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- //=============================================================================
- // Yanfly Engine Plugins - Battle Engine Core
- // YEP_BattleEngineCore.js
- //=============================================================================
- var Imported = Imported || {};
- Imported.YEP_BattleEngineCore = true;
- var Yanfly = Yanfly || {};
- Yanfly.BEC = Yanfly.BEC || {};
- Yanfly.BEC.version = 1.43;
- //=============================================================================
- /*:
- * @plugindesc v1.43a Have more control over the flow of the battle system
- * with this plugin and alter various aspects to your liking.
- * @author Yanfly Engine Plugins
- *
- * @param ---General---
- * @default
- *
- * @param Action Speed
- * @desc This is the formula used for an action's base speed.
- * Default: agi + Math.randomInt(Math.floor(5 + agi / 4))
- * @default agi
- *
- * @param Default System
- * @desc This is the default battle system your game uses.
- * Default: dtb
- * @default dtb
- *
- * @param ---Escape---
- * @default
- *
- * @param Escape Ratio
- * @desc This is the formula used to determine escape success.
- * Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
- * @default 0.5 * $gameParty.agility() / $gameTroop.agility()
- *
- * @param Fail Escape Boost
- * @desc Each time the player fails escape, increase the success
- * rate by this much. Default: 0.1
- * @default 0.1
- *
- * @param ---Animation---
- * @default
- *
- * @param Animation Base Delay
- * @desc This sets the base delay in between animations.
- * Default: 8
- * @default 0
- *
- * @param Animation Next Delay
- * @desc This sets the sequential delay in between animations.
- * Default: 12
- * @default 0
- *
- * @param Certain Hit Animation
- * @desc Default animation to play for certain hit skills.
- * Use 0 if you wish for no animation.
- * @default 120
- *
- * @param Physical Animation
- * @desc Default animation to play for physical skills.
- * Use 0 if you wish for no animation.
- * @default 52
- *
- * @param Magical Animation
- * @desc Default animation to play for magical skills.
- * Use 0 if you wish for no animation.
- * @default 51
- *
- * @param Enemy Attack Animation
- * @desc This is the default attack animation played by enemies.
- * Default: 0
- * @default 39
- *
- * @param Reflect Animation
- * @desc The animation used when magic attacks are reflected.
- * @default 42
- *
- * @param Motion Waiting
- * @desc Play animations after performing an action or during?
- * During - false After - true Default: false
- * @default false
- *
- * @param ---Frontview---
- * @default
- *
- * @param Front Position X
- * @desc This formula determines the actor's home X position.
- * Default: 0
- * @default Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index
- *
- * @param Front Position Y
- * @desc This formula determines the actor's home Y position.
- * Default: 0
- * @default Graphics.boxHeight - 180
- *
- * @param Front Actor Sprite
- * @desc Show the actor battle sprite in frontview?
- * NO - false YES - true Default - false
- * @default false
- *
- * @param Front Sprite Priority
- * @desc Give actor sprites the priority of always being on top?
- * 0 - Normal 1 - Actors on Top 2 - Enemies on Top
- * @default 1
- *
- * @param ---Sideview---
- * @default
- *
- * @param Home Position X
- * @desc This formula determines the actor's home X position.
- * Default: 600 + index * 32
- * @default screenWidth - 16 - (maxSize + 2) * 32 + index * 32
- *
- * @param Home Position Y
- * @desc This formula determines the actor's home Y position.
- * Default: 280 + index * 48
- * @default screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32
- *
- * @param Side Sprite Priority
- * @desc Give actor sprites the priority of always being on top?
- * 0 - Normal 1 - Actors on Top 2 - Enemies on Top
- * @default 1
- *
- * @param ---Sprites---
- * @default
- *
- * @param Default X Anchor
- * @desc Default value used for your sprites's X Anchor.
- * Default: 0.5
- * @default 0.5
- *
- * @param Default Y Anchor
- * @desc Default value used for your sprites's Y Anchor.
- * Default: 1.0
- * @default 1.0
- *
- * @param Step Distance
- * @desc This is the distance a unit steps forward for actions.
- * Default: 48
- * @default 48
- *
- * @param Flinch Distance
- * @desc In sideview, when a unit takes damage or dodges, it will
- * flinch a certain distance in pixels.
- * @default 12
- *
- * @param Show Shadows
- * @desc Do you wish to have shadows appear under actors?
- * NO - false YES - true
- * @default true
- *
- * @param ---Damage Popups---
- * @default
- *
- * @param Popup Duration
- * @desc Adjusts how many frames a popup will stay visible for.
- * Default: 90
- * @default 128
- *
- * @param Newest Popup Bottom
- * @desc Places the newest popup at the bottom of a group.
- * NO - false YES - true
- * @default true
- *
- * @param Popup Overlap Rate
- * @desc When multiple damage popups appear, they cover each other.
- * Use this to change the buffer rate amount for each sprite.
- * @default 0.9
- *
- * @param Critical Popup
- * @desc Adjusts the popup's flashing color for critical hits.
- * Default: 255, 0, 0, 160
- * @default 255, 0, 0, 160
- *
- * @param Critical Duration
- * @desc How many frames the flashing will remain for a critical.
- * Default: 60
- * @default 60
- *
- * @param ---Tick-Settings---
- * @default
- *
- * @param Timed States
- * @desc If the battle system is Tick-based, use time instead of
- * turns for states? NO - false YES - true
- * @default false
- *
- * @param Timed Buffs
- * @desc If the battle system is Tick-based, use time instead of
- * turns for buffs? NO - false YES - true
- * @default false
- *
- * @param Turn Time
- * @desc How many ticks must past to equal 1 turn?
- * @default 100
- *
- * @param AI Self Turns
- * @desc Set AI to be based on their own individual turns?
- * NO - false YES - true
- * @default true
- *
- * @param ---Window Settings---
- * @default
- *
- * @param Lower Windows
- * @desc Places the skill and item windows at the screen's bottom.
- * OFF - false ON - true
- * @default true
- *
- * @param Window Rows
- * @desc For lower windows, how many rows of items do you wish for
- * the windows to display?
- * @default 4
- *
- * @param Command Window Rows
- * @desc Sets the number of rows for each command window to display.
- * Default: 4
- * @default 4
- *
- * @param Command Alignment
- * @desc Sets the text alignment for the Party/Actor Commands.
- * Default: left
- * @default center
- *
- * @param Start Actor Command
- * @desc Starts turn with the Actor Command Window instead of Party.
- * OFF - false ON - true
- * @default true
- *
- * @param Current Max
- * @desc Display the entire current / max value of HP/MP?
- * NO - false YES - true Default: true
- * @default false
- *
- * @param ---Selection Help---
- * @default
- *
- * @param Mouse Over
- * @desc Allows you to mouse over the enemies to auto-select them.
- * OFF - false ON - true
- * @default true
- *
- * @param Select Help Window
- * @desc When selecting actors and enemies, show the help window?
- * NO - false YES - true
- * @default true
- *
- * @param User Help Text
- * @desc The singular form of 'User' used in a help window.
- * @default User
- *
- * @param Ally Help Text
- * @desc The singular form of 'Ally' used in a help window.
- * @default Ally
- *
- * @param Allies Help Text
- * @desc The plural form of 'Allies' used in a help window.
- * @default Allies
- *
- * @param Enemy Help Text
- * @desc The singular form of 'Enemy' used in a help window.
- * @default Enemy
- *
- * @param Enemies Help Text
- * @desc The plural form of 'Enemy' used in a help window.
- * @default Enemies
- *
- * @param All Help Text
- * @desc When selecting a entire group of targets.
- * %1 - Target Group (Allies or Enemies)
- * @default All %1
- *
- * @param Random Help Text
- * @desc When selecting a random selection of targets.
- * %1 - Target Group (Allies or Enemies) %2 - Number
- * @default %2 Random %1
- *
- * @param ---Enemy Select---
- * @default
- *
- * @param Visual Enemy Select
- * @desc Replaces the enemy selection screen with a more visual one.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Enemy Name
- * @desc Show enemy names with Visual Enemy Select.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Select Box
- * @desc Show a selection box when selecting enemies.
- * OFF - false ON - true
- * @default false
- *
- * @param Enemy Font Size
- * @desc Changes the font size used to display enemy names.
- * Default: 28
- * @default 20
- *
- * @param Enemy Auto Select
- * @desc Changes what enemy is automatically selected at first.
- * LEFT - 0 RIGHT - this.furthestRight()
- * @default this.furthestRight()
- *
- * @param ---Actor Select---
- * @default
- *
- * @param Visual Actor Select
- * @desc Allows you to click the actor on screen to select it.
- * OFF - false ON - true
- * @default true
- *
- * @param ---Battle Log---
- * @default
- *
- * @param Show Emerge Text
- * @desc Shows the battle start text for enemies appearing.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Pre-Emptive Text
- * @desc Shows the text for getting a pre-emptive attack.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Surprise Text
- * @desc Shows the text for getting a surprise attack.
- * OFF - false ON - true
- * @default true
- *
- * @param Optimize Speed
- * @desc Cuts log base line process to optimize the battle speed.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Action Text
- * @desc Displays full action text or a simplified version of it.
- * SIMPLE - false FULL - true
- * @default false
- *
- * @param Show State Text
- * @desc Shows all text regarding states.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Buff Text
- * @desc Shows all text regarding buffs.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Counter Text
- * @desc Shows text regarding counter attacks.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Reflect Text
- * @desc Shows text regarding reflected spells.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Substitute Text
- * @desc Shows text regarding substituted damage.
- * OFF - false ON - true
- * @default true
- *
- * @param Show Fail Text
- * @desc Shows text regarding failed attacks.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Critical Text
- * @desc Shows text regarding critical hits.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Miss Text
- * @desc Shows text regarding missed attacks.
- * OFF - false ON - true
- * @default false
- *
- * @param Show Evasion Text
- * @desc Shows text regarding evaded attacks.
- * OFF - false ON - true
- * @default false
- *
- * @param Show HP Text
- * @desc Shows text regarding HP damage or heals.
- * OFF - false ON - true
- * @default false
- *
- * @param Show MP Text
- * @desc Shows text regarding MP damage or heals.
- * OFF - false ON - true
- * @default false
- *
- * @param Show TP Text
- * @desc Shows text regarding TP damage or heals.
- * OFF - false ON - true
- * @default false
- *
- * @help
- * ============================================================================
- * Introduction
- * ============================================================================
- *
- * This plugin alters the various aspects of the default battle system,
- * allowing it to be more streamlined like most modern RPG's and less clunky
- * like older RPG's. This ranges from choosing what text will appear in the
- * battle log window at the top and how it will be displayed.
- *
- * ============================================================================
- * Battle Messages
- * ============================================================================
- *
- * When changing "Terms" and the "Messages" that appear in battle, inserting
- * the following tag anywhere in the message will cause the message to center
- * itself in the battle log.
- *
- * <CENTER>
- * This tag must be all caps in order for the battle log window to recognize
- * it as an instruction to center the displayed battle text message.
- *
- * There are a couple of notetags you can use to change the way certain skills
- * and items will show up incase you don't want a name like 'Harold's Attack'
- * to appear in the name.
- *
- * Skill and Item Notetags:
- *
- * <Display Text: x>
- * This will change the text displayed to x.
- *
- * <Display Icon: x>
- * This will change the icon displayed to x.
- *
- * ============================================================================
- * Battle Windows
- * ============================================================================
- *
- * There's various options to adjust the window settings found in the battle
- * system to make navigating the battle system more intuitive. Such options
- * include starting the turns with the Actor Command Window instead of the
- * Party Command Window (the Fight/Escape Window). The Party Command Window is
- * still accessible but only by pressing cancel on the first actor's window.
- *
- * ============================================================================
- * Battle Order
- * ============================================================================
- *
- * The battle turn order is also fixed, too. This way, any battlers that Have
- * their AGI value changed over the course of battle will reflect those changes
- * during the current turn rather than the following turn. The action speed
- * calculation can also be adjusted and finetuned to have the random factor of
- * its speed calculation formula removed, too, making AGI actually worthwhile
- * as a tactical parameter.
- *
- * Skill and Item Notetag:
- * <speed: +x>
- * <speed: -x>
- * This lets you break past the editor's limit of -2000 and 2000 allowing you
- * to set the speed of your actions with more control.
- *
- * ============================================================================
- * Multiple Hits
- * ============================================================================
- *
- * Multi-hit action will no longer end prematurely if the target dies midway
- * through the action. This is done through toggling immortal states. To make
- * use of feature, make sure your database has an Immortal State somewhere. If
- * you do not wish to use this feature, set the Parameter for Immortal State ID
- * to 0 instead.
- *
- * ============================================================================
- * Popup Revamp
- * ============================================================================
- *
- * Although the damage popups may still look the same as the default ones from
- * MV, the process in which they're created is now different to streamline the
- * damage popup process. Before, popups would only appear one a time with a
- * frame's different at minimum in order for them to show. Now, any actions
- * that occur at the same frame will now all show popups at the same frame,
- * making for smoother and less clunky damage popups.
- *
- * ============================================================================
- * Common Events
- * ============================================================================
- *
- * Common Events will now occur at the end of each action regardless of whether
- * or not the enemy party is still alive. With proper placing of the action
- * sequence tags, you can make the skill's common event occur in the middle of
- * an action, too. However, keep in mind if you force an action in the middle
- * of another action, the remainder of the former action's sequence list will
- * become null and void in favor of the new forced action.
- *
- * ============================================================================
- * Casting Animations
- * ============================================================================
- *
- * Casting Animations help provide visual hints for players either by letting
- * them know which battler is going to perform an action or what type of skill
- * that action will be. This plugin enables skills to have casting animations
- * that can be modified universally or customized for each individual skill.
- *
- * Skill Notetag:
- * <Cast Animation: x>
- * Sets the skill's cast animation to animation ID x. Setting x to zero will
- * cause the skill to not have any animaton at all.
- *
- * ============================================================================
- * Changing Battle Systems
- * ============================================================================
- *
- * While the player is not in battle, you can change the battle system using a
- * Plugin Command. With only this plugin, there is only one battle system
- * included: the default battle system.
- *
- * Plugin Command:
- * setBattleSys DTB Sets battle system to Default Turn Battle.
- *
- * Other future plugins may include other battle systems that may utilize the
- * Battle Engine Core.
- *
- * ============================================================================
- * Sideview Actions
- * ============================================================================
- *
- * In RPG Maker MV's default battle system, both the sideview and the frontview
- * settings do not display counterattacks, reflected magic attacks, nor any
- * case of substituting for battle members. The Battle Engine Core provides
- * games that are using the sideview settings small amounts of animations to
- * relay information to the player in a more visual sense.
- *
- * Magic Reflection will also display a reflection animation to indicate the
- * battler has reflection properties. This animation can be changed in the
- * parameters, but certain actors, classes, enemies, weapons, armors, and
- * states can display a unique kind of animation for reflection if desired.
- *
- * Actor, Class, Enemy, Weapon, Armor, and State Notetag:
- * <Reflect Animation ID: x>
- * Changes the user's reflect animation to x. This will take priority in the
- * following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
- *
- * Sometimes, you don't want your enemies to be able to move. Or you don't want
- * certain actors to be able to move. They're just stationary for whatever
- * reason. To accomplish that, you can use this notetag to forbid the battler
- * from moving.
- *
- * Actor, Class, Enemy, Weapon, Armor, and State Notetag:
- * <Sprite Cannot Move>
- * Prevents the battler's sprite from moving. This will take priority in the
- * following order: Actor, Class, Enemy, Weapon, Armor, and State. If an
- * enemy is unable to move when it performs an action, it will flash white as
- * if it normally does in front view.
- *
- * ============================================================================
- * Custom Sideview Battler Anchor
- * ============================================================================
- *
- * Sideview battlers are generally centered horizontally, and grounded at their
- * feet. However, not all sideview battler spritesheets work this way. In the
- * event you have a sideview battler that doesn't conform to those standards,
- * you can 'anchor' them a different way.
- *
- * Actor, Class, Weapon, Armor, State Notetags:
- * <Anchor X: y.z>
- * <Anchor Y: y.z>
- * This sets the anchor location for the actor's sideview battler at y.z.
- * By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want
- * the X anchor to be a bit more to the left, make it less than 0.5. Make it
- * more than 0.5 to make the X anchor more towards the right. To raise the
- * Y anchor, set the number value to less than 1.0. Keep adjusting until you
- * find that perfect anchor setting.
- *
- * If an anchor has multiple traits that yield different anchors, it will be
- * used in a priority list akin to this order:
- *
- * States
- * Weapons
- * Armors
- * Class
- * Actor
- * Default
- *
- * The higher it is on the priority list, the higher its priority.
- *
- * ============================================================================
- * Enemy Attack Animation
- * ============================================================================
- *
- * To give your enemies unique attack animations, you can use this notetag:
- *
- * Enemy Notetag:
- * <Attack Animation: x>
- * Replace x with the ID of the battle animation you wish to set as the
- * enemy's default attack animation.
- *
- * ============================================================================
- * Automatic State Removal Conditions
- * ============================================================================
- *
- * By default, RPG Maker MV's battle system has automatic state removal under
- * three different conditions: none, action end, turn end.
- *
- * None and Turn End are working as intended. However, Action End, however, had
- * the states removed at the start of the battler's action rather than the end.
- * This is changed and updated to occur only at the end of a battler's action.
- *
- * Two more automatic conditions are now added: Action Start and Turn Start.
- * These can be added and implemented using the following notetags:
- *
- * State Notetags:
- * <Action Start: x>
- * <Action Start: x to y>
- * This will cause this state to update its turns remaining at the start of
- * an action. x is the number of turns it will last. If you use x to y, upon
- * applying the state, the state will be removed a random number of turns
- * from x to y.
- *
- * <Turn Start: x>
- * <Turn Start: x to y>
- * This will cause the state to update its turns remaining at the start of a
- * battle turn. x is the number of turns it will last. If you use x to y,
- * upon applying the state, the state will be removed a random number of
- * turns from x to y.
- *
- * States with Action End have a unique trait to them where if the caster of
- * the state is the current active battler (subject) and if the state is then
- * applied on the user itself, they will gain a 'free turn'. The 'free turn' is
- * to mitigate the user from losing 1 duration of the turn since with an Action
- * End timing, they would lose the benefit of being under the state for that
- * turn's timing.
- *
- * ============================================================================
- * Action Sequences
- * ============================================================================
- *
- * The Yanfly Engine Plugins - Battle Engine Core includes the capability of
- * using custom action sequences. Action sequences are basic instructions for
- * the game to creating a customized skill both visually and mechanically.
- * The Battle Engine Core, however, will only include the most basic of action
- * sequences so the instructions on how to create a custom action sequence will
- * be included in the Help file on future extension plugins for this plugin.
- *
- * ============================================================================
- * Changelog
- * ============================================================================
- *
- * Version 1.43a:
- * - Bug fixed to prevent crash if non-existent actions are used.
- * - Optimization update.
- *
- * Version 1.42:
- * - Optimization update.
- *
- * Version 1.41:
- * - Fixed a bug that allowed certain sprites to remain in the active pool
- * while party members were removed midway through battle.
- *
- * Version 1.40:
- * - Updated for RPG Maker MV version 1.3.2.
- *
- * Version 1.39c:
- * - Fixed a bug that caused dead actors to not be a part of action sequence
- * targeting for "Not Focus".
- * - Optimization update.
- * - Updated "queueForceAction" to utilize both numbers and actual targets.
- *
- * Version 1.38a:
- * - Optimization update.
- * - Compatibility update for Selection Control v1.08.
- * - Bug fixed for mirrored animations on enemies.
- *
- * Version 1.37:
- * - Fixed a bug where if the enemy's size is too small, the enemy's name
- * during selection will be cut off.
- *
- * Version 1.36d:
- * - Made an update for the battle background image snaps when there is no
- * battleback being used. This will prevent the player party and enemy troop
- * from appearing in the background snapshot when entering menus mid-battle.
- * - 'Death Break' action sequence now only triggers upon dead status and not
- * an 'or 0 HP' condition.
- * - Updated Forced Action sequencing for more efficiency.
- * - 'Action Times+' traits now work properly for DTB again.
- * - Optimized message displaying for battle log.
- * - Optimized z sorting algorithm for sprites.
- *
- * Verison 1.35d:
- * - Scopes that target a dead ally will automatically target the first dead
- * ally now. Scopes that target all dead allies will lock onto the first dead
- * ally. This will hopefully provide less confusion amongst playing.
- * - Added anti-crash measure for sprite bitmaps.
- * - Added anti-crash measure for faux actions.
- * - Added anti-crash measure to prevent non-existant animations from playing.
- * - Added a check that prevents hidden battlers from appearing when using
- * certain action sequences.
- *
- * Version 1.34a:
- * - Fixed a bug where 'NOT FOCUS' targets were not including dead members.
- * - Fixed a bug where using NOT FOCUS would cause dead targets to be visible.
- *
- * Version 1.33:
- * - Updated for RPG Maker MV version 1.1.0.
- *
- * Version 1.32d:
- * - Fixed a bug that caused a crash when an actor died.
- * - Added a motion engine to be used for future plugins.
- * - Preparation for a future plugin.
- * - <Anchor X: y.z> and <Anchor Y: y.z> notetags for actors are now extended
- * to actors, classes, weapons, armors, and states.
- * - Added <Display Text: x> and <Display Icon: x> notetags for skills and
- * items. These notetags will alter the display name shown and icon shown
- * respectively while performing a skill.
- * - Switched Magic Reflect checking order with Counterattack checking order.
- * This is to give priority to reflected actions over countered actions.
