Files
Superproject1/js/plugins/YEP_QuestJournal.js
alexpolo1 3cfd07d722 2
2023-04-10 00:05:51 +02:00

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167 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Quest Journal System
// YEP_QuestJournal.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_QuestJournal = true;
var Yanfly = Yanfly || {};
Yanfly.Quest = Yanfly.Quest || {};
Yanfly.Quest.version = 1.02;
//=============================================================================
/*:
* @plugindesc v1.02 Insert a quest journal system into your game!
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* WARNING: This plugin is to be used with RPG Maker MV 1.5.0 or above! This is
* because the MV 1.5.0 editor allows for this plugin to be made in an orderly
* and efficient manner. Please make sure your RPG Maker MV software is up to
* date before using this plugin.
*
* ---
*
* A quest journal is a very important tool provided by game developers for the
* players. It lists various quests, missions, and objectives that the player
* can pursue in order to progress further into the game. This can be helpful
* in reminding the player what needs to be done in the event the player can
* forget what things there are to do in a vast and large RPG world.
*
* This plugin places a quest journal system into your RPG Maker MV game. You
* can set up how the quest journal appears, move its windows around and/or
* reshape them to fit your game. There are 100 quest slots provided by this
* plugin (more can be obtained through extension plugins) and each one of them
* requires your attention in constructing individually.
*
* You can adjust the quest's title, display a difficulty level, remind the
* player who the quest is from, where that quest is from, various dynamic
* descriptions explaining the quest, a list of objectives to make, a list of
* rewards that will be given to the player once the quest is complete, and any
* subtext footnotes you may wish to insert into each quest.
*
* ---
*
* Keep in mind that while this plugin does enable a quest journal system into
* your game, this plugin will NOT automate it. If you have a quest enabled, it
* is still up to you to add the quest properly into the journal, set its many
* objectives, when the other objectives appear, what the rewards are, and then
* giving out the rewards yourself manually. The purpose of this plugin is to
* simply serve as a visual record for your player to see what quests have been
* handed down to him or her.
*
* ============================================================================
* Instructions - Setting Up the Quest Category Window
* ============================================================================
*
* The plugin parameter 'Quest Category Window' can actually be left as is by
* default, but should you wish to customize it, here's what there is to know.
*
* ---
*
* Category Order
* - This is the order in which the following categories appear in the menu:
* available, completed, failed, all, cancel. Moving these around will let you
* adjust how the menu is structured. If you do move them around, by default,
* the first item will be selected at the start.
* Default: ["available","completed","failed","all"]
*
* Available Text
* - How the entry for the 'available' category appears. You can use text codes
* here to give the appearance of icons and/or color. The %1 is a format option
* that will allow you to display how many available quests there are.
* Default: \i[192]Available (%1)
*
* Completed Text
* - How the entry for the 'completed' category appears. You can use text codes
* here to give the appearance of icons and/or color. The %1 is a format option
* that will allow you to display how many completed quests there are.
* Default: \i[191]Completed (%1)
*
* Failed Text
* - How the entry for the 'failed' category appears. You can use text codes
* here to give the appearance of icons and/or color. The %1 is a format option
* that will allow you to display how many failed quests there are.
* Default: \i[194]Failed (%1)
*
* All Text
* - How the entry for the 'all' category appears. You can use text codes
* here to give the appearance of icons and/or color. The %1 is a format option
* that will allow you to display how many quests there are in total.
* Default: \i[189]All Quests (%1)
*
* Cancel Text
* - How the entry for the 'cancel' option appears. You can use text codes
* here to give the appearance of icons and/or color. There is no format option
* to be used with this text.
* Default: \i[161]Close
*
* ---
*
* Window Settings
* - If you wish to customize the category window, you can adjust the various
* settings here to adjust its properties. However, keep in mind that unless
* you are familiar with JavaScript, you can make errors here that can make the
* windows not work in your game.
*
* Default:
*
* X: 0
* Y: 0
* Width: Graphics.boxWidth / 3
* Height: this.fittingHeight(this.numVisibleRows())
* Rows: 4
* Columns: 1
* Line Height: 36
* Font Face: GameFont
* Font Size: 28
* Standard Padding: 18
* Text Padding: 6
* Text Alignment: left
* Standard Opacity: 255
* Back Opacity: 192
* Window Skin: Window
*
* ============================================================================
* Instructions - Setting Up the Quest List Window
* ============================================================================
*
* The plugin parameter 'Quest List Window' can be modified to show the various
* quest types. By default, the plugin will have the following quest types:
* Main Quests, Side Quests, Character Quests, and Tutorial Quests. Here's what
* there is to know about the Quest List Window.
*
* ---
*
* Show Types
* - If this is enabled, it will allow for the Quest List Window to display the
* various quest types. If this is disabled, then those quest types will not
* appear and all quests will be displayed without their quest type as their
* individual header.
* Default: true
*
* Type Order
* - This is the order for the quest list types and it also enables which types
* will be available in the quest journal to display. You can use text codes
* here to add icons and/or colors to the quest types. When you are typing out
* the quest type names for the individual quest types to fall under, you can
* omit the \i[x] and \c[x] codes, but everything else must be in tact.
* Default: ["\\c[6]Main Quests","\\c[4]Side Quests","\\c[3]Character Quests",
* "\\c[5]Tutorial Quests"]
*
* List Open Symbol
* - The symbol used to display to show a quest type is opened (showing all of
* the quests listed under it) and not closed (not showing any of the quests
* listed under it).
* Default: -
*
* List Closed Symbol
* - The symbol used to display to show a quest type is closed (not showing any
* of the quests listed under it) and not opened (showing all of the quests
* listed under it).
* Default: +
*
* Type Text Format
* - The text formating type display the quest types in the Quest List Window.
* %1 will refer to the Open/Closed Symbol. %2 will be the quest type's name.
* %3 will reveal the number of quests that are listed under this quest type.
* Default: %1%2 (%3)
*
* Quest Indent
* - This is how much to indent the regular quests if quest types are shown.
* This is to help players distinguish quest types from regular quests, though
* it isn't necessary if you plan on using icons for your quests and none for
* your quest types.
* Default: 0
*
* Show Empty
* - If enabled, this will show quest types that are empty and have no quests
* under them. Otherwise, if it is disabled, quest types that have no quests
* will not appear in the quest list and can help reduce clutter.
* Default: false
*
* Read Quest
* - This is how the text appears for the 'Read Quest' command. This command
* will only appear in the List Window if an extension plugin prompting the
* extra actions list to appear.
* Default: \i[121]Read Quest
*
* Cancel
* - This is how the text appears for the 'Cancel' command. This command will
* only appear in the List Window if an extension plugin prompting the extra
* actions list to appear.
* Default: \i[16]Cancel
*
* ---
*
* Window Settings
* - If you wish to customize the category window, you can adjust the various
* settings here to adjust its properties. However, keep in mind that unless
* you are familiar with JavaScript, you can make errors here that can make the
* windows not work in your game.
*
* Default:
*
* X: 0
* Y: Graphics.boxHeight - height
* Width: Graphics.boxWidth / 3
* Height: Graphics.boxHeight - this.fittingHeight(4)
* Line Height: 36
* Font Face: GameFont
* Font Size: 28
* Standard Padding: 18
* Text Padding: 6
* Standard Opacity: 255
* Back Opacity: 192
* Type Alignment: left
* Quest Alignment: left
* Window Skin: Window
*
* ============================================================================
* Instructions - Setting Up the Quest Title Window
* ============================================================================
*
* The plugin parameter 'Quest Title Window' can also be left alone by default,
* but should you wish to alter it to fit your game's settings, here's what you
* need to know.
*
* ---
*
* No Quest Title
* - When there's no quest selected in the quest list window, this text will
* appear in the quest title window. Otherwise, the selected quest's name will
* appear above the data window. Text codes may be used here.
* Default: \c[4]Quest Journal
*
* ---
*
* Window Settings
* - If you wish to customize the category window, you can adjust the various
* settings here to adjust its properties. However, keep in mind that unless
* you are familiar with JavaScript, you can make errors here that can make the
* windows not work in your game.
*
* X: Graphics.boxWidth - width
* Y: 0
* Width: Graphics.boxWidth * 2 / 3
* Height: this.fittingHeight(1)
* Line Height: 36
* Font Face: GameFont
* Font Size: 28
* Standard Padding: 18
* Text Padding: 6
* Text Alignment: center
* Standard Opacity: 255
* Back Opacity: 192
* Window Skin: Window
*
* ============================================================================
* Instructions - Setting Up the Quest Data Window
* ============================================================================
*
* The plugin parameter 'Quest Data Window' can be modified to show the various
* information contained inside of a quest. This data is used by the player to
* understand just what is required of the player to do in order to fulfill and
* complete the quest. This window's settings can be left as is, but should you
* wish to alter it to fit your game, read below:
*
* ---
*
* No Data Text
* - This is the text to be displayed in the data window when there is no quest
* currently selected by the quest list window. You can use text codes here to
* make the text appear more vivid to your players.
*
* Default:
* Welcome to the \c[4]Quest Journal\c[0].
*
* Here, you can review over the various
* quests given to you by people from all
* over the world.
*
* Word Wrap Version (Requires YEP_MessageCore.js):
* <WordWrap>Welcome to the \c[4]Quest Journal\c[0].
* <br>
* <br>Here, you can review over the various
* quests given to you by people from all
* over the world.
*
* Quest Data Format
* - This format is how the data in the quest data window is shown to your
* players. You can use various text codes to make your quest data window more
* vivid to your players. %1 will reference the title without any icons or
* color text codes. %2 will reference the quest's difficulty level. %3 will be
* who the quest is from. %4 will display where the quest is from. %5 will show
* the quest's current description, which can change midway through the quest.
* %6 will show the various objectives the player needs to achieve. %7 will
* show any rewards the player can earn. And if there are any, %8 will show the
* subtext for the quest.
*
* Default:
* \{%1\}
* \c[4]Level:\c[0] %2
* \c[4]From:\c[0] %3
* \c[4]Location:\c[0] %4
*
* \c[4]Description:\c[0]
* %5
*
* \c[4]Objectives:\c[0]
* %6
*
* \c[4]Rewards:\c[0]
* %7
*
* %8
*
* Word Wrap Version (Requires YEP_MessageCore.js):
* <WordWrap>\{%1\}
* <br>\c[4]Level:\c[0] %2
* <br>\c[4]From:\c[0] %3
* <br>\c[4]Location:\c[0] %4
* <br>
* <br>\c[4]Description:\c[0]
* <br>%5
* <br>
* <br>\c[4]Objectives:\c[0]
* <br>%6
* <br>
* <br>\c[4]Rewards:\c[0]
* <br>%7
* <br>
* <br>%8
*
* Uncleared Objective
* - This is the text format that appears for each objective that is neither
* completed nor failed. %1 will be replaced with the objective's text.
* Default: \i[160]%1
*
* Completed Objective
* - If an objective is completed, this text format will be used instead.
* %1 will be replaced with the objective's text.
* Default: \i[165]%1
*
* Failed Objective
* - If an objective is failed, this text format will be used instead.
* %1 will be replaced with the objective's text.
* Default: \i[162]%1
*
* Unclaimed Reward
* - This is the text format that appears for each reward item that is neither
* claimed nor denied. %1 will be replaced with the reward's text.
* Default: \i[160]%1
*
* Claimed Reward
* - If a reward has been claimed, this text format will be used instead.
* %1 will be replaced with the reward's text.
* Default: \i[163]%1
*
* Denied Reward
* - If a reward has been denied, this text format will be used instead.
* %1 will be replaced with the reward's text.
* Default: \i[161]%1
*
* Load Delay
* - This is the amount of frames the data window will wait before loading a
* quest's data onto the window itself. This is to prevent overburdening the
* game engine by loading every single quest that the cursor passes through,
* and instead, waits until the cursor has settled on a particular quest entry
* for x amount of frames before loading it.
* Default: 30
*
* ---
*
* Window Settings
* - If you wish to customize the category window, you can adjust the various
* settings here to adjust its properties. However, keep in mind that unless
* you are familiar with JavaScript, you can make errors here that can make the
* windows not work in your game.
*
* X: Graphics.boxWidth - width
* Y: Graphics.boxHeight - height
* Width: Graphics.boxWidth * 2 / 3
* Height: Graphics.boxHeight - this.fittingHeight(1)
* Line Height: 36
* Font Face: GameFont
* Font Size: 28
* Standard Padding: 18
* Text Padding: 6
* Standard Opacity: 255
* Back Opacity: 192
* Window Skin: Window
* Scroll Speed: 4
*
* ============================================================================
* Instructions - Setting Up New Quests
* ============================================================================
*
* By default, there aren't any quests made for you. You must set each one up
* manually. Go into the plugin parameters for YEP_QuestJournal.js and look for
* the ---Quest List--- section. Each of those entries starts off empty.
* However, if you decide to modify it, you'll be greeted with a template that
* explains how to set up your quests. Here is what each parameter does:
*
* ---
*
* Title
* - This is the title of your quest. It will show up in three places: the
* quest list, the quest title window, and if you format it to show in the data
* window, it will appear there as well. You can use text codes to change the
* color of the quest or to give the quest icons.
*
* Type
* - This is the quest type. If you decide to show quest types from the list
* window, this will be where this quest will be listed under. The template has
* a drop down window for a few of the popular quest types, but you can enter
* in your own quest type. Keep in mind that this is case sensitive and will
* require you to type out the quest type correctly. You can, however, omit any
* \i[x] or \c[x] text codes.
*
* Difficulty
* - No mechanical purpose. It's just there to label a certain difficulty level
* for the quest. You can insert any kind of text you wish here and it will be
* displayed in the quest data window if you decide to keep it in there.
*
* From
* - No mechanical purpose. This can be used to state which character in your
* game issued this quest so the player can have a reference point in knowing
* who to return to when it becomes time to deliver the quest results.
*
* Location
* - No mechanical purpose. This can be used to state where the quest has
* originated from, and can reduce the amount of effort the player needs to in
* order to figure out where the quest came from.
*
* Description
* - No mechanical purpose. This is often used to describe the contents of the
* quest to the player and provide a set of general instructions as to what the
* player has to actually do. You can provide multiple descriptions. However,
* only the first description will be visible by default. If you do provide
* multiple descriptions, you can change the entry using the plugin command:
* 'Quest x Change Description Entry To y' to alter the description entry to
* display something else midway through a quest.
*
* Objectives List
* - No mechanical purpose to the game but does have mechanical aspects. The
* objectives list is commonly used to display a specific set of instructions
* the player needs to do in order to complete the quest. Multiple sets of
* objectives can be displayed to indicate multiple objectives that need to be
* fulfilled by the player.
*
* Visible Objectives
* - This is a list of the set of objectives that will be visible by default
* when the quest is added to the game's quest journal. Each number entry in
* there refers to the objective ID (their order position) found in the
* 'Objectives List' plugin parameter.
*
* Rewards List
* - No mechanical purpose to the game but does have mechanical aspects. The
* rewards list is to show what the player has to gain as a result of finishing
* the quest. Multiple sets of rewards can be displayed to indicate the player
* will receive more than just one type of reward.
