phantom-soul-sword-lambda-n.../www/js/plugins/FTKR_ExBattleEvent.js
2025-07-11 18:31:55 -07:00

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No EOL
34 KiB
JavaScript

//=============================================================================
// バトルイベントを拡張するプラグイン
// FTKR_ExBattleEvent.js
// プラグインNo : 40
// 作成者 : フトコロ
// 作成日 : 2017/05/25
// 最終更新日 : 2020/03/02
// バージョン : v1.3.6
//=============================================================================
var Imported = Imported || {};
Imported.FTKR_EBE = true;
var FTKR = FTKR || {};
FTKR.EBE = FTKR.EBE || {};
/*:
* @plugindesc v1.3.6 バトルイベントを拡張するプラグイン
* @author フトコロ
*
* @param Battle Event
* @desc 戦闘中に実行するコモンイベントID
* 0 - 実行しない、カンマ(,)で区切って複数設定できます
* @default
*
* @param --勝利時イベント--
* @desc
*
* @param Custom Victory Event
* @desc 戦闘勝利時の処理を変更できるようにするか
* 0 - 変更しない, 1 - 変更する
* @type select
* @option 変更しない
* @value 0
* @option 変更する
* @value 1
* @default 0
*
* @param Victory Event
* @desc 戦闘勝利時に実行するコモンイベントID
* 0 - 実行しない
* @type common_event
* @default
*
* @param --敗北時イベント--
* @desc
*
* @param Custom Defeat Event
* @desc 戦闘敗北時の処理を変更できるようにするか
* 0 - 変更しない, 1 - 変更する
* @type select
* @option 変更しない
* @value 0
* @option 変更する
* @value 1
* @default 0
*
* @param Defeat Event
* @desc 戦闘敗北時に実行するコモンイベントID
* 0 - 実行しない
* @type common_event
* @default
*
* @param --逃走時イベント--
* @desc
*
* @param Custom Escape Event
* @desc 戦闘逃走時の処理を変更できるようにするか
* 0 - 変更しない, 1 - 変更する
* @type select
* @option 変更しない
* @value 0
* @option 変更する
* @value 1
* @default 0
*
* @param Escape Event
* @desc 戦闘逃走時に実行するコモンイベントID
* 0 - 実行しない
* @type common_event
* @default
*
* @param --中断時イベント--
* @desc
*
* @param Custom Abort Event
* @desc 戦闘中断時の処理を変更できるようにするか
* 0 - 変更しない, 1 - 変更する
* @type select
* @option 変更しない
* @value 0
* @option 変更する
* @value 1
* @default 0
*
* @param Abort Event
* @desc 戦闘中断時に実行するコモンイベントID
* 0 - 実行しない
* @type common_event
* @default
*
* @param Abort BugFix
* @desc コアスクリプトにおける戦闘中断時のバグ修正を行う。他のプラグインと競合する場合は、無効にしてください。
* @type boolean
* @on 有効
* @off 無効
* @default false
*
* @param --戦闘行動の強制--
* @desc
*
* @param Invalid Battle Phase
* @desc ここで規定したバトルフェーズ中に戦闘行動の強制が有効になる。複数規定する場合はカンマ(,)で区切る。
* @default action
*
* @help
*-----------------------------------------------------------------------------
* 概要
*-----------------------------------------------------------------------------
* 本プラグインを実装することで、バトル終了時または中断時に
* 指定したイベントを実行します。
*
* 実行可能なタイミング
* 1.勝利時(敵が全滅した後)
* 2.敗北時(パーティーが全滅した後)
* 3.逃走時(パーティーコマンド「逃げる」やスキルの逃げる効果使用後)
* 4.中断時(イベントコマンド「バトルの中断」実行後)
*
* 戦闘終了時のイベントの処理が終了すると、バトル画面が終了します。
*
*
* プラグインの使い方は、下のオンラインマニュアルページを見てください。
* https://github.com/futokoro/RPGMaker/blob/master/FTKR_ExBattleEvent.ja.md
*
*
*-----------------------------------------------------------------------------
* 設定方法
*-----------------------------------------------------------------------------
* 1.「プラグインマネージャー(プラグイン管理)」に、本プラグインを追加して
* ください。
*
* 2. 以下のプラグインと組み合わせる場合は、プラグイン管理の順番に注意してください。
*
* FTKR_CSS_CustomizeBattleResults.js
* ↑このプラグインよりも上に登録↑
* FTKR_ExBattleEvent.js
* ↓このプラグインよりも下に登録↓
* FTKR_ExVariablesChange.js
*
*
*-----------------------------------------------------------------------------
* 本プラグインのライセンスについて(License)
*-----------------------------------------------------------------------------
* 本プラグインはMITライセンスのもとで公開しています。
* This plugin is released under the MIT License.
