = Yanfly.ArmorIdRef[name];
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var item = $dataArmors[id];
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} else {
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evalMode = "none";
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evalLine = "";
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continue;
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}
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this.processSCIObjItemCost(obj, item, 0, evalLine);
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evalMode = "none";
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evalLine = "";
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} else if (evalMode === "custom item cost") {
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evalLine = evalLine + line + "\n";
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
DataManager.processSCIObjItemCost = function (obj, item, cost, code) {
|
|
|
if (!item) return;
|
|
|
if (Imported.YEP_ItemCore && this.isIndependent(item)) return;
|
|
|
var arr = [item.id, cost, code];
|
|
|
if (this.isItem(item)) {
|
|
|
obj.useItemCost.push(arr);
|
|
|
} else if (this.isWeapon(item)) {
|
|
|
obj.useWeaponCost.push(arr);
|
|
|
} else if (this.isArmor(item)) {
|
|
|
obj.useArmorCost.push(arr);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
DataManager.processSCINotetags2 = function (group) {
|
|
|
var note1 = /<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i;
|
|
|
var note2 = /<(?:SWAP GAUGE ICON|swap gauge icon)[ ](\d+):[ ](.*)>/i;
|
|
|
var noteR1 = /<REPLACE[ ](.*)[ ](\d+)[ ]COST:[ ](.*)[ ](\d+)>/i;
|
|
|
var noteR2 = /<REPLACE[ ](.*)[ ]COST:[ ](.*)>/i;
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
var obj = group[n];
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
obj.itemGaugeColor1 = Yanfly.Param.SCIGauge1;
|
|
|
obj.itemGaugeColor2 = Yanfly.Param.SCIGauge2;
|
|
|
obj.useItemCostSet = {};
|
|
|
obj.useWeaponCostSet = {};
|
|
|
obj.useArmorCostSet = {};
|
|
|
obj.useItemCostRate = {};
|
|
|
obj.useWeaponCostRate = {};
|
|
|
obj.useArmorCostRate = {};
|
|
|
obj.replaceItemCost = {};
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
var line = notedata[i];
|
|
|
if (line.match(note1)) {
|
|
|
var gauge = parseInt(RegExp.$1);
|
|
|
var text = String(RegExp.$2).toUpperCase();
|
|
|
if (text.match(/(?:ITEM|WEAPON|ARMOR)[ ](\d+)/i)) {
|
|
|
if (gauge === 1) obj.gauge1 = text;
|
|
|
if (gauge === 2) obj.gauge2 = text;
|
|
|
if (gauge === 3) obj.gauge3 = text;
|
|
|
} else if (text.match(/(?:ITEM|WEAPON|ARMOR)[ ](.*)/i)) {
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
var id = Yanfly.ItemIdRef[name];
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
var id = Yanfly.WeaponIdRef[name];
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
var id = Yanfly.ArmorIdRef[name];
|
|
|
}
|
|
|
var text = "ITEM " + id;
|
|
|
if (gauge === 1) obj.gauge1 = text;
|
|
|
if (gauge === 2) obj.gauge2 = text;
|
|
|
if (gauge === 3) obj.gauge3 = text;
|
|
|
}
|
|
|
} else if (line.match(note2)) {
|
|
|
var gauge = parseInt(RegExp.$1);
|
|
|
var icon = parseInt(RegExp.$2);
|
|
|
if (gauge === 1) obj.gaugeIcon1 = icon;
|
|
|
if (gauge === 2) obj.gaugeIcon2 = icon;
|
|
|
if (gauge === 3) obj.gaugeIcon3 = icon;
|
|
|
} else if (line.match(/<ITEM[ ](\d+)[ ]COST:[ ]([\+\-]\d+)>/i)) {
|
|
|
obj.useItemCostSet[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
