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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 = 1.5;
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//=============================================================================
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/*:
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* @plugindesc v1.50 Have more control over the flow of the battle system
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* with this plugin and alter various aspects to your liking.
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @default
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*
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* @param Action Speed
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* @parent ---General---
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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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* @parent ---General---
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* @type select
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* @option Default Turn Battle
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* @value dtb
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* @option Active Turn Battle (plugin required)
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* @value atb
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* @option Charge Turn Battle (plugin required)
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* @value ctb
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* @option Standard Turn Battle (plugin required)
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* @value stb
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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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* @default
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*
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* @param Escape Ratio
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* @parent ---Escape---
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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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* @parent ---Escape---
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* @type number
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* @decimals 2
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* @desc Each time the player fails escape, increase the success
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* rate by this much. Default: 0.10
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* @default 0.10
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*
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* @param ---Animation---
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* @default
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*
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* @param Animation Base Delay
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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type number
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* @min 0
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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 0
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*
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* @param Physical Animation
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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type number
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* @min 0
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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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* @parent ---Animation---
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* @type boolean
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* @on After
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* @off During
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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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* @default
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*
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* @param Front Position X
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* @parent ---Frontview---
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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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* @parent ---Frontview---
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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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* @parent ---Frontview---
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* @type boolean
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* @on YES
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* @off NO
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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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* @parent ---Frontview---
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* @type select
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* @option Normal
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* @value 0
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* @option Actors on Top
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* @value 1
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* @option Enemies on Top
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* @value 2
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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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* @default
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*
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* @param Home Position X
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* @parent ---Sideview---
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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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* @parent ---Sideview---
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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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* @parent ---Sideview---
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* @type select
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* @option Normal
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* @value 0
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* @option Actors on Top
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* @value 1
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* @option Enemies on Top
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* @value 2
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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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* @default
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*
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* @param Default X Anchor
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* @parent ---Sprites---
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* @type number
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* @decimals 2
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* @desc Default value used for your sprites's X Anchor.
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* Default: 0.50
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* @default 0.50
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*
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* @param Default Y Anchor
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* @parent ---Sprites---
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* @type number
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* @decimals 2
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* @desc Default value used for your sprites's Y Anchor.
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* Default: 1.00
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* @default 1.00
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*
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* @param Step Distance
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* @parent ---Sprites---
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* @type number
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* @desc This is the distance a unit steps forward for actions.
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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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* @parent ---Sprites---
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* @type number
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* @desc In sideview, when a unit takes damage or dodges, it will
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* flinch a certain distance in pixels.
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* @default 12
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*
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* @param Show Shadows
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* @parent ---Sprites---
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* @type boolean
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* @on Show Shadows
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* @off Hide Shadows
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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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* @default
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*
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* @param Popup Duration
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* @parent ---Damage Popups---
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* @type number
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* @min 1
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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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* @parent ---Damage Popups---
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* @type boolean
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* @on Newest at bottom
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* @off Newest at top
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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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* @parent ---Damage Popups---
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* @type number
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* @decimals 1
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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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* @parent ---Damage Popups---
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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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* @parent ---Damage Popups---
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* @type number
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* @min 1
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* @desc 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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* @default
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*
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* @param Timed States
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* @parent ---Tick-Settings---
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* @type boolean
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* @on Time-Based States
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* @off Turn-Based States
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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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* @parent ---Tick-Settings---
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* @type boolean
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* @on Time-Based Buffs
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* @off Turn-Based Buffs
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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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* @parent ---Tick-Settings---
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* @type number
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* @min 1
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* @desc 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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* @parent ---Tick-Settings---
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* @type boolean
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* @on YES
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* @off NO
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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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* @default
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*
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* @param Lower Windows
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* @parent ---Window Settings---
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* @type boolean
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* @on Bottom Layout
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* @off Default Layout
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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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* @parent ---Window Settings---
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* @number
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* @min 1
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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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* @parent ---Window Settings---
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* @type number
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* @min 1
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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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* @parent ---Window Settings---
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* @type combo
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* @option left
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* @option center
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* @option right
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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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* @parent ---Window Settings---
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* @type boolean
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* @on Actor Command Window
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* @off Party Command Window
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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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* @parent ---Window Settings---
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* @type boolean
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* @on Current / Max
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* @off Just Current
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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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* @default
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*
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* @param Mouse Over
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* @parent ---Selection Help---
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* @type boolean
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* @on YES
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* @off NO
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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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* @parent ---Selection Help---
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* @type boolean
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* @on YES
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* @off NO
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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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* @parent ---Selection Help---
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* @desc The singular form of 'User' used in a help window.
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* @default User
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*
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* @param Ally Help Text
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* @parent ---Selection Help---
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* @desc The singular form of 'Ally' used in a help window.
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* @default Ally
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*
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* @param Allies Help Text
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* @parent ---Selection Help---
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* @desc The plural form of 'Allies' used in a help window.
