3690 lines
125 KiB
JavaScript
3690 lines
125 KiB
JavaScript
/*:-----------------------------------------------------------------------------------
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* NUUN_BattleStyleEX_Base.js
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*
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* Copyright (C) 2020 NUUN
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* This software is released under the MIT License.
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* http://opensource.org/licenses/mit-license.php
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* -------------------------------------------------------------------------------------
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*
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*/
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/*:
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* @target MZ
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* @plugindesc バトルスタイル拡張ベース
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* @author NUUN
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* @version 2.6.15
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* @base NUUN_Base
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* @orderAfter NUUN_Base
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* @orderAfter NUUN_BattleStyleEX
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*
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* @help バトルスタイル拡張プラグインのベースプラグインです。単体では動作しません。
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*
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* 更新履歴
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* 2022/4/17 Ver 2.6.15
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* 残りHPでリストの一番上の設定しか適用されない問題を修正。
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* 2022/4/17 Ver 2.6.14
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* 立ち絵、顔グラ変化条件に残りHPを追加。
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* 2022/3/12 Ver 2.6.13
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* アクター加入、離脱時の処理を修正。
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* 2022/2/3 Ver 2.6.12
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* アクターコマンドの座標をマイナスに設定したときに、座標設定が適用されないもん問題を修正。
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* 2022/1/17 Ver 2.6.11
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* 戦闘開始時に立ち絵画像が表示されない問題を修正。
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* 2021/12/30 Ver 2.6.10
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* スピードスターバトルとの併用パッチによる処理の追加。
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* 2021/12/26 Ver 2.6.9
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* メンバーが増減したときにステータス、エフェクトの表示位置がおかしくなる問題を修正。
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* エフェクトの表示位置をアクターステータス背景とステータスの間に表示するように修正。
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* 2021/12/12 Ver 2.6.8
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* 一部関数が重複していたため修正。
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* 2021/12/11 Ver 2.6.7
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* 立ち絵、顔グラ表示EXで設定した勝利時の画像が戦闘終了後でも残ってしまう問題を修正。
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* 2021/12/11 Ver 2.6.6
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* 立ち絵、顔グラEXの新仕様に対応。
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* 2021/12/4 Ver 2.6.5
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* メッセージウィンドウ表示時のアクターステータスの不透明度を手動設定に変更。
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* メッセージウィンドウ表示時にアクターステータスの表示非表示にする機能を追加。
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* 2021/10/24 Ver 2.6.4
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* ゲージの幅が正常に取得できていなかった問題を修正。
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* 2021/10/24 Ver 2.6.3
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* メッセージウィンドウが上に表示された場合はアクターステータスウィンドウを表示したままにするように修正。
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* 2021/10/16 Ver 2.6.2
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* エフェクトのプライマリーを変更。
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* 2021/10/3 Ver 2.6.1
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* ステータスとアクター画像の間に背景画像を表示できる機能を追加。
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* 2021/9/29 Ver 2.6.0
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* アクター画像の表示範囲を指定できる機能を追加。
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* 2021/9/23 Ver 2.5.8
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* アクターコマンドの表示モードが中間、上部、アクターウィンドウの上を指定したときにアクターコマンドの背景画像のY座標調整が機能していなかった問題を修正。
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* 2021/9/19 Ver 2.5.7
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* ゲージの表示処理を変更。
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* 2021/9/16 Ver 2.5.6
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* コアスクリプトVer.1.3.3でゲージの高さがおかしくなる問題を修正。
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* 2021/9/13 Ver 2.5.5
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* コマンドスキルプラグインでのコマンド化したスキルを選択し、エネミー対象でキャンセルした場合にコマンドが表示されなくなる
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* 問題を修正。
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* 2021/9/11 Ver 2.5.4
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* 全てのモードにおいてアクターコマンドを可変に表示できるように変更。
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* 2021/9/8 Ver 2.5.3
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* リングステートプラグインと併用するとステートアイコンの表示が正常に表示されない問題を修正。
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* 2021/7/23 Ver 2.5.2
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* 可変コマンド時にコマンドが表示されない問題を修正。
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* 2021/7/17 Ver 2.5.1
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* ポップアップ機能個別プラグイン化により処理を削除。
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* 2021/7/14 Ver 2.5.0
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* アクターコマンドモードにSVアクターの上、左、右に表示させる機能を追加。
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* 2021/7/14 Ver 2.4.11
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* スリップダメージ時にアクター画像がシェイクしてしまう問題を修正。
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* 2021/7/12 Ver 2.4.10
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* 復活時にアクター画像が反映されない問題を修正。
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* 2021/7/12 Ver 2.4.9
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* 立ち絵表示EX修正に関する処理の修正。
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* 2021/7/9 Ver 2.4.8
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* 回復した時の顔グラがダメージ時の顔グラが反映されてしまう問題を修正。
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* 2021/7/7 Ver 2.4.7
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* 対象選択時にヘルプウィンドウを表示したままにする機能を追加。
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* 2021/7/6 Ver 2.4.6
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* 戦闘開始前にダメージを受けるとアクターの震えが止まらなくなる問題を修正。
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* 2021/7/5 Ver 2.4.5
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* アクターステータスウィンドウのカーソル背景画像が表示されない問題を修正。
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* アイテム、スキル、敵選択のカーソル背景画像が表示されない問題を修正。
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* 2021/6/27 Ver 2.4.4
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* 戦闘中ではない時にアイテム、スキル画面を開くと項目の背景が表示されない問題を修正。
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* 2021/6/27 Ver 2.4.3
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* アクターコマンドの背景画像を設定していない時で、コマンドの表示を各アクターの上に設定するとエラーが出る問題を修正。
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* 2021/6/26 Ver 2.4.2
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* パーティ、アクターコマンドの背景画像を指定していないとエラーが出る問題を修正。
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* 2021/6/26 Ver 2.4.1
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* アイテム、スキル、モンスター対象選択ウィンドウ、ヘルプウィンドウ、メッセージウィンドウのウィンドウを表示しない機能及び背景画像を設定できる機能を追加。
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* 2021/6/20 Ver 2.4.0
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* アクターのダメージ時にアクター画像をシェイクする機能、行動時にズームする機能を追加しました。
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* パーティコマンド、アクターコマンドの背景を非表示にする機能を追加。
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* 2021/6/13 Ver 2.3.2
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* 疑似3Dバトル暫定競合対策。
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* 2021/6/6 Ver 2.3.1
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* アクター画像に回復をしたときの画像を追加。
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* 2021/6/5 Ver 2.3.0
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* アクター画像表示処理を大幅に修正。
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* 顔グラの0番が反映されなかった問題を修正。
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* 2021/5/21 Ver 2.2.3
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* 選択時ウィンドウ不透明度を0に設定すると不透明度が反映されない問題を修正。
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* 2021/4/20 Ver 2.2.2
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* 一部のプラグインパラメータでfalseに設定したときに設定が反映されない問題を修正。
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* 2021/4/11 Ver 2.2.1
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* ポップアップの表示間隔、解除時の不透明度を指定できる機能を追加。
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* 2021/4/5 Ver 2.2.0
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* ステート、バフをポップアップする機能を追加。
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* 2021/4/4 Ver 2.1.0
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* バトルスタイルレイアウトを選択できる機能を追加。
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* 顔グラを表示させない機能を追加。
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* 2021/3/28 Ver 2.0.10
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* NUUN_ActorPictureを導入してないとエラーが出る問題を修正。
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* 2021/3/27 Ver 2.0.9
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* 特定の条件でエラーが出る問題を修正。
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* 2021/3/27 Ver 2.0.8
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* フロントビュー時のエフェクト処理を改修。
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* 2021/3/26 Ver 2.0.7
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* 立ち絵表示EXに対応。
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* 2021/3/22 Ver 2.0.6
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* プラグインコマンドにアクターウィンドウを非表示にする機能を追加。
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* プラグインコマンドにアクターウィンドウを不透明化にする機能を追加。
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* モンスターの出現メッセージをカットする機能を追加。
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* 2021/3/21 Ver 2.0.5
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* 戦闘開始時に立ち絵が切り替わらない問題を修正。
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* 2021/3/21 Ver 2.0.4
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* 立ち絵画像を取得できない問題を修正。
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* 2021/3/20 Ver 2.0.3
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* アクション開始時にパーティコマンドが一瞬表示される問題を修正。
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* リザルトプラグインの表示中はアクターステータスウィンドウを非表示に対応。
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* 2021/1/24 Ver 2.0.2
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* フロントビューでアクター側に「戦闘行動結果ポップアッププラグイン」が適用されるように対応。
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* 2021/1/17 Ver 2.0.1
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* ゲージの縦幅を指定できる機能を追加。
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* 2021/1/17 Ver 2.0.0
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* ベースプラグインとレイアウト設定用のプラグインを別々に分割。
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* 2021/1/12 Ver.1.5.2
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* アクターコマンドの設定によっては、コマンドが画面の端から見切れる問題を修正。
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* 2021/1/11 Ver.1.5.1
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* アクターステータス背景画像が指定されてない時に、アクター背景を表示するに設定しても背景が表示されない問題を修正。
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* 2021/1/11 Ver.1.5.0
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* アクターステータスに任意の背景画像を表示できる機能を追加。
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* 2021/1/10 Ver.1.4.2
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* アクターウィンドウ座標変更許可をtrueにした場合でもウィンドウを中央に配置できるように変更。
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* 特定の条件でアニメーションがずれる問題を修正。
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* 2021/1/2 Ver.1.4.1
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* NUUN_IconSideBySide対応
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* 2020/12/31 Ver.1.4.0
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* アクターウィンドウを自由に配置できる機能を追加。
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* アクターの配置をある程度設定できるように機能を追加。
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* フロントビューでエフェクトを表示させない機能を追加。
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* スキル、アイテム、エネミー選択画面の不透明度を個別に無効化できる機能を追加。
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* 各ゲージ長を個別に設定可能に変更。
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* 2020/12/29 Ver.1.3.4.1
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* ステート変化IDの説明が古いバージョンの記述法のままだったのを修正。
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* 2020/12/29 Ver.1.3.4
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* パーティコマンドを「アクターウィンドウの上」で表示された時、表示されない問題を修正。
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* 2020/12/28 Ver.1.3.3
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* 特定の条件下でアクター画像、顔グラがぼやけて表示される不具合を修正。
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* 被ステート時のグラフィックがステートのモーションが通常の時に、画像の変更が反映されない不具合を修正。
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* 被ステート時のグラフィックが変更後に別の被ステート時のグラフィックが変更されるときに正常に表示されない不具合を修正。
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* 2020/12/25 Ver.1.3.2
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* イベントコマンドでアニメーションを表示させるとエラーが出る不具合を修正。
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* 2020/12/23 Ver.1.3.1
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* アクター行動選択時に表示される背景画像の表示とアクター対象選択時に表示される背景画像を非表示に出来るように機能を追加。
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* 2020/12/21 Ver.1.3.0
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* 戦闘不能時のグラフィックを設定してない時に、戦闘不能時のアクター画像(顔グラ)を表示したままにするか選択できるようにしました。(従来の方法でも可能)
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* パーティコマンドの表示位置、行数、列数を指定できるように変更。
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* アクターコマンドに上、中間、アクターウィンドウの上に表示できる機能を追加。
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* アクターコマンドの表示位置、行数、列数を指定できるように変更。
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* エネミー出現、リザルト、敗北、逃走メッセージを画面上側か画面下側に表示を選択できる機能を追加。
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* メッセージウインドウを下側にも表示可能に修正。メッセージウィンドウが下側に表示された場合でも「選択時ウィンドウ不透明度」が適用されます。
|
||
* 2020/12/19 Ver.1.2.0.1
|
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* アクターウィンドウ表示を非表示に設定しても表示してしまう不具合を修正。
|
||
* 2020/12/19 Ver.1.2.0
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* アクター選択時にアクター画像(顔グラ)を点滅させる機能を追加。
|
||
* 2020/12/17 Ver.1.1.3
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* メッセージウィンドウを下に表示(アクターウィンドウの前面)させないように修正。
|
||
* (メッセージウィンドウを下に表示で設定した場合、バトル中のみ自動的に上に表示されます)Ver.1.3.0で下側にも表示できるようになりました。
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* 2020/12/16 Ver.1.1.2
|
||
* エネミー、アイテム、スキル選択画面を表示している時のアクターウィンドウに不透明度を指定できる機能を追加。
|
||
* 2020/12/9 Ver.1.1.1
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* 名前を非表示にできる機能を追加。
|
||
* 2020/12/9 Ver.1.1.0
|
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* アクターステータスウィンドウの表示処理を見直し。
|
||
* アクターステータスウィンドウに背景画像を指定出来る機能を追加。
|
||
* 2020/12/8 Ver.1.0.2
|
||
* 戦闘開始時に戦闘不能のアクター画像が一瞬表示されないように修正。
|
||
* 2020/12/7 Ver.1.0.1
|
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* バトラーアニメーションに勝利、詠唱時の画像を変更する機能を追加。
