3147 lines
No EOL
96 KiB
JavaScript
3147 lines
No EOL
96 KiB
JavaScript
//=============================================================================
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// MOG_Weather_EX.js
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc (v1.4) Adiciona novos efeitos de climas.
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* @author Moghunter
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* @url https://mogplugins.wordpress.com
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*
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* @param Battle Weather
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* @desc Ativar o clima na batalha.
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* @default true
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* @type boolean
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*
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* @command weatherEX
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* @desc Configuração do clima.
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* @text Set Weather Effect
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*
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* @arg id
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* @desc Definição da Index (0..20)
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* @text Index
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* @default 0
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* @type number
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* @min 0
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* @max 20
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*
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* @arg mode
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* @desc Definição do tipo de clima.
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* @text Weather
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* @type select
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* @default Wind 1
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* @option Wind 1 (Falling)
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* @value Wind 1
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* @option Wind 2 (Left Side)
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* @value Wind 2
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* @option Wind 3 (Zoom)
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* @value Wind 3
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* @option Spark 1
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* @value Spark 1
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* @option Spark 2 (Magical Field)
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* @value Spark 2
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* @option Spark 3 (FireFly)
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* @value Spark 3
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* @option Spark 4 (Magic Field 2)
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* @value Spark 4
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* @option Fire 1 (Two Sides)
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* @value Fire 1
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* @option Fire 2 (One Side)
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* @value Fire 2
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* @option Fire 3 (Explosion)
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* @value Fire 3
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* @option Snow 1
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* @value Snow 1
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* @option Snow 2 (Storm)
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* @value Snow 2
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* @option Snow 3 (Freezing)
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* @value Snow 3
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* @option Rain 1
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* @value Rain 1
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* @option Rain 2 (Splashing)
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* @value Rain 2
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* @option Rain 3 (Zoom) (Freezing)
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* @value Rain 3
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* @option Cloud 1 (Fog Effect)
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* @value Cloud 1
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* @option Cloud 2 (Frontal Zoom)
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* @value Cloud 2
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* @option Cloud 3 (Strong)
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* @value Cloud 3
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* @option Random 1
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* @value Random 1
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* @option Random 2 (Zoom)
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* @value Random 2
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* @option Random 3 (Cosmo)
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* @value Random 3
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* @option Sunshine
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* @value Sunshine
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* @option Fog
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* @value Fog
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* @option Steam
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* @value Steam
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* @option LightSpeed
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* @value LightSpeed
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* @option Shooting Star 1
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* @value Shooting Star 1
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* @option Shooting Star 2 (Rotation)
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* @value Shooting Star 2
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* @option Shinning
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* @value Shinning
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* @option Bouncing
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* @value Bouncing
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* @option Bubbles
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* @value Bubbles
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* @option StandStill
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* @value StandStill
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* @option Fog XP Style (Horizontal scrolling)
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* @value Fog XP Style Horz
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* @option Fog XP Style (Vertical scrolling)
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* @value Fog XP Style Vert
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* @option Overlay 1 (Loop)
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* @value Overlay 1
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* @option Overlay 2
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* @value Overlay 2
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*
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* @arg power
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* @desc Definição da quantidade partículas.
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* (0 to 2000)
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* @text Number of Particles
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* @type number
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* @default 30
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* @type number
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* @min 1
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* @max 2000
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*
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* @arg z
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* @desc Prioridade do clima.
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* @text Layer (Z-index)
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* @type select
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* @default Normal
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* @option Below (Below of tileset)
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* @value Below
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* @option Normal
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* @value Normal
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*
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* @arg blendType
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* @desc Definição do blend.
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* @text Blend Type
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* @type select
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* @default Normal
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* @option Additive
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* @value Additive
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* @option Normal
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* @value Normal
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* @option Multiply
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* @value Multiply
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*
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* @arg fileName
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* @desc Definição do nome da imagem.
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* @text File Name
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* @default Leaf_01A
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* @type file
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* @dir img/weather/
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*
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* @arg speed
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* @desc Definição da velocidade do clima.
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* (20% -> 800%)
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* @text Speed (%)
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* @type number
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* @min 20
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* @max 1000
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* @default 100
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*
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* @arg scale
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* @desc Definição do tamanho da partícula.
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* (20% -> 800%)
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* @text Zoom (%)
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* @type number
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* @min 20
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* @max 800
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* @default 100
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*
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*
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* @command weatherEXRemove
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* @desc Remover o clima.
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* @text Remove
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*
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* @arg id
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* @desc Remove o clima (0..20)
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* @text Index
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* @default 0
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* @type number
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* @min 0
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* @max 20
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*
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*
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* @command weatherEXRemoveAll
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* @desc Remove todos os climas.
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* @text Remove All
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* @default
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*
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*
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* @command weatherEXBattle
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* @desc Ativar ou desativar o clima de batalha.
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* @text Battle Weather
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*
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* @arg enable
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* @desc Ativar o clima na batalha
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* @text Weather in Battle
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* @type boolean
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* @default true
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*
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* @help
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* =============================================================================
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* ♦♦♦ MOG - Weather EX ♦♦♦
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* Author - Moghunter
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* Version - 1.4
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* Updated - 2021/04/16
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* https://mogplugins.wordpress.com
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* =============================================================================
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* Adiciona novos efeitos de climas.
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* As imagens do clima devem ser gravadas na pasta. (img/weather/)
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*
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* =============================================================================
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* - MAP NOTETAGS
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* =============================================================================
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* Para ativar o clima use o comentário abaixo através da função PLUGIN COMMAND
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*
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* weather ID : TYPE : POWER : SPEED : BLEND_TYPE : FILE_NAME
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*
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*
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* -> ID - Define a ID do clima, é possível utilizar até 10 climas diferentes ao
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* mesmo tempo.
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*
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* -> TYPE - Efeito (de 0 a 29)
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* 0 - Wind 1 (Falling)
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* 1 - Wind 2 (Left Side)
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* 2 - Wind 3 (Zoom)
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* 3 - Spark 1
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* 4 - Spark 2 (Magical Field)
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* 5 - Spark 3 (FireFly)
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* 6 - Fire 1 (Two Sides)
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* 7 - Fire 2 (One Side)
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* 8 - Fire 3 (Explosion)
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* 9 - Snow 1
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* 10 - Snow 2 (Storm)
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* 11 - Snow 3 (Freezing)
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* 12 - Rain 1
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* 13 - Rain 2 (Splashing)
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* 14 - Rain 3 (Zoom)
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* 15 - Cloud 1 (Fog Effect)
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* 16 - Cloud 2 (Frontal Zoom)
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* 17 - Cloud 3 (Strong)
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* 18 - Random 1
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* 19 - Random 2 (Zoom)
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* 20 - Random 3 (Cosmo)
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* 21 - Sunshine
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* 22 - Fog
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* 23 - Steam
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* 24 - LightSpeed
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* 25 - Shooting Star 1
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* 26 - Shooting Star 2 (Rotation)
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* 27 - Shinning
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* 28 - Bouncing
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* 29 - Spark 4 (Magic Field 2 / Diagonal)
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* 30 - Bubbles
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* 31 - StandStill
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* 32 - Fog XP Style (Horizontal scrolling)
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* 33 - Fog XP Style (Vertical scrolling)
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* 35 - Overlay 1 (Tilling Mode -> "Sprite Loop")
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* 36 - Overlay 2 (Sprite Mode -> Less Lag)
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*
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* -> POWER - Poder do clima. (Quantidade de partículas) (1 a 2000)
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*
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* -> SPEED - Define a velocidade da animação. (0% a 1000%)
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*
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* -> BLEND_TYPE - Tipo de Blend (0 a 1)
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*
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* -> FILE_NAME = Nome do arquivo de imagem.
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*
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* -------------------------------------
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* EG
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* weather : 0 : 0 : 40 : 100 : 0 : Leaf_02B
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* -------------------------------------
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*
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* =============================================================================
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* - OFFSET COMMANDS
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* =============================================================================
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* weather : ID : TYPE : POWER : SPEED : BLEND_TYPE : FILE_NAME : Z-INDEX : ZOOM
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*
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* -> Z-INDEX - Define se o clima ficará acima ou abaixo do tileset.
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* 0 - Abaixo do Tileset.
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* 1 - Acima do Tileset.
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*
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* -> ZOOM - Aumenta ou diminue o tamanho da imagem. (0% - 800%)
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*
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* -------------------------------------
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* EG
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* weather : 0 : 0 : 40 : 100 : Leaf_02B : 1 : 5 : 0.50 : 0.20
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* -------------------------------------
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*
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* =============================================================================
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* * HISTÓRICO
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* =============================================================================
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* (v1.4) - Compatibilidade com MOG_BattleCamera.
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* (v1.3) - Correção na função sort relativo a codificação.
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* (v1.2) - Melhoria no Plugin Command na seleção do arquivo de imagem.
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* (v1.1) - Correção de compatibilidade com o plugin ButtonPicture.
