You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ycrpg/js/plugins/LiuYue_SeniorChest.js

3317 lines
80 KiB
JavaScript

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

/*:
* @plugindesc v1.04 LiuYue_SeniorChest 高级箱子
* @author 流逝的岁月
*
* @help
* ============================================================================
* 介绍
* ============================================================================
*
*
* 这款插件提供了打开宝箱时出现物品界面,使箱中的物品变得可选择
*
*
*
*-------------------------------------------------------------------
*
*使用条例:本插件完全免费,随意魔改
*
*-------------------------------------------------------------------
*
*
*
*
*
*
*
*
*以下是可以使用的插件指令
*-----------------------PluginCommand-------------------------
*
* ZzySCF OverlapMode x(Single/Overlap/Event) //这会修改打开宝箱的叠加模式
* ZzySCF ShowMode x(Chest/YuanShen) //这会修改打开宝箱的窗口显示模式
* ZzySCF IsFilterText x(true/false) //这会修改在打开宝箱时忽略文本
* ZzySCF CoinIcon x //金币所使用的图标,需要填写图标素材图中对应的ID值
*
*
* ZzySCF CMaxCols x //这会修改使显示模式--Chest的选项框中打开宝箱时显示的最大列数
* ZzySCF IsCAllTake x(true/false) //这会修改使显示模式--Chest的选项框中是否包含全部拿取的命令
* ZzySCF CAllTakeText x //这会修改使显示模式--Chest的选项框中全部拿取命令的文本
* ZzySCF IsCClose x(true/false) //这会修改使显示模式--Chest的选项框中是否包含退出宝箱的命令
* ZzySCF CCloseText x //这会修改使显示模式--Chest的选项框中退出宝箱命令的文本
* ZzySCF IsCAutoLine x(true/false) //这会修改使显示模式--Chest的选项框中开启关闭拿取宝箱时自动队列
*
*
* ZzySCF YMaxCols x //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大列数
* ZzySCF YMaxList x //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大行数
* ZzySCF YWindowWidth x //这会修改使显示模式--YuanShen的窗口宽度
* ZzySCF YWindowOp x //这会修改使显示模式--YuanShen的窗口透明度
* ZzySCF YTakeRange x //这会修改使显示模式--YuanShen的出现显示范围
* ZzySCF YColor1 x //这会修改使显示模式--YuanShen的显示底板颜色1
* ZzySCF YColor2 x //这会修改使显示模式--YuanShen的显示底板颜色2
* ZzySCF YOffsetX x //这会修改使显示模式--YuanShen的窗口偏移X,这可以是一个正负值
* ZzySCF YOffsetY x //这会修改使显示模式--YuanShen的窗口偏移Y,这可以是一个正负值
* ZzySCF YFadeFrame x //这会修改使显示模式--YuanShen的窗口出现或是消失所需要的渐变帧数时长
* ZzySCF YDistance x //这会修改使显示模式--YuanShen的窗口绘制道具背景的间距
* ZzySCF YIsHorShow x(true/false) //这会修改使显示模式--YuanShen的窗口是否水平绘制道具背景的渐变色
* ZzySCF YIsAutoOpen x(true/false) //这会修改使显示模式--YuanShen的窗口开过的宝箱再次接近时,会自动开箱
* ZzySCF YIsLimitWindow x(true/false) //这会修改使显示模式--YuanShen的显示宝箱窗口限制在屏幕内
*
* ZzySCF CoinColor x //这会修改打开宝箱后显示金币文本的颜色
*
*
*
*以下是可以使用的脚本函数
*-----------------------Script Function-------------------------
*
*
* Zzy.SCF.OverlapMode(mode) //这会修改打开宝箱的叠加模式
* Zzy.SCF.ShowMode(mode) //这会修改打开宝箱的窗口显示模式
* Zzy.SCF.IsFilterText(enable) //这会修改在打开宝箱时忽略文本
* Zzy.SCF.CoinIcon(iconIndex) //金币所使用的图标,需要填写图标素材图中对应的ID值
*
* Zzy.SCF.CMaxCols(cols) //这会修改使显示模式--Chest的选项框中打开宝箱时显示的最大列数
* Zzy.SCF.IsCAllTake(enable) //这会修改使显示模式--Chest的选项框中是否包含全部拿取的命令
* Zzy.SCF.CAllTakeText(tText) //这会修改使显示模式--Chest的选项框中全部拿取命令的文本
* Zzy.SCF.IsCClose(enable) //这会修改使显示模式--Chest的选项框中是否包含退出宝箱的命令
* Zzy.SCF.CCloseText(tText) //这会修改使显示模式--Chest的选项框中退出宝箱命令的文本
* Zzy.SCF.IsCAutoLine(enable) //这会修改使显示模式--Chest的选项框中开启关闭拿取宝箱时自动队列
*
* Zzy.SCF.YMaxCols(cols) //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大列数
* Zzy.SCF.YMaxList(list) //这会修改使显示模式--YuanShen的选项框中打开宝箱时显示的最大行数
* Zzy.SCF.YWindowWidth(width) //这会修改使显示模式--YuanShen的窗口宽度
* Zzy.SCF.YWindowOp(op) //这会修改使显示模式--YuanShen的窗口透明度
* Zzy.SCF.YTakeRange(range) //这会修改使显示模式--YuanShen的出现显示范围
* Zzy.SCF.YColor1(color) //这会修改使显示模式--YuanShen的显示底板颜色1
* Zzy.SCF.YColor2(color) //这会修改使显示模式--YuanShen的显示底板颜色2
* Zzy.SCF.YOffsetX(ofx) //这会修改使显示模式--YuanShen的窗口偏移X,这可以是一个正负值
* Zzy.SCF.YOffsetY(ofy) //这会修改使显示模式--YuanShen的窗口偏移Y,这可以是一个正负值
* Zzy.SCF.YFadeFrame(fFrame) //这会修改使显示模式--YuanShen的窗口出现或是消失所需要的渐变帧数时长
* Zzy.SCF.YDistance(dis) //这会修改使显示模式--YuanShen的窗口绘制道具背景的间距
* Zzy.SCF.YIsHorShow(enable) //这会修改使显示模式--YuanShen的窗口是否水平绘制道具背景的渐变色
* Zzy.SCF.YIsAutoOpen(enable) //这会修改使显示模式--YuanShen的窗口开过的宝箱再次接近时,会自动开箱
* Zzy.SCF.YIsLimitWindow(enable) //这会修改使显示模式--YuanShen的显示宝箱窗口限制在屏幕内
*
* Zzy.SCF.CoinColor(color) //这会修改打开宝箱后显示金币文本的颜色
*
*
*以下是一些数据库中使用到的便签,请将他们写在 数据库->道具/武器/护甲->注释 之中
*---------------------DataBase Note--------------------
*
* <ZzySCF Color: x> //这会使这个道具在宝箱中打开时呈现设置的颜色,可以用#xxxxxx或rgba(x,x,x,x)的格式
*
*
*
*
*
*
*以下是一些地图中事件用到的便签信息,请将他们写在 地图->事件->事件指令->注释 之中
*---------------------Note Case--------------------
*
* <ZzySCF Chest> //这会将本事件视为一个箱子,在打开始进入箱子界面
*
*
*
*
------------------------------------------------------------
我叫坂本v1.04 拓展脚本函数
我叫坂本v1.03 添加与旧存档兼容,修复宝箱中武器以及护甲无法添加到背包中的bug
我叫坂本v1.02 调整yuanshen箱子在地图边缘显示位置的问题,增加可控的额外参数
我叫坂本v1.01 优化,添加新的参数
我叫坂本v1.00 完成插件
------------------------------------------------------------
* @param ---设置---
* @default
*
*
* @param OverlapMode
* @text 相同物品重叠模式
* @parent ---设置---
* @type combo
* @option Single
* @option Overlap
* @option Event
* @desc 在打开宝箱时,出现相同物品的重叠模式,Single代表所有道具独立不会重叠,Overlap代表相同道具重叠,Event代表事件中设置的重叠方式
* @default Event
*
*
* @param ShowMode
* @text 物品显示模式
* @parent ---设置---
* @type combo
* @option Chest
* @option YuanShen
* @desc 打开宝箱后,窗口的显示模式,Chest代表窗口中存放道具,YuanShen代表游戏《原神》中宝箱物品的显示方式
* @default Chest
*
*
*
* @param IsFilterText
* @text 是否过滤文本
* @parent ---设置---
* @type boolean
* @on YES
* @off NO
* @desc 触发被视为箱子的事件时,是否会过滤所显示文本的功能
* YES - true NO - false
* @default true
*
*
* @param CoinIcon
* @text 金币图标
* @parent ---设置---
* @type Number
* @desc 显示金币的图标,请填写ID值
* @default 313
*
*
* @param CountNumWidth
* @text 数字预留距离
* @parent ---设置---
* @type text
* @desc 这个是物品数量的间隔距离,可以属于对应的0代表预留的数字宽度
* @default 0000
*
* @param CountCoinWidth
* @text 金币预留距离
* @parent ---设置---
* @type text
* @desc 这个是金币数量的间隔距离,可以属于对应的0代表预留的数字宽度
* @default 00000
*
*
* @param ---Chest模式窗口---
* @default
*
* @param CMaxCols
* @text 每行数量
* @parent ---Chest模式窗口---
* @type Number
* @min 1
* @desc 每一行能显示的数量,默认值为2个
* @default 2
*
* @param IsCAllTake
* @text 是否拥有全部取走选项
* @parent ---Chest模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 打开箱子后,选择窗口是否拥有全部取走的选项
* YES - true NO - false
* @default true
*
* @param CAllTakeText
* @text 全部取走文本
* @parent ---Chest模式窗口---
* @type Text
* @desc 打开箱子后,选择窗口显示全部取走的文本内容
* @default 全部取走
*
*
* @param IsCClose
* @text 是否拥有关闭宝箱选项
* @parent ---Chest模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 打开箱子后,选择窗口是否拥有关闭宝箱的选项
* YES - true NO - false
* @default true
*
* @param CCloseText
* @text 关闭宝箱文本
* @parent ---Chest模式窗口---
* @type Text
* @desc 打开箱子后,选择窗口显示全部取走的文本内容
* @default 关闭宝箱
*
* @param IsCAutoLine
* @text 是否自动队列
* @parent ---Chest模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 再点击取出道具后,是否宝箱中所有道具都会向前移动一格
* YES - true NO - false
* @default true
*
*
* @param ---YuanShen模式窗口---
* @default
*
* @param YMaxCols
* @text 每行数量
* @parent ---YuanShen模式窗口---
* @type Number
* @min 1
* @desc 每一行能显示的数量,默认值为1个
* @default 1
*
* @param YMaxList
* @text 最大行数
* @parent ---YuanShen模式窗口---
* @type Number
* @min 1
* @desc 能同时显示的最大行数,默认值为5个
* @default 5
*
* @param YWindowWidth
* @text 窗口宽度
* @parent ---YuanShen模式窗口---
* @type Number
* @desc 显示的窗口的最大宽度,默认值为180
* @default 280
*
* @param YWindowOp
* @text 窗口透明度
* @parent ---YuanShen模式窗口---
* @type Number
* @min 0
* @desc 显示的窗口的透明度,默认值为255
* @default 255
*
*
*
*
*
*
* @param YTakeRange
* @text 拾取范围
* @parent ---YuanShen模式窗口---
* @type Number
* @desc 宝箱开启后,玩家在一定范围内会显示窗口,范围为正方形,默认值为1
* @default 1
*
* @param YColor1
* @text 底板颜色1
* @parent ---YuanShen模式窗口---
* @type text
* @desc 这是打开宝箱后显示道具的底板颜色1,默认为rgba(0, 0, 0, 0.6)灰黑色
* @default rgba(0, 0, 0, 0.6)
*
* @param YColor2
* @text 底板颜色2
* @parent ---YuanShen模式窗口---
* @type text
* @desc 这是打开宝箱后显示道具的底板颜色1,默认为rgba(0, 0, 0, 0)黑色
* @default rgba(0, 0, 0, 0)
*
*
* @param YOffsetX
* @text 窗口偏移X
* @parent ---YuanShen模式窗口---
* @type text
* @desc 显示窗口的偏移量X,这可以是一个正负整数值
* @default 20
*
* @param YOffsetY
* @text 窗口偏移Y
* @parent ---YuanShen模式窗口---
* @type text
* @desc 显示窗口的偏移量Y,这可以是一个正负整数值
* @default -160
*
* @param YFadeFrame
* @text 渐变时长
* @parent ---YuanShen模式窗口---
* @type Number
* @desc 宝箱窗口出现到显示所经过的帧数时长
* @default 10
*
* @param YDistance
* @text 矩形间距
* @parent ---YuanShen模式窗口---
* @type Number
* @desc 绘制的道具背景矩形框的间距,默认值为2,代表2像素
* @default 2
*
* @param YIsHorShow
* @text 是否水平绘制
* @parent ---YuanShen模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 显示的道具背景框垂直或是水平绘制,选择true进行水平绘制
* YES - true NO - false
* @default true
*
*
* @param YIsAutoOpen
* @text 是否自动开箱
* @parent ---YuanShen模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 开过的宝箱将会自动记录,下次接近返回时会自动打开
* YES - true NO - false
* @default true
*
* @param YIsLimitWindow
* @text 是否限制在屏幕中
* @parent ---YuanShen模式窗口---
* @type boolean
* @on YES
* @off NO
* @desc 开启限制后,宝箱显示内容将不会出屏,防止发生显示不完全的问题
* YES - true NO - false
* @default true
*
* @param ---道具设置---
* @default
*
* @param CoinColor
* @text 金币文字显示颜色
