kinara-aspira/js/plugins/YEP_CoreEngine.js

2493 lines
80 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Core Engine
// YEP_CoreEngine.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_CoreEngine = true;
var Yanfly = Yanfly || {};
Yanfly.Core = Yanfly.Core || {};
Yanfly.Core.version = 1.25;
//=============================================================================
/*:
* @plugindesc v1.25 Needed for the majority of Yanfly Engine Scripts. Also
* contains bug fixes found inherently in RPG Maker.
* @author Yanfly Engine Plugins
*
* @param ---Screen---
* @default
*
* @param Screen Width
* @parent ---Screen---
* @type number
* @min 0
* @desc Adjusts the width of the screen.
* Default: 816
* @default 816
*
* @param Screen Height
* @parent ---Screen---
* @type number
* @min 0
* @desc Adjusts the height of the screen.
* Default: 624
* @default 624
*
* @param Scale Battlebacks
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc Do you wish to scale battlebacks to resolution?
* NO - false YES - true
* @default true
*
* @param Scale Title
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc Do you wish to scale the title screen to resolution?
* NO - false YES - true
* @default true
*
* @param Scale Game Over
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc Do you wish to scale the game over screen to resolution?
* NO - false YES - true
* @default true
*
* @param Open Console
* @parent ---Screen---
* @type boolean
* @on Open
* @off Don't Open
* @desc For testing and debug purposes, this opens up the console.
* Don't Open - false Open - true
* @default false
*
* @param Reposition Battlers
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc Allow the plugin to reposition battlers to resolution?
* NO - false YES - true
* @default true
*
* @param GameFont Load Timer
* @parent ---Screen---
* @type number
* @min 0
* @desc This allows you to set the timer for loading the GameFont.
* Set to 0 for unlimited time. Default: 20000
* @default 0
*
* @param Update Real Scale
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc For now, best left alone, but it will allow real scaling for
* screen stretching. NO - false YES - true
* @default false
*
* @param Collection Clear
* @parent ---Screen---
* @type boolean
* @on YES
* @off NO
* @desc Clears stored objects within major scenes upon switching
* scenes to free up memory. NO - false YES - true
* @default true
*
* @param ---Gold---
* @desc
*
* @param Gold Max
* @parent ---Gold---
* @type number
* @min 1
* @desc The maximum amount of gold the player can have.
* Default: 99999999
* @default 99999999
*
* @param Gold Font Size
* @parent ---Gold---
* @type number
* @min 1
* @desc The font size used to display gold.
* Default: 28
* @default 20
*
* @param Gold Icon
* @parent ---Gold---
* @type number
* @min 0
* @desc This will be the icon used to represent gold in the gold
* window. If left at 0, no icon will be displayed.
* @default 313
*
* @param Gold Overlap
* @parent ---Gold---
* @desc This will be what's displayed when the gold number
* exceeds the allocated area's content size.
* @default A lotta
*
* @param ---Items---
* @desc
*
* @param Default Max
* @parent ---Items---
* @type number
* @min 1
* @desc This is the maximum number of items a player can hold.
* Default: 99
* @default 99
*
* @param Quantity Text Size
* @parent ---Items---
* @type number
* @min 1
* @desc This is the text's font size used for the item quantity.
* Default: 28
* @default 20
*
* @param ---Parameters---
* @default
*
* @param Max Level
* @parent ---Parameters---
* @type number
* @min 1
* @desc Adjusts the maximum level limit for actors.
* Default: 99
* @default 99
*
* @param Actor MaxHP
* @parent ---Parameters---
* @type number
* @min 1
* @desc Adjusts the maximum HP limit for actors.
* Default: 9999
* @default 9999
*
* @param Actor MaxMP
* @parent ---Parameters---
* @type number
* @min 0
* @desc Adjusts the maximum MP limit for actors.
* Default: 9999
* @default 9999
*
* @param Actor Parameter
* @parent ---Parameters---
* @type number
* @min 1
* @desc Adjusts the maximum parameter limit for actors.
* Default: 999
* @default 999
*
* @param Enemy MaxHP
* @parent ---Parameters---
* @type number
* @min 1
* @desc Adjusts the maximum HP limit for enemies.
* Default: 999999
* @default 999999
*
* @param Enemy MaxMP
* @parent ---Parameters---
* @type number
* @min 0
* @desc Adjusts the maximum MP limit for enemies.
* Default: 9999
* @default 9999
*
* @param Enemy Parameter
* @parent ---Parameters---
* @type number
* @min 1
* @desc Adjusts the maximum parameter limit for enemies.
* Default: 999
* @default 999
*
* @param ---Battle---
* @desc
*
* @param Animation Rate
* @parent ---Battle---
* @type number
* @min 1
* @desc Adjusts the rate of battle animations. Lower for faster.
* Default: 4
* @default 4
*
* @param Flash Target
* @parent ---Battle---
* @type boolean
* @on YES
* @off NO
* @desc If an enemy is targeted, it flashes or it can whiten.
* OFF - false ON - true
* @default false
*
* @param Show Events Transition
* @parent ---Battle---
* @type boolean
* @on Show
* @off Hide
* @desc Show events during the battle transition?
* SHOW - true HIDE - false Default: false
* @default true
*
* @param Show Events Snapshot
* @parent ---Battle---
* @type boolean
* @on Show
* @off Hide
* @desc Show events for the battle background snapshot?
* SHOW - true HIDE - false Default: false
* @default true
*
* @param ---Font---
* @desc
*
* @param Chinese Font
* @parent ---Font---
* @desc Default font(s) used for a Chinese RPG.
* Default: SimHei, Heiti TC, sans-serif
* @default SimHei, Heiti TC, sans-serif
*
* @param Korean Font
* @parent ---Font---
* @desc Default font(s) used for a Korean RPG.
* Default: Dotum, AppleGothic, sans-serif
* @default Dotum, AppleGothic, sans-serif
*
* @param Default Font
* @parent ---Font---
* @desc Default font(s) used for everything else.
* Default: GameFont
* @default GameFont, Verdana, Arial, Courier New
*
* @param Font Size
* @parent ---Font---
* @type number
* @min 1
* @desc Default font size used for windows.
* Default: 28
* @default 28
*
* @param Text Align
* @parent ---Font---
* @type combo
* @option left
* @option center
* @option right
* @desc How to align the text for command windows.
* left center right
* @default left
*
* @param ---Windows---
* @default
*
* @param Digit Grouping
* @parent ---Windows---
* @type boolean
* @on YES
* @off NO
* @desc Groups together digits with a comma.
* false - OFF true - ON
* @default true
*
* @param Line Height
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts universal line height used in Windows.
* Default: 36
* @default 36
*
* @param Icon Width
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the width of your icons.
* Default: 32
* @default 32
*
* @param Icon Height
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the height of your icons.
* Default: 32
* @default 32
*
* @param Face Width
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the width of actors' faces.
* Default: 144
* @default 144
*
* @param Face Height
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the height of actors' faces.
* Default: 144
* @default 144
*
* @param Window Padding
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the padding for all standard windows.
* Default: 18
* @default 18
*
* @param Text Padding
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the padding for text inside of windows.
* Default: 6
* @default 6
*
* @param Window Opacity
* @parent ---Windows---
* @type number
* @min 0
* @desc Adjusts the background opacity for windows.
* Default: 192
* @default 192
*
* @param Gauge Outline
* @parent ---Windows---
* @type boolean
* @on YES
* @off NO
* @desc Enable outlines for gauges.
* false - OFF true - ON
* @default true
*
* @param Gauge Height
* @parent ---Windows---
* @type number
* @min 0
* @desc Sets the height for gauges.
* Default: 6
* @default 18
*
* @param Menu TP Bar
* @parent ---Windows---
* @type boolean
* @on YES
* @off NO
* @desc Draws a TP bar in the menu status for actors.
* false - OFF true - ON
* @default true
*
* @param ---Window Colors---
* @default
*
* @param Color: Normal
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 0
* @default 0
*
* @param Color: System
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 16
* @default 16
*
* @param Color: Crisis
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 17
* @default 17
*
* @param Color: Death
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 18
* @default 18
*
* @param Color: Gauge Back
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 19
* @default 19
*
* @param Color: HP Gauge 1
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 20
* @default 20
*
* @param Color: HP Gauge 2
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 21
* @default 21
*
* @param Color: MP Gauge 1
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 22
* @default 22
*
* @param Color: MP Gauge 2
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 23
* @default 23
*
* @param Color: MP Cost
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 23
* @default 23
*
* @param Color: Power Up
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 24
* @default 24
*
* @param Color: Power Down
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 25
* @default 25
*
* @param Color: TP Gauge 1
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 28
* @default 28
*
* @param Color: TP Gauge 2
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 29
* @default 29
*
* @param Color: TP Cost Color
* @parent ---Window Colors---
* @type number
* @min 0
* @max 31
* @desc Changes the text color for Windows.