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*
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_Weather_EX = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_Weather_EX');
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Moghunter.weatherEX_max = Number(Moghunter.parameters['Weather Max'] || 20);
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Moghunter.weatherEX_battle = String(Moghunter.parameters['Battle Weather'] || "true");
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Moghunter.weatherEX_layer1 = Number(Moghunter.parameters['Layer 1 - Z-Index'] || 0);
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Moghunter.weatherEX_layer2 = Number(Moghunter.parameters['Layer 2 - Z-Index'] || 50);
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Moghunter.weatherEX_layer3 = Number(Moghunter.parameters['Layer 3 - Z-Index'] || 110);
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//=============================================================================
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// ■■■ PluginManager ■■■
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//=============================================================================
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PluginManager.registerCommand('MOG_Weather_EX', "weatherEX", data => {
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$gameSystem.weatherEXPluginCom(data);
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});
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PluginManager.registerCommand('MOG_Weather_EX', "weatherEXRemove", data => {
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$gameSystem.weatherEXPluginComRemove(data);
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});
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PluginManager.registerCommand('MOG_Weather_EX', "weatherEXRemoveAll", data => {
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$gameSystem.weatherEXPluginComRemoveAll();
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});
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PluginManager.registerCommand('MOG_Weather_EX', "weatherEXBattle", data => {
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$gameSystem.weatherEXPluginComBattle(data);
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});
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//=============================================================================
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// ■■■ ImageManager ■■■
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//=============================================================================
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//==============================
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// * Weather
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//==============================
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ImageManager.loadWeather = function(filename) {
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return this.loadBitmap('img/weather/', filename, 0, true);
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};
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//=============================================================================
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// ■■■ Game System ■■■
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//=============================================================================
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//==============================
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// ♦ ALIAS ♦ Initialize
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//==============================
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var _mog_weatherEX_system_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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_mog_weatherEX_system_initialize.call(this);
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this._weatherEXScnBat = String(Moghunter.weatherEX_battle) === "true" ? true : false;
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this._weatherEX_MapId = -1;
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this._weatherSkipReLoad = false;
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this.weatherEX_initialize(false);
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};
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//==============================
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// * weather EX initialize
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//==============================
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Game_System.prototype.weatherEX_initialize = function(needrefresh) {
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this._weatherSprites = null;
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this._weatherPreData = null;
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if (this._weatherEX_Data == null) {this._weatherEX_Data = []};
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for (var i = 0; i < Moghunter.weatherEX_max; i++) {
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this.clearWeatherEX(i,needrefresh);
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};
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};
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//==============================
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// * clear Weather EX
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//==============================
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Game_System.prototype.clearWeatherEX = function(id,needrefresh) {
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this._needRefreshWeatherEX = needrefresh;
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this._weatherEX_Data[id] = {};
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this._weatherEX_Data[id].mode = -1;
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this._weatherEX_Data[id].power = 0;
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this._weatherEX_Data[id].fileName = "";
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this._weatherEX_Data[id].z = 0;
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this._weatherEX_Data[id].blendMode = 0;
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this._weatherEX_Data[id].speed = 0;
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this._weatherEX_Data[id].rot = 0;
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this._weatherEX_Data[id].scale = 0;
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this._weatherEX_Data[id].frames = 1
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this._weatherEX_Data[id].needRefresh = needrefresh;
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};
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//==============================
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// * weather EXPluginComRemove
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//==============================
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Game_System.prototype.weatherEXPluginComRemove = function(data) {
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var idReal = Math.min(Math.max(Number(data.id), 0),$gameSystem._weatherEX_Data.length - 1);
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this.clearWeatherEX(idReal);
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};
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//==============================
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// * weather EXPluginComRemove All
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//==============================
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Game_System.prototype.weatherEXPluginComRemoveAll = function() {
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$gameSystem.weatherEX_initialize(true)
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};
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//==============================
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// * weather EXPluginComBattle
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//==============================
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Game_System.prototype.weatherEXPluginComBattle = function(data) {
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$gameSystem._weatherEXScnBat = String(data.enable) == "true" ? true : false;
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};
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//==============================
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// * Command Setup Weather
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//==============================
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Game_System.prototype.commandSetupWeather = function(args) {
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var id = args[1] != null ? Number(args[1]) : 0;
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var mode = args[3] != null ? Number(args[3]) : 0;
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var power = args[5] != null ? Number(args[5]) : 1;
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var speed = args[7] != null ? Number(args[7]) : 100;
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var blendType = args[9] != null ? Number(args[9]) : 0;
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var fileName = args[11] != null ? String(args[11]) : "";
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var z = args[13] != null ? Number(args[13]) : 1;
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var scale = args[15] != null ? Number(args[15]) : 100;
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var frame = args[17] != null ? Number(args[17]) : 1;
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var frameSpeed = args[19] != null ? Number(args[19]) : 10;
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var id_Real = Math.min(Math.max(id, 0),$gameSystem._weatherEX_Data.length - 1);
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var mode_Real = Math.min(Math.max(mode, 0),35);
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var power_Real = Math.max(power, 1);
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var z_Real = Math.min(Math.max(z, 0),2);
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var blendType_Real = Math.min(Math.max(blendType, 0),2);
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var scale_Real = Math.min(Math.max(scale, 0),800);
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var speed_Real = Math.min(Math.max(speed, 0),1000);
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this._weatherEX_Data[id_Real].mode = mode_Real;
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this._weatherEX_Data[id_Real].power = power_Real;
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this._weatherEX_Data[id_Real].z = z_Real;
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this._weatherEX_Data[id_Real].blendMode = blendType_Real;
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this._weatherEX_Data[id_Real].fileName = fileName;
|
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this._weatherEX_Data[id_Real].speed = speed_Real;
|
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this._weatherEX_Data[id_Real].scale = scale_Real;
|
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this._weatherEX_Data[id_Real].frames = 1;
|
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this._weatherEX_Data[id_Real].frameSpeed = 4;
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this._weatherEX_Data[id_Real].needRefresh = true;
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this._needRefreshWeatherEX = true;
|
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};
|
||
|
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//==============================
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// * weather EX Plugin Com
|
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//==============================
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Game_System.prototype.weatherEXPluginCom = function(data) {
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var id_Real = Math.min(Math.max(Number(data.id), 0),$gameSystem._weatherEX_Data.length - 1);
|
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var mode = this.weatherGetMode(data.mode);
|
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var mode_Real = Math.min(Math.max(mode, 0),35);
|
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var power_Real = Math.min(Math.max(Number(data.power), 1),2000);
|
||
var fileName = String(data.fileName)
|
||
var zIndex = this.weatherGetZ(data.z);
|
||
var z_Real = Math.min(Math.max(zIndex, 0),2);
|
||
var blend = this.weatherGetBlend(data.blendType);
|
||
var blendType_Real = Math.min(Math.max(blend, 0),2);
|
||
var scale_Real = Math.min(Math.max(Number(data.scale), 20),800);
|
||
var speed_Real = Math.min(Math.max(Number(data.speed), 20),1000);
|
||
this._weatherEX_Data[id_Real].mode = mode_Real;
|
||
this._weatherEX_Data[id_Real].power = power_Real;
