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@ -11,7 +11,7 @@ Yanfly.BSW = Yanfly.BSW || {};
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Yanfly.BSW.version = 1.09;
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//=============================================================================
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/*:
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/*:
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* @plugindesc v1.09 A simple battle status window that shows the
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* faces of your party members in horizontal format.
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* @author Yanfly Engine Plugins
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@ -210,28 +210,28 @@ Yanfly.BSW.version = 1.09;
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_BattleStatusWindow');
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Yanfly.Parameters = PluginManager.parameters("YEP_BattleStatusWindow");
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Icon = Yanfly.Icon || {};
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Yanfly.Icon.NoAction = Number(Yanfly.Parameters['No Action Icon']);
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Yanfly.Param.BSWNameFontSize = Number(Yanfly.Parameters['Name Font Size']);
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Yanfly.Param.BSWParamFontSize = Number(Yanfly.Parameters['Param Font Size']);
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Yanfly.Param.BSWParamYBuffer = Number(Yanfly.Parameters['Param Y Buffer']);
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Yanfly.Param.BSWCurrentMax = String(Yanfly.Parameters['Param Current Max']);
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Yanfly.Icon.NoAction = Number(Yanfly.Parameters["No Action Icon"]);
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Yanfly.Param.BSWNameFontSize = Number(Yanfly.Parameters["Name Font Size"]);
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Yanfly.Param.BSWParamFontSize = Number(Yanfly.Parameters["Param Font Size"]);
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Yanfly.Param.BSWParamYBuffer = Number(Yanfly.Parameters["Param Y Buffer"]);
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Yanfly.Param.BSWCurrentMax = String(Yanfly.Parameters["Param Current Max"]);
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Yanfly.Param.BSWCurrentMax = eval(Yanfly.Param.BSWCurrentMax);
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Yanfly.Param.BSWAdjustCol = eval(String(Yanfly.Parameters['Adjust Columns']));
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Yanfly.Param.BSWStateIconRow = Number(Yanfly.Parameters['State Icons Row']);
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Yanfly.Param.BSWLfRt = eval(String(Yanfly.Parameters['Left / Right']));
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Yanfly.Param.BSWPageUpDn = eval(String(Yanfly.Parameters['PageUp / PageDown']));
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Yanfly.Param.BSWTurnSkip = eval(String(Yanfly.Parameters['Allow Turn Skip']));
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Yanfly.Param.BSWShowAni = eval(String(Yanfly.Parameters['Show Animations']));
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Yanfly.Param.BSWShowSprite = eval(String(Yanfly.Parameters['Show Sprites']));
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Yanfly.Param.BSWAlignAni = eval(String(Yanfly.Parameters['Align Animations']));
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Yanfly.Param.BSWXOffset = Number(Yanfly.Parameters['X Offset']);
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Yanfly.Param.BSWYOffset = Number(Yanfly.Parameters['Y Offset']);
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Yanfly.Param.BSWAdjustCol = eval(String(Yanfly.Parameters["Adjust Columns"]));
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Yanfly.Param.BSWStateIconRow = Number(Yanfly.Parameters["State Icons Row"]);
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Yanfly.Param.BSWLfRt = eval(String(Yanfly.Parameters["Left / Right"]));
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Yanfly.Param.BSWPageUpDn = eval(String(Yanfly.Parameters["PageUp / PageDown"]));
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Yanfly.Param.BSWTurnSkip = eval(String(Yanfly.Parameters["Allow Turn Skip"]));
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Yanfly.Param.BSWShowAni = eval(String(Yanfly.Parameters["Show Animations"]));
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Yanfly.Param.BSWShowSprite = eval(String(Yanfly.Parameters["Show Sprites"]));
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Yanfly.Param.BSWAlignAni = eval(String(Yanfly.Parameters["Align Animations"]));
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Yanfly.Param.BSWXOffset = Number(Yanfly.Parameters["X Offset"]);
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Yanfly.Param.BSWYOffset = Number(Yanfly.Parameters["Y Offset"]);
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Yanfly.Param.ATBGaugeStyle = 1;
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//=============================================================================
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@ -239,7 +239,7 @@ Yanfly.Param.ATBGaugeStyle = 1;
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//=============================================================================
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Yanfly.BSW.BattleManager_startInput = BattleManager.startInput;
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BattleManager.startInput = function() {
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BattleManager.startInput = function () {
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Yanfly.BSW.BattleManager_startInput.call(this);
