diff --git a/data/Classes.json b/data/Classes.json index 0bbba90..f820c50 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -3,5 +3,21 @@ null, 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%3!","enemyGain":"%1 gained %2 %3!","enemyLoss":"%1 lost %2 %3!","enemyNoDamage":"%1 took no damage!","enemyNoHit":"Miss! %1 took no damage!","enemyRecovery":"%1 recovered %2 %3!","escapeFailure":"However, it was unable to escape!","escapeStart":"%1 has started to escape!","evasion":"%1 evaded the attack!","expNext":"To Next %1","expTotal":"Current %1","file":"File","levelUp":"%1 is now %2 %3!","loadMessage":"Load which file?","magicEvasion":"%1 nullified the magic!","magicReflection":"%1 reflected the magic!","meVolume":"ME Volume","obtainExp":"%1 %2 received!","obtainGold":"%1\\G found!","obtainItem":"%1 found!","obtainSkill":"%1 learned!","partyName":"%1's Party","possession":"Possession","preemptive":"%1 got the upper hand!","saveMessage":"Save to which file?","seVolume":"SE Volume","substitute":"%1 protected %2!","surprise":"%1 was surprised!","useItem":"%1 uses %2!","victory":"%1 was victorious!"}},"testBattlers":[{"actorId":1,"equips":[1,1,2,3,0],"level":1},{"actorId":2,"equips":[2,1,2,3,0],"level":1},{"actorId":3,"equips":[3,0,2,3,4],"level":1},{"actorId":4,"equips":[4,0,2,3,4],"level":1}],"testTroopId":4,"title1Name":"Castle","title2Name":"","titleBgm":{"name":"Theme6","pan":0,"pitch":100,"volume":90},"variables":["","","","","","","","","","","","","","","","","","","","",""],"versionId":96636860,"victoryMe":{"name":"Victory1","pan":0,"pitch":100,"volume":90},"weaponTypes":["","Dagger","Sword","Flail","Axe","Whip","Cane","Bow","Crossbow","Gun","Claw","Glove","Spear"],"windowTone":[0,0,0,0]} \ No newline at end of file diff --git a/js/plugins/SRD_BattlePopupCustomizer.js b/js/plugins/SRD_BattlePopupCustomizer.js new file mode 100644 index 0000000..2aa3bf9 --- /dev/null +++ b/js/plugins/SRD_BattlePopupCustomizer.js @@ -0,0 +1,2796 @@ +/*: + * @plugindesc Adds more options to the Battle Popups; customization over the attributes of the popups and the ability to add more. + * @author SumRndmDde + * + * @param == Global Options == + * @default + * + * @param Font + * @desc The font used by the damage Popups. + * @default GameFont + * + * @param Font Size + * @desc The size of the font used by damage popups. + * @default 34 + * + * @param X Shift + * @desc The shift of the X position between each stacked result. + * @default 0 + * + * @param Y Shift + * @desc The shift of the Y position between each stacked result. + * @default 34 + * + * @param Global Condition + * @desc This is a condition that must be true for the popup to appear. You can use both 'target' and 'result'. + * @default target.isAppeared() + * + * @param == HP Damage == + * @default + * + * @param HP Damage Condition + * @desc If this condition is true, an HP Damage popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.hpDamage > 0 + * + * @param HP Damage Text + * @desc The text that appears when HP Damage occurs. + * Use %1 to represent the damage value. + * @default -%1 HP + * + * @param HP Damage Location + * @desc The initial location of the text for HP Damage. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param HP Damage Colors + * @desc The color of the text for HP Damage. + * Use the format: Base Color | Outline Color + * @default #FF4D4D | #000000 + * + * @param HP Damage Animations + * @desc The animations used for the HP Damage text. + * Check the HELP for a list of choices. + * @default default + * + * @param HP Damage Duration + * @desc The duration of the HP Damage text. + * Input a positive number. + * @default 120 + * + * @param HP Damage Flash + * @desc The flash of the HP Damage text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == HP Heal == + * @default + * + * @param HP Heal Condition + * @desc If this condition is true, an HP Heal popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.hpDamage < 0 + * + * @param HP Heal Text + * @desc The text that appears when HP Heal occurs. + * Use %1 to represent the Heal value. + * @default +%1 HP + * + * @param HP Heal Location + * @desc The initial location of the text for HP Heal. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param HP Heal Colors + * @desc The color of the text for HP Heal. + * Use the format: Base Color | Outline Color + * @default #8CFF66 | #000000 + * + * @param HP Heal Animations + * @desc The animations used for the HP Heal text. + * Check the HELP for a list of choices. + * @default default + * + * @param HP Heal Duration + * @desc The duration of the HP Heal text. + * Input a positive number. + * @default 120 + * + * @param HP Heal Flash + * @desc The flash of the HP Heal text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == MP Damage == + * @default + * + * @param MP Damage Condition + * @desc If this condition is true, an MP Damage popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.mpDamage > 0 + * + * @param MP Damage Text + * @desc The text that appears when MP Damage occurs. + * Use %1 to represent the damage value. + * @default -%1 MP + * + * @param MP Damage Location + * @desc The initial location of the text for MP Damage. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param MP Damage Colors + * @desc The color of the text for MP Damage. + * Use the format: Base Color | Outline Color + * @default #66B3FF | #000000 + * + * @param MP Damage Animations + * @desc The animations used for the MP Damage text. + * Check the HELP for a list of choices. + * @default default + * + * @param MP Damage Duration + * @desc The duration of the MP Damage text. + * Input a positive number. + * @default 120 + * + * @param MP Damage Flash + * @desc The flash of the MP Damage text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == MP Heal == + * @default + * + * @param MP Heal Condition + * @desc If this condition is true, an MP Heal popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.mpDamage < 0 + * + * @param MP Heal Text + * @desc The text that appears when MP Heal occurs. + * Use %1 to represent the Heal value. + * @default +%1 MP + * + * @param MP Heal Location + * @desc The initial location of the text for MP Heal. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param MP Heal Colors + * @desc The color of the text for MP Heal. + * Use the format: Base Color | Outline Color + * @default #FFFF99 | #000000 + * + * @param MP Heal Animations + * @desc The animations used for the MP Heal text. + * Check the HELP for a list of choices. + * @default default + * + * @param MP Heal Duration + * @desc The duration of the MP Heal text. + * Input a positive number. + * @default 120 + * + * @param MP Heal Flash + * @desc The flash of the MP Heal text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == TP Damage == + * @default + * + * @param TP Damage Condition + * @desc If this condition is true, an TP Damage popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.tpDamage > 0 + * + * @param TP Damage Text + * @desc The text that appears when TP Damage occurs. + * Use %1 to represent the damage value. + * @default -%1 TP + * + * @param TP Damage Location + * @desc The initial location of the text for TP Damage. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param TP Damage Colors + * @desc The color of the text for TP Damage. + * Use the format: Base Color | Outline Color + * @default #FFB3FF | #000000 + * + * @param TP Damage Animations + * @desc The animations used for the TP Damage text. + * Check the HELP for a list of choices. + * @default default + * + * @param TP Damage Duration + * @desc The duration of the TP Damage text. + * Input a positive number. + * @default 120 + * + * @param TP Damage Flash + * @desc The flash of the TP Damage text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == TP Heal == + * @default + * + * @param TP Heal Condition + * @desc If this condition is true, an TP Heal popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.tpDamage < 0 + * + * @param TP Heal Text + * @desc The text that appears when TP Heal occurs. + * Use %1 to represent the Heal value. + * @default +%1 TP + * + * @param TP Heal Location + * @desc The initial location of the text for TP Heal. + * Use the format: X Position, Y Position + * @default 0, 0 + * + * @param TP Heal Colors + * @desc The color of the text for TP Heal. + * Use the format: Base Color | Outline Color + * @default #99FF66 | #000000 + * + * @param TP Heal Animations + * @desc The animations used for the TP Heal text. + * Check the HELP for a list of choices. + * @default default + * + * @param TP Heal Duration + * @desc The duration of the TP Heal text. + * Input a positive number. + * @default 120 + * + * @param TP Heal Flash + * @desc The flash of the TP Heal text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Miss == + * @default + * + * @param Miss Condition + * @desc If this condition is true, an Miss popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.used && result.missed + * + * @param Miss Text + * @desc The text that appears when a miss occurs. + * @default MISS + * + * @param Miss Location + * @desc The initial location of the text for missing. + * Use the format: X Position, Y Position + * @default 24, this._sprite.height * (-1/3) + * + * @param Miss Colors + * @desc The color of the text for miss. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Miss Animations + * @desc The animations used for the miss text. + * Check the HELP for a list of choices. + * @default float + * + * @param Miss Duration + * @desc The duration of the miss text. + * Input a positive number. + * @default 45 + * + * @param Miss Flash + * @desc The flash of the Miss text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Evade == + * @default + * + * @param Evade Condition + * @desc If this condition is true, an Evade popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.evaded + * + * @param Evade Text + * @desc The text that appears when a evade occurs. + * @default EVADE + * + * @param Evade Location + * @desc The initial location of the text for evasion. + * Use the format: X Position, Y Position + * @default 24, this._sprite.height * (-1/3) + * + * @param Evade Colors + * @desc The color of the text for evade. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Evade Animations + * @desc The animations used for the evade text. + * Check the HELP for a list of choices. + * @default float + * + * @param Evade Duration + * @desc The duration of the evade text. + * Input a positive number. + * @default 45 + * + * @param Evade Flash + * @desc The flash of the Evade text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Critical == + * @default + * + * @param Critical Condition + * @desc If this condition is true, an Critical popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.critical && result.used && !result.missed + * + * @param Critical Text + * @desc The text that appears when a critical occurs. + * @default CRITICAL + * + * @param Critical Location + * @desc The initial location of the text for criticals. + * Use the format: X Position, Y Position + * @default 24, this._sprite.height * (-1/3) + * + * @param Critical Colors + * @desc The color of the text for critical. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Critical Animations + * @desc The animations used for the critical text. + * Check the HELP for a list of choices. + * @default float + * + * @param Critical Duration + * @desc The duration of the critical text. + * Input a positive number. + * @default 60 + * + * @param Critical Flash + * @desc The flash of the Critical text. + * Use the format: red, green, blue, intensity, duration + * @default 255, 0, 0, 160, 60 + * + * @param == Guarded == + * @default + * + * @param Guarded Condition + * @desc If this condition is true, an Guarded popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.guarded && result.used && !result.missed + * + * @param Guarded Text + * @desc The text that appears when a guarded occurs. + * @default GUARDED + * + * @param Guarded Location + * @desc The initial location of the text for guards. + * Use the format: X Position, Y Position + * @default 24, this._sprite.height * (-1/3) + * + * @param Guarded Colors + * @desc The color of the text for guarded. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Guarded Animations + * @desc The animations used for the guarded text. + * Check the HELP for a list of choices. + * @default float + * + * @param Guarded Duration + * @desc The duration of the guarded text. + * Input a positive number. + * @default 60 + * + * @param Guarded Flash + * @desc The flash of the Guarded text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 130, 130, 160, 60 + * + * @param == Custom 1 == + * @default + * + * @param Custom 1 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default result.drain && result.used && !result.missed + * + * @param Custom 1 Text + * @desc The text that appears when a Custom 1 occurs. + * @default DRAINED + * + * @param Custom 1 Location + * @desc The initial location of the text for Custom 1. + * Use the format: X Position, Y Position + * @default 24, this._sprite.height * (-1/3) + * + * @param Custom 1 Colors + * @desc The color of the text for Custom 1. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 1 Animations + * @desc The animations used for the Custom 1 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 1 Duration + * @desc The duration of the Custom 1 text. + * Input a positive number. + * @default 60 + * + * @param Custom 1 Flash + * @desc The flash of the Custom 1 text. + * Use the format: red, green, blue, intensity, duration + * @default 204, 153, 255, 160, 60 + * + * @param == Custom 2 == + * @default + * + * @param Custom 2 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 2 Text + * @desc The text that appears when a Custom 2 occurs. + * @default + * + * @param Custom 2 Location + * @desc The initial location of the text for Custom 2. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 2 Colors + * @desc The color of the text for Custom 2. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 2 Animations + * @desc The animations used for the Custom 2 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 2 Duration + * @desc The duration of the Custom 2 text. + * Input a positive number. + * @default 60 + * + * @param Custom 2 Flash + * @desc The flash of the Custom 2 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 3 == + * @default + * + * @param Custom 3 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 3 Text + * @desc The text that appears when a Custom 3 occurs. + * @default + * + * @param Custom 3 Location + * @desc The initial location of the text for Custom 3. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 3 Colors + * @desc The color of the text for Custom 3. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 3 Animations + * @desc The animations used for the Custom 3 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 3 Duration + * @desc The duration of the Custom 3 text. + * Input a positive number. + * @default 60 + * + * @param Custom 3 Flash + * @desc The flash of the Custom 3 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 4 == + * @default + * + * @param Custom 4 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 4 Text + * @desc The text that appears when a Custom 4 occurs. + * @default + * + * @param Custom 4 Location + * @desc The initial location of the text for Custom 4. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 4 Colors + * @desc The color of the text for Custom 4. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 4 Animations + * @desc The animations used for the Custom 4 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 4 Duration + * @desc The duration of the Custom 4 text. + * Input a positive number. + * @default 60 + * + * @param Custom 4 Flash + * @desc The flash of the Custom 4 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 5 == + * @default + * + * @param Custom 5 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 5 Text + * @desc The text that appears when a Custom 5 occurs. + * @default + * + * @param Custom 5 Location + * @desc The initial location of the text for Custom 5. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 5 Colors + * @desc The color of the text for Custom 5. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 5 Animations + * @desc The animations used for the Custom 5 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 5 Duration + * @desc The duration of the Custom 5 text. + * Input a positive number. + * @default 60 + * + * @param Custom 5 Flash + * @desc The flash of the Custom 5 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 6 == + * @default + * + * @param Custom 6 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 6 Text + * @desc The text that appears when a Custom 6 occurs. + * @default + * + * @param Custom 6 Location + * @desc The initial location of the text for Custom 6. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 6 Colors + * @desc The color of the text for Custom 6. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 6 Animations + * @desc The animations used for the Custom 6 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 6 Duration + * @desc The duration of the Custom 6 text. + * Input a positive number. + * @default 60 + * + * @param Custom 6 Flash + * @desc The flash of the Custom 6 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 7 == + * @default + * + * @param Custom 7 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 7 Text + * @desc The text that appears when a Custom 7 occurs. + * @default + * + * @param Custom 7 Location + * @desc The initial location of the text for Custom 7. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 7 Colors + * @desc The color of the text for Custom 7. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 7 Animations + * @desc The animations used for the Custom 7 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 7 Duration + * @desc The duration of the Custom 7 text. + * Input a positive number. + * @default 60 + * + * @param Custom 7 Flash + * @desc The flash of the Custom 7 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 8 == + * @default + * + * @param Custom 8 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 8 Text + * @desc The text that appears when a Custom 8 occurs. + * @default + * + * @param Custom 8 Location + * @desc The initial location of the text for Custom 8. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 8 Colors + * @desc The color of the text for Custom 8. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 8 Animations + * @desc The animations used for the Custom 8 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 8 Duration + * @desc The duration of the Custom 8 text. + * Input a positive number. + * @default 60 + * + * @param Custom 8 Flash + * @desc The flash of the Custom 8 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 9 == + * @default + * + * @param Custom 9 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 9 Text + * @desc The text that appears when a Custom 9 occurs. + * @default + * + * @param Custom 9 Location + * @desc The initial location of the text for Custom 9. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 9 Colors + * @desc The color of the text for Custom 9. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 9 Animations + * @desc The animations used for the Custom 9 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 9 Duration + * @desc The duration of the Custom 9 text. + * Input a positive number. + * @default 60 + * + * @param Custom 9 Flash + * @desc The flash of the Custom 9 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 10 == + * @default + * + * @param Custom 10 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 10 Text + * @desc The text that appears when a Custom 10 occurs. + * @default + * + * @param Custom 10 Location + * @desc The initial location of the text for Custom 10. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 10 Colors + * @desc The color of the text for Custom 10. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 10 Animations + * @desc The animations used for the Custom 10 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 10 Duration + * @desc The duration of the Custom 10 text. + * Input a positive number. + * @default 60 + * + * @param Custom 10 Flash + * @desc The flash of the Custom 10 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 11 == + * @default + * + * @param Custom 11 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 11 Text + * @desc The text that appears when a Custom 11 occurs. + * @default + * + * @param Custom 11 Location + * @desc The initial location of the text for Custom 11. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 11 Colors + * @desc The color of the text for Custom 11. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 11 Animations + * @desc The animations used for the Custom 11 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 11 Duration + * @desc The duration of the Custom 11 text. + * Input a positive number. + * @default 60 + * + * @param Custom 11 Flash + * @desc The flash of the Custom 11 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 12 == + * @default + * + * @param Custom 12 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 12 Text + * @desc The text that appears when a Custom 12 occurs. + * @default + * + * @param Custom 12 Location + * @desc The initial location of the text for Custom 12. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 12 Colors + * @desc The color of the text for Custom 12. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 12 Animations + * @desc The animations used for the Custom 12 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 12 Duration + * @desc The duration of the Custom 12 text. + * Input a positive number. + * @default 60 + * + * @param Custom 12 Flash + * @desc The flash of the Custom 12 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 13 == + * @default + * + * @param Custom 13 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 13 Text + * @desc The text that appears when a Custom 13 occurs. + * @default + * + * @param Custom 13 Location + * @desc The initial location of the text for Custom 13. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 13 Colors + * @desc The color of the text for Custom 13. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 13 Animations + * @desc The animations used for the Custom 13 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 13 Duration + * @desc The duration of the Custom 13 text. + * Input a positive number. + * @default 60 + * + * @param Custom 13 Flash + * @desc The flash of the Custom 13 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 14 == + * @default + * + * @param Custom 14 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 14 Text + * @desc The text that appears when a Custom 14 occurs. + * @default + * + * @param Custom 14 Location + * @desc The initial location of the text for Custom 14. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 14 Colors + * @desc The color of the text for Custom 14. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 14 Animations + * @desc The animations used for the Custom 14 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 14 Duration + * @desc The duration of the Custom 14 text. + * Input a positive number. + * @default 60 + * + * @param Custom 14 Flash + * @desc The flash of the Custom 14 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 15 == + * @default + * + * @param Custom 15 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 15 Text + * @desc The text that appears when a Custom 15 occurs. + * @default + * + * @param Custom 15 Location + * @desc The initial location of the text for Custom 15. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 15 Colors + * @desc The color of the text for Custom 15. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 15 Animations + * @desc The animations used for the Custom 15 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 15 Duration + * @desc The duration of the Custom 15 text. + * Input a positive number. + * @default 60 + * + * @param Custom 15 Flash + * @desc The flash of the Custom 15 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 16 == + * @default + * + * @param Custom 16 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 16 Text + * @desc The text that appears when a Custom 16 occurs. + * @default + * + * @param Custom 16 Location + * @desc The initial location of the text for Custom 16. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 16 Colors + * @desc The color of the text for Custom 16. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 16 Animations + * @desc The animations used for the Custom 16 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 16 Duration + * @desc The duration of the Custom 16 text. + * Input a positive number. + * @default 60 + * + * @param Custom 16 Flash + * @desc The flash of the Custom 16 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 17 == + * @default + * + * @param Custom 17 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 17 Text + * @desc The text that appears when a Custom 17 occurs. + * @default + * + * @param Custom 17 Location + * @desc The initial location of the text for Custom 17. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 17 Colors + * @desc The color of the text for Custom 17. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 17 Animations + * @desc The animations used for the Custom 17 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 17 Duration + * @desc The duration of the Custom 17 text. + * Input a positive number. + * @default 60 + * + * @param Custom 17 Flash + * @desc The flash of the Custom 17 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 18 == + * @default + * + * @param Custom 18 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 18 Text + * @desc The text that appears when a Custom 18 occurs. + * @default + * + * @param Custom 18 Location + * @desc The initial location of the text for Custom 18. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 18 Colors + * @desc The color of the text for Custom 18. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 18 Animations + * @desc The animations used for the Custom 18 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 18 Duration + * @desc The duration of the Custom 18 text. + * Input a positive number. + * @default 60 + * + * @param Custom 18 Flash + * @desc The flash of the Custom 18 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 19 == + * @default + * + * @param Custom 19 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 19 Text + * @desc The text that appears when a Custom 19 occurs. + * @default + * + * @param Custom 19 Location + * @desc The initial location of the text for Custom 19. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 19 Colors + * @desc The color of the text for Custom 19. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 19 Animations + * @desc The animations used for the Custom 19 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 19 Duration + * @desc The duration of the Custom 19 text. + * Input a positive number. + * @default 60 + * + * @param Custom 19 Flash + * @desc The flash of the Custom 19 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 20 == + * @default + * + * @param Custom 20 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 20 Text + * @desc The text that appears when a Custom 20 occurs. + * @default + * + * @param Custom 20 Location + * @desc The initial location of the text for Custom 20. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 20 Colors + * @desc The color of the text for Custom 20. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 20 Animations + * @desc The animations used for the Custom 20 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 20 Duration + * @desc The duration of the Custom 20 text. + * Input a positive number. + * @default 60 + * + * @param Custom 20 Flash + * @desc The flash of the Custom 20 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 21 == + * @default + * + * @param Custom 21 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 21 Text + * @desc The text that appears when a Custom 21 occurs. + * @default + * + * @param Custom 21 Location + * @desc The initial location of the text for Custom 21. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 21 Colors + * @desc The color of the text for Custom 21. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 21 Animations + * @desc The animations used for the Custom 21 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 21 Duration + * @desc The duration of the Custom 21 text. + * Input a positive number. + * @default 60 + * + * @param Custom 21 Flash + * @desc The flash of the Custom 21 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 22 == + * @default + * + * @param Custom 22 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 22 Text + * @desc The text that appears when a Custom 22 occurs. + * @default + * + * @param Custom 22 Location + * @desc The initial location of the text for Custom 22. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 22 Colors + * @desc The color of the text for Custom 22. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 22 Animations + * @desc The animations used for the Custom 22 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 22 Duration + * @desc The duration of the Custom 22 text. + * Input a positive number. + * @default 60 + * + * @param Custom 22 Flash + * @desc The flash of the Custom 22 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 23 == + * @default + * + * @param Custom 23 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 23 Text + * @desc The text that appears when a Custom 23 occurs. + * @default + * + * @param Custom 23 Location + * @desc The initial location of the text for Custom 23. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 23 Colors + * @desc The color of the text for Custom 23. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 23 Animations + * @desc The animations used for the Custom 23 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 23 Duration + * @desc The duration of the Custom 23 text. + * Input a positive number. + * @default 60 + * + * @param Custom 23 Flash + * @desc The flash of the Custom 23 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 24 == + * @default + * + * @param Custom 24 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 24 Text + * @desc The text that appears when a Custom 24 occurs. + * @default + * + * @param Custom 24 Location + * @desc The initial location of the text for Custom 24. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 24 Colors + * @desc The color of the text for Custom 24. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 24 Animations + * @desc The animations used for the Custom 24 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 24 Duration + * @desc The duration of the Custom 24 text. + * Input a positive number. + * @default 60 + * + * @param Custom 24 Flash + * @desc The flash of the Custom 24 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 25 == + * @default + * + * @param Custom 25 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 25 Text + * @desc The text that appears when a Custom 25 occurs. + * @default + * + * @param Custom 25 Location + * @desc The initial location of the text for Custom 25. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 25 Colors + * @desc The color of the text for Custom 25. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 25 Animations + * @desc The animations used for the Custom 25 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 25 Duration + * @desc The duration of the Custom 25 text. + * Input a positive number. + * @default 60 + * + * @param Custom 25 Flash + * @desc The flash of the Custom 25 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 26 == + * @default + * + * @param Custom 26 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 26 Text + * @desc The text that appears when a Custom 26 occurs. + * @default + * + * @param Custom 26 Location + * @desc The initial location of the text for Custom 26. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 26 Colors + * @desc The color of the text for Custom 26. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 26 Animations + * @desc The animations used for the Custom 26 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 26 Duration + * @desc The duration of the Custom 26 text. + * Input a positive number. + * @default 60 + * + * @param Custom 26 Flash + * @desc The flash of the Custom 26 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 27 == + * @default + * + * @param Custom 27 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 27 Text + * @desc The text that appears when a Custom 27 occurs. + * @default + * + * @param Custom 27 Location + * @desc The initial location of the text for Custom 27. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 27 Colors + * @desc The color of the text for Custom 27. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 27 Animations + * @desc The animations used for the Custom 27 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 27 Duration + * @desc The duration of the Custom 27 text. + * Input a positive number. + * @default 60 + * + * @param Custom 27 Flash + * @desc The flash of the Custom 27 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 28 == + * @default + * + * @param Custom 28 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 28 Text + * @desc The text that appears when a Custom 28 occurs. + * @default + * + * @param Custom 28 Location + * @desc The initial location of the text for Custom 28. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 28 Colors + * @desc The color of the text for Custom 28. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 28 Animations + * @desc The animations used for the Custom 28 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 28 Duration + * @desc The duration of the Custom 28 text. + * Input a positive number. + * @default 60 + * + * @param Custom 28 Flash + * @desc The flash of the Custom 28 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 29 == + * @default + * + * @param Custom 29 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 29 Text + * @desc The text that appears when a Custom 29 occurs. + * @default + * + * @param Custom 29 Location + * @desc The initial location of the text for Custom 29. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 29 Colors + * @desc The color of the text for Custom 29. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 29 Animations + * @desc The animations used for the Custom 29 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 29 Duration + * @desc The duration of the Custom 29 text. + * Input a positive number. + * @default 60 + * + * @param Custom 29 Flash + * @desc The flash of the Custom 29 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 30 == + * @default + * + * @param Custom 30 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 30 Text + * @desc The text that appears when a Custom 30 occurs. + * @default + * + * @param Custom 30 Location + * @desc The initial location of the text for Custom 30. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 30 Colors + * @desc The color of the text for Custom 30. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 30 Animations + * @desc The animations used for the Custom 30 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 30 Duration + * @desc The duration of the Custom 30 text. + * Input a positive number. + * @default 60 + * + * @param Custom 30 Flash + * @desc The flash of the Custom 30 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 31 == + * @default + * + * @param Custom 31 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 31 Text + * @desc The text that appears when a Custom 31 occurs. + * @default + * + * @param Custom 31 Location + * @desc The initial location of the text for Custom 31. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 31 Colors + * @desc The color of the text for Custom 31. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 31 Animations + * @desc The animations used for the Custom 31 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 31 Duration + * @desc The duration of the Custom 31 text. + * Input a positive number. + * @default 60 + * + * @param Custom 31 Flash + * @desc The flash of the Custom 31 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 32 == + * @default + * + * @param Custom 32 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 32 Text + * @desc The text that appears when a Custom 32 occurs. + * @default + * + * @param Custom 32 Location + * @desc The initial location of the text for Custom 32. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 32 Colors + * @desc The color of the text for Custom 32. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 32 Animations + * @desc The animations used for the Custom 32 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 32 Duration + * @desc The duration of the Custom 32 text. + * Input a positive number. + * @default 60 + * + * @param Custom 32 Flash + * @desc The flash of the Custom 32 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 33 == + * @default + * + * @param Custom 33 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 33 Text + * @desc The text that appears when a Custom 33 occurs. + * @default + * + * @param Custom 33 Location + * @desc The initial location of the text for Custom 33. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 33 Colors + * @desc The color of the text for Custom 33. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 33 Animations + * @desc The animations used for the Custom 33 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 33 Duration + * @desc The duration of the Custom 33 text. + * Input a positive number. + * @default 60 + * + * @param Custom 33 Flash + * @desc The flash of the Custom 33 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 34 == + * @default + * + * @param Custom 34 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 34 Text + * @desc The text that appears when a Custom 34 occurs. + * @default + * + * @param Custom 34 Location + * @desc The initial location of the text for Custom 34. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 34 Colors + * @desc The color of the text for Custom 34. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 34 Animations + * @desc The animations used for the Custom 34 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 34 Duration + * @desc The duration of the Custom 34 text. + * Input a positive number. + * @default 60 + * + * @param Custom 34 Flash + * @desc The flash of the Custom 34 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 35 == + * @default + * + * @param Custom 35 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 35 Text + * @desc The text that appears when a Custom 35 occurs. + * @default + * + * @param Custom 35 Location + * @desc The initial location of the text for Custom 35. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 35 Colors + * @desc The color of the text for Custom 35. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 35 Animations + * @desc The animations used for the Custom 35 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 35 Duration + * @desc The duration of the Custom 35 text. + * Input a positive number. + * @default 60 + * + * @param Custom 35 Flash + * @desc The flash of the Custom 35 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 36 == + * @default + * + * @param Custom 36 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 36 Text + * @desc The text that appears when a Custom 36 occurs. + * @default + * + * @param Custom 36 Location + * @desc The initial location of the text for Custom 36. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 36 Colors + * @desc The color of the text for Custom 36. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 36 Animations + * @desc The animations used for the Custom 36 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 36 Duration + * @desc The duration of the Custom 36 text. + * Input a positive number. + * @default 60 + * + * @param Custom 36 Flash + * @desc The flash of the Custom 36 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 37 == + * @default + * + * @param Custom 37 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 37 Text + * @desc The text that appears when a Custom 37 occurs. + * @default + * + * @param Custom 37 Location + * @desc The initial location of the text for Custom 37. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 37 Colors + * @desc The color of the text for Custom 37. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 37 Animations + * @desc The animations used for the Custom 37 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 37 Duration + * @desc The duration of the Custom 37 text. + * Input a positive number. + * @default 60 + * + * @param Custom 37 Flash + * @desc The flash of the Custom 37 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 38 == + * @default + * + * @param Custom 38 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 38 Text + * @desc The text that appears when a Custom 38 occurs. + * @default + * + * @param Custom 38 Location + * @desc The initial location of the text for Custom 38. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 38 Colors + * @desc The color of the text for Custom 38. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 38 Animations + * @desc The animations used for the Custom 38 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 38 Duration + * @desc The duration of the Custom 38 text. + * Input a positive number. + * @default 60 + * + * @param Custom 38 Flash + * @desc The flash of the Custom 38 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 39 == + * @default + * + * @param Custom 39 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 39 Text + * @desc The text that appears when a Custom 39 occurs. + * @default + * + * @param Custom 39 Location + * @desc The initial location of the text for Custom 39. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 39 Colors + * @desc The color of the text for Custom 39. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 39 Animations + * @desc The animations used for the Custom 39 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 39 Duration + * @desc The duration of the Custom 39 text. + * Input a positive number. + * @default 60 + * + * @param Custom 39 Flash + * @desc The flash of the Custom 39 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 40 == + * @default + * + * @param Custom 40 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 40 Text + * @desc The text that appears when a Custom 40 occurs. + * @default + * + * @param Custom 40 Location + * @desc The initial location of the text for Custom 40. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 40 Colors + * @desc The color of the text for Custom 40. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 40 Animations + * @desc The animations used for the Custom 40 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 40 Duration + * @desc The duration of the Custom 40 text. + * Input a positive number. + * @default 60 + * + * @param Custom 40 Flash + * @desc The flash of the Custom 40 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 41 == + * @default + * + * @param Custom 41 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 41 Text + * @desc The text that appears when a Custom 41 occurs. + * @default + * + * @param Custom 41 Location + * @desc The initial location of the text for Custom 41. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 41 Colors + * @desc The color of the text for Custom 41. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 41 Animations + * @desc The animations used for the Custom 41 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 41 Duration + * @desc The duration of the Custom 41 text. + * Input a positive number. + * @default 60 + * + * @param Custom 41 Flash + * @desc The flash of the Custom 41 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 42 == + * @default + * + * @param Custom 42 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 42 Text + * @desc The text that appears when a Custom 42 occurs. + * @default + * + * @param Custom 42 Location + * @desc The initial location of the text for Custom 42. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 42 Colors + * @desc The color of the text for Custom 42. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 42 Animations + * @desc The animations used for the Custom 42 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 42 Duration + * @desc The duration of the Custom 42 text. + * Input a positive number. + * @default 60 + * + * @param Custom 42 Flash + * @desc The flash of the Custom 42 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 43 == + * @default + * + * @param Custom 43 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 43 Text + * @desc The text that appears when a Custom 43 occurs. + * @default + * + * @param Custom 43 Location + * @desc The initial location of the text for Custom 43. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 43 Colors + * @desc The color of the text for Custom 43. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 43 Animations + * @desc The animations used for the Custom 43 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 43 Duration + * @desc The duration of the Custom 43 text. + * Input a positive number. + * @default 60 + * + * @param Custom 43 Flash + * @desc The flash of the Custom 43 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 44 == + * @default + * + * @param Custom 44 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 44 Text + * @desc The text that appears when a Custom 44 occurs. + * @default + * + * @param Custom 44 Location + * @desc The initial location of the text for Custom 44. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 44 Colors + * @desc The color of the text for Custom 44. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 44 Animations + * @desc The animations used for the Custom 44 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 44 Duration + * @desc The duration of the Custom 44 text. + * Input a positive number. + * @default 60 + * + * @param Custom 44 Flash + * @desc The flash of the Custom 44 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 45 == + * @default + * + * @param Custom 45 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 45 Text + * @desc The text that appears when a Custom 45 occurs. + * @default + * + * @param Custom 45 Location + * @desc The initial location of the text for Custom 45. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 45 Colors + * @desc The color of the text for Custom 45. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 45 Animations + * @desc The animations used for the Custom 45 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 45 Duration + * @desc The duration of the Custom 45 text. + * Input a positive number. + * @default 60 + * + * @param Custom 45 Flash + * @desc The flash of the Custom 45 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 46 == + * @default + * + * @param Custom 46 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 46 Text + * @desc The text that appears when a Custom 46 occurs. + * @default + * + * @param Custom 46 Location + * @desc The initial location of the text for Custom 46. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 46 Colors + * @desc The color of the text for Custom 46. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 46 Animations + * @desc The animations used for the Custom 46 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 46 Duration + * @desc The duration of the Custom 46 text. + * Input a positive number. + * @default 60 + * + * @param Custom 46 Flash + * @desc The flash of the Custom 46 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 47 == + * @default + * + * @param Custom 47 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 47 Text + * @desc The text that appears when a Custom 47 occurs. + * @default + * + * @param Custom 47 Location + * @desc The initial location of the text for Custom 47. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 47 Colors + * @desc The color of the text for Custom 47. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 47 Animations + * @desc The animations used for the Custom 47 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 47 Duration + * @desc The duration of the Custom 47 text. + * Input a positive number. + * @default 60 + * + * @param Custom 47 Flash + * @desc The flash of the Custom 47 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 48 == + * @default + * + * @param Custom 48 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 48 Text + * @desc The text that appears when a Custom 48 occurs. + * @default + * + * @param Custom 48 Location + * @desc The initial location of the text for Custom 48. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 48 Colors + * @desc The color of the text for Custom 48. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 48 Animations + * @desc The animations used for the Custom 48 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 48 Duration + * @desc The duration of the Custom 48 text. + * Input a positive number. + * @default 60 + * + * @param Custom 48 Flash + * @desc The flash of the Custom 48 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 49 == + * @default + * + * @param Custom 49 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 49 Text + * @desc The text that appears when a Custom 49 occurs. + * @default + * + * @param Custom 49 Location + * @desc The initial location of the text for Custom 49. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 49 Colors + * @desc The color of the text for Custom 49. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 49 Animations + * @desc The animations used for the Custom 49 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 49 Duration + * @desc The duration of the Custom 49 text. + * Input a positive number. + * @default 60 + * + * @param Custom 49 Flash + * @desc The flash of the Custom 49 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @param == Custom 50 == + * @default + * + * @param Custom 50 Condition + * @desc If this condition is true, an Custom popup will appear. + * Input a JavaScript eval; "result" is a Game_ActionResult. + * @default false + * + * @param Custom 50 Text + * @desc The text that appears when a Custom 50 occurs. + * @default + * + * @param Custom 50 Location + * @desc The initial location of the text for Custom 50. + * Use the format: X Position, Y Position + * @default 24, -48 + * + * @param Custom 50 Colors + * @desc The color of the text for Custom 50. + * Use the format: Base Color | Outline Color + * @default #FFFFFF | #000000 + * + * @param Custom 50 Animations + * @desc The animations used for the Custom 50 text. + * Check the HELP for a list of choices. + * @default float + * + * @param Custom 50 Duration + * @desc The duration of the Custom 50 text. + * Input a positive number. + * @default 60 + * + * @param Custom 50 Flash + * @desc The flash of the Custom 50 text. + * Use the format: red, green, blue, intensity, duration + * @default 0, 0, 0, 0, 0 + * + * @help + * + * Battle Popup Customizer + * Version 1.20 + * SumRndmDde + * + * + * This plugin adds more options to the Battle Popups! + * You have more customization over the attributes of the popups and also + * have the ability to add custom popups. + * + * Furthermore, this plugin changes a lot of the core mechanics of the system, + * including the fact that the popup text requires an external file. + * Now it just requires you to input the font/colors you wish. + * + * + * ========================================================================== + * Global Options + * ========================================================================== + * + * You can manipulate the various properties of all the popups. + * + * This includes the font and the font size. + * As mentioned before, a font is used instead an image file. + * + * Furthermore, if there are multiple popups in the same section, you can set + * how much the proceeding popups shift on the X and Y axis. + * + * + * ========================================================================== + * Existing Popups + * ========================================================================== + * + * You can manipulate the following existing popups: + * + * HP Damage + * HP Heal + * MP Damage + * MP Heal + * TP Damage + * TP Heal + * ------------- + * Miss + * Evade + * Critical + * Guarded + * + * The first six will be set into one section, and the remaining popups will + * fall into their own section. These sections each move the popups so they + * don't overlap. + * + * + * ========================================================================== + * Popup Attributes + * ========================================================================== + * + * Here is a list of all the manipulatable attributes: + * + * + * Condition + * + * If this JavaScript condition is true, the popup will be used. + * + * ========================================================================== + * + * Text + * + * The text shown for the popup. + * + * ========================================================================== + * + * Location + * + * The X and Y coordinates of the popup. + * This refers to the initial position of the popup. + * Use the format: x, y + * + * For example: 20, -20 + * + * ========================================================================== + * + * Colors + * + * The colors used by the popup text. + * Use the format: mainColor | outlineColor + * + * For example: #FFFFFF | #000000 + * + * ========================================================================== + * + * Animations + * + * A list of all the animations that affect the popup. + * All of the available animations are: + * + * default + * horizontal + * float + * fall + * left + * right + * rotation + * + * You can use one or multiple animations. + * Seperate multiple animations with a comma. + * + * For example: default, rotation + * + * + * ========================================================================== + * + * Duration + * + * The duration of the popup in frames. + * + * ========================================================================== + * + * Flash + * + * The flash of the popup. + * Use the format: red, green, blue, intensity, duration + * + * For example: 255, 0, 0, 160, 60 + * + * + * ========================================================================== + * End of Help File + * ========================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + * + */ + +var SRD = SRD || {}; +SRD.BattlePopupCustomizer = SRD.BattlePopupCustomizer || {}; + +var Imported = Imported || {}; +Imported["SumRndmDde Battle Popup Customizer"] = 1.20; + +(function(_) { + +"use strict"; + +//----------------------------------------------------------------------------- +// SRD.BattlePopupCustomizer +//----------------------------------------------------------------------------- + +var params = PluginManager.parameters('SRD_BattlePopupCustomizer'); + +_.font = String(params['Font']); +_.size = parseInt(params['Font Size']); +_.xShift = parseFloat(params['X Shift']); +_.yShift = parseFloat(params['Y Shift']); +_.condition = String(params['Global Condition']); + +_.popups = []; +_.prefixes = ['HP Damage', 'HP Heal', 'MP Damage', 'MP Heal', 'TP Damage', 'TP Heal', 'Miss', 'Evade', 'Critical', 'Guarded']; +for(var i = 0; i < _.prefixes.length; i++) { + _.popups[i] = {}; + var location = String(params[_.prefixes[i] + ' Location']).split(/\s*,\s*/); + var colors = String(params[_.prefixes[i] + ' Colors']).split(/\s*\|\s*/); + var flash = String(params[_.prefixes[i] + ' Flash']).split(/\s*,\s*/); + _.popups[i].x = String(location[0]); + _.popups[i].y = String(location[1]); + _.popups[i].color = String(colors[0]); + _.popups[i].outline = String(colors[1]); + _.popups[i].text = String(params[_.prefixes[i] + ' Text']); + _.popups[i].condition = String(params[_.prefixes[i] + ' Condition']); + _.popups[i].duration = parseInt(params[_.prefixes[i] + ' Duration']); + _.popups[i].animations = String(params[_.prefixes[i] + ' Animations']).split(/\s*,\s*/); + _.popups[i].flashColor = [parseInt(flash[0]), parseInt(flash[1]), parseInt(flash[2]), parseInt(flash[3])]; + _.popups[i].flashDuration = parseInt(flash[4]); +} + +_.customPops = []; +for(var i = 1; i <= 50; i++) { + var condition = String(params['Custom ' + i + ' Condition']).trim(); + if(condition != 'false') { + _.customPops[i] = {}; + var location = String(params['Custom ' + i + ' Location']).split(/\s*,\s*/); + var colors = String(params['Custom ' + i + ' Colors']).split(/\s*\|\s*/); + var flash = String(params['Custom ' + i + ' Flash']).split(/\s*,\s*/); + _.customPops[i].x = String(location[0]); + _.customPops[i].y = String(location[1]); + _.customPops[i].color = String(colors[0]); + _.customPops[i].outline = String(colors[1]); + _.customPops[i].text = String(params['Custom ' + i + ' Text']); + _.customPops[i].condition = condition; + _.customPops[i].duration = parseInt(params['Custom ' + i + ' Duration']); + _.customPops[i].animations = String(params['Custom ' + i + ' Animations']).split(/\s*,\s*/); + _.customPops[i].flashColor = [parseInt(flash[0]), parseInt(flash[1]), parseInt(flash[2]), parseInt(flash[3])]; + _.customPops[i].flashDuration = parseInt(flash[4]); + } +} + +//----------------------------------------------------------------------------- +// Game_Action +//----------------------------------------------------------------------------- + +if(Imported.YEP_BattleEngineCore) { + +Game_Battler.prototype.startDamagePopup = function() { + var result = this.result(); + this._damagePopup.push(result); +}; + +} + +//----------------------------------------------------------------------------- +// Game_Action +//----------------------------------------------------------------------------- + +var _Game_Action_applyGuard = Game_Action.prototype.applyGuard; +Game_Action.prototype.applyGuard = function(damage, target) { + var newDamage = _Game_Action_applyGuard.apply(this, arguments); + if(newDamage != damage) { + target.result().guarded = true; + } + return newDamage; +}; + +var _Game_Action_calcElementRate = Game_Action.prototype.calcElementRate; +Game_Action.prototype.calcElementRate = function(target) { + var rate = _Game_Action_calcElementRate.apply(this, arguments); + target.result().elementRate = rate; + return rate; +}; + +//----------------------------------------------------------------------------- +// Game_ActionResult +//----------------------------------------------------------------------------- + +var _Game_ActionResult_clear = Game_ActionResult.prototype.clear; +Game_ActionResult.prototype.clear = function() { + _Game_ActionResult_clear.apply(this, arguments); + this.guarded = false; + this.elementRate = 1; +}; + +//----------------------------------------------------------------------------- +// Sprite_Battler +//----------------------------------------------------------------------------- + +if(!Imported.YEP_BattleEngineCore) { + +var _Sprite_Battler_setBattler = Sprite_Battler.prototype.setBattler; +Sprite_Battler.prototype.setBattler = function(battler) { + _Sprite_Battler_setBattler.call(this, battler); + if(battler) battler._dpu_sprite = this; +}; + +} + +//----------------------------------------------------------------------------- +// Sprite_Damage +//----------------------------------------------------------------------------- + +Sprite_Damage.prototype.setup = function(target) { + this._target = target; + this._sprite = (Imported.YEP_BattleEngineCore) ? target.battler() : target._dpu_sprite; + this._xOffsetSpecial = 0; + this._yOffsetSpecial = 0; + this._xOffsetDigits = 0; + this._yOffsetDigits = 0; + if(Imported.YEP_BattleEngineCore) { + this._result = target.shiftDamagePopup(); + } else { + this._result = target.result(); + } + var result = this._result; + + if(!eval(_.condition)) return; + + var damages = [result.hpDamage, result.mpDamage, result.tpDamage]; + for(var i = 0; i <= 5; i++) { + if(eval(_.popups[i].condition)) { + this.createDigits(i, damages[Math.floor(i/2)]); + this.incrementDigits(_.xShift, _.yShift); + } + } + + for(var i = 6; i <= 9; i++) { + if(eval(_.popups[i].condition)) { + this.createSpecial(i); + this.incrementSpecial(_.xShift, _.yShift); + } + } + + for(var i = 1; i < _.customPops.length; i++) { + if(_.customPops[i] && eval(_.customPops[i].condition)) { + this.createSpecialCustom(i); + this.incrementSpecial(_.xShift, _.yShift); + } + } +}; + +Sprite_Damage.prototype.incrementSpecial = function(x, y) { + this._xOffsetSpecial += x; + this._yOffsetSpecial += y; +}; + +Sprite_Damage.prototype.incrementDigits = function(x, y) { + this._xOffsetDigits += x; + this._yOffsetDigits += y; +}; + +Sprite_Damage.prototype.digitWidthFromBitmap = function(bitmap) { + return bitmap.measureTextWidth('0'); +}; + +Sprite_Damage.prototype.digitHeightFromBitmap = function(bitmap) { + return bitmap.fontSize; +}; + +Sprite_Damage.prototype.createSpecial = function(index) { + var info = _.popups[index]; + var bitmap = this.createChildBitmap(info, info.text.length); + var sprite = this.createChildSprite(bitmap); + sprite.bitmap.drawText(info.text, 2, 0, bitmap.width, bitmap.height, 'left'); + sprite.dy = 0; + sprite.x = eval(info.x); + sprite.y = eval(info.y); + sprite.xBase = this._xOffsetSpecial; + sprite.yBase = this._yOffsetSpecial; + sprite.animations = info.animations.clone(); + sprite.duration = info.duration; + sprite.oriDuration = sprite.duration; + sprite.flashColor = info.flashColor.clone(); + sprite.flashDuration = info.flashDuration; + sprite.oriX = sprite.x; + sprite.oriY = sprite.y; +}; + +Sprite_Damage.prototype.createSpecialCustom = function(index) { + var info = _.customPops[index]; + var bitmap = this.createChildBitmap(info, info.text.length); + var sprite = this.createChildSprite(bitmap); + sprite.bitmap.drawText(info.text, 2, 0, bitmap.width, bitmap.height, 'left'); + sprite.dy = 0; + sprite.x = eval(info.x); + sprite.y = eval(info.y); + sprite.xBase = this._xOffsetSpecial; + sprite.yBase = this._yOffsetSpecial; + sprite.animations = info.animations.clone(); + sprite.duration = info.duration; + sprite.oriDuration = sprite.duration; + sprite.flashColor = info.flashColor.clone(); + sprite.flashDuration = info.flashDuration; + sprite.oriX = sprite.x; + sprite.oriY = sprite.y; +}; + +Sprite_Damage.prototype.createDigits = function(baseRow, value) { + var string = Math.abs(value).toString(); + var info = _.popups[baseRow]; + string = info.text.replace(/%1/, string); + var dummy = this.createChildBitmap(info); + var w = this.digitWidthFromBitmap(dummy); + var h = this.digitHeightFromBitmap(dummy); + for (var i = 0; i < string.length; i++) { + var bitmap = this.createChildBitmap(info); + bitmap.resize(bitmap.width + (bitmap.outlineWidth*2), bitmap.height) + var sprite = this.createChildSprite(bitmap); + sprite.bitmap.drawText(string[i], 2, 0, w, h, 'left'); + sprite.xBase = this._xOffsetDigits; + sprite.yBase = this._yOffsetDigits; + sprite.x = ((i - (string.length - 1) / 2) * w) + eval(info.x); + sprite.y = eval(info.y); + sprite.ry = sprite.y; + sprite.dy = -i; + sprite.animations = info.animations.clone(); + sprite.duration = info.duration; + sprite.oriDuration = sprite.duration; + sprite.oriX = sprite.x; + sprite.oriY = sprite.y; + if(this._result.critical) { + sprite.flashColor = [255, 0, 0, 160]; + sprite.flashDuration = 60; + } else if(Imported.YEP_AbsorptionBarrier && this._result._barrierAffected) { + sprite.flashColor = Yanfly.Param.ABRPop.slice(); + sprite.flashDuration = 180; + } else { + sprite.flashColor = info.flashColor.clone(); + sprite.flashDuration = info.flashDuration; + } + } +}; + +Sprite_Damage.prototype.createChildSprite = function(bitmap) { + var sprite = new Sprite(); + sprite.bitmap = bitmap; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + this.addChild(sprite); + return sprite; +}; + +Sprite_Damage.prototype.createChildBitmap = function(info, width, height) { + width = width || 1; + height = height || 1; + var bitmap = new Bitmap(); + bitmap.fontFace = _.font; + bitmap.fontSize = _.size; + bitmap.textColor = info.color; + bitmap.outlineColor = info.outline; + if(Imported.YEP_AbsorptionBarrier && this._result._barrierAffected) { + bitmap.textColor = "#FFFFFF"; + } + var w = this.digitWidthFromBitmap(bitmap) * width; + var h = this.digitHeightFromBitmap(bitmap) * height; + bitmap.resize(w + 20, h); + return bitmap; +}; + +Sprite_Damage.prototype.update = function() { + Sprite.prototype.update.call(this); + for (var i = 0; i < this.children.length; i++) { + if(this.children[i].duration > 0) this.updateChild(this.children[i]); + } +}; + +Sprite_Damage.prototype.updateChild = function(sprite) { + sprite.duration--; + this.updateChildOpacity(sprite); + this.updateChildFlash(sprite); + if(sprite.animations.indexOf('default') > -1) { + if(!sprite.xIsAdded) { + sprite.x += sprite.xBase; + sprite.ry = -48; + sprite.xIsAdded = true; + } + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= sprite.yBase) { + sprite.ry = sprite.yBase; + sprite.dy *= -0.6; + } + sprite.y = Math.round(sprite.ry) + sprite.oriY; + } + if(sprite.animations.indexOf('horizontal') > -1) { + if(!sprite.yIsAdded) { + sprite.y += sprite.yBase; + sprite.ry = -48; + sprite.yIsAdded = true; + } + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= sprite.xBase) { + sprite.ry = sprite.xBase; + sprite.dy *= -0.6; + } + sprite.x = Math.round(sprite.ry) + sprite.oriX; + } + if(sprite.animations.indexOf('float') > -1) { + if(!sprite.xIsAdded) { + sprite.x += sprite.xBase; + sprite.xIsAdded = true; + } + sprite.yBase--; + sprite.y = sprite.yBase + sprite.oriY; + } + if(sprite.animations.indexOf('fall') > -1) { + if(!sprite.xIsAdded) { + sprite.x += sprite.xBase; + sprite.xIsAdded = true; + } + sprite.yBase++; + sprite.y = sprite.yBase + sprite.oriY; + } + if(sprite.animations.indexOf('left') > -1) { + if(!sprite.yIsAdded) { + sprite.y += sprite.yBase; + sprite.yIsAdded = true; + } + sprite.xBase--; + sprite.x = sprite.xBase + sprite.oriX; + } + if(sprite.animations.indexOf('right') > -1) { + if(!sprite.yIsAdded) { + sprite.y += sprite.yBase; + sprite.yIsAdded = true; + } + sprite.xBase++; + sprite.x = sprite.xBase + sprite.oriX; + } + if(sprite.animations.indexOf('rotation') > -1) { + if(!sprite.xIsAdded) { + sprite.x += sprite.xBase; + sprite.xIsAdded = true; + } + if(!sprite.yIsAdded) { + sprite.y += sprite.yBase; + sprite.yIsAdded = true; + } + if(!sprite.applRotationsAndStuff) { + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + sprite.y -= sprite.height/2; + sprite.applRotationsAndStuff = true; + } + if(sprite.duration > (sprite.oriDuration/2)) { + sprite.rotation = (sprite.duration - (sprite.oriDuration/2)) * (0.1); + } else { + sprite.rotation = 0; + } + } +}; + +Sprite_Damage.prototype.updateChildOpacity = function(sprite) { + if(sprite.duration < 10) { + sprite.opacity = 255 * sprite.duration / 10; + } +}; + +Sprite_Damage.prototype.updateChildFlash = function(sprite) { + if (sprite.flashDuration > 0) { + var d = sprite.flashDuration--; + sprite.flashColor[3] *= (d - 1) / d; + sprite.setBlendColor(sprite.flashColor); + } +}; + +Sprite_Damage.prototype.isPlaying = function() { + for(var i = 0; i < this.children.length; i++) { + if(this.children[i].duration > 0) { + return true; + } + } + return false; +}; + +})(SRD.BattlePopupCustomizer); \ No newline at end of file diff --git a/js/plugins/SRD_EnemyBulkDrops.js b/js/plugins/SRD_EnemyBulkDrops.js new file mode 100644 index 0000000..d78b1c2 --- /dev/null +++ b/js/plugins/SRD_EnemyBulkDrops.js @@ -0,0 +1,287 @@ +/*: + * @plugindesc Adds more Notetag options for YEP_ExtraEnemyDrops for bulk processing + * @author SumRndmDde + * @help + * + * Enemy Bulk Drops + * Version 1.00 + * SumRndmDde + * + * + * Yanfly's Extra Enemy Drops Plugin is required. + * Place this Plugin BELOW YEP_ExtraEnemyDrops. + * + * + * While Yanfly's Extra Enemy Drops adds a lot of features to help customize + * the drops of Enemies, it lacks a couple of features to support large + * amount of possible Item drops. Having the possibility for a large amount + * of Items to drop is a major part of larger-scale RPGs. + * + * While it is technically possible to use a lot of the features within this + * Plugin without it, they help a lot with making things simplier and easier. + * + * + * ========================================================================== + * Batch Enemy Drop Percentages + * ========================================================================== + * + * Available Enemy Notetags: + * + * + * + * + * + * This sets a batch of Items, Weapons, or Armors to have a y% chance of + * dropping. + * + * + * For example: + * + * + * + * Each Item from 3 to 20 has a 50% chance of dropping. + * + * + * ========================================================================== + * Group Enemy Drop Percentages + * ========================================================================== + * + * Available Enemy Notetags: + * + * + * + * + * + * This sets a group of Items, Weapons, or Armors to have a y% chance of + * dropping. + * + * + * For example: + * + * + * + * There is a 50% chance of 1 Item in this group of dropping. + * + * + * ========================================================================== + * Creating Item/Armor/Weapon Groups + * ========================================================================== + * + * Another feature added in this Plugin is the ability to set Items into + * specific groups and base drops off of these groups. + * + * Use the following Item/Weapon/Armor notetag: + * + * + * + * to set an Item/Weapon/Armor to a specific group. + * + * + * For example: + * + * + * + * One Item/Weapon/Armor can be a part of multiple groups. + * + * + * ========================================================================== + * Giving Item/Armor/Weapon Groups + * ========================================================================== + * + * In order to have an Enemy drop Items based off of a group, use the + * notetag: + * + * + * + * This will set it so there is a y% chance of one item within my-group + * to be dropped when the Enemy is defeated. + * + * + * For example: + * + * This would make it so there's a 50% chance that one Item/Weapon/Armor + * from the "Fire" group will drop when the Eney is defeated. + * + * + * ========================================================================== + * End of Help File + * ========================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + * + */ + +var SRD = SRD || {}; +SRD.EnemyBulkDrops = SRD.EnemyBulkDrops || {}; + +var Imported = Imported || {}; +Imported["SumRndmDde Enemy Bulk Drops"] = true; + +if(Imported.YEP_ExtraEnemyDrops) { + +(function(_) { + + "use strict"; + + _.groups = {}; + + var notetagsLoaded = false; + var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; + DataManager.isDatabaseLoaded = function() { + if(!