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810 lines
30 KiB
JavaScript
810 lines
30 KiB
JavaScript
//=============================================================================
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// SaltedFish Plugins - Quest System
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// SF_QuestSystem.js
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//=============================================================================
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"use strict";
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var Imported = Imported || {};
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Imported.SF_QuestSystem = true;
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var SF_Plugins = SF_Plugins || {};
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var $gameQuests = null;
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var $dataQuests = null;
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//=============================================================================
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/*~struct~Quest:
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* @param name
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* @text Quest Name
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* @desc The name of the quest.
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* @type text
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* @default
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*
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* @param desc
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* @text Quest Description
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* @desc The description of the quest.
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* @type note
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* @default
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*
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*/
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/*:
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* @plugindesc v1.0 Allows you to show quests.
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* @author SaltedFish
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*
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* @param Quest List Window
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*
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* @param Quest List Window X
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* @desc The X position of the quest list window.
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* @default 0
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* @type number
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* @parent Quest List Window
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*
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* @param Quest List Window Y
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* @desc The Y position of the quest list window.
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* @default 0
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* @type number
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* @parent Quest List Window
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*
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* @param Quest List Window Width
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* @desc The width of the quest list window.
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* @default 240
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* @type number
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* @parent Quest List Window
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*
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* @param Quest List Window Height
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* @desc The height of the quest list window.
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* @default 480
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* @type number
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* @parent Quest List Window
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*
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* @param Quest List Window Font Size
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* @desc The font size of the quest list window.
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* @default 28
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* @type number
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* @parent Quest List Window
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* @min 1
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*
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* @param Quest Detail Window
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*
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* @param Quest Detail Window X
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* @desc The X position of the quest detail window.
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* @default 0
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* @type number
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* @parent Quest Detail Window
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*
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* @param Quest Detail Window Y
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* @desc The Y position of the quest detail window.
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* @default 0
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* @type number
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* @parent Quest Detail Window
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*
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* @param Quest Detail Window Width
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* @desc The width of the quest detail window.
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* @default 240
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* @type number
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* @parent Quest Detail Window
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*
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* @param Quest Detail Window Height
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* @desc The height of the quest detail window.
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* @default 480
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* @type number
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* @parent Quest Detail Window
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*
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* @param Quest Detail Window Font Size
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* @desc The font size of the quest detail window.
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* @default 28
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* @type number
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* @parent Quest Detail Window
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* @min 1
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*
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* @param Quest Editor
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*
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* @param Quest Editor Enable
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* @desc Enable the quest editor.
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* @default false
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* @type boolean
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* @parent Quest Editor
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*
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* @param Quest List Info X
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* @desc The X position of the quest list info.
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* @default 0
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* @type number
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* @parent Quest Editor
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*
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* @param Quest List Info Y
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* @desc The Y position of the quest list info.
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* @default 0
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* @type number
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* @parent Quest Editor
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*
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* @param Quest List Info Width
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* @desc The width of the quest list info.
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* @default 240
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* @type number
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* @parent Quest Editor
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*
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* @param Quest List Info Height
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* @desc The height of the quest list info.
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* @default 480
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* @type number
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* @parent Quest Editor
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*
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* @param Quest List Info Font Size
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* @desc The font size of the quest list info.
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* @default 28
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* @type number
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* @parent Quest Editor
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* @min 1
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*
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*
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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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* plugin requirement:
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* - SF_WindowScrollCommand
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*
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* Modified from Gameus's Quest System plugin.
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* This plugin allows you to show quests.
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* SF_Quest Add QuestID
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* Adds a quest to the player's quest list.
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*
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* SF_Quest Complete QuestID
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* Marks a quest as completed.
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*
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* SF_Quest Open
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* Opens the quest scene.
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*
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* ============================================================================
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* Script Calls
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* ============================================================================
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*
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* $gameParty.addQuest(questId)
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* Adds a quest to the player's quest list.
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*
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* $gameParty.removeQuest(questId)
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* Removes a quest from the player's quest list.
