1082 lines
38 KiB
JavaScript
1082 lines
38 KiB
JavaScript
//==============================================================================
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// TalkSystem.js ver.0.15
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//==============================================================================
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/*:
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* @plugindesc 会話システム
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* @author 奏ねこま(おとぶきねこま)
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* @url http://makonet.sakura.ne.jp/rpg_tkool
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* @target MZ
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*
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* @param switches
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* @text スイッチ
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* @desc スイッチ
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*
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* @param talk mode switch id
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* @text 会話モードスイッチ
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* @type number
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* @default 101
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* @desc 会話モードのON/OFFを切り替えるスイッチの番号
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* @parent switches
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*
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* @param center mode switch id
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* @text 立ち絵中央モードスイッチ
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* @type number
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* @default 102
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* @desc 立ち絵中央モードのON/OFFを切り替えるスイッチの番号
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* @parent switches
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*
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* @param hide name switch id
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* @text 名前非表示モードスイッチ
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* @type number
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* @default 103
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* @desc 名前非表示モードのON/OFFを切り替えるスイッチの番号
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* @parent switches
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*
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* @param monologue mode switch id
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* @text 独白モードスイッチ
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* @type number
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* @default 104
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* @desc 独白モードのON/OFFを切り替えるスイッチの番号
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* @parent switches
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*
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* @param variables
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* @text 変数
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* @desc 変数
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*
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* @param dress up variable base id
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* @text 着せ替え変数起点番号
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* @type number
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* @default 105
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* @desc 着せ替え判定用変数番号の起点番号
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* @parent variables
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*
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* @param points
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* @text 座標
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* @desc 座標
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*
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* @param left picture point
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* @text 左側立ち絵座標
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* @type struct<Point>
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* @default {"x":"300","y":"752"}
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* @desc 左側に表示する立ち絵の原点座標(下端中央)
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* @parent points
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*
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* @param right picture point
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* @text 右側立ち絵座標
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* @type struct<Point>
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* @default {"x":"900","y":"752"}
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* @desc 右側に表示する立ち絵の原点座標(下端中央)
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* @parent points
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*
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* @param name column point
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* @text 名前欄座標
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* @type struct<Point>
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* @default {"x":"420","y":"530"}
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* @desc 名前欄の原点座標(中心)
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* @parent points
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*
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* @param name display point
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* @text 名前表示座標
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* @type struct<Point>
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* @default {"x":"320","y":"497"}
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* @desc 名前を表示する位置(左上座標)
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* @parent points
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*
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* @param balloon picture point
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* @text フキダシ座標
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* @type struct<Point>
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* @default {"x":"600","y":"626"}
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* @desc フキダシの原点座標(中心)
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* @parent points
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*
