2094 lines
68 KiB
JavaScript
2094 lines
68 KiB
JavaScript
/*:ja
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* @plugindesc 戦闘プラグイン
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* @author COBRA
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*
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* @help
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* オルタの戦闘プラグイン
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*/
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function Window_CBR_BattleResult() {
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this.initialize(...arguments);
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}
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function Window_BattleSkillType() {
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this.initialize(...arguments);
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}
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function Window_Battle_Help() {
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this.initialize(...arguments);
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}
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function Window_Message_Battle() {
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this.initialize(...arguments);
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}
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(function () {
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//無駄な箇所の削除
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Spriteset_Battle.prototype.createBackground = function () {};
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Spriteset_Battle.prototype.loadSystemImages = function () {
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Spriteset_Base.prototype.loadSystemImages.call(this);
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//ImageManager.loadSystem("Shadow2");
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//ImageManager.loadSystem("Weapons1");
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//ImageManager.loadSystem("Weapons2");
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//ImageManager.loadSystem("Weapons3");
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};
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//画面の装飾
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const _Spriteset_Battle_createBattleback = Spriteset_Battle.prototype.createBattleback;
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Spriteset_Battle.prototype.createBattleback = function () {
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_Spriteset_Battle_createBattleback.call(this);
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this.CBR_createBattleDeco();
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};
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Spriteset_Battle.prototype.CBR_createBattleDeco = function () {
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this._battleDeco = new Sprite();
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this._battleDeco.bitmap = ImageManager.loadSystem("battle_back");
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this._battleDeco.x = 0;
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this._battleDeco.y = 0;
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this._baseSprite.addChild(this._battleDeco);
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};
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//戦闘開始のコマンドウィンドウ
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Scene_Battle.prototype.partyCommandWindowRect = function () {
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const ww = 192;
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const wh = this.windowAreaHeight();
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const wx = 0;
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const wy = 100;
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return new Rectangle(wx, wy, ww, wh);
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};
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//各キャラクターのコマンドウィンドウ
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//位置調整
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Scene_Battle.prototype.actorCommandWindowRect = function () {
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const ww = 192;
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const wh = 480;
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const wx = 0;
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const wy = 100;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.createActorCommandWindow = function () {
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const rect = this.actorCommandWindowRect();
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const commandWindow = new Window_ActorCommand(rect);
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//commandWindow.y = Graphics.boxHeight - commandWindow.height;//なぜかここでもyを定義してる
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commandWindow.setHandler("attack", this.commandAttack.bind(this));
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commandWindow.setHandler("skill", this.commandSkill.bind(this));
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commandWindow.setHandler("guard", this.commandGuard.bind(this));
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commandWindow.setHandler("item", this.commandItem.bind(this));
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commandWindow.setHandler("escape", this.commandEscape.bind(this));
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commandWindow.setHandler("cancel", this.commandCancel.bind(this));
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commandWindow.setHandler("kigae", this.commandKigae.bind(this));
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commandWindow.setHandler("teiko", this.commandTeiko.bind(this));
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commandWindow.setHandler("akirame", this.commandAkirame.bind(this));
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this.addWindow(commandWindow);
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this._actorCommandWindow = commandWindow;
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};
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Scene_Battle.prototype.commandKigae = function () {
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// this._actorCommandWindow.deactivate();
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};
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Window_ActorCommand.prototype.processOk = function () {
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if (this._actor) {
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if (ConfigManager.commandRemember) {
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if (this.currentSymbol() === "kigae") {
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var idx = this._actor._name == "Shirayuki" ? 1150 : 1151;
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BattleManager._inputting = false;
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const commonEvent = $dataCommonEvents[idx];
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if (commonEvent) {
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const interpreter = new Game_Interpreter();
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interpreter.setup(commonEvent.list);
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interpreter.update();
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}
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return;
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} else {
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this._actor.setLastCommandSymbol(this.currentSymbol());
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}
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} else {
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this._actor.setLastCommandSymbol("");
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}
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}
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Window_Command.prototype.processOk.call(this);
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};
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Scene_Battle.prototype.skillTypeWindowRect = function () {
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const wx = 640;
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const wy = 30;
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const ww = 620;
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const wh = 500;
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return new Rectangle(wx, wy, ww, wh);
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};
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Scene_Battle.prototype.createSkillWindow = function () {
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const rect = this.skillWindowRect();
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this._skillWindow = new Window_BattleSkill(rect);
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this._skillWindow.setHelpWindow(this._helpWindow);
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this._skillWindow.setHandler("ok", this.onSkillOk.bind(this));
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this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this));
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const rect2 = this.skillTypeWindowRect();
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this._skillTypeWindow = new Window_BattleSkillType(rect2);
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this._skillTypeWindow.setSkillWindow(this._skillWindow);
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this.addWindow(this._skillTypeWindow);
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this.addWindow(this._skillWindow);
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};
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Scene_Battle.prototype.hideSubInputWindows = function () {
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this._actorWindow.deactivate();
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this._enemyWindow.deactivate();
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this._skillWindow.deactivate();
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this._skillTypeWindow.deactivate();
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this._itemWindow.deactivate();
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this._actorWindow.hide();
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this._enemyWindow.hide();
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this._skillWindow.hide();
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this._skillTypeWindow.hide();
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this._itemWindow.hide();
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};
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Scene_Battle.prototype.commandSkill = function () {
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this._skillWindow.setActor(BattleManager.actor());
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this._skillWindow.setStypeId(this._actorCommandWindow.currentExt());
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this._skillTypeWindow.setActor(BattleManager.actor());
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this._skillTypeWindow.show();
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this._skillTypeWindow.activate();
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this._skillTypeWindow.selectLastIndex();
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this._skillWindow.refresh();
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this._skillWindow.selectLastIndex();
