slave-thistle/www/js/plugins/MOG_ActorPictureCM.js
2025-05-26 09:44:24 -05:00

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JavaScript

//============================================================================
// MOG_ActorPictureCM.js
// Translate to Japanese : fungamemake.com
//============================================================================
/*:
* @plugindesc (v2.4f *) Apresenta a imagem do personagem durante a seleção de comandos.
* @author Moghunter
*
* @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @desc
*
* @param Slide Speed
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição da velocidade de deslize.
* @default 10
*
* @param File Name
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição do nome do arquivo.
* @default Actor_
*
* @param
*
* @param -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc
*
* @param Bust Visible
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @text Visible
* @type boolean
* @desc Ativar a imagem do personagem.
* @default true
*
* @param Bust X-Axis
* @text X-Axis
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição da posição X-axis da imagem.
* @default 0
*
* @param Bust Y-Axis
* @text Y-Axis
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição da posição Y-axis da imagem.
* @default 0
*
* @param Bust Slide X
* @text Slide Animation X
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição de deslize X-Axis.
* @default -150
*
* @param Bust Slide Y
* @text Slide Animation Y
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição de deslize Y-Axis.
* @default 0
*
* @param Breath Effect
* @text Breath Animation
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @type boolean
* @desc Ativar respiração de respiração.
* @default true
*
* @param Blink Effect
* @text Blink Animation
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @type boolean
* @desc Ativar o efeito de piscar.
* @default false
*
* @param Blink Speed
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Velocidade de piscar.
* @default 7
*
* @param Blinking Interval
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @desc Intervalo de para piscar.
* @default 190
*
* @param
*
* @param -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @desc
*
* @param Face Visible
* @text Visible
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @type boolean
* @desc Ativar a imagem da Face.
* @default true
*
* @param Face X-Axis
* @text X-Axis
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição da posição X-axis da imagem.
* @default 570
*
* @param Face Y-Axis
* @text Y-Axis
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição da posição Y-axis da imagem.
* @default 0
*
* @param Face Slide X
* @text Slide Animation X
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição de deslize X-Axis.
* @default 150
*
* @param Face Slide Y
* @text Slide Animation Y
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @desc Definição de deslize Y-Axis.
* @default 0
*
* @help
* ===========================================================================
* +++ MOG - Actor Picture CM (v2.4f) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* ===========================================================================
* Apresenta a imagem do personagem durante a seleção de comandos.
*
* ===========================================================================
* - REQUIRED FILES -
* ===========================================================================
* As imagens dos personagens devem ser gravadas na pasta. /img/actor_picture_cm/
* A nomeação dos arquivos devem ser feitas da seguinte forma.
*
* Actor_ + ID + _bust.png
*
* Exemplo
*
* -> Actor_1_bust.png
* -> Actor_2_bust.png
* -> Actor_3_bust.png
*
* ---------------------------------------------------------------------------
*
* Para definir a imagem secundária do personagem nomeie o arquivo da seguinte
* forma.
*
* -> Actor_ ID + _sub.png
*
* Exemplo
*
* -> Actor_1_sub.png
* -> Actpr_2_sub.png
* -> ...
*
* ---------------------------------------------------------------------------
*
* Para definir a imagem dos olhos nomeie o arquivo da seguinte forma.
*
* -> Actor_ ID + _eyes.png
*
* Exemplo
*
* -> Actor_1_eyes.png
* -> Actpr_2_eyes.png
* -> ...
