818 lines
26 KiB
JavaScript
818 lines
26 KiB
JavaScript
//=============================================================================
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// TinyGetInfoWnd.js Ver1.1.1
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//=============================================================================
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// [Release Note]
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// 2015 Nov 15 : Ver1.0.0 - First Release
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// 2017 Mar 01 : Ver1.1.0 - Update several specifications
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// 2018 Aug 25 : Ver1.1.1 - Enable to set duration of info window
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/*:
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* @plugindesc Display tiny window of gaining/losing items info(Ver 1.1.1)
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* @author Sasuke KANNAZUKI (thx to Momomaru)
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*
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* @param Event Command Switch
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* @desc If the switch on, display window when change an item number by an
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* event command
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* @default 104
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*
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* @param Y position type
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* @desc Windows' position. 0:top 1:bottom
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* @default 0
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*
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* @param Window Duration
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* @desc How many frames to display the info window (1sec=60frames, default=200)
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* @default 200
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*
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* @param Display Loss
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* @desc Whether display item loss (1:display 0:not display)
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* @default 1
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*
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* @param Display at Battle
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* @desc Whether display not only map also at battle(1: yes 0:no)
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* @defalut 1
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*
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* @param textGainItem
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* @desc title text display on the window when gain item(s).
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* %1 is replaced to the item's kind(weapon/armor/item/money).
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* @default You got %1
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*
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* @param textLoseItem
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* @desc title text display on the window when lose item(s).
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* %1 is replaced to the item's kind(weapon/armor/item/money).
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* @default You lost %1
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*
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* @param wordMoney
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* @desc the word that represents the kind 'money'
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* @default money
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*
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* @param iconMoney
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* @desc the icon ID that represents the kind 'money'
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* @default 360
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*
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* @param Item SE filename
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* @desc the filename of the SE that plays when you gain item(s).
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* note: It doesn't play when you lose item(s).
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* @default Chime2
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Item SE volume
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* @desc the volume of the SE that plays when you gain item(s).
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* @default 90
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*
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* @param Item SE pitch
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* @desc the pitch of the SE that plays when you gain item(s).
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* @default 100
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*
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* @param Weapon SE filename
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* @desc the filename of the SE that plays when you gain weapon(s).
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* note: It doesn't play when you lose weapon(s).
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* @default Equip1
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Weapon SE volume
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* @desc the volume of the SE that plays when you gain weapon(s).
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* @default 100
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*
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* @param Weapon SE pitch
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* @desc the pitch of the SE that plays when you gain weapon(s).
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* @default 100
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*
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* @param Armor SE filename
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* @desc the filename of the SE that plays when you gain armor(s).
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* note: It doesn't play when you lose armor(s).
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* @default Evasion2
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Armor SE volume
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* @desc the volume of the SE that plays when you gain armor(s).
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* @default 100
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*
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* @param Armor SE pitch
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* @desc the pitch of the SE that plays when you gain armor(s).
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* @default 100
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*
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* @param Money SE filename
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* @desc the filename of the SE that plays when you gain money.
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* note: It doesn't play when you lose money.
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* @default Coin
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Money SE volume
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* @desc the volume of the SE that plays when you gain money.
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* @default 100
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*
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* @param Money SE pitch
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* @desc the pitch of the SE that plays when you gain money.
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* @default 100
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* @help
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* Plugin Commands:
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* TinyGetInfoWnd duration arg1
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* Change the info window duration to arg1 frames.
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* At default, duration is 200 frames.
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* ex.
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* TinyGetInfoWnd duration 200 # set the default duration
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* TinyGetInfoWnd duration 300 # set 300 frames
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* TinyGetInfoWnd duration V1 # set the number of variable #1.
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*
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* TinyGetInfoWnd arg0 arg1 arg2 arg3
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* arg0 must be 'item', 'weapon', 'armor', or 'money'.
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* arg1 must be the ID of the item(or equipment), (when money, the value),
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* or 'V' + number(ex. 'V20') where the number is the variable ID for item ID.
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* arg2 must be 'gain' or 'lose'. (default value is 'gain').
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* at 'money', this is ignored.
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* arg3 must be the number of gain/lose. (defalut value is 1).
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* at 'money', this is ignored.
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* (arg3 also accepts the same notation as the arg1 like 'V15')
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* ex.