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* @default Allies
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|
|
|
*
|
|
|
|
* @param Enemy Help Text
|
|
|
|
* @parent ---Selection Help---
|
|
|
|
* @desc The singular form of 'Enemy' used in a help window.
|
|
|
|
* @default Enemy
|
|
|
|
*
|
|
|
|
* @param Enemies Help Text
|
|
|
|
* @parent ---Selection Help---
|
|
|
|
* @desc The plural form of 'Enemy' used in a help window.
|
|
|
|
* @default Enemies
|
|
|
|
*
|
|
|
|
* @param All Help Text
|
|
|
|
* @parent ---Selection Help---
|
|
|
|
* @desc When selecting a entire group of targets.
|
|
|
|
* %1 - Target Group (Allies or Enemies)
|
|
|
|
* @default All %1
|
|
|
|
*
|
|
|
|
* @param Random Help Text
|
|
|
|
* @parent ---Selection Help---
|
|
|
|
* @desc When selecting a random selection of targets.
|
|
|
|
* %1 - Target Group (Allies or Enemies) %2 - Number
|
|
|
|
* @default %2 Random %1
|
|
|
|
*
|
|
|
|
* @param ---Enemy Select---
|
|
|
|
* @default
|
|
|
|
*
|
|
|
|
* @param Visual Enemy Select
|
|
|
|
* @parent ---Enemy Select---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Replaces the enemy selection screen with a more visual one.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Enemy Name
|
|
|
|
* @parent ---Enemy Select---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Show enemy names with Visual Enemy Select.
|
|
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|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Select Box
|
|
|
|
* @parent ---Enemy Select---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Show a selection box when selecting enemies.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Enemy Font Size
|
|
|
|
* @parent ---Enemy Select---
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @desc Changes the font size used to display enemy names.
|
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|
|
* Default: 28
|
|
|
|
* @default 20
|
|
|
|
*
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|
|
|
* @param Enemy Auto Select
|
|
|
|
* @parent ---Enemy Select---
|
|
|
|
* @desc Changes what enemy is automatically selected at first.
|
|
|
|
* LEFT - 0 RIGHT - this.furthestRight()
|
|
|
|
* @default this.furthestRight()
|
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|
|
*
|
|
|
|
* @param ---Actor Select---
|
|
|
|
* @default
|
|
|
|
*
|
|
|
|
* @param Visual Actor Select
|
|
|
|
* @parent ---Actor Select---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Allows you to click the actor on screen to select it.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param ---Battle Log---
|
|
|
|
* @default
|
|
|
|
*
|
|
|
|
* @param Show Emerge Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows the battle start text for enemies appearing.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Pre-Emptive Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows the text for getting a pre-emptive attack.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Surprise Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows the text for getting a surprise attack.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Optimize Speed
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Cuts log base line process to optimize the battle speed.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Action Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on Full
|
|
|
|
* @off Simple
|
|
|
|
* @desc Displays full action text or a simplified version of it.
|
|
|
|
* SIMPLE - false FULL - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show State Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows all text regarding states.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Buff Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows all text regarding buffs.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Counter Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding counter attacks.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Reflect Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding reflected spells.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Substitute Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding substituted damage.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default true
|
|
|
|
*
|
|
|
|
* @param Show Fail Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding failed attacks.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Critical Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding critical hits.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Miss Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding missed attacks.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show Evasion Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding evaded attacks.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show HP Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding HP damage or heals.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show MP Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding MP damage or heals.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @param Show TP Text
|
|
|
|
* @parent ---Battle Log---
|
|
|
|
* @type boolean
|
|
|
|
* @on YES
|
|
|
|
* @off NO
|
|
|
|
* @desc Shows text regarding TP damage or heals.
|
|
|
|
* OFF - false ON - true
|
|
|
|
* @default false
|
|
|
|
*
|
|
|
|
* @help
|
|
|
|
* ============================================================================
|
|
|
|
* Introduction
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* This plugin alters the various aspects of the default battle system,
|
|
|
|
* allowing it to be more streamlined like most modern RPG's and less clunky
|
|
|
|
* like older RPG's. This ranges from choosing what text will appear in the
|
|
|
|
* battle log window at the top and how it will be displayed.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Battle Messages
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* When changing "Terms" and the "Messages" that appear in battle, inserting
|
|
|
|
* the following tag anywhere in the message will cause the message to center
|
|
|
|
* itself in the battle log.
|
|
|
|
*
|
|
|
|
* <CENTER>
|
|
|
|
* This tag must be all caps in order for the battle log window to recognize
|
|
|
|
* it as an instruction to center the displayed battle text message.
|
|
|
|
*
|
|
|
|
* There are a couple of notetags you can use to change the way certain skills
|
|
|
|
* and items will show up incase you don't want a name like 'Harold's Attack'
|
|
|
|
* to appear in the name.
|
|
|
|
*
|
|
|
|
* Skill and Item Notetags:
|
|
|
|
*
|
|
|
|
* <Display Text: x>
|
|
|
|
* This will change the text displayed to x.
|
|
|
|
*
|
|
|
|
* <Display Icon: x>
|
|
|
|
* This will change the icon displayed to x.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Battle Windows
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* There's various options to adjust the window settings found in the battle
|
|
|
|
* system to make navigating the battle system more intuitive. Such options
|
|
|
|
* include starting the turns with the Actor Command Window instead of the
|
|
|
|
* Party Command Window (the Fight/Escape Window). The Party Command Window is
|
|
|
|
* still accessible but only by pressing cancel on the first actor's window.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Battle Order
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* The battle turn order is also fixed, too. This way, any battlers that Have
|
|
|
|
* their AGI value changed over the course of battle will reflect those changes
|
|
|
|
* during the current turn rather than the following turn. The action speed
|
|
|
|
* calculation can also be adjusted and finetuned to have the random factor of
|
|
|
|
* its speed calculation formula removed, too, making AGI actually worthwhile
|
|
|
|
* as a tactical parameter.
