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ycrpg/js/rpg_scenes.js

2687 lines
77 KiB
JavaScript

//=============================================================================
// rpg_scenes.js v1.6.2
//=============================================================================
//=============================================================================
/**
* The Superclass of all scene within the game.
*
* @class Scene_Base
* @constructor
* @extends Stage
*/
function Scene_Base() {
this.initialize.apply(this, arguments);
}
Scene_Base.prototype = Object.create(Stage.prototype);
Scene_Base.prototype.constructor = Scene_Base;
/**
* Create a instance of Scene_Base.
*
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.initialize = function () {
Stage.prototype.initialize.call(this);
this._active = false;
this._fadeSign = 0;
this._fadeDuration = 0;
this._fadeSprite = null;
this._imageReservationId = Utils.generateRuntimeId();
};
/**
* Attach a reservation to the reserve queue.
*
* @method attachReservation
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.attachReservation = function () {
ImageManager.setDefaultReservationId(this._imageReservationId);
};
/**
* Remove the reservation from the Reserve queue.
*
* @method detachReservation
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.detachReservation = function () {
ImageManager.releaseReservation(this._imageReservationId);
};
/**
* Create the components and add them to the rendering process.
*
* @method create
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.create = function () {};
/**
* Returns whether the scene is active or not.
*
* @method isActive
* @instance
* @memberof Scene_Base
* @return {Boolean} return true if the scene is active
*/
Scene_Base.prototype.isActive = function () {
return this._active;
};
/**
* Return whether the scene is ready to start or not.
*
* @method isReady
* @instance
* @memberof Scene_Base
* @return {Boolean} Return true if the scene is ready to start
*/
Scene_Base.prototype.isReady = function () {
return ImageManager.isReady();
};
/**
* Start the scene processing.
*
* @method start
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.start = function () {
this._active = true;
};
/**
* Update the scene processing each new frame.
*
* @method update
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.update = function () {
this.updateFade();
this.updateChildren();
};
/**
* Stop the scene processing.
*
* @method stop
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.stop = function () {
this._active = false;
};
/**
* Return whether the scene is busy or not.
*
* @method isBusy
* @instance
* @memberof Scene_Base
* @return {Boolean} Return true if the scene is currently busy
*/
Scene_Base.prototype.isBusy = function () {
return this._fadeDuration > 0;
};
/**
* Terminate the scene before switching to a another scene.
*
* @method terminate
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.terminate = function () {};
/**
* Create the layer for the windows children
* and add it to the rendering process.
*
* @method createWindowLayer
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.createWindowLayer = function () {
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var x = (Graphics.width - width) / 2;
var y = (Graphics.height - height) / 2;
this._windowLayer = new WindowLayer();
this._windowLayer.move(x, y, width, height);
this.addChild(this._windowLayer);
};
/**
* Add the children window to the windowLayer processing.
*
* @method addWindow
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.addWindow = function (window) {
this._windowLayer.addChild(window);
};
/**
* Request a fadeIn screen process.
*
* @method startFadeIn
* @param {Number} [duration=30] The time the process will take for fadeIn the screen
* @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black
*
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.startFadeIn = function (duration, white) {
this.createFadeSprite(white);
this._fadeSign = 1;
this._fadeDuration = duration || 30;
this._fadeSprite.opacity = 255;
};
/**
* Request a fadeOut screen process.
*
* @method startFadeOut
* @param {Number} [duration=30] The time the process will take for fadeOut the screen
* @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black
*
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.startFadeOut = function (duration, white) {
this.createFadeSprite(white);
this._fadeSign = -1;
this._fadeDuration = duration || 30;
this._fadeSprite.opacity = 0;
};
/**
* Create a Screen sprite for the fadein and fadeOut purpose and
* add it to the rendering process.
*
* @method createFadeSprite
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.createFadeSprite = function (white) {
if (!this._fadeSprite) {
this._fadeSprite = new ScreenSprite();
this.addChild(this._fadeSprite);
}
if (white) {
this._fadeSprite.setWhite();
} else {
this._fadeSprite.setBlack();
}
};
/**
* Update the screen fade processing.
*
* @method updateFade
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.updateFade = function () {
if (this._fadeDuration > 0) {
var d = this._fadeDuration;
if (this._fadeSign > 0) {
this._fadeSprite.opacity -= this._fadeSprite.opacity / d;
} else {
this._fadeSprite.opacity += (255 - this._fadeSprite.opacity) / d;
}
this._fadeDuration--;
}
};
/**
* Update the children of the scene EACH frame.
*
* @method updateChildren
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.updateChildren = function () {
this.children.forEach(function (child) {
if (child.update) {
child.update();
}
});
};
/**
* Pop the scene from the stack array and switch to the
* previous scene.
*
* @method popScene
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.popScene = function () {
SceneManager.pop();
};
/**
* Check whether the game should be triggering a gameover.
*
* @method checkGameover
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.checkGameover = function () {
if ($gameParty.isAllDead()) {
SceneManager.goto(Scene_Gameover);
}
};
/**
* Slowly fade out all the visual and audio of the scene.
*
* @method fadeOutAll
* @instance
* @memberof Scene_Base
*/
Scene_Base.prototype.fadeOutAll = function () {
var time = this.slowFadeSpeed() / 60;
AudioManager.fadeOutBgm(time);
AudioManager.fadeOutBgs(time);
AudioManager.fadeOutMe(time);
this.startFadeOut(this.slowFadeSpeed());
};
/**
* Return the screen fade speed value.
*
* @method fadeSpeed
* @instance
* @memberof Scene_Base
* @return {Number} Return the fade speed
*/
Scene_Base.prototype.fadeSpeed = function () {
return 24;
};
/**
* Return a slow screen fade speed value.
*
* @method slowFadeSpeed
* @instance
* @memberof Scene_Base
* @return {Number} Return the fade speed
*/
Scene_Base.prototype.slowFadeSpeed = function () {
return this.fadeSpeed() * 2;
};
//-----------------------------------------------------------------------------
// Scene_Boot
//
// The scene class for initializing the entire game.
function Scene_Boot() {
this.initialize.apply(this, arguments);
}
Scene_Boot.prototype = Object.create(Scene_Base.prototype);
Scene_Boot.prototype.constructor = Scene_Boot;
Scene_Boot.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
this._startDate = Date.now();
};
Scene_Boot.prototype.create = function () {
Scene_Base.prototype.create.call(this);
DataManager.loadDatabase();
ConfigManager.load();
this.loadSystemWindowImage();
};
Scene_Boot.prototype.loadSystemWindowImage = function () {
ImageManager.reserveSystem("Window");
};
Scene_Boot.loadSystemImages = function () {
ImageManager.reserveSystem("IconSet");
ImageManager.reserveSystem("Balloon");
ImageManager.reserveSystem("Shadow1");
ImageManager.reserveSystem("Shadow2");
ImageManager.reserveSystem("Damage");
ImageManager.reserveSystem("States");
ImageManager.reserveSystem("Weapons1");
ImageManager.reserveSystem("Weapons2");
ImageManager.reserveSystem("Weapons3");
ImageManager.reserveSystem("ButtonSet");
};
Scene_Boot.prototype.isReady = function () {
if (Scene_Base.prototype.isReady.call(this)) {
return DataManager.isDatabaseLoaded() && this.isGameFontLoaded();
} else {
return false;
}
};
Scene_Boot.prototype.isGameFontLoaded = function () {
if (Graphics.isFontLoaded("GameFont")) {
return true;
} else if (!Graphics.canUseCssFontLoading()) {
var elapsed = Date.now() - this._startDate;
if (elapsed >= 60000) {
throw new Error("Failed to load GameFont");
}
}
};
Scene_Boot.prototype.start = function () {
Scene_Base.prototype.start.call(this);
SoundManager.preloadImportantSounds();
if (DataManager.isBattleTest()) {
DataManager.setupBattleTest();
SceneManager.goto(Scene_Battle);
} else if (DataManager.isEventTest()) {
DataManager.setupEventTest();
SceneManager.goto(Scene_Map);
} else {
this.checkPlayerLocation();
DataManager.setupNewGame();
SceneManager.goto(Scene_Title);
Window_TitleCommand.initCommandPosition();
}
this.updateDocumentTitle();
};
Scene_Boot.prototype.updateDocumentTitle = function () {
document.title = $dataSystem.gameTitle;
};
Scene_Boot.prototype.checkPlayerLocation = function () {
if ($dataSystem.startMapId === 0) {
throw new Error("Player's starting position is not set");
}
};
//-----------------------------------------------------------------------------
// Scene_Title
//
// The scene class of the title screen.