*
* Copyright (c) 2019 Futokoro
* http://opensource.org/licenses/mit-license.php
*
*
* プラグイン公開元
* https://github.com/futokoro/RPGMaker/blob/master/README.md
*
*
*-----------------------------------------------------------------------------
* 変更来歴
*-----------------------------------------------------------------------------
*
* v1.3.6 - 2020/03/02 : 機能追加
* 1. 逃走時と中断時に指定のイベントを実行する機能を追加。
*
* v1.3.5 - 2020/01/15 : 不具合修正
* 1. 戦闘終了時イベントで「戦闘行動の強制」を実行できない不具合を修正。
*
* v1.3.4 - 2019/12/29 : 仕様見直し
* 1. 戦闘終了時イベントの実行処理を見直し。
*
* v1.3.3 - 2018/02/19 : 不具合修正
* 1. Custom Victory Eventが0の時に、戦闘勝利イベントを実行すると
* 戦闘勝利回数が2回増加してしまう不具合を修正。
*
* v1.3.2 - 2018/01/13 : 機能追加
* 1. メッセージ表示関係のプラグインコマンドに、イベント処理を止める機能を追加。
*
* v1.3.1 - 2018/01/12 : 不具合修正
* 1. 戦闘終了時イベント中にウェイトコマンドを実行すると、アクターの
* モーションが正常に再生されない不具合を修正。
*
* v1.3.0 - 2017/06/30 : 機能追加
* 1. 戦闘終了時のイベントの後に、MVデフォルトの戦闘終了処理を実行する
* 機能を追加。
*
* v1.2.0 - 2017/06/01 : 機能追加
* 1. 敵キャラの戦闘行動を再設定するプラグインコマンドを追加。
*
* v1.1.0 - 2017/05/26 : 機能追加
* 1. バトル中にコモンイベントを実行できる機能を追加。
* 2. モーション実行コマンドにアクターを対象にできる機能を追加。
* 3. 画面に数字をポップアップさせるプラグインコマンドを追加。
*
* v1.0.0 - 2017/05/25 : 初版作成
*
*-----------------------------------------------------------------------------
*/
//=============================================================================
var paramParse = function(obj) {
return JSON.parse(JSON.stringify(obj, paramReplace));
}
var paramReplace = function(key, value) {
try {
return JSON.parse(value || null);
} catch (e) {
return value;
}
};
var matchTextToRegs = function(test, regs) {
return regs.some( function(reg){
return test.match(reg);
});
};
var readCommentMeta = function(comment, metacodes) {
if (!comment) return false;
return metacodes.some(function(metacode){
var metaReg = new RegExp('<' + metacode + '>', 'i');
return metaReg.test(comment);
});
};
var splitConvertNumber = function(param) {
var results = [];
(param + '').split(',').forEach( function(split){
match = /[ ]*(\d+)[ ]*-[ ]*(\d+)/.exec(split);
if (match) {
for (var i = Number(match[1]); i <= Number(match[2]); i++) {
results.push(i);
}
} else {
if(!isNaN(split)) results.push(Number(split));
}
});
return results;
};
// textを条件式に使える状態に変換する
var convertTextToConditions = function(text) {
var result = '';
if (text) {
var datas = text.split(';');
datas.forEach(function(data, i) {
result += data;
if (datas[i+1]) result += ')&&(';
});
result = '(' + result + ')';
}
return result;
};
var convertEscapeCharacters = function(text) {
if (text == null) text = '';
var window = SceneManager._scene._windowLayer.children[0];
return window ? window.convertEscapeCharacters(text) : text;
};
//=============================================================================
// 自作関数(グローバル)
//=============================================================================
FTKR.gameData = FTKR.gameData || {
user :null,
target :null,
item :null,
number :0,
};
if (!FTKR.setGameData) {
FTKR.setGameData = function(user, target, item, number) {
FTKR.gameData = {
user :user || null,
target :target || null,
item :item || null,
number :number || 0
};
};
}
if (!FTKR.evalFormula) {
FTKR.evalFormula = function(formula) {
var datas = FTKR.gameData;
try {
var s = $gameSwitches._data;
var v = $gameVariables._data;
var a = datas.user;
var b = datas.target;
var item = datas.item;
var number = datas.number;
if (b) var result = b.result();
var value = eval(formula);
if (isNaN(value)) value = 0;
return value;
} catch (e) {
console.error(e);
return 0;
}
};
}
//=============================================================================
// プラグイン パラメータ
//=============================================================================