|
|
|
|
*
|
|
|
|
* Skill and Item Notetag:
|
|
|
|
* <speed: +x>
|
|
|
|
* <speed: -x>
|
|
|
|
* This lets you break past the editor's limit of -2000 and 2000 allowing you
|
|
|
|
* to set the speed of your actions with more control.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Multiple Hits
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* Multi-hit action will no longer end prematurely if the target dies midway
|
|
|
|
* through the action. This is done through toggling immortal states. To make
|
|
|
|
* use of feature, make sure your database has an Immortal State somewhere. If
|
|
|
|
* you do not wish to use this feature, set the Parameter for Immortal State ID
|
|
|
|
* to 0 instead.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Popup Revamp
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* Although the damage popups may still look the same as the default ones from
|
|
|
|
* MV, the process in which they're created is now different to streamline the
|
|
|
|
* damage popup process. Before, popups would only appear one a time with a
|
|
|
|
* frame's different at minimum in order for them to show. Now, any actions
|
|
|
|
* that occur at the same frame will now all show popups at the same frame,
|
|
|
|
* making for smoother and less clunky damage popups.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Common Events
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* Common Events will now occur at the end of each action regardless of whether
|
|
|
|
* or not the enemy party is still alive. With proper placing of the action
|
|
|
|
* sequence tags, you can make the skill's common event occur in the middle of
|
|
|
|
* an action, too. However, keep in mind if you force an action in the middle
|
|
|
|
* of another action, the remainder of the former action's sequence list will
|
|
|
|
* become null and void in favor of the new forced action.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Casting Animations
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* Casting Animations help provide visual hints for players either by letting
|
|
|
|
* them know which battler is going to perform an action or what type of skill
|
|
|
|
* that action will be. This plugin enables skills to have casting animations
|
|
|
|
* that can be modified universally or customized for each individual skill.
|
|
|
|
*
|
|
|
|
* Skill Notetag:
|
|
|
|
* <Cast Animation: x>
|
|
|
|
* Sets the skill's cast animation to animation ID x. Setting x to zero will
|
|
|
|
* cause the skill to not have any animaton at all.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Changing Battle Systems
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* While the player is not in battle, you can change the battle system using a
|
|
|
|
* Plugin Command. With only this plugin, there is only one battle system
|
|
|
|
* included: the default battle system.
|
|
|
|
*
|
|
|
|
* Plugin Command:
|
|
|
|
* setBattleSys DTB Sets battle system to Default Turn Battle.
|
|
|
|
*
|
|
|
|
* Other future plugins may include other battle systems that may utilize the
|
|
|
|
* Battle Engine Core.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Sideview Actions
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* In RPG Maker MV's default battle system, both the sideview and the frontview
|
|
|
|
* settings do not display counterattacks, reflected magic attacks, nor any
|
|
|
|
* case of substituting for battle members. The Battle Engine Core provides
|
|
|
|
* games that are using the sideview settings small amounts of animations to
|
|
|
|
* relay information to the player in a more visual sense.
|
|
|
|
*
|
|
|
|
* Magic Reflection will also display a reflection animation to indicate the
|
|
|
|
* battler has reflection properties. This animation can be changed in the
|
|
|
|
* parameters, but certain actors, classes, enemies, weapons, armors, and
|
|
|
|
* states can display a unique kind of animation for reflection if desired.
|
|
|
|
*
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetag:
|
|
|
|
* <Reflect Animation ID: x>
|
|
|
|
* Changes the user's reflect animation to x. This will take priority in the
|
|
|
|
* following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
|
|
|
|
*
|
|
|
|
* Sometimes, you don't want your enemies to be able to move. Or you don't want
|
|
|
|
* certain actors to be able to move. They're just stationary for whatever
|
|
|
|
* reason. To accomplish that, you can use this notetag to forbid the battler
|
|
|
|
* from moving.
|
|
|
|
*
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetag:
|
|
|
|
* <Sprite Cannot Move>
|
|
|
|
* Prevents the battler's sprite from moving. This will take priority in the
|
|
|
|
* following order: Actor, Class, Enemy, Weapon, Armor, and State. If an
|
|
|
|
* enemy is unable to move when it performs an action, it will flash white as
|
|
|
|
* if it normally does in front view.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Custom Sideview Battler Anchor
|
|
|
|
* ============================================================================
|
|
|
|
*
|
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|
|
* Sideview battlers are generally centered horizontally, and grounded at their
|
|
|
|
* feet. However, not all sideview battler spritesheets work this way. In the
|
|
|
|
* event you have a sideview battler that doesn't conform to those standards,
|
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|
|
* you can 'anchor' them a different way.
|
|
|
|
*
|
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|
|
* Actor, Class, Weapon, Armor, State Notetags:
|
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|
|
* <Anchor X: y.z>
|
|
|
|
* <Anchor Y: y.z>
|
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|
|
* This sets the anchor location for the actor's sideview battler at y.z.
|
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|
|
* By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want
|
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|
|
* the X anchor to be a bit more to the left, make it less than 0.5. Make it
|
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|
|
* more than 0.5 to make the X anchor more towards the right. To raise the
|
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|
|
* Y anchor, set the number value to less than 1.0. Keep adjusting until you
|
|
|
|
* find that perfect anchor setting.
