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ycrpg/js/plugins/FTKR_ExBattleEvent.js

1035 lines
33 KiB
JavaScript

//=============================================================================
// バトルイベントを拡張するプラグイン
// FTKR_ExBattleEvent.js
// プラグインNo : 40
// 作成者 : フトコロ
// 作成日 : 2017/05/25
// 最終更新日 : 2020/03/02
// バージョン : v1.3.6
//=============================================================================
var Imported = Imported || {};
Imported.FTKR_EBE = true;
var FTKR = FTKR || {};
FTKR.EBE = FTKR.EBE || {};
/*:
* @plugindesc v1.3.6 扩展战斗事件的插件
* @author フトコロ
*
* @param Battle Event
* @text 战斗事件
* @desc 战斗中执行的公共事件ID
* 0 - 不运行可以用逗号(,)分隔设置多个
* @default
*
* @param --勝利時イベント--
* @text --胜利时触发事件--
* @desc
*
* @param Custom Victory Event
* @text 自定义胜利事件
* @desc 是否可以更改战斗胜利时的处理
* 0 - 不更改, 1 - 更改
* @type select
* @option 不更改
* @value 0
* @option 更改
* @value 1
* @default 0
*
* @param Victory Event
* @text 胜利事件
* @desc 战斗胜利时执行的公共事件ID
* 0 - 不执行
* @type common_event
* @default
*
* @param --敗北時イベント--
* @text --失败时触发事件--
* @desc
*
* @param Custom Defeat Event
* @text 自定义失败事件
* @desc 是否可以更改战斗失败时的处理
* 0 - 不更改, 1 - 更改
* @type select
* @option 不更改
* @value 0
* @option 更改
* @value 1
* @default 0
*
* @param Defeat Event
* @text 失败事件
* @desc 战斗失败时执行的公共事件ID
* 0 - 不执行
* @type common_event
* @default
*
* @param --逃走時イベント--
* @text --逃跑时触发事件--
* @desc
*
* @param Custom Escape Event
* @text 自定义逃跑事件
* @desc 是否可以更改战斗逃跑时的处理
* 0 - 不更改, 1 - 更改
* @type select
* @option 不更改
* @value 0
* @option 更改
* @value 1
* @default 0
*
* @param Escape Event
* @text 逃跑事件
* @desc 战斗逃跑时执行的公共事件ID
* 0 - 不执行
* @type common_event
* @default
*
* @param --中断時イベント--
* @text --中断战斗时触发事件--
* @desc
*
* @param Custom Abort Event
* @text 自定义中断事件
* @desc 是否可以更改战斗中断时的处理
* 0 - 不更改, 1 - 更改
* @type select
* @option 不更改
* @value 0
* @option 更改
* @value 1
* @default 0
*
* @param Abort Event
* @text 中断战斗事件
* @desc 战斗中断时执行的公共事件ID
* 0 - 不执行
* @type common_event
* @default
*
* @param Abort BugFix
* @text 中止错误修复
* @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
* @type boolean
* @on 有效
* @off 无效
* @default false
*
* @param --戦闘行動の強制--
* @text --强制战斗行动--
* @desc
*
* @param Invalid Battle Phase
* @text 无效的战斗阶段
* @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
* @default action
*
* @help
*-----------------------------------------------------------------------------
* 概要
*-----------------------------------------------------------------------------
* 通过安装本插件执行战斗结束时或中断时指定的事件
*
* 执行公共事件的时机
* 胜利时(敌人全军覆没后)
* 失败时(我方全军覆没后)
* 逃跑时(使用队伍指令逃跑或技能的逃跑效果后)
* 中断时(执行事件指令中断战斗)
*
* 战斗结束时的事件处理结束后战斗画面结束
*
*
* 有关插件的使用方法请查看下面的在线手册页
* https://github.com/futokoro/RPGMaker/blob/master/FTKR_ExBattleEvent.ja.md
*
*
*-----------------------------------------------------------------------------
* 设置方法
*-----------------------------------------------------------------------------
* 1.请在插件管理器(插件管理)中添加本插件
*
* 2. 与以下插件一起使用时请注意插件管理的顺序
*
* FTKR_CSS_CustomizeBattleResults.js
* 在此插件之上注册
* FTKR_ExBattleEvent.js
* 在此插件下方注册
* FTKR_ExVariablesChange.js
*
*
*-----------------------------------------------------------------------------
* 关于本插件的许可证(许可证)
*-----------------------------------------------------------------------------
* 本插件在MIT许可证下公开
* This plugin is released under the MIT License.