*
* Visible Rewards
* - This is a list of the set of rewards that will be visible by default when
* the quest is added to the game's quest journal. Each number entry in there
* refers to the reward ID (their order position) found in the 'Rewards List'
* plugin parameter.
*
* Subtext
* - No mechanical purpose. This is usually used as a footer to provide the
* player a message that doesn't fit elsewhere in the data window. You can use
* this however you like or don't use it at all. Multiple sets of subtexts can
* be used here in case you wish to update the subtext midway through a quest.
*
* ============================================================================
* Main Menu Manager - Positioning the Quest Journal Command
* ============================================================================
*
* For those using the Main Menu Manager and would like to position the Quest
* command in a place you'd like, use the following format:
*
* Name: Yanfly.Param.QuestCmdName
* Symbol: quest
* Show: $gameSystem.isShowQuest()
* Enabled: $gameSystem.isEnableQuest()
* Ext:
* Main Bind: this.commandQuest.bind(this)
* Actor Bind:
*
* Insert the above setup within a Main Menu Manager slot. Provided you copy
* the exact settings to where you need it, it will appear there while using
* all of the naming, enabling, disabling, hiding, and showing effects done by
* the plugin parameters.
*
* Remember to turn off 'Auto Place Command' from the plugin parameters.
*
* ============================================================================
* Script Calls
* ============================================================================
*
* For this plugin, you can use various script calls for certain events to make
* checks on a quest's progress. Here are the different event types and the
* various script calls you can use with them:
*
*
* --- Control Variables Event's Script Calls ---
*
*
* $gameSystem.totalQuestsAvailable()
* - Sets the variable's value to the number of available quests.
*
* $gameSystem.totalQuestsCompleted()
* - Sets the variable's value to the number of completed quests.
*
* $gameSystem.totalQuestsFailed()
* - Sets the variable's value to the number of failed quests.
*
* $gameSystem.totalQuestsKnown()
* - Sets the variable's value to the total number of quests known.
*
* $gameSystem.totalQuestsInGame()
* - Sets the variable's value to the total number of quests in the game.
*
* $gameSystem.totalQuestTypes(category, type)
* - Replace 'category' with either 'available', 'completed', 'failed', or
* 'all' to designate the category. Replace 'type' with the quest type
* (ie. 'Main Quests', 'Side Quests', 'Character Quests', etc). Include the
* quotes around the category and type
* Example: $gameSystem.totalQuestTypes('all', 'Main Quests')
*
* $gameSystem.getQuestDescriptionIndex(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show which description is being used currently.
* Example: $gameSystem.getQuestDescriptionIndex(50)
*
* $gameSystem.totalVisibleQuestObjectives(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show how many quest objectives are visible currently for
* the selected quest.
* Example: $gameSystem.totalVisibleQuestObjectives(50)
*
* $gameSystem.totalQuestObjectives(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show how many quest objectives are total for the
* selected quest's settings.
* Example: $gameSystem.totalQuestObjectives(50)
*
* $gameSystem.totalVisibleQuestRewards(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show how many quest rewards are visible currently for
* the selected quest.
* Example: $gameSystem.totalVisibleQuestRewards(50)
*
* $gameSystem.totalQuestRewards(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show how many quest rewards are total for the selected
* quest's settings.
* Example: $gameSystem.totalQuestRewards(50)
*
* $gameSystem.getQuestSubtextIndex(questId)
* - Replace 'questId' with the ID of the quest you're looking for. This will
* set the variable to show which subtext is being used currently.
* Example: $gameSystem.getQuestSubtextIndex(50)
*
*
* --- Conditional Branch Event's Script Calls ---
*
*
* $gameSystem.isQuestObjectiveCompleted(questId, objectiveId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'objectiveId' with the ID of the objective you're intending to check. This
* will make a check in the conditional branch's script call to see if an
* objective's status is completed (true) or not (false).
* Example: $gameSystem.isQuestObjectiveCompleted(50, 1)
*
* $gameSystem.isQuestObjectiveFailed(questId, objectiveId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'objectiveId' with the ID of the objective you're intending to check. This
* will make a check in the conditional branch's script call to see if an
* objective's status is failed (true) or not (false).
* Example: $gameSystem.isQuestObjectiveFailed(50, 1)
*
* $gameSystem.isQuestObjectiveUncleared(questId, objectiveId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'objectiveId' with the ID of the objective you're intending to check. This
* will make a check in the conditional branch's script call to see if an
* objective's status is neither completed nor failed (true) or either (false).
* Example: $gameSystem.isQuestObjectiveUncleared(50, 1)
*
* $gameSystem.isQuestRewardClaimed(questId, rewardId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'rewardId' with the ID of the reward you're intending to check. This will
* make a check in the conditional branch's script call to see if a reward's
* status is claimed (true) or not (false).
* Example: $gameSystem.isQuestRewardClaimed(50, 1)
*
* $gameSystem.isQuestRewardDenied(questId, rewardId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'rewardId' with the ID of the reward you're intending to check. This will
* make a check in the conditional branch's script call to see if a reward's
* status is denied (true) or not (false).
* Example: $gameSystem.isQuestRewardDenied(50, 1)
*
* $gameSystem.isQuestRewardUnclaimed(questId, rewardId)
* - Replace 'questId' with the ID of the quest you're looking for. Replace
* 'rewardId' with the ID of the reward you're intending to check. This will
* make a check in the conditional branch's script call to see if a reward's
* status is neither claimed nor denied (true) or either (false).
* Example: $gameSystem.isQuestRewardUnclaimed(50, 1)
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* There are various plugin commands you can use to control the quest journal
* system in your game.
*
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
* Plugin Commands:
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
*
* Quest Journal Open
* - Opens the quest journal system menu with no quest selected.
*
* Quest Journal Open To x
* - Replace 'x' with the quest ID you wish to open the quest journal system
* to. If the quest isn't known to the player at the time this plugin command
* takes place, then the quest will be added to the player's quest journal.
*
* ---
*
* Quest Journal Show
* Quest Journal Hide
* - Show or hide the Quest Journal option from the main menu.
*
* Quest Journal Enable
* Quest Journal Disable
* - Enable or disable the Quest Journal option in the main menu.
*
* ---
*
* Quest Add x
* - Replace 'x' with an integer. Adds quest ID 'x' to the quest journal as
* an available quest. This will make it viewable from the in-game quest
* journal system menu.
*
* Quest Add x to y
* - Replace 'x' and 'y' with integer values determining the quest ID range
* you wish to add in mass amounts to the quest journal.
*
* Quest Add x, x, x
* - Replace 'x' values with integer values representing the quest ID's you
* wish to add to the quest journal.
*
* ---
*
* Quest Remove x
* - Replace 'x' with an integer. This will remove quest ID 'x' from the
* quest journal.
*
* Quest Remove x to y
* - Replace 'x' and 'y' with integer values determining the quest ID range
* you wish to remove in mass amounts from the quest journal.
*
* Quest Remove x, x, x
* - Replace 'x' values with integer values representing the quest ID's you
* wish to remove from the quest journal.
*
* ---
*
* Quest Set Completed x
* Quest Set Failed x
* Quest Set Available x
* - Replace 'x' with the quest ID you wish to change the quest status to
* 'completed', 'failed', or 'available'.
*
* Quest Set Completed x to y
* Quest Set Failed x to y
* Quest Set Available x to y
* - Replace 'x' and 'y' with integer values determining the quest ID range
* you wish to set as completed, failed, or available.
*
* Quest Set Completed x, x, x
* Quest Set Failed x, x, x
* Quest Set Available x, x, x
* - Replace 'x' values with integer values representing the quest ID's you
* wish to set as completed, failed, or available.
*
* ---
*
* Quest x Change Description Entry To y
* - Replace 'x' with the Quest ID you want to modify the description of.
* Replace 'y' with the description entry ID you wish to change the quest to.
* This will make the description, when viewed in-game in the quest journal,
* to display the description entry ID 'y' found in the plugin parameters for
* quest 'x'. This is used for times you wish to update the description text
* midway through a quest.
*
* ---
*
* Quest x Show Objective y
* Quest x Hide Objective y
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' with the objective ID you wish to make visible/hidden. Quests
* can show multiple objectives at once.
*
* Quest x Show Objective y to z
* Quest x Hide Objective y to z
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' and 'z' with the objective ID range you wish to make
* visible/hidden. Quests can show multiple objectives at once.
*
* Quest x Show Objective y, y, y
* Quest x Hide Objective y, y, y
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' values with integer values representing the objective ID's you
* wish to make visible/hidden. Quests can show multiple objectives at once.
*
* Quest X Show All Objectives
* Quest X Hide All Objectives
* - Replace 'x' with the Quest ID you wish to alter the objectives of.
* This will show/hide all of the quest's objectives.
*
* Quest x Complete Objective y
* Quest x Fail Objective y
* Quest x Normalize Objective y
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' with the objective ID you wish to change the status of.
* Using 'Complete' will mark the objective as completed. Using 'Fail' will
* mark the objective as failed. Using 'Normalize' will set the objective's
* status to neither completed or failed.
*
* Quest x Complete Objective y to z
* Quest x Fail Objective y to z
* Quest x Normalize Objective y to z
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' and 'z' with the objective ID range you wish to change the
* status of. Using 'Complete' will mark the objective as completed. Using
* 'Fail' will mark the objective as failed. Using 'Normalize' will set the
* objective's status to neither completed or failed.
*
* Quest x Complete Objective y, y, y
* Quest x Fail Objective y, y, y
* Quest x Normalize Objective y, y, y
* - Replace 'x' with the Quest ID you wish to alter the objective of.
* Replace 'y' values with integer values representing the objective ID's you
* wish to change the status of. Using 'Complete' will mark the objective as
* completed. Using 'Fail' will mark the objective as failed. Using
* 'Normalize' will set the objective's status to neither completed or
* failed.
*
* Quest x Complete All Objectives
* Quest x Fail All Objectives
* Quest x Normalize All Objectives
* - Replace 'x' with the Quest ID you wish to alter the objectives of.
* This will complete/fail/normalize all of the quest's objectives.
*
* ---
*
* Quest x Show Reward y
* Quest x Hide Reward y
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' with the reward ID you wish to make visible/hidden. Quests can show
* multiple reward at once.
*
* Quest x Show Reward y to z
* Quest x Hide Reward y to z
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' and 'z' with the reward ID range you wish to make visible/hidden.
* Quests can show multiple reward at once.
*
* Quest x Show Reward y, y, y
* Quest x Hide Reward y, y, y
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' values with integer values representing the reward ID's you wish to
* make visible/hidden. Quests can show multiple reward at once.
*
* Quest x Show All Rewards
* Quest x Hide All Rewards
* - Replace 'x' with the Quest ID you wish to alter the rewards of. This
* will show/hide all of the quest's rewards.
*
* Quest x Claim Reward y
* Quest x Deny Reward y
* Quest x Normalize Reward y
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' with the reward ID you wish to change the status of. Using 'Claim'
* will mark the reward as claimed. Using 'Deny' will mark the reward as
* denied. Using 'Normalize' will set the reward's status to neither claimed
* or denied.
*
* Quest x Claim Reward y to z
* Quest x Deny Reward y to z
* Quest x Normalize Reward y to z
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' and 'z' with the reward ID range you wish to change the status of.
* Using 'Claim' will mark the reward as claimed. Using 'Deny' will mark the
* reward as denied. Using 'Normalize' will set the reward's status to
* neither claimed or denied.
*
* Quest x Claim Reward y, y, y
* Quest x Deny Reward y, y, y
* Quest x Normalize Reward y, y, y
* - Replace 'x' with the Quest ID you wish to alter the reward of. Replace
* 'y' values with integer values representing the reward ID you wish to
* change the status of. Using 'Claim' will mark the reward as claimed. Using
* 'Deny' will mark the reward as denied. Using 'Normalize' will set the
* reward's status to neither claimed or denied.
*
* Quest x Claim All Rewards
* Quest x Deny All Rewards
* Quest x Normalize All Rewards
* - Replace 'x' with the Quest ID you wish to alter the rewards of. This
* will claim/deny/normalize all of the quest's rewards.
*
* ---
*
* Quest x Change Subtext Entry To y
* - Replace 'x' with the Quest ID you want to modify the subtext of. Replace
* 'y' with the subtext entry ID you wish to change the quest to. This will
* make the subtext, when viewed in-game in the quest journal, to display the
* subtext entry ID 'y' found in the plugin parameters for quest 'x'. This is
* used for times you wish to update the subtext text midway through a quest.
*
* ---
*
* ============================================================================
* Instructions - Lunatic Mode
* ============================================================================
*
* The plugin parameter 'Lunatic Mode' is made for users who are familiar with
* JavaScript. These parameters allow you to add additional lines of code to
* their respective functions whenever the respective quest journal function
* occurs in-game. The timing for them will occur after the function occurred
* and only if it was successful in delivering a change.
*
* ---
*
* Before Create Windows
* After Create Windows
* Close Quest Menu
*
* ---
*
* Quest Add
* Quest Remove
* Quest Complete
* Quest Fail
* Quest Available
*
* ---
*
* Change Description
*
* ---
*
* Show Objective
* Hide Objective
* Complete Objective
* Fail Objective
* Normalize Objective
*
* ---
*
* Show Reward
* Hide Reward
* Claim Reward
* Deny Reward
* Normalize Reward
*
* ---
*
* Change Subtext
*
* ---
*
* There are a few rules to note. The code for each of those plugin functions
* will only run if it meets these rules:
*
* 1. The code will run for each quest or quest property changed. This means
* that if you used a plugin command that alters a group of quests or
* quest properties at once, the code will run multiple times individually
* for each quest or quest property.
*
* 2. The code will only run if there has been successful changes to a quest
* or quest property. For example, if a quest is already set to 'Failed',
* running the plugin command to fail that quest again will not trigger
* the Lunatic Mode code to run again.
*
* 3. When a quest is first added, any default properties added to the quest
* will not trigger the Lunatic Mode to run. For example, if the quest
* being added has objectives 1 and 2 already visible from the start, then
* the Lunatic Mode code will not run for 1 and 2.
*
* Make sure you understand these rules so that you know what governs whether
* or not the custom code runs.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.02:
* - Fixed a bug that caused a game freeze when using the Quest Journal Open
* plugin command.
*
* Version 1.01:
* - Fixed some bugs regarding certain plugin commands not working properly.
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Help
* ============================================================================
*
* @param ---Main Menu---
* @default
*
* @param Quest Command
* @parent ---Main Menu---
* @desc This is the text used for the main menu command
* @default Quest
*
* @param Show Command
* @parent ---Main Menu---
* @type boolean
* @on Show
* @off Hide
* @desc Show the Quest command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Enable Command
* @parent ---Main Menu---
* @type boolean
* @on Enable
* @off Disable
* @desc Enable the Synthesis command in the main menu by default?
* NO - false YES - true
* @default true
*
* @param Auto Place Command
* @parent ---Main Menu---
* @type boolean
* @on YES
* @off NO
* @desc Allow this plugin to decide the menu placement position?
* NO - false YES - true
* @default true
*
* @param ---Quest Menu---
* @default
*
* @param Quest Category Window
* @parent ---Quest Menu---
* @type struct<CategoryWindow>
* @desc Adjust the properties for the quest category window here.