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* TinyGetInfoWnd weapon 14 gain 2 # gain 2 weapons whose id is 14.
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* TinyGetInfoWnd armor 20 lose 1 # lose an armor whose id is 20.
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* (if you equip the armor, it will not be lost.)
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* TinyGetInfoWnd item 7 # gain an item whose id is 7.
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* (default value, arg2='gain' and arg3='1' is applied.)
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* TinyGetInfoWnd item V10 gain 3 # gain 3 items whose ID is variable #10.
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* TinyGetInfoWnd money 100 # gain 100G
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* TinyGetInfoWnd money -100 # lose 100G
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*
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* note description:
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* <info:the_explanation> : the_explanation is displayed when gain or lose
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* the item. If it isn't written down, the first line of the item's
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* description is displayed.
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*
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* Item lost is not more than the party has.
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* When you have only 3 and execute 'lose 5' for the item,
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* it will display 'lost 3'.
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* When you have the item none, even if execute 'lose', do not display window.
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*
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* [Copyright]
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* This plugin is based on a Momomaru's RGSS2 script specification.
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* Thanks to Momomaru.
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*
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* [License]
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* this plugin is released under MIT license.
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* http://opensource.org/licenses/mit-license.php
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*
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*/
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/*:ja
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* @plugindesc アイテムの入手/消失を小さなウィンドウで表示します。(Ver1.1.1)
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* @author 神無月サスケ (原案:ももまる)
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*
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* @param Event Command Switch
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* @desc このスイッチがONの時、イベントコマンド「アイテム/武器/防具/所持金の増減」を行った時にウィンドウが表示されます
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* @default 104
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*
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* @param Y position type
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* @desc 複数のウィンドウを並べる位置です。0:上部 1:下部
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* @default 0
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*
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* @param Window Duration
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* @desc ウィンドウを表示するフレーム数です。1秒=60フレーム。(デフォルト:200)
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* @default 200
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*
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* @param Display Loss
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* @desc 消失時にウィンドウを表示するか (1:する 0:しない)
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* @default 1
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*
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* @param Display at Battle
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* @desc 戦闘中にもウィンドウを表示するか(1:する 0:しない)
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* @defalut 1
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*
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* @param textGainItem
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* @desc アイテムを入手した時に表示するタイトルです。
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* %1がアイテム種別(アイテム/武器/防具/お金)に置き換わります。
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* @default %1入手!
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*
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* @param textLoseItem
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* @desc アイテムを消失した時に表示するタイトルです。
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* %1がアイテム種別(アイテム/武器/防具/お金)に置き換わります。
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* @default %1消失……。
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*
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* @param wordMoney
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* @desc アイテム種別の「お金」をあらわす文字列です
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* @default お金
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*
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* @param iconMoney
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* @desc お金入手/消失時に表示するアイコンIDです
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* @default 360
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*
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* @param Item SE filename
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* @desc アイテムを入手した時に演奏されるSEのファイル名です。
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* 注意:消失した時は演奏されません。
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* @default Evasion1
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Item SE volume
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* @desc アイテムを入手した時に演奏されるSEのボリュームです。
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* @default 100
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*
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* @param Item SE pitch
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* @desc アイテムを入手した時に演奏されるSEのピッチです。
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* @default 100
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*
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* @param Weapon SE filename
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* @desc 武器を入手した時に演奏されるSEのファイル名です。
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* 注意:消失した時は演奏されません。
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* @default Equip1
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Weapon SE volume
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* @desc 武器を入手した時に演奏されるSEのボリュームです。
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* @default 100
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*
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* @param Weapon SE pitch
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* @desc 武器を入手した時に演奏されるSEのピッチです。
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* @default 100
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*
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* @param Armor SE filename
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* @desc 防具を入手した時に演奏されるSEのファイル名です。
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* 注意:消失した時は演奏されません。
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* @default Evasion2
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Armor SE volume
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* @desc 防具を入手した時に演奏されるSEのボリュームです。
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* @default 100
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*
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* @param Armor SE pitch
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* @desc 防具を入手した時に演奏されるSEのピッチです。
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* @default 100
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*
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* @param Money SE filename
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* @desc お金を入手した時に演奏されるSEのファイル名です。
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* 注意:消失した時は演奏されません。
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* @default Coin
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* @require 1
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* @dir audio/se/
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* @type file
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*
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* @param Money SE volume
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* @desc お金を入手した時に演奏されるSEのボリュームです。
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* @default 100
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*
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* @param Money SE pitch
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* @desc お金を入手した時に演奏されるSEのピッチです。
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* @default 100
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*
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* @help
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* プラグインコマンドの書式:
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* TinyGetInfoWnd duration arg1
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* ウィンドウの表示フレーム数を変更します(1秒=60フレーム)。
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* デフォルトでは200フレームです。
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* ex.
