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想让按钮不动(不变焦)并且保持实色该如何修改?
下面是脚本:
//=============================================================================
// MOG_SceneMenu.js
//=============================================================================
/*:
* @plugindesc R6 ★MOG场景美化系统-主菜单界面★
* @author Moghunter
*
* @help
* =============================================================================
* MOG系类-主菜单美化
* =============================================================================
* +++ MOG - 场景菜单 (v1.2) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* 使用
* =============================================================================
* 图像素材保存到文件夹中
*
* /img/menus/main/
*
* =============================================================================
* 更新
* =============================================================================
* (1.2) - 修复了不使用光标菜单插件时的崩溃
* (1.1) - 修复命令名的插件参数位置
*
*
* =============================================================================
* 魔改作者:流逝的岁月
* 魔改版本:v1.00
* 魔改日期:2023/1/16
*
*
*
* 魔改记录:v1.00 添加参数设置,对主菜单中单个下标位置进行调整
*
*
*
*
*
*
*
*
*
*
*
* @param Actor Hud X-Axis
* @text 角色状态窗口X位置
* @desc 角色的Hud X轴位置
* @default 0
*
* @param Actor Hud Y-Axis
* @text 角色状态窗口Y位置
* @desc Posição Y-Axis da Hud do personagem.
* @default 52
*
* @param Char X-Axis
* @text 立绘X位置
* @desc Posição X-Axis da imagem do personagem.
* @default 20
*
* @param Char Y-Axis
* @text 立绘Y位置
* @desc Posição Y-Axis da image do personagem.
* @default 0
*
* @param HP Meter X-Axis
* @text 血量X位置
* @desc Posição X-Axis do medidor de HP.
* @default 17
*
* @param HP Meter Y-Axis
* @text 血量Y位置
* @desc Posição Y-Axis do medidor de HP.
* @default 93
*
* @param MP Meter X-Axis
* @text 魔法X位置
* @desc Posição X-Axis do medidor de MP.
* @default 17
*
* @param MP Meter Y-Axis
* @text 魔法Y位置
* @desc Posição Y-Axis do medidor de MP.
* @default 144
*
* @param HP Number X-Axis
* @text 血量文字X位置
* @desc Posição X-Axis do número de HP.
* @default 100
*
* @param HP Number Y-Axis
* @text 血量文字Y位置
* @desc Posição Y-Axis do número de HP.
* @default 73
*
* @param HPMax Number X-Axis
* @text 最大血量文本X位置
* @desc 最大HP数的X轴位置
* @default 140
*
* @param HPMax Number Y-Axis
* @text 最大血量文本Y位置
* @desc Posição Y-Axis do número de HP maximo.
* @default 100
*
* @param MP Number X-Axis
* @text 魔法文本X位置
* @desc Posição X-Axis do número de MP.
* @default 100
*
* @param MP Number Y-Axis
* @text 魔法文本Y位置
* @desc Posição Y-Axis do número de MP.
* @default 124
*
* @param MPMax Number X-Axis
* @text 最大魔法文本X位置
* @desc Posição X-Axis do número de MP maximo.
* @default 140
*
* @param MPMax Number Y-Axis
* @text 最大魔法文本Y位置
* @desc Posição Y-Axis do número de MP maximo.
* @default 151
*
* @param Commands X-Axis
* @text 选项命令X位置
* @desc Posição X-Axis dos comandos.
* @default 180
*
* @param Commands Y-Axis
* @text 选项命令Y位置
* @desc Posição Y-Axis dos comandos.
* @default 50
*
* @param Command Active X-Axis
* @text 所选命令的X位置
* @desc 所选命令的X轴位置
* @default 250
*
* @param Command Active Y-Axis
* @text 所选命令的Y位置
* @desc Posição Y-Axis do comando selecionado.
* @default 88
*
* @param Com Name Visible
* @text 显示命令名
* @desc 显示命令名 true/false
* @default true
*
* @param Com Name X-Axis
* @text 命令文本的X位置
* @desc 命令文本的X轴位置
* @default 40
*
* @param Com Name Y-Axis
* @text 命令文本的Y位置
* @desc Posição Y-Axis do nome do comando.
* @default 92
*
* @param Com Name FontSize
* @text 命令文本的字体大小
* @desc 设置命令名的字体大小
* @default 24
*
* @param Max Visible Faces
* @text 角色脸图显示数量
* @desc 显示的面数的定义
* @default 5
*
* @param Face Sel X-Axis
* @text 角色脸图X位置
* @desc 面的X轴位置
* @default 320
*
* @param Face Sel Y-Axis
* @text 角色脸图Y位置
* @desc Posição Y-Axis das faces.
* @default 88
*
* @param Gold X-Axis
* @text 金钱显示X位置
* @desc Posição X-Axis do dinheiro.
* @default 260
*
* @param Gold Y-Axis
* @text 金钱显示Y位置
* @desc Posição Y-Axis do dinheiro.
* @default 580
*
* @param Time X-Axis
* @text 时间显示X位置
* @desc Posição X-Axis do tempo.
* @default 553
*
* @param Time Y-Axis
* @text 时间显示Y位置
* @desc Posição Y-Axis do tempo.
* @default 72
*
* @param Time FontSize
* @text 时间字体大小
* @desc 时间字体大小的定义
* @default 22
*
* @param Location X-Axis
* @text 所在位置X坐标
* @desc Posição X-Axis da localização.
* @default 450
*
* @param Location Y-Axis
* @text 所在位置Y坐标
* @desc Posição Y-Axis da localização.
* @default 575
*
* @param Location FontSize
* @text 所在位置字体大小
* @desc 设置位置的字体大小
* @default 26
*
* @param Magic Circle Visible
* @text 显示魔法圈效果
* @desc 展示魔术圈 true/false
* @default false
*
* @param Magic Circle X-Axis
* @text 魔法圆的X位置
* @desc 魔法圆的X轴位置
* @default 700
*
* @param Magic Circle Y-Axis
* @text 魔法圆的Y位置
* @desc Posição Y-Axis do círculo mágico.