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*/
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//=============================================================================
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//=============================================================================
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// Requires
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//=============================================================================
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if (!Imported.SF_WindowScrollCommand) {
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console.error("SF_QuestSystem requires SF_WindowScrollCommand.");
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alert("SF_QuestSystem requires SF_WindowScrollCommand.");
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}
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(function () {
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var SF_QuestSystem = {};
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SF_Plugins.SF_QuestSystem = SF_QuestSystem;
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SF_QuestSystem.version = 1.0;
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//=============================================================================
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// Parameters
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//=============================================================================
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SF_QuestSystem.Parameters = PluginManager.parameters('SF_QuestSystem');
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SF_QuestSystem.QuestListWindow_X = Number(SF_QuestSystem.Parameters["Quest List Window X"]);
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SF_QuestSystem.QuestListWindow_Y = Number(SF_QuestSystem.Parameters["Quest List Window Y"]);
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SF_QuestSystem.QuestListWindowWidth = Number(SF_QuestSystem.Parameters["Quest List Window Width"]);
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SF_QuestSystem.QuestListWindowHeight = Number(SF_QuestSystem.Parameters["Quest List Window Height"]);
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SF_QuestSystem.QuestListWindow_FontSize = Number(SF_QuestSystem.Parameters["Quest List Window Font Size"]);
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SF_QuestSystem.QuestDetailWindowX = Number(SF_QuestSystem.Parameters["Quest Detail Window X"]);
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SF_QuestSystem.QuestDetailWindowY = Number(SF_QuestSystem.Parameters["Quest Detail Window Y"]);
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SF_QuestSystem.QuestDetailWindowWidth = Number(SF_QuestSystem.Parameters["Quest Detail Window Width"]);
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SF_QuestSystem.QuestDetailWindowHeight = Number(SF_QuestSystem.Parameters["Quest Detail Window Height"]);
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SF_QuestSystem.QuestDetailWindowFontSize = Number(SF_QuestSystem.Parameters["Quest Detail Window Font Size"]);
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SF_QuestSystem.QuestEditorEnable = String(SF_QuestSystem.Parameters["Quest Editor Enable"]) === "true";
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SF_QuestSystem.QuestListInfoX = Number(SF_QuestSystem.Parameters["Quest List Info X"]);
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SF_QuestSystem.QuestListInfoY = Number(SF_QuestSystem.Parameters["Quest List Info Y"]);
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SF_QuestSystem.QuestListInfoWidth = Number(SF_QuestSystem.Parameters["Quest List Info Width"]);
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SF_QuestSystem.QuestListInfoHeight = Number(SF_QuestSystem.Parameters["Quest List Info Height"]);
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SF_QuestSystem.QuestListInfoFontSize = Number(SF_QuestSystem.Parameters["Quest List Info Font Size"]);
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SF_QuestSystem.default_quest = function () {
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var quest = {};
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quest.name = "";
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quest.desc = "";
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return quest;
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}
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//=============================================================================
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// DataManager
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//=============================================================================
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SF_QuestSystem.DataManager_makeSaveContents = DataManager.makeSaveContents;
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DataManager.makeSaveContents = function () {
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var contents = SF_QuestSystem.DataManager_makeSaveContents.call(this);
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contents.quests = $gameQuests;
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return contents;
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}
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SF_QuestSystem.DataManager_extractSaveContents = DataManager.extractSaveContents;
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DataManager.extractSaveContents = function (contents) {
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SF_QuestSystem.DataManager_extractSaveContents.call(this, contents);
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$gameQuests = contents.quests;
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}
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SF_QuestSystem.DataManager_createGameObjects = DataManager.createGameObjects;
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DataManager.createGameObjects = function () {
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SF_QuestSystem.DataManager_createGameObjects.call(this);
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$gameQuests = new Game_Quests();
