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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View file

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"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,
"damage": {
"critical": false,
@ -9985,7 +9989,7 @@
"tpGain": 0
},
{
"id": 304,
"id": 306,
"animationId": 182,
"damage": {
"critical": false,
@ -10022,7 +10026,7 @@
"tpGain": 0
},
{
"id": 305,
"id": 307,
"animationId": 114,
"damage": {
"critical": false,
@ -10059,7 +10063,7 @@
"tpGain": 0
},
{
"id": 306,
"id": 308,
"animationId": 0,
"damage": {
"critical": true,
@ -10089,7 +10093,7 @@
"tpGain": 5
},
{
"id": 307,
"id": 309,
"animationId": 120,
"damage": {
"critical": true,
@ -10125,66 +10129,6 @@
"tpCost": 0,
"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,
"animationId": 2,
@ -10385,7 +10329,7 @@
"damage": {
"critical": false,
"elementId": 2,
"formula": "a.mat * 4",
"formula": "a.mat * 8",
"type": 1,
"variance": 20
},
@ -10452,7 +10396,7 @@
"damage": {
"critical": false,
"elementId": 2,
"formula": "200 + (a.mat * 5 - b.mdf)",
"formula": "1000 + (a.mat * 5 - b.mdf)",
"type": 1,
"variance": 20
},
@ -10493,7 +10437,7 @@
"type": 0,
"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": [
{
"code": 21,
@ -10616,7 +10560,7 @@
"damage": {
"critical": true,
"elementId": 1,
"formula": "(a.atk * 3 - b.def)",
"formula": "(a.atk * 6 - b.def)",
"type": 1,
"variance": 20
},
@ -10653,7 +10597,7 @@
"damage": {
"critical": false,
"elementId": 1,
"formula": "(a.atk * 2 - b.def)",
"formula": "(a.atk * 4 - b.def)",
"type": 1,
"variance": 12
},
@ -10694,7 +10638,7 @@
"type": 0,
"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": [],
"hitType": 0,
"iconIndex": 690,
@ -10726,7 +10670,7 @@
},
"description": "\\I[682] \\c[6]Perform consecutive strikes individually.",
"effects": [],
"hitType": 1,
"hitType": 0,
"iconIndex": 682,
"message1": "",
"message2": "",
@ -10750,13 +10694,13 @@
"damage": {
"critical": false,
"elementId": 1,
"formula": "a.atk * 4",
"formula": "a.atk * 5",
"type": 1,
"variance": 20
},
"description": "Single target. Does not crit. Deals an attack that ignores defense, and\noccasionally causes confusion.",
"effects": [],
"hitType": 1,
"hitType": 0,
"iconIndex": 682,
"message1": "",
"message2": "",
@ -10780,13 +10724,13 @@
"damage": {
"critical": true,
"elementId": 1,
"formula": "(a.atk * 4 - b.def)",
"formula": "(a.atk * 6 - b.def)",
"type": 1,
"variance": 20
},
"description": "A single strike from a seasoned fighter, followed by a powerful finishing blow.",
"effects": [],
"hitType": 1,
"hitType": 0,
"iconIndex": 682,
"message1": "",
"message2": "",
@ -10810,7 +10754,7 @@
"damage": {
"critical": true,
"elementId": 1,
"formula": "(a.atk * 4 - b.def)",
"formula": "(a.atk * 6 - b.def)",
"type": 1,
"variance": 20
},
@ -10823,7 +10767,7 @@
"value2": 0
}
],
"hitType": 1,
"hitType": 0,
"iconIndex": 682,
"message1": "",
"message2": "",

View file

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

View file

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

View file

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

View file

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

View file

@ -23315,9 +23315,9 @@
this.frameBuffer.texture.enableLinearScaling();
}
/*
A frame buffer needs a target to render to..
create a texture and bind it attach it to the framebuffer..
*/
A frame buffer needs a target to render to..
create a texture and bind it attach it to the framebuffer..
*/
// this is used by the base texture
this.texture = this.frameBuffer.texture;
@ -39079,15 +39079,15 @@
var sqrt = Math.sqrt;
/* a good approximation for hue rotation
This matrix is far better than the versions with magic luminance constants
formerly used here, but also used in the starling framework (flash) and known from this
old part of the internet: quasimondo.com/archives/000565.php
This new matrix is based on rgb cube rotation in space. Look here for a more descriptive
implementation as a shader not a general matrix:
https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js
This is the source for the code:
see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751
*/
This matrix is far better than the versions with magic luminance constants
formerly used here, but also used in the starling framework (flash) and known from this
old part of the internet: quasimondo.com/archives/000565.php
This new matrix is based on rgb cube rotation in space. Look here for a more descriptive
implementation as a shader not a general matrix:
https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js
This is the source for the code:
see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751
*/
var w = 1 / 3;
var sqrW = sqrt(w); // weight is
@ -44433,36 +44433,36 @@
var DEFAULT_BORDER_SIZE = 10;
/**
* The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful
* for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically
*
*```js
* let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.fromImage('BoxWithRoundedCorners.png'), 15, 15, 15, 15);
* ```
* <pre>
* A B
* +---+----------------------+---+
* C | 1 | 2 | 3 |
* +---+----------------------+---+
* | | | |
* | 4 | 5 | 6 |
* | | | |
* +---+----------------------+---+
* D | 7 | 8 | 9 |
* +---+----------------------+---+
* The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful
* for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically
*
*```js
* let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.fromImage('BoxWithRoundedCorners.png'), 15, 15, 15, 15);
* ```
* <pre>
* A B
* +---+----------------------+---+
* C | 1 | 2 | 3 |
* +---+----------------------+---+
* | | | |
* | 4 | 5 | 6 |
* | | | |
* +---+----------------------+---+
* D | 7 | 8 | 9 |
* +---+----------------------+---+
* When changing this objects width and/or height:
* areas 1 3 7 and 9 will remain unscaled.
* areas 2 and 8 will be stretched horizontally
* areas 4 and 6 will be stretched vertically
* area 5 will be stretched both horizontally and vertically
* </pre>
*
* @class
* @extends PIXI.mesh.Plane
* @memberof PIXI.mesh
*
*/
* When changing this objects width and/or height:
* areas 1 3 7 and 9 will remain unscaled.
* areas 2 and 8 will be stretched horizontally
* areas 4 and 6 will be stretched vertically
* area 5 will be stretched both horizontally and vertically
* </pre>
*
* @class
* @extends PIXI.mesh.Plane
* @memberof PIXI.mesh
*
*/
var NineSlicePlane = (function (_Plane) {
_inherits(NineSlicePlane, _Plane);