|
||
this._weatherEX_Data[id_Real].z = z_Real;
|
||
this._weatherEX_Data[id_Real].blendMode = blendType_Real;
|
||
this._weatherEX_Data[id_Real].fileName = fileName;
|
||
this._weatherEX_Data[id_Real].speed = speed_Real;
|
||
this._weatherEX_Data[id_Real].scale = scale_Real;
|
||
this._weatherEX_Data[id_Real].frames = 1;
|
||
this._weatherEX_Data[id_Real].frameSpeed = 4;
|
||
this._weatherEX_Data[id_Real].needRefresh = true;
|
||
this._needRefreshWeatherEX = true;
|
||
};
|
||
|
||
//==============================
|
||
// * weather get Mode
|
||
//==============================
|
||
Game_System.prototype.weatherGetMode = function(mode) {
|
||
if (mode == "Wind 1") {return 0
|
||
} else if (mode == "Wind 2") {return 1;
|
||
} else if (mode == "Wind 3") {return 2;
|
||
} else if (mode == "Spark 1") {return 3;
|
||
} else if (mode == "Spark 2") {return 4;
|
||
} else if (mode == "Spark 3") {return 5;
|
||
} else if (mode == "Spark 4") {return 29;
|
||
} else if (mode == "Fire 1") {return 6;
|
||
} else if (mode == "Fire 2") {return 7;
|
||
} else if (mode == "Fire 3") {return 8;
|
||
} else if (mode == "Snow 1") {return 9;
|
||
} else if (mode == "Snow 2") {return 10;
|
||
} else if (mode == "Snow 3") {return 11;
|
||
} else if (mode == "Rain 1") {return 12;
|
||
} else if (mode == "Rain 2") {return 13;
|
||
} else if (mode == "Rain 3") {return 14;
|
||
} else if (mode == "Cloud 1") {return 15;
|
||
} else if (mode == "Cloud 2") {return 16;
|
||
} else if (mode == "Cloud 3") {return 17;
|
||
} else if (mode == "Random 1") {return 18;
|
||
} else if (mode == "Random 2") {return 19;
|
||
} else if (mode == "Random 3") {return 20;
|
||
} else if (mode == "Sunshine") {return 21;
|
||
} else if (mode == "Fog") {return 22;
|
||
} else if (mode == "Steam") {return 23;
|
||
} else if (mode == "LightSpeed") {return 24;
|
||
} else if (mode == "Shooting Star 1") {return 25;
|
||
} else if (mode == "Shooting Star 2") {return 26;
|
||
} else if (mode == "Shinning") {return 27;
|
||
} else if (mode == "Bouncing") {return 28;
|
||
} else if (mode == "Bubbles") {return 30;
|
||
} else if (mode == "StandStill") {return 31;
|
||
} else if (mode == "Fog XP Style Horz") {return 32;
|
||
} else if (mode == "Fog XP Style Vert") {return 33;
|
||
} else if (mode == "Overlay 1") {return 34;
|
||
} else if (mode == "Overlay 2") {return 35;
|
||
};
|
||
return 0;
|
||
};
|
||
|
||
//==============================
|
||
// * weather get Zindex
|
||
//==============================
|
||
Game_System.prototype.weatherGetZ = function(zindex) {
|
||
if (zindex == "Below") {return 0;
|
||
} else if (zindex == "Above") {return 2};
|
||
return 1;
|
||
};
|
||
|
||
//==============================
|
||
// * weather get Blend
|
||
//==============================
|
||
Game_System.prototype.weatherGetBlend = function(blend) {
|
||
if (blend == "Additive") {return 1;
|
||
} else if (blend == "Multiply") {return 2};
|
||
return 0;
|
||
};
|
||
|
||
//==============================
|
||
// * weather EX Sys
|
||
//==============================
|
||
Game_System.prototype.weatherEXSys = function(id,mode,power,z,blend,file,speed,scale,frames,fSpeed) {
|
||
var id_Real = Math.abs(id)
|
||
var speed2 = speed != null ? speed : 100;
|
||
var scale2 = scale != null ? scale : 100;
|
||
var frames2 = frames != null ? frames : 1;
|
||
var fSpeed2 = fSpeed != null ? fSpeed : 4;
|
||
this._weatherEX_Data[id_Real].mode = mode;
|
||
this._weatherEX_Data[id_Real].power = power;
|
||
this._weatherEX_Data[id_Real].z = z;
|
||
this._weatherEX_Data[id_Real].blendMode = blend;
|
||
this._weatherEX_Data[id_Real].fileName = String(file);
|
||
this._weatherEX_Data[id_Real].speed = speed2;
|
||
this._weatherEX_Data[id_Real].scale = scale2;
|
||
this._weatherEX_Data[id_Real].frames = frames2;
|
||
this._weatherEX_Data[id_Real].frameSpeed = fSpeed2;
|
||
this._weatherEX_Data[id_Real].needRefresh = true;
|
||
this._needRefreshWeatherEX = true;
|
||
};
|
||
|
||
//==============================
|
||
// * weather Mode
|
||
//==============================
|
||
Game_System.prototype.weatherMode = function(id) {
|
||
if (id == null) {return 0};
|
||
if (this._weatherEX_Data[id] == null) {return 0};
|
||
return this._weatherEX_Data[id].mode;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Map ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Setup
|
||
//==============================
|
||
var _mog_weatherEX_gmap_setup = Game_Map.prototype.setup;
|
||
Game_Map.prototype.setup = function(mapId) {
|
||
_mog_weatherEX_gmap_setup.call(this,mapId);
|
||
if (this._mapId > 0) {this.setWeatherEX($dataMap.note)};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Weather EX
|
||
//==============================
|
||
Game_Map.prototype.setWeatherEX = function(nt) {
|
||
var notetags = nt.split(/[\r\n]+/);
|
||
notetags.forEach(function(note) {
|
||
var note_data = note.split(' : ')
|
||
if (notetags == "clear_all_weathers") {$gameSystem.weatherEX_initialize(true)
|
||
} else if (note_data[0].toLowerCase() == "weather"){
|
||
note_data.shift(); var noteR = [];
|
||
var rd = 0; var rdi = 0;
|
||
var maxr = note_data.length * 2
|
||
for (var i = 0; i < maxr; i++) {
|
||
if (rd == 0) {
|
||
noteR.push([]);rd = 1;
|
||
} else {
|
||
noteR.push(note_data[rdi]);
|
||
rd = 0;rdi++
|
||
};
|
||
};
|
||
$gameSystem.commandSetupWeather(noteR);
|
||
}
|
||
},this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset Base ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ initialize
|
||
//==============================
|
||
var _mog_weatherEx_sprtBase = Spriteset_Base.prototype.initialize;
|
||
Spriteset_Base.prototype.initialize = function() {
|
||
this._weatherEXSprites = [];
|
||
_mog_weatherEx_sprtBase.call(this);
|
||
$gameSystem._weatherSprites = null;
|
||
$gameSystem._weatherPreData = null
|
||
};
|
||
|
||
//==============================
|
||
// * record Weather EX DataMap
|
||
//==============================
|
||
Spriteset_Base.prototype.recordWeatherEXDataMap = function() {
|
||
for (var i = 0; i < this._weatherEXSprites.length; i++) {
|
||
if (this._weatherEXSprites[i]) {
|
||
this._weatherEXSprites[i].recordWeatherEXData();
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * load Pre Weather
|
||
//==============================
|
||
Spriteset_Base.prototype.reloadWeatherEX = function() {
|
||
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
|
||
if ($gameSystem._weatherEX_Data[i]) {
|
||
if ($gameSystem._weatherEX_Data[i].mode >= 0) {
|
||
this.createWeatherEX(i);
|
||
};
|
||
$gameSystem._weatherEX_Data[i].needRefresh = false;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * create Weather EX
|
||
//==============================
|
||
Spriteset_Base.prototype.createWeatherEX = function(id) {
|
||
this._weatherEXSprites[id] = new SpriteWeatherEX(id);
|
||
this._weatherEXSprites[id].z = id + 10;
|
||
if ($gameSystem._weatherEX_Data[id].z === 0) {
|
||
this._weatherField_1.addChild(this._weatherEXSprites[id]);
|
||
} else if ($gameSystem._weatherEX_Data[id].z === 1) {
|
||
this._weatherField_2.addChild(this._weatherEXSprites[id]);
|
||
} else {
|
||
this._weatherField_3.addChild(this._weatherEXSprites[id]);
|
||
};
|
||
this._weatherField_1.children.sort((a, b) => a.z - b.z);
|
||
this._weatherField_2.children.sort((a, b) => a.z - b.z);
|
||
this._weatherField_3.children.sort((a, b) => a.z - b.z);
|
||
};
|
||
|
||
//==============================
|
||
// * create Weather EX Refresh
|
||
//==============================
|
||
Spriteset_Base.prototype.createWeatherEXRefresh = function() {
|
||
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
|
||
if ($gameSystem._weatherEX_Data[i]) {
|
||
if (this.canCreateWeatherEX(i)) {
|
||
this.createWeatherEX(i);
|
||
};
|
||
$gameSystem._weatherEX_Data[i].needRefresh = false;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * can Create Weather EX
|
||
//==============================
|
||
Spriteset_Base.prototype.canCreateWeatherEX = function(i) {
|
||
if ($gameSystem._weatherEX_Data[i].mode < 0) {return false};
|
||
if ($gameParty.inBattle()) {return true};
|
||
if (!$gameSystem._weatherEX_Data[i].needRefresh) {return false};
|
||
return true;
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * remove Weather EX Refresh
|
||
//==============================
|
||
Spriteset_Base.prototype.removeWeatherEXRefresh = function() {
|
||
for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
|
||
if ($gameSystem._weatherEX_Data[i].needRefresh && this._weatherEXSprites[i]) {
|
||
this._weatherField_1.removeChild(this._weatherEXSprites[i]);
|
||
this._weatherField_2.removeChild(this._weatherEXSprites[i]);
|
||
this._weatherEXSprites[i].clear();
|
||
this._weatherEXSprites[i].destroy();
|
||
this._weatherEXSprites[i] = null;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * create Weather Field 1
|
||
//==============================
|
||
Spriteset_Base.prototype.createWeatherField_1 = function(mode) {
|
||
this._weatherField_1 = new Sprite();
|
||
this._weatherField_1.z = Moghunter.weatherEX_layer1;
|
||
this._weatherField_1.mz = this._weatherField_1.z;
|
||
if (mode === 1 && this._battleField) {
|
||
this._battleField.addChild(this._weatherField_1);
|
||
} else {
|
||
this._baseSprite.addChild(this._weatherField_1);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * create Weather Field 2
|
||
//==============================
|
||
Spriteset_Base.prototype.createWeatherField_2 = function(mode) {
|
||
this._weatherField_2 = new Sprite();
|
||
this._weatherField_2.z = Moghunter.weatherEX_layer2;
|
||
this._weatherField_2.mz = this._weatherField_2.z;
|
||
if (mode === 1 && this._battleField) {
|
||
this._battleField.addChild(this._weatherField_2);
|
||
} else {
|
||
this._baseSprite.addChild(this._weatherField_2);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * create Weather Field 3
|
||
//==============================
|
||
Spriteset_Base.prototype.createWeatherField_3 = function(mode) {
|
||
this._weatherField_3 = new Sprite();
|
||
this._weatherField_3.z = Moghunter.weatherEX_layer3;
|
||
this._weatherField_3.mz = this._weatherField_3.z;
|
||
this._baseSprite.addChild(this._weatherField_3);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createUpperLayer
|
||
//==============================
|
||
var _mog_weatherEX_sprtbase_createUpperLayer = Spriteset_Base.prototype.createUpperLayer;
|
||
Spriteset_Base.prototype.createUpperLayer = function() {
|
||
_mog_weatherEX_sprtbase_createUpperLayer.call(this);
|
||
this.createWeatherField_3();
|
||
if (this.canReloadWeatherEX()) {this.reloadWeatherEX();};
|
||
};
|
||
|
||
//==============================
|
||
// * Can Reload Weather EX
|
||
//==============================
|
||
Spriteset_Base.prototype.canReloadWeatherEX = function() {
|
||
if (this._battleField && !$gameSystem._weatherEXScnBat) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Update
|
||
//==============================
|
||
var _mog_weatherEX_sprtbase_update = Spriteset_Base.prototype.update;
|
||
Spriteset_Base.prototype.update = function() {
|
||
_mog_weatherEX_sprtbase_update .call(this);
|
||
this.updateWeatherEX_Base();
|
||
$gameSystem._weatherEX_MapId = $gameMap._mapId;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Weather EX Base
|
||
//==============================
|
||
Spriteset_Base.prototype.updateWeatherEX_Base = function(id) {
|
||
if ($gameSystem._needRefreshWeatherEX) {this.refreshWeatherEX()};
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Weather EX
|
||
//==============================
|
||
Spriteset_Base.prototype.refreshWeatherEX = function() {
|
||
$gameSystem._needRefreshWeatherEX = false;
|
||
this.removeWeatherEXRefresh()
|
||
this.createWeatherEXRefresh()
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset Map ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ create Parallax
|
||
//==============================
|
||
var _mog_weatherEx_sprtMap_createParallax = Spriteset_Map.prototype.createParallax;
|
||
Spriteset_Map.prototype.createParallax = function() {
|
||
_mog_weatherEx_sprtMap_createParallax.call(this);
|
||
if (!this._weatherField_1) {this.createWeatherField_1(0)};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ create TileMap
|
||
//==============================
|
||
var _mog_weatherEx_sprtMap_createTilemap = Spriteset_Map.prototype.createTilemap;
|
||
Spriteset_Map.prototype.createTilemap = function() {
|
||
if (!this._weatherField_1) {this.createWeatherField_1(0)};
|
||
_mog_weatherEx_sprtMap_createTilemap.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ create Lower Layer
|
||
//==============================
|
||
var _mog_weatherEx_sprtMap_createLowerLayer = Spriteset_Map.prototype.createLowerLayer;
|
||
Spriteset_Map.prototype.createLowerLayer = function() {
|
||
_mog_weatherEx_sprtMap_createLowerLayer.call(this);
|
||
if (!this._weatherField_2) {this.createWeatherField_2(0)};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ create BattleBack
|
||
//==============================
|
||
var _mog_weatherEx_createBattleback = Spriteset_Battle.prototype.createBattleback;
|
||
Spriteset_Battle.prototype.createBattleback = function() {
|
||
if (!this._weatherField_1) {this.createWeatherField_1(1)};
|
||
_mog_weatherEx_createBattleback.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ create Lower Layer
