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//=============================================================================
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// Yanfly Engine Plugins - Battle Engine Core
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// YEP_BattleEngineCore.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_BattleEngineCore = true;
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var Yanfly = Yanfly || {};
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Yanfly.BEC = Yanfly.BEC || {};
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Yanfly.BEC.version = 1.43;
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//=============================================================================
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/*:
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* @plugindesc v1.43a 战斗引擎核心☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @text ---全局---
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* @default
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*
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* @param Action Speed
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* @text 动作速度
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* @desc This is the formula used for an action's base speed.
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* Default: agi + Math.randomInt(Math.floor(5 + agi / 4))
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* @default agi
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*
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* @param Default System
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* @text 默认系统
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* @desc This is the default battle system your game uses.
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* Default: dtb
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* @default dtb
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*
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* @param ---Escape---
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* @text ---逃跑---
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* @default
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*
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* @param Escape Ratio
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* @text 默认逃跑率
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* @desc This is the formula used to determine escape success.
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* Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
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* @default 0.5 * $gameParty.agility() / $gameTroop.agility()
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*
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* @param Fail Escape Boost
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* @text 失败+逃跑率
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* @desc Each time the player fails escape, increase the success
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* rate by this much. Default: 0.1
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* @default 0.1
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*
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* @param ---Animation---
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* @text ---动画---
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* @default
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*
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* @param Animation Base Delay
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* @text 动画基本延迟
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* @desc This sets the base delay in between animations.
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* Default: 8
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* @default 0
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*
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* @param Animation Next Delay
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* @text 动画下一个延迟
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* @desc This sets the sequential delay in between animations.
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* Default: 12
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* @default 0
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*
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* @param Certain Hit Animation
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* @text 特定命中动画
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* @desc Default animation to play for certain hit skills.
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* Use 0 if you wish for no animation.
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* @default 120
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*
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* @param Physical Animation
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* @text 物理技能动画
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* @desc Default animation to play for physical skills.
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* Use 0 if you wish for no animation.
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* @default 52
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*
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* @param Magical Animation
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* @text 魔法技能动画
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* @desc Default animation to play for magical skills.
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* Use 0 if you wish for no animation.
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* @default 51
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*
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* @param Enemy Attack Animation
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* @text 敌人攻击动画
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* @desc This is the default attack animation played by enemies.
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* Default: 0
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* @default 39
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*
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* @param Reflect Animation
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* @text 魔法反射动画
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* @desc The animation used when magic attacks are reflected.
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* @default 42
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*
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* @param Motion Waiting
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* @text 运动等待
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* @desc Play animations after performing an action or during?
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* During - false After - true Default: false
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* @default false
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*
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* @param ---Frontview---
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* @text ---正视图---
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* @default
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*
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* @param Front Position X
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* @desc This formula determines the actor's home X position.
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* Default: 0
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* @default Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index
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*
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* @param Front Position Y
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* @desc This formula determines the actor's home Y position.
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* Default: 0
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* @default Graphics.boxHeight - 180
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*
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* @param Front Actor Sprite
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* @text 显示前角色精灵
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* @desc Show the actor battle sprite in frontview?
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* NO - false YES - true Default - false
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* @default false
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*
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* @param Front Sprite Priority
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* @text 前精灵优先级
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* @desc Give actor sprites the priority of always being on top?
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* 0 - Normal 1 - Actors on Top 2 - Enemies on Top
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* @default 1
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*
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* @param ---Sideview---
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* @text ---侧视图---
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* @default
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*
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* @param Home Position X
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* @desc This formula determines the actor's home X position.
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* Default: 600 + index * 32
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* @default screenWidth - 16 - (maxSize + 2) * 32 + index * 32
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*
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* @param Home Position Y
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* @desc This formula determines the actor's home Y position.
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* Default: 280 + index * 48
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* @default screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32
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*
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* @param Side Sprite Priority
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* @text 侧精灵优先级
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* @desc Give actor sprites the priority of always being on top?
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* 0 - Normal 1 - Actors on Top 2 - Enemies on Top
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* @default 1
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*
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* @param ---Sprites---
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* @text ---精灵---
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* @default
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*
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* @param Default X Anchor
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* @desc Default value used for your sprites's X Anchor.
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* Default: 0.5
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* @default 0.5
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*
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* @param Default Y Anchor
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* @desc Default value used for your sprites's Y Anchor.
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* Default: 1.0
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* @default 1.0
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*
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* @param Step Distance
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* @text 步距
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* @desc 这是一个单位为采取行动而向前走的距离。
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* Default: 48
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* @default 48
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*
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* @param Flinch Distance
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* @text 退缩距离
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* @desc 在侧视图中,当一个单位受到伤害或闪避时,它将
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* 以像素为单位缩小一定距离。
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* @default 12
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*
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* @param Show Shadows
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* @text 显示阴影
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* @desc Do you wish to have shadows appear under actors?
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* NO - false YES - true
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* @default true
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*
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* @param ---Damage Popups---
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* @text ---伤害弹出窗口---
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* @default
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*
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* @param Popup Duration
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* @text 弹出窗口持续时间
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* @desc Adjusts how many frames a popup will stay visible for.
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* Default: 90
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* @default 128
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*
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* @param Newest Popup Bottom
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* @text 最新窗口底部弹出
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* @desc Places the newest popup at the bottom of a group.
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* NO - false YES - true
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* @default true
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*
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* @param Popup Overlap Rate
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* @text 弹出重叠率
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* @desc When multiple damage popups appear, they cover each other.
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* Use this to change the buffer rate amount for each sprite.
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* @default 0.9
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*
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* @param Critical Popup
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* @text 关键弹出窗口
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* @desc Adjusts the popup's flashing color for critical hits.
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* Default: 255, 0, 0, 160
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* @default 255, 0, 0, 160
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*
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* @param Critical Duration
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* @text 临界持续时间
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* @desc 闪烁将保留多少帧用于关键帧
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* How many frames the flashing will remain for a critical.
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* Default: 60
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* @default 60
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*
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* @param ---Tick-Settings---
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* @text ---Tick 设置---
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* @default
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*
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* @param Timed States
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* @text 定时状态
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* @desc If the battle system is Tick-based, use time instead of
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* turns for states? NO - false YES - true
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* @default false
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*
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* @param Timed Buffs
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* @text 定时增益
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* @desc If the battle system is Tick-based, use time instead of
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* turns for buffs? NO - false YES - true
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* @default false
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*
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* @param Turn Time
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* @text 转弯时间
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* @desc 必须经过多少个记号才能等于一圈?
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* How many ticks must past to equal 1 turn?
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* @default 100
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*
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* @param AI Self Turns
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* @text AI自转
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* @desc Set AI to be based on their own individual turns?
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* NO - false YES - true
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* @default true
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*
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* @param ---Window Settings---
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* @text ---窗口设置---
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* @default
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*
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* @param Lower Windows
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* @text 底部窗口
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* @desc Places the skill and item windows at the screen's bottom.
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* OFF - false ON - true
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* @default true
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*
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* @param Window Rows
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* @text 窗口行
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* @desc For lower windows, how many rows of items do you wish for
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* the windows to display?
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* @default 4
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*
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* @param Command Window Rows
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* @text 命令窗口行
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* @desc Sets the number of rows for each command window to display.
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* Default: 4
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* @default 4
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*
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* @param Command Alignment
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* @text 命令对齐
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* @desc Sets the text alignment for the Party/Actor Commands.
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* Default: left
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* @default center
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*
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* @param Start Actor Command
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* @text 启用角色命令
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* @desc Starts turn with the Actor Command Window instead of Party.
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* OFF - false ON - true
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* @default true
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*
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* @param Current Max
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* @text 显示HP/MP的当前最大值
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* @desc Display the entire current / max value of HP/MP?
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* NO - false YES - true Default: true
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* @default false
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*
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* @param ---Selection Help---
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* @text ---选择帮助---
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* @default
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*
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* @param Mouse Over
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* @text 鼠标悬停
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* @desc Allows you to mouse over the enemies to auto-select them.
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* OFF - false ON - true
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* @default true
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*
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* @param Select Help Window
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* @text 选择帮助窗口
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* @desc When selecting actors and enemies, show the help window?
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* NO - false YES - true
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* @default true
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*
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* @param User Help Text
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* @text 用户帮助文本
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* @desc The singular form of 'User' used in a help window.
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* @default 用户
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*
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* @param Ally Help Text
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* @text 队友帮助文本*单
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* @desc The singular form of 'Ally' used in a help window.
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* @default 队友
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*
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* @param Allies Help Text
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* @text 队友帮助文本*复
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* @desc The plural form of 'Allies' used in a help window.
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* @default 全体队友
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*
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* @param Enemy Help Text
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* @text 敌人帮助文本*单
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* @desc The singular form of 'Enemy' used in a help window.
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* @default 敌人
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*
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* @param Enemies Help Text
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* @text 敌人帮助文本*复
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* @desc The plural form of 'Enemy' used in a help window.
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* @default 全体敌人
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*
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* @param All Help Text
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* @text 所有帮助文字
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* @desc When selecting a entire group of targets.
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* %1 - Target Group (Allies or Enemies)
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* @default %1
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*
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* @param Random Help Text
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* @text 随机目标帮助文字
|
|
|
|
|
* @desc When selecting a random selection of targets.
|
|
|
|
|
* %1 - Target Group (Allies or Enemies) %2 - Number
|
|
|
|
|
* @default %2 随机 %1
|
|
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|
|
*
|
|
|
|
|
* @param ---Enemy Select---
|
|
|
|
|
* @text ---敌人选择---
|
|
|
|
|
* @default
|
|
|
|
|
*
|
|
|
|
|
* @param Visual Enemy Select
|
|
|
|
|
* @text 视觉敌人选择
|
|
|
|
|
* @desc Replaces the enemy selection screen with a more visual one.
|
|
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|
|
* OFF - false ON - true
|
|
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|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Enemy Name
|
|
|
|
|
* @text 显示敌人名称
|
|
|
|
|
* @desc Show enemy names with Visual Enemy Select.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Select Box
|
|
|
|
|
* @text 显示敌人选择框
|
|
|
|
|
* @desc Show a selection box when selecting enemies.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Enemy Font Size
|
|
|
|
|
* @text 敌人字体大小
|
|
|
|
|
* @desc Changes the font size used to display enemy names.
|
|
|
|
|
* Default: 28
|
|
|
|
|
* @default 20
|
|
|
|
|
*
|
|
|
|
|
* @param Enemy Auto Select
|
|
|
|
|
* @text 初始自动选择敌人
|
|
|
|
|
* @desc Changes what enemy is automatically selected at first.
|
|
|
|
|
* LEFT - 0 RIGHT - this.furthestRight()
|
|
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|
|
* @default this.furthestRight()
|
|
|
|
|
*
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|
|
|
|
* @param ---Actor Select---
|
|
|
|
|
* @text ---角色选择---
|
|
|
|
|
* @default
|
|
|
|
|
*
|
|
|
|
|
* @param Visual Actor Select
|
|
|
|
|
* @text 视觉角色选择
|
|
|
|
|
* @desc Allows you to click the actor on screen to select it.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param ---Battle Log---
|
|
|
|
|
* @text ---战斗日志---
|
|
|
|
|
* @default
|
|
|
|
|
*
|
|
|
|
|
* @param Show Emerge Text
|
|
|
|
|
* @text 显示出现文本
|
|
|
|
|
* @desc Shows the battle start text for enemies appearing.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Pre-Emptive Text
|
|
|
|
|
* @text 显示优先文本
|
|
|
|
|
* @desc Shows the text for getting a pre-emptive attack.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Surprise Text
|
|
|
|
|
* @text 显示惊喜文本
|
|
|
|
|
* @desc Shows the text for getting a surprise attack.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Optimize Speed
|
|
|
|
|
* @text 优化速度
|
|
|
|
|
* @desc Cuts log base line process to optimize the battle speed.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Action Text
|
|
|
|
|
* @text 显示操作文本
|
|
|
|
|
* @desc Displays full action text or a simplified version of it.
|
|
|
|
|
* SIMPLE - false FULL - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show State Text
|
|
|
|
|
* @text 显示状态文本
|
|
|
|
|
* @desc Shows all text regarding states.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Buff Text
|
|
|
|
|
* @text 显示Buff文本
|
|
|
|
|
* @desc Shows all text regarding buffs.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Counter Text
|
|
|
|
|
* @text 显示反击文本
|
|
|
|
|
* @desc Shows text regarding counter attacks.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Reflect Text
|
|
|
|
|
* @text 显示反射文本
|
|
|
|
|
* @desc Shows text regarding reflected spells.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Substitute Text
|
|
|
|
|
* @text 显示替代伤害文本
|
|
|
|
|
* @desc Shows text regarding substituted damage.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default true
|
|
|
|
|
*
|
|
|
|
|
* @param Show Fail Text
|
|
|
|
|
* @text 显示攻击失败文本
|
|
|
|
|
* @desc Shows text regarding failed attacks.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Critical Text
|
|
|
|
|
* @text 显示暴击文本
|
|
|
|
|
* @desc Shows text regarding critical hits.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Miss Text
|
|
|
|
|
* @text 显示Miss文本
|
|
|
|
|
* @desc Shows text regarding missed attacks.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show Evasion Text
|
|
|
|
|
* @text 显示闪避文本
|
|
|
|
|
* @desc Shows text regarding evaded attacks.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show HP Text
|
|
|
|
|
* @text 显示HP文本
|
|
|
|
|
* @desc Shows text regarding HP damage or heals.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show MP Text
|
|
|
|
|
* @text 显示MP文本
|
|
|
|
|
* @desc Shows text regarding MP damage or heals.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @param Show TP Text
|
|
|
|
|
* @text 显示TP文本
|
|
|
|
|
* @desc Shows text regarding TP damage or heals.
|
|
|
|
|
* OFF - false ON - true
|
|
|
|
|
* @default false
|
|
|
|
|
*
|
|
|
|
|
* @help
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Introduction
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* RPG Maker MV默认的战斗系统已经支持流行的横版战斗,我们可以使用战斗核心
|
|
|
|
|
* 引擎来增加更多的特点和能力
|
|
|
|
|
* 这个插件改变了战斗系统的很多方面,使其看起来更像现代的角色扮演游戏,而
|
|
|
|
|
* 不是过时笨重的那种。这改变了战斗界面的文本的显示以及出现方式。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Battle Messages
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 当改变了战斗过程中的选项和信息时候,插入下面的标签就可以让信息在战斗记
|
|
|
|
|
* 录里居中
|
|
|
|
|
*
|
|
|
|
|
* <CENTER>
|
|
|
|
|
* 这个标签可以覆盖所有的战斗记录窗口,并且将视为一种居中战斗文本信息的指令。
|
|
|
|
|
*
|
|
|
|
|
* SParam公式*有几个记事标签,你可以用来改变某些技能和项目的出现方式,
|
|
|
|
|
* 因为你不想在名字中出现像“哈罗德攻击”这样的名字。
|
|
|
|
|
*
|
|
|
|
|
* 技能和物品标签:
|
|
|
|
|
*
|
|
|
|
|
* <Display Text: x>
|
|
|
|
|
* 这会将显示的文本更改为x。
|
|
|
|
|
*
|
|
|
|
|
* <Display Icon: x>
|
|
|
|
|
* 这会将显示的图标更改为x。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Battle Windows
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 为了使战斗系统的导航更加简便,这里有很多选项来调整战斗系统的角色窗口之
|
|
|
|
|
* 后出现。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Battle Order
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 这个战斗回合系统也被修复,这样,任何有敏捷值改变的情况的战斗,将会在当
|
|
|
|
|
* 前回合生效而不是下个回合。行动速度计算也被调整过,移除了过去速度计算公
|
|
|
|
|
* 式带有随机的因素,让敏捷值可以更加实际的作为一个战术上的因素。
|
|
|
|
|
*
|
|
|
|
|
* Skill and Item Notetag:
|
|
|
|
|
* <speed: +x>
|
|
|
|
|
* <speed: -x>
|
|
|
|
|
* 这可以让您突破编辑器的限制-2000和2000允许您
|
|
|
|
|
* 控制你的动作速度。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Multiple Hits
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 如果伤害标签在行动中消失,多重伤害系统不会中断。这个通过切换永久状态来
|
|
|
|
|
* 实现的。如果要使用这个特性,请确保数据库中存在一个永久状态;如果不想使
|
|
|
|
|
* 用,请将永久状态参数ID改为0。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Popup Revamp
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 尽管伤害数值的弹出系统和原版MV看起来一样,但是他们的进程是完全不同的。
|
|
|
|
|
* 在之前,弹出系统在1帧只会弹出一次,但现在,我们可以在同1帧显示所有伤害
|
|
|
|
|
* ,这使其看起来更加平滑。
|
|
|
|
|
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Common Events
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 无论敌人队伍是否存活,公共事件将会在每次行动结束的时候执行,通过恰当的
|
|
|
|
|
* 放置行动序列标签,你可以让技能的公共事件在一个行动当中执行。但是,请注
|
|
|
|
|
* 意如果你让一个行动在另一个行动当中执行,剩余的行动序列将会变成空的来取
|
|
|
|
|
* 代新的行动。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Casting Animations
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 角色动作将会协助提供给玩家,让他们明白战斗者是谁,以及技能使用类型。这
|
|
|
|
|
* 个插件可以让技能拥有动作,这些动作是可以为单独技能自定调整的
|
|
|
|
|
*
|
|
|
|
|
* Skill Notetag:
|
|
|
|
|
* <Cast Animation: x>
|
|
|
|
|
* 设置技能动作ID,设置0将会取消动作
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changing Battle Systems
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 当玩家不在战斗时,你可以通过插件命令改变战斗系统。如果只使用这个插件
|
|
|
|
|
* 这里只包含了默认的战斗系统
|
|
|
|
|
*
|
|
|
|
|
* Plugin Command:
|
|
|
|
|
* setBattleSys DTB 设置战斗为默认回合制
|
|
|
|
|
*
|
|
|
|
|
* 未来其他插件将会包含其他战斗系统
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Sideview Actions
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 在软件默认的战斗系统里,竖向和横向的战斗方式都没有显示反击,显示魔法攻
|
|
|
|
|
* 击,或者任何战斗者的替换队员。这个战斗系统核心引擎可以提供给横版战斗模
|
|
|
|
|
* 式的游戏更好的战斗队员显示效果。
|
|
|
|
|
*
|
|
|
|
|
* 魔法攻击也将会显示一个相应的动画,来告诉玩家已经准备好战斗。这个动画可
|
|
|
|
|
* 以用参数改变,但是角色,职业,敌人,武器,装备和状态可以根据需要显示独
|
|
|
|
|
* 有的动画。
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetag:
|
|
|
|
|
* <Reflect Animation ID: x>
|
|
|
|
|
* 改变角色的动画为X。这将影响角色,职业,敌人,武器,装备及状态等等
|
|
|
|
|
*
|
|
|
|
|
* 有时,你不希望你的敌人可以移动,或者你不希望某个角色移动。他们只是固定
|
|
|
|
|
* 的。为了完成这件事,你可以使用下面这个标签禁止参与战斗者移动。
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetag:
|
|
|
|
|
* <Sprite Cannot Move>
|
|
|
|
|
* 阻止了参与战斗者移动。这将影响角色,职业,敌人,武器,装备及状态等等。
|
|
|
|
|
* 如果敌人在其行动的时候不能移动,他将会像竖版战斗那样闪烁。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Custom Sideview Battler Anchor
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 横向战斗时,角色图通常被置于中间,并且固定在脚部,而不是所有的横版战斗
|
|
|
|
|
* 都会这样。用这个事件,对于那些不遵从标准的角色,我们可以用不同的手段固
|
|
|
|
|
* 定他们。
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Weapon, Armor, State Notetags:
|
|
|
|
|
* <Anchor X: y.z>
|
|
|
|
|
* <Anchor Y: y.z>
|
|
|
|
|
* 这个设置了角色横向战斗时,侧视图的位置。系统默认值中,X=0.5,Y=1.0。如
|
|
|
|
|
* 果你希望X可以向左一点,你需要设置它小于5.或者设置大于5来使其向右。为了
|
|
|
|
|
* 提高Y方向,你需要设置小于1.0的值。请不断调整直到你完成了最正确的设置。
|
|
|
|
|
*
|
|
|
|
|
*如果一个锚有多个特性,产生不同的锚,它将是
|
|
|
|
|
*在类似于以下顺序的优先级列表中使用:
|
|
|
|
|
*
|
|
|
|
|
* States
|
|
|
|
|
* Weapons
|
|
|
|
|
* Armors
|
|
|
|
|
* Class
|
|
|
|
|
* Actor
|
|
|
|
|
* Default
|
|
|
|
|
*
|
|
|
|
|
* 优先级越高,优先级越高。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* 敌人攻击动画
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 为了给你的敌人提供独特的攻击动画,你可以使用这个标签:
|
|
|
|
|
*
|
|
|
|
|
* Enemy Notetag:
|
|
|
|
|
* <Attack Animation: x>
|
|
|
|
|
* 将x替换为要设置为
|
|
|
|
|
* 敌人的默认攻击动画。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* 自动状态删除条件
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 默认情况下,角色扮演者MV的战斗系统会自动移除状态
|
|
|
|
|
* 三种不同的情况:无、动作结束、转身结束。
|
|
|
|
|
*
|
|
|
|
|
* 无和转弯端按预期工作。然而,行动结束了,然而
|
|
|
|
|
* 各州在战斗开始时撤军,而不是在战斗结束时撤军。
|
|
|
|
|
* 这是改变和更新,只发生在战斗的行动结束。
|
|
|
|
|
*
|
|
|
|
|
* 现在又增加了两个自动条件:动作开始和转弯开始。
|
|
|
|
|
* 可以使用以下注释标记添加和实现这些注释:
|
|
|
|
|
*
|
|
|
|
|
* State Notetags:
|
|
|
|
|
* <Action Start: x>
|
|
|
|
|
* <Action Start: x to y>
|
|
|
|
|
* 这将导致此状态更新其在开始时剩余的回合数
|
|
|
|
|
* 行动。x是它将持续的圈数。如果你用x到y,在
|
|
|
|
|
* 应用该状态,该状态将被随机数圈移除
|
|
|
|
|
* 从x到y。
|
|
|
|
|
*
|
|
|
|
|
* <Turn Start: x>
|
|
|
|
|
* <Turn Start: x to y>
|
|
|
|
|
* 这将导致状态更新其在循环开始时剩余的轮数
|
|
|
|
|
* 战斗回合。x是它将持续的圈数。如果你用x到y,
|
|
|
|
|
* 在应用状态时,状态将被随机删除
|
|
|
|
|
* 从x转到y。
|
|
|
|
|
*
|
|
|
|
|
* 有行动结束的状态对他们来说有一个独特的特征,如果施法者
|
|
|
|
|
* 状态是当前活跃的战斗者(主体),如果状态是
|
|
|
|
|
* 应用于用户本身,他们将获得一个“自由转身”。“自由转弯”是
|
|
|
|
|
* 以减轻用户因某个动作而损失1个回合的持续时间
|
|
|
|
|
* 结束时间,他们将失去在国家统治下的好处
|
|
|
|
|
* 转弯的时机。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* 动作序列
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Yanfly引擎插件-战斗引擎核心包括
|
|
|
|
|
* 使用自定义动作序列。动作顺序是
|
|
|
|
|
* 该游戏创造了一个定制的视觉和机械技能。
|
|
|
|
|
* 然而,战斗引擎的核心将只包括最基本的行动
|
|
|
|
|
* 因此,有关如何创建自定义操作序列的说明
|
|
|
|
|
* 将包含在此插件的未来扩展插件的帮助文件中。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changelog
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Version 1.43a:
|
|
|
|
|
* - Bug fixed to prevent crash if non-existent actions are used.
|
|
|
|
|
* - Optimization update.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.42:
|
|
|
|
|
* - Optimization update.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.41:
|
|
|
|
|
* - Fixed a bug that allowed certain sprites to remain in the active pool
|
|
|
|
|
* while party members were removed midway through battle.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.40:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.3.2.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.39c:
|
|
|
|
|
* - Fixed a bug that caused dead actors to not be a part of action sequence
|
|
|
|
|
* targeting for "Not Focus".
|
|
|
|
|
* - Optimization update.
|
|
|
|
|
* - Updated "queueForceAction" to utilize both numbers and actual targets.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.38a:
|
|
|
|
|
* - Optimization update.
|
|
|
|
|
* - Compatibility update for Selection Control v1.08.
|
|
|
|
|
* - Bug fixed for mirrored animations on enemies.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.37:
|
|
|
|
|
* - Fixed a bug where if the enemy's size is too small, the enemy's name
|
|
|
|
|
* during selection will be cut off.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.36d:
|
|
|
|
|
* - Made an update for the battle background image snaps when there is no
|
|
|
|
|
* battleback being used. This will prevent the player party and enemy troop
|
|
|
|
|
* from appearing in the background snapshot when entering menus mid-battle.
|
|
|
|
|
* - 'Death Break' action sequence now only triggers upon dead status and not
|
|
|
|
|
* an 'or 0 HP' condition.
|
|
|
|
|
* - Updated Forced Action sequencing for more efficiency.
|
|
|
|
|
* - 'Action Times+' traits now work properly for DTB again.
|
|
|
|
|
* - Optimized message displaying for battle log.
|
|
|
|
|
* - Optimized z sorting algorithm for sprites.
|
|
|
|
|
*
|
|
|
|
|
* Verison 1.35d:
|
|
|
|
|
* - Scopes that target a dead ally will automatically target the first dead
|
|
|
|
|
* ally now. Scopes that target all dead allies will lock onto the first dead
|
|
|
|
|
* ally. This will hopefully provide less confusion amongst playing.
