/*:----------------------------------------------------------------------------------- * NUUN_ItemBook.js * * Copyright (C) 2021 NUUN * This software is released under the MIT License. * http://opensource.org/licenses/mit-license.php * ------------------------------------------------------------------------------------- * */ /*: @target MZ @url https://github.com/nuun888/MZ @plugindesc Item Encyclopedia @author NUUN @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/NUUN-MZ-plugins ). Original plugin by NUUN. Please check the latest official version at: https://github.com/nuun888/MZ ----- Implements an item encyclopedia. This plugin allows you to freely customize the display of items, weapons, and armor. Page Item Settings Items for each page are configured in "Item Item Settings," "Weapon Item Settings," and "Armor Item Settings." Item settings can be configured using the numeric values in parentheses next to the item list. [Name Settings] You can set any name other than the item name. If left blank, the name set in the database and within this plugin will be displayed. [System Item Text Color Settings] Specify the text color for the name. [Parameter Evaluation Formula Settings] Enter the evaluation formula. Must be entered for original parameters. [item] allows you to obtain item data. If left blank for parameters other than original parameters, they will be automatically referenced. Reference Parameters [item] - Item Data [Description Field Settings] For the description field, enter any string in the plugin parameter "Description Field Tag Name." Please note that some strings may not be usable. If you enter "desc1" in the memo field for an item, weapon, or armor, when you enter "desc1: aaaaaa" in the description field tag name, "aaaaaaa" will be displayed in the item. [X Display Position] Specify the column to display. [Y Display Position] Specify the row to display. [X Coordinate Setting] Relative coordinate shift from the display position. [Y Coordinate Setting] Relative coordinate shift from the display position. [Item Width Setting] Specify the width. If not specified, it will be automatically adjusted. [Item Display Mode] Displays items across multiple columns. [System Item Width] Specify the display width of the system text. [Name and Item Name Display Position] Specify the position of the name and item name text. [Unit] Set the unit to add to the suffix. Can be set for original parameters and success rate. [Content Background Display] Set whether to display a black background (default) or a table. You can set the following: stats, number of items held, maximum number of items held, price, original parameters, when available, consumption, speed modifier, TP gained, weapon type, armor type, and equipment type. [Description, Individual Image Tag Name] Enter any string you like. Some strings may not be usable, so if they are, enclose them in quotation marks ('') and they may be displayed. Item, weapon, and armor memo field <[tag]:[text]> Description text [tag]: Description tag name [text]: Display text. You can display as many lines as you like by adding line breaks, so you can add your own items. "ああああ" will be displayed in items tagged with desc1. To display text, enter . [Common Image] Specify a common image to be displayed for all items, weapons, and armor. [Maximum Image Height] Adjusts the image display size to the specified number of lines. The default is 8 lines, so the size will be adjusted if the height exceeds 8 lines. This can be set using the common image or individual item image. Displays individual images for items, weapons, and armor. Item, weapon, and armor memo field. <[tag]:[img],[x],[y]> Displays individual item images. [tag]: Tag name set in the description field or individual image tag name. [img]: Image path (without extension). If the individual image folder is 'pictures', enter the file directly under im/pictures without the extension. If retrieving from a subfolder, enter the subfolder name as well. Example: 'items/tankobu'. [x]: x coordinate (relative). [y]: y coordinate (relative). To specify multiple images, set only the number of images you want to display in the item list, and then set different names in the description field or individual image tag name. Item images can also be set using the Item Image Settings, Weapon Image Settings, and Armor Image Settings plugin parameters. In this case, the image will be displayed if the individual image (101) is selected in the item settings. If the above tags are entered, the tags will take priority. Set a custom category for an item Item, weapon, or armor memo field <[categorytag]:[categorykey]> Enter the category of the item to display. [categorytag]: The tag name set in "Category Tag Name" [categorykey]: The category key allItem: All items, including key items allItems: All items, weapons, and armor The ' and " characters at the beginning and end of the text are optional, but they may not be displayed correctly for some strings. Do not add them when entering tags in the memo field. This plugin requires NUUN_Base version 1.3.0 or later. Update History June 14, 2025 Ver. 1.6.6 Fixed a bug that prevented categories from being displayed if there was less than 1 category. October 12, 2024 Ver. 1.6.5 Fixed a conflict with some plugins. December 29, 2023 Ver. 1.6.4 Fixed a bug when item category names were not set. September 10, 2023 Ver. 1.6.3 Fixed an issue that caused an error to appear when an individual image folder was not set. April 23, 2023 Ver. 1.6.2 Added a feature to set the total number of items, weapons, and armor registered in the encyclopedia completion rate and registration count, excluding items, weapons, and armor. March 25, 2023 Ver. 1.6.1 Added a feature to specify key assignments for page switching. (A separate plugin that allows key assignments is required.) February 25, 2023 Ver. 1.6.0 Added a field to display additional ability values and special ability values. January 25, 2023 Ver. 1.5.1 Fixed an issue that caused an error when opening the item encyclopedia when only one item category was set in the database. Changed the specifications for item categories and item encyclopedia categories separately. Fixed an issue where weapon names were not applied. January 9, 2023 Ver. 1.5.0 Added a feature to set images for items, weapons, and armor from plugin parameters. January 7, 2023 Ver. 1.4.5 Changed the specifications for the original parameters in item settings. (Only the original parameters must be reset.) Processing fixes. July 24, 2022 Ver. 1.4.4 Fixed an issue where weapons and armor were not displayed. 2022/2/3 Ver. 1.4.3 Fixed an issue where the item list would display incorrectly. 2021/12/12 Ver. 1.4.2 Added a feature to set the width of the main window (displays item information). 2021/11/11 Ver. 1.4.1 Slightly changed the background setting method. The system text color for each item now supports color codes. 2021/11/3 Ver. 1.4.0 Added a feature to display the completion rate (items, weapons, armor), number of registered items/total items, weapons, and armor in the completion rate window. 2021/9/28 Ver. 1.3.0 Added a feature to assign the encyclopedia completion rate and number of registered items to variables in the plugin command. Added a feature to display the number display in category order. Added a feature to specify a background image. 2021/9/2 Ver.1.2.4 Fixed an issue where coordinates were not being set for individual item images. August 30, 2021 Ver.1.2.3 Fixed an issue where an error would occur if the item item settings in the plugin parameters were left at their default settings. August 28, 2021 Ver.1.2.2 Fixed an issue where category keys were not reflected. August 28, 2021 Ver.1.2.1 Fixed an issue where an error would occur when opening the item encyclopedia with the common image left blank. August 27, 2021 Ver.1.2.0 Added the ability to display images. August 22, 2021 Ver.1.1.0 Added the ability to set custom item categories. August 13, 2021 Ver.1.0.1 Fixed an issue where book numbers would display incorrectly. Added a feature to hide certain weapon and armor types. August 11, 2021 Ver.1.0.0 First version @param RequireFiles @text Files that should not be deleted during deployment @desc When specifying an image from the memo field, specify the material file that you want to prohibit from being deleted during deployment. @type file[] @dir img/ @param BasicSetting @text Basic settings @default ------------------------------ @param WindowMode @text Selection screen window position @desc Specify the display position of the item and category selection screen. @type select @default 0 @option left side display @value 0 @option Right side display @value 1 @parent BasicSetting @param NumberType @text Item number display @desc Displays the item number. @type select @default 0 @option No item number displayed @value 0 @option Shows the item number. @value 1 @option Display the item number and fill in with zeros. @value 2 @parent BasicSetting @param RegistrationTiming @text Registration timing @desc Timing of encyclopedia registration. @type select @default 0 @option At the time of acquisition @value 0 @option No registration @value 10 @parent BasicSetting @param UnknownData @text Unconfirmed Item Name @desc Unconfirmed index name. If you enter only one character "?", it will be replaced with "?" depending on the number of characters in the name. @type string @default ? @parent BasicSetting @param NumberMode @text Number category display order display @desc The numbers are displayed in the order of each category. @type boolean @default false @parent BasicSetting @param ItemBookImgList @text Item image settings @desc Configure the item. @type struct[] @parent BasicSetting @param WeaponItemBookImgList @text Weapon Image Settings @desc Configure the weapon. @type struct[] @parent BasicSetting @param ArmorItemBookImgList @text Armor image settings @desc Set up the armor. @type struct[] @parent BasicSetting @param ImgFolder @text Individually specified image folder @desc Specify the folder name for the individual image (directly under img). @type string @default 'pictures' @parent BasicSetting @param DecimalMode @text Rounding off @desc Round off the decimal point outside the display (false to truncate). @type boolean @default true @parent BasicSetting @param PageNextSymbol @text Pagination symbol name @desc Pagination symbol name (to change it, a separate plug-in that allows key assignment is required) @type combo @option pageup2 @parent BasicSetting @param PagePreviousSymbol @text Page return symbol name @desc Page return symbol name (to change it, a separate plugin that allows key assignment is required) @type combo @option pagedown2 @parent BasicSetting @param WindowSetting @text Window Settings @default ------------------------------ @param BookWidth @text Picture book width @desc Width of the main encyclopedia window (0 is 2/3 of the screen). @type number @default 0 @min 0 @parent WindowSetting @param BackGround @text Background Settings @default ------------------------------ @param ItemBookBackGround @text Background image display @desc Displays the background image of the picture book. @type boolean @default false @parent BackGround @param BackGroundImg @text background image @desc Specifies the background image file name. @type file[] @default [] @dir img/ @parent BackGround @param BackUiWidth @text Match background size to UI @desc Adjust the background size to fit the UI. @type boolean @default true @parent BackGround @param Category @text Category Settings @default ------------------------------ @param ItemBookCategory @text Item Category Settings @desc Set the item category. If not set, the normal item category will be displayed. @type struct[] @default ["{\"CategoryName\":\"アイテム\",\"CategoryKey\":\"[\\\"'allItem'\\\"]\"}","{\"CategoryName\":\"\",\"CategoryKey\":\"[\\\"'weapon'\\\"]\"}","{\"CategoryName\":\"\",\"CategoryKey\":\"[\\\"'armor'\\\"]\"}"] @parent Category @param ItemBookCategoryTagName @text Item Category Name @desc Specify the name of the tag to be entered in the memo field to identify the item category. @type string @default 'CategoryType' @parent Category @param PercentWindow @text Readiness window settings @default ------------------------------ @param PercentWindowVisible @text Completion window display @desc Display the completion window. @type boolean @default true @parent PercentWindow @param PercentContent @text Display item settings @desc Set the display items in the completion window. @type struct[] @default ["{\"ContentName\":\"完成度\",\"ContentDate\":\"0\"}"] @parent PercentWindow @param Interval @text Update Frame Interval @desc Completeness window update frame @type number @default 100 @min 0 @max 999999 @parent PercentWindow @param AllPercentItem @text Completion rate registration number item application @desc The item will be applied to the encyclopedia completion rate and number of encyclopedia entries. @type boolean @default true @parent PercentWindow @param AllPercentWeapon @text Completion rate registration number weapon application @desc Weapons are applied to the encyclopedia completion rate and encyclopedia registration count. @type boolean @default true @parent PercentWindow @param AllPercentArmor @text Completion rate registration number Armor application @desc Armor is now applied to the encyclopedia completion rate and number of encyclopedia entries. @type boolean @default true @parent PercentWindow @param CommandData @text Command Settings @default ------------------------------ @param ShowCommand @text Menu command display @desc Added the Item Encyclopedia to the menu commands. @type boolean @default false @parent CommandData @param CommandName @text Command display name @desc The name of the command. @type string @default アイテム図鑑 @parent CommandData @param itemBookSwitch @text Menu command display switch @desc Flag switch ID to display @type switch @default 0 @parent CommandData @param PageData @text Display page settings @default ------------------------------ @param ItemPageSetting @text Item settings @desc Item item settings. @type struct[] @default 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@parent PageData @param NoArmorType @text Armor types not displayed @desc Armor type IDs to hide. (Multiple selections allowed) @type combo[] @default 0 @parent PageData @param PageCols @text Maximum columns