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MultiTweaks.js
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MultiTweaks.js
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/*:
* @target MZ
* @plugindesc [MultiTweaks] [v1.8.0] [General, map, zoom, battle, audio, options...]
* @author ScSWinter (other contributors: Arthran)
*
* @help
* =======================================================
* Information
* =======================================================
* This script allows you to incorporate many improvements
* to your game. Most of the options are self-explanatory.
* In this section we will explain these features:
* - Enemies use actor classes (enemy notetag).
* - Map zoom (map notetag and event plugin command).
*
* -------------- Enemies use actor classes --------------
* When activated the power of the enemies are scaled using
* actor classes. Specify the actor class using in the enemy
* notetag box the notetag
* EnemyRole:X
* where X is the number of the actor class. If it's not
* specified the default enemy stats will be used. Note
* that, in order to allow boss-enemy types, the HP stat
* is always multiplied by 10.
*
* ---------------------- Map zoom -----------------------
* This script allows you to show maps with a default zoom.
* When activated the zoom of the map changes. Specify the
* map zoom using in the map notetag box the notetag
* Zoom:X
* where X is a number greater than 1. If the notetag is not
* specified the default zoom is the one at the options.
*
* You also have a [plugin command] usable in events to create
* dinamically zoom effects. Note that enter in the menu will
* reset the zoom to the map default one.
*
* Fixes by Arthran:
* I have edited this plugin to fix the camera issue. It
* is no longer necessary to use free camera with the zoom.
* If the "Always Free Camera" option is set to "False",
* then the camera will now behave normally when zoomed.
* I have also fixed some bugs that were causing the camera
* to potentially become increasingly un-centered during
* map transfers. My edit has the same license (MIT) as the
* original, so feel free to do whatever you want with it.
*
* ---- Compatibility with VisuStella Options Script ----
* If you use VisuMZ Options Script, the options section of
* this script won't work, but it won't interfere with the
* VisuMZ Options Script. All changes to options must be done
* from their script (and, as I know, all can be done).
*
* Optimization game option: If you use VisuMZ Options, you
* need to add the option from their script using the symbol
* optimGame. To do so, you can copy and modify an ON/OFF option.
*
* =======================================================
* Credits
* =======================================================
* Please, credit to "ScSWinter" in the credits of your game.
*
* =======================================================
* License: The MIT License
* =======================================================
* Copyright 2020 ScSWinter
* This plugin is released under MIT license.
* http://opensource.org/licenses/mit-license.php
*
*
* @param --- General ---
* @desc
*
* @param Start in fullscreen mode
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Start in fullscreen mode? Only in nwjs.
* @default true
*
* @param Optimize game
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Render only half of computed frames to speedup
* the game with almost no visible drawback.
* @default true
*
* @param Add option (optimGame)
* @type text
* @parent Optimize game
* @desc Leave it blank for not do it. If you use VisuMZ Options,
* you need to add the option from their script.
* @default Improve performance
*
* @param Effekseer frame skip
* @type number
* @parent Optimize game
* @min 2
* @max 999999
* @desc % of frames skipped during Effekseer. 2 half, 3
* one third, etc, 999999 to disable (default 2).
* @default 2
*
* @param Battle frame skip
* @type number
* @parent Optimize game
* @min 2
* @max 999999
* @desc % of frames skipped during Battle. 2 half, 3
* one third, etc, 999999 to disable (default 3).
* @default 3
*
* @param General frame skip
* @type number
* @parent Optimize game
* @min 2
* @max 999999
* @desc % of frames skipped in general. 2 half, 3
* one third, etc, 999999 to disable (default 6).
* @default 6
*
* @param Blink selection effect
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Show the blink selection effect?
* @default false
*
* @param Disable F5 and F8
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Disable F5 and F8 buttons?
* @default true
*
* @param Disable FastFoward
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Disable FastFoward?
* @default true
*
* @param Disable scrollbars
* @type boolean
* @parent --- General ---
* @on Yes
* @off No
* @desc Disable scrollbars?
