ultimate-angel-zerachiel/www/js/plugins/MOG_Weather_EX.js
2024-01-17 11:38:37 -06:00

3075 lines
85 KiB
JavaScript

//=============================================================================
// MOG_Weather_EX.js
//=============================================================================
/*:
* @plugindesc (v3.1 *) Adiciona novos efeitos de climas.
* @author Moghunter
*
* @param Battle Weather
* @desc Ativar o clima na batalha.
* @default true
* @type boolean
*
* @help
* =============================================================================
* +++ MOG - Weather EX (v3.1) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* Adiciona novos efeitos de climas.
* As imagens do clima devem ser gravadas na pasta. (img/weather/)
*
* =============================================================================
* - PLUGIN COMMANDS / MAP NOTETAGS
* =============================================================================
* Para ativar o clima use o comentário abaixo através da função PLUGIN COMMAND
*
* weather ID : TYPE : POWER : SPEED : BLEND_TYPE : FILE_NAME
*
*
* -> ID - Define a ID do clima, é possível utilizar até 10 climas diferentes ao
* mesmo tempo.
*
* -> TYPE - Efeito (de 0 a 29)
* 0 - Wind 1 (Falling)
* 1 - Wind 2 (Left Side)
* 2 - Wind 3 (Zoom)
* 3 - Spark 1
* 4 - Spark 2 (Magical Field)
* 5 - Spark 3 (FireFly)
* 6 - Fire 1 (Two Sides)
* 7 - Fire 2 (One Side)
* 8 - Fire 3 (Explosion)
* 9 - Snow 1
* 10 - Snow 2 (Storm)
* 11 - Snow 3 (Freezing)
* 12 - Rain 1
* 13 - Rain 2 (Splashing)
* 14 - Rain 3 (Zoom)
* 15 - Cloud 1 (Fog Effect)
* 16 - Cloud 2 (Frontal Zoom)
* 17 - Cloud 3 (Strong)
* 18 - Random 1
* 19 - Random 2 (Zoom)
* 20 - Random 3 (Cosmo)
* 21 - Sunshine
* 22 - Fog
* 23 - Steam
* 24 - LightSpeed
* 25 - Shooting Star 1
* 26 - Shooting Star 2 (Rotation)
* 27 - Shinning
* 28 - Bouncing
* 29 - Spark 4 (Magic Field 2 / Diagonal)
* 30 - Bubbles
* 31 - StandStill
* 32 - Fog XP Style (Horizontal scrolling)
* 33 - Fog XP Style (Vertical scrolling)
* 35 - Overlay 1 (Tilling Mode -> "Sprite Loop")
* 36 - Overlay 2 (Sprite Mode -> Less Lag)
*
* -> POWER - Poder do clima. (Quantidade de partículas) (1 a 2000)
*
* -> SPEED - Define a velocidade da animação. (0% a 1000%)
*
* -> BLEND_TYPE - Tipo de Blend (0 a 1)
*
* -> FILE_NAME = Nome do arquivo de imagem.
*
* -------------------------------------
* EG
* weather : 0 : 0 : 40 : 1 : 0 : Leaf_02B
* -------------------------------------
*
* =============================================================================
* - OFFSET COMMANDS
* =============================================================================
* weather : ID : TYPE : POWER : SPEED : BLEND_TYPE : FILE_NAME : Z-INDEX : ZOOM : FRAMES : ANIMATION_SPEED
*
* -> Z-INDEX - Define se o clima ficará acima ou abaixo do tileset.
* 0 - Abaixo do Tileset.
* 1 - Acima do Tileset.
* 2 - Acima das Imagens (Pictures)
*
* -> ZOOM - Aumenta ou diminue o tamanho da imagem. (0% - 800%)
*
* -> FRAMES - Ativa animação das partículas. Defina a quantidade de frames da imagem.
*
* -> ANIMATION_SPEED - Define a velocidade da animação.
*
* -------------------------------------
* EG
* weather : 0 : 0 : 40 : 1 : Leaf_02B : 1 : 5 : 0.50 : 0.20 : 4 : 20
* -------------------------------------
*
*
*
* =============================================================================
* - REMOVER CLIMA
* =============================================================================
* Para remover o clima use o plugin command abaixo.
*
* clear_weather : WEATHER_INDEX
*
* Para remover todos os climas use o plugin command abaixo.
*
* clear_all_weathers
*
* Para desativar o clima na batalha use o plugin command abaixo.
*
* battle_weather : false
*
* ============================================================================
* - WHAT'S NEW
* ============================================================================
* - (version 3.1) -
* (NEW) - Adicionado o efeito de neblina estilo Rpg Maker XP. (4 Efeitos)
* (UPD) - Removido o limite de quantidade de partículas. (Benchmark test)
* (BUG FIX) - Correção do crash relativo aos Notetags dos Mapas.
* (BUG FIX) - Correção na compatibilidade com o Battle Camera plugin.
*
* - (version 3.0) -
* (NEW) - Possibilidade de utilizar multiplos climas (max 10).
* (NEW) - Adicionado 9 novos efeitos.
* (NEW) - Partículas animadas (Frames).
* (NEW) - Possibilidade de definir a prioridade de visibilidade do clima.
* (NEW) - Novas opções de customização do clima (Velocidade,Zoom)
* (NEW) - Plugin Command para ativar ou desativar os climas na batalha.
* (NEW) - Possibilidade de ativar os climas usando NOTETAGS do map.
* (UPD) - Melhoria na posição das partículas em tela em movimento.
* (BUG FIX) - Correção na posição inicial das particulas em alguns tipos
* de climas.
*
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MOG_Weather_EX = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters("MOG_Weather_EX");
Moghunter.weatherEX_max = Number(Moghunter.parameters["Weather Max"] || 20);
Moghunter.weatherEX_battle = String(
Moghunter.parameters["Battle Weather"] || "true"
);
Moghunter.weatherEX_layer1 = Number(
Moghunter.parameters["Layer 1 - Z-Index"] || 0
);
Moghunter.weatherEX_layer2 = Number(
Moghunter.parameters["Layer 2 - Z-Index"] || 50
);
Moghunter.weatherEX_layer3 = Number(
Moghunter.parameters["Layer 3 - Z-Index"] || 110
);
//=============================================================================
// ** ImageManager
//=============================================================================
//==============================
// * Weather
//==============================
ImageManager.loadWeather = function (filename) {
return this.loadBitmap("img/weather/", filename, 0, true);
};
//=============================================================================
// ** Game System
//=============================================================================
//==============================
// * Initialize
//==============================
var _mog_weatherEX_system_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
_mog_weatherEX_system_initialize.call(this);
this._weatherEXScnBat =
String(Moghunter.weatherEX_battle) === "true" ? true : false;
this.weatherEX_initialize(false);
};
//==============================
// * weather EX initialize
//==============================
Game_System.prototype.weatherEX_initialize = function (needrefresh) {
this._weatherSprites = null;
this._weatherPreData = null;
if (this._weatherEX_Data == null) {
this._weatherEX_Data = [];
}
for (var i = 0; i < Moghunter.weatherEX_max; i++) {
this.clearWeatherEX(i, needrefresh);
}
};
//==============================
// * clear Weather EX
//==============================
Game_System.prototype.clearWeatherEX = function (id, needrefresh) {
this._needRefreshWeatherEX = needrefresh;
this._weatherEX_Data[id] = {};
this._weatherEX_Data[id].mode = -1;
this._weatherEX_Data[id].power = 0;
this._weatherEX_Data[id].fileName = "";
this._weatherEX_Data[id].z = 0;
this._weatherEX_Data[id].blendMode = 0;
this._weatherEX_Data[id].speed = 0;
this._weatherEX_Data[id].rot = 0;
this._weatherEX_Data[id].scale = 0;
this._weatherEX_Data[id].frames = 1;
this._weatherEX_Data[id].needRefresh = needrefresh;
};
//==============================
// * Command Setup Weather
//==============================
Game_System.prototype.commandSetupWeather = function (args) {
var id = args[1] != null ? Number(args[1]) : 0;
var mode = args[3] != null ? Number(args[3]) : 0;
var power = args[5] != null ? Number(args[5]) : 1;
var speed = args[7] != null ? Number(args[7]) : 100;
var blendType = args[9] != null ? Number(args[9]) : 0;
var fileName = args[11] != null ? String(args[11]) : "";
var z = args[13] != null ? Number(args[13]) : 1;
var scale = args[15] != null ? Number(args[15]) : 100;
var frame = args[17] != null ? Number(args[17]) : 1;
var frameSpeed = args[19] != null ? Number(args[19]) : 10;
var id_Real = Math.min(
Math.max(id, 0),
$gameSystem._weatherEX_Data.length - 1
);
var mode_Real = Math.min(Math.max(mode, 0), 35);
var power_Real = Math.max(power, 1);
var z_Real = Math.min(Math.max(z, 0), 2);
var blendType_Real = Math.min(Math.max(blendType, 0), 2);
var scale_Real = Math.min(Math.max(scale, 0), 800);
var speed_Real = Math.min(Math.max(speed, 0), 1000);
var frame_Real = Math.min(Math.max(frame, 1), 100);
var frame_Speed = Math.min(Math.max(frameSpeed, 0), 1000);
this._weatherEX_Data[id_Real].mode = mode_Real;
this._weatherEX_Data[id_Real].power = power_Real;
this._weatherEX_Data[id_Real].z = z_Real;
this._weatherEX_Data[id_Real].blendMode = blendType_Real;
this._weatherEX_Data[id_Real].fileName = fileName;
this._weatherEX_Data[id_Real].speed = speed_Real;
this._weatherEX_Data[id_Real].scale = scale_Real;
this._weatherEX_Data[id_Real].frames = frame_Real;
this._weatherEX_Data[id_Real].frameSpeed = frame_Speed;
this._weatherEX_Data[id_Real].needRefresh = true;
this._needRefreshWeatherEX = true;
};
//==============================
// * weather Mode
//==============================
Game_System.prototype.weatherMode = function (id) {
if (id == null) {
return 0;
}
if (this._weatherEX_Data[id] == null) {
return 0;
}
return this._weatherEX_Data[id].mode;
};
//=============================================================================
// ** Game_Interpreter
//=============================================================================
//==============================
// * Plugin Command
//==============================
var _mog_weatherEX_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
this.commandWeatherEX(command, args);
_mog_weatherEX_pluginCommand.call(this, command, args);
return true;
};
//==============================
// * Command Weather EX
//==============================
Game_Interpreter.prototype.commandWeatherEX = function (command, args) {
if (command === "clear_weather") {