View file

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

View file

@ -407,33 +407,33 @@
};
/*
Scene_CraftingMenu.prototype.showStatus = function(){
if (this._activeWindow !== 1){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
iw.move(Graphics.boxWidth,iw.y, iw.width, iw.height);
sw.move(0, sw.y, sw.width, sw.height);
this._activeWindow = 1;
this._indexWindow.setHandler('pageup', this.showIngredients.bind(this)); // Q
delete this._indexWindow._handlers['pagedown'];
}
this._indexWindow.activate();
};
Scene_CraftingMenu.prototype.showStatus = function(){
if (this._activeWindow !== 1){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
iw.move(Graphics.boxWidth,iw.y, iw.width, iw.height);
sw.move(0, sw.y, sw.width, sw.height);
this._activeWindow = 1;
this._indexWindow.setHandler('pageup', this.showIngredients.bind(this)); // Q
delete this._indexWindow._handlers['pagedown'];
}
this._indexWindow.activate();
};
Scene_CraftingMenu.prototype.showIngredients = function(){
if (this._activeWindow !== 0){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
sw.move(-Graphics.boxWidth, sw.y, sw.width, sw.height);
iw.move(0,iw.y, iw.width, iw.height);
this._activeWindow = 0;
this._indexWindow.setHandler('pagedown', this.showStatus.bind(this)); // W
delete this._indexWindow._handlers['pageup'];
}
this._indexWindow.activate();
};
*/
Scene_CraftingMenu.prototype.showIngredients = function(){
if (this._activeWindow !== 0){
var sw = this._statusWindow;
var iw = this._ingredientsWindow;
sw.move(-Graphics.boxWidth, sw.y, sw.width, sw.height);
iw.move(0,iw.y, iw.width, iw.height);
this._activeWindow = 0;
this._indexWindow.setHandler('pagedown', this.showStatus.bind(this)); // W
delete this._indexWindow._handlers['pageup'];
}
this._indexWindow.activate();
};
*/
Scene_CraftingMenu.prototype.loseIngredients = function () {
var item = this._indexWindow.item();

View file

@ -6,7 +6,7 @@ DependStateEscape.js
利用規約
MITライセンス
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

View file

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

View file

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

View file

@ -238,24 +238,24 @@
})();
/*
スクリプト内でのモーション設定
データの順番
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...
スクリプト内でのモーション設定
データの順番
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
waitのみ直後の値をとらないので注意
パラメータ名
waitのみ直後の値をとらないので注意
scale:拡大率
scaleX:横方向の拡大率(scaleと一緒に使用不可)
scaleY:縦方向の拡大率(scaleと一緒に使用不可)
opacity:不透明度(0~255)
angle:角度
x:横方向の座標移動
y:縦方向の座標移動
wait:何もせず待機(直後の値を取らないので注意)
*/
scale:拡大率
scaleX:横方向の拡大率(scaleと一緒に使用不可)
scaleY:縦方向の拡大率(scaleと一緒に使用不可)
opacity:不透明度(0~255)
angle:角度
x:横方向の座標移動
y:縦方向の座標移動
wait:何もせず待機(直後の値を取らないので注意)
*/
const fs = 8; //frame speed

View file

@ -1849,11 +1849,11 @@
};
/**-------------------------------------------------------------
* 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
*/
* 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
*/
var _Scene_Battle_prototype_startPartyCommandSelection =
Scene_Battle.prototype.startPartyCommandSelection;
Scene_Battle.prototype.startPartyCommandSelection = function () {

View file

@ -35,15 +35,15 @@
var T = Number(Param["text"]);
/*
<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
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
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
メッセージを最後に一括で表示するようにしています
<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
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
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
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;
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
/*
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
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
の攻撃
Aにxダメージを与えた
Aを倒した
Bにxダメージを与えた
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
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
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
の攻撃
Aにxダメージを与えた
Aを倒した
Bにxダメージを与えた
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
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
たとえばWindow_BattleLog.prototypedisplayHpDamageメソッドにある
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
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
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
たとえばWindow_BattleLog.prototypedisplayHpDamageメソッドにある
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
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
*/
*/
Window_BattleLog.prototype.displayCounter = function (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)
@ -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
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
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';
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
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
 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
(複数設定したい場合は  == '××' || == '△△' || というように || で繋げていく)
*/
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)
*/
//-----------------------------------------
//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)
*
* @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
* <EFBFBD><EFBFBD><EFBFBD>̉<EFBFBD>ʂɖ߂<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>񋟂<EFBFBD><EFBFBD>܂<EFBFBD><EFBFBD>B
* <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
* 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
* 元の画面に戻す処理を提供します
* 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>
* 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
* <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
* 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
* 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)
* You can use and modify it for every your commercial/non-commercial RPG Maker MV game

View file

@ -108,106 +108,106 @@ skt_learn(1, "剣技", "強撃", false);
*/
const loadSkillTreeConfig = () => {
return {
// =============================================================
// ●ここからは設定項目です。
// =============================================================
return {
// =============================================================
// ●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。
// skillTreeTypes: [ ]の中にアクターの数だけタイプ設定を追加します。
// 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。
// 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, ...] }
// 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, ...] }
// 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...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。
// 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: [
{
actorId: 1,
types: [
["技能", "刻印成長", "刻印を成長させて能力を強化します。", true, 76],
]
},
// 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...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。
// 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: [
{
actorId: 1,
types: [
["技能", "刻印成長", "刻印を成長させて能力を強化します。", true, 76],
]
},
],
],
// 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。
// skillTreeMapId: { skillTreeName1: mapID1, skillTreeName2: mapID2, ... }
// 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。
skillTreeMapId: {
skillTreeMapId: {
"能力強化": 79,
},
// 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。
// skillTreeMapId: { skillTreeName1: mapID1, skillTreeName2: mapID2, ... }
// 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。
skillTreeMapId: {
skillTreeMapId: {
"能力強化": 79,
},
// 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。
// 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。
// 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。
// 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
// 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]
// 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。
// 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。
// 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: [
// 能力強化
["体力鍛錬Ⅰ", 331, 1, ["icon"]],
["体力鍛錬Ⅱ", 331, 2, ["icon"]],
["体力鍛錬Ⅲ", 331, 4, ["icon"]],
],
// 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。
// 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
// 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]
// 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。
// 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。
// 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: [
// 能力強化
["体力鍛錬Ⅰ", 331, 1, ["icon"]],
["体力鍛錬Ⅱ", 331, 2, ["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。
// 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。
// "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。
//
// 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"]],
// ["連続攻撃", ["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。
// ["ヒール", ["ファイア"]],
// ["ヒール", ["スパーク"]],
// ["ファイア"],
// ["スパーク"],
skillTreeDerivative: {
"技能": [
["体力鍛錬Ⅰ", ["体力鍛錬Ⅱ"]],
["体力鍛錬Ⅱ", ["体力鍛錬Ⅲ"]],
["体力鍛錬Ⅲ"],
],
// 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, ...] ]
// ※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。
// ["様子を見る", ["2回攻撃"]],
// ["連続攻撃", ["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。
// ["ヒール", ["ファイア"]],
// ["ヒール", ["スパーク"]],
// ["ファイア"],
// ["スパーク"],
skillTreeDerivative: {
"技能": [
["体力鍛錬Ⅰ", ["体力鍛錬Ⅱ"]],
["体力鍛錬Ⅱ", ["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。
// 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。
levelUpGainSp: [
{
classId: 1,
default: 0,
},
// 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, ...
// 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: [
{
classId: 1,
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