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this.refreshStatus();
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};
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@ -249,25 +249,25 @@ BattleManager.startInput = function() {
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//=============================================================================
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Yanfly.BSW.Game_Action_clear = Game_Action.prototype.clear;
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Game_Action.prototype.clear = function() {
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Game_Action.prototype.clear = function () {
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Yanfly.BSW.Game_Action_clear.call(this);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setSkill = Game_Action.prototype.setSkill;
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Game_Action.prototype.setSkill = function(skillId) {
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Game_Action.prototype.setSkill = function (skillId) {
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Yanfly.BSW.Game_Action_setSkill.call(this, skillId);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setItem = Game_Action.prototype.setItem;
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Game_Action.prototype.setItem = function(itemId) {
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Game_Action.prototype.setItem = function (itemId) {
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Yanfly.BSW.Game_Action_setItem.call(this, itemId);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setItemObject = Game_Action.prototype.setItemObject;
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Game_Action.prototype.setItemObject = function(object) {
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Game_Action.prototype.setItemObject = function (object) {
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Yanfly.BSW.Game_Action_setItemObject.call(this, object);
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this.subject().refresh();
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};
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@ -277,41 +277,38 @@ Game_Action.prototype.setItemObject = function(object) {
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//=============================================================================
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Yanfly.BSW.Game_Actor_isSpriteVisible = Game_Actor.prototype.isSpriteVisible;
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Game_Actor.prototype.isSpriteVisible = function() {
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Game_Actor.prototype.isSpriteVisible = function () {
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if (Yanfly.Param.BSWShowAni && !$gameSystem.isSideView()) {
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return true;
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return true;
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}
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return Yanfly.BSW.Game_Actor_isSpriteVisible.call(this);
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};
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Yanfly.BSW.Game_Actor_changeClass = Game_Actor.prototype.changeClass;
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Game_Actor.prototype.changeClass = function(classId, keepExp) {
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Game_Actor.prototype.changeClass = function (classId, keepExp) {
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Yanfly.BSW.Game_Actor_changeClass.call(this, classId, keepExp);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setCharacterImage =
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Game_Actor.prototype.setCharacterImage;
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Game_Actor.prototype.setCharacterImage = function(name, index) {
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Yanfly.BSW.Game_Actor_setCharacterImage = Game_Actor.prototype.setCharacterImage;
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Game_Actor.prototype.setCharacterImage = function (name, index) {
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Yanfly.BSW.Game_Actor_setCharacterImage.call(this, name, index);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setFaceImage =
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Game_Actor.prototype.setFaceImage;
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Game_Actor.prototype.setFaceImage = function(faceName, faceIndex) {
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Yanfly.BSW.Game_Actor_setFaceImage = Game_Actor.prototype.setFaceImage;
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Game_Actor.prototype.setFaceImage = function (faceName, faceIndex) {
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Yanfly.BSW.Game_Actor_setFaceImage.call(this, faceName, faceIndex);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setBattlerImage =
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Game_Actor.prototype.setBattlerImage;
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Game_Actor.prototype.setBattlerImage = function(battlerName) {
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Yanfly.BSW.Game_Actor_setBattlerImage = Game_Actor.prototype.setBattlerImage;
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Game_Actor.prototype.setBattlerImage = function (battlerName) {
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Yanfly.BSW.Game_Actor_setBattlerImage.call(this, battlerName);
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this.battleStatusWindowRefresh();
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};
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Game_Actor.prototype.battleStatusWindowRefresh = function() {
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Game_Actor.prototype.battleStatusWindowRefresh = function () {