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|
|
*
|
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|
|
* If an anchor has multiple traits that yield different anchors, it will be
|
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|
|
* used in a priority list akin to this order:
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|
|
*
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|
|
* States
|
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|
|
* Weapons
|
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|
|
* Armors
|
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|
|
* Class
|
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|
|
* Actor
|
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|
|
* Default
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|
*
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|
* The higher it is on the priority list, the higher its priority.
|
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|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Enemy Attack Animation
|
|
|
|
* ============================================================================
|
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|
|
*
|
|
|
|
* To give your enemies unique attack animations, you can use this notetag:
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|
|
*
|
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|
|
* Enemy Notetag:
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|
|
* <Attack Animation: x>
|
|
|
|
* Replace x with the ID of the battle animation you wish to set as the
|
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|
|
* enemy's default attack animation.
|
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|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Automatic State Removal Conditions
|
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|
|
* ============================================================================
|
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|
|
*
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|
|
* By default, RPG Maker MV's battle system has automatic state removal under
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|
|
* three different conditions: none, action end, turn end.
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|
*
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|
* None and Turn End are working as intended. However, Action End, however, had
|
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|
|
* the states removed at the start of the battler's action rather than the end.
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|
|
* This is changed and updated to occur only at the end of a battler's action.
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|
|
*
|
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|
|
* Two more automatic conditions are now added: Action Start and Turn Start.
|
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|
|
* These can be added and implemented using the following notetags:
|
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|
|
*
|
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|
|
* State Notetags:
|
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|
|
* <Action Start: x>
|
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|
|
* <Action Start: x to y>
|
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|
|
* This will cause this state to update its turns remaining at the start of
|
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|
|
* an action. x is the number of turns it will last. If you use x to y, upon
|
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|
|
* applying the state, the state will be removed a random number of turns
|
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|
|
* from x to y.
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|
|
*
|
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|
|
* <Turn Start: x>
|
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|
|
* <Turn Start: x to y>
|
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|
|
* This will cause the state to update its turns remaining at the start of a
|
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|
|
* battle turn. x is the number of turns it will last. If you use x to y,
|
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|
|
* upon applying the state, the state will be removed a random number of
|
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|
|
* turns from x to y.
|
|
|
|
*
|
|
|
|
* States with Action End 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.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Action Sequences
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* The Yanfly Engine Plugins - Battle Engine Core includes the capability of
|
|
|
|
* using custom action sequences. Action sequences are basic instructions for
|
|
|
|
* the game to creating a customized skill both visually and mechanically.
|
|
|
|
* The Battle Engine Core, however, will only include the most basic of action
|
|
|
|
* sequences so the instructions on how to create a custom action sequence will
|
|
|
|
* be included in the Help file on future extension plugins for this plugin.
|
|
|
|
*
|
|
|
|
* ============================================================================
|
|
|
|
* Changelog
|
|
|
|
* ============================================================================
|
|
|
|
*
|
|
|
|
* Version 1.50:
|
|
|
|
* - Action sequences allow for unlimited arguments now.
|
|
|
|
*
|
|
|
|
* Version 1.49:
|
|
|
|
* - Added failsafe for 'furthestRight()' errors.
|
|
|
|
*
|
|
|
|
* Version 1.48:
|
|
|
|
* - Optimization update.
|
|
|
|
*
|
|
|
|
* Version 1.47:
|
|
|
|
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
|
|
|
|
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
|
|
|
|
*
|
|
|
|
* Version 1.46:
|
|
|
|
* - Updated for RPG Maker MV version 1.6.1.
|
|
|
|
*
|
|
|
|
* Version 1.45:
|
|
|
|
* - Updated for RPG Maker MV version 1.5.0.
|
|
|
|
*
|
|
|
|
* Version 1.44:
|
|
|
|
* - Fixed a bug where the enemy name windows disappear if you change scenes
|
|
|
|
* mid-way through battle and return to it.
|
|
|
|
*
|
|
|
|
* Version 1.43b:
|
|
|
|
* - 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
|
|
|
|
* on top of each other and party-heal animations occur simultaneously.
|
|
|
|
*
|
|
|
|
* Version 1.08:
|
|
|
|
* - Fixed a bug where battlers gaining HP/MP in the damage formula for
|
|
|
|
* themselves wouldn't trigger popups.
|
|
|
|
* - Fixed a bug where if the party failed to escape from battle, states that
|
|
|
|
* would be removed by battle still get removed. *Fixed by Emjenoeg*
|
|
|
|
* - Fixed a bug where instant death skills didn't work.
|
|
|
|
* - Changed Sprite Priority settings to decide whether actors, enemies, or
|
|
|
|
* neither would always be on top.
|
|
|
|
*
|
|
|
|
* 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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|
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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.
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|
|
|
* - 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.
|
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|
|
* - Fixed certain battler motions from not refreshing correctly.
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|
|
|
* - Actions with no scope will not trigger the confirmation selection window.
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|
|
|
*
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|
|
* Version 1.03:
|
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|
|
* - Added 'Wait for Effect' action sequence.
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|
|
* - Actions now wait for effects (such as collapsing) to be done before
|
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|
|
* continuing on with battle or to end battle.
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|
|
|
*
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|
|
|
* Version 1.02:
|
|
|
|
* - Fixed a bug where the help window would retain descriptions on no skills.
|
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|
|
* - Synched up weapons with actor sprites so they would occur simultaneously.
