OMORI_Android/www.sc/js/plugins/Omori Save & Load.js
2024-09-23 01:10:28 +03:00

783 lines
31 KiB
JavaScript

//=============================================================================
// TDS Message Save & Load
// Version: 1.0
//=============================================================================
// Add to Imported List
var Imported = Imported || {} ; Imported.TDS_OmoriSaveLoad = true;
// Initialize Alias Object
var _TDS_ = _TDS_ || {} ; _TDS_.OmoriSaveLoad = _TDS_.OmoriSaveLoad || {};
//=============================================================================
/*:
* @author TDS
* @plugindesc
* Combo Skills port from ACE.
*
*
*/
//=============================================================================
Game_Actor.prototype.faceSaveLoad = function() {
var actor = this.actor();
// When changing these the .png should not be required.
switch (actor.id) {
case 1: // Omori
return "01_OMORI_BATTLE";
case 2: // Aubrey
return "02_AUBREY_BATTLE";
case 3: // Kel
return "03_KEL_BATTLE";
case 4: // Hero
return "04_HERO_BATTLE";
case 8: // Omori
return "01_FA_OMORI_BATTLE";
case 9: // Aubrey
return "02_FA_AUBREY_BATTLE";
case 10: // Kel
return "03_FA_KEL_BATTLE";
case 11: // Hero
return "04_FA_HERO_BATTLE";
default:
return "default_face_image_here"; // if ther is one?
}
};
Game_Actor.prototype.faceSaveLoadIndex = function() {
var actor = this.actor();
// When changing these the .png should not be required.
switch (actor.id) {
case 1: // Omori
return 0;
case 2: // Aubrey
return 0;
case 3: // Kel
return 0;
case 4: // Hero
return 0;
default:
return 0;
}
};
//=============================================================================
// ** DataManager
//-----------------------------------------------------------------------------
// The static class that manages the database and game objects.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.OmoriSaveLoad.DataManager_makeSavefileInfo = DataManager.makeSavefileInfo;
//=============================================================================
// * Make Save File Information
//=============================================================================
DataManager.makeSavefileInfo = function() {
// Get Original Info
var info = _TDS_.OmoriSaveLoad.DataManager_makeSavefileInfo.call(this);
// Get Leader
var actor = $gameParty.leader();
info.actorData = {name: actor.name(), level: actor.level, faceName: actor.faceSaveLoad(), faceIndex: actor.faceSaveLoadIndex()};
info.chapter = $gameVariables.value(23);
info.location = $gameMap.displayName();
// Return Info
return info;
};
//=============================================================================
// ** Game_Interpreter
//-----------------------------------------------------------------------------
// The interpreter for running event commands.
//=============================================================================
// * Call Save Menu
//=============================================================================
Game_Interpreter.prototype.callSaveMenu = function(save = true, load = true) {
// Call Save Menu
SceneManager.push(Scene_OmoriFile);
SceneManager._nextScene.setup(save, load);
};
//=============================================================================
// ** Scene_OmoriFile
//-----------------------------------------------------------------------------
// This scene is used to handle saving & loading.