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* @param message display point
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* @text 会話本文表示座標
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* @type struct<Point>
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* @default {"x":"320","y":"568"}
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* @desc 会話本文を表示する位置(左上座標)
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* @parent points
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*
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* @param pause sign point
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* @text ポーズサイン表示座標
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* @type struct<Point>
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* @default {"x":"276","y":"148"}
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* @desc ポーズサインを表示する位置
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* (下端中央:会話本文表示座標基準)
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* @parent points
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*
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* @command ERASE_TALK_SPRITE
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* @text 立ち絵消去
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* @desc 立ち絵を消去します。
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*
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* @arg target
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* @text 消去対象
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* @type select
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* @option 左
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* @value 0
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* @option 右
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* @value 1
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* @option 両方
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* @value 2
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* @default 0
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* @desc 消去する立ち絵を指定してください。
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*
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* @arg opacity
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* @text 不透明度
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* @type number
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* @min 0
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* @max 255
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* @default 0
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* @desc 立ち絵消去時に適用する不透明度を指定してください。
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*
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* @arg tone
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* @text 色調
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* @type number
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* @min -255
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* @max 255
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* @default 0
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* @desc 立ち絵消去時に適用する色調を指定してください。
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*
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* @arg duration
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* @text フレーム数
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* @type number
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* @default 0
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* @desc 立ち絵消去に掛かるフレーム数を指定してください。
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*
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* @param picture
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* @text ピクチャ番号
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* @desc ピクチャ番号
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*
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* @param left picture display id
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* @text 左側立ち絵表示位置
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* @type number
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* @default 5
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* @desc 指定したピクチャ番号の上に左側立ち絵を表示します。
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* @parent picture
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*
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* @param right picture display id
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* @text 右側立ち絵表示位置
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* @type number
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* @default 10
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* @desc 指定したピクチャ番号の上に右側立ち絵を表示します。
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* @parent picture
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*
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* @help
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* 2023年03月16日
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* ダミー画像差し替えロジック改善
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*
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* 2022年09月15日
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* $gameTemp生成前の画像読み込みエラー対策
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*
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* 2022年08月21日
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* メッセージスキップをすると立ち絵が重複する問題を修正
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*
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* 2022年08月03日
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* 文章表示開始時にウインドウが閉じてしまうことがある問題を修正
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* 顔画像の指定がない場合はダミーの顔画像名を設定するように対応
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*
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* 2022年07月07日
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* ②-4 立ち絵の表示位置を設定する機能
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* ②-5 独白モード仕様変更
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*
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* 2022年07月07日
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* ②-1 立ち絵をピクチャより下に表示する対応
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* ②-2 フキダシ画像がない場合の対応
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* ②-3 独白モード不具合対応
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*
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* 2022年04月24日
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* コンティニューするとエラーになる問題を修正
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*