|
|
|
|
|
* - Added anti-crash measure for sprite bitmaps.
|
|
|
|
|
* - Added anti-crash measure for faux actions.
|
|
|
|
|
* - Added anti-crash measure to prevent non-existant animations from playing.
|
|
|
|
|
* - Added a check that prevents hidden battlers from appearing when using
|
|
|
|
|
* certain action sequences.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.34a:
|
|
|
|
|
* - Fixed a bug where 'NOT FOCUS' targets were not including dead members.
|
|
|
|
|
* - Fixed a bug where using NOT FOCUS would cause dead targets to be visible.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.33:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.1.0.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.32d:
|
|
|
|
|
* - Fixed a bug that caused a crash when an actor died.
|
|
|
|
|
* - Added a motion engine to be used for future plugins.
|
|
|
|
|
* - Preparation for a future plugin.
|
|
|
|
|
* - <Anchor X: y.z> and <Anchor Y: y.z> notetags for actors are now extended
|
|
|
|
|
* to actors, classes, weapons, armors, and states.
|
|
|
|
|
* - Added <Display Text: x> and <Display Icon: x> notetags for skills and
|
|
|
|
|
* items. These notetags will alter the display name shown and icon shown
|
|
|
|
|
* respectively while performing a skill.
|
|
|
|
|
* - Switched Magic Reflect checking order with Counterattack checking order.
|
|
|
|
|
* This is to give priority to reflected actions over countered actions.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.31b:
|
|
|
|
|
* - States with Action End now have a unique trait to them where if the caster
|
|
|
|
|
* of the state is the current active battler (subject) and if the state is
|
|
|
|
|
* then applied on the user itself, they will gain a 'free turn'. The 'free
|
|
|
|
|
* turn' is to mitigate the user from losing 1 duration of the turn since with
|
|
|
|
|
* an Action End timing, they would lose the benefit of being under the state
|
|
|
|
|
* for that turn's timing.
|
|
|
|
|
* - Added failsafes for Free Turns in case other plugins have overwritten the
|
|
|
|
|
* on battle start functions.
|
|
|
|
|
* - Added a compatibility update to Animated SV Enemies for dead motion.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.30:
|
|
|
|
|
* - Optimization update.
|
|
|
|
|
* - Fixed a bug that prevented added state effects be unable to apply if they
|
|
|
|
|
* are an added Death state.
|
|
|
|
|
* - Battlelog lines are now able to display text codes.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.29:
|
|
|
|
|
* - Fixed a bug with the 'else if' action sequences not working in the right
|
|
|
|
|
* order of sequence conditions.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.28d:
|
|
|
|
|
* - Fixed a bug if instant casting a skill that would make an opponent battler
|
|
|
|
|
* to force an action to end incorrectly. Thanks to DoubleX for the fix.
|
|
|
|
|
* - Fixed a bug with mouse over not working properly.
|
|
|
|
|
* - Fixed a bug regarding forced actions that will cause the battle to freeze
|
|
|
|
|
* if the forced action causes the main active subject to leave the battle.
|
|
|
|
|
* - Fixed a bug with timed states not updating their turns properly.
|
|
|
|
|
* - Changed priority of IF action sequences to higher to no longer interfere
|
|
|
|
|
* other action sequences.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.27:
|
|
|
|
|
* - Mechanic change. This will only affect those using turn-based state timing
|
|
|
|
|
* mechanics. Turn End state updates are now shifted from Turn End to occur at
|
|
|
|
|
* Regeneration timing to have a more synchronized aspect. The timings are very
|
|
|
|
|
* close so there's next to no notice in difference. Buff turn updates are also
|
|
|
|
|
* moved to the regeneration timing, too.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.26:
|
|
|
|
|
* - Added 'Mouse Over' parameter to Selection Help. This parameter enables
|
|
|
|
|
* mouse users to simply hover over the enemy to select them rather than having
|
|
|
|
|
* to click an enemy twice to select them.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.25f:
|
|
|
|
|
* - Added failsafes for Forced Action queues.
|
|
|
|
|
* - Added 'Show Select Box' parameter when selecting enemies.
|
|
|
|
|
* - Fixed a bug that caused End Turn events to not function properly.
|
|
|
|
|
* - Battle animations, by default, are positioned relative to the base bitmap
|
|
|
|
|
* for its target sprite. However, actor sprites do not have a base bitmap and
|
|
|
|
|
* therefore, battle animations, regardless of position, will always target the
|
|
|
|
|
* actor sprite's feet. This update now gives actor sprites a base bitmap.
|
|
|
|
|
* - Readjusted sprite width and sprite height calculations.
|
|
|
|
|
* - Added a failsafe for when no sideview actor graphics are used.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.24:
|
|
|
|
|
* - Implemented a Forced Action queue list. This means if a Forced Action
|
|
|
|
|
* takes place in the middle of an action, the action will resume after the
|
|
|
|
|
* forced action finishes rather than cancels it out like MV does.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.23:
|
|
|
|
|
* - Fixed a bug that didn't regenerate HP/MP/TP properly for tick-based.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.22:
|
|
|
|
|
* - Fixed a bug within MV that caused Forced Actions at Turn End to prompt and
|
|
|
|
|
* trigger all turn-end related activities (such as regeneration and state turn
|
|
|
|
|
* updating).
|
|
|
|
|
* - Made a mechanic change so that Action Start and Action End state turns do
|
|
|
|
|
* not update their turns through forced actions.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.21:
|
|
|
|
|
* - Fixed a bug where states Action End weren't going down properly with DTB.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.20:
|
|
|
|
|
* - Fixed a bug where revived actors using instant cast aren't properly set to
|
|
|
|
|
* use actions immediately.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.19:
|
|
|
|
|
* - Added <Attack Animation: x> notetag for enemies.
|
|
|
|
|
* - Added 'AI Self Turns' for Tick-Based Battles. Enemies can now have their
|
|
|
|
|
* A.I. revolve around their own individual turns rather than the battle's.
|
|
|
|
|
* - Mechanic change for states. Following suit with the change to Action End
|
|
|
|
|
* removal, there are now two more conditions added: Action Start, Turn Start.
|
|
|
|
|
* - Added <Action Start: x>, <Action Start: x to y>, <Turn Start: x>, and
|
|
|
|
|
* <Turn Start: x to y> notetags for automatic state removal.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.18:
|
|
|
|
|
* - Fixed a bug with irregular targeting scopes.
|
|
|
|
|
* - Fixed an MV-related bug with Recover All event not refreshing battlers.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.17b:
|
|
|
|
|
* - Fixed a bug with action end states to remove multiple at once.
|
|
|
|
|
* - Fixed a visual error with flinching sprites.
|
|
|
|
|
* - Added 'Current Max' parameter to change HP current/max display in battle.
|
|
|
|
|
* - Mechanic change for states that update on Action End to end at the end of
|
|
|
|
|
* a battler's turn instead of at the start.
|
|
|
|
|
* - Began preparations for another battle system.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.16:
|
|
|
|
|
* - Fixed an issue with mirrored enemies having mirrored state icons.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.15a:
|
|
|
|
|
* - Fixed a bug revolving the status window not updating.
|
|
|
|
|
* - Updated default home position formula to better fit other party sizes.
|
|
|
|
|
* New Home Position X:
|
|
|
|
|
* screenWidth - 16 - (maxSize + 2) * 32 + index * 32
|
|
|
|
|
* New Home Position Y:
|
|
|
|
|
* screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 16
|
|
|
|
|
*
|
|
|
|
|
* Version 1.14:
|
|
|
|
|
* - Fixed a bug with Forced Actions locking out the battle.
|
|
|
|
|
* - New mechanic: For tick-based battle systems, states with action-end will
|
|
|
|
|
* go down in turns based on how many actions took place for the actor instead.
|
|
|
|
|
* Previously, they were indistinguishable from states with Turn End removal.
|
|
|
|
|
* - New mechanic: Using Instant Skills/Items from YEP_InstantCast.js will also
|
|
|
|
|
* cause states with action-end to go down in turns upon using actions.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.13a:
|
|
|
|
|
* - Fixed a bug that made battlebacks disappear.
|
|
|
|
|
* - Reworked visual enemy selection.
|
|
|
|
|
* - Victory phase doesn't immediately display level up changes in battle
|
|
|
|
|
* status window.
|
|
|
|
|
* - Fixed a bug with the visual enemy select showing dead enemy names.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.12b:
|
|
|
|
|
* - If the Battle HUD has been hidden for whatever reason during the victory
|
|
|
|
|
* sequence, it will be returned.
|
|
|
|
|
* - Added <speed: +x> and <speed: -x> notetags to break past editor limits.
|
|
|
|
|
* - Added new conditions where the battle won't end until all action sequences
|
|
|
|
|
* have been fulfilled.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.11:
|
|
|
|
|
* - Fixed a bug that didn't show HP/MP Regeneration.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.10:
|
|
|
|
|
* - Removed immortal state dependancy. Immortality is now its own setting.
|
|
|
|
|
* - Added more abbreviated variables for action speed calculation.
|
|
|
|
|
* - Fixed a bug where all-scope attacks would reveal Appear-Halfway enemies.
|
|
|
|
|
* - Fixed a bug where the battle wouldn't end if the final enemy was killed
|
|
|
|
|
* by state damage.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.09:
|
|
|
|
|
* - Fixed a undefined actor bug for refreshing the status window.
|
|
|
|
|
* - Added 'Show Shadows' parameter to the plugin settings.
|
|
|
|
|
* - Reworked the default action sequences so that forced actions do not appear
|
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|
|
|
* on top of each other and party-heal animations occur simultaneously.
|
|
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*
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|
|
|
* Version 1.08:
|
|
|
|
|
* - Fixed a bug where battlers gaining HP/MP in the damage formula for
|
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|
|
|
* themselves wouldn't trigger popups.
|
|
|
|
|
* - Fixed a bug where if the party failed to escape from battle, states that
|
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|
|
|
* would be removed by battle still get removed. *Fixed by Emjenoeg*
|
|
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|
|
* - Fixed a bug where instant death skills didn't work.
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|
|
* - Changed Sprite Priority settings to decide whether actors, enemies, or
|
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|
* neither would always be on top.
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*
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|
|
* Version 1.07:
|
|
|
|
|
* - Optimized status window to refresh at a minimum.
|
|
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|
|
* - Set up frame work for future plugins:
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|
|
|
* - Added 'Escape Ratio' and 'Fail Escape Boost' to parameters to allow users
|
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|
|
* to set the escape ratio they want.
|
|
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|
|
* - Added 'Front Sprite Priority' and 'Side Sprite Priority' to parameters to
|
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|
|
* dictate if actor sprites are always on top.
|
|
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|
|
* - Added 'Tick-Settings' category for tick-based battle systems.
|
|
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|
|
*
|
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|
|
* Version 1.06:
|
|
|
|
|
* - Fixed a bug that causes dead actors at the start of battle to not spawn.
|
|
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|
|
* - Fixed a bug where the help window on an empty slot would show the
|
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|
|
|
* previous skill's message.
|
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|
|
*
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|
|
* Version 1.05:
|
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|
|
|
* - Added new target typing: Character X, which allows you to select
|
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|
|
|
* specifically the actor with an actor ID of X if he/she/it is in the party.
|
|
|
|
|
* - Fixed a bug that prevented Miss and Evade popups from showing.
|
|
|
|
|
*
|
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|
|
* Version 1.04:
|
|
|
|
|
* - Fixed a bug where popups didn't show under certain animation types.
|
|
|
|
|
* - Fixed certain battler motions from not refreshing correctly.
|
|
|
|
|
* - Actions with no scope will not trigger the confirmation selection window.
|
|
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|
|
*
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|
|
* Version 1.03:
|
|
|
|
|
* - Added 'Wait for Effect' action sequence.
|
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|
|
* - Actions now wait for effects (such as collapsing) to be done before
|
|
|
|
|
* continuing on with battle or to end battle.
|
|
|
|
|
*
|
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|
|
* Version 1.02:
|
|
|
|
|
* - Fixed a bug where the help window would retain descriptions on no skills.
|
|
|
|
|
* - Synched up weapons with actor sprites so they would occur simultaneously.
|
|
|
|
|
* - Fixed an issue where requesting certain motions from enemies that don't
|
|
|
|
|
* exist would cause them to crash.
|
|
|
|
|
*
|
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|
|
* Version 1.01:
|
|
|
|
|
* - Skills and items that affect both HP and MP will now show popups for both.
|
|
|
|
|
*
|
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|
|
|
* Version 1.00:
|
|
|
|
|
* - Finished plugin!
|
|
|
|
|
*/
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|
|
//=============================================================================
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//=============================================================================
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|
// Parameter Variables
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|
|
//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_BattleEngineCore');
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|
Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.BECSystem = String(Yanfly.Parameters['Default System']);
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Yanfly.Param.BECEscRatio = String(Yanfly.Parameters['Escape Ratio']);
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|
Yanfly.Param.BECEscFail = String(Yanfly.Parameters['Fail Escape Boost']);
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|
Yanfly.Param.CastCertHit = Number(Yanfly.Parameters['Certain Hit Animation']);
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|
Yanfly.Param.CastPhysical = Number(Yanfly.Parameters['Physical Animation']);
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|
Yanfly.Param.CastMagical = Number(Yanfly.Parameters['Magical Animation']);
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Yanfly.Param.EnemyAtkAni = Number(Yanfly.Parameters['Enemy Attack Animation']);
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Yanfly.Param.BECOptSpeed = String(Yanfly.Parameters['Optimize Speed']);
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Yanfly.Param.BECOptSpeed = eval(Yanfly.Param.BECOptSpeed);
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|
Yanfly.Param.BECEmergeText = String(Yanfly.Parameters['Show Emerge Text']);
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|
Yanfly.Param.BECEmergeText = eval(Yanfly.Param.BECEmergeText);
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|
Yanfly.Param.BECPreEmpText = String(Yanfly.Parameters['Show Pre-Emptive Text']);
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Yanfly.Param.BECPreEmpText = eval(Yanfly.Param.BECPreEmpText);
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|
Yanfly.Param.BECSurpText = String(Yanfly.Parameters['Show Surprise Text']);
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|
Yanfly.Param.BECSurpText = eval(Yanfly.Param.BECSurpText);
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Yanfly.Param.BECPopupOverlap = String(Yanfly.Parameters['Popup Overlap Rate']);
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Yanfly.Param.BECPopupOverlap = eval(Yanfly.Param.BECPopupOverlap);
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|
Yanfly.Param.BECNewPopBottom = String(Yanfly.Parameters['Newest Popup Bottom']);
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|
Yanfly.Param.BECNewPopBottom = eval(Yanfly.Param.BECNewPopBottom);
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Yanfly.Param.BECStartActCmd = String(Yanfly.Parameters['Start Actor Command']);
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Yanfly.Param.BECStartActCmd = eval(Yanfly.Param.BECStartActCmd);
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Yanfly.Param.BECCurMax = eval(String(Yanfly.Parameters['Current Max']));
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Yanfly.Param.BECSelectHelp = String(Yanfly.Parameters['Select Help Window']);
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Yanfly.Param.BECSelectHelp = eval(Yanfly.Param.BECSelectHelp);
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Yanfly.Param.BECHelpUserTx = String(Yanfly.Parameters['User Help Text']);
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Yanfly.Param.BECHelpAllyTx = String(Yanfly.Parameters['Ally Help Text']);
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Yanfly.Param.BECHelpAlliesTx = String(Yanfly.Parameters['Allies Help Text']);
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Yanfly.Param.BECHelpEnemyTx = String(Yanfly.Parameters['Enemy Help Text']);
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|
Yanfly.Param.BECHelpEnemiesTx = String(Yanfly.Parameters['Enemies Help Text']);
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|
Yanfly.Param.BECHelpAllTx = String(Yanfly.Parameters['All Help Text']);
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|
Yanfly.Param.BECHelpRandTx = String(Yanfly.Parameters['Random Help Text']);
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|
Yanfly.Param.BECFrontPosX = String(Yanfly.Parameters['Front Position X']);
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|
Yanfly.Param.BECFrontPosY = String(Yanfly.Parameters['Front Position Y']);
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|
Yanfly.Param.BECFrontSprite = String(Yanfly.Parameters['Front Actor Sprite']);
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|
Yanfly.Param.BECFrontSprite = eval(Yanfly.Param.BECFrontSprite);
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|
Yanfly.Param.BECFrSpPrio = String(Yanfly.Parameters['Front Sprite Priority']);
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|
Yanfly.Param.BECHomePosX = String(Yanfly.Parameters['Home Position X']);
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|
Yanfly.Param.BECHomePosY = String(Yanfly.Parameters['Home Position Y']);
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|
Yanfly.Param.BECSideSpPrio = String(Yanfly.Parameters['Side Sprite Priority']);
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|
|
Yanfly.Param.BECSideSpPrio = eval(Yanfly.Param.BECSideSpPrio);
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|
Yanfly.Param.BECAnchorX = Number(Yanfly.Parameters['Default X Anchor']);
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|
Yanfly.Param.BECAnchorY = Number(Yanfly.Parameters['Default Y Anchor']);
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|
Yanfly.Param.BECStepDist = Number(Yanfly.Parameters['Step Distance']);
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|
Yanfly.Param.BECFlinchDist = Number(Yanfly.Parameters['Flinch Distance']);
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|
Yanfly.Param.BECShowShadows = String(Yanfly.Parameters['Show Shadows']);
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|
|
Yanfly.Param.BECShowShadows = eval(Yanfly.Param.BECShowShadows);
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|
Yanfly.Param.BECPopupDur = Number(Yanfly.Parameters['Popup Duration']);
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|
|
Yanfly.Param.BECCritPopup = String(Yanfly.Parameters['Critical Popup']);
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|
|
Yanfly.Param.BECCritDur = Number(Yanfly.Parameters['Critical Duration']);
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|
|
Yanfly.Param.BECActionSpeed = String(Yanfly.Parameters['Action Speed']);
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|
|
Yanfly.Param.BECReflectAni = Number(Yanfly.Parameters['Reflect Animation']);
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|
|
Yanfly.Param.BECMotionWait = String(Yanfly.Parameters['Motion Waiting']);
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|
|
Yanfly.Param.BECMotionWait = eval(Yanfly.Param.BECMotionWait);
|
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|
|
Yanfly.Param.BECTimeStates = String(Yanfly.Parameters['Timed States']);
|
|
|
|
|
Yanfly.Param.BECTimeStates = eval(Yanfly.Param.BECTimeStates);
|
|
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|
|
Yanfly.Param.BECTimeBuffs = String(Yanfly.Parameters['Timed Buffs']);
|
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|
|
Yanfly.Param.BECTimeBuffs = eval(Yanfly.Param.BECTimeBuffs);
|
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|
|
Yanfly.Param.BECTurnTime = Number(Yanfly.Parameters['Turn Time']);
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|
|
Yanfly.Param.BECAISelfTurn = eval(String(Yanfly.Parameters['AI Self Turns']));
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|
|
Yanfly.Param.BECLowerWindows = String(Yanfly.Parameters['Lower Windows']);
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|
|
Yanfly.Param.BECLowerWindows = eval(Yanfly.Param.BECLowerWindows);
|
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|
|
Yanfly.Param.BECSelectMouseOver = eval(String(Yanfly.Parameters['Mouse Over']));
|
|
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|
|
Yanfly.Param.BECEnemySelect = String(Yanfly.Parameters['Visual Enemy Select']);
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|
|
Yanfly.Param.BECEnemySelect = eval(Yanfly.Param.BECEnemySelect);
|
|
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|
|
Yanfly.Param.BECActorSelect = String(Yanfly.Parameters['Visual Actor Select']);
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|
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|
|
Yanfly.Param.BECActorSelect = eval(Yanfly.Param.BECActorSelect);
|
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|
|
Yanfly.Param.BECWindowRows = Number(Yanfly.Parameters['Window Rows']);
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|
|
|
|
Yanfly.Param.BECEnemyFontSize = Number(Yanfly.Parameters['Enemy Font Size']);
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|
|
Yanfly.Param.BECShowEnemyName = String(Yanfly.Parameters['Show Enemy Name']);
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|
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|
|
Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName);
|
|
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|
|
Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters['Show Select Box']);
|
|
|
|
|
Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox);
|
|
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|
|
Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters['Enemy Auto Select']);
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|
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|
|
Yanfly.Param.BECCommandAlign = String(Yanfly.Parameters['Command Alignment']);
|
|
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|
|
Yanfly.Param.BECCommandRows = Number(Yanfly.Parameters['Command Window Rows']);
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|
|
|
|
Yanfly.Param.BECAniBaseDel = Number(Yanfly.Parameters['Animation Base Delay']);
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|
|
Yanfly.Param.BECAniNextDel = Number(Yanfly.Parameters['Animation Next Delay']);
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|
|
Yanfly.Param.BECFullActText = String(Yanfly.Parameters['Show Action Text']);
|
|
|
|
|
Yanfly.Param.BECFullActText = eval(Yanfly.Param.BECFullActText);
|
|
|
|
|
Yanfly.Param.BECShowCntText = String(Yanfly.Parameters['Show Counter Text']);
|
|
|
|
|
Yanfly.Param.BECShowCntText = eval(Yanfly.Param.BECShowCntText);
|
|
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|
|
Yanfly.Param.BECShowRflText = String(Yanfly.Parameters['Show Reflect Text']);
|
|
|
|
|
Yanfly.Param.BECShowRflText = eval(Yanfly.Param.BECShowRflText);
|
|
|
|
|
Yanfly.Param.BECShowSubText = String(Yanfly.Parameters['Show Substitute Text']);
|
|
|
|
|
Yanfly.Param.BECShowSubText = eval(Yanfly.Param.BECShowSubText);
|
|
|
|
|
Yanfly.Param.BECShowFailText = String(Yanfly.Parameters['Show Fail Text']);
|
|
|
|
|
Yanfly.Param.BECShowFailText = eval(Yanfly.Param.BECShowFailText);
|
|
|
|
|
Yanfly.Param.BECShowCritText = String(Yanfly.Parameters['Show Critical Text']);
|
|
|
|
|
Yanfly.Param.BECShowCritText = eval(Yanfly.Param.BECShowCritText);
|
|
|
|
|
Yanfly.Param.BECShowMissText = String(Yanfly.Parameters['Show Miss Text']);
|
|
|
|
|
Yanfly.Param.BECShowMissText = eval(Yanfly.Param.BECShowMissText);
|
|
|
|
|
Yanfly.Param.BECShowEvaText = String(Yanfly.Parameters['Show Evasion Text']);
|
|
|
|
|
Yanfly.Param.BECShowEvaText = eval(Yanfly.Param.BECShowEvaText);
|
|
|
|
|
Yanfly.Param.BECShowHpText = String(Yanfly.Parameters['Show HP Text']);
|
|
|
|
|
Yanfly.Param.BECShowHpText = eval(Yanfly.Param.BECShowHpText);
|
|
|
|
|
Yanfly.Param.BECShowMpText = String(Yanfly.Parameters['Show MP Text']);
|
|
|
|
|
Yanfly.Param.BECShowMpText = eval(Yanfly.Param.BECShowMpText);
|
|
|
|
|
Yanfly.Param.BECShowTpText = String(Yanfly.Parameters['Show TP Text']);
|
|
|
|
|
Yanfly.Param.BECShowTpText = eval(Yanfly.Param.BECShowTpText);
|
|
|
|
|
Yanfly.Param.BECShowStateText = String(Yanfly.Parameters['Show State Text']);
|
|
|
|
|
Yanfly.Param.BECShowStateText = eval(Yanfly.Param.BECShowStateText);
|
|
|
|
|
Yanfly.Param.BECShowBuffText = String(Yanfly.Parameters['Show Buff Text']);
|
|
|
|
|
Yanfly.Param.BECShowBuffText = eval(Yanfly.Param.BECShowBuffText);
|
|
|
|
|
|
|
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|
|
//=============================================================================
|
|
|
|
|
// DataManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
|
|
|
|
DataManager.isDatabaseLoaded = function() {
|
|
|
|
|
if (!Yanfly.BEC.DataManager_isDatabaseLoaded.call(this)) return false;
|
|
|
|
|
if (!Yanfly._loaded_YEP_BattleEngineCore) {
|
|
|
|
|
this.processMELODYNotetags($dataSkills);
|
|
|
|
|
this.processMELODYNotetags($dataItems);
|
|
|
|
|
this.processBECNotetags1($dataSkills);
|
|
|
|
|
this.processBECNotetags2($dataSkills);
|
|
|
|
|
this.processBECNotetags2($dataItems);
|
|
|
|
|
this.processBECNotetags3($dataEnemies);
|
|
|
|
|
this.processBECNotetags4($dataActors);
|
|
|
|
|
this.processBECNotetags4($dataClasses);