//=============================================================================
function Scene_OmoriFile() { this.initialize.apply(this, arguments); }
Scene_OmoriFile.prototype = Object.create(Scene_Base.prototype);
Scene_OmoriFile.prototype.constructor = Scene_OmoriFile;
//=============================================================================
// * Object Initialization
//=============================================================================
Scene_OmoriFile.prototype.initialize = function() {
this._imageReservationId = 'file';
// Super Call
Scene_Base.prototype.initialize.call(this);
// Save Index
this._saveIndex = -1;
// If Can Select Flag is true
this._canSelect = false;
// Set Load Success Flag
this._loadSuccess = false;
// Set Save & Load Flags
this._canSave = true; this._canLoad = true;
};
//=============================================================================
// * Initialize Atlas Lists
//=============================================================================
Scene_OmoriFile.prototype.initAtlastLists = function() {
// Super Call
Scene_Base.prototype.initAtlastLists.call(this);
};
//=============================================================================
// * Load Reserved Bitmaps
//=============================================================================
Scene_OmoriFile.prototype.loadReservedBitmaps = function() {
// Super Call
Scene_Base.prototype.loadReservedBitmaps.call(this);
// Go through save files
for (var i = 1; i < 5; i++) {
// Get Save Info
const info = DataManager.loadSavefileInfo(i);
// If Information Exists
if (info) {
// Get Actor Data
const actor = info.actorData;
// Reserve Face Image
ImageManager.reserveFace(actor.faceName, actor.faceIndex, this._imageReservationId);
};
}
ImageManager.reserveSystem('faceset_states', 0, this._imageReservationId);
ImageManager.reserveParallax('polaroidBG_BS_sky', 0, this._imageReservationId);
};
//=============================================================================
// * Terminate
//=============================================================================
Scene_OmoriFile.prototype.setup = function(save, load) {
// Set Save & Load Flags
this._canSave = save; this._canLoad = load;
};
//=============================================================================
// * Terminate
//=============================================================================
Scene_OmoriFile.prototype.terminate = function() {
Scene_Base.prototype.terminate.call(this);
if (this._loadSuccess) {
$gameSystem.onAfterLoad();
};
};
//=============================================================================
// * Create
//=============================================================================
Scene_OmoriFile.prototype.create = function() {
// Super Call
Scene_Base.prototype.create.call(this);
// Create Background
this.createBackground();
this.createCommandWindow();
this.createfileWindows();
// Create Prompt Window
this.createPromptWindow();
};
//=============================================================================
// * Create Background
//=============================================================================
Scene_OmoriFile.prototype.createBackground = function() {
// Create Background Sprite
this._backgroundSprite = new TilingSprite();
this._backgroundSprite.bitmap = ImageManager.loadParallax('SAVE_MENU_BG');
this._backgroundSprite.move(0, 0, Graphics.width, Graphics.height);
this.addChild(this._backgroundSprite);
// let centerWidth = 42
// let bitmap = new Bitmap(Graphics.width, Graphics.height);
// bitmap.fillRect(0, 0, centerWidth, bitmap.height, 'rgba(255, 0, 0, 1)');
// bitmap.fillRect(bitmap.width - centerWidth, 0, centerWidth, bitmap.height, 'rgba(255, 0, 0, 1)');
// this._centerSprite = new Sprite(bitmap);
// this.addChild(this._centerSprite);
};
//=============================================================================
// * Create Command Window
//=============================================================================
Scene_OmoriFile.prototype.createCommandWindow = function() {
// Create Command Window
this._commandWindow = new Window_OmoriFileCommand();
this._commandWindow.setupFile(this._canSave, this._canLoad);
this._commandWindow.setHandler('ok', this.onCommandWindowOk.bind(this));
this._commandWindow.setHandler('cancel', this.onCommandWindowCancel.bind(this));
this.addChild(this._commandWindow);
};
//=============================================================================
// * Create File Windows
//=============================================================================
Scene_OmoriFile.prototype.createfileWindows = function() {
// Initialize File Windows Array
this._fileWindows = [];
let sx = this._commandWindow.x + this._commandWindow.width + 1;
// Iterate 3 times
for (var i = 0; i < 6; i++) {
// Create Window
var win = new Window_OmoriFileInformation(i);
win.x = sx;
win.y = 28 + (i * (win.height + 1))
// Set Window
this._fileWindows[i] = win;
this.addChild(win);
};
};
//=============================================================================
// * Create Prompt Window
//=============================================================================
Scene_OmoriFile.prototype.createPromptWindow = function() {
// Create Prompt Window
this._promptWindow = new Window_OmoriFilePrompt();
// Set Handlers
this._promptWindow.setHandler('ok', this.onPromptWindowOk.bind(this));
this._promptWindow.setHandler('cancel', this.onPromptWindowCancel.bind(this));
this._promptWindow.close();
this._promptWindow.openness = 0;
this._promptWindow.deactivate();
this.addChild(this._promptWindow);
};
