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

1511 lines
44 KiB
JavaScript

/*
* ==============================================================================
* ** Victor Engine MV - Basic Module
* ------------------------------------------------------------------------------
* VE_BasicModule.js
* ==============================================================================
*/
var Imported = Imported || {};
Imported["VE - Basic Module"] = "1.23";
var VictorEngine = VictorEngine || {};
VictorEngine.BasicModule = VictorEngine.BasicModule || {};
(function () {
VictorEngine.BasicModule.loadDatabase = DataManager.loadDatabase;
DataManager.loadDatabase = function () {
VictorEngine.BasicModule.loadDatabase.call(this);
PluginManager.requiredPlugin.call(PluginManager, "VE - Basic Module");
};
PluginManager.requiredPlugin = function (name, required, version) {
VictorEngine.BasicModule.checkPlugins(name, required, version);
};
})();
/*:
* ==============================================================================
* @plugindesc v1.23 - Plugin with base code required for all Victor Engine plugins.
* @author Victor Sant
*
* @param == Trait Names ==
*
* @param Hit Rate Name
* @desc 'Hit Rate' Ex-Parameter name shown on windows.
* @default Hit
*
* @param Evasion Rate Name
* @desc 'Evasion Rate' Ex-Parameter name shown on windows.
* @default Evasion
*
* @param Critical Rate Name
* @desc 'Critical Rate' Ex-Parameter name shown on windows.
* @default Critical
*
* @param Critical Evasion Name
* @desc 'Critical Evasion' Ex-Parameter name shown on windows.
* @default C. Evasion
*
* @param Magic Evasion Name
* @desc 'Magic Evasion' Ex-Parameter name shown on windows.
* @default M. Evasion
*
* @param Magic Reflection Name
* @desc 'Magic Reflection' Ex-Parameter name shown on windows.
* @default M. Reflection
*
* @param Counter Attack Name
* @desc 'Counter Attack' Ex-Parameter name shown on windows.
* @default Counter
*
* @param HP Regeneration Name
* @desc 'HP Regeneration' Ex-Parameter name shown on windows.
* @default HP Regen
*
* @param MP Regeneration Name
* @desc 'MP Regeneration' Ex-Parameter name shown on windows.
* @default MP Regen
*
* @param TP Regeneration Name
* @desc 'TP Regeneration' Ex-Parameter name shown on windows.
* @default TP Regen
*
* @param Target Rate Name
* @desc 'Target Rate' Sp-Parameter name shown on windows.
* @default Target Rate
*
* @param Guard Rate Name
* @desc 'Guard Rate' Sp-Parameter name shown on windows.
* @default Guard Rate
*
* @param Recovery Effect Name
* @desc 'Recovery Effect' Sp-Parameter name shown on windows.
* @default Recovery
*
* @param Pharmacology Name
* @desc 'Pharmacology' Sp-Parameter name shown on windows.
* @default Pharmacology
*
* @param MP Cost Rate Name
* @desc 'MP Cost Rate' Sp-Parameter name shown on windows.
* @default MP Cost
*
* @param TP Charge Rate Name
* @desc 'TP Charge Rate' Sp-Parameter name shown on windows.
* @default TP Charge
*
* @param Physical Damage Name
* @desc 'Physical Damage' Sp-Parameter name shown on windows.
* @default Physical Damage
*
* @param Magical Damage Name
* @desc 'Magical Damage' Sp-Parameter name shown on windows.
* @default Magical Damage
*
* @param Floor Damage Name
* @desc 'Floor Damage' Sp-Parameter name shown on windows.
* @default Floor Damage
*
* @param Experience Rate Name
* @desc 'Experience Rate' Sp-Parameter name shown on windows.
* @default Exp. Rate
*
* ==============================================================================
* @help
* ==============================================================================
* Install this plugin above any other Victor Engine plugin.
* ==============================================================================
*
* ==============================================================================
* Version History:
* ------------------------------------------------------------------------------
* v 1.00 - 2015.11.26 > First release.
* v 1.01 - 2015.11.29 > Added function to get database objects.
* v 1.02 - 2015.12.07 > Added function to get multiples elements.
* > Added check for plugin correct order.
* v 1.03 - 2015.12.13 > Added function to get page comments.
* v 1.04 - 2015.12.21 > Added function to check only relevant objects.
* v 1.05 - 2015.12.25 > Added check to wait bitmap loading.
* v 1.06 - 2015.12.31 > Added rgb to hex and hex to rgb functions.
* > Added function to get plugins parameters.
* v 1.07 - 2016.01.07 > Fixed issue with plugin order checks.
* v 1.08 - 2016.01.17 > Added function to get BattleLog method index.
* > Added function to insert methods on BattleLog.
* v 1.09 - 2016.01.24 > Added function to set wait for animations.
* v 1.10 - 2016.02.05 > Added function to get values from regex.
* v 1.11 - 2016.02.10 > Added function to capitalize texts.
* > Added Plugin Parameter to set trait display names.
* v 1.12 - 2016.02.18 > Added function to get parameter names.