|
||
* 2020/12/6 Ver.1.0.0
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* 初版
|
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*
|
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* @command ActorStatusWindowVisible
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* @desc アクターステータスの表示を切り替えます。
|
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* @text アクターステータス表示切替
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*
|
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* @arg WindowVisible
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* @type boolean
|
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* @default false
|
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* @text 表示切替
|
||
* @desc 表示の切り替えをします。(trueで表示)
|
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*
|
||
* @command ActorStatusWindowOpacity
|
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* @desc アクターステータスを不透明化します。
|
||
* @text アクターステータス不透明化表示
|
||
*
|
||
* @arg WindowOpacity
|
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* @type boolean
|
||
* @default false
|
||
* @text 不透明度表示
|
||
* @desc ONのアクターステータスが不透明化します。(trueで不透明化)
|
||
*/
|
||
var Imported = Imported || {};
|
||
Imported.NUUN_BattleStyleEX_Base = true;
|
||
|
||
(() => {
|
||
let parameters = null;
|
||
if (Imported.NUUN_BattleStyleEX) {
|
||
parameters = PluginManager.parameters("NUUN_BattleStyleEX");
|
||
}
|
||
if (parameters === null) {
|
||
return;
|
||
}
|
||
|
||
const param = JSON.parse(
|
||
JSON.stringify(parameters, function (key, value) {
|
||
try {
|
||
return JSON.parse(value);
|
||
} catch (e) {
|
||
try {
|
||
return eval(value);
|
||
} catch (e) {
|
||
return value;
|
||
}
|
||
}
|
||
})
|
||
);
|
||
param.PopUpBuff = param.PopUpBuff || [];
|
||
param.HPGaugeHeight = param.HPGaugeHeight || 12;
|
||
param.MPGaugeHeight = param.MPGaugeHeight || 12;
|
||
param.TPGaugeHeight = param.TPGaugeHeight || 12;
|
||
param.TPBGaugeHeight = param.TPBGaugeHeight || 12;
|
||
param.ActorWindowSelectOpacity =
|
||
param.ActorWindowSelectOpacity === undefined
|
||
? 255
|
||
: param.ActorWindowSelectOpacity;
|
||
if (param.StyleMode === "MVStyle") {
|
||
param.TPGaugeWidth = param.TPGaugeWidth || 96;
|
||
param.TPBGaugeWidth = param.TPBGaugeWidth || 100;
|
||
param.WindowShow = param.WindowShow === undefined ? true : param.WindowShow;
|
||
param.WindowFrameShow =
|
||
param.WindowFrameShow === undefined ? true : param.WindowFrameShow;
|
||
param.cursorBackShow =
|
||
param.cursorBackShow === undefined ? false : param.cursorBackShow;
|
||
param.ActorFaceVisible =
|
||
param.ActorFaceVisible === undefined ? false : param.ActorFaceVisible;
|
||
param.GaugeWidth = param.GaugeWidth || 210;
|
||
} else {
|
||
param.HPGaugeWidth = param.HPGaugeWidth || 128;
|
||
param.MPGaugeWidth = param.MPGaugeWidth || 128;
|
||
param.TPGaugeWidth = param.TPGaugeWidth || 128;
|
||
param.TPBGaugeWidth = param.TPBGaugeWidth || 128;
|
||
param.WindowShow = param.WindowShow === undefined ? true : param.WindowShow;
|
||
param.WindowFrameShow =
|
||
param.WindowFrameShow === undefined ? false : param.WindowFrameShow;
|
||
param.cursorBackShow =
|
||
param.cursorBackShow === undefined ? true : param.cursorBackShow;
|
||
param.ActorFaceVisible =
|
||
param.ActorFaceVisible === undefined ? true : param.ActorFaceVisible;
|
||
param.GaugeWidth = param.GaugeWidth || 128;
|
||
}
|
||
param.actorBackground = param.actorBackground
|
||
? param.actorBackground[0]
|
||
: null;
|
||
param.ActorFrontBackground = param.ActorFrontBackground
|
||
? param.ActorFrontBackground[0]
|
||
: null;
|
||
param.windowBackground = param.windowBackground
|
||
? param.windowBackground[0]
|
||
: null; //メインウィンドウ
|
||
param.PartyCommandBackground = param.PartyCommandBackground
|
||
? param.PartyCommandBackground[0]
|
||
: null;
|
||
param.ActorCommandBackground = param.ActorCommandBackground
|
||
? param.ActorCommandBackground[0]
|
||
: null;
|
||
param.ItemWindowBackground = param.ItemWindowBackground
|
||
? param.ItemWindowBackground[0]
|
||
: null; //アイテム
|
||
param.SkillWindowBackground = param.SkillWindowBackground
|
||
? param.SkillWindowBackground[0]
|
||
: null; //スキル
|
||
param.EnemyWindowBackground = param.EnemyWindowBackground
|
||
? param.EnemyWindowBackground[0]
|
||
: null; //対象
|
||
param.HelpWindowBackground = param.HelpWindowBackground
|
||
? param.HelpWindowBackground[0]
|
||
: null; //ヘルプ
|
||
param.MessageWindowBackground = param.MessageWindowBackground
|
||
? param.MessageWindowBackground[0]
|
||
: null; //メッセージ
|
||
let battleStyleGauge = null;
|
||
loadNormalPicture(param.actorBackground);
|
||
loadNormalPicture(param.windowBackground);
|
||
loadNormalPicture(param.ActorFrontBackground);
|
||
|
||
BattleManager.NUUN_BattleStyleDate = param;
|
||
|
||
const pluginName = "NUUN_BattleStyleEX_Base";
|
||
PluginManager.registerCommand(
|
||
pluginName,
|
||
"ActorStatusWindowVisible",
|
||
(args) => {
|
||
BattleManager.statusWindowVisible(eval(args.WindowVisible));
|
||
}
|
||
);
|
||
|
||
PluginManager.registerCommand(
|
||
pluginName,
|
||
"ActorStatusWindowOpacity",
|
||
(args) => {
|
||
BattleManager.statusWindowOpacity(eval(args.WindowOpacity));
|
||
}
|
||
);
|
||
|
||
loadBattleStyleActorImg = function (filename) {
|
||
return ImageManager.loadPicture(filename);
|
||
};
|
||
|
||
function nuun_loadPictures(img) {
|
||
const imgUrl = getImg(img);
|
||
return Imported.NUUN_ActorPicture
|
||
? loadNormalPicture(imgUrl)
|
||
: loadBattleStyleActorImg(imgUrl);
|
||
}
|
||
|
||
function loadNormalPicture(filename) {
|
||
return ImageManager.nuun_LoadPictures(filename);
|
||
}
|
||
|
||
function getImg(method) {
|
||
return Imported.NUUN_ActorPicture ? method[0] : method;
|
||
}
|
||
|
||
//Game_Temp
|
||
Game_Temp.prototype.setBattleEffectsRefresh = function (flag) {
|
||
this._battleEffectRefresh = flag;
|
||
};
|
||
|
||
Game_Temp.prototype.isBattleEffectsRefresh = function () {
|
||
return this._battleEffectRefresh || false;
|
||
};
|
||
|
||
//Game_Actor
|
||
const _Game_Actor_initMembers = Game_Actor.prototype.initMembers;
|
||
Game_Actor.prototype.initMembers = function () {
|
||
_Game_Actor_initMembers.call(this);
|
||
this._imgIndex = 0;
|
||
this._actionActorImg = null;
|
||
this._isEffectAction = false;
|
||
this._onDamageEffect = false;
|
||
};
|
||
|
||
const _Game_Actor_performDamage = Game_Actor.prototype.performDamage;
|
||
Game_Actor.prototype.performDamage = function () {
|
||
_Game_Actor_performDamage.call(this);
|
||
this._onDamageEffect = true;
|
||
this._imgIndex = 3;
|
||
};
|
||
|
||
const _Game_Actor_performRecovery = Game_Actor.prototype.performRecovery;
|
||
Game_Actor.prototype.performRecovery = function () {
|
||
_Game_Actor_performRecovery.call(this);
|
||
this._imgIndex = 10;
|
||
};
|
||
|
||
const _Game_Actor_performVictory = Game_Actor.prototype.performVictory;
|
||
Game_Actor.prototype.performVictory = function () {
|
||
_Game_Actor_performVictory.call(this);
|
||
this._imgIndex = 5;
|
||
};
|
||
|
||
const _Game_Actor_performActionStart =
|
||
Game_Actor.prototype.performActionStart;
|
||
Game_Actor.prototype.performActionStart = function (action) {
|
||
_Game_Actor_performActionStart.call(this, action);
|
||
this.setAttackImg(action);
|
||
this._isEffectAction = true;
|
||
};
|
||
|
||
Game_Actor.prototype.setAttackImg = function (action) {
|
||
if (action.isRecover()) {
|
||
this._actionActorImg = "recovery";
|
||
} else if (action.isAttack()) {
|
||
this._actionActorImg = "attack";
|
||
} else if (action.isMagicSkill()) {
|
||
this._actionActorImg = "attack";
|
||
} else if (action.isSkill()) {
|
||
this._actionActorImg = "attack";
|
||
} else if (action.isItem()) {
|
||
this._actionActorImg = "item";
|
||
} else {
|
||
this._actionActorImg = null;
|
||
}
|
||
};
|
||
|
||
const _Game_Actor_isSpriteVisible = Game_Actor.prototype.isSpriteVisible;
|
||
Game_Actor.prototype.isSpriteVisible = function () {
|
||
return !$gameSystem.isSideView() && param.ActorEffectShow
|
||
? param.ActorEffectShow
|
||
: _Game_Actor_isSpriteVisible.call(this);
|
||
};
|
||
|
||
//Game_Enemy
|
||
Game_Enemy.prototype.attackAnimation = function () {
|
||
return this.bareHandsAnimationId();
|
||
};
|
||
|
||
Game_Enemy.prototype.bareHandsAnimationId = function () {
|
||
return $dataEnemies[this._enemyId].meta.AttackAnimation || 1;
|
||
};
|
||
|
||
//BattleManager
|
||
const _BattleManager_initMembers = BattleManager.initMembers;
|
||
BattleManager.initMembers = function () {
|
||
_BattleManager_initMembers.call(this);
|
||
this.actorStatusWindowVisible = true;
|
||
this.actorStatusWindowOpacity = false;
|
||
};
|
||
|
||
BattleManager.statusWindowVisible = function (args) {
|
||
this.actorStatusWindowVisible = args;
|
||
};
|
||
|
||
BattleManager.statusWindowOpacity = function (args) {
|
||
this.actorStatusWindowOpacity = args;
|
||
};
|
||
|
||
BattleManager.displayMessagePosition = function () {
|
||
$gameMessage._positionType = param.MessageWindowPosition ? 0 : 2;
|
||
};
|
||
|
||
BattleManager.displayMessageType = function (type) {
|
||
$gameMessage._messageType = type;
|
||
};
|
||
|
||
BattleManager.getDisplayMessageType = function () {
|
||
return $gameMessage._messageType;
|
||
};
|
||
|
||
const _BattleManager_displayStartMessages =
|
||
BattleManager.displayStartMessages;
|
||
BattleManager.displayStartMessages = function () {
|
||
if (!param.AppearWindowVisible) {
|
||
_BattleManager_displayStartMessages.call(this);
|
||
this.displayMessagePosition();
|
||
this.displayMessageType("Appear");
|
||
}
|
||
};
|
||
|
||
const _BattleManager_displayVictoryMessage =
|
||
BattleManager.displayVictoryMessage;
|
||
BattleManager.displayVictoryMessage = function () {
|
||
_BattleManager_displayVictoryMessage.call(this);
|
||
this.displayMessagePosition();
|
||
this.displayMessageType("Victory");
|
||
};
|
||
|
||
const _BattleManager_displayDefeatMessage =
|
||
BattleManager.displayDefeatMessage;
|
||
BattleManager.displayDefeatMessage = function () {
|
||
_BattleManager_displayDefeatMessage.call(this);
|
||
this.displayMessagePosition();
|
||
this.displayMessageType("Defeat");
|
||
};
|
||
|
||
const _BattleManager_displayEscapeSuccessMessage =
|
||
BattleManager.displayEscapeSuccessMessage;
|
||
BattleManager.displayEscapeSuccessMessage = function () {
|
||
_BattleManager_displayEscapeSuccessMessage.call(this);
|
||
this.displayMessagePosition();
|
||
this.displayMessageType("Escape");
|
||
};
|
||
|
||
const _BattleManager_displayEscapeFailureMessage =
|
||
BattleManager.displayEscapeFailureMessage;
|
||
BattleManager.displayEscapeFailureMessage = function () {
|
||
_BattleManager_displayEscapeFailureMessage.call(this);
|
||
this.displayMessagePosition();
|
||
this.displayMessageType("EscapeFailure");
|
||
};
|
||
|
||
//Scene_Battle
|
||
const _Scene_Battle_initialize = Scene_Battle.prototype.initialize;
|
||
Scene_Battle.prototype.initialize = function () {
|
||
_Scene_Battle_initialize.call(this);
|
||
this._onAction = false;
|
||
};
|
||
|
||
const _Scene_Battle_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
||
Scene_Battle.prototype.createSpriteset = function () {
|
||
_Scene_Battle_createSpriteset.call(this);
|
||
this._spriteset.createStatusLayer();
|
||
this.addChild(this._spriteset._battleHudBase);
|
||
};
|
||
|
||
const _Scene_Battle_createAllWindows =
|
||
Scene_Battle.prototype.createAllWindows;
|
||
Scene_Battle.prototype.createAllWindows = function () {
|
||
this._battleHudBack = this._spriteset._battleHudBack;
|
||
this._battleHudFront = this._spriteset._battleHudFront;
|
||
this._battleEffects = this._spriteset._battleEffects;
|
||
this.createHud();
|
||
this.createActorSelectWindow();
|
||
_Scene_Battle_createAllWindows.call(this);
|
||
this.statusWindow_Top =
|
||
this._statusWindow.y -
|
||
this._messageWindow.height -
|
||
(Graphics.height - Graphics.boxHeight) / 2;
|
||
this.statusWindow_Under =
|
||
this._statusWindow.y +
|
||
this._statusWindow.height -
|
||
(Graphics.height - Graphics.boxHeight) / 2;
|
||
};
|
||
|
||
Scene_Battle.prototype.createHud = function () {
|
||
const rect = this.statusWindowRect();
|
||
this._statusWindow = new Window_BattleStatus(rect);
|
||
this._battleHudBack.addChild(this._statusWindow);
|
||
this.setStatusWindow_Sprite();
|
||
this._statusWindow.differenceX = this.differenceX();
|
||
this._statusWindow.differenceY = this.differenceY();
|
||
this._statusWindow.UI_Difference = (Graphics.width - Graphics.boxWidth) / 2;
|
||
};
|
||
|
||
Scene_Battle.prototype.createStatusWindow = function () {
|
||
const rect = this.statusWindowRect();
|
||
this._actorImges = new Window_BattleActorImges(rect);
|
||
this._actorStatus = new Window_BattleActorStatus(rect);
|
||
this._battleHudBack.addChild(this._actorImges);
|
||
this._battleHudFront.addChild(this._actorStatus);
|
||
this._statusWindow.setActorWindow(this._actorImges, this._actorStatus);
|
||
};
|
||
|
||
Scene_Battle.prototype.createActorSelectWindow = function () {
|
||
const rect = this.actorWindowRect();
|
||
this._actorWindow = new Window_BattleActor(rect);
|
||
this._actorWindow.setHandler("ok", this.onActorOk.bind(this));
|
||
this._actorWindow.setHandler("cancel", this.onActorCancel.bind(this));
|
||
this._battleHudBack.addChild(this._actorWindow);
|
||
};
|
||
|
||
const _Scene_Battle_createActorWindow =
|
||
Scene_Battle.prototype.createActorWindow;
|
||
Scene_Battle.prototype.createActorWindow = function () {
|
||
//_Scene_Battle_createActorWindow.call(this);
|
||
};
|
||
|
||
const _Scene_Battle_createPartyCommandWindow =
|
||
Scene_Battle.prototype.createPartyCommandWindow;
|
||
Scene_Battle.prototype.createPartyCommandWindow = function () {
|
||
_Scene_Battle_createPartyCommandWindow.call(this);
|
||
if (!param.PartyCommandWindowShow) {
|
||
if (this._partyCommandWindow) {
|
||
this._partyCommandWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.PartyCommandBackground) {
|
||
const sprite = new Sprite(
|
||
loadNormalPicture(param.PartyCommandBackground)
|
||
);
|
||
sprite.anchor.y = param.PartyCommandBackgroundAnchorMode === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._partyCommandWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.PartyCommandBackground_X;
|
||
sprite.y =
|
||
this._partyCommandWindow.y +
|
||
(param.PartyCommandBackgroundAnchorMode === 0
|
||
? 0
|
||
: this._partyCommandWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2;
|
||
param.PartyCommandBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._partyCommandWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createActorCommandWindow =
|
||
Scene_Battle.prototype.createActorCommandWindow;
|
||
Scene_Battle.prototype.createActorCommandWindow = function () {
|
||
_Scene_Battle_createActorCommandWindow.call(this);
|
||
this._actorCommandWindow.setStatusWindow(this._statusWindow);
|
||
if (param.StyleMode === "XPStyle") {
|
||
this._actorCommandWindow.y = this.actorCommandY();
|
||
}
|
||
if (param.ActorCommandMaxRow > param.ActorCommandMinRow) {
|
||
this._actorCommandWindow.variable = true;
|
||
}
|
||
this._actorCommandWindow.SvActorData =
|
||
param.ActorCommandMode >= 4 && param.ActorCommandMode <= 6
|
||
? this._spriteset._actorSprites
|
||
: null;
|
||
if (!param.ActorCommandWindowShow) {
|
||
if (this._actorCommandWindow) {
|
||
this._actorCommandWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.ActorCommandBackground) {
|
||
const sprite = new Sprite(
|
||
loadNormalPicture(param.ActorCommandBackground)
|
||
);
|
||
sprite.anchor.y = param.ActorCommandBackgroundAnchorMode === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._actorCommandWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.ActorCommandBackground_X;
|
||
sprite.y =
|
||
this._actorCommandWindow.y +
|
||
(param.ActorCommandBackgroundAnchorMode === 0
