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

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//=============================================================================
// NRP_DynamicAnimation.js
//=============================================================================
/*:
* @plugindesc v1.261 Automate & super-enhance battle animations.
* @author Takeshi Sunagawa (http://newrpg.seesaa.net/)
*
* @help Call battle animations freely from skills (items).
* It is also possible to move the animation.
*
* [What you can do]
* 1. Call animation at the same time. And bulk calls.
* 2. Movement such as shooting and circular motion.
* 3. Dynamic changes such as rotation rate and size.
*
* [Usage]
* For example, you can fill out a skills note as follows.
*
* <D-Animation:arcRandomAll/>
*
* The arcRandomAll template allows you to create an animation
* that throws an animation to the entire battler.
* You can also set more detailed parameters.
*
* <D-Animation:arcRandomAll> // throw to all
* id = 82 // Water One 2 (When omitted, use the skill setting)
* repeat = 20
* interval = 1 // repeating interval
* arrival = 7 // arrival frame
* arcY = -200 // height of the arc
* scaleX = 0.5 // animation width
* scaleY = 0.5 // animation height
* </D-Animation>
*
* A large amount of bubbles will be thrown at the enemy forces, making them pop.
* The content changes depending on the parameters.
*
* Other than that, This plugin has many features.
* See below for details.
* http://newrpg.seesaa.net/article/473569739.html
*
* In particular, the following basic usage is easy to understand.
* http://newrpg.seesaa.net/article/473686120.html
*
* [Terms]
* There are no restrictions.
* Modification, redistribution freedom, commercial availability,
* and rights indication are also optional.
* The author is not responsible,
* but will deal with defects to the extent possible.
*
* @param templateList
* @type struct<DynamicAnimation>[]
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Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"center\",\"name\":\"中央\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"1\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"foot\",\"name\":\"足元\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"2\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"whole\",\"name\":\"全体\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"3\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"ifBattle\",\"name\":\"戦闘中\",\"condition\":\"$gameParty.inBattle()\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"ifMap\",\"name\":\"マップ中\",\"condition\":\"!$gameParty.inBattle()\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}"]
* @desc List of defined template animations.
* You can also add new templates.
*
* @param shortTagName
* @type string
* @default da
* @desc You can omit the tag name with the specified string.
* ex. <D-Animation:shot/> -> <da:shot/>
*
* @param referenceBattler
* @type select
* @option 0:Sprite_Battler @value 0
* @option 1:Game_Battler @value 1
* @default 1
* @desc The type of battler to be used as a reference (a, b).
* If you set "1:Game_Battler", you can use both "a.x" and "a.atk".
*
* @param <Animation Position>
* @desc Items related to the position of the animation.
*
* @param screenX
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxWidth / 4 + 48 : Graphics.boxWidth / 2)
* @desc If the animation position is "screen", is is the X coordinate.
* If the target is an actor, reversed left and right.
*
* @param screenY
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxHeight / 3 + 24 : Graphics.boxHeight / 2)
* @desc If the animation position is "screen", it is the Y coordinate.
*
* @param allRangeX
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxWidth / 4 : Graphics.boxWidth / 3)
* @desc The horizontal range for displaying the animation for all.
* Some templates reference this value.
*
* @param allRangeY
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxHeight / 4 : Graphics.boxHeight / 6)
* @desc The Vertical range for displaying the animation for all.
* Some templates reference this value.
*
* @param mirrorAdjustX
* @parent <Animation Position>
* @type string
* @desc When the target is an actor, adjust the value of screenX.
*
* @param mirrorAdjustY
* @parent <Animation Position>
* @type string
* @desc When the target is an actor, adjust the value of screenY.
*
* @param noMirrorForFriend
* @parent <Animation Position>
* @type boolean
* @default true
* @desc Animations for friends should not be flipped left or right.
*
* @param randomAdjust
* @parent <Animation Position>
* @type number
* @min 0
* @max 1
* @decimals 2
* @desc Disperse the numerical value at random calculation.
* If the value is 0.20, move away from the previous position by about 20%.
*
* @param considerTargetScale
* @parent <Animation Position>
* @type boolean
* @default true
* @desc When calculating the animation position, consider the target scale.
* This item also affects DynamicMotion.
*
* @param sortPriorityByBottom
* @parent <Animation Position>
* @type boolean
* @default true
* @desc The Y coordinate of the bottom edge determines the priority of the animation.
*
* @param <For FrontView>
* @desc Items related to the front view.
*
* @param fvActorHomeX
* @parent <For FrontView>
* @type string
* @default Graphics.boxWidth / 2
* @desc If it is a front view, set the X position of the actor.
*
* @param fvActorHomeY
* @parent <For FrontView>
* @type string
* @default Graphics.boxHeight * 7/10
* @desc If it is a front view, set the Y position of the actor.
*
* @param <Conflict>
* @desc Items related to plug-in conflict countermeasures..
*
* @param conflictMode
* @parent <Conflict>
* @type select
* @option 0:standard @value 0
* @option 1:branch from showNormalAnimation @value 1
* @default 0
* @desc Modify processing for conflict resolution.
* If it is 1, YEP_BattleEngineCore may also work ...
*
* @param ignoreCondition
* @parent <Conflict>
* @type string[]
* @default ["BattleManager._actSeq && BattleManager._actSeq[0].toUpperCase() === 'CAST ANIMATION'"]
* @desc If the condition is satisfied,
* this animation will not be executed.
*/
/*~struct~DynamicAnimation:
* @param templateId
* @type string
* @desc The identifier used to call the template.
* Specify this ID in the note of skills and items.
*
* @param name
* @type string
* @desc This is a note for identification. Please give a descriptive name.
* you can use it even if you specify this in the note field of the skill.
*
* @param condition
* @type string
* @desc This is an execution condition.
*
* @param delay
* @type string
* @desc Wait frame before displaying animation.
* When set to "auto", wait for the end of the previous animation.
*
* @param wait
* @type string
* @desc Wait frame after displaying animation.
* When set to "auto", wait for the end of this animation.
*
* @param repeat
* @type string
* @desc The number of animation repetitions.
*
* @param limitFlash
* @type string
* @desc Restrict flash processing.
* If the value is 2, the number of flushes will be halved.
*
* @param limitSound
* @type string
* @desc Limit sound effects.
* At a value of 2, the number of plays will be halved.
*
* @param target
* @type string
* @desc Changes the animation display to the specified target.
* Battler or its array can be specified.
*
* @param <Repeat>
* @desc Basic settings that are processed for each repeat.
*
* @param id
* @parent <Repeat>
* @type animation
* @desc ID of the animation to call.
* If empty, use the one set for the skill.
*
* @param position
* @parent <Repeat>
* @type select
* @option 0:Overhead @value 0
* @option 1:Center @value 1
* @option 2:Foot @value 2
* @option 3:Screen @value 3
* @desc The position of the animation.
* Except for the "screen", only the target number is displayed.
*
* @param interval
* @parent <Repeat>
* @type string
* @desc The interval at which the animation repeats.
* That time corresponds to one frame of the animation.
*
* @param rate
* @parent <Repeat>
* @type string
* @desc It is the time of one frame of animation.
* The default value is 4. The drawing is updated every 4/60 seconds.
*
* @param nextDelay
* @parent <Repeat>
* @type string
* @desc This is the time difference for displaying
* the animation when there are multiple targets.
*
* @param noMirror
* @parent <Repeat>
* @type boolean
* @desc Disables inversion of animation when the target is an actor.
*
* @param damage
* @parent <Repeat>
* @type boolean
* @desc Damage will be done at the end of the animation.
* If a numeric value is specified, process at that timing.
*
* @param damageAll
* @parent <Repeat>
* @type boolean
* @desc Damage processing without waiting for end of the animation.
* This is all handled. (Faster normal damage processing)
*
* @param playSe
* @parent <Repeat>
* @type string
* @desc Plays the specified sound effect. ex1. Cat
* ex2. {"name": "Cat", "volume": 90, "pitch": 100, "pan": 0}
*
* @param commonEvent
* @parent <Repeat>
* @type common_event
* @desc Runs the common event of the specified number.
*
* @param script
* @parent <Repeat>
* @type string
* @desc Runs the specified script.
*
* @param plugin
* @parent <Repeat>
* @type string
* @desc Runs the specified plugin command.
*
* @param <Starting Point>
* @desc Start point related parameters.
*
* @param sx
* @parent <Starting Point>
* @type string
* @desc The X coordinate of the starting point.
*
* @param sy
* @parent <Starting Point>
* @type string
* @desc The Y coordinate of the starting point.
*
* @param sxRandom
* @parent <Starting Point>
* @type string
* @desc Disperses the X coordinate of the starting point
* to the left and right.
*
* @param syRandom
* @parent <Starting Point>
* @type string
* @desc Disperses the Y coordinate of the starting point
* up and down.
*
* @param <End Point>
* @desc End point related parameters.
*
* @param ex
* @parent <End Point>
* @type string
* @desc The X coordinate of the end point.
* The animation moves from sx to ex.
*
* @param ey
* @parent <End Point>
* @type string
* @desc The Y coordinate of the end point.
* The animation moves from sy to ey.
*
* @param exRandom
* @parent <End Point>
* @type string
* @desc Disperses the X coordinate of the end point
* to the left and right.
*
* @param eyRandom
* @parent <End Point>
* @type string
* @desc Disperses the Y coordinate of the end point
* up and down.
*
* @param arrival
* @parent <End Point>
* @type string
* @desc The frame that reaches the end point.
* Use this for animations that explode upon impact.
*
* @param arcX
* @parent <End Point>
* @type string
* @desc The width of the parabola.
*
* @param arcY
* @parent <End Point>
* @type string
* @desc The vertical width of the parabola.
* Note that negative values go up!
*
* @param <Afterimage>
* @desc Items related to afterimages.
*
* @param afterimage
* @parent <Afterimage>
* @type string
* @desc Create an afterimage according to the set number.
*
* @param afterimageInterval
* @parent <Afterimage>
* @type string
* @desc This is the interval at
* which afterimages are created.
*
* @param <Real Time>
* @desc Items calculated every 1/60 second.
*
* @param dx
* @parent <Real Time>
* @type string
* @desc It is the real-time calculation position of X coordinate.
*
* @param dy
* @parent <Real Time>
* @type string
* @desc It is the real-time calculation position of Y coordinate.
*
* @param addX
* @parent <Real Time>
* @type string
* @desc Value to be added to the X coordinate.
*
* @param addY
* @parent <Real Time>
* @type string
* @desc Value to be added to the Y coordinate.
*
* @param scaleX
* @parent <Real Time>
* @type string
* @desc The magnification of the width. 1.0 is standard.
*
* @param scaleY
* @parent <Real Time>
* @type string
* @desc The magnification of the height. 1.0 is standard.
*
* @param rotation
* @parent <Real Time>
* @type string
* @desc Turn rate
* One revolution with "Math.PI * 2".
*
* @param opacity
* @parent <Real Time>
* @type string
* @desc Opacity.
* 255 is opaque and 0 is transparent.
*
* @param color
* @parent <Real Time>
* @type string
* @desc Change the color tone.
* e.g.:[255, 255, 255, 255](Red, green, blue, strength)
*
* @param cellStartX
* @parent <Real Time>
* @type string
* @desc X coordinate at which to start cell cropping.
* This item is for MV animation only.
*
* @param cellEndX
* @parent <Real Time>
* @type string
* @desc X coordinate at which to end cell cropping.
* This item is for MV animation only.
*
* @param cellStartY
* @parent <Real Time>
* @type string
* @desc Y coordinate at which to start cell cropping.
* This item is for MV animation only.
*
* @param cellEndY
* @parent <Real Time>
* @type string
* @desc X coordinate at which to end cell cropping.
* This item is for MV animation only.
*
* @param z
* @parent <Real Time>
* @type number
* @decimals 1
* @desc Change the Z coordinate of animation.
* The default value is 8. If it is less than 2, it will appear below the battler.
*
* @param scriptRT
* @parent <Real Time>
* @type string
* @desc Runs the specified script in real time.
*
* @param <Real Time Circle>
* @desc Items related to real-time circular motion.
*
* @param radiusX
* @parent <Real Time Circle>
* @type string
* @desc The radius of the circular motion in the X direction.
*
* @param radiusY
* @parent <Real Time Circle>
* @type string
* @desc The radius of the circular motion in the Y direction.
*
* @param radX
* @parent <Real Time Circle>
* @type string
* @desc The circular motion angle in the X direction.
* 2π is one cycle.
*
* @param radY
* @parent <Real Time Circle>
* @type string
* @desc The circular motion angle in the Y direction.
* 2π is one cycle.