*
* Copyright (c) 2019 Futokoro
* http://opensource.org/licenses/mit-license.php
*
*
* プラグイン公開元
* https://github.com/futokoro/RPGMaker/blob/master/README.md
*
*
*-----------------------------------------------------------------------------
* 変更来歴
*-----------------------------------------------------------------------------
*
* v1.3.6 - 2020/03/02 : 機能追加
* 1. 逃走時と中断時に指定のイベントを実行する機能を追加
*
* v1.3.5 - 2020/01/15 : 不具合修正
* 1. 戦闘終了時イベントで戦闘行動の強制を実行できない不具合を修正
*
* v1.3.4 - 2019/12/29 : 仕様見直し
* 1. 戦闘終了時イベントの実行処理を見直し
*
* v1.3.3 - 2018/02/19 : 不具合修正
* 1. Custom Victory Eventが0の時に戦闘勝利イベントを実行すると
* 戦闘勝利回数が2回増加してしまう不具合を修正
*
* v1.3.2 - 2018/01/13 : 機能追加
* 1. メッセージ表示関係のプラグインコマンドにイベント処理を止める機能を追加
*
* v1.3.1 - 2018/01/12 : 不具合修正
* 1. 戦闘終了時イベント中にウェイトコマンドを実行するとアクターの
* モーションが正常に再生されない不具合を修正
*
* v1.3.0 - 2017/06/30 : 機能追加
* 1. 戦闘終了時のイベントの後にMVデフォルトの戦闘終了処理を実行する
* 機能を追加
*
* v1.2.0 - 2017/06/01 : 機能追加
* 1. 敵キャラの戦闘行動を再設定するプラグインコマンドを追加
*
* v1.1.0 - 2017/05/26 : 機能追加
* 1. バトル中にコモンイベントを実行できる機能を追加
* 2. モーション実行コマンドにアクターを対象にできる機能を追加
* 3. 画面に数字をポップアップさせるプラグインコマンドを追加
*
* v1.0.0 - 2017/05/25 : 初版作成
*
*-----------------------------------------------------------------------------
*/
//=============================================================================
var paramParse = function (obj) {
return JSON.parse(JSON.stringify(obj, paramReplace));
};
var paramReplace = function (key, value) {
try {
return JSON.parse(value || null);
} catch (e) {
return value;
}
};
var matchTextToRegs = function (test, regs) {
return regs.some(function (reg) {
return test.match(reg);
});
};
var readCommentMeta = function (comment, metacodes) {
if (!comment) return false;
return metacodes.some(function (metacode) {
var metaReg = new RegExp("<" + metacode + ">", "i");
return metaReg.test(comment);
});
};
var splitConvertNumber = function (param) {
var results = [];
(param + "").split(",").forEach(function (split) {
match = /[ ]*(\d+)[ ]*-[ ]*(\d+)/.exec(split);
if (match) {
for (var i = Number(match[1]); i <= Number(match[2]); i++) {
results.push(i);
}
} else {
if (!isNaN(split)) results.push(Number(split));
}
});
return results;
};
// textを条件式に使える状態に変換する
var convertTextToConditions = function (text) {
var result = "";
if (text) {
var datas = text.split(";");
datas.forEach(function (data, i) {
result += data;
if (datas[i + 1]) result += ")&&(";
});
result = "(" + result + ")";
}
return result;
};
var convertEscapeCharacters = function (text) {
if (text == null) text = "";
var window = SceneManager._scene._windowLayer.children[0];
return window ? window.convertEscapeCharacters(text) : text;
};
//=============================================================================
// 自作関数(グローバル)
//=============================================================================
FTKR.gameData = FTKR.gameData || {
user: null,
target: null,
item: null,
number: 0,
};
if (!FTKR.setGameData) {
FTKR.setGameData = function (user, target, item, number) {
FTKR.gameData = {
user: user || null,
target: target || null,
item: item || null,
number: number || 0,
};
};
}
if (!FTKR.evalFormula) {
FTKR.evalFormula = function (formula) {
var datas = FTKR.gameData;
try {
var s = $gameSwitches._data;
var v = $gameVariables._data;
var a = datas.user;
var b = datas.target;
var item = datas.item;
var number = datas.number;
if (b) var result = b.result();
var value = eval(formula);
if (isNaN(value)) value = 0;
return value;
} catch (e) {
console.error(e);
return 0;
}
};
}
//=============================================================================
// プラグイン パラメータ
//=============================================================================