@ -159,40 +159,40 @@ var SoR = SoR || {};
};
/*
Window_PartyCommand.prototype.drawItem = function(index) {
const rect = this.itemRectForText(index);
const align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center');
}
Window_PartyCommand.prototype.drawItem = function(index) {
const rect = this.itemRectForText(index);
const align = this.itemTextAlign();
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center');
}
if(IsActorStatusPositionAdjust){
Scene_Battle.prototype.updateWindowPositions = function() {
let statusX;
if(IsActorStatusPositionAdjust){
Scene_Battle.prototype.updateWindowPositions = function() {
let statusX;
if(IsActorStatusPositionFixed) statusX = Graphics.boxWidth/2 - this._statusWindow.width/2;
else{
if (BattleManager.isInputting() && this._actorCommandWindow.openness > 0) {
statusX = this._actorCommandWindow.width;
}
else statusX = Graphics.boxWidth/2 - this._statusWindow.width/2;
if(IsActorStatusPositionFixed) statusX = Graphics.boxWidth/2 - this._statusWindow.width/2;
else{
if (BattleManager.isInputting() && this._actorCommandWindow.openness > 0) {
statusX = this._actorCommandWindow.width;
}
else statusX = Graphics.boxWidth/2 - this._statusWindow.width/2;
}
if (this._statusWindow.x < statusX) {
this._statusWindow.x += 16;
if (this._statusWindow.x > statusX) {
this._statusWindow.x = statusX;
}
}
if (this._statusWindow.x < statusX) {
this._statusWindow.x += 16;
if (this._statusWindow.x > statusX) {
this._statusWindow.x -= 16;
if (this._statusWindow.x < statusX) {
this._statusWindow.x = statusX;
}
this._statusWindow.x = statusX;
}
}
if (this._statusWindow.x > statusX) {
this._statusWindow.x -= 16;
if (this._statusWindow.x < statusX) {
this._statusWindow.x = statusX;
}
}
}
*/
}
*/
})();

View file

@ -713,16 +713,16 @@ Imported.TMGreedShop = true;
this.createContents();
this.drawGreedMaterials(0, 0, this._shopItem, 1, fontRate);
/* for (var i = 0; i < this._materials.length; i++) {
var material = this._materials[i];
var item = DataManager.materialToItem(material);
var need = material.need;
var n = $gameParty.numItems(item);
this.changePaintOpacity(n >= need);
this.drawItemName(item, 0, this.lineHeight() * i);
var text = DataManager.isConsumableMaterial(item) ? '' + n + '/' : '--/';
text += (' ' + need).substr(-3);
this.drawText(text, 0, this.lineHeight() * i, this.contents.width, 'right');
}*/
var material = this._materials[i];
var item = DataManager.materialToItem(material);
var need = material.need;
var n = $gameParty.numItems(item);
this.changePaintOpacity(n >= need);
this.drawItemName(item, 0, this.lineHeight() * i);
var text = DataManager.isConsumableMaterial(item) ? '' + n + '/' : '--/';
text += (' ' + need).substr(-3);
this.drawText(text, 0, this.lineHeight() * i, this.contents.width, 'right');
}*/
};
//-----------------------------------------------------------------------------