* @default true
*
* @param Pixel rendering
* @parent --- General ---
* @type boolean
* @on Yes
* @off No
* @desc Render the entire game pixelated?
* @default false
*
* @param Extreme pixel rendering
* @parent Pixel rendering
* @type boolean
* @on Yes
* @off No
* @desc Render pixelated also fonts and windows?
* @default false
*
* @param --- Map ---
* @desc
*
* @param Tilemap animation speed
* @type number
* @parent --- Map ---
* @min 1
* @max 3
* @desc Auto-tiles tilemap animation speed (default 2).
* @default 2
*
* @param Default zoom for maps
* @parent --- Map ---
* @type number
* @min 1.00
* @max 9.00
* @decimals 2
* @desc The default zoom when none is specified as notetag.
* @default 1
*
* @param Fix sprite black lines
* @parent Default zoom for maps
* @type boolean
* @on Yes
* @off No
* @desc Fix sprite black lines? This option will cut the
* sprites one pixel in each side.
* @default true
*
* @param Fix map encounter zoom
* @parent Default zoom for maps
* @type boolean
* @on Yes
* @off No
* @desc Fix map encounter zoom? Deactivate this option if
* you changed the default encounter zoom effect.
* @default true
*
* @param Always free camera
* @type boolean
* @parent --- Map ---
* @on Yes
* @off No
* @desc When activated, the camera will never be blocked by
* the edges of the map (as it works with the zoom on).
* @default false
*
* @command Zoom
* @text Zoom
* @desc Custom. display and vanish without wait.
*
* @arg FramesToZoom
* @text Frames to Zoom
* @desc The number of frames needed to perform the zoom.
* @type number
* @default 1
* @min 1
* @max 300
*
* @arg ZoomValue
* @text Zoom Value
* @desc The zoom value that will be performed.
* @type number
* @min 1.00
* @max 9.00
* @decimals 2
* @default 1.50
*
* @param --- Options ---
* @desc
*
* @param Options ON text
* @type text
* @parent --- Options ---
* @desc Text for ON, shown in options menu.
* If you use VisuMZ Options Script it won't work.
* @default Yes
*
* @param Options OFF text
* @type text
* @parent --- Options ---
* @desc Text for OFF, shown in options menu.
* If you use VisuMZ Options Script it won't work.
* @default No
*
* @param Remove general options
* @type string[]
* @parent --- Options ---
* @desc Remove options from the menu using their symbol.
* If you use VisuMZ Options Script leave it in blank.
* @default ["touchUI"]
*
* @param Default ON options
* @type string[]
* @parent --- Options ---
* @desc Activate by default the options using their symbol.
* If you use VisuMZ Options Script leave it in blank.
* @default ["alwaysDash", "touchUI"]
*
* @param Default OFF options
* @type string[]
* @parent --- Options ---
* @desc Deactivate by default the options using their symbol.
* If you use VisuMZ Options Script leave it in blank.
* @default ["commandRemember"]
*
* @param Add a global volume
* @type boolean
* @parent --- Options ---
* @on Yes
* @off No
* @desc Add a global volume control on the options window.
* If you use VisuMZ Options Script leave it to false.
* @default true
*
* @param Remove secondary volumes
* @type boolean
* @parent Add a global volume
* @on Yes
* @off No
* @desc Remove secondary volume controls from options window.
* If you use VisuMZ Options Script it won't work.
* @default true
*
* @param Use quadratic volume
* @type boolean
* @parent Add a global volume
* @on Yes
* @off No
* @desc Improve perception, when the volume is changed, using
* a quadratic function.
* @default true
*
* @param Global volume name
* @parent Add a global volume
* @desc The name that will have the global menu option.
* @default Volume
*
* @param --- Battle ---
* @desc
*
* @param Weather in battle
* @type boolean
* @parent --- Battle ---
* @on Yes
* @off No
* @desc Show the current weather in battle?
* @default true
*
* @param Auto select targets
* @type boolean
* @parent --- Battle ---
* @on Yes
* @off No
* @desc Auto select targets in battle? Only when
* there is one enemy/actor or target all.