displayed on page @desc Maximum visible columns on a page. @type number @default 1 @min 1 @parent PageData @param ContentCols @text Number of information item columns @desc Number of columns of information (common to all) @type select @default 2 @option 2 rows @value 2 @option 3 rows @value 3 @parent PageData @command ItemBookOpen @text Open the item encyclopedia @desc Open the Item Guide. @command ItemBookInfoAdd @text Adding items @desc Add the item to the book. @arg itemId @desc Specify the item ID. @type item @default 0 @command WeaponBookInfoAdd @text Add weapon @desc Add weapons to your inventory. @arg itemId @desc Specify the weapon ID. @type weapon @default 0 @command ArmorBookInfoAdd @text Added armor @desc Add the armor to your inventory. @arg itemId @desc Specify the armor ID. @type armor @default 0 @command ItemBookInfoRemove @text Item deletion @desc Removes the item from the book. @arg itemId @desc Specify the item ID. @type item @default 0 @command WeaponBookInfoRemove @text Weapon removal @desc Remove the weapon from the inventory. @arg itemId @desc Specify the item ID. @type item @default 0 @command ArmorBookInfoRemove @text Delete Armor @desc Removes the armor from the catalog. @arg itemId @desc Specify the armor ID. @type armor @default 0 @command ItemBookComplete @text Completed the illustrated book @desc Complete the picture book. @command ItemBookCompleteness @text Pokédex completion rate acquisition @desc Assign the encyclopedia completion rate to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookItemCompleteness @text Obtaining the completion rate of the Pokédex item @desc Assign the item completion rate of the encyclopedia to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookWeaponCompleteness @text Obtaining the encyclopedia weapon completion rate @desc Assign the weapon completion rate from the encyclopedia to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookArmorCompleteness @text Acquire the complete rate of the illustrated armor @desc Assign the armor completion rate from the encyclopedia to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookInfoVar @text Obtaining the number of encyclopedia entries @desc Assign the number of all items (including weapons and armor) registered in the encyclopedia information to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookItemInfoVar @text Get the number of registered items in the encyclopedia @desc Assign the number of items registered in the encyclopedia information to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookWeaponInfoVar @text Obtain the number of weapons registered in the encyclopedia @desc Assign the number of weapons registered in the encyclopedia information to a variable. @arg VariableId @desc variable @type variable @default 0 @command ItemBookArmorInfoVar @text Acquire the number of registered armor in the encyclopedia @desc Assign the number of armor registered in the encyclopedia information to a variable. @arg VariableId @desc variable @type variable @default 0 */ /*~struct~ItemPageSettingData: @param displayData @text Display items @desc The list item to display. @type struct[] @parent ListData @param PageName @text Page Name @desc Set the name of the page. @type string @param PageBackGroundId @text Background Image Id @desc Specifies the background image. If 0, the image number 1 in the list will be displayed. @type number @default 1 */ /*~struct~WeaponPageSettingData: @param displayData @text Display items @desc The list item to display. @type struct[] @parent ListData @param PageName @text Page Name @desc Set the name of the page. @type string @param PageBackGroundId @text Background Image Id @desc Specifies the background image. If 0, the image number 1 in the list will be displayed. @type number @default 1 */ /*~struct~ArmorPageSettingData: @param displayData @text Display items @desc The list item to display. @type struct[] @parent ListData @param PageName @text Page Name @desc Set the name of the page. @type string @param PageBackGroundId @text Background Image Id @desc Specifies the background image. If 0, the image number 1 in the list will be displayed. @type number @default 1 */ /*~struct~ItemBookList: @param Item @text item @desc Specify the item. @type item @param ItemImg @text Item image @desc Specifies the image file name for the item. @type file @dir img/ @param ItemX @text Coordinate X @desc The X coordinate of the image. @type number @default 0 @min -9999 @param ItemY @text Coordinate Y @desc The Y coordinate of the image. @type number @default 0 @min -9999 */ /*~struct~WeaponItemBookList: @param Item @text item @desc Specify the item. @type weapon @param ItemImg @text Weapon Images @desc Specifies the weapon image file name. @type file @dir img/ @param ItemX @text Coordinate X @desc The X coordinate of the image. @type number @default 0 @min -9999 @param ItemY @text Coordinate Y @desc The Y coordinate of the image. @type number @default 0 @min -9999 */ /*~struct~ArmorItemBookList: @param Item @text Armor @desc Specify the armor. @type armor @param ItemImg @text Armor images @desc Specify the image file name of the armor. @type file @dir img/ @param ItemX @text Coordinate X @desc The X coordinate of the image. @type number @default 0 @min -9999 @param ItemY @text Coordinate Y @desc The Y coordinate of the image. @type number @default 0 @min -9999 */ /*~struct~ItemPageListData: @param BasicSetting @text Basic settings @param paramName @text name @desc Set the name of the item to be displayed. @type string @parent BasicSetting @param DateSelect @text Item List @desc Specify the items to be displayed. @type select @option No display @value 0 @option Item name (2) to (7) (9) (11) @value 1 @option Book Number (2) to (7) (9) @value 2 @option Number of possessions (1) to (10) @value 3 @option Maximum number of possessions (1) to (10) @value 4 @option Price (1) to (10) @value 5 @option Original parameters (1) to (10) (15) (16) @value 8 @option Description fields (1) to (7) (9) (12) @value 9 @option When available (1) to (10) @value 10 @option Consumption (1) ~ (10) @value 11 @option Speed correction (1) to (10) @value 12 @option Success rate(1)~(10)(15) @value 13 @option Profit TP(1)~(10) @value 14 @option Name only (2) to (7) (9) @value 51 @option Lines (2) to (7) (9) @value 52 @option Number of acquisitions (not yet implemented) @value 53 @option Number of uses (not implemented) @value 54 @option Images (common images) (2) to (7) (9) (13) (14) @value 100 @option Images (individually specified images) (2) to (7) (9) (12) (14) @value 101 @parent BasicSetting @param DetaEval @text Parameter evaluation formula (1) @desc Set the parameter evaluation formula. @type combo @option '$gameVariables.value(0); // Game Variables @parent BasicSetting @param NameColor @text System item text color (2) @desc Text color for system items. You can enter a color code in the Text tab. @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X display column position (3) @desc X display column position @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @text Y display line position (4) @desc Y display line position @type number @default 1 @min 1 @max 9999 @parent BasicSetting @param X_Coordinate @text X coordinate (relative) (5) @desc X coordinate (relative to the X display column position) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y coordinate (relative) (6) @desc Y coordinate (relative to the Y display column position) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @text Item width (7) @desc Item width (automatic at 0) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @text System item width (8) @desc System item width (0 is default width) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @text Item display mode (9) @desc Item Display Mode @type select @default 1 @option 1 column display @value 1 @option 2 column display @value 2 @option 3-column display (only when the number of display columns is 3) @value 3 @parent BasicSetting @param Back @text Content background display(10) @desc Shows the content background. @type boolean @default false @parent BasicSetting @param Decimal @text Decimal places (16) @desc The number of decimal points that can be displayed. @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text Name and item name settings @param namePosition @text Name, item name display position (11) @desc Specify the display position of the name and item name @type select @default "left" @option left @value "left" @option center @value "center" @option right @value "raight" @parent nameSetting @param textSetting @text Description field settings @param textMethod @text Description field, individual image tag name (12) @desc Tag name to link to description field and image (individually specified image) @type string @parent textSetting @param ImgSetting @text Image Settings @param ImgData @text Images (13) @desc Specify the image file name. @type file[] @default [] @dir img/ @parent ImgSetting @param ImgMaxHeight @text Maximum image height (14) @desc Maximum image height (specified in lines) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text Unit Settings @param paramUnit @text Units(15) @desc Set the units. @type string @parent UnitSetting */ /*~struct~WeaponPageListData: @param BasicSetting @text Basic settings @param paramName @text name @desc Set the name of the item to be displayed. @type string @parent BasicSetting @param DateSelect @text Item List @desc Specify the items to be displayed. @type select @option No display @value 0 @option Weapon name(2)~(7)(9)(11) @value 1 @option Book Number (2) to (7) (9) @value 2 @option Number of possessions (1) to (10) @value 3 @option Maximum number of possessions (1) to (10) @value 4 @option Price (1) to (10) @value 5 @option Original parameters (1) to (10) (15) (16) @value 8 @option Description fields (1) to (7) (9) (12) @value 9 @option HP(1)~(10) @value 20 @option MP(1)~(10) @value 21 @option Attack Power (1) to (10) @value 22 @option Defense power (1) ~ (10) @value 23 @option Magic power (1) ~ (10) @value 24 @option Magic defense (1) ~ (10) @value 25 @option Agility(1)~(10) @value 26 @option Luck (1) to (10) @value 27 @option Weapon Type (1) to (10) @value 30 @option Equipment type (1) to (10) @value 32 @option Name only (2) to (7) (9) @value 51 @option Lines (2) to (7) (9) @value 52 @option Number of acquisitions (not implemented) @value 53 @option Accuracy rate(1)~(10)(16) @value 60 @option Evasion rate (1) ~ (10) (16) @value 61 @option Attention rate(1)~(10)(16) @value 62 @option Critical avoidance rate (1)-(10)(16) @value 63 @option Magic evasion rate (1) ~ (10) (16) @value 64 @option Magic reflectance (1) - (10) (16) @value 65 @option Counterattack Rate (1) to (10) (16) @value 66 @option HP regeneration rate (1) - (10) (16) @value 67 @option MP playback rate (1) - (10) (16) @value 68 @option TP playback rate(1)~(10)(16) @value 69 @option Target Rate (1) to (10) (16) @value 70 @option Defense Effectiveness Rate (1) to (10) (16) @value 71 @option Recovery Rate (1) to (10) (16) @value 72 @option Medicine knowledge (1)-(10)(16) @value 73 @option MP consumption rate (1) ~ (10) (16) @value 74 @option TP Charge Rate (1) to (10) (16) @value 75 @option Physical Damage Rate (1) to (10) (16) @value 76 @option Magic Damage Rate (1) to (10) (16) @value 77 @option Floor Damage Rate (1) to (10) (16) @value 78 @option Experience Gain Rate (1) to (10) (16) @value 79 @option Images (common images) (2) to (7) (9) (13) (14) @value 100 @option Images (individually specified images) (2) to (7) (9) (12) (14) @value 101 @parent BasicSetting @param DetaEval @text Parameter evaluation formula (1) @desc Set the parameter evaluation formula. @type combo @option '$gameVariables.value(0); // Game Variables @parent BasicSetting @param NameColor @text System item text color (2) @desc Text color for system items. You can enter a color code in the Text tab. @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X display column position (3) @desc X display column position @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @text Y display line position (4) @desc Y display line position @type number @default 1 @min 1 @max 9999 @parent BasicSetting @param X_Coordinate @text X coordinate (relative) (5) @desc X coordinate (relative to the X display column position) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y coordinate (relative) (6) @desc Y coordinate (relative to the Y display column position) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @text Item width (7) @desc Item width (automatic at 0) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @text System item width (8) @desc System item width (0 is default width) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @text Item display mode (9) @desc Item Display Mode @type select @default 1 @option 1 column display @value 1 @option 2 column display @value 2 @option 3-column display (only when the number of display columns is 3) @value 3 @parent BasicSetting @param Back @text Content background display(10) @desc Shows the content background. @type boolean @default false @parent BasicSetting @param Decimal @text Decimal places (16) @desc The number of decimal points that can be displayed. @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text Name and item name settings @param namePosition @text Name, item name display position (11) @desc Specify the display position of the name and item name @type select @default "left" @option left @value "left" @option center @value "center" @option right @value "raight" @parent nameSetting @param textSetting @text Description field settings @param textMethod @text Description field, individual image tag name (12) @desc Tag name to link to description field and image (individually specified image) @type string @parent textSetting @param ImgSetting @text Image Settings @param ImgData @text Common images (13) @desc Specify the common image file name. @type file[] @default [] @dir img/ @parent ImgSetting @param ImgMaxHeight @text Maximum image height (14) @desc Maximum image height (specified in lines) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text Unit Settings @param paramUnit @text Units(15) @desc Set the units. @type string @parent UnitSetting */ /*~struct~ArmorPageListData: @param BasicSetting @text Basic settings @param paramName @text name @desc Set the name of the item to be displayed. @type