* v 1.13 - 2016.02.26 > Added functions to setup battler direction.
* v 1.14 - 2016.03.15 > Added functions to check opponents.
* v 1.15 - 2016.03.18 > Added function for compatibility with YEP.
* v 1.16 - 2016.03.23 > Added function to replace mathods.
* Added functions for dynamic motions.
* v 1.17 - 2016.04.01 > Fixed issue with battler sprite check.
* v 1.18 - 2016.04.21 > Fixed issue with damage popup on action user.
* v 1.19 - 2016.04.30 > Added function to get evaluated font color.
* v 1.20 - 2016.05.12 > Added function to get width of text with escape codes.
* v 1.21 - 2016.05.31 > Improved method stack for dynamic motions.
* > Added functions for compatibility with Battle Motions.
* v 1.22 - 2016.06.26 > Added functions for escape command.
* v 1.23 - 2017.05.25 > Added functions for damage formula.
* ===============================================================================
*/
(function () {
//=============================================================================
// Parameters
//=============================================================================
VictorEngine.getPluginParameters = function () {
var script =
document.currentScript ||
(function () {
var scripts = document.getElementsByTagName("script");
return scripts[scripts.length - 1];
})();
var start = script.src.lastIndexOf("/") + 1;
var end = script.src.indexOf(".js");
return PluginManager.parameters(script.src.substring(start, end));
};
var parameters = VictorEngine.getPluginParameters();
VictorEngine.Parameters = VictorEngine.Parameters || {};
VictorEngine.Parameters.BasicModule = {};
VictorEngine.Parameters.BasicModule.hit = String(
parameters["Hit Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.eva = String(
parameters["Evasion Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.cri = String(
parameters["Critical Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.cev = String(
parameters["Critical Evasion Name"]
).trim();
VictorEngine.Parameters.BasicModule.hev = String(
parameters["Magic Evasion Name"]
).trim();
VictorEngine.Parameters.BasicModule.mrf = String(
parameters["Magic Reflection Name"]
).trim();
VictorEngine.Parameters.BasicModule.cnt = String(
parameters["Counter Attack Name"]
).trim();
VictorEngine.Parameters.BasicModule.hrg = String(
parameters["HP Regeneration Name"]
).trim();
VictorEngine.Parameters.BasicModule.mrg = String(
parameters["MP Regeneration Name"]
).trim();
VictorEngine.Parameters.BasicModule.trg = String(
parameters["TP Regeneration Name"]
).trim();
VictorEngine.Parameters.BasicModule.tgr = String(
parameters["Target Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.grd = String(
parameters["Guard Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.rec = String(
parameters["Recovery Effect Name"]
).trim();
VictorEngine.Parameters.BasicModule.pha = String(
parameters["Pharmacology Name"]
).trim();
VictorEngine.Parameters.BasicModule.mcr = String(
parameters["MP Cost Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.tcr = String(
parameters["TP Charge Rate Name"]
).trim();
VictorEngine.Parameters.BasicModule.pdr = String(
parameters["Physical Damage Name"]
).trim();
VictorEngine.Parameters.BasicModule.mdr = String(
parameters["Magical Damage Name"]
).trim();
VictorEngine.Parameters.BasicModule.fdr = String(
parameters["Floor Damage"]
).trim();
VictorEngine.Parameters.BasicModule.ext = String(
parameters["Experience"]
).trim();
//=============================================================================
// DataManager
//=============================================================================
VictorEngine.BasicModule.isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!VictorEngine.BasicModule.isDatabaseLoaded.call(this)) return false;
VictorEngine.loadParameters();
VictorEngine.loadNotetags();
return ImageManager.isReady();
};
//=============================================================================
// VictorEngine
//=============================================================================
VictorEngine.BasicModule.checkPlugins = function (name, req, ver) {
var msg = "";
this.loadedPlugins = this.loadedPlugins || {};
if (ver && req && (!Imported[req] || Number(Imported[req]) < Number(ver))) {
msg += "The plugin " + name + " requires the plugin " + req;
msg += " v" + ver + " or higher installed to work properly";
if (Number(Imported[req]) < Number(ver)) {
msg += ". Your current version is v" + Imported[req];
}
msg += ". Go to http://victorenginescripts.wordpress.com/";
msg += " to download the updated plugin.";
throw msg;
} else if (!ver && req && this.loadedPlugins[req] === true) {
msg += "The plugin " + name + " requires the plugin " + req;
msg += " to be placed bellow it. Open the Plugin Manager and place";
msg += " the plugins in the correct order.";
throw msg;
} else if (
req &&
Imported["VE - Basic Module"] &&
!this.loadedPlugins["VE - Basic Module"]
) {
