1319 lines
No EOL
47 KiB
JavaScript
1319 lines
No EOL
47 KiB
JavaScript
/*
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* ==============================================================================
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* ** Victor Engine MV - Basic Module
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* ------------------------------------------------------------------------------
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* VE_BasicModule.js
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* ==============================================================================
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*/
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var Imported = Imported || {};
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Imported['VE - Basic Module'] = '1.23';
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var VictorEngine = VictorEngine || {};
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VictorEngine.BasicModule = VictorEngine.BasicModule || {};
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(function() {
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VictorEngine.BasicModule.loadDatabase = DataManager.loadDatabase;
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DataManager.loadDatabase = function() {
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VictorEngine.BasicModule.loadDatabase.call(this);
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PluginManager.requiredPlugin.call(PluginManager, 'VE - Basic Module');
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};
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PluginManager.requiredPlugin = function(name, required, version) {
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VictorEngine.BasicModule.checkPlugins(name, required, version);
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};
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})();
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/*:
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* ==============================================================================
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* @plugindesc v1.23 - Plugin with base code required for all Victor Engine plugins.
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* @author Victor Sant
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*
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* @param == Trait Names ==
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*
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* @param Hit Rate Name
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* @desc 'Hit Rate' Ex-Parameter name shown on windows.
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* @default Hit
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*
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* @param Evasion Rate Name
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* @desc 'Evasion Rate' Ex-Parameter name shown on windows.
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* @default Evasion
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*
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* @param Critical Rate Name
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* @desc 'Critical Rate' Ex-Parameter name shown on windows.
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* @default Critical
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*
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* @param Critical Evasion Name
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* @desc 'Critical Evasion' Ex-Parameter name shown on windows.
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* @default C. Evasion
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*
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* @param Magic Evasion Name
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* @desc 'Magic Evasion' Ex-Parameter name shown on windows.
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* @default M. Evasion
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*
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* @param Magic Reflection Name
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* @desc 'Magic Reflection' Ex-Parameter name shown on windows.
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* @default M. Reflection
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*
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* @param Counter Attack Name
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* @desc 'Counter Attack' Ex-Parameter name shown on windows.
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* @default Counter
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*
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* @param HP Regeneration Name
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* @desc 'HP Regeneration' Ex-Parameter name shown on windows.
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* @default HP Regen
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*
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* @param MP Regeneration Name
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* @desc 'MP Regeneration' Ex-Parameter name shown on windows.
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* @default MP Regen
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*
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* @param TP Regeneration Name
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* @desc 'TP Regeneration' Ex-Parameter name shown on windows.
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* @default TP Regen
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*
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* @param Target Rate Name
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* @desc 'Target Rate' Sp-Parameter name shown on windows.
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* @default Target Rate
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*
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* @param Guard Rate Name
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* @desc 'Guard Rate' Sp-Parameter name shown on windows.
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* @default Guard Rate
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*
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* @param Recovery Effect Name
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* @desc 'Recovery Effect' Sp-Parameter name shown on windows.
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* @default Recovery
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*
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* @param Pharmacology Name
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* @desc 'Pharmacology' Sp-Parameter name shown on windows.
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* @default Pharmacology
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*
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* @param MP Cost Rate Name
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* @desc 'MP Cost Rate' Sp-Parameter name shown on windows.
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* @default MP Cost
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*
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* @param TP Charge Rate Name
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* @desc 'TP Charge Rate' Sp-Parameter name shown on windows.
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* @default TP Charge
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*
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* @param Physical Damage Name
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* @desc 'Physical Damage' Sp-Parameter name shown on windows.
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* @default Physical Damage
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*
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* @param Magical Damage Name
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* @desc 'Magical Damage' Sp-Parameter name shown on windows.
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* @default Magical Damage
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*
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* @param Floor Damage Name
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* @desc 'Floor Damage' Sp-Parameter name shown on windows.
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* @default Floor Damage
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*
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* @param Experience Rate Name
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* @desc 'Experience Rate' Sp-Parameter name shown on windows.
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* @default Exp. Rate
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*
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* ==============================================================================
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* @help
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* ==============================================================================
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* Install this plugin above any other Victor Engine plugin.
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* ==============================================================================
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*
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* ==============================================================================
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* Version History:
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* ------------------------------------------------------------------------------
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* v 1.00 - 2015.11.26 > First release.
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* v 1.01 - 2015.11.29 > Added function to get database objects.
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* v 1.02 - 2015.12.07 > Added function to get multiples elements.
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* > Added check for plugin correct order.
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* v 1.03 - 2015.12.13 > Added function to get page comments.
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* v 1.04 - 2015.12.21 > Added function to check only relevant objects.
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* v 1.05 - 2015.12.25 > Added check to wait bitmap loading.
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* v 1.06 - 2015.12.31 > Added rgb to hex and hex to rgb functions.
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* > Added function to get plugins parameters.
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* v 1.07 - 2016.01.07 > Fixed issue with plugin order checks.
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* v 1.08 - 2016.01.17 > Added function to get BattleLog method index.
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* > Added function to insert methods on BattleLog.
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* v 1.09 - 2016.01.24 > Added function to set wait for animations.
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* v 1.10 - 2016.02.05 > Added function to get values from regex.
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* v 1.11 - 2016.02.10 > Added function to capitalize texts.
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* > Added Plugin Parameter to set trait display names.
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* v 1.12 - 2016.02.18 > Added function to get parameter names.
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* v 1.13 - 2016.02.26 > Added functions to setup battler direction.
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* v 1.14 - 2016.03.15 > Added functions to check opponents.
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* v 1.15 - 2016.03.18 > Added function for compatibility with YEP.
