//============================================================================= // Plugin_Name : RX_T_Change_BattleBackEX(MV/MZ) // File_Name : RX_T_Change_BattleBackEX.js // Version : 1.00 // Copylight : 2015,2020 TYPE74RX-T //============================================================================= //============================================================================= /*: * @target MV MZ * @plugindesc The event command "Change Battle Back" will be available during battle. * @author TYPE74RX-T * @url https://w.atwiki.jp/type74rx-t/pages/221.html * * @command RememberBattleBack * @text Battle Back Memory and Restoration * @desc You can remember or restore the current battle background state. * @arg Mode * @text Battle Back Processing * @desc Choose whether you want the current battle background state to be remembered or restored. * @default remember * @type select * @option 1.Remember * @value remember * @option 2.Recovery * @value recovery * * @help Change Battle Back EX(MV/MZ) * * This plugin is compatible with RPG Maker MV and RPG Maker MZ. * * ◆Summary * The event command "Change Battle Back" will be available during battle. * It is possible to also memorize the currently set battle background or * restore a memorized battle background. * * ◆How to use "Battle Back Memory and Restoration" * The settings are different between the MV and MZ versions. * * ★Usage in the MZ version * Plugin file: RX_T_Change_BattleBackEX * * 【Battle Back Processing】 * It is possible to choose to have it remember or restore. * * ★Usage in the MV version * Use the plugin command to configure it as follows. * * battleback 0 * * Here's what process you'll find below in which settings. * For example, if it is marked "Remember:0, remember" * * motion 0 * motion remember * * All of these commands will have the same meaning, so enter the one * you feel comfortable typing. * * 【List of Plug-in Commands for MV】 * Remember:0, remember * Recovery:1, recovery * * ◆License * This plugin is released under MIT license. * http://opensource.org/licenses/mit-license.php */ /*:ja * @target MV MZ * @plugindesc イベントコマンド「戦闘背景の変更」を戦闘中でも行えるようになります。 * @author TYPE74RX-T * @url https://mdc-light.jpn.org/TYPE74RX-T/ * * @command RememberBattleBack * @text 戦闘背景の記憶と復帰 * @desc 現在の戦闘背景の状態を * 記憶させたり復帰させたりできます。 * @arg Mode * @text 戦闘背景の処理 * @desc 現在の戦闘背景の状態を * 記憶させるか復帰させるかを選択してください。 * @default remember * @type select * @option 1.記憶させる * @value remember * @option 2.復帰させる * @value recovery * * @help 戦闘背景の変更EX(MV/MZ) * * このプラグインはRPGツクールMV、RPGツクールMZに対応しています。 * * ◆概要 * イベントコマンド「戦闘背景の変更」を戦闘中でも行えるようになります。 * また、設定されている戦闘背景を記憶させたり、記憶させていた戦闘背景を * 復帰させることもできます。 * * ◆使い方 * MV版とMZ版で設定方法が異なります。 * * ★MZ版 * プラグインファイル:RX_T_Change_BattleBackEX * * 【戦闘背景の処理】 * 記憶させるか復帰させるか選択してください。 * * ★MV版 * プラグインコマンドで以下の要領で設定します。 * * battleback 0 * * どの設定でどんな処理をするのかを下記に紹介します。 * 例えば「記憶:0, remember, 記憶」と表記されている場合 * * motion 0 * motion remember * motion 記憶 * * これらはどれも同じ意味のコマンドになるので、入力しやすいと思ったものを * 入力してください。 * * 【MV版プラグインコマンド一覧】 * 記憶:0, remember, 記憶 * 復帰:1, recovery, 復帰 * * ◆ライセンス * このプラグインはMITライセンスで公開されています。 * http://opensource.org/licenses/mit-license.php */ (() => { 'use strict'; //Game_Temp const rx_t_gtp151026_initialize = Game_Temp.prototype.initialize; Game_Temp.prototype.initialize = function() { rx_t_gtp151026_initialize.call(this); this._rx_changeBatBack_in_battle = false; }; //Game_Map const rx_t_gmpp151026_changeBattleback = Game_Map.prototype.changeBattleback; Game_Map.prototype.changeBattleback = function(battleback1Name, battleback2Name) { rx_t_gmpp151026_changeBattleback.call(this, battleback1Name, battleback2Name); if (BattleManager.isBattleTest()) { $dataSystem.battleback1Name = battleback1Name; $dataSystem.battleback2Name = battleback2Name; } if ($gameParty.inBattle() && !$gameTemp._rx_changeBatBack_in_battle) { $gameTemp._rx_changeBatBack_in_battle = true; } }; //Spriteset_battle const rx_t_spbp151026_updateBattleback = Spriteset_Battle.prototype.updateBattleback; Spriteset_Battle.prototype.updateBattleback = function() { rx_t_spbp151026_updateBattleback.call(this); if ($gameParty.inBattle() && $gameTemp._rx_changeBatBack_in_battle){ $gameTemp._rx_changeBatBack_in_battle = false; this._back1Sprite.bitmap = this.battleback1Bitmap(); this._back2Sprite.bitmap = this.battleback2Bitmap(); } }; //for MZ if (PluginManager._commands !== undefined) { //PluginManager PluginManager.registerCommand("RX_T_Change_BattleBackEX", "RememberBattleBack", args => { const rx_recBatBakCmd = args.Mode === "remember" ? 0 : 1; if (rx_recBatBakCmd === 0){ $gamePlayer._rx_remBattleBack1Name = $gameMap.battleback1Name(); $gamePlayer._rx_remBattleBack2Name = $gameMap.battleback2Name(); if (BattleManager.isBattleTest()) { $gamePlayer._rx_remBattleBack1Name = $dataSystem.battleback1Name; $gamePlayer._rx_remBattleBack2Name = $dataSystem.battleback2Name; } } if (rx_recBatBakCmd === 1){ $gameMap._battleback1Name = $gamePlayer._rx_remBattleBack1Name; $gameMap._battleback2Name = $gamePlayer._rx_remBattleBack2Name; if (BattleManager.isBattleTest()) { $dataSystem.battleback1Name = $gamePlayer._rx_remBattleBack1Name; $dataSystem.battleback2Name = $gamePlayer._rx_remBattleBack2Name; } if ($gameParty.inBattle() && !$gameTemp._rx_changeBatBack_in_battle) { $gameTemp._rx_changeBatBack_in_battle = true; } } }); //Speiteset_Battle Spriteset_Battle.prototype.battleback1Bitmap = function(){ return this._back1Sprite.battleback1Bitmap(); }; Spriteset_Battle.prototype.battleback2Bitmap = function(){ return this._back1Sprite.battleback2Bitmap(); }; } else { //Game_Interpreter const rx_t_gipc200911_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { rx_t_gipc200911_pluginCommand.call(this, command, args); if (command === 'battleback') { switch (args[0]) { case '0': case 'remember': case '記憶': $gamePlayer._rx_remBattleBack1Name = $gameMap.battleback1Name(); $gamePlayer._rx_remBattleBack2Name = $gameMap.battleback2Name(); if (BattleManager.isBattleTest()) { $gamePlayer._rx_remBattleBack1Name = $dataSystem.battleback1Name; $gamePlayer._rx_remBattleBack2Name = $dataSystem.battleback2Name; } break; case '1': case 'recovery': case '復帰': $gameMap._battleback1Name = $gamePlayer._rx_remBattleBack1Name; $gameMap._battleback2Name = $gamePlayer._rx_remBattleBack2Name; if (BattleManager.isBattleTest()) { $dataSystem.battleback1Name = $gamePlayer._rx_remBattleBack1Name; $dataSystem.battleback2Name = $gamePlayer._rx_remBattleBack2Name; } if ($gameParty.inBattle() && !$gameTemp._rx_changeBatBack_in_battle) { $gameTemp._rx_changeBatBack_in_battle = true; } break; } } }; } })();