|
|
|
|
|
this.processBECNotetags4($dataWeapons);
|
|
|
|
|
this.processBECNotetags4($dataArmors);
|
|
|
|
|
this.processBECNotetags4($dataEnemies);
|
|
|
|
|
this.processBECNotetags4($dataStates);
|
|
|
|
|
this.processBECNotetags5($dataActors, true);
|
|
|
|
|
this.processBECNotetags5($dataClasses, false);
|
|
|
|
|
this.processBECNotetags5($dataWeapons, false);
|
|
|
|
|
this.processBECNotetags5($dataArmors, false);
|
|
|
|
|
this.processBECNotetags5($dataStates, false);
|
|
|
|
|
this.processBECNotetags6($dataStates);
|
|
|
|
|
Yanfly._loaded_YEP_BattleEngineCore = true;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processMELODYNotetags = function(group) {
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.actionsMade) continue;
|
|
|
|
|
obj.actionsMade = true;
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
this.setDefaultActions(obj);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(/<(?:SETUP ACTION|setup)>/i)) {
|
|
|
|
|
actionType = 1;
|
|
|
|
|
obj.setupActions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:SETUP ACTION|setup)>/i)) {
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
} else if (line.match(/<(?:WHOLE ACTION|whole)>/i)) {
|
|
|
|
|
actionType = 2;
|
|
|
|
|
obj.wholeActions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:WHOLE ACTION|whole)>/i)) {
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
} else if (line.match(/<(?:TARGET ACTION|target)>/i)) {
|
|
|
|
|
actionType = 3;
|
|
|
|
|
obj.targetActions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:TARGET ACTION|target)>/i)) {
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
} else if (line.match(/<(?:FOLLOW ACTION|follow)>/i)) {
|
|
|
|
|
actionType = 4;
|
|
|
|
|
obj.followActions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:FOLLOW ACTION|follow)>/i)) {
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
} else if (line.match(/<(?:FINISH ACTION|finish)>/i)) {
|
|
|
|
|
actionType = 5;
|
|
|
|
|
obj.finishActions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:FINISH ACTION|finish)>/i)) {
|
|
|
|
|
var actionType = 0;
|
|
|
|
|
} else {
|
|
|
|
|
this.convertSequenceLine(obj, line, actionType);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.DefaultActionSetup = [
|
|
|
|
|
['CLEAR BATTLE LOG'],
|
|
|
|
|
['DISPLAY ACTION'],
|
|
|
|
|
['IMMORTAL', ['TARGETS', 'TRUE']],
|
|
|
|
|
['PERFORM START'],
|
|
|
|
|
['WAIT FOR MOVEMENT'],
|
|
|
|
|
['CAST ANIMATION'],
|
|
|
|
|
['WAIT FOR ANIMATION']
|
|
|
|
|
];
|
|
|
|
|
Yanfly.BEC.DefaultActionWhole = [
|
|
|
|
|
['PERFORM ACTION'],
|
|
|
|
|
];
|
|
|
|
|
Yanfly.BEC.DefaultActionTarget = [
|
|
|
|
|
['PERFORM ACTION'],
|
|
|
|
|
];
|
|
|
|
|
if (Yanfly.Param.BECMotionWait) {
|
|
|
|
|
Yanfly.BEC.DefaultActionWhole.push(['MOTION WAIT', ['USER']]);
|
|
|
|
|
Yanfly.BEC.DefaultActionTarget.push(['MOTION WAIT', ['USER']]);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.DefaultActionWhole.push(['WAIT', [10]]);
|
|
|
|
|
Yanfly.BEC.DefaultActionTarget.push(['WAIT', [10]]);
|
|
|
|
|
};
|
|
|
|
|
Yanfly.BEC.DefaultActionWhole.push(['ACTION ANIMATION']);
|
|
|
|
|
Yanfly.BEC.DefaultActionWhole.push(['WAIT FOR ANIMATION']);
|
|
|
|
|
Yanfly.BEC.DefaultActionTarget.push(['ACTION ANIMATION']);
|
|
|
|
|
Yanfly.BEC.DefaultActionTarget.push(['WAIT FOR ANIMATION']);
|
|
|
|
|
Yanfly.BEC.DefaultActionFollow = [
|
|
|
|
|
];
|
|
|
|
|
Yanfly.BEC.DefaultActionFinish = [
|
|
|
|
|
['IMMORTAL', ['TARGETS', 'FALSE']],
|
|
|
|
|
['WAIT FOR NEW LINE'],
|
|
|
|
|
['CLEAR BATTLE LOG'],
|
|
|
|
|
['PERFORM FINISH'],
|
|
|
|
|
['WAIT FOR MOVEMENT'],
|
|
|
|
|
['WAIT FOR EFFECT'],
|
|
|
|
|
['ACTION COMMON EVENT'],
|
|
|
|
|
];
|
|
|
|
|
DataManager.setDefaultActions = function(obj) {
|
|
|
|
|
obj.setupActions = Yanfly.BEC.DefaultActionSetup.slice();
|
|
|
|
|
if (this.isWholeAction(obj)) {
|
|
|
|
|
obj.wholeActions = Yanfly.BEC.DefaultActionWhole.slice();
|
|
|
|
|
this.addActionEffects(obj, obj.wholeActions);
|
|
|
|
|
obj.targetActions = [];
|
|
|
|
|
} else {
|
|
|
|
|
obj.wholeActions = [];
|
|
|
|
|
obj.targetActions = Yanfly.BEC.DefaultActionTarget.slice();
|
|
|
|
|
this.addActionEffects(obj, obj.targetActions);
|
|
|
|
|
}
|
|
|
|
|
obj.followActions = Yanfly.BEC.DefaultActionFollow.slice();
|
|
|
|
|
obj.finishActions = Yanfly.BEC.DefaultActionFinish.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.isWholeAction = function(obj) {
|
|
|
|
|
if (obj.animationId > 0 && $dataAnimations[obj.animationId]) {
|
|
|
|
|
var animation = $dataAnimations[obj.animationId];
|
|
|
|
|
if (animation.position === 3) return true;
|
|
|
|
|
if (animation.position !== 3 && [2, 8, 10].contains(obj.scope)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.addActionEffects = function(obj, array) {
|
|
|
|
|
for (;;) {
|
|
|
|
|
array[array.length] = ['ACTION EFFECT'];
|
|
|
|
|
array[array.length] = ['DEATH BREAK'];
|
|
|
|
|
obj.repeats -= 1;
|
|
|
|
|
if (obj.repeats <= 0) break;
|
|
|
|
|
array[array.length] = ['WAIT', [8]];
|
|
|
|
|
}
|
|
|
|
|
obj.repeats = 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.SeqType6 =
|
|
|
|
|
/[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType5 =
|
|
|
|
|
/[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType4 =
|
|
|
|
|
/[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType3 =
|
|
|
|
|
/[ ]*(.*):[ ](.*),[ ](.*),[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType2 =
|
|
|
|
|
/[ ]*(.*):[ ](.*),[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType1 =
|
|
|
|
|
/[ ]*(.*):[ ](.*)/i;
|
|
|
|
|
Yanfly.BEC.SeqType0 =
|
|
|
|
|
/[ ]*(.*)/i;
|
|
|
|
|
DataManager.convertSequenceLine = function(obj, line, actionType) {
|
|
|
|
|
if (actionType <= 0 || actionType > 5) return;
|
|
|
|
|
Yanfly.BEC.SeqType;
|
|
|
|
|
var seqArgs;
|
|
|
|
|
if (line.match(Yanfly.BEC.SeqType6)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs =
|
|
|
|
|
[RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6, RegExp.$7];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType5)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType4)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType3)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType2)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [RegExp.$2, RegExp.$3];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType1)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [RegExp.$2];
|
|
|
|
|
} else if (line.match(Yanfly.BEC.SeqType0)) {
|
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1;
|
|
|
|
|
seqArgs = [];
|
|
|
|
|
} else {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var array = [Yanfly.BEC.SeqType, seqArgs];
|
|
|
|
|
if (actionType === 1) obj.setupActions[obj.setupActions.length] = array;
|
|
|
|
|
if (actionType === 2) obj.wholeActions[obj.wholeActions.length] = array;
|
|
|
|
|
if (actionType === 3) obj.targetActions[obj.targetActions.length] = array;
|
|
|
|
|
if (actionType === 4) obj.followActions[obj.followActions.length] = array;
|
|
|
|
|
if (actionType === 5) obj.finishActions[obj.finishActions.length] = array;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags1 = function(group) {
|
|
|
|
|
var note1 = /<(?:CAST ANIMATION|cast ani):[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.castAnimation = 0;
|
|
|
|
|
if (obj.hitType === 0) obj.castAnimation = Yanfly.Param.CastCertHit;
|
|
|
|
|
if (obj.hitType === 1) obj.castAnimation = Yanfly.Param.CastPhysical;
|
|
|
|
|
if (obj.hitType === 2) obj.castAnimation = Yanfly.Param.CastMagical;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
obj.castAnimation = parseInt(RegExp.$1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags2 = function(group) {
|
|
|
|
|
var note1 = /<(?:ACTION COPY):[ ](.*):[ ]*(\d+)>/i;
|
|
|
|
|
var note2 = /<(?:SPEED):[ ]([\+\-]\d+)>/i;
|
|
|
|
|
var note3 = /<(?:DISPLAY NAME|DISPLAY TEXT):[ ](.*)>/i;
|
|
|
|
|
var note4 = /<(?:DISPLAY ICON):[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.battleDisplayText = obj.name;
|
|
|
|
|
obj.battleDisplayIcon = obj.iconIndex;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
var text = String(RegExp.$1).toUpperCase();
|
|
|
|
|
var target;
|
|
|
|
|
if (['I', 'ITEM'].contains(text)) {
|
|
|
|
|
target = $dataItems[parseInt(RegExp.$2)];
|
|
|
|
|
} else if (['S', 'SKILL'].contains(text)) {
|
|
|
|
|
target = $dataSkills[parseInt(RegExp.$2)];
|
|
|
|
|
}
|
|
|
|
|
if (target) {
|
|
|
|
|
obj.setupActions = target.setupActions.slice();
|
|
|
|
|
obj.wholeActions = target.wholeActions.slice();
|
|
|
|
|
obj.targetActions = target.targetActions.slice();
|
|
|
|
|
obj.followActions = target.followActions.slice();
|
|
|
|
|
obj.finishActions = target.finishActions.slice();
|
|
|
|
|
}
|
|
|
|
|
} else if (line.match(note2)) {
|
|
|
|
|
obj.speed = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(note3)) {
|
|
|
|
|
obj.battleDisplayText = String(RegExp.$1);
|
|
|
|
|
} else if (line.match(note4)) {
|
|
|
|
|
obj.battleDisplayIcon = parseInt(RegExp.$1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags3 = function(group) {
|
|
|
|
|
var note1 = /<(?:ATTACK ANIMATION|attack ani):[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.attackAnimationId = Yanfly.Param.EnemyAtkAni;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
obj.attackAnimationId = parseInt(RegExp.$1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags4 = function(group) {
|
|
|
|
|
var note1 = /<(?:REFLECT ANIMATION|reflect ani):[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.reflectAnimationId = 0;
|
|
|
|
|
obj.spriteCannotMove = false;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1)) {
|
|
|
|
|
obj.reflectAnimationId = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(/<(?:SPRITE CANNOT MOVE)>/i)) {
|
|
|
|
|
obj.spriteCannotMove = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags5 = function(group, isActor) {
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
if (isActor) {
|
|
|
|
|
obj.anchorX = Yanfly.Param.BECAnchorX;
|
|
|
|
|
obj.anchorY = Yanfly.Param.BECAnchorY;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(/<(?:ANCHOR X):[ ](\d+)[.](\d+)>/i)) {
|
|
|
|
|
obj.anchorX = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
|
|
|
|
|
} else if (line.match(/<(?:ANCHOR Y):[ ](\d+)[.](\d+)>/i)) {
|
|
|
|
|
obj.anchorY = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processBECNotetags6 = function(group) {
|
|
|
|
|
var note1a = /<(?:ACTION START):[ ](\d+)>/i;
|
|
|
|
|
var note1b = /<(?:ACTION START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
var note2a = /<(?:TURN START):[ ](\d+)>/i;
|
|
|
|
|
var note2b = /<(?:TURN START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1a)) {
|
|
|
|
|
var turns = parseInt(RegExp.$1);
|
|
|
|
|
obj.autoRemovalTiming = 3;
|
|
|
|
|
obj.maxTurns = turns;
|
|
|
|
|
obj.minTurns = turns;
|
|
|
|
|
} else if (line.match(note1b)) {
|
|
|
|
|
var turns1 = parseInt(RegExp.$1);
|
|
|
|
|
var turns2 = parseInt(RegExp.$2);
|
|
|
|
|
obj.autoRemovalTiming = 3;
|
|
|
|
|
obj.maxTurns = turns1;
|
|
|
|
|
obj.minTurns = turns2;
|
|
|
|
|
} else if (line.match(note2a)) {
|
|
|
|
|
var turns = parseInt(RegExp.$1);
|
|
|
|
|
obj.autoRemovalTiming = 4;
|
|
|
|
|
obj.maxTurns = turns;
|
|
|
|
|
obj.minTurns = turns;
|
|
|
|
|
} else if (line.match(note2b)) {
|
|
|
|
|
var turns1 = parseInt(RegExp.$1);
|
|
|
|
|
var turns2 = parseInt(RegExp.$2);
|
|
|
|
|
obj.autoRemovalTiming = 4;
|
|
|
|
|
obj.maxTurns = turns1;
|
|
|
|
|
obj.minTurns = turns2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// TouchInput
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.TouchInput_onMouseMove = TouchInput._onMouseMove;
|
|
|
|
|
TouchInput._onMouseMove = function(event) {
|
|
|
|
|
Yanfly.BEC.TouchInput_onMouseMove.call(this, event);
|
|
|
|
|
this._mouseOverX = Graphics.pageToCanvasX(event.pageX);
|
|
|
|
|
this._mouseOverY = Graphics.pageToCanvasY(event.pageY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// BattleManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_initMembers = BattleManager.initMembers;
|
|
|
|
|
BattleManager.initMembers = function() {
|
|
|
|
|
Yanfly.BEC.BattleManager_initMembers.call(this);
|
|
|
|
|
this._forceSelection = false;
|
|
|
|
|
this._allSelection = false;
|
|
|
|
|
this._victoryPhase = false;
|
|
|
|
|
this._forceActionQueue = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isBattleSystem = function(value) {
|
|
|
|
|
return value.toLowerCase() === $gameSystem.getBattleSystem();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isDTB = function() {
|
|
|
|
|
return this.isBattleSystem('dtb');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isTurnBased = function() {
|
|
|
|
|
if (this.isDTB()) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isTickBased = function() {
|
|
|
|
|
return !this.isTurnBased();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.tickRate = function() {
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.forceSelection = function() {
|
|
|
|
|
this._forceSelection = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isForceSelection = function() {
|
|
|
|
|
return this._forceSelection;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.resetSelection = function() {
|
|
|
|
|
this._forceSelection = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startAllSelection = function() {
|
|
|
|
|
this._allSelection = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isAllSelection = function() {
|
|
|
|
|
return this._allSelection && BattleManager.isInputting();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.stopAllSelection = function() {
|
|
|
|
|
this._allSelection = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
|
|
|
|
|
BattleManager.makeEscapeRatio = function() {
|
|
|
|
|
if (this.isDTB()) {
|
|
|
|
|
var code = Yanfly.Param.BECEscRatio;
|
|
|
|
|
try {
|
|
|
|
|
this._escapeRatio = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
this._escapeRatio = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ESCAPE RATIO FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
var code = Yanfly.Param.BECEscFail;
|
|
|
|
|
try {
|
|
|
|
|
this._escapeFailBoost = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
this._escapeFailBoost = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ESCAPE FAIL BOOST FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._escapeFailBoost = 0.1;
|
|
|
|
|
Yanfly.BEC.BattleManager_makeEscapeRatio.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.timeBasedStates = function() {
|
|
|
|
|
if (!$gameParty.inBattle()) return false;
|
|
|
|
|
if (this.isTurnBased()) return false;
|
|
|
|
|
if (this._timeBasedStates !== undefined) return this._timeBasedStates;
|
|
|
|
|
this._timeBasedStates = Yanfly.Param.BECTimeStates;
|
|
|
|
|
return this._timeBasedStates;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.timeBasedBuffs = function() {
|
|
|
|
|
if (!$gameParty.inBattle()) return false;
|
|
|
|
|
if (this.isTurnBased()) return false;
|
|
|
|
|
if (this._timeBasedBuffs !== undefined) return this._timeBasedBuffs;
|
|
|
|
|
this._timeBasedBuffs = Yanfly.Param.BECTimeBuffs;
|
|
|
|
|
return this._timeBasedBuffs;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.displayStartMessages = function() {
|
|
|
|
|
if (Yanfly.Param.BECEmergeText) {
|
|
|
|
|
$gameTroop.enemyNames().forEach(function(name) {
|
|
|
|
|
$gameMessage.add(TextManager.emerge.format(name));
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
if (this._preemptive && Yanfly.Param.BECPreEmpText) {
|
|
|
|
|
$gameMessage.add(TextManager.preemptive.format($gameParty.name()));
|
|
|
|
|
} else if (this._surprise && Yanfly.Param.BECSurpText) {
|
|
|
|
|
$gameMessage.add(TextManager.surprise.format($gameParty.name()));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.registerSprite = function(battler, sprite) {
|
|
|
|
|
if (!this._registeredSprites) this._registeredSprites = {};
|
|
|
|
|
if (battler.isActor()) var id = 100000 + battler.actorId();
|
|
|
|
|
if (battler.isEnemy()) var id = 200000 + battler.index();
|
|
|
|
|
this._registeredSprites[id] = sprite;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getSprite = function(battler) {
|
|
|
|
|
if (!this._registeredSprites) this._registeredSprites = {};
|
|
|
|
|
if (battler.isActor()) var id = 100000 + battler.actorId();
|
|
|
|
|
if (battler.isEnemy()) var id = 200000 + battler.index();
|
|
|
|
|
return this._registeredSprites[id];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.setSpritePriority = function() {
|
|
|
|
|
if ($gameSystem.isSideView()) {
|
|
|
|
|
this._spritePriority = Yanfly.Param.BECSideSpPrio;
|
|
|
|
|
} else {
|
|
|
|
|
this._spritePriority = Yanfly.Param.BECFrontSprite;
|
|
|
|
|
}
|
|
|
|
|
if (this._spritePriority === false) this._spritePriority = 0;
|
|
|
|
|
if (this._spritePriority === true) this._spritePriority = 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getSpritePriority = function() {
|
|
|
|
|
if (!this._spritePriority) this.setSpritePriority();
|
|
|
|
|
return this._spritePriority;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.changeActor = function(newActorIndex, lastActorActionState) {
|
|
|
|
|
var lastActor = this.actor();
|
|
|
|
|
this._actorIndex = newActorIndex;
|
|
|
|
|
var newActor = this.actor();
|
|
|
|
|
if (lastActor) {
|
|
|
|
|
lastActor.setActionState(lastActorActionState);
|
|
|
|
|
lastActor.spriteReturnHome();
|
|
|
|
|
}
|
|
|
|
|
if (newActor) {
|
|
|
|
|
newActor.setActionState('inputting');
|
|
|
|
|
newActor.spriteStepForward();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createActions = function() {
|
|
|
|
|
$gameParty.createActions();
|
|
|
|
|
$gameTroop.createActions();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.clearInputtingAction = function() {
|
|
|
|
|
if (this.inputtingAction()) this.inputtingAction().clear();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_checkBattleEnd = BattleManager.checkBattleEnd;
|
|
|
|
|
BattleManager.checkBattleEnd = function() {
|
|
|
|
|
if (this._phase === 'actionList') return false;
|
|
|
|
|
if (this._phase === 'actionTargetList') return false;
|
|
|
|
|
if (this._phase === 'action') return false;
|
|
|
|
|
if (this._phase === 'phaseChange') return false;
|
|
|
|
|
if ($gameTroop.isEventRunning()) return false;
|
|
|
|
|
return Yanfly.BEC.BattleManager_checkBattleEnd.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_processTurn = BattleManager.processTurn;
|
|
|
|
|
BattleManager.processTurn = function() {
|
|
|
|
|
this._processTurn = true;
|
|
|
|
|
Yanfly.BEC.BattleManager_processTurn.call(this);
|
|
|
|
|
this._processTurn = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_processVictory = BattleManager.processVictory;
|
|
|
|
|
BattleManager.processVictory = function() {
|
|
|
|
|
this._logWindow.clear();
|
|
|
|
|
this._victoryPhase = true;
|
|
|
|
|
if (this._windowLayer) this._windowLayer.x = 0;
|
|
|
|
|
Yanfly.BEC.BattleManager_processVictory.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processEscape = function() {
|
|
|
|
|
$gameParty.performEscape();
|
|
|
|
|
SoundManager.playEscape();
|
|
|
|
|
var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
|
|
|
|
|
if ($gamePlayer.isDebugThrough()) success = true;
|
|
|
|
|
if (success) {
|
|
|
|
|
$gameParty.performEscapeSuccess();
|
|
|
|
|
this.displayEscapeSuccessMessage();
|
|
|
|
|
this._escaped = true;
|
|
|
|
|
this.processAbort();
|
|
|
|
|
} else {
|
|
|
|
|
this.displayEscapeFailureMessage();
|
|
|
|
|
this._escapeRatio += this._escapeFailBoost;
|
|
|
|
|
$gameParty.clearActions();
|
|
|
|
|
this.startTurn();
|
|
|
|
|
}
|
|
|
|
|
return success;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_processAbort = BattleManager.processAbort;
|
|
|
|
|
BattleManager.processAbort = function() {
|
|
|
|
|
$gameParty.removeBattleStates();
|
|
|
|
|
Yanfly.BEC.BattleManager_processAbort.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.refreshAllMembers = function() {
|
|
|
|
|
$gameParty.refreshMembers();
|
|
|
|
|
$gameTroop.refreshMembers();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startTurn = function() {
|
|
|
|
|
this._enteredEndPhase = false;
|
|
|
|
|
this._phase = 'turn';
|
|
|
|
|
this.clearActor();
|
|
|
|
|
$gameTroop.increaseTurn();
|
|
|
|
|
$gameParty.onTurnStart();
|
|
|
|
|
$gameTroop.onTurnStart();
|
|
|
|
|
this._performedBattlers = [];
|
|
|
|
|
this.makeActionOrders();
|
|
|
|
|
$gameParty.requestMotionRefresh();
|
|
|
|
|
this._logWindow.startTurn();
|
|
|
|
|
this._subject = this.getNextSubject();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_endTurn = BattleManager.endTurn;
|
|
|
|
|
BattleManager.endTurn = function() {
|
|
|
|
|
if (this.isTurnBased() && this._spriteset.isPopupPlaying()) return;
|
|
|
|
|
if (this.isTurnBased() && this._enteredEndPhase) {
|
|
|
|
|
this._phase = 'turnEnd';
|
|
|
|
|
this._preemptive = false;
|
|
|
|
|
this._surprise = false;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
this._enteredEndPhase = true;
|
|
|
|
|
Yanfly.BEC.BattleManager_endTurn.call(this);
|
|
|
|
|
BattleManager.refreshAllMembers();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getNextSubject = function() {
|
|
|
|
|
if ($gameTroop.turnCount() <= 0) return;
|
|
|
|
|
this._performedBattlers = this._performedBattlers || [];
|
|
|
|
|
this.makeActionOrders();
|
|
|
|
|
for (;;) {
|
|
|
|
|
var battlerArray = [];
|
|
|
|
|
for (var i = 0; i < this._actionBattlers.length; ++i) {
|
|
|
|
|
var obj = this._actionBattlers[i];
|
|
|
|
|
if (!this._performedBattlers.contains(obj)) battlerArray.push(obj);
|
|
|
|
|
}
|
|
|
|
|
this._actionBattlers = battlerArray;
|
|
|
|
|
var battler = this._actionBattlers.shift();
|
|
|
|
|
if (!battler) return null;
|
|
|
|
|
if (battler.isBattleMember() && battler.isAlive()) {
|
|
|
|
|
this._performedBattlers.push(battler);
|
|
|
|
|
return battler;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.update = function() {
|
|
|
|
|
if (!this.isBusy() && !this.updateEvent()) {
|
|
|
|
|
switch (this._phase) {
|
|
|
|
|
case 'start':
|
|
|
|
|
this.startInput();
|
|
|
|
|
break;
|
|
|
|
|
case 'turn':
|
|
|
|
|
this.updateTurn();
|
|
|
|
|
break;
|
|
|
|
|
case 'action':
|
|
|
|
|
this.updateAction();
|
|
|
|
|
break;
|
|
|
|
|
case 'phaseChange':
|
|
|
|
|
this.updatePhase();
|
|
|
|
|
break;
|
|
|
|
|
case 'actionList':
|
|
|
|
|
this.updateActionList()
|
|
|
|
|
break;
|
|
|
|
|
case 'actionTargetList':
|
|
|
|
|
this.updateActionTargetList()
|
|
|
|
|
break;
|
|
|
|
|
case 'turnEnd':
|
|
|
|
|
this.updateTurnEnd();
|
|
|
|
|
break;
|
|
|
|
|
case 'battleEnd':
|
|
|
|
|
this.updateBattleEnd();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateEvent = function() {
|
|
|
|
|
if (this._processingForcedAction) return false;
|
|
|
|
|
switch (this._phase) {
|
|
|
|
|
case 'start':
|
|
|
|
|
case 'turn':
|
|
|
|
|
case 'turnEnd':
|
|
|
|
|
case 'actionList':
|
|
|
|
|
case 'actionTargetList':
|
|
|
|
|
if (this.isActionForced()) {
|
|
|
|
|
this.processForcedAction();
|
|
|
|
|
return true;
|
|
|
|
|
} else {
|
|
|
|
|
return this.updateEventMain();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return this.checkAbort();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.queueForceAction = function(user, skillId, target) {
|
|
|
|
|
if (target === undefined) {
|
|
|
|
|
var targetIndex = 0;
|
|
|
|
|
} else if (typeof target === 'number') {
|
|
|
|
|
var targetIndex = target;
|
|
|
|
|
} else {
|
|
|
|
|
var targetIndex = target.index();
|
|
|
|
|
}
|
|
|
|
|
var param = [
|
|
|
|
|
user.isEnemy() ? 0 : 1,
|
|
|
|
|
user.isActor() ? user.actorId() : user.index(),
|
|
|
|
|
skillId,
|
|
|
|
|
targetIndex
|
|
|
|
|
];
|
|
|
|
|
var command = {
|
|
|
|
|
code: 339,
|
|
|
|
|
indent: 0,
|
|
|
|
|
parameters: param
|
|
|
|
|
}
|
|
|
|
|
$gameTemp.forceActionQueue(command);
|
|
|
|
|
this.clearResults();
|
|
|
|
|
if (this.isTickBased()) this._phase = 'action';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.addText = function(text, wait) {
|
|
|
|
|
if (!SceneManager._scene._logWindow) return;
|
|
|
|
|
wait = wait || 0;
|
|
|
|
|
SceneManager._scene._logWindow.addText(text);
|
|
|
|
|
if (wait <= 0) return;
|
|
|
|
|
var last = this._actionList[this._actionList.length - 1];
|
|
|
|
|
if (last && last[0] === 'WAIT') return;
|
|
|
|
|
this._actionList.push(['WAIT', [wait]]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.clearResults = function() {
|
|
|
|
|
var group = this.allBattleMembers();
|
|
|
|
|
var length = group.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var member = group[i];
|
|
|
|
|
if (member) member.clearResult();
|
|
|
|
|
}
|
|
|
|
|
this._allTargets = [];
|
|
|
|
|
this._targets = [];
|
|
|
|
|
this._target = undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_forceAction = BattleManager.forceAction;
|
|
|
|
|
BattleManager.forceAction = function(battler) {
|
|
|
|
|
if (this._subject) this._subject.clearResult();
|
|
|
|
|
this.createForceActionFailSafes();
|
|
|
|
|
this.savePreForceActionSettings();
|
|
|
|
|
Yanfly.BEC.BattleManager_forceAction.call(this, battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createForceActionFailSafes = function() {
|
|
|
|
|
this._actionList = this._actionList || [];
|
|
|
|
|
this._targets = this._targets || [];
|
|
|
|
|
this._allTargets = this._allTargets || [];
|
|
|
|
|
this._individualTargets = this._individualTargets || [];
|
|
|
|
|
this._phaseSteps = this._phaseSteps || [];
|
|
|
|
|
this._conditionFlags = this._conditionFlags || [];
|
|
|
|
|
this._trueFlags = this._trueFlags || [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.savePreForceActionSettings = function() {
|
|
|
|
|
var settings = this.setPreForceActionSettings();
|
|
|
|
|
this._forceActionQueue.push(settings);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.setPreForceActionSettings = function() {
|
|
|
|
|
return {
|
|
|
|
|
subject: this._subject,
|
|
|
|
|
action: JsonEx.makeDeepCopy(this._action),
|
|
|
|
|
actionList: JsonEx.makeDeepCopy(this._actionList),
|
|
|
|
|
targets: this._targets.slice(),
|
|
|
|
|
allTargets: this._allTargets.slice(),
|
|
|
|
|
indTargets: this._individualTargets.slice(),
|
|
|
|
|
phaseSteps: JsonEx.makeDeepCopy(this._phaseSteps),
|
|
|
|
|
returnPhase: this._returnPhase,
|
|
|
|
|
phase: this._phase,
|
|
|
|
|
conditionFlags: JsonEx.makeDeepCopy(this._conditionFlags),
|
|
|
|
|
trueFlags: JsonEx.makeDeepCopy(this._trueFlags)
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.loadPreForceActionSettings = function() {
|
|
|
|
|
var settings = this._forceActionQueue[0];
|
|
|
|
|
if (settings) {
|
|
|
|
|
this._forceActionQueue.shift();
|
|
|
|
|
this.resetPreForceActionSettings(settings);
|
|
|
|
|
return this._subject && this._subject.isAppeared();
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.resetPreForceActionSettings = function(settings) {
|
|
|
|
|
this._subject = settings['subject'];
|
|
|
|
|
this._action = settings['action'];
|
|
|
|
|
this._actionList = settings['actionList'];
|
|
|
|
|
this._targets = settings['targets'];
|
|
|
|
|
this._allTargets = settings['allTargets'];
|
|
|
|
|
this._individualTargets = settings['indTargets'];
|
|
|
|
|
this._phaseSteps = settings['phaseSteps'];
|
|
|
|
|
this._returnPhase = settings['returnPhase'];
|
|
|
|
|
this._conditionFlags = settings['conditionFlags'];
|
|
|
|
|
this._trueFlags = settings['trueFlags'];
|
|
|
|
|
this._phase = settings['phase'];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_processForcedAction =
|
|
|
|
|
BattleManager.processForcedAction;
|
|
|
|
|
BattleManager.processForcedAction = function() {
|
|
|
|
|
if (this._actionForcedBattler) {
|
|
|
|
|
this._preForcePhase = this._phase;
|
|
|
|
|
this._processingForcedAction = true;
|
|
|
|
|
}
|
