/*:----------------------------------------------------------------------------------- * NUUN_SceneFormation.js * * Copyright (C) 2021 NUUN * This software is released under the MIT License. * http://opensource.org/licenses/mit-license.php * ------------------------------------------------------------------------------------- */ /*: * @target MZ * @plugindesc Screen Formation * @author NUUN * @version 2.0.4 * @base NUUN_Base * @base NUUN_MenuParamListBase * @orderAfter NUUN_Base * @orderAfter NUUN_MenuParamListBase * * @help * Add a screen to sort members. * Selecting the Reorder menu command will display the member change screen. * You can choose the images of the battle members and standby members from character chips and face graphics. (The default is character chips.) * * Characters who are unable to fight will be displayed with a red background by default. * * The status of the selected actor can be customized. * * All window coordinates are relative. * If Window Reference 0 is turned ON, the reference coordinates of the window will be 0,0. * If Auto Window Center is turned ON, only the X coordinate will be automatically adjusted to be in the center, so turn it OFF if you want to adjust the X coordinate. * * Terms of Use * This plugin is distributed under the MIT license. * * Log * 12/15/2024 Ver.2.0.4 * Fixed an issue where the maximum number of battle members would not increase when the number of battle members was variable. * Fixed the process for applying Support Actor 2.0.0. * 7/13/2024 Ver.2.0.3 * Fixed the issue where the settings in "NUUN_ActorPicture" were not applied. * Fixed an issue where an error would occur when switching members in turn-based mode and selecting a command. * 6/30/2024 Ver.2.0.2 * Fixed an issue where an error occurred when setting background color for fixed actors. * 6/23/2024 Ver.2.0.1 * Added a forced battle member plugin command. * Fixed so that the member change screen does not close if a forced battle member actor is on the reserve team. * Fixed background color coordinates. * 6/22/2024 Ver.2.0.0 * Changed the plug-in parameter specifications. * The cursor can now be moved horizontally from the battle member to the reserve member. (Battle member (left), Reserve member (right)) * * @command SceneFormationOpen * @desc The member change screen opens. * @text Open the member change screen * * @command BattleActorFixed * @desc Specifies the actors to force into battle. * @text Forced battle member designation * * @arg ActorId * @type actor * @default 0 * @text Actor id * @desc Specify the actor ID. 0 for all actors * * @command BattleActorFixedRelease * @desc Releases the actor that is forced onto the battle members. * @text Forced battle member removal * * @arg ActorId * @type actor * @default 0 * @text Actor id * @desc Specify the actor ID. 0 for all actors * * * @param BasicSetting * @text Basic setting * @default ------------------------------ * * @param VariableBattleMember * @text Number of combat members * @desc Variable number of combat members. * @type boolean * @default false * @parent BasicSetting * * @param WindowCenter * @text Window center automatic adjustment * @desc Automatically adjusts the window to the center. It will be adjusted to the width of the waiting member window. * @type boolean * @default true * @parent BasicSetting * * @param WindowZero * @text Window criteria 0 * @desc Sets the coordinate reference of all windows to 0,0. Use this if you want to change the layout yourself. * @type boolean * @default false * @parent BasicSetting * * @param CursorSwitchingDirection * @text Cursor switching direction * @desc The direction in which the cursor moves when switching between battle members and reserve members. * @type select * @option Battle members (top) Reserve members (bottom) * @value 0 * @option Battle member (left) Reserve member (right) * @value 1 * @default 0 * @parent BasicSetting * * @param DeadActorColor * @text Incapable of combat actor background color * @desc Background color of incapacitated actors. (Common to menu and battle) * @type color * @default 18 * @min -1 * @parent BasicSetting * * @param BattleFixedActorColor * @text Fixed combat member actor * @desc Background color of fixed actors in battle. (Common to menu and battle) * @type color * @default 17 * @min -1 * @parent BasicSetting * * @param MemberHeight * @text Member display height * @desc The display height of the member.(Common to menu and battle) * @type number * @default 48 * @min -9999 * @parent BasicSetting * * @param LavelVisible * @text Level display * @desc Displays the levels of actors in battle and waiting. (Common to menu and battle) * @type boolean * @default false * @parent BasicSetting * * @param LevelFontSize * @desc Font size of the level (difference from the main font)(Common to menu and battle) * @text Level Font Size * @type number * @default -10 * @min 99 * @parent BasicSetting * * @param MemberImgSetting * @text Member image settings * @default ------------------------------ * * @param CharacterMode * @text Member images * @desc Select the display format for member images to be displayed. (Common to menu and battle) * @type select * @option Character chip * @value 'chip' * @option Face * @value 'face' * @default 'chip' * @parent MemberImgSetting * * @param ActorCharacter_X * @text Actor image base X coordinate * @desc Actor image base X coordinate. (Common to menu and battle) * @type number * @max 9999 * @min -9999 * @default 0 * @parent MemberImgSetting * * @param ActorCharacter_Y * @text Actor image base Y coordinate * @desc Actor image base Y coordinate. (Common to menu and battle) * @type number * @max 9999 * @min -9999 * @default 0 * @parent MemberImgSetting * * @param BattleMemberNameSetting * @text Battle member name window settings * @default ------------------------------ * * @param BattleMemberName * @text Battle member name * @desc Battle member name. * @type string * @default Battle Members * @parent BattleMemberNameSetting * * @param BattleMemberName_X * @text Battle member name window X coordinate * @desc Battle member name window X coordinate. * @type number * @default 0 * @min -9999 * @parent BattleMemberNameSetting * * @param BattleMemberName_Y * @text Battle member name window Y coordinate * @desc Battle member name window Y coordinate. * @type number * @default 0 * @min -9999 * @parent BattleMemberNameSetting * * @param MemberNameSetting * @text Standby Member Name Window Settings * @default ------------------------------ * * @param MemberName * @text Standby member name * @desc Standby member name. * @type string * @default Standby Members * @parent MemberNameSetting * * @param MemberName_X * @text Standby member name window X coordinate * @desc Standby member name window X coordinate. * @type number * @default 0 * @min -9999 * @parent MemberNameSetting * * @param MemberName_Y * @text Standby member name window Y-coordinate * @desc Standby member name window Y-coordinate. * @type number * @default 0 * @min -9999 * @parent MemberNameSetting * * @param BattleMemberSetting * @text Battle Member Window Settings * @default ------------------------------ * * @param BattleMember_Cols * @text Battle member horizontally display number * @desc Battle member horizontally display number. If it is 0, the display width will change according to the maximum number of members. * @type number * @default 0 * @min 0 * @parent BattleMemberSetting * * @param BattleMember_Rows * @text Battle member vertical display number * @desc Battle member vertical display number. * @type number * @default 1 * @min 1 * @parent BattleMemberSetting * * @param BattleMember_X * @text Battle member window X coordinate * @desc Battle member window X coordinate. * @type number * @default 0 * @min -9999 * @parent BattleMemberSetting * * @param BattleMember_Y * @text Battle member window Y coordinate * @desc Battle member window Y coordinate. * @type number * @default 0 * @min -9999 * @parent BattleMemberSetting * * @param MemberSetting * @text Standby member window settings * @default ------------------------------ * * @param Member_Cols * @text Standby member horizontally display number * @desc Standby member horizontally display number. * @type number * @default 10 * @min 0 * @parent MemberSetting * * @param Member_Rows * @text Standby member vertical display number * @desc Standby member vertical display number. * @type number * @default 1 * @parent MemberSetting * * @param Member_X * @text Standby member window X coordinate * @desc Standby member window X coordinate. * @type number * @default 0 * @min -9999 * @parent MemberSetting * * @param Member_Y * @text Standby member window Y coordinate * @desc Standby member window Y coordinate. * @type number * @default 0 * @min -9999 * @parent MemberSetting * * @param StatusSetting * @text Status Window Settings * @default ------------------------------ * * @param Status_X * @text Status window X coordinate * @desc Status window X coordinate. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Y * @text Status window Y coordinate * @desc Status window Y coordinate. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Width * @text Status window width * @desc Status window width. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Height * @text Status window height * @desc Status window height. * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param ContentsSetting * @text Content Settings * @default ------------------------------ * @parent StatusSetting * * @param ActorStatus * @text Display actor status settings * @desc Actor Display Status Settings. * @default ["{\"DateSelect\":\"ActorName\",\"X_Position\":\"1\",\"Y_Position\":\"1\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Face\",\"X_Position\":\"1\",\"Y_Position\":\"2\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Level\",\"X_Position\":\"2\",\"Y_Position\":\"1\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"100\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Class\",\"X_Position\":\"3\",\"Y_Position\":\"1\",\"X_Coordinate\":\"-50\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"State\",\"X_Position\":\"1\",\"Y_Position\":\"2\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"144\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"HpGauge\",\"X_Position\":\"1\",\"Y_Position\":\"5\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"20\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"MpGauge\",\"X_Position\":\"1\",\"Y_Position\":\"6\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"10\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Equip\",\"X_Position\":\"4\",\"Y_Position\":\"1\",\"X_Coordinate\":\"-50\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"240\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Atk\",\"X_Position\":\"2\",\"Y_Position\":\"2\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Def\",\"X_Position\":\"2\",\"Y_Position\":\"3\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Mat\",\"X_Position\":\"2\",\"Y_Position\":\"4\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Mdf\",\"X_Position\":\"3\",\"Y_Position\":\"2\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"----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* @type struct[] * @parent ContentsSetting * * @param ContentsCols * @text Contents cols * @desc Number of columns of content in an item. * @type number * @default 4 * @min 1 * @max 4 * @parent ContentsSetting * * @param BackGroundSetting * @text Background Settings * @default ------------------------------ * * @param BackGroundImg * @desc