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}
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//=============================================================================
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// Game_Quest
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//=============================================================================
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function Game_Quest() {
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this.initialize.apply(this, arguments);
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}
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Game_Quest.prototype.initialize = function (questId) {
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var questData = $dataQuests[questId] || SF_QuestSystem.default_quest;
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this._questId = questId;
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this.rawData = questData;
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this.name = questData.name;
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this.desc = questData.desc;
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this.status = "progress";
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}
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Game_Quest.prototype.completed = function () {
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return this.status == "completed";
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}
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Game_Quest.prototype.inProgress = function () {
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return this.status == "progress";
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}
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Game_Quest.prototype.complete = function () {
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this.status = "completed";
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};
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Game_Quest.prototype.reset = function () {
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this.status = "progress";
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};
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//---------------------------------------------------------------------------------------------
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// Game_Quests
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//---------------------------------------------------------------------------------------------
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function Game_Quests() {
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this.initialize.apply(this, arguments);
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};
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Game_Quests.prototype.initialize = function () {
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this.data = [];
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};
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Game_Quests.prototype.get = function (quest_id) {
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if ($dataQuests[quest_id]) {
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if (!this.data[quest_id]) {
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this.data[quest_id] = new Game_Quest(quest_id);
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}
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return this.data[quest_id];
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}
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return null;
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};
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Game_Quests.prototype.complete = function (quest_id) {
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if (this.get(quest_id)) {
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this.get(quest_id).complete();
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}
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}
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//=============================================================================
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// Game_Party
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//=============================================================================
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SF_QuestSystem.Game_Party_initialize = Game_Party.prototype.initialize;
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Game_Party.prototype.initialize = function () {
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SF_QuestSystem.Game_Party_initialize.call(this);
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this.quests = [];
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};
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Game_Party.prototype.addQuest = function (quest_id) {
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if (this.quests.indexOf(quest_id) < 0) {
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this.quests.push(quest_id);
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}
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};
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// Removes the quest from the party. NOTE: This does NOT reset the quest
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Game_Party.prototype.removeQuest = function (quest_id) {
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var index = this.quests.indexOf(quest_id);
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if (index > -1) {
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this.quests.splice(index, 1);
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}
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};
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// Returns true if the quest is in the party
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Game_Party.prototype.hasQuest = function (quest_id) {
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return this.quests.indexOf(quest_id) > -1;
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};
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// Returns true if the quest is completed
