/*:----------------------------------------------------------------------------------- * NUUN_MenuScreenEX.js * * Copyright (C) 2022 NUUN * ------------------------------------------------------------------------------------- */ /*: * @target MZ * @plugindesc Menu screen EX * @author NUUN * @base NUUN_Base * @orderAfter NUUN_Base * @version 3.1.15 * * @help * Change and extend the menu screen display. * * You can choose from four layouts, but you can also set your own layout. * * Item settings * Display status acquisition parameters * actor: actor game data * * Original gauge * Current value: set by evaluation formula * Max value: set by maximum value evaluation formula * Gauge Width: Set by Item, Gauge Width * Be sure to set the gauge identification ID. Enter any string for the ID. Please be careful not to duplicate. * * Image * Enter the display conditions in javascript in the evaluation expression or string (javaScript). Appears when the conditions are met. * Always displayed if left blank. * actor: actor game data * actor.actor(): actor system data * * background image * The ID is set in the map's tag or plugin command. * Map settings Note field * Displays the image of the background image list [id] number for the menu background. * Displays the image of [url] as the menu background. The path is img/[url].png. * Example: * Note that the background set in the plugin parameter takes precedence over the above tag. When 0 is specified, the default background is displayed. * Please replace [id] and [url] of the tag with numbers or strings. * * background image 2 * It is superimposed in front of background image 1 and displayed. * Use it as background for menu UI. * If background image 1 is not changed during the game, setting the menu background to background image 2 is no problem. * * Equipment * If equipment is set as the displayed status. * Specify the equipment to display for a specific actor or class. * Memo field for actor or class * * [name]:Equipment part name * Only the specified equipment part will be displayed. If not specified, all parts will be displayed. * If you fill in both actor and class, the actor settings will take precedence. * * Placement mode * Displays the layout of the menu status window according to the mode set in the menu command display mode. * Display to the right of the menu command if the menu command display mode is 'left'. * 'right' displays to the left of menu commands. * 'top' displays below menu commands. * 'under' displays above menu commands. * In case of 'free', it is displayed on the upper left basis (UI window basis invalid basis). * * Change font * A separate plug-in is required to change the font. (Triacontane-like FontLoad plug-in recommended) * * Remarks * *1 * You can specify the state you want to display in the state evaluation expression of the actor status display item. (Direct entry) * Specify the state IDs to be displayed separated by , . * Example * "1,5,11" Always enclose with ' or " * "1-10" State display from ID 1 to 10 * "3-11,15"Displays state IDs 3 to 11 and 15 * * ※2 * Do not set when displaying an image with "NUUN_ActorPicture". * * * This plug-in supports "NUUN_ActorPicture". * The standing picture will be displayed even if you do not set it in "NUUN_ActorPicture settings". * By turning off "Apply NUUN_ActorPicture", the standing picture setting of this plug-in will be applied even when standing picture and face graphic display EX are installed. * Actor face graphics, standing pictures, and character chips can be set with the actor image base X coordinate and actor image base Y coordinate. * Also, when setting individually, set the image X coordinate and image Y coordinate of each actor image setting. * If you want to display the part of the image where the actor is displayed in the center, set the image display start coordinate X and image display start coordinate Y in each "Actor image setting". * * Terms of Use * Credit: Optional * Commercial use: Possible * Adult content: Possible * Modifications: Possible * Redistribution: Possible * Support is not available for modified versions or downloads from sources other than https://github.com/nuun888/MZ, the official forum, or authorized retailers. * * Log * 10/19/2025 Ver.3.1.15 * Add skill points to actor status (requires NUUN_SkillTree). * 4/12/2025 Ver.3.1.14 * Fixed processing due to gauge imaging update. * 2/14/2025 Ver.3.1.13 * Fixed an issue where an error would occur when setting free text. * Fixed an issue where an error would occur when setting a line. * 2/11/2025 Ver.3.1.12 * Fixed an issue where an error would occur when the status window display position was set to the right or bottom of the screen. * 10/12/2024 Ver.3.1.11 * Added processing to accommodate gauge loop processing. * 10/06/2024 Ver.3.1.10 * Fixed an issue where an error would occur when opening the menu after setting a custom gauge. * 9/28/2024 Ver.3.1.9 * Correction of acquisition parameters. * 6/23/2024 Ver.3.1.8 * Fixed an issue where items were not displayed correctly. * 6/22/2024 Ver.3.1.7 * Fixed an issue where item width was not applied wider than the width of a single item. * Fixed actor front image image to fit item width. * 6/8/2024 Ver.3.1.6 * Fixed so that units can be set for the current experience points and experience points to the next level. * Fixed an issue where ability units were displayed twice. * 6/8/2024 Ver.3.1.5 * Fixed the APNG display to be displayed in front of the cursor. * Fixed an issue where the APNG would remain when the cursor was moved. * 5/26/2024 Ver.3.1.4 * Updated with circle gauge support. * 5/12/2024 Ver.3.1.3 * Added a function to skip actor target selection when there is only one member. * Corrected spelling error in party limit gauge. * Fixed an issue where special ability values were displayed twice. * 5/11/2024 Ver.3.1.2 * Fixed so that fonts for numbers and units can be specified separately. * Fixed so that unit color can be applied with system color. * 4/20/2024 Ver.3.1.1 * Fixed an issue where an error occurred when setting chapters. (Reset chapter selection only) * Fixed an issue where the display up to the next level was displayed based on earned experience points. * 4/6/2024 Ver.3.1.0 * Added a function to display current experience points and equipment in the status. * 3/17/2024 Ver.3.0.3 * Fixed so that font settings for amount and unit can be applied separately. * 1/18/2024 Ver.3.0.2 * Fixed an issue where an error was displayed when setting some items in "NUUN_SkillStatusEX". * 1/8/2024 Ver.3.0.1 * Support for "NUUN_SkillStatusEX". * 1/7/2024 Ver.3.0.0 * Consolidate styles into one plugin. * Some plugin parameters have been abolished. * * @command ChangeBackgroundId * @desc Change the background image ID of the menu screen. 0 will show the default background. * @text Change background image ID * * @arg backgroundId * @type number * @default 0 * @text Background image list ID * @desc Specifies the background image list. 0 will show the default image. * * @param MenuLayoutSetting * @text Menu layout * @default ------------------------------ * * @param MenuLayoutStyle * @desc Specify the menu style. * @text Menu style * @type combo * @option 'Default' * @option 'ActorBeside' * @option 'CommandBeside' * @option 'Type4' * @default 'Default' * @parent MenuLayoutSetting * * @param MenuWindowSetting * @text Actor status window * @default ------------------------------ * * @param MenuLayout * @desc Specifies the menu window to display. * @text Menu window settings * @default 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* @type struct[] * @parent MenuWindowSetting * * @param Setting * @text Common setting * @default ------------------------------ * * @param DecimalMode * @text Rounding off * @desc Round off the non-display decimal point. (truncated at false) * @type boolean * @default true * @parent Setting * * @param SubMemberOpacity * @text Sub member opaque display * @desc Displays sub members as opaque. * @type boolean * @default true * @parent Setting * * @param HelpSetting * @text Command help settings * @default ------------------------------ * * @param HelpList * @desc Command help item setting. * @text Command help item setting * @type struct[] * @default ["{\"HelpCommandName\":\"'Item'\",\"HelpCommandText\":\"Display the items you have.\"}","{\"HelpCommandName\":\"'Skill'\",\"HelpCommandText\":\"Displays the skills you have learned.\"}","{\"HelpCommandName\":\"'Equip'\",\"HelpCommandText\":\"Change equip.\"}","{\"HelpCommandName\":\"'Status'\",\"HelpCommandText\":\"Display the status of the actor.\"}","{\"HelpCommandName\":\"'Options'\",\"HelpCommandText\":\"Change game settings.\"}","{\"HelpCommandName\":\"'Party'\",\"HelpCommandText\":\"Change members.\"}","{\"HelpCommandName\":\"'Save'\",\"HelpCommandText\":\"Record data.\"}","{\"HelpCommandName\":\"'Game End'\",\"HelpCommandText\":\"Exit the game.\"}"] * @parent HelpSetting * * @param ExpgaugeSetting * @text EXP gauge settings * @default ------------------------------ * * @param ExpDisplayMode * @text Display of exp gauge * @desc Specifies the display of the experience value gauge. * @type select * @option None * @value 0 * @option Required experience to next level * @value 1 * @option Current experience gained * @value 2 * @option Current Acquisition Percentage Display * @value 3 * @option Level display(Circle gauge only) * @value 4 * @default 1 * @parent ExpgaugeSetting * * @param LabelShow * @text Label display * @desc Show label. * @type boolean * @default true * @parent ExpgaugeSetting * * @param EXPDecimal * @text Decimal place number * @desc The number of decimal places that can be displayed. * @type number * @default 2 * @min 0 * @max 99 * @parent ExpgaugeSetting * * @param BackGroundSetting * @text Background setting * @default ------------------------------ * * @param BackGroundImges * @desc Specifies the background image file name. * @text background image * @type file[] * @dir img/ * @default * @parent BackGroundSetting * * @param BackUiWidth1 * @text Match background image 1 UI * @desc Match the background size of background image 1 to the UI. * @type boolean * @default true * @parent BackGroundSetting * */ /*~struct~MenuLayoutList: * * @param StyleName * @desc Menu layout style name. * @text Menu layout style * @type combo * @option 'Default' * @default 'Default' * * @param WindowUiIgnore * @text Disable UI Window Criteria * @desc Make window placement relative to the screen instead of UI relative. * @type boolean * @default false * * @param StatusSetting * @text Menu status setting * @default ------------------------------ * * @param StatusList * @desc Status item setting. * @text Status item setting * @type struct[] * @default * @parent StatusSetting * * @param StatusWindowBesidePosition * @text Status menu window horizontal position * @desc Specifies the horizontal position of the status menu window. * @type select * @option None * @value 'free' * @option Left * @value 'left' * @option Right * @value 'right' * @option Next to command * @value 'command' * @default 'left' * @parent StatusSetting * * @param StatusWindowVerticalPosition * @text Status menu window vertical position * @desc Specifies the vertical position of the status menu window. * @type select * @option None * @value 'free' * @option Top * @value 'top' * @option Under * @value 'under' * @option Above the command * @value 'commandtop' * @option Below command * @value 'commandunder' * @default 'top' * @parent StatusSetting * * @param StatusWindowCommandDifference * @text Subtract command window width * @desc Subtracts the width of the window by the width of the command window. * @type select * @option None * @value 'none' * @option Lateral direction * @value 'beside' * @option Vertical direction * @value 'vertical' * @default 'none' * @parent StatusSetting * * @param MenuStatusX * @text Menu status X coordinate * @desc X coordinate of menu status. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param MenuStatusY * @desc Y coordinate of menu status * @text Menu status Y coordinate. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param MenuStatusWidth * @desc Width of menu status. * @text Menu status width * @type number * @default 0 * @min 0 * @parent StatusSetting * * @param MenuCols * @text Actor display col * @desc Col to display for the actor. * @type number * @default 1 * @min 1 * @parent StatusSetting * * @param MenuRows * @text Actor Display Row * @desc Row to display for the actor. * @type number * @default 4 * @min 1 * @parent StatusSetting * * @param MenuStatusHeight * @desc Vertical width of the menu status. * @text Menu status vertical width * @type number * @default 0 * @min 0 * @parent StatusSetting * * @param WindowVisible * @text Menu status window display * @desc Show window. * @type boolean * @default true * @parent StatusSetting * * @param EquipSetting * @text 装備設定 * @default ------------------------------ * @parent StatusSetting * * @param EquipNameVisible * @text Equipment part name display * @desc Specify the equipment part name to be displayed. * @type select * @option None * @value None * @option Parts only * @value Name * @option Iicon only * @value Icon * @option Icon, Part * @value IconName * @default Name * @parent EquipSetting * * @param EquipIcons * @type struct[] * @text Equipment icon * @desc Equipment icon set. The ID is the same as the equipment slot number. * @default [] * @parent EquipSetting * * @param InvalidSlotHide * @text Hide sealed equipment * @desc Equipment sealed with features will not be displayed. * @type boolean * @default false * @parent EquipSetting * * @param InfoSetting * @text Menu info setting * @default ------------------------------ * * @param MenuInfoWindowSetting * @desc Info item settings * @text Info item settings * @type struct[] * @default * @parent InfoSetting * * @param ListData1_10 * @text Display item setting1-10 * @default ------------------------------ * @parent InfoSetting * * @param PageList1 * @desc List to display. * @text Display list 1 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList2 * @desc List to display. * @text Display list 2 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList3 * @desc List to display. * @text Display list 3 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList4 * @desc List to display. * @text Display list 4 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList5 * @desc List to display. * @text Display list 5 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList6 * @desc List to display. * @text Display list 6 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList7 * @desc List to display. * @text Display list 7 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList8 * @desc List to display. * @text Display list 8 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList9 * @desc List to display. * @text Display list 9 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList10 * @desc List to display. * @text Display list 10 * @type struct[] * @default [] * @parent ListData1_10 * * * @param MenuCommandSetting * @text Menu command setting * @default ------------------------------ * * @param MenuCommandPosition * @desc Specifies the display mode of menu commands. * @text Menu command display mode * @type select * @option None * @value 'free' * @option Left * @value 'left' * @option Right * @value 'right' * @option Top * @value 'top' * @option Under * @value 'under' * @default 'right' * @parent MenuCommandSetting * * @param MenuCommandCols * @text Display Col for Menu Commands * @desc Col to display for menu commands. * @type number * @default 1 * @min 1 * @parent MenuCommandSetting * * @param MenuCommandRows * @text Display Row for Menu Commands * @desc Row to display for menu commands. 