var parameters = PluginManager.parameters('FTKR_ExBattleEvent');
FTKR.EBE.battleEvents = splitConvertNumber(parameters['Battle Event']);
FTKR.EBE.battleEnd = {
victory : paramParse(parameters['Victory Event'] || 0),
customV : paramParse(parameters['Custom Victory Event'] || 0),
defeat : paramParse(parameters['Defeat Event'] || 0),
customD : paramParse(parameters['Custom Defeat Event'] || 0),
escape : paramParse(parameters['Escape Event'] || 0),
customE : paramParse(parameters['Custom Escape Event'] || 0),
abort : paramParse(parameters['Abort Event'] || 0),
customA : paramParse(parameters['Custom Abort Event'] || 0),
abortBF : paramParse(parameters['Abort BugFix'] || false),
invalid : parameters['Invalid Battle Phase'] || '',
};
//=============================================================================
// プラグインコマンド
//=============================================================================
Game_Interpreter.prototype.setArgNumber = function(arg) {
try {
var arg = convertEscapeCharacters(arg);
return Number(eval(arg));
} catch (e) {
console.error(e);
return 0;
}
};
var _EBE_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
_EBE_Game_Interpreter_pluginCommand.call(this, command, args);
if (!command.match(/EBE_(.+)/i)) return;
command = (RegExp.$1 + '').toUpperCase();
switch (command) {
case '戦闘終了時ステート解除':
case 'REMOVE_BATTLE_STATES':
$gameParty.removeBattleStates();
break;
case '勝利モーション実行':
case 'PREFORM_VICTORY':
$gameParty.performVictory();
break;
case 'モーション実行':
case 'REQUEST_MOTION':
if(!args[1] || args[1] === '全員' || args[1].toUpperCase() === 'ALL') {
$gameParty.requestMotion(args[0]);
} else if (Number(args[1]) >= 0) {
var actor = $gameActors.actor(Number(args[1]));
if (actor) actor.requestMotion(args[0]);
}
break;
case '勝利ME演奏':
case 'PLAY_VICTORY_ME':
BattleManager.playVictoryMe();
break;
case '敗北ME演奏':
case 'PLAY_DEFEAT_ME':
BattleManager.playDefeatMe();
break;
case 'BGMBGS再開':
case 'REPLAY_BGM_AND_BGS':
BattleManager.replayBgmAndBgs();
break;
case 'BGM停止':
case 'STOP_BGM':
AudioManager.stopBgm();
break;
case '戦闘報酬計算':
case 'MAKE_REWARDS':
BattleManager.makeRewards();
break;
case '勝利メッセージ表示':
case 'DISPLAY_VICTORY_MESSAGE':
BattleManager.displayVictoryMessage();
if (args[0] === '-s')this.setWaitMode('message');
break;
case '敗北メッセージ表示':
case 'DISPLAY_DEFEAT_MESSAGE':
BattleManager.displayDefeatMessage();
if (args[0] === '-s')this.setWaitMode('message');
break;
case '戦闘報酬表示':
case 'DISPLAY_REWARDS':
BattleManager.displayRewards();
if (args[0] === '-s')this.setWaitMode('message');
break;
case '戦闘報酬入手':
case 'GAIN_REWARDS':
BattleManager.gainRewards();
break;
case '戦闘再開':
case 'RESTART_BATTLE':
BattleManager._checkEbeBattleEvent = false;
break;
case '数字ポップアップ':
case 'POPUP_NUMBER':
this.setupNumberPopup(args);
break;
case '敵キャラの戦闘行動の設定':
case 'SET_BATTLE_ENEMY_ACTION':
var memberId = this.setArgNumber(args[0]);
$gameTroop.members()[memberId].makeActions();
break;
}
};
Game_Interpreter.prototype.setupNumberPopup = function(args) {
var index = this.setArgNumber(args[0]);
for (var i = 1; i < args.length; i++) {
var arg = (args[i] + '').toUpperCase();
switch (arg) {
case '画像番号':
case 'IMAGENUM':
i++;
var baseRow = this.setArgNumber(args[i]);
break;
case '表示内容':
case 'VALUE':
i++;
var value = this.setArgNumber(args[i]);
break;
case 'ポップアップ高さ':
case 'POPUP_HEIGHT':
i++;
var height = this.setArgNumber(args[i]);
if (!isNaN(args[i+1])) {
i++;
var offsetY = this.setArgNumber(args[i]);
}
break;
case '表示時間':
case 'DURATION':
i++;
var duration = this.setArgNumber(args[i]);
break;
case '表示差':
case 'DIFF_COUNT':
i++;
var maxcount = this.setArgNumber(args[i]);
break;
case '表示座標':
case 'POSITION':
