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991 lines
30 KiB
JavaScript
991 lines
30 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Quest Journal Extension - Map Quest Window
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// YEP_X_MapQuestWindow.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_MapQuestWindow = true;
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var Yanfly = Yanfly || {};
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Yanfly.AMQW = Yanfly.AMQW || {};
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Yanfly.AMQW.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc YEP任务活动窗口-扩展
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* @author Yanfly Engine Plugins 汉化:硕明云书
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*
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* @help
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* ============================================================================
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* 注意
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* ============================================================================
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* 此插件需要任务日志系统插件才能正常使用!
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* ============================================================================
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* 说明
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* ============================================================================
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*
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* 自动换行目标
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* - For those with YEP_MessageCore.js installed, you can set whether or not
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* you want the objectives to be word wrapped. Enabling this would set quest
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* objectives to become word wrapped and disabling it would not.
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*
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* Default Show
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* - This will determine if you want this window to appear by default or not.
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* This will have no bearing on the player's Options menu command, but it will
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* allow you to disable the Active Map Quest Window from the mechanical-driven
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* side of the game.
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*
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* ---
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*
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* Window Settings
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* - If you wish to customize the category window, you can adjust the various
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* settings here to adjust its properties. However, keep in mind that unless
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* you are familiar with JavaScript, you can make errors here that can make the
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* windows not work in your game.
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*
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* X: Graphics.boxWidth - width
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* Y: 0
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* Scale: 0.50
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* Width: Graphics.boxWidth / 3
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* Line Height: 36
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* Font Face: GameFont
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* Font Size: 28
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* Standard Padding: 18
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* Text Padding: 6
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* Standard Opacity: 255
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* Back Opacity: 192
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* Window Skin: Window
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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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* You can use the following plugin commands to change the behavior of the
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* Map Quest Window.
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*
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* Plugin Commands:
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*
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* SetActiveQuest x
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* - Sets the active quest to x.
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*
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* RefreshActiveQuestWindow
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* - Refreshes the map quest window.
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*
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* ShowActiveQuestWindow
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* HideActiveQuestWindow
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* - Changes the Active Map Quest Window to be visible/hidden. This will not
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* override the player's Options Menu's setting to hide the window.
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*
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* ============================================================================
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* Options Core Settings - Adding the New Options
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* ============================================================================
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*
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* If you are using YEP_OptionsCore.js, you can add a new Option using this
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* plugin. Here's the following code/parameter settings you can use with it.
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*
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* ---------
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* Settings:
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* ---------
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*
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* Name:
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* \i[87]Quest Window
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*
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* Help Description:
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* Show a window displaying the currently active
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* quest on the screen while exploring.
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*
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* Symbol:
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* mapQuestWindow
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*
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* Show/Hide:
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* show = Imported.YEP_X_MapQuestWindow;
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*
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* Enable:
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* enabled = true;
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*
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* Ext:
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* ext = 0;
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*
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* ----------
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* Functions:
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* ----------
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*
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* Make Option Code:
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* this.addCommand(name, symbol, enabled, ext);
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*
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* Draw Option Code:
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* var rect = this.itemRectForText(index);
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* var statusWidth = this.statusWidth();
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* var titleWidth = rect.width - statusWidth;
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* this.resetTextColor();
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* this.changePaintOpacity(this.isCommandEnabled(index));
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* this.drawOptionsName(index);
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* this.drawOptionsOnOff(index);
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*
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* Process OK Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, !value);
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*
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* Cursor Right Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, true);
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*
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* Cursor Left Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, false);
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*
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* Default Config Code:
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* // Empty. Provided by this plugin.
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*
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* Save Config Code:
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* // Empty. Provided by this plugin.
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*
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* Load Config Code:
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* // Empty. Provided by this plugin.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.01:
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* - Compatibility update for YEP_OptionsCore.js.
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*
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* Version 1.00:
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* - Finished Plugin!
