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[已经过期] 求请教怎么使用敌人动态战斗脚本

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Lv3.寻梦者

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发表于 2016-1-16 10:16:23 | 显示全部楼层
本帖最后由 xiaolu0415 于 2016-1-16 10:19 编辑

这个脚本没有研究。 之前看过一个脚本,是先把动态图放到角色SV动态图里,然后再从怪物的说明里调用那个SV图就行了。我自己没试过,你可以试试看。
国外这个网上有相关操作视频。只是俺英文太烂,完全看不懂。
https://youtu.be/-aP7k9uUFL8

//=============================================================================
// Yanfly Engine Plugins - Battle Engine Extension - Animated Sideview Enemies
// YEP_X_AnimatedSVEnemies.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_X_AnimatedSVEnemies = true;

var Yanfly = Yanfly || {};
Yanfly.SVE = Yanfly.SVE || {};

//=============================================================================
/*:
* @plugindesc v1.05 (Requires YEP_BattleEngineCore.js) This plugin lets
* you use Animated Sideview Actors for enemies!
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Anchor X
* @desc Sets the default anchor position of the sprite.
* Default: 0.5
* @default 0.5
*
* @param Anchor Y
* @desc Sets the default anchor position of the sprite.
* Default: 1
* @default 1
*
* @param Sprite Smoothing
* @desc Enable Sprite Smoothing? This is a global setting.
* NO - false     YES - true
* @default true
*
* @param Sprite Width
* @desc Sets the minimum width for sideview sprites.
* Use 'auto' for automatic detection. Default: 64
* @default auto
*
* @param Sprite Height
* @desc Sets the minimum height for sideview sprites.
* Use 'auto' for automatic detection. Default: 64
* @default auto
*
* @param Collapse
* @desc When a sprite dies, have it collapse and vanish?
* NO - false     YES - true
* @default false
*
* @param Frame Speed
* @desc The default frame speed used in between motions.
* Default: 12
* @default 12
*
* @param ---Shadows---
* @default
*
* @param Show Shadow
* @desc Show shadows on sideview enemies?
* NO - false     YES - true
* @default false
*
* @param Shadow Scale X
* @desc Sets the default horizontal shadow scale.
* Use 'auto' for automatic detection. Default: 1
* @default auto
*
* @param Shadow Scale Y
* @desc Sets the default vertical shadow scale.
* Use 'auto' for automatic detection. Default: 1
* @default auto
*
* @param ---Breathing---
* @default
*
* @param Enable Breathing
* @desc Breathing option for enemies.
* 0 - None, 1 - Static, 2 - Sideview, 3 - Both
* @default 1
*
* @param Breathing Speed
* @desc The default breathing rate for enemies.
* Lower - Faster     Larger - Slower
* @default 20
*
* @param Breathing X Rate
* @desc The default breathing X rate for enemies.
* Lower - Static     Larger - Dynamic
* @default 0.001
*
* @param Breathing Y Rate
* @desc The default breathing Y rate for enemies.
* Lower - Static     Larger - Dynamic
* @default 0.02
*
* @param HP Link Breathing
* @desc Link breathing rate to HP Rate?
* NO - false     YES - true
* @default false
*
* @param ---Floating---
* @default
*
* @param Floating Speed
* @desc The default floating speed for enemies.
* Lower - Faster     Larger - Slower
* @default 20
*
* @param Floating Rate
* @desc The default floating rate for enemies.
* Lower - Faster     Larger - Slower
* @default 0.3
*
* @param Floating Height
* @desc The default minimum floating height for enemies.
* Lower - Closer to Ground     Larger - Higher Up
* @default 50
*
* @param ---Motions---
* @default
*
* @param Attack Motion
* @desc Sets the default attack motion for no weapons.
* Attack Motion Types: swing     thrust     missile
* @default thrust
*
* @param Weapon Image Index
* @desc Sets the default weapon image index for the sprite.
* Use 0 for no image.
* @default 0
*
* @param Idle Motion
* @desc Sets the sprite's idle motion.
* Default: walk
* @default walk
*
* @param Damage Motion
* @desc Sets the sprite's taking damage motion.
* Default: damage
* @default damage
*
* @param Evade Motion
* @desc Sets the sprite's evasion motion.
* Default: evade
* @default evade
*
* @param Escape Motion
* @desc Sets the sprite's escape motion.
* Default: escape
* @default escape
*
* @param Guard Motion
* @desc Sets the sprite's guard motion.
* Default: guard
* @default guard
*
* @param Abnormal Motion
* @desc Sets the sprite's abnormal (status afflicted) motion.
* Default: abnormal
* @default abnormal
*
* @param Sleep Motion
* @desc Sets the sprite's sleeping motion.
* Default: sleep
* @default sleep
*
* @param Dying Motion
* @desc Sets the sprite's dying (crisis) motion.
* Default: dying
* @default dying
*
* @param Dead Motion
* @desc Sets the sprite's dead motion.
* Default: dead
* @default dead
*
* @param ---Weapons---
* @default
*
* @param Weapon Image Index
* @desc Sets the default weapon image index for the sprite.
* Use 0 for no image.
* @default 0
*
* @param Weapon 1 Motion
* @desc Motion used by default for this weapon image.
* Weapon 1: Dagger     Motion: swing
* @default swing
*
* @param Weapon 1 Animation
* @desc Battle animation used by default for this weapon image.
* @default 6
*
* @param Weapon 2 Motion
* @desc Motion used by default for this weapon image.
* Weapon 2: Sword     Motion: swing
* @default swing
*
* @param Weapon 2 Animation
* @desc Battle animation used by default for this weapon image.
* @default 6
*
* @param Weapon 3 Motion
* @desc Motion used by default for this weapon image.
* Weapon 3: Flail     Motion: swing
* @default swing
*
* @param Weapon 3 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 4 Motion
* @desc Motion used by default for this weapon image.
* Weapon 4: Axe     Motion: swing
* @default swing
*
* @param Weapon 4 Animation
* @desc Battle animation used by default for this weapon image.
* @default 6
*
* @param Weapon 5 Motion
* @desc Motion used by default for this weapon image.
* Weapon 5: Whip     Motion: swing
* @default swing
*
* @param Weapon 5 Animation
* @desc Battle animation used by default for this weapon image.
* @default 6
*
* @param Weapon 6 Motion
* @desc Motion used by default for this weapon image.
* Weapon 6: Staff     Motion: swing
* @default swing
*
* @param Weapon 6 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 7 Motion
* @desc Motion used by default for this weapon image.
* Weapon 7: Long Bow     Motion: missile
* @default missile
*
* @param Weapon 7 Animation
* @desc Battle animation used by default for this weapon image.
* @default 11
*
* @param Weapon 8 Motion
* @desc Motion used by default for this weapon image.
* Weapon 8: Crossbow     Motion: missile
* @default missile
*
* @param Weapon 8 Animation
* @desc Battle animation used by default for this weapon image.
* @default 11
*
* @param Weapon 9 Motion
* @desc Motion used by default for this weapon image.
* Weapon 9: Gun     Motion: missile
* @default missile
*
* @param Weapon 9 Animation
* @desc Battle animation used by default for this weapon image.
* @default 111
*
* @param Weapon 10 Motion
* @desc Motion used by default for this weapon image.
* Weapon 10: Claw     Motion: thrust
* @default thrust
*
* @param Weapon 10 Animation
* @desc Battle animation used by default for this weapon image.
* @default 16
*
* @param Weapon 11 Motion
* @desc Motion used by default for this weapon image.
* Weapon 11: Glove     Motion: thrust
* @default thrust
*
* @param Weapon 11 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 12 Motion
* @desc Motion used by default for this weapon image.
* Weapon 12: Spear     Motion: thrust
* @default thrust
*
* @param Weapon 12 Animation
* @desc Battle animation used by default for this weapon image.
* @default 11
*
* @param Weapon 13 Motion
* @desc Motion used by default for this weapon image.
* Weapon 13: Mace     Motion: swing
* @default swing
*
* @param Weapon 13 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 14 Motion
* @desc Motion used by default for this weapon image.
* Weapon 14: Rod     Motion: swing
* @default swing
*
* @param Weapon 14 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 15 Motion
* @desc Motion used by default for this weapon image.
* Weapon 15: Club     Motion: swing
* @default swing
*
* @param Weapon 15 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 16 Motion
* @desc Motion used by default for this weapon image.
* Weapon 16: Chain     Motion: swing
* @default swing
*
* @param Weapon 16 Animation
* @desc Battle animation used by default for this weapon image.
* @default 6
*
* @param Weapon 17 Motion
* @desc Motion used by default for this weapon image.
* Weapon 17: Sword#2     Motion: swing
* @default swing
*
* @param Weapon 17 Animation
* @desc Battle animation used by default for this weapon image.
* @default 7
*
* @param Weapon 18 Motion
* @desc Motion used by default for this weapon image.
* Weapon 18: Iron Pipe     Motion: swing
* @default swing
*
* @param Weapon 18 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 19 Motion
* @desc Motion used by default for this weapon image.
* Weapon 19: Sling Shot     Motion: missile
* @default missile
*
* @param Weapon 19 Animation
* @desc Battle animation used by default for this weapon image.
* @default 11
*
* @param Weapon 20 Motion
* @desc Motion used by default for this weapon image.
* Weapon 20: Shotgun     Motion: missile
* @default missile
*
* @param Weapon 20 Animation
* @desc Battle animation used by default for this weapon image.
* @default 111
*
* @param Weapon 21 Motion
* @desc Motion used by default for this weapon image.
* Weapon 21: Rifle     Motion: missile
* @default missile
*
* @param Weapon 21 Animation
* @desc Battle animation used by default for this weapon image.
* @default 111
*
* @param Weapon 22 Motion
* @desc Motion used by default for this weapon image.
* Weapon 22: Chainsaw     Motion: thrust
* @default thrust
*
* @param Weapon 22 Animation
* @desc Battle animation used by default for this weapon image.
* @default 7
*
* @param Weapon 23 Motion
* @desc Motion used by default for this weapon image.
* Weapon 23: Railgun     Motion: missile
* @default missile
*
* @param Weapon 23 Animation
* @desc Battle animation used by default for this weapon image.
* @default 15
*
* @param Weapon 24 Motion
* @desc Motion used by default for this weapon image.