msg += "The plugin " + name + " must be placed bellow the plugin " + req;
msg += ". Open the Plugin Manager and place";
msg += " the plugins in the correct order.";
throw msg;
} else {
this.loadedPlugins[name] = true;
}
};
VictorEngine.loadNotetags = function () {
if (VictorEngine.BasicModule.loaded) return;
VictorEngine.BasicModule.loaded = true;
var list = [
$dataActors,
$dataClasses,
$dataSkills,
$dataItems,
$dataWeapons,
$dataArmors,
$dataEnemies,
$dataStates,
];
list.forEach(function (objects, index) {
this.processNotetags(objects, index);
}, this);
};
VictorEngine.processNotetags = function (objects, index) {
objects.forEach(function (data) {
if (data) {
this.loadNotetagsValues(data, index);
}
}, this);
};
VictorEngine.objectSelection = function (index, list) {
var objects = [
"actor",
"class",
"skill",
"item",
"weapon",
"armor",
"enemy",
"state",
];
return list.contains(objects[index]);
};
VictorEngine.loadNotetagsValues = function (data, index) {};
VictorEngine.loadParameters = function () {};
VictorEngine.getNotesValues = function (value1, value2) {
value2 = value2 || value1;
return new RegExp("<" + value1 + ">([\\s\\S]*?)<\\/" + value2 + ">", "gi");
};
VictorEngine.getPageNotes = function (event) {
var result = event instanceof Game_CommonEvent || event.page();
if (!result || !event.list()) {
return "";
}
return event.list().reduce(function (r, cmd) {
var valid = cmd.code === 108 || cmd.code === 408;
var comment = valid ? cmd.parameters[0] + "\r\n" : "";
return r + comment;
}, "");
};
VictorEngine.getAllElements = function (subject, action) {
if (action.item().damage.elementId < 0) {
return subject.attackElements();
} else {
return [action.item().damage.elementId];
}
};
VictorEngine.getAllStates = function (subject, item) {
var result;
return item.effects.reduce(function (r, effect) {
if (effect.code === 21) {
if (effect.dataId === 0) {
result = subject.attackStates();
} else {
result = [effect.dataId];
}
} else {
result = [];
}
return r.concat(result);
}, []);
};
VictorEngine.getDamageFormula = function (action) {
return action.item().damage.formula;
};
VictorEngine.getNumberValue = function (match, type, base) {
var regex = new RegExp(type + "[ ]*:[ ]*([+-.\\d]+)", "gi");
var value = regex.exec(match);
return value ? Number(value[1]) : base;
};
VictorEngine.getStringValue = function (match, type, base) {
var regex = new RegExp(type + "[ ]*:[ ]*([\\w ]+)", "gi");
var value = regex.exec(match);
return value ? value[1].trim() : base;
};
VictorEngine.getAnyValue = function (match, type, base) {
var regex = new RegExp(type + "[ ]*:[ ]*('[^']+'|\"[^\"]+\")", "gi");
var value = regex.exec(match);
return value ? value[1].slice(1, -1) : base;
};
VictorEngine.getNumberValues = function (match, type) {
var regex = new RegExp(type + "[ ]*:[ ]*((?:[+-.\\d]+[ ]*,?[ ]*)+)", "gi");
var value = regex.exec(match);
var result = value ? value[1].match(/\d+/gi) : [];
return result.map(function (id) {
return Number(id);
});
};
VictorEngine.getStringValues = function (match, type) {
var regex = new RegExp(type + "[ ]*:[ ]*((?:[\\w ]+[ ]*,?[ ]*)+)", "gi");
var value = regex.exec(match);
var result = value ? value[1].match(/\d+/gi) : [];
return result.map(function (id) {
return value[1].trim();
});
};
VictorEngine.captalizeText = function (text) {
return text.replace(/(?:^|\s)\S/g, function (a) {
return a.toUpperCase();
});
};
VictorEngine.replaceZeros = function (text, value) {
value = value || "";
return text.replace(/\b(0(?!\b))+/g, function (a) {
return a.replace(/0/g, value);
});
};
VictorEngine.rgbToHex = function (r, g, b) {
r = Math.floor(r).toString(16).padZero(2);
g = Math.floor(g).toString(16).padZero(2);
b = Math.floor(b).toString(16).padZero(2);
return "#" + r + g + b;
};
VictorEngine.hexToRgb = function (hex) {
var r = parseInt(hex[1] + hex[2], 16);
var g = parseInt(hex[3] + hex[4], 16);
var b = parseInt(hex[5] + hex[6], 16);
return [r, g, b];
};
VictorEngine.methodIndex = function (methods, name) {
for (var i = 0; i < methods.length; i++) {
if (methods[i] && methods[i].name === name) {
return i;
}
}
return null;
};
VictorEngine.removeMethod = function (methods, name) {
var index = this.methodIndex(methods, name);
if (index || index === 0) {
methods.splice(index, 1);
}
};
VictorEngine.insertMethod = function (methods, index, name, params) {
if (index || index === 0) {
methods.splice(index, 0, {
name: name,
params: params,
});
}
};
VictorEngine.replaceMethod = function (methods, index, name, params) {
if (index || index === 0) {
methods.splice(index, 1, {
name: name,
params: params,
});
}
};
VictorEngine.waitAnimation = function (animationId) {
var animation = $dataAnimations[animationId];
return animation ? animation.frames.length * 4 + 1 : 0;
};
VictorEngine.params = function () {
return ["hp", "mp", "atk", "def", "mat", "mdf", "agi", "luk"];
};
VictorEngine.xparams = function () {
return [
"hit",
"eva",