* Default: 29
* @default 29
*
* @help
* ============================================================================
* Introduction and Instructions
* ============================================================================
*
* Yanfly Engine Plugins - Core Engine is made for RPG Maker MV. This plugin
* functions primarily to fix bugs and to allow the user more control over RPG
* Maker MV's various features, such as the screen resolution, font, window
* colors, and more.
*
* Just place this on top of all the other Yanfly Engine Plugins.
* Adjust any parameters as you see fit.
*
* ============================================================================
* Bug Fixes
* ============================================================================
*
* This plugin fixes a few bugs found present within RPG Maker MV. Of them are
* the following:
*
* Animation Overlay
* When a skill/item that targets multiple enemies at once using a fullscreen
* animation, it will overlay multiple times causing the image to look
* distorted by a series of overlayed effects. The plugin fixes this issue by
* having only one animation played over the group instead of every one.
*
* Event Movement Speed
* The movement speed of events are slightly slower than what they should be
* due a small error in the source code. The plugin fixes this issue and they
* move at the properly speed.
*
* Event Movement Queue
* If an event were to move through an event command, changing a condition
* that would set the event to change to a different page would cause that
* event's move route to halt in its tracks. The plugin fixes this issue and
* the event's move route will finish.
*
* Event Colliding
* Events cannot move over other events with a Below Player setting. This
* makes it difficult for certain types of puzzles or events to exist. This
* plugin fixes this issue by making the collision check only apply to events
* of "Same as Characters" priority. Any event that's above or below the
* characters will no longer collide with other events.
*
* Screen Tearing
* When moving slowly, the tiles on the screen tear. While it's not
* noticeable on all systems, slower computers will definitely show it. The
* plugin will fix this issue and synch the tiles to keep up to pace with
* the screen's camera movement properly.
*
* Sprite Distortion
* Because of JavaScript's strange mathematical behavior, sometimes values
* with decimal places cause spritesheets to end up looking distorted. The
* plugin will get rid of the decimal places and have sprite sheets take out
* frames properly by using integer values only.
*
* ============================================================================
* Gold
* ============================================================================
*
* You can use the plugin commands to add or remove gold more than the
* editor's 9,999,999 limit. You can also place notetags into items, weapons,
* and armors to over the 999,999 cost limit.
*
* Plugin Command:
* GainGold 1234567890 # Party gains 1234567890 gold.
* LoseGold 9876543210 # Party loses 9876543210 gold.
*
* Item, Weapon, Armor Notetags
* <Price: x>
* Changes the price of the item to x. This notetag allows you to bypass the
* editor's 999,999 gold cost limit.
*
* Enemy Notetag
* <Gold: x>
* Changes the gold drop value of enemies to x. This notetag allows you to
* bypass the editor's 9,999,999 gold drop limit.
*
* ============================================================================
* Items
* ============================================================================
*
* Change the parameters to reflect the maximum number of items a player can
* hold per item. If you wish to make individual items have different max
* values, use the following notetag:
*
* Item, Weapon, Armor Notetag:
* <Max Item: x>
* This changes the maximum amount of the item to x.
*
* ============================================================================
* Stats
* ============================================================================
*
* Even with the parameter limits raised, the editor is still confined to RPG
* Maker MV's default limits. To break past them, use the following notetags
* to allow further control over the individual aspects for the parameters.
*
* Actor Notetag
* <Initial Level: x>
* Changes the actor's initial level to x. This allows you to bypass the
* editor's level 99 limit.
*
* <Max Level: x>
* Changes the actor's max level to x. This allows you to bypass the editor's
* level 99 limit.
*
* Class Skill Learn Notetag
* <Learn at Level: x>
* When placed inside a class's "Skills to Learn" notetag, this will cause
* the class to learn the skill at level x.
*
* Weapon and Armor Notetags
* <stat: +x>
* <stat: -x>
* Allows the piece of weapon or armor to gain or lose x amount of stat.
* Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
* "luk" to alter that specific stat. This allows the piece of equipment
* to go past the editor's default limitation so long as the maximum value
* allows for it.
*
* Enemy Notetags
* <stat: x>
* This changes the enemy's stat to x amount. Replace "stat" with "hp",
* "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
* specific stat. This allows the piece of equipment to go past the
* editor's default limitation.
*
* <exp: x>
* This changes the enemy's exp given out to x amount. This allows the
* enemy give out more exp than the editor's default 9,999,999 limit.
*
* ============================================================================
* Script Call Fail Safe
* ============================================================================
*
* Irregular code in damage formulas, script calls, conditional branches, and
* variable events will no longer crash the game. Instead, they will force open
* the console window to display the error only during test play.
*
* If the player is not in test play, the game will continue as normal without
* the error being shown. If the game is being played in a browser, opening up
* the console window will still display the error.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.25:
* - Updated for RPG Maker MV version 1.5.0.
* - Updated Scale Title and Scale GameOver to work with 1.5.0.
*
* Version 1.24:
* - Screen jittering prevention is now prevented for RPG Maker MV 1.3.4 and
* above since Pixi4 handles that now.
*
* Version 1.23:
* - For RPG Maker MV version 1.3.2 and above, the 'Scale Battlebacks' plugin
* parameter will now recreate the battleback sprites in a different format.
* This is because battleback scaling with Tiling Sprites is just too volatile.
* Battleback sprites are now just regular sprites instead of tiling sprites.
* This may or may not cause plugin incompatibilities with other plugins that
* alter battlebacks.
* - For RPG Maker MV version 1.3.4, Game_Actor.meetsUsableItemConditions is
* now updated to return a check back to the original Game_BattlerBase version
* to maintain compatibility with other plugins.
*
* Version 1.22:
* - Added 'Show Events Transition' plugin parameter. Enabling this will make
* events on the map no longer hide themselves while entering battle during the
* transition.
* - Added 'Show Events Snapshot' plugin parameter. Enabling this will keep
* events shown as a part of the battle snapshot when entering battle.
* - Irregular code in damage formulas, script calls, conditional branches, and
* variable events will no longer crash the game. Instead, it will force open
* the console window to display the error only during Test Play.
*
* Version 1.21:
* - Fixed a bug with scaling battlebacks not working properly for Front View.
* - Optimization update to keep garbage collection across all scenes.
*
* Version 1.20:
* - Altered increasing resolution function.
* - Added 'Update Real Scale' plugin parameter. This is best left alone for
* now and to be used if a later update meshes with rendered scaling.
* - Added memory clear functionality for versions under 1.3.2 to free up more
* memory upon leaving the map scene.
* - Added 'Collection Clear' plugin parameter. This option, if left on, will
* clear the attached children to Scene_Map and Scene_Battle upon switching to
* a different scene. This will potentially free up memory from various objects
* added to those scenes from other plugins (depending on how they're added)
* and serve as a means of reducing memory bloat.
*
* Version 1.19:
* - Updated for RPG Maker MV version 1.3.2.
* - Fixed 'LearnSkill' function for actors to not be bypassed if a piece of
* equipment has temporarily added a skill.
*
* Version 1.18:
* - Fixed a bug with scaling battlebacks not working properly for Front View.
*
* Version 1.17:
* - Updated for RPG Maker MV version 1.3.0.
*
* Version 1.16:
* - Fixed a bug with RPG Maker MV's inherent 'drawTextEx' function. By default
* it calculates the text height and then resets the font settings before
* drawing the text, which makes the text height inconsistent if it were to
* match the calculated height settings.
*
* Version 1.15:
* - Window's are now set to have only widths and heights of whole numbers. No
* longer is it possible for them to have decimal values. This is to reduce any
* and all clipping issues caused by non-whole numbers.
*
* Version 1.14:
* - Optimization update for RPG Maker MV itself by replacing more memory
* intensive loops in commonly used functions with more efficient loops.
*
* Version 1.13:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.12:
* - Fixed a bug with a notetag: <Learn at Level: x>. Now, the notetag works
* with both <Learn at Level: x> and <Learn Level: x>
*
* Version 1.11:
* - Made fixes to the MV Source Code where FaceWidth was using a hard-coded
* 144 value regardless of what was changed for the Face Width parameter.
* - Fixed a notetag that wasn't working with the enemy EXP values.
* - Updated battler repositioning to no longer clash when entering-exiting the
* scene with Row Formation.
*
* Version 1.10:
* - Removed an MV bugfix that was applied through MV's newes tupdate.
*
* Version 1.09:
* - Changed minimum display width for status drawing to accomodate Party
* Formation defaults.
*
* Version 1.08:
* - Fixed a bug within the MV Source with changing classes and maintaining
* levels, even though the feature to maintain the levels has been removed.
*
* Version 1.07:
* - Fixed an issue with the gauges drawing outlines thicker than normal at odd
* intervals when windows are scaled irregularly.
