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- //=============================================================================
- // Ammunition System, ver1.1.3
- // by Unconnected42
- // UNCO_AmmunitionSystem.js
- // Last Updated : 2016/02/17
- //=============================================================================
- var Imported = Imported || {};
- Imported.UNCO_AmmunitionSystem = true;
- var Unco = Unco || {};
- Unco.AS = Unco.AS || {};
- //=============================================================================
- /*:
- * @plugindesc Allows skills to need ammunition.
- * <Unco Ammo>
- * @author Unconnected42
- *
- * @param Show Ammo Left When Actor Command
- * @desc If set as 'true', show how much ammunition is left for main attack at the top of the screen, during actor command selection.
- * @default true
- *
- * @param Show Ammo Left In Help Window
- * @desc If set as 'true', show how much ammunition is left for a skill in its description.
- * @default true
- *
- * @param Help Window Ammo Text
- * @desc Default text to be displayed in skill description before ammunition amounts.
- * @default Ammunition left
- *
- * @param Show Ammo Left In Skill Window
- * @desc In skill window, show how much ammunition is left together with the cost if set at 'true'.
- * @default false
- *
- * @param No Ammo Icon
- * @desc Id of the default icon to be displayed when there is no more ammunition and several types of ammunition are possible.
- * @default 16
- *
- * @param Gold Ammo Icon
- * @desc Id of the icon to be displayed for gold costs.
- * @default 313
- *
- * @param Ammo Font Size
- * @desc Font size of the ammunition amounts in skill window and gauge.
- * @default 20
- *
- * @param Ammo Font Color
- * @desc Font color of the ammunition amounts in skill window and gauge.
- * @default 6
- *
- * @param Show Ammo Left In Actor Command Window
- * @desc If set at true, will display how much ammo is left just next to the attack command.
- * @default false
- *
- * @param Compact Cost Display
- * @desc If set at true, the amount of needed ammo will be displayed on the icon.
- * @default false
- *
- * @help
- * ============================================
- * Introduction
- * ============================================
- *
- * This plug-in will allow skills or weapons to require the consumption of
- * ammunition, components, etc. in order to work. The cost is paid each
- * time the skill is used, together with MP/TP costs, or each time the
- * normal attack is used in the case of weapons.
- * The ammunition can be either gold, items or equipments (armours, weapons), or
- * a mix.
- *
- * However, things work differently depending on what type of cost is considered.
- * - items : if several types of items are marked as required as ammunition
- * for a given skill/weapon, *ALL* of the corresponding prices must be
- * paid each time the skill/weapon is used.
- * - equipment : the equipment needs to be equipped in order for the skill/weapon
- * to work. If several types of equipments are marked as required as ammunition
- * for a given skill/weapon, *ONLY* the cost of the one that is *CURRENTLY
- * EQUIPPED* will be paid. That means a weapon/skill can be able to use
- * different interchangeable ammunition types.
- * - Gold cost is straightforward in how it functions.
- *
- * You can also define skills which can change the type of ammunition
- * equipped even during combat, in the case of armour-type ammunition.
- * Then, your hero can use an action to change his/her ammunition type !
- *
- * ============================================
- * Known Compatibility Issues
- * ============================================
- *
- * This plug-in should be placed under all plug-ins that you are using,
- * especially Yanfly's since it actually uses some of their features if
- * they are present.
- * Known exceptions to that rule :
- * - Yanfly's Skill Cooldown
- * - Jay's Dual Techs.
- * -> Ammunition should be placed above these two plug-ins.
- * This might also be the case for other plug-ins whenever
- * the modification of skill costs is concerned.
- * On the contrary, the following plug-ins MUST be placed above :
- * - Bobstah's BattleCommandList.
- *
- *
- * This plug-in in the present version should be fully compatible
- * with Yanfly's ItemCore Independent Items feature.
- * Therefore, ammunition of any kind can either be independent or
- * not (for the latter case, use a <Not Independent Item> notetag
- * in the ammunition notebox if you are using ItemCore and a max
- * number of items > 0).
- *
- * ============================================
- * Use
- * ============================================
- *
- * + Declaring a weapon/skill to need ammunition
- * ---------------------------------------------
- * Lines to put in either Weapon notebox or Skill notebox for defining costs :
- * <Gold Cost: c>
- * <Ammo i Item: c> (for items ammo)
- * <Ammo i Equip: c> (for armors ammo)
- * <Ammo i Weapon: c> (for weapons ammo)
- * ... where i is the ID of the ammunition item/armor and c is the cost
- * required for one use.
- * Disclaimer concerning weapon-type ammunition:
- * In its present state it is intended to be used for weapons that would be
- * their own ammo, like throwing knives, shurikens, etc.
- * In theory, however, it *should* be possible to use as ammo for a weapon
- * a different weapon, provided both of them are equipped, but this possibility
- * has yet to be playtested...
- *
- * + Declaring a skill that serves for equipping ammo (during combat)
- * ------------------------------------------------------------------
- * To create a skill that will change the type of ammunition equipped:
- * <Ammo i Load>
- * ... where i is the ID of the ammunition armor.
- * The following syntax is also authorized:
- * <Ammo i Load: s>
- * ...where s is the specific slot to be equipped.
- * This syntax is kept only for compatibility reasons, so that people
- * who defined their tags for older versions of the script that did
- * not support the simpler syntax are not forced to change.
- * If your actor(s) have for example the following equipment types:
- * Weapon, Shield, Head, Body, Accessory, Ammunition
- * ... then the slot number would be 6.
- * Note 1: this is meant to be used during battle, when equip menu is not
- * accessible, if you want your actors to be able to switch ammunition.
- * Note 2: it is necessary to define one skill per type of ammunition.
- * Note 3: it is possible to use this tag for equipping any kind of armor, and
- * not just ammunition.
- * Also, the Load feature currently does not work with weapon-type ammo.
- *
- * + Ammo equipment with charges
- * -----------------------------
- * For an armor- or weapon-type ammunition, you can allow each ammo item to
- * provide a given number of uses instead of being consumed after just one use.
- * Declare the following tag in the ammo equipment notebox:
- * <Ammo Charges: n>
- * ... where 'n' is the wished number of charges the item possesses.
- * This tag will only actually be used if you are using Yanfly's ItemCore and
- * the item is an independent item.
- * The equipped ammo item has a certain number of charges, and at each use, this
- * is this number that will be reduced, instead of the number of ammo items.
- * When the number of charges hits zero, the item is unequipped, without
- * being returned to inventory. No other item of same type will be equipped even
- * if available in inventory.
- *
- * Instead of having an empty ammunition equipment simply disappear,
- * it is possible to have a specific item be created in the inventory (which
- * then represent the empty equipment).
- * Use the following tag:
- * <Ammo Charges Empty : i>
- * ...when 'i' is the id of the item to be created.
- * Note that this will be a normal item, not an equipment.
- *
- * + Determining skill's availability depending on a game switch
- * -------------------------------------------------------------
- * You can also now have skill availability depend on a game switch status, with
- * the following tag to put in a skill's notebox:
- * <Game Switch: n>
- * If the game switch number 'n' is set at false, the skill cannot be used.
- * This might be useful, for example, if you are also using the crafting
- * extension of this plug-in and wish to make crafting available only
- * in certain places/situations.
- *
- * ============================================
- * Displaying Ammunition Amounts & Costs
- * ============================================
- *
- * A given ammunition type is almost always represented by its icon when it
- * is necessary (either to display a cost or a remaining amount).
- * Ammo costs for skills are indicated together with "normal" TP/MP costs.
- *
- * There are several solutions for displaying the remaining ammunition amount
- * so that the player knows where he stands.
- * Most of them are turned on through the plug-in parameters.
- *
- * - For weapons :
- * + The number of ammunition left can be displayed at the
- * top of the screen when the actor command menu is active.
- * This is the default option.
- * + The number of ammunition left can be displayed in the
- * command window, just next to the "Attack" option.
- * No icon in that case.
- * + If you are using Yanfly's SkillCore plug-in, you can use the following
- * notetag in the weapon note :
- * <Swap Gauge n: AMMO>
- * ...where n is the number of the gauge you want to replace.
- * Instead of a normal HP/MP/TP gauge, you will then have the amount of
- * ammunition left for the currently equipped weapon.
- * - For skills :
- * + The remaining amount for each ammunition type can be showed
- * together with cost in the skill window.
- * + It can also be displayed after the skill description, in the help
- * window. This is the default option.
- * In that case, you should keep the skill description within one unique
- * line with no line-break at the end, or else the remaining ammo will
- * not be visible.
- *
- * The text before ammunition left amounts can be customized with the following
- * notetag in the skill notebox:
- * <Ammo Left Text: xxx>
- * ... with xxx being your custom text.