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this._skillWindow.show();
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this._skillWindow.activate();
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// this._statusWindow.hide();
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// this._actorCommandWindow.hide();
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};
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Scene_Battle.prototype.commandItem = function () {
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this._itemWindow.refresh();
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this._itemWindow.show();
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this._itemWindow.activate();
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//this._statusWindow.hide();
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//this._actorCommandWindow.hide();
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};
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Scene_Battle.prototype.onSkillCancel = function () {
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this._skillWindow.hide();
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this._skillTypeWindow.hide();
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this._statusWindow.show();
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this._actorCommandWindow.show();
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this._actorCommandWindow.activate();
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};
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Scene_Battle.prototype.commandTeiko = function () {
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const action = BattleManager.inputtingAction();
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action.setTeiko();
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this.onSelectAction();
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};
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Game_Action.prototype.setTeiko = function () {
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// 実行したいスキルID
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this.setSkill(100);
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};
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Scene_Battle.prototype.commandAkirame = function () {
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const action = BattleManager.inputtingAction();
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action.setAkirame();
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this.onSelectAction();
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};
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Game_Action.prototype.setAkirame = function () {
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// 実行したいスキルID
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this.setSkill(101);
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};
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const _Game_Action_apply = Game_Action.prototype.apply;
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Game_Action.prototype.apply = function (target) {
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_Game_Action_apply.call(this, target);
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const result = target.result();
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// 命中したかどうかを記録(true / false)
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BattleManager._lastHitResult = result.isHit();
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};
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//逃げるコマンドの追加
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Window_ActorCommand.prototype.makeCommandList = function () {
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if (this._actor) {
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// このマップ条件はいらん
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//if ($gameMap.mapId() < 174 || 179 < $gameMap.mapId()) {
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// 拘束中の時コマンド変更
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if (this._actor.isStateAffected(88)) {
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this.addCommand("Resist", "teiko", true);
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this.addCommand("Give Up", "akirame", true);
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} else {
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this.addAttackCommand();
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this.addSkillCommands();
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this.addGuardCommand();
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this.addItemCommand();
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//this._actor._stateSteps.findIndex(e => e.);
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if (this._actor.name() == "Shirayuki") {
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//裸だと強制的に出現
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if ($gameVariables.value(204) == 1 || $gameSwitches.value(121)) {
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this.addCommand("Change Clothes", "kigae", true);
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}
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} else {
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//裸だと強制的に出現
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if ($gameVariables.value(205) == 1 || $gameSwitches.value(122)) {
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this.addCommand("Change Clothes", "kigae", true);
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}
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}
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}
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this.addCommand("Escape", "escape", BattleManager.canEscape());
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}
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};
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Window_ActorCommand.prototype.drawItem = function (index) {
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const rect = this.itemLineRect(index);
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const align = "center";
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this.changeTextColor("#FFFFFF");
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this.contents.fontFace = "serif";
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this.changePaintOpacity(this.isCommandEnabled(index));
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this.drawText(this.commandName(index), rect.x, rect.y + 1, rect.width, align);
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};
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// テキストを左寄せに設定
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Window_ActorCommand.prototype.itemTextAlign = function () {
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return "left";
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};
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//選択コマンドの背景
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ColorManager.loadWindowskin = function () {
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this._windowskin = ImageManager.loadSystem("Window");
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this._battlewindowskin = ImageManager.loadSystem("battle_command");
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};
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Window_ActorCommand.prototype.loadWindowskin = function () {
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this.windowskin = ImageManager.loadSystem("Window");
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this._battlewindowskin = ImageManager.loadSystem("battle_command");
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};
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//無駄な物を削除
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Window_ActorCommand.prototype._refreshAllParts = function () {
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//this._refreshBack();
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//this._refreshFrame();
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//this._refreshCursor();
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//this._refreshArrows();
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//this._refreshPauseSign();
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};
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//56×200にする
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Window_ActorCommand.prototype._refreshCursor = function () {
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const drect = this._cursorRect.clone();
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const srect = { x: 0, y: 0, width: 169, height: 58 };
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const m = 4;
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for (const child of this._cursorSprite.children) {
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child.bitmap = this._battlewindowskin;
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}
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this._setRectPartsGeometry(this._cursorSprite, srect, drect, m);
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};
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//透明度を1に
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Window_ActorCommand.prototype._updateCursor = function () {
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this._cursorSprite.alpha = 1;
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this._cursorSprite.visible = this.isOpen() && this.cursorVisible;
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this._cursorSprite.x = this._cursorRect.x;
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this._cursorSprite.y = this._cursorRect.y;
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};
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//未選択コマンドの背景を画像に
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Window_ActorCommand.prototype.drawItemBackground = function (index) {
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const rect = this.itemRect(index);
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if (this._battlewindowskin) {
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const bitmap = this._battlewindowskin;
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const dx = rect.x;
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const dy = rect.y;
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const dw = rect.width;
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const dh = rect.height;
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this.contentsBack.blt(bitmap, 0, 58, 169, 58, dx, dy, dw, dh);
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}
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};
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Window_ActorCommand.prototype.itemHeight = function () {
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return 58;
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};
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Window_ActorCommand.prototype.colSpacing = function () {
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return 12;
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};
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// ####################################################
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// ################# メッセージウィンドウ ####################
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// ####################################################
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Window_Message_Battle.prototype = Object.create(Window_Message.prototype);