* @default 140
*
* @param Magic Circle Rotation
* @text 魔术圈旋转速度
* @desc 魔术圈的旋转速度
* @default 0.001
*
*
* @param ---Zzy Set---
* @default
*
* @param IsMenuAlonePos
* @text 开启菜单选项独立位置
* @parent ---Zzy Set---
* @type boolean
* @on YES
* @off NO
* @desc 设置为true时,将使用选项独立位置设置
* YES - true NO - false
* @default false
*
*
* @param MenuAlonePosInfo
* @text 菜单选项独立位置
* @parent ---Zzy Set---
* @type struct<MenuItemPos>[]
* @desc 可以设置菜单选项独立位置
* @default ["{\"---位置---\":\"\",\"posX\":\"180\",\"posY\":\"50\"}","{\"---位置---\":\"\",\"posX\":\"228\",\"posY\":\"98\"}","{\"---位置---\":\"\",\"posX\":\"276\",\"posY\":\"50\"}","{\"---位置---\":\"\",\"posX\":\"324\",\"posY\":\"98\"}","{\"---位置---\":\"\",\"posX\":\"372\",\"posY\":\"50\"}","{\"---位置---\":\"\",\"posX\":\"420\",\"posY\":\"98\"}","{\"---位置---\":\"\",\"posX\":\"468\",\"posY\":\"50\"}","{\"---位置---\":\"\",\"posX\":\"516\",\"posY\":\"98\"}"]
*
*/
/* ----------------------------------------------------------------------------
* MenuItemPos Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~MenuItemPos:
*
* @param ---位置---
* @default
*
* @param posX
* @text 位置X
* @parent ---位置---
* @type text
* @desc 设置对应编号下标点X,请填写正负整数值
* @default
*
* @param posY
* @text 位置Y
* @parent ---位置---
* @type text
* @desc 设置对应编号下标点Y,请填写正负整数值
* @default
*
*
*
*
*
*
*
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MMOG_SceneMenu = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_SceneMenu');
Moghunter.scMenu_layoutStatusX = Number(Moghunter.parameters['Actor Hud X-Axis'] || 0);
Moghunter.scMenu_layoutStatusY = Number(Moghunter.parameters['Actor Hud Y-Axis'] || 0);
Moghunter.scMenu_CharX = Number(Moghunter.parameters['Char X-Axis'] || 20);
Moghunter.scMenu_CharY = Number(Moghunter.parameters['Char Y-Axis'] || 0);
Moghunter.scMenu_HPMeterX = Number(Moghunter.parameters['HP Meter X-Axis'] || 17);
Moghunter.scMenu_HPMeterY = Number(Moghunter.parameters['HP Meter Y-Axis'] || 93);
Moghunter.scMenu_MPMeterX = Number(Moghunter.parameters['MP Meter X-Axis'] || 17);
Moghunter.scMenu_MPMeterY = Number(Moghunter.parameters['MP Meter Y-Axis'] || 144);
Moghunter.scMenu_HPNumberX = Number(Moghunter.parameters['HP Number X-Axis'] || 100);
Moghunter.scMenu_HPNumberY = Number(Moghunter.parameters['HP Number Y-Axis'] || 73);
Moghunter.scMenu_HPNumber2X = Number(Moghunter.parameters['HPMax Number X-Axis'] || 140);
Moghunter.scMenu_HPNumber2Y = Number(Moghunter.parameters['HPMax Number Y-Axis'] || 100);
Moghunter.scMenu_MPNumberX = Number(Moghunter.parameters['MP Number X-Axis'] || 100);
Moghunter.scMenu_MPNumberY = Number(Moghunter.parameters['MP Number Y-Axis'] || 124);
Moghunter.scMenu_MPNumber2X = Number(Moghunter.parameters['MPMax Number X-Axis'] || 140);
Moghunter.scMenu_MPNumber2Y = Number(Moghunter.parameters['MPMax Number Y-Axis'] || 151);
Moghunter.scMenu_LVNumberX = Number(Moghunter.parameters['LV Number X-Axis'] || 95);
Moghunter.scMenu_LVNumberY = Number(Moghunter.parameters['LV Number Y-Axis'] || 33);
Moghunter.scMenu_statesX = Number(Moghunter.parameters['States X-Axis'] || 111);
Moghunter.scMenu_statesY = Number(Moghunter.parameters['States Y-Axis'] || 30);
Moghunter.scMenu_NameX = Number(Moghunter.parameters['Name X-Axis'] || 20);
Moghunter.scMenu_NameY = Number(Moghunter.parameters['Name Y-Axis'] || 0);
Moghunter.scMenu_NameFontSize = Number(Moghunter.parameters['Name FontSize'] || 20);
Moghunter.scMenu_ComX = Number(Moghunter.parameters['Commands X-Axis'] || 180);
Moghunter.scMenu_ComY = Number(Moghunter.parameters['Commands Y-Axis'] || 50);
Moghunter.scMenu_ComWX = Number(Moghunter.parameters['Command Active X-Axis'] || 40);
Moghunter.scMenu_ComWY = Number(Moghunter.parameters['Command Active Y-Axis'] || 148);
Moghunter.scMenu_ComNameVisible = String(Moghunter.parameters['Com Name Visible'] || "true");
Moghunter.scMenu_ComNameX = Number(Moghunter.parameters['Com Name X-Axis'] || 40);
Moghunter.scMenu_ComNameY = Number(Moghunter.parameters['Com Name Y-Axis'] || 96);
Moghunter.scMenu_ComNameFontSize = Number(Moghunter.parameters['Com Name FontSize'] || 22);
Moghunter.scMenu_maxVisibleFaces = Number(Moghunter.parameters['Max Visible Faces'] || 5);
Moghunter.scMenu_FaceSelX = Number(Moghunter.parameters['Face Sel X-Axis'] || 240);
Moghunter.scMenu_FaceSelY = Number(Moghunter.parameters['Face Sel Y-Axis'] || 128);
Moghunter.scMenu_GoldNumberX = Number(Moghunter.parameters['Gold X-Axis'] || 260);
Moghunter.scMenu_GoldNumberY = Number(Moghunter.parameters['Gold Y-Axis'] || 580);
Moghunter.scMenu_playTimeNumberX = Number(Moghunter.parameters['Time X-Axis'] || 565);
Moghunter.scMenu_playTimeNumberY = Number(Moghunter.parameters['Time Y-Axis'] || 60);
Moghunter.scMenu_playTimeNumberFontSize = Number(Moghunter.parameters['Time FontSize'] || 24);
Moghunter.scMenu_locationX = Number(Moghunter.parameters['Location X-Axis'] || 450);
Moghunter.scMenu_locationY = Number(Moghunter.parameters['Location Y-Axis'] || 575);
Moghunter.scMenu_locationFontSize = Number(Moghunter.parameters['Location FontSize'] || 26);
Moghunter.scMenu_MagicCircleV = String(Moghunter.parameters['Magic Circle Visible'] || "true");
Moghunter.scMenu_MagicCircleX = Number(Moghunter.parameters['Magic Circle X-Axis'] || 700);
Moghunter.scMenu_MagicCircleY = Number(Moghunter.parameters['Magic Circle Y-Axis'] || 140);
Moghunter.scMenu_MagicCircleR = Number(Moghunter.parameters['Magic Circle Rotation'] || 0.001);
var Zzy = Zzy || {};
Zzy.MagicChange = Zzy.MagicChange || {};
Zzy.MagicChange.SMF = Zzy.MagicChange.SMF || {};
Zzy.MagicChange.SMF.IsMenuAlonePos = eval(String(Moghunter.parameters['IsMenuAlonePos']));//开启菜单选项独立位置
Zzy.MagicChange.SMF.MenuAlonePosInfo = JSON.parse(Moghunter.parameters['MenuAlonePosInfo']);//菜单选项独立位置
Zzy.MagicChange.SMF.Translate = function()//解析
{
var infos = [];
var length = Zzy.MagicChange.SMF.MenuAlonePosInfo.length;
for(var i=0;i<length;i++)
{
var info = {};//信息
var data = JSON.parse(Zzy.MagicChange.SMF.MenuAlonePosInfo[i]);
if(!Zzy.MagicChange.SMF.MenuAlonePosInfo[i])
{
info.posX = 0;
info.posY = 0;
}
else
{
info.posX = Number(data.posX);
info.posY = Number(data.posY);
}
infos.push(info);
}
return infos;
}
Zzy.MagicChange.SMF.MenuAlonePosInfo = Zzy.MagicChange.SMF.Translate();//进行翻译
//=============================================================================
// ** 图像管理器
//=============================================================================
//==============================
// * 主要的
//==============================
ImageManager.loadMenusMain = function(filename) {
return this.loadBitmap('img/menus/main/', filename, 0, true);
};
//==============================
// * Main Faces1
//==============================
ImageManager.loadMenusFaces1 = function(filename) {
return this.loadBitmap('img/menus/faces/faces1/', filename, 0, true);
};
//==============================
// * Main Faces2
//==============================
ImageManager.loadMenusFaces2 = function(filename) {
return this.loadBitmap('img/menus/faces/faces2/', filename, 0, true);
};
//==============================
// * Main Faces3
//==============================
ImageManager.loadMenusFaces3 = function(filename) {
return this.loadBitmap('img/menus/faces/faces3/', filename, 0, true);