//=============================================================================
// * Frame Update
//=============================================================================
Scene_OmoriFile.prototype.update = function() {
// Super Call
Scene_Base.prototype.update.call(this);
// Update Background
this.updateBackground();
// Update Select Input
if (this._canSelect) { this.updateSelectInput(); };
// if (Input.isTriggered('control')) {
// // this.onSavefileOk();
// for (var i = 0; i < this._fileWindows.length; i++) {
// // Set Window
// this._fileWindows[i].refresh();
// };
// };
};
//=============================================================================
// * Get Save File ID
//=============================================================================
Scene_OmoriFile.prototype.savefileId = function() { return this._saveIndex + 1; };
//=============================================================================
// * Check if out of bounds
//=============================================================================
Scene_OmoriFile.prototype.isOutOfBounds = function() {
let index = this._saveIndex;
let win = this._fileWindows[index];
if(win.y + win.height > Graphics.boxHeight) {return -28}
if(index === 0) {
if(win.y < 28) {return 28}
}
if(win.y < 0) {return 28}
return 0;
}
//=============================================================================
// * Update Save Index Cursor
//=============================================================================
Scene_OmoriFile.prototype.updateSaveIndexCursor = function() {
// Go Through File Windows
for (var i = 0; i < this._fileWindows.length; i++) {
// Get Window
var win = this._fileWindows[i];
// Set Selected STate
this._saveIndex === i ? win.select() : win.deselect();
};
};
//=============================================================================
// * Update Background
//=============================================================================
Scene_OmoriFile.prototype.updateBackground = function() {
this._backgroundSprite.origin.y += 1;
};
//=============================================================================
// * Update Select Background
//=============================================================================
Scene_OmoriFile.prototype.updateSelectInput = function() {
// If Ok
if (Input.isTriggered('ok')) {
// Call On Select Input Ok
this.onSelectInputOk();
return;
};
// If Cancel
if (Input.isTriggered('cancel')) {
// Play Cancel Sound
SoundManager.playCancel();
// On Select Input Cancel
this.onSelectInputCancel();
return;
};
// If Input Is repeated Up
if (Input.isRepeated('up')) {
// Play Cursor
SoundManager.playCursor();
// If Save index is 0
if (this._saveIndex === 0) {
// Set Save Index at the end
this._saveIndex = this._fileWindows.length-1;
} else {
// Decrease Save Index
this._saveIndex = (this._saveIndex - 1) % this._fileWindows.length;
}
// Update Save Index Cursor
this.updateSaveIndexCursor();
return;
};
// If Input Is repeated Down
if (Input.isRepeated('down')) {
// Play Cursor
SoundManager.playCursor();
// Increase Save Index
this._saveIndex = (this._saveIndex + 1) % this._fileWindows.length;
// Update Save Index Cursor
this.updateSaveIndexCursor();
return;
};
this.updatePlacement();
};
Scene_OmoriFile.prototype.updatePlacement = function() {
if(this._saveIndex < 0) {return;}
let bounds = this.isOutOfBounds();
if(!bounds) {return;}
for(let win of this._fileWindows) {
win.y += bounds;
}
}
//=============================================================================
// * On Command Window Ok
//=============================================================================
Scene_OmoriFile.prototype.onCommandWindowOk = function() {
// Set Can select Flag to true
this._canSelect = true;
// Set Save Index to 0
let latestFile = !!this._canSave ? DataManager.lastAccessedSavefileId() : DataManager.latestSavefileId();
let maxSavefiles = 6;
this._saveIndex = (latestFile - 1) % maxSavefiles;
// Update Save Index Cursor
this.updateSaveIndexCursor();
};
//=============================================================================
// * On Command Window Cancel
//=============================================================================
Scene_OmoriFile.prototype.onCommandWindowCancel = function() {
// If Previous scene is title screen
var isTitleScreen = SceneManager.isPreviousScene(Scene_OmoriTitleScreen);
// Pop Scene
this.popScene();
// If Previous scene is tile scene
if (isTitleScreen) {
// Prepare Title Scene
SceneManager._nextScene.prepare(1);
}
};
//=============================================================================
// * On Select Input Ok
//=============================================================================
Scene_OmoriFile.prototype.onSelectInputOk = function() {
// Get Index
var index = this._commandWindow.index();
// Get Save File ID
var saveFileid = this.savefileId();
// If Save
if (index === 0) {
// If File Exists
if (StorageManager.exists(saveFileid)) {
// Show Prompt Window
this.showPromptWindow(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").overwrite_file);
// Set Can select Flag to false
this._canSelect = false;
} else {
// Save The Game
this.saveGame();
};
} else {
// If File Exists
if (StorageManager.exists(saveFileid)) {
// Show Prompt Window
this.showPromptWindow(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").load_file);
// Set Can select Flag to false
this._canSelect = false;
} else {
// Play Buzzer Sound
SoundManager.playBuzzer();
};
};
};
//=============================================================================
// * On Select Input Cancel
//=============================================================================