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* TinyGetInfoWnd duration 200 # 200フレームにセット
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* TinyGetInfoWnd duration 300 # 300フレームにセット
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* TinyGetInfoWnd duration V1 # 変数1番の値にセット
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*
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* TinyGetInfoWnd arg0 arg1 arg2 arg3
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* arg0 は item, weapon, armor, money のいずれかにします。
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* arg1 は アイテム(または武器防具)のID、(お金の時は金額)
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* または V20 のようにVで始まる数字にします。
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* 後者の場合数字の番号(ここでは20)の変数の値がID(または金額)になります。
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* arg2 は gain, lose のいずれかにします。(省略時はgain)
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* お金の時は指定しません。
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* arg3 は 個数にします。(省略時は1, arg2を省略してarg3を書くことは出来ません)
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* お金の時は指定しません。
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* (arg3 でも arg1 と同等の、V15 のような Vで始まる記法が利用可能です)
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* ex.
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* TinyGetInfoWnd weapon 14 gain 2 # ID14の武器を2個得る。
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* TinyGetInfoWnd armor 20 lose 1 # ID20の鎧を1個失う
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* (ただし装備していた場合は失わない)
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* TinyGetInfoWnd item 7 # ID7のアイテムを1個得る。
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* (パラメータを省略したので、arg2はgainに、arg3は1になります。)
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* TinyGetInfoWnd item V10 gain 3 # 変数10番の値のIDのアイテムを3個得る。
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* TinyGetInfoWnd money 100 # 100G入手
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* TinyGetInfoWnd money -100 # 100G失う
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*
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* メモの書式:
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* <info:the_explanation> : the_explanation の文章が、アイテムの説明として
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* 入手/消失時に表示されます。省略した場合は、アイテムの説明の1行目が
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* 表示されます。
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*
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* アイテムの消失は、所持している数に関連します。
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* 例えば5個消失コマンドを実行して、3個しか持っていない場合「3個消失」と
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* 表示されます。また、該当アイテムをひとつも持っていない場合は、
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* 消失ウィンドウは表示されません。
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*
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* ■謝辞
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* このプラグインは、ももまる様のRGSS2素材の仕様をベースに作られました。
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* ももまる様に謝意を示します。
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*
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* ■ライセンス表記
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* このプラグインは MIT ライセンスで配布されます。
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* ご自由にお使いください。
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* http://opensource.org/licenses/mit-license.php
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*
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*/
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(function() {
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//
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// process parameters
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//
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var parameters = PluginManager.parameters('TinyGetInfoWnd');
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var dispSwitchID = Number(parameters['Event Command Switch'] || 22);
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var yPosType = Number(parameters['Y position type'] || 1);
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var wndDuration = Number(parameters['Window Duration'] || 200);
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var isDisplayLoss = !!Number(parameters['Display Loss']);
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var isDisplayBattle = !!Number(parameters['Display at Battle']);
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var wordMoney = parameters['wordMoney'] || 'money';
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var iconMoney = Number(parameters['iconMoney'] || 360);
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var textGainItem = parameters['textGainItem'] || 'You got %1';
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var textLoseItem = parameters['textLoseItem'] || 'You lost %1';
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var seFilename = parameters['Item SE filename'] || 'Evasion1';