};
//==============================
// * Main Faces4
//==============================
ImageManager.loadMenusFaces4 = function(filename) {
return this.loadBitmap('img/menus/faces/faces4/', filename, 0, true);
};
//==============================
// * Main Commands
//==============================
ImageManager.loadMenusMainCommands = function(filename) {
return this.loadBitmap('img/menus/main/commands/', filename, 0, true);
};
//=============================================================================
// ** 场景菜单
//=============================================================================
var _mog_scmenu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_mog_scmenu_create.call(this);
this.loadBitmapsMain();
this.createField();
this.createMonogatari();
};
//==============================
// * 加载位图主
//==============================
Scene_Menu.prototype.loadBitmapsMain = function() {
this._facesBitmaps = []
for (var i = 0; i < $gameParty.members().length; i++) {
this._facesBitmaps[i] = ImageManager.loadMenusFaces2("Actor_" + $gameParty.members()[i]._actorId);
};
this._comBitmaps = []
this._comList = this._commandWindow._list;
for (var i = 0; i < this._comList.length; i++) {
this._comBitmaps[i] = ImageManager.loadMenusMainCommands(this._comList[i].name);
};
this._arrowImg = ImageManager.loadMenusMain("FaceArrow");
this._goldImg = ImageManager.loadMenusMain("GoldNumber");
};
//==============================
// * 创建字段
//==============================
Scene_Menu.prototype.createField = function() {
this._field = new Sprite();
this.addChild(this._field);
};
//==============================
// * 创建Monogatari
//==============================
Scene_Menu.prototype.createMonogatari = function() {
if (String(Moghunter.scMenu_MagicCircleV) === "true") {this.createMagicCircle()};
this.createCharacters();
this.createLayout();
this.createCharStatus();
this.createCommands();
this.createCommandName();
this.createPlayTime();
this.createLocation();
};
//==============================
// * Create After
//==============================
Scene_Menu.prototype.createAfter = function() {
this.createSelection();
this.createFaceArrow();
this.createGold();
};
//==============================
// * create HP Number
//==============================
Scene_Menu.prototype.createGold = function() {
this._gold_number = [];
this._GoldData = [this._goldImg.width / 10,this._goldImg.height]
var x = Moghunter.scMenu_GoldNumberX;
var y = Moghunter.scMenu_GoldNumberY;
for (var i = 0; i < 9; i++) {
this._gold_number[i] = new Sprite(this._goldImg);
this._gold_number[i].visible = false;
this._gold_number[i].opacity = 255;
this._gold_number[i].x = x ;
this._gold_number[i].y = y ;
this._field.addChild(this._gold_number[i]);
};
this.refresh_number(this._gold_number,$gameParty.gold(),this._GoldData,x)
};
//==============================
// * create Magic Circle
//==============================
Scene_Menu.prototype.createMagicCircle = function() {
this._magicCircle = new Sprite(ImageManager.loadMenusMain("MagicCircle"));
this._magicCircle.anchor.x = 0.5;
this._magicCircle.anchor.y = 0.5;
this._magicCircle.x = Moghunter.scMenu_MagicCircleX;
this._magicCircle.y = Moghunter.scMenu_MagicCircleY;
this._field.addChild(this._magicCircle);
};
//==============================
// * create Magic Circle
//==============================
Scene_Menu.prototype.updateMagicCircle = function() {
this._magicCircle.rotation +=Moghunter.scMenu_MagicCircleR;
};
//==============================
// * play Time Sec
//==============================
Scene_Menu.prototype.playTimeSec = function() {
return $gameSystem.playtime() % 60;
};
//==============================
// * create Play Time
//==============================
Scene_Menu.prototype.createPlayTime = function() {
this._playTime = new Sprite(new Bitmap(200,32));
this._playTime.x = Moghunter.scMenu_playTimeNumberX;
this._playTime.y = Moghunter.scMenu_playTimeNumberY;
this._playTime.bitmap.fontSize = Moghunter.scMenu_playTimeNumberFontSize;
this._field.addChild(this._playTime);
this._playTimeSec = this.playTimeSec();
this.refreshTime();
};
//==============================
// * 刷新时间
//==============================
Scene_Menu.prototype.refreshTime = function() {
this._playTime.bitmap.clear();
this._playTimeSec = this.playTimeSec();
this._playTime.bitmap.drawText($gameSystem.playtimeText(),0,0,200,32,"right");
};
//==============================
// * update Time
//==============================
Scene_Menu.prototype.updateTime = function() {
if (this._playTimeSec != this.playTimeSec()) {this.refreshTime()};
};
//==============================
// * create Location
//==============================
Scene_Menu.prototype.createLocation = function() {
this._location = new Sprite(new Bitmap(260,32));
this._location.x = Moghunter.scMenu_locationX;
this._location.y = Moghunter.scMenu_locationY;
this._location.bitmap.fontSize = Moghunter.scMenu_locationFontSize;
var mapName = $gameMap.displayName();
this._location.bitmap.drawText(mapName,0,0,260,32,"center");
this._field.addChild(this._location);
};
//==============================
// * 刷新编号
//==============================
Scene_Menu.prototype.refresh_number = function(sprites,value,img_data,x) {
numbers = Math.abs(value).toString().split("");
for (var i = 0; i < sprites.length ; i++) {
sprites[i].visible = false;
if (i < numbers.length) {
var n = Number(numbers[i]);
sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
var nx = -(img_data[0] * i) + (img_data[0] * numbers.length);
sprites[i].x = x - nx;
sprites[i].visible = true;
} else {
var n = 0;
sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
var nx = -(img_data[0] * i) + (img_data[0] * (sprites.length + numbers.length));
sprites[i].x = x - nx;
};
};
};
//==============================
// * maxMembers
//==============================
Scene_Menu.prototype.maxMembers = function() {
return Math.min(Math.max($gameParty.members().length,0),$gameParty.maxBattleMembers());
};
//==============================
// * Create Characters
//==============================
Scene_Menu.prototype.createCharacters = function() {
this._characters = [];
for (var i = 0; i < this.maxMembers(); i++) {
this._characters[i] = new MBustMenu(i,$gameParty.members()[i],this.maxMembers());
this._field.addChild(this._characters[i]);
};
};
//==============================
// * Create Char Status
//==============================
Scene_Menu.prototype.createCharStatus = function() {
this._charStatus = [];
for (var i = 0; i < this.maxMembers(); i++) {
this._charStatus[i] = new MCharStatus(i,$gameParty.members()[i],this.maxMembers());
this._field.addChild(this._charStatus[i]);
};
};
//==============================
// * Update
//==============================
var _mog_smenu_update = Scene_Menu.prototype.createGoldWindow;
Scene_Menu.prototype.createGoldWindow = function() {
_mog_smenu_update.call(this);
if (this._goldWindow) {this._goldWindow.visible = false};
};
//==============================
// * create Layout
//==============================
Scene_Menu.prototype.createLayout = function() {
this._layout = new Sprite(ImageManager.loadMenusMain("Layout"));