|
|
|
} else if (line.match(/<WEAPON[ ](\d+)[ ]COST:[ ]([\+\-]\d+)>/i)) {
|
|
|
obj.useWeaponCostSet[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
|
|
|
} else if (line.match(/<ARMOR[ ](\d+)[ ]COST:[ ]([\+\-]\d+)>/i)) {
|
|
|
obj.useArmorCostSet[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
|
|
|
} else if (line.match(/<ITEM[ ](\d+)[ ]COST:[ ](\d+)([%%])>/i)) {
|
|
|
var value = parseFloat(RegExp.$2) * 0.01;
|
|
|
obj.useItemCostRate[parseInt(RegExp.$1)] = value;
|
|
|
} else if (line.match(/<WEAPON[ ](\d+)[ ]COST:[ ](\d+)([%%])>/i)) {
|
|
|
var value = parseFloat(RegExp.$2) * 0.01;
|
|
|
obj.useWeaponCostRate[parseInt(RegExp.$1)] = value;
|
|
|
} else if (line.match(/<ARMOR[ ](\d+)[ ]COST:[ ](\d+)([%%])>/i)) {
|
|
|
var value = parseFloat(RegExp.$2) * 0.01;
|
|
|
obj.useArmorCostRate[parseInt(RegExp.$1)] = value;
|
|
|
} else if (line.match(/<ITEM COST:[ ]([\+\-]\d+)[ ](.*)>/i)) {
|
|
|
var value = parseInt(RegExp.$1);
|
|
|
var name = String(RegExp.$2).toUpperCase();
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
var id = Yanfly.ItemIdRef[name];
|
|
|
obj.useItemCostSet[id] = value;
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
var id = Yanfly.WeaponIdRef[name];
|
|
|
obj.useWeaponCostSet[id] = value;
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
var id = Yanfly.ArmorIdRef[name];
|
|
|
obj.useArmorCostSet[id] = value;
|
|
|
}
|
|
|
} else if (line.match(/<ITEM COST:[ ](\d+)([%%])[ ](.*)>/i)) {
|
|
|
var value = parseFloat(RegExp.$1) * 0.01;
|
|
|
var name = String(RegExp.$3).toUpperCase();
|
|
|
if (Yanfly.ItemIdRef[name]) {
|
|
|
var id = Yanfly.ItemIdRef[name];
|
|
|
obj.useItemCostRate[id] = value;
|
|
|
} else if (Yanfly.WeaponIdRef[name]) {
|
|
|
var id = Yanfly.WeaponIdRef[name];
|
|
|
obj.useWeaponCostRate[id] = value;
|
|
|
} else if (Yanfly.ArmorIdRef[name]) {
|
|
|
var id = Yanfly.ArmorIdRef[name];
|
|
|
obj.useArmorCostRate[id] = value;
|
|
|
}
|
|
|
} else if (line.match(noteR1)) {
|
|
|
var type1 = String(RegExp.$1).toUpperCase();
|
|
|
var id1 = parseInt(RegExp.$2);
|
|
|
var type2 = String(RegExp.$3).toUpperCase();
|
|
|
var id2 = parseInt(RegExp.$4);
|
|
|
if (!["ITEM", "WEAPON", "ARMOR"].contains(type1)) continue;
|
|
|
if (!["ITEM", "WEAPON", "ARMOR"].contains(type2)) continue;
|
|
|
obj.replaceItemCost[type1 + " " + id1] = type2 + " " + id2;
|
|
|
} else if (line.match(noteR2)) {
|
|
|
var name1 = String(RegExp.$1).toUpperCase();
|
|
|
var name2 = String(RegExp.$2).toUpperCase();
|
|
|
if (Yanfly.ItemIdRef[name1]) {
|
|
|
var id = Yanfly.ItemIdRef[name1];
|
|
|
var type1 = "ITEM " + id;
|
|
|
} else if (Yanfly.WeaponIdRef[name1]) {
|
|
|
var id = Yanfly.WeaponIdRef[name1];
|
|
|
var type1 = "WEAPON " + id;
|
|
|
} else if (Yanfly.ArmorIdRef[name1]) {
|
|
|
var id = Yanfly.ArmorIdRef[name1];
|
|
|
var type1 = "ARMOR " + id;
|
|
|
} else {
|
|
|
continue;
|
|
|
}
|
|
|
if (Yanfly.ItemIdRef[name2]) {
|
|
|
var id = Yanfly.ItemIdRef[name2];
|
|
|
var type2 = "ITEM " + id;
|
|
|
} else if (Yanfly.WeaponIdRef[name2]) {
|
|
|
var id = Yanfly.WeaponIdRef[name2];
|
|
|
var type2 = "WEAPON " + id;
|
|
|
} else if (Yanfly.ArmorIdRef[name2]) {
|
|
|
var id = Yanfly.ArmorIdRef[name2];
|
|
|
var type2 = "ARMOR " + id;
|
|
|
} else {
|
|
|
continue;
|
|
|
}
|
|
|
obj.replaceItemCost[type1] = type2;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
DataManager.processSCINotetags3 = function (group) {
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
