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//============================================================================= // MOG_BattleCommands.js //============================================================================= /*: * @plugindesc (v1.0) Comandos de batalhas animados por imagens. * @author Moghunter * * @param Mode * @desc Definição do tipo de comando. * 0 - Normal 1 - Ring Menu * @default 1 * * @param Layout X-axis * @desc Definição X-Axis da imagem. * @default 22 * * @param Layout Y-axis * @desc Definição Y-Axis da imagem. * @default 15 * * @param Com X-axis * @desc Definição X-Axis da imagem. * @default 0 * * @param Com Y-axis * @desc Definição Y-Axis da imagem. * @default 0 * * @param Arrow * @desc Ativar a imagem das flechas. * @default false * * @param Arrow X-axis * @desc Definição X-Axis da imagem. * @default 5 * * @param Arrow Y-axis * @desc Definição Y-Axis da imagem. * @default 0 * * @param Zoom Animation * @desc Ativar o efeito de zoom. * @default true * * @param Zoom Rate * @desc Poder do zoom. * @default 1.30 * * @param Zoom Speed * @desc Velocidade do zoom. * @default 0.015 * * @param Zoom Loop * @desc Ativar loop na animação do zoom. * @default true * * @param Slide Animation * @desc Ativar animação de deslize. * @default false * * @param Slide X * @desc Definição da distância X. * @default 0 * * @param Slide Y * @desc Definição da distância Y. * @default 0 * * @param Com Name * @desc Ativar o nome do comando. * @default true * * @param Com Name X-axis * @desc Definição X-Axis do nome. * @default 55 * * @param Com Name Y-axis * @desc Definição Y-Axis do nome. * @default 75 * * @param Com Font Size * @desc Definição do tamanho da fonte. * @default 22 * * @param Cursor * @desc Ativar cursor. * @default false * * @param Cursor X-axis * @desc Definição X-Axis do cursor. * @default 0 * * @param Cursor Y-axis * @desc Definição X-Axis do cursor. * @default 0 * * @param Cursor Slide * @desc Ativar a animação de deslize. * @default false * * @param Row Max * @desc Definição da quantidade comandos visíveis. * @default 4 * * @param Ring Range * @desc Definição da circunferência do circulo. * @default 70 * * @param Ring Motion * @desc Ativar animação de movimento. * @default true * * @param Pi Range * @desc Definição do valor do PI. * @default 2.0 * * @param Side Input * @desc Ativar Input para o lado direito e esquerdo. * @default true * * @help * ============================================================================= * +++ MOG - Battle Commands (v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * ============================================================================= * Comandos de batalhas animados por imagens. * Este plugin requer o MOG_BattleHud para funcionar. * * ============================================================================= * As imagens dos comandos deverão ser gravados na pasta /img/battlecommands/ * O nomes das imagens deverão seguir a seguinte nomeação. * * Com_ + COMMAND NAME.png * * Exemplo * * Com_Attack.png * Com_Guard.png * Com_Magic.png * ... * * ============================================================================= * */ //============================================================================= // ** PLUGIN PARAMETERS //============================================================================= var Imported = Imported || {}; Imported.MOG_BattleCommands = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_BattleCommands'); Moghunter.bcom_mode = Number(Moghunter.parameters['Mode'] || 1); Moghunter.bcom_lay_x = Number(Moghunter.parameters['Layout X-axis'] || 22); Moghunter.bcom_lay_y = Number(Moghunter.parameters['Layout Y-axis'] || 15); Moghunter.bcom_com_x = Number(Moghunter.parameters['Com X-axis'] || 0); Moghunter.bcom_com_y = Number(Moghunter.parameters['Com Y-axis'] || 0); Moghunter.bcom_arrow = String(Moghunter.parameters['Arrow'] || false); Moghunter.bcom_arrow_x = Number(Moghunter.parameters['Arrow X-axis'] || 5); Moghunter.bcom_arrow_y = Number(Moghunter.parameters['Arrow Y-axis'] || 0); Moghunter.bcom_row_max = Number(Moghunter.parameters['Row Max'] || 4); Moghunter.bcom_zoom_effect = String(Moghunter.parameters['Zoom Animation'] || true); Moghunter.bcom_zoom_rate = Number(Moghunter.parameters['Zoom Rate'] || 1.30); Moghunter.bcom_zoom_speed = Number(Moghunter.parameters['Zoom Speed'] || 0.015); Moghunter.bcom_zoom_loop = String(Moghunter.parameters['Zoom Loop'] || true); Moghunter.bcom_slide_effect = String(Moghunter.parameters['Slide Animation'] || false); Moghunter.bcom_slide_x = Number(Moghunter.parameters['Slide X'] || 0); Moghunter.bcom_slide_y = Number(Moghunter.parameters['Slide Y'] || 0); Moghunter.bcom_com_name = String(Moghunter.parameters['Com Name'] || true); Moghunter.bcom_com_name_x = Number(Moghunter.parameters['Com Name X-axis'] || 55); Moghunter.bcom_com_name_y = Number(Moghunter.parameters['Com Name Y-axis'] || 75); Moghunter.bcom_com_font_size = Number(Moghunter.parameters['Com Font Sizew'] || 22); Moghunter.bcom_ring_range = Number(Moghunter.parameters['Ring Range'] || 70); Moghunter.bcom_pi_range = Number(Moghunter.parameters['Pi Range'] || 2.0); Moghunter.bcom_ring_anime = String(Moghunter.parameters['Ring Motion'] || true); Moghunter.bcom_side_input = String(Moghunter.parameters['Side Input'] || true); Moghunter.bcom_cursor = String(Moghunter.parameters['Cursor'] || false); Moghunter.bcom_cursor_x = Number(Moghunter.parameters['Cursor X-axis'] || 0); Moghunter.bcom_cursor_y = Number(Moghunter.parameters['Cursor Y-axis'] || 0) Moghunter.bcom_cursor_slide = String(Moghunter.parameters['Cursor Slide'] || false); if (Imported.MOG_BattleHud) { //============================================================================= // ** ImageManager //============================================================================= //============================== // * BHud //============================== ImageManager.loadBcom = function(filename) { return this.loadBitmap('img/battlecommands/', filename, 0, true); }; //============================================================================= // ** Game_Temp //============================================================================= //============================== // * Initialize //============================== var _alias_mog_bcom_temp_initialize = Game_Temp.prototype.initialize; Game_Temp.prototype.initialize = function() { _alias_mog_bcom_temp_initialize.call(this); this._bcom_need_refresh = false; }; //============================================================================= // ** Game_Interpreter //============================================================================= //============================== // * Command129 //============================== var _alias_mog_bcom_command129 = Game_Interpreter.prototype.command129; Game_Interpreter.prototype.command129 = function() { _alias_mog_bcom_command129.call(this); $gameTemp._bcom_need_refresh = true; return true; }; //============================================================================= // ** Window Command //============================================================================= //============================== // * Initialize //============================== var _alias_mog_bcom_wcom_initialize = Window_ActorCommand.prototype.initialize; Window_ActorCommand.prototype.initialize = function(x, y) { _alias_mog_bcom_wcom_initialize.call(this,x, y); if (!this._com_images) {this.battle_commands_initialize()}; }; //============================== // * Battle Com Initialize //============================== Window_ActorCommand.prototype.battle_commands_initialize = function() { var old_actor = this._actor; this.com_pic_initialize(); this.get_full_list(); this.load_com_images(); this.create_com_sprites(); this._actor = old_actor; this._old_visible = this.visible; }; //============================== // * Load Com Images //============================== Window_ActorCommand.prototype.com_pic_initialize = function() { this.com_sprites_clear(); this._com_mode_b = Math.min(Math.max(Moghunter.bcom_mode,0),1); this._com_list = []; this._com_images = []; this._com_sprites = []; this._com_index = this._index; this._max_com = 0; this._wh = [0,0]; this._zoom = [0,0]; this._np = [0,0]; this._arrow_slide = [0,0,0]; this._arrow_org_y = [0,0]; this._cursor_nxy = [0,0]; this._cursor_slide = false; this.sel_time = 0; this._side = []; this._side_m = [0,0]; this._ring_move = false; this._side_input = false; if (String(Moghunter.bcom_side_input) === "true") {this._side_input = true}; if (String(Moghunter.bcom_ring_anime) === "true") {this._ring_move = true}; this._rol_range = Moghunter.bcom_ring_range; this._pi = Moghunter.bcom_pi_range * Math.PI; if (String(Moghunter.bcom_slide_effect) === "true") {this._side_m = [Moghunter.bcom_slide_x, Moghunter.bcom_slide_y]}; this._row_max = Math.max(Moghunter.bcom_row_max - 1,1) this._zoom_speed = Math.max(Moghunter.bcom_zoom_speed,0.001) this._zoom_rate = Math.max(Moghunter.bcom_zoom_rate,1.00) this._zoom_effect = false; if (String(Moghunter.bcom_zoom_effect) === "true") {this._zoom_effect = true}; this._loop_zoom_effect = false; if (String(Moghunter.bcom_zoom_loop) === "true") {this._loop_zoom_effect = true}; }; //============================== // * Com Sprites Clear //============================== Window_ActorCommand.prototype.com_sprites_clear = function() { if (this._com_sprites) { for (var i = 0; i < this._com_sprites.length; i++) { this.removeChild(this._com_sprites[i]); }; }; }; //============================== // * get Full List //============================== Window_ActorCommand.prototype.get_full_list = function() { for (var i = 0; i < $gameParty.battleMembers().length; i++) { this._actor = $gameParty.battleMembers()[i]; this.makeCommandList(); this._com_list[i] = this._list; this._com_images[i] = []; this.clearCommandList(); this._actor = null; }; }; //============================== // * Load Com Images //============================== Window_ActorCommand.prototype.load_com_images = function() { for (var i = 0; i < this._com_list.length; i++) { if (this._max_com < this._com_list[i].length) {this._max_com = this._com_list[i].length} for (var r = 0; r < this._com_list[i].length; r++) { this._com_images[i].push(ImageManager.loadBcom("Com_" + this._com_list[i][r].name)); }; }; this._layout_img = ImageManager.loadBcom("Layout"); this._cursor_b_img = ImageManager.loadBcom("Cursor"); if (String(Moghunter.bcom_arrow) === "true") {this._arrow_img = ImageManager.loadBcom("Arrow")}; }; //============================== // * Create Com Sprites //============================== Window_ActorCommand.prototype.create_com_sprites = function() { this.create_layout(); this.create_commands(); if (String(Moghunter.bcom_cursor) === "true") {this.create_cursor()}; if (String(Moghunter.bcom_arrow) === "true") {this.create_arrows()}; if (String(Moghunter.bcom_com_name) === "true") {this.create_com_name()}; }; //============================== // * Create Layout //============================== Window_ActorCommand.prototype.create_layout = function() { this._layout = new Sprite(this._layout_img); this._layout.x = Moghunter.bcom_lay_x; this._layout.y = Moghunter.bcom_lay_y; this.addChild(this._layout); }; //============================== // * Create Cursor //============================== Window_ActorCommand.prototype.create_cursor = function() { this._cursor_b = new Sprite(this._cursor_b_img); this._cursor_b.anchor.x = 0.5; this._cursor_b.anchor.y = 0.5; this._cursor_b_s = [0,0,0,0,0]; if (String(Moghunter.bcom_cursor_slide) === "true") {this._cursor_slide = true}; this.addChild(this._cursor_b); }; //============================== // * Update Cursor B //============================== Window_ActorCommand.prototype.update_cursor_b = function() { if (this._cursor_slide) {this.update_cursor_slide()}; var nx = this._cursor_nxy[0] + Moghunter.bcom_cursor_x + this._cursor_b_s[2]; var ny = this._cursor_nxy[1] + Moghunter.bcom_cursor_y; this._cursor_b.x = this.sprite_move_to(this._cursor_b.x,nx,this.com_move_speed()); this._cursor_b.y = this.sprite_move_to(this._cursor_b.y,ny,this.com_move_speed()); }; //============================== // * Update Cursor Slide //============================== Window_ActorCommand.prototype.update_cursor_slide = function() { this._cursor_b_s[4] += 1; if (this._cursor_b_s[4] < 2) {return}; this._cursor_b_s[4] = 0; this._cursor_b_s[3] += 1; if (this._cursor_b_s[3] < 15) {this._cursor_b_s[2] += 1} else if (this._cursor_b_s[3] < 30) {this._cursor_b_s[2] -= 1} else {this._cursor_b_s[2] = 0 ;this._cursor_b_s[3] = 0}; }; //============================== // * Create Commands //============================== Window_ActorCommand.prototype.create_commands = function() { for (var i = 0; i < this._max_com; i++) { this._com_sprites[i] = new Sprite(); this._com_sprites[i].anchor.x = 0.5; this._com_sprites[i].anchor.y = 