1318 lines
47 KiB
JavaScript
1318 lines
47 KiB
JavaScript
// 並び替えシーン ver1.094
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//
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// ------------------------------------------------------
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// Copyright (c) 2016 Yana
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// Released under the 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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// author Yana
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//
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/**
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* deprecated. 余計な記述のため、次のメジャーバージョンアップで削除する
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*/
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var Imported = Imported || {};
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Imported['SceneFormation'] = 1.094;
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/*:
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* @plugindesc ver1.094/並び替えシーンを追加します。
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* @author Yana
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*
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* @param Stand Members Size
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* @text 待機メンバー最大数
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* @desc 待機メンバーの最大数です。
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* 11を超えると、ウィンドウが2行になります。
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* @default 8
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* @type number
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*
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* @param Max Battle Members Size
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* @text 最大戦闘メンバー人数
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* @desc 最大戦闘メンバー人数です。
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* 3人以下や、5人以上にも設定できます。
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* @default 4
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* @type number
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*
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* @param Use Menu Formation Scene
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* @text 並び替えシーン置換
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* @desc メニューの並び替えの項目を、並び替えシーンに
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* 置き換えるかどうかの設定です。true/falseで設定してください。
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* @default true
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* @type boolean
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*
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* @param Formation Scene Battle Name
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* @text 戦闘メンバーのラベル
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* @desc 戦闘メンバーの上に表示されるテキストです。
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* @default 戦闘メンバー
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*
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* @param Formation Scene Stand Name
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* @text 待機メンバーのラベル
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* @desc 待機メンバーの上に表示されるテキストです。
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* @default 待機メンバー
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*
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* @param Use Battle Formation Switch ID
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* @text 戦闘中並び替えスイッチID
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* @desc 戦闘時にパーティコマンドに並び替えの項目の
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* 追加を許可を設定するスイッチのIDです。
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* @default 20
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* @type switch
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*
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* @param Battle Command Formation
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* @text パーティコマンド表示コマンド
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* @desc 戦闘時にパーティコマンドに追加される
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* 並び替えの項目のテキストです。
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* @default 戦闘メンバー編成
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*
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* @param Status Window Font Size
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* @text フォントサイズ
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* @desc ステータスウィンドウの文字サイズです。
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* @default 24
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* @type number
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*
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* @param Status Block Width
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* @text パラメータ表示幅
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* @desc ステータスウィンドウのパラメータ表示部の横幅です。
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* @default 372
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* @type number
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*
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* @help ------------------------------------------------------
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* プラグインコマンド
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* ------------------------------------------------------
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* ※スペースは必ず半角で入力してください。
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*
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* ・並び替えシーンを呼び出します。
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* 並び替えシーン 呼び出し
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* SceneFormation call
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*
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* ・ID番のアクターの並びを固定します。
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* 並び替えシーン 固定 ID
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* SceneFormation fixed ID
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*
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* ・ID番のアクターの並びの固定を解除します。
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* 並び替えシーン 固定解除 ID
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* SceneFormation unpin ID
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*
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* ・全アクターの並びを固定します。
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* 並び替えシーン 全固定
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* SceneFormation all_fixed
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*
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* ・ID番のアクターの並びを固定します。
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* 並び替えシーン 全固定解除
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* SceneFormation all_unpin
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*
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* ・最大戦闘参加人数を変更します。
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* 最大戦闘参加人数変更 人数
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* MaxBattleMembersSize number
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* ※戦闘中は変更できません!