*
* Version 1.06:
* - Removed event frequency bug fix since it's now included in the source.
*
* Version 1.05:
* - Added 'Scale Game Over' parameter to plugin settings.
*
* Version 1.04:
* - Reworked math for calculating scaled battleback locations.
* - Fixed a bug where if the party failed to escape from battle, states that
* would be removed by battle still get removed. *Fixed by Emjenoeg*
*
* Version 1.03:
* - Fixed a strange bug that made scaled battlebacks shift after one battle.
*
* Version 1.02:
* - Fixed a bug that made screen fading on mobile devices work incorrectly.
* - Added 'Scale Battlebacks' and 'Scale Title' parameters.
*
* Version 1.01:
* - Fixed a bug that where if button sprites had different anchors, they would
* not be properly clickable. *Fixed by Zalerinian*
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_CoreEngine');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters['Screen Width'] || 816);
Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters['Screen Height'] || 624);
Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters['Scale Battlebacks']);
Yanfly.Param.ScaleBattleback = eval(Yanfly.Param.ScaleBattleback);
Yanfly.Param.ScaleTitle = String(Yanfly.Parameters['Scale Title']);
Yanfly.Param.ScaleGameOver = String(Yanfly.Parameters['Scale Game Over']);
Yanfly.Param.OpenConsole = String(Yanfly.Parameters['Open Console']);
Yanfly.Param.OpenConsole = eval(Yanfly.Param.OpenConsole);
Yanfly.Param.ReposBattlers = String(Yanfly.Parameters['Reposition Battlers']);
Yanfly.Param.ReposBattlers = eval(Yanfly.Param.ReposBattlers);
Yanfly.Param.GameFontTimer = Number(Yanfly.Parameters['GameFont Load Timer']);
Yanfly.Param.UpdateRealScale = String(Yanfly.Parameters['Update Real Scale']);
Yanfly.Param.UpdateRealScale = eval(Yanfly.Param.UpdateRealScale);
Yanfly.Param.CollectionClear = String(Yanfly.Parameters['Collection Clear']);
Yanfly.Param.CollectionClear = eval(Yanfly.Param.CollectionClear);
Yanfly.Param.MaxGold = String(Yanfly.Parameters['Gold Max']);
Yanfly.Param.GoldFontSize = Number(Yanfly.Parameters['Gold Font Size']);
Yanfly.Icon.Gold = Number(Yanfly.Parameters['Gold Icon']);
Yanfly.Param.GoldOverlap = String(Yanfly.Parameters['Gold Overlap']);
Yanfly.Param.MaxItem = Number(Yanfly.Parameters['Default Max']);
Yanfly.Param.ItemQuantitySize = Number(Yanfly.Parameters['Quantity Text Size']);
Yanfly.Param.MaxLevel = Number(Yanfly.Parameters['Max Level']);
Yanfly.Param.EnemyMaxHp = Number(Yanfly.Parameters['Enemy MaxHP']);
Yanfly.Param.EnemyMaxMp = Number(Yanfly.Parameters['Enemy MaxMP']);
Yanfly.Param.EnemyParam = Number(Yanfly.Parameters['Enemy Parameter']);
Yanfly.Param.ActorMaxHp = Number(Yanfly.Parameters['Actor MaxHP']);
Yanfly.Param.ActorMaxMp = Number(Yanfly.Parameters['Actor MaxMP']);
Yanfly.Param.ActorParam = Number(Yanfly.Parameters['Actor Parameter']);
Yanfly.Param.AnimationRate = Number(Yanfly.Parameters['Animation Rate']);
Yanfly.Param.FlashTarget = eval(String(Yanfly.Parameters['Flash Target']));
Yanfly.Param.ShowEvTrans = String(Yanfly.Parameters['Show Events Transition']);
Yanfly.Param.ShowEvTrans = eval(Yanfly.Param.ShowEvTrans);
Yanfly.Param.ShowEvSnap = String(Yanfly.Parameters['Show Events Snapshot']);
Yanfly.Param.ShowEvSnap = eval(Yanfly.Param.ShowEvSnap);
Yanfly.Param.ChineseFont = String(Yanfly.Parameters['Chinese Font']);
Yanfly.Param.KoreanFont = String(Yanfly.Parameters['Korean Font']);
Yanfly.Param.DefaultFont = String(Yanfly.Parameters['Default Font']);
Yanfly.Param.FontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.TextAlign = String(Yanfly.Parameters['Text Align']);
Yanfly.Param.DigitGroup = String(Yanfly.Parameters['Digit Grouping']);
Yanfly.Param.LineHeight = Number(Yanfly.Parameters['Line Height']);
Yanfly.Param.IconWidth = Number(Yanfly.Parameters['Icon Width'] || 32);;
Yanfly.Param.IconHeight = Number(Yanfly.Parameters['Icon Height'] || 32);;
Yanfly.Param.FaceWidth = Number(Yanfly.Parameters['Face Width'] || 144);
Yanfly.Param.FaceHeight = Number(Yanfly.Parameters['Face Height'] || 144);
Yanfly.Param.WindowPadding = Number(Yanfly.Parameters['Window Padding']);
Yanfly.Param.TextPadding = Number(Yanfly.Parameters['Text Padding']);
Yanfly.Param.WindowOpacity = Number(Yanfly.Parameters['Window Opacity']);
Yanfly.Param.GaugeOutline = String(Yanfly.Parameters['Gauge Outline']);
Yanfly.Param.GaugeHeight = Number(Yanfly.Parameters['Gauge Height']);
Yanfly.Param.MenuTpGauge = String(Yanfly.Parameters['Menu TP Bar']);
Yanfly.Param.ColorNormal = Number(Yanfly.Parameters['Color: Normal']);
Yanfly.Param.ColorSystem = Number(Yanfly.Parameters['Color: System']);
Yanfly.Param.ColorCrisis = Number(Yanfly.Parameters['Color: Crisis']);
Yanfly.Param.ColorDeath = Number(Yanfly.Parameters['Color: Death']);
Yanfly.Param.ColorGaugeBack = Number(Yanfly.Parameters['Color: Gauge Back']);
Yanfly.Param.ColorHpGauge1 = Number(Yanfly.Parameters['Color: HP Gauge 1']);
Yanfly.Param.ColorHpGauge2 = Number(Yanfly.Parameters['Color: HP Gauge 2']);
Yanfly.Param.ColorMpGauge1 = Number(Yanfly.Parameters['Color: MP Gauge 1']);
Yanfly.Param.ColorMpGauge2 = Number(Yanfly.Parameters['Color: MP Gauge 2']);
Yanfly.Param.ColorMpCost = Number(Yanfly.Parameters['Color: MP Cost']);
Yanfly.Param.ColorPowerUp = Number(Yanfly.Parameters['Color: Power Up']);
Yanfly.Param.ColorPowerDown = Number(Yanfly.Parameters['Color: Power Down']);
Yanfly.Param.ColorTpGauge1 = Number(Yanfly.Parameters['Color: TP Gauge 1']);
Yanfly.Param.ColorTpGauge2 = Number(Yanfly.Parameters['Color: TP Gauge 2']);
Yanfly.Param.ColorTpCost = Number(Yanfly.Parameters['Color: TP Cost Color']);
//=============================================================================
// Bitmap
//=============================================================================
Yanfly.Core.Bitmap_initialize = Bitmap.prototype.initialize;
Bitmap.prototype.initialize = function(width, height) {
Yanfly.Core.Bitmap_initialize.call(this, width, height);
this.fontFace = Yanfly.Param.DefaultFont;
};
Yanfly.Core.Bitmap_blt = Bitmap.prototype.blt;
Bitmap.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) {
sx = Math.floor(sx);
sy = Math.floor(sy);
sw = Math.floor(sw);
sh = Math.floor(sh);
dx = Math.floor(dx);
dy = Math.floor(dy);
dw = Math.floor(dw);
dh = Math.floor(dh);
Yanfly.Core.Bitmap_blt.call(this, source, sx, sy, sw, sh, dx, dy, dw, dh);
};
Yanfly.Core.Bitmap_fillRect = Bitmap.prototype.fillRect;
Bitmap.prototype.fillRect = function(x, y, w, h, c) {
x = Math.floor(x);
y = Math.floor(y);
w = Math.floor(w);
h = Math.floor(h);
Yanfly.Core.Bitmap_fillRect.call(this, x, y, w, h, c);
};
Yanfly.Core.Bitmap_gradientFillRect = Bitmap.prototype.gradientFillRect;
Bitmap.prototype.gradientFillRect = function(x, y, w, h, c1, c2, ve) {
Yanfly.Core.Bitmap_gradientFillRect.call(this, x, y, w, h, c1, c2, ve);
};
Yanfly.Core.Bitmap_drawCircle = Bitmap.prototype.drawCircle;
Bitmap.prototype.drawCircle = function(x, y, r, c) {
x = Math.floor(x);
y = Math.floor(y);
Yanfly.Core.Bitmap_drawCircle.call(this, x, y, r, c);
};
Yanfly.Core.Bitmap_drawText = Bitmap.prototype.drawText;
Bitmap.prototype.drawText = function(text, x, y, mW, l, align) {
x = Math.floor(x);
y = Math.floor(y);
mW = Math.floor(mW);
l = Math.floor(l);
Yanfly.Core.Bitmap_drawText.call(this, text, x, y, mW, l, align);
};
//=============================================================================
// Graphics
//=============================================================================
if (Yanfly.Param.UpdateRealScale) {
Graphics._updateRealScale = function() {
if (this._stretchEnabled) {
var h = window.innerWidth / this._width;
var v = window.innerHeight / this._height;
this._realScale = Math.min(h, v);
if (this._realScale >= 3) this._realScale = 3;
else if (this._realScale >= 2) this._realScale = 2;
else if (this._realScale >= 1.5) this._realScale = 1.5;
else if (this._realScale >= 1) this._realScale = 1;
else this._realScale = 0.5;
} else {
this._realScale = this._scale;
}
};
}; // Yanfly.Param.UpdateRealScale
//=============================================================================
// Sprite
//=============================================================================
Yanfly.Core.Sprite_updateTransform = Sprite.prototype.updateTransform;
Sprite.prototype.updateTransform = function() {
Yanfly.Core.Sprite_updateTransform.call(this);
this.worldTransform.tx = Math.floor(this.worldTransform.tx);
this.worldTransform.ty = Math.floor(this.worldTransform.ty);
};
//=============================================================================
// ScreenSprite
//=============================================================================