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Game_Party.prototype.isQuestCompleted = function (quest_id) {
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return this.getQuest(quest_id).completed();
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};
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// Returns true if the quest is in progress
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Game_Party.prototype.isQuestInProgress = function (quest_id) {
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return this.getQuest(quest_id).inProgress();
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};
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// Returns the quest object
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Game_Party.prototype.getQuest = function (quest_id) {
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return $gameQuests.get(quest_id);
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};
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//=============================================================================
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// Window_QuestList
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//=============================================================================
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function Window_QuestList() {
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this.initialize.apply(this, arguments);
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}
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Window_QuestList.prototype = Object.create(Window_ScrollCommand.prototype);
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Window_QuestList.prototype.constructor = Window_QuestList;
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Window_QuestList.prototype.initialize = function () {
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this._filter = "progress";
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Window_ScrollCommand.prototype.initialize.call(this, arguments);
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this.x = SF_QuestSystem.QuestListWindow_X;
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this.y = SF_QuestSystem.QuestListWindow_Y;
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}
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Window_QuestList.prototype.standardFontSize = function () {
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return SF_QuestSystem.QuestListWindow_FontSize;
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}
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Window_QuestList.prototype.lineHeight = function () {
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return this.standardFontSize() + 8;
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}
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// Sets the filter for the quest list
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// "completed" - Completed quests
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// "progress" - In progress quests
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Window_QuestList.prototype.setFilter = function (filter) {
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this._filter = filter;
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}
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Window_QuestList.prototype.windowWidth = function () {
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return SF_QuestSystem.QuestListWindowWidth;
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}
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Window_QuestList.prototype.windowHeight = function () {
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return SF_QuestSystem.QuestListWindowHeight;
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}
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Window_QuestList.prototype.makeCommandList = function () {
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for (var i = 0; i < $gameParty.quests.length; i += 1) {
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var quest = $gameQuests.get($gameParty.quests[i]);
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if (quest.status === this._filter.toLowerCase()) {
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this.addCommand(quest.name, "quest", true, $gameParty.quests[i]);
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}
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}
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}
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Window_QuestList.prototype.updateHelp = function () {
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Window_ScrollCommand.prototype.updateHelp.call(this);
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if (this._helpWindow) {
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this._helpWindow.setQuest(this.currentExt());
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}
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}
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//=============================================================================
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// Window_QuestDetail
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//=============================================================================
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function Window_QuestDetail() {
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this.initialize.apply(this, arguments);
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}
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Window_QuestDetail.prototype = Object.create(Window_ScrollHelp.prototype);
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Window_QuestDetail.prototype.constructor = Window_QuestDetail;
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Window_QuestDetail.prototype.initialize = function () {
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Window_ScrollHelp.prototype.initialize.call(this,
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SF_QuestSystem.QuestDetailWindowX,
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SF_QuestSystem.QuestDetailWindowY,
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SF_QuestSystem.QuestDetailWindowWidth,