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*
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* ------------------------------------------------------
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* 利用規約
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* ------------------------------------------------------
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* 当プラグインはMITライセンスで公開されています。
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* http://opensource.org/licenses/mit-license.php
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* ------------------------------------------------------
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* 更新履歴:
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* ver1.094:210725
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* 大規模リファクタ by Dark Plasma
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* ver1.093:200516
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* 表示部にパッチを受けられるようWindow_FormationStatusをグローバル化。
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* by Dark Plasma
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* ついでにプラグインパラメータの表示部分を日本語化 by munokura
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* ver1.092:200326
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* RPGアツマールのタッチでキャンセルに対応修正。by ponpokoneruson
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* ver1.091:180410
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* プラグインパラメータの仕様を1.5.0に更新。
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* ver1.09:170228
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* 最大戦闘参加人数を変更するプラグインコマンドを追加。
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* ver1.08:170105
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* パーティが最大人数-1の時にアクター加入時の動作が正常でなかったバグを修正。
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* ver1.07:
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* Use Menu Formation Sceneをfalseにするとエラーが発生するバグを修正。
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* ver1.06:
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* パラメータ表示部の幅を設定する項目を追加。
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* 全体の文字サイズを設定する項目を追加。
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* ウィンドウ外の領域をクリックすることで、
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* キャンセルとして働くように機能を追加。
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* このプラグインより下に入れたプラグインで
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* 右クリックが正常に動作しないことのあるバグを修正。
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* サイドビューで戦闘中に人数の増減を行った場合、正常に表示されないバグを修正。
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* ver1.05:
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* Window_FormationのcheckBltがloadFaceしていたバグを修正。
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* 待機メンバーで空白を選択した後、
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* 戦闘メンバーの最後のアクターを選択できないバグを修正。
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* ver1.04:
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* Window_FormationNameがWindow_Selectableのinitializeを呼んでいたバグを修正。
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* ver1.03:
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* 戦闘中、並び替えがアクティブでない時もクリックが可能だったバグを修正。
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* ver1.02:
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* Stand Members SizeとMax Battle Members Sizeが
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* 正常に動作していなかったバグを修正。
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* 空欄を選択して空欄で決定するとエラーが発生するバグを修正。
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* ver1.01:
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* addActorが正常に動作していなかったバグを修正。
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* ver1.00:
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* 公開
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*/
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(function () {
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'use strict';
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const parameters = PluginManager.parameters('SceneFormation');
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const standMembersSize = Number(parameters['Stand Members Size'] || 11);
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const maxBattleMembersSize = Number(parameters['Max Battle Members Size'] || 4);
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const useMenuFormationScene = String(parameters['Use Menu Formation Scene'] || true) == 'true';
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const formationSceneBattleName = String(parameters['Formation Scene Battle Name'] || '戦闘メンバー');
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const formationSceneStandName = String(parameters['Formation Scene Stand Name'] || '待機メンバー');
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const useBattleFormationSwitchId = String(parameters['Use Battle Formation Switch ID'] || 11);
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const battleFormationText = String(parameters['Battle Command Formation'] || 'Formation');
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const statusWindowFontSize = Number(parameters['Status Window Font Size'] || 24);
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const statusBlockWidth = Number(parameters['Status Block Width'] || 372);
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const _Form_GInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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if (command === '並び替えシーン' || command === 'SceneFormation') {
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switch (args[0]) {
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case '呼び出し':
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case 'call':
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this.callSceneFormation();
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break;
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case '固定':
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case 'fixed':
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$gameActors.actor(Number(args[1])).fixFormation();
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break;
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case '固定解除':
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case 'unpin':
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$gameActors.actor(Number(args[1])).unfixFormation();
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break;
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case '全固定':
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case 'all_fixed':
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$gameParty.allMembers.forEach(function (actor) { actor.fixFormation(); });
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break;
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case '全固定解除':
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case 'all_unpin':
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$gameParty.allMembers.forEach(function (actor) { actor.unfixFormation(); });
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break;
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}