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*
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* ============================================================================
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* End of Helpfile
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* ============================================================================
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*
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* @param ---Main---
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* @default
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*
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* @param Window Settings
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* @text 窗口设置
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* @parent ---Main---
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* @type struct<WindowSettings>
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* @desc Adjust the properties for the map quest window here.
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* @default {"---General---":"","Word Wrap Objectives":"true","Default Show":"true","---Window Settings---":"","X":"Graphics.boxWidth - width","Y":"0","Scale":"0.50","Width":"Graphics.boxWidth / 3","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window"}
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*
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* @param Set Active
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* @text 设置为展示
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* @parent ---Main---
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* @desc Vocabulary used for the 'Set Active' option.
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* You can use text codes.
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* @default \i[189]开启展示
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*
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* @param Currently Active
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* @text 当前展示描述
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* @parent ---Main---
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* @desc Vocabulary used for the 'Currently Active' option.
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* You can use text codes.
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* @default \i[189]已展示
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*
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* @param Clear Active
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* @text 取消展示描述
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* @parent ---Main---
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* @desc Vocabulary used for the 'Clear Active' option.
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* You can use text codes.
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* @default \i[186]取消展示
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*
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* @param ---Options---
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* @default
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*
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* @param Options Command
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* @text 取消展示描述
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* @parent ---Options---
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* @desc 活动任务窗口的选项命令。
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* @default 任务窗口
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*
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* @param Options Enable
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* @text 选项启用
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* @parent ---Options---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc 活动任务窗口的默认选项命令选项
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* @default true
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*
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* @param ---Automatic Updates---
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* @text ---自动更新---
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* @default
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*
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* @param Quest Add
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* @text 任务添加
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* @parent ---Automatic Updates---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Update quest window when adding a new quest? This will set
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* the newest active quest to what was just added.
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* @default true
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*
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* @param Quest Complete
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* @text 任务完成
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* @parent ---Automatic Updates---
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* @type boolean
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* @on YES
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* @off NO
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* @desc If currently active quest is completed, the window will
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* set next available uncompleted quest.
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* @default true
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*
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* @param Quest Failed
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* @text 任务失败
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* @parent ---Automatic Updates---
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* @type boolean
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* @on YES
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* @off NO
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* @desc If currently active quest is failed, the window will
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* set next available uncompleted quest.
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* @default true
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*
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* @param Change Objectives
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* @text 变更目标
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* @parent ---Automatic Updates---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Update window when quest objectives have been changed.
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* @default true
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*
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* @param Event Update
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* @text 事件更新
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* @parent ---Automatic Updates---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Update window when switches, variables, party members,
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* and/or items, weapons, or armors change.
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* @default true
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*
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*/
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//=============================================================================
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/* Plugin Parameter Structure Settings
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*=============================================================================
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*/
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/* ----------------------------------------------------------------------------
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* CategoryWindow Parameter Structure
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* ---------------------------------------------------------------------------
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*/
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/*~struct~WindowSettings:
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* @param ---General---
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* @default
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*
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* @param Word Wrap Objectives
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* @text 自动换行目标
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* @parent ---General---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Apply word wrap to objectives if you have YEP_MessageCore?
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* @default true
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*
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* @param Default Show
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* @text 默认显示
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* @parent ---General---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Show active quest window by default?
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* @default true
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*
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* @param ---Window Settings---
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* @default
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*
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* @param X
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option Graphics.boxWidth - width
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* @desc Formula for the window's X position.
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* @default Graphics.boxWidth - width
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*
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* @param Y
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option Graphics.boxHeight - height
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* @desc Formula for the window's Y position.
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* @default 0
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*
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* @param Scale
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* @parent ---Window Settings---
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* @type combo
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* @option 1.00
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* @option 0.75
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* @option 0.66
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* @option 0.50
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* @option 0.33
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* @option 0.25
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* @desc Scale the window smaller?