* Weapon 24: Stun Rod     Motion: thrust
* @default thrust
*
* @param Weapon 24 Animation
* @desc Battle animation used by default for this weapon image.
* @default 15
*
* @param Weapon 25 Motion
* @desc Motion used by default for this weapon image.
* Weapon 25: Spell Book   Motion: swing
* @default swing
*
* @param Weapon 25 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 26 Motion
* @desc Motion used by default for this weapon image.
* Weapon 26: custom     Motion: thrust
* @default thrust
*
* @param Weapon 26 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 27 Motion
* @desc Motion used by default for this weapon image.
* Weapon 27: custom     Motion: thrust
* @default thrust
*
* @param Weapon 27 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 28 Motion
* @desc Motion used by default for this weapon image.
* Weapon 28: custom     Motion: thrust
* @default thrust
*
* @param Weapon 28 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 29 Motion
* @desc Motion used by default for this weapon image.
* Weapon 29: custom     Motion: thrust
* @default thrust
*
* @param Weapon 29 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @param Weapon 30 Motion
* @desc Motion used by default for this weapon image.
* Weapon 30: custom     Motion: thrust
* @default thrust
*
* @param Weapon 30 Animation
* @desc Battle animation used by default for this weapon image.
* @default 1
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin requires YEP_BattleEngineCore.
* Make sure this plugin is located under YEP_BattleEngineCore in the
* plugin list.
*
* This extension plugin allows you to animate enemies in a number of ways,
* from giving static enemies breathing, floating, and scaled attributes to
* utilizing animated sideview actors as potential battlers for your enemies
* instead of static graphics to help make your enemies appear more lively!
*
* If you are using YEP_X_ActSeqPack2, and would like the ability to add in
* floating enemies, place this plugin under YEP_X_ActSeqPack2 as well.
*
* To use this plugin, insert within the enemy's notebox the notetags you see
* in the section below:
*
* ============================================================================
* Notetags
* ============================================================================
*
* Insert these notetags into the enemy noteboxes below to change their
* sidewview battler aspects.
*
* Enemy Notetags:
*
*   --- General ---
*
*   <Breathing>
*   <No Breathing>
*   Enables or disables a 'breathing' effect for the enemy sprite.
*
*   <Breathing Speed: x>
*   How many frames does it take to make a full breathing cycle? The lower the
*   x value, the faster the enemy breathes. The higher the x value, the slower
*   the enemy breathes.
*
*   <Breathing Rate X: x.y>
*   <Breathing Rate Y: x.y>
*   Sets the horizontal and vertical breathing rate to x.y. 1.0 is a 100%
*   variance change while 0.0 is a 0% variance.
*
*   <Enable HP Link Breathing>
*   <Disable HP Link Breathing>
*   Will enable/disable HP Link Breathing. The lower the HP on the enemy, the
*   slower the enemy will breathe.
*
*   <Floating>
*   Sets the enemy to be animated as if it was floating.
*
*   <Floating Speed: x>
*   How many frames does it take to do a full floating cycle? The lower the x
*   value, the faster the enemy floats. The higher the x value, the slower the
*   enemy floats.
*
*   <Floating Rate: x.y>
*   Sets the floating rate for the enemy to x.y. 1.0 is a 100% variance change
*   while 0.0 is a 0% variance change.
*
*   <Floating Height: x>
*   Sets the minimum float height for the enemy to x.
*
*   <Scale Sprite: x%>
*   This allows you to scale the sprite larger or smaller by x% of the
*   original sprite size. If you wish to only scale either the width or the
*   height, use the notetags below:
*
*   <Scale Sprite Width: x%>
*   <Scale Sprite Height: x%>
*   This will scale the sprite's width or height by x% amount specifically
*   rather than the whole sprite itself by the same ratio.
*
*   --- Sideview ---
*
*   <Sideview Battler: filename>
*   This is the filename used for the sideview battler found within your
*   project's img/sv_actors/ folder. Doing this will enable the following
*   notetags to be applied to the battler. This is case-sensitive and used
*   without the image's file extension.
*
*   *Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8>
*
*   *Note: If more than one of these tags is used, the sideview battler
*   selected will be picked from a random pool. Their settings, however, will
*   match all of the other sideview settings set in the notetags for the sake
*   of simplicity.
*
*   --- Sideview Specific ---
*
*   <Sideview Anchor X: y.z>
*   <Sideview Anchor Y: y.z>
*   This sets the anchor location for the enemy's sideview battler at y.z.
*   This is used for the event you have an odd-proportioned sideview battler.
*
*   <Sideview Width: x>
*   <Sideview Height: x>
*   Sets the width/height of the sideview battler. This is for the event
*   you're using a battler image that may have different proportions than
*   normal sideview battlers.
*
*   <Sideview Collapse>
*   Sets it so that the enemy when it dies will collapse and vanish.
*
*   <Sideview No Collapse>
*   Sets it so that the enemy when it dies will leave behind a corpse and
*   will not vanish.
*
*   <Sideview Frame Speed: x>
*   Sets the frame speed of this sideview battler to x. The lower the x value,
*   the faster the sideview battler animates. The higher it is, the slower the
*   battler animates.
*
*   --- Motions ---
*
*   <Sideview Attack Motion: swing>
*   <Sideview Attack Motion: thrust>
*   <Sideview Attack Motion: missile>
*   Sets the basic attack motion for your sideview enemy if the sideview
*   enemy is not using any weapons. You can use any of the following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Weapon: x>
*   This sets the sprite's weapon image to x. If you haven't modified your
*   system images of the weapons, they would be as follows:
*
*   0 - Nothing
*   1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
*   2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
*   3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
*   4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
*   5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
*   6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom
*
*   * Note: Inserting multiple of these notetags will put them inside a random
*   pool of weapons to use. Keep in mind if you use this notetag, it will use
*   all the default settings found in the plugin's parameters. If you wish to
*   use more unique settings, use the notetag below:
*
*   <Sideview Weapon: x, y, z>
*   This sets the sprite's weapon image to x, motion to y, and attack
*   animation to z. An example of how this notetag would be used would be
*   as such:
*   
*      <Sideview Weapon: 2, swing, 6>
*
*   This will give the battler a sword with the swing motion and playing
*   battle animation 6 when attacking.
*
*   <Sideview Idle Motion: x>
*   Sets the idling motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*   * Note: Inserting multiple of these notetags will put them inside a random
*   pool of motions to use.
*
*   <Sideview Damage Motion: x>
*   Sets the damaged motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Evade Motion: x>
*   Sets the evasion motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Escape Motion: x>
*   Sets the escaping motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Guard Motion: x>
*   Sets the guard motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Abnormal Motion: x>
*   Sets the abnormal motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Sleep Motion: x>
*   Sets the sleep motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Dying Motion: x>
*   Sets the dying (crisis) motion for your sideview enemy. You can use any
*   of the following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   <Sideview Dead Motion: x>
*   Sets the dead motion for your sideview enemy. You can use any of the
*   following motions:
*   walk     wait     chant     guard     damage     evade
*   thrust   swing    missile   skill     spell      item
*   escape   victory  dying     abnormal  sleep      dead
*
*   --- Shadows ---
*
*   <Sideview Show Shadow>
*   Sets it so the enemy will show its shadow for its sideview sprite. The
*   default setting of this is tied to Battle Engine Core's 'Show Shadows'.
*
*   <Sideview Hide Shadow>
*   Sets it so the enemy will hide its shadow for its sideview sprite. The
*   default setting of this is tied to Battle Engine Core's 'Show Shadows'.
*
*   <Sideview Shadow Width: x%>
*   Sets the shadow width to x% larger/smaller than the default shadow size
*   found within the img/system folder.
*
*   <Sideview Shadow Height: x%>
*   Sets the shadow height to x% larger/smaller than the default shadow size
*   found within the img/system folder.
*
* State Notetags:
*
*   <Hide Sideview Weapon>
*   This will cause the animated sideview enemy battler to hide its sideview
*   weapon effect. The attack motion will revert back to the barehanded attack
*   motion set for the enemy and the attack animation will be the enemy's
*   default attack animation.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.05:
* - Made adjustments to the <Sprite Height: x> notetag to also affect the
* location of the state icons and effects.
*
* Version 1.04:
* - Fixed a bug with Sprite Smoothing disabled on Shadows.
* - Fixed a bug with the anchor Y positions being overwritten.
*
* Version 1.03:
* - Fixed a bug that would cause <Sideview Width: x> & <Sideview Height: x>
* notetags to crash the game.
*
* Version 1.02:
* - Synchronized state icons and overlays with floating enemies.
*
* Version 1.01:
* - Added 'HP Link Breathing' plugin parameter. If enabled, the lower the HP,
* the slower the enemy breathes.
* - Added <Enable HP Link Breathing> and <Disable HP Link Breathing> notetags.
*
* Version 1.00:
* - Finished plugin! Hooray!
*/
//=============================================================================