this._field.addChild(this._layout);
};
//==============================
// * 创建命令
//==============================
Scene_Menu.prototype.createCommands = function() {
this._commands = [];
this._compos = [];
this._comzoom = [];
var h = 0
this._comField = new Sprite();
this._field.addChild(this._comField);
for (var i = 0; i < this._comList.length; i++)
{
this._commands[i] = new Sprite(this._comBitmaps[i]);
this._commands[i].anchor.x = 0.5;
this._commands[i].anchor.y = 0.5;
this._commands[i].y = -64;
this._commands[i].opacity = 255;
this._compos[i] = [Moghunter.scMenu_ComX + (48 * i),Moghunter.scMenu_ComY + (48 * h)];
this._comzoom[i] = 0;
this._comField.addChild(this._commands[i]);
h = h === 0 ? 1 : 0;
};
if(Zzy.MagicChange.SMF.IsMenuAlonePos)//启用自定义菜单选项标准
{
var infos = Zzy.MagicChange.SMF.MenuAlonePosInfo;
for (var i = 0; i < this._comList.length; i++)
{
var info = infos[i];
if(info)
{
this._compos[i] = [info.posX,info.posY];
}
}
}
};
//==============================
// * 更新命令
//==============================
Scene_Menu.prototype.updateCommands = function() {
// this.updateComField();
for (var i = 0; i < this._commands.length; i++) {
if (this.isComEnabled(i)) {
var nx = this._statusWindow.active ? Moghunter.scMenu_ComWX : this._compos[i][0];
var ny = this._statusWindow.active ? Moghunter.scMenu_ComWY : this._compos[i][1];
if (this._commandWindow.isCurrentItemEnabled()) {this._commands[i].opacity += 20};
if (this._comzoom[i] === 0 && !this._statusWindow.active) {
this._commands[i].scale.x += 0.01;
if (this._commands[i].scale.x >= 1.30) {
this._commands[i].scale.x = 1.30;
this._comzoom[i] = 1;
};
} else {
this._commands[i].scale.x -= 0.01;
if (this._commands[i].scale.x <= 1.00) {
this._commands[i].scale.x = 1.00;
this._comzoom[i] = 0;
};
};
} else {
var nx = this._compos[i][0];
var ny = this._compos[i][1];
if (this._commands[i].opacity > 180 || this._statusWindow.active) {
this._commands[i].opacity -= 10
if (this._commands[i].opacity < 180 && !this._statusWindow.active) {this._commands[i].opacity = 180}
};
if (!this._statusWindow.active && this._commands[i].opacity < 180) {
this._commands[i].opacity += 10;
if (this._commands[i].opacity > 180) {this._commands[i].opacity = 180}
};
if (this._commands[i].scale.x > 1.00) {this._commands[i].scale.x -= 0.01};
this._comzoom[i] = 0;
};
this._commands[i].x = this.commandMoveTo(this._commands[i].x,nx);
this._commands[i].y = this.commandMoveTo(this._commands[i].y,ny);
this._commands[i].scale.y = this._commands[i].scale.x;
};
};
//==============================
// * update Com Field
//==============================
Scene_Menu.prototype.updateComField = function() {
if (!this._statusWindow.active) {
this._comField.opacity += 15
if (this._comField.y < 0) {
this._comField.y += 3;
if (this._comField.y > 0 ) {this._comField.y = 0}
}
} else {
this._comField.opacity -= 15
if (this._comField.y > -50) {
this._comField.y -= 3;
if (this._comField.y < -50 ) {this._comField.y = -50}
};
};
};
//==============================
// * is Com Enabled
//==============================
Scene_Menu.prototype.isComEnabled = function(index) {
if (index != this._commandWindow._index) {return false};
return true;
};
//==============================
// * 命令移动到
//==============================
Scene_Menu.prototype.commandMoveTo = function(value,real_value) {
if (value == real_value) {return value};
var dnspeed = 3 + (Math.abs(value - real_value) / 20);
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);
};
//==============================
// * 创建命令名
//==============================
Scene_Menu.prototype.createCommandName = function() {
this._commandName = new Sprite(new Bitmap(100,32));
this._commandName.bitmap.fontSize = Moghunter.scMenu_ComNameFontSize;
this._commandNameIndex = -2;
this._commandNameIndex2 = -2;
this._field.addChild(this._commandName);
this._commandName.visible = String(Moghunter.scMenu_ComNameVisible) === "true" ? true : false;
};
//==============================
// * 更新命令名
//==============================
Scene_Menu.prototype.updateCommandName = function() {
if (this._statusWindow.active) {
if (this._commandNameIndex2 != this._statusWindow._index) {this.refreshActorName()};
} else {
if (this._commandNameIndex != this._commandWindow._index) {this.refreshCommandName()};
};
this._commandName.x = this.commandMoveTo(this._commandName.x,Moghunter.scMenu_ComNameX);
this._commandName.y = this.commandMoveTo(this._commandName.y,Moghunter.scMenu_ComNameY);
this._commandName.opacity += 10;
};
//==============================
// *刷新命令名称
//==============================
Scene_Menu.prototype.refreshCommandName = function() {
this._commandNameIndex = this._commandWindow._index;
this._commandNameIndex2 = -2;
this._commandName.bitmap.clear();
this._commandName.bitmap.drawText(this._comList[this._commandNameIndex].name,0,0,100,32,"center")
this._commandName.x = Moghunter.scMenu_ComNameX - 100;
this._commandName.y = Moghunter.scMenu_ComNameY;
this._commandName.opacity = 0;
};
//==============================
// * refresh Actor Name
//==============================
Scene_Menu.prototype.refreshActorName = function() {
this._commandNameIndex = -2;
this._commandNameIndex2 = this._statusWindow._index;
this._commandName.bitmap.clear();
var actor = $gameParty.members()[this._statusWindow._index]
if (!actor) {return}
this._commandName.bitmap.drawText(actor.name(),0,0,100,32,"center")
this._commandName.x = Moghunter.scMenu_ComNameX - 100;
this._commandName.y = Moghunter.scMenu_ComNameY;
this._commandName.opacity = 0;
};
//==============================
// * create Selection
//==============================
Scene_Menu.prototype.createSelection = function() {
this._selection = [];
this._selectionPos = [];
this._selzoom = [];
this._selMax = Math.min(Math.max(Moghunter.scMenu_maxVisibleFaces,2),999);
this._selField = new Sprite();
this._field.addChild(this._selField);
this._selField.opacity = 0;
this._selField.x = 50;
for (var i = 0; i < $gameParty.members().length; i++) {
this._selection[i] = new Sprite(this._facesBitmaps[i]);
this._selectionPos[i] = [Moghunter.scMenu_FaceSelX + ((4 + this._facesBitmaps[i].width) * i),Moghunter.scMenu_FaceSelY];
this._selection[i].anchor.x = 0.5;
this._selection[i].anchor.y = 0.5;
this._selection[i].opacity = 160;
this._selection[i].vsb = false;
this._selection[i].x = this._selectionPos[i][0];
this._selection[i].y = this._selectionPos[i][1];
this._selField .addChild(this._selection[i]);
};
};
//==============================
// * update Selection
//==============================
Scene_Menu.prototype.updateSelection = function() {
if (this._statusWindow.active) {
this._selField.opacity += 15;
if (this._selField.x > 0) {this._selField.x -= 4
if (this._selField.x < 0) {this._selField.x = 0};
};
} else {
if (this._selField.x < 50) {this._selField.x += 4
if (this._selField.x > 50) {this._selField.x = 50};
};
this._selField.opacity -= 15;
}
for (var i = 0; i < this._selection.length; i++) {
if (this._statusWindow._index < this._selMax) {
var nindex = 0
if (i > this._selMax) {
this._selection[i].vsb = false;
} else {
this._selection[i].vsb = true;
};
} else {
