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/*:
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* @plugindesc v1.05 LiuYue_EventCorona 事件光环
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* @author 流逝的岁月
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*
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* @help
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* ============================================================================
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* 介绍
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* ============================================================================ *
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*
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* 为地图中的事件提供光环,使角色靠近时触发效果
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*
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*
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*
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*
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*
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*-------------------------------------------------------------------
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*
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*使用条例:本插件完全免费,随意魔改
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*
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*-------------------------------------------------------------------
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*
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*
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*
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*
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*
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*
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*---------------------------------------------------------------------------
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*以下是可以使用的插件指令
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*-----------------------PluginCommand-------------------------
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*
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*
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*
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* ZzyECF IsShowCorona x(true/false) //这会修改是否显示光环范围
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* ZzyECF CoronaMode x(circle/rect) //这会修改显示的光环模式
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* ZzyECF CoronaRange x //这会修改显示的光环的半径范围,x为正整数,对应1范围为地图中的一格距离
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* ZzyECF EffectFrame x //这会修改光环的执行时间间隔,x为帧数
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* ZzyECF EffectCommand x //这会修改调用公共事件的ID值
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* ZzyECF RangePic x //这会修改显示光环范围的位图
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* ZzyECF OffsetX x //这会修改显示光环的位置偏移X,x可以是一个正负整数
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* ZzyECF OffsetY x //这会修改显示光环的位置偏移Y,x可以是一个正负整数
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* ZzyECF BlendMode x(normal/add/multiply/screen) //这会修改图像的叠加模式 ,normal正常 add相加 multiply相乘 screen屏幕
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* ZzyECF ValueBlend x(normal/add/multiply/screen) //这会修改数值的叠加模式 ,normal正常 add相加 multiply相乘 screen屏幕
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* ZzyECF DefaultColor x //这会修改图像默认颜色
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* ZzyECF PictureHue x //这会修改图像默认色相
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* ZzyECF InCommand x //这会修改进入时的公共事件
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* ZzyECF OutCommand x //这会修改离开时的公共事件
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*
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* ZzyECF IsShowValue x(true/false) //这会设置是否显示增减数值
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* ZzyECF ValueSize x //这会设置显示增减数值的尺寸
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*
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*
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*
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*---------------------------------------------------------------------------
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*以下是可以使用的脚本函数
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*-----------------------Script Function-------------------------
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*
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*
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*
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* Zzy.ECF.IsShowCorona(enable) //这会修改是否显示光环范围
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* Zzy.ECF.CoronaMode(str) //这会修改显示的光环模式
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* Zzy.ECF.CoronaRange(range) //这会修改显示的光环的半径范围,x为正整数,对应1范围为地图中的一格距离
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* Zzy.ECF.EffectFrame(frame) //这会修改光环的执行时间间隔,x为帧数
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* Zzy.ECF.EffectCommand(commonId) //这会修改调用公共事件的ID值
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* Zzy.ECF.InCommand(commonId) //这会修改进入时的公共事件
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* Zzy.ECF.OutCommand(commonId) //这会修改离开时的公共事件
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* Zzy.ECF.RangePic(picStr) //这会修改显示光环范围的位图
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* Zzy.ECF.OffsetX(offsetX) //这会修改显示光环的位置偏移X,x可以是一个正负整数
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* Zzy.ECF.OffsetY(offsetY) //这会修改显示光环的位置偏移Y,x可以是一个正负整数
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* Zzy.ECF.BlendMode(modeStr) //这会修改图像的叠加模式 ,normal正常 add相加 multiply相乘 screen屏幕
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* Zzy.ECF.ValueBlend(modeStr) //这会修改图像的叠加模式 ,normal正常 add相加 multiply相乘 screen屏幕
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* Zzy.ECF.DefaultColor(color) //这会修改图像默认颜色
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* Zzy.ECF.PictureHue(hue) //这会修改图像默认色相
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* Zzy.ECF.IsShowValue(enable) //这会设置是否显示增减数值
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* Zzy.ECF.ValueSize(size) //这会设置显示增减数值的尺寸
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*
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* Zzy.ECF.ShowValue(value,color,pIndex,evId) //这会在地图中指定玩家角色显示文本信息,以下是对于参数的介绍
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* -value:需要显示的文本,这可以是一个数值,可以是一段字符串
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* -color:显示文本的颜色,可使用#000000~#ffffff rgba(0~255,0~255,0~5255,0~1) 这两种颜色码格式
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* -pIndex:当前角色位于对于下标的数值,注意从0开始计数 例如领头者那么下标值是0 如有三位跟随者下标则分别是1,2,3
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* -evId:将采用本地图事件ID的注释指令配置显示文本,如不填写则使用插件参数中的配置
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*
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*
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* 例:Zzy.ECF.ShowValue(50,'#ffff22',0) 领头者会显示数字50,淡黄色的文本
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*
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*
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*
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*
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* *以下是一些数据库中使用到的便签,请将他们写在 数据库->角色/职业->注释 之中
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*---------------------DataBase Note--------------------
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*
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* <ZzyECF NOCorona> //这会使这个角色或是职业之下不会受到任何增益光环的效果
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*
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*
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*
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*
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*
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*以下是一些地图中事件用到的便签信息,请将他们写在 地图->事件->事件指令->注释 之中
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*---------------------Note Case--------------------
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*
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*
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* <ZzyECF Corona> //将事件识别为光环事件,将会监视玩家是否进入光环之中,执行光环效果,此标签必须添加才会被视为光环
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*
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* <ZzyECF Show: x(true/false)> //将会设置是否显示光环范围,此设置优先级大于参数中的设置
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* <ZzyECF Mode: x(circle/rect)> //将会设置光环范围的显示模式,此设置优先级大于参数中的设置
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* <ZzyECF Range: x> //将会设置光环半径,此设置优先级大于参数中的设置
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* <ZzyECF Frame: x> //将会设置执行效果的间隔期,此设置优先级大于参数中的设置
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* <ZzyECF Command: x> //将会设置持续光环期间调用公共事件,此设置优先级大于参数中的设置
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* <ZzyECF InCommand: x> //将会设置进入光环时调用公共事件,此设置优先级大于参数中的设置
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* <ZzyECF OutCommand: x> //将会设置离开光环时调用公共事件,此设置优先级大于参数中的设置
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* <ZzyECF RangePic: x> //将会设置修改显示光环的位图,此设置优先级大于参数中的设置
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* <ZzyECF OffsetX: x> //将会设置位图的x偏移
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* <ZzyECF OffsetY: x> //将会设置位图的y偏移
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* <ZzyECF BlendMode: x(normal/add/multiply/screen)> //将会修改图像的叠加模式,此设置优先级大于参数中的设置
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* <ZzyECF ValueBlend: x(normal/add/multiply/screen)> //将会修改数值图像的叠加模式,此设置优先级大于参数中的设置
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* <ZzyECF DefaultColor: x> //将会设置图像默认颜色,此设置优先级大于参数中的设置
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* <ZzyECF PictureHue: x> //将会设置图像默认色相,此设置优先级大于参数中的设置
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*
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* <ZzyECF IsShowValue: x(true/false)> //将会设置是否有可视化数值显示,此设置优先级大于参数中的设置
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*
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*
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* <ZzyECF HP: x> //将会在光环内容执行生命值增减,x可以是一个公式
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* <ZzyECF HPPer: x> //将会在光环内容执行生命值增减百分比,数值1代表1%,x可以是一个公式
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* <ZzyECF MP: x> //将会在光环内容执行魔法值增减,x可以是一个公式
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* <ZzyECF MPPer: x> //将会在光环内容执行魔法值增减百分比,数值1代表1%,x可以是一个公式
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* <ZzyECF TP: x> //将会在光环内容执行TP增减,x可以是一个公式
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* <ZzyECF TPPer: x> //将会在光环内容执行TP增减百分比,数值1代表1%,x可以是一个公式
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*
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* <ZzyECF UseCount: x> //将会设置光环能够响应的次数
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* <ZzyECF RecoverFrame: x> //将会设置光环次数的恢复时长
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* <ZzyECF RecoverNum: x> //将会设置光环每次的恢复数量
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* <ZzyECF IsReMapCount: x(true/false)> //每次进入地图是否会重置次数
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*
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*