if (Imported.YEP_BattleEngineCore) {

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_X_AnimatedSVEnemies');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.SVEAnchorX = Number(Yanfly.Parameters['Anchor X']);
Yanfly.Param.SVEAnchorY = Number(Yanfly.Parameters['Anchor Y']);
Yanfly.Param.SVESmoothing = eval(String(Yanfly.Parameters['Sprite Smoothing']));
Yanfly.Param.SVEWidth = String(Yanfly.Parameters['Sprite Width']);
Yanfly.Param.SVEWidth = Yanfly.Param.SVEWidth.toLowerCase();
Yanfly.Param.SVEHeight = String(Yanfly.Parameters['Sprite Height']);
Yanfly.Param.SVEHeight = Yanfly.Param.SVEHeight.toLowerCase();
Yanfly.Param.SVECollapse = eval(String(Yanfly.Parameters['Collapse']));
Yanfly.Param.SVEFrameSpeed = Number(Yanfly.Parameters['Frame Speed']);

Yanfly.Param.SVEBreathing = Number(Yanfly.Parameters['Enable Breathing']);
Yanfly.Param.SVEBreathSpeed = Number(Yanfly.Parameters['Breathing Speed']);
Yanfly.Param.SVEBreathXRate = Number(Yanfly.Parameters['Breathing X Rate']);
Yanfly.Param.SVEBreathYRate = Number(Yanfly.Parameters['Breathing Y Rate']);
Yanfly.Param.SVELinkBreathing = eval(Yanfly.Parameters['HP Link Breathing']);

Yanfly.Param.SVEFloatSpeed = Number(Yanfly.Parameters['Floating Speed']);
Yanfly.Param.SVEFloatRate = Number(Yanfly.Parameters['Floating Rate']);
Yanfly.Param.SVEFloatHeight = Number(Yanfly.Parameters['Floating Height']);

Yanfly.Param.SVEShowShadow = eval(String(Yanfly.Parameters['Show Shadow']));
Yanfly.Param.SVEShadowScaleX = String(Yanfly.Parameters['Shadow Scale X']);
Yanfly.Param.SVEShadowScaleY = String(Yanfly.Parameters['Shadow Scale Y']);

Yanfly.Param.SVEAttackMotion = String(Yanfly.Parameters['Attack Motion']);
Yanfly.Param.SVEIdleMotion = String(Yanfly.Parameters['Idle Motion']);
Yanfly.Param.SVEDmgMotion = String(Yanfly.Parameters['Damage Motion']);
Yanfly.Param.SVEEvadeMotion = String(Yanfly.Parameters['Evade Motion']);
Yanfly.Param.SVEEscMotion = String(Yanfly.Parameters['Escape Motion']);
Yanfly.Param.SVEGuardMotion = String(Yanfly.Parameters['Guard Motion']);
Yanfly.Param.SVEAbnMotion = String(Yanfly.Parameters['Abnormal Motion']);
Yanfly.Param.SVESleepMotion = String(Yanfly.Parameters['Sleep Motion']);
Yanfly.Param.SVEDyingMotion = String(Yanfly.Parameters['Dying Motion']);
Yanfly.Param.SVEDeadMotion = String(Yanfly.Parameters['Dead Motion']);

Yanfly.Param.SVEWeaponIndex = Number(Yanfly.Parameters['Weapon Image Index']);
Yanfly.Param.SVEWeaponMotion = {};
Yanfly.Param.SVEWeaponAnimation = {};
Yanfly.Param.SVEWeaponMotion[0] = Yanfly.Param.SVEAttackMotion.toLowerCase();
for (Yanfly.i = 1; Yanfly.i < 31; ++Yanfly.i) {
    Yanfly.s1 = 'Weapon ' + Yanfly.i + ' Motion';
    Yanfly.s2 = String(Yanfly.Parameters[Yanfly.s1]);
    Yanfly.Param.SVEWeaponMotion[Yanfly.i] = Yanfly.s2.toLowerCase();
    Yanfly.s1 = 'Weapon ' + Yanfly.i + ' Animation';
    Yanfly.s2 = Number(Yanfly.Parameters[Yanfly.s1]);
    Yanfly.Param.SVEWeaponAnimation[Yanfly.i] = Yanfly.s2;
};