var ni = this._statusWindow._index - this._selMax
var nindex = ((4 + this._facesBitmaps[i].width) * (ni));
if (i < ni || i > ni + this._selMax) {
this._selection[i].vsb = false;
} else {this._selection[i].vsb = true;
}
};
if (i === this._statusWindow._index) {
this._selection[i].opacity += 15;
if (this._selzoom[i] === 0) {
this._selection[i].scale.x += 0.015;
if (this._selection[i].scale.x > 1.30) {
this._selection[i].scale.x = 1.30;
this._selzoom[i] = 1;
};
} else {
this._selection[i].scale.x -= 0.015;
if (this._selection[i].scale.x < 1.00) {
this._selection[i].scale.x = 1.00;
this._selzoom[i] = 0;
};
};
} else {
if (!this._selection[i].vsb) {
this._selection[i].opacity -= 15;
} else if (this._selection[i].vsb) {
if (this._selection[i].opacity < 160) {this._selection[i].opacity += 15;
if (this._selection[i].opacity > 160) {this._selection[i].opacity = 160};
};
if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 15;
if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
};
} else {
if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 10
if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
};
};
this._selzoom[i] = 0;
this._selection[i].scale.x -= 0.01;
if (this._selection[i].scale.x < 1.00) {this._selection[i].scale.x = 1.00}
}
var nx = this._selectionPos[i][0] - nindex;
var ny = this._selectionPos[i][1];
this._selection[i].x = this.commandMoveTo(this._selection[i].x,nx);
this._selection[i].y = this.commandMoveTo(this._selection[i].y,ny);
this._selection[i].scale.y = this._selection[i].scale.x;
};
this.updateArrow();
};
//==============================
// * create Face Arrow
//==============================
Scene_Menu.prototype.createFaceArrow = function() {
this._arrow = [];
this._arrowPos = [];
this._arrowAni = [0,0];
for (var i = 0; i < 2; i++) {
this._arrow[i] = new Sprite(this._arrowImg);
if (i === 1) {this._arrow[i].scale.x = -1.00
this._arrowPos[i] = [this._selection[0].x + (4 + (this._arrowImg.width * 2)) + ((4 + this._facesBitmaps[0].width) * this._selMax),Moghunter.scMenu_FaceSelY]
} else {
this._arrowPos[i] = [this._selection[0].x - (4 + (this._arrowImg.width * 2)),Moghunter.scMenu_FaceSelY]
};
this._arrow[i].anchor.x = 0.5;
this._arrow[i].anchor.y = 0.5;
this._arrow[i].x = this._arrowPos[i][0];
this._arrow[i].y = this._arrowPos[i][1];
this._selField.addChild(this._arrow[i]);
};
};
//==============================
// * update Arrow
//==============================
Scene_Menu.prototype.updateArrow = function() {
this.updateArrowAni()
for (var i = 0; i < this._arrow.length; i++) {
if (i === 0) {
var nx = this._arrowPos[i][0] - this._arrowAni[1];
this._arrow[i].visible = this.isArrow1Visible();
} else {
var nx = this._arrowPos[i][0] + this._arrowAni[1];
this._arrow[i].visible = this.isArrow2Visible();
};
var ny = this._arrowPos[i][1];
this._arrow[i].x = this.commandMoveTo(this._arrow[i].x,nx);
this._arrow[i].y = this.commandMoveTo(this._arrow[i].y,ny);
};
};
//==============================
// * is Arrow1 Visible
//==============================
Scene_Menu.prototype.isArrow1Visible = function() {
if (this._statusWindow._index <= this._selMax) {return false};
return true;
};
//==============================
// * is Arrow2 Visible
//==============================
Scene_Menu.prototype.isArrow2Visible = function() {
if (this._statusWindow._index >= this._selection.length - 1) {return false};
if ($gameParty.members().length < this._selMax + 2 ) {return false};
return true;
};
//==============================
// * update Arrow Ani
//==============================
Scene_Menu.prototype.updateArrowAni = function() {
this._arrowAni[0]++;
if (this._arrowAni[0] < 20) {
this._arrowAni[1] ++;
} else if (this._arrowAni[0] < 40) {
this._arrowAni[1] --;
} else {
this._arrowAni[1] = 0;
this._arrowAni[0] = 0;
};
};
//==============================
// * check Touch On Sprites
//==============================
Scene_Menu.prototype.checkTouchOnSprites = function() {
if (this._statusWindow.active) {
this.checkTouchSelection();
} else {
this.checkTouchCommand();
};
};
//==============================
// * checkTouchSelection
//==============================
Scene_Menu.prototype.checkTouchSelection = function() {
for (var i = 0; i < this._selection.length; i++) {
if (this.isOnSprite(this._selection[i])) {this.setTouchSelection(i)};
};
for (var i = 0; i < this._arrow.length; i++) {
if (this.isOnSprite(this._arrow[i])) {this.setTouchArrow(i)};
};
};
//==============================
// * set Touch Arrow
//==============================
Scene_Menu.prototype.setTouchArrow = function(index) {
SoundManager.playCursor();
if (index === 0) {
this._statusWindow.cursorUp();
} else {
this._statusWindow.cursorDown();
};
};
//==============================
// * set Touch Selection
//==============================
Scene_Menu.prototype.setTouchSelection = function(index) {
this._statusWindow.select(index);
this._statusWindow.processOk();
};
//==============================
// * checkTouchCommand
//==============================
Scene_Menu.prototype.checkTouchCommand = function() {
for (var i = 0; i < this._commands.length; i++) {
if (this.isOnSprite(this._commands[i])) {this.setTouchCommand(i)};
};
};
//==============================
// * 设置触摸命令
//==============================
Scene_Menu.prototype.setTouchCommand = function(index) {
this._commandWindow.select(index);
this._commandWindow.processOk();
};
//==============================
// * on Sprite
//==============================
Scene_Menu.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;
};
//==============================
// * update Touch Screen
//==============================
Scene_Menu.prototype.updateTouchScreen = function() {
if (TouchInput.isTriggered()) {this.checkTouchOnSprites()};
};
//==============================
// * update Window Status
//==============================
Scene_Menu.prototype.updateWindowStatus = function() {
this._statusWindow.visible = false;
this._statusWindow.x = - this._statusWindow.width;
this._statusWindow.updateScrollRoll();
};
//==============================
// * update
//==============================
var _mog_mono_scmenu_update = Scene_Menu.prototype.update;
Scene_Menu.prototype.update = function() {
_mog_mono_scmenu_update.call(this)
if (this._commands) {this.updateCommands()};
if (this._commandName) {this.updateCommandName()};
if (!this._selection && this._facesBitmaps && this._facesBitmaps[0].isReady()) {this.createAfter()};
if (this._selection) {this.updateSelection()};
if (this._playTime) {this.updateTime()};
if (this._magicCircle) {this.updateMagicCircle()};
this.updateWindowStatus();
this.updateTouchScreen();
};
//=============================================================================
// * MBustMenu
//=============================================================================
function MBustMenu() {
this.initialize.apply(this, arguments);
};
MBustMenu.prototype = Object.create(Sprite.prototype);
MBustMenu.prototype.constructor = MBustMenu;
//==============================
// * Initialize
//==============================
MBustMenu.prototype.initialize = function(index,actor,maxmembers) {
Sprite.prototype.initialize.call(this);