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*
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------------------------------------------------------------
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我叫坂本: v1.05 拓展函数脚本,增加数值叠加模式
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我叫坂本:v1.04 修复了使用某些事件时导致崩溃的bug
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我叫坂本:v1.03 添加与旧存档兼容,修复一个在多个光环同时存在时显示数据不正确的bug
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我叫坂本:v1.02 添加更多数字文本显示的插件参数控制
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我叫坂本:v1.01 修复再切换地图时,导致的光环贴图错误的问题,更新光环响应次数相关的操作
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我叫坂本:v1.00 完成插件
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------------------------------------------------------------
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*
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*
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* @param ---设置---
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* @default
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*
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* @param CoronaMode
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* @text 光环模式
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* @parent ---设置---
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* @type combo
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* @option circle
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* @option rect
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* @desc 光环控制范围的模式,选择circle为圆形范围,选择rect为方形范围
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* @default circle
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*
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*
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* @param CoronaRange
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* @text 光环半径
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* @parent ---设置---
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* @type Number
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* @desc 设置光环的效果范围的半径值
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* @default 3
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*
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*
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* @param EffectFrame
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* @text 执行效果的间隔期
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* @parent ---设置---
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* @type Number
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* @desc 这是在光环效果下,经过多少帧会执行一次光环的效果,默认为30帧
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* @default 30
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*
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*
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* @param EffectCommand
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* @text 执行效果时公共事件
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* @parent ---设置---
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* @type Number
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* @desc 执行光环时执行的公共事件,填写公共事件ID值,0不会执行任何公共事件,默认值为0
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* @default 0
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*
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*
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* @param EffectScript
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* @text 执行效果时脚本
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* @parent ---设置---
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* @type note
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* @desc 执行光环时执行的脚本
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* @default ""
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*
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*
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* @param InCommand
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* @text 进入光环时公共事件
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* @parent ---设置---
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* @type Number
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* @desc 刚刚接触到光环时,会执行的公共事件,填写公共事件ID值,0不会执行任何公共事件,默认值为0
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* @default 0
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*
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* @param OutCommand
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* @text 离开光环时公共事件
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* @parent ---设置---
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* @type Number
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* @desc 刚刚离开光环时,会执行的公共事件,填写公共事件ID值,0不会执行任何公共事件,默认值为0
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* @default 0
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*
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* @param CoronaCount
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* @text 光环使用次数
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* @parent ---设置---
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* @type Number
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* @desc 这是触碰光环能使用的次数,当次数使用结束后,光环就会消失,如果设置次数为0,则代表光环有无限次,默认值为0
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* @default 0
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*
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* @param RecoverFrame
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* @text 光环恢复时长
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* @parent ---设置---
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* @type Number
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* @desc 光环会经过多少帧的时长进行恢复,如果设为0,则代表不会进行恢复,默认值为0
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* @default 0
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*
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* @param RecoverNum
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* @text 光环恢复次数
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* @parent ---设置---
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* @type Number
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* @desc 每次光环记性恢复时,会恢复多少次,默认值为0
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* @default 0
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*
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* @param IsReMapCount
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* @text 重进地图恢复次数
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* @parent ---设置---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 每次从重进地图时,是否会重置光环的次数信息
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* YES - true NO - false
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* @default true
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*
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*
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*
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*
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* @param ---显示---
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* @default
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*
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*
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* @param IsShowCorona
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* @text 是否显示光环范围
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* @parent ---显示---
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* @type boolean
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* @on YES
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* @off NO
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* @desc 光环的图片是否显示
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* YES - true NO - false
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* @default true
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*
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*
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* @param RangePic
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* @text 光环范围图片
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* @parent ---显示---
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* @dir img/pictures
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* @type file
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* @desc 可以填写显示光环图片名称,图片放在img/pictures文件夹中,如果没有添写名称,那么会使用系统默认的绘制图片
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* @default
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*
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* @param OffsetX
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* @text 图片偏移X
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* @parent ---显示---
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* @type Text
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* @desc 显示图片的偏移X,用于微调,x可以是一个正负整数,默认值为0
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* @default 0
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*
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* @param OffsetY
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* @text 图片偏移Y
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* @parent ---显示---
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* @type Text
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* @desc 显示图片的偏移Y,用于微调,x可以是一个正负整数,默认值为0
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* @default 0
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*
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* @param BlendMode
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* @text 图形叠加模式
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* @parent ---显示---
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* @type combo
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* @option normal
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* @option add
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* @option multiply
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* @option screen
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* @desc 图像在地图中的叠层模式,normal正常 add相加 multiply相乘 screen屏幕,默认值normal
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* @default normal
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*
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* @param DefaultColor
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* @text 默认光环颜色
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* @parent ---显示---
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* @type Text
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* @desc 显示默认的光环的颜色,这是在没有添加图片时才会显示,可以用#000000 和rgba(0,0,0,0)两种格式
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* @default rgba(40,255,40,0.6)
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*
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* @param PictureHue
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* @text 图像光环色相
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* @parent ---显示---
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* @type Number
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* @desc 显示光环位图的色相偏移,这是在添加图片时才会显示,范围0~360,用来做不同颜色的变化,默认值0
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* @default 0