* @default {"---Categories---":"","Category Order":"[\"available\",\"completed\",\"failed\",\"all\"]","Available Text":"\\i[192]Available (%1)","Completed Text":"\\i[191]Completed (%1)","Failed Text":"\\i[194]Failed (%1)","All Text":"\\i[189]All Quests (%1)","Cancel Text":"\\i[161]Close","---Window Settings---":"","X":"0","Y":"0","Width":"Graphics.boxWidth / 3","Height":"this.fittingHeight(this.numVisibleRows())","Rows":"4","Columns":"1","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Text Alignment":"left","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window"}
*
* @param Quest List Window
* @parent ---Quest Menu---
* @type struct<ListWindow>
* @desc Adjust the properties for the quest list window here.
* @default {"---Types---":"","Show Types":"true","Type Order":"[\"\\\\c[6]Main Quests\",\"\\\\c[4]Side Quests\",\"\\\\c[3]Character Quests\",\"\\\\c[5]Tutorial Quests\"]","List Open Symbol":"-","List Closed Symbol":"+","Type Text Format":"%1%2 (%3)","Quest Indent":"0","Show Empty":"false","Read Quest":"\\i[121]Read Quest","Cancel":"\\i[16]Cancel","---Window Settings---":"","X":"0","Y":"Graphics.boxHeight - height","Width":"Graphics.boxWidth / 3","Height":"Graphics.boxHeight - this.fittingHeight(4)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Standard Opacity":"255","Back Opacity":"192","Type Alignment":"left","Quest Alignment":"left","Window Skin":"Window"}
*
* @param Quest Title Window
* @parent ---Quest Menu---
* @type struct<TitleWindow>
* @desc Adjust the properties for the quest title window here.
* @default {"---Window Settings---":"","No Quest Title":"\\c[4]Quest Journal","X":"Graphics.boxWidth - width","Y":"0","Width":"Graphics.boxWidth * 2 / 3","Height":"this.fittingHeight(1)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Text Alignment":"center","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window"}
*
* @param Quest Data Window
* @parent ---Quest Menu---
* @type struct<DataWindow>
* @desc Adjust the properties for the quest data window here.
* @default {"---Data Settings---":"","No Data Text":"\"Welcome to the \\\\c[4]Quest Journal\\\\c[0].\\n\\nHere, you can review over the various\\nquests given to you by people from all\\nover the world.\"","Quest Data Format":"\"<WordWrap>\\\\{%1\\\\}\\n<br>\\\\c[4]Level:\\\\c[0] %2\\n<br>\\\\c[4]From:\\\\c[0] %3\\n<br>\\\\c[4]Location:\\\\c[0] %4\\n<br>\\n<br>\\\\c[4]Description:\\\\c[0]\\n<br>%5\\n<br>\\n<br>\\\\c[4]Objectives:\\\\c[0]\\n<br>%6\\n<br>\\n<br>\\\\c[4]Rewards:\\\\c[0]\\n<br>%7\\n<br>\\n<br>%8\"","Uncleared Objective":"\\i[160]%1","Completed Objective":"\\i[165]%1","Failed Objective":"\\i[162]%1","Unclaimed Reward":"\\i[160]%1","Claimed Reward":"\\i[163]%1","Denied Reward":"\\i[161]%1","Load Delay":"30","---Window Settings---":"","X":"Graphics.boxWidth - width","Y":"Graphics.boxHeight - height","Width":"Graphics.boxWidth * 2 / 3","Height":"Graphics.boxHeight - this.fittingHeight(1)","Line Height":"36","Font Face":"GameFont","Font Size":"28","Standard Padding":"18","Text Padding":"6","Standard Opacity":"255","Back Opacity":"192","Window Skin":"Window","Scroll Speed":"4"}
*
* @param Lunatic Mode
* @parent ---Quest Menu---
* @type struct<LunaticMode>
* @desc Add custom code to each of the plugin's major functions.
* @default {"---Quest Menu---":"","Before Create Windows":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\\n//\\n// background.bitmap = ImageManager.loadTitle1(\\\"Book\\\");\\n// this.fitScreen(background);\"","After Create Windows":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\"","Close Quest Menu":"\"// Variables\\n// background - background image used for the menu\\n// windowLayer - sprite layer that contains all windows\"","---Quest Status---":"","Quest Add":"\"// Variables:\\n// questId - ID of the quest being added\\n//\\n// console.log('Quest ' + questId + ' successfully added!')\"","Quest Remove":"\"// Variables:\\n// questId - ID of the quest being removed\\n//\\n// console.log('Quest ' + questId + ' successfully removed!')\"","Quest Complete":"\"// Variables:\\n// questId - ID of the quest set to completed\\n//\\n// console.log('Quest ' + questId + ' status changed to Completed!')\"","Quest Fail":"\"// Variables:\\n// questId - ID of the quest set to failed\\n//\\n// console.log('Quest ' + questId + ' status changed to Failed!')\"","Quest Available":"\"// Variables:\\n// questId - ID of the quest set to available\\n//\\n// console.log('Quest ' + questId + ' status changed to Available!')\"","---Description---":"","Change Description":"\"// Variables:\\n// questId - ID of the quest whose description is changed\\n// index - Description index being changed to\\n//\\n// console.log('Quest ' + questId + ' description index changed to ' + index)\"","---Objectives---":"","Show Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being shown\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to shown!')\"","Hide Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being hidden\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to hidden!')\"","Complete Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective being completed\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to completed!')\"","Fail Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective having failed\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to failed!')\"","Normalize Objective":"\"// Variables:\\n// questId - ID of the quest whose objectives are altered\\n// objectiveId - ID of the objective normalized\\n//\\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to normal!')\"","---Rewards---":"","Show Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward being shown\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes shown!')\"","Hide Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward being hidden\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes hidden!')\"","Claim Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward becoming claimed\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now claimed!')\"","Deny Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward becoming denied\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now denied!')\"","Normalize Reward":"\"// Variables:\\n// questId - ID of the quest whose rewards are altered\\n// rewardId - ID of the reward normalized\\n//\\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is normalized!')\"","---Subtext---":"","Change Subtext":"\"// Variables:\\n// questId - ID of the quest whose subtext is changed\\n// index - Subtext index being changed to\\n//\\n// console.log('Quest ' + questId + ' subtext index changed to ' + index)\""}
*
* @param ---Quest List---
* @default
*
* @param Quest 1
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 2
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 3
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 4
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 5
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 6
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 7
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 8
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 9
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 10
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 11
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 12
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 13
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 14
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 15
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 16
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 17
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 18
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 19
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 20
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 21
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 22
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 23
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 24
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 25
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 26
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 27
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 28
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 29
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 30
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 31
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 32
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 33
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 34
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 35
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 36
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 37
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 38
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 39
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 40
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 41
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 42
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 43
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 44
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 45
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 46
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 47
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 48
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 49
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 50
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 51
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 52
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 53
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 54
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 55
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 56
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 57
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 58
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 59
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 60
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 61
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 62
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 63
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 64
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 65
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 66
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 67
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 68
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 69
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 70
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 71
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 72
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 73
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 74
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 75
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 76
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 77
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 78
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 79
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 80
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 81
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 82
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 83
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 84
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 85
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 86
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 87
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 88
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 89
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 90
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 91
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 92
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 93
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 94
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 95
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 96
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 97
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 98
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 99
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*
* @param Quest 100
* @parent ---Quest List---
* @type struct<Quest>
* @desc Modify the data used by this quest entry.
* Refer to Help for more information about each setting.
* @default
*/
//=============================================================================
/* Plugin Parameter Structure Settings
*=============================================================================
*/
/* ----------------------------------------------------------------------------
* CategoryWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~CategoryWindow:
* @param ---Categories---
* @default
*
* @param Category Order
* @parent ---Categories---
* @type string[]
* @desc Order list for the quest type categories.
* Options: available, completed, failed, all, cancel
* @default ["available","completed","failed","all"]
*
* @param Available Text
* @parent ---Categories---
* @desc The text used for available quests.
* Text codes allowed. %1 - Quest Number
* @default \i[192]Available (%1)
*
* @param Completed Text
* @parent ---Categories---
* @desc The text used for completed quests.
* Text codes allowed. %1 - Quest Number
* @default \i[191]Completed (%1)
*
* @param Failed Text
* @parent ---Categories---
* @desc The text used for failed quests.
* Text codes allowed. %1 - Quest Number
* @default \i[194]Failed (%1)
*
* @param All Text
* @parent ---Categories---
* @desc The text used for all quests.
* Text codes allowed. %1 - Quest Number
* @default \i[189]All Quests (%1)
*
* @param Cancel Text
* @parent ---Categories---
* @desc The text used for the Close option.
* Text codes allowed.
* @default \i[161]Close
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc Formula for the window's X position.
* @default 0
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc Formula for the window's Y position.
* @default 0
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc Formula for the window width.
* @default Graphics.boxWidth / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option this.fittingHeight(1)
* @option this.fittingHeight(2)
* @option this.fittingHeight(3)
* @option this.fittingHeight(4)
* @option this.fittingHeight(5)
* @option this.fittingHeight(this.numVisibleRows())
* @desc Formula for the window height.
* @default this.fittingHeight(this.numVisibleRows())
*
* @param Rows
* @parent ---Window Settings---
* @type combo
* @option 1
* @option 2
* @option 3
* @option 4
* @desc Formula for the number of window rows.
* @default 4
*
* @param Columns
* @parent ---Window Settings---
* @type combo
* @option 1
* @option 2
* @option 3
* @option 4
* @desc Formula for the number of window columns.
* @default 1
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The height used for each line entry.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc The font face used for your game.
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc Formula for the standard font size.
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc Formula for the window's padding.
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc Formula for the padding used before displaying text.
* @default 6
*
* @param Text Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc Choose what type of alignment to use for the window's text.
* left center right
* @default left
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the standard opacity used by the window.
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the opacity used by the window.
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc Window skin used.
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* ListWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~ListWindow:
* @param ---Types---
* @default
*
* @param Show Types
* @parent ---Types---
* @type boolean
* @on Show
* @off Hide
* @desc Show quest types in the quest list?
* @default true
*
* @param Type Order
* @parent ---Types---
* @type string[]
* @desc Order list for the quest list types.
* Name these however you want. Text codes are allowed.
* @default ["\\c[6]Main Quests","\\c[4]Side Quests","\\c[3]Character Quests","\\c[5]Tutorial Quests"]
*
* @param List Open Symbol
* @parent ---Types---
* @desc Text indicator to show if a type is opened.
* Opened types will show all quests within that quest type.
* @default -
*
* @param List Closed Symbol
* @parent ---Types---
* @desc Text indicator to show if a type is closed.
* Closed types will not show all quests within that quest type.
* @default +
*
* @param Type Text Format
* @parent ---Types---
* @desc Format used to display quest types. Text codes allowed.
* %1 - Open/Closed %2 - Type Name %3 - Quest Number
* @default %1%2 (%3)
*
* @param Quest Indent
* @parent ---Types---
* @number
* @number 0
* @desc How many pixels much to indent quests by.
* @default 0
*
* @param Show Empty
* @parent ---Types---
* @type boolean
* @on Show
* @off Hide
* @desc Show quest types that are empty? If not, types
* without any quests will be hidden from the list.
* @default false
*
* @param Read Quest
* @parent ---Types---
* @desc Vocabulary used for the 'Read Quest' option.
* You can use text codes.
* @default \\i[121]Read Quest
*
* @param Cancel
* @parent ---Types---
* @desc Vocabulary used for the 'Cancel' option.
* @default \\i[16]Cancel
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc Formula for the window's X position.
* @default 0
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc Formula for the window's Y position.
* @default Graphics.boxHeight - height
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc Formula for the window width.
* @default Graphics.boxWidth / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxHeight - this.fittingHeight(1)
* @option Graphics.boxHeight - this.fittingHeight(2)
* @option Graphics.boxHeight - this.fittingHeight(3)
* @option Graphics.boxHeight - this.fittingHeight(4)
* @option Graphics.boxHeight - this.fittingHeight(5)
* @desc Formula for the window height.
* @default Graphics.boxHeight - this.fittingHeight(4)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The height used for each line entry.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc The font face used for your game.
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc Formula for the standard font size.
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc Formula for the window's padding.
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc Formula for the padding used before displaying text.
* @default 6
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the standard opacity used by the window.
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the opacity used by the window.
* @default 192
*
* @param Type Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc Choose what type of alignment to use for the quest types.
* left center right
* @default left
*
* @param Quest Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc Choose what type of alignment to use for the quests themselves.
* left center right
* @default left
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc Window skin used.
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* TitleWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~TitleWindow:
* @param ---Window Settings---
* @default
*
* @param No Quest Title
* @parent ---Window Settings---
* @desc Display this when there's no quest selected.
* Text codes allowed.
* @default \\c[4]Quest Journal
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc Formula for the window's X position.
* @default Graphics.boxWidth - width
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc Formula for the window's Y position.
* @default 0
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc Formula for the window width.
* @default Graphics.boxWidth * 2 / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option this.fittingHeight(1)
* @option this.fittingHeight(2)
* @option this.fittingHeight(3)
* @option this.fittingHeight(4)
* @option this.fittingHeight(5)
* @desc Formula for the window height.
* @default this.fittingHeight(1)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The height used for each line entry.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc The font face used for your game.
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc Formula for the standard font size.
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc Formula for the window's padding.
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc Formula for the padding used before displaying text.
* @default 6
*
* @param Text Alignment
* @parent ---Window Settings---
* @type combo
* @option left
* @option center
* @option right
* @desc Choose what type of alignment to use for the window's text.
* left center right
* @default center
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the standard opacity used by the window.
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the opacity used by the window.
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc Window skin used.
* @default Window
*
*/
/* ----------------------------------------------------------------------------
* DataWindow Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~DataWindow:
* @param ---Data Settings---
* @default
*
* @param No Data Text
* @parent ---Data Settings---
* @type note
* @desc Text to display when no quest data is available.
* @default "Welcome to the \\c[4]Quest Journal\\c[0].\n\nHere, you can review over the various\nquests given to you by people from all\nover the world."
*
* @param Quest Data Format
* @parent ---Data Settings---
* @type note
* @desc %1 - Title, %2 - Difficulty, %3 - From, %4 - Location
* %5 - Desc, %6 - Objectives, %7 - Rewards, %8 - Subtext
* @default "\\{%1\\}\n\\c[4]Level:\\c[0] %2\n\\c[4]From:\\c[0] %3\n\\c[4]Location:\\c[0] %4\n\n\\c[4]Description:\\c[0]\n%5\n\n\\c[4]Objectives:\\c[0]\n%6\n\n\\c[4]Rewards:\\c[0]\n%7\n\n%8"
*
* @param Uncleared Objective
* @parent ---Data Settings---
* @desc Text format for uncleared quest objectives.
* %1 - Objective Text
* @default \i[160]%1
*
* @param Completed Objective
* @parent ---Data Settings---
* @desc Text format for completed quest objectives.
* %1 - Objective Text
* @default \i[165]%1
*
* @param Failed Objective
* @parent ---Data Settings---
* @desc Text format for failed quest objectives.