* @default true
*
* @param Heal on level up
* @parent --- Battle ---
* @on Yes
* @off No
* @desc Heal actors on level up?
* @default true
*
* @param Actor battler zoom
* @parent --- Battle ---
* @type number
* @min 1.00
* @max 3.00
* @decimals 2
* @desc The actor battler zoom, if desired.
* @default 1.00
*
* @param Center battler animations
* @parent Actor battler zoom
* @type boolean
* @on Yes
* @off No
* @desc Center animations over the scaled battler?
* @default true
*
* @param Enemies use actor classes
* @type boolean
* @parent --- Battle ---
* @on Yes
* @off No
* @desc Scale the power of the enemies using actor classes?
* @default false
*
* @param Enemy experience
* @type select
* @option Enemy value
* @option Next-level class value
* @option Enemy value x Level
* @parent Enemies use actor classes
* @desc Scale the power of the enemies using actor classes?
* @default Enemy value x Level
*
* @param Gold obtained
* @type select
* @option Enemy value
* @option Next-level class value
* @option Enemy value x Level
* @parent Enemies use actor classes
* @desc Scale the power of the enemies using actor classes?
* @default Enemy value x Level
*
* @param --- Audio ---
* @desc
*
* @param Stop out-focus audio
* @type boolean
* @parent --- Audio ---
* @on Yes
* @off No
* @desc Stop audio when the game is out focus?
* @default true
*
* @param Force map bgm and bgs
* @type struct<MapSoundForced>[]
* @parent --- Audio ---
* @desc Force to play a specified Bgm and Bgs when a
* switch is ON.
* @default []
*
* @param Cache of used audios
* @type boolean
* @parent --- Audio ---
* @on Yes
* @off No
* @desc Store in cache the recently used audio files?
* Deactivate this if you use MUSH Audio engine.
* @default true
*
* @param BGM cache size
* @type number
* @parent Cache of used audios
* @min 2
* @max 12
* @desc Maximum number of BGM stored (default 7).
* Increase this number reduces lag but increases memory.
* @default 7
*
* @param BGS cache size
* @type number
* @parent Cache of used audios
* @min 2
* @max 12
* @desc Maximum number of BGS stored (default 5).
* Increase this number reduces lag but increases memory.
* @default 5
*
* @param ME cache size
* @type number
* @parent Cache of used audios
* @min 2
* @max 12
* @desc Maximum number of ME stored (default 3).
* Increase this number reduces lag but increases memory.
* @default 3
*
* @param SE cache size
* @type number
* @parent Cache of used audios
* @min 5
* @max 40
* @desc Maximum number of SE stored (default 20).
* Increase this number reduces lag but increases memory.
* @default 20
*
* @param Preemptive event cache
* @type boolean
* @parent Cache of used audios
* @on Yes
* @off No
* @desc Store in cache audios that may be used in events in
* the future? Requires "Yes" in "Cache of used audios".
* @default true
*
* @param Preemptive battle cache
* @type boolean
* @parent Cache of used audios
* @on Yes
* @off No
* @desc Store in cache audios that may be used in battle in
* the future? Requires "Yes" in "Cache of used audios".
* @default true
*
* @param Preemp. boot/map cache
* @type boolean
* @parent Cache of used audios
* @on Yes
* @off No
* @desc Store in cache audios as soon as possible in boot and
* map changes? Requires "Yes" in "Cache of used audios".
* @default true
*
*/
/*~struct~MapSoundForced:
* @param Switch Id
* @type switch
* @desc Mandatory. When this switch is ON, the plugin will force
* all maps to play the Bgm and Bgs specified.
*
* @param Play Bgm
* @type file
* @dir audio/bgm/
* @require 1
* @desc The Bgm to play when the switch is ON.
* Leave blank to mantain the map Bgm.
*
* @param Play Bgs
* @type file
* @dir audio/bgs/
* @require 1
* @desc The Bgs to play when the switch is ON.
* Leave blank to mantain the map Bgs.