$gameSystem.clearWeatherEX(Number(args[1]), true);
}
if (command === "clear_all_weathers") {
$gameSystem.weatherEX_initialize(true);
}
if (command === "battle_weather") {
this.commandBattleWeather(args);
}
if (command === "weather" && args) {
$gameSystem.commandSetupWeather(args);
}
return true;
};
//==============================
// * Command Battle Weather
//==============================
Game_Interpreter.prototype.commandBattleWeather = function (args) {
var enable = args[1] != null ? String(args[1]) : true;
var enableReal = String(enable) === "true" ? true : false;
$gameSystem._weatherEXScnBat = enableReal;
};
//=============================================================================
// ** Game Map
//=============================================================================
//==============================
// * Setup
//==============================
var _mog_weatherEX_gmap_setup = Game_Map.prototype.setup;
Game_Map.prototype.setup = function (mapId) {
_mog_weatherEX_gmap_setup.call(this, mapId);
if (this._mapId > 0) {
this.setWeatherEX($dataMap.note);
}
};
//==============================
// * Setup Weather EX
//==============================
Game_Map.prototype.setWeatherEX = function (nt) {
var notetags = nt.split(/[\r\n]+/);
notetags.forEach(function (note) {
var note_data = note.split(" : ");
if (notetags == "clear_all_weathers") {
$gameSystem.weatherEX_initialize(true);
} else if (note_data[0].toLowerCase() == "weather") {
note_data.shift();
var noteR = [];
var rd = 0;
var rdi = 0;
var maxr = note_data.length * 2;
for (var i = 0; i < maxr; i++) {
if (rd == 0) {
noteR.push([]);
rd = 1;
} else {
noteR.push(note_data[rdi]);
rd = 0;
rdi++;
}
}
$gameSystem.commandSetupWeather(noteR);
}
}, this);
};
//=============================================================================
// ** Spriteset Base
//=============================================================================
//==============================
// * initialize
//==============================
var _mog_weatherEx_sprtBase = Spriteset_Base.prototype.initialize;
Spriteset_Base.prototype.initialize = function () {
this._weatherEXSprites = [];
_mog_weatherEx_sprtBase.call(this);
$gameSystem._weatherSprites = null;
$gameSystem._weatherPreData = null;
};
//==============================
// * record Weather EX DataMap
//==============================
Spriteset_Base.prototype.recordWeatherEXDataMap = function () {
for (var i = 0; i < this._weatherEXSprites.length; i++) {
if (this._weatherEXSprites[i]) {
this._weatherEXSprites[i].recordWeatherEXData();
}
}
};
//==============================
// * load Pre Weather
//==============================
Spriteset_Base.prototype.reloadWeatherEX = function () {
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
if ($gameSystem._weatherEX_Data[i]) {
if ($gameSystem._weatherEX_Data[i].mode >= 0) {
this.createWeatherEX(i);
}
$gameSystem._weatherEX_Data[i].needRefresh = false;
}
}
};
//==============================
// * create Weather EX
//==============================
Spriteset_Base.prototype.createWeatherEX = function (id) {
this._weatherEXSprites[id] = new SpriteWeatherEX(id);
this._weatherEXSprites[id].z = id + 10;
if ($gameSystem._weatherEX_Data[id].z === 0) {
this._weatherField_1.addChild(this._weatherEXSprites[id]);
} else if ($gameSystem._weatherEX_Data[id].z === 1) {
this._weatherField_2.addChild(this._weatherEXSprites[id]);
} else {
this._weatherField_3.addChild(this._weatherEXSprites[id]);
}
this._weatherField_1.children.sort(function (a, b) {
return a.z - b.z;
});
this._weatherField_2.children.sort(function (a, b) {
return a.z - b.z;
});
this._weatherField_3.children.sort(function (a, b) {
return a.z - b.z;
});
};
//==============================
// * create Weather EX Refresh
//==============================
Spriteset_Base.prototype.createWeatherEXRefresh = function () {
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
if ($gameSystem._weatherEX_Data[i]) {
if (this.canCreateWeatherEX(i)) {
this.createWeatherEX(i);
}
$gameSystem._weatherEX_Data[i].needRefresh = false;
}
}
};
//==============================
// * can Create Weather EX
//==============================
Spriteset_Base.prototype.canCreateWeatherEX = function (i) {
if ($gameSystem._weatherEX_Data[i].mode < 0) {
return false;
}
if ($gameParty.inBattle()) {
return true;
}
if (!$gameSystem._weatherEX_Data[i].needRefresh) {
return false;
}
return true;
};
//==============================
// * remove Weather EX Refresh
//==============================
Spriteset_Base.prototype.removeWeatherEXRefresh = function () {
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
if (
$gameSystem._weatherEX_Data[i].needRefresh &&
this._weatherEXSprites[i]
) {
this._weatherField_1.removeChild(this._weatherEXSprites[i]);
this._weatherField_2.removeChild(this._weatherEXSprites[i]);
this._weatherEXSprites[i].clear();
this._weatherEXSprites[i] = null;
}
}
};
//==============================
// * create Weather Field 1
//==============================
Spriteset_Base.prototype.createWeatherField_1 = function (mode) {
this._weatherField_1 = new Sprite();
this._weatherField_1.z = Moghunter.weatherEX_layer1;
this._weatherField_1.mz = this._weatherField_1.z;
if (mode === 1 && this._battleField) {
this._battleField.addChild(this._weatherField_1);
} else {
this._baseSprite.addChild(this._weatherField_1);
}
};
//==============================
// * create Weather Field 2
//==============================
Spriteset_Base.prototype.createWeatherField_2 = function (mode) {
this._weatherField_2 = new Sprite();
this._weatherField_2.z = Moghunter.weatherEX_layer2;
this._weatherField_2.mz = this._weatherField_2.z;
if (mode === 1 && this._battleField) {
this._battleField.addChild(this._weatherField_2);
} else {
this._baseSprite.addChild(this._weatherField_2);
}
};
//==============================
// * create Weather Field 3
//==============================
Spriteset_Base.prototype.createWeatherField_3 = function (mode) {
this._weatherField_3 = new Sprite();
this._weatherField_3.z = Moghunter.weatherEX_layer3;
this._weatherField_3.mz = this._weatherField_3.z;
this._pictureContainer.addChild(this._weatherField_3);
};
//==============================
// * Create Pictures
//==============================
var _mog_weatherEX_sprtbase_createPictures =
Spriteset_Base.prototype.createPictures;
Spriteset_Base.prototype.createPictures = function () {
_mog_weatherEX_sprtbase_createPictures.call(this);
this.createWeatherField_3();
if (this.canReloadWeatherEX()) {
this.reloadWeatherEX();
}
};
//==============================
// * Can Reload Weather EX
//==============================
Spriteset_Base.prototype.canReloadWeatherEX = function () {
if (this._battleField && !$gameSystem._weatherEXScnBat) {
return false;
}
return true;
};
//==============================
// * Update
//==============================
var _mog_weatherEX_sprtbase_update = Spriteset_Base.prototype.update;
Spriteset_Base.prototype.update = function () {
_mog_weatherEX_sprtbase_update.call(this);
this.updateWeatherEX_Base();
};
//==============================
// * Update Weather EX Base
//==============================
Spriteset_Base.prototype.updateWeatherEX_Base = function (id) {
if ($gameSystem._needRefreshWeatherEX) {
this.refreshWeatherEX();
}
};
//==============================
// * Refresh Weather EX
//==============================
Spriteset_Base.prototype.refreshWeatherEX = function () {
$gameSystem._needRefreshWeatherEX = false;
this.removeWeatherEXRefresh();
this.createWeatherEXRefresh();
};
//=============================================================================
// ** Spriteset Map
//=============================================================================
//==============================
// * create Parallax
//==============================
var _mog_weatherEx_sprtMap_createParallax =
Spriteset_Map.prototype.createParallax;
Spriteset_Map.prototype.createParallax = function () {
_mog_weatherEx_sprtMap_createParallax.call(this);
if (!this._weatherField_1) {
this.createWeatherField_1(0);
}
};
//==============================
// * create TileMap
//==============================
var _mog_weatherEx_sprtMap_createTilemap =
Spriteset_Map.prototype.createTilemap;
Spriteset_Map.prototype.createTilemap = function () {
if (!this._weatherField_1) {
this.createWeatherField_1(0);
}
_mog_weatherEx_sprtMap_createTilemap.call(this);
};
//==============================
// * create Lower Layer
//==============================
var _mog_weatherEx_sprtMap_createLowerLayer =
Spriteset_Map.prototype.createLowerLayer;
Spriteset_Map.prototype.createLowerLayer = function () {
_mog_weatherEx_sprtMap_createLowerLayer.call(this);
if (!this._weatherField_2) {
this.createWeatherField_2(0);
}
};
//=============================================================================
// ** Spriteset Battle
//=============================================================================
//==============================
// * create BattleBack
//==============================
var _mog_weatherEx_createBattleback =
Spriteset_Battle.prototype.createBattleback;
Spriteset_Battle.prototype.createBattleback = function () {
if (!this._weatherField_1) {
this.createWeatherField_1(1);
}
_mog_weatherEx_createBattleback.call(this);
};
//==============================
// * create Lower Layer
//==============================
var _mog_weatherEx_sprtBat_createLowerLayer =
Spriteset_Battle.prototype.createLowerLayer;
Spriteset_Battle.prototype.createLowerLayer = function () {
_mog_weatherEx_sprtBat_createLowerLayer.call(this);
if (!this._weatherField_2) {
this.createWeatherField_2(1);
}
};
//=============================================================================
// ** Scene Map
//=============================================================================
//==============================
// * snap For BattleBackground