*/
/*:ja
* @plugindesc v1.261 戦闘アニメーションを自動化&超強化します。
* @author 砂川赳http://newrpg.seesaa.net/
*
* @help スキル(アイテム)から自在に戦闘アニメーションを呼び出します。
* またアニメを移動させることも可能です。
*
* ■できること
* ・アニメーションの同時呼び出し、大量呼び出し
* ・射撃・円運動などの移動
* ・回転率・大きさなどの動的な変更
*
* ■使用方法
* 例えば、以下のようにスキルのメモ欄へ記入します。
*
* <D-Animation:arcRandomAll/>
*
* arcRandomAllテンプレートの機能によって、
* 対象全体へアニメーションを投げるような演出になります。
* さらに詳細なパラメータも設定可能です。
*
* <D-Animation:arcRandomAll> // 全体へ投射
* id = 82 // 水/単体2省略時はスキルの設定
* repeat = 20 // 繰返回数
* interval = 1 // 間隔
* arrival = 7 // 到達フレーム
* arcY = -200 // 放物線の高さ
* scaleX = 0.5 // 横幅
* scaleY = 0.5 // 縦幅
* </D-Animation>
*
* 大量の泡を敵軍に投げつけ、弾けさせるような演出になります。
* パラメータによって、内容が変化していきます。
*
* その他にも、当プラグインは非常に多機能となっています。
* 詳細は以下をご覧ください。
* http://newrpg.seesaa.net/article/473569739.html
*
* 特に、以下の基本的な使用法が分かりやすいと思います。
* http://newrpg.seesaa.net/article/473686120.html
*
* ■利用規約
* 特に制約はありません。
* 改変、再配布自由、商用可、権利表示も任意です。
* 作者は責任を負いませんが、不具合については可能な範囲で対応します。
*
* @param templateList
* @text テンプレート一覧
* @type struct<DynamicAnimation>[]
* @default ["{\"templateId\":\"shot\",\"name\":\"射撃\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"a.x\",\"sy\":\"a.y - a.height / 2\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"defaultX\",\"ey\":\"defaultY\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"shotRandom\",\"name\":\"乱射\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"5\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"a.x\",\"sy\":\"a.y - a.height / 2\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"defaultX\",\"ey\":\"defaultY\",\"exRandom\":\"b.width / 3\",\"eyRandom\":\"b.height / 3\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"shotRandomAll\",\"name\":\"全乱射\",\"condition\":\"\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"20\",\"limitFlash\":\"4\",\"limitSound\":\"2\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"3\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"a.x\",\"sy\":\"a.y - 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Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}","{\"templateId\":\"ifBattle\",\"name\":\"戦闘中\",\"condition\":\"$gameParty.inBattle()\",\"delay\":\"\",\"wait\":\"\",\"repeat\":\"\",\"limitFlash\":\"\",\"limitSound\":\"\",\"target\":\"\",\"<Repeat>\":\"\",\"id\":\"\",\"position\":\"\",\"interval\":\"\",\"rate\":\"\",\"nextDelay\":\"\",\"noMirror\":\"\",\"damage\":\"\",\"damageAll\":\"\",\"commonEvent\":\"\",\"script\":\"\",\"plugin\":\"\",\"<Starting Point>\":\"\",\"sx\":\"\",\"sy\":\"\",\"sxRandom\":\"\",\"syRandom\":\"\",\"<End Point>\":\"\",\"ex\":\"\",\"ey\":\"\",\"exRandom\":\"\",\"eyRandom\":\"\",\"arrival\":\"\",\"arcX\":\"\",\"arcY\":\"\",\"<Afterimage>\":\"\",\"afterimage\":\"\",\"afterimageInterval\":\"\",\"<Real 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Time>\":\"\",\"dx\":\"\",\"dy\":\"\",\"addX\":\"\",\"addY\":\"\",\"scaleX\":\"\",\"scaleY\":\"\",\"rotation\":\"\",\"opacity\":\"\",\"color\":\"\",\"z\":\"\",\"scriptRT\":\"\",\"<Real Time Circle>\":\"\",\"radiusX\":\"\",\"radiusY\":\"\",\"radX\":\"\",\"radY\":\"\"}"]
* @desc 定義されたテンプレートアニメーションの一覧です。
* 新しいテンプレートの追加も可能です。
*
* @param shortTagName
* @text 省略タグ名
* @type string
* @default da
* @desc タグ名を指定した文字列で省略できるようにします。
* 例:<D-Animation:shot/> -> <da:shot/>
*
* @param referenceBattler
* @text 参照先バトラー(a, b)
* @type select
* @option 0:Sprite_Battler @value 0
* @option 1:Game_Battler @value 1
* @default 1
* @desc 参照先a, bとして使用するバトラー情報の型です。
* 1:Game_Battlerなら『a.x』『a.atk』等の参照が両立できます。
*
* @param <Animation Position>
* @text <アニメーション位置>
* @desc アニメーションの位置関連の項目です。
*
* @param screenX
* @text 画面アニメの表示X座標
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxWidth / 4 + 48 : Graphics.boxWidth / 2)
* @desc 位置が『画面』のアニメーションを表示する標準X座標です。
* 対象がアクターの場合は座標を左右反転します。
*
* @param screenY
* @text 画面アニメの表示Y座標
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxHeight / 3 + 24 : Graphics.boxHeight / 2)
* @desc 位置が『画面』のアニメーションを表示する標準Y座標です。
*
* @param allRangeX
* @text 全体アニメのX座標範囲
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxWidth / 4 : Graphics.boxWidth / 3)
* @desc 全体系アニメを表示する横の範囲です。
* いくつかのテンプレートがこの値を参照します。
*
* @param allRangeY
* @text 全体アニメのY座標範囲
* @parent <Animation Position>
* @type string
* @default ($gameSystem.isSideView() ? Graphics.boxHeight / 4 : Graphics.boxHeight / 6)
* @desc 全体系アニメを表示する縦の範囲です。
* いくつかのテンプレートがこの値を参照します。
*
* @param mirrorAdjustX
* @text X座標の反転後調整
* @parent <Animation Position>
* @type string
* @desc 対象が味方のアニメーション位置を反転する際、
* 画面アニメの表示X座標を数値分だけずらします。
*
* @param mirrorAdjustY
* @text Y座標の反転後調整
* @parent <Animation Position>
* @type string
* @desc 対象が味方のアニメーション位置を反転する際、
* 画面アニメの表示Y座標を数値分だけずらします。
*
* @param noMirrorForFriend
* @text 仲間向けは反転しない
* @parent <Animation Position>
* @type boolean
* @default true
* @desc 仲間同士でかけ合うアニメーションは、左右反転しないようにします。
*
* @param randomAdjust
* @text バラマキ調整
* @parent <Animation Position>
* @type number
* @min 0
* @max 1
* @decimals 2
* @desc ランダム計算時の乱数を作為的に分散させます。
* 0.20なら20%以上、前回位置から離します。
*
* @param considerTargetScale
* @text 対象の拡大率を考慮
* @parent <Animation Position>
* @type boolean
* @default true
* @desc アニメーションの位置計算時に対象の拡大率を考慮します。
* この項目はDynamicMotionにも適用されます。
*
* @param sortPriorityByBottom
* @text 表示優先度を下端で判定
* @parent <Animation Position>
* @type boolean
* @default true
* @desc Z座標が同じアニメーションの表示優先度を判定する際、下端のY座標を基準にします。
*
* @param <For FrontView>
* @text <フロントビュー用>
* @desc フロントビュー関連の項目です。
*
* @param fvActorHomeX
* @text アクターX座標(フロントビュー)
* @parent <For FrontView>
* @type string
* @default Graphics.boxWidth / 2
* @desc フロントビュー時、アクターのX座標位置を設定します。
* 通常、アクターは透明ですが、アニメの表示に関わります。
*
* @param fvActorHomeY
* @text アクターY座標(フロントビュー)
* @parent <For FrontView>
* @type string
* @default Graphics.boxHeight * 7/10
* @desc フロントビュー時、アクターのY座標位置を設定します。
* 通常、アクターは透明ですが、アニメの表示に関わります。
*
* @param <Conflict>
* @text <競合対策>
* @desc プラグインの競合対策関連の項目です。
*
* @param conflictMode
* @text 競合対策モード
* @parent <Conflict>
* @type select
* @option 0:標準 @value 0
* @option 1:showNormalAnimationから分岐 @value 1
* @default 0
* @desc 競合対策用に処理を変更します。
* 1ならYEP_BattleEngineCoreも動くかも……。
*
* @param ignoreCondition
* @text 除外条件
* @parent <Conflict>
* @type string[]
* @default ["BattleManager._actSeq && BattleManager._actSeq[0].toUpperCase() === 'CAST ANIMATION'"]
* @desc 条件を満たす場合、当アニメーションの実行をしません。
*/
/*~struct~DynamicAnimation:ja
* @param templateId
* @text テンプレートID
* @type string
* @desc テンプレートの呼び出しに使う識別子です。
* このIDをスキル・アイテムのメモ欄で指定します。
*
* @param name
* @text 名前
* @type string
* @desc 識別用のメモです。分かりやすい名前をおつけください。
* 実はこれをスキル・アイテムのメモ欄で指定しても使えます。
*
* @param condition
* @text 実行条件
* @type string
* @desc 実行条件です。
* この条件を満たさない場合、アニメーションを実行しません。
*
* @param delay
* @text ディレイ(遅延)
* @type string
* @desc アニメーション表示前の待機フレームです。
* autoにすると前アニメーションの終了を待ちます。
*
* @param wait
* @text ウェイト
* @type string
* @desc アニメーションを表示後の待機フレームです。
* autoにするとこのアニメーションの終了を待ちます。
*
* @param repeat
* @text リピート回数
* @type string
* @desc アニメーションの繰り返し回数です。
*
* @param limitFlash
* @text フラッシュ制限
* @type string
* @desc 設定した数値によってフラッシュ処理を制限します。
* 値が2なら、フラッシュ回数が1/2になります。
*
* @param limitSound
* @text 効果音制限
* @type string
* @desc 設定した数値によって効果音を制限します。
* 値が2なら、演奏回数が1/2になります。
*
* @param target
* @text 対象変更
* @type string
* @desc アニメーションの表示を指定した対象へ変更します。
* バトラーまたはその配列を指定可能です。
*
* @param <Repeat>
* @text <リピート>
* @desc リピートごとに処理される基本設定です。
*
* @param id
* @text アニメーションID
* @parent <Repeat>
* @type animation
* @desc 呼び出すアニメーションのIDです。
* 空ならばスキルに設定されたものを使用します。
*
* @param position
* @text アニメーション位置
* @parent <Repeat>
* @type select
* @option 0:頭上 @value 0
* @option 1:中央 @value 1
* @option 2:足元 @value 2
* @option 3:画面 @value 3
* @desc アニメーションの位置です。0:頭上, 1:中心, 2:足元, 3:画面。
* 画面以外は対象の人数分表示します。
*
* @param interval
* @text 間隔
* @parent <Repeat>
* @type string
* @desc アニメーションを繰り返す間隔です。
* 時間はアニメーションの1フレームに対応します。
*
* @param rate
* @text 描画レート
* @parent <Repeat>
* @type string
* @desc アニメーション1フレームの表示時間です。
* 初期値は4。つまり4/60秒単位で描画を更新します。
*
* @param nextDelay
* @text 対象毎の時間差
* @parent <Repeat>
* @type string
* @desc 対象が複数の場合にアニメーションを表示する時間差です。
* アニメーション位置が画面の場合には意味がありません。
*
* @param noMirror
* @text 反転無効化
* @parent <Repeat>
* @type boolean
* @desc 対象がアクターの際、アニメの表示反転を無効化します。
* 左右反転による表示崩れが起こる場合に。
*
* @param damage
* @text ダメージ処理
* @parent <Repeat>
* @type boolean
* @desc アニメーションの終了に合わせてダメージ処理を行います。
* また数値を指定すれば、そのタイミングで処理を行います。
*
* @param damageAll
* @text 全体ダメージ処理
* @parent <Repeat>
* @type boolean
* @desc 全アニメーションの終了を待たずにダメージ処理を行います。
* こちらは全て処理します。(通常のダメージ処理を早める)
*
* @param playSe
* @text 効果音
* @parent <Repeat>
* @type string
* @desc 指定した効果音SEを再生します。例1:Cat
* 例2:{"name":"Cat","volume":90,"pitch":100,"pan":0}
*
* @param commonEvent
* @text コモンイベント
* @parent <Repeat>
* @type common_event
* @desc 指定した番号のコモンイベントを実行します。
*
* @param script
* @text スクリプト
* @parent <Repeat>
* @type string
* @desc 指定したスクリプトを実行します。
*
* @param plugin
* @text プラグインコマンド
* @parent <Repeat>
* @type string
* @desc 指定したプラグインコマンドを実行します。
*
* @param <Starting Point>
* @text <始点>
* @desc 始点関連のパラメータです。
*
* @param sx
* @text 始点X座標
* @parent <Starting Point>
* @type string
* @desc 始点のX座標です。
*
* @param sy
* @text 始点Y座標
* @parent <Starting Point>
* @type string
* @desc 始点のY座標です。
*
* @param sxRandom
* @text 始点X座標の分散値
* @parent <Starting Point>
* @type string
* @desc 始点のX座標を左右に分散させます。
* 値が100なら-100100の200ピクセル分散します。
*
* @param syRandom
* @text 始点Y座標の分散値
* @parent <Starting Point>
* @type string
* @desc 始点のY座標を上下に分散させます。
* 値が100なら-100100の200ピクセル分散します。
*
* @param <End Point>
* @text <終点>
* @desc 終点関連のパラメータです。
*
* @param ex
* @text 終点X座標
* @parent <End Point>
* @type string
* @desc 終点のX座標です。
* これを入力すれば始点から終点へアニメが移動します。
*
* @param ey
* @text 終点Y座標
* @parent <End Point>
* @type string
* @desc 終点のY座標です。
* これを入力すれば始点から終点へアニメが移動します。
*
* @param exRandom
* @text 終点X座標の分散値
* @parent <End Point>
* @type string
* @desc 終点のX座標を左右に分散させます。
* 値が100なら-100100の200ピクセル分散します。
*
* @param eyRandom
* @text 終点Y座標の分散値
* @parent <End Point>
* @type string
* @desc 終点のY座標を上下に分散させます。
* 値が100なら-100100の200ピクセル分散します。
*
* @param arrival
* @text 到達フレーム
* @parent <End Point>
* @type string
* @desc 終点に到達するフレームです。
* 着弾して爆発するアニメーションなどに使います。
*
* @param arcX
* @text 放物線の横幅
* @parent <End Point>
* @type string
* @desc 放物線の横幅です。
*
* @param arcY
* @text 放物線の縦幅
* @parent <End Point>
* @type string
* @desc 放物線の縦幅です。
* マイナスが上方向になるので注意!