0 for the number of menu commands displayed in the vertical width * @type number * @default 0 * @min 0 * @parent MenuCommandSetting * * @param MenuCommandX * @text Menu command X coordinate * @desc X coordinate of menu command. * @type number * @default 0 * @min -9999 * @parent MenuCommandSetting * * @param MenuCommandY * @desc Y coordinate for menu commands. * @text Menu command Y coordinate * @type number * @default 0 * @min -9999 * @parent MenuCommandSetting * * @param MenuCommandWidth * @text Menu command width * @desc Width of the menu command window. * @type number * @default 240 * @min 0 * @parent MenuCommandSetting * * @param MenuCommandHeight * @text Menu command vertical width * @desc Height of the menu command window. 0 for main area height * @type number * @default 504 * @min 0 * @parent MenuCommandSetting * * @param CommandHeightMode * @text Window height mode * @desc Fits the height of the menu command window to the number of commands. * @type boolean * @default true * @parent MenuCommandSetting * * @param CommandWindowVisible * @text Command window display * @desc Show window. * @type boolean * @default true * @parent MenuCommandSetting * * @param SkipSelectOneMember * @text Skip single member selection * @desc If there is only one member, skip actor target selection. * @type boolean * @default false * @parent MenuCommandSetting * * @param ActorSetting * @text Actor settings * @default ------------------------------ * * @param GraphicMode * @desc Specifies the actor image to display. * @text Display actor image * @type select * @option None * @value 'none' * @option Face * @value 'face' * @option Img * @value 'img' * @default 'face' * @parent ActorSetting * * @param ActorsImgList * @text Image settings * @desc Actor image settings * @default [] * @type struct[] * @parent ActorSetting * * @param ActorPictureEXApp * @text Apply NUUN_ActorPicture * @desc Apply the image change of "NUUN_ActorPicture". If you turn it off, the settings in this plugin will be applied. * @type boolean * @default true * @parent ActorSetting * * @param ActorImg_X * @text Actor image base X coordinate * @desc Basic X coordinate of the actor image * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorSetting * * @param ActorImg_Y * @text Actor image base Y coordinate * @desc Basic Y coordinate of the actor image * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorSetting * * @param BackGroundSetting2 * @text Background settings 2 * @default ------------------------------ * * @param BackGroundImg * @desc Specify the background image file name to be displayed in front of background image 1. * @text background image 2 * @type file * @dir img/ * @default * @parent BackGroundSetting2 * * @param BackUiWidth2 * @text Match background image 2 UI * @desc Match the background size of background image 2 to the UI. * @type boolean * @default true * @parent BackGroundSetting2 * */ /*~struct~HelpListData: * * @param HelpCommandName * @text Command name * @desc Sets the command name. If it is not on the list, fill it in directly. * @type combo * @option 'Item' * @option 'Skill' * @option 'Equip' * @option 'Status' * @option 'Options' * @option 'Party' * @option 'Save' * @option 'Game End' * @default * * @param HelpCommandText * @text Command description * @desc Sets the command description. Text code available. * @type string * @default * */ /*~struct~StatusListData: * * @param DateSelect * @text status to display * @desc Specifies the status to display. * @type select * @option None * @value None * @option Actor name(3)(4)(5)(6)(7)(9)(13)(15) * @value ActorName * @option Nickname(1)(3)(4)(5)(6)(7)(9)(13)(15) * @value Nickname * @option Class業(1)(3)(4)(5)(6)(7)(9)(13)(15) * @value Class * @option Level(1)(3)(4)(5)(6)(7)(13)(14)(15) * @value Level * @option Skill point(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value SkillPoint * @option State(3)(4)(5)(6)(7)(10※1) * @value State * @option State (same display as for battle)(3)(4)(5)(6) * @value State2 * @option Original parameter(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value OrgParam * @option HP Gauge(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value HpGauge * @option MP Gauge(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value MpGauge * @option TP Gauge(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value TpGauge * @option CircularHP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value HpCircularGauge * @option CircularMP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value MpCircularGauge * @option CircularTP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value TpCircularGauge * @option NowEXP(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value ExpInfo * @option NextEXP(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Exp * @option EXP Gauge(1)(2)(3)(4)(5)(6)(7)(21) * @value ExpGauge * @option CircularExpGauge (1)(2)(3)(4)(5)(6)(7)(21) * @value ExpCircularGauge * @option ATK(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Atk * @option Def(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Def * @option Mat(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Mat * @option Mdf(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Mdf * @option Agi(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Agi * @option Luk(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Luk * @option Hit(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Hit * @option Evasion(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Eva * @option Critcal rate(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Cri * @option Critcal evade(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value CritcalEvade * @option Magic evade(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicEvade * @option Magic reflect(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicrEflect * @option Counter(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Counter * @option HP regen(1)(2)(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value HpRegen * @option MP regen(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MpRegen * @option TP regen(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value TpRegen * @option Aggro(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Aggro * @option Guard(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Guard * @option Recovery(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Recovery * @option Item effect(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value ItemEffect * @option MP cost(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MpCost * @option TP charge(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value TpCharge * @option Physical damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value PhysicalDamage * @option Magical damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicalDamage * @option Floor damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value FloorDamage * @option Gain exp rate(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value GainExpRate * @option Original gauge(2)(3)(4)(5)(6)(7)(10)(20)(21)(22)(23)(24) * @value OrgGauge * @option Equip(1)(2)(3)(4)(5)(6)(7)(8)(13) * @value Equip * @option Image(3)(4)(5)(6)(10)(25) * @value Imges * @option Character chip(3)(4)(5)(6)(25) * @value Charchip * @option SV Actor(3)(4)(5)(6)(25) * @value SvActor * @option Line(1)(2)(3)(4)(5)(6)(7) * @value HorzLine * @default None * * @param NameColor * @desc System color ID for system items. You can enter the color code in the text tab. * @text Name color(1) * @type color * @default 16 * @min 0 * * @param ParamName * @desc Set the item name. * @text Name(2) * @type string * @default * * @param X_Position * @text X display col position(3) * @desc X display col position * @type number * @default 1 * @min 1 * @max 1 * * @param Y_Position * @desc Y display row position * @text Y display row position(4) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X coordinate (relative)(5) * @desc X coordinate (relative coordinate from X display col position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y coordinate (relative)(6) * @desc Y coordinate (relative coordinate from Y display row position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc Item, gauge width(0 for default width) * @text Item, gauge width(7) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc Width of item name (default width at 0) * @text Width of item name(8) * @type number * @default 0 * @min 0 * * @param Align * @desc Align. * @text Align(9) * @type select * @option Left * @value 'left' * @option Right * @value 'right' * @option Center * @value 'center' * @default 'left' * * @param DetaEval * @desc Enter an evaluation formula or string. * @text Evaluation formula or string(javaScript)(10) * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @default * * @param paramUnit * @desc Set the units. * @text Unit(11) * @type string * @default * * @param Decimal * @text Decimal place number(12) * @desc The number of decimal places that can be displayed. * @type number * @default 0 * @min 0 * @max 99 * * @param FontSize * @desc Font size (difference from main font) * @text Font size(13) * @type number * @default 0 * @min -99 * * @param ValueFontFace * @desc Sets the font for parameter text. * @text Parameter font(14) * @type string * @default * * @param FontFace * @desc Sets the font for item names. * @text Item name font(15) * @type string * @default * * @param GaugeSetting * @text Gauge setting * @default ------------------------------ * * @param GaugeID * @desc Identification ID. * @text Identification ID(20) * @type string * @default * @parent GaugeSetting * * @param GaugeHeight * @desc Specifies the vertical width of a gauge. * @text Gauge vertical width(21) * @type number * @default 12 * @min 0 * @max 24 * @parent GaugeSetting * * @param DetaEval2 * @desc Max value evaluation formula. * @text Max evaluation formula(javaScript)(22) * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @default * @parent GaugeSetting * * @param Color1 * @desc Gauge system color ID (left). You can enter the color code in the text tab. * @text Gauge color (left)(23) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param Color2 * @desc Gauge system color ID (right). You can enter the color code in the text tab. * @text Gauge color (right)(24) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param ImgSetting * @text Image settings * @default ------------------------------ * * @param ImgData * @desc Specifies the image to display. * @text Image(25) * @type file * @dir img/ * @default * @parent ImgSetting * * @param BattleMemberOpacity * @text Non-battle member image translucency * @desc Semi-transparency is enabled outside the battle members. * @type boolean * @default true * @parent ImgSetting * * @param CondSetting * @text Display condition settings * @default ------------------------------ * * @param Conditions * @desc Specify the conditions under which the item will be displayed. (JavaScript) * @text Item conditions * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @option '$dataSystem.optDisplayTp'//TP display * @default * */ /*~struct~InfoListData: * * @param DateSelect * @text Items to display * @desc Specifies the items to display. * @type select * @option None * @value None * @option Play time(1)(2)(3)(4)(5)(6)(7)(8)(10)(11)(13)(14)(15) * @value Playtime * @option Gold(1)(2)(3)(4)(5)(6)(7)(8)(11)(13)(14)(15) * @value Gold * @option Location(1)(2)(3)(4)(5)(6)(7)(8)(10)(11)(13)(14)(15) * @value CurrentLocation * @option Original parameter(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value OrgParam * @option Name(1)(2)(3)(4)(5)(7)(8)(10)(11)(13)(15) * @value Name * @option Menu command description(1)(2)(3)(4)(5)(7)(8) * @value CommandDescription * @option Free text(1)(2)(3)(4)(12) * @value FreeText * @option Action target (NUUN_Destination required)(1)(2)(3)(4)(6)(7)(8)(11)(13)(15) * @value Destination * @option Chapter (NUUN_Chapter required)(1)(2)(3)(4)(6)(7)(8)(11)(13)(15) * @value Chapter * @option Limit gayge(Required "NUUN_PartyLimitGauge")(1)(2)(3)(4)(5) * @value Limit_Gauge * @option Line(1)(2)(3)(4)(5)(7) * @value HorzLine * @default 0 * * @param X_Position * @text X display col position(1) * @desc X display col position * @type number * @default 1 * @min 1 * @max 1 * * @param Y_Position * @desc Y display row position * @text Y display row position(2) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X coordinate (relative)(3) * @desc X coordinate (relative coordinate from X display col position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y coordinate (relative)(4) * @desc Y coordinate (relative coordinate from Y display row position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc Item, gauge width(0 for default width) * @text Item, gauge width(5) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc Width of item name (default width at 0) * @text Width of item name(6) * @type color * @default 0 * @min 0 * * @param NameColor * @desc System color ID for system items. You can enter the color code in the text tab. * @text Name color(7) * @type color * @default 16 * @min 0 * * @param ParamName * @desc Set the item name. * @text Name(8) * @type string * @default * * @param DataEval * @desc Evaluation formula. * @text Evaluation formul(javaScript)(9) * @type combo * @option '$gameParty.steps();//Step count' * @option '$gameSystem.battleCount();//Battle count' * @option '$gameSystem.escapeCount();//Escape count' * @option '$gameSystem.saveCount();//Save count' * @option '$gameVariables.value(0);//Game variable' * @option '$gameSystem.chronus().getDateFormat(1);//Chronus plugin datetime format 1' * @option '$gameSystem.chronus().getDateFormat(2);//Chronus plugin datetime format 2' * @default * * @param Align * @desc Align. * @text Align(10) * @type select * @option Left * @value 'left' * @option Right * @value 'right' * @option Center * @value 'center' * @default 'right' * * @param InfoIcon * @text Icon ID(11) * @desc Icon ID * @type icon * @default 0 * @max 999999 * @min 0 * * @param Text * @desc Enter the text for free text. (text code available) * @text Free text(12) * @type multiline_string * @default * * @param ContentsFontSize * @desc Font size (difference from main