667 lines
24 KiB
JavaScript
667 lines
24 KiB
JavaScript
//=============================================================================
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// RPG Maker MZ - IM_BattleStateWindow
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//
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// Copyright 2025 I'm moralist/min-pub.com All rights reserved.
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// This source code or any portion thereof must not be
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// reproduced or used without licensed in any manner whatsoever.
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc 戦闘中のステート表示
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* @author 四号戦車
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* @base DebugSwitch
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* @base PluginUtils
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* @base MPP_StateLevel
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* @base IM_MPP_StateLevelWindowPatch
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* @orderAfter DebugSwitch
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* @orderAfter PluginUtils
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* @orderAfter MPP_StateLevel
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* @orderAfter IM_MPP_StateLevelWindowPatch
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*
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* @param targetActor
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* @text 対象アクター
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* @desc 表示対象のプレイヤー
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* @type actor
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* @default 0
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*
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* @param logLineCount
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* @text 一度に表示できるログの数
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* @desc 一度に表示可能なログの最大行です。
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* これ以上のログは自動的に削除されます。
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* ウィンドウの高さはこれにより自動決定されます。
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* @type number
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* @default 20
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* @min 1
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*
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* @param windowWidth
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* @text ログウィンドウの幅
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* @type number
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* @default 300
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* @min 1
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*
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* @param horizontalPos
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* @text 横位置
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* @desc ウィンドウの横位置です。
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* @type number
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* @default 0
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*
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* @param virticalPos
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* @text 縦位置
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* @desc ウィンドウの縦位置です。
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* @type number
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* @default 0
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*
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* @param comment
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* @text 備考欄
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* @desc プラグイン側では使用しません。
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* メモ欄としてお使いください。
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* @type multiline_string
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* @default
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*
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* @requiredAssets img/system/battle_state/state_background
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* @requiredAssets img/system/battle_state/state_description
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*
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* @help IM_BattleStateWindow.js
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*
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* Version: 0.0.1
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*
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* 戦闘中のステート表示プラグイン
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*
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*/
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(() => {
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"use strict";
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//========================================================================
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// プラグイン定義
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//========================================================================
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const pluginName = "IM_BattleStateWindow";
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const script = document.currentScript;
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const param = PluginManagerEx.createParameter(script);
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//========================================================================
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// 定数定義
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//========================================================================
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const RES_TEXT_STATE_HELP = "0900-068-n068-0";
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//========================================================================
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// クラス定義 (GradientPoint)
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//========================================================================
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class Window_BattleState extends Window_Selectable {
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static LINE_HEIGHT = 40;
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static ROW_SPACING = 4;
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static DesideWindowRect = () => {
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const lineHeight = Window_BattleState.LINE_HEIGHT + (Window_BattleState.ROW_SPACING / 2);
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const width = param.windowWidth;
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const height = ((Window_BattleState.LINE_HEIGHT + Window_BattleState.ROW_SPACING) * (param.logLineCount + 1));
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return new Rectangle(param.horizontalPos, param.virticalPos, width, height);
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}
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//========================================================================
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// コンストラクタ
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//========================================================================
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constructor() {
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super(Window_BattleState.DesideWindowRect());
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const rect = Window_BattleState.DesideWindowRect();
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this.opacity = 0;
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this._topIndex = 0;
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this._padding = 0;
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this._commandState = 'neutral';
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this._updateIndex = 0;
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this._requestQueue = [];
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this._items = [];
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this._animationFrame = 0;
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this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight());
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this.contentsBack = new Bitmap(rect.width, rect.height);
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ImageManager.loadSystemAsync('battle_state/state_background').then(bitmap => {
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this._itemBackgroundImage = bitmap;
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});
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this.zIndex = 50;
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}
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//========================================================================
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// 追加メソッド
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//========================================================================
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lineUpdateDuration() {
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return 8;
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}
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needsUpdate() {
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if (this._requestQueue.length > 0) {
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return true;
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}
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return false;
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}
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addState(stateId) {
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Logger.d(`Log Added: state Id = ${stateId}`);
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const state = $dataStates[stateId];
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if (!!state) {
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if (state.iconIndex === 0) {
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// アイコン指定のないステートは表示対象としない
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return;