*
* @param <Afterimage>
* @text <残像>
* @desc 残像関連の項目です。
*
* @param afterimage
* @text 残像数
* @parent <Afterimage>
* @type string
* @desc 設定した数に応じて、残像を作成します。
* 数が多いほど重くなるので注意です。
*
* @param afterimageInterval
* @text 残像の間隔
* @parent <Afterimage>
* @type string
* @desc 残像を作成する間隔です。
*
* @param <Real Time>
* @text <リアルタイム>
* @desc 1/60秒ごとに演算される項目です。
* 上級向けの項目が多めです。
*
* @param dx
* @text 動的X座標【上級】
* @parent <Real Time>
* @type string
* @desc X座標のリアルタイム計算位置です。
*
* @param dy
* @text 動的Y座標【上級】
* @parent <Real Time>
* @type string
* @desc Y座標のリアルタイム計算位置です。
*
* @param addX
* @text X座標補正
* @parent <Real Time>
* @type string
* @desc X座標に加算する値です。
*
* @param addY
* @text Y座標補正
* @parent <Real Time>
* @type string
* @desc Y座標に加算する値です
*
* @param scaleX
* @text 拡大率X
* @parent <Real Time>
* @type string
* @desc 横幅の拡大率です。1.0が標準となります。
*
* @param scaleY
* @text 拡大率Y
* @parent <Real Time>
* @type string
* @desc 縦幅の拡大率です。1.0が標準となります。
*
* @param rotation
* @text 回転率
* @parent <Real Time>
* @type string
* @desc 回転率です
* Math.PI * 2で一回転します。
*
* @param opacity
* @text 不透明度
* @parent <Real Time>
* @type string
* @desc 不透明度です。
* 255で不透明、0で透明です。
*
* @param color
* @text 色調
* @parent <Real Time>
* @type string
* @desc 色調を変更します。
* 例:[255, 255, 255, 255] 赤,緑,青,強さの順。
*
* @param cellStartX
* @text セル開始X座標
* @parent <Real Time>
* @type string
* @desc セルを切り取る開始X座標です。
* この項目はMVアニメーション専用です。
*
* @param cellEndX
* @text セル終了X座標
* @parent <Real Time>
* @type string
* @desc セルを切り取る終了X座標です。
* この項目はMVアニメーション専用です。
*
* @param cellStartY
* @text セル開始Y座標
* @parent <Real Time>
* @type string
* @desc セルを切り取る開始Y座標です。
* この項目はMVアニメーション専用です。
*
* @param cellEndY
* @text セル終了Y座標
* @parent <Real Time>
* @type string
* @desc セルを切り取る終了Y座標です。
* この項目はMVアニメーション専用です。
*
* @param z
* @text Z座標(表示優先度)
* @parent <Real Time>
* @type number
* @decimals 1
* @desc アニメーションのZ座標(表示優先度)を変更します。
* 初期値は8です。2以下でバトラーより下に表示されます。
*
* @param scriptRT
* @text スクリプト(リアルタイム)
* @parent <Real Time>
* @type string
* @desc リアルタイムで指定したスクリプトを実行します。
*
* @param <Real Time Circle>
* @text <リアルタイム円>
* @desc リアルタイムの円運動関連の項目です。
*
* @param radiusX
* @text X方向の半径
* @parent <Real Time Circle>
* @type string
* @desc X方向の円運動半径です。
*
* @param radiusY
* @text Y方向の半径
* @parent <Real Time Circle>
* @type string
* @desc Y方向の円運動半径です。
*
* @param radX
* @text X方向の角度
* @parent <Real Time Circle>
* @type string
* @desc X方向の円運動角度です。
* 2πが一周期となります。
*
* @param radY
* @text Y方向の角度
* @parent <Real Time Circle>
* @type string
* @desc Y方向の円運動角度です。
* 2πが一周期となります。
*/
// 連携用に値を保持
var Nrp = Nrp || {};
/**
* ●動的アニメーションの基本パラメータと機能を持つクラス
* <D-Animation>タグそのものに対応する。
*/
function BaseAnimation() {
this.initialize(...arguments);
}
/**
* ●動的アニメーションの動的パラメータを持つクラス
* こちらは繰り返しごとに保有し、Sprite_Animationへ引き渡すもの。
*/
function DynamicAnimation() {
this.initialize(...arguments);
}
(function () {
"use strict";
/**
* バージョン互換対応
*/
if (!Array.prototype.find) {
Array.prototype.find = function (predicate) {
if (this === null) {
throw new TypeError("Array.prototype.find called on null or undefined");
}
if (typeof predicate !== "function") {
throw new TypeError("predicate must be a function");
}
var list = Object(this);
var length = list.length >>> 0;
var thisArg = arguments[1];
var value;
for (var i = 0; i < length; i++) {
value = list[i];
if (predicate.call(thisArg, value, i, list)) {
return value;
}
}
return undefined;
};
}
/**
* ●構造体をJSで扱えるように変換
*/
function parseStruct1(arg) {
var ret = [];
JSON.parse(arg).forEach(function (str) {
ret.push(str);
});
return ret;
}
/**
* ●構造体二重配列をJSで扱えるように変換
*/
function parseStruct2(arg) {
var ret = [];
JSON.parse(arg).forEach(function (str) {
ret.push(JSON.parse(str));
});
return ret;
}
function toBoolean(val, def) {
// 空白なら初期値を返す
if (val === "" || val === undefined) {
return def;
// 既にboolean型なら、そのまま返す
} else if (typeof val === "boolean") {
return val;
}
// 文字列ならboolean型に変換して返す
return val.toLowerCase() == "true";
}
function toNumber(str, def) {
return isNaN(str) ? def : +(str || def);
}
function setDefault(str, def) {
return str ? str : def;
}
var parameters = PluginManager.parameters("NRP_DynamicAnimation");
var pTemplateList = parseStruct2(parameters["templateList"]);
var pShortTagName = parameters["shortTagName"];
var pReferenceBattler = toNumber(parameters["referenceBattler"], 0);
// アニメーション位置
var pScreenX = setDefault(
parameters["screenX"],
"($gameSystem.isSideView() ? Graphics.boxWidth / 4 + 48 : Graphics.boxWidth / 2)"
);
var pScreenY = setDefault(
parameters["screenY"],
"($gameSystem.isSideView() ? Graphics.boxHeight / 3 + 24 : Graphics.boxHeight / 2)"
);
var pAllRangeX = setDefault(
parameters["allRangeX"],
"($gameSystem.isSideView() ? Graphics.boxWidth / 4 : Graphics.boxWidth / 3)"
);
var pAllRangeY = setDefault(
parameters["allRangeY"],
"($gameSystem.isSideView() ? Graphics.boxHeight / 4 : Graphics.boxHeight / 6)"
);
var pMirrorAdjustX = parameters["mirrorAdjustX"];
var pMirrorAdjustY = parameters["mirrorAdjustY"];
const pNoMirrorForFriend = toBoolean(parameters["noMirrorForFriend"], true);
const pRandomAdjust = toNumber(parameters["randomAdjust"], 0);
const pConsiderTargetScale = toBoolean(
parameters["considerTargetScale"],
true
);
const pSortPriorityByBottom = toBoolean(
parameters["sortPriorityByBottom"],
true
);
// フロントビュー関連
var pFvActorHomeX = parameters["fvActorHomeX"];
var pFvActorHomeY = parameters["fvActorHomeY"];
// 競合対策
var pConflictMode = toNumber(parameters["conflictMode"], 0);
var pIgnoreCondition = parseStruct1(parameters["ignoreCondition"]);
// DynamicMotionへ連携
Nrp.pReferenceBattler = pReferenceBattler;
// 以下は主にプラグインパラメータで参照する。
var defaultScreenX;
var defaultScreenY;
var allRangeX;
var allRangeY;
const TAG_NAME = "D-Animation";
const MOTION_TAG_NAME = "D-Motion";
const SETTING_TAG_NAME = "D-Setting";
/**
* 競合対策モード==0の場合
*/
if (pConflictMode == 0) {
/**
* ●アクション開始
*/
const _Window_BattleLog_startAction =
Window_BattleLog.prototype.startAction;
Window_BattleLog.prototype.startAction = function (
subject,
action,
targets
) {
_Window_BattleLog_startAction.apply(this, arguments);
var item = action.item();
// DynamicAnimationの対象ならば
if (action.isDynamicAnimation(item.animationId)) {
// 競合を抑えるため、this.push()の格納先であるthis._methodsを直接書き換える。
let newMethods = [];
for (const method of this._methods) {
// showAnimationをstartShowDynamicAnimationに差し替える。
if (method.name == "showAnimation") {
this._methods.push({
name: "startShowDynamicAnimation",
params: [subject, targets.clone(), item.animationId],
});
continue;
}
newMethods.push(method);
}
this._methods = newMethods;
}
};
/**
* 【独自実装】動的アニメーションの表示開始
*/
Window_BattleLog.prototype.startShowDynamicAnimation = function (
subject,
targets,
animationId
) {
if (animationId < 0) {
this.showAttackDynamicAnimation(subject, targets);
} else {
this.showDynamicAnimation(targets, BattleManager._action);
}
};
/**
* 【独自実装】動的アニメーションの通常攻撃
*/
Window_BattleLog.prototype.showAttackDynamicAnimation = function (
subject,
targets
) {
if (subject.isEnemy()) {
SoundManager.playEnemyAttack();
}
this.showDynamicAnimation(targets, BattleManager._action, false);
};
}
/**
* 競合対策モード==1の場合
* ※こちらの方法の場合、通常以外の経路からshowNormalAnimationが呼び出された場合も、
*  DynamicAnimationが起動してしまう問題がある。
*/
if (pConflictMode == 1) {
/**
* ●アニメーションの再生
*/
var Window_BattleLog_showNormalAnimation =
Window_BattleLog.prototype.showNormalAnimation;
Window_BattleLog.prototype.showNormalAnimation = function (
targets,
animationId,
mirror
) {
var action = BattleManager._action;
// タグがあれば、動的アニメーションを呼び出し
if (action.isDynamicAnimation(animationId)) {
this.showDynamicAnimation(targets, action, mirror);
return;
}
// 元処理実行
Window_BattleLog_showNormalAnimation.call(
this,
targets,
animationId,
mirror
);
};
}
/**
* 【独自】アニメーションの再生
*/
Window_BattleLog.prototype.showDynamicAnimation = function (
targets,
action,
mirror,
mapAnimation
) {
// ここでevalしておく。
defaultScreenX = eval(pScreenX);
defaultScreenY = eval(pScreenY);
allRangeX = eval(pAllRangeX);
allRangeY = eval(pAllRangeY);
// タグの中身を取得して配列化
var dynamicActions = getTagDynamicAnimation(action, mirror);
// アニメーションの設定を保持する配列
var dataA = [];
// モーションの設定を保持する配列
var dataM = [];
// 動的アニメーションの実行用リスト
var dynamicAnimationList = [];
// 動的モーションの実行用リスト
var dynamicMotionList = [];
// 画像読込用のアニメーションリスト
var animationList = [];
// 全体ウェイト
var allWait = 0;
// 直近のフレーム数
var lastFrame = 0;
const spriteset = getSpriteset();
// アニメーションの基本ディレイ
var animationBaseDelay = this.animationBaseDelay();
// 対象ごとのディレイ
var animationNextDelay = this.animationNextDelay();
/*
* タグが複数ある場合を想定してループする。
*/
for (var i = 0; i < dynamicActions.length; i++) {
var baseData = dynamicActions[i];
// 各項目の保持
baseData.allWait = allWait;
baseData.lastFrame = lastFrame;
baseData.animationBaseDelay = animationBaseDelay;
baseData.animationNextDelay = animationNextDelay;
baseData.defaultScreenX = defaultScreenX;
baseData.defaultScreenY = defaultScreenY;
baseData.mirrorAdjustX = pMirrorAdjustX;
baseData.mirrorAdjustY = pMirrorAdjustY;
baseData.targets = targets;
baseData.action = action;
// マップ用の情報DynamicAnimationMapから設定
baseData.mapAnimation = mapAnimation;
// 最終要素かつウェイト設定がない場合、autoを設定
if (i == dynamicActions.length - 1 && baseData.wait == undefined) {
baseData.wait = "auto";
}
// アニメーションの場合
if (baseData.type == "animation") {
baseData.makeAnimation(
dataA,
mirror,
dynamicAnimationList,
animationList
);
// モーションの場合
} else if (baseData.type == "motion") {
baseData.makeMotion(dataM, dataA, dynamicMotionList);
}
// これまでの合計ウェイトを加算
allWait += baseData.calcWait;
// 直近のフレーム数
lastFrame = baseData.frame;
}
// 使用する画像を一括読込
animationList.forEach(function (animation) {
var name1 = animation.animation1Name;
var name2 = animation.animation2Name;
var hue1 = animation.animation1Hue;
var hue2 = animation.animation2Hue;
ImageManager.loadAnimation(name1, hue1);
ImageManager.loadAnimation(name2, hue2);
// 効果音の事前読込
animation.timings.forEach(function (timing) {
if (timing.se) {
AudioManager.preloadSe(timing.se);
}
});
});
// Spriteset_Battleで制御を行うためのフラグ
spriteset._requestDynamicAnimation = true;
spriteset._isDynamicAnimationReady = false;
// アニメーションなしの場合は最初から準備完了に
if (animationList.length == 0) {
spriteset._isDynamicAnimationReady = true;
// 画像読込状態チェック
} else if (ImageManager.isReady()) {
// 既に読込完了なら即true
spriteset._isDynamicAnimationReady = true;
}
// targetDelayの昇順でソートする。
dynamicAnimationList.sort(function (a, b) {
return a.targetDelay - b.targetDelay;
});
dynamicMotionList.sort(function (a, b) {
return a.targetDelay - b.targetDelay;
});
// 動的アニメーションを順番に表示実行
dynamicAnimationList.forEach(function (dynamicAnimation) {
dynamicAnimation.target.setDynamicAnimation(dynamicAnimation);
});
// 動的モーションを順番に表示実行
dynamicMotionList.forEach(function (dynamicMotion) {
// 無効な場合は処理しない
// ※マップ版DynamicMotionが未登録の場合
if (dynamicMotion.performer.setDynamicMotion) {
dynamicMotion.performer.setDynamicMotion(dynamicMotion);
}
});
};
/**
* ●動的アニメーションかの判定処理
*/
Game_Action.prototype.isDynamicAnimation = function (animationId) {
// 除外条件に該当した場合は処理しない。
if (pIgnoreCondition) {
for (var i = 0; i < pIgnoreCondition.length; i++) {
var condition = pIgnoreCondition[i];
if (eval(condition)) {
return false;
}
}
}
// 通常攻撃かつID=0ならば除外。
// この処置がないと二刀流の二撃目が常に表示されてしまう。
if (this.isAttack() && animationId == 0) {
return false;
}
return this.hasDynamicAnimationTag();
};
/**
* ●動的アニメーションタグが存在するかどうか?
