This commit is contained in:
Dazed 2024-01-17 11:59:02 -06:00
parent 962c3a0c97
commit c815dcdd28
42 changed files with 12880 additions and 3527 deletions

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@ -249,6 +249,11 @@
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@ -6184,7 +6184,7 @@
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@ -17236,6 +17236,7 @@
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@ -6811,6 +6811,15 @@
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@ -1872,7 +1872,7 @@
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@ -3846,209 +3846,7 @@
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@ -3655,6 +3655,90 @@
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{
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"parameters": [
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{
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View file

@ -7958,7 +7958,7 @@
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@ -6738,6 +6738,87 @@
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{
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]
},
{
"code": 401,
"indent": 0,
"parameters": [
" 遊んだことがある方向けのシナリオとなります。"
]
},
{
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{
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},
{
"code": 401,
"indent": 0,
"parameters": [
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]
},
{
"code": 401,
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"parameters": [
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View file

@ -6,8 +6,8 @@
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View file

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"critical": false, "critical": false,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 4 - b.def * 2) * 0.1", "formula": "(a.atk * 4 - b.def * 2) * 0.15",
"type": 1, "type": 1,
"variance": 10 "variance": 10
}, },
@ -5254,7 +5226,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 5, "scope": 1,
"speed": 0, "speed": 0,
"stypeId": 3, "stypeId": 3,
"successRate": 100, "successRate": 100,
@ -5455,7 +5427,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 5, "scope": 1,
"speed": 0, "speed": 0,
"stypeId": 0, "stypeId": 0,
"successRate": 100, "successRate": 100,
@ -5770,14 +5742,7 @@
"variance": 3 "variance": 3
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 24,
"value1": 0.5,
"value2": 0
}
],
"hitType": 0, "hitType": 0,
"iconIndex": 304, "iconIndex": 304,
"message1": "", "message1": "",
@ -5789,7 +5754,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 3, "scope": 1,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
@ -6087,14 +6052,7 @@
"variance": 5 "variance": 5
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 24,
"value1": 0.25,
"value2": 0
}
],
"hitType": 0, "hitType": 0,
"iconIndex": 304, "iconIndex": 304,
"message1": "", "message1": "",
@ -6106,7 +6064,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 4, "scope": 1,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
@ -6230,7 +6188,7 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 4 - b.def * 2) * 0.1", "formula": "(a.atk * 4 - b.def * 2) * 0.15",
"type": 1, "type": 1,
"variance": 10 "variance": 10
}, },
@ -6263,7 +6221,7 @@
"name": "Spear of Godslaying", "name": "Spear of Godslaying",
"note": "", "note": "",
"occasion": 0, "occasion": 0,
"repeats": 2, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 2, "scope": 2,
@ -6284,14 +6242,7 @@
"variance": 5 "variance": 5
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 24,
"value1": 0.25,
"value2": 0
}
],
"hitType": 0, "hitType": 0,
"iconIndex": 304, "iconIndex": 304,
"message1": "", "message1": "",
@ -6303,7 +6254,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 6, "scope": 2,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
@ -6382,20 +6333,13 @@
"animationId": 221, "animationId": 221,
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 0, "elementId": 2,
"formula": "(b.mmp * 0.8)", "formula": "(b.mmp * 0.25)",
"type": 2, "type": 2,
"variance": 5 "variance": 5
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 23,
"value1": 0.5,
"value2": 0
}
],
"hitType": 0, "hitType": 0,
"iconIndex": 595, "iconIndex": 595,
"message1": "", "message1": "",
@ -6481,7 +6425,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 6, "scope": 1,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
@ -6686,14 +6630,7 @@
"variance": 20 "variance": 20
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 22,
"value1": 1,
"value2": 0
}
],
"hitType": 1, "hitType": 1,
"iconIndex": 32, "iconIndex": 32,
"message1": "", "message1": "",
@ -6723,14 +6660,7 @@
"variance": 20 "variance": 20
}, },
"description": "", "description": "",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 22,
"value1": 1,
"value2": 0
}
],
"hitType": 1, "hitType": 1,
"iconIndex": 32, "iconIndex": 32,
"message1": "", "message1": "",
@ -6859,7 +6789,7 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 2 - b.def) * 0.5", "formula": "(a.atk * 2 - b.def) * 0.4",
"type": 1, "type": 1,
"variance": 5 "variance": 5
}, },
@ -6883,7 +6813,7 @@
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 5, "scope": 2,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
@ -6963,19 +6893,12 @@
"damage": { "damage": {
"critical": true, "critical": true,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 4 - b.def * 2) * 0.25", "formula": "(a.atk * 4 - b.def * 2) * 0.15",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
"description": "To those who saw this, I stopped using Lala's special attack because she got\nangry.", "description": "To those who saw this, I stopped using Lala's special attack because she got\nangry.",
"effects": [ "effects": [],
{
"code": 21,
"dataId": 6,
"value1": 1,
"value2": 0
}
],
"hitType": 1, "hitType": 1,
"iconIndex": 681, "iconIndex": 681,
"message1": "", "message1": "",
@ -9486,33 +9409,40 @@
}, },
{ {
"id": 290, "id": 290,
"animationId": 0, "animationId": 128,
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 0, "elementId": 0,
"formula": "0", "formula": "",
"type": 0, "type": 0,
"variance": 20 "variance": 20
}, },
"description": "", "description": "\\I[693] \\c[6]単体\\c[0] 一定時間、魔術による被ダメージを減少させる。\n",
"effects": [], "effects": [
{
"code": 21,
"dataId": 12,
"value1": 1,
"value2": 0
}
],
"hitType": 0, "hitType": 0,
"iconIndex": 0, "iconIndex": 606,
"message1": "", "message1": "",
"message2": "", "message2": "",
"mpCost": 0, "mpCost": 0,
"name": "", "name": "レジスト",
"note": "", "note": "<target action>\nperform start\nwait for movement\n</target action>\n\n<whole action>\nmotion Item: User\naction animation: target\naction effect\n</whole action>\n\n<follow action>\nwait for animation\n</follow action>",
"occasion": 0, "occasion": 1,
"repeats": 1, "repeats": 1,
"requiredWtypeId1": 0, "requiredWtypeId1": 0,
"requiredWtypeId2": 0, "requiredWtypeId2": 0,
"scope": 1, "scope": 7,
"speed": 0, "speed": 0,
"stypeId": 1, "stypeId": 1,
"successRate": 100, "successRate": 100,
"tpCost": 0, "tpCost": 0,
"tpGain": 0 "tpGain": 4
}, },
{ {
"id": 291, "id": 291,
@ -9949,6 +9879,80 @@
}, },
{ {
"id": 303, "id": 303,
"animationId": 126,
"damage": {
"critical": false,
"elementId": 0,
"formula": "",
"type": 0,
"variance": 20
},
"description": "\\I[691] \\c[6]単体\\c[0] 一定時間、物理による被ダメージを減少させる。\n",
"effects": [
{
"code": 21,
"dataId": 11,
"value1": 1,
"value2": 0
}
],
"hitType": 0,
"iconIndex": 606,
"message1": "",
"message2": "",
"mpCost": 0,
"name": "プロテクション",
"note": "<target action>\nperform start\nwait for movement\n</target action>\n\n<whole action>\nmotion Item: User\naction animation: target\naction effect\n</whole action>\n\n<follow action>\nwait for animation\n</follow action>",
"occasion": 1,
"repeats": 1,
"requiredWtypeId1": 0,
"requiredWtypeId2": 0,
"scope": 7,
"speed": 0,
"stypeId": 1,
"successRate": 100,
"tpCost": 0,
"tpGain": 4
},
{
"id": 304,
"animationId": 128,
"damage": {
"critical": false,
"elementId": 0,
"formula": "",
"type": 0,
"variance": 20
},
"description": "\\I[693] \\c[6]単体\\c[0] 一定時間、魔術による被ダメージを減少させる。\n",
"effects": [
{
"code": 21,
"dataId": 12,
"value1": 1,
"value2": 0
}
],
"hitType": 0,
"iconIndex": 606,
"message1": "",
"message2": "",
"mpCost": 0,
"name": "レジスト",
"note": "<target action>\nperform start\nwait for movement\n</target action>\n\n<whole action>\nmotion Item: User\naction animation: target\naction effect\n</whole action>\n\n<follow action>\nwait for animation\n</follow action>",
"occasion": 1,
"repeats": 1,
"requiredWtypeId1": 0,
"requiredWtypeId2": 0,
"scope": 7,
"speed": 0,
"stypeId": 1,
"successRate": 100,
"tpCost": 0,
"tpGain": 4
},
{
"id": 305,
"animationId": 0, "animationId": 0,
"damage": { "damage": {
"critical": false, "critical": false,
@ -9985,7 +9989,7 @@
"tpGain": 0 "tpGain": 0
}, },
{ {
"id": 304, "id": 306,
"animationId": 182, "animationId": 182,
"damage": { "damage": {
"critical": false, "critical": false,
@ -10022,7 +10026,7 @@
"tpGain": 0 "tpGain": 0
}, },
{ {
"id": 305, "id": 307,
"animationId": 114, "animationId": 114,
"damage": { "damage": {
"critical": false, "critical": false,
@ -10059,7 +10063,7 @@
"tpGain": 0 "tpGain": 0
}, },
{ {
"id": 306, "id": 308,
"animationId": 0, "animationId": 0,
"damage": { "damage": {
"critical": true, "critical": true,
@ -10089,7 +10093,7 @@
"tpGain": 5 "tpGain": 5
}, },
{ {
"id": 307, "id": 309,
"animationId": 120, "animationId": 120,
"damage": { "damage": {
"critical": true, "critical": true,
@ -10125,66 +10129,6 @@
"tpCost": 0, "tpCost": 0,
"tpGain": 4 "tpGain": 4
}, },
{
"id": 308,
"animationId": 0,
"damage": {
"critical": false,
"elementId": 0,
"formula": "0",
"type": 0,
"variance": 20
},
"description": "",
"effects": [],
"hitType": 0,
"iconIndex": 0,
"message1": "",
"message2": "",
"mpCost": 0,
"name": "",
"note": "",
"occasion": 0,
"repeats": 1,
"requiredWtypeId1": 0,
"requiredWtypeId2": 0,
"scope": 1,
"speed": 0,
"stypeId": 1,
"successRate": 100,
"tpCost": 0,
"tpGain": 0
},
{
"id": 309,
"animationId": 0,
"damage": {
"critical": false,
"elementId": 0,
"formula": "0",
"type": 0,
"variance": 20
},
"description": "",
"effects": [],
"hitType": 0,
"iconIndex": 0,
"message1": "",
"message2": "",
"mpCost": 0,
"name": "",
"note": "",
"occasion": 0,
"repeats": 1,
"requiredWtypeId1": 0,
"requiredWtypeId2": 0,
"scope": 1,
"speed": 0,
"stypeId": 1,
"successRate": 100,
"tpCost": 0,
"tpGain": 0
},
{ {
"id": 310, "id": 310,
"animationId": 2, "animationId": 2,
@ -10385,7 +10329,7 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 2, "elementId": 2,
"formula": "a.mat * 4", "formula": "a.mat * 8",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
@ -10452,7 +10396,7 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 2, "elementId": 2,
"formula": "200 + (a.mat * 5 - b.mdf)", "formula": "1000 + (a.mat * 5 - b.mdf)",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
@ -10493,7 +10437,7 @@
"type": 0, "type": 0,
"variance": 20 "variance": 20
}, },
"description": "\\I[601] \\c[6]Increases agility and evasion for a certain period of time.", "description": "\\I[601] \\c[6]単体\\c[0] 攻撃力、素早さ、必殺率を大きく上昇させる。\n",
"effects": [ "effects": [
{ {
"code": 21, "code": 21,
@ -10616,7 +10560,7 @@
"damage": { "damage": {
"critical": true, "critical": true,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 3 - b.def)", "formula": "(a.atk * 6 - b.def)",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
@ -10653,7 +10597,7 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 2 - b.def)", "formula": "(a.atk * 4 - b.def)",
"type": 1, "type": 1,
"variance": 12 "variance": 12
}, },
@ -10694,7 +10638,7 @@
"type": 0, "type": 0,
"variance": 20 "variance": 20
}, },
"description": "Increase your attack power and critical hit rate for a certain period of time.", "description": "\\I[690] \\c[6]自身\\c[0] 一攻撃力と必殺率を大きく上昇させる。\n",
"effects": [], "effects": [],
"hitType": 0, "hitType": 0,
"iconIndex": 690, "iconIndex": 690,
@ -10726,7 +10670,7 @@
}, },
"description": "\\I[682] \\c[6]Perform consecutive strikes individually.", "description": "\\I[682] \\c[6]Perform consecutive strikes individually.",
"effects": [], "effects": [],
"hitType": 1, "hitType": 0,
"iconIndex": 682, "iconIndex": 682,
"message1": "", "message1": "",
"message2": "", "message2": "",
@ -10750,13 +10694,13 @@
"damage": { "damage": {
"critical": false, "critical": false,
"elementId": 1, "elementId": 1,
"formula": "a.atk * 4", "formula": "a.atk * 5",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
"description": "Single target. Does not crit. Deals an attack that ignores defense, and\noccasionally causes confusion.", "description": "Single target. Does not crit. Deals an attack that ignores defense, and\noccasionally causes confusion.",
"effects": [], "effects": [],
"hitType": 1, "hitType": 0,
"iconIndex": 682, "iconIndex": 682,
"message1": "", "message1": "",
"message2": "", "message2": "",
@ -10780,13 +10724,13 @@
"damage": { "damage": {
"critical": true, "critical": true,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 4 - b.def)", "formula": "(a.atk * 6 - b.def)",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
"description": "A single strike from a seasoned fighter, followed by a powerful finishing blow.", "description": "A single strike from a seasoned fighter, followed by a powerful finishing blow.",
"effects": [], "effects": [],
"hitType": 1, "hitType": 0,
"iconIndex": 682, "iconIndex": 682,
"message1": "", "message1": "",
"message2": "", "message2": "",
@ -10810,7 +10754,7 @@
"damage": { "damage": {
"critical": true, "critical": true,
"elementId": 1, "elementId": 1,
"formula": "(a.atk * 4 - b.def)", "formula": "(a.atk * 6 - b.def)",
"type": 1, "type": 1,
"variance": 20 "variance": 20
}, },
@ -10823,7 +10767,7 @@
"value2": 0 "value2": 0
} }
], ],
"hitType": 1, "hitType": 0,
"iconIndex": 682, "iconIndex": 682,
"message1": "", "message1": "",
"message2": "", "message2": "",

View file

@ -263,9 +263,14 @@
}, },
{ {
"id": 9, "id": 9,
"autoRemovalTiming": 1, "autoRemovalTiming": 0,
"chanceByDamage": 100, "chanceByDamage": 100,
"traits": [ "traits": [
{
"code": 21,
"dataId": 2,
"value": 2
},
{ {
"code": 21, "code": 21,
"dataId": 6, "dataId": 6,
@ -280,6 +285,11 @@
"code": 22, "code": 22,
"dataId": 4, "dataId": 4,
"value": 0.2 "value": 0.2
},
{
"code": 21,
"dataId": 7,
"value": 9.99
} }
], ],
"iconIndex": 702, "iconIndex": 702,
@ -469,12 +479,12 @@
{ {
"code": 22, "code": 22,
"dataId": 2, "dataId": 2,
"value": 0.3 "value": 0.5
}, },
{ {
"code": 21, "code": 21,
"dataId": 2, "dataId": 2,
"value": 1.5 "value": 2.5
} }
], ],
"iconIndex": 690, "iconIndex": 690,