* %1 - Objective Text
* @default \i[162]%1
*
* @param Unclaimed Reward
* @parent ---Data Settings---
* @desc Text format for unclaimed quest rewards.
* %1 - Reward Text
* @default \i[160]%1
*
* @param Claimed Reward
* @parent ---Data Settings---
* @desc Text format for claimed quest rewards.
* %1 - Reward Text
* @default \i[163]%1
*
* @param Denied Reward
* @parent ---Data Settings---
* @desc Text format for denied quest rewards.
* %1 - Reward Text
* @default \i[161]%1
*
* @param Load Delay
* @parent ---Data Settings---
* @type number
* @desc Loading time delay for data in frames.
* This is to prevent overburdening the engine.
* @default 30
*
* @param ---Window Settings---
* @default
*
* @param X
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxWidth - width
* @desc Formula for the window's X position.
* @default Graphics.boxWidth - width
*
* @param Y
* @parent ---Window Settings---
* @type combo
* @option 0
* @option Graphics.boxHeight - height
* @desc Formula for the window's Y position.
* @default Graphics.boxHeight - height
*
* @param Width
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxWidth
* @option Graphics.boxWidth / 2
* @option Graphics.boxWidth / 3
* @option Graphics.boxWidth * 2 / 3
* @option Graphics.boxWidth / 4
* @option Graphics.boxWidth * 3 / 4
* @option Graphics.boxWidth / 5
* @option Graphics.boxWidth * 4 / 5
* @desc Formula for the window width.
* @default Graphics.boxWidth * 2 / 3
*
* @param Height
* @parent ---Window Settings---
* @type combo
* @option Graphics.boxHeight - this.fittingHeight(1)
* @option Graphics.boxHeight - this.fittingHeight(2)
* @option Graphics.boxHeight - this.fittingHeight(3)
* @option Graphics.boxHeight - this.fittingHeight(4)
* @option Graphics.boxHeight - this.fittingHeight(5)
* @desc Formula for the window height.
* @default Graphics.boxHeight - this.fittingHeight(1)
*
* @param Line Height
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The height used for each line entry.
* @default 36
*
* @param Font Face
* @parent ---Window Settings---
* @type combo
* @option GameFont
* @option Arial
* @option Courier New
* @option SimHei
* @option Heiti TC
* @option Dotum
* @option AppleGothic
* @desc The font face used for your game.
* @default GameFont
*
* @param Font Size
* @parent ---Window Settings---
* @type combo
* @option 20
* @option 28
* @option Window_Base.prototype.standardFontSize.call(this);
* @desc Formula for the standard font size.
* @default 28
*
* @param Standard Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 10
* @option 18
* @option 24
* @desc Formula for the window's padding.
* @default 18
*
* @param Text Padding
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 6
* @option 12
* @desc Formula for the padding used before displaying text.
* @default 6
*
* @param Standard Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the standard opacity used by the window.
* @default 255
*
* @param Back Opacity
* @parent ---Window Settings---
* @type combo
* @option 0
* @option 128
* @option 192
* @option 255
* @desc Formula for the opacity used by the window.
* @default 192
*
* @param Window Skin
* @parent ---Window Settings---
* @type file
* @dir img/system/
* @desc Window skin used.
* @default Window
*
* @param Scroll Speed
* @parent ---Window Settings---
* @type number
* @min 1
* @desc The speed at which the window scrolls when pressing up/down.
* @default 4
*
*/
/* ----------------------------------------------------------------------------
* LunaticMode Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~LunaticMode:
* @param ---Quest Menu---
* @default
*
* @param Before Create Windows
* @parent ---Quest Menu---
* @type note
* @desc This code will run before any of the quest menus
* are created for the scene.
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows\n//\n// background.bitmap = ImageManager.loadTitle1(\"Book\");\n// this.fitScreen(background);"
*
* @param After Create Windows
* @parent ---Quest Menu---
* @type note
* @desc This code will run after all of the quest menus
* are created for the scene.
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows"
*
* @param Close Quest Menu
* @parent ---Quest Menu---
* @type note
* @desc This code will run when the quest menu is closed.
* @default "// Variables\n// background - background image used for the menu\n// windowLayer - sprite layer that contains all windows"
*
* @param ---Quest Status---
* @default
*
* @param Quest Add
* @parent ---Quest Status---
* @type note
* @desc This code will run any time a quest is successfully
* added to the Quest Journal.
* @default "// Variables:\n// questId - ID of the quest being added\n//\n// console.log('Quest ' + questId + ' successfully added!')"
*
* @param Quest Remove
* @parent ---Quest Status---
* @type note
* @desc This code will run any time a quest is successfully
* removed the Quest Journal.
* @default "// Variables:\n// questId - ID of the quest being removed\n//\n// console.log('Quest ' + questId + ' successfully removed!')"
*
* @param Quest Complete
* @parent ---Quest Status---
* @type note
* @desc This code will run any time a quest's status is
* changed to completed.
* @default "// Variables:\n// questId - ID of the quest set to completed\n//\n// console.log('Quest ' + questId + ' status changed to Completed!')"
*
* @param Quest Fail
* @parent ---Quest Status---
* @type note
* @desc This code will run any time a quest's status is
* changed to failed.
* @default "// Variables:\n// questId - ID of the quest set to failed\n//\n// console.log('Quest ' + questId + ' status changed to Failed!')"
*
* @param Quest Available
* @parent ---Quest Status---
* @type note
* @desc This code will run any time a quest's status is
* changed to available.
* @default "// Variables:\n// questId - ID of the quest set to available\n//\n// console.log('Quest ' + questId + ' status changed to Available!')"
*
* @param ---Description---
* @default
*
* @param Change Description
* @parent ---Description---
* @type note
* @desc This code will run any time a quest's description
* has been changed to a particular index.
* @default "// Variables:\n// questId - ID of the quest whose description is changed\n// index - Description index being changed to\n//\n// console.log('Quest ' + questId + ' description index changed to ' + index)"
*
* @param ---Objectives---
* @default
*
* @param Show Objective
* @parent ---Objectives---
* @type note
* @desc This code will run any time a quest's objectives
* becomes shown.
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being shown\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to shown!')"
*
* @param Hide Objective
* @parent ---Objectives---
* @type note
* @desc This code will run any time a quest's objectives
* becomes hidden.
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being hidden\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to hidden!')"
*
* @param Complete Objective
* @parent ---Objectives---
* @type note
* @desc This code will run any time a quest's objectives
* becomes completed.
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective being completed\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to completed!')"
*
* @param Fail Objective
* @parent ---Objectives---
* @type note
* @desc This code will run any time a quest's objectives
* becomes failed.
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective having failed\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to failed!')"
*
* @param Normalize Objective
* @parent ---Objectives---
* @type note
* @desc This code will run any time a quest's objectives
* becomes normalized.
* @default "// Variables:\n// questId - ID of the quest whose objectives are altered\n// objectiveId - ID of the objective normalized\n//\n// console.log('Quest ' + questId + ' objective ' + objectiveId + ' changed to normal!')"
*
* @param ---Rewards---
* @default
*
* @param Show Reward
* @parent ---Rewards---
* @type note
* @desc This code will run any time a quest's rewards
* becomes shown.
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward being shown\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes shown!')"
*
* @param Hide Reward
* @parent ---Rewards---
* @type note
* @desc This code will run any time a quest's rewards
* becomes hidden.
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward being hidden\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' becomes hidden!')"
*
* @param Claim Reward
* @parent ---Rewards---
* @type note
* @desc This code will run any time a quest's rewards
* is claimed.
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward becoming claimed\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now claimed!')"
*
* @param Deny Reward
* @parent ---Rewards---
* @type note
* @desc This code will run any time a quest's rewards
* is denied.
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward becoming denied\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is now denied!')"
*
* @param Normalize Reward
* @parent ---Rewards---
* @type note
* @desc This code will run any time a quest's rewards
* is normalized.
* @default "// Variables:\n// questId - ID of the quest whose rewards are altered\n// rewardId - ID of the reward normalized\n//\n// console.log('Quest ' + questId + ' reward ' + rewardId + ' is normalized!')"
*
* @param ---Subtext---
* @default
*
* @param Change Subtext
* @parent ---Subtext---
* @type note
* @desc This code will run any time a quest's subtext
* has been changed to a particular index.
* @default "// Variables:\n// questId - ID of the quest whose subtext is changed\n// index - Subtext index being changed to\n//\n// console.log('Quest ' + questId + ' subtext index changed to ' + index)"
*
*/
/* ----------------------------------------------------------------------------
* Quest Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~Quest:
*
* @param Title
* @desc Title of the quest.
* Text codes allowed.
* @default \i[87]Untitled Quest
*
* @param Type
* @parent Title
* @type combo
* @option Main Quests
* @option Side Quests
* @option Character Quests
* @option Tutorial Quests
* @desc What type of quest is this?
* @default Main Quests
*
* @param Difficulty
* @parent Title
* @desc Difficulty level for this quest.
* Text codes allowed.
* @default Easy Peasy
*
* @param From
* @parent Title
* @desc Insert the name of the NPC who issued this quest.
* Text codes allowed.
* @default NPC Name
*
* @param Location
* @parent Title
* @desc Insert the location of the NPC who issued this quest.
* Text codes allowed.
* @default Location Name
*
* @param Description
* @parent Title
* @type note[]
* @desc Type out the description used for this quest.
* Text codes allowed.
* @default ["\"This is the \\\\c[4]default\\\\c[0] quest description.\"","\"This is the \\\\c[4]default\\\\c[0] quest description.\\n\\nYou can insert multiple description entries in case you\\never want to update the quest description midway while the\\nquest is in progress.\""]
*
* @param Objectives List
* @type note[]
* @desc The objectives to be completed for this quest.
* Text codes allowed.
* @default ["\"\\\\c[4]First\\\\c[0] objective to be cleared.\"","\"\\\\c[4]Second\\\\c[0] objective, but it's hidden.\"","\"To make other objectives appear,\\nenable them through the \\\\c[4]'Visible\\nObjectives'\\\\c[0] plugin parameter or by\\nusing a plugin command to make\\nthem appear\""]
*
* @param Visible Objectives
* @parent Objectives List
* @type number[]
* @min 1
* @desc The objectives that are visible from the start.
* @default ["1"]
*
* @param Rewards List
* @type note[]
* @desc The reward list for this quest.
* Text codes allowed.
* @default ["\"\\\\i[176]Potion x5\"","\"\\\\i[178]Ether x3\"","\"To make other rewards appear,\\nenable them through the \\\\c[4]'Visible\\nRewards'\\\\c[0] plugin parameter or by\\nusing a plugin command to make\\nthem appear\""]
*
* @param Visible Rewards
* @parent Rewards List
* @type number[]
* @min 1
* @desc The rewards that are visible from the start.
* @default ["1"]
*
* @param Subtext
* @type note[]
* @desc Subtext to be displayed with the quest.