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*
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* @param ListShowFrame
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* @text 文本显示间隔
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* @parent ---显示---
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* @type Number
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* @desc 在显示文本队列堆的间隔时长,单位为帧数,默认值为20帧
|
|
|
* @default 20
|
|
|
*
|
|
|
*
|
|
|
*
|
|
|
* @param ---视化数值---
|
|
|
* @default
|
|
|
*
|
|
|
*
|
|
|
* @param IsShowValue
|
|
|
* @text 是否显示增减数值
|
|
|
* @parent ---视化数值---
|
|
|
* @type boolean
|
|
|
* @on YES
|
|
|
* @off NO
|
|
|
* @desc 处于光环效果时,是否可以看到每次交互所产生的数值效果
|
|
|
* YES - true NO - false
|
|
|
* @default true
|
|
|
*
|
|
|
* @param ValueSize
|
|
|
* @text 数值字体大小
|
|
|
* @parent ---视化数值---
|
|
|
* @type Number
|
|
|
* @desc 显示在画面上数值字体的大小
|
|
|
* @default 24
|
|
|
*
|
|
|
*
|
|
|
* @param ValueBlend
|
|
|
* @text 数值叠加模式
|
|
|
* @parent ---视化数值---
|
|
|
* @type combo
|
|
|
* @option normal
|
|
|
* @option add
|
|
|
* @option multiply
|
|
|
* @option screen
|
|
|
* @desc 数值在地图中的叠层模式,normal正常 add相加 multiply相乘 screen屏幕,默认值normal
|
|
|
* @default normal
|
|
|
*
|
|
|
*
|
|
|
* @param HPColor
|
|
|
* @text 数值生命颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 生命光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(40,255,40,0.8)
|
|
|
*
|
|
|
*
|
|
|
* @param MPColor
|
|
|
* @text 数值魔法颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 魔法光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(40,40,255,0.8)
|
|
|
*
|
|
|
* @param TPColor
|
|
|
* @text 数值TP颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc TP光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(255,40,255,0.8)
|
|
|
*
|
|
|
*
|
|
|
* @param HPPerColor
|
|
|
* @text 数值百分比生命颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 生命百分比光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(40,255,40,0.8)
|
|
|
*
|
|
|
*
|
|
|
* @param MPPerColor
|
|
|
* @text 数值百分比魔法颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 魔法百分比光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(40,40,255,0.8)
|
|
|
*
|
|
|
* @param TPPerColor
|
|
|
* @text 数值百分比TP颜色
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc TP百分比光环时显示的数值颜色,可以用#000000 和rgba(0,0,0,0)两种格式
|
|
|
* @default rgba(255,40,255,0.8)
|
|
|
*
|
|
|
*
|
|
|
* @param TextShowFrame
|
|
|
* @text 文本存在时长
|
|
|
* @parent ---视化数值---
|
|
|
* @type Number
|
|
|
* @desc 出现的文字存在的时长,单位为帧数,默认值为40
|
|
|
* @default 40
|
|
|
*
|
|
|
* @param TextAngle
|
|
|
* @text 文本角度
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字的方向,范围0~360,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
* @param AngleArea
|
|
|
* @text 角度区域
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 这是文字角度偏移的随机区域范围0~180,请输入小数正数,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
* @param TextSpeed
|
|
|
* @text 文本速度
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字的移动速度,默认值为1
|
|
|
* @default 1
|
|
|
*
|
|
|
* @param SpeedRandPer
|
|
|
* @text 速度随机百分比
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字的移动速度的随机百分比差异,范围0~100,请输入小数正数,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
* @param TextGravity
|
|
|
* @text 文本重力
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 文本的重力值,默认值为9.8
|
|
|
* @default 9.8
|
|
|
*
|
|
|
* @param GravityRandPer
|
|
|
* @text 重力随机百分比
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字的移动重力的随机百分比差异,范围0~100,请输入小数正数,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
* @param GravityMaxSpeed
|
|
|
* @text 重力下落最大速度
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 限制重力计算下落的最大速度值,默认值为10
|
|
|
* @default 10
|
|
|
*
|
|
|
* @param TextFadeIn
|
|
|
* @text 文本渐入时长
|
|
|
* @parent ---视化数值---
|
|
|
* @type Number
|
|
|
* @desc 出现的文字渐入完全透明度的时长,单位为帧数,默认值为5
|
|
|
* @default 5
|
|
|
*
|
|
|
* @param FadeInRandPer
|
|
|
* @text 文本渐入百分比
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字渐入完全透明度的百分比差异,范围0~100,请输入小数正数,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
* @param TextFadeOut
|
|
|
* @text 文本淡出时长
|
|
|
* @parent ---视化数值---
|
|
|
* @type Number
|
|
|
* @desc 出现的文字渐入完全透明的时长,单位为帧数,默认值为5
|
|
|
* @default 5
|
|
|
*
|
|
|
* @param FadeOutRandPer
|
|
|
* @text 文本淡出百分比
|
|
|
* @parent ---视化数值---
|
|
|
* @type Text
|
|
|
* @desc 出现的文字渐入完全透明度的百分比差异,范围0~100,请输入小数正数,默认值为0
|
|
|
* @default 0
|
|
|
*
|
|
|
*
|
|
|
*
|
|
|
*
|
|
|
*
|
|
|
*/
|
|
|
|
|
|
|
|
|
var LiuYue = LiuYue || {};
|
|
|
LiuYue.LiuYue_EventCorona = true;//插件启动
|
|
|
|
|
|
var Zzy = Zzy || {};
|
|
|
Zzy.ECF = Zzy.ECF || {};
|
|
|
Zzy.ECF.version = 1.05;
|
|
|
Zzy.Parameters = PluginManager.parameters('LiuYue_EventCorona');
|
|
|
Zzy.Param = Zzy.Param || {};
|
|
|
|
|
|
|
|
|
Zzy.Param.ECFIsShowCorona = eval(String(Zzy.Parameters['IsShowCorona']));//是否显示光环范围
|
|
|
Zzy.Param.ECFCoronaMode = String(Zzy.Parameters['CoronaMode']);//光环模式
|
|
|
Zzy.Param.ECFCoronaRange = Number(Zzy.Parameters['CoronaRange']);//光环半径
|
|
|
Zzy.Param.ECFEffectFrame = parseInt(Zzy.Parameters['EffectFrame']);//光环内执行效果的间隔期
|
|
|
Zzy.Param.ECFEffectCommand = parseInt(Zzy.Parameters['EffectCommand']);//公共事件
|
|
|
Zzy.Param.ECFEffectScript = new Function(JSON.parse(Zzy.Parameters['EffectScript']));//执行效果时脚本
|
|
|
Zzy.Param.ECFRangePic = String(Zzy.Parameters['RangePic']);//光环范围图片
|
|
|
Zzy.Param.ECFOffsetX = Number(Zzy.Parameters['OffsetX']);//图片偏移X
|
|
|
Zzy.Param.ECFOffsetY = Number(Zzy.Parameters['OffsetY']);//图片偏移Y
|
|
|
Zzy.Param.ECFBlendMode = String(Zzy.Parameters['BlendMode']);//图形叠加模式
|
|
|
Zzy.Param.ECFListShowFrame = parseInt(Zzy.Parameters['ListShowFrame']);//显示间隔
|
|
|
|
|
|
Zzy.Param.ECFInCommand = parseInt(Zzy.Parameters['InCommand']);
|
|
|
Zzy.Param.ECFOutCommand = parseInt(Zzy.Parameters['OutCommand']);
|
|
|
|
|
|
Zzy.Param.ECFDefaultColor = String(Zzy.Parameters['DefaultColor']);//默认光环颜色
|
|
|
Zzy.Param.ECFPictureHue = Number(Zzy.Parameters['PictureHue']);//图像光环色相
|
|
|
|
|
|
Zzy.Param.ECFIsShowValue = eval(String(Zzy.Parameters['IsShowValue']));//是否显示增减数值
|
|
|
Zzy.Param.ECFValueSize = parseInt(Zzy.Parameters['ValueSize']);//数值字体大小
|
|
|
Zzy.Param.ECFValueBlend = String(Zzy.Parameters['ValueBlend']);//数值叠加模式
|
|
|
|
|
|
Zzy.Param.ECFHPColor = String(Zzy.Parameters['HPColor']);//数值生命颜色
|
|
|
Zzy.Param.ECFMPColor = String(Zzy.Parameters['MPColor']);//数值魔法颜色
|
|
|
Zzy.Param.ECFTPColor = String(Zzy.Parameters['TPColor']);//数值TP颜色
|
|
|
Zzy.Param.ECFHPPerColor = String(Zzy.Parameters['HPPerColor']);//数值百分比生命颜色
|
|
|
Zzy.Param.ECFMPPerColor = String(Zzy.Parameters['MPPerColor']);//数值百分比魔法颜色
|
|
|
Zzy.Param.ECFTPPerColor = String(Zzy.Parameters['TPPerColor']);//数值百分比TP颜色
|
|
|
|
|
|
Zzy.Param.ECFCoronaCount = parseInt(Zzy.Parameters['CoronaCount']);//光环使用次数
|
|
|
Zzy.Param.ECFRecoverFrame = parseInt(Zzy.Parameters['RecoverFrame']);//光环恢复时长
|
|
|
Zzy.Param.ECFRecoverNum = parseInt(Zzy.Parameters['RecoverNum']);//光环恢复次数
|
|
|
Zzy.Param.ECFIsReMapCount = eval(String(Zzy.Parameters['IsReMapCount']));//是否重置次数
|
|
|
|
|
|
Zzy.Param.ECFTextShowFrame = parseInt(Zzy.Parameters['TextShowFrame']);//文本存在的时长
|
|
|
|
|
|
Zzy.Param.ECFTextAngle = Number(Zzy.Parameters['TextAngle']);//文本角度
|
|
|
Zzy.Param.ECFAngleArea = Number(Zzy.Parameters['AngleArea']);//角度区域
|
|
|
Zzy.Param.ECFTextSpeed = Number(Zzy.Parameters['TextSpeed']);//文本速度
|
|
|
Zzy.Param.ECFSpeedRandPer = Number(Zzy.Parameters['SpeedRandPer']);//随机随机百分比
|
|
|
Zzy.Param.ECFTextGravity = Number(Zzy.Parameters['TextGravity']);//文本重力
|
|
|
Zzy.Param.ECFGravityRandPer = Number(Zzy.Parameters['GravityRandPer']);//重力随机百分比
|
|
|
Zzy.Param.ECFGravityMaxSpeed = Number(Zzy.Parameters['GravityMaxSpeed']);//重力最大速度值
|
|
|
|
|
|
Zzy.Param.ECFTextFadeIn = parseInt(Zzy.Parameters['TextFadeIn']);//文本渐入时长
|
|
|
Zzy.Param.ECFFadeInRandPer = Number(Zzy.Parameters['FadeInRandPer']);//文本渐入百分比
|
|
|
Zzy.Param.ECFTextFadeOut = parseInt(Zzy.Parameters['TextFadeOut']);//文本淡出时长
|
|
|
Zzy.Param.ECFFadeOutRandPer = Number(Zzy.Parameters['FadeOutRandPer']);//文本淡出百分比
|
|
|
|
|
|
|
|
|
Zzy.ECF.TempMapId = 0;//地图标记
|
|
|
Zzy.ECF.TempEvIdArr = [];
|
|
|
Zzy.ECF.TempColorArr = [Zzy.Param.ECFHPColor,Zzy.Param.ECFMPColor,Zzy.Param.ECFTPColor,Zzy.Param.ECFHPPerColor,Zzy.Param.ECFMPPerColor,Zzy.Param.ECFTPPerColor];
|
|
|
|
|
|
|
|
|
//=================================================================
|
|
|
//DataManager
|
|
|
//=================================================================
|
|
|
Zzy.ECF.DataManager_loadGame = DataManager.loadGame;
|
|
|
DataManager.loadGame = function(savefileId) //旧存档兼容
|
|
|
{
|
|
|
var result = Zzy.ECF.DataManager_loadGame.call(this,savefileId);
|
|
|
|
|
|
this.ZzyECFInitData();
|
|
|
|
|
|
return result;
|
|
|
}
|
|
|
|
|
|
DataManager.ZzyECFInitData = function()//初始化参数
|
|
|
{
|
|
|
if(!$gameSystem.GetIsZzyECFLoaded())
|
|
|
{
|
|
|
//初始化
|
|
|
$gameSystem.ZzyECFInitData();//初始化数据
|
|
|
$gameSystem.SetIsZzyECFLoaded(true);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//=================================================================
|
|
|
//Game_System
|
|
|
//=================================================================
|
|
|
|
|
|
Zzy.ECF.Game_System_initialize = Game_System.prototype.initialize;
|
|
|
Game_System.prototype.initialize = function()
|
|
|
{
|
|
|
Zzy.ECF.Game_System_initialize.call(this);
|
|
|
this.ZzyECFInitData();//初始化数据
|
|
|
|
|
|
this._IsZzyECFLoaded = true;//是否载入完成
|
|
|
|
|
|
};
|
|
|
|
|
|
Game_System.prototype.GetIsZzyECFLoaded = function()
|
|
|
{
|
|
|
if(this._IsZzyECFLoaded === undefined)
|
|
|
{this._IsZzyECFLoaded = false;}
|
|
|
return this._IsZzyECFLoaded;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.SetIsZzyECFLoaded = function(enable)
|
|
|
{
|
|
|
this._IsZzyECFLoaded = enable;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.ZzyECFInitData = function()
|
|
|
{
|
|
|
this._ZzyECFIsShowCorona = Zzy.Param.ECFIsShowCorona;
|
|
|
this._ZzyECFCoronaMode = Zzy.ECF.CoronaModeToInt(Zzy.Param.ECFCoronaMode);
|
|
|
this._ZzyECFCoronaRange = Zzy.Param.ECFCoronaRange;
|
|
|
this._ZzyECFEffectFrame = Zzy.Param.ECFEffectFrame;
|
|
|
this._ZzyECFEffectCommand = Zzy.Param.ECFEffectCommand;
|
|
|
this._ZzyECFRangePic = Zzy.Param.ECFRangePic;
|
|
|
this._ZzyECFOffsetX = Zzy.Param.ECFOffsetX;
|
|
|
this._ZzyECFOffsetY = Zzy.Param.ECFOffsetY;
|
|
|
|
|
|
this._ZzyECFBlendMode = Zzy.ECF.BlendModeToInt(Zzy.Param.ECFBlendMode);
|
|
|
this._ZzyECFInCommand = Zzy.Param.ECFInCommand;
|
|
|
this._ZzyECFOutCommand = Zzy.Param.ECFOutCommand;
|
|
|
|
|
|
this._ZzyECFDefaultColor = Zzy.Param.ECFDefaultColor;
|
|
|
this._ZzyECFPictureHue = Zzy.Param.ECFPictureHue;
|
|
|
|
|
|
this._ZzyECFIsShowValue = Zzy.Param.ECFIsShowValue;
|
|
|
this._ZzyECFValueSize = Zzy.Param.ECFValueSize;
|
|
|
this._ZzyECFValueBlend = Zzy.ECF.BlendModeToInt(Zzy.Param.ECFValueBlend);
|
|
|
|
|
|
|
|
|
this._ZzyECFCoronaArr = [];//记录接触光圈
|
|
|
this._ZzyECFCommonArr = [];//事件队列
|
|
|
|
|
|
this._ZzyECFEventCountInfo = [];//次数记录
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFRecover = function(ev)//设置恢复配置
|
|
|
{
|
|
|
var mapId = $gameMap.mapId();
|
|
|
if(!this._ZzyECFEventCountInfo[mapId])
|
|
|
{this._ZzyECFEventCountInfo[mapId] = [];}
|
|
|
|
|
|
var evId = ev.eventId();
|
|
|
var zzyECF = ev.zzyECF;
|
|
|
|
|
|
|
|
|
var info = {};
|
|
|
info.useCount = zzyECF.useCount;
|
|
|
info.recoverFrame = zzyECF.recoverFrame;
|
|
|
info.recoverNum = zzyECF.recoverNum;
|
|
|
info.maxCount = info.useCount;
|
|
|
info.cFrame = 0;
|
|
|
|
|
|
|
|
|
if(!zzyECF.isReMapCount)//不可以重置时
|
|
|
{
|
|
|
//判断是否没有进行过赋值
|
|