string @parent BasicSetting @param DateSelect @text Item List @desc Specify the items to be displayed. @type select @option No display @value 0 @option Weapon name(2)~(7)(9)(11) @value 1 @option Book Number (2) to (7) (9) @value 2 @option Number of possessions (1) to (10) @value 3 @option Maximum number of possessions (1) to (10) @value 4 @option Price (1) to (10) @value 5 @option Original parameters (1) to (10) (15) (16) @value 8 @option Description fields (1) to (7) (9) (12) @value 9 @option HP(1)~(10) @value 20 @option MP(1)~(10) @value 21 @option Attack Power (1) to (10) @value 22 @option Defense power (1) ~ (10) @value 23 @option Magic power (1) ~ (10) @value 24 @option Magic defense (1) ~ (10) @value 25 @option Agility(1)~(10) @value 26 @option Luck (1)-(10) @value 27 @option Armor type (1) to (10) @value 31 @option Equipment type (1) to (10) @value 32 @option Name only (2) to (7) (9) @value 51 @option Lines (2) to (7) (9) @value 52 @option Number of acquisitions (not implemented) @value 53 @option Accuracy rate(1)~(10)(16) @value 60 @option Evasion rate (1) ~ (10) (16) @value 61 @option Attention rate(1)~(10)(16) @value 62 @option Critical avoidance rate (1)-(10)(16) @value 63 @option Magic evasion rate (1) ~ (10) (16) @value 64 @option Magic reflectance (1) - (10) (16) @value 65 @option Counterattack Rate (1) to (10) (16) @value 66 @option HP regeneration rate (1) - (10) (16) @value 67 @option MP playback rate (1) - (10) (16) @value 68 @option TP playback rate(1)~(10)(16) @value 69 @option Target Rate (1) to (10) (16) @value 70 @option Defense Effectiveness Rate (1) to (10) (16) @value 71 @option Recovery Rate (1) to (10) (16) @value 72 @option Medicine knowledge (1)-(10)(16) @value 73 @option MP consumption rate (1) ~ (10) (16) @value 74 @option TP Charge Rate (1) to (10) (16) @value 75 @option Physical Damage Rate (1) to (10) (16) @value 76 @option Magic Damage Rate (1) to (10) (16) @value 77 @option Floor Damage Rate (1) to (10) (16) @value 78 @option Experience Gain Rate (1) to (10) (16) @value 79 @option Images (common images) (2) to (7) (9) (13) (14) @value 100 @option Images (individually specified images) (2) to (7) (9) (12) (14) @value 101 @parent BasicSetting @param DetaEval @text Parameter evaluation formula (1) @desc Set the parameter evaluation formula. @type combo @option '$gameVariables.value(0); // Game Variables @parent BasicSetting @param NameColor @text System item text color (2) @desc Text color for system items. You can enter a color code in the Text tab. @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X display column position (3) @desc X display column position @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @text Y display line position (4) @desc Y display line position @type number @default 1 @min 1 @max 9999 @parent BasicSetting @param X_Coordinate @text X coordinate (relative) (5) @desc X coordinate (relative to the X display column position) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y coordinate (relative) (6) @desc Y coordinate (relative to the Y display column position) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @text Item width (7) @desc Item width (automatic at 0) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @text System item width (8) @desc System item width (0 is default width) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @text Item display mode (9) @desc Item Display Mode @type select @default 1 @option 1 column display @value 1 @option 2 column display @value 2 @option 3-column display (only when the number of display columns is 3) @value 3 @parent BasicSetting @param Back @text Content background display(10) @desc Shows the content background. @type boolean @default false @parent BasicSetting @param Decimal @text Decimal places (16) @desc The number of decimal points that can be displayed. @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text Name and item name settings @param namePosition @text Name, item name display position (11) @desc Specify the display position of the name and item name @type select @default "left" @option left @value "left" @option center @value "center" @option right @value "raight" @parent nameSetting @param textSetting @text Description field settings @param textMethod @text Description field, individual image tag name (12) @desc Tag name to link to description field and image (individually specified image) @type string @parent textSetting @param ImgSetting @text Image Settings @param ImgData @text Common images (13) @desc Specify the common image file name. @type file[] @default [] @dir img/ @parent ImgSetting @param ImgMaxHeight @text Maximum image height (14) @desc Maximum image height (specified in lines) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text Unit Settings @param paramUnit @text Units(15) @desc Set the units. @type string @parent UnitSetting */ /*~struct~PercentContentList: @param ContentName @text Display name @desc name. @type string @param ContentDate @text Display content @desc What to display @type select @default 0 @option Pokédex completion rate @value 0 @option Pokédex item completion rate @value 1 @option Encyclopedia weapon completion rate @value 2 @option Pokédex Armor Completion Rate @value 3 @option Number of registered items in the encyclopedia (number of registered items/all items, weapons, and armor) @value 10 @option Number of registered encyclopedia items (number of registered items/total items) @value 11 @option Number of weapons registered in the encyclopedia (number of registered weapons/total weapons) @value 12 @option Number of registered armor in the encyclopedia (number of registered armor/total armor) @value 13 @parent nameSetting */ /*~struct~BookCategoryList: @param CategoryName @text Category Name @desc Set the category name. @type string @param CategoryKey @text Category Key @desc Set the category key (only enter the first one). @type combo[] @option 'item' @option 'allItem' @option 'keyItem' @option 'weapon' @option 'armor' @option 'allItems' */ /*:ja @target MZ @plugindesc アイテム図鑑 @author NUUN @version 1.6.6 @base NUUN_Base @orderAfter NUUN_Base @help アイテム図鑑を実装します。 このプラグインではアイテム、武器、防具の表示内容を自由に設定することが出来ます。 ページの各項目の設定 各ページの項目は「アイテム項目設定」「武器項目設定」「防具項目設定」から設定します。 各項目の設定は、項目リスト横の()の数値の項目で設定できます。 【名称の設定】 アイテム名以外で任意の名称を設定できます。 無記入の場合はデーターベース及びこのプラグイン内で設定した名称が表示されます。 【システム項目文字色の設定】 名称の文字色を指定します。 【パラメータ評価式の設定】 評価式を記入します。オリジナルパラメータでは必ず記入してください。 itemでアイテムデータを取得できます。 オリジナルパラメータ以外で無記入の場合は自動的に参照されます。 参照パラメータ item アイテムデータ 【記述欄設定】 記述欄はプラグインパラメータ「記述欄タグ名」に任意の文字列を記入してください。一部文字列は使用できない場合もありますので注意してください。 desc1と記入した場合はアイテム、武器、防具のメモ欄にdesc1:ああああと記入したとき、記述欄タグ名にdesc1と記入した項目に「ああああ」と表示されます。 【X表示位置】 表示する列を指定します。 【Y表示位置】 表示する行を指定します。 【X座標設定】 表示位置からの相対座標シフト。 【Y座標設定】 表示位置からの相対座標シフト。 【項目横幅設定】 横幅を指定します。指定しない場合は自動調整されます。 【項目表示モード】 項目を複数列に跨いで表示します。 【システム項目横幅】 システム文字の表示幅を指定します。 【名称、アイテム名表示位置】 名称、アイテム名の文字の位置を指定します。 【単位】 接尾につける単位を設定します。オリジナルパラメータ、成功率で設定できます。 【コンテンツ背景表示】 一部を除く黒い背景(デフォルトの場合)を表示、表表示かを設定します。 能力値、所持数、最大所持数、価格、オリジナルパラメータ、使用可能時、消耗、速度補正率、得TP、武器タイプ、防具タイプ、装備タイプで設定可能です。 【記述欄、個別指定画像タグ名】 任意の文字列を記入してください。一部文字列は使用できない場合もありますのでその場合は''で囲むと表示される場合があります。 アイテム、武器、防具のメモ欄 <[tag]:[text]> 記述欄のテキスト [tag]:記述欄タグ名 [text]:表示するテキスト。 改行すれば何行でも表示可能ですので、独自の項目を追加することも可能です。 desc1とタグ付けされた項目に「ああああ」が表示されます。 文章を表示させる場合はと記入してください。 【共通画像】 アイテム、武器、防具すべてで表示される共通の画像を指定します。 【画像の最大縦幅】 画像の表示サイズを指定した行分のサイズに調整します。デフォルトで8行で設定されていますので8行分の高さを超えたらサイズ調整します。 共通画像、アイテム個別画像で設定可能です。 アイテム、武器、防具の個別画像を表示 アイテム、武器、防具のメモ欄 <[tag]:[img],[x],[y]> アイテム個別画像の表示 [tag]:記述欄、個別指定画像タグ名で設定したタグ名 [img]:画像パス(拡張子なし) 個別指定画像フォルダが'pictures'ならimg/pictures直下のファイルを拡張子なしで記入してください。 サブフォルダーから取得する場合はサブフォルダー名も記入してください。例 'items/tankobu' [x]:x座標(相対) [y]:y座標(相対) 複数画像を指定したい場合は項目リストで表示する分だけ設定し、記述欄、個別指定画像タグ名で別々の名前で設定してください。 なおアイテム画像はプラグインパラメータのアイテム画像設定、武器画像設定、防具画像設定からも設定できます。 その際、項目設定で個別指定画像(101)を選択していれば画像が表示されます。 上記のタグが記入されている場合は、タグが優先されます。 アイテムに独自のカテゴリーを設定 アイテム、武器、防具のメモ欄 <[categorytag]:[categorykey]> 表示するアイテムのカテゴリーを記入します。 [categorytag]:「カテゴリータグ名」で設定したタグ名 [categorykey]:カテゴリーキー allItem:キーアイテムを含む全てのアイテム allItems:アイテム、武器、防具全て 文字の最初と最後の'及び"は付けなくても問題ありませんが、一部の文字列で反映されない場合があるため念のため付いています。 メモ欄のタグ記入時では付けないでください。 このプラグインはNUUN_Base Ver.1.3.0以降が必要です。 更新履歴 2025/6/14 Ver.1.6.6 カテゴリーが1以下の場合、カテゴリーを表示しないように修正。 2024/10/12 Ver.1.6.5 一部プラグインでの競合対応。 2023/12/29 Ver.1.6.4 アイテムカテゴリー名称の未設定時の不具合修正。 2023/9/10 Ver.1.6.3 個別指定画像フォルダを設定しなかった時に、エラーが表示される問題を修正。 2023/4/23 Ver.1.6.2 図鑑完成率、登録数にアイテム、武器、防具を含まないトータル数を設定できる機能を追加。 2023/3/25 Ver.1.6.1 ページ切り替えのキー設定を指定できる機能を追加。(別途キー割り当てが出来るプラグインが必要です) 2023/2/25 Ver.1.6.0 追加能力値、特殊能力値を表示できる項目を追加。 2023/1/25 Ver.1.5.1 データベースでアイテムカテゴリーを一つに設定したときにアイテム図鑑を開くとエラーが出る問題を修正。 アイテムカテゴリーとアイテム図鑑のカテゴリーを別々に仕様変更。 武器の名称のみが適用されない問題を修正。 2023/1/9 Ver.1.5.0 アイテム、武器、防具の画像をプラグんパラメータから設定できる機能を追加。 2023/1/7 Ver.1.4.5 項目設定のオリジナルパラメータの仕様を変更。(要オリジナルパラメータのみ再設定) 処理の修正。 2022/7/24 Ver.1.4.4 武器、防具が表示されない問題を修正。 2022/2/3 Ver.1.4.3 アイテムのリストの表示がおかしくなる問題を修正。 2021/12/12 Ver.1.4.2 メインウィンドウ(アイテムの情報を表示)の横幅を設定できる機能を追加。 2021/11/11 Ver.1.4.1 背景の設定方法を少し変更。 各項目のシステム文字色をカラーコードに対応。 2021/11/3 Ver.1.4.0 完成率ウィンドウに完成率(アイテム、武器、防具)、情報登録数/全アイテム、武器、防具を表示する機能を追加。 2021/9/28 Ver.1.3.0 プラグインコマンドに図鑑完成度、情報登録済みアイテム数を変数に代入する機能を追加。 ナンバー表示をカテゴリー順に表示させる機能を追加。 背景画像を指定できる機能を追加。 2021/9/2 Ver.1.2.4 個別アイテム画像の座標設定がされていなかった問題を修正。 2021/8/30 Ver.1.2.3 プラグインパラメータのアイテム項目設定が初期設定のままだとエラーが出る問題を修正。 2021/8/28 Ver.1.2.2 カテゴリーキーが反映しなかった問題を修正。 2021/8/28 Ver.1.2.1 共通画像を空白のままでアイテム図鑑を開くとエラーが出る問題を修正。 2021/8/27 Ver.1.2.0 画像を表示できる機能を追加。 2021/8/22 Ver.1.1.0 任意のアイテムカテゴリーを設定できる機能を追加。 2021/8/13 Ver.1.0.1 ブックナンバーの表示がおかしくなる問題を修正。 特定の武器、防具タイプを表示しない機能を追加。 2021/8/11 Ver.1.0.0 初版 @param RequireFiles @desc メモ欄から画像指定を行う画像で、デプロイメント時に削除を禁止する素材ファイルを指定します。 @text デプロイメント時削除禁止ファイル @type file[] @dir img/ @default @noteParam Itemimg @noteDir img/pictures @noteType file @noteData items @command ItemBookOpen @desc アイテム図鑑を開きます。 @text アイテム図鑑を開く @command ItemBookInfoAdd @desc アイテムを図鑑に追加します。 @text アイテム追加 @arg itemId @type item @default 0 @desc アイテムIDを指定します。 @command WeaponBookInfoAdd @desc 武器を図鑑に追加します。 @text 武器追加 @arg itemId @type weapon @default 0 @desc 武器IDを指定します。 @command ArmorBookInfoAdd @desc 防具を図鑑に追加します。 @text 防具追加 @arg itemId @type armor @default 0 @desc 防具IDを指定します。 @command ItemBookInfoRemove @desc アイテムを図鑑から削除します。 @text アイテム削除 @arg itemId @type item @default 0 @desc アイテムIDを指定します。 @command WeaponBookInfoRemove @desc 武器を図鑑から削除します。 @text 武器削除 @arg itemId @type item @default 0 @desc アイテムIDを指定します。 @command ArmorBookInfoRemove @desc 防具を図鑑から削除します。 @text 防具削除 @arg itemId @type armor @default 0 @desc 防具IDを指定します。 @command ItemBookComplete @desc 図鑑を完成させます。 @text 図鑑完成 @command ItemBookCompleteness @desc 図鑑完成率を変数に代入します。 @text 図鑑完成率取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookItemCompleteness @desc 図鑑のアイテム完成率を変数に代入します。 @text 図鑑アイテム完成率取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookWeaponCompleteness @desc 図鑑の武器完成率を変数に代入します。 @text 図鑑武器完成率取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookArmorCompleteness @desc 図鑑の防具完成率を変数に代入します。 @text 図鑑防具完成率取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookInfoVar @desc 図鑑情報登録している全てのアイテム(武器、防具含む)の数を変数に代入します。 @text 図鑑登録数取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookItemInfoVar @desc 図鑑情報登録しているアイテムの数を変数に代入します。 @text 図鑑登録アイテム数取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookWeaponInfoVar @desc 図鑑情報登録している武器数を変数に代入します。 @text 図鑑登録武器数取得 @arg VariableId @type variable @default 0 @desc 変数 @command ItemBookArmorInfoVar @desc 図鑑情報登録している防具数を変数に代入します。 @text 図鑑登録防具数取得 @arg VariableId @type variable @default 0 @desc 変数 @param BasicSetting @text 基本設定 @default ------------------------------ @param WindowMode @desc アイテム、カテゴリー選択画面の表示位置を指定します。 @text 選択画面ウィンドウ位置 @type select @option 左側表示 @value 0 @option 右側表示 @value 1 @default 0 @parent BasicSetting @param NumberType @text アイテムのナンバー表示 @desc アイテムのナンバーを表示します。 @type select @option アイテムNoの表示なし @value 0 @option アイテムNoを表示する。 @value 1 @option アイテムNoを表示し、0埋めをする。 @value 2 @default 0 @parent BasicSetting @param RegistrationTiming @text 登録タイミング @desc 図鑑の登録タイミング。 @type select @option 取得時 @value 0 @option 登録なし @value 10 @default 0 @parent BasicSetting @param UnknownData @desc 未確認の索引名です。?1文字だけ入れると名前の文字数に応じて?に置き換えられます。 @text 未確認アイテム名 @type string @default ? @parent BasicSetting @param NumberMode @desc ナンバー表示を各カテゴリー表示順で表示します。 @text ナンバーカテゴリー表示順表示 @type boolean @default false @parent BasicSetting @param ItemBookImgList @desc アイテムの設定をします。 @text アイテム画像設定 @type struct[] @default @parent BasicSetting @param WeaponItemBookImgList @desc 武器の設定をします。 @text 武器画像設定 @type struct[] @default @parent BasicSetting @param ArmorItemBookImgList @desc 防具の設定をします。 @text 防具画像設定 @type struct[] @default @parent BasicSetting @param ImgFolder @desc 個別指定画像をフォルダ名を指定します。(img直下) @text 個別指定画像フォルダ @type string @default 'pictures' @parent BasicSetting @param DecimalMode @text 端数処理四捨五入 @desc 表示外小数点を四捨五入で丸める。(falseで切り捨て) @type boolean @default true @parent BasicSetting @param PageNextSymbol @desc ページ送りのシンボル名(変更するには別途キー割り当てが出来るプラグインが必要です) @text ページ送りシンボル名 @type combo @option @option pageup2 @default @parent BasicSetting @param PagePreviousSymbol @desc ページ戻りのシンボル名(変更するには別途キー割り当てが出来るプラグインが必要です) @text ページ戻りシンボル名 @type combo @option @option pagedown2 @default @parent BasicSetting @param WindowSetting @text ウィンドウ設定 @default ------------------------------ @param BookWidth @desc 図鑑のメインウィンドウの横幅。(0で画面の2/3) @text 図鑑の横幅 @type number @default 0 @min 0 @parent WindowSetting @param BackGround @text 背景設定 @default ------------------------------ @param ItemBookBackGround @text 背景画像表示 @desc 図鑑の背景画像を表示させます。 @type boolean @default false @parent BackGround @param BackGroundImg @desc 背景画像ファイル名を指定します。 @text 背景画像 @type file[] @dir img/ @default [] @parent BackGround @param BackUiWidth @text 背景サイズをUIに合わせる @desc 背景サイズをUIに合わせる。 @type boolean @default true @parent BackGround @param Category @text カテゴリー設定 @default ------------------------------ @param ItemBookCategory @desc アイテムカテゴリーの設定をします。未設定の場合は通常のアイテムカテゴリーが表示されます。 @text アイテムカテゴリー設定 @type struct[] @default ["{\"CategoryName\":\"アイテム\",\"CategoryKey\":\"[\\\"'allItem'\\\"]\"}","{\"CategoryName\":\"\",\"CategoryKey\":\"[\\\"'weapon'\\\"]\"}","{\"CategoryName\":\"\",\"CategoryKey\":\"[\\\"'armor'\\\"]\"}"] @parent Category @param ItemBookCategoryTagName @desc メモ欄に記入するアイテムカテゴリー識別用タグの名称を指定します。 @text アイテムカテゴリー名称 @type string @default 'CategoryType' @parent Category @param PercentWindow @text 完成度ウィンドウ設定 @default ------------------------------ @param PercentWindowVisible @type boolean @default true @text 完成度ウィンドウ表示 @desc 完成度ウィンドウを表示する。 @parent PercentWindow @param PercentContent @desc 完成度ウィンドウの表示項目を設定をします。 @text 表示項目設定 @type struct[] @default ["{\"ContentName\":\"完成度\",\"ContentDate\":\"0\"}"] @parent PercentWindow @param Interval @desc 完成度ウィンドウの更新フレーム @text 更新フレーム間隔 @type number @default 100 @max 999999 @min 0 @parent PercentWindow @param AllPercentItem @desc 図鑑完成率、図鑑登録数にアイテムを適用します。 @text 完成率登録数アイテム適用 @type boolean @default true @parent PercentWindow @param AllPercentWeapon @desc 図鑑完成率、図鑑登録数に武器を適用します。 @text 完成率登録数武器適用 @type boolean @default true @parent PercentWindow @param AllPercentArmor @desc 図鑑完成率、図鑑登録数に防具を適用します。 @text 完成率登録数防具適用 @type boolean @default true @parent PercentWindow @param CommandData @text コマンド設定 @default ------------------------------ @param ShowCommand @desc メニューコマンドにアイテム図鑑を追加します。 @text メニューコマンド表示 @type boolean @default false @parent CommandData @param CommandName @desc コマンドの名称。 @text コマンドの表示名 @type string @default アイテム図鑑 @parent CommandData @param itemBookSwitch @desc 表示させるフラグスイッチID @text メニューコマンド表示スイッチ @type switch @default 0 @parent CommandData @param PageData @text 表示ページ設定 @default ------------------------------ @param ItemPageSetting @desc アイテム項目設定。 @text アイテム項目設定 @type struct[] @default 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@parent PageData @param NoArmorType @text 表示しない防具タイプ @desc 表示しない防具タイプID。(複数指定化) @type combo[] @default 0 @parent PageData @param PageCols @desc ページの最大表示列。 @text ページ最大表示列 @type number @default 1 @min 1 @parent PageData @param ContentCols @text 情報項目列数 @desc 情報の項目列数。(全共通) @type select @option 2列 @value 2 @option 3列 @value 3 @default 2 @parent PageData */ /*~struct~ItemPageSettingData:ja @param displayData @desc 表示するリスト項目。 @text 表示項目 @type struct[] @default @parent ListData @param PageName @desc ページの名前を設定します。 @text ページ名 @type string @default @param PageBackGroundId @desc 背景画像を指定します。0の場合はリスト1番の画像が表示されます。 @text 背景画像Id @type number @default 1 */ /*~struct~WeaponPageSettingData:ja @param displayData @desc 表示するリスト項目。 @text 表示項目 @type struct[] @default @parent ListData @param PageName @desc ページの名前を設定します。 @text ページ名 @type string @ @param PageBackGroundId @desc 背景画像を指定します。0の場合はリスト1番の画像が表示されます。 @text 背景画像Id @type number @default 1 */ /*~struct~ArmorPageSettingData:ja @param displayData @desc 表示するリスト項目。 @text 表示項目 @type struct[] @default @parent ListData @param PageName @desc ページの名前を設定します。 @text ページ名 @type string @default @param PageBackGroundId @desc 背景画像を指定します。0の場合はリスト1番の画像が表示されます。 @text 背景画像Id @type number @default 1 */ /*~struct~ItemBookList:ja @param Item @desc アイテムを指定します。 @text アイテム @type item @default @param ItemImg @desc アイテムの画像ファイル名を指定します。 @text アイテム画像 @type file @dir img/ @default @param ItemX @desc 画像の座標X。 @text 座標X @type number @default 0 @min -9999 @param ItemY @desc 画像の座標Y。 @text 座標Y @type number @default 0 @min -9999 */ /*~struct~WeaponItemBookList:ja @param Item @desc アイテムを指定します。 @text アイテム @type weapon @default @param ItemImg @desc 武器の画像ファイル名を指定します。 @text 武器画像 @type file @dir img/ @default @param ItemX @desc 画像の座標X。 @text 座標X @type number @default 0 @min -9999 @param ItemY @desc 画像の座標Y。 @text 座標Y @type number @default 0 @min -9999 */ /*~struct~ArmorItemBookList:ja @param Item @desc 防具を指定します。 @text 防具 @type armor @default @param ItemImg @desc 防具の画像ファイル名を指定します。 @text 防具画像 @type file @dir img/ @default @param ItemX @desc 画像の座標X。 @text 座標X @type number @default 0 @min -9999 @param ItemY @desc 画像の座標Y。 @text 座標Y @type number @default 0 @min -9999 */ /*~struct~ItemPageListData:ja @param BasicSetting @text 基本設定 @param paramName @desc 表示する項目の名称を設定します。 @text 名称 @type string @default @parent BasicSetting @param DateSelect @desc 表示させる項目を指定。 @text 項目リスト @type select @option 表示なし @value 0 @option アイテム名(2)~(7)(9)(11) @value 1 @option ブックナンバー(2)~(7)(9) @value 2 @option 所持数(1)~(10) @value 3 @option 最大所持数(1)~(10) @value 4 @option 価格(1)~(10) @value 5 @option オリジナルパラメータ(1)~(10)(15)(16) @value 8 @option 記述欄(1)~(7)(9)(12) @value 9 @option 使用可能時(1)~(10) @value 10 @option 消耗(1)~(10) @value 11 @option 速度補正(1)~(10) @value 12 @option 成功率(1)~(10)(15) @value 13 @option 得TP(1)~(10) @value 14 @option 名称のみ(2)~(7)(9) @value 51 @option ライン(2)~(7)(9) @value 52 @option 取得回数(未実装) @value 53 @option 使用回数(未実装) @value 54 @option 画像(共通画像)(2)~(7)(9)(13)(14) @value 100 @option 画像(個別指定画像)(2)~(7)(9)(12)(14) @value 101 @parent BasicSetting @param DetaEval @desc パラメータ評価式を設定します。 @text パラメータ評価式(1) @type combo @option '$gameVariables.value(0);//ゲーム変数' @default @parent BasicSetting @param NameColor @desc システム項目の文字色。テキストタブでカラーコードを入力できます。 @text システム項目文字色(2) @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X表示列位置(3) @desc X表示列位置 @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @desc Y表示行位置 @text Y表示行位置(4) @type number @default 1 @min 1 @max 9999 @parent BasicSetting @param X_Coordinate @text X座標(相対)(5) @desc X座標(X表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y座標(相対)(6) @desc Y座標(Y表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @desc 項目横幅(0で自動) @text 項目横幅(7) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @desc システム項目の横幅(0でデフォルト幅) @text システム項目横幅(8) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @desc 項目表示モード @text 項目表示モード(9) @type select @option 1列表示 @value 1 @option 2列表示 @value 2 @option 3列表示(表示列数が3の時のみ) @value 3 @default 1 @parent BasicSetting @param Back @text コンテンツ背景表示(10) @desc コンテンツ背景を表示させます。 @type boolean @default false @parent BasicSetting @param Decimal @text 小数点桁数(16) @desc 表示出来る小数点桁数。 @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text 名称、アイテム名設定 @param namePosition @desc 名称、アイテム名の表示位置を指定します @text 名称、アイテム名表示位置(11) @type select @option 左 @value "left" @option 中央 @value "center" @option 右 @value "raight" @default "left" @parent nameSetting @param textSetting @text 記述欄設定 @param textMethod @desc 記述欄、画像(個別指定画像)に紐づけするタグ名 @text 記述欄、個別指定画像タグ名(12) @type string @default @parent textSetting @param ImgSetting @text 画像設定 @param ImgData @desc 画像ファイル名を指定します。 @text 画像(13) @type file[] @dir img/ @default [] @parent ImgSetting @param ImgMaxHeight @desc 画像の最大縦幅(行数で指定) @text 画像の最大縦幅(14) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text 単位設定 @param paramUnit @desc 単位を設定します。 @text 単位(15) @type string @default @parent UnitSetting */ /*~struct~WeaponPageListData:ja @param BasicSetting @text 基本設定 @param paramName @desc 表示する項目の名称を設定します。 @text 名称 @type string @default @parent BasicSetting @param DateSelect @desc 表示させる項目を指定。 @text 項目リスト @type select @option 表示なし @value 0 @option 武器名(2)~(7)(9)(11) @value 1 @option ブックナンバー(2)~(7)(9) @value 2 @option 所持数(1)~(10) @value 3 @option 最大所持数(1)~(10) @value 4 @option 価格(1)~(10) @value 5 @option オリジナルパラメータ(1)~(10)(15)(16) @value 8 @option 記述欄(1)~(7)(9)(12) @value 9 @option HP(1)~(10) @value 20 @option MP(1)~(10) @value 21 @option 攻撃力(1)~(10) @value 22 @option 防御力(1)~(10) @value 23 @option 魔力(1)~(10) @value 24 @option 魔法防御(1)~(10) @value 25 @option 敏捷性(1)~(10) @value 26 @option 運(1)~(10) @value 27 @option 武器タイプ(1)~(10) @value 30 @option 装備タイプ(1)~(10) @value 32 @option 名称のみ(2)~(7)(9) @value 51 @option ライン(2)~(7)(9) @value 52 @option 取得回数(未実装) @value 53 @option 命中率(1)~(10)(16) @value 60 @option 回避率(1)~(10)(16) @value 61 @option 会心率(1)~(10)(16) @value 62 @option 会心回避率(1)~(10)(16) @value 63 @option 魔法回避率(1)~(10)(16) @value 64 @option 魔法反射率(1)~(10)(16) @value 65 @option 反撃率(1)~(10)(16) @value 66 @option HP再生率(1)~(10)(16) @value 67 @option MP再生率(1)~(10)(16) @value 68 @option TP再生率(1)~(10)(16) @value 69 @option 狙われ率(1)~(10)(16) @value 70 @option 防御効果率(1)~(10)(16) @value 71 @option 回復効果率(1)~(10)(16) @value 72 @option 薬の知識(1)~(10)(16) @value 73 @option MP消費率(1)~(10)(16) @value 74 @option TPチャージ率(1)~(10)(16) @value 75 @option 物理ダメージ率(1)~(10)(16) @value 76 @option 魔法ダメージ率(1)~(10)(16) @value 77 @option 床ダメージ率(1)~(10)(16) @value 78 @option 獲得経験率(1)~(10)(16) @value 79 @option 画像(共通画像)(2)~(7)(9)(13)(14) @value 100 @option 画像(個別指定画像)(2)~(7)(9)(12)(14) @value 101 @parent BasicSetting @param DetaEval @desc パラメータ評価式を設定します。 @text パラメータ評価式(1) @type combo @option '$gameVariables.value(0);//ゲーム変数' @default @parent BasicSetting @param NameColor @desc システム項目の文字色。テキストタブでカラーコードを入力できます。 @text システム項目文字色(2) @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X表示列位置(3) @desc X表示列位置 @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @desc Y表示行位置 @text Y表示行位置(4) @type number @default 1 @max 9999 @min 1 @parent BasicSetting @param X_Coordinate @text X座標(相対)(5) @desc X座標(X表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y座標(相対)(6) @desc Y座標(Y表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @desc 項目横幅(0で自動) @text 項目横幅(7) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @desc システム項目の横幅(0でデフォルト幅) @text システム項目横幅(8) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @desc 項目表示モード @text 項目表示モード(9) @type select @option 1列表示 @value 1 @option 2列表示 @value 2 @option 3列表示(表示列数が3の時のみ) @value 3 @default 1 @parent BasicSetting @param Back @text コンテンツ背景表示(10) @desc コンテンツ背景を表示させます。 @type boolean @default false @parent BasicSetting @param Decimal @text 小数点桁数(16) @desc 表示出来る小数点桁数。 @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text 名称、アイテム名設定 @param namePosition @desc 名称、アイテム名の表示位置を指定します @text 名称、アイテム名表示位置(11) @type select @option 左 @value "left" @option 中央 @value "center" @option 右 @value "raight" @default "left" @parent nameSetting @param textSetting @text 記述欄設定 @param textMethod @desc 記述欄、画像(個別指定画像)に紐づけするタグ名 @text 記述欄、個別指定画像タグ名(12) @type string @default @parent textSetting @param ImgSetting @text 画像設定 @param ImgData @desc 共通画像ファイル名を指定します。 @text 共通画像(13) @type file[] @dir img/ @default [] @parent ImgSetting @param ImgMaxHeight @desc 画像の最大縦幅(行数で指定) @text 画像の最大縦幅(14) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text 単位設定 @param paramUnit @desc 単位を設定します。 @text 単位(15) @type string @default @parent UnitSetting */ /*~struct~ArmorPageListData:ja @param BasicSetting @text 基本設定 @param paramName @desc 表示する項目の名称を設定します。 @text 名称 @type string @default @parent BasicSetting @param DateSelect @desc 表示させる項目を指定。 @text 項目リスト @type select @option 表示なし @value 0 @option 武器名(2)~(7)(9)(11) @value 1 @option ブックナンバー(2)~(7)(9) @value 2 @option 所持数(1)~(10) @value 3 @option 最大所持数(1)~(10) @value 4 @option 価格(1)~(10) @value 5 @option オリジナルパラメータ(1)~(10)(15)(16) @value 8 @option 記述欄(1)~(7)(9)(12) @value 9 @option HP(1)~(10) @value 20 @option MP(1)~(10) @value 21 @option 攻撃力(1)~(10) @value 22 @option 防御力(1)~(10) @value 23 @option 魔力(1)~(10) @value 24 @option 魔法防御(1)~(10) @value 25 @option 敏捷性(1)~(10) @value 26 @option 運(1)~(10) @value 27 @option 防具タイプ(1)~(10) @value 31 @option 装備タイプ(1)~(10) @value 32 @option 名称のみ(2)~(7)(9) @value 51 @option ライン(2)~(7)(9) @value 52 @option 取得回数(未実装) @value 53 @option 命中率(1)~(10)(16) @value 60 @option 回避率(1)~(10)(16) @value 61 @option 会心率(1)~(10)(16) @value 62 @option 会心回避率(1)~(10)(16) @value 63 @option 魔法回避率(1)~(10)(16) @value 64 @option 魔法反射率(1)~(10)(16) @value 65 @option 反撃率(1)~(10)(16) @value 66 @option HP再生率(1)~(10)(16) @value 67 @option MP再生率(1)~(10)(16) @value 68 @option TP再生率(1)~(10)(16) @value 69 @option 狙われ率(1)~(10)(16) @value 70 @option 防御効果率(1)~(10)(16) @value 71 @option 回復効果率(1)~(10)(16) @value 72 @option 薬の知識(1)~(10)(16) @value 73 @option MP消費率(1)~(10)(16) @value 74 @option TPチャージ率(1)~(10)(16) @value 75 @option 物理ダメージ率(1)~(10)(16) @value 76 @option 魔法ダメージ率(1)~(10)(16) @value 77 @option 床ダメージ率(1)~(10)(16) @value 78 @option 獲得経験率(1)~(10)(16) @value 79 @option 画像(共通画像)(2)~(7)(9)(13)(14) @value 100 @option 画像(個別指定画像)(2)~(7)(9)(12)(14) @value 101 @parent BasicSetting @param DetaEval @desc パラメータ評価式を設定します。 @text パラメータ評価式(1) @type combo @option '$gameVariables.value(0);//ゲーム変数' @default @parent BasicSetting @param NameColor @desc システム項目の文字色。テキストタブでカラーコードを入力できます。 @text システム項目文字色(2) @type number @default 16 @min 0 @parent BasicSetting @param X_Position @text X表示列位置(3) @desc X表示列位置 @type number @default 1 @min 1 @max 3 @parent BasicSetting @param Y_Position @desc Y表示行位置 @text Y表示行位置(4) @type number @default 1 @max 9999 @min 1 @parent BasicSetting @param X_Coordinate @text X座標(相対)(5) @desc X座標(X表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param Y_Coordinate @text Y座標(相対)(6) @desc Y座標(Y表示列位置からの相対座標) @type number @default 0 @min -9999 @parent BasicSetting @param ItemWidth @desc 項目横幅(0で自動) @text 項目横幅(7) @type number @default 0 @min 0 @parent BasicSetting @param SystemItemWidth @desc システム項目の横幅(0でデフォルト幅) @text システム項目横幅(8) @type number @default 0 @min 0 @parent BasicSetting @param WideMode @desc 項目表示モード @text 項目表示モード(9) @type select @option 1列表示 @value 1 @option 2列表示 @value 2 @option 3列表示(表示列数が3の時のみ) @value 3 @default 1 @parent BasicSetting @param Back @text コンテンツ背景表示(10) @desc コンテンツ背景を表示させます。 @type boolean @default false @parent BasicSetting @param Decimal @text 小数点桁数(16) @desc 表示出来る小数点桁数。 @type number @default 0 @min 0 @max 99 @parent BasicSetting @param nameSetting @text 名称、アイテム名設定 @param namePosition @desc 名称、アイテム名の表示位置を指定します @text 名称、アイテム名表示位置(11) @type select @option 左 @value "left" @option 中央 @value "center" @option 右 @value "raight" @default "left" @parent nameSetting @param textSetting @text 記述欄設定 @param textMethod @desc 記述欄、画像(個別指定画像)に紐づけするタグ名 @text 記述欄、個別指定画像タグ名(12) @type string @default @parent textSetting @param ImgSetting @text 画像設定 @param ImgData @desc 共通画像ファイル名を指定します。 @text 共通画像(13) @type file[] @dir img/ @default [] @parent ImgSetting @param ImgMaxHeight @desc 画像の最大縦幅(行数で指定) @text 画像の最大縦幅(14) @type number @default 8 @min 0 @parent ImgSetting @param UnitSetting @text 単位設定 @param paramUnit @desc 単位を設定します。 @text 単位(15) @type string @default @parent UnitSetting */ /*~struct~PercentContentList:ja @param ContentName @desc 名称。 @text 表示名称 @type string @default @param ContentDate @desc 表示する内容 @text 表示内容 @type select @option 図鑑完成率 @value 0 @option 図鑑アイテム完成率 @value 1 @option 図鑑武器完成率 @value 2 @option 図鑑防具完成率 @value 3 @option 図鑑登録数(登録数/全アイテム、武器、防具) @value 10 @option 図鑑アイテム登録数(登録数/全アイテム) @value 11 @option 図鑑武器登録数(登録数/全武器) @value 12 @option 図鑑防具登録数(登録数/全防具) @value 13 @default 0 @parent nameSetting */ /*~struct~BookCategoryList:ja @param CategoryName @desc カテゴリー名を設定します。 @text カテゴリー名 @type string @param CategoryKey @text カテゴリーKey @desc カテゴリーのKeyを設定します。