* @parent ---道具设置---
* @type text
* @desc 打开宝箱后金币显示的颜色值,可填写#000000~#ffffff或rgba(0,0,0,0)~rgba(255,255,255,1)这两种颜色码格式,默认为白色
* @default #ffffff
*
* @param ---音效---
* @default
*
* @param TakeSound
* @text 取走时音效名称
* @parent ---音效---
* @type file
* @dir audio/se
* @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称
* @default Cursor1
*
* @param TakeVolume
* @text 取走时音量
* @parent ---音效---
* @type Number
* @desc 音量大小,默认100
* @default 100
* @param TakePitch
* @text 取走时声调
* @parent ---音效---
* @type Number
* @desc 声调,默认100
* @default 100
* @param TakePan
* @text 取走时声道
* @parent ---音效---
* @type Number
* @desc 声道,默认0
* @default 0
*
*
*
* @param NoItemSound
* @text 空物品音效名称
* @parent ---音效---
* @type file
* @dir audio/se
* @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称
* @default Cancel1
*
* @param NoItemVolume
* @text 空物品音量
* @parent ---音效---
* @type Number
* @desc 音量大小,默认100
* @default 100
* @param NoItemPitch
* @text 空物品声调
* @parent ---音效---
* @type Number
* @desc 声调,默认100
* @default 100
* @param NoItemPan
* @text 空物品声道
* @parent ---音效---
* @type Number
* @desc 声道,默认0
* @default 0
*
*
* @param ChangeItemSound
* @text 切换选择音效名称
* @parent ---音效---
* @type file
* @dir audio/se
* @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称
* @default Knock
*
* @param ChangeItemVolume
* @text 切换选择音量
* @parent ---音效---
* @type Number
* @desc 音量大小,默认100
* @default 100
* @param ChangeItemPitch
* @text 切换选择声调
* @parent ---音效---
* @type Number
* @desc 声调,默认100
* @default 100
* @param ChangeItemPan
* @text 切换选择声道
* @parent ---音效---
* @type Number
* @desc 声道,默认0
* @default 0
*
*
* @param AllTakeSound
* @text 全部取走音效名称
* @parent ---音效---
* @type file
* @dir audio/se
* @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称
* @default Equip2
*
* @param AllTakeVolume
* @text 全部取走音量
* @parent ---音效---
* @type Number
* @desc 音量大小,默认100
* @default 100
* @param AllTakePitch
* @text 全部取走声调
* @parent ---音效---
* @type Number
* @desc 声调,默认100
* @default 100
* @param AllTakePan
* @text 全部取走声道
* @parent ---音效---
* @type Number
* @desc 声道,默认0
* @default 0
*
*
* @param CloseSound
* @text 关闭宝箱音效名称
* @parent ---音效---
* @type file
* @dir audio/se
* @desc 取走宝箱中物品时,会产生的音效,填写audio/se文件夹下的音频名称
* @default Chest2
*
* @param CloseVolume
* @text 关闭宝箱音量
* @parent ---音效---
* @type Number
* @desc 音量大小,默认100
* @default 100
* @param ClosePitch
* @text 关闭宝箱声调
* @parent ---音效---
* @type Number
* @desc 声调,默认100
* @default 100
* @param ClosePan
* @text 关闭宝箱声道
* @parent ---音效---
* @type Number
* @desc 声道,默认0
* @default 0
*
*
*
*/
var LiuYue = LiuYue || {};
LiuYue.LiuYue_SeniorChest = true;//插件启动
var Zzy = Zzy || {};
Zzy.SCF = Zzy.SCF || {};
Zzy.SCF.version = 1.04;
Zzy.Parameters = PluginManager.parameters('LiuYue_SeniorChest');
Zzy.Param = Zzy.Param || {};
Zzy.Param.SCFOverlapMode = String(Zzy.Parameters['OverlapMode']);
Zzy.Param.SCFShowMode = String(Zzy.Parameters['ShowMode']);
Zzy.Param.SCFIsFilterText = eval(String(Zzy.Parameters['IsFilterText']));
Zzy.Param.SCFCoinIcon = parseInt(Zzy.Parameters['CoinIcon']);//金币图标
Zzy.Param.SCFCMaxCols = parseInt(Zzy.Parameters['CMaxCols']);//最大列数
Zzy.Param.SCFIsCAllTake = eval(String(Zzy.Parameters['IsCAllTake']));//是否拥有全部取走选项
Zzy.Param.SCFCAllTakeText = String(Zzy.Parameters['CAllTakeText']);//全部取走文本
Zzy.Param.SCFIsCClose = eval(String(Zzy.Parameters['IsCClose']));//是否拥有关闭宝箱选项
Zzy.Param.SCFCCloseText = String(Zzy.Parameters['CCloseText']);//全部取走文本
Zzy.Param.SCFIsCAutoLine = eval(String(Zzy.Parameters['IsCAutoLine']));//自动队列
Zzy.Param.SCFYMaxCols = parseInt(Zzy.Parameters['YMaxCols']);//最大列数
Zzy.Param.SCFYMaxList = parseInt(Zzy.Parameters['YMaxList']);//最大行数
Zzy.Param.SCFYWindowWidth = parseInt(Zzy.Parameters['YWindowWidth']);//窗口宽度
Zzy.Param.SCFYWindowOp = parseInt(Zzy.Parameters['YWindowOp']);//窗口透明度
Zzy.Param.SCFYTakeRange = parseInt(Zzy.Parameters['YTakeRange']);//拾取范围
Zzy.Param.SCFYColor1 = String(Zzy.Parameters['YColor1']);//底板颜色1
Zzy.Param.SCFYColor2 = String(Zzy.Parameters['YColor2']);//底板颜色2
Zzy.Param.SCFYOffsetX = Number(Zzy.Parameters['YOffsetX']);//窗口偏移X
Zzy.Param.SCFYOffsetY = Number(Zzy.Parameters['YOffsetY']);//窗口偏移Y
Zzy.Param.SCFYFadeFrame = Number(Zzy.Parameters['YFadeFrame']);//渐变帧数
Zzy.Param.SCFYDistance = parseInt(Zzy.Parameters['YDistance']);//矩形间距
Zzy.Param.SCFYIsHorShow = eval(String(Zzy.Parameters['YIsHorShow']));//是否水平绘制
Zzy.Param.SCFYIsAutoOpen = eval(String(Zzy.Parameters['YIsAutoOpen']));//自动开箱
Zzy.Param.SCFYIsLimitWindow = eval(String(Zzy.Parameters['YIsLimitWindow']));//限制屏幕
Zzy.Param.SCFCoinColor = String(Zzy.Parameters['CoinColor']);//金币颜色
Zzy.Param.SCFCountNumWidth = String(Zzy.Parameters['CountNumWidth']);//道具预留
Zzy.Param.SCFCountCoinWidth = String(Zzy.Parameters['CountCoinWidth']);//金币预留
//声音
Zzy.SCF.MakeSE = function(seName,seVolume,sePitch,sePan)
{
if(!seName)return undefined;
var se = {
name:seName,
volume:(seVolume ? seVolume : 100),
pitch:(sePitch ? sePitch : 100),
pan:(sePan ? sePan : 0)
};
return se;
}
Zzy.Param.SCFTakeSound = String(Zzy.Parameters['TakeSound']);
Zzy.Param.SCFTakeVolume = parseInt(Zzy.Parameters['TakeVolume']);
Zzy.Param.SCFTakePitch = parseInt(Zzy.Parameters['TakePitch']);
Zzy.Param.SCFTakePan = parseInt(Zzy.Parameters['TakePan']);
Zzy.Param.SCFTakeSE = Zzy.SCF.MakeSE(Zzy.Param.SCFTakeSound,Zzy.Param.SCFTakeVolume,Zzy.Param.SCFTakePitch,Zzy.Param.SCFTakePan);
Zzy.Param.SCFNoItemSound = String(Zzy.Parameters['NoItemSound']);
Zzy.Param.SCFNoItemVolume = parseInt(Zzy.Parameters['NoItemVolume']);
Zzy.Param.SCFNoItemPitch = parseInt(Zzy.Parameters['NoItemPitch']);
Zzy.Param.SCFNoItemPan = parseInt(Zzy.Parameters['NoItemPan']);
Zzy.Param.SCFNoItemSE = Zzy.SCF.MakeSE(Zzy.Param.SCFNoItemSound,Zzy.Param.SCFNoItemVolume,Zzy.Param.SCFNoItemPitch,Zzy.Param.SCFNoItemPan);
Zzy.Param.SCFAllTakeSound = String(Zzy.Parameters['AllTakeSound']);
Zzy.Param.SCFAllTakeVolume = parseInt(Zzy.Parameters['AllTakeVolume']);
Zzy.Param.SCFAllTakePitch = parseInt(Zzy.Parameters['AllTakePitch']);
Zzy.Param.SCFAllTakePan = parseInt(Zzy.Parameters['AllTakePan']);
Zzy.Param.SCFAllTakeSE = Zzy.SCF.MakeSE(Zzy.Param.SCFAllTakeSound,Zzy.Param.SCFAllTakeVolume,Zzy.Param.SCFAllTakePitch,Zzy.Param.SCFAllTakePan);
Zzy.Param.SCFCloseSound = String(Zzy.Parameters['CloseSound']);
Zzy.Param.SCFCloseVolume = parseInt(Zzy.Parameters['CloseVolume']);
Zzy.Param.SCFClosePitch = parseInt(Zzy.Parameters['ClosePitch']);
Zzy.Param.SCFClosePan = parseInt(Zzy.Parameters['ClosePan']);
Zzy.Param.SCFCloseSE = Zzy.SCF.MakeSE(Zzy.Param.SCFCloseSound,Zzy.Param.SCFCloseVolume,Zzy.Param.SCFClosePitch,Zzy.Param.SCFClosePan);
Zzy.Param.SCFChangeItemSound = String(Zzy.Parameters['ChangeItemSound']);
Zzy.Param.SCFChangeItemVolume = parseInt(Zzy.Parameters['ChangeItemVolume']);
Zzy.Param.SCFChangeItemPitch = parseInt(Zzy.Parameters['ChangeItemPitch']);
Zzy.Param.SCFChangeItemPan = parseInt(Zzy.Parameters['ChangeItemPan']);
Zzy.Param.SCFChangeItemSE = Zzy.SCF.MakeSE(Zzy.Param.SCFChangeItemSound,Zzy.Param.SCFChangeItemVolume,Zzy.Param.SCFChangeItemPitch,Zzy.Param.SCFChangeItemPan);
Zzy.Param.SCFAllSE = [];
Zzy.Param.SCFAllSE = [undefined,Zzy.Param.SCFTakeSE,Zzy.Param.SCFNoItemSE,Zzy.Param.SCFAllTakeSE,Zzy.Param.SCFCloseSE,Zzy.Param.SCFChangeItemSE];
//1.取物品
//2.没有物品
//3.全部拿走
//4.关闭宝箱
//5.切换选项
Zzy.SCF.TempCacheChest = [];//缓存箱
Zzy.SCF.TempSpeed1 = 16;
Zzy.SCF.TempSpeed2 = 8;
Zzy.SCF.TempSpeed3 = 4;
Zzy.SCF.TempCallInfo = undefined;//临时呼叫信息
Zzy.SCF.TempNotRepeatFrame = 3;//临时等待帧数,这是为了方式宝箱出现双次打开,因为框架特殊的机制,在未拥有指令行的事件中,触碰有概率出现执行两次start函数的情况
//通过等待帧数来避免此类情况的执行
//=================================================================
//DataManager
//=================================================================
Zzy.SCF.DataManager_loadGame = DataManager.loadGame;
DataManager.loadGame = function(savefileId) //旧存档兼容
{
var result = Zzy.SCF.DataManager_loadGame.call(this,savefileId);
this.ZzySCFInitData();
return result;
}
DataManager.ZzySCFInitData = function()//初始化参数
{
if(!$gameSystem.GetIsZzySCFLoaded())
{
//初始化
$gameSystem.ZzySCFInitData();//初始化数据
$gameSystem.SetIsZzySCFLoaded(true);
}
}
//=================================================================
//Game_System
//=================================================================
Zzy.SCF.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function()
{
Zzy.SCF.Game_System_initialize.call(this);
this.ZzySCFInitData();//初始化数据
this._IsZzySCFLoaded = true;//是否载入完成
};
Game_System.prototype.GetIsZzySCFLoaded = function()
{
if(this._IsZzySCFLoaded === undefined)
{this._IsZzySCFLoaded = false;}