|
if(this._ZzyECFEventCountInfo[mapId][evId])
|
|
|
{
|
|
|
if(!this._ZzyECFEventCountInfo[mapId][evId].maxCount)
|
|
|
{
|
|
|
this._ZzyECFEventCountInfo[mapId][evId] = info;
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this._ZzyECFEventCountInfo[mapId][evId] = info;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this._ZzyECFEventCountInfo[mapId][evId] = info;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFRecoverInfo = function(evId)
|
|
|
{
|
|
|
var mapId = $gameMap.mapId();
|
|
|
return this._ZzyECFEventCountInfo[mapId][evId];
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.RecordZzyECFCorona = function(ev)//压入ev
|
|
|
{
|
|
|
var info = {};
|
|
|
info.mapId = $gameMap.mapId();
|
|
|
info.evId = ev.eventId();
|
|
|
info.inCom = ev.zzyECF.inCommand;
|
|
|
info.outCom = ev.zzyECF.outCommand;
|
|
|
|
|
|
if(info.inCom){this._ZzyECFCommonArr.push(info.inCom);}//压入到执行队列中
|
|
|
|
|
|
|
|
|
for(var i=0;i<this._ZzyECFCoronaArr.length;i++)
|
|
|
{
|
|
|
if(!this._ZzyECFCoronaArr[i])
|
|
|
{
|
|
|
this._ZzyECFCoronaArr[i] = info;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
this._ZzyECFCoronaArr.push(info);//压入光环
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.CheckBeingZzyECFCorona = function(ev)//检测光环是否存在
|
|
|
{
|
|
|
for(var i=0;i<this._ZzyECFCoronaArr.length;i++)
|
|
|
{
|
|
|
var info = this._ZzyECFCoronaArr[i];
|
|
|
if(info && $gameMap.mapId() === info.mapId)
|
|
|
{
|
|
|
if(info.evId === ev.eventId())
|
|
|
{
|
|
|
return true;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Game_System.prototype.setZzyECFIsShowCorona = function(enable)
|
|
|
{
|
|
|
this._ZzyECFIsShowCorona = enable;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFIsShowCorona = function()
|
|
|
{
|
|
|
return this._ZzyECFIsShowCorona;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFCoronaMode = function(str)
|
|
|
{
|
|
|
this._ZzyECFCoronaMode = str;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFCoronaMode = function()
|
|
|
{
|
|
|
return this._ZzyECFCoronaMode;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFCoronaRange = function(value)
|
|
|
{
|
|
|
this._ZzyECFCoronaRange = value;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFCoronaRange = function()
|
|
|
{
|
|
|
return this._ZzyECFCoronaRange;
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_System.prototype.setZzyECFEffectFrame = function(frame)
|
|
|
{
|
|
|
this._ZzyECFEffectFrame = frame;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFEffectFrame = function()
|
|
|
{
|
|
|
return this._ZzyECFEffectFrame;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFEffectCommand = function(commonId)
|
|
|
{
|
|
|
this._ZzyECFEffectCommand = commonId;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFEffectCommand = function()
|
|
|
{
|
|
|
return this._ZzyECFEffectCommand;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFRangePic = function(picStr)
|
|
|
{
|
|
|
this._ZzyECFRangePic = picStr;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFRangePic = function()
|
|
|
{
|
|
|
return this._ZzyECFRangePic;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFBlendMode = function(modeId)
|
|
|
{
|
|
|
this._ZzyECFBlendMode = modeId;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFBlendMode = function()
|
|
|
{
|
|
|
return this._ZzyECFBlendMode;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFValueBlend = function(modeId)
|
|
|
{
|
|
|
this._ZzyECFValueBlend = modeId;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFValueBlend = function()
|
|
|
{
|
|
|
return this._ZzyECFValueBlend;
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_System.prototype.setZzyECFInCommand = function(commonId)
|
|
|
{
|
|
|
this._ZzyECFInCommand = commonId;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFInCommand = function()
|
|
|
{
|
|
|
return this._ZzyECFInCommand;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.setZzyECFOutCommand = function(commonId)
|
|
|
{
|
|
|
this._ZzyECFOutCommand = commonId;
|
|
|
}
|
|
|
|
|
|
Game_System.prototype.getZzyECFOutCommand = function()
|
|
|
{
|
|
|
return this._ZzyECFOutCommand;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//================================================================
|
|
|
//Game_Interpreter
|
|
|
//================================================================
|
|
|
Zzy.ECF.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
|
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args)
|
|
|
{
|
|
|
Zzy.ECF.Game_Interpreter_pluginCommand.call(this,command,args);
|
|
|
if(command === 'ZzyECF')
|
|
|
{
|
|
|
this.ZzyECFCommand(args);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_Interpreter.prototype.ZzyECFCommand = function(args)
|
|
|
{
|
|
|
var command = String(args[0]);
|
|
|
|
|
|
switch(command)
|
|
|
{
|
|
|
case 'IsShowCorona':
|
|
|
var enable = eval(String(args[1]));
|
|
|
Zzy.ECF.IsShowCorona(enable);
|
|
|
|
|
|
//$gameSystem.setZzyECFIsShowCorona(enable);
|
|
|
break;
|
|
|
|
|
|
case 'CoronaMode':
|
|
|
var str = Zzy.ECF.CoronaModeToInt(String(args[1]));
|
|
|
Zzy.ECF.CoronaMode(str);
|
|
|
|
|
|
//$gameSystem.setZzyECFCoronaMode(str);
|
|
|
break;
|
|
|
|
|
|
case 'CoronaRange':
|
|
|
var range = Number(args[1]);
|
|
|
Zzy.ECF.CoronaRange(range);
|
|
|
|
|
|
//$gameSystem.setZzyECFCoronaRange(range);
|
|
|
break;
|
|
|
|
|
|
case 'EffectFrame':
|
|
|
var frame = parseInt(args[1]);
|
|
|
Zzy.ECF.EffectFrame(frame);
|
|
|
|
|
|
//$gameSystem.setZzyECFEffectFrame(frame);
|
|
|
break;
|
|
|
|
|
|
case 'EffectCommand':
|
|
|
var commonId = parseInt(args[1]);
|
|
|
Zzy.ECF.EffectCommand(commonId);
|
|
|
|
|
|
//$gameSystem.setZzyECFEffectCommand(commonId);
|
|
|
break
|
|
|
|
|
|
case 'RangePic':
|
|
|
var picStr = String(args[1]);
|
|
|
Zzy.ECF.RangePic(picStr);
|
|
|
|
|
|
//$gameSystem.setZzyECFRangePic(picStr);
|
|
|
break;
|
|
|
|
|
|
case 'OffsetX':
|
|
|
var offsetX = Number(args[1]);
|
|
|
Zzy.ECF.OffsetX(offsetX);
|
|
|
|
|
|
//$gameSystem._ZzyECFOffsetX = offsetX;
|
|
|
break;
|
|
|
|
|
|
case 'OffsetY':
|
|
|
var offsetY = Number(args[1]);
|
|
|
Zzy.ECF.OffsetY(offsetY);
|
|
|
|
|
|
//$gameSystem._ZzyECFOffsetY = offsetY;
|
|
|
break;
|
|
|
|
|
|
case 'BlendMode':
|
|
|
var modeStr = String(args[1]);
|
|
|
Zzy.ECF.BlendMode(modeStr);
|
|
|
|
|
|
//$gameSystem.setZzyECFBlendMode(modeStr);
|
|
|
break;
|
|
|
|
|
|
case 'ValueBlend':
|
|
|
var modeStr = String(args[1]);
|
|
|
Zzy.ECF.ValueBlend(modeStr);
|
|
|
|
|
|
//$gameSystem.setZzyECFValueBlend(modeStr);
|
|
|
break;
|
|
|
|
|
|
case 'InCommand':
|
|
|
var commonId = parseInt(args[1]);
|
|
|
Zzy.ECF.InCommand(commonId);
|
|
|
|
|
|
//$gameSystem.setZzyECFInCommand(commonId);
|
|
|
break;
|
|
|
|
|
|
case 'OutCommand':
|
|
|
var commonId = parseInt(args[1]);
|
|
|
Zzy.ECF.OutCommand(commonId);
|
|
|
|
|
|
//$gameSystem.setZzyECFOutCommand(commonId);
|
|
|
break;
|
|
|
|
|
|
case 'DefaultColor':
|
|
|
var color = String(args[1]);
|
|
|
Zzy.ECF.DefaultColor(color);
|
|
|
|
|
|
//$gameSystem._ZzyECFDefaultColor = color;
|
|
|
break;
|
|
|
|
|
|
case 'PictureHue':
|
|
|
var hue = Number(args[1]);
|
|
|
Zzy.ECF.PictureHue(hue);
|
|
|
|
|
|
//$gameSystem._ZzyECFPictureHue = hue;
|
|
|
break;
|
|
|
|
|
|
case 'IsShowValue':
|
|
|
var enable = eval(String(args[1]));
|
|
|
Zzy.ECF.IsShowValue(enable);
|
|
|
|
|
|
//$gameSystem._ZzyECFIsShowValue = enable;
|
|
|
break;
|
|
|
|
|
|
case 'ValueSize':
|
|
|
var size = parseInt(args[1]);
|
|
|
Zzy.ECF.ValueSize(size);
|
|
|
|
|
|
//$gameSystem._ZzyECFValueSize = size;
|
|
|
break;
|
|
|
|
|
|
case 'ValueBlend':
|
|
|
var blend =
|
|
|
asd
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
this._ZzyECFValueBlend = Zzy.Param.ECFValueBlend;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//================================================================
|
|
|
//DataManager
|
|
|
//================================================================
|
|
|
Zzy.ECF.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
|
|
DataManager.isDatabaseLoaded = function()
|
|
|
{
|
|
|
if (!Zzy.ECF.DataManager_isDatabaseLoaded.call(this)) return false;
|
|
|
|
|
|
this.ZzyECFLoadNoteCase1($dataArmors);//护甲
|
|
|
this.ZzyECFLoadNoteCase1($dataWeapons);//武器
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
DataManager.ZzyECFLoadNoteCase1 = function(objArr)
|
|
|
{
|
|
|
for (var i = 1; i < objArr.length; i++)
|
|
|
{
|
|
|
var obj = objArr[i];
|
|
|
var noteData = obj.note.split(/[\r\n]+/);
|
|
|
obj.zzyECF = {};
|
|
|
|
|
|
for(var j=0;j<noteData.length;j++)
|
|
|
{
|
|
|
var lineStr = noteData[j];
|
|
|
if(lineStr.match(/<ZZYSEF NOCORONA:[ ](.*)>/i))
|
|
|
{
|
|
|
obj.zzyECF.isCorona = false;//不开启
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Game_Event
|
|
|
//============================================================================================
|
|
|
|
|
|
Zzy.ECF.Game_Event_setupPage = Game_Event.prototype.setupPage;
|
|
|
Game_Event.prototype.setupPage = function() //加载事件信息
|
|
|
{
|
|
|
Zzy.ECF.Game_Event_setupPage.call(this);
|
|
|
this.ZzyECFInitData();//调用初始化数据
|
|
|
|
|
|
this.CreateZzyECFSprite();//创造对象
|
|
|
}
|
|
|
|
|
|
Game_Event.prototype.CreateZzyECFSprite = function()
|
|
|
{
|
|
|
if(this.zzyECF && this.zzyECF.isCorona)
|
|
|
{
|
|
|
SceneManager._scene.CreateZzyECFSprite(this);//延迟调用
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.ZzyECFInitData = function()
|
|
|
{
|
|
|
if (!this.page()) return;
|
|
|
|
|
|
var list = this.list();
|
|
|
var len = list.length;
|
|
|
|
|
|
this.zzyECF = {};//清空
|
|
|
|
|
|
this.ZzyECFInitZzyECF();
|
|
|
|
|
|
|
|
|
for (var i = 0; i < len; ++i)
|
|
|
{
|
|
|
var ev = list[i];
|
|
|
|
|
|
if ([108, 408].contains(ev.code))
|
|
|
{
|
|
|
if(ev.parameters[0].match(/<ZZYECF[ ]CORONA>/i))//设置为光环
|
|
|
{
|
|
|
this.zzyECF.isCorona = true;
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]SHOW:[ ](.*)>/i))//设置为光环
|
|
|
{
|
|
|
this.zzyECF.isShowCorona = eval(String(RegExp.$1));
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]MODE:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.modeCorona = Zzy.ECF.CoronaModeToInt(String(RegExp.$1));
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]RANGE:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.range = parseInt(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]FRAME:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.effectFrame = parseInt(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]COMMAND:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.commonId = parseInt(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]RANGEPIC:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.sprPic = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]OFFSETX:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.ofx = Number(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]OFFSETY:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.ofy = Number(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]BLENDMODE:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.modeBlend = Zzy.ECF.BlendModeToInt(String(RegExp.$1));
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]VALUEBLEND:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.valueBlend = Zzy.ECF.BlendModeToInt(String(RegExp.$1));