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Window_Message_Battle.prototype.constructor = Window_Message_Battle;
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Scene_Battle.prototype.createMessageWindow = function () {
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const rect = this.messageWindowRect();
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this._messageWindow = new Window_Message_Battle(rect);
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this.addWindow(this._messageWindow);
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};
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// メッセージの位置微調整
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Window_Message_Battle.prototype.newPage = function (textState) {
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this.contents.clear();
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this.resetFontSettings();
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this.clearFlags();
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this.updateSpeakerName();
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this.loadMessageFace();
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if ($gameMessage.background() == 1) {
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textState.x = 20;
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textState.y = 8;
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this.height = 50;
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} else {
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textState.x = textState.startX;
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textState.y = 120;
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this.height = 270;
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}
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textState.height = this.calcTextHeight(textState);
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};
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// 背景の透明度を変更
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Window_Message_Battle.prototype.updateBackgroundDimmer = function () {
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if (this._dimmerSprite) {
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this._dimmerSprite.opacity = this.openness * 0.5;
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}
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};
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// ####################################################
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// ################# スキルの種類 ####################
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// ####################################################
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Window_BattleSkillType.prototype = Object.create(Window_Command.prototype);
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Window_BattleSkillType.prototype.constructor = Window_BattleSkillType;
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Window_BattleSkillType.prototype.maxCols = function () {
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return 5;
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};
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Window_BattleSkillType.prototype.processOk = function () {};
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Window_BattleSkillType.prototype.initialize = function (rect) {
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Window_HorzCommand.prototype.initialize.call(this, rect);
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this._padding = 0;
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this.hide();
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// windowが重なっても透過させる
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this._isWindow = false;
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};
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Window_BattleSkillType.prototype.setActor = function (actor) {
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if (this._actor !== actor) {
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this._actor = actor;
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this.refresh();
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}
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};
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Window_BattleSkillType.prototype.selectLastIndex = function () {
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if (this._actor) {
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if (ConfigManager.commandRemember) {
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this.select(this._actor._lastBattleSkillCateIndex || 0);
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} else {
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this.select(0);
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}
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}
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};
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Window_BattleSkillType.prototype._refreshAllParts = function () {
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this._padding = 0;
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this._refreshBack();
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//this._refreshFrame();
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this._refreshCursor();
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this._refreshArrows();
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this._refreshPauseSign();
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};
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// デザイン関係
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//カーソルの変更
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Window_BattleSkillType.prototype.loadWindowskin = function () {
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this.windowskin = ImageManager.loadSystem("Window");
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this.menu_item_skin = ImageManager.loadSystem("menu_item_categoly_select");
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this.menu_cursor_skin = ImageManager.loadSystem("menu_item_categoly_cursor");
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this.CBR_back = ImageManager.loadSystem("battle_skill_window");
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if (!this.menu_item_skin.isReady()) {
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this.menu_item_skin.addLoadListener(() => {
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this.refresh(); // 画像がロードされたら再描画
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});
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return;
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}
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};
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Window_BattleSkillType.prototype.updateBackOpacity = function () {
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this.backOpacity = 255;
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};
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Window_BattleSkillType.prototype._refreshBack = function () {
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// const m = this._margin;
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// const w = Math.max(0, this._width - m * 2);
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// const h = Math.max(0, this._height - m * 2);
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const sprite = this._backSprite;
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// const tilingSprite = sprite.children[0];
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// [Note] We use 95 instead of 96 here to avoid blurring edges.
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sprite.bitmap = this.CBR_back;
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// sprite.setFrame(0, 0, 95, 95);
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// sprite.move(m, m);
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// sprite.scale.x = w / 95;
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// sprite.scale.y = h / 95;
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// tilingSprite.bitmap = this._windowskin;
|
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// tilingSprite.setFrame(0, 96, 96, 96);
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// tilingSprite.move(0, 0, w, h);
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// tilingSprite.scale.x = 1 / sprite.scale.x;
|
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// tilingSprite.scale.y = 1 / sprite.scale.y;
|
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// sprite.setColorTone(this._colorTone);
|
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};
|
||
|
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Window_BattleSkillType.prototype.lineHeight = function () {
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return 58;
|
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};
|
||
|
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Window_BattleSkillType.prototype._refreshCursor = function () {
|
||
const drect = this._cursorRect.clone();
|
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const srect = { x: 0, y: 0, width: 126, height: 58 };
|
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const m = 0;
|
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for (const child of this._cursorSprite.children) {
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child.bitmap = this.menu_cursor_skin;
|
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}
|
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this._setRectPartsGeometry(this._cursorSprite, srect, drect, m);
|
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};
|
||
//カーソルを微調整、あとカーソルを常に不透明に
|
||
Window_BattleSkillType.prototype._updateCursor = function () {
|
||
this._cursorSprite.alpha = 255;
|
||
this._cursorSprite.visible = this.isOpen() && this.cursorVisible;
|
||
this._cursorSprite.x = this._cursorRect.x;
|
||
this._cursorSprite.y = this._cursorRect.y - 4;
|
||
};
|
||
//未選択コマンドの背景を画像に
|
||
Window_BattleSkillType.prototype.drawItemBackground = function (index) {
|
||
const rect = this.itemRect(index);
|
||
if (this.menu_item_skin.isReady()) {
|
||
const bitmap = this.menu_item_skin;
|
||
const dx = rect.x;
|
||
const dy = rect.y;
|
||
const dw = rect.width;
|
||
const dh = rect.height;
|
||
this.contentsBack.blt(bitmap, 0, 0, 126, 58, dx, dy - 4, dw, dh);
|
||
}
|
||
};
|
||
|
||
//カーソルが来た時、アイテムの文字名の色を変更する
|
||
Window_BattleSkillType.prototype.drawItem = function (index) {
|
||
const rect = this.itemLineRect(index);
|
||
const align = this.itemTextAlign();
|
||
this.resetTextColor();
|
||
if (index == this._index) {
|
||
this.changeTextColor("#000000");
|
||
}
|
||
this.contents.fontFace = "serif";
|
||
// this.contents.fontSize = 18;
|
||
this.changePaintOpacity(this.isCommandEnabled(index));
|
||
//文字をちょっと下にする
|
||
this.drawTextS(this.commandName(index), rect.x, rect.y + 8, rect.width, align);
|
||
};
|
||
|
||
Window_BattleSkillType.prototype.itemWidth = function () {
|
||
return Math.floor((this.innerWidth - 196) / this.maxCols());
|
||
};
|
||
|
||
Window_BattleSkillType.prototype.itemRect = function (index) {
|
||
const maxCols = this.maxCols();
|
||
const itemWidth = this.itemWidth();
|
||
const itemHeight = this.itemHeight();
|
||
const colSpacing = this.colSpacing();
|
||
const rowSpacing = this.rowSpacing();
|
||
const col = index % maxCols;
|
||
const row = Math.floor(index / maxCols);
|
||
const x = col * itemWidth + colSpacing / 2 - this.scrollBaseX() + 218;
|
||
const y = row * itemHeight + rowSpacing / 2 - this.scrollBaseY() + 4;
|
||
const width = itemWidth - colSpacing;