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* 2022年04月23日
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* ①-14 メッセージスキップ機能
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*
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* 2022年04月23日
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* ①-13 ウインドウ非表示機能
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* ポーズサインの座標指定を追加
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* 会話本文表示座標のY座標が効かない問題を修正
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* フキダシ展開時に直前のフキダシ画像がチラつくことがある問題を修正
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*
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* 2022年04月23日
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* ①-11 独白モード
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* 名前欄とフキダシの開閉演出実装
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*
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* 2022年04月22日
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* ①-8 フキダシ表示機能
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* ①-9 名前を表示する機能
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* ※上記いずれも開閉演出未対応
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*
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* 2022年04月21日
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* ①-7 立ち絵中央表示機能
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* ①-5 立ち絵クロスフェード機能
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* 立ち絵消去コマンドの消去対象に「両方」を追加
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*
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* 2022年04月20日
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* ①-4 立ち絵を消す機能
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* ①-6 立ち絵の色調変更機能
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*
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* 2022年04月18日
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* ①-2 一行目を話者名とする機能
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* ①-10 名前非表示機能
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* ①-12 着せ替え機能
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*
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* 2022年04月16日
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* ①-1 立ち絵を表示する機能
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* ①-3 立ち絵の位置を指定する機能
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*
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* ----------------------------------------------------------------------------
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* 本プラグインの利用はRPGツクール/RPG Makerの正規ユーザーに限られます。
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* 商用、非商用、有償、無償、一般向け、成人向けを問わず利用可能です。
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* ご利用の際に連絡や報告は必要ありません。また、製作者名の記載等も不要です。
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* プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。
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* 本プラグインにより生じたいかなる問題についても一切の責任を負いかねます。
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* ----------------------------------------------------------------------------
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* Copylight (c) 2022 Nekoma Otobuki
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* http://makonet.sakura.ne.jp/rpg_tkool/
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* https://twitter.com/koma_neko
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*/
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/*~struct~Point:
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* @param x
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* @text X座標
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* @type number
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* @default 0
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* @desc X座標
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*
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* @param y
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* @text Y座標
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* @type number
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* @default 0
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* @desc Y座標
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*/
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var $gameTalk = null;
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!function() {
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'use strict';
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function parse(param) {
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try {
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param = JSON.parse(param);
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} catch (e) {
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}
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if (Array.isArray(param)) {
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param = param.map(value => parse(value));
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} else if (typeof param == 'object') {
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for (let key in param) {
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param[key] = parse(param[key]);
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}
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}
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return param;
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}
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let $p = parse({
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...PluginManager.parameters('TalkSystem')
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});
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//==============================================================================
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// Common Function
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//==============================================================================
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function easing(start, end, duration) {
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let amount = end - start;
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let list = [];
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for (let i = 0; i < duration; i++) {
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let v = (i + 1) / duration;
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let e = 0.5 - 0.5 * Math.cos(v * Math.PI);
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list.push(start + Math.floor(amount * e));
