//============================================================================= // Yanfly Engine Plugins - Battle Engine Core // YEP_BattleEngineCore.js //============================================================================= var Imported = Imported || {}; Imported.YEP_BattleEngineCore = true; var Yanfly = Yanfly || {}; Yanfly.BEC = Yanfly.BEC || {}; Yanfly.BEC.version = 1.5; //============================================================================= /*: * @plugindesc v1.50 Have more control over the flow of the battle system * with this plugin and alter various aspects to your liking. * @author Yanfly Engine Plugins * * @param ---General--- * @default * * @param Action Speed * @parent ---General--- * @desc This is the formula used for an action's base speed. * Default: agi + Math.randomInt(Math.floor(5 + agi / 4)) * @default agi * * @param Default System * @parent ---General--- * @type select * @option Default Turn Battle * @value dtb * @option Active Turn Battle (plugin required) * @value atb * @option Charge Turn Battle (plugin required) * @value ctb * @option Standard Turn Battle (plugin required) * @value stb * @desc This is the default battle system your game uses. * Default: dtb * @default dtb * * @param ---Escape--- * @default * * @param Escape Ratio * @parent ---Escape--- * @desc This is the formula used to determine escape success. * Default: 0.5 * $gameParty.agility() / $gameTroop.agility() * @default 0.5 * $gameParty.agility() / $gameTroop.agility() * * @param Fail Escape Boost * @parent ---Escape--- * @type number * @decimals 2 * @desc Each time the player fails escape, increase the success * rate by this much. Default: 0.10 * @default 0.10 * * @param ---Animation--- * @default * * @param Animation Base Delay * @parent ---Animation--- * @type number * @min 0 * @desc This sets the base delay in between animations. * Default: 8 * @default 0 * * @param Animation Next Delay * @parent ---Animation--- * @type number * @min 0 * @desc This sets the sequential delay in between animations. * Default: 12 * @default 0 * * @param Certain Hit Animation * @parent ---Animation--- * @type number * @min 0 * @desc Default animation to play for certain hit skills. * Use 0 if you wish for no animation. * @default 0 * * @param Physical Animation * @parent ---Animation--- * @type number * @min 0 * @desc Default animation to play for physical skills. * Use 0 if you wish for no animation. * @default 52 * * @param Magical Animation * @parent ---Animation--- * @type number * @min 0 * @desc Default animation to play for magical skills. * Use 0 if you wish for no animation. * @default 51 * * @param Enemy Attack Animation * @parent ---Animation--- * @type number * @min 0 * @desc This is the default attack animation played by enemies. * Default: 0 * @default 39 * * @param Reflect Animation * @parent ---Animation--- * @type number * @min 0 * @desc The animation used when magic attacks are reflected. * @default 42 * * @param Motion Waiting * @parent ---Animation--- * @type boolean * @on After * @off During * @desc Play animations after performing an action or during? * During - false After - true Default: false * @default false * * @param ---Frontview--- * @default * * @param Front Position X * @parent ---Frontview--- * @desc This formula determines the actor's home X position. * Default: 0 * @default Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index * * @param Front Position Y * @parent ---Frontview--- * @desc This formula determines the actor's home Y position. * Default: 0 * @default Graphics.boxHeight - 180 * * @param Front Actor Sprite * @parent ---Frontview--- * @type boolean * @on YES * @off NO * @desc Show the actor battle sprite in frontview? * NO - false YES - true Default - false * @default false * * @param Front Sprite Priority * @parent ---Frontview--- * @type select * @option Normal * @value 0 * @option Actors on Top * @value 1 * @option Enemies on Top * @value 2 * @desc Give actor sprites the priority of always being