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]INCOMMAND:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.inCommand = parseInt(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]OUTCOMMAND:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.outCommand = parseInt(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]DEFAULTCOLOR:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.defaultColor = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]PICTUREHUE:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.pictureHue = Number(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]HP:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.param[0] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]HPPER:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.paramPer[0] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]MP:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.param[1] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]MPPER:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.paramPer[1] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]TP:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.param[2] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]TPPER:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.paramPer[2] = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]ISSHOWVALUE:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.isShowValue = String(RegExp.$1);
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]USECOUNT:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.useCount = parseInt(RegExp.$1);//使用次数
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]RECOVERFRAME:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.recoverFrame = parseInt(RegExp.$1);//恢复时长
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]RECOVERNUM:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.recoverNum = parseInt(RegExp.$1);//恢复数量
|
|
|
}
|
|
|
else if(ev.parameters[0].match(/<ZZYECF[ ]ISREMAPCOUNT:[ ](.*)>/i))
|
|
|
{
|
|
|
this.zzyECF.isReMapCount = eval(String(RegExp.$1));//重置次数
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
$gameSystem.setZzyECFRecover(this);//设置内容
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.ZzyECFInitZzyECF = function()
|
|
|
{
|
|
|
this.zzyECF.isCorona = false;
|
|
|
this.zzyECF.isShowCorona = $gameSystem.getZzyECFIsShowCorona();
|
|
|
this.zzyECF.modeCorona = $gameSystem.getZzyECFCoronaMode();
|
|
|
this.zzyECF.range = $gameSystem.getZzyECFCoronaRange();
|
|
|
this.zzyECF.effectFrame = $gameSystem.getZzyECFEffectFrame();
|
|
|
this.zzyECF.cEffectFrame = 0;
|
|
|
this.zzyECF.commonId = $gameSystem.getZzyECFEffectCommand();
|
|
|
this.zzyECF.sprPic = $gameSystem.getZzyECFRangePic();
|
|
|
this.zzyECF.ofx = $gameSystem._ZzyECFOffsetX;
|
|
|
this.zzyECF.ofy = $gameSystem._ZzyECFOffsetY;
|
|
|
this.zzyECF.modeBlend = $gameSystem.getZzyECFBlendMode();
|
|
|
this.zzyECF.valueBlend = $gameSystem.getZzyECFValueBlend();
|
|
|
|
|
|
this.zzyECF.inCommand = $gameSystem.getZzyECFInCommand();
|
|
|
this.zzyECF.outCommand = $gameSystem.getZzyECFOutCommand();
|
|
|
this.zzyECF.defaultColor = $gameSystem._ZzyECFDefaultColor;
|
|
|
this.zzyECF.pictureHue = $gameSystem._ZzyECFPictureHue;
|
|
|
|
|
|
this.zzyECF.isShowValue = $gameSystem._ZzyECFIsShowValue;
|
|
|
|
|
|
this.zzyECF.useCount = Zzy.Param.ECFCoronaCount;
|
|
|
this.zzyECF.recoverFrame = Zzy.Param.ECFRecoverFrame;
|
|
|
this.zzyECF.recoverNum = Zzy.Param.ECFRecoverNum;
|
|
|
this.zzyECF.isReMapCount = Zzy.Param.ECFIsReMapCount;
|
|
|
|
|
|
this.zzyECF['param'] = [];
|
|
|
this.zzyECF['paramPer'] = [];
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.ECF.Game_Event_update = Game_Event.prototype.update;
|
|
|
Game_Event.prototype.update = function()
|
|
|
{
|
|
|
Zzy.ECF.Game_Event_update.call(this);
|
|
|
this.updateZzyECFCorona();
|
|
|
}
|
|
|
|
|
|
Game_Event.prototype.updateZzyECFCorona = function()
|
|
|
{
|
|
|
if(!this.zzyECF)return;
|
|
|
if(!this.zzyECF.isCorona)return;//不满足光环
|
|
|
|
|
|
if(this.zzyECF.cEffectFrame > 0)
|
|
|
{this.zzyECF.cEffectFrame--;return;}
|
|
|
|
|
|
var info = $gameSystem.getZzyECFRecoverInfo(this.eventId());
|
|
|
|
|
|
if(info.maxCount)//存在次数
|
|
|
{
|
|
|
if(info.recoverFrame)//存在恢复
|
|
|
{
|
|
|
if(info.useCount < info.maxCount)
|
|
|
{
|
|
|
if(info.cFrame < info.recoverFrame)
|
|
|
{info.cFrame++;}
|
|
|
else
|
|
|
{//对次数进行增加
|
|
|
info.cFrame = 0;
|
|
|
info.useCount += info.recoverNum;
|
|
|
info.useCount = Math.min(info.useCount,info.maxCount);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
if(info.useCount <= 0)return;//不存在次数
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if(this.CheckZzyECFInRange($gamePlayer))//判断是否在范围中
|
|
|
{
|
|
|
this.zzyECF.cEffectFrame = this.zzyECF.effectFrame;
|
|
|
this.ExeZzyECFCoronaEffect();//执行效果
|
|
|
|
|
|
//减少使用次数
|
|
|
if(info.useCount > 0)
|
|
|
{info.useCount--;}
|
|
|
|
|
|
//检测光环中是否拥有
|
|
|
if(this.zzyECF.inCommand || this.zzyECF.outCommand)//存在时间需处理光环
|
|
|
{
|
|
|
if(!$gameSystem.CheckBeingZzyECFCorona(this))
|
|
|
{
|
|
|
$gameSystem.RecordZzyECFCorona(this);//压入到光环中
|
|
|
}
|
|
|
}
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_Event.prototype.CheckZzyECFInRange = function(obj)
|
|
|
{
|
|
|
var disX = Math.abs(obj.x - this.x);
|
|
|
var disY = Math.abs(obj.y - this.y);
|
|
|
|
|
|
switch(this.zzyECF.modeCorona)
|
|
|
{
|
|
|
case 1:
|
|
|
if(Math.sqrt(disX*disX+disY*disY) <= this.zzyECF.range)
|
|
|
{
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
break;
|
|
|
|
|
|
case 2:
|
|
|
if(disX <= this.zzyECF.range && disY <= this.zzyECF.range)
|
|
|
{
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
break;
|
|
|
}
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
|
|
|
Game_Event.prototype.ExeZzyECFCoronaEffect = function()
|
|
|
{
|
|
|
if(this.zzyECF.param[0])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.param[0],0);
|
|
|
this.ChangeZzyECFValue(valueArr,0);
|
|
|
this.ShowZzyECFValue(valueArr,0);
|
|
|
}
|
|
|
if(this.zzyECF.param[1])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.param[1],1);
|
|
|
this.ChangeZzyECFValue(valueArr,1);
|
|
|
this.ShowZzyECFValue(valueArr,1);
|
|
|
}
|
|
|
if(this.zzyECF.param[2])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.param[2],2);
|
|
|
this.ChangeZzyECFValue(valueArr,2);
|
|
|
this.ShowZzyECFValue(valueArr,2);
|
|
|
}
|
|
|
if(this.zzyECF.paramPer[0])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.paramPer[0],0,true);
|
|
|
this.ChangeZzyECFValue(valueArr,3);
|
|
|
this.ShowZzyECFValue(valueArr,3);
|
|
|
}
|
|
|
if(this.zzyECF.paramPer[1])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.paramPer[1],1,true);
|
|
|
this.ChangeZzyECFValue(valueArr,4);
|
|
|
this.ShowZzyECFValue(valueArr,4);
|
|
|
}
|
|
|
if(this.zzyECF.paramPer[2])
|
|
|
{
|
|
|
var valueArr = this.EvalZzyECFCoronaEffect(this.zzyECF.paramPer[2],2,true);
|
|
|
this.ChangeZzyECFValue(valueArr,5);
|
|
|
this.ShowZzyECFValue(valueArr,5);
|
|
|
}
|
|
|
|
|
|
//执行公共事件,脚本
|
|
|
if(!$gameTemp.isCommonEventReserved() && this.zzyECF.commonId)
|
|
|
{$gameTemp.reserveCommonEvent(this.zzyECF.commonId);}
|
|
|
|
|
|
//执行脚本
|
|
|
Zzy.Param.ECFEffectScript();
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_Event.prototype.ShowZzyECFValue = function(valueArr,colorIndex)
|
|
|
{
|
|
|
for(var i=0;i<valueArr.length;i++)
|
|
|
{
|
|
|
var evId = this.eventId();
|
|
|
Zzy.ECF.ShowValue(valueArr[i],Zzy.ECF.TempColorArr[colorIndex],i,evId);//数值,颜色,标记,自身对象ID
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
Game_Event.prototype.ChangeZzyECFValue = function(valueArr,effectID)//修改数值
|
|
|
{
|
|
|
var actor = undefined;
|
|
|
var idList = $gameParty._actors;
|
|
|
switch(effectID)
|
|
|
{
|
|
|
case 0:case 3:
|
|
|
for(var i=0;i<valueArr.length;i++)
|
|
|
{
|
|
|
actor = $gameActors.actor(idList[i]);
|
|
|
actor.gainHp(valueArr[i]);
|
|
|
}
|
|
|
break;
|
|
|
case 1:case 4:
|
|
|
for(var i=0;i<valueArr.length;i++)
|
|
|
{
|
|
|
actor = $gameActors.actor(idList[i]);
|
|
|
actor.gainMp(valueArr[i]);
|
|
|
}
|
|
|
break;
|
|
|
case 2:case 5:
|
|
|
for(var i=0;i<valueArr.length;i++)
|
|
|
{
|
|
|
actor = $gameActors.actor(idList[i]);
|
|
|
actor.gainTp(valueArr[i]);
|
|
|
}
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.EvalZzyECFCoronaEffect = function(evalStr,paramId,isPer)
|
|
|
{
|
|
|
var v = $gameVariables._data;
|
|
|
var w = $gameSwitches._data;
|
|
|
var e = this;
|
|
|
var p = $gamePlayer;
|
|
|
|
|
|
var value = eval(evalStr);
|
|
|
|
|
|
//返回小队人数数组
|
|
|
var actorIdArr = $gameParty._actors;
|
|
|
|
|
|
var valueArr = [];
|
|
|
|
|
|
if(isPer)
|
|
|
{
|
|
|
switch(paramId)
|
|
|
{
|
|
|
case 0:
|
|
|
for(var i=0;i<actorIdArr.length;i++)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorIdArr[i]);
|
|
|
var tvalue = actor.mhp * value * 0.01;
|
|
|
valueArr[i] = Math.floor(tvalue);
|
|
|
}
|
|
|
break;
|
|
|
case 1:
|
|
|
for(var i=0;i<actorIdArr.length;i++)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorIdArr[i]);
|
|
|
var tvalue = actor.mmp * value * 0.01;
|
|
|
valueArr[i] = Math.floor(tvalue);
|
|
|
}
|
|
|
break;
|
|
|
case 2:
|
|
|
for(var i=0;i<actorIdArr.length;i++)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorIdArr[i]);
|
|
|
var tvalue = actor.maxTp() * value * 0.01;
|
|
|
valueArr[i] = Math.floor(tvalue);
|
|
|
}
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
for(var i=0;i<actorIdArr.length;i++)
|
|
|
{
|
|
|
valueArr[i] = value;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
return valueArr;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Scene_Map
|
|
|
//============================================================================================
|
|
|
Zzy.ECF.Scene_Map_initialize = Scene_Map.prototype.initialize;
|
|
|
Scene_Map.prototype.initialize = function()
|
|
|
{
|
|
|
Zzy.ECF.Scene_Map_initialize.call(this);
|
|
|
this._zzyECFWindow = undefined;
|
|
|
this._zzyECFVWindow = undefined;
|
|
|
|
|
|
this._zzyECFCache = [];//缓冲ev用于加载
|
|
|
|
|
|
this._zzyECFCheckList = [];//检测队列
|
|
|
};
|
|
|
|
|
|
Zzy.ECF.Scene_Map_start = Scene_Map.prototype.start;
|
|
|
Scene_Map.prototype.start = function()
|
|
|
{
|
|
|
Zzy.ECF.Scene_Map_start.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
this.CreateZzyECFWindow();//创造窗口
|
|
|
|
|
|
this.CreateZzyECFSprOfEvIdArr();//释放存储对象
|
|
|
};
|
|
|
|
|
|
Scene_Map.prototype.CreateZzyECFSprOfEvIdArr = function()
|
|
|
{
|
|
|
if(Zzy.ECF.TempMapId === $gameMap.mapId())
|
|
|
{
|
|
|
for(var i=0;i<Zzy.ECF.TempEvIdArr.length;i++)
|
|
|
{
|
|
|
var evId = Zzy.ECF.TempEvIdArr[i];
|
|
|
this._zzyECFWindow.CreateSprite($gameMap.event(evId));
|
|
|
}
|
|
|
|
|
|
}
|
|
|
Zzy.ECF.TempMapId = $gameMap.mapId();
|
|
|
Zzy.ECF.TempEvIdArr = [];
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Scene_Map.prototype.CreateZzyECFWindow = function()
|
|
|
{
|
|
|
this._zzyECFWindow = new Window_ZzyECFCorona();
|
|
|
this._zzyECFVWindow = new Window_ZzyECFValue();
|
|
|
|
|
|
this.addChild(this._zzyECFWindow);
|
|
|
this.addChild(this._zzyECFVWindow);
|
|
|
}
|
|
|
|
|
|
Scene_Map.prototype.CreateZzyECFSprite = function(ev)
|
|
|
{
|
|
|
if(!this._zzyECFWindow)//对象还未出现,则进行一次缓冲
|
|
|
{
|
|
|
this._zzyECFCache.push(ev);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this._zzyECFWindow.CreateSprite(ev);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Zzy.ECF.Scene_Map_update = Scene_Map.prototype.update;
|
|
|
Scene_Map.prototype.update = function()
|
|
|
{
|
|
|
Zzy.ECF.Scene_Map_update.call(this);
|
|
|
this.updateZzyECFWaitCreate();
|
|
|
this.updateZzyECFCoronaCheck();//光环离开检测
|
|
|
this.updateZzyECFCommon();
|
|
|
this.updateZzyECFShowValue();//取出内容
|
|
|
}
|
|
|
|
|
|
|
|
|
Scene_Map.prototype.updateZzyECFCommon = function()
|
|
|
{
|
|
|