var obj = group[n];
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
obj.itemGaugeColor1 = Yanfly.Param.SCIGauge1;
|
|
|
obj.itemGaugeColor2 = Yanfly.Param.SCIGauge2;
|
|
|
obj.itemGaugeText = Yanfly.Param.SCIDisplayName ? obj.name : "";
|
|
|
obj.itemGaugeTextColor = Yanfly.Param.SCIDisplayColor;
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
var line = notedata[i];
|
|
|
if (line.match(/<(?:ITEM GAUGE COLOR 1):[ ](\d+)>/i)) {
|
|
|
obj.itemGaugeColor1 = parseInt(RegExp.$1);
|
|
|
} else if (line.match(/<(?:ITEM GAUGE COLOR 2):[ ](\d+)>/i)) {
|
|
|
obj.itemGaugeColor2 = parseInt(RegExp.$1);
|
|
|
} else if (line.match(/<(?:ITEM GAUGE TEXT):[ ](.*)>/i)) {
|
|
|
obj.itemGaugeText = String(RegExp.$1);
|
|
|
} else if (line.match(/<(?:ITEM GAUGE TEXT COLOR):[ ](\d+)>/i)) {
|
|
|
obj.itemGaugeTextColor = parseInt(RegExp.$1);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Game_BattlerBase
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.SCI.Game_BattlerBase_canPaySkillCost = Game_BattlerBase.prototype.canPaySkillCost;
|
|
|
Game_BattlerBase.prototype.canPaySkillCost = function (skill) {
|
|
|
if (!this.canPaySkillItemCost(skill)) return;
|
|
|
return Yanfly.SCI.Game_BattlerBase_canPaySkillCost.call(this, skill);
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.canPaySkillItemCost = function (skill) {
|
|
|
return true;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.skillItemCost = function (skill) {
|
|
|
return [];
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.combineSkillItemCostEntries = function (array) {
|
|
|
var objData = [];
|
|
|
var amtData = [];
|
|
|
for (var i = 0; i < array.length; ++i) {
|
|
|
var obj = array[i][0];
|
|
|
var amt = array[i][1];
|
|
|
if (objData.contains(obj)) {
|
|
|
var index = objData.indexOf(obj);
|
|
|
amtData[index] += amt;
|
|
|
amtData[index] = Math.floor(amtData[index]);
|
|
|
amtData[index] = Math.max(0, amtData[index]);
|
|
|
} else {
|
|
|
objData.push(obj);
|
|
|
amtData.push(amt);
|
|
|
}
|
|
|
}
|
|
|
var data = [];
|
|
|
for (var i = 0; i < objData.length; ++i) {
|
|
|
data.push([objData[i], amtData[i]]);
|
|
|
}
|
|
|
return data;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.extractSkillItemCost = function (array, type) {
|
|
|
var data = [];
|
|
|
var max = array.length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var id = array[i][0];
|
|
|
var cost = array[i][1];
|
|
|
var code = array[i][2];
|
|
|
if (type === 0) {
|
|
|
var item = $dataItems[id];
|
|
|
} else if (type === 1) {
|
|
|
var item = $dataWeapons[id];
|
|
|
} else if (type === 2) {
|
|
|
var item = $dataArmors[id];
|
|
|
} else {
|
|
|
continue;
|
|
|
}
|
|
|
if (!item) continue;
|
|
|
|
|
|
cost = this.applySkillItemCostEval(item, cost, code);
|
|
|
cost = this.applySkillItemCostModifier(item, cost);
|
|
|
item = this.applySkillItemReplace(item);
|
|
|
data.push([item, cost]);
|
|
|
}
|
|
|
return data;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.applySkillItemCostEval = function (item, cost, code) {
|
|
|
if (code === "") return cost;
|
|
|
var a = this;
|
|
|
var user = this;
|
|
|
var subject = this;
|
|
|
var s = $gameSwitches._data;
|
|
|
var v = $gameVariables._data;
|
|
|
try {
|
|
|
eval(code);
|
|
|
} catch (e) {
|
|
|
Yanfly.Util.displayError(e, code, "APPLY SKILL ITEM COST ERROR");
|
|
|
}
|
|
|
return cost;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.applySkillItemCostModifier = function (item, cost) {