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|
|
* - Fixed an issue where requesting certain motions from enemies that don't
|
|
|
|
* exist would cause them to crash.
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|
|
*
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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"]);
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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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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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Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName);
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Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters["Show Select Box"]);
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Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox);
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Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters["Enemy Auto Select"]);
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Yanfly.Param.BECEnemyAutoSel = Yanfly.Param.BECEnemyAutoSel;
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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"]);
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Yanfly.Param.BECFullActText = eval(Yanfly.Param.BECFullActText);
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Yanfly.Param.BECShowCntText = String(Yanfly.Parameters["Show Counter Text"]);
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Yanfly.Param.BECShowCntText = eval(Yanfly.Param.BECShowCntText);
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Yanfly.Param.BECShowRflText = String(Yanfly.Parameters["Show Reflect Text"]);
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Yanfly.Param.BECShowRflText = eval(Yanfly.Param.BECShowRflText);
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Yanfly.Param.BECShowSubText = String(Yanfly.Parameters["Show Substitute Text"]);
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Yanfly.Param.BECShowSubText = eval(Yanfly.Param.BECShowSubText);
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Yanfly.Param.BECShowFailText = String(Yanfly.Parameters["Show Fail Text"]);
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Yanfly.Param.BECShowFailText = eval(Yanfly.Param.BECShowFailText);
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Yanfly.Param.BECShowCritText = String(Yanfly.Parameters["Show Critical Text"]);
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Yanfly.Param.BECShowCritText = eval(Yanfly.Param.BECShowCritText);
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Yanfly.Param.BECShowMissText = String(Yanfly.Parameters["Show Miss Text"]);
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Yanfly.Param.BECShowMissText = eval(Yanfly.Param.BECShowMissText);
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Yanfly.Param.BECShowEvaText = String(Yanfly.Parameters["Show Evasion Text"]);
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|
Yanfly.Param.BECShowEvaText = eval(Yanfly.Param.BECShowEvaText);
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|
Yanfly.Param.BECShowHpText = String(Yanfly.Parameters["Show HP Text"]);
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|
Yanfly.Param.BECShowHpText = eval(Yanfly.Param.BECShowHpText);
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|
Yanfly.Param.BECShowMpText = String(Yanfly.Parameters["Show MP Text"]);
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|
Yanfly.Param.BECShowMpText = eval(Yanfly.Param.BECShowMpText);
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|
Yanfly.Param.BECShowTpText = String(Yanfly.Parameters["Show TP Text"]);
|
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|
Yanfly.Param.BECShowTpText = eval(Yanfly.Param.BECShowTpText);
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|
Yanfly.Param.BECShowStateText = String(Yanfly.Parameters["Show State Text"]);
|
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|
|
Yanfly.Param.BECShowStateText = eval(Yanfly.Param.BECShowStateText);
|
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|
Yanfly.Param.BECShowBuffText = String(Yanfly.Parameters["Show Buff Text"]);
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|
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);
|
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|
|
this.processBECNotetags2($dataSkills);
|
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|
|
this.processBECNotetags2($dataItems);
|
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|
|
this.processBECNotetags3($dataEnemies);
|
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|
|
this.processBECNotetags4($dataActors);
|
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|
|
this.processBECNotetags4($dataClasses);
|
|
|
|
this.processBECNotetags4($dataWeapons);
|
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|
|
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;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataManager.convertSequenceLine = function (obj, line, actionType) {
|
|
|
|
if (actionType <= 0 || actionType > 5) return;
|
|
|
|
Yanfly.BEC.SeqType;
|
|
|
|
var seqArgs;
|
|
|
|
if (line.match(/[ ]*(.*):[ ](.*)/i)) {
|
|
|
|
Yanfly.BEC.SeqType = RegExp.$1.trim();
|
|
|
|
seqArgs = RegExp.$2.split(",");
|
|
|
|
var length = seqArgs.length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
seqArgs[i] = seqArgs[i].trim();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Yanfly.BEC.SeqType = line.trim();
|
|
|
|
seqArgs = [];
|
|
|
|
}
|
|
|
|
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.pushPerformedBattler(battler);
|
|
|
|
return battler;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
BattleManager.pushPerformedBattler = function (battler) {
|
|
|
|
