//=========================================================================== // MOG_SceneEquip.js // Translate to Japanese : fungamemake.com //=========================================================================== /*: * @plugindesc (v1.0) Modifica a cena de equipamento. * @author Moghunter * * @param FontSize * @desc Definição do tamanho da fonte. * @default 20 * * @param Help X-Axis * @desc Definição X-Axis da janela de ajuda. * @default 0 * * @param Help Y-Axis * @desc Definição Y-Axis da janela de ajuda. * @default 516 * * @param Help Layout X-Axis * @desc Definição X-Axis do layout da janela de ajuda. * @default 0 * * @param Help Layout Y-Axis * @desc Definição Y-Axis do layout da janela de ajuda. * @default -67 * * @param Command X-Axis * @desc Definição X-Axis da janela de comando. * @default 312 * * @param Command Y-Axis * @desc Definição Y-Axis da janela de comando. * @default 10 * * @param Command Layout X-Axis * @desc Definição X-Axis do layout da janela de comando. * @default 15 * * @param Command Layout Y-Axis * @desc Definição Y-Axis do layout da janela de comando. * @default 11 * * @param Slot X-Axis * @desc Definição X-Axis da janela de slot. * @default 312 * * @param Slot Y-Axis * @desc Definição Y-Axis da janela de slot. * @default 70 * * @param Slot Layout X-Axis * @desc Definição X-Axis do layout da janela de slot. * @default 22 * * @param Slot Layout Y-Axis * @desc Definição Y-Axis do layout da janela de slot. * @default 8 * * @param List X-Axis * @desc Definição X-Axis da janela de lista de items. * @default 305 * * @param List Y-Axis * @desc Definição Y-Axis da janela de lista de items. * @default 280 * * @param List Layout X-Axis * @desc Definição X-Axis do layout da janela de lista de items. * @default 0 * * @param List Layout Y-Axis * @desc Definição Y-Axis do layout da janela de lista de items. * @default 0 * * @param Status X-Axis * @desc Definição X-Axis da janela de status. * @default 10 * * @param Status Y-Axis * @desc Definição Y-Axis da janela de status. * @default 120 * * @param Status Layout X-Axis * @desc Definição X-Axis do layout da janela de status. * @default 0 * * @param Status Layout Y-Axis * @desc Definição Y-Axis do layout da janela de status. * @default 0 * * @help * =========================================================================== * +++ MOG - Scene Equip (v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Modifica a cena de equipamento. * * =========================================================================== * UTILIZAÇÃO * =========================================================================== * As imagens do sistema deverão ser gravados na pasta. * * /img/menus/equip/ * * =========================================================================== */ /*:ja * @plugindesc (v1.0) 要MOG_SceneMenu。装備シーンを装飾します。 * @author Moghunter * * @param FontSize * @text フォントサイズ * @type number * @max 9007 * @default 20 * * @param * * @param -> Help Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> ヘルプウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Help X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Help Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Help Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 516 * @parent -> Help Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Help Layout X-Axis * @text レイアウト枠のX軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Help Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Help Layout Y-Axis * @text レイアウト枠のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default -67 * @parent -> Help Window <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Command Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> コマンドウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Command X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 312 * @parent -> Command Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Command Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 10 * @parent -> Command Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Command Layout X-Axis * @text レイアウト枠のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 15 * @parent -> Command Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Command Layout Y-Axis * @text レイアウト枠のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 11 * @parent -> Command Window <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Slot Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> 