var parameters = PluginManager.parameters("FTKR_ExBattleEvent");
FTKR.EBE.battleEvents = splitConvertNumber(parameters["Battle Event"]);
FTKR.EBE.battleEnd = {
victory: paramParse(parameters["Victory Event"] || 0),
customV: paramParse(parameters["Custom Victory Event"] || 0),
defeat: paramParse(parameters["Defeat Event"] || 0),
customD: paramParse(parameters["Custom Defeat Event"] || 0),
escape: paramParse(parameters["Escape Event"] || 0),
customE: paramParse(parameters["Custom Escape Event"] || 0),
abort: paramParse(parameters["Abort Event"] || 0),
customA: paramParse(parameters["Custom Abort Event"] || 0),
abortBF: paramParse(parameters["Abort BugFix"] || false),
invalid: parameters["Invalid Battle Phase"] || "",
};
//=============================================================================
// プラグインコマンド
//=============================================================================
Game_Interpreter.prototype.setArgNumber = function (arg) {
try {
var arg = convertEscapeCharacters(arg);
return Number(eval(arg));
} catch (e) {
console.error(e);
return 0;
}
};
var _EBE_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_EBE_Game_Interpreter_pluginCommand.call(this, command, args);
if (!command.match(/EBE_(.+)/i)) return;
command = (RegExp.$1 + "").toUpperCase();
switch (command) {
case "戦闘終了時ステート解除":
case "REMOVE_BATTLE_STATES":
$gameParty.removeBattleStates();
break;
case "勝利モーション実行":
case "PREFORM_VICTORY":
$gameParty.performVictory();
break;
case "モーション実行":
case "REQUEST_MOTION":
if (!args[1] || args[1] === "全員" || args[1].toUpperCase() === "ALL") {
$gameParty.requestMotion(args[0]);
} else if (Number(args[1]) >= 0) {
var actor = $gameActors.actor(Number(args[1]));
if (actor) actor.requestMotion(args[0]);
}
break;
case "勝利ME演奏":
case "PLAY_VICTORY_ME":
BattleManager.playVictoryMe();
break;
case "敗北ME演奏":
case "PLAY_DEFEAT_ME":
BattleManager.playDefeatMe();
break;
case "BGMBGS再開":
case "REPLAY_BGM_AND_BGS":
BattleManager.replayBgmAndBgs();
break;
case "BGM停止":
case "STOP_BGM":
AudioManager.stopBgm();
break;
case "戦闘報酬計算":
case "MAKE_REWARDS":
BattleManager.makeRewards();
break;
case "勝利メッセージ表示":
case "DISPLAY_VICTORY_MESSAGE":
BattleManager.displayVictoryMessage();
if (args[0] === "-s") this.setWaitMode("message");
break;
case "敗北メッセージ表示":
case "DISPLAY_DEFEAT_MESSAGE":
BattleManager.displayDefeatMessage();
if (args[0] === "-s") this.setWaitMode("message");
break;
case "戦闘報酬表示":
case "DISPLAY_REWARDS":
BattleManager.displayRewards();
if (args[0] === "-s") this.setWaitMode("message");
break;
case "戦闘報酬入手":
case "GAIN_REWARDS":
BattleManager.gainRewards();
break;
case "戦闘再開":
case "RESTART_BATTLE":
BattleManager._checkEbeBattleEvent = false;
break;
case "数字ポップアップ":
case "POPUP_NUMBER":
this.setupNumberPopup(args);
break;
case "敵キャラの戦闘行動の設定":
case "SET_BATTLE_ENEMY_ACTION":
var memberId = this.setArgNumber(args[0]);
$gameTroop.members()[memberId].makeActions();
break;
}
};
Game_Interpreter.prototype.setupNumberPopup = function (args) {
var index = this.setArgNumber(args[0]);
for (var i = 1; i < args.length; i++) {
var arg = (args[i] + "").toUpperCase();
switch (arg) {
case "画像番号":
case "IMAGENUM":
i++;
var baseRow = this.setArgNumber(args[i]);
break;
case "表示内容":
case "VALUE":
i++;
var value = this.setArgNumber(args[i]);
break;
case "ポップアップ高さ":
case "POPUP_HEIGHT":
i++;
var height = this.setArgNumber(args[i]);
if (!isNaN(args[i + 1])) {
i++;
var offsetY = this.setArgNumber(args[i]);
}
break;
case "表示時間":
case "DURATION":
i++;
var duration = this.setArgNumber(args[i]);
break;
case "表示差":
case "DIFF_COUNT":
i++;
var maxcount = this.setArgNumber(args[i]);
break;
case "表示座標":
case "POSITION":
i++;