View file

@ -141,7 +141,7 @@
], ],
"optDisplayTp": false, "optDisplayTp": false,
"optDrawTitle": false, "optDrawTitle": false,
"optExtraExp": false, "optExtraExp": true,
"optFloorDeath": false, "optFloorDeath": false,
"optFollowers": false, "optFollowers": false,
"optSideView": true, "optSideView": true,
@ -437,7 +437,7 @@
"Sub_冒険者", "Sub_冒険者",
"エルン登場", "エルン登場",
"クリア_ララ再加入", "クリア_ララ再加入",
"", "船上のルル",
"", "",
"", "",
"", "",
@ -774,17 +774,6 @@
} }
}, },
"testBattlers": [ "testBattlers": [
{
"actorId": 1,
"equips": [
2,
0,
0,
0,
0
],
"level": 5
},
{ {
"actorId": 8, "actorId": 8,
"equips": [ "equips": [
@ -794,18 +783,7 @@
0, 0,
0 0
], ],
"level": 1 "level": 60
},
{
"actorId": 7,
"equips": [
0,
0,
0,
0,
0
],
"level": 1
}, },
{ {
"actorId": 15, "actorId": 15,
@ -817,6 +795,28 @@
0 0
], ],
"level": 1 "level": 1
},
{
"actorId": 0,
"equips": [
0,
0,
0,
0,
0
],
"level": 60
},
{
"actorId": 0,
"equips": [
0,
0,
0,
0,
0
],
"level": 60
} }
], ],
"testTroopId": 1, "testTroopId": 1,
@ -929,9 +929,19 @@
"Icon_17", "Icon_17",
"Icon_18", "Icon_18",
"Icon_19", "Icon_19",
"Icon_20" "Icon_20",
"キャラクターのレベル",
"",
"",
"",
"",
"",
"",
"",
"",
""
], ],
"versionId": 55174413, "versionId": 19052705,
"victoryMe": { "victoryMe": {
"name": "Victory", "name": "Victory",
"pan": 0, "pan": 0,
@ -956,5 +966,5 @@
], ],
"hasEncryptedImages": true, "hasEncryptedImages": true,
"hasEncryptedAudio": true, "hasEncryptedAudio": true,
"encryptionKey": "e93f31bd97b60ca8a84677546051539c" "encryptionKey": "f1a91c6cbdd17e5930e539517350bbe8"
} }

View file

@ -21502,8 +21502,15 @@
}, },
{ {
"id": 181, "id": 181,
"members": [], "members": [
"name": "", {
"enemyId": 195,
"x": 408,
"y": 436,
"hidden": false
}
],
"name": "テスト",
"pages": [ "pages": [
{ {
"conditions": { "conditions": {

View file

@ -4243,7 +4243,7 @@
], ],
"iconIndex": 376, "iconIndex": 376,
"name": "Megalodon", "name": "Megalodon",
"note": "<itemCategory:\\I[755]Weapon>\n\n<mat1:w8*10>\n<mat2:I29*5>", "note": "<itemCategory:\\I[755]Weapon>\n\n<mat1:w8*5>\n<mat2:I29*3>",
"params": [ "params": [
0, 0,
0, 0,
@ -4440,8 +4440,8 @@
} }
], ],
"iconIndex": 377, "iconIndex": 377,
"name": "★Asylum Custom", "name": "★アサイラム・カスタム",
"note": "<itemCategory:\\I[755]Weapon>\n\n<mat1:w10*1>\n<mat2:i29*15>\n\n<skill_id:294> ", "note": "<itemCategory:\\I[755]Weapon>\n\n<mat1:w10*1>\n<mat2:i29*3>\n\n<skill_id:294> ",
"params": [ "params": [
0, 0,
0, 0,

View file

@ -1804,7 +1804,7 @@ var $plugins = [
}, },
{ {
name: "MOG_BattleResult", name: "MOG_BattleResult",
status: true, status: false,
description: "(v1.3) Modifica a tela de vítoria.", description: "(v1.3) Modifica a tela de vítoria.",
parameters: { parameters: {
"Exp X-Axis": "940", "Exp X-Axis": "940",
@ -2658,7 +2658,7 @@ var $plugins = [
"--(ID:2)-------------": "", "--(ID:2)-------------": "",
"2 : Name": "ノーマル", "2 : Name": "ノーマル",
"2 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0", "2 : Param Rate": "1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0",
"2 : Drop Rate": "1.5,2.0,1.0,1.0,1.0", "2 : Drop Rate": "2.0,2.0,1.0,1.0,1.0",
"--(ID:3)-------------": "", "--(ID:3)-------------": "",
"3 : Name": "ハード", "3 : Name": "ハード",
"3 : Param Rate": "2.0,1.0,1.2,1.0,1.2,1.0,1.2,1.2", "3 : Param Rate": "2.0,1.0,1.2,1.0,1.2,1.0,1.2,1.2",

View file

@ -433,7 +433,7 @@
} }
this._indexWindow.activate(); this._indexWindow.activate();
}; };
*/ */
Scene_CraftingMenu.prototype.loseIngredients = function () { Scene_CraftingMenu.prototype.loseIngredients = function () {
var item = this._indexWindow.item(); var item = this._indexWindow.item();

View file

@ -6,7 +6,7 @@ DependStateEscape.js
利用規約 利用規約
MITライセンス MITライセンス
商用非商用問わず使えます 商用非商用問わず使えます
改変公開可能  改変公開可能
*/ */
/*:ja /*:ja

View file

@ -1363,10 +1363,7 @@ DreamX.RandomPrefixSuffix = DreamX.RandomPrefixSuffix || {};
continue; continue;
} }
validChoices.push({ validChoices.push({ chance: lineChoice.chance, numbers: validNumbers });
chance: lineChoice.chance,
numbers: validNumbers,
});
} }
validChoices.sort(function (a, b) { validChoices.sort(function (a, b) {

View file

@ -0,0 +1,3 @@
Game_Actor.prototype.benchMembersExpRate = function () {
return $dataSystem.optExtraExp ? 1 : 0;
};

View file

@ -242,7 +242,7 @@
データの順番 データの順番
フレーム数パラメータ名パラメータ名... フレーム数パラメータ名パラメータ名...
(次のアニメーションの)フレーム数パラメータ名パラメータ名... (次のアニメーションの)フレーム数パラメータ名パラメータ名...
 
パラメータ名 パラメータ名
waitのみ直後の値をとらないので注意 waitのみ直後の値をとらないので注意

View file

@ -1851,7 +1851,7 @@
/**------------------------------------------------------------- /**-------------------------------------------------------------
* 以下状況によってCTBウィンドウの表示非表示を切り替える * 以下状況によってCTBウィンドウの表示非表示を切り替える
*--------------------------------------------------------------/ *--------------------------------------------------------------/
/** /**
* パーティコマンド選択開始 * パーティコマンド選択開始
*/ */
var _Scene_Battle_prototype_startPartyCommandSelection = var _Scene_Battle_prototype_startPartyCommandSelection =

View file

@ -35,15 +35,15 @@
var T = Number(Param["text"]); var T = Number(Param["text"]);
/* /*
<解説> <解説>
ポップアップが1体ずつしか表示されないのはデフォルトでは ポップアップが1体ずつしか表示されないのはデフォルトでは
敵Aにポップアップ敵Aのダメージメッセージ敵Bにポップアップ敵Bのダメージメッセージ 敵Aにポップアップ敵Aのダメージメッセージ敵Bにポップアップ敵Bのダメージメッセージ
とポップアップとメッセージが交互に処理されているためでポップアップのディレイは主に とポップアップとメッセージが交互に処理されているためでポップアップのディレイは主に
このメッセージ表示によるものです このメッセージ表示によるものです
なので本プラグインではメッセージ用の命令リストとそれ以外の命令リストを別々にすることで なので本プラグインではメッセージ用の命令リストとそれ以外の命令リストを別々にすることで
メッセージを最後に一括で表示するようにしています メッセージを最後に一括で表示するようにしています
*/ */
var WB_initialize = Window_BattleLog.prototype.initialize; var WB_initialize = Window_BattleLog.prototype.initialize;
Window_BattleLog.prototype.initialize = function () { Window_BattleLog.prototype.initialize = function () {
@ -82,26 +82,26 @@
//メッセージ表示に関連する処理を、this.push からthis.push2 に変更していく //メッセージ表示に関連する処理を、this.push からthis.push2 に変更していく
/* /*
B ver. で変更した部分について B ver. で変更した部分について
ダメージのメッセージをまとめて表示するようにしましたがその副作用で ダメージのメッセージをまとめて表示するようにしましたがその副作用で
敵が多すぎると全てのメッセージが表示されなくなってしまっています 敵が多すぎると全てのメッセージが表示されなくなってしまっています
最大10行程度しか表示できないようで5体以上の敵を同時に倒すと 最大10行程度しか表示できないようで5体以上の敵を同時に倒すと
の攻撃 の攻撃
Aにxダメージを与えた Aにxダメージを与えた
Aを倒した Aを倒した
Bにxダメージを与えた Bにxダメージを与えた
Bを倒した Bを倒した
と1体につき2行使うため5体目の途中までしか表示されなくなってしまいます と1体につき2行使うため5体目の途中までしか表示されなくなってしまいます
もしメッセージを完全にはカットしたくないけど長すぎるのもちょっとという場合は もしメッセージを完全にはカットしたくないけど長すぎるのもちょっとという場合は
不要なメッセージをプッシュしている部分だけコメントアウトするといいです 不要なメッセージをプッシュしている部分だけコメントアウトするといいです
たとえばWindow_BattleLog.prototypedisplayHpDamageメソッドにある たとえばWindow_BattleLog.prototypedisplayHpDamageメソッドにある
this.push2('addText', this.makeHpDamageText(target)); this.push2('addText', this.makeHpDamageText(target));
だけコメントアウトすればxダメージを与えたのメッセージはカットされて だけコメントアウトすればxダメージを与えたのメッセージはカットされて
Aを倒したのメッセージは残ります(逆も然り) Aを倒したのメッセージは残ります(逆も然り)
どこのaddTextが何のメッセージなのかはメソッド名から推察して下さい どこのaddTextが何のメッセージなのかはメソッド名から推察して下さい
*/ */
Window_BattleLog.prototype.displayCounter = function (target) { Window_BattleLog.prototype.displayCounter = function (target) {
this.push("performCounter", target); this.push("performCounter", target);
this.push2("addText", TextManager.counterAttack.format(target.name())); //(変更した部分に // を付けておきます) this.push2("addText", TextManager.counterAttack.format(target.name())); //(変更した部分に // を付けておきます)
@ -262,15 +262,15 @@
}; };
/* /*
常にfalseを返すようにしているためたとえばデフォルトだとボスの消滅エフェクトは長めで 常にfalseを返すようにしているためたとえばデフォルトだとボスの消滅エフェクトは長めで
余韻が残るようになっていますがそういうところもウェイトを掛けずにサッと流されてしまいます 余韻が残るようになっていますがそういうところもウェイトを掛けずにサッと流されてしまいます
もし特定のエフェクトにのみウェイトを掛けたい場合は false の部分を書き換えて もし特定のエフェクトにのみウェイトを掛けたい場合は false の部分を書き換えて
return this._effectType == 'エフェクト名';にして下さい return this._effectType == 'エフェクト名';にして下さい
 ボス消滅にのみウェイトを掛けたい場合 return this._effectType == 'bossCollapse';  ボス消滅にのみウェイトを掛けたい場合 return this._effectType == 'bossCollapse';
その他エフェクトの種類はSprite_Enemy.prototype.updateEffectを見ると分かります その他エフェクトの種類はSprite_Enemy.prototype.updateEffectを見ると分かります
(複数設定したい場合は  == '××' || == '△△' || というように || で繋げていく) (複数設定したい場合は  == '××' || == '△△' || というように || で繋げていく)
*/ */
//----------------------------------------- //-----------------------------------------
//多段ヒット技を使った時ポップアップが縦に並ぶようにする処理 //多段ヒット技を使った時ポップアップが縦に並ぶようにする処理

View file

@ -7,15 +7,15 @@
* @author terunon (AliasAche) * @author terunon (AliasAche)
* *
* @help * @help
* <EFBFBD><EFBFBD><EFBFBD>j<EFBFBD><EFBFBD><EFBFBD>[<EFBFBD><EFBFBD>ŃR<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>x<EFBFBD><EFBFBD><EFBFBD>g<EFBFBD><EFBFBD><EFBFBD>ĂԃA<EFBFBD>C<EFBFBD>e<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>p<EFBFBD><EFBFBD><EFBFBD>ă<EFBFBD><EFBFBD>j<EFBFBD><EFBFBD><EFBFBD>[<EFBFBD><EFBFBD><EFBFBD>‚<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƃ<EFBFBD><EFBFBD>A * メニュー上でコモンイベントを呼ぶアイテムを使用してメニューが閉じられたとき
* <EFBFBD><EFBFBD><EFBFBD>̉<EFBFBD>ʂɖ߂<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>񋟂<EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B * 元の画面に戻す処理を提供します
* <EFBFBD>Ē<EFBFBD>`<EFBFBD><EFBFBD><EFBFBD>s<EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD>̂ŏ<EFBFBD>̕<EFBFBD><EFBFBD>ɔz<EFBFBD>u<EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>B * 再定義を行っているので上の方に配置してください
* *
* <EFBFBD>ΏۃR<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>x<EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>̖<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɃX<EFBFBD>N<EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>g<EFBFBD>Fthis.sceneRestore()<EFBFBD>Ɠ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƂŎg<EFBFBD>p<EFBFBD>ł<EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B * 対象コモンイベントの末尾にスクリプトthis.sceneRestore()と入れることで使用できます
* *
* <EFBFBD>N<EFBFBD><EFBFBD><EFBFBD>W<EFBFBD>b<EFBFBD>g<EFBFBD>Ƃ<EFBFBD><EFBFBD>āA<EFBFBD>uterunon<EFBFBD>i<EFBFBD>G<EFBFBD>C<EFBFBD><EFBFBD><EFBFBD>A<EFBFBD>X<EFBFBD>G<EFBFBD>C<EFBFBD>N<EFBFBD>j<EFBFBD>v<EFBFBD>̑f<EFBFBD>ނ<EFBFBD><EFBFBD>g<EFBFBD>p<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>|<EFBFBD><EFBFBD> * クレジットとしてterunonエイリアスエイクの素材を使用した旨を
* ReadMe<EFBFBD>܂<EFBFBD><EFBFBD>̓u<EFBFBD><EFBFBD><EFBFBD>E<EFBFBD>U<EFBFBD><EFBFBD><EFBFBD>̎<EFBFBD><EFBFBD>F<EFBFBD>ł<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɋL<EFBFBD>ڂ<EFBFBD><EFBFBD>Ă<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>΁A * ReadMeまたはブラウザ等の視認できる場所に記載していただければ
* <EFBFBD>c<EFBFBD><EFBFBD><EFBFBD><EFBFBD>c<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>A<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>c<EFBFBD>N<EFBFBD>[<EFBFBD><EFBFBD>MV<EFBFBD><EFBFBD>i<EFBFBD>Ŏg<EFBFBD>p<EFBFBD>E<EFBFBD><EFBFBD><EFBFBD>ς<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B * 営利非営利問わずあらゆるツクールMV作品で使用改変いただけます
* *
* Copyright (c) 2016 terunon (AliasAche) * Copyright (c) 2016 terunon (AliasAche)
* You can use and modify it for every your commercial/non-commercial RPG Maker MV game * You can use and modify it for every your commercial/non-commercial RPG Maker MV game