font) * @text Font size(13) * @type number * @default 0 * @min -99 * * @param ValueFontFace * @desc Sets the font for parameter text. * @text Parameter font(14) * @type string * @default * * @param FontFace * @desc Sets the font for item names. * @text Item name font(15) * @type string * @default * */ /*~struct~InfoWindowList: * * @param MethodName * @desc Specifies the distinguished name of the window. * @text Identification name * @type string * @default * * @param ListDateSetting * @desc Specifies the list to display. * @text Display list specification * @type select * @option None * @value 0 * @option Display list1 * @value 1 * @option Display list 2 * @value 2 * @option Display list 3 * @value 3 * @option Display list 4 * @value 4 * @option Display list 5 * @value 5 * @option Display list 6 * @value 6 * @option Display list 7 * @value 7 * @option Display list 8 * @value 8 * @option Display list 9 * @value 9 * @option Display list 10 * @value 10 * @default 0 * * @param X_Position * @text X-coordinate * @desc X coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Y_Position * @desc Y-coordinate * @text Y coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Width * @text Window width * @desc Window width. * @type number * @default 0 * @min 0 * * @param Height * @text Window height * @desc window height. * @type number * @default 0 * @min 0 * * @param InfoCols * @text Info display col * @desc Col to display for info. * @type number * @default 2 * @min 1 * * @param InfoRows * @text Info display row * @desc The row to display for info. 0 for window height * @type number * @default 0 * @min 0 * * @param InfoFontSize * @desc Font size (difference from main font) * @text Font size * @type number * @default 0 * @min -99 * * @param WindowBesidePosition * @desc Specifies the horizontal display reference position of the window. * @text Window horizontal display reference position * @type select * @option None * @value 'free' * @option Left * @value 'left' * @option Right * @value 'right' * @default 'left' * * @param WindowVerticalPosition * @desc Specifies the vertical display reference position of the window. * @text Window vertical display reference position * @type select * @option None * @value 'free' * @option Top * @value 'top' * @option Under * @value 'under' * @default 'top' * * @param WindowVisible * @text Show window * @desc Show window. * @type boolean * @default true * * */ /*~struct~actorImgList: * * @param actorId * @text Actor * @desc Specifies an actor. * @type actor * @default 0 * * @param ClassId * @text Class ID * @desc Specify your occupation. If the occupation ID is specified, this will take precedence. * @type class * @default 0 * * @param GraphicMode * @desc Specifies the actor image to display. * @text Individual Display Actor Image * @type select * @option None * @value 'none' * @option Face * @value 'face' * @option Image * @value 'img' * @option Image(APNG) * @value 'imgApng' * @option Settings in the display actor image * @value 'default' * @default 'default' * * @param ActorImg * @text Actor image※2 * @desc Display the image of the actor. If you want to switch the standing picture, please set the image in the list. * @type file * @dir img/ * @default * * @param FaceImg * @text Face image※2 * @desc Set the sprite sheet of the face graphic image. * @type file * @dir img/faces * * @param FaceIndex * @desc Index ID of the Face image. * @text Face index ID※2 * @type number * @default -1 * @min -1 * @max 9999 * * @param Actor_X * @desc X coordinate of the image. * @text Image x-coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Y * @desc Y coordinate of the image. * @text Image y-coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SX * @desc The display start coordinate X of the image. * @text Image display start coordinate X * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SY * @desc The display start coordinate Y of the image. * @text Image display start coordinate Y * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Scale * @desc Actor image Scale. * @text Actor image Scale * @type number * @default 100 * @min 0 * @max 999 * * @param ActorBackImg * @desc Specify the background image file name for the actor. * @text Actor background image * @type file * @dir img/ * @default * * @param ActorFrontImg * @desc Specifies the foreground image file name of the actor. * @text Actor front image * @type file * @dir img/ * @default * */ /*:ja * @target MZ * @plugindesc メニュー画面 * @author NUUN * @base NUUN_Base * @orderAfter NUUN_Base * @version 3.1.14 * * @help * メニュー画面の表示を変更、拡張します。 * * レイアウトは4つから選択できますが、独自のレイアウトも設定可能です。 * * 項目設定 * 表示ステータスの取得パラメータ * actor:アクターのゲームデータ * * 独自ゲージ * 現在値:評価式で設定 * 最大値:最大値評価式で設定 * ゲージ横幅:項目、ゲージ横幅で設定 * ゲージの識別IDは必ず設定してください。IDは任意の文字列を入力します。重複しないよう注意してください。 * * 背景設定 * 背景画像1 * IDはマップのタグまたはプラグインコマンドで設定します。 * マップの設定のメモ欄 * メニュー背景を背景画像リスト[id]番の画像を表示します。 * メニュー背景を[url]の画像を表示します。パスはimg/[url].pngです。 * 例: * なお上記のタグよりもプラグインパラメータで設定した背景が優先されます。0番指定の時はデフォルトの背景が表示されます。 * タグの[id]、[url]は[]ごと数値または文字列に置き換えてください。 * * 背景画像2 * 背景画像1の手前に重ねて表示されます。 * メニューUIの背景として使用します。 * ゲーム中、背景画像1を変更しない場合は、メニュー背景を背景画像2で設定しても問題ありません。 * * 装備 * 表示するステータスに装備を設定している場合 * 特定のアクター又は職業の表示させる装備を指定する。 * アクター又は職業のメモ欄 * * [name]:装備部位名 * 指定した装備部位のみ表示されます。指定がない場合は全ての部位が表示されます。 * アクターと職業両方に記入した場合はアクターの設定が優先されます。 * * * 備考 * ※1 * アクターステータス表示項目のステートの評価式には表示したいステートを指定できます。(直接記入) * 表示したいステートIDを,区切りで指定します。 * 例 "1,5,11" 必ず''または""で囲む * "1-10" ステートID1~10番まで表示 * "3-11,15"ステートID3~11,15番を表示 * * ※2 * 立ち絵、顔グラ共通プラグインで画像を表示する場合は設定しません。 * * * 当プラグインは、立ち絵、顔グラ表示EXに対応しています。 * 立ち絵表示EX用画像設定で設定しなくても立ち絵は表示されます。 * 立ち絵表示EX適用をOFFにすることで立ち絵、顔グラ表示EX導入時でも、このプラグインの立ち絵設定が適用されます。 * アクターの顔グラ、立ち絵、キャラチップはアクター画像基本X座標、アクター画像基本Y座標で設定できます。 * また個別に設定する場合は各アクター画像設定の画像X座標、画像Y座標で設定します。 * 画像のアクターが表示されている部分を中央に表示させたい場合は各アクター画像設定の画像表示開始座標X、画像表示開始座標Y * で設定します。 * * 利用規約 * クレジット表記:任意 * 商業利用:可能 * 成人向け:可能 * 改変:可能 * 再配布:可能 * https://github.com/nuun888/MZ、公式フォーラム、正規販売サイト以外からのダウンロード、改変済みの場合はサポートは対象外となります。 * * 更新履歴 * 2025/10/19 Ver.3.1.15 * アクターのステータスにスキルポイント(要NUUN_SkillTree)を追加。 * 2025/4/13 Ver.3.1.14 * ゲージ画像化更新による処理の修正。 * 2025/2/14 Ver.3.1.13 * フリーテキストを設定した際にエラーが出る問題を修正。 * ラインを設定した際にエラーが出る問題を修正。 * 2025/2/11 Ver.3.1.12 * ステータスウィンドウの表示位置を右及び画面下に設定した場合にエラーが出る問題を修正。 * 2024/10/12 Ver.3.1.11 * ゲージループ処理に対応させる処理を追加。 * 2024/10/6 Ver.3.1.10 * 独自ゲージを設定してメニューを開いたときにエラーが出る問題を修正。 * 2024/9/28 Ver.3.1.9 * 取得パラメータの修正。 * 2024/6/23 Ver.3.1.8 * 項目の表示が崩れる問題を修正。 * 2024/6/22 Ver.3.1.7 * 項目の横幅が1項目の横幅より広く適用されない問題を修正。 * アクターの前面画像の画像を項目幅にフィットするように修正。 * 2024/6/9 Ver.3.1.6 * 能力値の単位が二重に表示される問題を修正。 * 現在の経験値、次のレベルまでの経験値に単位を設定できるように修正。 * 2024/6/8 Ver.3.1.5 * APNGの表示をカーソルより前に表示するように修正。 * カーソル移動するとAPNGが残ってしまう問題を修正。 * 2024/5/26 Ver.3.1.4 * サークルゲージ対応による更新。 * 2024/5/12 Ver.3.1.3 * メンバーが一人の時にアクター対象選択をスキップする機能を追加。 * パーティリミットゲージのスペルミス修正。 * 特殊能力値の数値が二重に表示される問題を修正。 * 2024/5/11 Ver.3.1.2 * 数値と単位のフォントを別々に指定できるように修正。 * 単位の色をシステムカラーで適用できるように修正。 * 2024/4/20 Ver.3.1.1 * チャプター設定時にエラーが出る問題を修正。(チャプター選択のみ再設定) * 次のレベルまでの表示が獲得経験値で表示されていた問題を修正。 * 2024/4/6 Ver.3.1.0 * ステータスに現在の経験値、装備を表示する機能を追加。 * 2024/3/17 Ver.3.0.3 * 金額と単位のフォントの設定を別々に適用できるように修正。 * 2024/1/18 Ver.3.0.2 * スキルステータスカスタマイズプラグインで一部項目の設定でエラーが表示される問題を修正。 * 2024/1/8 Ver.3.0.1 * スキルステータス画面表示カスタマイズへの対応。 * 2024/1/7 Ver.3.0.0 * スタイルを一つのプラグインに統合。 * 一部のプラグインパラメータを廃止。 * * @command ChangeBackgroundId * @desc メニュー画面の背景画像IDを変更します。0でデフォルトの背景が表示されます。 * @text 背景画像ID変更 * * @arg backgroundId * @type number * @default 0 * @text 背景画像リストID * @desc 背景画像リストを指定します。0でデフォルトの画像が表示されます。 * * * @param MenuLayoutSetting * @text メニューレイアウト * @default ------------------------------ * * @param MenuLayoutStyle * @desc メニュースタイルを指定します。 * @text メニュースタイル * @type combo * @option 'Default' * @option 'ActorBeside' * @option 'CommandBeside' * @option 'Type4' * @default 'Default' * @parent MenuLayoutSetting * * @param MenuWindowSetting * @text アクターステータスウィンドウ * @default ------------------------------ * * @param MenuLayout * @desc 表示するメニューウィンドウを指定します。 * @text メニューウィンドウ設定 * @default 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* @type struct[] * @parent MenuWindowSetting * * @param Setting * @text 共通設定 * @default ------------------------------ * * @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 Setting * * @param SubMemberOpacity * @text 控えメンバー不透明表示 * @desc 控えメンバーを不透明で表示します。 * @type boolean * @default true * @parent Setting * * @param HelpSetting * @text コマンドヘルプ設定 * @default ------------------------------ * * @param HelpList * @desc コマンドヘルプ項目設定 * @text コマンドヘルプ項目設定 * @type struct[] * @default ["{\"HelpCommandName\":\"'アイテム'\",\"HelpCommandText\":\"所持しているアイテムを表示します。\"}","{\"HelpCommandName\":\"'スキル'\",\"HelpCommandText\":\"スキルを表示します。\"}","{\"HelpCommandName\":\"'装備'\",\"HelpCommandText\":\"装備を変更します。\"}","{\"HelpCommandName\":\"'ステータス'\",\"HelpCommandText\":\"アクターのステータスを表示します。\"}","{\"HelpCommandName\":\"'オプション'\",\"HelpCommandText\":\"ゲームの設定を変更します。\"}","{\"HelpCommandName\":\"'並び替え'\",\"HelpCommandText\":\"メンバーの並び替えを行います。\"}","{\"HelpCommandName\":\"'セーブ'\",\"HelpCommandText\":\"データを記録します。\"}","{\"HelpCommandName\":\"'ゲーム終了'\",\"HelpCommandText\":\"ゲームを終了します。\"}"] * @parent HelpSetting * * @param ExpgaugeSetting * @text 経験値ゲージ設定 * @default ------------------------------ * * @param ExpDisplayMode * @text 経験値ゲージの表示 * @desc 経験値ゲージの表示を指定します。 * @type select * @option 表示なし * @value 0 * @option 次のレベルまでの必要経験値 * @value 1 * @option 現在の獲得経験値 * @value 2 * @option 現在の獲得経験値の百分率表示 * @value 3 * @option レベル表示(サークルゲージのみ) * @value 4 * @default 1 * @parent ExpgaugeSetting * * @param LabelShow * @text ラベル表示 * @desc ラベルを表示します * @type boolean * @default true * @parent ExpgaugeSetting * * @param EXPDecimal * @text 経験値小数点桁数 * @desc 経験値の表示出来る小数点桁数。 * @type number * @default 2 * @min 0 * @max 99 * @parent ExpgaugeSetting * * @param BackGroundSetting * @text 背景設定 * @default ------------------------------ * * @param BackGroundImges * @desc 背景画像ファイル名を指定します。 * @text 背景画像1 * @type file[] * @dir img/ * @default * @parent BackGroundSetting * * @param BackUiWidth1 * @text 背景画像1背景サイズをUIに合わせる * @desc 背景画像1の背景サイズをUIに合わせる。 * @type boolean * @default true * @parent BackGroundSetting * * */ /*~struct~MenuLayoutList:ja * * @param StyleName * @desc メニューレイアウトのスタイル名。 * @text メニューレイアウトスタイル * @type combo * @option 'Default' * @default 'Default' * * @param WindowUiIgnore * @text UIウィンドウ基準無効 * @desc ウィンドウの配置をUI基準ではなく画面基準にします。 * @type boolean * @default false * * @param StatusSetting * @text メニューステータス設定 * @default ------------------------------ * * @param StatusList * @desc ステータス項目設定 * @text ステータス項目設定 * @type struct[] * @default * @parent StatusSetting * * @param StatusWindowBesidePosition * @text ステータスメニューウィンドウ横方向位置 * @desc ステータスメニューウィンドウの横方向の位置を指定します。 * @type select * @option 指定なし * @value 'free' * @option 左 * @value 'left' * @option 右 * @value 'right' * @option コマンドの横 * @value 'command' * @default 'left' * @parent StatusSetting * * @param StatusWindowVerticalPosition * @text ステータスメニューウィンドウ縦方向位置 * @desc ステータスメニューウィンドウの縦方向の位置を指定します。 * @type select * @option 指定なし * @value 'free' * @option 画面上 * @value 'top' * @option 画面下 * @value 'under' * @option コマンドの上 * @value 'commandtop' * @option コマンドの下 * @value 'commandunder' * @default 'top' * @parent StatusSetting * * @param StatusWindowCommandDifference * @text コマンドウィンドウ幅分差し引き * @desc ウィンドウの幅をコマンドウィンドウの幅分差し引きます。 * @type select * @option 指定なし * @value 'none' * @option 横方向 * @value 'beside' * @option 縦方向 * @value 'vertical' * @default 'none' * @parent StatusSetting * * @param MenuStatusX * @text メニューステータスX座標 * @desc メニューステータスのX座標 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param MenuStatusY * @desc メニューステータスのY座標 * @text メニューステータスY座標 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param MenuStatusWidth * @desc メニューステータスの横幅。 * @text メニューステータス横幅 * @type number * @default 0 * @min 0 * @parent StatusSetting * * @param MenuCols * @text アクターの表示列 * @desc アクターの表示する列。 * @type number * @default 1 * @min 1 * @parent StatusSetting * * @param MenuRows * @text アクターの表示行 * @desc アクターの表示する行。 * @type number * @default 4 * @min 0 * @parent StatusSetting * * @param MenuStatusHeight * @desc メニューステータスの縦幅。 * @text メニューステータス縦幅 * @type number * @default 0 * @min 0 * @parent StatusSetting * * @param WindowVisible * @text ウィンドウ表示 * @desc ウィンドウを表示する。 * @type boolean * @default true * @parent StatusSetting * * @param EquipSetting * @text 装備設定 * @default ------------------------------ * @parent StatusSetting * * @param EquipNameVisible * @text 装備部位名表示 * @desc 表示する装備部位名を指定します。 * @type select * @option なし * @value None * @option 部位のみ * @value Name * @option アイコンのみ * @value Icon * @option アイコン、部位 * @value IconName * @default Name * @parent EquipSetting * * @param EquipIcons * @type struct[] * @text 装備アイコン * @desc 装備アイコンを設定します。IDは装備スロットの番号と同じです。 * @default [] * @parent EquipSetting * * @param InvalidSlotHide * @text 封印装備非表示 * @desc 特徴で封印されている装備を表示しません。 * @type boolean * @default false * @parent EquipSetting * * @param InfoSetting * @text メニューインフォ設定 * @default ------------------------------ * * @param MenuInfoWindowSetting * @desc インフォ項目設定 * @text インフォ項目設定 * @type struct[] * @default * @parent InfoSetting * * @param ListData1_10 * @text 表示項目設定1-10 * @default ------------------------------ * @parent InfoSetting * * @param PageList1 * @desc 表示するリスト。 * @text 表示リスト1 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList2 * @desc 表示するリスト。 * @text 表示リスト2 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList3 * @desc 表示するリスト。 * @text 表示リスト3 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList4 * @desc 表示するリスト。 * @text 表示リスト4 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList5 * @desc 表示するリスト。 * @text 表示リスト5 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList6 * @desc 表示するリスト。 * @text 表示リスト6 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList7 * @desc 表示するリスト。 * @text 表示リスト7 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList8 * @desc 表示するリスト。 * @text 表示リスト8 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList9 * @desc 表示するリスト。 * @text 表示リスト9 * @type struct[] * @default [] * @parent ListData1_10 * * @param PageList10 * @desc 表示するリスト。 * @text 表示リスト10 * @type struct[] * @default [] * @parent ListData1_10 * * * @param MenuCommandSetting * @text メニューコマンド設定 * @default ------------------------------ * * @param MenuCommandPosition * @desc メニューコマンドの表示モードを指定します。 * @text メニューコマンド表示モード * @type select * @option 指定なし * @value 'free' * @option 左 * @value 'left' * @option 右 * @value 'right' * @option 画面上 * @value 'top' * @option 画面下 * @value 'under' * @default 'right' * @parent MenuCommandSetting * * @param MenuCommandCols * @text メニューコマンドの表示列 * @desc メニューコマンドの表示する列。 * @type number * @default 1 * @min 1 * @parent MenuCommandSetting * * @param MenuCommandRows * @text メニューコマンドの表示行 * @desc メニューコマンドの表示する行。0でメニューコマンド縦幅内での表示数 * @type number * @default 0 * @min 0 * @parent MenuCommandSetting * * @param MenuCommandX * @text メニューコマンドX座標 * @desc メニューコマンドのX座標 * @type number * @default 0 * @min -9999 * @parent MenuCommandSetting * * @param MenuCommandY * @desc メニューコマンドのY座標 * @text メニューコマンドY座標 * @type number * @default 0 * @min -9999 * @parent MenuCommandSetting * * @param MenuCommandWidth * @text メニューコマンド横幅 * @desc メニューコマンドウィンドウの横幅。 * @type number * @default 240 * @min 0 * @parent MenuCommandSetting * * @param MenuCommandHeight * @text メニューコマンド縦幅 * @desc メニューコマンドウィンドウの縦幅。0でメインエリア高さ * @type number * @default 504 * @min 0 * @parent MenuCommandSetting * * @param CommandHeightMode * @text ウィンドウ高さモード * @desc メニューコマンドウィンドウの高さをコマンド数に合わせます。 * @type boolean * @default true * @parent MenuCommandSetting * * @param CommandWindowVisible * @text ウィンドウ表示 * @desc ウィンドウを表示する。 * @type boolean * @default true * @parent MenuCommandSetting * * @param SkipSelectOneMember * @text 一人メンバー選択スキップ * @desc メンバーが一人のみの場合、アクターの対象選択をスキップします。 * @type boolean * @default false * @parent MenuCommandSetting * * @param ActorSetting * @text アクター設定 * @default ------------------------------ * * @param GraphicMode * @desc 表示するアクター画像を指定します。 * @text 表示アクター画像 * @type select * @option 表示なし * @value 'none' * @option 顔グラ * @value 'face' * @option 画像 * @value 'img' * @default 'face' * @parent ActorSetting * * @param ActorsImgList * @text 画像設定 * @desc アクターの画像設定 * @default [] * @type struct[] * @parent ActorSetting * * @param ActorPictureEXApp * @text 立ち絵表示EX適用 * @desc 立ち絵表示EXの画像変更を適用します。OFFにした場合はこのプラグインでの設定が適用されます。 * @type boolean * @default false * @parent ActorSetting * * @param ActorImg_X * @text アクター画像基本X座標 * @desc アクター画像の基本X座標(顔グラのみ) * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorSetting * * @param ActorImg_Y * @text アクター画像基本Y座標 * @desc アクター画像の基本Y座標(顔グラのみ) * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorSetting * * @param BackGroundSetting2 * @text 背景設定2 * @default ------------------------------ * * @param BackGroundImg * @desc 背景画像1の手前に表示する背景画像ファイル名を指定します。 * @text 背景画像2 * @type file * @dir img/ * @default * @parent BackGroundSetting2 * * @param BackUiWidth2 * @text 背景画像2背景サイズをUIに合わせる * @desc 背景画像2の背景サイズをUIに合わせる。 * @type boolean * @default true * @parent BackGroundSetting2 * * */ /*~struct~HelpListData:ja * * @param HelpCommandName * @text コマンド名 * @desc コマンド名を設定します。リストにない場合は直接記入します。 * @type combo * @option 'アイテム' * @option 'スキル' * @option '装備' * @option 'ステータス' * @option 'オプション' * @option '並び替え' * @option 'セーブ' * @option 'ゲーム終了' * @default * * @param HelpCommandText * @text コマンドの説明文 * @desc コマンドの説明文を設定します。制御文字使用可能です。 * @type string * @default * */ /*~struct~StatusListData:ja * * @param DateSelect * @text 表示するステータス * @desc 表示するステータスを指定します。 * @type select * @option なし * @value None * @option アクター名(3)(4)(5)(6)(7)(9)(13)(15) * @value ActorName * @option 二つ名(1)(3)(4)(5)(6)(7)(9)(13)(15) * @value Nickname * @option 職業(1)(3)(4)(5)(6)(7)(9)(13)(15) * @value Class * @option レベル(1)(3)(4)(5)(6)(7)(13)(14)(15) * @value Level * @option スキルポイント(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value SkillPoint * @option ステート(3)(4)(5)(6)(7)(10※1) * @value State * @option ステート(戦闘用と同じ表示)(3)(4)(5)(6) * @value State2 * @option 独自パラメータ(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value OrgParam * @option HP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value HpGauge * @option MP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value MpGauge * @option TP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value TpGauge * @option CircularHP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value HpCircularGauge * @option CircularMP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value MpCircularGauge * @option CircularTP(2)(3)(4)(5)(6)(7)(21)(23)(24) * @value TpCircularGauge * @option 現在の経験値(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value ExpInfo * @option 次のレベルまでの経験値(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Exp * @option 経験値ゲージ(1)(2)(3)(4)(5)(6)(7)(21) * @value ExpGauge * @option 経験値サークルゲージ (1)(2)(3)(4)(5)(6)(7)(21) * @value ExpCircularGauge * @option 攻撃力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Atk * @option 防御力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Def * @option 魔法力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Mat * @option 魔法防御(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Mdf * @option 敏捷性(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Agi * @option 運(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value Luk * @option 命中率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Hit * @option 回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Eva * @option 会心率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Cri * @option 会心回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value CritcalEvade * @option 魔法回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicEvade * @option 魔法反射率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicrEflect * @option 反撃率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Counter * @option HP再生率(1)(2)(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value HpRegen * @option MP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MpRegen * @option TP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value TpRegen * @option 狙われ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Aggro * @option 防御効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Guard * @option 回復効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value Recovery * @option 薬の知識(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value ItemEffect * @option MP消費率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MpCost * @option TPチャージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value TpCharge * @option 物理ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value PhysicalDamage * @option 魔法ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value MagicalDamage * @option 床ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value FloorDamage * @option 獲得経験値率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15) * @value GainExpRate * @option 独自ゲージ(2)(3)(4)(5)(6)(7)(10)(20)(21)(22)(23)(24) * @value OrgGauge * @option 装備(1)(2)(3)(4)(5)(6)(7)(8)(13) * @value Equip * @option 画像(3)(4)(5)(6)(10)(25) * @value Imges * @option キャラチップ(3)(4)(5)(6)(25) * @value Charchip * @option SVアクター(3)(4)(5)(6)(25) * @value SvActor * @option ライン(1)(2)(3)(4)(5)(6)(7) * @value HorzLine * @default None * * @param NameColor * @desc 項目名称のシステムカラーID。テキストタブでカラーコードを入力できます。 * @text 項目名称文字色(1) * @type color * @default 16 * @min 0 * * @param ParamName * @desc 項目の名称を設定します。 * @text 名称(2) * @type string * @default * * @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 1 * * @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 99 * * @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 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y座標(相対)(6) * @desc Y座標(Y表示行位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc 項目、ゲージ横幅(0でデフォルト幅) * @text 項目、ゲージ横幅(7) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc 項目名称の横幅(0でデフォルト幅) * @text 項目名称横幅(8) * @type number * @default 0 * @min 0 * * @param Align * @desc 文字揃え。 * @text 文字揃え(9) * @type select * @option 左 * @value 'left' * @option 右 * @value 'right' * @option 中央 * @value 'center' * @default 'left' * * @param DetaEval * @desc 評価式または文字列を記入します。 * @text 評価式or文字列(javaScript)(10) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @default * * @param paramUnit * @desc 単位を設定します。 * @text 単位(11) * @type string * @default * * @param Decimal * @text 小数点桁数(12) * @desc 表示出来る小数点桁数。 * @type number * @default 0 * @min 0 * @max 99 * * @param FontSize * @desc フォントサイズ(メインフォントからの差) * @text フォントサイズ(13) * @type number * @default 0 * @min -99 * * @param ValueFontFace * @desc パラメータテキストのフォントを設定します。 * @text パラメータフォント(14) * @type string * @default * * @param FontFace * @desc 項目名称のフォントを設定します。 * @text 項目名称フォント(15) * @type string * @default * * @param GaugeSetting * @text ゲージ設定 * @default ------------------------------ * * @param GaugeID * @desc 識別ID。 * @text 識別ID(20) * @type string * @default * @parent GaugeSetting * * @param GaugeHeight * @desc ゲージの縦幅を指定します。 * @text ゲージの縦幅(21) * @type number * @default 12 * @min 0 * @max 24 * @parent GaugeSetting * * @param DetaEval2 * @desc 最大値の評価式。 * @text 最大値評価式(javaScript)(22) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @default * @parent GaugeSetting * * @param Color1 * @desc ゲージのシステムカラーID(左)。テキストタブでカラーコードを入力できます。 * @text ゲージカラー(左)(23) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param Color2 * @desc ゲージのシステムカラーID(右)。テキストタブでカラーコードを入力できます。 * @text ゲージカラー(右)(24) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param ImgSetting * @text 画像設定 * @default ------------------------------ * * @param ImgData * @desc 表示する画像を指定します。 * @text 画像(25) * @type file * @dir img/ * @default * @parent ImgSetting * * @param BattleMemberOpacity * @text 非バトルメンバー画像半透明 * @desc バトルメンバーではない時の半透明有効。 * @type boolean * @default true * @parent ImgSetting * * @param CondSetting * @text 表示条件設定 * @default ------------------------------ * * @param Conditions * @desc 項目が表示される条件を指定します。(JavaScript) * @text 項目条件 * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @option '$dataSystem.optDisplayTp'//TP表示 * @default * */ /*~struct~InfoListData:ja * * @param DateSelect * @text 表示する項目 * @desc 表示する項目を指定します。 * @type select * @option なし * @value None * @option プレイ時間(1)(2)(3)(4)(5)(6)(7)(8)(10)(11)(13)(14)(15) * @value Playtime * @option 所持金(1)(2)(3)(4)(5)(6)(7)(8)(11)(13)(14)(15) * @value Gold * @option 現在地(1)(2)(3)(4)(5)(6)(7)(8)(10)(11)(13)(14)(15) * @value CurrentLocation * @option 独自パラメータ(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(13)(14)(15) * @value OrgParam * @option 名称のみ(1)(2)(3)(4)(5)(7)(8)(10)(11)(13)(15) * @value Name * @option メニューコマンド説明(1)(2)(3)(4)(5)(7)(8) * @value CommandDescription * @option フリーテキスト(1)(2)(3)(4)(12) * @value FreeText * @option 行動目標(要メニュー画面行動目標表示)(1)(2)(3)(4)(6)(7)(8)(11)(13)(15) * @value Destination * @option キャプター(要チャプターテキスト)(1)(2)(3)(4)(6)(7)(8)(11)(13)(15) * @value Chapter * @option リミットゲージ(要NUUN_PartyLimitGauge)(1)(2)(3)(4)(5) * @value Limit_Gauge * @option ライン(1)(2)(3)(4)(5)(7) * @value HorzLine * @default 0 * * @param X_Position * @text X表示列位置(1) * @desc X表示列位置 * @type number * @default 1 * @min 1 * @max 4 * * @param Y_Position * @desc Y表示行位置 * @text Y表示行位置(2) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X座標(相対)(3) * @desc X座標(X表示列位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y座標(相対)(4) * @desc Y座標(Y表示行位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc 項目横幅(0でデフォルト幅) * @text 項目横幅(5) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc 項目名称の横幅(0でデフォルト幅) * @text 項目名称横幅(6) * @type number * @default 0 * @min 0 * * @param NameColor * @desc 項目名称の文字色。テキストタブでカラーコードを入力できます。 * @text 項目名称文字色(7) * @type color * @default 16 * @min 0 * * @param ParamName * @desc 項目の名称を設定します。 * @text 名称(8) * @type string * @default * * @param DataEval * @desc 評価式。 * @text 評価式(javaScript)(9) * @type combo * @option '$gameParty.steps();//歩数' * @option '$gameSystem.battleCount();//戦闘回数' * @option '$gameSystem.escapeCount();//逃走回数' * @option '$gameSystem.saveCount();//セーブ回数' * @option '$gameVariables.value(0);//ゲーム変数' * @option '$gameSystem.chronus().getDateFormat(1);//ゲーム内時間の導入プラグイン日時フォーマット1' * @option '$gameSystem.chronus().getDateFormat(2);//ゲーム内時間の導入プラグイン日時フォーマット2' * @default * * @param Align * @desc 文字揃え。 * @text 文字揃え(10) * @type select * @option 左 * @value 'left' * @option 右 * @value 'right' * @option 中央 * @value 'center' * @default 'right' * * @param InfoIcon * @text アイコンID(11) * @desc アイコンID * @type icon * @default 0 * @max 999999 * @min 0 * * @param Text * @desc フリーテキストのテキストを記入します。(制御文字使用可能) * @text フリーテキストのテキスト(12) * @type multiline_string * @default * * @param ContentsFontSize * @desc フォントサイズ(メインフォントからの差) * @text フォントサイズ(13) * @type number * @default 0 * @min -99 * * @param ValueFontFace * @desc パラメータテキストのフォントを設定します。 * @text パラメータフォント(14) * @type string * @default * * @param FontFace * @desc 項目名称のフォントを設定します。 * @text 項目名称フォント(15) * @type string * @default * */ /*~struct~InfoWindowList:ja * * @param MethodName * @desc ウィンドウの識別名を指定します。 * @text 識別名 * @type string * @default * * @param ListDateSetting * @desc 表示するリストを指定します。 * @text 表示リスト指定 * @type select * @option なし * @value 0 * @option 表示リスト1 * @value 1 * @option 表示リスト2 * @value 2 * @option 表示リスト3 * @value 3 * @option 表示リスト4 * @value 4 * @option 表示リスト5 * @value 5 * @option 表示リスト6 * @value 6 * @option 表示リスト7 * @value 7 * @option 表示リスト8 * @value 8 * @option 表示リスト9 * @value 9 * @option 表示リスト10 * @value 10 * @default 0 * * @param X_Position * @text X座標 * @desc X座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Y_Position * @desc Y座標 * @text Y座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Width * @text ウィンドウ横幅 * @desc ウィンドウの横幅。 * @type number * @default 0 * @min 0 * * @param Height * @text ウィンドウ縦幅 * @desc ウィンドウの高さ。 * @type number * @default 0 * @min 0 * * @param InfoCols * @text インフォの表示列 * @desc インフォの表示する列。 * @type number * @default 2 * @min 1 * * @param InfoRows * @text インフォの表示行 * @desc インフォの表示する行。0でウィンドウ縦幅 * @type number * @default 0 * @min 0 * * @param InfoFontSize * @desc フォントサイズ(メインフォントからの差) * @text フォントサイズ * @type number * @default 0 * @min -99 * * @param WindowBesidePosition * @desc ウィンドウの横方向の表示基準位置を指定します。 * @text ウィンドウ横方向表示基準位置 * @type select * @option 指定なし * @value 'free' * @option 左 * @value 'left' * @option 右 * @value 'right' * @default 'left' * * @param WindowVerticalPosition * @desc ウィンドウの縦方向の表示基準位置を指定します。 * @text ウィンドウ縦方向表示基準位置 * @type select * @option 指定なし * @value 'free' * @option 画面上 * @value 'top' * @option 画面下 * @value 'under' * @default 'top' * * @param WindowVisible * @text ウィンドウ表示 * @desc ウィンドウを表示する。 * @type boolean * @default true * * */ /*~struct~actorImgList:ja * * @param actorId * @text アクター * @desc アクターを指定します。 * @type actor * @default 0 * * @param ClassId * @text 職業ID * @desc 職業を指定します。職業のIDが指定されている場合はこちらが優先されます。 * @type class * @default 0 * * @param GraphicMode * @desc 表示するアクター画像を指定します。 * @text 個別表示アクター画像 * @type select * @option 表示なし * @value 'none' * @option 顔グラ * @value 'face' * @option 画像 * @value 'img' * @option 画像(APNG) * @value 'imgApng' * @option 表示アクター画像での設定 * @value 'default' * @default 'default' * * @param ActorImg * @text アクター画像※2 * @desc アクターの画像を表示します。立ち絵を切り替える場合はリストに画像を設定してください。(顔グラ表示OFF) * @type file * @dir img/ * @default * * @param FaceImg * @text 顔グラ画像※2 * @desc 顔グラ画像のスプライトシートを設定します。(顔グラ表示ON) * @type file * @dir img/faces * * @param FaceIndex * @desc 顔グラのインデックスID。 * @text 顔グラインデックスID※2 * @type number * @default -1 * @min -1 * @max 9999 * * @param Actor_X * @desc 画像のX座標。 * @text 画像X座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Y * @desc 画像のY座標。 * @text 画像Y座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SX * @desc 画像の表示開始座標X。 * @text 画像表示開始座標X * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SY * @desc 画像の表示開始座標Y * @text 画像表示開始座標Y * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Scale * @desc 画像の拡大率。 * @text 画像拡大率 * @type number * @default 100 * @min 0 * @max 999 * * @param ActorBackImg * @desc アクターの背景画像ファイル名を指定します。 * @text アクターの背景画像 * @type file * @dir img/ * @default * * @param ActorFrontImg * @desc アクターの前面画像ファイル名を指定します。 * @text アクターの前面画像 * @type file * @dir img/ * @default * */ var Imported = Imported || {}; Imported.NUUN_MenuScreenEX = true; (() => { const params = Nuun_PluginParams.getPluginParams(document.currentScript); const _menutemp = new Nuun_TempParam(); const MenuLayoutStyle = params.MenuLayoutStyle || "Default"; const MenuLayout = params.MenuLayout || {}; const DecimalMode= params.DecimalMode; const SubMemberOpacity = params.SubMemberOpacity; const BackGroundImges = params.BackGroundImges || ""; const BackUiWidth1 = params.BackUiWidth1; const HelpList = params.HelpList || {}; const ExpDisplayMode = params.ExpDisplayMode; const EXPDecimal = params.EXPDecimal; const LabelShow = params.LabelShow; let menuTextMode = null; let menuAlign = null; let _commandName = ''; let _commandText = ''; let _menuLayout = {}; pluginName = params.pluginName; PluginManager.registerCommand(pluginName, 'ChangeBackgroundId', args => { $gameSystem.menuBackgroundId = Number(args.backgroundId); }); function getMenuLayout() { return MenuLayout.find(layout => layout.StyleName === MenuLayoutStyle); }; function setTepmData(data) { _menutemp.setData(data); }; const _Scene_Menu_initialize = Scene_Menu.prototype.initialize; Scene_Menu.prototype.initialize = function() { this.initMenuLayout(); _Scene_Menu_initialize.call(this); }; Scene_MenuBase.prototype.initMenuLayout = function() { this._menuLayout = getMenuLayout(); _menuLayout = this._menuLayout; try { this._menuLayout.StyleName; } catch (error) { const log = $gameSystem.isJapanese() ? "データが存在しません。" : "Data does not exist."; throw ["DataError", log]; } }; Scene_Menu.prototype.isRightInputMode = function() { return this._menuLayout.MenuCommandPosition === 'right'; }; Scene_Menu.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createCommandWindow(); this.createStatusWindow(); this.createInfoWindow(); }; Scene_Menu.prototype.statusWindowRect = function() { const wx = this.nuun_statusWindowX(); const wy = this.nuun_statusWindowY(); const ww = this.nuun_statusWindowWidth(); const wh = this.nuun_statusWindowHeight(); return new Rectangle(wx, wy, ww, wh); }; Scene_MenuBase.prototype.nuun_statusWindowX = function() { switch (this._menuLayout.StatusWindowBesidePosition) { case 'free': case 'left': return this._menuLayout.MenuStatusX + (this.isWindowUiIgnore() ? (Graphics.boxWidth - Graphics.width) / 2 : 0); case 'right': return (this.isWindowUiIgnore() ? Graphics.width + (Graphics.boxWidth - Graphics.width) / 2 : Graphics.boxWidth) - this.nuun_statusWindowWidth() + this._menuLayout.MenuStatusX; case 'command': return this._menuLayout.MenuStatusX + this.nuun_mainCommandX() + (this.isRightInputMode() ? -this.nuun_statusWindowWidth() : this.nuun_mainCommandWidth()); } }; Scene_MenuBase.prototype.nuun_statusWindowY = function() { switch (this._menuLayout.StatusWindowVerticalPosition) { case 'free': case 'top': return this._menuLayout.MenuStatusY + (this.isWindowUiIgnore() ? 0 : this.nuun_menuHelpAreaHeight()); case 'under': return (this.isWindowUiIgnore() ? Graphics.height + ((Graphics.boxHeight - Graphics.height) / 2) : Graphics.boxHeight) - this.nuun_statusWindowHeight() + this._menuLayout.MenuStatusY; case 'commandtop': return this._menuLayout.MenuStatusY + this.nuun_mainCommandY() - this.nuun_statusWindowHeight(); case 'commandunder': return this._menuLayout.MenuStatusY + this.nuun_mainCommandY() + this.nuun_mainCommandHeight(); } }; Scene_MenuBase.prototype.nuun_statusWindowWidth = function() { return this.isWindowUiIgnore() ? (this._menuLayout.MenuStatusWidth > 0 ? this._menuLayout.MenuStatusWidth : Graphics.width) : (this._menuLayout.MenuStatusWidth > 0 ? this._menuLayout.MenuStatusWidth : Graphics.boxWidth) + (this.nuun_statusWindowIsCommandBesideDifference() ? -this.nuun_mainCommandWidth() : 0); }; Scene_MenuBase.prototype.nuun_statusWindowHeight = function() { return (this._menuLayout.MenuStatusHeight > 0 ? this._menuLayout.MenuStatusHeight : (this.isWindowUiIgnore() ? Graphics.height : Graphics.boxHeight - this.nuun_menuHelpAreaHeight())) + (this.nuun_statusWindowIsCommandVerticalDifference() ? -(this.nuun_mainCommandHeight()) : 0); }; Scene_MenuBase.prototype.nuun_statusWindowIsCommandBesideDifference = function() { return this._menuLayout.StatusWindowCommandDifference === 'beside'; }; Scene_MenuBase.prototype.nuun_statusWindowIsCommandVerticalDifference = function() { return this._menuLayout.StatusWindowCommandDifference === 'vertical'; }; const _Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; Scene_Menu.prototype.createCommandWindow = function() { _Scene_Menu_createCommandWindow.call(this); _commandName = null; if (this._menuLayout.CommandHeightMode) { this._commandWindow.maxItemsHeight(); } if (!this._menuLayout.CommandWindowVisible) { this._commandWindow.opacity = 0; } }; const _Scene_Menu_createStatusWindow = Scene_Menu.prototype.createStatusWindow; Scene_Menu.prototype.createStatusWindow = function() { _Scene_Menu_createStatusWindow.call(this); if (!this._menuLayout.WindowVisible) { this._statusWindow.opacity = 0; } }; Scene_Menu.prototype.createInfoWindow = function() { const list = this._menuLayout.MenuInfoWindowSetting; list.forEach((data, i) => { if (data.ListDateSetting > 0) { const method = '_infoSideMenuWindow'+ !!data.MethodName ? data.MethodName : [i]; const pageMethod = 'PageList' + data.ListDateSetting; const rect = this.infoWindowRect(data); const window = new Window_InfoMenu(rect, this._menuLayout[pageMethod], data.MethodName); this[method] = window; this.addWindow(window); window.setup(data.InfoCols, data.InfoFontSize); if (!data.WindowVisible) { window.opacity = 0; } } }); }; Scene_Menu.prototype.infoWindowRect = function(data) { const ww = this.nuun_infoWindowWidth(data); const wx = this.nuun_infoWindowX(data); const wy = this.nuun_infoWindowY(data); const wh = this.nuun_infoWindowHeight(data); return new Rectangle(wx, wy, ww, wh); }; Scene_Menu.prototype.nuun_infoWindowX = function(data) { switch (data.WindowBesidePosition) { case 'free': case 'left': return data.X_Position + (this.isWindowUiIgnore() ? (Graphics.boxWidth - Graphics.width) / 2 : 0); case 'right': return (this.isWindowUiIgnore() ? Graphics.width + (Graphics.boxWidth - Graphics.width) / 2 : Graphics.boxWidth) - this.nuun_infoWindowWidth(data) + data.X_Position; } }; Scene_Menu.prototype.nuun_infoWindowY = function(data) { switch (data.WindowVerticalPosition) { case 'free': case 'top': return data.Y_Position + (this.isWindowUiIgnore() ? 0 : this.nuun_menuHelpAreaHeight()); case 'under': return (this.isWindowUiIgnore() ? Graphics.height + ((Graphics.boxHeight - Graphics.height) / 2) : Graphics.boxHeight) - this.nuun_infoWindowHeight(data) + this._menuLayout.MenuCommandY; } }; Scene_Menu.prototype.nuun_infoWindowWidth = function(data) { return this.isWindowUiIgnore() ? (data.Width > 0 ? data.Width : Graphics.width) : (data.Width > 0 ? data.Width : Graphics.boxWidth); }; Scene_Menu.prototype.nuun_infoWindowHeight = function(data) { if (data.InfoRows > 0) { return this.nuun_infoAreaHeight(data.InfoRows); } else { return data.Height > 0 ? data.Height : (this.isWindowUiIgnore() ? Graphics.height : Graphics.boxHeight - this.nuun_menuHelpAreaHeight()); } }; Scene_Menu.prototype.commandWindowRect = function() { const wx = this.nuun_mainCommandX(); const wy = this.nuun_mainCommandY(); const ww = this.nuun_mainCommandWidth(); const wh = this.nuun_mainCommandHeight(); return new Rectangle(wx, wy, ww, wh); }; Scene_MenuBase.prototype.nuun_mainCommandX = function() { switch (this._menuLayout.MenuCommandPosition) { case 'free': case 'left': case 'top': case 'under': return (this.isWindowUiIgnore() ? (Graphics.boxWidth - Graphics.width) / 2 : 0) + this._menuLayout.MenuCommandX; case 'right': return (this.isWindowUiIgnore() ? Graphics.width + (Graphics.boxWidth - Graphics.width) / 2 : Graphics.boxWidth) - this.nuun_mainCommandWidth() + this._menuLayout.MenuCommandX; } }; Scene_MenuBase.prototype.nuun_mainCommandY = function() { switch (this._menuLayout.MenuCommandPosition) { case 'free': case 'left': case 'top': case 'right': return (this.isWindowUiIgnore() ? (Graphics.boxHeight - Graphics.height) / 2 : this.nuun_menuHelpAreaHeight()) + this._menuLayout.MenuCommandY; case 'under': return (this.isWindowUiIgnore() ? Graphics.height + ((Graphics.boxHeight - Graphics.height) / 2) : Graphics.boxHeight) - this.nuun_mainCommandHeight() + this._menuLayout.MenuCommandY; } }; Scene_MenuBase.prototype.nuun_mainCommandWidth = function() { const m = this._menuLayout; return m.MenuCommandWidth > 0 ? m.MenuCommandWidth : (this.isWindowUiIgnore() ? Graphics.width : Graphics.boxWidth); }; Scene_MenuBase.prototype.nuun_mainCommandHeight = function() { const m = this._menuLayout; return m.CommandHeightMode ? (m.MenuCommandRows > 0 ? this.nuun_mainCommandAreaHeight(m.MenuCommandRows) : this.mainAreaHeight()) : (m.MenuCommandHeight > 0 ? m.MenuCommandHeight : this.mainAreaHeight()); }; Scene_MenuBase.prototype.nuun_mainCommandAreaHeight = function(rows) { return this.calcWindowHeight(rows, true); }; Scene_MenuBase.prototype.isWindowUiIgnore = function() { return this._menuLayout.WindowUiIgnore; }; Scene_Menu.prototype.isBesideMenuCommand = function() { return this._menuLayout.MenuCommandPosition === 'under' || this._menuLayout.MenuCommandPosition === 'top'; }; Scene_Menu.prototype.nuun_infoAreaHeight = function(rows) { return this.calcWindowHeight(rows, false); }; Scene_MenuBase.prototype.nuun_menuHelpAreaHeight = function() { return this.mainAreaTop(); }; Scene_Menu.prototype.createBackground = function() { Scene_MenuBase.prototype.createBackground.call(this); if (!$gameSystem.menuBackgroundId) { $gameSystem.menuBackgroundId = 0; } const data = $dataMap; const backgroundId = ($gameSystem.menuBackgroundId > 0 ? $gameSystem.menuBackgroundId : ($dataMap && $dataMap.meta.MenuBackgroundId ? Number(data.meta.MenuBackgroundId) : $gameSystem.menuBackgroundId)) || 1; const img = BackGroundImges ? BackGroundImges[backgroundId - 1] : null; if (img) { const sprite = new Sprite(); sprite.bitmap = ImageManager.nuun_LoadPictures(img); this.addChild(sprite); if (sprite.bitmap && !sprite.bitmap.isReady()) { sprite.bitmap.addLoadListener(this.setBackGround.bind(this, sprite, BackUiWidth1)); } else { this.setBackGround(sprite, BackUiWidth1); } } if (this._menuLayout && this._menuLayout.BackGroundImg) { const sprite = new Sprite(); sprite.bitmap = ImageManager.nuun_LoadPictures(this._menuLayout.BackGroundImg); this.addChild(sprite); if (sprite.bitmap && !sprite.bitmap.isReady()) { sprite.bitmap.addLoadListener(this.setBackGround.bind(this, sprite, this._menuLayout.BackUiWidth2)); } else { this.setBackGround(sprite, this._menuLayout.BackUiWidth2); } } }; const _Scene_Menu_update = Scene_Menu.prototype.update; Scene_Menu.prototype.update = function() { _Scene_Menu_update.call(this); this.updateCommandName(); }; Scene_Menu.prototype.setBackGround = function(sprite, mode) { if (mode) { sprite.x = (Graphics.width - (Graphics.boxWidth + 8)) / 2; sprite.y = (Graphics.height - (Graphics.boxHeight + 8)) / 2; 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_Menu.prototype.updateCommandName = function() { const commandName = this._commandWindow.currentData().name; if (_commandName !== commandName) { _commandName = commandName; const find = HelpList.find(data => data.HelpCommandName === commandName); _commandText = find && find.HelpCommandText ? find.HelpCommandText : ""; } }; const _Scene_Menu_commandPersonal = Scene_Menu.prototype.commandPersonal; Scene_Menu.prototype.commandPersonal = function() { if (this._menuLayout.SkipSelectOneMember && $gameParty.size() === 1) { this.onPersonalOk(); } else { _Scene_Menu_commandPersonal.call(this); } }; const _Scene_ItemBase_initialize = Scene_ItemBase.prototype.initialize; Scene_ItemBase.prototype.initialize = function() { this.initMenuLayout(); _Scene_ItemBase_initialize.call(this); }; Scene_ItemBase.prototype.actorWindowRect = function() { const wx = this.nuun_statusWindowX(); const wy = this.nuun_statusWindowY(); const ww = this.nuun_statusWindowWidth(); const wh = this.nuun_statusWindowHeight(); return new Rectangle(wx, wy, ww, wh); }; const _Window_MenuCommand_initialize = Window_MenuCommand.prototype.initialize; Window_MenuCommand.prototype.initialize = function(rect) { _Window_MenuCommand_initialize.call(this, rect); this._homeHeight = this.height; }; Window_MenuCommand.prototype.maxItemsHeight = function() { const maxItems = Math.max(1, this.maxItems()); this.height = Math.min(this.fittingHeight(maxItems), this._homeHeight); }; Window_MenuCommand.prototype.maxCols = function() { return _menuLayout.MenuCommandCols; }; const _Window_MenuStatus_initialize = Window_MenuStatus.prototype.initialize; Window_MenuStatus.prototype.initialize = function(rect) { this._actorsBitmap = []; this.language_Jp = $gameSystem.isJapanese(); _Window_MenuStatus_initialize.call(this, rect); this.nuun_loadImages(); }; Window_MenuStatus.prototype.nuun_loadImages = function() { for (const actor of $gameParty.allMembers()) { let data = null; if (this.isActorPictureEXApp()) { actor.resetImgId(); data = this.getActorImgData(actor); actor.loadActorFace(); actor.loadActorGraphic(); } else { data = this.getActorImgData(actor); ImageManager.loadFace(data.FaceImg); ImageManager.nuun_LoadPictures(data.ActorImg); } if (data && data.ActorBackImg) { ImageManager.nuun_LoadPictures(data.ActorBackImg); } if (data && data.ActorFrontImg) { ImageManager.nuun_LoadPictures(data.ActorFrontImg); } } }; Window_MenuStatus.prototype.isActorPictureEXApp = function() { return Imported.NUUN_ActorPicture && _menuLayout.ActorPictureEXApp; }; Window_MenuStatus.prototype.numVisibleRows = function() { return _menuLayout.MenuRows; }; Window_MenuStatus.prototype.maxCols = function() { return _menuLayout.MenuCols; }; Window_StatusBase.prototype.nuunMenu_maxContentsCols = function() { return 1; }; Window_StatusBase.prototype.nuunMenu_itemContentsWidth = function(width) { return Math.floor(width / this.nuunMenu_maxContentsCols()) - this.colSpacing() - 4; }; Window_StatusBase.prototype.nuunMenu_systemWidth = function(swidth, width) { return swidth > 0 ? swidth : Math.floor(width / 3); }; Window_MenuStatus.prototype.isSubMemberOpacity = function(actor) { return SubMemberOpacity ? actor.isBattleMember() : true; }; Window_StatusBase.prototype.getMenuLayoutActorsImgList = function() { return _menuLayout.ActorsImgList; }; Window_MenuStatus.prototype.drawItemBackground = function(index) { const actor = this.actor(index); const data = this.getActorImgData(actor); if (data && data.ActorBackImg) { const bitmap = ImageManager.nuun_LoadPictures(data.ActorBackImg); if (bitmap && !bitmap.isReady()) { bitmap.addLoadListener(this.drawActorBack.bind(this, bitmap, index)); } else { this.drawActorBack(bitmap, index); } } else { Window_Selectable.prototype.drawItemBackground.call(this, index); } }; Window_MenuStatus.prototype.drawItemImage = function(index) { const actor = this.actor(index); const rect = this.itemRect(index); let bitmap = null; const data = this.getActorImgData(actor); if (data && data.GraphicMode !