this._performedBattlers.push(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.KELYEP_DragonBones && target.isEnemy() && target.hasDragonBone) {
|
|
|
|
continue;
|
|
|
|
} else 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 critical = false;
|
|
|
|
if (target && target.result()) critical = target.result().critical;
|
|
|
|
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();
|
|
|
|
this.checkExistInSceneChildren();
|
|
|
|
};
|
|
|
|
|
|
|
|
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_Enemy.prototype.checkExistInSceneChildren = function () {
|
|
|
|
if (!this._visualSelect) return;
|
|
|
|
if (!SceneManager._scene) return;
|
|
|
|
var scene = SceneManager._scene;
|
|
|
|
if (!scene._windowLayer) return;
|
|
|
|
if (!scene.children.contains(this._visualSelectWindow)) {
|
|
|
|
this._addedVisualSelect = true;
|
|
|
|
scene.addChild(this._visualSelectWindow);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// 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;
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Sprite_Damage_update = Sprite_Damage.prototype.update;
|
|
|
|
Sprite_Damage.prototype.update = function () {
|
|
|
|
Yanfly.BEC.Sprite_Damage_update.call(this);
|
|
|
|
if (this._duration <= 0 && this.parent) {
|
|
|
|
this.parent.removeChild(this);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// 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 ($gameParty.inBattle() && BattleManager.isAllSelection()) {
|
|
|
|
if (!this.isAppeared()) return false;
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
if (action && action.item()) {
|
|
|
|
if (this.isDead() && this.isEnemy()) return false;
|
|
|
|
if (this.isDead() && this.isActor()) return action.isForDeadFriend();
|
|
|
|
if (action.isForFriend() && this.isActor()) return true;
|
|
|
|
if (action.isForOpponent() && this.isEnemy()) return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return Yanfly.BEC.Game_Battler_isSelected.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
|
|
|
|
Game_Battler.prototype.regenerateAll = function () {
|
|
|
|
this.clearResult();
|
|
|
|
var lifeState = this.isAlive();
|
|
|
|
Yanfly.BEC.Game_Battler_regenerateAll.call(this);
|
|
|
|
if ($gameParty.inBattle()) {
|
|
|
|
if (!BattleManager.timeBasedStates()) this.updateStateTurns();
|
|
|
|
if (!BattleManager.timeBasedBuffs()) {
|
|
|
|
this.updateBuffTurns();
|
|
|
|
this.removeBuffsAuto();
|
|
|
|
}
|
|
|
|
if (this.isDead() && lifeState === true) {
|
|
|
|
this.performCollapse();
|
|
|
|
}
|
|
|
|
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 (!$dataAnimations[animationId]) return;
|
|
|
|
Yanfly.BEC.Game_Battler_startAnimation.call(this, animationId, mirror, delay);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Actor
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Actor_refresh = Game_Actor.prototype.refresh;
|
|
|
|
Game_Actor.prototype.refresh = function () {
|
|
|
|
this._anchorX = undefined;
|
|
|
|
this._anchorY = undefined;
|
|
|
|
Yanfly.BEC.Game_Actor_refresh.call(this);
|
|
|
|
if ($gameParty.inBattle()) this.requestStatusRefresh();
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.isSpriteVisible = function () {
|
|
|
|
if ($gameSystem.isSideView()) return true;
|
|
|
|
return Yanfly.Param.BECFrontSprite;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.reflectAnimationId = function () {
|
|
|
|
if (this.actor().reflectAnimationId > 0) {
|
|
|
|
return this.actor().reflectAnimationId;
|
|
|
|
}
|
|
|
|
if (this.currentClass().reflectAnimationId > 0) {
|
|
|
|
return this.currentClass().reflectAnimationId;
|
|
|
|
}
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
if (equip && equip.reflectAnimationId > 0) {
|
|
|
|
return equip.reflectAnimationId;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return Game_Battler.prototype.reflectAnimationId.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.spriteCanMove = function () {
|
|
|
|
if (this.actor().spriteCannotMove) return false;
|
|
|
|
if (this.currentClass().spriteCannotMove) return false;
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
if (equip && equip.spriteCannotMove) return false;
|
|
|
|
}
|
|
|
|
return Game_Battler.prototype.spriteCanMove.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.spriteWidth = function () {
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
return this.battler()._mainSprite.width;
|
|
|
|
} else {
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.spriteHeight = function () {
|
|
|
|
if ($gameSystem.isSideView() && this.battler()) {
|
|
|
|
return this.battler()._mainSprite.height;
|
|
|
|
} else {
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.anchorX = function () {
|
|
|
|
if (this._anchorX !== undefined) return this._anchorX;
|
|
|
|
var length = this.states().length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var obj = this.states()[i];
|
|
|
|
if (obj && obj.anchorX !== undefined) {
|
|
|
|
this._anchorX = obj.anchorX;
|
|
|
|
return this._anchorX;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
length = this.equips().length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
if (obj && obj.anchorX !== undefined) {
|
|
|
|
this._anchorX = obj.anchorX;
|
|
|
|
return this._anchorX;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (this.currentClass().anchorX !== undefined) {
|
|
|
|
this._anchorX = this.currentClass().anchorX;
|
|
|
|
return this._anchorX;
|
|
|
|
}
|
|
|
|
this._anchorX = this.actor().anchorX;
|
|
|
|
return this._anchorX;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.anchorY = function () {
|
|
|
|
if (this._anchorY !== undefined) return this._anchorY;
|
|
|
|
var length = this.states().length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var obj = this.states()[i];
|
|
|
|
if (obj && obj.anchorY !== undefined) {
|
|
|
|
this._anchorY = obj.anchorY;
|
|
|
|
return this._anchorY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
