Rename www to www.rus
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1878 changed files with 395385 additions and 395385 deletions
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//========================================
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// WaitFPS.js
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// by Tsukimi
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// Last Updated: 2018.10.22
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// update history:
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// 2018.11.09 v0.2 add max Wait Time
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// 2018.10.22 v0.1 finished
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//========================================
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/*:en
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* @plugindesc WaitFPS
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* @author Tsukimi
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*
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* @param momentFPSThreshold
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* @text 瞬間FPS閾値
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* @type Number
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* @default 57
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*
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* @param meanFPSFrames
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* @text 平均FPS計測フレーム数
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* @type Number
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* @default 3
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*
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* @param meanFPSThreshold
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* @text 平均FPS閾値
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* @type Number
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* @default 50
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*
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* @param maxWaitTime
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* @text 最大待ち時間
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* @type Number
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* @default 60
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*
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* @help
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*
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* WaitFPS
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* 作者:ツキミ
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*
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* FPSが安定するまで待つプラグインです。
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* 主に「場所移動」後と重い処理後に使用されるかと思います。
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*
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* ***************************************************
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* プラグインコマンド:
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* イベントコマンド「プラグインコマンド」から実行。
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* (パラメータの間は半角スペースで区切る)
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*
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* WaitFPS
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* FPSが閾値を超えない限り、次のコマンドを実行しません。
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*
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*/
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(function() {
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'use strict';
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//===========================
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// plugin parameter
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//===========================
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var pluginName = 'WaitFPS';
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var getParamString = function(paramNames) {
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if (!Array.isArray(paramNames)) paramNames = [paramNames];
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for (var i = 0; i < paramNames.length; i++) {
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var name = PluginManager.parameters(pluginName)[paramNames[i]];
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if (name) return name;
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}
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return null;
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};
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var getParamNumber = function(paramNames) {
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return Number(getParamString(paramNames)) || 0;
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};
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var momentFPSThreshold = getParamNumber("momentFPSThreshold");
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var meanFPSThreshold = getParamNumber("meanFPSThreshold");
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var meanFPSFrames = getParamNumber("meanFPSFrames");
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var maxWaitTime = getParamNumber("maxWaitTime");
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//===========================
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// Game_Interpreter
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// Plugin Command setting.
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//===========================
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var _Game_Interpreter_clear = Game_Interpreter.prototype.clear;
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Game_Interpreter.prototype.clear = function() {
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_Game_Interpreter_clear.apply(this, arguments);
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this._MFPSwait = maxWaitTime;
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};
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var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_Game_Interpreter_pluginCommand.apply(this, arguments);
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if((command || '').toUpperCase() !== "WAITFPS") return;
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this._waitCount = 1;
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this.setWaitMode("fps");
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};
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var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode;
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Game_Interpreter.prototype.updateWaitMode = function() {
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var waiting = false;
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if(this._waitMode == "fps") {
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this._MFPSwait--;
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waiting = !SceneManager.meetFPSCondition();
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if (!waiting || this._MFPSwait <= 0) {
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this._waitMode = '';
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this._MFPSwait = maxWaitTime;
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}
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}
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else waiting = _Game_Interpreter_updateWaitMode.apply(this, arguments);
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return waiting;
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};
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//===========================
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// SceneManager
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//===========================
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SceneManager._momentFPS = 0;
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SceneManager._meanFPSArr = [];
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SceneManager.meetFPSCondition = function() {
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var meanFPS = 0;
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for(var i = 0; i < this._meanFPSArr.length; i++) {
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meanFPS += this._meanFPSArr[i];
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}
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meanFPS /= this._meanFPSArr.length;
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return (this._momentFPS > momentFPSThreshold && meanFPS > meanFPSThreshold);
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};
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var _SceneManager_updateMain = SceneManager.updateMain;
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SceneManager.updateMain = function() {
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var newTime = this._getTimeInMsWithoutMobileSafari();
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var fTime = (newTime - this._currentTime) / 1000;
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this._momentFPS = 1/fTime;
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this._meanFPSArr.push(this._momentFPS);
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if(this._meanFPSArr.length > meanFPSFrames) this._meanFPSArr.shift();
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_SceneManager_updateMain.apply(this, arguments);
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};
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})();
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