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} else if (command === '最大戦闘参加人数変更' || command === 'ChangeMaxBattleMembersSize') {
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if (!$gameParty.inBattle()) $gameParty.setMaxBattleMembersSize(Number(args[0]));
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} else {
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_Form_GInterpreter_pluginCommand.call(this, command, args);
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}
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};
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Game_Interpreter.prototype.callSceneFormation = function () {
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SceneManager.push(Scene_Formation);
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};
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const TAIL_OF_BATTLE_MEMBER = -1;
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const TAIL_OF_STANDING_MEMBER = -2;
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const FORMATION_WINDOW_TYPE_BATTLE = 'battle';
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const FORMATION_WINDOW_TYPE_STAND = 'stand';
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class Window_Formation extends Window_Selectable {
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initialize(type, x, y) {
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this.refreshMembers();
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super.initialize(x, y, this.windowWidth(), this.windowHeight());
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this._lockIndex = null;
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this.refresh();
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}
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windowWidth() {
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return 0;
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}
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windowHeight() {
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return 60 * this.maxPageRows() + 32;
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}
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standardPadding() {
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return 12;
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}
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maxRows() {
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return 0;
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}
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spacing() {
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return 0;
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}
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contentsWidth() {
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return this.maxCols() * this.itemWidth();
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}
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contentsHeight() {
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return Math.ceil((this.maxItems() / this.colItemNum())) * this.itemHeight();
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}
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isTopIndex() {
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return this._index < this.maxCols();
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}
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colItemNum() {
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return Math.floor((this.width - this.standardPadding()) / this.itemWidth());
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}
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itemRect(index) {
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return new Rectangle(
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(index % this.maxCols()) * (this.itemWidth() + this.spacing()),
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9 + (Math.floor(index / this.maxCols()) - this.topRow()) * this.itemHeight(),
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48, 48
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);
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}
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itemWidth() {
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return 60;
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}
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itemHeight() {
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return 66;
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}
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maxRows() {
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return 0;
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}
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maxCols() {
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return Math.ceil((this.width - (this.standardPadding() * 2)) / this.itemWidth());
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}
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maxItems() {
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return 0;
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}
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maxPageRows() {
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return 0;
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}
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maxPageItems() {
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return this.maxPageRows() * this.maxCols();
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}
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/**
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* @param {Window_FormationStatus} statusWindow ステータスウィンドウ
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*/
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setStatusWindow(statusWindow) {
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this._statusWindow = statusWindow;
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}
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/**
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* @param {Function} method scopeIndex取得関数
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*/
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setScopeIndexMethod(method) {
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this._getScopeIndex = method;
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}
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scopeIndex() {
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return this._getScopeIndex ? this._getScopeIndex() : null;
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}
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select(index) {
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const result = super.select(index);
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if (this._statusWindow && this.active) {
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this._statusWindow.setActor(this._members[index]);
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}
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return result;
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}
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/**
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* 戦闘メンバーに1人以上生存者がいるか