View file

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

View file

@ -4374,19 +4374,19 @@ DataManager._databaseFiles.push({
"use strict";
/*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved.
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
License at http://www.apache.org/licenses/LICENSE-2.0
Copyright (c) Microsoft Corporation. All rights reserved.
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
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
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
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
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
/* global Reflect, Promise */
var extendStatics = function (d, b) {
extendStatics =
@ -5099,7 +5099,7 @@ DataManager._databaseFiles.push({
};
/* Scene_Map
===================================*/
===================================*/
var _Scene_Map_start = Scene_Map.prototype.start;
Scene_Map.prototype.start = function () {
if ($gameMap && $gameScreen._particle) {
@ -5110,7 +5110,7 @@ DataManager._databaseFiles.push({
};
/* Event
===================================*/
===================================*/
var _Game_Event_setupPage = Game_Event.prototype.setupPage;
Game_Event.prototype.setupPage = function () {
_Game_Event_setupPage.call(this);
@ -5154,7 +5154,7 @@ DataManager._databaseFiles.push({
};
/* Game_Battler
===================================*/
===================================*/
Game_Battler.prototype.setupStatesParticles = function () {
var states = this._states;
var length = states ? states.length : 0;
@ -5189,7 +5189,7 @@ DataManager._databaseFiles.push({
};
/* State
===================================*/
===================================*/
if (!disableState) {
var _Game_Battler_addNewState = Game_Battler.prototype.addNewState;
Game_Battler.prototype.addNewState = function (stateId) {
@ -5272,7 +5272,7 @@ DataManager._databaseFiles.push({
};
/* party
===================================*/
===================================*/
var _Game_Party_addActor = Game_Party.prototype.addActor;
Game_Party.prototype.addActor = function (actorId) {
_Game_Party_addActor.call(this, actorId);
@ -5298,7 +5298,7 @@ DataManager._databaseFiles.push({
};
/* Troop&Enemy
===================================*/
===================================*/
var _Game_Troop_setup = Game_Troop.prototype.setup;
Game_Troop.prototype.setup = function (troopId) {
_Game_Troop_setup.apply(this, arguments);
@ -5347,7 +5347,7 @@ DataManager._databaseFiles.push({
};
/* skill
===================================*/
===================================*/
if (!disableSkill) {
var _Window_BattleLog_startAction = Window_BattleLog.prototype.startAction;
Window_BattleLog.prototype.startAction = function (
@ -5464,7 +5464,7 @@ DataManager._databaseFiles.push({
}
/* Scene_Battle
===================================*/
===================================*/
var _Scene_Battle_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function () {
_Scene_Battle_terminate.call(this);
@ -5575,7 +5575,7 @@ DataManager._databaseFiles.push({
};
/* Scene_Boot
===================================*/
===================================*/
var _Scene_Boot_start = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () {
_Scene_Boot_start.call(this);
@ -5583,7 +5583,7 @@ DataManager._databaseFiles.push({
};
/* Scene_Map
===================================*/
===================================*/
Scene_Map.prototype.initializeParticleSystem = function () {
Scene_Base.prototype.initializeParticleSystem.call(this);
this._useCachedParticleSystem = false;
@ -5671,7 +5671,7 @@ DataManager._databaseFiles.push({
};
/* Scene_Battle
===================================*/
===================================*/
Scene_Battle.prototype.useParticleSystem = function () {
return true;
};
@ -5696,7 +5696,7 @@ DataManager._databaseFiles.push({
};
/* Scene_Load
===================================*/
===================================*/
var _Scene_Load_onLoadSuccess = Scene_Load.prototype.onLoadSuccess;
Scene_Load.prototype.onLoadSuccess = function () {
ParticleSystem.clearCache();
@ -6474,7 +6474,7 @@ DataManager._databaseFiles.push({
};
/* exceed
===================================*/
===================================*/
Game_Particle.prototype.particleExceed = function (
id,
arg,
@ -6504,7 +6504,7 @@ DataManager._databaseFiles.push({
};
/* loop
===================================*/
===================================*/
Game_Particle.prototype.particleLoop = function (id, x = 48, y = x) {
var targetIds = this.targetIds(id);
var length = targetIds.length;
@ -6526,7 +6526,7 @@ DataManager._databaseFiles.push({
};
/* filter
===================================*/
===================================*/
Game_Particle.prototype.particleFilter = function (args) {
var id = args.shift();
var filterType = args.shift().toLowerCase();
@ -6604,13 +6604,13 @@ DataManager._databaseFiles.push({
};
/* maxParticles
===================================*/
===================================*/
Game_Particle.prototype.resetMaxParticles = function () {
this.maxParticles = maxParticles;
};
/* cache & auto clear
===================================*/
===================================*/
Game_Particle.prototype.removeAll = function () {
var keys = this._keys;
var length = keys.length;
@ -6848,7 +6848,7 @@ DataManager._databaseFiles.push({
};
/* tag
===================================*/
===================================*/
Game_Particle.prototype.extractTagRegister = function (args) {
var tag = "";
@ -6898,7 +6898,7 @@ DataManager._databaseFiles.push({
};
/* helper&accessor
===================================*/
===================================*/
Game_Particle.prototype.dataWithId = function (id, noErrorLog) {
if (this._suffix) {
var suffixIdx = id.indexOf(this._suffix);
@ -7445,7 +7445,7 @@ DataManager._databaseFiles.push({
};
/* capacity
===================================*/
===================================*/
ParticleSystem.prototype.refreshCapacity = function () {
var keys = this._keys;
var emitters = this._emitters;
@ -7843,7 +7843,7 @@ DataManager._databaseFiles.push({
};
/* util interface
===================================*/
===================================*/
ParticleEmitter.prototype.setParticleCapacity = function (value) {
if (this._freezed) return;
if (
@ -7874,7 +7874,7 @@ DataManager._databaseFiles.push({
};
/* start
===================================*/
===================================*/
ParticleEmitter.prototype.tryStart = function (image, bitmaps) {
if (this._started) return;
@ -8016,7 +8016,7 @@ DataManager._databaseFiles.push({
};
/* update
===================================*/
===================================*/
ParticleEmitter.prototype.particleCount = function (subId = "") {
if (this._freezed || !this._emitter) return 0;
if (subId) {
@ -8906,7 +8906,7 @@ DataManager._databaseFiles.push({
};
/* loop
===================================*/
===================================*/
ParticleEmitter.prototype.loopParticles = function (
loopX,
loopY,
@ -8953,7 +8953,7 @@ DataManager._databaseFiles.push({
};
/* each targets
===================================*/
===================================*/
ParticleEmitter.prototype.updateCharacterOutsideFreeze = function (x, y) {
if (this._data.stop) {
this._freezed = false;
@ -9097,13 +9097,13 @@ DataManager._databaseFiles.push({
};
/* accessor
===================================*/
===================================*/
ParticleEmitter.prototype.container = function () {
return this._container;
};
/* helper
===================================*/
===================================*/
ParticleEmitter.TRIGGER_TYPE_TARGETS = [
TARGET_TYPES.walk,
TARGET_TYPES.startdash,
@ -9121,7 +9121,7 @@ DataManager._databaseFiles.push({
};
/* filters
===================================*/
===================================*/
if (PIXI.filters) {
var FILTER = {
classWithType: {
@ -9892,7 +9892,7 @@ DataManager._databaseFiles.push({
ParticleEmitter.TRP_Particle = TRP_Particle;
/* test command
===================================*/
===================================*/
//PRAGMA: testCommands
Game_Interpreter.prototype.trpParticleTest = function () {
var eventId = this.isOnCurrentMap() ? this._eventId : 0;
@ -10191,7 +10191,7 @@ DataManager._databaseFiles.push({
};
/* instant bug fix
===================================*/
===================================*/
(() => {
if (
parameters.windowBugFix === "false" ||
@ -10208,7 +10208,7 @@ DataManager._databaseFiles.push({
})();
/* cache config
===================================*/
===================================*/
(function () {
"use strict";
if (!parameters.useCache || parameters.useCache === "false") return;