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}
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return list;
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}
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//==============================================================================
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// Plugin Command
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//==============================================================================
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PluginManager.registerCommand('TalkSystem', 'ERASE_TALK_SPRITE', args => {
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$gameTalk.eraseTalker(parse(args));
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});
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//==============================================================================
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// Input
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//==============================================================================
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Input.keyMapper[65] = 'A';
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(function() {
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// NW.js環境でのみ動作させる
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if (!Utils.isNwjs()) return;
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// 元のタイトルを保持
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const baseTitle = document.title;
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// タイトルを更新する関数
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const updateWindowTitle = function() {
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if ($gameTalk && $gameTalk.isHideWindow) {
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document.title = baseTitle + "(※会話ウィンドウ非表示中※Aキーで復帰※)";
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} else {
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document.title = baseTitle;
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}
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};
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// Scene_Base の update 内で毎フレームタイトルを更新する
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const _Scene_Base_update = Scene_Base.prototype.update;
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Scene_Base.prototype.update = function() {
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_Scene_Base_update.call(this);
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updateWindowTitle();
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};
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})();
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//==============================================================================
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// DataManager
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//==============================================================================
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(__createGameObjects => {
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DataManager.createGameObjects = function() {
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__createGameObjects.apply(this, arguments);
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$gameTalk = new Game_Talk();
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};
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})(DataManager.createGameObjects);
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(__makeSaveContents => {
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DataManager.makeSaveContents = function() {
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let contents = __makeSaveContents.apply(this, arguments);
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contents.talk = $gameTalk;
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return contents;
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};
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})(DataManager.makeSaveContents);
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(__extractSaveContents => {
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DataManager.extractSaveContents = function(contents) {
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__extractSaveContents.apply(this, arguments);
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$gameTalk = contents.talk || new Game_Talk();
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};
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})(DataManager.extractSaveContents);
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//==============================================================================
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// Bitmap
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//==============================================================================
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(___onError => {
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Bitmap.prototype._onError = function() {
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___onError.apply(this, arguments);
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if ($gameTemp) {
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for (let image in $gameTemp._defaultImage) {
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if (this._url.includes(`/${image}.`)) {
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this._url = this._url.replace(`/${image}.`, `/${$gameTemp._defaultImage[image]}.`);
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this._startLoading();
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}
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}
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}
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};
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})(Bitmap.prototype._onError);
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//==============================================================================
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// Scene_Message
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//==============================================================================
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(__createAllWindows => {
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Scene_Message.prototype.createAllWindows = function() {
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__createAllWindows.apply(this, arguments);
