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ycrpg/js/plugins/SF_SceneBattleTmp.js

79 lines
3.5 KiB
JavaScript

//=============================================================================
// SF_SceneBattleTmp.js - Scene_Battle temporary
//=============================================================================
/*:
* @plugindesc Scene_Battle 临时使用,功能不保证。
* @version 1.0.0
* @help
* 放在 YEP_Core Engine 之前。
*/
var SF_Plugins = SF_Plugins || {};
SF_Plugins.SF_SceneBattleTmp = {};
//=============================================================================
// Game_Party
//=============================================================================
SF_Plugins.SF_SceneBattleTmp.Game_Party_maxBattleMembers = Game_Party.prototype.maxBattleMembers;
Game_Party.prototype.maxBattleMembers = function () {
return 5;
};
//=============================================================================
// Window_PartyCommand
//=============================================================================
SF_Plugins.SF_SceneBattleTmp.Window_PartyCommand_initialize = Window_PartyCommand.prototype.initialize;
Window_PartyCommand.prototype.initialize = function () {
var y = Graphics.boxHeight - this.windowHeight() * 2;
Window_Command.prototype.initialize.call(this, 0, y);
this.openness = 0;
this.deactivate();
};
//=============================================================================
// Window_ActorCommand
//=============================================================================
SF_Plugins.SF_SceneBattleTmp.Window_ActorCommand_initialize = Window_ActorCommand.prototype.initialize;
Window_ActorCommand.prototype.initialize = function () {
var y = Graphics.boxHeight - this.windowHeight() * 2;
Window_Command.prototype.initialize.call(this, 0, y);
this.openness = 0;
this.deactivate();
this._actor = null;
};
//=============================================================================
// Window_BattleStatus
//=============================================================================
SF_Plugins.SF_SceneBattleTmp.Window_BattleStatus_initialize = Window_BattleStatus.prototype.initialize;
//=============================================================================
// Scene_Battle
//=============================================================================
SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createSkillWindow = Scene_Battle.prototype.createSkillWindow;
Scene_Battle.prototype.createSkillWindow = function () {
var wx = this._actorCommandWindow.x + this._actorCommandWindow.width;
var wy = this._actorCommandWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._actorCommandWindow.height;
this._skillWindow = new Window_BattleSkill(wx, wy, ww, wh);
this._skillWindow.setHelpWindow(this._helpWindow);
this._skillWindow.setHandler("ok", this.onSkillOk.bind(this));
this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this));
this.addWindow(this._skillWindow);
};
SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createItemWindow = Scene_Battle.prototype.createItemWindow;
Scene_Battle.prototype.createItemWindow = function () {
var wx = this._actorCommandWindow.x + this._actorCommandWindow.width;
var wy = this._actorCommandWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._actorCommandWindow.height;
this._itemWindow = new Window_BattleItem(wx, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
};