/*:ja * @param Talk_ZureX * @type string[] * @default ["0","50"] * @desc 会話のウィンドウを出した時のズレを自動設定:Talk_ZureX */ FstVolCkFlame = 0; var RuiLoading = false; const CN_SpineEvCk = 27; var SpineCmnEvEnd = true; var NS_SpineEvCk = Game_Interpreter.prototype.NUpdate; Game_Interpreter.prototype.NUpdate = function () { if (Spine_EvName.length > 0 && SpineCmnEvEnd){ SpineCmnEvEnd = false; this.SetCmnEvent(CN_SpineEvCk); this.SetCmnEventSc(CN_SpineEvCk); } NS_SpineEvCk.call(this) } Game_Interpreter.prototype.PLLightOn = function (LightName, _light_size) { var LightName = typeof LightName !== 'undefined' ? LightName : "white"; var _light_size = typeof _light_size !== 'undefined' ? _light_size : 100; var args = new Array(LightName); this.character(-1)._light_size = _light_size; this.pluginCommand("playerlantern", args); }; Game_Interpreter.prototype.PLLightOff = function () { $gamePlayer.setLight(null); } var Nupu_BackStab_Ini = Game_Event.prototype.initialize; Game_Event.prototype.initialize = function (mapId, eventId) { Nupu_BackStab_Ini.apply(this, arguments); this._OkEventFlg = false; }; var Nupu_BackStab_startMapEvent = Game_Player.prototype.startMapEvent; Game_Player.prototype.startMapEvent = function (x, y, triggers, normal) { var _okFlg = false; for (var i = 0; i <= triggers.length - 1; i++) { if (triggers[i] == 0) _okFlg = true; if (triggers[i] == 1) _okFlg = true; } if (_okFlg) { var ckEvArr = $gameMap.eventsXy(x, y); for (var i = 0; i <= ckEvArr.length - 1; i++) { ckEvArr[i]._OkEventFlg = true; } } Nupu_BackStab_startMapEvent.apply(this, arguments); }; Game_Interpreter.prototype.BksCharaDel = function () { this.N_Plgin("PSS", ["t_stop"]); } Game_Interpreter.prototype.OkEventBtnBks = function () { if (this.character(0)._OkEventFlg && this.character(0)._direction == PL_direction) { return true; } } var NS_Game_Event_Update = Game_Event.prototype.updateParallel; Game_Event.prototype.updateParallel = function () { NS_Game_Event_Update.call(this); this._OkEventFlg = false; }; var BtlEv並列確認 = function(){ return false; } var _視線Arr = []; var _視線個数 = 0; var _視線Txt透明度 = 255; class 視線 { constructor(_EvId) { this._EvId = _EvId; this._Kyori = 0; } }; _視線距離取得 = function (_No) { try { return _視線Arr[_No - 1]._Kyori; } catch (e) { return -1; } } Game_Interpreter.prototype._視線全削除 = function () { _視線Arr = []; _視線個数 = _視線Arr.length; } Game_Interpreter.prototype._視線数描画 = function () { _視線個数 = _視線Arr.length; } Game_Interpreter.prototype._視線追加 = function () { var _evId = this.character(0)._eventId; var _skipFlg = false; for (var i = 0; i <= _視線Arr.length - 1; i++) { if (_視線Arr[i]._EvId == _evId) _skipFlg = true; } if (!_skipFlg) { _視線Arr.push(new 視線(_evId)); } _視線個数 = _視線Arr.length; this._視線数描画(); } Game_Interpreter.prototype._視線削除 = function () { for (var i = 0; i <= _視線Arr.length - 1; i++) { if (_視線Arr[i]._EvId == this.character(0)._eventId){ _視線Arr.splice(i, 1); break; } } _視線個数 = _視線Arr.length; this._視線数描画(); } Game_Interpreter.prototype._視線_戦闘終了セルフスイッチ変化 = function (_SwStr) { var _SwStr = typeof _SwStr !