Yanfly.Core.ScreenSprite_initialize = ScreenSprite.prototype.initialize;
ScreenSprite.prototype.initialize = function() {
Yanfly.Core.ScreenSprite_initialize.call(this);
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0') return;
this.scale.x = Graphics.boxWidth * 10;
this.scale.y = Graphics.boxHeight * 10;
this.anchor.x = 0.5;
this.anchor.y = 0.5;
this.x = 0;
this.y = 0;
};
//=============================================================================
// Window
//=============================================================================
Yanfly.Core.Window_refreshAllParts = Window.prototype._refreshAllParts;
Window.prototype._refreshAllParts = function() {
this._roundWhUp();
Yanfly.Core.Window_refreshAllParts.call(this);
};
Window.prototype._roundWhUp = function() {
this._width = Math.ceil(this._width);
this._height = Math.ceil(this._height);
};
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Core.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Core.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_CoreEngine) {
this.processCORENotetags1($dataItems);
this.processCORENotetags1($dataWeapons);
this.processCORENotetags1($dataArmors);
this.processCORENotetags2($dataEnemies);
this.processCORENotetags3($dataActors);
this.processCORENotetags4($dataClasses);
Yanfly._loaded_YEP_CoreEngine = true;
}
return true;
};
DataManager.processCORENotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.maxItem = Yanfly.Param.MaxItem;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:PRICE):[ ](\d+)>/i)) {
obj.price = parseInt(RegExp.$1);
} else if (line.match(/<(?:MAX ITEM):[ ](\d+)>/i)) {
obj.maxItem = Math.max(1, parseInt(RegExp.$1));
} else if (line.match(/<(.*):[ ]([\+\-]\d+)>/i)) {
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
switch (stat) {
case 'HP':
case 'MAXHP':
case 'MAX HP':
obj.params[0] = value;
break;
case 'MP':
case 'MAXMP':
case 'MAX MP':
case 'SP':
case 'MAXSP':
case 'MAX SP':
obj.params[1] = value;
break;
case 'ATK':
case 'STR':
obj.params[2] = value;
break;
case 'DEF':
obj.params[3] = value;
break;
case 'MAT':
case 'INT' || 'SPI':
obj.params[4] = value;
break;
case 'MDF':
case 'RES':
obj.params[5] = value;
break;
case 'AGI':
case 'SPD':
obj.params[6] = value;
break;
case 'LUK':
obj.params[7] = value;
break;
case 'EXP':
case 'XP':
obj.exp = value;
break;
}
}
}
}
};
DataManager.processCORENotetags2 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:GOLD):[ ](\d+)>/i)) {
obj.gold = parseInt(RegExp.$1);
} else if (line.match(/<(.*):[ ](\d+)>/i)) {
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
switch (stat) {
case 'HP':
case 'MAXHP':
case 'MAX HP':
obj.params[0] = value;
break;
case 'MP':
case 'MAXMP':
case 'MAX MP':
case 'SP':
case 'MAXSP':
case 'MAX SP':
obj.params[1] = value;
break;
case 'ATK':
case 'STR':
obj.params[2] = value;
break;
case 'DEF':
obj.params[3] = value;
break;
case 'MAT':
case 'INT':
case 'SPI':
obj.params[4] = value;
break;
case 'MDF':
case 'RES':
obj.params[5] = value;
break;
case 'AGI':
case 'SPD':
obj.params[6] = value;
break;
case 'LUK':
obj.params[7] = value;
break;
case 'EXP':
case 'XP':
obj.exp = value;
break;
}
}
}
}
};
DataManager.processCORENotetags3 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.maxLevel = Yanfly.Param.MaxLevel;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:MAX LEVEL):[ ](\d+)>/i)) {
obj.maxLevel = parseInt(RegExp.$1);
if (obj.maxLevel < 1) obj.maxLevel = 1;
} else if (line.match(/<(?:INITIAL LEVEL):[ ](\d+)>/i)) {
obj.initialLevel = parseInt(RegExp.$1);
if (obj.initialLevel < 1) obj.initialLevel = 1;
}
}
}
};
DataManager.processCORENotetags4 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.learnings.forEach(function(learning) {
if (learning.note.match(/<(?:LEARN LEVEL|LEARN AT LEVEL):[ ](\d+)>/i)) {
learning.level = parseInt(RegExp.$1);
if (learning.level < 1) obj.maxLevel = 1;
}
}, this);
}
};
//=============================================================================
// SceneManager
//=============================================================================
SceneManager._screenWidth = Yanfly.Param.ScreenWidth;
SceneManager._screenHeight = Yanfly.Param.ScreenHeight;
SceneManager._boxWidth = Yanfly.Param.ScreenWidth;
SceneManager._boxHeight = Yanfly.Param.ScreenHeight
Yanfly.Core.SceneManager_run = SceneManager.run;
SceneManager.run = function(sceneClass) {
Yanfly.Core.SceneManager_run.call(this, sceneClass);
if (!Utils.isNwjs()) return;
Yanfly.updateResolution();
if (Yanfly.Param.OpenConsole) Yanfly.openConsole();
};
Yanfly.updateResolution = function() {
var resizeWidth = Yanfly.Param.ScreenWidth - window.innerWidth;
var resizeHeight = Yanfly.Param.ScreenHeight - window.innerHeight;
if (!Imported.ScreenResolution) {
window.moveBy(-1 * resizeWidth / 2, -1 * resizeHeight / 2);
window.resizeBy(resizeWidth, resizeHeight);
}
};
Yanfly.openConsole = function() {
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
var _debugWindow = require('nw.gui').Window.get().showDevTools();
_debugWindow.moveTo(0, 0);
window.focus();
}
};
//=============================================================================
// BattleManager
//=============================================================================
Yanfly.Core.BattleManager_displayStartMessages =
BattleManager.displayStartMessages;
BattleManager.displayStartMessages = function() {
Yanfly.Core.BattleManager_displayStartMessages.call(this);
$gameTroop.members().forEach(function(enemy) {
enemy.recoverAll();
});
};
BattleManager.processEscape = function() {
$gameParty.performEscape();
SoundManager.playEscape();
var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
if (success) {
$gameParty.removeBattleStates();
this.displayEscapeSuccessMessage();
this._escaped = true;
this.processAbort();
} else {
this.displayEscapeFailureMessage();
this._escapeRatio += 0.1;
$gameParty.clearActions();
this.startTurn();
}
return success;
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Game_BattlerBase.prototype.paramMax = function(paramId) {
if (paramId === 0) {
return Yanfly.Param.EnemyMaxHp;
} else if (paramId === 1) {
return Yanfly.Param.EnemyMaxMp;
} else {
return Yanfly.Param.EnemyParam;
}
};
//=============================================================================
// Game_Actor
//=============================================================================
Yanfly.Core.Game_Actor_isMaxLevel = Game_Actor.prototype.isMaxLevel;
Game_Actor.prototype.isMaxLevel = function() {
if (this.maxLevel() === 0) return false;
return Yanfly.Core.Game_Actor_isMaxLevel.call(this);
};
Game_Actor.prototype.paramMax = function(paramId) {
if (paramId === 0) {
return Yanfly.Param.ActorMaxHp;
} else if (paramId === 1) {
return Yanfly.Param.ActorMaxMp;
} else {
return Yanfly.Param.ActorParam;
}
};
Yanfly.Core.Game_Actor_paramBase = Game_Actor.prototype.paramBase;
Game_Actor.prototype.paramBase = function(paramId) {
if (this.level > 99) {
var i = this.currentClass().params[paramId][99];
var j = this.currentClass().params[paramId][98];
i += (i - j) * (this.level - 99);
return i;
}
return Yanfly.Core.Game_Actor_paramBase.call(this, paramId);
};
Game_Actor.prototype.changeClass = function(classId, keepExp) {
if (keepExp) {
this._exp[classId] = this._exp[this._classId];
}
this._classId = classId;
this.changeExp(this._exp[this._classId] || 0, false);
this.refresh();
};
Game_Actor.prototype.learnSkill = function(skillId) {
if (!this._skills.contains(skillId)) {
this._skills.push(skillId);
this._skills.sort(function(a, b) {
return a - b;
});
}
};
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') {
Game_Actor.prototype.meetsUsableItemConditions = function(item) {
if($gameParty.inBattle() && !BattleManager.canEscape() &&
this.testEscape(item)){
return false;
}
return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item);
};
}; // Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4'
//=============================================================================
// Game_Party
//=============================================================================
Game_Party.prototype.maxGold = function() {
return eval(Yanfly.Param.MaxGold);
};
Game_Party.prototype.maxItems = function(item) {
if (!item) return 1;
return item.maxItem;
};
Game_Party.prototype.onPlayerWalk = function() {
var group = this.members();
var length = group.length;
for (var i = 0; i < length; ++i) {
var actor = group[i];
if (actor) actor.onPlayerWalk();
}
};
//=============================================================================
// Game_Map
//=============================================================================