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}
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const actor = $gameActors.actor(param.targetActor);
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const level = actor.stateLevel(stateId);
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// 既にスタックされているステートを捜索
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const found = this._items.findIndex(item => {
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return (item.stateId === stateId)
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&& (item.state !== 'remove')
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&& (item.state !== 'removed');
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});
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if (found >= 0) {
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const foundState = this._items[found];
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// リクエストの中に削除要求きてないか探しておく
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const removeRequested = this._requestQueue.find(request => {
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if (request.command !== 'remove') {
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return false;
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}
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const requestId = request.target;
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if (requestId !== stateId) {
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return false;
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}
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return true;
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});
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if (foundState.stateLevel === level) {
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// レベル変動がないので追加処理そのものをしないが、
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// 既にリクエストキューの中に削除要求が来ている場合は追加しないと
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// スタックされないので足す
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if (!removeRequested) {
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// この場合純然に追加がかぶってるので無視
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return;
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}
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}
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if (!removeRequested) {
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// 既存のStateを変更するためまず古いステートを削除
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this._requestQueue.push({
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command: 'remove',
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target: stateId,
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item: null,
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});
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}
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}
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// タイミングによってまだリクエスト中の追加が重なる可能性があるので一応捜索
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const requested = this._requestQueue.find(request => {
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if (request.command !== 'add') {
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return false;
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}
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const item = request.item;
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if (item.stateId !== stateId) {
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return false;
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}
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return true;
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});
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if (!!requested) {
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if (requested.item.stateLevel === level) {
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// 同じリクエストが既にされているので後段のリクエストは無視
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return;
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} else {
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// 後からリクエストが更新されてるので先のリクエストを取り消し
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this._requestQueue = this._requestQueue.filter(request => request !== requested);
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}
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}
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// 追加
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// 「×レベル」表示は2個以上重ねがけされてるときだけ
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const text = (level > 1) ? `${state.name} ×${PluginUtils.alphabetToZenkaku(level)}` : state.name;
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const itemWidth = this.itemWidth();
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this._requestQueue.push({
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command: 'add',
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target: 0,
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item: {
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stateId: stateId,
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stateLevel: level,
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text: text,
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opacity: 0,
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state: 'add',
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frame: 0,
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offsetX: itemWidth,
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offsetY: 0,
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},
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});
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} else {
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Logger.d(`addState: state not found, state id = ${stateId}`);
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}
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}
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removeState(stateId) {
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const found = this._items.findIndex(item => {
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return (item.stateId === stateId);
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});
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if (found >= 0) {
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this._requestQueue.push({
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command: 'remove',
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target: stateId,
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item: null,
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});
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} else {
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Logger.d(`removeState: state not found, state id = ${stateId}`);
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}
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}
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clearState() {
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this._items.forEach((item, index) => {
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this._requestQueue.push({
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command: 'remove',
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target: item.stateId,
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item: null,
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});
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});
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}
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//========================================================================
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// 親クラスの処理変更・抑止したい系
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//========================================================================
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setCursorRect(x, y, width, height) {
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// nothing to do
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}
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processOk() {
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// nothing to do
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}
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maxItems() {
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return param.logLineCount;
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}
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drawItemBackground(index) {
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if (!this._itemBackgroundImage) {
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return;
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}
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const item = this.item(index);
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if (!!item) {
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const rect = this.itemRect(index);
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const bitmap = this.contentsBack;
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this.contentsBack.paintOpacity = item.opacity;
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bitmap.blt(this._itemBackgroundImage, 0, 0, this._itemBackgroundImage.width, this._itemBackgroundImage.height,
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rect.x, rect.y, rect.width, rect.height);
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bitmap.paintOpacity = 255;
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}
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}
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itemRect(index) {
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const rect = super.itemRect(index);
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const item = this.item(index);
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if (!!item) {
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const maxCols = this.maxCols();
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const row = Math.floor(index / maxCols);
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const itemHeight = this.itemHeight();
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const lineHeight = this.oneLineHeight();
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rect.y = this.height - itemHeight - (row * lineHeight) - this.scrollBaseY();