_DataManager_isDatabaseLoaded.call(this)) return false; + if(!notetagsLoaded) { + var i1 = /<\s*Drop\s*Group\s*:\s*(.*)\s*>/i; + for(var i = 1; i < $dataItems.length; i++) { + var lines = $dataItems[i].note.split(/[\n\r]+/); + for(var j = 0; j < lines.length; j++) { + if(lines[j].match(i1)) { + var temp = String(RegExp.$1); + if(temp.trim().length > 0) { + if(!_.groups[temp]) _.groups[temp] = []; + _.groups[temp].push($dataItems[i]); + } + } + } + } + + for(var i = 1; i < $dataWeapons.length; i++) { + var lines = $dataWeapons[i].note.split(/[\n\r]+/); + for(var j = 0; j < lines.length; j++) { + if(lines[j].match(i1)) { + var temp = String(RegExp.$1); + if(temp.trim().length > 0) { + if(!_.groups[temp]) _.groups[temp] = []; + _.groups[temp].push($dataWeapons[i]); + } + } + } + } + + for(var i = 1; i < $dataArmors.length; i++) { + var lines = $dataArmors[i].note.split(/[\n\r]+/); + for(var j = 0; j < lines.length; j++) { + if(lines[j].match(i1)) { + var temp = String(RegExp.$1); + if(temp.trim().length > 0) { + if(!_.groups[temp]) _.groups[temp] = []; + _.groups[temp].push($dataArmors[i]); + } + } + } + } + + + var n1 = /<\s*Group\s*(?:ITEM|DROP ITEM)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/im; + var n2 = /<\s*Group\s*(?:WEAPON|DROP WEAPON)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/im; + var n3 = /<\s*Group\s*(?:ARMOR|DROP armor)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/im; + var n4 = /<\s*Drop\s*Group\s*(.*)\s*:[ ](\d+)([%ï¼…])>/im; + for(var i = 1; i < $dataEnemies.length; i++) { + var lines = $dataEnemies[i].note.split(/[\n\r]+/); + for(var k = 0; k < lines.length; k++) { + if(lines[k].match(n1)) { + if(!$dataEnemies[i].groupedDropItems) $dataEnemies[i].groupedDropItems = []; + var result = []; + var f = parseInt(RegExp.$1); + var l = parseInt(RegExp.$2); + for(var j = f; j <= l; j++) { + result.push($dataItems[j]); + } + $dataEnemies[i].groupedDropItems.push([result, parseFloat(RegExp.$3) * 0.01]); + } + + if(lines[k].match(n2)) { + if(!$dataEnemies[i].groupedDropItems) $dataEnemies[i].groupedDropItems = []; + var result = []; + var f = parseInt(RegExp.$1); + var l = parseInt(RegExp.$2); + for(var j = f; j <= l; j++) { + result.push($dataWeapons[j]); + } + $dataEnemies[i].groupedDropItems.push([result, parseFloat(RegExp.$3) * 0.01]); + } + + if(lines[k].match(n3)) { + if(!$dataEnemies[i].groupedDropItems) $dataEnemies[i].groupedDropItems = []; + var result = []; + var f = parseInt(RegExp.$1); + var l = parseInt(RegExp.$2); + for(var j = f; j <= l; j++) { + result.push($dataArmors[j]); + } + $dataEnemies[i].groupedDropItems.push([result, parseFloat(RegExp.$3) * 0.01]); + } + + if(lines[k].match(n4)) { + if(_.groups[String(RegExp.$1)]) { + if(!$dataEnemies[i].groupedDropItems) $dataEnemies[i].groupedDropItems = []; + $dataEnemies[i].groupedDropItems.push([_.groups[String(RegExp.$1)], parseFloat(RegExp.$2) * 0.01]); + } + } + } + } + notetagsLoaded = true; + } + return true; + }; + + var _DataManager_processEEDNotetags1 = DataManager.processEEDNotetags1; + DataManager.processEEDNotetags1 = function(group) { + var noteD1 = /<(?:ITEM|DROP ITEM)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/gi; + var noteD2 = /<(?:WEAPON|DROP WEAPON)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/gi; + var noteD3 = /<(?:ARMOR|DROP armor)[ ](\d+)\s*-\s*(\d+):[ ](\d+)([%ï¼…])>/gi; + for(var i = 1; i < $dataEnemies.length; i++) { + $dataEnemies[i].note = $dataEnemies[i].note.replace(noteD1, function() { + var result = ""; + for(var j = arguments[1]; j <= arguments[2]; j++) { + result += "\n"; + } + return result; + }.bind(this)); + + $dataEnemies[i].note = $dataEnemies[i].note.replace(noteD2, function() { + var result = ""; + for(var j = arguments[1]; j <= arguments[2]; j++) { + result += "\n"; + } + return result; + }.bind(this)); + + $dataEnemies[i].note = $dataEnemies[i].note.replace(noteD3, function() { + var result = ""; + for(var j = arguments[1]; j <= arguments[2]; j++) { + result += "\n"; + } + return result; + }.bind(this)); + } + _DataManager_processEEDNotetags1.call(this, group); + }; + + var _DropManager_makeConditionalDropItems = DropManager.makeConditionalDropItems; + DropManager.makeConditionalDropItems = function() { + _DropManager_makeConditionalDropItems.call(this); + if(this._enemy.enemy().groupedDropItems) { + var gdi = this._enemy.enemy().groupedDropItems; + for(var i = 0; i < gdi.length; i++) { + if(Math.random() < gdi[i][1]) { + var r = Math.randomInt(gdi[i][0].length); + this._drops.push(gdi[i][0][r]); + } + } + } + }; + +})(SRD.EnemyBulkDrops); + +} else alert("HEY! Currently you have SRD_EnemyBulkDrops installed, but you don't have YEP_ExtraEnemyDrops installed. \nFix it!"); \ No newline at end of file diff --git a/js/plugins/SRD_EquipCompareUpgrade.js b/js/plugins/SRD_EquipCompareUpgrade.js new file mode 100644 index 0000000..2c48a27 --- /dev/null +++ b/js/plugins/SRD_EquipCompareUpgrade.js @@ -0,0 +1,2029 @@ +/*: + * @plugindesc Allows for developers to customize all the visible parameters that can be seen on the Equip Screen. + * @author SumRndmDde + * + * @param Default Pos Color + * @desc The default color used for positive stat gains. + * @default #80ff80 + * + * @param Default Neg Color + * @desc The default color used for negative stat gains. + * @default #c08080 + * + * @param Window Width + * @desc The width of the Stat Comparison window. + * @default 356 + * + * @param Font Size + * @desc The font size of the stat comparisons. + * @default 24 + * + * @param Line Padding + * @desc The padding in between each line. + * @default 8 + * + * @param == Stat 1 == + * @default + * + * @param Stat 1 Name + * @desc The name of the stat that is shown on the window. + * @default Max HP + * + * @param Stat 1 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.mhp + * + * @param Stat 1 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 2 == + * @default + * + * @param Stat 2 Name + * @desc The name of the stat that is shown on the window. + * @default Max MP + * + * @param Stat 2 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.mmp + * + * @param Stat 2 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 3 == + * @default + * + * @param Stat 3 Name + * @desc The name of the stat that is shown on the window. + * @default Attack + * + * @param Stat 3 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.atk + * + * @param Stat 3 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 4 == + * @default + * + * @param Stat 4 Name + * @desc The name of the stat that is shown on the window. + * @default Defense + * + * @param Stat 4 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.def + * + * @param Stat 4 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 5 == + * @default + * + * @param Stat 5 Name + * @desc The name of the stat that is shown on the window. + * @default M. Attack + * + * @param Stat 5 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.mat + * + * @param Stat 5 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 6 == + * @default + * + * @param Stat 6 Name + * @desc The name of the stat that is shown on the window. + * @default M. Defense + * + * @param Stat 6 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.mdf + * + * @param Stat 6 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 7 == + * @default + * + * @param Stat 7 Name + * @desc The name of the stat that is shown on the window. + * @default Agility + * + * @param Stat 7 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.agi + * + * @param Stat 7 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 8 == + * @default + * + * @param Stat 8 Name + * @desc The name of the stat that is shown on the window. + * @default Luck + * + * @param Stat 8 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default actor.luk + * + * @param Stat 8 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 9 == + * @default + * + * @param Stat 9 Name + * @desc The name of the stat that is shown on the window. + * @default Hit Rate + * + * @param Stat 9 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.hit * 100) + * + * @param Stat 9 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 10 == + * @default + * + * @param Stat 10 Name + * @desc The name of the stat that is shown on the window. + * @default Evade Rate + * + * @param Stat 10 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.eva * 100) + * + * @param Stat 10 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 11 == + * @default + * + * @param Stat 11 Name + * @desc The name of the stat that is shown on the window. + * @default Critical Rate + * + * @param Stat 11 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.cri * 100) + * + * @param Stat 11 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 12 == + * @default + * + * @param Stat 12 Name + * @desc The name of the stat that is shown on the window. + * @default Critical Evade + * + * @param Stat 12 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.cev * 100) + * + * @param Stat 12 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 13 == + * @default + * + * @param Stat 13 Name + * @desc The name of the stat that is shown on the window. + * @default M. Evasion + * + * @param Stat 13 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.mev * 100) + * + * @param Stat 13 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 14 == + * @default + * + * @param Stat 14 Name + * @desc The name of the stat that is shown on the window. + * @default M. Reflect + * + * @param Stat 14 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.mrf * 100) + * + * @param Stat 14 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 15 == + * @default + * + * @param Stat 15 Name + * @desc The name of the stat that is shown on the window. + * @default Counter Rate + * + * @param Stat 15 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.cnt * 100) + * + * @param Stat 15 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 16 == + * @default + * + * @param Stat 16 Name + * @desc The name of the stat that is shown on the window. + * @default HP Regen + * + * @param Stat 16 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.hrg * 100) + * + * @param Stat 16 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 17 == + * @default + * + * @param Stat 17 Name + * @desc The name of the stat that is shown on the window. + * @default MP Regen + * + * @param Stat 17 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.mrg * 100) + * + * @param Stat 17 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 18 == + * @default + * + * @param Stat 18 Name + * @desc The name of the stat that is shown on the window. + * @default TP Regen + * + * @param Stat 18 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.trg * 100) + * + * @param Stat 18 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 19 == + * @default + * + * @param Stat 19 Name + * @desc The name of the stat that is shown on the window. + * @default Target Rate + * + * @param Stat 19 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.tgr * 100) + * + * @param Stat 19 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 20 == + * @default + * + * @param Stat 20 Name + * @desc The name of the stat that is shown on the window. + * @default Guard Effect + * + * @param Stat 20 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.grd * 100) + * + * @param Stat 20 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 21 == + * @default + * + * @param Stat 21 Name + * @desc The name of the stat that is shown on the window. + * @default Recover Rate + * + * @param Stat 21 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.rec * 100) + * + * @param Stat 21 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 22 == + * @default + * + * @param Stat 22 Name + * @desc The name of the stat that is shown on the window. + * @default Pharmacology + * + * @param Stat 22 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.pha * 100) + * + * @param Stat 22 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 23 == + * @default + * + * @param Stat 23 Name + * @desc The name of the stat that is shown on the window. + * @default MP Cost Rate + * + * @param Stat 23 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.mcr * 100) + * + * @param Stat 23 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 24 == + * @default + * + * @param Stat 24 Name + * @desc The name of the stat that is shown on the window. + * @default TP Cost Rate + * + * @param Stat 24 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.tcr * 100) + * + * @param Stat 24 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 25 == + * @default + * + * @param Stat 25 Name + * @desc The name of the stat that is shown on the window. + * @default Damage Rate + * + * @param Stat 25 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.pdr * 100) + * + * @param Stat 25 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 26 == + * @default + * + * @param Stat 26 Name + * @desc The name of the stat that is shown on the window. + * @default M. Damage Rate + * + * @param Stat 26 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.mdr * 100) + * + * @param Stat 26 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 27 == + * @default + * + * @param Stat 27 Name + * @desc The name of the stat that is shown on the window. + * @default Floor Damage Rate + * + * @param Stat 27 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.fdr * 100) + * + * @param Stat 27 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 28 == + * @default + * + * @param Stat 28 Name + * @desc The name of the stat that is shown on the window. + * @default EXP Rate + * + * @param Stat 28 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default Math.floor(actor.exr * 100) + * + * @param Stat 28 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val% + * + * @param == Stat 29 == + * @default + * + * @param Stat 29 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 29 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 29 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 30 == + * @default + * + * @param Stat 30 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 30 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 30 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 31 == + * @default + * + * @param Stat 31 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 31 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 31 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 32 == + * @default + * + * @param Stat 32 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 32 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 32 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 33 == + * @default + * + * @param Stat 33 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 33 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 33 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 34 == + * @default + * + * @param Stat 34 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 34 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 34 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 35 == + * @default + * + * @param Stat 35 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 35 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 35 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 36 == + * @default + * + * @param Stat 36 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 36 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 36 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 37 == + * @default + * + * @param Stat 37 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 37 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 37 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 38 == + * @default + * + * @param Stat 38 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 38 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 38 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 39 == + * @default + * + * @param Stat 39 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 39 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 39 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 40 == + * @default + * + * @param Stat 40 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 40 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 40 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 41 == + * @default + * + * @param Stat 41 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 41 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 41 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 42 == + * @default + * + * @param Stat 42 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 42 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 42 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 43 == + * @default + * + * @param Stat 43 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 43 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 43 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 44 == + * @default + * + * @param Stat 44 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 44 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 44 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 45 == + * @default + * + * @param Stat 45 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 45 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 45 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 46 == + * @default + * + * @param Stat 46 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 46 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 46 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 47 == + * @default + * + * @param Stat 47 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 47 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 47 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 48 == + * @default + * + * @param Stat 48 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 48 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 48 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 49 == + * @default + * + * @param Stat 49 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 49 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 49 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 50 == + * @default + * + * @param Stat 50 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 50 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 50 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 51 == + * @default + * + * @param Stat 51 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 51 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 51 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 52 == + * @default + * + * @param Stat 52 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 52 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 52 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 53 == + * @default + * + * @param Stat 53 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 53 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 53 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 54 == + * @default + * + * @param Stat 54 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 54 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 54 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 55 == + * @default + * + * @param Stat 55 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 55 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 55 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 56 == + * @default + * + * @param Stat 56 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 56 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 56 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 57 == + * @default + * + * @param Stat 57 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 57 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 57 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 58 == + * @default + * + * @param Stat 58 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 58 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 58 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 59 == + * @default + * + * @param Stat 59 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 59 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 59 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 60 == + * @default + * + * @param Stat 60 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 60 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 60 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 61 == + * @default + * + * @param Stat 61 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 61 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 61 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 62 == + * @default + * + * @param Stat 62 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 62 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 62 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 63 == + * @default + * + * @param Stat 63 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 63 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 63 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 64 == + * @default + * + * @param Stat 64 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 64 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 64 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 65 == + * @default + * + * @param Stat 65 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 65 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 65 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 66 == + * @default + * + * @param Stat 66 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 66 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 66 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 67 == + * @default + * + * @param Stat 67 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 67 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 67 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 68 == + * @default + * + * @param Stat 68 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 68 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 68 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 69 == + * @default + * + * @param Stat 69 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 69 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 69 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 70 == + * @default + * + * @param Stat 70 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 70 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 70 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 71 == + * @default + * + * @param Stat 71 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 71 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 71 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 72 == + * @default + * + * @param Stat 72 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 72 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 72 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 73 == + * @default + * + * @param Stat 73 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 73 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 73 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 74 == + * @default + * + * @param Stat 74 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 74 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 74 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 75 == + * @default + * + * @param Stat 75 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 75 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 75 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 76 == + * @default + * + * @param Stat 76 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 76 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 76 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 77 == + * @default + * + * @param Stat 77 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 77 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 77 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 78 == + * @default + * + * @param Stat 78 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 78 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 78 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 79 == + * @default + * + * @param Stat 79 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 79 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 79 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 80 == + * @default + * + * @param Stat 80 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 80 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 80 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 81 == + * @default + * + * @param Stat 81 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 81 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 81 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 82 == + * @default + * + * @param Stat 82 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 82 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 82 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 83 == + * @default + * + * @param Stat 83 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 83 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 83 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 84 == + * @default + * + * @param Stat 84 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 84 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 84 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 85 == + * @default + * + * @param Stat 85 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 85 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 85 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 86 == + * @default + * + * @param Stat 86 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 86 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 86 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 87 == + * @default + * + * @param Stat 87 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 87 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 87 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 88 == + * @default + * + * @param Stat 88 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 88 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 88 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 89 == + * @default + * + * @param Stat 89 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 89 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 89 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 90 == + * @default + * + * @param Stat 90 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 90 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 90 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 91 == + * @default + * + * @param Stat 91 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 91 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 91 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 92 == + * @default + * + * @param Stat 92 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 92 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 92 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 93 == + * @default + * + * @param Stat 93 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 93 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 93 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 94 == + * @default + * + * @param Stat 94 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 94 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 94 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 95 == + * @default + * + * @param Stat 95 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 95 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 95 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 96 == + * @default + * + * @param Stat 96 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 96 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 96 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 97 == + * @default + * + * @param Stat 97 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 97 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 97 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 98 == + * @default + * + * @param Stat 98 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 98 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 98 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 99 == + * @default + * + * @param Stat 99 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 99 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 99 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @param == Stat 100 == + * @default + * + * @param Stat 100 Name + * @desc The name of the stat that is shown on the window. + * @default + * + * @param Stat 100 Eval + * @desc The evaluation of the stat; it must eval to a number. + * Use 'actor' to reference the actor object. + * @default + * + * @param Stat 100 Format + * @desc The String format of the values. + * Use 'val' to represent the value. + * @default val + * + * @help + * + * Equip Compare Upgrade + * Version 1.01 + * SumRndmDde + * + * + * This plugin allows for developers to customize all the visible stats that + * can be seen on the Equip Screen. Furthermore, it sets the comparison window + * to only show the stats that are being changed. + * + * + * ============================================================================== + * How to Set Up Stats + * ============================================================================== + * + * In order to set up a stat to be available to the Comparison Window, you need + * three things: + * + * - Name + * - Formula for determining the stat + * - String format it will appear as + * + * + * In order to set up the name, simply use the "Stat X Name" parameters. + * + * In order to set up the formula for find the stat based off of an Actor + * object, simply input it into the "Stat X Eval" parameters. + * + * In order to set up the format of the string, and determine what other + * characters will be shown, simply use the "Stat X Format" parameters. + * + * + * For the most part, you should be able to figure out the system through + * the parameters that are set up by default in the plugin. + * + * + * ============================================================================== + * Formatting the Colors + * ============================================================================== + * + * You can use notetags in the "Stat X Format" parameter to customize the colors + * used for the comparison. + * + * + * + * + * Input the "Pos Color" or positive color for when a stat is increased. + * Input the "Neg Color" or negative color for when a stat is decreased. + * + * + * ============================================================================== + * End of Help File + * ============================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + */ + +var SRD = SRD || {}; +SRD.EquipCompareUpgrade = SRD.EquipCompareUpgrade || {}; + +var Imported = Imported || {}; +Imported["SumRndmDde Equipment Comparison Upgrade"] = 1.01; + +(function(_) { + +"use strict"; + +//----------------------------------------------------------------------------- +// SRD.EquipCompareUpgrade +//----------------------------------------------------------------------------- + +const params = PluginManager.parameters('SRD_EquipCompareUpgrade'); + +_.defaultPos = String(params['Default Pos Color']); +_.defaultNeg = String(params['Default Neg Color']); +_.windowWidth = parseInt(params['Window Width']); +_.fontSize = parseInt(params['Font Size']); +_.fontPad = parseInt(params['Line Padding']); + +_.names = []; +_.evals = []; +_.tags = []; +_.forms = []; +for(let i = 1; i <= 100; i++) { + const name = String(params['Stat ' + i + ' Name']); + const evil = String(params['Stat ' + i + ' Eval']); + const form = String(params['Stat ' + i + ' Format']); + if(name.length > 0 && evil.length > 0 && form.length > 0) { + _.names[i] = name; + _.evals[i] = evil; + _.tags[i] = form; + _.forms[i] = form; + _.forms[i] = _.forms[i].replace(/\s*]*\s*>\s*/, ''); + _.forms[i] = _.forms[i].replace(/\s*]*\s*>\s*/, ''); + } +} + +//----------------------------------------------------------------------------- +// Window_EquipStatus +//----------------------------------------------------------------------------- + +Window_EquipStatus.prototype.windowWidth = function() { + return _.windowWidth; +}; + +Window_EquipStatus.prototype.drawParamName = function(x, y, paramId) { + this.changeTextColor(this.systemColor()); + this.drawText(_.names[paramId], x, y, this.width - (312 - 120)); +}; + +Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) { + this.resetTextColor(); + const actor = this._actor; + const param = eval(_.evals[paramId]); + const result = _.forms[paramId].replace(/val/, param); + this.drawText(result, x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) { + let actor = this._tempActor; + const newValue = eval(_.evals[paramId]); + actor = this._actor; + const diffvalue = newValue - eval(_.evals[paramId]); + const result = _.forms[paramId].replace(/val/, newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue, paramId)); + this.drawText(result, x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawHorzLine = function(y) { + const lineY = y + this.lineHeight() / 2 - 1; + this.contents.paintOpacity = 48; + this.contents.fillRect(0, lineY, this.contentsWidth(), 2, "#FFFFFF"); + this.contents.paintOpacity = 255; +}; + +Window_EquipStatus.prototype.paramchangeTextColor = function(change, paramId) { + if (change > 0) { + return this.powerUpColor(paramId); + } else if (change < 0) { + return this.powerDownColor(paramId); + } else { + return this.normalColor(); + } +}; + +const _Window_EquipStatus_powerUpColor = Window_EquipStatus.prototype.powerUpColor; +Window_EquipStatus.prototype.powerUpColor = function(paramId) { + if(_.tags[paramId] && _.tags[paramId].match(/\s*]*)\s*>\s*/)) { + return String(RegExp.