function Scene_Title() {
this.initialize.apply(this, arguments);
}
Scene_Title.prototype = Object.create(Scene_Base.prototype);
Scene_Title.prototype.constructor = Scene_Title;
Scene_Title.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
};
Scene_Title.prototype.create = function () {
Scene_Base.prototype.create.call(this);
this.createBackground();
this.createForeground();
this.createWindowLayer();
this.createCommandWindow();
};
Scene_Title.prototype.start = function () {
Scene_Base.prototype.start.call(this);
SceneManager.clearStack();
this.centerSprite(this._backSprite1);
this.centerSprite(this._backSprite2);
this.playTitleMusic();
this.startFadeIn(this.fadeSpeed(), false);
};
Scene_Title.prototype.update = function () {
if (!this.isBusy()) {
this._commandWindow.open();
}
Scene_Base.prototype.update.call(this);
};
Scene_Title.prototype.isBusy = function () {
return this._commandWindow.isClosing() || Scene_Base.prototype.isBusy.call(this);
};
Scene_Title.prototype.terminate = function () {
Scene_Base.prototype.terminate.call(this);
SceneManager.snapForBackground();
};
Scene_Title.prototype.createBackground = function () {
this._backSprite1 = new Sprite(ImageManager.loadTitle1($dataSystem.title1Name));
this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name));
this.addChild(this._backSprite1);
this.addChild(this._backSprite2);
};
Scene_Title.prototype.createForeground = function () {
this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height));
this.addChild(this._gameTitleSprite);
if ($dataSystem.optDrawTitle) {
this.drawGameTitle();
}
};
Scene_Title.prototype.drawGameTitle = function () {
var x = 20;
var y = Graphics.height / 4;
var maxWidth = Graphics.width - x * 2;
var text = $dataSystem.gameTitle;
this._gameTitleSprite.bitmap.outlineColor = "black";
this._gameTitleSprite.bitmap.outlineWidth = 8;
this._gameTitleSprite.bitmap.fontSize = 72;
this._gameTitleSprite.bitmap.drawText(text, x, y, maxWidth, 48, "center");
};
Scene_Title.prototype.centerSprite = function (sprite) {
sprite.x = Graphics.width / 2;
sprite.y = Graphics.height / 2;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
};
Scene_Title.prototype.createCommandWindow = function () {
this._commandWindow = new Window_TitleCommand();
this._commandWindow.setHandler("newGame", this.commandNewGame.bind(this));
this._commandWindow.setHandler("continue", this.commandContinue.bind(this));
this._commandWindow.setHandler("options", this.commandOptions.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Title.prototype.commandNewGame = function () {
DataManager.setupNewGame();
this._commandWindow.close();
this.fadeOutAll();
SceneManager.goto(Scene_Map);
};
Scene_Title.prototype.commandContinue = function () {
this._commandWindow.close();
SceneManager.push(Scene_Load);
};
Scene_Title.prototype.commandOptions = function () {
this._commandWindow.close();
SceneManager.push(Scene_Options);
};
Scene_Title.prototype.playTitleMusic = function () {
AudioManager.playBgm($dataSystem.titleBgm);
AudioManager.stopBgs();
AudioManager.stopMe();
};
//-----------------------------------------------------------------------------
// Scene_Map
//
// The scene class of the map screen.
function Scene_Map() {
this.initialize.apply(this, arguments);
}
Scene_Map.prototype = Object.create(Scene_Base.prototype);
Scene_Map.prototype.constructor = Scene_Map;
Scene_Map.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
this._waitCount = 0;
this._encounterEffectDuration = 0;
this._mapLoaded = false;
this._touchCount = 0;
};
Scene_Map.prototype.create = function () {
Scene_Base.prototype.create.call(this);
this._transfer = $gamePlayer.isTransferring();
var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId();
DataManager.loadMapData(mapId);
};
Scene_Map.prototype.isReady = function () {
if (!this._mapLoaded && DataManager.isMapLoaded()) {
this.onMapLoaded();
this._mapLoaded = true;
}
return this._mapLoaded && Scene_Base.prototype.isReady.call(this);
};
Scene_Map.prototype.onMapLoaded = function () {
if (this._transfer) {
$gamePlayer.performTransfer();
}
this.createDisplayObjects();
};
Scene_Map.prototype.start = function () {
Scene_Base.prototype.start.call(this);
SceneManager.clearStack();
if (this._transfer) {
this.fadeInForTransfer();
this._mapNameWindow.open();
$gameMap.autoplay();
} else if (this.needsFadeIn()) {
this.startFadeIn(this.fadeSpeed(), false);
}
this.menuCalling = false;
};
Scene_Map.prototype.update = function () {
this.updateDestination();
this.updateMainMultiply();
if (this.isSceneChangeOk()) {
this.updateScene();
} else if (SceneManager.isNextScene(Scene_Battle)) {
this.updateEncounterEffect();
}
this.updateWaitCount();
Scene_Base.prototype.update.call(this);
};
Scene_Map.prototype.updateMainMultiply = function () {
this.updateMain();
if (this.isFastForward()) {
this.updateMain();
}
};
Scene_Map.prototype.updateMain = function () {
var active = this.isActive();
$gameMap.update(active);
$gamePlayer.update(active);
$gameTimer.update(active);
$gameScreen.update();
};
Scene_Map.prototype.isFastForward = function () {
return (
$gameMap.isEventRunning() &&
!SceneManager.isSceneChanging() &&
(Input.isLongPressed("ok") || TouchInput.isLongPressed())
);
};
Scene_Map.prototype.stop = function () {
Scene_Base.prototype.stop.call(this);
$gamePlayer.straighten();
this._mapNameWindow.close();
if (this.needsSlowFadeOut()) {
this.startFadeOut(this.slowFadeSpeed(), false);
} else if (SceneManager.isNextScene(Scene_Map)) {
this.fadeOutForTransfer();
} else if (SceneManager.isNextScene(Scene_Battle)) {
this.launchBattle();
}
};
Scene_Map.prototype.isBusy = function () {
return (
(this._messageWindow && this._messageWindow.isClosing()) ||
this._waitCount > 0 ||
this._encounterEffectDuration > 0 ||
Scene_Base.prototype.isBusy.call(this)
);
};
Scene_Map.prototype.terminate = function () {
Scene_Base.prototype.terminate.call(this);
if (!SceneManager.isNextScene(Scene_Battle)) {
this._spriteset.update();
this._mapNameWindow.hide();
SceneManager.snapForBackground();
} else {
ImageManager.clearRequest();
}
if (SceneManager.isNextScene(Scene_Map)) {
ImageManager.clearRequest();
}
$gameScreen.clearZoom();
this.removeChild(this._fadeSprite);
this.removeChild(this._mapNameWindow);
this.removeChild(this._windowLayer);
this.removeChild(this._spriteset);
};
Scene_Map.prototype.needsFadeIn = function () {
return SceneManager.isPreviousScene(Scene_Battle) || SceneManager.isPreviousScene(Scene_Load);
};
Scene_Map.prototype.needsSlowFadeOut = function () {
return SceneManager.isNextScene(Scene_Title) || SceneManager.isNextScene(Scene_Gameover);
};
Scene_Map.prototype.updateWaitCount = function () {
if (this._waitCount > 0) {
this._waitCount--;
return true;
}
return false;
};
Scene_Map.prototype.updateDestination = function () {
if (this.isMapTouchOk()) {
this.processMapTouch();
} else {
$gameTemp.clearDestination();
this._touchCount = 0;
}
};
Scene_Map.prototype.isMapTouchOk = function () {
return this.isActive() && $gamePlayer.canMove();
};
Scene_Map.prototype.processMapTouch = function () {
if (TouchInput.isTriggered() || this._touchCount > 0) {
if (TouchInput.isPressed()) {
if (this._touchCount === 0 || this._touchCount >= 15) {
var x = $gameMap.canvasToMapX(TouchInput.x);
var y = $gameMap.canvasToMapY(TouchInput.y);
$gameTemp.setDestination(x, y);
}
this._touchCount++;
} else {
this._touchCount = 0;
}
}
};
Scene_Map.prototype.isSceneChangeOk = function () {
return this.isActive() && !$gameMessage.isBusy();
};
Scene_Map.prototype.updateScene = function () {
this.checkGameover();
if (!SceneManager.isSceneChanging()) {
this.updateTransferPlayer();
}
if (!SceneManager.isSceneChanging()) {
this.updateEncounter();
}
if (!SceneManager.isSceneChanging()) {
this.updateCallMenu();
}
if (!SceneManager.isSceneChanging()) {
this.updateCallDebug();
}
};
Scene_Map.prototype.createDisplayObjects = function () {
this.createSpriteset();
this.createMapNameWindow();
this.createWindowLayer();
this.createAllWindows();
};
Scene_Map.prototype.createSpriteset = function () {
this._spriteset = new Spriteset_Map();
this.addChild(this._spriteset);
};
Scene_Map.prototype.createAllWindows = function () {
this.createMessageWindow();
this.createScrollTextWindow();
};
Scene_Map.prototype.createMapNameWindow = function () {
this._mapNameWindow = new Window_MapName();
this.addChild(this._mapNameWindow);
};
Scene_Map.prototype.createMessageWindow = function () {
this._messageWindow = new Window_Message();
this.addWindow(this._messageWindow);
this._messageWindow.subWindows().forEach(function (window) {
this.addWindow(window);
}, this);
};
Scene_Map.prototype.createScrollTextWindow = function () {
this._scrollTextWindow = new Window_ScrollText();