i++;
var x = this.setArgNumber(args[i]);
i++;
var y = this.setArgNumber(args[i]);
break;
case '消去しない':
case 'REMAIN':
var remain = true;
break;
case '消去':
case 'ERASE':
BattleManager.eraseNumberPopup(index);
return ;
}
}
var sprite = BattleManager.setupNumberPopup(index);
if (!isNaN(baseRow)) sprite.setBaseRow(baseRow);
if (!isNaN(height)) sprite.setPopupHeight(height, offsetY);
if (!isNaN(duration)) sprite.setDuration(duration);
if (!isNaN(maxcount)) sprite.setMaxcount(maxcount);
if (!isNaN(x) && !isNaN(y))sprite.setPosition(x, y);
if (remain) sprite.setRemain();
if (!isNaN(value)) sprite.setValue(value);
};
//=============================================================================
// BattleManager
//=============================================================================
var _EBE_BattleManager_initMembers = BattleManager.initMembers;
BattleManager.initMembers = function() {
_EBE_BattleManager_initMembers.call(this);
this._checkEbeBattleEvent = false;
this._battleEndPattern = 0;
this._numberSprite = [];
this._invalidPhase = FTKR.EBE.battleEnd.invalid.split(',');
};
var _EBE_Game_Party_requestMotionRefresh = Game_Party.prototype.requestMotionRefresh;
Game_Party.prototype.requestMotionRefresh = function() {
if (!BattleManager.isBattleEndEvent()) {
_EBE_Game_Party_requestMotionRefresh.call(this);
}
};
BattleManager.isBattleEndEvent = function() {
return $gameParty.inBattle() && this._checkEbeBattleEvent;
};
BattleManager.isInvalidPhase = function() {
return this._invalidPhase.contains(this._phase);
};
var _EBE_BattleManager_updateEvent = BattleManager.updateEvent;
BattleManager.updateEvent = function() {
if (this.isBattleEndEvent() && !this.isInvalidPhase()) {
if (this.isActionForced()) {
this.processForcedAction();
return true;
} else {
return this.updateEventMain();
}
} else {
return _EBE_BattleManager_updateEvent.call(this);
}
};
var _EBE_BattleManager_checkBattleEnd = BattleManager.checkBattleEnd;
BattleManager.checkBattleEnd = function() {
if (this.isBattleEndEvent()) {
this._checkEbeBattleEvent = false;
switch (this._battleEndPattern) {
case 0: //勝利
if (FTKR.EBE.battleEnd.customV) break;
_EBE_BattleManager_processVictory.call(this);
return true;
case 1: //逃走
if (FTKR.EBE.battleEnd.customE) break;
_EBE_BattleManager_processAbort.call(this);
return true;
case 2: //敗北
if (FTKR.EBE.battleEnd.customD) break;
_EBE_BattleManager_processDefeat.call(this);
return true;
case 3: //中断
this._battleEndPattern = 1;
if (FTKR.EBE.battleEnd.customA) break;
_EBE_BattleManager_processAbort.call(this);
return true;
}
this.endBattle(this._battleEndPattern);
return true;
}
return _EBE_BattleManager_checkBattleEnd.call(this);
};
var _EBE_BattleManager_processVictory = BattleManager.processVictory;
BattleManager.processVictory = function() {
if (FTKR.EBE.battleEnd.victory && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent('victory', ['EBE_戦闘勝利時'])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 0;
}
return true;
}
_EBE_BattleManager_processVictory.call(this);
};
var _EBE_BattleManager_processDefeat = BattleManager.processDefeat;
BattleManager.processDefeat = function() {
if (FTKR.EBE.battleEnd.defeat && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent('defeat', ['EBE_戦闘敗北時'])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 2;
}
return true;
}
_EBE_BattleManager_processDefeat.call(this);
};
var _EBE_BattleManager_checkAbort = BattleManager.checkAbort;
BattleManager.checkAbort = function() {
if (FTKR.EBE.battleEnd.abortBF) {
if ($gameParty.isEmpty()) {
SoundManager.playEscape();
this._escaped = true;
this.processAbort();
} else if (this.isAborting()) {