return this._IsZzySCFLoaded;
}
Game_System.prototype.SetIsZzySCFLoaded = function(enable)
{
this._IsZzySCFLoaded = enable;
}
Game_System.prototype.ZzySCFInitData = function()
{
this._ZzySCFOverlapMode = Zzy.SCF.OverlapModeToID(Zzy.Param.SCFOverlapMode);
this._ZzySCFShowMode = Zzy.SCF.ShowModeToID(Zzy.Param.SCFShowMode);
this._ZzySCFIsFilterText = Zzy.Param.SCFIsFilterText;
this._ZzySCFCoinIcon = Zzy.Param.SCFCoinIcon;
this._ZzySCFCMaxCols = Zzy.Param.SCFCMaxCols;//最大列数
this._ZzySCFIsCAllTake = Zzy.Param.SCFIsCAllTake;//是否拥有全部取走选项
this._ZzySCFCAllTakeText = Zzy.Param.SCFCAllTakeText;//全部取走文本
this._ZzySCFIsCClose = Zzy.Param.SCFIsCClose;//是否拥有关闭宝箱选项
this._ZzySCFCCloseText = Zzy.Param.SCFCCloseText;//全部取走文本
this._ZzySCFIsCAutoLine = Zzy.Param.SCFIsCAutoLine;//自动队列
this._ZzySCFYMaxCols = Zzy.Param.SCFYMaxCols;//最大列数
this._ZzySCFYMaxList = Zzy.Param.SCFYMaxList;//最大行数
this._ZzySCFYWindowWidth = Zzy.Param.SCFYWindowWidth;//窗口最大宽度
this._ZzySCFYWindowOp = Zzy.Param.SCFYWindowOp;//窗口透明度
this._ZzySCFYTakeRange = Zzy.Param.SCFYTakeRange;//拾取范围
this._ZzySCFYColor1 = Zzy.Param.SCFYColor1;//底板颜色1
this._ZzySCFYColor2 = Zzy.Param.SCFYColor2;//底板颜色2
this._ZzySCFYOffsetX = Zzy.Param.SCFYOffsetX;//窗口偏移X
this._ZzySCFYOffsetY = Zzy.Param.SCFYOffsetY;//窗口偏移Y
this._ZzySCFYFadeFrame = Zzy.Param.SCFYFadeFrame;//渐变帧数时长
this._ZzySCFYDistance = Zzy.Param.SCFYDistance;//水平间距
this._ZzySCFYIsHorShow = Zzy.Param.SCFYIsHorShow;//是否水平
this._ZzySCFYIsAutoOpen = Zzy.Param.SCFYIsAutoOpen;//是否接近自动开箱
this._ZzySCFYIsLimitWindow = Zzy.Param.SCFYIsLimitWindow;//限制界限
this._ZzySCFCoinColor = Zzy.Param.SCFCoinColor;//金币颜色
this._ZzySCFStorage = [];//库存
this._ZzySCFYunChestFlag = [];//打开标记,标记着打开的宝箱事件
this._ZzySCFYunEmptyCheck = [];//空白检测标记
this._ZzySCFWaitCallInfo = undefined;
this._ZzySCFWaitOfChest = undefined;
}
Game_System.prototype.GetZzySCFCoinColor = function()
{
return this._ZzySCFCoinColor;
}
Game_System.prototype.IsZzySCFYunEmptyCheck = function(mapId,evId)
{
if(!this._ZzySCFYunEmptyCheck[mapId] || !this._ZzySCFYunEmptyCheck[mapId][evId])
{return false;}
return true;
}
Game_System.prototype.AddZzySCFYunEmptyCheck = function(mapId,evId)
{
if(!this._ZzySCFYunEmptyCheck[mapId])
{this._ZzySCFYunEmptyCheck[mapId] = [];}
this._ZzySCFYunEmptyCheck[mapId][evId] = true;
}
Game_System.prototype.GetZzySCFYunChestFlag = function(mapId)
{
if(!this._ZzySCFYunChestFlag[mapId])
{this._ZzySCFYunChestFlag[mapId] = [];}
return this._ZzySCFYunChestFlag[mapId];
}
Game_System.prototype.AddYunChestFlag = function(mapId,eventId)//添加开启标记宝箱事件
{
if(!this._ZzySCFYunChestFlag[mapId])
{
this._ZzySCFYunChestFlag[mapId] = [];
}
for(var i=0;i<this._ZzySCFYunChestFlag[mapId].length;i++)
{
if(this._ZzySCFYunChestFlag[mapId][i] === eventId)
{return;}
}
this._ZzySCFYunChestFlag[mapId].push(eventId);
}
Game_System.prototype.GetZzySCFOverlapMode = function()
{
return this._ZzySCFOverlapMode;
}
Game_System.prototype.GetZzySCFShowMode = function()
{
return this._ZzySCFShowMode;
}
Game_System.prototype.GetZzySCFCMaxCols = function()
{
return this._ZzySCFCMaxCols;
}
Game_System.prototype.GetZzySCFIsCAllTake = function()
{
return this._ZzySCFIsCAllTake;
}
Game_System.prototype.GetZzySCFCAllTakeText = function()
{
return this._ZzySCFCAllTakeText;
}
Game_System.prototype.GetZzySCFIsCClose = function()
{
return this._ZzySCFIsCClose;
}
Game_System.prototype.GetZzySCFCCloseText = function()
{
return this._ZzySCFCCloseText;
}
Game_System.prototype.GetZzySCFIsCAutoLine = function()
{
return this._ZzySCFIsCAutoLine;
}
Game_System.prototype.ZzySCFRecordInfo = function(eventId,value,itemId,typeId)//记录道具
{
//typeId:1 金币 2道具 3武器 4护甲
var mapId = $gameMap.mapId();
if(!this._ZzySCFStorage[mapId])
{this._ZzySCFStorage[mapId] = [];}
if(!this._ZzySCFStorage[mapId][eventId])
{this._ZzySCFStorage[mapId][eventId] = [];}
var info = {};
info.typeId = typeId;//类型
info.value = value;//数值
info.itemId = itemId;//物品类型
this.ZzySCFAddToStorage(mapId,eventId,info);//添加
}
Game_System.prototype.ZzySCFSetWaitCall = function(info)//设置等待呼叫
{
if(!info)return;
if(!this._ZzySCFStorage[info.mapId])
{this._ZzySCFStorage[info.mapId] = [];}
if(!this._ZzySCFStorage[info.mapId][info.evId])
{this._ZzySCFStorage[info.mapId][info.evId] = [];}
this._ZzySCFWaitCallInfo = info;
Zzy.SCF.TempCallInfo = this._ZzySCFWaitCallInfo;
}
Game_System.prototype.GetZzySCFStorage = function(mapId,evId)
{
if(!this._ZzySCFStorage[mapId])
{this._ZzySCFStorage[mapId] = [];}
if(!this._ZzySCFStorage[mapId][evId])
{this._ZzySCFStorage[mapId][evId] = [];}
return this._ZzySCFStorage[mapId][evId];
}
Game_System.prototype.IsZzySCFStorage = function(mapId,evId)
{
if(!this._ZzySCFStorage[mapId])return false;
if(!this._ZzySCFStorage[mapId][evId])return false;
return true;
}
Game_System.prototype.ZzySCFAddToStorage = function(mapId,eventId,info)
{
var ev = $gameMap.event(eventId);
//重叠模式 1独立的 2重叠的 3跟随事件
switch(this.GetZzySCFOverlapMode())
{
case 1:
if(info.typeId === 1)//金币
{
this._ZzySCFStorage[mapId][eventId].push(info);
}
else
{
var number = info.value;
info.value = 1;
for(var i=0;i<number;i++)
{
this._ZzySCFStorage[mapId][eventId].push(info);//逐个压入
}
}
break;
case 2://通过typeId遍历重复压入
var len = this._ZzySCFStorage[mapId][eventId].length;
var tempInfo = undefined;
var isBeing = false;
for(var i=0;i<len;i++)
{
tempInfo = this._ZzySCFStorage[mapId][eventId][i];
//类型与ID都相同,代表重合
if(tempInfo.typeId === info.typeId && tempInfo.itemId === info.itemId)
{
tempInfo.value += info.value;
isBeing = true;
break;
}
}
if(!isBeing)
{this._ZzySCFStorage[mapId][eventId].push(info);}//逐个压入
break;
case 3:
this._ZzySCFStorage[mapId][eventId].push(info);//正常压入
break;
}
}
//================================================================
//Scene_Map
//================================================================
Zzy.SCF.Scene_Map_initialize = Scene_Map.prototype.initialize;
Scene_Map.prototype.initialize = function()
{
Zzy.SCF.Scene_Map_initialize.call(this);
this._ZzySCFYWindow = undefined;
};
Zzy.SCF.Scene_Map_start = Scene_Map.prototype.start;
Scene_Map.prototype.start = function()
{
Zzy.SCF.Scene_Map_start.call(this);
//this.ZzySCFCreateChestWindow();
this.ZzySCFCreateYuanWindow();
};
Scene_Map.prototype.ZzySCFCreateYuanWindow = function()
{
//创建窗口
this._ZzySCFYWindow = new Window_ZzySCFYuanShen();
this.addChild(this._ZzySCFYWindow);
this._ZzySCFYWindow.setHandler('ok',this.OnYuanProcessOk.bind(this));
this._ZzySCFYWindow.setHandler('cancel',this.OnYuanProcessCancel.bind(this));
}
Zzy.SCF.Scene_Map_update = Scene_Map.prototype.update;
Scene_Map.prototype.update = function()
{
Zzy.SCF.Scene_Map_update.call(this);
this.updateZzySCFCallStorage();
};
Scene_Map.prototype.updateZzySCFCallStorage = function()//刷新是否需要呼叫
{
if(!$gameSystem._ZzySCFWaitCallInfo)return;
if($gameMessage.isBusy())return; //判断:$gameMessage窗口结束
this.ZzySCFCallStorageWindow();//呼叫
$gameSystem._ZzySCFWaitCallInfo = undefined;
}
Scene_Map.prototype.ZzySCFCallStorageWindow = function()
{
var mapId = $gameSystem._ZzySCFWaitCallInfo.mapId;
var evId = $gameSystem._ZzySCFWaitCallInfo.evId;
//Call窗口
// if(this._ZzySCFChestWindow)
// {
// this._ZzySCFChestWindow.CallOpen();//呼叫打开
// }
var ev = $gameMap.event(evId);
Zzy.SCF.TempCallInfo = $gameSystem._ZzySCFWaitCallInfo;
switch($gameSystem.GetZzySCFShowMode(ev))
{
case 1:this.CallZzySCFChestWindow();break;
case 2:this.CallZzySCFYuanShenWindow();break;
}
}
Scene_Map.prototype.CallZzySCFChestWindow = function()
{
SceneManager.push(Scene_ZzySCFChest);//压入场景
}
Scene_Map.prototype.CallZzySCFYuanShenWindow = function()
{
this._ZzySCFYWindow.reClick();//点击
this._ZzySCFYWindow.refreshList();
this._ZzySCFYWindow.refresh();
$gameSystem.AddYunChestFlag(this._ZzySCFYWindow.mapId,this._ZzySCFYWindow.evId);//压入到遍历箱中
}
Scene_Map.prototype.OnYuanProcessOk = function()
{
if(this._ZzySCFYWindow && this._ZzySCFYWindow.active && this._ZzySCFYWindow.visible)
{
this._ZzySCFYWindow.OnProcessOk();
}
}
Scene_Map.prototype.OnYuanProcessCancel = function()//取消
{
if(this._ZzySCFYWindow && this._ZzySCFYWindow.visible)
{
this._ZzySCFYWindow.froceClose = true;//强制关闭
this._ZzySCFYWindow.closeEvId = Zzy.SCF.TempCallInfo ? Zzy.SCF.TempCallInfo.evId : 0;
}
}
Zzy.SCF.Scene_Map_isMenuCalled = Scene_Map.prototype.isMenuCalled;
Scene_Map.prototype.isMenuCalled = function()
{
if(this._ZzySCFYWindow && this._ZzySCFYWindow.visible)
{return false;}
return Zzy.SCF.Scene_Map_isMenuCalled.call(this);
};
Zzy.SCF.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;
Scene_Map.prototype.processMapTouch = function()