Yanfly.isPreventScreenJittering = function() {
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.4') return false;
return true;
};
if (Yanfly.isPreventScreenJittering()) {
Game_Map.prototype.displayX = function() {
return parseFloat(Math.floor(this._displayX *
this.tileWidth())) / this.tileWidth();
};
Game_Map.prototype.displayY = function() {
return parseFloat(Math.floor(this._displayY *
this.tileHeight())) / this.tileHeight();
};
}; // Yanfly.isPreventScreenJittering
Game_Map.prototype.adjustX = function(x) {
if (this.isLoopHorizontal() && x < this.displayX() -
(this.width() - this.screenTileX()) / 2) {
return x - this.displayX() + $dataMap.width;
} else {
return x - this.displayX();
}
};
Game_Map.prototype.adjustY = function(y) {
if (this.isLoopVertical() && y < this.displayY() -
(this.height() - this.screenTileY()) / 2) {
return y - this.displayY() + $dataMap.height;
} else {
return y - this.displayY();
}
};
Game_Map.prototype.updateEvents = function() {
var group = this.events();
var length = group.length;
for (var i = 0; i < length; ++i) {
var ev = group[i];
if (ev) ev.update();
}
var group = this._commonEvents;
var length = group.length;
for (var i = 0; i < length; ++i) {
var ev = group[i];
if (ev) ev.update();
}
};
Game_Map.prototype.updateVehicles = function() {
var group = this._vehicles;
var length = group.length;
for (var i = 0; i < length; ++i) {
var vehicle = group[i];
if (vehicle) vehicle.update();
}
};
//=============================================================================
// Game_Character
//=============================================================================
Game_Character.prototype.queueMoveRoute = function(moveRoute) {
this._originalMoveRoute = moveRoute;
this._originalMoveRouteIndex = 0;
};
Yanfly.Core.Game_Event_setMoveRoute =
Game_Event.prototype.setMoveRoute;
Game_Character.prototype.setMoveRoute = function(moveRoute) {
if (!this._moveRouteForcing) {
Yanfly.Core.Game_Event_setMoveRoute.call(this, moveRoute);
} else {
this.queueMoveRoute(moveRoute);
}
};
Yanfly.Core.Game_Character_processMoveCommand =
Game_Character.prototype.processMoveCommand;
Game_Character.prototype.processMoveCommand = function(command) {
var gc = Game_Character;
var params = command.parameters;
switch (command.code) {
case gc.ROUTE_SCRIPT:
try {
eval(params[0]);
} catch (e) {
Yanfly.Util.displayError(e, params[0], 'MOVE ROUTE SCRIPT ERROR');
}
return;
break;
}
return Yanfly.Core.Game_Character_processMoveCommand.call(this, command);
};
//=============================================================================
// Game_Event
//=============================================================================
Game_Event.prototype.isCollidedWithEvents = function(x, y) {
var events = $gameMap.eventsXyNt(x, y).filter(function(ev) {
return ev.isNormalPriority();
});
if (events.length <= 0) return false;
return this.isNormalPriority();
};
//=============================================================================
// Game_Screen
//=============================================================================
Game_Screen.prototype.updatePictures = function() {
var group = this._pictures;
var length = group.length;
for (var i = 0; i < length; ++i) {
var picture = group[i];
if (picture) picture.update();
}
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.Core.Game_Action_testItemEffect = Game_Action.prototype.testItemEffect;
Game_Action.prototype.testItemEffect = function(target, effect) {
switch (effect.code) {
case Game_Action.EFFECT_LEARN_SKILL:
return target.isActor() && !target._skills.contains(effect.dataId);
default:
return Yanfly.Core.Game_Action_testItemEffect.call(this, target, effect);
}
};
Game_Action.prototype.evalDamageFormula = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var v = $gameVariables._data;
var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);
try {
var value = Math.max(eval(item.damage.formula), 0) * sign;
if (isNaN(value)) value = 0;
return value;
} catch (e) {
Yanfly.Util.displayError(e, item.damage.formula, 'DAMAGE FORMULA ERROR');
return 0;
}
};
//=============================================================================
// Game_Interpreter
//=============================================================================
// Conditional Branch
Yanfly.Core.Game_Interpreter_command111 =
Game_Interpreter.prototype.command111;
Game_Interpreter.prototype.command111 = function() {
var result = false;
switch (this._params[0]) {
case 12: // Script
var code = this._params[1];
try {
result = !!eval(code);
} catch (e) {
result = false;
Yanfly.Util.displayError(e, code, 'CONDITIONAL BRANCH SCRIPT ERROR');
}
this._branch[this._indent] = result;
if (this._branch[this._indent] === false) this.skipBranch();
return true
break;
}
return Yanfly.Core.Game_Interpreter_command111.call(this);
};
// Control Variables
Yanfly.Core.Game_Interpreter_command122 =
Game_Interpreter.prototype.command122;
Game_Interpreter.prototype.command122 = function() {
switch (this._params[3]) {
case 4: // Script
var value = 0;
var code = this._params[4];
try {
value = eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CONTROL VARIABLE SCRIPT ERROR');
}
for (var i = this._params[0]; i <= this._params[1]; i++) {
this.operateVariable(i, this._params[2], value);
}
return true;
break;
}
return Yanfly.Core.Game_Interpreter_command122.call(this);
};
// Script
Game_Interpreter.prototype.command355 = function() {
var script = this.currentCommand().parameters[0] + '\n';
while (this.nextEventCode() === 655) {
this._index++;
script += this.currentCommand().parameters[0] + '\n';
}
try {
eval(script);
} catch (e) {
Yanfly.Util.displayError(e, script, 'SCRIPT CALL ERROR');
}
return true;
};
Yanfly.Core.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.Core.Game_Interpreter_pluginCommand.call(this, command, args);
if (command === 'GainGold') {
$gameParty.gainGold(parseInt(args[0]));
}
if (command === 'LoseGold') {
$gameParty.loseGold(parseInt(args[0]));
}
};
//=============================================================================
// Scene_Base
//=============================================================================
Scene_Base.prototype.clearChildren = function() {
while (this.children.length > 0) {
this.removeChild(this.children[0]);
}
};
if (Yanfly.Param.CollectionClear) {
Yanfly.Core.Scene_Base_terminate = Scene_Base.prototype.terminate;
Scene_Base.prototype.terminate = function() {
Yanfly.Core.Scene_Base_terminate.call(this);
if (this._bypassFirstClear) return;
this.clearChildren();
};
Yanfly.Core.Scene_Title_terminate = Scene_Title.prototype.terminate;
Scene_Title.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Title_terminate.call(this);
this.clearChildren();
};
Yanfly.Core.Scene_Map_terminate = Scene_Map.prototype.terminate;
Scene_Map.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Map_terminate.call(this);
this.clearChildren();
};
Yanfly.Core.Scene_Battle_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Battle_terminate.call(this);
this.clearChildren();
};
Yanfly.Core.Scene_Options_terminate = Scene_Options.prototype.terminate;
Scene_Options.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Options_terminate.call(this);
this.clearChildren();
};
Yanfly.Core.Scene_Load_terminate = Scene_Load.prototype.terminate;
Scene_Load.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Load_terminate.call(this);
this.clearChildren();
};
Yanfly.Core.Scene_Gameover_terminate = Scene_Gameover.prototype.terminate;
Scene_Gameover.prototype.terminate = function() {
this._bypassFirstClear = true;
Yanfly.Core.Scene_Gameover_terminate.call(this);
this.clearChildren();
};
}; // Yanfly.Param.CollectionClear
//=============================================================================
// Scene_Boot
//=============================================================================
Scene_Boot.prototype.isGameFontLoaded = function() {
if (Graphics.isFontLoaded('GameFont')) {
return true;
} else if (Yanfly.Param.GameFontTimer <= 0) {
return false;
} else {
var elapsed = Date.now() - this._startDate;
if (elapsed >= Yanfly.Param.GameFontTimer) {
throw new Error('Failed to load GameFont');
} else {
return false;
}
}
};
//=============================================================================
// Scene_Title
//=============================================================================
Yanfly.Core.Scene_Title_start = Scene_Title.prototype.start;
Scene_Title.prototype.start = function() {
Yanfly.Core.Scene_Title_start.call(this);
if (eval(Yanfly.Param.ScaleTitle)) this.rescaleTitle();
};
Scene_Title.prototype.rescaleTitle = function() {