var x = this.setArgNumber(args[i]);
i++;
var y = this.setArgNumber(args[i]);
break;
case "消去しない":
case "REMAIN":
var remain = true;
break;
case "消去":
case "ERASE":
BattleManager.eraseNumberPopup(index);
return;
}
}
var sprite = BattleManager.setupNumberPopup(index);
if (!isNaN(baseRow)) sprite.setBaseRow(baseRow);
if (!isNaN(height)) sprite.setPopupHeight(height, offsetY);
if (!isNaN(duration)) sprite.setDuration(duration);
if (!isNaN(maxcount)) sprite.setMaxcount(maxcount);
if (!isNaN(x) && !isNaN(y)) sprite.setPosition(x, y);
if (remain) sprite.setRemain();
if (!isNaN(value)) sprite.setValue(value);
};
//=============================================================================
// BattleManager
//=============================================================================
var _EBE_BattleManager_initMembers = BattleManager.initMembers;
BattleManager.initMembers = function () {
_EBE_BattleManager_initMembers.call(this);
this._checkEbeBattleEvent = false;
this._battleEndPattern = 0;
this._numberSprite = [];
this._invalidPhase = FTKR.EBE.battleEnd.invalid.split(",");
};
var _EBE_Game_Party_requestMotionRefresh = Game_Party.prototype.requestMotionRefresh;
Game_Party.prototype.requestMotionRefresh = function () {
if (!BattleManager.isBattleEndEvent()) {
_EBE_Game_Party_requestMotionRefresh.call(this);
}
};
BattleManager.isBattleEndEvent = function () {
return $gameParty.inBattle() && this._checkEbeBattleEvent;
};
BattleManager.isInvalidPhase = function () {
return this._invalidPhase.contains(this._phase);
};
var _EBE_BattleManager_updateEvent = BattleManager.updateEvent;
BattleManager.updateEvent = function () {
if (this.isBattleEndEvent() && !this.isInvalidPhase()) {
if (this.isActionForced()) {
this.processForcedAction();
return true;
} else {
return this.updateEventMain();
}
} else {
return _EBE_BattleManager_updateEvent.call(this);
}
};
var _EBE_BattleManager_checkBattleEnd = BattleManager.checkBattleEnd;
BattleManager.checkBattleEnd = function () {
if (this.isBattleEndEvent()) {
this._checkEbeBattleEvent = false;
switch (this._battleEndPattern) {
case 0: //勝利
if (FTKR.EBE.battleEnd.customV) break;
_EBE_BattleManager_processVictory.call(this);
return true;
case 1: //逃走
if (FTKR.EBE.battleEnd.customE) break;
_EBE_BattleManager_processAbort.call(this);
return true;
case 2: //敗北
if (FTKR.EBE.battleEnd.customD) break;
_EBE_BattleManager_processDefeat.call(this);
return true;
case 3: //中断
this._battleEndPattern = 1;
if (FTKR.EBE.battleEnd.customA) break;
_EBE_BattleManager_processAbort.call(this);
return true;
}
this.endBattle(this._battleEndPattern);
return true;
}
return _EBE_BattleManager_checkBattleEnd.call(this);
};
var _EBE_BattleManager_processVictory = BattleManager.processVictory;
BattleManager.processVictory = function () {
if (FTKR.EBE.battleEnd.victory && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent("victory", ["EBE_戦闘勝利時"])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 0;
}
return true;
}
_EBE_BattleManager_processVictory.call(this);
};
var _EBE_BattleManager_processDefeat = BattleManager.processDefeat;
BattleManager.processDefeat = function () {
if (FTKR.EBE.battleEnd.defeat && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent("defeat", ["EBE_戦闘敗北時"])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 2;
}
return true;
}
_EBE_BattleManager_processDefeat.call(this);
};
var _EBE_BattleManager_checkAbort = BattleManager.checkAbort;
BattleManager.checkAbort = function () {
if (FTKR.EBE.battleEnd.abortBF) {
if ($gameParty.isEmpty()) {
SoundManager.playEscape();
this._escaped = true;
this.processAbort();
} else if (this.isAborting()) {
this._escaped = true;