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* @return {boolean}
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*/
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isAliveOk() {
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return $gameParty.aliveBattleMembers().length > 1;
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}
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isCurrentItemEnabled() {
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const scopeIndex = this.scopeIndex();
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/**
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* すでに空欄を選択済みの場合、更に空欄を選択できない
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*/
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if (scopeIndex < 0 && !this.actor()) { return false; }
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/**
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* 並び替え固定アクターは選択できない
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*/
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if (this.actor() && this.actor().isFixed()) { return false; }
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if (!this.isAliveOk()) {
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const isActorDead = !this.actor() || !this.actor().isAlive();
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/**
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* 戦闘メンバーに生存者がいない場合、2回目は生存アクターを選択しなければならない
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*/
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if (scopeIndex !== null && isActorDead) { return false; }
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/**
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* 戦闘メンバーに生存者がいない場合、1回目は生存アクターまたは前衛を選択しなければならない
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*/
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if (scopeIndex === null) {
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if (isActorDead && !this.isBattlerWindow()) { return false; }
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}
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}
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return true;
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}
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isBattlerWindow() {
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return false;
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}
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refreshMembers() { }
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size() {
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return this._members.length;
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}
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/**
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* @return {Game_Actor[]}
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*/
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battleMembers() {
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return $gameParty.battleMembers();
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}
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refresh() {
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this.refreshMembers();
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this.createContents();
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this.checkBlt();
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this._setRefresh = true;
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}
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refreshContents() {
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super.refresh();
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}
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drawItem(index) {
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const x = this.itemWidth() * Math.floor((index % this.maxCols()));
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const y = 12 + this.itemHeight() * (Math.floor((index / this.maxCols())) - this.topRow());
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if (index == this._lockIndex) {
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this.contents.fillRect(x, y - 3, 48, 48, 'rgba(0,0,0,0.5)')
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}
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if (this._members[index]) {
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if (this._members[index].isFixed()) {
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this.contents.fillRect(x, y - 3, 48, 48, 'rgba(128,0,0,0.5)')
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}
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this.drawActorCharacter(this._members[index], x + 24, y + 44);
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} else {
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this.drawText('-', x, y, 48, 'center');
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}
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}
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checkBlt() {
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const bitmap2 = new Bitmap(1, 1);
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$gameParty.allMembers().forEach(function (actor) {
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const bitmap = ImageManager.loadCharacter(actor.characterName());
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bitmap2.blt(bitmap, 0, 0, bitmap.width, bitmap.height, 0, 0);
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});
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}
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update() {
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super.update();
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if (this._setRefresh) {
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if (ImageManager.isReady()) {
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this.refreshContents();
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this._setRefresh = false;
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} else {
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this.checkBlt();
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}
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}
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}
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/**
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* @return {Game_Actor}
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*/
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actor() {
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return this._members[this._index];
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}
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lockIndex() {
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this._lockIndex = this._index;
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this.refresh();
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}
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releaseIndex() {
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this._lockIndex = null;
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this.refresh();
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}
