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Unconnected42

RPG Maker Plug-in - Ammunition System v. 1.1.3

Jun 11th, 2016
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  1. //=============================================================================
  2. // Ammunition System, ver1.1.3
  3. //   by Unconnected42
  4. // UNCO_AmmunitionSystem.js
  5. // Last Updated : 2016/02/17
  6. //=============================================================================
  7.  
  8. var Imported = Imported || {};
  9. Imported.UNCO_AmmunitionSystem = true;
  10.  
  11. var Unco = Unco || {};
  12. Unco.AS = Unco.AS || {};
  13.  
  14.  
  15. //=============================================================================
  16.  /*:
  17.  * @plugindesc  Allows skills to need ammunition.
  18.  * <Unco Ammo>
  19.  * @author Unconnected42
  20.  *
  21.  * @param Show Ammo Left When Actor Command
  22.  * @desc If set as 'true', show how much ammunition is left for main attack at the top of the screen, during actor command selection.
  23.  * @default true
  24.  *
  25.  * @param Show Ammo Left In Help Window
  26.  * @desc  If set as 'true', show how much ammunition is left for a skill in its description.
  27.  * @default true
  28.  *
  29.  * @param Help Window Ammo Text
  30.  * @desc  Default text to be displayed in skill description before ammunition amounts.
  31.  * @default Ammunition left
  32.  *
  33.  * @param Show Ammo Left In Skill Window
  34.  * @desc In skill window, show how much ammunition is left together with the cost if set at 'true'.
  35.  * @default false
  36.  *
  37.  * @param No Ammo Icon
  38.  * @desc  Id of the default icon to be displayed when there is no more ammunition and several types of ammunition are possible.
  39.  * @default 16
  40.  *
  41.  * @param Gold Ammo Icon
  42.  * @desc  Id of the icon to be displayed for gold costs.
  43.  * @default 313
  44.  *
  45.  * @param Ammo Font Size
  46.  * @desc Font size of the ammunition amounts in skill window and gauge.
  47.  * @default 20
  48.  *
  49.  * @param Ammo Font Color
  50.  * @desc Font color of the ammunition amounts in skill window and gauge.
  51.  * @default 6
  52.  *
  53.  * @param Show Ammo Left In Actor Command Window
  54.  * @desc If set at true, will display how much ammo is left just next to the attack command.
  55.  * @default false
  56.  *
  57.  * @param Compact Cost Display
  58.  * @desc If set at true, the amount of needed ammo will be displayed on the icon.
  59.  * @default false
  60.  *
  61.  * @help
  62.  * ============================================
  63.  * Introduction
  64.  * ============================================
  65.  *
  66.  * This plug-in will allow skills or weapons to require the consumption of
  67.  * ammunition, components, etc. in order to work. The cost is  paid each
  68.  * time the skill is used, together with MP/TP costs, or each time the
  69.  * normal attack is used in the case of weapons.
  70.  * The ammunition can be either gold, items or equipments (armours, weapons), or
  71.  * a mix.
  72.  *
  73.  * However, things work differently depending on what type of cost is considered.
  74.  * - items : if several types of items are marked as required as ammunition
  75.  *   for a given skill/weapon, *ALL* of the corresponding prices must be
  76.  *   paid each time the skill/weapon is used.
  77.  * - equipment : the equipment needs to be equipped in order for the skill/weapon
  78.  *   to work. If several types of equipments are marked as required as ammunition
  79.  *   for a given skill/weapon, *ONLY* the cost of the one that is *CURRENTLY
  80.  *   EQUIPPED* will be paid. That means a weapon/skill can be able to use
  81.  *   different interchangeable ammunition types.
  82.  * - Gold cost is straightforward in how it functions.
  83.  *
  84.  * You can also define skills which can change the type of ammunition
  85.  * equipped even during combat, in the case of armour-type ammunition.
  86.  * Then, your hero can use an action to change his/her ammunition type !
  87.  *
  88.  * ============================================
  89.  * Known Compatibility Issues
  90.  * ============================================
  91.  *
  92.  * This plug-in should be placed under all plug-ins that you are using,
  93.  * especially Yanfly's since it actually uses some of their features if
  94.  * they are present.
  95.  * Known exceptions to that rule :
  96.  * - Yanfly's Skill Cooldown
  97.  * - Jay's Dual Techs.
  98.  *   -> Ammunition should be placed above these two plug-ins.
  99.  * This might also be the case for other plug-ins whenever
  100.  * the modification of skill costs is concerned.
  101.  * On the contrary, the following plug-ins MUST be placed above :
  102.  * - Bobstah's BattleCommandList.
  103.  *
  104.  *
  105.  * This plug-in in the present version should be fully compatible
  106.  * with Yanfly's ItemCore Independent Items feature.
  107.  * Therefore, ammunition of any kind can either be independent or
  108.  * not (for the latter case, use a <Not Independent Item> notetag
  109.  * in the ammunition notebox if you are using ItemCore and a max
  110.  * number of items > 0).
  111.  *
  112.  * ============================================
  113.  * Use
  114.  * ============================================
  115.  *
  116.  * + Declaring a weapon/skill to need ammunition
  117.  * ---------------------------------------------
  118.  * Lines to put in either Weapon notebox or Skill notebox for defining costs :
  119.  *   <Gold Cost: c>
  120.  *   <Ammo i Item: c>  (for items ammo)
  121.  *   <Ammo i Equip: c>  (for armors ammo)
  122.  *   <Ammo i Weapon: c>  (for weapons ammo)
  123.  * ... where i is the ID of the ammunition item/armor and c is the cost
  124.  * required for one use.
  125.  * Disclaimer concerning weapon-type ammunition:
  126.  * In its present state it is intended to be used for weapons that would be
  127.  * their own ammo, like throwing knives, shurikens, etc.
  128.  * In theory, however, it *should* be possible to use as ammo for a weapon
  129.  * a different weapon, provided both of them are equipped, but this possibility
  130.  * has yet to be playtested...
  131.  *
  132.  * + Declaring a skill that serves for equipping ammo (during combat)
  133.  * ------------------------------------------------------------------
  134.  * To create a skill that will change the type of ammunition equipped:
  135.  *   <Ammo i Load>
  136.  * ... where i is the ID of the ammunition armor.
  137.  * The following syntax is also authorized:
  138.  *   <Ammo i Load: s>
  139.  * ...where s is the specific slot to be equipped.
  140.  * This syntax is kept only for compatibility reasons, so that people
  141.  * who defined their tags for older versions of the script that did
  142.  * not support the simpler syntax are not forced to change.
  143.  * If your actor(s) have for example the following equipment types:
  144.  *     Weapon, Shield, Head, Body, Accessory, Ammunition
  145.  * ... then the slot number would be 6.
  146.  * Note 1: this is meant to be used during battle, when equip menu is not
  147.  * accessible, if you want your actors to be able to switch ammunition.
  148.  * Note 2: it is necessary to define one skill per type of ammunition.
  149.  * Note 3: it is possible to use this tag for equipping any kind of armor, and
  150.  * not just ammunition.
  151.  * Also, the Load feature currently does not work with weapon-type ammo.
  152.  *
  153.  * + Ammo equipment with charges
  154.  * -----------------------------
  155.  * For an armor- or weapon-type ammunition, you can allow each ammo item to
  156.  * provide a given number of uses instead of being consumed after just one use.
  157.  * Declare the following tag in the ammo equipment notebox:
  158.  *   <Ammo Charges: n>
  159.  * ... where 'n' is the wished number of charges the item possesses.
  160.  * This tag will only actually be used if you are using Yanfly's ItemCore and
  161.  * the item is an independent item.
  162.  * The equipped ammo item has a certain number of charges, and at each use, this
  163.  * is this number that will be reduced, instead of the number of ammo items.
  164.  * When the number of charges hits zero, the item is unequipped, without
  165.  * being returned to inventory. No other item of same type will be equipped even
  166.  * if available in inventory.
  167.  *
  168.  * Instead of having an empty ammunition equipment simply disappear,
  169.  * it is possible to have a specific item be created in the inventory (which
  170.  * then represent the empty equipment).
  171.  * Use the following tag:
  172.  *   <Ammo Charges Empty : i>
  173.  * ...when 'i' is the id of the item to be created.
  174.  * Note that this will be a normal item, not an equipment.
  175.  *
  176.  * + Determining skill's availability depending on a game switch
  177.  * -------------------------------------------------------------
  178.  * You can also now have skill availability depend on a game switch status, with
  179.  * the following tag to put in a skill's notebox:
  180.  *   <Game Switch: n>
  181.  * If the game switch number 'n' is set at false, the skill cannot be used.
  182.  * This might be useful, for example, if you are also using the crafting
  183.  * extension of this plug-in and wish to make crafting available only
  184.  * in certain places/situations.
  185.  *
  186.  * ============================================
  187.  * Displaying Ammunition Amounts & Costs
  188.  * ============================================
  189.  *
  190.  * A given ammunition type is almost always represented by its icon when it
  191.  * is necessary (either to display a cost or a remaining amount).
  192.  * Ammo costs for skills are indicated together with "normal" TP/MP costs.
  193.  *
  194.  * There are several solutions for displaying the remaining ammunition amount
  195.  * so that the player knows where he stands.
  196.  * Most of them are turned on through the plug-in parameters.
  197.  *
  198.  * - For weapons :
  199.  *   + The number of ammunition left can be displayed at the
  200.  *     top of the screen when the actor command menu is active.
  201.  *     This is the default option.
  202.  *   + The number of ammunition left can be displayed in the
  203.  *     command window, just next to the "Attack" option.
  204.  *     No icon in that case.
  205.  *   + If you are using Yanfly's SkillCore plug-in, you can use the following
  206.  *     notetag in the weapon note :
  207.  *         <Swap Gauge n: AMMO>
  208.  *     ...where n is the number of the gauge you want to replace.
  209.  *     Instead of a normal HP/MP/TP gauge, you will then have the amount of
  210.  *     ammunition left for the currently equipped weapon.
  211.  * - For skills :
  212.  *   + The remaining amount for each ammunition type can be showed
  213.  *     together with cost in the skill window.
  214.  *   + It can also be displayed after the skill description, in the help
  215.  *     window. This is the default option.
  216.  *     In that case, you should keep the skill description within one unique
  217.  *     line with no line-break at the end, or else the remaining ammo will
  218.  *     not be visible.
  219.  *
  220.  * The text before ammunition left amounts can be customized with the following
  221.  *   notetag in the skill notebox:
  222.  *   <Ammo Left Text: xxx>
  223.  *   ... with xxx being your custom text.
  224.  * The name of the ammunition type can be displayed along with its icon with
  225.  * the following notetag in the weapon/skill notebox:
  226.  *   <Show Ammo Name>
  227.  *
  228.  * Also, in the case of equipment ammunition, several types of
  229.  * ammunition are possible but only one (the one equipped) will be displayed
  230.  * in any skill/help/etc window (or gauge). When there is no more ammunition,
  231.  * the system normally would not know which icon to use !
  232.  * There is a default icon for that, but you can put the following notetag
  233.  * in skill/weapon notebox to define which icon will be used :
  234.  *   <No Ammo Icon: i>
  235.  *   ... with i being the icon number.
  236.  * It is also possible to add details about the ammunition type currently
  237.  * equipped by adding the following notetag in the ammo notebox :
  238.  *   <Ammo Window Desc: xxx>
  239.  * Where 'xxx' is the description you want to give to your ammo.
  240.  * This description will show up in the skill help window and the ammunition
  241.  * window visible during actor command selection.
  242.  * Please that if you deactivate the ammo window or the display of remaining
  243.  * ammo amount with the corresponding plug-in parameters, you will of course
  244.  * not see any description of ammunition !
  245.  */
  246. //=============================================================================
  247.  
  248. //=============================================================================
  249. // Parameter Variables
  250. //=============================================================================
  251.  
  252. Unco.Parameters = $plugins.filter(function(p) {
  253.         return p.description.contains('<Unco Ammo>');
  254.     })[0].parameters; //Copied from Ellye, who thanks Iavra
  255. Unco.Param = Unco.Param || {};
  256.  