{
if(this._ZzySCFYWindow)
{
if(this._ZzySCFYWindow.visible && this._ZzySCFYWindow.isTouchedInsideFrame())
{
return;
}
}
Zzy.SCF.Scene_Map_processMapTouch.call(this);
};
//================================================================
//Scene_ZzySCFChest
//================================================================
function Scene_ZzySCFChest()
{
this.initialize.apply(this, arguments);
}
Scene_ZzySCFChest.prototype = Object.create(Scene_MenuBase.prototype);
Scene_ZzySCFChest.prototype.constructor = Scene_ZzySCFChest;
Scene_ZzySCFChest.prototype.initialize = function()
{
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_ZzySCFChest.prototype.CreateChestWindow = function()
{
this._HelpWindow = new Window_ZzySCFHelp();
this._ChestWindow = new Window_ZzySCFChest();
this._SelectWindow = new Window_ZzySCFSelect();
this.addChild(this._HelpWindow);
this.addChild(this._ChestWindow);
this.addChild(this._SelectWindow);
this.initPosition();//初始化位置
this._HelpWindow.CallOpen();//呼叫打开
this._ChestWindow.CallOpen();//呼叫打开
this._SelectWindow.CallOpen();//呼叫打开
this._HelpWindow.BindChestWindow(this._ChestWindow);
//this._ChestWindow.setHandler('cancel', this.popScene.bind(this));
this._ChestWindow.setHandler('ok',this.OnChestProcessOk.bind(this));
this._ChestWindow.setHandler('cancel',this.OnChestProcessCancel.bind(this));
this._SelectWindow.setHandler('ok',this.OnSelectProcessOk.bind(this));
}
Scene_ZzySCFChest.prototype.OnChestProcessOk = function()//按下Chest窗口
{
if(this._ChestWindow.active)
{
//可以取出元素
this._ChestWindow.OnProcessOk();
}
this._ChestWindow.activate();
}
Scene_ZzySCFChest.prototype.OnChestProcessCancel = function()
{
if(this._ChestWindow.active)
{
if(this._ChestWindow._index >= 0)
{
this._ChestWindow.deselect();
}
else
{
this.popScene();//退出
}
}
}
Scene_ZzySCFChest.prototype.OnSelectProcessOk = function()
{
if(this._SelectWindow.active)
{
this._SelectWindow.OnProcessOk();
}
this._SelectWindow.activate();
}
Scene_ZzySCFChest.prototype.initPosition = function()
{
this._ChestWindow.y = this._HelpWindow.height;
this._SelectWindow.y = Graphics.boxHeight-this._SelectWindow.height;
this._SelectWindow.startY = this._SelectWindow.y;
this._ChestWindow.height = Graphics.boxHeight-this._HelpWindow.height-this._SelectWindow.height;
}
Scene_ZzySCFChest.prototype.create = function()
{
Scene_MenuBase.prototype.create.call(this);
this.CreateChestWindow();//创造相关窗口
};
Scene_ZzySCFChest.prototype.AllTakeChest = function()
{
this._ChestWindow.TakeAll();
}
//================================================================
//Window_ZzySCFChestBase
//================================================================
//窗口基类
function Window_ZzySCFChestBase()
{
this.initialize.apply(this, arguments);
}
Window_ZzySCFChestBase.prototype = Object.create(Window_Selectable.prototype);
Window_ZzySCFChestBase.prototype.constructor = Window_ZzySCFChestBase;
Window_ZzySCFChestBase.prototype.initialize = function(x,y,w,h)
{
x = x ? x : 0;
y = y ? y : 0;
w = w ? w : Graphics.boxWidth;
h = h ? h : Graphics.boxHeight;
Window_Selectable.prototype.initialize.call(this,x,y,w,h);
this.evId = 0;
this.mapId = 0;
this.initWindow();
};
Window_ZzySCFChestBase.prototype.initWindow = function()
{
this.Hide();
}
Window_ZzySCFChestBase.prototype.Hide = function()
{
this.visible = false;
this.opacity = 0;
}
Window_ZzySCFChestBase.prototype.Show = function()
{
this.visible = true;
this.opacity = 255;
}
Window_ZzySCFChestBase.prototype.CallOpen = function()
{
}
Window_ZzySCFChestBase.prototype.OnProcessOk = function()
{
}
//================================================================
//Window_ZzySCFChest
//================================================================
//一般模式窗口
function Window_ZzySCFChest()
{
this.initialize.apply(this, arguments);
}
Window_ZzySCFChest.prototype = Object.create(Window_ZzySCFChestBase.prototype);
Window_ZzySCFChest.prototype.constructor = Window_ZzySCFChest;
Window_ZzySCFChest.prototype.initialize = function()
{
this.evId = 0;
this.mapId = 0;
this._list = [];
Window_ZzySCFChestBase.prototype.initialize.call(this);
this.refreshList();
this.refresh();
this.select(0);
this.activate();
};
Window_ZzySCFChest.prototype.CallOpen = function()
{
Window_ZzySCFChestBase.prototype.CallOpen.call(this);
this.Show();
this.open();//呼叫打开
}
Window_ZzySCFChest.prototype.updateOpen = function()
{
if (this._opening) {
this.openness += Zzy.SCF.TempSpeed1;
if (this.isOpen())
{
this._opening = false;
}
}
};
Window_ZzySCFChest.prototype.updateClose = function()
{
if (this._closing) {
this.openness -= Zzy.SCF.TempSpeed1;
if (this.isClosed())
{
this._closing = false;
this.Hide();//执行隐藏
}
}
};
Window_ZzySCFChest.prototype.open = function()
{
this.openness = 0;
this._opening = true;
this._closing = false;
};
Window_ZzySCFChest.prototype.close = function()
{
this.openness = 255;
this._closing = true;
this._opening = false;
};
Window_ZzySCFChest.prototype.refreshList = function()//刷新List
{
this.evId = Zzy.SCF.TempCallInfo.evId;
this.mapId = Zzy.SCF.TempCallInfo.mapId;
//获取list
this._list = $gameSystem.GetZzySCFStorage(this.mapId,this.evId);
}
Window_ZzySCFChest.prototype.maxItems = function()
{
//如果其中道具数不足时,将会填充为额外的空道具槽
var minItems = this.maxPageRows() * this.maxCols();
return this._list.length > minItems ? this._list.length : minItems;
}
Window_ZzySCFChest.prototype.maxCols = function()
{
return $gameSystem._ZzySCFCMaxCols;
}
Window_ZzySCFChest.prototype.drawItem = function(index)
{
var info = this._list[index];
if(info)
{
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(true);
var item = undefined;
this.resetTextColor();
switch(info.typeId)
{
case 1://金币
item = {};
item.iconIndex = $gameSystem._ZzySCFCoinIcon;
item.name = this.currencyUnit();
item.isCoin = true;
this.changeTextColor($gameSystem.GetZzySCFCoinColor());
break;
case 2:item = $dataItems[info.itemId];
this.setZzySCFItemColor(item);
break;
case 3:item = $dataWeapons[info.itemId];
this.setZzySCFItemColor(item);
break;
case 4:item = $dataArmors[info.itemId];
this.setZzySCFItemColor(item);
break;
}
if(item)
{
var numberWidth = 0;
if(item.isCoin)
{
numberWidth = this.coinWidth();
}
else
{
numberWidth = this.numberWidth();
}
this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
this.drawItemNumber(info, rect.x, rect.y, rect.width);
}
}
}
Window_ZzySCFChest.prototype.setZzySCFItemColor = function(item)
{
if(!item.zzySCF || !item.zzySCF.color)
{this.resetTextColor();}
else
{this.changeTextColor(item.zzySCF.color);}
}
Window_ZzySCFChest.prototype.drawItemName = function(item, x, y, width)
{
width = width || 312;
if (item)
{
var iconBoxWidth = Window_Base._iconWidth + 4;
this.drawIcon(item.iconIndex, x + 2, y + 2);
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
}
};
Window_ZzySCFChest.prototype.drawItemNumber = function(info, x, y, width)
{
if (this.needsNumber())
{
if(info.typeId === 1)
{
this.drawText('x', x, y, width - this.textWidth(Zzy.Param.SCFCountCoinWidth), 'right');
}
else
{
this.drawText('x', x, y, width - this.textWidth(Zzy.Param.SCFCountNumWidth), 'right');
}
this.drawText(String(info.value), x, y, width, 'right');
}
};
Window_ZzySCFChest.prototype.needsNumber = function()
{
return true;
};
Window_ZzySCFChest.prototype.numberWidth = function()
{
return this.textWidth(Zzy.Param.SCFCountNumWidth);
};
Window_ZzySCFChest.prototype.coinWidth = function()
{
return this.textWidth(Zzy.Param.SCFCountCoinWidth);
}
Window_ZzySCFChest.prototype.currencyUnit = function() {
return TextManager.currencyUnit;
};
Window_ZzySCFChest.prototype.itemTextAlign = function()
{
return 'left';
};
Window_ZzySCFChest.prototype.drawAllItems = function()
{
var topIndex = this.topIndex();
for (var i = 0; i < this.maxPageItems(); i++)
{
var index = topIndex + i;
if (index < this.maxItems()) {
this.drawItem(index);
}
}
};
Window_ZzySCFChest.prototype.OnProcessOk = function()
{
//双击取出道具
var index = this.index();
var info = this._list[index];
if(info)
{
this.GetListInfo(index);
var value = info.value;//数量
var id = info.itemId;
if($gameSystem._ZzySCFIsCAutoLine)
{
//向前遍历
var tList = $gameSystem.GetZzySCFStorage(this.mapId,this.evId);
var len = tList.length;
for(var i=index;i<len-1;i++)
{
tList[i] = tList[i+1];
}
tList[len-1] = undefined;
}
else
{
$gameSystem._ZzySCFStorage[this.mapId][this.evId][index] = undefined;
}
this.refreshList();//刷新list
this.refresh();
return true;
}
return false;
}
Window_ZzySCFChest.prototype.TakeAll = function()
{
for(var i=0;i<this._list.length;i++)