装備タイプウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Slot X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 312 * @parent -> Slot Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Slot Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 70 * @parent -> Slot Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Slot Layout X-Axis * @text レイアウト枠のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 22 * @parent -> Slot Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Slot Layout Y-Axis * @text レイアウト枠のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 8 * @parent -> Slot Window <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Item List <<<<<<<<<<<<<<<<<<<<<<< * @text -> アイテムリスト <<<<<<<<<<<<<<<<<<<<<<< * * @param List X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 305 * @parent -> Item List <<<<<<<<<<<<<<<<<<<<<<< * * @param List Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 280 * @parent -> Item List <<<<<<<<<<<<<<<<<<<<<<< * * @param List Layout X-Axis * @text レイアウト枠のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Item List <<<<<<<<<<<<<<<<<<<<<<< * * @param List Layout Y-Axis * @text レイアウト枠のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Item List <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Status Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> ステータスウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Status X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 10 * @parent -> Status Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Status Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 120 * @parent -> Status Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Status Layout X-Axis * @text レイアウト枠のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Status Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Status Layout Y-Axis * @text レイアウト枠のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Status Window <<<<<<<<<<<<<<<<<<<<<<< * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * =========================================================================== * +++ MOG - Scene Equip (v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * 装備シーンを装飾します。 * このプラグインは動作するためにMOG_SceneMenuを必要とします。 * * =========================================================================== * 必要画像ファイル * =========================================================================== * 下記フォルダに保存してください。 * * /img/menus/equip/ * Layout.png * LayoutCommand.png * LayoutHelp.png * LayoutItem.png * LayoutSlot.png * LayoutStatus.png * Par.png * * =========================================================================== */ //=========================================================================== // ** PLUGIN PARAMETERS //=========================================================================== var Imported = Imported || {}; Imported.MOG_SceneEquip = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_SceneEquip'); Moghunter.scEquip_FontSize = Number(Moghunter.parameters['FontSize'] || 20); Moghunter.scEquip_HelpWindowX = Number(Moghunter.parameters['Help X-Axis'] || 0); Moghunter.scEquip_HelpWindowY = Number(Moghunter.parameters['Help Y-Axis'] || 516); Moghunter.scEquip_HelpLayoutX = Number(Moghunter.parameters['Help Layout X-Axis'] || 0); Moghunter.scEquip_HelpLayoutY = Number(Moghunter.parameters['Help Layout Y-Axis'] || -67); Moghunter.scEquip_ComWindowX = Number(Moghunter.parameters['Command X-Axis'] || 312); Moghunter.scEquip_ComWindowY = Number(Moghunter.parameters['Command Y-Axis'] || 10); Moghunter.scEquip_ComLayoutX = Number(Moghunter.parameters['Command Layout X-Axis'] || 15); Moghunter.scEquip_ComLayoutY = Number(Moghunter.parameters['Command Layout Y-Axis'] || 11); Moghunter.scEquip_SlotWindowX = Number(Moghunter.parameters['Slot X-Axis'] || 312); Moghunter.scEquip_SlotWindowY = Number(Moghunter.parameters['Slot Y-Axis'] || 70); Moghunter.scEquip_SlotLayoutX = Number(Moghunter.parameters['Slot Layout X-Axis'] || 22); Moghunter.scEquip_SlotLayoutY = Number(Moghunter.parameters['Slot Layout Y-Axis'] || 8); Moghunter.scEquip_ItemWindowX = Number(Moghunter.parameters['List X-Axis'] || 305); Moghunter.scEquip_ItemWindowY = Number(Moghunter.parameters['List Y-Axis'] || 280); Moghunter.scEquip_ItemLayoutX = Number(Moghunter.parameters['List Layout X-Axis'] || 0); Moghunter.scEquip_ItemLayoutY = Number(Moghunter.parameters['List Layout Y-Axis'] || 