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if (!$gameParty.inBattle()) return;
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if (!$gameParty.battleMembers().contains(this)) return;
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BattleManager.refreshStatus();
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@ -321,32 +318,31 @@ Game_Actor.prototype.battleStatusWindowRefresh = function() {
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// Sprite_Actor
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//=============================================================================
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Yanfly.BSW.Sprite_Actor_createMainSprite =
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Sprite_Actor.prototype.createMainSprite;
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Sprite_Actor.prototype.createMainSprite = function() {
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Yanfly.BSW.Sprite_Actor_createMainSprite = Sprite_Actor.prototype.createMainSprite;
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Sprite_Actor.prototype.createMainSprite = function () {
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Yanfly.BSW.Sprite_Actor_createMainSprite.call(this);
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if ($gameSystem.isSideView()) return;
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if (Yanfly.Param.BSWShowSprite) {
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this._effectTarget = this._mainSprite || this;
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this._effectTarget = this._mainSprite || this;
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} else {
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this._effectTarget = this;
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this._effectTarget = this;
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}
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};
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Yanfly.BSW.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
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Sprite_Actor.prototype.setActorHome = function(index) {
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Sprite_Actor.prototype.setActorHome = function (index) {
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if (Yanfly.Param.BSWAlignAni && !$gameSystem.isSideView()) {
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this.setActorHomeFrontView(index);
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this.setActorHomeFrontView(index);
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} else {
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Yanfly.BSW.Sprite_Actor_setActorHome.call(this, index);
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Yanfly.BSW.Sprite_Actor_setActorHome.call(this, index);
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}
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};
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Sprite_Actor.prototype.setActorHomeFrontView = function(index) {
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Sprite_Actor.prototype.setActorHomeFrontView = function (index) {
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if (Imported.YEP_BattleEngineCore) {
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var statusHeight = Yanfly.Param.BECCommandRows;
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var statusHeight = Yanfly.Param.BECCommandRows;
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} else {
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var statusHeight = 4;
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var statusHeight = 4;
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}
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statusHeight *= Window_Base.prototype.lineHeight.call(this);
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statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
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@ -355,12 +351,12 @@ Sprite_Actor.prototype.setActorHomeFrontView = function(index) {
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screenW -= windowW;
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windowW /= 2;
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if (Yanfly.Param.BSWAdjustCol) {
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var size = $gameParty.battleMembers().length;
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var size = $gameParty.battleMembers().length;
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} else {
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var size = $gameParty.maxBattleMembers();
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var size = $gameParty.maxBattleMembers();
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}
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var homeX = screenW / size * index + windowW + screenW / (size * 2);
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var homeX = (screenW / size) * index + windowW + screenW / (size * 2);
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homeX += Yanfly.Param.BSWXOffset;
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var homeY = Graphics.boxHeight - statusHeight;
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homeY += Yanfly.Param.BSWYOffset;
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@ -369,7 +365,7 @@ Sprite_Actor.prototype.setActorHomeFrontView = function(index) {
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};
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Yanfly.BSW.Sprite_Actor_update = Sprite_Actor.prototype.update;
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Sprite_Actor.prototype.update = function() {
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Sprite_Actor.prototype.update = function () {