(1番目のみ入力) @type combo[] @option 'item' @option 'allItem' @option 'keyItem' @option 'weapon' @option 'armor' @option 'allItems' @default */ var Imported = Imported || {}; Imported.NUUN_ItemBook = true; (() => { const parameters = PluginManager.parameters('NUUN_ItemBook'); const WindowMode = Number(parameters['WindowMode'] || 0); const NumberType = Number(parameters['NumberType'] || 0); const RegistrationTiming = Number(parameters['RegistrationTiming'] || 0); const BookWidth = Number(parameters['BookWidth'] || 0); const RegistrationItemTiming = Number(parameters['RegistrationItemTiming'] || 0); const UnknownData = String(parameters['UnknownData'] || '?'); const UnknownItemData = String(parameters['UnknownItemData'] || '???'); const DecimalMode = eval(parameters['DecimalMode'] || "true"); const PageNextSymbol = NuunManager.getStringCode(parameters['PageNextSymbol']); const PagePreviousSymbol = NuunManager.getStringCode(parameters['PagePreviousSymbol']); const ItemBookImgList = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ItemBookImgList'])) : null) || []; const WeaponItemBookImgList = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['WeaponItemBookImgList'])) : null) || []; const ArmorItemBookImgList = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ArmorItemBookImgList'])) : null) || []; const ImgFolder = eval(parameters['ImgFolder']) || 'pictures'; let PercentWindowVisible = eval(parameters['PercentWindowVisible'] || 'true'); const NumberMode = eval(parameters['NumberMode'] || "false"); const PercentContent = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['PercentContent'])) : null) || []; const Interval = Number(parameters['Interval'] || 100); const AllPercentItem = eval(parameters['AllPercentItem'] || "true"); const AllPercentWeapon = eval(parameters['AllPercentWeapon'] || "true"); const AllPercentArmor = eval(parameters['AllPercentArmor'] || "true"); const ShowCommand = eval(parameters['ShowCommand'] || 'false'); const CommandName = String(parameters['CommandName'] || 'アイテム図鑑'); const itemBookSwitch = Number(parameters['itemBookSwitch'] || 0); const ItemPageSetting = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ItemPageSetting'])) : null) || []; const WeaponPageSetting = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['WeaponPageSetting'])) : null) || []; const ArmorPageSetting = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ArmorPageSetting'])) : null) || []; const PageCols = Number(parameters['PageCols'] || 1); const NoWeaponType = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['NoWeaponType'])) : null) || [0]; const NoArmorType = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['NoArmorType'])) : null) || [0]; const ContentCols = Number(parameters['ContentCols'] || 2); const EffectMaxItems = Number(parameters['EffectMaxItems'] || 0); const EffectMultiCol = eval(parameters['EffectMultiCol'] || "false"); const TraitsMaxItems = Number(parameters['TraitsMaxItems'] || 0); const TraitsMultiCol = eval(parameters['TraitsMultiCol'] || "false"); const BackGroundImg = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['BackGroundImg'])) : null) || []; const ItemBookCategory = (NUUN_Base_Ver >= 113 ? (DataManager.nuun_structureData(parameters['ItemBookCategory'])) : null) || []; const ItemBookCategoryTagName = eval(parameters['ItemBookCategoryTagName']) || 'CategoryType'; const ItemBookBackGround = eval(parameters['ItemBookBackGround'] || "false"); const BackUiWidth = eval(parameters['BackUiWidth'] || "false"); const PercentContentLength = PercentWindowVisible && (PercentContent && PercentContent.length > 0); let backGroundId = -1; const pluginName = "NUUN_ItemBook"; PluginManager.registerCommand(pluginName, 'ItemBookOpen', args => { if ($gameParty.inBattle()) { } else { SceneManager.push(Scene_ItemBook); } }); PluginManager.registerCommand(pluginName, 'ItemBookAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookFlags($dataItems[itemId]); } }); PluginManager.registerCommand(pluginName, 'WeaponBookAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookFlags($dataWeapons[itemId]); } }); PluginManager.registerCommand(pluginName, 'ArmorBookAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookFlags($dataArmors[itemId]); } }); PluginManager.registerCommand(pluginName, 'ItemBookInfoAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookInfoFlags($dataItems[itemId]); } }); PluginManager.registerCommand(pluginName, 'WeaponBookInfoAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookInfoFlags($dataWeapons[itemId]); } }); PluginManager.registerCommand(pluginName, 'ArmorBookInfoAdd', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.setItemBookInfoFlags($dataArmors[itemId]); } }); PluginManager.registerCommand(pluginName, 'ItemBookInfoRemove', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.removeItemBookInfoFlags($dataItems[itemId]); } }); PluginManager.registerCommand(pluginName, 'WeaponBookInfoRemove', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.removeItemBookInfoFlags($dataWeapons[itemId]); } }); PluginManager.registerCommand(pluginName, 'ArmorBookInfoRemove', args => { const itemId = Number(args.itemId); if (itemId > 0) { $gameSystem.removeItemBookInfoFlags($dataArmors[itemId]); } }); PluginManager.registerCommand(pluginName, 'ItemBookComplete', args => { $gameSystem.completeItemBook(); }); PluginManager.registerCommand(pluginName, 'ItemBookCompleteness', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessPercent('all')); }); PluginManager.registerCommand(pluginName, 'ItemBookItemCompleteness', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessPercent('item')); }); PluginManager.registerCommand(pluginName, 'ItemBookWeaponCompleteness', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessPercent('weapon')); }); PluginManager.registerCommand(pluginName, 'ItemBookArmorCompleteness', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessPercent('armor')); }); PluginManager.registerCommand(pluginName, 'ItemBookInfoVar', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessItemNum('all')); }); PluginManager.registerCommand(pluginName, 'ItemBookItemInfoVar', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessItemNum('item')); }); PluginManager.registerCommand(pluginName, 'ItemBookWeaponsInfoVar', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessItemNum('weapon')); }); PluginManager.registerCommand(pluginName, 'ItemBookArmorInfoVar', args => { $gameVariables.setValue(Number(args.VariableId), $gameSystem.getCompletenessItemNum('armor')); }); function getAllItemData() { let list = []; Array.prototype.push.apply(list, $dataItems); Array.prototype.push.apply(list, $dataWeapons); Array.prototype.push.apply(list, $dataArmors); return list; //return $dataItems.concat($dataWeapons, $dataArmors); }; function getCategoryItemData() { let list = []; if (AllPercentItem) { Array.prototype.push.apply(list, $dataItems); } if (AllPercentWeapon) { Array.prototype.push.apply(list, $dataWeapons); } if (AllPercentArmor) { Array.prototype.push.apply(list, $dataArmors); } return list; }; function getItemData(mode) { if (mode === 'all') { return getAllItemData(); } else if (mode === 'item') { return $dataItems; } else if (mode === 'weapon') { return $dataWeapons; } else if (mode === 'armor') { return $dataArmors; } else { return []; } }; function getItemPercentData(mode) { if (mode === 'all') { return getCategoryItemData(); } else { return getItemData(mode); } }; const _DataManager_extractSaveContents = DataManager.extractSaveContents; DataManager.extractSaveContents = function(contents) { _DataManager_extractSaveContents.call(this, contents); $gameSystem.initItemBookNumber(); }; const _Game_System_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function() { _Game_System_initialize.call(this); this.clearItemBookFlags(); this.initItemBookNumber(); }; Game_System.prototype.clearItemBookFlags = function() { this._itembookData = {}; }; Game_System.prototype.ItemBookType = function(item) { if (DataManager.isItem(item)) { return 0; } else if (DataManager.isWeapon(item)) { return 1; } else if (DataManager.isArmor(item)) { return 2; } return -1; }; Game_System.prototype.setItemBook = function(mode, itemId, data) { if(!this._itembookData) { this.clearItemBookFlags(); } const a = this._itembookData switch (mode) { case "itemFlag": if (!a._itembookItemData) { a._itembookItemData = []; } a._itembookItemData[itemId] = data; break; case "weaponFlag": if (!a._itembookWeaponData) { a._itembookWeaponData = []; } a._itembookWeaponData[itemId] = data; break; case "armorFlag": if (!a._itembookArmorData) { a._itembookArmorData = []; } a._itembookArmorData[itemId] = data; break; case "itemInfoFlag": if (!a._itembookItemInfo) { a._itembookItemInfo = []; } a._itembookItemInfo[itemId] = data; break; case "weaponInfoFlag": if (!a._itembookWeaponInfo) { a._itembookWeaponInfo = []; } a._itembookWeaponInfo[itemId] = data; break; case "armorInfoFlag": if (!a._itembookArmorInfo) { a._itembookArmorInfo = []; } a._itembookArmorInfo[itemId] = data; break; case "itemBookNumber": if (!a._itemBookNumber) { a._itemBookNumber = []; } a._itemBookNumber[itemId] = data; case "weaponBookNumber": if (!a._weaponBookNumber) { a._weaponBookNumber = []; } a._weaponBookNumber[itemId] = data; case "armorBookNumber": if (!a._armorBookNumber) { a._armorBookNumber = []; } a._armorBookNumber[itemId] = data; } }; Game_System.prototype.setItemBookFlags = function(item) { const itemType = this.ItemBookType(item); if (itemType === 0) { this.setItemBook("itemFlag", item.id, true); } else if (itemType === 1) { this.setItemBook("weaponFlag", item.id, true); } else if (itemType === 2) { this.setItemBook("armorFlag", item.id, true); } }; Game_System.prototype.getItemBookFlags = function(item) { const itemType = this.ItemBookType(item); if (itemType === 0) { return this._itembookData._itembookItemData ? this._itembookData._itembookItemData[item.id] : false; } else if (itemType === 1) { return this._itembookData._itembookWeaponData ? this._itembookData._itembookWeaponData[item.id] : false; } else if (itemType === 2) { return this._itembookData._itembookArmorData ? this._itembookData._itembookArmorData[item.id] : false; } return false; }; Game_System.prototype.setItemBookInfoFlags = function(item) { this.setItemBookFlags(item); const itemType = this.ItemBookType(item); if (itemType === 0) { this.setItemBook("itemInfoFlag", item.id, true); } else if (itemType === 1) { this.setItemBook("weaponInfoFlag", item.id, true); } else if (itemType === 2) { this.setItemBook("armorInfoFlag", item.id, true); } }; Game_System.prototype.getItemBookInfoFlags = function(item) { const itemType = this.ItemBookType(item); if (itemType === 0) { return this._itembookData._itembookItemInfo ? this._itembookData._itembookItemInfo[item.id] : false; } else if (itemType === 1) { return this._itembookData._itembookWeaponInfo ? this._itembookData._itembookWeaponInfo[item.id] : false; } else if (itemType === 2) { return this._itembookData._itembookArmorInfo ? this._itembookData._itembookArmorInfo[item.id] : false; } }; Game_System.prototype.removeItemBookFlags = function(item) { const itemType = this.ItemBookType(item); if (itemType === 0) { this.setItemBook("itemFlag", item.id, false); } else if (itemType === 1) { this.setItemBook("weaponFlag", item.id, false); } else if (itemType === 2) { this.setItemBook("armorFlag", item.id, false); } }; Game_System.prototype.removeItemBookInfoFlags = function(item) { this.removeItemBookFlags(item); const itemType = this.ItemBookType(item); if (itemType === 0) { this.setItemBook("itemInfoFlag", item.id, false); } else if (itemType === 1) { this.setItemBook("weaponInfoFlag", item.id, false); } else if (itemType === 2) { this.setItemBook("armorInfoFlag", item.id, false); } }; Game_System.prototype.initItemBookNumber = function() { if(!this._itembookData) { this.clearItemBookFlags(); } this._itembookData._itemBookNumber = []; this._itembookData._itemBookWeaponNumber = []; this._itembookData._itemBookArmorNumber = []; let index = 0; for (item of $dataItems) { if (item && this.isItemBook(item)) { index++; this._itembookData._itemBookNumber.push(index); } else { this._itembookData._itemBookNumber.push(-1); } } this._itembookData._itemBookItemLength = index; index = 0; for (item of $dataWeapons) { if (item && this.isItemBook(item)) { index++; this._itembookData._itemBookWeaponNumber.push(index); } else { this._itembookData._itemBookWeaponNumber.push(-1); } } this._itembookData._itemBookWeaponLength = index; index = 0; for (item of $dataArmors) { if (item && this.isItemBook(item)) { index++; this._itembookData._itemBookArmorNumber.push(index); } else { this._itembookData._itemBookArmorNumber.push(-1); } } this._itembookData._itemBookArmorLength = index; }; Game_System.prototype.typeIncludes = function(item) { if (DataManager.isItem(item)) { return item.itypeId <= 2; } else if (DataManager.isWeapon(item)) { return !NoWeaponType.some(type => Number(type) === item.wtypeId); } else if (DataManager.isArmor(item)) { return !NoArmorType.some(type => Number(type) === item.atypeId); } return true; }; Game_System.prototype.getItemBookNumber = function(item) { const itemType = this.ItemBookType(item); if (itemType === 0) { return this._itembookData._itemBookNumber ? this._itembookData._itemBookNumber[item.id] : 0; } else if (itemType === 1) { return this._itembookData._itemBookWeaponNumber ? this._itembookData._itemBookWeaponNumber[item.id] : 0; } else if (itemType === 2) { return this._itembookData._itemBookArmorNumber ? this._itembookData._itemBookArmorNumber[item.id] : 0; } return 0; }; Game_System.prototype.completeItemBook = function() { for (const item of $dataItems) { this.setItemBookInfoFlags(item); } for (const item of $dataWeapons) { this.setItemBookInfoFlags(item); } for (const item of $dataArmors) { this.setItemBookInfoFlags(item); } }; Game_System.prototype.clearEnemyBook = function() { for (const item of $dataItems) { this.removeItemBookInfoFlags(item); } for (const item of $dataWeapons) { this.removeItemBookInfoFlags(item); } for (const item of $dataArmors) { this.removeItemBookInfoFlags(item); } }; Game_System.prototype.isInItemBook = function(item) { return item && item.name && this.getItemBookFlags(item); }; Game_System.prototype.isInItemBookStatus = function(item) { return item && item.name && this.getItemBookInfoFlags(item); }; Game_System.prototype.isItemBook = function(item) {//データベース return item && item.name && !item.meta.NoBook && this.typeIncludes(item); }; Game_System.prototype.getItemBookFlagsNum = function(itemList) { return itemList.reduce((r, item) => r + (this.isItemBook(item) && this.isInItemBook(item) ? 1 : 0), 0); }; Game_System.prototype.getItemBookInfoFlagsNum = function(itemList) { return itemList.reduce((r, item) => r + (this.isItemBook(item) && this.isInItemBookStatus(item) ? 