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SF_QuestSystem.QuestDetailWindowHeight);
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this._questId = null;
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}
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Window_QuestDetail.prototype.windowWidth = function () {
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return SF_QuestSystem.QuestDetailWindowWidth;
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}
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Window_QuestDetail.prototype.lineHeight = function () {
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return this.standardFontSize() + 8;
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}
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Window_QuestDetail.prototype.standardFontSize = function () {
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return SF_QuestSystem.QuestDetailWindowFontSize;
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}
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Window_QuestDetail.prototype.windowHeight = function () {
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return SF_QuestSystem.QuestDetailWindowHeight;
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}
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Window_QuestDetail.prototype.setQuest = function (questId) {
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this._questId = questId;
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if (this._questId >= 0) {
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var quest = $gameQuests.get(this._questId);
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this.setText(quest.desc);
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}
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}
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//=============================================================================
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// Scene_Quest
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//=============================================================================
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function Scene_Quest() {
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this.initialize.apply(this, arguments);
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}
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SF_QuestSystem.Scene_Quest = Scene_Quest;
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Scene_Quest.prototype = Object.create(Scene_MenuBase.prototype);
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Scene_Quest.prototype.constructor = Scene_Quest;
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Scene_Quest.prototype.initialize = function () {
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Scene_MenuBase.prototype.initialize.call(this);
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}
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Scene_Quest.prototype.create = function () {
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Scene_MenuBase.prototype.create.call(this);
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this.createQuestDetailWindow();
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this.createQuestListWindow();
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this._questListWindow.setHelpWindow(this._questDetailWindow);
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}
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Scene_Quest.prototype.createQuestListWindow = function () {
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this._questListWindow = new Window_QuestList();
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this._questListWindow.setHandler("quest", this.onQuestListOk.bind(this));
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this._questListWindow.setHandler("cancel", this.popScene.bind(this));
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this.addWindow(this._questListWindow);
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}
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Scene_Quest.prototype.createQuestDetailWindow = function () {
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this._questDetailWindow = new Window_QuestDetail();
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//this._questDetailWindow.setHandler("cancel", this.popScene.bind(this));
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this.addWindow(this._questDetailWindow);
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}
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Scene_Quest.prototype.onQuestListOk = function () {
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//var questId = this._questListWindow.currentExt();
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//this._questDetailWindow.setQuest(questId);
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this._questListWindow.activate();
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}
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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SF_QuestSystem.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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SF_QuestSystem.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command.toLowerCase() === "sf_quest") {
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switch (args[0].toLowerCase()) {
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case "add":
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$gameParty.addQuest(Number(args[1]));
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break;
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case "complete":
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$gameParty.removeQuest(Number(args[1]));
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$gameQuests.complete(Number(args[1]));
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break;
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case "open":
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SceneManager.push(Scene_Quest);
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break;
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}
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}
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}