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onTouch(triggered) {
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if ($gameParty.inBattle() && !BattleManager.isFormationMode()) { return false; }
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const x = this.canvasToLocalX(TouchInput.x);
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const y = this.canvasToLocalY(TouchInput.y);
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const hitIndex = this.hitTest(x, y);
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if (hitIndex >= 0) {
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if (!this.active) {
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this.activate();
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this.callHandler(this.onTouchHandlerName());
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}
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this.select(hitIndex);
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if (triggered && this.isTouchOkEnabled()) {
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this.processOk();
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}
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}
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}
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processTouch() {
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if (!this.isOpen()) { return; }
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if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
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this._touching = true;
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this.onTouch(true);
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} else if (TouchInput.isCancelled()) {
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if (this.isCancelEnabled()) {
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this.processCancel();
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}
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}
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if (this._touching) {
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if (TouchInput.isPressed()) {
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this.onTouch(false);
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} else {
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this._touching = false;
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}
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}
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}
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hitTest(x, y) {
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if (this.isContentsArea(x, y)) {
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const cx = x - this.padding;
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const cy = y - this.padding;
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const topIndex = this.topIndex();
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return [...Array(this.maxPageItems()).keys()].map(i => i + topIndex).find(index => {
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if (index < this.maxItems()) {
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const rect = this.itemRect(index);
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const right = rect.x + rect.width;
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const bottom = rect.y + rect.height;
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if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) {
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return true;
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}
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}
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});
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}
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return -1;
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}
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}
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class Window_FormationBattler extends Window_Formation {
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windowWidth() {
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return 60 * $gameParty.fullMemberSize() + 24;
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}
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maxRows() {
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return 1;
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}
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maxItems() {
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return Math.min(this.size() + 1, $gameParty.fullMemberSize());
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}
|
|
|
|
maxPageRows() {
|
|
return 1;
|
|
}
|
|
|
|
processHandling() {
|
|
if (this.isOpenAndActive()) {
|
|
if (Input.isTriggered('shift')) {
|
|
this.processRelease();
|
|
} else if (Input.isTriggered('down')) {
|
|
this.processDown();
|
|
} else {
|
|
super.processHandling();
|
|
}
|
|
}
|
|
}
|
|
|
|
processRelease() {
|
|
if (this.size() > 1 && this.actor() && !this.actor().isFixed() && (this.isAliveOk() || !this.actor().isAlive())) {
|
|
SoundManager.playOk();
|
|
this.updateInputData();
|
|
this.callReleaseHandler();
|
|
} else {
|
|
SoundManager.playBuzzer();
|
|
}
|
|
}
|
|
|
|
processDown() {
|
|
SoundManager.playCursor();
|
|
this.updateInputData();
|
|
this.callHandler('down');
|
|
}
|
|
|
|
callReleaseHandler() {
|
|
this.updateInputData();
|
|
this.callHandler('release');
|
|
}
|
|
|
|
isBattlerWindow() {
|
|
return true;
|
|
}
|
|
|
|
refreshMembers() {
|
|
this._members = this.battleMembers();
|
|
}
|
|
|
|
onTouchHandlerName() {
|
|
return 'standOff';
|
|
}
|
|
}
|
|
|
|
class Window_FormationStander extends Window_Formation {
|
|
windowWidth() {
|
|
return Math.min(standMembersSize * 60 + this.standardPadding() * 2, Graphics.boxWidth - 196);
|
|
}
|
|
|
|
maxRows() {
|
|
return Math.ceil(this.maxItems() / 10);
|
|
}
|
|
|
|
maxItems() {
|
|
return this.size() + 1;
|
|
}
|
|
|
|
maxPageRows() {
|
|
return Math.min(Math.ceil(standMembersSize / 10), 2);
|
|
}
|
|
|
|
processHandling() {
|
|
if (this.isOpenAndActive()) {
|
|
if (Input.isTriggered('shift')) {
|
|
this.processAdd();
|
|
} else {
|
|
super.processHandling();
|
|
}
|
|
}
|
|
}
|
|
|
|
processAdd() {
|
|
const canAdd = ($gameParty.allMembers().length - this.size()) < $gameParty.fullMemberSize();
|
|
if (canAdd && this.actor() && !this.actor().isFixed()) {
|
|
SoundManager.playOk();
|
|
this.updateInputData();
|
|
this.callAddHandler();
|
|
} else {
|
|
SoundManager.playBuzzer();
|
|
}
|
|
}
|
|
|
|
processUp() {
|
|
this.updateInputData();
|
|
this.callHandler('up');
|
|
}
|
|
|
|
cursorUp(wrap) {
|
|
if (this.isTopIndex()) {
|
|
return this.processUp();
|
|
}
|
|
super.cursorUp(wrap);
|
|
}
|
|
|
|
callAddHandler() {
|
|
this.updateInputData();
|
|
this.callHandler('add');
|
|
}
|
|
|
|
refreshMembers() {
|
|
this._members = $gameParty.standMembers();
|
|
}
|
|
|
|
onTouchHandlerName() {
|
|
return 'battleOff';
|
|
}
|
|
}
|
|
|
|
class Window_FormationStatus extends Window_Base {
|
|
initialize() {
|
|
super.initialize(0, Graphics.boxHeight - 240, Graphics.boxWidth, 240);
|
|
this._actor = null;
|
|
}
|
|
|
|
setActor(actor) {
|