*/
Game_Action.prototype.hasDynamicAnimationTag = function () {
var item = this.item();
var note = item.note;
// 省略タグを考慮
var tagNameSet = "(?:" + TAG_NAME + ")";
if (pShortTagName) {
tagNameSet = "(?:" + TAG_NAME + "|" + pShortTagName + ")";
}
// モーション用省略タグがあれば考慮
// 『Nrp.』はDynamicMotion側で定義
var motionTagNameSet = "(?:" + MOTION_TAG_NAME + ")";
if (typeof Nrp != "undefined" && Nrp.shortMotionTagName) {
motionTagNameSet =
"(?:" + MOTION_TAG_NAME + "|" + Nrp.shortMotionTagName + ")";
}
// 開始タグがあればtrue
if (note.match("<" + tagNameSet) || note.match("<" + motionTagNameSet)) {
return true;
}
return false;
};
/**
* ●メモ欄からタグの中身を取得する。
* <TagName></TagName>
*/
function getTagDynamicAnimation(action, mirror) {
const item = action.item();
const subject = action.subject();
var animationId;
// 通常攻撃
if (item.animationId < 0) {
// 二刀流の二撃目
if (mirror) {
animationId = subject.attackAnimationId2();
// 通常
} else {
animationId = subject.attackAnimationId1();
}
// スキル
} else {
animationId = item.animationId;
}
// 全体配列
var dynamicAnimationArray = [];
// 命令内容を保持するオブジェクト
var baseAnimation = new BaseAnimation(animationId);
// モーション連携用
// NRP_DynamicMotion.jsがオフならば実行しない
var baseMotion;
if (typeof BaseMotion != "undefined") {
baseMotion = new BaseMotion(animationId);
}
// メモ欄の中身を取得(改行で分割して配列化)
const noteSplit = action.getDynamicNote().split("\n");
// DynamicAnimationの取得数
var animationCount = 0;
// メモ欄を改行で分割ループ
for (var no = 0; no < noteSplit.length; no++) {
var result = baseAnimation.readNote(noteSplit, no);
// タグが閉じたならば、次のBaseAnimationへ
if (result) {
dynamicAnimationArray.push(baseAnimation);
baseAnimation = new BaseAnimation(animationId);
animationCount++;
}
// モーション連携用
if (baseMotion) {
result = baseMotion.readNote(noteSplit, no);
// タグが閉じたならば、次のBaseAnimationへ
if (result) {
dynamicAnimationArray.push(baseMotion);
baseMotion = new BaseMotion(animationId);
}
}
}
// アニメーションが0件の場合、末尾に件追加
if (animationCount == 0) {
baseAnimation = new BaseAnimation(animationId);
baseAnimation.delay = "auto";
dynamicAnimationArray.push(baseAnimation);
}
return dynamicAnimationArray;
}
/**
* 【独自実装】エラーにならないように。
*/
Game_Battler.prototype.attackAnimationId1 = function () {
return 0;
};
Game_Battler.prototype.attackAnimationId2 = function () {
return 0;
};
/**
* ●初期化処理
*/
BaseAnimation.prototype.initialize = function (animationId) {
this.type = "animation";
// DynamicAnimationを保有するリスト
this.list = [];
this.sxRandom = 0;
this.syRandom = 0;
this.exRandom = 0;
this.eyRandom = 0;
this.arcX = 0;
this.arcY = 0;
this.id = animationId;
this.delay = 0;
this.repeat = 1;
this.interval = 1;
this.addX = 0;
this.addY = 0;
this.totalDuration = 0;
this.baseDuration = 0;
this.contentMode = false;
};
/**
* 【独自】メモ欄読込処理
*/
Game_Action.prototype.getDynamicNote = function () {
return this.item().note;
};
/**
* ●テンプレート内容を元にアニメーションの基本パラメータを設定する。
*/
BaseAnimation.prototype.readNote = function (noteSplit, no) {
var noteLine = noteSplit[no];
var templatesStr;
// 省略タグを考慮
var tagNameSet = "(?:" + TAG_NAME + ")";
if (pShortTagName) {
tagNameSet = "(?:" + TAG_NAME + "|" + pShortTagName + ")";
}
// 単独タグ
if (noteLine.match("<" + tagNameSet + "\\s*/>")) {
return true;
// 単独タグ(テンプレート指定)
} else if (noteLine.match("<" + tagNameSet + "\\s*:(.*)/>")) {
// テンプレート名を取得
templatesStr = noteLine.match("<" + tagNameSet + "\\s*:(.*)/>");
// テンプレート呼出
this.callTemplate(templatesStr[1].trim());
// 全体配列に追加
return true;
// 開始タグ
} else if (noteLine.match("<" + tagNameSet + ">")) {
// 内容モード開始
this.contentMode = true;
// 開始タグ(テンプレート指定)
} else if (noteLine.match("<" + tagNameSet + "\\s*:(.*)>")) {
// テンプレート名を取得
templatesStr = noteLine.match("<" + tagNameSet + "\\s*:(.*)>");
// テンプレート呼出
this.callTemplate(templatesStr[1].trim());
// 内容モード開始
this.contentMode = true;
// 終了タグ(または内容モードかつ最終行)
} else if (
noteLine.match("</\\s*" + tagNameSet + ">") ||
(this.contentMode && no == noteSplit.length - 1)
) {
// 内容モードを終了し、全体配列に追加
this.contentMode = false;
// 全体配列に追加
return true;
// 内容モード時
} else if (this.contentMode) {
// 行内容を追加
this.setContent(noteLine);
}
// 全体配列に追加せず、そのまま続ける。
return false;
};
/**
* ●プラグインパラメータのテンプレートを呼び出す
*/
BaseAnimation.prototype.callTemplate = function (templateStr) {
// &で分割
var tempSplit = templateStr.split("&");
// 前から順番に読み込む
tempSplit.forEach(function (key) {
var template;
// 空白除去
key = key.trim();
// IDおよび名前と一致するテンプレートを取得
for (var i = 0; i < pTemplateList.length; i++) {
var t = pTemplateList[i];
if (t.templateId == key || t.name == key) {
template = t;
break;
}
}
// テンプレートが見つからなければそのまま。
if (!template) {
return;
}
// 取得したテンプレートを設定
this.setTemplate(template);
}, this);
};
/**
* ●テンプレート内容を元にアニメーションの基本パラメータを設定する。
*/
BaseAnimation.prototype.setTemplate = function (template) {
// プロパティをコピー
Object.keys(template).forEach(function (key) {
// 値が存在する場合に設定
if (
template[key] != undefined &&
template[key] != null &&
template[key] != ""
) {
this[key] = template[key];
}
}, this);
};
/**
* ●タグの行内容を元にアニメーションの基本パラメータを設定する。
*/
BaseAnimation.prototype.setContent = function (valueLine) {
var index;
var paramType;
var paramValue;
// パラメータを取得(+=時)
index = valueLine.indexOf("+=");
if (index >= 0) {
paramType = valueLine.slice(0, index).trim();
// =以降をevalする。
paramValue = valueLine.slice(index + 2).trim();
// プロパティに文字列連結する。
this[paramType] = this[paramType] + " + " + paramValue;
return;
}
// パラメータを取得(-=時)
index = valueLine.indexOf("-=");
if (index >= 0) {
paramType = valueLine.slice(0, index).trim();
// =以降をevalする。
paramValue = valueLine.slice(index + 2).trim();
// プロパティに文字列連結する。
this[paramType] = this[paramType] + " - " + paramValue;
return;
}
// パラメータを取得(*=時)
index = valueLine.indexOf("*=");
if (index >= 0) {
paramType = valueLine.slice(0, index).trim();
// =以降をevalする。
paramValue = valueLine.slice(index + 2).trim();
// プロパティに文字列連結する。
this[paramType] = this[paramType] + " * " + paramValue;
return;
}
// パラメータを取得(/=時)
index = valueLine.indexOf("/=");
if (index >= 0) {
paramType = valueLine.slice(0, index).trim();
// =以降をevalする。
paramValue = valueLine.slice(index + 2).trim();
// プロパティに文字列連結する。
this[paramType] = this[paramType] + " / " + paramValue;
return;
}
// パラメータを取得(=時)
index = valueLine.indexOf("=");
if (index >= 0) {
paramType = valueLine.slice(0, index).trim();
// =以降をevalする。
paramValue = valueLine.slice(index + 1).trim();
// プロパティに設定する。
this[paramType] = paramValue;
}
};
/**
* ●基本項目の計算を行う。(処理前)
*/
BaseAnimation.prototype.calcBasicBefore = function (targets) {
// eval参照用
const a = this.referenceSubject;
const b = this.referenceTarget;
var no = this.no;
var dataA = this.dataA;
var delay = this.evalTimingStr(this.delay);
this.delay = delay;
// "auto"ならば前回フレーム数とウェイト合計の大きいほうを取得
if (delay == "auto") {
this.calcDelay = Math.max(this.lastFrame, this.allWait);
// それ以外はディレイ+ウェイト合計
} else {
this.calcDelay = Number(delay) + this.allWait;
}
// リピート回数
var repeat = this.repeat;
this.repeat = eval(repeat);
// フラッシュ・効果音制限
this.limitFlash = eval(this.limitFlash);
this.limitSound = eval(this.limitSound);
// 対象の変更処理
// SpriteでもBattlerでも受け付ける。
if (this.target) {
var changeTarget = eval(this.target);
// 配列でなければ配列変換
if (!Array.isArray(changeTarget)) {
changeTarget = [changeTarget];
}
this.targets = [];
changeTarget.forEach(function (t) {
// Spriteの場合
if (t.spriteId != undefined) {
if ($gameParty.inBattle()) {
this.targets.push(t._battler);
} else {
this.targets.push(t._character);
}
// Battlerの場合
} else {
// 互換用ダミーの場合TODO: 将来的には消したい)
if (t._isDynamicDummy) {
if (t.isActor()) {
this.targets.push($gameActors.actor(t._actorId));
} else {
this.targets.push($gameTroop.members()[t.index()]);
}
// 正常なデータの場合
} else {
this.targets.push(t);
}
}
}, this);
// 通常はそのままBaseAnimationに設定する。
} else {
this.targets = targets;
}
};
/**
* ●基本項目の計算を行う。(処理後)
*/
BaseAnimation.prototype.calcBasicAfter = function () {
// 未設定なら0として扱う
if (this.wait == undefined) {
this.wait = 0;
}
var wait = this.evalTimingStr(this.wait);
this.wait = wait;
// "auto"ならば終了フレーム数を取得
if (wait == "auto") {
this.calcWait = this.frame - this.allWait;
// ウェイト指定時
} else {
// 数値が文字列として渡るパターンがあるので確実に数値変換
this.calcWait = Number(wait);
}
// ここで最初のDynamicAnimationにbaseDurationを設定
// 先頭のアニメのみ最大時間を設定
if (this.list.length) {
// 先頭要素に設定したウェイトを指定
const dynamicAnimation = this.list[0];
// "auto"ならば終了フレーム数を取得
if (wait == "auto") {
dynamicAnimation.waitDuration = this.baseDuration;
// ウェイト指定時
} else {
dynamicAnimation.waitDuration = this.calcWait * this.basicRate;
}
}
};
/**
* ●ウェイト、ディレイについて有効な文字列を取得する。
* ※数式として取得できない場合は、そのまま文字列取得
*/
BaseAnimation.prototype.evalTimingStr = function (arg) {
var retValue;
// eval参照用
const no = this.no;
const dataA = this.dataA;
const dataM = this.dataM;
const delay = this.delay;
const arrival = this.arrival;
const interval = this.interval;
const repeat = this.repeat;
const a = this.referenceSubject;
const b = this.referenceTarget;
var isSync = false;
// Syncの設定を読込
if (this.action.existDynamicSetting("Sync")) {
isSync = true;
}
try {
// 数式として取得できる場合
retValue = eval(arg);
} catch (e) {
// 数式でない場合はエラーとなるが、普通に文字列で取得
retValue = arg;
// 注釈や空白は不要なので除去
retValue = retValue.split("//")[0];
retValue = retValue.trim();
}
return retValue;
};
/**
* ●アニメーションの生成開始
*/
BaseAnimation.prototype.makeAnimation = function (
dataA,
mirror,
dynamicAnimationList,
animationList
) {
// eval参照用
const a = this.getReferenceSubject();
this.referenceSubject = a;
let targets = this.targets;
// 対象がいなければとりあえず行動主体を設定
// ※範囲なしの場合を想定
if (targets.length === 0) {
targets = [BattleManager._subject];
}
// この時点では対象未確定だが、とりあえず先頭を取得
const b = getReferenceBattler(targets[0]);
this.referenceTarget = b;
// アニメーションとモーションで別のため、番号を取得する。
const no = dataA.length;
this.no = no;
// 親要素への参照を作成。
this.dataA = dataA;
// 計算ウェイトの初期値
this.calcWait = 0;
// 数値として間隔を計算できる場合はあらかじめしておく
this.interval = evalNumber(this.interval);
// 基本項目の事前計算
this.calcBasicBefore(targets);
// 左右反転設定
this.mirror = mirror;
// Sprite_Animationから基本レートを取得
var spriteAnimation = new Sprite_Animation();
spriteAnimation.setupRate();
var basicRate = spriteAnimation._rate;
this.basicRate = basicRate;
// 設定したdelayの分だけ遅らせる。rateをかけた値
this.delaySum = this.animationBaseDelay + this.calcDelay * basicRate;
// リピート回数だけ実行r = 現在のリピート回数)
for (var r = 0; r < this.repeat; r++) {
// リピートごとにevalする。
const id = eval(this.id);
// アニメーションを取得
const animation = this.getAnimation(id);
if (animation) {
// リピートごとの動的アニメーション生成
this.makeRepeatAnimation(dynamicAnimationList, r, animation, targets);
// アニメーションリストに追加
if (animationList.indexOf(animation) < 0) {
animationList.push(animation);
}
}
}
// 合計フレーム数をセットし、基本レートで割る。
// animationBaseDelay分は除く
this.frame = (this.delaySum - this.animationBaseDelay) / basicRate;
// データ一覧に追加
dataA.push(this);
// 基本項目の事後計算
this.calcBasicAfter();
};
/**
* ●アニメーションデータを取得する。
* ※外部連携用にメソッド化
*/
BaseAnimation.prototype.getAnimation = function (id) {
return $dataAnimations[id];
};
/**
* ●数値をeval計算する。
*/
function evalNumber(val) {
let tmpInterval;
// 数値として間隔を計算できる場合はあらかじめしておく
try {
tmpInterval = eval(val);
} catch (e) {
// この時点で計算できない場合はそのまま
}
if (Number.isFinite(tmpInterval)) {
return tmpInterval;
}
// 変換できなければそのまま返す
return val;
}
/**
* ●繰り返しアニメーションの生成
*/
BaseAnimation.prototype.makeRepeatAnimation = function (
dynamicAnimationList,
r,
animation,
originalTargets
) {
// eval用に定義
var no = this.no;
var dataA = this.dataA;
var repeat = this.repeat;
var spriteAnimation = new Sprite_Animation();
// アニメーションに設定されているrateを取得
// ※フレームレート変更系プラグインを考慮
spriteAnimation._animation = animation;
spriteAnimation.setupRate();
var rate = spriteAnimation._rate;
// 設定レートがあればそちらを参照
if (this.rate) {
rate = eval(this.rate);
spriteAnimation._rate = rate;
}
// アニメーションの継続時間を取得
spriteAnimation.setupDuration();
// アニメーション位置の取得
var position = spriteAnimation._animation.position;
if (this.position != undefined) {
position = eval(this.position);
}
this.position = position;
// 設定された対象を取得
var targets = this.targets;
// 間隔
var interval = eval(this.interval);
// 間隔×レート分のディレイを加算
if (r > 0) {
this.delaySum += interval * rate;
}
// 今回のリピートの基本ディレイ値
const delay = this.delaySum;
// 対象ごとのディレイ値
var targetDelay = delay;
// このBaseAnimation内での集計用ディレイ
let baseDelaySum = interval * rate * r;
// 画面アニメーション
// ※一括で表示を行うが、対象のフラッシュ処理のみ全員分処理する。
if (position === 3) {
// 重複ターゲットを削除して再作成
var distinctTargets = targets.filter(function (target, i) {
return targets.indexOf(target) == i;
});
distinctTargets.forEach(function (target, i) {
// Sprite_Animationへと引き渡すパラメータ
var dynamicAnimation = [];
// 条件を満たす場合のみアニメを表示
if (this.isAnimationDisp(i, target, targets, originalTargets)) {
// Sprite_Animationへと引き渡すパラメータを作成
dynamicAnimation = this.createDynamicAnimation(
target,
r,
spriteAnimation,
interval,
delay
);
// ダメージ用データの作成
dynamicAnimation.makeDamageData(
this,
dynamicAnimationList,
targetDelay,
spriteAnimation
);
// 残像の作成
dynamicAnimation.makeAfterimage(
this,
dynamicAnimationList,
spriteAnimation
);
// 参照用に保持しておく
this.list.push(dynamicAnimation);
// 対象のフラッシュ用のデータ
} else {
dynamicAnimation = this.createDynamicAnimationHidden(
target,