*
* ===========================================================================
* - PLUGIN COMMANDS -
* ===========================================================================
* Se desejar mudar a imagem do arquivo de imagem no meio do jogo utilize o
* commando abaixo
*
* actorCM_fileName : ACTOR_ID : FILE_NAME
*
* EG
*
* actorCM_fileName : 1 : ActorAwaked_5
*
* ===========================================================================
* Para ativar ou desativar o efeito de respiração utilize o plugin
* command abaixo
*
* actorCM_breathEffect : ACTOR_ID : ENABLE
*
* EG
*
* actorCM_breathEffect : 1 : true
*
* ===========================================================================
* - WHAT'S NEW (version 2.4f)
* ===========================================================================
* - (BUG FIX) - Corrigido um erro que causava um erro dependendo das
* condições (by Dark Plasma)
* - (NEW) - Plugins parameters compatíveis com RM1.5+
* - (BUG FIX) - Corrigido o bug de não ocultar as imagens quando a janela
* de messagem estiver ativa. (ATB plugin)
*
*/
/*:ja
* @plugindesc (v2.4f *) 戦闘コマンド選択中にアクターの立ち絵を表示します。
* @author Moghunter
*
* @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @text -> 一般 <<<<<<<<<<<<<<<<<<<<<<<
*
* @param Slide Speed
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @text スライド速度
* @default 10
*
* @param File Name
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
* @text ファイル名接頭辞
* @default Actor_
*
* @param
*
* @param -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @text -> 立ち絵 <<<<<<<<<<<<<<<<<<<<<<<
*
* @param Bust Visible
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @text 有効化
* @default true
* @type boolean
* @on 有効
* @off 無効
*
* @param Bust X-Axis
* @text X軸位置
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default 0
* @desc 正:右 / 負:左
* @type number
* @min -9007
* @max 9007
*
* @param Bust Y-Axis
* @text Y軸位置
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default 0
* @desc 正:下 / 負:上
* @type number
* @min -9007
* @max 9007
*
* @param Bust Slide X
* @text X軸スライド量
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default -150
* @desc 正:右 / 負:左
* @type number
* @min -9007
* @max 9007
*
* @param Bust Slide Y
* @text Y軸スライド量
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default 0
* @desc 正:下 / 負:上
* @type number
* @min -9007
* @max 9007
*
* @param Breath Effect
* @text 呼吸アニメ有効化
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default true
* @type boolean
* @on 有効
* @off 無効
*
* @param Blink Effect
* @text 瞬きエフェクト有効化
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @default false
* @type boolean
* @on 有効
* @off 無効
*
* @param Blink Speed
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @text 瞬きの速度
* @default 7
*
* @param Blinking Interval
* @parent -> BUST <<<<<<<<<<<<<<<<<<<<<<<
* @text 瞬きの間隔
* @default 190
*
* @param
*
* @param -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @text -> サブ画像 <<<<<<<<<<<<<<<<<<<<<<<
*
* @param Face Visible
* @text 有効化
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @default true
* @type boolean
* @on 表示
* @off 非表示
*
* @param Face X-Axis
* @text X軸位置
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @default 570
* @desc 正:右 / 負:左
* @type number
* @min -9007
* @max 9007
*
* @param Face Y-Axis
* @text Y軸位置
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @default 0
* @desc 正:下 / 負:上
* @type number
* @min -9007
* @max 9007
*
* @param Face Slide X
* @text Slide Animation X
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @text X軸スライド量
* @default 150
* @desc 正:右 / 負:左
* @type number
* @min -9007
* @max 9007
*
* @param Face Slide Y
* @text Y軸スライド量
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
* @default 0
* @desc 正:下 / 負:上
* @type number
* @min -9007
* @max 9007
*
* @help
* 翻訳:ムノクラ
* https://fungamemake.com/
* https://twitter.com/munokura/
*
* ===========================================================================
* +++ MOG - Actor Picture CM (v2.4f) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* ===========================================================================
* 戦闘コマンド選択中にアクターの立ち絵を表示します。
*
* ===========================================================================
* - 必要ファイル -
* ===========================================================================
* 戦闘コマンド選択中にアクターの立ち絵を表示します。
* /img/actor_picture_cm/
* ファイル名は下記のようにしてください。
*
* Actor_ + ID + _bust.png
*
* 例
*
* -> Actor_1_bust.png
* -> Actor_2_bust.png
* -> Actor_3_bust.png
*
* ---------------------------------------------------------------------------
*
* アクターのサブ画像ファイル名は下記のようにしてください。
*
* -> Actor_ ID + _sup.png <- ファイル名注意!(元ヘルプのミスです)
*
* 例
*
* -> Actor_1_sup.png
* -> Actpr_2_sup.png
* -> ...
*
* ---------------------------------------------------------------------------
*
* 瞬きの画像ファイル名は下記のようにしてください。
*
* -> Actor_ ID + _eyes.png
*
* 例
*
* -> Actor_1_eyes.png
* -> Actpr_2_eyes.png
* -> ...