|
||
? 0
|
||
: this._actorCommandWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.ActorCommandBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._actorCommandWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createSkillWindow =
|
||
Scene_Battle.prototype.createSkillWindow;
|
||
Scene_Battle.prototype.createSkillWindow = function () {
|
||
_Scene_Battle_createSkillWindow.call(this);
|
||
if (!param.SelectWindowShow) {
|
||
if (this._skillWindow) {
|
||
this._skillWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.SkillWindowBackground) {
|
||
const sprite = new Sprite(loadNormalPicture(param.SkillWindowBackground));
|
||
sprite.anchor.y = param.SkillBackgroundAnchorMode === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._skillWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.SkillBackground_X;
|
||
sprite.y =
|
||
this._skillWindow.y +
|
||
(param.SkillBackgroundAnchorMode === 0 ? 0 : this._skillWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.SkillBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._skillWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createItemWindow =
|
||
Scene_Battle.prototype.createItemWindow;
|
||
Scene_Battle.prototype.createItemWindow = function () {
|
||
_Scene_Battle_createItemWindow.call(this);
|
||
if (!param.SelectWindowShow) {
|
||
if (this._itemWindow) {
|
||
this._itemWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.ItemWindowBackground) {
|
||
const sprite = new Sprite(loadNormalPicture(param.ItemWindowBackground));
|
||
sprite.anchor.y = param.ItemBackgroundAnchorMode === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._itemWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.ItemBackground_X;
|
||
sprite.y =
|
||
this._itemWindow.y +
|
||
(param.ItemBackgroundAnchorMode === 0 ? 0 : this._itemWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.ItemBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._itemWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createEnemyWindow =
|
||
Scene_Battle.prototype.createEnemyWindow;
|
||
Scene_Battle.prototype.createEnemyWindow = function () {
|
||
_Scene_Battle_createEnemyWindow.call(this);
|
||
if (!param.SelectWindowShow) {
|
||
if (this._enemyWindow) {
|
||
this._enemyWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.EnemyWindowBackground) {
|
||
const sprite = new Sprite(loadNormalPicture(param.EnemyWindowBackground));
|
||
sprite.anchor.y = param.EnemyWindowBackground === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._enemyWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.EnemyBackground_X;
|
||
sprite.y =
|
||
this._enemyWindow.y +
|
||
(param.EnemyWindowBackground === 0 ? 0 : this._enemyWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.EnemyBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._enemyWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createHelpWindow =
|
||
Scene_Battle.prototype.createHelpWindow;
|
||
Scene_Battle.prototype.createHelpWindow = function () {
|
||
_Scene_Battle_createHelpWindow.call(this);
|
||
if (!param.HelpWindowShow) {
|
||
if (this._helpWindow) {
|
||
this._helpWindow.opacity = 0;
|
||
}
|
||
}
|
||
if (param.HelpWindowBackground) {
|
||
const sprite = new Sprite(loadNormalPicture(param.HelpWindowBackground));
|
||
sprite.anchor.y = param.HelpBackgroundAnchorMode === 0 ? 0 : 1.0;
|
||
sprite.x =
|
||
this._helpWindow.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.HelpBackground_X;
|
||
sprite.y =
|
||
this._helpWindow.y +
|
||
(param.HelpBackgroundAnchorMode === 0 ? 0 : this._helpWindow.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.HelpBackground_Y;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._helpWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createMessageWindow =
|
||
Scene_Battle.prototype.createMessageWindow;
|
||
Scene_Battle.prototype.createMessageWindow = function () {
|
||
_Scene_Battle_createMessageWindow.call(this);
|
||
this.MessageWindowBackGround();
|
||
};
|
||
|
||
Scene_Battle.prototype.MessageWindowBackGround = function () {
|
||
if (param.MessageWindowBackground) {
|
||
const sprite = new Sprite(
|
||
loadNormalPicture(param.MessageWindowBackground)
|
||
);
|
||
sprite.anchor.y = param.MessageWindowVisibleSetting === 0 ? 0 : 1.0;
|
||
this._battleHudFront.addChild(sprite);
|
||
this._messageWindow.windowBackground = sprite;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.differenceX = function () {
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
if (param.ActorStatusWindowCenter) {
|
||
return (
|
||
(Graphics.boxWidth - this._statusWindow.width) / 2 +
|
||
param.ActorStatusWindow_X
|
||
);
|
||
} else {
|
||
return (
|
||
(Graphics.boxWidth - Graphics.width) / 2 + param.ActorStatusWindow_X
|
||
);
|
||
}
|
||
}
|
||
if (param.ActorStatusWindow_Width > 0) {
|
||
return (Graphics.boxWidth - this._statusWindow.width) / 2;
|
||
} else {
|
||
return 0;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.differenceY = function () {
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
return (
|
||
(Graphics.boxHeight - Graphics.height) / 2 +
|
||
param.ActorStatusWindow_Y -
|
||
6
|
||
);
|
||
}
|
||
return 0;
|
||
};
|
||
|
||
const _Scene_Battle_statusWindowRect =
|
||
Scene_Battle.prototype.statusWindowRect;
|
||
Scene_Battle.prototype.statusWindowRect = function () {
|
||
const rect = _Scene_Battle_statusWindowRect.call(this);
|
||
const extra = 10;
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
rect.x += (Graphics.width - Graphics.boxWidth) / 2;
|
||
rect.y +=
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
(param.WindowFrameShow ? 4 : 0);
|
||
rect.height -= param.WindowFrameShow ? extra : 0;
|
||
} else if (param.StyleMode === "XPStyle") {
|
||
rect.width =
|
||
param.ActorStatusWindow_Width > 0
|
||
? param.ActorStatusWindow_Width - 8
|
||
: Graphics.boxWidth;
|
||
rect.height =
|
||
param.ActorStatusWindow_Height > 0
|
||
? param.ActorStatusWindow_Height
|
||
: this.windowAreaHeight() + extra - (param.WindowFrameShow ? 10 : 0);
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
rect.x =
|
||
(param.ActorStatusWindowCenter
|
||
? (Graphics.width - rect.width) / 2
|
||
: 0) + param.ActorStatusWindow_X;
|
||
rect.y = param.ActorStatusWindow_Y;
|
||
} else {
|
||
rect.x = (Graphics.width - rect.width) / 2;
|
||
rect.y =
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
Graphics.boxHeight -
|
||
rect.height +
|
||
extra -
|
||
(param.WindowFrameShow ? 6 : 0) -
|
||
4;
|
||
}
|
||
}
|
||
return rect;
|
||
};
|
||
|
||
const _Scene_Battle_partyCommandWindowRect =
|
||
Scene_Battle.prototype.partyCommandWindowRect;
|
||
Scene_Battle.prototype.partyCommandWindowRect = function () {
|
||
const rect = _Scene_Battle_partyCommandWindowRect.call(this);
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
} else if (param.StyleMode === "XPStyle") {
|
||
rect.width =
|
||
param.PartyCommand_Width > 0
|
||
? param.PartyCommand_Width
|
||
: Graphics.boxWidth;
|
||
rect.height = this.partyWindowAreaHeight();
|
||
rect.x = param.PartyCommandCenter
|
||
? Graphics.boxWidth / 2 - rect.width / 2
|
||
: 0 + param.PartyCommand_X;
|
||
rect.y = this.partyCommand_YPosition() + param.PartyCommand_Y;
|
||
rect.statusWindowHeight = this._statusWindow.height;
|
||
}
|
||
return rect;
|
||
};
|
||
|
||
const _Scene_Battle_actorCommandWindowRect =
|
||
Scene_Battle.prototype.actorCommandWindowRect;
|
||
Scene_Battle.prototype.actorCommandWindowRect = function () {
|
||
const rect = _Scene_Battle_actorCommandWindowRect.call(this);
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
rect.height = this.actorCommandHeight();
|
||
} else if (param.StyleMode === "XPStyle") {
|
||
rect.width = this.actorCommandWidth();
|
||
rect.height = this.actorCommandHeight();
|
||
rect.x = this.actorCommandX();
|
||
rect.y = 0;
|
||
}
|
||
return rect;
|
||
};
|
||
|
||
Scene_Battle.prototype.actorCommandWidth = function () {
|
||
if (param.ActorCommand_Width > 0) {
|
||
return param.ActorCommand_Width;
|
||
}
|
||
if (
|
||
param.ActorCommandMode === 0 ||
|
||
(param.ActorCommandMode >= 4 && param.ActorCommandMode <= 6)
|
||
) {
|
||
return Math.min(
|
||
(param.ActorStatusWindow_Width > 0
|
||
? param.ActorStatusWindow_Width
|
||
: Graphics.boxWidth) /
|
||
this._statusWindow.maxCols() -
|
||
12,
|
||
192
|
||
);
|
||
} else if (param.ActorCommandMode >= 1) {
|
||
return Graphics.boxWidth;
|
||
} else {
|
||
return 0;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.actorCommandHeight = function () {
|
||
return this.calcWindowHeight(param.ActorCommandMaxRow, true);
|
||
};
|
||
|
||
Scene_Battle.prototype.actorCommandX = function () {
|
||
if (param.ActorCommandMode === 0) {
|
||
return 0;
|
||
} else if (param.ActorCommandMode >= 1) {
|
||
return (
|
||
(param.ActorCommandCenter
|
||
? Graphics.boxWidth / 2 - this.actorCommandWidth() / 2
|
||
: 0) + param.ActorCommand_X
|
||
);
|
||
} else {
|
||
return 0;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.actorCommandY = function () {
|
||
if (param.ActorCommandMode === 0) {
|
||
return 0;
|
||
} else if (param.ActorCommandMode >= 1) {
|
||
return this.actorCommand_YPosition() + param.ActorCommand_Y;
|
||
} else {
|
||
return 0;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_enemyWindowRect = Scene_Battle.prototype.enemyWindowRect;
|
||
Scene_Battle.prototype.enemyWindowRect = function () {
|
||
const rect = _Scene_Battle_enemyWindowRect.call(this);
|
||
rect.x = 0;
|
||
rect.width = Graphics.boxWidth;
|
||
return rect;
|
||
};
|
||
|
||
Scene_Battle.prototype.partyWindowAreaHeight = function () {
|
||
return this.calcWindowHeight(param.PartyCommandMaxRow, true);
|
||
};
|
||
|
||
Scene_Battle.prototype.actorWindowAreaHeight = function () {
|
||
return this.calcWindowHeight(param.ActorCommandMaxRow, true);
|
||
};
|
||
|
||
const _Scene_Battle_updateStatusWindowPosition =
|
||
Scene_Battle.prototype.updateStatusWindowPosition;
|
||
Scene_Battle.prototype.updateStatusWindowPosition = function () {
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
const actorImges = this._actorImges;
|
||
const actorStatus = this._actorStatus;
|
||
const targetX = this.statusWindowX();
|
||
_Scene_Battle_updateStatusWindowPosition.call(this);
|
||
if (!$gameSystem.isSideView() && this._battleEffects) {
|
||
const battleEffects = this._battleEffects;
|
||
const EffectsX = this.effectsX(targetX);
|
||
if (actorStatus.x < targetX) {
|
||
battleEffects.x = Math.min(battleEffects.x + 16, EffectsX);
|
||
}
|
||
if (actorStatus.x > targetX) {
|
||
battleEffects.x = Math.max(battleEffects.x - 16, EffectsX);
|
||
}
|
||
}
|
||
if (actorStatus.x < targetX) {
|
||
actorImges.x = Math.min(actorImges.x + 16, targetX);
|
||
actorStatus.x = Math.min(actorStatus.x + 16, targetX);
|
||
}
|
||
if (actorStatus.x > targetX) {
|
||
actorImges.x = Math.max(actorImges.x - 16, targetX);
|
||
actorStatus.x = Math.max(actorStatus.x - 16, targetX);
|
||
}
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.statusWindowX = function () {
|
||
if (this.isAnyInputWindowActive()) {
|
||
return this.statusWindowRect().x;
|
||
} else {
|
||
return (
|
||
this.statusWindowRect().x +
|
||
(this._partyCommandWindow.width / 2) *
|
||
(this.isRightInputMode() ? 1 : -1)
|
||
);
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.effectsX = function () {
|
||
if (this.isAnyInputWindowActive()) {
|
||
return (
|
||
this._battleEffects.home_x +
|
||
(this._partyCommandWindow.width / 2) *
|
||
(this.isRightInputMode() ? -1 : 1)
|
||
);
|
||
} else {
|
||
return this._battleEffects.home_x;
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.partyCommand_YPosition = function () {
|
||
if (param.PartyCommandPosition === 0) {
|
||
return 0;
|
||
} else if (param.PartyCommandPosition === 1) {
|
||
return this._statusWindow.y / 2 - this.partyWindowAreaHeight() / 2;
|
||
} else {
|
||
return (
|
||
Graphics.boxHeight -
|
||
this.windowAreaHeight() -
|
||
this.partyWindowAreaHeight()
|
||
);
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.actorCommand_YPosition = function () {
|
||
if (param.ActorCommandMode === 1) {
|
||
return 0;
|
||
} else if (param.ActorCommandMode === 2) {
|
||
return this._statusWindow.y / 2 - this.actorWindowAreaHeight() / 2;
|
||
} else if (param.ActorCommandMode === 3) {
|
||
return (
|
||
Graphics.boxHeight -
|
||
this.windowAreaHeight() -
|
||
this.actorWindowAreaHeight()
|
||
);
|
||
}
|
||
return 0;
|
||
};
|
||
|
||
Scene_Battle.prototype.setStatusWindow_Sprite = function () {
|
||
if (param.ActorEffectShow) {
|
||
for (const sprite of this._spriteset._actorSprites) {
|
||
sprite._statusWindow = this._statusWindow;
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_start = Scene_Battle.prototype.start;
|
||
Scene_Battle.prototype.start = function () {
|
||
_Scene_Battle_start.call(this);
|
||
this._actorImges.refresh();
|
||
this._actorStatus.refresh();
|
||
};
|
||
|
||
const _Scene_Battle_updateStatusWindowVisibility =
|
||
Scene_Battle.prototype.updateStatusWindowVisibility;
|
||
Scene_Battle.prototype.updateStatusWindowVisibility = function () {
|
||
_Scene_Battle_updateStatusWindowVisibility.call(this);
|
||
if (!param.MessageWindowVisibleMode && $gameMessage.isBusy()) {
|
||
this._statusWindow.open();
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
|
||
Scene_Battle.prototype.commandSkill = function () {
|
||
_Scene_Battle_commandSkill.call(this);
|
||
this._statusWindow.show();
|
||
};
|
||
|
||
const _Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
|
||
Scene_Battle.prototype.commandItem = function () {
|
||
_Scene_Battle_commandItem.call(this);
|
||
this._statusWindow.show();
|
||
};
|
||
|
||
const _Scene_Battle_startActorSelection =
|
||
Scene_Battle.prototype.startActorSelection;
|
||
Scene_Battle.prototype.startActorSelection = function () {
|
||
_Scene_Battle_startActorSelection.call(this);
|
||
this._skillWindow.selectionHide();
|
||
this._itemWindow.selectionHide();
|
||
this._statusWindow.deselect();
|
||
};
|
||
|
||
const _Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
|
||
Scene_Battle.prototype.onActorCancel = function () {
|
||
_Scene_Battle_onActorCancel.call(this);
|
||
this._statusWindow.selectActor(BattleManager.actor());
|
||
};
|
||
|
||
const _Scene_Battle_startEnemySelection =
|
||
Scene_Battle.prototype.startEnemySelection;
|
||
Scene_Battle.prototype.startEnemySelection = function () {
|
||
_Scene_Battle_startEnemySelection.call(this);
|
||
this._statusWindow.show();
|
||
this._skillWindow.selectionHide();
|
||
this._itemWindow.selectionHide();
|
||
this._actorCommandWindow.hide();
|
||
};
|
||
|
||
const _Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
||
Scene_Battle.prototype.onEnemyCancel = function () {
|
||
_Scene_Battle_onEnemyCancel.call(this);
|
||
switch (this._actorCommandWindow.currentSymbol()) {
|
||
case "attack":
|
||
case "special":
|
||
this._actorCommandWindow.show();
|
||
break;
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_startPartyCommandSelection =
|
||
Scene_Battle.prototype.startPartyCommandSelection;
|
||
Scene_Battle.prototype.startPartyCommandSelection = function () {
|
||
if (this._onAction) {
|
||
this._partyCommandWindow.hide();
|
||
}
|
||
_Scene_Battle_startPartyCommandSelection.call(this);
|
||
};
|
||
|
||
const _Scene_Battle_selectPreviousCommand =
|
||
Scene_Battle.prototype.selectPreviousCommand;
|
||
Scene_Battle.prototype.selectPreviousCommand = function () {
|
||
_Scene_Battle_selectPreviousCommand.call(this);
|
||
this._onAction = false;
|
||
this._partyCommandWindow.show();
|
||
};
|
||
|
||
const _Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
|
||
Scene_Battle.prototype.onSelectAction = function () {
|
||
this._onAction = BattleManager.isTpb();
|
||
_Scene_Battle_onSelectAction.call(this);