View file

@ -882,7 +882,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* key
===================================*/
===================================*/
ParticleEditor.prototype.registerKeyListeners = function () {
var listener = this._onKeyDown.bind(this);
this._keydownListener = listener;
@ -967,7 +967,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* word inputting
===================================*/
===================================*/
ParticleEditor.prototype.resetInputingWords = function () {
if (this._inputtingWords === "") return;
@ -1043,7 +1043,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* update
===================================*/
===================================*/
ParticleEditor.prototype.update = function () {
if (this._terminated) return;
@ -1069,7 +1069,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
}
/* input & return
===================================*/
===================================*/
if (TouchInput.isTriggered() || TouchInput.isPressed()) {
this.processTouch();
} else if (Input._latestButton || this._keyCode) {
@ -1325,7 +1325,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* selector
===================================*/
===================================*/
ParticleEditor.prototype.createSelectorSprite = function () {
var size = ParticleParam.LINE_HEIGHT;
var bitmap = new Bitmap(size, size);
@ -1360,7 +1360,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* parts
===================================*/
===================================*/
ParticleEditor.prototype.createParts = function (data, config) {
var title, configNames, headers;
var y = 5;
@ -1567,7 +1567,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* picker
===================================*/
===================================*/
ParticleEditor.prototype.createColorPicker = function () {
var size = 144;
var picker = new ColorPicker(size);
@ -2032,7 +2032,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* applyData
===================================*/
===================================*/
ParticleEditor.prototype.applyData = function (applyData, originalName) {
Game_Particle.migrateConfig(applyData);
@ -2087,7 +2087,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* numInfo
===================================*/
===================================*/
ParticleEditor.PARTICLE_NUM_HEADER_WIDTH = 128;
ParticleEditor.PARTICLE_NUM_HEIGHT = 20;
ParticleEditor.prototype.createNumInfo = function () {
@ -2150,7 +2150,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* guideSprite
===================================*/
===================================*/
ParticleEditor.GUIDE_TEXT_MARGIN = 5;
ParticleEditor.GUIDE_TEXT_FONT_SIZE = 14;
ParticleEditor.GUIDE_TEXT_LINE_HEIGHT = 18;
@ -2224,7 +2224,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* save
===================================*/
===================================*/
ParticleEditor.prototype.executeSave = function () {
var data = this.editingDataObject();
if (saveAsArray) {
@ -2327,7 +2327,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* save help plugin
===================================*/
===================================*/
Game_Particle.isIdHidden = function (id) {
return /\/(?:h|H)(?:$|\/)/.test(id);
};
@ -2595,7 +2595,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* copy & paste
===================================*/
===================================*/
ParticleEditor.prototype.processCopy = function (e) {
var data = this.editingDataObject();
delete data.comment;
@ -2644,7 +2644,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* helper
===================================*/
===================================*/
ParticleEditor.prototype.hideMenu = function () {
var menuSprites = this._menuSprites;
var length = menuSprites.length;
@ -2947,7 +2947,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* edit
===================================*/
===================================*/
ParticleParam.prototype.processTouch = function (x, y, margin) {
if (y < this.y) return false;
if (y > this.y + this._height) return false;
@ -3430,7 +3430,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* input
===================================*/
===================================*/
NodeParam.prototype.processInput = function (keyCode, key) {
if (keyCode === KEY_CODE.delete) {
if (
@ -3658,7 +3658,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* input
===================================*/
===================================*/
ColorNodeParam.prototype.processInput = function (keyCode, key) {
if (keyCode === KEY_CODE.delete) {
if (
@ -4223,7 +4223,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
PickerBase.prototype.refreshItems = function () {};
/* needs overwrite
===================================*/
===================================*/
PickerBase.prototype.maxColumns = function () {
return 4;
};
@ -4265,7 +4265,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
PickerBase.prototype.applyData = function () {};
/* select
===================================*/
===================================*/
PickerBase.prototype.deselectIndex = function (index) {
if (index < 0) return;
var arrayIdx = this._selectingIndexes.indexOf(index);
@ -4289,7 +4289,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* update
===================================*/
===================================*/
PickerBase.prototype.update = function () {
if (this._headerSprite.visible) {
this.updateHeaderSprite();
@ -4435,7 +4435,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* headerSprite
===================================*/
===================================*/
PickerBase.prototype.createHeaderSprite = function () {
var bitmap = new Bitmap(256, 24);
var sprite = new Sprite(bitmap);
@ -4477,7 +4477,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* backSprite
===================================*/
===================================*/
PickerBase.prototype.createBackSprite = function () {
var sprite, bitmap;
bitmap = new Bitmap(16, 16);
@ -4495,7 +4495,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* highlight sprites
===================================*/
===================================*/
PickerBase.prototype.createHighlightBitmap = function () {
var bitmap = new Bitmap(16, 16);
bitmap.fillAll("white");
@ -4514,7 +4514,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* guide sprite
===================================*/
===================================*/
PickerBase.prototype.createGuideSprite = function () {
var texts = this.guideTexts();
if (!texts) return;
@ -4544,7 +4544,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* scroll
===================================*/
===================================*/
PickerBase.prototype.setTopIndex = function (i) {
var row = Math.floor(i / this.maxColumns());
var newRow = row.clamp(0, this._maxTopRow);
@ -4637,7 +4637,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* several mode
===================================*/
===================================*/
PickerBase.prototype.switchSelectingMode = function () {
this.setSeveralMode(!this._severalMode);
};
@ -4649,7 +4649,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* wheel
===================================*/
===================================*/
PickerBase.prototype.registerWheelListener = function () {
var listener = this._onWheel.bind(this);
this._wheelListener = listener;
@ -4720,7 +4720,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* overwrite setting
===================================*/
===================================*/
ImagePicker.prototype.maxItems = function () {
return this._imageNames.length;
};
@ -4762,13 +4762,13 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* originalSetting
===================================*/
===================================*/
ImagePicker.prototype.imageSize = function () {
return ImagePicker.IMAGE_SIZE;
};
/* refresh
===================================*/
===================================*/
ImagePicker.prototype.refreshItems = function () {
var nameHeight = ImagePicker.NAME_HEIGHT;
var mx = this.itemMarginX();
@ -4841,7 +4841,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* start picking
===================================*/
===================================*/
ImagePicker.prototype.startPicking = function (owner, image) {
ImagePickerBase.prototype.startPicking.call(this, owner);
@ -4868,7 +4868,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* search
===================================*/
===================================*/
ImagePicker.prototype.search = function (chara) {
var names = this._imageNames;
var length = names.length;
@ -4923,7 +4923,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
//PRAGMA_END: tilesetBitmaps
/* overwrite setting
===================================*/
===================================*/
TilePicker.prototype.maxItems = function () {
return this._maxItems;
};
@ -5017,7 +5017,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* originalSetting
===================================*/
===================================*/
TilePicker.prototype.tileSize = function () {
return $gameMap.tileWidth();
};
@ -5026,7 +5026,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* refresh
===================================*/
===================================*/
TilePicker.prototype.setListType = function (type) {
ImagePickerBase.prototype.setListType.call(this, type);
var tileSize = this.tileSize();
@ -5079,7 +5079,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* start picking
===================================*/
===================================*/
TilePicker.prototype.startPicking = function (owner, imagestr) {
var tileIndexes = [];
if (imagestr) {
@ -5175,7 +5175,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* overwrite setting
===================================*/
===================================*/
AnimationPicker.prototype.maxItems = function () {
return this._maxItems;
};
@ -5247,7 +5247,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* originalSetting
===================================*/
===================================*/
AnimationPicker.prototype.imageSize = function () {
return 192;
};
@ -5256,7 +5256,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* refresh
===================================*/
===================================*/
AnimationPicker.prototype.setListType = function (type) {
ImagePickerBase.prototype.setListType.call(this, type);
@ -5331,7 +5331,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* start picking
===================================*/
===================================*/
AnimationPicker.prototype.startPicking = function (owner, imagestr) {
var frames = [];
if (imagestr) {
@ -5381,7 +5381,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* search
===================================*/
===================================*/
AnimationPicker.prototype.search = function (chara) {
var imageNames = this._imageNames;
var length = imageNames.length;
@ -5403,7 +5403,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* MonoTone
===================================*/
===================================*/
AnimationPicker.prototype.update = function () {
PickerBase.prototype.update.call(this);
if (Input.isTriggered("shift")) {
@ -5425,7 +5425,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* write image
===================================*/
===================================*/
AnimationPicker.prototype.end = function () {
var indexes = this._selectingIndexes;
var imageName = this.imageName();
@ -5668,7 +5668,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* overwrite setting
===================================*/
===================================*/
PresetPicker.prototype.maxItems = function () {
return this._list.length;
};
@ -5727,7 +5727,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* refresh
===================================*/
===================================*/
PresetPicker.prototype.setListType = function (type) {
PickerBase.prototype.setListType.call(this, type);
@ -5794,7 +5794,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* start picking
===================================*/
===================================*/
PresetPicker.prototype.startPicking = function (
owner,
targetType,
@ -5821,7 +5821,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* search
===================================*/
===================================*/
PresetPicker.prototype.search = function (chara) {
var names = this._names;
var length = names.length;
@ -5835,7 +5835,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* filter
===================================*/
===================================*/
PresetPicker.prototype.onKeyDown = function (keyCode, event) {
if (keyCode === KEY_CODE.f && (event.ctrlKey || event.metaKey)) {
this.changeFilterMode();
@ -5864,7 +5864,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* input
===================================*/
===================================*/
PresetPicker.prototype.processInput = function () {
if (Input.isRepeated("cancel")) {
this._owner.applyData(this._currentData);
@ -5981,7 +5981,7 @@ if (Utils.isNwjs() && Utils.isOptionValid("test")) {
};
/* overwrite setting
===================================*/
===================================*/
LoadPicker.prototype.guideTexts = function () {
return [
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
===================================*/
===================================*/
LoadPicker.prototype.onKeyDown = function (keyCode, event) {
PresetPicker.prototype.onKeyDown.call(this, keyCode, event);
if (keyCode === KEY_CODE.delete) {