delay,
r,
spriteAnimation,
interval
);
}
// 最終リピートの場合
if (r == this.repeat - 1) {
dynamicAnimation.isLastRepeat = true;
}
// 非表示、フラッシュなし、効果音なし、最終リピートではない
// 全てを満たす場合は意味がないので不要
if (dynamicAnimation.isNoMake()) {
return;
}
// 戦闘アニメーション実行リストに追加
dynamicAnimationList.push(dynamicAnimation);
}, this);
// 通常アニメーション
// ※全体の場合は対象ごとに表示を行う
} else {
// 対象ごとの時間差
var nextDelay = this.animationNextDelay;
if (this.nextDelay) {
// アニメーションフレーム単位なので補正する。
nextDelay = eval(this.nextDelay) * rate;
}
// 対象ごとにループ
targets.forEach(function (target, index) {
// Sprite_Animationへと引き渡すパラメータを作成
var dynamicAnimation = this.createDynamicAnimation(
target,
r,
spriteAnimation,
interval,
targetDelay
);
// 対象番号を保持しておく
dynamicAnimation.targetNo = index;
// 最終リピートの場合
if (r == this.repeat - 1) {
dynamicAnimation.isLastRepeat = true;
}
// 時間差なしなら、2回目以降の効果音消去
if (nextDelay == 0 && index >= 1) {
dynamicAnimation.isLimitSound = true;
}
// ダメージ用データの作成
dynamicAnimation.makeDamageData(
this,
dynamicAnimationList,
targetDelay,
spriteAnimation
);
// 残像の作成
dynamicAnimation.makeAfterimage(
this,
dynamicAnimationList,
spriteAnimation
);
// 非表示、フラッシュなし、効果音なし、最終リピートではない
// 全てを満たす場合は意味がないので不要
if (dynamicAnimation.isNoMake()) {
return;
}
// 参照用に保持しておく
this.list.push(dynamicAnimation);
// 戦闘アニメーション実行リストに追加
dynamicAnimationList.push(dynamicAnimation);
// 対象が複数いる場合の時間差
// ※最後の一回は除外
if (targets.length - 1 > index) {
targetDelay += nextDelay;
baseDelaySum += nextDelay;
}
}, this);
}
// 1/60秒余分に追加されているので-1する。
const duration = spriteAnimation._duration - 1;
// 実行時間の最大長を求める。(スキル開始からの総合計)
this.totalDuration = Math.max(this.totalDuration, targetDelay + duration);
// この<D-Animation>内の実行時間
this.baseDuration = Math.max(this.baseDuration, baseDelaySum + duration);
// 最後の1回ならアニメーション時間を保持
if (r == this.repeat - 1) {
this.delaySum = this.totalDuration;
// 要素が存在しない場合はウェイトなし
if (this.list.length == 0) {
this.baseDuration = 0;
this.wait = 0;
}
}
};
/**
* ●アニメーションを表示するかどうかの判定
*/
BaseAnimation.prototype.isAnimationDisp = function (
i,
target,
targets,
originalTargets
) {
// マップ起動時は無関係なので無視
if (!this.mapAnimation) {
// 範囲拡張プラグインとの連携用
// 主対象が設定されていて、かつ範囲変更がされていない場合
// 特殊な範囲技と判定
if (BattleManager._mainTarget && targets == originalTargets) {
// 主対象以外はアニメを表示しない
if (target == BattleManager._mainTarget) {
return true;
}
return false;
}
}
// 通常時は最初の一人のみアニメを表示
if (i == 0) {
return true;
}
return false;
};
/**
* ●動的アニメーションデータを生成する。
*/
BaseAnimation.prototype.createDynamicAnimation = function (
target,
r,
spriteAnimation,
interval,
delay
) {
var dynamicAnimation = new DynamicAnimation(
this,
target,
r,
spriteAnimation,
interval
);
dynamicAnimation.mirror = this.mirror;
dynamicAnimation.targetDelay = delay;
return dynamicAnimation;
};
/**
* ●動的アニメーションデータを生成する。
* ※こちらはアニメーション非表示版
*/
BaseAnimation.prototype.createDynamicAnimationHidden = function (
target,
delay,
r,
spriteAnimation,
interval
) {
var no = this.no;
var dataA = this.dataA;
this.r = r;
// DynamicAnimationを作成値はほぼ空で問題ない
var dynamicAnimation = new DynamicAnimation(
this,
target,
r,
spriteAnimation,
interval
);
dynamicAnimation.dispAnimation = false;
dynamicAnimation.isLimitSound = true;
dynamicAnimation.targetDelay = delay;
dynamicAnimation.id = spriteAnimation._animation.id;
if (!dynamicAnimation.isLimitFlash) {
// 対象のフラッシュデータの有無を確認
// 1:対象のフラッシュが一つも存在しないなら、フラッシュ制限フラグを立てる。
dynamicAnimation.isLimitFlash = spriteAnimation._animation.timings.every(
function (timing) {
return timing.flashScope != 1;
}
);
}
return dynamicAnimation;
};
/**
* ●調整ランダム関数(X座標用)
*/
BaseAnimation.prototype.randomX = function () {
// 調整ランダム値を取得
var val = getRandomAdjust(this._randomX);
this._randomX = val;
return val;
};
/**
* ●調整ランダム関数(Y座標用)
*/
BaseAnimation.prototype.randomY = function () {
// 調整ランダム値を取得
var val = getRandomAdjust(this._randomY);
this._randomY = val;
return val;
};
/**
* ●標準画面X座標取得
*/
BaseAnimation.prototype.getScreenX = function (b) {
var screenX;
// マップ上では対象の座標
if (!$gameParty.inBattle()) {
screenX = b.x;
// アクターが対象の場合、左右位置反転
} else if (b.isActor()) {
screenX = Graphics.boxWidth - this.defaultScreenX;
// 位置調整
if (this.mirrorAdjustX) {
screenX += eval(this.mirrorAdjustX);
}
// 通常時
} else {
screenX = this.defaultScreenX;
}
return screenX;
};
/**
* ●標準画面Y座標取得
*/
BaseAnimation.prototype.getScreenY = function (b) {
var screenY = this.defaultScreenY;
// マップ上では対象の座標
if (!$gameParty.inBattle()) {
// グリッド中央を取得するよう調整
screenY = b.y - $gameMap.tileHeight() / 2;
// アクターが対象の場合、位置調整
} else if (b.isActor() && this.mirrorAdjustY) {
// 位置調整
if (this.mirrorAdjustY) {
screenY += eval(this.mirrorAdjustY);
}
}
return screenY;
};
/**
* ●標準ターゲットX座標取得
*/
BaseAnimation.prototype.getDefaultX = function (b, position, screenX) {
var defaultX;
// 画面の場合は画面標準座標
if (position === 3) {
defaultX = screenX;
// それ以外は対象のX座標
} else {
defaultX = b.x;
}
return defaultX;
};
/**
* ●標準ターゲットY座標取得
*/
BaseAnimation.prototype.getDefaultY = function (b, position, screenY) {
var defaultY;
// 頭上
if (position === 0) {
defaultY = b.y - b.height;
// 中心
} else if (position === 1) {
defaultY = b.y - b.height / 2;
// 足元
} else if (position === 2) {
defaultY = b.y;
// 画面の場合は画面標準座標
} else if (position === 3) {
defaultY = screenY;
}
return defaultY;
};
/**
* 【独自】指定した設定があればtrue
*/
Game_Action.prototype.existDynamicSetting = function (searchName) {
// 設定用省略タグがあれば考慮
// 『Nrp.』はDynamicMotion側で定義
var settingTagNameSet = "(?:" + SETTING_TAG_NAME + ")";
if (typeof Nrp != "undefined" && Nrp.shortSettingTagName) {
settingTagNameSet =
"(?:" + SETTING_TAG_NAME + "|" + Nrp.shortSettingTagName + ")";
}
// <D-Setting:*>を取得
var settingStrArr = this.getDynamicNote().match(
"<" + settingTagNameSet + "\\s*:(.*)>"
);
if (settingStrArr) {
var settings = settingStrArr[1];
// 『/』が入っていたら除去
settings = settings.replace("/", "");
var settingSplit = settings.split("&");
// 前から順番に読み込む
for (let i = 0; i < settingSplit.length; i++) {
let setting = settingSplit[i].trim();
// 大文字変換して比較
if (setting.toUpperCase() == searchName.toUpperCase()) {
return true;
}
}
}
return false;
};
/**
* ●戦闘中とマップ中のそれぞれ向けに行動主体を取得する。
*/
BaseAnimation.prototype.getSubject = function () {
// マップ中
if (this.mapAnimation) {
return this.mapAnimation.subject;
}
// 戦闘中
return BattleManager._subject;
};
/**
* ●参照用行動主体を取得する。
*/
BaseAnimation.prototype.getReferenceSubject = function () {
return getReferenceBattler(this.getSubject());
};
/**
* ●初期化処理
*/
DynamicAnimation.prototype.initialize = function (
baseAnimation,
target,
r,
spriteAnimation,
interval
) {
this.referenceSubject = baseAnimation.getReferenceSubject();
this.referenceTarget = getReferenceBattler(target);
var a = this.referenceSubject;
var b = this.referenceTarget;
var no = baseAnimation.no;
this.no = no;
// 親情報への参照設定
this.baseAnimation = baseAnimation;
var dataA = baseAnimation.dataA;
this.dataA = dataA;
this.spriteAnimation = spriteAnimation;
this.target = target;
// 基本項目
var delay = baseAnimation.delay;
this.delay = delay;
var repeat = baseAnimation.repeat;
this.repeat = repeat;
this.r = r;
/*
* 以下はリピートごとに変化する項目
*/
// 条件が存在し、かつ満たさなければ次のループへ
var condition = baseAnimation.condition;
if (condition && !eval(condition)) {
// 表示しない
this.frame = 0;
this.dispAnimation = false;
this.isNoMatchCondition = true;
return;
}
this.dispAnimation = true;
this.interval = interval;
this.rate = spriteAnimation._rate;
this.id = spriteAnimation._animation.id;
var position = baseAnimation.position;
this.position = position;
// 1/60秒余分に追加されているので-1する。
const duration = spriteAnimation._duration - 1;
this.frame = duration / this.rate;
// アニメーション反転設定
this.noMirror = eval(baseAnimation.noMirror);
// フラッシュ・効果音制限フラグの対象かどうかを計算
this.setLimitEffect(baseAnimation);
// 残像数
if (baseAnimation.afterimage) {
this.afterimage = eval(baseAnimation.afterimage);
// 残像間隔
if (baseAnimation.afterimageInterval) {
this.afterimageInterval = eval(baseAnimation.afterimageInterval);
} else {
this.afterimageInterval = 1;
}
}
// ダメージ
this.damage = eval(baseAnimation.damage);
this.damageAll = eval(baseAnimation.damageAll);
// NRP_DynamicAnimationMap用の情報
const mapAnimation = baseAnimation.mapAnimation;
if (mapAnimation) {
this.interpreter = mapAnimation.interpreter; // Game_Interpreter
this.noWait = mapAnimation.noWait; // ウェイトなし
this.onScroll = mapAnimation.onScroll; // スクロール連動
this.isDynamicAuto = mapAnimation.isDynamicAuto; // 注釈からの自動起動
this.isParallel = mapAnimation.isParallel; // 並列処理から起動
}
};
/**
* ●対象外のデータかどうか?
*/
DynamicAnimation.prototype.isNoMake = function () {
// 条件を満たさなかった場合は処理不要
if (this.isNoMatchCondition) {
return true;
}
// 非表示、フラッシュなし、効果音なし、最終リピートではない
// 全てを満たす場合は意味がないので不要
if (
!this.dispAnimation &&
this.isLimitFlash &&
this.isLimitSound &&
!this.isLastRepeat
) {
return true;
}
};
/**
* ●評価実行(アニメーションを表示する直前に実行される)
*/
DynamicAnimation.prototype.evaluate = function (spriteAnimation) {
// 非表示の場合はダメージ処理のみ行う
if (!this.dispAnimation) {
if (this.afterDamage) {
BattleManager.dynamicDamageControl(this);
}
return;
}
const baseAnimation = this.baseAnimation;
// マップ時になぜかエラーになるパターンがあるので再取得
// 参照スプライトが変質している?
if (!$gameParty.inBattle()) {
this.referenceSubject = baseAnimation.getReferenceSubject();
this.referenceTarget = getReferenceBattler(this.target);
// 対象が取得できなければ終了
// 普通は来ないはずだが、稀にプラグインの競合などで……。
if (!this.referenceSubject || !this.referenceTarget) {
return;
}
}
var a = this.referenceSubject;
var b = this.referenceTarget;
var ba = baseAnimation;
var da = this;
var dataA = this.dataA;
var list = baseAnimation.list;
var repeat = this.repeat;
var no = this.no; // 現在のD-Animation番号
var r = this.r; // 現在のリピート回数
var targetNo = this.targetNo;
var position = this.position; // 位置
// 判定設定の取得
const mirroring = this.getMirroring();
this.mirroring = mirroring;
/*
* このタイミングでevalしておく。
*/
// 標準ターゲット座標取得
var screenX = baseAnimation.getScreenX(b);
var screenY = baseAnimation.getScreenY(b);
this.screenX = screenX;
this.screenY = screenY;
var defaultX = baseAnimation.getDefaultX(b, position, screenX);
var defaultY = baseAnimation.getDefaultY(b, position, screenY);
this.defaultX = defaultX;
this.defaultY = defaultY;
var sx;
var sy;
var ex;
var ey;
// 残像の場合:親の情報をコピー
if (this.isAfterimage) {
// 親情報を取得
const parentDA = this.afterimageParent;
sx = parentDA.sx;
sy = parentDA.sy;
ex = parentDA.ex;
ey = parentDA.ey;
// マップ上でのスクロール補正を行う場合
if (this.onScroll) {
// 本体のスクロール補正を残像にも行う
sx += parentDA.diffScreenX();
sy += parentDA.diffScreenY();
ex += parentDA.diffScreenX();
ey += parentDA.diffScreenY();
}
// 通常時
} else {
// ランダム生成用履歴
var bestRandom1; // 始点
var bestRandom2; // 終点
if (!baseAnimation.randomHistory1) {
baseAnimation.randomHistory1 = [];
}
if (!baseAnimation.randomHistory2) {
baseAnimation.randomHistory2 = [];
}
/*
* ランダム値生成(始点)
*/
bestRandom1 = baseAnimation.makeBestRandom(
baseAnimation.randomHistory1,
baseAnimation.sxRandom,
baseAnimation.syRandom
);
/*
* ランダム値生成(終点)
*/
bestRandom2 = baseAnimation.makeBestRandom(
baseAnimation.randomHistory2,
baseAnimation.exRandom,
baseAnimation.eyRandom
);
// 始点X座標(対象のX座標を初期設定)
sx = defaultX;
// 設定があれば反映
if (baseAnimation.sx != undefined) {
sx = eval(baseAnimation.sx);
}
// 始点X座標ランダム幅を加算
if (baseAnimation.sxRandom) {
var sxRandom = eval(baseAnimation.sxRandom);
sx = sx - sxRandom + bestRandom1.x * (sxRandom * 2 + 1);
}
// 始点Y座標
sy = defaultY;
// 設定があれば反映
if (baseAnimation.sy != undefined) {
sy = eval(baseAnimation.sy);
}
// 始点Y座標ランダム幅を加算
if (baseAnimation.syRandom) {
var syRandom = eval(baseAnimation.syRandom);
sy = sy - syRandom + bestRandom1.y * (syRandom * 2 + 1);
}
// 終点X座標
if (baseAnimation.ex != undefined) {
ex = eval(baseAnimation.ex);
// 終点の指定がなければ始点と同じ。
} else {
ex = sx;
}
// 終点X座標ランダム幅を加算
if (baseAnimation.exRandom) {
var exRandom = eval(baseAnimation.exRandom);
ex = ex - exRandom + bestRandom2.x * (exRandom * 2 + 1);
}
// 終点Y座標
ey = sy;
if (baseAnimation.ey != undefined) {
ey = eval(baseAnimation.ey);
}
// 終点Y座標ランダム幅を加算
if (baseAnimation.eyRandom) {
var eyRandom = eval(baseAnimation.eyRandom);
ey = ey - eyRandom + bestRandom2.y * (eyRandom * 2 + 1);
}
}
this.sx = sx;
this.sy = sy;
this.ex = ex;
this.ey = ey;
// 放物線
var arcX = eval(baseAnimation.arcX);
var arcY = eval(baseAnimation.arcY);
this.arcX = arcX;
this.arcY = arcY;
// 到達フレーム数
if (baseAnimation.arrival != undefined) {
this.arrival = eval(baseAnimation.arrival);
} else {
// 1/60秒余分に追加されているので-1する。
const duration = spriteAnimation._duration - 1;
this.arrival = duration / this.rate;
}
// 円運動初期値
var initRadX = eval(baseAnimation.initRadX);
var initRadY = eval(baseAnimation.initRadY);
if (!initRadX) {
initRadX = 0;
}
if (!initRadY) {
initRadY = 0;
}
this.initRadX = initRadX;
this.initRadY = initRadY;
// 効果音
if (baseAnimation.playSe != undefined) {
// "{"で始まる場合はObject指定
if (baseAnimation.playSe.startsWith("{")) {
AudioManager.playSe(JSON.parse(baseAnimation.playSe));
// ファイル名指定
} else {
AudioManager.playSe({
name: baseAnimation.playSe,
volume: 90,
pitch: 100,
pan: 0,
});
}
}
// スクリプト
if (baseAnimation.script != undefined) {
eval(baseAnimation.script);
}
// プラグインコマンド
