Rename www to www.rus
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402
www.rus/js/plugins/Battle Commands List.js
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402
www.rus/js/plugins/Battle Commands List.js
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//=============================================================================
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// TDS Battle Commands List
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// Version: 1.0
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//=============================================================================
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// Add to Imported List
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var Imported = Imported || {} ; Imported.TDS_BattleCommandsList = true;
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// Initialize Alias Object
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var _TDS_ = _TDS_ || {} ; _TDS_.BattleCommandsList = _TDS_.BattleCommandsList || {};
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//=============================================================================
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/*:
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* @plugindesc
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* This plugin allows you to set custom battle commands for actors and classes.
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*
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* @author TDS
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* @param Skill Type Names
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* @desc Names of skill types. (Used for skill list commands) (Use a , to separate and leave empty for default name.)
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* @default
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*
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* @help
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* ============================================================================
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* * Actor & Class Notetags
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* ============================================================================
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* Use the following note tags within the actor or class note boxes to
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* set the command list for the actor or class. (Actor note tags will
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* override class tags.)
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*
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* <BattleCommandsList>
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* Command
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* </BattleCommandsList>
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*
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* Example:
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*
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* <BattleCommandsList>
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* attack
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* defend
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* skillList
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* skillTypeList: 1
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* skill: 10
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* items
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* item: 2
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* </BattleCommandsList>
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*
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* Command List:
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*
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* attack
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* ^ Adds default attack command to the commmand list.
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*
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* defend
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* ^ Adds default defense command to the command list.
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*
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* skillList
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* ^ Adds default skill command to the command list. (Shows all skills)
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*
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* skillTypeList: SkillTypeId
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* ^ Adds a skill list command which only shows a type of skill.
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* ^ SkillTypeId: Id of the type of skill to show.
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*
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* skill: ID
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* ^ Adds a skill as a command.
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* ^ ID: Id of the skill to set as a command.
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*
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* items
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* ^ Adds default item command to the command list. (Shows all items)
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*
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* item: ID
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* ^ Adds an item as a command.
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* ^ ID: ID of the item to set as a command.
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*
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* ============================================================================
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* * Skill & Item Notetags
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* ============================================================================
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* These note tags will modify how items and skills are displayed or used
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* in the command window.
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*
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* <CommandName: NAME>
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* ^ This note tag allows you to set a display name for a skill or item
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* when it is being displayed as a command.
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* ^ NAME: Name to use as a command.
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*
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* Example:
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* <CommandName: Limit break>
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*
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*
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* <CommandHideUntilSwitch: ID>
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* ^ This note tag makes it so if a switch is not on the item or skill
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* will not be displayed in the command list.
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* ^ ID: ID of the switch to use.
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*
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* Example:
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* <CommandHideUntilSwitch: 5>
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*
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*
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* <CommandHideUntilUsable>
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* ^ This note tag makes it so if an item or skill cannot be used by
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* the actor it will not be displayed in the command list.
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*
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*
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* <CommandHideUntilLearned>
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* ^ This note tag makes it so if a skill has not been learned by the
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* actor it will not be displayed in the command list.