{
this.GetListInfo(i);//取出所有道具
$gameSystem._ZzySCFStorage[this.mapId][this.evId][i] = undefined;
}
this.refreshList();//刷新list
this.refresh()
}
Window_ZzySCFChest.prototype.GetListInfo = function(index)
{
var info = this._list[index];
if(info)
{
var value = info.value;//数量
var id = info.itemId;
switch(info.typeId)
{
case 1:$gameParty.gainGold(value);break;
case 2:
var item = $dataItems[id];
$gameParty.gainItem(item,value);
break;
case 3:
var weapon = $dataWeapons[id];
$gameParty.gainItem(weapon,value);
break;
case 4:
var armor = $dataArmors[id];
$gameParty.gainItem(armor,value);
break;
}
}
}
Window_ZzySCFChest.prototype.processOk = function()
{
if (this.itemCan())
{
this.playOkSound();
this.updateInputData();
this.callOkHandler();
}
else
{
this.playBuzzerSound();
}
};
Window_ZzySCFChest.prototype.processCancel = function()
{
this.playCancelSound();
this.updateInputData();
this.callCancelHandler();
};
Window_ZzySCFChest.prototype.playCancelSound = function()
{
SoundManager.playCancel();
}
Window_ZzySCFChest.prototype.playOkSound = function()
{
if(!Zzy.SCF.PlaySE(1))
{SoundManager.playOk();}
};
Window_ZzySCFChest.prototype.playBuzzerSound = function()
{
if(!Zzy.SCF.PlaySE(2))
{SoundManager.playBuzzer();}
};
Window_ZzySCFChest.prototype.itemCan = function()
{
return !!this._list[this.index()];
}
Window_ZzySCFChest.prototype.processCursorMove = function() {
if (this.isCursorMovable()) {
var lastIndex = this.index();
if (Input.isRepeated('down')) {
this.cursorDown(Input.isTriggered('down'));
}
if (Input.isRepeated('up')) {
this.cursorUp(Input.isTriggered('up'));
}
if (Input.isRepeated('right')) {
this.cursorRight(Input.isTriggered('right'));
}
if (Input.isRepeated('left')) {
this.cursorLeft(Input.isTriggered('left'));
}
if (!this.isHandled('pagedown') && Input.isTriggered('pagedown')) {
this.cursorPagedown();
}
if (!this.isHandled('pageup') && Input.isTriggered('pageup')) {
this.cursorPageup();
}
if (this.index() !== lastIndex) {
this.playSelectSound();
}
}
};
Window_ZzySCFChest.prototype.playSelectSound = function()
{
if(!Zzy.SCF.PlaySE(5))
{SoundManager.playCursor();}
}
Window_ZzySCFChest.prototype.onTouch = function(triggered)
{
var lastIndex = this.index();
var x = this.canvasToLocalX(TouchInput.x);
var y = this.canvasToLocalY(TouchInput.y);
var hitIndex = this.hitTest(x, y);
if (hitIndex >= 0) {
if (hitIndex === this.index()) {
if (triggered && this.isTouchOkEnabled()) {
this.processOk();
}
} else if (this.isCursorMovable()) {
this.select(hitIndex);
}
} else if (this._stayCount >= 10) {
if (y < this.padding) {
this.cursorUp();
} else if (y >= this.height - this.padding) {
this.cursorDown();
}
}
if (this.index() !== lastIndex) {
this.playSelectSound();
}
};
//================================================================
//Window_ZzySCFHelp
//================================================================
function Window_ZzySCFHelp()
{
this.initialize.apply(this, arguments);
}
Window_ZzySCFHelp.prototype = Object.create(Window_Help.prototype);
Window_ZzySCFHelp.prototype.constructor = Window_ZzySCFHelp;
Window_ZzySCFHelp.prototype.initialize = function()
{
Window_Help.prototype.initialize.call(this);
this.movePos = 0;
this._ChestWindow = undefined;
this.isRefresh = true;
this.srcIndex = undefined;
};
Window_ZzySCFHelp.prototype.CallOpen = function()
{
//位移过程
this.Show();
this.open();//呼叫打开
}
Window_ZzySCFHelp.prototype.BindChestWindow = function(pointer)
{
this._ChestWindow = pointer;
this.srcIndex = this._ChestWindow._index;
}
Window_ZzySCFHelp.prototype.updateOpen = function()
{
if (this._opening)
{
this.movePos += Zzy.SCF.TempSpeed2;
if(this.movePos >= 0)
{
this.movePos = 0;
this._opening = false;
}
this.y = this.movePos;
}
};
Window_ZzySCFHelp.prototype.updateClose = function()
{
if (this._closing)
{
this.movePos -= Zzy.SCF.TempSpeed2;
if(this.movePos <= -this.height)
{
this.movePos = -this.height;
this._closing = false;
this.Hide();//执行隐藏
}
this.y = this.movePos;
}
};
Window_ZzySCFHelp.prototype.open = function()
{
this.movePos = -this.height;
this._opening = true;
this._closing = false;
};
Window_ZzySCFHelp.prototype.close = function()
{
this.movePos = 0;
this._closing = true;
this._opening = false;
};
Window_ZzySCFHelp.prototype.Hide = function()
{
this.visible = false;
this.opacity = 0;
}
Window_ZzySCFHelp.prototype.Show = function()
{
this.visible = true;
this.opacity = 255;
}
Window_ZzySCFHelp.prototype.update = function()
{
if(this._ChestWindow._index !== this.srcIndex)
{
this.srcIndex = this._ChestWindow._index;
this.isRefresh = true;
}
if(this.isRefresh)
{
this.setInfo(this._ChestWindow._list[this.srcIndex]);
this.isRefresh = false;
}
}
Window_ZzySCFHelp.prototype.setInfo = function(info)
{
if(!info)
{this.setText('');}
else
{
var item = undefined;
switch(info.typeId)
{
case 2:item = $dataItems[info.itemId];break;
case 3:item = $dataWeapons[info.itemId];break;
case 4:item = $dataArmors[info.itemId];break;
default:
}
this.setText(item ? item.description : '');
}
}
//================================================================
//Window_ZzySCFSelect
//================================================================
function Window_ZzySCFSelect()
{
this.initialize.apply(this, arguments);
}
Window_ZzySCFSelect.prototype = Object.create(Window_Selectable.prototype);
Window_ZzySCFSelect.prototype.constructor = Window_ZzySCFSelect;
Window_ZzySCFSelect.prototype.initialize = function()
{
var height = this.GetHeight();
this._list = [];//存放数组
Window_Selectable.prototype.initialize.call(this,0,0,Graphics.boxWidth,height);
this.startY = 0;
this.movePos = 0;
this.setList();
this.refresh();
this.activate();//设置为活跃
};
Window_ZzySCFSelect.prototype.GetHeight = function()
{
return this.getCount() ? this.fittingHeight(1) : 0;
}
Window_ZzySCFSelect.prototype.CallOpen = function()
{
//位移过程
this.Show();
this.open();//呼叫打开
}
Window_ZzySCFSelect.prototype.updateOpen = function()
{
if (this._opening)
{
this.movePos -= Zzy.SCF.TempSpeed3;
if(this.movePos <= 0)
{
this.movePos = 0;
this._opening = false;
this.refresh();
}
this.y = this.startY+this.movePos;
}
};
Window_ZzySCFSelect.prototype.updateClose = function()
{
if (this._closing)
{
this.movePos += Zzy.SCF.TempSpeed3;
if(this.movePos >= this.height)
{
this.movePos = this.height;
this._closing = false;
this.Hide();//执行隐藏
}
this.y = this.startY+this.movePos;
}
};
Window_ZzySCFSelect.prototype.open = function()
{
this.movePos = this.height;
this._opening = true;
this._closing = false;
};
Window_ZzySCFSelect.prototype.close = function()
{
this.movePos = 0;
this._closing = true;
this._opening = false;
};
Window_ZzySCFSelect.prototype.Hide = function()
{
this.visible = false;
this.opacity = 0;
}
Window_ZzySCFSelect.prototype.Show = function()
{
this.visible = true;
this.opacity = 255;
}
Window_ZzySCFSelect.prototype.maxCols = function()
{
return this.getCount();
}
Window_ZzySCFSelect.prototype.getCount = function()//指令数值
{
var ev = $gameMap.event(Zzy.SCF.TempCallInfo.evId);
var count = 0;
count += $gameSystem.GetZzySCFIsCAllTake(ev) ? 1 : 0;
count += $gameSystem.GetZzySCFIsCClose(ev) ? 1 : 0;
return count;
}
Window_ZzySCFSelect.prototype.setList = function()//设置列表
{
this._list = [];
var ev = $gameMap.event(Zzy.SCF.TempCallInfo.evId);
if($gameSystem.GetZzySCFIsCAllTake(ev))
{
var info = {};
info.text = $gameSystem.GetZzySCFCAllTakeText(ev);//显示文本
info.commandId = 1;
this._list.push(info);
}
if($gameSystem.GetZzySCFIsCClose(ev))
{
var info = {};
info.text = $gameSystem.GetZzySCFCCloseText(ev);
info.commandId = 2;
this._list.push(info);
}
}
Window_ZzySCFSelect.prototype.drawItem = function(index)
{
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(true);
this.drawText(this._list[index].text, rect.x, rect.y, rect.width, align);
}
Window_ZzySCFSelect.prototype.itemTextAlign = function() {
return 'center';
};
Window_ZzySCFSelect.prototype.drawAllItems = function()
{
var topIndex = this.topIndex();
for (var i = 0; i < this.maxPageItems(); i++)
{
var index = topIndex + i;
if (index < this.maxItems()) {
this.drawItem(index);
}
}
};
Window_ZzySCFSelect.prototype.maxItems = function()
{
return this.getCount();
};
Window_ZzySCFSelect.prototype.processCursorMove = function()
{
if (this.isCursorMovable()) {
var lastIndex = this.index();
if (this.index() !== lastIndex) {
SoundManager.playCursor();
}
}
};
Window_ZzySCFSelect.prototype.processHandling = function() //跳过键盘响应
{
if (this.isOpenAndActive())
{
}
};
Window_ZzySCFSelect.prototype.processOk = function()