|
||
};
|
||
|
||
const _Scene_Battle_endCommandSelection =
|
||
Scene_Battle.prototype.endCommandSelection;
|
||
Scene_Battle.prototype.endCommandSelection = function () {
|
||
_Scene_Battle_endCommandSelection.call(this);
|
||
this._onAction = false;
|
||
};
|
||
|
||
Scene_Battle.prototype.actorWindowOpacity = function () {
|
||
this._statusWindow.opacity = param.WindowShow
|
||
? param.ActorWindowSelectOpacity
|
||
: 0;
|
||
this._battleHudBack.opacity = param.ActorWindowSelectOpacity;
|
||
this._battleHudFront.opacity = param.ActorWindowSelectOpacity;
|
||
};
|
||
|
||
Scene_Battle.prototype.actorWindowResetOpacity = function () {
|
||
this._statusWindow.opacity = param.WindowShow ? 255 : 0;
|
||
this._battleHudBack.opacity = 255;
|
||
this._battleHudFront.opacity = 255;
|
||
};
|
||
|
||
const _Scene_Battle_update = Scene_Battle.prototype.update;
|
||
Scene_Battle.prototype.update = function () {
|
||
_Scene_Battle_update.call(this);
|
||
if (
|
||
this._statusWindow.isCommandRefresh() &&
|
||
!$gameTemp.isBattleRefreshRequested() &&
|
||
this._actorCommandWindow.actor()
|
||
) {
|
||
this._statusWindow._CommandRefresh = false;
|
||
const index = $gameParty
|
||
.battleMembers()
|
||
.indexOf(this._actorCommandWindow.actor());
|
||
if (index >= 0) {
|
||
this._statusWindow.select(index);
|
||
} else {
|
||
this.commandCancel();
|
||
}
|
||
this._actorCommandWindow.refresh();
|
||
}
|
||
this._statusWindow.visible = BattleManager.actorStatusWindowVisible;
|
||
this._actorImges.visible = BattleManager.actorStatusWindowVisible;
|
||
this._actorStatus.visible = BattleManager.actorStatusWindowVisible;
|
||
if (this.activeWindow()) {
|
||
this.actorWindowOpacity();
|
||
} else {
|
||
this.actorWindowResetOpacity();
|
||
}
|
||
this.updateBackground();
|
||
};
|
||
|
||
Scene_Battle.prototype.updateBackground = function () {
|
||
if (param.PartyCommandBackground) {
|
||
this._partyCommandWindow.windowBackground.visible =
|
||
this._partyCommandWindow._commandOpen &&
|
||
this._partyCommandWindow.visible;
|
||
}
|
||
if (param.ActorCommandBackground) {
|
||
this._actorCommandWindow.windowBackground.visible =
|
||
this._actorCommandWindow._commandOpen &&
|
||
this._actorCommandWindow.visible;
|
||
}
|
||
if (param.ItemWindowBackground) {
|
||
this._itemWindow.windowBackground.visible = this._itemWindow.visible;
|
||
}
|
||
if (param.SkillWindowBackground) {
|
||
this._skillWindow.windowBackground.visible = this._skillWindow.visible;
|
||
}
|
||
if (param.EnemyWindowBackground) {
|
||
this._enemyWindow.windowBackground.visible = this._enemyWindow.visible;
|
||
}
|
||
if (param.HelpWindowBackground) {
|
||
this._helpWindow.windowBackground.visible = this._helpWindow.visible;
|
||
}
|
||
if (param.MessageWindowBackground) {
|
||
this._messageWindow.windowBackground.visible =
|
||
!BattleManager.getDisplayMessageType() &&
|
||
this._messageWindow.openness >= 200;
|
||
}
|
||
if (
|
||
this._messageWindow.isClosing() &&
|
||
BattleManager.getDisplayMessageType()
|
||
) {
|
||
BattleManager.displayMessageType(null);
|
||
}
|
||
};
|
||
|
||
Scene_Battle.prototype.activeWindow = function () {
|
||
return (
|
||
this.opacityskillWindow() ||
|
||
this.opacityItemWindow() ||
|
||
this.opacityEnemyWindow() ||
|
||
this.opacityMessageWindow() ||
|
||
BattleManager.actorStatusWindowOpacity
|
||
);
|
||
};
|
||
|
||
Scene_Battle.prototype.opacityskillWindow = function () {
|
||
return this._skillWindow.active && !param.SkillWindowOpacity;
|
||
};
|
||
|
||
Scene_Battle.prototype.opacityItemWindow = function () {
|
||
return this._itemWindow.active && !param.ItemWindowOpacity;
|
||
};
|
||
|
||
Scene_Battle.prototype.opacityEnemyWindow = function () {
|
||
return this._enemyWindow.active && !param.EnemyWindowOpacity;
|
||
};
|
||
|
||
Scene_Battle.prototype.opacityMessageWindow = function () {
|
||
return !param.MessageWindowOpacity && this._messageWindow.onMessage;
|
||
};
|
||
|
||
//Window_Message
|
||
const _Window_Message_updatePlacement =
|
||
Window_Message.prototype.updatePlacement;
|
||
Window_Message.prototype.updatePlacement = function () {
|
||
_Window_Message_updatePlacement.call(this);
|
||
if ($gameParty.inBattle()) {
|
||
this.onMessage = true;
|
||
if (param.MessageWindowBackground) {
|
||
this.windowBackground.x =
|
||
this.x +
|
||
(Graphics.width - Graphics.boxWidth) / 2 +
|
||
param.MessageBackground_X;
|
||
this.windowBackground.y =
|
||
this.y +
|
||
(param.MessageWindowVisibleSetting === 0 ? 0 : this.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.MessageBackground_Y;
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Window_Message_terminateMessage =
|
||
Window_Message.prototype.terminateMessage;
|
||
Window_Message.prototype.terminateMessage = function () {
|
||
_Window_Message_terminateMessage.call(this);
|
||
if ($gameParty.inBattle()) {
|
||
this.onMessage = false;
|
||
}
|
||
};
|
||
|
||
const _Window_Message_setBackgroundType =
|
||
Window_Message.prototype.setBackgroundType;
|
||
Window_Message.prototype.setBackgroundType = function (type) {
|
||
_Window_Message_setBackgroundType.call(this, type);
|
||
if (
|
||
$gameParty.inBattle() &&
|
||
!BattleManager.getDisplayMessageType() &&
|
||
!param.MessageWindowShow &&
|
||
type === 0
|
||
) {
|
||
this.opacity = 0;
|
||
}
|
||
};
|
||
|
||
Window_BattleSkill.prototype.selectionHide = function () {
|
||
if (param.HelpWindowSelectShow) {
|
||
Window_SkillList.prototype.hide.call(this);
|
||
} else {
|
||
Window_BattleSkill.prototype.hide.call(this);
|
||
}
|
||
};
|
||
|
||
Window_BattleItem.prototype.selectionHide = function () {
|
||
if (param.HelpWindowSelectShow) {
|
||
Window_ItemList.prototype.hide.call(this);
|
||
} else {
|
||
Window_SkillList.prototype.hide.call(this);
|
||
}
|
||
};
|
||
|
||
//Window_PartyCommand
|
||
const _Window_PartyCommand_initialize =
|
||
Window_PartyCommand.prototype.initialize;
|
||
Window_PartyCommand.prototype.initialize = function (rect) {
|
||
_Window_PartyCommand_initialize.call(this, rect);
|
||
this.statusWindowHeight = rect.statusWindowHeight;
|
||
};
|
||
|
||
Window_PartyCommand.prototype.maxCols = function () {
|
||
return param.StyleMode === "Default" || param.StyleMode === "MVStyle"
|
||
? 1
|
||
: Math.ceil(
|
||
this._list
|
||
? Math.min(this._list.length, param.PartyCommandMaxCol)
|
||
: param.PartyCommandMaxCol
|
||
);
|
||
};
|
||
|
||
const _Window_PartyCommand_refresh = Window_PartyCommand.prototype.refresh;
|
||
Window_PartyCommand.prototype.refresh = function () {
|
||
_Window_PartyCommand_refresh.call(this);
|
||
const cols = Math.max(
|
||
param.Default_PartyCommandMaxRow,
|
||
Math.min(
|
||
Math.ceil(this.maxItems() / param.PartyCommandMaxCol),
|
||
param.PartyCommandMaxRow
|
||
)
|
||
);
|
||
this.height = this.fittingHeight(cols);
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
this.height = this.fittingHeight(param.Default_PartyCommandMaxRow);
|
||
} else if (param.StyleMode === "XPStyle") {
|
||
this.height = this.fittingHeight(
|
||
Math.min(
|
||
Math.ceil(this.maxItems() / param.PartyCommandMaxCol),
|
||
param.PartyCommandMaxRow
|
||
)
|
||
);
|
||
if (param.PartyCommandPosition === 2) {
|
||
this.y =
|
||
Graphics.boxHeight -
|
||
(this.height + this.statusWindowHeight) +
|
||
(param.WindowFrameShow ? 0 : 6) +
|
||
param.PartyCommand_Y;
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Window_PartyCommand_drawItemBackground =
|
||
Window_PartyCommand.prototype.drawItemBackground;
|
||
Window_PartyCommand.prototype.drawItemBackground = function (index) {
|
||
if (param.PartyCommandCursorBackShow) {
|
||
_Window_PartyCommand_drawItemBackground.call(this, index);
|
||
}
|
||
};
|
||
|
||
const _Window_PartyCommand_open = Window_PartyCommand.prototype.open;
|
||
Window_PartyCommand.prototype.open = function () {
|
||
if (!param.PartyCommandWindowShow) {
|
||
this.openness = 255;
|
||
this.show();
|
||
}
|
||
_Window_PartyCommand_open.call(this);
|
||
this._commandOpen = true;
|
||
};
|
||
|
||
const _Window_PartyCommand_close = Window_PartyCommand.prototype.close;
|
||
Window_PartyCommand.prototype.close = function () {
|
||
if (!param.PartyCommandWindowShow) {
|
||
this.hide();
|
||
}
|
||
_Window_PartyCommand_close.call(this);
|
||
this._commandOpen = false;
|
||
};
|
||
|
||
//Window_ActorCommand
|
||
const _Window_ActorCommand_initialize =
|
||
Window_ActorCommand.prototype.initialize;
|
||
Window_ActorCommand.prototype.initialize = function (rect) {
|
||
_Window_ActorCommand_initialize.call(this, rect);
|
||
this.variable = false;
|
||
};
|
||
|
||
Window_ActorCommand.prototype.selectActor = function (actor) {
|
||
const members = $gameParty.battleMembers();
|
||
return members.indexOf(actor);
|
||
};
|
||
|
||
Window_ActorCommand.prototype.maxCols = function () {
|
||
return param.StyleMode === "Default" || param.StyleMode === "MVStyle"
|
||
? 1
|
||
: Math.ceil(
|
||
this._list
|
||
? Math.min(this._list.length, param.ActorCommandMaxCol)
|
||
: param.ActorCommandMaxCol
|
||
);
|
||
};
|
||
|
||
Window_ActorCommand.prototype.setCommandHeight = function () {
|
||
const cols = Math.ceil(this.maxItems() / param.ActorCommandMaxCol).clamp(
|
||
param.ActorCommandMinRow,
|
||
param.ActorCommandMaxRow
|
||
);
|
||
this.height = this.fittingHeight(cols);
|
||
};
|
||
|
||
const _Window_ActorCommand_paint = Window_ActorCommand.prototype.paint;
|
||
Window_ActorCommand.prototype.paint = function () {
|
||
//可変コマンドなら高さを計算
|
||
if (this.variable) {
|
||
this.setCommandHeight();
|
||
}
|
||
_Window_ActorCommand_paint.call(this);
|
||
};
|
||
|
||
const _Window_ActorCommand_refresh = Window_ActorCommand.prototype.refresh;
|
||
Window_ActorCommand.prototype.refresh = function () {
|
||
_Window_ActorCommand_refresh.call(this);
|
||
const actorIndex = this.selectActor(this._actor);
|
||
if (this._statusWindow) {
|
||
const rect = this._statusWindow.itemRect(actorIndex);
|
||
if (param.StyleMode === "Default" || param.StyleMode === "MVStyle") {
|
||
if (actorIndex >= 0 || this._actor) {
|
||
this.y =
|
||
Graphics.boxHeight - this.height + (param.WindowFrameShow ? -4 : 2);
|
||
}
|
||
} else if (param.StyleMode === "XPStyle") {
|
||
if (actorIndex >= 0 || this._actor) {
|
||
if (param.ActorCommandMode === 0) {
|
||
//this.height = this.fittingHeight(Math.min(Math.ceil(this.maxItems() / param.ActorCommandMaxCol), param.ActorCommandMaxRow));
|
||
this.width =
|
||
param.ActorCommand_Width > 0
|
||
? param.ActorCommand_Width
|
||
: Math.min(this.width, rect.width);
|
||
this.x = Math.max(
|
||
-this._statusWindow.UI_Difference + 4,
|
||
(rect.width - this.width) / 2 +
|
||
rect.x +
|
||
this.itemPadding() +
|
||
param.ActorCommand_X +
|
||
this._statusWindow.differenceX
|
||
);
|
||
this.x = Math.min(
|
||
this.x,
|
||
Graphics.boxWidth +
|
||
this._statusWindow.UI_Difference -
|
||
this.width -
|
||
4
|
||
);
|
||
let zeroPosition = 0;
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
this.y =
|
||
this._statusWindow.differenceY -
|
||
this.height +
|
||
param.ActorCommand_Y +
|
||
rect.y;
|
||
zeroPosition = (Graphics.boxHeight - Graphics.height) / 2;
|
||
} else {
|
||
this.y =
|
||
Graphics.boxHeight -
|
||
(this.height + this._statusWindow.height) +
|
||
param.ActorCommand_Y +
|
||
rect.y;
|
||
}
|
||
if (this.y <= zeroPosition) {
|
||
this.y +=
|
||
this.height +
|
||
this._statusWindow.itemHeight() +
|
||
this.itemPadding() * 2 +
|
||
(param.WindowFrameShow ? 6 : 0);
|
||
} else {
|
||
this.y += param.WindowFrameShow ? 0 : 6;
|
||
}
|
||
if (this.windowBackground) {
|
||
this.windowBackground.x =
|
||
this.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.ActorCommandBackground_X;
|
||
this.windowBackground.y =
|
||
this.y +
|
||
(param.ActorommandBackgroundAnchorMode === 0
|
||
? 0
|
||
: this.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.ActorCommandBackground_Y;
|
||
}
|
||
} else if (
|
||
param.ActorCommandMode >= 4 &&
|
||
param.ActorCommandMode <= 6
|
||
) {
|
||
const data = this.SvActorData[actorIndex];
|
||
this.width =
|
||
param.ActorCommand_Width > 0
|
||
? param.ActorCommand_Width
|
||
: Math.min(this.width, rect.width);
|
||
if (param.ActorCommandMode === 4) {
|
||
this.x = data.x - (this.width + data.width + 32) / 2;
|
||
this.y = data.y - (this.height + data.height + 48);
|
||
} else if (param.ActorCommandMode === 5) {
|
||
this.x = data.x - (this.width + data.width + 32);
|
||
this.y = data.y - (this.height + data.height + 48) / 2;
|
||
} else {
|
||
this.x = data.x;
|
||
this.y = data.y - (this.height + data.height + 48) / 2;
|
||
}
|
||
if (this.windowBackground) {
|
||
this.windowBackground.x =
|
||
this.x +
|
||
this._statusWindow.UI_Difference +
|
||
param.ActorCommandBackground_X;
|
||
this.windowBackground.y =
|
||
this.y +
|
||
(param.ActorommandBackgroundAnchorMode === 0
|
||
? 0
|
||
: this.height) +
|
||
(Graphics.height - Graphics.boxHeight) / 2 +
|
||
param.ActorCommandBackground_Y;
|
||
}
|
||
} else if (param.ActorCommandMode >= 1) {
|
||
this.height = this.fittingHeight(
|
||
Math.min(
|
||
Math.ceil(this.maxItems() / param.ActorCommandMaxCol),
|
||
param.ActorCommandMaxRow
|
||
)
|
||
);
|
||
if (param.ActorCommandMode === 3) {
|
||
this.y =
|
||
Graphics.boxHeight -
|
||
(this.height + this._statusWindow.height) +
|
||
(param.WindowFrameShow ? 0 : 6) +
|
||
param.ActorCommand_Y;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_ActorCommand.prototype.setStatusWindow = function (statusWindow) {
|
||
this._statusWindow = statusWindow;
|
||
};
|
||
|
||
const _Window_ActorCommand_drawItemBackground =
|
||
Window_ActorCommand.prototype.drawItemBackground;
|
||
Window_ActorCommand.prototype.drawItemBackground = function (index) {
|
||
if (param.ActorCommandCursorBackShow) {
|
||
_Window_ActorCommand_drawItemBackground.call(this, index);
|
||
}
|
||
};
|
||
|
||
const _Window_ActorCommand_open = Window_ActorCommand.prototype.open;
|
||
Window_ActorCommand.prototype.open = function () {
|
||
if (!param.ActorCommandWindowShow) {
|
||
this.openness = 255;
|
||
this.show();
|
||
}
|
||
this._commandOpen = true;
|
||
_Window_ActorCommand_open.call(this);
|
||
};
|
||
|
||
const _Window_ActorCommand_close = Window_ActorCommand.prototype.close;
|
||
Window_ActorCommand.prototype.close = function () {
|
||
if (!param.ActorCommandWindowShow) {
|
||
this.hide();
|
||
}
|
||
_Window_ActorCommand_close.call(this);
|
||
this._commandOpen = false;
|
||
};
|
||
|
||
const _Window_ItemList_drawItemBackground =
|
||
Window_ItemList.prototype.drawItemBackground;
|
||
Window_ItemList.prototype.drawItemBackground = function (index) {
|
||
if (
|
||
!$gameParty.inBattle() ||
|
||
($gameParty.inBattle() && param.SelectCursorBackShow)
|
||
) {
|
||
_Window_ItemList_drawItemBackground.call(this, index);
|
||
}
|
||
};
|
||
|
||
const _Window_SkillList_drawItemBackground =
|
||
Window_SkillList.prototype.drawItemBackground;
|
||
Window_SkillList.prototype.drawItemBackground = function (index) {
|
||
if (
|
||
!$gameParty.inBattle() ||
|
||
($gameParty.inBattle() && param.SelectCursorBackShow)
|
||
) {
|
||
_Window_SkillList_drawItemBackground.call(this, index);
|
||
}
|
||
};
|
||
|
||
const _Window_BattleEnemy_drawItemBackground =
|
||
Window_BattleEnemy.prototype.drawItemBackground;
|
||
Window_BattleEnemy.prototype.drawItemBackground = function (index) {
|
||
if (
|
||
!$gameParty.inBattle() ||
|
||
($gameParty.inBattle() && param.SelectCursorBackShow)
|
||
) {
|
||
_Window_BattleEnemy_drawItemBackground.call(this, index);
|
||
}
|
||
};
|
||
|
||
//Window_BattleStatus
|
||
const _Window_BattleStatus_initialize =
|
||
Window_BattleStatus.prototype.initialize;
|
||
Window_BattleStatus.prototype.initialize = function (rect) {
|
||
_Window_BattleStatus_initialize.call(this, rect);
|
||
this.frameVisible = param.WindowFrameShow ? true : false;
