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- //=============================================================================
- // Animated busts
- // by Astfgl
- // Date: 05/06/2017
- // Free for commercial and non commercial use, credits required: any of
- // Astfgl/Astfgl (Pierre MATEO)/ Pierre MATEO.
- // Edits and reposts allowed, as long as it it kept under the same terms of use.
- // Do not remove this header, do not claim as your own.
- // 03/06/2017 V2 -> Added the possibility to set a frozen image independently from
- // the animation, and to remove it.
- // 05/06/2017 V3 -> Small revisions, updated documentation.
- // 05/06/2017 V4 -> Text codes \fa \ufa \da \sa added.
- // 05/06/2017 V5 -> Text code \ca added.
- // 06/06/2017 V6 -> Loop interval feature added, Loop number limit added,
- // added compatibility to the \ca text code.
- // 07/07/2017 V7 -> Compatibility with SRD Camera core, Set frame Rate command
- // 05/09/2017 V8 -> Compatibility with slow text
- // 26/10/2017 V9 -> "Fixed" saving and loading issue.
- // 01/11/2017 V10 -> Fixed crash after erasing pictures.
- // 24/01/2018 V11 -> Added set frozen and remove frozen animation features, compatibility with slow text broken
- // 18/04/2019 V12 -> pictures should save correctly, even animated
- // 19/04/2019 V13 -> added VN like commands
- // 20/04/2019 V14 -> added fadein, and move picture relatively commands
- // 21/04/2019 V15 -> fixed bitmap not updating when showing another picture
- //=============================================================================
- /*:
- * @plugindesc Allows animating pictures
- * @author Astfgl
- * @help
- * ===================================================================
- * Animation setup:
- * ===================================================================
- * First, setup the pictures using the event commands.
- * Then use the following script call:
- * $gameScreen.picture(pictureId).setAnim([array],interval);
- * Replace array by the file names without the extension, surrounded by "" and
- * separated by ",".
- * Ex: ["mouth_closed","mouth_1","mouth_2","mouth_3"]
- * These will be, in order the pictures displayed for the animations.
- * The first picture will be used when the animation is paused.
- *
- * Then replace interval by a number, this will be the number of frames
- * between image changes.
- * Ex: 5
- *
- * Ex: $gameScreen.picture(2).setAnim(["mouth_closed","mouth_1","mouth_2","mouth_3"],5)
- * This will cause the picture to loop between the frames you set in the array
- * until told to stop.
- *
- * ===================================================================
- * Freezing an animation
- * ===================================================================
- * You can tell a picture to stop looping by using:
- * $gameScreen.picture(pictureId).freeze();
- * It will set the picture to the first image in the list and stop it from looping.
- * Notice: when synching the animation to a message, it will freeze and unfreeze the
- * animation automatically when the message pauses. So you have to remove the animation
- * if you don't want it synching with a message, not freeze it.
- * This command is for out of message use.
- *
- * You can tell a picture to begin looping again by using:
- * $gameScreen.picture(pictureId).unfreeze();
- * This will make the picture start looping again, starting at the first frame.
- * Again, same disclaimer as for the freeze command: intended for out of message use.
- *
- * ===================================================================
- * Synchronizing an animation with a message box
- * ===================================================================
- * In order to synch up a picture looping animation to a message window use:
- * $gameMessage.setAnim(pictureId)
- *
- * Ex: $gameMessage.setAnim(2)
- * This will cause the picture to synch up its looping animation with the message
- * window: it will loop while text is writing, stop for pauses and between windows.
- * Using fast forward will make it skip the animation altogether.