this.rescaleTitleSprite(this._backSprite1);
this.rescaleTitleSprite(this._backSprite2);
};
Scene_Title.prototype.rescaleTitleSprite = function(sprite) {
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) {
return setTimeout(this.rescaleTitleSprite.bind(this, sprite), 5);
}
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var ratioX = width / sprite.bitmap.width;
var ratioY = height / sprite.bitmap.height;
if (ratioX > 1.0) sprite.scale.x = ratioX;
if (ratioY > 1.0) sprite.scale.y = ratioY;
this.centerSprite(sprite);
};
//=============================================================================
// Scene_Map
//=============================================================================
if (Yanfly.Param.ShowEvTrans) {
Scene_Map.prototype.startEncounterEffect = function() {
this._encounterEffectDuration = this.encounterEffectSpeed();
};
}; // Yanfly.Param.ShowEvTrans
Yanfly.Core.Scene_Map_snapForBattleBackground =
Scene_Map.prototype.snapForBattleBackground;
Scene_Map.prototype.snapForBattleBackground = function() {
if (!Yanfly.Param.ShowEvSnap) this._spriteset.hideCharacters();
Yanfly.Core.Scene_Map_snapForBattleBackground.call(this);
if (Yanfly.Param.ShowEvTrans) this._spriteset.showCharacters();
};
//=============================================================================
// Scene_Gameover
//=============================================================================
Yanfly.Core.Scene_Gameover_start = Scene_Gameover.prototype.start;
Scene_Gameover.prototype.start = function() {
Yanfly.Core.Scene_Gameover_start.call(this);
if (eval(Yanfly.Param.ScaleGameOver)) this.rescaleBackground();
};
Scene_Gameover.prototype.rescaleBackground = function() {
this.rescaleImageSprite(this._backSprite);
};
Scene_Gameover.prototype.rescaleImageSprite = function(sprite) {
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) {
return setTimeout(this.rescaleImageSprite.bind(this, sprite), 5);
}
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var ratioX = width / sprite.bitmap.width;
var ratioY = height / sprite.bitmap.height;
if (ratioX > 1.0) sprite.scale.x = ratioX;
if (ratioY > 1.0) sprite.scale.y = ratioY;
this.centerSprite(sprite);
};
Scene_Gameover.prototype.centerSprite = function(sprite) {
sprite.x = Graphics.width / 2;
sprite.y = Graphics.height / 2;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;
};
//=============================================================================
// Sprite_Animation
//=============================================================================
Sprite_Animation.prototype.setupRate = function() {
this._rate = Yanfly.Param.AnimationRate;
};
//=============================================================================
// Sprite_Battler
//=============================================================================
if (!Yanfly.Param.FlashTarget) {
Yanfly.Core.Sprite_Battler_updateSelectionEffect =
Sprite_Battler.prototype.updateSelectionEffect;
Sprite_Battler.prototype.updateSelectionEffect = function() {
if (this._battler.isActor()) {
Yanfly.Core.Sprite_Battler_updateSelectionEffect.call(this);
} else {
if (this._battler.isSelected()) this.startEffect('whiten');
}
};
}; // Yanfly.Param.FlashTarget
//=============================================================================
// Sprite_Actor
//=============================================================================
if (Yanfly.Param.ReposBattlers) {
Yanfly.Core.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
Sprite_Actor.prototype.setActorHome = function(index) {
Yanfly.Core.Sprite_Actor_setActorHome.call(this, index);
this._homeX += Graphics.boxWidth - 816;
this._homeY += Graphics.boxHeight - 624;
};
};
Sprite_Actor.prototype.retreat = function() {
this.startMove(1200, 0, 120);
};
//=============================================================================
// Sprite_Enemy
//=============================================================================
if (Yanfly.Param.ReposBattlers) {
Yanfly.Core.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
Sprite_Enemy.prototype.setBattler = function(battler) {
Yanfly.Core.Sprite_Enemy_setBattler.call(this, battler);
if (!this._enemy._alteredScreenY) {
this._homeY += Graphics.boxHeight - 624;
this._enemy._screenY = this._homeY;
this._enemy._alteredScreenY = true;
}
if ($gameSystem.isSideView()) return;
if (!this._enemy._alteredScreenX) {
this._homeX += (Graphics.boxWidth - 816) / 2;
this._enemy._screenX = this._homeX;
this._enemy._alteredScreenX = true;
}
};
}; // Yanfly.Param.ReposBattlers
//=============================================================================
// Sprite_StateIcon
//=============================================================================
Sprite_StateIcon._iconWidth = Yanfly.Param.IconWidth;
Sprite_StateIcon._iconHeight = Yanfly.Param.IconHeight;
//=============================================================================
// Sprite_Button
//=============================================================================
Sprite_Button.prototype.isButtonTouched = function() {
var x = this.canvasToLocalX(TouchInput.x) + (this.anchor.x * this.width);
var y = this.canvasToLocalY(TouchInput.y) + (this.anchor.y * this.height);
return x >= 0 && y >= 0 && x < this.width && y < this.height;
};
//=============================================================================
// Sprite_Battleback
//=============================================================================
function Sprite_Battleback() {
this.initialize.apply(this, arguments);
}
Sprite_Battleback.prototype = Object.create(Sprite.prototype);
Sprite_Battleback.prototype.constructor = Sprite_Battleback;
Sprite_Battleback.prototype.initialize = function(bitmapName, type) {
Sprite.prototype.initialize.call(this);
this._bitmapName = bitmapName;
this._battlebackType = type;
this.createBitmap();
};
Sprite_Battleback.prototype.createBitmap = function() {
if (this._bitmapName === '') {
this.bitmap = new Bitmap(Graphics.boxWidth, Graphics.boxHeight);
} else {
if (this._battlebackType === 1) {
this.bitmap = ImageManager.loadBattleback1(this._bitmapName);
} else {
this.bitmap = ImageManager.loadBattleback2(this._bitmapName);
}
this.scaleSprite();
}
};
Sprite_Battleback.prototype.scaleSprite = function() {
if (this.bitmap.width <= 0) return setTimeout(this.scaleSprite.bind(this), 5);
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
if (this.bitmap.width < width) {
this.scale.x = width / this.bitmap.width;
}
if (this.bitmap.height < height) {
this.scale.y = height / this.bitmap.height;
}
this.anchor.x = 0.5;
this.x = Graphics.boxWidth / 2;
if ($gameSystem.isSideView()) {
this.anchor.y = 1;
this.y = Graphics.boxHeight;
} else {
this.anchor.y = 0.5;
this.y = Graphics.boxHeight / 2;
}
};
//=============================================================================
// Spriteset_Map
//=============================================================================
Spriteset_Map.prototype.hideCharacters = function() {
for (var i = 0; i < this._characterSprites.length; i++) {
var sprite = this._characterSprites[i];
if (!sprite.isTile()) sprite.hide();
}
};
Spriteset_Map.prototype.showCharacters = function() {
for (var i = 0; i < this._characterSprites.length; i++) {
var sprite = this._characterSprites[i];
if (!sprite.isTile()) sprite.show();
}
};
//=============================================================================
// Spriteset_Battle
//=============================================================================
if (Yanfly.Param.ScaleBattleback) {
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.2') {
// Rewriting the battlebacks
Spriteset_Battle.prototype.createBattleback = function() {
this._back1Sprite = new Sprite_Battleback(this.battleback1Name(), 1);
this._back2Sprite = new Sprite_Battleback(this.battleback2Name(), 2);
this._battleField.addChild(this._back1Sprite);
this._battleField.addChild(this._back2Sprite);
};
// No more updateBattleback
Spriteset_Battle.prototype.updateBattleback = function() {
};
} else { // Version 1.3.0 and below
Yanfly.Core.Spriteset_Battle_locateBattleback =
Spriteset_Battle.prototype.locateBattleback;
Spriteset_Battle.prototype.locateBattleback = function() {
var sprite1 = this._back1Sprite;
var sprite2 = this._back2Sprite;
if (sprite1.bitmap.width <= 0) return;
if (sprite2.bitmap.width <= 0) return;
if (this._rescaledBattlebackSprite) return;
this._rescaledBattlebackSprite = true;
Yanfly.Core.Spriteset_Battle_locateBattleback.call(this);
var height = this._battleField.height;
sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height;
sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height;