if (baseAnimation.plugin != undefined) {
var pluginCommand = baseAnimation.plugin;
// 注釈や空白は不要なので除去
pluginCommand = pluginCommand.split("//")[0];
pluginCommand = pluginCommand.trim();
var evalPluginCommand = [];
for (let p of pluginCommand.split(" ")) {
let p2;
try {
// 数式として取得できる場合
p2 = eval(p);
} catch (e) {
// 数式でない場合はエラーとなるが、普通に文字列で取得
p2 = p;
}
evalPluginCommand.push(p2);
}
callPluginCommand(evalPluginCommand);
}
// 以下の項目はSprite_Animation側で可変のため、evalしない。
// そのまま数式として渡す
this.addX = baseAnimation.addX;
this.addY = baseAnimation.addY;
this.dx = baseAnimation.dx;
this.dy = baseAnimation.dy;
this.opacity = baseAnimation.opacity;
this.rotation = baseAnimation.rotation;
this.scale = baseAnimation.scale;
this.scaleX = baseAnimation.scaleX;
this.scaleY = baseAnimation.scaleY;
this.color = baseAnimation.color;
this.z = baseAnimation.z;
this.cellStartX = baseAnimation.cellStartX;
this.cellEndX = baseAnimation.cellEndX;
this.cellStartY = baseAnimation.cellStartY;
this.cellEndY = baseAnimation.cellEndY;
// リアルタイム円
this.radiusX = baseAnimation.radiusX;
this.radiusY = baseAnimation.radiusY;
this.radX = baseAnimation.radX;
this.radY = baseAnimation.radY;
// マップ時のスクロール制御用
const mapAnimation = baseAnimation.mapAnimation;
if (mapAnimation) {
// スクロール開始時の初期値
this.originalScreenX = $gameMap.displayX() * $gameMap.tileWidth();
this.originalScreenY = $gameMap.displayY() * $gameMap.tileHeight();
this.beforeScreenX = this.originalScreenX;
this.beforeScreenY = this.originalScreenY;
// 途中から開始する場合
if (mapAnimation.startTiming) {
const startDuration =
mapAnimation.startTiming * baseAnimation.basicRate;
// 通常開始タイミングtargetDelayが、途中開始タイミングstartDuration以内の場合
if (this.targetDelay < startDuration) {
// ■実行時間を減算
// ※例
// 通常は50のタイミングに実行される長さ100のアニメーションを
// 70のタイミングから途中開始する場合、
// 100 + 50 - 70 = 80 の長さに減算する。
spriteAnimation._duration += this.targetDelay - startDuration;
// マイナスになる場合は非表示
if (spriteAnimation._duration < 0) {
spriteAnimation._duration = 0;
}
}
}
}
// r=0のみ設定する
if (r == 0) {
this.scriptRT = baseAnimation.scriptRT;
// コモンイベント
if (baseAnimation.commonEvent != undefined) {
var commonEventId = eval(baseAnimation.commonEvent);
if (commonEventId) {
var commonEvent = new Game_CommonEvent(commonEventId);
// 強制実行フラグを立てる。
commonEvent._isForceActive = true;
// Spriteを取得
// bの中身がBattlerでもSpriteでも受け付ける。
let spriteB;
// Spriteの場合
if (b.spriteId != undefined) {
spriteB = b;
// Battlerの場合
} else {
spriteB = getBattlerSprite(b);
}
// コモンイベントリストが未定義なら初期化
if (spriteB._commonEvents == undefined) {
spriteB._commonEvents = [];
}
// Sprite_Battlerに実行コモンイベントを追加
spriteB._commonEvents.push(commonEvent);
// 初期化
commonEvent.refresh();
}
}
}
};
/**
* ●プラグインコマンドを呼び出す
*/
function callPluginCommand(params) {
var command = params.shift();
// バトルコマンド用のInterpreterを参照し、プラグインコマンドを呼び出す。
$gameTroop._interpreter.pluginCommand(command, params);
}
/**
* ●フラッシュ・効果音制限フラグの設定
*/
DynamicAnimation.prototype.setLimitEffect = function (baseAnimation) {
// eval用の設定
var no = this.no;
var r = this.r;
var dataA = this.dataA;
var list = baseAnimation.list;
// フラッシュ制限フラグ
// trueならば、このリピートの対象フラッシュを消す
this.isLimitFlash = false;
if (baseAnimation.limitFlash) {
var limitFlash = baseAnimation.limitFlash;
if (r % limitFlash != 0) {
this.isLimitFlash = true;
}
// 0以下ならば制限
} else if (baseAnimation.limitFlash === 0 || baseAnimation.limitFlash < 0) {
this.isLimitFlash = true;
}
// 効果音制限フラグ
// trueならば、このリピートの効果音を消す
this.isLimitSound = false;
if (baseAnimation.limitSound) {
var limitSound = baseAnimation.limitSound;
if (r % limitSound != 0) {
this.isLimitSound = true;
}
// 0以下ならば制限
} else if (baseAnimation.limitSound === 0 || baseAnimation.limitSound < 0) {
this.isLimitSound = true;
}
};
/**
* ●残像の作成
*/
DynamicAnimation.prototype.makeAfterimage = function (
baseAnimation,
dynamicAnimationList,
spriteAnimation
) {
// 残像の作成
var afterimage = this.afterimage;
// 設定数分ループ
for (var i = 0; i < afterimage; i++) {
// DynamicAnimationを作成値はほぼ空で問題ない
var afterimageData = new DynamicAnimation(
baseAnimation,
this.target,
this.r,
spriteAnimation,
null
);
// 本体をコピー
afterimageData.setProperties(this);
// 親への参照
afterimageData.afterimageParent = this;
// 残像フラグを設定
afterimageData.isAfterimage = true;
// 残像は各種演出を行わない。
afterimageData.isLimitEffect = true;
// 残像間隔
var afterimageInterval = this.afterimageInterval;
afterimageData.targetDelay += afterimageInterval * this.rate * (i + 1);
// 残像の数で透明度を分割
// この時点では本体に対する割合のみを設定する。
// 透明度はリアルタイム計算であるため、実際はそちらで処理
afterimageData.opacityRate = 1 - (i + 1) / (afterimage + 1);
// 戦闘アニメーション実行リストに追加
dynamicAnimationList.push(afterimageData);
}
};
/**
* ●ダメージ処理用データの作成
*/
DynamicAnimation.prototype.makeDamageData = function (
baseAnimation,
dynamicAnimationList,
delay,
spriteAnimation
) {
// 単体ダメージか全体ダメージのいずれか
if (this.damage === undefined && this.damageAll === undefined) {
return;
// 全体時は初回以外は処理しない
} else if (this.damageAll != undefined && this.r > 0) {
return;
}
// ダメージ用のDynamicAnimationを作成値はほぼ空で問題ない
var damageData = new DynamicAnimation(
baseAnimation,
this.target,
this.r,
spriteAnimation,
null
);
// ダメージ表示フラグをオン
damageData.afterDamage = true;
// 各種演出を行わない。
damageData.isLimitEffect = true;
damageData.dispAnimation = false;
// trueならアニメーション終了に時間を合わせる
if (this.damage == true || this.damageAll == true) {
damageData.targetDelay = delay + spriteAnimation._duration;
// 数値なら指定のフレーム数で(全体)
} else if (this.damageAll != undefined) {
damageData.targetDelay = delay + this.damageAll * this.rate;
// 数値なら指定のフレーム数で(1回ずつ)
} else if (this.damage != undefined) {
damageData.targetDelay = delay + this.damage * this.rate;
}
// 戦闘アニメーション実行リストに追加
dynamicAnimationList.push(damageData);
};
/**
* ●プロパティをコピーする。
*/
DynamicAnimation.prototype.setProperties = function (source) {
// プロパティをコピー
Object.keys(source).forEach(function (key) {
// 値が存在する場合に設定
if (
source[key] !== undefined &&
source[key] !== null &&
source[key] !== ""
) {
this[key] = source[key];
}
}, this);
};
/**
* ●初回のみ取得する回転率
*/
DynamicAnimation.prototype.startRotation = function (rotation) {
if (this._startRotation == undefined) {
this._startRotation = rotation;
}
return this._startRotation;
};
// ランダム履歴上限
const RANDOM_HISTORY_MAX = 10;
/**
* ●ランダム関数
*/
BaseAnimation.prototype.makeBestRandom = function (
randomHistory,
xFlg,
yFlg
) {
// ランダム調整を行わない場合
if (!pRandomAdjust) {
return {
x: Math.random(),
y: Math.random(),
};
}
// ランダム許容基準値
var randomAdjust = pRandomAdjust;
// XY座標両方の場合は*2
if (xFlg && yFlg) {
randomAdjust *= 2;
}
var newHistory;
// 履歴候補リスト
var randomList = [];
// 初回の場合
if (randomHistory.length == 0) {
newHistory = {
x: Math.random(),
y: Math.random(),
};
randomHistory.push(newHistory);
return newHistory;
}
// 履歴上限を超えていたら一行削除
if (randomHistory.length >= RANDOM_HISTORY_MAX) {
randomHistory.shift();
}
// 乱数生成とりあえず10回まで
// ※この数値が大きいほど候補が増えるが、動作が重くなる可能性あり。
for (let i = 0; i < 10; i++) {
newHistory = {
x: Math.random(),
y: Math.random(),
diff: 0,
old: 0, // 数値が大きいほど古い
};
let worstDiff = undefined;
let worstOld = undefined;
// 生成した乱数が過去の値と適切に離れているか?
for (let j = 0; j < randomHistory.length; j++) {
let oldHistory = randomHistory[j];
let diffValue = undefined;
// XY両方
if (xFlg && yFlg) {
let xDiff = Math.abs(newHistory.x - oldHistory.x);
let yDiff = Math.abs(newHistory.y - oldHistory.y);
diffValue = xDiff + yDiff;
// Xのみ
} else if (xFlg) {
diffValue = Math.abs(newHistory.x - oldHistory.x);
// Yのみ
} else if (yFlg) {
diffValue = Math.abs(newHistory.y - oldHistory.y);
}
// 過去の乱数の優先度を上げる
diffValue += (randomHistory.length - 1 - j) / (RANDOM_HISTORY_MAX - 1);
// 過去の乱数値と比較し、最も密な場合の値を取得
if (worstDiff == undefined || diffValue < worstDiff) {
worstDiff = diffValue;
// 数値が大きいほど古い
worstOld = randomHistory.length - j;
}
}
newHistory.diff = worstDiff;
newHistory.old = worstOld;
randomList.push(newHistory);
}
// リストの中から許容基準を満たすものがあるかを探す。
var existBorderClear = randomList.some(function (r) {
return r.diff >= randomAdjust;
});
var choiceData;
// 許容基準を満たしている
if (existBorderClear) {
// 許容基準を満たすものだけでフィルタ
randomList = randomList.filter(function (r) {
return r.diff >= randomAdjust;
});
// ランダムに抽出
choiceData = randomList[Math.randomInt(randomList.length)];
// 許容基準を満たしていない
} else {
// ソートして先頭(最もマシな値)を取得
randomList.sort(function (a, b) {
return b.diff - a.diff;
});
choiceData = randomList[0];
}
randomHistory.push(choiceData);
return choiceData;
};
/**
* ●初回のみ取得するランダム関数
*/
DynamicAnimation.prototype.startRandom = function (key) {
// keyがある場合はそちらから取得
if (key != undefined) {
// Mapが未作成なら新規作成
if (this._startRandomMap == undefined) {
this._startRandomMap = new Map();
}
// keyが既に設定されている
if (this._startRandomMap.has(key)) {
// そのまま値を返す
return this._startRandomMap.get(key);
// 新規のキーならば
} else {
// ランダム値をセットして戻す
const val = Math.random();
this._startRandomMap.set(key, val);
return val;
}
}
// keyがなければ一つだけ生成
if (this._startRandom == undefined) {
var baseAnimation = this.baseAnimation;
// 調整ランダム値を取得
var val = getRandomAdjust(this.baseAnimation._startRandom);
baseAnimation._startRandom = val;
this._startRandom = val;
}
return this._startRandom;
};
/**
* ●初回のみ取得するランダム関数(短縮版)
*/
DynamicAnimation.prototype.random = function (key) {
return this.startRandom(key);
};
/**
* ●更新
* ※毎フレーム実行される処理
*/
var _Sprite_Battler_update = Sprite_Battler.prototype.update;
Sprite_Battler.prototype.update = function () {
// 元処理実行
_Sprite_Battler_update.call(this);
if (this._battler) {
// コモンイベント呼び出し追加
this.updateCommonEvents();
}
};
/**
* 【独自】コモンイベントを呼び出す。
*/
Sprite_Battler.prototype.updateCommonEvents = function () {
if (!this._commonEvents) {
return;
}
// イベント更新
for (var event of this._commonEvents) {
event.update();
}
// 実行リストが存在するイベントでフィルタリング
// ※event._interpreter._listがnullなら終了と見なす
this._commonEvents = this._commonEvents.filter(function (event) {
return event._interpreter._list;
});
};
/**
* ●コモンイベントの実行有効判定
*/
var _Game_CommonEvent_isActive = Game_CommonEvent.prototype.isActive;
Game_CommonEvent.prototype.isActive = function () {
// 強制実行フラグがONならtrue
if (this._isForceActive) {
return true;
}
return _Game_CommonEvent_isActive.call(this);
};
/**
* ●アニメーションが準備完了かどうか?
*/
var _Sprite_Animation_isReady = Sprite_Animation.prototype.isReady;
Sprite_Animation.prototype.isReady = function () {
// 既にロード済みのため無条件でtrue
if (this.dynamicAnimation) {
return true;
}
return _Sprite_Animation_isReady.call(this);
};
/**
* ●戦闘更新処理
*/
var _Spriteset_Base_update = Spriteset_Base.prototype.update;
Spriteset_Base.prototype.update = function () {
_Spriteset_Base_update.apply(this, arguments);
// DynamicAnimationリクエスト状態、かつ画像読込未完了
if (this._requestDynamicAnimation && !this._isDynamicAnimationReady) {
// 画像読込状態チェック
this._isDynamicAnimationReady = ImageManager.isReady();
}
};
/**
* ●アクション実行終了(バトラー共通)
*/
var _Game_Battler_performActionEnd = Game_Battler.prototype.performActionEnd;
Game_Battler.prototype.performActionEnd = function () {
// 元処理実行
_Game_Battler_performActionEnd.call(this);
};
/**
* 【独自定義】動的アニメーションをバトラーにセットする。
*/
Game_Battler.prototype.setDynamicAnimation = function (dynamicAnimation) {
// 対象がアクターなら左右反転を行う。
if (!dynamicAnimation.noMirror) {
const mirroring = dynamicAnimation.getMirroring();
if (mirroring == -1) {
dynamicAnimation.mirror = !dynamicAnimation.mirror;
}
}
let delay = dynamicAnimation.targetDelay;
const mapAnimation = dynamicAnimation.baseAnimation.mapAnimation;
// 開始時間が設定されている場合、始動を早める。
if (mapAnimation && mapAnimation.startTiming) {
const startDuration =
mapAnimation.startTiming * dynamicAnimation.baseAnimation.basicRate;
delay -= startDuration;
if (delay < 0) {
delay = 0;
}
}
const data = {
animationId: dynamicAnimation.id,
mirror: dynamicAnimation.mirror,
delay: delay,
dynamicAnimation: dynamicAnimation,
};
this._animations.push(data);
};
/**
* ●アニメーション更新
*/
var _Sprite_Battler_updateAnimation =
Sprite_Battler.prototype.updateAnimation;
Sprite_Battler.prototype.updateAnimation = function () {
if (
BattleManager._spriteset &&
BattleManager._spriteset._requestDynamicAnimation
) {
this.setupDynamicAnimation();
return;
}
_Sprite_Battler_updateAnimation.apply(this, arguments);
};
/**
* ●アニメーション呼び出し
*/
Sprite_Battler.prototype.setupDynamicAnimation = function () {
const spriteset = getSpriteset();
// 準備完了ではない場合は処理しない。
if (!spriteset._isDynamicAnimationReady) {
return;
}
// delayの昇順でソートする。
// ※DynamicAnimationだけならこの処理は不要だが、外部から他のアニメーションが呼び出された場合を考慮
if (this.isAnimationRequested()) {
this.animations().sort(function (a, b) {
return a.delay - b.delay;
});
}
// アニメーションが予約されている限り実行
while (this.isAnimationRequested()) {
// 次に処理されるアニメーション情報
const nextAnimation = this.animations()[0];
// まだ時間でない場合は処理しない
if (nextAnimation.delay > 0) {
// 時間経過へ
break;
}
// 実行条件を満たしたのでshiftする。
var data = this._battler.shiftAnimation();
var animation = $dataAnimations[data.animationId];
var mirror = data.mirror;
// タイミング制御は既に行っているため即時実行
var delay = 0;
// 動的アニメーションをセットする。
this.startDynamicAnimation(
animation,
mirror,
delay,
data.dynamicAnimation
);
}
// 時間経過
for (const animation of this.animations()) {
animation.delay--;
}
};
/**
* ●処理中かどうか?