- *
- * Version 1.31b:
- * - States with Action End now have a unique trait to them where if the caster
- * of the state is the current active battler (subject) and if the state is
- * then applied on the user itself, they will gain a 'free turn'. The 'free
- * turn' is to mitigate the user from losing 1 duration of the turn since with
- * an Action End timing, they would lose the benefit of being under the state
- * for that turn's timing.
- * - Added failsafes for Free Turns in case other plugins have overwritten the
- * on battle start functions.
- * - Added a compatibility update to Animated SV Enemies for dead motion.
- *
- * Version 1.30:
- * - Optimization update.
- * - Fixed a bug that prevented added state effects be unable to apply if they
- * are an added Death state.
- * - Battlelog lines are now able to display text codes.
- *
- * Version 1.29:
- * - Fixed a bug with the 'else if' action sequences not working in the right
- * order of sequence conditions.
- *
- * Version 1.28d:
- * - Fixed a bug if instant casting a skill that would make an opponent battler
- * to force an action to end incorrectly. Thanks to DoubleX for the fix.
- * - Fixed a bug with mouse over not working properly.
- * - Fixed a bug regarding forced actions that will cause the battle to freeze
- * if the forced action causes the main active subject to leave the battle.
- * - Fixed a bug with timed states not updating their turns properly.
- * - Changed priority of IF action sequences to higher to no longer interfere
- * other action sequences.
- *
- * Version 1.27:
- * - Mechanic change. This will only affect those using turn-based state timing
- * mechanics. Turn End state updates are now shifted from Turn End to occur at
- * Regeneration timing to have a more synchronized aspect. The timings are very
- * close so there's next to no notice in difference. Buff turn updates are also
- * moved to the regeneration timing, too.
- *
- * Version 1.26:
- * - Added 'Mouse Over' parameter to Selection Help. This parameter enables
- * mouse users to simply hover over the enemy to select them rather than having
- * to click an enemy twice to select them.
- *
- * Version 1.25f:
- * - Added failsafes for Forced Action queues.
- * - Added 'Show Select Box' parameter when selecting enemies.
- * - Fixed a bug that caused End Turn events to not function properly.
- * - Battle animations, by default, are positioned relative to the base bitmap
- * for its target sprite. However, actor sprites do not have a base bitmap and
- * therefore, battle animations, regardless of position, will always target the
- * actor sprite's feet. This update now gives actor sprites a base bitmap.
- * - Readjusted sprite width and sprite height calculations.
- * - Added a failsafe for when no sideview actor graphics are used.
- *
- * Version 1.24:
- * - Implemented a Forced Action queue list. This means if a Forced Action
- * takes place in the middle of an action, the action will resume after the
- * forced action finishes rather than cancels it out like MV does.
- *
- * Version 1.23:
- * - Fixed a bug that didn't regenerate HP/MP/TP properly for tick-based.
- *
- * Version 1.22:
- * - Fixed a bug within MV that caused Forced Actions at Turn End to prompt and
- * trigger all turn-end related activities (such as regeneration and state turn
- * updating).
- * - Made a mechanic change so that Action Start and Action End state turns do
- * not update their turns through forced actions.
- *
- * Version 1.21:
- * - Fixed a bug where states Action End weren't going down properly with DTB.
- *
- * Version 1.20:
- * - Fixed a bug where revived actors using instant cast aren't properly set to
- * use actions immediately.
- *
- * Version 1.19:
- * - Added <Attack Animation: x> notetag for enemies.
- * - Added 'AI Self Turns' for Tick-Based Battles. Enemies can now have their
- * A.I. revolve around their own individual turns rather than the battle's.
- * - Mechanic change for states. Following suit with the change to Action End
- * removal, there are now two more conditions added: Action Start, Turn Start.
- * - Added <Action Start: x>, <Action Start: x to y>, <Turn Start: x>, and
- * <Turn Start: x to y> notetags for automatic state removal.
- *
- * Version 1.18:
- * - Fixed a bug with irregular targeting scopes.
- * - Fixed an MV-related bug with Recover All event not refreshing battlers.
- *
- * Version 1.17b:
- * - Fixed a bug with action end states to remove multiple at once.
- * - Fixed a visual error with flinching sprites.
- * - Added 'Current Max' parameter to change HP current/max display in battle.
- * - Mechanic change for states that update on Action End to end at the end of
- * a battler's turn instead of at the start.
- * - Began preparations for another battle system.
- *
- * Version 1.16:
- * - Fixed an issue with mirrored enemies having mirrored state icons.
- *
- * Version 1.15a:
- * - Fixed a bug revolving the status window not updating.
- * - Updated default home position formula to better fit other party sizes.
- * New Home Position X:
- * screenWidth - 16 - (maxSize + 2) * 32 + index * 32
- * New Home Position Y:
- * screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 16
- *
- * Version 1.14:
- * - Fixed a bug with Forced Actions locking out the battle.
- * - New mechanic: For tick-based battle systems, states with action-end will
- * go down in turns based on how many actions took place for the actor instead.
- * Previously, they were indistinguishable from states with Turn End removal.
- * - New mechanic: Using Instant Skills/Items from YEP_InstantCast.js will also
- * cause states with action-end to go down in turns upon using actions.
- *
- * Version 1.13a:
- * - Fixed a bug that made battlebacks disappear.
- * - Reworked visual enemy selection.
- * - Victory phase doesn't immediately display level up changes in battle
- * status window.
- * - Fixed a bug with the visual enemy select showing dead enemy names.
- *
- * Version 1.12b:
- * - If the Battle HUD has been hidden for whatever reason during the victory
- * sequence, it will be returned.
- * - Added <speed: +x> and <speed: -x> notetags to break past editor limits.
- * - Added new conditions where the battle won't end until all action sequences
- * have been fulfilled.
- *
- * Version 1.11:
- * - Fixed a bug that didn't show HP/MP Regeneration.
- *
- * Version 1.10:
- * - Removed immortal state dependancy. Immortality is now its own setting.
- * - Added more abbreviated variables for action speed calculation.
- * - Fixed a bug where all-scope attacks would reveal Appear-Halfway enemies.
- * - Fixed a bug where the battle wouldn't end if the final enemy was killed
- * by state damage.
- *
- * Version 1.09:
- * - Fixed a undefined actor bug for refreshing the status window.
- * - Added 'Show Shadows' parameter to the plugin settings.
- * - Reworked the default action sequences so that forced actions do not appear
- * on top of each other and party-heal animations occur simultaneously.
- *
- * Version 1.08:
- * - Fixed a bug where battlers gaining HP/MP in the damage formula for
- * themselves wouldn't trigger popups.
- * - Fixed a bug where if the party failed to escape from battle, states that
- * would be removed by battle still get removed. *Fixed by Emjenoeg*
- * - Fixed a bug where instant death skills didn't work.
- * - Changed Sprite Priority settings to decide whether actors, enemies, or
- * neither would always be on top.
- *
- * Version 1.07:
- * - Optimized status window to refresh at a minimum.
- * - Set up frame work for future plugins:
- * - Added 'Escape Ratio' and 'Fail Escape Boost' to parameters to allow users
- * to set the escape ratio they want.
- * - Added 'Front Sprite Priority' and 'Side Sprite Priority' to parameters to
- * dictate if actor sprites are always on top.
- * - Added 'Tick-Settings' category for tick-based battle systems.
- *
- * Version 1.06:
- * - Fixed a bug that causes dead actors at the start of battle to not spawn.
- * - Fixed a bug where the help window on an empty slot would show the
- * previous skill's message.
- *
- * Version 1.05:
- * - Added new target typing: Character X, which allows you to select
- * specifically the actor with an actor ID of X if he/she/it is in the party.
- * - Fixed a bug that prevented Miss and Evade popups from showing.
- *
- * Version 1.04:
- * - Fixed a bug where popups didn't show under certain animation types.
- * - Fixed certain battler motions from not refreshing correctly.
- * - Actions with no scope will not trigger the confirmation selection window.
- *
- * Version 1.03:
- * - Added 'Wait for Effect' action sequence.
- * - Actions now wait for effects (such as collapsing) to be done before
- * continuing on with battle or to end battle.
- *
- * Version 1.02:
- * - Fixed a bug where the help window would retain descriptions on no skills.
- * - Synched up weapons with actor sprites so they would occur simultaneously.
- * - Fixed an issue where requesting certain motions from enemies that don't
- * exist would cause them to crash.
- *
- * Version 1.01:
- * - Skills and items that affect both HP and MP will now show popups for both.
- *
- * Version 1.00:
- * - Finished plugin!
- */
- //=============================================================================
- //=============================================================================
- // Parameter Variables
- //=============================================================================
- Yanfly.Parameters = PluginManager.parameters('YEP_BattleEngineCore');
- Yanfly.Param = Yanfly.Param || {};
- Yanfly.Param.BECSystem = String(Yanfly.Parameters['Default System']);
- Yanfly.Param.BECEscRatio = String(Yanfly.Parameters['Escape Ratio']);
- Yanfly.Param.BECEscFail = String(Yanfly.Parameters['Fail Escape Boost']);
- Yanfly.Param.CastCertHit = Number(Yanfly.Parameters['Certain Hit Animation']);
- Yanfly.Param.CastPhysical = Number(Yanfly.Parameters['Physical Animation']);
- Yanfly.Param.CastMagical = Number(Yanfly.Parameters['Magical Animation']);
- Yanfly.Param.EnemyAtkAni = Number(Yanfly.Parameters['Enemy Attack Animation']);
- Yanfly.Param.BECOptSpeed = String(Yanfly.Parameters['Optimize Speed']);
- Yanfly.Param.BECOptSpeed = eval(Yanfly.Param.BECOptSpeed);
- Yanfly.Param.BECEmergeText = String(Yanfly.Parameters['Show Emerge Text']);
- Yanfly.Param.BECEmergeText = eval(Yanfly.Param.BECEmergeText);
- Yanfly.Param.BECPreEmpText = String(Yanfly.Parameters['Show Pre-Emptive Text']);
- Yanfly.Param.BECPreEmpText = eval(Yanfly.Param.BECPreEmpText);
- Yanfly.Param.BECSurpText = String(Yanfly.Parameters['Show Surprise Text']);
- Yanfly.Param.BECSurpText = eval(Yanfly.Param.BECSurpText);
- Yanfly.Param.BECPopupOverlap = String(Yanfly.Parameters['Popup Overlap Rate']);
- Yanfly.Param.BECPopupOverlap = eval(Yanfly.Param.BECPopupOverlap);
- Yanfly.Param.BECNewPopBottom = String(Yanfly.Parameters['Newest Popup Bottom']);
- Yanfly.Param.BECNewPopBottom = eval(Yanfly.Param.BECNewPopBottom);
- Yanfly.Param.BECStartActCmd = String(Yanfly.Parameters['Start Actor Command']);
- Yanfly.Param.BECStartActCmd = eval(Yanfly.Param.BECStartActCmd);
- Yanfly.Param.BECCurMax = eval(String(Yanfly.Parameters['Current Max']));
- Yanfly.Param.BECSelectHelp = String(Yanfly.Parameters['Select Help Window']);
- Yanfly.Param.BECSelectHelp = eval(Yanfly.Param.BECSelectHelp);
- Yanfly.Param.BECHelpUserTx = String(Yanfly.Parameters['User Help Text']);
- Yanfly.Param.BECHelpAllyTx = String(Yanfly.Parameters['Ally Help Text']);
- Yanfly.Param.BECHelpAlliesTx = String(Yanfly.Parameters['Allies Help Text']);
- Yanfly.Param.BECHelpEnemyTx = String(Yanfly.Parameters['Enemy Help Text']);
- Yanfly.Param.BECHelpEnemiesTx = String(Yanfly.Parameters['Enemies Help Text']);
- Yanfly.Param.BECHelpAllTx = String(Yanfly.Parameters['All Help Text']);
- Yanfly.Param.BECHelpRandTx = String(Yanfly.Parameters['Random Help Text']);
- Yanfly.Param.BECFrontPosX = String(Yanfly.Parameters['Front Position X']);
- Yanfly.Param.BECFrontPosY = String(Yanfly.Parameters['Front Position Y']);
- Yanfly.Param.BECFrontSprite = String(Yanfly.Parameters['Front Actor Sprite']);
- Yanfly.Param.BECFrontSprite = eval(Yanfly.Param.BECFrontSprite);
- Yanfly.Param.BECFrSpPrio = String(Yanfly.Parameters['Front Sprite Priority']);
- Yanfly.Param.BECHomePosX = String(Yanfly.Parameters['Home Position X']);
- Yanfly.Param.BECHomePosY = String(Yanfly.Parameters['Home Position Y']);
- Yanfly.Param.BECSideSpPrio = String(Yanfly.Parameters['Side Sprite Priority']);
- Yanfly.Param.BECSideSpPrio = eval(Yanfly.Param.BECSideSpPrio);
- Yanfly.Param.BECAnchorX = Number(Yanfly.Parameters['Default X Anchor']);
- Yanfly.Param.BECAnchorY = Number(Yanfly.Parameters['Default Y Anchor']);
- Yanfly.Param.BECStepDist = Number(Yanfly.Parameters['Step Distance']);
- Yanfly.Param.BECFlinchDist = Number(Yanfly.Parameters['Flinch Distance']);
- Yanfly.Param.BECShowShadows = String(Yanfly.Parameters['Show Shadows']);
- Yanfly.Param.BECShowShadows = eval(Yanfly.Param.BECShowShadows);
- Yanfly.Param.BECPopupDur = Number(Yanfly.Parameters['Popup Duration']);
- Yanfly.Param.BECCritPopup = String(Yanfly.Parameters['Critical Popup']);
- Yanfly.Param.BECCritDur = Number(Yanfly.Parameters['Critical Duration']);
- Yanfly.Param.BECActionSpeed = String(Yanfly.Parameters['Action Speed']);
- Yanfly.Param.BECReflectAni = Number(Yanfly.Parameters['Reflect Animation']);
- Yanfly.Param.BECMotionWait = String(Yanfly.Parameters['Motion Waiting']);
- Yanfly.Param.BECMotionWait = eval(Yanfly.Param.BECMotionWait);
- Yanfly.Param.BECTimeStates = String(Yanfly.Parameters['Timed States']);
- Yanfly.Param.BECTimeStates = eval(Yanfly.Param.BECTimeStates);
- Yanfly.Param.BECTimeBuffs = String(Yanfly.Parameters['Timed Buffs']);
- Yanfly.Param.BECTimeBuffs = eval(Yanfly.Param.BECTimeBuffs);
- Yanfly.Param.BECTurnTime = Number(Yanfly.Parameters['Turn Time']);
- Yanfly.Param.BECAISelfTurn = eval(String(Yanfly.Parameters['AI Self Turns']));
- Yanfly.Param.BECLowerWindows = String(Yanfly.Parameters['Lower Windows']);
- Yanfly.Param.BECLowerWindows = eval(Yanfly.Param.BECLowerWindows);
- Yanfly.Param.BECSelectMouseOver = eval(String(Yanfly.Parameters['Mouse Over']));
- Yanfly.Param.BECEnemySelect = String(Yanfly.Parameters['Visual Enemy Select']);
- Yanfly.Param.BECEnemySelect = eval(Yanfly.Param.BECEnemySelect);
- Yanfly.Param.BECActorSelect = String(Yanfly.Parameters['Visual Actor Select']);
- Yanfly.Param.BECActorSelect = eval(Yanfly.Param.BECActorSelect);
- Yanfly.Param.BECWindowRows = Number(Yanfly.Parameters['Window Rows']);
- Yanfly.Param.BECEnemyFontSize = Number(Yanfly.Parameters['Enemy Font Size']);
- Yanfly.Param.BECShowEnemyName = String(Yanfly.Parameters['Show Enemy Name']);
- Yanfly.Param.BECShowEnemyName = eval(Yanfly.Param.BECShowEnemyName);
- Yanfly.Param.BECShowSelectBox = String(Yanfly.Parameters['Show Select Box']);
- Yanfly.Param.BECShowSelectBox = eval(Yanfly.Param.BECShowSelectBox);
- Yanfly.Param.BECEnemyAutoSel = String(Yanfly.Parameters['Enemy Auto Select']);
- Yanfly.Param.BECCommandAlign = String(Yanfly.Parameters['Command Alignment']);
- Yanfly.Param.BECCommandRows = Number(Yanfly.Parameters['Command Window Rows']);
- Yanfly.Param.BECAniBaseDel = Number(Yanfly.Parameters['Animation Base Delay']);
- Yanfly.Param.BECAniNextDel = Number(Yanfly.Parameters['Animation Next Delay']);
- Yanfly.Param.BECFullActText = String(Yanfly.Parameters['Show Action Text']);
- Yanfly.Param.BECFullActText = eval(Yanfly.Param.BECFullActText);
- Yanfly.Param.BECShowCntText = String(Yanfly.Parameters['Show Counter Text']);
- Yanfly.Param.BECShowCntText = eval(Yanfly.Param.BECShowCntText);
- Yanfly.Param.BECShowRflText = String(Yanfly.Parameters['Show Reflect Text']);
- Yanfly.Param.BECShowRflText = eval(Yanfly.Param.BECShowRflText);
- Yanfly.Param.BECShowSubText = String(Yanfly.Parameters['Show Substitute Text']);
- Yanfly.Param.BECShowSubText = eval(Yanfly.Param.BECShowSubText);
- Yanfly.Param.BECShowFailText = String(Yanfly.Parameters['Show Fail Text']);
- Yanfly.Param.BECShowFailText = eval(Yanfly.Param.BECShowFailText);
- Yanfly.Param.BECShowCritText = String(Yanfly.Parameters['Show Critical Text']);
- Yanfly.Param.BECShowCritText = eval(Yanfly.Param.BECShowCritText);
- Yanfly.Param.BECShowMissText = String(Yanfly.Parameters['Show Miss Text']);
- Yanfly.Param.BECShowMissText = eval(Yanfly.Param.BECShowMissText);
- Yanfly.Param.BECShowEvaText = String(Yanfly.Parameters['Show Evasion Text']);
- Yanfly.Param.BECShowEvaText = eval(Yanfly.Param.BECShowEvaText);
- Yanfly.Param.BECShowHpText = String(Yanfly.Parameters['Show HP Text']);
- Yanfly.Param.BECShowHpText = eval(Yanfly.Param.BECShowHpText);
- Yanfly.Param.BECShowMpText = String(Yanfly.Parameters['Show MP Text']);
- Yanfly.Param.BECShowMpText = eval(Yanfly.Param.BECShowMpText);
- Yanfly.Param.BECShowTpText = String(Yanfly.Parameters['Show TP Text']);
- Yanfly.Param.BECShowTpText = eval(Yanfly.Param.BECShowTpText);
- Yanfly.Param.BECShowStateText = String(Yanfly.Parameters['Show State Text']);
- Yanfly.Param.BECShowStateText = eval(Yanfly.Param.BECShowStateText);
- Yanfly.Param.BECShowBuffText = String(Yanfly.Parameters['Show Buff Text']);
- Yanfly.Param.BECShowBuffText = eval(Yanfly.Param.BECShowBuffText);
- //=============================================================================
- // DataManager
- //=============================================================================
- Yanfly.BEC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
- DataManager.isDatabaseLoaded = function() {
- if (!Yanfly.BEC.DataManager_isDatabaseLoaded.call(this)) return false;
- if (!Yanfly._loaded_YEP_BattleEngineCore) {
- this.processMELODYNotetags($dataSkills);
- this.processMELODYNotetags($dataItems);
- this.processBECNotetags1($dataSkills);
- this.processBECNotetags2($dataSkills);
- this.processBECNotetags2($dataItems);
- this.processBECNotetags3($dataEnemies);
- this.processBECNotetags4($dataActors);
- this.processBECNotetags4($dataClasses);
- this.processBECNotetags4($dataWeapons);
- this.processBECNotetags4($dataArmors);
- this.processBECNotetags4($dataEnemies);
- this.processBECNotetags4($dataStates);
- this.processBECNotetags5($dataActors, true);
- this.processBECNotetags5($dataClasses, false);
- this.processBECNotetags5($dataWeapons, false);
- this.processBECNotetags5($dataArmors, false);
- this.processBECNotetags5($dataStates, false);
- this.processBECNotetags6($dataStates);
- Yanfly._loaded_YEP_BattleEngineCore = true;
- }
- return true;
- };
- DataManager.processMELODYNotetags = function(group) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- if (obj.actionsMade) continue;
- obj.actionsMade = true;
- var notedata = obj.note.split(/[\r\n]+/);
- var actionType = 0;
- this.setDefaultActions(obj);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:SETUP ACTION|setup)>/i)) {
- actionType = 1;
- obj.setupActions = [];
- } else if (line.match(/<\/(?:SETUP ACTION|setup)>/i)) {
- var actionType = 0;
- } else if (line.match(/<(?:WHOLE ACTION|whole)>/i)) {
- actionType = 2;
- obj.wholeActions = [];
- } else if (line.match(/<\/(?:WHOLE ACTION|whole)>/i)) {
- var actionType = 0;
- } else if (line.match(/<(?:TARGET ACTION|target)>/i)) {
- actionType = 3;
- obj.targetActions = [];
- } else if (line.match(/<\/(?:TARGET ACTION|target)>/i)) {
- var actionType = 0;
- } else if (line.match(/<(?:FOLLOW ACTION|follow)>/i)) {
- actionType = 4;
- obj.followActions = [];
- } else if (line.match(/<\/(?:FOLLOW ACTION|follow)>/i)) {
- var actionType = 0;
- } else if (line.match(/<(?:FINISH ACTION|finish)>/i)) {
- actionType = 5;
- obj.finishActions = [];
- } else if (line.match(/<\/(?:FINISH ACTION|finish)>/i)) {
- var actionType = 0;
- } else {
- this.convertSequenceLine(obj, line, actionType);
- }
- }
- }
- };
- Yanfly.BEC.DefaultActionSetup = [
- ['CLEAR BATTLE LOG'],
- ['DISPLAY ACTION'],
- ['IMMORTAL', ['TARGETS', 'TRUE']],
- ['PERFORM START'],
- ['WAIT FOR MOVEMENT'],
- ['CAST ANIMATION'],
- ['WAIT FOR ANIMATION']
- ];
- Yanfly.BEC.DefaultActionWhole = [
- ['PERFORM ACTION'],
- ];
- Yanfly.BEC.DefaultActionTarget = [
- ['PERFORM ACTION'],
- ];
- if (Yanfly.Param.BECMotionWait) {
- Yanfly.BEC.DefaultActionWhole.push(['MOTION WAIT', ['USER']]);