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Yanfly.BSW.Sprite_Actor_update.call(this);
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if (!this._actor) return;
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if ($gameSystem.isSideView()) return;
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@ -377,7 +373,7 @@ Sprite_Actor.prototype.update = function() {
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this.hideAllSideviewSprites();
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};
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Sprite_Actor.prototype.hideAllSideviewSprites = function() {
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Sprite_Actor.prototype.hideAllSideviewSprites = function () {
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this._mainSprite.visible = false;
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this._shadowSprite.visible = false;
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this._weaponSprite.visible = false;
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@ -388,10 +384,10 @@ Sprite_Actor.prototype.hideAllSideviewSprites = function() {
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// Window_Base
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//=============================================================================
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Window_Base.prototype.drawActorActionIcon = function(actor, wx, wy) {
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Window_Base.prototype.drawActorActionIcon = function (actor, wx, wy) {
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var icon = Yanfly.Icon.NoAction;
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if (actor.currentAction() && actor.currentAction().item()) {
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icon = actor.currentAction().item().iconIndex || Yanfly.Icon.NoAction;
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icon = actor.currentAction().item().iconIndex || Yanfly.Icon.NoAction;
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}
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this.drawIcon(icon, wx + 2, wy + 2);
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};
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@ -400,66 +396,66 @@ Window_Base.prototype.drawActorActionIcon = function(actor, wx, wy) {
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// Window_PartyCommand
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//=============================================================================
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Window_PartyCommand.prototype.processHandling = function() {
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Window_PartyCommand.prototype.processHandling = function () {
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if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) {
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if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) {
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return this.processPagedown();
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}
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if (this.isHandled("pagedown") && Input.isRepeated("pagedown")) {
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return this.processPagedown();
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}
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}
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Window_Selectable.prototype.processHandling.call(this);
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if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) {
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if (this.isHandled('right') && Input.isRepeated('right')) {
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this.processRight();
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}
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if (this.isHandled("right") && Input.isRepeated("right")) {
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this.processRight();
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}
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}
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};
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Window_PartyCommand.prototype.processRight = function() {
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Window_PartyCommand.prototype.processRight = function () {
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SoundManager.playCursor();
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this.updateInputData();
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this.deactivate();
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this.callHandler('right');
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this.callHandler("right");
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};
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//=============================================================================
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// Window_ActorCommand
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//=============================================================================
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Window_ActorCommand.prototype.processHandling = function() {
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Window_ActorCommand.prototype.processHandling = function () {
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if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) {
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if (this.isHandled('pageup') && Input.isRepeated('pageup')) {
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return this.processPageup();
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} else if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) {
|
|
|
|
|
