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//=============================================================================
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// MOG_ATB.js
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//=============================================================================
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/*:
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* @plugindesc (v0.3 *) Sistema de batalha em tempo real.
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* @author Moghunter
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*
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* @param ATB Mode
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* @desc Definição do Modo de ATB.
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* 0 Wait / 1 SemiActive-I / 2 SemiActive-II / 3 Full Active
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* @default 2
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* @type select
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* @option Wait
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* @value 0
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* @option Semi Active I
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* @value 1
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* @option Semi Active II
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* @value 2
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* @option Full Active
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* @value 3
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* @parent -> EXP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param ATB Max Value
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* @desc Definição do tempo máximo de ATB (Velocidade).
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* @default 4000
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* @type number
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*
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* @param Turn Duration
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* @desc Definição da duração do turno.
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* @default 480
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* @type number
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*
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* @param States Duration
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* @desc Definição da duração das condições.
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* @default 180
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* @type number
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*
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* @param Escape Duration
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* @desc Definição do tempo para escapar.
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* @default 180
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* @type number
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*
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* @param Skip Emerge Message
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* @desc Desativar a janela de mensagem de emergir.
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* @default true
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* @type boolean
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*
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* @param Full SE
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* @desc Definição do som quando o ATB atingir o nível máximo.
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* @type file
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* @default audio/se/Book1
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*
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* @param Change Actor Left
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* @desc Definição do botão para mudar o personagem.
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* @default pagedown
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*
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* @param Change Actor Right
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* @desc Definição do botão para mudar o personagem.
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* @default pageup
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*
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* @param Escape Button
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* @desc Definição do botão para escapar.
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* @default cancel
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*
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* @param Escape Layout X
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* @desc Definição da posição do layout de fugir X-axis.
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* @default 600
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* @type number
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*
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* @param Escape Layout Y
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* @desc Definição da posição do layout de fugir Y-axis.
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* @default 64
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* @type number
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*
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* @param Escape Gauge X
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* @desc Definição da posição do medidor de fugir X-axis.
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* @default 6
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* @type number
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*
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* @param Escape Gauge Y
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* @desc Definição da posição do medidor de fugir Y-axis.
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* @default 16
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* @type number
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*
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* @help
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* =============================================================================
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* +++ MOG - Active Time Battle [ATB] (v0.3 *) +++
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* By Moghunter
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* https://mogplugins.wordpress.com
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* =============================================================================
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* Sistema de batalha em tempo real.
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*
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* =============================================================================
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* IMAGES
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* =============================================================================
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* As imagens deverão ser gravadas na pasta. (img/atb/)
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* Imagens necessárias.
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*
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* Escape_A.png
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* Escape_B.png
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*
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* =============================================================================
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* PLUGIN COMMAND
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* =============================================================================
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* Para definir o modo do ATB utilize o comando abaixo.
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*
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* atb_mode : MODE
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*
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* 0 - Wait
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* - Os inimigos não atacam na seleção de comando.
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* 1 - Semi Active I
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* - Os inimigos não atacam na seleção de items/skills e seleção de alvo.
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* 2 - Semi Active II
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* - Os inimigos não atacam na seleção de items/skills.
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* 3 - Full Active
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* - Os inimigos atacam em qualquer situação.