|
if (this._actor !== actor) {
|
|
this._actor = actor;
|
|
this.refresh();
|
|
}
|
|
}
|
|
|
|
standardPadding() {
|
|
return 8;
|
|
}
|
|
|
|
refresh() {
|
|
this._setRefresh = true;
|
|
this.checkBlt();
|
|
}
|
|
|
|
update() {
|
|
super.update();
|
|
if (this._setRefresh) {
|
|
if (ImageManager.isReady()) {
|
|
this.refreshContents();
|
|
this._setRefresh = false;
|
|
} else {
|
|
this.checkBlt();
|
|
}
|
|
}
|
|
}
|
|
|
|
checkBlt() {
|
|
const bitmap2 = new Bitmap(1, 1);
|
|
$gameParty.allMembers().forEach(function (actor) {
|
|
const bitmap = ImageManager.loadFace(actor.faceName());
|
|
bitmap2.blt(bitmap, 0, 0, bitmap.width, bitmap.height, 0, 0);
|
|
});
|
|
}
|
|
|
|
refreshContents() {
|
|
this.contents.clear();
|
|
if (this._actor) {
|
|
this.contents.fontSize = statusWindowFontSize;
|
|
this.drawActorFace(this._actor, 12, 32);
|
|
this.drawActorName(this._actor, 6, 0);
|
|
this.drawActorLevel(this._actor, 144, 0);
|
|
this.drawActorClass(this._actor, 280, 0);
|
|
this.drawActorNickname(this._actor, 420, 0);
|
|
this.drawActorIcons(this._actor, 6, 32);
|
|
this.drawActorHp(this._actor, 6, 144, 160);
|
|
this.drawActorMp(this._actor, 6, 180, 160);
|
|
this.drawParameters(172, 40);
|
|
this.drawExpInfo(172, 144);
|
|
this.drawEquipments(180 + statusBlockWidth, 32);
|
|
this.resetFontSettings();
|
|
}
|
|
}
|
|
|
|
drawParameters(x, y) {
|
|
const blockWidth = statusBlockWidth / 2 - 6;
|
|
const paramWidth = blockWidth / 3;
|
|
[...Array(6).keys()].forEach(index => {
|
|
const paramId = index + 2;
|
|
const y2 = y + 32 * (index % 3);
|
|
const x2 = x + Math.floor(index / 3) * blockWidth;
|
|
this.changeTextColor(this.systemColor());
|
|
this.drawText(TextManager.param(paramId), x2 + (12 * Math.floor(index / 3)), y2, paramWidth * 2);
|
|
this.resetTextColor();
|
|
this.drawText(this._actor.param(paramId), x2 + paramWidth * 2 + (12 * Math.floor(index / 3)), y2, paramWidth, 'right');
|
|
});
|
|
}
|
|
|
|
drawExpInfo(x, y) {
|
|
const lineHeight = this.lineHeight();
|
|
const expTotal = TextManager.expTotal.format(TextManager.exp);
|
|
const expNext = TextManager.expNext.format(TextManager.level);
|
|
const value1 = this._actor.currentExp();
|
|
const value2 = this._actor.nextRequiredExp();
|
|
if (this._actor.isMaxLevel()) {
|
|
value1 = '-------';
|
|
value2 = '-------';
|
|
}
|
|
this.changeTextColor(this.systemColor());
|
|
this.drawText(expTotal, x, y + lineHeight * 0, statusBlockWidth);
|
|
this.drawText(expNext, x, y + lineHeight * 1, statusBlockWidth);
|
|
this.resetTextColor();
|
|
this.drawText(value1, x, y + lineHeight * 0, statusBlockWidth, 'right');
|
|
this.drawText(value2, x, y + lineHeight * 1, statusBlockWidth, 'right');
|
|
}
|
|
|
|
drawEquipments(x, y) {
|
|
const equips = this._actor.equips();
|
|
const count = Math.min(equips.length, this.maxEquipmentLines());
|
|
const width = this.width - this.standardPadding() * 2 - x - 4;
|
|
equips.slice(0, count).forEach((equip, i) => {
|
|
this.drawItemName(equip, x, y + this.lineHeight() * i, width);
|
|
});
|
|
}
|
|
|
|
maxEquipmentLines() {
|
|
return 6;
|
|
}
|
|
}
|
|
|
|
// グローバルに公開する
|
|
window[Window_FormationStatus.name] = Window_FormationStatus;
|
|
|
|
class Window_FormationName extends Window_Base {
|
|
initialize(x, y, text) {
|
|
super.initialize(x, y, 216, 56);
|
|
this.drawText(text, 0, 0, 192, 1);
|
|
}
|
|
|
|
standardPadding() {
|
|
return 9;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
function Scene_FormationMixIn(sceneClass) {
|
|
sceneClass.createBattlerWindow = function () {
|
|
this._battlerWindow = new Window_FormationBattler(FORMATION_WINDOW_TYPE_BATTLE, 96, 72);
|
|
this._battlerWindow.setHandler('ok', this.onMemberOk.bind(this));
|
|
this._battlerWindow.setHandler('cancel', this.onFormationCancel.bind(this));
|
|
this._battlerWindow.setHandler('release', this.onRelease.bind(this));
|
|
this._battlerWindow.setHandler('down', this.onDown.bind(this));
|
|
this._battlerWindow.setHandler('standOff', this.onStandOff.bind(this));
|
|
this._battlerWindow.setStatusWindow(this._fStatusWindow);
|
|
this._battlerWindow.setScopeIndexMethod(this.scopeIndex.bind(this));
|
|
this.initializeBattlerWindow();
|
|
this._fStatusWindow.setActor(this._battlerWindow.actor());
|
|
this.addWindow(this._battlerWindow);
|
|
}
|
|
|
|
sceneClass.createStanderWindow = function () {
|
|
this._standerWindow = new Window_FormationStander(FORMATION_WINDOW_TYPE_STAND, 96, 264);
|
|
this._standerWindow.setHandler('ok', this.onStandOk.bind(this));
|
|
this._standerWindow.setHandler('cancel', this.onFormationCancel.bind(this));
|
|
this._standerWindow.setHandler('add', this.onAdd.bind(this));
|
|
this._standerWindow.setHandler('up', this.onUp.bind(this));
|
|
this._standerWindow.setHandler('battleOff', this.onBattleOff.bind(this));
|
|
this._standerWindow.setStatusWindow(this._fStatusWindow);
|
|
this._battlerWindow.setScopeIndexMethod(this.scopeIndex.bind(this));
|
|
this._standerWindow.deactivate();
|
|
this._standerWindow.deselect();
|
|
if (this._standerWindow.height + this._standerWindow.y > this._fStatusWindow.y) {
|
|
this._standerWindow.y = this._fStatusWindow.y - this._standerWindow.height;
|
|
}
|
|
this.addWindow(this._standerWindow);
|
|
}
|
|
|
|
sceneClass.createFormationStatusWindow = function () {
|
|
this._fStatusWindow = new Window_FormationStatus();
|
|
this.addWindow(this._fStatusWindow);
|
|
}
|
|
|
|
sceneClass.createNameWindow = function () {
|
|
this._nameWindow1 = new Window_FormationName(96, this._battlerWindow.y - 48, formationSceneBattleName);
|
|
this.addWindow(this._nameWindow1);
|
|
this._nameWindow2 = new Window_FormationName(96, this._standerWindow.y - 48, formationSceneStandName);
|
|
this.addWindow(this._nameWindow2);
|
|
}
|
|
|
|
sceneClass.clearWindows = function () {
|
|
this._scopeIndex = null;
|
|
this._battlerWindow.refreshMembers();
|
|
this._standerWindow.refreshMembers();
|
|
this._battlerWindow.releaseIndex();
|
|
this._standerWindow.releaseIndex();
|
|
}
|
|
|
|
sceneClass.scopeIndex = function () {
|
|
return this._scopeIndex;
|
|
}
|
|
|
|
sceneClass.onMemberOk = function () {
|
|
if (this._scopeIndex !== null) {
|
|
if (this._scopeIndex >= 0) {
|
|
if (this._battlerWindow.actor()) {
|
|
/**
|
|
* 戦闘メンバーと戦闘メンバーまたは待機メンバーを入れ替える
|
|
*/
|
|
$gameParty.swapOrder(
|
|
this._scopeIndex,
|
|
$gameParty.allMembers().indexOf(this._battlerWindow.actor())
|
|
);
|
|
} else {
|
|
/**
|
|
* 戦闘メンバーまたは待機メンバーを戦闘メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
$gameParty.allMembers()[this._scopeIndex].actorId(),
|
|
this._scopeIndex >= $gameParty.maxBattleMembers() ?
|
|
$gameParty.maxBattleMembers() :
|
|
$gameParty.maxBattleMembers() - 1
|
|
);
|
|
if (this._scopeIndex >= $gameParty.maxBattleMembers()) {
|
|
$gameParty.increaseBattleMemberSize();
|
|
}
|
|
}
|
|
} else if (this._scopeIndex === TAIL_OF_STANDING_MEMBER) {
|
|
if (this._battlerWindow.actor()) {
|
|
if (this._battlerWindow.size() === 1) {
|
|
return;
|
|
}
|
|
/**
|
|
* 戦闘メンバーを待機メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
this._battlerWindow.actor().actorId(),
|
|
$gameParty.allMembers().length - 1
|
|
);
|
|
$gameParty.decreaseBattleMemberSize();
|
|
}
|
|
} else if (this._scopeIndex === TAIL_OF_BATTLE_MEMBER) {
|
|
/**
|
|
* 戦闘メンバーを戦闘メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
this._battlerWindow.actor().actorId(),
|
|