|
||
//==============================
|
||
var _mog_weatherEx_sprtBat_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
|
||
Spriteset_Battle.prototype.createLowerLayer = function() {
|
||
_mog_weatherEx_sprtBat_createLowerLayer.call(this);
|
||
if (!this._weatherField_2) {this.createWeatherField_2(1)};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene Map ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ snap For BattleBackground
|
||
//==============================
|
||
var _weather_ex_scMap_snapForBattleBackground = Scene_Map.prototype.snapForBattleBackground;
|
||
Scene_Map.prototype.snapForBattleBackground = function() {
|
||
if (this.needHideWeatherforSnap(0)) {this.enableWeatherEXField(false)};
|
||
_weather_ex_scMap_snapForBattleBackground.call(this);
|
||
if (this.needHideWeatherforSnap(1)) {this.enableWeatherEXField(true)};
|
||
};
|
||
|
||
//==============================
|
||
// * need Hide Weather for Snap
|
||
//==============================
|
||
Scene_Map.prototype.needHideWeatherforSnap = function(mode) {
|
||
if (!this._spriteset) {return false};
|
||
if (!this._spriteset._weatherField_1) {return false};
|
||
if (mode == 1) {return true};
|
||
if (!$gameSystem._weatherEXScnBat) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * enable Weather EX Field
|
||
//==============================
|
||
Scene_Map.prototype.enableWeatherEXField = function(enable) {
|
||
this._spriteset._weatherField_1.visible = enable;
|
||
this._spriteset._weatherField_2.visible = enable;
|
||
this._spriteset._weatherField_3.visible = enable;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Terminate
|
||
//==============================
|
||
var _mog_weatherEX_scMap_terminate = Scene_Map.prototype.terminate;
|
||
Scene_Map.prototype.terminate = function() {
|
||
if (this._spriteset && this._spriteset._weatherField_1) {this._spriteset.recordWeatherEXDataMap()};
|
||
_mog_weatherEX_scMap_terminate.call(this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Terminate
|
||
//==============================
|
||
var _mog_weatherEX_scBat_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
||
Scene_Battle.prototype.createSpriteset = function() {
|
||
_mog_weatherEX_scBat_createSpriteset.call(this);
|
||
$gameSystem._weatherSkipReLoad = true;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Terminate
|
||
//==============================
|
||
var _mog_weather_ex_scBattle_terminate = Scene_Battle.prototype.terminate;
|
||
Scene_Battle.prototype.terminate = function() {
|
||
_mog_weather_ex_scBattle_terminate.call(this);
|
||
if (this._spriteset && this._spriteset._weatherField_1) {this._spriteset.recordWeatherEXDataMap()};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ SpriteWeatherEX ■■■
|
||
//=============================================================================
|
||
function SpriteWeatherEX() {
|
||
this.initialize.apply(this, arguments);
|
||
};
|
||
|
||
SpriteWeatherEX.prototype = Object.create(Sprite.prototype);
|
||
SpriteWeatherEX.prototype.constructor = SpriteWeatherEX;
|
||
|
||
//==============================
|
||
// * Initialize
|
||
//==============================
|
||
SpriteWeatherEX.prototype.initialize = function(id) {
|
||
Sprite.prototype.initialize.call(this);
|
||
this._id = id;
|
||
this._cam = [0,0,false,0,0,0,0,0,0];
|
||
this._modePosX = 0;
|
||
this._screenRX = Graphics.width;
|
||
this._screenRY = Graphics.height;
|
||
this._camera = {};
|
||
this._camera.limitX = 0;
|
||
this._camera.limitY = 0;
|
||
this._camera.randomX = 50
|
||
this._camera.randomY = 70
|
||
this._camera.tilingX = 0;
|
||
this._camera.tilingY = 0;
|
||
this._camera.bottonPos = 0;
|
||
const gw = ((Graphics.width - 816) / 2);
|
||
const gh = ((Graphics.height - 624) / 2);
|
||
if (Imported.MOG_BattleCamera && $gameParty.inBattle()) {
|
||
this._camera.limitX = (Graphics.width / 4)
|
||
this._camera.limitY = (Graphics.height / 4);
|
||
this._camera.randomX = 120 + gw;
|
||
this._camera.randomY = -50 + gh;
|
||
this._camera.bottonPos = 150 - gh;
|
||
this._camera.tilingX = 100 - gw;
|
||
this._camera.tilingY = -gh;
|
||
}
|
||
|
||
this._screenAn = Math.floor(this._screenRX / 13);
|
||
this._speed = 0;
|
||
this._imgChecked = false;
|
||
this._imgData = [];
|
||
this._camCheck = false;
|
||
this._rot = this.data().rot;
|
||
this.loadBitmapS();
|
||
this.createSprites();
|
||
};
|
||
|
||
//==============================
|
||
// * record Weather EX Data
|
||
//==============================
|
||
SpriteWeatherEX.prototype.recordWeatherEXData = function() {
|
||
if (!$gameSystem._weatherSprites) {$gameSystem._weatherSprites = []};
|
||
$gameSystem._weatherSprites[this._id] = [];
|
||
for (var i = 0; i < this._sprites.length; i++) {
|
||
var sprite = this._sprites[i];
|
||
$gameSystem._weatherSprites[this._id][i] = {};
|
||
$gameSystem._weatherSprites[this._id][i].idS = sprite._id;
|
||
$gameSystem._weatherSprites[this._id][i].x = sprite.x;
|
||
$gameSystem._weatherSprites[this._id][i].y = sprite.x;
|
||
$gameSystem._weatherSprites[this._id][i].scaleX = sprite.scale.x;
|
||
$gameSystem._weatherSprites[this._id][i].scaleY = sprite.scale.y;
|
||
$gameSystem._weatherSprites[this._id][i].blendMode = sprite.blendMode;
|
||
$gameSystem._weatherSprites[this._id][i].anchorX = sprite.anchor.x;
|
||
$gameSystem._weatherSprites[this._id][i].anchorY = sprite.anchor.y;
|
||
$gameSystem._weatherSprites[this._id][i].rotation = sprite.rotation;
|
||
$gameSystem._weatherSprites[this._id][i].opacity = sprite.opacity;
|
||
$gameSystem._weatherSprites[this._id][i].realX = sprite._realX;
|
||
$gameSystem._weatherSprites[this._id][i].realY = sprite._realY;
|
||
$gameSystem._weatherSprites[this._id][i].sx = sprite._sx;
|
||
$gameSystem._weatherSprites[this._id][i].sy = sprite._sy;
|
||
$gameSystem._weatherSprites[this._id][i].rt = sprite._rt;
|
||
$gameSystem._weatherSprites[this._id][i].zx = sprite._zx;
|
||
$gameSystem._weatherSprites[this._id][i].zy = sprite._zy;
|
||
$gameSystem._weatherSprites[this._id][i].zx2 = sprite._zx2;
|
||
$gameSystem._weatherSprites[this._id][i].zy2 = sprite._zy2;
|
||
$gameSystem._weatherSprites[this._id][i].zp = sprite._zp;
|
||
$gameSystem._weatherSprites[this._id][i].ani = sprite._ani;
|
||
$gameSystem._weatherSprites[this._id][i].roll = sprite._roll;
|
||
$gameSystem._weatherSprites[this._id][i].frames = sprite._frames
|
||
$gameSystem._weatherSprites[this._id][i].originX = sprite.origin.x;
|
||
$gameSystem._weatherSprites[this._id][i].originY = sprite.origin.y;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Data
|
||
//==============================
|
||
SpriteWeatherEX.prototype.data = function() {
|
||
return $gameSystem._weatherEX_Data[this._id];
|
||
};
|
||
|
||
//==============================
|
||
// * pre Data
|
||
//==============================
|
||
SpriteWeatherEX.prototype.preData = function() {
|
||
return $gameSystem._weatherSprites[this._id];
|
||
};
|
||
|
||
//==============================
|
||
// * Load Bitmap S
|
||
//==============================
|
||
SpriteWeatherEX.prototype.loadBitmapS = function() {
|
||
this._image = ImageManager.loadWeather(this.data().fileName);
|
||
};
|
||
|
||
//==============================
|
||
// * Need Check Img
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needCheckImg = function() {
|
||
if (this._imgChecked) {return false};
|
||
if (this._image.width == 0) {return false};
|
||
return true
|
||
};
|
||
|
||
//==============================
|
||
// * Mode
|
||
//==============================
|
||
SpriteWeatherEX.prototype.mode = function() {
|
||
return this.data().mode;
|
||
};
|
||
|
||
//==============================
|
||
// * is Animated
|
||
//==============================
|
||
SpriteWeatherEX.prototype.isAnimated = function() {
|
||
return this.data().frames > 1;
|
||
};
|
||
|
||
//==============================
|
||
// * Clear
|
||
//==============================
|
||
SpriteWeatherEX.prototype.clear = function(id) {
|
||
for (var i = 0; i < this._sprites.length; i++) {
|
||
this.removeChild(this._sprites[i])
|
||
this._sprites[i].destroy();
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Check Img Par
|
||
//==============================
|
||
SpriteWeatherEX.prototype.checkImgPar = function() {
|
||
this._imgChecked = true;
|
||
this._imgData = [];
|
||
this._imgData[0] = this._image.width;
|
||
this._imgData[1] = this._image.height;
|
||
this._imgData[2] = this._image.width / 2;
|
||
this._imgData[3] = this._image.height / 2;
|
||
};
|
||
|
||
//==============================
|
||
// * is Tilling Weather
|
||
//==============================
|
||
SpriteWeatherEX.prototype.isTilingWeather = function() {
|
||
if (this.mode() == 32) {return true};
|
||
if (this.mode() == 33) {return true};
|
||
if (this.mode() == 34) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * Create Sprites
|
||
//==============================
|
||
SpriteWeatherEX.prototype.createSprites = function() {
|
||
this._sprites = [];
|
||
var power = this.data().mode >= 32 ? 1 : this.data().power;
|
||
for (var i = 0; i < power; i++) {
|
||
if (this.isTilingWeather()) {
|
||
this._sprites[i] = new TilingSprite(this._image);
|
||
this._sprites[i].tiling = true;
|
||
this._sprites[i].needRefreshMove = false;
|
||
this._sprites[i].move(0, 0,Graphics.width + 32,Graphics.height + 32);
|
||
this._sprites[i].x = -16 + (Graphics.width / 2);
|
||
this._sprites[i].y = -16 + (Graphics.height / 2);
|
||
} else {
|
||
this._sprites[i] = new Sprite(this._image)
|
||
};
|
||
this._sprites[i].z = i;
|
||
this.setupBase(this._sprites[i],i);
|
||
this.refreshWeather(this._sprites[i],true);
|
||
if (this.canLoadPreData(i)) {
|
||
this.loadPreData(this._sprites[i],this.preData()[i])
|
||
};
|
||
this.addChild(this._sprites[i]);
|
||
};
|
||
$gameSystem._weatherSkipReLoad = false;
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * can load pre Data
|
||
//==============================
|
||
SpriteWeatherEX.prototype.canLoadPreData = function(i) {
|
||
if ($gameSystem._weatherEX_MapId != $gameMap._mapId) {return false};
|
||
if (!$gameSystem._weatherSprites) {return false};
|
||
if (!this.preData()) {return false};
|
||
if (!this.preData()[i]) {return false};
|
||
if ($gameSystem._weatherSkipReLoad) {return false};
|
||
return true
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Base
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupBase = function(sprite,index) {
|
||
sprite._id = index;
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite.blendMode = this.data().blendMode
|
||
sprite.origin = new Point();
|
||
sprite._realX = 0;
|
||
sprite._realY = 0;
|
||
sprite._sx = 0;
|
||
sprite._sy = 0;
|
||
sprite._rt = 0;
|
||
sprite._op = 0;
|
||
sprite._zx = 0;
|
||
sprite._zy = 0;
|
||
sprite.originX = 0;
|
||
sprite.originY = 0;
|
||
sprite._zp = [1.00,1.00];
|
||
sprite._ani = [false,0,0,0,0,0,0,0,0,0,0,0];
|
||
sprite._roll = 0;
|
||
sprite._wait = this.data().wait;
|
||
sprite._frames = [0,0,0,0,0];
|
||
};
|
||
|
||
//==============================
|
||
// * loadPreData
|
||
//==============================
|
||
SpriteWeatherEX.prototype.loadPreData = function(sprite,data) {
|
||
sprite.x = data.x;
|
||
sprite.y = data.x;
|
||
sprite.scale.x = data.scaleX;
|
||
sprite.scale.y = data.scaleY;
|
||
sprite.anchor.x = data.anchorX;
|
||
sprite.anchor.y = data.anchorY;
|
||
sprite.blendMode = data.blendMode;
|
||
sprite.rotation = data.rotation;
|
||
sprite.opacity = data.opacity;
|
||
sprite._realX = data.realX;
|
||
sprite._realY = data.realY;
|
||
sprite._sx = data.sx;
|
||
sprite._sy = data.sy;
|
||
sprite._rt = data.rt;
|
||
sprite._zx = data.zx;
|
||
sprite._zy = data.zy;
|
||
sprite._zx2 = data.zx2;
|
||
sprite._zy2 = data.zy2;
|
||
sprite._zp = data.zp;
|
||
sprite._ani = data.ani;
|
||
sprite._roll = data.roll;
|
||
sprite._frames = data.frames;
|
||
sprite._id = data.idS;
|
||
sprite.origin.x = data.originX;
|
||
sprite.origin.y = data.originY;
|
||
if (this.isTilingWeather()) {this.refreshTilingPos(sprite)};
|
||
};
|
||
|
||
//==============================
|
||
// * refreshTilingPos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.refreshTilingPos = function(sprite) {
|
||
sprite.move(0, 0,Graphics.width + 32 + this._cam[7] + this._camera.limitX,Graphics.height + 32 + this._cam[8] + this._camera.limitY);
|
||
sprite.x = -16 + (Graphics.width / 2) - this._cam[0] + this._camera.limitX + this._camera.tilingX;
|
||
sprite.y = -16 + (Graphics.height / 2) - this._cam[1] + this._camera.limitY + this._camera.tilingY;
|
||
};
|
||
|
||
//==============================
|
||
// * screen Y
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenX = function() {
|
||
if (this.needFixScreen()) {return 0};
|
||
return $gameMap.displayX() * $gameMap.tileWidth();
|
||
};
|
||
|
||
//==============================
|
||
// * screen Y
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenY = function() {
|
||
if (this.needFixScreen()) {return 0};
|
||
return $gameMap.displayY() * $gameMap.tileHeight();
|
||
};
|
||
|
||
//==============================
|
||
// * need Fix Screen
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needFixScreen = function() {
|
||
if (this.needFixScreenMode()) {return true};
|
||
if ($gameParty.inBattle()) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * need Fix Screen Mode