*/
const _BattleManager_isBusy = BattleManager.isBusy;
BattleManager.isBusy = function () {
// DynamicAnimationの再生中判定
if (this._spriteset.isDynamicAnimationPlaying()) {
return true;
}
return _BattleManager_isBusy.apply(this, arguments);
};
/**
* 【独自】DynamicAnimationの再生中判定
* ※isAnimationPlayingは状況によっては確実に通らないため、
*  別に独自実装する。
*/
Spriteset_Base.prototype.isDynamicAnimationPlaying = function () {
if (this._requestDynamicAnimation) {
// アニメーションのリクエスト待ちを行うかどうか?
var isAnimationRequestWait = this.characterSprites().some(function (
sprite
) {
return sprite.isAnimationRequestWait();
});
if (isAnimationRequestWait) {
return true;
}
// リクエスト中のアニメーションが存在するか?
var isAnimationRequested = this.characterSprites().some(function (
sprite
) {
return sprite.isAnimationRequested();
});
if (!isAnimationRequested) {
// リクエストがなくなればフラグクリア
this._requestDynamicAnimation = undefined;
}
}
return false;
};
/**
* ●アニメーションの実行中判定
* ※実際にはアクション実行の終了判定に使う。
*/
const _Sprite_Base_isAnimationPlaying =
Sprite_Base.prototype.isAnimationPlaying;
Sprite_Base.prototype.isAnimationPlaying = function () {
// 全てのアニメーションがnoWaitならば待たない。
const isNoWaitInAction = this._animationSprites.every(function (sprite) {
return (
sprite.dynamicAnimation && sprite.dynamicAnimation.isNoWaitInAction()
);
});
if (isNoWaitInAction) {
return false;
}
return _Sprite_Base_isAnimationPlaying.apply(this, arguments);
};
/**
* ●アクション中にアニメーション待ちしないかどうか?
*/
DynamicAnimation.prototype.isNoWaitInAction = function () {
// ウェイトなしの場合に加えて、並列実行の場合も待たない。
// 並列実行からのアニメーションで動作が止まらないようにする。
return this.noWait || this.isParallel;
};
/**
* 【独自】アニメーションのリクエストによるウェイトが必要かどうか?
*/
Sprite_Battler.prototype.isAnimationRequestWait = function () {
// リクエストが存在する。
if (this.isAnimationRequested()) {
// noWaitのDynamicAnimationのみならばウェイトなし
const noWait = this.animations().every(function (animation) {
return (
animation.dynamicAnimation &&
animation.dynamicAnimation.isNoWaitInAction()
);
});
if (!noWait) {
return true;
}
}
return false;
};
/**
* 【独自】アニメーションがリクエスト中か?
*/
Sprite_Battler.prototype.isAnimationRequested = function () {
return this.animations().length > 0;
};
/**
* 【独自】アニメーション情報取得
*/
Sprite_Battler.prototype.animations = function () {
const battler = this._battler;
// バトラーが取得できなければ空の配列
if (!battler) {
return [];
}
return battler._animations;
};
/**
* 【独自】動的アニメーションの呼び出し
* ※外部プラグインからアニメーションが呼び出された場合、
*  dynamicAnimationを保有しないパターンもありえるので注意
*/
Sprite_Battler.prototype.startDynamicAnimation = function (
animation,
mirror,
delay,
dynamicAnimation
) {
var sprite = new Sprite_Animation();
sprite.dynamicAnimation = dynamicAnimation;
sprite.setup(this._effectTarget, animation, mirror, delay);
this.parent.addChild(sprite);
this._animationSprites.push(sprite);
sprite.visible = this._battler.isSpriteVisible();
// ウェイト用の設定
// ※NRP_DynamicAnimationMap用
if (dynamicAnimation && !dynamicAnimation.noWait) {
const interpreter = dynamicAnimation.interpreter;
// プラグインコマンドから起動した場合
if (interpreter) {
interpreter.setDynamicDuration(dynamicAnimation);
}
}
};
/**
* ●継続時間の設定
*/
var _Sprite_Animation_setupDuration =
Sprite_Animation.prototype.setupDuration;
Sprite_Animation.prototype.setupDuration = function () {
_Sprite_Animation_setupDuration.call(this);
// 全体の継続時間を保持しておく。
this._allDuration = this._duration;
};
/**
* ●アニメーションのスプライト作成
*/
var _Sprite_Animation_createSprites =
Sprite_Animation.prototype.createSprites;
Sprite_Animation.prototype.createSprites = function () {
// 画面アニメーションでも初回(または主対象)は強制スプライト生成
if (this.dynamicAnimation) {
// trueとfalseで分岐
if (this.dynamicAnimation.dispAnimation == true) {
this.createCellSprites();
this.createScreenFlashSprite();
this._duplicated = false;
// 対象外なのでスプライトを作らない
} else {
// 複製フラグ(対象フラッシュだけを行う)
this._duplicated = true;
}
return;
}
// 元処理実行
_Sprite_Animation_createSprites.call(this);
};
/**
* ●アニメーションのセットアップ
*/
var _Sprite_Animation_setup = Sprite_Animation.prototype.setup;
Sprite_Animation.prototype.setup = function (
target,
animation,
mirror,
delay
) {
_Sprite_Animation_setup.call(this, target, animation, mirror, delay);
// レート指定があれば、それで上書き
if (
this._animation &&
this.dynamicAnimation &&
this.dynamicAnimation.rate
) {
this._rate = this.dynamicAnimation.rate;
// アニメーションの継続時間を再計算
this.setupDuration();
}
};
/**
* ●アニメーション更新メイン
*/
var _Sprite_Animation_updateMain = Sprite_Animation.prototype.updateMain;
Sprite_Animation.prototype.updateMain = function () {
if (this.dynamicAnimation) {
// 処理開始時
if (this._allDuration == this._duration) {
// 実行前に計算
this.dynamicAnimation.evaluate(this);
}
}
// 元処理実行
_Sprite_Animation_updateMain.call(this);
};
/**
* ●アニメーションの描画
* ※1/60秒ごとに実行される。
*/
var _Sprite_Animation_updatePosition =
Sprite_Animation.prototype.updatePosition;
Sprite_Animation.prototype.updatePosition = function () {
_Sprite_Animation_updatePosition.call(this);
// 当プラグイン用の更新処理を実行
if (this.dynamicAnimation && this.dynamicAnimation.dispAnimation) {
this.updateDynamicAnimation();
}
};
/**
* ●動的アニメーションの描画
* ※1/60秒ごとに実行される。
*/
Sprite_Animation.prototype.updateDynamicAnimation = function () {
var da = this.dynamicAnimation;
var a = da.referenceSubject;
var b = da.referenceTarget;
var dataA = da.dataA;
var repeat = da.repeat;
var no = da.no; // 現在のD-Animation番号
var r = da.r; // 現在のリピート回数
var t = this._allDuration - this._duration - 1; // 現在の経過時間
var et = this._allDuration - 1; // 終了時間
var position = da.position; // 位置
var mirroring = da.mirroring; // ミラーリング
// 標準ターゲット座標取得
var screenX = da.screenX;
var screenY = da.screenY;
var defaultX = da.defaultX;
var defaultY = da.defaultY;
var targetNo = da.targetNo;
// 始点
var sx = da.sx;
var sy = da.sy;
// 終点
var ex = da.ex;
var ey = da.ey;
var arcX = da.arcX;
var arcY = da.arcY;
// リアルタイム
var addX = da.addX;
var addY = da.addY;
var dx = da.dx;
var dy = da.dy;
var rotation = da.rotation;
var opacity = da.opacity;
var arrival = da.arrival;
var scale = da.scale;
var scaleX = da.scaleX;
var scaleY = da.scaleY;
// リアルタイム円
var radiusX = da.radiusX;
var radiusY = da.radiusY;
var radX = da.radX;
var radY = da.radY;
var initRadX = da.initRadX;
var initRadY = da.initRadY;
// マップ用項目
const onScroll = da.onScroll;
// 前回の位置が存在しない場合は開始地点
if (this.beforeX == undefined) {
this.beforeX = sx;
}
if (this.beforeY == undefined) {
this.beforeY = sy;
}
// 到着フレーム数の指定がある場合
if (arrival != undefined) {
// レート分、倍にしておく。
// tが0始まりのため、到着時間も-1調整
arrival = arrival * this._rate - 1;
// ない場足は終了時間を設定
} else {
arrival = et;
}
// X座標の計算式の指定がある場合
if (dx != undefined) {
this.x = eval(dx);
// X座標の始点・終点が等しい場合
} else if (sx == ex) {
this.x = sx;
// X座標の始点・終点指定がある場合
} else if (sx != undefined && ex != undefined) {
// 到着時間をかけて、終了地点まで移動する。
this.x = sx + ((ex - sx) * Math.min(t, arrival)) / arrival;
}
// Y座標の計算式の指定がある場合
if (dy != undefined) {
this.y = eval(dy);
// Y座標の始点・終点が等しい場合
} else if (sy == ey) {
this.y = sy;
// Y座標の始点・終点指定がある場合
} else if (sy != undefined && ey != undefined) {
// 到着時間をかけて、終点まで移動する。
this.y = sy + ((ey - sy) * Math.min(t, arrival)) / arrival;
}
// 放物線補正があれば加算
if (arcX) {
this.x +=
(-arcX / Math.pow(arrival / 2, 2)) *
Math.pow(Math.min(t, arrival) - arrival / 2, 2) +
arcX;
}
if (arcY) {
this.y +=
(-arcY / Math.pow(arrival / 2, 2)) *
Math.pow(Math.min(t, arrival) - arrival / 2, 2) +
arcY;
}
// 円運動
if (radiusX) {
if (!radX) {
radX = 0;
}
this.x += eval(radiusX) * Math.cos(initRadX + eval(radX));
}
if (radiusY) {
if (!radY) {
radY = 0;
}
this.y += eval(radiusY) * Math.sin(initRadY + eval(radY));
}
// 座標補正があれば加算
if (addX) {
this.x += eval(addX);
}
if (addY) {
this.y += eval(addY);
}
// 回転率
if (rotation != undefined) {
this.rotation = eval(rotation);
}
// 不透明度
if (opacity != undefined) {
opacity = eval(opacity);
if (opacity != undefined) {
this.opacity = opacity;
}
}
// 残像の不透明度計算
if (da.isAfterimage) {
if (opacity == undefined) {
opacity = 255;
}
this.opacity = opacity * da.opacityRate;
}
// サイズ変更
if (scale != undefined || scaleX != undefined || scaleY != undefined) {
let setScaleX = 1;
let setScaleY = 1;
// 全体
if (scale != undefined) {
setScaleX = eval(scale);
setScaleY = eval(scale);
}
// X方向
if (scaleX != undefined) {
setScaleX = eval(scaleX);
}
// Y方向
if (scaleY != undefined) {
setScaleY = eval(scaleY);
}
this.scale = new PIXI.Point(setScaleX, setScaleY);
}
// Z座標
if (da.z != undefined) {
this.z = eval(da.z);
}
// スクリプト(リアルタイム)
if (da.scriptRT) {
eval(da.scriptRT);
}
// 前回の位置を保持
this.beforeX = this.x;
this.beforeY = this.y;
// 初期位置からのスクロール差分を加算
if (onScroll) {
this.x += da.diffScreenX();
this.y += da.diffScreenY();
}
};
/**
* ●初期位置からのスクロール差分X座標(ピクセル)を取得する。
*/
DynamicAnimation.prototype.diffScreenX = function () {
// 現在の画面座標を取得
const screenX = $gameMap.displayX() * $gameMap.tileWidth();
// アニメーションの初期位置と現在位置の差
let diffScreenX = this.originalScreenX - screenX;
// 現在の画面座標と前回の画面座標を比較(1フレームでの差分)
let diffFrameX = this.beforeScreenX - screenX;
// Y座標の差分を保持
this.beforeScreenX = screenX;
// マップ全体の横幅(ピクセル)
const mapWidth = $gameMap.width() * $gameMap.tileWidth();
// 1フレームで全体座標の半分以上を移動した
// →ループフラグをオン
if (diffFrameX > mapWidth / 2) {
this._mapLoopedX = true;
} else if (diffFrameX < (mapWidth / 2) * -1) {
this._mapLoopedX = true;
}
// 初期位置との比較で、全体座標の半分以上を移動した
// →ループしたとみなして補正
if (this._mapLoopedX) {
if (diffScreenX > mapWidth / 2) {
diffScreenX -= mapWidth;
} else if (diffScreenX < (mapWidth / 2) * -1) {
diffScreenX += mapWidth;
}
}
return diffScreenX;
};
/**
* ●初期位置からのスクロール差分Y座標(ピクセル)を取得する。
*/
DynamicAnimation.prototype.diffScreenY = function () {
// 現在の画面座標を取得
const screenY = $gameMap.displayY() * $gameMap.tileHeight();
// アニメーションの初期位置と現在位置の差分
let diffScreenY = this.originalScreenY - screenY;
// 現在の画面座標と前回の画面座標を比較(1フレームでの差分)
let diffFrameY = this.beforeScreenY - screenY;
// Y座標の差分を保持
this.beforeScreenY = screenY;
// マップ全体の縦幅(ピクセル)
const mapHeight = $gameMap.height() * $gameMap.tileHeight();
// 1フレームで全体座標の半分以上を移動した
// →ループフラグをオン
if (diffFrameY > mapHeight / 2) {
this._mapLoopedY = true;
} else if (diffFrameY < (mapHeight / 2) * -1) {
this._mapLoopedY = true;
}
// 初期位置との比較で、全体座標の半分以上を移動した
// →ループしたとみなして補正
if (this._mapLoopedY) {
if (diffScreenY > mapHeight / 2) {
diffScreenY -= mapHeight;
} else if (diffScreenY < (mapHeight / 2) * -1) {
diffScreenY += mapHeight;
}
}
return diffScreenY;
};
/**
* ●座標反転するかどうかを判定する。
* ※反転時は-1を返す。
*/
DynamicAnimation.prototype.getMirroring = function () {
const subject = this.referenceSubject;
const target = this.referenceTarget;
// サイドが同じなら反転しない場合
if (this.isNoMirrorForFriend()) {
// アクター同士の場合は反転しない。
if (subject.isActor() && target.isActor()) {
return 1;
// 敵同士の場合は反転する。
} else if (subject.isEnemy() && target.isEnemy()) {
return -1;
}
}
if (target.isActor()) {
// 反転
return -1;
}
return 1;
};
/**
* ●味方同士の場合、左右反転しないかどうか?