$1); + } + return _.defaultPos; +}; + +const _Window_EquipStatus_powerDownColor = Window_EquipStatus.prototype.powerDownColor; +Window_EquipStatus.prototype.powerDownColor = function(paramId) { + if(_.tags[paramId] && _.tags[paramId].match(/\s*]*)\s*>\s*/)) { + return String(RegExp.$1); + } + return _.defaultNeg; +}; + +Window_EquipStatus.prototype.refresh = function() { + if(this._actor) { + this.contents.clear(); + this.drawActorName(this._actor, this.textPadding(), 0); + this.drawHorzLine(_.fontSize); + if(this._tempActor) { + const y = _.fontSize + (_.fontPad * 3); + let place = 0; + for(var i = 1; i < _.names.length; i++) { + if(_.names[i]) { + let actor = this._tempActor; + const newValue = eval(_.evals[i]); + actor = this._actor; + const diffvalue = newValue - eval(_.evals[i]); + if(diffvalue !== 0) { + this.drawItem(0, y + (_.fontSize + _.fontPad) * (place), i); + place++; + } + } + } + } + } +}; + +Window_EquipStatus.prototype.drawItem = function(x, y, paramId) { + this.drawParamName(x + this.textPadding(), y, paramId); + if (this._actor) { + this.drawCurrentParam(x + this.width - (312 - 140), y, paramId); + } + this.drawRightArrow(x + this.width - (312 - 188), y); + if (this._tempActor) { + this.drawNewParam(x + this.width - (312 - 222), y, paramId); + } +}; + +Window_EquipStatus.prototype.standardFontSize = function() { + return _.fontSize; +}; + +//----------------------------------------------------------------------------- +// Window_StatCompare +//----------------------------------------------------------------------------- + +if(Imported.YEP_EquipCore) { + +Window_StatCompare.prototype.refresh = function() { + this.contents.clear(); + if(this._actor && this._tempActor) { + let place = 0; + for(var i = 1; i < _.names.length; i++) { + if(_.names[i]) { + let actor = this._tempActor; + const newValue = eval(_.evals[i]); + actor = this._actor; + const diffvalue = newValue - eval(_.evals[i]); + if(diffvalue !== 0) { + this.drawItem(0, place * this.lineHeight(), i); + place++; + } + } + } + } +}; + +Window_StatCompare.prototype.drawParamName = function(y, paramId) { + const x = this.textPadding(); + this.changeTextColor(this.systemColor()); + this.drawText(_.names[paramId], x, y, this._paramNameWidth); +}; + +Window_StatCompare.prototype.drawCurrentParam = function(y, paramId) { + let x = this.contents.width - this.textPadding(); + x -= this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth; + Window_EquipStatus.prototype.drawCurrentParam.call(this, x, y, paramId); +}; + +Window_StatCompare.prototype.drawNewParam = function(y, paramId) { + let x = this.contents.width - this.textPadding(); + x -= this._paramValueWidth + this._bonusValueWidth; + Window_EquipStatus.prototype.drawNewParam.call(this, x, y, paramId); +}; + +Window_StatCompare.prototype.drawParamDifference = function(y, paramId) { + var x = this.contents.width - this.textPadding(); + x -= this._bonusValueWidth; + //New Code + let actor = this._tempActor; + const newValue = eval(_.evals[paramId]); + actor = this._actor; + const diffvalue = newValue - eval(_.evals[paramId]); + //End of New Code + if (diffvalue === 0) return; + var actorparam = Yanfly.Util.toGroup(newValue); + this.changeTextColor(this.paramchangeTextColor(diffvalue, paramId)); + var text = Yanfly.Util.toGroup(diffvalue); + if (diffvalue > 0) { + text = ' (+' + text + ')'; + } else { + text = ' (' + text + ')'; + } + this.drawText(text, x, y, this._bonusValueWidth, 'left'); +}; + +Window_StatCompare.prototype.paramchangeTextColor = function(change, paramId) { + if (change > 0) { + return this.powerUpColor(paramId); + } else if (change < 0) { + return this.powerDownColor(paramId); + } else { + return this.normalColor(); + } +}; + +const _Window_StatCompare_powerUpColor = Window_StatCompare.prototype.powerUpColor; +Window_StatCompare.prototype.powerUpColor = function(paramId) { + if(_.tags[paramId] && _.tags[paramId].match(/\s*]*)\s*>\s*/)) { + return String(RegExp.$1); + } + return _.defaultPos; +}; + +const _Window_StatCompare_powerDownColor = Window_StatCompare.prototype.powerDownColor; +Window_StatCompare.prototype.powerDownColor = function(paramId) { + if(_.tags[paramId] && _.tags[paramId].match(/\s*]*)\s*>\s*/)) { + return String(RegExp.$1); + } + return _.defaultNeg; +}; + +} + +})(SRD.EquipCompareUpgrade); \ No newline at end of file diff --git a/js/plugins/SRD_StatDistribution.js b/js/plugins/SRD_StatDistribution.js new file mode 100644 index 0000000..0cc9cce --- /dev/null +++ b/js/plugins/SRD_StatDistribution.js @@ -0,0 +1,1408 @@ +/*: + * @plugindesc Allows players to distribute points to different stats of the Actors at his or her discretion. + * @author SumRndmDde + * + * @param Default Stats + * @desc A list of stats Actors can distribute to by default. + * All of the available stats can be found in HELP. + * @default mhp, mmp, atk, def, mat, mdf, agi, luk + * + * @param Default Formula + * @desc The default formula used for determining how many "stat points" an Actor gains by leveling up. + * @default Math.ceil(level / 10) + * + * @param Show on Menu + * @desc If 'true', this plugin will place the command in the menu. + * @default true + * + * @param == Stat Reset == + * @default + * + * @param Allow Stat Resets + * @desc If 'true', then players will have the option to reset the distributed stats and return the used stat points. + * @default true + * + * @param Reset Gold Cost + * @desc The formula determining the amount of gold for resetting. + * Use "points" to reference the amount of points used. + * @default points * 100 + * + * @param == Custom Texts == + * @default + * + * @param Level Up Message + * @desc This message is displayed when an actor levels up to show how many points were gained. %1 is the number of points. + * @default Got %1 stat points! + * + * @param Command Name + * @desc The is the name of the command for stat distribution in the menu. + * @default Stat Boost + * + * @param Points Text + * @desc The text used to display how much points an Actor has. + * @default Stat Points: + * + * @param Upgrade Text + * @desc The text used to display how much points an upgrade is worth. + * @default Upgrade Cost: + * + * @param Spend Text + * @desc The text used in the command window to begin spending. + * @default Spend + * + * @param Reset Text + * @desc The text used in the command window to reset stat points. + * @default Reset + * + * @param Finish Text + * @desc The text used in the command window to leave the scene. + * @default Finish + * + * @param == Gauge Options == + * @default + * + * @param Use Gauges + * @desc If 'true', the stat distribution will have gauges representing how close the distributed stat is to reaching its max. + * @default true + * + * @param Gauge Height + * @desc The height of the gauges used in the stat distribution. + * @default 14 + * + * @param == Points Label == + * @default + * + * @param Point Icon + * @desc Input the icon index of the icon for stat points. + * Set to 0 to use text instead. + * @default 87 + * + * @param Point Text + * @desc If "Point Icon" is set to 0, this will be used as the label for stat points. + * @default Points + * + * @param Point Color + * @desc If using text, this will be the color of the text. + * @default #66ff66 + * + * @help + * + * Stat Distribution + * Version 1.07 + * SumRndmDde + * + * + * This plugin allows players to distribute points to different stats of the + * Actors at his or her discretion. A command is added to the menu which allows + * access to a new menu for stat distribution! + * + * + * ============================================================================== + * Plugin Commands + * ============================================================================== + * + * Use the following plugin commands to preform various actions. + * + * + * + * OpenStatDistribution Actor [actorId] + * + * This opens the Stat Distribution Menu for the specified Actor ID. + * + * + * + * OpenStatDistribution Party [memberIndex] + * + * This opens the Stat Distribution Menu for the specified Actor based on the + * index in which they are in the party. For example, setting "memberIndex" + * to 0 will open the menu for the party's leader. + * + * + * + * AddStatPoints Actor [actorId] [points] + * AddStatPoints Party [memberIndex] [points] + * + * This adds a specific amount points to a specific Actor. + * + * + * ============================================================================== + * Upgradeable Stats + * ============================================================================== + * + * In order to determine what stats can be upgraded, use the "Default Stats" + * Parameter. Otherwise, notetags can be used to customize the stats + * per each individual Actor: + * + * + * + * + * Sets the Actor's stats to this list. + * + * + * + * + * + * Adds stats to the Actor's already existing upgradeable stats. + * + * + * ============================================================================== + * How to Customize Stats + * ============================================================================== + * + * In order to customize the properties of stats, you must use the Database EX. + * Simply go to the customizable editors, and select "Stat Distribution Editor". + * + * Within here, a list of stats will be available and their variables can + * be changed to fit with your needs. Be sure to reload to see the changes! + * + * + * ============================================================================== + * List of Upgradeable Stats + * ============================================================================== + * + * Here is a list of all the available stats and their three-letter codes. + * + * + * == Base Stats == + * mhp - Max HP + * mmp - Max MP + * atk - Attack + * def - Defense + * mat - Magical Attack + * mdf - Magical Defense + * agi - Agility + * luk - Luck + * + * == Ex Stats == + * hit - Hit Rate + * eva - Evasion Rate + * cri - Critical Rate + * cev - Critical Evasion Rate + * mev - Magic Evasion Rate + * mrf - Magic Reflection Rate + * cnt - Counter Attack Rate + * hrg - Hp Regeneration + * mrg - Mp Regeneration + * trg - Tp Regeneration + * + * == Sp Stats == + * tgr - Target Rate + * grd - Guard Effect Rate + * rec - Recovery Effect Rate + * pha - Pharmacology + * mcr - Mp Cost Rate + * tcr - Tp Charge Rate + * pdr - Physical Damage Rate + * mdr - Magical Damage Rate + * fdr - Floor Damage Rate + * exr - Experience Rate + * + * + * ============================================================================== + * Stat Points + * ============================================================================== + * + * Stat points can be gained by leveling up the Actors. + * The "Default Formula" Parameter can be used to set up a formula for how many + * stat points an Actor will gain upon level. Alternatively, the following + * notetags can be used to give Actors their own formulas: + * + * + * + * For example: + * + * + * + * + * ============================================================================== + * End of Help File + * ============================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + * + */ + +var SRD = SRD || {}; +SRD.StatDistribution = SRD.StatDistribution || {}; +SRD.PluginCommands = SRD.PluginCommands || {}; +SRD.NotetagGetters = SRD.NotetagGetters || []; + +var Imported = Imported || {}; +Imported["SumRndmDde Stat Distribution"] = 1.07; + +var $dataDistributeStats = {}; + +function Scene_Distribute() { + this.initialize.apply(this, arguments); +} + +function Window_DistributePoints() { + this.initialize.apply(this, arguments); +} + +function Window_DistributeStatus() { + this.initialize.apply(this, arguments); +} + +function Window_Distribute() { + this.initialize.apply(this, arguments); +} + +function Window_DistributeCommand() { + this.initialize.apply(this, arguments) +} + +(function(_) { + +"use strict"; + +//----------------------------------------------------------------------------- +// SRD.StatDistribution +//----------------------------------------------------------------------------- + +const params = PluginManager.parameters('SRD_StatDistribution'); + +_.stats = String(params['Default Stats']).split(/\s*,\s*/); +_.formula = String(params['Default Formula']); +_.show = String(params['Show on Menu']).trim().toLowerCase() === 'true'; + +_.reset = String(params['Allow Stat Resets']).trim().toLowerCase() === 'true'; +_.cost = String(params['Reset Gold Cost']); + +_.name = String(params['Command Name']); +_.messsage = String(params['Level Up Message']); +_.points = String(params['Points Text']); +_.upgrade = String(params['Upgrade Text']); +_.spendText = String(params['Spend Text']); +_.resetText = String(params['Reset Text']); +_.finishText = String(params['Finish Text']); + +_.drawGauges = String(params['Use Gauges']).trim().toLowerCase() === 'true'; +_.gaugeHeight = parseInt(params['Gauge Height']); +_.iconIndex = parseInt(params['Point Icon']); +_.pointText = String(params['Point Text']); +_.pointColor = String(params['Point Color']); + +_.checkFileExists = function() { + FileManager.checkDataExists("DistributionStats.json", JsonEx.stringify({ + "mhp":{"name":"Max HP","description":"The maximum amount of HP for the actor.","cost":"1","gain":"5","max":"500","min_col":"#ffa655","max_col":"#ea7000"}, + "mmp":{"name":"Max MP","description":"The maximum amount of MP for the actor.","cost":"1","gain":"2","max":"200","min_col":"#6666ff","max_col":"#0000ff"}, + "atk":{"name":"Attack","description":"Strengthens the damage of physical skills used by \nthe actor.","cost":"1","gain":"1","max":"100","min_col":"#ff7777","max_col":"#f90000"}, + "def":{"name":"Defense","description":"Reduces the damage of physical skills the actor is \ntargeted with.","cost":"1","gain":"1","max":"100","min_col":"#52ff33","max_col":"#12b700"}, + "mat":{"name":"Magic Attack","description":"Strengthens the damage of magical skills used by \nthe actor.","cost":"1","gain":"1","max":"100","min_col":"#b355ff","max_col":"#a300d9"}, + "mdf":{"name":"Magic Defense","description":"Reduces the damage of magical skills the actor is \ntargeted with.","cost":"1","gain":"1","max":"100","min_col":"#55ffe6","max_col":"#00d7b7"}, + "agi":{"name":"Agility","description":"Determines how soon the actor will be able to \npreform a turn in battle.","cost":"1","gain":"1","max":"100","min_col":"#fbff55","max_col":"#d9d300"}, + "luk":{"name":"Luck","description":"Influences various luck factors for the actor in \ntheir favor.","cost":"1","gain":"1","max":"100","min_col":"#ff55e6","max_col":"#cc00ad"}, + "hit":{"name":"Hit Rate","description":"Increases the chance of skills hitting their \ntarget.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "eva":{"name":"Evasion Rate","description":"Increases the likely-hood of an actor evading\na physical skill.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "cri":{"name":"Critical Rate","description":"Determines how likely an actor will preform \na critical hit.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "cev":{"name":"Critical Evasion Rate","description":"Decreases the likely-hood of skills targeting \nthe actor being critical.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "mev":{"name":"Magic Evasion Rate","description":"Increases the likely-hood of an actor evading \na magical skill.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "mrf":{"name":"Magic Reflection Rate","description":"The higher the value, the more likely magical \nreflection will occur.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "cnt":{"name":"Counter Attack Rate","description":"The higher the value, the more likely physical \nreflection will occur.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "hrg":{"name":"Hp Regeneration","description":"The rate in which the actor gains HP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "mrg":{"name":"Mp Regeneration","description":"The rate in which the actor gains MP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "trg":{"name":"Tp Regeneration","description":"The rate in which the actor gains TP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "tgr":{"name":"Target Rate","description":"Increases the chance of the actor being attacked.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "grd":{"name":"Guard Effect Rate","description":"Increases the effectiveness of the actor's guard","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "rec":{"name":"Recovery Effect Rate","description":"Determines the effectiveness of recovery skills.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "pha":{"name":"Pharmacology","description":"Determines the effectiveness of recovery items.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "mcr":{"name":"Mp Cost Rate","description":"The rate in which MP skills cost.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "tcr":{"name":"Tp Charge Rate","description":"The rate in which TP skills cost.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "pdr":{"name":"Physical Damage Rate","description":"The rate in which physical damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "mdr":{"name":"Magical Damage Rate","description":"The rate in which magical damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "fdr":{"name":"Floor Damage Rate","description":"The rate in which floor damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, + "exr":{"name":"Experience Rate","description":"The rate in which the actor gains experience.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"} + })); +}; + +_.loadNotetags = function() { + const data = $dataActors; + const regex1 = //im; + const regex2 = //im; + const regex3 = //im; + for(let i = 1; i < data.length; i++) { + const note = data[i].note; + if(note.match(regex1)) { + const stats = String(RegExp.$1).split(/\s*,\s*/); + data[i]._sd_stats = stats; + } + if(note.match(regex2)) { + const stats = String(RegExp.$1).split(/\s*,\s*/); + if(data[i]._sd_stats === undefined) data[i]._sd_stats = _.stats.clone(); + data[i]._sd_stats = data[i]._sd_stats.concat(stats); + } + if(note.match(regex3)) { + data[i]._sd_formula = String(RegExp.$1); + } + } +}; + +SRD.NotetagGetters.push(_.loadNotetags); + +_.alertNeedSuperToolsEngine = function() { + alert("The 'SRD_SuperToolsEngine' plugin is required for using the 'SRD_StatDistribution' plugin."); + if(confirm("Do you want to open the download page to 'SRD_SuperToolsEngine'?")) { + window.open('http://sumrndm.site/super-tools-engine/'); + } +}; + +if(!Imported["SumRndmDde Super Tools Engine"]) { + _.alertNeedSuperToolsEngine(); + return; +} + +_.checkFileExists(); + +//----------------------------------------------------------------------------- +// SRD.PluginCommands +//----------------------------------------------------------------------------- + +SRD.PluginCommands._sd_getActorType = function(args) { + const type = String(args[0]).toLowerCase(); + const id = parseInt(args[1]); + let actor; + if(type === 'actor') { + actor = $gameActors.actor(id); + } else { + actor = $gameParty.members()[id]; + } + return actor; +}; + +SRD.PluginCommands['openstatdistribution'] = function(args) { + const actor = SRD.PluginCommands._sd_getActorType(args); + if(actor) { + $gameParty.setMenuActor(actor); + SceneManager.push(Scene_Distribute); + } +}; + +SRD.PluginCommands['addstatpoints'] = function(args) { + const actor = SRD.PluginCommands._sd_getActorType(args); + if(actor) { + const points = parseInt(args[2]); + actor.addDistributePoints(points); + } +}; + +//----------------------------------------------------------------------------- +// DataManager +//----------------------------------------------------------------------------- + +DataManager._testExceptions.push("DistributionStats.json"); + +DataManager._databaseFiles.push({name: '$dataDistributeStats', src: "DistributionStats.json"}); + +if(!SRD.DataManager_isDatabaseLoaded) { + +SRD.notetagsLoaded = false; +SRD.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if(!SRD.DataManager_isDatabaseLoaded.apply(this, arguments)) return false; + if(!SRD.notetagsLoaded) { + SRD.NotetagGetters.forEach(function(func) { + func.call(this); + }, this); + SRD.notetagsLoaded = true; + } + return true; +}; + +} + +//----------------------------------------------------------------------------- +// DataManagerEX +//----------------------------------------------------------------------------- + +DataManagerEX._distributeStat = 'mhp'; + +_.DataManagerEX_getCustomInfo = DataManagerEX.getCustomInfo; +DataManagerEX.getCustomInfo = function() { + const result = _.DataManagerEX_getCustomInfo.apply(this, arguments); + result.push(['Stat Distribution Editor', 'DataManagerEX.getStatDistributionHtml']); + return result; +}; + +DataManagerEX.getStatDistributionHtml = function() { + const data = $dataDistributeStats['mhp']; + return `

+

+

+ Stat:
+ +
+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ParameterInput
Name
Description
Cost
Gain
Max
Min Color
Max Color
+

`; +}; + +DataManagerEX.getStatDistributionHtmlOptions = function() { + return ` + + + + + + + + + + + + + + + + + + + + + + + + + + + + + `; +}; + +DataManagerEX.updateStatDistribution = function() { + const doc = MakerManager.document; + this._distributeStat = doc.getElementById('StatSelect').value; + const data = $dataDistributeStats[this._distributeStat]; + if(data) { + doc.getElementById('name').value = data.name; + doc.getElementById('description').value = data.description; + doc.getElementById('cost').value = data.cost; + doc.getElementById('gain').value = data.gain; + doc.getElementById('max').value = data.max; + doc.getElementById('min_col').value = data.min_col; + doc.getElementById('max_col').value = data.max_col; + } else { + doc.getElementById('name').value = ''; + doc.getElementById('description').value = ''; + doc.getElementById('cost').value = ''; + doc.getElementById('gain').value = ''; + doc.getElementById('max').value = ''; + doc.getElementById('min_col').value = ''; + doc.getElementById('max_col').value = ''; + } +}; + +DataManagerEX.saveCurrentStatDistribution = function() { + const doc = MakerManager.document; + const data = $dataDistributeStats[this._distributeStat]; + if(data) { + data.name = doc.getElementById('name').value; + data.description = doc.getElementById('description').value; + data.cost = doc.getElementById('cost').value; + data.gain = doc.getElementById('gain').value; + data.max = doc.getElementById('max').value; + data.min_col = doc.getElementById('min_col').value; + data.max_col = doc.getElementById('max_col').value; + FileManager.saveData($dataDistributeStats, "DistributionStats.json"); + } +}; + +_.DataManagerEX_initOldDatas = DataManagerEX.initOldDatas; +DataManagerEX.initOldDatas = function() { + _.DataManagerEX_initOldDatas.apply(this, arguments); + this._oldStatDistribution = JsonEx.stringify($dataDistributeStats); +}; + +_.DataManagerEX_requestRestartCondition = DataManagerEX.requestRestartCondition; +DataManagerEX.requestRestartCondition = function() { + return _.DataManagerEX_requestRestartCondition.apply(this, arguments) || + this._oldStatDistribution !== JsonEx.stringify($dataDistributeStats); +}; + +//----------------------------------------------------------------------------- +// Game_Actor +//----------------------------------------------------------------------------- + +Game_Actor.bParams = ['mhp', 'mmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk']; +Game_Actor.xParams = ['hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', 'trg']; +Game_Actor.sParams = ['tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr', 'mdr', 'fdr', 'exr']; + +_.Game_Actor_initMembers = Game_Actor.prototype.initMembers; +Game_Actor.prototype.initMembers = function() { + _.Game_Actor_initMembers.apply(this, arguments); + this._distributePoints = 0; + this._pointsGained = 0; + this._pointsGainedTemp = 0; + this.clearDistributePointsSpent(); + this.clearDistributeStats(); +}; + +_.Game_Actor_paramRate = Game_Actor.prototype.paramBase; +Game_Actor.prototype.paramBase = function(paramId) { + return _.Game_Actor_paramRate.apply(this, arguments) + this._distributeParams[paramId]; +}; + +_.Game_Actor_xparam = Game_Actor.prototype.xparam; +Game_Actor.prototype.xparam = function(xparamId) { + return _.Game_Actor_xparam.apply(this, arguments) + this._distributeXParams[xparamId]; +}; + +_.Game_Actor_sparam = Game_Actor.prototype.sparam; +Game_Actor.prototype.sparam = function(sparamId) { + return _.Game_Actor_sparam.apply(this, arguments) + this._distributeSParams[sparamId]; +}; + +_.Game_Actor_levelUp = Game_Actor.prototype.levelUp; +Game_Actor.prototype.levelUp = function() { + _.Game_Actor_levelUp.apply(this, arguments); + this.gainDistributePoints(); +}; + +_.Game_Actor_displayLevelUp = Game_Actor.prototype.displayLevelUp; +Game_Actor.prototype.displayLevelUp = function(newSkills) { + _.Game_Actor_displayLevelUp.apply(this, arguments); + if(_.messsage && this._pointsGainedTemp) { + $gameMessage.add(_.messsage.format(this._pointsGainedTemp)); + this._pointsGainedTemp = 0; + } +}; + +Game_Actor.prototype.distributePoints = function() { + return this._distributePoints; +}; + +Game_Actor.prototype.setDistributePoints = function(value) { + this._distributePoints = value; +}; + +Game_Actor.prototype.addDistributePointsTemp = function(value) { + this.setDistributePoints(this._distributePoints + value); +}; + +Game_Actor.prototype.addDistributePoints = function(value) { + this._pointsGained += value; + this._pointsGainedTemp += value; + this.addDistributePointsTemp(value); +}; + +Game_Actor.prototype.gainDistributePoints = function() { + const formula = this.actor()._sd_formula || _.formula; + const level = this._level; + const actor = this; + const points = eval(formula); + this.addDistributePoints(points); +}; + +Game_Actor.prototype.pointsUsed = function() { + return this._pointsGained - this._distributePoints; +}; + +Game_Actor.prototype.setBaseDistribute = function(paramId, value) { + if(Imported.YEP_BaseParamControl) this._baseParamCache = []; + this._distributeParams[paramId] = value; +}; + +Game_Actor.prototype.addDistributePointsSpent = function(value) { + this._distributePointsSpent += value; +}; + +Game_Actor.prototype.clearDistributePointsSpent = function() { + this._distributePointsSpent = 0; +}; + +Game_Actor.prototype.clearDistributeStats = function() { + this._distributeParams = [0, 0, 0, 0, 0, 0, 0, 0]; + this._distributeXParams = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; + this._distributeSParams = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; +}; + +Game_Actor.prototype.resetDistributeStats = function() { + this.addDistributePointsTemp(this._distributePointsSpent); + this.clearDistributePointsSpent(); + this.clearDistributeStats(); +} + +Game_Actor.prototype.addBaseDistribute = function(paramId, value) { + this.setBaseDistribute(paramId, this._distributeParams[paramId] + value); +}; + +Game_Actor.prototype.setXDistribute = function(xparamId, value) { + this._distributeXParams[xparamId] = value; +}; + +Game_Actor.prototype.addXDistribute = function(xparamId, value) { + this.setXDistribute(xparamId, this._distributeXParams[xparamId] + value); +}; + +Game_Actor.prototype.setSDistribute = function(sparamId, value) { + this._distributeSParams[sparamId] = value; +}; + +Game_Actor.prototype.addSDistribute = function(sparamId, value) { + this.setSDistribute(sparamId, this._distributeSParams[sparamId] + value); +}; + +Game_Actor.prototype.getAbnormalParam = function(param) { +}; + +Game_Actor.prototype.addAbnormalParam = function(param, value) { +}; + +Game_Actor.prototype.getDistribute = function(param) { + const type = this.getParamType(param); + switch(type) { + case 1: + return this._distributeParams[Game_Actor.bParams.indexOf(param)]; + break; + case 2: + return this._distributeXParams[Game_Actor.xParams.indexOf(param)]; + break; + case 3: + return this._distributeSParams[Game_Actor.sParams.indexOf(param)]; + break; + default: + return this.getAbnormalParam(param); + break; + } +}; + +Game_Actor.prototype.addDistribute = function(param, value) { + const type = this.getParamType(param); + switch(type) { + case 1: + this.addBaseDistribute(Game_Actor.bParams.indexOf(param), value); + break; + case 2: + this.addXDistribute(Game_Actor.xParams.indexOf(param), value); + break; + case 3: + this.addSDistribute(Game_Actor.sParams.indexOf(param), value); + break; + default: + this.addAbnormalParam(param, value); + break; + } +}; + +Game_Actor.prototype.getParamType = function(param) { + if(Game_Actor.bParams.contains(param)) { + return 1; + } else if(Game_Actor.xParams.contains(param)) { + return 2; + } else if(Game_Actor.sParams.contains(param)) { + return 3; + } + return 0; +}; + +//----------------------------------------------------------------------------- +// Game_Interpreter +//----------------------------------------------------------------------------- + +if(!SRD.Game_Interpreter_pluginCommand) { + +SRD.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + const com = command.trim().toLowerCase(); + if(SRD.PluginCommands[com]) { + SRD.PluginCommands[com].call(this, args); + return; + } + SRD.Game_Interpreter_pluginCommand.apply(this, arguments); +}; + +} + +//----------------------------------------------------------------------------- +// Scene_Menu +//----------------------------------------------------------------------------- + +_.Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; +Scene_Menu.prototype.createCommandWindow = function() { + _.Scene_Menu_createCommandWindow.apply(this, arguments); + if(_.show) { + this._commandWindow.setHandler('distribute', this.commandPersonal.bind(this)); + } +}; + +_.Scene_Menu_onPersonalOk = Scene_Menu.prototype.onPersonalOk; +Scene_Menu.prototype.onPersonalOk = function() { + if(this._commandWindow.currentSymbol() === 'distribute') { + this.openStatDistribution(); + return; + } + _.Scene_Menu_onPersonalOk.apply(this, arguments); +}; + +Scene_Menu.prototype.openStatDistribution = function() { + SceneManager.push(Scene_Distribute); +}; + +//----------------------------------------------------------------------------- +// Scene_Distribute +//----------------------------------------------------------------------------- + +Scene_Distribute.