this._escaped = true;
this.processAbort();
}
return false;
} else {
_EBE_BattleManager_checkAbort.call(this);
}
};
var _EBE_BattleManager_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function() {
if (FTKR.EBE.battleEnd.abort && !this.isBattleEndEvent() && this.isAborting()) {
if ($gameTroop.setupEbeBattleEvent('abort', ['EBE_戦闘中断時'])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 3;
this._phase = 'battleEnd';
}
return true;
} else if (FTKR.EBE.battleEnd.escape && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent('escape', ['EBE_戦闘逃走時'])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 1;
this._phase = 'battleEnd';
}
return true;
}
_EBE_BattleManager_processAbort.call(this);
};
BattleManager.setupNumberPopup = function(index) {
if (!this._numberSprite[index]) {
var sprite = new Sprite_Number();
this._numberSprite[index] = sprite;
this._spriteset._battleField.addChild(this._numberSprite[index]);
}
return this._numberSprite[index];
};
BattleManager.eraseNumberPopup = function(index) {
this._spriteset._battleField.removeChild(this._numberSprite[index]);
this._numberSprite[index] = {};
};
BattleManager.isActed = function(battler) {
return !this._actionBattlers.contains(battler);
};
BattleManager.isActedEnemy = function(battlerId) {
return !this.isActed($gameTroop.members()[battlerId]);
};
BattleManager.isActedActor = function(battlerId) {
return !this.isActed($gameParty.members()[battlerId]);
};
//=============================================================================
// Game_Party
//=============================================================================
Game_Party.prototype.requestMotion = function(motionName) {
this.members().forEach(function(actor) {
if (actor.canMove()) actor.requestMotion(motionName);
});
};
//=============================================================================
// Game_Troop
//=============================================================================
FTKR.EBE.Game_Troop_clear = Game_Troop.prototype.clear;
Game_Troop.prototype.clear = function() {
FTKR.EBE.Game_Troop_clear.call(this);
this._commonEventFlags = [];
};
FTKR.EBE.Game_Troop_setupBattleEvent = Game_Troop.prototype.setupBattleEvent;
Game_Troop.prototype.setupBattleEvent = function() {
FTKR.EBE.Game_Troop_setupBattleEvent.call(this);
if (!this._interpreter.isRunning()) {
if (this._interpreter.setupReservedCommonEvent()) {
return;
}
var eventIds = FTKR.EBE.battleEvents;
for (var i = 0; i < eventIds.length; i++) {
if (eventIds[i]) {
var event = $dataCommonEvents[eventIds[i]];
if (this.meetsCommonEventCommentConditions(event) && !this._commonEventFlags[i]) {
this._interpreter.setup(event.list, this.troop().id);
if (this.commonEventSpan(event) <= 1) {
this._commonEventFlags[i] = true;
}
break;
}
}
}
}
};
FTKR.EBE.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
Game_Troop.prototype.increaseTurn = function() {
var eventIds = FTKR.EBE.battleEvents;
for (var i = 0; i < eventIds.length; i++) {
if (eventIds[i]) {
var event = $dataCommonEvents[eventIds[i]];
if (this.commonEventSpan(event) === 1) {
this._commonEventFlags[i] = false;
}
}
}
FTKR.EBE.Game_Troop_increaseTurn.call(this);
};
Game_Troop.prototype.setupEbeBattleEvent = function(condition, metacodes) {
if (!this._interpreter.isRunning()) {
if (this._interpreter.setupReservedCommonEvent()) {
return false;
}
var pages = this.troop().pages;
for (var i = 0; i < pages.length; i++) {
var page = pages[i];
if (this.meetsPagesCommentConditions(page, metacodes) && !this._eventFlags[i]) {
this._interpreter.setup(page.list, this.troop().id);
this._eventFlags[i] = true;
return true;
}
}