|
||
const height = itemHeight - rowSpacing;
|
||
return new Rectangle(x, y, width, height);
|
||
};
|
||
//↑のセレクトでの不具合を出ないようにする
|
||
Window_BattleSkillType.prototype.drawAllItems = function () {
|
||
const topIndex = this.topIndex();
|
||
for (let i = 0; i < this.maxVisibleItems(); i++) {
|
||
const index = topIndex + i;
|
||
|
||
if (this._list && index < this.maxItems()) {
|
||
//選択ちゅうだけ背景なくす
|
||
if (i != this._index) {
|
||
this.drawItemBackground(index);
|
||
}
|
||
this.drawItem(index);
|
||
}
|
||
}
|
||
};
|
||
|
||
// コマンド関係
|
||
// コマンドの追加、2は必殺技
|
||
Window_BattleSkillType.prototype.makeCommandList = function () {
|
||
//if (this._actor) {
|
||
// const skillTypes = this._actor.skillTypes();
|
||
// for (const stypeId of skillTypes) {
|
||
// const name = $dataSystem.skillTypes[stypeId];
|
||
// this.addCommand("全スキル", "skill", true, stypeId, "all");
|
||
// }
|
||
|
||
this.addCommand("Attack", "attack", true, 2);
|
||
this.addCommand("Healing", "cure", true, 2);
|
||
this.addCommand("Support", "support", true, 2);
|
||
this.addCommand("Lewd", "h", true, 2);
|
||
//}
|
||
};
|
||
// コマンドにCBR_typeって属性作れるようにする
|
||
// Window_BattleSkillType.prototype.addCommand = function (name, symbol, enabled = true, ext = null, CBR_type = null) {
|
||
// this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext, CBR_type: CBR_type });
|
||
// };
|
||
// // 上の_listからextを引っ張ってくる
|
||
// Window_BattleSkillType.prototype.currentExt = function () {
|
||
// return this.currentData() ? this.currentData() : null;
|
||
// };
|
||
|
||
// // updateで毎回これが更新されてる
|
||
|
||
Window_BattleSkillType.prototype.setSkillWindow = function (skillWindow) {
|
||
this._skillWindow = skillWindow;
|
||
//this.callUpdateHelp();
|
||
};
|
||
|
||
Window_BattleSkillType.prototype.select = function (index) {
|
||
this._index = index;
|
||
|
||
this.contents.clear();
|
||
this.contentsBack.clear();
|
||
this.drawAllItems();
|
||
|
||
this.refreshCursor();
|
||
this.callUpdateHelp();
|
||
|
||
if (index >= 0 && this._skillWindow) {
|
||
this._skillWindow.setSkillType(this.commandSymbol(index));
|
||
this._skillWindow.forceSelect(0);
|
||
}
|
||
};
|
||
|
||
// カテゴリー記録用
|
||
Window_BattleSkillType.prototype.smoothSelect = function (index) {
|
||
if (this._actor) {
|
||
this._actor.setLastCateIndex(index);
|
||
}
|
||
this.select(index);
|
||
this.ensureCursorVisible(true);
|
||
};
|
||
Game_Actor.prototype.setLastCateIndex = function (index) {
|
||
this._lastBattleSkillCateIndex = index;
|
||
};
|
||
|
||
// Window_SkillList.prototype.setStypeId = function (stype) {
|
||
// if (stype) {
|
||
// if (this._stypeId !== stype.ext || this._CBR_type !== stype.CBR_type) {
|
||
// this._stypeId = stype.ext;
|
||
// this._CBR_type = stype.CBR_type;
|
||
// this.refresh();
|
||
// this.scrollTo(0, 0);
|
||
// }
|
||
// }
|
||
// };
|
||
// //スキル一覧に表示するべきstypeIdを設定する、コメント欄を使用
|
||
// Window_SkillList.prototype.includes = function (item) {
|
||
// //return item && item.stypeId === this._stypeId;
|
||
// if (!this._CBR_type || this._CBR_type === "all") {
|
||
// return item;
|
||
// } else {
|
||
// return item && item.meta.CBR_type === this._CBR_type;
|
||
// }
|
||
// };
|
||
|
||
// #############################################################
|
||
// ##################### スキルウィンドウ #######################
|
||
// #############################################################
|
||
Scene_Battle.prototype.skillWindowRect = function () {
|
||
const wx = 640;
|
||
const ww = 620;
|
||
const wh = 347;
|
||
const wy = 83;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
Scene_Battle.prototype.startEnemySelection = function () {
|
||
this._enemyWindow.refresh();
|
||
this._enemyWindow.show();
|
||
this._enemyWindow.select(0);
|
||
this._enemyWindow.activate();
|
||
this._statusWindow.hide();
|
||
this._skillWindow.hide();
|
||
this._skillTypeWindow.hide();
|
||
this._itemWindow.hide();
|
||
};
|
||
|
||
Scene_Battle.prototype.onEnemyCancel = function () {
|
||
this._enemyWindow.hide();
|
||
switch (this._actorCommandWindow.currentSymbol()) {
|
||
case "attack":
|
||
this._statusWindow.show();
|
||
this._actorCommandWindow.activate();
|
||
break;
|
||
case "skill":
|
||
this._skillTypeWindow.show();
|
||
this._skillWindow.show();
|
||
this._skillWindow.activate();
|
||
this._statusWindow.show();
|
||
break;
|
||
case "item":
|
||
this._itemWindow.show();
|
||
this._itemWindow.activate();
|
||
this._statusWindow.show();
|
||
break;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.startActorSelection = function () {
|
||
this._actorWindow.refresh();
|
||
this._actorWindow.show();
|
||
this._actorWindow.activate();
|
||
this._skillWindow.hide();
|
||
this._skillTypeWindow.hide();
|
||
};
|
||
|
||
Scene_Battle.prototype.onActorCancel = function () {
|
||
this._actorWindow.hide();
|
||
switch (this._actorCommandWindow.currentSymbol()) {
|
||
case "skill":
|
||
this._skillTypeWindow.show();
|
||
this._skillWindow.show();
|
||
this._skillWindow.activate();
|
||
this._skillTypeWindow.show();
|
||
break;
|
||
case "item":
|
||
this._itemWindow.show();
|
||
this._itemWindow.activate();
|
||
break;
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype.initialize = function (rect) {
|
||
Window_SkillList.prototype.initialize.call(this, rect);
|
||
this.hide();
|
||
|
||
// windowが重なっても透過させる
|
||
this._isWindow = false;
|
||
this._stypeId = "attack";
|
||
this.contents.fontFace = "serif";
|
||
};
|
||
|
||
Window_BattleSkill.prototype.setSkillType = function (type) {
|
||
this._stypeId = type;
|
||
this.refresh();
|
||
};
|
||
Window_BattleSkill.prototype.includes = function (item) {
|
||
return item && item.meta.CBR_type === this._stypeId;
|
||
};
|
||
|
||
Window_BattleSkill.prototype.maxCols = function () {
|
||
return 1;
|
||
};
|
||
Window_BattleSkill.prototype._refreshAllParts = function () {
|
||
//this._refreshBack();
|
||
//this._refreshFrame();
|
||
this._refreshCursor();
|
||
this._refreshArrows();
|
||
this._refreshPauseSign();
|
||
};
|
||
|
||
// スキル記録用
|
||
Game_Actor.prototype.setLastSkillIndex = function (index) {
|
||
this._lastBattleSkillIndex = index;
|
||
};
|
||
|
||
Window_BattleSkill.prototype.processOk = function () {
|
||
if (this._actor) {
|
||
if (ConfigManager.commandRemember) {
|
||
this._actor.setLastSkillIndex(this.index());
|
||
} else {
|
||
this._actor.setLastSkillIndex(0);
|
||
}
|
||
}
|
||
Window_Selectable.prototype.processOk.call(this);
|
||
};
|
||
Window_BattleSkill.prototype.selectLastIndex = function () {
|
||
if (this._actor) {
|
||
if (ConfigManager.commandRemember) {
|
||
this.forceSelect(this._actor._lastBattleSkillIndex || 0);
|
||
} else {
|
||
this.select(0);
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype.loadWindowskin = function () {
|
||
this.windowskin = ImageManager.loadSystem("Window");
|
||
this.menu_item_skin = ImageManager.loadSystem("battle_skill_cursor2");
|
||
this.menu_cursor_skin = ImageManager.loadSystem("battle_skill_cursor");
|
||
|
||
if (!this.menu_item_skin.isReady()) {
|
||
this.menu_item_skin.addLoadListener(() => {
|
||
this.refresh(); // 画像がロードされたら再描画
|
||
});
|
||
return;
|
||
}
|
||
|
||
if (!this.menu_cursor_skin.isReady()) {
|
||
this.menu_cursor_skin.addLoadListener(() => {
|
||
this.refresh(); // 画像がロードされたら再描画
|
||
});
|
||
return;
|
||
}
|
||
};
|
||
|
||
// カーソルの位置を微調整 タテ28pxを中央にもってくる
|
||
Window_BattleSkill.prototype.setCursorRect = function (x, y, width, height) {
|
||
const cw = Math.floor(width || 0);
|
||
const ch = Math.floor(height || 0);
|
||
this._cursorRect.x = Math.floor(x || 0);
|
||
this._cursorRect.y = Math.floor(y || 0) + (ch - 28) / 2;
|
||
if (this._cursorRect.width !== cw || this._cursorRect.height !== ch) {
|
||
this._cursorRect.width = cw;
|
||
this._cursorRect.height = 28;
|
||
this._refreshCursor();
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype._refreshCursor = function () {
|
||
const drect = this._cursorRect.clone();
|
||
const srect = { x: 0, y: 0, width: 549, height: 28 };
|
||
const m = 0;
|
||
for (const child of this._cursorSprite.children) {
|
||
child.bitmap = this.menu_cursor_skin;
|
||
}
|
||
this._setRectPartsGeometry(this._cursorSprite, srect, drect, m);
|
||
};
|
||
//カーソルを微調整、あとカーソルを常に不透明に
|
||
Window_BattleSkill.prototype._updateCursor = function () {
|
||
this._cursorSprite.alpha = 255;
|
||
this._cursorSprite.visible = this.isOpen() && this.cursorVisible;
|
||
this._cursorSprite.x = this._cursorRect.x;
|
||
this._cursorSprite.y = this._cursorRect.y;
|
||
};
|
||
//未選択コマンドの背景を画像に、あと位置を微調整、タテ28pxを中央にもってくる
|
||
Window_BattleSkill.prototype.drawItemBackground = function (index) {
|
||
const rect = this.itemRect(index);
|
||
if (this.menu_item_skin.isReady()) {
|
||
const bitmap = this.menu_item_skin;
|
||
const dx = rect.x;
|
||
const dy = rect.y + (rect.height - 28) / 2;
|
||
const dw = rect.width;
|
||
const dh = 28;
|
||
this.contentsBack.blt(bitmap, 0, 28, 549, 28, dx, dy, dw, dh);
|
||
}
|
||
};
|
||
Window_BattleSkill.prototype.lineHeight = function () {
|
||
return 38;
|
||
};
|
||
Window_BattleSkill.prototype.drawItem = function (index) {
|
||
const skill = this.itemAt(index);
|
||
if (skill) {
|
||
if (index == this._index) {
|
||
this.changeTextColor("#000000");
|
||
}
|
||
const costWidth = this.costWidth();
|
||
const rect = this.itemLineRect(index);
|
||
this.changePaintOpacity(this.isEnabled(skill));
|
||
this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth);
|
||
this.drawSkillCost(skill, rect.x - 20, rect.y, rect.width);
|
||
this.contents.fillRect(rect.x - 8, rect.y - 4, 2, 1, "#FFFFFF");
|
||
this.contents.fillRect(rect.x - 3, rect.y - 4, 568, 1, "#FFFFFF");
|
||
this.contents.fillRect(rect.x + 568, rect.y - 4, 2, 1, "#FFFFFF");
|
||
this.changePaintOpacity(1);
|
||
|
||
if (index == this.maxItems() - 1) {
|
||
this.contents.fillRect(rect.x - 8, rect.y + 38 + 4, 2, 1, "#FFFFFF");
|
||
this.contents.fillRect(rect.x - 3, rect.y + 38 + 4, 568, 1, "#FFFFFF");
|
||
this.contents.fillRect(rect.x + 568, rect.y + 38 + 4, 2, 1, "#FFFFFF");
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype.drawItemName = function (item, x, y, width) {
|
||
if (item) {
|
||
const iconY = y + (this.lineHeight() - ImageManager.iconHeight) / 2;
|
||
const delta = ImageManager.standardIconWidth - ImageManager.iconWidth;
|
||
const textMargin = ImageManager.standardIconWidth + 4;
|
||
const itemWidth = Math.max(0, width - textMargin);
|
||
this.resetTextColor();
|
||
this.drawIcon(item.iconIndex, x + delta / 2, iconY);
|
||
this.drawText(item.name, x + textMargin + 40, y, itemWidth);
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype.itemWidth = function () {
|
||
return 549;
|
||
};
|
||
|
||
// #############################################################
|
||
// ################### アイテムウィンドウ #######################
|
||
// #############################################################
|
||
Scene_Battle.prototype.itemWindowRect = function () {
|
||
const wx = 640;
|
||
const wy = 30;
|
||
const ww = 620;
|
||
const wh = 332;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
// 上からウィンドウ内部の描写をズラす
|
||
var paddingTop = 74;
|
||
Window_BattleItem.prototype.hitTest = function (x, y) {
|
||
if (this.innerRect.contains(x, y)) {
|
||
const cx = this.origin.x + x - this.padding;
|
||
const cy = this.origin.y + y - paddingTop;
|
||
const topIndex = this.topIndex();
|
||
for (let i = 0; i < this.maxVisibleItems(); i++) {
|
||
const index = topIndex + i;
|
||
if (index < this.maxItems()) {
|
||
const rect = this.itemRect(index);
|
||
if (rect.contains(cx, cy)) {
|
||
return index;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return -1;
|
||
};
|
||
|
||
Object.defineProperty(Window_BattleItem.prototype, "innerRect", {
|
||
get: function () {
|
||
return new Rectangle(this._padding, paddingTop, this.innerWidth, this.innerHeight);
|
||
},
|
||
configurable: true
|
||
});
|
||