{
if (this.itemCan())
{
this.playOkSound();
this.updateInputData();
this.callOkHandler();
}
else
{
this.playBuzzerSound();
}
};
Window_ZzySCFSelect.prototype.playCancelSound = function()
{
SoundManager.playCancel();
}
Window_ZzySCFSelect.prototype.playOkSound = function()
{
var info = this._list[this._index];
if(!info)
{
SoundManager.playOk();
return;
}
switch(info.commandId)
{
case 1:
if(!Zzy.SCF.PlaySE(3))
{SoundManager.playOk();}
case 2:
if(!Zzy.SCF.PlaySE(4))
{SoundManager.playOk();}
}
};
Window_ZzySCFSelect.prototype.playBuzzerSound = function()
{
SoundManager.playBuzzer();
};
Window_ZzySCFSelect.prototype.itemCan = function()
{
return !!this._list[this.index()];
}
Window_ZzySCFSelect.prototype.OnProcessOk = function()
{
var index = this.index();
var info = this._list[index];
if(info)
{
switch(info.commandId)
{
case 1://全部拿走
this.AllTakeProcess();
break;
case 2://关闭宝箱
this.PopScene();//退出
break;
}
}
}
Window_ZzySCFSelect.prototype.PopScene = function()
{
if(SceneManager._scene instanceof Scene_ZzySCFChest)
{
SceneManager._scene.popScene();//退出
}
}
Window_ZzySCFSelect.prototype.AllTakeProcess = function()//全部拿取
{
if(SceneManager._scene instanceof Scene_ZzySCFChest)
{
SceneManager._scene.AllTakeChest();//
}
}
//================================================================
//Window_ZzySCFYuanShen
//================================================================
//原神模式窗口
function Window_ZzySCFYuanShen()
{
this.initialize.apply(this, arguments);
}
Window_ZzySCFYuanShen.prototype = Object.create(Window_ZzySCFChestBase.prototype);
Window_ZzySCFYuanShen.prototype.constructor = Window_ZzySCFYuanShen;
Window_ZzySCFYuanShen.prototype.initialize = function()
{
var w = this.getWidth();
var h = this.getHeight();
Window_ZzySCFChestBase.prototype.initialize.call(this,-w,-h,w,h);
//缓入缓出
this.fadeIn = false;
this.fadeOut = false;
this.froceClose = false;//强制关闭
this.closeEvId = 0;//强制关闭时的ID
this.emptyClear = false;//空白检测,优化效率
this.CfadeFrame = 0;
this._list = [];
this.InitData();
//设置选择点,开启活跃
this.select(0);
this.activate();
this.visible = false;
};
Window_ZzySCFYuanShen.prototype.InitData = function()
{
//设置透明度和出现
this.opacity = $gameSystem._ZzySCFYWindowOp;
this.visible = true;
this.froceClose = false;
}
Window_ZzySCFYuanShen.prototype.getWidth = function()
{
return $gameSystem._ZzySCFYWindowWidth;
}
Window_ZzySCFYuanShen.prototype.getHeight = function()
{
var num = $gameSystem._ZzySCFYMaxList;
num = num ? num : 1;
return this.fittingHeight(num);
}
Window_ZzySCFYuanShen.prototype.update = function()
{
if($gameSystem.GetZzySCFShowMode() !== 2)return;
Window_ZzySCFChestBase.prototype.update.call(this);
this.updateAutoSelect();//刷新自动选择目标
this.updatePosition();//刷新窗口位置
this.updateDyn();//刷新动态
}
Window_ZzySCFYuanShen.prototype.updateAutoSelect = function()
{
if(!$gameSystem._ZzySCFYIsAutoOpen)return;
if(this.visible)return;
var mapId = $gameMap.mapId();
var aList = $gameSystem.GetZzySCFYunChestFlag(mapId);
for(var i=0;i<aList.length;i++)
{
var info = {mapId:mapId,evId:aList[i]};
if(this.froceClose && this.closeEvId === info.evId)//同一个忽略
{return;}
if(this.CheckChestRange(info))//判断是否在范围中
{
Zzy.SCF.TempCallInfo = info;
this.select(0);
this.refreshList();
this.refresh();
return;
}
}
}
Window_ZzySCFYuanShen.prototype.updateDyn = function()
{
if(this.CheckChestEmpty())//如果为空则不会显示
{this.ExeClose();}
else
{
if(this.CheckChestRange())//检测是否在范围中,确认是否显示
{
if(this.froceClose)
{this.ExeClose();}
else
{this.ExeOpen();}
}
else
{
this.froceClose = false;
this.ExeClose();
}
}
}
Window_ZzySCFYuanShen.prototype.CheckChestEmpty = function()
{
if(!Zzy.SCF.TempCallInfo)return false;
return $gameSystem.IsZzySCFYunEmptyCheck(Zzy.SCF.TempCallInfo.mapId,Zzy.SCF.TempCallInfo.evId);
}
Window_ZzySCFYuanShen.prototype.ExeOpen = function()
{
this.fadeIn = true;
this.fadeOut = false;
this.visible = true;
if(this.CfadeFrame < $gameSystem._ZzySCFYFadeFrame)
{this.CfadeFrame++;}
else
{this.CfadeFrame = $gameSystem._ZzySCFYFadeFrame;}
//this.opacity = $gameSystem._ZzySCFYWindowOp * this.CfadeFrame / $gameSystem._ZzySCFYFadeFrame;
this.alpha = this.CfadeFrame / $gameSystem._ZzySCFYFadeFrame;
this.emptyClear = true;//等待检测
}
Window_ZzySCFYuanShen.prototype.ExeClose = function()
{
this.fadeIn = false;
this.fadeOut = true;
if(this.CfadeFrame > 0)
{this.CfadeFrame--;}
else
{
this.CfadeFrame = 0;
this.visible = false;
//关闭后此处需要进行空白检测
if(this.emptyClear)
{
this.emptyClear = false;
var isEmpty = true;
//进行检测
var info = $gameSystem.GetZzySCFStorage(Zzy.SCF.TempCallInfo.mapId,Zzy.SCF.TempCallInfo.evId);
for(var i=0;i<info.length;i++)
{
if(info[i])
{
isEmpty = false;
break;
}
}
if(isEmpty)
{
$gameSystem.AddZzySCFYunEmptyCheck(Zzy.SCF.TempCallInfo.mapId,Zzy.SCF.TempCallInfo.evId);//加入空白
}
}
}
//this.opacity = $gameSystem._ZzySCFYWindowOp * this.CfadeFrame / $gameSystem._ZzySCFYFadeFrame;
this.alpha = this.CfadeFrame / $gameSystem._ZzySCFYFadeFrame;
}
Window_ZzySCFYuanShen.prototype.updatePosition = function()
{
if(!Zzy.SCF.TempCallInfo)return;
if($gameMap.mapId() !== Zzy.SCF.TempCallInfo.mapId)return;
var ev = $gameMap.event(Zzy.SCF.TempCallInfo.evId);
if(ev)
{
this.x = ev.screenX() + $gameSystem._ZzySCFYOffsetX;
this.y = ev.screenY() + $gameSystem._ZzySCFYOffsetY;
if($gameSystem._ZzySCFYIsLimitWindow)//限制边界
{
var tw = this.x+this.width;
var th = this.y+this.height;
if(tw > Graphics.boxWidth)
{this.x -= (tw-Graphics.boxWidth);}
else if(this.x < 0)
{this.x = 0;}
if(th > Graphics.boxHeight)
{this.y -= (th-Graphics.boxHeight);}
else if(this.y < 0)
{this.y = 0;}
}
}
}
Window_ZzySCFYuanShen.prototype.CheckChestRange = function(info)//检测范围
{
var tempInfo = undefined;
if(!info)
{tempInfo = Zzy.SCF.TempCallInfo;}
else
{tempInfo = info;}
if(!tempInfo)return false;
if($gameMap.mapId() !== tempInfo.mapId)return false;
var ev = $gameMap.event(tempInfo.evId);
if(!ev)return false;
if(Math.abs(ev.x - $gamePlayer.x) <= $gameSystem._ZzySCFYTakeRange &&
Math.abs(ev.y - $gamePlayer.y) <= $gameSystem._ZzySCFYTakeRange)
{
//判断宝箱内道具成品数
var storage = $gameSystem.GetZzySCFStorage(tempInfo.mapId,tempInfo.evId);
if(!storage || !storage.length)return false;
return true;
}
return false;
}
Window_ZzySCFYuanShen.prototype.itemTextAlign = function()
{
return 'center';
};
Window_ZzySCFYuanShen.prototype.drawAllItems = function()
{
var topIndex = this.topIndex();
for (var i = 0; i < this.maxPageItems(); i++)
{
var index = topIndex + i;
if (index < this.maxItems())
{
this.drawItem(index);
}
}
};
Window_ZzySCFYuanShen.prototype.drawItem = function(index)
{
var info = this._list[index];
if(info)
{
var rect = this.itemRectForText(index);
var align = this.itemTextAlign();
this.changePaintOpacity(true);
var item = undefined;
this.resetTextColor();
switch(info.typeId)
{
case 1://金币
item = {};
item.iconIndex = $gameSystem._ZzySCFCoinIcon;
item.name = this.currencyUnit();
item.isCoin = true;
this.changeTextColor($gameSystem.GetZzySCFCoinColor());
break;
case 2:item = $dataItems[info.itemId];
this.setZzySCFItemColor(item);
break;
case 3:item = $dataWeapons[info.itemId];
this.setZzySCFItemColor(item);
break;
case 4:item = $dataArmors[info.itemId];
this.setZzySCFItemColor(item);
break;
}
if(item)
{
//透明度
this.drawItemBk(rect,index);//绘制底色框
var numberWidth = 0;
if(item.isCoin)
{
numberWidth = this.coinWidth();
}
else
{
numberWidth = this.numberWidth();
}
this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
this.drawItemNumber(info, rect.x, rect.y, rect.width);
}
}
}
Window_ZzySCFYuanShen.prototype.setZzySCFItemColor = function(item)
{
if(!item.zzySCF || !item.zzySCF.color)
{this.resetTextColor();}
else
{this.changeTextColor(item.zzySCF.color);}
}
Window_ZzySCFYuanShen.prototype.drawItemName = function(item, x, y, width) {
width = width || 312;
if (item) {
var iconBoxWidth = Window_Base._iconWidth + 4;
this.drawIcon(item.iconIndex, x + 2, y + 2);
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
}
};
Window_ZzySCFYuanShen.prototype.drawItemBk = function(rect,index)
{
var dis = $gameSystem._ZzySCFYDistance;
var nRect = {x:rect.x+dis,y:rect.y+dis,width:rect.width-dis*2,height:rect.height-dis*2};
var Rect1 = {};
var Rect2 = {};
var c1 = $gameSystem._ZzySCFYColor1;
var c2 = $gameSystem._ZzySCFYColor2;
var isVer = $gameSystem._ZzySCFYIsHorShow ? false : true;
if(isVer)
{
Rect1 = {x:nRect.x,y:nRect.y,width:nRect.width,height:nRect.height/2};
Rect2 = {x:nRect.x,y:nRect.y+nRect.height/2,width:nRect.width,height:nRect.height/2};
}
else
{
Rect1 = {x:nRect.x,y:nRect.y,width:nRect.width/2,height:nRect.height};