$gameParty.maxBattleMembers() - 1
|
|
);
|
|
}
|
|
this._scopeIndex = null;
|
|
this.onFormationChanged(this._battlerWindow);
|
|
} else {
|
|
this._scopeIndex = $gameParty.allMembers().indexOf(this._battlerWindow.actor());
|
|
onFirstActorSelected(this._battlerWindow);
|
|
}
|
|
}
|
|
|
|
sceneClass.onStandOk = function () {
|
|
if (this._scopeIndex !== null) {
|
|
if (this._battlerWindow.size() !== 1 || !!this._standerWindow.actor()) {
|
|
if (this._scopeIndex >= 0) {
|
|
if (this._standerWindow.actor()) {
|
|
/**
|
|
* 戦闘メンバーまたは待機メンバーと待機メンバーを入れ替える
|
|
*/
|
|
$gameParty.swapOrder(
|
|
this._scopeIndex,
|
|
$gameParty.allMembers().indexOf(this._standerWindow.actor())
|
|
);
|
|
} else {
|
|
/**
|
|
* 戦闘メンバーまたは待機メンバーを待機メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
$gameParty.allMembers()[this._scopeIndex].actorId(),
|
|
$gameParty.allMembers().length
|
|
);
|
|
if (this._scopeIndex < $gameParty.maxBattleMembers()) {
|
|
$gameParty.setBattleMemberSize(this._battlerWindow.size() - 1);
|
|
}
|
|
}
|
|
} else if (this._scopeIndex === TAIL_OF_BATTLE_MEMBER) {
|
|
if (this._standerWindow.actor()) {
|
|
/**
|
|
* 待機メンバーを戦闘メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
this._standerWindow.actor().actorId(),
|
|
$gameParty.maxBattleMembers()
|
|
);
|
|
$gameParty.setBattleMemberSize(this._battlerWindow.size() + 1);
|
|
}
|
|
} else if (this._scopeIndex === TAIL_OF_STANDING_MEMBER) {
|
|
/**
|
|
* 待機メンバーを待機メンバーの末尾に移動する
|
|
*/
|
|
$gameParty.moveActorToIndex(
|
|
this._standerWindow.actor().actorId(),
|
|
$gameParty.allMembers().length - 1
|
|
);
|
|
}
|
|
}
|
|
this._scopeIndex = null;
|
|
this.onFormationChanged(this._standerWindow);
|
|
} else {
|
|
const result = $gameParty.allMembers().indexOf(this._standerWindow.actor());
|
|
this._scopeIndex = result === -1 ? TAIL_OF_STANDING_MEMBER : result;
|
|
onFirstActorSelected(this._standerWindow);
|
|
}
|
|
}
|
|
|
|
sceneClass.onFormationCancel = function () {
|
|
if (this._scopeIndex === null) {
|
|
this.returnScene();
|
|
} else {
|
|
this._scopeIndex = null;
|
|
this._battlerWindow.releaseIndex();
|
|
this._standerWindow.releaseIndex();
|
|
this._battlerWindow.activate();
|
|
}
|
|
}
|
|
|
|
sceneClass.onRelease = function () {
|
|
onRelease(this._battlerWindow.actor().actorId());
|
|
this.onFormationChanged(this._battlerWindow);
|
|
}
|
|
|
|
sceneClass.onAdd = function () {
|
|
onAdd(this._standerWindow.actor().actorId());
|
|
this.onFormationChanged(this._standerWindow);
|
|
}
|
|
|
|
sceneClass.onDown = function () {
|
|
const index = Math.min(this._battlerWindow.index(), this._standerWindow.maxItems() - 1);
|
|
this._battlerWindow.deactivate();
|
|
this._battlerWindow.deselect();
|
|
this._standerWindow.activate();
|
|
this._standerWindow.select(index);
|
|
}
|
|
|
|
sceneClass.onUp = function () {
|
|
const index = Math.min(this._standerWindow.index(), this._battlerWindow.maxItems() - 1);
|
|
this._standerWindow.deactivate();
|
|
this._standerWindow.deselect();
|
|
this._battlerWindow.activate();
|
|
this._battlerWindow.select(index);
|
|
}
|
|
|
|
sceneClass.onStandOff = function () {
|
|
this._standerWindow.deactivate();
|
|
this._standerWindow.deselect();
|
|
}
|
|
|
|
sceneClass.onBattleOff = function () {
|
|
this._battlerWindow.deactivate();
|
|
this._battlerWindow.deselect();
|
|
}
|
|
|
|
sceneClass.onFormationChanged = function (lastSelectedWindow) {
|
|
this.clearWindows();
|
|
lastSelectedWindow.activate();
|
|
lastSelectedWindow.select(lastSelectedWindow.index());
|
|
$gamePlayer.refresh();
|
|
}
|
|
};
|
|
|
|
class Scene_Formation extends Scene_MenuBase {
|
|
create() {
|
|
super.create();
|
|
this.createAllWindows();
|
|
this._scopeIndex = null;
|
|
}
|
|
|
|
createAllWindows() {
|
|
this.createFormationStatusWindow();
|
|
this.createBattlerWindow();
|
|
this.createStanderWindow();
|
|
this.createNameWindow();
|
|
}
|
|
|
|
initializeBattlerWindow() {
|
|
this._battlerWindow.activate();
|
|
this._battlerWindow.select(0);
|
|
}
|
|
|
|
returnScene() {
|
|
this.popScene(this);
|
|
}
|
|
}
|
|
|
|
Scene_FormationMixIn(Scene_Formation.prototype);
|
|
|
|
window.Scene_Formation = Scene_Formation;
|
|
|
|
/**
|
|
* 最初のアクターを選択した
|
|
* @param {Window_Formation} selectedWindow 並び替えウィンドウ
|
|
*/
|
|
function onFirstActorSelected(selectedWindow) {
|
|
selectedWindow.lockIndex();
|
|
selectedWindow.activate();
|
|
}
|
|
|
|
/**
|
|
* @param {number} actorId 戦闘メンバーから外すアクターID
|
|
*/
|
|
function onRelease(actorId) {
|
|
$gameParty.moveActorToIndex(actorId, $gameParty.allMembers().length - 1);
|
|
$gameParty.decreaseBattleMemberSize();
|
|
}
|
|
|
|
/**
|
|
* @param {number} actorId 戦闘メンバーに加えるアクターID
|
|
*/
|
|
function onAdd(actorId) {
|
|
$gameParty.moveActorToIndex(actorId, $gameParty.maxBattleMembers());
|
|
$gameParty.increaseBattleMemberSize();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Scene_FormationMixIn(Scene_Battle.prototype);
|
|
|
|
const _Scene_Battle_initialize = Scene_Battle.prototype.initialize;
|
|
Scene_Battle.prototype.initialize = function () {
|
|
_Scene_Battle_initialize.call(this);
|
|
/**
|
|
* 並び替え pendingカーソル
|
|
*/
|
|
this._scopeIndex = null;
|
|
};
|
|
|
|
const _Form_SBattle_createAllWindows = Scene_Battle.prototype.createAllWindows;
|
|
Scene_Battle.prototype.createAllWindows = function () {
|
|
_Form_SBattle_createAllWindows.call(this);
|
|
this.createFormationStatusWindow();
|
|
this.createBattlerWindow();
|
|
this.createStanderWindow();
|
|
this.createNameWindow();
|
|
};
|
|
|
|
const _Scene_Battle_createBattlerWindow = Scene_Battle.prototype.createBattlerWindow;
|
|
Scene_Battle.prototype.createBattlerWindow = function () {
|
|
_Scene_Battle_createBattlerWindow.call(this);
|
|
this._battlerWindow.openness = 0;
|
|
};
|
|
|
|
Scene_Battle.prototype.initializeBattlerWindow = function () {
|
|
this._battlerWindow.deactivate();
|
|
this._battlerWindow.deselect();
|
|
};
|
|
|
|
const _Scene_Battle_createStanderWindow = Scene_Battle.prototype.createStanderWindow;
|
|
Scene_Battle.prototype.createStanderWindow = function () {
|
|
_Scene_Battle_createStanderWindow.call(this);
|
|
this._standerWindow.openness = 0;
|
|
};
|
|
|
|
const _Scene_Battle_createFormationStatusWindow = Scene_Battle.prototype.createFormationStatusWindow;
|
|
Scene_Battle.prototype.createFormationStatusWindow = function () {
|
|
_Scene_Battle_createFormationStatusWindow.call(this);
|
|
this._fStatusWindow.openness = 0;
|
|
};
|
|
|
|
const _Scene_Battle_createNameWindow = Scene_Battle.prototype.createNameWindow;
|
|
Scene_Battle.prototype.createNameWindow = function () {
|
|
_Scene_Battle_createNameWindow.call(this);
|
|
this._nameWindow1.openness = 0;
|
|
this._nameWindow2.openness = 0;
|
|
};
|
|
|
|
Scene_Battle.prototype.returnScene = function () {
|
|
this._battlerWindow.deselect();
|
|
this._battlerWindow.deactivate();
|
|
this._standerWindow.deselect();
|
|
this._standerWindow.deactivate();
|
|
this._battlerWindow.close();
|
|
this._standerWindow.close();
|
|
this._fStatusWindow.close();
|
|
this._nameWindow1.close();
|
|
this._nameWindow2.close();
|
|
this._partyCommandWindow.activate();
|
|
BattleManager.endFormation();
|
|
this._statusWindow.refresh();
|
|
};
|
|
|
|
const _Form_SBattle_isAnyInputWindowActive = Scene_Battle.prototype.isAnyInputWindowActive;
|
|
Scene_Battle.prototype.isAnyInputWindowActive = function () {
|
|