- *
- * If you want a picture to no longer synch up with the message window, use:
- * $gameMessage.removeAnim(pictureId)
- *
- * Ex: $gameMessage.removeAnim(2)
- *
- * ===================================================================
- * Frozen or message end picture outside of animation loop
- * ===================================================================
- * By default the plugin will use the first image in the array as the frozen or
- * message end picture. If you would like to define a frozen picture outside of
- * the loop you can use the following command:
- * $gameScreen.picture(pictureId).setFrozenBmp(filename);
- *
- * Ex: $gameScreen.picture(2).setFrozenBmp("mouth_closed")
- *
- * If you would like to remove a frozen picture and start using the first picture
- * of the loop again, use the following command:
- *
- * $gameScreen.picture(pictureId).removeFrozenBmp()
- *
- * Ex: $gameScreen.picture(2).removeFrozenBmp()
- * ===================================================================
- * Wait time in between animation loops:
- * ===================================================================
- * If you want to pause the picture in between loops, use the following:
- * $gameScreen.picture(pictureId).setLoopInterval(number)
- *
- * Ex: $gameScreen.picture(2).setLoopInterval(60)
- * This will make the picture wait 60 frames before each animation loop.
- *
- * If you want to remove the wait between loops, use:
- * $gameScreen.picture(pictureId).removeLoopInterval();
- *
- * Ex: $gameScreen.picture(2).removeLoopInterval();
- *
- * Both of these commands are intended for out of message use.
- *
- * ===================================================================
- * Run animation loop only X times:
- * ===================================================================
- * If you'd like the animation loop to only run on certain amount of
- * times, use:
- * $gameScreen.picture(pictureId).setLoopTimes(number)
- *
- * Ex: $gameScreen.picture(2).setLoopTimes(5)
- * This will cause the picture to loop 5 times and them freeze itself,
- * until the loop times are removed or set again.
- *
- * If you want to remove the limitation, use:
- * $gameScreen.picture(pictureId).removeLoopTimes();
- *
- * Ex: $gameScreen.picture(2).removeLoopTimes();
- *
- * Both of these commands are intended for out of message use.
- *
- *
- * ===================================================================
- * Changing the frame Rate
- * ===================================================================
- * If you'd like to change the frame rate of the picture you can use the
- * following command:
- *
- * $gameScreen.picture(pictureId).setFrameRate(number)
- *
- * Ex: $gameScreen.picture(2).setFrameRate(10)
- * This will set picture 2 framerate to 10.
- *
- * ===================================================================
- * Text codes:
- * ===================================================================
- * This will also add several escape codes to use with message boxes:
- * \fa[pictureId] this will freeze the target picture animation. Again, if the animation
- * is synched it won't have any effect.
- *
- * \ufa[pictureId] this will unfreeze the target picture animation. Just as above,
- * if the animation is synched it won't have any effect.
- *
- * \da[pictureId] this will desynchronise the target picture animation with the
- * message window and automatically freeze it. Unfreeze it after if you'd rather
- * it kept running.
- *
- * \sa[pictureId] this will synchronize the target picture animation with the
- * message window.
- *
- * \ca[variableId] this will create an animation, you must have a picture already shown.
- * First you must setup a variable using the control variable: script command
- * the following way:
- * Control variables: script: [id,[spriteArray],interval,frozenBmp*,loopInterval*,loopTimes*].
- * Replace id by the picture id you want to animate.
- * Replace sprite array by the array of sprite names.
- * Replace interval by a number.
- * frozenBmp can be omitted, if it is present it will set the new animation to use
- * the file name you replace frozenBmp by as its frozen frame.
- * loopInterval can be omitted but you must provide a frozenBmp to be able to use it
- * it will set a wait time between loops, replace it with a number.
- * loopTimes can be omitted but you must provide a frozenBmp and a loopInterval to
- * be able to use it. Replace it with a number, this will be the number of times the
- * animation will repeat.
- *
- * Ex: Control variables: script:[1,["mouth_closed","mouth_1","mouth_2","mouth_3"],5,"mouth_frozen"];
- * Then in the message use \ca[variableId], replacing variableId by the id of the
- * variable you just used.
- * So if you used variable 1, use \ca[1].
- * This will start the animation on target picture (1 here) using the sprites in the array,
- * and the interval there too, when the message reaches that point.
- * It will also synchronize it automatically.
- *
- * ===================================================================
- * Saving and loading animated pictures
- * ===================================================================
- * As of v12, there should no longer be a bug when saving pictures.