Rect2 = {x:nRect.x+nRect.width/2,y:nRect.y,width:nRect.width/2,height:nRect.height};
}
this.contents.gradientFillRect(Rect1.x,Rect1.y,Rect1.width,Rect1.height,c2,c1,isVer);
this.contents.gradientFillRect(Rect2.x,Rect2.y,Rect2.width,Rect2.height,c1,c2,isVer);
}
Window_ZzySCFYuanShen.prototype.maxItems = function() //最大数值
{
return this._list ? this._list.length : 0;
};
Window_ZzySCFYuanShen.prototype.reClick = function()
{
this.froceClose = false;
this.select(0);
}
Window_ZzySCFYuanShen.prototype.refreshList = function()//刷新List
{
this.evId = Zzy.SCF.TempCallInfo.evId;
this.mapId = Zzy.SCF.TempCallInfo.mapId;
//获取list
this._list = $gameSystem.GetZzySCFStorage(this.mapId,this.evId);
}
Window_ZzySCFYuanShen.prototype.drawItemNumber = function(info, x, y, width)
{
if (this.needsNumber())
{
this.drawText(String(info.value), x, y, width, 'right');
}
};
Window_ZzySCFYuanShen.prototype.needsNumber = function()
{
return true;
};
Window_ZzySCFYuanShen.prototype.numberWidth = function()
{
return this.textWidth(Zzy.Param.SCFCountNumWidth);
};
Window_ZzySCFYuanShen.prototype.coinWidth = function()
{
return this.textWidth(Zzy.Param.SCFCountCoinWidth);
}
Window_ZzySCFYuanShen.prototype.currencyUnit = function() {
return TextManager.currencyUnit;
};
Window_ZzySCFYuanShen.prototype.processCursorMove = function()
{
if (this.isCursorMovable())
{
var lastIndex = this.index();
if (this.index() !== lastIndex)
{
this.playSelectSound();
}
}
};
Window_ZzySCFYuanShen.prototype.onTouch = function(triggered)
{
var lastIndex = this.index();
var x = this.canvasToLocalX(TouchInput.x);
var y = this.canvasToLocalY(TouchInput.y);
var hitIndex = this.hitTest(x, y);
if (hitIndex >= 0) {
if (hitIndex === this.index()) {
if (triggered && this.isTouchOkEnabled()) {
this.processOk();
}
} else if (this.isCursorMovable()) {
this.select(hitIndex);
}
} else if (this._stayCount >= 10) {
if (y < this.padding) {
this.cursorUp();
} else if (y >= this.height - this.padding) {
this.cursorDown();
}
}
if (this.index() !== lastIndex) {
this.playSelectSound();
}
};
Window_ZzySCFYuanShen.prototype.playSelectSound = function()
{
if(!Zzy.SCF.PlaySE(5))
{SoundManager.playCursor();}
}
Window_ZzySCFYuanShen.prototype.processTouch = function()
{
if(!this.visible)return;
if (this.isOpenAndActive())
{
if (TouchInput.isTriggered() && this.isTouchedInsideFrame())
{
this._touching = true;
this.onTouch(true);
} else if (TouchInput.isCancelled()) {
if (this.isCancelEnabled()) {
this.processCancel();
}
}
if (this._touching) {
if (TouchInput.isPressed()) {
this.onTouch(false);
} else {
this._touching = false;
}
}
} else {
this._touching = false;
}
};
Window_ZzySCFYuanShen.prototype.itemCan = function()
{
return !!this._list[this.index()];
}
Window_ZzySCFYuanShen.prototype.processOk = function()
{
if(!this.visible)return;
if (this.itemCan())
{
this.playOkSound();
this.updateInputData();
this.callOkHandler();
}
else
{
this.playBuzzerSound();
}
};
Window_ZzySCFYuanShen.prototype.processCancel = function()
{
this.playCancelSound();
this.updateInputData();
this.callCancelHandler();
};
Window_ZzySCFYuanShen.prototype.playCancelSound = function()
{
SoundManager.playCancel();
}
Window_ZzySCFYuanShen.prototype.playOkSound = function()
{
if(!Zzy.SCF.PlaySE(1))
{SoundManager.playOk();}
};
Window_ZzySCFYuanShen.prototype.playBuzzerSound = function()
{
if(!Zzy.SCF.PlaySE(2))
{SoundManager.playBuzzer();}
};
Window_ZzySCFYuanShen.prototype.OnProcessOk = function()
{
//双击取出道具
var index = this.index();
var info = this._list[index];
if(info)
{
this.GetListInfo(index);
var value = info.value;//数量
var id = info.itemId;
if($gameSystem._ZzySCFIsCAutoLine)
{
//向前遍历
var tList = $gameSystem.GetZzySCFStorage(this.mapId,this.evId);
var len = tList.length;
for(var i=index;i<len-1;i++)
{
tList[i] = tList[i+1];
}
tList[len-1] = undefined;
}
else
{
$gameSystem._ZzySCFStorage[this.mapId][this.evId][index] = undefined;
}
this.refreshList();//刷新list
this.refresh();
if(this._list[0] === undefined)//不存在了
{
this.froceClose = true;
this.closeEvId = Zzy.SCF.TempCallInfo ? Zzy.SCF.TempCallInfo.evId : 0;
}
return true;
}
return false;
}
Window_ZzySCFYuanShen.prototype.GetListInfo = function(index)
{
var info = this._list[index];
if(info)
{
var value = info.value;//数量
var id = info.itemId;
switch(info.typeId)
{
case 1:$gameParty.gainGold(value);break;
case 2:
var item = $dataItems[id];
$gameParty.gainItem(item,value);
break;
case 3:
var weapon = $dataWeapons[id];
$gameParty.gainItem(weapon,value);
break;
case 4:
var armor = $dataArmors[id];
$gameParty.gainItem(armor,value);
break;
}
}
}
//================================================================
//DataManager
//================================================================
Zzy.SCF.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function()
{
if (!Zzy.SCF.DataManager_isDatabaseLoaded.call(this)) return false;
//添加标签内容
this.ZzySCFLoadNoteCase1($dataItems);//物品
this.ZzySCFLoadNoteCase1($dataArmors);//护甲
this.ZzySCFLoadNoteCase1($dataWeapons);//武器
return true;
}
//================================================================
//DataManager
//================================================================
DataManager.ZzySCFLoadNoteCase1 = function(objArr)
{
for (var i = 1; i < objArr.length; i++)
{
var obj = objArr[i];
var noteData = obj.note.split(/[\r\n]+/);
obj.zzySCF = obj.zzySCF || {};
for(var j=0;j<noteData.length;j++)
{
var lineStr = noteData[j];
if(lineStr.match(/<ZZYSCF COLOR:[ ](.*)>/i))//显示颜色
{
var color = String(RegExp.$1);
obj.zzySCF['color'] = color;
}
}
}
}
//================================================================
//Game_Interpreter
//================================================================
Zzy.SCF.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args)
{
Zzy.SCF.Game_Interpreter_pluginCommand.call(this,command,args);
if(command === 'ZzySCF')
{
this.ZzySCFCommand(args);
}
}
Game_Interpreter.prototype.ZzySCFCommand = function(args)
{
var command = String(args[0]);
switch(command)
{
case 'OverlapMode':
var mode = Zzy.SCF.OverlapModeToID(String(args[1]));
Zzy.SCF.OverlapMode(mode);
//$gameSystem._ZzySCFOverlapMode = mode;
break;
case 'ShowMode':
var mode = Zzy.SCF.ShowModeToID(String(args[1]));
Zzy.SCF.ShowMode(mode);
//$gameSystem._ZzySCFShowMode = mode;
break;
case 'IsFilterText':
var enable = eval(String(args[1]));
Zzy.SCF.IsFilterText(enable);
//$gameSystem._ZzySCFIsFilterText = enable;
break;
case 'CoinIcon':
var iconIndex = parseInt(args[1]);
Zzy.SCF.CoinIcon(iconIndex);
//$gameSystem._ZzySCFCoinIcon = iconIndex;
break;
case 'CMaxCols':
var cols = parseInt(args[1]);
Zzy.SCF.CMaxCols(cols);
//$gameSystem._ZzySCFCMaxCols = cols;
break;
case 'IsCAllTake':
var enable = eval(String(args[1]));
Zzy.SCF.IsCAllTake(enable);
//$gameSystem._ZzySCFIsCAllTake = enable;
break;
case 'CAllTakeText':
var tText = String(args[1]);
Zzy.SCF.CAllTakeText(tText);
//$gameSystem._ZzySCFCAllTakeText = tText;
break;
case 'IsCClose':
var enable = eval(String(args[1]));
Zzy.SCF.IsCClose(enable);
//$gameSystem._ZzySCFIsCClose = enable;
break;
case 'CCloseText':
var tText = String(args[1]);
Zzy.SCF.CCloseText(tText);
//$gameSystem._ZzySCFCCloseText = tText;
break;
case 'IsCAutoLine':
var enable = eval(String(args[1]));
Zzy.SCF.IsCAutoLine(enable);
//$gameSystem._ZzySCFIsCAutoLine = enable;
break;
case 'YMaxCols':
var cols = parseInt(args[1]);
Zzy.SCF.YMaxCols(cols);
//$gameSystem._ZzySCFYMaxCols = cols;
break;
case 'YMaxList':
var list = parseInt(args[1]);
Zzy.SCF.YMaxList(list);
//$gameSystem._ZzySCFYMaxList = list;
break;
case 'YWindowWidth':
var width = parseInt(args[1]);
Zzy.SCF.YWindowWidth(width);
//$gameSystem._ZzySCFYWindowWidth = width;
break;
case 'YWindowOp':
var op = parseInt(args[1]);
Zzy.SCF.YWindowOp(op);
//$gameSystem._ZzySCFYWindowOp = op;
break;
case 'YTakeRange':
var range = parseInt(args[1]);
Zzy.SCF.YTakeRange(range);
//$gameSystem._ZzySCFYTakeRange = range;
break;
case 'YColor1':
var color = String(args[1]);
Zzy.SCF.YColor1(color);
//$gameSystem._ZzySCFYColor1 = color;
break;
case 'YColor2':
var color = String(args[1]);
Zzy.SCF.YColor2(color);
//$gameSystem._ZzySCFYColor2 = color;
break;
case 'YOffsetX':
var ofx = Number(args[1]);
Zzy.SCF.YOffsetX(ofx);
//$gameSystem._ZzySCFYOffsetX = ofx;
break;
case 'YOffsetY':
var ofy = Number(args[1]);
Zzy.SCF.YOffsetY(ofy);
//$gameSystem._ZzySCFYOffsetY = ofy;
break;
case 'YFadeFrame':
var fFrame = parseInt(args[1]);
Zzy.SCF.YFadeFrame(fFrame);