*
* 瞬きの画像は下記の仕様で動作します。
*
* 例
*
* 1.Actor_1_bust.png を横に2つ連結したサイズでActor_1_eyes.pngを作成。
* 2.Actor_1_eyes.png の左半分は「目が開いた絵」、右半分は「目が閉じた絵」
* 3.Actor_1_eyes.png は Actor_1_bust.png の上レイヤーで表示される。
* 4.Actor_1_eyes.png の瞬きに関わらない部分は透明化しておくことが可能。
*
* ===========================================================================
* - プラグインコマンド -
* ===========================================================================
* ゲームの途中で表示する画像ファイルを変更したい場合、
* 以下のコマンドを使用してください。
*
* actorCM_fileName : ACTOR_ID : FILE_NAME
*
* 例
*
* actorCM_fileName : 1 : ActorAwaked_5
*
* ===========================================================================
* 呼吸エフェクトを有効/無効にするには、以下のプラグインコマンドを使用します。
*
* actorCM_breathEffect : ACTOR_ID : ENABLE
*
* 例
*
* actorCM_breathEffect : 1 : true
*
* ===========================================================================
* - 更新履歴 (version 2.4f)
* ===========================================================================
* - (BUG FIX) - 条件によりエラーが出るバグを修正(by Dark Plasma)
* - (NEW) - RM1.5 +と互換性のあるプラグインパラメータ
* - (BUG FIX) - メッセージウィンドウが有効な時、
* 画像を隠さないバグを修正しました。(ATBプラグイン)
*
*/
//============================================================================
// ** PLUGIN PARAMETERS
//============================================================================
//============================================================================
// ** PLUGIN PARAMETERS
//============================================================================
var Imported = Imported || {};
Imported.MOG_ActorPictureCM = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_ActorPictureCM');
Moghunter.actor_slideSpeed = Number(Moghunter.parameters['Slide Speed'] || 10);
Moghunter.actor_fileName = String(Moghunter.parameters['File Name'] || "Actor_");
Moghunter.actor_cm1_visible = String(Moghunter.parameters['Face Visible'] || "true");
Moghunter.actor_cm1_slideX = Number(Moghunter.parameters['Face Slide X'] || 150);
Moghunter.actor_cm1_slideY = Number(Moghunter.parameters['Face Slide Y'] || 0);
Moghunter.actor_cm1_x = Number(Moghunter.parameters['Face X-Axis'] || 570);
Moghunter.actor_cm1_y = Number(Moghunter.parameters['Face Y-Axis'] || 0);
Moghunter.actor_cm2_visible = String(Moghunter.parameters['Bust Visible'] || "true");
Moghunter.actor_cm2_slideX = Number(Moghunter.parameters['Bust Slide X'] || -150);
Moghunter.actor_cm2_slideY = Number(Moghunter.parameters['Bust Slide Y'] || 0);
Moghunter.actor_cm2_x = Number(Moghunter.parameters['Bust X-Axis'] || 0);
Moghunter.actor_cm2_y = Number(Moghunter.parameters['Bust Y-Axis'] || 0);
Moghunter.actor_cm2_breathEffect = String(Moghunter.parameters['Breath Effect'] || "true");
Moghunter.actor_cm3_visible = String(Moghunter.parameters['Blink Effect'] || "true");
Moghunter.actor_cm3_blinkS = Number(Moghunter.parameters['Blink Speed'] || 5);
Moghunter.actor_cm3_blinkD = Number(Moghunter.parameters['Blinking Interval'] || 180);
//============================================================================
// ** ImageManager
//============================================================================
//==============================
// * Actor Hud
//==============================
ImageManager.loadActorpicCM = function (filename) {
return this.loadBitmap('img/actor_picture_cm/', filename, 0, true);
};
//============================================================================
// ** Game_Temp
//============================================================================
//==============================
// * Initialize
//==============================
var _alias_mog_actorcm_temp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function () {
_alias_mog_actorcm_temp_initialize.call(this);
this._actorCmData = [false, false, true];
};
//============================================================================
// ** Game Interpreter
//============================================================================
//==============================
// * PluginCommand
//==============================
var _mog_actorCM_gint_pluginCommand = Game_Interpreter.prototype.pluginCommand
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_mog_actorCM_gint_pluginCommand.call(this, command, args)
if (command === "actorCM_fileName") { this.setActorCM(args) };
if (command === "actorCM_breathEffect") { this.setActorBreathEffect(args) };
return true;
};
//==============================
// * Set Actor CM
//==============================