- * This is thanks to user kako05 on rpgmakerweb.com forums who commissionned
- * me for a fix.
- * ===================================================================
- * VN Commands
- * ===================================================================
- * As of V13, several VN like commands have been added to facilitate your life.
- *
- * -------------------------------------------------------------------
- * Light picture:
- * This will set the picture tone to (0,0,0,0), basically fully bright, over
- * the course of 30frames, acting like if the bust was selected.
- *
- * Script call:
- * $gameScreen.picture(id).light(duration)
- * duration is optionnal, if unspecified, will do it over 30 frames.
- *
- * Text code:
- * \LP[pictureId]
- * You can't specifiy a duration if doing it via textcode.
- * -------------------------------------------------------------------
- * Dim picture:
- * This will set the picture tone to (0,0,0,255), basically fully grey, over
- * the course of 30frames, acting like if the bust was unselected.
- *
- * Script call:
- * $gameScreen.picture(id).dim(duration)
- * duration is optionnal, if unspecified, will do it over 30 frames.
- *
- * Text code:
- * \DP[pictureId]
- * You can't specifiy a duration if doing it via textcode.
- * -------------------------------------------------------------------
- * Move picture home:
- * This will set move the picture to its original coordinates over the
- * course of 30 frames.
- *
- * Script call:
- * $gameScreen.picture(id).moveHome(duration)
- * duration is optionnal, if unspecified, will do it over 30 frames.
- *
- * Text code:
- * \MPH[pictureId]
- * You can't specifiy a duration if doing it via textcode.
- * -------------------------------------------------------------------
- * Fadeout picture:
- * This will move the picture back 20 pixels in either direction,
- * set its tone to grey, and change its opacity to 0 over the course of
- * 30 frames before deleting it, erasing the bust from the screen.
- *
- * Script call:
- * $gameScreen.picture(id).fadeout(duration,direction,distance)
- * duration is optionnal, if unspecified, will do it over 30 frames.
- * direction is optionnal as well, 1 will move the picture left, -1 right.
- * distance is optionnal and is to be given in pixels
- * If you want to specifiy a direction, you must specify a duration.
- * If you want to specify a distance you must specify both other parameters.
- * You can only specify a duration if you want to.
- *
- * Text code:
- * \CPR[pictureId] this will fadeout the picture to the right
- * \CPL[pictureId] this will fadeout the picture to the left
- * You can't specifiy a duration if doing it via textcode.
- * -------------------------------------------------------------------
- * Fadein picture:
- * This will move the picture forward 20 pixels in either direction,
- * set its tone to bright, and change its opacity to 255 over the course of
- * 30 frames, acting as if the picture appeared.
- *
- * Script call:
- * $gameScreen.picture(id).fadein(duration,direction,distance)
- * duration is optionnal, if unspecified, will do it over 30 frames.
- * direction is optionnal as well, 1 will move the picture left, -1 right.
- * distance is optionnal and is to be given in pixels
- * If you want to specify a distance you must specify both other parameters.
- * If you want to specifiy a direction, you must specify a duration.
- * You can only specify a duration if you want to.
- *
- * Text code:
- * \FPR[pictureId] this will fadeout the picture to the right
- * \FPL[pictureId] this will fadeout the picture to the left
- * You can't specifiy a duration if doing it via textcode.
- * -------------------------------------------------------------------
- * Move picture:
- * This will move the picture relatively to its current position.
- *
- * Script call:
- * $gameScreen.picture(id).movePictureRel(x,y,t)
- * x and y are the amount of pixels you want the picture to move
- * t is the duration in frames
- * y and t are optionnal, if omitted the picture won't move on the y
- * axis and the x movement will be done over 30 frames.