//$gameSystem._ZzySCFYFadeFrame = fFrame;
break;
case 'YDistance':
var dis = parseInt(args[1]);
Zzy.SCF.YDistance(dis);
//$gameSystem._ZzySCFYDistance = dis;
break;
case 'YIsHorShow':
var enable = eval(String(args[1]));
Zzy.SCF.YIsHorShow(enable);
//$gameSystem._ZzySCFYIsHorShow = enable;
break;
case 'YIsAutoOpen':
var enable = eval(String(args[1]));
Zzy.SCF.YIsAutoOpen(enable);
//$gameSystem._ZzySCFYIsAutoOpen = enable;
break;
case 'YIsLimitWindow':
var enable = eval(String(args[1]));
Zzy.SCF.YIsLimitWindow(enable);
//$gameSystem._ZzySCFYIsLimitWindow = enable;
break;
case 'CoinColor':
var color = String(args[1]);
Zzy.SCF.CoinColor(color);
//$gameSystem._ZzySCFCoinColor = color;
break;
}
}
Zzy.SCF.Game_Interpreter_update = Game_Interpreter.prototype.update;
Game_Interpreter.prototype.update = function()
{
if(this.eventId())
{
var ev = $gameMap.event(this.eventId());
if(ev && ev.ZzySCFIsChest())//代表是箱子
{
this._ZzySCFIsChestMode = true;//开启箱子模式
this._ZzySCFWaitCall = true;
}
}
Zzy.SCF.Game_Interpreter_update.call(this);
var isFirst = false;
if(this._ZzySCFWaitCall && !this.isRunning())//做呼叫准备
{
this._ZzySCFWaitCall = false;
$gameSystem.ZzySCFSetWaitCall(this.ZzySCFCallStorageInfo());
isFirst = true;
}
this._ZzySCFIsChestMode = false;//关闭宝箱收集模式
if(!isFirst)
{
if($gameSystem._ZzySCFWaitOfChest && !this.isRunning())
{
$gameSystem.ZzySCFSetWaitCall($gameSystem._ZzySCFWaitOfChest);
$gameSystem._ZzySCFWaitOfChest = undefined;
}
}
};
Game_Interpreter.prototype.ZzySCFCallStorageInfo = function()//制作呼叫仓库数据信息
{
var info = {};
info.evId = this.eventId();
info.mapId = $gameMap.mapId();
return info;
}
//呼叫金币函数
Zzy.SCF.Game_Interpreter_command125 = Game_Interpreter.prototype.command125;
Game_Interpreter.prototype.command125 = function()
{
if(this._ZzySCFIsChestMode)
{
var value = this.operateValue(this._params[0], this._params[1], this._params[2]);
if(value >= 0)
{
$gameSystem.ZzySCFRecordInfo(this.eventId(),value,0,1);
return true;
}
}
return Zzy.SCF.Game_Interpreter_command125.call(this);
};
//呼叫道具函数
Zzy.SCF.Game_Interpreter_command126 = Game_Interpreter.prototype.command126;
Game_Interpreter.prototype.command126 = function()
{
if(this._ZzySCFIsChestMode)
{
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
if(value >= 0)
{
$gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],2);
return true;
}
}
return Zzy.SCF.Game_Interpreter_command126.call(this);
};
//呼叫武器函数
Zzy.SCF.Game_Interpreter_command127 = Game_Interpreter.prototype.command127;
Game_Interpreter.prototype.command127 = function()
{
if(this._ZzySCFIsChestMode)
{
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
if(value >= 0)
{
$gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],3);
return true;
}
}
return Zzy.SCF.Game_Interpreter_command127.call(this);
};
//呼叫护甲函数
Zzy.SCF.Game_Interpreter_command128 = Game_Interpreter.prototype.command128;
Game_Interpreter.prototype.command128 = function()
{
if(this._ZzySCFIsChestMode)
{
var value = this.operateValue(this._params[1], this._params[2], this._params[3]);
if(value >= 0)
{
$gameSystem.ZzySCFRecordInfo(this.eventId(),value,this._params[0],4);
return true;
}
}
return Zzy.SCF.Game_Interpreter_command128.call(this);
};
//呼叫文本函数
Zzy.SCF.Game_Interpreter_command101 = Game_Interpreter.prototype.command101;
Game_Interpreter.prototype.command101 = function()
{
if($gameSystem._ZzySCFIsFilterText && this._ZzySCFIsChestMode)//是否忽略脚本
{
return true;
}
return Zzy.SCF.Game_Interpreter_command101.call(this);
}
//============================================================================================
//Game_Event
//============================================================================================
Zzy.SCF.Game_Event_setupPage = Game_Event.prototype.setupPage;
Game_Event.prototype.setupPage = function() //加载事件信息
{
Zzy.SCF.Game_Event_setupPage.call(this);
this.ZzySCFInitData();//调用初始化数据
}
Game_Event.prototype.ZzySCFInitData = function()
{
if (!this.page()) return;
var list = this.list();
var len = list.length;
this.zzySCF = {};
for (var i = 0; i < len; ++i)
{
var ev = list[i];
if ([108, 408].contains(ev.code))
{
if(ev.parameters[0].match(/<ZZYSCF[ ]CHEST>/i))//设置为箱子
{
this.zzySCF.IsChest = true;
}
}
}
}
Zzy.SCF.Game_Event_initialize = Game_Event.prototype.initialize;
Game_Event.prototype.initialize = function(mapId, eventId)
{
Zzy.SCF.Game_Event_initialize.call(this,mapId,eventId);
this._ZzySCFNotRepeat = 0;
};
Zzy.SCF.Game_Event_start = Game_Event.prototype.start;
Game_Event.prototype.start = function()//玩家产生触碰时
{
Zzy.SCF.Game_Event_start.call(this);
if($gameSystem.IsZzySCFStorage($gameMap.mapId(),this.eventId()) && this._ZzySCFNotRepeat <= 0)
{
$gameSystem._ZzySCFWaitOfChest = {mapId:$gameMap.mapId(),evId:this.eventId()};
this._ZzySCFNotRepeat = Zzy.SCF.TempNotRepeatFrame;//忽略三帧
}
}
Zzy.SCF.Game_Event_update = Game_Event.prototype.update;
Game_Event.prototype.update = function()
{
Zzy.SCF.Game_Event_update.call(this);
this.updateZzySCFNotRepeat();
}
Game_Event.prototype.updateZzySCFNotRepeat = function()
{
if(!this._ZzySCFNotRepeat)return;
if(this._ZzySCFNotRepeat > 0){this._ZzySCFNotRepeat--;}
else{this._ZzySCFNotRepeat = 0;}
}
Game_Event.prototype.MakeZzySCFInfo = function()
{
var info = {};
info.mapId = $gameMap.mapId();
info.evId = this.eventId();
return info;
}
Game_Event.prototype.ZzySCFIsChest = function()
{
if(!this.zzySCF || !this.zzySCF.IsChest)return false;
return true;
}
Game_Event.prototype.ZzySCFExeChestCommand = function()
{
}
//============================================================================================
//Game_Interpreter
//============================================================================================
Zzy.SCF.Game_Interpreter_initialize = Game_Interpreter.prototype.initialize;
Game_Interpreter.prototype.initialize = function(depth)
{
Zzy.SCF.Game_Interpreter_initialize.call(this,depth);
this._ZzySCFEventId = 0;//使用事件ID
};
//------------------------------Zzy.SCF.Function-------------------------------
Zzy.SCF.OverlapModeToID = function(str)
{
switch(str)
{
case 'Single':return 1;
case 'Overlap':return 2;
case 'Event':return 3;
}
console.log('Error:来自LiuYue_SeniorChest,检查叠加模式填写是否正确');return;
return 1;
}
Zzy.SCF.ShowModeToID = function(str)
{
switch(str)
{
case 'Chest':return 1;
case 'YuanShen':return 2;
}
console.log('Error:来自LiuYue_SeniorChest,检查显示模式填写是否正确');return;
return 1;
}
Zzy.SCF.PlaySE = function(soundID)//播放声音
{
var se = Zzy.Param.SCFAllSE[soundID];
if(se && se.name)
{
AudioManager.playSe(se);
return true;
}
return false;
}
Zzy.SCF.OverlapMode = function(mode)
{
$gameSystem._ZzySCFOverlapMode = mode;
}
Zzy.SCF.ShowMode = function(mode)
{
$gameSystem._ZzySCFShowMode = mode;
}
Zzy.SCF.IsFilterText = function(enable)
{
$gameSystem._ZzySCFIsFilterText = enable;
}
Zzy.SCF.CoinIcon = function(iconIndex)
{
$gameSystem._ZzySCFCoinIcon = iconIndex;
}
Zzy.SCF.CMaxCols = function(cols)
{
$gameSystem._ZzySCFCMaxCols = cols;
}
Zzy.SCF.IsCAllTake = function(enable)
{
$gameSystem._ZzySCFIsCAllTake = enable;
}
Zzy.SCF.CAllTakeText = function(tText)
{
$gameSystem._ZzySCFCAllTakeText = tText;
}
Zzy.SCF.IsCClose = function(enable)
{
$gameSystem._ZzySCFIsCClose = enable;
}
Zzy.SCF.CCloseText = function(tText)
{
$gameSystem._ZzySCFCCloseText = tText;
}
Zzy.SCF.IsCAutoLine = function(enable)
{
$gameSystem._ZzySCFIsCAutoLine = enable;
}
Zzy.SCF.YMaxCols = function(cols)
{
$gameSystem._ZzySCFYMaxCols = cols;
}
Zzy.SCF.YMaxList = function(list)
{
$gameSystem._ZzySCFYMaxList = list;
}
Zzy.SCF.YWindowWidth = function(width)
{
$gameSystem._ZzySCFYWindowWidth = width;
}
Zzy.SCF.YWindowOp = function(op)
{
$gameSystem._ZzySCFYWindowOp = op;
}
Zzy.SCF.YTakeRange = function(range)
{
$gameSystem._ZzySCFYTakeRange = range;
}
Zzy.SCF.YColor1 = function(color)
{
$gameSystem._ZzySCFYColor1 = color;
}
Zzy.SCF.YColor2 = function(color)
{
$gameSystem._ZzySCFYColor2 = color;
}
Zzy.SCF.YOffsetX = function(ofx)
{
$gameSystem._ZzySCFYOffsetX = ofx;
}
Zzy.SCF.YOffsetY = function(ofy)
{
$gameSystem._ZzySCFYOffsetY = ofy;
}
Zzy.SCF.YFadeFrame = function(fFrame)
{
$gameSystem._ZzySCFYFadeFrame = fFrame;
}
Zzy.SCF.YDistance = function(dis)
{
$gameSystem._ZzySCFYDistance = dis;
}
Zzy.SCF.YIsHorShow = function(enable)
{
$gameSystem._ZzySCFYIsHorShow = enable;
}
Zzy.SCF.YIsAutoOpen = function(enable)
{
$gameSystem._ZzySCFYIsAutoOpen = enable;
}
Zzy.SCF.YIsLimitWindow = function(enable)
{
$gameSystem._ZzySCFYIsLimitWindow = enable;
}
Zzy.SCF.CoinColor = function(color)
{
$gameSystem._ZzySCFCoinColor = color;
}