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Distribute.prototype.constructor = Scene_Distribute; + +Scene_Distribute.prototype.initialize = function() { + Scene_MenuBase.prototype.initialize.call(this); + ImageManager.loadFace($gameParty.menuActor().faceName()); +}; + +Scene_Distribute.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCommandWindow(); + this.createStatusWindow(); + this.createPointsWindow(); + this.createDistributeWindow(); + this.refreshActor(); +}; + +Scene_Distribute.prototype.createCommandWindow = function() { + const wy = this._helpWindow.height; + this._commandWindow = new Window_DistributeCommand(0, wy); + this._commandWindow.setHelpWindow(this._helpWindow); + this._commandWindow.setHandler('spend', this.commandSpend.bind(this)); + this._commandWindow.setHandler('clear', this.commandClear.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Distribute.prototype.createStatusWindow = function() { + const wy = this._commandWindow.y + this._commandWindow.height; + this._statusWindow = new Window_DistributeStatus(0, wy); + this.addWindow(this._statusWindow); +}; + +Scene_Distribute.prototype.createPointsWindow = function() { + const wy = this._statusWindow.y + this._statusWindow.height; + this._pointsWindow = new Window_DistributePoints(0, wy); + this.addWindow(this._pointsWindow); + this._commandWindow.setPointsWindow(this._pointsWindow); +}; + +Scene_Distribute.prototype.createDistributeWindow = function() { + const wx = this._statusWindow.width; + const wy = this._commandWindow.y + this._commandWindow.height; + const ww = Graphics.boxWidth - wx; + this._distributeWindow = new Window_Distribute(wx, wy, ww); + this._distributeWindow.setHelpWindow(this._helpWindow); + this._distributeWindow.setStatusWindow(this._statusWindow); + this._distributeWindow.setPointsWindow(this._pointsWindow); + this._distributeWindow.setHandler('finish', this.distributeFinish.bind(this)); + this._distributeWindow.setHandler('cancel', this.distributeCancel.bind(this)); + this.addWindow(this._distributeWindow); +}; + +Scene_Distribute.prototype.refreshActor = function() { + const actor = this.actor(); + this._commandWindow.setActor(actor); + this._statusWindow.setActor(actor); + this._distributeWindow.setActor(actor); +}; + +Scene_Distribute.prototype.commandSpend = function() { + this._distributeWindow.activate(); + this._distributeWindow.select(0); +}; + +Scene_Distribute.prototype.commandClear = function() { + this.actor().resetDistributeStats(); + $gameParty.loseGold(this._commandWindow.getCost()); + this._distributeWindow.refresh(); + this._statusWindow.refresh(); + this._commandWindow.refresh(); + this._commandWindow.refreshCost(); + this._commandWindow.activate(); +}; + +Scene_Distribute.prototype.distributeFinish = function() { + this._distributeWindow.applyBonuses(); + this._distributeWindow.clearInfo(); + this._statusWindow.refresh(); + this.distributeEnd(); +}; + +Scene_Distribute.prototype.distributeCancel = function() { + this._distributeWindow.restartInfo(); + this.distributeEnd(); +}; + +Scene_Distribute.prototype.distributeEnd = function() { + this._pointsWindow.clear(); + this._distributeWindow.refresh(); + this._distributeWindow.deselect(); + this._commandWindow.activate(); + this._commandWindow.refreshCost(); + this._commandWindow.refresh(); +}; + +Scene_Distribute.prototype.onActorChange = function() { + this.refreshActor(); + this._commandWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Window_MenuCommand +//----------------------------------------------------------------------------- + +_.Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; +Window_MenuCommand.prototype.addOriginalCommands = function() { + _.Window_MenuCommand_addOriginalCommands.apply(this, arguments); + if(_.show) { + this.addCommand(_.name, 'distribute', this.isDistributeEnabled()); + } +}; + +Window_MenuCommand.prototype.isDistributeEnabled = function() { + return true; +}; + +//----------------------------------------------------------------------------- +// Window_DistributeCommand +//----------------------------------------------------------------------------- + +Window_DistributeCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_DistributeCommand.prototype.constructor = Window_DistributeCommand; + +Window_DistributeCommand.prototype.initialize = function(x, y) { + Window_HorzCommand.prototype.initialize.call(this, x, y); + this._cost = 0; + this._actor = null; + this._pointsWindow = null; +}; + +Window_DistributeCommand.prototype.playOkSound = function() { + const symbol = this.commandSymbol(this.index()); + if(symbol === 'clear') { + SoundManager.playUseItem(); + } else { + Window_HorzCommand.prototype.playOkSound.apply(this, arguments); + } +}; + +Window_DistributeCommand.prototype.windowWidth = function() { + return Graphics.boxWidth; +}; + +Window_DistributeCommand.prototype.maxCols = function() { + return this._list.length; +}; + +Window_DistributeCommand.prototype.makeCommandList = function() { + this.addCommand(_.spendText, 'spend'); + if(_.reset) { + const actorReady = this._actor && this._actor.pointsUsed() > 0; + this.addCommand(_.resetText, 'clear', actorReady && this._cost <= $gameParty.gold()); + } + this.addCommand(_.finishText, 'cancel'); +}; + +Window_DistributeCommand.prototype.setPointsWindow = function(window) { + this._pointsWindow = window; +}; + +Window_DistributeCommand.prototype.setActor = function(actor) { + if(this._actor !== actor) { + this._actor = actor; + this.refreshCost(); + this.refresh(); + } +}; + +Window_DistributeCommand.prototype.getCost = function() { + return this._cost; +}; + +Window_DistributeCommand.prototype.refreshCost = function() { + const actor = this._actor; + const level = this._actor.level; + const points = this._actor.pointsUsed(); + this._cost = eval(_.cost); +}; + +Window_DistributeCommand.prototype.select = function(index) { + Window_HorzCommand.prototype.select.apply(this, arguments); + if(!this._pointsWindow) return; + const symbol = this.commandSymbol(index); + this._pointsWindow.clear(); + if(symbol === 'clear') { + this._pointsWindow.setGoldCost(this._cost); + } +}; + +//----------------------------------------------------------------------------- +// Window_DistributePoints +//----------------------------------------------------------------------------- + +Window_DistributePoints.prototype = Object.create(Window_Base.prototype); +Window_DistributePoints.prototype.constructor = Window_DistributePoints; + +Window_DistributePoints.prototype.initialize = function(x, y) { + const width = this.windowWidth(); + const height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._points = 0; +}; + +Window_DistributePoints.prototype.windowWidth = function() { + return 408; +}; + +Window_DistributePoints.prototype.windowHeight = function() { + return this.fittingHeight(1); +}; + +Window_DistributePoints.prototype.refresh = function() { + const x = this.textPadding(); + const width = this.contentsWidth() - this.textPadding() * 2; + const unitWidth = _.iconIndex ? Window_Base._iconWidth : this.textWidth(_.pointText); + this.clear(); + this.resetTextColor(); + this.drawText(this.points(), x, 0, width - unitWidth - 12, 'right'); + if(_.iconIndex) { + this.drawIcon(_.iconIndex, this.windowWidth() - this.standardPadding() - Window_Base._iconWidth - 24, 2); + } else { + this.changeTextColor(_.labelColor); + this.drawText(_.pointText, x, 0, width - 6, 'right'); + } + this.changeTextColor(this.systemColor()); + this.contents.fontSize = 24; + this.drawText(this.label(), 0, 0, width, 'left'); + this.resetFontSettings(); +}; + +Window_DistributePoints.prototype.clear = function() { + this.contents.clear(); +}; + +Window_DistributePoints.prototype.points = function() { + return this._points; +}; + +Window_DistributePoints.prototype.setValue = function(value) { + this._points = value; + this.refresh(); +}; + +Window_DistributePoints.prototype.label = function() { + return _.upgrade; +}; + +if(Imported.YEP_X_MoreCurrencies) alert("Please place YEP_X_MoreCurrencies below SRD_StatDistribution!"); + +_.Window_Gold_refresh = Window_Gold.prototype.refresh; +Window_DistributePoints.prototype.setGoldCost = function(gold) { + this._value = gold; + _.Window_Gold_refresh.apply(this, arguments); + this.drawResetCost(); +}; + +Window_DistributePoints.prototype.drawResetCost = function() { + const width = this.contentsWidth() - this.textPadding() * 2; + this.changeTextColor(this.systemColor()); + this.contents.fontSize = 24; + this.drawText("Reset Cost:", 0, 0, width, 'left'); + this.resetFontSettings(); +}; + +Window_DistributePoints.prototype.currencyUnit = Window_Gold.prototype.currencyUnit; + +Window_DistributePoints.prototype.value = function() { + return this._value; +}; + +//----------------------------------------------------------------------------- +// Window_DistributeStatus +//----------------------------------------------------------------------------- + +Window_DistributeStatus.prototype = Object.create(Window_Selectable.prototype); +Window_DistributeStatus.prototype.constructor = Window_DistributeStatus; + +Window_DistributeStatus.prototype.initialize = function(x, y) { + Window_Selectable.prototype.initialize.call(this, x, y, 408, this.fittingHeight(8)); + this._actor = null; + this.refresh(); + this.activate(); +}; + +Window_DistributeStatus.prototype.setActor = function(actor) { + if(this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_DistributeStatus.prototype.refresh = function() { + this.contents.clear(); + if(this._actor) { + const lineHeight = this.lineHeight(); + //Line 1 + this.drawActorName(this._actor, 6, 0); + this.drawActorClass(this._actor, 192, 0); + //Line 2 + this.drawHorzLine(lineHeight); + //Line 3 + this.drawActorFace(this._actor, 12, lineHeight * 2); + this.drawBasicInfo(180, lineHeight * 2, this.contentsWidth() - 180); + //Line 7 + this.drawHorzLine(lineHeight * 6); + //Line 8 + this.drawActorPoints(lineHeight * 7, this.contentsWidth() - this.textPadding() * 2); + } +}; + +Window_DistributeStatus.prototype.drawBasicInfo = function(x, y, width) { + const lineHeight = this.lineHeight(); + this.drawActorLevel(this._actor, x, y + lineHeight * 0); + this.drawActorIcons(this._actor, x, y + lineHeight * 1); + this.drawActorHp(this._actor, x, y + lineHeight * 2, width); + this.drawActorMp(this._actor, x, y + lineHeight * 3, width); +}; + +Window_DistributeStatus.prototype.drawHorzLine = function(y) { + const lineY = y + this.lineHeight() / 2 - 1; + this.contents.paintOpacity = 48; + this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.normalColor()); + this.contents.paintOpacity = 255; +}; + +Window_DistributeStatus.prototype.drawActorPoints = function(y, width) { + const x = this.textPadding(); + const unitWidth = _.iconIndex ? Window_Base._iconWidth : this.textWidth(_.pointText); + this.resetTextColor(); + this.drawText(this._actor.distributePoints(), x, y, width - unitWidth - 12, 'right'); + if(_.iconIndex) { + this.drawIcon(_.iconIndex, this.width - this.standardPadding() - Window_Base._iconWidth - 24, y + 2); + } else { + this.changeTextColor(_.labelColor); + this.drawText(_.pointText, x, y, width - 6, 'right'); + } + this.contents.fontSize = 24; + this.drawText(_.points, 0, y, width, 'left'); + this.resetFontSettings(); +}; + +Window_DistributeStatus.prototype.refreshPoints = function() { + const lineHeight = this.lineHeight(); + const width = this.contentsWidth(); + this.contents.clearRect(0, lineHeight * 7, width, lineHeight); + this.drawActorPoints(lineHeight * 7, width - this.textPadding() * 2); +}; + +//----------------------------------------------------------------------------- +// Window_Distribute +//----------------------------------------------------------------------------- + +Window_Distribute.prototype = Object.create(Window_Command.prototype); +Window_Distribute.prototype.constructor = Window_Distribute; + +Window_Distribute.prototype.initialize = function(x, y, width) { + this._windowWidth = width; + this._maxHeight = Graphics.boxHeight - y; + this._statusWindow = null; + this._pointsWindow = null; + this.clearInfo(); + Window_Command.prototype.initialize.call(this, x, y); + this.deselect(); + this.deactivate(); +}; + +Window_Distribute.prototype.drawGauge = function(x, y, width, rate, color1, color2) { + const fillW = Math.floor(width * rate); + const gaugeY = y + this.lineHeight() - 2 - _.gaugeHeight; + this.contents.fillRect(x - 1, gaugeY - 1, width + 2, _.gaugeHeight + 2, "#000"); + this.contents.fillRect(x, gaugeY, width, _.gaugeHeight, this.gaugeBackColor()); + this.contents.gradientFillRect(x, gaugeY, fillW, _.gaugeHeight, color1, color2); +}; + +Window_Distribute.prototype.playOkSound = function() { + const symbol = this.commandSymbol(this.index()); + if(symbol === 'finish') { + SoundManager.playSave(); + } else { + Window_Command.prototype.playOkSound.apply(this, arguments); + } +}; + +Window_Distribute.prototype.windowWidth = function() { + return this._windowWidth; +}; + +Window_Distribute.prototype.windowHeight = function() { + return Math.min(this.fittingHeight(this.numVisibleRows()), this._maxHeight); +}; + +Window_Distribute.prototype.setActor = function(actor) { + if(this._actor !== actor) { + this._actor = actor; + this.clearInfo(); + this.refresh(); + } +}; + +Window_Distribute.prototype.setStatusWindow = function(window) { + this._statusWindow = window; +}; + +Window_Distribute.prototype.setPointsWindow = function(window) { + this._pointsWindow = window; +}; + +Window_Distribute.prototype.restartInfo = function() { + this._actor.addDistributePointsTemp(this._pointsSpent); + this.refreshEverything(); + this.clearInfo(); +}; + +Window_Distribute.prototype.clearInfo = function() { + this._pointsSpent = 0; + this._maxPoints = this._actor ? this._actor.distributePoints() : 0; + this._bonuses = {}; +}; + +Window_Distribute.prototype.applyBonuses = function() { + if(this._actor) { + Object.keys(this._bonuses).forEach(function(key) { + this._actor.addDistribute(key, this._bonuses[key]); + }, this); + } + this._actor.addDistributePointsSpent(this._pointsSpent); + this._pointsSpent = 0; +}; + +Window_Distribute.prototype.updateHelp = function() { + const index = this.index(); + if(!this._list[index]) return; + const symbol = this.commandSymbol(index); + this._pointsWindow.clear(); + this._helpWindow.clear(); + if(symbol !== 'finish') { + const data = $dataDistributeStats[symbol]; + const actor = this._actor; + this._pointsWindow.setValue(eval(data.cost)); + this._helpWindow.setText(data.description); + } +}; + +Window_Distribute.prototype.makeCommandList = function() { + if(this._actor) { + const stats = this._actor.actor()._sd_stats || _.stats; + stats.forEach(function(stat) { + if($dataDistributeStats[stat]) { + this.addCommand($dataDistributeStats[stat].name, stat); + } + }, this); + } + this.addCommand("Finish", 'finish'); +}; + +Window_Distribute.prototype.drawItem = function(index) { + const symbol = this.commandSymbol(index); + if(symbol === 'finish') { + this.drawFinishItem(index); + } else { + this.drawNormalItem(index, symbol); + } +}; + +Window_Distribute.prototype.drawNormalItem = function(index, symbol) { + const rect = this.itemRectForText(index); + const name = this.commandName(index); + const nameWidth = this.textWidth(name); + const statWidth = rect.width - nameWidth; + let stat = this._actor[symbol]; + this.changeTextColor(this.systemColor()); + const actor = this._actor; + const data = $dataDistributeStats[symbol]; + const cost = eval(data.cost); + let add = 0; + if(this._bonuses[symbol] && this._bonuses[symbol] > 0) add = this._bonuses[symbol]; + const current = (actor.getDistribute(symbol) + add); + const max = eval(data.max); + this.changePaintOpacity((current < max && this.hasPoints(cost)) || (this._bonuses[symbol] && this._bonuses[symbol] > 0)); + if(_.drawGauges) { + let rate = 0; + rate = current / max; + this.drawGauge(rect.x, rect.y, rect.width, rate, data.min_col, data.max_col); + } + this.drawText(name, rect.x, rect.y, nameWidth, 'left'); + this.drawNormalItemNumbers(stat, symbol, nameWidth, statWidth, rect); +}; + +Window_Distribute.prototype.drawNormalItemNumbers = function(stat, symbol, nameWidth, statWidth, rect) { + if(stat !== undefined) { + const percent = Game_Actor.xParams.contains(symbol) || Game_Actor.sParams.contains(symbol); + let bonusWidth = -12; + this.contents.fontSize = 22; + if(this._bonuses[symbol]) { + const bonusText = percent ? `(+${Math.round(this._bonuses[symbol]*1000) / 10}%)` : `(+${this._bonuses[symbol]})`; + bonusWidth = this.textWidth(bonusText); + this.changeTextColor("#66ff66"); + this.drawText(bonusText, nameWidth, rect.y, statWidth, 'right'); + } + this.resetTextColor(); + if(percent) stat = `${Math.round(stat*1000) / 10}%`; + this.drawText(stat, nameWidth, rect.y, statWidth - bonusWidth - 12, 'right'); + this.resetFontSettings(); + } +}; + +Window_Distribute.prototype.drawFinishItem = function(index) { + const rect = this.itemRectForText(index); + const isEnabled = this._pointsSpent > 0; + this.changePaintOpacity(isEnabled); + this._list[this._list.length - 1].enabled = isEnabled; + this.contents.fontSize = 24; + this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center'); + this.resetFontSettings(); +}; + +Window_Distribute.prototype.hasPoints = function(amount) { + return this._actor.distributePoints() >= amount; +}; + +Window_Distribute.prototype.canReturnPoints = function(amount) { + return this._pointsSpent >= amount; +}; + +Window_Distribute.prototype.removePoint = function(amount) { + this._actor.addDistributePointsTemp(-amount); + this._pointsSpent += amount; + this.refreshEverything(); +}; + +Window_Distribute.prototype.addPoint = function(amount) { + this._actor.addDistributePointsTemp(amount); + this._pointsSpent -= amount; + this.refreshEverything(); +}; + +Window_Distribute.prototype.refreshEverything = function() { + this._pointsWindow.refresh(); + this._statusWindow.refreshPoints(); + this.refresh(); +}; + +Window_Distribute.prototype.processOk = function() { + const index = this.index(); + const symbol = this.commandSymbol(index); + if(symbol === 'finish') { + Window_Command.prototype.processOk.apply(this, arguments); + } else { + this.cursorRight(); + } +}; + +Window_Distribute.prototype.cursorRight = function(wrap) { + const index = this.index(); + const symbol = this.commandSymbol(index); + if(symbol === 'finish') return; + const actor = this._actor; + const current = actor.getDistribute(symbol); + const data = $dataDistributeStats[symbol]; + const cost = eval(data.cost); + if(!this.hasPoints(cost)) { + return; + } + if(this._bonuses[symbol] === undefined) this._bonuses[symbol] = 0; + const prev = this._bonuses[symbol]; + this._bonuses[symbol] += eval(data.gain); + this._bonuses[symbol] = this._bonuses[symbol].clamp(0, eval(data.max) - current); + if(this._bonuses[symbol] !== prev) { + this.removePoint(cost); + this.refreshEverything(); + SoundManager.playCursor(); + } +}; + +Window_Distribute.prototype.cursorLeft = function(wrap) { + const index = this.index(); + const symbol = this.commandSymbol(index); + if(symbol === 'finish') return; + const actor = this._actor; + const current = actor.getDistribute(symbol); + const data = $dataDistributeStats[symbol]; + const cost = eval(data.cost); + if(!this.canReturnPoints(cost)) { + return; + } + if(this._bonuses[symbol] === undefined) this._bonuses[symbol] = 0; + const prev = this._bonuses[symbol]; + this._bonuses[symbol] -= eval(data.gain); + this._bonuses[symbol] = this._bonuses[symbol].clamp(0, eval(data.max) - current); + if(this._bonuses[symbol] !== prev) { + this.addPoint(cost); + this.refreshEverything(); + SoundManager.playCursor(); + } +}; + +Window_Distribute.prototype.refresh = function() { + this.clearCommandList(); + this.makeCommandList(); + this.height = this.windowHeight(); + this.createContents(); + Window_Selectable.prototype.refresh.call(this); +}; + +})(SRD.StatDistribution); \ No newline at end of file diff --git a/js/plugins/SRD_SummonCore.js b/js/plugins/SRD_SummonCore.js new file mode 100644 index 0000000..067d5a9 --- /dev/null +++ b/js/plugins/SRD_SummonCore.js @@ -0,0 +1,981 @@ +/*: + * @plugindesc Allows developers to create skills that summon Actors into the player's party using various parameters. + * @author SumRndmDde + * + * @param Battlelog Message + * @desc The message that appears in the battle log when an Actor is summoned. + * @default %1 has been summoned! + * + * @param Max Summons + * @desc The maximum amount of summons allowed in battle. + * @default 4 + * + * @param Restrict Per Skill + * @desc If 'true', then once a Skill has summoned Actors, it will not be able to do so again until they're gone. + * @default true + * + * @param Restrict Per Position + * @desc If 'true', then a summon cannot be preformed if multiple summons will appear in the same spot. + * @default true + * + * @param == Defaults == + * @default + * + * @param Default Actor ID + * @desc The Actor ID used if one is not specified for the Summoned Actor to be based off of. + * @default 1 + * + * @param Default Level + * @desc The level of the Summoned Actor if one is not specified. + * @default 1 + * + * @param Default Animation + * @desc The animation used for the Summoned Actor's intro if one is not specified. + * @default 51 + * + * @param Default Exit Ani. + * @desc The animation used for the Summoned Actor's exit transition if one is not specified. + * @default 51 + * + * @param Default Turns + * @desc The number of turns the Summoned Actor lasts if it's not specified. Use -1 to make it indefinite. + * @default -1 + * + * @param Default X Pos + * @desc The default X position of the Summoned Actor if one is not specified. + * @default master._homeX - 120 + * + * @param Default Y Pos + * @desc The default Y position of the Summoned Actor if one is not specified. + * @default master._homeY + * + * @help + * + * Summon Core + * Version 1.06 + * SumRndmDde + * + * + * This plugin allows developers to create skills that summon Actors into the + * player's party using various parameters. + * + * + * ============================================================================== + * Setting up Summoning Skill + * ============================================================================== + * + * In order to make a Skill become a Summon Skill, use the following notetag: + * + * + * Actor ID: x + * + * + * Simply set "x" to the Actor ID you wish to be summoned. + * + * + * ============================================================================== + * Summoning Properties + * ============================================================================== + * + * Various properties can be added to the Summoning Skills. They can be + * customized within the Summon notetags: + * + * + * Actor ID: 2 + * Level: 10 + * Turns: 2 + * + * + * + * Here is a list of all the properties available: + * + * + * Level + * + * Determines the level of the summoned Actor. This can be a number or + * JavaScript code that uses the "actor" variable to reference the user. + * + * + * Turns + * + * Determines the number of turns the summon will last. Set to -1 to make + * the summon last until the end of the battle or death. + * + * + * Animation + * + * Determines the animation used for when the summon is summoned. + * + * + * Exit Animation + * + * Determines the exit animation used for when the summon leaves. + * + * + * X + * + * Determines the X position of the summon. Can use JavaScript code. + * If using JavaScript code, "index" refers to the summon's index within the + * party and "master" refers to the sprite of the summoner.* + * + * Y + * + * Determines the Y position of the summon. Can use JavaScript code. + * If using JavaScript code, "index" refers to the summon's index within the + * party and "master" refers to the sprite of the summoner. + * + * + * ============================================================================== + * Position Examples + * ============================================================================== + * + * If one wants to position the summoned Actor relative to the summoner, + * the following code could be used: + * + * + * Actor ID: 2 + * X: master._mainX - 120 + * Y: master._mainY + * + * + * This would position the summon 120 pixels to the left of the summoner. + * + * + * ============================================================================== + * End of Help File + * ============================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + * + */ + +var SRD = SRD || {}; +SRD.SummonCore = SRD.SummonCore || {}; +SRD.NotetagGetters = SRD.NotetagGetters || []; + +var Imported = Imported || {}; +Imported["SumRndmDde Summon Core"] = 1.06; + +function Game_Summon() { + this.initialize.apply(this, arguments); +} + +function Sprite_Summon() { + this.initialize.apply(this, arguments); +} + +(function(_, N) { + +"use strict"; + +const params = PluginManager.parameters('SRD_SummonCore'); + +_.battlelog = String(params['Battlelog Message']); +_.maxSummons = parseInt(params['Max Summons']); +_.perSkill = String(params['Restrict Per Skill']).trim().toLowerCase() === 'true'; +_.perPosition = String(params['Restrict Per Position']).trim().toLowerCase() === 'true'; + +_.defaults = { + id: String(params['Default Actor ID']), + lvl: String(params['Default Level']), + ani: String(params['Default Animation']), + exit: String(params['Default Exit Ani.']), + turn: String(params['Default Turns']), + x: String(params['Default X Pos']), + y: String(params['Default Y Pos']) +}; + +_.loadNotetags = function() { + const data = $dataSkills; + const regex = /<\s*Summon\s*>([^<>]*)<\s*End\s*Summon\s*>/ig; + const regex1 = /Actor\s*ID\s*:\s*(.*)/im; + const regex2 = /Level\s*:\s*(.*)/im; + const regex3 = /Animation\s*:\s*(.*)/im; + const regex4 = /Turns\s*:\s*(.*)/im; + const regex5 = /X\s*:\s*(.*)/im; + const regex6 = /Y\s*:\s*(.*)/im; + const regex7 = /Exit\s*Animation\s*:\s*(.*)/im; + for(let i = 1; i < data.length; i++) { + const note = data[i].note; + let match; + while(match = regex.exec(note)) { + if(!data[i].summonInfo) { + data[i].summonInfo = []; + data[i].scope = 0; + } + const stuff = {}; + const info = match[1]; + if(info.match(regex1)) { + stuff.id = String(RegExp.$1); + } else { + stuff.id = _.defaults.id; + } + if(info.match(regex2)) { + stuff.lvl = String(RegExp.$1); + } else { + stuff.lvl = _.defaults.lvl; + } + if(info.match(regex3)) { + stuff.ani = String(RegExp.$1); + } else { + stuff.ani = _.defaults.ani; + } + if(info.match(regex4)) { + stuff.turn = String(RegExp.$1); + } else { + stuff.turn = _.defaults.turn; + } + if(info.match(regex5)) { + stuff.x = String(RegExp.$1); + } else { + stuff.x = _.defaults.x; + } + if(info.match(regex6)) { + stuff.y = String(RegExp.$1); + } else { + stuff.y = _.defaults.y; + } + if(info.match(regex7)) { + stuff.exit = String(RegExp.$1); + } else { + stuff.exit = _.defaults.exit; + } + data[i].summonInfo.push(stuff); + } + } +}; + +SRD.NotetagGetters.push(_.loadNotetags); + +//----------------------------------------------------------------------------- +// DataManager +//----------------------------------------------------------------------------- + +if(!SRD.DataManager_isDatabaseLoaded) { + +SRD.notetagsLoaded = false; +SRD.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if(!SRD.DataManager_isDatabaseLoaded.apply(this, arguments)) return false; + if(!SRD.notetagsLoaded) { + N.forEach(function(func) { + func.call(this); + }, this); + SRD.notetagsLoaded = true; + } + return true; +}; + +} + +//----------------------------------------------------------------------------- +// BattleManager +//----------------------------------------------------------------------------- + +_.BattleManager_initMembers = BattleManager.initMembers; +BattleManager.initMembers = function() { + _.BattleManager_initMembers.apply(this, arguments); + this.summonsSkillIds = []; + this.summonsItemIds = []; + this.summonsXPositions = []; + this.summonsYPositions = []; +}; + +BattleManager.allSummonMembers = function() { + return $gameParty.summonMembers(); +}; + +_.BattleManager_endTurn = BattleManager.endTurn; +BattleManager.endTurn = function() { + _.BattleManager_endTurn.apply(this, arguments); + this.decrementSummonTurns(); +}; + +BattleManager.decrementSummonTurns = function() { + this.allSummonMembers().forEach(function(battler) { + if(battler.hasNoTurns()) { + $gameParty.removeSummon(battler); + } + }, this); +}; + +_.BattleManager_endBattle = BattleManager.endBattle; +BattleManager.endBattle = function(result) { + _.BattleManager_endBattle.apply(this, arguments); + if(this.allSummonMembers().length > 0) { + $gameParty.removeAllSummons(); + } +}; + +//----------------------------------------------------------------------------- +// Game_BattlerBase +//----------------------------------------------------------------------------- + +_.Game_BattlerBase_canUse = Game_BattlerBase.prototype.canUse; +Game_BattlerBase.prototype.canUse = function(item) { + if(item && item.summonInfo && !this.isActor()) { + return false; + } + return _.Game_BattlerBase_canUse.apply(this, arguments); +}; + +//----------------------------------------------------------------------------- +// Game_Actor +//----------------------------------------------------------------------------- + +_.Game_Actor_initMembers = Game_Actor.prototype.initMembers; +Game_Actor.prototype.initMembers = function() { + _.Game_Actor_initMembers.apply(this, arguments); + this._summons = []; +}; + +Game_Actor.prototype.addSummon = function(summon) { + this._summons.push(summon); +}; + +Game_Actor.prototype.removeSummon = function(summon) { + this._summons.splice(this._summons.indexOf(summon), 1); +}; + +_.Game_Actor_refresh = Game_Actor.prototype.refresh; +Game_Actor.prototype.refresh = function() { + _.Game_Actor_refresh.apply(this, arguments); + if(this._hp === 0) { + this._summons.forEach(function(summon) { + $gameParty.removeSummon(summon); + }, this); + this._summons = []; + } +}; + +_.Game_Actor_canUse = Game_Actor.prototype.canUse; +Game_Actor.prototype.canUse = function(item) { + let result = true; + if(this.actorId() && item && item.summonInfo && $gameParty.inBattle()) { + result = this.canUseSummon(item); + } + return _.Game_Actor_canUse.apply(this, arguments) && result; +}; + +Game_Actor.prototype.canUseSummon = function(item) { + if(_.perPosition) { + for(let i = 0; i < item.summonInfo.length; i++) { + const info = item.summonInfo[i]; + const x = info.x; + const y = info.y; + const id = this.actorId(); + const pos = BattleManager._spriteset.getPositionsForSummons(x, y, id); + if(BattleManager.summonsXPositions[pos.x] && BattleManager.summonsXPositions[pos.y]) { + return false; + } + } + } + if(_.perSkill) { + const id = item.id; + if(DataManager.isSkill(item)) { + if(BattleManager.summonsSkillIds[id] > 0) return false; + } else { + if(BattleManager.summonsItemIds[id] > 0) return false; + } + } + if($gameParty.hasMaxSummons()) return false; + return true; +}; + +//----------------------------------------------------------------------------- +// Game_Summon +//----------------------------------------------------------------------------- + +Game_Summon.prototype = Object.create(Game_Actor.prototype); +Game_Summon.prototype.constructor = Game_Summon; + +Game_Summon.prototype.initialize = function(actorId, level, turns, introAni, exitAni, masterId) { + Game_Actor.prototype.initialize.call(this, actorId); + this._level = level; + this._turns = turns; + this._introAnimation = introAni; + this._exitAnimation = exitAni; + this.updateSkillsForLevel(); + this.setMasterId(masterId || 0); + this.recoverAll(); +}; + +Game_Summon.prototype.initMembers = function() { + Game_Actor.prototype.initMembers.call(this); + this._turns = 0; + this._masterId = 0; + this._introAnimation = 0; + this._exitAnimation = 0; + this._isReady = false; + this._sprite_x = "0"; + this._sprite_y = "0"; + this._baseSkillId = 0; + this._baseSkillType = ''; + this._battleSprite = null; +}; + +Game_Summon.prototype.updateSkillsForLevel = function() { + const cls = this.currentClass(); + if(cls) { + cls.learnings.forEach(function(learning) { + if (learning.level <= this._level) { + this.learnSkill(learning.skillId); + } + }, this); + } +} + +Game_Summon.prototype.battleSprite = function() { + return this._battleSprite; +}; + +Game_Summon.prototype.setBattleSprite = function(sprite) { + this._battleSprite = sprite; +}; + +Game_Summon.prototype.ready = function() { + return this._isReady; +}; + +Game_Summon.prototype.setReady = function(ready) { + this._isReady = ready; +}; + +Game_Summon.prototype.introAnimation = function() { + return this._introAnimation; +}; + +Game_Summon.prototype.exitAnimation = function() { + return this._exitAnimation; +}; + +Game_Summon.prototype.masterId = function() { + return this._masterId; +}; + +Game_Summon.prototype.setMasterId = function(actorId) { + this._masterId = actorId; +}; + +Game_Summon.prototype.setX = function(x) { + this._sprite_x = x; +}; + +Game_Summon.prototype.setY = function(y) { + this._sprite_y = y; +}; + +Game_Summon.prototype.baseSkillId = function() { + return this._baseSkillId; +}; + +Game_Summon.prototype.baseSkillType = function() { + return this._baseSkillType; +}; + +Game_Summon.prototype.setSkillId = function(id, type) { + this._baseSkillId = id; + this._baseSkillType = type; + if(type === 's') { + if(!BattleManager.summonsSkillIds[id]) BattleManager.summonsSkillIds[id] = 0; + BattleManager.summonsSkillIds[id]++; + } else if(type === 'i') { + if(!BattleManager.summonsItemIds[id]) BattleManager.summonsItemIds[id] = 0; + BattleManager.summonsItemIds[id]++; + } +}; + +Game_Summon.prototype.getPosition = function() { + return {x: this._sprite_x, y: this._sprite_y}; +}; + +Game_Summon.prototype.hasNoTurns = function() { + return this._turns === 0; +}; + +Game_Summon.prototype.onTurnEnd = function() { + Game_Actor.prototype.onTurnEnd.call(this); + this.decrementTurns(); +}; + +Game_Summon.prototype.decrementTurns = function() { + if(this._turns > 0) { + this._turns--; + } +}; + +Game_Summon.prototype.refresh = function() { + Game_Actor.prototype.refresh.apply(this, arguments); + if(this._hp === 0) { + $gameParty.removeSummon(this); + } +}; + +Game_Summon.prototype.refreshMaster = function() { + const actor = $gameActors.actor(this.masterId()); + if(actor.hp === 0) { + $gameParty.removeSummon(this); + } +}; + +Game_Summon.prototype.canUse = function(item) { + if(item && item.summonInfo) { + return false; + } + return Game_Actor.prototype.canUse.apply(this, arguments); +}; + +//----------------------------------------------------------------------------- +// Game_Action +//----------------------------------------------------------------------------- + +_.Game_Action_makeTargets = Game_Action.prototype.makeTargets; +Game_Action.prototype.makeTargets = function() { + if(this._subjectActorId && this.item().summonInfo) { + return this.createSummons(); + } else { + return _.Game_Action_makeTargets.apply(this, arguments); + } +}; + +Game_Action.prototype.createSummons = function() { + const item = this.item(); + const result = []; + for(let i = 0; i < item.summonInfo.length; i++) { + const actor = $gameActors.actor(this._subjectActorId); + const info = item.summonInfo[i]; + const id = eval(info.id); + const lvl = eval(info.lvl); + const turns = eval(info.turn); + const introAni = eval(info.ani); + const exitAni = eval(info.exit); + const summon = $gameParty.summonActor(id, lvl, turns, introAni, exitAni, this._subjectActorId); + if(!summon) break; + actor.addSummon(summon); + summon.setX(info.x); + summon.setY(info.y); + if(this.isSkill()) { + summon.setSkillId(item.id, 's'); + } else if(this.isItem()) { + summon.setSkillId(item.id, 'i'); + } + BattleManager._spriteset.registerSummonSprite(summon); + result.push(summon); + } + return result; +}; + +//----------------------------------------------------------------------------- +// Game_Party +//----------------------------------------------------------------------------- + +_.Game_Party_initialize = Game_Party.prototype.initialize; +Game_Party.prototype.initialize = function() { + _.Game_Party_initialize.apply(this, arguments); + this._summons = []; +}; + +Game_Party.prototype.summonMembers = function() { + return this._summons; +}; + +Game_Party.prototype.maxSummonMembers = function() { + return _.maxSummons; +}; + +Game_Party.prototype.hasMaxSummons = function() { + return this.summonMembers().length >= this.maxSummonMembers(); +}; + +Game_Party.prototype.summonActor = function(actorId, level, turns, introAni, exitAni, masterId) { + if(this._summons.length <= this.maxSummonMembers()) { + const summon = new Game_Summon(actorId, level, turns, introAni, exitAni, masterId); + this._summons.push(summon); + return summon; + } + return false; +}; + +Game_Party.prototype.removeSummon = function(summon) { + if(this._summons.contains(summon)) { + this._summons.splice(this._summons.indexOf(summon), 1); + const actor = $gameActors.actor(summon.masterId()); + actor.removeSummon(summon); + if(summon.baseSkillType() === 's') { + BattleManager.summonsSkillIds[summon.baseSkillId()]--; + } else if(summon.baseSkillType() === 'i') { + BattleManager.summonsItemIds[summon.baseSkillId()]--; + } + BattleManager._spriteset.removeSummonSprite(summon); + summon.setBattleSprite(null); + summon = null; + } +}; + +Game_Party.prototype.removeAllSummons = function() { + const temp = []; + const members = this.summonMembers(); + members.forEach(function(mem) { + temp.push(mem); + }, this); + for(let i = 0; i < temp.length; i++) { + this.removeSummon(temp[i]); + } +}; + +_.Game_Party_battleMembers = Game_Party.prototype.battleMembers; +Game_Party.prototype.battleMembers = function() { + return _.Game_Party_battleMembers.apply(this, arguments).concat(this._summons); +}; + +Game_Party.prototype.rawBattleMembers = function() { + return _.Game_Party_battleMembers.apply(this, arguments); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Battle +//----------------------------------------------------------------------------- + +_.Spriteset_Battle_createActors = Spriteset_Battle.prototype.createActors; +Spriteset_Battle.prototype.createActors = function() { + _.Spriteset_Battle_createActors.apply(this, arguments); + this.createSummons(); +}; + +Spriteset_Battle.prototype.updateActors = function() { + var members = $gameParty.rawBattleMembers(); + for (var i = 0; i < this._actorSprites.length; i++) { + this._actorSprites[i].setBattler(members[i]); + } +}; + +Spriteset_Battle.prototype.createSummons = function() { + this._summonSprites = []; + for(var i = 0; i < $gameParty.maxSummonMembers(); i++) { + this._summonSprites[i] = new Sprite_Summon(); + this._battleField.addChild(this._summonSprites[i]); + } +}; + +_.Spriteset_Battle_battlerSprites = Spriteset_Battle.prototype.battlerSprites; +Spriteset_Battle.prototype.battlerSprites = function() { + return _.Spriteset_Battle_battlerSprites.apply(this, arguments).concat(this._summonSprites); +}; + +Spriteset_Battle.prototype.registerSummonSprite = function(battler) { + for(let i = 0; i < this._summonSprites.length; i++) { + const summon = this._summonSprites[i]; + if(!summon.hasBattler()) { + battler.setBattleSprite(summon); + summon.setBattler(battler); + this.reorganizeSummonSprites(); + return summon; + } + } + return false; +}; + +Spriteset_Battle.prototype.removeSummonSprite = function(battler) { + this._summonSprites.forEach(function(summon) { + if(summon.isBattler(battler)) { + summon.setBattler(null); + } + }, this); +}; + +Spriteset_Battle.prototype.reorganizeSummonSprites = function() { + const temp = []; + for(let i = 0; i < this._summonSprites.length; i++) { + this._battleField.removeChild(this._summonSprites[i]); + temp.push(this._summonSprites[i]); + }; + for(let i = 0; i < this._actorSprites.length; i++) { + this._battleField.removeChild(this._actorSprites[i]); + temp.push(this._actorSprites[i]); + }; + temp.sort(function(a, b) { + if (a.y !== b.y) { + return a.y - b.y; + } else { + return a.spriteId - b.spriteId; + } + }.bind(this)); + for(let i = 0; i < temp.length; i++) { + this._battleField.addChild(temp[i]); + }; +}; + +Spriteset_Battle.prototype.updateSummonMasters = function() { + const actors = $gameParty.rawBattleMembers(); + const summons = $gameParty.summonMembers(); + for(let i = 0; i < summons.length; i++) { + if(!summons[i]) continue; + const masterId = summons[i].masterId(); + if(masterId) { + for(let j = 0; j < actors.length; j++) { + if(actors[j].actorId() === masterId) { + summons[i].battleSprite().setMaster(this._actorSprites[j]); + } + } + } + } +}; + +Spriteset_Battle.prototype.getPositionsForSummons = function(x, y, id) { + const actors = $gameParty.rawBattleMembers(); + const index = actors.length; + for(let i = 0; i < actors.length; i++) { + if(actors[i].actorId() === id) { + const master = this._actorSprites[i]; + const result = {}; + result.x = eval(x); + result.y = eval(y); + return result; + } + } + return {x: -1, y: -1}; +}; + +//----------------------------------------------------------------------------- +// Sprite_Summon +//----------------------------------------------------------------------------- + +Sprite_Summon.prototype = Object.create(Sprite_Actor.prototype); +Sprite_Summon.prototype.constructor = Sprite_Summon; + +Sprite_Summon.prototype.initialize = function() { + Sprite_Actor.prototype.initialize.apply(this, arguments); + this._transitionType = 0; + this._introStarted = false; + this._exitAnimation = 0; + this._masterSprite = null; +}; + +Sprite_Summon.prototype.updateVisibility = function() {}; + +Sprite_Summon.prototype.setActorHome = function(index) { + BattleManager._spriteset.updateSummonMasters(); + const position = this._actor.getPosition(); + const master = this._masterSprite; + const x = eval(position.x); + const y = eval(position.y); + this.setHome(x, y); + BattleManager.summonsXPositions[x] = true; + BattleManager.summonsXPositions[y] = true; +}; + +Sprite_Summon.prototype.update = function() { + Sprite_Actor.prototype.update.call(this); + this.updateSummonIntro(); + this.updateTransition(); +}; + +Sprite_Summon.prototype.updateSummonIntro = function() { + if(!this._introStarted) { + if(this._actor && this._actor.ready()) { + this.setupIntroAnimation(); + this._introStarted = true; + } + } +}; + +Sprite_Summon.prototype.updateTransition = function() { + if(this._summonSprite) { + if(this._transitionType === 1) { + this.opacity = Math.floor(((this._maxDuration - this._summonSprite._duration) / this._maxDuration) * 255); + } else if(this._transitionType === 2) { + this.opacity = Math.floor((this._summonSprite._duration / this._maxDuration) * 255); + } + if(!this._summonSprite.isPlaying()) { + if(this._transitionType === 2) { + BattleManager.summonsXPositions[this._homeX] = false; + BattleManager.summonsXPositions[this._homeY] = false; + this._introStarted = false; + this._exitAnimation = 0; + } + this._transitionType = 0; + this._summonSprite = null; + } + } +}; + +Sprite_Summon.prototype.setMaster = function(master) { + this._masterSprite = master; +}; + +Sprite_Summon.prototype.hasBattler = function() { + return !!this._battler; +}; + +Sprite_Summon.prototype.isBattler = function(battler) { + return battler === this._battler; +}; + +Sprite_Summon.prototype.setBattler = function(battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + const changed = (battler !== this._actor); + if (changed) { + this._actor = battler; + if (battler) { + this.setActorHome(battler.index()); + } + this.startEntryMotion(); + this._stateSprite.setup(battler); + if(this._actor) { + this._exitAnimation = this._actor.exitAnimation(); + } else { + this.setupExitAnimation(); + } + } +}; + +Sprite_Summon.prototype.startEntryMotion = function() { + if(this._actor) { + this.refreshMotion(); + this.startMove(0, 0, 0); + this.opacity = 0; + } +}; + +Sprite_Summon.prototype.setupIntroAnimation = function() { + this.cancelTransitionAnimation(); + if(this._actor.introAnimation() > 0) { + this.opacity = 0; + this._transitionType = 1; + this._summonSprite = new Sprite_Animation(); + this._summonSprite.setup(this._effectTarget, $dataAnimations[this._actor.introAnimation()], false, 4); + this.parent.addChild(this._summonSprite); + this._animationSprites.push(this._summonSprite); + this._maxDuration = this._summonSprite._duration; + } else { + this.opacity = 255; + } +}; + +Sprite_Summon.prototype.setupExitAnimation = function() { + this.cancelTransitionAnimation(); + if(this._exitAnimation > 0) { + this.opacity = 255; + this._transitionType = 2; + this._summonSprite = new Sprite_Animation(); + this._summonSprite.setup(this._effectTarget, $dataAnimations[this._exitAnimation], false, 4); + this.parent.addChild(this._summonSprite); + this._animationSprites.push(this._summonSprite); + this._maxDuration = this._summonSprite._duration; + } else { + this.opacity = 0; + } +}; + +Sprite_Summon.prototype.cancelTransitionAnimation = function() { + if(this._summonSprite) { + this.parent.removeChild(this._summonSprite); + this._animationSprites = []; + } +}; + +Sprite_Summon.prototype.isAnimationPlaying = function() { + if(!BattleManager.isBattleEnd()) { + return Sprite_Actor.prototype.isAnimationPlaying.apply(this, arguments); + } + return false; +}; + +Sprite_Summon.prototype.isMoving = function() { + if(!BattleManager.isBattleEnd()) { + return Sprite_Actor.prototype.isMoving.apply(this, arguments); + } + return false; +}; + +//----------------------------------------------------------------------------- +// Window_BattleLog +//----------------------------------------------------------------------------- + +Window_BattleLog.prototype.initSummonIntros = function(targets) { + targets.forEach(function(target) { + target.setReady(true); + target.result().isSummonedThisTurn = true; + }); +}; + +_.Window_BattleLog_displayFailure = Window_BattleLog.prototype.displayFailure; +Window_BattleLog.prototype.displayFailure = function(target) { + if(target.result().isSummonedThisTurn) { + this.push('addText', _.battlelog.format(target.name())); + target.result().isSummonedThisTurn = false; + } else { + _.Window_BattleLog_displayFailure.apply(this, arguments); + } +}; + +//----------------------------------------------------------------------------- +// YEP +//----------------------------------------------------------------------------- + +if(!Imported.YEP_BattleEngineCore) { + +_.Window_BattleLog_startAction = Window_BattleLog.prototype.startAction; +Window_BattleLog.prototype.startAction = function(subject, action, targets) { + const item = action.item(); + if(item.summonInfo) { + this.push('performActionStart', subject, action); + this.push('waitForMovement'); + this.push('performAction', subject, action); + this.push('initSummonIntros', targets.clone()); + this.displayAction(subject, item); + } else { + _.Window_BattleLog_startAction.apply(this, arguments); + } +}; + +} else { + +//Random Compatibility Fixes ;-; + +_.BattleManager_createFollowActions = BattleManager.createFollowActions; +BattleManager.createFollowActions = function() { + _.BattleManager_createFollowActions.apply(this, arguments); + if(this._action.item().summonInfo) this._logWindow.initSummonIntros(this._targets); +}; + +_.Window_Base_drawGauge = Window_Base.prototype.drawGauge; +Window_Base.prototype.drawGauge = function(x, y, width, rate, color1, color2) { + if(!rate && rate !== 0) return; + _.Window_Base_drawGauge.apply(this, arguments); +}; + +Game_Summon.prototype.battler = function() { + return this.battleSprite(); +}; + +} + +if(Imported.YEP_VictoryAftermath) { + +_.Window_VictoryExp_drawItem = Window_VictoryExp.prototype.drawItem; +Window_VictoryExp.prototype.drawItem = function(index) { + if(index >= $gameParty.rawBattleMembers().length) return; + _.Window_VictoryExp_drawItem.apply(this, arguments); +}; + +_.Window_VictoryExp_drawItemGauge = Window_VictoryExp.prototype.drawItemGauge; +Window_VictoryExp.prototype.drawItemGauge = function(index) { + if(index >= $gameParty.rawBattleMembers().length) return; + _.Window_VictoryExp_drawItemGauge.apply(this, arguments); +}; + +} + +})(SRD.SummonCore, SRD.NotetagGetters); \ No newline at end of file diff --git a/js/plugins/charcreator.js b/js/plugins/charcreator.js new file mode 100644 index 0000000..512332f --- /dev/null +++ b/js/plugins/charcreator.js @@ -0,0 +1,2630 @@ +/*: + * @plugindesc Allows players to create their own custom characters. + * @author SumRndmDde + * + * @param Layers + * @desc This is the list in which layers are placed in the image. These are based off of the actual Folder names. + * @default Tail Part2, Wing Part2, Body, Eyes, Eyebrows, Nose, Mouth, Rear Hair Part1, Front Hair Part2, Rear Hair Part2, Clothing, Accessory A, Glasses, Front Hair Part1, Beast Ears, Accessory B, Tail Part1, Wing Part1 + * + * @param Order + * @desc This is the order of the sections listed in the Section Command Window. + * @default Body, Eyes, Eyebrows, Nose, Mouth, Clothing, Front Hair, Rear Hair, Accessory A, Accessory B, Glasses, Beast Ears, Wing, Tail + * + * @param Mandatory + * @desc These are sections that MUST be filled before the Character Creation is closed. + * @default Body, Eyes, Eyebrows, Nose, Mouth + * + * @param Mandatory Color + * @desc This is the color of text for sections that are mandatory. + * @default #FFFF44 + * + * @param Print to Console + * @desc If 'true', then whenever a character is created, code to replicate that character will be logged. + * @default false + * + * @param == Visual Options == + * @default + * + * @param Use Fade Transition + * @desc If 'true', then there will be a fade transition when going from the map to the character creator. + * @default true + * + * @param Use Piece Background + * @desc If 'true', the pieces will be given backgrounds depending on their style! + * @default true + * + * @param Use Scene Background + * @desc If 'true', then the "Background" image will be used. Otherwise, the scene will simply overlap the map. + * @default true + * + * @param Background X Scroll + * @desc The X speed of the background's scrolling. Set to 0 in order to disable! + * @default 1 + * + * @param Background Y Scroll + * @desc The Y speed of the background's scrolling. Set to 0 in order to disable! + * @default 0 + * + * @param Small Piece Cols + * @desc The amount of columns when using small pieces. + * (More specifically, pieces less than 100px). + * @default 3 + * + * @param Big Piece Cols + * @desc The amount of columns when using small pieces. + * (More specifically, pieces greater than 100px). + * @default 1 + * + * @param == Dialogues == + * @default + * + * @param Leave Dialogue + * @desc The dialogue that asks the player whether they're sure they wish to leave the character creator. + * @default Are you sure you want\n to save this character? + * + * @param Mandatory Dialogue + * @desc The dialogue that shows when the player tries to leave the character creator without completeing all the mandatories. + * @default You need to have all the mandatory sections \nfilled out before exiting. + * + * @param == Size Options == + * @default + * + * @param Character Width + * @desc This is the width of each character frame created with the Character Creation. + * @default 48 + * + * @param Character Height + * @desc This is the height of each character frame created with the Character Creation. + * @default 48 + * + * @param SV Char Width + * @desc This is the width of each character frame created with the Character Creation (for side-view battlers). + * @default 64 + * + * @param SV Char Height + * @desc This is the height of each character frame created with the Character Creation (for side-view battlers). + * @default 64 + * + * @param Face Width + * @desc This is the width of each face image created with the Character Creation. + * @default 144 + * + * @param Face Height + * @desc This is the height of each face image created with the Character Creation. + * @default 144 + * + * @param == Localization == + * @default + * + * @param Yes Text + * @desc The "Yes" text for the confirmation window. + * @default Yes! + * + * @param No Text + * @desc The "No" text for the confirmation window. + * @default Nope + * + * @param Color Mouse/Touch Input + * @desc If 'true', mouse and mobile controls will be enabled. + * @default true + * + * @help + * + * Character Creator EX + * Version 1.03 + * SumRndmDde + * + * + * This is a plugin that allows players to create their own custom characters + * in game. + * + * A menu system in which the player can create a character can be called + * upon at any time and assigned to an Actor. Once an Actor has been assigned + * a custom character, that character will be used on the map and in side- + * view battles. + * + * + * In order to modify the properties of the sections and pieces, one must + * use the Super Tools Engine. Simply go to: + * + * Database EX > Custom Editors > Character Creator Editor + * + * With this, you'll be able to easily customize the various properties + * that exist within the sections! + * + * + * ========================================================================== + * Setting up Files + * ========================================================================== + * + * In order to set up the "generator" pieces, you need to create a new + * folder in the "img" folder called "character-creator". + * + * So the file location should be: + * + * /img/SumRndmDde/character-creator-ex/ + * + * Within this folder, you need a folder for each section, for example: + * + * /img/SumRndmDde/character-creator-ex/Body/ + * /img/SumRndmDde/character-creator-ex/Mouth/ + * /img/SumRndmDde/character-creator-ex/Nose/ + * /img/SumRndmDde/character-creator-ex/Glasses/ + * etc... + * + * Within each of these folders, you'll also need 4 more folders: + * + * /walk/ + * /dead/ + * /face/ + * /sv/ + * + * As you can probably guess, each of those folders will contain the + * corresponding walking, dead, face, and side-view parts of the + * parent folder. + * + * + * For example, in order to store the "Face" parts of the "Body" section + * you would place them in: + * + * /img/character-creator-ex/Body/face/ + * + * + * ========================================================================== + * Other Images + * ========================================================================== + * + * Finally, you're also going to need a couple required images placed in: + * + * /img/SumRndmDde/character-creator-ex/ + * + * These images are: + * + * Background.png + * CustomCharacter.png + * CustomFace.png + * Walk-Background.png + * Dead-Background.png + * Face-Background.png + * SV-Background.png + * + * + * The "Background" image will be used as a background for the character + * creator if you choose to use it. + * + * The "CustomCharacter" and "CustomFace" will be used in scenarios where + * a custom character's Character or Face image cannot be loaded. + * + * The "____-Background" images are used as piece backgrounds in the + * editor itself. + * + * + * ========================================================================== + * Opening the Character Creator + * ========================================================================== + * + * In order to set up the Character Creator, use the Plugin Command: + * + * OpenCharacterCreator [actorId] + * + * Set "actorId" to the Actor ID of the Actor you wish to create images for. + * + * + * For example: + * + * OpenCharacterCreator 3 + * OpenCharacterCreator 7 + * OpenCharacterCreator 26 + * + * + * ========================================================================== + * Showing Dead Custom Character + * ========================================================================== + * + * Use the following Plugin Command to make an Actor use their "dead" + * custom character image: + * + * SetDeadCustomCharacter [actorId] [true/false] + * + * This will set it so the Actor defind by "actorId" will have their + * dead image turned on or off. + * + * + * For example: + * + * SetDeadCustomCharacter 3 true + * SetDeadCustomCharacter 8 false + * SetDeadCustomCharacter 12 true + * + * + * ========================================================================== + * Setting Event to use Custom Character + * ========================================================================== + * + * If you wish for an event to use a custom character image, simply use + * the event notetag: + * + * + * + * This will set the event to use the custom image of the actor specified + * through the "actorId" input. + * + * + * You can also set an event to use a dead custom character using: + * + * + * + * + * Examples: + * + * + * + * + * + * ========================================================================== + * Showing Custom Face in Show Text + * ========================================================================== + * + * If you wish to have a character's custom face used in a "Show Text", + * here's what you need to do: + * + * + * 1) Make sure there is a face image selected for the "Show Text" event. + * It can be any face image, it just needs to be there. + * + * + * 2) Use the following notetag in the "Show Text" box: + * + * + * + * Set "id" to the ID of the Actor who has the Custom Face you wish to use. + * + * + * ========================================================================== + * Disabling the Custom Images + * ========================================================================== + * + * In order temporarily distable the custom images set up for an Actor, use + * the Plugin Command: + * + * DisableCharacterCreatorImages [actorId] + * + * Of course, simply set "actorId" to the Actor ID you wish to disable + * custom character images for. + * + * + * EnableCharacterCreatorImages [actorId] + * + * This would enable the character creator images again. + * + * + * For example: + * + * DisableCharacterCreatorImages 12 + * EnableCharacterCreatorImages 8 + * + * + * ========================================================================== + * Custom Colors + * ========================================================================== + * + * While most of the properties that can be manipulated in the + * "Character Creator Editor" in the Super Tools Engine are pretty + * self explanatory, the color-customization section... is a bit more + * difficult. + * + * The colors are set up using JSON arrays, meaning: + * + * [info for color 1], + * [info for color 2], + * ... + * [info for last color] + * + * + * As you can see, each "color" is separated into its own brackets. + * Every color is followed by a comma except for the last one. + * + * + * Now within these colors, you may customize the: + * + * - Name + * - Hue + * - Saturation + * - Brightness + * - Grayscale + * + * For example: + * + * ["Blue", 100, 0, 1, 0.5] + * + * + * This would set: + * + * - Name: Blue + * - Hue: 100 + * - Saturation: 0 + * - Brightness: 1 + * - Grayscale: 0.5 + * + * + * You are not forced to fill out all of the properties however. In fact, + * the less you fill out, the better. For a simple Hue shift, all one + * needs to do is: + * + * ["Green", 200] + * + * This will create a simple color called Green that shifts the hue by 200. + * + * + * The limits that may be defined through the properties are as follows: + * + * - Hue [0 ~ 360] + * - Saturation [-1 ~ 1] + * - Brightness [0 ~ 1] + * - Grayscale [0 ~ 1] + * + * + * ========================================================================== + * End of Help File + * ========================================================================== + * + * Welcome to the bottom of the Help file. + * + * + * Thanks for reading! + * If you have questions, or if you enjoyed this Plugin, please check + * out my YouTube channel! + * + * https://www.youtube.com/c/SumRndmDde + * + * + * Until next time, + * ~ SumRndmDde + * + */ + +var SRD = SRD || {}; +SRD.CharacterCreatorEX = SRD.CharacterCreatorEX || {}; + +var Imported = Imported || {}; +Imported["SumRndmDde Character Creator EX"] = 1.03; + +var $gameCharacterCreations = null; + +function Scene_CharacterCreator() { + this.initialize.apply(this, arguments); +} + +function Window_CharacterCreator_FileList() { + this.initialize.apply(this, arguments); +} + +function Window_CharacterCreator_FolderList() { + this.initialize.apply(this, arguments); +} + +function Window_CharacterCreator_Preview() { + this.initialize.apply(this, arguments); +} + +function Game_CharacterCreations() { + this.initialize.apply(this, arguments); +} + +function Sprite_DisplayCharacter() { + this.initialize.apply(this, arguments); +} + +function Sprite_DisplayDeadCharacter() { + this.initialize.apply(this, arguments); +} + +function Sprite_DisplayBlankCharacter() { + this.initialize.apply(this, arguments); +} + +function Sprite_DisplaySvCharacter() { + this.initialize.apply(this, arguments); +} + +function Window_HueSelector() { + this.initialize.apply(this, arguments); +} + +function Window_CharacterCreatorConfirmation() { + this.initialize.apply(this, arguments); +} + +(function(_) { + +"use strict"; + +_.alertNeedSuperToolsEngine = function() { + alert("The 'SRD_SuperToolsEngine' plugin is required for using the 'SRD_CharacterCreatorEX' plugin."); + if(confirm("Do you want to open the download page to 'SRD_SuperToolsEngine'?")) { + window.open('http://sumrndm.site/super-tools-engine/'); + } +}; + +if(!Imported["SumRndmDde Super Tools Engine"]) { + _.alertNeedSuperToolsEngine(); + return; +} + +_.alertGetRidOfCharacterCreator = function() { + alert("Please get rid of the 'SRD_CharacterCreator' plugin in order to use 'SRD_CharacterCreatorEX'!"); +}; + +if(Imported["SumRndmDde Character Creator"]) { + _.alertGetRidOfCharacterCreator(); + return; +} + +//----------------------------------------------------------------------------- +// SRD.CharacterCreator +//----------------------------------------------------------------------------- + +const params = PluginManager.parameters('SRD_CharacterCreatorEX'); + +_.isNodeJs = Utils.isNwjs(); +_.fileInfoStuff = {}; + +_.path = 'img/SumRndmDde/character-creator-ex/'; +_.priorities = String(params['Layers']).split(/\s*,\s*/); +_.order = String(params['Order']).split(/\s*,\s*/); +_.mandatory = String(params['Mandatory']).split(/\s*,\s*/); +_.mandatoryColor = String(params['Mandatory Color']); +_.console = String(params['Print to Console']).trim().toLowerCase() === 'true'; + +_.fade = String(params['Use Fade Transition']).trim().toLowerCase() === 'true'; +_.pieceBackground = String(params['Use Piece Background']).trim().toLowerCase() === 'true'; +_.background = String(params['Use Scene Background']).trim().toLowerCase() === 'true'; +_.xScroll = parseInt(params['Background X Scroll']); +_.yScroll = parseInt(params['Background Y Scroll']); +_.smallCols = parseInt(params['Small Piece Cols']); +_.bigCols = parseInt(params['Big Piece Cols']); + +_.leaveDialogue = String(params['Leave Dialogue']).replace(/\\n/g, '\n'); +_.mandatoryDialogue = String(params['Mandatory Dialogue']).replace(/\\n/g, '\n'); + +_.width = parseInt(params['Character Width']); +_.height = parseInt(params['Character Height']); +_.fileWidth = _.width * 3; +_.fileHeight = _.height * 4; + +_.svWidth = parseInt(params['SV Char Width']); +_.svHeight = parseInt(params['SV Char Height']); +_.svFileWidth = _.svWidth * 9; +_.svFileHeight = _.svHeight * 6; + +_.faceFileWidth = parseInt(params['Face Width']); +_.faceFileHeight = parseInt(params['Face Height']); + +_.yesText = String(params['Yes Text']); +_.noText = String(params['No Text']); + +_.touchInput = String(params['Color Mouse/Touch Input']).trim().toLowerCase() === 'true'; + +_.xOffset = 40; + +_.getRealFilePath = function(p) { + const path = require('path'); + const base = path.dirname(process.mainModule.filename); + return path.join(base, p); +}; + +_.getFilePathData = function() { + var path = require('path'); + var base = path.dirname(process.mainModule.filename); + return path.join(base, 'data/'); +}; + +_.getFolderListNodeJs = function() { + const result = []; + const fs = require('fs'); + const location = this.getRealFilePath(this.path); + const files = fs.readdirSync(location); + for(let i = 0; i < files.length; i++) { + const file = location + files[i]; + const stat = fs.statSync(file); + if(stat && stat.isDirectory()) { + result.push(files[i]); + } + } + return result; +}; + +_.getFileListNodeJs = function(folder) { + const result = []; + const fs = require('fs'); + const location = this.getRealFilePath(this.path) + folder + 'walk/'; + const files = fs.readdirSync(location); + for(let i = 0; i < files.length; i++) { + const file = location + files[i]; + const stat = fs.statSync(file); + if(!stat) continue; + if(!stat.isDirectory() && _.isImageFile(files[i])) { + const f = files[i].replace('.png', ''); + result.push(f); + } + } + return result; +}; + +_.saveFileInfoStuff = function() { + const folds = this.getFolderListNodeJs(); + this.fileInfoStuff.folders = folds; + for(let i = 0; i < folds.length; i++) { + const fold = folds[i] + '/'; + this.fileInfoStuff[fold] = this.getFileListNodeJs(fold); + } + const data = LZString.compressToBase64(JSON.stringify(this.fileInfoStuff)); + const fs = require('fs'); + const dirPath = this.getFilePathData(); + const filePath = dirPath + 'cc-info.sumrndmdde'; + fs.writeFileSync(filePath, data); +}; + +_.loadSaveInfoFile = function() { + var xhr = new XMLHttpRequest(); + var url = 'data/cc-info.sumrndmdde'; + xhr.open('GET', url); + xhr.onload = function() { + if (xhr.status < 400) { + this.fileInfoStuff = JSON.parse(LZString.decompressFromBase64(xhr.responseText)); + } + }; + xhr.onerror = function() {}; + xhr.send(); +}; + +_.getFolderList = function() { + return this.fileInfoStuff.folders; +}; + +_.getFileList = function(folder) { + return this.fileInfoStuff[folder]; +}; + +_.isImageFile = function(filename) { + return !!(filename.match(/\.png/i)); +}; + +_.cache = new CacheMap(_); + +_.loadImage = function(filename, hue) { + const key = filename; + let bitmap = this.cache.getItem(key); + if(!bitmap) { + bitmap = ImageManager.loadBitmap('img/SumRndmDde/character-creator-ex/', filename, hue, true); + this.cache.setItem(key, bitmap); + } + return bitmap; +}; + +_.loadImageWPath = function(path, filename, hue) { + const key = filename + path; + let bitmap = this.cache.getItem(key); + if(!bitmap) { + bitmap = ImageManager.loadBitmap(path, filename, hue, true); + this.cache.setItem(key, bitmap); + } + return bitmap; +}; + +_.preloadCharacterPieces = function() { + const folders = this.getFolderList(); + _._ccex_loads = 0; + _._ccex_files = -1; + let tempFiles = 0; + const increaseLoads = function() { + _._ccex_loads++; + } + for(let i = 0; i < folders.length; i++) { + const files = this.getFileList(folders[i] + '/'); + for(let j = 0; j < files.length; j++) { + this.loadImageWPath(this.path + folders[i] + '/walk/', files[j]).addLoadListener(increaseLoads.bind(this)); + this.loadImageWPath(this.path + folders[i] + '/dead/', files[j]).addLoadListener(increaseLoads.bind(this)); + this.loadImageWPath(this.path + folders[i] + '/face/', files[j]).addLoadListener(increaseLoads.bind(this)); + this.loadImageWPath(this.path + folders[i] + '/sv/', files[j]).addLoadListener(increaseLoads.bind(this)); + tempFiles += 4; + } + } + _._ccex_files = tempFiles; + this.loadImage('CustomCharacter'); + this.loadImage('CustomFace'); + this.loadImage('Background'); + this.loadImage('Walk-Background'); + this.loadImage('Dead-Background'); + this.loadImage('SV-Background'); + this.loadImage('Face-Background'); +}; + +if(_.isNodeJs) { + _.saveFileInfoStuff(); +} else { + _.loadSaveInfoFile(); +} + +_.checkFileExists = function() { + FileManager.checkDataExists("CharacterCreator.json", `{ + "Body":{"label":"","direction":0,"source":"Face","color":false,"condition":"true","colors":[["White",0],["Tan",0,0.8,0],["Brown",24,-1,0.5],["Black",24,-1,0.3],["Gray",24,0,0,0.35],["Blue",0,0,0.5,0.5]]}, + "Clothing":{"label":"","direction":0,"source":"Walk","color":false,"condition":"true","colors":[]}, + "Rear Hair":{"label":"","direction":3,"source":"Walk","color":true,"condition":"true","colors":[["Blonde",0],["Brown",-27,-0.5,0.8],["Black",-27,-1,0.3],["White",0,0,1,0.5],["Gray",0,0,0.5,0.5],["Green",60],["Teal",120],["Blue",180],["Purple",240],["Red",300]]}, + "Tail":{"label":"","direction":3,"source":"Walk","color":true,"condition":"true","colors":[]}, + "Wing":{"label":"","direction":3,"source":"Walk","color":true,"condition":"true","colors":[]}, + "Eyebrows":{"label":"","direction":1,"source":"Face","color":true,"condition":"true","colors":[["Blonde",0],["Brown",-27,-0.5,0.8],["Black",-27,-1,0.3],["White",0,0,1,0.5],["Gray",0,0,0.5,0.5],["Green",60],["Teal",120],["Blue",180],["Purple",240],["Red",300]]}, + "Nose":{"label":"","direction":0,"source":"Face","color":false,"condition":"true","colors":[["White",0],["Tan",0,0.8,0],["Brown",24,-1,0.5],["Black",24,-1,0.3],["Gray",24,0,0,0.35],["Blue",0,0,0.5,0.5]]}, + "Mouth":{"label":"","direction":0,"source":"Face","color":false,"condition":"true","colors":[["White",0],["Tan",0,0.8,0],["Brown",24,-1,0.5],["Black",24,-1,0.3],["Gray",24,0,0,0.35],["Blue",0,0,0.5,0.5]]}, + "Eyes":{"label":"","direction":0,"source":"Face","color":true,"condition":"true","colors":[["Blue",0],["Purple",60],["Red",120],["Yellow",180],["Green",240],["Teal",300],["Orange",180,1,0.8],["Sky Blue",0,1,1,0.35]]}, + "Front Hair":{"direction":0,"source":"Walk","color":true,"condition":"true","colors":[["Blonde",0],["Brown",-27,-0.5,0.8],["Black",-27,-1,0.3],["White",0,0,1,0.5],["Gray",0,0,0.5,0.5],["Green",60],["Teal",120],["Blue",180],["Purple",240],["Red",300]],"label":""}, + "Accessory A":{"direction":0,"source":"SV","color":true,"condition":"true","colors":[],"label":""}, + "Accessory B":{"direction":0,"source":"SV","color":true,"condition":"true","colors":[],"label":""}, + "Glasses":{"direction":0,"source":"SV","color":true,"condition":"true","colors":[],"label":""}, + "Beast Ears":{"direction":0,"source":"SV","color":true,"condition":"true","colors":[],"label":""} + }`); +}; + +_.checkFileExists(); + +//----------------------------------------------------------------------------- +// DataManager +//----------------------------------------------------------------------------- + +DataManager._testExceptions.push("CharacterCreator.json"); + +DataManager._databaseFiles.push({name: '$dataCharacterCreator', src: "CharacterCreator.json"}); + +_.DataManager_createGameObjects = DataManager.createGameObjects; +DataManager.createGameObjects = function() { + _.DataManager_createGameObjects.call(this); + $gameCharacterCreations = new Game_CharacterCreations(); + _.preloadCharacterPieces(); +}; + +_.DataManager_makeSaveContents = DataManager.makeSaveContents; +DataManager.makeSaveContents = function() { + const contents = _.DataManager_makeSaveContents.apply(this, arguments); + contents.characterCreations = $gameCharacterCreations; + return contents; +}; + +_.DataManager_extractSaveContents = DataManager.extractSaveContents; +DataManager.extractSaveContents = function(contents) { + _.DataManager_extractSaveContents.apply(this, arguments); + $gameCharacterCreations = contents.characterCreations; +}; + +_.DataManager_makeSavefileInfo = DataManager.makeSavefileInfo; +DataManager.makeSavefileInfo = function() { + const info = _.DataManager_makeSavefileInfo.apply(this, arguments); + info.srd_cc_chars = $gameParty.charactersForSavefile2(); + return info; +}; + +//----------------------------------------------------------------------------- +// DataManagerEX +//----------------------------------------------------------------------------- + +DataManagerEX._characterCreatorSection = _.order[0]; + +_.DataManagerEX_getCustomInfo = DataManagerEX.getCustomInfo; +DataManagerEX.getCustomInfo = function() { + const result = _.DataManagerEX_getCustomInfo.apply(this, arguments); + result.push(['Character Creator Editor', 'DataManagerEX.getCharacterCreatorHtml']); + return result; +}; + +DataManagerEX.getCharacterCreatorHtml = function() { + const data = $dataCharacterCreator[_.order[0]]; + let colorStuff = JSON.stringify(data.colors); + colorStuff = colorStuff.substring(1, colorStuff.length - 1); + colorStuff = colorStuff.replace(/\],\[/img, '],\n['); + return `