- *
- * Text code:
- * \MPR[pictureId,x,y,t]
- */
- var Imported = Imported || {};
- (function(){
- Game_Message.prototype.setAnim = function(picId) {
- SceneManager._scene._messageWindow.setAnim(picId);
- }
- Window_Message.prototype.setAnim = function(picId) {
- this._anim = true;
- if (!this._picIds) {
- this._picIds = [];
- }
- if (!this._picIds.contains(picId)) {
- this._picIds.push(picId);
- }
- }
- Game_Message.prototype.removeAnim = function(picId) {
- SceneManager._scene._messageWindow.removeAnim(picId);
- }
- Window_Message.prototype.removeAnim = function(picId) {
- if (this._picIds) {
- for (var i = 0; i < this._picIds.length; i++) {
- if (this._picIds[i] === picId) {
- this._picIds.splice(i,1);
- }
- }
- }
- }
- var _Astfgl_newWMU = Window_Message.prototype.update
- Window_Message.prototype.update = function() {
- _Astfgl_newWMU.call(this);
- if (this._anim) {
- if (this._waitCount > 0 || this.pause || !this._textState) {
- this._picIds.forEach(function(num){
- $gameScreen.picture(num).freeze();
- })
- } else {
- this._picIds.forEach(function(num){
- $gameScreen.picture(num).unfreeze();
- })
- }
- }
- }
- var _Astfgl_newGPIB = Game_Picture.prototype.initBasic
- Game_Picture.prototype.initBasic = function() {
- this._animated = false;
- this._interval = 0;
- this._timer = 0;
- this._index = 0;
- this._frozen = false;
- this._bmpArray = [];
- }
- Game_Picture.prototype.setAnim = function(sprArray,interval) {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- spr._bmpArray = [];
- this._animated = true;
- this._interval = interval;
- this._bmpArraySave = []
- for (var i = 0; i < sprArray.length; i++) {
- spr._bmpArray.push(ImageManager.loadPicture(sprArray[i]))
- this._bmpArraySave.push(sprArray[i])
- }
- }
- Game_Picture.prototype.setFrozenAnim = function(sprArray,interval) {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- this._Fanimated = true;
- this._Finterval = interval;
- this._Ftimer = 0;
- this._Findex = 0;
- spr._FbmpArray = [];
- this._FbmpArraySave = [];
- for (var i = 0; i < sprArray.length; i++) {
- spr._FbmpArray.push(ImageManager.loadPicture(sprArray[i]))
- this._FbmpArraySave.push(sprArray[i])
- }
- }
- Game_Picture.prototype.removeFrozenAnim = function() {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- delete this._Fanimated
- delete this._Finterval
- delete this._Ftimer
- delete this._Findex
- delete spr._FbmpArray
- }
- Game_Picture.prototype.setFrozenBmp = function(path) {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- spr._frozenBmp = ImageManager.loadPicture(path);
- this._frozenBmpSave = path
- }
- Game_Picture.prototype.removeFrozenBmp = function() {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- delete spr._frozenBmp;
- }
- var _Astfgl_newGPU = Game_Picture.prototype.update
- Game_Picture.prototype.update = function() {
- _Astfgl_newGPU.call(this);
- if (this._animated) {
- this.updateAnim();
- }
- }
- Game_Picture.prototype.updateAnim = function() {
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[this.id - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[this.id - 1];
- }
- if (this._bmpArraySave && !spr._bmpArray) {
- spr._bmpArray = [];
- for (var i = 0; i < this._bmpArraySave.length; i++) {
- spr._bmpArray.push(ImageManager.loadPicture(this._bmpArraySave[i]))
- }
- }
- if (this._frozenBmpSave && !spr._frozenBmp) {
- spr._frozenBmp = ImageManager.loadPicture(this._frozenBmpSave)
- }
- if (this._FbmpArraySave && !spr._FbmpArray) {
- spr._FbmpArray = [];
- for (var i = 0; i < this._FbmpArraySave.length; i++) {