Specifies the name of the background image file to be displayed. * @text background image * @type file * @dir img/ * @default * @parent BackGroundSetting * * @param BackUiWidth * @text Background Size Mode * @desc Adjust the background size to fit the UI. * @type boolean * @default true * @parent BackGroundSetting * * @param ActorImgSetting * @text Status Window Actor Image Settings * @default ------------------------------ * * @param GraphicMode * @desc Specifies the actor image to display. * @text Display actor image * @type select * @option None * @value 'none' * @option Image (in Actor Status window) * @value 'img' * @option Image * @value 's_img' * @default 'face' * @default 'none' * @parent ActorImgSetting * * @param ActorsImgList * @text Image Settings * @desc Actor Image Settings * @default [] * @type struct[] * @parent ActorImgSetting * * @param ActorPictureEXApp * @text Apply NUUN_ActorPicture * @desc Apply the image change of "NUUN_ActorPicture". If you turn it off, the settings in this plugin will be applied. * @type boolean * @default true * @parent ActorImgSetting * * @param ActorImg_X * @text Actor image base X coordinate * @desc Basic X coordinate of the actor image * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorImgSetting * * @param ActorImg_Y * @text Actor image base Y coordinate * @desc Basic Y coordinate of the actor image * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorImgSetting * * @param ActorPosition * @text Standing picture display position * @desc Specifies the display position of the standing picture. Apeng is not applied. * @type select * @option Left * @value Left * @option Center * @value Center * @option Right * @value Right * @default Right * @parent ActorImgSetting * * @param ActorFixedSetting * @text Fixed actor sorting settings (requires NUUN_ActorFixed) * @default ------------------------------ * * @param FixedActorBackColor * @text Fixed actor background color * @desc Fixed actor background color. (Common to menu and battle) * @type number * @default 3 * @min -1 * @parent ActorFixedSetting * * @param CancelSeFormula * @text Cancel SE Invalid evaluation formula * @desc An evaluation expression that gets the sound data of the cancel sound effect. Leave blank to use the default cancel sound. * @type combo * @option '$gameSystem.getSystemSound(n) ? $gameSystem.getSystemSound(n) : $dataSystem.sounds[n];//SystemSoundCustomize' * @default * @parent ConflictMeasures * */ /*~struct~ActorStatusList: * * @param DateSelect * @text Status to display * @desc Specifies the status to display. * @type select * @option None * @value None * @option Nane(1)(2)(3)(4)(5)(7)(8)(9)(11)(12)(14)(15) * @value Name * @option Face(1)(2)(3)(4)(26) * @value Face * @option Actor name(1)(2)(3)(4)(5)(9)(11)(12) * @value ActorName * @option Nickname(1)(2)(3)(4)(5)(9)(11)(12) * @value Nickname * @option Class(1)(2)(3)(4)(5)(9)(11)(12) * @value Class * @option Level(1)(2)(3)(4)(5)(6)(9)(11)(12)(13) * @value Level * @option State(1)(2)(3)(4)(5)(16※1) * @value State * @option State (same display as for battle)(1)(2)(3)(4) * @value State2 * @option Original parameter(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18) * @value OrgParam * @option HP Gauge(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value HpGauge * @option MP Gauge(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value MpGauge * @option TP Gauge(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value TpGauge * @option CircularHP(1)(2)(3)(4)(7)(20)(21)(23)(24) * @value HpCircularGauge * @option CircularMP(1)(2)(3)(4)(7)(20)(23) * @value MpCircularGauge * @option CircularTP(1)(2)(3)(4)(7)(20))(23) * @value TpCircularGauge * @option Exp Info(1)(2)(3)(4)(5)(6)(7)(8)(9)(11)(12)(13)(17) * @value ExpInfo * @option Next EXP(1)(2)(3)(4)(5)(6)(7)(8)(9)(11)(12)(13)(17)(18) * @value Exp * @option EXP Gauge(1)(2)(3)(4)(5)(7)(18)(20)(21)(23)(24) * @value ExpGauge * @option EXP Circle Gauge(1)(2)(3)(4)(18)(20)(23) * @value ExpCircularGauge * @option ATK(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Atk * @option DEF(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Def * @option MAT(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Mat * @option MDF(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Mdf * @option AGI(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Agi * @option LUK(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Luk * @option Hit(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Hit * @option Evasion(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Eva * @option Critcal rate(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Cri * @option Critcal evade(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value CritcalEvade * @option Magic evade(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicEvade * @option Magic reflect(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicrEflect * @option Counter(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Counter * @option HP regen(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value HpRegen * @option MP regen(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(18) * @value MpRegen * @option TP regen(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value TpRegen * @option Aggro(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Aggro * @option Guard(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Guard * @option Recovery(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Recovery * @option Item effect(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value ItemEffect * @option MP cost(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MpCost * @option TP charge(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value TpCharge * @option Physical damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value PhysicalDamage * @option Magical damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicalDamage * @option Floor damage(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value FloorDamage * @option Gain exp rate(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value GainExpRate * @option Original gauge(1)(2)(3)(4)(5)(7)(16)(18)(20)(21)(22)(23)(24) * @value OrgGauge * @option Equip(1)(2)(3)(4)(5)(6)(7)(8)(11)(12)(17)(30)(31) * @value Equip * @option Image(1)(2)(3)(4)(25) * @value Imges * @option Character chip(1)(2)(3)(4)(26) * @value Charchip * @option SV Actor(1)(2)(3)(4)(26) * @value SvActor * @option Free Text(1)(2)(3)(4)(35) * @value Freetext * @option Line(1)(2)(3)(4)(5)(8) * @value HorzLine * @default None * * @param X_Position * @text X display col position(1) * @desc X display col position * @type number * @default 1 * @min 1 * @max 1 * * @param Y_Position * @desc Y display row position * @text Y display row position(2) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X coordinate (relative)(3) * @desc X coordinate (relative coordinate from X display col position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y coordinate (relative)(4) * @desc Y coordinate (relative coordinate from Y display row position) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc Item, gauge width(0 for default width) * @text Item, gauge width(5) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc Width of item name (default width at 0) * @text Width of item name(6) * @type number * @default 0 * @min 0 * * @param ParamName * @desc Set the item name. * @text Name(7) * @type string * @default * * @param NameColor * @desc System color ID for system items. You can enter the color code in the text tab. * @text Name color(8) * @type color * @default 16 * @min 0 * * @param Align * @desc Align. * @text Align(9) * @type select * @option Left * @value 'left' * @option Right * @value 'right' * @option Center * @value 'center' * @default 'left' * * @param paramUnit * @desc Set the units. * @text Unit(10) * @type string * @default * * @param FontSize * @desc Font size (difference from main font) * @text Font size(11) * @type number * @default 0 * @min -99 * * @param FontFace * @desc Sets the font for item names. * @text Item name font(12) * @type string * @default * * @param ValueFontFace * @desc Sets the font for parameter text. * @text Parameter font(13) * @type string * @default * * @param Icon * @desc Set the icon. * @text Icon(14) * @type icon * @default 0 * * @param IconY * @desc Specifies the Y coordinate to adjust the icon (relative). * @text Icon adjustment Y coordinate(15) * @type number * @default 2 * @min -99 * * @param DetaEval * @desc Enter an evaluation formula or string. * @text Evaluation formula or string(javaScript)(16) * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @default * * @param Back * @text Content background display(17) * @desc Shows the content background. * @type boolean * @default false * * @param Decimal * @text Number of decimal places(18) * @desc The number of decimal places that can be displayed. * @type number * @default 0 * @min 0 * @max 99 * * @param GaugeSetting * @text Gauge Settings * @default ------------------------------ * * @param GaugeID * @desc Identification ID. * @text Identification ID(20) * @type string * @default * @parent GaugeSetting * * @param GaugeHeight * @desc Specifies the vertical width of a gauge. * @text Gauge vertical width(21) * @type number * @default 12 * @min 0 * @max 24 * @parent GaugeSetting * * @param DetaEval2 * @desc Max value evaluation formula. * @text Max evaluation formula(javaScript)(22) * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @default * @parent GaugeSetting * * @param Color1 * @desc Gauge system color ID (left). You can enter the color code in the text tab. * @text Gauge color (left)(23) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param Color2 * @desc Gauge system color ID (right). You can enter the color code in the text tab. * @text Gauge color (right)(24) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param ImgSetting * @text Image settings * @default ------------------------------ * * @param ImgData * @desc Specifies the image to display. * @text Image(25) * @type file * @dir img/ * @default * @parent ImgSetting * * @param BattleMemberOpacity * @text Non-battle member image translucency(26) * @desc Semi-transparency is enabled outside the battle members. * @type boolean * @default true * @parent ImgSetting * * @param EquipSetting * @text Equipment Settings * @default ------------------------------ * * @param EquipStartIndex * @text Start Index(30) * @desc Specifies the starting index of the equipment column. * @type number * @default 0 * @min 0 * @max 99999 * @parent EquipSetting * * @param EquipNum * @text Display equipment number(31) * @desc Specifies the display of the equipment column. (No limit at 0) * @type number * @default 0 * @parent EquipSetting * * @param OtherSetting * @text Other settings * @default ------------------------------ * * @param Text * @desc Enter the text of the free text. (Text code can be used) * @text Free text text(35) * @type multiline_string * @default * @parent OtherSetting * * @param CondSetting * @text Display condition settings * @default ------------------------------ * * @param Conditions * @desc Specify the conditions under which the item will be displayed. (JavaScript) * @text Item conditions * @type combo * @option '$gameVariables.value(0);//Game variable' * @option 'actor;//Actor game data' * @option 'actor.actor();//Actor system data' * @option '$dataSystem.optDisplayTp'//TP display * @default * */ /*~struct~actorImgList: * * @param ActorId * @text Actor * @desc Specify the actor. * @type actor * @default 0 * * @param ClassId * @text Class ID * @desc Specify your occupation. * @type class * @default 0 * * @param ActorImg * @text Actor image * @desc Display the image of the actor. If you want to switch the standing picture, please set the image in the list. * @type file * @dir img/ * @default * * @param Actor_X * @desc X coordinate of the image. * @text Image x-coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Y * @desc Y coordinate of the image. * @text Image y-coordinate * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SX * @desc The display start coordinate X of the image. * @text Image display start coordinate X * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SY * @desc The display start coordinate Y of the image. * @text Image display start coordinate Y * @type number * @default 0 * @min -9999 * @max 9999 * */ /*:ja * @target MZ * @plugindesc メンバー変更画面 * @author NUUN * @version 2.0.4 * @base NUUN_Base * @orderAfter NUUN_Base * * @help * メンバーを並び変える画面を追加します。 * メニューコマンドの並び替えを選択するとメンバーチェンジ画面が表示されるようになります。 * 戦闘メンバー、待機メンバーの画像はキャラチップ、顔グラから選択できます。(デフォルトではキャラチップ) * * 戦闘不能のキャラはデフォルト設定では背景が赤く表示されます。 * * 選択中のアクターのステータスはカスタマイズ可能です。 * * 全てのウィンドウの座標は相対座標になります。 * ウィンドウ基準0をONにした場合、ウィンドウの基準座標を0,0にします。 * なおウィンドウ中央自動調整をONにしている場合、X座標だけ中央になるよう自動調整され * てしまいますのでX座標を調整する場合はOFFにしてください。 * * アクターのメモ欄 * * 戦闘メンバーから外すことは出来ません。 * * 利用規約 * このプラグインはMITライセンスで配布しています。 * * 更新履歴 * 2024/12/15 Ver.2.0.4 * 戦闘メンバー数可変で最大バトルメンバー数が増加しない問題を修正。 * サポートアクター2.0.0適用に関する処理の修正。 * 2024/7/13 Ver.2.0.3 * 立ち絵、顔グラ表示EXでの設定が適用されない問題を修正。 * ターン制でメンバー交代を行い、コマンド選択するとエラーが出る問題を修正。 * 2024/6/30 Ver.2.0.2 * 固定アクターの背景色設定でエラーが出る問題を修正。 * 2024/6/23 Ver.2.0.1 * 強制戦闘メンバーのプラグインコマンドを追加。 * 強制戦闘メンバーのアクターが控えメンバーにいる場合、メンバー変更画面を閉じないように修正。 * 背景色の座標を修正。 * 2024/6/22 Ver.2.0.0 * プラグインパラメータの仕様を変更。 * 戦闘メンバーから控えメンバーへのカーソル移動を横方向にも対応。(戦闘メンバー(左)、控えメンバー(右)) * * @command SceneFormationOpen * @desc メンバー変更画面を開きます。 * @text メンバー変更画面を開く * * @command BattleActorFixed * @desc 戦闘メンバーに強制するアクターを指定します。 * @text 強制戦闘メンバー指定 * * @arg ActorId * @type actor * @default 0 * @text アクターID * @desc アクターIDを指定します。0で全アクター * * @command BattleActorFixedRelease * @desc 戦闘メンバーに強制するアクターを解除します。 * @text 強制戦闘メンバー解除 * * @arg ActorId * @type actor * @default 0 * @text アクターID * @desc アクターIDを指定します。0で全アクター * * * @param BasicSetting * @text 基本設定 * @default ------------------------------ * * @param VariableBattleMember * @text 戦闘メンバー数可変 * @desc 戦闘メンバー数。(メニュー、戦闘共通) * @type boolean * @default false * @parent BasicSetting * * @param WindowCenter * @text ウィンドウ中央自動調整 * @desc ウィンドウを中央に自動調整します。待機メンバーウィンドウの横幅で調整されます。(メニュー) * @type boolean * @default true * @parent BasicSetting * * @param WindowZero * @text ウィンドウ基準0 * @desc すべてのウィンドウの座標基準を0,0にします。独自にレイアウトを変更したい場合に使用してください。(メニュー) * @type boolean * @default false * @parent BasicSetting * * @param CursorSwitchingDirection * @text カーソル切り替え方向 * @desc バトルメンバーと控えメンバーのカーソル移動切り替え時の方向。 * @type select * @option バトルメンバー(上)控えメンバー(下) * @value 0 * @option バトルメンバー(左)控えメンバー(右) * @value 1 * @default 0 * @parent BasicSetting * * @param DeadActorColor * @text 戦闘不能アクター背景色 * @desc 戦闘不能アクターの背景色。(メニュー、戦闘共通) * @type color * @default 18 * @min -1 * @parent BasicSetting * * @param BattleFixedActorColor * @text 戦闘メンバー固定アクター * @desc 戦闘メンバー固定アクターの背景色。(メニュー、戦闘共通) * @type color * @default 17 * @min -1 * @parent BasicSetting * * @param MemberHeight * @text メンバー表示高さ * @desc メンバーの表示高さ。(メニュー、戦闘共通) * @type number * @default 48 * @min -9999 * @parent BasicSetting * * @param LavelVisible * @text レベル表示 * @desc 戦闘メンバー及び待機メンバーのアクターにレベルを表示。(メニュー、戦闘共通) * @type boolean * @default false * @parent BasicSetting * * @param LevelFontSize * @desc レベルのフォントサイズ。(メインフォントからの差)(メニュー、戦闘共通) * @text レベルフォントサイズ * @type number * @default -10 * @min 99 * @parent BasicSetting * * @param MemberImgSetting * @text メンバー画像設定 * @default ------------------------------ * * @param CharacterMode * @text メンバー画像 * @desc 表示するメンバー画像の表示形式を選択します。(メニュー、戦闘共通) * @type select * @option キャラチップ * @value 'chip' * @option 顔グラフィック * @value 'face' * @default 'chip' * @parent MemberImgSetting * * @param ActorCharacter_X * @text アクター画像基本X座標 * @desc アクター画像の基本X座標(メニュー、戦闘共通) * @type number * @max 9999 * @min -9999 * @default 0 * @parent MemberImgSetting * * @param ActorCharacter_Y * @text アクター画像基本Y座標 * @desc アクター画像の基本Y座標(メニュー、戦闘共通) * @type number * @max 9999 * @min -9999 * @default 0 * @parent MemberImgSetting * * @param BattleMemberNameSetting * @text 戦闘メンバー名称ウィンドウ設定 * @default ------------------------------ * * @param BattleMemberName * @text 戦闘メンバー名称 * @desc 戦闘メンバー名称(メニュー、戦闘共通) * @type string * @default 戦闘メンバー * @parent BattleMemberNameSetting * * @param BattleMemberName_X * @text 戦闘メンバー名称ウィンドウX座標 * @desc 戦闘メンバー名称ウィンドウX座標 * @type number * @default 0 * @min -9999 * @parent BattleMemberNameSetting * * @param BattleMemberName_Y * @text 戦闘メンバー名称ウィンドウY座標 * @desc 戦闘メンバー名称ウィンドウY座標 * @type number * @default 0 * @min -9999 * @parent BattleMemberNameSetting * * @param MemberNameSetting * @text 待機メンバー名称ウィンドウ設定設定 * @default ------------------------------ * * @param MemberName * @text 待機メンバー名称 * @desc 待機メンバー名称(メニュー、戦闘共通) * @type string * @default 待機メンバー * @parent MemberNameSetting * * @param MemberName_X * @text 待機メンバー名称ウィンドウX座標 * @desc 待機メンバー名称ウィンドウX座標 * @type number * @default 0 * @min -9999 * @parent MemberNameSetting * * @param MemberName_Y * @text 待機メンバー名称ウィンドウY座標 * @desc 待機メンバー名称ウィンドウY座標 * @type number * @default 0 * @min -9999 * @parent MemberNameSetting * * @param BattleMemberSetting * @text 戦闘メンバーウィンドウ設定 * @default ------------------------------ * * @param BattleMember_Cols * @text 戦闘メンバー横表示数 * @desc 戦闘メンバー横表示数 0で最大メンバー数に応じて表示幅が変わります。 * @type number * @default 0 * @min 0 * @parent BattleMemberSetting * * @param BattleMember_Rows * @text 戦闘メンバー縦表示数 * @desc 戦闘メンバー縦表示数 * @type number * @default 1 * @min 1 * @parent BattleMemberSetting * * @param BattleMember_X * @text 戦闘メンバーウィンドウX座標 * @desc 戦闘メンバーウィンドウX座標 * @type number * @default 0 * @min -9999 * @parent BattleMemberSetting * * @param BattleMember_Y * @text 戦闘メンバーウィンドウY座標 * @desc 戦闘メンバーウィンドウY座標 * @type number * @default 0 * @min -9999 * @parent BattleMemberSetting * * @param MemberSetting * @text 待機メンバーウィンドウ設定 * @default ------------------------------ * * @param Member_Cols * @text 待機メンバー横表示数 * @desc 待機メンバー横表示数 * @type number * @default 10 * @min 0 * @parent MemberSetting * * @param Member_Rows * @text 待機メンバー縦表示数 * @desc 待機メンバー縦表示数 * @type number * @default 1 * @parent MemberSetting * * @param Member_X * @text 待機メンバーウィンドウX座標 * @desc 待機メンバーウィンドウX座標 * @type number * @default 0 * @min -9999 * @parent MemberSetting * * @param Member_Y * @text 待機メンバーウィンドウY座標 * @desc 待機メンバーウィンドウY座標 * @type number * @default 0 * @min -9999 * @parent MemberSetting * * @param StatusSetting * @text ステータスウィンドウ設定 * @default ------------------------------ * * @param Status_X * @text ステータスウィンドウX座標 * @desc ステータスウィンドウX座標 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Y * @text ステータスウィンドウY座標 * @desc ステータスウィンドウY座標 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Width * @text ステータスウィンドウ横幅 * @desc ステータスウィンドウ横幅 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param Status_Height * @text ステータスウィンドウ縦幅 * @desc ステータスウィンドウ縦幅 * @type number * @default 0 * @min -9999 * @parent StatusSetting * * @param ContentsSetting * @text コンテンツ設定 * @default ------------------------------ * @parent StatusSetting * * @param ActorStatus * @text 表示ステータス設定 * @desc アクターの表示ステータス設定 * @default ["{\"DateSelect\":\"ActorName\",\"X_Position\":\"1\",\"Y_Position\":\"1\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Face\",\"X_Position\":\"1\",\"Y_Position\":\"2\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Level\",\"X_Position\":\"2\",\"Y_Position\":\"1\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"100\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Class\",\"X_Position\":\"3\",\"Y_Position\":\"1\",\"X_Coordinate\":\"-50\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"State\",\"X_Position\":\"1\",\"Y_Position\":\"2\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"144\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"HpGauge\",\"X_Position\":\"1\",\"Y_Position\":\"5\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"20\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"MpGauge\",\"X_Position\":\"1\",\"Y_Position\":\"6\",\"X_Coordinate\":\"0\",\"Y_Coordinate\":\"10\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Equip\",\"X_Position\":\"4\",\"Y_Position\":\"1\",\"X_Coordinate\":\"-50\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"240\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Atk\",\"X_Position\":\"2\",\"Y_Position\":\"2\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Def\",\"X_Position\":\"2\",\"Y_Position\":\"3\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Mat\",\"X_Position\":\"2\",\"Y_Position\":\"4\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"------------------------------\",\"GaugeID\":\"\",\"GaugeHeight\":\"12\",\"DetaEval2\":\"\",\"Color1\":\"-1\",\"Color2\":\"-1\",\"ImgSetting\":\"------------------------------\",\"ImgData\":\"\",\"BattleMemberOpacity\":\"true\",\"EquipSetting\":\"------------------------------\",\"EquipStartIndex\":\"0\",\"EquipNum\":\"0\",\"OtherSetting\":\"------------------------------\",\"Text\":\"\",\"CondSetting\":\"------------------------------\",\"Conditions\":\"\"}","{\"DateSelect\":\"Mdf\",\"X_Position\":\"3\",\"Y_Position\":\"2\",\"X_Coordinate\":\"-44\",\"Y_Coordinate\":\"0\",\"ItemWidth\":\"0\",\"SystemItemWidth\":\"0\",\"ParamName\":\"\",\"NameColor\":\"16\",\"Align\":\"'left'\",\"paramUnit\":\"\",\"FontSize\":\"0\",\"FontFace\":\"\",\"ValueFontFace\":\"\",\"Icon\":\"0\",\"IconY\":\"2\",\"DetaEval\":\"\",\"Back\":\"false\",\"Decimal\":\"0\",\"GaugeSetting\":\"----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* @type struct[] * @parent ContentsSetting * * @param ContentsCols * @text コンテンツ列数 * @desc 項目のコンテンツ列数 * @type number * @default 4 * @min 1 * @max 4 * @parent ContentsSetting * * @param BackGroundSetting * @text 背景設定 * @default ------------------------------ * * @param BackGroundImg * @desc 表示する背景画像ファイル名を指定します。 * @text 背景画像 * @type file * @dir img/ * @default * @parent BackGroundSetting * * @param BackUiWidth * @text 背景サイズモード * @desc 背景サイズをUIに合わせる。 * @type boolean * @default true * @parent BackGroundSetting * * @param ActorImgSetting * @text ステータスウィンドウアクター画像設定 * @default ------------------------------ * * @param GraphicMode * @desc ステータスウィンドウに表示するアクター画像を指定します。 * @text ステータスウィンドウ表示アクター画像 * @type select * @option 表示なし * @value 'none' * @option 画像(アクターステータスウィンドウ内) * @value 'img' * @option 画像 * @value 's_img' * @default 'none' * @parent ActorImgSetting * * @param ActorsImgList * @text 画像設定 * @desc アクターの画像設定 * @default [] * @type struct[] * @parent ActorImgSetting * * @param ActorPictureEXApp * @text 立ち絵表示EX適用 * @desc 立ち絵表示EXの画像変更を適用します。OFFにした場合はこのプラグインでの設定が適用されます。 * @type boolean * @default false * @parent ActorImgSetting * * @param ActorImg_X * @text アクター画像基本X座標 * @desc アクター画像の基本X座標 * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorImgSetting * * @param ActorImg_Y * @text アクター画像基本Y座標 * @desc アクター画像の基本Y座標 * @type number * @max 9999 * @min -9999 * @default 0 * @parent ActorImgSetting * * @param ActorPosition * @text 立ち絵表示位置 * @desc 立ち絵の表示位置を指定します。Apengは適用されません。 * @type select * @option 左 * @value Left * @option 中央 * @value Center * @option 右 * @value Right * @default Right * @parent ActorImgSetting * * @param ActorFixedSetting * @text アクター並び替え固定設定(要NUUN_ActorFixed) * @default ------------------------------ * * @param FixedActorBackColor * @text 固定アクター背景色 * @desc 固定アクターの背景色。