- Yanfly.BEC.DefaultActionTarget.push(['MOTION WAIT', ['USER']]);
- } else {
- Yanfly.BEC.DefaultActionWhole.push(['WAIT', [10]]);
- Yanfly.BEC.DefaultActionTarget.push(['WAIT', [10]]);
- };
- Yanfly.BEC.DefaultActionWhole.push(['ACTION ANIMATION']);
- Yanfly.BEC.DefaultActionWhole.push(['WAIT FOR ANIMATION']);
- Yanfly.BEC.DefaultActionTarget.push(['ACTION ANIMATION']);
- Yanfly.BEC.DefaultActionTarget.push(['WAIT FOR ANIMATION']);
- Yanfly.BEC.DefaultActionFollow = [
- ];
- Yanfly.BEC.DefaultActionFinish = [
- ['IMMORTAL', ['TARGETS', 'FALSE']],
- ['WAIT FOR NEW LINE'],
- ['CLEAR BATTLE LOG'],
- ['PERFORM FINISH'],
- ['WAIT FOR MOVEMENT'],
- ['WAIT FOR EFFECT'],
- ['ACTION COMMON EVENT'],
- ];
- DataManager.setDefaultActions = function(obj) {
- obj.setupActions = Yanfly.BEC.DefaultActionSetup.slice();
- if (this.isWholeAction(obj)) {
- obj.wholeActions = Yanfly.BEC.DefaultActionWhole.slice();
- this.addActionEffects(obj, obj.wholeActions);
- obj.targetActions = [];
- } else {
- obj.wholeActions = [];
- obj.targetActions = Yanfly.BEC.DefaultActionTarget.slice();
- this.addActionEffects(obj, obj.targetActions);
- }
- obj.followActions = Yanfly.BEC.DefaultActionFollow.slice();
- obj.finishActions = Yanfly.BEC.DefaultActionFinish.slice();
- };
- DataManager.isWholeAction = function(obj) {
- if (obj.animationId > 0 && $dataAnimations[obj.animationId]) {
- var animation = $dataAnimations[obj.animationId];
- if (animation.position === 3) return true;
- if (animation.position !== 3 && [2, 8, 10].contains(obj.scope)) return true;
- }
- return false;
- };
- DataManager.addActionEffects = function(obj, array) {
- for (;;) {
- array[array.length] = ['ACTION EFFECT'];
- array[array.length] = ['DEATH BREAK'];
- obj.repeats -= 1;
- if (obj.repeats <= 0) break;
- array[array.length] = ['WAIT', [8]];
- }
- obj.repeats = 1;
- };
- Yanfly.BEC.SeqType6 =
- /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
- Yanfly.BEC.SeqType5 =
- /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
- Yanfly.BEC.SeqType4 =
- /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*),[ ](.*)/i;
- Yanfly.BEC.SeqType3 =
- /[ ]*(.*):[ ](.*),[ ](.*),[ ](.*)/i;
- Yanfly.BEC.SeqType2 =
- /[ ]*(.*):[ ](.*),[ ](.*)/i;
- Yanfly.BEC.SeqType1 =
- /[ ]*(.*):[ ](.*)/i;
- Yanfly.BEC.SeqType0 =
- /[ ]*(.*)/i;
- DataManager.convertSequenceLine = function(obj, line, actionType) {
- if (actionType <= 0 || actionType > 5) return;
- Yanfly.BEC.SeqType;
- var seqArgs;
- if (line.match(Yanfly.BEC.SeqType6)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs =
- [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6, RegExp.$7];
- } else if (line.match(Yanfly.BEC.SeqType5)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5, RegExp.$6];
- } else if (line.match(Yanfly.BEC.SeqType4)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4, RegExp.$5];
- } else if (line.match(Yanfly.BEC.SeqType3)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [RegExp.$2, RegExp.$3, RegExp.$4];
- } else if (line.match(Yanfly.BEC.SeqType2)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [RegExp.$2, RegExp.$3];
- } else if (line.match(Yanfly.BEC.SeqType1)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [RegExp.$2];
- } else if (line.match(Yanfly.BEC.SeqType0)) {
- Yanfly.BEC.SeqType = RegExp.$1;
- seqArgs = [];
- } else {
- return;
- }
- var array = [Yanfly.BEC.SeqType, seqArgs];
- if (actionType === 1) obj.setupActions[obj.setupActions.length] = array;
- if (actionType === 2) obj.wholeActions[obj.wholeActions.length] = array;
- if (actionType === 3) obj.targetActions[obj.targetActions.length] = array;
- if (actionType === 4) obj.followActions[obj.followActions.length] = array;
- if (actionType === 5) obj.finishActions[obj.finishActions.length] = array;
- };
- DataManager.processBECNotetags1 = function(group) {
- var note1 = /<(?:CAST ANIMATION|cast ani):[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.castAnimation = 0;
- if (obj.hitType === 0) obj.castAnimation = Yanfly.Param.CastCertHit;
- if (obj.hitType === 1) obj.castAnimation = Yanfly.Param.CastPhysical;
- if (obj.hitType === 2) obj.castAnimation = Yanfly.Param.CastMagical;
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(note1)) {
- obj.castAnimation = parseInt(RegExp.$1);
- }
- }
- }
- };
- DataManager.processBECNotetags2 = function(group) {
- var note1 = /<(?:ACTION COPY):[ ](.*):[ ]*(\d+)>/i;
- var note2 = /<(?:SPEED):[ ]([\+\-]\d+)>/i;
- var note3 = /<(?:DISPLAY NAME|DISPLAY TEXT):[ ](.*)>/i;
- var note4 = /<(?:DISPLAY ICON):[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.battleDisplayText = obj.name;
- obj.battleDisplayIcon = obj.iconIndex;
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(note1)) {
- var text = String(RegExp.$1).toUpperCase();
- var target;
- if (['I', 'ITEM'].contains(text)) {
- target = $dataItems[parseInt(RegExp.$2)];
- } else if (['S', 'SKILL'].contains(text)) {
- target = $dataSkills[parseInt(RegExp.$2)];
- }
- if (target) {
- obj.setupActions = target.setupActions.slice();
- obj.wholeActions = target.wholeActions.slice();
- obj.targetActions = target.targetActions.slice();
- obj.followActions = target.followActions.slice();
- obj.finishActions = target.finishActions.slice();
- }
- } else if (line.match(note2)) {
- obj.speed = parseInt(RegExp.$1);
- } else if (line.match(note3)) {
- obj.battleDisplayText = String(RegExp.$1);
- } else if (line.match(note4)) {
- obj.battleDisplayIcon = parseInt(RegExp.$1);
- }
- }
- }
- };
- DataManager.processBECNotetags3 = function(group) {
- var note1 = /<(?:ATTACK ANIMATION|attack ani):[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.attackAnimationId = Yanfly.Param.EnemyAtkAni;
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(note1)) {
- obj.attackAnimationId = parseInt(RegExp.$1);
- }
- }
- }
- };
- DataManager.processBECNotetags4 = function(group) {
- var note1 = /<(?:REFLECT ANIMATION|reflect ani):[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.reflectAnimationId = 0;
- obj.spriteCannotMove = false;
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(note1)) {
- obj.reflectAnimationId = parseInt(RegExp.$1);
- } else if (line.match(/<(?:SPRITE CANNOT MOVE)>/i)) {
- obj.spriteCannotMove = true;
- }
- }
- }
- };
- DataManager.processBECNotetags5 = function(group, isActor) {
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- if (isActor) {
- obj.anchorX = Yanfly.Param.BECAnchorX;
- obj.anchorY = Yanfly.Param.BECAnchorY;
- }
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:ANCHOR X):[ ](\d+)[.](\d+)>/i)) {
- obj.anchorX = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
- } else if (line.match(/<(?:ANCHOR Y):[ ](\d+)[.](\d+)>/i)) {
- obj.anchorY = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
- }
- }
- }
- };
- DataManager.processBECNotetags6 = function(group) {
- var note1a = /<(?:ACTION START):[ ](\d+)>/i;
- var note1b = /<(?:ACTION START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
- var note2a = /<(?:TURN START):[ ](\d+)>/i;
- var note2b = /<(?:TURN START):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(note1a)) {
- var turns = parseInt(RegExp.$1);
- obj.autoRemovalTiming = 3;
- obj.maxTurns = turns;
- obj.minTurns = turns;
- } else if (line.match(note1b)) {
- var turns1 = parseInt(RegExp.$1);
- var turns2 = parseInt(RegExp.$2);
- obj.autoRemovalTiming = 3;
- obj.maxTurns = turns1;
- obj.minTurns = turns2;
- } else if (line.match(note2a)) {
- var turns = parseInt(RegExp.$1);
- obj.autoRemovalTiming = 4;
- obj.maxTurns = turns;
- obj.minTurns = turns;
- } else if (line.match(note2b)) {
- var turns1 = parseInt(RegExp.$1);
- var turns2 = parseInt(RegExp.$2);
- obj.autoRemovalTiming = 4;
- obj.maxTurns = turns1;
- obj.minTurns = turns2;
- }
- }
- }
- };
- //=============================================================================
- // TouchInput
- //=============================================================================
- Yanfly.BEC.TouchInput_onMouseMove = TouchInput._onMouseMove;
- TouchInput._onMouseMove = function(event) {
- Yanfly.BEC.TouchInput_onMouseMove.call(this, event);
- this._mouseOverX = Graphics.pageToCanvasX(event.pageX);
- this._mouseOverY = Graphics.pageToCanvasY(event.pageY);
- };
- //=============================================================================
- // BattleManager
- //=============================================================================
- Yanfly.BEC.BattleManager_initMembers = BattleManager.initMembers;
- BattleManager.initMembers = function() {
- Yanfly.BEC.BattleManager_initMembers.call(this);
- this._forceSelection = false;
- this._allSelection = false;
- this._victoryPhase = false;
- this._forceActionQueue = [];
- };
- BattleManager.isBattleSystem = function(value) {
- return value.toLowerCase() === $gameSystem.getBattleSystem();
- };
- BattleManager.isDTB = function() {
- return this.isBattleSystem('dtb');
- };
- BattleManager.isTurnBased = function() {
- if (this.isDTB()) return true;
- return false;
- };
- BattleManager.isTickBased = function() {
- return !this.isTurnBased();
- };
- BattleManager.tickRate = function() {
- return 1;
- };
- BattleManager.forceSelection = function() {
- this._forceSelection = true;
- };
- BattleManager.isForceSelection = function() {
- return this._forceSelection;
- };
- BattleManager.resetSelection = function() {
- this._forceSelection = false;
- };
- BattleManager.startAllSelection = function() {
- this._allSelection = true;
- };
- BattleManager.isAllSelection = function() {
- return this._allSelection && BattleManager.isInputting();
- };
- BattleManager.stopAllSelection = function() {
- this._allSelection = false;
- };
- Yanfly.BEC.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
- BattleManager.makeEscapeRatio = function() {
- if (this.isDTB()) {
- var code = Yanfly.Param.BECEscRatio;
- try {
- this._escapeRatio = eval(code);
- } catch (e) {
- this._escapeRatio = 0;
- Yanfly.Util.displayError(e, code, 'ESCAPE RATIO FORMULA ERROR');
- }
- var code = Yanfly.Param.BECEscFail;
- try {
- this._escapeFailBoost = eval(code);
- } catch (e) {
- this._escapeFailBoost = 0;
- Yanfly.Util.displayError(e, code, 'ESCAPE FAIL BOOST FORMULA ERROR');
- }
- } else {
- this._escapeFailBoost = 0.1;
- Yanfly.BEC.BattleManager_makeEscapeRatio.call(this);
- }
- };
- BattleManager.timeBasedStates = function() {
- if (!$gameParty.inBattle()) return false;
- if (this.isTurnBased()) return false;
- if (this._timeBasedStates !== undefined) return this._timeBasedStates;
- this._timeBasedStates = Yanfly.Param.BECTimeStates;
- return this._timeBasedStates;
- };
- BattleManager.timeBasedBuffs = function() {
- if (!$gameParty.inBattle()) return false;
- if (this.isTurnBased()) return false;
- if (this._timeBasedBuffs !== undefined) return this._timeBasedBuffs;
- this._timeBasedBuffs = Yanfly.Param.BECTimeBuffs;
- return this._timeBasedBuffs;
- };
- BattleManager.displayStartMessages = function() {
- if (Yanfly.Param.BECEmergeText) {
- $gameTroop.enemyNames().forEach(function(name) {
- $gameMessage.add(TextManager.emerge.format(name));
- });
- }
- if (this._preemptive && Yanfly.Param.BECPreEmpText) {
- $gameMessage.add(TextManager.preemptive.format($gameParty.name()));
- } else if (this._surprise && Yanfly.Param.BECSurpText) {
- $gameMessage.add(TextManager.surprise.format($gameParty.name()));
- }
- };
- BattleManager.registerSprite = function(battler, sprite) {
- if (!this._registeredSprites) this._registeredSprites = {};
- if (battler.isActor()) var id = 100000 + battler.actorId();
- if (battler.isEnemy()) var id = 200000 + battler.index();
- this._registeredSprites[id] = sprite;
- };
- BattleManager.getSprite = function(battler) {
- if (!this._registeredSprites) this._registeredSprites = {};
- if (battler.isActor()) var id = 100000 + battler.actorId();
- if (battler.isEnemy()) var id = 200000 + battler.index();
- return this._registeredSprites[id];
- };
- BattleManager.setSpritePriority = function() {
- if ($gameSystem.isSideView()) {
- this._spritePriority = Yanfly.Param.BECSideSpPrio;
- } else {
- this._spritePriority = Yanfly.Param.BECFrontSprite;
- }
- if (this._spritePriority === false) this._spritePriority = 0;
- if (this._spritePriority === true) this._spritePriority = 1;
- };
- BattleManager.getSpritePriority = function() {
- if (!this._spritePriority) this.setSpritePriority();
- return this._spritePriority;
- };
- BattleManager.changeActor = function(newActorIndex, lastActorActionState) {
- var lastActor = this.actor();
- this._actorIndex = newActorIndex;
- var newActor = this.actor();
- if (lastActor) {
- lastActor.setActionState(lastActorActionState);
- lastActor.spriteReturnHome();
- }
- if (newActor) {
- newActor.setActionState('inputting');
- newActor.spriteStepForward();
- }
- };
- BattleManager.createActions = function() {
- $gameParty.createActions();
- $gameTroop.createActions();
- };
- BattleManager.clearInputtingAction = function() {
- if (this.inputtingAction()) this.inputtingAction().clear();
- };
- Yanfly.BEC.BattleManager_checkBattleEnd = BattleManager.checkBattleEnd;
- BattleManager.checkBattleEnd = function() {
- if (this._phase === 'actionList') return false;
- if (this._phase === 'actionTargetList') return false;
- if (this._phase === 'action') return false;
- if (this._phase === 'phaseChange') return false;
- if ($gameTroop.isEventRunning()) return false;
- return Yanfly.BEC.BattleManager_checkBattleEnd.call(this);
- };
- Yanfly.BEC.BattleManager_processTurn = BattleManager.processTurn;
- BattleManager.processTurn = function() {
- this._processTurn = true;
- Yanfly.BEC.BattleManager_processTurn.call(this);
- this._processTurn = false;
- };
- Yanfly.BEC.BattleManager_processVictory = BattleManager.processVictory;
- BattleManager.processVictory = function() {
- this._logWindow.clear();
- this._victoryPhase = true;
- if (this._windowLayer) this._windowLayer.x = 0;
- Yanfly.BEC.BattleManager_processVictory.call(this);
- };
- BattleManager.processEscape = function() {
- $gameParty.performEscape();
- SoundManager.playEscape();
- var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
- if ($gamePlayer.isDebugThrough()) success = true;
- if (success) {
- $gameParty.performEscapeSuccess();
- this.displayEscapeSuccessMessage();
- this._escaped = true;
- this.processAbort();
- } else {
- this.displayEscapeFailureMessage();
- this._escapeRatio += this._escapeFailBoost;
- $gameParty.clearActions();
- this.startTurn();
- }
- return success;
- };
- Yanfly.BEC.BattleManager_processAbort = BattleManager.processAbort;
- BattleManager.processAbort = function() {
- $gameParty.removeBattleStates();
- Yanfly.BEC.BattleManager_processAbort.call(this);
- };
- BattleManager.refreshAllMembers = function() {
- $gameParty.refreshMembers();
- $gameTroop.refreshMembers();
- };
- BattleManager.startTurn = function() {
- this._enteredEndPhase = false;
- this._phase = 'turn';
- this.clearActor();
- $gameTroop.increaseTurn();
- $gameParty.onTurnStart();
- $gameTroop.onTurnStart();
- this._performedBattlers = [];
- this.makeActionOrders();
- $gameParty.requestMotionRefresh();
- this._logWindow.startTurn();
- this._subject = this.getNextSubject();
- };
- Yanfly.BEC.BattleManager_endTurn = BattleManager.endTurn;
- BattleManager.endTurn = function() {
- if (this.isTurnBased() && this._spriteset.isPopupPlaying()) return;
- if (this.isTurnBased() && this._enteredEndPhase) {
- this._phase = 'turnEnd';
- this._preemptive = false;
- this._surprise = false;
- return;
- }
- this._enteredEndPhase = true;
- Yanfly.BEC.BattleManager_endTurn.call(this);
- BattleManager.refreshAllMembers();
- };
- BattleManager.getNextSubject = function() {
- if ($gameTroop.turnCount() <= 0) return;
- this._performedBattlers = this._performedBattlers || [];
- this.makeActionOrders();
- for (;;) {
- var battlerArray = [];
- for (var i = 0; i < this._actionBattlers.length; ++i) {
- var obj = this._actionBattlers[i];
- if (!this._performedBattlers.contains(obj)) battlerArray.push(obj);
- }
- this._actionBattlers = battlerArray;
- var battler = this._actionBattlers.shift();
- if (!battler) return null;
- if (battler.isBattleMember() && battler.isAlive()) {
- this._performedBattlers.push(battler);
- return battler;
- }
- }
- };
- BattleManager.update = function() {
- if (!this.isBusy() && !this.updateEvent()) {
- switch (this._phase) {
- case 'start':
- this.startInput();
- break;
- case 'turn':
- this.updateTurn();
- break;
- case 'action':
- this.updateAction();
- break;
- case 'phaseChange':
- this.updatePhase();
- break;
- case 'actionList':
- this.updateActionList()
- break;
- case 'actionTargetList':
- this.updateActionTargetList()
- break;
- case 'turnEnd':
- this.updateTurnEnd();
- break;
- case 'battleEnd':
- this.updateBattleEnd();
- break;
- }
- }
- };
- BattleManager.updateEvent = function() {
- if (this._processingForcedAction) return false;
- switch (this._phase) {
- case 'start':
- case 'turn':
- case 'turnEnd':
- case 'actionList':
- case 'actionTargetList':
- if (this.isActionForced()) {
- this.processForcedAction();
- return true;
- } else {
- return this.updateEventMain();
- }
- }
- return this.checkAbort();
- };
- BattleManager.queueForceAction = function(user, skillId, target) {
- if (target === undefined) {
- var targetIndex = 0;
- } else if (typeof target === 'number') {
- var targetIndex = target;
- } else {
- var targetIndex = target.index();
- }
- var param = [
- user.isEnemy() ? 0 : 1,
- user.isActor() ? user.actorId() : user.index(),
- skillId,
- targetIndex
- ];
- var command = {
- code: 339,
- indent: 0,
- parameters: param
- }
- $gameTemp.forceActionQueue(command);
- this.clearResults();
- if (this.isTickBased()) this._phase = 'action';
- };
- BattleManager.addText = function(text, wait) {
- if (!SceneManager._scene._logWindow) return;
- wait = wait || 0;
- SceneManager._scene._logWindow.addText(text);
- if (wait <= 0) return;
- var last = this._actionList[this._actionList.length - 1];
- if (last && last[0] === 'WAIT') return;
- this._actionList.push(['WAIT', [wait]]);
- };
- BattleManager.clearResults = function() {
- var group = this.allBattleMembers();
- var length = group.length;
- for (var i = 0; i < length; ++i) {
- var member = group[i];
- if (member) member.clearResult();
- }
- this._allTargets = [];
- this._targets = [];
- this._target = undefined;
- };
- Yanfly.BEC.BattleManager_forceAction = BattleManager.forceAction;
- BattleManager.forceAction = function(battler) {
- if (this._subject) this._subject.clearResult();
- this.createForceActionFailSafes();
- this.savePreForceActionSettings();
- Yanfly.BEC.BattleManager_forceAction.call(this, battler);
- };
- BattleManager.createForceActionFailSafes = function() {
- this._actionList = this._actionList || [];
- this._targets = this._targets || [];
- this._allTargets = this._allTargets || [];
- this._individualTargets = this._individualTargets || [];
- this._phaseSteps = this._phaseSteps || [];
- this._conditionFlags = this._conditionFlags || [];
- this._trueFlags = this._trueFlags || [];
- };
- BattleManager.savePreForceActionSettings = function() {
- var settings = this.setPreForceActionSettings();
- this._forceActionQueue.push(settings);
- };
- BattleManager.setPreForceActionSettings = function() {
- return {
- subject: this._subject,
- action: JsonEx.makeDeepCopy(this._action),
- actionList: JsonEx.makeDeepCopy(this._actionList),
- targets: this._targets.slice(),
- allTargets: this._allTargets.slice(),
- indTargets: this._individualTargets.slice(),
- phaseSteps: JsonEx.makeDeepCopy(this._phaseSteps),
- returnPhase: this._returnPhase,
- phase: this._phase,
- conditionFlags: JsonEx.makeDeepCopy(this._conditionFlags),
- trueFlags: JsonEx.makeDeepCopy(this._trueFlags)
- }
- };
- BattleManager.loadPreForceActionSettings = function() {
- var settings = this._forceActionQueue[0];
- if (settings) {
- this._forceActionQueue.shift();
- this.resetPreForceActionSettings(settings);
- return this._subject && this._subject.isAppeared();
- } else {
- return false;
- }
- };
- BattleManager.resetPreForceActionSettings = function(settings) {
- this._subject = settings['subject'];
- this._action = settings['action'];
- this._actionList = settings['actionList'];
- this._targets = settings['targets'];
- this._allTargets = settings['allTargets'];
- this._individualTargets = settings['indTargets'];