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*/
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//=============================================================================
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// Node.js path
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var path = require('path');
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// Get Parameters
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var parameters = PluginManager.parameters("Battle Commands List");
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// Initialize After Battle Commmon Event Parameters
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_TDS_.BattleCommandsList.params = {};
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// Skill Type Custom Names
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_TDS_.BattleCommandsList.params.sTypeNames = [''];
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// Get Text
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var text = parameters['Skill Type Names'];
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// If Text is not empty
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if (text !== '') {
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// Create List
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var list = text.split(/,/);
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// Go through List
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for (var i = 0; i < list.length; i++) {
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// Add Skill Type Name
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_TDS_.BattleCommandsList.params.sTypeNames.push(list[i].trim());
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}
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}
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//=============================================================================
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// ** DataManager
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//-----------------------------------------------------------------------------
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// The static class that manages the database and game objects.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.BattleCommandsList.DataManager_onLoad = DataManager.onLoad;
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//=============================================================================
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// * On Load Processing
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//=============================================================================
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DataManager.onLoad = function(object) {
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// Run Original Function
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_TDS_.BattleCommandsList.DataManager_onLoad.call(this, object);
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// Set Array & Type
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var array = object, type = null;
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// Object Switch
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switch (object) {
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case $dataActors: type = 'ACTOR' ;break;
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// case $dataClasses: type = 'CLASS' ;break;
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// case $dataItems: type = 'ITEM' ;break;
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// case $dataSkills: type = 'SKILL' ;break;
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}
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// If Type is not null
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if (type !== null) {
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// If Array is an array
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if (Array.isArray(array)) {
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// Go Through Array
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for (var i = 0; i < array.length; i++) {
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// Get Data
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var data = array[i];
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// Extract MetaData
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if (data) { this.extractActorBattleListMetaData(data, type); }
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}
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}
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}
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};
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//=============================================================================
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// * Extract Meta Data
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//=============================================================================
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DataManager.extractActorBattleListMetaData = function(data, type) {
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// If Data has no notes return
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if (data.note.length <= 0) { return; }
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// If Type is Actor
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if (type === 'ACTOR' || type === 'CLASS') {
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// If Data Meta has Info Text
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// Get Regexp
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var noteData = data.note.split(/[\r\n]+/);
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var regS = /<BattleCommandsList>/i, regE = /<\/BattleCommandsList>/;
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// Set Addline Flag to false
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var addLine = false;
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// Convert Battle Command List
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data.meta.BattleCommandsList = [];
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// Go Through Note Data
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for (var i = 0; i < noteData.length; i++) {
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var line = noteData[i];
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if (line.match(regS)) { addLine = true ; continue ;}
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if (line.match(regE)) { addLine = false ; continue ;}
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// If add line flag is true
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if (addLine) {
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var commandData = line.split(/:/i);
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data.meta.BattleCommandsList.push({ type: commandData[0].toLowerCase(), id: Number(commandData[1]) })
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}
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}
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}
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};
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//=============================================================================
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// ** Game_Actor
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//-----------------------------------------------------------------------------
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// The game object class for an actor.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.BattleCommandsList.Game_Actor_setup = Game_Actor.prototype.setup;
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//=============================================================================
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// * Setup
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//=============================================================================
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Game_Actor.prototype.setup = function(actorId) {
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// Run Original Function
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_TDS_.BattleCommandsList.Game_Actor_setup.call(this, actorId);
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// Initialize Battle Command List
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this.initBattleCommandsList();
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};
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//=============================================================================
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// * Initialize Actor Battle Commands List
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//=============================================================================
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Game_Actor.prototype.initBattleCommandsList = function() {
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// Get Actor & Current Class
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var actor = this.actor(), currentClass = this.currentClass();
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// Find Corrent Battle Command List
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if (actor.meta.BattleCommandsList) {
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// Set Battle Command List
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this._battleCommandsList = actor.meta.BattleCommandsList.clone();
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} else if (currentClass.meta.BattleCommandsList) {
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// Set Battle Command List
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this._battleCommandsList = currentClass.meta.BattleCommandsList.clone();
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} else {
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// Set Battle Command List
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this._battleCommandsList = []
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}
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};
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//=============================================================================
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// * Determine if Battler has custom battle commands
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//=============================================================================
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Game_Actor.prototype.hasCustomBattleCommands = function() { return this._battleCommandsList.length > 0; };
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//=============================================================================
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// * Get Actor Battle Commands List
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//=============================================================================
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Game_Actor.prototype.battleCommandsList = function() { return this._battleCommandsList; };
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//=============================================================================
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// * Determine if Actor can show item battle command
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//=============================================================================
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Game_Actor.prototype.canShowItemBattleCommand = function(item) {
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if (item.meta.CommandHideUntilUsable && !this.canUse(item)) { return false; };
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if (item.meta.CommandHideUntilLearned && !this.isLearnedSkill(item.id)) { return false; };
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if (item.meta.CommandHideUntilSwitch && !$gameSwitches.value(Number(item.meta.CommandHideUntilSwitch))) { return false; };
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// Return true by default
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return true;
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};