|
||
this.opacity = param.WindowShow ? 255 : 0;
|
||
this._opening = true;
|
||
this.visible = true;
|
||
if (BattleManager.isBattleTest()) {
|
||
console.log(
|
||
"アクターステータス横幅 " +
|
||
(this.itemWidth() - this.colSpacing()) +
|
||
" アクターステータス縦幅 " +
|
||
(this.itemHeight() - this.rowSpacing())
|
||
);
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.maxCols = function () {
|
||
return param.StyleMode === "MVStyle"
|
||
? 1
|
||
: param.ActorMaxCol > 0
|
||
? param.ActorMaxCol
|
||
: Math.max($gameParty.maxBattleMembers(), 4);
|
||
};
|
||
|
||
const _Window_BattleStatus_itemHeight =
|
||
Window_BattleStatus.prototype.itemHeight;
|
||
Window_BattleStatus.prototype.itemHeight = function () {
|
||
const row =
|
||
param.ActorMaxRow > 0
|
||
? param.ActorMaxRow
|
||
: Math.ceil($gameParty.maxBattleMembers() / this.maxCols());
|
||
return Math.floor(_Window_BattleStatus_itemHeight.call(this) / row);
|
||
};
|
||
|
||
const _Window_BattleStatus_rowSpacing =
|
||
Window_BattleStatus.prototype.rowSpacing;
|
||
Window_BattleStatus.prototype.rowSpacing = function () {
|
||
return Math.ceil($gameParty.maxBattleMembers() / this.maxCols()) > 1
|
||
? 4
|
||
: _Window_BattleStatus_rowSpacing.call(this);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawItemBackground = function (index) {
|
||
const rect = this.itemRect(index);
|
||
if (this._actorBack[index]) {
|
||
this.actorBackGround(index, rect.x, rect.y);
|
||
} else if (
|
||
(param.WindowShow && param.cursorBackShow) ||
|
||
param.cursorBackShow
|
||
) {
|
||
this.drawBackgroundRect(rect);
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.open = function () {
|
||
Window_Base.prototype.open.call(this);
|
||
this._window_battleActorImges.open();
|
||
this._window_BattleActorStatus.open();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.close = function () {
|
||
Window_Base.prototype.close.call(this);
|
||
this._window_battleActorImges.close();
|
||
this._window_BattleActorStatus.close();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.preparePartyRefresh = function () {
|
||
this._bitmapsReady = 0;
|
||
this._actorBack = [];
|
||
const bitmap = param.actorBackground
|
||
? loadNormalPicture(param.actorBackground)
|
||
: null;
|
||
for (let i = 0; i < $gameParty.members().length; i++) {
|
||
this._actorBack[i] = bitmap;
|
||
if (bitmap && !bitmap.isReady()) {
|
||
bitmap.addLoadListener(this.performPartyRefresh.bind(this));
|
||
} else {
|
||
this.performPartyRefresh();
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.performPartyRefresh = function () {
|
||
this._bitmapsReady++;
|
||
if (this._bitmapsReady >= $gameParty.members().length) {
|
||
this.refresh();
|
||
this.commandRefresh();
|
||
this.battleEffectsRefresh();
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.commandRefresh = function () {
|
||
this._CommandRefresh = true;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.isCommandRefresh = function () {
|
||
return this._CommandRefresh;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.battleEffectsRefresh = function () {
|
||
if (!$gameSystem.isSideView()) {
|
||
$gameTemp.setBattleEffectsRefresh(true);
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawItem = function (index) {};
|
||
|
||
const _Window_BattleStatus_refreshCursor =
|
||
Window_BattleStatus.prototype.refreshCursor;
|
||
Window_BattleStatus.prototype.refreshCursor = function () {
|
||
if (
|
||
(param.SelectBackShow && this.constructor === Window_BattleStatus) ||
|
||
(param.ActorSelectBackShow && this.constructor === Window_BattleActor)
|
||
) {
|
||
_Window_BattleStatus_refreshCursor.call(this);
|
||
} else {
|
||
this.setCursorRect(0, 0, 0, 0);
|
||
}
|
||
};
|
||
|
||
Window_BattleStatus.prototype.statusPosition = function (index, rect) {
|
||
const itemWidth = this.itemWidth();
|
||
const maxCols = Math.min(this.maxItems(), this.maxCols());
|
||
if (param.StyleMode === "MVStyle") {
|
||
} else if (param.StyleMode === "XPStyle" || param.StyleMode === "Default") {
|
||
if (param.ActorStatusMode === 1) {
|
||
rect.x +=
|
||
Math.floor(this.width / 2 - (itemWidth * maxCols) / 2) -
|
||
this.itemPadding();
|
||
} else if (param.ActorStatusMode === 2) {
|
||
rect.x += this.width - maxCols * itemWidth - this.itemPadding() * 2;
|
||
} else {
|
||
}
|
||
}
|
||
return rect;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.itemRect = function (index) {
|
||
let rect = Window_Selectable.prototype.itemRect.call(this, index);
|
||
rect = this.statusPosition(index, rect);
|
||
return rect;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.drawItemImage = function (index) {};
|
||
|
||
Window_BattleStatus.prototype.drawItemStatus = function (index) {
|
||
const actor = this.actor(index);
|
||
const rect = this.itemRectWithPadding(index);
|
||
this._rect = rect;
|
||
const nameX = this.nameX(rect);
|
||
const nameY = this.nameY(rect);
|
||
const basicGaugesX = this.basicGaugesX(rect);
|
||
const basicGaugesY = this.basicGaugesY(rect);
|
||
if (param.TPBShow) {
|
||
this.placeTimeGauge(actor, nameX, nameY);
|
||
}
|
||
if (param.StateVisible && !param.OutsideWindowVisible) {
|
||
const stateIconX = this.stateIconX(rect);
|
||
const stateIconY = this.stateIconY(rect);
|
||
this.placeStateIcon(actor, stateIconX, stateIconY);
|
||
}
|
||
if (param.NameShow) {
|
||
this.placeActorName(actor, nameX, nameY);
|
||
}
|
||
this.placeBasicGauges(actor, basicGaugesX, basicGaugesY);
|
||
};
|
||
|
||
const _Window_BattleStatus_placeTimeGauge =
|
||
Window_BattleStatus.prototype.placeTimeGauge;
|
||
Window_BattleStatus.prototype.placeTimeGauge = function (actor, x, y) {
|
||
if (BattleManager.isTpb() && param.TPBChangePosition) {
|
||
x = param.ActorTPB_X + this._rect.x;
|
||
y = param.ActorTPB_Y + this._rect.y;
|
||
}
|
||
_Window_BattleStatus_placeTimeGauge.call(this, actor, x, y);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.placeBasicGauges = function (actor, x, y) {
|
||
if (param.StyleMode === "MVStyle") {
|
||
x2 = param.HPChangePosition ? param.ActorHP_X + this._rect.x : x;
|
||
y2 = param.HPChangePosition ? param.ActorHP_Y + this._rect.y : y;
|
||
this.placeGauge(actor, "hp", x2, y2);
|
||
x2 = param.MPChangePosition
|
||
? param.ActorMP_X + this._rect.x
|
||
: x + ($dataSystem.optDisplayTp ? 123 : 216);
|
||
y2 = param.MPChangePosition ? param.ActorMP_Y + this._rect.y : y;
|
||
this.placeGauge(actor, "mp", x2, y2);
|
||
if ($dataSystem.optDisplayTp) {
|
||
x2 = param.TPChangePosition ? param.ActorTP_X + this._rect.x : x + 234;
|
||
y2 = param.TPChangePosition ? param.ActorTP_Y + this._rect.y : y;
|
||
this.placeGauge(actor, "tp", x2, y2);
|
||
}
|
||
} else {
|
||
x2 = param.HPChangePosition ? param.ActorHP_X + this._rect.x : x;
|
||
y2 = param.HPChangePosition ? param.ActorHP_Y + this._rect.y : y;
|
||
this.placeGauge(actor, "hp", x2, y2);
|
||
x2 = param.MPChangePosition ? param.ActorMP_X + this._rect.x : x;
|
||
y2 = param.MPChangePosition
|
||
? param.ActorMP_Y + this._rect.y
|
||
: y + this.gaugeLineHeight();
|
||
this.placeGauge(actor, "mp", x2, y2);
|
||
if ($dataSystem.optDisplayTp) {
|
||
x2 = param.TPChangePosition ? param.ActorTP_X + this._rect.x : x;
|
||
y2 = param.TPChangePosition
|
||
? param.ActorTP_Y + this._rect.y
|
||
: y + this.gaugeLineHeight() * 2;
|
||
this.placeGauge(actor, "tp", x2, y2);
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Window_StatusBase_placeStateIcon =
|
||
Window_StatusBase.prototype.placeStateIcon;
|
||
Window_StatusBase.prototype.placeStateIcon = function (actor, x, y) {
|
||
_Window_StatusBase_placeStateIcon.call(this, actor, x, y);
|
||
};
|
||
|
||
const _Window_BattleStatus_placeActorName =
|
||
Window_BattleStatus.prototype.placeActorName;
|
||
Window_BattleStatus.prototype.placeActorName = function (actor, x, y) {
|
||
if (param.NameChangePosition) {
|
||
x = param.ActorName_X + this._rect.x;
|
||
y = param.ActorName_Y + this._rect.y;
|
||
}
|
||
_Window_BattleStatus_placeActorName.call(this, actor, x, y);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.faceRect = function (index) {
|
||
const rect = this.itemRect(index);
|
||
rect.pad(-1);
|
||
if (param.StyleMode === "MVStyle") {
|
||
if (param.FaceChangePosition) {
|
||
rect.x += param.ActorFace_X;
|
||
rect.y += param.ActorFace_Y;
|
||
} else {
|
||
rect.x -= rect.width / 2 - ImageManager.faceWidth;
|
||
}
|
||
rect.height = this.itemHeight() - 6;
|
||
} else if (param.FaceChangePosition) {
|
||
rect.x += param.ActorFace_X;
|
||
rect.y += param.ActorFace_Y;
|
||
rect.height = this.itemHeight() - 6;
|
||
} else {
|
||
rect.height = this.nameY(rect) + this.gaugeLineHeight() / 2 - rect.y;
|
||
}
|
||
rect.y += 8;
|
||
rect.width = param.ActorFace_Width > 0 ? param.ActorFace_Width : rect.width;
|
||
rect.height =
|
||
param.ActorFace_Height > 0 ? param.ActorFace_Height : rect.height;
|
||
return rect;
|
||
};
|
||
|
||
Window_BattleStatus.prototype.placeGauge = function (actor, type, x, y) {
|
||
battleStyleGauge = type;
|
||
if (Imported.NUUN_GaugeImage) {
|
||
this.placeGaugeImg(actor, type, x, y);
|
||
}
|
||
const key = "actor%1-gauge-%2".format(actor.actorId(), type);
|
||
const sprite = this.createInnerSprite(key, Sprite_BattleGauge);
|
||
sprite.setup(actor, type);
|
||
sprite.move(x, y);
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.actorBackGround = function (index, x, y) {
|
||
const actor = this.actor(index);
|
||
const key = "actor%1-back-%2".format(actor.actorId());
|
||
const sprite = this.createInnerSprite(key, Sprite);
|
||
sprite.bitmap = this._actorBack[index];
|
||
sprite.move(x, y);
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleStatus.prototype.battlreActorImges = function (id) {
|
||
const actors = param.ActorsButlerList;
|
||
const deta = actors.find((actor) => actor.actorId === id);
|
||
return deta ? deta : this.undefinedDeta(id, deta);
|
||
};
|
||
|
||
Window_BattleStatus.prototype.setActorWindow = function (
|
||
Window_battleActorImges,
|
||
Window_BattleActorStatus
|
||
) {
|
||
this._window_battleActorImges = Window_battleActorImges;
|
||
this._window_BattleActorStatus = Window_BattleActorStatus;
|
||
};
|
||
|
||
const _Window_BattleStatus_stateIconX =
|
||
Window_BattleStatus.prototype.stateIconX;
|
||
Window_BattleStatus.prototype.stateIconX = function (rect) {
|
||
if (param.StyleMode === "MVStyle") {
|
||
return param.StateChangePosition
|
||
? param.ActorState_X + rect.x
|
||
: rect.x + this.basicGaugesX(rect) - 32;
|
||
}
|
||
return param.StateChangePosition
|
||
? param.ActorState_X + rect.x
|
||
: _Window_BattleStatus_stateIconX.call(this, rect);
|
||
};
|
||
|
||
const _Window_BattleStatus_stateIconY =
|
||
Window_BattleStatus.prototype.stateIconY;
|
||
Window_BattleStatus.prototype.stateIconY = function (rect) {
|
||
if (param.StyleMode === "MVStyle") {
|
||
return param.StateChangePosition
|
||
? param.ActorState_Y + rect.y
|
||
: rect.y + rect.height / 2;
|
||
}
|
||
return param.StateChangePosition
|
||
? param.ActorState_Y + rect.y
|
||
: _Window_BattleStatus_stateIconY.call(this, rect);
|
||
};
|
||
|
||
const _Window_BattleStatus_nameY = Window_BattleStatus.prototype.nameY;
|
||
Window_BattleStatus.prototype.nameY = function (rect) {
|
||
if (param.StyleMode === "MVStyle") {
|
||
return rect.y + 10;
|
||
}
|
||
return _Window_BattleStatus_nameY.call(this, rect);
|
||
};
|
||
|
||
const _Window_BattleStatus_basicGaugesX =
|
||
Window_BattleStatus.prototype.basicGaugesX;
|
||
Window_BattleStatus.prototype.basicGaugesX = function (rect) {
|
||
return (
|
||
_Window_BattleStatus_basicGaugesX.call(this, rect) +
|
||
(param.StyleMode === "MVStyle" ? rect.width - 338 : 0)
|
||
);
|
||
};
|
||
|
||
const _Window_BattleStatus_basicGaugesY =
|
||
Window_BattleStatus.prototype.basicGaugesY;
|
||
Window_BattleStatus.prototype.basicGaugesY = function (rect) {
|
||
if (param.StyleMode === "MVStyle") {
|
||
return rect.y + 10;
|
||
}
|
||
return _Window_BattleStatus_basicGaugesY.call(this, rect);
|
||
};
|
||
|
||
//Window_BattleActorImges
|
||
function Window_BattleActorImges() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_BattleActorImges.prototype = Object.create(
|
||
Window_BattleStatus.prototype
|
||
);
|
||
Window_BattleActorImges.prototype.constructor = Window_BattleActorImges;
|
||
|
||
Window_BattleActorImges.prototype.initialize = function (rect) {
|
||
Window_StatusBase.prototype.initialize.call(this, rect);
|
||
this.openness = 0;
|
||
this._bitmapsReady = 0;
|
||
this.opacity = 0;
|
||
this._opening = true;
|
||
this.visible = true;
|
||
const sprite = new Sprite();
|
||
this.addChild(sprite);
|
||
this._actorImgBaseSprite = sprite;
|
||
this.preparePartyRefresh();
|
||
this._actorImgBaseSprite.hide();
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawItemBackground = function (index) {};
|
||
|
||
Window_BattleActorImges.prototype.preparePartyRefresh = function () {
|
||
this._bitmapsReady = 0;
|
||
this.actorMainSprite = [];
|
||
let bitmap = null;
|
||
loadNormalPicture(param.ActorFrontBackground);
|
||
for (const actor of $gameParty.members()) {
|
||
if (Imported.NUUN_ActorPicture) {
|
||
actor.imgRefresh();
|
||
const data = this.battlreActorPicture(actor.actorId());
|
||
if (!data.FaceMode) {
|
||
bitmap = actor.loadActorGraphic();
|
||
} else {
|
||
actor.battleActorFaceMode = true;
|
||
bitmap = actor.loadActorFace();
|
||
}
|
||
} else {
|
||
bitmap = this.oldLoadBattlreActor(actor);
|
||
}
|
||
this.actorMainSprite.push(bitmap);
|
||
if (bitmap && !bitmap.isReady()) {
|
||
bitmap.addLoadListener(this.performPartyRefresh.bind(this, bitmap));
|
||
} else {
|
||
this.performPartyRefresh(bitmap);
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.oldLoadBattlreActor = function (actor) {
|
||
const dateIndex = this.battlreActorIndex(actor.actorId());
|
||
const data = this.battlreActorImgesData(dateIndex);
|
||
if (data) {
|
||
actor.battleActorFaceMode = data.defaultImg ? false : true;
|
||
actor.butlerImgId = dateIndex;
|
||
} else {
|
||
actor.battleActorFaceMode = true;
|
||
actor.butlerImgId = -1;
|
||
}
|
||
if (!actor.battleActorFaceMode) {
|
||
return this.loadBitmap(data, actor);
|
||
} else {
|
||
return this.loadFace(actor, data);
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.performPartyRefresh = function () {
|
||
this._bitmapsReady++;
|
||
if (this._bitmapsReady >= $gameParty.members().length) {
|
||
this.refresh();
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.battlreActorPicture = function (id) {
|
||
//立ち絵表示EX用
|
||
const actors = param.ActorPictureData;
|
||
const find = actors.find((actor) => actor.actorId === id);
|
||
if (!find) {
|
||
return {
|
||
Actor_X: 0,
|
||
Actor_Y: 0,
|
||
Img_SX: 0,
|
||
Img_SY: 0,
|
||
Actor_Scale: 100,
|
||
FaceMode: true,
|
||
};
|
||
}
|
||
return find;
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.battlreActorIndex = function (id) {
|
||
const actors = param.ActorsButlerList;
|
||
return actors.findIndex((actor) => actor.actorId === id);
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.battlreActorImgesData = function (id) {
|
||
return param.ActorsButlerList[id];
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.loadBitmap = function (data, actor) {
|
||
if (!data) {
|
||
return null;
|
||
}
|
||
data.stateBitmapIndex = [];
|
||
const stateImgList = Imported.NUUN_ActorPicture
|
||
? actor.getStateData()
|
||
: data.stateImg;
|
||
const defaultBitmap = nuun_loadPictures(data.defaultImg);
|
||
if (data.deathImg) {
|
||
nuun_loadPictures(data.deathImg);
|
||
}
|
||
if (data.dyingImg) {
|
||
nuun_loadPictures(data.dyingImg);
|
||
}
|
||
if (data.damageImg) {
|
||
nuun_loadPictures(data.damageImg);
|
||
}
|
||
if (data.recoveryDamageImg) {
|
||
nuun_loadPictures(data.recoveryDamageImg);
|
||
}
|
||
if (data.victoryImg) {
|
||
data.victoryImg;
|
||
}
|
||