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needFixScreenMode = function() {
|
||
if (this.mode() == 21) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * screen limit X1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenLimitX1 = function(sprite) {
|
||
return -(sprite.width + this._cam[0] + this._camera.limitX + 96 - this._cam[5]) ;
|
||
};
|
||
|
||
//==============================
|
||
// * screen limit X2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenLimitX2 = function(sprite) {
|
||
return (this._screenRX + sprite.width + this._cam[0] + this._camera.limitX + 96) - this._cam[7];
|
||
};
|
||
|
||
//==============================
|
||
// * screen limit Y1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenLimitY1 = function(sprite) {
|
||
return -(sprite.height + this._cam[1] + this._camera.limitY + 96 - this._cam[6]);
|
||
};
|
||
|
||
//==============================
|
||
// * screen limit Y2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.screenLimitY2 = function(sprite) {
|
||
return (this._screenRY + sprite.height + this._cam[1] + this._camera.limitY + 96) - this._cam[8];
|
||
};
|
||
|
||
//==============================
|
||
// * random Pos X
|
||
//==============================
|
||
SpriteWeatherEX.prototype.randomPosX = function(sprite) {
|
||
sprite._realX = -(this._cam[0] + this._camera.randomX + this._modePosX + this._camera.limitX) + (Math.randomInt(this.screenX() + this._screenRX + 50 + this._cam[0] + this._cam[3] + (this._camera.limitX * 4)));
|
||
};
|
||
|
||
//==============================
|
||
// * random Pos Y
|
||
//==============================
|
||
SpriteWeatherEX.prototype.randomPosY = function(sprite) {
|
||
sprite._realY = -(this._cam[1] + this._camera.randomY + this._modePosX + this._camera.limitY) + (Math.randomInt(this.screenY() + this._screenRY + 70 + this._cam[1] + this._cam[4] + (this._camera.limitY * 4)));
|
||
};
|
||
|
||
//==============================
|
||
// * center Pos X
|
||
//==============================
|
||
SpriteWeatherEX.prototype.centerPosX = function(sprite) {
|
||
sprite._realX = -this._cam[0] + this.screenX() + (this._screenRX / 2);
|
||
};
|
||
|
||
//==============================
|
||
// * center Pos Y
|
||
//==============================
|
||
SpriteWeatherEX.prototype.centerPosY = function(sprite) {
|
||
sprite._realY = -this._cam[1] + this.screenY() + (this._screenRY / 2);
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Left
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needRefrehLeft = function() {
|
||
return $gamePlayer._realX > $gamePlayer._x
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Right
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needRefrehRight = function() {
|
||
return $gamePlayer._realX < $gamePlayer._x
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Upper
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needRefrehUpper = function() {
|
||
return $gamePlayer._realY > $gamePlayer._y
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Bottom
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needRefrehBottom = function() {
|
||
return $gamePlayer._realY < $gamePlayer._y
|
||
};
|
||
|
||
//==============================
|
||
// * Random Refresh Left
|
||
//==============================
|
||
SpriteWeatherEX.prototype.randomRefreshLeft = function() {
|
||
return $gamePlayer._realY < $gamePlayer._y
|
||
};
|
||
|
||
//==============================
|
||
// * random Pos Y2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.randomPosY2 = function(sprite) {
|
||
sprite._realY = -this._cam[1] + Math.randomInt(this.screenY() + this._screenRY + this._cam[1]);
|
||
};
|
||
|
||
//==============================
|
||
// * upper Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.upperPos = function(sprite,range) {
|
||
var rg = this._cam[1] ? this._cam[1] : range;
|
||
this.randomPosX(sprite);
|
||
sprite._realY = -rg + this.screenY() - (this._camera.limitY / 3);
|
||
};
|
||
|
||
//==============================
|
||
// * bottom Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.bottomPos = function(sprite,range) {
|
||
var rg = this._cam[1] ? this._cam[1] : range;
|
||
this.randomPosX(sprite);
|
||
sprite._realY = -rg + this.screenY() + this._screenRY + this._camera.limitY + this._camera.bottonPos;
|
||
};
|
||
|
||
//==============================
|
||
// * bottom Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.bottomPos2 = function(sprite) {
|
||
this.randomPosX(sprite);
|
||
var sp = Math.floor(this._screenRY / 4) + this._cam[1];
|
||
var sy = (this.screenY() + this._screenRY) - sp;
|
||
sprite._realY = -this._cam[1] + sy + Math.randomInt(sp) + this._camera.limitY + this._camera.bottonPos;
|
||
};
|
||
|
||
//==============================
|
||
// * bottom Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.bottomPos3 = function(sprite) {
|
||
this.randomPosX(sprite);
|
||
var sp = Math.floor(this._screenRY / 2) + this._cam[0];
|
||
var sy = (this.screenY() + this._screenRY) - sp;
|
||
sprite._realY = -this._cam[1] + sy + Math.randomInt(sp) + this._camera.limitY + this._camera.bottonPos;
|
||
};
|
||
|
||
//==============================
|
||
// * Left Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.leftPos = function(sprite,range) {
|
||
if (!range) {range = 0};
|
||
var rg = this._cam[0] ? this._cam[0] : range;
|
||
sprite._realX = -rg + this.screenX() - this._camera.limitX;
|
||
this.randomPosY(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// * right Pos
|
||
//==============================
|
||
SpriteWeatherEX.prototype.rightPos = function(sprite,range) {
|
||
if (!range) {range = 0};
|
||
var rg = this._cam[0] ? this._cam[0] : range;
|
||
sprite._realX = -rg + this.screenX() + this._screenRX + (this._camera.limitX * 2) + (this._camera.randomX / 3);
|
||
this.randomPosY(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// * Set Pos Random
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosRandom = function(sprite) {
|
||
this.randomPosX(sprite);
|
||
this.randomPosY(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// * Set Pos Normal
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosNormal = function(sprite,range,opact) {
|
||
if (!range) {range = 0};
|
||
var pos = Math.randomInt(100,sprite);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < range) {
|
||
this.leftPos(sprite,40);
|
||
if (opact) {sprite.opacity = Math.randomInt(130) + 125};
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < range) {
|
||
this.rightPos(sprite,-40);
|
||
if (opact) {sprite.opacity = Math.randomInt(130) + 125};
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
} else if (this.needRefrehBottom()) {
|
||
if (pos < range) {
|
||
this.bottomPos(sprite,-40);
|
||
if (opact) {sprite.opacity = Math.randomInt(130) + 125};
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
} else if (this.needRefrehUpper()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
if (opact) {sprite.opacity = Math.randomInt(130) + 125};
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Post Upper
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosUpper = function(sprite,range) {
|
||
if (!range) {range = 0};
|
||
var pos = Math.randomInt(100,sprite);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.rightPos(sprite,-40);
|
||
};
|
||
} else if (this.needRefrehBottom()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.bottomPos(sprite,-40);
|
||
};
|
||
} else {
|
||
this.upperPos(sprite,40);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Post Upper
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosUpper_2 = function(sprite,range) {
|
||
if (!range) {range = 0};
|
||
var pos = Math.randomInt(100,sprite);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < range) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.rightPos(sprite,-40);
|
||
};
|
||
} else if (this.needRefrehBottom()) {
|
||
if (pos < 30) {
|
||
this.leftPos(sprite,40);
|
||
} else if (pos < 60) {
|
||
this.rightPos(sprite,40);
|
||
} else {
|
||
this.bottomPos(sprite,-40);
|
||
};
|
||
} else {
|
||
this.upperPos(sprite,40);
|
||
};
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * Set Post Left
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosLeft = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
if (this.needRefrehLeft()) {
|
||
this.leftPos(sprite,40);
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < 30) {
|
||
this.rightPos(sprite,-40);
|
||
} else {
|
||
this.leftPos(sprite,40)
|
||
};
|
||
} else if (this.needRefrehBottom()) {
|
||
if (pos < 60) {
|
||
this.bottomPos(sprite,-40);
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else {
|
||
if (pos < 60) {
|
||
this.upperPos(sprite,40);
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Post Left Upper
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosLeftUpper = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < 40) {
|
||
this.upperPos(sprite,40)
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < 30) {
|
||
this.upperPos(sprite,40);
|
||
} else if (pos < 50) {
|
||
this.leftPos(sprite,40);
|
||
} else {
|
||
this.rightPos(sprite,-40);
|
||
};
|
||
} else if (this.needRefrehBottom()) {
|
||
if (pos < 30) {
|
||
this.upperPos(sprite,40)
|
||
} else if (pos < 60) {
|
||
this.leftPos(sprite,40);
|
||
} else {
|
||
this.bottomPos(sprite,-40);
|
||
};
|
||
} else {
|
||
if (pos < 50) {
|
||
this.leftPos(sprite,40)
|
||
} else {
|
||
this.upperPos(sprite,40);
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Post Bottom
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosBottom = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < 50) {
|
||
this.bottomPos(sprite,-40)
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < 30) {
|
||
this.bottomPos(sprite,-40);
|
||
} else if (pos < 50) {
|
||
this.leftPos(sprite,40);
|
||
} else {
|
||
this.rightPos(sprite,-40);
|
||
};
|
||
} else if (this.needRefrehUpper()) {
|
||
if (pos < 50) {
|
||
this.upperPos(sprite,40)
|
||
} else {
|
||
this.bottomPos(sprite,-40);
|
||
};
|
||
} else {
|
||
if (pos < 50) {
|
||
this.leftPos(sprite,40)
|
||
} else {
|
||
this.bottomPos(sprite,-40);
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Post Bottom Right
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setPosBottomRight = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
if (this.needRefrehLeft()) {
|
||
if (pos < 50) {
|
||
this.bottomPos(sprite,-40)
|
||
} else {
|
||
this.leftPos(sprite,40);
|
||
};
|
||
} else if (this.needRefrehRight()) {
|
||
if (pos < 30) {
|
||
this.bottomPos(sprite,-60);
|
||
} else if (pos < 50) {
|
||
this.leftPos(sprite,40);
|
||
} else {
|
||
this.rightPos(sprite,-60);
|
||
};
|
||
} else if (this.needRefrehUpper()) {
|
||
if (pos < 50) {
|
||
this.upperPos(sprite,40)
|
||
} else {
|
||
this.bottomPos(sprite,-60);
|
||
};
|
||
} else {
|
||
if (pos < 50) {
|
||
this.rightPos(sprite,-60)
|
||
} else {
|
||
this.bottomPos(sprite,-60);
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Random Zoom
|
||
//==============================
|
||
SpriteWeatherEX.prototype.randomZoom = function(power,sprite,range) {
|
||
var rg = range ? range : 50
|
||
var pz = Math.randomInt(rg) * 0.01;
|
||
sprite.scale.x = (power + pz) * this.data().scale / 100;
|
||
sprite.scale.y = sprite.scale.x;
|
||
sprite._zp = [sprite.scale.x,sprite.scale.y];
|
||
};
|
||
|
||
//==============================
|
||
// * need Refresh Weather
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needRefreshWeather = function(sprite) {
|
||
if (this.needFixScreenMode()) {return false};
|
||
if (sprite.x < this.screenLimitX1(sprite)) {return true};
|
||
if (sprite.x > this.screenLimitX2(sprite)) {return true};
|
||
if (sprite.y < this.screenLimitY1(sprite)) {return true};
|
||
if (sprite.y > this.screenLimitY2(sprite)) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * need Refresh Weather
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needInitialRandomPos = function() {
|
||
if (this.mode() == 21) {return false};
|
||
if (this.mode() == 35) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Weather
|
||
//==============================
|
||
SpriteWeatherEX.prototype.refreshWeather = function(sprite,initial) {
|
||
if ($gameParty.inBattle()) {this.setCamOffset(sprite) };
|
||
switch (this.mode()) {
|
||
case 0:
|
||
this.setupWind1(sprite);
|
||
break;
|
||
case 1:
|
||
this.setupWind2(sprite);
|
||
break;
|
||
case 2:
|
||
this.setupWind3(sprite);
|
||
break;
|
||
case 3:
|
||
this.setupSpark1(sprite);
|
||
break;
|
||
case 4:
|
||
this.setupSpark2(sprite);
|
||
break;
|
||
case 5:
|
||
this.setupSpark3(sprite);
|
||
break;
|
||
case 6:
|
||
this.setupFire1(sprite);
|
||
break;
|
||
case 7:
|
||
this.setupFire2(sprite);
|
||
break;
|
||
case 8:
|
||
this.setupFire3(sprite);
|
||
break;
|
||
case 9:
|
||
this.setupSnow1(sprite);
|
||
break;
|
||
case 10:
|
||
this.setupSnow2(sprite);
|
||
break;
|
||
case 11:
|
||
this.setupSnow3(sprite);
|
||
break;
|
||
case 12:
|
||
this.setupRain1(sprite);
|
||
break;
|
||
case 13:
|
||
this.setupRain2(sprite);
|
||
break;
|
||
case 14:
|
||
this.setupRain3(sprite);
|
||
break;
|
||
case 15:
|
||
this.setupCloud1(sprite);
|
||
break;
|
||
case 16:
|
||
this.setupCloud2(sprite);
|
||
break;
|
||
case 17:
|
||
this.setupCloud3(sprite);
|
||
break;
|
||
case 18:
|