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* v 1.16 - 2016.03.23 > Added function to replace mathods.
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* Added functions for dynamic motions.
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* v 1.17 - 2016.04.01 > Fixed issue with battler sprite check.
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* v 1.18 - 2016.04.21 > Fixed issue with damage popup on action user.
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* v 1.19 - 2016.04.30 > Added function to get evaluated font color.
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* v 1.20 - 2016.05.12 > Added function to get width of text with escape codes.
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* v 1.21 - 2016.05.31 > Improved method stack for dynamic motions.
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* > Added functions for compatibility with Battle Motions.
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* v 1.22 - 2016.06.26 > Added functions for escape command.
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* v 1.23 - 2017.05.25 > Added functions for damage formula.
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* ===============================================================================
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*/
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(function() {
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//=============================================================================
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// Parameters
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//=============================================================================
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VictorEngine.getPluginParameters = function() {
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var script = document.currentScript || (function() {
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var scripts = document.getElementsByTagName('script');
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return scripts[scripts.length - 1];
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})();
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var start = script.src.lastIndexOf('/') + 1;
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var end = script.src.indexOf('.js');
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return PluginManager.parameters(script.src.substring(start, end));
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}
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var parameters = VictorEngine.getPluginParameters();
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VictorEngine.Parameters = VictorEngine.Parameters || {};
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VictorEngine.Parameters.BasicModule = {};
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VictorEngine.Parameters.BasicModule.hit = String(parameters["Hit Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.eva = String(parameters["Evasion Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.cri = String(parameters["Critical Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.cev = String(parameters["Critical Evasion Name"]).trim();
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VictorEngine.Parameters.BasicModule.hev = String(parameters["Magic Evasion Name"]).trim();
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VictorEngine.Parameters.BasicModule.mrf = String(parameters["Magic Reflection Name"]).trim();
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VictorEngine.Parameters.BasicModule.cnt = String(parameters["Counter Attack Name"]).trim();
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VictorEngine.Parameters.BasicModule.hrg = String(parameters["HP Regeneration Name"]).trim();
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VictorEngine.Parameters.BasicModule.mrg = String(parameters["MP Regeneration Name"]).trim();
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VictorEngine.Parameters.BasicModule.trg = String(parameters["TP Regeneration Name"]).trim();
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VictorEngine.Parameters.BasicModule.tgr = String(parameters["Target Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.grd = String(parameters["Guard Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.rec = String(parameters["Recovery Effect Name"]).trim();
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VictorEngine.Parameters.BasicModule.pha = String(parameters["Pharmacology Name"]).trim();
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VictorEngine.Parameters.BasicModule.mcr = String(parameters["MP Cost Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.tcr = String(parameters["TP Charge Rate Name"]).trim();
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VictorEngine.Parameters.BasicModule.pdr = String(parameters["Physical Damage Name"]).trim();
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VictorEngine.Parameters.BasicModule.mdr = String(parameters["Magical Damage Name"]).trim();
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VictorEngine.Parameters.BasicModule.fdr = String(parameters["Floor Damage"]).trim();
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VictorEngine.Parameters.BasicModule.ext = String(parameters["Experience"]).trim();
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//=============================================================================
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// DataManager
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//=============================================================================
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VictorEngine.BasicModule.isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!VictorEngine.BasicModule.isDatabaseLoaded.call(this)) return false;
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VictorEngine.loadParameters();
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VictorEngine.loadNotetags();
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return ImageManager.isReady();
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};
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//=============================================================================
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// VictorEngine
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//=============================================================================
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VictorEngine.BasicModule.checkPlugins = function(name, req, ver) {
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var msg = '';
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this.loadedPlugins = this.loadedPlugins || {};
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if (ver && req && (!Imported[req] || Number(Imported[req]) < Number(ver))) {
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msg += 'The plugin ' + name + ' requires the plugin ' + req;
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msg += ' v' + ver + ' or higher installed to work properly'
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if (Number(Imported[req]) < Number(ver)) {
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msg += '. Your current version is v' + Imported[req];
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}
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msg += '. Go to http://victorenginescripts.wordpress.com/'