- spr._FbmpArray.push(ImageManager.loadPicture(this._FbmpArraySave[i]))
- }
- }
- if (this._animated) {
- this._timer += 1;
- if (this._timer >= this._interval) {
- this._timer = 0;
- this._index += 1;
- }
- if (this._index >= spr._bmpArray.length) {
- this._index = 0;
- if (this._loopInterval) {
- this._loopTime = this._loopInterval;
- }
- if (this._loopLimit) {
- this._loopTimes -= 1;
- }
- }
- if (this._loopInterval) {
- if (this._loopTime > 0) {
- this._loopTime -= 1;
- this.freeze();
- }
- if (this._loopTime <= 0) {
- this.unfreeze();
- }
- }
- if (this._loopLimit && this._loopTimes <= 0) {
- this.freeze();
- }
- if (this._frozen) {
- this._index = 0;
- this._timer = 0;
- } else {
- this._Findex = 0;
- this._Ftimer = 0;
- }
- if (spr) {
- spr.updateBitmap(this);
- }
- }
- }
- var _Astfgl_aliasSPUB = Sprite_Picture.prototype.updateBitmap
- Sprite_Picture.prototype.updateBitmap = function() {
- if (this._bmpArray) {
- var pic = this.picture();
- if (!pic || !pic._animated) {_Astfgl_aliasSPUB.call(this); return}
- this.bitmap = this._bmpArray[pic._index]
- if (pic._frozen && this._frozenBmp) {
- this.bitmap = this._frozenBmp;
- } else if (pic._frozen && pic._Fanimated) {
- pic._Ftimer += 1;
- if (pic._Ftimer >= pic._Finterval) {
- pic._Ftimer = 0;
- pic._Findex += 1;
- }
- if (pic._Findex >= this._FbmpArray.length) {
- pic._Findex = 0;
- }
- this.bitmap = this._FbmpArray[this._Findex]
- }
- this.visible = true
- } else {
- _Astfgl_aliasSPUB.call(this)
- }
- }
- Game_Picture.prototype.freeze = function() {
- this._frozen = true;
- }
- Game_Picture.prototype.unfreeze = function() {
- this._frozen = false;
- }
- Game_Picture.prototype.setLoopInterval = function(num) {
- this._loopTime = 0;
- this._loopInterval = num;
- }
- Game_Picture.prototype.removeLoopInterval = function() {
- delete this._loopTime;
- delete this._loopInterval;
- this.unfreeze();
- }
- Game_Picture.prototype.setLoopTimes = function(num) {
- this._loopLimit = true;
- this._loopTimes = num;
- }
- Game_Picture.prototype.removeLoopTimes = function() {
- delete this._loopLimit;
- delete this._loopTimes;
- }
- var _Astfgl_newGSSP = Game_Screen.prototype.showPicture
- Game_Screen.prototype.showPicture = function(pictureId, name, origin, x, y,
- scaleX, scaleY, opacity, blendMode) {
- _Astfgl_newGSSP.call(this,pictureId, name, origin, x, y, scaleX, scaleY, opacity, blendMode);
- var realPictureId = this.realPictureId(pictureId);
- this._pictures[realPictureId].id = realPictureId;
- this._pictures[realPictureId]._homeX = x;
- this._pictures[realPictureId]._homeY = y;
- if (!Imported["SumRndmDde Camera Core"]) {
- var spr = SceneManager._scene._spriteset._pictureContainer.children[pictureId - 1];
- } else {
- var spr = SceneManager._scene._pictureContainer.children[pictureId - 1];
- }
- spr.updateBitmap();
- }
- var _Astfgl_newGSEP = Game_Screen.prototype.erasePicture
- Game_Screen.prototype.erasePicture = function(id) {
- _Astfgl_newGSEP.call(this,id);
- if (SceneManager._scene._messageWindow) {
- if (SceneManager._scene._messageWindow._anim) {
- SceneManager._scene._messageWindow._anim = false;
- for (var i = 0; i < SceneManager._scene._messageWindow._picIds.length; i++) {
- if (SceneManager._scene._messageWindow._picIds[i] === id) {
- SceneManager._scene._messageWindow._picIds.splice(i,1);
- }
- }
- }
- }
- }
- var _Astfgl_newWBCEC = Window_Message.prototype.processEscapeCharacter
- Window_Message.prototype.processEscapeCharacter = function(code, textState) {
- _Astfgl_newWBCEC.call(this,code,textState);