this.processAbort();
}
return false;
} else {
_EBE_BattleManager_checkAbort.call(this);
}
};
var _EBE_BattleManager_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function () {
if (FTKR.EBE.battleEnd.abort && !this.isBattleEndEvent() && this.isAborting()) {
if ($gameTroop.setupEbeBattleEvent("abort", ["EBE_戦闘中断時"])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 3;
this._phase = "battleEnd";
}
return true;
} else if (FTKR.EBE.battleEnd.escape && !this.isBattleEndEvent()) {
if ($gameTroop.setupEbeBattleEvent("escape", ["EBE_戦闘逃走時"])) {
this._checkEbeBattleEvent = true;
this._battleEndPattern = 1;
this._phase = "battleEnd";
}
return true;
}
_EBE_BattleManager_processAbort.call(this);
};
BattleManager.setupNumberPopup = function (index) {
if (!this._numberSprite[index]) {
var sprite = new Sprite_Number();
this._numberSprite[index] = sprite;
this._spriteset._battleField.addChild(this._numberSprite[index]);
}
return this._numberSprite[index];
};
BattleManager.eraseNumberPopup = function (index) {
this._spriteset._battleField.removeChild(this._numberSprite[index]);
this._numberSprite[index] = {};
};
BattleManager.isActed = function (battler) {
return !this._actionBattlers.contains(battler);
};
BattleManager.isActedEnemy = function (battlerId) {
return !this.isActed($gameTroop.members()[battlerId]);
};
BattleManager.isActedActor = function (battlerId) {
return !this.isActed($gameParty.members()[battlerId]);
};
//=============================================================================
// Game_Party
//=============================================================================
Game_Party.prototype.requestMotion = function (motionName) {
this.members().forEach(function (actor) {
if (actor.canMove()) actor.requestMotion(motionName);
});
};
//=============================================================================
// Game_Troop
//=============================================================================
FTKR.EBE.Game_Troop_clear = Game_Troop.prototype.clear;
Game_Troop.prototype.clear = function () {
FTKR.EBE.Game_Troop_clear.call(this);
this._commonEventFlags = [];
};
FTKR.EBE.Game_Troop_setupBattleEvent = Game_Troop.prototype.setupBattleEvent;
Game_Troop.prototype.setupBattleEvent = function () {
FTKR.EBE.Game_Troop_setupBattleEvent.call(this);
if (!this._interpreter.isRunning()) {
if (this._interpreter.setupReservedCommonEvent()) {
return;
}
var eventIds = FTKR.EBE.battleEvents;
for (var i = 0; i < eventIds.length; i++) {
if (eventIds[i]) {
var event = $dataCommonEvents[eventIds[i]];
if (this.meetsCommonEventCommentConditions(event) && !this._commonEventFlags[i]) {
this._interpreter.setup(event.list, this.troop().id);
if (this.commonEventSpan(event) <= 1) {
this._commonEventFlags[i] = true;
}
break;
}
}
}
}
};
FTKR.EBE.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
Game_Troop.prototype.increaseTurn = function () {
var eventIds = FTKR.EBE.battleEvents;
for (var i = 0; i < eventIds.length; i++) {
if (eventIds[i]) {
var event = $dataCommonEvents[eventIds[i]];
if (this.commonEventSpan(event) === 1) {
this._commonEventFlags[i] = false;
}
}
}
FTKR.EBE.Game_Troop_increaseTurn.call(this);
};
Game_Troop.prototype.setupEbeBattleEvent = function (condition, metacodes) {
if (!this._interpreter.isRunning()) {
if (this._interpreter.setupReservedCommonEvent()) {
return false;
}
var pages = this.troop().pages;
for (var i = 0; i < pages.length; i++) {
var page = pages[i];
if (this.meetsPagesCommentConditions(page, metacodes) && !this._eventFlags[i]) {
this._interpreter.setup(page.list, this.troop().id);
this._eventFlags[i] = true;
return true;
}
}