View file

@ -108,25 +108,25 @@ skt_learn(1, "剣技", "強撃", false);
*/ */
const loadSkillTreeConfig = () => { const loadSkillTreeConfig = () => {
return { return {
// ============================================================= // =============================================================
// ●ここからは設定項目です。 // ●ここからは設定項目です。
// ============================================================= // =============================================================
// スキルツリーのタイプの設定を行います。 // スキルツリーのタイプの設定を行います。
// skillTreeTypes: [ ]の中にアクターの数だけタイプ設定を追加します。 // skillTreeTypes: [ ]の中にアクターの数だけタイプ設定を追加します。
// タイプ設定は、次の形式で設定します。 // タイプ設定は、次の形式で設定します。
// { actorId: アクターのID, types: [タイプ情報1, タイプ情報2, ...] } // { actorId: アクターのID, types: [タイプ情報1, タイプ情報2, ...] }
// タイプ情報は、次の形式で設定します。 // タイプ情報は、次の形式で設定します。
// [タイプ種別, タイプ名, タイプの説明, タイプ有効/無効] // [タイプ種別, タイプ名, タイプの説明, タイプ有効/無効]
// タイプ種別...スキルの派生設定でタイプを識別するためのユニークな識別子を設定します。 // タイプ種別...スキルの派生設定でタイプを識別するためのユニークな識別子を設定します。
// タイプ名...タイプ一覧のウィンドウに表示するタイプ名を設定します。 // タイプ名...タイプ一覧のウィンドウに表示するタイプ名を設定します。
// タイプの説明...タイプ一覧のウィンドウに表示するタイプの説明を設定します。 // タイプの説明...タイプ一覧のウィンドウに表示するタイプの説明を設定します。
// タイプ有効/無効...タイプを有効にする場合は、trueを、無効にする場合は、falseを指定します。 // タイプ有効/無効...タイプを有効にする場合は、trueを、無効にする場合は、falseを指定します。
// この項目については、省略可能です。省略した場合、trueが指定されます。 // この項目については、省略可能です。省略した場合、trueが指定されます。
skillTreeTypes: [ skillTreeTypes: [
{ {
actorId: 1, actorId: 1,
types: [ types: [
@ -134,80 +134,80 @@ const loadSkillTreeConfig = () => {
] ]
}, },
], ],
// スキルツリーのマップ読み込み設定を行います。 // スキルツリーのマップ読み込み設定を行います。
// 読み込むマップは以下の形式で指定します。 // 読み込むマップは以下の形式で指定します。
// skillTreeMapId: { skillTreeName1: mapID1, skillTreeName2: mapID2, ... } // skillTreeMapId: { skillTreeName1: mapID1, skillTreeName2: mapID2, ... }
// skillTreeName...スキルツリーのタイプ名を指定します。 // skillTreeName...スキルツリーのタイプ名を指定します。
// mapID...読み込むマップIDを指定します。0の場合は読み込みを行いません。 // mapID...読み込むマップIDを指定します。0の場合は読み込みを行いません。
skillTreeMapId: { skillTreeMapId: {
skillTreeMapId: { skillTreeMapId: {
"能力強化": 79, "能力強化": 79,
}, },
// 各スキルの情報を登録します。 // 各スキルの情報を登録します。
// skillTreeInfo: [ ]の中に登録するスキル数分のスキル情報の登録を行います。 // skillTreeInfo: [ ]の中に登録するスキル数分のスキル情報の登録を行います。
// スキル情報の登録は次の形式で行います。 // スキル情報の登録は次の形式で行います。
// [スキル名, スキルID, 必要SP, アイコン情報] // [スキル名, スキルID, 必要SP, アイコン情報]
// スキル名...スキルツリーの派生設定でスキルを一意に識別するための識別子 // スキル名...スキルツリーの派生設定でスキルを一意に識別するための識別子
// 識別子なので、実際のスキル名と一致していなくても問題はありません。 // 識別子なので、実際のスキル名と一致していなくても問題はありません。
// スキルID...データベース上で該当するスキルのID // スキルID...データベース上で該当するスキルのID
// 必要SP...スキルの習得に必要なSP // 必要SP...スキルの習得に必要なSP
// アイコン情報については、アイコンを使用するか、任意の画像を使用するかに応じて次の形式で登録します。 // アイコン情報については、アイコンを使用するか、任意の画像を使用するかに応じて次の形式で登録します。
// アイコンを使用する場合 ["icon", iconIndex] // アイコンを使用する場合 ["icon", iconIndex]
// iconIndex...使用するアイコンのインデックス // iconIndex...使用するアイコンのインデックス
// iconIndexは省略可能です。省略した場合、スキルに設定されているアイコンが使用されます。 // iconIndexは省略可能です。省略した場合、スキルに設定されているアイコンが使用されます。
// 画像を使用する場合 ["img", fileName] // 画像を使用する場合 ["img", fileName]
// fileName...画像のファイル名。画像は、「img/pictures」フォルダにインポートしてください。 // fileName...画像のファイル名。画像は、「img/pictures」フォルダにインポートしてください。
// なお、アイコン情報については省略可能です。省略した場合、["icon"]が適用されます。 // なお、アイコン情報については省略可能です。省略した場合、["icon"]が適用されます。
skillTreeInfo: [ skillTreeInfo: [
// 能力強化 // 能力強化
["体力鍛錬Ⅰ", 331, 1, ["icon"]], ["体力鍛錬Ⅰ", 331, 1, ["icon"]],
["体力鍛錬Ⅱ", 331, 2, ["icon"]], ["体力鍛錬Ⅱ", 331, 2, ["icon"]],
["体力鍛錬Ⅲ", 331, 4, ["icon"]], ["体力鍛錬Ⅲ", 331, 4, ["icon"]],
], ],
// スキルツリーの派生設定を行います。 // スキルツリーの派生設定を行います。
// skillTreeDerivative: { }の中にタイプ数分のスキルツリーの登録を行います。 // skillTreeDerivative: { }の中にタイプ数分のスキルツリーの登録を行います。
// スキルツリーの派生設定は次のように行います。 // スキルツリーの派生設定は次のように行います。
// "タイプ名": [ [スキル1, [派生先スキル1, 派生先スキル2, ...]], [スキル2, [派生先スキル3, 派生先スキル4, ...] ] // "タイプ名": [ [スキル1, [派生先スキル1, 派生先スキル2, ...]], [スキル2, [派生先スキル3, 派生先スキル4, ...] ]
// ※派生先スキルが存在しない終端スキルの場合、派生先スキルは省略可能です。 // ※派生先スキルが存在しない終端スキルの場合、派生先スキルは省略可能です。
// //
// 例えば、"様子を見る"と"連続攻撃"を取得すると、"2回攻撃"が取得できるようにするには、次の設定を行います。 // 例えば、"様子を見る"と"連続攻撃"を取得すると、"2回攻撃"が取得できるようにするには、次の設定を行います。
// ["様子を見る", ["2回攻撃"]], // ["様子を見る", ["2回攻撃"]],
// ["連続攻撃", ["2回攻撃"]], // ["連続攻撃", ["2回攻撃"]],
// ["2回攻撃"], // ["2回攻撃"],
// //
// また、"ヒール"を取得すると、"ファイア"と"スパーク"が取得できるようにするには、次の設定を行います。 // また、"ヒール"を取得すると、"ファイア"と"スパーク"が取得できるようにするには、次の設定を行います。
// ["ヒール", ["ファイア"]], // ["ヒール", ["ファイア"]],
// ["ヒール", ["スパーク"]], // ["ヒール", ["スパーク"]],
// ["ファイア"], // ["ファイア"],
// ["スパーク"], // ["スパーク"],
skillTreeDerivative: { skillTreeDerivative: {
"技能": [ "技能": [
["体力鍛錬Ⅰ", ["体力鍛錬Ⅱ"]], ["体力鍛錬Ⅰ", ["体力鍛錬Ⅱ"]],
["体力鍛錬Ⅱ", ["体力鍛錬Ⅲ"]], ["体力鍛錬Ⅱ", ["体力鍛錬Ⅲ"]],
["体力鍛錬Ⅲ"], ["体力鍛錬Ⅲ"],
], ],
}, },
// レベルアップによってSPを獲得する場合、レベルごとに得られるSP値を以下の形式で設定します。 // レベルアップによってSPを獲得する場合、レベルごとに得られるSP値を以下の形式で設定します。
// classId: 職業ID, default: デフォルト値, レベル: SP値, レベル: SP値, ... // classId: 職業ID, default: デフォルト値, レベル: SP値, レベル: SP値, ...
// 下記の設定例では、レベル2では3SP取得、レベル3では4SP取得、それ以外のレベルでは5SPを獲得します。 // 下記の設定例では、レベル2では3SP取得、レベル3では4SP取得、それ以外のレベルでは5SPを獲得します。
levelUpGainSp: [ levelUpGainSp: [
{ {
classId: 1, classId: 1,
default: 0, default: 0,
}, },
] ]
// ============================================================= // =============================================================
// ●設定項目はここまでです。 // ●設定項目はここまでです。
// ============================================================= // =============================================================
}; };
}; };

View file

@ -159,16 +159,16 @@ var SoR = SoR || {};
}; };
/* /*
Window_PartyCommand.prototype.drawItem = function(index) { Window_PartyCommand.prototype.drawItem = function(index) {
const rect = this.itemRectForText(index); const rect = this.itemRectForText(index);
const align = this.itemTextAlign(); const align = this.itemTextAlign();
this.resetTextColor(); this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index)); this.changePaintOpacity(this.isCommandEnabled(index));
this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center'); this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center');
} }
if(IsActorStatusPositionAdjust){ if(IsActorStatusPositionAdjust){
Scene_Battle.prototype.updateWindowPositions = function() { Scene_Battle.prototype.updateWindowPositions = function() {
let statusX; let statusX;
@ -193,6 +193,6 @@ var SoR = SoR || {};
} }
} }
} }
} }
*/ */
})(); })();

View file

@ -323,7 +323,7 @@ function Game_WindowSetting() {
}; };
/* update /* update
===================================*/ ===================================*/
Game_CustomWindows.prototype.update = function () { Game_CustomWindows.prototype.update = function () {
var windowIds = this._windowIds; var windowIds = this._windowIds;
var length = windowIds.length; var length = windowIds.length;
@ -335,7 +335,7 @@ function Game_WindowSetting() {
}; };
/* interpret command /* interpret command
===================================*/ ===================================*/
Game_CustomWindows.prototype.processCommand = function (args) { Game_CustomWindows.prototype.processCommand = function (args) {
var i, length; var i, length;
var command = args.shift().toLowerCase(); var command = args.shift().toLowerCase();
@ -391,7 +391,7 @@ function Game_WindowSetting() {
}; };
/* create /* create
===================================*/ ===================================*/
Game_CustomWindows.prototype.commandCreateWindow = function (args) { Game_CustomWindows.prototype.commandCreateWindow = function (args) {
var id = supplementDef(0, args[0]); var id = supplementDef(0, args[0]);
var width = supplementDefNum(0, args[1]); var width = supplementDefNum(0, args[1]);
@ -411,7 +411,7 @@ function Game_WindowSetting() {
}; };
/* show & hide /* show & hide
===================================*/ ===================================*/
Game_CustomWindows.prototype.commandShow = function (args) { Game_CustomWindows.prototype.commandShow = function (args) {
var id = supplementDef(0, args[0]); var id = supplementDef(0, args[0]);
var setting = this.settingWithCheckingError(id); var setting = this.settingWithCheckingError(id);
@ -499,7 +499,7 @@ function Game_WindowSetting() {
}; };
/* move /* move
===================================*/ ===================================*/
Game_CustomWindows.prototype.commandMove = function (args) { Game_CustomWindows.prototype.commandMove = function (args) {
var id = supplementDef(0, args[0]); var id = supplementDef(0, args[0]);
var setting = this.settingWithCheckingError(id); var setting = this.settingWithCheckingError(id);
@ -522,7 +522,7 @@ function Game_WindowSetting() {
}; };
/* parts /* parts
===================================*/ ===================================*/
Game_CustomWindows.prototype.commandCreateParts = function (args) { Game_CustomWindows.prototype.commandCreateParts = function (args) {
var partsId = supplementDef(0, args.shift()); var partsId = supplementDef(0, args.shift());
var type = PARTS_TYPE[supplementDef(PARTS_TYPE.text, args.shift())]; var type = PARTS_TYPE[supplementDef(PARTS_TYPE.text, args.shift())];
@ -602,7 +602,7 @@ function Game_WindowSetting() {
}; };
/* accessor /* accessor
===================================*/ ===================================*/
Game_CustomWindows.prototype.settingWithCheckingError = function (id) { Game_CustomWindows.prototype.settingWithCheckingError = function (id) {
var setting = this.setting(id); var setting = this.setting(id);
if (!setting) { if (!setting) {
@ -653,7 +653,7 @@ function Game_WindowSetting() {
}; };
/* update /* update
===================================*/ ===================================*/
Game_WindowSetting.prototype.update = function () { Game_WindowSetting.prototype.update = function () {
//udpate move //udpate move
if (this._moving) { if (this._moving) {
@ -664,7 +664,7 @@ function Game_WindowSetting() {
}; };
/* show & hide /* show & hide
===================================*/ ===================================*/
Game_WindowSetting.prototype.show = function (x, y) { Game_WindowSetting.prototype.show = function (x, y) {
this._showing = true; this._showing = true;
this._x = supplement(this._x, x); this._x = supplement(this._x, x);
@ -675,7 +675,7 @@ function Game_WindowSetting() {
}; };
/* parts /* parts
===================================*/ ===================================*/
Game_WindowSetting.prototype.registerParts = function ( Game_WindowSetting.prototype.registerParts = function (
partsId, partsId,
x, x,
@ -759,7 +759,7 @@ function Game_WindowSetting() {
}; };
/* move /* move
===================================*/ ===================================*/
Game_WindowSetting.prototype.move = function (x, y, duration, relative) { Game_WindowSetting.prototype.move = function (x, y, duration, relative) {
if (relative) { if (relative) {
if (this._moving) { if (this._moving) {
@ -799,7 +799,7 @@ function Game_WindowSetting() {
}; };
/* accessor /* accessor
===================================*/ ===================================*/
Game_WindowSetting.prototype.x = function () { Game_WindowSetting.prototype.x = function () {
return this._x; return this._x;
}; };
@ -950,7 +950,7 @@ function Game_WindowSetting() {
}; };
/* parts /* parts
===================================*/ ===================================*/
Window_TrpCustom.prototype.initAllParts = function () { Window_TrpCustom.prototype.initAllParts = function () {
this.contents.clear(); this.contents.clear();
@ -1177,7 +1177,7 @@ function Game_WindowSetting() {
}; };
/* observers /* observers
===================================*/ ===================================*/
Window_TrpCustom.prototype.registerVariableObserver = function ( Window_TrpCustom.prototype.registerVariableObserver = function (
variableId, variableId,
partsIndex partsIndex
@ -1227,7 +1227,7 @@ function Game_WindowSetting() {
}; };
/* update /* update
===================================*/ ===================================*/
Window_TrpCustom.prototype.update = function () { Window_TrpCustom.prototype.update = function () {
Window_Base.prototype.update.call(this); Window_Base.prototype.update.call(this);
@ -1347,7 +1347,7 @@ function Game_WindowSetting() {
}; };
/* accessor /* accessor
===================================*/ ===================================*/
Window_TrpCustom.prototype.isUnderPicture = function () { Window_TrpCustom.prototype.isUnderPicture = function () {
return this._setting.isUnderPicture(); return this._setting.isUnderPicture();
}; };