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*
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* =============================================================================
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* CAST TIME
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* =============================================================================
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* Para definir o tempo de ativar uma ação (magias), defina pelo valor da
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* velocidade (Speed) da ação da habilidade ou item.
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*
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* =============================================================================
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* STATE DURATION
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* =============================================================================
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* Para definir o tempo da duração da condição, defina um valor em
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*
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* Durations in Turns
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*
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* =============================================================================
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* BUTTONS
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* =============================================================================
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* Q - Selecionar o personagem da direita.
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* W - Selecionar o personagem da esquerda.
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* X - Escapar
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*
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* =============================================================================
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* - WHAT'S NEW (version 0.3b)
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* =============================================================================
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* - (BUG FIX) - Correção de não poder mudar de personagem durante a ação.
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*
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_ATB = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_ATB');
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Moghunter.atb_Mode = Number(Moghunter.parameters['ATB Mode'] || 3);
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Moghunter.atb_MaxValue = Number(Moghunter.parameters['ATB Max Value'] || 4000);
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Moghunter.atb_TurnDuration = Number(Moghunter.parameters['Turn Duration'] || 480);
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Moghunter.atb_StatesDuration = Number(Moghunter.parameters['States Duration'] || 180);
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Moghunter.atb_SkipEmerge = String(Moghunter.parameters['Skip Emerge Message'] || 'true');
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Moghunter.atb_EscapeDuration = Number(Moghunter.parameters['Escape Duration'] || 180);
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Moghunter.atb_EscapeGaugeX = Number(Moghunter.parameters['Escape Layout X'] || 600);
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Moghunter.atb_EscapeGaugeY = Number(Moghunter.parameters['Escape Layout Y'] || 64);
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Moghunter.atb_EscapeGaugeX2 = Number(Moghunter.parameters['Escape Gauge X'] || 6);
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Moghunter.atb_EscapeGaugeY2 = Number(Moghunter.parameters['Escape Gauge Y'] || 16);
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Moghunter.atb_EscapeButton = String(Moghunter.parameters['Escape Button'] || 'cancel');
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Moghunter.atb_FullSE = String(Moghunter.parameters['Full SE'] || 'Book1');
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Moghunter.atb_NextActorLeft = String(Moghunter.parameters['Change Actor Left'] || 'pagedown');
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Moghunter.atb_NextActorRight = String(Moghunter.parameters['Change Actor Right'] || 'pageup');
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//=============================================================================
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// ** Game Temp
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//=============================================================================
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//==============================
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// * Initialize
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//==============================
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var _mog_atb_gtemp_initialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function() {
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_mog_atb_gtemp_initialize.call(this);
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this._atbForceHideWindows = false;
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this._atbEscape = [0,1,false];
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this._atbWinData = [false,false,false];
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this._atbWaitTemp = [0,0,0];
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this._atbneedRefWind = false;
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this._atbBattleEnd = false;
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this._atbInTurn = false;
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this._battleEnd = false;
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};
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//=============================================================================
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// ** Game System
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//=============================================================================
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//==============================
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// * Initialize
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//==============================
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var _mog_atb_gsys_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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_mog_atb_gsys_initialize.call(this);
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this._atbEventPhase = [0,0,0,false,false];
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this._atbEventPhase[1] = Math.max(Moghunter.atb_TurnDuration,120);
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this._atbEspcapeDuration = Math.max(Moghunter.atb_EscapeDuration,60);
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this._atbMode = [Moghunter.atb_Mode,false];
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};
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//==============================
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// * Play Sound MX 2
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//==============================
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SoundManager.playSoundMX2 = function(fileName){
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var se = {};
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var file = fileName.split('/');
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var fileReal = file[file.length - 1];
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se.name = String(fileReal);
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se.pitch = 100;
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se.volume = 100;
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AudioManager.playSe(se);
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};
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//=============================================================================
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// ** Game_Interpreter
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//=============================================================================
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//==============================
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// * PluginCommand
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//==============================
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var _mog_atb_pluginCommand = Game_Interpreter.prototype.pluginCommand
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_mog_atb_pluginCommand.call(this,command, args)