(メニュー、戦闘共通) * @type number * @default 3 * @min -1 * @parent ActorFixedSetting * * @param ConflictMeasures * @text 競合対策 * @default ------------------------------ * * @param CancelSeFormula * @text キャンセルSE無効評価式 * @desc キャンセルSEの音声データを取得する評価式。無記入でシステムのキャンセル音。 * @type combo * @option '$gameSystem.getSystemSound(n) ? $gameSystem.getSystemSound(n) : $dataSystem.sounds[n];//システム効果音変更' * @default * @parent ConflictMeasures * */ /*~struct~ActorStatusList:ja * * @param DateSelect * @text 表示するステータス * @desc 表示するステータスを指定します。 * @type select * @option なし * @value None * @option 名称のみ(1)(2)(3)(4)(5)(7)(8)(9)(11)(12)(14)(15) * @value Name * @option 顔グラ(1)(2)(3)(4)(26) * @value Face * @option アクター名(1)(2)(3)(4)(5)(9)(11)(12) * @value ActorName * @option 二つ名(1)(2)(3)(4)(5)(9)(11)(12) * @value Nickname * @option 職業(1)(2)(3)(4)(5)(9)(11)(12) * @value Class * @option レベル(1)(2)(3)(4)(5)(6)(9)(11)(12)(13) * @value Level * @option ステート(1)(2)(3)(4)(5)(16※1) * @value State * @option ステート(戦闘用と同じ表示)(1)(2)(3)(4) * @value State2 * @option 独自パラメータ(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18) * @value OrgParam * @option HPゲージ(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value HpGauge * @option MPゲージ(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value MpGauge * @option TPゲージ(1)(2)(3)(4)(5)(7)(20)(21)(23)(24) * @value TpGauge * @option CircularHP(1)(2)(3)(4)(7)(20)(21)(23)(24) * @value HpCircularGauge * @option CircularMP(1)(2)(3)(4)(7)(20)(23) * @value MpCircularGauge * @option CircularTP(1)(2)(3)(4)(7)(20))(23) * @value TpCircularGauge * @option 現在の経験値(1)(2)(3)(4)(5)(6)(7)(8)(9)(11)(12)(13)(17) * @value ExpInfo * @option 次のレベルまでの経験値(1)(2)(3)(4)(5)(6)(7)(8)(9)(11)(12)(13)(17)(18) * @value Exp * @option 経験値(ゲージあり)(1)(2)(3)(4)(5)(7)(18)(20)(21)(23)(24) * @value ExpGauge * @option 経験値サークルゲージ (1)(2)(3)(4)(18)(20)(23) * @value ExpCircularGauge * @option 攻撃力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Atk * @option 防御力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Def * @option 魔法力(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Mat * @option 魔法防御(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Mdf * @option 敏捷性(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Agi * @option 運(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17) * @value Luk * @option 命中率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Hit * @option 回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Eva * @option 会心率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Cri * @option 会心回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value CritcalEvade * @option 魔法回避率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicEvade * @option 魔法反射率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicrEflect * @option 反撃率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Counter * @option HP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value HpRegen * @option MP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(18) * @value MpRegen * @option TP再生率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value TpRegen * @option 狙われ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Aggro * @option 防御効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Guard * @option 回復効果率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value Recovery * @option 薬の知識(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value ItemEffect * @option MP消費率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MpCost * @option TPチャージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value TpCharge * @option 物理ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value PhysicalDamage * @option 魔法ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value MagicalDamage * @option 床ダメージ率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value FloorDamage * @option 獲得経験値率(1)(2)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(17)(18) * @value GainExpRate * @option 独自ゲージ(1)(2)(3)(4)(5)(7)(16)(18)(20)(21)(22)(23)(24) * @value OrgGauge * @option 装備(1)(2)(3)(4)(5)(6)(7)(8)(11)(12)(17)(30)(31) * @value Equip * @option 画像(1)(2)(3)(4)(25) * @value Imges * @option キャラチップ(1)(2)(3)(4)(26) * @value Charchip * @option SVアクター(1)(2)(3)(4)(26) * @value SvActor * @option フリーテキスト(1)(2)(3)(4)(35) * @value Freetext * @option ライン(1)(2)(3)(4)(5)(8) * @value HorzLine * @default None * * @param X_Position * @text X表示列位置(1) * @desc X表示列位置 * @type number * @default 1 * @min 1 * @max 4 * * @param Y_Position * @desc Y表示行位置 * @text Y表示行位置(2) * @type number * @default 1 * @min 1 * @max 99 * * @param X_Coordinate * @text X座標(相対)(3) * @desc X座標(X表示列位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param Y_Coordinate * @text Y座標(相対)(4) * @desc Y座標(Y表示行位置からの相対座標) * @type number * @default 0 * @max 9999 * @min -9999 * * @param ItemWidth * @desc 項目、ゲージ横幅(0でデフォルト幅) * @text 項目、ゲージ横幅(5) * @type number * @default 0 * @min 0 * * @param SystemItemWidth * @desc 項目名称の横幅(0でデフォルト幅) * @text 項目名称横幅(6) * @type number * @default 0 * @min 0 * * @param ParamName * @desc 項目の名称を設定します。 * @text 名称(7) * @type string * @default * * @param NameColor * @desc 項目名称のシステムカラーID。テキストタブでカラーコードを入力できます。 * @text 項目名称文字色(8) * @type color * @default 16 * @min 0 * * @param Align * @desc 文字揃え。 * @text 文字揃え(9) * @type select * @option 左 * @value 'left' * @option 右 * @value 'right' * @option 中央 * @value 'center' * @default 'left' * * @param paramUnit * @desc 単位を設定します。 * @text 単位(10) * @type string * @default * * @param FontSize * @desc フォントサイズ(メインフォントからの差) * @text フォントサイズ(11) * @type number * @default 0 * @min -99 * * @param FontFace * @desc 項目名称のフォントを設定します。 * @text 項目名称フォント(12) * @type string * @default * * @param ValueFontFace * @desc 数値のフォントを設定します。 * @text 数値フォント(13) * @type string * @default * * @param Icon * @desc アイコンを設定します。 * @text アイコン(14) * @type icon * @default 0 * * @param IconY * @desc アイコンを調整するY座標を指定します。(相対) * @text アイコン調整Y座標(15) * @type number * @default 2 * @min -99 * * @param DetaEval * @desc 評価式または文字列を記入します。 * @text 評価式or文字列(javaScript)(16) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @default * * @param Back * @text コンテンツ背景表示(17) * @desc コンテンツ背景を表示させます。 * @type boolean * @default false * * @param Decimal * @text 小数点桁数(18) * @desc 表示出来る小数点桁数。 * @type number * @default 0 * @min 0 * @max 99 * * @param GaugeSetting * @text ゲージ設定 * @default ------------------------------ * * @param GaugeID * @desc 識別ID。 * @text 識別ID(20) * @type string * @default * @parent GaugeSetting * * @param GaugeHeight * @desc ゲージの縦幅を指定します。 * @text ゲージの縦幅(21) * @type number * @default 12 * @min 0 * @max 24 * @parent GaugeSetting * * @param DetaEval2 * @desc 最大値の評価式。 * @text 最大値評価式(javaScript)(22) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @default * @parent GaugeSetting * * @param Color1 * @desc ゲージのシステムカラーID(左)。テキストタブでカラーコードを入力できます。 * @text ゲージカラー(左)(23) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param Color2 * @desc ゲージのシステムカラーID(右)。テキストタブでカラーコードを入力できます。 * @text ゲージカラー(右)(24) * @type color * @default -1 * @min -1 * @parent GaugeSetting * * @param ImgSetting * @text 画像設定 * @default ------------------------------ * * @param ImgData * @desc 表示する画像を指定します。 * @text 画像(25) * @type file * @dir img/ * @default * @parent ImgSetting * * @param BattleMemberOpacity * @text 非バトルメンバー画像半透明(26) * @desc バトルメンバーではない時の半透明有効。 * @type boolean * @default true * @parent ImgSetting * * @param EquipSetting * @text 装備設定 * @default ------------------------------ * * @param EquipStartIndex * @text 開始インデックス(30) * @desc 装備欄の開始インデックスを指定します。 * @type number * @default 0 * @min 0 * @max 99999 * @parent EquipSetting * * @param EquipNum * @text 表示装備数(31) * @desc 装備欄の表示を指定します。(0で制限なし) * @type number * @default 0 * @parent EquipSetting * * @param OtherSetting * @text その他設定 * @default ------------------------------ * * @param Text * @desc フリーテキストのテキストを記入します。(制御文字使用可能) * @text フリーテキストのテキスト(35) * @type multiline_string * @default * @parent OtherSetting * * @param CondSetting * @text 表示条件設定 * @default ------------------------------ * * @param Conditions * @desc 項目が表示される条件を指定します。(JavaScript) * @text 項目条件(all) * @type combo * @option '$gameVariables.value(0);//ゲーム変数' * @option 'actor;//アクターのゲームデータ' * @option 'actor.actor();//アクターのシステムデータ' * @option '$dataSystem.optDisplayTp'//TP表示 * @default * */ /*~struct~actorImgList:ja * * @param ActorId * @text アクター * @desc アクターを指定します。 * @type actor * @default 0 * * @param ClassId * @text 職業ID * @desc 職業を指定します。職業のIDが指定されている場合はこちらが優先されます。 * @type class * @default 0 * * @param ActorImg * @text アクター画像 * @desc アクターの画像を表示します。 * @type file * @dir img/ * @default * * @param Actor_X * @desc 画像のX座標。 * @text 画像X座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Actor_Y * @desc 画像のY座標。 * @text 画像Y座標 * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SX * @desc 画像の表示開始座標X。 * @text 画像表示開始座標X * @type number * @default 0 * @min -9999 * @max 9999 * * @param Img_SY * @desc 画像の表示開始座標Y * @text 画像表示開始座標Y * @type number * @default 0 * @min -9999 * @max 9999 * * */ var Imported = Imported || {}; Imported.NUUN_SceneFormation = true; (() => { const params = Nuun_PluginParams.getPluginParams(document.currentScript); const parameters = PluginManager.parameters('NUUN_SceneFormation'); const paramSupport = PluginManager.parameters('NUUN_SceneFormation_SupportActor'); params.SupportActorBackColor = (DataManager.nuun_structureData(paramSupport['SupportActorBackColor'])); const paramList = {}; const pluginName = "NUUN_SceneFormation"; PluginManager.registerCommand(pluginName, 'SceneFormationOpen', args => { if (Imported.NUUN_SceneBattleFormation && $gameParty.inBattle()) { SceneManager._scene.commandFormation(); } else { SceneManager.push(Scene_Formation); } }); PluginManager.registerCommand(pluginName, 'BattleActorFixed', args => { const actorId = Number(args.ActorId); $gameParty.setBattleActorFixed(actorId); }); PluginManager.registerCommand(pluginName, 'BattleActorFixedRelease', args => { const actorId = Number(args.ActorId); $gameParty.setBattleActorFixedRelease(actorId); }); function isbattleMembersDead(actor, withdrawalActor) { const members = $gameParty.battleMembers().filter(member => member !== withdrawalActor && member.isDead()); return members.length + (actor && actor.isDead() ? 1 : 0); }; function _isActorPictureEXApp() { return Imported.NUUN_ActorPicture && paramList.ActorPictureEXApp; }; function _getActorImgData(actor) { return null; } NuunManager.isBattleFixedActor = function(actor) { return false; }; Game_Actor.prototype.setBattleFixed = function() { this._battleFixed = true; }; Game_Actor.prototype.setBattleFixedRelease = function() { this._battleFixed = false; }; Game_Actor.prototype.isBattleFixed = function() { return this._battleFixed || this.actor().meta.BattleMemberFixed; }; const _Game_Party_initialize = Game_Party.prototype.initialize; Game_Party.prototype.initialize = function() { this._formationBattleMembers = 0; _Game_Party_initialize.call(this); }; const _Game_Party_maxBattleMembers = Game_Party.prototype.maxBattleMembers; Game_Party.prototype.getFormationBattleMember = function() { if (!this._formationBattleMembers) { this._formationBattleMembers = _Game_Party_maxBattleMembers.call(this); } return this._formationBattleMembers; }; Game_Party.prototype.maxBattleMembers = function() { return Math.min(this.getFormationBattleMember(), _Game_Party_maxBattleMembers.call(this)); }; Game_Party.prototype.originalMaxBattleMembers = function() { return _Game_Party_maxBattleMembers.call(this); }; Game_Party.prototype.formationBattleMember = function() { const members = this.battleMembers(); if (params.VariableBattleMember) { members.push(null); } return members; }; Game_Party.prototype.formationMember = function() { const members = this.allStandByMembers(); if (params.VariableBattleMember) { members.push(null); } return members; }; Game_Party.prototype.allStandByMembers = function() { return this.allMembers().filter(member => member.isAppeared()).slice(this.battleMembers().length); }; Game_Party.prototype.checkFormationBattleMember = function(addActor, withdrawalActor) { let battleMember = this.battleMembers().filter(member => member !