- * The name of the ammunition type can be displayed along with its icon with
- * the following notetag in the weapon/skill notebox:
- * <Show Ammo Name>
- *
- * Also, in the case of equipment ammunition, several types of
- * ammunition are possible but only one (the one equipped) will be displayed
- * in any skill/help/etc window (or gauge). When there is no more ammunition,
- * the system normally would not know which icon to use !
- * There is a default icon for that, but you can put the following notetag
- * in skill/weapon notebox to define which icon will be used :
- * <No Ammo Icon: i>
- * ... with i being the icon number.
- * It is also possible to add details about the ammunition type currently
- * equipped by adding the following notetag in the ammo notebox :
- * <Ammo Window Desc: xxx>
- * Where 'xxx' is the description you want to give to your ammo.
- * This description will show up in the skill help window and the ammunition
- * window visible during actor command selection.
- * Please that if you deactivate the ammo window or the display of remaining
- * ammo amount with the corresponding plug-in parameters, you will of course
- * not see any description of ammunition !
- */
- //=============================================================================
- //=============================================================================
- // Parameter Variables
- //=============================================================================
- Unco.Parameters = $plugins.filter(function(p) {
- return p.description.contains('<Unco Ammo>');
- })[0].parameters; //Copied from Ellye, who thanks Iavra
- Unco.Param = Unco.Param || {};
- Unco.Param.showAmmoLeftActorCommand = String(Unco.Parameters['Show Ammo Left When Actor Command']).toLowerCase();
- Unco.Param.showAmmoLeft = String(Unco.Parameters['Show Ammo Left In Skill Window']).toLowerCase();
- Unco.Param.ammoFontSize = Number(Unco.Parameters['Ammo Font Size']);
- Unco.Param.ammoFontColor = Number(Unco.Parameters['Ammo Font Color']);
- Unco.Param.showAmmoLeftInDesc = String(Unco.Parameters['Show Ammo Left In Help Window']).toLowerCase();
- Unco.Param.descAmmoLeftText = String(Unco.Parameters['Help Window Ammo Text']);
- Unco.Param.defaultNoAmmoIconId = parseInt(String(Unco.Parameters['No Ammo Icon']));
- Unco.Param.goldAmmoIconId = parseInt(String(Unco.Parameters['Gold Ammo Icon']));
- Unco.Param.showAmmoLeftForAttack = String(Unco.Parameters['Show Ammo Left In Actor Command Window']).toLowerCase();
- Unco.Param.compactCostDisplay = String(Unco.Parameters['Compact Cost Display']).toLowerCase();
- //=============================================================================
- // DataManager
- //=============================================================================
- Unco.AS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
- DataManager.isDatabaseLoaded = function() {
- if (!Unco.AS.DataManager_isDatabaseLoaded.call(this)) return false;
- if (Imported.YEP_ItemCore && (Yanfly.Param.ItemMaxArmors > 0)) {
- this.processUncoAmmoChargesNotetags($dataArmors);
- }
- if (Imported.YEP_ItemCore && (Yanfly.Param.ItemMaxWeapons > 0)) {
- this.processUncoAmmoChargesNotetags($dataWeapons);
- }
- this.processUncoItemAmmoNotetags($dataSkills);
- this.processUncoSwitchNotetags($dataSkills);
- this.processUncoGoldCostNotetags($dataSkills);
- this.processUncoAmmoTextNotetags($dataSkills);
- this.processUncoEquipAmmoNotetags($dataSkills);
- this.processUncoAmmoLoadNotetags($dataSkills);
- this.processUncoAmmoTextNotetags($dataWeapons);
- this.processUncoItemAmmoNotetags($dataWeapons);
- this.processUncoEquipAmmoNotetags($dataWeapons);
- this.processUncoAmmoDescNotetags($dataArmors);
- return true;
- };
- DataManager.processUncoAmmoChargesNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- if (!DataManager.isIndependent(obj)) continue;
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](?:CHARGES):[ ](\d+)>/i)) {
- var value = parseInt(RegExp.$1);
- if (!isNaN(value) && (value > 0)) {
- obj.ammoCharges = value;
- obj.ammoCurrentCharges = value;
- }
- }
- if (line.match(/<(?:AMMO)[ ](?:CHARGES)[ ](?:EMPTY):[ ](\d+)>/i)) {
- var value = parseInt(RegExp.$1);
- if (!isNaN(value) && (value > 0)) {
- obj.ammoMorphIfEmpty = value;
- }
- }
- }
- }
- }
- DataManager.processUncoSwitchNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.ammoGameSwitch = [];
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:GAME)[ ](?:SWITCH):[ ](\d+)>/i)) {
- var value = parseInt(RegExp.$1);
- if (!isNaN(value)) {
- obj.ammoGameSwitch[value] = true;
- }
- }
- }
- }
- }
- DataManager.processUncoGoldCostNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:GOLD)[ ](?:COST):[ ](\d+)>/i)) {
- var value = parseInt(RegExp.$1);
- if (!isNaN(value)) {
- obj.goldCost = value;
- }
- }
- }
- }
- }
- DataManager.processUncoItemAmmoNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.itemAmmoCost = [];
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:ITEM):[ ](\d+)>/i)) {
- var index = parseInt(RegExp.$1);
- var value = parseInt(RegExp.$2);
- if ( (!isNaN(index)) && (!isNaN(value)) ) {
- obj.itemAmmoCost[index] = value;
- if (DataManager.isWeapon(obj)) {
- if (typeof $dataItems[index].isItemAmmoForWeapon === 'undefined') $dataItems[index].isItemAmmoForWeapon = [];
- $dataItems[index].isItemAmmoForWeapon[obj.id] = value;
- } else {
- if (typeof $dataItems[index].isItemAmmoForSkill === 'undefined') $dataItems[index].isItemAmmoForSkill = [];
- $dataItems[index].isItemAmmoForSkill[obj.id] = value;
- }
- }
- }
- }
- }
- }
- DataManager.processUncoEquipAmmoNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.equipAmmoCost = [];
- obj.equipChargeAmmoCost = [];
- obj.weaponAmmoCost = [];
- obj.weaponChargeAmmoCost = [];
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:EQUIP):[ ](\d+)>/i)) {
- var index = parseInt(RegExp.$1);
- var value = parseInt(RegExp.$2);
- if ( (!isNaN(index)) && (!isNaN(value)) ) {
- if ($dataArmors[index].ammoCharges) {
- obj.equipChargeAmmoCost[index] = value;
- } else {
- obj.equipAmmoCost[index] = value;
- }
- if (DataManager.isWeapon(obj)) {
- if (typeof $dataArmors[index].isEquipAmmoForWeapon === 'undefined') $dataArmors[index].isEquipAmmoForWeapon = [];
- $dataArmors[index].isEquipAmmoForWeapon[obj.id] = value;
- } else {
- if (typeof $dataArmors[index].isEquipAmmoForSkill === 'undefined') $dataArmors[index].isEquipAmmoForSkill = [];
- $dataArmors[index].isEquipAmmoForSkill[obj.id] = value;
- }
- }
- }
- if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:WEAPON):[ ](\d+)>/i)) {
- var index = parseInt(RegExp.$1);
- var value = parseInt(RegExp.$2);
- if ( (!isNaN(index)) && (!isNaN(value)) ) {
- if ($dataWeapons[index].ammoCharges) {
- obj.weaponChargeAmmoCost[index] = value;
- } else {
- obj.weaponAmmoCost[index] = value;
- }
- if (DataManager.isWeapon(obj)) {
- if (typeof $dataWeapons[index].isWeaponAmmoForWeapon === 'undefined') $dataWeapons[index].isWeaponAmmoForWeapon = [];
- $dataWeapons[index].isWeaponAmmoForWeapon[obj.id] = value;
- } else {
- if (typeof $dataWeapons[index].isWeaponAmmoForSkill === 'undefined') $dataWeapons[index].isWeaponAmmoForSkill = [];
- $dataWeapons[index].isWeaponAmmoForSkill[obj.id] = value;
- }
- }
- }
- }
- }
- }
- DataManager.isItemAmmo = function(item) {
- return this.isItem(item) && (item.isItemAmmoForWeapon || item.isItemAmmoForSkill);
- };
- DataManager.isEquipAmmo = function(item) {
- return this.isArmor(item) && (item.isEquipAmmoForWeapon || item.isEquipAmmoForSkill);
- };
- DataManager.isWeaponAmmo = function(item) {
- return this.isWeapon(item) && (item.isWeaponAmmoForWeapon || item.isWeaponAmmoForSkill);
- };
- DataManager.isAmmo = function(item) {
- return (this.isItemAmmo(item) || this.isEquipAmmo(item) || this.isWeaponAmmo(item));
- };