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rect.x += item.offsetX;
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rect.y += item.offsetY;
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}
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return rect;
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}
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drawItem(index) {
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const item = this.item(index);
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if (!!item) {
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const rect = this.itemRect(index);
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const bitmap = new Bitmap(rect.width, rect.height);
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this.contents.paintOpacity = item.opacity;
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bitmap.fontSize = 24;
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bitmap.drawText(item.text, 0, 0, rect.width, rect.height, 'center');
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this.contents.blt(bitmap, 0, 0, rect.width, rect.height, rect.x, rect.y);
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bitmap.destroy();
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}
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}
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isCursorMovable() {
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return false;
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}
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rowSpacing() {
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return Window_BattleState.ROW_SPACING;
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}
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lineHeight() {
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return Window_BattleState.LINE_HEIGHT;
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}
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oneLineHeight() {
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// MZのLineHeightがItemHeightになっててまともに動作しないので
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// 本当に1行分のスペース(要素の高さ+スペーシング)で出した一行分の高さ
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const itemHeight = this.itemHeight();
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const rowSpacing = this.rowSpacing();
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return itemHeight + (rowSpacing / 2);
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}
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item(index) {
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if (index < 0 || index >= this._items.length) {
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return null;
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}
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return this._items[index];
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}
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itemPadding() {
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return 0;
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}
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updatePadding() {
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// nothing to do
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}
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//========================================================================
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// フレーム毎更新処理
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//========================================================================
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update() {
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this._items = this._items.filter(item => (item.state !== 'removed'));
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if (this._commandState === 'neutral') {
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if (this._requestQueue.length > 0) {
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const request = this._requestQueue.shift();
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switch (request.command) {
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case 'add': {
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const lineHeight = this.oneLineHeight();
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this._items.forEach((item, index) => {
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item.offsetY = lineHeight;
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});
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const firstItem = request.item;
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this._items.splice(0, 0, firstItem);
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this._commandState = 'ensure';
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break;
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}
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case 'remove': {
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const target = request.target;
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if (target > 0) {
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const found = this._items.findIndex(item => {
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return (item.stateId === target);
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});
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this._updateIndex = found;
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if (!!this._items[found]) {
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this._items[found].state = 'remove';
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this._commandState = 'removing';
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}
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}
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break;
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}
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default:
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Logger.w(`update: unknown request = ${request.command}`);
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break;
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} // switch
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}
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}
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this.updateFrame();
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this.updateItems();
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this.refresh();
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}
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updateItemOffset(item, index, duration) {
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const lineHeight = this.oneLineHeight();
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switch (this._commandState) {
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case 'ensure': {
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if (index <= this.updateIndex) {
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return;
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}
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item.offsetY -= (lineHeight / duration);
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if (this._animationFrame > duration) {
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item.offsetY = 0;
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}
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break;
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}
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case 'reduce':
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if (index <= this.updateIndex) {
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return;
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}
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item.offsetY += (lineHeight / duration);
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if (this._animationFrame > duration) {
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item.offsetY = lineHeight;
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}
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break;
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default: {
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item.offsetY = 0;
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break;
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}
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} // switch
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if (item.offsetY < 0) {
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item.offsetY = 0;
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}
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}
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updateFrame() {
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const duration = this.lineUpdateDuration();
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switch (this._commandState) {
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case 'ensure':
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if (this._animationFrame > duration) {
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this.completeAnimation();
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} else {
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this._animationFrame++;
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}
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break;
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case 'reduce':
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if (this._animationFrame > duration) {
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this.completeAnimation();
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} else {
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this._animationFrame++;
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}
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break;
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default:
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break;
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} // switch
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}
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updateItems() {
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const duration = this.lineUpdateDuration();