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this.setATBParInt(command, args);
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return true;
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};
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//==============================
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// * set ATB ParInt
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//==============================
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Game_Interpreter.prototype.setATBParInt = function(command, args) {
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if (command === "atb_mode" && args[1]) {
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var mode = Math.min(Math.max(Number(args[1]),0),3);
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$gameSystem._atbMode[0] = mode;
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};
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};
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//=============================================================================
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// ** Game Battler Base
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//=============================================================================
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//==============================
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// * Init Members
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//==============================
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var _mog_atb_gbbase_initMembers = Game_BattlerBase.prototype.initMembers;
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Game_BattlerBase.prototype.initMembers = function() {
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_mog_atb_gbbase_initMembers.call(this);
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this.initATBSetup();
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};
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//==============================
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// * Init ATB Setup
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//==============================
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Game_BattlerBase.prototype.initATBSetup = function() {
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this._atb = 0;
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this._max_atb = Math.max(Moghunter.atb_MaxValue,100);
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this._wait_atb = 0;
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this._cast_atb = [null,0,1];
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this._atbItem = null;
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this._inSelection = false;
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this._intTurn = false;
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this._stateTime = Math.max(Moghunter.atb_StatesDuration,60);
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this._stateDuration = [];
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this._buffTime = Math.max(Moghunter.atb_StatesDuration,60);
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this._buffDuration = [0,0,0,0,0,0,0,0];
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};
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//==============================
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// * ATB
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//==============================
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Game_BattlerBase.prototype.atb = function() {
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return this._atb;
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};
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//==============================
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// * Max ATB
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//==============================
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Game_BattlerBase.prototype.maxAtb = function() {
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return this._max_atb;
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};
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//==============================
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// * ATB Speed
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//==============================
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Game_BattlerBase.prototype.atbSpeed = function() {
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return this.agi;
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};
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//==============================
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// * Die
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//==============================
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var _mog_atb_gbbase_die = Game_BattlerBase.prototype.die;
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Game_BattlerBase.prototype.die = function() {
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_mog_atb_gbbase_die.call(this);
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if ($gameParty.inBattle()) {
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if (this.needForceClearSelection()){
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this.refreshCommandSelectionATB();
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};
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$gameTemp._atbneedRefWind = true;
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this.clearATB();
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};
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};
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//==============================
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// * Need Force Clear Selection
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//==============================
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Game_BattlerBase.prototype.needForceClearSelection = function() {
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if (!BattleManager._atbBattlerInput) {return false};
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if (BattleManager._atbBattlerInput[0] != this) {return false};
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if (this.isRestricted()) {return true};
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if (this.isDead()) {return true}
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return false;
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};
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//==============================
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// * Refresh
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//==============================
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var _mog_atb_gBat_refresh = Game_Battler.prototype.refresh;
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Game_Battler.prototype.refresh = function() {
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_mog_atb_gBat_refresh.call(this);
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if (this.needForceClearSelection()){
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this.refreshCommandSelectionATB();
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};
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};
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|
|
|
|
|
|
//==============================
|
|
|
|
|
// * refresh Command Selection ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.refreshCommandSelectionATB = function() {
|
|
|
|
|
BattleManager.selectionComAtbClear()
|
|
|
|
|
BattleManager._atbBattlerInput = [null,false];
|
|
|
|
|
$gameTemp._atbForceHideWindows = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.clearATB = function() {
|
|
|
|
|
this._atb = 0;
|
|
|
|
|
this._wait_atb = 0;
|
|
|
|
|
this._intTurn = false
|
|
|
|
|
this._atbItem = null;
|
|
|
|
|
this.clearActions()
|
|
|
|
|
this.clearCast();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear Cast
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.clearCast = function() {
|
|
|
|
|
this._cast_atb = [null,0,1];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * is Max ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.isMaxAtb = function() {
|
|
|
|
|
return this.atb() >= this.maxAtb();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * is Chanting *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Game_Battler.prototype.isChanting = function() {
|
|
|
|
|
if (this._cast_atb[1] > 0) {return true};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * is Casting
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.isCasting = function() {
|
|
|
|
|
return this._cast_atb[0];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Count Atb
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.updateCountAtb = function() {
|
|
|
|
|