- DataManager.processUncoAmmoTextNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](?:LEFT)[ ](?:TEXT):[ ](.*)>/i)) {
- obj.ammoText = String(RegExp.$1);
- }
- if (line.match(/<(?:NO)[ ](?:AMMO)[ ](?:ICON):[ ](\d+)>/i)) {
- obj.noAmmoIconId = parseInt(RegExp.$1);
- }
- if (line.match(/<(?:SHOW)[ ](?:AMMO)[ ](?:NAME)>/i)) {
- obj.showAmmoName = true;
- }
- }
- }
- };
- DataManager.processUncoAmmoLoadNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:LOAD):[ ](\d+)>/i)) {
- var index = parseInt(RegExp.$1);
- var equid = parseInt(RegExp.$2);
- if ( (!isNaN(index)) && (!isNaN(equid)) ) {
- obj.ammoLoadIndex = index;
- obj.ammoLoadSlot = equid;
- }
- }
- if (line.match(/<(?:AMMO)[ ](\d+)[ ](?:LOAD)>/i)) {
- var index = parseInt(RegExp.$1);
- if (!isNaN(index)) {
- obj.ammoLoadIndex = index;
- obj.ammoLoadSlot = 0;
- }
- }
- }
- }
- };
- DataManager.processUncoAmmoDescNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:AMMO)[ ](?:WINDOW)[ ](?:DESC):[ ](.*)>/i)) {
- obj.ammoDesc = String(RegExp.$1);
- }
- }
- }
- };
- //=============================================================================
- // Game_Actor
- //=============================================================================
- Game_Actor.prototype.equippableSlotsFor = function(item) {
- var emptySlots = [];
- var equippedSlots = [];
- for (var s in this.equipSlots()) {
- if (this.equipSlots()[s] === item.etypeId) {
- if (this.equips()[s] === null) {
- emptySlots.push(parseInt(s)+1);
- } else {
- equippedSlots.push(parseInt(s)+1);
- }
- }
- }
- return emptySlots.concat(equippedSlots);
- }
- //=============================================================================
- // Game_BattlerBase
- //=============================================================================
- Unco.AS.Game_BattlerBase_canEquipArmor = Game_BattlerBase.prototype.canEquipArmor;
- Game_BattlerBase.prototype.canEquipArmor = function(item) {
- if (typeof $dataArmors[item.id].isEquipAmmoForWeapon !== 'undefined') {
- var ok = false;
- if (this._equips[0].itemId() > 0) {
- var EquippedWeaponId = ( (typeof $dataWeapons[this._equips[0].itemId()].baseItemId === 'undefined') ? this._equips[0].itemId() : $dataWeapons[this._equips[0].itemId()].baseItemId );
- for (var weaponId in $dataArmors[item.id].isEquipAmmoForWeapon) {
- weaponId = parseInt(weaponId);
- var ammoCost = parseInt( $dataArmors[item.id].isEquipAmmoForWeapon[weaponId] );
- ammoCost = (isNaN(ammoCost)) ? -1 : ammoCost ;
- if ((weaponId === EquippedWeaponId) && (ammoCost > -1)) {
- ok = true;
- break;
- }
- }
- }
- if (ok === false) return false;
- }
- return Unco.AS.Game_BattlerBase_canEquipArmor.call(this,item);
- };
- Unco.AS.Game_BattlerBase_canEquipWeapon = Game_BattlerBase.prototype.canEquipWeapon;
- Game_BattlerBase.prototype.canEquipWeapon = function(item) {
- if (typeof $dataWeapons[item.id].isWeaponAmmoForWeapon !== 'undefined') {
- var ok = false;
- var wantedWeaponId = ( (typeof $dataWeapons[item.id].baseItemId === 'undefined') ? item.id : $dataWeapons[item.id].baseItemId );
- var EquippedWeaponId = 0;
- if (this._equips[0].itemId() > 0) {
- EquippedWeaponId = ( (typeof $dataWeapons[this._equips[0].itemId()].baseItemId === 'undefined') ? this._equips[0].itemId() : $dataWeapons[this._equips[0].itemId()].baseItemId );
- }
- for (var weaponId in $dataWeapons[item.id].isWeaponAmmoForWeapon) {
- weaponId = parseInt(weaponId);
- var ammoCost = parseInt( $dataWeapons[item.id].isWeaponAmmoForWeapon[weaponId] );
- ammoCost = (isNaN(ammoCost)) ? -1 : ammoCost ;
- if (this._equips[0].itemId() > 0) {
- if ((weaponId === EquippedWeaponId) && (ammoCost > -1)) {
- ok = true;
- break;
- }
- }
- if (weaponId === wantedWeaponId) {
- ok = true;
- break;
- }
- }
- if (ok === false) return false;
- }
- return Unco.AS.Game_BattlerBase_canEquipWeapon.call(this,item);
- };
- Game_Party.prototype.getItemAmount = function(baseItem) {
- if (!baseItem) return 0;
- var amount = 0;
- if (Imported.YEP_ItemCore) {
- var maxItems = 0;
- if (DataManager.isItem(baseItem)) {
- maxItems = Yanfly.Param.ItemMaxItems;
- }
- if (DataManager.isWeapon(baseItem)) {
- maxItems = Yanfly.Param.ItemMaxWeapons;
- }
- if (DataManager.isArmor(baseItem)) {
- maxItems = Yanfly.Param.ItemMaxArmors;
- }
- if (maxItems > 0) {
- if (baseItem.nonIndepdent === false) {
- if (DataManager.isItem(baseItem)) {
- baseItem = ( baseItem.baseItemId ? $dataItems[baseItem.baseItemId] : baseItem );
- var group = this.items();
- }
- if (DataManager.isWeapon(baseItem)) {
- baseItem = ( baseItem.baseItemId ? $dataWeapons[baseItem.baseItemId] : baseItem );
- var group = this.weapons();
- }
- if (DataManager.isArmor(baseItem)) {
- baseItem = ( baseItem.baseItemId ? $dataArmors[baseItem.baseItemId] : baseItem );
- var group = this.armors();
- }
- var baseItemId = baseItem.id;
- for (var i = 0; i < group.length; ++i) {
- var item = group[i];
- if (!item) continue;
- if (!item.baseItemId) continue;
- if (item.baseItemId !== baseItemId) continue;
- amount += 1;
- }
- return amount;
- }
- }
- }
- if ( DataManager.isItem(baseItem) && $gameParty._items[baseItem.id]) amount = $gameParty._items[baseItem.id];
- if ( DataManager.isArmor(baseItem) && $gameParty._armors[baseItem.id]) amount = $gameParty._armors[baseItem.id];
- if ( DataManager.isWeapon(baseItem) && $gameParty._weapons[baseItem.id]) amount = $gameParty._weapons[baseItem.id];
- return amount;
- }
- Unco.AS.Game_BattlerBase_canPaySkillCost =
- Game_BattlerBase.prototype.canPaySkillCost;
- Game_BattlerBase.prototype.canPaySkillCost = function(skill) {
- if (this.isActor()) {
- if (!this.canPaySkillAmmoCost(skill)) return false;
- }
- return Unco.AS.Game_BattlerBase_canPaySkillCost.call(this, skill);
- };
- Game_BattlerBase.prototype.getAmmoCurrentCharges = function(item) {
- if (!item) return 0;
- if (Imported.YEP_ItemCore) {
- if (!DataManager.isIndependent(item)) return 0;
- for (var i in this.equips()) {
- if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
- if (typeof this.equips()[i].baseItemId !== 'undefined') {
- if ((this.equips()[i].baseItemId === item.id) && (this.equips()[i]._dataClass === item._dataClass)) {
- return this.equips()[i].ammoCurrentCharges;
- }
- }
- }
- }
- }
- return 0;
- };
- Game_BattlerBase.prototype.addAmmoCurrentCharges = function(item,amount) {
- if (!item) return;
- if (Imported.YEP_ItemCore) {
- if (!DataManager.isIndependent(item)) return 0;
- for (var i in this.equips()) {
- if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
- if (typeof this.equips()[i].baseItemId !== 'undefined') {
- if ((this.equips()[i].baseItemId === item.id) && (this.equips()[i]._dataClass === item._dataClass)) {
- this.equips()[i].ammoCurrentCharges = parseInt(this.equips()[i].ammoCurrentCharges);
- this.equips()[i].ammoCharges = parseInt(this.equips()[i].ammoCharges);
- this.equips()[i].ammoCurrentCharges += amount;
- if (this.equips()[i].ammoCurrentCharges > this.equips()[i].ammoCharges) {
- this.equips()[i].ammoCurrentCharges = this.equips()[i].ammoCharges;
- }
- if (this.equips()[i].ammoCurrentCharges < 0) {
- this.equips()[i].ammoCurrentCharges = 0;
- }
- break;
- }
- }
- }
- }
- }
- };
- Game_BattlerBase.prototype.fillAmmoCharges = function(item) {
- if (!item) return;
- if (Imported.YEP_ItemCore) {
- if (!DataManager.isIndependent(item)) return 0;
- for (var i in this.equips()) {
- if ((typeof this.equips()[i] !== 'undefined') && (this.equips()[i] !== null)) {
- if (typeof this.equips()[i].baseItemId !== 'undefined') {
- if (this.equips()[i].baseItemId === item.id) {
- this.equips()[i].ammoCurrentCharges = this.equips()[i].ammoCharges;
- }
- }
- }
- }
- }
- };
- Game_BattlerBase.prototype.canPaySkillAmmoCost = function(skill) {
- if (skill.id === this.attackSkillId()) {
- if (typeof this._equips !== 'undefined') {
- if (this._equips[0]._itemId > 0) {