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* @default 0.50
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*
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* @param Width
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* @parent ---Window Settings---
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* @type combo
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* @option Graphics.boxWidth
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* @option Graphics.boxWidth / 2
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* @option Graphics.boxWidth / 3
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* @option Graphics.boxWidth * 2 / 3
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* @option Graphics.boxWidth / 4
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* @option Graphics.boxWidth * 3 / 4
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* @option Graphics.boxWidth / 5
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* @option Graphics.boxWidth * 4 / 5
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* @desc Formula for the window width.
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* @default Graphics.boxWidth / 3
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*
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* @param Line Height
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* @parent ---Window Settings---
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* @type number
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* @min 1
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* @desc The height used for each line entry.
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* @default 36
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*
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* @param Font Face
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* @parent ---Window Settings---
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* @type combo
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* @option GameFont
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* @option Arial
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* @option Courier New
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* @option SimHei
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* @option Heiti TC
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* @option Dotum
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* @option AppleGothic
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* @desc The font face used for your game.
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* @default GameFont
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*
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* @param Font Size
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* @parent ---Window Settings---
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* @type combo
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* @option 20
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* @option 28
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* @option Window_Base.prototype.standardFontSize.call(this);
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* @desc Formula for the standard font size.
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* @default 28
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*
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* @param Standard Padding
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option 10
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* @option 18
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* @option 24
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* @desc Formula for the window's padding.
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* @default 18
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*
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* @param Text Padding
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option 6
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* @option 12
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* @desc Formula for the padding used before displaying text.
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* @default 6
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*
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* @param Standard Opacity
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option 128
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* @option 192
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* @option 255
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* @desc Formula for the standard opacity used by the window.
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* @default 255
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*
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* @param Back Opacity
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* @parent ---Window Settings---
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* @type combo
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* @option 0
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* @option 128