return this.processPagedown();
|
|
|
|
|
}
|
|
|
|
|
if (this.isHandled("pageup") && Input.isRepeated("pageup")) {
|
|
|
|
|
return this.processPageup();
|
|
|
|
|
} else if (this.isHandled("pagedown") && Input.isRepeated("pagedown")) {
|
|
|
|
|
return this.processPagedown();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Window_Selectable.prototype.processHandling.call(this);
|
|
|
|
|
if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) {
|
|
|
|
|
if (this.isHandled('left') && Input.isRepeated('left')) {
|
|
|
|
|
this.processLeft();
|
|
|
|
|
} else if (this.isHandled('right') && Input.isRepeated('right')) {
|
|
|
|
|
this.processRight();
|
|
|
|
|
}
|
|
|
|
|
if (this.isHandled("left") && Input.isRepeated("left")) {
|
|
|
|
|
this.processLeft();
|
|
|
|
|
} else if (this.isHandled("right") && Input.isRepeated("right")) {
|
|
|
|
|
this.processRight();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.processLeft = function() {
|
|
|
|
|
Window_ActorCommand.prototype.processLeft = function () {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callHandler('left');
|
|
|
|
|
this.callHandler("left");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.processRight = function() {
|
|
|
|
|
Window_ActorCommand.prototype.processRight = function () {
|
|
|
|
|
if (SceneManager._scene.isAllowRightCommand()) {
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
}
|
|
|
|
|
this.updateInputData();
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.callHandler('right');
|
|
|
|
|
this.callHandler("right");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_ActorCommand.prototype.processCancel = function() {
|
|
|
|
|
Window_ActorCommand.prototype.processCancel = function () {
|
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
|
if (action) action.clear();
|
|
|
|
|
Window_Command.prototype.processCancel.call(this);
|
|
|
|
@ -468,14 +464,17 @@ Window_ActorCommand.prototype.processCancel = function() {
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleStatus
|
|
|
|
|
//=============================================================================
|
|
|
|
|
Window_BattleStatus.prototype.windowWidth = function () {
|
|
|
|
|
return Graphics.boxWidth;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.createContents = function() {
|
|
|
|
|
Window_BattleStatus.prototype.createContents = function () {
|
|
|
|
|
this.createFaceContents();
|
|
|
|
|
this._currentMax = Yanfly.Param.BSWCurrentMax;
|
|
|
|
|
Window_Selectable.prototype.createContents.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.createFaceContents = function() {
|
|
|
|
|
Window_BattleStatus.prototype.createFaceContents = function () {
|
|
|
|
|
this._faceContents = new Sprite();
|
|
|
|
|
var ww = this.contentsWidth();
|
|
|
|
|
var wy = this.contentsHeight();
|
|
|
|
@ -484,62 +483,62 @@ Window_BattleStatus.prototype.createFaceContents = function() {
|
|
|
|
|
this._faceContents.move(this.standardPadding(), this.standardPadding());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawAllItems = function() {
|
|
|
|
|
Window_BattleStatus.prototype.drawAllItems = function () {
|
|
|
|
|
Window_Selectable.prototype.drawAllItems.call(this);
|
|
|
|
|
this.drawAllFaces();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawAllFaces = function() {
|
|
|
|
|
Window_BattleStatus.prototype.drawAllFaces = function () {
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var member = $gameParty.battleMembers()[i];
|
|
|
|
|
var bitmap = ImageManager.loadFace(member.faceName());
|
|
|
|
|
if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5);
|
|
|
|
|
var member = $gameParty.battleMembers()[i];
|
|
|
|
|
var bitmap = ImageManager.loadFace(member.faceName());
|
|
|
|
|
if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5);
|
|
|
|
|
}
|
|
|
|
|
this._faceContents.bitmap.clear();
|
|
|
|
|
for (var i = 0; i < this.maxItems(); ++i) {
|
|
|
|
|
this.drawStatusFace(i);
|
|
|
|
|
this.drawStatusFace(i);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.maxRows = function() {
|
|
|
|
|
Window_BattleStatus.prototype.maxRows = function () {
|
|
|
|
|
var rows = 1;
|
|
|
|
|
return rows;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.maxCols = function() {
|
|
|
|
|
Window_BattleStatus.prototype.maxCols = function () {
|
|
|
|
|
if (Yanfly.Param.BSWAdjustCol) {
|
|
|
|
|
return this.maxItems();
|
|
|
|
|
return this.maxItems();
|
|
|
|
|
} else {
|
|
|
|
|
return $gameParty.maxBattleMembers();
|
|
|
|
|
return $gameParty.maxBattleMembers();
|
|
|
|
|
}
|
|
|
|
|
return cols;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.itemWidth = function() {
|
|
|
|
|
Window_BattleStatus.prototype.itemWidth = function () {
|
|
|
|
|
return this.contents.width / this.maxCols();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.spacing = function() {
|
|
|
|
|
Window_BattleStatus.prototype.spacing = function () {
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.itemHeight = function() {
|
|
|
|
|
Window_BattleStatus.prototype.itemHeight = function () {
|
|
|
|
|
return this.lineHeight() * this.numVisibleRows();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawItem = function(index) {
|
|
|
|
|
Window_BattleStatus.prototype.drawItem = function (index) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
this.drawBasicArea(this.basicAreaRect(index), actor);
|
|
|
|
|
this.drawGaugeArea(this.gaugeAreaRect(index), actor);
|
|
|
|
|
this.drawStateArea(this.basicAreaRect(index), actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
|
|
|
|
|
Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) {
|
|
|
|
|
if (Imported.YEP_X_BattleSysATB && Yanfly.Param.ATBGaugeStyle) {
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
var atb_rect = this.gaugeAreaRect(0);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x, atb_rect.y + atb_rect.height - this.lineHeight(), rect.width);
|
|
|
|
|
}
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