length = this.equips().length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
if (obj && obj.anchorY !== undefined) {
|
|
|
|
this._anchorY = obj.anchorY;
|
|
|
|
return this._anchorY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (this.currentClass().anchorY !== undefined) {
|
|
|
|
this._anchorY = this.currentClass().anchorY;
|
|
|
|
return this._anchorY;
|
|
|
|
}
|
|
|
|
this._anchorY = this.actor().anchorY;
|
|
|
|
return this._anchorY;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.spriteFacePoint = function (pointX, pointY) {
|
|
|
|
if (this.spritePosX() > pointX) {
|
|
|
|
this.spriteFaceForward();
|
|
|
|
} else {
|
|
|
|
this.spriteFaceBackward();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.spriteFaceAwayPoint = function (pointX, pointY) {
|
|
|
|
if (this.spritePosX() > pointX) {
|
|
|
|
this.spriteFaceBackward();
|
|
|
|
} else {
|
|
|
|
this.spriteFaceForward();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.performAttack = function () {
|
|
|
|
var weapons = this.weapons();
|
|
|
|
var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
|
|
|
|
var attackMotion = $dataSystem.attackMotions[wtypeId];
|
|
|
|
if (attackMotion) {
|
|
|
|
if (attackMotion.type === 0) {
|
|
|
|
this.forceMotion("thrust");
|
|
|
|
} else if (attackMotion.type === 1) {
|
|
|
|
this.forceMotion("swing");
|
|
|
|
} else if (attackMotion.type === 2) {
|
|
|
|
this.forceMotion("missile");
|
|
|
|
}
|
|
|
|
this.startWeaponAnimation(attackMotion.weaponImageId);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.attackMotion = function () {
|
|
|
|
var weapons = this.weapons();
|
|
|
|
var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
|
|
|
|
var attackMotion = $dataSystem.attackMotions[wtypeId];
|
|
|
|
if (attackMotion) {
|
|
|
|
if (attackMotion.type === 0) {
|
|
|
|
return "thrust";
|
|
|
|
} else if (attackMotion.type === 1) {
|
|
|
|
return "swing";
|
|
|
|
} else if (attackMotion.type === 2) {
|
|
|
|
return "missile";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return "thrust";
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Actor.prototype.performEscapeSuccess = function () {
|
|
|
|
if (this.battler()) {
|
|
|
|
this.performEscape();
|
|
|
|
this.battler().startMove(300, 0, 60);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Enemy
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
if (!Game_Enemy.prototype.skills) {
|
|
|
|
Game_Enemy.prototype.skills = function () {
|
|
|
|
var skills = [];
|
|
|
|
for (var i = 0; i < this.enemy().actions.length; ++i) {
|
|
|
|
var skill = $dataSkills[this.enemy().actions[i].skillId];
|
|
|
|
if (skill) skills.push(skill);
|
|
|
|
}
|
|
|
|
return skills;
|
|
|
|
};
|
|
|
|
} // (!Game_Enemy.prototype.skills)
|
|
|
|
|
|
|
|
Game_Enemy.prototype.performActionStart = function (action) {
|
|
|
|
Game_Battler.prototype.performActionStart.call(this, action);
|
|
|
|
if (!$gameSystem.isSideView() || !this.spriteCanMove()) {
|
|
|
|
this.requestEffect("whiten");
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
|
|
|
|
Game_Enemy.prototype.performDamage = function () {
|
|
|
|
if ($gameSystem.isSideView()) {
|
|
|
|
Game_Battler.prototype.performDamage.call(this);
|
|
|
|
SoundManager.playEnemyDamage();
|
|
|
|
} else {
|
|
|
|
Yanfly.BEC.Game_Enemy_performDamage.call(this);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.attackAnimationId = function () {
|
|
|
|
return this.enemy().attackAnimationId;
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.attackAnimationId1 = function () {
|
|
|
|
return this.attackAnimationId();
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.attackAnimationId2 = function () {
|
|
|
|
return this.attackAnimationId();
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.reflectAnimationId = function () {
|
|
|
|
if (this.enemy().reflectAnimationId > 0) {
|
|
|
|
return this.enemy().reflectAnimationId;
|
|
|
|
}
|
|
|
|
return Game_Battler.prototype.reflectAnimationId.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.spriteCanMove = function () {
|
|
|
|
if (this.enemy().spriteCannotMove) return false;
|
|
|
|
return Game_Battler.prototype.spriteCanMove.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Enemy.prototype.meetsTurnCondition = function (param1, param2) {
|
|
|
|
var n = this.turnCount();
|
|
|
|
if (param2 === 0) {
|
|
|
|
return n === param1;
|
|
|
|
} else {
|
|
|
|
return n > 0 && n >= param1 && n % param2 === param1 % param2;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Unit
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Game_Unit.prototype.createActions = function () {
|
|
|
|
var max = this.members().length;
|
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
|
var member = this.members()[i];
|
|
|
|
if (member) member.createActions();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Unit.prototype.requestMotionRefresh = function () {
|
|
|
|
var max = this.members().length;
|
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
|
var member = this.members()[i];
|
|
|
|
if (member) member.requestMotionRefresh();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Unit.prototype.onTurnStart = function () {
|
|
|
|
var max = this.members().length;
|
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
|
var member = this.members()[i];
|
|
|
|
if (member) {
|
|
|
|
member.onTurnStart();
|
|
|
|
member.refresh();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Unit.prototype.updateTick = function () {
|
|
|
|
var max = this.members().length;
|
|
|
|
for (var i = 0; i < max; ++i) {
|
|
|
|
var member = this.members()[i];
|
|
|
|
if (member) member.updateTick();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Game_Unit.prototype.refreshMembers = function () {
|
|
|
|
var group = this.allMembers();
|
|
|
|
var length = group.length;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