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var seVolume = Number(parameters['Item SE volume'] || 100);
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var sePitch = Number(parameters['Item SE pitch'] || 100);
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var seWeaponFilename = parameters['Weapon SE filename'] || 'Equip1';
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var seWeaponVolume = Number(parameters['Weapon SE volume'] || 100);
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var seWeaponPitch = Number(parameters['Weapon SE pitch'] || 100);
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var seArmorFilename = parameters['Armor SE filename'] || 'Evasion2';
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var seArmorVolume = Number(parameters['Armor SE volume'] || 100);
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var seArmorPitch = Number(parameters['Armor SE pitch'] || 100);
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var seMoneyFilename = parameters['Money SE filename'] || 'Coin';
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var seMoneyVolume = Number(parameters['Money SE volume'] || 100);
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var seMoneyPitch = Number(parameters['Money SE pitch'] || 100);
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//
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// process plugin commands
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//
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var _Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === 'TinyGetInfoWnd') {
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// find args[1]
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var itemId = 0;
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var reg = (/^V([0-9]+)/i).exec(args[1]);
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if(reg){
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itemId = $gameVariables.value(Number(reg[1])) || 0;
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} else {
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itemId = Number(args[1]) || 0;
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}
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// find args[3]
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var itemNumber = 0;
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reg = (/^V([0-9]+)/i).exec(args[3]);
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if(reg){
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itemNumber = $gameVariables.value(Number(reg[1])) || 1;
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} else {
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itemNumber = Number(args[3]) || 1;
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}
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// get current spriteset
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var spriteSet = null;
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if(!$gameParty.inBattle() || isDisplayBattle){
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spriteSet = SceneManager._scene._spriteset;
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}
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// parse parameters
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switch(args[0]) {
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case 'duration':
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$gameSystem.tinyWndDuration = itemId;
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break;
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case 'item':
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if(!!$dataItems[itemId] && !!spriteSet) {
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switch(args[2]) {
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case 'gain':
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case undefined:
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// gain item process
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var text = textGainItem.format(TextManager.item);
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spriteSet.addGetInfoWindow(itemId, 0, text, itemNumber);
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break;
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case 'lose':
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// lose item process
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var text = textLoseItem.format(TextManager.item);
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spriteSet.addGetInfoWindow(itemId, 0, text, -itemNumber);
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break;
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}
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}
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break;
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case 'weapon':
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if(!!$dataWeapons[itemId] && !!spriteSet) {
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switch(args[2]) {
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case 'gain':