  257. Unco.Param.showAmmoLeftActorCommand = String(Unco.Parameters['Show Ammo Left When Actor Command']).toLowerCase();
  258. Unco.Param.showAmmoLeft = String(Unco.Parameters['Show Ammo Left In Skill Window']).toLowerCase();
  259. Unco.Param.ammoFontSize = Number(Unco.Parameters['Ammo Font Size']);
  260. Unco.Param.ammoFontColor = Number(Unco.Parameters['Ammo Font Color']);
  261. Unco.Param.showAmmoLeftInDesc = String(Unco.Parameters['Show Ammo Left In Help Window']).toLowerCase();
  262. Unco.Param.descAmmoLeftText = String(Unco.Parameters['Help Window Ammo Text']);
  263. Unco.Param.defaultNoAmmoIconId = parseInt(String(Unco.Parameters['No Ammo Icon']));
  264. Unco.Param.goldAmmoIconId = parseInt(String(Unco.Parameters['Gold Ammo Icon']));
  265. Unco.Param.showAmmoLeftForAttack = String(Unco.Parameters['Show Ammo Left In Actor Command Window']).toLowerCase();
  266. Unco.Param.compactCostDisplay = String(Unco.Parameters['Compact Cost Display']).toLowerCase();
  267.  
  268. //=============================================================================
  269. // DataManager
  270. //=============================================================================
  271.  
  272. Unco.AS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
  273. DataManager.isDatabaseLoaded = function() {
  274.    if (!Unco.AS.DataManager_isDatabaseLoaded.call(this)) return false;
  275.    if (Imported.YEP_ItemCore && (Yanfly.Param.ItemMaxArmors > 0)) {
  276.       this.processUncoAmmoChargesNotetags($dataArmors);
  277.    }
  278.    if (Imported.YEP_ItemCore && (Yanfly.Param.ItemMaxWeapons > 0)) {
  279.       this.processUncoAmmoChargesNotetags($dataWeapons);
  280.    }
  281.    this.processUncoItemAmmoNotetags($dataSkills);
  282.    this.processUncoSwitchNotetags($dataSkills);
  283.    this.processUncoGoldCostNotetags($dataSkills);
  284.    this.processUncoAmmoTextNotetags($dataSkills);
  285.    this.processUncoEquipAmmoNotetags($dataSkills);
  286.    this.processUncoAmmoLoadNotetags($dataSkills);
  287.    this.processUncoAmmoTextNotetags($dataWeapons);
  288.    this.processUncoItemAmmoNotetags($dataWeapons);
  289.    this.processUncoEquipAmmoNotetags($dataWeapons);
  290.    this.processUncoAmmoDescNotetags($dataArmors);
  291.    return true;
  292. };
  293.  
  294. DataManager.processUncoAmmoChargesNotetags = function(group) {
  295.    for (var n = 1; n < group.length; n++) {
  296.       var obj = group[n];
  297.       if (!DataManager.isIndependent(obj)) continue;
  298.       var notedata = obj.note.split(/[\r\n]+/);
  299.  
  300.       for (var i = 0; i < notedata.length; i++) {
  301.          var line = notedata[i];
  302.          if (line.match(/<(?:AMMO)[ ](?:CHARGES):[ ](\d+)>/i)) {
  303.             var value = parseInt(RegExp.$1);
  304.             if (!isNaN(value) && (value > 0)) {
  305.                obj.ammoCharges = value;
  306.                obj.ammoCurrentCharges = value;
  307.             }
  308.          }
  309.          if (line.match(/<(?:AMMO)[ ](?:CHARGES)[ ](?:EMPTY):[ ](\d+)>/i)) {
  310.             var value = parseInt(RegExp.$1);
  311.             if (!isNaN(value) && (value > 0)) {
  312.                obj.ammoMorphIfEmpty = value;
  313.             }
  314.          }
  315.       }
  316.    }
  317. }
  318.  
  319. DataManager.processUncoSwitchNotetags = function(group) {
  320.    for (var n = 1; n < group.length; n++) {
  321.       var obj = group[n];
  322.       var notedata = obj.note.split(/[\r\n]+/);
  323.      
  324.       obj.ammoGameSwitch = [];
  325.  
  326.       for (var i = 0; i < notedata.length; i++) {
  327.          var line = notedata[i];
  328.          if (line.match(/<(?:GAME)[ ](?:SWITCH):[ ](\d+)>/i)) {
  329.             var value = parseInt(RegExp.$1);
  330.             if (!isNaN(value)) {
  331.                obj.ammoGameSwitch[value] = true;
  332.             }
  333.          }
  334.       }
  335.    }
  336. }
  337.  
  338. DataManager.processUncoGoldCostNotetags = function(group) {
  339.    for (var n = 1; n < group.length; n++) {
  340.       var obj = group[n];
  341.       var notedata = obj.note.split(/[\r\n]+/);
  342.  
  343.       for (var i = 0; i < notedata.length; i++) {
  344.          var line = notedata[i];
  345.          if (line.match(/<(?:GOLD)[ ](?:COST):[ ](\d+)>/i)) {
  346.             var value = parseInt(RegExp.$1);
  347.             if (!isNaN(value)) {
  348.                obj.goldCost = value;
  349.             }
  350.          }
  351.       }
  352.    }
  353. }
  354.  
  355. DataManager.processUncoItemAmmoNotetags = function(group) {
  356.    for (var n = 1; n < group.length; n++) {
  357.       var obj = group[n];
  358.       var notedata = obj.note.split(/[\r\n]+/);
  359.  
  360.       obj.itemAmmoCost = [];
  361.  
  362.       for (var i = 0; i < notedata.length; i++) {
  363.          var line = notedata[i];
  364.          if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:ITEM):[ ](\d+)>/i)) {
  365.             var index = parseInt(RegExp.$1);
  366.             var value = parseInt(RegExp.$2);
  367.             if ( (!isNaN(index)) && (!isNaN(value)) ) {
  368.                obj.itemAmmoCost[index] = value;
  369.                if (DataManager.isWeapon(obj)) {
  370.                   if (typeof $dataItems[index].isItemAmmoForWeapon === 'undefined') $dataItems[index].isItemAmmoForWeapon = [];
  371.                   $dataItems[index].isItemAmmoForWeapon[obj.id] = value;
  372.                } else {
  373.                   if (typeof $dataItems[index].isItemAmmoForSkill === 'undefined') $dataItems[index].isItemAmmoForSkill = [];
  374.                   $dataItems[index].isItemAmmoForSkill[obj.id] = value;
  375.                }
  376.             }
  377.          }
  378.       }
  379.    }
  380. }
  381.  
  382. DataManager.processUncoEquipAmmoNotetags = function(group) {
  383.    for (var n = 1; n < group.length; n++) {
  384.       var obj = group[n];
  385.       var notedata = obj.note.split(/[\r\n]+/);
  386.  
  387.       obj.equipAmmoCost = [];
  388.       obj.equipChargeAmmoCost = [];
  389.       obj.weaponAmmoCost = [];
  390.       obj.weaponChargeAmmoCost = [];
  391.  
  392.       for (var i = 0; i < notedata.length; i++) {
  393.          var line = notedata[i];
  394.          if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:EQUIP):[ ](\d+)>/i)) {
  395.             var index = parseInt(RegExp.$1);
  396.             var value = parseInt(RegExp.$2);
  397.             if ( (!isNaN(index)) && (!isNaN(value)) ) {
  398.                if ($dataArmors[index].ammoCharges) {
  399.                   obj.equipChargeAmmoCost[index] = value;
  400.                } else {
  401.                   obj.equipAmmoCost[index] = value;
  402.                }
  403.                if (DataManager.isWeapon(obj)) {
  404.                   if (typeof $dataArmors[index].isEquipAmmoForWeapon === 'undefined') $dataArmors[index].isEquipAmmoForWeapon = [];
  405.                   $dataArmors[index].isEquipAmmoForWeapon[obj.id] = value;
  406.                } else {
  407.                   if (typeof $dataArmors[index].isEquipAmmoForSkill === 'undefined') $dataArmors[index].isEquipAmmoForSkill = [];
  408.                   $dataArmors[index].isEquipAmmoForSkill[obj.id] = value;
  409.                }
  410.             }
  411.          }
  412.          if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:WEAPON):[ ](\d+)>/i)) {
  413.             var index = parseInt(RegExp.$1);
  414.             var value = parseInt(RegExp.$2);
  415.             if ( (!isNaN(index)) && (!isNaN(value)) ) {
  416.                if ($dataWeapons[index].ammoCharges) {
  417.                   obj.weaponChargeAmmoCost[index] = value;
  418.                } else {
  419.                   obj.weaponAmmoCost[index] = value;
  420.                }
  421.                if (DataManager.isWeapon(obj)) {
  422.                   if (typeof $dataWeapons[index].isWeaponAmmoForWeapon === 'undefined') $dataWeapons[index].isWeaponAmmoForWeapon = [];
  423.                   $dataWeapons[index].isWeaponAmmoForWeapon[obj.id] = value;
  424.                } else {
  425.                   if (typeof $dataWeapons[index].isWeaponAmmoForSkill === 'undefined') $dataWeapons[index].isWeaponAmmoForSkill = [];
  426.                   $dataWeapons[index].isWeaponAmmoForSkill[obj.id] = value;
  427.                }
  428.             }
  429.          }
  430.       }
  431.    }
  432. }
  433.  
  434. DataManager.isItemAmmo = function(item) {
  435.    return this.isItem(item) && (item.isItemAmmoForWeapon || item.isItemAmmoForSkill);
  436. };
  437. DataManager.isEquipAmmo = function(item) {
  438.    return this.isArmor(item) && (item.isEquipAmmoForWeapon || item.isEquipAmmoForSkill);
  439. };
  440. DataManager.isWeaponAmmo = function(item) {
  441.    return this.isWeapon(item) && (item.isWeaponAmmoForWeapon || item.isWeaponAmmoForSkill);
  442. };
  443. DataManager.isAmmo = function(item) {
  444.    return (this.isItemAmmo(item) || this.isEquipAmmo(item) || this.isWeaponAmmo(item));
  445. };
  446.  
  447. DataManager.processUncoAmmoTextNotetags = function(group) {
  448.    for (var n = 1; n < group.length; n++) {
  449.       var obj = group[n];
  450.       var notedata = obj.note.split(/[\r\n]+/);
  451.       for (var i = 0; i < notedata.length; i++) {
  452.          var line = notedata[i];
  453.          if (line.match(/<(?:AMMO)[ ](?:LEFT)[ ](?:TEXT):[ ](.*)>/i)) {
  454.             obj.ammoText = String(RegExp.$1);
  455.          }
  456.          if (line.match(/<(?:NO)[ ](?:AMMO)[ ](?:ICON):[ ](\d+)>/i)) {
  457.             obj.noAmmoIconId = parseInt(RegExp.$1);
  458.          }
  459.          if (line.match(/<(?:SHOW)[ ](?:AMMO)[ ](?:NAME)>/i)) {
  460.             obj.showAmmoName = true;
  461.          }
  462.       }
  463.    }
  464. };
  465.  
  466. DataManager.processUncoAmmoLoadNotetags = function(group) {
  467.    for (var n = 1; n < group.length; n++) {
  468.       var obj = group[n];
  469.       var notedata = obj.note.split(/[\r\n]+/);
  470.       for (var i = 0; i < notedata.length; i++) {
  471.          var line = notedata[i];
  472.          if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:LOAD):[ ](\d+)>/i)) {
  473.             var index = parseInt(RegExp.$1);
  474.             var equid = parseInt(RegExp.$2);
  475.             if ( (!isNaN(index)) && (!isNaN(equid)) ) {
  476.                obj.ammoLoadIndex = index;
  477.                obj.ammoLoadSlot = equid;
  478.             }
  479.          }
  480.          if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:LOAD)>/i)) {
  481.             var index = parseInt(RegExp.$1);
  482.             if (!isNaN(index)) {
  483.                obj.ammoLoadIndex = index;
  484.                obj.ammoLoadSlot = 0;
  485.             }
  486.          }
  487.       }
  488.    }
  489. };
  490.  
  491. DataManager.processUncoAmmoDescNotetags = function(group) {
  492.    for (var n = 1; n < group.length; n++) {
  493.       var obj = group[n];
  494.       var notedata = obj.note.split(/[\r\n]+/);
  495.       for (var i = 0; i < notedata.length; i++) {
  496.          var line = notedata[i];
  497.          if (line.match(/<(?:AMMO)[ ](?:WINDOW)[ ](?:DESC):[ ](.*)>/i)) {
  498.             obj.ammoDesc = String(RegExp.$1);
  499.          }
  500.       }
  501.    }
  502. };
  503.  