this._atb += this.atbSpeed();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * Can Input *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Game_BattlerBase.prototype.canInput = function() {
|
|
|
|
|
if (!this.isAppeared()) {return false};
|
|
|
|
|
if (this.isRestricted()) {return false};
|
|
|
|
|
if (this.isAutoBattle()) {return false};
|
|
|
|
|
if (!this.isMaxAtb()) {return false};
|
|
|
|
|
if (this.isCasting()) {return false};
|
|
|
|
|
if (this._intTurn) {return false};
|
|
|
|
|
if (this._atbItem) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Can Move Atb
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.canMoveAtb = function() {
|
|
|
|
|
if (!this.isAppeared()) {return false};
|
|
|
|
|
if ($gameSystem._atbEventPhase[3]) {return false};
|
|
|
|
|
if (Imported.MOG_BattleCameraFrontal && $gameSystem._atbMode[0] < 3) {
|
|
|
|
|
if ($gameTemp._bcam.atbwaitFocus && $gameTemp._bcam.sMov) {return false};
|
|
|
|
|
};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Can Fill ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.canFillATB = function() {
|
|
|
|
|
if (this.restriction() >= 4) {return false};
|
|
|
|
|
if (this._wait_atb > 0) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * On End Turn *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Game_Battler.prototype.onTurnEnd = function() {
|
|
|
|
|
this.clearResult();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear States
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gbatbase_clearStates = Game_BattlerBase.prototype.clearStates;
|
|
|
|
|
Game_BattlerBase.prototype.clearStates = function() {
|
|
|
|
|
_mog_atb_gbatbase_clearStates.call(this);
|
|
|
|
|
this._stateDuration = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Reset States Counts
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gbatbase_resetStateCounts = Game_BattlerBase.prototype.resetStateCounts;
|
|
|
|
|
Game_BattlerBase.prototype.resetStateCounts = function(stateId) {
|
|
|
|
|
_mog_atb_gbatbase_resetStateCounts.call(this,stateId);
|
|
|
|
|
if (!this._stateDuration[stateId]) {
|
|
|
|
|
this._stateDuration[stateId] = this._stateTime
|
|
|
|
|
};
|
|
|
|
|
if (this._stateDuration[stateId] < 60) {
|
|
|
|
|
this._stateDuration[stateId] = this._stateTime;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * erase State
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gbatbase_eraseState = Game_BattlerBase.prototype.eraseState;
|
|
|
|
|
Game_BattlerBase.prototype.eraseState = function(stateId) {
|
|
|
|
|
_mog_atb_gbatbase_eraseState.call(this,stateId);
|
|
|
|
|
delete this._stateDuration[stateId];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update State Turns ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurns_ATB = function() {
|
|
|
|
|
this._states.forEach(function(stateId) {
|
|
|
|
|
if (this._stateDuration[stateId] == null) {
|
|
|
|
|
this._stateDuration[stateId] = 0
|
|
|
|
|
}
|
|
|
|
|
this._stateDuration[stateId]--;
|
|
|
|
|
if (this._stateDuration[stateId] <= 0) {
|
|
|
|
|
this._stateDuration[stateId] = this._stateTime;
|
|
|
|
|
if (this._stateTurns[stateId] > 0) {
|
|
|
|
|
this._stateTurns[stateId]--;
|
|
|
|
|
};
|
|
|
|
|
this.executeStatesEffect_ATB(stateId);
|
|
|
|
|
};
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * executeStatesEffect_ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.executeStatesEffect_ATB = function(stateId) {
|
|
|
|
|
this.regenerateAll();
|
|
|
|
|
this.startDamagePopup();
|
|
|
|
|
if (this._stateTurns[stateId] === 0) {this.eraseState(stateId)};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * remove Guard State
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.removeGuardState = function(stateId) {
|
|
|
|
|
this.states().forEach(function(state) {
|
|
|
|
|
for (var i = 0; i < state.traits.length; i++) {
|
|
|
|
|
var effect = state.traits[i]
|
|
|
|
|
if (effect.dataId === 1) {
|
|
|
|
|
this.eraseState(state.id)
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear Buffs
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gBatbase_clearBuffs = Game_BattlerBase.prototype.clearBuffs;
|
|
|
|
|
Game_BattlerBase.prototype.clearBuffs = function() {
|
|
|
|
|
_mog_atb_gBatbase_clearBuffs.call(this);
|
|
|
|
|
this._buffDuration = [0,0,0,0,0,0,0,0];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * erase Buff
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gBatbase_eraseBuff = Game_BattlerBase.prototype.eraseBuff;
|
|
|
|
|
Game_BattlerBase.prototype.eraseBuff = function(paramId) {
|
|
|
|
|
_mog_atb_gBatbase_eraseBuff.call(this,paramId)
|
|
|
|
|
this._buffDuration[paramId] = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Buff Turn ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.updateBuffTurns_ATB = function() {
|
|
|
|
|
for (var i = 0; i < this._buffTurns.length; i++) {
|
|
|
|
|
if (this._buffDuration[i] == null) {
|
|
|
|
|
this._buffDuration[i] = 0
|
|
|
|
|
};
|
|
|
|
|
this._buffDuration[i]--;
|
|
|
|
|
if (this._buffDuration[i] <= 0) {
|
|
|
|
|
this._buffDuration[i] = this._buffTime;
|
|
|
|
|
if (this._buffTurns[i] > 0) {
|
|
|
|
|
this._buffTurns[i]--;
|
|
|
|
|
this.executeBuffEffect_ATB(i)
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * executeBuffEffect_ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Game_BattlerBase.prototype.executeBuffEffect_ATB = function(buffId) {
|
|
|
|
|
if (this._buffTurns[buffId] === 0) {this.removeBuff(buffId)};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Game Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * perform Action End
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_gBat_performActionEnd = Game_Battler.prototype.performActionEnd;
|
|
|
|
|
Game_Battler.prototype.performActionEnd = function() {
|
|
|
|
|
_mog_atb_gBat_performActionEnd.call(this);
|
|
|
|
|
this.setActionState('undecided');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Battle Manager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * init Members
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_btmngr_initMembers = BattleManager.initMembers;
|
|
|
|
|
BattleManager.initMembers = function() {
|
|
|
|
|
_mog_atb_btmngr_initMembers.call(this);
|
|
|
|
|
this.setupATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * setup ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.setupATB = function() {
|
|
|
|
|
this._atbBattler = null;
|
|
|
|
|
this._atbBattlerInput = [null,false];
|
|
|
|
|
$gameTemp._atbEscape = [0,$gameSystem._atbEspcapeDuration,false];
|
|
|
|
|
$gameTemp._battleEnd = false;
|
|
|
|
|
$gameTemp._atbBattleEnd = false;
|
|
|
|
|
$gameTemp._atbWaitTemp = [0,40,0];
|
|
|
|
|
$gameTemp._atbneedRefWind = false;
|
|
|
|
|
$gameTemp._atbInTurn = false;
|
|
|
|
|
$gameSystem._atbEventPhase[0] = 0;
|
|
|
|
|
$gameSystem._atbEventPhase[3] = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear ATB Base
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.clearATBBase = function() {
|
|
|
|
|
$gameTemp._atbForceHideWindows = true;
|
|
|
|
|
$gameTemp._atbEscape[0] = 0;
|
|
|
|
|
this._atbBattler = null;
|
|
|
|
|
this._atbBattlerInput = [null,false];
|
|
|
|
|
this._actorIndex = -1;
|
|
|
|
|
$gameSystem._atbEventPhase[0] = 0;
|
|
|
|
|
$gameSystem._atbEventPhase[3] = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Initial ATB Value
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareInitialATBValue = function() {
|
|
|
|
|
for (var i = 0; i < $gameParty.members().length; i++) {
|
|
|
|
|
var battler = $gameParty.members()[i];
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
battler._wait_atb = 5;
|
|
|
|
|
var per = battler._max_atb * 30 / 100;
|
|
|
|
|
var value = Math.randomInt(per);
|
|
|
|
|
if (this._preemptive) {
|
|
|
|
|
value += (per * 2);
|
|
|
|
|
};
|
|
|
|
|
battler._atb = Math.floor(value);
|
|
|
|
|
};
|
|
|
|
|
for (var i = 0; i < $gameTroop.members().length; i++) {
|
|
|
|
|
var battler = $gameTroop.members()[i];
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
battler._wait_atb = 5;
|
|
|
|
|
var per = battler._max_atb * 30 / 100;
|
|
|
|
|
var value = Math.randomInt(per);
|
|
|
|
|
if (this._surprise) {
|
|
|
|
|
value += (per * 2);
|
|
|
|
|
};
|
|
|
|
|
battler._atb = Math.floor(value);
|
|
|
|
|
};
|
|
|
|
|
this.clearATBBase();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * clear ATB Value Party
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.clearATBValueParty = function() {
|
|
|
|
|
for (var i = 0; i < $gameParty.members().length; i++) {
|
|
|
|
|
var battler = $gameParty.members()[i];
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
battler.setActionState('undecided')
|
|
|
|
|
};
|
|
|
|
|
if ($gameTemp._battleEnd || $gameSystem._atbBattleEnd) {
|
|
|
|
|
for (var i = 0; i < $gameTroop.members().length; i++) {
|
|
|
|
|
var battler = $gameTroop.members()[i];
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
this.clearATBBase();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Update ATB Basic
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.needUpdate_ATBBasic = function() {
|
|
|
|
|
if (this._phase == 'action') {return false};
|
|
|