0.5; this.addChild(this._com_sprites[i]); this._side[i] = [0,0]; }; }; //============================== // * Create Arrows //============================== Window_ActorCommand.prototype.create_arrows = function() { if (this._com_mode_b === 1) {return} this._arrow = []; for (var i = 0; i < 2; i++) { this._arrow[i] = new Sprite(this._arrow_img); this._arrow[i].anchor.x = 0.5; this._arrow[i].anchor.y = 0.5; this.addChild(this._arrow[i]); }; }; //============================== // * Create Com Name //============================== Window_ActorCommand.prototype.create_com_name = function() { this._com_name = new Sprite(new Bitmap(90,32)) this._com_name.x = Moghunter.bcom_com_name_x + 45; this._com_name.y = Moghunter.bcom_com_name_y + 16; this._com_name.bitmap.fontSize = Moghunter.bcom_com_font_size; this.addChild(this._com_name); }; //============================== // * Refresh Com Name //============================== Window_ActorCommand.prototype.refresh_com_name = function() { this._com_name.bitmap.clear(); this._com_name.opacity = 0; this._com_name.anchor.x = 0.5; this._com_name.anchor.y = 0.5; this._com_name.bitmap.drawText(this.command_name(),0,0,this._com_name.bitmap.width,32,"center"); }; //============================== // * Refresh Index //============================== Window_ActorCommand.prototype.refresh_index = function() { this._com_index = this._index; if (this._com_name) {this.refresh_com_name();} }; //============================== // * makeCommandList //============================== var _alias_mog_bcom_wcom_makeCommandList = Window_ActorCommand.prototype.makeCommandList; Window_ActorCommand.prototype.makeCommandList = function() { _alias_mog_bcom_wcom_makeCommandList.call(this); if (BattleManager._actorIndex >= 0 && this._com_sprites) {this.refresh_com_sprites()}; }; //============================== // * Refresh Com Sprites //============================== Window_ActorCommand.prototype.refresh_com_sprites = function() { this._com_index = -1; this._wh = [0,0]; this._zoom = [0,0]; this.refresh_bitmap_com(); this._layout.opacity = 0; if (this._arrow) {this.refresh_arrow_position()}; this.position_clear(); this.update_battle_commands(); if (this._com_mode_b === 1) {this.refresh_ring_command()}; }; //============================== // * Refresh Bitmap Com //============================== Window_ActorCommand.prototype.refresh_bitmap_com = function() { for (var i = 0; i < this.maxCom(); i++) { this._com_sprites[i].bitmap = this._com_images[BattleManager._actorIndex][i]; this._wh[0] = this.width / 2; if (this._wh[1] < this._com_sprites[i].bitmap.height) {this._wh[1] = this._com_sprites[i].bitmap.height}; }; for (var i = 0; i < this.maxCom(); i++) { this._com_sprites[i].x = this._wh[0] + Moghunter.bcom_com_x; this._com_sprites[i].y = this._wh[1] + (this._wh[1] * i) + Moghunter.bcom_com_y; }; }; //============================== // * Refresh Arrow Position //============================== Window_ActorCommand.prototype.refresh_arrow_position = function() { this._arrow_org_y = [-Moghunter.bcom_arrow_y,this._wh[1] * ((this.limit_rows_sp() + 2)) + Moghunter.bcom_arrow_y]; this._arrow[0].x = this._wh[0] + Moghunter.bcom_arrow_x; this._arrow[0].y = this._arrow_org_y[0]; this._arrow[1].x = this._wh[0] + Moghunter.bcom_arrow_x;; this._arrow[1].y = this._arrow_org_y[1]; this._arrow[1].scale.y = -1; }; //============================== // * Update Arrow Visible //============================== Window_ActorCommand.prototype.update_arrow_visible = function() { this._arrow[0].visible = false; this._arrow[1].visible = false; if (this._index > this.limit_rows_sp()) { this._arrow[0].visible = true}; if (this.maxCom() > (this.limit_rows_sp() + 1)) {this._arrow[1].visible = true; if (this._index === (this.maxCom() - 1)) {this._arrow[1].visible = false} }; }; //============================== // * Position Clear //============================== Window_ActorCommand.prototype.position_clear = function() { this._old_visible = this.visible; for (var i = 0; i < this._com_sprites.length; i++) { this._com_sprites[i].opacity = 0; }; for (var i = 0; i < this.maxCom(); i++) { if (this._com_mode_b === 0) { this.position_clear_mode_0(i); } else { this._com_sprites[i].x = this._wh[0]; this._com_sprites[i].y = this._wh[1] + (this._wh[1] * i); }; this._com_sprites[i].scale.x = 1.00; this._com_sprites[i].scale.y > 1.00; }; if (this._com_mode_b === 1) {this.refresh_ring_command()}; if (this._com_name) {this._com_name.opacity = 0}; }; //============================== // * Position Clear Mode 0 //============================== Window_ActorCommand.prototype.position_clear_mode_0 = function(i) { if (this._index > this.limit_rows_sp()) { if (i >= this._index - this.limit_rows_sp() && i <= this._index) { this._com_sprites[i].opacity = this.translucentOpacity(); } else { this._com_sprites[i].opacity = 0; }; } else { if (i > this.limit_rows_sp()) { this._com_sprites[i].opacity = 0; } else { this._com_sprites[i].opacity = this.translucentOpacity(); }; }; }; //============================== // * processWheel //============================== Window_ActorCommand.prototype.processWheel = function() { if (this.isOpenAndActive()) { var threshold = 20; if (TouchInput.wheelY >= threshold) { this._index++; SoundManager.playCursor(); if (this._index > (this.maxCom() - 1)) {this._index = 0}; }; if (TouchInput.wheelY <= -threshold) { this._index--; SoundManager.playCursor(); if (this._index < 0) {this._index = (this.maxCom() - 1)}; }; }; }; //============================== // * Update Input Commands //============================== Window_ActorCommand.prototype.update_input_commands = function() { if (this._side_input) {this.update_side_input()}; }; //============================== // * Update Side Input //============================== Window_ActorCommand.prototype.update_side_input = function() { if (this.isOpenAndActive()) { if (Input.isRepeated('right')) { SoundManager.playCursor(); if (this._com_mode_b === 1) { this._index--; if (this._index < 0) {this._index = (this.maxCom() - 1)}; } else { this._index++; if (this._index > (this.maxCom() - 1)) {this._index = 0}; } }; if (Input.isRepeated('left')) { SoundManager.playCursor(); if (this._com_mode_b === 1) { this._index++; if (this._index > (this.maxCom() - 1)) {this._index = 0}; } else { this._index--; if (this._index < 0) {this._index = (this.maxCom() - 1)}; } }; }; }; //============================== // * LineHeight //============================== Window_ActorCommand.prototype.lineHeight = function() { return 1; }; //============================== // * Max Com //============================== Window_ActorCommand.prototype.maxCom = function() { if (!this._list) {return 0}; return this._list.length; }; //============================== // * Limit Rows SP //============================== Window_ActorCommand.prototype.limit_rows_sp = function() { if (this._com_mode_b === 1) {this.maxCom()}; return this._row_max; }; //============================== // * Com Fade Speed //============================== Window_ActorCommand.prototype.com_fade_speed = function() { return 20; }; //============================== // * Com Move Speed //============================== Window_ActorCommand.prototype.com_move_speed = function() { if (this._com_mode_b === 1) {return 5}; return 20; }; //============================== // * Com Zoom Speed //============================== Window_ActorCommand.prototype.com_zoom_speed = function() { return this._zoom_speed; }; //============================== // * Com Zoom Rate //============================== Window_ActorCommand.prototype.com_zoom_rate = function() { return this._zoom_rate; }; //============================== // * Limit Height //============================== Window_ActorCommand.prototype.limit_height = function(i) { if (this._index >= this.limit_rows_sp()) { return (this._index - this.limit_rows_sp()) * this._wh[1]; }; return 0; }; //============================== // * Command Name //============================== Window_ActorCommand.prototype.command_name = function() { if (!this._list || !this._list[this._index]) {return ""}; return this._list[this._index].name; }; //============================== // * Update Com Sprites //============================== Window_ActorCommand.prototype.update_battle_commands = function() { this.contentsOpacity = 0; this.opacity = 0; if (this._com_index != this._index) {this.refresh_index()}; for (var i = 0; i < this._com_sprites.length; i++) { if (i <= this.maxCom()) { this._com_sprites[i].visible = true; this.update_commands(i); } else { this._com_sprites[i].opacity = 0; this._com_sprites[i].visible = false; }; }; if (this._old_visible != this.visible) {this.position_clear()}; if (this._arrow) {this.update_arrow()}; if (this._cursor_b) {this.update_cursor_b()}; if (this._com_name) {this._com_name.opacity += this.com_fade_speed()}; this._layout.opacity += this.com_fade_speed(); this.update_input_commands(); }; //============================== // * Update Arrow //============================== Window_ActorCommand.prototype.update_arrow = function() { this.update_arrow_slide(); this.update_arrow_visible(); this._arrow[0].y = this._arrow_org_y[0] - this._arrow_slide[0]; this._arrow[1].y = this._arrow_org_y[1] + this._arrow_slide[0]; }; //============================== // * Update Arrow //============================== Window_ActorCommand.prototype.update_arrow_slide = function() { this._arrow_slide[2] ++ if (this._arrow_slide[2] < 2) {return}; this._arrow_slide[2] = 0 this._arrow_slide[1] += 0.5; if (this._arrow_slide[1] < 5) { this._arrow_slide[0] += 1; } else if (this._arrow_slide[1] < 10) { this._arrow_slide[0] -= 1 } else { this._arrow_slide = [0,0]; }; }; //============================== // * Sprite Move To //============================== Window_ActorCommand.prototype.sprite_move_to = function(value,real_value,speed) { if (value == real_value) {return value}; var dnspeed = 5 + (Math.abs(value - real_value) / speed); if (value > real_value) {value -= dnspeed; if (value < real_value) {value = real_value};} else if (value < real_value) {value += dnspeed; if (value > real_value) {value = real_value}; }; return Math.floor(value); }; //============================== // * Update Commands //============================== Window_ActorCommand.prototype.update_commands = function(i) { this.update_position(i); this.update_effect_selection(i); }; //============================== // * Update Ring Command //============================== Window_ActorCommand.prototype.update_ring_command = function(i,c_index) { if (i >= this.maxCom()) {this._com_sprites[i].visible = false}; var rol_index = 1 / this.maxCom(); if (this._ring_move) {var si = c_index} else {var si = 0}; var now_p = rol_index * (si - i); var r_p = this._pi * -now_p; this._wh[0] = Math.floor(this._rol_range * Math.sin(r_p)); this._wh[1] = -Math.floor(this._rol_range * Math.cos(r_p)); }; //============================== // * Refresh Ring Position //============================== Window_ActorCommand.prototype.refresh_ring_command = function() { for (var i = 0; i < this._com_sprites.legth; i++) { this._com_sprites[i].visible = false; }; for (var i = 0; i < this.maxCom(); i++) { this.update_ring_command(i,i) this._com_sprites[i].x = this.width / 2 + Moghunter.bcom_com_x; this._com_sprites[i].y = this.height / 2 + Moghunter.bcom_com_y; this._com_sprites[i].visible = true; this._com_sprites[i].opacity = 0; }; }; //============================== // * Update Position //============================== Window_ActorCommand.prototype.update_position = function(i) { if (this._com_mode_b === 0) { this._np[0] = this._wh[0] + Moghunter.bcom_com_x + this._side[i][0]; this._np[1] = this._wh[1] + (this._wh[1] * i) - this.limit_height() + Moghunter.bcom_com_y + this._side[i][1]; } else { this.update_ring_command(i,this._index); this._np[0] = (this.width / 2) + this._wh[0] + Moghunter.bcom_com_x + this._side[i][0]; this._np[1] = (this.height / 2) + this._wh[1] + Moghunter.bcom_com_y + this._side[i][1]; }; this._com_sprites[i].x = this.sprite_move_to(this._com_sprites[i].x,this._np[0],this.com_move_speed()); this._com_sprites[i].y = this.sprite_move_to(this._com_sprites[i].y,this._np[1],this.com_move_speed()); }; //============================== // * Update Effect Selection //============================== Window_ActorCommand.prototype.update_effect_selection = function(i) { if (this._index === i) { this.update_on_index(i); } else { this.update_off_index(i); }; this._com_sprites[i].scale.y = this._com_sprites[i].scale.x; }; //============================== // * Update On Index //============================== Window_ActorCommand.prototype.update_on_index = function(i) { this._side[i] = [this._side_m[0],this._side_m[1]]; this._cursor_nxy = [this._com_sprites[i].x - (this._com_sprites[i].bitmap.width / 2),this._com_sprites[i].y]; this._com_sprites[i].opacity += this.com_fade_speed(); if (this._zoom_effect) {this.update_zoom_effect(i);}; }; //============================== // * Update Off Index //============================== Window_ActorCommand.prototype.update_off_index = function(i) { this._side[i] = [0,0]; if (this._com_sprites[i].opacity > this.translucentOpacity()){this._com_sprites[i].opacity -= this.com_fade_speed()}; if (this._com_mode_b === 0) {this.update_off_mode_0(i) } else {if (this._com_sprites[i].opacity < this.translucentOpacity()){this._com_sprites[i].opacity += this.com_fade_speed()}; }; if (this._com_sprites[i].scale.x > 1.00){this._com_sprites[i].scale.x -= this.com_zoom_speed()}; }; //============================== // * Update Off Mode 0 //============================== Window_ActorCommand.prototype.update_off_mode_0 = function(i) { if (this._index > this.limit_rows_sp()) { if (i >= this._index - this.limit_rows_sp() && i <= this._index) { if (this._com_sprites[i].opacity < this.translucentOpacity()){this._com_sprites[i].opacity += this.com_fade_speed()}; } else { this._com_sprites[i].opacity -= this.com_fade_speed(); }; } else { if (i > this.limit_rows_sp()) { this._com_sprites[i].opacity -= this.com_fade_speed(); } else { if (this._com_sprites[i].opacity < this.translucentOpacity()){this._com_sprites[i].opacity += this.com_fade_speed()}; }; }; }; //============================== // * Update Zoom Effect //============================== Window_ActorCommand.prototype.update_zoom_effect = function(i) { if (this._zoom[0] === 0) { if (this._com_sprites[i].scale.x < this.com_zoom_rate()) {this._com_sprites[i].scale.x += this.com_zoom_speed()}; if (this._loop_zoom_effect && this._com_sprites[i].scale.x >= this.com_zoom_rate()) {this._zoom[0] = 1}; } else { this._com_sprites[i].scale.x -= this.com_zoom_speed(); if (this._com_sprites[i].scale.x <= 1.00) {this._zoom[0] = 0}; }; }; //============================== // * Process Touch //============================== Window_ActorCommand.prototype.processTouch = function() { if (this.isOpenAndActive()) { if (TouchInput.isCancelled()) { if (this.isCancelEnabled()) { this.processCancel(); }; } else if (TouchInput.isTriggered() && this.isTouchedInsideCom()) { this.sel_time = 5; }; }; }; //============================== // * Process Touch //============================== Window_ActorCommand.prototype.isTouchedInsideCom = function() { for (var i = 0; i < this._com_sprites.length; i++) { if (this._com_sprites[i].visible && this._com_sprites[i].opacity > 25) { if (TouchInput.x > this.x + this._com_sprites[i].x - (this._com_sprites[i].bitmap.width / 2) && TouchInput.x < this.x + this._com_sprites[i].x + this._com_sprites[i].bitmap.width - (this._com_sprites[i].bitmap.width / 2) && TouchInput.y > this.y + this._com_sprites[i].y - (this._com_sprites[i].bitmap.height / 2) && TouchInput.y < this.y + this._com_sprites[i].y + this._com_sprites[i].bitmap.height - (this._com_sprites[i].bitmap.height / 2)) {this._index = i ;return true}; }; }; return false; }; //============================== // * Update Wait Selection //============================== Window_ActorCommand.prototype.update_wait_selection = function() { this.sel_time--; if (this.sel_time === 0) { this.processOk();}; if (BattleManager._actorIndex >= 0) {this.update_battle_commands()}; }; //============================== // * Update //============================== var _alias_mog_bcom_wcom_update = Window_ActorCommand.prototype.update; Window_ActorCommand.prototype.update = function() { if ($gameTemp._bcom_need_refresh) {$gameTemp._bcom_need_refresh = false;this.battle_commands_initialize()}; if (this.sel_time > 0) {this.update_wait_selection();return;}; _alias_mog_bcom_wcom_update.call(this); if (BattleManager._actorIndex >= 0) {this.update_battle_commands()}; }; //============================== // * Set Mcursor Data //============================== Window_ActorCommand.prototype.set_mcursor_data = function() { }; //============================== // * Create Layout Window //============================== var _alias_mog_bcom_sbat_create_layout_window = Scene_Battle.prototype.create_layout_window Scene_Battle.prototype.create_layout_window = function() { _alias_mog_bcom_sbat_create_layout_window.call(this) if (this._com_layout) {this.removeChild(this._com_layout)}; }; };
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