this.addWindow(this._scrollTextWindow);
};
Scene_Map.prototype.updateTransferPlayer = function () {
if ($gamePlayer.isTransferring()) {
SceneManager.goto(Scene_Map);
}
};
Scene_Map.prototype.updateEncounter = function () {
if ($gamePlayer.executeEncounter()) {
SceneManager.push(Scene_Battle);
}
};
Scene_Map.prototype.updateCallMenu = function () {
if (this.isMenuEnabled()) {
if (this.isMenuCalled()) {
this.menuCalling = true;
}
if (this.menuCalling && !$gamePlayer.isMoving()) {
this.callMenu();
}
} else {
this.menuCalling = false;
}
};
Scene_Map.prototype.isMenuEnabled = function () {
return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning();
};
Scene_Map.prototype.isMenuCalled = function () {
return Input.isTriggered("menu") || TouchInput.isCancelled();
};
Scene_Map.prototype.callMenu = function () {
SoundManager.playOk();
SceneManager.push(Scene_Menu);
Window_MenuCommand.initCommandPosition();
$gameTemp.clearDestination();
this._mapNameWindow.hide();
this._waitCount = 2;
};
Scene_Map.prototype.updateCallDebug = function () {
if (this.isDebugCalled()) {
SceneManager.push(Scene_Debug);
}
};
Scene_Map.prototype.isDebugCalled = function () {
return Input.isTriggered("debug") && $gameTemp.isPlaytest();
};
Scene_Map.prototype.fadeInForTransfer = function () {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0:
case 1:
this.startFadeIn(this.fadeSpeed(), fadeType === 1);
break;
}
};
Scene_Map.prototype.fadeOutForTransfer = function () {
var fadeType = $gamePlayer.fadeType();
switch (fadeType) {
case 0:
case 1:
this.startFadeOut(this.fadeSpeed(), fadeType === 1);
break;
}
};
Scene_Map.prototype.launchBattle = function () {
BattleManager.saveBgmAndBgs();
this.stopAudioOnBattleStart();
SoundManager.playBattleStart();
this.startEncounterEffect();
this._mapNameWindow.hide();
};
Scene_Map.prototype.stopAudioOnBattleStart = function () {
if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) {
AudioManager.stopBgm();
}
AudioManager.stopBgs();
AudioManager.stopMe();
AudioManager.stopSe();
};
Scene_Map.prototype.startEncounterEffect = function () {
this._spriteset.hideCharacters();
this._encounterEffectDuration = this.encounterEffectSpeed();
};
Scene_Map.prototype.updateEncounterEffect = function () {
if (this._encounterEffectDuration > 0) {
this._encounterEffectDuration--;
var speed = this.encounterEffectSpeed();
var n = speed - this._encounterEffectDuration;
var p = n / speed;
var q = ((p - 1) * 20 * p + 5) * p + 1;
var zoomX = $gamePlayer.screenX();
var zoomY = $gamePlayer.screenY() - 24;
if (n === 2) {
$gameScreen.setZoom(zoomX, zoomY, 1);
this.snapForBattleBackground();
this.startFlashForEncounter(speed / 2);
}
$gameScreen.setZoom(zoomX, zoomY, q);
if (n === Math.floor(speed / 6)) {
this.startFlashForEncounter(speed / 2);
}
if (n === Math.floor(speed / 2)) {
BattleManager.playBattleBgm();
this.startFadeOut(this.fadeSpeed());
}
}
};
Scene_Map.prototype.snapForBattleBackground = function () {
this._windowLayer.visible = false;
SceneManager.snapForBackground();
this._windowLayer.visible = true;
};
Scene_Map.prototype.startFlashForEncounter = function (duration) {
var color = [255, 255, 255, 255];
$gameScreen.startFlash(color, duration);
};
Scene_Map.prototype.encounterEffectSpeed = function () {
return 60;
};
//-----------------------------------------------------------------------------
// Scene_MenuBase
//
// The superclass of all the menu-type scenes.
function Scene_MenuBase() {
this.initialize.apply(this, arguments);
}
Scene_MenuBase.prototype = Object.create(Scene_Base.prototype);
Scene_MenuBase.prototype.constructor = Scene_MenuBase;
Scene_MenuBase.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
};
Scene_MenuBase.prototype.create = function () {
Scene_Base.prototype.create.call(this);
this.createBackground();
this.updateActor();
this.createWindowLayer();
};
Scene_MenuBase.prototype.actor = function () {
return this._actor;
};
Scene_MenuBase.prototype.updateActor = function () {
this._actor = $gameParty.menuActor();
};
Scene_MenuBase.prototype.createBackground = function () {
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap = SceneManager.backgroundBitmap();
this.addChild(this._backgroundSprite);
};
Scene_MenuBase.prototype.setBackgroundOpacity = function (opacity) {
this._backgroundSprite.opacity = opacity;
};
Scene_MenuBase.prototype.createHelpWindow = function () {
this._helpWindow = new Window_Help();
this.addWindow(this._helpWindow);
};
Scene_MenuBase.prototype.nextActor = function () {
$gameParty.makeMenuActorNext();
this.updateActor();
this.onActorChange();
};
Scene_MenuBase.prototype.previousActor = function () {
$gameParty.makeMenuActorPrevious();
this.updateActor();
this.onActorChange();
};
Scene_MenuBase.prototype.onActorChange = function () {};
//-----------------------------------------------------------------------------
// Scene_Menu
//
// The scene class of the menu screen.
function Scene_Menu() {
this.initialize.apply(this, arguments);
}
Scene_Menu.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Menu.prototype.constructor = Scene_Menu;
Scene_Menu.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Menu.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
this.createGoldWindow();
this.createStatusWindow();
};
Scene_Menu.prototype.start = function () {
Scene_MenuBase.prototype.start.call(this);
this._statusWindow.refresh();
};
Scene_Menu.prototype.createCommandWindow = function () {
this._commandWindow = new Window_MenuCommand(0, 0);
this._commandWindow.setHandler("item", this.commandItem.bind(this));
this._commandWindow.setHandler("skill", this.commandPersonal.bind(this));
this._commandWindow.setHandler("equip", this.commandPersonal.bind(this));
this._commandWindow.setHandler("status", this.commandPersonal.bind(this));
this._commandWindow.setHandler("formation", this.commandFormation.bind(this));
this._commandWindow.setHandler("options", this.commandOptions.bind(this));
this._commandWindow.setHandler("save", this.commandSave.bind(this));
this._commandWindow.setHandler("gameEnd", this.commandGameEnd.bind(this));
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Menu.prototype.createGoldWindow = function () {
this._goldWindow = new Window_Gold(0, 0);
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height;
this.addWindow(this._goldWindow);
};
Scene_Menu.prototype.createStatusWindow = function () {
this._statusWindow = new Window_MenuStatus(this._commandWindow.width, 0);
this._statusWindow.reserveFaceImages();
this.addWindow(this._statusWindow);
};
Scene_Menu.prototype.commandItem = function () {
SceneManager.push(Scene_Item);
};
Scene_Menu.prototype.commandPersonal = function () {
this._statusWindow.setFormationMode(false);
this._statusWindow.selectLast();
this._statusWindow.activate();
this._statusWindow.setHandler("ok", this.onPersonalOk.bind(this));
this._statusWindow.setHandler("cancel", this.onPersonalCancel.bind(this));
};
Scene_Menu.prototype.commandFormation = function () {
this._statusWindow.setFormationMode(true);
this._statusWindow.selectLast();
this._statusWindow.activate();
this._statusWindow.setHandler("ok", this.onFormationOk.bind(this));
this._statusWindow.setHandler("cancel", this.onFormationCancel.bind(this));
};
Scene_Menu.prototype.commandOptions = function () {
SceneManager.push(Scene_Options);
};
Scene_Menu.prototype.commandSave = function () {
SceneManager.push(Scene_Save);
};
Scene_Menu.prototype.commandGameEnd = function () {
SceneManager.push(Scene_GameEnd);
};
Scene_Menu.prototype.onPersonalOk = function () {
switch (this._commandWindow.currentSymbol()) {
case "skill":
SceneManager.push(Scene_Skill);
break;
case "equip":
SceneManager.push(Scene_Equip);
break;
case "status":
SceneManager.push(Scene_Status);
break;
}
};
Scene_Menu.prototype.onPersonalCancel = function () {
this._statusWindow.deselect();
this._commandWindow.activate();
};
Scene_Menu.prototype.onFormationOk = function () {
var index = this._statusWindow.index();
var actor = $gameParty.members()[index];
var pendingIndex = this._statusWindow.pendingIndex();
if (pendingIndex >= 0) {
$gameParty.swapOrder(index, pendingIndex);
this._statusWindow.setPendingIndex(-1);
this._statusWindow.redrawItem(index);
} else {
this._statusWindow.setPendingIndex(index);
}
this._statusWindow.activate();
};
Scene_Menu.prototype.onFormationCancel = function () {
if (this._statusWindow.pendingIndex() >= 0) {
this._statusWindow.setPendingIndex(-1);
this._statusWindow.activate();
} else {
this._statusWindow.deselect();
this._commandWindow.activate();
}
};
//-----------------------------------------------------------------------------
// Scene_ItemBase
//
// The superclass of Scene_Item and Scene_Skill.