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* @option 192
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* @option 255
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* @desc Formula for the opacity used by the window.
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* @default 192
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*
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* @param Window Skin
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* @parent ---Window Settings---
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* @type file
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* @dir img/system/
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* @desc Window skin used.
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* @default Window
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*
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*/
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//=============================================================================
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if (Imported.YEP_QuestJournal) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_X_MapQuestWindow');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.MQWSettings =
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JSON.parse(Yanfly.Parameters['Window Settings']);
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Yanfly.Param.MQWSetActive = String(Yanfly.Parameters['Set Active']);
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Yanfly.Param.MQWCurActive = String(Yanfly.Parameters['Currently Active']);
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Yanfly.Param.MQWClearActive = String(Yanfly.Parameters['Clear Active']);
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Yanfly.Param.MQWOptionCmd = String(Yanfly.Parameters['Options Command']);
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Yanfly.Param.MQWOptionSetting = eval(Yanfly.Parameters['Options Enable']);
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Yanfly.Param.MQWAddQuest = eval(Yanfly.Parameters['Quest Add']);
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Yanfly.Param.MQWQuestComplete = eval(Yanfly.Parameters['Quest Complete']);
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Yanfly.Param.MQWQuestFailed = eval(Yanfly.Parameters['Quest Failed']);
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Yanfly.Param.MQWChangeObj = eval(Yanfly.Parameters['Change Objectives']);
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Yanfly.Param.MQWEventUpdate = eval(Yanfly.Parameters['Event Update']);
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//=============================================================================
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// ConfigManager
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//=============================================================================
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Yanfly.getDefaultMapQuestWindowOption = function() {
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if (Yanfly.Param.MQWOptionSetting) {
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return true;
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} else {
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return false;
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}
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};
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ConfigManager.mapQuestWindow = Yanfly.getDefaultMapQuestWindowOption();
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Yanfly.AMQW.ConfigManager_makeData = ConfigManager.makeData;
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ConfigManager.makeData = function() {
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var config = Yanfly.AMQW.ConfigManager_makeData.call(this);
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config.mapQuestWindow = this.mapQuestWindow;
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return config;
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};
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Yanfly.AMQW.ConfigManager_applyData = ConfigManager.applyData;
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ConfigManager.applyData = function(config) {
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Yanfly.AMQW.ConfigManager_applyData.call(this, config);
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this.mapQuestWindow = this.readConfigMapQuestWindow(config, 'mapQuestWindow');
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};
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ConfigManager.readConfigMapQuestWindow = function(config, name) {
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var value = config[name];
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if (value !== undefined) {
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return value;
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} else {
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return Yanfly.getDefaultMapQuestWindowOption();