View file

@ -4374,19 +4374,19 @@ DataManager._databaseFiles.push({
"use strict"; "use strict";
/*! ***************************************************************************** /*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved. Copyright (c) Microsoft Corporation. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use Licensed under the Apache License, Version 2.0 (the "License"); you may not use
this file except in compliance with the License. You may obtain a copy of the this file except in compliance with the License. You may obtain a copy of the
License at http://www.apache.org/licenses/LICENSE-2.0 License at http://www.apache.org/licenses/LICENSE-2.0
THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT. MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License. and limitations under the License.
***************************************************************************** */ ***************************************************************************** */
/* global Reflect, Promise */ /* global Reflect, Promise */
var extendStatics = function (d, b) { var extendStatics = function (d, b) {
extendStatics = extendStatics =
@ -5099,7 +5099,7 @@ DataManager._databaseFiles.push({
}; };
/* Scene_Map /* Scene_Map
===================================*/ ===================================*/
var _Scene_Map_start = Scene_Map.prototype.start; var _Scene_Map_start = Scene_Map.prototype.start;
Scene_Map.prototype.start = function () { Scene_Map.prototype.start = function () {
if ($gameMap && $gameScreen._particle) { if ($gameMap && $gameScreen._particle) {
@ -5110,7 +5110,7 @@ DataManager._databaseFiles.push({
}; };
/* Event /* Event
===================================*/ ===================================*/
var _Game_Event_setupPage = Game_Event.prototype.setupPage; var _Game_Event_setupPage = Game_Event.prototype.setupPage;
Game_Event.prototype.setupPage = function () { Game_Event.prototype.setupPage = function () {
_Game_Event_setupPage.call(this); _Game_Event_setupPage.call(this);
@ -5154,7 +5154,7 @@ DataManager._databaseFiles.push({
}; };
/* Game_Battler /* Game_Battler
===================================*/ ===================================*/
Game_Battler.prototype.setupStatesParticles = function () { Game_Battler.prototype.setupStatesParticles = function () {
var states = this._states; var states = this._states;
var length = states ? states.length : 0; var length = states ? states.length : 0;
@ -5189,7 +5189,7 @@ DataManager._databaseFiles.push({
}; };
/* State /* State
===================================*/ ===================================*/
if (!disableState) { if (!disableState) {
var _Game_Battler_addNewState = Game_Battler.prototype.addNewState; var _Game_Battler_addNewState = Game_Battler.prototype.addNewState;
Game_Battler.prototype.addNewState = function (stateId) { Game_Battler.prototype.addNewState = function (stateId) {
@ -5272,7 +5272,7 @@ DataManager._databaseFiles.push({
}; };
/* party /* party
===================================*/ ===================================*/
var _Game_Party_addActor = Game_Party.prototype.addActor; var _Game_Party_addActor = Game_Party.prototype.addActor;
Game_Party.prototype.addActor = function (actorId) { Game_Party.prototype.addActor = function (actorId) {
_Game_Party_addActor.call(this, actorId); _Game_Party_addActor.call(this, actorId);
@ -5298,7 +5298,7 @@ DataManager._databaseFiles.push({
}; };
/* Troop&Enemy /* Troop&Enemy
===================================*/ ===================================*/
var _Game_Troop_setup = Game_Troop.prototype.setup; var _Game_Troop_setup = Game_Troop.prototype.setup;
Game_Troop.prototype.setup = function (troopId) { Game_Troop.prototype.setup = function (troopId) {
_Game_Troop_setup.apply(this, arguments); _Game_Troop_setup.apply(this, arguments);
@ -5347,7 +5347,7 @@ DataManager._databaseFiles.push({
}; };
/* skill /* skill
===================================*/ ===================================*/
if (!disableSkill) { if (!disableSkill) {
var _Window_BattleLog_startAction = Window_BattleLog.prototype.startAction; var _Window_BattleLog_startAction = Window_BattleLog.prototype.startAction;
Window_BattleLog.prototype.startAction = function ( Window_BattleLog.prototype.startAction = function (
@ -5464,7 +5464,7 @@ DataManager._databaseFiles.push({
} }
/* Scene_Battle /* Scene_Battle
===================================*/ ===================================*/
var _Scene_Battle_terminate = Scene_Battle.prototype.terminate; var _Scene_Battle_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function () { Scene_Battle.prototype.terminate = function () {
_Scene_Battle_terminate.call(this); _Scene_Battle_terminate.call(this);
@ -5575,7 +5575,7 @@ DataManager._databaseFiles.push({
}; };
/* Scene_Boot /* Scene_Boot
===================================*/ ===================================*/
var _Scene_Boot_start = Scene_Boot.prototype.start; var _Scene_Boot_start = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () { Scene_Boot.prototype.start = function () {
_Scene_Boot_start.call(this); _Scene_Boot_start.call(this);
@ -5583,7 +5583,7 @@ DataManager._databaseFiles.push({
}; };
/* Scene_Map /* Scene_Map
===================================*/ ===================================*/
Scene_Map.prototype.initializeParticleSystem = function () { Scene_Map.prototype.initializeParticleSystem = function () {
Scene_Base.prototype.initializeParticleSystem.call(this); Scene_Base.prototype.initializeParticleSystem.call(this);
this._useCachedParticleSystem = false; this._useCachedParticleSystem = false;
@ -5671,7 +5671,7 @@ DataManager._databaseFiles.push({
}; };
/* Scene_Battle /* Scene_Battle
===================================*/ ===================================*/
Scene_Battle.prototype.useParticleSystem = function () { Scene_Battle.prototype.useParticleSystem = function () {
return true; return true;
}; };
@ -5696,7 +5696,7 @@ DataManager._databaseFiles.push({
}; };
/* Scene_Load /* Scene_Load
===================================*/ ===================================*/
var _Scene_Load_onLoadSuccess = Scene_Load.prototype.onLoadSuccess; var _Scene_Load_onLoadSuccess = Scene_Load.prototype.onLoadSuccess;
Scene_Load.prototype.onLoadSuccess = function () { Scene_Load.prototype.onLoadSuccess = function () {
ParticleSystem.clearCache(); ParticleSystem.clearCache();
@ -6474,7 +6474,7 @@ DataManager._databaseFiles.push({
}; };
/* exceed /* exceed
===================================*/ ===================================*/
Game_Particle.prototype.particleExceed = function ( Game_Particle.prototype.particleExceed = function (
id, id,
arg, arg,
@ -6504,7 +6504,7 @@ DataManager._databaseFiles.push({
}; };
/* loop /* loop
===================================*/ ===================================*/
Game_Particle.prototype.particleLoop = function (id, x = 48, y = x) { Game_Particle.prototype.particleLoop = function (id, x = 48, y = x) {
var targetIds = this.targetIds(id); var targetIds = this.targetIds(id);
var length = targetIds.length; var length = targetIds.length;
@ -6526,7 +6526,7 @@ DataManager._databaseFiles.push({
}; };
/* filter /* filter
===================================*/ ===================================*/
Game_Particle.prototype.particleFilter = function (args) { Game_Particle.prototype.particleFilter = function (args) {
var id = args.shift(); var id = args.shift();
var filterType = args.shift().toLowerCase(); var filterType = args.shift().toLowerCase();
@ -6604,13 +6604,13 @@ DataManager._databaseFiles.push({
}; };
/* maxParticles /* maxParticles
===================================*/ ===================================*/
Game_Particle.prototype.resetMaxParticles = function () { Game_Particle.prototype.resetMaxParticles = function () {
this.maxParticles = maxParticles; this.maxParticles = maxParticles;
}; };
/* cache & auto clear /* cache & auto clear
===================================*/ ===================================*/
Game_Particle.prototype.removeAll = function () { Game_Particle.prototype.removeAll = function () {
var keys = this._keys; var keys = this._keys;
var length = keys.length; var length = keys.length;
@ -6848,7 +6848,7 @@ DataManager._databaseFiles.push({
}; };
/* tag /* tag
===================================*/ ===================================*/
Game_Particle.prototype.extractTagRegister = function (args) { Game_Particle.prototype.extractTagRegister = function (args) {
var tag = ""; var tag = "";
@ -6898,7 +6898,7 @@ DataManager._databaseFiles.push({
}; };
/* helper&accessor /* helper&accessor
===================================*/ ===================================*/
Game_Particle.prototype.dataWithId = function (id, noErrorLog) { Game_Particle.prototype.dataWithId = function (id, noErrorLog) {
if (this._suffix) { if (this._suffix) {
var suffixIdx = id.indexOf(this._suffix); var suffixIdx = id.indexOf(this._suffix);
@ -7445,7 +7445,7 @@ DataManager._databaseFiles.push({
}; };
/* capacity /* capacity
===================================*/ ===================================*/
ParticleSystem.prototype.refreshCapacity = function () { ParticleSystem.prototype.refreshCapacity = function () {
var keys = this._keys; var keys = this._keys;
var emitters = this._emitters; var emitters = this._emitters;
@ -7843,7 +7843,7 @@ DataManager._databaseFiles.push({
}; };
/* util interface /* util interface
===================================*/ ===================================*/
ParticleEmitter.prototype.setParticleCapacity = function (value) { ParticleEmitter.prototype.setParticleCapacity = function (value) {
if (this._freezed) return; if (this._freezed) return;
if ( if (
@ -7874,7 +7874,7 @@ DataManager._databaseFiles.push({
}; };
/* start /* start
===================================*/ ===================================*/
ParticleEmitter.prototype.tryStart = function (image, bitmaps) { ParticleEmitter.prototype.tryStart = function (image, bitmaps) {
if (this._started) return; if (this._started) return;
@ -8016,7 +8016,7 @@ DataManager._databaseFiles.push({
}; };
/* update /* update
===================================*/ ===================================*/
ParticleEmitter.prototype.particleCount = function (subId = "") { ParticleEmitter.prototype.particleCount = function (subId = "") {
if (this._freezed || !this._emitter) return 0; if (this._freezed || !this._emitter) return 0;
if (subId) { if (subId) {
@ -8906,7 +8906,7 @@ DataManager._databaseFiles.push({
}; };
/* loop /* loop
===================================*/ ===================================*/
ParticleEmitter.prototype.loopParticles = function ( ParticleEmitter.prototype.loopParticles = function (
loopX, loopX,
loopY, loopY,
@ -8953,7 +8953,7 @@ DataManager._databaseFiles.push({
}; };
/* each targets /* each targets
===================================*/ ===================================*/
ParticleEmitter.prototype.updateCharacterOutsideFreeze = function (x, y) { ParticleEmitter.prototype.updateCharacterOutsideFreeze = function (x, y) {
if (this._data.stop) { if (this._data.stop) {
this._freezed = false; this._freezed = false;
@ -9097,13 +9097,13 @@ DataManager._databaseFiles.push({
}; };
/* accessor /* accessor
===================================*/ ===================================*/
ParticleEmitter.prototype.container = function () { ParticleEmitter.prototype.container = function () {
return this._container; return this._container;
}; };
/* helper /* helper
===================================*/ ===================================*/
ParticleEmitter.TRIGGER_TYPE_TARGETS = [ ParticleEmitter.TRIGGER_TYPE_TARGETS = [
TARGET_TYPES.walk, TARGET_TYPES.walk,
TARGET_TYPES.startdash, TARGET_TYPES.startdash,
@ -9121,7 +9121,7 @@ DataManager._databaseFiles.push({
}; };
/* filters /* filters
===================================*/ ===================================*/
if (PIXI.filters) { if (PIXI.filters) {
var FILTER = { var FILTER = {
classWithType: { classWithType: {
@ -9892,7 +9892,7 @@ DataManager._databaseFiles.push({
ParticleEmitter.TRP_Particle = TRP_Particle; ParticleEmitter.TRP_Particle = TRP_Particle;
/* test command /* test command
===================================*/ ===================================*/
//PRAGMA: testCommands //PRAGMA: testCommands
Game_Interpreter.prototype.trpParticleTest = function () { Game_Interpreter.prototype.trpParticleTest = function () {
var eventId = this.isOnCurrentMap() ? this._eventId : 0; var eventId = this.isOnCurrentMap() ? this._eventId : 0;
@ -10191,7 +10191,7 @@ DataManager._databaseFiles.push({
}; };
/* instant bug fix /* instant bug fix
===================================*/ ===================================*/
(() => { (() => {
if ( if (
parameters.windowBugFix === "false" || parameters.windowBugFix === "false" ||
@ -10208,7 +10208,7 @@ DataManager._databaseFiles.push({
})(); })();
/* cache config /* cache config
===================================*/ ===================================*/
(function () { (function () {
"use strict"; "use strict";
if (!parameters.useCache || parameters.useCache === "false") return; if (!parameters.useCache || parameters.useCache === "false") return;