//=============================================================================
// DataManager
//=============================================================================

Yanfly.SVE.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
    if (!Yanfly.SVE.DataManager_isDatabaseLoaded.call(this)) return false;
        DataManager.processSVENotetags1($dataEnemies);
    DataManager.processSVENotetags2($dataStates);
        return true;
};

DataManager.processSVENotetags1 = function(group) {
  var noteWeapon = /<(?:SIDEVIEW WEAPON):[ ](\d+),[ ](.*),[ ](\d+)>/i;
    for (var n = 1; n < group.length; n++) {
        var obj = group[n];
        var notedata = obj.note.split(/[\r\n]+/);

    obj.sideviewBattler = [];
    obj.sideviewAttackMotion = Yanfly.Param.SVEAttackMotion.toLowerCase();
    obj.sideviewIdleMotion = [];
    obj.sideviewDmgMotion = Yanfly.Param.SVEDmgMotion.toLowerCase();
    obj.sideviewEvadeMotion = Yanfly.Param.SVEEvadeMotion.toLowerCase();
    obj.sideviewEscMotion = Yanfly.Param.SVEEscMotion.toLowerCase();
    obj.sideviewGuardMotion = Yanfly.Param.SVEGuardMotion.toLowerCase();
    obj.sideviewAbnMotion = Yanfly.Param.SVEAbnMotion.toLowerCase();
    obj.sideviewSleepMotion = Yanfly.Param.SVESleepMotion.toLowerCase();
    obj.sideviewDyingMotion = Yanfly.Param.SVEDyingMotion.toLowerCase();
    obj.sideviewDeadMotion = Yanfly.Param.SVEDeadMotion.toLowerCase();
    obj.sideviewAnchorX = Yanfly.Param.SVEAnchorX;
    obj.sideviewAnchorY = Yanfly.Param.SVEAnchorY;
    obj.sideviewWeaponImage = [];
    obj.sideviewWidth = Yanfly.Param.SVEWidth;
    obj.sideviewHeight = Yanfly.Param.SVEHeight;
    obj.sideviewCollapse = Yanfly.Param.SVECollapse;
    obj.sideviewShadowShow = Yanfly.Param.SVEShowShadow;
    obj.sideviewShadowScaleX = Yanfly.Param.SVEShadowScaleX;
    obj.sideviewShadowScaleY = Yanfly.Param.SVEShadowScaleY;
    obj.spriteScaleX = 1;
    obj.spriteScaleY = 1;
    obj.sideviewFrameSpeed = Yanfly.Param.SVEFrameSpeed;
    obj.sideviewBreathing = [1, 3].contains(Yanfly.Param.SVEBreathing);
    obj.sideviewBreathSpeed = Math.max(1, Yanfly.Param.SVEBreathSpeed);
    obj.sideviewBreathXRate = Math.max(0, Yanfly.Param.SVEBreathXRate);
    obj.sideviewBreathYRate = Math.max(0, Yanfly.Param.SVEBreathYRate);
    obj.sideviewLinkBreathing = Yanfly.Param.SVELinkBreathing;
    obj.sideviewFloating = false;
    obj.sideviewFloatSpeed = Yanfly.Param.SVEFloatSpeed;
    obj.sideviewFloatRate = Yanfly.Param.SVEFloatRate;
    obj.sideviewFloatHeight = Yanfly.Param.SVEFloatHeight;

        for (var i = 0; i < notedata.length; i++) {
            var line = notedata;
       if (line.match(/<(?:SCALE SPRITE):[ ](\d+)([%%])>/i)) {
        obj.spriteScaleX = parseFloat(RegExp.$1) * 0.01;
        obj.spriteScaleY = obj.spriteScaleX;
      } else if (line.match(/<(?:SCALE SPRITE WIDTH):[ ](\d+)([%%])>/i)) {
        obj.spriteScaleX = parseFloat(RegExp.$1) * 0.01;
      } else if (line.match(/<(?:SCALE SPRITE HEIGHT):[ ](\d+)([%%])>/i)) {
        obj.spriteScaleY = parseFloat(RegExp.$1) * 0.01;
      } else if (line.match(/<(?:SIDEVIEW BATTLER):[ ](.*)>/i)) {
                obj.sideviewBattler.push(String(RegExp.$1));
        obj.sideviewBreathing = [2, 3].contains(Yanfly.Param.SVEBreathing);
            } else if (line.match(/<(?:SIDEVIEW ATTACK MOTION):[ ](.*)>/i)) {
                obj.sideviewAttackMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW IDLE MOTION):[ ](.*)>/i)) {
                obj.sideviewIdleMotion.push(String(RegExp.$1).toLowerCase());
            } else if (line.match(/<(?:SIDEVIEW DAMAGE MOTION):[ ](.*)>/i)) {
                obj.sideviewDmgMotion.push(String(RegExp.$1).toLowerCase());
            } else if (line.match(/<(?:SIDEVIEW EVADE MOTION):[ ](.*)>/i)) {
                obj.sideviewEvadeMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW ESCAPE MOTION):[ ](.*)>/i)) {
                obj.sideviewEscMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW GUARD MOTION):[ ](.*)>/i)) {
                obj.sideviewGuardMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW ABNORMAL MOTION):[ ](.*)>/i)) {
                obj.sideviewAbnMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW SLEEP MOTION):[ ](.*)>/i)) {
                obj.sideviewSleepMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW DYING MOTION):[ ](.*)>/i)) {
                obj.sideviewDyingMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW DEAD MOTION):[ ](.*)>/i)) {
                obj.sideviewDeadMotion = String(RegExp.$1).toLowerCase();
            } else if (line.match(/<(?:SIDEVIEW ANCHOR X):[ ](\d+)[.](\d+)>/i)) {
                obj.sideviewAnchorX = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
            } else if (line.match(/<(?:SIDEVIEW ANCHOR Y):[ ](\d+)[.](\d+)>/i)) {
                obj.sideviewAnchorY = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
            } else if (line.match(/<(?:SIDEVIEW WEAPON):[ ](\d+)>/i)) {
        var weaponId = parseInt(RegExp.$1);
        var motionId = Yanfly.Param.SVEWeaponMotion[weaponId].toLowerCase();
        var aniId = Yanfly.Param.SVEWeaponAnimation[weaponId];
        var index = obj.sideviewWeaponImage.length;
        obj.sideviewWeaponImage[index] = [weaponId, motionId, aniId];
      } else if (line.match(noteWeapon)) {
        var weaponId = parseInt(RegExp.$1);
        var motionId = String(RegExp.$2).toLowerCase();
        var aniId = parseInt(RegExp.$3);
        var index = obj.sideviewWeaponImage.length;
        obj.sideviewWeaponImage[index] = [weaponId, motionId, aniId];
      } else if (line.match(/<(?:SIDEVIEW WIDTH):[ ](\d+)>/i)) {
        obj.sideviewWidth = parseInt(RegExp.$1);
      } else if (line.match(/<(?:SIDEVIEW HEIGHT):[ ](\d+)>/i)) {
        obj.sideviewHeight = parseInt(RegExp.$1);
      } else if (line.match(/<(?:SIDEVIEW COLLAPSE)>/i)) {
        obj.sideviewCollapse = true;
      } else if (line.match(/<(?:SIDEVIEW NO COLLAPSE)>/i)) {
        obj.sideviewCollapse = false;
      } else if (line.match(/<(?:SIDEVIEW SHOW SHADOW)>/i)) {
        obj.sideviewShadowShow = true;
      } else if (line.match(/<(?:SIDEVIEW HIDE SHADOW)>/i)) {
        obj.sideviewShadowShow = false;
      } else if (line.match(/<(?:SIDEVIEW SHADOW WIDTH):[ ](\d+)([%%])>/i)) {
                obj.sideviewShadowScaleX = parseFloat(RegExp.$1 * 0.01);
            } else if (line.match(/<(?:SIDEVIEW SHADOW HEIGHT):[ ](\d+)([%%])>/i)) {
                obj.sideviewShadowScaleY = parseFloat(RegExp.$1 * 0.01);
            } else if (line.match(/<(?:SIDEVIEW FRAME SPEED):[ ](\d+)>/i)) {
        obj.sideviewFrameSpeed = parseInt(RegExp.$1);
      } else if (line.match(/<(?:FLOATING|float)>/i)) {
        obj.sideviewFloating = true;
      } else if (line.match(/<(?:FLOATING SPEED):[ ](\d+)>/i)) {
        obj.sideviewFloatSpeed = Math.max(1, parseInt(RegExp.$1));
      } else if (line.match(/<(?:FLOATING RATE):[ ](\d+)[.](\d+)>/i)) {
        var rate = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
        obj.sideviewFloatRate = rate;
      } else if (line.match(/<(?:FLOATING HEIGHT):[ ](\d+)>/i)) {
        obj.sideviewFloatHeight = parseInt(RegExp.$1);
      }
        }
    // Breathing
    for (var i = 0; i < notedata.length; i++) {
      var line = notedata;
      if (line.match(/<(?:BREATHING)>/i)) {
        obj.sideviewBreathing = true;
      } else if (line.match(/<(?:NO BREATHING)>/i)) {
        obj.sideviewBreathing = false;
      } else if (line.match(/<(?:BREATHING SPEED):[ ](\d+)>/i)) {
        obj.sideviewBreathSpeed = Math.max(1, parseInt(RegExp.$1));
      } else if (line.match(/<(?:BREATHING RATE X):[ ](\d+)[.](\d+)>/i)) {
        var rate = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
        obj.sideviewBreathXRate = rate;
      } else if (line.match(/<(?:BREATHING RATE Y):[ ](\d+)[.](\d+)>/i)) {
        var rate = eval(String(RegExp.$1) + '.' + String(RegExp.$2));
        obj.sideviewBreathYRate = rate;
      } else if (line.match(/<(?:ENABLE HP LINK BREATHING)>/i)) {
        obj.sideviewLinkBreathing = true;
      } else if (line.match(/<(?:DISABLE HP LINK BREATHING)>/i)) {
        obj.sideviewLinkBreathing = false;
      }
    }
        // Create Defaults
        if (obj.sideviewIdleMotion.length <= 0) {
            obj.sideviewIdleMotion = [Yanfly.Param.SVEIdleMotion.toLowerCase()];
        }
        if (obj.sideviewWeaponImage.length <= 0) {
            var weaponId = Yanfly.Param.SVEWeaponIndex;
            var motionId = Yanfly.Param.SVEWeaponMotion[weaponId].toLowerCase();
            var aniId = Yanfly.Param.SVEWeaponAnimation[weaponId];
            obj.sideviewWeaponImage = [[weaponId, motionId, aniId]];
        }
    obj.sideviewFrameSpeed = Math.max(1, obj.sideviewFrameSpeed);
    }
};