if(!$gameSystem._ZzyECFCommonArr || !$gameSystem._ZzyECFCommonArr.length)return;
|
|
|
|
|
|
var isHave = false;
|
|
|
for(var i=0;i<$gameSystem._ZzyECFCommonArr.length;i++)
|
|
|
{
|
|
|
if($gameSystem._ZzyECFCommonArr[i])
|
|
|
{
|
|
|
if(!$gameTemp.isCommonEventReserved())
|
|
|
{
|
|
|
$gameTemp.reserveCommonEvent($gameSystem._ZzyECFCommonArr[i]);//执行公共事件
|
|
|
$gameSystem._ZzyECFCommonArr[i] = undefined;
|
|
|
}
|
|
|
isHave = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if(!isHave)
|
|
|
{
|
|
|
$gameSystem._ZzyECFCommonArr = [];//清空队列
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
Scene_Map.prototype.updateZzyECFCoronaCheck = function()//光环离开检测
|
|
|
{
|
|
|
if(!$gameSystem._ZzyECFCoronaArr || !$gameSystem._ZzyECFCoronaArr.length)return;
|
|
|
|
|
|
var isHave = false;
|
|
|
for(var i = 0;i<$gameSystem._ZzyECFCoronaArr.length;i++)
|
|
|
{
|
|
|
if($gameSystem._ZzyECFCoronaArr[i])
|
|
|
{
|
|
|
isHave = true;
|
|
|
var info = $gameSystem._ZzyECFCoronaArr[i];
|
|
|
if($gameMap.mapId() !== info.mapId)
|
|
|
{
|
|
|
if(info.outCom)
|
|
|
{
|
|
|
$gameSystem._ZzyECFCommonArr.push(info.outCom);//退出压入到队列中
|
|
|
}
|
|
|
$gameSystem._ZzyECFCoronaArr[i] = undefined;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
var ev = $gameMap.event(info.evId);
|
|
|
if(ev && ev.CheckZzyECFInRange($gamePlayer))
|
|
|
{
|
|
|
continue;
|
|
|
}
|
|
|
|
|
|
if(info.outCom)
|
|
|
{
|
|
|
$gameSystem._ZzyECFCommonArr.push(info.outCom);//退出压入到队列中
|
|
|
}
|
|
|
$gameSystem._ZzyECFCoronaArr[i] = undefined;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if(!isHave)
|
|
|
{
|
|
|
$gameSystem._ZzyECFCoronaArr = [];
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Scene_Map.prototype.updateZzyECFWaitCreate = function()
|
|
|
{
|
|
|
if(!this._zzyECFWindow)return;
|
|
|
for(var i=0;i<this._zzyECFCache.length;i++)
|
|
|
{
|
|
|
var ev = this._zzyECFCache[i];
|
|
|
this._zzyECFWindow.CreateSprite(ev);
|
|
|
}
|
|
|
this._zzyECFCache = [];
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.ECF.Scene_Map_terminate = Scene_Map.prototype.terminate;
|
|
|
Scene_Map.prototype.terminate = function()
|
|
|
{
|
|
|
Zzy.ECF.Scene_Map_terminate.call(this);
|
|
|
|
|
|
this.RecordZzyECFSprIdArr();//记录
|
|
|
};
|
|
|
|
|
|
|
|
|
Scene_Map.prototype.RecordZzyECFSprIdArr = function()
|
|
|
{
|
|
|
Zzy.ECF.TempEvIdArr = [];
|
|
|
if(!this._zzyECFWindow){return;}
|
|
|
|
|
|
var infoArr = this._zzyECFWindow.sprInfo;
|
|
|
for(var i=0;i<infoArr.length;i++)
|
|
|
{
|
|
|
Zzy.ECF.TempEvIdArr[i] = infoArr[i].evId;//记录
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Scene_Map.prototype.PuchZzyECFValue = function(textValue,color,pIndex,evId)
|
|
|
{
|
|
|
//检测是否存在pIndex下标
|
|
|
var noIndex = true;
|
|
|
for(var i=0;i<this._zzyECFCheckList.length;i++)
|
|
|
{
|
|
|
if(!this._zzyECFCheckList[i])
|
|
|
{
|
|
|
var info = {};
|
|
|
info.index = pIndex;
|
|
|
info.valueArr = [];//数值
|
|
|
info.cIndex = 0;//目前计数下标
|
|
|
info.cFrame = 0;
|
|
|
info.evId = evId;
|
|
|
this._zzyECFCheckList[i] = info;
|
|
|
break;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
if(this._zzyECFCheckList[i].index === pIndex)//存在下标
|
|
|
{
|
|
|
noIndex = false;
|
|
|
//压入到对应下标队列中
|
|
|
var info = {};
|
|
|
info.text = textValue;
|
|
|
info.color = color;
|
|
|
info.index = pIndex;
|
|
|
info.evId = evId;
|
|
|
this._zzyECFCheckList[i].valueArr.push(info);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if(noIndex)
|
|
|
{
|
|
|
var info = {};
|
|
|
info.index = pIndex;
|
|
|
info.valueArr = [];//数值
|
|
|
info.cIndex = 0;
|
|
|
info.cFrame = 0;
|
|
|
info.evId = evId;
|
|
|
this._zzyECFCheckList.push(info);
|
|
|
this.PuchZzyECFValue(textValue,color,pIndex,evId)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Scene_Map.prototype.updateZzyECFShowValue = function()
|
|
|
{
|
|
|
if(!this._zzyECFCheckList.length)return;
|
|
|
var len = this._zzyECFCheckList.length;
|
|
|
var isNoCheck = true;
|
|
|
for(var i=0;i<len;i++)
|
|
|
{
|
|
|
var tInfo = this._zzyECFCheckList[i];//获取每个检测器
|
|
|
if(tInfo)
|
|
|
{
|
|
|
isNoCheck = false;
|
|
|
if(!tInfo.valueArr.length)
|
|
|
{
|
|
|
this._zzyECFCheckList[i] = undefined;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
for(var j=0;j<tInfo.valueArr.length;j++)
|
|
|
{
|
|
|
var tArr = tInfo.valueArr;
|
|
|
if(tInfo.cIndex >= tArr.length)//是否越界
|
|
|
{
|
|
|
//代表无法取出数据信息
|
|
|
this._zzyECFCheckList[i] = undefined;
|
|
|
}
|
|
|
else//检测时间
|
|
|
{
|
|
|
if(tInfo.cFrame > 0)
|
|
|
{tInfo.cFrame--;}
|
|
|
else
|
|
|
{
|
|
|
//取出内容
|
|
|
var cInfo = tArr[tInfo.cIndex];//增加下标
|
|
|
tInfo.cIndex++;
|
|
|
tInfo.cFrame = Zzy.Param.ECFListShowFrame;
|
|
|
this._zzyECFVWindow.CreateSprite(cInfo);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
if(isNoCheck)
|
|
|
{
|
|
|
this._zzyECFCheckList = [];
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Window_ZzyECFCorona
|
|
|
//============================================================================================
|
|
|
function Window_ZzyECFCorona()
|
|
|
{
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Window_ZzyECFCorona.prototype = Object.create(Window_Base.prototype);
|
|
|
Window_ZzyECFCorona.prototype.constructor = Window_ZzyECFCorona;
|
|
|
|
|
|
Window_ZzyECFCorona.prototype.initialize = function()
|
|
|
{
|
|
|
var width = Graphics.boxWidth;
|
|
|
var height = Graphics.boxHeight;
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
|
this.InitWindow();
|
|
|
this.sprInfo = [];//图像管理信息组
|
|
|
|
|
|
};
|
|
|
|
|
|
Window_ZzyECFCorona.prototype.InitWindow = function()//初始化
|
|
|
{
|
|
|
this.opacity = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
Window_ZzyECFCorona.prototype.standardPadding = function()
|
|
|
{
|
|
|
return 0;
|
|
|
};
|
|
|
|
|
|
Window_ZzyECFCorona.prototype.textPadding = function()
|
|
|
{
|
|
|
return 0;
|
|
|
};
|
|
|
|
|
|
|
|
|
Window_ZzyECFCorona.prototype.CreateSprite = function(ev)//创造事件光环图片
|
|
|
{
|
|
|
//通过EV来指定图片
|
|
|
var info = {};
|
|
|
//申请位图大小
|
|
|
info.spr = new Sprite_ZzyECFCorona(ev);
|
|
|
info.evId = ev.eventId();
|
|
|
//判断ID是否重复
|
|
|
|
|
|
var isInstall = false;
|
|
|
|
|
|
for(var i=0;i<this.sprInfo.length;i++)
|
|
|
{
|
|
|
if(this.sprInfo[i].evId === info.evId)
|
|
|
{
|
|
|
isInstall = true;
|
|
|
//重新安装
|
|
|
this.removeChild(this.sprInfo[i].spr);
|
|
|
this.sprInfo[i] = info;
|
|
|
this.addChild(this.sprInfo[i].spr);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if(!isInstall)
|
|
|
{
|
|
|
this.sprInfo.push(info);
|
|
|
this.addChild(info.spr);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Window_ZzyECFValue
|
|
|
//============================================================================================
|
|
|
function Window_ZzyECFValue()
|
|
|
{
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Window_ZzyECFValue.prototype = Object.create(Window_Base.prototype);
|
|
|
Window_ZzyECFValue.prototype.constructor = Window_ZzyECFValue;
|
|
|
|
|
|
Window_ZzyECFValue.prototype.initialize = function()
|
|
|
{
|
|
|
var width = Graphics.boxWidth;
|
|
|
var height = Graphics.boxHeight;
|
|
|
Window_Base.prototype.initialize.call(this, 0, 0, width, height);
|
|
|
|
|
|
this.InitWindow();
|
|
|
this.sprCache = [];//图像缓存
|
|
|
|
|
|
};
|
|
|
|
|
|
Window_ZzyECFValue.prototype.InitWindow = function()//初始化
|
|
|
{
|
|
|
this.opacity = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
Window_ZzyECFValue.prototype.standardPadding = function()
|
|
|
{
|
|
|
return 0;
|
|
|
};
|
|
|
|
|
|
Window_ZzyECFValue.prototype.textPadding = function()
|
|
|
{
|
|
|
return 0;
|
|
|
};
|
|
|
|
|
|
|
|
|
Window_ZzyECFValue.prototype.CreateSprite = function(info)//创造精灵
|
|
|
{
|
|
|
if(!$gameSystem._ZzyECFIsShowValue)return;
|
|
|
var spr = this.RequestSprite(info);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Window_ZzyECFValue.prototype.RequestSprite = function(info)
|
|
|
{
|
|
|
var blendM = this.GetBlendMOfInfo(info);
|
|
|
|
|
|
for(var i=0;i<this.sprCache.length;i++)
|
|
|
{
|
|
|
if(this.sprCache[i] && !this.sprCache[i].visible)
|
|
|
{
|
|
|
var spr2 = this.sprCache[i];
|
|
|
spr2.visible = true;
|
|
|
spr2.resetInfo(info.text,info.color,info.index,blendM);
|
|
|
return this.sprCache[i];//返回对象
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var spr = new Sprite_ZzyECFValue(info.text,info.color,info.index,blendM);
|
|
|
this.sprCache.push(spr);
|
|
|
this.addChild(spr);
|
|
|
return spr;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Window_ZzyECFValue.prototype.GetBlendMOfInfo = function(info)
|
|
|
{
|
|
|
var evId = info.evId;
|
|
|
if(evId)
|
|
|
{
|
|
|
var ev = $gameMap.event(evId);
|
|
|
return ev.zzyECF.valueBlend === undefined ? $gameSystem.getZzyECFValueBlend() : ev.zzyECF.valueBlend;
|
|
|
}
|
|
|
return $gameSystem.getZzyECFValueBlend();
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Sprite_ZzyECFCorona
|
|
|
//============================================================================================
|
|
|
|
|
|
function Sprite_ZzyECFCorona() {
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype = Object.create(Sprite_Base.prototype);
|
|
|
Sprite_ZzyECFCorona.prototype.constructor = Sprite_ZzyECFCorona;
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.initialize = function(ev)
|
|
|
{
|
|
|
Sprite_Base.prototype.initialize.call(this);
|
|
|
this.anchor.x = 0.5;
|
|
|
this.anchor.y = 0.5;
|
|
|
this.ev = undefined;//ev位置
|
|
|
this.bw = 0;
|
|
|
this.bh = 0;
|
|
|
this.waitSacle = false;
|
|
|
this.CreateBitmap(ev);
|
|
|
|
|
|
};
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.CreateBitmap = function(ev)
|
|
|
{
|
|
|
this.ev = ev;//记录位置
|
|
|
var eInfo = ev.zzyECF;//获取信息
|
|
|
|
|
|
|
|
|
var tRange = eInfo.range*2+1;
|
|
|
this.bw = $gameMap.tileWidth() * tRange;
|
|
|
this.bh = $gameMap.tileHeight() * tRange;
|
|
|
|
|
|
|
|
|
if(!eInfo.sprPic || eInfo.sprPic === '')
|
|
|
{
|
|
|
this.bitmap = new Bitmap(this.bw,this.bh);//申请新的位图
|
|
|
this.scale.x = 1;
|
|
|
this.scale.y = 1;
|
|
|
|
|
|
switch(eInfo.modeCorona)
|
|
|
{
|
|
|
case 1:
|
|
|
var color = eInfo.defaultColor;
|
|
|
this.StrokeCircle(0,0,this.bw,this.bh,color);
|
|
|
break;
|
|
|
|
|
|
case 2:
|
|
|
var color = eInfo.defaultColor;
|
|
|
this.StrokeRect(0,0,this.bw,this.bh,color);
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
this.bitmap = ImageManager.loadPicture(eInfo.sprPic,eInfo.pictureHue);//申请bitmap位图
|
|
|
this.waitSacle = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
this.blendMode = eInfo.modeBlend;
|
|
|
this.visible = eInfo.isShowCorona ? true : false;
|
|
|
|
|
|
this.updatePosition();//更新位置
|
|
|
}
|
|
|
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.StrokeRect = function(x, y, width, height, color)
|
|
|
{
|
|
|
var context = this.bitmap._context;
|
|
|
context.save();
|
|
|
context.lineWidth = 6;
|
|
|
context.strokeStyle = color;
|
|
|
context.strokeRect(x, y, width, height);
|
|
|
context.restore();
|
|
|
this.bitmap._setDirty();
|
|
|
};
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.StrokeCircle = function(x, y, width, height, color)
|
|
|
{
|
|
|
var context = this.bitmap._context;
|
|
|
context.save();
|
|
|
context.lineWidth = 6;
|
|
|
context.strokeStyle = color;
|
|
|
context.beginPath();
|
|
|
context.arc(x+width/2, y+height/2, width/2-3, 0,2*Math.PI,false);
|
|
|
context.stroke();
|
|
|
context.restore();
|
|
|
this.bitmap._setDirty();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.DrawArcRect = function()
|
|
|
{
|
|
|
var hdc = this.bitmap._context;
|
|
|
var r = 6;//半径
|
|
|
var sx = 0;
|