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msg += ' to download the updated plugin.';
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throw msg;
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} else if (!ver && req && this.loadedPlugins[req] === true) {
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msg += 'The plugin ' + name + ' requires the plugin ' + req;
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msg += ' to be placed bellow it. Open the Plugin Manager and place';
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msg += ' the plugins in the correct order.';
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throw msg;
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} else if (req && Imported['VE - Basic Module'] && !this.loadedPlugins['VE - Basic Module']) {
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msg += 'The plugin ' + name + ' must be placed bellow the plugin ' + req;
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msg += '. Open the Plugin Manager and place';
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msg += ' the plugins in the correct order.';
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throw msg;
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} else {
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this.loadedPlugins[name] = true
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}
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};
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VictorEngine.loadNotetags = function() {
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if (VictorEngine.BasicModule.loaded) return;
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VictorEngine.BasicModule.loaded = true;
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var list = [$dataActors, $dataClasses, $dataSkills, $dataItems, $dataWeapons,
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$dataArmors, $dataEnemies, $dataStates
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];
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list.forEach(function(objects, index) {
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this.processNotetags(objects, index)
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}, this);
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};
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VictorEngine.processNotetags = function(objects, index) {
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objects.forEach(function(data) {
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if (data) {
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this.loadNotetagsValues(data, index);
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}
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}, this);
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};
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VictorEngine.objectSelection = function(index, list) {
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var objects = ['actor', 'class', 'skill', 'item', 'weapon', 'armor', 'enemy', 'state'];
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return list.contains(objects[index]);
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};
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VictorEngine.loadNotetagsValues = function(data, index) {};
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VictorEngine.loadParameters = function() {};
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VictorEngine.getNotesValues = function(value1, value2) {
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value2 = value2 || value1;
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return new RegExp('<' + value1 + '>([\\s\\S]*?)<\\/' + value2 + '>', 'gi');
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};
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VictorEngine.getPageNotes = function(event) {
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var result = (event instanceof Game_CommonEvent) || event.page();
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if (!result || !event.list()) {
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return "";
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}
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return event.list().reduce(function(r, cmd) {
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var valid = (cmd.code === 108 || cmd.code === 408);
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var comment = valid ? cmd.parameters[0] + "\r\n" : "";
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return r + comment;
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}, "");
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};
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VictorEngine.getAllElements = function(subject, action) {
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if (action.item().damage.elementId < 0) {
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return subject.attackElements();
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} else {
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return [action.item().damage.elementId];
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}
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};
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VictorEngine.getAllStates = function(subject, item) {
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var result;
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return item.effects.reduce(function(r, effect) {
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if (effect.code === 21) {
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if (effect.dataId === 0) {
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result = subject.attackStates();
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} else {
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result = [effect.dataId];
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};
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} else {
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result = [];
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};
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return r.concat(result);
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}, []);
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};
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VictorEngine.getDamageFormula = function(action) {
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return action.item().damage.formula;
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};
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VictorEngine.getNumberValue = function(match, type, base) {
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var regex = new RegExp(type + '[ ]*:[ ]*([+-.\\d]+)', 'gi');
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var value = regex.exec(match);
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return value ? Number(value[1]) : base;
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};
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VictorEngine.getStringValue = function(match, type, base) {
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var regex = new RegExp(type + "[ ]*:[ ]*([\\w ]+)", 'gi');
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var value = regex.exec(match);
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return value ? value[1].trim() : base;
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};