== withdrawalActor); if (addActor) { battleMember.push(addActor); } return !battleMember.every(member => member.isDead()); }; Game_Party.prototype.withdrawalOrder = function(index) { const withdrawalActor = this._actors.splice(index, 1); Array.prototype.push.apply(this._actors, [withdrawalActor]); }; Game_Party.prototype.entryOrder = function(index) { const entryActor = this._actors[index]; const members = this.formationBattleMember(); index += index >= members.length ? 1 : 0; this._actors.splice(members.length - 1, 0, entryActor); this._actors.splice(index, 1); }; Game_Party.prototype.changeWithdrawaBattleMember = function() { const members = this._formationBattleMembers - 1; this._formationBattleMembers = members.clamp(1, this.battleMembers().length - 1); }; Game_Party.prototype.changeEntryBattleMember = function() { const members = this._formationBattleMembers + (this.battleMembers().length === this._formationBattleMembers ? 1 : 0); this._formationBattleMembers = members.clamp(1, _Game_Party_maxBattleMembers.call(this)); }; Game_Party.prototype.useFormation = function() { return true; }; Game_Party.prototype.checkSwap = function(index) { return true; }; Game_Party.prototype.setBattleActorFixed = function(id) { if (id > 0) { const actor = $gameActors.actor(id) actor.setBattleFixed(); } else { this.allMembers().forEach(actor => actor.setBattleFixed()); } }; Game_Party.prototype.setBattleActorFixedRelease = function(id) { if (id > 0) { $gameActors.actor(id).setBattleFixedRelease(); } else { this.allMembers().forEach(actor => actor.setBattleFixedRelease()); } }; Scene_Base.prototype.setNuun_Formation = function(mode, paramData) { return new Nuun_Formation(this, mode, paramData); }; Scene_Base.prototype.exFormationMembers = function() { return 0; }; Scene_Base.prototype.getParamBattleMember_Rows = function() { return paramList.BattleMember_Rows; }; Scene_Menu.prototype.commandFormation = function() {//再定義 SceneManager.push(Scene_Formation); }; function Scene_Formation() { this.initialize(...arguments); } Scene_Formation.prototype = Object.create(Scene_MenuBase.prototype); Scene_Formation.prototype.constructor = Scene_Formation; Scene_Formation.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); this._formation = this.setNuun_Formation(false); }; Scene_Formation.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this._formation.create(); }; Scene_Formation.prototype.createWindowLayer = function() { this._formation.createBattleMemberActor(); Scene_MenuBase.prototype.createWindowLayer.call(this); }; const _Scene_Formation_update = Scene_Formation.prototype.update; Scene_Formation.prototype.update = function() { _Scene_Formation_update.call(this); this._formation.update(); }; const _Scene_Formation_createBackground = Scene_Formation.prototype.createBackground; Scene_Formation.prototype.createBackground = function() { _Scene_Formation_createBackground.apply(this, arguments); if (params.BackGroundImg) { const bitmap = ImageManager.nuun_LoadPictures(params.BackGroundImg); const sprite = new Sprite(bitmap); this.addChild(sprite); bitmap.addLoadListener(function() { this.setBackGround(sprite); }.bind(this)); } }; Scene_Formation.prototype.setBackGround = function(sprite) { if (params.BackUiWidth) { sprite.x = (Graphics.width - (Graphics.boxWidth + 8)) / 2; sprite.y = (Graphics.height - (Graphics.boxHeight + 8)) / 2; sprite.scale.x = (Graphics.boxWidth + 8 !== sprite.bitmap.width ? (Graphics.boxWidth + 8) / sprite.bitmap.width : 1); sprite.scale.y = (Graphics.boxHeight + 8 !== sprite.bitmap.height ? (Graphics.boxHeight + 8) / sprite.bitmap.height : 1); } else { sprite.scale.x = (Graphics.width !== sprite.bitmap.width ? Graphics.width / sprite.bitmap.width : 1); sprite.scale.y = (Graphics.height !== sprite.bitmap.height ? Graphics.height / sprite.bitmap.height : 1); } }; class Nuun_Formation { constructor(scene, mode , paramData) { this._scene = scene; this._isBattle = mode;//この段階では$gameParty.inBattle()はfalse this.initMembers(); if (mode) { this.setBattleParamData(paramData); } else { this.setParamData(paramData); } } initMembers() { this._selectIndex = 0; this._bmSselectIndex = 0; this._mSelectIndex = 0; this._commandWindow = null; this._spriteActor = null; this._leader = null; $gameTemp.changeCursor = false; $gameTemp.changeTouch = false; this.formationIndex = -1; this.pendingIndex = -1; this.cursorMode = 'battle'; this.pendingMode = null; this.formationOldActor = null; this._baseSprite = null; this._changeMembers = []; } setBattleCursorMode() { this.cursorMode = 'battle'; } setMemberCursorMode() { this.cursorMode = 'member'; } isCursorBattleMode() { return this.cursorMode === 'battle'; } isCursorMemberMode() { return this.cursorMode === 'member'; } setBattlePendingMode() { this.pendingMode = 'battle'; } setMemberPendingMode() { this.pendingMode = 'member'; } clearPendingMode() { this.pendingMode = null; } isPendingBattleMode() { return this.pendingMode === 'battle'; } isPendingMemberMode() { return this.pendingMode === 'member'; } setFormationIndex(index) { this.formationIndex = index; } setPendingIndex(index) { this.pendingIndex = index; } getPendingIndex() { return this.pendingIndex; } setBattleParamData(paramData) { paramList.CommandShowMode = paramData.CommandShowMode; paramList.FormationActorState = paramData.FormationActorState; paramList.EndTurnAfteExecution = paramData.EndTurnAfteExecution; if (paramData.MenuFormationLayout) { this.setParamData(); return; } paramList.WindowCenter = paramData.WindowCenter; paramList.WindowZero = paramData.WindowZero; paramList.CursorSwitchingDirection = paramData.CursorSwitchingDirection; paramList.BattleMemberName_X = paramData.BattleMemberName_X; paramList.BattleMemberName_Y = paramData.BattleMemberName_Y; paramList.MemberName_X = paramData.MemberName_X; paramList.MemberName_Y = paramData.MemberName_Y; paramList.BattleMember_X = paramData.BattleMember_X; paramList.BattleMember_Y = paramData.BattleMember_Y; paramList.Member_X = paramData.Member_X; paramList.Member_Y = paramData.Member_Y; paramList.BattleMember_Cols = paramData.BattleMember_Cols; paramList.BattleMember_Rows = paramData.BattleMember_Rows; paramList.Member_Cols = paramData.Member_Cols; paramList.Member_Rows = paramData.Member_Rows; paramList.Status_X = paramData.Status_X; paramList.Status_Y = paramData.Status_Y; paramList.BattleMemberWindowWidth = paramData.BattleMemberWindowWidth; paramList.BattleMemberWindowHeight = paramData.BattleMemberWindowHeight; paramList.MemberWindowWidth = paramData.MemberWindowWidth; paramList.MemberWindowHeight = paramData.MemberWindowHeight; paramList.Status_Width = paramData.Status_Width; paramList.Status_Height = paramData.Status_Height; paramList.ContentsCols = paramData.ContentsCols; paramList.ActorStatus = paramData.ActorStatus ? paramData.ActorStatus : params.ActorStatus; paramList.GraphicMode = paramData.GraphicMode; paramList.ActorPosition = paramData.ActorPosition; paramList.ActorPictureEXApp = paramData.ActorPictureEXApp; paramList.ActorsImgList = paramData.ActorsImgList ? paramData.ActorsImgList : params.ActorsImgList; paramList.ActorImg_X = paramData.ActorImg_X; paramList.ActorImg_Y = paramData.ActorImg_Y; } setParamData() { paramList.WindowCenter = params.WindowCenter; paramList.WindowZero = params.WindowZero; paramList.CursorSwitchingDirection = params.CursorSwitchingDirection; paramList.BattleMemberName_X = params.BattleMemberName_X; paramList.BattleMemberName_Y = params.BattleMemberName_Y; paramList.MemberName_X = params.MemberName_X; paramList.MemberName_Y = params.MemberName_Y; paramList.BattleMember_X = params.BattleMember_X; paramList.BattleMember_Y = params.BattleMember_Y; paramList.Member_X = params.Member_X; paramList.Member_Y = params.Member_Y; paramList.BattleMember_Cols = params.BattleMember_Cols; paramList.BattleMember_Rows = params.BattleMember_Rows; paramList.Member_Cols = params.Member_Cols; paramList.Member_Rows = params.Member_Rows; paramList.Status_X = params.Status_X; paramList.Status_Y = params.Status_Y; paramList.BattleMemberWindowWidth = params.BattleMemberWindowWidth; paramList.BattleMemberWindowHeight = params.BattleMemberWindowHeight; paramList.MemberWindowWidth = params.MemberWindowWidth; paramList.MemberWindowHeight = params.MemberWindowHeight; paramList.Status_Width = params.Status_Width; paramList.Status_Height = params.Status_Height; paramList.ContentsCols = params.ContentsCols; paramList.ActorStatus = params.ActorStatus; paramList.GraphicMode = params.GraphicMode; paramList.ActorPosition = params.ActorPosition; paramList.ActorPictureEXApp = params.ActorPictureEXApp; paramList.ActorsImgList = params.ActorsImgList; paramList.ActorImg_X = params.ActorImg_X; paramList.ActorImg_Y = params.ActorImg_Y; } create() { this.createBackground(); this.createBattleMemberWindow(); this.createBattleMemberNameWindow(); this.createMemberWindow(); this.createMemberNameWindow(); this.createMemberStatusWindow(); this.initSelect(); } createBackground() { } createBattleMemberActor() { if (params.GraphicMode === "s_img") { if (!this._spriteActor) { this._spriteActor = new Sprite_NuunActor(this._scene, params); } this._scene.addChild(this._spriteActor); } } createBattleMemberWindow() { const rect = this.battleMemberWindowRect(); const battleMemberWindow = new Window_FormationBattleMember(rect, this); battleMemberWindow.setHandler("ok", this.onBattleMemberOk.bind(this)); battleMemberWindow.setHandler("cancel", this.onCancel.bind(this)); battleMemberWindow.setSpriteActor(this._spriteActor); this._scene.addWindow(battleMemberWindow); this._battleMemberWindow = battleMemberWindow; if (this._isBattle) { battleMemberWindow.openness = 0; } else { battleMemberWindow.activate(); } } createBattleMemberNameWindow() { const rect = this.battleMemberNameWindowRect(); const battleMemberNameWindow = new Window_FormationBattleMemberName(rect); this._scene.addWindow(battleMemberNameWindow); this._battleMemberNameWindow = battleMemberNameWindow; if (this._isBattle) { battleMemberNameWindow.openness = 0; } } createMemberWindow() { const rect = this.memberWindowRect(); const memberWindow = new Window_FormationMember(rect, this); memberWindow.setHandler("ok", this.onBattleMemberOk.bind(this)); memberWindow.setHandler("cancel", this.onCancel.bind(this)); memberWindow.setSpriteActor(this._spriteActor); this._scene.addWindow(memberWindow); this._memberWindow = memberWindow; if (this._isBattle) { memberWindow.openness = 0; } } createMemberNameWindow() { const rect = this.memberNameWindowRect(); const memberNameWindow = new Window_FormationMemberName(rect); this._scene.addWindow(memberNameWindow); this._memberNameWindow = memberNameWindow; if (this._isBattle) { memberNameWindow.openness = 0; } } createMemberStatusWindow() { const scene = this._scene; const rect = this.memberStatusWindowRect(); const memberStatusWindow = new Window_FormationStatus(rect, this); scene.addWindow(memberStatusWindow); this._memberStatusWindow = memberStatusWindow; if (this._isBattle) { memberStatusWindow.openness = 0; } } battleMemberNameWindowRect() { const wx = paramList.BattleMemberName_X + (paramList.WindowCenter ? (Graphics.boxWidth - this.memberWindowWidth()) / 2 : 0); const wy = paramList.BattleMemberName_Y; const ww = this.nameWidth(); const wh = this._scene.calcWindowHeight(1, true); return new Rectangle(wx, wy, ww, wh); } memberNameWindowRect() { const wx = paramList.MemberName_X + (paramList.WindowCenter ? (Graphics.boxWidth - this.memberWindowWidth()) / 2 : 0); const wy = paramList.MemberName_Y + (paramList.WindowZero ? 