* @default ["\"\"","\"This is a subtext. It is used as\\nextra text that you may want to\\nplace on your quest journal that\\ndiffers from the description.\""]
*/
//=============================================================================
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.3.5") {
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_QuestJournal');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.QuestCmdName = String(Yanfly.Parameters['Quest Command']);
Yanfly.Param.QuestCmdShow = eval(Yanfly.Parameters['Show Command']);
Yanfly.Param.QuestCmdEnable = eval(Yanfly.Parameters['Enable Command']);
Yanfly.Param.QuestCmdPlace = eval(Yanfly.Parameters['Auto Place Command']);
Yanfly.Param.QuestCategoryWindow =
JSON.parse(Yanfly.Parameters['Quest Category Window']);
Yanfly.Param.QuestListWindow =
JSON.parse(Yanfly.Parameters['Quest List Window']);
Yanfly.Param.QuestTitleWindow =
JSON.parse(Yanfly.Parameters['Quest Title Window']);
Yanfly.Param.QuestDataWindow =
JSON.parse(Yanfly.Parameters['Quest Data Window']);
Yanfly.Quest.LunaticMode =
JSON.parse(Yanfly.Parameters['Lunatic Mode']);
//=============================================================================
// TouchInput
//=============================================================================
Yanfly.Quest.TouchInput_onMouseMove = TouchInput._onMouseMove;
TouchInput._onMouseMove = function(event) {
Yanfly.Quest.TouchInput_onMouseMove.call(this, event);
this._mouseOverX = Graphics.pageToCanvasX(event.pageX);
this._mouseOverY = Graphics.pageToCanvasY(event.pageY);
};
//=============================================================================
// DataManager
//=============================================================================
var $dataQuests = [null];
Yanfly.Quest.totalCount = 0;
DataManager.questDatabaseAdd = function(id, data) {
if (!data) return $dataQuests.push(null);
data = this.questDataFailsafe(id, data);
var visibleObjectives = JSON.parse(data['Visible Objectives']);
for (var i = 0; i < visibleObjectives.length; ++i) {
visibleObjectives[i] = parseInt(visibleObjectives[i]);
};
var visibleRewards = JSON.parse(data['Visible Rewards']);
for (var i = 0; i < visibleRewards.length; ++i) {
visibleRewards[i] = parseInt(visibleRewards[i]);
};
var description = JSON.parse(data['Description']);
description.unshift('');
var objectives = JSON.parse(data['Objectives List']);
objectives.unshift('');
var rewards = JSON.parse(data['Rewards List']);
rewards.unshift('');
var subtext = JSON.parse(data['Subtext']);
subtext.unshift('');
var type = data['Type'];
type = type.replace(/\\I\[(\d+)\]/gi, '').trim();
type = type.replace(/\\C\[(\d+)\]/gi, '').trim();
var quest = {
name: data['Title'],
id: id,
type: type,
difficulty: data['Difficulty'],
from: data['From'],
location: data['Location'],
description: description,
objectives: objectives,
visibleObjectives: visibleObjectives,
rewards: rewards,
visibleRewards: visibleRewards,
subtext: subtext,
note: ''
};
$dataQuests[id] = quest;
Yanfly.Quest.totalCount += 1;
};
DataManager.questDataFailsafe = function(id, data) {
if (!data['Title']) data['Title'] = "\\i[87]Unfinished Quest";
if (!data['Type']) data['Type'] = "Main Quests";
if (!data['Difficulty']) data['Difficulty'] = "Easy Peasy";
if (!data['From']) data['From'] = "NPC Name";
if (!data['Location']) data['Location'] = "Location Name";
if (!data['Description']) data['Description'] = "[\"\\\"\\\"\"]";
if (data['Description'] === '[]') data['Description'] = "[\"\\\"\\\"\"]";
if (!data['Objectives List']) data['Objectives List'] = "[\"\\\"\\\"\"]";
if (data['Objectives List'] === '[]') data['Objectives List'] =
"[\"\\\"\\\"\"]";
if (!data['Visible Objectives']) data['Visible Objectives'] = "[\"1\"]";
if (!data['Rewards List']) data['Rewards List'] = "[\"\\\"\\\"\"]";
if (data['Rewards List'] === '[]') data['Rewards List'] = "[\"\\\"\\\"\"]";
if (!data['Visible Rewards']) data['Visible Rewards'] = "[\"1\"]";
if (!data['Subtext']) data['Subtext'] = "[\"\\\"\\\"\"]";
if (data['Subtext'] === '[]') data['Subtext'] = "[\"\\\"\\\"\"]";
return data;
};
DataManager.questDatabaseCreate = function() {
$dataQuests = [null];
for (var i = 1; i <= 100; ++i) {
var questData = JSON.parse(Yanfly.Parameters['Quest ' + i] || 'null');
if (!questData) continue;
this.questDatabaseAdd(i, questData);
};
};
DataManager.questDatabaseCreate();
//=============================================================================
// Game_Temp
//=============================================================================
Game_Temp.prototype.reservedQuestOpen = function(questId) {
this._questOpen = questId;
};
Game_Temp.prototype.getQuestOpen = function() {
return this._questOpen;
};
Game_Temp.prototype.clearQuestOpen = function() {
this._questOpen = undefined;
};
//=============================================================================
// Game_System
//=============================================================================
Yanfly.Quest.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Yanfly.Quest.Game_System_initialize.call(this);
this.initQuestSettings();
};
Game_System.prototype.initQuestSettings = function() {
this._showQuest = this._showQuest || Yanfly.Param.QuestCmdShow;
this._enableQuest = this._enableQuest || Yanfly.Param.QuestCmdEnable;
this._questsKnown = this._questsKnown || [];
this._questsCompleted = this._questsCompleted || [];
this._questsFailed = this._questsFailed || [];
this._questsDescription = this._questsDescription || {};
this._questsObjectives = this._questsObjectives || {};
this._questsObjectivesCompleted = this._questsObjectivesCompleted || {};
this._questsObjectivesFailed = this._questsObjectivesFailed || {};
this._questsRewards = this._questsRewards || {};
this._questsRewardsClaimed = this._questsRewardsClaimed || {};
this._questsRewardsDenied = this._questsRewardsDenied || {};
this._questsSubtext = this._questsSubtext || {};
};
Game_System.prototype.isShowQuest = function() {
this.initQuestSettings();
return this._showQuest;
};
Game_System.prototype.setShowQuest = function(value) {
this.initQuestSettings();
this._showQuest = value;
};
Game_System.prototype.isEnableQuest = function() {
this.initQuestSettings();
return this._enableQuest;
};
Game_System.prototype.setEnableQuest = function(value) {
this.initQuestSettings();
this._enableQuest = value;
};
Game_System.prototype.getQuestsAvailable = function() {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsCompleted.contains(questId)) continue;
if (this._questsFailed.contains(questId)) continue;
result.push(questId);
}
return result;
};
Game_System.prototype.getQuestsCompleted = function() {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsCompleted.contains(questId)) result.push(questId);
}
return result;
};
Game_System.prototype.getQuestsFailed = function() {
this.initQuestSettings();
var result = [];
var length = this._questsKnown.length;
for (var i = 0; i < length; ++i) {
var questId = this._questsKnown[i];
if (this._questsFailed.contains(questId)) result.push(questId);
}
return result;
};
Game_System.prototype.getAllQuests = function() {
this.initQuestSettings();
return this._questsKnown;
};
Game_System.prototype.getTypeQuests = function(category, type) {
this.initQuestSettings();
category = category || 'all';
type = type || '';
var result = [];
if (category === 'available') {
var quests = this.getQuestsAvailable();
} else if (category === 'completed') {
var quests = this.getQuestsCompleted();
} else if (category === 'failed') {
var quests = this.getQuestsFailed();
} else {
var quests = this.getAllQuests();
}
var length = quests.length;
for (var i = 0; i < length; ++i) {
var questId = quests[i];
var questData = $dataQuests[questId];
if (!questData) continue;
if (questData.type === type) result.push(questId);
}
return result;
};
Game_System.prototype.getQuestDescriptionIndex = function(questId) {
this.initQuestSettings();
return this._questsDescription[questId] || 0;
};
Game_System.prototype.getQuestObjectives = function(questId) {
this.initQuestSettings();
return this._questsObjectives[questId] || ['1'];
};
Game_System.prototype.getQuestObjectiveStatus = function(questId, objId) {
this.initQuestSettings();
this._questsObjectivesCompleted[questId] =
this._questsObjectivesCompleted[questId] || [];
this._questsObjectivesFailed[questId] =
this._questsObjectivesFailed[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objId)) {
return 'Completed Objective';
} else if (this._questsObjectivesFailed[questId].contains(objId)) {
return 'Failed Objective';
} else {
return 'Uncleared Objective';
}
};
Game_System.prototype.getQuestRewards = function(questId) {
this.initQuestSettings();
return this._questsRewards[questId] || ['1'];
};
Game_System.prototype.getQuestRewardStatus = function(questId, objId) {
this.initQuestSettings();
if (this._questsRewardsClaimed[questId].contains(objId)) {
return 'Claimed Reward';
} else if (this._questsRewardsDenied[questId].contains(objId)) {
return 'Denied Reward';
} else {
return 'Unclaimed Reward';
}
};
Game_System.prototype.getQuestSubtextIndex = function(questId) {
this.initQuestSettings();
return this._questsSubtext[questId] || 0;
};
Game_System.prototype.questAdd = function(questId) {
this.initQuestSettings();
if (this._questsKnown.contains(questId)) return;
var questData = $dataQuests[questId];
if (!questData) return;
this._questsKnown.push(questId);
this._questsKnown.sort(function(a, b) {
return a - b;
});
this._questsDescription[questId] = 1;
this._questsObjectives[questId] = [];
for (var i = 0; i < questData['visibleObjectives'].length; ++i) {
var value = questData['visibleObjectives'][i];
this._questsObjectives[questId].push(value);
}
this._questsObjectivesCompleted[questId] = [];
this._questsObjectivesFailed[questId] = [];
this._questsRewards[questId] = [];
for (var i = 0; i < questData['visibleRewards'].length; ++i) {
var value = questData['visibleRewards'][i];
this._questsRewards[questId].push(value);
}
this._questsRewardsClaimed[questId] = [];
this._questsRewardsDenied[questId] = [];
this._questsSubtext[questId] = 1;
this.questAddCustomEval(questId);
};
Yanfly.Quest.questAdd =
JSON.parse(Yanfly.Quest.LunaticMode['Quest Add']);
Game_System.prototype.questAddCustomEval = function(questId) {
eval(Yanfly.Quest.questAdd);
};
Game_System.prototype.questAddRange = function(range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questAdd(questId);
}
};
Game_System.prototype.questRemove = function(questId) {
this.initQuestSettings();
if (!this._questsKnown.contains(questId)) return;
var index = this._questsKnown.indexOf(questId);
this._questsKnown.splice(index, 1);
this.questRemoveCustomEval(questId);
};
Yanfly.Quest.questRemove =
JSON.parse(Yanfly.Quest.LunaticMode['Quest Remove']);
Game_System.prototype.questRemoveCustomEval = function(questId) {
eval(Yanfly.Quest.questRemove);
};
Game_System.prototype.questRemoveRange = function(range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questRemove(questId);
}
};
Game_System.prototype.questSetCompleted = function(questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (!this._questsCompleted.contains(questId)) {
changed = true;
this._questsCompleted.push(questId);
this._questsCompleted.sort(function(a, b) {
return a - b;
});
}
if (this._questsFailed.contains(questId)) {
var index = this._questsFailed.indexOf(questId);
this._questsFailed.splice(index, 1);
this._questsFailed.sort(function(a, b) {
return a - b;
});
}
if (changed) this.questSetCompletedEval(questId);
};
Yanfly.Quest.questSetCompleted =
JSON.parse(Yanfly.Quest.LunaticMode['Quest Complete']);
Game_System.prototype.questSetCompletedEval = function(questId) {
eval(Yanfly.Quest.questSetCompleted);
};
Game_System.prototype.questSetCompletedRange = function(range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetCompleted(questId);
}
};
Game_System.prototype.questSetFailed = function(questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (!this._questsFailed.contains(questId)) {
changed = true;
this._questsFailed.push(questId);
this._questsFailed.sort(function(a, b) {
return a - b;
});
}
if (this._questsCompleted.contains(questId)) {
var index = this._questsCompleted.indexOf(questId);
this._questsCompleted.splice(index, 1);
this._questsCompleted.sort(function(a, b) {
return a - b;
});
}
if (changed) this.questSetFailedEval(questId);
};
Yanfly.Quest.questSetFailed =
JSON.parse(Yanfly.Quest.LunaticMode['Quest Fail']);
Game_System.prototype.questSetFailedEval = function(questId) {
eval(Yanfly.Quest.questSetFailed);
};
Game_System.prototype.questSetFailedRange = function(range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetFailed(questId);
}
};
Game_System.prototype.questSetAvailable = function(questId) {
this.initQuestSettings();
var changed = false;
if (!this._questsKnown.contains(questId)) this.questAdd(questId);
if (this._questsCompleted.contains(questId)) {
changed = true;
var index = this._questsCompleted.indexOf(questId);
this._questsCompleted.splice(index, 1);
this._questsCompleted.sort(function(a, b) {
return a - b;
});
}
if (this._questsFailed.contains(questId)) {
changed = true;
var index = this._questsFailed.indexOf(questId);
this._questsFailed.splice(index, 1);
this._questsFailed.sort(function(a, b) {
return a - b;
});
}
if (changed) this.questSetAvailableEval(questId);
};
Yanfly.Quest.questSetAvailable =
JSON.parse(Yanfly.Quest.LunaticMode['Quest Available']);
Game_System.prototype.questSetAvailableEval = function(questId) {
eval(Yanfly.Quest.questSetAvailable);
};
Game_System.prototype.questSetAvailableRange = function(range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var questId = range[i];
this.questSetAvailable(questId);
}
};
Game_System.prototype.questChangeDescriptionIndex = function(questId, index) {
this.initQuestSettings();
this._questsDescription[questId] = index;
this.questChangeDescIndexEval(questId, index);
};
Yanfly.Quest.questChangeDescriptionIndex =
JSON.parse(Yanfly.Quest.LunaticMode['Change Description']);
Game_System.prototype.questChangeDescIndexEval = function(questId, index) {
eval(Yanfly.Quest.questChangeDescriptionIndex);
};
Game_System.prototype.questObjectivesShow = function(questId, objectiveId) {
this.initQuestSettings();
this._questsObjectives[questId] = this._questsObjectives[questId] || [];
if (this._questsObjectives[questId].contains(objectiveId)) return;
this._questsObjectives[questId].push(objectiveId);
this._questsObjectives[questId].sort(function(a, b) {
return a - b;
});
this.questObjectivesShowEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesShow =
JSON.parse(Yanfly.Quest.LunaticMode['Show Objective']);
Game_System.prototype.questObjectivesShowEval = function(questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesShow);
};
Game_System.prototype.questObjectivesShowRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesShow(questId, objId);
}
};
Game_System.prototype.questObjectivesShowAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesShow(questId, i);
}
};
Game_System.prototype.questObjectivesHide = function(questId, objectiveId) {
this.initQuestSettings();
this._questsObjectives[questId] = this._questsObjectives[questId] || [];
if (!this._questsObjectives[questId].contains(objectiveId)) return;
var index = this._questsObjectives[questId].indexOf(objectiveId);
this._questsObjectives[questId].splice(index, 1);
this._questsObjectives[questId].sort(function(a, b) {
return a - b;
});
this.questObjectivesHideEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesHide =
JSON.parse(Yanfly.Quest.LunaticMode['Hide Objective']);
Game_System.prototype.questObjectivesHideEval = function(questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesHide);
};
Game_System.prototype.questObjectivesHideRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesHide(questId, objId);
}
};
Game_System.prototype.questObjectivesHideAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesHide(questId, i);
}
};
Game_System.prototype.questObjectivesNormal = function(questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesCompleted[questId] =
this._questsObjectivesCompleted[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objectiveId)) {
changed = true;
var index = this._questsObjectivesCompleted[questId].indexOf(objectiveId);
this._questsObjectivesCompleted[questId].splice(index, 1);
this._questsObjectivesCompleted[questId].sort(function(a, b) {
return a - b;
});
}
if (this._questsObjectivesFailed[questId].contains(objectiveId)) {
changed = true;
var index = this._questsObjectivesFailed[questId].indexOf(objectiveId);
this._questsObjectivesFailed[questId].splice(index, 1);