|
|
if (this._phase == 'turn') {return false};
|
|
|
|
|
if ($gameTemp._atbBattleEnd) {return false};
|
|
|
|
|
if ($gameMessage.isBusy()) {return false};
|
|
|
|
|
if ($gameTemp._battleEnd) {return false};
|
|
|
|
|
if ($gameSystem._atbEventPhase[3]) {return false};
|
|
|
|
|
if ($gameTemp._atbWaitTemp[0] > 0) {return false}
|
|
|
|
|
if ($gameTemp._atbWaitTemp[1] > 0) {return false}
|
|
|
|
|
if ($gameSystem._atbMode[1]) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Update ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.needUpdate_ATB = function() {
|
|
|
|
|
if (this._phase === 'action') {return false};
|
|
|
|
|
if (this._phase === 'turn') {return false};
|
|
|
|
|
if (BattleManager.isBusy()) {return false};
|
|
|
|
|
if ($gameTemp._atbInTurn) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.update_ATB = function() {
|
|
|
|
|
if (this.actor()) {this.updateCheckActorPar(this.actor())};
|
|
|
|
|
this.allBattleMembers().forEach(function(battler) {
|
|
|
|
|
if (battler.canMoveAtb() && !battler.isDead()) {this.updateBattlers_ATB(battler)};
|
|
|
|
|
}, this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Force Clear Command
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.needForceClearCommand = function(battler) {
|
|
|
|
|
if (!battler) {return true};
|
|
|
|
|
if (battler.restriction() > 0) {return true};
|
|
|
|
|
if (battler._intTurn) {return true};
|
|
|
|
|
if (!battler.isMaxAtb()) {return true};
|
|
|
|
|
if (!battler.currentAction()) {return true};
|
|
|
|
|
if (battler.isCasting()) {return true};
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update Check Actor Par
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateCheckActorPar = function(battler) {
|
|
|
|
|
if (this.needForceClearCommand(battler)) {
|
|
|
|
|
if (battler) {
|
|
|
|
|
battler._intTurn = false
|
|
|
|
|
battler._atbItem = null;
|
|
|
|
|
battler.clearActions()
|
|
|
|
|
battler.clearCast();
|
|
|
|
|
};
|
|
|
|
|
this.selectionComAtbClear();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update Battlers ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateBattlers_ATB = function(battler) {
|
|
|
|
|
if (battler._wait_atb > 0) {battler._wait_atb--};
|
|
|
|
|
if (battler.canFillATB()) {this.updateFill_ATB(battler)};
|
|
|
|
|
this.updateStateBuffTurn_ATB(battler);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update State Buff Turn_ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateStateBuffTurn_ATB = function(battler) {
|
|
|
|
|
battler.updateStateTurns_ATB();
|
|
|
|
|
battler.updateBuffTurns_ATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update par Correction
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateParCorretionBattler_ATB = function(battler) {
|
|
|
|
|
battler._intTurn = false;
|
|
|
|
|
battler._atbItem = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Fill ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateFill_ATB = function(battler) {
|
|
|
|
|
if (!battler.isMaxAtb()) {
|
|
|
|
|
battler.updateCountAtb();
|
|
|
|
|
this.updateParCorretionBattler_ATB(battler)
|
|
|
|
|
if (battler.isMaxAtb()) {this.executeATBFullEffect(battler)};
|
|
|
|
|
} else {
|
|
|
|
|
this.updateBattlerFull_ATB(battler);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * executeATBFullEffect
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.executeATBFullEffect = function(battler) {
|
|
|
|
|
if (battler._atb > battler._max_atb) {battler._atb = battler._max_atb};
|
|
|
|
|
if (battler.isActor()) {SoundManager.playSoundMX2(Moghunter.atb_FullSE)};
|
|
|
|
|
battler.removeGuardState();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Battler Full ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateBattlerFull_ATB = function(battler) {
|
|
|
|
|
if (!this._atbBattler) {
|
|
|
|
|
if (battler.isCasting(battler)) {
|
|
|
|
|
this.updateATBCast_ATB(battler);
|
|
|
|
|
} else {
|
|
|
|
|
this.prepareNextSubject_ATB(battler);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Battler Full ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateATBCast_ATB = function(battler) {
|
|
|
|
|
battler._cast_atb[1]++;
|
|
|
|
|
if (battler._cast_atb[1] >= battler._cast_atb[2]) {this.prepareNextSubjectCast_ATB(battler);};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Escape
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.canEscape_ATB = function(active) {
|
|
|
|
|
if (!active) {return false};
|
|
|
|
|
if (!this._canEscape) {return false};
|
|
|
|
|
if (!Input.isPressed(Moghunter.atb_EscapeButton)) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Escape ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateEscape_ATB = function(active) {
|
|
|
|
|
if ($gameTemp._atbEscape[2]) {return};
|
|
|
|
|
if (this.canEscape_ATB(active)) {
|
|
|
|
|
$gameTemp._atbEscape[0]++;
|
|
|
|
|
if ($gameTemp._atbEscape[0] >= $gameTemp._atbEscape[1]) {
|
|
|
|
|
$gameTemp._atbEscape[2] = true;
|
|
|
|
|
$gameTemp._atbEscape[0] = $gameTemp._atbEscape[1];
|
|
|
|
|
this.executeEscape_ATB();
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
if ($gameTemp._atbEscape[0] > 0) {
|
|
|
|
|
$gameTemp._atbEscape[0] -= 2;
|
|
|
|
|
if ($gameTemp._atbEscape <= 0) {
|
|
|
|
|
$gameTemp._atbEscape[0] = 0;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * execute Escape ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.executeEscape_ATB = function() {
|
|
|
|
|
this._escapeRatio = 100;
|
|
|
|
|
this.processEscape();
|
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
|
$gameTemp._atbBattleEnd = true;
|
|
|
|
|
this.selectionComAtbClear();
|
|
|
|
|
this._escaped = true;
|
|
|
|
|
this.clearATBValueParty();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Next Subject Cast
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareNextSubjectCast_ATB = function(battler) {
|
|
|
|
|
var item = battler._cast_atb[0];
|
|
|
|
|
if (battler.canUse(item)) {
|
|
|
|
|
this._atbBattler = battler;
|
|
|
|
|
this._atbBattler._atbItem = item;
|
|
|
|
|
} else {
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Next Subject ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareNextSubject_ATB = function(battler) {
|
|
|
|
|
if (battler.isEnemy()) {
|
|
|
|
|
this.prepareActionEnemy(battler);
|
|
|
|
|
} else {
|
|
|
|
|
if (battler.isConfused()) {
|
|
|
|
|
this.prepareConfusionActionActor(battler);
|
|
|
|
|
} else if (this.needPrepareSelection(battler)) {
|
|
|
|
|
this.prepareCommandSelection(battler);
|
|
|
|
|
} else {;
|
|
|
|
|
if (battler._atbItem) {
|
|
|
|
|
this._atbBattler = battler;
|
|
|
|
|
battler._intTurn = true;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Confusion Action
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareConfusionActionActor = function(battler) {
|
|
|
|
|
battler.clearActions()
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
var action = battler.currentAction();
|
|
|
|
|
if (action && action.item() && battler.canUse(action.item())) {
|
|
|
|
|
battler._atbItem = action.item()
|
|
|
|
|
this._atbBattler = battler;
|
|
|
|
|
} else {
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Prepare Action Actor
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.needPrepareActionActor = function(action) {
|
|
|
|
|
if (!action) {return false};
|
|
|
|
|
if (!this._atbBattlerInput) {return false};
|
|
|
|
|
if (!this._atbBattlerInput[0]) {return false};
|
|
|
|
|
if (!this._atbBattlerInput[0].currentAction()) {return false};
|
|
|
|
|
if (!this._atbBattlerInput[0].currentAction().item()) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * selection Com Atb Cler
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.selectionComAtbClear = function() {
|
|
|
|
|
var action = BattleManager.inputtingAction();
|
|
|
|
|
var actor = this.actor();
|
|
|
|
|
var active = false
|
|
|
|
|
if (this.needPrepareActionActor(action)) {
|
|
|
|
|
this.prepareActionActor(this._atbBattlerInput[0]);
|
|
|
|
|
active = true;
|
|
|
|
|
};
|
|
|
|
|
this._atbBattlerInput = [null,false];
|
|
|
|
|
this._actorIndex = -1;
|
|
|
|
|
if (actor) {
|
|
|
|
|
if (!this._atbBattler && active && !actor.isCasting()) {
|
|
|
|
|
this.updateBattlerFull_ATB(actor)
|
|
|
|
|
} else {
|
|
|
|
|
actor.setActionState('done');
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * start Input *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
BattleManager.startInput = function() {
|
|
|
|
|
if (!this._atbBattler) {return};
|
|
|
|
|
this._atbBattler._intTurn = true;
|
|
|
|
|
this.startTurn();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * needPrepare Action Actor
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareActionActor = function(battler) {
|
|
|
|
|
var action = battler.currentAction();
|
|
|
|
|
if (action && action.item() && battler.canUse(action.item())) {
|
|
|
|
|
var castTime = Math.abs(action.item().speed);
|
|
|
|
|
if (castTime > 0 && battler.guardSkillId() != action.item().id) {
|
|
|
|
|
battler._cast_atb = [action.item(),0,castTime];
|
|
|
|
|
} else {
|
|
|
|
|
battler._atbItem = action.item();
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Action Enemy