== 'none') { if (data.GraphicMode === 'imgApng') { this.createApngSprite(actor, index, data, rect); } else if (this.isActorPictureEXApp()) { bitmap = data.GraphicMode === 'face' ? actor.loadActorFace() : actor.loadActorGraphic(); } else { bitmap = data.GraphicMode === 'face' ? ImageManager.loadFace(data.FaceImg) : ImageManager.nuun_LoadPictures(data.ActorImg); } } if (bitmap) { bitmap.addLoadListener(function() { this.drawActorGraphic(data, bitmap, rect.x, rect.y, rect.width, rect.height, actor); }.bind(this)); } else { this.drawActorFront(data, rect.x, rect.y, rect.width, rect.height); } }; Window_MenuStatus.prototype.drawActorGraphic = function(data, bitmap, x, y, width, height, actor) { this.changePaintOpacity(this.isSubMemberOpacity(actor)); if (data.GraphicMode === 'face') { this.nuunMenu_contentsDrawActorFace(actor, data, x, y, width, height); } else { this.nuunMenu_contentsDrawActorGraphic(actor, data, bitmap, x, y, width, height); } this.changePaintOpacity(true); this.drawActorFront(data, x, y, width, height); }; Window_MenuStatus.prototype.drawActorFront = function(data, x, y, width, height) { const frontBitmapImg = data ? data.ActorFrontImg : null; if (frontBitmapImg) { const frontBitmap = ImageManager.nuun_LoadPictures(frontBitmapImg); frontBitmap.addLoadListener(function() { this.drawContentsActorFront(frontBitmap, x, y, width, height); }.bind(this)); } }; Window_StatusBase.prototype.nuunMenu_contentsDrawActorFace = function(actor, data, x, y, width, height) { width = Math.min(width, ImageManager.faceWidth); height = height - 2; this.nuunMenu_drawActorFace(actor, x, y, width, height, data); }; Window_MenuStatus.prototype.drawContentsActorFront = function(bitmap, x, y, width, height) { this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, x, y, width, height); }; Window_StatusBase.prototype.nuunMenu_getMenuGraphicMode = function() { return _menuLayout.GraphicMode; }; Window_MenuStatus.prototype.drawActorBack = function(bitmap, index) { const rect = this.itemRect(index); this.contentsBack.nuun_contentsBackBlt(bitmap, 0, 0, rect.width, rect.height, rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, 100, true); }; Window_MenuStatus.prototype.createApngSprite = function(actor, index, data, rect) { if (!this._actorsBitmap[index]) { const sprite = new Sprite_MenuActorImg(); this.nuun_addClientAreaSprite(sprite); this._actorsBitmap[index] = sprite; } const sprite = this._actorsBitmap[index]; sprite.setup(actor, data); sprite.move(rect.x + 50, rect.y, rect.width, rect.height); }; Window_MenuStatus.prototype.getActorImgData = function(actor) { const list = _menuLayout.ActorsImgList; const find = list.find(data => this.condActorImg(data, actor)); if (!find) { return { Actor_X: 0, Actor_Y: 0, Img_SX: 0, Img_SY: 0, Actor_Scale: 100, ActorBackImg: null, ActorFrontImg: null, GraphicMode: _menuLayout.GraphicMode, FaceIndex : -1, ActorImg: null, FaceImg: actor.faceName() } } else if (find.GraphicMode === 'default' || !find.GraphicMode) { find.GraphicMode = _menuLayout.GraphicMode; } return find; }; Window_StatusBase.prototype.condActorImg = function(data, actor) { if (this.isActorPictureEXApp()) { return data.actorId === actor.actorId(); } else { if (data.ClassId && data.ClassId > 0 && actor._classId === data.ClassId) { return true; } else if (data.actorId === actor.actorId()) { return true; } } return false; }; Window_MenuStatus.prototype.addChildToBack2 = function(child) { return this.contents.addChild(child); }; Window_StatusBase.prototype.nuunMenu_loadContentsImg = function(data) { return ImageManager.nuun_LoadPictures(data.ImgData); }; Window_MenuStatus.prototype.getStatusList = function() { return _menuLayout.StatusList; }; Window_MenuStatus.prototype.drawItemStatus = function(index) { this.nuunMenu_drawItemContents(index); }; Window_MenuStatus.prototype.getDecimalMode = function() { return DecimalMode; }; Window_StatusBase.prototype.nuunMenu_drawItemContents = function(index) { let bitmap = null; let loadBitmap = null; const list = this.getStatusList(); for (const data of list) { switch (data.DateSelect) { case "Imges": loadBitmap = this.nuunMenu_loadContentsImg(data); break; } if (loadBitmap && !loadBitmap.isReady()) { bitmap = loadBitmap; } if (bitmap && !bitmap.isReady()) { bitmap.addLoadListener(this.nuunMenu_drawItemContentsStatus.bind(this, index)) return; } else { this.nuunMenu_drawItemContentsStatus(index); } } }; Window_MenuStatus.prototype.nuunMenu_drawItemContentsStatus = function(index) { const actor = this.actor(index); const rect = this.itemRect(index); const itemWidth = this.nuunMenu_itemContentsWidth(rect.width); const lineHeight = this.lineHeight(); const colSpacing = this.colSpacing(); const list = this.getStatusList(); for (const data of list) { const x_Position = data.X_Position; const position = Math.min(x_Position, this.nuunMenu_maxContentsCols()); const contentsX = (itemWidth + colSpacing) * (position - 1) + data.X_Coordinate + colSpacing; const contentsY = rect.y + lineHeight * (data.Y_Position - 1) + data.Y_Coordinate + this.itemPadding(); const width = data.ItemWidth && data.ItemWidth > 0 ? Math.min(data.ItemWidth, rect.width - contentsX) : Math.min(itemWidth, rect.width - contentsX); data._width = data.ItemWidth && data.ItemWidth > 0 ? Math.min(data.ItemWidth, width) : Math.min(width, 128); this.nuunMenu_drawContentsBase(data, contentsX + rect.x, contentsY, width - colSpacing / 2, actor); } }; Window_StatusBase.prototype.nuunMenu_drawContentsBase = function(data, x, y, width, battler) { if (this.nuunMenu_isContents(data, battler)) { setTepmData(data) const method = 'nuun_DrawMenuStatusContents' + data.DateSelect; try { this[method](data, x, y, width, battler); } catch (error) { const log = ($gameSystem.isJapanese() ? "無効なIDが設定されています。" : "An invalid ID has been configured.") + data.DateSelect; throw ["DataError", log]; } } }; Window_StatusBase.prototype.nuunMenu_isContents = function(data, actor) { if (!data.Conditions) { return true; } return eval(data.Conditions); }; Window_StatusBase.prototype.nuunMenu_paramNameData = function(data, param) { if (data.ParamName) { return data.ParamName; } switch (param) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: return TextManager.param(param); case 10: case 11: return TextManager.param(param - 2); case 12: return this.language_Jp ? "会心率" : 'Critcal Rate'; case 13: return this.language_Jp ? "会心回避率" : 'Critical Evade'; case 14: return this.language_Jp ? "魔法回避率" : 'Magic Evade'; case 15: return this.language_Jp ? "魔法反射率" : 'Magic Reflect'; case 16: return this.language_Jp ? "反撃率" : 'Counter'; case 17: return this.language_Jp ? "HP再生率" : 'HP Regen'; case 18: return this.language_Jp ? "MP再生率" : 'MP Regen'; case 19: return this.language_Jp ? "TP再生率" : 'TP Regen'; case 20: return this.language_Jp ? "狙われ率" : 'Aggro'; case 21: return this.language_Jp ? "防御効果率" : 'Guard'; case 22: return this.language_Jp ? "回復効果率" : 'Recovery'; case 23: return this.language_Jp ? "薬の知識" : 'Item Effect'; case 24: return this.language_Jp ? "MP消費率" : 'MP Cost'; case 25: return this.language_Jp ? "TPチャージ率" : 'TP Charge'; case 26: return this.language_Jp ? "物理ダメージ率" : 'Physical Damage'; case 27: return this.language_Jp ? "魔法ダメージ率" : 'Magical Damage'; case 28: return this.language_Jp ? "床ダメージ率" : 'Floor Damage'; case 29: return this.language_Jp ? "獲得経験率" : 'EXP Gain'; case 42: return TextManager.param(0); case 43: return TextManager.param(1); default: return null; } }; Window_Base.prototype.nuun_DrawMenuStatusContentsNone = function(data, x, y, width) { }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsHorzLine = function(data, x, y, width) { const lineY = y + this.lineHeight() / 2 - 1; this.contents.paintOpacity = 48; this.contents.fillRect(x, lineY, width, 2, NuunManager.getColorCode(data.NameColor)); this.contents.paintOpacity = 255; }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsActorName = function(data, x, y, width, actor) { this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); menuTextMode = 'name'; menuAlign = data.Align; this.nuun_setContentsFontFace(data); Window_StatusBase.prototype.drawActorName.call(this, actor, x, y, width); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsNickname = function(data, x, y, width, actor) { this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); this.drawText(actor.nickname(), x, y, width, data.Align); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsClass = function(data, x, y, width, actor) { this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); this.drawText(actor.currentClass().name, x, y, width, data.Align); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsLevel = function(data, x, y, width, actor) { this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.drawText(TextManager.levelA, x, y, 48); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); this.drawText(actor.level, x + 60, y, width - 60, "right"); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsState = function(data, x, y, width, actor) { let icons = []; let states = []; const iconWidth = ImageManager.iconWidth; const dataEval = data.DetaEval; if (dataEval) { const stateList = dataEval.split(','); for (const id of stateList) { Array.prototype.push.apply(states, this.nuun_getListIdData(id)); } icons = actor.allIcons().filter(icon => states.some(i => $dataStates[i].iconIndex === icon)).slice(0, Math.floor(width / iconWidth)); let iconX = x; for (const icon of icons) { this.drawIcon(icon, iconX, y + 2); iconX += iconWidth; } } else { Window_StatusBase.prototype.drawActorIcons.call(this, actor, x, y, width); } }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsState2 = function(data, x, y, width, actor) { const hw = Math.floor(ImageManager.iconWidth / 2); this.placeStateIcon(actor, x + hw, y + hw); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsOrgParam = function(data, x, y, width, actor) { this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); if (data.DetaEval) { this.nuun_setContentsValueFontFace(data); const padding = textWidth > 0 ? 8 : 0; this.nuun_DrawContentsParamUnitText(eval(data.DetaEval), data, x + textWidth + padding, y, width - (textWidth + padding)); } this.resetFontSettings(); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsHpGauge = function(data, x, y, width, actor) { _menutemp.setType("hp"); this.nuunMenu_placeGauge(actor, "hp", x, y, "actor%1-gauge-%2"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsMpGauge = function(data, x, y, width, actor) { _menutemp.setType("mp"); this.nuunMenu_placeGauge(actor, "mp", x, y, "actor%1-gauge-%2"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsTpGauge = function(data, x, y, width, actor) { if ($dataSystem.optDisplayTp) { _menutemp.setType("tp"); this.nuunMenu_placeGauge(actor, "tp", x, y, "actor%1-gauge-%2"); } }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsExpGauge = function(data, x, y, width, actor) { _menutemp.setType("menuexp"); this.nuunMenu_placeGauge(actor, "menuexp", x, y, "menuExp-%1"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsHpCircularGauge = function(data, x, y, width, actor) { _menutemp.setType("hp"); this.nuunMenu_placeCircularGauge(actor, "hp", x, y, "actor%1-gauge-%2"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsMpCircularGauge = function(data, x, y, width, actor) { _menutemp.setType("mp"); this.nuunMenu_placeCircularGauge(actor, "mp", x, y, "actor%1-gauge-%2"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsTpCircularGauge = function(data, x, y, width, actor) { if ($dataSystem.optDisplayTp) { _menutemp.setType("tp"); this.nuunMenu_placeCircularGauge(actor, "tp", x, y, "actor%1-gauge-%2"); } }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsExpCircularGauge = function(data, x, y, width, actor) { _menutemp.setType("menuexp"); this.nuunMenu_placeCircularGauge(actor, "menuexp", x, y, "menuExp-%1"); }; Window_StatusBase.prototype.setTempType = function(type) { _menutemp.setType(type); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsOrgGauge = function(data, x, y, width, actor) { _menutemp.setType(data.GaugeID); this.nuunMenu_placeGauge(actor, data.GaugeID, x, y, "actor%1-gauge-%2"); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsExpInfo = function(data, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = data.ParamName ? data.ParamName : TextManager.expTotal.format(TextManager.exp); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); this.drawText(nameText, x, y, width); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); this.nuun_DrawContentsParamUnitText(this.nuun_ExpTotalValue(actor), data, x + textWidth + 8, y, width - (textWidth + 8)); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsExp = function(data, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = data.ParamName ? data.ParamName : 'NextLv'; this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); let textParam = (data.DetaEval ? eval(data.DetaEval) : this.nuun_ExpNextValue(actor)); this.nuun_DrawContentsParamUnitText(textParam, data, x + textWidth + 8, y, width - (textWidth + 8)); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsEquip = function(data, x, y, width, actor) { const equipNameVisible = _menuLayout.EquipNameVisible; const lineHeight = this.lineHeight(); const equips = actor.equips(); const showEquips = this.getMenuStatusShowEquipList(actor); const e1uipsLength = equips.length; this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); let y2 = y; let width2 = width; this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName; if (nameText) { this.drawText(nameText, x + 0, y, width); y2 += lineHeight; } let contentsY = y2; for (let i = 0; i < e1uipsLength; i++) { const index = i; const slotName = this.actorSlotName(actor, index); if (slotName && this.isShowSlot(actor, index) && (!showEquips || (showEquips && showEquips.some(data => data === slotName)))) { let sw = 0; let iconWidth = 0; const item = equips[index]; if (equipNameVisible === "IconName" || equipNameVisible === "Icon") {//アイコン表示 const iconId = _menuLayout.EquipIcons && _menuLayout.EquipIcons[i] ? _menuLayout.EquipIcons[i].EquipIconId : 0; if (iconId > 0) { this.drawIcon(iconId, x, contentsY + 2); } iconWidth = ImageManager.iconWidth + (equipNameVisible === "Icon" ? 