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$gameTalk.backupPosition(this._messageWindow, this._nameBoxWindow);
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};
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})(Scene_Message.prototype.createAllWindows);
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//==============================================================================
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// Scene_Map
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//==============================================================================
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(__createSpriteset => {
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Scene_Map.prototype.createSpriteset = function() {
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__createSpriteset.apply(this, arguments);
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let spriteset = new Spriteset_Talk();
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spriteset.setupPosition(this._spriteset._pictureContainer);
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this.addChild(spriteset);
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};
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})(Scene_Map.prototype.createSpriteset);
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(__isFastForward => {
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Scene_Map.prototype.isFastForward = function() {
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let isFastForward = __isFastForward.apply(this, arguments);
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return (
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isFastForward ||
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$gameMap.isEventRunning() &&
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!SceneManager.isSceneChanging() &&
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$gameTalk.isSkip
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);
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};
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})(Scene_Map.prototype.isFastForward);
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//==============================================================================
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// Game_Temp
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//==============================================================================
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(__initialize => {
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Game_Temp.prototype.initialize = function() {
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__initialize.apply(this, arguments);
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this._defaultImage = {};
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};
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})(Game_Temp.prototype.initialize);
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//==============================================================================
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// Game_Map
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//==============================================================================
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(__update => {
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Game_Map.prototype.update = function() {
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__update.apply(this, arguments);
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$gameTalk.update();
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};
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})(Game_Map.prototype.update);
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//==============================================================================
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// Game_Interpreter
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//==============================================================================
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(__command101 => {
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Game_Interpreter.prototype.command101 = function(params) {
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let command101 = __command101.apply(this, arguments);
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if (command101) {
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$gameTalk.refresh();
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}
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return command101;
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};
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})(Game_Interpreter.prototype.command101);
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//==============================================================================
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// Window_Base
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//==============================================================================
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(__setBackgroundType => {
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Window_Base.prototype.setBackgroundType = function(type) {
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__setBackgroundType.apply(this, arguments);
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if (this instanceof Window_NameBox || this instanceof Window_Message) {
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if ($gameTalk.isTalkMode) {
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this.opacity = 0;
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}
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}
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};
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})(Window_Base.prototype.setBackgroundType);
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//==============================================================================
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// Window_Message
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//==============================================================================
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(__startMessage => {
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Window_Message.prototype.startMessage = function() {
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if (!$gameTalk.isTalkMode) {
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$gameTalk.restorePosition(this);