var event = $dataCommonEvents[FTKR.EBE.battleEnd[condition]];
this._interpreter.setup(event.list, this.troop().id);
return true;
}
return false;
};
Game_Troop.prototype.meetsPagesCommentConditions = function (page, metacodes) {
for (var v = 0; v < page.list.length; v++) {
var list = page.list[v];
if (list && [108, 408].contains(list.code)) {
return readCommentMeta(list.parameters[0], metacodes);
}
}
};
Game_Troop.prototype.commonEventSpan = function (event) {
for (var v = 0; v < event.list.length; v++) {
var list = event.list[v];
if (list && [108, 408].contains(list.code)) {
var match = /<([^<>:]+)(:?)([^>]*)>/g.exec(list.parameters[0]);
switch ((match[1] + "").toUpperCase()) {
case "スパン":
case "SPAN":
switch ((match[3] + "").toUpperCase()) {
case "バトル":
case "BATTLE":
return 0;
case "ターン":
case "TURN":
return 1;
case "モーメント":
case "MOMENT":
return 2;
}
}
}
}
return 0;
};
Game_Troop.prototype.meetsCommonEventCommentConditions = function (event) {
return this.meetsConditions(this.convertCommonEventConditions(event));
};
Game_Troop.prototype.convertCommonEventConditions = function (event) {
var conditions = {};
var code = false;
for (var i = 0; i < event.list.length; i++) {
var list = event.list[i];
if (list && [108, 408].contains(list.code)) {
var match = /<([^<>:]+)(:?)([^>]*)>/g.exec(list.parameters[0]);
if (match) {
switch ((match[1] + "").toUpperCase()) {
case "ターン終了":
case "TURNEND":
conditions.turnEnding = true;
break;
case "ターン":
case "TURN":
if (match[2] === ":") {
var turn = /(\d+)[ ]*\+[ ]*(\d+)[ ]*\*X/i.exec(match[3]);
if (turn) {
conditions.turnValid = true;
conditions.turnA = Number(turn[1]);
conditions.turnB = Number(turn[2]);
}
}
break;
case "敵キャラHP":
case "ENEMY_HP":
if (match[2] === ":") {
var value = /#(\d+)[ ]*(\d+)[ ]*\%以下/i.exec(match[3]);
if (!value) value = /#(\d+)[ ]*less[ ]than[ ]*(\d+)[ ]*\%/i.exec(match[3]);
if (value) {
conditions.enemyValid = true;
conditions.enemyIndex = Number(value[1]);
conditions.enemyHp = Number(value[2]);
}
}
break;
case "アクターHP":
case "ACTOR_HP":
if (match[2] === ":") {
var value = /#(\d+)[ ]*(\d+)[ ]*\%以下/i.exec(match[3]);
if (!value) value = /#(\d+)[ ]*less[ ]than[ ]*(\d+)[ ]*\%/i.exec(match[3]);
if (value) {
conditions.actorValid = true;
conditions.actorId = Number(value[1]);
conditions.actorHp = Number(value[2]);
}
}
break;
case "スイッチ":
case "SWITCH":
if (match[2] === ":") {
conditions.switchValid = true;
conditions.switchId = Number(match[3]);
}
break;
case "/実行条件":
case "/CONDITIONS":
code = false;
break;
case "実行条件":
case "CONDITIONS":
conditions.customValid = true;
conditions.custom = "";
code = true;
break;
}
} else {
if (code) conditions.custom += list.parameters[0] + ";";
}
}
}
var page = { conditions: conditions };
return page;
};
Game_Troop.prototype.evalConditionsFormula = function (text) {
var formula = convertTextToConditions(text);
if (!formula) return true;
return FTKR.evalFormula(formula);
};
FTKR.EBE.Game_Troop_meetsConditions = Game_Troop.prototype.meetsConditions;
Game_Troop.prototype.meetsConditions = function (page) {
var c = page.conditions;
var result = FTKR.EBE.Game_Troop_meetsConditions.call(this, page);
if (!c.turnEnding && !result) {
return false;
}
if ((c.turnEnding || c.turnValid || c.enemyValid || c.actorValid || c.switchValid) && !result) {
return false;
}
if (c.customValid && !this.evalConditionsFormula(c.custom)) {
return false;
}
return true;
};
//=============================================================================
// Sprite_Number
// 数字をスプライトで表示する
//=============================================================================
function Sprite_Number() {
this.initialize.apply(this, arguments);
}