- skill = $dataWeapons[ ( (typeof $dataWeapons[this._equips[0]._itemId].baseItemId === 'undefined') ? this._equips[0]._itemId : $dataWeapons[this._equips[0]._itemId].baseItemId ) ];
- }
- }
- }
- for (var switchId in skill.ammoGameSwitch) {
- switchId = parseInt(switchId);
- if (!isNaN(switchId) && (switchId > 0)) {
- if ($gameSwitches.value(switchId) === false) {
- return false;
- }
- }
- }
- if (!this.canPaySkillReloadAmmoCost(skill)) return false;
- if (!this.canPaySkillItemAmmoCost(skill)) return false;
- if (!this.canPaySkillEquipAmmoCost(skill)) return false;
- if (!this.canPaySkillEquipChargeAmmoCost(skill)) return false;
- return true;
- };
- Game_BattlerBase.prototype.canPaySkillReloadAmmoCost = function(skill) {
- if ((typeof skill.ammoLoadIndex === 'number') && (typeof skill.ammoLoadSlot === 'number')) {
- if (this.hasArmor($dataArmors[skill.ammoLoadIndex]) || ($gameParty.getItemAmount($dataArmors[skill.ammoLoadIndex]) < 1)) {
- return false;
- }
- }
- return true;
- };
- Game_BattlerBase.prototype.canPaySkillItemAmmoCost = function(skill) {
- if (typeof skill.goldCost === 'number') {
- if (skill.goldCost > $gameParty.gold()) {
- return false;
- }
- }
- for (var ammoId in skill.itemAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var nbOwned = $gameParty.getItemAmount($dataItems[ammoId]);
- if (skill.itemAmmoCost[ammoId] > nbOwned) {
- return false;
- }
- }
- }
- return true;
- };
- Game_BattlerBase.prototype.canPaySkillEquipAmmoCost = function(skill) {
- if (!this.canPaySkillArmorAmmoCost(skill)) return false;
- if (!this.canPaySkillWeaponAmmoCost(skill)) return false;
- return true;
- };
- Game_BattlerBase.prototype.canPaySkillArmorAmmoCost = function(skill) {
- var retVal = true;
- for (var ammoId in skill.equipAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this.hasArmor($dataArmors[ammoId])) {
- skill.equipAmmoCost[ammoId] = parseInt(skill.equipAmmoCost[ammoId]);
- if (!isNaN(skill.equipAmmoCost[ammoId])) {
- var nbOwned = 1+$gameParty.getItemAmount($dataArmors[ammoId]);
- if (skill.equipAmmoCost[ammoId] <= nbOwned) {
- return true;
- } else retVal = false;
- } else retVal = false;
- } else retVal = false;
- }
- }
- return retVal;
- };
- Game_BattlerBase.prototype.canPaySkillWeaponAmmoCost = function(skill) {
- var retVal = true;
- for (var ammoId in skill.weaponAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this.hasWeapon($dataWeapons[ammoId])) {
- skill.weaponAmmoCost[ammoId] = parseInt(skill.weaponAmmoCost[ammoId]);
- if (!isNaN(skill.weaponAmmoCost[ammoId])) {
- var nbOwned = 1+$gameParty.getItemAmount($dataWeapons[ammoId]);
- if (skill.weaponAmmoCost[ammoId] <= nbOwned) {
- return true;
- } else retVal = false;
- } else retVal = false;
- } else retVal = false;
- }
- }
- return retVal;
- };
- Game_BattlerBase.prototype.canPaySkillEquipChargeAmmoCost = function(skill) {
- if (!this.canPaySkillArmorChargeAmmoCost(skill)) return false;
- if (!this.canPaySkillWeaponChargeAmmoCost(skill)) return false;
- return true;
- };
- Game_BattlerBase.prototype.canPaySkillArmorChargeAmmoCost = function(skill) {
- var retVal = true;
- for (var ammoId in skill.equipChargeAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this.hasArmor($dataArmors[ammoId])) {
- var chargeCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
- if (!isNaN(chargeCost)) {
- var nbOwned = this.getAmmoCurrentCharges($dataArmors[ammoId]);
- if (chargeCost <= nbOwned) {
- return true;
- } else retVal = false;
- } else retVal = false;
- } else retVal = false;
- }
- }
- return retVal;
- };
- Game_BattlerBase.prototype.canPaySkillWeaponChargeAmmoCost = function(skill) {
- var retVal = true;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this.hasWeapon($dataWeapons[ammoId])) {
- var chargeCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
- if (!isNaN(chargeCost)) {
- var nbOwned = this.getAmmoCurrentCharges($dataWeapons[ammoId]);
- if (chargeCost <= nbOwned) {
- return true;
- } else retVal = false;
- } else retVal = false;
- } else retVal = false;
- }
- }
- return retVal;
- };
- Unco.AS.Game_BattlerBase_paySkillCost = Game_BattlerBase.prototype.paySkillCost;
- Game_BattlerBase.prototype.paySkillCost = function(skill) {
- Unco.AS.Game_BattlerBase_paySkillCost.call(this, skill);
- if (this.constructor.name === 'Game_Actor') this.paySkillAmmoCost(skill);
- };
- Game_BattlerBase.prototype.paySkillAmmoCost = function(skill) {
- if (skill.id === this.attackSkillId()) {
- if (typeof this._equips !== 'undefined') {
- if (this._equips[0]._itemId > 0) {
- skill = $dataWeapons[ ( (typeof $dataWeapons[this._equips[0]._itemId].baseItemId === 'undefined') ? this._equips[0]._itemId : $dataWeapons[this._equips[0]._itemId].baseItemId ) ];
- }
- }
- }
- this.reloadAmmo(skill);
- this.paySkillItemAmmoCost(skill);
- this.paySkillEquipAmmoCost(skill);
- this.paySkillEquipChargeAmmoCost(skill);
- };
- Game_BattlerBase.prototype.reloadAmmo = function(skill) {
- if ((typeof skill.ammoLoadIndex === 'number') && (typeof skill.ammoLoadSlot === 'number')) {
- var loadSlot = skill.ammoLoadSlot;
- var legitLoadSlots = this.equippableSlotsFor($dataArmors[skill.ammoLoadIndex]);
- if (legitLoadSlots.contains(loadSlot) === false) {
- loadSlot = legitLoadSlots[0];
- }
- this.changeEquipById(loadSlot,skill.ammoLoadIndex);
- }
- };
- Game_BattlerBase.prototype.paySkillItemAmmoCost = function(skill) {
- if (typeof skill.goldCost === 'number') {
- $gameParty.loseGold(skill.goldCost);
- }
- for (var ammoId in skill.itemAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- $gameParty.gainItem($dataItems[ammoId],-skill.itemAmmoCost[ammoId]);
- }
- }
- };
- Game_BattlerBase.prototype.paySkillEquipAmmoCost = function(skill) {
- for (var ammoId in skill.equipAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- skill.equipAmmoCost[ammoId] = parseInt(skill.equipAmmoCost[ammoId]);
- if (this.hasArmor($dataArmors[ammoId]) && !isNaN(skill.equipAmmoCost[ammoId]) && (skill.equipAmmoCost[ammoId] > 0)) {
- this._markForEquipDiscard = ammoId;
- if ($gameParty.getItemAmount($dataArmors[ammoId]) > 0) {
- $gameParty.gainItem($dataArmors[ammoId],-Math.max(skill.equipAmmoCost[ammoId]-1,0));
- }
- }
- }
- }
- for (var ammoId in skill.weaponAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- skill.weaponAmmoCost[ammoId] = parseInt(skill.weaponAmmoCost[ammoId]);
- if (this.hasWeapon($dataWeapons[ammoId]) && !isNaN(skill.weaponAmmoCost[ammoId]) && (skill.weaponAmmoCost[ammoId] > 0)) {
- this._markForWeaponDiscard = ammoId;
- if ($gameParty.getItemAmount($dataWeapons[ammoId]) > 0) {
- $gameParty.gainItem($dataWeapons[ammoId],-Math.max(skill.weaponAmmoCost[ammoId]-1,0));
- }
- }
- }
- }
- };
- Game_BattlerBase.prototype.paySkillEquipChargeAmmoCost = function(skill) {
- for (var ammoId in skill.equipChargeAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var chargeCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
- if (this.hasArmor($dataArmors[ammoId]) && !isNaN(chargeCost) && (chargeCost > 0)) {
- this.addAmmoCurrentCharges($dataArmors[ammoId], -chargeCost);
- if (this.getAmmoCurrentCharges($dataArmors[ammoId]) <= 0) {
- this._markForEquipDiscard = ammoId;
- }
- }
- }
- }
- for (var ammoId in skill.weaponChargeAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var chargeCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
- if (this.hasWeapon($dataWeapons[ammoId]) && !isNaN(chargeCost ) && (chargeCost > 0)) {
- this.addAmmoCurrentCharges($dataWeapons[ammoId], -chargeCost);
- if (this.getAmmoCurrentCharges($dataWeapons[ammoId]) <= 0) {
- this._markForWeaponDiscard = ammoId;
- }
- }
- }
- }
- };
- //=============================================================================
- // BattleManager
- //=============================================================================
- //
- // Management of post-action skill cost application:
- // - un-equip current ammo,
- // - re-equip one if available in inventory.