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}
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};
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//=============================================================================
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// Game_System
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//=============================================================================
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Yanfly.AMQW.Game_System_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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Yanfly.AMQW.Game_System_initialize.call(this);
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this.initMapQuestWindowSettings();
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};
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Game_System.prototype.initMapQuestWindowSettings = function() {
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this._showMapQuestWindow =
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eval(Yanfly.Param.MQWSettings['Default Show'] || 'true');
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this._activeQuestId = 0;
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};
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Game_System.prototype.isShowMapQuestWindow = function() {
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if (this._showMapQuestWindow === undefined) this.initMapQuestWindowSettings();
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return this._showMapQuestWindow;
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};
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Game_System.prototype.setShowMapQuestWindow = function(value) {
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if (this._showMapQuestWindow === undefined) this.initMapQuestWindowSettings();
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this._showMapQuestWindow = value;
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};
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Game_System.prototype.getActiveQuestId = function() {
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if (this._activeQuestId === undefined) this.initMapQuestWindowSettings();
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return this._activeQuestId;
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};
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Game_System.prototype.setActiveQuestId = function(questId) {
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if (this._activeQuestId === undefined) this.initMapQuestWindowSettings();
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if (questId === 0 || $dataQuests[questId]) this._activeQuestId = questId;
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this.refreshActiveQuestWindow();
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};
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Game_System.prototype.refreshActiveQuestWindow = function() {
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if (SceneManager._scene instanceof Scene_Map) {
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SceneManager._scene.refreshActiveQuestWindow();
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}
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};
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if (Yanfly.Param.MQWAddQuest) {
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Yanfly.AMQW.Game_System_questAdd = Game_System.prototype.questAdd;
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Game_System.prototype.questAdd = function(questId) {
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Yanfly.AMQW.Game_System_questAdd.call(this, questId);
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this.setActiveQuestId(questId);
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};
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}; // Yanfly.Param.MQWAddQuest
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Yanfly.AMQW.Game_System_questRemove = Game_System.prototype.questRemove;
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Game_System.prototype.questRemove = function(questId) {
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Yanfly.AMQW.Game_System_questRemove.call(this, questId);
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if (this.getActiveQuestId() === questId) {
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this.setActiveQuestId(0);
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this.refreshActiveQuestWindow();
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}
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};
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Game_System.prototype.setNextAvailableQuestActive = function(condition) {
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if (condition) {
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var questId = this.getQuestsAvailable()[0];
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if (questId) {
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this.setActiveQuestId(questId);
|
|
} else {
|
|
this.setActiveQuestId(0);
|
|
}
|
|
} else {
|