|
|
|
|
Yanfly.BEC.BattleManager_processForcedAction.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.setTargets = function(array) {
|
|
|
|
|
this._targets = [];
|
|
|
|
|
var max = array.length;
|
|
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
|
|
var target = array[i];
|
|
|
|
|
if (target) this._targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateAction = function() {
|
|
|
|
|
var target = this._targets.shift();
|
|
|
|
|
if (target) {
|
|
|
|
|
this.invokeAction(this._subject, target);
|
|
|
|
|
} else {
|
|
|
|
|
if (this._returnPhase === 'target') {
|
|
|
|
|
this.setTargets([this._individualTargets[0]]);
|
|
|
|
|
this._phase = 'actionTargetList';
|
|
|
|
|
} else {
|
|
|
|
|
this.setTargets(this._allTargets.slice());
|
|
|
|
|
this._phase = 'actionList';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.invokeAction = function(subject, target) {
|
|
|
|
|
if (!Yanfly.Param.BECOptSpeed) this._logWindow.push('pushBaseLine');
|
|
|
|
|
var normal = true;
|
|
|
|
|
if (Math.random() < this._action.itemMrf(target)) {
|
|
|
|
|
this.invokeMagicReflection(subject, target);
|
|
|
|
|
} else if (Math.random() < this._action.itemCnt(target)) {
|
|
|
|
|
this.invokeCounterAttack(subject, target);
|
|
|
|
|
} else {
|
|
|
|
|
this.invokeNormalAction(subject, target);
|
|
|
|
|
}
|
|
|
|
|
if (subject) subject.setLastTarget(target);
|
|
|
|
|
if (!Yanfly.Param.BECOptSpeed) this._logWindow.push('popBaseLine');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.invokeCounterAttack = function(subject, target) {
|
|
|
|
|
var action = new Game_Action(target);
|
|
|
|
|
this._logWindow.displayCounter(target);
|
|
|
|
|
action.setAttack();
|
|
|
|
|
action.apply(subject);
|
|
|
|
|
this._logWindow.displayActionResults(target, subject);
|
|
|
|
|
if (subject.isDead()) subject.performCollapse();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_invokeMagicReflection =
|
|
|
|
|
BattleManager.invokeMagicReflection;
|
|
|
|
|
BattleManager.invokeMagicReflection = function(subject, target) {
|
|
|
|
|
Yanfly.BEC.BattleManager_invokeMagicReflection.call(this, subject, target);
|
|
|
|
|
if (subject.isDead()) subject.performCollapse();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updatePhase = function() {
|
|
|
|
|
var phase = this._phaseSteps.shift();
|
|
|
|
|
if (phase) this.createPhaseChanges();
|
|
|
|
|
switch (phase) {
|
|
|
|
|
case 'setup':
|
|
|
|
|
this.createSetupActions();
|
|
|
|
|
break;
|
|
|
|
|
case 'whole':
|
|
|
|
|
this.createWholeActions();
|
|
|
|
|
break;
|
|
|
|
|
case 'target':
|
|
|
|
|
this.createTargetActions();
|
|
|
|
|
break;
|
|
|
|
|
case 'follow':
|
|
|
|
|
this.createFollowActions();
|
|
|
|
|
break;
|
|
|
|
|
case 'finish':
|
|
|
|
|
this.createFinishActions();
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
this.endAction();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createPhaseChanges = function() {
|
|
|
|
|
this._phase = 'actionList';
|
|
|
|
|
this.setTargets(this._allTargets.slice());
|
|
|
|
|
this._conditionFlags = [];
|
|
|
|
|
this._trueFlags = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createSetupActions = function() {
|
|
|
|
|
$gameTemp.clearActionSequenceSettings();
|
|
|
|
|
this._returnPhase = 'setup';
|
|
|
|
|
this._actionList = this._action.item().setupActions.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createWholeActions = function() {
|
|
|
|
|
this._returnPhase = 'whole';
|
|
|
|
|
this._actionList = this._action.item().wholeActions.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createTargetActions = function() {
|
|
|
|
|
this._returnPhase = 'target';
|
|
|
|
|
this._phase = 'actionTargetList';
|
|
|
|
|
this.setTargets([this._individualTargets[0]]);
|
|
|
|
|
this._actionList = this._action.item().targetActions.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createFollowActions = function() {
|
|
|
|
|
this._returnPhase = 'follow';
|
|
|
|
|
this._actionList = this._action.item().followActions.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.createFinishActions = function() {
|
|
|
|
|
this._returnPhase = 'finish';
|
|
|
|
|
this._actionList = this._action.item().finishActions.slice();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.BattleManager_endAction = BattleManager.endAction;
|
|
|
|
|
BattleManager.endAction = function() {
|
|
|
|
|
if (this._subject) {
|
|
|
|
|
this._subject.onAllActionsEnd();
|
|
|
|
|
}
|
|
|
|
|
if (this._processingForcedAction) {
|
|
|
|
|
this._subject.removeCurrentAction();
|
|
|
|
|
this._phase = this._preForcePhase;
|
|
|
|
|
}
|
|
|
|
|
this._processingForcedAction = false;
|
|
|
|
|
if (this.loadPreForceActionSettings()) return;
|
|
|
|
|
Yanfly.BEC.BattleManager_endAction.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateActionList = function() {
|
|
|
|
|
for (;;) {
|
|
|
|
|
this._actSeq = this._actionList.shift();
|
|
|
|
|
if (this._actSeq) {
|
|
|
|
|
if (!this.actionConditionsMet(this._actSeq)) continue;
|
|
|
|
|
var seqName = this._actSeq[0].toUpperCase();
|
|
|
|
|
if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateActionTargetList = function() {
|
|
|
|
|
for (;;) {
|
|
|
|
|
this._actSeq = this._actionList.shift();
|
|
|
|
|
if (this._actSeq) {
|
|
|
|
|
if (!this.actionConditionsMet(this._actSeq)) continue;
|
|
|
|
|
var seqName = this._actSeq[0].toUpperCase();
|
|
|
|
|
if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else if (this._individualTargets.length > 0) {
|
|
|
|
|
this._individualTargets.shift();
|
|
|
|
|
if (this._individualTargets.length > 0) {
|
|
|
|
|
this.setTargets([this._individualTargets[0]]);
|
|
|
|
|
this._actionList = this._action.item().targetActions.slice();
|
|
|
|
|
} else {
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateActionTargetList = function() {
|
|
|
|
|
for (;;) {
|
|
|
|
|
this._actSeq = this._actionList.shift();
|
|
|
|
|
if (this._actSeq) {
|
|
|
|
|
if (!this.actionConditionsMet(this._actSeq)) continue;
|
|
|
|
|
var seqName = this._actSeq[0].toUpperCase();
|
|
|
|
|
if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else if (this._individualTargets.length > 0) {
|
|
|
|
|
this._individualTargets.shift();
|
|
|
|
|
if (this._individualTargets.length > 0) {
|
|
|
|
|
this.setTargets([this._individualTargets[0]]);
|
|
|
|
|
this._actionList = this._action.item().targetActions.slice();
|
|
|
|
|
} else {
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startAction = function() {
|
|
|
|
|
var subject = this._subject;
|
|
|
|
|
if (!subject) return this.endAction();
|
|
|
|
|
var action = subject.currentAction();
|
|
|
|
|
this._action = action;
|
|
|
|
|
if (!this._action) return this.endAction();
|
|
|
|
|
if (!this._action.item()) return this.endAction();
|
|
|
|
|
var targets = action.makeTargets();
|
|
|
|
|
this.setTargets(targets);
|
|
|
|
|
this._allTargets = targets.slice();
|
|
|
|
|
this._individualTargets = targets.slice();
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
this._phaseSteps = ['setup', 'whole', 'target', 'follow', 'finish'];
|
|
|
|
|
this._returnPhase = '';
|
|
|
|
|
this._actionList = [];
|
|
|
|
|
subject.useItem(this._action.item());
|
|
|
|
|
this._action.applyGlobal();
|
|
|
|
|
this._logWindow.startAction(this._subject, this._action, this._targets);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processActionSequenceCheck = function(actionName, actionArgs) {
|
|
|
|
|
// IF condition
|
|
|
|
|
if (actionName.match(/IF[ ](.*)/i)) {
|
|
|
|
|
return this.actionIfConditions(actionName, actionArgs);
|
|
|
|
|
}
|
|
|
|
|
return this.processActionSequence(actionName, actionArgs)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processActionSequence = function(actionName, actionArgs) {
|
|
|
|
|
// NO ACTION
|
|
|
|
|
if (actionName === '') {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
// ACTION ANIMATION
|
|
|
|
|
if (actionName === 'ACTION ANIMATION') {
|
|
|
|
|
return this.actionActionAnimation(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// ACTION EFFECT
|
|
|
|
|
if (actionName === 'ACTION COMMON EVENT') {
|
|
|
|
|
return this.actionActionCommonEvent();
|
|
|
|
|
}
|
|
|
|
|
// ACTION EFFECT
|
|
|
|
|
if (actionName === 'ACTION EFFECT') {
|
|
|
|
|
return this.actionActionEffect(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// ANI WAIT: frames
|
|
|
|
|
if (['ANI WAIT', 'ANIWAIT', 'ANIMATION WAIT'].contains(actionName)) {
|
|
|
|
|
return this.actionAniWait(actionArgs[0]);
|
|
|
|
|
}
|
|
|
|
|
// CAST ANIMATION
|
|
|
|
|
if (actionName === 'CAST ANIMATION') {
|
|
|
|
|
return this.actionCastAnimation();
|
|
|
|
|
}
|
|
|
|
|
// CLEAR BATTLE LOG
|
|
|
|
|
if (actionName === 'CLEAR BATTLE LOG') {
|
|
|
|
|
return this.actionClearBattleLog();
|
|
|
|
|
}
|
|
|
|
|
// DEATH BREAK
|
|
|
|
|
if (actionName === 'DEATH BREAK') {
|
|
|
|
|
return this.actionDeathBreak();
|
|
|
|
|
}
|
|
|
|
|
// DISPLAY ACTION
|
|
|
|
|
if (actionName === 'DISPLAY ACTION') {
|
|
|
|
|
return this.actionDisplayAction();
|
|
|
|
|
}
|
|
|
|
|
// IMMORTAL: targets, true/false
|
|
|
|
|
if (actionName === 'IMMORTAL') {
|
|
|
|
|
return this.actionImmortal(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// MOTION WAIT
|
|
|
|
|
if (actionName === 'MOTION WAIT') {
|
|
|
|
|
return this.actionMotionWait(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// PERFORM ACTION
|
|
|
|
|
if (actionName === 'PERFORM ACTION') {
|
|
|
|
|
return this.actionPerformAction();
|
|
|
|
|
}
|
|
|
|
|
// PERFORM FINISH
|
|
|
|
|
if (actionName === 'PERFORM FINISH') {
|
|
|
|
|
return this.actionPerformFinish();
|
|
|
|
|
}
|
|
|
|
|
// PERFORM START
|
|
|
|
|
if (actionName === 'PERFORM START') {
|
|
|
|
|
return this.actionPerformStart();
|
|
|
|
|
}
|
|
|
|
|
// WAIT: frames
|
|
|
|
|
if (actionName === 'WAIT') {
|
|
|
|
|
return this.actionWait(actionArgs[0]);
|
|
|
|
|
}
|
|
|
|
|
// WAIT FOR ANIMATION
|
|
|
|
|
if (actionName === 'WAIT FOR ANIMATION') {
|
|
|
|
|
return this.actionWaitForAnimation();
|
|
|
|
|
}
|
|
|
|
|
// WAIT FOR EFFECT
|
|
|
|
|
if (actionName === 'WAIT FOR EFFECT') {
|
|
|
|
|
return this.actionWaitForEffect();
|
|
|
|
|
}
|
|
|
|
|
// WAIT FOR MOVEMENT
|
|
|
|
|
if (actionName === 'WAIT FOR MOVEMENT') {
|
|
|
|
|
return this.actionWaitForMovement();
|
|
|
|
|
}
|
|
|
|
|
// WAIT FOR NEW LINE
|
|
|
|
|
if (actionName === 'WAIT FOR NEW LINE') {
|
|
|
|
|
return this.actionWaitForNewLine();
|
|
|
|
|
}
|
|
|
|
|
// WAIT FOR POPUPS
|
|
|
|
|
if (actionName === 'WAIT FOR POPUPS') {
|
|
|
|
|
return this.actionWaitForPopups();
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.makeActionTargets = function(string) {
|
|
|
|
|
var targets = []
|
|
|
|
|
string = string.toUpperCase()
|
|
|
|
|
if (['SUBJECT', 'USER'].contains(string)) {
|
|
|
|
|
return [this._subject];
|
|
|
|
|
}
|
|
|
|
|
if (['TARGET', 'TARGETS'].contains(string)) {
|
|
|
|
|
var group = this._targets;
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ACTORS', 'EXISTING ACTORS', 'ALIVE ACTORS'].contains(string)) {
|
|
|
|
|
var group = $gameParty.aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ACTORS ALL', 'ALL ACTORS', 'PARTY'].contains(string)) {
|
|
|
|
|
var group = $gameParty.battleMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['DEAD ACTORS', 'DEAD ACTOR'].contains(string)) {
|
|
|
|
|
var group = $gameParty.deadMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ACTORS NOT USER', 'ACTORS NOT SUBJECT'].contains(string)) {
|
|
|
|
|
var group = $gameParty.aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target !== this._subject && target.isAppeared()) {
|
|
|
|
|
targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ENEMIES', 'EXISTING ENEMIES', 'ALIVE ENEMIES', 'TROOP',
|
|
|
|
|
'TROOPS'].contains(string)) {
|
|
|
|
|
var group = $gameTroop.aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ENEMIES ALL', 'ALL ENEMIES'].contains(string)) {
|
|
|
|
|
var group = $gameTroop.members();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['DEAD ENEMIES', 'DEAD ENEMY'].contains(string)) {
|
|
|
|
|
var group = $gameTroop.deadMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ENEMIES NOT USER', 'ENEMIES NOT SUBJECT', 'TROOP NOT USER',
|
|
|
|
|
'TROOP NOT SUBJECT'].contains(string)) {
|
|
|
|
|
var group = $gameTroop.aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target !== this._subject && target.isAppeared()) {
|
|
|
|
|
targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (string.match(/ACTOR[ ](\d+)/i)) {
|
|
|
|
|
var target = $gameParty.battleMembers()[parseInt(RegExp.$1)];
|
|
|
|
|
if (target && target.isAppeared()) return [target];
|
|
|
|
|
}
|
|
|
|
|
if (string.match(/ENEMY[ ](\d+)/i)) {
|
|
|
|
|
var target = $gameTroop.members()[parseInt(RegExp.$1)];
|
|
|
|
|
if (target && target.isAppeared()) return [target];
|
|
|
|
|
}
|
|
|
|
|
if (['FRIEND', 'FRIENDS', 'ALLIES'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ALL FRIENDS', 'ALL ALLIES'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().members();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['DEAD FRIEND', 'DEAD FRIENDS', 'DEAD ALLIES'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().deadMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['OPPONENT', 'OPPONENTS', 'RIVALS', 'FOES'].contains(string)) {
|
|
|
|
|
var group = this._action.opponentsUnit().aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ALL OPPONENTS', 'ALL RIVALS', 'ALL FOES'].contains(string)) {
|
|
|
|
|
var group = this._action.opponentsUnit().members();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['DEAD OPPONENT', 'DEAD OPPONENTS', 'DEAD RIVALS',
|
|
|
|
|
'DEAD FOES'].contains(string)) {
|
|
|
|
|
var group = this._action.opponentsUnit().deadMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['FRIENDS NOT USER', 'ALLIES NOT USER'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().aliveMembers();
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target !== this._subject && target.isAppeared()) {
|
|
|
|
|
targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (string.match(/(?:FRIEND|ALLY)[ ](\d+)/i)) {
|
|
|
|
|
var target = this._action.friendsUnit().members()[parseInt(RegExp.$1)];
|
|
|
|
|
if (target && target.isAppeared()) return [target];
|
|
|
|
|
}
|
|
|
|
|
if (string.match(/(?:OPPONENT|FOE|RIVAL)[ ](\d+)/i)) {
|
|
|
|
|
var target = this._action.opponentsUnit().members()[parseInt(RegExp.$1)]
|
|
|
|
|
if (target && target.isAppeared()) return [target];
|
|
|
|
|
}
|
|
|
|
|
if (['ALL ALIVE'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().aliveMembers();
|
|
|
|
|
group = group.concat(this._action.opponentsUnit().aliveMembers());
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ALL MEMBERS'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().members();
|
|
|
|
|
group = group.concat(this._action.opponentsUnit().members());
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ALL DEAD'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().deadMembers();
|
|
|
|
|
group = group.concat(this._action.opponentsUnit().deadMembers());
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['ALL NOT USER'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().aliveMembers();
|
|
|
|
|
group = group.concat(this._action.opponentsUnit().aliveMembers());
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target !== this._subject && target.isAppeared()) {
|
|
|
|
|
targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['FOCUS', 'PARTICIPANTS'].contains(string)) {
|
|
|
|
|
var group = this._targets;
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target && target.isAppeared()) targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
if (!targets.contains(this._subject)) targets.push(this._subject);
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (['NOT FOCUS', 'NONPARTICIPANTS'].contains(string)) {
|
|
|
|
|
var group = this._action.friendsUnit().members();
|
|
|
|
|
group = group.concat(this._action.opponentsUnit().members());
|
|
|
|
|
for (var i = 0; i < group.length; ++i) {
|
|
|
|
|
var target = group[i];
|
|
|
|
|
if (target) {
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (target.isHidden()) continue;
|
|
|
|
|
if (this._targets.contains(target)) continue;
|
|
|
|
|
|
|
|
|
|
if (target.isDead()) {
|
|
|
|
|
if (Imported.YEP_X_AnimatedSVEnemies && target.isEnemy()) {
|
|
|
|
|
if (target.hasSVBattler() && !target.sideviewCollapse()) {
|
|
|
|
|
// Ignore
|
|
|
|
|
} else {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
} else if (target.isActor()) {
|
|
|
|
|
// Ignore
|
|
|
|
|
} else {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
if (string.match(/(?:CHAR|CHARA|CHARACTER)[ ](\d+)/i)) {
|
|
|
|
|
var actorId = parseInt(RegExp.$1);
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
if (actor && $gameParty.battleMembers().contains(actor)) {
|
|
|
|
|
return [actor];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ('FIRST' === string.toUpperCase()) {
|
|
|
|
|
return [this._targets[0]];
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionConditionsMet = function(actSeq) {
|
|
|
|
|
var ci = this._conditionFlags.length - 1;
|
|
|
|
|
var actionName = actSeq[0];
|
|
|
|
|
var actionArgs = actSeq[1];
|
|
|
|
|
var subject = this._subject;
|
|
|
|
|
var user = this._subject;
|
|
|
|
|
var target = this._targets[0];
|
|
|
|
|
var targets = this._targets;
|
|
|
|
|
var action = this._action;
|
|
|
|
|
var item = this._action.item();
|
|
|
|
|
if (actionName.match(/ELSE[ ]IF[ ](.*)/i)) {
|
|
|
|
|
if (this._conditionFlags.length <= 0) return false;
|
|
|
|
|
if (this._conditionFlags[ci]) {
|
|
|
|
|
this._conditionFlags[ci] = false;
|
|
|
|
|
this._trueFlags[ci] = true;
|
|
|
|
|
} else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
|
|
|
|
|
var text = String(RegExp.$1);
|
|
|
|
|
try {
|
|
|
|
|
this._conditionFlags[ci] = eval(text);
|
|
|
|
|
this._trueFlags[ci] = eval(text);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
|
|
|
|
|
this._conditionFlags[ci] = false;
|
|
|
|
|
this._trueFlags[ci] = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
} else if (actionName.match(/ELSE[ ]*(.*)/i)) {
|
|
|
|
|
if (this._conditionFlags.length <= 0) return false;
|
|
|
|
|
if (this._conditionFlags[ci]) {
|
|
|
|
|
this._conditionFlags[ci] = false;
|
|
|
|
|
this._trueFlags[ci] = true;
|
|
|
|
|
} else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
|
|
|
|
|
this._conditionFlags[ci] = true;
|
|
|
|
|
this._trueFlags[ci] = true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
} else if (actionName.toUpperCase() === 'END') {
|
|
|
|
|
if (this._conditionFlags.length <= 0) return false;
|
|
|
|
|
this._conditionFlags.pop();
|
|
|
|
|
this._trueFlags.pop();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (this._conditionFlags.length > 0) return this._conditionFlags[ci];
|
|
|
|
|
return true
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionActionAnimation = function(actionArgs) {
|
|
|
|
|
if (actionArgs && actionArgs[0]) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
} else {
|
|
|
|
|
var targets = this._targets;
|
|
|
|
|
}
|
|
|
|
|
var mirror = false;
|
|
|
|
|
if (actionArgs && actionArgs[1]) {
|
|
|
|
|
if (actionArgs[1].toUpperCase() === 'MIRROR') mirror = true;
|
|
|
|
|
}
|
|
|
|
|
var subject = this._subject;
|
|
|
|
|
var group = targets.filter(Yanfly.Util.onlyUnique);
|
|
|
|
|
var aniId = this._action.item().animationId;
|
|
|
|
|
if (aniId < 0) {
|
|
|
|
|
if (mirror) {
|
|
|
|
|
this._logWindow.showActorAtkAniMirror(subject, group);
|
|
|
|
|
} else {
|
|
|
|
|
this._logWindow.showAttackAnimation(subject, group);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._logWindow.showNormalAnimation(group, aniId, mirror);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionActionCommonEvent = function() {
|
|
|
|
|
this._action.item().effects.forEach(function(effect) {
|
|
|
|
|
if (effect.code === Game_Action.EFFECT_COMMON_EVENT) {
|
|
|
|
|
$gameTemp.reserveCommonEvent(effect.dataId);
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionActionEffect = function(actionArgs) {
|
|
|
|
|
if (actionArgs && actionArgs[0]) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
} else {
|
|
|
|
|
var targets = this._targets;
|
|
|
|
|
}
|
|
|
|
|
targets.forEach(function(target) {
|
|
|
|
|
if (target !== undefined) {
|
|
|
|
|
var alreadyDead = target.isDead();
|
|
|
|
|
this.invokeAction(this._subject, target);
|
|
|
|
|
if (target.isDead() && !alreadyDead) {
|
|
|
|
|
target.performCollapse();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionAniWait = function(frames) {
|
|
|
|
|
frames *= Yanfly.Param.AnimationRate || 4;
|
|
|
|
|
this._logWindow._waitCount = parseInt(frames);
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionCastAnimation = function() {
|
|
|
|
|
if (!$gameSystem.isSideView() && this._subject.isActor()) return true;
|
|
|
|
|
if (!this._action.isAttack() && !this._action.isGuard() &&
|
|
|
|
|
this._action.isSkill()) {
|
|
|
|
|
if (this._action.item().castAnimation > 0) {
|
|
|
|
|
var ani = $dataAnimations[this._action.item().castAnimation]
|
|
|
|
|
this._logWindow.showAnimation(this._subject, [this._subject],
|
|
|
|
|
this._action.item().castAnimation);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
BattleManager.actionClearBattleLog = function() {
|
|
|
|
|
this._logWindow.clear();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionDeathBreak = function() {
|
|
|
|
|
if (this._subject.isDead()) {
|
|
|
|
|
this._targets = [];
|
|
|
|
|
this._actionList = [];
|
|
|
|
|
this._individualTargets = [];
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionDisplayAction = function() {
|
|
|
|
|
this._logWindow.displayAction(this._subject, this._action.item());
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionIfConditions = function(actionName, actionArgs) {
|
|
|
|
|
var subject = this._subject;
|
|
|
|
|
var user = this._subject;
|
|
|
|
|
var target = this._targets[0];
|
|
|
|
|
var targets = this._targets;
|
|
|
|
|
var action = this._action;
|
|
|
|
|
var item = this._action.item();
|
|
|
|
|
var actionName = this._actSeq[0];
|
|
|
|
|
if (actionName.match(/IF[ ](.*)/i)) {
|
|
|
|
|
var text = String(RegExp.$1);
|
|
|
|
|
try {
|
|
|
|
|
this._conditionFlags.push(eval(text));
|
|
|
|
|
} catch (e) {
|
|
|
|
|
this._conditionFlags.push(false);
|
|
|
|
|
Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
|
|
|
|
|
}
|
|
|
|
|
this._trueFlags.push(false);
|
|
|
|
|
var ci = this._conditionFlags.length;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionImmortal = function(actionArgs) {
|
|
|
|
|
var targets =
|
|
|
|
|
this.makeActionTargets(actionArgs[0]).filter(Yanfly.Util.onlyUnique);
|
|
|
|
|
try {
|
|
|
|
|
var value = eval(String(actionArgs[1]).toLowerCase());
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var value = false;
|
|
|
|
|
}
|
|
|
|
|
targets.forEach(function (target) {
|
|
|
|
|
if (value) {
|
|
|
|
|
target.addImmortal();
|
|
|
|
|
} else {
|
|
|
|
|
var alreadyDead = target.isDead();
|
|
|
|
|
target.removeImmortal();
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionMotionWait = function(actionArgs) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
if (targets[0].isActor() && targets[0].isSpriteVisible()) {
|
|
|
|
|
this._logWindow._waitCount += 12;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionPerformAction = function() {
|
|
|
|
|
this._logWindow.performAction(this._subject, this._action);
|
|
|
|
|
if (this._subject.isActor() && this._subject.isSpriteVisible) {
|
|
|
|
|
this._logWindow._waitCount += 20;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionPerformFinish = function() {
|
|
|
|
|
this._logWindow.performActionEnd(this._subject);
|
|
|
|
|
$gameParty.aliveMembers().forEach(function(member) {
|
|
|
|
|
member.spriteReturnHome();
|
|
|
|
|
});
|
|
|
|
|
$gameTroop.aliveMembers().forEach(function(member) {
|
|
|
|
|
member.spriteReturnHome();
|
|
|
|
|
});
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionPerformStart = function() {
|
|
|
|
|
this._logWindow.performActionStart(this._subject, this._action);
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWait = function(frames) {
|
|
|
|
|
this._logWindow._waitCount = parseInt(frames);
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWaitForAnimation = function() {
|
|
|
|
|
this._logWindow.waitForAnimation();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWaitForEffect = function() {
|
|
|
|
|
this._logWindow.waitForEffect();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWaitForMovement = function() {
|
|
|
|
|
this._logWindow.waitForMovement();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWaitForNewLine = function() {
|
|
|
|
|
this._logWindow.waitForNewLine();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionWaitForPopups = function() {
|
|
|
|
|
this._logWindow.waitForPopups();
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// SceneManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.SceneManager_snapForBackground = SceneManager.snapForBackground;
|
|
|
|
|
SceneManager.snapForBackground = function() {
|
|
|
|
|
if ($gameParty.inBattle()) {
|
|
|
|
|
var spriteset = this._scene._spriteset;
|
|
|
|
|
if (spriteset.battleback1Name() === '' &&
|
|
|
|
|
spriteset.battleback2Name() === '') {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Yanfly.BEC.SceneManager_snapForBackground.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_initialize = Sprite_Battler.prototype.initialize;
|
|
|
|
|
Sprite_Battler.prototype.initialize = function(battler) {
|
|
|
|
|
this.preSpriteInitialize(battler);
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_initialize.call(this, battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.preSpriteInitialize = function(battler) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_update = Sprite_Battler.prototype.update;
|
|
|
|
|
Sprite_Battler.prototype.update = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_update.call(this);
|
|
|
|
|
if (this._postSpriteInitialized) return;
|
|
|
|
|
this.postSpriteInitialize();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.postSpriteInitialize = function() {
|
|
|
|
|
this._postSpriteInitialized = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_initMembers = Sprite_Battler.prototype.initMembers;
|
|
|
|
|
Sprite_Battler.prototype.initMembers = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_initMembers.call(this);
|
|
|
|
|
this.adjustAnchor();
|
|
|
|
|
this.setZ();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.adjustAnchor = function() {
|
|
|
|
|
this.anchor.x = 0.5;
|
|
|
|
|
this.anchor.y = 1.0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.setZ = function() {
|
|
|
|
|
this.z = 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.setupDamagePopup = function() {
|
|
|
|
|
if (this._battler.isDamagePopupRequested()) {
|
|
|
|
|
if (this._battler.isSpriteVisible()) {
|
|
|
|
|
var sprite = new Sprite_Damage();
|
|
|
|
|
sprite.x = this.x + this.damageOffsetX();
|
|
|
|
|
sprite.y = this.y + this.damageOffsetY();
|
|
|
|
|
sprite.setup(this._battler);
|
|
|
|
|
this.pushDamageSprite(sprite);
|
|
|
|
|
BattleManager._spriteset.addChild(sprite);
|
|
|
|
|
this._battler.clearResult();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._battler.clearDamagePopup();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.pushDamageSprite = function(sprite) {
|
|
|
|
|
var heightBuffer = Yanfly.Param.BECPopupOverlap;
|
|
|
|
|
if (Yanfly.Param.BECNewPopBottom) {
|
|
|
|
|
this._damages.push(sprite);
|
|
|
|
|
this._damages.forEach(function(spr) {
|
|
|
|
|
for (var i = 0; i < spr.children.length; i++) {
|
|
|
|
|
childSprite = spr.children[i];
|
|
|
|
|
childSprite.anchor.y += heightBuffer;