if (data.chantImg) {
|
||
nuun_loadPictures(data.chantImg);
|
||
}
|
||
if (data.attackImg) {
|
||
nuun_loadPictures(data.attackImg);
|
||
}
|
||
if (data.itemImg) {
|
||
nuun_loadPictures(data.itemImg);
|
||
}
|
||
if (data.recoveryImg) {
|
||
nuun_loadPictures(data.recoveryImg);
|
||
}
|
||
if (stateImgList) {
|
||
stateImgList.forEach((listdeta, i) => {
|
||
if (listdeta.actorStateImg && listdeta.stateImgId > 0) {
|
||
nuun_loadPictures(listdeta.actorStateImg);
|
||
data.stateBitmapIndex[listdeta.stateImgId] = i;
|
||
}
|
||
});
|
||
}
|
||
return defaultBitmap;
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.loadFace = function (actor, data) {
|
||
if (data) {
|
||
const stateImgList = Imported.NUUN_ActorPicture
|
||
? actor.getStateData()
|
||
: data.stateImg;
|
||
data.stateBitmapIndex = [];
|
||
if (stateImgList) {
|
||
stateImgList.forEach((listdeta, i) => {
|
||
if (listdeta.stateFaceIndex >= 0 && listdeta.stateImgId > 0) {
|
||
data.stateBitmapIndex[listdeta.stateImgId] = i;
|
||
}
|
||
});
|
||
}
|
||
}
|
||
return ImageManager.loadFace(actor.faceName());
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawItem = function (index) {
|
||
this.drawItemImage(index);
|
||
this.drawStatusBack(index);
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawStatusBack = function (index) {
|
||
if (this._bitmapsReady >= $gameParty.members().length) {
|
||
const bitmap = param.ActorFrontBackground
|
||
? loadNormalPicture(param.ActorFrontBackground)
|
||
: null;
|
||
if (bitmap && !bitmap.isReady()) {
|
||
bitmap.addLoadListener(this.actorFrontBackGround.bind(this, index));
|
||
} else {
|
||
this.actorFrontBackGround(index);
|
||
}
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.actorFrontBackGround = function (index) {
|
||
const rect = this.itemRect(index);
|
||
const actor = this.actor(index);
|
||
const key = "actor%1-Frontback-%2".format(actor.actorId());
|
||
const sprite = this.createActorImgSprite(key, Sprite);
|
||
sprite.bitmap = loadNormalPicture(param.ActorFrontBackground);
|
||
sprite.move(rect.x, rect.y);
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawItemImage = function (index) {
|
||
const actor = this.actor(index);
|
||
const data = Imported.NUUN_ActorPicture
|
||
? this.battlreActorPicture(actor.actorId())
|
||
: this.battlreActorImgesData(actor.butlerImgId);
|
||
if (data && !actor.battleActorFaceMode) {
|
||
this.drawItemButler(index, actor, data);
|
||
} else if (param.ActorFaceVisible) {
|
||
this.drawItemFace(index, actor, data);
|
||
}
|
||
if (param.StateVisible && param.OutsideWindowVisible) {
|
||
const rect = this.itemRectWithPadding(index);
|
||
const stateIconX = this.stateIconX(rect);
|
||
const stateIconY = this.stateIconY(rect);
|
||
this.placeStateIcon(actor, stateIconX, stateIconY);
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.placeStateIcon = function (actor, x, y) {
|
||
const key = "actor%1-stateIcon".format(actor.actorId());
|
||
const sprite = this.createActorImgSprite(key, Sprite_StateIcon);
|
||
sprite.setup(actor);
|
||
sprite.move(x, y);
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawItemButler = function (
|
||
index,
|
||
actor,
|
||
data
|
||
) {
|
||
const bitmap = this.actorMainSprite[index];
|
||
const rect = this.itemRect(index);
|
||
const key = "actor%1-img".format(actor.actorId());
|
||
const sprite = this.createActorImgSprite(key, Sprite_ActorImges);
|
||
sprite.setup(actor, data);
|
||
const x =
|
||
rect.x +
|
||
Math.floor(this.itemWidth() / 2) +
|
||
4 +
|
||
param.ActorImg_X +
|
||
data.Actor_X;
|
||
const y =
|
||
rect.y +
|
||
rect.height +
|
||
this.itemPadding() +
|
||
param.ActorImg_Y +
|
||
data.Actor_Y;
|
||
const scale = data.Actor_Scale / 100;
|
||
sprite.scale.x = scale;
|
||
sprite.scale.y = scale;
|
||
sprite.setHome(x, y);
|
||
sprite.show();
|
||
if (param.Img_SW > 0 || param.Img_SH > 0) {
|
||
const oriScale = 1 / scale;
|
||
const sw = (param.Img_SW || Infinity) * oriScale;
|
||
const sh = (param.Img_SH || Infinity) * oriScale;
|
||
const sx = (data.Img_SX || 0) * oriScale;
|
||
const sy = (data.Img_SY || 0) * oriScale;
|
||
sprite.setFrame(sx, sy, sw, sh);
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.drawItemFace = function (
|
||
index,
|
||
actor,
|
||
data
|
||
) {
|
||
const rect = this.faceRect(index);
|
||
width = rect.width || ImageManager.faceWidth;
|
||
height = rect.height || ImageManager.faceHeight;
|
||
const key = "actor%1-img".format(actor.actorId());
|
||
const sprite = this.createActorImgSprite(key, Sprite_ActorImges);
|
||
let faceIndex = 0;
|
||
if (Imported.NUUN_ActorPicture) {
|
||
faceIndex = actor.getActorGraphicFaceIndex();
|
||
sprite.bitmap = actor.loadActorFace();
|
||
} else {
|
||
faceIndex =
|
||
sprite._faceIndex >= 0
|
||
? sprite._faceIndex
|
||
: data && data.defaultFaceIndex >= 0
|
||
? data.defaultFaceIndex
|
||
: actor.faceIndex();
|
||
sprite.bitmap = ImageManager.loadFace(actor.faceName());
|
||
}
|
||
sprite.setup(actor, data, faceIndex);
|
||
const pw = ImageManager.faceWidth;
|
||
const ph = ImageManager.faceHeight;
|
||
const sw = Math.min(width, pw);
|
||
const sh = Math.min(height, ph);
|
||
const x =
|
||
rect.x + Math.floor(this.itemWidth() / 2) + 4 + (data ? data.Actor_X : 0);
|
||
const y = rect.y + sh + (data ? data.Actor_Y : 0);
|
||
sprite.setHome(x, y);
|
||
const sx = Math.floor((faceIndex % 4) * pw + (pw - sw) / 2);
|
||
const sy = Math.floor(Math.floor(faceIndex / 4) * ph + (ph - sh) / 2);
|
||
sprite.setFrame(sx, sy, sw, sh);
|
||
sprite._rectWidth = rect.width;
|
||
sprite._rectHeight = rect.height;
|
||
sprite.show();
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.createActorImgSprite = function (
|
||
key,
|
||
spriteClass
|
||
) {
|
||
const dict = this._additionalSprites;
|
||
if (dict[key]) {
|
||
return dict[key];
|
||
} else {
|
||
const sprite = new spriteClass();
|
||
dict[key] = sprite;
|
||
this._actorImgBaseSprite.addChild(sprite);
|
||
return sprite;
|
||
}
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.open = function () {
|
||
Window_Base.prototype.open.call(this);
|
||
this._actorImgBaseSprite.show();
|
||
};
|
||
|
||
Window_BattleActorImges.prototype.close = function () {
|
||
Window_Base.prototype.close.call(this);
|
||
this._actorImgBaseSprite.hide();
|
||
};
|
||
|
||
//Window_BattleActorStatus
|
||
function Window_BattleActorStatus() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Window_BattleActorStatus.prototype = Object.create(
|
||
Window_BattleStatus.prototype
|
||
);
|
||
Window_BattleActorStatus.prototype.constructor = Window_BattleActorStatus;
|
||
|
||
Window_BattleActorStatus.prototype.initialize = function (rect) {
|
||
Window_StatusBase.prototype.initialize.call(this, rect);
|
||
this.openness = 0;
|
||
this._bitmapsReady = 0;
|
||
this.opacity = 0;
|
||
this._opening = true;
|
||
this.visible = true;
|
||
this.preparePartyRefresh();
|
||
};
|
||
|
||
Window_BattleActorStatus.prototype.preparePartyRefresh = function () {
|
||
$gameTemp.clearBattleRefreshRequest();
|
||
this.refresh();
|
||
};
|
||
|
||
Window_BattleActorStatus.prototype.drawItemBackground = function (index) {};
|
||
|
||
Window_BattleActorStatus.prototype.drawItem = function (index) {
|
||
this.drawItemStatus(index);
|
||
};
|
||
|
||
Window_BattleActorStatus.prototype.open = function () {
|
||
Window_Base.prototype.open.call(this);
|
||
};
|
||
|
||
Window_BattleActorStatus.prototype.close = function () {
|
||
Window_Base.prototype.close.call(this);
|
||
};
|
||
|
||
//NUUN_IconSideBySide併用
|
||
Window_BattleActorStatus.prototype.refreshContentsDraw = function () {
|
||
this.contents.clear();
|
||
for (const actor of $gameParty.members()) {
|
||
const index = actor.index();
|
||
const rect = this.itemRectWithPadding(index);
|
||
const stateIconX = param.StateChangePosition
|
||
? param.ActorState_X + rect.x
|
||
: this.stateIconX(rect);
|
||
const stateIconY = param.StateChangePosition
|
||
? param.ActorState_Y + rect.y
|
||
: this.stateIconY(rect);
|
||
this.drawStateIcon(actor, stateIconX, stateIconY);
|
||
}
|
||
};
|
||
|
||
//Window_BattleActor
|
||
const _Window_BattleActor_initialize =
|
||
Window_BattleActor.prototype.initialize;
|
||
Window_BattleActor.prototype.initialize = function (rect) {
|
||
_Window_BattleActor_initialize.call(this, rect);
|
||
this.opacity = 0;
|
||
};
|
||
|
||
Window_BattleActor.prototype.drawItemBackground = function (index) {};
|
||
|
||
Window_BattleActor.prototype.preparePartyRefresh = function () {
|
||
this.refresh();
|
||
};
|
||
|
||
Window_BattleActor.prototype.drawItem = function (index) {};
|
||
|
||
//Window_BattleLog
|
||
const _Window_BattleLog_showEnemyAttackAnimation =
|
||
Window_BattleLog.prototype.showEnemyAttackAnimation;
|
||
Window_BattleLog.prototype.showEnemyAttackAnimation = function (
|
||
subject,
|
||
targets
|
||
) {
|
||
this.showNormalAnimation(targets, subject.attackAnimation(), false);
|
||
};
|
||
|
||
const _Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
|
||
Sprite_Actor.prototype.setActorHome = function (index) {
|
||
if ($gameSystem.isSideView()) {
|
||
_Sprite_Actor_setActorHome.call(this, index);
|
||
} else {
|
||
this.actorHomeRefresh(index);
|
||
}
|
||
};
|
||
|
||
const _Sprite_Actor_updateVisibility =
|
||
Sprite_Actor.prototype.updateVisibility;
|
||
Sprite_Actor.prototype.updateVisibility = function () {
|
||
_Sprite_Actor_updateVisibility.call(this);
|
||
if (!$gameSystem.isSideView()) {
|
||
this.visible = false;
|
||
}
|
||
};
|
||
|
||
const _Sprite_Actor_startMove = Sprite_Actor.prototype.startMove;
|
||
Sprite_Actor.prototype.startMove = function (x, y, duration) {
|
||
if (this.visible) {
|
||
_Sprite_Actor_startMove.call(this, x, y, duration);
|
||
}
|
||
};
|
||
|
||
const _Sprite_Actor_update = Sprite_Actor.prototype.update;
|
||
Sprite_Actor.prototype.update = function () {
|
||
_Sprite_Actor_update.call(this);
|
||
if (this._actor) {
|
||
this.updateFrontActor();
|
||
}
|
||
};
|
||
|
||
const _Sprite_Actor_updateMotion = Sprite_Actor.prototype.updateMotion;
|
||
Sprite_Actor.prototype.updateMotion = function () {
|
||
if (this.visible) {
|
||
_Sprite_Actor_updateMotion.call(this);
|
||
}
|
||
};
|
||
|
||
Sprite_Actor.prototype.updateFrontActor = function () {
|
||
if (!$gameSystem.isSideView() && $gameTemp.isBattleRefreshRequested()) {
|
||
this.setActorHome(this._actor.index());
|
||
}
|
||
};
|
||
|
||
Sprite_Actor.prototype.actorHomeRefresh = function (index) {
|
||
const rect = this._statusWindow.itemRectWithPadding(index);
|
||
let x = 0;
|
||
let y = 0;
|
||
x = rect.x + Math.floor(rect.width / 2) + this._statusWindow.itemPadding();
|
||
y = rect.y + this._statusWindow.y + Math.floor(rect.height / 2);
|
||
if (param.StyleMode === "MVStyle") {
|
||
x -= Math.floor(ImageManager.faceWidth / 2);
|
||
}
|
||
this.setHome(x + param.ActorEffect_X, y + param.ActorEffect_Y);
|
||
};
|
||
|
||
Sprite_Actor.prototype.differenceX = function () {
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
if (param.ActorStatusWindowCenter) {
|
||
return (
|
||
(Graphics.boxWidth - this._statusWindow.width) / 2 +
|
||
param.ActorStatusWindow_X
|
||
);
|
||
} else {
|
||
return (
|
||
0 +
|
||
(Graphics.boxWidth - Graphics.width) / 2 +
|
||
param.ActorStatusWindow_X
|
||
);
|
||
}
|
||
}
|
||
return (Graphics.boxWidth - this._statusWindow.width) / 2;
|
||
};
|
||
|
||
Sprite_Actor.prototype.differenceY = function () {
|
||
if (param.ActorStatusWindowOnPosition) {
|
||
return (
|
||
(Graphics.boxHeight - Graphics.height) / 2 + param.ActorStatusWindow_Y
|
||
);
|
||
}
|
||
return Graphics.boxHeight - this._statusWindow.height;
|
||
};
|
||
|
||
Sprite_Actor.prototype.maxCols = function () {
|
||
return param.ActorMaxCol > 0
|
||
? param.ActorMaxCol
|
||
: Math.max($gameParty.maxBattleMembers(), 4);
|
||
};
|
||
|
||
const _Sprite_Actor_setBattler = Sprite_Actor.prototype.setBattler;
|
||
Sprite_Actor.prototype.setBattler = function (battler) {
|
||
_Sprite_Actor_setBattler.call(this, battler);
|
||
if (
|
||
battler &&
|
||
battler === this._actor &&
|
||
!$gameSystem.isSideView() &&
|
||
$gameTemp.isBattleEffectsRefresh() &&
|
||
param.ActorEffectShow
|
||
) {
|
||
this.setActorHome(battler.index());
|
||
$gameTemp.setBattleEffectsRefresh(false);
|
||
}
|
||
};
|
||
|
||
const _Sprite_Actor_damageOffsetX = Sprite_Actor.prototype.damageOffsetX;
|
||
Sprite_Actor.prototype.damageOffsetX = function () {
|
||
return (
|
||
($gameSystem.isSideView()
|
||
? _Sprite_Actor_damageOffsetX.call(this)
|
||
: Sprite_Battler.prototype.damageOffsetX.call(this)) +
|
||
param.ActorDamage_X
|
||
);
|
||
};
|
||
|
||
const _Sprite_Actor_damageOffsetY = Sprite_Actor.prototype.damageOffsetY;
|
||
Sprite_Actor.prototype.damageOffsetY = function () {
|
||
return (
|
||
($gameSystem.isSideView() ? 0 : 0) +
|
||
_Sprite_Actor_damageOffsetY.call(this) +
|
||
param.ActorDamage_Y
|
||
);
|
||
};
|
||
|
||
//Sprite_ActorImges
|
||
|
||
function Sprite_ActorImges() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_ActorImges.prototype = Object.create(Sprite.prototype);
|
||
Sprite_ActorImges.prototype.constructor = Sprite_ActorImges;
|
||
|
||
Sprite_ActorImges.prototype.initialize = function () {
|
||
Sprite.prototype.initialize.call(this);
|
||
this.initMembers();
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.initMembers = function () {
|
||
this.anchor.x = 0.5;
|
||
this.anchor.y = 1;
|
||
this._battler = null;
|
||
this._imgIndex = -1;
|
||
this._durationOpacity = 0;
|
||
this._updateCount = 0;
|
||
this._changeStateImgId = 0;
|
||
this._changeHpImgId = -1;
|
||
this._startUpdate = true;
|
||
this._selectionEffectCount = 0;
|
||
this._shake = 0;
|
||
this._shakePower = param.ActorShakePower;
|
||
this._shakeSpeed = param.ActorShakeSpeed;
|
||
this._shakeDuration = 0;
|
||
this._shakeDirection = 1;
|
||
this._zoomDuration = 0;
|
||
this._zoomScale = 1;
|
||
this._zoomScaleTarget = 1.2;
|
||
this._faceIndex = -1;
|
||
this._imgListId = -1;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setup = function (battler, data, index) {
|
||
this._battler = battler;
|
||
this._data = data;
|
||
this._faceIndex = index;
|
||
if (Imported.NUUN_ActorPicture) {
|
||
battler.resetImgId();
|
||
this.updateActorGraphic();
|
||
} else {
|
||
this.updateBitmap();
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setHome = function (x, y) {
|
||
this._homeX = x;
|
||
this._homeY = y;
|
||
this._baseScale = this._data ? this._data.Actor_Scale / 100 : 1;
|
||
this.move(x, y);
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.update = function () {
|
||
Sprite.prototype.update.call(this);
|
||
if (this._battler) {
|
||
if (Imported.NUUN_ActorPicture) {
|
||
this.updateActorGraphic();
|
||
} else {
|
||
if (!this._battler.isActing() && !!this._battler._actionActorImg) {
|
||
this._battler._actionActorImg = null;
|
||
}
|
||
this.updateBitmap();
|
||
}
|
||
this.updateMotion();
|
||
this.updateSelectionEffect();
|
||
} else {
|
||
this.bitmap = null;
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.faceRefresh = function (faceIndex) {
|
||
const pw = ImageManager.faceWidth;
|
||
const ph = ImageManager.faceHeight;
|
||
const sw = Math.min(this._rectWidth, pw);
|
||
const sh = Math.min(this._rectHeight, ph);
|
||
const sx = Math.floor((faceIndex % 4) * pw + (pw - sw) / 2);
|
||
const sy = Math.floor(Math.floor(faceIndex / 4) * ph + (ph - sh) / 2);
|
||
this.setFrame(sx, sy, sw, sh);
|
||
this._faceIndex = faceIndex;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateBitmap = function () {
|
||
const actor = this._battler;
|
||
if (actor && this._data) {
|
||
if (actor.isDead()) {
|
||
this.changeBitmap("dead");
|
||
} else if (actor.isAlive() && this._imgIndex === 1) {
|
||
this.changeBitmap("revive");
|
||