  504. //=============================================================================
  505. // Game_Actor
  506. //=============================================================================
  507.  
  508. Game_Actor.prototype.equippableSlotsFor = function(item) {
  509.    var emptySlots = [];
  510.    var equippedSlots = [];
  511.    for (var s in this.equipSlots()) {
  512.       if (this.equipSlots()[s] === item.etypeId) {
  513.          if (this.equips()[s] === null) {
  514.             emptySlots.push(parseInt(s)+1);
  515.          } else {
  516.             equippedSlots.push(parseInt(s)+1);
  517.          }
  518.       }
  519.    }
  520.    return emptySlots.concat(equippedSlots);
  521. }
  522.  
  523. //=============================================================================
  524. // Game_BattlerBase
  525. //=============================================================================
  526.  
  527. Unco.AS.Game_BattlerBase_canEquipArmor = Game_BattlerBase.prototype.canEquipArmor;
  528. Game_BattlerBase.prototype.canEquipArmor = function(item) {
  529.    if (typeof $dataArmors[item.id].isEquipAmmoForWeapon !== 'undefined') {
  530.       var ok = false;
  531.       if (this._equips[0].itemId() > 0) {
  532.          var EquippedWeaponId = ( (typeof $dataWeapons[this._equips[0].itemId()].baseItemId === 'undefined') ? this._equips[0].itemId() : $dataWeapons[this._equips[0].itemId()].baseItemId );
  533.          for (var weaponId in $dataArmors[item.id].isEquipAmmoForWeapon) {
  534.             weaponId = parseInt(weaponId);
  535.             var ammoCost = parseInt( $dataArmors[item.id].isEquipAmmoForWeapon[weaponId] );
  536.             ammoCost = (isNaN(ammoCost)) ? -1 : ammoCost ;
  537.             if ((weaponId === EquippedWeaponId) && (ammoCost > -1)) {
  538.                ok = true;
  539.                break;
  540.             }
  541.          }
  542.       }
  543.       if (ok === false) return false;
  544.    }
  545.    return Unco.AS.Game_BattlerBase_canEquipArmor.call(this,item);
  546. };
  547.  
  548. Unco.AS.Game_BattlerBase_canEquipWeapon = Game_BattlerBase.prototype.canEquipWeapon;
  549. Game_BattlerBase.prototype.canEquipWeapon = function(item) {
  550.    if (typeof $dataWeapons[item.id].isWeaponAmmoForWeapon !== 'undefined') {
  551.       var ok = false;
  552.       var wantedWeaponId = ( (typeof $dataWeapons[item.id].baseItemId === 'undefined') ? item.id : $dataWeapons[item.id].baseItemId );
  553.       var EquippedWeaponId = 0;
  554.       if (this._equips[0].itemId() > 0) {
  555.          EquippedWeaponId = ( (typeof $dataWeapons[this._equips[0].itemId()].baseItemId === 'undefined') ? this._equips[0].itemId() : $dataWeapons[this._equips[0].itemId()].baseItemId );
  556.       }
  557.       for (var weaponId in $dataWeapons[item.id].isWeaponAmmoForWeapon) {
  558.          weaponId = parseInt(weaponId);
  559.          var ammoCost = parseInt( $dataWeapons[item.id].isWeaponAmmoForWeapon[weaponId] );
  560.          ammoCost = (isNaN(ammoCost)) ? -1 : ammoCost ;
  561.          if (this._equips[0].itemId() > 0) {
  562.             if ((weaponId === EquippedWeaponId) && (ammoCost > -1)) {
  563.                ok = true;
  564.                break;
  565.             }
  566.          }
  567.          if (weaponId === wantedWeaponId) {
  568.             ok = true;
  569.             break;
  570.          }
  571.       }
  572.       if (ok === false) return false;
  573.    }
  574.    return Unco.AS.Game_BattlerBase_canEquipWeapon.call(this,item);
  575. };
  576.  
  577. Game_Party.prototype.getItemAmount = function(baseItem) {
  578.    if (!baseItem) return 0;
  579.    var amount = 0;
  580.    if (Imported.YEP_ItemCore) {
  581.       var maxItems = 0;
  582.       if (DataManager.isItem(baseItem)) {
  583.          maxItems = Yanfly.Param.ItemMaxItems;
  584.       }
  585.       if (DataManager.isWeapon(baseItem))  {
  586.          maxItems = Yanfly.Param.ItemMaxWeapons;
  587.       }
  588.       if (DataManager.isArmor(baseItem))  {
  589.          maxItems = Yanfly.Param.ItemMaxArmors;
  590.       }        
  591.       if (maxItems > 0) {
  592.          if (baseItem.nonIndepdent === false) {
  593.             if (DataManager.isItem(baseItem)) {
  594.                baseItem = ( baseItem.baseItemId ? $dataItems[baseItem.baseItemId] : baseItem );
  595.                var group = this.items();
  596.             }
  597.             if (DataManager.isWeapon(baseItem))  {
  598.                baseItem = ( baseItem.baseItemId ? $dataWeapons[baseItem.baseItemId] : baseItem );
  599.                var group = this.weapons();
  600.             }
  601.             if (DataManager.isArmor(baseItem))  {
  602.                baseItem = ( baseItem.baseItemId ? $dataArmors[baseItem.baseItemId] : baseItem );
  603.                var group = this.armors();
  604.             }        
  605.             var baseItemId = baseItem.id;
  606.             for (var i = 0; i < group.length; ++i) {
  607.                var item = group[i];
  608.                if (!item) continue;
  609.                if (!item.baseItemId) continue;
  610.                if (item.baseItemId !== baseItemId) continue;
  611.                amount += 1;
  612.             }
  613.             return amount;
  614.          }
  615.       }
  616.    }
  617.    if ( DataManager.isItem(baseItem) && $gameParty._items[baseItem.id]) amount = $gameParty._items[baseItem.id];
  618.    if ( DataManager.isArmor(baseItem) && $gameParty._armors[baseItem.id]) amount = $gameParty._armors[baseItem.id];
  619.    if ( DataManager.isWeapon(baseItem) && $gameParty._weapons[baseItem.id]) amount = $gameParty._weapons[baseItem.id];
  620.    return amount;
  621. }
  622.  
  623. Unco.AS.Game_BattlerBase_canPaySkillCost =
  624.    Game_BattlerBase.prototype.canPaySkillCost;
  625. Game_BattlerBase.prototype.canPaySkillCost = function(skill) {
  626.    if (this.isActor()) {
  627.       if (!this.canPaySkillAmmoCost(skill)) return false;
  628.    }
  629.    return Unco.AS.Game_BattlerBase_canPaySkillCost.call(this, skill);
  630. };
  631.  
  632. Game_BattlerBase.prototype.getAmmoCurrentCharges = function(item) {
  633.    if (!item) return 0;
  634.    if (Imported.YEP_ItemCore) {
  635.       if (!DataManager.isIndependent(item)) return 0;
  636.       for (var i in this.equips()) {
  637.          if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
  638.             if (typeof this.equips()[i].baseItemId !== 'undefined') {
  639.                if ((this.equips()[i].baseItemId === item.id) && (this.equips()[i]._dataClass === item._dataClass)) {
  640.                   return this.equips()[i].ammoCurrentCharges;
  641.                }
  642.             }        
  643.          }
  644.       }
  645.    }
  646.    return 0;
  647. };
  648.  
  649. Game_BattlerBase.prototype.addAmmoCurrentCharges = function(item,amount) {
  650.    if (!item) return;
  651.    if (Imported.YEP_ItemCore) {
  652.       if (!DataManager.isIndependent(item)) return 0;
  653.       for (var i in this.equips()) {
  654.          if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
  655.             if (typeof this.equips()[i].baseItemId !== 'undefined') {
  656.                if ((this.equips()[i].baseItemId === item.id) && (this.equips()[i]._dataClass === item._dataClass)) {
  657.                   this.equips()[i].ammoCurrentCharges = parseInt(this.equips()[i].ammoCurrentCharges);
  658.                   this.equips()[i].ammoCharges = parseInt(this.equips()[i].ammoCharges);
  659.                   this.equips()[i].ammoCurrentCharges += amount;
  660.                   if (this.equips()[i].ammoCurrentCharges > this.equips()[i].ammoCharges) {
  661.                      this.equips()[i].ammoCurrentCharges = this.equips()[i].ammoCharges;
  662.                   }
  663.                   if (this.equips()[i].ammoCurrentCharges < 0) {
  664.                      this.equips()[i].ammoCurrentCharges = 0;
  665.                   }
  666.                   break;
  667.                }
  668.             }        
  669.          }
  670.       }
  671.    }
  672. };
  673.  
  674. Game_BattlerBase.prototype.fillAmmoCharges = function(item) {
  675.    if (!item) return;
  676.    if (Imported.YEP_ItemCore) {
  677.       if (!DataManager.isIndependent(item)) return 0;
  678.       for (var i in this.equips()) {
  679.          if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
  680.             if (typeof this.equips()[i].baseItemId !== 'undefined') {
  681.                if (this.equips()[i].baseItemId === item.id) {
  682.                   this.equips()[i].ammoCurrentCharges = this.equips()[i].ammoCharges;
  683.                }
  684.             }        
  685.          }
  686.       }
  687.    }
  688. };
  689.  
  690. Game_BattlerBase.prototype.canPaySkillAmmoCost = function(skill) {
  691.    if (skill.id === this.attackSkillId()) {
  692.       if (typeof this._equips !== 'undefined') {
  693.          if (this._equips[0]._itemId > 0) {
  694.             skill = $dataWeapons[ ( (typeof $dataWeapons[this._equips[0]._itemId].baseItemId === 'undefined') ? this._equips[0]._itemId : $dataWeapons[this._equips[0]._itemId].baseItemId ) ];
  695.          }
  696.       }
  697.    }
  698.    for (var switchId in skill.ammoGameSwitch) {
  699.       switchId = parseInt(switchId);
  700.       if (!isNaN(switchId) && (switchId > 0)) {
  701.          if ($gameSwitches.value(switchId) === false) {
  702.             return false;
  703.          }
  704.       }
  705.    }
  706.    if (!this.canPaySkillReloadAmmoCost(skill)) return false;
  707.    if (!this.canPaySkillItemAmmoCost(skill)) return false;
  708.    if (!this.canPaySkillEquipAmmoCost(skill)) return false;
  709.    if (!this.canPaySkillEquipChargeAmmoCost(skill)) return false;
  710.    return true;
  711. };
  712.  
  713. Game_BattlerBase.prototype.canPaySkillReloadAmmoCost = function(skill) {
  714.    if ((typeof skill.ammoLoadIndex === 'number') && (typeof skill.ammoLoadSlot === 'number')) {
  715.       if (this.hasArmor($dataArmors[skill.ammoLoadIndex]) || ($gameParty.getItemAmount($dataArmors[skill.ammoLoadIndex]) < 1)) {
  716.          return false;
  717.       }
  718.    }
  719.    return true;
  720. };
  721.  
  722. Game_BattlerBase.prototype.canPaySkillItemAmmoCost = function(skill) {
  723.    if (typeof skill.goldCost === 'number') {
  724.       if (skill.goldCost > $gameParty.gold()) {
  725.          return false;
  726.       }
  727.    }
  728.    for (var ammoId in skill.itemAmmoCost) {
  729.       ammoId = parseInt(ammoId);
  730.       if (!isNaN(ammoId) && (ammoId > 0)) {
  731.          var nbOwned = $gameParty.getItemAmount($dataItems[ammoId]);
  732.          if (skill.itemAmmoCost[ammoId] > nbOwned) {
  733.             return false;
  734.          }
  735.       }
  736.    }
  737.    return true;
  738. };
  739.  
  740. Game_BattlerBase.prototype.canPaySkillEquipAmmoCost = function(skill) {
  741.    if (!this.canPaySkillArmorAmmoCost(skill)) return false;
  742.    if (!this.canPaySkillWeaponAmmoCost(skill)) return false;
  743.    return true;
  744. };
  745.  