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VictorEngine.getAnyValue = function(match, type, base) {
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var regex = new RegExp(type + "[ ]*:[ ]*('[^\']+'|\"[^\"]+\")", 'gi');
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var value = regex.exec(match);
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return value ? value[1].slice(1, -1) : base;
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};
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VictorEngine.getNumberValues = function(match, type) {
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var regex = new RegExp(type + '[ ]*:[ ]*((?:[+-.\\d]+[ ]*,?[ ]*)+)', 'gi');
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var value = regex.exec(match);
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var result = value ? value[1].match(/\d+/gi) : [];
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return result.map(function(id) {
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return Number(id)
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});
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};
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VictorEngine.getStringValues = function(match, type) {
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var regex = new RegExp(type + '[ ]*:[ ]*((?:[\\w ]+[ ]*,?[ ]*)+)', 'gi');
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var value = regex.exec(match);
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var result = value ? value[1].match(/\d+/gi) : [];
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return result.map(function(id) {
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return value[1].trim()
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});
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};
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VictorEngine.captalizeText = function(text) {
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return text.replace(/(?:^|\s)\S/g, function(a) {
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return a.toUpperCase();
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});
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};
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VictorEngine.replaceZeros = function(text, value) {
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value = value || '';
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return text.replace(/\b(0(?!\b))+/g, function(a) {
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return a.replace(/0/g, value);
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});
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};
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VictorEngine.rgbToHex = function(r, g, b) {
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r = Math.floor(r).toString(16).padZero(2);
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g = Math.floor(g).toString(16).padZero(2);
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b = Math.floor(b).toString(16).padZero(2);
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return '#' + r + g + b;
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}
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VictorEngine.hexToRgb = function(hex) {
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var r = parseInt(hex[1] + hex[2], 16);
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var g = parseInt(hex[3] + hex[4], 16);
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var b = parseInt(hex[5] + hex[6], 16);
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return [r, g, b];
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}
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VictorEngine.methodIndex = function(methods, name) {
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for (var i = 0; i < methods.length; i++) {
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if (methods[i] && methods[i].name === name) {
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return i;
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}
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}
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return null;
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}
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VictorEngine.removeMethod = function(methods, name) {
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var index = this.methodIndex(methods, name);
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if (index || index === 0) {
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methods.splice(index, 1);
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}
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}
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VictorEngine.insertMethod = function(methods, index, name, params) {
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if (index || index === 0) {
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methods.splice(index, 0, {
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name: name,
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params: params
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});
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}
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}
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VictorEngine.replaceMethod = function(methods, index, name, params) {
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if (index || index === 0) {
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methods.splice(index, 1, {
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name: name,
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params: params
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});
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}
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}
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VictorEngine.waitAnimation = function(animationId) {
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var animation = $dataAnimations[animationId];
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return animation ? animation.frames.length * 4 + 1 : 0;
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};
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VictorEngine.params = function() {
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return ['hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk'];
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};
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VictorEngine.xparams = function() {
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return ['hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', 'trg'];
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};
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VictorEngine.sparams = function() {
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return ['tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'prd', 'mrd', 'frd', 'exr'];
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};
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VictorEngine.allParams = function() {
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return this.params().concat(this.xparams(), this.sparams())
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};
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VictorEngine.paramName = function(paramId) {