+

+

+ Section:
+ +
+

+ + + + + + + + + + + + + + + + + + + + + + + + + +
ParameterInput
In-Game Name
Condition
Display Type
Direction
Colors["ColorName", Hue, Saturation, Brightness, Grayscale]
+
+

`; +}; + +DataManagerEX.getCharacterCreatorHtmlOptions = function() { + let result = ''; + for(let i = 0; i < _.order.length; i++) { + result += `\n`; + } + return result; +}; + +DataManagerEX.updateCharacterCreator = function() { + const doc = MakerManager.document; + this._characterCreatorSection = doc.getElementById('SectionSelect').value; + const data = $dataCharacterCreator[this._characterCreatorSection]; + if(data) { + doc.getElementById('label').value = data.label; + doc.getElementById('source').value = data.source; + doc.getElementById('direction').value = String(data.direction); + doc.getElementById('condition').value = data.condition; + let colorStr = JSON.stringify(data.colors); + colorStr = colorStr.substring(1, colorStr.length - 1); + doc.getElementById('colors').value = colorStr.replace(/\],\[/img, '],\n['); + } else { + doc.getElementById('label').value = ''; + doc.getElementById('source').value = ''; + doc.getElementById('direction').value = ''; + doc.getElementById('condition').value = ''; + doc.getElementById('colors').value = ''; + } +}; + +DataManagerEX.saveCurrentCharacterCreator = function() { + const doc = MakerManager.document; + const data = $dataCharacterCreator[this._characterCreatorSection]; + if(data) { + data.label = doc.getElementById('label').value; + data.source = doc.getElementById('source').value; + data.direction = parseInt(doc.getElementById('direction').value || '0'); + data.condition = doc.getElementById('condition').value; + data.colors = JSON.parse('[' + doc.getElementById('colors').value + ']'); + FileManager.saveData($dataCharacterCreator, "CharacterCreator.json"); + } +}; + +_.DataManagerEX_initOldDatas = DataManagerEX.initOldDatas; +DataManagerEX.initOldDatas = function() { + _.DataManagerEX_initOldDatas.apply(this, arguments); + this._oldCharacterCreator = JsonEx.stringify($dataCharacterCreator); +}; + +_.DataManagerEX_requestRestartCondition = DataManagerEX.requestRestartCondition; +DataManagerEX.requestRestartCondition = function() { + return _.DataManagerEX_requestRestartCondition.apply(this, arguments) || + this._oldCharacterCreator !== JsonEx.stringify($dataCharacterCreator); +}; + +//----------------------------------------------------------------------------- +// BattleManager +//----------------------------------------------------------------------------- + +_.BattleManager_setup = BattleManager.setup; +BattleManager.setup = function(troopId, canEscape, canLose) { + _.BattleManager_setup.apply(this, arguments); + this.customFaceCache = []; +}; + +//----------------------------------------------------------------------------- +// Game_Temp +//----------------------------------------------------------------------------- + +_.Game_System_initialize = Game_System.prototype.initialize; +Game_System.prototype.initialize = function() { + _.Game_System_initialize.call(this); + this.characterCreatorColorIndex = []; +}; + +Game_System.prototype.colorIndexSaves = function() { + return this.characterCreatorColorIndex[$gameCharacterCreations._tempActorId]; +}; + +//----------------------------------------------------------------------------- +// Game_Character +//----------------------------------------------------------------------------- + +Game_Character.prototype.hasSetImage = function() { + return false; +}; + +Game_Character.prototype.needsCustomUpdate = function() { + return false; +}; + +//----------------------------------------------------------------------------- +// Game_Event +//----------------------------------------------------------------------------- + +_.Game_Event_initialize = Game_Event.prototype.initialize; +Game_Event.prototype.initialize = function(mapId, eventId) { + _.Game_Event_initialize.apply(this, arguments); + this.setupCustomCharacter(); +}; + +Game_Event.prototype.setupCustomCharacter = function() { + const note = this.event().note; + if(note.match(//im)) { + this._customCharacterId = parseInt(RegExp.$1); + this._customCharacterActor = $gameActors.actor(this._customCharacterId); + this._needsCustomCharacterUpdate = true; + }else if(note.match(//im)) { + this._customCharacterId = parseInt(RegExp.$1); + this._customCharacterActor = $gameActors.actor(this._customCharacterId); + this._isCustomDeadCharacter = true; + this._needsCustomCharacterUpdate = true; + } +}; + +Game_Event.prototype.hasSetImage = function() { + return !!this._customCharacterId && this._customCharacterActor.hasSetImage(); +}; + +Game_Event.prototype.setNeedsCustomUpdate = function(update) { + this._needsCustomCharacterUpdate = update; +}; + +Game_Event.prototype.needsCustomUpdate = function() { + return !!this._needsCustomCharacterUpdate; +}; + +Game_Event.prototype.isDeadCustomCharacter = function() { + return !!this._isCustomDeadCharacter; +}; + +Game_Event.prototype.getCreatorBitmap = function() { + const actor = $gameActors.actor(this._customCharacterId); + return actor && actor.getCreatorBitmapChar(); +}; + +Game_Event.prototype.getCreatorBitmapDead = function() { + const actor = $gameActors.actor(this._customCharacterId); + return actor && actor.getCreatorBitmapDead(); +}; + +//----------------------------------------------------------------------------- +// Game_Player +//----------------------------------------------------------------------------- + +Game_Player.prototype.hasSetImage = function() { + const actor = $gameParty.leader(); + return actor && actor.hasSetImage(); +}; + +Game_Player.prototype.getCreatorBitmap = function() { + const actor = $gameParty.leader(); + return actor && actor.getCreatorBitmapChar(); +}; + +Game_Player.prototype.getCreatorBitmapDead = function() { + const actor = $gameParty.leader(); + return actor && actor.getCreatorBitmapDead(); +}; + +Game_Player.prototype.isDeadCustomCharacter = function() { + const actor = $gameParty.leader(); + return actor && actor._isDeadCustomCharacter; +}; + +Game_Player.prototype.needsCustomUpdate = function() { + const actor = $gameParty.leader(); + return actor && actor._neededCustomUpdate; +}; + +Game_Player.prototype.setNeedsCustomUpdate = function(update) { + const actor = $gameParty.leader(); + actor._neededCustomUpdate = update; +}; + +Game_Player.prototype.setAllNeedsCustomUpdate = function() { + this.setNeedsCustomUpdate(true); + this._followers.forEach(function(follower) { + follower.setNeedsCustomUpdate(true); + }, true); +}; + +//----------------------------------------------------------------------------- +// Game_Follower +//----------------------------------------------------------------------------- + +Game_Follower.prototype.hasSetImage = function() { + const actor = this.actor(); + return actor && actor.hasSetImage(); +}; + +Game_Follower.prototype.getCreatorBitmap = function() { + const actor = this.actor(); + return actor && actor.getCreatorBitmapChar(); +}; + +Game_Follower.prototype.getCreatorBitmapDead = function() { + const actor = this.actor(); + return actor && actor.getCreatorBitmapDead(); +}; + +Game_Follower.prototype.isDeadCustomCharacter = function() { + const actor = this.actor(); + return actor && actor._isDeadCustomCharacter; +}; + +Game_Follower.prototype.needsCustomUpdate = function() { + const actor = this.actor(); + return actor && actor._neededCustomUpdate; +}; + +Game_Follower.prototype.setNeedsCustomUpdate = function(update) { + const actor = this.actor(); + if(actor) { + actor._neededCustomUpdate = update; + } +}; + +//----------------------------------------------------------------------------- +// Game_Actor +//----------------------------------------------------------------------------- + +_.Game_Actor_initialize = Game_Actor.prototype.initialize; +Game_Actor.prototype.initialize = function(actorId) { + _.Game_Actor_initialize.call(this, actorId); + this._characterCreatorDisabled = false; + this._isDeadCustomCharacter = false; + this._neededCustomUpdate = true; +}; + +Object.defineProperty(Game_Actor.prototype, 'character-creator', { + get: function() { + return this._characterCreatorDisabled; + }, + set: function(value) { + return this._characterCreatorDisabled = value; + }, + configurable: true +}); + +Game_Actor.prototype.hasSetImage = function() { + return $gameCharacterCreations.hasInfo(this.actorId()) && !this._characterCreatorDisabled; +}; + +Game_Actor.prototype.getCreatorBitmap = function() { + return $gameCharacterCreations.buildBitmapSv(this.actorId()); +}; + +Game_Actor.prototype.getCreatorBitmapChar = function() { + return $gameCharacterCreations.buildBitmap(this.actorId()); +}; + +Game_Actor.prototype.getCreatorBitmapDead = function() { + return $gameCharacterCreations.buildBitmapDead(this.actorId()); +}; + +Game_Actor.prototype.getCreatorBitmapFace = function() { + return $gameCharacterCreations.buildBitmapFace(this.actorId()); +}; + +//----------------------------------------------------------------------------- +// Game_Party +//----------------------------------------------------------------------------- + +Game_Party.prototype.charactersForSavefile2 = function() { + return this.battleMembers().map(function(actor) { + if(actor.hasSetImage()) { + return $gameCharacterCreations.getInfo(actor.actorId()); + } else { + return null; + } + }); +}; + +//----------------------------------------------------------------------------- +// Game_Interpreter +//----------------------------------------------------------------------------- + +_.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + _.Game_Interpreter_pluginCommand.apply(this, arguments); + if(command.trim().toLowerCase() === 'opencharactercreator') { + $gameCharacterCreations._tempActorId = parseInt(args[0]); + SceneManager.push(Scene_CharacterCreator); + } else if(command.trim().toLowerCase() === 'setdeadcustomcharacter') { + const actor = $gameActors.actor(parseInt(args[0])); + actor._isDeadCustomCharacter = (args[1].trim().toLowerCase() === 'true'); + actor._neededCustomUpdate = true; + } else if(command.trim().toLowerCase() === 'disablecharactercreatorimages') { + const actor = $gameActors.actor(parseInt(args[0])); + actor["character-creator"] = true; + actor._neededCustomUpdate = true; + } else if(command.trim().toLowerCase() === 'enablecharactercreatorimages') { + const actor = $gameActors.actor(parseInt(args[0])); + actor["character-creator"] = false; + actor._neededCustomUpdate = true; + } +}; + +//----------------------------------------------------------------------------- +// Game_CharacterCreations +//----------------------------------------------------------------------------- + +Game_CharacterCreations.prototype.initialize = function() { + this._data = []; + this._dataDd = []; + this._dataSv = []; + this._dataFace = []; +}; + +Game_CharacterCreations.prototype.addInfo = function(info, id, type) { + type = type || ''; + if(type === '') { + this._data[id] = info; + } else if(type === 'dead') { + this._dataDd[id] = info; + } else if(type === 'sv') { + this._dataSv[id] = info; + } else if(type === 'face') { + this._dataFace[id] = info; + } +}; + +Game_CharacterCreations.prototype.addInfos = function(id, info, info2, info3, info4) { + this._data[id] = info; + this._dataDd[id] = info2; + this._dataSv[id] = info3; + this._dataFace[id] = info4; +}; + +Game_CharacterCreations.prototype.getInfo = function(id, type) { + type = type || ''; + if(type === 'dead') { + return this._dataDd[id]; + } else if(type === 'sv') { + return this._dataSv[id]; + } else if(type === 'face') { + return this._dataFace[id]; + } + return this._data[id]; +}; + +Game_CharacterCreations.prototype.hasInfo = function(id, type) { + type = type || ''; + if(type === 'dead') { + return !!this._dataDd[id]; + } else if(type === 'sv') { + return !!this._dataSv[id]; + } else if(type === 'face') { + return !!this._dataFace[id]; + } + return !!this._data[id]; +}; + +Game_CharacterCreations.prototype.buildBitmap = function(id, info) { + if($gameTemp.charConstructor === undefined) { + $gameTemp.charConstructor = new Window_CharacterCreator_Preview(0, 0, _.fileWidth, _.fileHeight); + $gameTemp.charConstructor._sprite.x = 0; + $gameTemp.charConstructor._sprite.y = 0; + } + const data = info || this.getInfo(id); + if(!data) return null; + $gameTemp.charConstructor.setInfo(data); + const bit = Bitmap.snapSprite($gameTemp.charConstructor._sprite, _.fileWidth, _.fileHeight); + return bit; +}; + +Game_CharacterCreations.prototype.buildBitmapFromInfo = function(info, type) { + if(!info) return null; + type = type || ''; + if(type === '') { + return this.buildBitmap(0, info); + } else if(type === 'dead') { + return this.buildBitmapDead(0, info); + } else if(type === 'face') { + return this.buildBitmapFace(0, info); + } else if(type === 'sv') { + return this.buildBitmapSv(0, info); + } +}; + +Game_CharacterCreations.prototype.buildBitmapDead = function(id, info) { + if($gameTemp.deadConstructor === undefined) { + $gameTemp.deadConstructor = new Window_CharacterCreator_Preview(0, 0, _.fileWidth, _.height); + $gameTemp.deadConstructor._sprite.x = 0; + $gameTemp.deadConstructor._sprite.y = 0; + } + const data = info || this.getInfo(id, 'dead'); + if(!data) return null; + $gameTemp.deadConstructor.setInfo(data); + const bit = Bitmap.snapSprite($gameTemp.deadConstructor._sprite, _.fileWidth, _.height); + const result = new Bitmap(_.fileWidth, _.fileHeight); + result.blt(bit, 0, 0, bit.width, bit.height, 0, 0); + result.blt(bit, 0, 0, bit.width, bit.height, 0, _.height * 1); + result.blt(bit, 0, 0, bit.width, bit.height, 0, _.height * 2); + result.blt(bit, 0, 0, bit.width, bit.height, 0, _.height * 3); + return result; +}; + +Game_CharacterCreations.prototype.buildBitmapSv = function(id, info) { + if($gameTemp.svConstructor === undefined) { + $gameTemp.svConstructor = new Window_CharacterCreator_Preview(0, 0, _.svFileWidth, _.svFileHeight); + $gameTemp.svConstructor._sprite.x = 0; + $gameTemp.svConstructor._sprite.y = 0; + } + const data = info || this.getInfo(id, 'sv'); + if(!data) return null; + $gameTemp.svConstructor.setInfo(data); + const bit = Bitmap.snapSprite($gameTemp.svConstructor._sprite, _.svFileWidth, _.svFileHeight); + return bit; +}; + +Game_CharacterCreations.prototype.buildBitmapFace = function(id, info) { + if($gameTemp.faceConstructor === undefined) { + $gameTemp.faceConstructor = new Window_CharacterCreator_Preview(0, 0, _.faceFileWidth, _.faceFileHeight); + $gameTemp.faceConstructor._sprite.x = 0; + $gameTemp.faceConstructor._sprite.y = 0; + } + const data = info || this.getInfo(id, 'face'); + if(!data) return null; + $gameTemp.faceConstructor.setInfo(data); + const bit = Bitmap.snapSprite($gameTemp.faceConstructor._sprite, _.faceFileWidth, _.faceFileHeight); + return bit; +}; + +Bitmap.snapSprite = function(stage, width, height) { + var bitmap = new Bitmap(width, height); + var context = bitmap._context; + var renderTexture = PIXI.RenderTexture.create(width, height); + if (stage) { + Graphics._renderer.render(stage, renderTexture); + stage.worldTransform.identity(); + var canvas = null; + if (Graphics.isWebGL()) { + canvas = Graphics._renderer.extract.canvas(renderTexture); + } else { + canvas = renderTexture.baseTexture._canvasRenderTarget.canvas; + } + context.drawImage(canvas, 0, 0); + } else { + + } + renderTexture.destroy({ destroyBase: true }); + bitmap._setDirty(); + return bitmap; +}; + +//----------------------------------------------------------------------------- +// Scene_Boot +//----------------------------------------------------------------------------- + +_.Scene_Boot_isReady = Scene_Boot.prototype.isReady; +Scene_Boot.prototype.isReady = function() { + return _.Scene_Boot_isReady.apply(this, arguments) && _._ccex_files === _._ccex_loads; +}; + +//----------------------------------------------------------------------------- +// Scene_Map +//----------------------------------------------------------------------------- + +if(_.fade) { + +_.Scene_Map_needsSlowFadeOut = Scene_Map.prototype.needsSlowFadeOut; +Scene_Map.prototype.needsSlowFadeOut = function() { + return (_.Scene_Map_needsSlowFadeOut.apply(this, arguments) || SceneManager.isNextScene(Scene_CharacterCreator)); +}; + +_.Scene_Map_needsFadeIn = Scene_Map.prototype.needsFadeIn; +Scene_Map.prototype.needsFadeIn = function() { + return (_.Scene_Map_needsFadeIn.apply(this, arguments) || SceneManager.isPreviousScene(Scene_CharacterCreator)); +}; + +} + +//----------------------------------------------------------------------------- +// Scene_CharacterCreator +//----------------------------------------------------------------------------- + +Scene_CharacterCreator.prototype = Object.create(Scene_MenuBase.prototype); +Scene_CharacterCreator.prototype.constructor = Scene_CharacterCreator; + +Scene_CharacterCreator.prototype.initialize = function(actorId) { + Scene_MenuBase.prototype.initialize.call(this); + if(!$gameSystem.characterCreatorColorIndex[$gameCharacterCreations._tempActorId]) { + $gameSystem.characterCreatorColorIndex[$gameCharacterCreations._tempActorId] = {}; + } + this._loadedStuff = 0; + this._combinedMode = false; + this._mandatories = {}; + for(let i = 0; i < _.mandatory.length; i++) { + this._mandatories[_.mandatory[i]] = true; + } +}; + +Scene_CharacterCreator.prototype.create = function() { + Scene_MenuBase.prototype.create.call(this); + this.createFolderList(); + this.createFileList(); + this.createPreviewFaceWindow(); + this.createPreviewWindow(); + this.createPreviewDeadWindow(); + this.createPreviewSvWindow(); + this.createHueWindow(); + this.checkForAlreadyMandatory(); + this.createMessageWindow(); + this.createConfirmBackground(); + this.createConfirmerWindow(); + this.createTexterWindow(); +}; + +if(_.fade) { + +Scene_CharacterCreator.prototype.start = function() { + Scene_MenuBase.prototype.start.call(this); + this.startFadeIn(this.fadeSpeed(), false); +}; + +Scene_CharacterCreator.prototype.stop = function() { + Scene_MenuBase.prototype.stop.call(this); + this.startFadeOut(this.slowFadeSpeed(), false); +}; + +} + +Scene_CharacterCreator.prototype.terminate = function() { + Scene_MenuBase.prototype.terminate.call(this); + $gamePlayer.setAllNeedsCustomUpdate(); +}; + +Scene_CharacterCreator.prototype.createBackground = function() { + this._backgroundSprite = new TilingSprite(); + if(_.background) { + this._backgroundSprite.bitmap = _.loadImage('Background'); + } else { + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + } + this._backgroundSprite.move(0, 0, Graphics.width, Graphics.height); + this.addChild(this._backgroundSprite); +}; + +Scene_CharacterCreator.prototype.update = function() { + Scene_MenuBase.prototype.update.call(this); + if(this._isMessageActive) { + if(this._isMessageActive === 1) { + if(!$gameMessage.isBusy()) { + this._isMessageActive = false; + this._folderList.activate(); + } + } + } + this.updateBackground(); +}; + +Scene_CharacterCreator.prototype.updateBackground = function() { + if(this._backgroundSprite) { + if(_.xScroll) this._backgroundSprite.origin.x += _.xScroll; + if(_.yScroll) this._backgroundSprite.origin.y += _.yScroll; + } +}; + +Scene_CharacterCreator.prototype.createFileList = function() { + this._fileList = new Window_CharacterCreator_FileList(this._folderList); + this._fileList.setHandler('ok', this.onFileListOK.bind(this)); + this._fileList.setHandler('cancel', this.onFileListCancel.bind(this)); + this._fileList.deselect(); + this._fileList.deactivate(); + this.addWindow(this._fileList); +}; + +Scene_CharacterCreator.prototype.createFolderList = function() { + this._folderList = new Window_CharacterCreator_FolderList(this._mandatories); + this._folderList.setHandler('ok', this.onFolderListOK.bind(this)); + this._folderList.setHandler('combined', this.onFolderListCombined.bind(this)); + this._folderList.setHandler('cancel', this.onFolderListCancel.bind(this)); + this._folderList.activate(); + this._folderList.select(0); + this.addWindow(this._folderList); +}; + +Scene_CharacterCreator.prototype.createPreviewFaceWindow = function() { + this._previewWindowFace = new Window_CharacterCreator_Preview(0, 0, _.faceFileWidth, _.faceFileHeight, 'face'); + this._previewWindowFace.x = (((Graphics.boxWidth - this._fileList.x - this._fileList.width) - this._previewWindowFace.width) / 2) + this._fileList.width + this._fileList.x + _.xOffset; + this._previewWindowFace.y = (Graphics.boxHeight - this._previewWindowFace.height) / 2; + this.addWindow(this._previewWindowFace); + if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'face')) { + this._previewWindowFace.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'face')); + this._loadedStuff++; + } +}; + +Scene_CharacterCreator.prototype.createPreviewWindow = function() { + this._previewWindow = new Window_CharacterCreator_Preview(0, 0, _.width, _.height, 'char'); + this._previewWindow.x = ((this._previewWindowFace.width - (this._previewWindow.width*2))/2) + this._previewWindowFace.x; + this._previewWindow.y = this._previewWindowFace.y + this._previewWindowFace.height; + this.addWindow(this._previewWindow); + if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId)) { + this._previewWindow.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId)); + this._loadedStuff++; + } +}; + +Scene_CharacterCreator.prototype.createPreviewDeadWindow = function() { + this._previewWindowDead = new Window_CharacterCreator_Preview(0, 0, _.width, _.height, 'dead'); + this._previewWindowDead.x = this._previewWindow.x + this._previewWindow.width; + this._previewWindowDead.y = this._previewWindowFace.y + this._previewWindowFace.height; + this.addWindow(this._previewWindowDead); + if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'dead')) { + this._previewWindowDead.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'dead')); + this._loadedStuff++; + } +}; + +Scene_CharacterCreator.prototype.createPreviewSvWindow = function() { + this._previewWindowSv = new Window_CharacterCreator_Preview(0, 0, _.svWidth, _.svHeight, 'sv'); + this._previewWindowSv.x = (((Graphics.boxWidth - this._fileList.x - this._fileList.width) - this._previewWindowSv.width) / 2) + this._fileList.width + this._fileList.x + _.xOffset; + this._previewWindowSv.y = this._previewWindowDead.y + this._previewWindowDead.height; + this.addWindow(this._previewWindowSv); + if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'sv')) { + this._previewWindowSv.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'sv')); + this._loadedStuff++; + } +}; + +Scene_CharacterCreator.prototype.createHueWindow = function() { + this._hueWindow = new Window_HueSelector(0, 0, this._fileList, this); + this._hueWindow.setHandler('ok', this.onHueWindowOk.bind(this)); + this._hueWindow.setHandler('cancel', this.onHueWindowCancel.bind(this)); + this._hueWindow.x = (((Graphics.boxWidth - this._fileList.x - this._fileList.width) - this._hueWindow.width) / 2) + this._fileList.width + this._fileList.x + _.xOffset; + this._hueWindow.y = (Graphics.boxHeight - this._hueWindow.height) / 6; + this.addWindow(this._hueWindow); + this._hueWindow.openness = 0; + this._hueWindow.deactivate(); +}; + +Scene_CharacterCreator.prototype.checkForAlreadyMandatory = function() { + if(this._loadedStuff === 4) { + for(let i = 0; i < _.mandatory.length; i++) { + this._mandatories[_.mandatory[i]] = false; + } + this._folderList.refresh(); + } else { + for(let i = 0; i < _.mandatory.length; i++) { + let condition = ''; + if($dataCharacterCreator[_.mandatory[i]]) { + condition = $dataCharacterCreator[_.mandatory[i]].condition; + } else { + condition = true; + } + this._mandatories[_.mandatory[i]] = eval(condition); + } + } +}; + +Scene_CharacterCreator.prototype.createMessageWindow = function() { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); +}; + +Scene_CharacterCreator.prototype.createConfirmBackground = function() { + this._confirmBack = new Sprite(new Bitmap(Graphics.boxWidth, Graphics.boxHeight)); + this._confirmBack.bitmap.fillRect(0, 0, Graphics.boxWidth, Graphics.boxHeight, 'rgba(0, 0, 0, 0.7)'); + this._confirmBack.opacity = 0; + this._confirmBack.opacitySpeed = 0; + this._confirmBack.updateAlias = this._confirmBack.update; + this._confirmBack.update = function() { + this.updateAlias.apply(this, arguments); + if((this.opacitySpeed > 0 && this.opacity < 255) || + (this.opacitySpeed < 0 && this.opacity > 0)) { + this.opacity += this.opacitySpeed; + } else if(this.opacitySpeed !== 0) { + this.opacitySpeed = 0; + } + }; + this.addChild(this._confirmBack); +}; + +Scene_CharacterCreator.prototype.createConfirmerWindow = function() { + this._confirmer = new Window_CharacterCreatorConfirmation(); + this._confirmer.setHandler('yes', this.exitDaScene.bind(this)); + this._confirmer.setHandler('no', this.deconfirm.bind(this)); + this.addChild(this._confirmer); +}; + +Scene_CharacterCreator.prototype.createTexterWindow = function() { + this._texter = new Window_Base(0, 0, Graphics.boxWidth / 2, this._confirmer.fittingHeight(2)); + this._texter.openness = 0; + this._texter.createContents = function() { + this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight()); + this.resetFontSettings(); + this.drawTextEx(_.leaveDialogue, 0, 0); + }; + this._texter.createContents(); + this.addChild(this._texter); +}; + +Scene_CharacterCreator.prototype.onFolderListOK = function() { + this._combinedMode = false; + this.goToFiles(); +}; + +Scene_CharacterCreator.prototype.onFolderListCombined = function() { + this._combinedMode = true; + this.goToFiles(); +}; + +Scene_CharacterCreator.prototype.goToFiles = function() { + this._fileList.setCombinedMode(this._combinedMode); + this._fileList.activate(); + this._fileList.select(0); + if(this.getHueUsage()) { + const section = this._fileList.currentSection(); + this._hueWindow.open(section); + } +}; + +Scene_CharacterCreator.prototype.checkMandatories = function() { + for(let i = 0; i < _.mandatory.length; i++) { + if(this._mandatories[_.mandatory[i]]) { + return true; + } + } + return false; +}; + +Scene_CharacterCreator.prototype.onFolderListCancel = function() { + if(this.checkMandatories()) { + $gameMessage.add(_.mandatoryDialogue); + this._isMessageActive = 1; + } else { + this._confirmBack.opacitySpeed = 16; + this._confirmer.x = (Graphics.boxWidth - this._confirmer.width) / 2; + this._confirmer.y = Graphics.boxHeight - this._messageWindow.height - this._confirmer.height; + this._texter.x = (Graphics.boxWidth - this._texter.width) / 2; + this._texter.y = this._confirmer.y - this._texter.height; + this._confirmer.activate(); + this._confirmer.select(0); + this._confirmer.open(); + this._texter.open(); + } +}; + +Scene_CharacterCreator.prototype.exitDaScene = function() { + if(_.console) { + console.log("var id = 0;\n$gameCharacterCreations.addInfos(id, " + + JSON.stringify(this._previewWindow.info()) + ", " + + JSON.stringify(this._previewWindowDead.info()) + ", " + + JSON.stringify(this._previewWindowSv.info()) + ", " + + JSON.stringify(this._previewWindowFace.info()) + ");"); + } + const id = $gameCharacterCreations._tempActorId; + $gameCharacterCreations.addInfo(this._previewWindow.info(), id); + $gameCharacterCreations.addInfo(this._previewWindowDead.info(), id, 'dead'); + $gameCharacterCreations.addInfo(this._previewWindowSv.info(), id, 'sv'); + $gameCharacterCreations.addInfo(this._previewWindowFace.info(), id, 'face'); + this.popScene(); +}; + +Scene_CharacterCreator.prototype.deconfirm = function() { + this._confirmBack.opacitySpeed = -16; + this._confirmer.close(); + this._texter.close(); + this._confirmer.deselect(); + this._confirmer.deactivate(); + this._folderList.activate(); +}; + +Scene_CharacterCreator.prototype.getHueUsage = function() { + const data = $dataCharacterCreator[this._fileList.currentSectionNoPart()]; + return data ? data.colors.length > 0 : false; +}; + +Scene_CharacterCreator.prototype.onFileListOK = function() { + this.saveCurrentSelection(); + if(this.getHueUsage()) { + this._fileList.deactivate(); + this._hueWindow.activate(); + this._hueWindow.select(0); + } else { + this._fileList.activate(); + } +}; + +Scene_CharacterCreator.prototype.onHueWindowCancel = function() { + this._hueWindow.deselect(); + this._hueWindow.deactivate(); + this._fileList.activate(); + this._fileList.reselect(); + const section = this._fileList.currentSection(); + $gameSystem.colorIndexSaves()[section] = this._hueWindow._colorIndex; + //Here + //this._hueWindow._colorIndex = 0; + this._hueWindow.refresh(); +}; + +Scene_CharacterCreator.prototype.onHueWindowOk = function() { + this._hueWindow.deselect(); + this._hueWindow.deactivate(); + this._fileList.activate(); + this._fileList.reselect(); + this.saveCurrentSelection(); + this._hueWindow.refresh(); +}; + +Scene_CharacterCreator.prototype.saveCurrentSelection = function() { + if(!this._combinedMode) { + this._previewWindow.addImage(this._fileList.currentFilePath(), + this._fileList.currentSection(), this._fileList.currentFile()); + this._previewWindowDead.addImage(this._fileList.currentFilePathDead(), + this._fileList.currentSection(), this._fileList.currentFile()); + this._previewWindowSv.addImage(this._fileList.currentFilePathSv(), + this._fileList.currentSection(), this._fileList.currentFile()); + this._previewWindowFace.addImage(this._fileList.currentFilePathFace(), + this._fileList.currentSection(), this._fileList.currentFile()); + } else { + const combines = this._folderList.combines(); + for(let i = 0; i < combines.length; i++) { + this._previewWindow.addImage(_.path + combines[i] + '/walk/', + combines[i], this._fileList.currentFile()); + this._previewWindowDead.addImage(_.path + combines[i] + '/dead/', + combines[i], this._fileList.currentFile()); + this._previewWindowSv.addImage(_.path + combines[i] + '/sv/', + combines[i], this._fileList.currentFile()); + this._previewWindowFace.addImage(_.path + combines[i] + '/face/', + combines[i], this._fileList.currentFile()); + } + } + if(this._mandatories[this._fileList.currentSection()]) { + this._mandatories[this._fileList.currentSection()] = false; + } + this._folderList.refresh(); +}; + +Scene_CharacterCreator.prototype.shiftCurrentSelection = function(index) { + const section = this._fileList.currentSection(); + const colorSec = this._fileList.currentSectionNoPart(); + let color; + if($dataCharacterCreator[colorSec]) { + color = $dataCharacterCreator[colorSec].colors[index]; + } else { + color = [0]; + } + if(!this._combinedMode) { + this._previewWindow.setColor(section, color); + this._previewWindowDead.setColor(section, color); + this._previewWindowSv.setColor(section, color); + this._previewWindowFace.setColor(section, color); + } else { + const combines = this._folderList.combines(); + for(let i = 0; i < combines.length; i++) { + this._previewWindow.setColor(combines[i], color); + this._previewWindowDead.setColor(combines[i], color); + this._previewWindowSv.setColor(combines[i], color); + this._previewWindowFace.setColor(combines[i], color); + } + } +}; + +Scene_CharacterCreator.prototype.onFileListCancel = function() { + this._fileList.deselect(); + this._fileList.deactivate(); + this._folderList.activate(); + this._hueWindow.close(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Character +//----------------------------------------------------------------------------- + +_.Sprite_Character_isImageChanged = Sprite_Character.prototype.isImageChanged; +Sprite_Character.prototype.isImageChanged = function() { + return (_.Sprite_Character_isImageChanged.apply(this, arguments) || this._character.needsCustomUpdate()); +}; + +_.Sprite_Character_setCharacterBitmap = Sprite_Character.prototype.setCharacterBitmap; +Sprite_Character.prototype.setCharacterBitmap = function() { + if(!this._character.hasSetImage()) { + _.Sprite_Character_setCharacterBitmap.call(this); + } else { + if(this._character.isDeadCustomCharacter()) { + this.bitmap = this._character.getCreatorBitmapDead(); + } else { + this.bitmap = this._character.getCreatorBitmap(); + } + this._character.setNeedsCustomUpdate(false); + this._isBigCharacter = true; + } +}; + +//----------------------------------------------------------------------------- +// Sprite_Actor +//----------------------------------------------------------------------------- + +Sprite_Actor.prototype.updateBitmap = function() { + Sprite_Battler.prototype.updateBitmap.call(this); + const name = this._actor.battlerName(); + if (this._battlerName !