Scene_OmoriFile.prototype.onSelectInputCancel = function() {
// Set Can select Flag to false
this._canSelect = false;
// Set Save Index to -1
this._saveIndex = -1;
// Update Save Index Cursor
this.updateSaveIndexCursor();
// Activate Command Window
this._commandWindow.activate();
};
//=============================================================================
// * Show Prompt Window
//=============================================================================
Scene_OmoriFile.prototype.showPromptWindow = function(text) {
// Set Prompt Window Text
this._promptWindow.setPromptText(text);
// Show Prompt Window
this._promptWindow.open();
this._promptWindow.select(1);
this._promptWindow.activate();
};
//=============================================================================
// * On Prompt Window Ok
//=============================================================================
Scene_OmoriFile.prototype.onPromptWindowOk = function() {
// Get Index
var index = this._commandWindow.index();
// If Save
if (index === 0) {
// Save The Game
this.saveGame();
// Close Prompt Window
this._promptWindow.close();
this._promptWindow.deactivate();
// Set Can select Flag to true
this._canSelect = true;
} else {
// Load Game
this.loadGame();
};
};
//=============================================================================
// * On Prompt Window Cancel
//=============================================================================
Scene_OmoriFile.prototype.onPromptWindowCancel = function() {
// Close Prompt Window
this._promptWindow.close();
this._promptWindow.deactivate();
// Set Can select Flag to true
this._canSelect = true;
};
//=============================================================================
// * Save Game
//=============================================================================
Scene_OmoriFile.prototype.saveGame = function() {
// On Before Save
$gameSystem.onBeforeSave();
// Get Save File ID
var saveFileid = this.savefileId();
// Get File Window
var fileWindow = this._fileWindows[this._saveIndex];
// Save Game
if (DataManager.saveGame(saveFileid)) {
SoundManager.playSave();
StorageManager.cleanBackup(saveFileid);
fileWindow.refresh();
} else {
SoundManager.playBuzzer();
};
// Deactivate Prompt Window
this._promptWindow.deactivate();
this._promptWindow.close();
// Set Can select Flag to false
this._canSelect = true;
// Update Save Index Cursor
this.updateSaveIndexCursor();
};
//=============================================================================
// * Load Game
//=============================================================================
Scene_OmoriFile.prototype.loadGame = function() {
if (DataManager.loadGame(this.savefileId())) {
SoundManager.playLoad();
this.fadeOutAll();
// Reload Map if Updated
if ($gameSystem.versionId() !== $dataSystem.versionId) {
$gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
$gamePlayer.requestMapReload();
};
SceneManager.goto(Scene_Map);
this._loadSuccess = true;
// Close Prompt Window
this._promptWindow.close();
this._promptWindow.deactivate();
} else {
// Play Buzzer
SoundManager.playBuzzer();
// Close Prompt Window
this._promptWindow.close();
this._promptWindow.deactivate();
// Set Can select Flag to true
this._canSelect = true;
};
};
//=============================================================================
// ** Window_OmoriFileInformation
//-----------------------------------------------------------------------------
// The window for showing picture items for sorting
//=============================================================================
function Window_OmoriFileInformation() { this.initialize.apply(this, arguments); };
Window_OmoriFileInformation.prototype = Object.create(Window_Base.prototype);
Window_OmoriFileInformation.prototype.constructor = Window_OmoriFileInformation;
//=============================================================================
// * Object Initialization
//=============================================================================
Window_OmoriFileInformation.prototype.initialize = function(index) {
// Set Index
this._index = index;
// Super Call
Window_Base.prototype.initialize.call(this, 0, 0, this.windowWidth(), this.windowHeight());
// Create Cursor Sprite
this.createCursorSprite();
// Refresh
this.refresh();
// Deselect
this.deselect();
};
//=============================================================================
// * Settings
//=============================================================================
Window_OmoriFileInformation.prototype.standardPadding = function() { return 4}
Window_OmoriFileInformation.prototype.windowWidth = function () { return 382 + 54; };
Window_OmoriFileInformation.prototype.windowHeight = function() { return 142; }
//=============================================================================
// * Create Cursor Sprite
//=============================================================================
Window_OmoriFileInformation.prototype.createCursorSprite = function() {
// Create Cursor Sprite
this._cursorSprite = new Sprite_WindowCustomCursor();
this._cursorSprite.x = 10//-32;
this._cursorSprite.y = 20;
this.addChild(this._cursorSprite);
};
//=============================================================================
// * Select
//=============================================================================
Window_OmoriFileInformation.prototype.select = function() {
this._cursorSprite.visible = true;
this.contentsOpacity = 255;
};
//=============================================================================
// * Deselect
//=============================================================================