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return this.params()[paramId];
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};
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VictorEngine.xparamName = function(xparamId) {
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return this.xparams()[xparamId];
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};
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VictorEngine.sparamName = function(sparamId) {
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return this.sparams()[sparamId];
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};
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VictorEngine.paramId = function(paramName) {
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return this.params().indexOf(paramName.toLowerCase());
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};
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VictorEngine.paramText = function(name) {
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switch (name.toLowerCase()) {
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case 'hit':
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case 'eva':
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case 'cri':
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case 'cev':
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case 'mev':
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case 'mrf':
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case 'cnt':
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case 'hrg':
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case 'mrg':
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case 'trg':
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case 'tgr':
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case 'grd':
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case 'rec':
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case 'pha':
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case 'mcr':
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case 'tcr':
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case 'pdr':
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case 'mdr':
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case 'fdr':
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case 'ext':
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return this.Parameters.BasicModule[name.toLowerCase()];
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case 'hp':
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case 'atk':
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case 'def':
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case 'agi':
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case 'mp':
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case 'mat':
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case 'mdf':
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case 'luk':
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var paramId = this.params().indexOf(name.toLowerCase());
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return TextManager.param(paramId)
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default:
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return this.captalizeText(name.toLowerCase());
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}
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};
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VictorEngine.battlerIndex = function(battler) {
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if (battler && battler.isActor() && $gameParty.members().contains(battler)) {
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return 1 + $gameParty.members().indexOf(battler);
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} else if (battler && battler.isEnemy() && $gameTroop.members().contains(battler)) {
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return 1 + $gameParty.maxBattleMembers() + $gameTroop.members().indexOf(battler);
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} else {
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return 0;
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}
|
|
};
|
|
|
|
VictorEngine.battleSprites = function(spriteId) {
|
|
return this._battleSprites[spriteId];
|
|
};
|
|
|
|
VictorEngine.addBattleSprite = function(spriteId, sprite) {
|
|
this._battleSprites = this._battleSprites || {};
|
|
this._battleSprites[spriteId] = sprite;
|
|
};
|
|
|
|
//=============================================================================
|
|
// BattleManager
|
|
//=============================================================================
|
|
|
|
BattleManager.updateStackAction = function(index, subject, target) {
|
|
this._logWindow.saveMethodsStack(index);
|
|
this.clearTargets(target);
|
|
this.invokeAction(subject, target);
|
|
this._logWindow.restoreMethodsStack(index);
|
|
};
|
|
|
|
BattleManager.clearTargets = function(target) {
|
|
for (var i = 0; i < this._targets.length; i++) {
|
|
if (this._targets[i] === target) {
|
|
this._targets.splice(i, 1);
|
|
i--;
|
|
}
|
|
}
|
|
};
|
|
|
|
BattleManager.clearActionTargets = function() {
|
|
this._targets = [];
|
|
};
|
|
|
|
BattleManager.prepareAction = function(subject, action, targets, skip) {
|
|
this._phase = 'action';
|
|
this._subject = subject;
|
|
this._action = action;
|
|
this._targets = targets;
|
|
if (skip) {
|
|
subject.useItem(action.item());
|
|
}
|
|
this._action.applyGlobal();
|
|
this.refreshStatus();
|
|
};
|
|
|
|
BattleManager.startCounterAction = function(subject, target, targets, action) {
|
|
if (targets.length > 0) {
|
|
this._isCounterAttack = true;
|
|
this._counterSubject = subject;
|
|
this._counterTarget = target;
|
|
this.prepareAction(subject, action, targets);
|
|
this._logWindow.startCounterAction(subject, action, targets);
|
|
}
|
|
};
|
|
|
|
BattleManager.averageTargetsPositions = function(targets) {
|
|
var x = targets.reduce(function(r, member) {
|
|
return r + member.screenX();
|
|
}, 0) / targets.length;
|
|
var y = targets.reduce(function(r, member) {
|
|
return r + member.screenX();
|
|
}, 0) / targets.length;
|
|
return {
|
|
x: x,
|
|
y: y
|
|
};
|
|
};
|
|
|
|
BattleManager.isSurprise = function() {
|
|
return this._surprise;
|
|
};
|
|
|
|
BattleManager.isPreemptive = function() {
|
|
return this._preemptive;
|
|
};
|
|
|
|
//=============================================================================
|
|
// SceneManager
|
|
//=============================================================================
|
|
|
|
SceneManager.sceneSpriteset = function() {
|
|
return this._scene ? this._scene._spriteset : null;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_Base
|
|
//=============================================================================
|
|
|
|
Window_Base.prototype.getFontColor = function(color) {
|
|
if (color.match(/^\#[abcdef\d]{6}/i)) {
|
|
return '"' + color + '"';
|
|
} else {
|
|
return color;
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Action
|
|
//=============================================================================
|
|
|
|
Game_Action.prototype.setEscape = function() {
|
|
var action = {
|
|
name: TextManager.escape,
|
|
speed: 9999,
|
|
escape: true
|
|
};
|
|
this._escapeAction = action;
|
|
};
|
|
|
|
Game_Action.prototype.isEscape = function() {
|
|
return !!this._escapeAction;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Unit
|
|
//=============================================================================
|
|
