//============================================================================= // BattleBalloon.js // ---------------------------------------------------------------------------- // Copyright (c) 2015-2017 Triacontane // This software is released under the MIT License. // http://opensource.org/licenses/mit-license.php // ---------------------------------------------------------------------------- // Version // 1.0.0 2017/02/25 初版 // ---------------------------------------------------------------------------- // [Blog] : http://triacontane.blogspot.jp/ // [Twitter]: https://twitter.com/triacontane/ // [GitHub] : https://github.com/triacontane/ //============================================================================= /*: @url https://triacontane.blogspot.com/ @plugindesc Battle balloon display plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MV-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- You can display speech bubbles (balloons) at various times during battle. You can also adjust the speech bubble speed and wait time. They can be displayed on actors and Enemies. They can be displayed primarily at the following times: 1. Execute a plugin command during a battle event You can target actors, Enemies, and skill users. To target skill users, display them during a common event after a skill is executed. You can also wait until the speech bubble display is complete. 2. Automatically activates upon counterattack or evasion If you specify this in the parameters, a balloon with the specified ID will automatically be displayed at the moment of counterattack, evasion, magic reflection, or substitution. 3. Automatically activates upon skill execution Automatically activates when a skill or item is used. Please enter the following in the Note field. # Displays a speech bubble [5] when a skill is confirmed (Enemies only) (※1) # Displays a speech bubble [6] when a skill is confirmed ※1 To be precise, this is the moment the Enemies AI confirms the skill. Plugin Command Details Execute from the "Plugin Command" event command. (Separate parameters with a space.) BB_BALLOON_FOR_ACTOR 3 1 ON # Display balloon [1] with weighting for actor [3] BB_BALLOON_FOR_ENEMY 1 2 # Display balloon [2] for Enemies with index [1] BB_BALLOON_FOR_USER 3 ON # Display balloon [3] for the skill user Terms of Use: You may modify and redistribute this plugin without permission from the author, and there are no restrictions on its use (commercial, 18+, etc.). This plugin is now yours. @param BalloonSpeedRate @desc This is the speed multiplier (rate) for displaying speech bubbles. It does not affect the speech bubbles on the map screen. @default 100 @param BalloonWaitTime @desc The waiting time (frames) after the balloon is displayed. This does not affect the balloon on the map screen. @default 12 @param BalloonIdEvasion @desc The balloon ID to display when evading. @default 0 @param BalloonIdCounter @desc The speech bubble ID to display when counterattacking. @default 0 @param BalloonIdSubstitute @desc This is the speech bubble ID to display when substituting. @default 0 @param BalloonIdReflection @desc The balloon ID to display when reflected. @default 0 */ /*:ja @plugindesc 戦闘中フキダシ表示プラグイン @author トリアコンタン @param フキダシ速度倍率 @desc フキダシを表示する速度倍率(レート)です。マップ画面のフキダシには影響しません。 @default 100 @param フキダシ待機時間 @desc フキダシ表示後の待機時間(フレーム)です。マップ画面のフキダシには影響しません。 @default 12 @param 回避フキダシID @desc 回避時に表示するフキダシIDです。 @default 0 @param 反撃フキダシID @desc 反撃時に表示するフキダシIDです。 @default 0 @param 身代わりフキダシID @desc 身代わり時に表示するフキダシIDです。 @default 0 @param 反射フキダシID @desc 反射時に表示するフキダシIDです。 @default 0 @help 戦闘中に様々なタイミングでフキダシ(バルーン)を表示できます。 さらにフキダシの速度や待機時間を調整できます。 表示対象はアクターおよび敵キャラです。主に以下のタイミングで表示できます。 1. バトルイベント中にプラグインコマンドを実行 アクター、敵キャラ、スキル使用者を対象にできます。 スキル使用者を対象にする場合は、スキル実行後のコモンイベント等で 表示させてください。 フキダシ表示が完了するまでウェイトすることもできます。 2. 反撃や回避を行った際に自動発動 パラメータで指定しておけば反撃、回避、魔法反射、身代わりの瞬間に 指定したIDのバルーンを自動表示します。 