} else if (actor._states.length > 0 && this.stateImgCheck(true)) {
|
||
this.changeBitmap("alwaysAbnormal");
|
||
} else if (
|
||
!actor.isInputting() &&
|
||
actor.isActing() &&
|
||
this.isAction(actor) &&
|
||
this.changeCheck("attack")
|
||
) {
|
||
this.changeBitmap("attack");
|
||
} else if (
|
||
!actor.isInputting() &&
|
||
actor.isActing() &&
|
||
this.isItem(actor) &&
|
||
this.changeCheck("item")
|
||
) {
|
||
this.changeBitmap("item");
|
||
} else if (
|
||
!actor.isInputting() &&
|
||
actor.isActing() &&
|
||
this.isRecovery(actor) &&
|
||
this.changeCheck("recovery")
|
||
) {
|
||
this.changeBitmap("recovery");
|
||
} else if (this.checkVictory(actor) && this.changeCheck("victory")) {
|
||
this.changeBitmap("victory");
|
||
} else if (this.checkDamage(actor) && this.changeCheck("damage")) {
|
||
this.changeBitmap("damage");
|
||
} else if (
|
||
this.checkRecoveryDamage(actor) &&
|
||
this.changeCheck("recoveryDamage")
|
||
) {
|
||
this.changeBitmap("recoveryDamage");
|
||
} else if (actor.isChanting() && this.changeCheck("chant")) {
|
||
this.changeBitmap("chant");
|
||
} else if (actor._states.length > 0 && this.stateImgCheck(false)) {
|
||
this.changeBitmap("abnormal");
|
||
} else if (this.remainingHp() && this.changeCheck("hp")) {
|
||
this.changeBitmap("hp");
|
||
} else if (actor.isDying() && this.changeCheck("dying")) {
|
||
this.changeBitmap("dying");
|
||
} else {
|
||
this.changeBitmap("normal");
|
||
}
|
||
this.refreshBitmap();
|
||
actor._imgIndex = 0;
|
||
if (this._startUpdate) {
|
||
this._startUpdate = false;
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.remainingHp = function () {
|
||
this._changeHpImgId = this._data.hpImg.findIndex((data) =>
|
||
conditionsParam(data, this._battler.hp, this._battler.param(0))
|
||
);
|
||
return this._changeHpImgId >= 0;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateMotion = function () {
|
||
this.setupEffect();
|
||
this.updateDamage();
|
||
this.updateZoom();
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setupEffect = function () {
|
||
if (this._battler._onDamageEffect) {
|
||
this._shakeDuration = param.ActorShakeFlame;
|
||
this._battler._onDamageEffect = false;
|
||
}
|
||
if (this._battler._isEffectAction) {
|
||
this._zoomDuration = param.ActionZoomDuration;
|
||
this._battler._isEffectAction = false;
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateDamage = function () {
|
||
if (this._shakeDuration > 0 || this._shake !== 0) {
|
||
const delta =
|
||
(this._shakePower * this._shakeSpeed * this._shakeDirection) / 10;
|
||
if (
|
||
this._shakeDirection <= 1 &&
|
||
this._shake * (this._shake + delta) < 0
|
||
) {
|
||
this._shake = 0;
|
||
} else {
|
||
this._shake += delta;
|
||
}
|
||
if (this._shake > this._shakePower * 2) {
|
||
this._shakeDirection = -1;
|
||
}
|
||
if (this._shake < -this._shakePower * 2) {
|
||
this._shakeDirection = 1;
|
||
}
|
||
this._shakeDuration--;
|
||
this.x += Math.round(this._shake);
|
||
} else if (this.x !== this._homeX) {
|
||
this.resetDamage();
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateZoom = function () {
|
||
if (this._zoomDuration > 0) {
|
||
const d = this._zoomDuration;
|
||
const t =
|
||
this._zoomDuration <= param.ActionZoomDuration / 2
|
||
? 1
|
||
: this._zoomScaleTarget;
|
||
this._zoomScale = (this._zoomScale * (d - 1) + t) / d;
|
||
this._zoomDuration--;
|
||
this.scale.x = this._zoomScale * this._baseScale;
|
||
this.scale.y = this._zoomScale * this._baseScale;
|
||
} else if (this.scale.x !== this._baseScale) {
|
||
this.resetZoom();
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.resetDamage = function () {
|
||
this.x = this._homeX;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.resetZoom = function () {
|
||
this.scale.x = this._baseScale;
|
||
this.scale.y = this._baseScale;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.checkDamage = function (actor) {
|
||
return actor._imgIndex === 3;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.checkRecoveryDamage = function (actor) {
|
||
return actor._imgIndex === 10;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.checkVictory = function (actor) {
|
||
return actor._imgIndex === 5;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.isAction = function (actor) {
|
||
return actor._actionActorImg === "attack";
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.isItem = function (actor) {
|
||
return actor._actionActorImg === "item";
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.isRecovery = function (actor) {
|
||
return actor._actionActorImg === "recovery";
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setLoadBitmap = function () {
|
||
if (this.loadBitmap && !this.loadBitmap.isReady()) {
|
||
this.loadBitmap.addLoadListener(
|
||
this.setBitmap.bind(this, this.loadBitmap)
|
||
);
|
||
} else if (this.loadBitmap) {
|
||
this.setBitmap(this.loadBitmap);
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setBitmap = function (bitmap) {
|
||
this.bitmap = bitmap;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.stateImgCheck = function (mode) {
|
||
this._changeStateImgId = 0;
|
||
const id = this.stateImg(mode);
|
||
if (id > 0) {
|
||
this._changeStateImgId = id;
|
||
return true;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.changeCheck = function (bitmapType) {
|
||
const mode = this.faceMode();
|
||
switch (bitmapType) {
|
||
case "damage":
|
||
if (mode) {
|
||
return this._data.damageFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.damageImg ? true : false;
|
||
}
|
||
case "recoveryDamage":
|
||
if (mode) {
|
||
return this._data.recoveryDamageFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.recoveryDamageImg ? true : false;
|
||
}
|
||
case "dying":
|
||
if (mode) {
|
||
return this._data.dyingFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.dyingImg ? true : false;
|
||
}
|
||
case "victory":
|
||
if (mode) {
|
||
return this._data.victoryFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.victoryImg ? true : false;
|
||
}
|
||
case "chant":
|
||
if (mode) {
|
||
return this._data.chantFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.chantImg ? true : false;
|
||
}
|
||
case "attack":
|
||
if (mode) {
|
||
return this._data.attackFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.attackImg ? true : false;
|
||
}
|
||
case "item":
|
||
if (mode) {
|
||
return this._data.itemFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.itemImg ? true : false;
|
||
}
|
||
case "recovery":
|
||
if (mode) {
|
||
return this._data.recoveryFaceIndex >= 0 ? true : false;
|
||
} else {
|
||
return this._data.recoveryImg ? true : false;
|
||
}
|
||
case "hp":
|
||
if (mode) {
|
||
return this._data.hpImg[this._changeHpImgId].actorHpFaceIndex >= 0
|
||
? true
|
||
: false;
|
||
} else {
|
||
return this._data.hpImg[this._changeHpImgId].actorHpImg
|
||
? true
|
||
: false;
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.changeBitmap = function (bitmapType) {
|
||
this.loadBitmap = null;
|
||
switch (bitmapType) {
|
||
case "dead":
|
||
if (this._imgIndex !== 1) {
|
||
this.setDead();
|
||
}
|
||
break;
|
||
case "revive":
|
||
if (this._imgIndex !== 0) {
|
||
this.setRevive();
|
||
}
|
||
break;
|
||
case "dying":
|
||
if (this._imgIndex !== 2) {
|
||
this.setDying();
|
||
}
|
||
break;
|
||
case "hp":
|
||
if (this._imgIndex !== this._changeHpImgId + 5000) {
|
||
this.setrHp();
|
||
}
|
||
break;
|
||
case "damage":
|
||
if (this._imgIndex !== 3) {
|
||
this.setDamage();
|
||
}
|
||
break;
|
||
case "chant":
|
||
if (this._imgIndex !== 4) {
|
||
this.setChant();
|
||
}
|
||
break;
|
||
case "victory":
|
||
if (this._imgIndex !== 5) {
|
||
this.setVictory();
|
||
}
|
||
break;
|
||
case "attack":
|
||
if (this._imgIndex !== 6) {
|
||
this.setAttack();
|
||
}
|
||
break;
|
||
case "item":
|
||
if (this._imgIndex !== 8) {
|
||
this.setItem();
|
||
}
|
||
break;
|
||
case "recovery":
|
||
if (this._imgIndex !== 9) {
|
||
this.setRecovery();
|
||
}
|
||
break;
|
||
case "recoveryDamage":
|
||
if (this._imgIndex !== 10) {
|
||
this.setRecoveryDamage();
|
||
}
|
||
break;
|
||
case "alwaysAbnormal":
|
||
if (this._imgIndex !== this._changeStateImgId + 2000) {
|
||
this.setState(true);
|
||
}
|
||
break;
|
||
case "abnormal":
|
||
if (this._imgIndex !== this._changeStateImgId + 1000) {
|
||
this.setState(false);
|
||
}
|
||
break;
|
||
case "normal":
|
||
if (this._imgIndex !== 0) {
|
||
this.setDefault();
|
||
}
|
||
break;
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.refreshBitmap = function () {
|
||
if (this._updateCount > 0) {
|
||
const mode = this.faceMode();
|
||
if (this._imgIndex === 1) {
|
||
//戦闘不能
|
||
if (mode) {
|
||
faceIndex = this._data.deathFaceIndex;
|
||
if (faceIndex >= 0) {
|
||
this.faceRefresh(faceIndex);
|
||
}
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 2) {
|
||
//瀕死
|
||
if (mode) {
|
||
faceIndex = this._data.dyingFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 3) {
|
||
//ダメージ
|
||
if (mode) {
|
||
faceIndex = this._data.damageFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 4) {
|
||
//詠唱
|
||
if (mode) {
|
||
faceIndex = this._data.chantFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 5) {
|
||
//勝利
|
||
if (mode) {
|
||
faceIndex = this._data.victoryFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 6) {
|
||
//攻撃時
|
||
if (mode) {
|
||
faceIndex = this._data.attackFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 8) {
|
||
//アイテム使用時
|
||
if (mode) {
|
||
faceIndex = this._data.itemFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 9) {
|
||
//回復時
|
||
if (mode) {
|
||
faceIndex = this._data.recoveryFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex === 10) {
|
||
//回復した時
|
||
if (mode) {
|
||
faceIndex = this._data.recoveryDamageFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex >= 5000) {
|
||
//残りHP
|
||
if (mode) {
|
||
faceIndex = this._data.hpImg[this._changeStateImgId].actorHpFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else if (this._imgIndex >= 1000) {
|
||
//ステート
|
||
if (mode) {
|
||
faceIndex =
|
||
this._data.stateImg[
|
||
this._data.stateBitmapIndex[this._changeStateImgId]
|
||
].stateFaceIndex;
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
} else {
|
||
if (mode) {
|
||
//通常
|
||
const faceIndex =
|
||
this._data.defaultFaceIndex >= 0
|
||
? this._data.defaultFaceIndex
|
||
: this._battler.faceIndex();
|
||
this.faceRefresh(faceIndex);
|
||
} else {
|
||
this.setLoadBitmap();
|
||
}
|
||
}
|
||
this.updateAnimation();
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateAnimation = function () {
|
||
if (this._updateCount > 0) {
|
||
this._updateCount--;
|
||
if (this._durationOpacity > 0) {
|
||
this.opacity -= 255 / this.setDeadDuration();
|
||
this.opacity = Math.max(this.opacity, 0);
|
||
this._durationOpacity = this.opacity;
|
||
} else if (this._durationOpacity < 0) {
|
||
this.opacity += 255 / this.setDeadDuration();
|
||
this.opacity = Math.min(this.opacity, 255);
|
||
this._durationOpacity = this.opacity - 255;
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDead = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
((mode && this._data.deathFaceIndex <= 0) ||
|
||
(!mode && !this._data.deathImg)) &&
|
||
param.imgDeathHide
|
||
) {
|
||
this._updateCount = this.setDeadDuration();
|
||
this._durationOpacity = 255;
|
||
} else {
|
||
this._updateCount = 1;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.deathImg);
|
||
}
|
||
}
|
||
this._imgIndex = 1;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setRevive = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
((mode && this._data.deathFaceIndex < 0) ||
|
||
(!mode && !this._data.deathImg)) &&
|
||
param.imgDeathHide
|
||
) {
|
||
this._updateCount = this.setDeadDuration();
|
||
this._durationOpacity = -255;
|
||
} else {
|
||
this._updateCount = 1;
|
||
}
|
||
if (
|
||
this._battler.isDying() &&
|
||
((mode && this._data.dyingFaceIndex >= 0) ||
|
||
(!mode && this._data.dyingImg))
|
||
) {
|
||
this._imgIndex = 2;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.dyingImg);
|
||
}
|
||
} else {
|
||
this._imgIndex = 0;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.defaultImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setVictory = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.victoryFaceIndex >= 0) ||
|
||
(!mode && this._data.victoryImg)
|
||
) {
|
||
this._updateCount = Infinity;
|
||
this._imgIndex = 5;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.victoryImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setAttack = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.attackFaceIndex >= 0) ||
|
||
(!mode && this._data.attackImg)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = 6;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.attackImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setItem = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.itemFaceIndex >= 0) ||
|
||
(!mode && this._data.itemImg)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = 8;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.itemImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setRecovery = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.recoveryFaceIndex >= 0) ||
|
||
(!mode && this._data.recoveryImg)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = 9;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.recoveryImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setChant = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.chantFaceIndex >= 0) ||
|
||
(!mode && this._data.chantImg && this._updateCount <= 0)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = 4;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.chantImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDying = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.dyingFaceIndex >= 0) ||
|
||
(!mode && this._data.dyingImg && this._updateCount <= 0)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = 2;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.dyingImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setrHp = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.hpImg[this._changeHpImgId].actorHpFaceIndex >= 0) ||
|
||
(!mode &&
|
||
this._data.hpImg[this._changeHpImgId].actorHpImg &&
|
||
this._updateCount <= 0)
|
||
) {
|
||
this._updateCount = 1;
|
||
this._imgIndex = this._changeHpImgId + 5000;
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(
|
||
this._data.hpImg[this._changeHpImgId].actorHpImg
|
||
);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDamage = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.damageFaceIndex >= 0) ||
|
||
(!mode && this._data.damageImg)
|
||
) {
|
||
this._imgIndex = 3;
|
||
this._updateCount = this.setDamageDuration();
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.damageImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setRecoveryDamage = function () {
|
||
const mode = this.faceMode();
|
||
if (
|
||
(mode && this._data.recoveryDamageFaceIndex >= 0) ||
|
||
(!mode && this._data.recoveryDamageImg)
|
||
) {
|
||
this._imgIndex = 10;
|
||
this._updateCount = this.setDamageDuration();
|
||
if (!mode) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.recoveryDamageImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setState = function (mode) {
|
||
const id = this._changeStateImgId;
|
||
if (
|
||
id > 0 &&
|
||
this._imgIndex !== (mode ? 2000 : 1000) + id &&
|
||
this._updateCount <= 0
|
||
) {
|
||
this._imgIndex = (mode ? 2000 : 1000) + id;
|
||
this._updateCount = 1;
|
||
if (!this.faceMode()) {
|
||
this.loadBitmap = nuun_loadPictures(
|
||
this._data.stateImg[this._data.stateBitmapIndex[id]].actorStateImg
|
||
);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDefault = function () {
|
||
if (this._updateCount <= 0) {