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}
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__startMessage.apply(this, arguments);
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if ($gameTalk.isTalkMode) {
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this.x = $p['message display point'].x;
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this.y = $p['message display point'].y;
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this._pauseSignSprite.x = $p['pause sign point'].x;
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this._pauseSignSprite.y = $p['pause sign point'].y;
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}
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};
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})(Window_Message.prototype.startMessage);
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(__checkToNotClose => {
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Window_Message.prototype.checkToNotClose = function() {
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__checkToNotClose.apply(this, arguments);
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if (this.isClosing() && !this.doesContinue()) {
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$gameTalk.closeBalloon();
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}
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};
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})(Window_Message.prototype.checkToNotClose);
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(__isTriggered => {
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Window_Message.prototype.isTriggered = function() {
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return __isTriggered.apply(this, arguments) && !$gameTalk.isHideWindow || $gameTalk.isSkip;
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};
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})(Window_Message.prototype.isTriggered);
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(__update => {
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Window_Message.prototype.update = function() {
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__update.apply(this, arguments);
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this.visible = !$gameTalk.isHideWindow;
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};
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})(Window_Message.prototype.update);
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(__startWait => {
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Window_Message.prototype.startWait = function(count) {
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__startWait.apply(this, arguments);
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if ($gameTalk.isSkip) {
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this._waitCount = 1;
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}
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};
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})(Window_Message.prototype.startWait);
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//==============================================================================
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// Window_NameBox
|
|
//==============================================================================
|
|
|
|
(__start => {
|
|
Window_NameBox.prototype.start = function() {
|
|
if (!$gameTalk.isTalkMode) {
|
|
$gameTalk.restorePosition(this);
|
|
}
|
|
__start.apply(this, arguments);
|
|
if ($gameTalk.isTalkMode) {
|
|
this.x = $p['name display point'].x;
|
|
this.y = $p['name display point'].y;
|
|
}
|
|
};
|
|
})(Window_NameBox.prototype.start);
|
|
|
|
(__update => {
|
|
Window_NameBox.prototype.update = function() {
|
|
__update.apply(this, arguments);
|
|
this.visible = !$gameTalk.isHideWindow;
|
|
};
|
|
})(Window_NameBox.prototype.update);
|
|
|
|
//==============================================================================
|
|
// Game_Talk
|
|
//==============================================================================
|
|
|
|
class Game_Talk {
|
|
constructor() {
|
|
this._talker = [new Game_Talker(), new Game_Talker()];
|
|
this._balloonName = '';
|
|
this._nameBoxName = '';
|
|
this._defaultPosition = {
|
|
messageWindow: {},
|
|
nameBoxWindow: {},
|
|
pauseSignSprite: {}
|
|
};
|
|
this._isHideWindow = false;
|
|
}
|
|
|
|
get isTalkMode() { return $gameSwitches.value($p['talk mode switch id']); }
|
|
get isCenterMode() { return $gameSwitches.value($p['center mode switch id']); }
|
|
get isHideNameMode() { return $gameSwitches.value($p['hide name switch id']); }
|
|
get isMonologueMode() { return $gameSwitches.value($p['monologue mode switch id']); }
|
|
|
|
get leftPoint() { return {...$p['left picture point']}; }
|
|
get rightPoint() { return {...$p['right picture point']}; }
|
|
|
|
get leftDisplayPosition() { return $p['left picture display id']; }
|
|
get rightDisplayPosition() { return $p['right picture display id']; }
|
|
|
|
get leftTalker() { return this._talker[0]; }
|
|
get rightTalker() { return this._talker[1]; }
|
|
|
|
get balloonName() { return this._balloonName; }
|
|
get nameBoxName() { return this._nameBoxName; }
|
|
|
|
get isHideWindow() { return this._isHideWindow; }
|
|
get isSkip() { return !this._isHideWindow && Input.isPressed('control'); }
|
|
|
|
eraseTalker(param) {
|
|
let target = param.target == 0 ? 1 : param.target == 1 ? 2 : 3;
|
|
if (target & 0x01) {
|
|
this.leftTalker.erase(param);
|
|
}
|
|
if (target & 0x02) {
|
|
this.rightTalker.erase(param);
|
|
}
|
|
}
|
|
|
|
backupPosition(messageWindow, nameBoxWindow) {
|
|
this._defaultPosition.messageWindow.x = messageWindow.x;
|
|
this._defaultPosition.messageWindow.y = messageWindow.y;
|
|
this._defaultPosition.nameBoxWindow.x = nameBoxWindow.x;
|
|
this._defaultPosition.nameBoxWindow.y = nameBoxWindow.y;
|
|
this._defaultPosition.pauseSignSprite.x = messageWindow._pauseSignSprite.x;
|
|
this._defaultPosition.pauseSignSprite.y = messageWindow._pauseSignSprite.y;
|
|
}
|
|
|
|
restorePosition(window) {
|
|
if (window instanceof Window_Message) {
|
|
window.x = this._defaultPosition.messageWindow.x;
|
|
window.y = this._defaultPosition.messageWindow.y;
|
|
window._pauseSignSprite.x = this._defaultPosition.pauseSignSprite.x;
|
|
window._pauseSignSprite.y = this._defaultPosition.pauseSignSprite.y;
|
|
}
|
|
if (window instanceof Window_NameBox) {
|
|
window.x = this._defaultPosition.nameBoxWindow.x;
|
|
window.y = this._defaultPosition.nameBoxWindow.y;
|
|
}
|
|
}
|
|
|
|
closeBalloon() {
|
|
this._balloonName = '';
|