on top? * 0 - Normal 1 - Actors on Top 2 - Enemies on Top * @default 1 * * @param ---Sideview--- * @default * * @param Home Position X * @parent ---Sideview--- * @desc This formula determines the actor's home X position. * Default: 600 + index * 32 * @default screenWidth - 16 - (maxSize + 2) * 32 + index * 32 * * @param Home Position Y * @parent ---Sideview--- * @desc This formula determines the actor's home Y position. * Default: 280 + index * 48 * @default screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32 * * @param Side Sprite Priority * @parent ---Sideview--- * @type select * @option Normal * @value 0 * @option Actors on Top * @value 1 * @option Enemies on Top * @value 2 * @desc Give actor sprites the priority of always being on top? * 0 - Normal 1 - Actors on Top 2 - Enemies on Top * @default 1 * * @param ---Sprites--- * @default * * @param Default X Anchor * @parent ---Sprites--- * @type number * @decimals 2 * @desc Default value used for your sprites's X Anchor. * Default: 0.50 * @default 0.50 * * @param Default Y Anchor * @parent ---Sprites--- * @type number * @decimals 2 * @desc Default value used for your sprites's Y Anchor. * Default: 1.00 * @default 1.00 * * @param Step Distance * @parent ---Sprites--- * @type number * @desc This is the distance a unit steps forward for actions. * Default: 48 * @default 48 * * @param Flinch Distance * @parent ---Sprites--- * @type number * @desc In sideview, when a unit takes damage or dodges, it will * flinch a certain distance in pixels. * @default 12 * * @param Show Shadows * @parent ---Sprites--- * @type boolean * @on Show Shadows * @off Hide Shadows * @desc Do you wish to have shadows appear under actors? * NO - false YES - true * @default true * * @param ---Damage Popups--- * @default * * @param Popup Duration * @parent ---Damage Popups--- * @type number * @min 1 * @desc Adjusts how many frames a popup will stay visible for. * Default: 90 * @default 128 * * @param Newest Popup Bottom * @parent ---Damage Popups--- * @type boolean * @on Newest at bottom * @off Newest at top * @desc Places the newest popup at the bottom of a group. * NO - false YES - true * @default true * * @param Popup Overlap Rate * @parent ---Damage Popups--- * @type number * @decimals 1 * @desc When multiple damage popups appear, they cover each other. * Use this to change the buffer rate amount for each sprite. * @default 0.9 * * @param Critical Popup * @parent ---Damage Popups--- * @desc Adjusts the popup's flashing color for critical hits. * Default: 255, 0, 0, 160 * @default 255, 0, 0, 160 * * @param Critical Duration * @parent ---Damage Popups--- * @type number * @min 1 * @desc How many frames the flashing will remain for a critical. * Default: 60 * @default 60 * * @param ---Tick-Settings--- * @default * * @param Timed States * @parent ---Tick-Settings--- * @type boolean * @on Time-Based States * @off Turn-Based States * @desc If the battle system is Tick-based, use time instead of * turns for states? NO - false YES - true * @default false * * @param Timed Buffs * @parent ---Tick-Settings--- * @type boolean * @on Time-Based Buffs * @off Turn-Based Buffs * @desc If the battle system is Tick-based, use time instead of * turns for buffs? NO - false YES - true * @default false * * @param Turn Time * @parent ---Tick-Settings--- * @type number * @min 1 * @desc How many ticks must past to equal 1 turn? * @default 100 * * @param AI Self Turns * @parent ---Tick-Settings--- * @type boolean * @on YES * @off NO * @desc Set AI to be based on their own individual turns? * NO - false YES - true * @default true * * @param ---Window Settings--- * @default * * @param Lower Windows * @parent ---Window Settings--- * @type boolean * @on Bottom Layout * @off Default Layout * @desc Places the skill and item windows at the screen's bottom. * OFF - false ON - true * @default true * * @param Window Rows * @parent ---Window Settings--- * @number * @min 1 * @desc For lower windows, how many rows of items do you wish for * the windows to display? * @default 4 * * @param Command Window Rows * @parent ---Window Settings--- * @type number * @min 1 * @desc Sets the number of rows for each command window to display. * Default: 4 * @default 4 * * @param Command Alignment * @parent ---Window Settings--- * @type combo * @option left * @option center * @option right * @desc Sets the text alignment for the Party/Actor Commands. * Default: left * @default center * * @param Start Actor Command * @parent ---Window Settings--- * @type boolean * @on Actor Command Window * @off Party Command Window * @desc Starts turn with the Actor Command Window instead of Party. * OFF - false ON - true * @default true * * @param Current Max * @parent ---Window Settings--- * @type boolean * @on Current / Max * @off Just Current * @desc Display the entire current / max value of HP/MP? * NO - false YES - true Default: true * @default false * * @param ---Selection Help--- * @default * * @param Mouse Over * @parent ---Selection Help--- * @type boolean * @on YES * @off NO * @desc Allows you to mouse over the enemies to auto-select them. * OFF - false ON - true * @default true * * @param Select Help Window * @parent ---Selection Help--- * @type boolean * @on YES * @off NO * @desc When selecting actors and enemies, show the help window? * NO - false YES - true * @default true * * @param User Help Text * @parent ---Selection Help--- * @desc The singular form of 'User' used in a help window. * @default User * * @param Ally Help Text * @parent ---Selection Help--- * @desc The singular form of 'Ally' used in a help window. * @default Ally * * @param Allies Help Text * @parent ---Selection Help--- * @desc The plural form of 'Allies' used in a help window. * @default Allies * * @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. * 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. * Default: 28 * @default 20 * * @param Enemy Auto Select * @parent ---Enemy Select--- * @desc Changes what enemy is automatically selected at first. * LEFT - 0 RIGHT - this.furthestRight() * @default this.furthestRight() * * @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. * *
* 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: * * * This will change the text displayed to 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: * * * 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: * * 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: * * 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: * * 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 * ============================================================================ * * 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, * you can 'anchor' them a different way. * * Actor, Class, Weapon, Armor, State Notetags: * * * This sets the anchor location for the actor's sideview battler at y.z. * By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want * the X anchor to be a bit more to the left, make it less than 0.5. Make it * more than 0.5 to make the X anchor more towards the right. To raise the * Y anchor, set the number value to less than 1.0. Keep adjusting until you * find that perfect anchor setting. * * If an anchor has multiple traits that yield different anchors, it will be * used in a priority list akin to this order: * * States * Weapons * Armors * Class * Actor * Default * * The higher it is on the priority list, the higher its priority. * * ============================================================================ * Enemy Attack Animation * ============================================================================ * * To give your enemies unique attack animations, you can use this notetag: * * Enemy Notetag: * * Replace x with the ID of the battle animation you wish to set as the * enemy's default attack animation. * * ============================================================================ * Automatic State Removal Conditions * ============================================================================ * * By default, RPG Maker MV's battle system has automatic state removal under * three different conditions: none, action end, turn end. * * None and Turn End are working as intended. However, Action End, however, had * the states removed at the start of the battler's action rather than the end. * This is changed and updated to occur only at the end of a battler's action. * * Two more automatic conditions are now added: Action Start and Turn Start. * These can be added and implemented using the following notetags: * * State Notetags: * * * This will cause this state to update its turns remaining at the start of * an action. x is the number of turns it will last. If you use x to y, upon * applying the state, the state will be removed a random number of turns * from x to y. * * * * This will cause the state to update its turns remaining at the start of a * battle turn. x is the number of turns it will last. If you use x to y, * upon applying the state, the state will be removed a random number of * 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. * - and notetags for actors are now extended * to actors, classes, weapons, armors, and states. * - Added and 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 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 , , , and * 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 and 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. * - Set up frame work for future plugins: * - Added 'Escape Ratio' and 'Fail Escape Boost' to parameters to allow users * to set the escape ratio they want. * - Added 'Front Sprite Priority' and 'Side Sprite Priority' to parameters to * dictate if actor sprites are always on top. * - Added 'Tick-Settings' category for tick-based battle systems. * * Version 1.06: * - Fixed a bug that causes dead actors at the start of battle to not spawn. * - Fixed a bug where the help window on an empty slot would show the * previous skill's message. * * Version 1.05: * - Added new target typing: Character X, which allows you to select * specifically the actor with an actor ID of X if he/she/it is in the party. * - Fixed a bug that prevented Miss and Evade popups from showing. * * Version 1.04: * - Fixed a bug where popups didn't show under certain animation types. * - Fixed certain battler motions from not refreshing correctly. * - Actions with no scope will not trigger the confirmation selection window. * * Version 1.03: * - Added 'Wait for Effect' action sequence. * - Actions now wait for effects (such as collapsing) to be done before * continuing on with battle or to end battle. * * Version 1.02: * - Fixed a bug where the help window would retain descriptions on no skills. * - Synched up weapons with actor sprites so they would occur simultaneously. * - Fixed an issue where requesting certain motions from enemies that don't * exist would cause them to crash. * * Version 1.01: * - Skills and items that affect both HP and MP will now show popups for both. * * Version 1.00: * - Finished plugin! */ //============================================================================= //============================================================================= // Parameter Variables //============================================================================= Yanfly.Parameters = PluginManager.parameters("YEP_BattleEngineCore"); Yanfly.Param = Yanfly.Param || {}; Yanfly.Param.BECSystem = String(Yanfly.Parameters["Default System"]); Yanfly.Param.BECEscRatio = String(Yanfly.Parameters["Escape Ratio"]); Yanfly.Param.BECEscFail = String(Yanfly.Parameters["Fail Escape Boost"]); Yanfly.Param.CastCertHit = Number(Yanfly.Parameters["Certain Hit Animation"]); Yanfly.Param.CastPhysical = Number(Yanfly.Parameters["Physical Animation"]); Yanfly.Param.CastMagical = Number(Yanfly.Parameters["Magical Animation"]); Yanfly.Param.EnemyAtkAni = Number(Yanfly.Parameters["Enemy Attack Animation"]); Yanfly.Param.BECOptSpeed = String(Yanfly.Parameters["Optimize Speed"]); Yanfly.Param.BECOptSpeed = eval(Yanfly.Param.BECOptSpeed); Yanfly.Param.BECEmergeText = String(Yanfly.Parameters["Show Emerge Text"]); Yanfly.Param.BECEmergeText = eval(Yanfly.Param.BECEmergeText); Yanfly.Param.BECPreEmpText = String(Yanfly.Parameters["Show Pre-Emptive Text"]); Yanfly.Param.BECPreEmpText = eval(Yanfly.Param.BECPreEmpText); Yanfly.Param.BECSurpText = String(Yanfly.Parameters["Show Surprise Text"]); Yanfly.Param.BECSurpText = eval(Yanfly.Param.BECSurpText); Yanfly.Param.BECPopupOverlap = String(Yanfly.Parameters["Popup Overlap Rate"]); Yanfly.Param.BECPopupOverlap = eval(Yanfly.Param.BECPopupOverlap); Yanfly.Param.BECNewPopBottom = String(Yanfly.Parameters["Newest Popup Bottom"]); Yanfly.Param.BECNewPopBottom = eval(Yanfly.Param.BECNewPopBottom); Yanfly.Param.BECStartActCmd = String(Yanfly.Parameters["Start Actor Command"]); Yanfly.Param.BECStartActCmd = eval(Yanfly.Param.BECStartActCmd); Yanfly.Param.BECCurMax = eval(String(Yanfly.Parameters["Current Max"])); Yanfly.Param.BECSelectHelp = String(Yanfly.Parameters["Select Help Window"]); Yanfly.Param.BECSelectHelp = eval(Yanfly.Param.BECSelectHelp); Yanfly.Param.BECHelpUserTx = String(Yanfly.Parameters["User Help Text"]); Yanfly.Param.BECHelpAllyTx = String(Yanfly.Parameters["Ally Help Text"]); Yanfly.Param.BECHelpAlliesTx = String(Yanfly.Parameters["Allies Help Text"]); Yanfly.Param.BECHelpEnemyTx = String(Yanfly.Parameters["Enemy Help Text"]); Yanfly.Param.BECHelpEnemiesTx = String(Yanfly.Parameters["Enemies Help Text"]); Yanfly.Param.BECHelpAllTx = String(Yanfly.Parameters["All Help Text"]); Yanfly.Param.BECHelpRandTx = String(Yanfly.Parameters["Random Help Text"]); Yanfly.Param.BECFrontPosX = String(Yanfly.Parameters["Front Position X"]); Yanfly.Param.BECFrontPosY = String(Yanfly.Parameters["Front Position Y"]); Yanfly.Param.BECFrontSprite = String(Yanfly.Parameters["Front Actor Sprite"]); Yanfly.Param.BECFrontSprite = eval(Yanfly.Param.BECFrontSprite); Yanfly.Param.BECFrSpPrio = String(Yanfly.Parameters["Front Sprite Priority"]); Yanfly.Param.BECHomePosX = String(Yanfly.Parameters["Home Position X"]); Yanfly.Param.BECHomePosY = String(Yanfly.Parameters["Home Position Y"]); Yanfly.Param.BECSideSpPrio = String(Yanfly.Parameters["Side Sprite Priority"]); Yanfly.Param.BECSideSpPrio = eval(Yanfly.Param.BECSideSpPrio); Yanfly.Param.BECAnchorX = Number(Yanfly.Parameters["Default X Anchor"]); Yanfly.Param.BECAnchorY = Number(Yanfly.Parameters["Default Y Anchor"]); Yanfly.Param.BECStepDist = Number(Yanfly.Parameters["Step Distance"]); Yanfly.Param.BECFlinchDist = Number(Yanfly.Parameters["Flinch Distance"]); Yanfly.Param.BECShowShadows = String(Yanfly.Parameters["Show Shadows"]); Yanfly.Param.BECShowShadows = eval(Yanfly.Param.BECShowShadows); Yanfly.Param.BECPopupDur = Number(Yanfly.Parameters["Popup Duration"]); Yanfly.Param.BECCritPopup = String(Yanfly.Parameters["Critical Popup"]); Yanfly.Param.BECCritDur = Number(Yanfly.Parameters["Critical Duration"]); Yanfly.Param.BECActionSpeed = String(Yanfly.Parameters["Action Speed"]); Yanfly.Param.BECReflectAni = Number(Yanfly.Parameters["Reflect Animation"]); Yanfly.Param.BECMotionWait = String(Yanfly.Parameters["Motion Waiting"]); Yanfly.Param.BECMotionWait = eval(Yanfly.Param.BECMotionWait); Yanfly.Param.BECTimeStates = String(Yanfly.Parameters["Timed States"]); Yanfly.Param.BECTimeStates = eval(Yanfly.Param.BECTimeStates); Yanfly.Param.BECTimeBuffs = String(Yanfly.Parameters["Timed Buffs"]); Yanfly.Param.BECTimeBuffs = eval(Yanfly.Param.BECTimeBuffs); Yanfly.Param.BECTurnTime = Number(Yanfly.Parameters["Turn Time"]); Yanfly.Param.BECAISelfTurn = eval(String(Yanfly.Parameters["AI Self Turns"])); Yanfly.Param.BECLowerWindows = String(Yanfly.Parameters["Lower Windows"]); Yanfly.Param.BECLowerWindows = eval(Yanfly.Param.BECLowerWindows); Yanfly.Param.BECSelectMouseOver = eval(String(Yanfly.Parameters["Mouse Over"])); Yanfly.Param.BECEnemySelect = String(Yanfly.Parameters["Visual Enemy Select"]); Yanfly.Param.BECEnemySelect = eval(Yanfly.Param.BECEnemySelect); Yanfly.Param.BECActorSelect = String(Yanfly.Parameters["Visual Actor Select"]); Yanfly.Param.BECActorSelect = eval(Yanfly.Param.BECActorSelect); Yanfly.Param.BECWindowRows = Number(Yanfly.Parameters["Window Rows"]); Yanfly.Param.BECEnemyFontSize = Number(Yanfly.Parameters["Enemy Font Size"]); Yanfly.Param.BECShowEnemyName = String(Yanfly.Parameters["Show Enemy Name"]); Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName); Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters["Show Select Box"]); Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox); Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters["Enemy Auto Select"]); Yanfly.Param.BECEnemyAutoSel = Yanfly.Param.BECEnemyAutoSel; Yanfly.Param.BECCommandAlign = String(Yanfly.Parameters["Command Alignment"]); Yanfly.Param.BECCommandRows = Number(Yanfly.Parameters["Command Window Rows"]); Yanfly.Param.BECAniBaseDel = Number(Yanfly.Parameters["Animation Base Delay"]); Yanfly.Param.BECAniNextDel = Number(Yanfly.Parameters["Animation Next Delay"]); Yanfly.Param.BECFullActText = String(Yanfly.Parameters["Show Action Text"]); Yanfly.Param.BECFullActText = eval(Yanfly.Param.BECFullActText); Yanfly.Param.BECShowCntText = String(Yanfly.Parameters["Show Counter Text"]); Yanfly.Param.BECShowCntText = eval(Yanfly.Param.BECShowCntText); Yanfly.Param.BECShowRflText = String(Yanfly.Parameters["Show Reflect Text"]); Yanfly.Param.BECShowRflText = eval(Yanfly.Param.BECShowRflText); Yanfly.Param.BECShowSubText = String(Yanfly.Parameters["Show Substitute Text"]); Yanfly.Param.BECShowSubText = eval(Yanfly.Param.BECShowSubText); Yanfly.Param.BECShowFailText = String(Yanfly.Parameters["Show Fail Text"]); Yanfly.Param.BECShowFailText = eval(Yanfly.Param.BECShowFailText); Yanfly.Param.BECShowCritText = String(Yanfly.Parameters["Show Critical Text"]); Yanfly.Param.BECShowCritText = eval(Yanfly.Param.BECShowCritText); Yanfly.Param.BECShowMissText = String(Yanfly.Parameters["Show Miss Text"]); Yanfly.Param.BECShowMissText = eval(Yanfly.Param.BECShowMissText); Yanfly.Param.BECShowEvaText = String(Yanfly.Parameters["Show Evasion Text"]); Yanfly.Param.BECShowEvaText = eval(Yanfly.Param.BECShowEvaText); Yanfly.Param.BECShowHpText = String(Yanfly.Parameters["Show HP Text"]); Yanfly.Param.BECShowHpText = eval(Yanfly.Param.BECShowHpText); Yanfly.Param.BECShowMpText = String(Yanfly.Parameters["Show MP Text"]); Yanfly.Param.BECShowMpText = eval(Yanfly.Param.BECShowMpText); Yanfly.Param.BECShowTpText = String(Yanfly.Parameters["Show TP Text"]); Yanfly.Param.BECShowTpText = eval(Yanfly.Param.BECShowTpText); Yanfly.Param.BECShowStateText = String(Yanfly.Parameters["Show State Text"]); Yanfly.Param.BECShowStateText = eval(Yanfly.Param.BECShowStateText); Yanfly.Param.BECShowBuffText = String(Yanfly.Parameters["Show Buff Text"]); Yanfly.Param.BECShowBuffText = eval(Yanfly.Param.BECShowBuffText); //============================================================================= // DataManager //============================================================================= Yanfly.BEC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; DataManager.isDatabaseLoaded = function () { if (!Yanfly.BEC.DataManager_isDatabaseLoaded.call(this)) return false; if (!Yanfly._loaded_YEP_BattleEngineCore) { this.processMELODYNotetags($dataSkills); this.processMELODYNotetags($dataItems); this.processBECNotetags1($dataSkills); this.processBECNotetags2($dataSkills); this.processBECNotetags2($dataItems); this.processBECNotetags3($dataEnemies); this.processBECNotetags4($dataActors); this.processBECNotetags4($dataClasses); this.processBECNotetags4($dataWeapons); this.processBECNotetags4($dataArmors); this.processBECNotetags4($dataEnemies); this.processBECNotetags4($dataStates); this.processBECNotetags5($dataActors, true); this.processBECNotetags5($dataClasses, false); this.processBECNotetags5($dataWeapons, false); this.processBECNotetags5($dataArmors, false); this.processBECNotetags5($dataStates, false); this.processBECNotetags6($dataStates); Yanfly._loaded_YEP_BattleEngineCore = true; } return true; }; DataManager.processMELODYNotetags = function (group) { for (var n = 1; n < group.length; n++) { var obj = group[n]; if (obj.actionsMade) continue; obj.actionsMade = true; var notedata = obj.note.split(/[\r\n]+/); var actionType = 0; this.setDefaultActions(obj); for (var i = 0; i < notedata.length; i++) { var line = notedata[i]; if (line.match(/<(?:SETUP ACTION|setup)>/i)) { actionType = 1; obj.setupActions = []; } else if (line.match(/<\/(?:SETUP ACTION|setup)>/i)) { var actionType = 0; } else if (line.match(/<(?:WHOLE ACTION|whole)>/i)) { actionType = 2; obj.wholeActions = []; } else if (line.match(/<\/(?:WHOLE ACTION|whole)>/i)) { var actionType = 0; } else if (line.match(/<(?:TARGET ACTION|target)>/i)) { actionType = 3; obj.targetActions = []; } else if (line.match(/<\/(?:TARGET ACTION|target)>/i)) { var actionType = 0; } else if (line.match(/<(?:FOLLOW ACTION|follow)>/i)) { actionType = 4; obj.followActions = []; } else if (line.match(/<\/(?:FOLLOW ACTION|follow)>/i)) { var actionType = 0; } else if (line.match(/<(?:FINISH ACTION|finish)>/i)) { actionType = 5; obj.finishActions = []; } else if (line.match(/<\/(?:FINISH ACTION|finish)>/i)) { var actionType = 0; } else { this.convertSequenceLine(obj, line, actionType); } } } }; Yanfly.BEC.DefaultActionSetup = [ ["CLEAR BATTLE LOG"], ["DISPLAY ACTION"], ["IMMORTAL", ["TARGETS", "TRUE"]], ["PERFORM START"], ["WAIT FOR MOVEMENT"], ["CAST ANIMATION"], ["WAIT FOR ANIMATION"], ]; Yanfly.BEC.DefaultActionWhole = [["PERFORM ACTION"]]; Yanfly.BEC.DefaultActionTarget = [["PERFORM ACTION"]]; if (Yanfly.Param.BECMotionWait) { Yanfly.BEC.DefaultActionWhole.push(["MOTION WAIT", ["USER"]]); Yanfly.BEC.DefaultActionTarget.push(["MOTION WAIT", ["USER"]]); } else { Yanfly.BEC.DefaultActionWhole.push(["WAIT", [10]]); Yanfly.BEC.DefaultActionTarget.push(["WAIT", [10]]); } Yanfly.BEC.DefaultActionWhole.push(["ACTION ANIMATION"]); Yanfly.BEC.DefaultActionWhole.push(["WAIT FOR ANIMATION"]); Yanfly.BEC.DefaultActionTarget.push(["ACTION ANIMATION"]); Yanfly.BEC.DefaultActionTarget.push(["WAIT FOR ANIMATION"]); Yanfly.BEC.DefaultActionFollow = []; Yanfly.BEC.DefaultActionFinish = [ ["IMMORTAL", ["TARGETS", "FALSE"]], ["WAIT FOR NEW LINE"], ["CLEAR BATTLE LOG"], ["PERFORM FINISH"], ["WAIT FOR MOVEMENT"], ["WAIT FOR EFFECT"], ["ACTION COMMON EVENT"], ]; DataManager.setDefaultActions = function (obj) { obj.setupActions = Yanfly.BEC.DefaultActionSetup.slice(); if (this.isWholeAction(obj)) { obj.wholeActions = Yanfly.BEC.DefaultActionWhole.slice(); this.addActionEffects(obj, obj.wholeActions); obj.targetActions = []; } else { obj.wholeActions = []; obj.targetActions = Yanfly.BEC.DefaultActionTarget.slice(); this.addActionEffects(obj, obj.targetActions); } obj.followActions = Yanfly.BEC.DefaultActionFollow.slice(); obj.finishActions = Yanfly.BEC.DefaultActionFinish.slice(); }; DataManager.isWholeAction = function (obj) { if (obj.animationId > 0 && $dataAnimations[obj.animationId]) { var animation = $dataAnimations[obj.animationId]; if (animation.position === 3) return true; if (animation.position !== 3 && [2, 8, 10].contains(obj.scope)) return true; } return false; }; DataManager.addActionEffects = function (obj, array) { for (;;) { array[array.length] = ["ACTION EFFECT"]; array[array.length] = ["DEATH BREAK"]; obj.repeats -= 1; if (obj.repeats <= 0) break; array[array.length] = ["WAIT", [8]]; } obj.repeats = 1; }; 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", "" + text); if (item.message2) { this.push("addText", "
" + 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("
")) { this.drawCenterLine(index); } else if (this._lines[index].match("")) { 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("
", ""); 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("", ""); 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 //=============================================================================