- if (code === 'FA') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).freeze();
- } else if (code === 'UFA') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).unfreeze();
- } else if (code === 'DA') {
- var num = Number(this.obtainEscapeParam(textState));
- $gameScreen.picture(num).freeze();
- this.removeAnim(num);
- } else if (code === 'SA') {
- this.setAnim(Number(this.obtainEscapeParam(textState)));
- } else if (code === 'CA') {
- var array = $gameVariables.value(this.obtainEscapeParam(textState));
- var id = array[0];
- var arr = array[1];
- var num = array[2];
- $gameScreen.picture(id).setAnim(arr,num);
- this.setAnim(id);
- if (array[3]) {
- $gameScreen.picture(id).setFrozenBmp(array[3]);
- }
- if (array[4]) {
- $gameScreen.picture(id).setLoopInterval(array[4]);
- }
- if (array[5]) {
- $gameScreen.picture(id).setLoopTimes(array[5]);
- }
- } else if (code === 'LP') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).light();
- } else if (code === 'DP') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).dim();
- } else if (code === 'MPH') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).moveHome(30);
- } else if (code === 'CPR') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadeout(30,-1);
- } else if (code === 'CPL') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadeout(30,1);
- } else if (code === 'FPR') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadein(30,-1);
- } else if (code === 'FPL') {
- $gameScreen.picture(Number(this.obtainEscapeParam(textState))).fadein(30,1);
- } else if (code === 'MPR') {
- var ar = this.obtainEscapeParamArray(textState);
- $gameScreen.picture(Number(ar[0])).movePictureRel(Number(ar[1]),Number(ar[2]),Number(ar[3]))
- }
- }
- Game_Picture.prototype.setFrameRate = function(num) {
- this._interval = num;
- }
- Game_Picture.prototype.light = function(t) {
- var t = t || 30;
- this.tint([0,0,0,0],t);
- }
- Game_Picture.prototype.dim = function(t) {
- var t = t || 30;
- this.tint([0,0,0,255],t);
- }
- Game_Picture.prototype.moveHome = function (t) {
- var t = t || 30;
- this.move(this._origin, this._homeX, this._homeY, this._scaleX, this._scaleY, this._opacity, this._blendMode, t)
- }
- Game_Picture.prototype.fadeout = function(t, dir, dist) {
- var t = t || 30;
- var dir = dir || 1;
- var dist = dist || 20;
- this.move(this._origin, this._x - dist * dir, this._y, this._scaleX, this._scaleY, 0, this._blendMode, t)
- this.tint([0,0,0,255],t);
- this._toClear = true;
- }
- Game_Picture.prototype.fadein = function(t,dir, dist) {
- var t = t || 30
- var dir = dir || 1;
- var dist = dist || 20;
- this.move(this._origin, this._x - dist * dir, this._y, this._scaleX, this._scaleY, 255, this._blendMode, t)
- this.tint([0,0,0,0],t);
- }
- Game_Picture.prototype.movePictureRel = function(x,y,t) {
- var t = t || 30;
- var y = y || 0;
- this.move(this._origin, this._x + x, this._y + y, this._scaleX, this._scaleY, this._opacity, this._blendMode, t)
- }
- Window_Base.prototype.obtainEscapeParamArray = function(textState) {
- var arr = /^\[.+\]/.exec(textState.text.slice(textState.index));
- if (arr) {
- textState.index += arr[0].length;
- arr[0] = arr[0].substring(1,arr[0].length-1)
- var list = arr[0].split(",")
- return list;
- } else {
- return '';
- }
- };
- var _Astfgl_aliasNewGPUM = Game_Picture.prototype.updateMove
- Game_Picture.prototype.updateMove = function() {
- _Astfgl_aliasNewGPUM.call(this);
- if (this._duration === 0 && this._toClear) {
- $gameScreen.erasePicture(this.id)
- }
- }
- })()
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