function Scene_ItemBase() {
this.initialize.apply(this, arguments);
}
Scene_ItemBase.prototype = Object.create(Scene_MenuBase.prototype);
Scene_ItemBase.prototype.constructor = Scene_ItemBase;
Scene_ItemBase.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_ItemBase.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
};
Scene_ItemBase.prototype.createActorWindow = function () {
this._actorWindow = new Window_MenuActor();
this._actorWindow.setHandler("ok", this.onActorOk.bind(this));
this._actorWindow.setHandler("cancel", this.onActorCancel.bind(this));
this.addWindow(this._actorWindow);
};
Scene_ItemBase.prototype.item = function () {
return this._itemWindow.item();
};
Scene_ItemBase.prototype.user = function () {
return null;
};
Scene_ItemBase.prototype.isCursorLeft = function () {
return this._itemWindow.index() % 2 === 0;
};
Scene_ItemBase.prototype.showSubWindow = function (window) {
window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
window.show();
window.activate();
};
Scene_ItemBase.prototype.hideSubWindow = function (window) {
window.hide();
window.deactivate();
this.activateItemWindow();
};
Scene_ItemBase.prototype.onActorOk = function () {
if (this.canUse()) {
this.useItem();
} else {
SoundManager.playBuzzer();
}
};
Scene_ItemBase.prototype.onActorCancel = function () {
this.hideSubWindow(this._actorWindow);
};
Scene_ItemBase.prototype.determineItem = function () {
var action = new Game_Action(this.user());
var item = this.item();
action.setItemObject(item);
if (action.isForFriend()) {
this.showSubWindow(this._actorWindow);
this._actorWindow.selectForItem(this.item());
} else {
this.useItem();
this.activateItemWindow();
}
};
Scene_ItemBase.prototype.useItem = function () {
this.playSeForItem();
this.user().useItem(this.item());
this.applyItem();
this.checkCommonEvent();
this.checkGameover();
this._actorWindow.refresh();
};
Scene_ItemBase.prototype.activateItemWindow = function () {
this._itemWindow.refresh();
this._itemWindow.activate();
};
Scene_ItemBase.prototype.itemTargetActors = function () {
var action = new Game_Action(this.user());
action.setItemObject(this.item());
if (!action.isForFriend()) {
return [];
} else if (action.isForAll()) {
return $gameParty.members();
} else {
return [$gameParty.members()[this._actorWindow.index()]];
}
};
Scene_ItemBase.prototype.canUse = function () {
return this.user().canUse(this.item()) && this.isItemEffectsValid();
};
Scene_ItemBase.prototype.isItemEffectsValid = function () {
var action = new Game_Action(this.user());
action.setItemObject(this.item());
return this.itemTargetActors().some(function (target) {
return action.testApply(target);
}, this);
};
Scene_ItemBase.prototype.applyItem = function () {
var action = new Game_Action(this.user());
action.setItemObject(this.item());
this.itemTargetActors().forEach(function (target) {
for (var i = 0; i < action.numRepeats(); i++) {
action.apply(target);
}
}, this);
action.applyGlobal();
};
Scene_ItemBase.prototype.checkCommonEvent = function () {
if ($gameTemp.isCommonEventReserved()) {
SceneManager.goto(Scene_Map);
}
};
//-----------------------------------------------------------------------------
// Scene_Item
//
// The scene class of the item screen.
function Scene_Item() {
this.initialize.apply(this, arguments);
}
Scene_Item.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Item.prototype.constructor = Scene_Item;
Scene_Item.prototype.initialize = function () {
Scene_ItemBase.prototype.initialize.call(this);
};
Scene_Item.prototype.create = function () {
Scene_ItemBase.prototype.create.call(this);
this.createHelpWindow();
this.createCategoryWindow();
this.createItemWindow();
this.createActorWindow();
};
Scene_Item.prototype.createCategoryWindow = function () {
this._categoryWindow = new Window_ItemCategory();
this._categoryWindow.setHelpWindow(this._helpWindow);
this._categoryWindow.y = this._helpWindow.height;
this._categoryWindow.setHandler("ok", this.onCategoryOk.bind(this));
this._categoryWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Item.prototype.createItemWindow = function () {
var wy = this._categoryWindow.y + this._categoryWindow.height;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
this._categoryWindow.setItemWindow(this._itemWindow);
};
Scene_Item.prototype.user = function () {
var members = $gameParty.movableMembers();
var bestActor = members[0];
var bestPha = 0;
for (var i = 0; i < members.length; i++) {
if (members[i].pha > bestPha) {
bestPha = members[i].pha;
bestActor = members[i];
}
}
return bestActor;
};
Scene_Item.prototype.onCategoryOk = function () {
this._itemWindow.activate();
this._itemWindow.selectLast();
};
Scene_Item.prototype.onItemOk = function () {
$gameParty.setLastItem(this.item());
this.determineItem();
};
Scene_Item.prototype.onItemCancel = function () {
this._itemWindow.deselect();
this._categoryWindow.activate();
};
Scene_Item.prototype.playSeForItem = function () {
SoundManager.playUseItem();
};
Scene_Item.prototype.useItem = function () {
Scene_ItemBase.prototype.useItem.call(this);
this._itemWindow.redrawCurrentItem();
};
//-----------------------------------------------------------------------------
// Scene_Skill
//
// The scene class of the skill screen.
function Scene_Skill() {
this.initialize.apply(this, arguments);
}
Scene_Skill.prototype = Object.create(Scene_ItemBase.prototype);
Scene_Skill.prototype.constructor = Scene_Skill;
Scene_Skill.prototype.initialize = function () {
Scene_ItemBase.prototype.initialize.call(this);
};
Scene_Skill.prototype.create = function () {
Scene_ItemBase.prototype.create.call(this);
this.createHelpWindow();
this.createSkillTypeWindow();
this.createStatusWindow();
this.createItemWindow();
this.createActorWindow();
};
Scene_Skill.prototype.start = function () {
Scene_ItemBase.prototype.start.call(this);
this.refreshActor();
};
Scene_Skill.prototype.createSkillTypeWindow = function () {
var wy = this._helpWindow.height;
this._skillTypeWindow = new Window_SkillType(0, wy);
this._skillTypeWindow.setHelpWindow(this._helpWindow);
this._skillTypeWindow.setHandler("skill", this.commandSkill.bind(this));
this._skillTypeWindow.setHandler("cancel", this.popScene.bind(this));
this._skillTypeWindow.setHandler("pagedown", this.nextActor.bind(this));
this._skillTypeWindow.setHandler("pageup", this.previousActor.bind(this));
this.addWindow(this._skillTypeWindow);
};
Scene_Skill.prototype.createStatusWindow = function () {
var wx = this._skillTypeWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - wx;
var wh = this._skillTypeWindow.height;
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
this._statusWindow.reserveFaceImages();
this.addWindow(this._statusWindow);
};
Scene_Skill.prototype.createItemWindow = function () {
var wx = 0;
var wy = this._statusWindow.y + this._statusWindow.height;
var ww = Graphics.boxWidth;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_SkillList(wx, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this._skillTypeWindow.setSkillWindow(this._itemWindow);
this.addWindow(this._itemWindow);
};
Scene_Skill.prototype.refreshActor = function () {
var actor = this.actor();
this._skillTypeWindow.setActor(actor);
this._statusWindow.setActor(actor);
this._itemWindow.setActor(actor);
};
Scene_Skill.prototype.user = function () {
return this.actor();
};
Scene_Skill.prototype.commandSkill = function () {
this._itemWindow.activate();
this._itemWindow.selectLast();
};
Scene_Skill.prototype.onItemOk = function () {
this.actor().setLastMenuSkill(this.item());
this.determineItem();
};
Scene_Skill.prototype.onItemCancel = function () {
this._itemWindow.deselect();
this._skillTypeWindow.activate();
};
Scene_Skill.prototype.playSeForItem = function () {
SoundManager.playUseSkill();
};
Scene_Skill.prototype.useItem = function () {
Scene_ItemBase.prototype.useItem.call(this);
this._statusWindow.refresh();
this._itemWindow.refresh();
};
Scene_Skill.prototype.onActorChange = function () {
this.refreshActor();
this._skillTypeWindow.activate();
};
//-----------------------------------------------------------------------------
// Scene_Equip
//
// The scene class of the equipment screen.