View file

@ -312,7 +312,7 @@ var $dataTrpParticleGroupsPreset;
"use strict";
/* groups
===================================*/
===================================*/
$dataTrpParticleGroupsPreset = {
//キャラ
splash_cp: {
@ -521,7 +521,7 @@ var $dataTrpParticleGroupsPreset;
},
/*
===================================*/
===================================*/
commet: {
repeat: -1,
list: [
@ -857,7 +857,7 @@ var $dataTrpParticleGroupsPreset;
};
/* particles
===================================*/
===================================*/
$dataTrpParticlePreset = {
//キャラ
dark_gate_c: [
@ -3248,7 +3248,7 @@ var $dataTrpParticleGroupsPreset;
],
/*
===================================*/
===================================*/
//システム用
click: [
[[0, 1, 0.85, 0.5, 1, 0], 0, 0],

File diff suppressed because it is too large Load diff

View file

@ -92,7 +92,7 @@
var forAll = targetName === "all" || targetName === "全員";
/* process resetAllCostume firstly
===================================*/
===================================*/
if (forAll) {
if (isCommandOn) return;
if (isCommandOff) return;
@ -101,7 +101,7 @@
}
/* prepare target actor data
===================================*/
===================================*/
targetName = this.actorFolderName(targetName);
if (!targetName) return;
@ -111,7 +111,7 @@
}
/* prepare targetCostumeType
===================================*/
===================================*/
var targetType;
var typeName = parameters.costumeTypeMap[costumeName];
if (typeName) {
@ -127,7 +127,7 @@
}
/* remove costumes in once
===================================*/
===================================*/
var costumeAll =
costumeName.toLowerCase() === "all" || costumeName === "全て";
if (targetType) {
@ -138,7 +138,7 @@
}
/* processCommand
===================================*/
===================================*/
if (isCommandOn) {
this._processCostumeOn(targetData, costumeName);
} else if (isCommandOff) {
@ -148,7 +148,7 @@
}
/* apply costume if showing
===================================*/
===================================*/
if (forAll) {
this._applyAllActorsCostume(fade);
} else if (this.names().contains(targetName)) {
@ -280,7 +280,7 @@
};
/* apply Costume
===================================*/
===================================*/
SkitActor.prototype.applyCostume = function (animation, force) {
if (this.isShowing()) {
this.setupCostume();
@ -418,7 +418,7 @@
var overlayNames = picture._exOverlays.concat();
/* remove old overlays
===================================*/
===================================*/
for (i = length; i >= 0; i = (i - 1) | 0) {
overlay = overlays[i];
if (overlay && overlay._isExOverlay) {
@ -438,7 +438,7 @@
}
/* add new overlays
===================================*/
===================================*/
length = overlayNames.length;
for (i = 0; i < length; i = (i + 1) | 0) {
var name = "costume_" + overlayNames[i] + "_" + this._pictureName;

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
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
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
変数は戦闘後にリセットされます
 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
 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
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
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
 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
*
* @param situationVariables
* @desc 使用する変数番号