1 : 0), 0); }; Game_System.prototype.getIsItemBook = function(itemList) { return itemList.filter(item => this.isItemBook(item)); }; Game_System.prototype.getCompletenessPercent = function(mode) { const bookItems = this.getIsItemBook(getItemData(mode)); const onData = this.getItemBookInfoFlagsNum(bookItems); return Math.floor(onData / bookItems.length * 100); }; Game_System.prototype.getCompletenessItemNum = function(mode) { const bookItems = this.getIsItemBook(getItemData(mode)); return this.getItemBookInfoFlagsNum(bookItems); }; const _Game_Actor_initEquips = Game_Actor.prototype.initEquips; Game_Actor.prototype.initEquips = function(equips) { _Game_Actor_initEquips.call(this, equips); for (const equip of this._equips) { if (equip.object()) { if (RegistrationItemTiming === 0) { $gameSystem.setItemBookInfoFlags(equip.object()); } } } }; const _Game_Party_consumeItem = Game_Party.prototype.consumeItem; Game_Party.prototype.consumeItem = function(item) { _Game_Party_consumeItem.call(this, item); if (RegistrationTiming === 1) { //$gameSystem.setItemBookFlags(): } }; const _Game_Party_gainItem = Game_Party.prototype.gainItem; Game_Party.prototype.gainItem = function(item, amount, includeEquip) { if (amount > 0) { if (RegistrationTiming === 0) { $gameSystem.setItemBookFlags(item); } if (RegistrationItemTiming === 0) { $gameSystem.setItemBookInfoFlags(item); } } _Game_Party_gainItem.call(this, item, amount, includeEquip); }; const _Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; Window_MenuCommand.prototype.addOriginalCommands = function() { _Window_MenuCommand_addOriginalCommands.call(this); if(ShowCommand && ($gameSwitches.value(itemBookSwitch) || itemBookSwitch === 0)) { this.addCommand(CommandName, "itemBook"); } }; const _Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; Scene_Menu.prototype.createCommandWindow = function() { _Scene_Menu_createCommandWindow.call(this); this._commandWindow.setHandler("itemBook", this.commandItemBook.bind(this)); }; Scene_Menu.prototype.commandItemBook = function() { SceneManager.push(Scene_ItemBook); }; function Scene_ItemBook() { this.initialize(...arguments); } Scene_ItemBook.prototype = Object.create(Scene_MenuBase.prototype); Scene_ItemBook.prototype.constructor = Scene_ItemBook; Scene_ItemBook.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); }; Scene_ItemBook.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createHelpWindow(); this.createPercentWindow(); this.createIndexWindow(); this.createItemPageWindow(); this.createItemWindow(); if (ItemBookCategory.length > 1) { this.createCategoryWindow(); } this.backgroundOpacity(this._helpWindow); }; Scene_ItemBook.prototype.createPercentWindow = function() { if (PercentContentLength) { const rect = this.percentWindowRect(); this._percentWindow = new Window_ItemBook_Percent(rect); this.addWindow(this._percentWindow); this.backgroundOpacity(this._percentWindow); } }; Scene_ItemBook.prototype.createIndexWindow = function() { const rect = this.indexWindowRect(); this._indexWindow = new Window_ItemBook_Index(rect); this.addWindow(this._indexWindow); this._indexWindow.setHandler("cancel", this.onItemIndexCancel.bind(this)); this._indexWindow.hide(); this._indexWindow.setHelpWindow(this._helpWindow); this.backgroundOpacity(this._indexWindow); }; Scene_ItemBook.prototype.createCategoryWindow = function() { const rect = this.indexWindowRect(); this._categoryWindow = new Window_ItemBook_Category(rect); this._categoryWindow.setHandler("cancel", this.popScene.bind(this)); this._categoryWindow.setHandler("ok", this.onCategoryOk.bind(this)); this.addWindow(this._categoryWindow); this._categoryWindow.activate(); this._categoryWindow.setItemWindow(this._indexWindow); this._itemPageWindow.deselect(); this._itemPageWindow.deactivate(); this._indexWindow.setCategoryWindow(this._categoryWindow); this._indexWindow.setPercentWindow(this._percentWindow); if (!this._categoryWindow.needsSelection()) { this._categoryWindow.update(); this._categoryWindow.hide(); this.onCategoryOk(); } this.backgroundOpacity(this._categoryWindow); }; Scene_ItemBook.prototype.createItemWindow = function() { const rect = this.itemWindowRect(); this._itembookWindow = new Window_ItemBook(rect); this.addWindow(this._itembookWindow); this._indexWindow.setItemWindow(this._itembookWindow); this._itemPageWindow.setItemWindow(this._itembookWindow); this._indexWindow.select(Window_ItemBook_Index._lastIndex); this._itembookWindow.setHelpWindow(this._helpWindow); this.backgroundOpacity(this._itembookWindow); const length = ItemBookCategory.length; if (length === 0) { this._indexWindow.setCategory("allItems"); this.onCategoryOk(); } else if (length <= 1) { this._indexWindow.setCategory(ItemBookCategory[0].CategoryKey[0]); this.onCategoryOk(); } this.setMaxPage(ItemPageSetting); }; Scene_ItemBook.prototype.createItemPageWindow = function() { const rect = this.itemWindowPageRect(); this._itemPageWindow = new Window_ItemBookPageCategory(rect); this.addWindow(this._itemPageWindow); this._itemPageWindow.setIndexWindow(this._indexWindow); this._indexWindow.setPageWindow(this._itemPageWindow); if (!!PageNextSymbol && !!PagePreviousSymbol) { this._itemPageWindow.setHandler(PageNextSymbol, this.itemBookPageup.bind(this)); this._itemPageWindow.setHandler(PagePreviousSymbol, this.itemBookPagedown.bind(this)); } if (PageCols <= 1) { this._itemPageWindow.height = 0; this._itemPageWindow.hide(); } this.backgroundOpacity(this._itemPageWindow); }; Scene_ItemBook.prototype.percentWindowRect = function() { const wx = WindowMode === 0 ? 0 : this.itemWindowWidth(); const wy = this.mainAreaTop(); const ww = this.indexWidth(); const wh = PercentContentLength ? this.calcWindowHeight(1, true) : 0; return new Rectangle(wx, wy, ww, wh); }; Scene_ItemBook.prototype.indexWindowRect = function() { const height = this.percentWindowRect().height; const wx = WindowMode === 0 ? 0 : this.itemWindowWidth(); const wy = this.mainAreaTop() + height; const ww = this.indexWidth(); const wh = this.mainAreaHeight() - height; return new Rectangle(wx, wy, ww, wh); }; Scene_ItemBook.prototype.itemWindowPageRect = function() { const wx = WindowMode === 0 ? this.indexWidth() : 0; const wy = this.mainAreaTop(); const ww = this.itemWindowWidth(); const wh = this.calcWindowHeight(1, true); return new Rectangle(wx, wy, ww, wh); }; Scene_ItemBook.prototype.itemWindowRect = function() { const wx = WindowMode === 0 ? this.indexWidth() : 0; const wy = this.mainAreaTop() + this._itemPageWindow.height; const ww = this.itemWindowWidth(); const wh = this.mainAreaHeight() - this._itemPageWindow.height; return new Rectangle(wx, wy, ww, wh); }; Scene_ItemBook.prototype.indexWidth = function() { return BookWidth > 0 ? Graphics.boxWidth - BookWidth : Math.floor(Graphics.boxWidth / 3); }; Scene_ItemBook.prototype.backgroundOpacity = function(window) { if (ItemBookBackGround) { window.opacity = 0; } }; Scene_ItemBook.prototype.itemWindowWidth = function() { return Graphics.boxWidth - this.indexWidth(); }; Scene_ItemBook.prototype.setMaxPage = function(page) { page = page || []; this._maxPage = page.length; this._itembookWindow.displayList = page; }; Scene_ItemBook.prototype.onItemIndexCancel = function() { if (this._categoryWindow && this._categoryWindow.needsSelection()) { this._categoryWindow.setSelect(); this._categoryWindow.show(); this._categoryWindow.activate(); this._indexWindow.hide(); this._indexWindow.deselect(); this._indexWindow.deactivate(); this._itemPageWindow.deselect(); this._itemPageWindow.deactivate(); } else { this.popScene(); } }; Scene_ItemBook.prototype.onCategoryOk = function() { if (this._categoryWindow) { this._categoryWindow.hide(); this._categoryWindow.deselect(); this._categoryWindow.deactivate(); } this._indexWindow.refresh(); this._indexWindow.show(); this._indexWindow.activate(); this._itemPageWindow.setPage(); this._itemPageWindow.activate(); }; Scene_ItemBook.prototype.createBackground = function() { Scene_MenuBase.prototype.createBackground.call(this); if (ItemBookBackGround) { const sprite = new Sprite(); this.addChild(sprite); this._backGroundImg = sprite; sprite.x = BackUiWidth ? (Graphics.width - (Graphics.boxWidth + 8)) / 2 : 0; sprite.y = BackUiWidth ? (Graphics.height - (Graphics.boxHeight + 8)) / 2 : 0; $gameTemp.backGroundEbookRefresh = true; } }; Scene_ItemBook.prototype.update = function() { Scene_MenuBase.prototype.update.call(this); if (this._backGroundImg && $gameTemp.backGroundEbookRefresh) { $gameTemp.backGroundEbookRefresh = false; const sprite = this._backGroundImg; const bitmapId = this._itembookWindow.getBackgroundId(); if (backGroundId !== bitmapId) { backGroundId = bitmapId; bitmap = ImageManager.nuun_LoadPictures(BackGroundImg[bitmapId]); if (!bitmap.isReady()) { bitmap.addLoadListener(this.setBackground.bind(this, sprite, bitmap)); } else { this.setBackground(sprite, bitmap); } } } }; Scene_ItemBook.prototype.setBackground = function(sprite, bitmap) { sprite.bitmap = bitmap; if(BackUiWidth) { sprite.scale.x = (Graphics.boxWidth + 8 !== sprite.bitmap.width ? (Graphics.boxWidth + 8) / sprite.bitmap.width : 1); sprite.scale.y = (Graphics.boxHeight + 8!== sprite.bitmap.height ? (Graphics.boxHeight + 8) / sprite.bitmap.height : 1); } else { sprite.scale.x = (Graphics.width !== sprite.bitmap.width ? Graphics.width / sprite.bitmap.width : 1); sprite.scale.y = (Graphics.height !== sprite.bitmap.height ? Graphics.height / sprite.bitmap.height : 1); } }; Scene_ItemBook.prototype.itemBookPagedown = function() { this._itemPageWindow.activate(); this._itemPageWindow.cursorRight(true); if (this._itemPageWindow.isCursorMovable() && this._itemPageWindow.maxCols() > 1) { SoundManager.playCursor(); } }; Scene_ItemBook.prototype.itemBookPageup = function() { this._itemPageWindow.activate(); this._itemPageWindow.cursorLeft(true); if (this._itemPageWindow.isCursorMovable() && this._itemPageWindow.maxCols() > 1) { SoundManager.playCursor(); } }; function Window_ItemBook_Category() { this.initialize(...arguments); } Window_ItemBook_Category.prototype = Object.create(Window_ItemCategory.prototype); Window_ItemBook_Category.prototype.constructor = Window_ItemBook_Category; Window_ItemBook_Category.prototype.initialize = function(rect) { Window_Command.prototype.initialize.call(this, rect); this._categorySelect = 0; this.setSelect(); this._maxNum = 0; }; Window_ItemBook_Category.prototype.itemTextAlign = function() { return "left"; }; Window_ItemBook_Category.prototype.maxCols = function() { return 1; }; Window_ItemBook_Category.prototype.setItemWindow = function(itembookWindow) { this._itembookWindow = itembookWindow; }; const _Window_ItemBook_Category_makeCommandList = Window_ItemBook_Category.prototype.makeCommandList; Window_ItemBook_Category.prototype.makeCommandList = function() { const list = ItemBookCategory; if (list.length > 0) { list.forEach(names => { const categorykey = names.CategoryKey[0]; if(categorykey === 'item') { this.addCommand(TextManager.item, categorykey); } else if(categorykey === 'weapon') { this.addCommand(TextManager.weapon, categorykey); } else if(categorykey === 'armor') { this.addCommand(TextManager.armor, categorykey); } else if(categorykey === 'keyItem') { this.addCommand(TextManager.keyItem, categorykey); } else if (categorykey === 'allItems') { this.addCommand(names.CategoryName, categorykey); } else if(names.CategoryName) { this.addCommand(names.CategoryName, categorykey); } }); } else { _Window_ItemBook_Category_makeCommandList.call(this); } }; Window_ItemBook_Category.prototype.processOk = function() { this._itembookWindow.setCategory(this.currentSymbol()); this._categorySelect = this.index(); Window_Selectable.prototype.processOk.call(this); }; Window_ItemBook_Category.prototype.setSelect = function() { this.select(this._categorySelect); }; function Window_ItemBook_Percent() { this.initialize(...arguments); } Window_ItemBook_Percent.prototype = Object.create(Window_Selectable.prototype); Window_ItemBook_Percent.prototype.constructor = Window_ItemBook_Percent; Window_ItemBook_Percent.prototype.initialize = function(rect) { //this._userWindowSkin = PercentWindowsSkin; Window_Selectable.prototype.initialize.call(this, rect); this._itemPercent = {}; this._duration = 0; this._oy = 0; this._percentContent = PercentContent || []; this._percentContentLength = this._percentContent.length; }; Window_ItemBook_Percent.prototype.percentRefresh = function() { this.completenessPercent(); this.refresh(); }; Window_ItemBook_Percent.prototype.completenessPercent = function() { const bookAllItems = $gameSystem.getIsItemBook(getItemPercentData('all')); this._itemPercent._allItemListLength = bookAllItems.length; this._itemPercent._allItemNum = $gameSystem.getItemBookInfoFlagsNum(bookAllItems); const bookItems = $gameSystem.getIsItemBook(getItemData('item')); this._itemPercent._itemListLength = bookItems.length; this._itemPercent._itemNum = $gameSystem.getItemBookInfoFlagsNum(bookItems); const bookWeapons = $gameSystem.getIsItemBook(getItemData('weapon')); this._itemPercent._weaponListLength = bookWeapons.length; this._itemPercent._weaponNum = $gameSystem.getItemBookInfoFlagsNum(bookWeapons); const bookArmors = $gameSystem.getIsItemBook(getItemData('armor')); this._itemPercent._armorListLength = bookArmors.length; this._itemPercent._armorNum = $gameSystem.getItemBookInfoFlagsNum(bookArmors); this._itemPercent.allComplete = Math.floor(this._itemPercent._allItemNum / this._itemPercent._allItemListLength * 100); this._itemPercent.itemComplete = Math.floor(this._itemPercent._itemNum / this._itemPercent._itemListLength * 100); this._itemPercent.weaponComplete = Math.floor(this._itemPercent._weaponNum / this._itemPercent._weaponListLength * 100); this._itemPercent.armorComplete = Math.floor(this._itemPercent._armorNum / this._itemPercent._armorListLength * 100); }; Window_ItemBook_Percent.prototype.refresh = function() { const lineHeight = this.lineHeight(); const rect = this.itemLineRect(0); let y = rect.y + (this._oy * -1); this.contents.clear(); for (const content of this._percentContent) { const text = this.getParam(content); this.drawText(text, rect.x, y, rect.width, 'center'); y += lineHeight; } const text = this.getParam(this._percentContent[0]); this.drawText(text, rect.x, y, rect.width, 'center'); }; Window_ItemBook_Percent.prototype.getParam = function(content) { switch (content.ContentDate) { case 