"cri",
"cev",
"mev",
"mrf",
"cnt",
"hrg",
"mrg",
"trg",
];
};
VictorEngine.sparams = function () {
return [
"tgr",
"grd",
"rec",
"pha",
"mcr",
"tcr",
"prd",
"mrd",
"frd",
"exr",
];
};
VictorEngine.allParams = function () {
return this.params().concat(this.xparams(), this.sparams());
};
VictorEngine.paramName = function (paramId) {
return this.params()[paramId];
};
VictorEngine.xparamName = function (xparamId) {
return this.xparams()[xparamId];
};
VictorEngine.sparamName = function (sparamId) {
return this.sparams()[sparamId];
};
VictorEngine.paramId = function (paramName) {
return this.params().indexOf(paramName.toLowerCase());
};
VictorEngine.paramText = function (name) {
switch (name.toLowerCase()) {
case "hit":
case "eva":
case "cri":
case "cev":
case "mev":
case "mrf":
case "cnt":
case "hrg":
case "mrg":
case "trg":
case "tgr":
case "grd":
case "rec":
case "pha":
case "mcr":
case "tcr":
case "pdr":
case "mdr":
case "fdr":
case "ext":
return this.Parameters.BasicModule[name.toLowerCase()];
case "hp":
case "atk":
case "def":
case "agi":
case "mp":
case "mat":
case "mdf":
case "luk":
var paramId = this.params().indexOf(name.toLowerCase());
return TextManager.param(paramId);
default:
return this.captalizeText(name.toLowerCase());
}
};
VictorEngine.battlerIndex = function (battler) {
if (
battler &&
battler.isActor() &&
$gameParty.members().contains(battler)
) {
return 1 + $gameParty.members().indexOf(battler);
} else if (
battler &&
battler.isEnemy() &&
$gameTroop.members().contains(battler)
) {
return (
1 +
$gameParty.maxBattleMembers() +
$gameTroop.members().indexOf(battler)
);
} else {
return 0;
}
};
VictorEngine.battleSprites = function (spriteId) {
return this._battleSprites[spriteId];
};
VictorEngine.addBattleSprite = function (spriteId, sprite) {
this._battleSprites = this._battleSprites || {};
this._battleSprites[spriteId] = sprite;
};
//=============================================================================
// BattleManager
//=============================================================================
BattleManager.updateStackAction = function (index, subject, target) {
this._logWindow.saveMethodsStack(index);
this.clearTargets(target);
this.invokeAction(subject, target);
this._logWindow.restoreMethodsStack(index);
};
BattleManager.clearTargets = function (target) {
for (var i = 0; i < this._targets.length; i++) {
if (this._targets[i] === target) {
this._targets.splice(i, 1);
i--;
}
}
};
BattleManager.clearActionTargets = function () {
this._targets = [];
};
BattleManager.prepareAction = function (subject, action, targets, skip) {
this._phase = "action";
this._subject = subject;
this._action = action;
this._targets = targets;
if (skip) {
subject.useItem(action.item());
}
this._action.applyGlobal();
this.refreshStatus();
};
BattleManager.startCounterAction = function (
subject,
target,
targets,
action
) {
if (targets.length > 0) {
this._isCounterAttack = true;
this._counterSubject = subject;
this._counterTarget = target;
this.prepareAction(subject, action, targets);
this._logWindow.startCounterAction(subject, action, targets);
}
};
BattleManager.averageTargetsPositions = function (targets) {
var x =
targets.reduce(function (r, member) {
return r + member.screenX();
}, 0) / targets.length;
var y =
targets.reduce(function (r, member) {
return r + member.screenX();
}, 0) / targets.length;
return {
x: x,
y: y,
};
};
BattleManager.isSurprise = function () {
return this._surprise;
};
BattleManager.isPreemptive = function () {
return this._preemptive;
};
//=============================================================================
// SceneManager
//=============================================================================
SceneManager.sceneSpriteset = function () {
return this._scene ? this._scene._spriteset : null;
};
//=============================================================================
// Window_Base
//=============================================================================
Window_Base.prototype.getFontColor = function (color) {
if (color.match(/^\#[abcdef\d]{6}/i)) {
return '"' + color + '"';
} else {
return color;
}
};
//=============================================================================
// Game_Action
//=============================================================================
Game_Action.prototype.setEscape = function () {
var action = {
name: TextManager.escape,
speed: 9999,
escape: true,
};
this._escapeAction = action;
};
Game_Action.prototype.isEscape = function () {
return !!this._escapeAction;
};
//=============================================================================
// Game_Unit
//=============================================================================
Game_Unit.prototype.averageX = function () {
return (
this.aliveMembers().reduce(function (r, member) {
return r + member.screenX();
}, 0) / this.aliveMembers().length
);
};
Game_Unit.prototype.averageY = function () {