Game_Interpreter.prototype.setActorCM = function (args) {
var id = Number(args[1]);
var fileName = String(args[3]);
for (var i = 0; i < $gameParty.members().length; i++) {
var actor = $gameParty.members()[i];
if (actor._actorId === id) {
if (actor) { actor.setActorCMNAme(fileName) };
};
};
};
//==============================
// * Set Actor Breath Effect
//==============================
Game_Interpreter.prototype.setActorBreathEffect = function (args) {
var id = Number(args[1]);
var enable = String(args[3]) == "true" ? true : false;
for (var i = 0; i < $gameParty.members().length; i++) {
var actor = $gameParty.members()[i];
if (actor._actorId === id) {
if (actor) { actor.setActorCMbreathEffect(enable) };
};
};
};
//============================================================================
// ** Game_Actor
//============================================================================
//==============================
// * Initialize
//==============================
var _mog_actorcm_gactor_initMembers = Game_Actor.prototype.initMembers;
Game_Actor.prototype.initMembers = function () {
_mog_actorcm_gactor_initMembers.call(this);
var breathEffect = String(Moghunter.actor_cm2_breathEffect) == "true" ? true : false;
this._actorCMData = ["", 0, 0, breathEffect];
};
//==============================
// * Setup
//==============================
var _mog_actorcm_gactor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function (actorId) {
_mog_actorcm_gactor_setup.call(this, actorId);
this._actorCMData[0] = String(Moghunter.actor_fileName) + this._actorId;
};
//==============================
// * set Actor CMNAme
//==============================
Game_Actor.prototype.setActorCMNAme = function (fileName) {
this._actorCMData[0] = String(fileName);
};
//==============================
// * set Actor CM Breath Effect
//==============================
Game_Actor.prototype.setActorCMbreathEffect = function (enable) {
this._actorCMData[3] = enable;
};
//============================================================================
// ** Scene Base
//============================================================================
//==============================
// ** create Hud Field
//==============================
Scene_Base.prototype.createHudField = function () {
this._hudField = new Sprite();
this._hudField.z = 10;
this.addChild(this._hudField);
};
//==============================
// ** sort MZ
//==============================
Scene_Base.prototype.sortMz = function () {
this._hudField.children.sort(function (a, b) { return a.mz - b.mz });
};
//============================================================================
// ** Scene Battle
//============================================================================
//==============================
// ** create Spriteset
//==============================
var _mog_actorPicCM_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset;
Scene_Battle.prototype.createSpriteset = function () {
_mog_actorPicCM_sbattle_createSpriteset.call(this);
if (!this._hudField) { this.createHudField() };
this.createActorCMBase();
this.createActorCM();
this.sortMz();
};
//==============================
// * Create Actor CM Base
//==============================
Scene_Battle.prototype.createActorCMBase = function () {
this.actorPictureCMBase = new Actor_CMPictureBase();
this.actorPictureCMBase.mz = 104;
this._hudField.addChild(this.actorPictureCMBase);
};
//==============================
// * Create Actor CM
//==============================
Scene_Battle.prototype.createActorCM = function () {
this.actorPictureCM = new Actor_CMPicture();
this.actorPictureCM.mz = 105;
this._hudField.addChild(this.actorPictureCM);
};
//============================================================================
// * Actor_CMPicture
//============================================================================
function Actor_CMPicture() {
this.initialize.apply(this, arguments);
};
Actor_CMPicture.prototype = Object.create(Sprite.prototype);
Actor_CMPicture.prototype.constructor = Actor_CMPicture;
//==============================
// * Initialize
//==============================
Actor_CMPicture.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this._actor = null;
this._CmName = null;
this._breahEffect = false;
$gameTemp._actorCmData = [false, false, true];
this._cm1 = String(Moghunter.actor_cm1_visible) === "true" ? true : false;