DataManager.processSVENotetags2 = function(group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.hideSVWeapon;

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata;
      if (line.match(/<(?:HIDE SIDEVIEW WEAPON)>/i)) {
        obj.hideSVWeapon = true;
      }
    }
  }
};

//=============================================================================
// ImageManager
//=============================================================================

if (Yanfly.Param.SVESmoothing) {

ImageManager.loadSvActor = function(filename, hue) {
    return this.loadBitmap('img/sv_actors/', filename, hue, true);
};

ImageManager.loadSystemSmooth = function(filename, hue) {
    return this.loadBitmap('img/system/', filename, hue, true);
};

}; // Yanfly.Param.SVESmoothing

//=============================================================================
// Game_Battler
//=============================================================================

Yanfly.SVE.Game_Battler_spriteWidth = Game_Battler.prototype.spriteWidth;
Game_Battler.prototype.spriteWidth = function() {
    if (this.isSideviewDimensions('width')) {
      var value = this.sideviewWidth();
      value *= Math.abs(this.spriteScaleX());
    } else {
      var value = Yanfly.SVE.Game_Battler_spriteWidth.call(this);
    }
    return value;
};

Yanfly.SVE.Game_Battler_spriteHeight = Game_Battler.prototype.spriteHeight;
Game_Battler.prototype.spriteHeight = function() {
    if (this.isSideviewDimensions('height')) {
      var value = this.sideviewHeight();
      value *= Math.abs(this.spriteScaleY());
    } else {
      var value = Yanfly.SVE.Game_Battler_spriteHeight.call(this);
    }
    return value;
};

Game_Battler.prototype.isSideviewDimensions = function(value) {
    if (!this.isEnemy()) return false;
    if (!this.hasSVBattler()) return false;
    if (value === 'width') return this.sideviewWidth() !== 'auto';
    if (value === 'height') return this.sideviewHeight() !== 'auto';
};

//=============================================================================
// Game_Enemy
//=============================================================================

Game_Enemy.prototype.actor = function() {
    return this.enemy();
};

Game_Enemy.prototype.clearSVAttributes = function() {
    this._svWeaponImageId = undefined;
    this._svAttackMotion = undefined;
    this._svAttackAnimationId = undefined;
    this._svBattlerName = undefined;
    this._svIdleMotion = undefined;
};

Game_Enemy.prototype.setupSVAttributes = function() {
    var array = this.enemy().sideviewWeaponImage;
    var newArray = Yanfly.Util.getRandomElement(array);
    this._svWeaponImageId = newArray[0];
    this._svAttackMotion = newArray[1];
    this._svAttackAnimationId = newArray[2];
    if (this._svAttackAnimationId === undefined) this._svAttackAnimationId =
      Yanfly.SVE.Game_Enemy_attackAnimationId.call(this);
};

Yanfly.SVE.Game_Enemy_attackAnimationId =
        Game_Enemy.prototype.attackAnimationId;
Game_Enemy.prototype.attackAnimationId = function() {
        if (this.hasSVBattler() && !this.isHideSVWeapon()) {
            if (this._svAttackAnimationId) return this._svAttackAnimationId;
            this.setupSVAttributes();
            return this._svAttackAnimationId;
        }
    return Yanfly.SVE.Game_Enemy_attackAnimationId.call(this);
};

Game_Enemy.prototype.svBattlerName = function() {
        if (this._svBattlerName) return this._svBattlerName;
        var array = this.enemy().sideviewBattler;
        this._svBattlerName = Yanfly.Util.getRandomElement(array);
    return this._svBattlerName;
};

Game_Enemy.prototype.hasSVBattler = function() {
    return this.svBattlerName() !== undefined;
};

Game_Enemy.prototype.weaponImageId = function() {
    if (this.isHideSVWeapon()) return 0;
        if (this._svWeaponImageId) return this._svWeaponImageId;
        this.setupSVAttributes();
    return this._svWeaponImageId;
};

Game_Enemy.prototype.attackMotion = function() {
    if (this.weaponImageId() === 0) return this.enemy().sideviewAttackMotion;
        if (this._svAttackMotion) return this._svAttackMotion;
        this.setupSVAttributes();
    return this._svAttackMotion;
};

