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MPP_SmoothBattleLog2_Op1.js
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MPP_SmoothBattleLog2_Op1.js
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//=============================================================================
// MPP_SmoothBattleLog2_Op1.js
//=============================================================================
// Copyright (c) 2020 Mokusei Penguin
// Released under the MIT license
// http://opensource.org/licenses/mit-license.php
//=============================================================================
/*:
* @target MZ
* @plugindesc Shortens the weight due to character movement and production.
* @author Mokusei Penguin
* @url
*
*
* @help [version 1.0]
* This plugin is for RPG Maker MZ.
*
* ▼ Overview
* - You will be able to proceed to the next process without waiting for
* the disappearance effect when defeating an enemy or the end of movement
* of the character who acted before.
*
* ================================
* Mail : wood_penguin@yahoo.co.jp (@ is half-width)
* Blog : http://woodpenguin.blog.fc2.com/
* License : MIT license
*
*/
/*:ja
* @target MZ
* @plugindesc キャラクターの移動や演出によるウェイトを短縮します。
* @author 木星ペンギン
* @url
*
*
* @help [version 1.0]
* このプラグインはRPGツクールMZ用です。
*
* ▼ 概要
* - 敵と倒した際の消滅エフェクトや、前に行動したキャラクターの移動終了を
* 待たずに次のプロセスへと進むようになります。
*
* ================================
* Mail : wood_penguin@yahoo.co.jp (@は半角)
* Blog : http://woodpenguin.blog.fc2.com/
* License : MIT license
*
*/
(() => {
'use strict';
//-------------------------------------------------------------------------
// Window_BattleLog
const _BattleManager_isBusy = BattleManager.isBusy;
BattleManager.isBusy = function() {
return _BattleManager_isBusy.apply(this, arguments) ||
(this.isBattleSettle() && this.isDirecting());
};
BattleManager.isBattleSettle = function() {
return $gameParty.isAllDead() || $gameTroop.isAllDead();
};
BattleManager.isDirecting = function() {
return this._spriteset.isEffecting() ||
this._spriteset.isAnyoneMoving();
};
//-----------------------------------------------------------------------------
// Spriteset_Battle
// overwrite
Spriteset_Battle.prototype.isBusy = function() {
return this.isAnimationPlaying();// || this.isAnyoneMoving();
};
})();