this._questsObjectivesFailed[questId].sort(function(a, b) {
return a - b;
});
}
this.questObjectivesNormalEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesNormal =
JSON.parse(Yanfly.Quest.LunaticMode['Normalize Objective']);
Game_System.prototype.questObjectivesNormalEval = function(questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesNormal);
};
Game_System.prototype.questObjectivesNormalRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesNormal(questId, objId);
}
};
Game_System.prototype.questObjectivesNormalAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesNormal(questId, i);
}
};
Game_System.prototype.questObjectivesComplete = function(questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesCompleted[questId] =
this._questsObjectivesCompleted[questId] || [];
if (!this._questsObjectivesCompleted[questId].contains(objectiveId)) {
changed = true;
this._questsObjectivesCompleted[questId].push(objectiveId);
this._questsObjectivesCompleted[questId].sort(function(a, b) {
return a - b;
});
}
this._questsObjectivesFailed[questId] =
this._questsObjectivesFailed[questId] || [];
if (this._questsObjectivesFailed[questId].contains(objectiveId)) {
var index = this._questsObjectivesFailed[questId].indexOf(objectiveId);
this._questsObjectivesFailed[questId].splice(index, 1);
this._questsObjectivesFailed[questId].sort(function(a, b) {
return a - b;
});
}
this.questObjectivesCompleteEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesComplete =
JSON.parse(Yanfly.Quest.LunaticMode['Complete Objective']);
Game_System.prototype.questObjectivesCompleteEval = function(questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesComplete);
};
Game_System.prototype.questObjectivesCompleteRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesComplete(questId, objId);
}
};
Game_System.prototype.questObjectivesCompleteAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesComplete(questId, i);
}
};
Game_System.prototype.questObjectivesFail = function(questId, objectiveId) {
this.initQuestSettings();
var changed = false;
this._questsObjectivesFailed[questId] =
this._questsObjectivesFailed[questId] || [];
if (!this._questsObjectivesFailed[questId].contains(objectiveId)) {
changed = true;
this._questsObjectivesFailed[questId].push(objectiveId);
this._questsObjectivesFailed[questId].sort(function(a, b) {
return a - b;
});
}
this._questsObjectivesCompleted[questId] =
this._questsObjectivesCompleted[questId] || [];
if (this._questsObjectivesCompleted[questId].contains(objectiveId)) {
var index = this._questsObjectivesCompleted[questId].indexOf(objectiveId);
this._questsObjectivesCompleted[questId].splice(index, 1);
this._questsObjectivesCompleted[questId].sort(function(a, b) {
return a - b;
});
}
if (changed) this.questObjectivesFailEval(questId, objectiveId);
};
Yanfly.Quest.questObjectivesFail =
JSON.parse(Yanfly.Quest.LunaticMode['Fail Objective']);
Game_System.prototype.questObjectivesFailEval = function(questId, obj) {
var objectiveId = obj;
eval(Yanfly.Quest.questObjectivesFail);
};
Game_System.prototype.questObjectivesFailRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var objId = parseInt(range[i]);
this.questObjectivesFail(questId, objId);
}
};
Game_System.prototype.questObjectivesFailAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.objectives.length;
for (var i = 1; i < length; ++i) {
this.questObjectivesFail(questId, i);
}
};
Game_System.prototype.questRewardsShow = function(questId, rewardId) {
this.initQuestSettings();
this._questsRewards[questId] = this._questsRewards[questId] || [];
if (this._questsRewards[questId].contains(rewardId)) return;
this._questsRewards[questId].push(rewardId);
this._questsRewards[questId].sort(function(a, b) {
return a - b;
});
this.questRewardsShowEval(questId, rewardId);
};
Yanfly.Quest.questRewardsShow =
JSON.parse(Yanfly.Quest.LunaticMode['Show Reward']);
Game_System.prototype.questRewardsShowEval = function(questId, rewardId) {
eval(Yanfly.Quest.questRewardsShow);
};
Game_System.prototype.questRewardsShowRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsShow(questId, rewardId);
}
};
Game_System.prototype.questRewardsShowAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsShow(questId, i);
}
};
Game_System.prototype.questRewardsHide = function(questId, rewardId) {
this.initQuestSettings();
this._questsRewards[questId] = this._questsRewards[questId] || [];
if (!this._questsRewards[questId].contains(rewardId)) return;
var index = this._questsRewards[questId].indexOf(rewardId);
this._questsRewards[questId].splice(index, 1);
this._questsRewards[questId].sort(function(a, b) {
return a - b;
});
this.questRewardsHideEval(questId, rewardId);
};
Yanfly.Quest.questRewardsHide =
JSON.parse(Yanfly.Quest.LunaticMode['Hide Reward']);
Game_System.prototype.questRewardsHideEval = function(questId, rewardId) {
eval(Yanfly.Quest.questRewardsHide);
};
Game_System.prototype.questRewardsHideRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsHide(questId, rewardId);
}
};
Game_System.prototype.questRewardsHideAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsHide(questId, i);
}
};
Game_System.prototype.questRewardsNormal = function(questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsClaimed[questId] =
this._questsRewardsClaimed[questId] || [];
if (this._questsRewardsClaimed[questId].contains(rewardId)) {
changed = true;
var index = this._questsRewardsClaimed[questId].indexOf(rewardId);
this._questsRewardsClaimed[questId].splice(index, 1);
this._questsRewardsClaimed[questId].sort(function(a, b) {
return a - b;
});
}
this._questsRewardsDenied[questId] =
this._questsRewardsDenied[questId] || [];
if (this._questsRewardsDenied[questId].contains(rewardId)) {
changed = true;
var index = this._questsRewardsDenied[questId].indexOf(rewardId);
this._questsRewardsDenied[questId].splice(index, 1);
this._questsRewardsDenied[questId].sort(function(a, b) {
return a - b;
});
}
if (changed) this.questRewardsNormalEval(questId, rewardId);
};
Yanfly.Quest.questRewardsNormal =
JSON.parse(Yanfly.Quest.LunaticMode['Normalize Reward']);
Game_System.prototype.questRewardsNormalEval = function(questId, rewardId) {
eval(Yanfly.Quest.questRewardsNormal);
};
Game_System.prototype.questRewardsNormalRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsNormal(questId, rewardId);
}
};
Game_System.prototype.questRewardsNormalAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsNormal(questId, i);
}
};
Game_System.prototype.questRewardsClaim = function(questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsClaimed[questId] =
this._questsRewardsClaimed[questId] || [];
if (!this._questsRewardsClaimed[questId].contains(rewardId)) {
changed = true;
this._questsRewardsClaimed[questId].push(rewardId);
this._questsRewardsClaimed[questId].sort(function(a, b) {
return a - b;
});
}
this._questsRewardsDenied[questId] =
this._questsRewardsDenied[questId] || [];
if (this._questsRewardsDenied[questId].contains(rewardId)) {
var index = this._questsRewardsDenied[questId].indexOf(rewardId);
this._questsRewardsDenied[questId].splice(index, 1);
this._questsRewardsDenied[questId].sort(function(a, b) {
return a - b;
});
}
if (changed) this.questRewardsClaimEval(questId, rewardId);
};
Yanfly.Quest.questRewardsClaim =
JSON.parse(Yanfly.Quest.LunaticMode['Claim Reward']);
Game_System.prototype.questRewardsClaimEval = function(questId, rewardId) {
eval(Yanfly.Quest.questRewardsClaim);
};
Game_System.prototype.questRewardsClaimRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsClaim(questId, rewardId);
}
};
Game_System.prototype.questRewardsClaimAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsClaim(questId, i);
}
};
Game_System.prototype.questRewardsDeny = function(questId, rewardId) {
this.initQuestSettings();
var changed = false;
this._questsRewardsDenied[questId] =
this._questsRewardsDenied[questId] || [];
if (!this._questsRewardsDenied[questId].contains(rewardId)) {
changed = true;
this._questsRewardsDenied[questId].push(rewardId);
this._questsRewardsDenied[questId].sort(function(a, b) {
return a - b;
});
}
this._questsRewardsClaimed[questId] =
this._questsRewardsClaimed[questId] || [];
if (this._questsRewardsClaimed[questId].contains(rewardId)) {
var index = this._questsRewardsClaimed[questId].indexOf(rewardId);
this._questsRewardsClaimed[questId].splice(index, 1);
this._questsRewardsClaimed[questId].sort(function(a, b) {
return a - b;
});
}
if (changed) this.questRewardsDenyEval(questId, rewardId);
};
Yanfly.Quest.questRewardsDeny =
JSON.parse(Yanfly.Quest.LunaticMode['Deny Reward']);
Game_System.prototype.questRewardsDenyEval = function(questId, rewardId) {
eval(Yanfly.Quest.questRewardsDeny);
};
Game_System.prototype.questRewardsDenyRange = function(questId, range) {
var length = range.length;
for (var i = 0; i < length; ++i) {
var rewardId = parseInt(range[i]);
this.questRewardsDeny(questId, rewardId);
}
};
Game_System.prototype.questRewardsDenyAll = function(questId) {
this.initQuestSettings();
var questData = $dataQuests[questId];
if (!questData) return;
var length = questData.rewards.length;
for (var i = 1; i < length; ++i) {
this.questRewardsDeny(questId, i);
}
};
Game_System.prototype.questChangeSubtextIndex = function(questId, index) {
this.initQuestSettings();
this._questsSubtext[questId] = index;
this.questChangeSubtextIndexEval(questId, index);
};
Yanfly.Quest.questChangeSubtextIndexEval =
JSON.parse(Yanfly.Quest.LunaticMode['Change Subtext']);
Game_System.prototype.questChangeSubtextIndexEval = function(questId, index) {
eval(Yanfly.Quest.questChangeSubtextIndexEval);
};
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Game_System Script Calls
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Game_System.prototype.totalQuestsAvailable = function() {
return this.getQuestsAvailable().length;
};
Game_System.prototype.totalQuestsCompleted = function() {
return this.getQuestsCompleted().length;
};
Game_System.prototype.totalQuestsFailed = function() {
return this.getQuestsFailed().length;
};
Game_System.prototype.totalQuestsKnown = function() {
return this.getAllQuests().length;
};
Game_System.prototype.totalQuestsInGame = function() {
return Yanfly.Quest.totalCount;
};
Game_System.prototype.totalQuestTypes = function(category, type) {
return this.getTypeQuests(category, type).length;
};
Game_System.prototype.totalVisibleQuestObjectives = function(questId) {
return this.getQuestObjectives(questId).length;
};
Game_System.prototype.totalQuestObjectives = function(questId) {
var questData = $dataQuests[questId];
if (!questData) return 0;
return questData.objectives.length;
};
Game_System.prototype.totalVisibleQuestRewards = function(questId) {
return this.getQuestRewards(questId).length;
};
Game_System.prototype.totalQuestRewards = function(questId) {
var questData = $dataQuests[questId];
if (!questData) return 0;
return questData.rewards.length;
};
Game_System.prototype.isQuestObjectiveCompleted = function(questId, objId) {
if (this._questsObjectivesCompleted[questId]) {
return this._questsObjectivesCompleted[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestObjectiveFailed = function(questId, objId) {
if (this._questsObjectivesFailed[questId]) {
return this._questsObjectivesFailed[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestObjectiveUncleared = function(questId, objId) {
if (this._questsKnown.contains(questId)) {
return !this.isQuestObjectiveCompleted(questId, objId) &&
!this.isQuestObjectiveFailed(questId, objId)
} else {
return false;
}
};
Game_System.prototype.isQuestRewardClaimed = function(questId, objId) {
if (this._questsRewardsClaimed[questId]) {
return this._questsRewardsClaimed[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestRewardDenied = function(questId, objId) {
if (this._questsRewardsDenied[questId]) {
return this._questsRewardsDenied[questId].contains(objId);
} else {
return false;
}
};
Game_System.prototype.isQuestRewardUnclaimed = function(questId, objId) {
if (this._questsKnown.contains(questId)) {
return !this.isQuestRewardClaimed(questId, objId) &&
!this.isQuestRewardDenied(questId, objId)
} else {
return false;
}
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Quest.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.Quest.Game_Interpreter_pluginCommand.call(this, command, args);
if (command === 'OpenQuestJournal') {
SceneManager.push(Scene_Quest);
} else if (command === 'Quest') {
this.processQuestPluginCommands(this.argsToString(args));
}
};
Game_Interpreter.prototype.argsToString = function(args) {
var str = '';
var length = args.length;
for (var i = 0; i < length; ++i) {
str += args[i] + ' ';
}
return str.trim();
};
Game_Interpreter.prototype.parseNumericRange = function(str) {
if (str.match(/(\d+)[ ](?:THROUGH|to)[ ](\d+)/i)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
} else {
var range = str.split(',');
var length = range.length;
for (var i = 0; i < length; ++i) {
range[i] = parseInt(range[i]);
}
}
return range;
};
Game_Interpreter.prototype.processQuestPluginCommands = function(line) {
if (line.match(/EVAL[ ](.*)/i)) {
eval(RegExp.$1);
} else if (line.match(/JOURNAL OPEN TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questAdd(questId);
$gameTemp.reservedQuestOpen(questId);
SceneManager.push(Scene_Quest);
} else if (line.match(/JOURNAL OPEN/i)) {
SceneManager.push(Scene_Quest);
} else if (line.match(/JOURNAL SHOW/i)) {
$gameSystem.setShowQuest(true);
} else if (line.match(/JOURNAL HIDE/i)) {
$gameSystem.setShowQuest(false);
} else if (line.match(/JOURNAL ENABLE/i)) {
$gameSystem.setEnableQuest(true);
} else if (line.match(/JOURNAL DISABLE/i)) {
$gameSystem.setEnableQuest(false);
} else if (line.match(/SET COMPLETED[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetCompletedRange(range);
} else if (line.match(/SET FAILED[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetFailedRange(range);
} else if (line.match(/SET AVAILABLE[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questSetAvailableRange(range);
} else if (line.match(/(\d+)[ ]CHANGE DESCRIPTION ENTRY TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
$gameSystem.questChangeDescriptionIndex(questId, value);
} else if (line.match(/(\d+)[ ]SHOW OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesShowRange(questId, range);
} else if (line.match(/(\d+)[ ]SHOW ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesShowAll(questId);
} else if (line.match(/(\d+)[ ]HIDE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesHideRange(questId, range);
} else if (line.match(/(\d+)[ ]HIDE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesHideAll(questId);
} else if (line.match(/(\d+)[ ]NORMALIZE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesNormalRange(questId, range);
} else if (line.match(/(\d+)[ ]NORMALIZE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesNormalAll(questId);
} else if (line.match(/(\d+)[ ]COMPLETE OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesCompleteRange(questId, range);
} else if (line.match(/(\d+)[ ]COMPLETE ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesCompleteAll(questId);
} else if (line.match(/(\d+)[ ]FAIL OBJECTIVE[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questObjectivesFailRange(questId, range);
} else if (line.match(/(\d+)[ ]FAIL ALL OBJECTIVE/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questObjectivesFailAll(questId);
} else if (line.match(/(\d+)[ ]SHOW REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsShowRange(questId, range);
} else if (line.match(/(\d+)[ ]SHOW ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsShowAll(questId);
} else if (line.match(/(\d+)[ ]HIDE REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsHideRange(questId, range);
} else if (line.match(/(\d+)[ ]HIDE ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsHideAll(questId);
} else if (line.match(/(\d+)[ ]NORMALIZE REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsNormalRange(questId, range);
} else if (line.match(/(\d+)[ ]NORMALIZE ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsNormalAll(questId);
} else if (line.match(/(\d+)[ ]CLAIM REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsClaimRange(questId, range);
} else if (line.match(/(\d+)[ ]CLAIM ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsClaimAll(questId);
} else if (line.match(/(\d+)[ ]DENY REWARD[ ](.*)/i)) {
var questId = parseInt(RegExp.$1);
var range = this.parseNumericRange(String(RegExp.$2));
$gameSystem.questRewardsDenyRange(questId, range);
} else if (line.match(/(\d+)[ ]DENY ALL REWARD/i)) {
var questId = parseInt(RegExp.$1);
$gameSystem.questRewardsDenyAll(questId);