|
|
Game_Unit.prototype.averageX = function() {
|
|
return this.aliveMembers().reduce(function(r, member) {
|
|
return r + member.screenX();
|
|
}, 0) / this.aliveMembers().length;
|
|
};
|
|
|
|
Game_Unit.prototype.averageY = function() {
|
|
return this.aliveMembers().reduce(function(r, member) {
|
|
return r + member.screenY();
|
|
}, 0) / this.aliveMembers().length;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Player
|
|
//=============================================================================
|
|
|
|
Game_Player.prototype.follower = function(index) {
|
|
return index === 0 ? this : this.followers().follower(index - 1);
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_BattlerBase
|
|
//=============================================================================
|
|
|
|
Game_BattlerBase.prototype.screenX = function() {
|
|
return this.spriteScreenX() || this._screenX || 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.screenY = function() {
|
|
return this.spriteScreenY() || this._screenY || 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.homeX = function() {
|
|
return this.battleSprite() ? this.battleSprite().homeX() : 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.homeY = function() {
|
|
return this.battleSprite() ? this.battleSprite().homeY() : 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.spriteScreenX = function() {
|
|
return this.battleSprite() ? this.battleSprite().screenX() : 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.spriteScreenY = function() {
|
|
return this.battleSprite() ? this.battleSprite().screenY() : 0;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.mainSprite = function() {
|
|
return this.battleSprite() ? this.battleSprite().mainSprite() : null;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.friends = function() {
|
|
return this.isActor() ? $gameParty : $gameTroop;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.opponents = function() {
|
|
return this.isEnemy() ? $gameParty : $gameTroop;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isOpponent = function(battler) {
|
|
return this.isEnemy() === !battler.isEnemy();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.idleMotions = function() {
|
|
return ['wait', 'idle', 'dying', 'abnormal', 'guard', 'chant', 'sleep', 'victory', 'dead'];
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isIdleMotion = function(motionType) {
|
|
return this.idleMotions().contains(motionType);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingDown = function() {
|
|
return this.battlerDirection() === 'down';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingLeft = function() {
|
|
return this.battlerDirection() === 'left';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingRight = function() {
|
|
return this.battlerDirection() === 'right';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingUp = function() {
|
|
return this.battlerDirection() === 'up';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingHorizontal = function() {
|
|
return this.isFacingLeft() || this.isFacingRight();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isFacingVertical = function() {
|
|
return this.isFacingDown() || this.isFacingUp();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnDown = function() {
|
|
this._battlerDirection = 'down';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnLeft = function() {
|
|
this._battlerDirection = 'left';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnRight = function() {
|
|
this._battlerDirection = 'right';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnUp = function() {
|
|
this._battlerDirection = 'up';
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnBack = function() {
|
|
if (this.isFacingLeft()) {
|
|
this.turnRight();
|
|
} else if (this.isFacingRight()) {
|
|
this.turnLeft();
|
|
}
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnTowardCenter = function() {
|
|
this.turnTowardPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnAwayFromCenter = function() {
|
|
this.turnAwayFromPosition(Graphics.boxWidth / 2, Graphics.boxHeight / 2);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnTowardOpponents = function() {
|
|
this.turnTowardPosition(this.opponents().averageX(), this.opponents().averageY());
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnAwayFromOpponents = function() {
|
|
this.turnAwayFromPosition(this.opponents().averageX(), this.opponents().averageY);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnTowardTargets = function(targets) {
|
|
var position = BattleManager.averageTargetsPositions(targets);
|
|
this.turnTowardPosition(position.x, position.y);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnAwayFromTargets = function(targets) {
|
|
var position = BattleManager.averageTargetsPositions(targets);
|
|
this.turnAwayFromPosition(position.x, position);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnTowardPosition = function(positionX, positionY) {
|
|
if (this.screenX() < positionX) {
|
|
this.turnRight();
|
|
} else if (this.screenX() > positionX) {
|
|
this.turnLeft();
|
|
}
|
|
};
|
|
|
|
Game_BattlerBase.prototype.turnAwayFromPosition = function(positionX, positionY) {
|
|
if (this.screenX() < positionX) {
|
|
this.turnLeft();
|
|
} else if (this.screenX() > positionX) {
|
|
this.turnRight();
|
|
}
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isBehind = function(target) {
|
|
return (target.isFacingRight() && this.screenX() < target.screenX()) ||
|
|
(target.isFacingLeft() && this.screenX() > target.screenX());
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isSpriteEffecting = function() {
|
|
return this.battleSprite() && this.battleSprite().isEffecting();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isSpriteMoving = function() {
|
|
return this.battleSprite() && this.battleSprite().isMoving();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isSpriteAnimation = function() {
|
|
return this.battleSprite() && this.battleSprite().isAnimationPlaying();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isAnimatedBattler = function() {
|
|
return this.battleSprite() && this.battleSprite().isAnimatedBattler();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isStaticBattler = function() {
|
|
return this.battleSprite() && this.battleSprite().isStaticBattler();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.inHomePosition = function() {
|
|
return this.battleSprite() && this.battleSprite().inHomePosition();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.notIinHomePosition = function() {
|
|
return !this.inHomePosition();
|
|
};
|
|
|
|
Game_BattlerBase.prototype.isCounterAttack = function() {
|
|
return this._counterAttack;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.startCounterAttack = function() {
|
|
this._counterAttack = true;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.endCounterAttack = function() {
|
|
this._counterAttack = false;
|
|
};
|
|
|
|
Game_BattlerBase.prototype.battleSprite = function() {
|
|
return VictorEngine.battleSprites(this.spriteId());
|
|
};
|
|
|
|
Game_BattlerBase.prototype.setBattleSprite = function(sprite) {
|
|
VictorEngine.addBattleSprite(this.spriteId(), sprite);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.clearBattleSprite = function() {
|
|
VictorEngine.addBattleSprite(this.spriteId(), null);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.addNewAction = function(action) {
|
|
this._actions.unshift(action);
|
|
};
|
|
|
|
Game_BattlerBase.prototype.startEscapeCommand = function() {