0: return content.ContentName +' : '+ this._itemPercent.allComplete +' %'; case 1: return content.ContentName +' : '+ this._itemPercent.itemComplete +' %'; case 2: return content.ContentName +' : '+ this._itemPercent.weaponComplete +' %'; case 3: return content.ContentName +' : '+ this._itemPercent.armorComplete +' %'; case 10: return content.ContentName +' : '+ this._itemPercent._allItemNum +'/'+ this._itemPercent._allItemListLength; case 11: return content.ContentName +' : '+ this._itemPercent._itemNum +'/'+ this._itemPercent._itemListLength; case 12: return content.ContentName +' : '+ this._itemPercent._weaponNum +'/'+ this._itemPercent._weaponListLength; case 13: return content.ContentName +' : '+ this._itemPercent._armorNum +'/'+ this._itemPercent._armorListLength; } }; Window_ItemBook_Percent.prototype.update = function() { Window_Selectable.prototype.update.call(this); if (this._percentContentLength > 1) { this._duration++; this.updateInterval(); } }; Window_ItemBook_Percent.prototype.updateInterval = function() { const lineHeight = this.lineHeight(); if(this._duration >= Interval && this._duration < Interval + lineHeight){ this._oy++; this.refresh(); } if(this._duration >= Interval + lineHeight){ this._duration = 0; if(this._oy >= lineHeight * this._percentContentLength){ this._oy = 0; } } }; function Window_ItemBook_Index() { this.initialize(...arguments); } Window_ItemBook_Index.prototype = Object.create(Window_ItemList.prototype); Window_ItemBook_Index.prototype.constructor = Window_ItemBook_Index; window.Window_ItemBook_Index = Window_ItemBook_Index; Window_ItemBook_Index._lastTopRow = 0; Window_ItemBook_Index._lastIndex = 0; Window_ItemBook_Index.prototype.initialize = function(rect) { //this._userWindowSkin = param.IndexWindowsSkin; Window_ItemList.prototype.initialize.call(this, rect); this._itemType = 0; backGroundId = -1; }; Window_ItemBook_Index.prototype.setSelect = function() { if (this._categoryWindow && this._categoryWindow.needsSelection()) { Window_ItemBook_Index._lastIndex = this.maxItems() > 0 ? Math.min(Window_ItemBook_Index._lastIndex, this.maxItems() - 1) : 0; } if (Window_ItemBook_Index._lastTopRow + this.maxPageRows() - 1 < Window_ItemBook_Index._lastIndex) { Window_ItemBook_Index._lastTopRow += 1; } this.setTopRow(Window_ItemBook_Index._lastTopRow); this.select(Window_ItemBook_Index._lastIndex); }; Window_ItemBook_Index.prototype.updateIndex = function() { Window_ItemBook_Index._lastTopRow = this.topRow(); Window_ItemBook_Index._lastIndex = this.index(); }; Window_ItemBook_Index.prototype.maxCols = function() { return 1; }; Window_ItemBook_Index.prototype.select = function(index) { Window_Selectable.prototype.select.call(this, index); this.updateItemData(); }; Window_ItemBook_Index.prototype.getItem = function() { return this._data[this.index()]; }; Window_ItemBook_Index.prototype.updatePercent = function() { if (this._percentWindow) { //const itemList = this._itemPercentList; this._percentWindow.percentRefresh(); } }; Window_ItemBook_Index.prototype.updateItemData = function() { if (this._itemWindow) { this._itemWindow.setItem(this.getItem()); } if (this._pageWindow) { this._pageWindow.setItem(this.getItem()); } if (this.active) { $gameTemp.backGroundEbookRefresh = true; } }; Window_ItemBook_Index.prototype.makeItemList = function() { this._itemPercentList = []; this._data = this.allItemData().filter(item => this.itemBookIncludes(item)); }; Window_ItemBook_Index.prototype.isCurrentItemEnabled = function() { return true; }; Window_ItemBook_Index.prototype.itemBookIncludes = function(item) { const result = $gameSystem.isItemBook(item); if (result) { this._itemPercentList.push(item); } return this.categoryIncludes(item) && result; }; Window_ItemBook_Index.prototype.categoryIncludes = function(item) { if (this._category === 'allItems' && !this.secretItem(item) && item) { return true; } else if (this._category === 'allItem' && !this.secretItem(item) && item) { return DataManager.isItem(item); } const type = item ? item.meta[ItemBookCategoryTagName] : null; const category = this.includes(item); if(category && !type) { return category; } if (this._category === type) { return true; } return false; }; Window_ItemBook_Index.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; } }; Window_ItemBook_Index.prototype.secretItem = function(item) { if(DataManager.isItem(item) && item.itypeId > 2) { return true; } return false; }; Window_ItemBook_Index.prototype.unknownEnemyVisible = function(item) { return !UnknownVisible || (UnknownVisible && $gameSystem.isInItemBook(item)); }; Window_ItemBook_Index.prototype.allItemData = function() { return getAllItemData(); }; Window_ItemBook_Index.prototype.drawItem = function(index) { const item = this.itemAt(index); if (item) { const rect = this.itemLineRect(index); if(NumberType > 0) { let numberText = NumberMode ? index + 1 : $gameSystem.getItemBookNumber(item); const numberWidth = this.numberWidth(numberText); if (NumberType === 2) { numberText = this.numberWidthSlice(numberText); } this.drawText(numberText, rect.x, rect.y, numberWidth); this.drawText(":", rect.x + numberWidth + 6, rect.y); if ($gameSystem.isInItemBook(item)) { this.drawItemName(item, rect.x + numberWidth + 24, rect.y, rect.width - numberWidth - 24); } else { this.drawText(this.unknownDataLength(item), rect.x + numberWidth + 24, rect.y, rect.width - numberWidth - 24); } } else { if ($gameSystem.isInItemBook(item)) { this.drawItemName(item, rect.x, rect.y, rect.width); } else { this.drawText(this.unknownDataLength(item), rect.x, rect.y, rect.width); } } } }; Window_ItemBook_Index.prototype.refresh = function() { this.makeItemList(); this.updatePercent(); this.setSelect(); Window_Selectable.prototype.refresh.call(this); }; Window_ItemBook_Index.prototype.numberWidth = function() { return this.textWidth($gameSystem._itemBookLength >= 1000 || NumberType === 2 ? '000' : '00'); }; Window_ItemBook_Index.prototype.numberWidthSlice = function(indexText) { return ($gameSystem._itemBookLength >= 1000 ? ('0000' + indexText).slice(-4) : ('000' + indexText).slice(-3)); }; Window_ItemBook_Index.prototype.unknownDataLength = function(item) { if(UnknownData === '?' || UnknownData === '?') { const name_length = this.itemNameLength(item); return UnknownData.repeat(name_length); } else { return UnknownData; } }; Window_ItemBook_Index.prototype.itemNameLength = function(item) { return item.name.length; }; Window_ItemBook_Index.prototype.processCancel = function() { this.updateIndex(); Window_ItemList.prototype.processCancel.call(this); }; Window_ItemBook_Index.prototype.setCategoryWindow = function(categoryWindow) { this._categoryWindow = categoryWindow; }; Window_ItemBook_Index.prototype.setPageWindow = function(pageWindow) { this._pageWindow = pageWindow; }; Window_ItemBook_Index.prototype.setPercentWindow = function(percentWindow) { this._percentWindow = percentWindow; this.refresh(); }; Window_ItemBook_Index.prototype.setItemWindow = function(itemWindow) { this._itemWindow = itemWindow; }; Window_ItemBook_Index.prototype.isConstructor = function() { return this._className === 'Window_ItemBook_Index'; }; function Window_ItemBook() { this.initialize(...arguments); } Window_ItemBook.prototype = Object.create(Window_Selectable.prototype); Window_ItemBook.prototype.constructor = Window_ItemBook; Window_ItemBook.prototype.initialize = function(rect) { //this._userWindowSkin = param.ContentWindowsSkin; Window_Selectable.prototype.initialize.call(this, rect); this.language_Jp = $gameSystem.isJapanese(); this._additionalSprites = {}; this._item = null; this._itemData = []; this._weaponData = []; this._armorData = []; this._pageMode = 0; this.displayList = null; this._itemType = null; this.refresh(); }; Window_ItemBook.prototype.setHelpWindow = function(helpWindow) { this._helpWindow = helpWindow; }; Window_ItemBook.prototype.getBackgroundId = function() { const displayList = this.setDisplayList(this._item); return displayList && displayList.length > 0 ? (Math.max(displayList[this._pageMode].PageBackGroundId, 1) - 1 || 0) : 0; }; Window_ItemBook.prototype.setItem = function(item) { if(this._item !== item) { this._item = item; this.refresh(); } }; Window_ItemBook.prototype.nuun_MaxContentsCols = function() { return ContentCols; }; Window_ItemBook.prototype.nuun_ItemWidth = function(width) { return Math.floor(width / this.nuun_MaxContentsCols()); }; Window_ItemBook.prototype.nuun_ItemContentsWidth = function(width) { return Math.floor(width / this.nuun_MaxContentsCols()) - this.colSpacing() - 4; }; Window_ItemBook.prototype.refresh = function() { if (!this._item || this._pageMode < 0) { this.contents.clear(); this.updateHelp(); return; } this.contents.clear(); if (!$gameSystem.isInItemBook(this._item)) { this.setHelpWindowItem(null); return; } this.updateHelp(); this.page(this._item); }; Window_ItemBook.prototype.updateHelp = function() { //this.setHelpWindowItem(this._item); }; Window_ItemBook.prototype.getItemBitmap = function(listContent, item) { let bitmap = null; for (const data of listContent) { const commonItemBitmap = data.DateSelect === 100 && data.ImgData && data.ImgData[0] ? ImageManager.nuun_LoadPictures(data.ImgData[0]) : null; const itemBitmapData = data.DateSelect === 101 ? this.getItemImg(data, item) : null; const itemBitmap = itemBitmapData ? ImageManager.nuun_LoadPictures(itemBitmapData[0]) : null; if (commonItemBitmap && !commonItemBitmap.isReady()) { bitmap = commonItemBitmap; } else if (itemBitmap && !itemBitmap.isReady()) { bitmap = itemBitmap; } } return bitmap; }; Window_ItemBook.prototype.getItemImg = function(data, item) { if (item.meta[data.textMethod]) { const arr = item.meta[data.textMethod].split(','); arr[0] = ImgFolder +"/"+ arr[0].trim(); return arr; } else { let itemData = null; try { if (DataManager.isItem(item)) { itemData = ItemBookImgList.find(a => a.Item === item.id); } else if (DataManager.isWeapon(item)) { itemData = WeaponItemBookImgList.find(a => a.Item === item.id); } else if (DataManager.isArmor(item)) { itemData = ArmorItemBookImgList.find(a => a.Item === item.id); } if (itemData) { return [itemData.ItemImg, itemData.ItemX, itemData.ItemY]; } } catch (e) { return null; } return null; } }; Window_ItemBook.prototype.page = function(item) { const displayList = this.setDisplayList(item); if (!displayList || displayList.length <= 0) { return; } const listContent = displayList[this._pageMode].displayData; const bitmap = this.getItemBitmap(listContent, item); if (bitmap) { bitmap.addLoadListener(this.drawPage.bind(this, listContent, item)); } else { this.drawPage(listContent, item); } }; Window_ItemBook.prototype.drawPage = function(listContent, item) { const rect = this.itemRect(0); const lineHeight = this.lineHeight(); const itemWidth = this.nuun_ItemWidth(rect.width); const colSpacing = this.colSpacing(); for (const data of listContent) { this.resetFontSettings(); const x_Position = data.X_Position; const y_Position = data.Y_Position; const position = Math.min(x_Position, this.nuun_MaxContentsCols()); const x = (data.X_Coordinate || 0) + (itemWidth + colSpacing) * (position - 1); const y = (y_Position - 1) * lineHeight + rect.y + (data.Y_Coordinate || 0); const width = Math.min(data.ItemWidth && data.ItemWidth > 0 ? Math.min(data.ItemWidth, rect.width - x) : this.widthMode(data.WideMode, itemWidth), rect.width - x); this.dataDisplay(data, item, x + rect.x, y, width); } }; Window_ItemBook.prototype.setDisplayList = function(item) { if (DataManager.isItem(item)) { this._itemType = 'item'; return ItemPageSetting; } else if (DataManager.isWeapon(item)) { this._itemType = 'weapon'; return WeaponPageSetting; } else if (DataManager.isArmor(item)) { this._itemType = 'armor'; return ArmorPageSetting; } this._itemType = null; return null; }; Window_ItemBook.prototype.widthMode = function(mode, width) { if (mode === 2) { width = width * 2 + this.colSpacing(); } else if (mode === 3 && ContentCols === 3) { width = width * 3 + (this.colSpacing() * 2); } return width; }; Window_ItemBook.prototype.dataDisplay = function(list, item, x, y, width) { switch (list.DateSelect) { case 0: break; case 1: this.itemName(list, item, x, y, width); break; case 2: this.bookEnemyNo(list, item, x, y, width); break; case 3: this.itemNumberOfPossession(list, item, x, y, width); break; case 4: this.itemMaxNumberOfPossession(list, item, x, y, width); break; case 5: this.itemPrice(list, item, x, y, width); break; case 6: case 7: case 8: this.originalParams(list, item, x, y, width); break; case 9: this.drawDesc(list, item, x, y, width); break; case 10: this.useItemOccasion(list, item, x, y, width); break; case 11: this.useItemConsumable(list, item, x, y, width); break; case 12: this.speedCorrection(list, item, x, y, width); break; case 13: this.successRate(list, item, x, y, width); break; case 14: this.tpGain(list, item, x, y, width); break; case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: this.param(list, item, x, y, width); break; case 30: this.weaponType(list, item, x, y, width); break; case 31: this.armorType(list, item, x, y, width); break; case 32: this.equipType(list, item, x, y, width); break; case 51: this.name(list, item, x, y, width); break; case 52: this.horzLine(list, item, x, y, width); break; case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: this.xparam(list, item, x, y, width); break; case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: this.sparam(list, item, x, y, width); break; case 100: this.commonItemBitmap(list, item, x, y, width); break; case 101: this.itemBitmap(list, item, x, y, width); break; case 103: case 111: case 112: case 121: case 122: case 123: case 123: case 131: case 132: case 133: default: break; } }; Window_ItemBook.prototype.paramNameShow = function(list, item) { if (list.paramName) { return list.paramName } const params = list.DateSelect; switch (params) { case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: return TextManager.param(params - 20); case 60: case 61: return TextManager.param(params - 52); case 62: return this.language_Jp ? "会心率" : 'Critcal Rate'; case 63: return this.language_Jp ? "会心回避率" : 'Critical Evade'; case 64: return this.language_Jp ? "魔法回避率" : 'Magic Evade'; case 65: return this.language_Jp ? "魔法反射率" : 'Magic Reflect'; case 66: return this.language_Jp ? "反撃率" : 'Counter'; case 67: return this.language_Jp ? "HP再生率" : 'HP Regen'; case 68: return this.language_Jp ? "MP再生率" : 