|
this.setActiveQuestId(0);
|
|
}
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questSetCompleted =
|
|
Game_System.prototype.questSetCompleted;
|
|
Game_System.prototype.questSetCompleted = function(questId) {
|
|
Yanfly.AMQW.Game_System_questSetCompleted.call(this, questId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.setNextAvailableQuestActive(Yanfly.Param.MQWQuestComplete);
|
|
};
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questSetFailed =
|
|
Game_System.prototype.questSetFailed;
|
|
Game_System.prototype.questSetFailed = function(questId) {
|
|
Yanfly.AMQW.Game_System_questSetFailed.call(this, questId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.setNextAvailableQuestActive(Yanfly.Param.MQWQuestComplete);
|
|
};
|
|
};
|
|
|
|
if (Yanfly.Param.MQWChangeObj) {
|
|
|
|
Yanfly.AMQW.Game_System_questObjectivesShow =
|
|
Game_System.prototype.questObjectivesShow;
|
|
Game_System.prototype.questObjectivesShow = function(questId, objId) {
|
|
Yanfly.AMQW.Game_System_questObjectivesShow.call(this, questId, objId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questObjectivesHide =
|
|
Game_System.prototype.questObjectivesHide;
|
|
Game_System.prototype.questObjectivesHide = function(questId, objId) {
|
|
Yanfly.AMQW.Game_System_questObjectivesHide.call(this, questId, objId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questObjectivesNormal =
|
|
Game_System.prototype.questObjectivesNormal;
|
|
Game_System.prototype.questObjectivesNormal = function(questId, objId) {
|
|
Yanfly.AMQW.Game_System_questObjectivesNormal.call(this, questId, objId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questObjectivesComplete =
|
|
Game_System.prototype.questObjectivesComplete;
|
|
Game_System.prototype.questObjectivesComplete = function(questId, objId) {
|
|
Yanfly.AMQW.Game_System_questObjectivesComplete.call(this, questId, objId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
};
|
|
|
|
Yanfly.AMQW.Game_System_questObjectivesFail =
|
|
Game_System.prototype.questObjectivesFail;
|
|
Game_System.prototype.questObjectivesFail = function(questId, objId) {
|
|
Yanfly.AMQW.Game_System_questObjectivesFail.call(this, questId, objId);
|
|
if (this.getActiveQuestId() === questId) {
|
|
this.refreshActiveQuestWindow();
|
|
};
|
|
};
|
|
|
|
}; // Yanfly.Param.MQWChangeObj
|
|
|
|
//=============================================================================
|
|
// Game_Map
|
|
//=============================================================================
|
|
|
|
if (Yanfly.Param.MQWEventUpdate) {
|
|
|
|
Yanfly.AMQW.Game_Map_requestRefresh = Game_Map.prototype.requestRefresh;
|
|
Game_Map.prototype.requestRefresh = function(mapId) {
|
|
Yanfly.AMQW.Game_Map_requestRefresh.call(this, mapId);
|
|
if (SceneManager._scene instanceof Scene_Map) {
|
|
SceneManager._scene.refreshActiveQuestWindow();
|
|
}
|
|
};
|
|
|
|
}; // Yanfly.Param.MQWEventUpdate
|
|
|
|
//=============================================================================
|
|
// Game_Interpreter
|
|
//=============================================================================
|
|
|
|
Yanfly.AMQW.Game_Interpreter_pluginCommand =
|
|
Game_Interpreter.prototype.pluginCommand;
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
|
Yanfly.AMQW.Game_Interpreter_pluginCommand.call(this, command, args);
|
|
if (command === 'SetActiveQuest') {
|
|
$gameSystem.setActiveQuestId(parseInt(args[0]));
|
|
} else if (command === 'RefreshActiveQuestWindow') {
|
|
this.refreshActiveQuestWindow();
|
|
} else if (command === 'ShowActiveQuestWindow') {
|
|
$gameSystem.setShowMapQuestWindow(true);
|
|
} else if (command === 'HideActiveQuestWindow') {
|
|
$gameSystem.setShowMapQuestWindow(false);
|
|
}
|
|
};
|
|
|
|
Game_Interpreter.prototype.refreshActiveQuestWindow = function() {
|
|
if (SceneManager._scene instanceof Scene_Map) {
|
|
SceneManager._scene.refreshActiveQuestWindow();
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_Options
|
|
//=============================================================================
|
|
|
|
Yanfly.AMQW.Window_Options_addGeneralOptions =
|
|
Window_Options.prototype.addGeneralOptions;
|
|
Window_Options.prototype.addGeneralOptions = function() {
|
|
Yanfly.AMQW.Window_Options_addGeneralOptions.call(this);
|
|
if (Imported.YEP_OptionsCore) return;
|
|
this.addCommand(Yanfly.Param.MQWOptionCmd, 'mapQuestWindow');
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_QuestList
|
|
//=============================================================================
|
|
|
|
Yanfly.AMQW.Window_QuestList_makeExtraListC =
|
|
Window_QuestList.prototype.makeExtraListC;
|
|
Window_QuestList.prototype.makeExtraListC = function() {
|
|
Yanfly.AMQW.Window_QuestList_makeExtraListC.call(this);
|
|
this.addSetActiveCommand();
|
|
this.addClearActiveCommand();
|
|
};
|
|
|
|
Window_QuestList.prototype.addSetActiveCommand = function() {
|
|
var questId = this._forcedExt;
|
|
if (questId === $gameSystem.getActiveQuestId()) {
|
|
var text = String(Yanfly.Param.MQWCurActive);
|
|
this.addCommand(text, 'curActive', false);
|
|
} else {
|
|
var text = String(Yanfly.Param.MQWSetActive);
|
|
var enable = this.canBeMadeActive(questId);