|
|
this._isEscapeCommand = true;
|
|
};
|
|
Game_BattlerBase.prototype.endEscapeCommand = function() {
|
|
this._isEscapeCommand = false;
|
|
};
|
|
Game_BattlerBase.prototype.isEscapeCommand = function() {
|
|
return this._isEscapeCommand;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Battler
|
|
//=============================================================================
|
|
|
|
VictorEngine.BasicModule.onBattleEnd = Game_Battler.prototype.onBattleEnd;
|
|
Game_Battler.prototype.onBattleEnd = function() {
|
|
VictorEngine.BasicModule.onBattleEnd.call(this);
|
|
this.clearBattleSprite();
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Actor
|
|
//=============================================================================
|
|
|
|
Game_Actor.prototype.battlerDirection = function() {
|
|
return this._battlerDirection || 'left';
|
|
};
|
|
|
|
Game_Actor.prototype.spriteId = function() {
|
|
return 'actor ' + String(this.actorId());
|
|
};
|
|
|
|
//=============================================================================
|
|
// Game_Enemy
|
|
//=============================================================================
|
|
|
|
Game_Enemy.prototype.battlerDirection = function() {
|
|
return this._battlerDirection || ($gameSystem.isSideView() ? 'right' : 'left');
|
|
};
|
|
|
|
Game_Enemy.prototype.attackAnimationId1 = function() {
|
|
return 0;
|
|
};
|
|
|
|
Game_Enemy.prototype.attackAnimationId2 = function() {
|
|
return 0;
|
|
};
|
|
|
|
Game_Enemy.prototype.spriteId = function() {
|
|
return 'enemy ' + String(this.index());
|
|
};
|
|
|
|
//=============================================================================
|
|
// Sprite_Battler
|
|
//=============================================================================
|
|
|
|
Object.defineProperties(Sprite_Battler.prototype, {
|
|
z: {
|
|
get: function() {
|
|
return 3;
|
|
},
|
|
configurable: true
|
|
},
|
|
h: {
|
|
get: function() {
|
|
return this.spriteZ();
|
|
},
|
|
configurable: true
|
|
}
|
|
});
|
|
|
|
Sprite_Battler.prototype.isEnemy = function() {
|
|
return this._battler && this._battler.isEnemy();
|
|
};
|
|
|
|
Sprite_Battler.prototype.isVisible = function() {
|
|
return this.visible && this.opacity > 0;
|
|
};
|
|
|
|
Sprite_Battler.prototype.isDamagePopup = function() {
|
|
return this._damages.length > 0;
|
|
};
|
|
|
|
Sprite_Battler.prototype.isDisabledMotion = function() {
|
|
var motion = Sprite_Actor.MOTIONS;
|
|
return this._motion === motion['dead'] || this._motion === motion['sleep'];
|
|
};
|
|
|
|
Sprite_Battler.prototype.isAnimatedBattler = function() {
|
|
return false;
|
|
};
|
|
|
|
Sprite_Battler.prototype.isStaticBattler = function() {
|
|
return false;
|
|
};
|
|
|
|
Sprite_Battler.prototype.spriteZ = function() {
|
|
return this.screenY();
|
|
};
|
|
|
|
Sprite_Battler.prototype.screenX = function() {
|
|
return this._homeX + this._offsetX;
|
|
};
|
|
|
|
Sprite_Battler.prototype.screenY = function() {
|
|
return this._homeY + this._offsetY;
|
|
};
|
|
|
|
Sprite_Battler.prototype.homeX = function() {
|
|
return this._homeX;
|
|
};
|
|
|
|
Sprite_Battler.prototype.homeY = function() {
|
|
return this._homeY;
|
|
};
|
|
|
|
Sprite_Battler.prototype.mainSprite = function() {
|
|
return this._mainSprite;
|
|
};
|
|
|
|
Sprite_Battler.prototype.noEntryMove = function() {
|
|
return this._battler && !this._battler.canMove();
|
|
};
|
|
|
|
Sprite_Battler.prototype.center = function() {
|
|
var sprite = this._mainSprite ? this._mainSprite : this;
|
|
var x = sprite._frame.width / 2 || 0;
|
|
var y = sprite._frame.height / 2 || 0;
|
|
return {
|
|
x: x,
|
|
y: y
|
|
};
|
|
};
|
|
|
|
//=============================================================================
|
|
// Sprite_Actor
|
|
//=============================================================================
|
|
|
|
Sprite_Actor.prototype.updateBattlerDirection = function() {
|
|
if (this._battler && !this.isDisabledMotion()) {
|
|
if ((this._battler.isFacingLeft() && this.scale.x < 0) ||
|
|
(this._battler.isFacingRight() && this.scale.x > 0)) {
|
|
this.scale.x *= -1;
|
|
}
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Sprite_Enemy
|
|
//=============================================================================
|
|
|
|
Sprite_Enemy.prototype.updateBattlerDirection = function() {
|
|
if (this._battler && !this.isDisabledMotion()) {
|
|
if ((this._battler.isFacingLeft() && this.scale.x > 0) ||
|
|
(this._battler.isFacingRight() && this.scale.x < 0)) {
|
|
this.scale.x *= -1;
|
|
}
|
|
}
|
|
};
|
|
|
|
Sprite_Enemy.prototype.isStaticBattler = function() {
|
|
return true;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Sprite_Damage
|
|
//=============================================================================
|
|
|
|
Object.defineProperties(Sprite_Damage.prototype, {
|
|
z: {
|
|
get: function() {
|
|
return 10;
|
|
},
|
|
configurable: true
|
|
}
|
|
});
|
|
|
|
//=============================================================================
|
|
// Spriteset_Battle
|
|
//=============================================================================
|
|
|
|
VictorEngine.BasicModule.setBattler = Sprite_Battler.prototype.setBattler;
|
|
Sprite_Battler.prototype.setBattler = function(battler) {
|
|
VictorEngine.BasicModule.setBattler.call(this, battler);
|
|
if (battler) {
|
|
battler.setBattleSprite(this);
|
|
}
|
|
};
|
|
|
|
Spriteset_Battle.prototype.sortBattleSprites = function() {
|
|
if (this._sortChildrenFrame !== Graphics.frameCount) {
|
|
this._battleField.children.sort(this.compareBattleSprites.bind(this));
|
|
this._sortChildrenFrame = Graphics.frameCount;
|
|
}
|
|
};
|
|
|
|
Spriteset_Battle.prototype.compareBattleSprites = function(a, b) {
|
|
if ((a.z || 0) !== (b.z || 0)) {
|
|
return (a.z || 0) - (b.z || 0);
|
|
} else if ((a.h || 0) !== (b.h || 0)) {
|
|
return (a.h || 0) - (b.h || 0);
|
|
} else if ((a.y || 0) !== (b.y || 0)) {
|
|
return (a.y || 0) - (b.y || 0);
|
|
} else {
|
|
return a.spriteId - b.spriteId;
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_Base
|
|
//=============================================================================
|
|
|
|
Window_Base.prototype.textWidthEx = function(text) {
|
|
if (text) {
|
|
var state = {
|
|
index: 0,
|
|
x: 0
|
|
};
|
|
state.text = this.convertEscapeCharacters(text);
|
|
while (state.index < state.text.length) {
|
|
this.processCharacter(state)
|
|
};
|
|
return state.x;
|
|
} else {
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_BattleLog
|
|
//=============================================================================
|
|
|
|
Window_BattleLog.prototype.waitForBattleAnimation = function(animationId, speed) {
|
|
var speed = Math.max(speed, 1) || 1;
|
|
this.waitForTime(VictorEngine.waitAnimation(animationId) / speed);
|
|
};
|
|
|
|
Window_BattleLog.prototype.startCounterAction = function(subject, action, targets) {
|
|
this.push('addText', TextManager.counterAttack.format(subject.name()));
|
|
this.startAction(subject, action, targets);
|
|
};
|
|
|
|
Window_BattleLog.prototype.waitForTime = function(time) {
|
|
this._waitCount = time;
|
|
};
|
|
|
|
Window_BattleLog.prototype.setupStartAction = function(subject, action, targets) {
|
|
if (this._setupStartActionFrame !== Graphics.frameCount) {
|
|
VictorEngine.removeMethod(this._methods, 'showAnimation');
|
|
VictorEngine.removeMethod(this._methods, 'waitForBattleAnimation');
|
|
this.push('prepareAction', subject, action, targets);
|
|
this._setupStartActionFrame = Graphics.frameCount;
