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@armornick
Created August 17, 2018 04:37
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RPG Maker MV plugin to show the skills added by a piece of equipment
/*:
@plugindesc Show equipment skills on equip menu
@author armornick
@param Equipment Skills Text
@desc The label to show above the equipment skills list.
@default Equipment Skills
@help
This plugin shows the changes in skills via equipment.
=== License ====
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
var Imported = Imported || {};
Imported.NIA_EquipSkillCommands = 1;
(function () {
var params = PluginManager.parameters('NIA_EquipSkillCommands');
var EQUIP_SKILLS_TEXT = params['Equipment Skills Text'] || "Equipment Skills";
//-----------------------------------------------------------------------------
// Window_EquipStatus
Window_EquipStatus.prototype.initialize = function(x, y, height) {
var width = this.windowWidth();
Window_Base.prototype.initialize.call(this, x, y, width, height);
this._actor = null;
this._tempActor = null;
this.refresh();
};
/*
Gets the "diff value" for the given skill and new and old trait lists.
Returns -1 if the given skill is removed after the equipment change,
+1 if the skill is added after equipment change, or 0 if there is
no change in the given skill.
*/
function getEquipSkillDiff (trait, oldList, newList) {
var result = 0, skillId = trait.dataId;
// if the newList is null, this means we show the current state
if (newList == null) {
return result;
}
for (let oldItem of oldList) {
if (oldItem.dataId === skillId) {
result--; break;
}
}
for (let newItem of newList) {
if (newItem.dataId === skillId) {
result++; break;
}
}
return result;
}
var NIA_EquipSkillCommands_WindowEquipStatus_refresh = Window_EquipStatus.prototype.refresh;
Window_EquipStatus.prototype.refresh = function() {
NIA_EquipSkillCommands_WindowEquipStatus_refresh.call(this);
if (this._actor) {
var i = this.numVisibleRows(); // take the next row to draw at
var oldEquipSkills = this._actor.traits(Game_Action.EFFECT_LEARN_SKILL),
allEquipSkills = oldEquipSkills;
var newEquipSkills = null;
if (this._tempActor) {
newEquipSkills = this._tempActor.traits(Game_Action.EFFECT_LEARN_SKILL);
allEquipSkills = oldEquipSkills.concat(newEquipSkills);
}
this.resetTextColor();
this.drawText(EQUIP_SKILLS_TEXT, 0, this.lineHeight() * (1 + i++), 120);
for (let equipSkill of allEquipSkills) {
var skill = $dataSkills[equipSkill.dataId];
this.drawEquipSkill(skill, 0, this.lineHeight() * (1 + i++), 120,
getEquipSkillDiff(equipSkill, oldEquipSkills, newEquipSkills));
}
}
}
Window_EquipStatus.prototype.drawEquipSkill = function(item, x, y, width, diffvalue) {
if (item) {
var iconBoxWidth = Window_Base._iconWidth + 4;
this.changeTextColor(this.paramchangeTextColor(diffvalue));
this.drawIcon(item.iconIndex, x + 2, y + 2);
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
}
}
//-----------------------------------------------------------------------------
// Window_EquipItem
Window_EquipItem.prototype.maxCols = function() {
return 1;
};
//-----------------------------------------------------------------------------
// Window_EquipSlot
Window_EquipSlot.prototype.initialize = function(x, y, width) {
var height = this.windowHeight();
Window_Selectable.prototype.initialize.call(this, x, y, width, height);
this._actor = null;
this.refresh();
};
Window_EquipSlot.prototype.windowHeight = function() {
return this.fittingHeight(this.guessEquipSlotsCount());
};
Window_EquipSlot.prototype.guessEquipSlotsCount = function () {
return $gameActors.actor(1).equipSlots().length;
};
//-----------------------------------------------------------------------------
// Scene_Equip
Scene_Equip.prototype.createStatusWindow = function() {
var wh = Graphics.boxHeight - this._helpWindow.height;
this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height, wh);
this.addWindow(this._statusWindow);
};
Scene_Equip.prototype.createSlotWindow = function() {
var wx = this._statusWindow.width;
var wy = this._commandWindow.y + this._commandWindow.height;
var ww = Graphics.boxWidth - this._statusWindow.width;
var wh = this._statusWindow.height - this._commandWindow.height;
this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh);
this._slotWindow.setHelpWindow(this._helpWindow);
this._slotWindow.setStatusWindow(this._statusWindow);
this._slotWindow.setHandler('ok', this.onSlotOk.bind(this));
this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this));
this.addWindow(this._slotWindow);
};
Scene_Equip.prototype.createItemWindow = function() {
var wx = this._statusWindow.width;
var wy = this._slotWindow.y + this._slotWindow.height;
var ww = Graphics.boxWidth;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_EquipItem(wx, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setStatusWindow(this._statusWindow);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this._slotWindow.setItemWindow(this._itemWindow);
this.addWindow(this._itemWindow);
};
}())
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