*
*/
/*====================================================
PART: Tweaks Plugin
====================================================*/
(function () {
"use strict";
window.ScSWinter = window.ScSWinter || {};
if (!("params" in ScSWinter)) {
ScSWinter.params = PluginManager.parameters("MultiTweaks");
}
Graphics._defaultStretchMode = function () {
return true;
};
ScSWinter.Scene_Boot_start_focus = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () {
ScSWinter.Scene_Boot_start_focus.call(this);
if (Utils.isNwjs()) {
var win = nw.Window.get();
win.show(true);
win.focus();
window.focus();
}
};
ScSWinter.WeatherBattle = ScSWinter.params["Weather in battle"] == "true";
if (ScSWinter.WeatherBattle) {
ScSWinter.Spriteset_Battle_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
Spriteset_Battle.prototype.createLowerLayer = function () {
ScSWinter.Spriteset_Battle_createLowerLayer.call(this);
this._weather = new Weather();
this.addChild(this._weather);
};
ScSWinter.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function () {
ScSWinter.Spriteset_Battle_update.call(this);
this._weather.power = $gameScreen.weatherPower();
this._weather.type = $gameScreen.weatherType();
};
}
ScSWinter.BlinkSelection = ScSWinter.params["Blink selection effect"] == "true";
if (!ScSWinter.BlinkSelection) {
Window.prototype._makeCursorAlpha = function () {
return this.contentsOpacity / 255;
};
}
ScSWinter.OptionON = ScSWinter.params["Options ON text"] || "Yes";
ScSWinter.OptionOFF = ScSWinter.params["Options OFF text"] || "No";
Window_Options.prototype.booleanStatusText = function (value) {
return value ? ScSWinter.OptionON : ScSWinter.OptionOFF;
};
ScSWinter.DisableF58 = ScSWinter.params["Disable F5 and F8"] == "true";
if (ScSWinter.DisableF58) {
SceneManager.onKeyDown = function (event) {};
}
ScSWinter.Graphics_isFullScreen = Graphics._isFullScreen;
Graphics._isFullScreen = function () {
if (Utils.isNwjs()) {
var win = nw.Window.get();
return win.isFullscreen;
} else {
return ScSWinter.Graphics_isFullScreen.call(this);
}
};
ScSWinter.Graphics_requestFullScreen = Graphics._requestFullScreen;
Graphics._requestFullScreen = function () {
if (Graphics._isFullScreen()) return;
if (Utils.isNwjs()) {
var win = nw.Window.get();
win.enterFullscreen();
} else {
ScSWinter.Graphics_requestFullScreen.call(this);
}
};
ScSWinter.Graphics_cancelFullScreen = Graphics._cancelFullScreen;
Graphics._cancelFullScreen = function () {
if (Utils.isNwjs()) {
var win = nw.Window.get();
win.leaveFullscreen();
} else {
ScSWinter.Graphics_cancelFullScreen.call(this);
}
};
ScSWinter.StartFullScreen = ScSWinter.params["Start in fullscreen mode"] == "true";
if (Utils.isNwjs() && ScSWinter.StartFullScreen) {
ScSWinter.Scene_Boot_start = Scene_Boot.prototype.start;
Scene_Boot.prototype.start = function () {
ScSWinter.Scene_Boot_start.call(this);
Graphics._requestFullScreen();
};
}
try {
ScSWinter.DefaultON = JSON.parse(ScSWinter.params["Default ON options"]) || JSON.parse("[]");
} catch (e) {
ScSWinter.DefaultON = [];
}
if (ScSWinter.DefaultON.length > 0) {
for (var i = 0; i < ScSWinter.DefaultON.length; i++) {
ConfigManager[ScSWinter.DefaultON[i]] = true;
}
}
try {
ScSWinter.DefaultOFF = JSON.parse(ScSWinter.params["Default OFF options"]) || JSON.parse("[]");
} catch (e) {