var atb_rect = this.gaugeAreaRect(0);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x, atb_rect.y + atb_rect.height - this.lineHeight(), rect.width);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var iw = Window_Base._iconWidth;
|
|
|
|
|
this.drawActorActionIcon(actor, rect.x, rect.y);
|
|
|
|
@ -548,51 +547,51 @@ Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
|
|
|
|
|
this.drawActorName(actor, rect.x + iw + 4, rect.y, rect.width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.basicAreaRect = function(index) {
|
|
|
|
|
Window_BattleStatus.prototype.basicAreaRect = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
rect.height = this.lineHeight() * 2;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeArea = function(rect, actor) {
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) {
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.BSWParamFontSize;
|
|
|
|
|
this._enableYBuffer = true;
|
|
|
|
|
var wy = rect.y + rect.height - this.lineHeight();
|
|
|
|
|
var wymod = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 6;
|
|
|
|
|
var wymod = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 6;
|
|
|
|
|
var wymod = Math.max(16, wymod);
|
|
|
|
|
this.drawActorHp(actor, rect.x, wy - wymod * 2, rect.width);
|
|
|
|
|
if (this.getGaugesDrawn(actor) <= 2) {
|
|
|
|
|
this.drawActorMp(actor, rect.x, wy, rect.width);
|
|
|
|
|
this.drawActorMp(actor, rect.x, wy, rect.width);
|
|
|
|
|
} else {
|
|
|
|
|
var ww = Math.floor(rect.width / 2);
|
|
|
|
|
var pad = rect.width - ww * 2;
|
|
|
|
|
this.drawActorMp(actor, rect.x, wy - wymod, ww);
|
|
|
|
|
this.drawActorTp(actor, rect.x + ww + pad, wy - wymod, ww);
|
|
|
|
|
var ww = Math.floor(rect.width / 2);
|
|
|
|
|
var pad = rect.width - ww * 2;
|
|
|
|
|
this.drawActorMp(actor, rect.x, wy - wymod, ww);
|
|
|
|
|
this.drawActorTp(actor, rect.x + ww + pad, wy - wymod, ww);
|
|
|
|
|
}
|
|
|
|
|
this._enableYBuffer = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawStateArea = function(rect, actor) {
|
|
|
|
|
var row = Yanfly.Param.BSWStateIconRow;
|
|
|
|
|
if (row === undefined) row = 1;
|
|
|
|
|
var wy = rect.y + (this.lineHeight() * row);
|
|
|
|
|
this.drawActorIcons(actor, rect.x + 2, wy, rect.width);
|
|
|
|
|
Window_BattleStatus.prototype.drawStateArea = function (rect, actor) {
|
|
|
|
|
var row = Yanfly.Param.BSWStateIconRow;
|
|
|
|
|
if (row === undefined) row = 1;
|
|
|
|
|
var wy = rect.y + this.lineHeight() * row;
|
|
|
|
|
this.drawActorIcons(actor, rect.x + 2, wy, rect.width);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.getGaugesDrawn = function(actor) {
|
|
|
|
|
Window_BattleStatus.prototype.getGaugesDrawn = function (actor) {
|
|
|
|
|
var value = 2;
|
|
|
|
|
if ($dataSystem.optDisplayTp) value += 1;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.gaugeAreaRect = function(index) {
|
|
|
|
|
Window_BattleStatus.prototype.gaugeAreaRect = function (index) {
|
|
|
|
|
var rect = this.itemRectForText(index);
|
|
|
|
|
rect.height = this.contents.height - this.lineHeight() * 3;
|
|
|
|
|
rect.y = this.contents.height - rect.height;
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawStatusFace = function(index) {
|
|
|
|
|
Window_BattleStatus.prototype.drawStatusFace = function (index) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
var ww = Math.min(rect.width - 8, Window_Base._faceWidth);
|
|
|
|
@ -602,7 +601,7 @@ Window_BattleStatus.prototype.drawStatusFace = function(index) {
|
|
|
|
|
this.drawActorFace(actor, wx, wy, ww, wh);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawFace = function(fn, fi, x, y, width, height) {
|
|
|
|
|
Window_BattleStatus.prototype.drawFace = function (fn, fi, x, y, width, height) {
|
|
|
|
|
width = width || Window_Base._faceWidth;
|
|
|
|
|
height = height || Window_Base._faceHeight;
|
|
|
|
|
var bitmap = ImageManager.loadFace(fn);
|
|
|
|
@ -612,138 +611,155 @@ Window_BattleStatus.prototype.drawFace = function(fn, fi, x, y, width, height) {
|
|
|
|
|
var sh = Math.min(height, ph);
|
|
|
|
|
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
|
|
|
|
|
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
|
|
|
|
|
var sx = fi % 4 * pw + (pw - sw) / 2;
|
|
|
|
|
var sx = (fi % 4) * pw + (pw - sw) / 2;
|
|
|
|
|
var sy = Math.floor(fi / 4) * ph + (ph - sh) / 2;
|
|
|
|
|
this._faceContents.bitmap.blt(bitmap, sx, sy, sw, sh, dx, dy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.updateTransform = function() {
|
|
|
|
|
Window_BattleStatus.prototype.updateTransform = function () {
|
|
|
|
|
Window_Selectable.prototype.updateTransform.call(this);
|
|
|
|
|
this.updateFaceContents();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.updateFaceContents = function() {
|
|
|
|
|
Window_BattleStatus.prototype.updateFaceContents = function () {
|
|
|
|
|
var w = this._width - this._padding * 2;
|
|
|
|
|
var h = this._height - this._padding * 2;
|
|
|
|
|
if (w > 0 && h > 0) {
|
|
|
|
|
this._faceContents.setFrame(this.origin.x, this.origin.y, w, h);
|
|
|
|
|
this._faceContents.visible = this.isOpen();
|
|
|
|
|
this._faceContents.setFrame(this.origin.x, this.origin.y, w, h);
|
|
|
|
|
this._faceContents.visible = this.isOpen();
|
|
|
|
|
} else {
|
|
|
|
|
this._faceContents.visible = false;
|
|
|
|
|
this._faceContents.visible = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawText = function(text, wx, wy, ww, align) {
|
|
|
|
|
Window_BattleStatus.prototype.drawText = function (text, wx, wy, ww, align) {
|
|
|
|
|
if (this._enableYBuffer) {
|
|
|
|
|
wy += Yanfly.Param.BSWParamYBuffer;
|
|
|
|
|
wx += 2;
|
|
|
|
|
ww -= 4;
|
|
|
|
|
wy += Yanfly.Param.BSWParamYBuffer;
|
|
|
|
|
wx += 2;
|
|
|
|
|
ww -= 4;
|
|
|
|
|
}
|
|
|
|
|
Window_Selectable.prototype.drawText.call(this, text, wx, wy, ww, align);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y,
|
|
|
|
|
width, color1, color2) {
|
|
|
|
|
Window_BattleStatus.prototype.drawCurrentAndMax = function (current, max, x, y, width, color1, color2) {
|
|
|
|
|