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//=============================================================================
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// ** Window_ActorCommand
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//-----------------------------------------------------------------------------
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// The window for selecting an actor's action on the battle screen.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.BattleCommandsList.Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList;
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//=============================================================================
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// * Make Command List
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//=============================================================================
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Window_ActorCommand.prototype.makeCommandList = function() {
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// If Actor has Custom Battle Commands
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if (this._actor && this._actor.hasCustomBattleCommands()) {
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// Make Custom Actor Command List
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this.makeCustomActorCommandList();
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return;
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};
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// Run Original Function
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_TDS_.BattleCommandsList.Window_ActorCommand_makeCommandList.call(this);
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};
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//=============================================================================
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// * Make Custom Actor Command List
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//=============================================================================
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Window_ActorCommand.prototype.makeCustomActorCommandList = function() {
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// Get Actor
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var actor = this._actor;
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// Get Actor Battle Commands List
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var list = actor.battleCommandsList();
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// Go Through List
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for (var i = 0; i < list.length; i++) { this.addActorCustomCommand(list[i]); };
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};
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//=============================================================================
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// * Add Actor Custom Command
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//=============================================================================
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Window_ActorCommand.prototype.addActorCustomCommand = function(obj) {
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// Get Actor
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var actor = this._actor;
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// Object type case
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switch (obj.type.toLowerCase()) {
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case 'attack': this.addAttackCommand() ;break;
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case 'skilllist': this.addSkillCommands() ;break;
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case 'defend': this.addGuardCommand() ;break;
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case 'items': this.addItemCommand() ;break;
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case 'skilltypelist':
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var stypeId = obj.id;
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var presetName = _TDS_.BattleCommandsList.params.sTypeNames[stypeId];
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// If Stype Names is not ''
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if (presetName && presetName !== '') {
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var name = presetName;
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} else {
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var name = $dataSystem.skillTypes[stypeId];
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}
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this.addCommand(name, 'skill', true, stypeId);
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break;
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case 'skill':
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// Get Skill
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var skill = $dataSkills[obj.id];
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// If Skill command can be shown
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if (actor.canShowItemBattleCommand(skill)) {
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// Get Skill Name
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var name = (skill.meta.CommandName || skill.name).trim();
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// Add Command
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this.addCommand(name, 'actionSkill', actor.canUse(skill), skill.id);
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}
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break;
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case 'item':
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// Get Skill
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var item = $dataItems[obj.id];
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// If Item command can be shown
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if (actor.canShowItemBattleCommand(item)) {
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// Get Item Name
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var name = (item.meta.CommandName || item.name).trim();
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// Add Command
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this.addCommand(name, 'actionItem', actor.canUse(item), item.id);
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}
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break;
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default:
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this.addCommand('ERROR', 'ERROR', false);
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break;
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}
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};
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//=============================================================================
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// ** Scene_Battle
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//-----------------------------------------------------------------------------
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// The scene class of the battle screen.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.BattleCommandsList.Scene_Battle_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
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_TDS_.BattleCommandsList.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
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_TDS_.BattleCommandsList.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
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//=============================================================================
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// * Create Actor Command Window
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//=============================================================================
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Scene_Battle.prototype.createActorCommandWindow = function() {
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// Run Original Function
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_TDS_.BattleCommandsList.Scene_Battle_createActorCommandWindow.call(this);
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// Set Actor Command Window Handlers
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this._actorCommandWindow.setHandler('actionSkill', this.commandActorCommandAction.bind(this));
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this._actorCommandWindow.setHandler('actionItem', this.commandActorCommandAction.bind(this));
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};
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//=============================================================================
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// * On Enemy Cancel
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//=============================================================================
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Scene_Battle.prototype.onEnemyCancel = function() {
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// Run Original Function
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_TDS_.BattleCommandsList.Scene_Battle_onEnemyCancel.call(this);
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switch (this._actorCommandWindow.currentSymbol()) {
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case 'actionSkill':
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this._actorCommandWindow.activate();
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break;
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case 'actionItem':
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this._actorCommandWindow.activate();
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break;
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}
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};
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//=============================================================================
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// * On Actor Cancel
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//=============================================================================
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Scene_Battle.prototype.onActorCancel = function() {
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// Run Original Function
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_TDS_.BattleCommandsList.Scene_Battle_onActorCancel.call(this);
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switch (this._actorCommandWindow.currentSymbol()) {
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case 'actionSkill':
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this._actorCommandWindow.activate();
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break;
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case 'actionItem':
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this._actorCommandWindow.activate();
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break;
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}
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};
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//=============================================================================
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// * Create Actor Command Window
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//=============================================================================
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Scene_Battle.prototype.commandActorCommandAction = function() {
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var symbol = this._actorCommandWindow.currentSymbol();
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var id = this._actorCommandWindow.currentExt();
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var action = BattleManager.inputtingAction();
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if (symbol === 'actionSkill') { action.setSkill(id); }
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if (symbol === 'actionItem') { action.setItem(id); }
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this.onSelectAction();
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}
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