//==============================
var _weather_ex_scMap_snapForBattleBackground =
Scene_Map.prototype.snapForBattleBackground;
Scene_Map.prototype.snapForBattleBackground = function () {
if (this.needHideWeatherforSnap(0)) {
this.enableWeatherEXField(false);
}
_weather_ex_scMap_snapForBattleBackground.call(this);
if (this.needHideWeatherforSnap(1)) {
this.enableWeatherEXField(true);
}
};
//==============================
// * need Hide Weather for Snap
//==============================
Scene_Map.prototype.needHideWeatherforSnap = function (mode) {
if (!this._spriteset) {
return false;
}
if (!this._spriteset._weatherField_1) {
return false;
}
if (mode == 1) {
return true;
}
if (!$gameSystem._weatherEXScnBat) {
return false;
}
return true;
};
//==============================
// * enable Weather EX Field
//==============================
Scene_Map.prototype.enableWeatherEXField = function (enable) {
this._spriteset._weatherField_1.visible = enable;
this._spriteset._weatherField_2.visible = enable;
this._spriteset._weatherField_3.visible = enable;
};
//==============================
// * Terminate
//==============================
var _mog_weatherEX_scMap_terminate = Scene_Map.prototype.terminate;
Scene_Map.prototype.terminate = function () {
if (this._spriteset && this._spriteset._weatherField_1) {
this._spriteset.recordWeatherEXDataMap();
}
_mog_weatherEX_scMap_terminate.call(this);
};
//=============================================================================
// ** Scene Battle
//=============================================================================
//==============================
// * Terminate
//==============================
var _mog_weather_ex_scBattle_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function () {
_mog_weather_ex_scBattle_terminate.call(this);
if (this._spriteset && this._spriteset._weatherField_1) {
this._spriteset.recordWeatherEXDataMap();
}
};
//=============================================================================
// * SpriteWeatherEX
//=============================================================================
function SpriteWeatherEX() {
this.initialize.apply(this, arguments);
}
SpriteWeatherEX.prototype = Object.create(Sprite.prototype);
SpriteWeatherEX.prototype.constructor = SpriteWeatherEX;
//==============================
// * Initialize
//==============================
SpriteWeatherEX.prototype.initialize = function (id) {
Sprite.prototype.initialize.call(this);
this._id = id;
this._cam = [0, 0, false, 0, 0];
this._modePosX = 0;
this._screenRX = Graphics.boxWidth;
this._screenRY = Graphics.boxHeight;
this._screenAn = Math.floor(this._screenRX / 13);
this._speed = 0;
this._imgChecked = false;
this._imgData = [];
this._camCheck = false;
this._rot = this.data().rot;
this.loadBitmapS();
this.createSprites();
};
//==============================
// * record Weather EX Data
//==============================
SpriteWeatherEX.prototype.recordWeatherEXData = function () {
if (!$gameSystem._weatherSprites) {
$gameSystem._weatherSprites = [];
}
$gameSystem._weatherSprites[this._id] = [];
for (var i = 0; i < this._sprites.length; i++) {
var sprite = this._sprites[i];
$gameSystem._weatherSprites[this._id][i] = {};
$gameSystem._weatherSprites[this._id][i].idS = sprite._id;
$gameSystem._weatherSprites[this._id][i].x = sprite.x;
$gameSystem._weatherSprites[this._id][i].y = sprite.x;
$gameSystem._weatherSprites[this._id][i].scaleX = sprite.scale.x;
$gameSystem._weatherSprites[this._id][i].scaleY = sprite.scale.y;
$gameSystem._weatherSprites[this._id][i].blendMode = sprite.blendMode;
$gameSystem._weatherSprites[this._id][i].anchorX = sprite.anchor.x;
$gameSystem._weatherSprites[this._id][i].anchorY = sprite.anchor.y;
$gameSystem._weatherSprites[this._id][i].rotation = sprite.rotation;
$gameSystem._weatherSprites[this._id][i].opacity = sprite.opacity;
$gameSystem._weatherSprites[this._id][i].realX = sprite._realX;
$gameSystem._weatherSprites[this._id][i].realY = sprite._realY;
$gameSystem._weatherSprites[this._id][i].sx = sprite._sx;
$gameSystem._weatherSprites[this._id][i].sy = sprite._sy;
$gameSystem._weatherSprites[this._id][i].rt = sprite._rt;
$gameSystem._weatherSprites[this._id][i].zx = sprite._zx;
$gameSystem._weatherSprites[this._id][i].zy = sprite._zy;
$gameSystem._weatherSprites[this._id][i].zx2 = sprite._zx2;
$gameSystem._weatherSprites[this._id][i].zy2 = sprite._zy2;
$gameSystem._weatherSprites[this._id][i].zp = sprite._zp;
$gameSystem._weatherSprites[this._id][i].ani = sprite._ani;
$gameSystem._weatherSprites[this._id][i].roll = sprite._roll;
$gameSystem._weatherSprites[this._id][i].frames = sprite._frames;
$gameSystem._weatherSprites[this._id][i].originX = sprite.origin.x;
$gameSystem._weatherSprites[this._id][i].originY = sprite.origin.y;
}
};
//==============================
// * Data
//==============================
SpriteWeatherEX.prototype.data = function () {
return $gameSystem._weatherEX_Data[this._id];
};
//==============================
// * pre Data
//==============================
SpriteWeatherEX.prototype.preData = function () {
return $gameSystem._weatherSprites[this._id];
};
//==============================
// * Load Bitmap S
//==============================
SpriteWeatherEX.prototype.loadBitmapS = function () {
this._image = ImageManager.loadWeather(this.data().fileName);
};
//==============================
// * Need Check Img
//==============================
SpriteWeatherEX.prototype.needCheckImg = function () {
if (this._imgChecked) {
return false;
}
if (this._image.width == 0) {
return false;
}
return true;
};
//==============================
// * Mode
//==============================
SpriteWeatherEX.prototype.mode = function () {
return this.data().mode;
};
//==============================
// * is Animated
//==============================
SpriteWeatherEX.prototype.isAnimated = function () {
return this.data().frames > 1;
};
//==============================
// * Clear
//==============================
SpriteWeatherEX.prototype.clear = function (id) {
for (var i = 0; i < this._sprites.length; i++) {
this.removeChild(this._sprites[i]);
}
};
//==============================
// * Check Img Par
//==============================
SpriteWeatherEX.prototype.checkImgPar = function () {
this._imgChecked = true;
this._imgData = [];
this._imgData[0] = this._image.width;
this._imgData[1] = this._image.height;
this._imgData[2] = this._image.width / 2;
this._imgData[3] = this._image.height / 2;
};
//==============================
// * is Tilling Weather
//==============================
SpriteWeatherEX.prototype.isTilingWeather = function () {
if (this.mode() == 32) {
return true;
}
if (this.mode() == 33) {
return true;
}
if (this.mode() == 34) {
return true;
}
return false;
};
//==============================
// * Create Sprites
//==============================
SpriteWeatherEX.prototype.createSprites = function () {
this._sprites = [];
for (var i = 0; i < this.data().power; i++) {
if (this.isTilingWeather()) {
this._sprites[i] = new TilingSprite(this._image);
this._sprites[i].move(
0,
0,
Graphics.boxWidth + 32,
Graphics.boxHeight + 32
);
this._sprites[i].x = -16 + Graphics.boxWidth / 2;
this._sprites[i].y = -16 + Graphics.boxHeight / 2;
} else {
this._sprites[i] = new Sprite(this._image);
}
this._sprites[i].z = i;
this.setupBase(this._sprites[i], i);
this.refreshWeather(this._sprites[i], true);
if ($gameSystem._weatherSprites && this.preData() && this.preData()[i]) {
this.loadPreData(this._sprites[i], this.preData()[i]);
}
this.addChild(this._sprites[i]);
}
};
//==============================
// * Setup Base
//==============================
SpriteWeatherEX.prototype.setupBase = function (sprite, index) {
sprite._id = index;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite.blendMode = this.data().blendMode;
sprite.origin = new Point();
sprite._realX = 0;
sprite._realY = 0;
sprite._sx = 0;
sprite._sy = 0;
sprite._rt = 0;
sprite._op = 0;
sprite._zx = 0;
sprite._zy = 0;
sprite.originX = 0;
sprite.originY = 0;
sprite._zp = [1.0, 1.0];
sprite._ani = [false, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
sprite._roll = 0;
sprite._wait = this.data().wait;
sprite._frames = [0, 0, 0, 0, 0];
};
//==============================
// * set Cam Screen
//==============================
SpriteWeatherEX.prototype.setCamScreen = function () {
var camRange = $gameSystem._cam_data[1] / 100;
var center = [Graphics.boxWidth / 2, Graphics.boxHeight / 2];
this._cam[0] = Math.floor(center[0] * camRange);
this._cam[1] = Math.floor(center[1] * camRange);
this._cam[2] = true;
this._screenRX = Graphics.boxWidth + this._cam[0] * 2;
this._screenRY = Graphics.boxHeight + this._cam[1] * 2;
};
//==============================
// * set Frontal Camera
//==============================
SpriteWeatherEX.prototype.setFrontalCamera = function () {
this._cam[0] = (Graphics.boxWidth * 50) / 100;
this._cam[1] = (Graphics.boxHeight * 50) / 100;
this._cam[3] = Graphics.boxWidth / 2;
this._cam[4] = Graphics.boxHeight / 2;
};
//==============================
// * loadPreData
//==============================
SpriteWeatherEX.prototype.loadPreData = function (sprite, data) {
sprite.x = data.x;
sprite.y = data.x;
sprite.scale.x = data.scaleX;
sprite.scale.y = data.scaleY;
sprite.anchor.x = data.anchorX;
sprite.anchor.y = data.anchorY;
sprite.blendMode = data.blendMode;
sprite.rotation = data.rotation;
sprite.opacity = data.opacity;
sprite._realX = data.realX;
sprite._realY = data.realY;
sprite._sx = data.sx;
sprite._sy = data.sy;
sprite._rt = data.rt;
sprite._zx = data.zx;
sprite._zy = data.zy;
sprite._zx2 = data.zx2;
sprite._zy2 = data.zy2;
sprite._zp = data.zp;
sprite._ani = data.ani;
sprite._roll = data.roll;
sprite._frames = data.frames;
sprite._id = data.idS;
sprite.origin.x = data.originX;
sprite.origin.y = data.originY;
if (this.isTilingWeather()) {