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareActionEnemy = function(battler) {
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
var action = battler.currentAction();
|
|
|
|
|
if (action && action.item() && battler.canUse(action.item())) {
|
|
|
|
|
battler._atbItem = action.item();
|
|
|
|
|
var castTime = Math.abs(action.item().speed)
|
|
|
|
|
if (castTime > 0 && battler.guardSkillId() != action.item().id) {
|
|
|
|
|
battler._cast_atb = [action.item(),0,castTime];
|
|
|
|
|
} else {
|
|
|
|
|
this._atbBattler = battler;
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
battler.clearATB();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * end Action
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_bMngr_endAction = BattleManager.endAction;
|
|
|
|
|
BattleManager.endAction = function() {
|
|
|
|
|
_mog_atb_bMngr_endAction.call(this);
|
|
|
|
|
if (this._subject) {
|
|
|
|
|
this._subject.clearATB();
|
|
|
|
|
this._subject._wait_atb = 5;
|
|
|
|
|
};
|
|
|
|
|
$gameTemp._atbInTurn = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * updateTurnEnd (Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
BattleManager.updateTurnEnd = function() {
|
|
|
|
|
this._atbBattler = null;
|
|
|
|
|
this._phase = 'start'
|
|
|
|
|
$gameTemp._atbInTurn = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * get Next Subject *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
BattleManager.getNextSubject = function() {
|
|
|
|
|
for (;;) {
|
|
|
|
|
var battler = this._actionBattlers.shift();
|
|
|
|
|
if (!battler) {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
if (battler.isBattleMember() && battler.isAlive() && battler._intTurn) {
|
|
|
|
|
return battler;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * is Inputting *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
BattleManager.isInputting = function() {
|
|
|
|
|
return this._atbBattlerInput[0];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * gget Available Actors
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.getAvailableActors = function(index,value) {
|
|
|
|
|
var battler = null
|
|
|
|
|
if (value > 0) {
|
|
|
|
|
for (var i = index; i < $gameParty.battleMembers().length; i++) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[i];
|
|
|
|
|
if (actor && actor.canInput() && this.actor() != actor) {
|
|
|
|
|
battler = actor;
|
|
|
|
|
break;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
} else if (value < 0) {
|
|
|
|
|
for (var i = index; i >= 0; i--) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[i];
|
|
|
|
|
if (actor && actor.canInput() && this.actor() != actor) {
|
|
|
|
|
battler = actor;
|
|
|
|
|
break;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
return battler;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * change Actor Button
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.changeActorButton_ATB = function(value) {
|
|
|
|
|
var currentActor = this.actor();
|
|
|
|
|
var battler = null;
|
|
|
|
|
var index = this._actorIndex;
|
|
|
|
|
var maxBatMembers = $gameParty.battleMembers().length
|
|
|
|
|
index += value;
|
|
|
|
|
if (index >= maxBatMembers) {
|
|
|
|
|
index = 0;
|
|
|
|
|
} else if (index < 0) {
|
|
|
|
|
index = maxBatMembers - 1;
|
|
|
|
|
};
|
|
|
|
|
if (value > 0) {
|
|
|
|
|
battler = this.getAvailableActors(index,value);
|
|
|
|
|
if (!battler) {
|
|
|
|
|
battler = this.getAvailableActors(0,value);
|
|
|
|
|
};
|
|
|
|
|
} else if (value < 0) {
|
|
|
|
|
battler = this.getAvailableActors(index,value);
|
|
|
|
|
if (!battler) {
|
|
|
|
|
battler = this.getAvailableActors(maxBatMembers - 1,value);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
if (battler) {
|
|
|
|
|
currentActor.clearActions()
|
|
|
|
|
SoundManager.playCursor();
|
|
|
|
|
this.selectionComAtbClear()
|
|
|
|
|
this.prepareCommandSelection(battler);
|
|
|
|
|
currentActor.setActionState('undecided')
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Command Selection
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.setActorIndexATB = function(battler) {
|
|
|
|
|
for (var i = 0; i < $gameParty.members().length; i++) {
|
|
|
|
|
var actor = $gameParty.members()[i];
|
|
|
|
|
if (battler === actor) {return i};
|
|
|
|
|
};
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * prepare Command Selection
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.prepareCommandSelection = function(battler) {
|
|
|
|
|
battler.clearActions()
|
|
|
|
|
this._atbBattlerInput = [battler,false];
|
|
|
|
|
this._actorIndex = this.setActorIndexATB(battler);
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
battler._atbItem = null;
|
|
|
|
|
battler.setActionState('inputting');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Prepare Selection
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.needPrepareSelection = function(battler) {
|
|
|
|
|
if (this._atbBattlerInput[0]) {return false};
|
|
|
|
|
if (!battler.canInput()) {return false};
|
|
|
|
|
if (battler._atbItem) {return false};
|
|
|
|
|
if (battler._intTurn) {return false};
|
|
|
|
|
return true
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * end Battle
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_btmngr_endBattle = BattleManager.endBattle;
|
|
|
|
|
BattleManager.endBattle = function(result) {
|
|
|
|
|
$gameTemp._atbForceHideWindows = true;
|
|
|
|
|
this.clearATBValueParty();
|
|
|
|
|
_mog_atb_btmngr_endBattle.call(this,result);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * can Use Item ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.canUseItemATB = function() {
|
|
|
|
|
if (!this._atbBattler._atbItem) {return false};
|
|
|
|
|
if (!this._atbBattler.canUse(this._atbBattler._atbItem)) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * start Turn *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
BattleManager.startTurn = function() {
|
|
|
|
|
$gameTemp._atbInTurn = false;
|
|
|
|
|
if (!this._atbBattler) {return};
|
|
|
|
|
if (!this.canUseItemATB()) {
|
|
|
|
|
this._atbBattler.clearATB();
|
|
|
|
|
this._atbBattler = null;
|
|
|
|
|
this._phase = 'start'
|
|
|
|
|
return;
|
|
|
|
|
};
|
|
|
|
|
this._phase = 'turn';
|
|
|
|
|
$gameTemp._atbInTurn = true;
|
|
|
|
|
this._actionBattlers = [this._atbBattler]
|
|
|
|
|
if (this._atbBattler.isActor()) {this._atbBattler.requestMotionRefresh()};
|
|
|
|
|
this._atbBattler.requestMotionRefresh()
|
|
|
|
|
this._logWindow.startTurn();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * can Event Turn ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.canUpdateEventTurnATB = function() {
|
|
|
|
|
if ($gameSystem._atbEventPhase[3]) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update Event Turn ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateEventTurnATB = function() {
|
|
|
|
|
$gameSystem._atbEventPhase[0]++;
|
|
|
|
|
if ($gameSystem._atbEventPhase[0] >= $gameSystem._atbEventPhase[1]) {
|
|
|
|
|
$gameSystem._atbEventPhase[0] = 0;
|
|
|
|
|
this.refreshEventPhase_ATB()
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * can Event Phase
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.canUpdateEventPhase = function() {
|
|
|
|
|
if ($gameTemp._battleEnd) {return false};
|
|
|
|
|
return $gameSystem._atbEventPhase[3];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update Event Phase
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.updateEventPhase = function() {
|
|
|
|
|
var active = $gameSystem._atbEventPhase[3];
|
|
|
|
|
if (this.isActionForced()) {
|
|
|
|
|
this.processForcedAction();
|
|
|
|
|
$gameSystem._atbEventPhase[3] = true;
|
|
|
|
|
} else {
|
|
|
|
|
$gameSystem._atbEventPhase[3] = this.updateEventMain();
|
|
|
|
|
};
|
|
|
|
|
if (active != $gameSystem._atbEventPhase[3]) {
|
|
|
|
|
$gameTemp._atbWinData[1] = true;
|
|
|
|
|
$gameTemp._atbWaitTemp[0] = 10;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * refresh Event Phase ATB
|
|
|
|
|
//==============================
|
|
|
|
|
BattleManager.refreshEventPhase_ATB = function() {
|
|
|
|
|
$gameTroop.increaseTurn();
|
|
|
|
|
$gameSystem._atbEventPhase[3] = this.updateEventMain();
|
|
|
|
|
$gameTemp._atbWinData[0] = $gameSystem._atbEventPhase[3];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * display Start Messages
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_BatMngr_displayStartMessages = BattleManager.displayStartMessages;
|
|
|
|
|
BattleManager.displayStartMessages = function() {
|
|
|
|
|
if (String(Moghunter.atb_SkipEmerge) == 'true') {return};
|
|
|
|
|
_mog_atb_BatMngr_displayStartMessages.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * processVictory
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atbSprt_processVictory = BattleManager.processVictory;
|
|
|
|
|
BattleManager.processVictory = function() {
|
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
|
_mog_atbSprt_processVictory.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * processAbort
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atbSprt_processAbort = BattleManager.processAbort;
|
|
|
|
|
BattleManager.processAbort = function() {
|
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