  746. Game_BattlerBase.prototype.canPaySkillArmorAmmoCost = function(skill) {
  747.    var retVal = true;
  748.    for (var ammoId in skill.equipAmmoCost) {
  749.       ammoId = parseInt(ammoId);
  750.       if (!isNaN(ammoId) && (ammoId > 0)) {
  751.          if (this.hasArmor($dataArmors[ammoId])) {
  752.             skill.equipAmmoCost[ammoId] = parseInt(skill.equipAmmoCost[ammoId]);
  753.             if (!isNaN(skill.equipAmmoCost[ammoId])) {
  754.                var nbOwned = 1+$gameParty.getItemAmount($dataArmors[ammoId]);
  755.                if (skill.equipAmmoCost[ammoId] <= nbOwned) {
  756.                   return true;
  757.                } else retVal = false;
  758.             } else retVal = false;
  759.          } else retVal = false;
  760.       }
  761.    }
  762.    return retVal;
  763. };
  764.  
  765. Game_BattlerBase.prototype.canPaySkillWeaponAmmoCost = function(skill) {
  766.    var retVal = true;
  767.    for (var ammoId in skill.weaponAmmoCost) {
  768.       ammoId = parseInt(ammoId);
  769.       if (!isNaN(ammoId) && (ammoId > 0)) {
  770.          if (this.hasWeapon($dataWeapons[ammoId])) {
  771.             skill.weaponAmmoCost[ammoId] = parseInt(skill.weaponAmmoCost[ammoId]);
  772.             if (!isNaN(skill.weaponAmmoCost[ammoId])) {
  773.                var nbOwned = 1+$gameParty.getItemAmount($dataWeapons[ammoId]);
  774.                if (skill.weaponAmmoCost[ammoId] <= nbOwned) {
  775.                   return true;
  776.                } else retVal = false;
  777.             } else retVal = false;
  778.          } else retVal = false;
  779.       }
  780.    }
  781.    return retVal;
  782. };
  783.  
  784. Game_BattlerBase.prototype.canPaySkillEquipChargeAmmoCost = function(skill) {
  785.    if (!this.canPaySkillArmorChargeAmmoCost(skill)) return false;
  786.    if (!this.canPaySkillWeaponChargeAmmoCost(skill)) return false;
  787.    return true;
  788. };
  789.  
  790. Game_BattlerBase.prototype.canPaySkillArmorChargeAmmoCost = function(skill) {
  791.    var retVal = true;
  792.    for (var ammoId in skill.equipChargeAmmoCost) {
  793.       ammoId = parseInt(ammoId);
  794.       if (!isNaN(ammoId) && (ammoId > 0)) {
  795.          if (this.hasArmor($dataArmors[ammoId])) {
  796.             var chargeCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
  797.             if (!isNaN(chargeCost)) {
  798.                var nbOwned = this.getAmmoCurrentCharges($dataArmors[ammoId]);
  799.                if (chargeCost <= nbOwned) {
  800.                   return true;
  801.                } else retVal = false;    
  802.             } else retVal = false;
  803.          } else retVal = false;
  804.       }
  805.    }
  806.    return retVal;
  807. };
  808.  
  809. Game_BattlerBase.prototype.canPaySkillWeaponChargeAmmoCost = function(skill) {
  810.    var retVal = true;
  811.    for (var ammoId in skill.weaponChargeAmmoCost) {
  812.       ammoId = parseInt(ammoId);
  813.       if (!isNaN(ammoId) && (ammoId > 0)) {
  814.          if (this.hasWeapon($dataWeapons[ammoId])) {
  815.             var chargeCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
  816.             if (!isNaN(chargeCost)) {
  817.                var nbOwned = this.getAmmoCurrentCharges($dataWeapons[ammoId]);
  818.                if (chargeCost <= nbOwned) {
  819.                   return true;
  820.                } else retVal = false;    
  821.             } else retVal = false;
  822.          } else retVal = false;
  823.       }
  824.    }
  825.    return retVal;
  826. };
  827.  
  828. Unco.AS.Game_BattlerBase_paySkillCost = Game_BattlerBase.prototype.paySkillCost;
  829. Game_BattlerBase.prototype.paySkillCost = function(skill) {
  830.     Unco.AS.Game_BattlerBase_paySkillCost.call(this, skill);
  831.     if (this.constructor.name === 'Game_Actor') this.paySkillAmmoCost(skill);
  832. };
  833.  
  834. Game_BattlerBase.prototype.paySkillAmmoCost = function(skill) {
  835.    if (skill.id === this.attackSkillId()) {
  836.       if (typeof this._equips !== 'undefined') {
  837.          if (this._equips[0]._itemId > 0) {
  838.             skill = $dataWeapons[ ( (typeof $dataWeapons[this._equips[0]._itemId].baseItemId === 'undefined') ? this._equips[0]._itemId : $dataWeapons[this._equips[0]._itemId].baseItemId ) ];
  839.          }
  840.       }
  841.    }
  842.    this.reloadAmmo(skill);
  843.    this.paySkillItemAmmoCost(skill);
  844.    this.paySkillEquipAmmoCost(skill);
  845.    this.paySkillEquipChargeAmmoCost(skill);
  846. };
  847.  
  848. Game_BattlerBase.prototype.reloadAmmo = function(skill) {
  849.    if ((typeof skill.ammoLoadIndex === 'number') && (typeof skill.ammoLoadSlot === 'number')) {
  850.       var loadSlot = skill.ammoLoadSlot;
  851.       var legitLoadSlots = this.equippableSlotsFor($dataArmors[skill.ammoLoadIndex]);
  852.       if (legitLoadSlots.contains(loadSlot) === false) {
  853.          loadSlot = legitLoadSlots[0];
  854.       }
  855.       this.changeEquipById(loadSlot,skill.ammoLoadIndex);
  856.    }
  857. };
  858.  
  859. Game_BattlerBase.prototype.paySkillItemAmmoCost = function(skill) {
  860.    if (typeof skill.goldCost === 'number') {
  861.       $gameParty.loseGold(skill.goldCost);
  862.    }
  863.    for (var ammoId in skill.itemAmmoCost) {
  864.       ammoId = parseInt(ammoId);
  865.       if (!isNaN(ammoId) && (ammoId > 0)) {
  866.          $gameParty.gainItem($dataItems[ammoId],-skill.itemAmmoCost[ammoId]);
  867.       }
  868.    }
  869. };
  870.  
  871. Game_BattlerBase.prototype.paySkillEquipAmmoCost = function(skill) {
  872.    for (var ammoId in skill.equipAmmoCost) {
  873.       ammoId = parseInt(ammoId);
  874.       if (!isNaN(ammoId) && (ammoId > 0)) {
  875.          skill.equipAmmoCost[ammoId] = parseInt(skill.equipAmmoCost[ammoId]);
  876.          if (this.hasArmor($dataArmors[ammoId]) && !isNaN(skill.equipAmmoCost[ammoId]) && (skill.equipAmmoCost[ammoId] > 0)) {
  877.             this._markForEquipDiscard = ammoId;
  878.             if ($gameParty.getItemAmount($dataArmors[ammoId]) > 0) {
  879.                $gameParty.gainItem($dataArmors[ammoId],-Math.max(skill.equipAmmoCost[ammoId]-1,0));
  880.             }
  881.          }
  882.       }
  883.    }
  884.    for (var ammoId in skill.weaponAmmoCost) {
  885.       ammoId = parseInt(ammoId);
  886.       if (!isNaN(ammoId) && (ammoId > 0)) {
  887.          skill.weaponAmmoCost[ammoId] = parseInt(skill.weaponAmmoCost[ammoId]);
  888.          if (this.hasWeapon($dataWeapons[ammoId]) && !isNaN(skill.weaponAmmoCost[ammoId]) && (skill.weaponAmmoCost[ammoId] > 0)) {
  889.             this._markForWeaponDiscard = ammoId;
  890.             if ($gameParty.getItemAmount($dataWeapons[ammoId]) > 0) {
  891.                $gameParty.gainItem($dataWeapons[ammoId],-Math.max(skill.weaponAmmoCost[ammoId]-1,0));
  892.             }
  893.          }
  894.       }
  895.    }
  896. };
  897.  
  898. Game_BattlerBase.prototype.paySkillEquipChargeAmmoCost = function(skill) {
  899.    for (var ammoId in skill.equipChargeAmmoCost) {
  900.       ammoId = parseInt(ammoId);
  901.       if (!isNaN(ammoId) && (ammoId > 0)) {
  902.          var chargeCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
  903.          if (this.hasArmor($dataArmors[ammoId]) && !isNaN(chargeCost) && (chargeCost > 0)) {
  904.             this.addAmmoCurrentCharges($dataArmors[ammoId], -chargeCost);
  905.             if (this.getAmmoCurrentCharges($dataArmors[ammoId]) <= 0) {
  906.                this._markForEquipDiscard = ammoId;
  907.             }
  908.          }
  909.       }
  910.    }
  911.    for (var ammoId in skill.weaponChargeAmmoCost) {
  912.       ammoId = parseInt(ammoId);
  913.       if (!isNaN(ammoId) && (ammoId > 0)) {
  914.          var chargeCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
  915.          if (this.hasWeapon($dataWeapons[ammoId]) && !isNaN(chargeCost ) && (chargeCost  > 0)) {
  916.             this.addAmmoCurrentCharges($dataWeapons[ammoId], -chargeCost);
  917.             if (this.getAmmoCurrentCharges($dataWeapons[ammoId]) <= 0) {
  918.                this._markForWeaponDiscard = ammoId;
  919.             }
  920.          }
  921.       }
  922.    }
  923. };
  924.  
  925.  
  926. //=============================================================================
  927. // BattleManager
  928. //=============================================================================
  929. //
  930. // Management of post-action skill cost application:
  931. // - un-equip current ammo,
  932. // - re-equip one if available in inventory.
  933. //
  934.  
  935. Unco.AS.BattleManager_invokeNormalAction = BattleManager.invokeNormalAction;
  936. BattleManager.invokeNormalAction = function(subject, target) {
  937.    Unco.AS.BattleManager_invokeNormalAction.call(this,subject,target);
  938.    if (typeof this._subject._markForEquipDiscard !== 'undefined') {
  939.       for (var i in this._subject.equips()) {
  940.          if ((typeof this._subject.equips()[i] !== 'undefined') && (this._subject.equips()[i] !== null)) {
  941.             if (typeof this._subject.equips()[i].baseItemId !== 'undefined') {
  942.                if (this._subject.equips()[i].baseItemId === this._subject._markForEquipDiscard) {
  943.                   this._subject._markForEquipDiscard = this._subject.equips()[i].id;
  944.                }
  945.             }        
  946.          }
  947.       }
  948.       if ( (typeof $dataArmors[this._subject._markForEquipDiscard].ammoCurrentCharges === 'number')
  949.         && ($dataArmors[this._subject._markForEquipDiscard].ammoCurrentCharges === 0)
  950.         && (typeof $dataArmors[this._subject._markForEquipDiscard].ammoMorphIfEmpty === 'number')  )
  951.       {
  952.          $gameParty.gainItem($dataItems[ $dataArmors[this._subject._markForEquipDiscard].ammoMorphIfEmpty ] , 1);
  953.       }
  954.       this._subject.discardEquip($dataArmors[this._subject._markForEquipDiscard]);  
  955.       if (($gameParty.getItemAmount($dataArmors[ this._subject._markForEquipDiscard ]) > 0) && (!$dataArmors[ this._subject._markForEquipDiscard ].ammoCharges)) {
  956.          var loadSlot = this._subject.equippableSlotsFor($dataArmors[ this._subject._markForEquipDiscard ])[0];
  957.          var ammoId = ($dataArmors[ this._subject._markForEquipDiscard ].baseItemId) ? ($dataArmors[ this._subject._markForEquipDiscard ].baseItemId) : this._subject._markForEquipDiscard;
  958.          this._subject.changeEquipById(loadSlot,ammoId);
  959.       }    
  960.       delete this._subject._markForEquipDiscard;
  961.    }
  962.    if (typeof this._subject._markForWeaponDiscard !== 'undefined') {
  963.       for (var i in this._subject.equips()) {
  964.          if ((typeof this._subject.equips()[i] !== 'undefined') && (this._subject.equips()[i] !== null)) {
  965.             if (typeof this._subject.equips()[i].baseItemId !== 'undefined') {
  966.                if (this._subject.equips()[i].baseItemId === this._subject._markForWeaponDiscard) {
  967.                   this._subject._markForWeaponDiscard = this._subject.equips()[i].id;
  968.                }
  969.             }        
  970.          }
  971.       }
  972.       if ( (typeof $dataWeapons[this._subject._markForWeaponDiscard].ammoCurrentCharges === 'number')
  973.         && ($dataWeapons[this._subject._markForWeaponDiscard].ammoCurrentCharges === 0)
  974.         && (typeof $dataWeapons[this._subject._markForWeaponDiscard].ammoMorphIfEmpty === 'number')  )
  975.       {
  976.          $gameParty.gainItem($dataItems[ $dataWeapons[this._subject._markForWeaponDiscard].ammoMorphIfEmpty ] , 1);
  977.       }
  978.       this._subject.discardEquip($dataWeapons[this._subject._markForWeaponDiscard]);  
  979.       if (($gameParty.getItemAmount($dataWeapons[ this._subject._markForWeaponDiscard ]) > 0) && (!$dataWeapons[ this._subject._markForWeaponDiscard ].ammoCharges)) {
  980.          var loadSlot = this._subject.equippableSlotsFor($dataWeapons[ this._subject._markForWeaponDiscard ])[0];
  981.          var ammoId = ($dataWeapons[ this._subject._markForWeaponDiscard ].baseItemId) ? ($dataWeapons[ this._subject._markForWeaponDiscard ].baseItemId) : this._subject._markForWeaponDiscard;
  982.          this._subject.changeEquipById(loadSlot,ammoId);
  983.       }        
  984.       delete this._subject._markForWeaponDiscard;
  985.    }
  986. };
  987.  