sprite.move(0, 0, Graphics.boxWidth + 32, Graphics.boxHeight + 32);
sprite.x = -16 + Graphics.boxWidth / 2;
sprite.y = -16 + Graphics.boxHeight / 2;
}
};
//==============================
// * screen Y
//==============================
SpriteWeatherEX.prototype.screenX = function () {
if (this.needFixScreen()) {
return 0;
}
return $gameMap.displayX() * $gameMap.tileWidth();
};
//==============================
// * screen Y
//==============================
SpriteWeatherEX.prototype.screenY = function () {
if (this.needFixScreen()) {
return 0;
}
return $gameMap.displayY() * $gameMap.tileHeight();
};
//==============================
// * need Fix Screen
//==============================
SpriteWeatherEX.prototype.needFixScreen = function () {
if (this.needFixScreenMode()) {
return true;
}
if ($gameParty.inBattle()) {
return true;
}
return false;
};
//==============================
// * need Fix Screen Mode
//==============================
SpriteWeatherEX.prototype.needFixScreenMode = function () {
if (this.mode() == 21) {
return true;
}
return false;
};
//==============================
// * screen limit X1
//==============================
SpriteWeatherEX.prototype.screenLimitX1 = function (sprite) {
return -(sprite.width + this._cam[0] + 96);
};
//==============================
// * screen limit X2
//==============================
SpriteWeatherEX.prototype.screenLimitX2 = function (sprite) {
return this._screenRX + sprite.width + this._cam[0] + 96;
};
//==============================
// * screen limit Y1
//==============================
SpriteWeatherEX.prototype.screenLimitY1 = function (sprite) {
return -(sprite.height + this._cam[1] + 96);
};
//==============================
// * screen limit Y2
//==============================
SpriteWeatherEX.prototype.screenLimitY2 = function (sprite) {
return this._screenRY + sprite.height + this._cam[1] + 96;
};
//==============================
// * random Pos X
//==============================
SpriteWeatherEX.prototype.randomPosX = function (sprite) {
sprite._realX =
-(this._cam[0] + 50 + this._modePosX) +
Math.randomInt(
this.screenX() + this._screenRX + 50 + this._cam[0] + this._cam[3]
);
};
//==============================
// * random Pos Y
//==============================
SpriteWeatherEX.prototype.randomPosY = function (sprite) {
sprite._realY =
-(this._cam[1] + 50 + this._modePosX) +
Math.randomInt(
this.screenY() + this._screenRY + 70 + this._cam[1] + this._cam[4]
);
};
//==============================
// * center Pos X
//==============================
SpriteWeatherEX.prototype.centerPosX = function (sprite) {
sprite._realX = -this._cam[0] + this.screenX() + this._screenRX / 2;
};
//==============================
// * center Pos Y
//==============================
SpriteWeatherEX.prototype.centerPosY = function (sprite) {
sprite._realY = -this._cam[1] + this.screenY() + this._screenRY / 2;
};
//==============================
// * Need Refresh Left
//==============================
SpriteWeatherEX.prototype.needRefrehLeft = function () {
return $gamePlayer._realX > $gamePlayer._x;
};
//==============================
// * Need Refresh Right
//==============================
SpriteWeatherEX.prototype.needRefrehRight = function () {
return $gamePlayer._realX < $gamePlayer._x;
};
//==============================
// * Need Refresh Upper
//==============================
SpriteWeatherEX.prototype.needRefrehUpper = function () {
return $gamePlayer._realY > $gamePlayer._y;
};
//==============================
// * Need Refresh Bottom
//==============================
SpriteWeatherEX.prototype.needRefrehBottom = function () {
return $gamePlayer._realY < $gamePlayer._y;
};
//==============================
// * Random Refresh Left
//==============================
SpriteWeatherEX.prototype.randomRefreshLeft = function () {
return $gamePlayer._realY < $gamePlayer._y;
};
//==============================
// * random Pos Y2
//==============================
SpriteWeatherEX.prototype.randomPosY2 = function (sprite) {
sprite._realY =
-this._cam[1] +
Math.randomInt(this.screenY() + this._screenRY + this._cam[1]);
};
//==============================
// * upper Pos
//==============================
SpriteWeatherEX.prototype.upperPos = function (sprite, range) {
var rg = this._cam[0] ? this._cam[0] : range;
this.randomPosX(sprite);
sprite._realY = -rg + this.screenY();
};
//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos = function (sprite, range) {
var rg = this._cam[1] ? this._cam[1] : range;
this.randomPosX(sprite);
sprite._realY = -rg + this.screenY() + this._screenRY;
};
//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos2 = function (sprite) {
this.randomPosX(sprite);
var sp = Math.floor(this._screenRY / 4) + this._cam[1];
var sy = this.screenY() + this._screenRY - sp;
sprite._realY = -this._cam[1] + sy + Math.randomInt(sp);
};
//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos3 = function (sprite) {
this.randomPosX(sprite);
var sp = Math.floor(this._screenRY / 2) + this._cam[0];
var sy = this.screenY() + this._screenRY - sp;
sprite._realY = -this._cam[1] + sy + Math.randomInt(sp);
};
//==============================
// * Left Pos
//==============================
SpriteWeatherEX.prototype.leftPos = function (sprite, range) {
var rg = this._cam[0] ? this._cam[0] : range;
sprite._realX = -rg + this.screenX();
this.randomPosY(sprite);
};
//==============================
// * right Pos
//==============================
SpriteWeatherEX.prototype.rightPos = function (sprite, range) {
var rg = this._cam[0] ? this._cam[0] : range;
sprite._realX = -rg + this.screenX() + this._screenRX;
this.randomPosY(sprite);
};
//==============================
// * Set Pos Random
//==============================
SpriteWeatherEX.prototype.setPosRandom = function (sprite) {
this.randomPosX(sprite);
this.randomPosY(sprite);
};
//==============================
// * Set Pos Normal
//==============================
SpriteWeatherEX.prototype.setPosNormal = function (sprite, range, opact) {
var pos = Math.randomInt(100, sprite);
if (this.needRefrehLeft()) {
if (pos < range) {
this.leftPos(sprite, 40);
if (opact) {
sprite.opacity = Math.randomInt(130) + 125;
}
} else {
this.setPosRandom(sprite);
}
} else if (this.needRefrehRight()) {
if (pos < range) {
this.rightPos(sprite, -40);
if (opact) {
sprite.opacity = Math.randomInt(130) + 125;
}
} else {
this.setPosRandom(sprite);
}
} else if (this.needRefrehBottom()) {
if (pos < range) {
this.bottomPos(sprite, -40);
if (opact) {
sprite.opacity = Math.randomInt(130) + 125;
}
} else {
this.setPosRandom(sprite);
}
} else if (this.needRefrehUpper()) {
if (pos < range) {
this.upperPos(sprite, 40);
if (opact) {
sprite.opacity = Math.randomInt(130) + 125;
}
} else {
this.setPosRandom(sprite);
}
} else {
this.setPosRandom(sprite);
}
};
//==============================
// * Set Post Upper
//==============================
SpriteWeatherEX.prototype.setPosUpper = function (sprite, range) {
var pos = Math.randomInt(100, sprite);
if (this.needRefrehLeft()) {
if (pos < range) {
this.upperPos(sprite, 40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehRight()) {
if (pos < range) {
this.upperPos(sprite, 40);
} else {
this.rightPos(sprite, -40);
}
} else if (this.needRefrehBottom()) {
if (pos < range) {
this.upperPos(sprite, 40);
} else {
this.bottomPos(sprite, -40);
}
} else {
this.upperPos(sprite, 40);
}
};
//==============================
// * Set Post Upper
//==============================
SpriteWeatherEX.prototype.setPosUpper_2 = function (sprite, range) {
var pos = Math.randomInt(100, sprite);
if (this.needRefrehLeft()) {
if (pos < range) {
this.upperPos(sprite, 40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehRight()) {
if (pos < range) {
this.upperPos(sprite, 40);
} else {
this.rightPos(sprite, -40);
}
} else if (this.needRefrehBottom()) {
if (pos < 30) {
this.leftPos(sprite, 40);
} else if (pos < 60) {
this.rightPos(sprite, 40);
} else {
this.bottomPos(sprite, -40);
}
} else {
this.upperPos(sprite, 40);
}
};
//==============================
// * Set Post Left
//==============================
SpriteWeatherEX.prototype.setPosLeft = function (sprite) {
var pos = Math.randomInt(100);
if (this.needRefrehLeft()) {
this.leftPos(sprite, 40);
} else if (this.needRefrehRight()) {
if (pos < 30) {
this.rightPos(sprite, -40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehBottom()) {
if (pos < 60) {
this.bottomPos(sprite, -40);
} else {
this.leftPos(sprite, 40);
}
} else {
if (pos < 60) {
this.upperPos(sprite, 40);
} else {
this.leftPos(sprite, 40);
}
}
};
//==============================
// * Set Post Left Upper
//==============================
SpriteWeatherEX.prototype.setPosLeftUpper = function (sprite) {
var pos = Math.randomInt(100);
if (this.needRefrehLeft()) {
if (pos < 40) {
this.upperPos(sprite, 40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehRight()) {
if (pos < 30) {
this.upperPos(sprite, 40);
} else if (pos < 50) {
this.leftPos(sprite, 40);
} else {
this.rightPos(sprite, -40);
}
} else if (this.needRefrehBottom()) {
if (pos < 30) {
this.upperPos(sprite, 40);
} else if (pos < 60) {
this.leftPos(sprite, 40);
} else {
this.bottomPos(sprite, -40);
}
} else {
if (pos < 50) {
this.leftPos(sprite, 40);
} else {
this.upperPos(sprite, 40);
}
}
};
//==============================
// * Set Post Bottom
//==============================
SpriteWeatherEX.prototype.setPosBottom = function (sprite) {
var pos = Math.randomInt(100);
if (this.needRefrehLeft()) {
if (pos < 50) {
this.bottomPos(sprite, -40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehRight()) {
if (pos < 30) {
this.bottomPos(sprite, -40);
} else if (pos < 50) {
this.leftPos(sprite, 40);
} else {
this.rightPos(sprite, -40);
}
} else if (this.needRefrehUpper()) {
if (pos < 50) {
this.upperPos(sprite, 40);
} else {
this.bottomPos(sprite, -40);
}
} else {