if (this._currentMax) {
|
|
|
|
|
Window_Selectable.prototype.drawCurrentAndMax.call(this, current, max,
|
|
|
|
|
x, y, width, color1, color2);
|
|
|
|
|
Window_Selectable.prototype.drawCurrentAndMax.call(this, current, max, x, y, width, color1, color2);
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(color1);
|
|
|
|
|
var value = Yanfly.Util.toGroup(current);
|
|
|
|
|
this.drawText(value, x, y, width, 'right');
|
|
|
|
|
this.changeTextColor(color1);
|
|
|
|
|
var value = Yanfly.Util.toGroup(current);
|
|
|
|
|
this.drawText(value, x, y, width, "right");
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawItemGaugeIcon = function(iconIndex, wx, wy) {
|
|
|
|
|
var bitmap = ImageManager.loadSystem('IconSet');
|
|
|
|
|
Window_BattleStatus.prototype.drawItemGaugeIcon = function (iconIndex, wx, wy) {
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var bitmap = ImageManager.loadSystem("IconSet");
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var pw = Window_Base._iconWidth;
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var ph = Window_Base._iconHeight;
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var sx = iconIndex % 16 * pw;
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var sx = (iconIndex % 16) * pw;
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var sy = Math.floor(iconIndex / 16) * ph;
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var iconWidth = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32;
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var iconHeight = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32;
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var iconWidth = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 32;
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var iconHeight = Imported.YEP_CoreEngine ? Yanfly.Param.GaugeHeight : 32;
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wy += Window_Base._iconHeight - iconHeight;
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this.contents.blt(bitmap, sx, sy, pw, ph, wx, wy, iconWidth, iconHeight);
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return iconWidth;
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};
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Window_BattleStatus.prototype._refreshCursor = function () {
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var pad = this._padding;
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var x = this._cursorRect.x + pad - this.origin.x;
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var y = this._cursorRect.y + pad - this.origin.y;
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var w = this._cursorRect.width;
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var h = this._cursorRect.height;
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var m = 4;
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var x2 = Math.max(x, pad);
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var y2 = Math.max(y, pad);
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var ox = x - x2;
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var oy = y - y2;
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var w2 = Math.min(w, this._width - pad - x2);
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var h2 = Math.min(h, this._height - pad - y2);
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var bitmap = new Bitmap(w2, h2);
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this._windowCursorSprite.bitmap = bitmap;
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this._windowCursorSprite.setFrame(0, 0, w2, h2);
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this._windowCursorSprite.move(x2, y2);
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bitmap.fillAll("rgba(250, 250, 240, 0.6)");
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};
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//=============================================================================
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// Scene_Battle
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//=============================================================================
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Yanfly.BSW.Scene_Battle_createPartyCommandWindow =
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Scene_Battle.prototype.createPartyCommandWindow;
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Scene_Battle.prototype.createPartyCommandWindow = function() {
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Yanfly.BSW.Scene_Battle_createPartyCommandWindow = Scene_Battle.prototype.createPartyCommandWindow;
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Scene_Battle.prototype.createPartyCommandWindow = function () {
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Yanfly.BSW.Scene_Battle_createPartyCommandWindow.call(this);
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var win = this._partyCommandWindow;
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if (Yanfly.Param.BSWLfRt) {
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win.setHandler('right', this.commandFight.bind(this));
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win.setHandler("right", this.commandFight.bind(this));
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}
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if (Yanfly.Param.BSWPageUpDn) {
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win.setHandler('pagedown', this.commandFight.bind(this));
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};
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win.setHandler("pagedown", this.commandFight.bind(this));
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}
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};
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Yanfly.BSW.Scene_Battle_createActorCommandWindow =