var event = $dataCommonEvents[FTKR.EBE.battleEnd[condition]];
this._interpreter.setup(event.list, this.troop().id);
return true;
}
return false;
};
Game_Troop.prototype.meetsPagesCommentConditions = function(page, metacodes) {
for (var v = 0; v < page.list.length; v++) {
var list = page.list[v];
if (list && ([108, 408].contains(list.code))) {
return readCommentMeta(list.parameters[0], metacodes);
}
}
};
Game_Troop.prototype.commonEventSpan = function(event) {
for (var v = 0; v < event.list.length; v++) {
var list = event.list[v];
if (list && ([108, 408].contains(list.code))) {
var match = /<([^<>:]+)(:?)([^>]*)>/g.exec(list.parameters[0]);
switch((match[1] + '').toUpperCase()) {
case 'スパン':
case 'SPAN':
switch((match[3] + '').toUpperCase()) {
case 'バトル':
case 'BATTLE':
return 0;
case 'ターン':
case 'TURN':
return 1;
case 'モーメント':
case 'MOMENT':
return 2;
}
}
}
}
return 0;
};
Game_Troop.prototype.meetsCommonEventCommentConditions = function(event) {
return this.meetsConditions(this.convertCommonEventConditions(event));
};
Game_Troop.prototype.convertCommonEventConditions = function(event) {
var conditions = {};
var code = false;
for (var i = 0; i < event.list.length; i++) {
var list = event.list[i];
if (list && ([108, 408].contains(list.code))) {
var match = /<([^<>:]+)(:?)([^>]*)>/g.exec(list.parameters[0]);
if (match) {
switch((match[1] + '').toUpperCase()){
case 'ターン終了':
case 'TURNEND':
conditions.turnEnding = true;
break;
case 'ターン':
case 'TURN':
if (match[2] === ':') {
var turn = /(\d+)[ ]*\+[ ]*(\d+)[ ]*\*X/i.exec(match[3]);
if (turn) {
conditions.turnValid = true;
conditions.turnA = Number(turn[1]);
conditions.turnB = Number(turn[2]);
}
}
break;
case '敵キャラHP':
case 'ENEMY_HP':
if (match[2] === ':') {
var value = /#(\d+)[ ]*(\d+)[ ]*\%以下/i.exec(match[3]);
if (!value) value = /#(\d+)[ ]*less[ ]than[ ]*(\d+)[ ]*\%/i.exec(match[3]);
if (value) {
conditions.enemyValid = true;
conditions.enemyIndex = Number(value[1]);
conditions.enemyHp = Number(value[2]);
}
}
break;
case 'アクターHP':
case 'ACTOR_HP':
if (match[2] === ':') {
var value = /#(\d+)[ ]*(\d+)[ ]*\%以下/i.exec(match[3]);
if (!value) value = /#(\d+)[ ]*less[ ]than[ ]*(\d+)[ ]*\%/i.exec(match[3]);
if (value) {
conditions.actorValid = true;
conditions.actorId = Number(value[1]);
conditions.actorHp = Number(value[2]);
}
}
break;
case 'スイッチ':
case 'SWITCH':
if (match[2] === ':') {
conditions.switchValid = true;
conditions.switchId = Number(match[3]);
}
break;
case '/実行条件':
case '/CONDITIONS':
code = false;
break;
case '実行条件':
case 'CONDITIONS':
conditions.customValid = true;
conditions.custom = '';
code = true;
break;
}
} else {
if (code) conditions.custom += list.parameters[0] + ';';
}
}
}
var page = {conditions:conditions};
return page;
};
Game_Troop.prototype.evalConditionsFormula = function(text) {
var formula = convertTextToConditions(text);
if (!formula) return true;
return FTKR.evalFormula(formula);
};
FTKR.EBE.Game_Troop_meetsConditions = Game_Troop.prototype.meetsConditions;
Game_Troop.prototype.meetsConditions = function(page) {
var c = page.conditions;
var result = FTKR.EBE.Game_Troop_meetsConditions.call(this, page);
if (!c.turnEnding && !result) {
return false;
}
if ((c.turnEnding || c.turnValid || c.enemyValid ||
c.actorValid || c.switchValid) && !result) {
return false;
}
if (c.customValid && !this.evalConditionsFormula(c.custom)) {
return false;
}
return true;
};
//=============================================================================
// Sprite_Number
// 数字をスプライトで表示する
//=============================================================================
function Sprite_Number() {
this.initialize.apply(this, arguments);