if (pos < 50) {
this.leftPos(sprite, 40);
} else {
this.bottomPos(sprite, -40);
}
}
};
//==============================
// * Set Post Bottom Right
//==============================
SpriteWeatherEX.prototype.setPosBottomRight = function (sprite) {
var pos = Math.randomInt(100);
if (this.needRefrehLeft()) {
if (pos < 50) {
this.bottomPos(sprite, -40);
} else {
this.leftPos(sprite, 40);
}
} else if (this.needRefrehRight()) {
if (pos < 30) {
this.bottomPos(sprite, -60);
} else if (pos < 50) {
this.leftPos(sprite, 40);
} else {
this.rightPos(sprite, -60);
}
} else if (this.needRefrehUpper()) {
if (pos < 50) {
this.upperPos(sprite, 40);
} else {
this.bottomPos(sprite, -60);
}
} else {
if (pos < 50) {
this.rightPos(sprite, -60);
} else {
this.bottomPos(sprite, -60);
}
}
};
//==============================
// * Random Zoom
//==============================
SpriteWeatherEX.prototype.randomZoom = function (power, sprite, range) {
var rg = range ? range : 50;
var pz = Math.randomInt(rg) * 0.01;
sprite.scale.x = ((power + pz) * this.data().scale) / 100;
sprite.scale.y = sprite.scale.x;
sprite._zp = [sprite.scale.x, sprite.scale.y];
};
//==============================
// * need Refresh Weather
//==============================
SpriteWeatherEX.prototype.needRefreshWeather = function (sprite) {
if (this.needFixScreenMode()) {
return false;
}
if (sprite.x < this.screenLimitX1(sprite)) {
return true;
}
if (sprite.x > this.screenLimitX2(sprite)) {
return true;
}
if (sprite.y < this.screenLimitY1(sprite)) {
return true;
}
if (sprite.y > this.screenLimitY2(sprite)) {
return true;
}
return false;
};
//==============================
// * need Refresh Weather
//==============================
SpriteWeatherEX.prototype.needInitialRandomPos = function () {
if (this.mode() == 21) {
return false;
}
if (this.mode() == 35) {
return false;
}
return true;
};
//==============================
// * refresh Weather
//==============================
SpriteWeatherEX.prototype.refreshWeather = function (sprite, initial) {
switch (this.mode()) {
case 0:
this.setupWind1(sprite);
break;
case 1:
this.setupWind2(sprite);
break;
case 2:
this.setupWind3(sprite);
break;
case 3:
this.setupSpark1(sprite);
break;
case 4:
this.setupSpark2(sprite);
break;
case 5:
this.setupSpark3(sprite);
break;
case 6:
this.setupFire1(sprite);
break;
case 7:
this.setupFire2(sprite);
break;
case 8:
this.setupFire3(sprite);
break;
case 9:
this.setupSnow1(sprite);
break;
case 10:
this.setupSnow2(sprite);
break;
case 11:
this.setupSnow3(sprite);
break;
case 12:
this.setupRain1(sprite);
break;
case 13:
this.setupRain2(sprite);
break;
case 14:
this.setupRain3(sprite);
break;
case 15:
this.setupCloud1(sprite);
break;
case 16:
this.setupCloud2(sprite);
break;
case 17:
this.setupCloud3(sprite);
break;
case 18:
this.setupRandom1(sprite);
break;
case 19:
this.setupRandom2(sprite);
break;
case 20:
this.setupRandom3(sprite);
break;
case 21:
this.setupSunLight1(sprite);
break;
case 22:
this.setupFog1(sprite, initial);
break;
case 23:
this.setupFog2(sprite, initial);
break;
case 24:
this.setupFog3(sprite, initial);
break;
case 25:
this.setupStar1(sprite, initial);
break;
case 26:
this.setupStar2(sprite, initial);
break;
case 27:
this.setupShinning(sprite, initial);
break;
case 28:
this.setupBounce(sprite, initial);
break;
case 29:
this.setupSpark4(sprite, initial);
break;
case 30:
this.setupBubble(sprite, initial);
break;
case 31:
this.setupStandStill(sprite, initial);
break;
case 32:
this.setupFogXP1(sprite, initial);
break;
case 33:
this.setupFogXP2(sprite, initial);
break;
case 34:
this.setupParallax1(sprite, initial);
break;
case 35:
this.setupParallax2(sprite, initial);
break;
default:
this.setupRandom3(sprite);
break;
}
if (initial) {
if ($gameParty.inBattle()) {
if (Imported.MOG_BattleCameraFrontal) {
this.setFrontalCamera();
}
if (Imported.MOG_BattleCamera) {
this.setCamScreen();
}
}
sprite._ani[6] = 5;
if (this.needInitialRandomPos()) {
this.setPosRandom(sprite);
}
this.updateEffects(sprite);
} else {
if (sprite._ani[6] > 0) {
sprite._ani[7] = Math.randomInt(120);
}
}
};
//==============================
// * Update Effects
//==============================
SpriteWeatherEX.prototype.updateEffects = function (sprite) {
switch (this.mode()) {
case 0:
this.updateWind(sprite);
break;
case 1:
this.updateWind(sprite);
break;
case 2:
this.updateWind3(sprite);
break;
case 3:
this.updateSpark(sprite);
break;
case 4:
this.updateSpark2(sprite);
break;
case 5:
this.updateSpark3(sprite);
break;
case 6:
this.updateFire(sprite);
break;
case 7:
this.updateFire(sprite);
break;
case 8:
this.updateFire3(sprite);
break;
case 9:
this.updateSnow(sprite);
break;
case 10:
this.updateSnow(sprite);
break;
case 11:
this.updateSnow3(sprite);
break;
case 12:
this.updateRain1(sprite);
break;
case 13:
this.updateRain2(sprite);
break;
case 14:
this.updateRain3(sprite);
break;
case 15:
this.updateCloud1(sprite);
break;
case 16:
this.updateCloud2(sprite);
break;
case 17:
this.updateCloud3(sprite);
break;
case 18:
this.updateRandom1(sprite);
break;
case 19:
this.updateRandom2(sprite);
break;
case 20:
this.updateRandom3(sprite);
break;
case 21:
this.updateSunLight(sprite);
break;
case 22:
this.updateFog1(sprite);
break;
case 23:
this.updateFog1(sprite);
break;
case 24:
this.updateFog1(sprite);
break;
case 25:
this.updateStar1(sprite);
break;
case 26:
this.updateStar2(sprite);
break;
case 27:
this.updateShinning(sprite);
break;
case 28:
this.updateBounce(sprite);
break;
case 29:
this.updateSpark4(sprite);
break;
case 30:
this.updateBubble(sprite);
break;
case 31:
this.updateStandStill(sprite);
break;
case 32:
this.updateScroll(sprite);
break;
case 33:
this.updateScroll(sprite);
break;
case 34:
this.updateParallax1(sprite);
break;
case 35:
this.updateParallax2(sprite);
break;
default:
this.updateRandom1(sprite);
break;
}
sprite._wait = this.data().wait;
};
//==============================
// * Setup Bounce
//==============================
SpriteWeatherEX.prototype.setupBounce = function (sprite, initial) {
this.setPosNormal(sprite, 40);
this.randomZoom(0.5, sprite);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._ani[1] = -90 - Math.randomInt(90);
sprite._ani[2] = 0;
sprite._ani[3] = ((Math.randomInt(90) + 60) * this.speed()) / 100;
sprite._ani[5] = 0;
sprite._ani[6] = 0;
sprite._zx = 2;
if (initial || sprite.opacity > 0) {
var rd = Math.randomInt(100);
if (rd > 60) {
sprite._ani[1] = -(Math.randomInt(100) + 20);
sprite._ani[3] = Math.randomInt(80);
sprite.opacity = Math.randomInt(150) + 50;
}
} else {
sprite.opacity = 0;
}
var rg = Math.randomInt(96) - 48;
sprite.rotation = (rg * Math.PI) / 180;
};
//==============================
// * Update Bounce
//==============================
SpriteWeatherEX.prototype.updateBounce = function (sprite) {
sprite._ani[3]--;
if (sprite._ani[3] <= 0) {
sprite.opacity -= 3;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
} else {
sprite.opacity += 15;
}
sprite._ani[2] += 0.5;
sprite._ani[1] += sprite._ani[2];
if (sprite._ani[1] >= 0) {
sprite._ani[1] = 0;
sprite._ani[2] *= -0.6;
}
sprite.x = sprite._realX - this.screenX();
sprite.y = sprite._realY + Math.round(sprite._ani[1]) - this.screenY();
};
//==============================
// * Setup Wind 1
//==============================
SpriteWeatherEX.prototype.setupWind1 = function (sprite) {
this.setPosLeftUpper(sprite);
this.randomZoom(0.5, sprite);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite._rt = Math.random() * 0.1;
sprite.opacity = 0;
sprite._sx = this._speed + 1.5 + Math.random() * 3;
sprite._sy = this._speed + 1.0 + Math.random() * 3;
sprite._roll = Math.randomInt(60);
};
//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateWind = function (sprite) {
this.updateRollEffect(sprite);
sprite.opacity += 25;
};
//==============================
// * Setup Wind
//==============================
SpriteWeatherEX.prototype.setupWind2 = function (sprite) {
this.setPosLeft(sprite);
sprite.anchor.x = -1;
sprite.anchor.y = -1;
sprite._rt = Math.random() * 0.1;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sx = this._speed + 2.5 + Math.random() * 3;
sprite._roll = Math.randomInt(60);
};
//==============================
// * Setup Wind
//==============================
SpriteWeatherEX.prototype.setupWind3 = function (sprite) {
this.setPosLeft(sprite);
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite.anchor.x = -1;
sprite.anchor.y = -1;
sprite._rt = Math.random() * 0.1;
sprite._sx = this._speed + 2 + Math.random() * 3;
sprite._sy = -1;
sprite._zx = 0.01 + Math.randomInt(2) * 0.01;
sprite._zy = sprite._zx;
sprite._roll = Math.randomInt(60);
};
//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateWind = function (sprite) {
this.updateRollEffect(sprite);
sprite.opacity += 25;
};
//==============================
// * Update Wind 3
//==============================
SpriteWeatherEX.prototype.updateWind3 = function (sprite) {
this.updateScale(sprite);
if (sprite.scale.x < 3.0) {
sprite.opacity += 25;
} else {
sprite.opacity -= 3;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
sprite.scale.y = sprite.scale.x;
};
//==============================
// * Setup Spark 1
//==============================
SpriteWeatherEX.prototype.setupSpark1 = function (sprite) {
this.setPosBottom(sprite);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite._rt = Math.random() * 0.1;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sy = -(this._speed + 1.0 + Math.random() * 3);
};
//==============================
// * Update Spark
//==============================
SpriteWeatherEX.prototype.updateSpark = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Spark 2
//==============================
SpriteWeatherEX.prototype.setupSpark2 = function (sprite) {
this.setPosNormal(sprite, 20);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.1, sprite);
sprite.opacity = 0;
