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