- this._phaseSteps = settings['phaseSteps'];
- this._returnPhase = settings['returnPhase'];
- this._conditionFlags = settings['conditionFlags'];
- this._trueFlags = settings['trueFlags'];
- this._phase = settings['phase'];
- };
- Yanfly.BEC.BattleManager_processForcedAction =
- BattleManager.processForcedAction;
- BattleManager.processForcedAction = function() {
- if (this._actionForcedBattler) {
- this._preForcePhase = this._phase;
- this._processingForcedAction = true;
- }
- Yanfly.BEC.BattleManager_processForcedAction.call(this);
- };
- BattleManager.setTargets = function(array) {
- this._targets = [];
- var max = array.length;
- for (var i = 0; i < max; ++i) {
- var target = array[i];
- if (target) this._targets.push(target);
- }
- };
- BattleManager.updateAction = function() {
- var target = this._targets.shift();
- if (target) {
- this.invokeAction(this._subject, target);
- } else {
- if (this._returnPhase === 'target') {
- this.setTargets([this._individualTargets[0]]);
- this._phase = 'actionTargetList';
- } else {
- this.setTargets(this._allTargets.slice());
- this._phase = 'actionList';
- }
- }
- };
- BattleManager.invokeAction = function(subject, target) {
- if (!Yanfly.Param.BECOptSpeed) this._logWindow.push('pushBaseLine');
- var normal = true;
- if (Math.random() < this._action.itemMrf(target)) {
- this.invokeMagicReflection(subject, target);
- } else if (Math.random() < this._action.itemCnt(target)) {
- this.invokeCounterAttack(subject, target);
- } else {
- this.invokeNormalAction(subject, target);
- }
- if (subject) subject.setLastTarget(target);
- if (!Yanfly.Param.BECOptSpeed) this._logWindow.push('popBaseLine');
- };
- BattleManager.invokeCounterAttack = function(subject, target) {
- var action = new Game_Action(target);
- this._logWindow.displayCounter(target);
- action.setAttack();
- action.apply(subject);
- this._logWindow.displayActionResults(target, subject);
- if (subject.isDead()) subject.performCollapse();
- };
- Yanfly.BEC.BattleManager_invokeMagicReflection =
- BattleManager.invokeMagicReflection;
- BattleManager.invokeMagicReflection = function(subject, target) {
- Yanfly.BEC.BattleManager_invokeMagicReflection.call(this, subject, target);
- if (subject.isDead()) subject.performCollapse();
- };
- BattleManager.updatePhase = function() {
- var phase = this._phaseSteps.shift();
- if (phase) this.createPhaseChanges();
- switch (phase) {
- case 'setup':
- this.createSetupActions();
- break;
- case 'whole':
- this.createWholeActions();
- break;
- case 'target':
- this.createTargetActions();
- break;
- case 'follow':
- this.createFollowActions();
- break;
- case 'finish':
- this.createFinishActions();
- break;
- default:
- this.endAction();
- break;
- }
- };
- BattleManager.createPhaseChanges = function() {
- this._phase = 'actionList';
- this.setTargets(this._allTargets.slice());
- this._conditionFlags = [];
- this._trueFlags = [];
- };
- BattleManager.createSetupActions = function() {
- $gameTemp.clearActionSequenceSettings();
- this._returnPhase = 'setup';
- this._actionList = this._action.item().setupActions.slice();
- };
- BattleManager.createWholeActions = function() {
- this._returnPhase = 'whole';
- this._actionList = this._action.item().wholeActions.slice();
- };
- BattleManager.createTargetActions = function() {
- this._returnPhase = 'target';
- this._phase = 'actionTargetList';
- this.setTargets([this._individualTargets[0]]);
- this._actionList = this._action.item().targetActions.slice();
- };
- BattleManager.createFollowActions = function() {
- this._returnPhase = 'follow';
- this._actionList = this._action.item().followActions.slice();
- };
- BattleManager.createFinishActions = function() {
- this._returnPhase = 'finish';
- this._actionList = this._action.item().finishActions.slice();
- };
- Yanfly.BEC.BattleManager_endAction = BattleManager.endAction;
- BattleManager.endAction = function() {
- if (this._subject) {
- this._subject.onAllActionsEnd();
- }
- if (this._processingForcedAction) {
- this._subject.removeCurrentAction();
- this._phase = this._preForcePhase;
- }
- this._processingForcedAction = false;
- if (this.loadPreForceActionSettings()) return;
- Yanfly.BEC.BattleManager_endAction.call(this);
- };
- BattleManager.updateActionList = function() {
- for (;;) {
- this._actSeq = this._actionList.shift();
- if (this._actSeq) {
- if (!this.actionConditionsMet(this._actSeq)) continue;
- var seqName = this._actSeq[0].toUpperCase();
- if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
- break;
- }
- } else {
- this._phase = 'phaseChange';
- break;
- }
- }
- };
- BattleManager.updateActionTargetList = function() {
- for (;;) {
- this._actSeq = this._actionList.shift();
- if (this._actSeq) {
- if (!this.actionConditionsMet(this._actSeq)) continue;
- var seqName = this._actSeq[0].toUpperCase();
- if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
- break;
- }
- } else if (this._individualTargets.length > 0) {
- this._individualTargets.shift();
- if (this._individualTargets.length > 0) {
- this.setTargets([this._individualTargets[0]]);
- this._actionList = this._action.item().targetActions.slice();
- } else {
- this._phase = 'phaseChange';
- break;
- }
- } else {
- this._phase = 'phaseChange';
- break;
- }
- }
- };
- BattleManager.updateActionTargetList = function() {
- for (;;) {
- this._actSeq = this._actionList.shift();
- if (this._actSeq) {
- if (!this.actionConditionsMet(this._actSeq)) continue;
- var seqName = this._actSeq[0].toUpperCase();
- if (!this.processActionSequenceCheck(seqName, this._actSeq[1])) {
- break;
- }
- } else if (this._individualTargets.length > 0) {
- this._individualTargets.shift();
- if (this._individualTargets.length > 0) {
- this.setTargets([this._individualTargets[0]]);
- this._actionList = this._action.item().targetActions.slice();
- } else {
- this._phase = 'phaseChange';
- break;
- }
- } else {
- this._phase = 'phaseChange';
- break;
- }
- }
- };
- BattleManager.startAction = function() {
- var subject = this._subject;
- if (!subject) return this.endAction();
- var action = subject.currentAction();
- this._action = action;
- if (!this._action) return this.endAction();
- if (!this._action.item()) return this.endAction();
- var targets = action.makeTargets();
- this.setTargets(targets);
- this._allTargets = targets.slice();
- this._individualTargets = targets.slice();
- this._phase = 'phaseChange';
- this._phaseSteps = ['setup', 'whole', 'target', 'follow', 'finish'];
- this._returnPhase = '';
- this._actionList = [];
- subject.useItem(this._action.item());
- this._action.applyGlobal();
- this._logWindow.startAction(this._subject, this._action, this._targets);
- };
- BattleManager.processActionSequenceCheck = function(actionName, actionArgs) {
- // IF condition
- if (actionName.match(/IF[ ](.*)/i)) {
- return this.actionIfConditions(actionName, actionArgs);
- }
- return this.processActionSequence(actionName, actionArgs)
- };
- BattleManager.processActionSequence = function(actionName, actionArgs) {
- // NO ACTION
- if (actionName === '') {
- return true;
- }
- // ACTION ANIMATION
- if (actionName === 'ACTION ANIMATION') {
- return this.actionActionAnimation(actionArgs);
- }
- // ACTION EFFECT
- if (actionName === 'ACTION COMMON EVENT') {
- return this.actionActionCommonEvent();
- }
- // ACTION EFFECT
- if (actionName === 'ACTION EFFECT') {
- return this.actionActionEffect(actionArgs);
- }
- // ANI WAIT: frames
- if (['ANI WAIT', 'ANIWAIT', 'ANIMATION WAIT'].contains(actionName)) {
- return this.actionAniWait(actionArgs[0]);
- }
- // CAST ANIMATION
- if (actionName === 'CAST ANIMATION') {
- return this.actionCastAnimation();
- }
- // CLEAR BATTLE LOG
- if (actionName === 'CLEAR BATTLE LOG') {
- return this.actionClearBattleLog();
- }
- // DEATH BREAK
- if (actionName === 'DEATH BREAK') {
- return this.actionDeathBreak();
- }
- // DISPLAY ACTION
- if (actionName === 'DISPLAY ACTION') {
- return this.actionDisplayAction();
- }
- // IMMORTAL: targets, true/false
- if (actionName === 'IMMORTAL') {
- return this.actionImmortal(actionArgs);
- }
- // MOTION WAIT
- if (actionName === 'MOTION WAIT') {
- return this.actionMotionWait(actionArgs);
- }
- // PERFORM ACTION
- if (actionName === 'PERFORM ACTION') {
- return this.actionPerformAction();
- }
- // PERFORM FINISH
- if (actionName === 'PERFORM FINISH') {
- return this.actionPerformFinish();
- }
- // PERFORM START
- if (actionName === 'PERFORM START') {
- return this.actionPerformStart();
- }
- // WAIT: frames
- if (actionName === 'WAIT') {
- return this.actionWait(actionArgs[0]);
- }
- // WAIT FOR ANIMATION
- if (actionName === 'WAIT FOR ANIMATION') {
- return this.actionWaitForAnimation();
- }
- // WAIT FOR EFFECT
- if (actionName === 'WAIT FOR EFFECT') {
- return this.actionWaitForEffect();
- }
- // WAIT FOR MOVEMENT
- if (actionName === 'WAIT FOR MOVEMENT') {
- return this.actionWaitForMovement();
- }
- // WAIT FOR NEW LINE
- if (actionName === 'WAIT FOR NEW LINE') {
- return this.actionWaitForNewLine();
- }
- // WAIT FOR POPUPS
- if (actionName === 'WAIT FOR POPUPS') {
- return this.actionWaitForPopups();
- }
- return false;
- };
- BattleManager.makeActionTargets = function(string) {
- var targets = []
- string = string.toUpperCase()
- if (['SUBJECT', 'USER'].contains(string)) {
- return [this._subject];
- }
- if (['TARGET', 'TARGETS'].contains(string)) {
- var group = this._targets;
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ACTORS', 'EXISTING ACTORS', 'ALIVE ACTORS'].contains(string)) {
- var group = $gameParty.aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ACTORS ALL', 'ALL ACTORS', 'PARTY'].contains(string)) {
- var group = $gameParty.battleMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['DEAD ACTORS', 'DEAD ACTOR'].contains(string)) {
- var group = $gameParty.deadMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target) targets.push(target);
- }
- return targets;
- }
- if (['ACTORS NOT USER', 'ACTORS NOT SUBJECT'].contains(string)) {
- var group = $gameParty.aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target !== this._subject && target.isAppeared()) {
- targets.push(target);
- }
- }
- return targets;
- }
- if (['ENEMIES', 'EXISTING ENEMIES', 'ALIVE ENEMIES', 'TROOP',
- 'TROOPS'].contains(string)) {
- var group = $gameTroop.aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ENEMIES ALL', 'ALL ENEMIES'].contains(string)) {
- var group = $gameTroop.members();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['DEAD ENEMIES', 'DEAD ENEMY'].contains(string)) {
- var group = $gameTroop.deadMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target) targets.push(target);
- }
- return targets;
- }
- if (['ENEMIES NOT USER', 'ENEMIES NOT SUBJECT', 'TROOP NOT USER',
- 'TROOP NOT SUBJECT'].contains(string)) {
- var group = $gameTroop.aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target !== this._subject && target.isAppeared()) {
- targets.push(target);
- }
- }
- return targets;
- }
- if (string.match(/ACTOR[ ](\d+)/i)) {
- var target = $gameParty.battleMembers()[parseInt(RegExp.$1)];
- if (target && target.isAppeared()) return [target];
- }
- if (string.match(/ENEMY[ ](\d+)/i)) {
- var target = $gameTroop.members()[parseInt(RegExp.$1)];
- if (target && target.isAppeared()) return [target];
- }
- if (['FRIEND', 'FRIENDS', 'ALLIES'].contains(string)) {
- var group = this._action.friendsUnit().aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ALL FRIENDS', 'ALL ALLIES'].contains(string)) {
- var group = this._action.friendsUnit().members();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['DEAD FRIEND', 'DEAD FRIENDS', 'DEAD ALLIES'].contains(string)) {
- var group = this._action.friendsUnit().deadMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['OPPONENT', 'OPPONENTS', 'RIVALS', 'FOES'].contains(string)) {
- var group = this._action.opponentsUnit().aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ALL OPPONENTS', 'ALL RIVALS', 'ALL FOES'].contains(string)) {
- var group = this._action.opponentsUnit().members();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['DEAD OPPONENT', 'DEAD OPPONENTS', 'DEAD RIVALS',
- 'DEAD FOES'].contains(string)) {
- var group = this._action.opponentsUnit().deadMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target) targets.push(target);
- }
- return targets;
- }
- if (['FRIENDS NOT USER', 'ALLIES NOT USER'].contains(string)) {
- var group = this._action.friendsUnit().aliveMembers();
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target !== this._subject && target.isAppeared()) {
- targets.push(target);
- }
- }
- return targets;
- }
- if (string.match(/(?:FRIEND|ALLY)[ ](\d+)/i)) {
- var target = this._action.friendsUnit().members()[parseInt(RegExp.$1)];
- if (target && target.isAppeared()) return [target];
- }
- if (string.match(/(?:OPPONENT|FOE|RIVAL)[ ](\d+)/i)) {
- var target = this._action.opponentsUnit().members()[parseInt(RegExp.$1)]
- if (target && target.isAppeared()) return [target];
- }
- if (['ALL ALIVE'].contains(string)) {
- var group = this._action.friendsUnit().aliveMembers();
- group = group.concat(this._action.opponentsUnit().aliveMembers());
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ALL MEMBERS'].contains(string)) {
- var group = this._action.friendsUnit().members();
- group = group.concat(this._action.opponentsUnit().members());
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- return targets;
- }
- if (['ALL DEAD'].contains(string)) {
- var group = this._action.friendsUnit().deadMembers();
- group = group.concat(this._action.opponentsUnit().deadMembers());
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target) targets.push(target);
- }
- return targets;
- }
- if (['ALL NOT USER'].contains(string)) {
- var group = this._action.friendsUnit().aliveMembers();
- group = group.concat(this._action.opponentsUnit().aliveMembers());
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target !== this._subject && target.isAppeared()) {
- targets.push(target);
- }
- }
- return targets;
- }
- if (['FOCUS', 'PARTICIPANTS'].contains(string)) {
- var group = this._targets;
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target && target.isAppeared()) targets.push(target);
- }
- if (!targets.contains(this._subject)) targets.push(this._subject);
- return targets;
- }
- if (['NOT FOCUS', 'NONPARTICIPANTS'].contains(string)) {
- var group = this._action.friendsUnit().members();
- group = group.concat(this._action.opponentsUnit().members());
- for (var i = 0; i < group.length; ++i) {
- var target = group[i];
- if (target) {
- if (target === this._subject) continue;
- if (target.isHidden()) continue;
- if (this._targets.contains(target)) continue;
- if (target.isDead()) {
- if (Imported.YEP_X_AnimatedSVEnemies && target.isEnemy()) {
- if (target.hasSVBattler() && !target.sideviewCollapse()) {
- // Ignore
- } else {
- continue;
- }
- } else if (target.isActor()) {
- // Ignore
- } else {
- continue;
- }
- }
- targets.push(target);
- }
- }
- return targets;
- }
- if (string.match(/(?:CHAR|CHARA|CHARACTER)[ ](\d+)/i)) {
- var actorId = parseInt(RegExp.$1);
- var actor = $gameActors.actor(actorId);
- if (actor && $gameParty.battleMembers().contains(actor)) {
- return [actor];
- }
- }
- if ('FIRST' === string.toUpperCase()) {
- return [this._targets[0]];
- }
- return targets;
- };
- BattleManager.actionConditionsMet = function(actSeq) {
- var ci = this._conditionFlags.length - 1;
- var actionName = actSeq[0];
- var actionArgs = actSeq[1];
- var subject = this._subject;
- var user = this._subject;
- var target = this._targets[0];
- var targets = this._targets;
- var action = this._action;
- var item = this._action.item();
- if (actionName.match(/ELSE[ ]IF[ ](.*)/i)) {
- if (this._conditionFlags.length <= 0) return false;
- if (this._conditionFlags[ci]) {
- this._conditionFlags[ci] = false;
- this._trueFlags[ci] = true;
- } else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
- var text = String(RegExp.$1);
- try {
- this._conditionFlags[ci] = eval(text);
- this._trueFlags[ci] = eval(text);
- } catch (e) {
- Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
- this._conditionFlags[ci] = false;
- this._trueFlags[ci] = false;
- }
- }
- return false;
- } else if (actionName.match(/ELSE[ ]*(.*)/i)) {
- if (this._conditionFlags.length <= 0) return false;
- if (this._conditionFlags[ci]) {
- this._conditionFlags[ci] = false;
- this._trueFlags[ci] = true;
- } else if (!this._conditionFlags[ci] && !this._trueFlags[ci]) {
- this._conditionFlags[ci] = true;
- this._trueFlags[ci] = true;
- }
- return false;
- } else if (actionName.toUpperCase() === 'END') {
- if (this._conditionFlags.length <= 0) return false;
- this._conditionFlags.pop();
- this._trueFlags.pop();
- return false;
- }
- if (this._conditionFlags.length > 0) return this._conditionFlags[ci];
- return true
- };
- BattleManager.actionActionAnimation = function(actionArgs) {
- if (actionArgs && actionArgs[0]) {
- var targets = this.makeActionTargets(actionArgs[0]);
- } else {
- var targets = this._targets;
- }
- var mirror = false;
- if (actionArgs && actionArgs[1]) {
- if (actionArgs[1].toUpperCase() === 'MIRROR') mirror = true;
- }
- var subject = this._subject;
- var group = targets.filter(Yanfly.Util.onlyUnique);
- var aniId = this._action.item().animationId;
- if (aniId < 0) {
- if (mirror) {
- this._logWindow.showActorAtkAniMirror(subject, group);
- } else {
- this._logWindow.showAttackAnimation(subject, group);
- }
- } else {
- this._logWindow.showNormalAnimation(group, aniId, mirror);
- }
- return true;
- };
- BattleManager.actionActionCommonEvent = function() {
- this._action.item().effects.forEach(function(effect) {
- if (effect.code === Game_Action.EFFECT_COMMON_EVENT) {
- $gameTemp.reserveCommonEvent(effect.dataId);
- }
- }, this);
- return false;
- };
- BattleManager.actionActionEffect = function(actionArgs) {
- if (actionArgs && actionArgs[0]) {
- var targets = this.makeActionTargets(actionArgs[0]);
- } else {
- var targets = this._targets;
- }
- targets.forEach(function(target) {
- if (target !== undefined) {
- var alreadyDead = target.isDead();
- this.invokeAction(this._subject, target);
- if (target.isDead() && !alreadyDead) {
- target.performCollapse();
- }
- }
- }, this);
- return true;
- };
- BattleManager.actionAniWait = function(frames) {
- frames *= Yanfly.Param.AnimationRate || 4;
- this._logWindow._waitCount = parseInt(frames);
- return false;
- };
- BattleManager.actionCastAnimation = function() {
- if (!$gameSystem.isSideView() && this._subject.isActor()) return true;
- if (!this._action.isAttack() && !this._action.isGuard() &&
- this._action.isSkill()) {
- if (this._action.item().castAnimation > 0) {
- var ani = $dataAnimations[this._action.item().castAnimation]
- this._logWindow.showAnimation(this._subject, [this._subject],
- this._action.item().castAnimation);
- }
- }
- return true;
- };
- BattleManager.actionClearBattleLog = function() {
- this._logWindow.clear();
- return false;
- };
- BattleManager.actionDeathBreak = function() {
- if (this._subject.isDead()) {
- this._targets = [];
- this._actionList = [];
- this._individualTargets = [];
- this._phase = 'phaseChange';
- return false;
- }
- return true;
- };
- BattleManager.actionDisplayAction = function() {
- this._logWindow.displayAction(this._subject, this._action.item());
- return false;
- };
- BattleManager.actionIfConditions = function(actionName, actionArgs) {
- var subject = this._subject;
- var user = this._subject;
- var target = this._targets[0];
- var targets = this._targets;
- var action = this._action;
- var item = this._action.item();
- var actionName = this._actSeq[0];
- if (actionName.match(/IF[ ](.*)/i)) {
- var text = String(RegExp.$1);
- try {
- this._conditionFlags.push(eval(text));
- } catch (e) {
- this._conditionFlags.push(false);
- Yanfly.Util.displayError(e, text, 'ACTION SEQUENCE IF CONDITION ERROR');
- }
- this._trueFlags.push(false);
- var ci = this._conditionFlags.length;
- }
- return true;
- };
- BattleManager.actionImmortal = function(actionArgs) {
- var targets =
- this.makeActionTargets(actionArgs[0]).filter(Yanfly.Util.onlyUnique);
- try {
- var value = eval(String(actionArgs[1]).toLowerCase());
- } catch (e) {
- var value = false;
- }
- targets.forEach(function (target) {