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const itemWidth = this.itemWidth();
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this._items.forEach((item, index) => {
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switch (item.state) {
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case 'add':
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if (this._commandState === 'insert') {
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item.offsetX = itemWidth - ((itemWidth / duration) * item.frame);
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if (item.frame > duration) {
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item.offsetX = 0;
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item.opacity = 255;
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item.state = 'active';
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this.completeAnimation();
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} else {
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item.frame++;
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item.opacity += (256 / duration);
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}
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}
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break;
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case 'active':
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this.updateItemOffset(item, index, duration);
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break;
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case 'remove':
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item.offsetX = ((itemWidth / duration) * item.frame);
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item.opacity -= (256 / duration);
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if (item.opacity < 0) {
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item.opacity = 0;
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}
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if (item.frame > duration) {
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item.opacity = 0;
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item.state = 'removed';
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this.completeAnimation();
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} else {
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item.frame++;
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}
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break;
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default:
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// do nothing
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break;
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} // switch
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});
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}
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completeAnimation() {
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this._updateIndex = 0;
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switch (this._commandState) {
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case 'insert':
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case 'reduce':
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this._commandState = 'neutral';
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break;
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case 'ensure':
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this._commandState = 'insert';
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break;
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case 'removing':
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this._commandState = 'reduce';
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const lineHeight = this.oneLineHeight();
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this._items.forEach(item => {
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if (item.state !== 'removed') {
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item.offsetY = -lineHeight;
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}
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});
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break;
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} // switch
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this._animationFrame = 0;
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this._items.forEach(item => {
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item.frame = 0;
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});
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}
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paint() {
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if (this.contents) {
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this.contents.clear();
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this.contentsBack.clear();
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this.drawAllItems();
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}
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}
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}
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//========================================================================
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// コアスクリプト変更部 (Game_Actor)
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//========================================================================
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const _Game_Actor_prototype_clearStates = Game_Actor.prototype.clearStates;
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Game_Actor.prototype.clearStates = function() {
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_Game_Actor_prototype_clearStates.apply(this, arguments);
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if (!!this._stateHook) {
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this._stateHook.clearState();
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}
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};
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const _Game_Actor_prototype_eraseState = Game_Actor.prototype.eraseState;
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Game_Actor.prototype.eraseState = function(stateId) {
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_Game_Actor_prototype_eraseState.apply(this, arguments);
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if (!!this._stateHook && !this.isStickyState(stateId)) {
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this._stateHook.removeState(stateId);
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}
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};
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const _Game_Actor_prototype_resetStateCounts = Game_Actor.prototype.resetStateCounts;
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Game_Actor.prototype.resetStateCounts = function(stateId) {
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_Game_Actor_prototype_resetStateCounts.apply(this, arguments);
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|
||
if (!!this._stateHook && !this.isStickyState(stateId)) {
|
||
this._stateHook.addState(stateId);
|
||
}
|
||
};
|
||
|
||
Game_Actor.prototype.setStateHook = function(hook) {
|
||
if (!!hook) {
|
||
this.displayedStates().forEach(state => {
|
||
hook.addState(state.id);
|
||
});
|
||
}
|
||
this._stateHook = hook;
|
||
};
|
||
|
||
//========================================================================
|
||
// コアスクリプト変更部 (Scene_Battle)
|
||
//========================================================================
|
||
const _Scene_Battle_prototype_createDisplayObjects = Scene_Battle.prototype.createDisplayObjects;
|
||
Scene_Battle.prototype.createDisplayObjects = function() {
|
||
_Scene_Battle_prototype_createDisplayObjects.apply(this, arguments);
|
||
|
||
ImageManager.loadSystemAsync('battle_state/state_description').then(bitmap => {
|
||
this.stateDescriptionSprite = new Sprite(bitmap);
|
||
this.stateDescriptionSprite.zIndex = 100;
|
||
|
||
const x = (Graphics.width - bitmap.width) / 2;
|
||
const y = (Graphics.height - bitmap.height) / 2;
|
||
this.stateDescriptionSprite.move(x, y);
|
||
this.stateDescriptionSprite.hide();
|
||
this.addChild(this.stateDescriptionSprite);
|
||
});
|
||
|
||
const bitmap = new Bitmap(290, 84);
|
||
bitmap.paintOpacity = PluginUtils.percent(255, 40);
|
||
bitmap.fillAll('#000000');
|
||
bitmap.paintOpacity = 255;
|
||
bitmap.fontFace = $gameSystem.mainFontFace();
|
||
bitmap.fontSize = 24;
|
||
bitmap.textColor = '#FFFFFF';
|
||
bitmap.outlineColor = '#000000';
|
||
|
||
const textHeight = 36;
|
||
const text = TextResource.getText(RES_TEXT_STATE_HELP);
|
||
text.split('\n').forEach((line, index) => {
|
||
const x = 10;
|
||
const y = 4 + (index * textHeight);
|
||
bitmap.drawText(line, x, y, 270, textHeight, 'left');
|
||
});
|
||
this.helpSprite = new Sprite(bitmap);
|
||
this.helpSprite.move(1611, 17);
|
||
this.addChild(this.helpSprite);
|
||
};
|
||
|
||
const _Scene_Battle_prototype_update = Scene_Battle.prototype.update;
|
||
Scene_Battle.prototype.update = function() {
|
||
_Scene_Battle_prototype_update.apply(this, arguments);
|
||
|
||
if (this.isActive() && !this.isBusy() && !!this.stateDescriptionSprite) {
|
||
if (Input.isPressed(InputClass.INPUT_CLASS_SELECT)) {
|
||
if (!this.stateDescriptionSprite.visible) {
|
||
SoundManager.playOk();
|
||
this.stateDescriptionSprite.show();
|
||
this.helpSprite.hide();
|
||
}
|
||
} else if (this.stateDescriptionSprite.visible) {
|
||
this.stateDescriptionSprite.hide();
|
||
this.helpSprite.show();
|
||
}
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_createAllWindows = Scene_Battle.prototype.createAllWindows;
|
||
Scene_Battle.prototype.createAllWindows = function() {
|
||
_Scene_Battle_createAllWindows.apply(this, arguments);
|
||
|
||
this._stateWindow = new Window_BattleState();
|
||
this.addWindow(this._stateWindow);
|
||
|
||
const actor = $gameActors.actor(param.targetActor);
|
||
if (!!actor) {
|
||
actor.setStateHook(this._stateWindow);
|
||
}
|
||
};
|
||
|
||
const _Scene_Battle_prototype_terminate = Scene_Battle.prototype.terminate;
|
||
Scene_Battle.prototype.terminate = function() {
|
||
_Scene_Battle_prototype_terminate.apply(this, arguments);
|
||
|
||
const actor = $gameActors.actor(param.targetActor);
|
||
if (!!actor) {
|
||
actor.setStateHook(null);
|
||
}
|
||
};
|
||
})();
|