/* * ============================================================================== * ** Victor Engine MV - Skip Battle Log * ------------------------------------------------------------------------------ * VE_SkipBattleLog.js * ============================================================================== */ var Imported = Imported || {}; Imported['VE - Skip Battle Log'] = '1.04'; var VictorEngine = VictorEngine || {}; VictorEngine.SkipBattleLog = VictorEngine.SkipBattleLog || {}; (function () { VictorEngine.SkipBattleLog.loadDatabase = DataManager.loadDatabase; DataManager.loadDatabase = function () { VictorEngine.SkipBattleLog.loadDatabase.call(this); PluginManager.requiredPlugin.call(PluginManager, 'VE - Skip Battle Log', 'VE - Basic Module', '1.21'); PluginManager.requiredPlugin.call(PluginManager, 'VE - Skip Battle Log', 'VE - Charge Actions'); }; VictorEngine.SkipBattleLog.requiredPlugin = PluginManager.requiredPlugin; PluginManager.requiredPlugin = function (name, required, version) { if (!VictorEngine.BasicModule) { var msg = 'The plugin ' + name + ' requires the plugin ' + required; msg += ' v' + version + ' or higher installed to work properly.'; msg += ' Go to http://victorenginescripts.wordpress.com/ to download the plugin.'; throw new Error(msg); } else { VictorEngine.SkipBattleLog.requiredPlugin.call(this, name, required, version) }; }; })(); /*: * @plugindesc v1.04 - Skip Battle Log Window messages. * @author Victor Sant * * @param Skip All Text * @desc Skip any battle log text. * true - ON false - OFF * @default true * * @param Action Text * @desc Display skill icon and name. * true - ON false - OFF * @default true * * @help * ============================================================================== * Notetags: * ============================================================================== * * ============================================================================== * Throw Image (for Skills and Items) * ------------------------------------------------------------------------------ * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * Usable only if the plugin parameter 'Action Text' is turned ON. This * tag will make the action name to not be displayed when it is used. * ============================================================================== * * ============================================================================== * Additional Information: * ------------------------------------------------------------------------------ * * If the plugin parameter "Skip All Text" is turned on, every battle log text * will be skiped. If false, you can define wich texts will be skiped. * * To skip a text if the plugin parameter is off, just leave the text empty on * the database. * For skills (wich include the basic attack and guard) and states message, * just go to the the skill or state and remove the messages. * * For other texts, go to the database 'Terms' tab and remove the texts related * to the battle log. The texts that are displayed on the battlelog are: * - Use Item * - Critical to Enemy * - Critical to Actor * - Actor Damage * - Actor Recovery * - Actor Gain * - Actor Loss * - Actir Drain * - Actor No Damage * - Actor No Hit * - Enemy Damage * - Enemy Recovery * - Enemy Gain * - Enemy Loss * - Enemy Drain * - Enemy No Damage * - Enemy No Hit * - Evasion * - Magic Evasion * - Magic Reflection * - Counter Attack * - Substitute * - Buff Add * - Debuff Add * - Buff Remove * - Action Failure * Other texts are show in other parts besides the Battle Log, so they shoudn't * be removed. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * If the plugin paramenter 'Action Text' is turned on, when using a skill or * item, the item/skill name will be displayed, along with it's icon, insted * of the default skill text set on the database. This text will be displayed * even if the * * ============================================================================== * Compatibility: * ------------------------------------------------------------------------------ * To be used together with this plugin, the following plugin must be placed * bellow this plugin: * VE - Charge Actions * ============================================================================== * * ============================================================================== * Version History: * ------------------------------------------------------------------------------ * v 1.00 - 2016.01.17 > First release. * v 1.01 - 2016.03.04 > Improved collapse effect timing. * v 1.02 - 2016.03.23 > Compatibility with Throwable Objects. * v 1.03 - 2016.04.21 > Compatibility with Damage Popup. * v 1.04 - 2016.05.31 > Compatibility with Battle Motions. * ============================================================================== */ /*:ja * @plugindesc v1.04 - バトルログウィンドウのメッセージを非表示にします * @author Victor Sant * * @param Skip All Text * @text 全テキストを非表示 * @type boolean * @on 非表示 * @off 表示 * @desc バトルログのテキストを非表示 * 非表示:true / 表示:false * @default true * * @param Action Text * @text アクションテキスト表示 * @type boolean * @on 表示 * @off 非表示 * @desc スキルアイコンと名前を表示 * 表示:true / 非表示:false * @default true * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * 元プラグイン: * https://victorenginescripts.wordpress.com/rpg-maker-mv/skip-battle-log/ * * =========================================================================== * 必要プラグイン * =========================================================================== * * このプラグインを使用するには、下記のプラグインが必要です。 * - VE_BasicModule * * * =========================================================================== * メモタグ * =========================================================================== * * =========================================================================== * 非表示(スキル・アイテム用) * --------------------------------------------------------------------------- * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * プラグインのパラメータ'Action Text'がONになっている場合のみ使用可能です。 * このタグを使用すると、アクション名を表示しないようにします。 * =========================================================================== * * =========================================================================== * 追加情報 * --------------------------------------------------------------------------- * * プラグインパラメータ'Skip All Text'がオンになっている場合、 * 全てのバトルログテキストが非表示になります。 * falseの場合、どのテキストを非表示にするか設定できます。 * * プラグインのパラメータがオフの場合、テキストを非表示にするには、 * データベース上にテキストを空のままにしておきます。 * スキル(通常攻撃と防御を含む)とステートのメッセージについては、 * そのスキルかステートでメッセージを削除してください。 * * その他のテキストについては、データベースの'用語'タブに移動し、 * バトルログに関連するメッセージを削除してください。 * バトルログに表示されるメッセージ項目は以下の通りです。 * - アイテム使用 * - 敵に会心 * - 味方に会心 * - 味方ダメージ * - 味方回復 * - 味方ポイント増加 * - 味方ポイント減少 * - 味方ポイント吸収 * - 味方ノーダメージ * - 味方に命中せず * - 敵ダメージ * - 敵回復 * - 敵ポイント増加 * - 敵ポイント減少 * - 敵ポイント吸収 * - 敵ノーダメージ * - 敵に命中せず * - 回避 * - 魔法回避 * - 魔法反射 * - 反撃 * - 身代わり * - 強化 * - 弱体 * - 強化・弱体の解除 * - 行動失敗 * 他のテキストはバトルログ以外の部分にも表示されているので、 * 削除してはいけません。 * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * プラグインのパラメータ'Action Text'を有効にすると、 * スキルやアイテムを使用する際に、 * データベース上のデフォルトのスキルテキストの他に、 * アイテム/スキル名とそのアイコンが表示されます。 * * =========================================================================== * 互換性 * --------------------------------------------------------------------------- * 本プラグインと併用するためには、 * 以下のプラグインを本プラグインの下に配置する必要があります。 * VE - Charge Actions * =========================================================================== * * =========================================================================== * Version History: * --------------------------------------------------------------------------- * v 1.00 - 2016.01.17 > First release. * v 1.01 - 2016.03.04 > Improved collapse effect timing. * v 1.02 - 2016.03.23 > Compatibility with Throwable Objects. * v 1.03 - 2016.04.21 > Compatibility with Damage Popup. * v 1.04 - 2016.05.31 > Compatibility with Battle Motions. * =========================================================================== */ (function () { //============================================================================= // Parameters //============================================================================= if (Imported['VE - Basic Module']) { var parameters = VictorEngine.getPluginParameters(); VictorEngine.Parameters = VictorEngine.Parameters || {}; VictorEngine.Parameters.SkipBattleLog = {}; VictorEngine.Parameters.SkipBattleLog.SkipAllText = eval(parameters["Skip All Text"]); VictorEngine.Parameters.SkipBattleLog.ActionText = eval(parameters["Action Text"]); }; //============================================================================= // VictorEngine //============================================================================= VictorEngine.SkipBattleLog.loadNotetagsValues = VictorEngine.loadNotetagsValues; VictorEngine.loadNotetagsValues = function (data, index) { VictorEngine.SkipBattleLog.loadNotetagsValues.call(this, data, index); if (this.objectSelection(index, ['skill', 'item'])) { VictorEngine.SkipBattleLog.loadNotes(data); } }; VictorEngine.SkipBattleLog.loadNotes = function (data) { var match; var regex = new RegExp('', 'gi'); while (match = regex.exec(data.note)) { data.hideNameDisplay = true; }; }; //============================================================================= // Game_Action //============================================================================= VictorEngine.SkipBattleLog.apply = Game_Action.prototype.apply; Game_Action.prototype.apply = function (target) { this.subject()._skipClearResult = true; VictorEngine.SkipBattleLog.apply.call(this, target); this.subject()._skipClearResult = false; }; //============================================================================= // Game_Battler //============================================================================= VictorEngine.SkipBattleLog.clearResult = Game_Battler.prototype.clearResult; Game_Battler.prototype.clearResult = function () { if (!this._skipClearResult) { VictorEngine.SkipBattleLog.clearResult.call(this); } }; //============================================================================= // Window_BattleLog //============================================================================= /* Overwritten function */ Window_BattleLog.prototype.isFastForward = function () { return false; }; /* Overwritten function */ Window_BattleLog.prototype.animationBaseDelay = function () { return 0; }; /* Overwritten function */ Window_BattleLog.prototype.animationNextDelay = function () { return 0; }; VictorEngine.SkipBattleLog.initialize = Window_BattleLog.prototype.initialize; Window_BattleLog.prototype.initialize = function () { this.initializeMethodsStack() VictorEngine.SkipBattleLog.initialize.call(this); }; VictorEngine.SkipBattleLog.updateWaitMode = Window_BattleLog.prototype.updateWaitMode; Window_BattleLog.prototype.updateWaitMode = function () { if (this._waitMode === 'effect' && !$gameTroop.isAllDead()) { this._waitMode = ''; } return VictorEngine.SkipBattleLog.updateWaitMode.call(this); }; VictorEngine.SkipBattleLog.addText = Window_BattleLog.prototype.addText; Window_BattleLog.prototype.addText = function (text) { if (text !== "" && !VictorEngine.Parameters.SkipBattleLog.SkipAllText) { VictorEngine.SkipBattleLog.addText.call(this, text); } }; VictorEngine.SkipBattleLog.drawLineText = Window_BattleLog.prototype.drawLineText; Window_BattleLog.prototype.drawLineText = function (index) { var item = this._lines[index]; if (DataManager.isItem(item) || DataManager.isSkill(item)) { var rect = this.itemRectForText(index); var width = this.textWidth(item.name + Window_Base._iconWidth + 4); this.drawItemName(item, rect.width / 2 - width / 2, rect.y); } else { VictorEngine.SkipBattleLog.drawLineText.call(this, index); } }; VictorEngine.SkipBattleLog.displayAction = Window_BattleLog.prototype.displayAction; Window_BattleLog.prototype.displayAction = function (subject, item) { if (VictorEngine.Parameters.SkipBattleLog.ActionText) { if (!item.hideNameDisplay) { this.push('pushBaseLine'); this.push('addItemText', item); this.push('popBaseLine'); } else { this.push('wait'); } } else { VictorEngine.SkipBattleLog.displayAction.call(this, subject, item); } }; VictorEngine.SkipBattleLog.startAction = Window_BattleLog.prototype.startAction; Window_BattleLog.prototype.startAction = function (subject, action, targets) { VictorEngine.SkipBattleLog.startAction.call(this, subject, action, targets); this.setupStartAction(subject, action, targets); }; VictorEngine.SkipBattleLog.push = Window_BattleLog.prototype.push; Window_BattleLog.prototype.push = function (methodName) { if (this._stackIndex || this.methodStackActive()) { this.pushMethodsStack.apply(this, arguments); } else { VictorEngine.SkipBattleLog.push.apply(this, arguments); } }; VictorEngine.SkipBattleLog.update = Window_BattleLog.prototype.update; Window_BattleLog.prototype.update = function () { if (this.methodStackActive() && !Imported['VE - Battle Motions']) { this.updateMethodsStack(); } else { VictorEngine.SkipBattleLog.update.call(this); } }; VictorEngine.SkipBattleLog.isBusy = Window_BattleLog.prototype.isBusy; Window_BattleLog.prototype.isBusy = function () { return VictorEngine.SkipBattleLog.isBusy.call(this) || this.methodStackActive(); }; VictorEngine.SkipBattleLog.updateWait = Window_BattleLog.prototype.updateWait; Window_BattleLog.prototype.updateWait = function () { return VictorEngine.SkipBattleLog.updateWait.call(this) || this.methodStackActive(); }; VictorEngine.SkipBattleLog.updateStackWaitMode = Window_BattleLog.prototype.updateStackWaitMode; Window_BattleLog.prototype.updateStackWaitMode = function (index) { var waitMode = this._stackWaitMode[index]; if (waitMode && waitMode.contains('effect') && !$gameTroop.isAllDead()) { this.removeWaitMode(index, 'effect'); } return VictorEngine.SkipBattleLog.updateStackWaitMode.call(this, index); }; Window_BattleLog.prototype.addItemText = function (item) { this._lines.push(item); this.refresh(); this.wait(); }; })();