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if (Utils.isNwjs() && SF_QuestSystem.QuestEditorEnable) {
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var fs = require('fs');
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var path = require('path');
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var process = require('process');
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var quest_path = path.join(process.cwd(), 'data/Quests.json');
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var quest_data = null;
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if (fs.existsSync(quest_path)) {
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quest_data = JsonEx.parse(fs.readFileSync(quest_path, 'utf8'));
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} else {
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quest_data = [SF_QuestSystem.default_quest()];
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}
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var quest_one_page = 10;
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//=============================================================================
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// Window_QuestListInfo
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//=============================================================================
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function Window_QuestListInfo() {
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this.initialize.apply(this, arguments);
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}
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Window_QuestListInfo.prototype = Object.create(Window_ScrollCommand.prototype);
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Window_QuestListInfo.prototype.constructor = Window_QuestListInfo;
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Window_QuestListInfo.prototype.initialize = function () {
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Window_ScrollCommand.prototype.initialize.call(this);
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this.x = SF_QuestSystem.QuestListInfoX;
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this.y = SF_QuestSystem.QuestListInfoY;
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}
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Window_QuestListInfo.prototype.windowWidth = function () {
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return SF_QuestSystem.QuestListInfoWidth;
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}
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Window_QuestListInfo.prototype.windowHeight = function () {
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return SF_QuestSystem.QuestListInfoHeight;
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|
}
|
|
|
|
Window_QuestListInfo.prototype.standardFontSize = function () {
|
|
return SF_QuestSystem.QuestListInfoFontSize;
|
|
}
|
|
|
|
Window_QuestListInfo.prototype.lineHeight = function () {
|
|
return this.standardFontSize() + 8;
|
|
}
|
|
|
|
Window_QuestListInfo.prototype.makeCommandList = function () {
|
|
var i;
|
|
for (i = 0; i * quest_one_page + 1 < quest_data.length; i++) {
|
|
this.addCommand(`${i * quest_one_page + 1}-${i * quest_one_page + quest_one_page}`, 'quest_page', true, i);
|
|
}
|
|
if (i * quest_one_page + 1 == quest_data.length) {
|
|
this.addCommand('newpage', 'newpage');
|
|
}
|
|
}
|
|
|
|
Window_QuestListInfo.prototype.select = function (index) {
|
|
Window_ScrollCommand.prototype.select.call(this, index);
|
|
if (index >= 0 && this.currentSymbol() == 'quest_page' && this._questListWindow) {
|
|
this._questListWindow.setPage(this.currentExt());
|
|
}
|
|
}
|
|
|
|
Window_QuestListInfo.prototype.newPage = function () {
|
|
quest_data.push(SF_QuestSystem.default_quest());
|
|
this.refresh();
|
|
}
|
|
//=============================================================================
|
|
// Window_QuestList
|
|
//=============================================================================
|
|
|
|
Window_QuestList.prototype.initialize = function () {
|
|
Window_ScrollCommand.prototype.initialize.call(this, arguments);
|
|
this.x = SF_QuestSystem.QuestListWindow_X;
|
|
this.y = SF_QuestSystem.QuestListWindow_Y;
|
|
this._page = null;
|
|
}
|
|
|
|
Window_QuestList.prototype.setPage = function (page) {
|
|
this._page = page;
|
|
this.refresh();
|
|
}
|
|
|
|
Window_QuestList.prototype.makeCommandList = function () {
|
|
if (this._page >= 0) {
|
|
for (var i = this._page * quest_one_page + 1; i <= (this._page + 1) * quest_one_page; i++) {
|
|
if (i >= quest_data.length) {
|
|
this.addCommand('newquest', 'newquest');
|
|
break;
|
|
}
|
|
this.addCommand(quest_data[i].name, 'quest', true, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
Window_QuestList.prototype.newQuest = function () {
|
|
quest_data.splice(quest_data.length, 0, SF_QuestSystem.default_quest());
|
|
this.refresh();
|
|
var i;
|
|
for (i = 0; i * quest_one_page + 1 < quest_data.length; i++) {
|
|
}
|
|
if (i * quest_one_page + 1 == quest_data.length) {
|
|
this._questListInfoWindow.addCommand('newpage', 'newpage');
|
|
this._questListInfoWindow.refresh();
|
|
}
|
|
}
|
|
|
|
Window_QuestList.prototype.updateHelp = function () {
|
|
Window_ScrollCommand.prototype.updateHelp.call(this);
|
|
if (this._helpWindow) {
|
|
this._helpWindow.setQuest(this.currentExt());
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// Window_QuestDetail
|
|
//=============================================================================
|
|
|
|
Window_QuestDetail.prototype.clear = function () {
|
|
this.contents.clear();
|
|
}
|
|
|
|
Window_QuestDetail.prototype.setQuest = function (questId) {
|
|
this._questId = questId;
|
|
|
|
var quest = quest_data[this._questId];
|
|
|
|
if (!quest) {
|
|
quest = SF_QuestSystem.default_quest();
|
|
}
|
|
|
|
this._allTextHeight = this.measureTextHeight(quest.name);
|
|
this._detail_bitmap = new Bitmap(this.contentsWidth(), this._allTextHeight);
|
|
|
|
var tmp_content = this.contents;
|
|
this.contents = this._detail_bitmap;
|
|
this.drawTextEx(textState.text, 0, 0);
|
|
this._detail_bitmap = this.contents;
|
|
this.contents = tmp_content;
|
|
|
|
this._offset_Y = 0;
|
|
if (this._detail_bitmap.height > this.contentsHeight()) {
|
|
this._need_scroll = true;
|
|
} else {
|
|
this._need_scroll = false;