- //
- Unco.AS.BattleManager_invokeNormalAction = BattleManager.invokeNormalAction;
- BattleManager.invokeNormalAction = function(subject, target) {
- Unco.AS.BattleManager_invokeNormalAction.call(this,subject,target);
- if (typeof this._subject._markForEquipDiscard !== 'undefined') {
- for (var i in this._subject.equips()) {
- if ((typeof this._subject.equips()[i] !== 'undefined') && (this._subject.equips()[i] !== null)) {
- if (typeof this._subject.equips()[i].baseItemId !== 'undefined') {
- if (this._subject.equips()[i].baseItemId === this._subject._markForEquipDiscard) {
- this._subject._markForEquipDiscard = this._subject.equips()[i].id;
- }
- }
- }
- }
- if ( (typeof $dataArmors[this._subject._markForEquipDiscard].ammoCurrentCharges === 'number')
- && ($dataArmors[this._subject._markForEquipDiscard].ammoCurrentCharges === 0)
- && (typeof $dataArmors[this._subject._markForEquipDiscard].ammoMorphIfEmpty === 'number') )
- {
- $gameParty.gainItem($dataItems[ $dataArmors[this._subject._markForEquipDiscard].ammoMorphIfEmpty ] , 1);
- }
- this._subject.discardEquip($dataArmors[this._subject._markForEquipDiscard]);
- if (($gameParty.getItemAmount($dataArmors[ this._subject._markForEquipDiscard ]) > 0) && (!$dataArmors[ this._subject._markForEquipDiscard ].ammoCharges)) {
- var loadSlot = this._subject.equippableSlotsFor($dataArmors[ this._subject._markForEquipDiscard ])[0];
- var ammoId = ($dataArmors[ this._subject._markForEquipDiscard ].baseItemId) ? ($dataArmors[ this._subject._markForEquipDiscard ].baseItemId) : this._subject._markForEquipDiscard;
- this._subject.changeEquipById(loadSlot,ammoId);
- }
- delete this._subject._markForEquipDiscard;
- }
- if (typeof this._subject._markForWeaponDiscard !== 'undefined') {
- for (var i in this._subject.equips()) {
- if ((typeof this._subject.equips()[i] !== 'undefined') && (this._subject.equips()[i] !== null)) {
- if (typeof this._subject.equips()[i].baseItemId !== 'undefined') {
- if (this._subject.equips()[i].baseItemId === this._subject._markForWeaponDiscard) {
- this._subject._markForWeaponDiscard = this._subject.equips()[i].id;
- }
- }
- }
- }
- if ( (typeof $dataWeapons[this._subject._markForWeaponDiscard].ammoCurrentCharges === 'number')
- && ($dataWeapons[this._subject._markForWeaponDiscard].ammoCurrentCharges === 0)
- && (typeof $dataWeapons[this._subject._markForWeaponDiscard].ammoMorphIfEmpty === 'number') )
- {
- $gameParty.gainItem($dataItems[ $dataWeapons[this._subject._markForWeaponDiscard].ammoMorphIfEmpty ] , 1);
- }
- this._subject.discardEquip($dataWeapons[this._subject._markForWeaponDiscard]);
- if (($gameParty.getItemAmount($dataWeapons[ this._subject._markForWeaponDiscard ]) > 0) && (!$dataWeapons[ this._subject._markForWeaponDiscard ].ammoCharges)) {
- var loadSlot = this._subject.equippableSlotsFor($dataWeapons[ this._subject._markForWeaponDiscard ])[0];
- var ammoId = ($dataWeapons[ this._subject._markForWeaponDiscard ].baseItemId) ? ($dataWeapons[ this._subject._markForWeaponDiscard ].baseItemId) : this._subject._markForWeaponDiscard;
- this._subject.changeEquipById(loadSlot,ammoId);
- }
- delete this._subject._markForWeaponDiscard;
- }
- };
- //=============================================================================
- // Window_SkillList
- //=============================================================================
- if ((typeof Imported.YEP_SkillCore === 'undefined') || (Imported.YEP_SkillCore !== true)) {
- Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) {
- var dw = width;
- if (this._actor.skillTpCost(skill) > 0) {
- this.changeTextColor(this.tpCostColor());
- var text = this._actor.skillTpCost(skill);
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- }
- if (dw !== width) {
- var text = ' ';
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- }
- if (this._actor.skillMpCost(skill) > 0) {
- this.changeTextColor(this.mpCostColor());
- var text = this._actor.skillMpCost(skill)
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- }
- return dw;
- }
- }
- Unco.AS.Window_SkillList_drawSkillCost = Window_SkillList.prototype.drawSkillCost;
- Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, width) {
- var dw = width;
- dw = this.drawAllAmmoCosts(skill, wx, wy, dw);
- return Unco.AS.Window_SkillList_drawSkillCost.call(this,skill, wx, wy, dw);
- };
- Window_SkillList.prototype.drawAmmoCost = function(cost, icon, itemAmountToDisplay, wx, wy, dw) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = '';
- if (Unco.Param.compactCostDisplay === 'false') text = text + 'x';
- text = text + String(cost);
- if (Unco.Param.compactCostDisplay === 'false') text = text + ( (itemAmountToDisplay === "") ? "" : ( "/" + itemAmountToDisplay ) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- if (Unco.Param.compactCostDisplay === 'false') this.drawText(text, wx, wy, dw, 'right');
- if (Unco.Param.compactCostDisplay === 'false') dw -= this.textWidth(text);
- if (icon > 0) {
- var iw = wx + dw - Window_Base._iconWidth;
- this.drawIcon(icon, iw, wy + 2);
- if (Unco.Param.compactCostDisplay === 'true') {
- this.drawText(text, iw, wy, Window_Base._iconWidth, 'center');
- }
- dw -= Window_Base._iconWidth + 2;
- }
- this.resetFontSettings();
- return dw;
- }
- Window_SkillList.prototype.drawAllAmmoCosts = function(skill, wx, wy, dw) {
- //---------------------------------------------------//
- // - Gold Cost
- if (typeof skill.goldCost === 'number') {
- dw = this.drawAmmoCost(skill.goldCost, Unco.Param.goldAmmoIconId, "", wx, wy, dw);
- }
- //---------------------------------------------------//
- // - Item Cost
- for (var ammoId in skill.itemAmmoCost) {
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = skill.itemAmmoCost[ammoId];
- var icon = $dataItems[ammoId].iconIndex;
- var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + $gameParty.getItemAmount($dataItems[ammoId]) ) );
- dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
- }
- }
- //---------------------------------------------------//
- // - Armor Cost
- var zeroArmorAmmo = false;
- for (var ammoId in skill.equipAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- var ammoCost = skill.equipAmmoCost[ammoId];
- var icon = $dataArmors[ammoId].iconIndex;
- var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + ( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) ) ) );
- dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
- zeroArmorAmmo = false;
- break;
- } else {
- zeroArmorAmmo = true;
- if (typeof smallestCost !== 'Number') {
- var smallestCost = skill.equipAmmoCost[ammoId];
- } else {
- if (skill.equipAmmoCost[ammoId] < smallestCost) smallestCost = skill.equipAmmoCost[ammoId];
- }
- }
- }
- }
- if (zeroArmorAmmo === true) {
- var ammoCost = smallestCost;
- var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
- dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
- }
- //---------------------------------------------------//
- // - Weapon Cost
- var zeroWeaponAmmo = false;
- for (var ammoId in skill.weaponAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- var ammoCost = skill.weaponAmmoCost[ammoId];
- var icon = $dataWeapons[ammoId].iconIndex;
- var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + ( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) ) ) );
- dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- if (typeof smallestCost !== 'Number') {
- var smallestCost = skill.weaponAmmoCost[ammoId];
- } else {
- if (skill.weaponAmmoCost[ammoId] < smallestCost) smallestCost = skill.weaponAmmoCost[ammoId];
- }
- }
- }
- }
- if (zeroWeaponAmmo === true) {
- var ammoCost = smallestCost;
- var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
- dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
- }
- //---------------------------------------------------//
- // - Charge Armor Cost
- var zeroChargeArmorAmmo = false;
- for (var ammoId in skill.equipChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- var ammoCost = skill.equipChargeAmmoCost[ammoId];
- var icon = $dataArmors[ammoId].iconIndex;
- var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + this._actor.getAmmoCurrentCharges( $dataArmors[ammoId] ) ) );
- dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
- zeroChargeArmorAmmo = false;
- break;
- } else {
- zeroChargeArmorAmmo = true;
- if (typeof smallestCost !== 'Number') {
- var smallestCost = skill.equipChargeAmmoCost[ammoId];
- } else {
- if (skill.equipChargeAmmoCost[ammoId] < smallestCost) smallestCost = skill.equipChargeAmmoCost[ammoId];
- }
- }
- }
- }
- if (zeroChargeArmorAmmo === true) {
- var ammoCost = smallestCost;
- var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
- dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
- }
- //---------------------------------------------------//
- // - Charge Weapon Cost
- var zeroChargeWeaponAmmo = false;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- var ammoCost = skill.weaponChargeAmmoCost[ammoId];
- var icon = $dataWeapons[ammoId].iconIndex;
- var amountText = ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + this._actor.getAmmoCurrentCharges( $dataWeapons[ammoId] ) ) );