return (
this.aliveMembers().reduce(function (r, member) {
return r + member.screenY();
}, 0) / this.aliveMembers().length
);
};
//=============================================================================
// Game_Player
//=============================================================================
Game_Player.prototype.follower = function (index) {
return index === 0 ? this : this.followers().follower(index - 1);
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Game_BattlerBase.prototype.screenX = function () {
return this.spriteScreenX() || this._screenX || 0;
};
Game_BattlerBase.prototype.screenY = function () {
return this.spriteScreenY() || this._screenY || 0;
};
Game_BattlerBase.prototype.homeX = function () {
return this.battleSprite() ? this.battleSprite().homeX() : 0;
};
Game_BattlerBase.prototype.homeY = function () {
return this.battleSprite() ? this.battleSprite().homeY() : 0;
};
Game_BattlerBase.prototype.spriteScreenX = function () {
return this.battleSprite() ? this.battleSprite().screenX() : 0;
};
Game_BattlerBase.prototype.spriteScreenY = function () {
return this.battleSprite() ? this.battleSprite().screenY() : 0;
};
Game_BattlerBase.prototype.mainSprite = function () {
return this.battleSprite() ? this.battleSprite().mainSprite() : null;
};
Game_BattlerBase.prototype.friends = function () {
return this.isActor() ? $gameParty : $gameTroop;
};
Game_BattlerBase.prototype.opponents = function () {
return this.isEnemy() ? $gameParty : $gameTroop;
};
Game_BattlerBase.prototype.isOpponent = function (battler) {
return this.isEnemy() === !battler.isEnemy();
};
Game_BattlerBase.prototype.idleMotions = function () {
return [
"wait",
"idle",
"dying",
"abnormal",
"guard",
"chant",
"sleep",
"victory",
"dead",
];
};
Game_BattlerBase.prototype.isIdleMotion = function (motionType) {
return this.idleMotions().contains(motionType);
};
Game_BattlerBase.prototype.isFacingDown = function () {
return this.battlerDirection() === "down";
};
Game_BattlerBase.prototype.isFacingLeft = function () {
return this.battlerDirection() === "left";
};
Game_BattlerBase.prototype.isFacingRight = function () {
return this.battlerDirection() === "right";
};
Game_BattlerBase.prototype.isFacingUp = function () {
return this.battlerDirection() === "up";
};
Game_BattlerBase.prototype.isFacingHorizontal = function () {
return this.isFacingLeft() || this.isFacingRight();
};
Game_BattlerBase.prototype.isFacingVertical = function () {
return this.isFacingDown() || this.isFacingUp();
};
Game_BattlerBase.prototype.turnDown = function () {
this._battlerDirection = "down";
};
Game_BattlerBase.prototype.turnLeft = function () {
this._battlerDirection = "left";
};
Game_BattlerBase.prototype.turnRight = function () {
this._battlerDirection = "right";
};
Game_BattlerBase.prototype.turnUp = function () {
this._battlerDirection = "up";
};
Game_BattlerBase.prototype.turnBack = function () {
if (this.isFacingLeft()) {
this.turnRight();
} else if (this.isFacingRight()) {
this.turnLeft();
}
};
Game_BattlerBase.prototype.turnTowardCenter = function () {
this.turnTowardPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
};
Game_BattlerBase.prototype.turnAwayFromCenter = function () {
this.turnAwayFromPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
};
Game_BattlerBase.prototype.turnTowardOpponents = function () {
this.turnTowardPosition(
this.opponents().averageX(),
this.opponents().averageY()
);
};
Game_BattlerBase.prototype.turnAwayFromOpponents = function () {
this.turnAwayFromPosition(
this.opponents().averageX(),
this.opponents().averageY
);
};
Game_BattlerBase.prototype.turnTowardTargets = function (targets) {
var position = BattleManager.averageTargetsPositions(targets);
this.turnTowardPosition(position.x, position.y);
};
Game_BattlerBase.prototype.turnAwayFromTargets = function (targets) {
var position = BattleManager.averageTargetsPositions(targets);
this.turnAwayFromPosition(position.x, position);
};
Game_BattlerBase.prototype.turnTowardPosition = function (
positionX,
positionY
) {
if (this.screenX() < positionX) {
this.turnRight();
} else if (this.screenX() > positionX) {
this.turnLeft();
}
};
Game_BattlerBase.prototype.turnAwayFromPosition = function (
positionX,
positionY
) {
if (this.screenX() < positionX) {
this.turnLeft();
} else if (this.screenX() > positionX) {
this.turnRight();
}
};
Game_BattlerBase.prototype.isBehind = function (target) {
return (
(target.isFacingRight() && this.screenX() < target.screenX()) ||
(target.isFacingLeft() && this.screenX() > target.screenX())
);
};
Game_BattlerBase.prototype.isSpriteEffecting = function () {
return this.battleSprite() && this.battleSprite().isEffecting();
};
Game_BattlerBase.prototype.isSpriteMoving = function () {
return this.battleSprite() && this.battleSprite().isMoving();
};
Game_BattlerBase.prototype.isSpriteAnimation = function () {