|
|
|
|
|
}
|
|
|
|
|
}, this);
|
|
|
|
|
} else {
|
|
|
|
|
this._damages.push(sprite);
|
|
|
|
|
heightBuffer *= this._damages.length
|
|
|
|
|
for (var i = 0; i < sprite.children.length; i++) {
|
|
|
|
|
childSprite = sprite.children[i];
|
|
|
|
|
childSprite.anchor.y += heightBuffer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_setBattler = Sprite_Battler.prototype.setBattler;
|
|
|
|
|
Sprite_Battler.prototype.setBattler = function(battler) {
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_setBattler.call(this, battler);
|
|
|
|
|
if (battler) battler.setBattler(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_startMove = Sprite_Battler.prototype.startMove;
|
|
|
|
|
Sprite_Battler.prototype.startMove = function(x, y, duration) {
|
|
|
|
|
if (this._battler && !this._battler.spriteCanMove()) return;
|
|
|
|
|
Yanfly.BEC.Sprite_Battler_startMove.call(this, x, y, duration);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.stepForward = function() {
|
|
|
|
|
this.startMove(Yanfly.Param.BECStepDist, 0, 12);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.stepBack = function() {
|
|
|
|
|
this.startMove(0, 0, 12);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.stepFlinch = function() {
|
|
|
|
|
var flinchX = this.x - this._homeX - Yanfly.Param.BECFlinchDist;
|
|
|
|
|
var flinchY = this.y - this._homeY;
|
|
|
|
|
this.startMove(flinchX, flinchY, 6);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.stepSubBack = function() {
|
|
|
|
|
var backX = -1 * this.width / 2;
|
|
|
|
|
this.startMove(backX, 0, 6);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.stepToSubstitute = function(focus) {
|
|
|
|
|
var target = focus.battler();
|
|
|
|
|
var targetX = (this.x - this._homeX) + (target._homeX - this._homeX);
|
|
|
|
|
var targetY = (this.y - this._homeY) + (target._homeY - this._homeY);;
|
|
|
|
|
if (focus.isActor()) targetX -= this._mainSprite.width / 2;
|
|
|
|
|
if (focus.isEnemy()) targetX += this.width / 2;
|
|
|
|
|
this.startMove(targetX, targetY, 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.startMotion = function(motionType) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.forceMotion = function(motionType) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.refreshMotion = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.startActionMotion = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.moveForward = function(distance, frames) {
|
|
|
|
|
distance = parseInt(distance);
|
|
|
|
|
frames = parseInt(frames);
|
|
|
|
|
if (this._battler.isActor()) distance *= -1;
|
|
|
|
|
var moveX = this.x - this._homeX + distance;
|
|
|
|
|
var moveY = this.y - this._homeY;
|
|
|
|
|
this.startMove(moveX, moveY, frames);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.moveToPoint = function(pointX, pointY, frames) {
|
|
|
|
|
pointX = parseInt(pointX);
|
|
|
|
|
pointY = parseInt(pointY);
|
|
|
|
|
var targetX = pointX - this._homeX;
|
|
|
|
|
var targetY = pointY - this._homeY;
|
|
|
|
|
this.startMove(targetX, targetY, frames);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.setMirror = function(value) {
|
|
|
|
|
if (this.scale.x > 0 && value) this.scale.x *= -1;
|
|
|
|
|
if (this.scale.x < 0 && !value) this.scale.x *= -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Battler.prototype.isPopupPlaying = function() {
|
|
|
|
|
if (this._damages.length > 0) {
|
|
|
|
|
for (var i = 0; i < this._damages.length; ++i) {
|
|
|
|
|
return this._damages[i].isPlaying();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.preSpriteInitialize = function(battler) {
|
|
|
|
|
Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.postSpriteInitialize = function() {
|
|
|
|
|
Sprite_Battler.prototype.postSpriteInitialize.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateShadow = Sprite_Actor.prototype.updateShadow;
|
|
|
|
|
Sprite_Actor.prototype.updateShadow = function() {
|
|
|
|
|
if (this._hideShadows === undefined) {
|
|
|
|
|
this._hideShadows = Yanfly.Param.BECShowShadows;
|
|
|
|
|
}
|
|
|
|
|
if (!this._hideShadows) return this._shadowSprite.visible = false;
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateShadow.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.setActorHome = function(index) {
|
|
|
|
|
var screenWidth = Graphics.boxWidth;
|
|
|
|
|
var screenHeight = Graphics.boxHeight;
|
|
|
|
|
var maxSize = $gameParty.maxBattleMembers();
|
|
|
|
|
var partySize = $gameParty.battleMembers().length;
|
|
|
|
|
var statusHeight = eval(Yanfly.Param.BECCommandRows);
|
|
|
|
|
statusHeight *= Window_Base.prototype.lineHeight.call(this);
|
|
|
|
|
statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
|
|
|
|
|
if ($gameSystem.isSideView()) {
|
|
|
|
|
var code = Yanfly.Param.BECHomePosX;
|
|
|
|
|
try {
|
|
|
|
|
var homeX = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var homeX = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME X FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
var code = Yanfly.Param.BECHomePosY;
|
|
|
|
|
try {
|
|
|
|
|
var homeY = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var homeY = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME Y FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
var code = Yanfly.Param.BECFrontPosX;
|
|
|
|
|
try {
|
|
|
|
|
var homeX = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var homeX = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME X FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
var code = Yanfly.Param.BECFrontPosY;
|
|
|
|
|
try {
|
|
|
|
|
var homeY = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var homeY = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME Y FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this._checkAliveStatus = false;
|
|
|
|
|
if ($gameParty.battleMembers()[index]) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
if (actor.isAlive()) this._checkAliveStatus = true;
|
|
|
|
|
}
|
|
|
|
|
this.setHome(homeX, homeY);
|
|
|
|
|
this.moveToStartPosition();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.moveToStartPosition = function() {
|
|
|
|
|
if (BattleManager._bypassMoveToStartLocation) return;
|
|
|
|
|
if ($gameSystem.isSideView() && this._checkAliveStatus) {
|
|
|
|
|
this.startMove(300, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.setupMotion = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.forceMotion = function(motionType) {
|
|
|
|
|
var newMotion = Sprite_Actor.MOTIONS[motionType];
|
|
|
|
|
this._motion = newMotion;
|
|
|
|
|
this._motionCount = 0;
|
|
|
|
|
this._pattern = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.updateTargetPosition = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.updateMotion = function() {
|
|
|
|
|
this.updateMotionCount();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.onMoveEnd = function() {
|
|
|
|
|
Sprite_Battler.prototype.onMoveEnd.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.stepForward = function() {
|
|
|
|
|
this.startMove(-Yanfly.Param.BECStepDist, 0, 12);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.stepFlinch = function() {
|
|
|
|
|
var flinchX = this.x - this._homeX + Yanfly.Param.BECFlinchDist;
|
|
|
|
|
var flinchY = this.y - this._homeY;
|
|
|
|
|
this.startMove(flinchX, flinchY, 6);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.stepSubBack = function() {
|
|
|
|
|
var backX = this._mainSprite.width / 2;
|
|
|
|
|
this.startMove(backX, 0, 6);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateBitmap = Sprite_Actor.prototype.updateBitmap;
|
|
|
|
|
Sprite_Actor.prototype.updateBitmap = function() {
|
|
|
|
|
var name = this._actor.battlerName();
|
|
|
|
|
var needUpdate = false;
|
|
|
|
|
if (this._battlerName !== name) needUpdate = true;
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateBitmap.call(this);
|
|
|
|
|
if (needUpdate) this.adjustAnchor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Actor.prototype.adjustAnchor = function() {
|
|
|
|
|
if (!this._mainSprite) return;
|
|
|
|
|
this._mainSprite.anchor.x = this._actor.anchorX();
|
|
|
|
|
this._mainSprite.anchor.y = this._actor.anchorY();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateFrame = Sprite_Actor.prototype.updateFrame;
|
|
|
|
|
Sprite_Actor.prototype.updateFrame = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_updateFrame.call(this);
|
|
|
|
|
if (!this._mainSprite) return;
|
|
|
|
|
if (!this._mainSprite.bitmap) return;
|
|
|
|
|
if (this._mainSprite.bitmap.width > 0 && !this.bitmap) {
|
|
|
|
|
var sw = this._mainSprite.bitmap.width / 9;
|
|
|
|
|
var sh = this._mainSprite.bitmap.height / 6;
|
|
|
|
|
this.bitmap = new Bitmap(sw, sh);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Actor_refreshMotion = Sprite_Actor.prototype.refreshMotion;
|
|
|
|
|
Sprite_Actor.prototype.refreshMotion = function() {
|
|
|
|
|
var actor = this._actor;
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
var motionGuard = Sprite_Actor.MOTIONS['guard'];
|
|
|
|
|
if (this._motion === motionGuard && !BattleManager.isInputting()) return;
|
|
|
|
|
var stateMotion = actor.stateMotionIndex();
|
|
|
|
|
if (actor.isInputting() || actor.isActing()) {
|
|
|
|
|
this.startMotion(actor.idleMotion());
|
|
|
|
|
} else if (stateMotion === 3) {
|
|
|
|
|
this.startMotion(actor.deadMotion());
|
|
|
|
|
} else if (stateMotion === 2) {
|
|
|
|
|
this.startMotion(actor.sleepMotion());
|
|
|
|
|
} else if (actor.isChanting()) {
|
|
|
|
|
this.startMotion(actor.chantMotion());
|
|
|
|
|
} else if (actor.isGuard() || actor.isGuardWaiting()) {
|
|
|
|
|
this.startMotion(actor.guardMotion());
|
|
|
|
|
} else if (stateMotion === 1) {
|
|
|
|
|
this.startMotion(actor.abnormalMotion());
|
|
|
|
|
} else if (actor.isDying()) {
|
|
|
|
|
this.startMotion(actor.dyingMotion());
|
|
|
|
|
} else if (actor.isUndecided()) {
|
|
|
|
|
this.startMotion(actor.idleMotion());
|
|
|
|
|
} else {
|
|
|
|
|
this.startMotion(actor.waitMotion());
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_Enemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Sprite_Enemy.prototype.preSpriteInitialize = function(battler) {
|
|
|
|
|
Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
|
|
|
|
|
this._visualSelect = Yanfly.Param.BECEnemySelect;
|
|
|
|
|
if (this._visualSelect) this.createVisualSelectWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Enemy_update = Sprite_Enemy.prototype.update;
|
|
|
|
|
Sprite_Enemy.prototype.update = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_Enemy_update.call(this);
|
|
|
|
|
this.addVisualSelectWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Enemy.prototype.addVisualSelectWindow = function() {
|
|
|
|
|
if (!this._visualSelect) return;
|
|
|
|
|
if (this._addedVisualSelect) return;
|
|
|
|
|
if (!SceneManager._scene) return;
|
|
|
|
|
var scene = SceneManager._scene;
|
|
|
|
|
if (!scene._windowLayer) return;
|
|
|
|
|
this._addedVisualSelect = true;
|
|
|
|
|
scene.addChild(this._visualSelectWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Enemy.prototype.createVisualSelectWindow = function() {
|
|
|
|
|
this._visualSelectWindow = new Window_EnemyVisualSelect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
|
|
|
|
|
Sprite_Enemy.prototype.setBattler = function(battler) {
|
|
|
|
|
Yanfly.BEC.Sprite_Enemy_setBattler.call(this, battler);
|
|
|
|
|
if (this._visualSelectWindow) this._visualSelectWindow.setBattler(battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_Weapon
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Weapon_setup = Sprite_Weapon.prototype.setup;
|
|
|
|
|
Sprite_Weapon.prototype.setup = function(weaponImageId) {
|
|
|
|
|
Yanfly.BEC.Sprite_Weapon_setup.call(this, weaponImageId);
|
|
|
|
|
this._animationCount -= 1; // Synch with sprite
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_Damage
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Damage_initialize = Sprite_Damage.prototype.initialize;
|
|
|
|
|
Sprite_Damage.prototype.initialize = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_Damage_initialize.call(this);
|
|
|
|
|
this._duration = Yanfly.Param.BECPopupDur;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Damage.prototype.setup = function(target) {
|
|
|
|
|
this._result = target.shiftDamagePopup();
|
|
|
|
|
var result = this._result;
|
|
|
|
|
if (result.missed || result.evaded) {
|
|
|
|
|
this.createMiss();
|
|
|
|
|
} else if (result.hpAffected) {
|
|
|
|
|
this.createDigits(0, result.hpDamage);
|
|
|
|
|
} else if (target.isAlive() && result.mpDamage !== 0) {
|
|
|
|
|
this.createDigits(2, result.mpDamage);
|
|
|
|
|
}
|
|
|
|
|
if (result.critical) {
|
|
|
|
|
this.setupCriticalEffect();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_Damage.prototype.setupCriticalEffect = function() {
|
|
|
|
|
this._flashColor = eval('[' + Yanfly.Param.BECCritPopup + ']');
|
|
|
|
|
this._flashDuration = Yanfly.Param.BECCritDur;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_StateIcon
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_StateIcon_update = Sprite_StateIcon.prototype.update;
|
|
|
|
|
Sprite_StateIcon.prototype.update = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_StateIcon_update.call(this);
|
|
|
|
|
this.updateMirror();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_StateIcon.prototype.updateMirror = function() {
|
|
|
|
|
if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
|
|
|
|
|
if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Sprite_StateOverlay
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_StateOverlay_update = Sprite_StateOverlay.prototype.update;
|
|
|
|
|
Sprite_StateOverlay.prototype.update = function() {
|
|
|
|
|
Yanfly.BEC.Sprite_StateOverlay_update.call(this);
|
|
|
|
|
this.updateMirror();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Sprite_StateOverlay.prototype.updateMirror = function() {
|
|
|
|
|
if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
|
|
|
|
|
if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Spriteset_Battle
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Spriteset_Battle.prototype.isBusy = function() {
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
|
|
|
|
|
Spriteset_Battle.prototype.update = function() {
|
|
|
|
|
Yanfly.BEC.Spriteset_Battle_update.call(this);
|
|
|
|
|
this.updateZCoordinates();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Spriteset_Battle.prototype.updateZCoordinates = function() {
|
|
|
|
|
if (Imported.YEP_ImprovedBattlebacks) {
|
|
|
|
|
this.updateBattlebackGroupRemove();
|
|
|
|
|
} else {
|
|
|
|
|
this._battleField.removeChild(this._back1Sprite);
|
|
|
|
|
this._battleField.removeChild(this._back2Sprite);
|
|
|
|
|
}
|
|
|
|
|
this._battleField.children.sort(this.battleFieldDepthCompare);
|
|
|
|
|
if (Imported.YEP_ImprovedBattlebacks) {
|
|
|
|
|
this.updateBattlebackGroupAdd();
|
|
|
|
|
} else {
|
|
|
|
|
this._battleField.addChildAt(this._back2Sprite, 0);
|
|
|
|
|
this._battleField.addChildAt(this._back1Sprite, 0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
|
|
|
|
|
var priority = BattleManager.getSpritePriority();
|
|
|
|
|
if (a._battler && b._battler && priority !== 0) {
|
|
|
|
|
if (priority === 1) {
|
|
|
|
|
if (a._battler.isActor() && b._battler.isEnemy()) return 1;
|
|
|
|
|
if (a._battler.isEnemy() && b._battler.isActor()) return -1;
|
|
|
|
|
} else if (priority === 2) {
|
|
|
|
|
if (a._battler.isActor() && b._battler.isEnemy()) return -1;
|
|
|
|
|
if (a._battler.isEnemy() && b._battler.isActor()) return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (a.z < b.z) return -1;
|
|
|
|
|
if (a.z > b.z) return 1;
|
|
|
|
|
if (a.y < b.y) return -1;
|
|
|
|
|
if (a.y > b.y) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Spriteset_Battle.prototype.isPopupPlaying = function() {
|
|
|
|
|
return this.battlerSprites().some(function(sprite) {
|
|
|
|
|
return sprite.isPopupPlaying();
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Spriteset_Battle_battlerSprites =
|
|
|
|
|
Spriteset_Battle.prototype.battlerSprites;
|
|
|
|
|
Spriteset_Battle.prototype.battlerSprites = function() {
|
|
|
|
|
var sprites = Yanfly.BEC.Spriteset_Battle_battlerSprites.call(this);
|
|
|
|
|
var length = sprites.length;
|
|
|
|
|
var result = [];
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var sprite = sprites[i];
|
|
|
|
|
if (!sprite) continue;
|
|
|
|
|
if (!sprite._battler) continue;
|
|
|
|
|
result.push(sprite);
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Temp
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Temp.prototype.clearActionSequenceSettings = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Temp.prototype.forceActionQueue = function(command) {
|
|
|
|
|
if (!this._forceActionQueue) {
|
|
|
|
|
this._forceActionQueue = JsonEx.makeDeepCopy($dataCommonEvents[1]);
|
|
|
|
|
this._forceActionQueue.list = [];
|
|
|
|
|
}
|
|
|
|
|
this._forceActionQueue.list.push(command);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Temp_clearCommonEvent = Game_Temp.prototype.clearCommonEvent;
|
|
|
|
|
Game_Temp.prototype.clearCommonEvent = function() {
|
|
|
|
|
this._forceActionQueue = undefined;
|
|
|
|
|
Yanfly.BEC.Game_Temp_clearCommonEvent.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Temp_isCommonEventReserved =
|
|
|
|
|
Game_Temp.prototype.isCommonEventReserved;
|
|
|
|
|
Game_Temp.prototype.isCommonEventReserved = function() {
|
|
|
|
|
if (this._forceActionQueue) return true;
|
|
|
|
|
return Yanfly.BEC.Game_Temp_isCommonEventReserved.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Temp_reservedCommonEvent =
|
|
|
|
|
Game_Temp.prototype.reservedCommonEvent;
|
|
|
|
|
Game_Temp.prototype.reservedCommonEvent = function() {
|
|
|
|
|
if (this._forceActionQueue) {
|
|
|
|
|
return this._forceActionQueue;
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.BEC.Game_Temp_reservedCommonEvent.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_System
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_System_initialize = Game_System.prototype.initialize;
|
|
|
|
|
Game_System.prototype.initialize = function() {
|
|
|
|
|
Yanfly.BEC.Game_System_initialize.call(this);
|
|
|
|
|
this.initBattleSystem();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.initBattleSystem = function() {
|
|
|
|
|
this._battleSystem = Yanfly.Param.BECSystem.toLowerCase();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.getBattleSystem = function() {
|
|
|
|
|
if (this._battleSystem === undefined) this.initBattleSystem();
|
|
|
|
|
return this._battleSystem;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.setBattleSystem = function(type) {
|
|
|
|
|
this._battleSystem = type.toLowerCase();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Interpreter
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Interpreter_pluginCommand =
|
|
|
|
|
Game_Interpreter.prototype.pluginCommand;
|
|
|
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
|
|
|
|
Yanfly.BEC.Game_Interpreter_pluginCommand.call(this, command, args);
|
|
|
|
|
if (command === 'setBattleSys' && !$gameParty.inBattle()) {
|
|
|
|
|
this.setBattleSystem(args[0]);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.setBattleSystem = function(value) {
|
|
|
|
|
$gameSystem.setBattleSystem(value);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Action
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.speed = function() {
|
|
|
|
|
var user = this.subject(); var a = user;
|
|
|
|
|
var maxhp = user.mhp; var mhp = user.mhp; var hp = user.hp;
|
|
|
|
|
var maxmp = user.mmp; var mmp = user.mmp; var mp = user.mp;
|
|
|
|
|
var maxtp = user.maxTp(); var mtp = user.maxTp(); var tp = user.tp;
|
|
|
|
|
var atk = user.atk; var def = user.def; var mat = user.mat;
|
|
|
|
|
var int = user.mat; var mdf = user.mdf; var res = user.res;
|
|
|
|
|
var agi = user.agi; var luk = user.luk;
|
|
|
|
|
var code = Yanfly.Param.BECActionSpeed;
|
|
|
|
|
try {
|
|
|
|
|
var speed = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
var speed = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ACTION SPEED FORMULA ERROR');
|
|
|
|
|
}
|
|
|
|
|
if (this.item()) speed += this.item().speed;
|
|
|
|
|
if (this.isAttack()) speed += this.subject().attackSpeed();
|
|
|
|
|
return speed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Action_apply = Game_Action.prototype.apply;
|
|
|
|
|
Game_Action.prototype.apply = function(target) {
|
|
|
|
|
target._result = null;
|
|
|
|
|
target._result = new Game_ActionResult();
|
|
|
|
|
this.subject()._result = null;
|
|
|
|
|
this.subject()._result = new Game_ActionResult();
|
|
|
|
|
Yanfly.BEC.Game_Action_apply.call(this, target);
|
|
|
|
|
if ($gameParty.inBattle()) {
|
|
|
|
|
target.startDamagePopup();
|
|
|
|
|
target.performResultEffects();
|
|
|
|
|
if (target !== this.subject()) this.subject().startDamagePopup();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.itemEffectAddAttackState = function(target, effect) {
|
|
|
|
|
this.subject().attackStates().forEach(function(stateId) {
|
|
|
|
|
var chance = effect.value1;
|
|
|
|
|
chance *= target.stateRate(stateId);
|
|
|
|
|
chance *= this.subject().attackStatesRate(stateId);
|
|
|
|
|
chance *= this.lukEffectRate(target);
|
|
|
|
|
if (Math.random() < chance) {
|
|
|
|
|
if (stateId === target.deathStateId()) {
|
|
|
|
|
if (target.isImmortal()) target.removeImmortal();
|
|
|
|
|
}
|
|
|
|
|
target.addState(stateId);
|
|
|
|
|
this.makeSuccess(target);
|
|
|
|
|
}
|
|
|
|
|
}.bind(this), target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.itemEffectAddNormalState = function(target, effect) {
|
|
|
|
|
var stateId = effect.dataId;
|
|
|
|
|
var chance = effect.value1;
|
|
|
|
|
if (!this.isCertainHit()) {
|
|
|
|
|
chance *= target.stateRate(stateId);
|
|
|
|
|
chance *= this.lukEffectRate(target);
|
|
|
|
|
}
|
|
|
|
|
if (Math.random() < chance) {
|
|
|
|
|
if (stateId === target.deathStateId()) {
|
|
|
|
|
if (target.isImmortal()) target.removeImmortal();
|
|
|
|
|
}
|
|
|
|
|
target.addState(stateId);
|
|
|
|
|
this.makeSuccess(target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Action_applyGlobal = Game_Action.prototype.applyGlobal;
|
|
|
|
|
Game_Action.prototype.applyGlobal = function() {
|
|
|
|
|
if ($gameParty.inBattle()) return;
|
|
|
|
|
Yanfly.BEC.Game_Action_applyGlobal.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Action_needsSelection = Game_Action.prototype.needsSelection;
|
|
|
|
|
Game_Action.prototype.needsSelection = function() {
|
|
|
|
|
if ($gameParty.inBattle() && this.item().scope === 0) return false;
|
|
|
|
|
if ($gameParty.inBattle() && BattleManager.isForceSelection()) return true;
|
|
|
|
|
return Yanfly.BEC.Game_Action_needsSelection.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_BattlerBase
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_BattlerBase_recoverAll = Game_BattlerBase.prototype.recoverAll;
|
|
|
|
|
Game_BattlerBase.prototype.recoverAll = function() {
|
|
|
|
|
Yanfly.BEC.Game_BattlerBase_recoverAll.call(this);
|
|
|
|
|
this.refresh();
|
|
|
|
|
if ($gameParty.inBattle()) this.forceMotionRefresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.requestStatusRefresh = function() {
|
|
|
|
|
this._statusRefreshRequested = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.isStatusRefreshRequested = function() {
|
|
|
|
|
return this._statusRefreshRequested;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.completetStatusRefreshRequest = function() {
|
|
|
|
|
this._statusRefreshRequested = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTicks = function() {
|
|
|
|
|
var needRefresh = false;
|
|
|
|
|
for (var i = 0; i < this._states.length; ++i) {
|
|
|
|
|
var stateId = this._states[i];
|
|
|
|
|
var state = $dataStates[stateId];
|
|
|
|
|
if (!state) continue;
|
|
|
|
|
if (state.autoRemovalTiming !== 2) continue;
|
|
|
|
|
if (!this._stateTurns[stateId]) continue;
|
|
|
|
|
var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
|
|
|
|
|
var shown1 = Math.ceil(this._stateTurns[stateId]);
|
|
|
|
|
this._stateTurns[stateId] -= value;
|
|
|
|
|
var shown2 = Math.ceil(this._stateTurns[stateId]);
|
|
|
|
|
if (shown1 !== shown2) needRefresh = true;
|
|
|
|
|
if (this._stateTurns[stateId] <= 0) this.removeState(stateId);
|
|
|
|
|
}
|
|
|
|
|
if (needRefresh) this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.isBypassUpdateTurns = function() {
|
|
|
|
|
if ($gameTroop.isEventRunning()) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurns = function() {
|
|
|
|
|
this.updateStateTurnEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurnTiming = function(timing) {
|
|
|
|
|
if (this.isBypassUpdateTurns()) return;
|
|
|
|
|
var statesRemoved = [];
|
|
|
|
|
this._freeStateTurn = this._freeStateTurn || [];
|
|
|
|
|
for (var i = 0; i < this._states.length; ++i) {
|
|
|
|
|
var stateId = this._states[i];
|
|
|
|
|
var state = $dataStates[stateId];
|
|
|
|
|
if (!state) continue;
|
|
|
|
|
if (state.autoRemovalTiming !== timing) continue;
|
|
|
|
|
if (!this._stateTurns[stateId]) continue;
|
|
|
|
|
if (this._freeStateTurn.contains(stateId)) {
|
|
|
|
|
var index = this._freeStateTurn.indexOf(stateId);
|
|
|
|
|
this._freeStateTurn.splice(index, 1);
|
|
|
|
|
} else {
|
|
|
|
|
this._stateTurns[stateId] -= 1;
|
|
|
|
|
}
|
|
|
|
|
if (this._stateTurns[stateId] <= 0) statesRemoved.push(stateId);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < statesRemoved.length; ++i) {
|
|
|
|
|
var stateId = statesRemoved[i];
|
|
|
|
|
this.removeState(stateId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateActionStart = function() {
|
|
|
|
|
this.updateStateTurnTiming(3);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateActionEnd = function() {
|
|
|
|
|
this.updateStateTurnTiming(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurnStart = function() {
|
|
|
|
|
this.updateStateTurnTiming(4);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurnEnd = function() {
|
|
|
|
|
this.updateStateTurnTiming(2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.updateBuffTicks = function() {
|
|
|
|
|
var needRefresh = false;
|
|
|
|
|
for (var i = 0; i < this._buffTurns.length; i++) {
|
|
|
|
|
if (this._buffTurns[i] <= 0) continue;
|
|
|
|
|
var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
|
|
|
|
|
var shown1 = Math.ceil(this._buffTurns[i]);
|
|
|
|
|
this._buffTurns[i] -= value;
|
|
|
|
|
var shown2 = Math.ceil(this._buffTurns[i]);
|
|
|
|
|
if (shown1 !== shown2) needRefresh = true;
|
|
|
|
|
if (this._buffTurns[i] <= 0) this.removeBuff(i);
|
|
|
|
|
}
|
|
|
|
|
if (needRefresh) this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.timedTick = function() {
|
|
|
|
|
return 1 * BattleManager.tickRate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_BattlerBase_isStateResist =
|
|
|
|
|
Game_BattlerBase.prototype.isStateResist;
|
|
|
|
|
Game_BattlerBase.prototype.isStateResist = function(stateId) {
|
|
|
|
|
if (stateId === this.deathStateId() && this.isImmortal()) return true;
|
|
|
|
|
return Yanfly.BEC.Game_BattlerBase_isStateResist.call(this, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.isImmortal = function() {
|
|
|
|
|
return this._immortalState;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_BattlerBase_paySkillCost =
|
|
|
|
|
Game_BattlerBase.prototype.paySkillCost;
|
|
|
|
|
Game_BattlerBase.prototype.paySkillCost = function(skill) {
|
|
|
|
|
this.requestStatusRefresh();
|
|
|
|
|
Yanfly.BEC.Game_BattlerBase_paySkillCost.call(this, skill);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_useItem = Game_Battler.prototype.useItem;
|
|
|
|
|
Game_Battler.prototype.useItem = function(item) {
|
|
|
|
|
Yanfly.BEC.Game_Battler_useItem.call(this, item);
|
|
|
|
|
this.refresh();
|
|
|
|