ScSWinter.DefaultOFF = [];
}
if (ScSWinter.DefaultOFF.length > 0) {
for (var i = 0; i < ScSWinter.DefaultOFF.length; i++) {
ConfigManager[ScSWinter.DefaultOFF[i]] = false;
}
}
try {
ScSWinter.RemoveOptions = JSON.parse(ScSWinter.params["Remove general options"]) || JSON.parse("[]");
} catch (e) {
ScSWinter.RemoveOptions = [];
}
if (ScSWinter.RemoveOptions.length > 0) {
ScSWinter.Window_Options_addGeneralOptions = Window_Options.prototype.addGeneralOptions;
Window_Options.prototype.addGeneralOptions = function () {
ScSWinter.Window_Options_addGeneralOptions.call(this);
this._list = this._list.filter(function (item) {
return !ScSWinter.RemoveOptions.includes(item.symbol);
});
};
}
ScSWinter.AutoSelectBattle = ScSWinter.params["Auto select targets"] == "true";
if (ScSWinter.AutoSelectBattle) {
ScSWinter.Scene_Battle_startEnemySelection = Scene_Battle.prototype.startEnemySelection;
Scene_Battle.prototype.startEnemySelection = function () {
ScSWinter.Scene_Battle_startEnemySelection.call(this);
if (this._enemyWindow.active) {
var action = BattleManager.inputtingAction();
if (this._enemyWindow.maxItems() == 1 || action.isForAll()) {
this.onEnemyOk();
}
}
};
ScSWinter.Scene_Battle_startActorSelection = Scene_Battle.prototype.startActorSelection;
Scene_Battle.prototype.startActorSelection = function () {
ScSWinter.Scene_Battle_startActorSelection.call(this);
if (this._actorWindow.active) {
var action = BattleManager.inputtingAction();
if (this._actorWindow.maxItems() == 1 || action.isForAll()) {
this.onActorOk();
}
}
};
}
ScSWinter.OptimActive = ScSWinter.params["Optimize game"] == "true";
if (ScSWinter.OptimActive) {
ScSWinter.OptimOption = ScSWinter.params["Add option (optimGame)"] || "";
ConfigManager._optimGame = true;
if (ScSWinter.OptimOption.length > 0) {
ScSWinter.Window_Options_addGeneralOptions_2 = Window_Options.prototype.addGeneralOptions;
Window_Options.prototype.addGeneralOptions = function () {
ScSWinter.Window_Options_addGeneralOptions_2.call(this);
this.addCommand(ScSWinter.OptimOption, "optimGame");
};
Object.defineProperty(ConfigManager, "optimGame", {
get: function () {
return ConfigManager._optimGame;
},
set: function (value) {
ConfigManager._optimGame = value;
},
configurable: true
});
}
Graphics._skipNorm = parseInt(ScSWinter.params["General frame skip"]) || 6;
Graphics._skipBatt = parseInt(ScSWinter.params["Battle frame skip"]) || 3;
Graphics._skipEffe = parseInt(ScSWinter.params["Effekseer frame skip"]) || 2;
Graphics._throttle = 0;
Graphics._isEffect = false;
Graphics._isBattle = false;
Graphics._isStageX = false;
ScSWinter.Graphics_onTick = Graphics._onTick;
Graphics._onTick = function (deltaTime) {
if (!ConfigManager._optimGame) {
return ScSWinter.Graphics_onTick.call(this, deltaTime);
}
this._fpsCounter.startTick();
Graphics._isEffect = false;
if (this._tickHandler) {
this._tickHandler(deltaTime);
}
Graphics._isStageX = !!this._app.stage;
if (Graphics._isStageX) {
Graphics._isBattle = "updateBattleProcess" in SceneManager._scene;
Graphics._throttle =
(Graphics._throttle + 1) %
(Graphics._isEffect
? Graphics._skipEffe
: Graphics._isBattle
? Graphics._skipBatt
: Graphics._skipNorm);
}
if (this._canRender()) {
this._app.render();
}
this._fpsCounter.endTick();
};
Graphics._canRender = function () {
if (ConfigManager._optimGame) {