|
_mog_atbSprt_processAbort.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * processDefeat
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atbSprt_processDefeat = BattleManager.processDefeat;
|
|
|
|
|
BattleManager.processDefeat = function() {
|
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
|
_mog_atbSprt_processDefeat.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Scene Battle
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Start
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_sBat_start = Scene_Battle.prototype.start;
|
|
|
|
|
Scene_Battle.prototype.start = function() {
|
|
|
|
|
_mog_atb_sBat_start.call(this);
|
|
|
|
|
BattleManager.prepareInitialATBValue();
|
|
|
|
|
$gameSystem._atbEventPhase[3] = BattleManager.updateEventMain();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * Update Battle Process *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Scene_Battle.prototype.updateBattleProcess = function() {
|
|
|
|
|
if (Imported.MOG_EmergeMotion && $gameTemp.needSkipBattleProcessEM()) {
|
|
|
|
|
$gameTemp._emerging[1]--;
|
|
|
|
|
if ($gameTemp._emergingInt > 0) {$gameTemp._emergingInt--};
|
|
|
|
|
return;
|
|
|
|
|
};
|
|
|
|
|
this.updateCommandsATB();
|
|
|
|
|
if (!BattleManager.isAborting() || BattleManager.isBattleEnd()) {
|
|
|
|
|
if (BattleManager.canUpdateEventPhase()) {BattleManager.updateEventPhase()};
|
|
|
|
|
if (BattleManager.needUpdate_ATBBasic()) {
|
|
|
|
|
if (BattleManager.canUpdateEventTurnATB()) {BattleManager.updateEventTurnATB()};
|
|
|
|
|
BattleManager.update_ATB();
|
|
|
|
|
if ($gameSystem._atbMode[0] > 0 && !$gameTemp._atbInTurn) {
|
|
|
|
|
BattleManager.updateEscape_ATB(this._actorCommandWindow.active);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
if ($gameSystem._atbMode[0] === 0) {
|
|
|
|
|
BattleManager.updateEscape_ATB(this._actorCommandWindow.active);
|
|
|
|
|
};
|
|
|
|
|
BattleManager.update();
|
|
|
|
|
if (this.canStartCommandSelection()) {
|
|
|
|
|
BattleManager._atbBattlerInput[1] = true
|
|
|
|
|
this.changeInputWindow()
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
if (Imported.MOG_BalloonActionName) {this.updateBalloonName()};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_sBat_update = Scene_Battle.prototype.update;
|
|
|
|
|
Scene_Battle.prototype.update = function() {
|
|
|
|
|
_mog_atb_sBat_update.call(this);
|
|
|
|
|
this.updateAtbScBat();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Atb Sc Bat
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.updateAtbScBat = function() {
|
|
|
|
|
if ($gameTemp._atbForceHideWindows) {this.forceHideWindows()};
|
|
|
|
|
if ($gameTemp._atbWinData[0]) {this.forceHideWindowsTemp()};
|
|
|
|
|
if ($gameTemp._atbWinData[1]) {this.loadWindowAtbData()};
|
|
|
|
|
if ($gameTemp._atbneedRefWind) {this.forceRefreshWindowATB()};
|
|
|
|
|
if ($gameTemp._atbWaitTemp[0] > 0) {$gameTemp._atbWaitTemp[0]--};
|
|
|
|
|
if ($gameTemp._atbWaitTemp[1] > 0) {$gameTemp._atbWaitTemp[1]--};
|
|
|
|
|
$gameSystem._atbMode[1] = !this.canUpdateAtbMode();
|
|
|
|
|
if (this._actorCommandWindow.isClosed() && this._actorCommandWindow.active && BattleManager.actor()) {
|
|
|
|
|
this._actorCommandWindow.open();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * force Refresh WindowATB
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.forceRefreshWindowATB = function() {
|
|
|
|
|
$gameTemp._atbneedRefWind = false;
|
|
|
|
|
if (this._enemyWindow.active) {
|
|
|
|
|
if (this._enemyWindow.enemy().isDead()) {
|
|
|
|
|
this._enemyWindow.refresh()
|
|
|
|
|
this._enemyWindow.select(0);
|
|
|
|
|
if (!this._enemyWindow.enemy()) {
|
|
|
|
|
this.onEnemyCancel();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * can Update Atb Mode
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.canUpdateAtbMode = function() {
|
|
|
|
|
if ($gameSystem._atbMode[0] === 0) {
|
|
|
|
|
if (this._partyCommandWindow.active) {return false};
|
|
|
|
|
if (this._actorCommandWindow.active) {return false};
|
|
|
|
|
if (this._actorWindow.active) {return false};
|
|
|
|
|
if (this._enemyWindow.active) {return false};
|
|
|
|
|
if (this._skillWindow.active) {return false};
|
|
|
|
|
if (this._itemWindow.active) {return false};
|
|
|
|
|
} else if ($gameSystem._atbMode[0] === 1) {
|
|
|
|
|
if (this._actorWindow.active) {return false};
|
|
|
|
|
if (this._enemyWindow.active) {return false};
|
|
|
|
|
if (this._skillWindow.active) {return false};
|
|
|
|
|
if (this._itemWindow.active) {return false};
|
|
|
|
|
} else if ($gameSystem._atbMode[0] === 2) {
|
|
|
|
|
if (this._skillWindow.active) {return false};
|
|
|
|
|
if (this._itemWindow.active) {return false};
|
|
|
|
|
};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * forceHideWindowsTemp
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.forceHideWindowsTemp = function() {
|
|
|
|
|
$gameTemp._atbWinData[0] = false;
|
|
|
|
|
this.saveWindowAtbData();
|
|
|
|
|
this.disableAllWindowATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * create Display Objects
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_sBat_createDisplayObjects = Scene_Battle.prototype.createDisplayObjects;
|
|
|
|
|
Scene_Battle.prototype.createDisplayObjects = function() {
|
|
|
|
|
_mog_atb_sBat_createDisplayObjects.call(this);
|
|
|
|
|
this.saveWindowAtbData();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * load Window Atb Data
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.disableAllWindowATB = function() {
|
|
|
|
|
this._partyCommandWindow.visible = false;
|
|
|
|
|
this._partyCommandWindow.active = false;
|
|
|
|
|
this._actorCommandWindow.visible = false;
|
|
|
|
|
this._actorCommandWindow.active = false;
|
|
|
|
|
this._actorWindow.visible = false;
|
|
|
|
|
this._actorWindow.active = false;
|
|
|
|
|
this._enemyWindow.visible = false;
|
|
|
|
|
this._enemyWindow.active = false;
|
|
|
|
|
this._skillWindow.visible = false;
|
|
|
|
|
this._skillWindow.active = false;
|
|
|
|
|
this._itemWindow.visible = false;
|
|
|
|
|
this._itemWindow.active = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * save Window Atb Data
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.saveWindowAtbData = function() {
|
|
|
|
|
$gameTemp._atbWinData[0] = false;
|
|
|
|
|
this._partyCommandWindowData = {};
|
|
|
|
|
this._partyCommandWindowData.visible = this._partyCommandWindow.visible;
|
|
|
|
|
this._partyCommandWindowData.active = this._partyCommandWindow.active;
|
|
|
|
|
|
|
|
|
|
this._actorCommandWindowData = {};
|
|
|
|
|
this._actorCommandWindowData.visible = this._actorCommandWindow.visible;
|
|
|
|
|
this._actorCommandWindowData.active = this._actorCommandWindow.active;
|
|
|
|
|
|
|
|
|
|
this._actorWindowData = {};
|
|
|
|
|
this._actorWindowData.visible = this._actorWindow.visible;
|
|
|
|
|
this._actorWindowData.active = this._actorWindow.active;
|
|
|
|
|
|
|
|
|
|
this._enemyWindowData = {};
|
|
|
|
|
this._enemyWindowData.visible = this._enemyWindow.visible;
|
|
|
|
|
this._enemyWindowData.active = this._enemyWindow.active;
|
|
|
|
|
|
|
|
|
|
this._skillWindowData = {};
|
|
|
|
|
this._skillWindowData.visible = this._skillWindow.visible;
|
|
|
|
|
this._skillWindowData.active = this._skillWindow.active;
|
|
|
|
|
|
|
|
|
|
this._itemWindowData = {};
|
|
|
|
|
this._itemWindowData.visible = this._itemWindow.visible;
|
|
|
|
|
this._itemWindowData.active = this._itemWindow.active;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * load Window Atb Data
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.loadWindowAtbData = function() {
|
|
|
|
|
$gameTemp._atbWinData[1] = false;
|
|
|
|
|
if (!this._actorWindowData) {return};
|
|
|
|
|
this._partyCommandWindow.visible = this._partyCommandWindowData.visible;
|
|
|
|
|
this._partyCommandWindow.active = this._partyCommandWindowData.active;
|
|
|
|
|
|
|
|
|
|
this._actorCommandWindow.visible = this._actorCommandWindowData.visible;
|
|
|
|
|
this._actorCommandWindow.active = this._actorCommandWindowData.active;
|
|
|
|
|
if (this._actorCommandWindow.active) {
|
|
|
|
|
this._actorCommandWindow.open();
|
|
|
|
|
};
|
|
|
|
|
this._actorWindow.visible = this._actorWindowData.visible;
|
|
|
|
|
this._actorWindow.active = this._actorWindowData.active;
|
|
|
|
|
|
|
|
|
|
this._enemyWindow.visible = this._enemyWindowData.visible;
|
|
|
|
|
this._enemyWindow.active = this._enemyWindowData.active;
|
|
|
|
|
|
|
|
|
|
this._skillWindow.visible = this._skillWindowData.visible;
|
|
|
|
|
this._skillWindow.active = this._skillWindowData.active;
|
|
|
|
|
|
|
|
|
|
this._itemWindow.visible = this._itemWindowData.visible;
|
|
|
|
|
this._itemWindow.active = this._itemWindowData.active;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * force Hide Windows
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.forceHideWindows = function() {
|
|
|
|
|
$gameTemp._atbForceHideWindows = false;
|
|
|
|
|
this._partyCommandWindow.close();
|
|
|
|
|
this._partyCommandWindow.active = false;
|
|
|
|
|
this._actorCommandWindow.close();
|
|
|
|
|
this._actorCommandWindow.active = false;
|
|
|
|
|
this._actorWindow.hide();
|
|
|
|
|