  988. //=============================================================================
  989. // Window_SkillList
  990. //=============================================================================
  991.  
  992. if ((typeof Imported.YEP_SkillCore === 'undefined') || (Imported.YEP_SkillCore !== true)) {  
  993.    Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) {
  994.       var dw = width;
  995.       if (this._actor.skillTpCost(skill) > 0) {
  996.          this.changeTextColor(this.tpCostColor());
  997.          var text = this._actor.skillTpCost(skill);
  998.          this.drawText(text, x, y, dw, 'right');
  999.          dw -= this.textWidth(text);
  1000.       }
  1001.       if (dw !== width) {
  1002.          var text = ' ';
  1003.          this.drawText(text, x, y, dw, 'right');
  1004.          dw -= this.textWidth(text);
  1005.       }
  1006.       if (this._actor.skillMpCost(skill) > 0) {
  1007.          this.changeTextColor(this.mpCostColor());
  1008.          var text = this._actor.skillMpCost(skill)
  1009.          this.drawText(text, x, y, dw, 'right');
  1010.          dw -= this.textWidth(text);
  1011.       }
  1012.       return dw;
  1013.    }  
  1014. }
  1015.  
  1016.  
  1017. Unco.AS.Window_SkillList_drawSkillCost = Window_SkillList.prototype.drawSkillCost;  
  1018.    
  1019. Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, width) {
  1020.    var dw = width;
  1021.    dw = this.drawAllAmmoCosts(skill, wx, wy, dw);
  1022.    return Unco.AS.Window_SkillList_drawSkillCost.call(this,skill, wx, wy, dw);
  1023. };
  1024.    
  1025. Window_SkillList.prototype.drawAmmoCost = function(cost, icon, itemAmountToDisplay, wx, wy, dw) {
  1026.    this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1027.    var text = '';
  1028.    if (Unco.Param.compactCostDisplay === 'false') text = text + 'x';
  1029.    text = text + String(cost);
  1030.    if (Unco.Param.compactCostDisplay === 'false') text = text + ( (itemAmountToDisplay === "") ? "" : (  "/" + itemAmountToDisplay  )  );
  1031.    this.contents.fontSize = Unco.Param.ammoFontSize;
  1032.    if (Unco.Param.compactCostDisplay === 'false') this.drawText(text, wx, wy, dw, 'right');
  1033.    if (Unco.Param.compactCostDisplay === 'false') dw -= this.textWidth(text);
  1034.    if (icon > 0) {
  1035.       var iw = wx + dw - Window_Base._iconWidth;
  1036.       this.drawIcon(icon, iw, wy + 2);
  1037.       if (Unco.Param.compactCostDisplay === 'true') {
  1038.          this.drawText(text, iw, wy, Window_Base._iconWidth, 'center');
  1039.       }
  1040.       dw -= Window_Base._iconWidth + 2;
  1041.    }
  1042.    this.resetFontSettings();
  1043.    return dw;
  1044. }
  1045.  
  1046. Window_SkillList.prototype.drawAllAmmoCosts = function(skill, wx, wy, dw) {
  1047.    //---------------------------------------------------//
  1048.    // - Gold Cost
  1049.    if (typeof skill.goldCost === 'number') {
  1050.       dw = this.drawAmmoCost(skill.goldCost, Unco.Param.goldAmmoIconId, "", wx, wy, dw);
  1051.    }
  1052.    //---------------------------------------------------//
  1053.    // - Item Cost
  1054.    for (var ammoId in skill.itemAmmoCost) {
  1055.       ammoId = parseInt(ammoId);
  1056.       if (!isNaN(ammoId) && (ammoId > 0)) {
  1057.          var ammoCost = skill.itemAmmoCost[ammoId];
  1058.          var icon = $dataItems[ammoId].iconIndex;
  1059.          var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : (  "/" + $gameParty.getItemAmount($dataItems[ammoId])  )  );
  1060.          dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
  1061.       }
  1062.    }
  1063.    //---------------------------------------------------//
  1064.    // - Armor Cost
  1065.    var zeroArmorAmmo = false;
  1066.    for (var ammoId in skill.equipAmmoCost) {
  1067.       var ammoId = parseInt(ammoId);
  1068.       if (!isNaN(ammoId) && (ammoId > 0)) {
  1069.          if (this._actor.hasArmor($dataArmors[ammoId])) {
  1070.             var ammoCost = skill.equipAmmoCost[ammoId];
  1071.             var icon = $dataArmors[ammoId].iconIndex;
  1072.             var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : (  "/" + ( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) )  )  );
  1073.             dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
  1074.             zeroArmorAmmo = false;
  1075.             break;
  1076.          } else {
  1077.             zeroArmorAmmo = true;
  1078.             if (typeof smallestCost !== 'Number') {
  1079.                var smallestCost = skill.equipAmmoCost[ammoId];
  1080.             } else {
  1081.                if (skill.equipAmmoCost[ammoId] < smallestCost) smallestCost = skill.equipAmmoCost[ammoId];
  1082.             }
  1083.          }
  1084.       }
  1085.    }
  1086.    if (zeroArmorAmmo === true) {
  1087.       var ammoCost = smallestCost;
  1088.       var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
  1089.       dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
  1090.    }
  1091.    //---------------------------------------------------//
  1092.    // - Weapon Cost
  1093.    var zeroWeaponAmmo = false;
  1094.    for (var ammoId in skill.weaponAmmoCost) {
  1095.       var ammoId = parseInt(ammoId);
  1096.       if (!isNaN(ammoId) && (ammoId > 0)) {
  1097.          if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1098.             var ammoCost = skill.weaponAmmoCost[ammoId];
  1099.             var icon = $dataWeapons[ammoId].iconIndex;
  1100.             var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : (  "/" + ( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) )  )  );
  1101.             dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
  1102.             zeroWeaponAmmo = false;
  1103.             break;
  1104.          } else {
  1105.             zeroWeaponAmmo = true;
  1106.             if (typeof smallestCost !== 'Number') {
  1107.                var smallestCost = skill.weaponAmmoCost[ammoId];
  1108.             } else {
  1109.                if (skill.weaponAmmoCost[ammoId] < smallestCost) smallestCost = skill.weaponAmmoCost[ammoId];
  1110.             }
  1111.          }
  1112.       }
  1113.    }
  1114.    if (zeroWeaponAmmo === true) {
  1115.       var ammoCost = smallestCost;
  1116.       var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
  1117.       dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
  1118.    }
  1119.    //---------------------------------------------------//
  1120.    // - Charge Armor Cost
  1121.    var zeroChargeArmorAmmo = false;
  1122.    for (var ammoId in skill.equipChargeAmmoCost) {
  1123.       var ammoId = parseInt(ammoId);
  1124.       if (!isNaN(ammoId) && (ammoId > 0)) {
  1125.          if (this._actor.hasArmor($dataArmors[ammoId])) {
  1126.             var ammoCost = skill.equipChargeAmmoCost[ammoId];
  1127.             var icon = $dataArmors[ammoId].iconIndex;
  1128.             var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : (  "/" + this._actor.getAmmoCurrentCharges( $dataArmors[ammoId] )  )  );
  1129.             dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
  1130.             zeroChargeArmorAmmo = false;
  1131.             break;
  1132.          } else {
  1133.             zeroChargeArmorAmmo = true;
  1134.             if (typeof smallestCost !== 'Number') {
  1135.                var smallestCost = skill.equipChargeAmmoCost[ammoId];
  1136.             } else {
  1137.                if (skill.equipChargeAmmoCost[ammoId] < smallestCost) smallestCost = skill.equipChargeAmmoCost[ammoId];
  1138.             }
  1139.          }
  1140.       }
  1141.    }
  1142.    if (zeroChargeArmorAmmo === true) {
  1143.       var ammoCost = smallestCost;
  1144.       var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
  1145.       dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
  1146.    }
  1147.    //---------------------------------------------------//
  1148.    // - Charge Weapon Cost
  1149.    var zeroChargeWeaponAmmo = false;
  1150.    for (var ammoId in skill.weaponChargeAmmoCost) {
  1151.       var ammoId = parseInt(ammoId);
  1152.       if (!isNaN(ammoId) && (ammoId > 0)) {
  1153.          if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1154.             var ammoCost = skill.weaponChargeAmmoCost[ammoId];
  1155.             var icon = $dataWeapons[ammoId].iconIndex;
  1156.             var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : (  "/" + this._actor.getAmmoCurrentCharges( $dataWeapons[ammoId] )  )  );
  1157.             dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
  1158.             zeroChargeWeaponAmmo = false;
  1159.             break;
  1160.          } else {
  1161.             zeroChargeWeaponAmmo = true;
  1162.             if (typeof smallestCost !== 'Number') {
  1163.                var smallestCost = skill.weaponChargeAmmoCost[ammoId];
  1164.             } else {
  1165.                if (skill.weaponChargeAmmoCost[ammoId] < smallestCost) smallestCost = skill.weaponChargeAmmoCost[ammoId];
  1166.             }
  1167.          }
  1168.       }
  1169.    }
  1170.    if (zeroChargeWeaponAmmo === true) {
  1171.       var ammoCost = smallestCost;
  1172.       var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
  1173.       dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
  1174.    }
  1175.    return dw;
  1176. };
  1177.  
  1178.  
  1179. //=============================================================================
  1180. // Window_Help
  1181. //=============================================================================
  1182.  