|
|
}
|
|
|
|
this.refresh();
|
|
}
|
|
|
|
//=============================================================================
|
|
// Scene_Quest_Editor
|
|
//=============================================================================
|
|
|
|
function Scene_QuestEditor() {
|
|
this.initialize.apply(this, arguments);
|
|
}
|
|
|
|
SF_QuestSystem.Scene_QuestEditor = Scene_QuestEditor;
|
|
Scene_QuestEditor.prototype = Object.create(Scene_MenuBase.prototype);
|
|
Scene_QuestEditor.prototype.constructor = Scene_QuestEditor;
|
|
|
|
Scene_QuestEditor.prototype.initialize = function () {
|
|
Scene_MenuBase.prototype.initialize.call(this);
|
|
this.createEditorDiv();
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.create = function () {
|
|
Scene_MenuBase.prototype.create.call(this);
|
|
this.createQuestListWindow();
|
|
this.createQuestDetailWindow();
|
|
this.createQuestListInfoWindow();
|
|
this._questListWindow.setHelpWindow(this._questDetailWindow);
|
|
// this._questListInfoWindow.setHelpWindow(this._questListWindow);
|
|
this._questListInfoWindow._questListWindow = this._questListWindow;
|
|
this._questListWindow._questListInfoWindow = this._questListInfoWindow;
|
|
this._questListInfoWindow.select(0);
|
|
this._questListWindow.select(0);
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.createQuestListWindow = function () {
|
|
this._questListWindow = new Window_QuestList();
|
|
this._questListWindow.setHandler("quest", this.onQuestListOk.bind(this));
|
|
this._questListWindow.setHandler("newquest", this.onQuestListNewQuest.bind(this));
|
|
//this._questListWindow.setHandler("cancel", this.onQuestListCancel.bind(this));
|
|
this.addWindow(this._questListWindow);
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.createQuestListInfoWindow = function () {
|
|
this._questListInfoWindow = new Window_QuestListInfo();
|
|
// this._questListInfoWindow.setHandler("cancel", this.popScene.bind(this));
|
|
this._questListInfoWindow.setHandler('quest_page', this.onQuestListInfoPage.bind(this));
|
|
this._questListInfoWindow.setHandler('newpage', this.onQuestListInfoNewPage.bind(this));
|
|
this.addWindow(this._questListInfoWindow);
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.createQuestDetailWindow = function () {
|
|
this._questDetailWindow = new Window_QuestDetail();
|
|
this.addWindow(this._questDetailWindow);
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onQuestListOk = function () {
|
|
this._questListWindow.deactivate();
|
|
this._questListInfoWindow.deactivate();
|
|
Input.removeEventHandlers();
|
|
TouchInput.removeEventHandlers();
|
|
|
|
this._questListWindow._questId = this._questListWindow.currentExt();
|
|
document.body.appendChild(this._editor_div);
|
|
this._editor_name = document.getElementById("quest_editor_name");
|
|
this._editor_desc = document.getElementById("quest_editor_desc");
|
|
this._editor_save = document.getElementById("quest_editor_save");
|
|
this._editor_cancel = document.getElementById("quest_editor_cancel");
|
|
this._editor_save.addEventListener('click', this._editor_save_bind);
|
|
this._editor_cancel.addEventListener('click', this._editor_cancel_bind);
|
|
this._editor_name.value = quest_data[this._questListWindow._questId].name;
|
|
this._editor_desc.value = quest_data[this._questListWindow._questId].desc;
|
|
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onQuestListNewQuest = function () {
|
|
this._questListWindow.newQuest();
|
|
this._questListWindow.activate();
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onQuestListInfoPage = function () {
|
|
this._questListInfoWindow.activate();
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onQuestListInfoNewPage = function () {
|
|
this._questListInfoWindow.newPage();
|
|
this._questListInfoWindow.activate();
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.createEditorDiv = function () {
|
|
var canvas = document.getElementById("UpperCanvas");
|
|
this._editor_div = this._editor_div || document.createElement("div");
|
|
this._editor_div.setAttribute("style", "position: absolute;margin: auto; top: 0px; left: 0px; right: 0px; bottom: 0px;z-index: 1000; height:" +
|
|
canvas.offsetHeight + "px; width:" + canvas.offsetWidth + "px; background-color: rgba(0, 0, 0, 0.3); color: #FFFFFF; user-select:text;");
|
|
this._editor_div.setAttribute("id", "quest_editor");
|
|
|
|
this._editor_div.innerHTML = `
|
|
<label for="quest_editor_name">Name:</label>
|
|
<input type="text" id="quest_editor_name" value=""><br/>
|
|
<label for="quest_editor_desc">Description:</label><br/>
|
|
<textarea id="quest_editor_desc" style="
|
|
height: 300px;width: 800px;"></textarea><br/>
|
|
<button id="quest_editor_save">Save</button>
|
|
<button id="quest_editor_cancel">Cancel</button>
|
|
`;
|
|
this._editor_save_bind = this.onEditorSave.bind(this);
|
|
this._editor_cancel_bind = this.onEditorCancel.bind(this);
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onEditorSave = function () {
|
|
var quest = quest_data[this._questListWindow._questId];
|
|
quest.name = this._editor_name.value;
|
|
quest.desc = this._editor_desc.value;
|
|
fs.writeFileSync(quest_path, JsonEx.stringify(quest_data));
|
|
this.onEditorCancel();
|
|
}
|
|
|
|
Scene_QuestEditor.prototype.onEditorCancel = function () {
|
|
this._editor_div.remove();
|
|
this._editor_save.removeEventListener("click", this._editor_save_bind);
|
|
this._editor_cancel.removeEventListener("click", this._editor_cancel_bind);
|
|
Input._setupEventHandlers();
|
|
TouchInput._setupEventHandlers();
|
|
Input.clear();
|
|
TouchInput.clear();
|
|
this._questListWindow.activate();
|
|
this._questListInfoWindow.activate();
|
|
this._questListWindow.refresh();
|
|
this._questListWindow.selectExt(this._questListWindow._questId);
|
|
}
|
|
|
|
//=============================================================================
|
|
// Scene_Title
|
|
//=============================================================================
|
|
|
|
Scene_Title.prototype.start = function () {
|
|
SceneManager.goto(Scene_QuestEditor);
|
|
}
|
|
} else {
|
|
//=============================================================================
|
|
// DataManager
|
|
//=============================================================================
|
|
|
|
DataManager._databaseFiles.push({ name: '$dataQuests', src: 'Quests.json' });
|
|
}
|
|
|
|
})(); |