Window_BattleItem.prototype._createClientArea = function () {
|
||
this._clientArea = new Sprite();
|
||
this._clientArea.filters = [new PIXI.filters.AlphaFilter()];
|
||
this._clientArea.filterArea = new Rectangle();
|
||
this._clientArea.move(this._padding, paddingTop);
|
||
this.addChild(this._clientArea);
|
||
};
|
||
|
||
Window_BattleItem.prototype._updateClientArea = function () {
|
||
const pad = this._padding;
|
||
this._clientArea.move(pad, pad);
|
||
this._clientArea.x = pad - this.origin.x;
|
||
this._clientArea.y = -this.origin.y + paddingTop;
|
||
if (this.innerWidth > 0 && this.innerHeight > 0) {
|
||
this._clientArea.visible = this.isOpen();
|
||
} else {
|
||
this._clientArea.visible = false;
|
||
}
|
||
};
|
||
|
||
Window_BattleItem.prototype.loadWindowskin = function () {
|
||
this.windowskin = ImageManager.loadSystem("Window");
|
||
this.menu_cursor_skin = ImageManager.loadSystem("menu_item_selected");
|
||
this.menu_item_skin = ImageManager.loadSystem("menu_item_selected_2");
|
||
this.CBR_back = ImageManager.loadSystem("battle_item_window");
|
||
};
|
||
|
||
Window_BattleItem.prototype.show = function () {
|
||
this.selectLast();
|
||
this.showHelpWindow();
|
||
Window_ItemList.prototype.show.call(this);
|
||
};
|
||
|
||
Window_BattleItem.prototype.updateBackOpacity = function () {
|
||
this.backOpacity = 255;
|
||
};
|
||
|
||
Window_BattleItem.prototype._refreshBack = function () {
|
||
const sprite = this._backSprite;
|
||
sprite.bitmap = this.CBR_back;
|
||
};
|
||
|
||
Window_BattleItem.prototype._refreshAllParts = function () {
|
||
this._refreshBack();
|
||
//this._refreshFrame();
|
||
this._refreshCursor();
|
||
this._refreshArrows();
|
||
this._refreshPauseSign();
|
||
};
|
||
|
||
Window_BattleItem.prototype._refreshArrows = function () {
|
||
const w = this._width;
|
||
const h = this._height;
|
||
const p = 24;
|
||
const q = p / 2;
|
||
const sx = 96 + p;
|
||
const sy = 0 + p;
|
||
this._downArrowSprite.bitmap = this._windowskin;
|
||
this._downArrowSprite.anchor.x = 0.5;
|
||
this._downArrowSprite.anchor.y = 0.5;
|
||
this._downArrowSprite.setFrame(sx + q, sy + q + p, p, q);
|
||
this._downArrowSprite.move(w / 2, h - q + 62);
|
||
this._upArrowSprite.bitmap = this._windowskin;
|
||
this._upArrowSprite.anchor.x = 0.5;
|
||
this._upArrowSprite.anchor.y = 0.5;
|
||
this._upArrowSprite.setFrame(sx + q, sy, p, q);
|
||
this._upArrowSprite.move(w / 2, q + 62);
|
||
};
|
||
|
||
// #############################################################
|
||
// ##################### ヘルプウィンドウ #######################
|
||
// #############################################################
|
||
Scene_Battle.prototype.helpWindowRect = function () {
|
||
const wx = 640;
|
||
const wh = 120;
|
||
const wy = 420;
|
||
const ww = 620;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
Window_Battle_Help.prototype = Object.create(Window_Help.prototype);
|
||
Window_Battle_Help.prototype.constructor = Window_Battle_Help;
|
||
|
||
Window_Battle_Help.prototype.loadWindowskin = function () {
|
||
this.windowskin = ImageManager.loadSystem("Window");
|
||
this.CBR_back = ImageManager.loadSystem("battle_skill_help_window");
|
||
};
|
||
|
||
Window_Battle_Help.prototype._refreshAllParts = function () {
|
||
this._refreshBack();
|
||
//this._refreshFrame();
|
||
this._refreshCursor();
|
||
this._refreshArrows();
|
||
this._refreshPauseSign();
|
||
};
|
||
Window_Battle_Help.prototype._refreshBack = function () {
|
||
const sprite = this._backSprite;
|
||
sprite.bitmap = this.CBR_back;
|
||
};
|
||
Window_Battle_Help.prototype.updateBackOpacity = function () {
|
||
this.backOpacity = 255;
|
||
};
|
||
Window_Battle_Help.prototype.refresh = function () {
|
||
const rect = this.baseTextRect();
|
||
this.contents.clear();
|
||
this.drawTextEx(this._text, rect.x, rect.y - 2, rect.width);
|
||
};
|
||
|
||
Scene_Battle.prototype.createHelpWindow = function () {
|
||
const rect = this.helpWindowRect();
|
||
this._helpWindow = new Window_Battle_Help(rect);
|
||
this._helpWindow._isWindow = false;
|
||
this._helpWindow.hide();
|
||
this.addWindow(this._helpWindow);
|
||
};
|
||
|
||
//###################### ステータス画面 #########################
|
||
Scene_Battle.prototype.statusWindowRect = function () {
|
||
const extra = 10;
|
||
const ww = 330 * $gameParty._actors.length;
|
||
const wh = this.windowAreaHeight() + extra;
|
||
const wx = 1280 - ww - 8;
|
||
const wy = Graphics.boxHeight - wh + extra - 4;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
//特にウィンドウの移動とかないよね
|
||
Scene_Battle.prototype.updateStatusWindowPosition = function () {};
|
||
|
||
Window_BattleStatus.prototype.maxCols = function () {
|
||
return $gameParty._actors.length;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.createContents = function () {
|
||
const width = this.contentsWidth();
|
||
const height = this.contentsHeight();
|
||
this.destroyContents();
|
||
this.contents = new Bitmap(width, height);
|
||
this.contentsBack = new Bitmap(width, height);
|
||
this.resetFontSettings();
|
||
};
|
||
Window_BattleStatus.prototype.drawActorFace = function (actor, x, y, width, height) {
|
||
if (actor._name == "Shirayuki") {
|
||
this.drawFace("battle_face_sira", actor.faceIndex(), x, y, width, height, actor);
|
||
} else {
|
||
this.drawFace("battle_face_yozu", actor.faceIndex(), x, y, width, height, actor);
|
||
}
|
||
};
|
||
//名前を消してLVを表記
|
||
Window_BattleStatus.prototype.placeActorName = function (actor, x, y) {};
|
||
Window_BattleStatus.prototype.drawFace = function (faceName, faceIndex, x, y, width, height, actor) {
|
||
const bitmap = ImageManager.loadSystem(faceName);
|
||
this.contents.blt(bitmap, 0, 0, 200, 182, x, y);
|
||
|
||
const bitmap2 = ImageManager.loadSystem("battle_status");
|
||
this.contents.blt(bitmap2, 0, 0, 300, 180, x - 7, y + 15);
|
||
|
||
this.contents.fontFace = "Times New Roman";
|
||
this.contents.fontSize = 24;
|
||
this.changeTextColor("#FFFFFF");
|
||
this.contents.drawText(`LV ${actor._level}`, x + 138, y + 34, 150, 50, "left");
|
||
};
|
||
//めんどいから二人読み込む
|
||
Window_BattleStatus.prototype.loadFaceImages = function () {
|
||
ImageManager.loadSystem("battle_face_sira");
|
||
ImageManager.loadSystem("battle_face_yozu");
|
||
ImageManager.loadSystem("battle_status");
|
||
};
|
||
|
||
//################## ゲージ ####################
|
||
//戦闘画面用のゲージスプライトを作る
|
||
|
||
Window_BattleStatus.prototype.placeGauge = function (actor, type, x, y) {
|
||
const key = "actor%1-gauge-%2".format(actor.actorId(), type);
|
||
const sprite = this.createInnerSprite(key, Sprite_Gauge_Battle);
|
||
sprite.setup(actor, type);
|
||
sprite.move(x, y);
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.basicGaugesX = function (rect) {
|
||
return rect.x + 124;
|
||
};
|
||
Window_BattleStatus.prototype.basicGaugesY = function (rect) {
|
||
const bottom = rect.y + rect.height - this.extraHeight() - 50;
|
||
const numGauges = $dataSystem.optDisplayTp ? 3 : 2;
|
||
return bottom - this.gaugeLineHeight() * numGauges;
|
||
};
|
||
|
||
//hp mpの間隔
|
||
Window_BattleStatus.prototype.placeBasicGauges = function (actor, x, y) {
|
||
this.placeGauge(actor, "hp", x, y);
|
||
this.placeGauge(actor, "mp", x, y + this.gaugeLineHeight() + 29);
|
||
if ($dataSystem.optDisplayTp) {
|
||
this.placeGauge(actor, "tp", x, y + this.gaugeLineHeight() * 2);
|
||
}
|
||
};
|
||
|
||
// ############### 味方選択時にカーソルのアイコンを追加 ################
|
||
const Spriteset_Battle_createActors = Spriteset_Battle.prototype.createActors;
|
||
Spriteset_Battle.prototype.createActors = function () {
|
||
Spriteset_Battle_createActors.call(this);
|
||
|
||
// TorigoyaMZ_DisplayAnimationInFrontView.jsに対応させるため、あっちでやる
|
||
|
||
// for (const e of this._actorSprites) {
|
||
// var sp = new Sprite();
|
||
// sp.bitmap = ImageManager.loadSystem("battle_select");
|
||
// sp.anchor.set(0.5, 1);
|
||
// sp.hide();
|
||
// sp._CBR_count = 0;
|
||
// e._targetSp = sp; // アクターにこのスプライト情報を入れる
|
||
// this.addChild(sp); // 入れるけどこの階層にspriteをadd
|
||
// }
|
||
};
|
||
// ############### 敵選択時にカーソルのアイコンを追加 ################
|
||
const Spriteset_Battle_createEnemies = Spriteset_Battle.prototype.createEnemies;
|
||
Spriteset_Battle.prototype.createEnemies = function () {
|
||
Spriteset_Battle_createEnemies.call(this);
|
||
|
||
//敵選択した時のカーソルを追加
|
||
for (const e of this._enemySprites) {
|
||
var sp = new Sprite();
|
||
sp.bitmap = ImageManager.loadSystem("battle_select");
|
||
sp.anchor.set(0.5, 1);
|
||
sp.hide();
|
||
sp._CBR_count = 0;
|
||
e._targetSp = sp; // エネミーにこのスプライト情報を入れる
|
||
this.addChild(sp); // 入れるけどこの階層にspriteをadd
|
||
}
|
||
};
|
||
|
||
Sprite_Battler.prototype.updateSelectionEffect = function () {
|
||
const target = this.mainSprite();
|
||
if (this._battler.isSelected()) {
|
||
console.log(this);
|
||
this._targetSp.show();
|
||
this._selectionEffectCount++;
|
||
|
||
//カーソルの位置を整える
|
||
var flagX = 0;
|
||
var flagY = 0;
|
||
if (this._battler && this._battler._enemyId) {
|
||
var hoge = $dataEnemies[this._battler._enemyId].meta.CBR_CursorX;
|
||
if (hoge) {
|
||
flagX = Number(hoge);
|
||
}
|
||
|
||
var hoge = $dataEnemies[this._battler._enemyId].meta.CBR_CursorY;
|
||
if (hoge) {
|
||
flagY = Number(hoge);
|
||
}
|
||
}
|
||
|
||
this._targetSp.x = this.x + flagX;
|
||
this._targetSp.y = this.y - this.height - 60 + flagY + Math.sin(this._targetSp._CBR_count / 10) * 10;
|
||
if (this._battler.constructor.name == "Game_Actor") {
|
||
this._targetSp.y -= 50;
|
||
}
|
||
|
||
this._targetSp.opacity = 170 + 85 * Math.sin(this._targetSp._CBR_count / 10);
|
||
this._targetSp._CBR_count++;
|
||
} else if (this._selectionEffectCount > 0) {
|
||
this._targetSp.hide();
|
||
}
|
||
};
|
||
|
||
//######################## live2d #############################
|
||
//変数を小数点可能に
|
||
Game_Variables.prototype.setValue = function (variableId, value) {
|
||
if (variableId > 0 && variableId < $dataSystem.variables.length) {
|
||
if (typeof value === "number") {
|
||
value = value;
|
||
}
|
||
this._data[variableId] = value;
|
||
this.onChange();
|
||
}
|
||
};
|
||
|
||
Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId) {
|
||
if (animationId < 0) {
|
||
this.showAttackAnimation(subject, targets);
|
||
} else {
|
||
this.showNormalAnimation(targets, animationId);
|
||
}
|
||
};
|
||
|
||
//いきなり戦闘コマンド 戦う 逃げるは省略
|
||
let battleTurn = 0; // バトルのターン数を管理
|
||
// バトル開始時にターン数をリセット
|
||
const _BattleManager_startBattle = BattleManager.startBattle;
|
||
BattleManager.startBattle = function () {
|
||
battleTurn = 0;
|
||
$gameParty._reservedItems = [];
|
||
_BattleManager_startBattle.call(this);
|
||
};
|
||
// ターン開始時にカウントを増やす
|
||
const _BattleManager_startTurn = BattleManager.startTurn;
|
||
BattleManager.startTurn = function () {
|
||
battleTurn++;
|
||
_BattleManager_startTurn.call(this);
|
||
};
|
||
// 2ターン目以降は戦う・逃げるをスキップ
|
||
Scene_Battle.prototype.startPartyCommandSelection = function () {
|
||
this.selectNextCommand(); // パーティコマンドをスキップ
|
||
};
|
||
|
||
//アニメーションのディレイ
|
||
Spriteset_Base.prototype.createAnimation = function (request) {
|
||
const animation = $dataAnimations[request.animationId];
|
||
const targets = request.targets;
|
||
const mirror = request.mirror;
|
||
|
||
let delay = this.animationBaseDelay();
|
||
|
||
if (BattleManager._action && BattleManager._action._item.object().meta.anime_delay) {
|
||
if (!Input.isLongPressed("ok")) {
|
||
delay += Number(BattleManager._action._item.object().meta.anime_delay);
|
||
}
|
||
}
|
||
|
||
const nextDelay = this.animationNextDelay();
|
||
if (this.isAnimationForEach(animation)) {
|
||
for (const target of targets) {
|
||
this.createAnimationSprite([target], animation, mirror, delay);
|
||
delay += nextDelay;
|
||
}
|
||
} else {
|
||
this.createAnimationSprite(targets, animation, mirror, delay);
|
||
}
|
||
};
|
||
|
||
//アニメーションの位置変更
|
||
Sprite_Animation.prototype.targetPosition = function (renderer) {
|
||