return Graphics._isStageX ? Graphics._throttle > 0 : false;
} else {
return !!this._app.stage;
}
};
ScSWinter.Sprite_Animation_updateMain = Sprite_Animation.prototype.updateMain;
Sprite_Animation.prototype.updateMain = function () {
ScSWinter.Sprite_Animation_updateMain.call(this);
Graphics._isEffect = true;
};
}
ScSWinter.DisableFF = ScSWinter.params["Disable FastFoward"] == "true";
if (ScSWinter.DisableFF) {
Scene_Map.prototype.isFastForward = function () {
return false;
};
}
ScSWinter.TilemapSpeed = parseInt(ScSWinter.params["Tilemap animation speed"]);
if (ScSWinter.TilemapSpeed > 1) {
Tilemap.prototype.update = function () {
this.animationCount += ScSWinter.TilemapSpeed;
this.animationFrame = Math.floor(this.animationCount / 30);
for (const child of this.children) {
if (child.update) {
child.update();
}
}
};
}
ScSWinter.FixScrollBars = ScSWinter.params["Disable scrollbars"] == "true";
if (ScSWinter.FixScrollBars) {
try {
document.documentElement.style.overflowX = "hidden";
document.documentElement.style.overflowY = "hidden";
document.body.style.overflowX = "hidden";
document.body.style.overflowY = "hidden";
} catch (e) {}
}
ScSWinter.PixelRendering = ScSWinter.params["Pixel rendering"] == "true";
ScSWinter.ExtremePixelRendering = ScSWinter.params["Extreme pixel rendering"] == "true";
ScSWinter.Graphics_updateCanvas = Graphics._updateCanvas;
Graphics._updateCanvas = function () {
ScSWinter.Graphics_updateCanvas.call(this);
if (ScSWinter.PixelRendering) {
if (ScSWinter.ExtremePixelRendering) {
this._canvas.style.imageRendering = "pixelated";
this._canvas.style.webkitFontSmoothing = "none";
this._canvas.style.fontSmoothing = "none";
this._canvas.imageSmoothingEnabled = false;
}
PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
} else {
this._canvas.style.imageRendering = "auto";
PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
this._canvas.imageSmoothingEnabled = true;
}
PIXI.settings.ROUND_PIXELS = ScSWinter.PixelRendering;
};
ScSWinter.Bitmap_onLoad = Bitmap.prototype._onLoad;
Bitmap.prototype._onLoad = function () {
ScSWinter.Bitmap_onLoad.call(this);
this._smooth = !ScSWinter.PixelRendering;
this._updateScaleMode();
};
ScSWinter.BattlerZoom = parseFloat(ScSWinter.params["Actor battler zoom"]) || 1.0;
ScSWinter.BattlerZoomAnim = ScSWinter.params["Center battler animations"] == "true";
if (ScSWinter.BattlerZoom > 1.0) {
ScSWinter.Sprite_Actor_initMembers = Sprite_Actor.prototype.initMembers;
Sprite_Actor.prototype.initMembers = function () {
ScSWinter.Sprite_Actor_initMembers.call(this);
this._mainSprite.scale.set(ScSWinter.BattlerZoom, ScSWinter.BattlerZoom);
this._shadowSprite.scale.set(ScSWinter.BattlerZoom, ScSWinter.BattlerZoom);
this._weaponSprite.scale.set(ScSWinter.BattlerZoom, ScSWinter.BattlerZoom);
this._stateSprite.scale.set(ScSWinter.BattlerZoom, ScSWinter.BattlerZoom);
};
Sprite_Actor.prototype.damageOffsetY = function () {
return -((this.height * ScSWinter.BattlerZoom) / 2) + 48;
};
Sprite_Enemy.prototype.damageOffsetY = function () {
return -(this.height / 2) + 48;
};
if (ScSWinter.BattlerZoomAnim) {
ScSWinter.Sprite_Animation_targetSpritePosition = Sprite_Animation.prototype.targetSpritePosition;
Sprite_Animation.prototype.targetSpritePosition = function (sprite) {
if ("setActorHome" in sprite) {