|
|
var sy = 0;
|
|
|
if(this.bw < 2 * r){r = w/2;}
|
|
|
if(this.bh < 2 * r){r = h/2;}
|
|
|
hdc.beginPath();
|
|
|
hdc.moveTo(sx+r,sy);
|
|
|
hdc.arcTo(sx+this.bw,sy,sx+this.bw,sy+this.bh,r);
|
|
|
hdc.arcTo(sx+this.bw,sy+this.bh,sx,sy+this.bh,r);
|
|
|
hdc.arcTo(sx,sy+this.bh,sx,sy,r);
|
|
|
hdc.arcTo(sx,sy,sx+this.bw,sy,r);
|
|
|
hdc.closePath();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.update = function()//确认位置
|
|
|
{
|
|
|
if(!this.visible)return;
|
|
|
this.updateWaitScale();
|
|
|
this.updatePosition();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.updateWaitScale = function()
|
|
|
{
|
|
|
if(!this.waitSacle)return;
|
|
|
if(this.bitmap && this.bitmap.width && this.bitmap.height)
|
|
|
{
|
|
|
this.waitSacle = false;
|
|
|
this.scale.x = this.bw / this.bitmap.width;
|
|
|
this.scale.y = this.bh / this.bitmap.height;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.updatePosition = function()//设置光环位置
|
|
|
{
|
|
|
this.x = this.ev.screenX()+this.ev.zzyECF.ofx;
|
|
|
this.y = this.ev.screenY()+this.ev.zzyECF.ofy-this.CharOffsetY();
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFCorona.prototype.CharOffsetY = function()
|
|
|
{
|
|
|
return 24;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================================
|
|
|
//Sprite_ZzyECFValue
|
|
|
//============================================================================================
|
|
|
|
|
|
function Sprite_ZzyECFValue() {
|
|
|
this.initialize.apply(this, arguments);
|
|
|
}
|
|
|
|
|
|
Sprite_ZzyECFValue.prototype = Object.create(Sprite_Base.prototype);
|
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Sprite_ZzyECFValue.prototype.constructor = Sprite_ZzyECFValue;
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Sprite_ZzyECFValue.prototype.initialize = function(textValue,color,pIndex,blendM)
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{
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Sprite_Base.prototype.initialize.call(this);
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this.anchor.x = 0.5;
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this.anchor.y = 0.5;
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this.valueText = 0;
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this.color = 0;
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this.pIndex = 0;//位置
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this.bw = 0;
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this.bh = 0;
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this.bFrame = 0;
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this.cbFrame = 0;
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this.disX = 0;
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this.disY = 0;
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this.pos = {};
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this.angle = 0;//角度
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this.speed = 0;//速度
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this.gravity = 0;
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this.maxSpeed = 0;
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this.gOffY = 0;//重力计数
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this.fadeIn = 0;
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this.cFadeIn = 0;
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this.fadeOut = 0;
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this.cFadeOut = 0;
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this.blendMode = blendM;
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this.resetInfo(textValue,color,pIndex,blendM);
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};
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Sprite_ZzyECFValue.prototype.resetInfo = function(textValue,color,pIndex,blendM)//初始化
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{
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this.bFrame = Zzy.Param.ECFTextShowFrame;//存在时长
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this.cbFrame = 0;
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this.color = color;
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this.valueText = textValue;
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this.pIndex = pIndex;//位置
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this.angle = Zzy.ECF.ReturnRandom(Zzy.Param.ECFTextAngle,Zzy.Param.ECFAngleArea);
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this.speed = Zzy.ECF.ReturnRandomOfPer(Zzy.Param.ECFTextSpeed,Zzy.Param.ECFSpeedRandPer);
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this.gravity = Zzy.ECF.ReturnRandomOfPer(Zzy.Param.ECFTextGravity,Zzy.Param.ECFGravityRandPer);
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this.maxSpeed = Zzy.Param.ECFGravityMaxSpeed;
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this.pos = Zzy.ECF.GetPosOfParty(this.pIndex);
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this.disX = $gameMap.tileWidth() * $gameMap.displayX();
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this.disY = $gameMap.tileHeight() * $gameMap.displayY();
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this.gOffY = 0;
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this.fadeIn = Math.round(Zzy.ECF.ReturnRandomOfPer(Zzy.Param.ECFTextFadeIn,Zzy.Param.ECFFadeInRandPer));
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this.cFadeIn = 0;
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this.fadeOut = Math.round(Zzy.ECF.ReturnRandomOfPer(Zzy.Param.ECFTextFadeOut,Zzy.Param.ECFFadeOutRandPer));
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this.cFadeOut = 0;
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this.blendMode = blendM;
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this.refresh();
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}
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Sprite_ZzyECFValue.prototype.refresh = function(text)
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{
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if(text){this.valueText = text;}
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var isNeedNew = false;
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var tw = $gameSystem._ZzyECFValueSize * this.valueText.length;
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if(this.bw < tw){this.bw = tw;isNeedNew = true;}
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var th = $gameSystem._ZzyECFValueSize;
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if(this.bh < th){this.bh = th;isNeedNew = true;}
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if(isNeedNew)
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{
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this.bitmap = new Bitmap(this.bw,this.bh);//申请新的位图
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}
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else
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{
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this.bitmap.clear();//清理旧位图
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}
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this.setFontSize($gameSystem._ZzyECFValueSize);//字体大小
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this.setTextColor(this.color);//颜色
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this.bitmap.drawText(this.valueText,0,0,this.bw,this.bh,'center');
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}
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Sprite_ZzyECFValue.prototype.setFontSize = function(fontSize)
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{
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this.bitmap.fontSize = fontSize;
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}
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Sprite_ZzyECFValue.prototype.setTextColor = function(textColor)
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{
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this.bitmap.textColor = textColor;
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}
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Sprite_ZzyECFValue.prototype.update = function()
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{
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if(!this.visible)return;
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this.updatePosition();//更新位置
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this.updateBeing();
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}
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Sprite_ZzyECFValue.prototype.CharOffsetY = function()
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{
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return 24;
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}
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Sprite_ZzyECFValue.prototype.updatePosition = function()
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{
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var tx = this.pos.x;
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var ty = this.pos.y - this.CharOffsetY();
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//角度转换弧度
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var src = this.angle / 180 * Math.PI;
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tx += Math.sin(src) * this.cbFrame * this.speed;
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ty -= Math.cos(src) * this.cbFrame * this.speed;
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//计算镜头偏移
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var disOffX = this.disX - $gameMap.tileWidth() * $gameMap.displayX();
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var disOffY = this.disY - $gameMap.tileHeight() * $gameMap.displayY();
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tx += disOffX;
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ty += disOffY;
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//重力
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var time = this.cbFrame / 60;//时间
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var gy = this.gravity*time*time;
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gy = gy > this.maxSpeed ? this.maxSpeed : gy;
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this.gOffY += gy;
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ty += this.gOffY;
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//位置
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this.x = tx;
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this.y = ty;
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}
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Sprite_ZzyECFValue.prototype.updateBeing = function()//刷新存在
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{
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if(this.cFadeIn < this.fadeIn)//渐入
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{
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this.cFadeIn++;
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this.opacity = 255 * this.cFadeIn / this.fadeIn;
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return;
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}
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if(this.cbFrame < this.bFrame)
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{