}
Sprite_Number.prototype = Object.create(Sprite.prototype);
Sprite_Number.prototype.constructor = Sprite_Number;
Sprite_Number.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this._flashColor = [0, 0, 0, 0];
this._flashDuration = 0;
this._damageBitmap = ImageManager.loadSystem('Damage');
this._remain = false;
this._duration = 30;
this._maxcount = 0;
this._count = 0;
this._baseRow = 0;
this._value = 0;
this._index = 0;
this._popupHeight = 40;
this._popupOffsetY = 0.5;
this._fullDuration = this._duration;
};
Sprite_Number.prototype.setupCriticalEffect = function() {
this._flashColor = [255, 0, 0, 160];
this._flashDuration = 60;
};
Sprite_Number.prototype.digitWidth = function() {
return this._damageBitmap ? this._damageBitmap.width / 10 : 0;
};
Sprite_Number.prototype.digitHeight = function() {
return this._damageBitmap ? this._damageBitmap.height / 5 : 0;
};
Sprite_Number.prototype.setBaseRow = function(baseRow) {
this._baseRow = baseRow;
};
Sprite_Number.prototype.setDuration = function(duration) {
this._duration = duration;
};
Sprite_Number.prototype.setValue = function(value) {
this._value = value;
this.resetFullDuration();
};
Sprite_Number.prototype.setMaxcount = function(maxcount) {
this._maxcount = maxcount;
this._count = this._maxcount;
};
Sprite_Number.prototype.setPosition = function(x, y) {
this.x = x;
this.y = y;
};
Sprite_Number.prototype.setRemain = function() {
this._remain = true;
};
Sprite_Number.prototype.setPopupHeight = function(popupHeight, popupOffsetY) {
this._popupHeight = popupHeight;
if(!isNaN(popupOffsetY)) this._popupOffsetY = popupOffsetY;
};
Sprite_Number.prototype.resetFullDuration = function() {
var string = Math.abs(this._value).toString();
this._fullDuration = this._duration * string.length;
};
Sprite_Number.prototype.updateOpacity = function() {
if (this._remain) return;
if (this._fullDuration < 10) {
this.opacity = 255 * this._fullDuration / 10;
}
};
Sprite_Number.prototype.update = function() {
Sprite.prototype.update.call(this);
if (this._count >= this._maxcount) {
this.createDigit(this._index);
this._index++;
this._count = 0;
} else {
this._count++;
}
if (this._fullDuration > 0) {
this._fullDuration--;
for (var i = 0; i < this.children.length; i++) {
this.updateChild(this.children[i]);
}
}
this.updateFlash();
this.updateOpacity();
};
Sprite_Number.prototype.createChildSprite = function() {
var sprite = new Sprite();
sprite.bitmap = this._damageBitmap;
sprite.anchor.x = 0.5;
sprite.anchor.y = 1;
sprite.y = -this._popupHeight;
sprite.ry = sprite.y;
this.addChild(sprite);
return sprite;
};
Sprite_Number.prototype.createDigit = function(index) {
var value = this._value;
var baseRow = this._baseRow;
var string = Math.abs(value).toString();
if (index >= string.length) return;
var row = baseRow + (value < 0 ? 1 : 0);
var w = this.digitWidth();
var h = this.digitHeight();
var sprite = this.createChildSprite();
var n = Number(string[index]);
sprite.setFrame(n * w, row * h, w, h);
sprite.x = (index - (string.length - 1) / 2) * w;
sprite.dy = -this._popupOffsetY * 2 * index;
};
Sprite_Number.prototype.updateChild = function(sprite) {
sprite.dy += this._popupOffsetY;
sprite.ry += sprite.dy;
if (sprite.ry >= 0) {
sprite.ry = 0;
sprite.dy *= -0.6;
}
sprite.y = Math.round(sprite.ry);
sprite.setBlendColor(this._flashColor);
};
Sprite_Number.prototype.updateFlash = function() {
if (this._flashDuration > 0) {
var d = this._flashDuration--;
this._flashColor[3] *= (d - 1) / d;
}
};
Sprite_Number.prototype.isPlaying = function() {
return this._duration > 0;
};
/*--------------------------------------
--------------------------------------*/