this._index = index;
this._actor = actor;
this._maxMembers = maxmembers
this.createCharaters();
};
//==============================
// * Pos X
//==============================
MBustMenu.prototype.posX = function() {
var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers);
return 16 + (space / 2) + (space * this._index);
};
//==============================
// * create Characters
//==============================
MBustMenu.prototype.createCharaters = function() {
this._char = new Sprite(ImageManager.loadMenusFaces3("actor_" + this._actor._actorId));
this._char.anchor.x = 0.5;
this._char.anchor.y = 1.0;
this._char.x = this.posX() + Moghunter.scMenu_CharX;
this._char.y = Graphics.boxHeight + Moghunter.scMenu_CharY;
this._orgX = this._char.x;
this._char.x -= 50;
this._wait = 5 + 10 * this._index;
this._char.opacity = 0;
this.addChild(this._char);
};
//==============================
// * Update
//==============================
MBustMenu.prototype.update = function() {
Sprite.prototype.update.call(this);
if (this._wait > 0) {this._wait--; return};
this._char.opacity += 10;
if (this._char.x < this._orgX) {
this._char.x += 2;
if (this._char.x > this._orgX) {this._char.x = this._orgX};
};
};
//=============================================================================
// * MCharStatus
//=============================================================================
function MCharStatus() {
this.initialize.apply(this, arguments);
};
MCharStatus.prototype = Object.create(Sprite.prototype);
MCharStatus.prototype.constructor = MCharStatus;
//==============================
// * Initialize
//==============================
MCharStatus.prototype.initialize = function(index,actor,maxmembers) {
Sprite.prototype.initialize.call(this);
this._index = index;
this._actor = actor;
this._maxMembers = maxmembers;
this.x = 50;
this._wait = 5 + 5 * this._index;
this.opacity = 0;
this.loadBitmaps();
};
//==============================
// * loadBitmaps
//==============================
MCharStatus.prototype.loadBitmaps = function() {
this._layoutImg = ImageManager.loadMenusMain("LayoutStatus");
this._numberImg = ImageManager.loadMenusMain("HPNumber");
this._numberImg2 = ImageManager.loadMenusMain("MPNumber");
this._numberImg3 = ImageManager.loadMenusMain("LVNumber");
this._HPMeterImg = ImageManager.loadMenusMain("HPMeter");
this._MPMeterImg = ImageManager.loadMenusMain("MPMeter");
this._state_img = ImageManager.loadSystem("IconSet");
};
//==============================
// * Pos X
//==============================
MCharStatus.prototype.posX = function() {
var space = Math.floor((Graphics.boxWidth - 32) / this._maxMembers);
return 16 + (space / 2) + (space * this._index);
};
//==============================
// * create Sprites
//==============================
MCharStatus.prototype.createSprites = function() {
this.createLayoutStatus();
this.createHPMeter();
this.createMPMeter();
this.createHPNumber();
this.createHPNumber2();
this.createMPNumber();
this.createMPNumber2();
this.createLVNumber();
this.createStates();
this.createName();
};
//==============================
// * Create Name
//==============================
MCharStatus.prototype.createName = function() {
this._name = new Sprite(new Bitmap(120,32));
this._name.x = this._layout.x + Moghunter.scMenu_NameX;
this._name.y = this._layout.y + Moghunter.scMenu_NameY;
this._name.bitmap.fontSize = Moghunter.scMenu_NameFontSize;
this._name.bitmap.drawText(this._actor.name(),0,0,120,32,"center");
this.addChild(this._name);
};
//==============================
// * Create States
//==============================
MCharStatus.prototype.createStates = function() {
this._states_data = [0,0,0];
this._state_icon = new Sprite(this._state_img);
this._state_icon.x = this._layout.x + Moghunter.scMenu_statesX;
this._state_icon.y = this._layout.y + Moghunter.scMenu_statesY;
this._state_icon.visible = false;
this.addChild(this._state_icon);
this.refresh_states();
};
//==============================
// * Create States
//==============================
MCharStatus.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
//==============================
MCharStatus.prototype.update_states = function() {
this._states_data[2] += 1;
if (this.need_refresh_states()) {this.refresh_states();};
};
//==============================
// * Need Refresh States
//==============================
MCharStatus.prototype.need_refresh_states = function() {
if (this._states_data[2] > 60) {return true};
return false;
};
//==============================
// * create HP Meter
//==============================
MCharStatus.prototype.createHPMeter = function() {
this._hpMeter = new Sprite(this._HPMeterImg);
this._hpMeterData = [this._HPMeterImg.width / 3,this._HPMeterImg.height,0,0];
this._hpMeterData[2] = this._hpMeterData[0] * 2;
this._hpMeterData[3] = Math.randomInt(this._hpMeterData[2])
this._hpMeter.x = this._layout.x + Moghunter.scMenu_HPMeterX;
this._hpMeter.y = this._layout.y + Moghunter.scMenu_HPMeterY;
this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp);
this.addChild(this._hpMeter);
};
//==============================
// * create MP Meter
//==============================
MCharStatus.prototype.createMPMeter = function() {
this._mpMeter = new Sprite(this._MPMeterImg);
this._mpMeterData = [this._MPMeterImg.width / 3,this._MPMeterImg.height,0,0];
this._mpMeterData[2] = this._mpMeterData[0] * 2;
this._mpMeterData[3] = Math.randomInt(this._mpMeterData[2])
this._mpMeter.x = this._layout.x + Moghunter.scMenu_MPMeterX;
this._mpMeter.y = this._layout.y + Moghunter.scMenu_MPMeterY;
this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp);
this.addChild(this._mpMeter);
};
//==============================
// * update Meter
//==============================
MCharStatus.prototype.updateMeter = function(sprite,data,v1,v2) {
var cw = data[0] * v1 / v2;
sprite.setFrame(data[3],0,cw,data[1]);
data[3] += 4;
if (data[3] > data[2]) {data[3] = 0};
};
//==============================
// * create HP Number
//==============================
MCharStatus.prototype.createHPNumber = function() {
this._hp_number = [];
this._NumberData = [this._numberImg.width / 10,this._numberImg.height]
var x = this._layout.x + Moghunter.scMenu_HPNumberX;
var y = this._layout.y + Moghunter.scMenu_HPNumberY;
for (var i = 0; i < 5; i++) {
this._hp_number[i] = new Sprite(this._numberImg);
this._hp_number[i].visible = false;
this._hp_number[i].opacity = 255;
this._hp_number[i].x = x ;
this._hp_number[i].y = y ;
this.addChild(this._hp_number[i]);
};
this.refresh_number(this._hp_number,this._actor.hp,this._NumberData,x)
};
//==============================
// * create HP Number2
//==============================
MCharStatus.prototype.createHPNumber2 = function() {
this._hp_number2 = [];
var x = this._layout.x + Moghunter.scMenu_HPNumber2X;
var y = this._layout.y + Moghunter.scMenu_HPNumber2Y;
for (var i = 0; i < 5; i++) {
this._hp_number2[i] = new Sprite(this._numberImg);
this._hp_number2[i].visible = false;
this._hp_number2[i].opacity = 255;
this._hp_number2[i].x = x ;
this._hp_number2[i].y = y ;
this.addChild(this._hp_number2[i]);
};
this.refresh_number(this._hp_number2,this._actor.mhp,this._NumberData,x)