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this.cbFrame++;
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this.opacity = 255;
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return;
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}
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if(this.cFadeOut < this.fadeOut)
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{
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this.cFadeOut++;
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this.opacity = 255 * (1 - this.cFadeOut / this.fadeOut);
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}
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else
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{
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this.visible = false;
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}
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}
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//------------------------------Zzy.ECF.Function-------------------------------
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Zzy.ECF.CoronaModeToInt = function(str)
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{
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switch(str)
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{
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case 'circle':return 1;
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case 'rect':return 2;
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}
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console.log('Error:来自LiuYue_EventCorona,检查光环模式填写是否正确');return 0;
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return 1;
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}
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Zzy.ECF.BlendModeToInt = function(str)
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{
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switch(str)
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{
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case 'normal':return Graphics.BLEND_NORMAL;
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case 'add':return Graphics.BLEND_ADD;
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case 'multiply':return Graphics.BLEND_MULTIPLY;
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case 'screen':return Graphics.BLEND_SCREEN;
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}
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console.log('Error:来自LiuYue_EventCorona,检查图像叠加模式填写是否正确');return 0;
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return Graphics.BLEND_NORMAL;
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}
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Zzy.ECF.ShowValue = function(value,color,pIndex,evId)//显示数值--这会让玩家队伍头顶出现数值,pIndex如果沒有写入,默认会是第一名角色
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{
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pIndex = pIndex ? pIndex : 0;
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evId = evId ? evId : 0;
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if(SceneManager._scene instanceof Scene_Map)
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{
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SceneManager._scene.PuchZzyECFValue(String(value),color,pIndex,evId);//压入数值
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}
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}
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Zzy.ECF.GetPosOfParty = function(pIndex)//基于队伍下标中获取角色的位置
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{
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var info = {};
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if(pIndex === 0)
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{
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info.x = $gamePlayer.screenX();
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info.y = $gamePlayer.screenY();
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}
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else
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{
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var tIndex = pIndex-1;
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//判断是否越界
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var tp = $gamePlayer.followers().follower(tIndex);
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if(!tp)
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{
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console.log('Error:来自LiuYue_EventCorona,填写队伍下标值异常');
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info.x = undefined;
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info.y = undefined;
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}
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else
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{
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info.x = tp.screenX();
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info.y = tp.screenY();
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}
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}
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return info;
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}
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Zzy.ECF.ReturnRandom = function(value,offVal)
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{
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if(!offVal)return value;
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var tOff = (Math.random() * offVal);
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if(Math.random()*2<=1)
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{tOff = -tOff;}
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return value + tOff;
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}
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Zzy.ECF.ReturnRandomOfPer = function(value,offPer)
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{
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if(!offPer)return value;
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var tOff = value * (Math.random() * offPer*0.01);
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if(Math.random()*2<=1)
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{tOff = -tOff;}
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return value + tOff;
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}
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Zzy.ECF.IsShowCorona = function(enable)
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{
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$gameSystem.setZzyECFIsShowCorona(enable);
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}
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Zzy.ECF.CoronaMode = function(str)
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{
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$gameSystem.setZzyECFCoronaMode(str);
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}
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Zzy.ECF.CoronaRange = function(range)
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{
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$gameSystem.setZzyECFCoronaRange(range);
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}
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Zzy.ECF.EffectFrame = function(frame)
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{
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$gameSystem.setZzyECFEffectFrame(frame);
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}
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Zzy.ECF.EffectCommand = function(commonId)
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{
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$gameSystem.setZzyECFEffectCommand(commonId);
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}
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Zzy.ECF.RangePic = function(picStr)
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{
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$gameSystem.setZzyECFRangePic(picStr);
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}
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Zzy.ECF.OffsetX = function(offsetX)
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{
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$gameSystem._ZzyECFOffsetX = offsetX;
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}
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Zzy.ECF.OffsetY = function(offsetY)
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{
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$gameSystem._ZzyECFOffsetY = offsetY;
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}
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Zzy.ECF.BlendMode = function(modeStr)
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{
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var modeId = Zzy.ECF.BlendModeToInt(modeStr);
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$gameSystem.setZzyECFBlendMode(modeId);
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}
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Zzy.ECF.ValueBlend = function(modeStr)
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{
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var modeId = Zzy.ECF.BlendModeToInt(modeStr);
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$gameSystem.setZzyECFValueBlend(modeId);
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}
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Zzy.ECF.InCommand = function(commonId)
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{
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$gameSystem.setZzyECFInCommand(commonId);
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}
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Zzy.ECF.OutCommand = function(commonId)
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{
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$gameSystem.setZzyECFOutCommand(commonId);
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}
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Zzy.ECF.DefaultColor = function(color)
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{
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$gameSystem._ZzyECFDefaultColor = color;
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}
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Zzy.ECF.PictureHue = function(hue)
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{
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$gameSystem._ZzyECFPictureHue = hue;
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}
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Zzy.ECF.IsShowValue = function(enable)
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{
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$gameSystem._ZzyECFIsShowValue = enable;
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}
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Zzy.ECF.ValueSize = function(size)
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{
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$gameSystem._ZzyECFValueSize = size;
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}
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