Sprite_Number.prototype = Object.create(Sprite.prototype);
Sprite_Number.prototype.constructor = Sprite_Number;
Sprite_Number.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this._flashColor = [0, 0, 0, 0];
this._flashDuration = 0;
this._damageBitmap = ImageManager.loadSystem("Damage");
this._remain = false;
this._duration = 30;
this._maxcount = 0;
this._count = 0;
this._baseRow = 0;
this._value = 0;
this._index = 0;
this._popupHeight = 40;
this._popupOffsetY = 0.5;
this._fullDuration = this._duration;
};
Sprite_Number.prototype.setupCriticalEffect = function () {
this._flashColor = [255, 0, 0, 160];
this._flashDuration = 60;
};
Sprite_Number.prototype.digitWidth = function () {
return this._damageBitmap ? this._damageBitmap.width / 10 : 0;
};
Sprite_Number.prototype.digitHeight = function () {
return this._damageBitmap ? this._damageBitmap.height / 5 : 0;
};
Sprite_Number.prototype.setBaseRow = function (baseRow) {
this._baseRow = baseRow;
};
Sprite_Number.prototype.setDuration = function (duration) {
this._duration = duration;
};
Sprite_Number.prototype.setValue = function (value) {
this._value = value;
this.resetFullDuration();
};
Sprite_Number.prototype.setMaxcount = function (maxcount) {
this._maxcount = maxcount;
this._count = this._maxcount;
};
Sprite_Number.prototype.setPosition = function (x, y) {
this.x = x;
this.y = y;
};
Sprite_Number.prototype.setRemain = function () {
this._remain = true;
};
Sprite_Number.prototype.setPopupHeight = function (popupHeight, popupOffsetY) {
this._popupHeight = popupHeight;
if (!isNaN(popupOffsetY)) this._popupOffsetY = popupOffsetY;
};
Sprite_Number.prototype.resetFullDuration = function () {
var string = Math.abs(this._value).toString();
this._fullDuration = this._duration * string.length;
};
Sprite_Number.prototype.updateOpacity = function () {
if (this._remain) return;
if (this._fullDuration < 10) {
this.opacity = (255 * this._fullDuration) / 10;
}
};
Sprite_Number.prototype.update = function () {
Sprite.prototype.update.call(this);
if (this._count >= this._maxcount) {
this.createDigit(this._index);
this._index++;
this._count = 0;
} else {
this._count++;
}
if (this._fullDuration > 0) {
this._fullDuration--;
for (var i = 0; i < this.children.length; i++) {
this.updateChild(this.children[i]);
}
}
this.updateFlash();
this.updateOpacity();
};
Sprite_Number.prototype.createChildSprite = function () {
var sprite = new Sprite();
sprite.bitmap = this._damageBitmap;
sprite.anchor.x = 0.5;
sprite.anchor.y = 1;
sprite.y = -this._popupHeight;
sprite.ry = sprite.y;
this.addChild(sprite);
return sprite;
};
Sprite_Number.prototype.createDigit = function (index) {
var value = this._value;
var baseRow = this._baseRow;
var string = Math.abs(value).toString();
if (index >= string.length) return;
var row = baseRow + (value < 0 ? 1 : 0);
var w = this.digitWidth();
var h = this.digitHeight();
var sprite = this.createChildSprite();
var n = Number(string[index]);
sprite.setFrame(n * w, row * h, w, h);
sprite.x = (index - (string.length - 1) / 2) * w;
sprite.dy = -this._popupOffsetY * 2 * index;
};
Sprite_Number.prototype.updateChild = function (sprite) {
sprite.dy += this._popupOffsetY;
sprite.ry += sprite.dy;
if (sprite.ry >= 0) {
sprite.ry = 0;
sprite.dy *= -0.6;
}
sprite.y = Math.round(sprite.ry);
sprite.setBlendColor(this._flashColor);
};
Sprite_Number.prototype.updateFlash = function () {
if (this._flashDuration > 0) {
var d = this._flashDuration--;
this._flashColor[3] *= (d - 1) / d;
}
};
Sprite_Number.prototype.isPlaying = function () {
return this._duration > 0;
};
/*--------------------------------------
--------------------------------------*/