  1183. Window_Help.prototype.getAmmoAmountText = function(item) {
  1184.    var text = '';
  1185.    if (typeof item !== 'undefined') {
  1186.       var introText = ( (typeof item.ammoText !== 'undefined') ? item.ammoText : Unco.Param.descAmmoLeftText);
  1187.       if ((DataManager.isSkill(item)) && (Unco.Param.showAmmoLeftInDesc === 'true') && introText !== "") {
  1188.          var skill = item;
  1189.          var withAmmo = false;
  1190.          //---------------------------------------------------//
  1191.          // - Gold Cost
  1192.          if (typeof skill.goldCost === 'number') {
  1193.             text = text + '\\i[' + String(Unco.Param.goldAmmoIconId) + ']';
  1194.             text = text + 'x' + $gameParty.gold();
  1195.             withAmmo = true;
  1196.          }
  1197.          //---------------------------------------------------//
  1198.          // - Item Cost
  1199.          for (var ammoId in skill.itemAmmoCost) {
  1200.             var cost = skill.itemAmmoCost[ammoId];
  1201.             ammoId = parseInt(ammoId);
  1202.             if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(cost)) {
  1203.                var cost = parseInt(cost);
  1204.                var itemOwned = ($gameParty.getItemAmount($dataItems[ammoId]) > 0);
  1205.                text = text + '\\i[' + String($dataItems[ammoId].iconIndex) + ']';
  1206.                text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataItems[ammoId].name + ' ' );
  1207.                text = text + ( ((cost <= 0) && itemOwned) ? '' : ( 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) ) )  );
  1208.                withAmmo = true;
  1209.             }
  1210.          }
  1211.          //---------------------------------------------------//
  1212.          // - Armor Cost
  1213.          var zeroEquipAmmo = false;
  1214.          for (var ammoId in skill.equipAmmoCost) {
  1215.             var cost = skill.equipAmmoCost[ammoId];
  1216.             var ammoId = parseInt(ammoId);
  1217.             if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
  1218.                cost = parseInt(cost);
  1219.                withAmmo = true;
  1220.                if (this._actor.hasArmor($dataArmors[ammoId])) {
  1221.                   text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
  1222.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
  1223.                   text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) ) );
  1224.                   text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
  1225.                   zeroEquipAmmo = false;
  1226.                   break;
  1227.                } else {
  1228.                   zeroEquipAmmo = true;
  1229.                }
  1230.             }
  1231.          }
  1232.          if (zeroEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1233.          //---------------------------------------------------//
  1234.          // - Weapon Cost
  1235.          var zeroWeaponAmmo = false;
  1236.          for (var ammoId in skill.weaponAmmoCost) {
  1237.             var cost = skill.weaponAmmoCost[ammoId];
  1238.             var ammoId = parseInt(ammoId);
  1239.             if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
  1240.                cost = parseInt(cost);
  1241.                withAmmo = true;
  1242.                if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1243.                   text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
  1244.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
  1245.                   text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) ) );
  1246.                   text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
  1247.                   zeroWeaponAmmo = false;
  1248.                   break;
  1249.                } else {
  1250.                   zeroWeaponAmmo = true;
  1251.                }
  1252.             }
  1253.          }
  1254.          if (zeroWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1255.          //---------------------------------------------------//
  1256.          // - Charge Armor Cost
  1257.          var zeroChargeEquipAmmo = false;
  1258.          for (var ammoId in skill.equipChargeAmmoCost) {
  1259.             var cost = skill.equipChargeAmmoCost[ammoId];
  1260.             var ammoId = parseInt(ammoId);
  1261.             if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
  1262.                cost = parseInt(cost);
  1263.                withAmmo = true;
  1264.                if (this._actor.hasArmor($dataArmors[ammoId])) {
  1265.                   text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
  1266.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
  1267.                   text = text + ( (cost <= 0) ? '' : 'x' + String( this._actor.getAmmoCurrentCharges($dataArmors[ammoId]) ) );
  1268.                   text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
  1269.                   zeroChargeEquipAmmo = false;
  1270.                   break;
  1271.                } else {
  1272.                   zeroChargeEquipAmmo = true;
  1273.                }
  1274.             }
  1275.          }
  1276.          if (zeroChargeEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1277.          //---------------------------------------------------//
  1278.          // - Charge Weapon Cost
  1279.          var zeroChargeWeaponAmmo = false;
  1280.          for (var ammoId in skill.weaponChargeAmmoCost) {
  1281.             var cost = skill.weaponChargeAmmoCost[ammoId];
  1282.             var ammoId = parseInt(ammoId);
  1283.             if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
  1284.                cost = parseInt(cost);
  1285.                withAmmo = true;
  1286.                if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1287.                   text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
  1288.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
  1289.                   text = text + ( (cost <= 0) ? '' : 'x' + String( this._actor.getAmmoCurrentCharges($dataWeapons[ammoId]) ) );
  1290.                   text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
  1291.                   zeroWeaponAmmo = false;
  1292.                   break;
  1293.                } else {
  1294.                   zeroWeaponAmmo = true;
  1295.                }
  1296.             }
  1297.          }
  1298.          if (zeroChargeWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1299.          //---------------------------------------------------//
  1300.          // - End
  1301.          if (withAmmo === true) text = '\n' + introText + ' : ' + text;
  1302.       }
  1303.    }
  1304.    return text;
  1305. }
  1306.  
  1307. Window_Help.prototype.setItem = function(item) {
  1308.    this.setText(item ? item.description + this.getAmmoAmountText(item) : '');
  1309. };
  1310.  
  1311. Unco.AS.Window_SkillList_setHelpWindowItem = Window_SkillList.prototype.setHelpWindowItem;
  1312. Window_SkillList.prototype.setHelpWindowItem = function(item) {
  1313.    if (this._helpWindow) {
  1314.       this._helpWindow._actor = this._actor;
  1315.    }
  1316.    Unco.AS.Window_SkillList_setHelpWindowItem.call(this,item)
  1317. };
  1318.  
  1319. //=============================================================================
  1320. // Window_ActorCommand
  1321. //=============================================================================
  1322.  
  1323. Window_ActorCommand.prototype.getAmmoText = function(skill) {
  1324.     var ammoStr = '';  
  1325.     if (Unco.Param.showAmmoLeftForAttack === 'true') {
  1326.           //---------------------------------------------------//
  1327.           // - Item Cost
  1328.           for (var ammoId in skill.itemAmmoCost) {
  1329.              var ammoId = parseInt(ammoId);
  1330.              var ammoCost = parseInt(skill.itemAmmoCost[ammoId]);
  1331.              if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
  1332.                 if (ammoStr !== '') ammoStr += '|';
  1333.                 ammoStr += String(  $gameParty.getItemAmount($dataItems[ammoId]) );              
  1334.              }
  1335.           }
  1336.           //---------------------------------------------------//
  1337.           // - Armor Cost
  1338.           var zeroAmmo = false;
  1339.           for (var ammoId in skill.equipAmmoCost) {
  1340.              var ammoId = parseInt(ammoId);
  1341.              var ammoCost = parseInt(skill.equipAmmoCost[ammoId]);
  1342.              if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
  1343.                 if (this._actor.hasArmor($dataArmors[ammoId])) {
  1344.                    if (ammoStr !== '') ammoStr += '|';
  1345.                    ammoStr += String( 1+$gameParty.getItemAmount($dataArmors[ammoId]) );
  1346.                    zeroAmmo = false;
  1347.                    break;
  1348.                 } else {
  1349.                    zeroAmmo = true;
  1350.                 }
  1351.              }
  1352.           }
  1353.           if (zeroAmmo === true) {
  1354.              if (ammoStr !== '') ammoStr += '|';
  1355.              ammoStr += '0';
  1356.           }
  1357.           //---------------------------------------------------//
  1358.           // - Weapon Cost
  1359.           var zeroWeaponAmmo = false;
  1360.           for (var ammoId in skill.weaponAmmoCost) {
  1361.              var ammoId = parseInt(ammoId);
  1362.              var ammoCost = parseInt(skill.weaponAmmoCost[ammoId]);
  1363.              if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
  1364.                 if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1365.                    if (ammoStr !== '') ammoStr += '|';
  1366.                    ammoStr += String( 1+$gameParty.getItemAmount($dataWeapons[ammoId]) );
  1367.                    zeroWeaponAmmo = false;
  1368.                    break;
  1369.                 } else {
  1370.                    zeroWeaponAmmo = true;
  1371.                 }
  1372.              }
  1373.           }
  1374.           if (zeroWeaponAmmo === true) {
  1375.              if (ammoStr !== '') ammoStr += '|';
  1376.              ammoStr += '0';
  1377.           }
  1378.           //---------------------------------------------------//
  1379.           // - Charge Armor Cost
  1380.           var zeroChargeAmmo = false;
  1381.           for (var ammoId in skill.equipChargeAmmoCost) {
  1382.              var ammoId = parseInt(ammoId);
  1383.              var ammoCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
  1384.              if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
  1385.                 if (this._actor.hasArmor($dataArmors[ammoId])) {
  1386.                    if (ammoStr !== '') ammoStr += '|';
  1387.                    ammoStr += String( this._actor.getAmmoCurrentCharges($dataArmors[ammoId]) );
  1388.                    zeroChargeAmmo = false;
  1389.                    break;
  1390.                 } else {
  1391.                    zeroChargeAmmo = true;
  1392.                 }
  1393.              }
  1394.           }
  1395.           if (zeroChargeAmmo === true) {
  1396.              if (ammoStr !== '') ammoStr += '|';
  1397.              ammoStr += '0';
  1398.           }
  1399.           //---------------------------------------------------//
  1400.           // - Charge Weapon Cost
  1401.           var zeroChargeWeaponAmmo = false;
  1402.           for (var ammoId in skill.weaponChargeAmmoCost) {
  1403.              var ammoId = parseInt(ammoId);
  1404.              var ammoCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
  1405.              if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
  1406.                 if (this._actor.hasWeapon($dataWeapons[ammoId])) {
  1407.                    if (ammoStr !== '') ammoStr += '|';
  1408.                    ammoStr += String( this._actor.getAmmoCurrentCharges($dataWeapons[ammoId]) );
  1409.                    zeroChargeWeaponAmmo = false;
  1410.                    break;
  1411.                 } else {
  1412.                    zeroChargeWeaponAmmo = true;
  1413.                 }
  1414.              }
  1415.           }
  1416.           if (zeroChargeWeaponAmmo === true) {
  1417.              if (ammoStr !== '') ammoStr += '|';
  1418.              ammoStr += '0';
  1419.           }
  1420.     }
  1421.     //---------------------------------------------------//
  1422.     // - End
  1423.     if (ammoStr !== '') ammoStr = '[' + ammoStr + ']';
  1424.     return ammoStr;
  1425. };
  1426.  
  1427. Unco.AS.Window_ActorCommand_addCommand = Window_ActorCommand.prototype.addCommand;
  1428. if (Imported.BOB_BattleCommandList === true) {
  1429.    Window_ActorCommand.prototype.addCommand = function(name, symbol, enabled, ext, icon) {
  1430.       if ((symbol === 'attack') && (this._actor._equips[0]) && (this._actor._equips[0]._itemId)) {
  1431.          var ammoStr = this.getAmmoText($dataWeapons[this._actor._equips[0]._itemId]);
  1432.          name = name + ammoStr;
  1433.       }
  1434.       if (symbol === 'customSkill') {
  1435.          var ammoStr = this.getAmmoText(ext);
  1436.          name = name + ammoStr;
  1437.       }
  1438.       Unco.AS.Window_ActorCommand_addCommand.call(this,name, symbol, enabled, ext, icon);
  1439.    };
  1440. } else {
  1441.    Window_ActorCommand.prototype.addCommand = function(name, symbol, enabled, ext) {
  1442.       if ((symbol === 'attack') && (this._actor._equips[0]) && (this._actor._equips[0]._itemId)) {
  1443.          var ammoStr = this.getAmmoText($dataWeapons[this._actor._equips[0]._itemId]);
  1444.          name = name + ammoStr;
  1445.       }
  1446.       Unco.AS.Window_ActorCommand_addCommand.call(this,name, symbol, enabled, ext);
  1447.    };
  1448. }
  1449.  
  1450. Unco.AS.Window_ActorCommand_setHelpWindowItem = Window_ActorCommand.prototype.setHelpWindowItem;
  1451. Window_ActorCommand.prototype.setHelpWindowItem = function(item) {
  1452.    if (this._helpWindow && this._actor) {
  1453.       this._helpWindow._actor = this._actor;
  1454.    }
  1455.    Unco.AS.Window_ActorCommand_setHelpWindowItem.call(this,item)
  1456. };
  1457.  
  1458.  
  1459.  