return (_Form_SBattle_isAnyInputWindowActive.call(this) || this._battlerWindow.active || this._standerWindow.active);
|
|
};
|
|
|
|
const _Form_SBattle_changeInputWindow = Scene_Battle.prototype.changeInputWindow;
|
|
Scene_Battle.prototype.changeInputWindow = function () {
|
|
if (!this._battlerWindow.active && !this._standerWindow.active) {
|
|
_Form_SBattle_changeInputWindow.call(this);
|
|
}
|
|
};
|
|
|
|
const _Form_SBattle_createPartyCommandWindow = Scene_Battle.prototype.createPartyCommandWindow;
|
|
Scene_Battle.prototype.createPartyCommandWindow = function () {
|
|
_Form_SBattle_createPartyCommandWindow.call(this);
|
|
if ($gameSwitches.value(useBattleFormationSwitchId)) {
|
|
this._partyCommandWindow.setHandler('formation', this.commandFormation.bind(this))
|
|
}
|
|
};
|
|
|
|
Scene_Battle.prototype.commandFormation = function () {
|
|
this._battlerWindow.activate();
|
|
this._battlerWindow.select(0);
|
|
this._battlerWindow.refresh();
|
|
this._battlerWindow.open();
|
|
this._standerWindow.open();
|
|
this._standerWindow.refresh();
|
|
this._nameWindow1.open();
|
|
this._nameWindow2.open();
|
|
this._fStatusWindow.open();
|
|
this._partyCommandWindow.deactivate();
|
|
BattleManager.startFormation();
|
|
};
|
|
|
|
Scene_Battle.prototype.onTouchCancelFormation = function () {
|
|
if (TouchInput.isTriggered()) {
|
|
const x = TouchInput.x;
|
|
const y = TouchInput.y;
|
|
return !this._battlerWindow.isContentsArea(x, y) && !this._standerWindow.isContentsArea(x, y);
|
|
}
|
|
return false;
|
|
};
|
|
|
|
const _Form_SBattle_update = Scene_Battle.prototype.update;
|
|
Scene_Battle.prototype.update = function () {
|
|
_Form_SBattle_update.call(this);
|
|
if (this.onTouchCancelFormation() && (this._battlerWindow.active || this._standerWindow.active)) {
|
|
this.onFormationCancel();
|
|
}
|
|
};
|
|
|
|
BattleManager.startFormation = function () {
|
|
this._formation = true;
|
|
}
|
|
|
|
BattleManager.isFormationMode = function () {
|
|
return this._formation;
|
|
}
|
|
|
|
BattleManager.endFormation = function () {
|
|
this._formation = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
const _Form_WPartyCommand_makeCommandList = Window_PartyCommand.prototype.makeCommandList;
|
|
Window_PartyCommand.prototype.makeCommandList = function () {
|
|
_Form_WPartyCommand_makeCommandList.call(this);
|
|
if ($gameSwitches.value(useBattleFormationSwitchId)) {
|
|
this.addCommand(battleFormationText, 'formation')
|
|
}
|
|
};
|
|
|
|
// 再定義 パーティ全員のアクションを作成する
|
|
Game_Party.prototype.makeActions = function () {
|
|
this.allMembers().forEach(function (member) {
|
|
member.makeActions();
|
|
});
|
|
};
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Game_Actor.prototype.isFixed = function () {
|
|
if (this._fixed === undefined) {
|
|
this._fixed = this.initFixed();
|
|
}
|
|
return this._fixed === true;
|
|
};
|
|
|
|
Game_Actor.prototype.fixFormation = function () {
|
|
this._fixed = true;
|
|
};
|
|
|
|
Game_Actor.prototype.unfixFormation = function () {
|
|
this._fixed = false;
|
|
};
|
|
|
|
Game_Actor.prototype.initFixed = function () {
|
|
return this.actor().note.match(/<並び替え固定>/) !== null;
|
|
};
|
|
|
|
Game_Actor.prototype.escape = function () {
|
|
Game_Battler.prototype.escape.call(this);
|
|
this._escaped = true;
|
|
};
|
|
|
|
Game_Actor.prototype.onBattleStart = function () {
|
|
this._escaped = false;
|
|
Game_Battler.prototype.onBattleStart.call(this);
|
|
};
|
|
|
|
Game_Actor.prototype.isEscaped = function () {
|
|
return this._escaped;
|
|
};
|
|
|
|
Game_Party.prototype.setMaxBattleMembersSize = function (number) {
|
|
this._maxBattleMembersSize = number;
|
|
if (this._battleMemberSize > number) {
|
|
this._battleMemberSize = number;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* 戦闘に参加しているメンバーの数
|
|
* パーティ人数によらず戦闘参加人数を可変にするため、元々のメソッドから意味を変えている
|
|
* @return {number}
|
|
*/
|
|
Game_Party.prototype.maxBattleMembers = function () {
|
|
if (!this._battleMemberSize) {
|
|
this._battleMemberSize = this.fullMemberSize();
|
|
}
|
|
return this._battleMemberSize;
|
|
};
|
|
|
|
Game_Party.prototype.setBattleMemberSize = function (battleMemberSize) {
|
|
this._battleMemberSize = battleMemberSize;
|
|
};
|
|
|
|
Game_Party.prototype.increaseBattleMemberSize = function () {
|
|
this.setBattleMemberSize(this._battleMemberSize + 1);
|
|
};
|
|
|
|
Game_Party.prototype.decreaseBattleMemberSize = function () {
|
|
this.setBattleMemberSize(this._battleMemberSize - 1);
|
|
};
|
|
|
|
/**
|
|
* 戦闘に参加可能なメンバーの最大数
|
|
* @return {number}
|
|
*/
|
|
Game_Party.prototype.fullMemberSize = function () {
|
|
return this._maxBattleMembersSize || maxBattleMembersSize;
|
|
};
|
|
|
|
/**
|
|
* 待機メンバー一覧
|
|
* @return {Game_Actor[]}
|
|
*/
|
|
Game_Party.prototype.standMembers = function () {
|
|
return this.allMembers().slice(this.maxBattleMembers());
|
|
};
|
|
|
|
const _Form_GParty_initialize = Game_Party.prototype.initialize;
|
|
Game_Party.prototype.initialize = function () {
|
|
this._battleMemberSize = this.fullMemberSize();
|
|
_Form_GParty_initialize.call(this);
|
|
};
|
|
|
|
Game_Party.prototype.aliveBattleMembers = function () {
|
|
return this.battleMembers().filter(function (member) {
|
|
return member.isAlive();
|
|
});
|
|
};
|
|
|
|
/**
|
|
* アクターのパーティ加入の挙動
|
|
* - 戦闘メンバー数が最大数に達していない場合、戦闘メンバーの末尾に追加する
|
|
* - 戦闘メンバー数が最大数に達している場合、待機メンバーの末尾に追加する
|
|
*/
|
|
const _Form_GParty_addActor = Game_Party.prototype.addActor;
|
|
Game_Party.prototype.addActor = function (actorId) {
|
|
const battleMemberSizeBeforeAdd = this._battleMemberSize;
|
|
_Form_GParty_addActor.call(this, actorId);
|
|
if (battleMemberSizeBeforeAdd !== this.fullMemberSize()) {
|
|
this.moveActorToIndex(actorId, this.maxBattleMembers());
|
|
this.setBattleMemberSize(Math.min(this._battleMemberSize + 1, this.fullMemberSize()));
|
|
$gamePlayer.refresh();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* パーティ内のアクターを指定indexへと移動する
|
|
* @param {number} actorId アクター
|
|
* @param {number} index 移動先index
|
|
*/
|
|
Game_Party.prototype.moveActorToIndex = function (actorId, index) {
|
|
this._actors = this._actors.filter(function (actorId_) {
|
|
return actorId_ !== actorId;
|
|
});
|
|
this._actors.splice(index, 0, actorId);
|
|
};
|
|
|
|
// 再定義 メニューを入れ替え
|
|
const _Form_SMenu_commandFormation = Scene_Menu.prototype.commandFormation;
|
|
Scene_Menu.prototype.commandFormation = function () {
|
|
if (useMenuFormationScene) {
|
|
SceneManager.push(Scene_Formation);
|
|
} else {
|
|
_Form_SMenu_commandFormation.call(this);
|
|
}
|
|
};
|
|
|
|
const _Form_SsBattle_createActors = Spriteset_Battle.prototype.createActors;
|
|
Spriteset_Battle.prototype.createActors = function () {
|
|
/**
|
|
* アクターのスプライトを人数分作成するため、一時的に最大数とする
|
|
*/
|
|
const n = $gameParty.maxBattleMembers();
|
|
$gameParty.setBattleMemberSize($gameParty.fullMemberSize());
|
|
_Form_SsBattle_createActors.call(this);
|
|
$gameParty.setBattleMemberSize(n);
|
|
};
|
|
|
|
/**
|
|
* deprecated.
|
|
* YEP_BattleEngineCoreのサポートは打ち切る予定
|
|
*/
|
|
if (Imported['YEP_BattleEngineCore']) {
|
|
var _Form_SActor_setActorHome = Sprite_Actor.prototype.setActorHome;
|
|
Sprite_Actor.prototype.setActorHome = function (index) {
|
|
const n = $gameParty.maxBattleMembers();
|
|
$gameParty.setBattleMemberSize($gameParty.fullMemberSize());
|
|
_Form_SActor_setActorHome.call(this, index);
|
|
$gameParty.setBattleMemberSize(n);
|
|
};
|
|
}
|
|
})();
|