- if (value) {
- target.addImmortal();
- } else {
- var alreadyDead = target.isDead();
- target.removeImmortal();
- }
- }, this);
- return true;
- };
- BattleManager.actionMotionWait = function(actionArgs) {
- var targets = this.makeActionTargets(actionArgs[0]);
- if (targets[0].isActor() && targets[0].isSpriteVisible()) {
- this._logWindow._waitCount += 12;
- return false;
- }
- return true;
- };
- BattleManager.actionPerformAction = function() {
- this._logWindow.performAction(this._subject, this._action);
- if (this._subject.isActor() && this._subject.isSpriteVisible) {
- this._logWindow._waitCount += 20;
- return false;
- }
- return true;
- };
- BattleManager.actionPerformFinish = function() {
- this._logWindow.performActionEnd(this._subject);
- $gameParty.aliveMembers().forEach(function(member) {
- member.spriteReturnHome();
- });
- $gameTroop.aliveMembers().forEach(function(member) {
- member.spriteReturnHome();
- });
- return true;
- };
- BattleManager.actionPerformStart = function() {
- this._logWindow.performActionStart(this._subject, this._action);
- return true;
- };
- BattleManager.actionWait = function(frames) {
- this._logWindow._waitCount = parseInt(frames);
- return false;
- };
- BattleManager.actionWaitForAnimation = function() {
- this._logWindow.waitForAnimation();
- return false;
- };
- BattleManager.actionWaitForEffect = function() {
- this._logWindow.waitForEffect();
- return false;
- };
- BattleManager.actionWaitForMovement = function() {
- this._logWindow.waitForMovement();
- return false;
- };
- BattleManager.actionWaitForNewLine = function() {
- this._logWindow.waitForNewLine();
- return false;
- };
- BattleManager.actionWaitForPopups = function() {
- this._logWindow.waitForPopups();
- return false;
- };
- //=============================================================================
- // SceneManager
- //=============================================================================
- Yanfly.BEC.SceneManager_snapForBackground = SceneManager.snapForBackground;
- SceneManager.snapForBackground = function() {
- if ($gameParty.inBattle()) {
- var spriteset = this._scene._spriteset;
- if (spriteset.battleback1Name() === '' &&
- spriteset.battleback2Name() === '') {
- return;
- }
- }
- Yanfly.BEC.SceneManager_snapForBackground.call(this);
- };
- //=============================================================================
- // Sprite_Battler
- //=============================================================================
- Yanfly.BEC.Sprite_Battler_initialize = Sprite_Battler.prototype.initialize;
- Sprite_Battler.prototype.initialize = function(battler) {
- this.preSpriteInitialize(battler);
- Yanfly.BEC.Sprite_Battler_initialize.call(this, battler);
- };
- Sprite_Battler.prototype.preSpriteInitialize = function(battler) {
- };
- Yanfly.BEC.Sprite_Battler_update = Sprite_Battler.prototype.update;
- Sprite_Battler.prototype.update = function() {
- Yanfly.BEC.Sprite_Battler_update.call(this);
- if (this._postSpriteInitialized) return;
- this.postSpriteInitialize();
- };
- Sprite_Battler.prototype.postSpriteInitialize = function() {
- this._postSpriteInitialized = true;
- };
- Yanfly.BEC.Sprite_Battler_initMembers = Sprite_Battler.prototype.initMembers;
- Sprite_Battler.prototype.initMembers = function() {
- Yanfly.BEC.Sprite_Battler_initMembers.call(this);
- this.adjustAnchor();
- this.setZ();
- };
- Sprite_Battler.prototype.adjustAnchor = function() {
- this.anchor.x = 0.5;
- this.anchor.y = 1.0;
- };
- Sprite_Battler.prototype.setZ = function() {
- this.z = 1;
- };
- Sprite_Battler.prototype.setupDamagePopup = function() {
- if (this._battler.isDamagePopupRequested()) {
- if (this._battler.isSpriteVisible()) {
- var sprite = new Sprite_Damage();
- sprite.x = this.x + this.damageOffsetX();
- sprite.y = this.y + this.damageOffsetY();
- sprite.setup(this._battler);
- this.pushDamageSprite(sprite);
- BattleManager._spriteset.addChild(sprite);
- this._battler.clearResult();
- }
- } else {
- this._battler.clearDamagePopup();
- }
- };
- Sprite_Battler.prototype.pushDamageSprite = function(sprite) {
- var heightBuffer = Yanfly.Param.BECPopupOverlap;
- if (Yanfly.Param.BECNewPopBottom) {
- this._damages.push(sprite);
- this._damages.forEach(function(spr) {
- for (var i = 0; i < spr.children.length; i++) {
- childSprite = spr.children[i];
- childSprite.anchor.y += heightBuffer;
- }
- }, this);
- } else {
- this._damages.push(sprite);
- heightBuffer *= this._damages.length
- for (var i = 0; i < sprite.children.length; i++) {
- childSprite = sprite.children[i];
- childSprite.anchor.y += heightBuffer;
- }
- }
- };
- Yanfly.BEC.Sprite_Battler_setBattler = Sprite_Battler.prototype.setBattler;
- Sprite_Battler.prototype.setBattler = function(battler) {
- Yanfly.BEC.Sprite_Battler_setBattler.call(this, battler);
- if (battler) battler.setBattler(this);
- };
- Yanfly.BEC.Sprite_Battler_startMove = Sprite_Battler.prototype.startMove;
- Sprite_Battler.prototype.startMove = function(x, y, duration) {
- if (this._battler && !this._battler.spriteCanMove()) return;
- Yanfly.BEC.Sprite_Battler_startMove.call(this, x, y, duration);
- };
- Sprite_Battler.prototype.stepForward = function() {
- this.startMove(Yanfly.Param.BECStepDist, 0, 12);
- };
- Sprite_Battler.prototype.stepBack = function() {
- this.startMove(0, 0, 12);
- };
- Sprite_Battler.prototype.stepFlinch = function() {
- var flinchX = this.x - this._homeX - Yanfly.Param.BECFlinchDist;
- var flinchY = this.y - this._homeY;
- this.startMove(flinchX, flinchY, 6);
- };
- Sprite_Battler.prototype.stepSubBack = function() {
- var backX = -1 * this.width / 2;
- this.startMove(backX, 0, 6);
- };
- Sprite_Battler.prototype.stepToSubstitute = function(focus) {
- var target = focus.battler();
- var targetX = (this.x - this._homeX) + (target._homeX - this._homeX);
- var targetY = (this.y - this._homeY) + (target._homeY - this._homeY);;
- if (focus.isActor()) targetX -= this._mainSprite.width / 2;
- if (focus.isEnemy()) targetX += this.width / 2;
- this.startMove(targetX, targetY, 1);
- };
- Sprite_Battler.prototype.startMotion = function(motionType) {
- };
- Sprite_Battler.prototype.forceMotion = function(motionType) {
- };
- Sprite_Battler.prototype.refreshMotion = function() {
- };
- Sprite_Battler.prototype.startActionMotion = function() {
- };
- Sprite_Battler.prototype.moveForward = function(distance, frames) {
- distance = parseInt(distance);
- frames = parseInt(frames);
- if (this._battler.isActor()) distance *= -1;
- var moveX = this.x - this._homeX + distance;
- var moveY = this.y - this._homeY;
- this.startMove(moveX, moveY, frames);
- };
- Sprite_Battler.prototype.moveToPoint = function(pointX, pointY, frames) {
- pointX = parseInt(pointX);
- pointY = parseInt(pointY);
- var targetX = pointX - this._homeX;
- var targetY = pointY - this._homeY;
- this.startMove(targetX, targetY, frames);
- };
- Sprite_Battler.prototype.setMirror = function(value) {
- if (this.scale.x > 0 && value) this.scale.x *= -1;
- if (this.scale.x < 0 && !value) this.scale.x *= -1;
- };
- Sprite_Battler.prototype.isPopupPlaying = function() {
- if (this._damages.length > 0) {
- for (var i = 0; i < this._damages.length; ++i) {
- return this._damages[i].isPlaying();
- }
- }
- return false;
- };
- //=============================================================================
- // Sprite_Actor
- //=============================================================================
- Sprite_Actor.prototype.preSpriteInitialize = function(battler) {
- Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
- };
- Sprite_Actor.prototype.postSpriteInitialize = function() {
- Sprite_Battler.prototype.postSpriteInitialize.call(this);
- };
- Yanfly.BEC.Sprite_Actor_updateShadow = Sprite_Actor.prototype.updateShadow;
- Sprite_Actor.prototype.updateShadow = function() {
- if (this._hideShadows === undefined) {
- this._hideShadows = Yanfly.Param.BECShowShadows;
- }
- if (!this._hideShadows) return this._shadowSprite.visible = false;
- Yanfly.BEC.Sprite_Actor_updateShadow.call(this);
- };
- Sprite_Actor.prototype.setActorHome = function(index) {
- var screenWidth = Graphics.boxWidth;
- var screenHeight = Graphics.boxHeight;
- var maxSize = $gameParty.maxBattleMembers();
- var partySize = $gameParty.battleMembers().length;
- var statusHeight = eval(Yanfly.Param.BECCommandRows);
- statusHeight *= Window_Base.prototype.lineHeight.call(this);
- statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
- if ($gameSystem.isSideView()) {
- var code = Yanfly.Param.BECHomePosX;
- try {
- var homeX = eval(code);
- } catch (e) {
- var homeX = 0;
- Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME X FORMULA ERROR');
- }
- var code = Yanfly.Param.BECHomePosY;
- try {
- var homeY = eval(code);
- } catch (e) {
- var homeY = 0;
- Yanfly.Util.displayError(e, code, 'SIDE VIEW HOME Y FORMULA ERROR');
- }
- } else {
- var code = Yanfly.Param.BECFrontPosX;
- try {
- var homeX = eval(code);
- } catch (e) {
- var homeX = 0;
- Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME X FORMULA ERROR');
- }
- var code = Yanfly.Param.BECFrontPosY;
- try {
- var homeY = eval(code);
- } catch (e) {
- var homeY = 0;
- Yanfly.Util.displayError(e, code, 'FRONT VIEW HOME Y FORMULA ERROR');
- }
- }
- this._checkAliveStatus = false;
- if ($gameParty.battleMembers()[index]) {
- var actor = $gameParty.battleMembers()[index];
- if (actor.isAlive()) this._checkAliveStatus = true;
- }
- this.setHome(homeX, homeY);
- this.moveToStartPosition();
- };
- Sprite_Actor.prototype.moveToStartPosition = function() {
- if (BattleManager._bypassMoveToStartLocation) return;
- if ($gameSystem.isSideView() && this._checkAliveStatus) {
- this.startMove(300, 0, 0);
- }
- };
- Sprite_Actor.prototype.setupMotion = function() {
- };
- Sprite_Actor.prototype.forceMotion = function(motionType) {
- var newMotion = Sprite_Actor.MOTIONS[motionType];
- this._motion = newMotion;
- this._motionCount = 0;
- this._pattern = 0;
- };
- Sprite_Actor.prototype.updateTargetPosition = function() {
- };
- Sprite_Actor.prototype.updateMotion = function() {
- this.updateMotionCount();
- };
- Sprite_Actor.prototype.onMoveEnd = function() {
- Sprite_Battler.prototype.onMoveEnd.call(this);
- };
- Sprite_Actor.prototype.stepForward = function() {
- this.startMove(-Yanfly.Param.BECStepDist, 0, 12);
- };
- Sprite_Actor.prototype.stepFlinch = function() {
- var flinchX = this.x - this._homeX + Yanfly.Param.BECFlinchDist;
- var flinchY = this.y - this._homeY;
- this.startMove(flinchX, flinchY, 6);
- };
- Sprite_Actor.prototype.stepSubBack = function() {
- var backX = this._mainSprite.width / 2;
- this.startMove(backX, 0, 6);
- };
- Yanfly.BEC.Sprite_Actor_updateBitmap = Sprite_Actor.prototype.updateBitmap;
- Sprite_Actor.prototype.updateBitmap = function() {
- var name = this._actor.battlerName();
- var needUpdate = false;
- if (this._battlerName !== name) needUpdate = true;
- Yanfly.BEC.Sprite_Actor_updateBitmap.call(this);
- if (needUpdate) this.adjustAnchor();
- };
- Sprite_Actor.prototype.adjustAnchor = function() {
- if (!this._mainSprite) return;
- this._mainSprite.anchor.x = this._actor.anchorX();
- this._mainSprite.anchor.y = this._actor.anchorY();
- };
- Yanfly.BEC.Sprite_Actor_updateFrame = Sprite_Actor.prototype.updateFrame;
- Sprite_Actor.prototype.updateFrame = function() {
- Yanfly.BEC.Sprite_Actor_updateFrame.call(this);
- if (!this._mainSprite) return;
- if (!this._mainSprite.bitmap) return;
- if (this._mainSprite.bitmap.width > 0 && !this.bitmap) {
- var sw = this._mainSprite.bitmap.width / 9;
- var sh = this._mainSprite.bitmap.height / 6;
- this.bitmap = new Bitmap(sw, sh);
- }
- };
- Yanfly.BEC.Sprite_Actor_refreshMotion = Sprite_Actor.prototype.refreshMotion;
- Sprite_Actor.prototype.refreshMotion = function() {
- var actor = this._actor;
- if (!actor) return;
- var motionGuard = Sprite_Actor.MOTIONS['guard'];
- if (this._motion === motionGuard && !BattleManager.isInputting()) return;
- var stateMotion = actor.stateMotionIndex();
- if (actor.isInputting() || actor.isActing()) {
- this.startMotion(actor.idleMotion());
- } else if (stateMotion === 3) {
- this.startMotion(actor.deadMotion());
- } else if (stateMotion === 2) {
- this.startMotion(actor.sleepMotion());
- } else if (actor.isChanting()) {
- this.startMotion(actor.chantMotion());
- } else if (actor.isGuard() || actor.isGuardWaiting()) {
- this.startMotion(actor.guardMotion());
- } else if (stateMotion === 1) {
- this.startMotion(actor.abnormalMotion());
- } else if (actor.isDying()) {
- this.startMotion(actor.dyingMotion());
- } else if (actor.isUndecided()) {
- this.startMotion(actor.idleMotion());
- } else {
- this.startMotion(actor.waitMotion());
- }
- };
- //=============================================================================
- // Sprite_Enemy
- //=============================================================================
- Sprite_Enemy.prototype.preSpriteInitialize = function(battler) {
- Sprite_Battler.prototype.preSpriteInitialize.call(this, battler);
- this._visualSelect = Yanfly.Param.BECEnemySelect;
- if (this._visualSelect) this.createVisualSelectWindow();
- };
- Yanfly.BEC.Sprite_Enemy_update = Sprite_Enemy.prototype.update;
- Sprite_Enemy.prototype.update = function() {
- Yanfly.BEC.Sprite_Enemy_update.call(this);
- this.addVisualSelectWindow();
- };
- Sprite_Enemy.prototype.addVisualSelectWindow = function() {
- if (!this._visualSelect) return;
- if (this._addedVisualSelect) return;
- if (!SceneManager._scene) return;
- var scene = SceneManager._scene;
- if (!scene._windowLayer) return;
- this._addedVisualSelect = true;
- scene.addChild(this._visualSelectWindow);
- };
- Sprite_Enemy.prototype.createVisualSelectWindow = function() {
- this._visualSelectWindow = new Window_EnemyVisualSelect();
- };
- Yanfly.BEC.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
- Sprite_Enemy.prototype.setBattler = function(battler) {
- Yanfly.BEC.Sprite_Enemy_setBattler.call(this, battler);
- if (this._visualSelectWindow) this._visualSelectWindow.setBattler(battler);
- };
- //=============================================================================
- // Sprite_Weapon
- //=============================================================================
- Yanfly.BEC.Sprite_Weapon_setup = Sprite_Weapon.prototype.setup;
- Sprite_Weapon.prototype.setup = function(weaponImageId) {
- Yanfly.BEC.Sprite_Weapon_setup.call(this, weaponImageId);
- this._animationCount -= 1; // Synch with sprite
- };
- //=============================================================================
- // Sprite_Damage
- //=============================================================================
- Yanfly.BEC.Sprite_Damage_initialize = Sprite_Damage.prototype.initialize;
- Sprite_Damage.prototype.initialize = function() {
- Yanfly.BEC.Sprite_Damage_initialize.call(this);
- this._duration = Yanfly.Param.BECPopupDur;
- };
- Sprite_Damage.prototype.setup = function(target) {
- this._result = target.shiftDamagePopup();
- var result = this._result;
- if (result.missed || result.evaded) {
- this.createMiss();
- } else if (result.hpAffected) {
- this.createDigits(0, result.hpDamage);
- } else if (target.isAlive() && result.mpDamage !== 0) {
- this.createDigits(2, result.mpDamage);
- }
- if (result.critical) {
- this.setupCriticalEffect();
- }
- };
- Sprite_Damage.prototype.setupCriticalEffect = function() {
- this._flashColor = eval('[' + Yanfly.Param.BECCritPopup + ']');
- this._flashDuration = Yanfly.Param.BECCritDur;
- };
- //=============================================================================
- // Sprite_StateIcon
- //=============================================================================
- Yanfly.BEC.Sprite_StateIcon_update = Sprite_StateIcon.prototype.update;
- Sprite_StateIcon.prototype.update = function() {
- Yanfly.BEC.Sprite_StateIcon_update.call(this);
- this.updateMirror();
- };
- Sprite_StateIcon.prototype.updateMirror = function() {
- if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
- if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
- };
- //=============================================================================
- // Sprite_StateOverlay
- //=============================================================================
- Yanfly.BEC.Sprite_StateOverlay_update = Sprite_StateOverlay.prototype.update;
- Sprite_StateOverlay.prototype.update = function() {
- Yanfly.BEC.Sprite_StateOverlay_update.call(this);
- this.updateMirror();
- };
- Sprite_StateOverlay.prototype.updateMirror = function() {
- if (this.parent.scale.x < 0) this.scale.x = -1 * Math.abs(this.scale.x);
- if (this.parent.scale.x > 0) this.scale.x = Math.abs(this.scale.x);
- };
- //=============================================================================
- // Spriteset_Battle
- //=============================================================================
- Spriteset_Battle.prototype.isBusy = function() {
- return false;
- };
- Yanfly.BEC.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
- Spriteset_Battle.prototype.update = function() {
- Yanfly.BEC.Spriteset_Battle_update.call(this);
- this.updateZCoordinates();
- };
- Spriteset_Battle.prototype.updateZCoordinates = function() {
- if (Imported.YEP_ImprovedBattlebacks) {
- this.updateBattlebackGroupRemove();
- } else {
- this._battleField.removeChild(this._back1Sprite);
- this._battleField.removeChild(this._back2Sprite);
- }
- this._battleField.children.sort(this.battleFieldDepthCompare);
- if (Imported.YEP_ImprovedBattlebacks) {
- this.updateBattlebackGroupAdd();
- } else {
- this._battleField.addChildAt(this._back2Sprite, 0);
- this._battleField.addChildAt(this._back1Sprite, 0);
- }
- };
- Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
- var priority = BattleManager.getSpritePriority();
- if (a._battler && b._battler && priority !== 0) {
- if (priority === 1) {
- if (a._battler.isActor() && b._battler.isEnemy()) return 1;
- if (a._battler.isEnemy() && b._battler.isActor()) return -1;
- } else if (priority === 2) {
- if (a._battler.isActor() && b._battler.isEnemy()) return -1;
- if (a._battler.isEnemy() && b._battler.isActor()) return 1;
- }
- }
- if (a.z < b.z) return -1;
- if (a.z > b.z) return 1;
- if (a.y < b.y) return -1;
- if (a.y > b.y) return 1;
- return 0;
- };
- Spriteset_Battle.prototype.isPopupPlaying = function() {
- return this.battlerSprites().some(function(sprite) {
- return sprite.isPopupPlaying();
- });
- };
- Yanfly.BEC.Spriteset_Battle_battlerSprites =
- Spriteset_Battle.prototype.battlerSprites;
- Spriteset_Battle.prototype.battlerSprites = function() {
- var sprites = Yanfly.BEC.Spriteset_Battle_battlerSprites.call(this);
- var length = sprites.length;
- var result = [];
- for (var i = 0; i < length; ++i) {
- var sprite = sprites[i];
- if (!sprite) continue;
- if (!sprite._battler) continue;
- result.push(sprite);
- }
- return result;
- };
- //=============================================================================
- // Game_Temp
- //=============================================================================
- Game_Temp.prototype.clearActionSequenceSettings = function() {
- };
- Game_Temp.prototype.forceActionQueue = function(command) {
- if (!this._forceActionQueue) {
- this._forceActionQueue = JsonEx.makeDeepCopy($dataCommonEvents[1]);
- this._forceActionQueue.list = [];
- }
- this._forceActionQueue.list.push(command);
- };
- Yanfly.BEC.Game_Temp_clearCommonEvent = Game_Temp.prototype.clearCommonEvent;
- Game_Temp.prototype.clearCommonEvent = function() {
- this._forceActionQueue = undefined;
- Yanfly.BEC.Game_Temp_clearCommonEvent.call(this);
- };
- Yanfly.BEC.Game_Temp_isCommonEventReserved =
- Game_Temp.prototype.isCommonEventReserved;
- Game_Temp.prototype.isCommonEventReserved = function() {
- if (this._forceActionQueue) return true;
- return Yanfly.BEC.Game_Temp_isCommonEventReserved.call(this);
- };
- Yanfly.BEC.Game_Temp_reservedCommonEvent =
- Game_Temp.prototype.reservedCommonEvent;
- Game_Temp.prototype.reservedCommonEvent = function() {
- if (this._forceActionQueue) {
- return this._forceActionQueue;
- }
- return Yanfly.BEC.Game_Temp_reservedCommonEvent.call(this);
- };
- //=============================================================================
- // Game_System
- //=============================================================================