0 : this.memberY()); const ww = this.nameWidth(); const wh = this._scene.calcWindowHeight(1, true); return new Rectangle(wx, wy, ww, wh); } battleMemberWindowRect() { const ww = paramList.BattleMemberWindowWidth > 0 ? paramList.BattleMemberWindowWidth : ($gameSystem.windowPadding() * 2 + this.battleMemberWindowWidth()); const wx = paramList.BattleMember_X + (paramList.WindowCenter ? (Graphics.boxWidth - this.memberWindowWidth()) / 2 : 0); const wy = paramList.BattleMember_Y + (paramList.WindowZero ? 0 : this._scene.calcWindowHeight(1, true)); const wh = paramList.BattleMemberWindowHeight > 0 ? paramList.BattleMemberWindowHeight : (32 + paramList.BattleMember_Rows * (params.MemberHeight)); return new Rectangle(wx, wy, ww, wh); } memberWindowRect() { const ww = paramList.MemberWindowWidth > 0 ? paramList.MemberWindowWidth : this.memberWindowWidth(); const wx = paramList.Member_X + (paramList.WindowCenter ? (Graphics.boxWidth - ww) / 2 : 0); const wy = paramList.Member_Y + (paramList.WindowZero ? 0 : this.memberY() + this._scene.calcWindowHeight(1, true)); const wh = paramList.MemberWindowHeight > 0 ? paramList.MemberWindowHeight : (32 + (paramList.Member_Rows) * params.MemberHeight); return new Rectangle(wx, wy, ww, wh); } memberStatusWindowRect() { const wx = paramList.Status_X; const wh = paramList.Status_Height > 0 ? paramList.Status_Height : this._scene.calcWindowHeight(5, true); const wy = paramList.Status_Y + (paramList.WindowZero ? 0 : Graphics.boxHeight - wh); const ww = paramList.Status_Width > 0 ? paramList.Status_Width : Graphics.boxWidth; return new Rectangle(wx, wy, ww, wh); } initSelect() { this._battleMemberWindow.select(0); this._memberWindow.setPendingIndex(-1); this._battleMemberWindow.setPendingIndex(-1); this.setBattleCursorMode(); this.clearPendingMode(); this.initBattleMembers(); } initBattleMembers() { this._changeMembers = $gameParty.battleMembers().map(member => member); } setCommand(command) { this._commandWindow = command; } update() { if ($gameTemp.changeCursor || $gameTemp.changeTouch) { if (this.isCursorBattleMode()) { this.onChangeBattleMemberOk(); } else if (this.isCursorMemberMode()) { this.onChangeMemberOk(); } } } changeBattleMemberCursorIndex() { switch (paramList.CursorSwitchingDirection) { case 0: return Math.min(this.formationIndex % this._battleMemberWindow.maxCols(), $gameParty.formationMember().length - 1, paramList.Member_Cols); case 1: return Math.min((Math.ceil(this.formationIndex / this._battleMemberWindow.maxCols()) - 1) * paramList.Member_Cols, this._memberWindow.maxItems() - 1); } } changeMemberCursorIndex() { const cols = this._battleMemberWindow.maxCols(); const maxItem = this._battleMemberWindow.maxItems(); const rows = Math.ceil(maxItem / cols); const value = Math.max((rows * cols) - cols, 0) + this.formationIndex; switch (paramList.CursorSwitchingDirection) { case 0: return Math.min((value >= maxItem ? (rows > 1 ? value - cols : maxItem - 1) : value), maxItem - 1); case 1: return Math.min(((Math.ceil(this.formationIndex / this._memberWindow.maxCols())) * cols) + cols - 1, maxItem - 1); } } onChangeBattleMemberOk() { const index = this.changeBattleMemberCursorIndex(); this._battleMemberWindow.deselect(); this._battleMemberWindow.deactivate(); this._memberWindow.activate(); if ($gameTemp.changeCursor) { this._memberWindow.select(index); } $gameTemp.changeCursor = false; $gameTemp.changeTouch = false; this.setMemberCursorMode() } onChangeMemberOk() { const index = this.changeMemberCursorIndex(); this._memberWindow.deselect(); this._memberWindow.deactivate(); this._battleMemberWindow.activate(); if ($gameTemp.changeCursor) { this._battleMemberWindow.select(index); } $gameTemp.changeCursor = false; $gameTemp.changeTouch = false; this.setBattleCursorMode(); } onBattleMemberOk() { if (this.pendingIndex >= 0) { this.onFormationOk(); } else { if (this.isCursorBattleMode()) { this._memberWindow.setPendingIndex(-1); this._battleMemberWindow.setPendingIndex(this.formationIndex); } else { this._battleMemberWindow.setPendingIndex(-1); this._memberWindow.setPendingIndex(this.formationIndex); } } if (this.isCursorBattleMode()) { this._battleMemberWindow.activate(); } else { this._memberWindow.activate(); } } onFormationOk() { const index = this.getActorIndex(); const p_Index = this.getPendingActorIndex(); if (index >= 0 && p_Index >= 0) { $gameParty.swapOrder(index, p_Index); this.formationActorRefresh(); } else if (index < 0) { this.selectOrder(p_Index); } else if (p_Index < 0) { this.pendingOrder(index); } this._battleMemberWindow.setPendingIndex(-1); this._memberWindow.setPendingIndex(-1); this._battleMemberWindow.refresh(); this._memberWindow.refresh(); this.clearPendingMode(); if (this._isBattle) { $gameTemp.formationRefresh = true; } } selectOrder(index) { const check = $gameParty.checkSwap(index); if (this.isCursorBattleMode()) { $gameParty.entryOrder(index); if (this.isPendingMemberMode() && check) { $gameParty.changeEntryBattleMember(); } $gamePlayer.refresh(); } else { $gameParty.withdrawalOrder(index); if (this.isPendingBattleMode() && check) { $gameParty.changeWithdrawaBattleMember(); } $gamePlayer.refresh(); } } pendingOrder(index) { const check = $gameParty.checkSwap(index); if (this.isPendingBattleMode()) { $gameParty.entryOrder(index); if (this.isCursorMemberMode() && check) { $gameParty.changeEntryBattleMember(); } $gamePlayer.refresh(); } else { $gameParty.withdrawalOrder(index); if (this.isCursorBattleMode() && check) { $gameParty.changeWithdrawaBattleMember(); } $gamePlayer.refresh(); } } formationActorRefresh() { if (this.isCursorBattleMode()) { this._battleMemberWindow.redrawItem(this.formationIndex); } else { this._memberWindow.redrawItem(this.formationIndex); } if (this.isPendingBattleMode()) { this._battleMemberWindow.redrawItem(this._battleMemberWindow.pendingIndex()); } else { this._memberWindow.redrawItem(this._memberWindow.pendingIndex()); } } getActorIndex() { let actor = null; if (this.isCursorBattleMode()) { actor = $gameParty.formationBattleMember()[this.formationIndex]; } else { actor = $gameParty.formationMember()[this.formationIndex]; } if (actor) { return $gameParty.allMembers().indexOf(actor); } return -1; } getPendingActorIndex() { let actor = null; if (this.isPendingBattleMode()) { actor = $gameParty.formationBattleMember()[this._battleMemberWindow.pendingIndex()]; } else { actor = $gameParty.formationMember()[this._memberWindow.pendingIndex()]; } if (actor) { return $gameParty.allMembers().indexOf(actor); } return -1; } onCancel() { if (this.pendingIndex >= 0) { if (this.isCursorBattleMode()) { this.onBattleMemberCancel(); } else { this.onMemberCancel(); } } else { if (!this.isBattleFixedMembers()) { this.cancelSystemSe(2); SoundManager.playBuzzer(); if (this.isCursorBattleMode()) { this._battleMemberWindow.activate(); } else { this._memberWindow.activate(); } return; } if (this._isBattle) { this.close(); BattleManager.battleCommandRefresh(); const changeOk = this.changeActorRefresh(); if (paramList.EndTurnAfteExecution && changeOk) { if (BattleManager.isTpb()) { const actor = BattleManager.actor(); if (actor && paramList.CommandShowMode === "Actor") { this._scene.hideSubInputWindows(); this._scene.selectNextCommand(); } } } } else { this._scene.popScene(); } } } isBattleFixedMembers() { for (const member of $gameParty.allMembers()) { if (this.isBattleFixedActor(member)) { if (!member.isBattleMember()) { return false; } } } return true; } isBattleFixedActor(member) { return member.isBattleFixed() || NuunManager.isBattleFixedActor(member); } changeActorRefresh() { let changeOk = false; $gameParty.battleMembers().forEach(member => { if (!this._changeMembers.includes(member)) { if (paramList.FormationActorState > 0 && member.isStateAddable(paramList.FormationActorState)) { member.addState(paramList.FormationActorState); } changeOk = true; } }) this._changeMembers.forEach(member => { if (!$gameParty.battleMembers().includes(member)) { if (member.isStateAffected(paramList.FormationActorState)) { member.removeState(paramList.FormationActorState); } changeOk = true; } }) return changeOk; } onBattleMemberCancel() { this._memberWindow.setPendingIndex(-1); this._battleMemberWindow.setPendingIndex(-1); this._battleMemberWindow.activate(); this.clearPendingMode(); } onMemberCancel() { this._memberWindow.setPendingIndex(-1); this._battleMemberWindow.setPendingIndex(-1); this._memberWindow.activate(); this.clearPendingMode(); } memberWindowWidth() { return $gameSystem.windowPadding() * 2 + paramList.Member_Cols * (params.CharacterMode === 'face' ? 152 : 56); } nameWidth() { return 240; } memberY() { return this._battleMemberWindow.y + this._battleMemberWindow.height + 12; } battleMemberWindowWidth() { return ((paramList.BattleMember_Cols > 0 ? paramList.BattleMember_Cols : _Game_Party_maxBattleMembers.call($gameParty)) + this._scene.exFormationMembers()) * this.characterModeWidth(); } characterModeWidth() { switch (params.CharacterMode) { case 'face': return 152; case 'chip': return 56; } } cancelSystemSe(n) { const se = params.CancelSeFormula ? eval(params.CancelSeFormula) : $dataSystem.sounds[n]; for (const buffer of AudioManager._staticBuffers) { if (buffer.name === se.name) { buffer.stop(); break; } } } open() { BattleManager.formationCommandActor = BattleManager.actor(); this._battleMemberNameWindow.open(); this._memberNameWindow.open(); this._battleMemberWindow.open(); this._memberWindow.open(); this._memberStatusWindow.open(); this._battleMemberNameWindow.show(); this._memberNameWindow.show(); this._battleMemberWindow.show(); this._memberWindow.show(); this._memberStatusWindow.show(); this._battleMemberWindow.refresh(); this._memberWindow.refresh(); this._battleMemberWindow.activate(); this._commandWindow.hide(); this.formationOldActor = null; this.initSelect(); } close() { $gameTemp.requestBattleRefresh(); if (!BattleManager.isTpb()) { $gameParty.formationMakeActions(); } this._battleMemberNameWindow.close(); this._memberNameWindow.close(); this._battleMemberWindow.close(); this._memberWindow.close(); this._memberStatusWindow.close(); this._battleMemberWindow.deselect(); this._memberWindow.deselect(); this._commandWindow.show(); this._commandWindow.open(); this._commandWindow.activate(); } }; Window_StatusBase.prototype.drawBackGroundActor = function(index) { const actor = this.actor(index); if (index !== this._pendingIndex) { const rect = this.itemRect(index); this.contentsBack.paintOpacity = 128; if (actor && params.DeadActorColor >= 0 && actor.isDead()) { const deadcolor = NuunManager.getColorCode(params.DeadActorColor); this.contentsBack.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, deadcolor); } else if (Imported.NUUN_ActorFixed && actor && params.FixedActorBackColor >= 0 && actor.isFixed()) { const fixedColor = NuunManager.getColorCode(params.FixedActorBackColor); this.contentsBack.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, fixedColor); } else if (actor && params.BattleFixedActorColor >= 0 && actor.actor().meta.BattleMemberFixed) { const battleFixedColor = NuunManager.getColorCode(params.BattleFixedActorColor || 0); this.contentsBack.