|
if (!$gameParty.inBattle()) return;
|
|
|
|
|
this.increaseSelfTurnCount();
|
|
|
|
|
this.updateStateActionStart();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
|
|
|
|
|
Game_Battler.prototype.onBattleStart = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_onBattleStart.call(this);
|
|
|
|
|
this._freeStateTurn = [];
|
|
|
|
|
this._immortalState = false;
|
|
|
|
|
this._selfTurnCount = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
|
|
|
|
|
Game_Battler.prototype.onBattleEnd = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_onBattleEnd.call(this);
|
|
|
|
|
this._freeStateTurn = [];
|
|
|
|
|
this._immortalState = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_isSelected = Game_Battler.prototype.isSelected;
|
|
|
|
|
Game_Battler.prototype.isSelected = function() {
|
|
|
|
|
if ($gameParty.inBattle() && BattleManager.isAllSelection()) {
|
|
|
|
|
if (!this.isAppeared()) return false;
|
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
|
if (action && action.item()) {
|
|
|
|
|
if (this.isDead() && this.isEnemy()) return false;
|
|
|
|
|
if (this.isDead() && this.isActor()) return action.isForDeadFriend();
|
|
|
|
|
if (action.isForFriend() && this.isActor()) return true;
|
|
|
|
|
if (action.isForOpponent() && this.isEnemy()) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.BEC.Game_Battler_isSelected.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
|
|
|
|
|
Game_Battler.prototype.regenerateAll = function() {
|
|
|
|
|
this.clearResult();
|
|
|
|
|
var lifeState = this.isAlive();
|
|
|
|
|
Yanfly.BEC.Game_Battler_regenerateAll.call(this);
|
|
|
|
|
if (!BattleManager.timeBasedStates()) this.updateStateTurns();
|
|
|
|
|
if (!BattleManager.timeBasedBuffs()) {
|
|
|
|
|
this.updateBuffTurns();
|
|
|
|
|
this.removeBuffsAuto();
|
|
|
|
|
}
|
|
|
|
|
if (this.isDead() && lifeState === true) {
|
|
|
|
|
this.performCollapse();
|
|
|
|
|
}
|
|
|
|
|
if ($gameParty.inBattle()) this.startDamagePopup();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.addImmortal = function() {
|
|
|
|
|
this._immortalState = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.removeImmortal = function() {
|
|
|
|
|
var alreadyDead = this.isDead();
|
|
|
|
|
this._immortalState = false;
|
|
|
|
|
this.refresh();
|
|
|
|
|
if (this.isDead() && !alreadyDead) this.performCollapse();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_removeState = Game_Battler.prototype.removeState;
|
|
|
|
|
Game_Battler.prototype.removeState = function(stateId) {
|
|
|
|
|
Yanfly.BEC.Game_Battler_removeState.call(this, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.clearDamagePopup = function() {
|
|
|
|
|
this._damagePopup = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.isDamagePopupRequested = function() {
|
|
|
|
|
if (!this._damagePopup) this.clearDamagePopup();
|
|
|
|
|
return this._damagePopup.length > 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.startDamagePopup = function() {
|
|
|
|
|
var result = this.result();
|
|
|
|
|
if (result.missed || result.evaded) {
|
|
|
|
|
var copyResult = JsonEx.makeDeepCopy(result);
|
|
|
|
|
copyResult.hpAffected = false;
|
|
|
|
|
copyResult.mpDamage = 0;
|
|
|
|
|
this._damagePopup.push(copyResult);
|
|
|
|
|
}
|
|
|
|
|
if (result.hpAffected) {
|
|
|
|
|
var copyResult = JsonEx.makeDeepCopy(result);
|
|
|
|
|
copyResult.mpDamage = 0;
|
|
|
|
|
this._damagePopup.push(copyResult);
|
|
|
|
|
}
|
|
|
|
|
if (result.mpDamage !== 0) {
|
|
|
|
|
var copyResult = JsonEx.makeDeepCopy(result);
|
|
|
|
|
copyResult.hpAffected = false;
|
|
|
|
|
this._damagePopup.push(copyResult);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.shiftDamagePopup = function() {
|
|
|
|
|
if (!this._damagePopup) this.clearDamagePopup();
|
|
|
|
|
return this._damagePopup.shift();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performCollapse =
|
|
|
|
|
Game_Battler.prototype.performCollapse;
|
|
|
|
|
Game_Battler.prototype.performCollapse = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performCollapse.call(this);
|
|
|
|
|
if ($gameParty.inBattle()) this.forceMotion(this.deadMotion());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.performResultEffects = function() {
|
|
|
|
|
var result = this.result();
|
|
|
|
|
if (result.missed && result.physical) this.performMiss();
|
|
|
|
|
if (result.evaded) {
|
|
|
|
|
if (result.physical) {
|
|
|
|
|
this.performEvasion();
|
|
|
|
|
} else {
|
|
|
|
|
this.performMagicEvasion();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (result.hpAffected) {
|
|
|
|
|
if (result.hpDamage > 0 && !result.drain) {
|
|
|
|
|
this.performDamage();
|
|
|
|
|
}
|
|
|
|
|
if (result.hpDamage < 0) {
|
|
|
|
|
this.performRecovery();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this.isAlive() && result.mpDamage !== 0 && result.mpDamage < 0) {
|
|
|
|
|
this.performRecovery();
|
|
|
|
|
}
|
|
|
|
|
if (this.isAlive() && result.tpDamage !== 0 && result.tpDamage < 0) {
|
|
|
|
|
this.performRecovery();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performDamage =
|
|
|
|
|
Game_Battler.prototype.performDamage;
|
|
|
|
|
Game_Battler.prototype.performDamage = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performDamage.call(this);
|
|
|
|
|
this.performFlinch();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performMiss = Game_Battler.prototype.performMiss;
|
|
|
|
|
Game_Battler.prototype.performMiss = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performMiss.call(this);
|
|
|
|
|
this.performFlinch();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performEvasion =
|
|
|
|
|
Game_Battler.prototype.performEvasion;
|
|
|
|
|
Game_Battler.prototype.performEvasion = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performEvasion.call(this);
|
|
|
|
|
this.performFlinch();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performMagicEvasion =
|
|
|
|
|
Game_Battler.prototype.performMagicEvasion;
|
|
|
|
|
Game_Battler.prototype.performMagicEvasion = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performMagicEvasion.call(this);
|
|
|
|
|
this.performFlinch();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.performFlinch = function() {
|
|
|
|
|
if (this._flinched || !$gameSystem.isSideView()) return;
|
|
|
|
|
this._flinched = true;
|
|
|
|
|
this.spriteStepFlinch();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performReflection =
|
|
|
|
|
Game_Battler.prototype.performReflection;
|
|
|
|
|
Game_Battler.prototype.performReflection = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performReflection.call(this);
|
|
|
|
|
if (!$gameSystem.isSideView() && this.isActor()) return;
|
|
|
|
|
var animationId = this.reflectAnimationId();
|
|
|
|
|
var mirror = this.isActor();
|
|
|
|
|
this.startAnimation(animationId, mirror, 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performSubstitute =
|
|
|
|
|
Game_Battler.prototype.performSubstitute;
|
|
|
|
|
Game_Battler.prototype.performSubstitute = function(target) {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performSubstitute.call(this, target);
|
|
|
|
|
if (!$gameSystem.isSideView()) return;
|
|
|
|
|
this._flinched = true;
|
|
|
|
|
if (BattleManager._action.isForAll()) {
|
|
|
|
|
this.spriteStepForward();
|
|
|
|
|
target.spriteStepSubBack();
|
|
|
|
|
} else {
|
|
|
|
|
this.spriteStepToSubstitute(target);
|
|
|
|
|
target.spriteStepSubBack();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setBattler = function(sprite) {
|
|
|
|
|
BattleManager.registerSprite(this, sprite);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.battler = function() {
|
|
|
|
|
return BattleManager.getSprite(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.requestMotion = function(motionType) {
|
|
|
|
|
this._motionType = motionType;
|
|
|
|
|
if (this.battler()) {
|
|
|
|
|
this.battler().startMotion(motionType);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.forceMotion = function(motionType) {
|
|
|
|
|
this._motionType = motionType;
|
|
|
|
|
if (this.battler()) {
|
|
|
|
|
this.battler().forceMotion(motionType);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.startWeaponAnimation = function(weaponImageId) {
|
|
|
|
|
this._weaponImageId = weaponImageId;
|
|
|
|
|
if (this.battler()) {
|
|
|
|
|
this.battler().setupWeaponAnimation();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.performActionStart = function(action) {
|
|
|
|
|
if (!action.isGuard()) {
|
|
|
|
|
this.setActionState('acting');
|
|
|
|
|
this.spriteStepForward();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_performActionEnd =
|
|
|
|
|
Game_Battler.prototype.performActionEnd;
|
|
|
|
|
Game_Battler.prototype.performActionEnd = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_performActionEnd.call(this);
|
|
|
|
|
this.spriteReturnHome();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteStepForward = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this.battler().stepForward();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteStepBack = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this.battler().stepBack();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteStepSubBack = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this.battler().stepSubBack();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteStepToSubstitute = function(target) {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this.battler().stepToSubstitute(target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteStepFlinch = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this.battler().stepFlinch();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteReturnHome = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
this._flinched = false;
|
|
|
|
|
this.spriteFaceForward();
|
|
|
|
|
this.battler().stepBack();
|
|
|
|
|
if (this.numActions() <= 0) {
|
|
|
|
|
this.setActionState('undecided');
|
|
|
|
|
}
|
|
|
|
|
this.battler().refreshMotion();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.reflectAnimationId = function() {
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state.reflectAnimationId > 0) return state.reflectAnimationId;
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.Param.BECReflectAni;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteCanMove = function() {
|
|
|
|
|
if (!$gameSystem.isSideView()) return false;
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state.spriteCannotMove) return false;
|
|
|
|
|
}
|
|
|
|
|
return this.canMove();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spritePosX = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
return this.battler().x;
|
|
|
|
|
} else if (this.battler()) {
|
|
|
|
|
return this.battler().x;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spritePosY = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
return this.battler().y;
|
|
|
|
|
} else if (this.battler()) {
|
|
|
|
|
return this.battler().y;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteWidth = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
|
|
|
|
|
return this.battler().bitmap.width;
|
|
|
|
|
} else if (this.battler() && this.battler().bitmap) {
|
|
|
|
|
return this.battler().bitmap.width;
|
|
|
|
|
} else {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteHeight = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
|
|
|
|
|
return this.battler().bitmap.height;
|
|
|
|
|
} else if (this.battler() && this.battler().bitmap) {
|
|
|
|
|
return this.battler().bitmap.height;
|
|
|
|
|
} else {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.anchorX = function() {
|
|
|
|
|
return Yanfly.Param.BECAnchorX;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.anchorY = function() {
|
|
|
|
|
return Yanfly.Param.BECAnchorY;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteHomeX = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
return this.battler()._homeX;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteHomeY = function() {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
|
return this.battler()._homeY;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setMirror = function(value) {
|
|
|
|
|
if ($gameSystem.isSideView() && this.battler() && this.spriteCanMove()) {
|
|
|
|
|
this.battler().setMirror(value);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceForward = function() {
|
|
|
|
|
this.setMirror(false);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceBackward = function() {
|
|
|
|
|
this.setMirror(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFacePoint = function(pointX, pointY) {
|
|
|
|
|
if (this.spritePosX() > pointX) {
|
|
|
|
|
this.spriteFaceBackward();
|
|
|
|
|
} else {
|
|
|
|
|
this.spriteFaceForward();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
|
|
|
|
|
if (this.spritePosX() > pointX) {
|
|
|
|
|
this.spriteFaceForward();
|
|
|
|
|
} else {
|
|
|
|
|
this.spriteFaceBackward();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceTarget = function(target) {
|
|
|
|
|
if (!target) return;
|
|
|
|
|
var pointX = target.spritePosX();
|
|
|
|
|
var pointY = target.spritePosY();
|
|
|
|
|
this.spriteFacePoint(pointX, pointY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceAwayTarget = function(target) {
|
|
|
|
|
if (!target) return;
|
|
|
|
|
var pointX = target.spritePosX();
|
|
|
|
|
var pointY = target.spritePosY();
|
|
|
|
|
this.spriteFaceAwayPoint(pointX, pointY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceHome = function() {
|
|
|
|
|
var pointX = this.spriteHomeX();
|
|
|
|
|
var pointY = this.spriteHomeY();
|
|
|
|
|
this.spriteFacePoint(pointX, pointY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.spriteFaceAwayHome = function() {
|
|
|
|
|
var pointX = target.spriteHomeX();
|
|
|
|
|
var pointY = target.spriteHomeY();
|
|
|
|
|
this.spriteFaceAwayPoint(pointX, pointY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.attackMotion = function() {
|
|
|
|
|
return 'thrust';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.performAttack = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.forceMotionRefresh = function() {
|
|
|
|
|
if (!$gameParty.inBattle()) return;
|
|
|
|
|
if (this.battler()) this.battler().refreshMotion();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.requestMotionRefresh = function() {
|
|
|
|
|
var deadMotion = this.deadMotion();
|
|
|
|
|
if (this.isDead() && this._motionType !== deadMotion) {
|
|
|
|
|
this.requestMotion(deadMotion);
|
|
|
|
|
}
|
|
|
|
|
if (this.isDead() && this._motionType === deadMotion) return;
|
|
|
|
|
if (this._motionType === 'victory') return;
|
|
|
|
|
if (this._motionType === 'escape' && !BattleManager.isInputting()) return;
|
|
|
|
|
if (this._motionType === 'guard' && !BattleManager.isInputting()) return;
|
|
|
|
|
this.clearMotion();
|
|
|
|
|
if (this.battler() && BattleManager.isInputting()) {
|
|
|
|
|
this.battler().refreshMotion();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.onTurnStart = function() {
|
|
|
|
|
this.updateStateTurnStart();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.onTurnEnd = function() {
|
|
|
|
|
this.clearResult();
|
|
|
|
|
if (BattleManager.isTurnBased()) {
|
|
|
|
|
this.regenerateAll();
|
|
|
|
|
} else if (BattleManager.isTickBased() && !BattleManager.isTurnEnd()) {
|
|
|
|
|
this.regenerateAll();
|
|
|
|
|
}
|
|
|
|
|
this.removeStatesAuto(2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_onAllActionsEnd =
|
|
|
|
|
Game_Battler.prototype.onAllActionsEnd;
|
|
|
|
|
Game_Battler.prototype.onAllActionsEnd = function() {
|
|
|
|
|
Yanfly.BEC.Game_Battler_onAllActionsEnd.call(this);
|
|
|
|
|
if (!BattleManager._processTurn) this.updateStateActionEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.updateTick = function() {
|
|
|
|
|
if (BattleManager.timeBasedStates()) this.updateStateTicks();
|
|
|
|
|
if (BattleManager.timeBasedBuffs()) this.updateBuffTicks();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.increaseSelfTurnCount = function() {
|
|
|
|
|
if (this._selfTurnCount === undefined) this._selfTurnCount = 0;
|
|
|
|
|
this._selfTurnCount += 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.turnCount = function() {
|
|
|
|
|
if (BattleManager.isTurnBased()) return $gameTroop.turnCount();
|
|
|
|
|
if (BattleManager.isTickBased() && Yanfly.Param.BECAISelfTurn) {
|
|
|
|
|
return this._selfTurnCount;
|
|
|
|
|
}
|
|
|
|
|
return $gameTroop.turnCount();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.createActions = function() {
|
|
|
|
|
if (this.currentAction()) return;
|
|
|
|
|
this.makeActions();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_addState = Game_Battler.prototype.addState;
|
|
|
|
|
Game_Battler.prototype.addState = function(stateId) {
|
|
|
|
|
Yanfly.BEC.Game_Battler_addState.call(this, stateId);
|
|
|
|
|
if (this.canAddStateFreeTurn(stateId)) this.setStateFreeTurn(stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.canAddStateFreeTurn = function(stateId) {
|
|
|
|
|
if (!$gameParty.inBattle()) return false;
|
|
|
|
|
if (BattleManager._subject !== this) return false;
|
|
|
|
|
if ($dataStates[stateId].autoRemovalTiming !== 1) return false;
|
|
|
|
|
if (Imported.YEP_BuffsStatesCore) {
|
|
|
|
|
if ($dataStates[stateId].reapplyRules === 0) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setStateFreeTurn = function(stateId) {
|
|
|
|
|
this._freeStateTurn = this._freeStateTurn || [];
|
|
|
|
|
this._freeStateTurn.push(stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.idleMotion = function() {
|
|
|
|
|
return 'walk';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.deadMotion = function() {
|
|
|
|
|
return 'dead';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.sleepMotion = function() {
|
|
|
|
|
return 'sleep';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.chantMotion = function() {
|
|
|
|
|
return 'chant';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.guardMotion = function() {
|
|
|
|
|
return 'guard';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.abnormalMotion = function() {
|
|
|
|
|
return 'abnormal';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.dyingMotion = function() {
|
|
|
|
|
return 'dying';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.waitMotion = function() {
|
|
|
|
|
return 'wait';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_startAnimation = Game_Battler.prototype.startAnimation;
|
|
|
|
|
Game_Battler.prototype.startAnimation = function(animationId, mirror, delay) {
|
|
|
|
|
if (!$dataAnimations[animationId]) return;
|
|
|
|
|
Yanfly.BEC.Game_Battler_startAnimation.call(this, animationId, mirror, delay);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Actor
|
|
|
|
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//=============================================================================
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Yanfly.BEC.Game_Actor_refresh = Game_Actor.prototype.refresh;
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Game_Actor.prototype.refresh = function() {
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this._anchorX = undefined;
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this._anchorY = undefined;
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Yanfly.BEC.Game_Actor_refresh.call(this);
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if ($gameParty.inBattle()) this.requestStatusRefresh();
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};
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Game_Actor.prototype.isSpriteVisible = function() {
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if ($gameSystem.isSideView()) return true;
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return Yanfly.Param.BECFrontSprite;
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};
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Game_Actor.prototype.reflectAnimationId = function() {
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if (this.actor().reflectAnimationId > 0) {
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return this.actor().reflectAnimationId;
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}
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if (this.currentClass().reflectAnimationId > 0) {
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return this.currentClass().reflectAnimationId;
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}
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.reflectAnimationId > 0) {
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return equip.reflectAnimationId;
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}
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}
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return Game_Battler.prototype.reflectAnimationId.call(this);
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};
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Game_Actor.prototype.spriteCanMove = function() {
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if (this.actor().spriteCannotMove) return false;
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if (this.currentClass().spriteCannotMove) return false;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.spriteCannotMove) return false;
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}
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return Game_Battler.prototype.spriteCanMove.call(this);
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};
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Game_Actor.prototype.spriteWidth = function() {
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if ($gameSystem.isSideView() && this.battler()) {
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return this.battler()._mainSprite.width;
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} else {
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return 1;
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}
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};
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Game_Actor.prototype.spriteHeight = function() {
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if ($gameSystem.isSideView() && this.battler()) {
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return this.battler()._mainSprite.height;
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} else {
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return 1;
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}
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};
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Game_Actor.prototype.anchorX = function() {
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if (this._anchorX !== undefined) return this._anchorX;
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var length = this.states().length;
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for (var i = 0; i < length; ++i) {
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var obj = this.states()[i];
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if (obj && obj.anchorX !== undefined) {
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this._anchorX = obj.anchorX;
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return this._anchorX;
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}
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}
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length = this.equips().length;
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for (var i = 0; i < length; ++i) {
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var obj = this.equips()[i];
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if (obj && obj.anchorX !== undefined) {
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this._anchorX = obj.anchorX;
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return this._anchorX;
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}
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}
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if (this.currentClass().anchorX !== undefined) {
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this._anchorX = this.currentClass().anchorX;
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return this._anchorX;
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}
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this._anchorX = this.actor().anchorX;
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return this._anchorX;
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};
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Game_Actor.prototype.anchorY = function() {
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if (this._anchorY !== undefined) return this._anchorY;
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var length = this.states().length;
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for (var i = 0; i < length; ++i) {
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var obj = this.states()[i];
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if (obj && obj.anchorY !== undefined) {
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this._anchorY = obj.anchorY;
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return this._anchorY;
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}
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}
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length = this.equips().length;
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for (var i = 0; i < length; ++i) {
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var obj = this.equips()[i];
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if (obj && obj.anchorY !== undefined) {
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this._anchorY = obj.anchorY;
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return this._anchorY;
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}
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}
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if (this.currentClass().anchorY !== undefined) {
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this._anchorY = this.currentClass().anchorY;
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return this._anchorY;
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}
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this._anchorY = this.actor().anchorY;
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return this._anchorY;
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};
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Game_Actor.prototype.spriteFacePoint = function(pointX, pointY) {
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if (this.spritePosX() > pointX) {
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this.spriteFaceForward();
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} else {
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this.spriteFaceBackward();
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}
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};
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Game_Actor.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
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if (this.spritePosX() > pointX) {
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this.spriteFaceBackward();
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} else {
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this.spriteFaceForward();
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}
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};
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Game_Actor.prototype.performAttack = function() {
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var weapons = this.weapons();