|
|
this.addCommand(text, 'setActive', enable);
|
|
}
|
|
};
|
|
|
|
Window_QuestList.prototype.canBeMadeActive = function(questId) {
|
|
return $gameSystem.getQuestsAvailable().contains(questId);
|
|
};
|
|
|
|
Window_QuestList.prototype.addClearActiveCommand = function() {
|
|
var text = String(Yanfly.Param.MQWClearActive);
|
|
var enable = $gameSystem.getActiveQuestId() > 0;
|
|
this.addCommand(text, 'clearActive', enable);
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_MapActiveQuest
|
|
//=============================================================================
|
|
|
|
function Window_MapActiveQuest() {
|
|
this.initialize.apply(this, arguments);
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype = Object.create(Window_Base.prototype);
|
|
Window_MapActiveQuest.prototype.constructor = Window_MapActiveQuest;
|
|
|
|
Window_MapActiveQuest.prototype.initialize = function() {
|
|
this._windowHeight = this.standardPadding() * 2 + this.lineHeight() * 2;
|
|
var scale = parseFloat(this.settings('Scale'));
|
|
var width = this.windowWidth();
|
|
var height = this.windowHeight();
|
|
var x = Math.round(eval(this.settings('X')));
|
|
var y = Math.round(eval(this.settings('Y')));
|
|
width = Math.ceil(width / scale);
|
|
this._allTextHeight = 0;
|
|
this._requestRefresh = false;
|
|
this._visibleCounter = 0;
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
this.scale.x = scale;
|
|
this.scale.y = scale;
|
|
this.refresh();
|
|
if (!this.activeQuest()) this.visible = false;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.settings = function(key) {
|
|
return Yanfly.Param.MQWSettings[key];
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.wordWrap = function() {
|
|
if (!Imported.YEP_MessageCore) return false;
|
|
if (this._wordWrapSetting === undefined) {
|
|
this._wordWrapSetting = eval(this.settings('Word Wrap Objectives'));
|
|
}
|
|
return this._wordWrapSetting;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.windowWidth = function() {
|
|
if (this._windowWidth === undefined) {
|
|
this._windowWidth = Math.round(eval(this.settings('Width')));
|
|
}
|
|
return this._windowWidth;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.windowHeight = function() {
|
|
return this._windowHeight;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.lineHeight = function() {
|
|
if (this._windowLineHeight === undefined) {
|
|
this._windowLineHeight = parseInt(this.settings('Line Height'));
|
|
}
|
|
return this._windowLineHeight;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.standardFontFace = function() {
|
|
if (this._windowFontFace === undefined) {
|
|
this._windowFontFace = this.settings('Font Face');
|
|
}
|
|
return this._windowFontFace;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.standardFontSize = function() {
|
|
if (this._windowFontSize === undefined) {
|
|
this._windowFontSize = Math.round(eval(this.settings('Font Size')));
|
|
}
|
|
return this._windowFontSize;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.standardPadding = function() {
|
|
if (this._windowStandardPadding === undefined) {
|
|
this._windowStandardPadding =
|
|
Math.round(eval(this.settings('Standard Padding')));
|
|
}
|
|
return this._windowStandardPadding;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.textPadding = function() {
|
|
if (this._windowTextPadding === undefined) {
|
|
this._windowTextPadding = Math.round(eval(this.settings('Text Padding')));
|
|
}
|
|
return this._windowTextPadding;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.standardBackOpacity = function() {
|
|
if (this._windowBackOpacity === undefined) {
|
|
this._windowBackOpacity = Math.round(eval(this.settings('Back Opacity')));
|
|
}
|
|
return this._windowBackOpacity;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.loadWindowskin = function() {
|
|
this.windowskin = ImageManager.loadSystem(this.settings('Window Skin'));
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.activeQuest = function() {
|
|
return $dataQuests[$gameSystem.getActiveQuestId()];
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.refresh = function() {
|
|
this.contents.clear();
|
|
if (!this.activeQuest()) return;
|
|
this.drawQuestData();
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.textWidthEx = function(text) {
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.drawHorzLine = function(y) {
|
|
var lineY = y;
|
|
this.contents.paintOpacity = 128;
|
|
this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.normalColor());
|
|
this.contents.paintOpacity = 255;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.drawQuestData = function() {
|
|
this.resetFontSettings();
|
|
this.height = Graphics.boxHeight;
|
|
this._windowHeight = this.height;
|
|
this.createContents();
|
|
this.drawQuestDataName();
|
|
this.drawHorzLine(this.lineHeight());
|
|
this.drawQuestDataObjectives();
|
|
this.height = this._allTextHeight + this.lineHeight() +
|
|
this.standardPadding() * 2;
|
|
this._windowHeight = this.height;
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.drawQuestDataName = function() {
|
|
var text = this.activeQuest().name;
|
|
var ww = this.textWidthEx(text);
|
|