} else if (line.match(/(\d+)[ ]CHANGE SUBTEXT ENTRY TO[ ](\d+)/i)) {
var questId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
$gameSystem.questChangeSubtextIndex(questId, value);
} else if (line.match(/ADD[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questAddRange(range);
} else if (line.match(/REMOVE[ ](.*)/i)) {
var range = this.parseNumericRange(String(RegExp.$1));
$gameSystem.questRemoveRange(range);
}
};
//=============================================================================
// Window_MenuCommand
//=============================================================================
Yanfly.Quest.Window_MenuCommand_addOriginalCommands =
Window_MenuCommand.prototype.addOriginalCommands;
Window_MenuCommand.prototype.addOriginalCommands = function() {
Yanfly.Quest.Window_MenuCommand_addOriginalCommands.call(this);
this.addQuestCommand();
};
Window_MenuCommand.prototype.addQuestCommand = function() {
if (!Yanfly.Param.QuestCmdPlace) return;
if (!$gameSystem.isShowQuest()) return;
if (this.findSymbol('quest') > -1) return;
var text = Yanfly.Param.QuestCmdName;
var enabled = $gameSystem.isEnableQuest();
this.addCommand(text, 'quest', enabled);
};
//=============================================================================
// Window_QuestData
//=============================================================================
function Window_QuestData() {
this.initialize.apply(this, arguments);
};
Window_QuestData.prototype = Object.create(Window_Selectable.prototype);
Window_QuestData.prototype.constructor = Window_QuestData;
Window_QuestData.prototype.initialize = function() {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings('X')));
var y = Math.round(eval(this.settings('Y')));
this._allTextHeight = 0;
this._countdown = 0;
this._arrowBlinkTimer = 0;
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
this.setQuestId(0);
this.opacity = Math.round(eval(this.settings('Standard Opacity')));
};
Window_QuestData.prototype.settings = function(key) {
return Yanfly.Param.QuestDataWindow[key];
};
Window_QuestData.prototype.windowWidth = function() {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings('Width')));
}
return this._windowWidth;
};
Window_QuestData.prototype.windowHeight = function() {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings('Height')));
}
return this._windowHeight;
};
Window_QuestData.prototype.lineHeight = function() {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings('Line Height'));
}
return this._windowLineHeight;
};
Window_QuestData.prototype.standardFontFace = function() {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings('Font Face');
}
return this._windowFontFace;
};
Window_QuestData.prototype.standardFontSize = function() {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings('Font Size')));
}
return this._windowFontSize;
};
Window_QuestData.prototype.standardPadding = function() {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding =
Math.round(eval(this.settings('Standard Padding')));
}
return this._windowStandardPadding;
};
Window_QuestData.prototype.textPadding = function() {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings('Text Padding')));
}
return this._windowTextPadding;
};
Window_QuestData.prototype.standardBackOpacity = function() {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings('Back Opacity')));
}
return this._windowBackOpacity;
};
Window_QuestData.prototype.loadWindowskin = function() {
this.windowskin = ImageManager.loadSystem(this.settings('Window Skin'));
};
Window_QuestData.prototype.delayLoadFrames = function() {
if (this._delayLoad === undefined) {
this._delayLoad = Math.round(eval(this.settings('Load Delay')));
}
return this._delayLoad;
};
Window_QuestData.prototype.setQuestId = function(id) {
if (this._questId !== id) {
this._questId = id;
this._countdown = 30;
this.refresh();
}
};
Window_QuestData.prototype.refresh = function() {
if (this._countdown > 0) return;
this.contents.clear();
this._lastOriginY = -200;
this.origin.y = 0;
this._allTextHeight = 0;
if (this._questId > 0) {
this.drawQuestData();
} else {
this.drawEmpty();
}
};
Window_QuestData._questNoDataFmt =
JSON.parse(Yanfly.Param.QuestDataWindow['No Data Text'] || "");
Window_QuestData.prototype.drawEmpty = function() {
var fmt = Window_QuestData._questNoDataFmt;
var wordwrap = fmt.match(/<(?:WordWrap)>/i);
var text = fmt.format();
var textState = { index: 0 };
textState.originalText = text;
textState.text = this.convertEscapeCharacters(text);
this.resetFontSettings();
this._allTextHeight = this.calcTextHeight(textState, true);
this._allTextHeight *= (wordwrap) ? 10 : 1;
this.createContents();
this.drawQuestTextEx(text, 0, 0);
};
Window_QuestData.prototype.drawQuestData = function() {
Window_QuestData._questDataFmt =
JSON.parse(Yanfly.Param.QuestDataWindow['Quest Data Format'] || "");
var questData = $dataQuests[this._questId];
if (!questData) return;
var fmt = Window_QuestData._questDataFmt;
var wordwrap = fmt.match(/<(?:WordWrap)>/i);
var title = questData.name;
title = title.replace(/\\I\[(\d+)\]/gi, '').trim();
title = title.replace(/\\C\[(\d+)\]/gi, '').trim();
var difficulty = questData.difficulty;
var from = questData.from;
var location = questData.location;
var description = this.getQuestDescription();
var objectives = this.getQuestObjectives(wordwrap);
var rewards = this.getQuestRewards(wordwrap);
var subtext = this.getQuestSubtext();
var text = fmt.format(title, difficulty, from, location, description,
objectives, rewards, subtext);
var textState = { index: 0 };
textState.originalText = text;
textState.text = this.convertEscapeCharacters(text);
this.resetFontSettings();
this._allTextHeight = this.calcTextHeight(textState, true);
this._allTextHeight *= (wordwrap) ? 10 : 1;
this.createContents();
this.drawQuestTextEx(text, 0, 0);
};
Window_QuestData.prototype.drawQuestTextEx = function(text, x, y) {
if (text) {
var textState = { index: 0, x: x, y: y, left: x };
textState.text = this.convertEscapeCharacters(text);
textState.height = this.calcTextHeight(textState, false);
this.resetFontSettings();
while (textState.index < textState.text.length) {
this.processCharacter(textState);
}
this._allTextHeight = textState.y - y + this.lineHeight();
return textState.x - x;
} else {
return 0;
}
};
Window_QuestData.prototype.getQuestDescription = function() {
var questData = $dataQuests[this._questId];
var index = $gameSystem.getQuestDescriptionIndex(this._questId);
return JSON.parse(questData.description[index]);
};
Window_QuestData.prototype.getQuestObjectives = function(wordwrap) {
var questData = $dataQuests[this._questId];
var lineData = questData.objectives;
var visibleObjectives = $gameSystem.getQuestObjectives(this._questId);
var length = visibleObjectives.length;
var text = '';
for (var i = 0; i < length; ++i) {
if (i > 0) text += wordwrap ? '<br>' : '\n';
var objectiveId = visibleObjectives[i];
var key = $gameSystem.getQuestObjectiveStatus(this._questId, objectiveId);
var fmt = this.settings(key);
text += fmt.format(JSON.parse(lineData[objectiveId]));
}
return text;
};
Window_QuestData.prototype.getQuestRewards = function(wordwrap) {
var questData = $dataQuests[this._questId];
var lineData = questData.rewards;
var visibleRewards = $gameSystem.getQuestRewards(this._questId);
var length = visibleRewards.length;
var text = '';
for (var i = 0; i < length; ++i) {
if (i > 0) text += wordwrap ? '<br>' : '\n';
var rewardId = visibleRewards[i];
var key = $gameSystem.getQuestRewardStatus(this._questId, rewardId);
var fmt = this.settings(key);
text += fmt.format(JSON.parse(lineData[rewardId]));
}
return text;
};
Window_QuestData.prototype.getQuestSubtext = function() {
var questData = $dataQuests[this._questId];
var index = $gameSystem.getQuestSubtextIndex(this._questId);
return JSON.parse(questData.subtext[index]);
};
Window_QuestData.prototype.select = function(index) {
};
Window_QuestData.prototype.contentsHeight = function() {
var standard = this.height - this.standardPadding() * 2;
return Math.max(standard, this._allTextHeight);
};
Window_QuestData.prototype.update = function() {
Window_Selectable.prototype.update.call(this);
this.updateCountdown();
if (this.isOpenAndActive()) this.updateKeyScrolling();
};
Window_QuestData.prototype.updateCountdown = function() {
if (this._countdown > 0) {
this._countdown -= 1;
if (this._countdown <= 0) this.refresh();
}
};
Window_QuestData.prototype.scrollSpeed = function() {
if (this._scrollSpeed === undefined) {
this._scrollSpeed = Number(this.settings('Scroll Speed'));
}
return this._scrollSpeed;
};
Window_QuestData.prototype.scrollOriginDown = function(speed) {
var value = this.contentsHeight() - this.height +
this.standardPadding() * 2;
this.origin.y = Math.min(value, this.origin.y + speed);
};
Window_QuestData.prototype.scrollOriginUp = function(speed) {
this.origin.y = Math.max(0, this.origin.y - speed);
};
Window_QuestData.prototype.updateKeyScrolling = function() {
if (Input.isPressed('up')) {
this.scrollOriginUp(this.scrollSpeed());
} else if (Input.isPressed('down')) {
this.scrollOriginDown(this.scrollSpeed());
} else if (Input.isPressed('pageup')) {
this.scrollOriginUp(this.scrollSpeed() * 4);
} else if (Input.isPressed('pagedown')) {
this.scrollOriginDown(this.scrollSpeed() * 4);
}
};
Window_QuestData.prototype.updateArrows = function() {
if (this._lastOriginY === this.origin.y) return;
this.showArrows();
};
Window_QuestData.prototype.showArrows = function() {
this._lastOriginY = this.origin.y;
this.upArrowVisible = this.origin.y !== 0;
this.downArrowVisible = this.origin.y !== this.contentsHeight() -
this.height + this.standardPadding() * 2;
};
Window_QuestData.prototype.hideArrows = function() {
this.upArrowVisible = false;
this.downArrowVisible = false;
};
Window_QuestData.prototype.isInsideFrame = function() {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestData.prototype.processWheel = function() {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) {
this.scrollOriginDown(this.scrollSpeed() * 4);
}
if (TouchInput.wheelY <= -threshold) {
this.scrollOriginUp(this.scrollSpeed() * 4);
}
};
//=============================================================================
// Window_QuestTitle
//=============================================================================
function Window_QuestTitle() {
this.initialize.apply(this, arguments);
};
Window_QuestTitle.prototype = Object.create(Window_Base.prototype);
Window_QuestTitle.prototype.constructor = Window_QuestTitle;
Window_QuestTitle.prototype.initialize = function() {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings('X')));
var y = Math.round(eval(this.settings('Y')));
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.setText(this.settings('No Quest Title'));
this.opacity = Math.round(eval(this.settings('Standard Opacity')));
};
Window_QuestTitle.prototype.settings = function(key) {
return Yanfly.Param.QuestTitleWindow[key];
};
Window_QuestTitle.prototype.windowWidth = function() {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings('Width')));
}
return this._windowWidth;
};
Window_QuestTitle.prototype.windowHeight = function() {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings('Height')));
}
return this._windowHeight;
};
Window_QuestTitle.prototype.lineHeight = function() {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings('Line Height'));
}
return this._windowLineHeight;
};
Window_QuestTitle.prototype.standardFontFace = function() {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings('Font Face');
}
return this._windowFontFace;
};
Window_QuestTitle.prototype.standardFontSize = function() {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings('Font Size')));
}
return this._windowFontSize;
};
Window_QuestTitle.prototype.standardPadding = function() {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding =
Math.round(eval(this.settings('Standard Padding')));
}
return this._windowStandardPadding;
};
Window_QuestTitle.prototype.textPadding = function() {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings('Text Padding')));
}
return this._windowTextPadding;
};
Window_QuestTitle.prototype.itemTextAlign = function() {
return this.settings('Text Alignment')
};
Window_QuestTitle.prototype.standardBackOpacity = function() {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings('Back Opacity')));
}
return this._windowBackOpacity;
};
Window_QuestTitle.prototype.loadWindowskin = function() {
this.windowskin = ImageManager.loadSystem(this.settings('Window Skin'));
};
Window_QuestTitle.prototype.setText = function(text) {
if (this._text !== text) {
this._text = text;
this.refresh();
}
};
Window_QuestTitle.prototype.refresh = function() {
this.contents.clear();
var align = this.settings('Text Alignment');
var wx = 0;
var ww = this.contents.width;
if (align === 'left') {
wx = this.textPadding();
} else if (align === 'center') {
wx += (ww - this.textWidthEx(this._text)) / 2;
} else {
wx += ww - this.textWidthEx(this._text) - this.textPadding();
}
this.drawTextEx(this._text, wx, 0);
};
Window_QuestTitle.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
//=============================================================================
// Window_QuestCategories
//=============================================================================
function Window_QuestCategories() {
this.initialize.apply(this, arguments);
};
Window_QuestCategories.prototype = Object.create(Window_Command.prototype);
Window_QuestCategories.prototype.constructor = Window_QuestCategories;
Window_QuestCategories.prototype.initialize = function() {
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings('X')));
var y = Math.round(eval(this.settings('Y')));
Window_Command.prototype.initialize.call(this, x, y);
this.opacity = Math.round(eval(this.settings('Standard Opacity')));
};
Window_QuestCategories.prototype.settings = function(key) {
return Yanfly.Param.QuestCategoryWindow[key];
};
Window_QuestCategories.prototype.windowWidth = function() {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings('Width')));
}
return this._windowWidth;
};
Window_QuestCategories.prototype.windowHeight = function() {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings('Height')));
}
return this._windowHeight;
};
Window_QuestCategories.prototype.numVisibleRows = function() {
if (this._windowRows === undefined) {
this._windowRows = Math.round(eval(this.settings('Rows')));
}
return this._windowRows;
};
Window_QuestCategories.prototype.maxCols = function() {
if (this._windowColumns === undefined) {
this._windowColumns = Math.round(eval(this.settings('Columns')));
}
return this._windowColumns;
};
Window_QuestCategories.prototype.lineHeight = function() {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings('Line Height'));
}
return this._windowLineHeight;
};
Window_QuestCategories.prototype.standardFontFace = function() {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings('Font Face');
}
return this._windowFontFace;
};
Window_QuestCategories.prototype.standardFontSize = function() {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings('Font Size')));
}
return this._windowFontSize;
};
Window_QuestCategories.prototype.standardPadding = function() {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding =
Math.round(eval(this.settings('Standard Padding')));
}
return this._windowStandardPadding;
};
Window_QuestCategories.prototype.textPadding = function() {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings('Text Padding')));
}
return this._windowTextPadding;
};
Window_QuestCategories.prototype.itemTextAlign = function() {
return this.settings('Text Alignment')
};
Window_QuestCategories.prototype.standardBackOpacity = function() {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings('Back Opacity')));
}
return this._windowBackOpacity;
};
Window_QuestCategories.prototype.loadWindowskin = function() {
this.windowskin = ImageManager.loadSystem(this.settings('Window Skin'));
};
Window_QuestCategories.prototype.makeCommandList = function() {
var list = JSON.parse(this.settings('Category Order'));
var length = list.length;
for (var i = 0; i < length; ++i) {
var listItem = list[i];
switch (listItem) {
case 'available':
var fmt = this.settings('Available Text');
var number = $gameSystem.totalQuestsAvailable();
break;
case 'completed':
var fmt = this.settings('Completed Text');
var number = $gameSystem.totalQuestsCompleted();
break;
case 'failed':
var fmt = this.settings('Failed Text');
var number = $gameSystem.totalQuestsFailed();
break;
case 'all':
var fmt = this.settings('All Text');
var number = $gameSystem.totalQuestsKnown();
break;
case 'cancel':