||
this.setupRandom1(sprite);
|
||
break;
|
||
case 19:
|
||
this.setupRandom2(sprite);
|
||
break;
|
||
case 20:
|
||
this.setupRandom3(sprite);
|
||
break;
|
||
case 21:
|
||
this.setupSunLight1(sprite);
|
||
break;
|
||
case 22:
|
||
this.setupFog1(sprite,initial);
|
||
break;
|
||
case 23:
|
||
this.setupFog2(sprite,initial);
|
||
break;
|
||
case 24:
|
||
this.setupFog3(sprite,initial);
|
||
break;
|
||
case 25:
|
||
this.setupStar1(sprite,initial);
|
||
break;
|
||
case 26:
|
||
this.setupStar2(sprite,initial);
|
||
break;
|
||
case 27:
|
||
this.setupShinning(sprite,initial);
|
||
break;
|
||
case 28:
|
||
this.setupBounce(sprite,initial);
|
||
break;
|
||
case 29:
|
||
this.setupSpark4(sprite,initial);
|
||
break;
|
||
case 30:
|
||
this.setupBubble(sprite,initial);
|
||
break;
|
||
case 31:
|
||
this.setupStandStill(sprite,initial);
|
||
break;
|
||
case 32:
|
||
this.setupFogXP1(sprite,initial);
|
||
break;
|
||
case 33:
|
||
this.setupFogXP2(sprite,initial);
|
||
break;
|
||
case 34:
|
||
this.setupParallax1(sprite,initial);
|
||
break;
|
||
case 35:
|
||
this.setupParallax2(sprite,initial);
|
||
break;
|
||
default:
|
||
this.setupRandom3(sprite);
|
||
break;
|
||
|
||
};
|
||
if (initial) {
|
||
sprite._ani[6] = 5;
|
||
if (this.needInitialRandomPos()) {this.setPosRandom(sprite)};
|
||
this.updateEffects(sprite)
|
||
} else {
|
||
if (sprite._ani[6] > 0) {sprite._ani[7] = Math.randomInt(120)};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * set Cam Offset
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setCamOffset = function(sprite) {
|
||
var x = Graphics.width / 3;
|
||
var x2 = Graphics.width / 3;
|
||
var y = Graphics.height / 3;
|
||
var y2 = Graphics.height / 2;
|
||
this._cam = [x,y,false,0,0,0,0,x2,y2];
|
||
if (this.isTilingWeather()) {this.refreshTilingPos(sprite)};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Effects
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateEffects = function(sprite) {
|
||
switch (this.mode()) {
|
||
case 0:
|
||
this.updateWind(sprite);
|
||
break;
|
||
case 1:
|
||
this.updateWind(sprite);
|
||
break;
|
||
case 2:
|
||
this.updateWind3(sprite);
|
||
break;
|
||
case 3:
|
||
this.updateSpark(sprite);
|
||
break;
|
||
case 4:
|
||
this.updateSpark2(sprite);
|
||
break;
|
||
case 5:
|
||
this.updateSpark3(sprite);
|
||
break;
|
||
case 6:
|
||
this.updateFire(sprite);
|
||
break;
|
||
case 7:
|
||
this.updateFire(sprite);
|
||
break;
|
||
case 8:
|
||
this.updateFire3(sprite);
|
||
break;
|
||
case 9:
|
||
this.updateSnow(sprite);
|
||
break;
|
||
case 10:
|
||
this.updateSnow(sprite);
|
||
break;
|
||
case 11:
|
||
this.updateSnow3(sprite);
|
||
break;
|
||
case 12:
|
||
this.updateRain1(sprite);
|
||
break;
|
||
case 13:
|
||
this.updateRain2(sprite);
|
||
break;
|
||
case 14:
|
||
this.updateRain3(sprite);
|
||
break;
|
||
case 15:
|
||
this.updateCloud1(sprite);
|
||
break;
|
||
case 16:
|
||
this.updateCloud2(sprite);
|
||
break;
|
||
case 17:
|
||
this.updateCloud3(sprite);
|
||
break;
|
||
case 18:
|
||
this.updateRandom1(sprite);
|
||
break;
|
||
case 19:
|
||
this.updateRandom2(sprite);
|
||
break;
|
||
case 20:
|
||
this.updateRandom3(sprite);
|
||
break;
|
||
case 21:
|
||
this.updateSunLight(sprite);
|
||
break;
|
||
case 22:
|
||
this.updateFog1(sprite);
|
||
break;
|
||
case 23:
|
||
this.updateFog1(sprite);
|
||
break;
|
||
case 24:
|
||
this.updateFog1(sprite);
|
||
break;
|
||
case 25:
|
||
this.updateStar1(sprite);
|
||
break;
|
||
case 26:
|
||
this.updateStar2(sprite);
|
||
break;
|
||
case 27:
|
||
this.updateShinning(sprite);
|
||
break;
|
||
case 28:
|
||
this.updateBounce(sprite);
|
||
break;
|
||
case 29:
|
||
this.updateSpark4(sprite);
|
||
break;
|
||
case 30:
|
||
this.updateBubble(sprite);
|
||
break;
|
||
case 31:
|
||
this.updateStandStill(sprite);
|
||
break;
|
||
case 32:
|
||
this.updateScroll(sprite);
|
||
break;
|
||
case 33:
|
||
this.updateScroll(sprite);
|
||
break;
|
||
case 34:
|
||
this.updateParallax1(sprite);
|
||
break;
|
||
case 35:
|
||
this.updateParallax2(sprite);
|
||
break;
|
||
default:
|
||
this.updateRandom1(sprite);
|
||
break;
|
||
};
|
||
sprite._wait = this.data().wait;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Bounce
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupBounce = function(sprite,initial) {
|
||
this.setPosNormal(sprite,40);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._ani[1] = -90 - Math.randomInt(90) ;
|
||
sprite._ani[2] = 0;
|
||
sprite._ani[3] = (Math.randomInt(90) + 60) * this.speed() / 100;
|
||
sprite._ani[5] = 0;
|
||
sprite._ani[6] = 0;
|
||
sprite._zx = 2
|
||
if (initial || sprite.opacity > 0) {
|
||
var rd = Math.randomInt(100)
|
||
if (rd > 60) {
|
||
sprite._ani[1] = -(Math.randomInt(100) + 20);
|
||
sprite._ani[3] = (Math.randomInt(80))
|
||
sprite.opacity = Math.randomInt(150) + 50;
|
||
};
|
||
} else {
|
||
sprite.opacity = 0;
|
||
};
|
||
var rg = Math.randomInt(96) - 48;
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Bounce
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateBounce = function(sprite) {
|
||
sprite._ani[3]--;
|
||
if (sprite._ani[3] <= 0) {
|
||
sprite.opacity -= 3;
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
} else {
|
||
sprite.opacity += 15;
|
||
};
|
||
sprite._ani[2] += 0.5;
|
||
sprite._ani[1] += sprite._ani[2];
|
||
if (sprite._ani[1] >= 0) {
|
||
sprite._ani[1] = 0;
|
||
sprite._ani[2] *= -0.6;
|
||
};
|
||
sprite.x = sprite._realX - this.screenX();
|
||
sprite.y = sprite._realY + Math.round(sprite._ani[1]) - this.screenY();
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Wind 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupWind1 = function(sprite) {
|
||
this.setPosLeftUpper(sprite);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
sprite._rt = Math.random() * 0.1;
|
||
sprite.opacity = 0;
|
||
sprite._sx = (this._speed + 1.5 + Math.random() * 3);
|
||
sprite._sy = (this._speed + 1.0 + Math.random() * 3);
|
||
sprite._roll = Math.randomInt(60);
|
||
|
||
};
|
||
|
||
//==============================
|
||
// * Update Wind
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateWind = function(sprite) {
|
||
this.updateRollEffect(sprite);
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Wind
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupWind2 = function(sprite) {
|
||
this.setPosLeft(sprite);
|
||
sprite.anchor.x = -1;
|
||
sprite.anchor.y = -1;
|
||
sprite._rt = Math.random() * 0.1;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sx = (this._speed + 2.5 + Math.random() * 3);
|
||
sprite._roll = Math.randomInt(60);
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Wind
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupWind3 = function(sprite) {
|
||
this.setPosRandom(sprite);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite.anchor.x = -1;
|
||
sprite.anchor.y = -1;
|
||
sprite._rt = Math.random() * 0.1;
|
||
sprite._sx = (this._speed + 2 + Math.random() * 3);
|
||
sprite._sy = -1
|
||
sprite._zx = 0.01 + Math.randomInt(2) * 0.01;
|
||
sprite._zy = sprite._zx;
|
||
sprite._roll = Math.randomInt(60);
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * Update Wind
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateWind = function(sprite) {
|
||
this.updateRollEffect(sprite);
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Wind 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateWind3 = function(sprite) {
|
||
this.updateScale(sprite);
|
||
if (sprite.scale.x < 3.0) {
|
||
sprite.opacity += 25;
|
||
} else {
|
||
sprite.opacity -= 3;
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
};
|
||
sprite.scale.y = sprite.scale.x;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Spark 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSpark1 = function(sprite) {
|
||
this.setPosBottom(sprite);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
sprite._rt = Math.random() * 0.1;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sy = -(this._speed + 1.0 + Math.random() * 3);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Spark
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSpark = function(sprite) {
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Spark 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSpark2 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.10,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
|
||
sprite._zy = this._zx;
|
||
sprite._sy = -(this._speed + 0.5 + Math.random() * 1);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Spark 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSpark2 = function(sprite) {
|
||
if (sprite.scale.x < 0.8) {
|
||
this.updateScale(sprite);
|
||
sprite.opacity += 25;
|
||
} else {
|
||
sprite.opacity -= 10;
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)};
|
||
};
|
||
sprite.scale.y = sprite.scale.x;
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * Setup Spark3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSpark3 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite._ani[0] = false;
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
sprite.opacity = 0;
|
||
this.refreshFireFly(sprite)
|
||
sprite._ani[2] = sprite._ani[1] * 2;
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Fire Fly
|
||
//==============================
|
||
SpriteWeatherEX.prototype.refreshFireFly = function(sprite) {
|
||
sprite._ani[1] = Math.randomInt(60,sprite) + 60;
|
||
var dir = Math.randomInt(2);
|
||
var dir2 = (this._speed + 0.1 + Math.random() * 0.1);
|
||
var dir3 = (this._speed + 0.1 + Math.random() * 0.1);
|
||
sprite._sx = dir === 0 ? dir2 : -dir2;
|
||
sprite._sy = dir === 0 ? dir3 : -dir3;
|
||
sprite._rt = dir === 0 ? (Math.random() * 0.05) : -(Math.random() * 0.05);
|
||
sprite._ani[1] = Math.randomInt(60) + 90;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Spark 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSpark3 = function(sprite) {
|
||
sprite._ani[1]--;
|
||
sprite._ani[2]--;
|
||
if (sprite._ani[1] <= 0) {this.refreshFireFly(sprite)};
|
||
if (sprite._ani[2] < 0) {
|
||
sprite.opacity -= 10;
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
} else {
|
||
sprite.opacity += 5;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Spark 4
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSpark4 = function(sprite,initial) {
|
||
this.setPosBottomRight(sprite);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0;
|
||
this.randomZoom(0.20,sprite,150);
|
||
var rg = Math.randomInt(360);
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
sprite.opacity = Math.randomInt(255);
|
||
sprite._ani[1] = -((sprite.scale.x * 2) + (Math.randomInt(10) * 0.01)) / 3;
|
||
sprite._ani[2] = -((sprite.scale.y * 3) + (Math.randomInt(10) * 0.01)) / 3;
|
||
if (sprite._ani[2] < -0.3) { sprite._ani[2] = -0.3};
|
||
sprite._ani[3] = 9999//sprite.scale.x > 0.60 ? Math.randomInt(320) + 400 : 1200;
|
||
sprite._ani[4] = Math.randomInt(90) + 30;
|
||
sprite._ani[5] = 0.01;
|
||
var rd = Math.randomInt(100);
|
||
sprite._ani[8] = rd < 35 ? 0 : 1;
|
||
sprite._ani[9] = sprite._ani[2];
|
||
sprite._ani[10] = 0;
|
||
sprite._ani[11] = 0;
|
||
sprite._sx = sprite._ani[1];
|
||
sprite._sy = sprite._ani[2];
|
||
};
|
||
|
||
//==============================
|
||
// * Update Spark
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSpark4 = function(sprite) {
|
||
if (sprite._ani[11] == 0) {
|
||
sprite.opacity += 3;
|
||
if (sprite.opacity >= 255) {
|
||
sprite._ani[11] = 1;
|
||
};
|
||
} else {
|
||
sprite.opacity -= 3;
|
||
if (sprite.opacity <= 65) {
|
||
sprite._ani[11] = 0;
|
||
};
|
||
};
|
||
sprite._sx = sprite._ani[1];
|
||
sprite._sy = sprite._ani[2];
|
||
if (sprite._ani[4] > 0 || sprite._ani[8]) {
|
||
sprite._ani[4]--;
|
||
return
|
||
};
|
||
if (sprite._ani[10] == 0) {
|
||
sprite._ani[2] += sprite._ani[5];
|
||
if (sprite._ani[2] >= 0.2) {
|
||
sprite._ani[2] = 0.2;
|
||
sprite._ani[10] = 1;
|
||
};
|
||
} else {
|
||
sprite._ani[2] -= sprite._ani[5];
|
||
if (sprite._ani[2] <= sprite._ani[9]) {
|
||
sprite._ani[2] = sprite._ani[9];
|
||
sprite._ani[10] = 0;
|
||
sprite._ani[4] = Math.randomInt(90) + 30;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Bubble
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupBubble = function(sprite,initial) {
|
||
this.setPosNormal(sprite,40);
|
||
this.randomZoom(0.80,sprite);
|
||
sprite.opacity = 0;
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._zx = 0;
|
||
sprite._zy = 0
|
||
sprite._ani[1] = 0;
|
||
sprite._ani[2] = Math.randomInt(5) + 20;
|
||
sprite._ani[3] = (Math.randomInt(70) * 0.01) + 0.1;
|
||
var rg = Math.randomInt(96) - 48;
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Bubble
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateBubble = function(sprite) {
|
||
this.updateScale(sprite);
|
||
sprite._ani[2]--;
|
||
if (sprite._ani[1] == 0) {
|
||
sprite._sy = -sprite._ani[3] * 4;
|
||
sprite.opacity += 15;
|
||
if (sprite._ani[2] <= 0) {
|
||
sprite._ani[1] = 1;
|
||
sprite._ani[2] = (Math.randomInt(180) + 180) * this.speed() / 100;
|
||
};
|
||
} else if (sprite._ani[1] == 1) {
|
||
sprite._sy = -sprite._ani[3];
|
||
sprite.opacity += 15;
|
||
if (sprite._ani[2] <= 0) {
|
||
sprite._ani[1] = 2;
|
||
sprite._zx = +(0.01 + Math.randomInt(1) * 0.01);
|
||
sprite._zy = sprite._zx;
|
||
}
|
||
} else {
|
||
sprite.opacity -= 2;