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case undefined:
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// gain weapon process
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var text = textGainItem.format(TextManager.weapon);
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spriteSet.addGetInfoWindow(itemId, 1, text, itemNumber);
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break;
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case 'lose':
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// lose weapon process
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var text = textLoseItem.format(TextManager.weapon);
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spriteSet.addGetInfoWindow(itemId, 1, text, -itemNumber);
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break;
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}
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}
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break;
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case 'armor':
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if(!!$dataArmors[itemId] && !!spriteSet) {
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switch(args[2]) {
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case 'gain':
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case undefined:
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// gain armor process
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var text = textGainItem.format(TextManager.armor);
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spriteSet.addGetInfoWindow(itemId, 2, text, itemNumber);
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break;
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case 'lose':
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// lose armor process
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var text = textLoseItem.format(TextManager.armor);
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spriteSet.addGetInfoWindow(itemId, 2, text, -itemNumber);
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break;
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}
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}
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break;
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case 'money':
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if(!!spriteSet) {
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var text;
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if(itemId >= 0) {
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text = textGainItem.format(wordMoney);
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} else {
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text = textLoseItem.format(wordMoney);
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}
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spriteSet.addGetInfoWindow(0, 3, text, itemId);
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}
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}
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}
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};
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//
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// set variables
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//
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var _Game_Temp_initialize = Game_Temp.prototype.initialize;
|
|
Game_Temp.prototype.initialize = function() {
|
|
_Game_Temp_initialize.call(this);
|
|
this.getInfoOccupied = [];
|
|
};
|
|
|
|
//
|
|
// process spriteset
|
|
//
|
|
var _Spriteset_Base_initialize = Spriteset_Base.prototype.initialize;
|
|
Spriteset_Base.prototype.initialize = function () {
|
|
this.getInfoWndFactory = [];
|
|
this.getInfoWnds = [];
|
|
$gameTemp.getInfoOccupied = [];
|
|
_Spriteset_Base_initialize.call(this);
|
|
};
|
|
|
|
Spriteset_Base.prototype.createInfoWindow = function(id, type, text, value) {
|
|
if(this.getInfoWndFactory.length > 0) {
|
|
return this.getInfoWndFactory.shift().setup(id, type, text, value);
|
|
} else {
|
|
return new Window_GetInfo(id, type, text, value);
|
|
}
|
|
};
|
|
|
|
Spriteset_Base.prototype.addGetInfoWindow = function(id, type, text, value) {
|
|
var window = this.createInfoWindow(id, type, text, value);
|
|
this.getInfoWnds.push(window);
|
|
SceneManager._scene.addChild(window);
|
|
};
|
|
|
|
Spriteset_Base.prototype.removeGetInfoWindow = function(window) {
|
|
$gameTemp.getInfoOccupied[window.index] = null;
|
|
SceneManager._scene.removeChild(window);
|
|
this.getInfoWndFactory.push(window.reset());
|
|
};
|
|
|
|
Spriteset_Base.prototype.removeAllGetInfoWindows = function() {
|
|
for(var i = 0; i < this.getInfoWnds.length; i++) {
|
|
this.removeGetInfoWindow(this.getInfoWnds[i]);
|
|
}
|
|
this.getInfoWnds = [];
|
|
};
|
|
|
|
var _Spriteset_Base_update = Spriteset_Base.prototype.update;
|
|
Spriteset_Base.prototype.update = function() {
|
|
_Spriteset_Base_update.call(this);
|
|
this.updateGetInfoWindow();
