//============================================================================ // MOG_SceneItem.js // Translate to Japanese : fungamemake.com //============================================================================ /*: * @plugindesc (v1.1) Modifica a cena de menu de items. * @author Moghunter * * @param Item Width * @desc Largura da janela de items. * @default 370 * * @param Item Height * @desc Altura da janela de items. * @default 400 * * @param Item X-Axis * @desc Definição X-Axis da janela de items. * @default 0 * * @param Item Y-Axis * @desc Definição Y-Axis da janela de items. * @default 96 * * @param W Layout X-Axis * @desc Definição X-Axis do layout janela de items. * @default 0 * * @param W Layout Y-Axis * @desc Definição Y-Axis do layout janela de items. * @default 0 * * @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 Com Item X-Axis * @desc Definição X-Axis do comando Item. * @default 280 * * @param Com Item Y-Axis * @desc Definição Y-Axis do comando Item. * @default 50 * * @param Com Weapon X-Axis * @desc Definição X-Axis do comando Weapon. * @default 420 * * @param Com Weapon Y-Axis * @desc Definição Y-Axis do comando Weapon. * @default 50 * * @param Com Armour X-Axis * @desc Definição X-Axis do comando Armour. * @default 560 * * @param Com Armour Y-Axis * @desc Definição Y-Axis do comando Armour. * @default 50 * * @param Com Key X-Axis * @desc Definição X-Axis do comando Key. * @default 700 * * @param Com Key Y-Axis * @desc Definição Y-Axis do comando Key. * @default 50 * * @param Actor Windows X-Axis * @desc Definição X-Axis da janela do personagem. * @default 600 * * @param Actor Windows Y-Axis * @desc Definição Y-Axis da janela do personagem . * @default 200 * * @param Actor Face X-Axis * @desc Definição X-Axis da face do personagem. * @default 90 * * @param Actor Face Y-Axis * @desc Definição Y-Axis da face do personagem . * @default -65 * * @param Actor States X-Axis * @desc Definição X-Axis da condição do personagem. * @default 23 * * @param Actor States Y-Axis * @desc Definição Y-Axis da condição do personagem . * @default 15 * * @param Actor Parameters X-Axis * @desc Definição X-Axis dos parâmetros do personagem. * @default 0 * * @param Actor Parameters Y-Axis * @desc Definição Y-Axis da parâmetros do personagem . * @default 0 * * @param Actor Parameters FontSize * @desc Definição do tamanho da fonte dos parâmetros. * @default 20 * * @param Party Window X-Axis * @desc Definição X-Axis da janela do grupo. * @default 10 * * @param Party Window Y-Axis * @desc Definição Y-Axis da janela do grupo. * @default 240 * * @param Party Font Size * @desc Definição do tamanho do texto. * @default 20 * * @param Party Name X-Axis * @desc Definição X-Axis do nome. * @default 20 * * @param Party Name X-Axis * @desc Definição Y-Axis do nome. * @default 40 * * @param Party HPNumber X-Axis * @desc Definição X-Axis do número de HP. * @default 20 * * @param Party HPNumber Y-Axis * @desc Definição Y-Axis do número de HP. * @default 3 * * @param Party MPNumber X-Axis * @desc Definição X-Axis do número de MP. * @default 118 * * @param Party MPNumber Y-Axis * @desc Definição Y-Axis do número de MP. * @default 3 * * @param Party HPMeter X-Axis * @desc Definição X-Axis do medidor de HP. * @default 16 * * @param Party HPMeter Y-Axis * @desc Definição Y-Axis do medidor de HP. * @default 30 * * @param Party MPMeter X-Axis * @desc Definição X-Axis do medidor de MP. * @default 113 * * @param Party MPMeter Y-Axis * @desc Definição Y-Axis do medidor de MP. * @default 30 * * @param Party Status X-Axis * @desc Definição X-Axis das condições. * @default 165 * * @param Party Status Y-Axis * @desc Definição Y-Axis das condições. * @default 30 * * @help * =========================================================================== * +++ MOG - Scene Item (v1.1) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Modifica a cena de items. * * =========================================================================== * UTILIZAÇÃO * =========================================================================== * As imagens do sistema deverão ser gravados na pasta. * * /img/menus/item/ * * =========================================================================== * HISTÓRICO * =========================================================================== * (v1.1) - Correção do crash ao usar itens de eventos comum. * */ /*:ja * @plugindesc (v1.1) 要MOG_SceneMenu。アイテムシーンを装飾します。 * @author Moghunter * * @param -> Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> ウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Item Width * @text 幅 * @type number * @max 9007 * @default 370 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Item Height * @text 高さ * @type number * @max 9007 * @default 400 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Item X-Axis * @text 一覧のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Item Y-Axis * @text 一覧のY軸設定 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 96 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param W 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 -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param W 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 -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Help X-Axis * @text ヘルプのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Help Y-Axis * @text ヘルプのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 516 * @parent -> Window <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Command <<<<<<<<<<<<<<<<<<<<<<< * @text -> コマンド <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Item X-Axis * @text アイテムのX軸位置 * @default 280 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Item Y-Axis * @text アイテムのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 50 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Weapon X-Axis * @text 武器のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 420 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Weapon Y-Axis * @text 武器のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 50 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Armour X-Axis * @text 防具のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 560 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Armour Y-Axis * @text 防具のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 50 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Key X-Axis * @text 大事なもののX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 700 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param Com Key Y-Axis * @text 大事なもののY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 50 * @parent -> Command <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Actor <<<<<<<<<<<<<<<<<<<<<<< * @text -> アクター <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Windows X-Axis * @text ウィンドウのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 600 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Windows Y-Axis * @text ウィンドウのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 200 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Face X-Axis * @text 顔画像(faces1)のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 90 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Face Y-Axis * @text 顔画像(faces1)のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default -65 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor States X-Axis * @text ステートのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 23 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor States Y-Axis * @text ステートのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 15 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Parameters X-Axis * @text 能力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Parameters Y-Axis * @text 能力値のY軸設定 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param Actor Parameters FontSize * @text 能力値のフォントサイズ * @type number * @max 9007 * @default 20 * @parent -> Actor <<<<<<<<<<<<<<<<<<<<<<< * * @param -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * @text -> パーティウィンドウ <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Window X-Axis * @text X軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 10 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Window Y-Axis * @text Y軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 240 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Font Size * @text フォントサイズ * @type number * @max 9007 * @default 20 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Name X-Axis * @text 名前のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 20 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Name X-Axis * @text 名前のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 40 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party HPNumber X-Axis * @text HP値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 20 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party HPNumber Y-Axis * @text HP値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 3 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party MPNumber X-Axis * @text MP値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 118 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party MPNumber Y-Axis * @text MP値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 3 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party HPMeter X-Axis * @text HPメーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 16 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party HPMeter Y-Axis * @text HPメーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 30 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party MPMeter X-Axis * @text MPメーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 113 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party MPMeter Y-Axis * @text MPメーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 30 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Status X-Axis * @text ステートのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 165 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @param Party Status Y-Axis * @text ステートのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 30 * @parent -> Party Window <<<<<<<<<<<<<<<<<<<<<<< * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * =========================================================================== * +++ MOG - Scene Item (v1.1) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * アイテム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 * =========================================================================== * 各フォルダに保存してください。 * * /img/menus/item/ * ActorCom_0.png * ActorCom_1.png * ActorCom_2.png * ActorCom_3.png * ActorItemLayout.png * ActorLayout.png * * /img/menus/actorwindow/ * AllMembers.png * Arrow.png * HPMeter.png * Layout.png * Layout2.png * MPMeter.png * * /img/menus/faces/faces1/ * Actor_ + Actor ID.png * * 例 * -> Actor_1.png * -> Actor_2.png * -> Actor_3.png * -> ... * * =========================================================================== * 更新履歴 * =========================================================================== * (v1.1) - イベントアイテムの使用時のクラッシュの修正 * */ //============================================================================ // ** PLUGIN PARAMETERS //============================================================================ var Imported = Imported || {}; Imported.MOG_SceneMenu = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_SceneItem'); Moghunter.scItem_ItemWindowWidth = Number(Moghunter.parameters['Item Width'] || 370); Moghunter.scItem_ItemWindowHeight = Number(Moghunter.parameters['Item Height'] || 400); Moghunter.scItem_ItemWindowX = Number(Moghunter.parameters['Item X-Axis'] || 0); Moghunter.scItem_ItemWindowY = Number(Moghunter.parameters['Item Y-Axis'] || 96); Moghunter.scItem_HelpWindowX = Number(Moghunter.parameters['Help X-Axis'] || 0); Moghunter.scItem_HelpWindowY = Number(Moghunter.parameters['Help Y-Axis'] || 516); Moghunter.scItem_WlayoutX = Number(Moghunter.parameters['W Layout X-Axis'] || 0); Moghunter.scItem_WlayoutY = Number(Moghunter.parameters['W Layout Y-Axis'] || 0); Moghunter.scItem_Com1_X = Number(Moghunter.parameters['Com Item X-Axis'] || 280); Moghunter.scItem_Com1_Y = Number(Moghunter.parameters['Com Item Y-Axis'] || 50); Moghunter.scItem_Com2_X = Number(Moghunter.parameters['Com Weapon X-Axis'] || 420); Moghunter.scItem_Com2_Y = Number(Moghunter.parameters['Com Weapon Y-Axis'] || 50); Moghunter.scItem_Com3_X = Number(Moghunter.parameters['Com Armour X-Axis'] || 560); Moghunter.scItem_Com3_Y = Number(Moghunter.parameters['Com Armour Y-Axis'] || 50); Moghunter.scItem_Com4_X = Number(Moghunter.parameters['Com Key X-Axis'] || 700); Moghunter.scItem_Com4_Y = Number(Moghunter.parameters['Com Key Y-Axis'] || 50); Moghunter.scItem_ActorWinX = Number(Moghunter.parameters['Actor Windows X-Axis'] || 600); Moghunter.scItem_ActorWinY = Number(Moghunter.parameters['Actor Windows Y-Axis'] || 200); Moghunter.scItem_ActorFaceX = Number(Moghunter.parameters['Actor Face X-Axis'] || 90); Moghunter.scItem_ActorFaceY = Number(Moghunter.parameters['Actor Face Y-Axis'] || -65); Moghunter.scItem_ActorStatesX = Number(Moghunter.parameters['Actor States X-Axis'] || 23); Moghunter.scItem_ActorStatesY = Number(Moghunter.parameters['Actor States Y-Axis'] || 15); Moghunter.scItem_ActorParX = Number(Moghunter.parameters['Actor Parameters X-Axis'] || 0); Moghunter.scItem_ActorParY = Number(Moghunter.parameters['Actor Parameters Y-Axis'] || 0); Moghunter.scItem_ActorParFontSize = Number(Moghunter.parameters['Actor Parameters FontSize'] || 20); Moghunter.scItem_PartyX = Number(Moghunter.parameters['Party Window X-Axis'] || 10); Moghunter.scItem_PartyY = Number(Moghunter.parameters['Party Window Y-Axis'] || 240); Moghunter.scItem_PartyFontSize = Number(Moghunter.parameters['Party Font Size'] || 20); Moghunter.scItem_PartyNameX = Number(Moghunter.parameters['Party Name X-Axis'] || 20); Moghunter.scItem_PartyNameY = Number(Moghunter.parameters['Party Name Y-Axis'] || 40); Moghunter.scItem_PartyHPNumberX = Number(Moghunter.parameters['Party HPNumber X-Axis'] || 20); Moghunter.scItem_PartyHPNumberY = Number(Moghunter.parameters['Party HPNumber Y-Axis'] || 3); Moghunter.scItem_PartyMPNumberX = Number(Moghunter.parameters['Party MPNumber X-Axis'] || 118); Moghunter.scItem_PartyMPNumberY = Number(Moghunter.parameters['Party MPNumber Y-Axis'] || 3); Moghunter.scItem_PartyHPMeterX = Number(Moghunter.parameters['Party HPMeter X-Axis'] || 16); Moghunter.scItem_PartyHPMeterY = Number(Moghunter.parameters['Party HPMeter Y-Axis'] || 30); Moghunter.scItem_PartyMPMeterX = Number(Moghunter.parameters['Party MPMeter X-Axis'] || 113); Moghunter.scItem_PartyMPMeterY = Number(Moghunter.parameters['Party MPMeter Y-Axis'] || 30); Moghunter.scItem_PartyStatusX = Number(Moghunter.parameters['Party Status X-Axis'] || 165); Moghunter.scItem_PartyStatusY = Number(Moghunter.parameters['Party Stauts Y-Axis'] || 39); //============================================================================ // ** ImageManager //============================================================================ //============================== // * Item //============================== ImageManager.loadMenusitem = function (filename) { return this.loadBitmap('img/menus/item/', filename, 0, true); }; //============================== // * Actor //============================== ImageManager.loadMenusActor = function (filename) { return this.loadBitmap('img/menus/actorwindow/', filename, 0, true); }; //============================================================================ // ** Scene Item //============================================================================ //============================== // * creaate //============================== var _mog_scnItem_create = Scene_Item.prototype.create; Scene_Item.prototype.create = function () { _mog_scnItem_create.call(this); this.loadBitmaps(); this._helpWindow.opacity = 0; this._helpWindow.x = Moghunter.scItem_HelpWindowX; this._helpWindow.y = Moghunter.scItem_HelpWindowY; this._categoryWindow.visible = false; this._categoryWindow.active = false; this._itemWindow.active = true; this._itemWindow.select(0); this._itemWindow.contentsOpacity = 0; this._itemWindow.x = this._itemPosOrg[0] - 50; this._actorStatusIndex = this._actorWindow._index; this._actorStatus = $gameParty.members()[this._actorWindow._index]; this._wani = [-1, 1, null]; }; //============================== // * create Background //============================== var _mog_scItem_createBackground = Scene_Item.prototype.createBackground; Scene_Item.prototype.createBackground = function () { _mog_scItem_createBackground.call(this); this._field = new Sprite(); this.addChild(this._field); } //============================== // * loadBitmaps //============================== Scene_Item.prototype.loadBitmaps = function () { this._layImg = (ImageManager.loadMenusitem("Layout")); this._layItemImg = (ImageManager.loadMenusitem("ItemLayout")); this._comImg = []; for (var i = 0; i < 4; i++) { this._comImg[i] = ImageManager.loadMenusitem("Com_" + i); }; }; //============================== // * create Sprites //============================== Scene_Item.prototype.createSprites = function () { this.createLayout(); this.createItemLayout(); this.createButtons(); this.createPartyData(); }; //============================== // * create Sprites //============================== Scene_Item.prototype.createLayout = function () { this._layout = new Sprite(this._layImg); this._field.addChild(this._layout); }; //============================== // * create Item Layout //============================== Scene_Item.prototype.createItemLayout = function () { this._layoutItem = new Sprite(this._layItemImg); this._layoutItem.opacity = 0; this._field.addChild(this._layoutItem); }; //============================== // * create Buttons //============================== Scene_Item.prototype.createButtons = function () { this._buttons = []; this._buttonsAni = []; for (var i = 0; i < 4; i++) { this._buttonsAni[i] = 0; this._buttons[i] = new Sprite(this._comImg[i]); this._buttons[i].anchor.x = 0.5; this._buttons[i].anchor.y = 0.5; if (i === 0) { this._buttons[i].x = Moghunter.scItem_Com1_X; this._buttons[i].y = Moghunter.scItem_Com1_Y; } else if (i === 1) { this._buttons[i].x = Moghunter.scItem_Com2_X; this._buttons[i].y = Moghunter.scItem_Com2_Y; } else if (i === 2) { this._buttons[i].x = Moghunter.scItem_Com3_X; this._buttons[i].y = Moghunter.scItem_Com3_Y; } else if (i === 3) { this._buttons[i].x = Moghunter.scItem_Com4_X; this._buttons[i].y = Moghunter.scItem_Com4_Y; }; this._field.addChild(this._buttons[i]); }; }; //============================== // * update Buttons //============================== Scene_Item.prototype.updateButtons = function () { for (var i = 0; i < this._buttons.length; i++) { if (this._categoryWindow._index === i && !this._actorWindow.active) { if (this._buttonsAni[i] === 0) { this._buttons[i].scale.x += 0.010; if (this._buttons[i].scale.x >= 1.30) { this._buttons[i].scale.x = 1.30; this._buttonsAni[i] = 1; }; } else { this._buttons[i].scale.x -= 0.010; if (this._buttons[i].scale.x <= 1.00) { this._buttons[i].scale.x = 1.00; this._buttonsAni[i] = 0; }; }; this._buttons[i].opacity += 20; } else { this._buttonsAni[i] = 0 if (this._buttons[i].scale.x >= 1.00) { this._buttons[i].scale.x -= 0.010; if (this._buttons[i].scale.x <= 1.00) { this._buttons[i].scale.x = 1.00; }; }; if (this._buttons[i].opacity > 180) { this._buttons[i].opacity -= 15; }; }; this._buttons[i].scale.y = this._buttons[i].scale.x; }; }; //============================== // * update Item Layout //============================== Scene_Item.prototype.updateItemLayout = function () { this._layoutItem.x = this._itemWindow.x + Moghunter.scItem_WlayoutX; this._layoutItem.y = this._itemWindow.y + Moghunter.scItem_WlayoutY; this._layoutItem.opacity = this._itemWindow.contentsOpacity; }; //============================== // * create Item Window //============================== Scene_Item.prototype.createItemWindow = function () { var ww = Moghunter.scItem_ItemWindowWidth; var wh = Moghunter.scItem_ItemWindowHeight; var wx = Moghunter.scItem_ItemWindowX + ((Graphics.boxWidth / 2) - (ww / 2)); var wy = Moghunter.scItem_ItemWindowY; this._itemWindow = new Window_ItemListM(wx, wy, ww, wh); this._itemWindow.setHelpWindow(this._helpWindow); this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); this._itemWindow.setHandler('cancel', this.popScene.bind(this)); this.addWindow(this._itemWindow); this._categoryWindow.setItemWindow(this._itemWindow); this._itemPosOrg = [this._itemWindow.x, this._itemWindow.y]; this._itemWindow.contentsOpacity = 0; }; //============================== // * update Default Window //============================== Scene_Item.prototype.updateDefaultWindow = function () { this._helpWindow.opacity = 0; this._categoryWindow.opacity = 0; this._categoryWindow.x = -this._categoryWindow.width; }; //============================== // * update Commands //============================== Scene_Item.prototype.updateCommands = function () { if (this._itemWindow.active && this._wani[0] === 0) { if (Input.isTriggered('right')) { this._wani = [1, 0, null]; SoundManager.playCursor() }; if (Input.isTriggered('left')) { this._wani = [-1, 0, null]; SoundManager.playCursor() }; }; }; //============================== // * addCatIndex //============================== Scene_Item.prototype.addCatIndex = function (value) { this._categoryWindow._index += value; if (this._categoryWindow._index > 3) { this._categoryWindow._index = 0 }; if (this._categoryWindow._index < 0) { this._categoryWindow._index = 3 }; if (this._wani[2] != null) { this._categoryWindow._index = this._wani[2] } this._categoryWindow.update(); this._itemWindow.select(0); this._itemWindow.updateHelp(); }; //============================== // * addCatIndex //============================== Scene_Item.prototype.updateItemWindow = function () { if (this._wani[0] != 0) { if (this._wani[0] === 1) { this.waniSlideRight(); } else { this.waniSlideLeft(); }; }; if (this._wani[0] === 0) { if (this._itemWindow.active) { this._itemWindow.contentsOpacity += 15; } else { if (this._itemWindow.contentsOpacity > 160) { this._itemWindow.contentsOpacity -= 15; }; }; }; }; //============================== // * wani Slide Right //============================== Scene_Item.prototype.waniSlideRight = function () { if (this._wani[1] === 0) { this._itemWindow.x += 5 this._itemWindow.contentsOpacity -= 25; if (this._itemWindow.contentsOpacity <= 0) { this._wani[1] = 1; this._itemWindow.x = this._itemPosOrg[0] - 50; this.addCatIndex(this._wani[0]) }; } else { this._itemWindow.x += 5 this._itemWindow.contentsOpacity += 25; if (this._itemWindow.x >= this._itemPosOrg[0]) { this._itemWindow.x = this._itemPosOrg[0]; this._itemWindow.contentsOpacity = 255; this._wani = [0, 0, null]; }; }; }; //============================== // * wani Slide Left //============================== Scene_Item.prototype.waniSlideLeft = function () { if (this._wani[1] === 0) { this._itemWindow.x -= 5 this._itemWindow.contentsOpacity -= 25; if (this._itemWindow.contentsOpacity <= 0) { this._wani[1] = 1; this._itemWindow.x = this._itemPosOrg[0] + 50; this.addCatIndex(this._wani[0]) }; } else { this._itemWindow.x -= 5 this._itemWindow.contentsOpacity += 25; if (this._itemWindow.x <= this._itemPosOrg[0]) { this._itemWindow.x = this._itemPosOrg[0]; this._itemWindow.contentsOpacity = 255; this._wani = [0, 0, null]; }; }; }; //============================== // * checkTouchOn Sprites //============================== Scene_Item.prototype.checkTouchOnSprites = function () { if (this._itemWindow.active) { for (var i = 0; i < this._buttons.length; i++) { if (this.isOnSprite(this._buttons[i])) { this.setTouchType(i) }; }; } else if (this._actorWindow.active) { var touch = false; for (var i = 0; i < this._partyWindow.length; i++) { if (this.isOnSprite2(this._partyWindow[i])) { this.setTouchParty(i); touch = true }; }; if (!this._actorWindow._cursorAll) { for (var i = 0; i < this._partyArrow.length; i++) { if (this.isOnSprite(this._partyArrow[i])) { this.setTouchArrow(i); touch = true }; }; }; if (!touch) { if (this.isOnSprite3(this._itemWindow)) { this.setTouchCancelPartyWindow(); touch = true }; }; if (!touch) { for (var i = 0; i < this._buttons.length; i++) { if (this.isOnSprite(this._buttons[i])) { this.setTouchType(i) this.setTouchCancelPartyWindow(); }; }; }; }; }; //============================== // * setTouchCancelPartyWindow //============================== Scene_Item.prototype.setTouchCancelPartyWindow = function () { this._itemWindow.active = true; this._actorWindow.active = false; this._actorWindow._cursorAll = false; }; //============================== // * Set Touch Party //============================== Scene_Item.prototype.setTouchParty = function (index) { var pIndex = this._actorWindow._index this._actorWindow._index = index; this._actorWindow.processOk(); this._actorWindow._index = pIndex; }; //============================== // * Set Touch Arrow //============================== Scene_Item.prototype.setTouchArrow = function (index) { if (index === 0) { this.addIndexActorWindow(1); } else { this.addIndexActorWindow(-1); }; }; //============================== // * Set Touch Type //============================== Scene_Item.prototype.setTouchType = function (index) { this._wani = [1, 0, index]; SoundManager.playCursor(); }; //============================== // * add Index Actor Window //============================== Scene_Item.prototype.addIndexActorWindow = function (value) { this._actorWindow._index += value; if (this._actorWindow._index >= $gameParty.members().length) { this._actorWindow._index = 0 }; if (this._actorWindow._index < 0) { this._actorWindow._index = $gameParty.members().length - 1 }; SoundManager.playCursor(); }; //============================== // * on Sprite //============================== Scene_Item.prototype.isOnSprite = function (sprite) { var cw = sprite.bitmap.width / 2; var ch = sprite.bitmap.height / 2; if (sprite.visible === false) { return false }; if (sprite.opacity === 0) { return false }; if (TouchInput.x < sprite.x - cw) { return false }; if (TouchInput.x > sprite.x + cw) { return false }; if (TouchInput.y < sprite.y - ch) { return false }; if (TouchInput.y > sprite.y + ch) { return false }; return true; }; //============================== // * on Sprite //============================== Scene_Item.prototype.isOnSprite2 = function (sprite) { var cw = sprite.bitmap.width; var ch = sprite.bitmap.height; if (sprite.visible === false) { return false }; if (sprite.opacity === 0) { return false }; if (TouchInput.x < sprite.x) { return false }; if (TouchInput.x > sprite.x + cw) { return false }; if (TouchInput.y < sprite.y) { return false }; if (TouchInput.y > sprite.y + ch) { return false }; return true; }; //============================== // * on Sprite //============================== Scene_Item.prototype.isOnSprite3 = function (sprite) { var cw = sprite.width; var ch = sprite.height; if (sprite.visible === false) { return false }; if (sprite.contentsOpacity === 0) { return false }; if (TouchInput.x < sprite.x) { return false }; if (TouchInput.x > sprite.x + cw) { return false }; if (TouchInput.y < sprite.y) { return false }; if (TouchInput.y > sprite.y + ch) { return false }; return true; }; //============================== // * update Touch Screen //============================== Scene_Item.prototype.updateTouchScreen = function () { if (TouchInput.isTriggered()) { this.checkTouchOnSprites() }; }; //============================== // * update Actor Status //============================== Scene_Item.prototype.updateActorStatus = function () { if (this._actorStatusIndex != this._actorWindow._index) { this.refreshStatusActor() }; this._actorWindow.visible = false; this._actorWindow.x = -this._actorWindow.width; if (this._actorDataWindow) { this.updateActorDataWindow() }; }; //============================== // * update Actor Data Window //============================== Scene_Item.prototype.updateActorDataWindow = function () { if (this._actorWindow.active) { var nx = Moghunter.scItem_ActorWinX; var ny = Moghunter.scItem_ActorWinY; this._actorDataWindow.opacity += 15; } else { var nx = Moghunter.scItem_ActorWinX + 100; var ny = Moghunter.scItem_ActorWinY; this._actorDataWindow.opacity -= 15; }; this._actorDataWindow.x = this.commandMoveTo(this._actorDataWindow.x, nx, 20); this._actorDataWindow.y = this.commandMoveTo(this._actorDataWindow.y, ny, 20); this.updatePartyWindow(); }; //============================== // * Command Move To //============================== Scene_Item.prototype.commandMoveTo = function (value, real_value, speed) { if (value == real_value) { return value }; var dnspeed = 3 + (Math.abs(value - real_value) / speed); if (value > real_value) { value -= dnspeed; if (value < real_value) { value = real_value }; } else if (value < real_value) { value += dnspeed; if (value > real_value) { value = real_value }; }; return Math.floor(value); }; //============================== // * refresh Status Actor //============================== Scene_Item.prototype.refreshStatusActor = function () { this._actorStatusIndex = this._actorWindow._index; this._actorStatus = $gameParty.members()[this._actorWindow._index]; if (this._actorStatus && !this._actorDataWindow) { this.createActorDataWindow() } else { if (this._actorStatus) { this._actorDataWindow.setActor(this._actorStatus) this._actorDataWindow.x = Moghunter.scItem_ActorWinX + 100; this._actorDataWindow.y = Moghunter.scItem_ActorWinY; this._actorDataWindow.opacity = 0; }; }; }; //============================== // * create Actor Data Window //============================== Scene_Item.prototype.createActorDataWindow = function () { this._actorDataWindow = new ActorDataWindow(); this._actorDataWindow.x = Moghunter.scItem_ActorWinX + 100; this._actorDataWindow.y = Moghunter.scItem_ActorWinY; this._actorDataWindow.opacity = 0; this._actorDataWindow.setActor(this._actorStatus); this.addChild(this._actorDataWindow); }; //============================== // * create Party Data //============================== Scene_Item.prototype.createPartyData = function () { this._partyWindow = []; this._partyPos = []; this._partyAni = []; this._partyPos[0] = [Moghunter.scItem_PartyX, Moghunter.scItem_PartyY]; this._partyPos[1] = [Moghunter.scItem_PartyX - 290, Moghunter.scItem_PartyY]; this._partyPos[2] = [Moghunter.scItem_PartyX - 20, Moghunter.scItem_PartyY - 100]; this._partyPos[3] = [Moghunter.scItem_PartyX - 20, Moghunter.scItem_PartyY + 100]; for (var i = 0; i < $gameParty.members().length; i++) { this._partyWindow[i] = new PartyWindowData($gameParty.members()[i]); this._partyWindow[i].opacity = 0; this._partyAni[i] = [0, 0]; this.addChild(this._partyWindow[i]); }; this.createPartyArrow(); this.createAllMembersScope(); }; //============================== // * refresh Part Data //============================== Scene_Item.prototype.refreshPartyData = function () { for (var i = 0; i < this._partyWindow.length; i++) { this._partyWindow[i].refresh(); }; this._actorDataWindow.refresh(); }; //============================== // * update Party Window //============================== Scene_Item.prototype.updatePartyWindow = function () { for (var i = 0; i < this._partyWindow.length; i++) { if (this._actorWindow.active) { var c = this._actorWindow._index; var n = this._actorWindow._index + 1; var p = this._actorWindow._index - 1; if (n >= $gameParty.members().length) { n = 0 }; if (p < 0) { p = $gameParty.members().length - 1 }; if (i === c) { var nx = this._partyPos[0][0]; var ny = this._partyPos[0][1]; this._partyWindow[i].opacity += 25; this.updateSlidePartyWin(i); } else { this._partyAni[i] = [0, 0]; if (p === i) { var nx = this._partyPos[2][0]; var ny = this._partyPos[2][1]; } else if (n === i) { var nx = this._partyPos[3][0]; var ny = this._partyPos[3][1]; } else { var nx = this._partyPos[1][0]; var ny = this._partyPos[1][1]; }; if (this._partyWindow[i].opacity > 160) { this._partyWindow[i].opacity -= 15; if (this._partyWindow[i].opacity < 160) { this._partyWindow[i].opacity = 160; }; } else if (this._partyWindow[i].opacity < 160) { this._partyWindow[i].opacity += 15; if (this._partyWindow[i].opacity > 160) { this._partyWindow[i].opacity = 160; }; }; }; } else { var nx = this._partyPos[1][0]; var ny = this._partyPos[1][1]; this._partyAni[i] = [0, 0]; this._partyWindow[i].opacity -= 25; }; nx += this._partyAni[i][0]; this._partyWindow[i].x = this.commandMoveTo(this._partyWindow[i].x, nx, 20); this._partyWindow[i].y = this.commandMoveTo(this._partyWindow[i].y, ny, 20); }; this.updatePartyArrow(); this.updateAllMembersSprite(); }; //============================== // * update Slide Party Win //============================== Scene_Item.prototype.updateSlidePartyWin = function (i) { this._partyAni[i][1]++; if (this._partyAni[i][1] < 30) { this._partyAni[i][0] += 0.2; } else if (this._partyAni[i][1] < 60) { this._partyAni[i][0] -= 0.2; } else { this._partyAni[i] = [0, 0]; }; }; //============================== // * update Party Arrow //============================== Scene_Item.prototype.updatePartyArrow = function () { for (var i = 0; i < this._partyArrow.length; i++) { if (this._actorWindow.active) { this.updateSlidePartyArrow(); var cw = this._partyWindow[0].width / 2; var ch = this._partyWindow[0].height; if (i === 0) { var nx = this._partyPos[2][0] + cw; var ny = this._partyPos[2][1] - this._partyArrow[i].height; ny += this._partyArrowAni[0]; } else { var nx = this._partyPos[3][0] + cw; var ny = this._partyPos[3][1] + ch + this._partyArrow[i].height; ny += -this._partyArrowAni[0]; }; this._partyArrow[i].opacity += 15; } else { var nx = this._partyPos[1][0]; var ny = this._partyPos[1][1]; this._partyArrow[i].opacity -= 15; }; this._partyArrow[i].x = this.commandMoveTo(this._partyArrow[i].x, nx, 20); this._partyArrow[i].y = this.commandMoveTo(this._partyArrow[i].y, ny, 20); }; }; //============================== // * update Slide Party Arrow //============================== Scene_Item.prototype.updateSlidePartyArrow = function () { this._partyArrowAni[1]++; if (this._partyArrowAni[1] < 50) { this._partyArrowAni[0] += 0.14; } else if (this._partyArrowAni[1] < 100) { this._partyArrowAni[0] -= 0.14; } else { this._partyArrowAni = [0, 0]; }; }; //============================== // * create Party Arrow //============================== Scene_Item.prototype.createPartyArrow = function () { this._partyArrow = []; this._partyArrowAni = [0, 0]; for (var i = 0; i < 2; i++) { this._partyArrow[i] = new Sprite(ImageManager.loadMenusActor("Arrow")); this._partyArrow[i].anchor.x = 0.5; this._partyArrow[i].anchor.y = 0.5; if ($gameParty.members().length < 4) { this._partyArrow[i].visible = false }; if (i === 1) { this._partyArrow[i].scale.y = -1.00 }; this._partyArrow[i].opacity = 0; this.addChild(this._partyArrow[i]); }; }; //============================== // * create All Members Scope //============================== Scene_Item.prototype.createAllMembersScope = function () { this._almSprite = new Sprite(ImageManager.loadMenusActor("AllMembers")); this._almSprite.anchor.x = 0.5; this._almSprite.anchor.y = 0.5; this._almSprite.visible = false; this.addChild(this._almSprite); }; //============================== // * updateAllMembers Sprite //============================== Scene_Item.prototype.updateAllMembersSprite = function () { this._almSprite.x = this._partyPos[0][0] + (this._partyWindow[0].width / 2); this._almSprite.y = this._partyPos[0][1] + (this._partyWindow[0].height / 2); this._almSprite.visible = this._actorWindow._cursorAll; }; //============================== // * on Actor Cancel //============================== var _mog_scItem_onActorCancel = Scene_Item.prototype.onActorCancel; Scene_Item.prototype.onActorCancel = function () { _mog_scItem_onActorCancel.call(this); this._actorWindow._cursorAll = false; }; //============================== // * refresh Actor WD //============================== Scene_Item.prototype.refreshActorWD = function () { if (this._partyWindow) { for (var i = 0; i < this._partyWindow.length; i++) { this._partyWindow[i].refresh(); }; }; if (this._actorDataWindow) { this._actorDataWindow.refresh() }; }; //============================== // * process OK //============================== var _mog_scItem_wmact_useItem = Scene_Item.prototype.useItem; Scene_Item.prototype.useItem = function () { _mog_scItem_wmact_useItem.call(this); this.refreshActorWD(); }; //============================== // * update //============================== var _mog_scnItem_update = Scene_Item.prototype.update; Scene_Item.prototype.update = function () { _mog_scnItem_update.call(this); this.updateDefaultWindow(); if (!this._layout) { if (this._layImg.isReady()) { this.createSprites() }; return }; this.updateItemWindow(); this.updateCommands(); if (this._layoutItem) { this.updateItemLayout() }; if (this._buttons) { this.updateButtons() }; this.updateTouchScreen(); if (this._actorWindow) { this.updateActorStatus() }; }; //============================================================================ // * Party Window Data //============================================================================ function PartyWindowData() { this.initialize.apply(this, arguments); }; PartyWindowData.prototype = Object.create(Sprite.prototype); PartyWindowData.prototype.constructor = PartyWindowData; //============================== // * Initialize //============================== PartyWindowData.prototype.initialize = function (actor) { Sprite.prototype.initialize.call(this); this.loadBitmaps(); this._actor = actor; }; //============================== // * Refresh //============================== PartyWindowData.prototype.loadBitmaps = function () { this._layImg = ImageManager.loadMenusActor("Layout2"); this._hpMeterImg = ImageManager.loadMenusActor("HPMeter"); this._mpMeterImg = ImageManager.loadMenusActor("MPMeter"); }; //============================== // * create Sprites //============================== PartyWindowData.prototype.createSprites = function () { this.bitmap = this._layImg; this.createPar(); this.createHPMeter(); this.createMPMeter(); this.createStates(); this.refresh() }; //============================== // * Refresh //============================== PartyWindowData.prototype.refresh = function () { this.refreshPar(); this.refreshHPMeter(); this.refreshMPMeter(); this.refresh_states(); }; //============================== // * createPar //============================== PartyWindowData.prototype.createPar = function () { this._par = new Sprite(new Bitmap(320, 160)); this._par.bitmap.fontSize = Moghunter.scItem_PartyFontSize; this.addChild(this._par); }; //============================== // * refresh Par //============================== PartyWindowData.prototype.refreshPar = function () { this._par.bitmap.clear(); this._par.bitmap.drawText(this._actor.hp, Moghunter.scItem_PartyHPNumberX, Moghunter.scItem_PartyHPNumberY, 80, 32, "right"); this._par.bitmap.drawText(this._actor.mp, Moghunter.scItem_PartyMPNumberX, Moghunter.scItem_PartyMPNumberY, 80, 32, "right"); this._par.bitmap.drawText(this._actor.name(), Moghunter.scItem_PartyNameX, Moghunter.scItem_PartyNameY, 120, 32, "left"); }; //============================== // * createHP Meter //============================== PartyWindowData.prototype.createHPMeter = function () { this._hpMeter = new Sprite(this._hpMeterImg); this._hpMeter.x = Moghunter.scItem_PartyHPMeterX; this._hpMeter.y = Moghunter.scItem_PartyHPMeterY; this.addChild(this._hpMeter); }; //============================== // * refreshHP Meter //============================== PartyWindowData.prototype.refreshHPMeter = function () { var cw = this._hpMeterImg.width; var ch = this._hpMeterImg.height; var wid = cw * this._actor.hp / this._actor.mhp; this._hpMeter.setFrame(0, 0, wid, cw); }; //============================== // * createHP Meter //============================== PartyWindowData.prototype.createMPMeter = function () { this._mpMeter = new Sprite(this._mpMeterImg); this._mpMeter.x = Moghunter.scItem_PartyMPMeterX; this._mpMeter.y = Moghunter.scItem_PartyMPMeterY; this.addChild(this._mpMeter); }; //============================== // * refreshMP Meter //============================== PartyWindowData.prototype.refreshMPMeter = function () { var cw = this._mpMeterImg.width; var ch = this._mpMeterImg.height; var wid = cw * this._actor.mp / this._actor.mmp; this._mpMeter.setFrame(0, 0, wid, cw); }; //============================== // * Create States //============================== PartyWindowData.prototype.createStates = function () { this._states_data = [0, 0, 0]; this._state_icon = new Sprite(ImageManager.loadSystem("IconSet")); this._state_icon.x = Moghunter.scItem_PartyStatusX; this._state_icon.y = Moghunter.scItem_PartyStatusY; this._state_icon.visible = false; this.addChild(this._state_icon); this.refresh_states(); }; //============================== // * Create States //============================== PartyWindowData.prototype.refresh_states = function () { this._states_data[0] = 0; this._states_data[2] = 0; this._state_icon.visible = false; if (this._actor.allIcons().length == 0) { this._states_data[1] = 0; return }; if (this._actor.allIcons()[this._states_data[1]]) { this._states_data[0] = this._actor.allIcons()[this._states_data[1]]; this._state_icon.visible = true; var sx = this._states_data[0] % 16 * 32; var sy = Math.floor(this._states_data[0] / 16) * 32; this._state_icon.setFrame(sx, sy, 32, 32); }; this._states_data[1] += 1; if (this._states_data[1] >= this._actor.allIcons().length) { this._states_data[1] = 0 }; }; //============================== // * Update States //============================== PartyWindowData.prototype.update_states = function () { this._states_data[2] += 1; if (this.need_refresh_states()) { this.refresh_states(); }; }; //============================== // * Need Refresh States //============================== PartyWindowData.prototype.need_refresh_states = function () { if (this._states_data[2] > 60) { return true }; return false; }; //============================== // * Update //============================== PartyWindowData.prototype.update = function () { Sprite.prototype.update.call(this); if (!this._par && this._layImg.isReady()) { this.createSprites() }; if (this._state_icon) { this.update_states() }; }; //============================================================================ // * Actor Data Window //============================================================================ function ActorDataWindow() { this.initialize.apply(this, arguments); }; ActorDataWindow.prototype = Object.create(Sprite.prototype); ActorDataWindow.prototype.constructor = ActorDataWindow; //============================== // * Initialize //============================== ActorDataWindow.prototype.initialize = function () { Sprite.prototype.initialize.call(this); this._actor = null; }; //============================== // * setActor //============================== ActorDataWindow.prototype.setActor = function (actor) { this._actor = actor; if (!this._layout) { this.createSprites() }; this.refresh(); }; //============================== // * create Sprites //============================== ActorDataWindow.prototype.createSprites = function () { this.createLayout(); this.createStates(); this.createFaces(); this.createParameters(); }; //============================== // * Refresh //============================== ActorDataWindow.prototype.refresh = function () { this.refreshParameters(); this.refresh_states(); this.refreshFaces(); }; //============================== // * create Layout //============================== ActorDataWindow.prototype.createLayout = function () { this._layout = new Sprite(ImageManager.loadMenusActor("Layout")); this.addChild(this._layout); }; //============================== // * create Parameters //============================== ActorDataWindow.prototype.createParameters = function () { this._par = new Sprite(new Bitmap(Graphics.boxWidth, Graphics.boxHeight)); this._par.bitmap.fontSize = Moghunter.scItem_ActorParFontSize; this._par.x = Moghunter.scItem_ActorParX; this._par.y = Moghunter.scItem_ActorParY; this.addChild(this._par); }; //============================== // * refresh Parameters //============================== ActorDataWindow.prototype.refreshParameters = function () { this._par.bitmap.clear(); this._par.bitmap.drawText(this._actor.hp, -60, 66, 160, 32, "right"); this._par.bitmap.drawText(this._actor.mhp, 30, 66, 160, 32, "right"); this._par.bitmap.drawText(this._actor.mp, -60, 99, 160, 32, "right"); this._par.bitmap.drawText(this._actor.mmp, 30, 99, 160, 32, "right"); this._par.bitmap.drawText(this._actor.atk, -60, 132, 160, 32, "right"); this._par.bitmap.drawText(this._actor.def, 30, 132, 160, 32, "right"); this._par.bitmap.drawText(this._actor.mat, -60, 165, 160, 32, "right"); this._par.bitmap.drawText(this._actor.mdf, 30, 165, 160, 32, "right"); this._par.bitmap.drawText(this._actor.agi, -60, 198, 160, 32, "right"); this._par.bitmap.drawText(this._actor.luk, 30, 198, 160, 32, "right"); this._par.bitmap.drawText(this._actor.name(), 70, 30, 160, 32, "left"); }; //============================== // * Create States //============================== ActorDataWindow.prototype.createStates = function () { this._states_data = [0, 0, 0]; this._state_icon = new Sprite(ImageManager.loadSystem("IconSet")); this._state_icon.x = Moghunter.scItem_ActorStatesX; this._state_icon.y = Moghunter.scItem_ActorStatesY; this._state_icon.visible = false; this.addChild(this._state_icon); this.refresh_states(); }; //============================== // * Create States //============================== ActorDataWindow.prototype.refresh_states = function () { this._states_data[0] = 0; this._states_data[2] = 0; this._state_icon.visible = false; if (this._actor.allIcons().length == 0) { this._states_data[1] = 0; return }; if (this._actor.allIcons()[this._states_data[1]]) { this._states_data[0] = this._actor.allIcons()[this._states_data[1]]; this._state_icon.visible = true; var sx = this._states_data[0] % 16 * 32; var sy = Math.floor(this._states_data[0] / 16) * 32; this._state_icon.setFrame(sx, sy, 32, 32); }; this._states_data[1] += 1; if (this._states_data[1] >= this._actor.allIcons().length) { this._states_data[1] = 0 }; }; //============================== // * Update States //============================== ActorDataWindow.prototype.update_states = function () { this._states_data[2] += 1; if (this.need_refresh_states()) { this.refresh_states(); }; }; //============================== // * Need Refresh States //============================== ActorDataWindow.prototype.need_refresh_states = function () { if (this._states_data[2] > 60) { return true }; return false; }; //============================== // * create Faces //============================== ActorDataWindow.prototype.createFaces = function () { this._faces = new Sprite(); this._faces.x = Moghunter.scItem_ActorFaceX; this._faces.y = Moghunter.scItem_ActorFaceY; this.addChild(this._faces); }; //============================== // * refresh