View file

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

View file

@ -860,11 +860,11 @@ there may be z-fighting issues. (default: 0.0100)
_util_js__WEBPACK_IMPORTED_MODULE_2__["degtorad"]
)(mv3d.FOV);
/*
this.camera.orthoLeft=-Graphics.width/2/tileSize();
this.camera.orthoRight=Graphics.width/2/tileSize();
this.camera.orthoTop=Graphics.height/2/tileSize();
this.camera.orthoBottom=-Graphics.height/2/tileSize();
*/
this.camera.orthoLeft=-Graphics.width/2/tileSize();
this.camera.orthoRight=Graphics.width/2/tileSize();
this.camera.orthoTop=Graphics.height/2/tileSize();
this.camera.orthoBottom=-Graphics.height/2/tileSize();
*/
this.camera.minZ = 0.1;
this.camera.maxZ = this.RENDER_DIST;
@ -5124,19 +5124,19 @@ there may be z-fighting issues. (default: 0.0100)
return c;
});
/*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved.
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
License at http://www.apache.org/licenses/LICENSE-2.0
Copyright (c) Microsoft Corporation. All rights reserved.
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
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
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
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
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
var n = function (e, t) {
return (n =
Object.setPrototypeOf ||
@ -147308,19 +147308,19 @@ there may be z-fighting issues. (default: 0.0100)
"use strict";
n.r(t);
/*! *****************************************************************************
Copyright (c) Microsoft Corporation. All rights reserved.
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
License at http://www.apache.org/licenses/LICENSE-2.0
Copyright (c) Microsoft Corporation. All rights reserved.
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
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
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
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
WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
MERCHANTABLITY OR NON-INFRINGEMENT.
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
See the Apache Version 2.0 License for specific language governing permissions
and limitations under the License.
***************************************************************************** */
var r = function (e, t) {
return (r =
Object.setPrototypeOf ||
@ -151423,11 +151423,11 @@ there may be z-fighting issues. (default: 0.0100)
collider.mv3d_collider.l = boxData.mv3d_collider.l;
}
/*
collider.mv3d_collider = {
z1: boxData.mv3d_collider.z2,
z2: boxData.mv3d_collider.z2 + mv3d.STAIR_THRESH + 0.01,
};
*/
collider.mv3d_collider = {
z1: boxData.mv3d_collider.z2,
z2: boxData.mv3d_collider.z2 + mv3d.STAIR_THRESH + 0.01,
};
*/
} else {
collider.mv3d_collider = boxData.mv3d_collider;
}
@ -152246,13 +152246,13 @@ there may be z-fighting issues. (default: 0.0100)
// give followers through if they fall behind
/*
const _FOLLOWER_THROUGH_THRESH=3;
override(Game_Follower.prototype,'isThrough',o=>function(){
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; }
return o.apply(this,arguments);
});
*/
const _FOLLOWER_THROUGH_THRESH=3;
override(Game_Follower.prototype,'isThrough',o=>function(){
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; }
return o.apply(this,arguments);
});
*/
function zCollidersOverlap(s1, s2) {
s1 = s1.getCollisionHeight();
@ -161803,19 +161803,19 @@ there may be z-fighting issues. (default: 0.0100)
);
/*
['setDisplayPos','scrollUp','scrollDown','scrollLeft','scrollRight'].forEach(method=>{
const _oldMethod=Game_Map.prototype[method];
Game_Map.prototype[method]=function(){
if (mv3d.isDisabled()){ _oldMethod.apply(this,arguments); }
}
});
const _updateScroll = Game_Map.prototype.updateScroll;
Game_Map.prototype.updateScroll = function() {
if (mv3d.mapDisabled){ return _updateScroll.apply(this,arguments); }
this._displayX = -mv3d.blendCameraYaw.currentValue()*816/3600;
this._displayY = -mv3d.blendCameraPitch.currentValue()*816/3600;
};
*/
['setDisplayPos','scrollUp','scrollDown','scrollLeft','scrollRight'].forEach(method=>{
const _oldMethod=Game_Map.prototype[method];
Game_Map.prototype[method]=function(){
if (mv3d.isDisabled()){ _oldMethod.apply(this,arguments); }
}
});
const _updateScroll = Game_Map.prototype.updateScroll;
Game_Map.prototype.updateScroll = function() {
if (mv3d.mapDisabled){ return _updateScroll.apply(this,arguments); }
this._displayX = -mv3d.blendCameraYaw.currentValue()*816/3600;
this._displayY = -mv3d.blendCameraPitch.currentValue()*816/3600;
};
*/
Game_CharacterBase.prototype.mv3d_inRenderDist = function () {
const loopPos = mv3d["a" /* default */].loopCoords(this.x, this.y);