  1460. if (Imported.YEP_SkillCore === true) {
  1461. //=============================================================================
  1462. // Window_Base
  1463. //=============================================================================
  1464.    Window_Base.prototype.mustDrawActorAmmo = function(actor) {
  1465.       if (typeof actor._equips !== 'undefined') {
  1466.          if (actor._equips[0]._itemId > 0) {
  1467.             skill = $dataWeapons[actor._equips[0]._itemId];
  1468.             for (var ammoId in skill.itemAmmoCost) {
  1469.                var ammoId = parseInt(ammoId);
  1470.                if (!isNaN(ammoId) && (ammoId > 0)) {                
  1471.                   if (!isNaN(skill.itemAmmoCost[ammoId])) {
  1472.                      return true;
  1473.                   }
  1474.                }
  1475.             }
  1476.             for (var ammoId in skill.equipAmmoCost) {
  1477.                var ammoId = parseInt(ammoId);
  1478.                if (!isNaN(ammoId) && (ammoId > 0)) {                  
  1479.                   if (!isNaN(skill.equipAmmoCost[ammoId])) {
  1480.                      return true;
  1481.                   }
  1482.                }
  1483.             }
  1484.             for (var ammoId in skill.weaponAmmoCost) {
  1485.                var ammoId = parseInt(ammoId);
  1486.                if (!isNaN(ammoId) && (ammoId > 0)) {                  
  1487.                   if (!isNaN(skill.weaponAmmoCost[ammoId])) {
  1488.                      return true;
  1489.                   }
  1490.                }
  1491.             }
  1492.             for (var ammoId in skill.equipChargeAmmoCost) {
  1493.                var ammoId = parseInt(ammoId);
  1494.                if (!isNaN(ammoId) && (ammoId > 0)) {                  
  1495.                   if (!isNaN(skill.equipChargeAmmoCost[ammoId])) {
  1496.                      return true;
  1497.                   }
  1498.                }
  1499.             }
  1500.             for (var ammoId in skill.weaponChargeAmmoCost) {
  1501.                var ammoId = parseInt(ammoId);
  1502.                if (!isNaN(ammoId) && (ammoId > 0)) {                  
  1503.                   if (!isNaN(skill.weaponChargeAmmoCost[ammoId])) {
  1504.                      return true;
  1505.                   }
  1506.                }
  1507.             }
  1508.          }
  1509.       }
  1510.       return false;
  1511.    }
  1512.    Window_Base.prototype.drawActorAmmo = function(actor, x, y, width) {
  1513.       if (typeof actor._equips !== 'undefined') {
  1514.          if (actor._equips[0]._itemId > 0) {
  1515.             skill = $dataWeapons[ ( (typeof $dataWeapons[actor._equips[0]._itemId].baseItemId === 'undefined') ? actor._equips[0]._itemId : $dataWeapons[actor._equips[0]._itemId].baseItemId ) ];
  1516.             var dw = width;
  1517.             //---------------------------------------------------//
  1518.             // - Item Cost
  1519.             for (var ammoId in skill.itemAmmoCost) {
  1520.                var ammoId = parseInt(ammoId);
  1521.                if (!isNaN(ammoId) && (ammoId > 0)) {
  1522.                   var ammoCost = parseInt(skill.itemAmmoCost[ammoId]);              
  1523.                   this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1524.                   var text = (ammoCost <= 0) ? '' : 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) );
  1525.                   this.contents.fontSize = Unco.Param.ammoFontSize;
  1526.                   this.drawText(text, x, y, dw, 'right');
  1527.                   dw -= this.textWidth(text);
  1528.                   this.resetFontSettings();
  1529.                   if ($dataItems[ammoId].iconIndex > 0) {
  1530.                      var iw = x + dw - Window_Base._iconWidth;
  1531.                      this.drawIcon($dataItems[ammoId].iconIndex, iw, y + 2);
  1532.                      dw -= Window_Base._iconWidth + 2;
  1533.                   }
  1534.                }
  1535.             }
  1536.             //---------------------------------------------------//
  1537.             // - Armor Cost
  1538.             var zeroAmmo = false;
  1539.             for (var ammoId in skill.equipAmmoCost) {
  1540.                var ammoId = parseInt(ammoId);
  1541.                if (!isNaN(ammoId) && (ammoId > 0)) {
  1542.                   var ammoCost = parseInt(skill.equipAmmoCost[ammoId]);  
  1543.                   if (actor.hasArmor($dataArmors[ammoId])) {
  1544.                      this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1545.                      var text = (ammoCost <= 0) ? '' : 'x' + String( 1+$gameParty.getItemAmount($dataArmors[ammoId]) );
  1546.                      this.contents.fontSize = Unco.Param.ammoFontSize;
  1547.                      this.drawText(text, x, y, dw, 'right');
  1548.                      dw -= this.textWidth(text);
  1549.                      this.resetFontSettings();
  1550.                      if ($dataArmors[ammoId].iconIndex > 0) {
  1551.                         var iw = x + dw - Window_Base._iconWidth;
  1552.                         this.drawIcon($dataArmors[ammoId].iconIndex, iw, y + 2);
  1553.                         dw -= Window_Base._iconWidth + 2;
  1554.                      }
  1555.                      zeroAmmo = false;
  1556.                      break;
  1557.                   } else {
  1558.                      zeroAmmo = true;
  1559.                   }
  1560.                }
  1561.             }
  1562.             if (zeroAmmo === true) {
  1563.                this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1564.                var text = 'x0';
  1565.                this.contents.fontSize = Unco.Param.ammoFontSize;
  1566.                this.drawText(text, x, y, dw, 'right');
  1567.                dw -= this.textWidth(text);
  1568.                this.resetFontSettings();
  1569.                var iw = x + dw - Window_Base._iconWidth;
  1570.                this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
  1571.                dw -= Window_Base._iconWidth + 2;
  1572.             }
  1573.             //---------------------------------------------------//
  1574.             // - Weapon Cost
  1575.             var zeroWeaponAmmo = false;
  1576.             for (var ammoId in skill.weaponAmmoCost) {
  1577.                var ammoId = parseInt(ammoId);
  1578.                if (!isNaN(ammoId) && (ammoId > 0)) {
  1579.                   var ammoCost = parseInt(skill.weaponAmmoCost[ammoId]);  
  1580.                   if (actor.hasWeapon($dataWeapons[ammoId])) {
  1581.                      this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1582.                      var text = (ammoCost <= 0) ? '' : 'x' + String( 1+$gameParty.getItemAmount($dataWeapons[ammoId]) );
  1583.                      this.contents.fontSize = Unco.Param.ammoFontSize;
  1584.                      this.drawText(text, x, y, dw, 'right');
  1585.                      dw -= this.textWidth(text);
  1586.                      this.resetFontSettings();
  1587.                      if ($dataWeapons[ammoId].iconIndex > 0) {
  1588.                         var iw = x + dw - Window_Base._iconWidth;
  1589.                         this.drawIcon($dataWeapons[ammoId].iconIndex, iw, y + 2);
  1590.                         dw -= Window_Base._iconWidth + 2;
  1591.                      }
  1592.                      zeroWeaponAmmo = false;
  1593.                      break;
  1594.                   } else {
  1595.                      zeroWeaponAmmo = true;
  1596.                   }
  1597.                }
  1598.             }
  1599.             if (zeroWeaponAmmo === true) {
  1600.                this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1601.                var text = 'x0';
  1602.                this.contents.fontSize = Unco.Param.ammoFontSize;
  1603.                this.drawText(text, x, y, dw, 'right');
  1604.                dw -= this.textWidth(text);
  1605.                this.resetFontSettings();
  1606.                var iw = x + dw - Window_Base._iconWidth;
  1607.                this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
  1608.                dw -= Window_Base._iconWidth + 2;
  1609.             }
  1610.             //---------------------------------------------------//
  1611.             // - Charge Armor Cost
  1612.             var zeroChargeAmmo = false;
  1613.             for (var ammoId in skill.equipChargeAmmoCost) {
  1614.                var ammoId = parseInt(ammoId);
  1615.                if (!isNaN(ammoId) && (ammoId > 0)) {
  1616.                   var ammoCost = parseInt(skill.equipChargeAmmoCost[ammoId]);  
  1617.                   if (actor.hasArmor($dataArmors[ammoId])) {
  1618.                      this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1619.                      var text = (ammoCost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataArmors[ammoId]) );
  1620.                      this.contents.fontSize = Unco.Param.ammoFontSize;
  1621.                      this.drawText(text, x, y, dw, 'right');
  1622.                      dw -= this.textWidth(text);
  1623.                      this.resetFontSettings();
  1624.                      if ($dataArmors[ammoId].iconIndex > 0) {
  1625.                         var iw = x + dw - Window_Base._iconWidth;
  1626.                         this.drawIcon($dataArmors[ammoId].iconIndex, iw, y + 2);
  1627.                         dw -= Window_Base._iconWidth + 2;
  1628.                      }
  1629.                      zeroChargeAmmo = false;
  1630.                      break;
  1631.                   } else {
  1632.                      zeroChargeAmmo = true;
  1633.                   }
  1634.                }
  1635.             }
  1636.             if (zeroChargeAmmo === true) {
  1637.                this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1638.                var text = 'x0';
  1639.                this.contents.fontSize = Unco.Param.ammoFontSize;
  1640.                this.drawText(text, x, y, dw, 'right');
  1641.                dw -= this.textWidth(text);
  1642.                this.resetFontSettings();
  1643.                var iw = x + dw - Window_Base._iconWidth;
  1644.                this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
  1645.                dw -= Window_Base._iconWidth + 2;
  1646.             }
  1647.             //---------------------------------------------------//
  1648.             // - Charge Weapon Cost
  1649.             var zeroChargeWeaponAmmo = false;
  1650.             for (var ammoId in skill.weaponChargeAmmoCost) {
  1651.                var ammoId = parseInt(ammoId);
  1652.                if (!isNaN(ammoId) && (ammoId > 0)) {
  1653.                   var ammoCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);  
  1654.                   if (actor.hasWeapon($dataWeapons[ammoId])) {
  1655.                      this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1656.                      var text = (ammoCost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataWeapons[ammoId]) );
  1657.                      this.contents.fontSize = Unco.Param.ammoFontSize;
  1658.                      this.drawText(text, x, y, dw, 'right');
  1659.                      dw -= this.textWidth(text);
  1660.                      this.resetFontSettings();
  1661.                      if ($dataWeapons[ammoId].iconIndex > 0) {
  1662.                         var iw = x + dw - Window_Base._iconWidth;
  1663.                         this.drawIcon($dataWeapons[ammoId].iconIndex, iw, y + 2);
  1664.                         dw -= Window_Base._iconWidth + 2;
  1665.                      }
  1666.                      zeroChargeWeaponAmmo = false;
  1667.                      break;
  1668.                   } else {
  1669.                      zeroChargeWeaponAmmo = true;
  1670.                   }
  1671.                }
  1672.             }
  1673.             if (zeroChargeWeaponAmmo === true) {
  1674.                this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1675.                var text = 'x0';
  1676.                this.contents.fontSize = Unco.Param.ammoFontSize;
  1677.                this.drawText(text, x, y, dw, 'right');
  1678.                dw -= this.textWidth(text);
  1679.                this.resetFontSettings();
  1680.                var iw = x + dw - Window_Base._iconWidth;
  1681.                this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
  1682.                dw -= Window_Base._iconWidth + 2;
  1683.             }
  1684.          }
  1685.       }
  1686.    };
  1687.    
  1688. //=============================================================================
  1689. // DataManager (again)
  1690. //=============================================================================
  1691.    Unco.AS.DataManager_processGSCNotetags1 = DataManager.processGSCNotetags1;
  1692.    DataManager.processGSCNotetags1 = function(group) {
  1693.      Unco.AS.DataManager_processGSCNotetags1.call(this,group);
  1694.      for (var n = 1; n < group.length; n++) {
  1695.        var obj = group[n];
  1696.        var notedata = obj.note.split(/[\r\n]+/);
  1697.  
  1698.        for (var i = 0; i < notedata.length; i++) {
  1699.          var line = notedata[i];
  1700.          if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
  1701.            var gauge = parseInt(RegExp.$1);
  1702.            var text = String(RegExp.$2).toUpperCase();
  1703.            if (['AMMO'].contains(text)) {
  1704.              if (gauge === 1) obj.gauge1 = text;
  1705.              if (gauge === 2) obj.gauge2 = text;
  1706.              if (gauge === 3) obj.gauge3 = text;
  1707.            }
  1708.          }
  1709.        }
  1710.      }
  1711.    };
  1712.    Unco.AS.DataManager_processGSCNotetags2 = DataManager.processGSCNotetags2;
  1713.    DataManager.processGSCNotetags2 = function(group) {
  1714.      Unco.AS.DataManager_processGSCNotetags2.call(this,group);
  1715.      for (var n = 1; n < group.length; n++) {
  1716.        var obj = group[n];
  1717.        var notedata = obj.note.split(/[\r\n]+/);
  1718.  
  1719.        for (var i = 0; i < notedata.length; i++) {
  1720.          var line = notedata[i];
  1721.          if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
  1722.            var gauge = parseInt(RegExp.$1);
  1723.            var text = String(RegExp.$2).toUpperCase();
  1724.            if (['AMMO'].contains(text)) {
  1725.              if (gauge === 1) obj.gauge1 = text;
  1726.              if (gauge === 2) obj.gauge2 = text;
  1727.              if (gauge === 3) obj.gauge3 = text;
  1728.            }
  1729.          }
  1730.        }
  1731.      }
  1732.    };
  1733.    
  1734.    Unco.AS.Window_Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
  1735.    Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
  1736.        if ((this.mustDrawActorAmmo(actor)) && (actor.gauge1() === 'AMMO')) {
  1737.        this.drawActorAmmo(actor, x, y, width);
  1738.        } else {
  1739.          Unco.AS.Window_Window_Base_drawActorHp.call(this, actor, x, y, width);
  1740.        }
  1741.    };
  1742.    