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
sprite._zy = this._zx;
sprite._sy = -(this._speed + 0.5 + Math.random() * 1);
};
//==============================
// * Update Spark 2
//==============================
SpriteWeatherEX.prototype.updateSpark2 = function (sprite) {
if (sprite.scale.x < 0.8) {
this.updateScale(sprite);
sprite.opacity += 25;
} else {
sprite.opacity -= 10;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
sprite.scale.y = sprite.scale.x;
};
//==============================
// * Setup Spark3
//==============================
SpriteWeatherEX.prototype.setupSpark3 = function (sprite) {
this.setPosNormal(sprite, 20);
this.randomZoom(0.5, sprite);
sprite._ani[0] = false;
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite.opacity = 0;
this.refreshFireFly(sprite);
sprite._ani[2] = sprite._ani[1] * 2;
};
//==============================
// * refresh Fire Fly
//==============================
SpriteWeatherEX.prototype.refreshFireFly = function (sprite) {
sprite._ani[1] = Math.randomInt(60, sprite) + 60;
var dir = Math.randomInt(2);
var dir2 = this._speed + 0.1 + Math.random() * 0.1;
var dir3 = this._speed + 0.1 + Math.random() * 0.1;
sprite._sx = dir === 0 ? dir2 : -dir2;
sprite._sy = dir === 0 ? dir3 : -dir3;
sprite._rt = dir === 0 ? Math.random() * 0.05 : -(Math.random() * 0.05);
sprite._ani[1] = Math.randomInt(60) + 90;
};
//==============================
// * Update Spark 3
//==============================
SpriteWeatherEX.prototype.updateSpark3 = function (sprite) {
sprite._ani[1]--;
sprite._ani[2]--;
if (sprite._ani[1] <= 0) {
this.refreshFireFly(sprite);
}
if (sprite._ani[2] < 0) {
sprite.opacity -= 10;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
} else {
sprite.opacity += 5;
}
};
//==============================
// * Setup Spark 4
//==============================
SpriteWeatherEX.prototype.setupSpark4 = function (sprite, initial) {
this.setPosBottomRight(sprite);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0;
this.randomZoom(0.2, sprite, 150);
var rg = Math.randomInt(360);
sprite.rotation = (rg * Math.PI) / 180;
sprite.opacity = Math.randomInt(255);
sprite._ani[1] = -(sprite.scale.x * 2 + Math.randomInt(10) * 0.01) / 3;
sprite._ani[2] = -(sprite.scale.y * 3 + Math.randomInt(10) * 0.01) / 3;
if (sprite._ani[2] < -0.3) {
sprite._ani[2] = -0.3;
}
sprite._ani[3] = 9999; //sprite.scale.x > 0.60 ? Math.randomInt(320) + 400 : 1200;
sprite._ani[4] = Math.randomInt(90) + 30;
sprite._ani[5] = 0.01;
var rd = Math.randomInt(100);
sprite._ani[8] = rd < 35 ? 0 : 1;
sprite._ani[9] = sprite._ani[2];
sprite._ani[10] = 0;
sprite._ani[11] = 0;
sprite._sx = sprite._ani[1];
sprite._sy = sprite._ani[2];
};
//==============================
// * Update Spark
//==============================
SpriteWeatherEX.prototype.updateSpark4 = function (sprite) {
if (sprite._ani[11] == 0) {
sprite.opacity += 3;
if (sprite.opacity >= 255) {
sprite._ani[11] = 1;
}
} else {
sprite.opacity -= 3;
if (sprite.opacity <= 65) {
sprite._ani[11] = 0;
}
}
sprite._sx = sprite._ani[1];
sprite._sy = sprite._ani[2];
if (sprite._ani[4] > 0 || sprite._ani[8]) {
sprite._ani[4]--;
return;
}
if (sprite._ani[10] == 0) {
sprite._ani[2] += sprite._ani[5];
if (sprite._ani[2] >= 0.2) {
sprite._ani[2] = 0.2;
sprite._ani[10] = 1;
}
} else {
sprite._ani[2] -= sprite._ani[5];
if (sprite._ani[2] <= sprite._ani[9]) {
sprite._ani[2] = sprite._ani[9];
sprite._ani[10] = 0;
sprite._ani[4] = Math.randomInt(90) + 30;
}
}
};
//==============================
// * Setup Bubble
//==============================
SpriteWeatherEX.prototype.setupBubble = function (sprite, initial) {
this.setPosNormal(sprite, 40);
this.randomZoom(0.8, sprite);
sprite.opacity = 0;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._zx = 0;
sprite._zy = 0;
sprite._ani[1] = 0;
sprite._ani[2] = Math.randomInt(5) + 20;
sprite._ani[3] = Math.randomInt(70) * 0.01 + 0.1;
var rg = Math.randomInt(96) - 48;
sprite.rotation = (rg * Math.PI) / 180;
};
//==============================
// * Update Bubble
//==============================
SpriteWeatherEX.prototype.updateBubble = function (sprite) {
this.updateScale(sprite);
sprite._ani[2]--;
if (sprite._ani[1] == 0) {
sprite._sy = -sprite._ani[3] * 4;
sprite.opacity += 15;
if (sprite._ani[2] <= 0) {
sprite._ani[1] = 1;
sprite._ani[2] = ((Math.randomInt(180) + 180) * this.speed()) / 100;
}
} else if (sprite._ani[1] == 1) {
sprite._sy = -sprite._ani[3];
sprite.opacity += 15;
if (sprite._ani[2] <= 0) {
sprite._ani[1] = 2;
sprite._zx = +(0.01 + Math.randomInt(1) * 0.01);
sprite._zy = sprite._zx;
}
} else {
sprite.opacity -= 2;
if (sprite.opacity <= 0) {
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
}
};
//==============================
// * Setup Fire 1
//==============================
SpriteWeatherEX.prototype.setupFire1 = function (sprite) {
var pos = Math.randomInt(100, sprite);
if (pos < 50) {
this.bottomPos(sprite);
sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
} else {
this.upperPos(sprite);
sprite._sy = this._speed + 1.5 + Math.random() * 1;
}
sprite.anchor.x = 0;
sprite.anchor.y = 0;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
sprite._zy = sprite._zx;
var dir = Math.randomInt(2, sprite);
sprite._rt = dir === 0 ? Math.random() * 0.1 : -(Math.random() * 0.1);
};
//==============================
// * Update Fire
//==============================
SpriteWeatherEX.prototype.updateFire = function (sprite) {
if (sprite.scale.x < 1.0) {
this.updateScale(sprite);
sprite.opacity += 25;
} else {
sprite.opacity -= 15;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
sprite.scale.y = sprite.scale.x;
};
//==============================
// * Setup Fire 2
//==============================
SpriteWeatherEX.prototype.setupFire2 = function (sprite) {
var pos = Math.randomInt(100);
this.bottomPos2(sprite);
sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
sprite._zy = sprite._zx;
var dir = Math.randomInt(2);
sprite._rt = dir === 0 ? Math.random() * 0.1 : -(Math.random() * 0.1);
};
//==============================
// * Setup Fire 3
//==============================
SpriteWeatherEX.prototype.setupFire3 = function (sprite) {
this.setPosNormal(sprite, 20);
this.randomZoom(0.1, sprite);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite.opacity = 0;
sprite._zx = 0.1 + Math.randomInt(2) * 0.1;
sprite._zy = sprite._zx;
sprite._ani[1] = Math.randomInt(30);
};
//==============================
// * Update Fire 3
//==============================
SpriteWeatherEX.prototype.updateFire3 = function (sprite) {
sprite._ani[1]--;
if (sprite._ani[1] > 0) {
return;
}
this.updateScale(sprite);
if (sprite.scale.x > 2.0) {
sprite.opacity -= 5;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
} else {
sprite.opacity += 25;
}
};
//==============================
// * Setup Snow 1
//==============================
SpriteWeatherEX.prototype.setupSnow1 = function (sprite) {
this.setPosUpper(sprite, 40);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite._rt = Math.random() * 0.05;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sy = this._speed + 1.5 + Math.random() * 2;
};
//==============================
// * Update Snow
//==============================
SpriteWeatherEX.prototype.updateSnow = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Snow 2
//==============================
SpriteWeatherEX.prototype.setupSnow2 = function (sprite) {
this.setPosUpper_2(sprite, 10);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sy = this._speed + 2 + Math.random() * 3;
var dir = Math.randomInt(2);
var dir2 = this._speed + 2 + Math.random() * 3;
sprite._sx = dir === 0 ? dir2 : -dir2;
sprite._rt = dir === 0 ? Math.random() * 0.1 : -(Math.random() * 0.1);
};
//==============================
// * Setup Snow 3
//==============================
SpriteWeatherEX.prototype.setupSnow3 = function (sprite) {
if ($gamePlayer.isMoving()) {
this.setPosUpper(sprite);
} else {
this.setPosRandom(sprite);
}
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._rt = Math.random() * 0.01;
this.randomZoom(1.5, sprite);
sprite._ani[1] = sprite.scale.x;
this.randomZoom(0.01, sprite);
sprite.opacity = 0;
sprite._zx = 0.05 + Math.randomInt(1) * 0.01;
sprite._zy = sprite._zx;
sprite._sy = this._speed + 1.5 + Math.random() * 2;
sprite._ani[2] = sprite._sy;
sprite._sy = 0;
};
//==============================
// * Update Snow 3
//==============================
SpriteWeatherEX.prototype.updateSnow3 = function (sprite) {
sprite.opacity += 25;
if (sprite.scale.x < sprite._ani[1]) {
this.updateScale(sprite);
} else {
sprite._sy = sprite._ani[2];
}
};
//==============================
// * Setup Rain 1
//==============================
SpriteWeatherEX.prototype.setupRain1 = function (sprite) {
this.setPosUpper(sprite, 50);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sy = this._speed + 5 + Math.random() * 3;
};
//==============================
// * Update Rain
//==============================
SpriteWeatherEX.prototype.updateRain1 = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Rain 2
//==============================
SpriteWeatherEX.prototype.setupRain2 = function (sprite) {
this.randomPosX(sprite);
this.randomPosY(sprite);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._zx = 0.2;
sprite._zy = sprite._zx;
sprite._sy = this._speed + 5 + Math.random() * 3;
sprite._ani[1] = Math.randomInt(30);
};
//==============================
// * Update Rain 2
//==============================
SpriteWeatherEX.prototype.updateRain2 = function (sprite) {
sprite.opacity += 25;
sprite._ani[1]--;
if (sprite._ani[1] <= 0) {
this.updateScale(sprite);
sprite._sy = 0;
sprite.opacity -= 75;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
};
//==============================
// * Setup Rain 3
//==============================
SpriteWeatherEX.prototype.setupRain3 = function (sprite) {
var pos = Math.randomInt(100);
if (pos < 50) {
this.upperPos(sprite);