|
this._nameBoxName = '';
|
|
}
|
|
|
|
refresh() {
|
|
if (!this.isTalkMode) {
|
|
return;
|
|
}
|
|
let faceName = $gameMessage.faceName();
|
|
let faceIndex = $gameMessage.faceIndex();
|
|
let positionType = $gameMessage.positionType();
|
|
// 名前を設定
|
|
if ($gameMessage.hasText() && !this.isHideNameMode && !this.isMonologueMode) {
|
|
let name = $gameMessage._texts.shift();
|
|
$gameMessage.setSpeakerName(name);
|
|
}
|
|
// ウインドウ位置を下に固定
|
|
$gameMessage.setPositionType(2);
|
|
// 顔画像を非表示にする
|
|
$gameMessage.setFaceImage('');
|
|
this.refreshTalker(faceName, faceIndex, positionType);
|
|
this.refreshBalloon(faceName, positionType);
|
|
}
|
|
|
|
refreshTalker(faceName, faceIndex, positionType) {
|
|
let talker = positionType == 0 ? this._talker[1] : this._talker[0];
|
|
let opposite = positionType == 0 ? this._talker[0] : this._talker[1];
|
|
// 立ち絵(話者)
|
|
if (faceName != '') {
|
|
let picture = `${faceName}_${faceIndex + 1}`;
|
|
let point = positionType == 0 ? this.rightPoint : this.leftPoint;
|
|
if (this.isCenterMode && !opposite.visible) {
|
|
// 中央表示
|
|
point.x = Math.floor(Graphics.width / 2);
|
|
}
|
|
let dressUp = '';
|
|
let id = Number(faceName.match(/(?<=^\D+_\d+_)\d+/));
|
|
if (id > 0) {
|
|
// 着せ替え
|
|
let value = $gameVariables.value(id + $p['dress up variable base id'] - 1);
|
|
if (value > 0) {
|
|
dressUp = `${picture}_${value}`;
|
|
}
|
|
}
|
|
talker.setup(
|
|
picture,
|
|
point.x,
|
|
point.y,
|
|
dressUp,
|
|
0
|
|
);
|
|
}
|
|
// 立ち絵(反対側)
|
|
if (opposite.name) {
|
|
let point = positionType == 0 ? this.leftPoint : this.rightPoint;
|
|
opposite.setPosition(point.x, point.y, 15);
|
|
opposite.setTone(-96, 15);
|
|
}
|
|
}
|
|
|
|
refreshBalloon(faceName, positionType) {
|
|
if (!faceName) {
|
|
faceName = 'DummyFace_0_0';
|
|
}
|
|
if (!this.isMonologueMode) {
|
|
let ballonNumber = Number(faceName.replace(/.*_/, ''));
|
|
let ballonType = positionType == 0 ? 'R' : 'L';
|
|
this._balloonName = `fukidasi_${ballonNumber}_${ballonType}`;
|
|
} else {
|
|
this._balloonName = 'fukidasi_D';
|
|
}
|
|
this._nameBoxName = (this.isHideNameMode || this.isMonologueMode) ? '' : faceName.replace(/_.*/, '');
|
|
}
|
|
|
|
update() {
|
|
this.leftTalker.update();
|
|
this.rightTalker.update();
|
|
|
|
if (this._isHideWindow) {
|
|
// いま非表示中 ── A キー または 決定キー(Z/Enter/Space) で復帰
|
|
if (Input.isTriggered('A') || Input.isTriggered('ok')) {
|
|
this._isHideWindow = false;
|
|
}
|
|
} else {
|
|
// 表示中 ── A キーで非表示
|
|
if (Input.isTriggered('A')) {
|
|
this._isHideWindow = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
window.Game_Talk = Game_Talk;
|
|
|
|
//==============================================================================
|
|
// Game_Talker
|
|
//==============================================================================
|
|
|
|
class Game_Talker {
|
|
constructor() {
|
|
this.init();
|
|
}
|
|
|
|
get name() { return this._name; }
|
|
get x() { return this._x; }
|
|
get y() { return this._y; }
|
|
get dressUp() { return this._dressUp; }
|
|
get opacity() { return this._opacity; }
|
|
get tone() { return this._tone; }
|
|
|
|
get visible() { return this._name && this._eraseCount == 0; }
|
|
|
|
init() {
|
|
this._name = '';
|
|
this._x = 0;
|
|
this._y = 0;
|
|
this._dressUp = '';
|
|
this._opacity = 255;
|
|
this._tone = 0;
|
|
this._easing = { x: [], y: [], opacity: [], tone: [] }
|
|
this._eraseCount = 0;
|
|
}
|
|
|
|
setup(name, x, y, dressUp = '', tone = 0) {
|
|
if (this._name) {
|
|
this._easing.x = easing(this._x, x, 15);
|
|
this._easing.y = easing(this._y, y, 15);
|
|
this._easing.opacity = easing(this._opacity, 255, 15);
|
|
this._easing.tone = easing(this._tone, tone, 15);
|
|
} else {
|
|
this._x = x;
|
|
this._y = y;
|
|
this._opacity = 255;
|
|
this._tone = tone;
|
|
}
|
|
this._name = name;
|
|
this._dressUp = dressUp;
|
|
}
|
|
|
|
setPosition(x, y, duration) {
|
|
if (duration > 0) {
|
|
this._easing.x = easing(this._x, x, duration);
|
|
this._easing.y = easing(this._y, y, duration);
|
|
} else {
|
|
this._x = x;
|
|
this._y = y;
|
|
this._easing.x = [];
|
|
this._easing.y = [];
|
|
}
|
|
}
|
|
|
|
setTone(tone, duration) {
|
|
if (duration > 0) {
|
|
this._easing.tone = easing(this._tone, tone, duration);
|
|
} else {
|
|
this._tone = tone;
|
|
this._easing.tone = [];
|
|
}
|
|
}
|
|
|
|
erase(param) {
|
|
this._easing.opacity = easing(this._opacity, param.opacity, param.duration);
|
|
this._easing.tone = easing(this._tone, param.tone, param.duration);
|
|
this._eraseCount = param.duration;
|
|
}
|
|
|
|
update() {
|
|
for (let key in this._easing) {
|
|
if (this._easing[key].length > 0) {
|
|
this[`_${key}`] = this._easing[key].shift();
|
|
}
|
|
}
|
|
if (this._eraseCount > 0) {
|
|
this._eraseCount--;
|
|
if (this._eraseCount == 0) {
|
|
this._name = '';
|
|
this._dressUp = '';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
window.Game_Talker = Game_Talker;
|
|
|
|
//==============================================================================
|
|
// Spriteset_Talk
|
|
//==============================================================================
|
|
|
|
class Spriteset_Talk extends Sprite {
|
|
constructor() {
|
|
super();
|
|
this.createTalkerSprite();
|
|
this.createTalkBalloonSprite();
|
|
}
|
|
|
|
createTalkerSprite() {
|
|
this._leftSprite = new Sprite_Talker($gameTalk.leftTalker);
|
|
this._rightSprite = new Sprite_Talker($gameTalk.rightTalker);
|
|
this.addChild(this._leftSprite);
|
|
this.addChild(this._rightSprite);
|
|
}
|
|
|
|
createTalkBalloonSprite() {
|
|
this._balloonSprite = new Sprite_TalkBalloon();
|
|
this.addChild(this._balloonSprite);
|
|
}
|
|
|
|
setupPosition(pictureContainer) {
|
|
let leftPicture = null;
|
|
let rightPicture = null;
|
|
for (let sprite of pictureContainer.children) {
|
|
if (sprite._pictureId == $gameTalk.leftDisplayPosition) {
|
|
leftPicture = sprite;
|
|
}
|
|
if (sprite._pictureId == $gameTalk.rightDisplayPosition) {
|
|
rightPicture = sprite;
|
|
}
|
|
if (leftPicture && rightPicture) {
|
|
break;
|
|
}
|
|
}
|
|
if (leftPicture) {
|
|
leftPicture.addChild(this._leftSprite);
|
|
$gameScreen.showPicture(leftPicture._pictureId, '', 0, 0, 0, 100, 100, 255, 0);
|
|
}
|
|
if (rightPicture) {
|
|
rightPicture.addChild(this._rightSprite);
|
|
$gameScreen.showPicture(rightPicture._pictureId, '', 0, 0, 0, 100, 100, 255, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==============================================================================
|
|
// Sprite_Talk
|
|
//==============================================================================
|
|
|
|
class Sprite_Talker extends Sprite {
|
|
constructor(talker) {
|
|
super();
|
|
this._talker = talker;