};
//==============================
// * create MP Number
//==============================
MCharStatus.prototype.createMPNumber = function() {
this._mp_number = [];
this._NumberData2 = [this._numberImg2.width / 10,this._numberImg2.height]
var x = this._layout.x + Moghunter.scMenu_MPNumberX;
var y = this._layout.y + Moghunter.scMenu_MPNumberY;
for (var i = 0; i < 5; i++) {
this._mp_number[i] = new Sprite(this._numberImg2);
this._mp_number[i].visible = false;
this._mp_number[i].opacity = 255;
this._mp_number[i].x = x ;
this._mp_number[i].y = y ;
this.addChild(this._mp_number[i]);
};
this.refresh_number(this._mp_number,this._actor.mp,this._NumberData2,x)
};
//==============================
// * create MP Number2
//==============================
MCharStatus.prototype.createMPNumber2 = function() {
this._mp_number2 = [];
var x = this._layout.x + Moghunter.scMenu_MPNumber2X;
var y = this._layout.y + Moghunter.scMenu_MPNumber2Y;
for (var i = 0; i < 5; i++) {
this._mp_number2[i] = new Sprite(this._numberImg2);
this._mp_number2[i].visible = false;
this._mp_number2[i].opacity = 255;
this._mp_number2[i].x = x ;
this._mp_number2[i].y = y ;
this.addChild(this._mp_number2[i]);
};
this.refresh_number(this._mp_number2,this._actor.mmp,this._NumberData2,x)
};
//==============================
// * create LV Number
//==============================
MCharStatus.prototype.createLVNumber = function() {
this._lv_number = [];
this._NumberData3 = [this._numberImg3.width / 10,this._numberImg3.height]
var x = this._layout.x + Moghunter.scMenu_LVNumberX;
var y = this._layout.y + Moghunter.scMenu_LVNumberY;
for (var i = 0; i < 3; i++) {
this._lv_number[i] = new Sprite(this._numberImg3);
this._lv_number[i].visible = false;
this._lv_number[i].opacity = 255;
this._lv_number[i].x = x ;
this._lv_number[i].y = y ;
this.addChild(this._lv_number[i]);
};
this.refresh_number(this._lv_number,this._actor.level,this._NumberData3,x)
};
//==============================
// * Refresh Number
//==============================
MCharStatus.prototype.refresh_number = function(sprites,value,img_data,x) {
if (value > 99999) {value = 99999};
numbers = Math.abs(value).toString().split("");
for (var i = 0; i < sprites.length ; i++) {
sprites[i].visible = false;
if (i < numbers.length) {
var n = Number(numbers[i]);
sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
var nx = -(img_data[0] * i) + (img_data[0] * numbers.length);
sprites[i].x = x - nx;
sprites[i].visible = true;
} else {
var n = 0;
sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
var nx = -(img_data[0] * i) + (img_data[0] * (sprites.length + numbers.length));
sprites[i].x = x - nx;
};
};
};
//==============================
// * create Layout Status
//==============================
MCharStatus.prototype.createLayoutStatus = function() {
this._layout = new Sprite(this._layoutImg);
this._layout.x = this.posX() - 70 + Moghunter.scMenu_layoutStatusX;
this._layout.y = Graphics.boxHeight - 280 + Moghunter.scMenu_layoutStatusY;
this.addChild(this._layout);
};
//==============================
// * Update
//==============================
MCharStatus.prototype.update = function() {
Sprite.prototype.update.call(this);
if (!this._actor) {return}
if (!this._hp_number) {
if (this._numberImg.isReady()) {this.createSprites();
} else {
return
};
};
if (this._hpMeter) {this.updateMeter(this._hpMeter,this._hpMeterData,this._actor.hp,this._actor.mhp)};
if (this._mpMeter) {this.updateMeter(this._mpMeter,this._mpMeterData,this._actor.mp,this._actor.mmp)};
if (this._state_icon) {this.update_states()};
if (this._wait > 0) {this._wait--;return}
this.opacity += 10;
if (this.x > 0) {this.x -= 2;
if (this.x < 0) {this.x = 0};
}
};
//=============================================================================
// ** Window Menu Command
//=============================================================================
//==============================
// * Update
//==============================
var _mog_menu_wMenuCom_update = Window_MenuCommand.prototype.update;
Window_MenuCommand.prototype.update = function() {
_mog_menu_wMenuCom_update.call(this);
this.visible = false;
this.x = -this.width;
this.updateScrollRoll();
};
//==============================
// * process Cursor Move
//==============================
Window_MenuCommand.prototype.processCursorMove = function() {
if (this.isCursorMovable()) {
var lastIndex = this.index();
if (Input.isRepeated('down') || Input.isRepeated('right')) {
this.cursorDown();
};
if (Input.isRepeated('up') || Input.isRepeated('left')) {
this.cursorUp();
};
if (this.index() !== lastIndex) {
SoundManager.playCursor();
};
};
};
//==============================
// * update SCroll Roll
//==============================
Window_MenuCommand.prototype.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()};
};
};
};
//=============================================================================
// ** Window MenuStatus
//=============================================================================
//==============================
// * process Cursor Move
//==============================
Window_MenuStatus.prototype.processCursorMove = function() {
if (this.isCursorMovable()) {
var lastIndex = this.index();
if (Input.isRepeated('down') || Input.isRepeated('right')) {
this.cursorDown();
};
if (Input.isRepeated('up') || Input.isRepeated('left')) {
this.cursorUp();
};
if (this.index() !== lastIndex) {
SoundManager.playCursor();
};
};
};
//==============================
// * update SCroll Roll
//==============================
Window_MenuStatus.prototype.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()};
};
};
};
//=============================================================================
// ** Scene Menu
//=============================================================================
//==============================
// * Command Formation
//==============================
Scene_Menu.prototype.commandFormation = function() {
SceneManager.push(Scene_Party);
};
//=============================================================================
// ** Scene Party
//=============================================================================
function Scene_Party() {
this.initialize.apply(this, arguments);
}
Scene_Party.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Party.prototype.constructor = Scene_Party;
//==============================
// * Initialize
//==============================
Scene_Party.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
};
//==============================
// * Create
//==============================
Scene_Party.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createLayout();
this.createStatusWindow();
};
//==============================
// * Create Layout
//==============================
Scene_Party.prototype.createLayout = function() {
};
//==============================
// * Create Status Window
//==============================
Scene_Party.prototype.createStatusWindow = function() {
this._statusWindow = new Window_MenuStatusM(0, 0);
this._statusWindow.setFormationMode(true);
this._statusWindow.selectLast();
this._statusWindow.activate();