'MP Regen'; case 69: return this.language_Jp ? "TP再生率" : 'TP Regen'; case 70: return this.language_Jp ? "狙われ率" : 'Aggro'; case 71: return this.language_Jp ? "防御効果率" : 'Guard'; case 72: return this.language_Jp ? "回復効果率" : 'Recovery'; case 73: return this.language_Jp ? "薬の知識" : 'Item Effect'; case 74: return this.language_Jp ? "MP消費率" : 'MP Cost'; case 75: return this.language_Jp ? "TPチャージ率" : 'TP Charge'; case 76: return this.language_Jp ? "物理ダメージ率" : 'Physical Damage'; case 77: return this.language_Jp ? "魔法ダメージ率" : 'Magical Damage'; case 78: return this.language_Jp ? "床ダメージ率" : 'Floor Damage'; case 79: return this.language_Jp ? "獲得経験率" : 'EXP Gain'; default: return null; } }; Window_ItemBook.prototype.itemName = function(list, item, x, y, width) { this.changeTextColor(this.getColorCode(list.NameColor)); const text = item.name; const iconId = item.iconIndex; if (iconId > 0) { const iconY = y + (this.lineHeight() - ImageManager.iconHeight) / 2; const textMargin = iconId > 0 ? ImageManager.iconWidth + 4 : 0; const itemWidth = Math.max(0, width - textMargin); const textWidth = this.textWidth(text); const width2 = Math.min(itemWidth, textWidth); if(list.namePosition === 'center') { this.drawIcon(iconId, x + (width / 2 - width2 / 2) - textMargin / 2, iconY); } else if (list.namePosition === 'left') { this.drawIcon(iconId, x, iconY); } else { this.drawIcon(iconId, x + itemWidth - width2, iconY); } this.drawText(text, x + textMargin, y, itemWidth, list.namePosition); } else { this.drawText(text, x, y, width, list.namePosition); } }; Window_ItemBook.prototype.horzLine = function(list, item, x, y, width) { const lineY = y + this.lineHeight() / 2 - 1; this.contents.paintOpacity = 48; this.contents.fillRect(x, lineY, width, 2, this.getColorCode(list.NameColor)); this.contents.paintOpacity = 255; }; Window_ItemBook.prototype.name = function(list, item, x, y, width) { const nameText = list.paramName; if (nameText) { this.changeTextColor(this.getColorCode(list.NameColor)); this.drawText(nameText, x, y, width, list.namePosition); } }; Window_ItemBook.prototype.bookEnemyNo = function(list, item, x, y, width) { const nameText = list.paramName; let textWidth = 0; if (nameText) { this.changeTextColor(this.getColorCode(list.NameColor)); this.drawText(nameText, x, y, width, list.namePosition); textWidth = this.textWidth(nameText) + this.itemPadding(); this.resetTextColor(); } let text = $gameSystem.getItemBookNumber(item); if (NumberType === 2) { text = this.numberWidthSlice(text); } this.drawText(text, x + textWidth, y, width - textWidth, "left"); }; Window_ItemBook.prototype.itemNumberOfPossession = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : "所持数"; const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : $gameParty.numItems(item); } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.itemMaxNumberOfPossession = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "最大所持数" : "Max possession"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : $gameParty.maxItems(item); } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.itemPrice = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "価格" : "Price"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : item.price; this.drawCurrencyValue(text, this.currencyUnit(), x + textWidth + 8, y, width - (textWidth + 8)); } else { text = UnknownItemData; this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); } }; Window_ItemBook.prototype.originalParams = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName; let textWidth = width; if (nameText) { textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); } this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = eval(list.DetaEval); if (!isNaN(text)) { text = NuunManager.numPercentage(text, (list.Decimal || 0) - 2, DecimalMode); } text += list.paramUnit ? String(list.paramUnit) : ''; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.drawDesc = function(list, item, x, y, width) { const nameText = list.paramName; if (nameText) { this.changeTextColor(this.getColorCode(list.NameColor)); this.drawText(nameText, x, y); y += this.lineHeight(); } this.resetTextColor(); if(this.paramMask(list.MaskMode)){ let text = list.DetaEval; if (!text) { const method = list.textMethod; if (method) { text = item.meta[method]; } } else { text = eval(text); } if(text){ this.drawTextEx(text, x, y, width); } } }; Window_ItemBook.prototype.useItemOccasion = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "使用可能時" : "Occasion"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : this.useItemOccasionName(item); } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.useItemConsumable = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "消耗" : "Consume"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : this.itemConsumable(item); } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.speedCorrection = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "速度補正" : "Speed"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : item.speed; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.successRate = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "成功率" : "Success"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : item.successRate; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.tpGain = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "得TP" : "TP Gain"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : item.tpGain; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.param = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : this.paramNameShow(list); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : item.params[list.DateSelect - 20]; text += list.paramUnit ? String(list.paramUnit) : ''; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.xparam = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : this.paramNameShow(list); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : this.getXparam(list.DateSelect - 60, item) * 100; text = NuunManager.numPercentage(text, (list.Decimal || 0), DecimalMode); text += list.paramUnit ? String(list.paramUnit) : ''; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.sparam = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : this.paramNameShow(list); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : this.getSparam(list.DateSelect - 70, item) * 100; text = NuunManager.numPercentage(text, (list.Decimal || 0), DecimalMode); text += list.paramUnit ? String(list.paramUnit) : ''; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.getXparam = function(param, item) { return item.traits.reduce((r, data) => data.code === 22 && data.dataId === param ? r + data.value : r, 0); }; Window_ItemBook.prototype.getSparam = function(param, item) { return item.traits.reduce((r, data) => data.code === 23 && data.dataId === param ? r + data.value : r, 0); }; Window_ItemBook.prototype.weaponType = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "武器タイプ" : "Weapon type"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : $dataSystem.weaponTypes[item.wtypeId]; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.armorType = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "防具タイプ" : "Armmor type"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : $dataSystem.armorTypes[item.atypeId]; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.equipType = function(list, item, x, y, width) { this.drawContentsBackground(list.Back, x, y, width); x = this.contensX(x); width = this.contensWidth(width); this.changeTextColor(this.getColorCode(list.NameColor)); const nameText = list.paramName ? list.paramName : (this.language_Jp ? "装備タイプ" : "Equipment type"); const textWidth = this.systemWidth(list.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); let text; if(this.paramMask(list.MaskMode)){ text = list.DetaEval ? eval(list.DetaEval) : $dataSystem.equipTypes[item.etypeId]; } else { text = UnknownItemData; } this.drawText(text, x + textWidth + 8, y, width - (textWidth + 8), 'right'); }; Window_ItemBook.prototype.commonItemBitmap = function(list, item, x, y, width) { const bitmap = ImageManager.nuun_LoadPictures(list.ImgData[0]); if (bitmap && !bitmap.isReady()) { bitmap.addLoadListener(this.drawImg.bind(this, bitmap, list, x, y, width)); } else if (bitmap) { this.drawImg(bitmap, list, x, y, width); } }; Window_ItemBook.prototype.itemBitmap = function(list, item, x, y, width) { const dataImg = this.getItemImg(list, item); if (dataImg) { //const bitmap = ImageManager.loadBitmap("img/"+ ImgFolder +"/", dataImg[0]); const bitmap = ImageManager.nuun_LoadPictures(dataImg[0]); x += Number(dataImg[1]) || 0; y += Number(dataImg[2]) || 0; if (!bitmap.isReady()) { bitmap.addLoadListener(this.drawImg.bind(this, bitmap, list, x, y, width)); } else if (bitmap) { this.drawImg(bitmap, list, x, y, width); } } }; Window_ItemBook.prototype.drawImg = function(bitmap, list, x, y, width) { const height = list.ImgMaxHeight * this.lineHeight(); const scalex = Math.min(1.0, width / bitmap.width); const scaley = Math.min(1.0, height / bitmap.height); const scale = scalex > scaley ? scaley : scalex; const dw = Math.floor(bitmap.width * scale); const dh = Math.floor(bitmap.height * scale); x += Math.floor(width / 2 - dw / 2); this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, x, y, dw, dh); }; Window_ItemBook.prototype.paramMask = function() { return $gameSystem.getItemBookInfoFlags(this._item); //return !this.noUnknownStatus() ? $gameSystem.getItemBookInfoFlags(this._item) : true; }; Window_ItemBook.prototype.noUnknownStatus = function() { return this._item.meta.ShowDataBook; }; Window_ItemBook.prototype.maxWidth = function() { return this.itemWidth() / 2 - this.itemPadding() * 2; }; Window_ItemBook.prototype.systemWidth = function(swidth, width) { return swidth > 0 ? swidth : Math.floor(width / 3); }; Window_ItemBook.prototype.contensX = function(x) { return x + (this.itemPadding() / 2); }; Window_ItemBook.prototype.contensWidth = function(width) { return width - this.itemPadding(); }; Window_ItemBook.prototype.numberWidthSlice = function(indexText) { return ($gameSystem._itemBookLength >= 1000 ? ('0000' + indexText).slice(-4) : ('000' + indexText).slice(-3)); }; Window_ItemBook.prototype.currencyUnit = function() { return TextManager.currencyUnit; }; Window_ItemBook.prototype.useItemOccasionName = function(item) { const occasion = item.occasion; if (occasion === 0) { return "常時"; } else if (occasion === 1) { return "戦闘時"; } else if (occasion === 2) { return "移動時"; } else { return "使用不可"; } }; Window_ItemBook.prototype.itemConsumable = function(item) { return item.consumable ? "消耗する" : "消耗しない"; }; Window_ItemBook.prototype.drawContentsBackground = function(back, x, y, width) { if (back) { const rect = this.contentsRect(x, y, width); this.drawContentsBackgroundRect(rect); } }; Window_ItemBook.prototype.drawContentsBackgroundRect = function(rect) { const c1 = ColorManager.itemBackColor1(); const c2 = ColorManager.itemBackColor2(); const x = rect.x; const y = rect.y; const w = rect.width; const h = rect.height; this.contents.gradientFillRect(x, y, w, h, c1, c2, true); this.contents.strokeRect(x, y, w, h, c1); }; Window_ItemBook.prototype.contentsRect = function(x, y, width) { const height = this.lineHeight() - this.rowSpacing(); return new Rectangle(x, y + 2, width, height); }; Window_ItemBook.prototype.getColorCode = function(color) { if (typeof(color) === "string") { return color; } return ColorManager.textColor(color); }; function Window_ItemBookPageCategory() { this.initialize(...arguments); } Window_ItemBookPageCategory.prototype = Object.create(Window_Selectable.prototype); Window_ItemBookPageCategory.prototype.constructor = Window_ItemBookPageCategory; Window_ItemBookPageCategory.prototype.initialize = function(rect) { //this._userWindowSkin = param.PageWindowsSkin; Window_Selectable.prototype.initialize.call(this, rect); this._pageSelect = 0; this._maxPage = 0; this._maxCols = 0; this._categoryId = -1; this._categorySelect = 0; this.select(this._categorySelect); }; Window_ItemBookPageCategory.prototype.maxCols = function() { return this._maxPage > 0 ? this._maxPage : PageCols; }; Window_ItemBookPageCategory.prototype.listMode = function() { if (this._categoryId === 0) { return ItemPageSetting; } else if (this._categoryId === 1) { return WeaponPageSetting; } else if (this._categoryId === 2) { return ArmorPageSetting; } return null; }; Window_ItemBookPageCategory.prototype.getItemCategory = function(item) { if (DataManager.isItem(item)) { return 0; } else if (DataManager.isWeapon(item)) { return 1; } else if (DataManager.isArmor(item)) { return 2; } return -1; }; Window_ItemBookPageCategory.prototype.setItem = function(item) { this._item = item; const category = this.getItemCategory(item); if (this._categoryId !== category) { this._categoryId = category; this.setMaxPage(); this.refresh(); } }; Window_ItemBookPageCategory.prototype.getItemList = function() { return this.listMode(); }; Window_ItemBookPageCategory.prototype.setMaxPage = function() { const list = this.getItemList(); this._maxPage = list ? list.length : 0; this._pageSelect = Math.min(this._maxPage, this._pageSelect); }; Window_ItemBookPageCategory.prototype.setPage = function() { this._pageSelect = 0; this.select(this._pageSelect); }; Window_ItemBookPageCategory.prototype.select = function(index) { Window_Selectable.prototype.select.call(this, index); this.updateItemStatus(); }; Window_ItemBookPageCategory.prototype.updateItemStatus = function() { if (this.index() >= 0) { this._pageSelect = this.index(); } if (this._itemWindow) { this._itemWindow._pageMode = this._pageSelect; if (this.active) { $gameTemp.backGroundEbookRefresh = true; } this._itemWindow.refresh(); } }; Window_ItemBookPageCategory.prototype.setItemWindow = function(itemWindow) { this._itemWindow = itemWindow; }; Window_ItemBookPageCategory.prototype.setIndexWindow = function(indexWindow) { this._indexWindow = indexWindow; }; Window_ItemBookPageCategory.prototype.maxItems = function() { return this._maxPage; }; Window_ItemBookPageCategory.prototype.drawItem = function(index) { const rect = this.itemLineRect(index); const list = this.listMode(); if (list) { const text = list[index].PageName ? list[index].PageName : "ページ"+ Number(index + 1); this.drawText(text, rect.x, rect.y, rect.width); } }; Window_ItemBookPageCategory.prototype.cursorUp = function(wrap) { }; Window_ItemBookPageCategory.prototype.cursorDown = function(wrap) { }; })();