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var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
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var attackMotion = $dataSystem.attackMotions[wtypeId];
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if (attackMotion) {
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if (attackMotion.type === 0) {
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this.forceMotion('thrust');
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} else if (attackMotion.type === 1) {
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this.forceMotion('swing');
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} else if (attackMotion.type === 2) {
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this.forceMotion('missile');
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}
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this.startWeaponAnimation(attackMotion.weaponImageId);
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}
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};
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Game_Actor.prototype.attackMotion = function() {
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var weapons = this.weapons();
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var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
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var attackMotion = $dataSystem.attackMotions[wtypeId];
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if (attackMotion) {
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if (attackMotion.type === 0) {
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return 'thrust';
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} else if (attackMotion.type === 1) {
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return 'swing';
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} else if (attackMotion.type === 2) {
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return 'missile';
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}
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};
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return 'thrust';
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};
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Game_Actor.prototype.performEscapeSuccess = function() {
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if (this.battler()) {
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this.performEscape();
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this.battler().startMove(300, 0, 60);
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}
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};
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//=============================================================================
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// Game_Enemy
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//=============================================================================
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if (!Game_Enemy.prototype.skills) {
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Game_Enemy.prototype.skills = function() {
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var skills = []
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for (var i = 0; i < this.enemy().actions.length; ++i) {
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var skill = $dataSkills[this.enemy().actions[i].skillId]
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if (skill) skills.push(skill);
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}
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return skills;
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}
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}; // (!Game_Enemy.prototype.skills)
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Game_Enemy.prototype.performActionStart = function(action) {
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Game_Battler.prototype.performActionStart.call(this, action);
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if (!$gameSystem.isSideView() || !this.spriteCanMove()) {
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this.requestEffect('whiten');
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}
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};
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Yanfly.BEC.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
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Game_Enemy.prototype.performDamage = function() {
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if ($gameSystem.isSideView()) {
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Game_Battler.prototype.performDamage.call(this);
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SoundManager.playEnemyDamage();
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} else {
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Yanfly.BEC.Game_Enemy_performDamage.call(this);
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}
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};
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Game_Enemy.prototype.attackAnimationId = function() {
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return this.enemy().attackAnimationId;
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};
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Game_Enemy.prototype.attackAnimationId1 = function() {
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return this.attackAnimationId();
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};
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Game_Enemy.prototype.attackAnimationId2 = function() {
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return this.attackAnimationId();
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};
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Game_Enemy.prototype.reflectAnimationId = function() {
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if (this.enemy().reflectAnimationId > 0) {
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return this.enemy().reflectAnimationId;
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}
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return Game_Battler.prototype.reflectAnimationId.call(this);
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};
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Game_Enemy.prototype.spriteCanMove = function() {
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if (this.enemy().spriteCannotMove) return false;
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return Game_Battler.prototype.spriteCanMove.call(this);
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};
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Game_Enemy.prototype.meetsTurnCondition = function(param1, param2) {
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var n = this.turnCount();
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if (param2 === 0) {
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return n === param1;
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} else {
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return n > 0 && n >= param1 && n % param2 === param1 % param2;
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}
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};
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//=============================================================================
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// Game_Unit
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//=============================================================================
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Game_Unit.prototype.createActions = function() {
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var max = this.members().length;
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for (var i = 0; i < max; ++i) {
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var member = this.members()[i];
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if (member) member.createActions();
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}
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};
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Game_Unit.prototype.requestMotionRefresh = function() {
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var max = this.members().length;
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for (var i = 0; i < max; ++i) {
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var member = this.members()[i];
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if (member) member.requestMotionRefresh();
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}
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};
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Game_Unit.prototype.onTurnStart = function() {
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var max = this.members().length;
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for (var i = 0; i < max; ++i) {
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var member = this.members()[i];
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if (member) {
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member.onTurnStart();
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member.refresh();
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}
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}
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};
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Game_Unit.prototype.updateTick = function() {
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var max = this.members().length;
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for (var i = 0; i < max; ++i) {
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var member = this.members()[i];
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if (member) member.updateTick();
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}
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};
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Game_Unit.prototype.refreshMembers = function() {
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var group = this.allMembers();
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var length = group.length;
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for (var i = 0; i < length; ++i) {
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var member = group[i];
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if (member) member.refresh();
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}
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};
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//=============================================================================
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// Game_Party
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//=============================================================================
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|
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Game_Party.prototype.performEscapeSuccess = function() {
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for (var i = 0; i < this.members().length; ++i) {
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var member = this.members()[i];
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if (member) member.performEscapeSuccess();
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}
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};
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//=============================================================================
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|
|
|
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// Game_Troop
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//=============================================================================
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Game_Troop.prototype.allMembers = function() {
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|
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return this.members();
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};
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|
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|
|
//=============================================================================
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|
|
|
|
// Scene_Battle
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|
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|
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//=============================================================================
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|
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Yanfly.BEC.Scene_Battle_update = Scene_Battle.prototype.update;
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|
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Scene_Battle.prototype.update = function() {
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|
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Yanfly.BEC.Scene_Battle_update.call(this);
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|
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this.updateStatusWindowRequests();
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|
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};
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|
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|
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Scene_Battle.prototype.updateStatusWindowRequests = function() {
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|
|
if (!this._statusWindow) return;
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|
|
if (this._statusWindow.isClosed()) return;
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|
|
this._statusWindow.updateStatusRequests();
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|
|
};
|
|
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|
|
|
|
|
Yanfly.BEC.Scene_Battle_createSkillWindow =
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|
|
|
Scene_Battle.prototype.createSkillWindow;
|
|
|
|
|
Scene_Battle.prototype.createSkillWindow = function() {
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|
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Yanfly.BEC.Scene_Battle_createSkillWindow.call(this);
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|
|
if (Yanfly.Param.BECLowerWindows) {
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|
|
this.adjustLowerWindow(this._skillWindow);
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|
|
}
|
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|
|
};
|
|
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|
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|
|
Yanfly.BEC.Scene_Battle_createItemWindow =
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|
|
Scene_Battle.prototype.createItemWindow;
|
|
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|
|
Scene_Battle.prototype.createItemWindow = function() {
|
|
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|
|
Yanfly.BEC.Scene_Battle_createItemWindow.call(this);
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|
|
if (Yanfly.Param.BECLowerWindows) {
|
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|
|
this.adjustLowerWindow(this._itemWindow);
|
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|
|
}
|
|
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|
|
};
|
|
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|
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|
|
Yanfly.BEC.Scene_Battle_createActorWindow =
|
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|
|
|
Scene_Battle.prototype.createActorWindow;
|
|
|
|
|
Scene_Battle.prototype.createActorWindow = function() {
|
|
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|
|
Yanfly.BEC.Scene_Battle_createActorWindow.call(this);
|
|
|
|
|
this._actorWindow.x = Graphics.boxWidth - this._actorWindow.width;
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) {
|
|
|
|
|
this._actorWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_createEnemyWindow =
|
|
|
|
|
Scene_Battle.prototype.createEnemyWindow;
|
|
|
|
|
Scene_Battle.prototype.createEnemyWindow = function() {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_createEnemyWindow.call(this);
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) {
|
|
|
|
|
this._enemyWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.adjustLowerWindow = function(win) {
|
|
|
|
|
win.height = win.fittingHeight(Yanfly.Param.BECWindowRows);
|
|
|
|
|
win.y = Graphics.boxHeight - win.height;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startPartyCommandSelection =
|
|
|
|
|
Scene_Battle.prototype.startPartyCommandSelection;
|
|
|
|
|
Scene_Battle.prototype.startPartyCommandSelection = function() {
|
|
|
|
|
if (this.isStartActorCommand()) {
|
|
|
|
|
this.selectNextCommand();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.isStartActorCommand = function() {
|
|
|
|
|
if (this._isStartActorCommand === undefined) {
|
|
|
|
|
this._isStartActorCommand = Yanfly.Param.BECStartActCmd;
|
|
|
|
|
}
|
|
|
|
|
return this._isStartActorCommand;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectPreviousCommand =
|
|
|
|
|
Scene_Battle.prototype.selectPreviousCommand;
|
|
|
|
|
Scene_Battle.prototype.selectPreviousCommand = function() {
|
|
|
|
|
if (this.isStartActorCommand()) {
|
|
|
|
|
BattleManager.selectPreviousCommand();
|
|
|
|
|
if (BattleManager.isInputting() && BattleManager.actor()) {
|
|
|
|
|
this.startActorCommandSelection();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectPreviousCommand.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectNextCommand =
|
|
|
|
|
Scene_Battle.prototype.selectNextCommand;
|
|
|
|
|
Scene_Battle.prototype.selectNextCommand = function() {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectNextCommand.call(this);
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
BattleManager.stopAllSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
|
|
|
|
|
Scene_Battle.prototype.commandSkill = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_commandSkill.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
|
|
|
|
|
Scene_Battle.prototype.commandItem = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_commandItem.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startActorCommandSelection =
|
|
|
|
|
Scene_Battle.prototype.startActorCommandSelection;
|
|
|
|
|
Scene_Battle.prototype.startActorCommandSelection = function() {
|
|
|
|
|
BattleManager.createActions();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startActorCommandSelection.call(this);
|
|
|
|
|
this._statusWindow.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectActorSelection =
|
|
|
|
|
Scene_Battle.prototype.selectActorSelection;
|
|
|
|
|
Scene_Battle.prototype.selectActorSelection = function() {
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectActorSelection.call(this);
|
|
|
|
|
this._actorWindow.autoSelect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
|
|
|
|
|
Scene_Battle.prototype.onActorCancel = function() {
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onActorCancel.call(this);
|
|
|
|
|
BattleManager.stopAllSelection();
|
|
|
|
|
BattleManager.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectEnemySelection =
|
|
|
|
|
Scene_Battle.prototype.selectEnemySelection;
|
|
|
|
|
Scene_Battle.prototype.selectEnemySelection = function() {
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_selectEnemySelection.call(this);
|
|
|
|
|
this._enemyWindow.autoSelect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
|
|
|
|
Scene_Battle.prototype.onEnemyCancel = function() {
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onEnemyCancel.call(this);
|
|
|
|
|
BattleManager.stopAllSelection();
|
|
|
|
|
BattleManager.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
|
|
|
|
|
Scene_Battle.prototype.onSelectAction = function() {
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) BattleManager.forceSelection();
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSelectAction.call(this);
|
|
|
|
|
if (Yanfly.Param.BECSelectHelp) BattleManager.resetSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSkillOk =
|
|
|
|
|
Scene_Battle.prototype.onSkillOk;
|
|
|
|
|
Scene_Battle.prototype.onSkillOk = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSkillOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSkillCancel =
|
|
|
|
|
Scene_Battle.prototype.onSkillCancel;
|
|
|
|
|
Scene_Battle.prototype.onSkillCancel = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onSkillCancel.call(this);
|
|
|
|
|
BattleManager.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onItemOk =
|
|
|
|
|
Scene_Battle.prototype.onItemOk;
|
|
|
|
|
Scene_Battle.prototype.onItemOk = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onItemOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onItemCancel =
|
|
|
|
|
Scene_Battle.prototype.onItemCancel;
|
|
|
|
|
Scene_Battle.prototype.onItemCancel = function() {
|
|
|
|
|
this._helpWindow.clear();
|
|
|
|
|
Yanfly.BEC.Scene_Battle_onItemCancel.call(this);
|
|
|
|
|
BattleManager.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Selectable
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_Selectable_isCursorMovable =
|
|
|
|
|
Window_Selectable.prototype.isCursorMovable;
|
|
|
|
|
Window_Selectable.prototype.isCursorMovable = function() {
|
|
|
|
|
if (this._inputLock) return false;
|
|
|
|
|
return Yanfly.BEC.Window_Selectable_isCursorMovable.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Help
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_Help_clear = Window_Help.prototype.clear;
|
|
|
|
|
Window_Help.prototype.clear = function() {
|
|
|
|
|
Yanfly.BEC.Window_Help_clear.call(this);
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.setBattler = function(battler) {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.clear();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
if (!$gameParty.inBattle()) return;
|
|
|
|
|
if (!battler) return;
|
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
|
if (this.specialSelectionText(action)) {
|
|
|
|
|
this.drawSpecialSelectionText(action);
|
|
|
|
|
} else {
|
|
|
|
|
this.drawBattler(battler);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.specialSelectionText = function(action) {
|
|
|
|
|
BattleManager.resetSelection();
|
|
|
|
|
if (!action) return false;
|
|
|
|
|
return !action.needsSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.drawBattler = function(battler) {
|
|
|
|
|
var text = battler.name();
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.drawSpecialSelectionText = function(action) {
|
|
|
|
|
var wx = 0;
|
|
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
|
|
var text = '';
|
|
|
|
|
if (action.isForUser()) {
|
|
|
|
|
text = Yanfly.Param.BECHelpUserTx;
|
|
|
|
|
} else if (action.isForRandom()) {
|
|
|
|
|
BattleManager.startAllSelection();
|
|
|
|
|
var fmt = Yanfly.Param.BECHelpRandTx;
|
|
|
|
|
if (action.isForOpponent() && action.numTargets() !== 1) {
|
|
|
|
|
var target = Yanfly.Param.BECHelpEnemiesTx;
|
|
|
|
|
} else if (action.isForOpponent() && action.numTargets() === 1) {
|
|
|
|
|
var target = Yanfly.Param.BECHelpEnemyTx;
|
|
|
|
|
} else if (action.isForFriend() && action.numTargets() !== 1) {
|
|
|
|
|
var target = Yanfly.Param.BECHelpAlliesTx;
|
|
|
|
|
} else {
|
|
|
|
|
var target = Yanfly.Param.BECHelpAllyTx;
|
|
|
|
|
}
|
|
|
|
|
text = fmt.format(target, Yanfly.Util.toGroup(action.numTargets()));
|
|
|
|
|
} else if (action.isForAll()) {
|
|
|
|
|
BattleManager.startAllSelection();
|
|
|
|
|
var fmt = Yanfly.Param.BECHelpAllTx;
|
|
|
|
|
if (action.isForOpponent()) {
|
|
|
|
|
var target = Yanfly.Param.BECHelpEnemiesTx;
|
|
|
|
|
} else {
|
|
|
|
|
var target = Yanfly.Param.BECHelpAlliesTx;
|
|
|
|
|
}
|
|
|
|
|
text = fmt.format(target);
|
|
|
|
|
}
|
|
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleActor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.autoSelect = function() {
|
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
|
if (!action) return;
|
|
|
|
|
this._inputLock = false;
|
|
|
|
|
this._selectDead = false;
|
|
|
|
|
if (action.isForUser()) {
|
|
|
|
|
this.select(BattleManager.actor().index());
|
|
|
|
|
this._inputLock = true;
|
|
|
|
|
} else if (action.isForDeadFriend()) {
|
|
|
|
|
this._selectDead = true;
|
|
|
|
|
this.autoSelectFirstDeadActor();
|
|
|
|
|
if (action.isForAll()) this._inputLock = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.autoSelectFirstDeadActor = function() {
|
|
|
|
|
var length = $gameParty.members().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var member = $gameParty.members()[i];
|
|
|
|
|
if (member && member.isDead()) return this.select(i);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.isOkEnabled = function() {
|
|
|
|
|
if (this._selectDead) return this.actor().isDead();
|
|
|
|
|
return Window_Selectable.prototype.isOkEnabled.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.updateHelp = function() {
|
|
|
|
|
if (!this._helpWindow) return;
|
|
|
|
|
this._helpWindow.setBattler(this.actor());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleActor_processTouch =
|
|
|
|
|
Window_BattleActor.prototype.processTouch;
|
|
|
|
|
Window_BattleActor.prototype.processTouch = function() {
|
|
|
|
|
if (Yanfly.Param.BECActorSelect && this.isOpenAndActive()) {
|
|
|
|
|
if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
|
|
|
|
|
if (this.getClickedActor() >= 0) {
|
|
|
|
|
var index = this.getClickedActor();
|
|
|
|
|
if (this.index() === index) {
|
|
|
|
|
return this.processOk();
|
|
|
|
|
} else {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
|
|
|
|
|
if (this.getClickedActor() >= 0) {
|
|
|
|
|
var index = this.getClickedActor();
|
|
|
|
|
if (this.index() !== index) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.BECSelectMouseOver) {
|
|
|
|
|
var index = this.getMouseOverActor();
|
|
|
|
|
if (index >= 0 && this.index() !== index) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Yanfly.BEC.Window_BattleActor_processTouch.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.getClickedActor = function() {
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var actor = $gameParty.battleMembers().reverse()[i];
|
|
|
|
|
if (!actor) continue;
|
|
|
|
|
if (this.isClickedActor(actor)) {
|
|
|
|
|
if (this._selectDead && !actor.isDead()) continue;
|
|
|
|
|
if (this._inputLock && actor.index() !== this.index()) continue;
|
|
|
|
|
return actor.index();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.isClickedActor = function(actor) {
|
|
|
|
|
if (!actor) return false;
|
|
|
|
|
if (!actor.isSpriteVisible()) return false;
|
|
|
|
|
if (!actor.isAppeared()) return false;
|
|
|
|
|
if ($gameTemp._disableMouseOverSelect) return false;
|
|
|
|
|
var x = TouchInput.x;
|
|
|
|
|
var y = TouchInput.y;
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
rect.width = actor.spriteWidth();
|
|
|
|
|
rect.height = actor.spriteHeight();
|
|
|
|
|
rect.x = actor.spritePosX() - rect.width / 2;
|
|
|
|
|
rect.y = actor.spritePosY() - rect.height;
|
|
|
|
|
return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
|
|
|
|
|
y < rect.y + rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.getMouseOverActor = function() {