|
|
};
|
|
|
|
Spriteset_Base.prototype.updateGetInfoWindow = function() {
|
|
var s = this;
|
|
this.getInfoWnds = this.getInfoWnds.filter(function (window) {
|
|
if (window.needDispose()) {
|
|
s.removeGetInfoWindow(window);
|
|
return false;
|
|
}
|
|
return true;
|
|
});
|
|
};
|
|
|
|
//
|
|
// delete all tiny windows before battle
|
|
//
|
|
var _Scene_Map_startEncounterEffect =
|
|
Scene_Map.prototype.startEncounterEffect;
|
|
Scene_Map.prototype.startEncounterEffect = function() {
|
|
this._spriteset.removeAllGetInfoWindows();
|
|
_Scene_Map_startEncounterEffect.call(this);
|
|
};
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Window_GetInfo
|
|
//
|
|
// The tiny window to display item gain/lose situation on map.
|
|
|
|
function Window_GetInfo(){
|
|
this.initialize.apply(this, arguments);
|
|
}
|
|
|
|
Window_GetInfo.prototype = Object.create(Window_Base.prototype);
|
|
Window_GetInfo.prototype.constructor = Window_GetInfo;
|
|
|
|
Window_GetInfo.prototype.initialize = function(id, type, text, value) {
|
|
Window_Base.prototype.initialize.call(this, -24, 0, 864, 105);
|
|
this.reset();
|
|
this.setup(id, type, text, value);
|
|
};
|
|
|
|
Window_GetInfo.prototype.reset = function() {
|
|
this.disposed = false;
|
|
this.opacity = 0;
|
|
this.backOpacity = 0;
|
|
this.contentsOpacity = 0;
|
|
this.count = 0;
|
|
this.contents.clear();
|
|
if ($gameSystem.tinyWndDuration != null) {
|
|
wndDuration = $gameSystem.tinyWndDuration;
|
|
}
|
|
return this;
|
|
};
|
|
|
|
Window_GetInfo.prototype.setup = function(id, type, text, value) {
|
|
value = this.getRealValue(type, id, value);
|
|
this.gainItem(type, id, value);
|
|
this.setPosition(value);
|
|
this.drawContents(id, type, text, value);
|
|
this.playSE(type, value);
|
|
this.update();
|
|
return this;
|
|
};
|
|
|
|
Window_GetInfo.prototype.determineItem = function(type, id) {
|
|
var data = '';
|
|
switch(type) {
|
|
case 0:
|
|
data = $dataItems[id];
|
|
break;
|
|
case 1:
|
|
data = $dataWeapons[id];
|
|
break;
|
|
case 2:
|
|
data = $dataArmors[id];
|
|
break;
|
|
}
|
|
return data;
|
|
};
|
|
|
|
Window_GetInfo.prototype.description = function(data) {
|
|
if(data.meta.info) {
|
|
return data.meta.info;
|
|
}
|
|
return data.description.replace(/[\r\n]+.*/m, "");
|
|
};
|
|
|
|
Window_GetInfo.prototype.getRealValue = function(type, id, value) {
|
|
var data = this.determineItem(type, id);
|
|
// check number (whether the party has the number of item to lose)
|
|
if(type >= 0 && type <= 2) {
|
|
if(value < 0) {
|
|
if(-value > $gameParty.numItems(data)){
|
|
value = -$gameParty.numItems(data);
|
|
}
|
|
}
|
|
} else if (type === 3) {
|
|
if(value < 0) {
|
|
if(-value > $gameParty.gold()){
|
|
value = -$gameParty.gold();
|
|
}
|
|
}
|
|
}
|
|
return value;
|
|
};
|
|
|
|
Window_GetInfo.prototype.gainItem = function(type, id, value) {
|
|
var data = this.determineItem(type, id);
|
|
if(type >= 0 && type <= 2) {
|
|
$gameParty.gainItem(data, value);
|
|
} else if(type === 3) {
|
|
$gameParty.gainGold(value);
|
|
}
|
|
};
|
|
|
|
Window_GetInfo.prototype.setPosition = function(value) {
|
|
if (value === 0 || (value < 0 && !isDisplayLoss)) {
|
|
return;
|
|
}
|
|
this.index = $gameTemp.getInfoOccupied.indexOf(null);
|
|
if(this.index === -1) {
|
|
this.index = $gameTemp.getInfoOccupied.length;
|
|
}
|
|
$gameTemp.getInfoOccupied[this.index] = true;
|
|
// set Y position
|
|
if(yPosType === 0){
|
|
this.y = this.index * 60;
|
|
} else {
|
|
this.y = 520 - (this.index * 60);
|
|
}
|
|
};
|
|
|
|
Window_GetInfo.prototype.drawContents = function(id, type, text, value) {
|
|
if (value === 0 || (value < 0 && !isDisplayLoss)) {
|
|
return;
|
|
}
|
|
var data = this.determineItem(type, id);
|
|
// fill background
|
|
this.contents.paintOpacity = 160;
|
|
this.contents.fontSize = 28;
|
|
this.contents.fillRect(0, 21, 816, 36, '#000000');
|
|
// draw item name, number, description
|
|
if(type >= 0 && type <= 2) {
|
|
this.contents.paintOpacity = 255;
|
|
this.changeTextColor(this.normalColor());
|
|
if(value < 0){
|
|
this.contents.paintOpacity = 160;
|
|
}
|
|
this.drawItemName(data, 6, 21, 300);
|
|
this.drawText('\xd7', 306, 21, 24, 'center');
|
|
this.drawText(String(Math.abs(value)), 330, 21, 32, 'right');
|
|
this.changeTextColor(this.normalColor());
|
|
this.drawText(this.description(data), 384, 21, 432, 'left');
|
|
} else if (type === 3) {
|
|
this.contents.paintOpacity = 255;
|
|
this.changeTextColor(this.normalColor());
|
|
if(value < 0){
|
|
this.contents.paintOpacity = 160;
|
|
}
|
|
this.drawIcon(iconMoney, 6, 21);
|
|
var mainText = String(Math.abs(value)) + $dataSystem.currencyUnit;
|
|
this.drawText(mainText, 44, 21, 180, 'right');
|
|
}
|
|
// draw guide string
|
|
this.contents.paintOpacity = 160;
|
|
this.contents.fontSize = 20;
|
|
this.contents.fillRect(0, 0, this.textWidth(text) + 6, 22, '#000000');
|
|
this.contents.paintOpacity = 255;
|
|
this.changeTextColor(this.normalColor());
|
|
this.drawText(text, 6, -8, 510, 'left');
|
|
};
|
|
|
|
Window_GetInfo.prototype.playSE = function(type, value) {
|
|
if (value <= 0) { // play when gain, not play when lose.