|
|
|
cost *= this.getSkillItemCostRate(item);
|
|
|
cost += this.getSkillItemCostSet(item);
|
|
|
return Math.floor(Math.max(0, cost));
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.getSkillItemCostRate = function (item) {
|
|
|
var rate = 1;
|
|
|
var max = this.states().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var state = this.states()[i];
|
|
|
if (!state) continue;
|
|
|
rate *= this.getSkillItemCostObjRate(item, state);
|
|
|
}
|
|
|
return rate;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.getSkillItemCostObjRate = function (item, obj) {
|
|
|
if (!item) return 1;
|
|
|
if (!obj) return 1;
|
|
|
if (DataManager.isItem(item) && obj.useItemCostRate) {
|
|
|
return obj.useItemCostRate[item.id] || 1;
|
|
|
} else if (DataManager.isWeapon(item) && obj.useWeaponCostRate) {
|
|
|
return obj.useWeaponCostRate[item.id] || 1;
|
|
|
} else if (DataManager.isArmor(item) && obj.useArmorCostRate) {
|
|
|
return obj.useArmorCostRate[item.id] || 1;
|
|
|
}
|
|
|
return 1;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.getSkillItemCostSet = function (item) {
|
|
|
var bonus = 0;
|
|
|
var max = this.states().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var state = this.states()[i];
|
|
|
if (!state) continue;
|
|
|
bonus += this.getSkillItemCostObjSet(item, state);
|
|
|
}
|
|
|
return bonus;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.getSkillItemCostObjSet = function (item, obj) {
|
|
|
if (!item) return 0;
|
|
|
if (!obj) return 0;
|
|
|
if (DataManager.isItem(item) && obj.useItemCostSet) {
|
|
|
return obj.useItemCostSet[item.id] || 0;
|
|
|
} else if (DataManager.isWeapon(item) && obj.useWeaponCostSet) {
|
|
|
return obj.useWeaponCostSet[item.id] || 0;
|
|
|
} else if (DataManager.isArmor(item) && obj.useArmorCostSet) {
|
|
|
return obj.useArmorCostSet[item.id] || 0;
|
|
|
}
|
|
|
return 0;
|
|
|
};
|
|
|
|
|
|
Yanfly.SCI.Game_BattlerBase_paySkillCost = Game_BattlerBase.prototype.paySkillCost;
|
|
|
Game_BattlerBase.prototype.paySkillCost = function (skill) {
|
|
|
Yanfly.SCI.Game_BattlerBase_paySkillCost.call(this, skill);
|
|
|
this.paySkillItemCost(skill);
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.paySkillItemCost = function (skill) {
|
|
|
var array = this.skillItemCost(skill);
|
|
|
var max = array.length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var item = array[i][0];
|
|
|
var cost = array[i][1];
|
|
|
this.payIndividualSkillItemCost(item, cost);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.payIndividualSkillItemCost = function (item, cost) {};
|
|
|
|
|
|
Game_BattlerBase.prototype.numItems = function (item) {
|
|
|
return $gameParty.maxItems(item);
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.maxItems = function (item) {
|
|
|
return $gameParty.maxItems(item);
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.applySkillItemReplace = function (item) {
|
|
|
var type = "";
|
|
|
if (DataManager.isItem(item)) type = "ITEM " + item.id;
|
|
|
if (DataManager.isWeapon(item)) type = "WEAPON " + item.id;
|
|
|
if (DataManager.isArmor(item)) type = "ARMOR " + item.id;
|
|
|
var substitute = this.makeSkillItemReplace(type);
|
|
|
return substitute || item;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.makeSkillItemReplace = function (type) {
|
|
|
var max = this.states().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var state = this.states()[i];
|
|
|