const point = new Point(0, -(sprite.height * ScSWinter.BattlerZoom) / 2);
sprite.updateTransform();
return sprite.worldTransform.apply(point);
} else {
return ScSWinter.Sprite_Animation_targetSpritePosition.call(this, sprite);
}
};
}
}
ScSWinter.HealLevelUp = ScSWinter.params["Heal on level up"] == "true";
if (ScSWinter.HealLevelUp) {
ScSWinter.Game_Actor_levelUp = Game_Actor.prototype.levelUp;
Game_Actor.prototype.levelUp = function () {
ScSWinter.Game_Actor_levelUp.call(this);
this.recoverAll();
this.refresh();
};
}
})();
/*====================================================
PART: Enemy Class MZ Plugin
====================================================*/
(function () {
"use strict";
window.ScSWinter = window.ScSWinter || {};
if (!("params" in ScSWinter)) {
ScSWinter.params = PluginManager.parameters("MultiTweaks");
}
var s_extractNoteValue = function (notes, ntag) {
var s_tags = notes.split(/[\r\n]+/),
s_val = "0";
for (var i = 0; i < s_tags.length; i++) {
if (s_tags[i].indexOf(ntag) > -1) {
var id = s_tags[i].split(":");
s_val = id[1];
}
}
return s_val;
};
ScSWinter.EnemiesClass = ScSWinter.params["Enemies use actor classes"] == "true";
if (ScSWinter.EnemiesClass) {
var PB_Game_Enemy_setup = Game_Enemy.prototype.setup;
Game_Enemy.prototype.setup = function (enemyId, x, y) {
this.s_bparam = {};
this.s_enemyId = enemyId;
this.s_roleid = parseInt(s_extractNoteValue($dataEnemies[this.s_enemyId].note, "EnemyRole:"));
this.s_level = $gameParty.highestLevel();
this.s_calcExpQuant();
this.s_calcGoldQuant();
PB_Game_Enemy_setup.call(this, enemyId, x, y);
};
var s_fExp = function (level, basis, extra, acc_a, acc_b) {
return Math.round(
(basis * Math.pow(level - 1, 0.9 + acc_a / 250) * level * (level + 1)) /
(6 + Math.pow(level, 2) / 50 / acc_b) +
(level - 1) * extra
);
};
ScSWinter.EnemyExpGained = ScSWinter.params["Enemy experience"];
Game_Enemy.prototype.s_calcExpQuant = function () {
if (ScSWinter.EnemyExpGained == "Next-level class value" && this.s_roleid > 0) {
var bexp = $dataClasses[this.s_roleid].expParams;
this.s_exp =
s_fExp(this.s_level + 1, bexp[0], bexp[1], bexp[2], bexp[3]) -
s_fExp(this.s_level, bexp[0], bexp[1], bexp[2], bexp[3]);
} else if (ScSWinter.EnemyExpGained == "Enemy value x Level") {
this.s_exp = $dataEnemies[this.s_enemyId].exp * this.s_level;
} else {
this.s_exp = $dataEnemies[this.s_enemyId].exp;
}
};
ScSWinter.EnemyGoldGained = ScSWinter.params["Gold obtained"];
Game_Enemy.prototype.s_calcGoldQuant = function () {
if (ScSWinter.EnemyGoldGained == "Next-level class value" && this.s_roleid > 0) {
var bexp = $dataClasses[this.s_roleid].expParams;
this.s_gold =
s_fExp(this.s_level + 1, bexp[0], bexp[1], bexp[2], bexp[3]) -
s_fExp(this.s_level, bexp[0], bexp[1], bexp[2], bexp[3]);
} else if (ScSWinter.EnemyGoldGained == "Enemy value x Level") {
this.s_gold = $dataEnemies[this.s_enemyId].gold * this.s_level;
} else {
this.s_gold = $dataEnemies[this.s_enemyId].gold;
}
};
Game_Enemy.prototype.s_bparamCalc = function (paramId) {
var s_mult = paramId == 0 ? 10 : 1;
if (this.s_roleid > 0 && paramId < $dataClasses[this.s_roleid].params.length) {
this.s_bparam[paramId] = Math.floor($dataClasses[this.s_roleid].params[paramId][this.s_level] * s_mult);
} else {
this.s_bparam[paramId] = Math.floor($dataEnemies[this.s_enemyId].params[paramId]);