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, battleFixedColor); } else if (Imported.NUUN_SceneFormation_SupportActor && params.SupportActorBackColor >= 0 && actor && actor.getSupportActor()) { const supportcolor = NuunManager.getColorCode(params.SupportActorBackColor); this.contentsBack.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, supportcolor); } this.contentsBack.paintOpacity = 255; } }; Window_StatusBase.prototype.drawFormationImg = function(data, actor, bitmap, x, y, width, height) { if (data) { width = Math.min(width - 2, bitmap.width); height = Math.min(height - 2, bitmap.height); const scale = (data.wActor_Scale || 100) / 100; const sw = width * scale; const sh = height * scale; const sx = data.wImg_SX || 0; const sy = data.wImg_SY || 0; const x2 = x + 1 + (data.wActor_X || 0);// + ActorImg_X; const y2 = y + 1 + (data.wActor_Y || 0);// + ActorImg_Y; this.contents.blt(bitmap, sx, sy, width + (width - sw), height + (height - sh), x2, y2, width, height); } this.drawLavel(actor, x, y, width); }; Window_StatusBase.prototype.setActorFormationStatus = function(index) { const actor = this.actor(index); if (this._formation._memberStatusWindow && actor !== this._formation.formationOldActor) { this._formation._memberStatusWindow.setStatus(actor); if (this._spriteActor) { this._spriteActor.setup(actor); } this._formation.formationOldActor = actor; } }; Window_StatusBase.prototype.getFormationSelectActor = function() { return $gameParty.leader(); }; //戦闘メンバー名称 function Window_FormationBattleMemberName() { this.initialize(...arguments); } Window_FormationBattleMemberName.prototype = Object.create(Window_StatusBase.prototype); Window_FormationBattleMemberName.prototype.constructor = Window_FormationBattleMemberName; Window_FormationBattleMemberName.prototype.initialize = function(rect) { Window_StatusBase.prototype.initialize.call(this, rect); this.refresh(); }; Window_FormationBattleMemberName.prototype.refresh = function() { const rect = this.itemLineRect(0); this.drawContentsName(rect.x, rect.y, rect.width); }; Window_FormationBattleMemberName.prototype.drawContentsName = function(x, y, width) { this.drawText(params.BattleMemberName, x, y, width); }; window.FormationBattleMemberName = Window_FormationBattleMemberName; //待機メンバー名称 function Window_FormationMemberName() { this.initialize(...arguments); } Window_FormationMemberName.prototype = Object.create(Window_StatusBase.prototype); Window_FormationMemberName.prototype.constructor = Window_FormationMemberName; Window_FormationMemberName.prototype.initialize = function(rect) { Window_StatusBase.prototype.initialize.call(this, rect); this.refresh(); }; Window_FormationMemberName.prototype.refresh = function() { const rect = this.itemLineRect(0); this.drawContentsName(rect.x, rect.y, rect.width); }; Window_FormationMemberName.prototype.drawContentsName = function(x, y, width) { this.drawText(params.MemberName, x, y, width); }; window.Window_FormationMemberName = Window_FormationMemberName; //戦闘メンバー function Window_FormationBattleMember() { this.initialize(...arguments); } Window_FormationBattleMember.prototype = Object.create(Window_StatusBase.prototype); Window_FormationBattleMember.prototype.constructor = Window_FormationBattleMember; Window_FormationBattleMember.prototype.initialize = function(rect, formation) { this._formation = formation; this._members = $gameParty.formationBattleMember(); Window_StatusBase.prototype.initialize.call(this, rect); this._formationMode = true; this._oldActor = null; this.refresh(); }; Window_FormationBattleMember.prototype.refresh = function() { this._members = $gameParty.formationBattleMember(); Window_StatusBase.prototype.refresh.call(this); }; Window_FormationBattleMember.prototype.maxItems = function() { return Math.min(this._members.length, this.originalMaxBattleMembers()); }; Window_FormationBattleMember.prototype.originalMaxBattleMembers = function() { return _Game_Party_maxBattleMembers.call($gameParty); }; Window_FormationBattleMember.prototype.maxCols = function() { return paramList.BattleMember_Cols > 0 ? paramList.BattleMember_Cols : _Game_Party_maxBattleMembers.call($gameParty); }; Window_FormationBattleMember.prototype.getParamBattleMember_Rows = function() { return paramList.BattleMember_Rows; }; Window_FormationBattleMember.prototype.itemHeight = function() { return Math.floor(this.innerHeight / paramList.BattleMember_Rows); }; Window_FormationBattleMember.prototype.actor = function(index) { return this._members[index]; }; Window_FormationBattleMember.prototype.processOk = function() { this.setSelectIndex(this.index()); Window_StatusBase.prototype.processOk.call(this); }; Window_FormationBattleMember.prototype.getPendingIndex = function() { return this._formation.getPendingIndex(); }; Window_FormationBattleMember.prototype.isCurrentItemEnabled = function() { const actor = this.actor(this.index()); const pendingActor = this._formation.isPendingBattleMode() ? this.actor(this.getPendingIndex()) : $gameParty.formationMember()[this.getPendingIndex()]; if (pendingActor) { return !this.isFormationMembersDead(actor, pendingActor) && this.isChangeActorEnabled(actor, pendingActor) && this.isFormationChangeActorEnabled(actor, pendingActor); } else if (actor) { return this.isChangeActorEnabled(actor, pendingActor) && this.isFormationChangeActorEnabled(actor, pendingActor); } else if (!!this._formation.pendingMode && !actor && !pendingActor) { return false; } else { return true; } }; Window_FormationBattleMember.prototype.isFormationMembersDead = function(actor, pendingActor) { const battleMember = $gameParty.battleMembers(); const members = battleMember.filter(member => { if (pendingActor.isBattleMember()) { return true; } else { return member !== actor; } }); if (!pendingActor.isBattleMember()) { Array.prototype.push.apply(members, [pendingActor]); } return members.every(member => member.isDead()); }; Window_FormationBattleMember.prototype.isChangeActorEnabled = function(actor) { return actor ? actor.isFormationChangeOk() : true; }; Window_FormationBattleMember.prototype.isFormationChangeActorEnabled = function(actor, pendingActor) { return true; }; Window_FormationBattleMember.prototype.select = function(index) { Window_Selectable.prototype.select.call(this, index); this.setActorFormationStatus(index); }; const _Window_FormationBattleMember_processTouch = Window_FormationBattleMember.prototype.processTouch; Window_FormationBattleMember.prototype.processTouch = function() { this.onTouchSelectActive(); _Window_FormationBattleMember_processTouch.call(this); }; Window_FormationBattleMember.prototype.loadCheckBitmap = function(actor) { let bitmap = null; let loadBitmap = null; if (params.CharacterMode === 'chip') { loadBitmap = ImageManager.loadCharacter(actor.characterName()); } else if (params.CharacterMode === 'face') { loadBitmap = _isActorPictureEXApp() ? actor.loadActorFace() : ImageManager.loadFace(actor.faceName()); } else if (params.CharacterMode === 'img') { const data = _getActorImgData(actor); if (data) { loadBitmap = _isActorPictureEXApp() ? actor.loadActorGraphic() : ImageManager.nuun_LoadPictures(data.ActorImg); } } if (loadBitmap && !loadBitmap.isReady()) { bitmap = loadBitmap; } return bitmap; }; Window_FormationBattleMember.prototype.drawItem = function(index) { this.drawBackGroundActor(index); this.drawPendingItemBackground(index); const actor = this.actor(index); const rect = this.itemRect(index); if (actor) { const bitmap = this.loadCheckBitmap(actor); if (bitmap) { bitmap.addLoadListener(function() { this.drawItemImage(actor, rect); this.drawItemStatus(actor, rect); }.bind(this)); } else { this.drawItemImage(actor, rect); this.drawItemStatus(actor, rect); } } else { this.drawText('-', rect.x, rect.y + 4, rect.width, "center"); } }; Window_FormationBattleMember.prototype.drawItemImage = function(actor, rect) { if (params.CharacterMode === 'chip') { this.drawFormationCharacter(actor, rect.x, rect.y, rect.width); } else if (params.CharacterMode === 'face') { this.drawFormationFace(actor, rect.x, rect.y, Math.min(rect.width, ImageManager.faceWidth), Math.min(rect.height, ImageManager.faceHeight)); } else if (params.CharacterMode === 'img') { this.drawFormationImg(actor, rect.x, rect.y, rect.width, rect.height); } }; Window_FormationBattleMember.prototype.drawItemStatus = function(actor, rect) { this.drawLavel(actor, rect.x, rect.y, rect.width, rect.height); }; Window_FormationBattleMember.prototype.drawFormationCharacter = function(actor, x, y, width) { let x2 = x + Math.floor(width / 2); let y2 = y + this.itemHeight() - this.rowSpacing() * 2; this.drawCharacter(actor.characterName(), actor.characterIndex(), x2, y2); }; Window_FormationBattleMember.prototype.drawFormationFace = function(actor, x, y, width, height) { if (_isActorPictureEXApp()) { this.actorPictureEXDrawFace(actor, x + 1, y + 1, width - 2, height - 2); } else { this.drawActorFace(actor, x + 1, y + 1, width - 2, height - 2); } }; Window_FormationBattleMember.prototype.drawLavel = function(actor, x, y, width, height) { if (params.LavelVisible) { const padding = Math.floor(this.itemPadding() / 2); this.contents.fontSize = $gameSystem.mainFontSize() + params.LevelFontSize; y += height - 30; x += padding; width = Math.min(width - padding, 60); const textWidth = this.textWidth(TextManager.levelA); this.changeTextColor(ColorManager.systemColor()); this.drawText(TextManager.levelA, x, y, width); this.resetTextColor(); this.drawText(actor.level, x + textWidth, y, width - textWidth - padding, "right"); this.contents.fontSize = $gameSystem.mainFontSize(); } }; Window_FormationBattleMember.prototype.itemRect = function(index) { const rect = Window_Selectable.prototype.itemRect.call(this, index); rect.height = Math.min(rect.height, params.MemberHeight); rect.y += this.itemHeight() - this.rowSpacing() - rect.height; return rect; }; Window_FormationBattleMember.prototype.drawPendingItemBackground = function(index) { if (index === this._pendingIndex) { const rect = this.itemRect(index); const color = ColorManager.pendingColor(); this.changePaintOpacity(false); this.contents.