if (state && this.hasSkillItemReplace(state, type)) {
|
|
|
return this.getSkillItemReplace(state, type);
|
|
|
}
|
|
|
}
|
|
|
return null;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.hasSkillItemReplace = function (obj, type) {
|
|
|
if (obj.replaceItemCost) {
|
|
|
return obj.replaceItemCost[type];
|
|
|
}
|
|
|
return false;
|
|
|
};
|
|
|
|
|
|
Game_BattlerBase.prototype.getSkillItemReplace = function (obj, type) {
|
|
|
if (obj.replaceItemCost) {
|
|
|
var text = obj.replaceItemCost[type];
|
|
|
if (text.match(/ITEM[ ](\d+)/i)) {
|
|
|
return $dataItems[parseInt(RegExp.$1)];
|
|
|
} else if (text.match(/WEAPON[ ](\d+)/i)) {
|
|
|
return $dataWeapons[parseInt(RegExp.$1)];
|
|
|
} else if (text.match(/ARMOR[ ](\d+)/i)) {
|
|
|
return $dataArmors[parseInt(RegExp.$1)];
|
|
|
}
|
|
|
}
|
|
|
return null;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Game_Actor
|
|
|
//=============================================================================
|
|
|
|
|
|
Game_Actor.prototype.canPaySkillItemCost = function (skill) {
|
|
|
var array = this.skillItemCost(skill);
|
|
|
var max = array.length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var item = array[i][0];
|
|
|
var cost = array[i][1];
|
|
|
if (this.numItems(item) < cost) return false;
|
|
|
}
|
|
|
return Game_BattlerBase.prototype.canPaySkillItemCost.call(this, skill);
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.skillItemCost = function (skill) {
|
|
|
var array = Game_BattlerBase.prototype.skillItemCost.call(this, skill);
|
|
|
array = array.concat(this.extractSkillItemCost(skill.useItemCost, 0));
|
|
|
array = array.concat(this.extractSkillItemCost(skill.useWeaponCost, 1));
|
|
|
array = array.concat(this.extractSkillItemCost(skill.useArmorCost, 2));
|
|
|
array = this.combineSkillItemCostEntries(array);
|
|
|
return array;
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.payIndividualSkillItemCost = function (item, cost) {
|
|
|
$gameParty.loseItem(item, cost, false);
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.numItems = function (item) {
|
|
|
return $gameParty.numItems(item);
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.maxItems = function (item) {
|
|
|
return $gameParty.maxItems(item);
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.getSkillItemCostRate = function (item) {
|
|
|
var rate = Game_Battler.prototype.getSkillItemCostRate.call(this, item);
|
|
|
rate *= this.getSkillItemCostObjRate(item, this.actor());
|
|
|
rate *= this.getSkillItemCostObjRate(item, this.currentClass());
|
|
|
var max = this.equips().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var equip = this.equips()[i];
|
|
|
if (!equip) continue;
|
|
|
rate *= this.getSkillItemCostObjRate(item, equip);
|
|
|
}
|
|
|
return rate;
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.getSkillItemCostSet = function (item) {
|
|
|
var bonus = Game_Battler.prototype.getSkillItemCostSet.call(this, item);
|
|
|
bonus += this.getSkillItemCostObjSet(item, this.actor());
|
|
|
bonus += this.getSkillItemCostObjSet(item, this.currentClass());
|
|
|
var max = this.equips().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var equip = this.equips()[i];
|
|
|
if (!equip) continue;
|
|
|
bonus += this.getSkillItemCostObjSet(item, equip);
|
|
|
}
|
|
|
return bonus;
|
|
|
};
|
|
|
|
|
|
Game_Actor.prototype.makeSkillItemReplace = function (type) {
|
|
|
var state = Game_Battler.prototype.makeSkillItemReplace.call(this, type);