|
||
this._imgIndex = 0;
|
||
this._updateCount = 1;
|
||
if (!this.faceMode()) {
|
||
this.loadBitmap = nuun_loadPictures(this._data.defaultImg);
|
||
}
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDeadDuration = function () {
|
||
return this._startUpdate ? 1 : 30;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDamageDuration = function () {
|
||
return param.damageImgFrame;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.stateImg = function (mode) {
|
||
const actor = this._battler;
|
||
let id = -1;
|
||
let priority = 0;
|
||
let priorityId = 0;
|
||
const faceMode = this.faceMode();
|
||
actor._states.forEach(function (stateId) {
|
||
const state = $dataStates[stateId];
|
||
const changeImgId = state.meta.ChangeImgId
|
||
? Number(state.meta.ChangeImgId)
|
||
: 0;
|
||
if (changeImgId > 0 && this._data.stateImg) {
|
||
const imgIndex = this._data.stateBitmapIndex[changeImgId] || 0;
|
||
const imgData = this._data.stateImg[imgIndex] || [];
|
||
if (imgData.stateImgId > 0) {
|
||
if (faceMode) {
|
||
if (
|
||
imgData &&
|
||
imgData.stateFaceIndex >= 0 &&
|
||
mode === imgData.Always
|
||
) {
|
||
priorityId = imgData.priorityId;
|
||
if (priority < priorityId) {
|
||
priority = priorityId;
|
||
id = changeImgId;
|
||
}
|
||
}
|
||
} else {
|
||
if (imgData && imgData.actorStateImg && mode === imgData.Always) {
|
||
priorityId = imgData.priorityId;
|
||
if (priority < priorityId) {
|
||
priority = priorityId;
|
||
id = changeImgId;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}, this);
|
||
return id;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.faceMode = function () {
|
||
return this._battler.battleActorFaceMode;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateSelectionEffect = function () {
|
||
if (!param.ActorFlash) {
|
||
return;
|
||
}
|
||
const target = this;
|
||
if (this._battler.isSelected()) {
|
||
this._selectionEffectCount++;
|
||
if (this._selectionEffectCount % 30 < 15) {
|
||
target.setBlendColor([255, 255, 255, 64]);
|
||
} else {
|
||
target.setBlendColor([0, 0, 0, 0]);
|
||
}
|
||
} else if (this._selectionEffectCount > 0) {
|
||
this._selectionEffectCount = 0;
|
||
target.setBlendColor([0, 0, 0, 0]);
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.updateActorGraphic = function () {
|
||
const actor = this._battler;
|
||
if (actor) {
|
||
if (actor.isDead() && !this.isDead()) {
|
||
this.setDeadUpdateCount();
|
||
} else if (actor.isAlive() && this.isDead()) {
|
||
this.setReviveUpdateCount();
|
||
} else if (
|
||
actor._actorGraphicName &&
|
||
this._imgListId !== actor._actorGraphicIndex
|
||
) {
|
||
if (actor.onImgId === 1 || actor.onImgId === 2) {
|
||
this._updateCount = this.setDamageDuration();
|
||
} else if (actor.onImgId === 20) {
|
||
this._updateCount = Infinity;
|
||
} else {
|
||
this._updateCount = 1;
|
||
}
|
||
}
|
||
}
|
||
this.refreshActorGraphic(actor);
|
||
if (this._startUpdate) {
|
||
this._startUpdate = false;
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.refreshActorGraphic = function (actor) {
|
||
if (actor && actor._actorGraphicName) {
|
||
if (
|
||
!this._changeImg &&
|
||
this._imgListId !== actor._actorGraphicIndex &&
|
||
this._updateCount > 0
|
||
) {
|
||
let bitmap = null;
|
||
if (actor.battleActorFaceMode) {
|
||
bitmap = actor.loadActorFace();
|
||
} else {
|
||
bitmap = actor.loadActorGraphic();
|
||
}
|
||
if (bitmap && !bitmap.isReady()) {
|
||
bitmap.addLoadListener(
|
||
this.setActorGraphic.bind(this, actor, bitmap)
|
||
);
|
||
} else {
|
||
this.setActorGraphic(actor, bitmap);
|
||
}
|
||
this._imgIndex = this.getImgId(actor);
|
||
this._imgListId = actor._actorGraphicIndex;
|
||
}
|
||
}
|
||
this.updateAnimation();
|
||
if (this._imgIndex === 4 && !actor.isChanting()) {
|
||
actor.resetImgId();
|
||
} else if (this._battler._actionActorImg) {
|
||
if (!this._battler.isActing()) {
|
||
this._battler._actionActorImg = null;
|
||
actor.resetImgId();
|
||
}
|
||
} else if (this._updateCount === 0) {
|
||
actor.resetImgId();
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.getImgId = function (actor) {
|
||
switch (actor._actorGraphicName.ChangeGraphicScenes) {
|
||
case "default":
|
||
return 0;
|
||
case "death":
|
||
return 1;
|
||
case "dying":
|
||
return 2;
|
||
case "damage":
|
||
return 3;
|
||
case "recovery":
|
||
return 10;
|
||
case "attack":
|
||
return 6;
|
||
case "recoverySkill":
|
||
return 9;
|
||
case "item":
|
||
return 8;
|
||
case "chant":
|
||
return 4;
|
||
case "victory":
|
||
return 5;
|
||
case "state":
|
||
return 11;
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setDeadUpdateCount = function () {
|
||
if (param.imgDeathHide) {
|
||
this._updateCount = this.setDeadDuration();
|
||
this._durationOpacity = 255;
|
||
} else {
|
||
if (this._battler.isActorGraphicDead()) {
|
||
this._updateCount = 1;
|
||
} else {
|
||
this._updateCount = 0;
|
||
}
|
||
}
|
||
this.setActorDead(true);
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setReviveUpdateCount = function () {
|
||
if (param.imgDeathHide) {
|
||
this._updateCount = this.setDeadDuration();
|
||
this._durationOpacity = -255;
|
||
} else {
|
||
this._updateCount = 1;
|
||
}
|
||
this.setActorDead(false);
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setActorGraphic = function (actor, bitmap) {
|
||
this.bitmap = bitmap;
|
||
if (actor.battleActorFaceMode) {
|
||
this.faceRefresh(actor.getActorGraphicFaceIndex());
|
||
}
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.setActorDead = function (flag) {
|
||
this._isDead = flag;
|
||
};
|
||
|
||
Sprite_ActorImges.prototype.isDead = function () {
|
||
return this._isDead;
|
||
};
|
||
|
||
function Sprite_BattleHpGauge() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_BattleHpGauge.prototype = Object.create(Sprite_Gauge.prototype);
|
||
Sprite_BattleHpGauge.prototype.constructor = Sprite_BattleHpGauge;
|
||
|
||
Sprite_BattleHpGauge.prototype.initialize = function () {
|
||
this._HPGaugeWidth =
|
||
param.StyleMode === "MVStyle"
|
||
? param.HPGaugeWidth || ($dataSystem.optDisplayTp ? 108 : 201)
|
||
: param.HPGaugeWidth;
|
||
this._GaugeHeight = 0;
|
||
Sprite_Gauge.prototype.initialize.call(this);
|
||
};
|
||
|
||
Sprite_BattleHpGauge.prototype.bitmapWidth = function () {
|
||
return this._HPGaugeWidth;
|
||
};
|
||
|
||
Sprite_BattleHpGauge.prototype.gaugeHeight = function () {
|
||
return param.HPGaugeHeight;
|
||
};
|
||
|
||
function Sprite_BattleMpGauge() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_BattleMpGauge.prototype = Object.create(Sprite_Gauge.prototype);
|
||
Sprite_BattleMpGauge.prototype.constructor = Sprite_BattleMpGauge;
|
||
|
||
Sprite_BattleMpGauge.prototype.initialize = function () {
|
||
this._MPGaugeWidth =
|
||
param.StyleMode === "MVStyle"
|
||
? param.MPGaugeWidth || ($dataSystem.optDisplayTp ? 96 : 114)
|
||
: param.MPGaugeWidth;
|
||
this._GaugeHeight = 0;
|
||
Sprite_Gauge.prototype.initialize.call(this);
|
||
};
|
||
|
||
Sprite_BattleMpGauge.prototype.bitmapWidth = function () {
|
||
return this._MPGaugeWidth;
|
||
};
|
||
|
||
Sprite_BattleMpGauge.prototype.gaugeHeight = function () {
|
||
return param.MPGaugeHeight;
|
||
};
|
||
|
||
function Sprite_BattleTpGauge() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_BattleTpGauge.prototype = Object.create(Sprite_Gauge.prototype);
|
||
Sprite_BattleTpGauge.prototype.constructor = Sprite_BattleTpGauge;
|
||
|
||
Sprite_BattleTpGauge.prototype.initialize = function () {
|
||
Sprite_Gauge.prototype.initialize.call(this);
|
||
this._GaugeHeight = 0;
|
||
};
|
||
|
||
Sprite_BattleTpGauge.prototype.bitmapWidth = function () {
|
||
return param.TPGaugeWidth;
|
||
};
|
||
|
||
Sprite_BattleTpGauge.prototype.gaugeHeight = function () {
|
||
return param.TPGaugeHeight;
|
||
};
|
||
|
||
function Sprite_BattleTpbGauge() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_BattleTpbGauge.prototype = Object.create(Sprite_Gauge.prototype);
|
||
Sprite_BattleTpbGauge.prototype.constructor = Sprite_BattleTpbGauge;
|
||
|
||
Sprite_BattleTpbGauge.prototype.initialize = function () {
|
||
Sprite_Gauge.prototype.initialize.call(this);
|
||
this._GaugeHeight = 0;
|
||
};
|
||
|
||
Sprite_BattleTpbGauge.prototype.bitmapWidth = function () {
|
||
return param.TPBGaugeWidth;
|
||
};
|
||
|
||
Sprite_BattleTpbGauge.prototype.gaugeHeight = function () {
|
||
return param.TPBGaugeHeight;
|
||
};
|
||
|
||
function Sprite_BattleGauge() {
|
||
this.initialize(...arguments);
|
||
}
|
||
|
||
Sprite_BattleGauge.prototype = Object.create(Sprite_Gauge.prototype);
|
||
Sprite_BattleGauge.prototype.constructor = Sprite_BattleGauge;
|
||
|
||
Sprite_BattleGauge.prototype.initialize = function () {
|
||
this._HPGaugeWidth =
|
||
param.StyleMode === "MVStyle"
|
||
? param.HPGaugeWidth || ($dataSystem.optDisplayTp ? 108 : 201)
|
||
: param.HPGaugeWidth;
|
||
this._MPGaugeWidth =
|
||
param.StyleMode === "MVStyle"
|
||
? param.MPGaugeWidth || ($dataSystem.optDisplayTp ? 96 : 114)
|
||
: param.MPGaugeWidth;
|
||
this._GaugeHeight = 0;
|
||
Sprite_Gauge.prototype.initialize.call(this);
|
||
};
|
||
|
||
const _Sprite_BattleGauge_createBitmap =
|
||
Sprite_BattleGauge.prototype.createBitmap;
|
||
Sprite_BattleGauge.prototype.createBitmap = function () {
|
||
this._statusType = battleStyleGauge;
|
||
battleStyleGauge = null;
|
||
_Sprite_BattleGauge_createBitmap.call(this);
|
||
};
|
||
|
||
const _Sprite_BattleGauge_setup = Sprite_BattleGauge.prototype.setup;
|
||
Sprite_BattleGauge.prototype.setup = function (battler, statusType) {
|
||
this.setGaugeHeight();
|
||
_Sprite_BattleGauge_setup.call(this, battler, statusType);
|
||
};
|
||
|
||
Sprite_BattleGauge.prototype.bitmapWidth = function () {
|
||
if (this._statusType === "hp") {
|
||
return this._HPGaugeWidth;
|
||
} else if (this._statusType === "mp") {
|
||
return this._MPGaugeWidth;
|
||
} else if (this._statusType === "tp") {
|
||
return param.TPGaugeWidth;
|
||
} else if (this._statusType === "time" || this._statusType === "cast") {
|
||
return param.TPBGaugeWidth;
|
||
} else {
|
||
return Sprite_Gauge.prototype.bitmapWidth.call(this);
|
||
}
|
||
};
|
||
|
||
Sprite_BattleGauge.prototype.setGaugeHeight = function () {
|
||
if (this._statusType === "hp") {
|
||
this._GaugeHeight = param.HPGaugeHeight;
|
||
} else if (this._statusType === "mp") {
|
||
this._GaugeHeight = param.MPGaugeHeight;
|
||
} else if (this._statusType === "tp") {
|
||
this._GaugeHeight = param.TPGaugeHeight;
|
||
} else if (this._statusType === "time" || this._statusType === "cast") {
|
||
this._GaugeHeight = param.TPBGaugeHeight;
|
||
} else {
|
||
this._GaugeHeight = Sprite_Gauge.prototype.gaugeHeight.call(this);
|
||
}
|
||
};
|
||
|
||
Sprite_BattleGauge.prototype.gaugeHeight = function () {
|
||
return this._GaugeHeight;
|
||
};
|
||
|
||
//Spriteset_Base
|
||
const _Spriteset_Battle_makeTargetSprites =
|
||
Spriteset_Battle.prototype.makeTargetSprites;
|
||
Spriteset_Battle.prototype.makeTargetSprites = function (targets) {
|
||
const targetSprites = _Spriteset_Battle_makeTargetSprites.call(
|
||
this,
|
||
targets
|
||
);
|
||
if (Imported.NUUN_BSEX_Animation_KK_SSBattle) {
|
||
this._nuun_targetSprites = targetSprites;
|
||
}
|
||
this._effectsContainer = this.animationTarget(targetSprites)
|
||
? this._effectsFrontContainer
|
||
: this._effectsBackContainer;
|
||
return targetSprites;
|
||
};
|
||
|
||
Spriteset_Base.prototype.animationTarget = function (targetSprites) {
|
||
if (!$gameSystem.isSideView() && param.ActorEffectShow) {
|
||
const target = targetSprites.find(
|
||
(targets) => targets.constructor === Sprite_Actor
|
||
);
|
||
return target ? true : false;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
const _Spriteset_Base_animationShouldMirror =
|
||
Spriteset_Base.prototype.animationShouldMirror;
|
||
Spriteset_Base.prototype.animationShouldMirror = function (target) {
|
||
return param.ActorsMirror
|
||
? _Spriteset_Base_animationShouldMirror.call(this, target)
|
||
: false;
|
||
};
|
||
|
||
//Spriteset_Battle
|
||
const _Spriteset_Battle_initialize = Spriteset_Battle.prototype.initialize;
|
||
Spriteset_Battle.prototype.initialize = function () {
|
||
_Spriteset_Battle_initialize.call(this);
|
||
this._backgroundVisible = false;
|
||
};
|
||
|
||
const _Spriteset_Battle_loadSystemImages =
|
||
Spriteset_Battle.prototype.loadSystemImages;
|
||
Spriteset_Battle.prototype.loadSystemImages = function () {
|
||
_Spriteset_Battle_loadSystemImages.call(this);
|
||
this.windowBackground = loadNormalPicture(param.windowBackground);
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createStatusLayer = function () {
|
||
this.createBattleHud();
|
||
this.createBackgroundStatus();
|
||
this.createHudBack();
|
||
this.createEffects();
|
||
this.createHudStatus();
|
||
//this.createEffects();
|
||
this.createFrontActors();
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createBattleHud = function () {
|
||
this._baseStatusSprite = new Sprite();
|
||
this.addChild(this._baseStatusSprite);
|
||
this._battleHudBase = this._baseStatusSprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createHudBack = function () {
|
||
const sprite = new Sprite();
|
||
this._battleHudBase.addChild(sprite);
|
||
this._battleHudBack = sprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createBackgroundStatus = function () {
|
||
const sprite = new Sprite();
|
||
this._battleHudBase.addChild(sprite);
|
||
sprite.bitmap = this.windowBackground;
|
||
this._backgroundSprite = sprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createHudStatus = function () {
|
||
const sprite = new Sprite();
|
||
this._battleHudBase.addChild(sprite);
|
||
this._battleHudFront = sprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createEffects = function () {
|
||
const sprite = this.setBattleBase();
|
||
this._battleHudBase.addChild(sprite);
|
||
this._battleEffects = sprite;
|
||
this._effectsFrontContainer = sprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.setBattleBase = function () {
|
||
const width = Graphics.boxWidth;
|
||
const height = Graphics.boxHeight;
|
||
const x = (Graphics.width - width) / 2;
|
||
const y = (Graphics.height - height) / 2;
|
||
const sprite = new Sprite();
|
||
sprite.setFrame(0, 0, width, height);
|
||
sprite.x = x;
|
||
sprite.y = y - this.battleFieldOffsetY();
|
||
sprite.home_x = x;
|
||
return sprite;
|
||
};
|
||
|
||
Spriteset_Battle.prototype.createFrontActors = function () {
|
||
if (!$gameSystem.isSideView() && param.ActorEffectShow) {
|
||
this._actorSprites = [];
|
||
for (let i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
||
const sprite = new Sprite_Actor();
|
||
this._actorSprites.push(sprite);
|
||
this._battleEffects.addChild(sprite);
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Spriteset_Battle_update = Spriteset_Battle.prototype.update;
|
||
Spriteset_Battle.prototype.update = function () {
|
||
_Spriteset_Battle_update.call(this);
|
||
if (!this._backgroundVisible) {
|
||
this.updateBackground();
|
||
}
|
||
};
|
||
|
||
Spriteset_Battle.prototype.updateBackground = function () {
|
||
this._backgroundSprite.x = 0;
|
||
this._backgroundSprite.y =
|
||
Graphics.height - this._backgroundSprite.bitmap.height;
|
||
this._backgroundVisible = true;
|
||
};
|
||
|
||
const _Spriteset_Battle_createBattleField =
|
||
Spriteset_Battle.prototype.createBattleField;
|
||
Spriteset_Battle.prototype.createBattleField = function () {
|
||
_Spriteset_Battle_createBattleField.call(this);
|
||
this._effectsBackContainer = this._battleField;
|
||
};
|
||
|
||
function conditionsParam(data, param, maxParam) {
|
||
return (
|
||
param >= (maxParam * data.DwLimit) / 100 &&
|
||
(data.UpLimit > 0 ? param <= (maxParam * data.UpLimit) / 100 : true)
|
||
);
|
||
}
|
||
})();
|