//============================================================================= // MOG_BattleCamera.js //============================================================================= /*: * @target MZ * @plugindesc (v1.0) Adiciona o efeito de câmera de batalha. * @author Moghunter * @url https://mogplugins.wordpress.com * * @param Cam Speed * @desc Velocidade da câmera. * @type number * @default 30 * @min 0 * @max 500 * * @param Cam Focus Delay * @desc Definição do tempo para ativar o foco no alvo. * @type number * @default 20 * @min 0 * @max 100 * * @param Cam X-Axis * @desc Definição X-axis da câmera. * @default 0 * * @param Cam Y-Axis * @desc Definição Y-axis da câmera. * @default 0 * * @command set_bCamWave * @desc Configurar o efeito Wave. * @text Wave Effect * * @arg waveX * @desc Ativar o efeito wave na horizontal. * @text Horizontal Wave * @type boolean * @default true * * @arg waveSpeedX * @desc Definição da velocidade do wave. * @text Wave Speed * @type number * @default 100 * @min 50 * @max 300 * * @arg waveY * @desc Ativar o efeito wave na vertical * @text Vertical Wave * @type boolean * @default true * * @arg waveSpeedY * @desc Definição da velocidade do wave. * @text Wave Speed * @type number * @default 100 * @min 50 * @max 300 * * @help * ============================================================================= * ♦♦♦ MOG - Battle Camera ♦♦♦ * Author - Moghunter * Version - 1.0 * Updated - 2021/04/16 * https://mogplugins.wordpress.com * ============================================================================= * Adiciona o efeito de câmera de batalha. * */ /*:ja * @target MZ * @plugindesc (v1.0) バトルカメラ効果を追加します。 * @author Moghunter * @url https://raw.githubusercontent.com/harizumi/Moghunter-MZ-jp/main/MOG_BattleCamera.js * * @param Cam Speed * @text カメラ速度 * @type number * @default 30 * @min 0 * @max 500 * * @param Cam Focus Delay * @text 焦点を合わせる時間 * @type number * @default 20 * @min 0 * @max 100 * * @param Cam X-Axis * @text カメラのX軸 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Cam Y-Axis * @text カメラのY軸 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * * @command set_bCamWave * @desc 波エフェクトを指定 * @text 波エフェクト * * @arg waveX * @desc X軸波エフェクト有効化 * @text X軸の波エフェクト * @type boolean * @default true * * @arg waveSpeedX * @desc X軸波速度を指定 * @text X軸の波速度 * @type number * @default 100 * @min 50 * @max 300 * * @arg waveY * @desc Y軸波エフェクト有効化 * @text Y軸の波エフェクト * @type boolean * @default true * * @arg waveSpeedY * @desc Y軸波速度を指定 * @text Y軸の波速度 * @type number * @default 100 * @min 50 * @max 300 * * @help * 翻訳: * https://fungamemake.com/ * * =========================================================================== * ♦♦♦ MOG - Battle Camera ♦♦♦ * Author - Moghunter * Version - 1.0 * Updated - 2021/04/16 * https://mogplugins.wordpress.com * =========================================================================== * バトルカメラ効果を追加します。 * プラグインコマンドがあります。 * */ //============================================================================= // ** PLUGIN PARAMETERS //============================================================================= var Imported = Imported || {}; Imported.MOG_BattleCamera = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_BattleCamera'); Moghunter.bcam_x = Number(Moghunter.parameters['Cam X-Axis'] || 0); Moghunter.bcam_y = Number(Moghunter.parameters['Cam Y-Axis'] || 0); Moghunter.bcam_range = Number(Moghunter.parameters['Cam Rate'] || 50); Moghunter.bcam_speed = Number(Moghunter.parameters['Cam Speed'] || 30); Moghunter.bcam_ftime = Number(Moghunter.parameters['Cam Focus Delay'] || 20); //============================================================================= // ■■■ PluginManager ■■■ //============================================================================= PluginManager.registerCommand('MOG_BattleCamera', "set_bCamWave", data => { $gameSystem.setBcamWave(data); }); //============================================================================= // ■■■ Game_Temp ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== var _alias_mog_bcam_temp_initialize = Game_Temp.prototype.initialize; Game_Temp.prototype.initialize = function () { _alias_mog_bcam_temp_initialize.call(this); this.clearBattleCamera(); }; //============================== // * clear Battle Camera //============================== Game_Temp.prototype.clearBattleCamera = function () { this._bcamPos = [0, 0]; this._bcam_actor = [null, [0, 0]]; this._bcam_target = [null, [0, 0]]; this._bcam_target_turn = [null, [0, 0]]; this._bcam_user = [null, [0, 0], 0]; this._bcam_allTargets = false; this._bcam_allTargets_turn = false; this._bcam_phase = [0, 0, 0, 0, 0]; this._bcam_moving = false; this._battleEnd = false; this._bcam_wait = [0, 0]; this._battleCamera = {}; this._battleCamera.centerX = 0; this._battleCamera.centerY = 0; this._battleCamera.waveX = 0; this._battleCamera.waveY = 0; this._battleCamera.needRefreshData = false; }; //============================================================================= // ■■■ Game_System ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== var _alias_mog_bcam_sys_initialize = Game_System.prototype.initialize; Game_System.prototype.initialize = function () { _alias_mog_bcam_sys_initialize.call(this); var nr = Math.min(Math.max(Moghunter.bcam_range, 0), 100); var ns = Math.min(Math.max(Moghunter.bcam_speed, 0), 500); var nw = Math.min(Math.max(Moghunter.bcam_ftime, 0), 100); this._cam_data = [true, nr, ns, nw]; this._battleCameraData = {}; this._battleCameraData.waveX = false; this._battleCameraData.waveY = false; this._battleCameraData.waveSpeedX = 100; this._battleCameraData.waveSpeedY = 100; }; //============================== // ♦ set BCam Wave //============================== Game_System.prototype.setBcamWave = function (data) { this._battleCameraData.waveX = String(data.waveX) == "true" ? true : false; this._battleCameraData.waveY = String(data.waveY) == "true" ? true : false; this._battleCameraData.waveSpeedX = Math.min(Math.max(Number(data.waveSpeedX), 50), 300); this._battleCameraData.waveSpeedY = Math.min(Math.max(Number(data.waveSpeedY), 50), 300); $gameTemp._battleCamera.needRefreshData = true; }; //============================================================================= // ■■■ Scene Battle ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ onSelectAction //============================== var _alias_mog_bcam_onSelectAction = Scene_Battle.prototype.onSelectAction; Scene_Battle.prototype.onSelectAction = function () { var action = BattleManager.inputtingAction(); $gameTemp._bcam_allTargets = action.isForAll(); _alias_mog_bcam_onSelectAction.call(this); }; //============================================================================= // ■■■ Window BattleActor ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Hide //============================== var _alias_mog_bcam_wba_hide = Window_BattleActor.prototype.hide; Window_BattleActor.prototype.hide = function () { _alias_mog_bcam_wba_hide.call(this); $gameTemp._bcam_allTargets = false; $gameTemp._bcam_target = null; }; //============================== // ♦ ALIAS ♦ Select //============================== var _mog_alias_bcam_wba_select = Window_BattleActor.prototype.select; Window_BattleActor.prototype.select = function (index) { _mog_alias_bcam_wba_select.call(this, index); $gameTemp._bcam_target = [null, [0, 0]]; if (this.actor(index)) { $gameTemp._bcam_target[0] = this.actor(index); }; }; //============================================================================= // ■■■ Window BattleEnemy ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Hide //============================== var _alias_mog_bcam_wbe_hide = Window_BattleEnemy.prototype.hide; Window_BattleEnemy.prototype.hide = function () { _alias_mog_bcam_wbe_hide.call(this); $gameTemp._bcam_allTargets = false; $gameTemp._bcam_target = null; }; //============================== // ♦ ALIAS ♦ Select //============================== var _mog_alias_batcam_wbe_select = Window_BattleEnemy.prototype.select; Window_BattleEnemy.prototype.select = function (index) { _mog_alias_batcam_wbe_select.call(this, index) $gameTemp._bcam_target = [null, [0, 0]]; if (this.enemy()) { $gameTemp._bcam_target[0] = this.enemy(); }; }; //============================================================================= // ■■■ Battle Manager ■■■ //============================================================================= //============================== // * Camera Clear //============================== BattleManager.camera_clear = function () { $gameTemp._bcam_user = [null, [0, 0], 0]; $gameTemp._bcam_target_turn = [null, [0, 0]]; $gameTemp._bcam_allTargets_turn = false; $gameTemp._bcam_moving = false; }; //============================== // ♦ ALIAS ♦ Start Action //============================== var _alias_mog_bcam_bmger_startAction = BattleManager.startAction; BattleManager.startAction = function () { _alias_mog_bcam_bmger_startAction.call(this); this.camera_clear(); $gameTemp._bcam_user = [this._subject, [0, 0], $gameSystem._cam_data[3]]; $gameTemp._bcam_target_turn[0] = this._targets[0]; const subject = this._subject; const action = subject.currentAction(); if (action) { if (this.needFocusUserFrontal(action)) { $gameTemp._bcam_target_turn[0] = this._subject }; if (this.needCenterCam(action)) { $gameTemp._bcam_allTargets_turn = true }; }; }; //============================== // * needFocusUserFrontal //============================== BattleManager.needFocusUserFrontal = function (action) { if ($gameSystem.isSideView()) { return false }; if (!this._subject.isEnemy()) { return false }; return true }; //============================== // * need Center Cam //============================== BattleManager.needCenterCam = function (action) { if (!$gameSystem.isSideView()) { return false }; if (action.isForAll()) { return true }; if (action.isForRandom()) { return false }; if (this._targets.length <= 1) { return false }; if (action.numRepeats() > 1) { return false } return true }; //============================== // ♦ ALIAS ♦ endTurn //============================== const _mog_bCam_battle_manager_endTurn = BattleManager.endTurn; BattleManager.endTurn = function () { _mog_bCam_battle_manager_endTurn.call(this); this.camera_clear(); }; //============================== // ♦ ALIAS ♦ endAction //============================== const _mog_bCam_battle_manager_endAction = BattleManager.endAction; BattleManager.endAction = function () { _mog_bCam_battle_manager_endAction.call(this); this.camera_clear(); $gameTemp._bcam_wait[0] = 20; }; //============================== // ♦ ALIAS ♦ processVictory //============================== var _alias_mog_bcam_processVictory = BattleManager.processVictory; BattleManager.processVictory = function () { $gameTemp._battleEnd = true; _alias_mog_bcam_processVictory.call(this); }; //============================== // ♦ ALIAS ♦ processAbort //============================== var _alias_mog_bcam_processAbort = BattleManager.processAbort; BattleManager.processAbort = function () { $gameTemp._battleEnd = true; _alias_mog_bcam_processAbort.call(this); }; //============================== // ♦ ALIAS ♦ processDefeat //============================== var _alias_mog_bcam_processDefeat = BattleManager.processDefeat; BattleManager.processDefeat = function () { $gameTemp._battleEnd = true; _alias_mog_bcam_processDefeat.call(this); }; //============================================================================= // ■■■ Spriteset Battler ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Update Position //============================== var _alias_mog_bcam_sprbat_updatePosition = Sprite_Battler.prototype.updatePosition; Sprite_Battler.prototype.updatePosition = function () { _alias_mog_bcam_sprbat_updatePosition.call(this); this.updateBattleCameraPosition(); }; //============================== // * Update Battle Camera Pos //============================== Sprite_Battler.prototype.updateBattleCameraPosition = function () { $gameTemp._bcam_actor[0] = BattleManager.actor(); if ($gameTemp._bcam_target && $gameTemp._bcam_target[0] === this._battler) { this.update_focus_target() }; if ($gameTemp._bcam_target_turn && $gameTemp._bcam_target_turn[0] === this._battler) { this.update_focus_target_turn() }; if ($gameTemp._bcam_user && $gameTemp._bcam_user[0] === this._battler) { this.update_focus_user() }; if ($gameTemp._bcam_actor && $gameTemp._bcam_actor[0] === this._battler) { this.update_focus_actor() }; }; //============================== // * Cam Y //============================== Sprite_Battler.prototype.cam_th = function () { if (this._mainSprite) { return this.y - (this._mainSprite.height / 2); } else { return this.y - (this.bitmap.height / 2); }; }; //============================== // * Update Focus Actor //============================== Sprite_Battler.prototype.update_focus_actor = function () { $gameTemp._bcam_actor[1][0] = this.x; $gameTemp._bcam_actor[1][1] = this.cam_th(); }; //============================== // * Update Focus Target //============================== Sprite_Battler.prototype.update_focus_target = function () { $gameTemp._bcam_target[1][0] = this.x; $gameTemp._bcam_target[1][1] = this.cam_th(); }; //============================== // * Update Focus Target Turn //============================== Sprite_Battler.prototype.update_focus_target_turn = function () { $gameTemp._bcam_target_turn[1][0] = this.x; $gameTemp._bcam_target_turn[1][1] = this.cam_th(); }; //============================== // * Update Focus user //============================== Sprite_Battler.prototype.update_focus_user = function () { $gameTemp._bcam_user[1][0] = this.x; $gameTemp._bcam_user[1][1] = this.cam_th(); }; //============================================================================= // ■■■ Spriteset Battleback ■■■ //============================================================================= //============================== // ♦ OVERWRITE ♦ adjustPosition //============================== Sprite_Battleback.prototype.adjustPosition = function () { const cRangeX = $gameSystem._cam_data[1] / 80; const cRangeY = $gameSystem._cam_data[1] / 135; const marginX = 64 const marginY = 64 const gwidth = Graphics.width + marginX; const gheight = Graphics.height + marginY; this.width = this.bitmap.width < gwidth ? gwidth : this.bitmap.width; this.height = this.bitmap.height < gheight ? gheight : this.bitmap.height; const camWidth = this.width + (this.width * cRangeX) const camHeight = this.height + (this.height * cRangeY) this.x = -(gwidth / 4); this.y = -(gheight / 4); const ratioX = camWidth / this.bitmap.width; const ratioY = camHeight / this.bitmap.height; this.scale.x = ratioX; this.scale.y = ratioY; }; //============================================================================= // ■■■ Spriteset Battle ■■■ //============================================================================= //============================== // ♦ ALIAS ♦ Initialize //============================== var _alias_mog_bcam_sprt_initialize = Spriteset_Battle.prototype.initialize; Spriteset_Battle.prototype.initialize = function () { this.battleCamSetup(); _alias_mog_bcam_sprt_initialize.call(this); }; //============================== // * Battle Cam Setup //============================== Spriteset_Battle.prototype.battleCamSetup = function () { $gameTemp.clearBattleCamera(); this._center = [(Graphics.width / 2), (Graphics.height / 2)]; this._resCenter = [(Graphics.width - 816) / 2, (Graphics.height - 624) / 2]; this._camera_range = $gameSystem._cam_data[1]; this._camera_speed = $gameSystem._cam_data[2]; lm_x = this._center[0] * this.cam_range(); lm_y = this._center[1] * this.cam_range(); this._cam_limit = [-lm_x, lm_x, -lm_y, lm_y]; this._cam_XF = Moghunter.bcam_x - this._resCenter[0]; this._cam_YF = Moghunter.bcam_y - this._resCenter[1] - 24; this.refreshCamWaveData(); this.cam_center(); this._scale_background = false; }; //============================== // * refreshCamWaveData //============================== Spriteset_Battle.prototype.refreshCamWaveData = function () { $gameTemp._battleCamera.needRefreshData = false; this._cWave = {}; this._cWave.enabledX = $gameSystem._battleCameraData.waveX; this._cWave.x = 0; this._cWave.speedX = 0.004 * $gameSystem._battleCameraData.waveSpeedX / 100; this._cWave.maxRangeX = 0.4; this._cWave.rangeX = this._cWave.maxRangeX; this._cWave.maxRangeLimitX = this._cWave.maxRangeX * 100; this._cWave.phaseX = 0; this._cWave.enabledY = $gameSystem._battleCameraData.waveY; this._cWave.y = 0; this._cWave.speedY = 0.004 * $gameSystem._battleCameraData.waveSpeedY / 100; this._cWave.maxRangeY = 0.4; this._cWave.rangeY = this._cWave.maxRangeY; this._cWave.maxRangeLimitY = this._cWave.maxRangeY * 100; this._cWave.phaseY = 0; }; //============================== // * Cam Speed //============================== Spriteset_Battle.prototype.cam_speed = function () { return this._camera_speed; }; //============================== // * Cam Range //============================== Spriteset_Battle.prototype.cam_range = function () { return this._camera_range / 100; }; //============================== // * Cam Center //============================== Spriteset_Battle.prototype.cam_center = function () { this._cam_X = this._center[0] - this._resCenter[0]; this._cam_Y = this._center[1] - this._resCenter[1]; }; //============================== // * Need Center Cam //============================== Spriteset_Battle.prototype.needCenterCam = function () { if ($gameTemp._bcam_allTargets) { return true }; if ($gameTemp._bcam_allTargets_turn) { return true }; if ($gameTemp._battleEnd) { return true }; return false }; //============================== // * Update Cam Position //============================== Spriteset_Battle.prototype.update_cam_position = function () { if (this._cWave.enabledX) { this.updateCameraWaveX() }; if (this._cWave.enabledY) { this.updateCameraWaveY() }; if ($gameTemp._bcam_wait[0] > 0) { $gameTemp._bcam_wait[0]-- }; if ($gameTemp._bcam_wait[1] > 0) { $gameTemp._bcam_wait[1]-- }; if (this.needCenterCam()) { this.cam_center(); return }; if ($gameTemp._bcam_wait[0] == 0) { this.updateFocus() }; }; //============================== // * Update Focus //============================== Spriteset_Battle.prototype.updateFocus = function () { this._sd = false if ($gameTemp._bcam_user[2] > 0) { $gameTemp._bcam_user[2] -= 1 }; if ($gameTemp._bcam_target && $gameTemp._bcam_target[0]) { if (!$gameSystem.isSideView() && $gameTemp._bcam_target[0].isActor()) { this._cam_X = this._center[0] + this._baseSprite.x; this._cam_Y = this._center[1] - this._baseSprite.y; } else { this._cam_X = $gameTemp._bcam_target[1][0]; this._cam_Y = $gameTemp._bcam_target[1][1]; }; } else if (this.isCamUser()) { if (!$gameSystem.isSideView() && $gameTemp._bcam_user[0].isActor()) { this.cam_center(); } else { this._cam_X = $gameTemp._bcam_user[1][0]; this._cam_Y = $gameTemp._bcam_user[1][1]; }; } else if (this.isCamTarget()) { this._cam_X = $gameTemp._bcam_target_turn[1][0]; this._cam_Y = $gameTemp._bcam_target_turn[1][1]; } else if (this.isCamActor()) { this._cam_X = $gameTemp._bcam_actor[1][0]; this._cam_Y = $gameTemp._bcam_actor[1][1]; } else { this.cam_center(); }; }; //============================== // * Is Cam User //============================== Spriteset_Battle.prototype.isCamUser = function () { if (!$gameTemp._bcam_user) { return false }; if (!$gameTemp._bcam_user[0]) { return false }; if ($gameTemp._bcam_user[2] === 0) { return false }; return true; }; //============================== // * Is Cam Target //============================== Spriteset_Battle.prototype.isCamTarget = function () { if (!$gameTemp._bcam_target_turn) { return false }; if (!$gameTemp._bcam_target_turn[0]) { return false }; if (!$gameSystem.isSideView() && $gameTemp._bcam_target_turn[0].isActor()) { return false }; return true; }; //============================== // * Is Cam Actor //============================== Spriteset_Battle.prototype.isCamActor = function () { if (!$gameSystem.isSideView()) { return false }; if (!$gameTemp._bcam_actor) { return false }; if (!