} else {
this.randomPosX(sprite);
this.randomPosY(sprite);
}
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.5, sprite);
sprite._ani[1] = sprite.scale.x;
this.randomZoom(5.5, sprite);
sprite.opacity = 0;
sprite._sx = this._speed + 3 + Math.random() * 3;
sprite._sy = this._speed + 6 + Math.random() * 4;
sprite._zx = -(0.1 + Math.randomInt(1) * 0.05);
sprite._zy = sprite._zx;
};
//==============================
// * Update Rain 3
//==============================
SpriteWeatherEX.prototype.updateRain3 = function (sprite) {
sprite.opacity += 25;
this.updateScale(sprite);
if (sprite.scale.x <= 0.1) {
this.refreshWeather(sprite);
}
};
//==============================
// * Setup Cloud 1
//==============================
SpriteWeatherEX.prototype.setupCloud1 = function (sprite) {
this.setPosNormal(sprite, 20);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
sprite._sx = this._speed + 1 + Math.random() * 2;
};
//==============================
// * Update Cloud 1
//==============================
SpriteWeatherEX.prototype.updateCloud1 = function (sprite) {
sprite.opacity += 5;
};
//==============================
// * Setup Cloud 2
//==============================
SpriteWeatherEX.prototype.setupCloud2 = function (sprite) {
this.setPosNormal(sprite, 20);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
this.randomZoom(0.1, sprite);
sprite.opacity = 0;
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
sprite._zy = sprite._zx;
sprite._sy = this._speed + 1.5 + Math.random() * 2.5;
};
//==============================
// * Update Cloud 2
//==============================
SpriteWeatherEX.prototype.updateCloud2 = function (sprite) {
this.updateScale(sprite);
if (sprite.scale.x < 1.5) {
sprite.opacity += 5;
} else {
sprite.opacity -= 5;
if (sprite.opacity === 0) {
this.refreshWeather(sprite);
}
}
};
//==============================
// * Setup Cloud 3
//==============================
SpriteWeatherEX.prototype.setupCloud3 = function (sprite) {
var dir = Math.randomInt(3);
sprite._ani[1] = dir;
if (dir === 0) {
this.leftPos(sprite);
this.randomZoom(0.5, sprite);
sprite._ani[0] = false;
sprite._sx = this._speed + 5 + Math.random() * 5;
} else if (dir === 1) {
this.leftPos(sprite);
this.randomZoom(1.0, sprite);
sprite._ani[0] = false;
sprite._sx = this._speed + 10 + Math.random() * 5;
} else {
this.leftPos(sprite);
this.randomZoom(1.5, sprite);
sprite._ani[0] = true;
sprite._sx = this._speed + 15 + Math.random() * 5;
}
sprite._zx = -(0.02 + Math.randomInt(1) * 0.01);
sprite._zy = sprite._zx;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite.opacity = 0;
};
//==============================
// * Update Cloud 3
//==============================
SpriteWeatherEX.prototype.updateCloud3 = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Random
//==============================
SpriteWeatherEX.prototype.setupRandom1 = function (sprite) {
this.setPosNormal(sprite, 20);
var dir = Math.randomInt(2);
var sx = this._speed + 5 + Math.random() * 3;
this._sx = dir === 0 ? sx : -sx;
var dir = Math.randomInt(2);
var sy = this._speed + 5 + Math.random() * 3;
sprite._sy = dir === 0 ? sy : -sy;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite.opacity = 0;
};
//==============================
// * Update Random
//==============================
SpriteWeatherEX.prototype.updateRandom1 = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Random 2
//==============================
SpriteWeatherEX.prototype.setupRandom2 = function (sprite) {
var dir = Math.randomInt(2);
if (dir === 0) {
sprite._sx = this._speed + 5 + Math.random() * 3;
sprite._sy = -(this._speed + 1 + Math.random() * 3);
} else {
sprite._sx = -(this._speed + 5 + Math.random() * 3);
sprite._sy = this._speed + 1 + Math.random() * 3;
}
this.randomZoom(0.5, sprite);
this.setPosNormal(sprite, 20);
sprite.anchor.x = -1;
sprite.anchor.y = 1;
sprite._rt = Math.randomInt(10) * 0.01;
sprite._zx = 0.02 + Math.randomInt(1) * 0.02;
sprite._zy = sprite._zx;
sprite.opacity = 0;
};
//==============================
// * Update Random 2
//==============================
SpriteWeatherEX.prototype.updateRandom2 = function (sprite) {
sprite.opacity += 25;
this.updateScale(sprite);
};
//==============================
// * Setup Random 3
//==============================
SpriteWeatherEX.prototype.setupRandom3 = function (sprite) {
var dir = Math.randomInt(2);
if (dir === 0) {
this.leftPos(sprite);
this.randomZoom(0.5, sprite);
sprite._sx = this._speed + 4 + Math.random() * 3;
sprite._sy = -(this._speed + 0.1 + Math.random() * 0.5);
} else {
this.rightPos(sprite);
this.randomZoom(1.5, sprite);
sprite._sx = -(this._speed + 5 + Math.random() * 3);
sprite._sy = this._speed + 1 + Math.random() * 3;
}
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite.opacity = 0;
};
//==============================
// * Update Random3
//==============================
SpriteWeatherEX.prototype.updateRandom3 = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Setup Fog 1
//==============================
SpriteWeatherEX.prototype.setupFog1 = function (sprite, initial) {
sprite.opacity = 0;
var dir = Math.randomInt(100);
if (dir < 80) {
this.setPosNormal(sprite, 20, true);
} else {
this.setPosLeft(sprite, 20);
}
sprite.anchor.x = 0;
sprite.anchor.y = 1;
this.randomZoom(0.5, sprite);
var spd = 0.5 + Math.random() * 0.8;
var dir = Math.randomInt(2);
sprite._sx = dir == 0 ? spd : -spd;
sprite._ani[1] = Math.randomInt(10) + 10;
sprite._ani[2] = Math.randomInt(2) + 2;
sprite._ani[3] = 0;
sprite._ani[4] = 5;
sprite._ani[5] = Math.randomInt(2) + 1;
sprite._rt = 0;
if (dir === 0) {
sprite._zx = 0.004;
sprite._zy = 0.003;
} else {
sprite.scale.x = -sprite.scale.x;
sprite._zx = -0.004;
sprite._zy = 0.003;
}
};
//==============================
// * Setup Fog 2
//==============================
SpriteWeatherEX.prototype.setupFog2 = function (sprite, initial) {
sprite.opacity = 0;
this.setPosNormal(sprite, 20, true);
sprite.anchor.x = 0.5;
sprite.anchor.y = 1;
this.randomZoom(0.8, sprite, 20);
var rg = Math.randomInt(16) - 8;
sprite.rotation = (rg * Math.PI) / 180;
sprite._sx = 0;
sprite._ani[1] = Math.randomInt(120) + 10;
sprite._ani[2] = Math.randomInt(2) + 2;
sprite._ani[3] = 0;
sprite._ani[4] = 50;
sprite._ani[5] = 2;
sprite._ani[7] = Math.randomInt(100) * 0.0001;
sprite._rt = 0;
sprite._zx = 0.012 + Math.randomInt(100) * 0.0001;
sprite._zy = 0.012 + Math.randomInt(100) * 0.0001;
if (sprite.opacity > 0) {
sprite._ani[1] = 0;
} else if (initial) {
var rd = Math.randomInt(100);
if (rd > 60) {
sprite._ani[1] = 0;
sprite.opacity = Math.randomInt(150) + 50;
}
}
};
//==============================
// * Setup Fog 3
//==============================
SpriteWeatherEX.prototype.setupFog3 = function (sprite, initial) {
this.setPosNormal(sprite, 20, true);
sprite.anchor.x = 0;
sprite.anchor.y = 0.5;
this.randomZoom(0.5, sprite);
sprite.opacity = 0;
var rg = Math.randomInt(16) - 8;
sprite.rotation = 0;
sprite._sx = 0.5 + Math.random() * 0.8;
sprite._ani[1] = Math.randomInt(80) + 10;
sprite._ani[2] = Math.randomInt(2) + 2;
sprite._ani[3] = 0;
sprite._ani[4] = 50;
sprite._ani[5] = 10;
sprite._rt = 0;
sprite._zx = 0.1;
sprite._zy = -0.04;
sprite.scale.x = 1.0;
sprite.scale.y = sprite.scale.x;
if (initial) {
var rd = Math.randomInt(100);
if (rd > 60) {
sprite._ani[1] = 0;
sprite.opacity = Math.randomInt(150) + 50;
}
}
};
//==============================
// * Update Fog 1
//==============================
SpriteWeatherEX.prototype.updateFog1 = function (sprite) {
if (sprite._ani[1] > 0) {
sprite._ani[1]--;
return;
}
if (sprite._ani[3] == 0) {
sprite.opacity += sprite._ani[4];
if (sprite.opacity >= 255) {
sprite._ani[3] = 1;
}
} else if (sprite._ani[3] == 1) {
sprite._ani[1]--;
if (sprite._ani[1] <= 0) {
sprite._ani[3] = 2;
}
} else {
sprite.opacity -= sprite._ani[5];
this.updateScale(sprite);
if (sprite.opacity <= 0) {
this.refreshWeather(sprite);
}
}
};
//==============================
// * Setup Fog XP 1
//==============================
SpriteWeatherEX.prototype.setupFogXP1 = function (sprite, initial) {
sprite._ani[1] =
((this._speed + 0.1 + Math.random() * 2) * this.speed()) / 100;
sprite._ani[2] = 0;
sprite._sy = Math.randomInt(100);
};
//==============================
// * Setup Fog XP 2
//==============================
SpriteWeatherEX.prototype.setupFogXP2 = function (sprite, initial) {
sprite._ani[1] = 0;
sprite._ani[2] =
((this._speed + 0.1 + Math.random() * 2) * this.speed()) / 100;
sprite._sy = Math.randomInt(100);
};
//==============================
// * Update Fog 5
//==============================
SpriteWeatherEX.prototype.updateScroll = function (sprite) {
sprite._sx -= sprite._ani[1];
sprite._sy -= sprite._ani[2];
sprite.origin.x = $gameMap.displayX() * $gameMap.tileWidth() + sprite._sx;
sprite.origin.y = $gameMap.displayY() * $gameMap.tileHeight() + sprite._sy;
};
//==============================
// * Setup Parallax 1
//==============================
SpriteWeatherEX.prototype.setupParallax1 = function (sprite, initial) {
sprite._sx = (1 * this.speed()) / 100;
sprite._sy = (1 * this.speed()) / 100;
sprite.move(0, 0, Graphics.boxWidth + 32, Graphics.boxHeight + 32);
sprite.x = -16 + Graphics.boxWidth / 2;
sprite.y = -16 + Graphics.boxHeight / 2;
};
//==============================
// * Update Parallax 1
//==============================
SpriteWeatherEX.prototype.updateParallax1 = function (sprite) {
sprite.origin.x = this._imgData[2] + this.screenX() / sprite._sx;
sprite.origin.y = this._imgData[3] + this.screenY() / sprite._sy;
};
//==============================
// * Setup Parallax 2
//==============================
SpriteWeatherEX.prototype.setupParallax2 = function (sprite, initial) {
sprite.anchor.x = 0.0;
sprite.anchor.y = 0.0;
sprite._realX = 0;
sprite._realY = 0;
sprite._sx = (1 * this.speed()) / 100;
sprite._sy = (1 * this.speed()) / 100;
sprite.opacity = 255;