*/
DynamicAnimation.prototype.isNoMirrorForFriend = function () {
const action = this.baseAnimation.action;
// 左右反転しない。
if (action.existDynamicSetting("NoMirrorForFriend")) {
return true;
// 左右反転する。
} else if (action.existDynamicSetting("MirrorForFriend")) {
return false;
}
// それ以外はパラメータの設定
return pNoMirrorForFriend;
};
/**
* ●アニメーションセルの更新
*/
const _Sprite_Animation_updateCellSprite =
Sprite_Animation.prototype.updateCellSprite;
Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) {
_Sprite_Animation_updateCellSprite.call(this, sprite, cell);
const pattern = cell[0];
if (pattern >= 0 && this.dynamicAnimation) {
var da = this.dynamicAnimation;
var r = da.r; // 現在のリピート回数
var t = this._allDuration - this._duration - 1; // 現在の経過時間
var et = this._allDuration - 1; // 終了時間
// 色調変更
if (da.color != undefined) {
// 色調変更すると合成方法がクリアされるので保持&再設定
const blendMode = sprite.blendMode;
sprite.setBlendColor(eval(da.color));
sprite.blendMode = blendMode;
}
// セルアニメの切り取り描画
// ※いずれかの入力がある場合のみ実行
if (da.cellStartX || da.cellStartY || da.cellEndX || da.cellEndY) {
const sx = (pattern % 5) * 192;
const sy = Math.floor((pattern % 100) / 5) * 192;
let cellStartX = eval(da.cellStartX);
let cellEndX = eval(da.cellEndX);
let cellStartY = eval(da.cellStartY);
let cellEndY = eval(da.cellEndY);
// nullチェック
cellStartX = cellStartX != null ? cellStartX : 0;
cellEndX = cellEndX != null ? cellEndX : 1;
cellStartY = cellStartY != null ? cellStartY : 0;
cellEndY = cellEndY != null ? cellEndY : 1;
// 値を0~1の範囲に調整する。
cellStartX = cellStartX.clamp(0, 1);
cellEndX = cellEndX.clamp(0, 1) - cellStartX;
cellStartY = cellStartY.clamp(0, 1);
cellEndY = cellEndY.clamp(0, 1) - cellStartY;
sprite.setFrame(
sx + cellStartX * 192,
sy + cellStartY * 192,
cellEndX * 192,
cellEndY * 192
);
}
// 並び替え用のY座標を下端に調整
if (pSortPriorityByBottom) {
// ※セルを削った分だけ基準位置を調整しないと表示順がおかしくなる。
const d = (sprite._frame.height / 2) * this.scale.y;
this.sortY = this.y + d;
}
}
};
/**
* ●フラッシュや効果音などの制御
*/
var _Sprite_Animation_processTimingData =
Sprite_Animation.prototype.processTimingData;
Sprite_Animation.prototype.processTimingData = function (timing) {
// 演出制限フラグが立っているなら処理終了
if (this.dynamicAnimation && this.dynamicAnimation.isLimitEffect) {
return;
}
// 効果音演奏時
if (!this._duplicated && timing.se) {
// 効果音制限フラグが立っているなら、演出処理の呼び出しをして処理終了
// ※やや冗長だけど競合を極力抑えるため……。
if (this.dynamicAnimation && this.dynamicAnimation.isLimitSound) {
var duration = timing.flashDuration * this._rate;
switch (timing.flashScope) {
case 1:
this.startFlash(timing.flashColor, duration);
break;
case 2:
this.startScreenFlash(timing.flashColor, duration);
break;
case 3:
this.startHiding(duration);
break;
}
return;
}
}
// 元処理実行
_Sprite_Animation_processTimingData.call(this, timing);
};
/**
* ●対象のフラッシュ
*/
var _Sprite_Animation_startFlash = Sprite_Animation.prototype.startFlash;
Sprite_Animation.prototype.startFlash = function (color, duration) {
// フラッシュ制限フラグが立っているなら処理終了
if (this.dynamicAnimation && this.dynamicAnimation.isLimitFlash) {
return;
}
// 元処理実行
_Sprite_Animation_startFlash.call(this, color, duration);
};
/**
* ●対象非表示
*/
var _Sprite_Animation_startHiding = Sprite_Animation.prototype.startHiding;
Sprite_Animation.prototype.startHiding = function (duration) {
// フラッシュ制限フラグが立っているなら処理終了
if (this.dynamicAnimation && this.dynamicAnimation.isLimitFlash) {
return;
}
// 元処理実行
_Sprite_Animation_startHiding.call(this, duration);
};
/**
* アニメーションの削除
*/
var _Sprite_Animation_remove = Sprite_Animation.prototype.remove;
Sprite_Animation.prototype.remove = function () {
if (this.dynamicAnimation && this.parent && this.parent.removeChild(this)) {
// 最終リピートの場合のみ戻し処理を実行
if (this.dynamicAnimation.isLastRepeat) {
// アニメーションの削除時に色調&表示状態を戻す(デフォルト処理)
this._target.setBlendColor([0, 0, 0, 0]);
this._target.show();
}
return;
}
// 元処理実行
_Sprite_Animation_remove.call(this);
};
/**
* ●画面のフラッシュ
*/
var _Sprite_Animation_startScreenFlash =
Sprite_Animation.prototype.startScreenFlash;
Sprite_Animation.prototype.startScreenFlash = function (color, duration) {
// フラッシュ制限フラグが立っているなら処理終了
if (this.dynamicAnimation && this.dynamicAnimation.isLimitFlash) {
return;
}
// 元処理実行
_Sprite_Animation_startScreenFlash.call(this, color, duration);
};
/**
* 【独自】効果音の事前読込
*/
AudioManager.preloadSe = function (se) {
if (se.name) {
var buffer = this.createBuffer("se", se.name);
this.updateSeParameters(buffer, se);
}
};
/**
* ●更新メイン
*/
var _Sprite_Battler_updateMain = Sprite_Battler.prototype.updateMain;
Sprite_Battler.prototype.updateMain = function () {
_Sprite_Battler_updateMain.apply(this);
// スプライトの必要情報をバトラー本体へ反映
this.setBattlerData();
};
/**
* 【独自】スプライトの必要情報をバトラー本体へ反映
*/
Sprite_Battler.prototype.setBattlerData = function () {
this._battler.x = this.x;
this._battler.y = this.y;
this._battler.z = this.z;
this._battler._homeX = this._homeX;
this._battler._homeY = this._homeY;
this._battler.width = this.getMain().width;
this._battler.height = this.getMain().height;
// 拡大率を考慮
if (pConsiderTargetScale) {
this._battler.width *= Math.abs(this.getMain().scale.x);
this._battler.height *= Math.abs(this.getMain().scale.y);
}
};
/**
* 【独自】互換性を確保するため追加
*/
Sprite_Actor.prototype.isActor = function () {
return true;
};
Sprite_Actor.prototype.isEnemy = function () {
return false;
};
Sprite_Enemy.prototype.isActor = function () {
return false;
};
Sprite_Enemy.prototype.isEnemy = function () {
return true;
};
/**
* 1:バトラー取得用の互換性対応
* ※色々と無理矢理ですが、ご容赦ください。
*/
if (pReferenceBattler == 1) {
/**
* ●戦闘開始時
*/
var _Game_Actor_onBattleStart = Game_Actor.prototype.onBattleStart;
Game_Actor.prototype.onBattleStart = function () {
_Game_Actor_onBattleStart.apply(this, arguments);
// 互換性を確保するため、参照用ダミーデータを作成
this._battler = new Game_Actor(this._actorId);
this._battler._index = this.index();
this._battler._isDynamicDummy = true;
this._actor = this._battler;
};
var _Game_Enemy_onBattleStart = Game_Enemy.prototype.onBattleStart;
Game_Enemy.prototype.onBattleStart = function () {
_Game_Enemy_onBattleStart.apply(this, arguments);
// 互換性を確保するため、参照用ダミーデータを作成
this._battler = new Game_Enemy(this._enemyId, 0, 0);
this._battler._index = this.index();
this._battler._isDynamicDummy = true;
this._enemy = this._battler;
};
/**
* ●インデックス
*/
var _Game_Actor_index = Game_Actor.prototype.index;
Game_Actor.prototype.index = function () {
if (this._isDynamicDummy) {
for (let member of $gameParty.members()) {
if (this.actorId() == member.actorId()) {
return member.index();
}
}
}
return _Game_Actor_index.apply(this, arguments);
};
var _Game_Enemy_index = Game_Enemy.prototype.index;
Game_Enemy.prototype.index = function () {
if (this._isDynamicDummy) {
return this._index;
}
return _Game_Enemy_index.apply(this, arguments);
};
}
/**
* ●戦闘終了時
*/
var _Game_Actor_onBattleEnd = Game_Actor.prototype.onBattleEnd;
Game_Actor.prototype.onBattleEnd = function () {
_Game_Actor_onBattleEnd.apply(this, arguments);
// 不要変数の初期化
// ※やらないとセーブデータにゴミが入る
this._battler = undefined;
this._actor = undefined;
this._animations = [];
};
/**
* ●調整ランダム値の取得
*/
function getRandomAdjust(oldVal) {
var val;
if (oldVal == undefined || !pRandomAdjust) {
val = Math.random();
} else {
val = Math.random();
// makeBestRandomで制御するため処理廃止
// // 前回と同じような値を取った場合は調整
// if (Math.abs(oldVal - val) <= pRandomAdjust) {
// // 0.2 -> 0.7, 0.8 -> 0.3というように反対側の値を取得
// val = (val + 0.5) % 1;
// }
}
return val;
}
/**
* ●参照用のバトラーを取得する
* ※バトラー本体かスプライトか?
*/
function getReferenceBattler(battler) {
// マップ中はスプライトを取得
// ※Game_Characterのx,yはグリッド座標になってしまうため、
// 画面座標を参照できるスプライトを参照する。
if (!$gameParty.inBattle()) {
return getBattlerSprite(battler);
}
// 1:バトラー取得
if (pReferenceBattler == 1) {
return battler;
}
// 0:スプライト取得
return getBattlerSprite(battler);
}
/**
* ●指定したバトラーのスプライトを取得する。
*/
function getBattlerSprite(battler) {
if (!battler) {
return undefined;
}
var sprites;
const spriteset = getSpriteset();
// マップ上ではキャラクタースプライトを返す。
if (!$gameParty.inBattle()) {
sprites = spriteset._characterSprites;
// 戦闘中はバトラースプライトを返す。
} else {
sprites = spriteset.battlerSprites();
}
// 一致があれば返す
const sprite = sprites.find(function (s) {
return s._battler == battler || s._character == battler;
});
// アクタースプライトのサイズを設定する。
setActorSpriteSize(sprite);
return sprite;
}
/**
* 指定したアクタースプライトのサイズを設定する。
*/
function setActorSpriteSize(sprite) {
if (sprite && sprite._battler && sprite._battler.isActor()) {
// Sprite_Actorのサイズが取れないのでeffectTargetのものをセットする。
// やや強引かも……。
sprite.width = sprite._effectTarget.width;
sprite.height = sprite._effectTarget.height;
}
}
/**
* ●位置の指定がある場合のみ関数定義
*/
if (pFvActorHomeX && pFvActorHomeY) {
var _Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
Sprite_Actor.prototype.setActorHome = function (index) {
// フロントビューの場合、位置を設定
if (!$gameSystem.isSideView()) {
this.setHome(eval(pFvActorHomeX), eval(pFvActorHomeY));
return;
}
// this.setHome(600 + index * 32, 280 + index * 48);
// 元処理実行
_Sprite_Actor_setActorHome.call(this, index);
};
}
/**
* 【独自】アニメの対象となるキャラのスプライトを返す
*/
Spriteset_Map.prototype.characterSprites = function () {
return this._characterSprites;
};
/**
* 【独自】アニメの対象となるキャラのスプライトを返す
*/
Spriteset_Battle.prototype.characterSprites = function () {
return this.battlerSprites();
};
/**
* ●現在の画面のSpritesetを取得する。
*/
function getSpriteset() {
// 戦闘
if ($gameParty.inBattle()) {
return BattleManager._spriteset;
// マップ
} else {
return SceneManager._scene._spriteset;
}
}
/**
* 【独自】バトラーの主体となるスプライトを取得
* ※に合わせてmainSprite()にしたかったが、VE系とかぶるので変更……。
*/
Sprite_Battler.prototype.getMain = function () {
return this._effectTarget;
};
//-----------------------------------------------
// ダメージ処理関連
//-----------------------------------------------
/**
* 【独自】DynamicAnimationの途中でダメージ制御を行う
* ※この処理はDynamicMotionからも呼ばれる想定
*  そのため、dynamicActionの型はDynamicAnimation, DynamicMotionの両方となる。
*/
BattleManager.dynamicDamageControl = function (dynamicAction) {
// 戦闘中以外は処理しない
if (!$gameParty.inBattle()) {
return;
}
// 全体ダメージ処理の実行(通常のダメージ処理を先行呼び出し)
if (dynamicAction.damageAll) {
this._updateDamage = true;
// ダメージ処理の実行(一回ずつ)
} else if (dynamicAction.damage) {
this.isDynamicCallDamage(dynamicAction);
}
};
/**
* ●毎フレーム実行される戦闘経過処理
* ※モーション中のダメージ表示用に処理追加
*/
const _Scene_Battle_updateBattleProcess =
Scene_Battle.prototype.updateBattleProcess;
Scene_Battle.prototype.updateBattleProcess = function () {
if (
!this.isAnyInputWindowActive() ||
BattleManager.isAborting() ||
BattleManager.isBattleEnd()
) {
// ダメージ更新処理の実行
if (BattleManager.updateDynamicDamage()) {
return;
}
}
// 元処理実行
_Scene_Battle_updateBattleProcess.call(this);
};
/**
* 【独自】モーション中でもダメージ表示を行うために
* isBusy()からthis._spriteset.isBusy()を削除した版
*/
BattleManager.isDynamicDamageBusy = function () {
return $gameMessage.isBusy() || this._logWindow.isBusy();
};
/**
* 【独自】全体ダメージ更新処理
*/
BattleManager.updateDynamicDamage = function () {
// ダメージ処理フラグがONの場合
if (this._updateDamage) {
if (!this.isDynamicDamageBusy() && !this.updateEvent()) {
// 既に処理が終わっているなら、ダメージ処理フラグをOFFして何もしない
if (this._targets.length == 0) {
this._updateDamage = false;
return true;
}
// ダメージ処理
this.updateAction();
// 処理が終わったなら、ダメージ処理フラグをOFF
if (this._targets.length == 0) {
this._updateDamage = false;
}
}
return true;
}
};
/**
* 【独自】ダメージ処理の実行
*/
BattleManager.isDynamicCallDamage = function (dynamicAction) {
const action = this._action;
const subject = this._subject;
const targets = this._targets;
// 対象がなければ終了
if (!targets || !targets.length) {
return;
}
// ランダム型の場合
if (action.isForRandom()) {
// 一体ずつダメージ処理
const target = targets.shift();
this.invokeAction(subject, target);
return;
}
// 範囲に従ってダメージ処理
// 重複ターゲットを削除して再作成
const distinctTargets = targets.filter(function (target, i) {
return targets.indexOf(target) == i;
});
// 対象の人数分実行
for (const target of distinctTargets) {
// 処理した要素を削除
for (let i = 0; i < targets.length; i++) {
const t = targets[i];
// 一致した最初の1件を削除
if (t == target) {
targets.splice(i, 1);
break;
}
}
// ダメージ処理実行
this.invokeAction(subject, target);
}
};
})();