- Yanfly.BEC.Game_System_initialize = Game_System.prototype.initialize;
- Game_System.prototype.initialize = function() {
- Yanfly.BEC.Game_System_initialize.call(this);
- this.initBattleSystem();
- };
- Game_System.prototype.initBattleSystem = function() {
- this._battleSystem = Yanfly.Param.BECSystem.toLowerCase();
- };
- Game_System.prototype.getBattleSystem = function() {
- if (this._battleSystem === undefined) this.initBattleSystem();
- return this._battleSystem;
- };
- Game_System.prototype.setBattleSystem = function(type) {
- this._battleSystem = type.toLowerCase();
- };
- //=============================================================================
- // Game_Interpreter
- //=============================================================================
- Yanfly.BEC.Game_Interpreter_pluginCommand =
- Game_Interpreter.prototype.pluginCommand;
- Game_Interpreter.prototype.pluginCommand = function(command, args) {
- Yanfly.BEC.Game_Interpreter_pluginCommand.call(this, command, args);
- if (command === 'setBattleSys' && !$gameParty.inBattle()) {
- this.setBattleSystem(args[0]);
- }
- };
- Game_Interpreter.prototype.setBattleSystem = function(value) {
- $gameSystem.setBattleSystem(value);
- };
- //=============================================================================
- // Game_Action
- //=============================================================================
- Game_Action.prototype.speed = function() {
- var user = this.subject(); var a = user;
- var maxhp = user.mhp; var mhp = user.mhp; var hp = user.hp;
- var maxmp = user.mmp; var mmp = user.mmp; var mp = user.mp;
- var maxtp = user.maxTp(); var mtp = user.maxTp(); var tp = user.tp;
- var atk = user.atk; var def = user.def; var mat = user.mat;
- var int = user.mat; var mdf = user.mdf; var res = user.res;
- var agi = user.agi; var luk = user.luk;
- var code = Yanfly.Param.BECActionSpeed;
- try {
- var speed = eval(code);
- } catch (e) {
- var speed = 0;
- Yanfly.Util.displayError(e, code, 'ACTION SPEED FORMULA ERROR');
- }
- if (this.item()) speed += this.item().speed;
- if (this.isAttack()) speed += this.subject().attackSpeed();
- return speed;
- };
- Yanfly.BEC.Game_Action_apply = Game_Action.prototype.apply;
- Game_Action.prototype.apply = function(target) {
- target._result = null;
- target._result = new Game_ActionResult();
- this.subject()._result = null;
- this.subject()._result = new Game_ActionResult();
- Yanfly.BEC.Game_Action_apply.call(this, target);
- if ($gameParty.inBattle()) {
- target.startDamagePopup();
- target.performResultEffects();
- if (target !== this.subject()) this.subject().startDamagePopup();
- }
- };
- Game_Action.prototype.itemEffectAddAttackState = function(target, effect) {
- this.subject().attackStates().forEach(function(stateId) {
- var chance = effect.value1;
- chance *= target.stateRate(stateId);
- chance *= this.subject().attackStatesRate(stateId);
- chance *= this.lukEffectRate(target);
- if (Math.random() < chance) {
- if (stateId === target.deathStateId()) {
- if (target.isImmortal()) target.removeImmortal();
- }
- target.addState(stateId);
- this.makeSuccess(target);
- }
- }.bind(this), target);
- };
- Game_Action.prototype.itemEffectAddNormalState = function(target, effect) {
- var stateId = effect.dataId;
- var chance = effect.value1;
- if (!this.isCertainHit()) {
- chance *= target.stateRate(stateId);
- chance *= this.lukEffectRate(target);
- }
- if (Math.random() < chance) {
- if (stateId === target.deathStateId()) {
- if (target.isImmortal()) target.removeImmortal();
- }
- target.addState(stateId);
- this.makeSuccess(target);
- }
- };
- Yanfly.BEC.Game_Action_applyGlobal = Game_Action.prototype.applyGlobal;
- Game_Action.prototype.applyGlobal = function() {
- if ($gameParty.inBattle()) return;
- Yanfly.BEC.Game_Action_applyGlobal.call(this);
- };
- Yanfly.BEC.Game_Action_needsSelection = Game_Action.prototype.needsSelection;
- Game_Action.prototype.needsSelection = function() {
- if ($gameParty.inBattle() && this.item().scope === 0) return false;
- if ($gameParty.inBattle() && BattleManager.isForceSelection()) return true;
- return Yanfly.BEC.Game_Action_needsSelection.call(this);
- };
- //=============================================================================
- // Game_BattlerBase
- //=============================================================================
- Yanfly.BEC.Game_BattlerBase_recoverAll = Game_BattlerBase.prototype.recoverAll;
- Game_BattlerBase.prototype.recoverAll = function() {
- Yanfly.BEC.Game_BattlerBase_recoverAll.call(this);
- this.refresh();
- if ($gameParty.inBattle()) this.forceMotionRefresh();
- };
- Game_BattlerBase.prototype.requestStatusRefresh = function() {
- this._statusRefreshRequested = true;
- };
- Game_BattlerBase.prototype.isStatusRefreshRequested = function() {
- return this._statusRefreshRequested;
- };
- Game_BattlerBase.prototype.completetStatusRefreshRequest = function() {
- this._statusRefreshRequested = false;
- };
- Game_BattlerBase.prototype.updateStateTicks = function() {
- var needRefresh = false;
- for (var i = 0; i < this._states.length; ++i) {
- var stateId = this._states[i];
- var state = $dataStates[stateId];
- if (!state) continue;
- if (state.autoRemovalTiming !== 2) continue;
- if (!this._stateTurns[stateId]) continue;
- var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
- var shown1 = Math.ceil(this._stateTurns[stateId]);
- this._stateTurns[stateId] -= value;
- var shown2 = Math.ceil(this._stateTurns[stateId]);
- if (shown1 !== shown2) needRefresh = true;
- if (this._stateTurns[stateId] <= 0) this.removeState(stateId);
- }
- if (needRefresh) this.refresh();
- };
- Game_BattlerBase.prototype.isBypassUpdateTurns = function() {
- if ($gameTroop.isEventRunning()) return true;
- return false;
- };
- Game_BattlerBase.prototype.updateStateTurns = function() {
- this.updateStateTurnEnd();
- };
- Game_BattlerBase.prototype.updateStateTurnTiming = function(timing) {
- if (this.isBypassUpdateTurns()) return;
- var statesRemoved = [];
- this._freeStateTurn = this._freeStateTurn || [];
- for (var i = 0; i < this._states.length; ++i) {
- var stateId = this._states[i];
- var state = $dataStates[stateId];
- if (!state) continue;
- if (state.autoRemovalTiming !== timing) continue;
- if (!this._stateTurns[stateId]) continue;
- if (this._freeStateTurn.contains(stateId)) {
- var index = this._freeStateTurn.indexOf(stateId);
- this._freeStateTurn.splice(index, 1);
- } else {
- this._stateTurns[stateId] -= 1;
- }
- if (this._stateTurns[stateId] <= 0) statesRemoved.push(stateId);
- }
- for (var i = 0; i < statesRemoved.length; ++i) {
- var stateId = statesRemoved[i];
- this.removeState(stateId);
- }
- };
- Game_BattlerBase.prototype.updateStateActionStart = function() {
- this.updateStateTurnTiming(3);
- };
- Game_BattlerBase.prototype.updateStateActionEnd = function() {
- this.updateStateTurnTiming(1);
- };
- Game_BattlerBase.prototype.updateStateTurnStart = function() {
- this.updateStateTurnTiming(4);
- };
- Game_BattlerBase.prototype.updateStateTurnEnd = function() {
- this.updateStateTurnTiming(2);
- };
- Game_BattlerBase.prototype.updateBuffTicks = function() {
- var needRefresh = false;
- for (var i = 0; i < this._buffTurns.length; i++) {
- if (this._buffTurns[i] <= 0) continue;
- var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
- var shown1 = Math.ceil(this._buffTurns[i]);
- this._buffTurns[i] -= value;
- var shown2 = Math.ceil(this._buffTurns[i]);
- if (shown1 !== shown2) needRefresh = true;
- if (this._buffTurns[i] <= 0) this.removeBuff(i);
- }
- if (needRefresh) this.refresh();
- };
- Game_BattlerBase.prototype.timedTick = function() {
- return 1 * BattleManager.tickRate();
- };
- Yanfly.BEC.Game_BattlerBase_isStateResist =
- Game_BattlerBase.prototype.isStateResist;
- Game_BattlerBase.prototype.isStateResist = function(stateId) {
- if (stateId === this.deathStateId() && this.isImmortal()) return true;
- return Yanfly.BEC.Game_BattlerBase_isStateResist.call(this, stateId);
- };
- Game_BattlerBase.prototype.isImmortal = function() {
- return this._immortalState;
- };
- Yanfly.BEC.Game_BattlerBase_paySkillCost =
- Game_BattlerBase.prototype.paySkillCost;
- Game_BattlerBase.prototype.paySkillCost = function(skill) {
- this.requestStatusRefresh();
- Yanfly.BEC.Game_BattlerBase_paySkillCost.call(this, skill);
- };
- //=============================================================================
- // Game_Battler
- //=============================================================================
- Yanfly.BEC.Game_Battler_useItem = Game_Battler.prototype.useItem;
- Game_Battler.prototype.useItem = function(item) {
- Yanfly.BEC.Game_Battler_useItem.call(this, item);
- this.refresh();
- if (!$gameParty.inBattle()) return;
- this.increaseSelfTurnCount();
- this.updateStateActionStart();
- };
- Yanfly.BEC.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
- Game_Battler.prototype.onBattleStart = function() {
- Yanfly.BEC.Game_Battler_onBattleStart.call(this);
- this._freeStateTurn = [];
- this._immortalState = false;
- this._selfTurnCount = 0;
- };
- Yanfly.BEC.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
- Game_Battler.prototype.onBattleEnd = function() {
- Yanfly.BEC.Game_Battler_onBattleEnd.call(this);
- this._freeStateTurn = [];
- this._immortalState = false;
- };
- Yanfly.BEC.Game_Battler_isSelected = Game_Battler.prototype.isSelected;
- Game_Battler.prototype.isSelected = function() {
- if ($gameParty.inBattle() && BattleManager.isAllSelection()) {
- if (!this.isAppeared()) return false;
- var action = BattleManager.inputtingAction();
- if (action && action.item()) {
- if (this.isDead() && this.isEnemy()) return false;
- if (this.isDead() && this.isActor()) return action.isForDeadFriend();
- if (action.isForFriend() && this.isActor()) return true;
- if (action.isForOpponent() && this.isEnemy()) return true;
- }
- }
- return Yanfly.BEC.Game_Battler_isSelected.call(this);
- };
- Yanfly.BEC.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
- Game_Battler.prototype.regenerateAll = function() {
- this.clearResult();
- var lifeState = this.isAlive();
- Yanfly.BEC.Game_Battler_regenerateAll.call(this);
- if (!BattleManager.timeBasedStates()) this.updateStateTurns();
- if (!BattleManager.timeBasedBuffs()) {
- this.updateBuffTurns();
- this.removeBuffsAuto();
- }
- if (this.isDead() && lifeState === true) {
- this.performCollapse();
- }
- if ($gameParty.inBattle()) this.startDamagePopup();
- };
- Game_Battler.prototype.addImmortal = function() {
- this._immortalState = true;
- };
- Game_Battler.prototype.removeImmortal = function() {
- var alreadyDead = this.isDead();
- this._immortalState = false;
- this.refresh();
- if (this.isDead() && !alreadyDead) this.performCollapse();
- };
- Yanfly.BEC.Game_Battler_removeState = Game_Battler.prototype.removeState;
- Game_Battler.prototype.removeState = function(stateId) {
- Yanfly.BEC.Game_Battler_removeState.call(this, stateId);
- };
- Game_Battler.prototype.clearDamagePopup = function() {
- this._damagePopup = [];
- };
- Game_Battler.prototype.isDamagePopupRequested = function() {
- if (!this._damagePopup) this.clearDamagePopup();
- return this._damagePopup.length > 0;
- };
- Game_Battler.prototype.startDamagePopup = function() {
- var result = this.result();
- if (result.missed || result.evaded) {
- var copyResult = JsonEx.makeDeepCopy(result);
- copyResult.hpAffected = false;
- copyResult.mpDamage = 0;
- this._damagePopup.push(copyResult);
- }
- if (result.hpAffected) {
- var copyResult = JsonEx.makeDeepCopy(result);
- copyResult.mpDamage = 0;
- this._damagePopup.push(copyResult);
- }
- if (result.mpDamage !== 0) {
- var copyResult = JsonEx.makeDeepCopy(result);
- copyResult.hpAffected = false;
- this._damagePopup.push(copyResult);
- }
- };
- Game_Battler.prototype.shiftDamagePopup = function() {
- if (!this._damagePopup) this.clearDamagePopup();
- return this._damagePopup.shift();
- };
- Yanfly.BEC.Game_Battler_performCollapse =
- Game_Battler.prototype.performCollapse;
- Game_Battler.prototype.performCollapse = function() {
- Yanfly.BEC.Game_Battler_performCollapse.call(this);
- if ($gameParty.inBattle()) this.forceMotion(this.deadMotion());
- };
- Game_Battler.prototype.performResultEffects = function() {
- var result = this.result();
- if (result.missed && result.physical) this.performMiss();
- if (result.evaded) {
- if (result.physical) {
- this.performEvasion();
- } else {
- this.performMagicEvasion();
- }
- }
- if (result.hpAffected) {
- if (result.hpDamage > 0 && !result.drain) {
- this.performDamage();
- }
- if (result.hpDamage < 0) {
- this.performRecovery();
- }
- }
- if (this.isAlive() && result.mpDamage !== 0 && result.mpDamage < 0) {
- this.performRecovery();
- }
- if (this.isAlive() && result.tpDamage !== 0 && result.tpDamage < 0) {
- this.performRecovery();
- }
- };
- Yanfly.BEC.Game_Battler_performDamage =
- Game_Battler.prototype.performDamage;
- Game_Battler.prototype.performDamage = function() {
- Yanfly.BEC.Game_Battler_performDamage.call(this);
- this.performFlinch();
- };
- Yanfly.BEC.Game_Battler_performMiss = Game_Battler.prototype.performMiss;
- Game_Battler.prototype.performMiss = function() {
- Yanfly.BEC.Game_Battler_performMiss.call(this);
- this.performFlinch();
- };
- Yanfly.BEC.Game_Battler_performEvasion =
- Game_Battler.prototype.performEvasion;
- Game_Battler.prototype.performEvasion = function() {
- Yanfly.BEC.Game_Battler_performEvasion.call(this);
- this.performFlinch();
- };
- Yanfly.BEC.Game_Battler_performMagicEvasion =
- Game_Battler.prototype.performMagicEvasion;
- Game_Battler.prototype.performMagicEvasion = function() {
- Yanfly.BEC.Game_Battler_performMagicEvasion.call(this);
- this.performFlinch();
- };
- Game_Battler.prototype.performFlinch = function() {
- if (this._flinched || !$gameSystem.isSideView()) return;
- this._flinched = true;
- this.spriteStepFlinch();
- };
- Yanfly.BEC.Game_Battler_performReflection =
- Game_Battler.prototype.performReflection;
- Game_Battler.prototype.performReflection = function() {
- Yanfly.BEC.Game_Battler_performReflection.call(this);
- if (!$gameSystem.isSideView() && this.isActor()) return;
- var animationId = this.reflectAnimationId();
- var mirror = this.isActor();
- this.startAnimation(animationId, mirror, 0);
- };
- Yanfly.BEC.Game_Battler_performSubstitute =
- Game_Battler.prototype.performSubstitute;
- Game_Battler.prototype.performSubstitute = function(target) {
- Yanfly.BEC.Game_Battler_performSubstitute.call(this, target);
- if (!$gameSystem.isSideView()) return;
- this._flinched = true;
- if (BattleManager._action.isForAll()) {
- this.spriteStepForward();
- target.spriteStepSubBack();
- } else {
- this.spriteStepToSubstitute(target);
- target.spriteStepSubBack();
- }
- };
- Game_Battler.prototype.setBattler = function(sprite) {
- BattleManager.registerSprite(this, sprite);
- };
- Game_Battler.prototype.battler = function() {
- return BattleManager.getSprite(this);
- };
- Game_Battler.prototype.requestMotion = function(motionType) {
- this._motionType = motionType;
- if (this.battler()) {
- this.battler().startMotion(motionType);
- }
- };
- Game_Battler.prototype.forceMotion = function(motionType) {
- this._motionType = motionType;
- if (this.battler()) {
- this.battler().forceMotion(motionType);
- }
- };
- Game_Battler.prototype.startWeaponAnimation = function(weaponImageId) {
- this._weaponImageId = weaponImageId;
- if (this.battler()) {
- this.battler().setupWeaponAnimation();
- }
- };
- Game_Battler.prototype.performActionStart = function(action) {
- if (!action.isGuard()) {
- this.setActionState('acting');
- this.spriteStepForward();
- }
- };
- Yanfly.BEC.Game_Battler_performActionEnd =
- Game_Battler.prototype.performActionEnd;
- Game_Battler.prototype.performActionEnd = function() {
- Yanfly.BEC.Game_Battler_performActionEnd.call(this);
- this.spriteReturnHome();
- };
- Game_Battler.prototype.spriteStepForward = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- this.battler().stepForward();
- }
- };
- Game_Battler.prototype.spriteStepBack = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- this.battler().stepBack();
- }
- };
- Game_Battler.prototype.spriteStepSubBack = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- this.battler().stepSubBack();
- }
- };
- Game_Battler.prototype.spriteStepToSubstitute = function(target) {
- if ($gameSystem.isSideView() && this.battler()) {
- this.battler().stepToSubstitute(target);
- }
- };
- Game_Battler.prototype.spriteStepFlinch = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- this.battler().stepFlinch();
- }
- };
- Game_Battler.prototype.spriteReturnHome = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- this._flinched = false;
- this.spriteFaceForward();
- this.battler().stepBack();
- if (this.numActions() <= 0) {
- this.setActionState('undecided');
- }
- this.battler().refreshMotion();
- }
- };
- Game_Battler.prototype.reflectAnimationId = function() {
- for (var i = 0; i < this.states().length; ++i) {
- var state = this.states()[i];
- if (state.reflectAnimationId > 0) return state.reflectAnimationId;
- }
- return Yanfly.Param.BECReflectAni;
- };
- Game_Battler.prototype.spriteCanMove = function() {
- if (!$gameSystem.isSideView()) return false;
- for (var i = 0; i < this.states().length; ++i) {
- var state = this.states()[i];
- if (state.spriteCannotMove) return false;
- }
- return this.canMove();
- };
- Game_Battler.prototype.spritePosX = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler().x;
- } else if (this.battler()) {
- return this.battler().x;
- } else {
- return 0;
- }
- };
- Game_Battler.prototype.spritePosY = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler().y;
- } else if (this.battler()) {
- return this.battler().y;
- } else {
- return 0;
- }
- };
- Game_Battler.prototype.spriteWidth = function() {
- if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
- return this.battler().bitmap.width;
- } else if (this.battler() && this.battler().bitmap) {
- return this.battler().bitmap.width;
- } else {
- return 1;
- }
- };
- Game_Battler.prototype.spriteHeight = function() {
- if ($gameSystem.isSideView() && this.battler() && this.battler().bitmap) {
- return this.battler().bitmap.height;
- } else if (this.battler() && this.battler().bitmap) {
- return this.battler().bitmap.height;
- } else {
- return 1;
- }
- };
- Game_Battler.prototype.anchorX = function() {
- return Yanfly.Param.BECAnchorX;
- };
- Game_Battler.prototype.anchorY = function() {
- return Yanfly.Param.BECAnchorY;
- };
- Game_Battler.prototype.spriteHomeX = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler()._homeX;
- } else {
- return 0;
- }
- };
- Game_Battler.prototype.spriteHomeY = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler()._homeY;
- } else {
- return 0;
- }
- };
- Game_Battler.prototype.setMirror = function(value) {
- if ($gameSystem.isSideView() && this.battler() && this.spriteCanMove()) {
- this.battler().setMirror(value);
- }
- };
- Game_Battler.prototype.spriteFaceForward = function() {
- this.setMirror(false);
- };
- Game_Battler.prototype.spriteFaceBackward = function() {
- this.setMirror(true);
- };
- Game_Battler.prototype.spriteFacePoint = function(pointX, pointY) {
- if (this.spritePosX() > pointX) {
- this.spriteFaceBackward();
- } else {
- this.spriteFaceForward();
- }
- };
- Game_Battler.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
- if (this.spritePosX() > pointX) {
- this.spriteFaceForward();
- } else {
- this.spriteFaceBackward();
- }
- };
- Game_Battler.prototype.spriteFaceTarget = function(target) {
- if (!target) return;
- var pointX = target.spritePosX();
- var pointY = target.spritePosY();
- this.spriteFacePoint(pointX, pointY);
- };
- Game_Battler.prototype.spriteFaceAwayTarget = function(target) {
- if (!target) return;
- var pointX = target.spritePosX();
- var pointY = target.spritePosY();
- this.spriteFaceAwayPoint(pointX, pointY);
- };
- Game_Battler.prototype.spriteFaceHome = function() {
- var pointX = this.spriteHomeX();
- var pointY = this.spriteHomeY();
- this.spriteFacePoint(pointX, pointY);
- };
- Game_Battler.prototype.spriteFaceAwayHome = function() {
- var pointX = target.spriteHomeX();
- var pointY = target.spriteHomeY();
