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ycrpg/js/plugins/FTKR_ExBattleEvent.js

1035 lines
33 KiB
JavaScript

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