3. スキル実行時に自動発動 スキルもしくはアイテム使用時に自動発動します。 メモ欄に以下の通り記述してください。 # スキル決定時にフキダシ[5]を表示(敵キャラのみ)(※1) # 同上 # スキル使用時にフキダシ[6]を表示 # 同上 ※1 正確には敵キャラAIがスキルを決定したタイミングになります。 プラグインコマンド詳細 イベントコマンド「プラグインコマンド」から実行。 (パラメータの間は半角スペースで区切る) BB_アクターにバルーン 3 1 ON # アクター[3]にバルーン[1]をウェイトありで表示 BB_BALLOON_FOR_ACTOR 3 1 ON # 同上 BB_敵キャラにバルーン 1 2 # インデックス[1]の敵キャラにバルーン[2]を表示 BB_BALLOON_FOR_ENEMY 1 2 # 同上 BB_使用者にバルーン 3 ON # スキルの使用者にバルーン[3]を表示 BB_BALLOON_FOR_USER 3 ON # 同上 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (function () { 'use strict'; var pluginName = 'BattleBalloon'; var metaTagPrefix = 'BB_'; //============================================================================= // ローカル関数 // プラグインパラメータやプラグインコマンドパラメータの整形やチェックをします //============================================================================= var getParamString = function (paramNames) { if (!Array.isArray(paramNames)) paramNames = [paramNames]; for (var i = 0; i < paramNames.length; i++) { var name = PluginManager.parameters(pluginName)[paramNames[i]]; if (name) return name; } return ''; }; var getParamNumber = function (paramNames, min, max) { var value = getParamString(paramNames); if (arguments.length < 2) min = -Infinity; if (arguments.length < 3) max = Infinity; return (parseInt(value) || 0).clamp(min, max); }; var getArgNumber = function (arg, min, max) { if (arguments.length < 2) min = -Infinity; if (arguments.length < 3) max = Infinity; return (parseInt(arg) || 0).clamp(min, max); }; var getMetaValue = function (object, name) { var metaTagName = metaTagPrefix + name; return object.meta.hasOwnProperty(metaTagName) ? convertEscapeCharacters(object.meta[metaTagName]) : undefined; }; var getMetaValues = function (object, names) { for (var i = 0, n = names.length; i < n; i++) { var value = getMetaValue(object, names[i]); if (value !== undefined) return value; } return undefined; }; var convertEscapeCharacters = function (text) { if (text == null) text = ''; var windowLayer = SceneManager._scene._windowLayer; return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text) : text; }; var convertAllArguments = function (args) { for (var i = 0; i < args.length; i++) { args[i] = convertEscapeCharacters(args[i]); } return args; }; var setPluginCommand = function (commandName, methodName) { pluginCommandMap.set(metaTagPrefix + commandName, methodName); }; //============================================================================= // パラメータの取得と整形 //============================================================================= var param = {}; param.balloonIdEvasion = getParamNumber(['BalloonIdEvasion', '回避フキダシID']); param.balloonIdReflection = getParamNumber(['BalloonIdReflection', '反射フキダシID']); param.balloonIdCounter = getParamNumber(['BalloonIdCounter', '反撃フキダシID']); param.balloonIdSubstitute = getParamNumber(['BalloonIdSubstitute', '身代わりフキダシID']); param.balloonSpeedRate = getParamNumber(['BalloonSpeedRate', 'フキダシ速度倍率']); param.balloonWaitTime = getParamNumber(['BalloonWaitTime', 'フキダシ待機時間']); var pluginCommandMap = new Map(); setPluginCommand('アクターにバルーン', 'requestBalloonActor'); setPluginCommand('BALLOON_FOR_ACTOR', 'requestBalloonActor'); setPluginCommand('敵キャラにバルーン', 'requestBalloonEnemy'); setPluginCommand('BALLOON_FOR_ENEMY', 'requestBalloonEnemy'); setPluginCommand('使用者にバルーン', 'requestBalloonUser'); setPluginCommand('BALLOON_FOR_USER', 'requestBalloonUser'); //============================================================================= // Game_Interpreter // プラグインコマンドを追加定義します。 //============================================================================= var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function (command, args) { _Game_Interpreter_pluginCommand.apply(this, arguments); if (!