|
||
if (sprite.opacity <= 0) {
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)};
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fire 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFire1 = function(sprite) {
|
||
var pos = Math.randomInt(100,sprite);
|
||
if (pos < 50) {
|
||
this.bottomPos(sprite,30);
|
||
sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
|
||
} else {
|
||
this.upperPos(sprite,30);
|
||
sprite._sy = (this._speed + 1.5 + Math.random() * 1);
|
||
};
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
|
||
sprite._zy = sprite._zx;
|
||
var dir = Math.randomInt(2,sprite);
|
||
sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Fire
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateFire = function(sprite) {
|
||
if (sprite.scale.x < 1.0) {
|
||
this.updateScale(sprite);
|
||
sprite.opacity += 25;
|
||
} else {
|
||
sprite.opacity -= 15
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
};
|
||
sprite.scale.y = sprite.scale.x;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fire 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFire2 = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
this.bottomPos2(sprite);
|
||
sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
|
||
sprite._zy = sprite._zx;
|
||
var dir = Math.randomInt(2);
|
||
sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1)
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fire 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFire3 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
this.randomZoom(0.10,sprite);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite.opacity = 0;
|
||
sprite._zx = (0.1 + Math.randomInt(2) * 0.1);
|
||
sprite._zy = sprite._zx;
|
||
sprite._ani[1] = Math.randomInt(30);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Fire 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateFire3 = function(sprite) {
|
||
sprite._ani[1]--;
|
||
if (sprite._ani[1] > 0) {return};
|
||
this.updateScale(sprite);
|
||
if (sprite.scale.x > 2.0) {
|
||
sprite.opacity -= 5;
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
} else {
|
||
sprite.opacity += 25;
|
||
}
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Snow 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSnow1 = function(sprite) {
|
||
this.setPosUpper(sprite,40);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
sprite._rt = Math.random() * 0.05;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sy = (this._speed + 1.5 + Math.random() * 2);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Snow
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSnow = function(sprite) {
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Snow 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSnow2 = function(sprite) {
|
||
this.setPosUpper_2(sprite,10);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sy = (this._speed + 2 + Math.random() * 3);
|
||
var dir = Math.randomInt(2);
|
||
var dir2 = (this._speed + 2 + Math.random() * 3);
|
||
sprite._sx = dir === 0 ? dir2 : -dir2;
|
||
sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1)
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Snow 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSnow3 = function(sprite) {
|
||
if ($gamePlayer.isMoving()) {
|
||
this.setPosUpper(sprite);
|
||
} else {
|
||
this.setPosRandom(sprite);
|
||
};
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._rt = Math.random() * 0.01;
|
||
this.randomZoom(1.50,sprite);
|
||
sprite._ani[1] = sprite.scale.x;
|
||
this.randomZoom(0.01,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = (0.05 + Math.randomInt(1) * 0.01);
|
||
sprite._zy = sprite._zx;
|
||
sprite._sy = (this._speed + 1.5 + Math.random() * 2);
|
||
sprite._ani[2] = sprite._sy;
|
||
sprite._sy = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Snow 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSnow3 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
if (sprite.scale.x < sprite._ani[1]) {
|
||
this.updateScale(sprite);
|
||
} else {
|
||
sprite._sy = sprite._ani[2];
|
||
}
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Rain 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRain1 = function(sprite) {
|
||
this.setPosUpper(sprite,50);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sy = (this._speed + 5 + Math.random() * 3);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Rain
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRain1 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Rain 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRain2 = function(sprite) {
|
||
this.randomPosX(sprite);
|
||
this.randomPosY(sprite);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = 0.2;
|
||
sprite._zy = sprite._zx;
|
||
sprite._sy = (this._speed + 5 + Math.random() * 3);
|
||
sprite._ani[1] = Math.randomInt(30);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Rain 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRain2 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
sprite._ani[1]--;
|
||
if (sprite._ani[1] <= 0) {
|
||
this.updateScale(sprite);
|
||
sprite._sy = 0;
|
||
sprite.opacity -= 75
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Rain 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRain3 = function(sprite) {
|
||
var pos = Math.randomInt(100);
|
||
if (pos < 50) {
|
||
this.upperPos(sprite);
|
||
} else {
|
||
this.randomPosX(sprite);
|
||
this.randomPosY(sprite);
|
||
};
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite._ani[1] = sprite.scale.x;
|
||
this.randomZoom(5.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sx = (this._speed + 3 + Math.random() * 3);
|
||
sprite._sy = (this._speed + 6 + Math.random() * 4);
|
||
sprite._zx = -(0.1 + Math.randomInt(1) * 0.05);
|
||
sprite._zy = sprite._zx;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Rain 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRain3 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
this.updateScale(sprite);
|
||
if (sprite.scale.x <= 0.10) {this.refreshWeather(sprite)}
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Cloud 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupCloud1 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._sx = (this._speed + 1 + Math.random() * 2);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Cloud 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateCloud1 = function(sprite) {
|
||
sprite.opacity += 5;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Cloud 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupCloud2 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.10,sprite);
|
||
sprite.opacity = 0;
|
||
sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
|
||
sprite._zy = sprite._zx;
|
||
sprite._sy = (this._speed + 1.5 + Math.random() * 2.5);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Cloud 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateCloud2 = function(sprite) {
|
||
this.updateScale(sprite);
|
||
if (sprite.scale.x < 1.5) {
|
||
sprite.opacity += 5;
|
||
} else {
|
||
sprite.opacity -= 5
|
||
if (sprite.opacity === 0) {this.refreshWeather(sprite)}
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Cloud 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupCloud3 = function(sprite) {
|
||
var dir = Math.randomInt(3);
|
||
sprite._ani[1] = dir;
|
||
if (dir === 0) {
|
||
this.leftPos(sprite,30);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite._ani[0] = false;
|
||
sprite._sx = (this._speed + 5 + Math.random() * 5);
|
||
} else if (dir === 1) {
|
||
this.leftPos(sprite,30);
|
||
this.randomZoom(1.00,sprite);
|
||
sprite._ani[0] = false;
|
||
sprite._sx = (this._speed + 10 + Math.random() * 5);
|
||
} else {
|
||
this.leftPos(sprite,30);
|
||
this.randomZoom(1.50,sprite);
|
||
sprite._ani[0] = true;
|
||
sprite._sx = (this._speed + 15 + Math.random() * 5);
|
||
};
|
||
sprite._zx = -(0.02 + Math.randomInt(1) * 0.01);
|
||
sprite._zy = sprite._zx;
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite.opacity = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Cloud 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateCloud3 = function(sprite) {
|
||
sprite.opacity += 25
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Random
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRandom1 = function(sprite) {
|
||
this.setPosNormal(sprite,20);
|
||
var dir = Math.randomInt(2);
|
||
var sx = (this._speed + 5 + Math.random() * 3);
|
||
this._sx = dir === 0 ? sx : -sx;
|
||
var dir = Math.randomInt(2);
|
||
var sy = (this._speed + 5 + Math.random() * 3);
|
||
sprite._sy = dir === 0 ? sy : -sy;
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite.opacity = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Random
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRandom1 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Random 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRandom2 = function(sprite) {
|
||
var dir = Math.randomInt(2);
|
||
if (dir === 0) {
|
||
sprite._sx = (this._speed + 5 + Math.random() * 3);
|
||
sprite._sy = -(this._speed + 1 + Math.random() * 3);
|
||
} else {
|
||
sprite._sx = -(this._speed + 5 + Math.random() * 3);
|
||
sprite._sy = (this._speed + 1 + Math.random() * 3);
|
||
};
|
||
this.randomZoom(0.50,sprite);
|
||
this.setPosNormal(sprite,20);
|
||
sprite.anchor.x = -1;
|
||
sprite.anchor.y = 1;
|
||
sprite._rt = Math.randomInt(10) * 0.01;
|
||
sprite._zx = 0.02 + Math.randomInt(1) * 0.02;
|
||
sprite._zy = sprite._zx;
|
||
sprite.opacity = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Random 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRandom2 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
this.updateScale(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Random 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupRandom3 = function(sprite) {
|
||
var dir = Math.randomInt(2);
|
||
if (dir === 0) {
|
||
this.leftPos(sprite,30);
|
||
this.randomZoom(0.50,sprite);
|
||
sprite._sx = (this._speed + 4 + Math.random() * 3);
|
||
sprite._sy = -(this._speed + 0.1 + Math.random() * 0.5);
|
||
} else {
|
||
this.rightPos(sprite,30);
|
||
this.randomZoom(1.50,sprite);
|
||
sprite._sx = -(this._speed + 5 + Math.random() * 3);
|
||
sprite._sy = (this._speed + 1 + Math.random() * 3);
|
||
};
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite.opacity = 0;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Random3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRandom3 = function(sprite) {
|
||
sprite.opacity += 25
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fog 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFog1 = function(sprite,initial) {
|
||
sprite.opacity = 0;
|
||
var dir = Math.randomInt(100);
|
||
if (dir < 80) {
|
||
this.setPosNormal(sprite,20,true);
|
||
} else {
|
||
this.setPosLeft(sprite,20);
|
||
};
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 1;
|
||
this.randomZoom(0.50,sprite);
|
||
var spd = (0.5 + Math.random() * 0.8)
|
||
var dir = Math.randomInt(2)
|
||
sprite._sx = dir == 0 ? spd : -spd;
|
||
sprite._ani[1] = Math.randomInt(10) + 10;
|
||
sprite._ani[2] = Math.randomInt(2) + 2;
|
||
sprite._ani[3] = 0;
|
||
sprite._ani[4] = 5;
|
||
sprite._ani[5] = Math.randomInt(2) + 1;
|
||
sprite._rt = 0;
|
||
if (dir === 0) {
|
||
sprite._zx = 0.004;
|
||
sprite._zy = 0.003;
|
||
} else {
|
||
sprite.scale.x = -sprite.scale.x
|
||
sprite._zx = -0.004;
|
||
sprite._zy = 0.003;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fog 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFog2 = function(sprite,initial) {
|
||
sprite.opacity = 0;
|
||
this.setPosNormal(sprite,20,true);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 1;
|
||
this.randomZoom(0.80,sprite,20);
|
||
var rg = Math.randomInt(16) - 8;
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
sprite._sx = 0;
|
||
sprite._ani[1] = Math.randomInt(120) + 10;
|
||
sprite._ani[2] = Math.randomInt(2) + 2;
|
||
sprite._ani[3] = 0;
|
||
sprite._ani[4] = 50;
|
||
sprite._ani[5] = 2;
|
||
sprite._ani[7] = Math.randomInt(100) * 0.0001;
|
||
sprite._rt = 0;
|
||
sprite._zx = 0.012 + Math.randomInt(100) * 0.0001;
|
||
sprite._zy = 0.012 + Math.randomInt(100) * 0.0001;
|
||
if (sprite.opacity > 0) {
|
||
sprite._ani[1] = 0;
|
||
} else if (initial) {
|
||
var rd = Math.randomInt(100)
|
||
if (rd > 60) {
|
||
sprite._ani[1] = 0 ;
|
||
sprite.opacity = Math.randomInt(150) + 50;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fog 3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFog3 = function(sprite,initial) {
|
||
this.setPosNormal(sprite,20,true);
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0.5;
|
||
this.randomZoom(0.50,sprite);
|
||
sprite.opacity = 0;
|
||
var rg = Math.randomInt(16) - 8;
|
||
sprite.rotation = 0;
|
||
sprite._sx = (0.5 + Math.random() * 0.8);;
|
||
sprite._ani[1] = Math.randomInt(80) + 10;
|
||
sprite._ani[2] = Math.randomInt(2) + 2;
|
||
sprite._ani[3] = 0;
|
||
sprite._ani[4] = 50;
|
||
sprite._ani[5] = 10;
|
||
sprite._rt = 0;
|
||
sprite._zx = 0.1;
|
||
sprite._zy = -0.04;
|
||
sprite.scale.x = 1.00;
|
||
sprite.scale.y = sprite.scale.x;
|
||
if (initial) {
|
||
var rd = Math.randomInt(100)
|
||
if (rd > 60) {
|
||
sprite._ani[1] = 0 ;
|
||