return this.battleSprite() && this.battleSprite().isAnimationPlaying();
};
Game_BattlerBase.prototype.isAnimatedBattler = function () {
return this.battleSprite() && this.battleSprite().isAnimatedBattler();
};
Game_BattlerBase.prototype.isStaticBattler = function () {
return this.battleSprite() && this.battleSprite().isStaticBattler();
};
Game_BattlerBase.prototype.inHomePosition = function () {
return this.battleSprite() && this.battleSprite().inHomePosition();
};
Game_BattlerBase.prototype.notIinHomePosition = function () {
return !this.inHomePosition();
};
Game_BattlerBase.prototype.isCounterAttack = function () {
return this._counterAttack;
};
Game_BattlerBase.prototype.startCounterAttack = function () {
this._counterAttack = true;
};
Game_BattlerBase.prototype.endCounterAttack = function () {
this._counterAttack = false;
};
Game_BattlerBase.prototype.battleSprite = function () {
return VictorEngine.battleSprites(this.spriteId());
};
Game_BattlerBase.prototype.setBattleSprite = function (sprite) {
VictorEngine.addBattleSprite(this.spriteId(), sprite);
};
Game_BattlerBase.prototype.clearBattleSprite = function () {
VictorEngine.addBattleSprite(this.spriteId(), null);
};
Game_BattlerBase.prototype.addNewAction = function (action) {
this._actions.unshift(action);
};
Game_BattlerBase.prototype.startEscapeCommand = function () {
this._isEscapeCommand = true;
};
Game_BattlerBase.prototype.endEscapeCommand = function () {
this._isEscapeCommand = false;
};
Game_BattlerBase.prototype.isEscapeCommand = function () {
return this._isEscapeCommand;
};
//=============================================================================
// Game_Battler
//=============================================================================
VictorEngine.BasicModule.onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function () {
VictorEngine.BasicModule.onBattleEnd.call(this);
this.clearBattleSprite();
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.battlerDirection = function () {
return this._battlerDirection || "left";
};
Game_Actor.prototype.spriteId = function () {
return "actor " + String(this.actorId());
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.battlerDirection = function () {
return (
this._battlerDirection || ($gameSystem.isSideView() ? "right" : "left")
);
};
Game_Enemy.prototype.attackAnimationId1 = function () {
return 0;
};
Game_Enemy.prototype.attackAnimationId2 = function () {
return 0;
};
Game_Enemy.prototype.spriteId = function () {
return "enemy " + String(this.index());
};
//=============================================================================
// Sprite_Battler
//=============================================================================
Object.defineProperties(Sprite_Battler.prototype, {
z: {
get: function () {
return 3;
},
configurable: true,
},
h: {
get: function () {
return this.spriteZ();
},
configurable: true,
},
});
Sprite_Battler.prototype.isEnemy = function () {
return this._battler && this._battler.isEnemy();
};
Sprite_Battler.prototype.isVisible = function () {
return this.visible && this.opacity > 0;
};
Sprite_Battler.prototype.isDamagePopup = function () {
return this._damages.length > 0;
};
Sprite_Battler.prototype.isDisabledMotion = function () {
var motion = Sprite_Actor.MOTIONS;
return this._motion === motion["dead"] || this._motion === motion["sleep"];
};
Sprite_Battler.prototype.isAnimatedBattler = function () {
return false;
};
Sprite_Battler.prototype.isStaticBattler = function () {
return false;
};
Sprite_Battler.prototype.spriteZ = function () {
return this.screenY();
};
Sprite_Battler.prototype.screenX = function () {
return this._homeX + this._offsetX;
};
Sprite_Battler.prototype.screenY = function () {
return this._homeY + this._offsetY;
};
Sprite_Battler.prototype.homeX = function () {
return this._homeX;
};
Sprite_Battler.prototype.homeY = function () {
return this._homeY;
};
Sprite_Battler.prototype.mainSprite = function () {
return this._mainSprite;
};
Sprite_Battler.prototype.noEntryMove = function () {
return this._battler && !this._battler.canMove();
};
Sprite_Battler.prototype.center = function () {
var sprite = this._mainSprite ? this._mainSprite : this;
var x = sprite._frame.width / 2 || 0;
var y = sprite._frame.height / 2 || 0;
return {
x: x,
y: y,
};
};
//=============================================================================
// Sprite_Actor
//=============================================================================
Sprite_Actor.prototype.updateBattlerDirection = function () {
if (this._battler && !this.isDisabledMotion()) {
if (
(this._battler.isFacingLeft() && this.scale.x < 0) ||
(this._battler.isFacingRight() && this.scale.x > 0)
) {
this.scale.x *= -1;
}
}
};
//=============================================================================
// Sprite_Enemy
//=============================================================================