- this.spriteFaceAwayPoint(pointX, pointY);
- };
- Game_Battler.prototype.attackMotion = function() {
- return 'thrust';
- };
- Game_Battler.prototype.performAttack = function() {
- };
- Game_Battler.prototype.forceMotionRefresh = function() {
- if (!$gameParty.inBattle()) return;
- if (this.battler()) this.battler().refreshMotion();
- };
- Game_Battler.prototype.requestMotionRefresh = function() {
- var deadMotion = this.deadMotion();
- if (this.isDead() && this._motionType !== deadMotion) {
- this.requestMotion(deadMotion);
- }
- if (this.isDead() && this._motionType === deadMotion) return;
- if (this._motionType === 'victory') return;
- if (this._motionType === 'escape' && !BattleManager.isInputting()) return;
- if (this._motionType === 'guard' && !BattleManager.isInputting()) return;
- this.clearMotion();
- if (this.battler() && BattleManager.isInputting()) {
- this.battler().refreshMotion();
- }
- };
- Game_Battler.prototype.onTurnStart = function() {
- this.updateStateTurnStart();
- };
- Game_Battler.prototype.onTurnEnd = function() {
- this.clearResult();
- if (BattleManager.isTurnBased()) {
- this.regenerateAll();
- } else if (BattleManager.isTickBased() && !BattleManager.isTurnEnd()) {
- this.regenerateAll();
- }
- this.removeStatesAuto(2);
- };
- Yanfly.BEC.Game_Battler_onAllActionsEnd =
- Game_Battler.prototype.onAllActionsEnd;
- Game_Battler.prototype.onAllActionsEnd = function() {
- Yanfly.BEC.Game_Battler_onAllActionsEnd.call(this);
- if (!BattleManager._processTurn) this.updateStateActionEnd();
- };
- Game_Battler.prototype.updateTick = function() {
- if (BattleManager.timeBasedStates()) this.updateStateTicks();
- if (BattleManager.timeBasedBuffs()) this.updateBuffTicks();
- };
- Game_Battler.prototype.increaseSelfTurnCount = function() {
- if (this._selfTurnCount === undefined) this._selfTurnCount = 0;
- this._selfTurnCount += 1;
- };
- Game_Battler.prototype.turnCount = function() {
- if (BattleManager.isTurnBased()) return $gameTroop.turnCount();
- if (BattleManager.isTickBased() && Yanfly.Param.BECAISelfTurn) {
- return this._selfTurnCount;
- }
- return $gameTroop.turnCount();
- };
- Game_Battler.prototype.createActions = function() {
- if (this.currentAction()) return;
- this.makeActions();
- };
- Yanfly.BEC.Game_Battler_addState = Game_Battler.prototype.addState;
- Game_Battler.prototype.addState = function(stateId) {
- Yanfly.BEC.Game_Battler_addState.call(this, stateId);
- if (this.canAddStateFreeTurn(stateId)) this.setStateFreeTurn(stateId);
- };
- Game_Battler.prototype.canAddStateFreeTurn = function(stateId) {
- if (!$gameParty.inBattle()) return false;
- if (BattleManager._subject !== this) return false;
- if ($dataStates[stateId].autoRemovalTiming !== 1) return false;
- if (Imported.YEP_BuffsStatesCore) {
- if ($dataStates[stateId].reapplyRules === 0) return false;
- }
- return true;
- };
- Game_Battler.prototype.setStateFreeTurn = function(stateId) {
- this._freeStateTurn = this._freeStateTurn || [];
- this._freeStateTurn.push(stateId);
- };
- Game_Battler.prototype.idleMotion = function() {
- return 'walk';
- };
- Game_Battler.prototype.deadMotion = function() {
- return 'dead';
- };
- Game_Battler.prototype.sleepMotion = function() {
- return 'sleep';
- };
- Game_Battler.prototype.chantMotion = function() {
- return 'chant';
- };
- Game_Battler.prototype.guardMotion = function() {
- return 'guard';
- };
- Game_Battler.prototype.abnormalMotion = function() {
- return 'abnormal';
- };
- Game_Battler.prototype.dyingMotion = function() {
- return 'dying';
- };
- Game_Battler.prototype.waitMotion = function() {
- return 'wait';
- };
- Yanfly.BEC.Game_Battler_startAnimation = Game_Battler.prototype.startAnimation;
- Game_Battler.prototype.startAnimation = function(animationId, mirror, delay) {
- if (!$dataAnimations[animationId]) return;
- Yanfly.BEC.Game_Battler_startAnimation.call(this, animationId, mirror, delay);
- };
- //=============================================================================
- // Game_Actor
- //=============================================================================
- Yanfly.BEC.Game_Actor_refresh = Game_Actor.prototype.refresh;
- Game_Actor.prototype.refresh = function() {
- this._anchorX = undefined;
- this._anchorY = undefined;
- Yanfly.BEC.Game_Actor_refresh.call(this);
- if ($gameParty.inBattle()) this.requestStatusRefresh();
- };
- Game_Actor.prototype.isSpriteVisible = function() {
- if ($gameSystem.isSideView()) return true;
- return Yanfly.Param.BECFrontSprite;
- };
- Game_Actor.prototype.reflectAnimationId = function() {
- if (this.actor().reflectAnimationId > 0) {
- return this.actor().reflectAnimationId;
- }
- if (this.currentClass().reflectAnimationId > 0) {
- return this.currentClass().reflectAnimationId;
- }
- for (var i = 0; i < this.equips().length; ++i) {
- var equip = this.equips()[i];
- if (equip && equip.reflectAnimationId > 0) {
- return equip.reflectAnimationId;
- }
- }
- return Game_Battler.prototype.reflectAnimationId.call(this);
- };
- Game_Actor.prototype.spriteCanMove = function() {
- if (this.actor().spriteCannotMove) return false;
- if (this.currentClass().spriteCannotMove) return false;
- for (var i = 0; i < this.equips().length; ++i) {
- var equip = this.equips()[i];
- if (equip && equip.spriteCannotMove) return false;
- }
- return Game_Battler.prototype.spriteCanMove.call(this);
- };
- Game_Actor.prototype.spriteWidth = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler()._mainSprite.width;
- } else {
- return 1;
- }
- };
- Game_Actor.prototype.spriteHeight = function() {
- if ($gameSystem.isSideView() && this.battler()) {
- return this.battler()._mainSprite.height;
- } else {
- return 1;
- }
- };
- Game_Actor.prototype.anchorX = function() {
- if (this._anchorX !== undefined) return this._anchorX;
- var length = this.states().length;
- for (var i = 0; i < length; ++i) {
- var obj = this.states()[i];
- if (obj && obj.anchorX !== undefined) {
- this._anchorX = obj.anchorX;
- return this._anchorX;
- }
- }
- length = this.equips().length;
- for (var i = 0; i < length; ++i) {
- var obj = this.equips()[i];
- if (obj && obj.anchorX !== undefined) {
- this._anchorX = obj.anchorX;
- return this._anchorX;
- }
- }
- if (this.currentClass().anchorX !== undefined) {
- this._anchorX = this.currentClass().anchorX;
- return this._anchorX;
- }
- this._anchorX = this.actor().anchorX;
- return this._anchorX;
- };
- Game_Actor.prototype.anchorY = function() {
- if (this._anchorY !== undefined) return this._anchorY;
- var length = this.states().length;
- for (var i = 0; i < length; ++i) {
- var obj = this.states()[i];
- if (obj && obj.anchorY !== undefined) {
- this._anchorY = obj.anchorY;
- return this._anchorY;
- }
- }
- length = this.equips().length;
- for (var i = 0; i < length; ++i) {
- var obj = this.equips()[i];
- if (obj && obj.anchorY !== undefined) {
- this._anchorY = obj.anchorY;
- return this._anchorY;
- }
- }
- if (this.currentClass().anchorY !== undefined) {
- this._anchorY = this.currentClass().anchorY;
- return this._anchorY;
- }
- this._anchorY = this.actor().anchorY;
- return this._anchorY;
- };
- Game_Actor.prototype.spriteFacePoint = function(pointX, pointY) {
- if (this.spritePosX() > pointX) {
- this.spriteFaceForward();
- } else {
- this.spriteFaceBackward();
- }
- };
- Game_Actor.prototype.spriteFaceAwayPoint = function(pointX, pointY) {
- if (this.spritePosX() > pointX) {
- this.spriteFaceBackward();
- } else {
- this.spriteFaceForward();
- }
- };
- Game_Actor.prototype.performAttack = function() {
- var weapons = this.weapons();
- var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
- var attackMotion = $dataSystem.attackMotions[wtypeId];
- if (attackMotion) {
- if (attackMotion.type === 0) {
- this.forceMotion('thrust');
- } else if (attackMotion.type === 1) {
- this.forceMotion('swing');
- } else if (attackMotion.type === 2) {
- this.forceMotion('missile');
- }
- this.startWeaponAnimation(attackMotion.weaponImageId);
- }
- };
- Game_Actor.prototype.attackMotion = function() {
- var weapons = this.weapons();
- var wtypeId = weapons[0] ? weapons[0].wtypeId : 0;
- var attackMotion = $dataSystem.attackMotions[wtypeId];
- if (attackMotion) {
- if (attackMotion.type === 0) {
- return 'thrust';
- } else if (attackMotion.type === 1) {
- return 'swing';
- } else if (attackMotion.type === 2) {
- return 'missile';
- }
- };
- return 'thrust';
- };
- Game_Actor.prototype.performEscapeSuccess = function() {
- if (this.battler()) {
- this.performEscape();
- this.battler().startMove(300, 0, 60);
- }
- };
- //=============================================================================
- // Game_Enemy
- //=============================================================================
- if (!Game_Enemy.prototype.skills) {
- Game_Enemy.prototype.skills = function() {
- var skills = []
- for (var i = 0; i < this.enemy().actions.length; ++i) {
- var skill = $dataSkills[this.enemy().actions[i].skillId]
- if (skill) skills.push(skill);
- }
- return skills;
- }
- }; // (!Game_Enemy.prototype.skills)
- Game_Enemy.prototype.performActionStart = function(action) {
- Game_Battler.prototype.performActionStart.call(this, action);
- if (!$gameSystem.isSideView() || !this.spriteCanMove()) {
- this.requestEffect('whiten');
- }
- };
- Yanfly.BEC.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
- Game_Enemy.prototype.performDamage = function() {
- if ($gameSystem.isSideView()) {
- Game_Battler.prototype.performDamage.call(this);
- SoundManager.playEnemyDamage();
- } else {
- Yanfly.BEC.Game_Enemy_performDamage.call(this);
- }
- };
- Game_Enemy.prototype.attackAnimationId = function() {
- return this.enemy().attackAnimationId;
- };
- Game_Enemy.prototype.attackAnimationId1 = function() {
- return this.attackAnimationId();
- };
- Game_Enemy.prototype.attackAnimationId2 = function() {
- return this.attackAnimationId();
- };
- Game_Enemy.prototype.reflectAnimationId = function() {
- if (this.enemy().reflectAnimationId > 0) {
- return this.enemy().reflectAnimationId;
- }
- return Game_Battler.prototype.reflectAnimationId.call(this);
- };
- Game_Enemy.prototype.spriteCanMove = function() {
- if (this.enemy().spriteCannotMove) return false;
- return Game_Battler.prototype.spriteCanMove.call(this);
- };
- Game_Enemy.prototype.meetsTurnCondition = function(param1, param2) {
- var n = this.turnCount();
- if (param2 === 0) {
- return n === param1;
- } else {
- return n > 0 && n >= param1 && n % param2 === param1 % param2;
- }
- };
- //=============================================================================
- // Game_Unit
- //=============================================================================
- Game_Unit.prototype.createActions = function() {
- var max = this.members().length;
- for (var i = 0; i < max; ++i) {
- var member = this.members()[i];
- if (member) member.createActions();
- }
- };
- Game_Unit.prototype.requestMotionRefresh = function() {
- var max = this.members().length;
- for (var i = 0; i < max; ++i) {
- var member = this.members()[i];
- if (member) member.requestMotionRefresh();
- }
- };
- Game_Unit.prototype.onTurnStart = function() {
- var max = this.members().length;
- for (var i = 0; i < max; ++i) {
- var member = this.members()[i];
- if (member) {
- member.onTurnStart();
- member.refresh();
- }
- }
- };
- Game_Unit.prototype.updateTick = function() {
- var max = this.members().length;
- for (var i = 0; i < max; ++i) {
- var member = this.members()[i];
- if (member) member.updateTick();
- }
- };
- Game_Unit.prototype.refreshMembers = function() {
- var group = this.allMembers();
- var length = group.length;
- for (var i = 0; i < length; ++i) {
- var member = group[i];
- if (member) member.refresh();
- }
- };
- //=============================================================================
- // Game_Party
- //=============================================================================
- Game_Party.prototype.performEscapeSuccess = function() {
- for (var i = 0; i < this.members().length; ++i) {
- var member = this.members()[i];
- if (member) member.performEscapeSuccess();
- }
- };
- //=============================================================================
- // Game_Troop
- //=============================================================================
- Game_Troop.prototype.allMembers = function() {
- return this.members();
- };
- //=============================================================================
- // Scene_Battle
- //=============================================================================
- Yanfly.BEC.Scene_Battle_update = Scene_Battle.prototype.update;
- Scene_Battle.prototype.update = function() {
- Yanfly.BEC.Scene_Battle_update.call(this);
- this.updateStatusWindowRequests();
- };
- Scene_Battle.prototype.updateStatusWindowRequests = function() {
- if (!this._statusWindow) return;
- if (this._statusWindow.isClosed()) return;
- this._statusWindow.updateStatusRequests();
- };
- Yanfly.BEC.Scene_Battle_createSkillWindow =
- Scene_Battle.prototype.createSkillWindow;
- Scene_Battle.prototype.createSkillWindow = function() {
- Yanfly.BEC.Scene_Battle_createSkillWindow.call(this);
- if (Yanfly.Param.BECLowerWindows) {
- this.adjustLowerWindow(this._skillWindow);
- }
- };
- Yanfly.BEC.Scene_Battle_createItemWindow =
- Scene_Battle.prototype.createItemWindow;
- Scene_Battle.prototype.createItemWindow = function() {
- Yanfly.BEC.Scene_Battle_createItemWindow.call(this);
- if (Yanfly.Param.BECLowerWindows) {
- this.adjustLowerWindow(this._itemWindow);
- }
- };
- Yanfly.BEC.Scene_Battle_createActorWindow =
- Scene_Battle.prototype.createActorWindow;
- Scene_Battle.prototype.createActorWindow = function() {
- Yanfly.BEC.Scene_Battle_createActorWindow.call(this);
- this._actorWindow.x = Graphics.boxWidth - this._actorWindow.width;
- if (Yanfly.Param.BECSelectHelp) {
- this._actorWindow.setHelpWindow(this._helpWindow);
- }
- };
- Yanfly.BEC.Scene_Battle_createEnemyWindow =
- Scene_Battle.prototype.createEnemyWindow;
- Scene_Battle.prototype.createEnemyWindow = function() {
- Yanfly.BEC.Scene_Battle_createEnemyWindow.call(this);
- if (Yanfly.Param.BECSelectHelp) {
- this._enemyWindow.setHelpWindow(this._helpWindow);
- }
- };
- Scene_Battle.prototype.adjustLowerWindow = function(win) {
- win.height = win.fittingHeight(Yanfly.Param.BECWindowRows);
- win.y = Graphics.boxHeight - win.height;
- };
- Yanfly.BEC.Scene_Battle_startPartyCommandSelection =
- Scene_Battle.prototype.startPartyCommandSelection;
- Scene_Battle.prototype.startPartyCommandSelection = function() {
- if (this.isStartActorCommand()) {
- this.selectNextCommand();
- } else {
- Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
- }
- };
- Scene_Battle.prototype.isStartActorCommand = function() {
- if (this._isStartActorCommand === undefined) {
- this._isStartActorCommand = Yanfly.Param.BECStartActCmd;
- }
- return this._isStartActorCommand;
- };
- Yanfly.BEC.Scene_Battle_selectPreviousCommand =
- Scene_Battle.prototype.selectPreviousCommand;
- Scene_Battle.prototype.selectPreviousCommand = function() {
- if (this.isStartActorCommand()) {
- BattleManager.selectPreviousCommand();
- if (BattleManager.isInputting() && BattleManager.actor()) {
- this.startActorCommandSelection();
- } else {
- Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
- }
- } else {
- Yanfly.BEC.Scene_Battle_selectPreviousCommand.call(this);
- }
- };
- Yanfly.BEC.Scene_Battle_selectNextCommand =
- Scene_Battle.prototype.selectNextCommand;
- Scene_Battle.prototype.selectNextCommand = function() {
- Yanfly.BEC.Scene_Battle_selectNextCommand.call(this);
- this._helpWindow.clear();
- BattleManager.stopAllSelection();
- };
- Yanfly.BEC.Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
- Scene_Battle.prototype.commandSkill = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_commandSkill.call(this);
- };
- Yanfly.BEC.Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
- Scene_Battle.prototype.commandItem = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_commandItem.call(this);
- };
- Yanfly.BEC.Scene_Battle_startActorCommandSelection =
- Scene_Battle.prototype.startActorCommandSelection;
- Scene_Battle.prototype.startActorCommandSelection = function() {
- BattleManager.createActions();
- Yanfly.BEC.Scene_Battle_startActorCommandSelection.call(this);
- this._statusWindow.refresh();
- };
- Yanfly.BEC.Scene_Battle_selectActorSelection =
- Scene_Battle.prototype.selectActorSelection;
- Scene_Battle.prototype.selectActorSelection = function() {
- if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_selectActorSelection.call(this);
- this._actorWindow.autoSelect();
- };
- Yanfly.BEC.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
- Scene_Battle.prototype.onActorCancel = function() {
- if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onActorCancel.call(this);
- BattleManager.stopAllSelection();
- BattleManager.clearInputtingAction();
- };
- Yanfly.BEC.Scene_Battle_selectEnemySelection =
- Scene_Battle.prototype.selectEnemySelection;
- Scene_Battle.prototype.selectEnemySelection = function() {
- if (Yanfly.Param.BECSelectHelp) this._helpWindow.show();
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_selectEnemySelection.call(this);
- this._enemyWindow.autoSelect();
- };
- Yanfly.BEC.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
- Scene_Battle.prototype.onEnemyCancel = function() {
- if (Yanfly.Param.BECSelectHelp) this._helpWindow.hide();
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onEnemyCancel.call(this);
- BattleManager.stopAllSelection();
- BattleManager.clearInputtingAction();
- };
- Yanfly.BEC.Scene_Battle_onSelectAction = Scene_Battle.prototype.onSelectAction;
- Scene_Battle.prototype.onSelectAction = function() {
- if (Yanfly.Param.BECSelectHelp) BattleManager.forceSelection();
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onSelectAction.call(this);
- if (Yanfly.Param.BECSelectHelp) BattleManager.resetSelection();
- };
- Yanfly.BEC.Scene_Battle_onSkillOk =
- Scene_Battle.prototype.onSkillOk;
- Scene_Battle.prototype.onSkillOk = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onSkillOk.call(this);
- };
- Yanfly.BEC.Scene_Battle_onSkillCancel =
- Scene_Battle.prototype.onSkillCancel;
- Scene_Battle.prototype.onSkillCancel = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onSkillCancel.call(this);
- BattleManager.clearInputtingAction();
- };
- Yanfly.BEC.Scene_Battle_onItemOk =
- Scene_Battle.prototype.onItemOk;
- Scene_Battle.prototype.onItemOk = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onItemOk.call(this);
- };
- Yanfly.BEC.Scene_Battle_onItemCancel =
- Scene_Battle.prototype.onItemCancel;
- Scene_Battle.prototype.onItemCancel = function() {
- this._helpWindow.clear();
- Yanfly.BEC.Scene_Battle_onItemCancel.call(this);
- BattleManager.clearInputtingAction();
- };
- //=============================================================================
- // Window_Selectable
- //=============================================================================
- Yanfly.BEC.Window_Selectable_isCursorMovable =
- Window_Selectable.prototype.isCursorMovable;
- Window_Selectable.prototype.isCursorMovable = function() {
- if (this._inputLock) return false;
- return Yanfly.BEC.Window_Selectable_isCursorMovable.call(this);
- };
- //=============================================================================
- // Window_Help
- //=============================================================================
- Yanfly.BEC.Window_Help_clear = Window_Help.prototype.clear;
- Window_Help.prototype.clear = function() {
- Yanfly.BEC.Window_Help_clear.call(this);
- this.contents.clear();
- };
- Window_Help.prototype.setBattler = function(battler) {
- this.contents.clear();
- this.clear();
- this.resetFontSettings();
- if (!$gameParty.inBattle()) return;
- if (!battler) return;
- var action = BattleManager.inputtingAction();
- if (this.specialSelectionText(action)) {
- this.drawSpecialSelectionText(action);
- } else {
- this.drawBattler(battler);
- }
- };
- Window_Help.prototype.specialSelectionText = function(action) {
- BattleManager.resetSelection();
- if (!action) return false;
- return !action.needsSelection();
- };
- Window_Help.prototype.drawBattler = function(battler) {
- var text = battler.name();
- var wx = 0;