this._cm2 = String(Moghunter.actor_cm2_visible) === "true" ? true : false;
this._cm3 = String(Moghunter.actor_cm3_visible) === "true" ? true : false;
this._sldSpd = Math.min(Math.max(Moghunter.actor_slideSpeed, 1), 999);
if (this._cm1) { this.createCM1() };
if (this._cm2) { this.createCM2() };
if (this._cm3) { this.createCM3() };
};
//==============================
// * is Visible
//==============================
Actor_CMPicture.prototype.isVisible = function () {
if (!$gameTemp._actorCmData[2]) { return false };
return $gameTemp._actorCmData[0];
};
//==============================
// * create CM1
//==============================
Actor_CMPicture.prototype.createCM1 = function () {
this._supSprite = new Sprite();
this._supSprite.visible = false;
this._supSpriteData = null;
this.addChild(this._supSprite);
};
//==============================
// * create CM2
//==============================
Actor_CMPicture.prototype.createCM2 = function () {
this._bust = new Sprite();
this._bust.anchor.x = 0.5;
this._bust.anchor.y = 1.0;
this._bust.visible = false;
this._bustData = null;
this.addChild(this._bust);
};
//==============================
// * create CM3
//==============================
Actor_CMPicture.prototype.createCM3 = function () {
this._eyes = new Sprite();
this._eyes.anchor.x = 0.5;
this._eyes.anchor.y = 1.0;
this._eyes.visible = false;
this.addChild(this._eyes);
};
//==============================
// * Hide Sprites
//==============================
Actor_CMPicture.prototype.hideSprites = function () {
if (this._supSprite) { this._supSprite.visible = false };
if (this._bust) { this._bust.visible = false };
};
//==============================
// * move To
//==============================
Actor_CMPicture.prototype.moveto = function (value, real_value) {
if (value == real_value) { return value };
var dnspeed = 2 + (Math.abs(value - real_value) / this._sldSpd);
if (value > real_value) {
value -= dnspeed;
if (value < real_value) { value = real_value };
}
else if (value < real_value) {
value += dnspeed;
if (value > real_value) { value = real_value };
};
return Math.floor(value);
};
//==============================
// * File Name Real
//==============================
Actor_CMPicture.prototype.fileNameReal = function () {
if (!this._actor) { return "" };
return this._actor._actorCMData[0];
};
//==============================
// * FileName
//==============================
Actor_CMPicture.prototype.fileName = function () {
return String(this._CmName);
};
//==============================
// * Need Refresh Actor
//==============================
Actor_CMPicture.prototype.refreshActor = function () {
this._actor = BattleManager.actor();
if (this._actor) { this.refreshSprites() };
};
//==============================
// * refresh Bitmap CM1
//==============================
Actor_CMPicture.prototype.refreshBitmapCM1 = function () {
var fileName = this.fileName() + "_sup"
this._supSprite.bitmap = ImageManager.loadActorpicCM(fileName);
this._supSprite.visible = false;
this._supSpriteData = null;
};
//==============================
// * refresh Bitmap CM2
//==============================
Actor_CMPicture.prototype.refreshBitmapCM2 = function () {
var fileName = this.fileName() + "_bust";
this._bust.bitmap = ImageManager.loadActorpicCM(fileName);
this._bust.visible = false;
this._bust.zoom = {}
this._bust.zoom.speed = 0.0004;
this._bust.zoom.maxScale = 0.008;
this._bust.zoom.phase = 0;
this._bust.zoom.y = 0;
this._breahEffect = false;
this._bustData = null;
if (this._eyes) { this.refreshBitmapCM3() };
};
//==============================
// * refresh Bitmap CM3
//==============================
Actor_CMPicture.prototype.refreshBitmapCM3 = function () {
var fileName = this.fileName() + "_eyes";
this._eyes.bitmap = ImageManager.loadActorpicCM(fileName);
this._eyes.visible = false;
};
//==============================
// * refresh Sprites
//==============================
Actor_CMPicture.prototype.refreshSprites = function () {
this._CmName = this._actor ? this._actor._actorCMData[0] : null;
if (this._supSprite) { this.refreshBitmapCM1() };
if (this._bust) { this.refreshBitmapCM2() };
};
//==============================
// * Need Refresh Actor
//==============================
Actor_CMPicture.prototype.needRefreshActor = function () {
if ($gameTemp._actorCmData[1]) { return true };
if (BattleManager.actor() != this._actor) { return true };