View file

@ -882,7 +882,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* key /* key
===================================*/ ===================================*/
ParticleEditor.prototype.registerKeyListeners = function () { ParticleEditor.prototype.registerKeyListeners = function () {
var listener = this._onKeyDown.bind(this); var listener = this._onKeyDown.bind(this);
this._keydownListener = listener; this._keydownListener = listener;
@ -967,7 +967,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* word inputting /* word inputting
===================================*/ ===================================*/
ParticleEditor.prototype.resetInputingWords = function () { ParticleEditor.prototype.resetInputingWords = function () {
if (this._inputtingWords === "") return; if (this._inputtingWords === "") return;
@ -1043,7 +1043,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* update /* update
===================================*/ ===================================*/
ParticleEditor.prototype.update = function () { ParticleEditor.prototype.update = function () {
if (this._terminated) return; if (this._terminated) return;
@ -1325,7 +1325,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* selector /* selector
===================================*/ ===================================*/
ParticleEditor.prototype.createSelectorSprite = function () { ParticleEditor.prototype.createSelectorSprite = function () {
var size = ParticleParam.LINE_HEIGHT; var size = ParticleParam.LINE_HEIGHT;
var bitmap = new Bitmap(size, size); var bitmap = new Bitmap(size, size);
@ -1360,7 +1360,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* parts /* parts
===================================*/ ===================================*/
ParticleEditor.prototype.createParts = function (data, config) { ParticleEditor.prototype.createParts = function (data, config) {
var title, configNames, headers; var title, configNames, headers;
var y = 5; var y = 5;
@ -1567,7 +1567,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* picker /* picker
===================================*/ ===================================*/
ParticleEditor.prototype.createColorPicker = function () { ParticleEditor.prototype.createColorPicker = function () {
var size = 144; var size = 144;
var picker = new ColorPicker(size); var picker = new ColorPicker(size);
@ -2032,7 +2032,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* applyData /* applyData
===================================*/ ===================================*/
ParticleEditor.prototype.applyData = function (applyData, originalName) { ParticleEditor.prototype.applyData = function (applyData, originalName) {
Game_Particle.migrateConfig(applyData); Game_Particle.migrateConfig(applyData);
@ -2087,7 +2087,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* numInfo /* numInfo
===================================*/ ===================================*/
ParticleEditor.PARTICLE_NUM_HEADER_WIDTH = 128; ParticleEditor.PARTICLE_NUM_HEADER_WIDTH = 128;
ParticleEditor.PARTICLE_NUM_HEIGHT = 20; ParticleEditor.PARTICLE_NUM_HEIGHT = 20;
ParticleEditor.prototype.createNumInfo = function () { ParticleEditor.prototype.createNumInfo = function () {
@ -2150,7 +2150,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* guideSprite /* guideSprite
===================================*/ ===================================*/
ParticleEditor.GUIDE_TEXT_MARGIN = 5; ParticleEditor.GUIDE_TEXT_MARGIN = 5;
ParticleEditor.GUIDE_TEXT_FONT_SIZE = 14; ParticleEditor.GUIDE_TEXT_FONT_SIZE = 14;
ParticleEditor.GUIDE_TEXT_LINE_HEIGHT = 18; ParticleEditor.GUIDE_TEXT_LINE_HEIGHT = 18;
@ -2224,7 +2224,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* save /* save
===================================*/ ===================================*/
ParticleEditor.prototype.executeSave = function () { ParticleEditor.prototype.executeSave = function () {
var data = this.editingDataObject(); var data = this.editingDataObject();
if (saveAsArray) { if (saveAsArray) {
@ -2327,7 +2327,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* save help plugin /* save help plugin
===================================*/ ===================================*/
Game_Particle.isIdHidden = function (id) { Game_Particle.isIdHidden = function (id) {
return /\/(?:h|H)(?:$|\/)/.test(id); return /\/(?:h|H)(?:$|\/)/.test(id);
}; };
@ -2595,7 +2595,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* copy & paste /* copy & paste
===================================*/ ===================================*/
ParticleEditor.prototype.processCopy = function (e) { ParticleEditor.prototype.processCopy = function (e) {
var data = this.editingDataObject(); var data = this.editingDataObject();
delete data.comment; delete data.comment;
@ -2644,7 +2644,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* helper /* helper
===================================*/ ===================================*/
ParticleEditor.prototype.hideMenu = function () { ParticleEditor.prototype.hideMenu = function () {
var menuSprites = this._menuSprites; var menuSprites = this._menuSprites;
var length = menuSprites.length; var length = menuSprites.length;
@ -2947,7 +2947,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* edit /* edit
===================================*/ ===================================*/
ParticleParam.prototype.processTouch = function (x, y, margin) { ParticleParam.prototype.processTouch = function (x, y, margin) {
if (y < this.y) return false; if (y < this.y) return false;
if (y > this.y + this._height) return false; if (y > this.y + this._height) return false;
@ -3430,7 +3430,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* input /* input
===================================*/ ===================================*/
NodeParam.prototype.processInput = function (keyCode, key) { NodeParam.prototype.processInput = function (keyCode, key) {
if (keyCode === KEY_CODE.delete) { if (keyCode === KEY_CODE.delete) {
if ( if (
@ -3658,7 +3658,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* input /* input
===================================*/ ===================================*/
ColorNodeParam.prototype.processInput = function (keyCode, key) { ColorNodeParam.prototype.processInput = function (keyCode, key) {
if (keyCode === KEY_CODE.delete) { if (keyCode === KEY_CODE.delete) {
if ( if (
@ -4223,7 +4223,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
PickerBase.prototype.refreshItems = function () {}; PickerBase.prototype.refreshItems = function () {};
/* needs overwrite /* needs overwrite
===================================*/ ===================================*/
PickerBase.prototype.maxColumns = function () { PickerBase.prototype.maxColumns = function () {
return 4; return 4;
}; };
@ -4265,7 +4265,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
PickerBase.prototype.applyData = function () {}; PickerBase.prototype.applyData = function () {};
/* select /* select
===================================*/ ===================================*/
PickerBase.prototype.deselectIndex = function (index) { PickerBase.prototype.deselectIndex = function (index) {
if (index < 0) return; if (index < 0) return;
var arrayIdx = this._selectingIndexes.indexOf(index); var arrayIdx = this._selectingIndexes.indexOf(index);
@ -4289,7 +4289,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* update /* update
===================================*/ ===================================*/
PickerBase.prototype.update = function () { PickerBase.prototype.update = function () {
if (this._headerSprite.visible) { if (this._headerSprite.visible) {
this.updateHeaderSprite(); this.updateHeaderSprite();
@ -4435,7 +4435,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* headerSprite /* headerSprite
===================================*/ ===================================*/
PickerBase.prototype.createHeaderSprite = function () { PickerBase.prototype.createHeaderSprite = function () {
var bitmap = new Bitmap(256, 24); var bitmap = new Bitmap(256, 24);
var sprite = new Sprite(bitmap); var sprite = new Sprite(bitmap);
@ -4477,7 +4477,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* backSprite /* backSprite
===================================*/ ===================================*/
PickerBase.prototype.createBackSprite = function () { PickerBase.prototype.createBackSprite = function () {
var sprite, bitmap; var sprite, bitmap;
bitmap = new Bitmap(16, 16); bitmap = new Bitmap(16, 16);
@ -4495,7 +4495,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* highlight sprites /* highlight sprites
===================================*/ ===================================*/
PickerBase.prototype.createHighlightBitmap = function () { PickerBase.prototype.createHighlightBitmap = function () {
var bitmap = new Bitmap(16, 16); var bitmap = new Bitmap(16, 16);
bitmap.fillAll("white"); bitmap.fillAll("white");
@ -4514,7 +4514,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* guide sprite /* guide sprite
===================================*/ ===================================*/
PickerBase.prototype.createGuideSprite = function () { PickerBase.prototype.createGuideSprite = function () {
var texts = this.guideTexts(); var texts = this.guideTexts();
if (!texts) return; if (!texts) return;
@ -4544,7 +4544,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* scroll /* scroll
===================================*/ ===================================*/
PickerBase.prototype.setTopIndex = function (i) { PickerBase.prototype.setTopIndex = function (i) {
var row = Math.floor(i / this.maxColumns()); var row = Math.floor(i / this.maxColumns());
var newRow = row.clamp(0, this._maxTopRow); var newRow = row.clamp(0, this._maxTopRow);
@ -4637,7 +4637,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* several mode /* several mode
===================================*/ ===================================*/
PickerBase.prototype.switchSelectingMode = function () { PickerBase.prototype.switchSelectingMode = function () {
this.setSeveralMode(!this._severalMode); this.setSeveralMode(!this._severalMode);
}; };
@ -4649,7 +4649,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* wheel /* wheel
===================================*/ ===================================*/
PickerBase.prototype.registerWheelListener = function () { PickerBase.prototype.registerWheelListener = function () {
var listener = this._onWheel.bind(this); var listener = this._onWheel.bind(this);
this._wheelListener = listener; this._wheelListener = listener;
@ -4720,7 +4720,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* overwrite setting /* overwrite setting
===================================*/ ===================================*/
ImagePicker.prototype.maxItems = function () { ImagePicker.prototype.maxItems = function () {
return this._imageNames.length; return this._imageNames.length;
}; };
@ -4762,13 +4762,13 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* originalSetting /* originalSetting
===================================*/ ===================================*/
ImagePicker.prototype.imageSize = function () { ImagePicker.prototype.imageSize = function () {
return ImagePicker.IMAGE_SIZE; return ImagePicker.IMAGE_SIZE;
}; };
/* refresh /* refresh
===================================*/ ===================================*/
ImagePicker.prototype.refreshItems = function () { ImagePicker.prototype.refreshItems = function () {
var nameHeight = ImagePicker.NAME_HEIGHT; var nameHeight = ImagePicker.NAME_HEIGHT;
var mx = this.itemMarginX(); var mx = this.itemMarginX();
@ -4841,7 +4841,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* start picking /* start picking
===================================*/ ===================================*/
ImagePicker.prototype.startPicking = function (owner, image) { ImagePicker.prototype.startPicking = function (owner, image) {
ImagePickerBase.prototype.startPicking.call(this, owner); ImagePickerBase.prototype.startPicking.call(this, owner);
@ -4868,7 +4868,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* search /* search
===================================*/ ===================================*/
ImagePicker.prototype.search = function (chara) { ImagePicker.prototype.search = function (chara) {
var names = this._imageNames; var names = this._imageNames;
var length = names.length; var length = names.length;
@ -4923,7 +4923,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
//PRAGMA_END: tilesetBitmaps //PRAGMA_END: tilesetBitmaps
/* overwrite setting /* overwrite setting
===================================*/ ===================================*/
TilePicker.prototype.maxItems = function () { TilePicker.prototype.maxItems = function () {
return this._maxItems; return this._maxItems;
}; };
@ -5017,7 +5017,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* originalSetting /* originalSetting
===================================*/ ===================================*/
TilePicker.prototype.tileSize = function () { TilePicker.prototype.tileSize = function () {
return $gameMap.tileWidth(); return $gameMap.tileWidth();
}; };
@ -5026,7 +5026,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* refresh /* refresh
===================================*/ ===================================*/
TilePicker.prototype.setListType = function (type) { TilePicker.prototype.setListType = function (type) {
ImagePickerBase.prototype.setListType.call(this, type); ImagePickerBase.prototype.setListType.call(this, type);
var tileSize = this.tileSize(); var tileSize = this.tileSize();
@ -5079,7 +5079,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* start picking /* start picking
===================================*/ ===================================*/
TilePicker.prototype.startPicking = function (owner, imagestr) { TilePicker.prototype.startPicking = function (owner, imagestr) {
var tileIndexes = []; var tileIndexes = [];
if (imagestr) { if (imagestr) {
@ -5175,7 +5175,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* overwrite setting /* overwrite setting
===================================*/ ===================================*/
AnimationPicker.prototype.maxItems = function () { AnimationPicker.prototype.maxItems = function () {
return this._maxItems; return this._maxItems;
}; };
@ -5247,7 +5247,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* originalSetting /* originalSetting
===================================*/ ===================================*/
AnimationPicker.prototype.imageSize = function () { AnimationPicker.prototype.imageSize = function () {
return 192; return 192;
}; };
@ -5256,7 +5256,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* refresh /* refresh
===================================*/ ===================================*/
AnimationPicker.prototype.setListType = function (type) { AnimationPicker.prototype.setListType = function (type) {
ImagePickerBase.prototype.setListType.call(this, type); ImagePickerBase.prototype.setListType.call(this, type);
@ -5331,7 +5331,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* start picking /* start picking
===================================*/ ===================================*/
AnimationPicker.prototype.startPicking = function (owner, imagestr) { AnimationPicker.prototype.startPicking = function (owner, imagestr) {
var frames = []; var frames = [];
if (imagestr) { if (imagestr) {
@ -5381,7 +5381,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* search /* search
===================================*/ ===================================*/
AnimationPicker.prototype.search = function (chara) { AnimationPicker.prototype.search = function (chara) {
var imageNames = this._imageNames; var imageNames = this._imageNames;
var length = imageNames.length; var length = imageNames.length;
@ -5403,7 +5403,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* MonoTone /* MonoTone
===================================*/ ===================================*/
AnimationPicker.prototype.update = function () { AnimationPicker.prototype.update = function () {
PickerBase.prototype.update.call(this); PickerBase.prototype.update.call(this);
if (Input.isTriggered("shift")) { if (Input.isTriggered("shift")) {
@ -5425,7 +5425,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* write image /* write image
===================================*/ ===================================*/
AnimationPicker.prototype.end = function () { AnimationPicker.prototype.end = function () {
var indexes = this._selectingIndexes; var indexes = this._selectingIndexes;
var imageName = this.imageName(); var imageName = this.imageName();
@ -5668,7 +5668,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* overwrite setting /* overwrite setting
===================================*/ ===================================*/
PresetPicker.prototype.maxItems = function () { PresetPicker.prototype.maxItems = function () {
return this._list.length; return this._list.length;
}; };
@ -5727,7 +5727,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* refresh /* refresh
===================================*/ ===================================*/
PresetPicker.prototype.setListType = function (type) { PresetPicker.prototype.setListType = function (type) {
PickerBase.prototype.setListType.call(this, type); PickerBase.prototype.setListType.call(this, type);
@ -5794,7 +5794,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* start picking /* start picking
===================================*/ ===================================*/
PresetPicker.prototype.startPicking = function ( PresetPicker.prototype.startPicking = function (
owner, owner,
targetType, targetType,
@ -5821,7 +5821,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* search /* search
===================================*/ ===================================*/
PresetPicker.prototype.search = function (chara) { PresetPicker.prototype.search = function (chara) {
var names = this._names; var names = this._names;
var length = names.length; var length = names.length;
@ -5835,7 +5835,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* filter /* filter
===================================*/ ===================================*/
PresetPicker.prototype.onKeyDown = function (keyCode, event) { PresetPicker.prototype.onKeyDown = function (keyCode, event) {
if (keyCode === KEY_CODE.f && (event.ctrlKey || event.metaKey)) { if (keyCode === KEY_CODE.f && (event.ctrlKey || event.metaKey)) {
this.changeFilterMode(); this.changeFilterMode();
@ -5864,7 +5864,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* input /* input
===================================*/ ===================================*/
PresetPicker.prototype.processInput = function () { PresetPicker.prototype.processInput = function () {
if (Input.isRepeated("cancel")) { if (Input.isRepeated("cancel")) {
this._owner.applyData(this._currentData); this._owner.applyData(this._currentData);
@ -5981,7 +5981,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* overwrite setting /* overwrite setting
===================================*/ ===================================*/
LoadPicker.prototype.guideTexts = function () { LoadPicker.prototype.guideTexts = function () {
return [ return [
LC("保存データ設定をコピーします。", 174), LC("保存データ設定をコピーします。", 174),
@ -5999,7 +5999,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}; };
/* delete /* delete
===================================*/ ===================================*/
LoadPicker.prototype.onKeyDown = function (keyCode, event) { LoadPicker.prototype.onKeyDown = function (keyCode, event) {
PresetPicker.prototype.onKeyDown.call(this, keyCode, event); PresetPicker.prototype.onKeyDown.call(this, keyCode, event);
if (keyCode === KEY_CODE.delete) { if (keyCode === KEY_CODE.delete) {

View file

@ -312,7 +312,7 @@ var $dataTrpParticleGroupsPreset;
"use strict"; "use strict";
/* groups /* groups
===================================*/ ===================================*/
$dataTrpParticleGroupsPreset = { $dataTrpParticleGroupsPreset = {
//キャラ //キャラ
splash_cp: { splash_cp: {
@ -857,7 +857,7 @@ var $dataTrpParticleGroupsPreset;
}; };
/* particles /* particles
===================================*/ ===================================*/
$dataTrpParticlePreset = { $dataTrpParticlePreset = {
//キャラ //キャラ
dark_gate_c: [ dark_gate_c: [