== name) { + this._battlerName = name; + if(!this._actor.hasSetImage()) { + this._mainSprite.bitmap = ImageManager.loadSvActor(name); + } else { + this._mainSprite.bitmap = this._actor.getCreatorBitmap(); + } + } +}; + +//----------------------------------------------------------------------------- +// Sprite_DisplayCharacter +//----------------------------------------------------------------------------- + +Sprite_DisplayCharacter.prototype = Object.create(Sprite_Base.prototype); +Sprite_DisplayCharacter.prototype.constructor = Sprite_DisplayCharacter; + +Sprite_DisplayCharacter.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this._stepCounter = 1; + this._stepDirection = 1; + this._directionCounter = 0; + this._directions = [0, 1, 3, 2]; + this._specificCounter = 0; + this.visible = false; + this.refresh(); +}; + +Sprite_DisplayCharacter.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + this._specificCounter++; + if(this._specificCounter % 10 === 0) { + this._stepCounter += this._stepDirection; + if(this._stepCounter === 2 || this._stepCounter === 0) this._stepDirection *= (-1); + this.refresh(); + } + if(this._specificCounter % 120 === 0) { + this._directionCounter++; + if(this._directionCounter > 3) this._directionCounter = 0; + this.refresh(); + } +}; + +Sprite_DisplayCharacter.prototype.refresh = function(reset) { + if(reset) { + this._stepCounter = 1; + this._stepDirection = 1; + this._directionCounter = 0; + this._specificCounter = 0; + } + this.setFrame(_.width * this._stepCounter, _.height * this._directions[this._directionCounter], + _.width, _.height); + if(!this.visible) this.visible = true; +}; + +//----------------------------------------------------------------------------- +// Sprite_DisplayDeadCharacter +//----------------------------------------------------------------------------- + +Sprite_DisplayDeadCharacter.prototype = Object.create(Sprite_Base.prototype); +Sprite_DisplayDeadCharacter.prototype.constructor = Sprite_DisplayDeadCharacter; + +Sprite_DisplayDeadCharacter.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this.visible = false; + this.refresh(); +}; + +Sprite_DisplayDeadCharacter.prototype.refresh = function() { + this.setFrame(0, 0, _.width, _.height); + this.visible = true; +}; + +//----------------------------------------------------------------------------- +// Sprite_DisplayBlankCharacter +//----------------------------------------------------------------------------- + +Sprite_DisplayBlankCharacter.prototype = Object.create(Sprite_Base.prototype); +Sprite_DisplayBlankCharacter.prototype.constructor = Sprite_DisplayBlankCharacter; + +Sprite_DisplayBlankCharacter.prototype.refresh = function() {}; + +//----------------------------------------------------------------------------- +// Sprite_DisplaySvCharacter +//----------------------------------------------------------------------------- + +Sprite_DisplaySvCharacter.prototype = Object.create(Sprite_Base.prototype); +Sprite_DisplaySvCharacter.prototype.constructor = Sprite_DisplaySvCharacter; + +Sprite_DisplaySvCharacter.prototype.initialize = function() { + Sprite_Base.prototype.initialize.call(this); + this._stepCounter = 0; + this._stepDirection = 1; + this._currentRow = 0; + this._currentColumn = 0; + this._specificCounter = 0; + this.visible = false; + this.refresh(); +}; + +Sprite_DisplaySvCharacter.prototype.update = function() { + Sprite_Base.prototype.update.call(this); + this._specificCounter++; + if(this._specificCounter % 10 === 0) { + this._stepCounter += this._stepDirection; + if(this._stepCounter === 2 || this._stepCounter === 0) this._stepDirection *= (-1); + this.refresh(); + } + if(this._specificCounter % 120 === 0) { + this._currentRow++; + if(this._currentRow > 5) { + this._currentRow = 0; + this._currentColumn++; + if(this._currentColumn > 2) { + this._currentColumn = 0; + } + } + this.refresh(); + } +}; + +Sprite_DisplaySvCharacter.prototype.refresh = function(reset) { + if(reset) { + this._stepCounter = 0; + this._stepDirection = 1; + this._currentRow = 0; + this._currentColumn = 0; + this._specificCounter = 0; + } + this.setFrame((_.svWidth * this._stepCounter) + (_.svWidth * 3 * this._currentColumn), + _.svHeight * this._currentRow, _.svWidth, _.svHeight); + if(!this.visible) this.visible = true; +}; + +//----------------------------------------------------------------------------- +// Window_Base +//----------------------------------------------------------------------------- + +Window_Base.prototype.drawCustomCharacter = function(actor, x, y, bitmap) { + if(actor.hasSetImage()) { + bitmap = actor.getCreatorBitmapChar(); + } else { + bitmap = _.loadImage('CustomCharacter', 0); + } + const big = true; + const pw = bitmap.width / (big ? 3 : 12); + const ph = bitmap.height / (big ? 4 : 8); + const n = 0; + const sx = (n % 4 * 3 + 1) * pw; + const sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +Window_Base.prototype.drawCustomCharacterFromInfo = function(info, x, y) { + let bitmap = $gameCharacterCreations.buildBitmapFromInfo(info); + if(!bitmap) { + bitmap = _.loadImage('CustomCharacter', 0); + } + const pw = bitmap.width / 3; + const ph = bitmap.height / 4; + const n = 0; + const sx = (n % 4 * 3 + 1) * pw; + const sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +_.Window_Base_drawActorCharacter = Window_Base.prototype.drawActorCharacter; +Window_Base.prototype.drawActorCharacter = function(actor, x, y) { + if(actor.hasSetImage()) { + this.drawCustomCharacter(actor, x, y); + } else { + _.Window_Base_drawActorCharacter.apply(this, arguments); + } +}; + +Window_Base.prototype.drawCustomFace = function(actor, x, y, w, h) { + const width = Window_Base._faceWidth; + const height = Window_Base._faceHeight; + w = w || width; + h = h || height; + const bitmap = this.getCustomFace(actor); + this.contents.blt(bitmap, 0, 0, width, height, x, y, w, h); +}; + +Window_Base.prototype.getCustomFace = function(actor) { + if(actor.hasSetImage()) { + if($gameParty.inBattle()) { + if(BattleManager.customFaceCache[actor.actorId()]) { + return BattleManager.customFaceCache[actor.actorId()]; + } else { + var bitmap = actor.getCreatorBitmapFace(); + BattleManager.customFaceCache[actor.actorId()] = bitmap; + return bitmap; + } + } else { + return actor.getCreatorBitmapFace(); + } + } else { + return _.loadImage('CustomFace', 0); + } +}; + +_.Window_Base_drawActorFace = Window_Base.prototype.drawActorFace; +Window_Base.prototype.drawActorFace = function(actor, x, y, width, height) { + if(actor.hasSetImage()) { + this.drawCustomFace(actor, x, y, width, height); + } else { + _.Window_Base_drawActorFace.apply(this, arguments); + } +}; + +Window_Base.prototype.drawCharacterFromBitmap = function(bitmap, x, y) { + if(!bitmap) { + bitmap = _.loadImage('CustomCharacter', 0); + } + const big = true; + const pw = bitmap.width / (big ? 3 : 12); + const ph = bitmap.height / (big ? 4 : 8); + const n = 0; + const sx = (n % 4 * 3 + 1) * pw; + const sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +Window_Base.prototype.drawFaceFromBitmap = function(bitmap, x, y, w, h) { + const width = Window_Base._faceWidth; + const height = Window_Base._faceHeight; + w = w || width; + h = h || height; + if(!bitmap) { + bitmap = _.loadImage('CustomFace', 0); + } + this.contents.blt(bitmap, 0, 0, width, height, x, y, w, h); +}; + +Window_Base.prototype.drawSvActorFromBitmap = function(bitmap, x, y) { + if(!bitmap) return; + var pw = bitmap.width / 9; + var ph = bitmap.height / 6; + var sx = 0; + var sy = 0; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +//----------------------------------------------------------------------------- +// Window_Message +//----------------------------------------------------------------------------- + +_.Window_Message_drawMessageFace = Window_Message.prototype.drawMessageFace; +Window_Message.prototype.drawMessageFace = function() { + const text = (this._textState) ? this._textState.text : ''; + if(text.match(//i)) { + this._textState.text = text.replace(//i, ''); + const id = parseInt(RegExp.$1); + this.drawCustomFace($gameActors.actor(id), 0, 0); + } else { + _.Window_Message_drawMessageFace.apply(this, arguments); + } +}; + +//----------------------------------------------------------------------------- +// Window_SavefileList +//----------------------------------------------------------------------------- + +Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) { + if(info.characters) { + for (let i = 0; i < info.characters.length; i++) { + if(info.srd_cc_chars && info.srd_cc_chars[i]) { + const data = info.srd_cc_chars[i]; + this.drawCustomCharacterFromInfo(data, x + i * _.width, y); + } else { + const data = info.characters[i]; + this.drawCharacter(data[0], data[1], x + i * 48, y); + } + } + } +}; + +if(Imported.YEP_SaveCore) { + +Window_SaveInfo.prototype.drawPartyGraphics = function(dy) { + if (Yanfly.Param.SaveInfoPartyType === 0) return dy; + dy = eval(Yanfly.Param.SaveInfoPartyY); + var length = this._saveContents.party.maxBattleMembers(); + var dw = this.contents.width / length;; + dw = Math.floor(dw); + var dx = Math.floor(dw / 2); + for (var i = 0; i < length; ++i) { + var actorId = this._saveContents.party._actors[i]; + var member = this._saveContents.actors._data[actorId]; + if (member) { + const cc = this._saveContents.characterCreations; + if(cc.hasInfo(actorId)) { + if(Yanfly.Param.SaveInfoPartyType === 1) { + var bitt = cc.buildBitmap(actorId); + this.drawCharacterFromBitmap(bitt, dx, dy); + } else if (Yanfly.Param.SaveInfoPartyType === 2) { + var fh = Window_Base._faceHeight; + var fw = Window_Base._faceWidth; + var fx = dx - Math.floor(Math.min(fh, dw) / 2); + var dif = Math.floor(Math.max(0, dw - fw) / 2); + var name = member.faceName(); + var index = member.faceIndex(); + var bitt = cc.buildBitmapFace(actorId); + this.drawFaceFromBitmap(bitt, fx - dif, dy - fh, dw, fh); + } else if (Yanfly.Param.SaveInfoPartyType === 3) { + var bitt = cc.buildBitmapSv(actorId); + this.drawSvActorFromBitmap(bitt, dx, dy); + } + } else { + if(Yanfly.Param.SaveInfoPartyType === 1) { + var name = member.characterName(); + var index = member.characterIndex(); + this.drawCharacter(name, index, dx, dy); + } else if (Yanfly.Param.SaveInfoPartyType === 2) { + var fh = Window_Base._faceHeight; + var fw = Window_Base._faceWidth; + var fx = dx - Math.floor(Math.min(fh, dw) / 2); + var dif = Math.floor(Math.max(0, dw - fw) / 2); + var name = member.faceName(); + var index = member.faceIndex(); + this.drawFace(name, index, fx - dif, dy - fh, dw, fh); + } else if (Yanfly.Param.SaveInfoPartyType === 3) { + this.drawSvActor(member, dx, dy); + } + } + } + dx += dw; + } + return dy; +}; + +} + +//----------------------------------------------------------------------------- +// Window_RowFormation +//----------------------------------------------------------------------------- + +if(Imported.YEP_RowFormation) { + +_.Window_RowFormation_getImage = Window_RowFormation.prototype.getImage; +Window_RowFormation.prototype.getImage = function(actor) { + if(actor.hasSetImage()) { + let result; + if (Yanfly.Param.RowMapSprite) { + result = actor.getCreatorBitmapChar(); + } else { + result = actor.getCreatorBitmap(); + } + console.log(actor.name()) + return result; + } else { + return _.Window_RowFormation_getImage.apply(this, arguments); + } +}; + +_.Window_Base_drawSvActor = Window_Base.prototype.drawSvActor; +Window_Base.prototype.drawSvActor = function(actor, x, y) { + if(actor.hasSetImage()) { + const bitmap = actor.getCreatorBitmap(); + const pw = bitmap.width / 9; + const ph = bitmap.height / 6; + const sx = 0; + const sy = 0; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); + } else { + _.Window_Base_drawSvActor.apply(this, arguments); + } +}; + +} + +//----------------------------------------------------------------------------- +// Window_BattleStatus +//----------------------------------------------------------------------------- + +if(Imported.YEP_BattleStatusWindow) { + +Window_BattleStatus.prototype.drawCustomFace = function(actor, x, y, w, h) { + const width = Window_Base._faceWidth; + const height = Window_Base._faceHeight; + w = w || width; + h = h || height; + const bitmap = this.getCustomFace(actor); + this._faceContents.bitmap.blt(bitmap, 0, 0, width, height, x, y, w, h); +}; + +_.Window_BattleStatus_drawStatusFace = Window_BattleStatus.prototype.drawStatusFace; +Window_BattleStatus.prototype.drawStatusFace = function(index) { + var actor = $gameParty.battleMembers()[index]; + if(actor.hasSetImage()) { + const rect = this.itemRect(index); + const ww = Math.min(rect.width - 8, Window_Base._faceWidth); + const wh = Math.min(rect.height - 8, Window_Base._faceHeight); + const wx = rect.x + rect.width - ww - 6; + const wy = rect.y + 4; + Window_Base.prototype.drawActorFace.call(this, actor, wx, wy, ww, wh); + } else { + _.Window_BattleStatus_drawStatusFace.apply(this, arguments); + } +}; + +Window_BattleStatus.prototype.drawAllFaces = function() { + for(var i = 0; i < $gameParty.battleMembers().length; ++i) { + var member = $gameParty.battleMembers()[i]; + var bitmap; + if(member.hasSetImage()) { + bitmap = ImageManager.loadFace(member.faceName()); + } else { + bitmap = this.getCustomFace(member); + } + if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5); + } + this._faceContents.bitmap.clear(); + for (var i = 0; i < this.maxItems(); ++i) { + this.drawStatusFace(i); + } +}; + +} + +//----------------------------------------------------------------------------- +// Window_CharacterCreator_FolderList +//----------------------------------------------------------------------------- + +Window_CharacterCreator_FolderList.prototype = Object.create(Window_Command.prototype); +Window_CharacterCreator_FolderList.prototype.constructor = Window_CharacterCreator_FolderList; + +Window_CharacterCreator_FolderList.prototype.initialize = function(mandatories) { + this._combines = {}; + this._mandatories = mandatories; + Window_Command.prototype.initialize.call(this); +}; + +Window_CharacterCreator_FolderList.prototype.currentName = function() { + return this._list[this.index()].name; +}; + +Window_CharacterCreator_FolderList.prototype.currentFolder = function() { + if(this._combines[this._list[this.index()].name]) { + return this._combines[this._list[this.index()].name][0]; + } + return this._list[this.index()].name; +}; + +Window_CharacterCreator_FolderList.prototype.combines = function() { + return this._combines[this._list[this.index()].name]; +}; + +Window_CharacterCreator_FolderList.prototype.makeCommandList = function() { + const images = _.getFolderList(); + for(let i = 0; i < images.length; i++) { + if(images[i]) { + const fold = images[i]; + if(fold.match(/Part(\d+)/)) { + const id = parseInt(RegExp.$1); + const fold2 = fold.replace(/\s*Part\d+\s*/, ''); + if(id === 1) { + let condition = ''; + if($dataCharacterCreator[fold2]) { + condition = $dataCharacterCreator[fold2].condition; + } else { + condition = 'true'; + } + if(eval(condition)) this.addCommand(fold2, 'combined'); + this._combines[fold2] = []; + this._combines[fold2].push(fold); + } else { + if(!this._combines[fold2]) this._combines[fold2] = []; + this._combines[fold2].push(fold); + } + } else { + let condition = ''; + if($dataCharacterCreator[fold]) { + condition = $dataCharacterCreator[fold].condition; + } else { + condition = 'true'; + } + if(eval(condition)) this.addCommand(fold, 'ok'); + } + } + } + this.reorder(); +}; + +Window_CharacterCreator_FolderList.prototype.drawItem = function(index) { + const rect = this.itemRectForText(index); + const align = this.itemTextAlign(); + let name = this._list[index].name; + if(this._mandatories[name]) { + this.changeTextColor(_.mandatoryColor); + } + if($dataCharacterCreator[name] && $dataCharacterCreator[name].label) { + name = $dataCharacterCreator[name].label; + } + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(name, rect.x, rect.y, rect.width, align); + this.resetTextColor(); +}; + +Window_CharacterCreator_FolderList.prototype.reorder = function() { + const result = []; + for(let i = 0; i < _.order.length; i++) { + const o = _.order[i]; + for(let j = 0; j < this._list.length; j++) { + if(o === this._list[j].name) { + result.push(this._list[j]); + continue; + } + } + } + this._list = result; +}; + +//----------------------------------------------------------------------------- +// Window_CharacterCreator_FileList +//----------------------------------------------------------------------------- + +Window_CharacterCreator_FileList.prototype = Object.create(Window_Command.prototype); +Window_CharacterCreator_FileList.prototype.constructor = Window_CharacterCreator_FileList; + +Window_CharacterCreator_FileList.prototype.initialize = function(folderWindow) { + this._folderWindow = folderWindow; + this._folder = this._folderWindow.currentFolder(); + this._combinedMode = false; + this._createStuff(); + Window_Command.prototype.initialize.call(this); +}; + +Window_CharacterCreator_FileList.prototype._createStuff = function() { + this._list = []; + this.makeCommandList(); + const section = this._folderWindow.currentName().trim(); + const file = this._list[0].name; + let dir; + let source; + if($dataCharacterCreator[section]) { + dir = $dataCharacterCreator[section].direction; + source = $dataCharacterCreator[section].source; + } else { + dir = 0; + source = 'Walk'; + } + let filePath = ''; + const sizes = []; + if(source.match(/Walk/i)) { + filePath = this.currentFilePath(); + sizes[0] = _.width; + sizes[1] = _.height; + } else if(source.match(/Dead/i)) { + filePath = this.currentFilePathDead(); + } else if(source.match(/SV/i)) { + filePath = this.currentFilePathSv(); + sizes[0] = 0; + sizes[1] = 0; + } else if(source.match(/Face/i)) { + filePath = this.currentFilePathFace(); + sizes[0] = 0; + sizes[1] = 0; + } + const bit = _.loadImageWPath(filePath, file); + let wid = bit.width / 3; + let hei = bit.height / 4; + let xOff = 0; + let yOff = 0; + if(source.match(/Walk/i)) { + xOff = -5; + } else if(source.match(/Dead/i)) { + wid = bit.width / 3; + hei = bit.height; + } else if(source.match(/SV/i)) { + wid = bit.width / 9; + hei = bit.height / 6; + } else if(source.match(/Face/i)) { + wid = bit.width; + hei = bit.height; + } + this._allInfo = [filePath, sizes[0], sizes[1], wid, hei, xOff, yOff, dir]; +}; + +Window_CharacterCreator_FileList.prototype.lineHeight = function() { + return this.itemHeight(); +}; + +Window_CharacterCreator_FileList.prototype.itemWidth = function() { + return this._allInfo[3]; +}; + +Window_CharacterCreator_FileList.prototype.itemHeight = function() { + return this._allInfo[4]; +}; + +Window_CharacterCreator_FileList.prototype.windowWidth = function() { + return (this.itemWidth() * this.maxCols()) + (this.standardPadding() * 2) + + (this.spacing() * (this.maxCols() - 1)); +}; + +Window_CharacterCreator_FileList.prototype.maxCols = function() { + return (this._allInfo[3] > 100) ? _.bigCols : _.smallCols; +}; + +Window_CharacterCreator_FileList.prototype.setCombinedMode = function(combinedMode) { + this._combinedMode = combinedMode; +}; + +Window_CharacterCreator_FileList.prototype.currentFile = function() { + return this._list[this.index()].name; +}; + +Window_CharacterCreator_FileList.prototype.currentSection = function() { + return this._folder; +}; + +Window_CharacterCreator_FileList.prototype.currentSectionNoPart = function() { + let result = this._folder; + if(result.match(/\s*(.*)part\d+\s*/i)) { + result = String(RegExp.$1).trim(); + } + return result; +}; + +Window_CharacterCreator_FileList.prototype.currentFolder = function() { + return this._folder + '/'; +}; + +Window_CharacterCreator_FileList.prototype.currentFilePath = function() { + return _.path + this.currentFolder() + 'walk/'; +}; + +Window_CharacterCreator_FileList.prototype.currentFilePathDead = function() { + return _.path + this.currentFolder() + 'dead/'; +}; + +Window_CharacterCreator_FileList.prototype.currentFilePathSv = function() { + return _.path + this.currentFolder() + 'sv/'; +}; + +Window_CharacterCreator_FileList.prototype.currentFilePathFace = function() { + return _.path + this.currentFolder() + 'face/'; +}; + +Window_CharacterCreator_FileList.prototype.update = function() { + Window_Command.prototype.update.call(this); + if(this._folder !== this._folderWindow.currentFolder()) { + this._folder = this._folderWindow.currentFolder(); + this.refresh(); + this.select(-1); + } +}; + +Window_CharacterCreator_FileList.prototype.refreshX = function() { + this.x = this._folderWindow.x + this._folderWindow.width; +}; + +Window_CharacterCreator_FileList.prototype.refreshY = function() { + this.y = this._folderWindow.y; +}; + +Window_CharacterCreator_FileList.prototype.refreshWidth = function() { + this.width = Math.min(this.windowWidth(), Graphics.boxWidth); +}; + +Window_CharacterCreator_FileList.prototype.refreshHeight = function() { + this.height = Math.min(this.windowHeight(), Graphics.boxHeight); +}; + +Window_CharacterCreator_FileList.prototype.refresh = function() { + this.clearCommandList(); + this._createStuff(); + this.refreshWidth(); + this.refreshHeight(); + this.refreshX(); + this.refreshY(); + this.createContents(); + Window_Selectable.prototype.refresh.call(this); +}; + +Window_CharacterCreator_FileList.prototype.makeCommandList = function() { + const images = _.getFileList(this.currentFolder()); + for(let i = 0; i < images.length; i++) { + if(images[i]) { + this.addCommand(images[i], 'ok'); + } + } +}; + +Window_CharacterCreator_FileList.prototype.drawItem = function(index) { + const section = this._folderWindow.currentName().trim(); + const rect = this.itemRectForText(index); + const file = this._list[index].name; + let dir; + let source; + let background; + if($dataCharacterCreator[section]) { + dir = $dataCharacterCreator[section].direction; + source = $dataCharacterCreator[section].source; + background = $dataCharacterCreator[section].background; + } else { + dir = 0; + source = 'Walk'; + } + if(_.pieceBackground) { + const back = _.loadImage(source + '-Background'); + this.contents.blt(back, this._allInfo[1], this._allInfo[2] * this._allInfo[7], this._allInfo[3], + this._allInfo[4], rect.x + this._allInfo[5], rect.y + this._allInfo[6]); + } + const bit = _.loadImageWPath(this._allInfo[0], file); + this.contents.blt(bit, this._allInfo[1], this._allInfo[2] * this._allInfo[7], this._allInfo[3], + this._allInfo[4], rect.x + this._allInfo[5], rect.y + this._allInfo[6]); +}; + +//----------------------------------------------------------------------------- +// Window_CharacterCreator_Preview +//----------------------------------------------------------------------------- + +Window_CharacterCreator_Preview.prototype = Object.create(Window_Base.prototype); +Window_CharacterCreator_Preview.prototype.constructor = Window_CharacterCreator_Preview; + +Window_CharacterCreator_Preview.prototype.initialize = function(x, y, width, height, type) { + Window_Base.prototype.initialize.call(this, x, y, + width + (this.standardPadding() * 2), height + (this.standardPadding() * 2)); + this._spritePieces = {}; + this._spriteFilters = {}; + this._pieces = {}; + this._formattingClass; + if(!type) { + this._formattingClass = Sprite_DisplayBlankCharacter; + } else if(type === 'char') { + this._formattingClass = Sprite_DisplayCharacter; + } else if(type === 'dead') { + this._formattingClass = Sprite_DisplayDeadCharacter; + } else if(type === 'sv') { + this._formattingClass = Sprite_DisplaySvCharacter; + } else { + this._formattingClass = Sprite_DisplayBlankCharacter; + } + this._sprite = new Sprite(); + this._sprite.x = this.standardPadding(); + this._sprite.y = this.standardPadding(); + this.addChild(this._sprite); +}; + +Window_CharacterCreator_Preview.prototype.info = function() { + return this._pieces; +}; + +Window_CharacterCreator_Preview.prototype.setInfo = function(info) { + for(let key in this._spritePieces) { + this._sprite.removeChild(this._spritePieces[key]); + } + this._spritePieces = {}; + this._spriteFilters = {}; + this._pieces = info; + this.refresh(); +}; + +Window_CharacterCreator_Preview.prototype.addImage = function(imagePath, section, file) { + let newColor = [0]; + if(this._pieces[section] && this._pieces[section].color) { + newColor = JsonEx.makeDeepCopy(this._pieces[section].color); + } + this._pieces[section] = {path: imagePath, file: file, color: newColor}; + this.refresh(); +}; + +Window_CharacterCreator_Preview.prototype.setColor = function(section, hsl) { + if(this._spritePieces[section]) { + this._spriteFilters[section].hue(0); + if(hsl[4]) this._spriteFilters[section].greyscale(hsl[4], true); + if(hsl[3]) this._spriteFilters[section].brightness(hsl[3], true); + if(hsl[2]) this._spriteFilters[section].saturate(hsl[2], true); + if(hsl[1]) this._spriteFilters[section].hue(hsl[1], true); + this._pieces[section].color = JsonEx.makeDeepCopy(hsl); + } +}; + +Window_CharacterCreator_Preview.prototype.refresh = function() { + for(let i = 0; i < _.priorities.length; i++) { + const section = _.priorities[i]; + if(this._pieces[section]) { + if(!this._spritePieces[section]) { + const info = this._pieces[section]; + this._spritePieces[section] = new this._formattingClass(); + this._spriteFilters[section] = new PIXI.filters.ColorMatrixFilter(); + this._spritePieces[section].filters = [this._spriteFilters[section]]; + if(info.color) { + this.setColor(section, info.color); + } + const bit = _.loadImageWPath(info.path, info.file, 0, true); + bit.addLoadListener(function() { + if(this._spritePieces[section]) { + this._spritePieces[section].bitmap = bit; + this._spritePieces[section].refresh(true); + } + }.bind(this)); + } else { + const info = this._pieces[section]; + const bit = _.loadImageWPath(info.path, info.file, 0, true); + bit.addLoadListener(function() { + if(this._spritePieces[section]) { + this._spritePieces[section].bitmap = bit; + this._spritePieces[section].refresh(true); + } + }.bind(this)); + } + } else { + if(this._spritePieces[section]) this._sprite.removeChild(this._spritePieces[section]); + this._spritePieces[section] = undefined; + } + } + for(let i = 0; i < _.priorities.length; i++) { + const section = _.priorities[i]; + if(this._spritePieces[section]) { + this._sprite.removeChild(this._spritePieces[section]); + this._sprite.addChild(this._spritePieces[section]); + } + } +}; + +//----------------------------------------------------------------------------- +// Window_HueSelector +//----------------------------------------------------------------------------- + +Window_HueSelector.prototype = Object.create(Window_Command.prototype); +Window_HueSelector.prototype.constructor = Window_HueSelector; + +_.Window_HueSelector_initialize = Window_HueSelector.prototype.initialize; +Window_HueSelector.prototype.initialize = function(x, y, fileWindow, scene) { + this._colorIndex = 0; + _.Window_HueSelector_initialize.apply(this, arguments); + this.select(-1); + this._fileWindow = fileWindow; + this._characterCreator = scene; + this._colors = $dataCharacterCreator[this._fileWindow.currentSectionNoPart()].colors; +}; + +Window_HueSelector.prototype.windowWidth = function() { + return 240; +}; + +Window_HueSelector.prototype.windowHeight = function() { + return this.fittingHeight(1) + 16; +}; + +Window_HueSelector.prototype.itemHeight = function() { + return this.contentsHeight(); +}; + +Window_HueSelector.prototype.maxItems = function() { + return 1; +}; + +if(_.touchInput) { + +Window_HueSelector.prototype.update = function() { + Window_Command.prototype.update.apply(this, arguments); + if(this.active) { + if(TouchInput.isTriggered()) { + this.cursorRight(true); + } + const threshold = 20; + if (TouchInput.wheelY >= threshold) { + this.cursorRight(true); + } + if (TouchInput.wheelY <= -threshold) { + this.cursorLeft(true); + } + } +}; + +} + +Window_HueSelector.prototype.cursorRight = function(wrap) { + if(this._colorIndex < this._colors.length - 1 || wrap) { + this._colorIndex++; + if(this._colorIndex >= this._colors.length) { + this._colorIndex = 0; + } + this.refreshEveything(); + SoundManager.playCursor(); + } +}; + +Window_HueSelector.prototype.isCurrentItemEnabled = function() { + return true; +}; + +Window_HueSelector.prototype.playOkSound = function() { + SoundManager.playOk(); +}; + +Window_HueSelector.prototype.cursorLeft = function(wrap) { + if(this._colorIndex > 0 || wrap) { + this._colorIndex--; + if(this._colorIndex < 0) { + this._colorIndex = this._colors.length - 1; + } + this.refreshEveything(); + SoundManager.playCursor(); + } +}; + +Window_HueSelector.prototype.refreshEveything = function(wrap) { + this.refresh(); + this._characterCreator.shiftCurrentSelection(this._colorIndex); +}; + +Window_HueSelector.prototype.drawItem = function(index) { + const rect = this.itemRectForText(index); + this.resetTextColor(); + this.contents.fontSize = 16; + this.contents.fontItalic = true; + this.drawText("Color", rect.x, rect.y - 7, rect.width, 'center'); + this.contents.fontItalic = false; + this.contents.fontSize = 22; + if(this._colors && this._colors[this._colorIndex]) this.drawText(this._colors[this._colorIndex][0], rect.x, rect.y + 18, rect.width, 'center'); + this.resetFontSettings(); + this.contents.fontSize = 32; + this.drawText("<", rect.x, rect.y + 8, rect.width, 'left'); + this.drawText(">", rect.x, rect.y + 8, rect.width, 'right'); +}; + +Window_HueSelector.prototype.open = function(section) { + const index = $gameSystem.colorIndexSaves()[section]; + this._colorIndex = index || 0; + this._colors = $dataCharacterCreator[this._fileWindow.currentSectionNoPart()].colors; + this.refresh(); + Window_Command.prototype.open.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_CharacterCreatorConfirmation +//----------------------------------------------------------------------------- + +Window_CharacterCreatorConfirmation.prototype = Object.create(Window_Command.prototype); +Window_CharacterCreatorConfirmation.prototype.constructor = Window_CharacterCreatorConfirmation; + +Window_CharacterCreatorConfirmation.prototype.initialize = function() { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; +}; + +Window_CharacterCreatorConfirmation.prototype.windowWidth = function() { + return 240; +}; + +Window_CharacterCreatorConfirmation.prototype.itemTextAlign = function() { + return 'center'; +}; + +Window_CharacterCreatorConfirmation.prototype.updatePlacement = function() { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = Graphics.boxHeight - this.height - 96; +}; + +Window_CharacterCreatorConfirmation.prototype.makeCommandList = function() { + this.addCommand(_.yesText, 'yes'); + this.addCommand(_.noText, 'no'); +}; + +})(SRD.CharacterCreatorEX); \ No newline at end of file