};
//==============================
// * Update Parallax 2
//==============================
SpriteWeatherEX.prototype.updateParallax2 = function (sprite) {
sprite.x = sprite._realX - this.screenX() / sprite._sx;
sprite.y = sprite._realY - this.screenY() / sprite._sy;
};
//==============================
// * Setup SunLight 1
//==============================
SpriteWeatherEX.prototype.setupSunLight1 = function (sprite) {
this._modePosX = 90;
this.randomZoom(0.5, sprite, 50);
var pos = Math.randomInt(100);
if (pos < 50) {
this.leftPos(sprite, 96);
} else {
this.randomPosX(sprite);
sprite._realY = -128;
}
sprite.anchor.x = 0;
sprite.anchor.y = 0;
var rg = Math.randomInt(2) + 44;
sprite.rotation = (rg * Math.PI) / 180;
sprite.opacity = 0;
sprite._ani[1] = Math.randomInt(120) + 10;
sprite._ani[2] = Math.randomInt(2) + 2;
sprite._ani[3] = 0;
sprite._ani[4] = 0;
sprite._ani[5] = 0;
sprite._ani[9] = sprite._realX;
sprite._ani[10] = sprite._realY;
};
//==============================
// * Update Sun Light
//==============================
SpriteWeatherEX.prototype.updateSunLight = function (sprite) {
if (sprite._ani[1] > 0) {
sprite._ani[1]--;
return;
}
sprite._ani[5]++;
if (sprite._ani[5] > 15) {
sprite._ani[5] = 0;
sprite._realX = sprite._ani[9] + Math.randomInt(2) - 1;
}
if (sprite._ani[3] === 0) {
sprite.opacity += sprite._ani[2];
if (sprite.opacity >= 255) {
sprite._ani[3] = 1;
sprite._ani[4] = ((Math.randomInt(180) + 120) * this.speed()) / 100;
}
} else if (sprite._ani[3] === 1) {
sprite._ani[4]--;
if (sprite._ani[4] <= 0) {
sprite._ani[3] = 2;
}
} else if (sprite._ani[3] === 2) {
sprite.opacity -= sprite._ani[2];
if (sprite.opacity <= 0) {
this.refreshWeather(sprite);
}
}
};
//==============================
// * Setup Star 1
//==============================
SpriteWeatherEX.prototype.setupStar1 = function (sprite) {
this.setPosLeftUpper(sprite);
this.randomZoom(0.2, sprite, 80);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._ani[1] = Math.randomInt(2);
sprite.opacity = Math.randomInt(150) + 100;
sprite._sx = sprite.scale.x * 3;
sprite._sy = sprite.scale.y * 3;
};
//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateStar1 = function (sprite) {
if (sprite._ani[1] == 0) {
sprite.opacity -= 15;
if (sprite.opacity < 125) {
sprite._ani[1] = 1;
}
} else {
sprite.opacity += 15;
if (sprite.opacity >= 255) {
sprite._ani[1] = 0;
}
}
};
//==============================
// * Setup Star 2
//==============================
SpriteWeatherEX.prototype.setupStar2 = function (sprite) {
this.setPosLeftUpper(sprite);
this.randomZoom(0.2, sprite, 80);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._ani[1] = Math.randomInt(2);
sprite.opacity = Math.randomInt(150) + 100;
sprite._sx = sprite.scale.x * 3;
sprite._sy = sprite.scale.y * 3;
sprite._rt = Math.random() * 0.1;
};
//==============================
// * Setut Shinning
//==============================
SpriteWeatherEX.prototype.setupShinning = function (sprite, initial) {
this.setPosNormal(sprite, 40, true);
this.randomZoom(0.1, sprite, 90);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
sprite._ani[0] = false;
sprite._ani[1] = Math.randomInt(2);
sprite._ani[4] = Math.randomInt(60);
if (sprite.opacity > 0 && !initial) {
sprite._ani[4] = Math.randomInt(20);
} else {
if (initial) {
sprite.opacity = 0;
} else {
sprite.opacity = Math.randomInt(50);
}
}
sprite._ani[3] = ((Math.randomInt(180) + 30) * this.speed()) / 100;
var rg = Math.randomInt(360);
sprite.rotation = (rg * Math.PI) / 180;
};
//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateShinning = function (sprite) {
if (sprite._ani[4] > 0) {
sprite._ani[4]--;
sprite.visible = false;
return;
}
sprite.visible = true;
if (!sprite._ani[0]) {
sprite.opacity += 4;
if (sprite.opacity >= 255) {
sprite._ani[0] = true;
}
} else {
if (sprite._ani[3] > 0) {
sprite._ani[3]--;
if (sprite._ani[1] == 0) {
sprite.opacity -= 15;
if (sprite.opacity < 125) {
sprite._ani[1] = 1;
}
} else {
sprite.opacity += 15;
if (sprite.opacity >= 255) {
sprite._ani[1] = 0;
}
}
} else {
sprite.opacity -= 4;
if (sprite.opacity <= 0) {
this.refreshWeather(sprite);
}
}
}
};
//==============================
// * Setup Shinning
//==============================
SpriteWeatherEX.prototype.setupStandStill = function (sprite, initial) {
this.setPosNormal(sprite, 40, true);
this.randomZoom(0.4, sprite, 80);
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
if (initial) {
sprite.opacity = Math.randomInt(100) + 155;
} else {
sprite.opacity = 0;
}
sprite._ani[2] = sprite.scale.x * 4;
var rg = Math.randomInt(360);
sprite.rotation = (rg * Math.PI) / 180;
sprite._sx = sprite.scale.x * 3;
sprite._sy = sprite.scale.y * 3;
if (this.speed() != 100) {
sprite._zx = ((sprite._sx / 4) * this.speed()) / 100;
sprite._zy = ((sprite._sy / 4) * this.speed()) / 100;
}
};
//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateStandStill = function (sprite) {
sprite.opacity += 10;
sprite._realX += sprite._zx;
sprite._realY += sprite._zy;
sprite.x = sprite._realX - this.screenX() / sprite._ani[2];
sprite.y = sprite._realY - this.screenY() / sprite._ani[2];
};
//==============================
// * Update Star 2
//==============================
SpriteWeatherEX.prototype.updateStar2 = function (sprite) {
sprite.opacity += 25;
};
//==============================
// * Update Random3
//==============================
SpriteWeatherEX.prototype.speed = function () {
return this.data().speed;
};
//==============================
// * need Update Position
//==============================
SpriteWeatherEX.prototype.needUpdatePosition = function () {
if (this.mode() === 28) {
return false;
}
if (this.mode() === 31) {
return false;
}
if (this.mode() === 32) {
return false;
}
if (this.mode() === 33) {
return false;
}
if (this.mode() === 34) {
return false;
}
if (this.mode() === 35) {
return false;
}
return true;
};
//==============================
// * Update Position
//==============================
SpriteWeatherEX.prototype.updatePosition = function (sprite) {
sprite._realX += (sprite._sx * this.speed()) / 100;
sprite._realY += (sprite._sy * this.speed()) / 100;
sprite.x = sprite._realX - this.screenX();
sprite.y = sprite._realY - this.screenY();
};
//==============================
// * Update Other
//==============================
SpriteWeatherEX.prototype.updateOther = function (sprite) {
sprite.rotation += (sprite._rt * this.speed()) / 100;
sprite.opacity += sprite._op;
};
//==============================
// * Update Scale
//==============================
SpriteWeatherEX.prototype.updateScale = function (sprite) {
sprite.scale.x += (sprite._zx * this.speed()) / 100;
sprite.scale.y += (sprite._zy * this.speed()) / 100;
};
//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateRollEffect = function (sprite) {
sprite._roll--;
if (sprite._roll <= 0) {
if (sprite.scale.x > -sprite._zp[0]) {
sprite.scale.x -= (0.02 * this.speed()) / 100;
}
}
};
//==============================
// * get Anime Data
//==============================
SpriteWeatherEX.prototype.getAnimeData = function (sprite) {
sprite._frames[0] = Math.randomInt(this.data().frameSpeed);
sprite._frames[1] = Math.randomInt(this.data().frames);
sprite._frames[2] = this.data().frameSpeed;
sprite._frames[3] = this._image.width / this.data().frames;
sprite._frames[4] = this._image.height;
this.refreshFrames(sprite);
};
//==============================
// * Update Anime
//==============================
SpriteWeatherEX.prototype.updateAnime = function (sprite) {
sprite._frames[0]++;
if (sprite._frames[0] >= sprite._frames[2]) {
sprite._frames[0] = 0;
sprite._frames[1]++;
if (sprite._frames[1] >= this.data().frames) {
sprite._frames[1] = 0;
}
this.refreshFrames(sprite);
}
};
//==============================
// * refresh Frames
//==============================
SpriteWeatherEX.prototype.refreshFrames = function (sprite) {
var cw = sprite._frames[3];
var ch = sprite._frames[4];
var wd = cw * sprite._frames[1];
sprite.setFrame(wd, 0, cw, ch);
};
//==============================
// * forceHideWeatherBattle
//==============================
SpriteWeatherEX.prototype.forceHideWeatherBattle = function () {
if (!$gameParty.inBattle()) {
return false;
}
if (this.data().mode == 34) {
return true;
}
if (this.data().mode == 35) {
return true;
}
return false;
};
//==============================
// * forceHideWeather
//==============================
SpriteWeatherEX.prototype.forceHideWeather = function () {
if (this.data().mode < 0) {
return true;
}
if (this.forceHideWeatherBattle()) {
return true;
}
return false;
};
//==============================
// * Update
//==============================
SpriteWeatherEX.prototype.update = function () {
Sprite.prototype.update.call(this);
if (this.forceHideWeather()) {
this.visible = false;
return;
}
if (!this._camCheck && $gameParty.inBattle()) {
this._camCheck = true;
if (Imported.MOG_BattleCameraFrontal) {
this.setFrontalCamera();
}
if (Imported.MOG_BattleCamera) {
this.setCamScreen();
}
for (var i = 0; i < this._sprites.length; i++) {
this.refreshWeather(this._sprites[i], true);
}
}
if (this.needCheckImg()) {
this.checkImgPar();
}
for (var i = 0; i < this._sprites.length; i++) {
this.updateSprites(this._sprites[i]);
}
};
//==============================
// * Update Sprites
//==============================
SpriteWeatherEX.prototype.updateSprites = function (sprite) {
if (this.isAnimated() && sprite._frames[3] == 0) {
this.getAnimeData(sprite);
}
if (sprite._ani[6] > 0) {
sprite._ani[6]--;
}
if (sprite._ani[7] > 0) {
sprite.visible = false;
sprite._ani[7]--;
return;
}
sprite.visible = true;
this.updateEffects(sprite);
if (this.needUpdatePosition()) {
this.updatePosition(sprite);
}
this.updateOther(sprite);
if (this.isAnimated() && sprite._frames[3] > 0) {
this.updateAnime(sprite);
}
if (this.needRefreshWeather(sprite)) {
this.refreshWeather(sprite, false);
}
};