- dw = this.drawAmmoCost(ammoCost, icon, amountText, wx, wy, dw);
- zeroChargeWeaponAmmo = false;
- break;
- } else {
- zeroChargeWeaponAmmo = true;
- if (typeof smallestCost !== 'Number') {
- var smallestCost = skill.weaponChargeAmmoCost[ammoId];
- } else {
- if (skill.weaponChargeAmmoCost[ammoId] < smallestCost) smallestCost = skill.weaponChargeAmmoCost[ammoId];
- }
- }
- }
- }
- if (zeroChargeWeaponAmmo === true) {
- var ammoCost = smallestCost;
- var icon = ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId );
- dw = this.drawAmmoCost(ammoCost, icon, "", wx, wy, dw);
- }
- return dw;
- };
- //=============================================================================
- // Window_Help
- //=============================================================================
- Window_Help.prototype.getAmmoAmountText = function(item) {
- var text = '';
- if (typeof item !== 'undefined') {
- var introText = ( (typeof item.ammoText !== 'undefined') ? item.ammoText : Unco.Param.descAmmoLeftText);
- if ((DataManager.isSkill(item)) && (Unco.Param.showAmmoLeftInDesc === 'true') && introText !== "") {
- var skill = item;
- var withAmmo = false;
- //---------------------------------------------------//
- // - Gold Cost
- if (typeof skill.goldCost === 'number') {
- text = text + '\\i[' + String(Unco.Param.goldAmmoIconId) + ']';
- text = text + 'x' + $gameParty.gold();
- withAmmo = true;
- }
- //---------------------------------------------------//
- // - Item Cost
- for (var ammoId in skill.itemAmmoCost) {
- var cost = skill.itemAmmoCost[ammoId];
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(cost)) {
- var cost = parseInt(cost);
- var itemOwned = ($gameParty.getItemAmount($dataItems[ammoId]) > 0);
- text = text + '\\i[' + String($dataItems[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataItems[ammoId].name + ' ' );
- text = text + ( ((cost <= 0) && itemOwned) ? '' : ( 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) ) ) );
- withAmmo = true;
- }
- }
- //---------------------------------------------------//
- // - Armor Cost
- var zeroEquipAmmo = false;
- for (var ammoId in skill.equipAmmoCost) {
- var cost = skill.equipAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
- cost = parseInt(cost);
- withAmmo = true;
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) ) );
- text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
- zeroEquipAmmo = false;
- break;
- } else {
- zeroEquipAmmo = true;
- }
- }
- }
- if (zeroEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Weapon Cost
- var zeroWeaponAmmo = false;
- for (var ammoId in skill.weaponAmmoCost) {
- var cost = skill.weaponAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
- cost = parseInt(cost);
- withAmmo = true;
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) ) );
- text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- }
- }
- }
- if (zeroWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Charge Armor Cost
- var zeroChargeEquipAmmo = false;
- for (var ammoId in skill.equipChargeAmmoCost) {
- var cost = skill.equipChargeAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
- cost = parseInt(cost);
- withAmmo = true;
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( this._actor.getAmmoCurrentCharges($dataArmors[ammoId]) ) );
- text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
- zeroChargeEquipAmmo = false;
- break;
- } else {
- zeroChargeEquipAmmo = true;
- }
- }
- }
- if (zeroChargeEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Charge Weapon Cost
- var zeroChargeWeaponAmmo = false;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var cost = skill.weaponChargeAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && (typeof this._actor !== 'undefined')) {
- cost = parseInt(cost);
- withAmmo = true;
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( this._actor.getAmmoCurrentCharges($dataWeapons[ammoId]) ) );
- text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- }
- }
- }
- if (zeroChargeWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - End
- if (withAmmo === true) text = '\n' + introText + ' : ' + text;
- }
- }
- return text;
- }
- Window_Help.prototype.setItem = function(item) {
- this.setText(item ? item.description + this.getAmmoAmountText(item) : '');
- };
- Unco.AS.Window_SkillList_setHelpWindowItem = Window_SkillList.prototype.setHelpWindowItem;
- Window_SkillList.prototype.setHelpWindowItem = function(item) {
- if (this._helpWindow) {
- this._helpWindow._actor = this._actor;
- }
- Unco.AS.Window_SkillList_setHelpWindowItem.call(this,item)
- };
- //=============================================================================
- // Window_ActorCommand
- //=============================================================================
- Window_ActorCommand.prototype.getAmmoText = function(skill) {
- var ammoStr = '';
- if (Unco.Param.showAmmoLeftForAttack === 'true') {
- //---------------------------------------------------//
- // - Item Cost
- for (var ammoId in skill.itemAmmoCost) {
- var ammoId = parseInt(ammoId);
- var ammoCost = parseInt(skill.itemAmmoCost[ammoId]);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += String( $gameParty.getItemAmount($dataItems[ammoId]) );
- }
- }
- //---------------------------------------------------//
- // - Armor Cost
- var zeroAmmo = false;
- for (var ammoId in skill.equipAmmoCost) {
- var ammoId = parseInt(ammoId);
- var ammoCost = parseInt(skill.equipAmmoCost[ammoId]);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += String( 1+$gameParty.getItemAmount($dataArmors[ammoId]) );
- zeroAmmo = false;
- break;
- } else {
- zeroAmmo = true;
- }
- }
- }
- if (zeroAmmo === true) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += '0';
- }
- //---------------------------------------------------//
- // - Weapon Cost
- var zeroWeaponAmmo = false;
- for (var ammoId in skill.weaponAmmoCost) {
- var ammoId = parseInt(ammoId);
- var ammoCost = parseInt(skill.weaponAmmoCost[ammoId]);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += String( 1+$gameParty.getItemAmount($dataWeapons[ammoId]) );
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- }
- }
- }
- if (zeroWeaponAmmo === true) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += '0';
- }
- //---------------------------------------------------//
- // - Charge Armor Cost
- var zeroChargeAmmo = false;
- for (var ammoId in skill.equipChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- var ammoCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
- if (this._actor.hasArmor($dataArmors[ammoId])) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += String( this._actor.getAmmoCurrentCharges($dataArmors[ammoId]) );
- zeroChargeAmmo = false;
- break;
- } else {
- zeroChargeAmmo = true;
- }
- }
- }
- if (zeroChargeAmmo === true) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += '0';
- }
- //---------------------------------------------------//
- // - Charge Weapon Cost
- var zeroChargeWeaponAmmo = false;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- var ammoCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(ammoCost) && (ammoCost > 0)) {
- if (this._actor.hasWeapon($dataWeapons[ammoId])) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += String( this._actor.getAmmoCurrentCharges($dataWeapons[ammoId]) );
- zeroChargeWeaponAmmo = false;
- break;
- } else {
- zeroChargeWeaponAmmo = true;
- }
- }
- }
- if (zeroChargeWeaponAmmo === true) {
- if (ammoStr !== '') ammoStr += '|';
- ammoStr += '0';
- }
- }
- //---------------------------------------------------//
- // - End
- if (ammoStr !== '') ammoStr = '[' + ammoStr + ']';
- return ammoStr;
- };
- Unco.AS.Window_ActorCommand_addCommand = Window_ActorCommand.prototype.addCommand;
- if (Imported.BOB_BattleCommandList === true) {
- Window_ActorCommand.prototype.addCommand = function(name, symbol, enabled, ext, icon) {
- if ((symbol === 'attack') && (this._actor._equips[0]) && (this._actor._equips[0]._itemId)) {
- var ammoStr = this.getAmmoText($dataWeapons[this._actor._equips[0]._itemId]);
- name = name + ammoStr;
- }
- if (symbol === 'customSkill') {
- var ammoStr = this.getAmmoText(ext);
- name = name + ammoStr;
- }
- Unco.AS.Window_ActorCommand_addCommand.call(this,name, symbol, enabled, ext, icon);
- };
- } else {
- Window_ActorCommand.prototype.addCommand = function(name, symbol, enabled, ext) {
- if ((symbol === 'attack') && (this._actor._equips[0]) && (this._actor._equips[0]._itemId)) {
- var ammoStr = this.getAmmoText($dataWeapons[this._actor._equips[0]._itemId]);
- name = name + ammoStr;
- }
- Unco.AS.Window_ActorCommand_addCommand.call(this,name, symbol, enabled, ext);
- };
- }
- Unco.AS.Window_ActorCommand_setHelpWindowItem = Window_ActorCommand.prototype.setHelpWindowItem;
- Window_ActorCommand.prototype.setHelpWindowItem = function(item) {
- if (this._helpWindow && this._actor) {
- this._helpWindow._actor = this._actor;
- }
- Unco.AS.Window_ActorCommand_setHelpWindowItem.call(this,item)
- };
- if (Imported.YEP_SkillCore === true) {