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, color); this.changePaintOpacity(true); } }; Window_FormationBattleMember.prototype.cursorDown = function(wrap) { if (paramList.CursorSwitchingDirection === 0) { const index = this.index(); const cols = this.maxCols(); const maxItem = this.maxItems(); const rowIndex = maxItem - cols; Window_Selectable.prototype.cursorDown.apply(this, arguments); if ($gameParty.formationMember().length > 0 && index >= rowIndex) { this.changeFormationCursor(this.index()); } } else { Window_Selectable.prototype.cursorDown.apply(this, arguments); } }; Window_FormationBattleMember.prototype.cursorRight = function(wrap) { if (paramList.CursorSwitchingDirection === 1) { const index = this.index(); const cols = this.maxCols(); const maxItem = this.maxItems(); const rightIndex = index % cols; Window_Selectable.prototype.cursorRight.apply(this, arguments); if ($gameParty.formationMember().length > 0 && rightIndex + 1 === cols || index === maxItem - 1) { this.changeFormationCursor(index); } } else { Window_Selectable.prototype.cursorRight.apply(this, arguments); } }; Window_FormationBattleMember.prototype.onTouchSelectActive = function() { if (this.isHoverEnabled() && this._formation.isCursorMemberMode()) { const hitIndex = this.hitIndex(); if (hitIndex >= 0) { this.activate(); $gameTemp.changeTouch = true; } } }; Window_FormationBattleMember.prototype.changeFormationCursor = function(index) { this.setSelectIndex(index); $gameTemp.changeCursor = true; this.playCursorSound(); }; Window_FormationBattleMember.prototype.playOkSound = function() { SoundManager.playOk(); }; Window_FormationBattleMember.prototype.setSelectIndex = function(index) { this._formation.setFormationIndex(index); }; Window_FormationBattleMember.prototype.pendingIndex = function() { return this._pendingIndex; }; Window_FormationBattleMember.prototype.setPendingIndex = function(index) { const lastPendingIndex = this._pendingIndex; this._pendingIndex = index; this._formation.setPendingIndex(index); this._formation.setBattlePendingMode(); this.redrawItem(this._pendingIndex); this.redrawItem(lastPendingIndex); }; Window_FormationBattleMember.prototype.setSpriteActor = function(sprite) { this._spriteActor = sprite; }; window.Window_FormationBattleMember = Window_FormationBattleMember; //待機メンバー function Window_FormationMember() { this.initialize(...arguments); } Window_FormationMember.prototype = Object.create(Window_StatusBase.prototype); Window_FormationMember.prototype.constructor = Window_FormationMember; Window_FormationMember.prototype.initialize = function(rect, formation) { this._formation = formation; this._members = $gameParty.formationMember(); Window_StatusBase.prototype.initialize.call(this, rect); this._formationMode = true; this._oldActor = null; this.refresh(); }; Window_FormationMember.prototype.refresh = function() { this._members = $gameParty.formationMember(); Window_StatusBase.prototype.refresh.call(this); }; Window_FormationMember.prototype.maxItems = function() { return this._members.length; }; Window_FormationMember.prototype.maxCols = function() { return paramList.Member_Cols; }; Window_FormationMember.prototype.itemHeight = function() { return Math.floor(this.innerHeight / paramList.Member_Rows); }; Window_FormationMember.prototype.actor = function(index) { return this._members[index]; }; Window_FormationMember.prototype.processOk = function() { this.setSelectIndex(this.index()); Window_StatusBase.prototype.processOk.call(this); }; Window_FormationMember.prototype.getPendingIndex = function() { return this._formation.getPendingIndex(); }; Window_FormationMember.prototype.isCurrentItemEnabled = function() { const actor = this.actor(this.index()); const pendingActor = this._formation.isPendingBattleMode() ? $gameParty.formationBattleMember()[this.getPendingIndex()] : this.actor(this.getPendingIndex()); if (pendingActor) { return !this.isFormationMembersDead(actor, pendingActor) && this.isChangeActorEnabled(actor, pendingActor) && this.isFormationChangeActorEnabled(actor, pendingActor); } else if (actor) { return !this.isFormationMembersDead(actor, pendingActor) && this.isChangeActorEnabled(actor, pendingActor) && this.isFormationChangeActorEnabled(actor, pendingActor); } else if (!!this._formation.pendingMode && !actor && !pendingActor) { return false; } else { return true; } }; Window_FormationMember.prototype.isFormationMembersDead = function(actor, pendingActor) { const battleMember = $gameParty.battleMembers(); const members = battleMember.filter(member => { if (pendingActor && pendingActor.isBattleMember() && member === pendingActor) { return false; } return true; }); if (actor && pendingActor && pendingActor.isBattleMember()) { Array.prototype.push.apply(members, [actor]); } return members.every(member => member.isDead()); }; Window_FormationMember.prototype.isChangeActorEnabled = function(actor) { return actor ? actor.isFormationChangeOk() : true; }; Window_FormationMember.prototype.isFormationChangeActorEnabled = function(actor, pendingActor) { return true; }; Window_FormationMember.prototype.select = function(index) { Window_Selectable.prototype.select.call(this, index); this.setActorFormationStatus(index); }; const _Window_FormationMember_processTouch = Window_FormationMember.prototype.processTouch; Window_FormationMember.prototype.processTouch = function() { this.onTouchSelectActive(); _Window_FormationMember_processTouch.call(this); }; Window_FormationMember.prototype.loadCheckBitmap = function(actor) { let bitmap = null; let loadBitmap = null; if (params.CharacterMode === 'chip') { loadBitmap = ImageManager.loadCharacter(actor.characterName()); } else if (params.CharacterMode === 'face') { loadBitmap = _isActorPictureEXApp() ? actor.loadActorFace() : ImageManager.loadFace(actor.faceName()); } else if (params.CharacterMode === 'img') { const data = _getActorImgData(actor); if (data) { loadBitmap = _isActorPictureEXApp() ? actor.loadActorGraphic() : ImageManager.nuun_LoadPictures(data.ActorImg); } } if (loadBitmap && !loadBitmap.isReady()) { bitmap = loadBitmap; } return bitmap; }; Window_FormationMember.prototype.drawItem = function(index) { this.drawBackGroundActor(index); this.drawPendingItemBackground(index); const actor = this.actor(index); const rect = this.itemRect(index); if (actor) { const bitmap = this.loadCheckBitmap(actor); if (bitmap) { bitmap.addLoadListener(function() { this.drawItemImage(actor, rect); this.drawItemStatus(actor, rect); }.bind(this)); } else { this.drawItemImage(actor, rect); this.drawItemStatus(actor, rect); } } else { this.drawText('-', rect.x, rect.y + 4, rect.width, "center"); } }; Window_FormationMember.prototype.drawItemImage = function(actor, rect) { if (params.CharacterMode === 'chip') { this.drawFormationCharacter(actor, rect.x, rect.y, rect.width); } else if (params.CharacterMode === 'face') { this.drawFormationFace(actor, rect.x, rect.y, Math.min(rect.width, ImageManager.faceWidth), Math.min(rect.height, ImageManager.faceHeight)); } else if (params.CharacterMode === 'img') { this.drawFormationImg(actor, rect.x, rect.y, rect.width, rect.height); } }; Window_FormationMember.prototype.drawItemStatus = function(actor, rect) { this.drawLavel(actor, rect.x, rect.y, rect.width, rect.height); }; Window_FormationMember.prototype.drawFormationCharacter = function(actor, x, y, width) { let x2 = x + Math.floor(width / 2); let y2 = y + this.itemHeight() - (this.rowSpacing() * 2); this.drawCharacter(actor.characterName(), actor.characterIndex(), x2, y2); }; Window_FormationMember.prototype.drawFormationFace = function(actor, x, y, width, height) { if (_isActorPictureEXApp()) { this.actorPictureEXDrawFace(actor, x + 1, y + 1, width - 2, height - 2); } else { this.drawActorFace(actor, x + 1, y + 1, width - 2, height - 2); } }; Window_FormationMember.prototype.drawLavel = function(actor, x, y, width, height) { if (params.LavelVisible) { const padding = Math.floor(this.itemPadding() / 2); y += height - 30; x += padding; width = Math.min(width - padding, 60); const textWidth = this.textWidth(TextManager.levelA); this.contents.fontSize = $gameSystem.mainFontSize() + params.LevelFontSize; this.changeTextColor(ColorManager.systemColor()); this.drawText(TextManager.levelA, x, y, width); this.resetTextColor(); this.drawText(actor.level, x + textWidth, y, width - textWidth - padding, "right"); this.contents.fontSize = $gameSystem.mainFontSize(); } }; Window_FormationMember.prototype.itemRect = function(index) { const rect = Window_Selectable.prototype.itemRect.call(this, index); rect.height = Math.min(rect.height, params.MemberHeight); rect.y += this.itemHeight() - this.rowSpacing() - rect.height; return rect; }; Window_FormationMember.prototype.drawPendingItemBackground = function(index) { if (index === this._pendingIndex) { const rect = this.itemRect(index); const color = ColorManager.pendingColor(); this.changePaintOpacity(false); this.contents.fillRect(rect.x + 1, rect.y + 1, rect.width - 2, rect.height - 2, color); this.changePaintOpacity(true); } }; Window_FormationMember.prototype.cursorUp = function(wrap) { if (paramList.CursorSwitchingDirection === 0) { const index = this.index(); Window_Selectable.prototype.cursorUp.apply(this, arguments); if (index < this.maxCols()) { this.changeFormationCursor(this.index()); } } else { Window_Selectable.prototype.cursorUp.apply(this, arguments); } }; Window_FormationMember.prototype.cursorLeft = function(wrap) { if (paramList.CursorSwitchingDirection === 1) { const index = this.index(); const cols = this.maxCols(); const maxItem = this.maxItems(); const rightIndex = index % cols; Window_Selectable.prototype.cursorLeft.apply(this, arguments); if (rightIndex === 0) { this.changeFormationCursor(index); } } else { Window_Selectable.prototype.cursorLeft.apply(this, arguments); } }; Window_FormationMember.prototype.onTouchSelectActive = function() { if (this.isHoverEnabled() && this._formation.isCursorBattleMode()) { const hitIndex = this.hitIndex(); if (hitIndex >= 0) { $gameTemp.changeTouch = true; this.activate(); } } }; Window_FormationMember.prototype.changeFormationCursor = function(index) { this.setSelectIndex(index); $gameTemp.changeCursor = true; this.playCursorSound(); }; Window_FormationMember.prototype.playOkSound = function() { SoundManager.playOk(); }; Window_FormationMember.prototype.setSelectIndex = function(index) { this._formation.setFormationIndex(index); }; Window_FormationMember.prototype.setPendingIndex = function(index) { const lastPendingIndex = this._pendingIndex; this._pendingIndex = index; this._formation.setPendingIndex(index); this._formation.setMemberPendingMode(); this.redrawItem(this._pendingIndex); this.redrawItem(lastPendingIndex); }; Window_FormationMember.prototype.pendingIndex = function() { return this._pendingIndex; }; Window_FormationMember.prototype.setSpriteActor = function(sprite) { this._spriteActor = sprite; }; window.Window_FormationMember = Window_FormationMember; //ステータス function Window_FormationStatus() { this.initialize(...arguments); } Window_FormationStatus.prototype = Object.create(Window_StatusBase.prototype); Window_FormationStatus.prototype.constructor = Window_FormationStatus; Window_FormationStatus.prototype.initialize = function(rect, formation) { Window_StatusBase.prototype.initialize.call(this, rect); this._formation = formation; this._actor = null; this._contentsData = new Nuun_DrawFormationStatusData(this, paramList); this.refresh(); }; Window_FormationStatus.prototype.setStatus = function(actor) { this._actor = actor; this.refresh(); }; Window_FormationStatus.prototype.maxCols = function() { return 1; }; Window_FormationStatus.prototype.itemHeight = function() { return this.innerHeight; }; Window_FormationStatus.prototype.isSubMemberOpacity = function(actor) { return true; }; Window_FormationStatus.prototype.getGraphicMode = function() { return paramList.GraphicMode; }; Window_FormationStatus.prototype.defaultGraphicMode = function() { return 'none'; }; Window_FormationStatus.prototype.refresh = function() { Window_StatusBase.prototype.refresh.call(this); if (!this._actor) { return; } this._contentsData.drawStatusContents(this._actor); }; Window_FormationStatus.prototype.setupActorImg = function() { if (this._actor) { this._contentsData.imgSetup(this._actor); } }; Window_FormationStatus.prototype.drawItemStatus = function() { this._contentsData.nuun_DrawStatusContents(this._actor); }; Window_FormationStatus.prototype.contensX = function(x) { return x + (this.itemPadding() / 2); }; Window_FormationStatus.prototype.contensWidth = function(width) { return width - this.itemPadding(); }; Window_FormationStatus.prototype.systemWidth = function(swidth, width) { return swidth > 0 ? swidth : Math.floor(width / 3); }; Window_FormationStatus.prototype.isActorPictureEXApp = function() { return _isActorPictureEXApp(); }; class Nuun_DrawFormationStatusData extends Nuun_DrawListData { constructor(_window, params) { super(_window, params); } nuun_MaxContentsCols() { return paramList.ContentsCols; } getParamsList() { return paramList.ActorStatus; } isActorPictureEXApp() { return _isActorPictureEXApp(); } }; })();