function Scene_Equip() {
this.initialize.apply(this, arguments);
}
Scene_Equip.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Equip.prototype.constructor = Scene_Equip;
Scene_Equip.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Equip.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createStatusWindow();
this.createCommandWindow();
this.createSlotWindow();
this.createItemWindow();
this.refreshActor();
};
Scene_Equip.prototype.createStatusWindow = function () {
this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height);
this.addWindow(this._statusWindow);
};
Scene_Equip.prototype.createCommandWindow = function () {
var wx = this._statusWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - this._statusWindow.width;
this._commandWindow = new Window_EquipCommand(wx, wy, ww);
this._commandWindow.setHelpWindow(this._helpWindow);
this._commandWindow.setHandler("equip", this.commandEquip.bind(this));
this._commandWindow.setHandler("optimize", this.commandOptimize.bind(this));
this._commandWindow.setHandler("clear", this.commandClear.bind(this));
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this._commandWindow.setHandler("pagedown", this.nextActor.bind(this));
this._commandWindow.setHandler("pageup", this.previousActor.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Equip.prototype.createSlotWindow = function () {
var wx = this._statusWindow.width;
var wy = this._commandWindow.y + this._commandWindow.height;
var ww = Graphics.boxWidth - this._statusWindow.width;
var wh = this._statusWindow.height - this._commandWindow.height;
this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh);
this._slotWindow.setHelpWindow(this._helpWindow);
this._slotWindow.setStatusWindow(this._statusWindow);
this._slotWindow.setHandler("ok", this.onSlotOk.bind(this));
this._slotWindow.setHandler("cancel", this.onSlotCancel.bind(this));
this.addWindow(this._slotWindow);
};
Scene_Equip.prototype.createItemWindow = function () {
var wx = 0;
var wy = this._statusWindow.y + this._statusWindow.height;
var ww = Graphics.boxWidth;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_EquipItem(wx, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setStatusWindow(this._statusWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this._slotWindow.setItemWindow(this._itemWindow);
this.addWindow(this._itemWindow);
};
Scene_Equip.prototype.refreshActor = function () {
var actor = this.actor();
this._statusWindow.setActor(actor);
this._slotWindow.setActor(actor);
this._itemWindow.setActor(actor);
};
Scene_Equip.prototype.commandEquip = function () {
this._slotWindow.activate();
this._slotWindow.select(0);
};
Scene_Equip.prototype.commandOptimize = function () {
SoundManager.playEquip();
this.actor().optimizeEquipments();
this._statusWindow.refresh();
this._slotWindow.refresh();
this._commandWindow.activate();
};
Scene_Equip.prototype.commandClear = function () {
SoundManager.playEquip();
this.actor().clearEquipments();
this._statusWindow.refresh();
this._slotWindow.refresh();
this._commandWindow.activate();
};
Scene_Equip.prototype.onSlotOk = function () {
this._itemWindow.activate();
this._itemWindow.select(0);
};
Scene_Equip.prototype.onSlotCancel = function () {
this._slotWindow.deselect();
this._commandWindow.activate();
};
Scene_Equip.prototype.onItemOk = function () {
SoundManager.playEquip();
this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item());
this._slotWindow.activate();
this._slotWindow.refresh();
this._itemWindow.deselect();
this._itemWindow.refresh();
this._statusWindow.refresh();
};
Scene_Equip.prototype.onItemCancel = function () {
this._slotWindow.activate();
this._itemWindow.deselect();
};
Scene_Equip.prototype.onActorChange = function () {
this.refreshActor();
this._commandWindow.activate();
};
//-----------------------------------------------------------------------------
// Scene_Status
//
// The scene class of the status screen.
function Scene_Status() {
this.initialize.apply(this, arguments);
}
Scene_Status.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Status.prototype.constructor = Scene_Status;
Scene_Status.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Status.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this._statusWindow = new Window_Status();
this._statusWindow.setHandler("cancel", this.popScene.bind(this));
this._statusWindow.setHandler("pagedown", this.nextActor.bind(this));
this._statusWindow.setHandler("pageup", this.previousActor.bind(this));
this._statusWindow.reserveFaceImages();
this.addWindow(this._statusWindow);
};
Scene_Status.prototype.start = function () {
Scene_MenuBase.prototype.start.call(this);
this.refreshActor();
};
Scene_Status.prototype.refreshActor = function () {
var actor = this.actor();
this._statusWindow.setActor(actor);
};
Scene_Status.prototype.onActorChange = function () {
this.refreshActor();
this._statusWindow.activate();
};
//-----------------------------------------------------------------------------
// Scene_Options
//
// The scene class of the options screen.
function Scene_Options() {
this.initialize.apply(this, arguments);
}
Scene_Options.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Options.prototype.constructor = Scene_Options;
Scene_Options.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Options.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createOptionsWindow();
};
Scene_Options.prototype.terminate = function () {
Scene_MenuBase.prototype.terminate.call(this);
ConfigManager.save();
};
Scene_Options.prototype.createOptionsWindow = function () {
this._optionsWindow = new Window_Options();
this._optionsWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._optionsWindow);
};
//-----------------------------------------------------------------------------
// Scene_File
//
// The superclass of Scene_Save and Scene_Load.
function Scene_File() {
this.initialize.apply(this, arguments);
}
Scene_File.prototype = Object.create(Scene_MenuBase.prototype);
Scene_File.prototype.constructor = Scene_File;
Scene_File.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_File.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
DataManager.loadAllSavefileImages();
this.createHelpWindow();
this.createListWindow();
};
Scene_File.prototype.start = function () {
Scene_MenuBase.prototype.start.call(this);
this._listWindow.refresh();
};
Scene_File.prototype.savefileId = function () {
return this._listWindow.index() + 1;
};
Scene_File.prototype.createHelpWindow = function () {
this._helpWindow = new Window_Help(1);
this._helpWindow.setText(this.helpWindowText());
this.addWindow(this._helpWindow);
};
Scene_File.prototype.createListWindow = function () {
var x = 0;
var y = this._helpWindow.height;
var width = Graphics.boxWidth;
var height = Graphics.boxHeight - y;
this._listWindow = new Window_SavefileList(x, y, width, height);
this._listWindow.setHandler("ok", this.onSavefileOk.bind(this));
this._listWindow.setHandler("cancel", this.popScene.bind(this));
this._listWindow.select(this.firstSavefileIndex());
this._listWindow.setTopRow(this.firstSavefileIndex() - 2);
this._listWindow.setMode(this.mode());
this._listWindow.refresh();
this.addWindow(this._listWindow);
};
Scene_File.prototype.mode = function () {
return null;
};
Scene_File.prototype.activateListWindow = function () {
this._listWindow.activate();
};
Scene_File.prototype.helpWindowText = function () {
return "";
};
Scene_File.prototype.firstSavefileIndex = function () {
return 0;
};
Scene_File.prototype.onSavefileOk = function () {};
//-----------------------------------------------------------------------------
// Scene_Save
//
// The scene class of the save screen.
function Scene_Save() {
this.initialize.apply(this, arguments);
}
Scene_Save.prototype = Object.create(Scene_File.prototype);
Scene_Save.prototype.constructor = Scene_Save;
Scene_Save.prototype.initialize = function () {
Scene_File.prototype.initialize.call(this);
};
Scene_Save.prototype.mode = function () {
return "save";
};
Scene_Save.prototype.helpWindowText = function () {
return TextManager.saveMessage;
};
Scene_Save.prototype.firstSavefileIndex = function () {
return DataManager.lastAccessedSavefileId() - 1;
};
Scene_Save.prototype.onSavefileOk = function () {
Scene_File.prototype.onSavefileOk.call(this);
$gameSystem.onBeforeSave();
if (DataManager.saveGame(this.savefileId())) {
this.onSaveSuccess();
} else {
this.onSaveFailure();
}
};
Scene_Save.prototype.onSaveSuccess = function () {
SoundManager.playSave();
StorageManager.cleanBackup(this.savefileId());
this.popScene();
};
Scene_Save.prototype.onSaveFailure = function () {
SoundManager.playBuzzer();
this.activateListWindow();
};
//-----------------------------------------------------------------------------
// Scene_Load
//
// The scene class of the load screen.
function Scene_Load() {
this.initialize.apply(this, arguments);
}
Scene_Load.prototype = Object.create(Scene_File.prototype);
Scene_Load.prototype.constructor = Scene_Load;
Scene_Load.prototype.initialize = function () {
Scene_File.prototype.initialize.call(this);
this._loadSuccess = false;
};
Scene_Load.prototype.terminate = function () {
Scene_File.prototype.terminate.call(this);
if (this._loadSuccess) {
$gameSystem.onAfterLoad();
}
};
Scene_Load.prototype.mode = function () {
return "load";
};
Scene_Load.prototype.helpWindowText = function () {
return TextManager.loadMessage;
};
Scene_Load.prototype.firstSavefileIndex = function () {
return DataManager.latestSavefileId() - 1;
};
Scene_Load.prototype.onSavefileOk = function () {
Scene_File.prototype.onSavefileOk.call(this);
if (DataManager.loadGame(this.savefileId())) {
this.onLoadSuccess();
} else {
this.onLoadFailure();
}
};
Scene_Load.prototype.onLoadSuccess = function () {
SoundManager.playLoad();
this.fadeOutAll();
this.reloadMapIfUpdated();
SceneManager.goto(Scene_Map);
this._loadSuccess = true;
};
Scene_Load.prototype.onLoadFailure = function () {
SoundManager.playBuzzer();
this.activateListWindow();
};
Scene_Load.prototype.reloadMapIfUpdated = function () {
if ($gameSystem.versionId() !== $dataSystem.versionId) {
$gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
$gamePlayer.requestMapReload();
}
};
//-----------------------------------------------------------------------------
// Scene_GameEnd
//
// The scene class of the game end screen.