- //=============================================================================
- // Window_Base
- //=============================================================================
- Window_Base.prototype.mustDrawActorAmmo = function(actor) {
- if (typeof actor._equips !== 'undefined') {
- if (actor._equips[0]._itemId > 0) {
- skill = $dataWeapons[actor._equips[0]._itemId];
- for (var ammoId in skill.itemAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (!isNaN(skill.itemAmmoCost[ammoId])) {
- return true;
- }
- }
- }
- for (var ammoId in skill.equipAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (!isNaN(skill.equipAmmoCost[ammoId])) {
- return true;
- }
- }
- }
- for (var ammoId in skill.weaponAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (!isNaN(skill.weaponAmmoCost[ammoId])) {
- return true;
- }
- }
- }
- for (var ammoId in skill.equipChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (!isNaN(skill.equipChargeAmmoCost[ammoId])) {
- return true;
- }
- }
- }
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- if (!isNaN(skill.weaponChargeAmmoCost[ammoId])) {
- return true;
- }
- }
- }
- }
- }
- return false;
- }
- Window_Base.prototype.drawActorAmmo = function(actor, x, y, width) {
- if (typeof actor._equips !== 'undefined') {
- if (actor._equips[0]._itemId > 0) {
- skill = $dataWeapons[ ( (typeof $dataWeapons[actor._equips[0]._itemId].baseItemId === 'undefined') ? actor._equips[0]._itemId : $dataWeapons[actor._equips[0]._itemId].baseItemId ) ];
- var dw = width;
- //---------------------------------------------------//
- // - Item Cost
- for (var ammoId in skill.itemAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = parseInt(skill.itemAmmoCost[ammoId]);
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = (ammoCost <= 0) ? '' : 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- if ($dataItems[ammoId].iconIndex > 0) {
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon($dataItems[ammoId].iconIndex, iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- }
- }
- //---------------------------------------------------//
- // - Armor Cost
- var zeroAmmo = false;
- for (var ammoId in skill.equipAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = parseInt(skill.equipAmmoCost[ammoId]);
- if (actor.hasArmor($dataArmors[ammoId])) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = (ammoCost <= 0) ? '' : 'x' + String( 1+$gameParty.getItemAmount($dataArmors[ammoId]) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- if ($dataArmors[ammoId].iconIndex > 0) {
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon($dataArmors[ammoId].iconIndex, iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- zeroAmmo = false;
- break;
- } else {
- zeroAmmo = true;
- }
- }
- }
- if (zeroAmmo === true) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = 'x0';
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- //---------------------------------------------------//
- // - Weapon Cost
- var zeroWeaponAmmo = false;
- for (var ammoId in skill.weaponAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = parseInt(skill.weaponAmmoCost[ammoId]);
- if (actor.hasWeapon($dataWeapons[ammoId])) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = (ammoCost <= 0) ? '' : 'x' + String( 1+$gameParty.getItemAmount($dataWeapons[ammoId]) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- if ($dataWeapons[ammoId].iconIndex > 0) {
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon($dataWeapons[ammoId].iconIndex, iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- }
- }
- }
- if (zeroWeaponAmmo === true) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = 'x0';
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- //---------------------------------------------------//
- // - Charge Armor Cost
- var zeroChargeAmmo = false;
- for (var ammoId in skill.equipChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = parseInt(skill.equipChargeAmmoCost[ammoId]);
- if (actor.hasArmor($dataArmors[ammoId])) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = (ammoCost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataArmors[ammoId]) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- if ($dataArmors[ammoId].iconIndex > 0) {
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon($dataArmors[ammoId].iconIndex, iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- zeroChargeAmmo = false;
- break;
- } else {
- zeroChargeAmmo = true;
- }
- }
- }
- if (zeroChargeAmmo === true) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = 'x0';
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- //---------------------------------------------------//
- // - Charge Weapon Cost
- var zeroChargeWeaponAmmo = false;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- var ammoCost = parseInt(skill.weaponChargeAmmoCost[ammoId]);
- if (actor.hasWeapon($dataWeapons[ammoId])) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = (ammoCost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataWeapons[ammoId]) );
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- if ($dataWeapons[ammoId].iconIndex > 0) {
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon($dataWeapons[ammoId].iconIndex, iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- zeroChargeWeaponAmmo = false;
- break;
- } else {
- zeroChargeWeaponAmmo = true;
- }
- }
- }
- if (zeroChargeWeaponAmmo === true) {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- var text = 'x0';
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText(text, x, y, dw, 'right');
- dw -= this.textWidth(text);
- this.resetFontSettings();
- var iw = x + dw - Window_Base._iconWidth;
- this.drawIcon( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) , iw, y + 2);
- dw -= Window_Base._iconWidth + 2;
- }
- }
- }
- };
- //=============================================================================
- // DataManager (again)
- //=============================================================================
- Unco.AS.DataManager_processGSCNotetags1 = DataManager.processGSCNotetags1;
- DataManager.processGSCNotetags1 = function(group) {
- Unco.AS.DataManager_processGSCNotetags1.call(this,group);
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
- var gauge = parseInt(RegExp.$1);
- var text = String(RegExp.$2).toUpperCase();
- if (['AMMO'].contains(text)) {
- if (gauge === 1) obj.gauge1 = text;
- if (gauge === 2) obj.gauge2 = text;
- if (gauge === 3) obj.gauge3 = text;
- }
- }
- }
- }
- };
- Unco.AS.DataManager_processGSCNotetags2 = DataManager.processGSCNotetags2;
- DataManager.processGSCNotetags2 = function(group) {
- Unco.AS.DataManager_processGSCNotetags2.call(this,group);
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
- var gauge = parseInt(RegExp.$1);
- var text = String(RegExp.$2).toUpperCase();
- if (['AMMO'].contains(text)) {
- if (gauge === 1) obj.gauge1 = text;
- if (gauge === 2) obj.gauge2 = text;
- if (gauge === 3) obj.gauge3 = text;
- }
- }
- }
- }
- };
- Unco.AS.Window_Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
- Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
- if ((this.mustDrawActorAmmo(actor)) && (actor.gauge1() === 'AMMO')) {
- this.drawActorAmmo(actor, x, y, width);
- } else {
- Unco.AS.Window_Window_Base_drawActorHp.call(this, actor, x, y, width);
- }
- };
- Unco.AS.Window_Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
- Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
- if ((this.mustDrawActorAmmo(actor)) && (actor.gauge2() === 'AMMO')) {
- this.drawActorAmmo(actor, x, y, width);
- } else {
- Unco.AS.Window_Window_Base_drawActorMp.call(this, actor, x, y, width);
- }
- };
- Unco.AS.Window_Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
- Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
- if ((this.mustDrawActorAmmo(actor)) && (actor.gauge3() === 'AMMO')) {
- this.drawActorAmmo(actor, x, y, width);
- } else {
- Unco.AS.Window_Window_Base_drawActorTp.call(this, actor, x, y, width);
- }
- };
- }
- //-----------------------------------------------------------------------------
- // Window_Base
- //
- // Draw item with charges.
- Window_Base.prototype.drawItemName = function(item, x, y, width) {
- width = width || 312;
- if (item) {
- var iconBoxWidth = (Imported.YEP_CoreEngine === true) ? this.lineHeight() : (Window_Base._iconWidth + 4);
- var padding = (Imported.YEP_CoreEngine === true) ? ( (iconBoxWidth - Window_Base._iconWidth) / 2 ) : 2;
- this.resetTextColor();
- this.drawIcon(item.iconIndex, x + padding, y + padding);
- if (typeof item.ammoCurrentCharges !== 'undefined') {
- this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
- this.contents.fontSize = Unco.Param.ammoFontSize;
- this.drawText( String( item.ammoCurrentCharges ) , x + padding , y + padding , Window_Base._iconWidth , 'center');
- this.resetTextColor();
- this.resetFontSettings();
- }
- this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
- }
- };
- //-----------------------------------------------------------------------------
- // Window_Ammo
- //
- // The window for displaying the ammunition amount for attack action.