|
|
|
if (state) return state;
|
|
|
var max = this.equips().length;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var equip = this.equips()[i];
|
|
|
if (equip && this.hasSkillItemReplace(equip, type)) {
|
|
|
return this.getSkillItemReplace(equip, type);
|
|
|
}
|
|
|
}
|
|
|
if (this.hasSkillItemReplace(this.currentClass(), type)) {
|
|
|
return this.getSkillItemReplace(this.currentClass(), type);
|
|
|
}
|
|
|
if (this.hasSkillItemReplace(this.actor(), type)) {
|
|
|
return this.getSkillItemReplace(this.actor(), type);
|
|
|
}
|
|
|
return null;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Window_Base
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.SCI.Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
|
|
|
Window_Base.prototype.drawActorHp = function (actor, x, y, width) {
|
|
|
if (actor.gauge1().match(/(?:ITEM|WEAPON|ARMOR)[ ](\d+)/i)) {
|
|
|
this.drawItemGaugeSwap(actor, 1, x, y, width);
|
|
|
} else {
|
|
|
Yanfly.SCI.Window_Base_drawActorHp.call(this, actor, x, y, width);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Yanfly.SCI.Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
|
|
|
Window_Base.prototype.drawActorMp = function (actor, x, y, width) {
|
|
|
if (actor.gauge2().match(/(?:ITEM|WEAPON|ARMOR)[ ](\d+)/i)) {
|
|
|
this.drawItemGaugeSwap(actor, 2, x, y, width);
|
|
|
} else {
|
|
|
Yanfly.SCI.Window_Base_drawActorMp.call(this, actor, x, y, width);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Yanfly.SCI.Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
|
|
|
Window_Base.prototype.drawActorTp = function (actor, x, y, width) {
|
|
|
if (actor.gauge3().match(/(?:ITEM|WEAPON|ARMOR)[ ](\d+)/i)) {
|
|
|
this.drawItemGaugeSwap(actor, 3, x, y, width);
|
|
|
} else {
|
|
|
Yanfly.SCI.Window_Base_drawActorTp.call(this, actor, x, y, width);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
Window_Base.prototype.drawItemGaugeSwap = function (actor, id, wx, wy, ww) {
|
|
|
ww = ww || 186;
|
|
|
if (id === 1) text = actor.gauge1();
|
|
|
if (id === 2) text = actor.gauge2();
|
|
|
if (id === 3) text = actor.gauge3();
|
|
|
if (text.match(/ITEM[ ](\d+)/i)) {
|
|
|
var item = $dataItems[parseInt(RegExp.$1)];
|
|
|
} else if (text.match(/WEAPON[ ](\d+)/i)) {
|
|
|
var item = $dataWeapons[parseInt(RegExp.$1)];
|
|
|
} else if (text.match(/ARMOR[ ](\d+)/i)) {
|
|
|
var item = $dataArmors[parseInt(RegExp.$1)];
|
|
|
}
|
|
|
var icon = item.iconIndex;
|
|
|
if (id === 1 && actor.gaugeIcon1() > 0) icon = actor.gaugeIcon1();
|
|
|
if (id === 2 && actor.gaugeIcon2() > 0) icon = actor.gaugeIcon2();
|
|
|
if (id === 3 && actor.gaugeIcon3() > 0) icon = actor.gaugeIcon3();
|
|
|
this.drawItemGaugeMain(actor, item, wx, wy, ww);
|
|
|
var iw = this.drawItemGaugeIcon(icon, wx, wy);
|
|
|
wx += iw;
|
|
|
ww -= iw;
|
|
|
var size = this.contents.fontSize;
|
|
|
this.drawItemGaugeName(actor, item, wx, wy, ww);
|
|
|
this.contents.fontSize = size;
|
|
|
var cur = actor.numItems(item);
|
|
|
var max = actor.maxItems(item);
|
|
|
var color = this.normalColor();
|
|
|
this.drawCurrentAndMax(cur, max, wx, wy, ww, color, color);
|
|
|
};
|
|
|
|
|
|
Window_Base.prototype.drawItemGaugeName = function (actor, item, wx, wy, ww) {
|
|
|
ww -= this.textWidth(Yanfly.Util.toGroup(actor.numItems(item)));
|
|
|
ww -= this.textWidth(Yanfly.Util.toGroup(actor.maxItems(item)));
|
|
|
ww -= this.textWidth("/");
|
|
|
var text = item.itemGaugeText;
|
|
|
for (;;) {