if (this._actor && this._CmName != this._actor._actorCMData[0])
return false;
};
//==============================
// * get Data CM1
//==============================
Actor_CMPicture.prototype.getDataCM1 = function () {
this._supSpriteData = [this._supSprite.bitmap.width, this._supSprite.bitmap.height,
Moghunter.actor_cm1_x, Moghunter.actor_cm1_y, 0, 0, true,
Moghunter.actor_cm1_slideX, Moghunter.actor_cm1_slideY
];
this._supSprite.visible = true;
this._supSprite.opacity = 0;
this._supSprite.x = this._supSpriteData[6] ? this._supSpriteData[2] + this._supSpriteData[7] : this._supSpriteData[2];
this._supSprite.y = this._supSpriteData[6] ? this._supSpriteData[3] + this._supSpriteData[8] : this._supSpriteData[3];
};
//==============================
// * Update CM1
//==============================
Actor_CMPicture.prototype.updateCM1 = function () {
if (!this.isVisible()) {
this._supSpriteData[4] = this._supSpriteData[2] + this._supSpriteData[7];
this._supSpriteData[5] = this._supSpriteData[3] + this._supSpriteData[8];
this._supSprite.opacity -= 15;
} else {
this._supSpriteData[4] = this._supSpriteData[2];
this._supSpriteData[5] = this._supSpriteData[3];
this._supSprite.opacity += 15;
};
this._supSprite.x = this.moveto(this._supSprite.x, this._supSpriteData[4]);
this._supSprite.y = this.moveto(this._supSprite.y, this._supSpriteData[5]);
};
//==============================
// * need Get Data 1
//==============================
Actor_CMPicture.prototype.needGetData1 = function () {
if (!this._supSprite) { return false };
if (this._supSpriteData) { return false };
if (!this._supSprite.bitmap) { return false };
if (!this._supSprite.bitmap.isReady()) { return false };
return true;
};
//==============================
// * get Data CM2
//==============================
Actor_CMPicture.prototype.getDataCM2 = function () {
this._bustData = [this._bust.bitmap.width, this._bust.bitmap.height,
Moghunter.actor_cm2_x, Moghunter.actor_cm2_y, 0, 0, true,
Moghunter.actor_cm2_slideX, Moghunter.actor_cm2_slideY,
0, 0, 0];
this._bust.visible = true;
this._bust.opacity = 0;
this._bustData[2] = Moghunter.actor_cm2_x + (Graphics.boxWidth / 2);
this._bustData[3] = Moghunter.actor_cm2_y + Graphics.boxHeight;
this._bust.x = this._bustData[6] ? this._bustData[2] + this._bustData[7] : this._bustData[2];
this._bust.y = this._bustData[6] ? this._bustData[3] + this._bustData[8] : this._bustData[3];
// this._breahEffect = this._actor._actorCMData[3];
this._breahEffect = this._actor ? this._actor._actorCMData[3] : false; //fix by DarkPlasma
if (this._eyes) { this.getDataCM3() };
};
//==============================
// * get Data CM 3
//==============================
Actor_CMPicture.prototype.getDataCM3 = function () {
this._eyesData = {};
this._eyesData.index = 0;
this._eyesData.speed = 0;
this._eyesData.motionM = Number(Moghunter.actor_cm3_blinkS);
this._eyesData.blinkD = Number(Moghunter.actor_cm3_blinkD)
this._eyesData.duration = Math.randomInt(60) + 60;
this._eyesData.cw = this._eyes.bitmap.width / 2;
this._eyesData.ch = this._eyes.bitmap.height;
this.refreshFrame(this._eyes, -1);
};
//==============================
// * update Blink
//==============================
Actor_CMPicture.prototype.updateBlink = function () {
if (this._eyesData.duration <= 0) {
this._eyesData.speed++;
if (this._eyesData.speed < this._eyesData.motionM) { return }
this._eyesData.speed = 0;
this._eyesData.index++;
if (this._eyesData.index > 1) {
this._eyesData.index = -1
this._eyesData.duration = Math.randomInt(160) + this._eyesData.blinkD;
};
this.refreshFrame(this._eyes, this._eyesData.index);
} else {
this._eyesData.duration--;
}
};
//==============================
// * refresh Frame
//==============================
Actor_CMPicture.prototype.refreshFrame = function (sprite, index) {
var cw = this._eyesData.cw;
var ch = this._eyesData.ch;
var fr = cw * index;
sprite.setFrame(fr, 0, cw, ch)
};
//==============================
// * update CM3
//==============================
Actor_CMPicture.prototype.updateCM3 = function () {
this.updateBlink();
this._eyes.visible = this._bust.visible;
this._eyes.opacity = this._bust.opacity;
this._eyes.x = this._bust.x;
this._eyes.y = this._bust.y;
this._eyes.scale.x = this._bust.scale.x;
this._eyes.scale.y = this._bust.scale.y;
};
//==============================
// * breathSpeed
//==============================
Actor_CMPicture.prototype.breathSpeed = function () {