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.initializeMethodsStack = function() {
|
|
this._stackWaitCount = [];
|
|
this._stackWaitMode = [];
|
|
this._methodsStack = [];
|
|
this._stackIndex = 0;
|
|
};
|
|
|
|
Window_BattleLog.prototype.prepareAction = function(subject, action, targets) {
|
|
this.uniqueTargets(targets).forEach(function(unique) {
|
|
this._stackIndex = VictorEngine.battlerIndex(unique.target);
|
|
this.prepareUniqueAction(subject, action, unique.target, unique.repeat)
|
|
}, this)
|
|
this._stackIndex = 0;
|
|
};
|
|
|
|
Window_BattleLog.prototype.prepareUniqueAction = function(subject, action, target, repeat) {
|
|
this.prepareUniqueActionStep1(subject, action, target, repeat);
|
|
this.prepareUniqueActionStep2(subject, action, target, repeat);
|
|
this.prepareUniqueActionStep3(subject, action, target, repeat);
|
|
};
|
|
|
|
Window_BattleLog.prototype.prepareUniqueActionStep1 = function(subject, action, target, repeat) {
|
|
var item = action.item();
|
|
this.push('showAnimation', subject, [target], item.animationId);
|
|
};
|
|
|
|
Window_BattleLog.prototype.prepareUniqueActionStep2 = function(subject, action, target, repeat) {
|
|
var item = action.item();
|
|
var animId = this.uniqueActionAnimationId(subject, item)
|
|
this.push('waitForBattleAnimation', animId);
|
|
};
|
|
|
|
Window_BattleLog.prototype.prepareUniqueActionStep3 = function(subject, action, target, repeat) {
|
|
for (var i = 0; i < repeat; i++) {
|
|
if (i > 0) {
|
|
this.push('waitForTime', 1);
|
|
}
|
|
this.push('updateStackAction', this._stackIndex, subject, target);
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.uniqueActionAnimationId = function(subject, item) {
|
|
if (item.animationId < 0) {
|
|
return subject.attackAnimationId1();
|
|
} else {
|
|
return item.animationId;
|
|
}
|
|
}
|
|
|
|
Window_BattleLog.prototype.uniqueTargets = function(targets) {
|
|
var repeats = [];
|
|
targets.forEach(function(target, i) {
|
|
var index = targets.indexOf(target);
|
|
if (index === i) {
|
|
repeats[index] = {
|
|
target: target,
|
|
repeat: 1
|
|
};
|
|
} else {
|
|
repeats[index].repeat++;
|
|
}
|
|
})
|
|
return repeats.filter(function(repeat) {
|
|
return !!repeat
|
|
});
|
|
}
|
|
|
|
Window_BattleLog.prototype.updateMethodsStack = function() {
|
|
var methods = this._methodsStack;
|
|
for (var i = 0; i < methods.length; i++) {
|
|
if (methods[i] && methods[i].length > 0) {
|
|
while (methods[i].length > 0 && !this.updateStackWait(i)) {
|
|
this.callNextStackMethod(i);
|
|
}
|
|
}
|
|
}
|
|
if (this.isStackEmpty()) {
|
|
this._methodsStack = [];
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.isStackEmpty = function() {
|
|
return this._methodsStack.every(function(methods) {
|
|
return !methods || methods.length === 0;
|
|
})
|
|
};
|
|
|
|
Window_BattleLog.prototype.stackBattler = function(index) {
|
|
if (index > 0) {
|
|
var max = $gameParty.maxBattleMembers();
|
|
if (index > max) {
|
|
return $gameTroop.members()[index - max - 1];
|
|
} else {
|
|
return $gameParty.members()[index - 1];
|
|
}
|
|
} else {
|
|
return null;
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.callNextStackMethod = function(index) {
|
|
var method = this._methodsStack[index].shift();
|
|
if (method.name && this[method.name]) {
|
|
this[method.name].apply(this, method.params);
|
|
} else {
|
|
throw new Error('Method not found: ' + method.name);
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.saveMethodsStack = function(index) {
|
|
this._saveStackIndex = this._stackIndex;
|
|
this._saveMethodsStack = this._methodsStack[index].clone();
|
|
this._stackIndex = index;
|
|
this._methodsStack[index] = [];
|
|
};
|
|
|
|
Window_BattleLog.prototype.restoreMethodsStack = function(index) {
|
|
this._methodsStack[index] = this._methodsStack[index].concat(this._saveMethodsStack);
|
|
this._stackIndex = this._saveStackIndex;
|
|
};
|
|
|
|
Window_BattleLog.prototype.methodStackActive = function() {
|
|
return this._methodsStack.length > 0;
|
|
};
|
|
|
|
Window_BattleLog.prototype.updateStackAction = function(index, subject, target) {
|
|
BattleManager.updateStackAction(index, subject, target);
|
|
};
|
|
|
|
Window_BattleLog.prototype.pushMethodsStack = function(methodName) {
|
|
var index = this._stackIndex || 0;
|
|
var methodArgs = Array.prototype.slice.call(arguments, 1);
|
|
if (methodName === 'wait') {
|
|
methodName = 'stackWait';
|
|
methodArgs.unshift(index);
|
|
} else if (methodName === 'waitForTime') {
|
|
methodName = 'stackWaitForTime';
|
|
methodArgs.unshift(index);
|
|
} else if (methodName === 'waitForBattleAnimation') {
|
|
methodName = 'stackWaitFoAnimation';
|
|
methodArgs.unshift(index);
|
|
} else if (methodName === 'updateWaitMode') {
|
|
methodName = 'updateStackWaitMode';
|
|
methodArgs.unshift(index);
|
|
} else if (methodName === 'setWaitMode') {
|
|
methodName = 'setStackWaitMode';
|
|
methodArgs.unshift(index);
|
|
}
|
|
this._methodsStack[index] = this._methodsStack[index] || [];
|
|
this._methodsStack[index].push({
|
|
name: methodName,
|
|
params: methodArgs
|
|
});
|
|
};
|
|
|
|
Window_BattleLog.prototype.updateStackWait = function(index) {
|
|
return this.updateStackWaitCount(index) || this.updateStackWaitMode(index);
|
|
};
|
|
|
|
Window_BattleLog.prototype.updateStackWaitCount = function(index) {
|
|
if (this._stackWaitCount[index] && this._stackWaitCount[index] > 0) {
|
|
this._stackWaitCount[index]--;
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
Window_BattleLog.prototype.stackWait = function(index) {
|
|
this.stackWaitForTime(index, this.messageSpeed());
|
|
};
|
|
|
|
Window_BattleLog.prototype.stackWaitFoAnimation = function(index, animationId, speed) {
|
|
var speed = Math.max(speed, 1) || 1;
|
|
this.stackWaitForTime(index, VictorEngine.waitAnimation(animationId) / speed);
|
|
};
|
|
|
|
Window_BattleLog.prototype.stackWaitForTime = function(index, time) {
|
|
this._stackWaitCount[index] = time;
|
|
};
|
|
|
|
Window_BattleLog.prototype.updateStackWaitMode = function(index) {
|
|
var battler = this.stackBattler(index);
|
|
var waitMode = this._stackWaitMode[index] || [];
|
|
if (waitMode.contains('effect')) {
|
|
var waiting = battler ? battler.isSpriteEffecting() : this._spriteset.isEffecting();
|
|
if (waiting) {
|
|
return true;
|
|
} else {
|
|
this.removeWaitMode(index, 'effect');
|
|
}
|
|
}
|
|
if (waitMode.contains('movement')) {
|
|
var waiting = battler ? battler.isSpriteMoving() : this._spriteset.isAnyoneMoving();
|
|
if (waiting) {
|
|
return true;
|
|
} else {
|
|
this.removeWaitMode(index, 'movement');
|
|
}
|
|
}
|
|
this._stackWaitMode[index] = [];
|
|
return false;
|
|
};
|
|
|
|
Window_BattleLog.prototype.setStackWaitMode = function(index, waitMode) {
|
|
this._stackWaitMode[index] = this._stackWaitMode[index] || [];
|
|
if (!this._stackWaitMode[index].contains(waitMode)) {
|
|
this._stackWaitMode[index].push(waitMode);
|
|
}
|
|
};
|
|
|
|
Window_BattleLog.prototype.removeWaitMode = function(index, waitMode) {
|
|
this._stackWaitMode[index] = this._stackWaitMode[index] || [];
|
|
var waitIndex = this._stackWaitMode[index].indexOf(waitMode);
|
|
this._stackWaitMode[index].splice(waitIndex, 1);
|
|
};
|
|
|
|
Window_BattleLog.prototype.startEscape = function(subject, action) {
|
|
subject._isEscapeCommand = true;
|
|
};
|
|
|
|
Window_BattleLog.prototype.performEscape = function(subject) {
|
|
$gameParty._skipClear = true;
|
|
BattleManager.processEscape();
|
|
$gameParty._skipClear = false;
|
|
};
|
|
|
|
Window_BattleLog.prototype.setupCurrentAction = function(subject, action, targets) {};
|
|
|
|
})(); |