  1743.    Unco.AS.Window_Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
  1744.    Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
  1745.        if ((this.mustDrawActorAmmo(actor)) && (actor.gauge2() === 'AMMO')) {
  1746.          this.drawActorAmmo(actor, x, y, width);
  1747.        } else {
  1748.          Unco.AS.Window_Window_Base_drawActorMp.call(this, actor, x, y, width);
  1749.        }
  1750.    };
  1751.    
  1752.    Unco.AS.Window_Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
  1753.    Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
  1754.        if ((this.mustDrawActorAmmo(actor)) && (actor.gauge3() === 'AMMO')) {
  1755.        this.drawActorAmmo(actor, x, y, width);
  1756.        } else {
  1757.          Unco.AS.Window_Window_Base_drawActorTp.call(this, actor, x, y, width);
  1758.        }
  1759.    };
  1760. }
  1761.  
  1762. //-----------------------------------------------------------------------------
  1763. // Window_Base
  1764. //
  1765. // Draw item with charges.
  1766.  
  1767. Window_Base.prototype.drawItemName = function(item, x, y, width) {
  1768.    width = width || 312;
  1769.    if (item) {
  1770.       var iconBoxWidth = (Imported.YEP_CoreEngine === true) ? this.lineHeight() : (Window_Base._iconWidth + 4);
  1771.       var padding = (Imported.YEP_CoreEngine === true) ? ( (iconBoxWidth - Window_Base._iconWidth) / 2 ) : 2;
  1772.       this.resetTextColor();
  1773.       this.drawIcon(item.iconIndex, x + padding, y + padding);
  1774.       if (typeof item.ammoCurrentCharges !== 'undefined') {
  1775.          this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
  1776.          this.contents.fontSize = Unco.Param.ammoFontSize;
  1777.          this.drawText( String( item.ammoCurrentCharges ) , x + padding ,  y + padding , Window_Base._iconWidth , 'center');
  1778.          this.resetTextColor();
  1779.          this.resetFontSettings();
  1780.       }
  1781.       this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
  1782.    }
  1783. };
  1784.  
  1785. //-----------------------------------------------------------------------------
  1786. // Window_Ammo
  1787. //
  1788. // The window for displaying the ammunition amount for attack action.
  1789.  
  1790. function Window_Ammo() {
  1791.     this.initialize.apply(this, arguments);
  1792. }
  1793.  
  1794. Window_Ammo.prototype = Object.create(Window_Base.prototype);
  1795. Window_Ammo.prototype.constructor = Window_Ammo;
  1796.  
  1797. Window_Ammo.prototype.initialize = function(numLines) {
  1798.     var width = Graphics.boxWidth;
  1799.     var height = this.fittingHeight(1);
  1800.     var y = Graphics.height-this.fittingHeight(6);
  1801.     Window_Base.prototype.initialize.call(this, 0, 0, width, height);
  1802.     this._text = '';
  1803. };
  1804.  
  1805. Window_Ammo.prototype.setText = function(text) {
  1806.     if (this._text !== text) {
  1807.         this._text = text;
  1808.         this.refresh();
  1809.     }
  1810. };
  1811.  
  1812. Window_Ammo.prototype.clear = function() {
  1813.     this.setText('');
  1814. };
  1815.  
  1816.  
  1817. Window_Ammo.prototype.setItem = function(actor,item) {
  1818.    var text = '';
  1819.    if (typeof item !== 'undefined') {
  1820.       if ((DataManager.isSkill(item)) && (Unco.Param.showAmmoLeftInDesc === 'true')) {
  1821.          var skill = item;
  1822.          if (skill.id === actor.attackSkillId()) {
  1823.             if (typeof actor._equips !== 'undefined') {
  1824.                if (actor._equips[0]._itemId > 0) {
  1825.                   skill = $dataWeapons[ ( (typeof $dataWeapons[actor._equips[0]._itemId].baseItemId === 'undefined') ? actor._equips[0]._itemId : $dataWeapons[actor._equips[0]._itemId].baseItemId ) ];
  1826.                }
  1827.             }
  1828.          }
  1829.          //---------------------------------------------------//
  1830.          // - Item Cost
  1831.          var withAmmo = false;
  1832.          for (var ammoId in skill.itemAmmoCost) {
  1833.             var cost = skill.itemAmmoCost[ammoId];
  1834.             ammoId = parseInt(ammoId);
  1835.             if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(cost)) {
  1836.                var cost = parseInt(cost);
  1837.                var itemOwned = ($gameParty.getItemAmount($dataItems[ammoId]) > 0);
  1838.                text = text + '\\i[' + String($dataItems[ammoId].iconIndex) + ']';
  1839.                text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataItems[ammoId].name + ' ' );
  1840.                text = text + ( ((cost <= 0) && itemOwned) ? '' : ( 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) ) )  );
  1841.                withAmmo = true;
  1842.             }
  1843.          }
  1844.          //---------------------------------------------------//
  1845.          // - Armor Cost
  1846.          var zeroEquipAmmo = false;
  1847.          for (var ammoId in skill.equipAmmoCost) {
  1848.             var cost = skill.equipAmmoCost[ammoId];
  1849.             var ammoId = parseInt(ammoId);
  1850.             if (!isNaN(ammoId) && (ammoId > 0)) {
  1851.                cost = parseInt(cost);
  1852.                withAmmo = true;
  1853.                if (actor.hasArmor($dataArmors[ammoId])) {
  1854.                   text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
  1855.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
  1856.                   text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) )  );
  1857.                   text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
  1858.                   zeroEquipAmmo = false;
  1859.                   break;
  1860.                } else {
  1861.                   zeroEquipAmmo = true;
  1862.                }
  1863.             }
  1864.          }
  1865.          if (zeroEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1866.          //---------------------------------------------------//
  1867.          // - Weapon Cost
  1868.          var zeroWeaponAmmo = false;
  1869.          for (var ammoId in skill.weaponAmmoCost) {
  1870.             var cost = skill.weaponAmmoCost[ammoId];
  1871.             var ammoId = parseInt(ammoId);
  1872.             if (!isNaN(ammoId) && (ammoId > 0)) {
  1873.                cost = parseInt(cost);
  1874.                withAmmo = true;
  1875.                if (actor.hasWeapon($dataWeapons[ammoId])) {
  1876.                   text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
  1877.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
  1878.                   text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) )  );
  1879.                   text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
  1880.                   zeroWeaponAmmo = false;
  1881.                   break;
  1882.                } else {
  1883.                   zeroWeaponAmmo = true;
  1884.                }
  1885.             }
  1886.          }
  1887.          if (zeroWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1888.          //---------------------------------------------------//
  1889.          // - Charge Armor Cost
  1890.          var zeroChargeEquipAmmo = false;
  1891.          for (var ammoId in skill.equipChargeAmmoCost) {
  1892.             var cost = skill.equipChargeAmmoCost[ammoId];
  1893.             var ammoId = parseInt(ammoId);
  1894.             if (!isNaN(ammoId) && (ammoId > 0)) {
  1895.                cost = parseInt(cost);
  1896.                withAmmo = true;
  1897.                if (actor.hasArmor($dataArmors[ammoId])) {
  1898.                   text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
  1899.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
  1900.                   text = text + ( (cost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataArmors[ammoId]) )  );
  1901.                   text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
  1902.                   zeroChargeEquipAmmo = false;
  1903.                   break;
  1904.                } else {
  1905.                   zeroChargeEquipAmmo = true;
  1906.                }
  1907.             }
  1908.          }
  1909.          if (zeroChargeEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1910.          //---------------------------------------------------//
  1911.          // - Charge Weapon Cost
  1912.          var zeroChargeWeaponAmmo = false;
  1913.          for (var ammoId in skill.weaponChargeAmmoCost) {
  1914.             var cost = skill.weaponChargeAmmoCost[ammoId];
  1915.             var ammoId = parseInt(ammoId);
  1916.             if (!isNaN(ammoId) && (ammoId > 0)) {
  1917.                cost = parseInt(cost);
  1918.                withAmmo = true;
  1919.                if (actor.hasWeapon($dataWeapons[ammoId])) {
  1920.                   text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
  1921.                   text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
  1922.                   text = text + ( (cost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataWeapons[ammoId]) )  );
  1923.                   text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
  1924.                   zeroChargeWeaponAmmo = false;
  1925.                   break;
  1926.                } else {
  1927.                   zeroChargeWeaponAmmo = true;
  1928.                }
  1929.             }
  1930.          }
  1931.          if (zeroChargeWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
  1932.          
  1933.          if (withAmmo === true) text = ( (typeof skill.ammoText !== 'undefined') ? skill.ammoText : Unco.Param.descAmmoLeftText) + ' : ' + text;
  1934.       }
  1935.    }
  1936.    if (text !== '') {
  1937.       this.setText(item ? text : '');
  1938.       this.show();
  1939.    }
  1940. };
  1941.  
  1942. Window_Ammo.prototype.refresh = function() {
  1943.     this.contents.clear();
  1944.     this.drawTextEx(this._text, this.textPadding(), 0);
  1945. };
  1946.  
  1947. Unco.AS.Scene_Battle_createAllWindows = Scene_Battle.prototype.createAllWindows;
  1948. Scene_Battle.prototype.createAllWindows = function() {
  1949.     Unco.AS.Scene_Battle_createAllWindows.call(this);
  1950.     this.createAmmoWindow();
  1951. };
  1952.  
  1953. Scene_Battle.prototype.createAmmoWindow = function() {
  1954.     this._ammoWindow = new Window_Ammo();
  1955.     this._ammoWindow.visible = false;
  1956.     this.addWindow(this._ammoWindow);
  1957. };
  1958.  
  1959. Scene_Battle.prototype.showAmmoWindow = function() {
  1960.   if (Unco.Param.showAmmoLeftActorCommand === 'true') this._ammoWindow.setItem(BattleManager.actor(),$dataSkills[BattleManager.actor().attackSkillId()]);
  1961. };
  1962.  
  1963. Unco.AS.Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
  1964. Scene_Battle.prototype.onSelectAction = function() {
  1965.     this._ammoWindow.hide();
  1966.     Unco.AS.Scene_Battle_onSelectAction.call(this);
  1967. };
  1968.  
  1969. Unco.AS.Scene_Battle_commandAttack = Scene_Battle.prototype.commandAttack;
  1970. Scene_Battle.prototype.commandAttack = function() {
  1971.    this._ammoWindow.hide();
  1972.    Unco.AS.Scene_Battle_commandAttack.call(this);
  1973. };
  1974. Unco.AS.Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
  1975. Scene_Battle.prototype.commandSkill = function() {
  1976.    this._ammoWindow.hide();
  1977.    Unco.AS.Scene_Battle_commandSkill.call(this);
  1978. };
  1979. Unco.AS.Scene_Battle_commandGuard = Scene_Battle.prototype.commandGuard;
  1980. Scene_Battle.prototype.commandGuard = function() {
  1981.    this._ammoWindow.hide();
  1982.    Unco.AS.Scene_Battle_commandGuard.call(this);
  1983. };
  1984. Unco.AS.Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
  1985. Scene_Battle.prototype.commandItem = function() {
  1986.    this._ammoWindow.hide();
  1987.    Unco.AS.Scene_Battle_commandItem.call(this);
  1988. };
  1989. Unco.AS.Scene_Battle_startActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection;
  1990. Scene_Battle.prototype.startActorCommandSelection = function() {
  1991.    this.showAmmoWindow();
  1992.    Unco.AS.Scene_Battle_startActorCommandSelection.call(this);
  1993. };
  1994. Unco.AS.Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
  1995. Scene_Battle.prototype.onSkillCancel = function() {
  1996.    this.showAmmoWindow();
  1997.    Unco.AS.Scene_Battle_onSkillCancel.call(this);
  1998. };
  1999. Unco.AS.Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
  2000. Scene_Battle.prototype.onItemCancel = function() {
  2001.    this.showAmmoWindow();
  2002.    Unco.AS.Scene_Battle_onItemCancel.call(this);
  2003. };
  2004. Unco.AS.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
  2005. Scene_Battle.prototype.onEnemyCancel = function() {
  2006.    if (this._actorCommandWindow.currentSymbol() === 'attack') {
  2007.       this.showAmmoWindow();
  2008.    }
  2009.    Unco.AS.Scene_Battle_onEnemyCancel.call(this);
  2010. };
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