$gameTemp._bcam_actor[0]) { return false }; return true; }; //============================== // * Update Battle Camera //============================== Spriteset_Battle.prototype.update_battle_camera = function () { this.update_cam_position(); var nx = this._center[0] - this._cam_X + this._cam_XF + this._cWave.x; var ny = this._center[1] - this._cam_Y + this._cam_YF + this._cWave.y; if (this._cWave.enabledX) { if (nx >= this._cam_limit[1] - this._cWave.maxRangeLimitX + this._cWave.x) { nx = this._cam_limit[1] - this._cWave.maxRangeLimitX + this._cWave.x } else if (nx <= this._cam_limit[0] + this._cWave.maxRangeLimitX + this._cWave.x) { nx = this._cam_limit[0] + this._cWave.maxRangeLimitX + this._cWave.x }; }; if (this._cWave.enabledY) { if (ny >= this._cam_limit[3] - this._cWave.maxRangeLimitY + this._cWave.y) { ny = this._cam_limit[3] - this._cWave.maxRangeLimitY + this._cWave.y; } else if (ny <= this._cam_limit[2] + this._cWave.maxRangeLimitY + this._cWave.y) { ny = this._cam_limit[2] + this._cWave.maxRangeLimitY + this._cWave.y }; }; this._baseSprite.x = Math.floor(this.cam_move_to(this._baseSprite.x, nx, this.cam_speed(), 0)); this._baseSprite.y = Math.floor(this.cam_move_to(this._baseSprite.y, ny, this.cam_speed(), 1)); $gameTemp._bcamPos = [this._baseSprite.x, this._baseSprite.y]; $gameTemp._battleCamera.waveX = this._cWave.x; $gameTemp._battleCamera.waveY = this._cWave.y; }; //============================== // * updateBCamMode //============================== Spriteset_Battle.prototype.updateBbCamMode = function (sprite, index) { if (this._bbData[index] && this._bbData[index][5]) { var rate = this._bbData[index][5]; } else { var rate = 0; }; sprite.x = -(this._baseSprite.x * (rate / 100)) + this._center[0]; sprite.y = -(this._baseSprite.y * (rate / 100)) + this._center[1]; }; //============================== // * Cam Move To //============================== Spriteset_Battle.prototype.cam_move_to = function (value, real_value, speed, type) { if (value == real_value) { return value }; var dnspeed = 5 + (Math.abs(value - real_value) / speed); if (value > real_value) { value -= dnspeed; if (value < real_value) { value = real_value }; } else if (value < real_value) { value += dnspeed; if (value > real_value) { value = real_value }; }; if (type === 0) { return Math.min(Math.max(value, this._cam_limit[0]), this._cam_limit[1]); } else { return Math.min(Math.max(value, this._cam_limit[2]), this._cam_limit[3]) }; }; //============================== // * update Camera Wave X //============================== Spriteset_Battle.prototype.updateCameraWaveX = function () { if (this._cWave.phaseX == 0) { this._cWave.rangeX -= this._cWave.speedX; if (this._cWave.rangeX <= -this._cWave.maxRangeX) { this._cWave.rangeX = -this._cWave.maxRangeX this._cWave.phaseX = 1 }; } else { this._cWave.rangeX += this._cWave.speedX; if (this._cWave.rangeX >= this._cWave.maxRangeX) { this._cWave.rangeX = this._cWave.maxRangeX; this._cWave.phaseX = 0 }; }; this._cWave.x -= this._cWave.rangeX; }; //============================== // * update Camera Wave Y //============================== Spriteset_Battle.prototype.updateCameraWaveY = function () { if (this._cWave.phaseY == 0) { this._cWave.rangeY -= this._cWave.speedY; if (this._cWave.rangeY <= -this._cWave.maxRangeY) { this._cWave.rangeY = -this._cWave.maxRangeY this._cWave.phaseY = 1 }; } else { this._cWave.rangeY += this._cWave.speedY; if (this._cWave.rangeY >= this._cWave.maxRangeY) { this._cWave.rangeY = this._cWave.maxRangeY; this._cWave.phaseY = 0; }; }; this._cWave.y -= this._cWave.rangeY; }; //============================== // * Update Bcam Misc //============================== Spriteset_Battle.prototype.updateBcamMisc = function () { const cx = $gameTemp._bcamPos[0]; const cy = $gameTemp._bcamPos[1]; if (this._sprtField1) { this._sprtField1.x = cx; this._sprtField1.y = cy; }; if (this._sprtField2) { this._sprtField2.x = cx; this._sprtField2.y = cy; }; if (Imported.MOG_HPGauge) { this._hpField.x = cx; this._hpField.y = cy; }; if ($gameTemp._battleCamera.needRefreshData) { this.refreshCamWaveData() }; }; //============================== // ♦ ALIAS ♦ Update //============================== var _alias_mog_bcam_sprt_update = Spriteset_Battle.prototype.update; Spriteset_Battle.prototype.update = function () { _alias_mog_bcam_sprt_update.call(this); if ($gameSystem._cam_data[0] && this._cam_limit) { this.update_battle_camera() }; this.updateBcamMisc(); };