Game_Enemy.prototype.idleMotion = function() {
        if (this._svIdleMotion) return this._svIdleMotion;
        var array = this.enemy().sideviewIdleMotion;
        this._svIdleMotion = Yanfly.Util.getRandomElement(array);
    return this._svIdleMotion;
};

Game_Enemy.prototype.damageMotion = function() {
    return this.enemy().sideviewDmgMotion;
};

Game_Enemy.prototype.evadeMotion = function() {
    return this.enemy().sideviewEvadeMotion;
};

Game_Enemy.prototype.escapeMotion = function() {
    return this.enemy().sideviewEscMotion;
};

Game_Enemy.prototype.guardMotion = function() {
    return this.enemy().sideviewGuardMotion;
};

Game_Enemy.prototype.abnormalMotion = function() {
    return this.enemy().sideviewAbnMotion;
};

Game_Enemy.prototype.sleepMotion = function() {
    return this.enemy().sideviewSleepMotion;
};

Game_Enemy.prototype.dyingMotion = function() {
    return this.enemy().sideviewDyingMotion;
};

Game_Enemy.prototype.deadMotion = function() {
    return this.enemy().sideviewDeadMotion;
};

Game_Enemy.prototype.sideviewAnchorX = function() {
    return this.enemy().sideviewAnchorX;
};

Game_Enemy.prototype.sideviewAnchorY = function() {
    return this.enemy().sideviewAnchorY;
};

Game_Enemy.prototype.anchorX = function() {
    if (this.hasSVBattler()) return this.sideviewAnchorX();
    return Game_Battler.prototype.anchorX.call(this);
};

Game_Enemy.prototype.anchorY = function() {
    if (this.hasSVBattler()) return this.sideviewAnchorY();
    return Game_Battler.prototype.anchorY.call(this);
};

Game_Enemy.prototype.sideviewWidth = function() {
    return this.enemy().sideviewWidth;
};

Game_Enemy.prototype.sideviewHeight = function() {
    return this.enemy().sideviewHeight;
};

Game_Enemy.prototype.sideviewCollapse = function() {
    return this.enemy().sideviewCollapse;
};

Game_Enemy.prototype.showSideviewShadow = function() {
    return this.enemy().sideviewShadowShow;
};

Game_Enemy.prototype.sideviewShadowScaleX = function() {
    return this.enemy().sideviewShadowScaleX;
};

Game_Enemy.prototype.sideviewShadowScaleY = function() {
    return this.enemy().sideviewShadowScaleY;
};

Game_Enemy.prototype.spriteScaleX = function() {
    if (this.hasSVBattler()) return this.enemy().spriteScaleX * -1;
    return this.enemy().spriteScaleX;
};

Game_Enemy.prototype.spriteScaleY = function() {
    return this.enemy().spriteScaleY;
};

Game_Enemy.prototype.sideviewFrameSpeed = function() {
    return this.enemy().sideviewFrameSpeed;
};

Game_Enemy.prototype.performAttack = function() {
    if (!this.hasSVBattler()) {
      return Game_Battler.prototype.performAttack.call(this);
    }
    this.forceMotion(this.attackMotion());
    this.startWeaponAnimation(this.weaponImageId());
};

Game_Enemy.prototype.performAction = function(action) {
    if (!this.hasSVBattler()) {
      return Game_Battler.prototype.performAction.call(this, action);
    }
    Game_Actor.prototype.performAction.call(this, action);
};

Yanfly.SVE.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
Game_Enemy.prototype.performDamage = function() {
    if (!this.hasSVBattler()) {
      return Yanfly.SVE.Game_Enemy_performDamage.call(this);
    }
    Game_Battler.prototype.performDamage.call(this);
    if (this.isSpriteVisible()) {
      this.requestMotion(this.damageMotion());
    } else {
      $gameScreen.startShake(5, 5, 10);
    }
    SoundManager.playEnemyDamage();
};

Game_Enemy.prototype.performEvasion = function() {
    Game_Battler.prototype.performEvasion.call(this);
    if (!this.hasSVBattler()) return;
    this.requestMotion(this.evadeMotion());
};

Game_Enemy.prototype.performMagicEvasion = function() {
    Game_Battler.prototype.performMagicEvasion.call(this);
    if (!this.hasSVBattler()) return;
    this.requestMotion(this.evadeMotion());
};

Game_Enemy.prototype.performCounter = function() {
    Game_Battler.prototype.performCounter.call(this);
    if (!this.hasSVBattler()) return;
    this.performAttack();
};

Game_Enemy.prototype.performEscape = function() {
    if (!this.hasSVBattler()) return;
    if (!this.canMove()) return;
    this.requestMotion(this.escapeMotion());
};

Game_Enemy.prototype.isBreathing = function() {
    if (this.isDead()) return false;
    return this.enemy().sideviewBreathing;
};

Game_Enemy.prototype.breathingSpeed = function() {
    return this.enemy().sideviewBreathSpeed;
};

Game_Enemy.prototype.breathXRate = function() {
    return this.enemy().sideviewBreathXRate;
};

Game_Enemy.prototype.breathYRate = function() {
    return this.enemy().sideviewBreathYRate;
};

Game_Enemy.prototype.linkBreathing = function() {
    return this.enemy().sideviewLinkBreathing;
};

Game_Enemy.prototype.isFloating = function() {
    if (this.isDead()) return false;
    return this.enemy().sideviewFloating;
};

Game_Enemy.prototype.floatSpeed = function() {
    return this.enemy().sideviewFloatSpeed;
};

Game_Enemy.prototype.floatRate = function() {
    return this.enemy().sideviewFloatRate;
};

Game_Enemy.prototype.floatHeight = function() {
    return this.enemy().sideviewFloatHeight;
};

Game_Enemy.prototype.isHideSVWeapon = function() {
    var max = this.states().length;
    for (var i = 0; i < max; ++i) {
      var state = this.states();
      if (state && state.hideSVWeapon) return true;
    }
    return false;
};

Yanfly.SVE.Game_Enemy_transform = Game_Enemy.prototype.transform;
Game_Enemy.prototype.transform = function(enemyId) {
    this.clearSVAttributes();
    Yanfly.SVE.Game_Enemy_transform.call(this, enemyId);
    this.battler().setBattler(this);
    this.battler().setTransform(this);
};

//=============================================================================
// Game_Party
//=============================================================================

Yanfly.SVE.Game_Party_requestMotionRefresh =
    Game_Party.prototype.requestMotionRefresh;
Game_Party.prototype.requestMotionRefresh = function() {
    Yanfly.SVE.Game_Party_requestMotionRefresh.call(this);
    $gameTroop.requestMotionRefresh();
};

//=============================================================================
// Sprite_Enemy
//=============================================================================

Yanfly.SVE.Sprite_Enemy_initMembers = Sprite_Enemy.prototype.initMembers;
Sprite_Enemy.prototype.initMembers = function() {
    Yanfly.SVE.Sprite_Enemy_initMembers.call(this);
    this.initSVSprites();
};

Sprite_Enemy.prototype.initSVSprites = function() {
    this._svRand = Math.random() * 10000;
    this._svBattlerName = '';
    this._motion = null;
    this._motionCount = 0;
    this._pattern = 0;
    this._svBattlerEnabled = false;
    this.createShadowSprite();
    this.createWeaponSprite();
    this.createMainSprite();
    this.createStateSprite();
    this._effectTarget = this;
};

Sprite_Enemy.prototype.setTransform = function(battler) {
    this._shadowSprite.opacity = 0;
    this._weaponSprite.opacity = 0;
    this._mainSprite.opacity = 0;
    this._stateSprite.opacity = 0;
    this.createShadowSprite();
    this.createWeaponSprite();
    this.createMainSprite();
    this.createStateSprite();
};