|
|
this.init();
|
|
this.setup();
|
|
}
|
|
|
|
init() {
|
|
this._name = '';
|
|
this._x = 0;
|
|
this._y = 0;
|
|
this._dressUp = '';
|
|
this._opacity = 255;
|
|
this._tone = 0;
|
|
this._displaySprite = null;
|
|
this._disappearSprite = null;
|
|
this._displayOpacity = null;
|
|
this.filters = [
|
|
new PIXI.filters.ColorMatrixFilter(),
|
|
new ColorFilter()
|
|
];
|
|
this.filters[1].setColorTone([0, 0, 0, 0]);
|
|
this.removeChildren();
|
|
}
|
|
|
|
setup() {
|
|
let sprite = new Sprite();
|
|
sprite.anchor.x = 0.5;
|
|
sprite.anchor.y = 1.0;
|
|
sprite.filters = [new PIXI.filters.ColorMatrixFilter()];
|
|
this.addChild(sprite);
|
|
this._displaySprite = sprite;
|
|
}
|
|
|
|
update() {
|
|
this.updateTalker();
|
|
this.updatePosition();
|
|
this.updateOpacity();
|
|
this.updateTone();
|
|
super.update();
|
|
}
|
|
|
|
updateTalker() {
|
|
let bodyBitmap = null;
|
|
let dressBitmap = null;
|
|
let isFade = false;
|
|
// 本体
|
|
if (this._name != this._talker.name) {
|
|
if (this._talker.name) {
|
|
bodyBitmap = ImageManager.loadPicture(this._talker.name);
|
|
if (this._name.indexOf(this._talker.name.replace(/_.*/, '')) != 0) {
|
|
if (this._disappearSprite) {
|
|
this.removeChild(this._disappearSprite);
|
|
}
|
|
this._disappearSprite = this._displaySprite;
|
|
this._disappearSprite.filters = [new PIXI.filters.ColorMatrixFilter()];
|
|
this.addChild(this._disappearSprite);
|
|
this.setup();
|
|
isFade = true;
|
|
}
|
|
} else {
|
|
this._displaySprite.bitmap = null;
|
|
}
|
|
this._name = this._talker.name;
|
|
}
|
|
// 着せ替え
|
|
if (this._dressUp != this._talker.dressUp) {
|
|
this._dressUp = this._talker.dressUp;
|
|
if (this._dressUp) {
|
|
dressBitmap = ImageManager.loadPicture(this._dressUp);
|
|
} else {
|
|
this._displaySprite.removeChildren();
|
|
}
|
|
}
|
|
// 本体と着せ替えの更新の同期
|
|
let listener = function (sprite) {
|
|
if (bodyBitmap && !bodyBitmap.width) {
|
|
bodyBitmap.addLoadListener(listener);
|
|
return;
|
|
}
|
|
if (dressBitmap && !dressBitmap.width) {
|
|
dressBitmap.addLoadListener(listener);
|
|
return;
|
|
}
|
|
if (bodyBitmap) {
|
|
sprite.bitmap = bodyBitmap;
|
|
if (isFade) {
|
|
sprite.filters = [new PIXI.filters.ColorMatrixFilter()];
|
|
sprite.filters[0].matrix[18] = 0;
|
|
this._displayOpacity = easing(0, 255, 15);
|
|
}
|
|
}
|
|
if (dressBitmap) {
|
|
let child = new Sprite();
|
|
child.anchor.x = 0.5;
|
|
child.anchor.y = 1.0;
|
|
child.bitmap = dressBitmap;
|
|
sprite.removeChildren();
|
|
sprite.addChild(child);
|
|
}
|
|
}.bind(this, this._displaySprite);
|
|
listener();
|
|
}
|
|
|
|
updatePosition() {
|
|
this.x = this._talker.x;
|
|
this.y = this._talker.y;
|
|
}
|
|
|
|
updateOpacity() {
|
|
if (this._talker.opacity != this._opacity) {
|
|
this._opacity = this._talker.opacity;
|
|
this.filters[0].matrix[18] = this._opacity / 255;
|
|
}
|
|
if (this._displayOpacity) {
|
|
let alpha = this._displayOpacity.shift() / 255;
|
|
this._displaySprite.filters[0].matrix[18] = alpha;
|
|
if (this._disappearSprite) {
|
|
this._disappearSprite.filters[0].matrix[18] = 1 - alpha;
|
|
}
|
|
if (this._displayOpacity.length == 0) {
|
|
this.removeChild(this._disappearSprite);
|
|
this._displaySprite.filters = null;
|
|
this._disappearSprite = null;
|
|
this._displayOpacity = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
updateTone() {
|
|
if (this._talker.tone != this._tone) {
|
|
this._tone = this._talker.tone;
|
|
this.filters[1].setColorTone([...Array(3).fill(this._tone), 0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==============================================================================
|
|
// Sprite_TalkBalloon
|
|
//==============================================================================
|
|
|
|
class Sprite_TalkBalloon extends Sprite {
|
|
constructor() {
|
|
super();
|
|
this.init();
|
|
this.setup();
|
|
}
|
|
|
|
init() {
|
|
this._balloonName = '';
|
|
this._nameBoxName = '';
|
|
this._balloonSprite = null;
|
|
this._nameBoxSprite = null;
|
|
this._easing = { scale: [] };
|
|
this.removeChildren();
|
|
}
|
|
|
|
setup() {
|
|
// フキダシ画像
|
|
this._balloonSprite = new Sprite();
|
|
this._balloonSprite.x = $p['balloon picture point'].x;
|
|
this._balloonSprite.y = $p['balloon picture point'].y;
|
|
this._balloonSprite.anchor.x = 0.5;
|
|
this._balloonSprite.anchor.y = 0.5;
|
|
this._balloonSprite.scale.y = 0;
|
|
this.addChild(this._balloonSprite);
|
|
// 名前欄画像
|
|
this._nameBoxSprite = new Sprite();
|
|
this._nameBoxSprite.x = $p['name column point'].x;
|
|
this._nameBoxSprite.y = $p['name column point'].y;
|
|
this._nameBoxSprite.anchor.x = 0.5;
|
|
this._nameBoxSprite.anchor.y = 0.5;
|
|
this.addChild(this._nameBoxSprite);
|
|
}
|
|
|
|
update() {
|
|
this.updateBitmap();
|
|
this.updateScale();
|
|
this.updateVisible();
|
|
super.update();
|
|
}
|
|
|
|
updateBitmap() {
|
|
let balloonBitmap = null;
|
|
let nameBoxBitmap = null;
|
|
if ($gameTalk.balloonName != this._balloonName) {
|
|
this._balloonName = $gameTalk.balloonName;
|
|
if (this._balloonName) {
|
|
$gameTemp._defaultImage[this._balloonName] = this._balloonName.replace(/\d+/, '0');
|
|
balloonBitmap = ImageManager.loadSystem(this._balloonName);
|
|
}
|
|
}
|
|
if ($gameTalk.nameBoxName != this._nameBoxName) {
|
|
this._nameBoxName = $gameTalk.nameBoxName;
|
|
if (this._nameBoxName) {
|
|
$gameTemp._defaultImage[this._nameBoxName] = 'name';
|
|
nameBoxBitmap = ImageManager.loadSystem(this._nameBoxName);
|
|
} else {
|
|
this._nameBoxSprite.bitmap = null;
|
|
}
|
|
}
|
|
// 名前欄とフキダシの更新の同期
|
|
let listener = function() {
|
|
if (balloonBitmap && !balloonBitmap.width) {
|
|
balloonBitmap.addLoadListener(listener);
|
|
return;
|
|
}
|
|
if (nameBoxBitmap && !nameBoxBitmap.width) {
|
|
nameBoxBitmap.addLoadListener(listener);
|
|
return;
|
|
}
|
|
if (balloonBitmap) {
|
|
this._balloonSprite.bitmap = balloonBitmap;
|
|
}
|
|
if (nameBoxBitmap) {
|
|
this._nameBoxSprite.bitmap = nameBoxBitmap;
|
|
}
|
|
}.bind(this);
|
|
listener();
|
|
}
|
|
|
|
updateScale() {
|
|
if (this._balloonName && this._balloonSprite.scale.y == 0) {
|
|
this._easing.scale = easing(0, 100, 8);
|
|
}
|
|
if (!this._balloonName && this._balloonSprite.scale.y == 1) {
|
|
this._easing.scale = easing(100, 0, 8);
|
|
}
|
|
if (this._easing.scale.length > 0) {
|
|
let scale = this._easing.scale.shift() / 100;
|
|
this._balloonSprite.scale.y = scale;
|
|
if (scale == 0) {
|
|
this._balloonSprite.bitmap = null;
|
|
}
|
|
}
|
|
this._nameBoxSprite.visible = (this._balloonSprite.scale.y == 1);
|
|
}
|
|
|
|
updateVisible() {
|
|
this._balloonSprite.visible = !$gameTalk.isHideWindow;
|
|
this._nameBoxSprite.visible = !$gameTalk.isHideWindow;
|
|
}
|
|
}
|
|
}();
|