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//=============================================================================
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// バトルイベントを拡張するプラグイン
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// FTKR_ExBattleEvent.js
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// プラグインNo : 40
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// 作成者 : フトコロ
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// 作成日 : 2017/05/25
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// 最終更新日 : 2020/03/02
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// バージョン : v1.3.6
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//=============================================================================
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var Imported = Imported || {};
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Imported.FTKR_EBE = true;
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var FTKR = FTKR || {};
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FTKR.EBE = FTKR.EBE || {};
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/*:
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* @plugindesc v1.3.6 扩展战斗事件的插件
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* @author フトコロ
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*
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* @param Battle Event
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* @text 战斗事件
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* @desc 战斗中执行的公共事件ID
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* 0 - 不运行、可以用逗号(,)分隔设置多个
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* @default
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*
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* @param --勝利時イベント--
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* @text --胜利时触发事件--
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* @desc
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*
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* @param Custom Victory Event
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* @text 自定义胜利事件
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* @desc 是否可以更改战斗胜利时的处理
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* 0 - 不更改, 1 - 更改
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* @type select
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* @option 不更改
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* @value 0
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* @option 更改
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* @value 1
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* @default 0
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*
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* @param Victory Event
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* @text 胜利事件
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* @desc 战斗胜利时执行的公共事件ID
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* 0 - 不执行
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* @type common_event
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* @default
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*
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* @param --敗北時イベント--
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* @text --失败时触发事件--
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* @desc
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*
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* @param Custom Defeat Event
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* @text 自定义失败事件
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* @desc 是否可以更改战斗失败时的处理
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* 0 - 不更改, 1 - 更改
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* @type select
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* @option 不更改
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* @value 0
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* @option 更改
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* @value 1
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* @default 0
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*
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* @param Defeat Event
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* @text 失败事件
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* @desc 战斗失败时执行的公共事件ID
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* 0 - 不执行
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* @type common_event
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* @default
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*
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* @param --逃走時イベント--
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* @text --逃跑时触发事件--
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* @desc
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*
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* @param Custom Escape Event
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* @text 自定义逃跑事件
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* @desc 是否可以更改战斗逃跑时的处理
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* 0 - 不更改, 1 - 更改
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* @type select
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* @option 不更改
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* @value 0
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* @option 更改
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* @value 1
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* @default 0
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*
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* @param Escape Event
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* @text 逃跑事件
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* @desc 战斗逃跑时执行的公共事件ID
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* 0 - 不执行
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* @type common_event
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* @default
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*
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* @param --中断時イベント--
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* @text --中断战斗时触发事件--
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* @desc
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*
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* @param Custom Abort Event
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* @text 自定义中断事件
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* @desc 是否可以更改战斗中断时的处理
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* 0 - 不更改, 1 - 更改
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* @type select
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* @option 不更改
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* @value 0
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* @option 更改
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* @value 1
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* @default 0
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*
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* @param Abort Event
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* @text 中断战斗事件
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* @desc 战斗中断时执行的公共事件ID
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* 0 - 不执行
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* @type common_event
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* @default
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*
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* @param Abort BugFix
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* @text 中止错误修复
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* @desc 进行核心脚本中战斗中断时的错误修正。如果与其他插件冲突,请禁用。
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* @type boolean
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* @on 有效
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* @off 无效
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* @default false
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*
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* @param --戦闘行動の強制--
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* @text --强制战斗行动--
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* @desc
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*
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* @param Invalid Battle Phase
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* @text 无效的战斗阶段
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* @desc 在此规定的战斗阶段中战斗行动的强制生效。 规定多个时用逗号(,)分隔。
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* @default action
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*
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* @help
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*-----------------------------------------------------------------------------
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* 概要
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*-----------------------------------------------------------------------------
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* 通过安装本插件,执行战斗结束时或中断时指定的事件。
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*
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* 执行公共事件的时机
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* 1.胜利时(敌人全军覆没后)
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* 2.失败时(我方全军覆没后)
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* 3.逃跑时(使用队伍指令“逃跑”或技能的逃跑效果后)
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* 4.中断时(执行事件指令「中断战斗」后)
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*
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* 战斗结束时的事件处理结束后,战斗画面结束。
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*
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*
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* 有关插件的使用方法,请查看下面的在线手册页。
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* https://github.com/futokoro/RPGMaker/blob/master/FTKR_ExBattleEvent.ja.md
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*
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*
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*-----------------------------------------------------------------------------
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* 设置方法
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*-----------------------------------------------------------------------------
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* 1.请在“插件管理器(插件管理)”中添加本插件。
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*
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* 2. 与以下插件一起使用时,请注意插件管理的顺序。
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*
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* FTKR_CSS_CustomizeBattleResults.js
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* ↑在此插件之上注册↑
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* FTKR_ExBattleEvent.js
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* ↓在此插件下方注册↓
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* FTKR_ExVariablesChange.js
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*
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*
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*-----------------------------------------------------------------------------
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* 关于本插件的许可证(许可证)
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*-----------------------------------------------------------------------------
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* 本插件在MIT许可证下公开。
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* This plugin is released under the MIT License.