Window_OmoriFileInformation.prototype.deselect = function() {
this._cursorSprite.visible = false;
this.contentsOpacity = 100;
};
//=============================================================================
// * Refresh
//=============================================================================
Window_OmoriFileInformation.prototype.refresh = function() {
// Clear Contents
this.contents.clear();
// Get Color
var color = 'rgba(255, 255, 255, 1)';
// Get ID
var id = this._index + 1;
var valid = DataManager.isThisGameFile(id);
var info = DataManager.loadSavefileInfo(id);
// Draw Lines
this.contents.fillRect(0, 29, this.contents.width, 3, color);
for (var i = 0; i < 3; i++) {
var y = 55 + (i * 25)
this.contents.fillRect(113, y, this.contents.width - 117, 1, color);
};
// Draw File
this.contents.fontSize = LanguageManager.getMessageData("XX_BLUE.Window_OmoriFileInformation").refresh_contents_fontsize;
this.contents.drawText(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").file.format(id), 10 + 30, 4, 100, this.contents.fontSize); //10 + 30, -5, 100
// If Valid
if (valid) {
const loc_position = LanguageManager.getMessageData("XX_BLUE.Window_OmoriFileInformation").refresh_drawText_position;
this.contents.drawText(info.chapter, loc_position[0], loc_position[1], this.contents.width, this.contents.fontSize);
this.contents.fontSize = 28;
let backBitmap = ImageManager.loadSystem('faceset_states');
let width = backBitmap.width / 4;
let height = backBitmap.height / 5;
// this.contents.blt(backBitmap, 0, 0, width, height, 0, 34, width + 10, height);
this.contents.blt(backBitmap, 0, 0, width, height, 1, 33);
// Get Actor
var actor = info.actorData
// Draw Actor Face
let bit = ImageManager.loadFace(actor.faceName);
bit.addLoadListener(() => this.drawFace(actor.faceName, actor.faceIndex, -2, this.contents.height - Window_Base._faceHeight + 7, Window_Base._faceWidth, height - 2));
// Draw Actor Name
this.contents.fontSize = 20;
this.contents.drawText(actor.name, 118, 30, 100, 24);
// Draw Level
this.contents.drawText(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").level, 290 +25, 30, 100, 24); //290 + 55, 30, 100, 24
this.contents.drawText(actor.level, 290 + 55, 30, 70, 24, 'right');
// Draw Total PlayTime
this.contents.drawText(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").playtime, 118, 55, 200, 24);
this.contents.drawText(info.playtime, 295 + 34, 55, 100, 24);
// Draw Location 295 + 55, 55, 100, 24
this.contents.drawText(LanguageManager.getMessageData("XX_BLUE.Omori_Save_Load").location, 118, 80, 200, 24);
this.contents.drawText(info.location, 205, 80, 210, 24, 'right');
};
// Draw Border
this.contents.fillRect(102, 32, 3, 102, 'rgba(255, 255, 255, 1)')
this.contents.fillRect(0, 29, 108, 3, 'rgba(255, 255, 255, 1)')
};
//=============================================================================
// ** Window_OmoriFileCommand
//-----------------------------------------------------------------------------
// The window for selecting a command on the menu screen.
//=============================================================================
function Window_OmoriFileCommand() { this.initialize.apply(this, arguments); }
Window_OmoriFileCommand.prototype = Object.create(Window_Command.prototype);
Window_OmoriFileCommand.prototype.constructor = Window_OmoriFileCommand;
//=============================================================================
// * Object Initialization
//=============================================================================
Window_OmoriFileCommand.prototype.initialize = function() {
// Super Call
Window_Command.prototype.initialize.call(this, 42, 28);
// Setup File
this.setupFile(true, true);
};
//=============================================================================
// * Settings
//=============================================================================
Window_OmoriFileCommand.prototype.isUsingCustomCursorRectSprite = function() { return true; };
Window_OmoriFileCommand.prototype.lineHeight = function () { return 24; };
Window_OmoriFileCommand.prototype.windowWidth = function () { return 119; };
Window_OmoriFileCommand.prototype.windowHeight = function () { return 64; };
Window_OmoriFileCommand.prototype.standardPadding = function () { return 4; };
Window_OmoriFileCommand.prototype.numVisibleRows = function () { return 2; };
Window_OmoriFileCommand.prototype.maxCols = function () { return 1; };
Window_OmoriFileCommand.prototype.customCursorRectYOffset = function() { return 5; }
Window_OmoriFileCommand.prototype.customCursorRectTextXOffset = function() { return 40; }
//=============================================================================
// * Setup File
//=============================================================================
Window_OmoriFileCommand.prototype.setupFile = function (save, load) {
// Set Save & Load Flags
this._canSave = save; this._canLoad = load;
if(!!this._canSave) {this.select(0);}
else if(!!this._canLoad) {this.select(1)}
// Refresh
this.refresh();
};
//=============================================================================
// * Make Command List
//=============================================================================
Window_OmoriFileCommand.prototype.makeCommandList = function () {
this.addCommand("保存", 'save', this._canSave);
this.addCommand("加载", 'load', this._canLoad);
};
//=============================================================================
// ** Window_OmoriFilePrompt
//-----------------------------------------------------------------------------
// The window for selecting a command on the menu screen.