- var wy = (this.contents.height - this.lineHeight()) / 2;
- this.drawText(text, wx, wy, this.contents.width, 'center');
- };
- Window_Help.prototype.drawSpecialSelectionText = function(action) {
- var wx = 0;
- var wy = (this.contents.height - this.lineHeight()) / 2;
- var text = '';
- if (action.isForUser()) {
- text = Yanfly.Param.BECHelpUserTx;
- } else if (action.isForRandom()) {
- BattleManager.startAllSelection();
- var fmt = Yanfly.Param.BECHelpRandTx;
- if (action.isForOpponent() && action.numTargets() !== 1) {
- var target = Yanfly.Param.BECHelpEnemiesTx;
- } else if (action.isForOpponent() && action.numTargets() === 1) {
- var target = Yanfly.Param.BECHelpEnemyTx;
- } else if (action.isForFriend() && action.numTargets() !== 1) {
- var target = Yanfly.Param.BECHelpAlliesTx;
- } else {
- var target = Yanfly.Param.BECHelpAllyTx;
- }
- text = fmt.format(target, Yanfly.Util.toGroup(action.numTargets()));
- } else if (action.isForAll()) {
- BattleManager.startAllSelection();
- var fmt = Yanfly.Param.BECHelpAllTx;
- if (action.isForOpponent()) {
- var target = Yanfly.Param.BECHelpEnemiesTx;
- } else {
- var target = Yanfly.Param.BECHelpAlliesTx;
- }
- text = fmt.format(target);
- }
- this.drawText(text, wx, wy, this.contents.width, 'center');
- };
- //=============================================================================
- // Window_BattleActor
- //=============================================================================
- Window_BattleActor.prototype.autoSelect = function() {
- var action = BattleManager.inputtingAction();
- if (!action) return;
- this._inputLock = false;
- this._selectDead = false;
- if (action.isForUser()) {
- this.select(BattleManager.actor().index());
- this._inputLock = true;
- } else if (action.isForDeadFriend()) {
- this._selectDead = true;
- this.autoSelectFirstDeadActor();
- if (action.isForAll()) this._inputLock = true;
- }
- };
- Window_BattleActor.prototype.autoSelectFirstDeadActor = function() {
- var length = $gameParty.members().length;
- for (var i = 0; i < length; ++i) {
- var member = $gameParty.members()[i];
- if (member && member.isDead()) return this.select(i);
- }
- };
- Window_BattleActor.prototype.isOkEnabled = function() {
- if (this._selectDead) return this.actor().isDead();
- return Window_Selectable.prototype.isOkEnabled.call(this);
- };
- Window_BattleActor.prototype.updateHelp = function() {
- if (!this._helpWindow) return;
- this._helpWindow.setBattler(this.actor());
- };
- Yanfly.BEC.Window_BattleActor_processTouch =
- Window_BattleActor.prototype.processTouch;
- Window_BattleActor.prototype.processTouch = function() {
- if (Yanfly.Param.BECActorSelect && this.isOpenAndActive()) {
- if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
- if (this.getClickedActor() >= 0) {
- var index = this.getClickedActor();
- if (this.index() === index) {
- return this.processOk();
- } else {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- }
- if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
- if (this.getClickedActor() >= 0) {
- var index = this.getClickedActor();
- if (this.index() !== index) {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- }
- if (Yanfly.Param.BECSelectMouseOver) {
- var index = this.getMouseOverActor();
- if (index >= 0 && this.index() !== index) {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- }
- Yanfly.BEC.Window_BattleActor_processTouch.call(this);
- };
- Window_BattleActor.prototype.getClickedActor = function() {
- for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
- var actor = $gameParty.battleMembers().reverse()[i];
- if (!actor) continue;
- if (this.isClickedActor(actor)) {
- if (this._selectDead && !actor.isDead()) continue;
- if (this._inputLock && actor.index() !== this.index()) continue;
- return actor.index();
- }
- }
- return -1;
- };
- Window_BattleActor.prototype.isClickedActor = function(actor) {
- if (!actor) return false;
- if (!actor.isSpriteVisible()) return false;
- if (!actor.isAppeared()) return false;
- if ($gameTemp._disableMouseOverSelect) return false;
- var x = TouchInput.x;
- var y = TouchInput.y;
- var rect = new Rectangle();
- rect.width = actor.spriteWidth();
- rect.height = actor.spriteHeight();
- rect.x = actor.spritePosX() - rect.width / 2;
- rect.y = actor.spritePosY() - rect.height;
- return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
- y < rect.y + rect.height);
- };
- Window_BattleActor.prototype.getMouseOverActor = function() {
- for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
- var actor = $gameParty.battleMembers().reverse()[i];
- if (!actor) continue;
- if (this.isMouseOverActor(actor)) {
- if (this._selectDead && !actor.isDead()) continue;
- if (this._inputLock && actor.index() !== this.index()) continue;
- return actor.index();
- }
- }
- return -1;
- };
- Window_BattleActor.prototype.isMouseOverActor = function(actor) {
- if (!actor) return false;
- if (!actor.isSpriteVisible()) return false;
- if (!actor.isAppeared()) return false;
- if ($gameTemp._disableMouseOverSelect) return false;
- var x = TouchInput._mouseOverX;
- var y = TouchInput._mouseOverY;
- var rect = new Rectangle();
- rect.width = actor.spriteWidth();
- rect.height = actor.spriteHeight();
- rect.x = actor.spritePosX() - rect.width / 2;
- rect.y = actor.spritePosY() - rect.height;
- return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
- y < rect.y + rect.height);
- };
- //=============================================================================
- // Window_BattleEnemy
- //=============================================================================
- Yanfly.DisableWebGLMask = false;
- Yanfly.BEC.Window_BattleEnemy_initialize =
- Window_BattleEnemy.prototype.initialize;
- Window_BattleEnemy.prototype.initialize = function(x, y) {
- if (Yanfly.Param.BECEnemySelect) {
- x -= Graphics.boxWidth * 200;
- y -= Graphics.boxHeight * 200;
- };
- Yanfly.BEC.Window_BattleEnemy_initialize.call(this, x, y);
- };
- Yanfly.BEC.WindowLayer_webglMaskWindow =
- WindowLayer.prototype._webglMaskWindow;
- WindowLayer.prototype._webglMaskWindow = function(renderSession, win) {
- if (win._ignoreMask) return;
- Yanfly.BEC.WindowLayer_webglMaskWindow.call(this, renderSession, win);
- };
- Yanfly.BEC.Window_BattleEnemy_maxCols =
- Window_BattleEnemy.prototype.maxCols;
- Window_BattleEnemy.prototype.maxCols = function() {
- if (Yanfly.Param.BECEnemySelect) return this._enemies.length;
- return Yanfly.BEC.Window_BattleEnemy_maxCols.call(this);
- };
- Window_BattleEnemy.prototype.allowedTargets = function() {
- var targets = [];
- targets = targets.concat($gameTroop.aliveMembers());
- return targets;
- };
- Window_BattleEnemy.prototype.refresh = function() {
- this._enemies = this.allowedTargets();
- this.sortTargets();
- Window_Selectable.prototype.refresh.call(this);
- };
- Window_BattleEnemy.prototype.sortTargets = function() {
- this._enemies.sort(function(a, b) {
- if (a.spritePosX() == b.spritePosX()) {
- return a.spritePosY() - b.spritePosY();
- }
- return a.spritePosX() - b.spritePosX();
- });
- };
- Window_BattleEnemy.prototype.autoSelect = function() {
- var selectIndex = eval(Yanfly.Param.BECEnemyAutoSel);
- this.select(selectIndex);
- };
- Window_BattleEnemy.prototype.furthestRight = function() {
- return this.maxItems() - 1;
- };
- Window_BattleEnemy.prototype.updateHelp = function() {
- if (!this._helpWindow) return;
- this._helpWindow.setBattler(this.enemy());
- };
- Yanfly.BEC.Window_BattleEnemy_processTouch =
- Window_BattleEnemy.prototype.processTouch;
- Window_BattleEnemy.prototype.processTouch = function() {
- if (Yanfly.Param.BECEnemySelect && this.isOpenAndActive()) {
- if (TouchInput.isTriggered() && !this.isTouchedInsideFrame()) {
- if (this.getClickedEnemy() >= 0) {
- var index = this.getClickedEnemy();
- if (this.index() === index) {
- return this.processOk();
- } else {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- }
- if (TouchInput.isPressed() && !this.isTouchedInsideFrame()) {
- if (this.getClickedEnemy() >= 0) {
- var index = this.getClickedEnemy();
- if (this.index() !== index) {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- }
- if (Yanfly.Param.BECSelectMouseOver) {
- var index = this.getMouseOverEnemy();
- if (index >= 0 && this.index() !== index) {
- SoundManager.playCursor();
- return this.select(index);
- }
- }
- };
- Yanfly.BEC.Window_BattleEnemy_processTouch.call(this);
- };
- Window_BattleEnemy.prototype.getClickedEnemy = function() {
- for (var i = 0; i < this._enemies.length; ++i) {
- var enemy = this._enemies[i];
- if (!enemy) continue;
- if (this.isClickedEnemy(enemy)) {
- if (this._selectDead && !enemy.isDead()) continue;
- var index = this._enemies.indexOf(enemy)
- if (this._inputLock && index !== this.index()) continue;
- return index;
- }
- }
- return -1;
- };
- Window_BattleEnemy.prototype.isClickedEnemy = function(enemy) {
- if (!enemy) return false;
- if (!enemy.isSpriteVisible()) return false;
- if ($gameTemp._disableMouseOverSelect) return false;
- var x = TouchInput.x;
- var y = TouchInput.y;
- var rect = new Rectangle();
- rect.width = enemy.spriteWidth();
- rect.height = enemy.spriteHeight();
- rect.x = enemy.spritePosX() - rect.width / 2;
- rect.y = enemy.spritePosY() - rect.height;
- return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
- y < rect.y + rect.height);
- };
- Window_BattleEnemy.prototype.getMouseOverEnemy = function() {
- for (var i = 0; i < this._enemies.length; ++i) {
- var enemy = this._enemies[i];
- if (!enemy) continue;
- if (this.isMouseOverEnemy(enemy)) {
- if (this._selectDead && !enemy.isDead()) continue;
- var index = this._enemies.indexOf(enemy)
- if (this._inputLock && index !== this.index()) continue;
- return index;
- }
- }
- return -1;
- };
- Window_BattleEnemy.prototype.isMouseOverEnemy = function(enemy) {
- if (!enemy) return false;
- if (!enemy.isSpriteVisible()) return false;
- if ($gameTemp._disableMouseOverSelect) return false;
- var x = TouchInput._mouseOverX;
- var y = TouchInput._mouseOverY;
- var rect = new Rectangle();
- rect.width = enemy.spriteWidth();
- rect.height = enemy.spriteHeight();
- rect.x = enemy.spritePosX() - rect.width / 2;
- rect.y = enemy.spritePosY() - rect.height;
- return (x >= rect.x && y >= rect.y && x < rect.x + rect.width &&
- y < rect.y + rect.height);
- };
- //=============================================================================
- // Window_EnemyVisualSelect
- //=============================================================================
- function Window_EnemyVisualSelect() {
- this.initialize.apply(this, arguments);
- }
- Window_EnemyVisualSelect.prototype = Object.create(Window_Base.prototype);
- Window_EnemyVisualSelect.prototype.constructor = Window_EnemyVisualSelect;
- Window_EnemyVisualSelect.prototype.initialize = function() {
- Window_Base.prototype.initialize.call(this, 0, 0, 1, 1);
- this._battler = null;
- this._battlerName = '';
- this._requestRefresh = false;
- this._showSelectCursor = Yanfly.Param.BECShowSelectBox;
- this._showEnemyName = Yanfly.Param.BECShowEnemyName;
- this.contentsOpacity = 0;
- this.opacity = 0;
- };
- Window_EnemyVisualSelect.prototype.setBattler = function(battler) {
- if (this._battler === battler) return;
- this._battler = battler;
- this._battlerName = battler.name();
- };
- Window_EnemyVisualSelect.prototype.update = function() {
- Window_Base.prototype.update.call(this);
- if (!this._battler) return;
- this.updateWindowAspects();
- };
- Window_EnemyVisualSelect.prototype.updateWindowAspects = function() {
- this.updateBattlerName();
- this.updateWindowSize();
- this.updateWindowPosition();
- this.updateOpacity();
- this.updateRefresh();
- this.updateCursor();
- };
- Window_EnemyVisualSelect.prototype.updateBattlerName = function() {
- if (this._battlerName !== this._battler.name())
- this._battlerName = this._battler.name();
- this._requestRefresh = true;
- this._nameTextWidth = undefined;
- };
- Window_EnemyVisualSelect.prototype.updateWindowSize = function() {
- var spriteWidth = this._battler.spriteWidth();
- this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
- if (this._nameTextWidth === undefined) {
- this._nameTextWidth = this.textWidth(this._battler.name());
- }
- var textWidth = this._nameTextWidth;
- textWidth += this.textPadding() * 2;
- var width = Math.max(spriteWidth, textWidth) + this.standardPadding() * 2;
- width = Math.ceil(width);
- var height = this._battler.spriteHeight() + this.standardPadding() * 2;
- height = Math.ceil(height);
- height = Math.max(height, this.lineHeight() + this.standardPadding() * 2);
- if (width === this.width && height === this.height) return;
- this.width = width;
- this.height = height;
- this.createContents();
- this._requestRefresh = true;
- this.makeWindowBoundaries();
- };
- Window_EnemyVisualSelect.prototype.makeWindowBoundaries = function() {
- if (!this._requestRefresh) return;
- this._minX = -1 * this.standardPadding();
- this._maxX = Graphics.boxWidth - this.width + this.standardPadding();
- this._minY = -1 * this.standardPadding();
- this._maxY = Graphics.boxHeight - this.height + this.standardPadding();
- this._maxY -= SceneManager._scene._statusWindow.height;
- };
- Window_EnemyVisualSelect.prototype.updateWindowPosition = function() {
- if (!this._battler) return;
- this.x = -1 * this.width / 2;
- this.y = -1 * this.height + this.standardPadding();
- this.x += this._battler.spritePosX();
- this.y += this._battler.spritePosY();
- this.x = this.x.clamp(this._minX, this._maxX);
- this.y = this.y.clamp(this._minY, this._maxY);
- };
- Window_EnemyVisualSelect.prototype.updateOpacity = function() {
- if (this.isShowWindow()) {
- this.contentsOpacity += 32;
- } else {
- this.contentsOpacity -= 32;
- }
- };
- Window_EnemyVisualSelect.prototype.isShowWindow = function() {
- var scene = SceneManager._scene;
- if (!scene._enemyWindow) return false;
- var enemyWindow = scene._enemyWindow;
- if (!enemyWindow.active) return false;
- if (!this._battler.isAppeared()) return false;
- if (this._battler.isDead()) {
- return enemyWindow._selectDead;
- }
- return enemyWindow._enemies.contains(this._battler);
- };
- Window_EnemyVisualSelect.prototype.updateCursor = function() {
- if (this.isShowCursor()) {
- var wy = this.contents.height - this.lineHeight();
- this.setCursorRect(0, wy, this.contents.width, this.lineHeight());
- } else {
- this.setCursorRect(0, 0, 0, 0);
- }
- };
- Window_EnemyVisualSelect.prototype.isShowCursor = function() {
- if (!this._showSelectCursor) return false;
- var scene = SceneManager._scene;
- if (!scene._enemyWindow) return false;
- var enemyWindow = scene._enemyWindow;
- if (!enemyWindow.active) return false;
- if (!this._battler.isAppeared()) return false;
- return this._battler.isSelected();
- };
- Window_EnemyVisualSelect.prototype.updateRefresh = function() {
- if (this._requestRefresh) this.refresh();
- };
- Window_EnemyVisualSelect.prototype.refresh = function() {
- this.contents.clear();
- if (!this._battler) return;
- if (!this._showEnemyName) return;
- if (this._battler.isHidden()) return;
- this._requestRefresh = false;
- this.contents.fontSize = Yanfly.Param.BECEnemyFontSize;
- var text = this._battler.name();
- var wy = this.contents.height - this.lineHeight();
- this.drawText(text, 0, wy, this.contents.width, 'center');
- };
- //=============================================================================
- // Window_PartyCommand
- //=============================================================================
- Window_PartyCommand.prototype.itemTextAlign = function() {
- return Yanfly.Param.BECCommandAlign;
- };
- Window_PartyCommand.prototype.numVisibleRows = function() {
- return Yanfly.Param.BECCommandRows;
- };
- //=============================================================================
- // Window_ActorCommand
- //=============================================================================
- Window_ActorCommand.prototype.itemTextAlign = function() {
- return Yanfly.Param.BECCommandAlign;
- };
- Window_ActorCommand.prototype.numVisibleRows = function() {
- return Yanfly.Param.BECCommandRows;
- };
- //=============================================================================
- // Window_BattleStatus
- //=============================================================================
- Window_BattleStatus.prototype.numVisibleRows = function() {
- return Yanfly.Param.BECCommandRows;
- };
- Window_BattleStatus.prototype.updateStatusRequests = function() {
- if (BattleManager._victoryPhase) return;
- for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
- var actor = $gameParty.battleMembers()[i];
- if (!actor) continue;
- if (actor.isStatusRefreshRequested()) this.processStatusRefresh(i);
- }
- };
- Window_BattleStatus.prototype.processStatusRefresh = function(index) {
- var actor = $gameParty.battleMembers()[index];
- if (!actor) return;
- var rect = this.itemRect(index);
- this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
- this.drawItem(index);
- actor.completetStatusRefreshRequest();
- };
- Window_BattleStatus.prototype.update = function() {
- Window_Selectable.prototype.update.call(this);
- };
- if (!Yanfly.Param.BECCurMax) {
- Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y,
- width, color1, color2) {
- var labelWidth = this.textWidth('HP');
- var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
- var slashWidth = this.textWidth('/');
- var x1 = x + width - valueWidth;
- this.changeTextColor(color1);
- this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, 'right');
- };
- }; // Yanfly.Param.BECCurMax
- //=============================================================================
- // Window_BattleLog
- //=============================================================================
- Yanfly.BEC.Window_BattleLog_isFastForward =
- Window_BattleLog.prototype.isFastForward;
- Window_BattleLog.prototype.isFastForward = function() {
- if (Yanfly.Param.BECOptSpeed) return true;
- return Yanfly.BEC.Window_BattleLog_isFastForward.call(this);
- };
- Window_BattleLog.prototype.updateWaitCount = function() {
- if (this._waitCount > 0) {
- this._waitCount -= 1;
- if (this._waitCount < 0) {
- this._waitCount = 0;
- }
- return true;
- }
- return false;
- };
- Window_BattleLog.prototype.animationBaseDelay = function() {
- return Yanfly.Param.BECAniBaseDel;
- };
- Window_BattleLog.prototype.animationNextDelay = function() {
- return Yanfly.Param.BECAniNextDel;
- };
- Window_BattleLog.prototype.updateWaitMode = function() {
- var waiting = false;
- switch (this._waitMode) {
- case 'effect':
- waiting = this._spriteset.isEffecting();
- break;
- case 'movement':
- waiting = this._spriteset.isAnyoneMoving();
- break;
- case 'animation':
- waiting = this._spriteset.isAnimationPlaying();
- break;
- case 'popups':
- waiting = this._spriteset.isPopupPlaying();
- break;
- }
- if (!waiting) {
- this._waitMode = '';
- }
- return waiting;
- };
- Window_BattleLog.prototype.startAction = function(subject, action, targets) {
- };
- Window_BattleLog.prototype.endAction = function(subject) {
- };
- Window_BattleLog.prototype.waitForAnimation = function() {
- this.setWaitMode('animation');
- };
- Window_BattleLog.prototype.waitForEffect = function() {
- this.setWaitMode('effect');
- };
- Window_BattleLog.prototype.waitForPopups = function() {
- this.setWaitMode('popups');
- };
- Yanfly.BEC.Window_BattleLog_displayAction =
- Window_BattleLog.prototype.displayAction;
- Window_BattleLog.prototype.displayAction = function(subject, item) {
- if (Yanfly.Param.BECFullActText) {
- Yanfly.BEC.Window_BattleLog_displayAction.call(this, subject, item);
- } else {
- this._actionIcon = this.displayIcon(item);
- var text = this.displayText(item);
- this.push('addText', '<SIMPLE>' + text);
- if (item.message2) {
- this.push('addText', '<CENTER>' + item.message2.format(text));
- }
- }
- };
- Window_BattleLog.prototype.displayIcon = function(item) {
- if (!item) return 0;
- return item.battleDisplayIcon;
- };
- Window_BattleLog.prototype.displayText = function(item) {
- if (!item) return '';
- return item.battleDisplayText;
- };
- Yanfly.BEC.Window_BattleLog_displayActionResults =
- Window_BattleLog.prototype.displayActionResults;
- Window_BattleLog.prototype.displayActionResults = function(subject, target) {
- if (Yanfly.Param.BECOptSpeed) {
- if