sprite.opacity = Math.randomInt(150) + 50;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Fog 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateFog1 = function(sprite) {
|
||
if (sprite._ani[1] > 0) {
|
||
sprite._ani[1]--;
|
||
return;
|
||
};
|
||
if (sprite._ani[3] == 0) {
|
||
sprite.opacity += sprite._ani[4];
|
||
if (sprite.opacity >= 255) {sprite._ani[3] = 1};
|
||
} else if (sprite._ani[3] == 1) {
|
||
sprite._ani[1]--;
|
||
if (sprite._ani[1] <= 0) {sprite._ani[3] = 2};
|
||
} else {
|
||
sprite.opacity -= sprite._ani[5];
|
||
this.updateScale(sprite);
|
||
if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fog XP 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFogXP1 = function(sprite,initial) {
|
||
sprite._ani[1] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
|
||
sprite._ani[2] = 0;
|
||
sprite._sy = Math.randomInt(100);
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Fog XP 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupFogXP2 = function(sprite,initial) {
|
||
sprite._ani[1] = 0;
|
||
sprite._ani[2] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
|
||
sprite._sy = Math.randomInt(100);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Fog 5
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateScroll = function(sprite) {
|
||
sprite._sx -= sprite._ani[1];
|
||
sprite._sy -= sprite._ani[2];
|
||
sprite.origin.x = $gameMap.displayX() * $gameMap.tileWidth() + sprite._sx;
|
||
sprite.origin.y = $gameMap.displayY() * $gameMap.tileHeight() + sprite._sy;
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Parallax 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupParallax1 = function(sprite,initial) {
|
||
sprite._sx = 1 * this.speed() / 100;
|
||
sprite._sy = 1 * this.speed() / 100;
|
||
sprite.move(0, 0,Graphics.width + 32,Graphics.height + 32);
|
||
sprite.x = -16 +(Graphics.width / 2);
|
||
sprite.y = -16 + (Graphics.height / 2);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Parallax 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateParallax1 = function(sprite) {
|
||
sprite.origin.x = this._imgData[2] + (this.screenX() / sprite._sx);
|
||
sprite.origin.y = this._imgData[3] + (this.screenY() / sprite._sy);
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Parallax 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupParallax2 = function(sprite,initial) {
|
||
sprite.anchor.x = 0.0;
|
||
sprite.anchor.y = 0.0;
|
||
sprite._realX = 0;
|
||
sprite._realY = 0;
|
||
sprite._sx = 1 * this.speed() / 100;
|
||
sprite._sy = 1 * this.speed() / 100;
|
||
sprite.opacity = 255;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Parallax 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateParallax2 = function(sprite) {
|
||
sprite.x = sprite._realX - (this.screenX() / sprite._sx);
|
||
sprite.y = sprite._realY - (this.screenY() / sprite._sy);
|
||
};
|
||
|
||
//==============================
|
||
// * Setup SunLight 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupSunLight1 = function(sprite) {
|
||
this._modePosX = 90;
|
||
this.randomZoom(0.50,sprite,50);
|
||
var pos = Math.randomInt(100);
|
||
if (pos < 50) {
|
||
this.leftPos(sprite,96);
|
||
} else {
|
||
this.randomPosX(sprite);
|
||
sprite._realY = - (128 + this._camera.limitY + this._camera.randomY);
|
||
};
|
||
sprite.anchor.x = 0;
|
||
sprite.anchor.y = 0;
|
||
var rg = Math.randomInt(2) + 44
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
sprite.opacity = 0;
|
||
sprite._ani[1] = Math.randomInt(120) + 10;
|
||
sprite._ani[2] = Math.randomInt(2) + 2;
|
||
sprite._ani[3] = 0;
|
||
sprite._ani[4] = 0;
|
||
sprite._ani[5] = 0;
|
||
sprite._ani[9] = sprite._realX;
|
||
sprite._ani[10] = sprite._realY;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Sun Light
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSunLight = function(sprite) {
|
||
if (sprite._ani[1] > 0) {
|
||
sprite._ani[1]--;
|
||
return;
|
||
};
|
||
sprite._ani[5]++;
|
||
if (sprite._ani[5] > 15) {
|
||
sprite._ani[5] = 0;
|
||
sprite._realX = sprite._ani[9] + Math.randomInt(2) - 1
|
||
}
|
||
if (sprite._ani[3] === 0) {
|
||
sprite.opacity += sprite._ani[2];
|
||
if (sprite.opacity >= 255) {
|
||
sprite._ani[3] = 1;
|
||
sprite._ani[4] = (Math.randomInt(180) + 120) * this.speed() / 100;
|
||
};
|
||
} else if (sprite._ani[3] === 1) {
|
||
sprite._ani[4]--;
|
||
if (sprite._ani[4] <= 0) {sprite._ani[3] = 2};
|
||
} else if (sprite._ani[3] === 2) {
|
||
sprite.opacity -= sprite._ani[2];
|
||
if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Star 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupStar1 = function(sprite) {
|
||
this.setPosLeftUpper(sprite);
|
||
this.randomZoom(0.20,sprite,80);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._ani[1] = Math.randomInt(2);
|
||
sprite.opacity = Math.randomInt(150) + 100;
|
||
sprite._sx = (sprite.scale.x * 3);
|
||
sprite._sy = (sprite.scale.y * 3);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Star 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateStar1 = function(sprite) {
|
||
if (sprite._ani[1] == 0) {
|
||
sprite.opacity -= 15;
|
||
if (sprite.opacity < 125) {sprite._ani[1] = 1};
|
||
} else {
|
||
sprite.opacity += 15;
|
||
if (sprite.opacity >= 255) {sprite._ani[1] = 0};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Star 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupStar2 = function(sprite) {
|
||
this.setPosLeftUpper(sprite);
|
||
this.randomZoom(0.20,sprite,80);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._ani[1] = Math.randomInt(2);
|
||
sprite.opacity = Math.randomInt(150) + 100;
|
||
sprite._sx = (sprite.scale.x * 3);
|
||
sprite._sy = (sprite.scale.y * 3);
|
||
sprite._rt = Math.random() * 0.1;
|
||
};
|
||
|
||
//==============================
|
||
// * Setut Shinning
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupShinning = function(sprite,initial) {
|
||
this.setPosNormal(sprite,40,true);
|
||
this.randomZoom(0.10,sprite,90);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
sprite._ani[0] = false
|
||
sprite._ani[1] = Math.randomInt(2);
|
||
sprite._ani[4] = Math.randomInt(60)
|
||
if (sprite.opacity > 0 && !initial){
|
||
sprite._ani[4] = Math.randomInt(20)}
|
||
else {
|
||
if (initial) {
|
||
sprite.opacity = 0;
|
||
} else {
|
||
sprite.opacity = Math.randomInt(50);
|
||
};
|
||
};
|
||
sprite._ani[3] = (Math.randomInt(180) + 30) * this.speed() / 100;
|
||
var rg = Math.randomInt(360);
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Star 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateShinning = function(sprite) {
|
||
if (sprite._ani[4] > 0) {
|
||
sprite._ani[4]--;
|
||
sprite.visible = false;
|
||
return
|
||
};
|
||
sprite.visible = true;
|
||
if (!sprite._ani[0]) {
|
||
sprite.opacity += 4;
|
||
if (sprite.opacity >= 255) {sprite._ani[0] = true};
|
||
} else {
|
||
if (sprite._ani[3] > 0) {
|
||
sprite._ani[3]--;
|
||
if (sprite._ani[1] == 0) {
|
||
sprite.opacity -= 15;
|
||
if (sprite.opacity < 125) {sprite._ani[1] = 1};
|
||
} else {
|
||
sprite.opacity += 15;
|
||
if (sprite.opacity >= 255) {sprite._ani[1] = 0};
|
||
};
|
||
} else {
|
||
sprite.opacity -= 4;
|
||
if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
|
||
};
|
||
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Setup Shinning
|
||
//==============================
|
||
SpriteWeatherEX.prototype.setupStandStill = function(sprite,initial) {
|
||
this.setPosNormal(sprite,40,true);
|
||
this.randomZoom(0.40,sprite,80);
|
||
sprite.anchor.x = 0.5;
|
||
sprite.anchor.y = 0.5;
|
||
if (initial) {
|
||
sprite.opacity = Math.randomInt(100) + 155;
|
||
} else {
|
||
sprite.opacity = 0;
|
||
}
|
||
sprite._ani[2] = (sprite.scale.x * 4);
|
||
var rg = Math.randomInt(360);
|
||
sprite.rotation = (rg * Math.PI / 180);
|
||
sprite._sx = (sprite.scale.x * 3);
|
||
sprite._sy = (sprite.scale.y * 3);
|
||
if (this.speed() != 100) {
|
||
sprite._zx = (sprite._sx / 4) * this.speed() / 100
|
||
sprite._zy = (sprite._sy / 4) * this.speed() / 100;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Star 1
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateStandStill = function(sprite) {
|
||
sprite.opacity += 10;
|
||
sprite._realX += sprite._zx;
|
||
sprite._realY += sprite._zy;
|
||
sprite.x = sprite._realX - this.screenX() / sprite._ani[2];
|
||
sprite.y = sprite._realY - this.screenY() / sprite._ani[2];
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * Update Star 2
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateStar2 = function(sprite) {
|
||
sprite.opacity += 25;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Random3
|
||
//==============================
|
||
SpriteWeatherEX.prototype.speed = function() {
|
||
return this.data().speed;
|
||
};
|
||
|
||
//==============================
|
||
// * need Update Position
|
||
//==============================
|
||
SpriteWeatherEX.prototype.needUpdatePosition = function() {
|
||
if (this.mode() === 28) {return false};
|
||
if (this.mode() === 31) {return false};
|
||
if (this.mode() === 32) {return false};
|
||
if (this.mode() === 33) {return false};
|
||
if (this.mode() === 34) {return false};
|
||
if (this.mode() === 35) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Position
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updatePosition = function(sprite) {
|
||
sprite._realX += sprite._sx * this.speed() / 100;
|
||
sprite._realY += sprite._sy * this.speed() / 100;
|
||
sprite.x = sprite._realX - this.screenX();
|
||
sprite.y = sprite._realY - this.screenY();
|
||
};
|
||
|
||
//==============================
|
||
// * Update Other
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateOther = function(sprite) {
|
||
sprite.rotation += sprite._rt * this.speed() / 100;
|
||
sprite.opacity += sprite._op;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Scale
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateScale = function(sprite) {
|
||
sprite.scale.x += sprite._zx * this.speed() / 100;
|
||
sprite.scale.y += sprite._zy * this.speed() / 100;
|
||
};
|
||
|
||
//==============================
|
||
// * Update Wind
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateRollEffect = function(sprite) {
|
||
sprite._roll--;
|
||
if (sprite._roll <= 0) {
|
||
if (sprite.scale.x > -sprite._zp[0]) {
|
||
sprite.scale.x -= 0.02 * this.speed() / 100;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * get Anime Data
|
||
//==============================
|
||
SpriteWeatherEX.prototype.getAnimeData = function(sprite) {
|
||
sprite._frames[0] = Math.randomInt(this.data().frameSpeed);
|
||
sprite._frames[1] = Math.randomInt(this.data().frames);
|
||
sprite._frames[2] = this.data().frameSpeed;
|
||
sprite._frames[3] = this._image.width / this.data().frames;
|
||
sprite._frames[4] = this._image.height;
|
||
this.refreshFrames(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Anime
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateAnime = function(sprite) {
|
||
sprite._frames[0]++;
|
||
if (sprite._frames[0] >= sprite._frames[2]) {
|
||
sprite._frames[0] = 0;
|
||
sprite._frames[1]++;
|
||
if (sprite._frames[1] >= this.data().frames) {sprite._frames[1] = 0};
|
||
this.refreshFrames(sprite);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * refresh Frames
|
||
//==============================
|
||
SpriteWeatherEX.prototype.refreshFrames = function(sprite) {
|
||
var cw = sprite._frames[3];
|
||
var ch = sprite._frames[4];
|
||
var wd = cw * sprite._frames[1];
|
||
sprite.setFrame(wd,0, cw, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * forceHideWeatherBattle
|
||
//==============================
|
||
SpriteWeatherEX.prototype.forceHideWeatherBattle = function() {
|
||
if (!$gameParty.inBattle()) {return false};
|
||
if (this.data().mode == 34) {return true};
|
||
if (this.data().mode == 35) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * forceHideWeather
|
||
//==============================
|
||
SpriteWeatherEX.prototype.forceHideWeather = function() {
|
||
if (this.data().mode < 0) {return true};
|
||
if (this.forceHideWeatherBattle()) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * Update
|
||
//==============================
|
||
SpriteWeatherEX.prototype.update = function() {
|
||
Sprite.prototype.update.call(this);
|
||
if (this.forceHideWeather()){
|
||
this.visible = false;
|
||
return;
|
||
};
|
||
if (!this._camCheck && $gameParty.inBattle()) {
|
||
this._camCheck = true;
|
||
for (var i = 0; i < this._sprites.length; i++) {
|
||
this.refreshWeather(this._sprites[i],true);
|
||
};
|
||
};
|
||
if (this.needCheckImg()) {this.checkImgPar()};
|
||
for (var i = 0; i < this._sprites.length; i++) {
|
||
this.updateSprites(this._sprites[i]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Sprites
|
||
//==============================
|
||
SpriteWeatherEX.prototype.updateSprites = function(sprite) {
|
||
if (this.isAnimated() && sprite._frames[3] == 0) {this.getAnimeData(sprite)}
|
||
if (sprite._ani[6] > 0) {sprite._ani[6]--};
|
||
if (sprite._ani[7] > 0) {
|
||
sprite.visible = false;
|
||
sprite._ani[7]--
|
||
return;
|
||
};
|
||
sprite.visible = true;
|
||
this.updateEffects(sprite)
|
||
if (this.needUpdatePosition()) {this.updatePosition(sprite)};
|
||
this.updateOther(sprite);
|
||
if (this.isAnimated() && sprite._frames[3] > 0) {this.updateAnime(sprite)}
|
||
if (this.needRefreshWeather(sprite)) {this.refreshWeather(sprite,false)};
|
||
}; |