|
|
|
var nameWidth = this.textWidth(text);
|
|
|
if (nameWidth > ww) {
|
|
|
this.contents.fontSize -= 1;
|
|
|
} else {
|
|
|
break;
|
|
|
}
|
|
|
if (this.contents.fontSize < 1) break;
|
|
|
}
|
|
|
this.changeTextColor(this.textColor(item.itemGaugeTextColor));
|
|
|
this.drawText(text, wx, wy, ww);
|
|
|
};
|
|
|
|
|
|
Window_Base.prototype.drawItemGaugeMain = function (actor, item, wx, wy, ww) {
|
|
|
var color1 = this.textColor(item.itemGaugeColor1);
|
|
|
var color2 = this.textColor(item.itemGaugeColor2);
|
|
|
var rate = actor.numItems(item) / actor.maxItems(item);
|
|
|
this.drawGauge(wx, wy, ww, rate, color1, color2);
|
|
|
};
|
|
|
|
|
|
Window_Base.prototype.drawItemGaugeIcon = function (icon, wx, wy) {
|
|
|
this.drawIcon(icon, wx, wy);
|
|
|
return Window_Base._iconWidth + 4;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Window_SkillList
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.SCI.Window_SkillList_drawTpCost = Window_SkillList.prototype.drawTpCost;
|
|
|
Window_SkillList.prototype.drawTpCost = function (skill, wx, wy, dw) {
|
|
|
dw = this.drawSkillItemCost(skill, wx, wy, dw);
|
|
|
return Yanfly.SCI.Window_SkillList_drawTpCost.call(this, skill, wx, wy, dw);
|
|
|
};
|
|
|
|
|
|
Window_SkillList.prototype.drawSkillItemCost = function (skill, wx, wy, dw) {
|
|
|
if (Yanfly.Param.SCICostStyle === 0) return dw;
|
|
|
var array = this._actor.skillItemCost(skill);
|
|
|
var max = array.length;
|
|
|
if (max <= 0) return dw;
|
|
|
this.contents.fontSize = Yanfly.Param.SCIFontSize;
|
|
|
dw -= 2;
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
var arr = array[max - i - 1];
|
|
|
var item = arr[0];
|
|
|
var cost = arr[1];
|
|
|
dw = this.drawSoloItemCost(item, cost, wx, wy, dw);
|
|
|
}
|
|
|
var returnWidth = dw - Yanfly.Param.SCCCostPadding;
|
|
|
this.resetFontSettings();
|
|
|
return returnWidth;
|
|
|
};
|
|
|
|
|
|
Window_SkillList.prototype.drawSoloItemCost = function (item, cost, wx, wy, dw) {
|
|
|
var x = wx + dw - Window_Base._iconWidth;
|
|
|
this.drawIcon(item.iconIndex, x, wy + 2);
|
|
|
var amt1 = Yanfly.Util.toGroup(cost);
|
|
|
var amt2 = Yanfly.Util.toGroup(this._actor.numItems(item));
|
|
|
var fmt = Yanfly.Param.SCIAmountFmt;
|
|
|
var text = fmt.format(amt1, amt2);
|
|
|
if (Yanfly.Param.SCICostStyle === 1) {
|
|
|
var iconWidth = Window_Base._iconWidth + 4;
|
|
|
this.drawText(text, wx, wy + Yanfly.Param.SCIYBuffer, dw, "right");
|
|
|
dw -= Math.max(iconWidth, this.textWidth(text));
|
|
|
} else if (Yanfly.Param.SCICostStyle === 2) {
|
|
|
var iconWidth = Window_Base._iconWidth;
|
|
|
dw -= iconWidth;
|
|
|
this.drawText(text, wx, wy + Yanfly.Param.SCIYBuffer, dw, "right");
|
|
|
dw -= this.textWidth(text);
|
|
|
}
|
|
|
return dw;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Utilities
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
Yanfly.Util.toGroup = function (inVal) {
|
|
|
return inVal;
|
|
|
};
|
|
|
}
|
|
|
|
|
|
Yanfly.Util.displayError = function (e, code, message) {
|
|
|
console.log(message);
|
|
|
console.log(code || "NON-EXISTENT");
|
|
|
console.error(e);
|
|
|
if (Utils.isNwjs() && Utils.isOptionValid("test")) {
|
|
|
if (!require("nw.gui").Window.get().isDevToolsOpen()) {
|
|
|
require("nw.gui").Window.get().showDevTools();
|
|
|
}
|
|
|
}
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// End of File
|
|
|
//=============================================================================
|
|
|
}
|