const pos = new Point();
|
||
this.zIndex = 9999999999;
|
||
if (this._animation.displayType === 2) {
|
||
pos.x = renderer.view.width / 2;
|
||
pos.y = renderer.view.height / 2;
|
||
} else {
|
||
for (const target of this._targets) {
|
||
const tpos = this.targetSpritePosition(target);
|
||
pos.x += tpos.x;
|
||
pos.y += tpos.y;
|
||
}
|
||
pos.x /= this._targets.length;
|
||
pos.y /= this._targets.length;
|
||
}
|
||
if (this._animation.name == "sira_斬撃_物理") {
|
||
//pos.x = 300;
|
||
pos.y = 200;
|
||
} else if (this._animation.name == "sira_爪_炎") {
|
||
pos.x = 300;
|
||
pos.y = 200;
|
||
}
|
||
return pos;
|
||
};
|
||
|
||
//戦闘が始まった瞬間コモンイベント実行
|
||
const BattleManager_startBattle = BattleManager.startBattle;
|
||
BattleManager.startBattle = function () {
|
||
BattleManager_startBattle.call(this);
|
||
|
||
const commonEvent = $dataCommonEvents[1103];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
|
||
//$gameTemp.reserveCommonEvent(14);
|
||
};
|
||
|
||
//戦闘が終わったらコモンイベント実行
|
||
// const BattleManager_endBattle = BattleManager.endBattle;
|
||
// BattleManager.endBattle = function (result) {
|
||
// BattleManager_endBattle.call(this, result);
|
||
|
||
// $gameTemp.reserveCommonEvent(1121);
|
||
// };
|
||
|
||
// ################### キャラクターのコマンドで表示キャラを切り替える ##########################
|
||
Scene_Battle.prototype.startActorCommandSelection = function () {
|
||
this._statusWindow.show();
|
||
this._statusWindow.selectActor(BattleManager.actor());
|
||
this._partyCommandWindow.close();
|
||
this._actorCommandWindow.show();
|
||
this._actorCommandWindow.setup(BattleManager.actor());
|
||
this.CBR_changeLive2d(BattleManager.actor()._name);
|
||
|
||
if (BattleManager.actor()._name === "Shirayuki") {
|
||
var commonEventId = 1137;
|
||
} else {
|
||
var commonEventId = 1138;
|
||
}
|
||
const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
};
|
||
|
||
//どの状態からでも待機モーションに変化させる
|
||
Scene_Battle.prototype.CBR_changeLive2d = function (show) {
|
||
Object.keys($gameLive2d._name).forEach(function (key) {
|
||
//見えてる物はhide
|
||
if ($gameLive2d.visible[key]) {
|
||
$gameLive2d.CBR_fadeMode[key] = "hide";
|
||
$gameLive2d.CBR_fadeDuration[key] = $gameLive2d.CBR_getDuration();
|
||
}
|
||
});
|
||
|
||
//白雪を表示させたい時
|
||
if (show == "Shirayuki") {
|
||
$gameLive2d.CBR_fadeMode[9] = "show";
|
||
$gameLive2d.CBR_fadeDuration[9] = $gameLive2d.visible[9] ? 0 : $gameLive2d.CBR_getDuration();
|
||
} else {
|
||
$gameLive2d.CBR_fadeMode[5] = "show";
|
||
$gameLive2d.CBR_fadeDuration[5] = $gameLive2d.visible[5] ? 0 : $gameLive2d.CBR_getDuration();
|
||
}
|
||
};
|
||
|
||
//攻撃する時、攻撃されるとき
|
||
Window_BattleLog.prototype.startAction = function (subject, action, targets) {
|
||
const item = action.item();
|
||
this.push("performActionStart", subject, action);
|
||
this.push("waitForMovement");
|
||
this.push("performAction", subject, action);
|
||
this.push("showAnimation", subject, targets.clone(), item.animationId);
|
||
this.displayAction(subject, item);
|
||
|
||
var liveChange = function (name) {
|
||
var taiki = {
|
||
sira: 9,
|
||
yozu: 5
|
||
};
|
||
var keyName = name == "Shirayuki" ? "sira" : "yozu";
|
||
Object.keys($gameLive2d._name).forEach(function (key) {
|
||
var delName = keyName == "sira" ? "y" : "s";
|
||
//表示されてるのが削除したいキャラ名だったら
|
||
if ($gameLive2d.visible[key] && $gameLive2d._name[key].charAt(0) == delName) {
|
||
$gameLive2d.CBR_fadeMode[key] = "hide";
|
||
$gameLive2d.CBR_fadeDuration[key] = $gameLive2d.CBR_getDuration();
|
||
}
|
||
|
||
// スキルにコモンイベント情報があったら即座に実行
|
||
if (item.meta.common_bf) {
|
||
var commonEventId = Number(item.meta.common_bf);
|
||
|
||
if (commonEventId) {
|
||
const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
}
|
||
// 防御とか攻撃を受けるで待機モーションを表示
|
||
} else {
|
||
// 待機モーションが表示されてなかった場合のみ待機表示イベントを実行
|
||
if (!$gameLive2d.visible[taiki[keyName]]) {
|
||
var commonEventId = delName == "y" ? 1109 : 1119;
|
||
|
||
if (commonEventId) {
|
||
const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
});
|
||
};
|
||
|
||
if (subject.constructor.name == "Game_Actor") {
|
||
if (subject._name == "Shirayuki" || subject._name == "Yotsuru") {
|
||
liveChange(subject._name);
|
||
}
|
||
} else if (subject.constructor.name == "Game_Enemy") {
|
||
if (targets[0]._name == "Shirayuki" || targets[0]._name == "Yotsuru") {
|
||
liveChange(targets[0]._name);
|
||
}
|
||
}
|
||
|
||
if (item.meta.act_common) {
|
||
// if (targets[0]) {
|
||
// action.updateLastTarget(targets[0]);
|
||
// }
|
||
// var commonEventId = Number(item.meta.act_common);
|
||
// $gameTemp.reserveCommonEvent(commonEventId);
|
||
// console.log("res");
|
||
// BattleManager.updateEvent();
|
||
// SceneManager._scene;
|
||
// if (commonEventId) {
|
||
// const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
// if (commonEvent) {
|
||
// const interpreter = new Game_Interpreter();
|
||
// interpreter.setup(commonEvent.list);
|
||
// interpreter.update();
|
||
// }
|
||
// }
|
||
}
|
||
};
|
||
|
||
// スキル直前でact_commonを発動させる
|
||
// var __BManager_startAction = BattleManager.startAction;
|
||
BattleManager.startAction = function () {
|
||
var action = this._subject.currentAction();
|
||
if (this.checkBeforeCommon(action)) {
|
||
return;
|
||
}
|
||
|
||
// __BManager_startAction.call(this);
|
||
const subject = this._subject;
|
||
//const action = subject.currentAction();
|
||
const targets = action.makeTargets();
|
||
this._phase = "action";
|
||
this._action = action;
|
||
this._targets = targets;
|
||
subject.cancelMotionRefresh();
|
||
subject.useItem(action.item());
|
||
this._action.applyGlobal();
|
||
this._logWindow.startAction(subject, action, targets);
|
||
|
||
var subject_name = subject.constructor.name;
|
||
//スキル敵味方が使った直後にIDを変数124番に入れる
|
||
$gameVariables.setValue(124, subject._actorId);
|
||
|
||
if (subject_name == "Game_Actor") {
|
||
//直前の行動したアクター(味方のみ)のIDを変数125
|
||
$gameVariables.setValue(125, subject._actorId);
|
||
} else if (subject_name == "Game_Enemy") {
|
||
if (targets.length === 1 && targets[0].constructor.name == "Game_Actor") {
|
||
//敵が攻撃した時に126に対象になったアクターのID入れる
|
||
//全体攻撃の時は入れない
|
||
$gameVariables.setValue(126, targets[0]._actorId);
|
||
}
|
||
}
|
||
|
||
this._execBeforeCommon = false;
|
||
};
|
||
|
||
BattleManager.checkBeforeCommon = function (action) {
|
||
// if (action && !this._execBeforeCommon && DataManager.isBeforeCommon(action.item())) {
|
||
if (action && !this._execBeforeCommon) {
|
||
var act_common_id = action.item().meta.act_common;
|
||
|
||
if (!act_common_id) {
|
||
return false;
|
||
}
|
||
|
||
// 最期のターゲットをココで更新するようにする
|
||
const targets = action.makeTargets();
|
||
if (targets[0]) {
|
||
action.updateLastTarget(targets[0]);
|
||
}
|
||
|
||
// 最期の直前情報をココで更新するようにする
|
||
action.updateLastUsed();
|
||
action.updateLastSubject();
|
||
|
||
// var beforeCommon = DataManager.beforeCommonEffect(action.item());
|
||
var beforeCommon = act_common_id;
|
||
// if (nullNumberCommonReserve && beforeCommon <= 0) return false;
|
||
this._execBeforeCommon = true;
|
||
$gameTemp.reserveCommonEvent(beforeCommon);
|
||
var sId = this._subject.index();
|
||
var tId = action._targetIndex;
|
||
if (this._subject.isEnemy()) sId += 1000;
|
||
if (this._subject.isActor() && action.isForOpponent() && tId >= 0) tId += 1000;
|
||
if (this._subject.isEnemy() && action.isForFriend() && tId >= 0) tId += 1000;
|
||
if (action.isForUser()) tId = sId;
|
||
// if (indexVariableId) $gameVariables._data[indexVariableId] = sId;
|
||
// if (targetIndexVariableId) $gameVariables._data[targetIndexVariableId] = tId;
|
||
// if (useMz) {
|
||
if (this.isActionForced()) this._actionForcedBattler = this._subject;
|
||
// } else {
|
||
// if (this.isForcedTurn()) this._actionForcedBattler = this._subject;
|
||
// }
|
||
this._phase = "turn";
|
||
return true;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
var __GBattler_removeCurrentAction = Game_Battler.prototype.removeCurrentAction;
|
||
Game_Battler.prototype.removeCurrentAction = function () {
|
||
if (!BattleManager._execBeforeCommon) {
|
||
__GBattler_removeCurrentAction.call(this);
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_commandFight = Scene_Battle.prototype.commandFight;
|
||
Scene_Battle.prototype.commandFight = function () {
|
||
for (var i = 1; i <= $gameLive2d.MAXNUMBER; i++) {
|
||
$gameLive2d.pos_x[i] += 100;
|
||
}
|
||
// 元の「戦う」コマンドの処理を実行
|
||
_Scene_Battle_commandFight.call(this);
|
||
};
|
||
|
||
//live2dを切り替えるヤツ
|
||
var Scene_Battle_update = Scene_Battle.prototype.update;
|
||
Scene_Battle.prototype.update = function () {
|
||
if ($gameSwitches.value(904)) {
|
||
var count = $gameVariables.value(929);
|
||
count--;
|
||
$gameVariables.setValue(929, count);
|
||
if (count <= 0) {
|
||
const next_common = $gameVariables.value(928);
|
||
const commonEvent = $dataCommonEvents[next_common];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
}
|
||
}
|
||
|
||
//###################### 戦闘開始時のメッセージを消去してロゴに変更する ##################
|
||
//決定キーを押した時
|
||
if (this.CBR_startMotion) {
|
||
if (TouchInput.isTriggered() || Input.isTriggered("ok")) {
|
||
this._battleStartImage_logo.visible = false;
|
||
this._battleStartImage_cursor.visible = false;
|
||
this._battleStartImage_ready.visible = false;
|
||
this.CBR_startMotion = false;
|
||
AudioManager.playSe({ name: "Decision5", volume: 70, pitch: 100, pan: 0 });
|
||
}
|
||
}
|
||
Scene_Battle_update.call(this);
|
||
|
||
// マウスクリック検知 & 動画再生中チェック
|
||
if (Input.isTriggered("ok") || TouchInput.isTriggered() || utakata.MessageSkip.isPressedMsgSkipButton()) {
|
||
if (Video.isPlaying()) {
|
||
Video._onEnd();
|
||
}
|
||
|
||
// MoviePicture.js
|
||
if ($gameScreen._pictures[11] && $gameScreen._pictures[11].isVideoWait()) {
|
||
$gameScreen.erasePicture(11);
|
||
}
|
||
}
|
||
};
|
||
|
||
//###################### 戦闘開始時のメッセージを消去してロゴに変更する ##################
|
||
//開戦時メッセージを消す
|
||
BattleManager.displayStartMessages = function () {};
|
||
|
||
//追加する画像を
|
||
class BattleStartImage extends Sprite {
|
||
constructor(name, x, y, type) {
|
||
super();
|
||
this.bitmap = ImageManager.loadSystem(name);
|
||
this.anchor.set(0.5, 0.5);
|
||
this.x = x;
|
||
this.y = y;
|
||
this.visible = true;
|
||
|
||
this.CBR_count = 0;
|
||
|
||
if (type == "cursor") {
|
||
this.CBR_cursor = true;
|
||
}
|
||
}
|
||
|
||
update() {
|
||
this.CBR_count++;
|
||
|
||
if (this.CBR_cursor) {
|
||
var cnt = this.CBR_count % 20;
|
||
if (cnt === 0) {
|
||
this.setFrame(0, 17 * Math.floor((this.CBR_count % 80) / 20), 35, 17);
|
||
}
|
||
}
|
||
super.update();
|
||
}
|
||
}
|
||
|
||
//戦闘開始時のロゴとステータス隠し
|
||
Scene_Battle.prototype.start = function () {
|
||
Scene_Message.prototype.start.call(this);
|
||
BattleManager.playBattleBgm();
|
||
BattleManager.startBattle();
|
||
this._statusWindow.refresh();
|
||
this.startFadeIn(this.fadeSpeed(), false);
|
||
|
||
var sp = new BattleStartImage("battle_encount_logo", Graphics.width / 2, 80);
|
||
this._battleStartImage_logo = sp;
|
||
this.addChild(this._battleStartImage_logo);
|
||
|
||
var sp = new BattleStartImage("battle_encount_ready", Graphics.width / 2, 170);
|
||
this._battleStartImage_ready = sp;
|
||
this.addChild(this._battleStartImage_ready);
|
||
|
||
var sp = new BattleStartImage("battle_encount_cursor", Graphics.width / 2, 140, "cursor");
|
||
sp.setFrame(0, 0, 35, 17);
|
||
this._battleStartImage_cursor = sp;
|
||
this.addChild(this._battleStartImage_cursor);
|
||
//
|
||
|
||
this.CBR_startMotion = true;
|
||
this._statusWindow.visible = false;
|
||
};
|
||
|
||
//ロゴがある間は表示させない
|
||
Scene_Battle.prototype.updateBattleProcess = function () {
|
||
if (this.CBR_startMotion) {
|
||
return;
|
||
}
|
||
BattleManager.update(this.isTimeActive());
|
||
};
|
||
})();
|
||
|
||
var px = -200;
|
||
var py = -20;
|
||
|
||
var si = 1;
|
||
|
||
Spriteset_Battle.prototype.createBackground = function () {};
|
||
|
||
//なんか"Times New Roman"の読み込みが遅い?