View file

@ -264,51 +264,51 @@
//=========================================================================
/*~struct~BattleActorParam:
* @param _scale
* @desc Spineモデルのスケールを調整します
* @type number
* @param _scale
* @desc Spineモデルのスケールを調整します
* @type number
* @param _skins
* @desc スキン
* @type string[]
* @param _skins
* @desc スキン
* @type string[]
* @param _animIdle
* @desc 待機アニメーション
* @param _animUseItem
* @desc カードアイテム使用時アニメーション
* @type string[]
* @param _animDash
* @desc ダッシュアニメーション
* @param _animDamage
* @desc ダメージ時アニメーション
* @param _animBattleEndWin
* @desc 戦闘勝利時アニメーション
* @param _animBattleEndLose
* @desc 戦闘敗北時アニメーション
* @param _animIdle
* @desc 待機アニメーション
* @param _animUseItem
* @desc カードアイテム使用時アニメーション
* @type string[]
* @param _animDash
* @desc ダッシュアニメーション
* @param _animDamage
* @desc ダメージ時アニメーション
* @param _animBattleEndWin
* @desc 戦闘勝利時アニメーション
* @param _animBattleEndLose
* @desc 戦闘敗北時アニメーション
* @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
* @type number
* @min 1
* @default 70
* @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
* @type number
* @min 1
* @default 70
* @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
* @type number
* @min 1
* @default 71
* @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
* @type number
* @min 1
* @default 71
* @param _varIdxCurrentSkillId
* @desc 現在の実行スキルID
* @type number
* @min 1
* @default 72
* @param _varIdxCurrentSkillId
* @desc 現在の実行スキルID
* @type number
* @min 1
* @default 72
* @param _antialias
* @type boolean
* @default false
* @param _antialias
* @type boolean
* @default false
*/
*/
//=========================================================================
/*~struct~AtlasAnimationParam:
*
@ -329,233 +329,233 @@
*/
//=========================================================================
/*~struct~CharaImageParam:
*
* @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
* @type number[]
* @default [1000, 0, 850, 0]
*
* @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
* @type number[]
* @default [1000, 0, 850, 0]
* @param _scaleChara
* @desc 右キャラクタのスケール
* @type number
* @default 0.5
* @param _scaleChara
* @desc 右キャラクタのスケール
* @type number
* @default 0.5
* @param _spineName
* @desc 右キャラクタのSpineファイル名
* @default battle
* @param _spineName
* @desc 右キャラクタのSpineファイル名
* @default battle
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @default ["p/battle","怒り"]
* @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%
* @type string[]
* @default ["p/battle","怒り"]
* @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%
* @type string[]
* @default ["p/hatena","エロ微笑み"]
* @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%
* @type string[]
* @default ["p/hatena","エロ微笑み"]
* @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%
* @type string[]
* @default ["p/hatena_R","照れ不満"]
* @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%
* @type string[]
* @default ["p/hatena_R","照れ不満"]
* @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%
* @type string[]
* @default ["p/tukare","ベロ出し"]
* @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%
* @type string[]
* @default ["p/tukare","ベロ出し"]
* @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%
* @type string[]
* @default ["p/hiki","照れ"],["p/sakyu","サキュ"]
* @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%
* @type string[]
* @default ["p/hiki","照れ"],["p/sakyu","サキュ"]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @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%
* @type string[]
* @param _antialias
* @type boolean
* @default false
* @param _antialias
* @type boolean
* @default false
*/
*/
//=========================================================================
/*~struct~CameraParam:
*
* @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]
* @type number[]
* @default [0, 0, 1]
*
* @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]
* @type number[]
* @default [0, 0, 1]
* @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]
* @type number[]
* @default [50, 0, 1.1]
* @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]
* @type number[]
* @default [50, 0, 1.1]
* @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]
* @type number[]
* @default [-50, 0, 1.1]
* @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]
* @type number[]
* @default [-50, 0, 1.1]
* @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]
* @type number[]
* @default [110, 0, 1.5]
* @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]
* @type number[]
* @default [110, 0, 1.5]
* @param _calcFrame
* @desc lerp計算フレーム
* @type number
* @default 150
* @param _calcFrame
* @desc lerp計算フレーム
* @type number
* @default 150
* @param _moveT
* @desc カメラの移動係数 0-1で設定する
* @type number
* @default 0.1
* @param _moveT
* @desc カメラの移動係数 0-1で設定する
* @type number
* @default 0.1
* @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
* @type number
* @default 0.1
* @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
* @type number
* @default 0.1
* @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
* @type number
* @default 0.5
* @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
* @type number
* @default 0.5
* @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
* @type number
* @default 0.5
* @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
* @type number
* @default 0.5
* @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
* @type number
* @default 2
* @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
* @type number
* @default 2
* @param _cameraShakeDefault
* @desc デフォルト時のカメラシェイク値
* @type number[]
* @default [0.005, 10]
* @param _cameraShakeDefault
* @desc デフォルト時のカメラシェイク値
* @type number[]
* @default [0.005, 10]
* @param _cameraShakeDamage
* @desc ダメージ時のカメラシェイク値
* @type number[]
* @default [400, 200, 12]
* @param _cameraShakeDamage
* @desc ダメージ時のカメラシェイク値
* @type number[]
* @default [400, 200, 12]
*/
*/
//=========================================================================
/*~struct~CardInfo:
*
* @param _on
* @desc 有効化
* @type boolean
* @default false
*
* @param _forceUseDeck
* @desc 常にdeckファイルを使用する
* @type boolean
* @default true
*
* @param _handCount
* @desc デフォルトハンド数
* @type Number
* @default 5
*
* @param _cardSpacing
* @desc カードとカードの間隔3.141592 で約90度
* @type Number
* @default 0.2
*
* @param _cardArrowSpacing
* @desc 矢印とカードの間隔3.141592 で約90度
* @type Number
* @default 0.2
*
* @param _pos
* @desc カードの位置
* @type Number[]
* @default [0, 600]
*
* @param _on
* @desc 有効化
* @type boolean
* @default false
*
* @param _forceUseDeck
* @desc 常にdeckファイルを使用する
* @type boolean
* @default true
*
* @param _handCount
* @desc デフォルトハンド数
* @type Number
* @default 5
*
* @param _cardSpacing
* @desc カードとカードの間隔3.141592 で約90度
* @type Number
* @default 0.2
*
* @param _cardArrowSpacing
* @desc 矢印とカードの間隔3.141592 で約90度
* @type Number
* @default 0.2
*
* @param _pos
* @desc カードの位置
* @type Number[]
* @default [0, 600]
* @param _posOfs
* @desc カードの位置オフセット
* @type Number[]
* @default [100, 15]
* @param _posOfs
* @desc カードの位置オフセット
* @type Number[]
* @default [100, 15]
* @param _posOfs2
* @desc カードの位置オフセット2 選択時に横に動く量
* @type Number
* @default 60
* @param _posOfs2
* @desc カードの位置オフセット2 選択時に横に動く量
* @type Number
* @default 60
* @param _posOfs3
* @desc カードの位置オフセット3 選択時に上に動く量
* @type Number
* @default -100
* @param _posOfs3
* @desc カードの位置オフセット3 選択時に上に動く量
* @type Number
* @default -100
* @param _rotOfsMax
* @desc カードの最大角度オフセット
* @type Number
* @default 16
* @param _rotOfsMax
* @desc カードの最大角度オフセット
* @type Number
* @default 16
* @param _posTp
* @desc TPの位置, width,
* @type number[]
* @default [850, 500, 64]
* @param _posTp
* @desc TPの位置, width,
* @type number[]
* @default [850, 500, 64]
* @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
* @type string[]
* @default ["NotoSansJP-Bold","40","25","125","0","center","13","#fff3ca","5","rgb(0, 0, 0)"]
* @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
* @type string[]
* @default ["NotoSansJP-Bold","40","25","125","0","center","13","#fff3ca","5","rgb(0, 0, 0)"]
* @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
* @type string[]
* @default ["NotoSansJP-Bold","14","8","14","28","center","28","#ff0000","4","rgb(0, 0, 0)"]
* @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
* @type string[]
* @default ["NotoSansJP-Bold","14","8","14","28","center","28","#ff0000","4","rgb(0, 0, 0)"]
* @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
* @type string[]
* @default ["NotoSansJP-Light","14","110","-","-","-","12","#ffffff","4","rgb(0, 0, 0)"]
*/
* @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
* @type string[]
* @default ["NotoSansJP-Light","14","110","-","-","-","12","#ffffff","4","rgb(0, 0, 0)"]
*/
//=========================================================================
/*~struct~DescriptionWindow:
*
* @param _cardDescWindowWidth
* @desc カードの横に表示されるウィンドウの横幅 #175
* @type number
* @default 175
*
* @param _cardDescWindowWidth
* @desc カードの横に表示されるウィンドウの横幅 #175
* @type number
* @default 175
* @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]
* @type number[]
* @default [80, -120]
* @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]
* @type number[]
* @default [80, -120]
* @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
* @type string[]
* @default ["GameFont","0","2","-","-","-","14","#ffffff","4","rgb(0, 0, 0)"]
*/
* @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
* @type string[]
* @default ["GameFont","0","2","-","-","-","14","#ffffff","4","rgb(0, 0, 0)"]
*/
Imported = Imported || {};
Imported.nnfs = true;