Sprite_Enemy.prototype.updateBattlerDirection = function () {
if (this._battler && !this.isDisabledMotion()) {
if (
(this._battler.isFacingLeft() && this.scale.x > 0) ||
(this._battler.isFacingRight() && this.scale.x < 0)
) {
this.scale.x *= -1;
}
}
};
Sprite_Enemy.prototype.isStaticBattler = function () {
return true;
};
//=============================================================================
// Sprite_Damage
//=============================================================================
Object.defineProperties(Sprite_Damage.prototype, {
z: {
get: function () {
return 10;
},
configurable: true,
},
});
//=============================================================================
// Spriteset_Battle
//=============================================================================
VictorEngine.BasicModule.setBattler = Sprite_Battler.prototype.setBattler;
Sprite_Battler.prototype.setBattler = function (battler) {
VictorEngine.BasicModule.setBattler.call(this, battler);
if (battler) {
battler.setBattleSprite(this);
}
};
Spriteset_Battle.prototype.sortBattleSprites = function () {
if (this._sortChildrenFrame !== Graphics.frameCount) {
this._battleField.children.sort(this.compareBattleSprites.bind(this));
this._sortChildrenFrame = Graphics.frameCount;
}
};
Spriteset_Battle.prototype.compareBattleSprites = function (a, b) {
if ((a.z || 0) !== (b.z || 0)) {
return (a.z || 0) - (b.z || 0);
} else if ((a.h || 0) !== (b.h || 0)) {
return (a.h || 0) - (b.h || 0);
} else if ((a.y || 0) !== (b.y || 0)) {
return (a.y || 0) - (b.y || 0);
} else {
return a.spriteId - b.spriteId;
}
};
//=============================================================================
// Window_Base
//=============================================================================
Window_Base.prototype.textWidthEx = function (text) {
if (text) {
var state = {
index: 0,
x: 0,
};
state.text = this.convertEscapeCharacters(text);
while (state.index < state.text.length) {
this.processCharacter(state);
}
return state.x;
} else {
return 0;
}
};
//=============================================================================
// Window_BattleLog
//=============================================================================
Window_BattleLog.prototype.waitForBattleAnimation = function (
animationId,
speed
) {
var speed = Math.max(speed, 1) || 1;
this.waitForTime(VictorEngine.waitAnimation(animationId) / speed);
};
Window_BattleLog.prototype.startCounterAction = function (
subject,
action,
targets
) {
this.push("addText", TextManager.counterAttack.format(subject.name()));
this.startAction(subject, action, targets);
};
Window_BattleLog.prototype.waitForTime = function (time) {
this._waitCount = time;
};
Window_BattleLog.prototype.setupStartAction = function (
subject,
action,
targets
) {
if (this._setupStartActionFrame !== Graphics.frameCount) {
VictorEngine.removeMethod(this._methods, "showAnimation");
VictorEngine.removeMethod(this._methods, "waitForBattleAnimation");
this.push("prepareAction", subject, action, targets);
this._setupStartActionFrame = Graphics.frameCount;
}
};
Window_BattleLog.prototype.initializeMethodsStack = function () {
this._stackWaitCount = [];
this._stackWaitMode = [];
this._methodsStack = [];
this._stackIndex = 0;
};
Window_BattleLog.prototype.prepareAction = function (
subject,
action,
targets
) {
this.uniqueTargets(targets).forEach(function (unique) {
this._stackIndex = VictorEngine.battlerIndex(unique.target);
this.prepareUniqueAction(subject, action, unique.target, unique.repeat);
}, this);
this._stackIndex = 0;
};
Window_BattleLog.prototype.prepareUniqueAction = function (
subject,
action,
target,
repeat
) {
this.prepareUniqueActionStep1(subject, action, target, repeat);
this.prepareUniqueActionStep2(subject, action, target, repeat);
this.prepareUniqueActionStep3(subject, action, target, repeat);
};
Window_BattleLog.prototype.prepareUniqueActionStep1 = function (
subject,
action,
target,
repeat
) {
var item = action.item();
this.push("showAnimation", subject, [target], item.animationId);
};
Window_BattleLog.prototype.prepareUniqueActionStep2 = function (
subject,
action,
target,
repeat
) {
var item = action.item();
var animId = this.uniqueActionAnimationId(subject, item);
this.push("waitForBattleAnimation", animId);
};
Window_BattleLog.prototype.prepareUniqueActionStep3 = function (
subject,
action,
target,
repeat
) {
for (var i = 0; i < repeat; i++) {
if (i > 0) {
this.push("waitForTime", 1);
}
this.push("updateStackAction", this._stackIndex, subject, target);
}
};
Window_BattleLog.prototype.uniqueActionAnimationId = function (
subject,
item
) {
if (item.animationId < 0) {
return subject.attackAnimationId1();
} else {
return item.animationId;
}
};
Window_BattleLog.prototype.uniqueTargets = function (targets) {
var repeats = [];
targets.forEach(function (target, i) {
var index = targets.indexOf(target);
if (index === i) {