function Scene_GameEnd() {
this.initialize.apply(this, arguments);
}
Scene_GameEnd.prototype = Object.create(Scene_MenuBase.prototype);
Scene_GameEnd.prototype.constructor = Scene_GameEnd;
Scene_GameEnd.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_GameEnd.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
};
Scene_GameEnd.prototype.stop = function () {
Scene_MenuBase.prototype.stop.call(this);
this._commandWindow.close();
};
Scene_GameEnd.prototype.createBackground = function () {
Scene_MenuBase.prototype.createBackground.call(this);
this.setBackgroundOpacity(128);
};
Scene_GameEnd.prototype.createCommandWindow = function () {
this._commandWindow = new Window_GameEnd();
this._commandWindow.setHandler("toTitle", this.commandToTitle.bind(this));
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._commandWindow);
};
Scene_GameEnd.prototype.commandToTitle = function () {
this.fadeOutAll();
SceneManager.goto(Scene_Title);
};
//-----------------------------------------------------------------------------
// Scene_Shop
//
// The scene class of the shop screen.
function Scene_Shop() {
this.initialize.apply(this, arguments);
}
Scene_Shop.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Shop.prototype.constructor = Scene_Shop;
Scene_Shop.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Shop.prototype.prepare = function (goods, purchaseOnly) {
this._goods = goods;
this._purchaseOnly = purchaseOnly;
this._item = null;
};
Scene_Shop.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createGoldWindow();
this.createCommandWindow();
this.createDummyWindow();
this.createNumberWindow();
this.createStatusWindow();
this.createBuyWindow();
this.createCategoryWindow();
this.createSellWindow();
};
Scene_Shop.prototype.createGoldWindow = function () {
this._goldWindow = new Window_Gold(0, this._helpWindow.height);
this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
this.addWindow(this._goldWindow);
};
Scene_Shop.prototype.createCommandWindow = function () {
this._commandWindow = new Window_ShopCommand(this._goldWindow.x, this._purchaseOnly);
this._commandWindow.y = this._helpWindow.height;
this._commandWindow.setHandler("buy", this.commandBuy.bind(this));
this._commandWindow.setHandler("sell", this.commandSell.bind(this));
this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Shop.prototype.createDummyWindow = function () {
var wy = this._commandWindow.y + this._commandWindow.height;
var wh = Graphics.boxHeight - wy;
this._dummyWindow = new Window_Base(0, wy, Graphics.boxWidth, wh);
this.addWindow(this._dummyWindow);
};
Scene_Shop.prototype.createNumberWindow = function () {
var wy = this._dummyWindow.y;
var wh = this._dummyWindow.height;
this._numberWindow = new Window_ShopNumber(0, wy, wh);
this._numberWindow.hide();
this._numberWindow.setHandler("ok", this.onNumberOk.bind(this));
this._numberWindow.setHandler("cancel", this.onNumberCancel.bind(this));
this.addWindow(this._numberWindow);
};
Scene_Shop.prototype.createStatusWindow = function () {
var wx = this._numberWindow.width;
var wy = this._dummyWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._dummyWindow.height;
this._statusWindow = new Window_ShopStatus(wx, wy, ww, wh);
this._statusWindow.hide();
this.addWindow(this._statusWindow);
};
Scene_Shop.prototype.createBuyWindow = function () {
var wy = this._dummyWindow.y;
var wh = this._dummyWindow.height;
this._buyWindow = new Window_ShopBuy(0, wy, wh, this._goods);
this._buyWindow.setHelpWindow(this._helpWindow);
this._buyWindow.setStatusWindow(this._statusWindow);
this._buyWindow.hide();
this._buyWindow.setHandler("ok", this.onBuyOk.bind(this));
this._buyWindow.setHandler("cancel", this.onBuyCancel.bind(this));
this.addWindow(this._buyWindow);
};
Scene_Shop.prototype.createCategoryWindow = function () {
this._categoryWindow = new Window_ItemCategory();
this._categoryWindow.setHelpWindow(this._helpWindow);
this._categoryWindow.y = this._dummyWindow.y;
this._categoryWindow.hide();
this._categoryWindow.deactivate();
this._categoryWindow.setHandler("ok", this.onCategoryOk.bind(this));
this._categoryWindow.setHandler("cancel", this.onCategoryCancel.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Shop.prototype.createSellWindow = function () {
var wy = this._categoryWindow.y + this._categoryWindow.height;
var wh = Graphics.boxHeight - wy;
this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh);
this._sellWindow.setHelpWindow(this._helpWindow);
this._sellWindow.hide();
this._sellWindow.setHandler("ok", this.onSellOk.bind(this));
this._sellWindow.setHandler("cancel", this.onSellCancel.bind(this));
this._categoryWindow.setItemWindow(this._sellWindow);
this.addWindow(this._sellWindow);
};
Scene_Shop.prototype.activateBuyWindow = function () {
this._buyWindow.setMoney(this.money());
this._buyWindow.show();
this._buyWindow.activate();
this._statusWindow.show();
};
Scene_Shop.prototype.activateSellWindow = function () {
this._categoryWindow.show();
this._sellWindow.refresh();
this._sellWindow.show();
this._sellWindow.activate();
this._statusWindow.hide();
};
Scene_Shop.prototype.commandBuy = function () {
this._dummyWindow.hide();
this.activateBuyWindow();
};
Scene_Shop.prototype.commandSell = function () {
this._dummyWindow.hide();
this._categoryWindow.show();
this._categoryWindow.activate();
this._sellWindow.show();
this._sellWindow.deselect();
this._sellWindow.refresh();
};
Scene_Shop.prototype.onBuyOk = function () {
this._item = this._buyWindow.item();
this._buyWindow.hide();
this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice());
this._numberWindow.setCurrencyUnit(this.currencyUnit());
this._numberWindow.show();
this._numberWindow.activate();
};
Scene_Shop.prototype.onBuyCancel = function () {
this._commandWindow.activate();
this._dummyWindow.show();
this._buyWindow.hide();
this._statusWindow.hide();
this._statusWindow.setItem(null);
this._helpWindow.clear();
};
Scene_Shop.prototype.onCategoryOk = function () {
this.activateSellWindow();
this._sellWindow.select(0);
};
Scene_Shop.prototype.onCategoryCancel = function () {
this._commandWindow.activate();
this._dummyWindow.show();
this._categoryWindow.hide();
this._sellWindow.hide();
};
Scene_Shop.prototype.onSellOk = function () {
this._item = this._sellWindow.item();
this._categoryWindow.hide();
this._sellWindow.hide();
this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice());
this._numberWindow.setCurrencyUnit(this.currencyUnit());
this._numberWindow.show();
this._numberWindow.activate();
this._statusWindow.setItem(this._item);
this._statusWindow.show();
};
Scene_Shop.prototype.onSellCancel = function () {
this._sellWindow.deselect();
this._categoryWindow.activate();
this._statusWindow.setItem(null);
this._helpWindow.clear();
};
Scene_Shop.prototype.onNumberOk = function () {
SoundManager.playShop();
switch (this._commandWindow.currentSymbol()) {
case "buy":
this.doBuy(this._numberWindow.number());
break;
case "sell":
this.doSell(this._numberWindow.number());
break;
}
this.endNumberInput();
this._goldWindow.refresh();
this._statusWindow.refresh();
};
Scene_Shop.prototype.onNumberCancel = function () {
SoundManager.playCancel();
this.endNumberInput();
};
Scene_Shop.prototype.doBuy = function (number) {
$gameParty.loseGold(number * this.buyingPrice());
$gameParty.gainItem(this._item, number);
};
Scene_Shop.prototype.doSell = function (number) {
$gameParty.gainGold(number * this.sellingPrice());
$gameParty.loseItem(this._item, number);
};
Scene_Shop.prototype.endNumberInput = function () {
this._numberWindow.hide();
switch (this._commandWindow.currentSymbol()) {
case "buy":
this.activateBuyWindow();
break;
case "sell":
this.activateSellWindow();
break;
}
};
Scene_Shop.prototype.maxBuy = function () {
var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item);
var price = this.buyingPrice();
if (price > 0) {
return Math.min(max, Math.floor(this.money() / price));
} else {
return max;
}
};
Scene_Shop.prototype.maxSell = function () {
return $gameParty.numItems(this._item);
};
Scene_Shop.prototype.money = function () {
return this._goldWindow.value();
};
Scene_Shop.prototype.currencyUnit = function () {
return this._goldWindow.currencyUnit();
};
Scene_Shop.prototype.buyingPrice = function () {
return this._buyWindow.price(this._item);
};
Scene_Shop.prototype.sellingPrice = function () {
return Math.floor(this._item.price / 2);
};
//-----------------------------------------------------------------------------
// Scene_Name
//
// The scene class of the name input screen.