var wx = (this.contents.width - ww) / 2;
|
|
this.drawTextEx(text, wx, 0);
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.drawQuestDataObjectives = function() {
|
|
var text = this.wordWrap() ? '<WordWrap>' : '';
|
|
var questId = this.activeQuest().id;
|
|
var lineData = this.activeQuest().objectives;
|
|
var objectives = $gameSystem.getQuestObjectives(questId);
|
|
var length = objectives.length;
|
|
var first = false;
|
|
for (var i = 0; i < length; ++i) {
|
|
var objId = objectives[i];
|
|
var key = $gameSystem.getQuestObjectiveStatus(questId, objId);
|
|
var status = $gameSystem.getQuestObjectiveStatus(questId, objId)
|
|
if (status !== 'Uncleared Objective') continue;
|
|
if (first) text += this.wordWrap() ? '<br>' : '\n';
|
|
first = true;
|
|
var fmt = Yanfly.Param.QuestDataWindow[key];
|
|
text += fmt.format(JSON.parse(lineData[objId]));
|
|
}
|
|
this.drawQuestTextEx(text, 0, this.lineHeight());
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.drawQuestTextEx = function(text, x, y) {
|
|
if (text) {
|
|
var textState = { index: 0, x: x, y: y, left: x };
|
|
textState.text = this.convertEscapeCharacters(text);
|
|
textState.height = this.calcTextHeight(textState, false);
|
|
this.resetFontSettings();
|
|
while (textState.index < textState.text.length) {
|
|
this.processCharacter(textState);
|
|
}
|
|
this._allTextHeight = textState.y - y + this.lineHeight();
|
|
return textState.x - x;
|
|
} else {
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.update = function() {
|
|
this.updateRefresh();
|
|
Window_Base.prototype.update.call(this);
|
|
this.updateVisible();
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.updateRefresh = function() {
|
|
if (this._requestRefresh) {
|
|
this.refresh()
|
|
this._requestRefresh = false;
|
|
}
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.updateVisible = function() {
|
|
var visible = this.isWindowVisible();
|
|
if (visible && this._visibleCounter <= 0) {
|
|
this.visible = true;
|
|
} else if (visible) {
|
|
this._visibleCounter -= 1;
|
|
this.visible = false;
|
|
} else {
|
|
this._visibleCounter = 10;
|
|
this.visible = false;
|
|
}
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.isWindowVisible = function() {
|
|
if (!ConfigManager.mapQuestWindow) return false;
|
|
if (!this.activeQuest()) return false;
|
|
if ($gameMessage.isBusy()) return false;
|
|
if (SceneManager.isSceneChanging()) return false;
|
|
return $gameSystem.isShowMapQuestWindow();
|
|
};
|
|
|
|
Window_MapActiveQuest.prototype.requestRefresh = function(value) {
|
|
this._requestRefresh = value;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Scene_Map
|
|
//=============================================================================
|
|
|
|
Yanfly.AMQW.Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows;
|
|
Scene_Map.prototype.createAllWindows = function() {
|
|
Yanfly.AMQW.Scene_Map_createAllWindows.call(this);
|
|
this.createMapQuestWindow();
|
|
};
|
|
|
|
Scene_Map.prototype.createMapQuestWindow = function() {
|
|
this._activeQuestWindow = new Window_MapActiveQuest();
|
|
this.addWindow(this._activeQuestWindow);
|
|
};
|
|
|
|
Scene_Map.prototype.refreshActiveQuestWindow = function() {
|
|
if (this._activeQuestWindow) this._activeQuestWindow.requestRefresh(true);
|
|
};
|
|
|
|
//=============================================================================
|
|
// Scene_Quest
|
|
//=============================================================================
|
|
|
|
Yanfly.AMQW.Scene_Quest_createListWindow =
|
|
Scene_Quest.prototype.createListWindow;
|
|
Scene_Quest.prototype.createListWindow = function() {
|
|
Yanfly.AMQW.Scene_Quest_createListWindow.call(this);
|
|
this._listWindow.setHandler('setActive', this.onListSetActive.bind(this));
|
|
this._listWindow.setHandler('clearActive', this.onListClearActive.bind(this));
|
|
};
|
|
|
|
Yanfly.AMQW.Scene_Quest_isQuestExtraCommand =
|
|
Scene_Quest.prototype.isQuestExtraCommand;
|
|
Scene_Quest.prototype.isQuestExtraCommand = function() {
|
|
return true;
|
|
};
|
|
|
|
Scene_Quest.prototype.onListSetActive = function() {
|
|
this._listWindow.activate();
|
|
$gameSystem.setActiveQuestId(this._listWindow.currentExt());
|
|
this._listWindow.refresh();
|
|
};
|
|
|
|
Scene_Quest.prototype.onListClearActive = function() {
|
|
this._listWindow.activate();
|
|
$gameSystem.setActiveQuestId(0);
|
|
this._listWindow.refresh();
|
|
};
|
|
|
|
//=============================================================================
|
|
// End of Main Functions
|
|
//=============================================================================
|
|
} else {
|
|
|
|
var text = '';
|
|
text += 'You are getting this error because you are trying to run ';
|
|
text += 'YEP_X_MapQuestWindow without YEP_QuestJournal. Please visit Yanfly.moe ';
|
|
text += 'and install YEP_QuestJournal in your game project before you can use ';
|
|
text += 'this plugin.';
|
|
console.log(text);
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
}
|
|
//=============================================================================
|
|
// End of File
|
|
//=============================================================================
|