24 : 4); } if (equipNameVisible === "Name" || equipNameVisible === "IconName") {//デフォルト sw += this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.drawText(slotName, x + iconWidth, contentsY, sw); } sw += iconWidth; this.resetTextColor(); this.drawItemName(item, x + sw, contentsY, width - sw); contentsY += lineHeight; } } this.resetFontSettings(); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsCharchip = function(data, x, y, width, actor) { this.nuunMenu_actorCharacterChip(actor, data, x + 24, y + 48, "actor%1-menuStatusCharacter"); }; Window_MenuStatus.prototype.nuun_DrawMenuStatusContentsSvActor = function(data, x, y, width, actor) { this.nuunMenu_drawSvActorImg(data, x, y, width, actor, "actor%1-menuStatusSvActor"); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsImges = function(data, x, y, width, actor) { this.nuunMenu_drawMenuStatusImg(data, x, y, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsHp = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 0, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMp = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 1, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsAtk = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 2, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsDef = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 3, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMat = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 4, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMdf = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 5, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsAgi = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 6, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsLuk = function(data, x, y, width, actor) { this.nuunMenu_drawParams(data, 7, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsHit = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 0, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsEva = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 1, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsCri = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 2, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsCritcalEvade = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 3, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMagicEvade = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 4, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMagicrEflect = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 5, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsCounter = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 6, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsHpRegen = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 7, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMpRegen = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 8, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsTpRegen = function(data, x, y, width, actor) { this.nuunMenu_drawXParams(data, 9, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsAggro = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 0, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsGuard = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 1, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsRecovery = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 2, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsItemEffect = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 3, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMpCost = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 4, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsTpCharge = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 5, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsPhysicalDamage = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 6, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsMagicalDamage = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 7, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsFloorDamage = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 8, x, y, width, actor); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsGainExpRate = function(data, x, y, width, actor) { this.nuunMenu_drawSParams(data, 9, x, y, width, actor); }; Window_StatusBase.prototype.nuunMenu_drawParams = function(data, param, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = this.nuunMenu_paramNameData(data, param); this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); const textParam = (data.DetaEval ? eval(data.DetaEval) : actor.param(param)); this.nuun_DrawContentsParamUnitText(textParam, data, x + textWidth + 8, y, width - (textWidth + 8)); //this.drawText(textParam, x + textWidth + 8, y, width - (textWidth + 8), data.Align); this.resetFontSettings(); }; Window_StatusBase.prototype.nuunMenu_drawXParams = function(data, param, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = this.nuunMenu_paramNameData(data, param + 10); this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); let textParam = (data.DetaEval ? eval(data.DetaEval) : actor.xparam(param) * 100); textParam = NuunManager.numPercentage(textParam, (data.Decimal - 2) || 0, this.getDecimalMode()); this.nuun_DrawContentsParamUnitText(textParam, data, x + textWidth + 8, y, width - (textWidth + 8)); //this.drawText(textParam, x + textWidth + 8, y, width - (textWidth + 8), data.Align); this.resetFontSettings(); }; Window_StatusBase.prototype.nuunMenu_drawSParams = function(data, param, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = this.nuunMenu_paramNameData(data, param + 20); this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); let textParam = (data.DetaEval ? eval(data.DetaEval) : actor.sparam(param) * 100); textParam = NuunManager.numPercentage(textParam, (data.Decimal - 2) || 0, this.getDecimalMode()); this.nuun_DrawContentsParamUnitText(textParam, data, x + textWidth + 8, y, width - (textWidth + 8)); //this.drawText(textParam, x + textWidth + 8, y, width - (textWidth + 8), data.Align); this.resetFontSettings(); }; Window_StatusBase.prototype.nuun_DrawMenuStatusContentsSkillPoint = function(data, x, y, width, actor) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = data.ParamName ? data.ParamName : NuunManager.getSkillPointParamName(); this.contents.fontSize = $gameSystem.mainFontSize() + (data.FontSize || 0); this.nuun_setContentsFontFace(data); const textWidth = data.Align === 'left' && data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.nuunMenu_systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x, y, textWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); const textParam = (data.DetaEval ? eval(data.DetaEval) : actor.nsp); this.nuun_DrawContentsParamUnitText(textParam, data, x + textWidth + 8, y, width - (textWidth + 8)); this.resetFontSettings(); }; Window_StatusBase.prototype.nuunMenu_drawSvActorImg = function(data, x, y, width, actor, fmt) { const key = fmt.format(actor.actorId()); const sprite = this.createInnerSprite(key, Sprite_MenuSvActor); sprite.setup(actor, data); sprite.show(); sprite.setHome(x + 64, y + 64); sprite.startMotion(); }; Window_StatusBase.prototype.nuunMenu_actorCharacterChip = function(actor, data, x, y, fmt) { const key = fmt.format(actor.actorId()); const sprite = this.createInnerSprite(key, Sprite_MenuScreenCharacter); sprite.setup(actor, data); sprite._character.setPosition(0, 0); sprite.move(x, y); sprite.show(); }; Window_StatusBase.prototype.nuunMenu_placeGauge = function(actor, type, x, y, fmt) { if (Imported.NUUN_GaugeImage) { this.placeGaugeImg(actor, type, x, y); } const key = fmt.format(actor.actorId(), type); const sprite = this.createInnerSprite(key, Sprite_MenuGauge); sprite.setup(actor, type); sprite.move(x, y); sprite.show(); }; Window_StatusBase.prototype.nuunMenu_placeCircularGauge = function(actor, type, x, y, fmt) { if (!Imported.NUUN_CircularGauge) { return; } const find = this.getCircularGaugeData(type); if (!!find) { this.nuun_drawCircularMenuGauge(find, actor, type, find.GaugeX + x, find.GaugeY + y); } }; Window_MenuStatus.prototype.nuun_drawCircularMenuGauge = function(data, actor, type, x, y) { this.setCircularTempData(type, data); const key = "resultActor%1-gauge-%2".format(actor.actorId(), type); const sprite = this.createInnerSprite(key, Sprite_MenuCircularGauge); sprite.setup(actor, type); sprite.move(x, y); sprite.show(); this.clearCircularTempData(); }; Window_StatusBase.prototype.nuunMenu_drawMenuStatusImg = function(data, x, y, actor) { if (data.ImgData) { if (data.DetaEval && !eval(data.DetaEval)) { return; } const rect = this.itemRect(0); const bitmap = ImageManager.nuun_LoadPictures(data.ImgData); this.contents.blt(bitmap, 0, 0, rect.width, rect.height, x - this.colSpacing(), y - this.itemPadding()); } }; Window_StatusBase.prototype.nuunMenu_drawActorFace = function(actor, x, y, width, height, data) { x += (data ? data.Actor_X : 0) + this.ActorImgX() + 1; y += (data ? data.Actor_Y : 0) + this.ActorImgY() + 1; if (this.isActorPictureEXApp()) { this.drawFace(actor.getActorGraphicFace(), actor.getActorGraphicFaceIndex(), x, y, width, height); } else { let bitmap = null; if (data && data.FaceImg) { bitmap = data.FaceImg; } else { bitmap = actor.faceName(); } const faceIndex = data && data.FaceIndex >= 0 ? data.FaceIndex : actor.faceIndex(); if (actor.isRearguard && actor.isRearguard()) { x += Window_MenuStatus.shiftWidth; } this.drawFace(bitmap, faceIndex, x, y, width, height); } }; Window_StatusBase.prototype.nuunMenu_contentsDrawActorGraphic = function(actor, data, bitmap, x, y, width, height) { width = Math.min(width - 2, bitmap.width); height = Math.min(height - 2, bitmap.height); const scale = (data.Actor_Scale || 100) / 100; const sw = width * scale; const sh = height * scale; const sx = data.Img_SX || 0; const sy = data.Img_SY || 0; x += 1 + data.Actor_X + this.ActorImgX(); y += 1 + data.Actor_Y + this.ActorImgY(); this.contents.blt(bitmap, sx, sy, width + (width - sw), height + (height - sh), x, y, width, height); }; Window_StatusBase.prototype.nuun_setContentsFontFace = function(data) { this.contents.fontFace = data.FontFace ? data.FontFace : $gameSystem.mainFontFace(); }; Window_StatusBase.prototype.nuun_setContentsValueFontFace = function(data) { this.contents.fontFace = data.ValueFontFace ? data.ValueFontFace : $gameSystem.mainFontFace(); }; Window_StatusBase.prototype.nuunMenu_drawText = function(text, x, y, maxWidth, align) { if (menuTextMode === 'name') { align = menuAlign; menuTextMode = null; } Window_Base.prototype.drawText.call(this, text, x, y, maxWidth, align); }; Window_StatusBase.prototype.getMenuStatusShowEquipList = function(actor) { if (actor.actor().meta.MenuShowEquips) { return actor.actor().meta.MenuShowEquips.split(','); } else if (actor.currentClass().meta.MenuShowEquips) { return actor.currentClass().meta.MenuShowEquips.split(','); } else { return null; } }; Window_StatusBase.prototype.isShowSlot = function(actor, index) { if (_menuLayout.InvalidSlotHide) { return !actor.isEquipTypeSealed(actor.equipSlots()[index]); } else { return true; } }; Window_StatusBase.prototype.nuun_ExpTotalValue = function(actor) { if (actor.isMaxLevel()) { return "-------"; } else { return actor.currentExp(); } }; Window_StatusBase.prototype.nuun_ExpNextValue = function(actor) { if (actor.isMaxLevel()) { return "-------"; } else { return actor.nextRequiredExp(); } }; Window_MenuStatus.prototype.ActorImgX = function() { return _menuLayout.ActorImg_X; }; Window_MenuStatus.prototype.ActorImgY = function() { return _menuLayout.ActorImg_Y; }; function Window_InfoMenu() { this.initialize(...arguments); } Window_InfoMenu.prototype = Object.create(Window_Selectable.prototype); Window_InfoMenu.prototype.constructor = Window_InfoMenu; Window_InfoMenu.prototype.initialize = function(rect, data, name) { this._dataList = data; this._data = {Id: name};//T氏プラグイン this._classNameId = name; Window_Selectable.prototype.initialize.call(this, rect); this._text = ''; this._commandName = _commandName; this._infoFontSize = 0; this._onPlayTime = false; this._onCommandName = false; this._onRefresh = false; }; Window_InfoMenu.prototype.setup = function(cols, fontsize) { this._maxCols = cols; this._infoFontSize = fontsize; this.refresh(); }; Window_InfoMenu.prototype.maxCols = function() { return this._maxCols ? this._maxCols : 1; }; Window_InfoMenu.prototype.itemHeight = function() { return this.lineHeight(); }; Window_InfoMenu.prototype.getInfoList = function() { return this._dataList || []; }; Window_InfoMenu.prototype.refresh = function() { this.contents.clear(); const listData = this.getInfoList(); const lineHeight = this.lineHeight(); for (const data of listData) { this.resetFontSettings(); const x_Position = data.X_Position; const position = Math.min(x_Position, this.maxCols()); const rect = this.itemRect(position - 1); const x = (data.X_Coordinate || 0); const y = (data.Y_Position - 1) * lineHeight + rect.y + data.Y_Coordinate; const width = data.ItemWidth && data.ItemWidth > 0 ? Math.min(data.ItemWidth, rect.width - x) : rect.width - x; this.nuun_DrawContents(data, x + rect.x, y, width); } }; Window_InfoMenu.prototype.nuun_DrawContents = function(data, x, y, width, battler) { const method = 'nuun_DrawMenuInfoContents' + data.DateSelect; try { this[method](data, x, y, width, battler); } catch (error) { const log = ($gameSystem.isJapanese() ? "無効なIDが設定されています。" : "An invalid ID has been configured.") + data.DateSelect; throw ["DataError", log]; } }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsNone = function(data, x, y, width) { }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsHorzLine = function(data, x, y, width) { const lineY = y + this.lineHeight() / 2 - 1; this.contents.paintOpacity = 48; this.contents.fillRect(x, lineY, width, 2, NuunManager.getColorCode(data.NameColor)); this.contents.paintOpacity = 255; }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsLimit_Gauge = function(data, x, y, width) { let sprite = null; if (this._partyGauge) { sprite = this._partyGauge; } else { try { sprite = $gameParty.getPartyLimitSprite(Math.min(data.ItemWidth, width)); this.addChild(sprite); } catch (error) { return; } } sprite.setup('actor', 'limit'); sprite.move(x, y); sprite.show(); this._partyGauge = sprite; }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsGold = function(data, x, y, width) { let iconWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); NuunManager.setMainFontFace(data.FontFace); NuunManager.setNumberFontFace(data.ValueFontFace); this.nuun_setFontFace(); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = data.ParamName ? data.ParamName : ''; const systemWidth = data.SystemItemWidth === 0 ? this.textWidth(nameText) : this.systemWidth(data.SystemItemWidth, width); this.drawText(nameText, x + iconWidth, y, systemWidth); this.resetTextColor(); this.drawCurrencyValue(this.value(), this.currencyUnit(), x + systemWidth + 8 + iconWidth, y, width - (systemWidth + 8 + iconWidth)); this.resetFontSettings(); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsPlaytime = function(data, x, y, width) { this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; const systemWidth = !!nameText ? (data.SystemItemWidth || 100) : 0; let iconWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.drawText(nameText, x + iconWidth, y, systemWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); this.drawText($gameSystem.playtimeText(), x + systemWidth + iconWidth + this.itemPadding(), y, width - (systemWidth + 8 + iconWidth), data.Align); this.resetFontSettings(); this._onPlayTime = true; }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsCurrentLocation = function(data, x, y, width) { this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; const systemWidth = !!nameText ? (data.SystemItemWidth || 100) : 0; let iconWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.drawText(nameText, x + iconWidth, y, systemWidth); this.resetTextColor(); this.nuun_setContentsValueFontFace(data); const