//=============================================================================
function Window_OmoriFilePrompt() { this.initialize.apply(this, arguments); }
Window_OmoriFilePrompt.prototype = Object.create(Window_Command.prototype);
Window_OmoriFilePrompt.prototype.constructor = Window_OmoriFilePrompt;
//=============================================================================
// * Object Initialization
//=============================================================================
Window_OmoriFilePrompt.prototype.initialize = function() {
// Super Call
Window_Command.prototype.initialize.call(this, 0, 0);
// Center Window
this.x = (Graphics.width - this.width) / 2;
this.y = (Graphics.height - this.height) / 2;
// Create Cover Sprite
this.createCoverSprite();
};
//=============================================================================
// * Create Background
//=============================================================================
Window_OmoriFilePrompt.prototype.createCoverSprite = function() {
var bitmap = new Bitmap(Graphics.width, Graphics.height);
bitmap.fillAll('rgba(0, 0, 0, 0.5)')
this._coverSprite = new Sprite(bitmap);
this._coverSprite.x = -this.x;
this._coverSprite.y = -this.y;
this.addChildAt(this._coverSprite, 0);
};
//=============================================================================
// * Openness
//=============================================================================
Object.defineProperty(Window.prototype, 'openness', {
get: function() { return this._openness; },
set: function(value) {
if (this._openness !== value) {
this._openness = value.clamp(0, 255);
this._windowSpriteContainer.scale.y = this._openness / 255;
this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255);
if (this._coverSprite) { this._coverSprite.opacity = this._openness; };
}
},
configurable: true
});
//=============================================================================
// * Settings
//=============================================================================
Window_OmoriFilePrompt.prototype.isUsingCustomCursorRectSprite = function() { return true; };
Window_OmoriFilePrompt.prototype.lineHeight = function () { return 22; };
Window_OmoriFilePrompt.prototype.windowWidth = function () { return 220; };
Window_OmoriFilePrompt.prototype.windowHeight = function () { return 70 + 20; };
Window_OmoriFilePrompt.prototype.standardPadding = function () { return 4; };
Window_OmoriFilePrompt.prototype.numVisibleRows = function () { return 2; };
Window_OmoriFilePrompt.prototype.maxCols = function () { return 1; };
Window_OmoriFilePrompt.prototype.customCursorRectXOffset = function() { return 50; }
Window_OmoriFilePrompt.prototype.customCursorRectYOffset = function() { return 33; }
Window_OmoriFilePrompt.prototype.customCursorRectTextXOffset = function() { return 80; }
Window_OmoriFilePrompt.prototype.customCursorRectTextYOffset = function() { return 28; }
//=============================================================================
// * Setup File
//=============================================================================
Window_OmoriFilePrompt.prototype.setPromptText = function (text) {
// Set Prompt Text
this._promptText = text;
// Refresh Contents
this.refresh();
};
//=============================================================================
// * Make Command List
//=============================================================================
Window_OmoriFilePrompt.prototype.makeCommandList = function () {
this.addCommand("是", 'ok');
this.addCommand("否", 'cancel');
};
//=============================================================================
// * Refresh
//=============================================================================
Window_OmoriFilePrompt.prototype.refresh = function () {
// Super Call
Window_Command.prototype.refresh.call(this);
this.contents.drawText(this._promptText, 0, 0, this.contents.width, 24, 'center');
}