function Scene_Name() {
this.initialize.apply(this, arguments);
}
Scene_Name.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Name.prototype.constructor = Scene_Name;
Scene_Name.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Name.prototype.prepare = function (actorId, maxLength) {
this._actorId = actorId;
this._maxLength = maxLength;
};
Scene_Name.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this._actor = $gameActors.actor(this._actorId);
this.createEditWindow();
this.createInputWindow();
};
Scene_Name.prototype.start = function () {
Scene_MenuBase.prototype.start.call(this);
this._editWindow.refresh();
};
Scene_Name.prototype.createEditWindow = function () {
this._editWindow = new Window_NameEdit(this._actor, this._maxLength);
this.addWindow(this._editWindow);
};
Scene_Name.prototype.createInputWindow = function () {
this._inputWindow = new Window_NameInput(this._editWindow);
this._inputWindow.setHandler("ok", this.onInputOk.bind(this));
this.addWindow(this._inputWindow);
};
Scene_Name.prototype.onInputOk = function () {
this._actor.setName(this._editWindow.name());
this.popScene();
};
//-----------------------------------------------------------------------------
// Scene_Debug
//
// The scene class of the debug screen.
function Scene_Debug() {
this.initialize.apply(this, arguments);
}
Scene_Debug.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Debug.prototype.constructor = Scene_Debug;
Scene_Debug.prototype.initialize = function () {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Debug.prototype.create = function () {
Scene_MenuBase.prototype.create.call(this);
this.createRangeWindow();
this.createEditWindow();
this.createDebugHelpWindow();
};
Scene_Debug.prototype.createRangeWindow = function () {
this._rangeWindow = new Window_DebugRange(0, 0);
this._rangeWindow.setHandler("ok", this.onRangeOk.bind(this));
this._rangeWindow.setHandler("cancel", this.popScene.bind(this));
this.addWindow(this._rangeWindow);
};
Scene_Debug.prototype.createEditWindow = function () {
var wx = this._rangeWindow.width;
var ww = Graphics.boxWidth - wx;
this._editWindow = new Window_DebugEdit(wx, 0, ww);
this._editWindow.setHandler("cancel", this.onEditCancel.bind(this));
this._rangeWindow.setEditWindow(this._editWindow);
this.addWindow(this._editWindow);
};
Scene_Debug.prototype.createDebugHelpWindow = function () {
var wx = this._editWindow.x;
var wy = this._editWindow.height;
var ww = this._editWindow.width;
var wh = Graphics.boxHeight - wy;
this._debugHelpWindow = new Window_Base(wx, wy, ww, wh);
this.addWindow(this._debugHelpWindow);
};
Scene_Debug.prototype.onRangeOk = function () {
this._editWindow.activate();
this._editWindow.select(0);
this.refreshHelpWindow();
};
Scene_Debug.prototype.onEditCancel = function () {
this._rangeWindow.activate();
this._editWindow.deselect();
this.refreshHelpWindow();
};
Scene_Debug.prototype.refreshHelpWindow = function () {
this._debugHelpWindow.contents.clear();
if (this._editWindow.active) {
this._debugHelpWindow.drawTextEx(this.helpText(), 4, 0);
}
};
Scene_Debug.prototype.helpText = function () {
if (this._rangeWindow.mode() === "switch") {
return "Enter : ON / OFF";
} else {
return "Left : -1\n" + "Right : +1\n" + "Pageup : -10\n" + "Pagedown : +10";
}
};
//-----------------------------------------------------------------------------
// Scene_Battle
//
// The scene class of the battle screen.
function Scene_Battle() {
this.initialize.apply(this, arguments);
}
Scene_Battle.prototype = Object.create(Scene_Base.prototype);
Scene_Battle.prototype.constructor = Scene_Battle;
Scene_Battle.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
};
Scene_Battle.prototype.create = function () {
Scene_Base.prototype.create.call(this);
this.createDisplayObjects();
};
Scene_Battle.prototype.start = function () {
Scene_Base.prototype.start.call(this);
this.startFadeIn(this.fadeSpeed(), false);
BattleManager.playBattleBgm();
BattleManager.startBattle();
};
Scene_Battle.prototype.update = function () {
var active = this.isActive();
$gameTimer.update(active);
$gameScreen.update();
this.updateStatusWindow();
this.updateWindowPositions();
if (active && !this.isBusy()) {
this.updateBattleProcess();
}
Scene_Base.prototype.update.call(this);
};
Scene_Battle.prototype.updateBattleProcess = function () {
if (!this.isAnyInputWindowActive() || BattleManager.isAborting() || BattleManager.isBattleEnd()) {
BattleManager.update();
this.changeInputWindow();
}
};
Scene_Battle.prototype.isAnyInputWindowActive = function () {
return (
this._partyCommandWindow.active ||
this._actorCommandWindow.active ||
this._skillWindow.active ||
this._itemWindow.active ||
this._actorWindow.active ||
this._enemyWindow.active
);
};
Scene_Battle.prototype.changeInputWindow = function () {
if (BattleManager.isInputting()) {
if (BattleManager.actor()) {
this.startActorCommandSelection();
} else {
this.startPartyCommandSelection();
}
} else {
this.endCommandSelection();
}
};
Scene_Battle.prototype.stop = function () {
Scene_Base.prototype.stop.call(this);
if (this.needsSlowFadeOut()) {
this.startFadeOut(this.slowFadeSpeed(), false);
} else {
this.startFadeOut(this.fadeSpeed(), false);
}
this._statusWindow.close();
this._partyCommandWindow.close();
this._actorCommandWindow.close();
};
Scene_Battle.prototype.terminate = function () {
Scene_Base.prototype.terminate.call(this);
$gameParty.onBattleEnd();
$gameTroop.onBattleEnd();
AudioManager.stopMe();
ImageManager.clearRequest();
};
Scene_Battle.prototype.needsSlowFadeOut = function () {
return SceneManager.isNextScene(Scene_Title) || SceneManager.isNextScene(Scene_Gameover);
};
Scene_Battle.prototype.updateStatusWindow = function () {
if ($gameMessage.isBusy()) {
this._statusWindow.close();
this._partyCommandWindow.close();
this._actorCommandWindow.close();
} else if (this.isActive() && !this._messageWindow.isClosing()) {
this._statusWindow.open();
}
};
Scene_Battle.prototype.updateWindowPositions = function () {
var statusX = 0;
if (BattleManager.isInputting()) {
statusX = this._partyCommandWindow.width;
} else {
statusX = this._partyCommandWindow.width / 2;
}
if (this._statusWindow.x < statusX) {
this._statusWindow.x += 16;
if (this._statusWindow.x > statusX) {
this._statusWindow.x = statusX;
}
}
if (this._statusWindow.x > statusX) {
this._statusWindow.x -= 16;
if (this._statusWindow.x < statusX) {
this._statusWindow.x = statusX;
}
}
};
Scene_Battle.prototype.createDisplayObjects = function () {
this.createSpriteset();
this.createWindowLayer();
this.createAllWindows();
BattleManager.setLogWindow(this._logWindow);
BattleManager.setStatusWindow(this._statusWindow);
BattleManager.setSpriteset(this._spriteset);
this._logWindow.setSpriteset(this._spriteset);
};
Scene_Battle.prototype.createSpriteset = function () {
this._spriteset = new Spriteset_Battle();
this.addChild(this._spriteset);
};
Scene_Battle.prototype.createAllWindows = function () {
this.createLogWindow();
this.createStatusWindow();
this.createPartyCommandWindow();
this.createActorCommandWindow();
this.createHelpWindow();
this.createSkillWindow();
this.createItemWindow();
this.createActorWindow();
this.createEnemyWindow();
this.createMessageWindow();
this.createScrollTextWindow();
};
Scene_Battle.prototype.createLogWindow = function () {
this._logWindow = new Window_BattleLog();
this.addWindow(this._logWindow);
};
Scene_Battle.prototype.createStatusWindow = function () {
this._statusWindow = new Window_BattleStatus();
this.addWindow(this._statusWindow);
};
Scene_Battle.prototype.createPartyCommandWindow = function () {
this._partyCommandWindow = new Window_PartyCommand();
this._partyCommandWindow.setHandler("fight", this.commandFight.bind(this));
this._partyCommandWindow.setHandler("escape", this.commandEscape.bind(this));
this._partyCommandWindow.deselect();
this.addWindow(this._partyCommandWindow);
};
Scene_Battle.prototype.createActorCommandWindow = function () {
this._actorCommandWindow = new Window_ActorCommand();
this._actorCommandWindow.setHandler("attack", this.commandAttack.bind(this));
this._actorCommandWindow.setHandler("skill", this.commandSkill.bind(this));