$gameParty.inBattle()) return; var pluginCommandMethod = pluginCommandMap.get(command.toUpperCase()); if (pluginCommandMethod) { this[pluginCommandMethod](convertAllArguments(args)); } }; var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode; Game_Interpreter.prototype.updateWaitMode = function () { var waiting = this.updateWaitModeForBattleBalloon(); return waiting ? true : _Game_Interpreter_updateWaitMode.apply(this, arguments); }; Game_Interpreter.prototype.updateWaitModeForBattleBalloon = function () { var waiting = false; if (this._waitMode === 'battleBalloon') { waiting = this._battler.isBalloonPlaying(); } else { this._battler = null; } return waiting; }; Game_Interpreter.prototype.requestBalloonActor = function (args) { var actor = $gameActors.actor(getArgNumber(args[0])); if (actor && $gameParty.battleMembers().contains(actor)) { actor.requestBalloonIfNeed(getArgNumber(args[1], 1)); this.setWaitForBalloon(args[2], actor); } }; Game_Interpreter.prototype.requestBalloonEnemy = function (args) { var enemy = $gameTroop.members()[getArgNumber(args[0]) - 1]; if (enemy) { enemy.requestBalloonIfNeed(getArgNumber(args[1], 1)); this.setWaitForBalloon(args[2], enemy); } }; Game_Interpreter.prototype.requestBalloonUser = function (args) { var user = BattleManager.getSkillUser(); if (user) { user.requestBalloonIfNeed(getArgNumber(args[0], 1)); this.setWaitForBalloon(args[1], user); } }; Game_Interpreter.prototype.setWaitForBalloon = function (waitFlag, battler) { if (waitFlag && waitFlag.toUpperCase() !== 'OFF') { this.setWaitMode('battleBalloon'); this._battler = battler; } }; //============================================================================= // BattleManager // 実行主体に対してバルーンスプライトの表示をリクエストします。 //============================================================================= BattleManager.getSkillUser = function () { return this._subject; }; //============================================================================= // Game_BattlerBase // バルーンスプライトの表示をリクエストします。 //============================================================================= Game_BattlerBase.prototype.requestBalloon = Game_CharacterBase.prototype.requestBalloon; Game_BattlerBase.prototype.balloonId = Game_CharacterBase.prototype.balloonId; Game_BattlerBase.prototype.startBalloon = Game_CharacterBase.prototype.startBalloon; Game_BattlerBase.prototype.isBalloonPlaying = Game_CharacterBase.prototype.isBalloonPlaying; Game_BattlerBase.prototype.endBalloon = Game_CharacterBase.prototype.endBalloon; Game_BattlerBase.prototype.requestBalloonIfNeed = function (balloonId) { if (balloonId > 0) { this.requestBalloon(balloonId); } }; //============================================================================= // Game_Battler // リアクションバルーンの表示をリクエストします。 //============================================================================= var _Game_Battler_performSubstitute = Game_Battler.prototype.performSubstitute; Game_Battler.prototype.performSubstitute = function (target) { _Game_Battler_performSubstitute.apply(this, arguments); this.requestBalloonIfNeed(param.balloonIdSubstitute); }; var _Game_Battler_performReflection = Game_Battler.prototype.performReflection; Game_Battler.prototype.performReflection = function (target) { _Game_Battler_performReflection.apply(this, arguments); this.requestBalloonIfNeed(param.balloonIdReflection); }; var _Game_Battler_performCounter = Game_Battler.prototype.performCounter; Game_Battler.prototype.performCounter = function (target) { _Game_Battler_performCounter.apply(this, arguments); this.requestBalloonIfNeed(param.balloonIdCounter); }; var _Game_Battler_performEvasion = Game_Battler.prototype.performEvasion; Game_Battler.prototype.performEvasion = function (target) { _Game_Battler_performEvasion.apply(this, arguments); this.requestBalloonIfNeed(param.balloonIdEvasion); }; var _Game_Battler_performMagicEvasion = Game_Battler.prototype.performMagicEvasion; Game_Battler.prototype.performMagicEvasion = function () { _Game_Battler_performMagicEvasion.apply(this, arguments); this.requestBalloonIfNeed(param.balloonIdEvasion); }; var _Game_Battler_performActionStart = Game_Battler.prototype.performActionStart; Game_Battler.prototype.performActionStart = function (action) { _Game_Battler_performActionStart.apply(this, arguments); this.requestBalloonIfNeed(action.getBalloonIdForUsing()); }; //============================================================================= // Game_Enemy // 行動決定時にバルーンを表示します。 //============================================================================= var _Game_Enemy_makeActions = Game_Enemy.prototype.makeActions; Game_Enemy.prototype.makeActions = function () { _Game_Enemy_makeActions.apply(this, arguments); this.requestBalloonInput(); }; Game_Enemy.prototype.requestBalloonInput = function () { var number = this.numActions(); for (var i = 0; i < number; i++) { this.requestBalloonIfNeed(this.action(i).getBalloonIdForInput()); } }; //============================================================================= // Game_Action // バルーン情報のメモ欄を取得します。 //============================================================================= Game_Action.prototype.getBalloonIdMetaData = function (names) { var metaInfo = getMetaValues(this.item(), names); return metaInfo ? getArgNumber(metaInfo, 1) : null; }; Game_Action.prototype.getBalloonIdForInput = function () { return this.getBalloonIdMetaData(['BalloonInput', '決定時フキダシ']); }; Game_Action.prototype.getBalloonIdForUsing = function () { return this.getBalloonIdMetaData(['BalloonUsing', '使用時フキダシ']); }; //============================================================================= // Sprite_Battler // バルーンスプライトを追加します。 //============================================================================= var _Sprite_Battler_update = Sprite_Battler.prototype.update; Sprite_Battler.prototype.update = function () { _Sprite_Battler_update.apply(this, arguments); if (this._battler) { this.updateBalloon(); } }; Sprite_Battler.prototype.setupBalloon = function () { if (this._battler.balloonId() > 0) { this.startBalloon(); this._battler.startBalloon(); } }; Sprite_Battler.prototype.startBalloon = function () { if (!this._balloonSprite) { this._balloonSprite = new Sprite_BattlerBalloon(); } this._balloonSprite.setup(this._battler.balloonId()); this.parent.addChild(this._balloonSprite); }; Sprite_Battler.prototype.updateBalloon = function () { if (!this.isBalloonPlaying()) { this._battler.endBalloon(); } this.setupBalloon(); if (this._balloonSprite) { this._balloonSprite.x = this.x; this._balloonSprite.y = this.y - this.getMainHeight(); if (!this._balloonSprite.isPlaying()) { this.endBalloon(); } } }; Sprite_Battler.prototype.endBalloon = function () { if (this._balloonSprite) { this.parent.removeChild(this._balloonSprite); this._balloonSprite = null; } }; Sprite_Battler.prototype.isBalloonPlaying = function () { return !!this._balloonSprite; }; Sprite_Battler.prototype.getMainHeight = function () { return this.height; }; //============================================================================= // Sprite_Actor // バルーンスプライトを追加します。 //============================================================================= Sprite_Actor.prototype.getMainHeight = function () { return this._mainSprite.height; }; //============================================================================= // Sprite_BattlerBalloon // バトラー表示用のフキダシスプライトです。 //============================================================================= function Sprite_BattlerBalloon() { this.initialize.apply(this, arguments); } Sprite_BattlerBalloon.prototype = Object.create(Sprite_Balloon.prototype); Sprite_BattlerBalloon.prototype.constructor = Sprite_BattlerBalloon; Sprite_BattlerBalloon.prototype.speed = function () { return Math.floor(Sprite_Balloon.prototype.speed.call(this) * 100 / (param.balloonSpeedRate || 100)); }; Sprite_BattlerBalloon.prototype.waitTime = function () { return param.balloonWaitTime; }; })();