text = $gameMap.mapId() > 0 ? $gameMap.displayName() : ''; this.drawText(text, x + systemWidth + iconWidth + this.itemPadding(), y, width - (systemWidth + 8 + iconWidth), data.Align); this.resetFontSettings(); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsOrgParam = function(data, x, y, width) { this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; const systemWidth = !!nameText ? (data.SystemItemWidth || 100) : 0; let iconWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.drawText(nameText, x + iconWidth, y, systemWidth); this.resetTextColor(); if (!!data.DataEval) { this.nuun_setContentsValueFontFace(data); this.drawText(eval(data.DataEval), x + systemWidth + 8 + iconWidth, y, width - (systemWidth + 8 + iconWidth), data.Align); } this.resetFontSettings(); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsCommandDescription = function(data, x, y, width) { this._onCommandName = true; this.drawTextEx(this._text, x, y, width); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsFreeText = function(data, x, y, width) { this.drawTextEx(data.Text, x, y, width); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsFreetext = function(data, x, y, width) { this.drawTextEx(data.Text, x, y, width); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsDestination = function(data, x, y, width) { if (!Imported.NUUN_Destination) { return; } let iconWidth = 0; let textWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); if (data.ParamName) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; this.drawText(nameText, x + iconWidth, y, textWidth); textWidth = this.systemWidth(data.SystemItemWidth, width); } this.resetTextColor(); const text = this.getDestinationList(); if (text) { this.drawTextEx(text, x + iconWidth + textWidth, y, width - textWidth - iconWidth); } this.resetFontSettings(); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsChapter = function(data, x, y, width) { if (!Imported.NUUN_Chapter) { return; } let iconWidth = 0; let textWidth = 0; if (data.InfoIcon > 0) { this.drawIcon(data.InfoIcon, x, y + 2); iconWidth = ImageManager.iconWidth + 6; } this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); if (data.ParamName) { this.changeTextColor(NuunManager.getColorCode(data.NameColor)); this.nuun_setContentsFontFace(data); const nameText = data.ParamName ? data.ParamName : ''; this.drawText(nameText, x + iconWidth, y, textWidth); textWidth = this.systemWidth(data.SystemItemWidth, width); } this.resetTextColor(); const text = this.getChapter(); if (text) { this.drawTextEx(text, x + iconWidth + textWidth, y, width - textWidth - iconWidth); } this.resetFontSettings(); }; Window_InfoMenu.prototype.nuun_DrawMenuInfoContentsName = function(data, x, y, width) { this.contents.fontSize = $gameSystem.mainFontSize() + this._infoFontSize + (data.ContentsFontSize || 0); this.changeTextColor(NuunManager.getColorCode(data.NameColor)); const nameText = data.ParamName ? data.ParamName : ''; this.nuun_setContentsFontFace(data); this.drawText(nameText, x, y, width, data.Align); this.resetFontSettings(); }; Window_InfoMenu.prototype.systemWidth = function(swidth, width) { return swidth > 0 ? swidth : 120; }; Window_InfoMenu.prototype.value = function() { return $gameParty.gold(); }; Window_InfoMenu.prototype.currencyUnit = function() { return TextManager.currencyUnit; }; Window_InfoMenu.prototype.setText = function(str) { this._text = str; this._onRefresh = true; }; Window_InfoMenu.prototype.update = function() { Window_Selectable.prototype.update.call(this); if (this._onCommandName) { if (this._commandName !== _commandName) { this.setText(_commandText); this._commandName = _commandName; } } if (this._onPlayTime || this._onRefresh) { this._onRefresh = false; this.refresh(); } }; Window_InfoMenu.prototype.nuun_setContentsFontFace = function(data) { this.contents.fontFace = data.FontFace ? data.FontFace : $gameSystem.mainFontFace(); }; Window_InfoMenu.prototype.nuun_setContentsValueFontFace = function(data) { this.contents.fontFace = data.ValueFontFace ? data.ValueFontFace : $gameSystem.mainFontFace(); }; function Sprite_MenuGauge() { this.initialize(...arguments); } Sprite_MenuGauge.prototype = Object.create(Sprite_Gauge.prototype); Sprite_MenuGauge.prototype.constructor = Sprite_MenuGauge; window.Sprite_MenuGauge = Sprite_MenuGauge; Sprite_MenuGauge.prototype.initialize = function() { this._statusType = _menutemp.getType(); this.menuParam = _menutemp.getData(); Sprite_Gauge.prototype.initialize.call(this); }; Sprite_MenuGauge.prototype.bitmapWidth = function() { return this.menuParam._width || 128; }; Sprite_MenuGauge.prototype.gaugeHeight = function() { return this.menuParam.GaugeHeight > 0 ? this.menuParam.GaugeHeight : 12; }; Sprite_MenuGauge.prototype.gaugeColor1 = function() { if (this._battler && this.menuParam) { switch (this._statusType) { case "menuexp": return this.menuParam.Color1 >= 0 ? NuunManager.getColorCode(this.menuParam.Color1) : NuunManager.getColorCode(17); default: return this.menuParam.Color1 >= 0 ? NuunManager.getColorCode(this.menuParam.Color1) : Sprite_Gauge.prototype.gaugeColor1.call(this); } } else { return Sprite_Gauge.prototype.gaugeColor1.call(this); } }; Sprite_MenuGauge.prototype.gaugeColor2 = function() { if (this._battler && this.menuParam) { switch (this._statusType) { case "menuexp": return this.menuParam.Color2 >= 0 ? NuunManager.getColorCode(this.menuParam.Color2) : NuunManager.getColorCode(6); default: return this.menuParam.Color2 >= 0 ? NuunManager.getColorCode(this.menuParam.Color2) : Sprite_Gauge.prototype.gaugeColor2.call(this); } } else { return Sprite_Gauge.prototype.gaugeColor2.call(this); } }; Sprite_MenuGauge.prototype.displyaExp = function() { const mode = this.expDisplayModeParam(); if (mode === 1) { return this._battler.nextRequiredExp(); } else if (mode === 2) { return this.currentValue(); } else if (mode === 3) { return NuunManager.numPercentage(this.currentValue() / this.currentMaxValue() * 100, this.expDecimalParam(), this.decimalModeParam()); } return this._battler.currentExp() - this._battler.currentLevelExp(); }; Sprite_MenuGauge.prototype.displyaMaxExp = function() { return this._battler.nextLevelExp() - this._battler.currentLevelExp(); }; Sprite_MenuGauge.prototype.currentValue = function() { if (this._battler && this.menuParam) { switch (this._statusType) { case "hp": case "mp": case "tp": case "time": return Sprite_Gauge.prototype.currentValue.call(this); case "menuexp": return this.currentExpValue(); default: const actor = this._battler; return eval(this.menuParam.DetaEval); } } else { return Sprite_Gauge.prototype.currentValue.call(this); } }; const _Sprite_Gauge_currentExpValue = Sprite_Gauge.prototype.currentExpValue; Sprite_Gauge.prototype.currentExpValue = function() { if (!!_Sprite_Gauge_currentExpValue) { return _Sprite_Gauge_currentExpValue.call(this); } return this._battler.isMaxLevel() ? this.currentMaxValue() : this._battler.currentExp() - this._battler.currentLevelExp(); }; Sprite_MenuGauge.prototype.currentMaxValue = function() { if (this._battler && this.menuParam) { switch (this._statusType) { case "hp": case "mp": case "tp": case "time": return Sprite_Gauge.prototype.currentMaxValue.call(this); case "menuexp": return this.currentExpMaxValue(); default: const actor = this._battler; return eval(this.menuParam.DetaEval2); } } else { return Sprite_Gauge.prototype.currentMaxValue.call(this); } }; const _Sprite_Gauge_currentExpMaxValue = Sprite_Gauge.prototype.currentExpMaxValue; Sprite_Gauge.prototype.currentExpMaxValue = function() { if (!!_Sprite_Gauge_currentExpMaxValue) { return _Sprite_Gauge_currentExpMaxValue.call(this); } return this._battler.nextLevelExp() - this._battler.currentLevelExp(); }; Sprite_MenuGauge.prototype.label = function() { if (this._battler && this.menuParam) { switch (this._statusType) { case "hp": case "mp": case "tp": case "time": return this.menuParam.ParamName ? this.menuParam.ParamName : Sprite_Gauge.prototype.label.call(this); case "menuexp": return this.expLabel(); default: return this.menuParam.ParamName; } } else { return Sprite_Gauge.prototype.label.call(this); } }; Sprite_MenuGauge.prototype.expLabel = function() { return this.labelShowParam() ? this.menuParam.ParamName ? this.menuParam.ParamName : TextManager.expA : ''; }; Sprite_MenuGauge.prototype.drawValue = function() { if (this.setMoveMode) { this.setMoveMode(); } if (this._statusType === "menuexp") { this.drawValueExp(); } else { Sprite_Gauge.prototype.drawValue.call(this); } }; Sprite_MenuGauge.prototype.drawValueExp = function() { if (!!this._gaugeImgData) { return this.drawValueExp_GaugeImg(); } this.drawValueExperiencePoints(); }; Sprite_MenuGauge.prototype.drawValueExperiencePoints = function() { const mode = this.expDisplayModeParam(); if (mode === 0) { return; } let text = this.displyaExp(); if (mode === 3) { text = this._battler.isMaxLevel() ? "100%" : text +"%"; } else { text = this._battler.isMaxLevel() ? "-------" : text; } const width = this.bitmapWidth(); const height = this.textHeight(); this.setupValueFont(); this.bitmap.drawText(text, 0, 0, width, height, "right"); }; Sprite_MenuGauge.prototype.decimalModeParam = function() { return DecimalMode; }; Sprite_MenuGauge.prototype.expDecimalParam = function() { return EXPDecimal; }; Sprite_MenuGauge.prototype.expDisplayModeParam = function() { return ExpDisplayMode; }; Sprite_MenuGauge.prototype.labelShowParam = function() { return LabelShow; }; function Sprite_MenuCircularGauge() { this.initialize(...arguments); } Sprite_MenuCircularGauge.prototype = Object.create(Sprite_MenuGauge.prototype); Sprite_MenuCircularGauge.prototype.constructor = Sprite_MenuCircularGauge; window.Sprite_MenuCircularGauge = Sprite_MenuCircularGauge; Sprite_MenuCircularGauge.prototype.initialize = function() { this.setCircularData(); Sprite_MenuGauge.prototype.initialize.call(this); }; Sprite_MenuCircularGauge.prototype.drawValueExp = function() { const mode = this.expDisplayModeParam(); if (mode === 0) { return; } let text = this.displyaExp(); if (mode === 3) { //text = this._battler.isMaxLevel() ? "100%" : text +"%"; text = this._battler.isMaxLevel() ? "100" : text; } else if (mode === 4) { text = this._battler._level; } else { text = this._battler.isMaxLevel() ? "---" : text; } const width = this.circularSprite[1] ? this._circularBitmap.width : this.circularBitmapWidth(); const height = this.circularSprite[1] ? this._circularBitmap.height : this.circularBitmapHeight(); this.setupValueFont(); const y = this._circularData.ShowLabel ? 6 : 0; this.bitmap.drawText(text, 0, y, width, height, "center"); }; Sprite_MenuCircularGauge.prototype.expLabel = function() { if (this.labelShowParam()) { return this.expDisplayModeParam() === 4 ? (this.menuParam.ParamName ? this.menuParam.ParamName : TextManager.levelA) : Sprite_MenuGauge.prototype.expLabel.call(this); } else { return ''; } }; function Sprite_MenuScreenCharacter() { this.initialize(...arguments); } Sprite_MenuScreenCharacter.prototype = Object.create(Sprite_Character.prototype); Sprite_MenuScreenCharacter.prototype.constructor = Sprite_MenuScreenCharacter; Sprite_MenuScreenCharacter.prototype.initialize = function(character) { Sprite_Character.prototype.initialize.call(this, character); this._data = null; this._actor = null; }; Sprite_MenuScreenCharacter.prototype.setup = function(battler, data) { const character = new Game_Character(battler); const characterName = battler.characterName(); const characterIndex = battler.characterIndex(); character.setImage(characterName, characterIndex); character.setStepAnime(true); this._data = data; this._actor = battler; this.setCharacter(character); }; Sprite_MenuScreenCharacter.prototype.update = function() { if (this.visible) { Sprite_Character.prototype.update.call(this); this._character.updateAnimation(); this.changePaintOpacity(); } }; Sprite_MenuScreenCharacter.prototype.changePaintOpacity = function() { const battleMemberOpacity = this._data.BattleMemberOpacity !== undefined ? this._data.BattleMemberOpacity : true; if (battleMemberOpacity) { this.opacity = this._actor.isBattleMember() ? 255 : Window_Base.prototype.translucentOpacity.call(this); } }; Sprite_MenuScreenCharacter.prototype.updatePosition = function() { }; function Sprite_MenuSvActor() { this.initialize(...arguments); } Sprite_MenuSvActor.prototype = Object.create(Sprite_Actor.prototype); Sprite_MenuSvActor.prototype.constructor = Sprite_MenuSvActor; Sprite_MenuSvActor.prototype.updateVisibility = function() { Sprite_Clickable.prototype.updateVisibility.call(this); }; Sprite_MenuSvActor.prototype.initialize = function(battler) { Sprite_Actor.prototype.initialize.call(this, battler); this._data = null; }; Sprite_MenuSvActor.prototype.setup = function(battler, data) { this.setBattler(battler); this._data = data; }; Sprite_MenuSvActor.prototype.moveToStartPosition = function() { this.startMove(0, 0, 0); }; Sprite_MenuSvActor.prototype.updateMain = function() { this.updateBitmap(); this.updateFrame(); this.updateMove(); this.changePaintOpacity(); }; Sprite_MenuSvActor.prototype.changePaintOpacity = function() { const battleMemberOpacity = this._data.BattleMemberOpacity !== undefined ? this._data.BattleMemberOpacity : true; if (battleMemberOpacity) { this.opacity = this._actor.isBattleMember() ? 255 : Window_Base.prototype.translucentOpacity.call(this); } }; Sprite_MenuSvActor.prototype.startMotion = function() { if (this._actor.isDead()) { motionType = 'dead'; } else { motionType = 'walk'; } Sprite_Actor.prototype.startMotion.call(this, motionType); }; Sprite_MenuSvActor.prototype.setupWeaponAnimation = function() { }; function Sprite_MenuActorImg() { this.initialize(...arguments); } Sprite_MenuActorImg.prototype = Object.create(Sprite.prototype); Sprite_MenuActorImg.prototype.constructor = Sprite_MenuActorImg; Sprite_MenuActorImg.prototype.initialize = function() { Sprite.prototype.initialize.call(this); this.initMembers(); }; Sprite_MenuActorImg.prototype.initMembers = function() { this._battler = null; this._apngMode = null; this._data = null; this._pictureName = null; }; Sprite_MenuActorImg.prototype.setup = function(battler, data) { this._battler = battler; this._data = data; const name = Imported.NUUN_ActorPicture && _menuLayout.ActorPictureEXApp ? battler.getActorGraphicImg() : data.ActorImg; this._pictureName = name.split('pictures/')[1]; this.refresh(); }; Sprite_MenuActorImg.prototype.refresh = function() { if (this.addApngChild && this.loadApngSprite(this._pictureName)) { this.addApngChild(this._pictureName); this._apngMode = true; } }; Sprite_MenuActorImg.prototype.destroy = function() { this.resetMenuActorImg(); Sprite.prototype.destroy.call(this); }; Sprite_MenuActorImg.prototype.resetMenuActorImg = function() { this._battler = null; if (this._apngMode) { this.destroyApngIfNeed(); this._apngMode = null; } }; Sprite_MenuActorImg.prototype.loadApngSprite = function(name) { return Sprite_Picture.prototype.loadApngSprite.call(this, name); }; })();