this._actorCommandWindow.setHandler("guard", this.commandGuard.bind(this));
this._actorCommandWindow.setHandler("item", this.commandItem.bind(this));
this._actorCommandWindow.setHandler("cancel", this.selectPreviousCommand.bind(this));
this.addWindow(this._actorCommandWindow);
};
Scene_Battle.prototype.createHelpWindow = function () {
this._helpWindow = new Window_Help();
this._helpWindow.visible = false;
this.addWindow(this._helpWindow);
};
Scene_Battle.prototype.createSkillWindow = function () {
var wy = this._helpWindow.y + this._helpWindow.height;
var wh = this._statusWindow.y - wy;
this._skillWindow = new Window_BattleSkill(0, wy, Graphics.boxWidth, wh);
this._skillWindow.setHelpWindow(this._helpWindow);
this._skillWindow.setHandler("ok", this.onSkillOk.bind(this));
this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this));
this.addWindow(this._skillWindow);
};
Scene_Battle.prototype.createItemWindow = function () {
var wy = this._helpWindow.y + this._helpWindow.height;
var wh = this._statusWindow.y - wy;
this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler("ok", this.onItemOk.bind(this));
this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
};
Scene_Battle.prototype.createActorWindow = function () {
this._actorWindow = new Window_BattleActor(0, this._statusWindow.y);
this._actorWindow.setHandler("ok", this.onActorOk.bind(this));
this._actorWindow.setHandler("cancel", this.onActorCancel.bind(this));
this.addWindow(this._actorWindow);
};
Scene_Battle.prototype.createEnemyWindow = function () {
this._enemyWindow = new Window_BattleEnemy(0, this._statusWindow.y);
this._enemyWindow.x = Graphics.boxWidth - this._enemyWindow.width;
this._enemyWindow.setHandler("ok", this.onEnemyOk.bind(this));
this._enemyWindow.setHandler("cancel", this.onEnemyCancel.bind(this));
this.addWindow(this._enemyWindow);
};
Scene_Battle.prototype.createMessageWindow = function () {
this._messageWindow = new Window_Message();
this.addWindow(this._messageWindow);
this._messageWindow.subWindows().forEach(function (window) {
this.addWindow(window);
}, this);
};
Scene_Battle.prototype.createScrollTextWindow = function () {
this._scrollTextWindow = new Window_ScrollText();
this.addWindow(this._scrollTextWindow);
};
Scene_Battle.prototype.refreshStatus = function () {
this._statusWindow.refresh();
};
Scene_Battle.prototype.startPartyCommandSelection = function () {
this.refreshStatus();
this._statusWindow.deselect();
this._statusWindow.open();
this._actorCommandWindow.close();
this._partyCommandWindow.setup();
};
Scene_Battle.prototype.commandFight = function () {
this.selectNextCommand();
};
Scene_Battle.prototype.commandEscape = function () {
BattleManager.processEscape();
this.changeInputWindow();
};
Scene_Battle.prototype.startActorCommandSelection = function () {
this._statusWindow.select(BattleManager.actor().index());
this._partyCommandWindow.close();
this._actorCommandWindow.setup(BattleManager.actor());
};
Scene_Battle.prototype.commandAttack = function () {
BattleManager.inputtingAction().setAttack();
this.selectEnemySelection();
};
Scene_Battle.prototype.commandSkill = function () {
this._skillWindow.setActor(BattleManager.actor());
this._skillWindow.setStypeId(this._actorCommandWindow.currentExt());
this._skillWindow.refresh();
this._skillWindow.show();
this._skillWindow.activate();
};
Scene_Battle.prototype.commandGuard = function () {
BattleManager.inputtingAction().setGuard();
this.selectNextCommand();
};
Scene_Battle.prototype.commandItem = function () {
this._itemWindow.refresh();
this._itemWindow.show();
this._itemWindow.activate();
};
Scene_Battle.prototype.selectNextCommand = function () {
BattleManager.selectNextCommand();
this.changeInputWindow();
};
Scene_Battle.prototype.selectPreviousCommand = function () {
BattleManager.selectPreviousCommand();
this.changeInputWindow();
};
Scene_Battle.prototype.selectActorSelection = function () {
this._actorWindow.refresh();
this._actorWindow.show();
this._actorWindow.activate();
};
Scene_Battle.prototype.onActorOk = function () {
var action = BattleManager.inputtingAction();
action.setTarget(this._actorWindow.index());
this._actorWindow.hide();
this._skillWindow.hide();
this._itemWindow.hide();
this.selectNextCommand();
};
Scene_Battle.prototype.onActorCancel = function () {
this._actorWindow.hide();
switch (this._actorCommandWindow.currentSymbol()) {
case "skill":
this._skillWindow.show();
this._skillWindow.activate();
break;
case "item":
this._itemWindow.show();
this._itemWindow.activate();
break;
}
};
Scene_Battle.prototype.selectEnemySelection = function () {
this._enemyWindow.refresh();
this._enemyWindow.show();
this._enemyWindow.select(0);
this._enemyWindow.activate();
};
Scene_Battle.prototype.onEnemyOk = function () {
var action = BattleManager.inputtingAction();
action.setTarget(this._enemyWindow.enemyIndex());
this._enemyWindow.hide();
this._skillWindow.hide();
this._itemWindow.hide();
this.selectNextCommand();
};
Scene_Battle.prototype.onEnemyCancel = function () {
this._enemyWindow.hide();
switch (this._actorCommandWindow.currentSymbol()) {
case "attack":
this._actorCommandWindow.activate();
break;
case "skill":
this._skillWindow.show();
this._skillWindow.activate();
break;
case "item":
this._itemWindow.show();
this._itemWindow.activate();
break;
}
};
Scene_Battle.prototype.onSkillOk = function () {
var skill = this._skillWindow.item();
var action = BattleManager.inputtingAction();
action.setSkill(skill.id);
BattleManager.actor().setLastBattleSkill(skill);
this.onSelectAction();
};
Scene_Battle.prototype.onSkillCancel = function () {
this._skillWindow.hide();
this._actorCommandWindow.activate();
};
Scene_Battle.prototype.onItemOk = function () {
var item = this._itemWindow.item();
var action = BattleManager.inputtingAction();
action.setItem(item.id);
$gameParty.setLastItem(item);
this.onSelectAction();
};
Scene_Battle.prototype.onItemCancel = function () {
this._itemWindow.hide();
this._actorCommandWindow.activate();
};
Scene_Battle.prototype.onSelectAction = function () {
var action = BattleManager.inputtingAction();
this._skillWindow.hide();
this._itemWindow.hide();
if (!action.needsSelection()) {
this.selectNextCommand();
} else if (action.isForOpponent()) {
this.selectEnemySelection();
} else {
this.selectActorSelection();
}
};
Scene_Battle.prototype.endCommandSelection = function () {
this._partyCommandWindow.close();
this._actorCommandWindow.close();
this._statusWindow.deselect();
};
//-----------------------------------------------------------------------------
// Scene_Gameover
//
// The scene class of the game over screen.
function Scene_Gameover() {
this.initialize.apply(this, arguments);
}
Scene_Gameover.prototype = Object.create(Scene_Base.prototype);
Scene_Gameover.prototype.constructor = Scene_Gameover;
Scene_Gameover.prototype.initialize = function () {
Scene_Base.prototype.initialize.call(this);
};
Scene_Gameover.prototype.create = function () {
Scene_Base.prototype.create.call(this);
this.playGameoverMusic();
this.createBackground();
};
Scene_Gameover.prototype.start = function () {
Scene_Base.prototype.start.call(this);
this.startFadeIn(this.slowFadeSpeed(), false);
};
Scene_Gameover.prototype.update = function () {
if (this.isActive() && !this.isBusy() && this.isTriggered()) {
this.gotoTitle();
}
Scene_Base.prototype.update.call(this);
};
Scene_Gameover.prototype.stop = function () {
Scene_Base.prototype.stop.call(this);
this.fadeOutAll();
};
Scene_Gameover.prototype.terminate = function () {
Scene_Base.prototype.terminate.call(this);
AudioManager.stopAll();
};
Scene_Gameover.prototype.playGameoverMusic = function () {
AudioManager.stopBgm();
AudioManager.stopBgs();
AudioManager.playMe($dataSystem.gameoverMe);
};
Scene_Gameover.prototype.createBackground = function () {
this._backSprite = new Sprite();
this._backSprite.bitmap = ImageManager.loadSystem("GameOver");
this.addChild(this._backSprite);
};
Scene_Gameover.prototype.isTriggered = function () {
return Input.isTriggered("ok") || TouchInput.isTriggered();
};
Scene_Gameover.prototype.gotoTitle = function () {
SceneManager.goto(Scene_Title);
};