Faces //============================== ActorDataWindow.prototype.refreshFaces = function () { this._faces.bitmap = ImageManager.loadMenusFaces1("Actor_" + this._actor._actorId) }; //============================== // * update //============================== ActorDataWindow.prototype.update = function () { Sprite.prototype.update.call(this); if (!this._actor) { return }; this.update_states(); }; //============================================================================ // ** Window ItemListM //============================================================================ function Window_ItemListM() { this.initialize.apply(this, arguments); } Window_ItemListM.prototype = Object.create(Window_Selectable.prototype); Window_ItemListM.prototype.constructor = Window_ItemListM; //============================== // * initialize //============================== Window_ItemListM.prototype.initialize = function (x, y, width, height) { Window_Selectable.prototype.initialize.call(this, x, y, width, height); this._category = 'none'; this._data = []; this.contentsOpacity = 0; this.opacity = 0; }; //============================== // * setCategory //============================== Window_ItemListM.prototype.setCategory = function (category) { if (this._category !== category) { this._category = category; this.refresh(); this.resetScroll(); } }; //============================== // * maxCols //============================== Window_ItemListM.prototype.maxCols = function () { return 1; }; //============================== // * spacing //============================== Window_ItemListM.prototype.spacing = function () { return 48; }; //============================== // * maxItems //============================== Window_ItemListM.prototype.maxItems = function () { return this._data ? this._data.length : 1; }; //============================== // * item //============================== Window_ItemListM.prototype.item = function () { var index = this.index(); return this._data && index >= 0 ? this._data[index] : null; }; //============================== // * isCurrentItemEnabled //============================== Window_ItemListM.prototype.isCurrentItemEnabled = function () { return this.isEnabled(this.item()); }; //============================== // * Includes //============================== Window_ItemListM.prototype.includes = function (item) { switch (this._category) { case 'item': return DataManager.isItem(item) && item.itypeId === 1; case 'weapon': return DataManager.isWeapon(item); case 'armor': return DataManager.isArmor(item); case 'keyItem': return DataManager.isItem(item) && item.itypeId === 2; default: return false; } }; //============================== // * needsNumber //============================== Window_ItemListM.prototype.needsNumber = function () { return true; }; //============================== // * is Enabled //============================== Window_ItemListM.prototype.isEnabled = function (item) { return $gameParty.canUse(item); }; //============================== // * makeItemList //============================== Window_ItemListM.prototype.makeItemList = function () { this._data = $gameParty.allItems().filter(function (item) { return this.includes(item); }, this); if (this.includes(null)) { this._data.push(null); } }; //============================== // * selectLast //============================== Window_ItemListM.prototype.selectLast = function () { var index = this._data.indexOf($gameParty.lastItem()); this.select(index >= 0 ? index : 0); }; //============================== // * drawItem //============================== Window_ItemListM.prototype.drawItem = function (index) { var item = this._data[index]; if (item) { var numberWidth = this.numberWidth(); var rect = this.itemRect(index); rect.width -= this.textPadding(); this.changePaintOpacity(this.isEnabled(item)); this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); this.drawItemNumber(item, rect.x, rect.y, rect.width); this.changePaintOpacity(1); } }; //============================== // * numberWidth //============================== Window_ItemListM.prototype.numberWidth = function () { return this.textWidth('000'); }; //============================== // * drawItemNumber //============================== Window_ItemListM.prototype.drawItemNumber = function (item, x, y, width) { if (this.needsNumber()) { this.drawText(':', x, y, width - this.textWidth('00'), 'right'); this.drawText($gameParty.numItems(item), x, y, width, 'right'); } }; //============================== // * updateHelp //============================== Window_ItemListM.prototype.updateHelp = function () { this.setHelpWindowItem(this.item()); }; //============================== // * refresh //============================== Window_ItemListM.prototype.refresh = function () { this.makeItemList(); this.createContents(); this.drawAllItems(); }; //============================== // * update //============================== var _mog_WindowItemM_update = Window_ItemListM.prototype.update; Window_ItemListM.prototype.update = function () { if (this.contentsOpacity != 255) { return }; _mog_WindowItemM_update.call(this); this.opacity = 0; }; //============================== // * process Cursor Move //============================== Window_MenuActor.prototype.processCursorMove = function () { if (this.isCursorMovable()) { var lastIndex = this.index(); if (Input.isRepeated('down')) { this.cursorDown(Input.isTriggered('down')); }; if (Input.isRepeated('up')) { this.cursorUp(Input.isTriggered('up')); }; if (Input.isRepeated('right')) { this.cursorDown(Input.isTriggered('right')); }; if (Input.isRepeated('left')) { this.cursorUp(Input.isTriggered('left')); }; if (this.index() !== lastIndex) { SoundManager.playCursor(); }; }; }; //============================== // * Update //============================== var _mog_scItem_wmact_update = Window_MenuActor.prototype.update; Window_MenuActor.prototype.update = function () { _mog_scItem_wmact_update.call(this); if (!this._cursorAll) { this.updateScrollRoll() }; }; //============================== // * update SCroll Roll //============================== Window_MenuActor.updateScrollRoll = function () { if (this.isOpenAndActive() && this.maxItems() > 0) { var srow = this.maxTopRow() === 0 ? 1 : this.maxCols(); var threshold = 20; var idx = this._index; if (TouchInput.wheelY >= threshold) { this._index += srow; if (this._index > (this.maxItems() - 1)) { this._index = this.maxItems() - 1 }; this.select(this._index); if (idx != this._index) { SoundManager.playCursor() }; }; if (TouchInput.wheelY <= -threshold) { this._index -= srow; if (this._index < 0) { this._index = 0 }; this.select(this._index); if (idx != this._index) { SoundManager.playCursor() }; }; }; };