}
return this.s_bparam[paramId];
};
Game_Enemy.prototype.paramBase = function (paramId) {
return this.s_bparam[paramId] || this.s_bparamCalc(paramId);
};
Game_Enemy.prototype.exp = function () {
return this.s_exp;
};
Game_Enemy.prototype.gold = function () {
return this.s_gold;
};
}
})();
/*====================================================
PART: BetterAudio MV Plugin -> BetterAudio MZ Plugin
====================================================*/
(function () {
var BetterAudio = {
outfocus: { bgm: null, bgs: null, sav: false },
saved: {
bgs: {},
bgm: {},
me: {},
se: {},
cmax: { bgs: 2, bgm: 2, me: 2, se: 2 },
tmax: { bgs: 0, bgm: 0, me: 0, se: 0 }
},
debug: false,
forced: []
};
BetterAudio.debug = false;
BetterAudio.params = PluginManager.parameters("MultiTweaks");
BetterAudio.params["Stop out-focus audio"] = BetterAudio.params["Stop out-focus audio"] == "true";
BetterAudio.params["Add a global volume"] = BetterAudio.params["Add a global volume"] == "true";
BetterAudio.params["Remove secondary volumes"] = BetterAudio.params["Remove secondary volumes"] == "true";
BetterAudio.params["Use quadratic volume"] = BetterAudio.params["Use quadratic volume"] == "true";
BetterAudio.params["Global volume name"] = String(BetterAudio.params["Global volume name"]);
BetterAudio.params["Cache of used audios"] = BetterAudio.params["Cache of used audios"] == "true";
BetterAudio.params["Preemptive event cache"] = BetterAudio.params["Preemptive event cache"] == "true";
BetterAudio.params["Preemptive battle cache"] = BetterAudio.params["Preemptive battle cache"] == "true";
BetterAudio.params["Preemp. boot/map cache"] = BetterAudio.params["Preemp. boot/map cache"] == "true";
BetterAudio.saved.cmax.bgm = parseInt(BetterAudio.params["BGM cache size"]);
BetterAudio.saved.cmax.bgs = parseInt(BetterAudio.params["BGS cache size"]);
BetterAudio.saved.cmax.me = parseInt(BetterAudio.params["ME cache size"]);
BetterAudio.saved.cmax.se = parseInt(BetterAudio.params["SE cache size"]);
try {
BetterAudio.forced = JSON.parse(BetterAudio.params["Force map bgm and bgs"]) || JSON.parse("[]");
for (var i = 0; i < BetterAudio.forced.length; i++) {
BetterAudio.forced[i] = JSON.parse(BetterAudio.forced[i]);
}
} catch (e) {
BetterAudio.forced = [];
}
if (BetterAudio.debug) {
BetterAudio.showDebug = function (content) {
console.log("[BetterAudio] " + content);
};
console.log("=== Updated BetterAudio Object ===");
console.log(BetterAudio);
console.log("=== ===");
} else {
BetterAudio.showDebug = function (content) {};
}
if (BetterAudio.params["Stop out-focus audio"]) {
if (Utils.isNwjs()) {
WebAudio._shouldMuteOnHide = function () {
return false;
};
var win = nw.Window.get();
win.on("focus", function () {
WebAudio._fadeIn(0.3);
});
win.on("blur", function () {
WebAudio._fadeOut(0.3);
});
} else {
WebAudio._shouldMuteOnHide = function () {
return true;
};
WebAudio._onHide = function () {
this._fadeOut(0.3);
};
WebAudio._onShow = function () {
this._fadeIn(0.3);
};
}
} else {
WebAudio._shouldMuteOnHide = function () {
return false;
};
}
if (BetterAudio.params["Add a global volume"]) {
AudioManager._globalVolume = 100;
Object.defineProperty(AudioManager, "globalVolume", {
get: function () {
return this._globalVolume;
},
set: function (value) {