return 0.000225;
};
//==============================
// * Update CM2
//==============================
Actor_CMPicture.prototype.updateCM2 = function () {
if (!this.isVisible()) {
this._bustData[4] = this._bustData[2] + this._bustData[7];
this._bustData[5] = this._bustData[3] + this._bustData[8];
this._bust.opacity -= 15;
} else {
this._bustData[4] = this._bustData[2];
this._bustData[5] = this._bustData[3];
this._bust.opacity += 15;
};
this._bust.x = this.moveto(this._bust.x, this._bustData[4]);
this._bust.y = this.moveto(this._bust.y, this._bustData[5]);
if (this._breahEffect && this._bust.opacity > 0) { this.updateBreathEffect() };
if (this._eyes) { this.updateCM3() };
};
//==============================
// * Update Breath Effect
//==============================
Actor_CMPicture.prototype.updateBreathEffect = function () {
this._bust.zoom.speed = this.breathSpeed();
if (this._bust.zoom.phase === 0) {
this._bust.zoom.y += this._bust.zoom.speed
if (this._bust.zoom.y >= this._bust.zoom.maxScale) {
this._bust.zoom.y = this._bust.zoom.maxScale;
this._bust.zoom.phase = 1;
};
} else {
this._bust.zoom.y -= this._bust.zoom.speed
if (this._bust.zoom.y <= 0) {
this._bust.zoom.y = 0;
this._bust.zoom.phase = 0;
};
};
this._bust.scale.y = 1.00 + this._bust.zoom.y;
};
//==============================
// * need Get Data 2
//==============================
Actor_CMPicture.prototype.needGetData2 = function () {
if (!this._bust) { return false };
if (this._bustData) { return false };
if (!this._bust.bitmap) { return false };
if (!this._bust.bitmap.isReady()) { return false };
return true;
};
//==============================
// * Update
//==============================
Actor_CMPicture.prototype.update = function () {
Sprite.prototype.update.call(this);
if (this.needRefreshActor()) { this.refreshActor() };
if (this.needGetData1()) { this.getDataCM1() };
if (this.needGetData2()) { this.getDataCM2() };
if (this._supSpriteData) { this.updateCM1() };
if (this._bustData) { this.updateCM2() };
};
//============================================================================
// * Actor_CMPicture Base
//============================================================================
function Actor_CMPictureBase() {
this.initialize.apply(this, arguments);
};
Actor_CMPictureBase.prototype = Object.create(Sprite.prototype);
Actor_CMPictureBase.prototype.constructor = Actor_CMPictureBase;
//==============================
// * Initialize
//==============================
Actor_CMPictureBase.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
};
//==============================
// * create Background
//==============================
Actor_CMPictureBase.prototype.createBackground = function () {
this._background = new TilingSprite(ImageManager.loadActorpicCM("Background"));
this._background.move(0, 0, Graphics.width, Graphics.height);
this.addChild(this._background);
};
//==============================
// * update Visible
//==============================
Actor_CMPictureBase.prototype.updateVisible = function () {
this.visible = this.visibleBase();
};
//==============================
// * visble Base
//==============================
Actor_CMPictureBase.prototype.visibleBase = function () {
if (!BattleManager.actor()) { return false };
return true;
};
//==============================
// * Update
//==============================
Actor_CMPictureBase.prototype.update = function () {
Sprite.prototype.update.call(this);
this.updateVisible();
};
//============================================================================
// * Scene Battle
//============================================================================
//==============================
// * Update
//==============================
var _alias_mog_actorcm_scbat_update = Scene_Battle.prototype.update;
Scene_Battle.prototype.update = function () {
_alias_mog_actorcm_scbat_update.call(this);
$gameTemp._actorCmData[0] = this.sprite_actor_cm_visible();
};
//==============================
// * Sprite Actor CM Visible
//==============================
Scene_Battle.prototype.sprite_actor_cm_visible = function () {
if (!BattleManager.actor()) { return false };
if (this._actorWindow.active) { return false };
if (this._enemyWindow.active) { return false };
if (this._partyCommandWindow.active) { return false };
if ($gameMessage.isBusy()) { return false };
if (!BattleManager.isInputting()) { return false };
return true;
};