== 'undefined' ? _SwStr : "A"; for (var i = 0; i <= _敵撃破数 - 1; i++) { if (_視線Arr.length == 0) break; this.SelfSwCng(_視線Arr[0]._EvId, "A", true); $gameSystem.offSensor(_視線Arr[0]._EvId); _視線Arr.shift(); } _視線個数 = _視線Arr.length; this._視線数描画(); } Game_Interpreter.prototype._視線距離計算 = function () { console.log(_視線Arr); for (var i = 0; i <= _視線Arr.length - 1; i++) { var _evId = this.character(_視線Arr[i]._EvId)._eventId; var _XSa = this.character(-1).x - this.character(_evId).x; var _YSa = this.character(-1).y - this.character(_evId).y; var _Kyori = Math.abs(_XSa) + Math.abs(_YSa); _視線Arr[i]._Kyori = _Kyori; } var _sortArr = []; var _unshiftNo = -1; for (var i = 0; i <= _視線Arr.length - 1; i++) { if (_視線Arr[i]._EvId == _BattleEvNo[0]){ _unshiftNo = i; continue; } var _inNo = 0; var _pushFlg = true; for (var j = 0; j <= _sortArr.length - 1; j++) { if (_sortArr[j]._Kyori >= _視線Arr[i]._Kyori){ _inNo = j; _pushFlg = false; _sortArr.splice(_inNo, 0, _視線Arr[i]); break; } } if (_pushFlg) _sortArr.push(_視線Arr[i]); if (_sortArr.length == 0) _sortArr.push(_視線Arr[i]); } if (_unshiftNo != -1) { _sortArr.unshift(_視線Arr[_unshiftNo]); } _視線Arr = _sortArr; } const VN_TalkWinNo = 4; const VN_FukiXZure = 5; const VN_FukiYZure = 6; var HMsgWinFlg = false; var EnoVar = ""; var Nupu_Setting_Pg = PluginManager.parameters('JsScript32Set'); var Talk_ZureSetX = eval(Nupu_Setting_Pg.Talk_ZureX); var Talk_WinSetY = 220; var Talk_WinSetX = 340; var Talk_WinPicNo = 99; var Talk_ZureX = 0; var Talk_ZureY = 0; const PN_HMsgWin = 298; var Nupu_command101 = Game_Interpreter.prototype.command101; Game_Interpreter.prototype.command101 = function () { var FaceImg = this._params[0]; var WinWaku = this._params[2]; var NumCont = $gameVariables.value(VN_TalkWinNo) - 1; if (NumCont > Talk_ZureSetX.length - 1){ Talk_ZureX = 0; } else { Talk_ZureX = Number(Talk_ZureSetX[NumCont]); } var _FZureX = $gameVariables.value(VN_FukiXZure); var _FZureY = $gameVariables.value(VN_FukiYZure); if ($gameVariables.value(VN_TalkWinNo) == 1) { Talk_ZureX = 25; switch (this._params[2]) { case 0: case 1: WinWaku = this._params[2]; this.SetPict(Talk_WinPicNo, "system/Talk_Win", Talk_WinSetX + _FZureX, Talk_WinSetY + _FZureY); break; } } else if ($gameVariables.value(VN_TalkWinNo) == 2) { Talk_ZureX = 25; switch (this._params[2]) { case 0: case 1: WinWaku = this._params[2]; this.SetPict(Talk_WinPicNo, "system/Talk_Win2", Talk_WinSetX + _FZureX, Talk_WinSetY + _FZureY); break; } } else if ($gameVariables.value(VN_TalkWinNo) >= 3) { //Talk_ZureX = $gameVariables.value(VN_TWinZureX); //会話吹き出しXズレ Talk_ZureX = 25; switch (this._params[2]) { case 0: case 1: WinWaku = this._params[2]; this.SetPict(Talk_WinPicNo, "system/Talk_Win" + $gameVariables.value(VN_TalkWinNo), Talk_WinSetX + _FZureX, Talk_WinSetY + _FZureY); break; } } this._params[0] = ""; this._params[2] = 2; Nupu_command101.call(this); this._params[0] = FaceImg; this._params[2] = WinWaku; SpineCmnEvEnd = true; } Window_Message.prototype.updatePlacement = function () { this._positionType = $gameMessage.positionType(); this.y = this._positionType * (Graphics.boxHeight - this.height) / 2; this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height; if (this._positionType === 1) { this.x += 20 + Talk_ZureX; this.y -= 80; this.x += $gameVariables.value(VN_FukiXZure); this.y += $gameVariables.value(VN_FukiYZure); } }; var NupuMessageCall = Window_Base.prototype.resetFontSettings; Window_Base.prototype.resetFontSettings = function () { NupuMessageCall.call(this); this.contents.fontBold = false; this.contents.fontItalic = false; this.contents.outlineColor = 'rgba(0, 0, 0, 1)'; this.contents.outlineWidth = 4; }; var _WinCloseFlg = false; Window_Base.prototype.close = function () { if (!this.isClosed()) { this._closing = true; _WinCloseFlg = true; } this._opening = false; }; var Nupu_Msg_close = Window_Message.prototype.close; Window_Message.prototype.close = function () { Nupu_Msg_close.call(this); $gameScreen.erasePicture(Talk_WinPicNo); }; Window_NameBox.prototype.initialize = function (parentWindow) { this._parentWindow = parentWindow; this._ignoreMask = true Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight() + 5); this._text = ''; this._openness = 0; this._closeCounter = 0; this.deactivate(); if (eval(Yanfly.Param.MSGNameBoxClear)) { this.backOpacity = 0; this.opacity = 0; } }; var Nupu_adjustPositionY = Window_NameBox.prototype.adjustPositionX; Window_NameBox.prototype.adjustPositionY = function () { Nupu_adjustPositionY.call(this); this.y = 220; this.y += $gameVariables.value(VN_FukiYZure); if (HMsgWinFlg) { this.x = 35; } } const PBNo_LogBK = 250; var BLog = []; var NextPicNo = PBNo_LogBK; const bPicSa = 37; const blogMojiYZ = 2; var BlogZureY = 0; var BlogZureX = 500; var NS_BLog_Update = Game_Interpreter.prototype.NUpdate; Game_Interpreter.prototype.NUpdate = function () { NS_BLog_Update.call(this) this.BLogUpdate(BlogZureX,BlogZureY); } Game_Interpreter.prototype.BLogUpdate = function (_BLogZureX, _BLogZureY) { var _BLogZureX = typeof _BLogZureX !== 'undefined' ? _BLogZureX : 0; var _BLogZureY = typeof _BLogZureY !== 'undefined' ? _BLogZureY : 0; if (BLog.length > 0) { for (var i = 0; i <= BLog.length - 1; i++) { BLog[i][0]--; } if (BLog[0][0] <= 0) { this.MovePict(BLog[0][2], -521 + _BLogZureX , BLog[0][3] + _BLogZureY, 15, 0); this.MovePict(BLog[0][2] + 1, -521 + _BLogZureX, BLog[0][3] + 1 + _BLogZureY, 15, 0); for (var i = 1; i <= BLog.length - 1; i++) { BLog[i][3] -= bPicSa; if (i <= 4) { this.MovePict(BLog[i][2], 0 + _BLogZureX, BLog[i][3] + _BLogZureY, 15, 255); this.MovePict(BLog[i][2] + 1, 10 + _BLogZureX, BLog[i][3] + blogMojiYZ + _BLogZureY, 15, 255); } } BLog.shift(); } } for (var i = 0; i <= BLog.length - 1; i++) { if (BLog[i][4] == false) { this.SetPict(BLog[i][2], "PBNo_LogBK", -521 + _BLogZureX, BLog[i][3] + _BLogZureY); this.SetPicStr(BLog[i][2] + 1, BLog[i][1], 22, -521 + _BLogZureX, BLog[i][3] + blogMojiYZ + _BLogZureY); this.MovePict(BLog[i][2], 0 + _BLogZureX, BLog[i][3] + _BLogZureY, 17); this.MovePict(BLog[i][2] + 1, 10 + _BLogZureX, BLog[i][3] + blogMojiYZ + _BLogZureY, 15); BLog[i][4] = true; } if (i == 4) { break; } } }; Game_Interpreter.prototype.BLogAdd = function (SSFlame, SetStr) { BLog.push([SSFlame, SetStr, NextPicNo, 84 + bPicSa * BLog.length, false]); NextPicNo += 2; if (NextPicNo >= PBNo_LogBK + 11) { NextPicNo = PBNo_LogBK; } }; Game_Interpreter.prototype.BLogAllDel = function () { for (var i = 0; i <= BLog.length - 1; i++) { BLog[i][0] = 0; } }; let ChoiseZureX = 0; let ChoiseZureY = 0; const _Window_ChoiseList_updatePlacement = Window_ChoiceList.prototype.updatePlacement; Window_ChoiceList.prototype.updatePlacement = function() { _Window_ChoiseList_updatePlacement.call(this); this.x += ChoiseZureX; this.y += ChoiseZureY; }; let Mapセルフスイッチリセット = function (_mapId) { for (let i = 0; i <= 999 - 1; i++) { let _key = [_mapId, i, "A"]; $gameSelfSwitches.setValue(_key, false); _key = [_mapId, i, "B"]; $gameSelfSwitches.setValue(_key, false); _key = [_mapId, i, "C"]; $gameSelfSwitches.setValue(_key, false); _key = [_mapId, i, "D"]; $gameSelfSwitches.setValue(_key, false); } } Game_Interpreter.prototype.command225 = function() { if (!$gameSwitches.value(SW_揺れOFF)) { $gameScreen.startShake(this._params[0], this._params[1], this._params[2]); } if (this._params[3]) { this.wait(this._params[2]); } return true; };