var member = group[i];
|
|
|
|
if (member) member.refresh();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Party
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Game_Party.prototype.performEscapeSuccess = function () {
|
|
|
|
for (var i = 0; i < this.members().length; ++i) {
|
|
|
|
var member = this.members()[i];
|
|
|
|
if (member) member.performEscapeSuccess();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Game_Troop
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Game_Troop.prototype.allMembers = function () {
|
|
|
|
return this.members();
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Scene_Battle
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_update = Scene_Battle.prototype.update;
|
|
|
|
Scene_Battle.prototype.update = function () {
|
|
|
|
Yanfly.BEC.Scene_Battle_update.call(this);
|
|
|
|
this.updateStatusWindowRequests();
|
|
|
|
};
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateStatusWindowRequests = function () {
|
|
|
|
if (!this._statusWindow) return;
|
|
|
|
if (this._statusWindow.isClosed()) return;
|
|
|
|
this._statusWindow.updateStatusRequests();
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_createSkillWindow = Scene_Battle.prototype.createSkillWindow;
|
|
|
|
Scene_Battle.prototype.createSkillWindow = function () {
|
|
|
|
Yanfly.BEC.Scene_Battle_createSkillWindow.call(this);
|
|
|
|
if (Yanfly.Param.BECLowerWindows) {
|
|
|
|
this.adjustLowerWindow(this._skillWindow);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_createItemWindow = Scene_Battle.prototype.createItemWindow;
|
|
|
|
Scene_Battle.prototype.createItemWindow = function () {
|
|
|
|
Yanfly.BEC.Scene_Battle_createItemWindow.call(this);
|
|
|
|
if (Yanfly.Param.BECLowerWindows) {
|
|
|
|
this.adjustLowerWindow(this._itemWindow);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Scene_Battle_createActorWindow = Scene_Battle.prototype.createActorWindow;
|
|
|
|
Scene_Battle.prototype.createActorWindow = function () {
|
|
|
|
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.drawTextEx(text, wx, wy);
|
|
|
|
};
|
|
|
|
|
|
|
|
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;
|
|
|
|
this.setCursorAll(false);
|
|
|
|
if (action.isForUser()) {
|
|
|
|
this.select(BattleManager.actor().index());
|
|
|
|
this._inputLock = true;
|
|
|
|
} else if (action.isForAll()) {
|
|
|
|
this._inputLock = true;
|
|
|
|
this.setCursorAll(true);
|
|
|
|
} else if (action.isForDeadFriend()) {
|
|
|
|
this._selectDead = true;
|
|
|
|
this.autoSelectFirstDeadActor();
|
|
|
|
}
|
|
|
|
this.updateCursor();
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_BattleActor.prototype.updateCursor = function () {
|
|
|
|
if (this._cursorAll) {
|
|
|
|
var allRowsHeight = this.maxRows() * this.itemHeight();
|
|
|
|
this.setCursorRect(0, 0, this.contents.width, allRowsHeight);
|
|
|
|
this.setTopRow(0);
|
|
|
|
} else if (this.isCursorVisible()) {
|
|
|
|
var rect = this.itemRect(this.index());
|
|
|
|
this.setCursorRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
} else {
|
|
|
|
this.setCursorRect(0, 0, 0, 0);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
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 () {
|
|
|
|
if (Yanfly.Param.BECEnemyAutoSel === 0 || Yanfly.Param.BECEnemyAutoSel === "0") {
|
|
|
|
var selectIndex = 0;
|
|
|
|
} else {
|
|
|
|
var selectIndex = this.furthestRight();
|
|
|
|
}
|
|
|
|
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.drawTextEx(text, 0, wy);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// 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);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayMpDamage = Window_BattleLog.prototype.displayMpDamage;
|
|
|
|
Window_BattleLog.prototype.displayMpDamage = function (target) {
|
|
|
|
if (!Yanfly.Param.BECShowMpText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayMpDamage.call(this, target);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayTpDamage = Window_BattleLog.prototype.displayTpDamage;
|
|
|
|
Window_BattleLog.prototype.displayTpDamage = function (target) {
|
|
|
|
if (!Yanfly.Param.BECShowTpText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayTpDamage.call(this, target);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayCurrentState = Window_BattleLog.prototype.displayCurrentState;
|
|
|
|
Window_BattleLog.prototype.displayCurrentState = function (subject) {
|
|
|
|
if (!Yanfly.Param.BECShowStateText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayCurrentState.call(this, subject);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayAddedStates = Window_BattleLog.prototype.displayAddedStates;
|
|
|
|
Window_BattleLog.prototype.displayAddedStates = function (target) {
|
|
|
|
if (!Yanfly.Param.BECShowStateText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayAddedStates.call(this, target);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayRemovedStates = Window_BattleLog.prototype.displayRemovedStates;
|
|
|
|
Window_BattleLog.prototype.displayRemovedStates = function (target) {
|
|
|
|
if (!Yanfly.Param.BECShowStateText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayRemovedStates.call(this, target);
|
|
|
|
};
|
|
|
|
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayChangedBuffs = Window_BattleLog.prototype.displayChangedBuffs;
|
|
|
|
Window_BattleLog.prototype.displayChangedBuffs = function (target) {
|
|
|
|
if (!Yanfly.Param.BECShowBuffText) return;
|
|
|
|
Yanfly.BEC.Window_BattleLog_displayChangedBuffs.call(this, target);
|
|
|
|
};
|
|
|
|
|
|
|
|
Window_BattleLog.prototype.popupDamage = function (target) {};
|
|
|
|
|
|
|
|
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.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
|
|
|
|
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
|
|
|
|
//=============================================================================
|