repeats[index] = {
target: target,
repeat: 1,
};
} else {
repeats[index].repeat++;
}
});
return repeats.filter(function (repeat) {
return !!repeat;
});
};
Window_BattleLog.prototype.updateMethodsStack = function () {
var methods = this._methodsStack;
for (var i = 0; i < methods.length; i++) {
if (methods[i] && methods[i].length > 0) {
while (methods[i].length > 0 && !this.updateStackWait(i)) {
this.callNextStackMethod(i);
}
}
}
if (this.isStackEmpty()) {
this._methodsStack = [];
}
};
Window_BattleLog.prototype.isStackEmpty = function () {
return this._methodsStack.every(function (methods) {
return !methods || methods.length === 0;
});
};
Window_BattleLog.prototype.stackBattler = function (index) {
if (index > 0) {
var max = $gameParty.maxBattleMembers();
if (index > max) {
return $gameTroop.members()[index - max - 1];
} else {
return $gameParty.members()[index - 1];
}
} else {
return null;
}
};
Window_BattleLog.prototype.callNextStackMethod = function (index) {
var method = this._methodsStack[index].shift();
if (method.name && this[method.name]) {
this[method.name].apply(this, method.params);
} else {
throw new Error("Method not found: " + method.name);
}
};
Window_BattleLog.prototype.saveMethodsStack = function (index) {
this._saveStackIndex = this._stackIndex;
this._saveMethodsStack = this._methodsStack[index].clone();
this._stackIndex = index;
this._methodsStack[index] = [];
};
Window_BattleLog.prototype.restoreMethodsStack = function (index) {
this._methodsStack[index] = this._methodsStack[index].concat(
this._saveMethodsStack
);
this._stackIndex = this._saveStackIndex;
};
Window_BattleLog.prototype.methodStackActive = function () {
return this._methodsStack.length > 0;
};
Window_BattleLog.prototype.updateStackAction = function (
index,
subject,
target
) {
BattleManager.updateStackAction(index, subject, target);
};
Window_BattleLog.prototype.pushMethodsStack = function (methodName) {
var index = this._stackIndex || 0;
var methodArgs = Array.prototype.slice.call(arguments, 1);
if (methodName === "wait") {
methodName = "stackWait";
methodArgs.unshift(index);
} else if (methodName === "waitForTime") {
methodName = "stackWaitForTime";
methodArgs.unshift(index);
} else if (methodName === "waitForBattleAnimation") {
methodName = "stackWaitFoAnimation";
methodArgs.unshift(index);
} else if (methodName === "updateWaitMode") {
methodName = "updateStackWaitMode";
methodArgs.unshift(index);
} else if (methodName === "setWaitMode") {
methodName = "setStackWaitMode";
methodArgs.unshift(index);
}
this._methodsStack[index] = this._methodsStack[index] || [];
this._methodsStack[index].push({
name: methodName,
params: methodArgs,
});
};
Window_BattleLog.prototype.updateStackWait = function (index) {
return this.updateStackWaitCount(index) || this.updateStackWaitMode(index);
};
Window_BattleLog.prototype.updateStackWaitCount = function (index) {
if (this._stackWaitCount[index] && this._stackWaitCount[index] > 0) {
this._stackWaitCount[index]--;
return true;
}
return false;
};
Window_BattleLog.prototype.stackWait = function (index) {
this.stackWaitForTime(index, this.messageSpeed());
};
Window_BattleLog.prototype.stackWaitFoAnimation = function (
index,
animationId,
speed
) {
var speed = Math.max(speed, 1) || 1;
this.stackWaitForTime(
index,
VictorEngine.waitAnimation(animationId) / speed
);
};
Window_BattleLog.prototype.stackWaitForTime = function (index, time) {
this._stackWaitCount[index] = time;
};
Window_BattleLog.prototype.updateStackWaitMode = function (index) {
var battler = this.stackBattler(index);
var waitMode = this._stackWaitMode[index] || [];
if (waitMode.contains("effect")) {
var waiting = battler
? battler.isSpriteEffecting()
: this._spriteset.isEffecting();
if (waiting) {
return true;
} else {
this.removeWaitMode(index, "effect");
}
}
if (waitMode.contains("movement")) {
var waiting = battler
? battler.isSpriteMoving()
: this._spriteset.isAnyoneMoving();
if (waiting) {
return true;
} else {
this.removeWaitMode(index, "movement");
}
}
this._stackWaitMode[index] = [];
return false;
};
Window_BattleLog.prototype.setStackWaitMode = function (index, waitMode) {
this._stackWaitMode[index] = this._stackWaitMode[index] || [];
if (!this._stackWaitMode[index].contains(waitMode)) {
this._stackWaitMode[index].push(waitMode);
}
};
Window_BattleLog.prototype.removeWaitMode = function (index, waitMode) {
this._stackWaitMode[index] = this._stackWaitMode[index] || [];
var waitIndex = this._stackWaitMode[index].indexOf(waitMode);
this._stackWaitMode[index].splice(waitIndex, 1);
};
Window_BattleLog.prototype.startEscape = function (subject, action) {
subject._isEscapeCommand = true;
};
Window_BattleLog.prototype.performEscape = function (subject) {
$gameParty._skipClear = true;
BattleManager.processEscape();
$gameParty._skipClear = false;
};
Window_BattleLog.prototype.setupCurrentAction = function (
subject,
action,
targets
) {};
})();