Sprite_Enemy.prototype.createMainSprite = function() {
    Sprite_Actor.prototype.createMainSprite.call(this);
};

Sprite_Enemy.prototype.createShadowSprite = function() {
    this._shadowSprite = new Sprite();
    if (Yanfly.Param.SVESmoothing) {
      this._shadowSprite.bitmap = ImageManager.loadSystemSmooth('Shadow2');
    } else {
      this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2');
    }   
    this._shadowSprite.anchor.x = 0.5;
    this._shadowSprite.anchor.y = 0.5;
    this._shadowSprite.y = -2;
    this.addChild(this._shadowSprite);
    this._shadowSprite.opacity = 0;
};

Sprite_Enemy.prototype.createWeaponSprite = function() {
    Sprite_Actor.prototype.createWeaponSprite.call(this);
};

Sprite_Enemy.prototype.createStateSprite = function() {
    Sprite_Actor.prototype.createStateSprite.call(this);
};

Yanfly.SVE.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler;
Sprite_Enemy.prototype.setBattler = function(battler) {
    this._svBattlerEnabled = false;
    Yanfly.SVE.Sprite_Enemy_setBattler.call(this, battler);
    this.setSVBattler(battler);
};

Sprite_Enemy.prototype.setMirror = function(value) {
    if (this._svBattlerEnabled) value = !value;
    Sprite_Battler.prototype.setMirror.call(this, value);
};

Sprite_Enemy.prototype.setSVBattler = function(battler) {
    if (!this._enemy) return;
    if (this._enemy.svBattlerName() === undefined) return;
    this._adjustMainBitmapSettings = false;
    this._actor = this._enemy;
    this._svBattlerEnabled = true;
    this._stateSprite.setup(battler);
};

Yanfly.SVE.Sprite_Enemy_update = Sprite_Enemy.prototype.update;
Sprite_Enemy.prototype.update = function() {
    Yanfly.SVE.Sprite_Enemy_update.call(this);
    if (this._svBattlerEnabled) this.updateMotion();
    this.updateBreathing();
};

Yanfly.SVE.Sprite_Enemy_updateStateSprite =
    Sprite_Enemy.prototype.updateStateSprite;
Sprite_Enemy.prototype.updateStateSprite = function() {
    if (this._enemy && this._enemy.hasSVBattler()) {
      this.updateSVStateSprite();
    } else {
      Yanfly.SVE.Sprite_Enemy_updateStateSprite.call(this);
    }
    this.updateFloatingStateSprite();
};

Sprite_Enemy.prototype.updateSVStateSprite = function() {
    var height = this._enemy.spriteHeight() * -1;
    height -= Sprite_StateIcon._iconHeight;
    this._stateIconSprite.y = height;
    this._stateSprite.y = 0;
};

Sprite_Enemy.prototype.updateFloatingStateSprite = function() {
    if (this._enemy && this._enemy.isFloating()) {
      var heightRate = this.addFloatingHeight();
      var height = this._enemy.spriteHeight();
      this._stateIconSprite.y += heightRate * height;
      this._stateSprite.y += heightRate * height;
    };
};

Sprite_Enemy.prototype.updateBreathing = function() {
    if (!this._enemy) return;
    if (this._enemy.isBreathing()) {
      var c = Graphics.frameCount + this._svRand;
      var s = this._enemy.breathingSpeed();
      var rateX = this._enemy.breathXRate();
      var rateY = this._enemy.breathYRate();
      if (this._enemy.linkBreathing()) s /= this._enemy.hpRate();
      var scaleX = Math.cos(c / s) * rateX;
      var scaleY = Math.cos(c / s) * rateY;
    } else {
      var scaleX = 0;
      var scaleY = 0;
    }
    this.scale.x = this._enemy.spriteScaleX() + scaleX;
    this.scale.y = this._enemy.spriteScaleY() + scaleY;
};

if (Imported.YEP_X_ActSeqPack2) {

Yanfly.SVE.Sprite_Battler_getFloatHeight =
    Sprite_Battler.prototype.getFloatHeight;
Sprite_Battler.prototype.getFloatHeight = function() {
    var value = Yanfly.SVE.Sprite_Battler_getFloatHeight.call(this);
    value -= this.addFloatingHeight();
    return value;
};

Sprite_Battler.prototype.addFloatingHeight = function() {
    value = 0;
    if (this._enemy && this._enemy.isFloating()) {
      var c = Graphics.frameCount + this._svRand;
      var s = this._enemy.floatSpeed();
      var rate = this._enemy.floatRate();
      value += Math.cos(c / s) * rate - rate;
      var height = this._enemy.floatHeight();
      value -= height / this._enemy.spriteHeight();
    }
    return value;
};

}; // Imported.YEP_X_ActSeqPack2

Yanfly.SVE.Sprite_Enemy_updateBitmap = Sprite_Enemy.prototype.updateBitmap;
Sprite_Enemy.prototype.updateBitmap = function() {
    Yanfly.SVE.Sprite_Enemy_updateBitmap.call(this);
    if (!this._svBattlerEnabled) this.updateScale();
    this.updateSVBitmap();
    this.adjustAnchor();
};

Sprite_Enemy.prototype.updateSVBitmap = function() {
    Sprite_Battler.prototype.updateBitmap.call(this);
    var name = this._enemy.svBattlerName();
    if (this._svBattlerEnabled && this._svBattlerName !== name) {
      this._createdDummyMainSprite = false;
      this._svBattlerName = name;
      this._mainSprite.bitmap = ImageManager.loadSvActor(name);
      this.adjustAnchor();
      this.refreshMotion();
      this.updateScale();
    } else if (this._svBattlerName === '') {
      this._svBattlerName = '';
      if (this._createdDummyMainSprite) return;
      this._createdDummyMainSprite = true;
      this._mainSprite = new Sprite_Base();
      this._mainSprite.anchor.x = 0.5;
      this._mainSprite.anchor.y = 1;
    }
};

Sprite_Enemy.prototype.adjustAnchor = function() {
    if (!this._mainSprite) return;
        this._mainSprite.anchor.x = this._enemy.sideviewAnchorX();
    this._mainSprite.anchor.y = this._enemy.sideviewAnchorY();
};

Sprite_Enemy.prototype.updateScale = function() {
    this.scale.x = this._enemy.spriteScaleX();
    this.scale.y = this._enemy.spriteScaleY();
};

Yanfly.SVE.Sprite_Enemy_updateFrame = Sprite_Enemy.prototype.updateFrame;
Sprite_Enemy.prototype.updateFrame = function() {
    if (this._svBattlerEnabled) return this.updateSVFrame();
    Yanfly.SVE.Sprite_Enemy_updateFrame.call(this);
};

Sprite_Enemy.prototype.updateSVFrame = function() {
    Sprite_Battler.prototype.updateFrame.call(this);
    var bitmap = this._mainSprite.bitmap;
    if (bitmap.width <= 0) return;
    this._effectTarget = this._mainSprite;
    var motionIndex = this._motion ? this._motion.index : 0;
    var pattern = this._pattern < 3 ? this._pattern : 1;
    var cw = bitmap.width / 9;
    var ch = bitmap.height / 6;
    var cx = Math.floor(motionIndex / 6) * 3 + pattern;
    var cy = motionIndex % 6;
    var cdh = 0;
    if (this._effectType === 'bossCollapse') {
      cdh = ch - this._effectDuration;
    }
    this.setFrame(cx * cw, cy * ch, cw, ch);
    this._mainSprite.setFrame(cx * cw, cy * ch, cw, ch - cdh);
    this.adjustMainBitmapSettings(bitmap);
    this.adjustSVShadowSettings();
};