var text = this.settings('Cancel Text');
this.addCommand(text, 'cancel');
continue;
break;
}
number = Yanfly.Util.toGroup(number);
var text = fmt.format(number);
this.addCommand(text, 'category', true, listItem);
}
};
Window_QuestCategories.prototype.drawItem = function(index) {
var rect = this.itemRectForText(index);
var text = this.commandName(index);
var align = this.settings('Text Alignment');
var wx = 0;
var ww = rect.width;
if (align === 'left') {
wx = rect.x;
} else if (align === 'center') {
wx += (ww - this.textWidthEx(text)) / 2;
} else {
wx += ww - this.textWidthEx(text) - this.textPadding();
}
this.drawTextEx(text, wx, rect.y);
};
Window_QuestCategories.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_QuestCategories.prototype.setListWindow = function(win) {
this._listWindow = win;
};
Window_QuestCategories.prototype.update = function() {
Window_Command.prototype.update.call(this);
if (this._listWindow) this._listWindow.setCategoryType(this.currentExt());
};
Window_QuestCategories.prototype.isInsideFrame = function() {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestCategories.prototype.processWheel = function() {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) this.scrollDown();
if (TouchInput.wheelY <= -threshold) this.scrollUp();
};
//=============================================================================
// Window_QuestList
//=============================================================================
function Window_QuestList() {
this.initialize.apply(this, arguments);
};
Window_QuestList.prototype = Object.create(Window_Command.prototype);
Window_QuestList.prototype.constructor = Window_QuestList;
Window_QuestList.prototype.initialize = function(cw, dw, tw) {
this._currentCategory =
JSON.parse(Yanfly.Param.QuestCategoryWindow['Category Order'])[0];
this._closedQuestTypes = [];
var width = this.windowWidth();
var height = this.windowHeight();
var x = Math.round(eval(this.settings('X')));
var y = Math.round(eval(this.settings('Y')));
this._dataWindow = dw;
this._titleWindow = tw;
this._mode = 'Quest';
Window_Command.prototype.initialize.call(this, x, y);
cw.setListWindow(this);
this.opacity = Math.round(eval(this.settings('Standard Opacity')));
this.deselect();
this.deactivate();
};
Window_QuestList.prototype.settings = function(key) {
return Yanfly.Param.QuestListWindow[key];
};
Window_QuestList.prototype.windowWidth = function() {
if (this._windowWidth === undefined) {
this._windowWidth = Math.round(eval(this.settings('Width')));
}
return this._windowWidth;
};
Window_QuestList.prototype.windowHeight = function() {
if (this._windowHeight === undefined) {
this._windowHeight = Math.round(eval(this.settings('Height')));
}
return this._windowHeight;
};
Window_QuestList.prototype.maxCols = function() {
return 1;
};
Window_QuestList.prototype.lineHeight = function() {
if (this._windowLineHeight === undefined) {
this._windowLineHeight = parseInt(this.settings('Line Height'));
}
return this._windowLineHeight;
};
Window_QuestList.prototype.standardFontFace = function() {
if (this._windowFontFace === undefined) {
this._windowFontFace = this.settings('Font Face');
}
return this._windowFontFace;
};
Window_QuestList.prototype.standardFontSize = function() {
if (this._windowFontSize === undefined) {
this._windowFontSize = Math.round(eval(this.settings('Font Size')));
}
return this._windowFontSize;
};
Window_QuestList.prototype.standardPadding = function() {
if (this._windowStandardPadding === undefined) {
this._windowStandardPadding =
Math.round(eval(this.settings('Standard Padding')));
}
return this._windowStandardPadding;
};
Window_QuestList.prototype.textPadding = function() {
if (this._windowTextPadding === undefined) {
this._windowTextPadding = Math.round(eval(this.settings('Text Padding')));
}
return this._windowTextPadding;
};
Window_QuestList.prototype.standardBackOpacity = function() {
if (this._windowBackOpacity === undefined) {
this._windowBackOpacity = Math.round(eval(this.settings('Back Opacity')));
}
return this._windowBackOpacity;
};
Window_QuestList.prototype.loadWindowskin = function() {
this.windowskin = ImageManager.loadSystem(this.settings('Window Skin'));
};
Window_QuestList.prototype.itemTextAlign = function() {
return this.settings('Quest Alignment')
};
Window_QuestList.prototype.drawItem = function(index) {
var rect = this.itemRectForText(index);
var text = this.commandName(index);
var symbol = this.commandSymbol(index);
this.changePaintOpacity(this.isCommandEnabled(index));
if (symbol === 'type') {
var align = this.settings('Type Alignment');
} else {
var align = this.settings('Quest Alignment');
var indent = parseInt(this.settings('Quest Indent'));
rect.x += indent;
rect.width -= indent;
}
var wx = 0;
var ww = rect.width;
if (align === 'left') {
wx = rect.x;
} else if (align === 'center') {
wx += (ww - this.textWidthEx(text)) / 2;
} else {
wx += ww - this.textWidthEx(text) - this.textPadding();
}
this.drawTextEx(text, wx, rect.y);
};
Window_QuestList.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_QuestList.prototype.setCategoryType = function(category) {
if (this._currentCategory !== category) {
this._currentCategory = category;
this.refresh();
this.resetScroll();
this.deselect();
this.update();
}
};
Window_QuestList.prototype.showType = function() {
if (this._settingsShowType === undefined) {
this._settingsShowType = Math.round(eval(this.settings('Show Types')));
}
return this._settingsShowType;
};
Window_QuestList.prototype.showEmptyTypes = function() {
if (this._showEmpty === undefined) {
this._showEmpty = eval(this.settings('Show Empty'));
}
return this._showEmpty;
};
Window_QuestList.prototype.setMode = function(mode) {
if (mode === 'Extra') {
this._prevTopRow = this.topRow();
this._prevIndex = this.index();
this._forcedExt = this.currentExt();
this.setTopRow(0);
} else {
this._forcedExt = undefined;
}
this._mode = mode;
this.refresh();
this.activate();
if (mode === 'Extra') {
this.select(0);
} else {
this.select(this._prevIndex);
this.setTopRow(this._prevTopRow);
}
};
Window_QuestList.prototype.currentExt = function() {
return this._forcedExt || Window_Command.prototype.currentExt.call(this);
};
Window_QuestList.prototype.makeCommandList = function() {
if (this._mode === 'Quest') {
this.makeQuestList();
} else {
this.makeExtraList();
}
};
Window_QuestList.prototype.makeQuestList = function() {
if (this.showType()) {
var list = JSON.parse(this.settings('Type Order'));
var length = list.length;
for (var i = 0; i < length; ++i) {
var listItem = list[i];
var fmt = this.settings('Type Text Format');
var type = listItem.replace(/\\I\[(\d+)\]/gi, '').trim();
var type = listItem.replace(/\\C\[(\d+)\]/gi, '').trim();
if (this._closedQuestTypes.contains(type)) {
var closed = this.settings('List Closed Symbol');
} else {
var closed = this.settings('List Open Symbol');
}
var number = $gameSystem.getTypeQuests(this._currentCategory,
type).length;
if (!this.showEmptyTypes() && number <= 0) continue;
number = Yanfly.Util.toGroup(number);
var text = fmt.format(closed, listItem, number);
this.addCommand(text, 'type', true, type);
if (!this._closedQuestTypes.contains(type)) {
this.addQuestCommands(this._currentCategory, type);
}
}
} else {
this.addQuestCommands(this._currentCategory)
}
};
Window_QuestList.prototype.makeExtraList = function() {
this.addReadQuestCommand();
this.makeExtraListA();
this.makeExtraListB();
this.makeExtraListC();
this.makeExtraListD();
this.makeExtraListE();
this.makeExtraListF();
this.addCancelCommand();
};
Window_QuestList.prototype.addReadQuestCommand = function() {
var text = this.settings('Read Quest') || '\\i[121]Read Quest';
this.addCommand(text, 'readQuest');
};
Window_QuestList.prototype.addCancelCommand = function() {
var text = this.settings('Cancel') || '\\i[16]Cancel';
this.addCommand(text, 'cancel');
};
Window_QuestList.prototype.makeExtraListA = function() {
};
Window_QuestList.prototype.makeExtraListB = function() {
};
Window_QuestList.prototype.makeExtraListC = function() {
};
Window_QuestList.prototype.makeExtraListD = function() {
};
Window_QuestList.prototype.makeExtraListE = function() {
};
Window_QuestList.prototype.makeExtraListF = function() {
};
Window_QuestList.prototype.addQuestCommands = function(category, type) {
category = category || this._currentCategory;
type = type || '';
var list = $gameSystem.getTypeQuests(category, type);
var length = list.length;
for (var i = 0; i < length; ++i) {
var questId = list[i];
var questData = $dataQuests[questId];
if (!questData) continue;
var text = questData.name;
this.addCommand(text, 'quest', true, questId);
}
};
Window_QuestList.prototype.update = function() {
Window_Command.prototype.update.call(this);
if (this._dataWindow) {
if (this.currentSymbol() === 'quest' || this._mode === 'Extra') {
this._dataWindow.setQuestId(this.currentExt());
} else {
this._dataWindow.setQuestId(0);
}
}
if (this._titleWindow) {
if (this.currentSymbol() === 'quest' || this._mode === 'Extra') {
this._titleWindow.setText($dataQuests[this.currentExt()].name);
} else {
this._titleWindow.setText(this._titleWindow.settings('No Quest Title'));
}
}
};
Window_QuestList.prototype.typeToggle = function(type) {
if (this._closedQuestTypes.contains(type)) {
var index = this._closedQuestTypes.indexOf(type);
this._closedQuestTypes.splice(index, 1);
} else {
this._closedQuestTypes.push(type);
}
this.refresh();
};
Window_QuestList.prototype.getVisibleRows = function() {
var value = this.height - (this.standardPadding() * 2);
value = Math.floor(value / this.lineHeight());
return value;
};
Window_QuestList.prototype.isInsideFrame = function() {
var x = this.canvasToLocalX(TouchInput._mouseOverX);
var y = this.canvasToLocalY(TouchInput._mouseOverY);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
Window_QuestList.prototype.processWheel = function() {
if (!this.isInsideFrame()) return;
var threshold = 20;
if (TouchInput.wheelY >= threshold) this.scrollDown();
if (TouchInput.wheelY <= -threshold) this.scrollUp();
};
//=============================================================================
// Scene_Menu
//=============================================================================
Yanfly.Quest.Scene_Menu_createCommandWindow =
Scene_Menu.prototype.createCommandWindow;
Scene_Menu.prototype.createCommandWindow = function() {
Yanfly.Quest.Scene_Menu_createCommandWindow.call(this);
this._commandWindow.setHandler('quest', this.commandQuest.bind(this));
};
Scene_Menu.prototype.commandQuest = function() {
SceneManager.push(Scene_Quest);
};
//=============================================================================
// Scene_Quest
//=============================================================================
function Scene_Quest() {
this.initialize.apply(this, arguments);
};
Scene_Quest.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Quest.prototype.constructor = Scene_Quest;
Scene_Quest.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Quest.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.runCustomCode(Yanfly.Quest.createBefore);
this.createDataWindow();
this.createTitleWindow();
this.createCategoryWindow();
this.createListWindow();
this.processQuestOpen();
this.runCustomCode(Yanfly.Quest.createAfter);
};
Yanfly.Quest.createBefore =
JSON.parse(Yanfly.Quest.LunaticMode['Before Create Windows']);
Yanfly.Quest.createAfter =
JSON.parse(Yanfly.Quest.LunaticMode['After Create Windows']);
Yanfly.Quest.terminateMenu =
JSON.parse(Yanfly.Quest.LunaticMode['Close Quest Menu']);
Scene_Quest.prototype.runCustomCode = function(code) {
var background = this._backgroundSprite;
var windowLayer = this._windowLayer;
eval(code);
};
Scene_Quest.prototype.createDataWindow = function() {
this._dataWindow = new Window_QuestData();
this._dataWindow.setHandler('cancel', this.onDataCancel.bind(this));
this.addWindow(this._dataWindow);
};
Scene_Quest.prototype.createTitleWindow = function() {
this._titleWindow = new Window_QuestTitle();
this.addWindow(this._titleWindow);
};
Scene_Quest.prototype.createCategoryWindow = function() {
this._categoryWindow = new Window_QuestCategories();
this._categoryWindow.setHandler('cancel', this.onCategoryCancel.bind(this));
this._categoryWindow.setHandler('category', this.onCategoryOk.bind(this));
this.addWindow(this._categoryWindow);
};
Scene_Quest.prototype.createListWindow = function() {
this._listWindow = new Window_QuestList(this._categoryWindow,
this._dataWindow, this._titleWindow);
this._listWindow.setHandler('cancel', this.onListCancel.bind(this));
this._listWindow.setHandler('type', this.onListTypeToggle.bind(this));
this._listWindow.setHandler('quest', this.onListQuest.bind(this));
this._listWindow.setHandler('readQuest', this.dataWindowActivate.bind(this));
this.addWindow(this._listWindow);
};
Scene_Quest.prototype.onCategoryCancel = function() {
this.runCustomCode(Yanfly.Quest.terminateMenu);
this.popScene();
};
Scene_Quest.prototype.onCategoryOk = function() {
this._listWindow.activate();
if (this._listWindow.index() < 0) this._listWindow.select(0);
};
Scene_Quest.prototype.isQuestExtraCommand = function() {
return false;
};
Scene_Quest.prototype.onListCancel = function() {
if (this._listWindow._mode === 'Extra') {
this._listWindow.setMode('Quest');
} else {
this._categoryWindow.activate();
}
};
Scene_Quest.prototype.onListTypeToggle = function() {
this._listWindow.activate();
this._listWindow.typeToggle(this._listWindow.currentExt());
};
Scene_Quest.prototype.onListQuest = function() {
if (this.isQuestExtraCommand()) {
this._listWindow.setMode('Extra');
} else {
this.dataWindowActivate();
}
};
Scene_Quest.prototype.dataWindowActivate = function() {
this._dataWindow.activate();
};
Scene_Quest.prototype.onDataCancel = function() {
if (this._dataWindow._mode === 'Extra') {
this._listWindow.setMode('Quest');
} else {
this._dataWindow.deactivate();
this._listWindow.activate();
}
};
Scene_Quest.prototype.processQuestOpen = function() {
var questId = $gameTemp.getQuestOpen();
if (questId) {
var categoryOrder = this.getQuestOpenCategories();
var length = categoryOrder.length;
for (var i = 0; i < length; ++i) {
var category = categoryOrder[i];
var index = this._categoryWindow.findExt(category);
if (index >= 0) break;
}
this._categoryWindow.selectExt(index);
this.onCategoryOk();
this._categoryWindow.deactivate();
this._listWindow.selectExt(questId);
this.onListQuest();
if (this._listWindow._mode === 'Quest') {
this._listWindow.deactivate();
this._listWindow.setTopRow(this._listWindow.findExt(questId));
var scrollTimes = Math.floor(this._listWindow.getVisibleRows() / 2);
while (scrollTimes--) {
this._listWindow.scrollUp();
}
} else if (this._listWindow._mode === 'Extra') {
this.dataWindowActivate();
this._listWindow.deactivate();
}
this._listWindow.ensureCursorVisible();
this._listWindow.updateCursor();
}
$gameTemp.clearQuestOpen();
};
Scene_Quest.prototype.getQuestOpenCategories = function() {
return ['available', 'completed', 'failed', 'all'];
};
// Custom Code
Scene_Quest.prototype.centerSprite = function(sprite) {
sprite.x = Graphics.width / 2;
sprite.y = Graphics.height / 2;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
};
Scene_Quest.prototype.fitScreen = function(sprite) {
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) {
return setTimeout(this.fitScreen.bind(this, sprite), 5);
}
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var ratioX = width / sprite.bitmap.width;
var ratioY = height / sprite.bitmap.height;
if (ratioX > 1.0) sprite.scale.x = ratioX;
if (ratioY > 1.0) sprite.scale.y = ratioY;
this.centerSprite(sprite);
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
};
}; // Yanfly.Util.toGroup
Yanfly.Util.getRange = function(n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
//=============================================================================
// End of Main Functions
//=============================================================================
} else {
var text = '';
text += 'You are getting this error because you are trying to run ';
text += 'YEP_QuestJournal while your project files are lower than version ';
text += '1.5.0.\n\nPlease visit this thread for instructions on how to update ';
text += 'your project files to 1.5.0 or higher: \n\n';
text += 'https://forums.rpgmakerweb.com/index.php?threads/';
text += 'rpg-maker-mv-1-5-0-update.79677/';
console.log(text);
require('nw.gui').Window.get().showDevTools();
} // (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.5.0')
//=============================================================================
// End of File
//=============================================================================