View file

@ -55,7 +55,7 @@ function Skit() {
var names = {}; var names = {};
/* setupParameters /* setupParameters
===================================*/ ===================================*/
var _Scene_Boot_start = Scene_Boot.prototype.start; var _Scene_Boot_start = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () { Scene_Boot.prototype.start = function () {
TRP_CORE.setupTRPSkitConfigParametersIfNeeded(); TRP_CORE.setupTRPSkitConfigParametersIfNeeded();
@ -287,7 +287,7 @@ function Skit() {
}; };
/* tween /* tween
===================================*/ ===================================*/
TRP_CORE.EASING = { TRP_CORE.EASING = {
linear: 0, linear: 0,
easeInQuad: 1, easeInQuad: 1,
@ -425,7 +425,7 @@ function Skit() {
}; };
/* functions for Skit /* functions for Skit
===================================*/ ===================================*/
TRP_CORE.isTRPSkitPluginCommand = function (command) { TRP_CORE.isTRPSkitPluginCommand = function (command) {
return command === "SKIT" || command === "skit" || command === "スキット"; return command === "SKIT" || command === "skit" || command === "スキット";
}; };
@ -928,14 +928,14 @@ function Skit() {
}; };
/* start /* start
===================================*/ ===================================*/
Skit.prototype.startSkit = function (args, macroPos) { Skit.prototype.startSkit = function (args, macroPos) {
this.start(); this.start();
}; };
/* end /* end
* [1] : noAnimation * [1] : noAnimation
===================================*/ ===================================*/
Skit.prototype.endSkit = function (args, macroPos) { Skit.prototype.endSkit = function (args, macroPos) {
var noAnimation = args[1] === "t" || args[1] === "true"; var noAnimation = args[1] === "t" || args[1] === "true";
this.end(noAnimation); this.end(noAnimation);
@ -946,7 +946,7 @@ function Skit() {
* [2] : wait(dummy) * [2] : wait(dummy)
* [3] : pose * [3] : pose
* [4] : expression * [4] : expression
===================================*/ ===================================*/
Skit.prototype.preloadImage = function (args, macroPos) { Skit.prototype.preloadImage = function (args, macroPos) {
var charaName = args[1]; var charaName = args[1];
var folderName = this.actorFolderName(charaName); var folderName = this.actorFolderName(charaName);
@ -968,7 +968,7 @@ function Skit() {
/* clearActors /* clearActors
* [1] : wait * [1] : wait
===================================*/ ===================================*/
Skit.prototype.clearActors = function (args) { Skit.prototype.clearActors = function (args) {
var wait = TRP_CORE.supplementSkitWait(false, args[1]); var wait = TRP_CORE.supplementSkitWait(false, args[1]);
this.processClearActors(wait); this.processClearActors(wait);
@ -979,7 +979,7 @@ function Skit() {
* [2] : wait (dummy) * [2] : wait (dummy)
* [3] : position * [3] : position
* [4] : opacity (255) * [4] : opacity (255)
===================================*/ ===================================*/
Skit.prototype.showSkitActor = function (args, macroPos) { Skit.prototype.showSkitActor = function (args, macroPos) {
if (!this._isSkitOn) { if (!this._isSkitOn) {
this.start(); this.start();
@ -1000,7 +1000,7 @@ function Skit() {
/* hide /* hide
* [1] : name * [1] : name
===================================*/ ===================================*/
Skit.prototype.hideSkitActor = function (args, macroPos) { Skit.prototype.hideSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actors = this.actorsForHideCommands(name); var actors = this.actorsForHideCommands(name);
@ -1020,7 +1020,7 @@ function Skit() {
* [5] : opacity(255) * [5] : opacity(255)
* [6] : easeType * [6] : easeType
* [7] : pushIn * [7] : pushIn
===================================*/ ===================================*/
Skit.prototype.fadeInSkitActor = function (args, macroPos) { Skit.prototype.fadeInSkitActor = function (args, macroPos) {
if (!this._isSkitOn) { if (!this._isSkitOn) {
this.start(); this.start();
@ -1051,7 +1051,7 @@ function Skit() {
* [2] : waitFlag (false) * [2] : waitFlag (false)
* [3] : duration * [3] : duration
* [4] : easeType * [4] : easeType
===================================*/ ===================================*/
Skit.prototype.fadeOutSkitActor = function (args, macroPos) { Skit.prototype.fadeOutSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actors = this.actorsForHideCommands(name); var actors = this.actorsForHideCommands(name);
@ -1076,7 +1076,7 @@ function Skit() {
* [6] : direction(auto) * [6] : direction(auto)
* [7] : easeType * [7] : easeType
* [8] : pushIn(true) * [8] : pushIn(true)
===================================*/ ===================================*/
Skit.prototype.slideInSkitActor = function (args, macroPos) { Skit.prototype.slideInSkitActor = function (args, macroPos) {
if (!this._isSkitOn) { if (!this._isSkitOn) {
this.start(); this.start();
@ -1110,7 +1110,7 @@ function Skit() {
* [4] : speed (20) * [4] : speed (20)
* [5] : direction(auto) * [5] : direction(auto)
* [6] : easeType * [6] : easeType
===================================*/ ===================================*/
Skit.prototype.slideOutSkitActor = function (args, macroPos) { Skit.prototype.slideOutSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actors = this.actorsForHideCommands(name); var actors = this.actorsForHideCommands(name);
@ -1136,7 +1136,7 @@ function Skit() {
* [5] : direction(auto) * [5] : direction(auto)
* [6] : easeType * [6] : easeType
* [7] : pushIn * [7] : pushIn
===================================*/ ===================================*/
Skit.prototype.moveInSkitActor = function (args, macroPos) { Skit.prototype.moveInSkitActor = function (args, macroPos) {
if (!this._isSkitOn) { if (!this._isSkitOn) {
this.start(); this.start();
@ -1168,7 +1168,7 @@ function Skit() {
* [3] : speed * [3] : speed
* [4] : direction(auto) * [4] : direction(auto)
* [5] : easeType * [5] : easeType
===================================*/ ===================================*/
Skit.prototype.moveOutSkitActor = function (args, macroPos) { Skit.prototype.moveOutSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actors = this.actorsForHideCommands(name); var actors = this.actorsForHideCommands(name);
@ -1192,7 +1192,7 @@ function Skit() {
* [4] : speed * [4] : speed
* [5] : relative(false) * [5] : relative(false)
* [6] : easeType * [6] : easeType
===================================*/ ===================================*/
Skit.prototype.moveSkitActor = function (args, macroPos) { Skit.prototype.moveSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1216,7 +1216,7 @@ function Skit() {
* [4] : duration * [4] : duration
* [5] : relative(false) * [5] : relative(false)
* [6] : easeType * [6] : easeType
===================================*/ ===================================*/
Skit.prototype.moveYSkitActor = function (args, macroPos) { Skit.prototype.moveYSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1241,7 +1241,7 @@ function Skit() {
* [5] : angle * [5] : angle
* <preset> * <preset>
* double,pop,sank,hop * double,pop,sank,hop
===================================*/ ===================================*/
Skit.prototype.jumpSkitActor = function (args, macroPos) { Skit.prototype.jumpSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1267,7 +1267,7 @@ function Skit() {
* [6] : gravity * [6] : gravity
* [7] : relative * [7] : relative
* [8] : easeType * [8] : easeType
===================================*/ ===================================*/
Skit.prototype.stepSkitActor = function (args, macroPos) { Skit.prototype.stepSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1294,7 +1294,7 @@ function Skit() {
* [5] : speedDur * [5] : speedDur
* [6] : reverse (逆方向からスタート) * [6] : reverse (逆方向からスタート)
* [7] : easeType * [7] : easeType
===================================*/ ===================================*/
Skit.prototype.shakeSkitActor = function (args, macroPos) { Skit.prototype.shakeSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1318,7 +1318,7 @@ function Skit() {
* [3] : num * [3] : num
* [4] : durationPerCount * [4] : durationPerCount
* [5] : easeType * [5] : easeType
===================================*/ ===================================*/
Skit.prototype.flipSkitActor = function (args, macroPos) { Skit.prototype.flipSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1341,7 +1341,7 @@ function Skit() {
* [4] : duration * [4] : duration
* [5] : relative * [5] : relative
* [6] : easeType * [6] : easeType
===================================*/ ===================================*/
Skit.prototype.changeAngleSkitActor = function (args, macroPos) { Skit.prototype.changeAngleSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1363,7 +1363,7 @@ function Skit() {
* [2] : wait (false) * [2] : wait (false)
* [3] : expression * [3] : expression
* [4] : duration * [4] : duration
===================================*/ ===================================*/
Skit.prototype.changeSkitActorExpression = function (args, macroPos) { Skit.prototype.changeSkitActorExpression = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1386,7 +1386,7 @@ function Skit() {
* [5] : style (flip) * [5] : style (flip)
* [6] : duration * [6] : duration
* [7] : easeType * [7] : easeType
===================================*/ ===================================*/
Skit.prototype.changeSkitActorPose = function (args, macroPos) { Skit.prototype.changeSkitActorPose = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1412,7 +1412,7 @@ function Skit() {
* [5] : duration * [5] : duration
* [6] : relative(false) * [6] : relative(false)
* [7] : easeType * [7] : easeType
===================================*/ ===================================*/
Skit.prototype.changeScaleSkitActor = function (args, macroPos) { Skit.prototype.changeScaleSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1437,7 +1437,7 @@ function Skit() {
* [4] : duration * [4] : duration
* [5] : relative(false) * [5] : relative(false)
* [6] : easeType * [6] : easeType
===================================*/ ===================================*/
Skit.prototype.changeOpacitySkitActor = function (args, macroPos) { Skit.prototype.changeOpacitySkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1462,7 +1462,7 @@ function Skit() {
* [5] : b * [5] : b
* [6] : gray * [6] : gray
* [7] : duration * [7] : duration
===================================*/ ===================================*/
Skit.prototype.changeTintSkitActor = function (args, macroPos) { Skit.prototype.changeTintSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1496,7 +1496,7 @@ function Skit() {
/* setAutoFocus /* setAutoFocus
* [1] : autoFocusFlag(true) * [1] : autoFocusFlag(true)
===================================*/ ===================================*/
Skit.prototype.setAutoFocus = function (args, macroPos) { Skit.prototype.setAutoFocus = function (args, macroPos) {
var autoFocus = args[1]; var autoFocus = args[1];
this._autoFocus = TRP_CORE.supplementDefBool(true, autoFocus); this._autoFocus = TRP_CORE.supplementDefBool(true, autoFocus);
@ -1506,7 +1506,7 @@ function Skit() {
* [1] : name   ('reset' => 全てfocus) * [1] : name   ('reset' => 全てfocus)
* [2] : wait (false) * [2] : wait (false)
* [3] : onlyFlag (true) * [3] : onlyFlag (true)
===================================*/ ===================================*/
Skit.prototype.focusSkitActor = function (args, macroPos) { Skit.prototype.focusSkitActor = function (args, macroPos) {
var target = TRP_CORE.supplementDef("reset", args[1]); var target = TRP_CORE.supplementDef("reset", args[1]);
@ -1519,7 +1519,7 @@ function Skit() {
/* unFocus /* unFocus
* [1] : name * [1] : name
* [2] : wait (false) * [2] : wait (false)
===================================*/ ===================================*/
Skit.prototype.unFocusSkitActor = function (args, macroPos) { Skit.prototype.unFocusSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var wait = args[2]; var wait = args[2];
@ -1537,7 +1537,7 @@ function Skit() {
* [3] : animeName * [3] : animeName
* [4] : mirror * [4] : mirror
* [5] : focus * [5] : focus
===================================*/ ===================================*/
Skit.prototype.playAnimationSkitActor = function (args, macroPos) { Skit.prototype.playAnimationSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1573,7 +1573,7 @@ function Skit() {
* [10] : b * [10] : b
* [11] : a * [11] : a
* [12] : easeType * [12] : easeType
===================================*/ ===================================*/
Skit.prototype.emphasizeSkitActor = function (args, macroPos) { Skit.prototype.emphasizeSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1611,7 +1611,7 @@ function Skit() {
/* bringToFront /* bringToFront
* [1] : name * [1] : name
===================================*/ ===================================*/
Skit.prototype.bringSkitActorToFront = function (args, macroPos) { Skit.prototype.bringSkitActorToFront = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1625,7 +1625,7 @@ function Skit() {
/* wait /* wait
* [1] : name * [1] : name
* [2] : frame * [2] : frame
===================================*/ ===================================*/
Skit.prototype.waitSkitActor = function (args, macroPos) { Skit.prototype.waitSkitActor = function (args, macroPos) {
if (isNaN(args[1])) { if (isNaN(args[1])) {
var name = args[1]; var name = args[1];
@ -1646,7 +1646,7 @@ function Skit() {
* [2] : wait * [2] : wait
* [3] : position * [3] : position
* [4]~: macroNames * [4]~: macroNames
===================================*/ ===================================*/
Skit.prototype.playSequence = function (args, macroPos) { Skit.prototype.playSequence = function (args, macroPos) {
args = args.concat(); args = args.concat();
@ -1667,7 +1667,7 @@ function Skit() {
* [2] : wait (dummy) * [2] : wait (dummy)
* [3] : position * [3] : position
* [4]~: macroNames * [4]~: macroNames
===================================*/ ===================================*/
var CLEAR_LOOP_ARGS = ["stop", "clear", "ストップ", "クリアー", "クリア"]; var CLEAR_LOOP_ARGS = ["stop", "clear", "ストップ", "クリアー", "クリア"];
Skit.prototype.playLoop = function (args, macroPos) { Skit.prototype.playLoop = function (args, macroPos) {
args = args.concat(); args = args.concat();
@ -1691,7 +1691,7 @@ function Skit() {
/* registerMobName /* registerMobName
* [1] : name * [1] : name
===================================*/ ===================================*/
Skit.prototype.registerSkitMobName = function (args, macroPos) { Skit.prototype.registerSkitMobName = function (args, macroPos) {
var name = args[1]; var name = args[1];
this.registerMobName(name); this.registerMobName(name);
@ -1701,7 +1701,7 @@ function Skit() {
* [1] : charaName * [1] : charaName
* [2] : wait(dummy) * [2] : wait(dummy)
* [3] : dispName * [3] : dispName
===================================*/ ===================================*/
Skit.prototype.setDisplayNameWithSkitActor = function (args, macroPos) { Skit.prototype.setDisplayNameWithSkitActor = function (args, macroPos) {
var name = args[1]; var name = args[1];
var actor = this.actor(name); var actor = this.actor(name);
@ -1781,7 +1781,7 @@ function Skit() {
}; };
/* clearActors /* clearActors
===================================*/ ===================================*/
Skit.prototype.processClearActors = function (wait) { Skit.prototype.processClearActors = function (wait) {
var actors = this.actors(); var actors = this.actors();
var disappearCommand = parameters.defaultDisappear || 0; var disappearCommand = parameters.defaultDisappear || 0;
@ -1797,7 +1797,7 @@ function Skit() {
}; };
/* pushOut /* pushOut
===================================*/ ===================================*/
Skit.prototype.pushOutActorsAroundActor = function (target) { Skit.prototype.pushOutActorsAroundActor = function (target) {
var margin = parameters.pushInMargin || 2; var margin = parameters.pushInMargin || 2;
var position = target._position; var position = target._position;
@ -1834,7 +1834,7 @@ function Skit() {
}; };
/* focus /* focus
===================================*/ ===================================*/
Skit.prototype.processFocusSkitActor = function (wait, target, onlyFlag) { Skit.prototype.processFocusSkitActor = function (wait, target, onlyFlag) {
onlyFlag = TRP_CORE.supplementDefBool(true, onlyFlag); onlyFlag = TRP_CORE.supplementDefBool(true, onlyFlag);
@ -1883,7 +1883,7 @@ function Skit() {
}; };
/* swap order /* swap order
===================================*/ ===================================*/
Skit.prototype.processBringActorToFront = function (target) { Skit.prototype.processBringActorToFront = function (target) {
var targetId = target._pictureId; var targetId = target._pictureId;
var actors = this.actors(); var actors = this.actors();
@ -1912,7 +1912,7 @@ function Skit() {
}; };
/* wait /* wait
===================================*/ ===================================*/
Skit.prototype.isBusy = function () { Skit.prototype.isBusy = function () {
if (this._waitCount) { if (this._waitCount) {
return true; return true;
@ -1937,7 +1937,7 @@ function Skit() {
}; };
/* mob /* mob
===================================*/ ===================================*/
Skit.prototype.registerMobName = function (name) { Skit.prototype.registerMobName = function (name) {
this._mobNames.push(name); this._mobNames.push(name);
}; };
@ -1946,7 +1946,7 @@ function Skit() {
}; };
/* helper /* helper
===================================*/ ===================================*/
Skit.prototype.isSkitOn = function () { Skit.prototype.isSkitOn = function () {
return this._isSkitOn; return this._isSkitOn;
}; };
@ -2143,7 +2143,7 @@ function Skit() {
}; };
/* update /* update
===================================*/ ===================================*/
SkitActor.prototype.update = function () { SkitActor.prototype.update = function () {
// if(this._isMob)return; // if(this._isMob)return;
if (this._waitCount > 0) { if (this._waitCount > 0) {
@ -2157,7 +2157,7 @@ function Skit() {
}; };
/* show & hide /* show & hide
===================================*/ ===================================*/
SkitActor.prototype.show = function (position, opacity) { SkitActor.prototype.show = function (position, opacity) {
position = TRP_CORE.interpretPositionArg(position); position = TRP_CORE.interpretPositionArg(position);
@ -2222,7 +2222,7 @@ function Skit() {
}; };
/* fade in && out /* fade in && out
===================================*/ ===================================*/
SkitActor.prototype.fadeIn = function ( SkitActor.prototype.fadeIn = function (
wait, wait,
easeType, easeType,
@ -2260,7 +2260,7 @@ function Skit() {
}; };
/* slideIn & slideOut /* slideIn & slideOut
===================================*/ ===================================*/
SkitActor.prototype.slideIn = function ( SkitActor.prototype.slideIn = function (
wait, wait,
easeType, easeType,
@ -2343,7 +2343,7 @@ function Skit() {
}; };
/* moveIn & moveOut /* moveIn & moveOut
===================================*/ ===================================*/
SkitActor.prototype.moveIn = function ( SkitActor.prototype.moveIn = function (
wait, wait,
easeType, easeType,
@ -2397,7 +2397,7 @@ function Skit() {
}; };
/* jump /* jump
===================================*/ ===================================*/
SkitActor.prototype.jump = function (wait, height, gravity, angle) { SkitActor.prototype.jump = function (wait, height, gravity, angle) {
height = TRP_CORE.supplementDefNum(parameters.jump.height, height); height = TRP_CORE.supplementDefNum(parameters.jump.height, height);
gravity = TRP_CORE.supplementDefNum(parameters.jump.gravity, gravity); gravity = TRP_CORE.supplementDefNum(parameters.jump.gravity, gravity);
@ -2419,7 +2419,7 @@ function Skit() {
}; };
/* step /* step
===================================*/ ===================================*/
SkitActor.prototype.stepMove = function ( SkitActor.prototype.stepMove = function (
wait, wait,
easeType, easeType,
@ -2470,7 +2470,7 @@ function Skit() {
}; };
/* shake /* shake
===================================*/ ===================================*/
SkitActor.prototype.shake = function ( SkitActor.prototype.shake = function (
wait, wait,
easeType, easeType,
@ -2548,7 +2548,7 @@ function Skit() {
}; };
/* expression & pose /* expression & pose
===================================*/ ===================================*/
SkitActor.prototype.changeExpression = function (wait, expression, duration) { SkitActor.prototype.changeExpression = function (wait, expression, duration) {
wait = TRP_CORE.supplementSkitWait(parameters.expression.wait, wait); wait = TRP_CORE.supplementSkitWait(parameters.expression.wait, wait);
expression = TRP_CORE.supplementDef(this.defaultExpression(), expression); expression = TRP_CORE.supplementDef(this.defaultExpression(), expression);
@ -2755,7 +2755,7 @@ function Skit() {
}; };
/* change Opacity /* change Opacity
===================================*/ ===================================*/
SkitActor.prototype.changeOpacity = function ( SkitActor.prototype.changeOpacity = function (
wait, wait,
easeType, easeType,
@ -2788,7 +2788,7 @@ function Skit() {
}; };
/* focus & unFocus /* focus & unFocus
===================================*/ ===================================*/
SkitActor.prototype.focus = function (wait) { SkitActor.prototype.focus = function (wait) {
wait = TRP_CORE.supplementSkitWait(parameters.focus.wait, wait); wait = TRP_CORE.supplementSkitWait(parameters.focus.wait, wait);
var duration = parameters.focus.duration; var duration = parameters.focus.duration;
@ -2822,7 +2822,7 @@ function Skit() {
}; };
/* changeTone /* changeTone
===================================*/ ===================================*/
SkitActor.prototype.changeTone = function (wait, tone, duration) { SkitActor.prototype.changeTone = function (wait, tone, duration) {
this._tone = tone; this._tone = tone;
tone = tone || [0, 0, 0, 0]; tone = tone || [0, 0, 0, 0];
@ -2845,7 +2845,7 @@ function Skit() {
}; };
/* emphasizeEffect /* emphasizeEffect
===================================*/ ===================================*/
SkitActor.prototype.emphasize = function ( SkitActor.prototype.emphasize = function (
wait, wait,
easeType, easeType,
@ -2897,7 +2897,7 @@ function Skit() {
}; };
/* scale /* scale
===================================*/ ===================================*/
SkitActor.prototype.changeScale = function ( SkitActor.prototype.changeScale = function (
wait, wait,
easeType, easeType,
@ -2950,7 +2950,7 @@ function Skit() {
}; };
/* move position /* move position
===================================*/ ===================================*/
SkitActor.prototype.movePosition = function ( SkitActor.prototype.movePosition = function (
wait, wait,
easeType, easeType,
@ -3034,7 +3034,7 @@ function Skit() {
}; };
/* move y position /* move y position
===================================*/ ===================================*/
SkitActor.prototype.moveYPosition = function ( SkitActor.prototype.moveYPosition = function (
wait, wait,
easeType, easeType,
@ -3063,7 +3063,7 @@ function Skit() {
}; };
/* flip /* flip
===================================*/ ===================================*/
SkitActor.prototype.flip = function (wait, easeType, num, durationPerCount) { SkitActor.prototype.flip = function (wait, easeType, num, durationPerCount) {
wait = TRP_CORE.supplementSkitWait(parameters.flip.wait, wait); wait = TRP_CORE.supplementSkitWait(parameters.flip.wait, wait);
easeType = TRP_CORE.supplementEasingArg(parameters.flip.easeType, easeType); easeType = TRP_CORE.supplementEasingArg(parameters.flip.easeType, easeType);
@ -3111,7 +3111,7 @@ function Skit() {
TRP_CORE.NO_EASE = TRP_CORE.EASING.linear; TRP_CORE.NO_EASE = TRP_CORE.EASING.linear;
/* changeAngle /* changeAngle
===================================*/ ===================================*/
SkitActor.prototype.setAngle = function (angle, relative) { SkitActor.prototype.setAngle = function (angle, relative) {
this.changeAngle(TRP_CORE.NO_WAIT, TRP_CORE.NO_EASE, angle, 0, relative); this.changeAngle(TRP_CORE.NO_WAIT, TRP_CORE.NO_EASE, angle, 0, relative);
}; };
@ -3146,7 +3146,7 @@ function Skit() {
}; };
/* animation /* animation
===================================*/ ===================================*/
SkitActor.prototype.playAnimation = function (wait, animeName, mirror) { SkitActor.prototype.playAnimation = function (wait, animeName, mirror) {
mirror = TRP_CORE.supplementDefBool(false, mirror); mirror = TRP_CORE.supplementDefBool(false, mirror);
wait = TRP_CORE.supplementSkitWait(parameters.animation.wait, wait); wait = TRP_CORE.supplementSkitWait(parameters.animation.wait, wait);
@ -3181,7 +3181,7 @@ function Skit() {
}; };
/* zOrder /* zOrder
===================================*/ ===================================*/
SkitActor.MAX_Z_ORDER = 10; SkitActor.MAX_Z_ORDER = 10;
SkitActor.prototype.isMaxZOrder = function () { SkitActor.prototype.isMaxZOrder = function () {
@ -3207,7 +3207,7 @@ function Skit() {
}; };
/* apply /* apply
===================================*/ ===================================*/
SkitActor.prototype.apply = function () { SkitActor.prototype.apply = function () {
var picture = this.picture(); var picture = this.picture();
@ -3231,7 +3231,7 @@ function Skit() {
}; };
/* wait /* wait
===================================*/ ===================================*/
SkitActor.prototype.wait = function (wait) { SkitActor.prototype.wait = function (wait) {
if (this._playingSequences[0]) { if (this._playingSequences[0]) {
this._playingSequences[0]._waitCount = Math.max( this._playingSequences[0]._waitCount = Math.max(
@ -3247,7 +3247,7 @@ function Skit() {
}; };
/* timerCommand /* timerCommand
===================================*/ ===================================*/
SkitActor.prototype.pushTimerCommand = function (duration, command, args) { SkitActor.prototype.pushTimerCommand = function (duration, command, args) {
//一旦newに入れておいて、次回updateループからtimerCommandsに移される //一旦newに入れておいて、次回updateループからtimerCommandsに移される
this._newTimerCommands.push({ this._newTimerCommands.push({
@ -3284,7 +3284,7 @@ function Skit() {
}; };
/* sequence /* sequence
===================================*/ ===================================*/
const LOOP_ARG = "__LOOP"; const LOOP_ARG = "__LOOP";
SkitActor.prototype.playSequence = function ( SkitActor.prototype.playSequence = function (
wait, wait,
@ -3389,7 +3389,7 @@ function Skit() {
}; };
/* helper /* helper
===================================*/ ===================================*/
SkitActor.prototype.data = function () { SkitActor.prototype.data = function () {
return parameters.dataActors[this._name]; return parameters.dataActors[this._name];
}; };
@ -3553,7 +3553,7 @@ function Skit() {
}; };
/* opacity /* opacity
===================================*/ ===================================*/
Game_Picture.prototype.initOpacityChange = function () { Game_Picture.prototype.initOpacityChange = function () {
this.clearOpacityChange(); this.clearOpacityChange();
}; };
@ -3617,7 +3617,7 @@ function Skit() {
// break; // break;
/* scale /* scale
===================================*/ ===================================*/
Game_Picture.prototype.initScaleChange = function () { Game_Picture.prototype.initScaleChange = function () {
this.clearScaleChange(); this.clearScaleChange();
}; };
@ -3677,14 +3677,14 @@ function Skit() {
}; };
/* overlay /* overlay
===================================*/ ===================================*/
Game_Picture.prototype.changeOverlay = function (imageName, duration) { Game_Picture.prototype.changeOverlay = function (imageName, duration) {
this._overlayName = imageName; this._overlayName = imageName;
this._overlayDuration = duration; this._overlayDuration = duration;
}; };
/* changeImage /* changeImage
===================================*/ ===================================*/
Game_Picture.prototype.changeImage = function (imageName) { Game_Picture.prototype.changeImage = function (imageName) {
this._nextImageName = imageName; this._nextImageName = imageName;
}; };
@ -3695,7 +3695,7 @@ function Skit() {
}; };
/* movement /* movement
===================================*/ ===================================*/
Game_Picture.prototype.initMovement = function () { Game_Picture.prototype.initMovement = function () {
this.clearMovement(); this.clearMovement();
}; };
@ -3740,7 +3740,7 @@ function Skit() {
}; };
/* angle /* angle
===================================*/ ===================================*/
Game_Picture.prototype.initAngleChange = function () { Game_Picture.prototype.initAngleChange = function () {
this.clearAngleChange(); this.clearAngleChange();
}; };
@ -3788,7 +3788,7 @@ function Skit() {
}; };
/* yRotate /* yRotate
===================================*/ ===================================*/
Game_Picture.prototype.initYAngleChange = function () { Game_Picture.prototype.initYAngleChange = function () {
this._yAngle = 0; this._yAngle = 0;
this.clearYAngleChange(); this.clearYAngleChange();
@ -3838,7 +3838,7 @@ function Skit() {
}; };
/* emphasisEffect /* emphasisEffect
===================================*/ ===================================*/
Game_Picture.prototype.emphasize = function ( Game_Picture.prototype.emphasize = function (
duration, duration,
scaleX, scaleX,
@ -3866,7 +3866,7 @@ function Skit() {
}; };
/* jump /* jump
===================================*/ ===================================*/
Game_Picture.prototype.initJump = function () { Game_Picture.prototype.initJump = function () {
this._jumpPeak = 0; this._jumpPeak = 0;
this._jumpCount = 0; this._jumpCount = 0;
@ -3910,7 +3910,7 @@ function Skit() {
}; };
/* animation /* animation
===================================*/ ===================================*/
Game_Picture.prototype.initAnimation = function () { Game_Picture.prototype.initAnimation = function () {
this._animation = null; this._animation = null;
this._animationOffset = { x: 0, y: 0 }; this._animationOffset = { x: 0, y: 0 };
@ -3929,7 +3929,7 @@ function Skit() {
}; };
/* zOrder /* zOrder
===================================*/ ===================================*/
Game_Picture.prototype.setBustPictureZ = function (z) { Game_Picture.prototype.setBustPictureZ = function (z) {
this._bustPictureZ = z; this._bustPictureZ = z;
}; };
@ -3939,7 +3939,7 @@ function Skit() {
}; };
/* animation offset /* animation offset
===================================*/ ===================================*/
Game_Picture.prototype.setAnimationOffset = function (x, y) { Game_Picture.prototype.setAnimationOffset = function (x, y) {
this._animationOffset = { x: x, y: y }; this._animationOffset = { x: x, y: y };
}; };
@ -3948,7 +3948,7 @@ function Skit() {
}; };
/* helper /* helper
===================================*/ ===================================*/
Game_Picture.prototype.skitActorName = function () { Game_Picture.prototype.skitActorName = function () {
return this._skitActorName; return this._skitActorName;
}; };
@ -4031,7 +4031,7 @@ function Skit() {
}; };
/* update /* update
===================================*/ ===================================*/
var _Sprite_Picture_update = Sprite_Picture.prototype.update; var _Sprite_Picture_update = Sprite_Picture.prototype.update;
Sprite_Picture.prototype.update = function () { Sprite_Picture.prototype.update = function () {
_Sprite_Picture_update.call(this); _Sprite_Picture_update.call(this);
@ -4085,7 +4085,7 @@ function Skit() {
}; };
/* updateBustPicture /* updateBustPicture
===================================*/ ===================================*/
Sprite_Picture.prototype.updateBustPicture = function (picture) { Sprite_Picture.prototype.updateBustPicture = function (picture) {
picture = picture || this.picture(); picture = picture || this.picture();
@ -4121,7 +4121,7 @@ function Skit() {
}; };
/* overlay /* overlay
===================================*/ ===================================*/
Sprite_Picture.DEFAULT_TONE = [0, 0, 0, 0]; Sprite_Picture.DEFAULT_TONE = [0, 0, 0, 0];
Sprite_Picture.prototype.updateOverlay = function () { Sprite_Picture.prototype.updateOverlay = function () {
//overlay //overlay
@ -4271,7 +4271,7 @@ function Skit() {
}; };
/* animation /* animation
===================================*/ ===================================*/
Sprite_Picture.prototype.initAnimation = function () { Sprite_Picture.prototype.initAnimation = function () {
this._animationSprites = []; this._animationSprites = [];
this._effectTarget = this; this._effectTarget = this;
@ -4345,7 +4345,7 @@ function Skit() {
}; };
/* emphasize /* emphasize
===================================*/ ===================================*/
Sprite_Picture.prototype.updateEmphasis = function (emphasis) { Sprite_Picture.prototype.updateEmphasis = function (emphasis) {
emphasis.count -= 1; emphasis.count -= 1;
if (emphasis.count > 0) { if (emphasis.count > 0) {
@ -4565,7 +4565,7 @@ function Skit() {
}; };
/* helper /* helper
===================================*/ ===================================*/
Spriteset_Base.prototype._compareChildOrder = function (a, b) { Spriteset_Base.prototype._compareChildOrder = function (a, b) {
if (a.z !== b.z) { if (a.z !== b.z) {
return (a.z || 0) - (b.z || 0); return (a.z || 0) - (b.z || 0);