|
|
return;
|
|
}
|
|
switch(type) {
|
|
case 0: // item
|
|
if(seFilename) {
|
|
var audio = {name:seFilename, volume:seVolume, pitch:sePitch};
|
|
AudioManager.playSe(audio);
|
|
}
|
|
break;
|
|
case 1: // weapon
|
|
if(seWeaponFilename) {
|
|
var audio = {name:seWeaponFilename, volume:seWeaponVolume,
|
|
pitch:seWeaponPitch};
|
|
AudioManager.playSe(audio);
|
|
}
|
|
break;
|
|
case 2: // armor
|
|
if(seArmorFilename) {
|
|
var audio = {name:seArmorFilename, volume:seArmorVolume,
|
|
pitch:seArmorPitch};
|
|
AudioManager.playSe(audio);
|
|
}
|
|
break;
|
|
case 3: // money
|
|
if(seMoneyFilename) {
|
|
var audio = {name:seMoneyFilename, volume:seMoneyVolume,
|
|
pitch:seMoneyPitch};
|
|
AudioManager.playSe(audio);
|
|
}
|
|
break;
|
|
default: // not supported
|
|
break;
|
|
}
|
|
};
|
|
|
|
Window_GetInfo.prototype.update = function() {
|
|
Window_Base.prototype.update.call(this);
|
|
if(++this.count < wndDuration) {
|
|
this.contentsOpacity += 32;
|
|
} else {
|
|
if(yPosType === 0){
|
|
this.y -= 2;
|
|
} else {
|
|
this.y += 2;
|
|
}
|
|
this.contentsOpacity -= 32;
|
|
}
|
|
};
|
|
|
|
Window_GetInfo.prototype.needDispose = function() {
|
|
return this.contentsOpacity === 0;
|
|
};
|
|
|
|
//
|
|
// interpreter commands
|
|
// *** note *** : To prevent multiple exection of operateValue,
|
|
// not to alias but overwriting functions.
|
|
|
|
|
|
// Change Gold
|
|
Game_Interpreter.prototype.command125 = function() {
|
|
var value = this.operateValue(this._params[0], this._params[1],
|
|
this._params[2]);
|
|
if ($gameSwitches.value(dispSwitchID) &&
|
|
(!$gameParty.inBattle() || isDisplayBattle) &&
|
|
value != 0) {
|
|
var text = '';
|
|
var spriteSet = SceneManager._scene._spriteset;
|
|
if(value > 0){
|
|
text = textGainItem.format(wordMoney);
|
|
} else {
|
|
text = textLoseItem.format(wordMoney);
|
|
}
|
|
spriteSet.addGetInfoWindow(0, 3, text, value);
|
|
} else {
|
|
$gameParty.gainGold(value);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
|
|
// Change Items
|
|
Game_Interpreter.prototype.command126 = function() {
|
|
var value = this.operateValue(this._params[1], this._params[2],
|
|
this._params[3]);
|
|
if($gameSwitches.value(dispSwitchID) &&
|
|
(!$gameParty.inBattle() || isDisplayBattle) &&
|
|
value != 0) {
|
|
var text = '';
|
|
var spriteSet = SceneManager._scene._spriteset;
|
|
if(value > 0){
|
|
text = textGainItem.format(TextManager.item);
|
|
} else {
|
|
text = textLoseItem.format(TextManager.item);
|
|
}
|
|
spriteSet.addGetInfoWindow(this._params[0], 0, text, value);
|
|
} else {
|
|
$gameParty.gainItem($dataItems[this._params[0]], value);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
// Change Weapons
|
|
Game_Interpreter.prototype.command127 = function() {
|
|
var value = this.operateValue(this._params[1], this._params[2],
|
|
this._params[3]);
|
|
if($gameSwitches.value(dispSwitchID) &&
|
|
(!$gameParty.inBattle() || isDisplayBattle) &&
|
|
value != 0) {
|
|
var text = '';
|
|
var spriteSet = SceneManager._scene._spriteset;
|
|
if(value > 0){
|
|
text = textGainItem.format(TextManager.weapon);
|
|
} else {
|
|
text = textLoseItem.format(TextManager.weapon);
|
|
}
|
|
spriteSet.addGetInfoWindow(this._params[0], 1, text, value);
|
|
} else {
|
|
$gameParty.gainItem($dataWeapons[this._params[0]], value,
|
|
this._params[4]);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
// Change Armors
|
|
Game_Interpreter.prototype.command128 = function() {
|
|
var value = this.operateValue(this._params[1], this._params[2],
|
|
this._params[3]);
|
|
if($gameSwitches.value(dispSwitchID) &&
|
|
(!$gameParty.inBattle() || isDisplayBattle) &&
|
|
value != 0) {
|
|
var text = '';
|
|
var spriteSet = SceneManager._scene._spriteset;
|
|
if(value > 0){
|
|
text = textGainItem.format(TextManager.armor);
|
|
} else {
|
|
text = textLoseItem.format(TextManager.armor);
|
|
}
|
|
spriteSet.addGetInfoWindow(this._params[0], 2, text, value);
|
|
} else {
|
|
$gameParty.gainItem($dataArmors[this._params[0]], value,
|
|
this._params[4]);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
})();
|