0); Moghunter.scEquip_StatusWindowX = Number(Moghunter.parameters['Status X-Axis'] || 10); Moghunter.scEquip_StatusWindowY = Number(Moghunter.parameters['Status Y-Axis'] || 120); Moghunter.scEquip_StatusLayoutX = Number(Moghunter.parameters['Status Layout X-Axis'] || 0); Moghunter.scEquip_StatusLayoutY = Number(Moghunter.parameters['Status Layout Y-Axis'] || 0); //=========================================================================== // ** ImageManager //=========================================================================== //============================== // * Equip //============================== ImageManager.loadMenusequip = function (filename) { return this.loadBitmap('img/menus/equip/', filename, 0, true); }; //=========================================================================== // ** Scene Equip //=========================================================================== //============================== // * create Background //============================== var _mog_scEquip_createBackground = Scene_Equip.prototype.createBackground; Scene_Equip.prototype.createBackground = function () { _mog_scEquip_createBackground.call(this); this._field = new Sprite(); this.addChild(this._field); }; //============================== // * Create //============================== var _mog_scEquipM_create = Scene_Equip.prototype.create; Scene_Equip.prototype.create = function () { _mog_scEquipM_create.call(this); this._helpWindow.x = Moghunter.scEquip_HelpWindowX; this._helpWindow.y = Moghunter.scEquip_HelpWindowY; this._helpWindowOrg = [this._helpWindow.x, this._helpWindow.y]; this._commandWindow.x = Moghunter.scEquip_ComWindowX; this._commandWindow.y = Moghunter.scEquip_ComWindowY; this._commandWindow.contents.fontSize = Moghunter.scEquip_FontSize; this._commandWindowOrg = [this._commandWindow.x, this._commandWindow.y]; this._slotWindow.x = Moghunter.scEquip_SlotWindowX; this._slotWindow.y = Moghunter.scEquip_SlotWindowY; this._slotWindowOrg = [this._slotWindow.x, this._slotWindow.y]; this._itemWindow.x = Moghunter.scEquip_ItemWindowX; this._itemWindow.y = Moghunter.scEquip_ItemWindowY; this._itemWindow.width = this._slotWindow.width this._itemWindow.height = 230; this._itemWindowOrg = [this._itemWindow.x, this._itemWindow.y]; this._statusWindow.x = Moghunter.scEquip_StatusWindowX; this._statusWindow.y = Moghunter.scEquip_StatusWindowY; this._statusWindowOrg = [this._statusWindow.x, this._statusWindow.y]; this.createSprites(); this.resetPosition(); }; //============================== // * On Actor Change //============================== var _mog_scsEquipM_onActorChange = Scene_Equip.prototype.onActorChange; Scene_Equip.prototype.onActorChange = function () { _mog_scsEquipM_onActorChange.call(this); this.resetPosition(); this.update(); }; //============================== // * Create Sprites //============================== Scene_Equip.prototype.createSprites = function () { this.createLayout(); this.createLayoutHelp(); this.createLayoutCommand(); this.createLayoutSlot(); this.createLayoutItem(); this.createLayoutStatus(); }; //============================== // * Create Layout //============================== Scene_Equip.prototype.createLayout = function () { this._layout = new Sprite(ImageManager.loadMenusequip("Layout")); this._field.addChild(this._layout); }; //============================== // * Create LayoutHelp //============================== Scene_Equip.prototype.createLayoutHelp = function () { this._layoutHelp = new Sprite(ImageManager.loadMenusequip("LayoutHelp")); this._field.addChild(this._layoutHelp); }; //============================== // * Create LayoutCommand //============================== Scene_Equip.prototype.createLayoutCommand = function () { this._layoutCommand = new Sprite(ImageManager.loadMenusequip("LayoutCommand")); this._field.addChild(this._layoutCommand); }; //============================== // * Create LayoutSlot //============================== Scene_Equip.prototype.createLayoutSlot = function () { this._layoutSlot = new Sprite(ImageManager.loadMenusequip("LayoutSlot")); this._field.addChild(this._layoutSlot); }; //============================== // * Create LayoutItem //============================== Scene_Equip.prototype.createLayoutItem = function () { this._layoutItem = new Sprite(ImageManager.loadMenusequip("LayoutItem")); this._field.addChild(this._layoutItem); }; //============================== // * Create