View file

@ -280,7 +280,7 @@
}; };
/* apply Costume /* apply Costume
===================================*/ ===================================*/
SkitActor.prototype.applyCostume = function (animation, force) { SkitActor.prototype.applyCostume = function (animation, force) {
if (this.isShowing()) { if (this.isShowing()) {
this.setupCostume(); this.setupCostume();

View file

@ -7,14 +7,14 @@
自立移動のタイプを近づくにしてください 自立移動のタイプを近づくにしてください
プレイヤーとそのイベントの向きに応じて プレイヤーとそのイベントの向きに応じて
先制攻撃不意打ちが起こるようになります  先制攻撃不意打ちが起こるようになります
設定した変数に数値が代入され  設定した変数に数値が代入され
0の場合は通常1の場合は先制攻撃2の場合は不意打ちになります  0の場合は通常1の場合は先制攻撃2の場合は不意打ちになります
変数は戦闘後にリセットされます  変数は戦闘後にリセットされます
デフォルトの近づくではプレイヤーが20マス以内にいる場合に デフォルトの近づくではプレイヤーが20マス以内にいる場合に
自動的に追尾するようになっていますが  自動的に追尾するようになっていますが
敵の背後にいる場合はプレイヤーを見失い近づかないようになります  敵の背後にいる場合はプレイヤーを見失い近づかないようになります
* *
* @param situationVariables * @param situationVariables
* @desc 使用する変数番号 * @desc 使用する変数番号

View file

@ -373,10 +373,7 @@ var utakata = utakata || (utakata = {});
var switchesJson = this._getTargetSwitchJson(); var switchesJson = this._getTargetSwitchJson();
var variablesJson = this._getTargetVariableJson(); var variablesJson = this._getTargetVariableJson();
var json = { var json = { gameSwitches: switchesJson, gameVariables: variablesJson };
gameSwitches: switchesJson,
gameVariables: variablesJson,
};
DataManager.saveCommonSave(json); DataManager.saveCommonSave(json);
}; };

View file

@ -5124,19 +5124,19 @@ there may be z-fighting issues. (default: 0.0100)
return c; return c;
}); });
/*! ***************************************************************************** /*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved. Copyright (c) Microsoft Corporation. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use Licensed under the Apache License, Version 2.0 (the "License"); you may not use
this file except in compliance with the License. You may obtain a copy of the this file except in compliance with the License. You may obtain a copy of the
License at http://www.apache.org/licenses/LICENSE-2.0 License at http://www.apache.org/licenses/LICENSE-2.0
THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT. MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License. and limitations under the License.
***************************************************************************** */ ***************************************************************************** */
var n = function (e, t) { var n = function (e, t) {
return (n = return (n =
Object.setPrototypeOf || Object.setPrototypeOf ||
@ -147308,19 +147308,19 @@ there may be z-fighting issues. (default: 0.0100)
"use strict"; "use strict";
n.r(t); n.r(t);
/*! ***************************************************************************** /*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved. Copyright (c) Microsoft Corporation. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use Licensed under the Apache License, Version 2.0 (the "License"); you may not use
this file except in compliance with the License. You may obtain a copy of the this file except in compliance with the License. You may obtain a copy of the
License at http://www.apache.org/licenses/LICENSE-2.0 License at http://www.apache.org/licenses/LICENSE-2.0
THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT. MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License. and limitations under the License.
***************************************************************************** */ ***************************************************************************** */
var r = function (e, t) { var r = function (e, t) {
return (r = return (r =
Object.setPrototypeOf || Object.setPrototypeOf ||
@ -152246,13 +152246,13 @@ there may be z-fighting issues. (default: 0.0100)
// give followers through if they fall behind // give followers through if they fall behind
/* /*
const _FOLLOWER_THROUGH_THRESH=3; const _FOLLOWER_THROUGH_THRESH=3;
override(Game_Follower.prototype,'isThrough',o=>function(){ override(Game_Follower.prototype,'isThrough',o=>function(){
const precedingCharacter = (this._memberIndex > 1 ? $gamePlayer._followers._data[this._memberIndex - 2] : $gamePlayer); const precedingCharacter = (this._memberIndex > 1 ? $gamePlayer._followers._data[this._memberIndex - 2] : $gamePlayer);
if(Math.abs(precedingCharacter.x-this.x)+Math.abs(precedingCharacter.y-this.y)>_FOLLOWER_THROUGH_THRESH){ return true; } if(Math.abs(precedingCharacter.x-this.x)+Math.abs(precedingCharacter.y-this.y)>_FOLLOWER_THROUGH_THRESH){ return true; }
return o.apply(this,arguments); return o.apply(this,arguments);
}); });
*/ */
function zCollidersOverlap(s1, s2) { function zCollidersOverlap(s1, s2) {
s1 = s1.getCollisionHeight(); s1 = s1.getCollisionHeight();
@ -161803,19 +161803,19 @@ there may be z-fighting issues. (default: 0.0100)
); );
/* /*
['setDisplayPos','scrollUp','scrollDown','scrollLeft','scrollRight'].forEach(method=>{ ['setDisplayPos','scrollUp','scrollDown','scrollLeft','scrollRight'].forEach(method=>{
const _oldMethod=Game_Map.prototype[method]; const _oldMethod=Game_Map.prototype[method];
Game_Map.prototype[method]=function(){ Game_Map.prototype[method]=function(){
if (mv3d.isDisabled()){ _oldMethod.apply(this,arguments); } if (mv3d.isDisabled()){ _oldMethod.apply(this,arguments); }
} }
}); });
const _updateScroll = Game_Map.prototype.updateScroll; const _updateScroll = Game_Map.prototype.updateScroll;
Game_Map.prototype.updateScroll = function() { Game_Map.prototype.updateScroll = function() {
if (mv3d.mapDisabled){ return _updateScroll.apply(this,arguments); } if (mv3d.mapDisabled){ return _updateScroll.apply(this,arguments); }
this._displayX = -mv3d.blendCameraYaw.currentValue()*816/3600; this._displayX = -mv3d.blendCameraYaw.currentValue()*816/3600;
this._displayY = -mv3d.blendCameraPitch.currentValue()*816/3600; this._displayY = -mv3d.blendCameraPitch.currentValue()*816/3600;
}; };
*/ */
Game_CharacterBase.prototype.mv3d_inRenderDist = function () { Game_CharacterBase.prototype.mv3d_inRenderDist = function () {
const loopPos = mv3d["a" /* default */].loopCoords(this.x, this.y); const loopPos = mv3d["a" /* default */].loopCoords(this.x, this.y);