this.rescaleBattlebacks();
};
Spriteset_Battle.prototype.rescaleBattlebacks = function() {
this.rescaleBattlebackSprite(this._back1Sprite, 'fnord');
this.rescaleBattlebackSprite(this._back2Sprite, 'blah');
};
Spriteset_Battle.prototype.rescaleBattlebackSprite = function(sprite) {
if (sprite.bitmap.width <= 0 || sprite.bitmap <= 0) return;
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var ratioX = width / sprite.bitmap.width;
var ratioY = height / sprite.bitmap.height;
if (ratioX > 1.0) {
sprite.scale.x = ratioX;
sprite.anchor.x = 0.5;
sprite.x = width / 2;
}
if (ratioY > 1.0) {
sprite.scale.y = ratioY;
sprite.origin.y = 0;
sprite.y = 0;
}
};
} // Version 1.3.0 and below
} // Yanfly.Param.ScaleBattleback
//=============================================================================
// Window_Base
//=============================================================================
Window_Base._iconWidth = Yanfly.Param.IconWidth;
Window_Base._iconHeight = Yanfly.Param.IconHeight;
Window_Base._faceWidth = Yanfly.Param.FaceWidth;
Window_Base._faceHeight = Yanfly.Param.FaceHeight;
Window_Base.prototype.lineHeight = function() {
return Yanfly.Param.LineHeight;
};
Window_Base.prototype.drawTextEx = function(text, x, y) {
if (text) {
this.resetFontSettings();
var textState = { index: 0, x: x, y: y, left: x };
textState.text = this.convertEscapeCharacters(text);
textState.height = this.calcTextHeight(textState, false);
while (textState.index < textState.text.length) {
this.processCharacter(textState);
}
return textState.x - x;
} else {
return 0;
}
};
Window_Base.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height + this.lineHeight());
};
Window_Base.prototype.standardFontFace = function() {
if ($gameSystem.isChinese()) {
return Yanfly.Param.ChineseFont;
} else if ($gameSystem.isKorean()) {
return Yanfly.Param.KoreanFont;
} else {
return Yanfly.Param.DefaultFont;
}
};
Window_Base.prototype.standardFontSize = function() {
return Yanfly.Param.FontSize;
};
Window_Base.prototype.standardPadding = function() {
return Yanfly.Param.WindowPadding;
};
Window_Base.prototype.textPadding = function() {
return Yanfly.Param.TextPadding;
};
Window_Base.prototype.standardBackOpacity = function() {
return Yanfly.Param.WindowOpacity;
};
Window_Base.prototype.normalColor = function() {
return this.textColor(Yanfly.Param.ColorNormal);
};
Window_Base.prototype.systemColor = function() {
return this.textColor(Yanfly.Param.ColorSystem);
};
Window_Base.prototype.crisisColor = function() {
return this.textColor(Yanfly.Param.ColorCrisis);
};
Window_Base.prototype.deathColor = function() {
return this.textColor(Yanfly.Param.ColorDeath);
};
Window_Base.prototype.gaugeBackColor = function() {
return this.textColor(Yanfly.Param.ColorGaugeBack);
};
Window_Base.prototype.hpGaugeColor1 = function() {
return this.textColor(Yanfly.Param.ColorHpGauge1);
};
Window_Base.prototype.hpGaugeColor2 = function() {
return this.textColor(Yanfly.Param.ColorHpGauge2);
};
Window_Base.prototype.mpGaugeColor1 = function() {
return this.textColor(Yanfly.Param.ColorMpGauge1);
};
Window_Base.prototype.mpGaugeColor2 = function() {
return this.textColor(Yanfly.Param.ColorMpGauge2);
};
Window_Base.prototype.mpCostColor = function() {
return this.textColor(Yanfly.Param.ColorMpCost);
};
Window_Base.prototype.powerUpColor = function() {
return this.textColor(Yanfly.Param.ColorPowerUp);
};
Window_Base.prototype.powerDownColor = function() {
return this.textColor(Yanfly.Param.ColorPowerDown);
};
Window_Base.prototype.tpGaugeColor1 = function() {
return this.textColor(Yanfly.Param.ColorTpGauge1);
};
Window_Base.prototype.tpGaugeColor2 = function() {
return this.textColor(Yanfly.Param.ColorTpGauge2);
};
Window_Base.prototype.tpCostColor = function() {
return this.textColor(Yanfly.Param.ColorTpCost);
};
Window_Base.prototype.drawGauge = function(dx, dy, dw, rate, color1, color2) {
var color3 = this.gaugeBackColor();
var fillW = Math.floor(dw * rate).clamp(0, dw);
var gaugeH = this.gaugeHeight();
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
if (eval(Yanfly.Param.GaugeOutline)) {
color3.paintOpacity = this.translucentOpacity();
this.contents.fillRect(dx, gaugeY - 1, dw, gaugeH, color3);
fillW = Math.max(fillW - 2, 0);
gaugeH -= 2;
dx += 1;
} else {
var fillW = Math.floor(dw * rate);
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
}
this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2);
};
Window_Base.prototype.gaugeHeight = function() {
return Yanfly.Param.GaugeHeight;
};
Window_Base.prototype.drawActorLevel = function(actor, x, y) {
this.changeTextColor(this.systemColor());
var dw1 = this.textWidth(TextManager.levelA);
this.drawText(TextManager.levelA, x, y, dw1);
this.resetTextColor();
var level = Yanfly.Util.toGroup(actor.level);
var dw2 = this.textWidth(Yanfly.Util.toGroup(actor.maxLevel()));
this.drawText(level, x + dw1, y, dw2, 'right');
};
Window_Base.prototype.drawCurrentAndMax = function(current, max, x, y,
width, color1, color2) {
var labelWidth = this.textWidth('HP');
var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
var slashWidth = this.textWidth('/');
var x1 = x + width - valueWidth;
var x2 = x1 - slashWidth;
var x3 = x2 - valueWidth;
if (x3 >= x + labelWidth) {
this.changeTextColor(color1);
this.drawText(Yanfly.Util.toGroup(current), x3, y, valueWidth,
'right');
this.changeTextColor(color2);
this.drawText('/', x2, y, slashWidth, 'right');
this.drawText(Yanfly.Util.toGroup(max), x1, y, valueWidth, 'right');
} else {
this.changeTextColor(color1);
this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth,
'right');
}
};
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
width = width || 96;
var color1 = this.tpGaugeColor1();
var color2 = this.tpGaugeColor2();
this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.tpA, x, y, 44);
this.changeTextColor(this.tpColor(actor));
this.drawText(Yanfly.Util.toGroup(actor.tp), x + width - 64, y, 64,
'right');
};
Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
var lineHeight = this.lineHeight();
var xpad = Window_Base._faceWidth + (2 * Yanfly.Param.TextPadding);
var x2 = x + xpad;
var width2 = Math.max(180, width - xpad - this.textPadding());
this.drawActorName(actor, x, y);
this.drawActorLevel(actor, x, y + lineHeight * 1);
this.drawActorIcons(actor, x, y + lineHeight * 2);
this.drawActorClass(actor, x2, y, width2);
this.drawActorHp(actor, x2, y + lineHeight * 1, width2);
this.drawActorMp(actor, x2, y + lineHeight * 2, width2);
if (eval(Yanfly.Param.MenuTpGauge)) {
this.drawActorTp(actor, x2, y + lineHeight * 3, width2);
}
};
Window_Base.prototype.drawCurrencyValue = function(value, unit, wx, wy, ww) {
this.resetTextColor();
this.contents.fontSize = Yanfly.Param.GoldFontSize;
if (this.usingGoldIcon(unit)) {
var cx = Window_Base._iconWidth;
} else {
var cx = this.textWidth(unit);
}
var text = Yanfly.Util.toGroup(value);
if (this.textWidth(text) > ww - cx) {
text = Yanfly.Param.GoldOverlap;
}
this.drawText(text, wx, wy, ww - cx - 4, 'right');
if (this.usingGoldIcon(unit)) {
this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2);
} else {
this.changeTextColor(this.systemColor());
this.drawText(unit, wx, wy, ww, 'right');
}
this.resetFontSettings();
};
Window_Base.prototype.usingGoldIcon = function(unit) {
if (unit !== TextManager.currencyUnit) return false;
return Yanfly.Icon.Gold > 0;
};
Window_Base.prototype.drawItemName = function(item, x, y, width) {
width = width || 312;
if (item) {
var iconBoxWidth = this.lineHeight();
var padding = (iconBoxWidth - Window_Base._iconWidth) / 2;
this.resetTextColor();
this.drawIcon(item.iconIndex, x + padding, y + padding);
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
}
};
//=============================================================================
// Window_Command
//=============================================================================
Window_Command.prototype.itemTextAlign = function() {
return Yanfly.Param.TextAlign;
};
//=============================================================================
// Window_MenuStatus
//=============================================================================
Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
this.changePaintOpacity(actor.isBattleMember());
var fw = Window_Base._faceWidth;
this.drawActorFace(actor, rect.x + 1, rect.y + 1, fw, rect.height - 2);
this.changePaintOpacity(true);
};
Window_MenuStatus.prototype.drawItemStatus = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRect(index);
var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
var x = rect.x + xpad;
if (!eval(Yanfly.Param.MenuTpGauge)) {