Sprite_Enemy.prototype.adjustMainBitmapSettings = function(bitmap) {
    if (this._adjustMainBitmapSettings) return;
    this._adjustMainBitmapSettings = true;
    var svw = this._enemy.sideviewWidth();
    var svh = this._enemy.sideviewHeight();
    if (svw === 'auto') svw = bitmap.width / 9;
    if (svh === 'auto') svh = bitmap.height / 6;
    svw = Math.floor(Math.abs(svw * this._enemy.spriteScaleX()));
    svh = Math.floor(Math.abs(svh * this._enemy.spriteScaleY()));
    this.bitmap = new Bitmap(svw, svh);
};

Sprite_Enemy.prototype.adjustSVShadowSettings = function() {
    if (this._enemy.showSideviewShadow()) this._shadowSprite.opacity = 255;
    var scaleX = this._enemy.sideviewShadowScaleX();
    var scaleY = this._enemy.sideviewShadowScaleY();
    if (scaleX === 'auto') scaleX = this._mainSprite.bitmap.width / 9 / 64;
    if (scaleY === 'auto') scaleY = this._mainSprite.bitmap.width / 9 / 64;
    this._shadowSprite.scale.x = scaleX;
    this._shadowSprite.scale.y = scaleY;
};

Sprite_Enemy.prototype.updateMotion = function() {
    if (!this._svBattlerEnabled) return;
    this.setupMotion();
    this.setupWeaponAnimation();
    if (this._enemy.isMotionRefreshRequested()) {
      Sprite_Actor.prototype.refreshMotion.call(this);
      this._enemy.clearMotion();
    }
    this.updateMotionCount();
};

Sprite_Enemy.prototype.setupMotion = function() {
    if (!this._svBattlerEnabled) return;
    if (!this._enemy.isMotionRequested()) return;
    this.startMotion(this._enemy.motionType());
    this._enemy.clearMotion();
};

Sprite_Enemy.prototype.startMotion = function(motionType) {
    if (!this._svBattlerEnabled) return;
    var newMotion = Sprite_Actor.MOTIONS[motionType];
    if (this._motion === newMotion) return;
    this._motion = newMotion;
    this._motionCount = 0;
    this._pattern = 0;
};

Sprite_Enemy.prototype.setupWeaponAnimation = function() {
    if (!this._svBattlerEnabled) return;
    if (!this._enemy.isWeaponAnimationRequested()) return;
    this._weaponSprite.setup(this._enemy.weaponImageId());
    this._enemy.clearWeaponAnimation();
};

Sprite_Enemy.prototype.updateMotionCount = function() {
    if (!this._svBattlerEnabled) return;
    if (this._motion && ++this._motionCount >= this.motionSpeed()) {
      if (this._motion.loop) {
        this._pattern = (this._pattern + 1) % 4;
      } else if (this._pattern < 2) {
        this._pattern++;
      } else {
        this.refreshMotion();
      }
      this._motionCount = 0;
    }
};

Sprite_Enemy.prototype.refreshMotion = function() {
    if (!this._svBattlerEnabled) return;
    var enemy = this._enemy;
    if (!enemy) return;
    var stateMotion = enemy.stateMotionIndex();
    if (enemy.isInputting() || enemy.isActing()) {
        this.startMotion('walk');
    } else if (stateMotion === 3) {
        this.startMotion(enemy.deadMotion());
    } else if (stateMotion === 2) {
        this.startMotion(enemy.sleepMotion());
    } else if (enemy.isGuard() || enemy.isGuardWaiting()) {
        this.startMotion(enemy.guardMotion());
    } else if (stateMotion === 1) {
        this.startMotion(enemy.abnormalMotion());
    } else if (enemy.isDying()) {
        this.startMotion(enemy.dyingMotion());
    } else {
        this.startMotion(enemy.idleMotion());
    }
};

Sprite_Enemy.prototype.motionSpeed = function() {
    if (!this._enemy) return 12;
    return this._enemy.sideviewFrameSpeed() || 12;
};

Sprite_Enemy.prototype.updateSelectionEffect = function() {
    if (!this._svBattlerEnabled) {
      return Sprite_Battler.prototype.updateSelectionEffect.call(this);
    }
    var target = this._mainSprite;
    if (this._battler.isSelected()) {
        this._selectionEffectCount++;
        if (this._selectionEffectCount % 30 < 15) {
            target.setBlendColor([255, 255, 255, 64]);
        } else {
            target.setBlendColor([0, 0, 0, 0]);
        }
    } else if (this._selectionEffectCount > 0) {
        this._selectionEffectCount = 0;
        target.setBlendColor([0, 0, 0, 0]);
    }
};

Sprite_Enemy.prototype.isSideviewCollapse = function() {
    if (!this._svBattlerEnabled) return true;
    return this._enemy.sideviewCollapse();
};

Yanfly.SVE.Sprite_Enemy_updateCollapse = Sprite_Enemy.prototype.updateCollapse;
Sprite_Enemy.prototype.updateCollapse = function() {
    if (!this.isSideviewCollapse()) return;
    if (this._svBattlerEnabled) {
      this._mainSprite.blendMode = Graphics.BLEND_ADD;
      this._mainSprite.setBlendColor([255, 128, 128, 128]);
      this.opacity *= this._effectDuration / (this._effectDuration + 1);
    } else {
      Yanfly.SVE.Sprite_Enemy_updateCollapse.call(this);
    }
};

Yanfly.SVE.Sprite_Enemy_startBossCollapse =
    Sprite_Enemy.prototype.startBossCollapse;
Sprite_Enemy.prototype.startBossCollapse = function() {
    if (this._svBattlerEnabled) {
      this._effectDuration = Math.ceil(this._mainSprite.height * this.scale.y);
    this._appeared = false;
    } else {
      Yanfly.SVE.Sprite_Enemy_startBossCollapse.call(this);
    }
};

Yanfly.SVE.Sprite_Enemy_updateBossCollapse =
    Sprite_Enemy.prototype.updateBossCollapse;
Sprite_Enemy.prototype.updateBossCollapse = function() {
    if (!this.isSideviewCollapse()) return;
    if (this._svBattlerEnabled) {
      this._shake = this._effectDuration % 2 * 4 - 2;
      this._mainSprite.blendMode = Graphics.BLEND_ADD;
      this._mainSprite.setBlendColor([255, 255, 255, 255 - this.opacity]);
      this.opacity *= this._effectDuration / (this._effectDuration + 1);
      if (this._effectDuration % 20 === 19) {
        SoundManager.playBossCollapse2();
      }
    } else {
      Yanfly.SVE.Sprite_Enemy_updateBossCollapse.call(this);
    }
};

Yanfly.SVE.Sprite_Enemy_updateInstantCollapse =
    Sprite_Enemy.prototype.updateInstantCollapse;
Sprite_Enemy.prototype.updateInstantCollapse = function() {
    if (!this.isSideviewCollapse()) return;
    Yanfly.SVE.Sprite_Enemy_updateInstantCollapse.call(this);
};

//=============================================================================
// Sprite_StateIcon
//=============================================================================

Yanfly.SVE.Sprite_StateIcon_updateMirror =
    Sprite_StateIcon.prototype.updateMirror;
Sprite_StateIcon.prototype.updateMirror = function() {
    this.scale.x = 1 / Math.max(1 / 10000, Math.abs(this.parent.scale.x));
    this.scale.y = 1 / Math.max(1 / 10000, Math.abs(this.parent.scale.y));
    Yanfly.SVE.Sprite_StateIcon_updateMirror.call(this);
};

//=============================================================================
// Utilities
//=============================================================================

Yanfly.Util = Yanfly.Util || {};

Yanfly.Util.getRandomElement = function(array) {
    var value = array[Math.floor(Math.random() * array.length)];
    return value;
};

//=============================================================================
// End of File
//=============================================================================
};
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