View file

@ -264,51 +264,51 @@
//========================================================================= //=========================================================================
/*~struct~BattleActorParam: /*~struct~BattleActorParam:
* @param _scale * @param _scale
* @desc Spineモデルのスケールを調整します * @desc Spineモデルのスケールを調整します
* @type number * @type number
* @param _skins * @param _skins
* @desc スキン * @desc スキン
* @type string[] * @type string[]
* @param _animIdle * @param _animIdle
* @desc 待機アニメーション * @desc 待機アニメーション
* @param _animUseItem * @param _animUseItem
* @desc カードアイテム使用時アニメーション * @desc カードアイテム使用時アニメーション
* @type string[] * @type string[]
* @param _animDash * @param _animDash
* @desc ダッシュアニメーション * @desc ダッシュアニメーション
* @param _animDamage * @param _animDamage
* @desc ダメージ時アニメーション * @desc ダメージ時アニメーション
* @param _animBattleEndWin * @param _animBattleEndWin
* @desc 戦闘勝利時アニメーション * @desc 戦闘勝利時アニメーション
* @param _animBattleEndLose * @param _animBattleEndLose
* @desc 戦闘敗北時アニメーション * @desc 戦闘敗北時アニメーション
* @param _varIdxCurrentActorState * @param _varIdxCurrentActorState
* @desc 現在のアクタの状態を格納する変数のインデクス * @desc 現在のアクタの状態を格納する変数のインデクス
* @type number * @type number
* @min 1 * @min 1
* @default 70 * @default 70
* @param _varIdxCurrentEnemyType * @param _varIdxCurrentEnemyType
* @desc 現在のエロ攻撃対象の敵のタイプが格納される変数のインデクス敵のタイプは敵キャラのメモで定義する * @desc 現在のエロ攻撃対象の敵のタイプが格納される変数のインデクス敵のタイプは敵キャラのメモで定義する
* @type number * @type number
* @min 1 * @min 1
* @default 71 * @default 71
* @param _varIdxCurrentSkillId * @param _varIdxCurrentSkillId
* @desc 現在の実行スキルID * @desc 現在の実行スキルID
* @type number * @type number
* @min 1 * @min 1
* @default 72 * @default 72
* @param _antialias * @param _antialias
* @type boolean * @type boolean
* @default false * @default false
*/ */
//========================================================================= //=========================================================================
/*~struct~AtlasAnimationParam: /*~struct~AtlasAnimationParam:
* *
@ -329,233 +329,233 @@
*/ */
//========================================================================= //=========================================================================
/*~struct~CharaImageParam: /*~struct~CharaImageParam:
* *
* @param _posChara * @param _posChara
* @desc 右キャラクタの位置 移動元X, 移動元Y, 移動先X, 移動先Y * @desc 右キャラクタの位置 移動元X, 移動元Y, 移動先X, 移動先Y
* @type number[] * @type number[]
* @default [1000, 0, 850, 0] * @default [1000, 0, 850, 0]
* @param _scaleChara * @param _scaleChara
* @desc 右キャラクタのスケール * @desc 右キャラクタのスケール
* @type number * @type number
* @default 0.5 * @default 0.5
* @param _spineName * @param _spineName
* @desc 右キャラクタのSpineファイル名 * @desc 右キャラクタのSpineファイル名
* @default battle * @default battle
* @param _skinsNormal * @param _skinsNormal
* @desc 右キャラクタのSpineスキン名(通常時) [0]=100-60, [1]=59-30%, [2]=29-0% * @desc 右キャラクタのSpineスキン名(通常時) [0]=100-60, [1]=59-30%, [2]=29-0%
* @type string[] * @type string[]
* @param _skinsTransform * @param _skinsTransform
* @desc 右キャラクタのSpineスキン名(変身時) [0]=100-60, [1]=59-30%, [2]=29-0% * @desc 右キャラクタのSpineスキン名(変身時) [0]=100-60, [1]=59-30%, [2]=29-0%
* @type string[] * @type string[]
* @param _animAndAtcmSetNormal100 * @param _animAndAtcmSetNormal100
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 100% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 100%
* @type string[] * @type string[]
* @default ["p/battle","怒り"] * @default ["p/battle","怒り"]
* @param _animAndAtcmSetNormal70 * @param _animAndAtcmSetNormal70
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 70-99% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 70-99%
* @type string[] * @type string[]
* @default ["p/hatena","エロ微笑み"] * @default ["p/hatena","エロ微笑み"]
* @param _animAndAtcmSetNormal50 * @param _animAndAtcmSetNormal50
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 50-69% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 50-69%
* @type string[] * @type string[]
* @default ["p/hatena_R","照れ不満"] * @default ["p/hatena_R","照れ不満"]
* @param _animAndAtcmSetNormal30 * @param _animAndAtcmSetNormal30
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 30-49% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 30-49%
* @type string[] * @type string[]
* @default ["p/tukare","ベロ出し"] * @default ["p/tukare","ベロ出し"]
* @param _animAndAtcmSetNormal0 * @param _animAndAtcmSetNormal0
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 0-29% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 通常時ランダム 0-29%
* @type string[] * @type string[]
* @default ["p/hiki","照れ"],["p/sakyu","サキュ"] * @default ["p/hiki","照れ"],["p/sakyu","サキュ"]
* @param _animAndAtcmSetTransform100 * @param _animAndAtcmSetTransform100
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 100% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 100%
* @type string[] * @type string[]
* @param _animAndAtcmSetTransform70 * @param _animAndAtcmSetTransform70
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 70-99% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 70-99%
* @type string[] * @type string[]
* @param _animAndAtcmSetTransform50 * @param _animAndAtcmSetTransform50
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 50-69% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 50-69%
* @type string[] * @type string[]
* @param _animAndAtcmSetTransform30 * @param _animAndAtcmSetTransform30
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 30-49% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 30-49%
* @type string[] * @type string[]
* @param _animAndAtcmSetTransform0 * @param _animAndAtcmSetTransform0
* @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 0-29% * @desc 右立ち絵キャラクタのアニメーションアタッチメントセット名 変身時ランダム 0-29%
* @type string[] * @type string[]
* @param _antialias * @param _antialias
* @type boolean * @type boolean
* @default false * @default false
*/ */
//========================================================================= //=========================================================================
/*~struct~CameraParam: /*~struct~CameraParam:
* *
* @param _propDefault * @param _propDefault
* @desc デフォルト時のカメラプロパティ [X位置, Y位置, スケール] * @desc デフォルト時のカメラプロパティ [X位置, Y位置, スケール]
* @type number[] * @type number[]
* @default [0, 0, 1] * @default [0, 0, 1]
* @param _propPlayerTurn * @param _propPlayerTurn
* @desc 味方ターン時のカメラプロパティ [X位置, Y位置, スケール] * @desc 味方ターン時のカメラプロパティ [X位置, Y位置, スケール]
* @type number[] * @type number[]
* @default [50, 0, 1.1] * @default [50, 0, 1.1]
* @param _propEnemyTurn * @param _propEnemyTurn
* @desc 敵ターン時のカメラプロパティ [X位置, Y位置, スケール] * @desc 敵ターン時のカメラプロパティ [X位置, Y位置, スケール]
* @type number[] * @type number[]
* @default [-50, 0, 1.1] * @default [-50, 0, 1.1]
* @param _propBattleEnd * @param _propBattleEnd
* @desc デフォルト時のカメラプロパティ [X位置, Y位置, スケール] * @desc デフォルト時のカメラプロパティ [X位置, Y位置, スケール]
* @type number[] * @type number[]
* @default [110, 0, 1.5] * @default [110, 0, 1.5]
* @param _calcFrame * @param _calcFrame
* @desc lerp計算フレーム * @desc lerp計算フレーム
* @type number * @type number
* @default 150 * @default 150
* @param _moveT * @param _moveT
* @desc カメラの移動係数 0-1で設定する * @desc カメラの移動係数 0-1で設定する
* @type number * @type number
* @default 0.1 * @default 0.1
* @param _moveWeightBack * @param _moveWeightBack
* @desc スクロール処理に対する遠景のスクロール量のウェイト 0が通常 * @desc スクロール処理に対する遠景のスクロール量のウェイト 0が通常
* @type number * @type number
* @default 0.1 * @default 0.1
* @param _scaleWeightBack * @param _scaleWeightBack
* @desc ズーム処理に対する近景のスケール量のウェイト 0が通常 * @desc ズーム処理に対する近景のスケール量のウェイト 0が通常
* @type number * @type number
* @default 0.5 * @default 0.5
* @param _moveWeightFront * @param _moveWeightFront
* @desc スクロール処理に対する近景のスクロール量のウェイト 0が通常 * @desc スクロール処理に対する近景のスクロール量のウェイト 0が通常
* @type number * @type number
* @default 0.5 * @default 0.5
* @param _scaleWeightFront * @param _scaleWeightFront
* @desc ズーム処理に対する近景のスケール量のウェイト 0が通常 * @desc ズーム処理に対する近景のスケール量のウェイト 0が通常
* @type number * @type number
* @default 2 * @default 2
* @param _cameraShakeDefault * @param _cameraShakeDefault
* @desc デフォルト時のカメラシェイク値 * @desc デフォルト時のカメラシェイク値
* @type number[] * @type number[]
* @default [0.005, 10] * @default [0.005, 10]
* @param _cameraShakeDamage * @param _cameraShakeDamage
* @desc ダメージ時のカメラシェイク値 * @desc ダメージ時のカメラシェイク値
* @type number[] * @type number[]
* @default [400, 200, 12] * @default [400, 200, 12]
*/ */
//========================================================================= //=========================================================================
/*~struct~CardInfo: /*~struct~CardInfo:
* *
* @param _on * @param _on
* @desc 有効化 * @desc 有効化
* @type boolean * @type boolean
* @default false * @default false
* *
* @param _forceUseDeck * @param _forceUseDeck
* @desc 常にdeckファイルを使用する * @desc 常にdeckファイルを使用する
* @type boolean * @type boolean
* @default true * @default true
* *
* @param _handCount * @param _handCount
* @desc デフォルトハンド数 * @desc デフォルトハンド数
* @type Number * @type Number
* @default 5 * @default 5
* *
* @param _cardSpacing * @param _cardSpacing
* @desc カードとカードの間隔3.141592 で約90度 * @desc カードとカードの間隔3.141592 で約90度
* @type Number * @type Number
* @default 0.2 * @default 0.2
* *
* @param _cardArrowSpacing * @param _cardArrowSpacing
* @desc 矢印とカードの間隔3.141592 で約90度 * @desc 矢印とカードの間隔3.141592 で約90度
* @type Number * @type Number
* @default 0.2 * @default 0.2
* *
* @param _pos * @param _pos
* @desc カードの位置 * @desc カードの位置
* @type Number[] * @type Number[]
* @default [0, 600] * @default [0, 600]
* @param _posOfs * @param _posOfs
* @desc カードの位置オフセット * @desc カードの位置オフセット
* @type Number[] * @type Number[]
* @default [100, 15] * @default [100, 15]
* @param _posOfs2 * @param _posOfs2
* @desc カードの位置オフセット2 選択時に横に動く量 * @desc カードの位置オフセット2 選択時に横に動く量
* @type Number * @type Number
* @default 60 * @default 60
* @param _posOfs3 * @param _posOfs3
* @desc カードの位置オフセット3 選択時に上に動く量 * @desc カードの位置オフセット3 選択時に上に動く量
* @type Number * @type Number
* @default -100 * @default -100
* @param _rotOfsMax * @param _rotOfsMax
* @desc カードの最大角度オフセット * @desc カードの最大角度オフセット
* @type Number * @type Number
* @default 16 * @default 16
* @param _posTp * @param _posTp
* @desc TPの位置, width, * @desc TPの位置, width,
* @type number[] * @type number[]
* @default [850, 500, 64] * @default [850, 500, 64]
* @param _fontInfoName * @param _fontInfoName
* @desc カードのタイトル  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色 * @desc カードのタイトル  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色
* @type string[] * @type string[]
* @default ["NotoSansJP-Bold","40","25","125","0","center","13","#fff3ca","5","rgb(0, 0, 0)"] * @default ["NotoSansJP-Bold","40","25","125","0","center","13","#fff3ca","5","rgb(0, 0, 0)"]
* @param _fontInfoCost * @param _fontInfoCost
* @desc カードのコスト  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色 * @desc カードのコスト  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色
* @type string[] * @type string[]
* @default ["NotoSansJP-Bold","14","8","14","28","center","28","#ff0000","4","rgb(0, 0, 0)"] * @default ["NotoSansJP-Bold","14","8","14","28","center","28","#ff0000","4","rgb(0, 0, 0)"]
* @param _fontInfoDesc * @param _fontInfoDesc
* @desc カードの説明文  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色 * @desc カードの説明文  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色
* @type string[] * @type string[]
* @default ["NotoSansJP-Light","14","110","-","-","-","12","#ffffff","4","rgb(0, 0, 0)"] * @default ["NotoSansJP-Light","14","110","-","-","-","12","#ffffff","4","rgb(0, 0, 0)"]
*/ */
//========================================================================= //=========================================================================
/*~struct~DescriptionWindow: /*~struct~DescriptionWindow:
* *
* @param _cardDescWindowWidth * @param _cardDescWindowWidth
* @desc カードの横に表示されるウィンドウの横幅 #175 * @desc カードの横に表示されるウィンドウの横幅 #175
* @type number * @type number
* @default 175 * @default 175
* @param _cardDescWindowOffset * @param _cardDescWindowOffset
* @desc カードの横に表示されるウィンドウのオフセットXY #[80, -120] * @desc カードの横に表示されるウィンドウのオフセットXY #[80, -120]
* @type number[] * @type number[]
* @default [80, -120] * @default [80, -120]
* @param _fontInfo * @param _fontInfo
* @desc フォント設定  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色 * @desc フォント設定  参照フォント名fontsフォルダに入ってるもの,位置X, 位置Y, width, lineheight,align,テキストサイズ,テキスト色,アウトラインサイズ, アウトライン色
* @type string[] * @type string[]
* @default ["GameFont","0","2","-","-","-","14","#ffffff","4","rgb(0, 0, 0)"] * @default ["GameFont","0","2","-","-","-","14","#ffffff","4","rgb(0, 0, 0)"]
*/ */
Imported = Imported || {}; Imported = Imported || {};
Imported.nnfs = true; Imported.nnfs = true;