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var actor = $gameParty.battleMembers().reverse()[i];
|
|
|
|
|
if (!actor) continue;
|
|
|
|
|
if (this.isMouseOverActor(actor)) {
|
|
|
|
|
if (this._selectDead && !actor.isDead()) continue;
|
|
|
|
|
if (this._inputLock && actor.index() !== this.index()) continue;
|
|
|
|
|
return actor.index();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.isMouseOverActor = function(actor) {
|
|
|
|
|
if (!actor) return false;
|
|
|
|
|
if (!actor.isSpriteVisible()) return false;
|
|
|
|
|
if (!actor.isAppeared()) return false;
|
|
|
|
|
if ($gameTemp._disableMouseOverSelect) return false;
|
|
|
|
|
var x = TouchInput._mouseOverX;
|
|
|
|
|
var y = TouchInput._mouseOverY;
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
rect.width = actor.spriteWidth();
|
|
|
|
|
rect.height = actor.spriteHeight();
|
|
|
|
|
rect.x = actor.spritePosX() - rect.width / 2;
|
|
|
|
|
rect.y = actor.spritePosY() - rect.height;
|
|
|
|
|
return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
|
|
|
|
|
y < rect.y + rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleEnemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.DisableWebGLMask = false;
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleEnemy_initialize =
|
|
|
|
|
Window_BattleEnemy.prototype.initialize;
|
|
|
|
|
Window_BattleEnemy.prototype.initialize = function(x, y) {
|
|
|
|
|
if (Yanfly.Param.BECEnemySelect) {
|
|
|
|
|
x -= Graphics.boxWidth * 200;
|
|
|
|
|
y -= Graphics.boxHeight * 200;
|
|
|
|
|
};
|
|
|
|
|
Yanfly.BEC.Window_BattleEnemy_initialize.call(this, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.WindowLayer_webglMaskWindow =
|
|
|
|
|
WindowLayer.prototype._webglMaskWindow;
|
|
|
|
|
WindowLayer.prototype._webglMaskWindow = function(renderSession, win) {
|
|
|
|
|
if (win._ignoreMask) return;
|
|
|
|
|
Yanfly.BEC.WindowLayer_webglMaskWindow.call(this, renderSession, win);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleEnemy_maxCols =
|
|
|
|
|
Window_BattleEnemy.prototype.maxCols;
|
|
|
|
|
Window_BattleEnemy.prototype.maxCols = function() {
|
|
|
|
|
if (Yanfly.Param.BECEnemySelect) return this._enemies.length;
|
|
|
|
|
return Yanfly.BEC.Window_BattleEnemy_maxCols.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.allowedTargets = function() {
|
|
|
|
|
var targets = [];
|
|
|
|
|
targets = targets.concat($gameTroop.aliveMembers());
|
|
|
|
|
return targets;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.refresh = function() {
|
|
|
|
|
this._enemies = this.allowedTargets();
|
|
|
|
|
this.sortTargets();
|
|
|
|
|
Window_Selectable.prototype.refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.sortTargets = function() {
|
|
|
|
|
this._enemies.sort(function(a, b) {
|
|
|
|
|
if (a.spritePosX() == b.spritePosX()) {
|
|
|
|
|
return a.spritePosY() - b.spritePosY();
|
|
|
|
|
}
|
|
|
|
|
return a.spritePosX() - b.spritePosX();
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.autoSelect = function() {
|
|
|
|
|
var selectIndex = eval(Yanfly.Param.BECEnemyAutoSel);
|
|
|
|
|
this.select(selectIndex);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.furthestRight = function() {
|
|
|
|
|
return this.maxItems() - 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.updateHelp = function() {
|
|
|
|
|
if (!this._helpWindow) return;
|
|
|
|
|
this._helpWindow.setBattler(this.enemy());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleEnemy_processTouch =
|
|
|
|
|
Window_BattleEnemy.prototype.processTouch;
|
|
|
|
|
Window_BattleEnemy.prototype.processTouch = function() {
|
|
|
|
|
if (Yanfly.Param.BECEnemySelect && this.isOpenAndActive()) {
|
|
|
|
|
if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
|
|
|
|
|
if (this.getClickedEnemy() >= 0) {
|
|
|
|
|
var index = this.getClickedEnemy();
|
|
|
|
|
if (this.index() === index) {
|
|
|
|
|
return this.processOk();
|
|
|
|
|
} else {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
|
|
|
|
|
if (this.getClickedEnemy() >= 0) {
|
|
|
|
|
var index = this.getClickedEnemy();
|
|
|
|
|
if (this.index() !== index) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.BECSelectMouseOver) {
|
|
|
|
|
var index = this.getMouseOverEnemy();
|
|
|
|
|
if (index >= 0 && this.index() !== index) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
return this.select(index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
Yanfly.BEC.Window_BattleEnemy_processTouch.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.getClickedEnemy = function() {
|
|
|
|
|
for (var i = 0; i < this._enemies.length; ++i) {
|
|
|
|
|
var enemy = this._enemies[i];
|
|
|
|
|
if (!enemy) continue;
|
|
|
|
|
if (this.isClickedEnemy(enemy)) {
|
|
|
|
|
if (this._selectDead && !enemy.isDead()) continue;
|
|
|
|
|
var index = this._enemies.indexOf(enemy)
|
|
|
|
|
if (this._inputLock && index !== this.index()) continue;
|
|
|
|
|
return index;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.isClickedEnemy = function(enemy) {
|
|
|
|
|
if (!enemy) return false;
|
|
|
|
|
if (!enemy.isSpriteVisible()) return false;
|
|
|
|
|
if ($gameTemp._disableMouseOverSelect) return false;
|
|
|
|
|
var x = TouchInput.x;
|
|
|
|
|
var y = TouchInput.y;
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
rect.width = enemy.spriteWidth();
|
|
|
|
|
rect.height = enemy.spriteHeight();
|
|
|
|
|
rect.x = enemy.spritePosX() - rect.width / 2;
|
|
|
|
|
rect.y = enemy.spritePosY() - rect.height;
|
|
|
|
|
return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
|
|
|
|
|
y < rect.y + rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.getMouseOverEnemy = function() {
|
|
|
|
|
for (var i = 0; i < this._enemies.length; ++i) {
|
|
|
|
|
var enemy = this._enemies[i];
|
|
|
|
|
if (!enemy) continue;
|
|
|
|
|
if (this.isMouseOverEnemy(enemy)) {
|
|
|
|
|
if (this._selectDead && !enemy.isDead()) continue;
|
|
|
|
|
var index = this._enemies.indexOf(enemy)
|
|
|
|
|
if (this._inputLock && index !== this.index()) continue;
|
|
|
|
|
return index;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleEnemy.prototype.isMouseOverEnemy = function(enemy) {
|
|
|
|
|
if (!enemy) return false;
|
|
|
|
|
if (!enemy.isSpriteVisible()) return false;
|
|
|
|
|
if ($gameTemp._disableMouseOverSelect) return false;
|
|
|
|
|
var x = TouchInput._mouseOverX;
|
|
|
|
|
var y = TouchInput._mouseOverY;
|
|
|
|
|
var rect = new Rectangle();
|
|
|
|
|
rect.width = enemy.spriteWidth();
|
|
|
|
|
rect.height = enemy.spriteHeight();
|
|
|
|
|
rect.x = enemy.spritePosX() - rect.width / 2;
|
|
|
|
|
rect.y = enemy.spritePosY() - rect.height;
|
|
|
|
|
return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
|
|
|
|
|
y < rect.y + rect.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_EnemyVisualSelect
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_EnemyVisualSelect() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_EnemyVisualSelect.prototype.constructor = Window_EnemyVisualSelect;
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.initialize = function() {
|
|
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, 1, 1);
|
|
|
|
|
this._battler = null;
|
|
|
|
|
this._battlerName = '';
|
|
|
|
|
this._requestRefresh = false;
|
|
|
|
|
this._showSelectCursor = Yanfly.Param.BECShowSelectBox;
|
|
|
|
|
this._showEnemyName = Yanfly.Param.BECShowEnemyName;
|
|
|
|
|
this.contentsOpacity = 0;
|
|
|
|
|
this.opacity = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.setBattler = function(battler) {
|
|
|
|
|
if (this._battler === battler) return;
|
|
|
|
|
this._battler = battler;
|
|
|
|
|
this._battlerName = battler.name();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.update = function() {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
if (!this._battler) return;
|
|
|
|
|
this.updateWindowAspects();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateWindowAspects = function() {
|
|
|
|
|
this.updateBattlerName();
|
|
|
|
|
this.updateWindowSize();
|
|
|
|
|
this.updateWindowPosition();
|
|
|
|
|
this.updateOpacity();
|
|
|
|
|
this.updateRefresh();
|
|
|
|
|
this.updateCursor();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateBattlerName = function() {
|
|
|
|
|
if (this._battlerName !== this._battler.name())
|
|
|
|
|
this._battlerName = this._battler.name();
|
|
|
|
|
this._requestRefresh = true;
|
|
|
|
|
this._nameTextWidth = undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateWindowSize = function() {
|
|
|
|
|
var spriteWidth = this._battler.spriteWidth();
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
|
|
|
|
|
if (this._nameTextWidth === undefined) {
|
|
|
|
|
this._nameTextWidth = this.textWidth(this._battler.name());
|
|
|
|
|
}
|
|
|
|
|
var textWidth = this._nameTextWidth;
|
|
|
|
|
textWidth += this.textPadding() * 2;
|
|
|
|
|
var width = Math.max(spriteWidth, textWidth) + this.standardPadding() * 2;
|
|
|
|
|
width = Math.ceil(width);
|
|
|
|
|
var height = this._battler.spriteHeight() + this.standardPadding() * 2;
|
|
|
|
|
height = Math.ceil(height);
|
|
|
|
|
height = Math.max(height, this.lineHeight() + this.standardPadding() * 2);
|
|
|
|
|
if (width === this.width && height === this.height) return;
|
|
|
|
|
this.width = width;
|
|
|
|
|
this.height = height;
|
|
|
|
|
this.createContents();
|
|
|
|
|
this._requestRefresh = true;
|
|
|
|
|
this.makeWindowBoundaries();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.makeWindowBoundaries = function() {
|
|
|
|
|
if (!this._requestRefresh) return;
|
|
|
|
|
this._minX = -1 * this.standardPadding();
|
|
|
|
|
this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
|
|
|
|
|
this._minY = -1 * this.standardPadding();
|
|
|
|
|
this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
|
|
|
|
|
this._maxY -= SceneManager._scene._statusWindow.height;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateWindowPosition = function() {
|
|
|
|
|
if (!this._battler) return;
|
|
|
|
|
this.x = -1 * this.width / 2;
|
|
|
|
|
this.y = -1 * this.height + this.standardPadding();
|
|
|
|
|
this.x += this._battler.spritePosX();
|
|
|
|
|
this.y += this._battler.spritePosY();
|
|
|
|
|
this.x = this.x.clamp(this._minX, this._maxX);
|
|
|
|
|
this.y = this.y.clamp(this._minY, this._maxY);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateOpacity = function() {
|
|
|
|
|
if (this.isShowWindow()) {
|
|
|
|
|
this.contentsOpacity += 32;
|
|
|
|
|
} else {
|
|
|
|
|
this.contentsOpacity -= 32;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.isShowWindow = function() {
|
|
|
|
|
var scene = SceneManager._scene;
|
|
|
|
|
if (!scene._enemyWindow) return false;
|
|
|
|
|
var enemyWindow = scene._enemyWindow;
|
|
|
|
|
if (!enemyWindow.active) return false;
|
|
|
|
|
if (!this._battler.isAppeared()) return false;
|
|
|
|
|
if (this._battler.isDead()) {
|
|
|
|
|
return enemyWindow._selectDead;
|
|
|
|
|
}
|
|
|
|
|
return enemyWindow._enemies.contains(this._battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateCursor = function() {
|
|
|
|
|
if (this.isShowCursor()) {
|
|
|
|
|
var wy = this.contents.height - this.lineHeight();
|
|
|
|
|
this.setCursorRect(0, wy, this.contents.width, this.lineHeight());
|
|
|
|
|
} else {
|
|
|
|
|
this.setCursorRect(0, 0, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.isShowCursor = function() {
|
|
|
|
|
if (!this._showSelectCursor) return false;
|
|
|
|
|
var scene = SceneManager._scene;
|
|
|
|
|
if (!scene._enemyWindow) return false;
|
|
|
|
|
var enemyWindow = scene._enemyWindow;
|
|
|
|
|
if (!enemyWindow.active) return false;
|
|
|
|
|
if (!this._battler.isAppeared()) return false;
|
|
|
|
|
return this._battler.isSelected();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.updateRefresh = function() {
|
|
|
|
|
if (this._requestRefresh) this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_EnemyVisualSelect.prototype.refresh = function() {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
if (!this._battler) return;
|
|
|
|
|
if (!this._showEnemyName) return;
|
|
|
|
|
if (this._battler.isHidden()) return;
|
|
|
|
|
this._requestRefresh = false;
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
|
|
|
|
|
var text = this._battler.name();
|
|
|
|
|
var wy = this.contents.height - this.lineHeight();
|
|
|
|
|
this.drawText(text, 0, wy, this.contents.width, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_PartyCommand
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.itemTextAlign = function() {
|
|
|
|
|
return Yanfly.Param.BECCommandAlign;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_PartyCommand.prototype.numVisibleRows = function() {
|
|
|
|
|
return Yanfly.Param.BECCommandRows;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_ActorCommand
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.itemTextAlign = function() {
|
|
|
|
|
return Yanfly.Param.BECCommandAlign;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.numVisibleRows = function() {
|
|
|
|
|
return Yanfly.Param.BECCommandRows;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleStatus
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.numVisibleRows = function() {
|
|
|
|
|
return Yanfly.Param.BECCommandRows;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.updateStatusRequests = function() {
|
|
|
|
|
if (BattleManager._victoryPhase) return;
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[i];
|
|
|
|
|
if (!actor) continue;
|
|
|
|
|
if (actor.isStatusRefreshRequested()) this.processStatusRefresh(i);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.processStatusRefresh = function(index) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
this.drawItem(index);
|
|
|
|
|
actor.completetStatusRefreshRequest();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.update = function() {
|
|
|
|
|
Window_Selectable.prototype.update.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Param.BECCurMax) {
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y,
|
|
|
|
|
width, color1, color2) {
|
|
|
|
|
var labelWidth = this.textWidth('HP');
|
|
|
|
|
var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
|
|
|
|
|
var slashWidth = this.textWidth('/');
|
|
|
|
|
var x1 = x + width - valueWidth;
|
|
|
|
|
this.changeTextColor(color1);
|
|
|
|
|
this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, 'right');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}; // Yanfly.Param.BECCurMax
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleLog
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_isFastForward =
|
|
|
|
|
Window_BattleLog.prototype.isFastForward;
|
|
|
|
|
Window_BattleLog.prototype.isFastForward = function() {
|
|
|
|
|
if (Yanfly.Param.BECOptSpeed) return true;
|
|
|
|
|
return Yanfly.BEC.Window_BattleLog_isFastForward.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.updateWaitCount = function() {
|
|
|
|
|
if (this._waitCount > 0) {
|
|
|
|
|
this._waitCount -= 1;
|
|
|
|
|
if (this._waitCount < 0) {
|
|
|
|
|
this._waitCount = 0;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.animationBaseDelay = function() {
|
|
|
|
|
return Yanfly.Param.BECAniBaseDel;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.animationNextDelay = function() {
|
|
|
|
|
return Yanfly.Param.BECAniNextDel;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.updateWaitMode = function() {
|
|
|
|
|
var waiting = false;
|
|
|
|
|
switch (this._waitMode) {
|
|
|
|
|
case 'effect':
|
|
|
|
|
waiting = this._spriteset.isEffecting();
|
|
|
|
|
break;
|
|
|
|
|
case 'movement':
|
|
|
|
|
waiting = this._spriteset.isAnyoneMoving();
|
|
|
|
|
break;
|
|
|
|
|
case 'animation':
|
|
|
|
|
waiting = this._spriteset.isAnimationPlaying();
|
|
|
|
|
break;
|
|
|
|
|
case 'popups':
|
|
|
|
|
waiting = this._spriteset.isPopupPlaying();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (!waiting) {
|
|
|
|
|
this._waitMode = '';
|
|
|
|
|
}
|
|
|
|
|
return waiting;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.startAction = function(subject, action, targets) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.endAction = function(subject) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.waitForAnimation = function() {
|
|
|
|
|
this.setWaitMode('animation');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.waitForEffect = function() {
|
|
|
|
|
this.setWaitMode('effect');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.waitForPopups = function() {
|
|
|
|
|
this.setWaitMode('popups');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayAction =
|
|
|
|
|
Window_BattleLog.prototype.displayAction;
|
|
|
|
|
Window_BattleLog.prototype.displayAction = function(subject, item) {
|
|
|
|
|
if (Yanfly.Param.BECFullActText) {
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayAction.call(this, subject, item);
|
|
|
|
|
} else {
|
|
|
|
|
this._actionIcon = this.displayIcon(item);
|
|
|
|
|
var text = this.displayText(item);
|
|
|
|
|
this.push('addText', '<SIMPLE>' + text);
|
|
|
|
|
if (item.message2) {
|
|
|
|
|
this.push('addText', '<CENTER>' + item.message2.format(text));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayIcon = function(item) {
|
|
|
|
|
if (!item) return 0;
|
|
|
|
|
return item.battleDisplayIcon;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayText = function(item) {
|
|
|
|
|
if (!item) return '';
|
|
|
|
|
return item.battleDisplayText;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayActionResults =
|
|
|
|
|
Window_BattleLog.prototype.displayActionResults;
|
|
|
|
|
Window_BattleLog.prototype.displayActionResults = function(subject, target) {
|
|
|
|
|
if (Yanfly.Param.BECOptSpeed) {
|
|
|
|
|
if (target.result().used) {
|
|
|
|
|
this.displayCritical(target);
|
|
|
|
|
this.displayDamage(target);
|
|
|
|
|
this.displayAffectedStatus(target);
|
|
|
|
|
this.displayFailure(target);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayActionResults.call(this, subject,
|
|
|
|
|
target);
|
|
|
|
|
}
|
|
|
|
|
if (target.isDead()) target.performCollapse();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_drawLineText =
|
|
|
|
|
Window_BattleLog.prototype.drawLineText;
|
|
|
|
|
Window_BattleLog.prototype.drawLineText = function(index) {
|
|
|
|
|
if (this._lines[index].match('<CENTER>')) {
|
|
|
|
|
this.drawCenterLine(index);
|
|
|
|
|
} else if (this._lines[index].match('<SIMPLE>')) {
|
|
|
|
|
this.drawSimpleActionLine(index);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_drawLineText.call(this, index);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.textWidthEx = function(text) {
|
|
|
|
|
return this.drawTextEx(text, 0, this.contents.height + this.lineHeight());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.drawCenterLine = function(index) {
|
|
|
|
|
var text = this._lines[index].replace('<CENTER>', '');
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
var tw = this.textWidthEx(text);
|
|
|
|
|
var wx = rect.x + (rect.width - tw) / 2;
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.drawTextEx(text, wx, rect.y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.drawSimpleActionLine = function(index) {
|
|
|
|
|
var text = this._lines[index].replace('<SIMPLE>', '');
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
|
if (this._actionIcon) {
|
|
|
|
|
var tw = this.textWidth(text);
|
|
|
|
|
var ix = (rect.width - tw) / 2 - 4;
|
|
|
|
|
this.drawIcon(this._actionIcon, ix, rect.y + 2);
|
|
|
|
|
}
|
|
|
|
|
this.drawText(text, rect.x, rect.y, Graphics.boxWidth, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayCounter = function(target) {
|
|
|
|
|
if (Yanfly.Param.BECShowCntText) {
|
|
|
|
|
this.addText(TextManager.counterAttack.format(target.name()));
|
|
|
|
|
}
|
|
|
|
|
target.performCounter();
|
|
|
|
|
this.showAttackAnimation(target, [BattleManager._subject]);
|
|
|
|
|
this.waitForAnimation();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displayReflection = function(target) {
|
|
|
|
|
if (Yanfly.Param.BECShowRflText) {
|
|
|
|
|
this.addText(TextManager.magicReflection.format(target.name()));
|
|
|
|
|
}
|
|
|
|
|
target.performReflection();
|
|
|
|
|
var animationId = BattleManager._action.item().animationId;
|
|
|
|
|
this.showNormalAnimation([BattleManager._subject], animationId);
|
|
|
|
|
this.waitForAnimation();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.displaySubstitute = function(substitute, target) {
|
|
|
|
|
if (Yanfly.Param.BECShowSubText) {
|
|
|
|
|
var substName = substitute.name();
|
|
|
|
|
this.addText(TextManager.substitute.format(substName, target.name()));
|
|
|
|
|
}
|
|
|
|
|
substitute.performSubstitute(target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayFailure =
|
|
|
|
|
Window_BattleLog.prototype.displayFailure;
|
|
|
|
|
Window_BattleLog.prototype.displayFailure = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowFailText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayFailure.call(this, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayCritical =
|
|
|
|
|
Window_BattleLog.prototype.displayCritical;
|
|
|
|
|
Window_BattleLog.prototype.displayCritical = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowCritText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayCritical.call(this, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayMiss =
|
|
|
|
|
Window_BattleLog.prototype.displayMiss;
|
|
|
|
|
Window_BattleLog.prototype.displayMiss = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowMissText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayMiss.call(this, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayEvasion =
|
|
|
|
|
Window_BattleLog.prototype.displayEvasion;
|
|
|
|
|
Window_BattleLog.prototype.displayEvasion = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowEvaText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayEvasion.call(this, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayHpDamage =
|
|
|
|
|
Window_BattleLog.prototype.displayHpDamage;
|
|
|
|
|
Window_BattleLog.prototype.displayHpDamage = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowHpText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayHpDamage.call(this, target);
|
|
|
|
|
};
|
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Yanfly.BEC.Window_BattleLog_displayMpDamage =
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Window_BattleLog.prototype.displayMpDamage;
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Window_BattleLog.prototype.displayMpDamage = function(target) {
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if (!Yanfly.Param.BECShowMpText) return;
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Yanfly.BEC.Window_BattleLog_displayMpDamage.call(this, target);
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};
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Yanfly.BEC.Window_BattleLog_displayTpDamage =
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Window_BattleLog.prototype.displayTpDamage;
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Window_BattleLog.prototype.displayTpDamage = function(target) {
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if (!Yanfly.Param.BECShowTpText) return;
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Yanfly.BEC.Window_BattleLog_displayTpDamage.call(this, target);
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};
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Yanfly.BEC.Window_BattleLog_displayCurrentState =
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Window_BattleLog.prototype.displayCurrentState;
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Window_BattleLog.prototype.displayCurrentState = function(subject) {
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if (!Yanfly.Param.BECShowStateText) return;
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Yanfly.BEC.Window_BattleLog_displayCurrentState.call(this, subject);
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};
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Yanfly.BEC.Window_BattleLog_displayAddedStates =
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Window_BattleLog.prototype.displayAddedStates;
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Window_BattleLog.prototype.displayAddedStates = function(target) {
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if (!Yanfly.Param.BECShowStateText) return;
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Yanfly.BEC.Window_BattleLog_displayAddedStates.call(this, target);
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};
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Yanfly.BEC.Window_BattleLog_displayRemovedStates =
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|
Window_BattleLog.prototype.displayRemovedStates;
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|
Window_BattleLog.prototype.displayRemovedStates = function(target) {
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|
|
if (!Yanfly.Param.BECShowStateText) return;
|
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|
|
Yanfly.BEC.Window_BattleLog_displayRemovedStates.call(this, target);
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|
};
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Yanfly.BEC.Window_BattleLog_displayChangedBuffs =
|
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|
|
|
Window_BattleLog.prototype.displayChangedBuffs;
|
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|
|
|
Window_BattleLog.prototype.displayChangedBuffs = function(target) {
|
|
|
|
|
if (!Yanfly.Param.BECShowBuffText) return;
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayChangedBuffs.call(this, target);
|
|
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|
|
};
|
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|
Window_BattleLog.prototype.popupDamage = function(target) {
|
|
|
|
|
};
|
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|
Yanfly.BEC.Window_BattleLog_showEnemyAttackAnimation =
|
|
|
|
|
Window_BattleLog.prototype.showEnemyAttackAnimation;
|
|
|
|
|
Window_BattleLog.prototype.showEnemyAttackAnimation =
|
|
|
|
|
function(subject, targets) {
|
|
|
|
|
if ($gameSystem.isSideView()) {
|
|
|
|
|
this.showNormalAnimation(targets, subject.attackAnimationId(), false);
|
|
|
|
|
} else {
|
|
|
|
|
this.showNormalAnimation(targets, subject.attackAnimationId(), false);
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_showEnemyAttackAnimation.call(this, subject,
|
|
|
|
|
targets);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.showActorAtkAniMirror = function(subject, targets) {
|
|
|
|
|
if (subject.isActor()) {
|
|
|
|
|
this.showNormalAnimation(targets, subject.attackAnimationId1(), true);
|
|
|
|
|
this.showNormalAnimation(targets, subject.attackAnimationId2(), false);
|
|
|
|
|
} else {
|
|
|
|
|
this.showNormalAnimation(targets, subject.attackAnimationId1(), true)
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// New Function
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.displayError = function(e, code, message) {
|
|
|
|
|
console.log(message);
|
|
|
|
|
console.log(code || 'NON-EXISTENT');
|
|
|
|
|
console.error(e);
|
|
|
|
|
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
|
|
|
|
|
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
|
|
|
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
|
Yanfly.Util.toGroup = function(inVal) {
|
|
|
|
|
return inVal;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.getRange = function(n, m) {
|
|
|
|
|
var result = [];
|
|
|
|
|
for (var i = n; i <= m; ++i) result.push(i);
|
|
|
|
|
return result;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.onlyUnique = function(value, index, self) {
|
|
|
|
|
return self.indexOf(value) === index;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|