var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5;
} else {
var y = rect.y;
}
var width = rect.width - x - this.textPadding();
this.drawActorSimpleStatus(actor, x, y, width);
};
//=============================================================================
// Window_ItemList
//=============================================================================
Window_ItemList.prototype.numberWidth = function() {
return this.textWidth('\u00d70,000');
};
Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) {
if (!this.needsNumber()) return;
var numItems = Yanfly.Util.toGroup($gameParty.numItems(item));
this.contents.fontSize = Yanfly.Param.ItemQuantitySize;
this.drawText('\u00d7' + numItems, x, y, width, 'right');
this.resetFontSettings();
};
//=============================================================================
// Window_SkillStatus
//=============================================================================
Window_SkillStatus.prototype.refresh = function() {
this.contents.clear();
if (this._actor) {
var w = this.width - this.padding * 2;
var h = this.height - this.padding * 2;
if (!eval(Yanfly.Param.MenuTpGauge)) {
var y = h / 2 - this.lineHeight() * 1.5;
} else {
var y = 0;
}
var xpad = Yanfly.Param.WindowPadding + Window_Base._faceWidth;
var width = w - xpad - this.textPadding();
this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h);
this.drawActorSimpleStatus(this._actor, xpad, y, width);
}
};
Window_SkillList.prototype.drawSkillCost = function(skill, x, y, width) {
if (this._actor.skillTpCost(skill) > 0) {
this.changeTextColor(this.tpCostColor());
var skillcost = Yanfly.Util.toGroup(this._actor.skillTpCost(skill));
this.drawText(skillcost, x, y, width, 'right');
} else if (this._actor.skillMpCost(skill) > 0) {
this.changeTextColor(this.mpCostColor());
var skillcost = Yanfly.Util.toGroup(this._actor.skillMpCost(skill));
this.drawText(skillcost, x, y, width, 'right');
}
};
//=============================================================================
// Window_EquipStatus
//=============================================================================
Window_EquipStatus.prototype.drawCurrentParam = function(x, y, paramId) {
this.resetTextColor();
var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
this.drawText(actorparam, x, y, 48, 'right');
};
Window_EquipStatus.prototype.drawNewParam = function(x, y, paramId) {
var newValue = this._tempActor.param(paramId);
var diffvalue = newValue - this._actor.param(paramId);
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
this.drawText(actorparam, x, y, 48, 'right');
};
//=============================================================================
// Window_SkillType
//=============================================================================
Window_SkillType.prototype.makeCommandList = function() {
if (this._actor) {
var skillTypes = this._actor.addedSkillTypes();
skillTypes.sort(function(a, b){return a-b});
skillTypes.forEach(function(stypeId) {
var name = $dataSystem.skillTypes[stypeId];
this.addCommand(name, 'skill', true, stypeId);
}, this);
}
};
//=============================================================================
// Window_ActorCommand
//=============================================================================
Window_ActorCommand.prototype.addSkillCommands = function() {
var skillTypes = this._actor.addedSkillTypes();
skillTypes.sort(function(a, b){return a-b});
skillTypes.forEach(function(stypeId) {
var name = $dataSystem.skillTypes[stypeId];
this.addCommand(name, 'skill', true, stypeId);
}, this);
};
//=============================================================================
// Window_Status
//=============================================================================
Window_Status.prototype.drawParameters = function(x, y) {
var lineHeight = this.lineHeight();
for (var i = 0; i < 6; i++) {
var paramId = i + 2;
var y2 = y + lineHeight * i;
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(paramId), x, y2, 160);
this.resetTextColor();
var actorParam = Yanfly.Util.toGroup(this._actor.param(paramId));
var dw = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i + 2)));
this.drawText(actorParam, x + 160, y2, dw, 'right');
}
};
Window_Status.prototype.drawExpInfo = function(x, y) {
var lineHeight = this.lineHeight();
var expTotal = TextManager.expTotal.format(TextManager.exp);
var expNext = TextManager.expNext.format(TextManager.level);
var value1 = this._actor.currentExp();
var value2 = this._actor.nextRequiredExp();
if (this._actor.isMaxLevel()) {
value1 = '-------';
value2 = '-------';
} else {
value1 = Yanfly.Util.toGroup(value1);
value2 = Yanfly.Util.toGroup(value2);
}
this.changeTextColor(this.systemColor());
this.drawText(expTotal, x, y + lineHeight * 0, 270);
this.drawText(expNext, x, y + lineHeight * 2, 270);
this.resetTextColor();
this.drawText(value1, x, y + lineHeight * 1, 270, 'right');
this.drawText(value2, x, y + lineHeight * 3, 270, 'right');
};
//=============================================================================
// Window_ShopBuy
//=============================================================================
Window_ShopBuy.prototype.drawItem = function(index) {
var item = this._data[index];
var rect = this.itemRect(index);
rect.width -= this.textPadding();
this.changePaintOpacity(this.isEnabled(item));
this.drawItemName(item, rect.x, rect.y, rect.width);
this.contents.fontSize = Yanfly.Param.GoldFontSize;
var itemPrice = Yanfly.Util.toGroup(this.price(item));
this.drawText(itemPrice, rect.x, rect.y, rect.width, 'right');
this.changePaintOpacity(true);
this.resetFontSettings();
};
//=============================================================================
// Window_ShopNumber
//=============================================================================
Window_ShopNumber.prototype.drawNumber = function() {
var x = this.cursorX();
var y = this.itemY();
var width = this.cursorWidth() - this.textPadding();
this.resetTextColor();
var itemNumber = Yanfly.Util.toGroup(this._number);
this.drawText(itemNumber, x, y, width, 'right');
};
//=============================================================================
// Window_NameEdit
//=============================================================================
Window_NameEdit.prototype.faceWidth = function() {
return Window_Base._faceWidth;
};
//=============================================================================
// Window_BattleStatus
//=============================================================================
Window_BattleStatus.prototype.gaugeAreaWidth = function() {
return this.width / 2 + this.standardPadding();
};
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
var minIconArea = Window_Base._iconWidth * 2;
var nameLength = this.textWidth('0') * 16 + 6;
var iconWidth = Math.max(rect.width - nameLength, minIconArea);
var nameWidth = rect.width - iconWidth;
this.drawActorName(actor, rect.x + 0, rect.y, nameWidth);
this.drawActorIcons(actor, rect.x + nameWidth, rect.y, iconWidth);
};
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
var totalArea = this.gaugeAreaWidth() - 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
this.drawActorTp(actor, rect.x + hpW + otW + 30, rect.y, otW);
};
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
var totalArea = this.gaugeAreaWidth() - 15;
var hpW = parseInt(totalArea * 201 / 315);
var otW = parseInt(totalArea * 114 / 315);
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
};
//=============================================================================
// Window_BattleLog
//=============================================================================
Window_BattleLog.prototype.showNormalAnimation = function(targets,
animationId, mirror) {
var animation = $dataAnimations[animationId];
if (animation) {
if (animation.position === 3) {
targets.forEach(function(target) {
target.startAnimation(animationId, mirror, 0);
});
} else {
var delay = this.animationBaseDelay();
var nextDelay = this.animationNextDelay();
targets.forEach(function(target) {
target.startAnimation(animationId, mirror, delay);
delay += nextDelay;
});
}
}
};
//=============================================================================
// New Function
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.toGroup = function(inVal) {
if (typeof inVal !== 'string') { inVal = String(inVal); }
if (!eval(Yanfly.Param.DigitGroup)) return inVal;
return inVal.replace(/(^|[^\w.])(\d{4,})/g, function($0, $1, $2) {
return $1 + $2.replace(/\d(?=(?:\d\d\d)+(?!\d))/g, "$&,");
});
};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================