this._statusWindow.setHandler('ok', this.onFormationOk.bind(this));
this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this));
this.addWindow(this._statusWindow);
};
//==============================
// * on Formation OK
//==============================
Scene_Party.prototype.onFormationOk = function() {
var index = this._statusWindow.index();
var actor = $gameParty.members()[index];
var pendingIndex = this._statusWindow.pendingIndex();
if (pendingIndex >= 0) {
$gameParty.swapOrder(index, pendingIndex);
this._statusWindow.setPendingIndex(-1);
this._statusWindow.redrawItem(index);
} else {
this._statusWindow.setPendingIndex(index);
}
this._statusWindow.activate();
};
//==============================
// * on Formation Cancel
//==============================
Scene_Party.prototype.onFormationCancel = function() {
if (this._statusWindow.pendingIndex() >= 0) {
this._statusWindow.setPendingIndex(-1);
this._statusWindow.activate();
} else {
SceneManager.pop()
}
};
//==============================
// * update
//==============================
Scene_Party.prototype.update = function() {
Scene_MenuBase.prototype.update.call(this);
this._statusWindow.opacity = 0;
};
//=============================================================================
// ** Window MenuStatusM
//=============================================================================
function Window_MenuStatusM() {
this.initialize.apply(this, arguments);
}
Window_MenuStatusM.prototype = Object.create(Window_Selectable.prototype);
Window_MenuStatusM.prototype.constructor = Window_MenuStatusM;
//==============================
// * Initialize
//==============================
Window_MenuStatusM.prototype.initialize = function(x, y) {
var width = this.windowWidth();
var height = this.windowHeight();
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
this._formationMode = false;
this._pendingIndex = -1;
this.loadImages();
this.refresh();
this.select(0);
};
//==============================
// * windowWidth
//==============================
Window_MenuStatusM.prototype.windowWidth = function() {
return Graphics.boxWidth;
};
//==============================
// * Window Height
//==============================
Window_MenuStatusM.prototype.windowHeight = function() {
return Graphics.boxHeight;
};
//==============================
// * maxItems
//==============================
Window_MenuStatusM.prototype.maxItems = function() {
return $gameParty.size();
};
//==============================
// * item Height
//==============================
Window_MenuStatusM.prototype.itemHeight = function() {
var clientHeight = this.height - this.padding * 2;
return Math.floor(clientHeight / this.numVisibleRows());
};
//==============================
// * num Visible Rows
//==============================
Window_MenuStatusM.prototype.numVisibleRows = function() {
return 4;
};
//==============================
// * loadImages
//==============================
Window_MenuStatusM.prototype.loadImages = function() {
$gameParty.members().forEach(function(actor) {
ImageManager.loadFace(actor.faceName());
}, this);
};
//==============================
// * drawItem
//==============================
Window_MenuStatusM.prototype.drawItem = function(index) {
this.contents.fontSize = 20;
this.drawItemBackground(index)
this.drawItemImage(index);
this.drawItemStatus(index);
};
//==============================
// * drawItemBackground
//==============================
Window_MenuStatusM.prototype.drawItemBackground = function(index) {
if (index === this._pendingIndex) {
var rect = this.itemRect(index);
var color = this.pendingColor();
this.changePaintOpacity(false);
this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
this.changePaintOpacity(true);
};
};
//==============================
// * drawItemImage
//==============================
Window_MenuStatusM.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
this.changePaintOpacity(actor.isBattleMember());
this.drawActorFace(actor, rect.x + 1, rect.y + 1, 144, rect.height - 2);
this.changePaintOpacity(true);
};
//==============================
// * drawItemStatus
//==============================
Window_MenuStatusM.prototype.drawItemStatus = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
var x = rect.x + 162;
var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
var width = rect.width - x - this.textPadding();
this.changeTextColor(this.systemColor());
this.drawText("LV",x,y + 32 * 1,64,"left")
this.drawText("HP",x,y + 32 * 2,64,"left")
this.drawText("MP",x,y + 32 * 3,80)
this.drawText("Atk",x + 130,y + 32 * 1,64,"left")
this.drawText("Def",x + 130,y + 32 * 2,64,"left")
this.drawText("Mat",x + 130,y + 32 * 3,80)
this.drawText("Mdf",x + 260,y + 32 * 1,64,"left")
this.drawText("Agi",x + 260,y + 32 * 2,64,"left")
this.drawText("Luk",x + 260,y + 32 * 3,80)
this.changeTextColor(this.normalColor());
this.drawText(actor.name(),x,y)
this.drawText(actor.level,x,y + 32 * 1,80,"right")
this.drawText(actor.mhp,x,y + 32 * 2,80,"right")
this.drawText(actor.mmp,x,y + 32 * 3,80,"right")
this.drawText(actor.atk ,x + 130,y + 32 * 1,80,"right")
this.drawText(actor.def,x+ 130,y + 32 * 2,80,"right")
this.drawText(actor.mat,x + 130,y + 32 * 3,80,"right")
this.drawText(actor.mdf ,x + 260,y + 32 * 1,80,"right")
this.drawText(actor.agi,x+ 260,y + 32 * 2,80,"right")
this.drawText(actor.luk,x + 260,y + 32 * 3,80,"right")
};
//==============================
// * processOK
//==============================
Window_MenuStatusM.prototype.processOk = function() {
Window_Selectable.prototype.processOk.call(this);
$gameParty.setMenuActor($gameParty.members()[this.index()]);
};
//==============================
// * Is Current Item Enabled
//==============================
Window_MenuStatusM.prototype.isCurrentItemEnabled = function() {
if (this._formationMode) {
var actor = $gameParty.members()[this.index()];
return actor && actor.isFormationChangeOk();
} else {
return true;
}
};
//==============================
// * selectLast
//==============================
Window_MenuStatusM.prototype.selectLast = function() {
this.select(0);
};
//==============================
// * Formation Mode
//==============================
Window_MenuStatusM.prototype.formationMode = function() {
return this._formationMode;
};
//==============================
// * set Formation Mode
//==============================
Window_MenuStatusM.prototype.setFormationMode = function(formationMode) {
this._formationMode = formationMode;
};
//==============================
// * pending Index
//==============================
Window_MenuStatusM.prototype.pendingIndex = function() {
return this._pendingIndex;
};
//==============================
// * set Pending Index
//==============================
Window_MenuStatusM.prototype.setPendingIndex = function(index) {
var lastPendingIndex = this._pendingIndex;
this._pendingIndex = index;
this.redrawItem(this._pendingIndex);
this.redrawItem(lastPendingIndex);
};
if (Imported.MOG_TimeSystem) {
//==============================
// * create Time Status
//==============================
Scene_Menu.prototype.createTimeStatus = function() {
$gameSystem._refresh_window_time = false;
};
} |
|