var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError( "Class extends value " + String(b) + " is not a constructor or null" ); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __()); }; })(); /*:ja * @target MZ * @author ル * * @command victory * @text バトル勝利 * @des バトル勝利 */ var Nore; (function (Nore) { var pluginName = "Nore_Battle"; PluginManager.registerCommand(pluginName, "victory", function (args) { var troopData = $gameTemp.selectedTroop; $slg.battleInfo().clear(troopData.areaId(), troopData.battleId()); }); // Battle Processing Game_Interpreter.prototype.command301 = function (params) { var _this = this; if (!$gameParty.inBattle()) { var troopId = void 0; if (params[0] === 0) { // Direct designation troopId = params[1]; } else if (params[0] === 1) { // Designation with a variable troopId = $gameVariables.value(params[1]); } else { // Same as Random Encounters troopId = $gamePlayer.makeEncounterTroopId(); } if ($dataTroops[troopId]) { BattleManager.setup(troopId, params[2], params[3]); BattleManager.setEventCallback(function (n) { _this._branch[_this._indent] = n; }); $gamePlayer.makeEncounterCount(); SceneManager.push(Scene_Battle2); } } return true; }; })(Nore || (Nore = {})); Sprite_Battleback.prototype.adjustPosition = function () { this.width = 1280; this.height = 800; this.x = (Graphics.width - this.width) / 2; if ($gameSystem.isSideView()) { this.y = Graphics.height - this.height; } else { this.y = 0; } var ratioX = this.width / this.bitmap.width; var ratioY = this.height / this.bitmap.height; var scale = Math.max(ratioX, ratioY, 1.0); this.scale.x = scale; this.scale.y = scale; }; var Scene_Battle2 = /** @class */ (function (_super) { __extends(Scene_Battle2, _super); function Scene_Battle2() { return (_super !== null && _super.apply(this, arguments)) || this; } Scene_Battle2.prototype.createSpriteset = function () { this._spriteset = new Spriteset_Battle2(); this.addChild(this._spriteset); }; return Scene_Battle2; })(Scene_Battle); var Spriteset_Battle2 = /** @class */ (function (_super) { __extends(Spriteset_Battle2, _super); function Spriteset_Battle2() { return (_super !== null && _super.apply(this, arguments)) || this; } Spriteset_Battle2.prototype.createBattleField = function () { var width = Graphics.boxWidth; var height = Graphics.boxHeight; var x = (Graphics.width - width) / 2; var y = (Graphics.height - height) / 2; this._battleField = new Sprite(); this._battleField.setFrame(0, 0, width, height); this._battleField.x = x; this._battleField.y = y - this.battleFieldOffsetY(); this._baseSprite.addChild(this._battleField); this._effectsContainer = this._battleField; this._uiContainer = new Sprite(); this._uiContainer.setFrame(0, 0, width, height); this._uiContainer.x = x; this._uiContainer.y = y - this.battleFieldOffsetY(); this._baseSprite.addChild(this._uiContainer); }; Spriteset_Battle2.prototype.createEnemies = function () { _super.prototype.createEnemies.call(this); this._enemyHpSprite = new Sprite_EnemyHp(); this._uiContainer.addChild(this._enemyHpSprite); }; return Spriteset_Battle2; })(Spriteset_Battle); var Sprite_EnemyHp = /** @class */ (function (_super) { __extends(Sprite_EnemyHp, _super); function Sprite_EnemyHp() { var _this = _super.call(this) || this; _this.x = 20; _this.y = 580; _this.bitmap = new Bitmap(1020, 400); _this.bitmap.fontSize = 26; _this.refresh(); return _this; } Sprite_EnemyHp.prototype.update = function () { _super.prototype.update.call(this); if ($gameParty.isDirty()) { this.refresh(); } }; Sprite_EnemyHp.prototype.refresh = function () { return; $gameParty.clearDirty(); this.bitmap.clear(); var xxx = 100; var yy = 0; this.bitmap.drawText("戦闘員HP", xxx, yy, 100, 40); this.bitmap.drawText( "%1".format($gameParty.hp()), xxx, yy, 200, 40, "right" ); xxx += 220; var yyy = 8; var h = 22; var w = this.gaugeWidth(); this.bitmap.fillRect(xxx - 1, yyy - 1, w + 2, h + 2, "#000"); this.bitmap.fillRect( xxx, yyy, w * $gameParty.hpRate(), h, ColorManager.hpGaugeColor1() ); }; Sprite_EnemyHp.prototype.gaugeWidth = function () { var w = $gameParty.combatant(); return w; }; return Sprite_EnemyHp; })(Sprite); BattleManager.gainExp = function () { var exp = this._rewards.exp; $gameParty.gainEnergy(exp); }; var _BattleManager_startTurn = BattleManager.startTurn; BattleManager.startTurn = function () { p("turnCount:" + $gameTroop.turnCount()); if ($gameTroop.turnCount() >= 1) { this.processVictory(); return; } _BattleManager_startTurn.call(this); };