- function Window_Ammo() {
- this.initialize.apply(this, arguments);
- }
- Window_Ammo.prototype = Object.create(Window_Base.prototype);
- Window_Ammo.prototype.constructor = Window_Ammo;
- Window_Ammo.prototype.initialize = function(numLines) {
- var width = Graphics.boxWidth;
- var height = this.fittingHeight(1);
- var y = Graphics.height-this.fittingHeight(6);
- Window_Base.prototype.initialize.call(this, 0, 0, width, height);
- this._text = '';
- };
- Window_Ammo.prototype.setText = function(text) {
- if (this._text !== text) {
- this._text = text;
- this.refresh();
- }
- };
- Window_Ammo.prototype.clear = function() {
- this.setText('');
- };
- Window_Ammo.prototype.setItem = function(actor,item) {
- var text = '';
- if (typeof item !== 'undefined') {
- if ((DataManager.isSkill(item)) && (Unco.Param.showAmmoLeftInDesc === 'true')) {
- var skill = item;
- if (skill.id === actor.attackSkillId()) {
- if (typeof actor._equips !== 'undefined') {
- if (actor._equips[0]._itemId > 0) {
- skill = $dataWeapons[ ( (typeof $dataWeapons[actor._equips[0]._itemId].baseItemId === 'undefined') ? actor._equips[0]._itemId : $dataWeapons[actor._equips[0]._itemId].baseItemId ) ];
- }
- }
- }
- //---------------------------------------------------//
- // - Item Cost
- var withAmmo = false;
- for (var ammoId in skill.itemAmmoCost) {
- var cost = skill.itemAmmoCost[ammoId];
- ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0) && !isNaN(cost)) {
- var cost = parseInt(cost);
- var itemOwned = ($gameParty.getItemAmount($dataItems[ammoId]) > 0);
- text = text + '\\i[' + String($dataItems[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataItems[ammoId].name + ' ' );
- text = text + ( ((cost <= 0) && itemOwned) ? '' : ( 'x' + String( $gameParty.getItemAmount($dataItems[ammoId]) ) ) );
- withAmmo = true;
- }
- }
- //---------------------------------------------------//
- // - Armor Cost
- var zeroEquipAmmo = false;
- for (var ammoId in skill.equipAmmoCost) {
- var cost = skill.equipAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- cost = parseInt(cost);
- withAmmo = true;
- if (actor.hasArmor($dataArmors[ammoId])) {
- text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataArmors[ammoId]) ) );
- text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
- zeroEquipAmmo = false;
- break;
- } else {
- zeroEquipAmmo = true;
- }
- }
- }
- if (zeroEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Weapon Cost
- var zeroWeaponAmmo = false;
- for (var ammoId in skill.weaponAmmoCost) {
- var cost = skill.weaponAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- cost = parseInt(cost);
- withAmmo = true;
- if (actor.hasWeapon($dataWeapons[ammoId])) {
- text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( 1 + $gameParty.getItemAmount($dataWeapons[ammoId]) ) );
- text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
- zeroWeaponAmmo = false;
- break;
- } else {
- zeroWeaponAmmo = true;
- }
- }
- }
- if (zeroWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Charge Armor Cost
- var zeroChargeEquipAmmo = false;
- for (var ammoId in skill.equipChargeAmmoCost) {
- var cost = skill.equipChargeAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- cost = parseInt(cost);
- withAmmo = true;
- if (actor.hasArmor($dataArmors[ammoId])) {
- text = text + '\\i[' + String($dataArmors[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataArmors[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataArmors[ammoId]) ) );
- text = text + ( (typeof $dataArmors[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataArmors[ammoId].ammoDesc + ')' );
- zeroChargeEquipAmmo = false;
- break;
- } else {
- zeroChargeEquipAmmo = true;
- }
- }
- }
- if (zeroChargeEquipAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- //---------------------------------------------------//
- // - Charge Weapon Cost
- var zeroChargeWeaponAmmo = false;
- for (var ammoId in skill.weaponChargeAmmoCost) {
- var cost = skill.weaponChargeAmmoCost[ammoId];
- var ammoId = parseInt(ammoId);
- if (!isNaN(ammoId) && (ammoId > 0)) {
- cost = parseInt(cost);
- withAmmo = true;
- if (actor.hasWeapon($dataWeapons[ammoId])) {
- text = text + '\\i[' + String($dataWeapons[ammoId].iconIndex) + ']';
- text = text + ( (typeof skill.showAmmoName === 'undefined') ? '' : $dataWeapons[ammoId].name + ' ' );
- text = text + ( (cost <= 0) ? '' : 'x' + String( actor.getAmmoCurrentCharges($dataWeapons[ammoId]) ) );
- text = text + ( (typeof $dataWeapons[ammoId].ammoDesc === 'undefined') ? '' : '(' + $dataWeapons[ammoId].ammoDesc + ')' );
- zeroChargeWeaponAmmo = false;
- break;
- } else {
- zeroChargeWeaponAmmo = true;
- }
- }
- }
- if (zeroChargeWeaponAmmo === true) text = text + '\\i[' + String( ( (skill.noAmmoIconId) ? skill.noAmmoIconId : Unco.Param.defaultNoAmmoIconId ) ) + ']x0';
- if (withAmmo === true) text = ( (typeof skill.ammoText !== 'undefined') ? skill.ammoText : Unco.Param.descAmmoLeftText) + ' : ' + text;
- }
- }
- if (text !== '') {
- this.setText(item ? text : '');
- this.show();
- }
- };
- Window_Ammo.prototype.refresh = function() {
- this.contents.clear();
- this.drawTextEx(this._text, this.textPadding(), 0);
- };
- Unco.AS.Scene_Battle_createAllWindows = Scene_Battle.prototype.createAllWindows;
- Scene_Battle.prototype.createAllWindows = function() {
- Unco.AS.Scene_Battle_createAllWindows.call(this);
- this.createAmmoWindow();
- };
- Scene_Battle.prototype.createAmmoWindow = function() {
- this._ammoWindow = new Window_Ammo();
- this._ammoWindow.visible = false;
- this.addWindow(this._ammoWindow);
- };
- Scene_Battle.prototype.showAmmoWindow = function() {
- if (Unco.Param.showAmmoLeftActorCommand === 'true') this._ammoWindow.setItem(BattleManager.actor(),$dataSkills[BattleManager.actor().attackSkillId()]);
- };
- Unco.AS.Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
- Scene_Battle.prototype.onSelectAction = function() {
- this._ammoWindow.hide();
- Unco.AS.Scene_Battle_onSelectAction.call(this);
- };
- Unco.AS.Scene_Battle_commandAttack = Scene_Battle.prototype.commandAttack;
- Scene_Battle.prototype.commandAttack = function() {
- this._ammoWindow.hide();
- Unco.AS.Scene_Battle_commandAttack.call(this);
- };
- Unco.AS.Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
- Scene_Battle.prototype.commandSkill = function() {
- this._ammoWindow.hide();
- Unco.AS.Scene_Battle_commandSkill.call(this);
- };
- Unco.AS.Scene_Battle_commandGuard = Scene_Battle.prototype.commandGuard;
- Scene_Battle.prototype.commandGuard = function() {
- this._ammoWindow.hide();
- Unco.AS.Scene_Battle_commandGuard.call(this);
- };
- Unco.AS.Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
- Scene_Battle.prototype.commandItem = function() {
- this._ammoWindow.hide();
- Unco.AS.Scene_Battle_commandItem.call(this);
- };
- Unco.AS.Scene_Battle_startActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection;
- Scene_Battle.prototype.startActorCommandSelection = function() {
- this.showAmmoWindow();
- Unco.AS.Scene_Battle_startActorCommandSelection.call(this);
- };
- Unco.AS.Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
- Scene_Battle.prototype.onSkillCancel = function() {
- this.showAmmoWindow();
- Unco.AS.Scene_Battle_onSkillCancel.call(this);
- };
- Unco.AS.Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
- Scene_Battle.prototype.onItemCancel = function() {
- this.showAmmoWindow();
- Unco.AS.Scene_Battle_onItemCancel.call(this);
- };
- Unco.AS.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
- Scene_Battle.prototype.onEnemyCancel = function() {
- if (this._actorCommandWindow.currentSymbol() === 'attack') {
- this.showAmmoWindow();
- }
- Unco.AS.Scene_Battle_onEnemyCancel.call(this);
- };
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