LayoutStatus //============================== Scene_Equip.prototype.createLayoutStatus = function () { this._layoutStatus = new Sprite(ImageManager.loadMenusequip("LayoutStatus")); this._field.addChild(this._layoutStatus); }; //============================== // * update Sprites //============================== Scene_Equip.prototype.updateSprites = function () { this.updateSlide(); this.updateLayout() }; //============================== // * reset Position //============================== Scene_Equip.prototype.resetPosition = function () { var slide = 100 this._helpWindow.y = this._helpWindowOrg[1] + slide; this._commandWindow.y = this._commandWindowOrg[1] - slide; this._slotWindow.x = this._slotWindowOrg[0] + slide; this._itemWindow.x = this._itemWindowOrg[0] + slide + 0; this._statusWindow.x = this._statusWindowOrg[0] - slide - 0;; this._helpWindow.contentsOpacity = 0; this._helpWindow.contentsOpacity = 0; this._commandWindow.contentsOpacity = 0; this._slotWindow.contentsOpacity = 0; this._itemWindow.contentsOpacity = 0; this._statusWindow.contentsOpacity = 0; }; //============================== // * update Slide //============================== Scene_Equip.prototype.updateSlide = function () { var slideSpeed = 5; var opcSpeed = 10; this._helpWindow.contentsOpacity += opcSpeed; this._commandWindow.contentsOpacity += opcSpeed; this._slotWindow.contentsOpacity += opcSpeed; this._itemWindow.contentsOpacity += opcSpeed; this._statusWindow.contentsOpacity += opcSpeed; if (this._helpWindow.y > this._helpWindowOrg[1]) { this._helpWindow.y -= slideSpeed; if (this._helpWindow.y < this._helpWindowOrg[1]) { this._helpWindow.y = this._helpWindowOrg[1] }; }; if (this._commandWindow.y < this._commandWindowOrg[1]) { this._commandWindow.y += slideSpeed; if (this._commandWindow.y > this._commandWindowOrg[1]) { this._commandWindow.y = this._commandWindowOrg[1] }; }; if (this._slotWindow.x > this._slotWindowOrg[0]) { this._slotWindow.x -= slideSpeed; if (this._slotWindow.x < this._slotWindowOrg[0]) { this._slotWindow.x = this._slotWindowOrg[0] }; }; if (this._itemWindow.x > this._itemWindowOrg[0]) { this._itemWindow.x -= slideSpeed; if (this._itemWindow.x < this._itemWindowOrg[0]) { this._itemWindow.x = this._itemWindowOrg[0] }; }; if (this._statusWindow.x < this._statusWindowOrg[0]) { this._statusWindow.x += slideSpeed; if (this._statusWindow.x > this._statusWindowOrg[0]) { this._statusWindow.x = this._statusWindowOrg[0] }; }; }; //============================== // * update Layout //============================== Scene_Equip.prototype.updateLayout = function () { this._layoutHelp.x = this._helpWindow.x + Moghunter.scEquip_HelpLayoutX; this._layoutHelp.y = this._helpWindow.y + Moghunter.scEquip_HelpLayoutY; this._layoutHelp.opacity = this._helpWindow.contentsOpacity this._helpWindow.opacity = 0; this._layoutCommand.x = this._commandWindow.x + Moghunter.scEquip_ComLayoutX; this._layoutCommand.y = this._commandWindow.y + Moghunter.scEquip_ComLayoutY; this._layoutCommand.opacity = this._commandWindow.contentsOpacity; this._commandWindow.opacity = 0; this._layoutSlot.x = this._slotWindow.x + Moghunter.scEquip_SlotLayoutX; this._layoutSlot.y = this._slotWindow.y + Moghunter.scEquip_SlotLayoutY; this._layoutSlot.opacity = this._slotWindow.contentsOpacity; this._slotWindow.opacity = 0; this._layoutItem.x = this._itemWindow.x + Moghunter.scEquip_ItemLayoutX; this._layoutItem.y = this._itemWindow.y + Moghunter.scEquip_ItemLayoutY; this._layoutItem.opacity = this._itemWindow.contentsOpacity; this._itemWindow.opacity = 0; this._layoutStatus.x = this._statusWindow.x + Moghunter.scEquip_StatusLayoutX; this._layoutStatus.y = this._statusWindow.y + Moghunter.scEquip_StatusLayoutY; this._layoutStatus.opacity = this._statusWindow.contentsOpacity; this._statusWindow.opacity = 0; }; //============================== // * Update //============================== var _mog_scEquipM_update = Scene_Equip.prototype.update; Scene_Equip.prototype.update = function () { _mog_scEquipM_update.call(this); if (this._layout) { this.updateSprites() }; }; //=========================================================================== // ** Window Equip Slot //=========================================================================== //============================== // * Window Equip Item //============================== Window_EquipSlot.prototype.drawItem = function (index) { this.contents.fontSize = Moghunter.scEquip_FontSize; if (this._actor) { var rect = this.itemRectForText(index); this.changeTextColor(this.systemColor()); this.changePaintOpacity(this.isEnabled(index)); this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y); this.changePaintOpacity(true); } }; //=========================================================================== // ** Window Equip Command //=========================================================================== //============================== // * draw Text //============================== Window_EquipCommand.prototype.drawText = function (text, x, y, maxWidth, align) { }; //=========================================================================== // ** Window Equip Status //=========================================================================== //============================== // * initialize //============================== var _mog_scequip_westatus_initialize = Window_EquipStatus.prototype.initialize; Window_EquipStatus.prototype.initialize = function (x, y) { _mog_scequip_westatus_initialize.call(this, x, y); this._parImg = ImageManager.loadMenusequip("Par"); this._parData = [0, 0]; }; //============================== // * draw Text //============================== Window_EquipStatus.prototype.createFaceSprite = function () { this._faceSprite = new Sprite(); this._faceSprite.x = 150; this._faceSprite.y = 0; this.addChild(this._faceSprite); }; //============================== // * refresh //============================== Window_EquipStatus.prototype.refresh = function () { this.contents.clear(); this.contents.fontSize = Moghunter.scEquip_FontSize; if (this._actor) { this._parData[0] = this._parImg.width / 3; this._parData[1] = this._parImg.height; if (!this._faceSprite) { this.createFaceSprite() }; this.refreshFaceSprite(); this.drawActorName(this._actor, this.textPadding(), 0); for (var i = 0; i < 6; i++) { this.drawItem(0, 53 + this.lineHeight() * (1 + i), 2 + i); } } }; //============================== // * refresh Face Sprite //============================== Window_EquipStatus.prototype.refreshFaceSprite = function () { this._faceSprite.bitmap = ImageManager.loadMenusFaces1("Actor_" + this._actor._actorId); }; //============================== // * window Height //============================== Window_EquipStatus.prototype.windowHeight = function () { return 350; }; //============================== // * draw Par Name //============================== Window_EquipStatus.prototype.drawParamName = function (x, y, paramId) { }; //============================== // * draw Right Arrow //============================== Window_EquipStatus.prototype.drawRightArrowM = function (x, y, paramId) { var newValue = this._tempActor.param(paramId); var diffvalue = newValue - this._actor.param(paramId); if (diffvalue > 0) { var sx = this._parData[0]; } else if (diffvalue < 0) { var sx = this._parData[0] * 2; } else { var sx = 0 }; this.contents.blt(this._parImg, sx, 0, this._parData[0], this._parData[1], x, y); }; //============================== // * draw Item //============================== Window_EquipStatus.prototype.drawItem = function (x, y, paramId) { this.drawParamName(x + this.textPadding(), y, paramId); if (this._actor) { this.drawCurrentParam(x + 120, y, paramId); if (this._tempActor) { this.drawRightArrowM(x + 188, y + 6, paramId) }; } if (this._tempActor) { this.drawNewParam(x + 202, y, paramId); } }; //============================== // * update //============================== var _mog_scnEquipUpdate = Window_EquipStatus.prototype.update; Window_EquipStatus.prototype.update = function () { _mog_scnEquipUpdate.call(this); this._faceSprite.opacity = this.contentsOpacity; }; //=========================================================================== // ** Window Equip Item //=========================================================================== //============================== // * Window Equip Item //============================== var _mog_scEquip_Wequip_drawItemName = Window_EquipItem.prototype.drawItemName; Window_EquipItem.prototype.drawItemName = function (item, x, y, width) { this.contents.fontSize = Moghunter.scEquip_FontSize; _mog_scEquip_Wequip_drawItemName.call(this, item, x, y, width) }; //============================== // * max Cols //============================== Window_EquipItem.prototype.maxCols = function () { return 1; };