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*
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* Copyright (c) 2019 Futokoro
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* http://opensource.org/licenses/mit-license.php
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*
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*
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* プラグイン公開元
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* https://github.com/futokoro/RPGMaker/blob/master/README.md
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*
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*
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*-----------------------------------------------------------------------------
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* 変更来歴
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*-----------------------------------------------------------------------------
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*
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* v1.3.6 - 2020/03/02 : 機能追加
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* 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。
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*
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* v1.3.5 - 2020/01/15 : 不具合修正
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* 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。
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*
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* v1.3.4 - 2019/12/29 : 仕様見直し
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* 1. 戦闘終了時イベントの実行処理を見直し。
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*
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* v1.3.3 - 2018/02/19 : 不具合修正
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* 1. Custom Victory Eventが0の時に、戦闘勝利イベントを実行すると
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* 戦闘勝利回数が2回増加してしまう不具合を修正。
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*
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* v1.3.2 - 2018/01/13 : 機能追加
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* 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。
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*
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* v1.3.1 - 2018/01/12 : 不具合修正
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* 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
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* モーションが正常に再生されない不具合を修正。
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*
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* v1.3.0 - 2017/06/30 : 機能追加
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* 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
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* 機能を追加。
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*
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* v1.2.0 - 2017/06/01 : 機能追加
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* 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。
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*
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* v1.1.0 - 2017/05/26 : 機能追加
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* 1. バトル中にコモンイベントを実行できる機能を追加。
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* 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。
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* 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。
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*
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* v1.0.0 - 2017/05/25 : 初版作成
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*
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*-----------------------------------------------------------------------------
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*/
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//=============================================================================
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var paramParse = function (obj) {
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return JSON.parse(JSON.stringify(obj, paramReplace));
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};
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var paramReplace = function (key, value) {
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try {
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return JSON.parse(value || null);
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} catch (e) {
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return value;
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}
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};
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var matchTextToRegs = function (test, regs) {
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return regs.some(function (reg) {
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return test.match(reg);
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});
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};
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var readCommentMeta = function (comment, metacodes) {
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if (!comment) return false;
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return metacodes.some(function (metacode) {
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var metaReg = new RegExp("<" + metacode + ">", "i");
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return metaReg.test(comment);
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});
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};
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var splitConvertNumber = function (param) {
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var results = [];
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(param + "").split(",").forEach(function (split) {
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match = /[ ]*(\d+)[ ]*-[ ]*(\d+)/.exec(split);
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if (match) {
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for (var i = Number(match[1]); i <= Number(match[2]); i++) {
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results.push(i);
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}
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} else {
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if (!isNaN(split)) results.push(Number(split));
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}
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});
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return results;
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};
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// textを条件式に使える状態に変換する
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var convertTextToConditions = function (text) {
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var result = "";
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if (text) {
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var datas = text.split(";");
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datas.forEach(function (data, i) {
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result += data;
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if (datas[i + 1]) result += ")&&(";
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});
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result = "(" + result + ")";
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}
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return result;
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};
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var convertEscapeCharacters = function (text) {
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if (text == null) text = "";
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var window = SceneManager._scene._windowLayer.children[0];
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return window ? window.convertEscapeCharacters(text) : text;
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};
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//=============================================================================
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// 自作関数(グローバル)
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//=============================================================================
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FTKR.gameData = FTKR.gameData || {
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user: null,
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target: null,
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item: null,
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number: 0,
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};
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if (!FTKR.setGameData) {
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FTKR.setGameData = function (user, target, item, number) {
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FTKR.gameData = {
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user: user || null,
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target: target || null,
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item: item || null,
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number: number || 0,
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};
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};
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}
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if (!FTKR.evalFormula) {
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|
FTKR.evalFormula = function (formula) {
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|
var datas = FTKR.gameData;
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try {
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var s = $gameSwitches._data;
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var v = $gameVariables._data;
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|
var a = datas.user;
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|
var b = datas.target;
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|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
}
|
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|
|
this.updateFlash();
|
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|
|
this.updateOpacity();
|
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|
|
};
|
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|
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;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*--------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--------------------------------------*/
|