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Scene_Battle.prototype.createActorCommandWindow;
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Scene_Battle.prototype.createActorCommandWindow = function() {
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Yanfly.BSW.Scene_Battle_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
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Scene_Battle.prototype.createActorCommandWindow = function () {
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Yanfly.BSW.Scene_Battle_createActorCommandWindow.call(this);
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|
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var win = this._actorCommandWindow;
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if (Yanfly.Param.BSWLfRt) {
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win.setHandler('left', this.selectPreviousCommand.bind(this));
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win.setHandler('right', this.selectRightCommand.bind(this));
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win.setHandler("left", this.selectPreviousCommand.bind(this));
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|
|
win.setHandler("right", this.selectRightCommand.bind(this));
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|
|
}
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|
|
if (Yanfly.Param.BSWPageUpDn) {
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|
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win.setHandler('pageup', this.selectPreviousCommand.bind(this));
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|
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win.setHandler('pagedown', this.selectRightCommand.bind(this));
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|
|
};
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|
|
win.setHandler("pageup", this.selectPreviousCommand.bind(this));
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|
|
win.setHandler("pagedown", this.selectRightCommand.bind(this));
|
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|
|
}
|
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|
|
};
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|
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Scene_Battle.prototype.clearInputtingAction = function() {
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|
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Scene_Battle.prototype.clearInputtingAction = function () {
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|
|
var action = BattleManager.inputtingAction();
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|
|
if (action) action.clear();
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|
|
};
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|
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Yanfly.BSW.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
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|
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Scene_Battle.prototype.onActorCancel = function() {
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|
|
Scene_Battle.prototype.onActorCancel = function () {
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|
|
Yanfly.BSW.Scene_Battle_onActorCancel.call(this);
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|
|
this.clearInputtingAction();
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|
|
};
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|
|
Yanfly.BSW.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
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|
|
Scene_Battle.prototype.onEnemyCancel = function() {
|
|
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|
|
Scene_Battle.prototype.onEnemyCancel = function () {
|
|
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|
|
Yanfly.BSW.Scene_Battle_onEnemyCancel.call(this);
|
|
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|
|
this.clearInputtingAction();
|
|
|
|
|
};
|
|
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|
|
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|
|
Yanfly.BSW.Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
|
|
|
|
|
Scene_Battle.prototype.onSkillCancel = function() {
|
|
|
|
|
Scene_Battle.prototype.onSkillCancel = function () {
|
|
|
|
|
Yanfly.BSW.Scene_Battle_onSkillCancel.call(this);
|
|
|
|
|
this.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.BSW.Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
|
|
|
|
|
Scene_Battle.prototype.onItemCancel = function() {
|
|
|
|
|
Scene_Battle.prototype.onItemCancel = function () {
|
|
|
|
|
Yanfly.BSW.Scene_Battle_onItemCancel.call(this);
|
|
|
|
|
this.clearInputtingAction();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.selectRightCommand = function() {
|
|
|
|
|
Scene_Battle.prototype.selectRightCommand = function () {
|
|
|
|
|
if (!this.isAllowRightCommand()) {
|
|
|
|
|
return this._actorCommandWindow.activate();
|
|
|
|
|
return this._actorCommandWindow.activate();
|
|
|
|
|
}
|
|
|
|
|
if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) {
|
|
|
|
|
if (BattleManager.actor()) BattleManager.actor().onTurnStart();
|
|
|
|
|
if (BattleManager.actor()) BattleManager.actor().onTurnStart();
|
|
|
|
|
}
|
|
|
|
|
this.selectNextCommand();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.isAllowRightCommand = function() {
|
|
|
|
|
if (Yanfly.Param.BSWTurnSkip) return true;
|
|
|
|
|
if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
Scene_Battle.prototype.isAllowRightCommand = function () {
|
|
|
|
|
if (Yanfly.Param.BSWTurnSkip) return true;
|
|
|
|
|
if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
@ -753,10 +769,10 @@ Scene_Battle.prototype.isAllowRightCommand = function() {
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
|
Yanfly.Util.toGroup = function(inVal) {
|
|
|
|
|
Yanfly.Util.toGroup = function (inVal) {
|
|
|
|
|
return inVal;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|