|
||
Scene_Boot.prototype.loadGameFonts = function () {
|
||
const advanced = $dataSystem.advanced;
|
||
FontManager.load("rmmz-mainfont", advanced.mainFontFilename);
|
||
FontManager.load("rmmz-numberfont", advanced.numberFontFilename);
|
||
|
||
const bitmap = ImageManager.loadSystem("battle_status");
|
||
bitmap.fontFace = "Times New Roman";
|
||
};
|
||
|
||
Sprite_Damage.prototype.fontSize = function () {
|
||
return $gameSystem.mainFontSize() + 20;
|
||
};
|
||
|
||
Sprite_Actor.prototype.createDamageSprite = function () {
|
||
const last = this._damages[this._damages.length - 1];
|
||
const sprite = new Sprite_Damage();
|
||
if (last) {
|
||
sprite.x = last.x + 8;
|
||
sprite.y = last.y - 16;
|
||
} else {
|
||
sprite.x = this.x + this.damageOffsetX() + 50;
|
||
sprite.y = this.y + this.damageOffsetY() + 38;
|
||
}
|
||
sprite.setup(this._battler);
|
||
this._damages.push(sprite);
|
||
this.parent.addChild(sprite);
|
||
};
|
||
|
||
// 戦闘フォントの色を変更
|
||
ColorManager.damageColor = function (colorType) {
|
||
switch (colorType) {
|
||
case 0: // HP damage
|
||
return "#ff0000";
|
||
case 1: // HP recover
|
||
return "#b9ffb5";
|
||
case 2: // MP damage
|
||
return "#ffff90";
|
||
case 3: // MP recover
|
||
return "#80b0ff";
|
||
default:
|
||
return "#808080";
|
||
}
|
||
};
|
||
|
||
// 戦闘フォントの数字を変更
|
||
Game_System.prototype.numberFontFace = function () {
|
||
return "fantasy";
|
||
};
|
||
|
||
//逃走率を100に
|
||
BattleManager.processEscape = function () {
|
||
$gameParty.performEscape();
|
||
SoundManager.playEscape();
|
||
const success = true;
|
||
if (success) {
|
||
this.onEscapeSuccess();
|
||
} else {
|
||
this.onEscapeFailure();
|
||
}
|
||
return success;
|
||
};
|
||
|
||
// 勝利ウィンドウ
|
||
Window_CBR_BattleResult.prototype = Object.create(Window_Base.prototype);
|
||
Window_CBR_BattleResult.prototype.constructor = Window_CBR_BattleResult;
|
||
|
||
//Scene_Base.prototype.createWindowLayer でGraphicsのbox分-4されてるので
|
||
Scene_Battle.prototype.CBR_BattleResultWindowRect = function () {
|
||
const wx = 0;
|
||
const wy = -4;
|
||
const ww = Graphics.width;
|
||
const wh = Graphics.height - wy;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
Window_CBR_BattleResult.prototype._refreshAllParts = function () {
|
||
//this._refreshBack();
|
||
//this._refreshFrame();
|
||
this._refreshCursor();
|
||
this._refreshArrows();
|
||
this._refreshPauseSign();
|
||
};
|
||
|
||
//開始時隠す
|
||
Scene_Battle.prototype.createCBR_BattleResultWindow = function () {
|
||
const rect = this.CBR_BattleResultWindowRect();
|
||
this._resultWindow = new Window_CBR_BattleResult(rect);
|
||
this._resultWindow.hide();
|
||
this.addWindow(this._resultWindow);
|
||
};
|
||
|
||
var Scene_Battle_createAllWindows = Scene_Battle.prototype.createAllWindows;
|
||
Scene_Battle.prototype.createAllWindows = function () {
|
||
Scene_Battle_createAllWindows.call(this);
|
||
|
||
this.createCBR_BattleResultWindow();
|
||
};
|
||
|
||
var Window_CBR_BattleResult_initialize = Window_CBR_BattleResult.prototype.initialize;
|
||
Window_CBR_BattleResult.prototype.initialize = function (rect) {
|
||
Window_CBR_BattleResult_initialize.call(this, rect);
|
||
|
||
this._back1 = new Sprite();
|
||
this._back1.bitmap = ImageManager.loadSystem("battle_result_back");
|
||
this._container.addChild(this._back1);
|
||
//this.contents.fontFace = "serif";
|
||
|
||
// 一人目
|
||
this._chara_1 = new Sprite();
|
||
this._chara_1.x = 0;
|
||
this._chara_1.y = 260;
|
||
|
||
this.contents.fontSize = 32;
|
||
if ($gameParty.members()[0].name() === "Shirayuki") {
|
||
this._chara_1.bitmap = ImageManager.loadSystem("battle_result_sira");
|
||
this.drawTextS("Shirayuki Lindblom", 134, 255, 400);
|
||
} else {
|
||
this._chara_1.bitmap = ImageManager.loadSystem("battle_result_yozu");
|
||
this.drawTextS("Yozuru Kuroba", 134, 255, 400);
|
||
}
|
||
this.contents.fontSize = 32;
|
||
this._container.addChild(this._chara_1);
|
||
|
||
if ($gameParty.members().length == 2) {
|
||
// 2人目
|
||
this._chara_2 = new Sprite();
|
||
this._chara_2.x = 0;
|
||
this._chara_2.y = 370;
|
||
if ($gameParty.members()[1].name() === "Shirayuki") {
|
||
this._chara_2.bitmap = ImageManager.loadSystem("battle_result_sira");
|
||
this.drawTextS("Shirayuki Lindblom", 134, 365, 400);
|
||
} else {
|
||
this._chara_2.bitmap = ImageManager.loadSystem("battle_result_yozu");
|
||
this.drawTextS("Yozuru Kuroba", 134, 365, 400);
|
||
}
|
||
this.contents.fontSize = 32;
|
||
this._container.addChild(this._chara_2);
|
||
}
|
||
this.drawTextS("Acquired Money", 34, 133, 200);
|
||
this.drawTextS("Acquired EXP", 34, 191, 200);
|
||
this.drawTextS("Acquired Items", 34, 478, 200);
|
||
|
||
this._chara_3 = new Sprite();
|
||
this._chara_3.x = 530;
|
||
this._container.addChild(this._chara_3);
|
||
};
|
||
|
||
// リザルト画面でOK押したら消えるようにする
|
||
Window_CBR_BattleResult.prototype.update = function () {
|
||
Window_Base.prototype.update.call(this);
|
||
|
||
if (BattleManager.CBR_result) {
|
||
if (!this.visible) {
|
||
var commonEventId = Number(1101);
|
||
if (commonEventId) {
|
||
const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
}
|
||
var commonEventId = Number(1121);
|
||
if (commonEventId) {
|
||
const commonEvent = $dataCommonEvents[Number(commonEventId)];
|
||
if (commonEvent) {
|
||
const interpreter = new Game_Interpreter();
|
||
interpreter.setup(commonEvent.list);
|
||
interpreter.update();
|
||
}
|
||
}
|
||
|
||
this.updateResult();
|
||
}
|
||
this.show();
|
||
if (Input.isRepeated("ok") || Input.isTriggered("ok") || TouchInput.isTriggered() || TouchInput.isLongPressed()) {
|
||
BattleManager.CBR_result = false;
|
||
}
|
||
}
|
||
};
|
||
Window_CBR_BattleResult.prototype.updateResult = function () {
|
||
this.contents.fontSize = 32;
|
||
this.drawTextS(`+${BattleManager._rewards.gold} Yen`, 400, 133, 200, "right");
|
||
this.drawTextS(`+${BattleManager._rewards.exp}`, 400, 191, 200, "right");
|
||
|
||
var ac_1 = $gameParty.members()[0];
|
||
this.drawTextS(`Lv ${ac_1._level}`, 400, 255, 200, "right");
|
||
|
||
var now = ac_1.currentExp() - ac_1.expForLevel(ac_1._level);
|
||
|
||
if (now - BattleManager._rewards.exp < 0) {
|
||
this.changeTextColor(ColorManager.textColor(2));
|
||
this.drawTextS("LVUP!!", 200, 295, 400, "right");
|
||
this.resetTextColor();
|
||
} else {
|
||
this.contents.fontSize = 24;
|
||
|
||
if (99 <= ac_1._level) {
|
||
this.drawTextS(`Until Next Level: ${0}`, 200, 295, 400, "right");
|
||
} else {
|
||
this.drawTextS(`Until Next Level: ${ac_1.expForLevel(ac_1._level + 1) - ac_1.currentExp()}`, 200, 295, 400, "right");
|
||
}
|
||
}
|
||
this.contents.fontSize = 32;
|
||
var ac_2 = $gameParty.members()[1];
|
||
if (ac_2) {
|
||
this.drawTextS(`Lv ${ac_2._level}`, 400, 365, 200, "right");
|
||
|
||
var now = ac_2.currentExp() - ac_2.expForLevel(ac_2._level);
|
||
if (now - BattleManager._rewards.exp < 0) {
|
||
this.changeTextColor(ColorManager.textColor(2));
|
||
this.drawTextS("LVUP!!", 400, 405, 200, "right");
|
||
this.resetTextColor();
|
||
} else {
|
||
this.contents.fontSize = 24;
|
||
if (99 <= ac_2._level) {
|
||
this.drawTextS(`Until Next Level: ${0}`, 200, 405, 400, "right");
|
||
} else {
|
||
this.drawTextS(`Until Next Level: ${ac_2.expForLevel(ac_2._level + 1) - ac_2.currentExp()}`, 200, 405, 400, "right");
|
||
}
|
||
}
|
||
}
|
||
|
||
var counter = [];
|
||
for (var i = 0, len = BattleManager._rewards.items.length; i < len; i++) {
|
||
var name = BattleManager._rewards.items[i].name;
|
||
var idx = counter.findIndex((e) => e.name == name);
|
||
|
||
if (idx === -1) {
|
||
counter.push({
|
||
name: name,
|
||
count: 1
|
||
});
|
||
} else {
|
||
counter[idx].count++;
|
||
}
|
||
}
|
||
|
||
this.contents.fontSize = 32;
|
||
for (var i = 0, len = counter.length; i < len; i++) {
|
||
this.drawTextS(counter[i].name, 70, 524 + i * 36, 300);
|
||
this.drawTextS(`× ${counter[i].count}`, 400, 524 + i * 36, 200, "right");
|
||
}
|
||
|
||
if (!this._chara_3.bitmap) {
|
||
var name = $gameParty.allMembers()[0].name() === "Shirayuki" ? "sira" : "yozu";
|
||
var fuku_var = name == "sira" ? 204 : 205;
|
||
var fuku = $gameVariables.value(fuku_var) ? "nude" : "tyaku";
|
||
var bukka_sw = name == "sira" ? 234 : 235;
|
||
var naka_sw = name == "sira" ? 232 : 233;
|
||
var inra_var = name == "sira" ? 245 : 325;
|
||
var h_sw = name == "sira" ? 230 : 231;
|
||
var num = "0000";
|
||
if ($gameSwitches.value(bukka_sw) && $gameSwitches.value(naka_sw) && $gameSwitches.value(inra_var) >= 2) {
|
||
num = "0009";
|
||
} else if ($gameSwitches.value(bukka_sw) && $gameSwitches.value(naka_sw)) {
|
||
num = "0008";
|
||
} else if ($gameSwitches.value(bukka_sw) && $gameSwitches.value(inra_var) >= 2) {
|
||
num = "0007";
|
||
} else if ($gameSwitches.value(bukka_sw)) {
|
||
num = "0006";
|
||
} else if ($gameSwitches.value(naka_sw) && $gameSwitches.value(inra_var) >= 2) {
|
||
num = "0005";
|
||
} else if ($gameSwitches.value(naka_sw)) {
|
||
num = "0004";
|
||
} else if ($gameSwitches.value(h_sw) && $gameSwitches.value(inra_var) >= 2) {
|
||
num = "0003";
|
||
} else if ($gameSwitches.value(h_sw)) {
|
||
num = "0002";
|
||
} else if ($gameParty.allMembers()[0].hp / $gameParty.allMembers()[0].mhp <= 0.25) {
|
||
num = "0001";
|
||
}
|
||
this._chara_3.bitmap = ImageManager.loadSystem(`battle_result_${name}_${fuku}_${num}`);
|
||
}
|
||
};
|
||
|
||
// CRB_resultがある場合は進まないようにする
|
||
BattleManager.update = function (timeActive) {
|
||
if (!this.isBusy() && !this.updateEvent() && !this.CBR_result) {
|
||
this.updatePhase(timeActive);
|
||
}
|
||
if (this.isTpb()) {
|
||
this.updateTpbInput();
|
||
}
|
||
};
|
||
|
||
const _BattleManager_startBattle = BattleManager.startBattle;
|
||
BattleManager.startBattle = function () {
|
||
this.CBR_result = false;
|
||
_BattleManager_startBattle.call(this);
|
||
};
|
||
|
||
BattleManager.processVictory = function () {
|
||
this.CBR_result = true;
|
||
$gameParty.removeBattleStates();
|
||
$gameParty.performVictory();
|
||
this.playVictoryMe();
|
||
this.replayBgmAndBgs();
|
||
this.makeRewards();
|
||
//this.displayVictoryMessage();
|
||
//this.displayRewards();
|
||
this.gainRewards();
|
||
this.endBattle(0);
|
||
};
|
||
|
||
// 行動実行する時に変数をセットする
|
||
BattleManager.setup = function (troopId, canEscape, canLose) {
|
||
this.initMembers();
|
||
this._canEscape = canEscape;
|
||
this._canLose = canLose;
|
||
$gameTroop.setup(troopId);
|
||
$gameScreen.onBattleStart();
|
||
this.makeEscapeRatio();
|
||
|
||
$gameVariables.setValue(124, 0);
|
||
$gameVariables.setValue(125, 0);
|
||
$gameVariables.setValue(126, 0);
|
||
};
|
||
|
||
// BattleManager.startAction = function () {
|
||
// const subject = this._subject;
|
||
// const action = subject.currentAction();
|
||
// const targets = action.makeTargets();
|
||
// this._phase = "action";
|
||
// this._action = action;
|
||
// this._targets = targets;
|
||
// subject.cancelMotionRefresh();
|
||
// subject.useItem(action.item());
|
||
// this._action.applyGlobal();
|
||
// this._logWindow.startAction(subject, action, targets);
|
||
|
||
// var subject_name = subject.constructor.name;
|
||
// //スキル敵味方が使った直後にIDを変数124番に入れる
|
||
// $gameVariables.setValue(124, subject._actorId);
|
||
|
||
// if (subject_name == "Game_Actor") {
|
||
// //直前の行動したアクター(味方のみ)のIDを変数125
|
||
// $gameVariables.setValue(125, subject._actorId);
|
||
// } else if (subject_name == "Game_Enemy") {
|
||
// if (targets.length === 1 && targets[0].constructor.name == "Game_Actor") {
|
||
// //敵が攻撃した時に126に対象になったアクターのID入れる
|
||
// //全体攻撃の時は入れない
|
||
// $gameVariables.setValue(126, targets[0]._actorId);
|
||
// }
|
||
// }
|
||
// };
|
||
|
||
(() => {
|
||
// act_common内にある動画の再生が終わってからスキルエフェクトが始まるようにする
|
||
const _showAnimation = Window_BattleLog.prototype.showAnimation;
|
||
Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId) {
|
||
if (!Video.isPlaying()) {
|
||
_showAnimation.call(this, subject, targets, animationId);
|
||
} else {
|
||
this._pendingAnimationData = [subject, targets, animationId];
|
||
this._waitingForVideo = true;
|
||
}
|
||
};
|
||
|
||
const _update = Window_BattleLog.prototype.update;
|
||
Window_BattleLog.prototype.update = function () {
|
||
_update.call(this);
|
||
|
||
if (this._waitingForVideo && this._pendingAnimationData) {
|
||
if (!Video.isPlaying()) {
|
||
const [subject, targets, animationId] = this._pendingAnimationData;
|
||
this._waitingForVideo = false;
|
||
this._pendingAnimationData = null;
|
||
this.showAnimation(subject, targets, animationId);
|
||
} else {
|
||
this._waitCount = 1;
|
||
}
|
||
}
|
||
};
|
||
})();
|
||
|
||
// ステータスウィンドウをアニメーションウィンドウより下に配置する
|
||
Scene_Battle.prototype.createStatusWindow = function () {
|
||
const rect = this.statusWindowRect();
|
||
const statusWindow = new Window_BattleStatus(rect);
|
||
//this.addWindow(statusWindow);
|
||
this._spriteset.addChild(statusWindow);
|
||
this._statusWindow = statusWindow;
|
||
};
|
||
|
||
// ステートIDが7の時にtrue
|
||
// var bindCheck = function (name) {
|
||
// return $gameParty.members().some((actor) => {
|
||
// return actor.name() === name && actor.isStateAffected(7);
|
||
// });
|
||
// };
|
||
|
||
var SDN_ShowRestraintImg = function (name) {
|
||
//ベース設定
|
||
if (name == "Shirayuki") {
|
||
var evChara = "eva_d";
|
||
var cosChara = $gameVariables.value(204);
|
||
var kousokuState = $gameVariables.value(136);
|
||
var idx = 9;
|
||
} else {
|
||
var evChara = "evb_d";
|
||
var cosChara = $gameVariables.value(205);
|
||
var kousokuState = $gameVariables.value(137);
|
||
var idx = 5;
|
||
}
|
||
//拘束している敵の種類(変数138番)
|
||
var Enemy = $gameVariables.value(138);
|
||
var list = [
|
||
{ type: "人間", id: "001" },
|
||
{ type: "ゴブリン", id: "002" },
|
||
{ type: "オーク", id: "003" },
|
||
{ type: "魔犬", id: "004" },
|
||
{ type: "魔豚", id: "005" },
|
||
{ type: "妖馬", id: "006" },
|
||
{ type: "スライム", id: "007" },
|
||
{ type: "触手", id: "008" }
|
||
];
|
||
var evEnemy = list.find((e) => e.type === Enemy).id;
|
||
|
||
//服装
|
||
if (cosChara == 0) {
|
||
var evCos = "00";
|
||
} else {
|
||
var evCos = "01";
|
||
}
|
||
//部位
|
||
if ($gameVariables.value(134) == 1) {
|
||
var evPos = "00";
|
||
} else {
|
||
var evPos = "01";
|
||
}
|
||
//拘束状態
|
||
if (kousokuState < 2) {
|
||
var evKousoku = "01";
|
||
} else {
|
||
var evKousoku = "02";
|
||
}
|
||
var dataName = evChara + evEnemy + "_" + evCos + "_" + evPos + "_" + evKousoku;
|
||
// 万が一の為
|
||
if (SceneManager._scene.live2dSprite[idx]) {
|
||
SceneManager._scene.live2dSprite[idx].showImg(dataName);
|
||
}
|
||
};
|
||
|
||
var SDN_HideRestraintImg = function (name) {
|
||
var idx = name === "Shirayuki" ? 9 : 5;
|
||
if (SceneManager._scene.live2dSprite[idx]) {
|
||
SceneManager._scene.live2dSprite[idx].hideImg();
|
||
}
|
||
};
|
||
|
||
(() => {
|
||
// アイテムが選択できるかどうかを判定する処理を上書き
|
||
const _Window_BattleItem_isEnabled = Window_BattleItem.prototype.isEnabled;
|
||
Window_BattleItem.prototype.isEnabled = function (item) {
|
||
if (!item) return false;
|
||
// 元の判定
|
||
if (!_Window_BattleItem_isEnabled.call(this, item)) {
|
||
return false;
|
||
}
|
||
// 戦闘中で残りが1個なら、誰かが既にそのアイテムを予約しているかチェック
|
||
if ($gameParty.numItems(item) <= 1) {
|
||
if ($gameParty._reservedItems && $gameParty._reservedItems.includes(item)) {
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
};
|
||
|
||
// アクション確定時に予約登録
|
||
const _Scene_Battle_onItemOk = Scene_Battle.prototype.onItemOk;
|
||
Scene_Battle.prototype.onItemOk = function () {
|
||
const action = BattleManager.inputtingAction();
|
||
const item = this._itemWindow.item();
|
||
if (item) {
|
||
$gameParty._reservedItems = $gameParty._reservedItems || [];
|
||
if (!$gameParty._reservedItems.includes(item)) {
|
||
$gameParty._reservedItems.push(item);
|
||
}
|
||
}
|
||
_Scene_Battle_onItemOk.call(this);
|
||
};
|
||
|
||
const _Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
|
||
Scene_Battle.prototype.onActorCancel = function () {
|
||
_Scene_Battle_onActorCancel.call(this);
|
||
|
||
if (this._actorCommandWindow.currentSymbol() == "item") {
|
||
if ($gameParty._reservedItems && $gameParty._reservedItems.length) {
|
||
$gameParty._reservedItems.pop();
|
||
}
|
||
}
|
||
};
|
||
|
||
// キャンセル時に予約解除
|
||
Scene_Battle.prototype.selectPreviousCommand = function () {
|
||
$gameParty._reservedItems = [];
|
||
|
||
BattleManager.selectPreviousCommand();
|
||
this.changeInputWindow();
|
||
};
|
||
|
||
// ターン終了時に予約解除
|
||
const _BattleManager_endTurn = BattleManager.endTurn;
|
||
BattleManager.endTurn = function () {
|
||
$gameParty._reservedItems = [];
|
||
_BattleManager_endTurn.call(this);
|
||
};
|
||
})();
|