this._actorWindow.active = false;
|
|
|
|
|
this._enemyWindow.hide();
|
|
|
|
|
|
|
|
|
|
this._enemyWindow.active = false;
|
|
|
|
|
this._skillWindow.hide();
|
|
|
|
|
this._skillWindow.active = false;
|
|
|
|
|
this._itemWindow.hide();
|
|
|
|
|
this._itemWindow.active = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
|
|
|
|
|
// * can Start Command Selection
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.canStartCommandSelection = function() {
|
|
|
|
|
if (!BattleManager._atbBattlerInput[0]) {return false};
|
|
|
|
|
if (BattleManager._atbBattlerInput[1]) {return false};
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Commands ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Battle.prototype.updateCommandsATB = function() {
|
|
|
|
|
if (this._actorCommandWindow.active) {
|
|
|
|
|
if (Input.isTriggered(Moghunter.atb_NextActorLeft)) {
|
|
|
|
|
BattleManager.changeActorButton_ATB(1);
|
|
|
|
|
} else if (Input.isTriggered(Moghunter.atb_NextActorRight)) {
|
|
|
|
|
BattleManager.changeActorButton_ATB(-1);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * Select Next Command *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Scene_Battle.prototype.selectNextCommand = function() {
|
|
|
|
|
BattleManager.selectionComAtbClear();
|
|
|
|
|
this.endCommandSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * create Actor Command Window
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
|
|
|
|
|
Scene_Battle.prototype.createActorCommandWindow = function() {
|
|
|
|
|
_mog_atb_createActorCommandWindow.call(this)
|
|
|
|
|
this._actorCommandWindow.setHandler('cancel', null);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** SPRITES
|
|
|
|
|
//=============================================================================
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * load ATB Icon
|
|
|
|
|
//==============================
|
|
|
|
|
ImageManager.loadATBIcon = function(filename) {
|
|
|
|
|
return this.loadBitmap('img/atb/', filename, 0, true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Window Battle Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_wBatActor_update = Window_BattleActor.prototype.update;
|
|
|
|
|
Window_BattleActor.prototype.update = function() {
|
|
|
|
|
if (!BattleManager.actor()) {return};
|
|
|
|
|
_mog_atb_wBatActor_update.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Window Battle Enemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_wBatEnemy_update = Window_BattleEnemy.prototype.update;
|
|
|
|
|
Window_BattleEnemy.prototype.update = function() {
|
|
|
|
|
if (!BattleManager.actor()) {return};
|
|
|
|
|
_mog_atb_wBatEnemy_update.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Window Actor Command
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atb_wActCom_processOk = Window_ActorCommand.prototype.processOk;
|
|
|
|
|
Window_ActorCommand.prototype.processOk = function() {
|
|
|
|
|
if (!BattleManager.actor()) {return};
|
|
|
|
|
if ($gameTroop.isAllDead()) {return};
|
|
|
|
|
_mog_atb_wActCom_processOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * cursor Page Down *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Window_ActorCommand.prototype.cursorPagedown = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//*******************************
|
|
|
|
|
// * cursor Page UP *(Overwritten)*
|
|
|
|
|
//*******************************
|
|
|
|
|
Window_ActorCommand.prototype.cursorPageup = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Sprite Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * is Moving
|
|
|
|
|
//==============================
|
|
|
|
|
Sprite_Actor.prototype.isMoving = function() {
|
|
|
|
|
if (this._actor && !this._actor._intTurn) {return false};
|
|
|
|
|
return this._movementDuration > 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Scene Base
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// ** create Hud Field
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Base.prototype.createHudField = function() {
|
|
|
|
|
this._hudField = new Sprite();
|
|
|
|
|
this._hudField.z = 10;
|
|
|
|
|
this.addChild(this._hudField);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// ** sort MZ
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Base.prototype.sortMz = function() {
|
|
|
|
|
this._hudField.children.sort(function(a, b){return a.mz-b.mz});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Create Escape Gauge ATB
|
|
|
|
|
//==============================
|
|
|
|
|
Scene_Base.prototype.createEscapeGaugeATB = function() {
|
|
|
|
|
this._escapeGaugeATB = new EscapeGaugeATB();
|
|
|
|
|
this._escapeGaugeATB.mz = 140;
|
|
|
|
|
this._hudField.addChild(this._escapeGaugeATB);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** Scene Battle
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// ** create Spriteset
|
|
|
|
|
//==============================
|
|
|
|
|
var _mog_atbEscapeGauge_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
|
|
|
|
Scene_Battle.prototype.createSpriteset = function() {
|
|
|
|
|
_mog_atbEscapeGauge_sbattle_createSpriteset.call(this);
|
|
|
|
|
if (!this._hudField) {this.createHudField()};
|
|
|
|
|
this.createEscapeGaugeATB();
|
|
|
|
|
this.sortMz();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ** EscapeGaugeATB
|
|
|
|
|
//=============================================================================
|
|
|
|
|
function EscapeGaugeATB() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EscapeGaugeATB.prototype = Object.create(Sprite.prototype);
|
|
|
|
|
EscapeGaugeATB.prototype.constructor = EscapeGaugeATB;
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Initialize
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.initialize = function() {
|
|
|
|
|
Sprite.prototype.initialize.call(this);
|
|
|
|
|
this.setup();
|
|
|
|
|
this.createSprites();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Setup
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.setup = function() {
|
|
|
|
|
this.opacity = 0;
|
|
|
|
|
this.x = Moghunter.atb_EscapeGaugeX;
|
|
|
|
|
this.y = Moghunter.atb_EscapeGaugeY;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * create Sprites
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.createSprites = function() {
|
|
|
|
|
this.createLayout();
|
|
|
|
|
this.createGauge();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * create Layout
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.createLayout = function() {
|
|
|
|
|
this._layout = new Sprite(ImageManager.loadATBIcon("Escape_A"));
|
|
|
|
|
this.addChild(this._layout);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * create Gauge
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.createGauge = function() {
|
|
|
|
|
this._gauge = new Sprite(ImageManager.loadATBIcon("Escape_B"));
|
|
|
|
|
this._gauge.x = Moghunter.atb_EscapeGaugeX2;
|
|
|
|
|
this._gauge.y = Moghunter.atb_EscapeGaugeY2;
|
|
|
|
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this.addChild(this._gauge);
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};
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//==============================
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// * Update Gauge
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//==============================
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EscapeGaugeATB.prototype.updateGauge = function() {
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|
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var cw = this._gauge.bitmap.width;
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|
var ch = this._gauge.height;
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|
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var rg = cw * $gameTemp._atbEscape[0] / $gameTemp._atbEscape[1];
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|
this._gauge.setFrame(0,0,rg,ch);
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};
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//==============================
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|
// * need Fade
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|
//==============================
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|
EscapeGaugeATB.prototype.needFade = function() {
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|
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|
if ($gameTemp._atbEscape[0] <= 0) {return true};
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|
|
|
if ($gameMessage.isBusy()) {return true};
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|
|
if ($gameTemp._battleEnd) {return true};
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|
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|
|
return false;
|
|
|
|
|
};
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|
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|
|
//==============================
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|
|
|
// * Update Visible
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.updateVisible = function() {
|
|
|
|
|
if (this.needFade()) {
|
|
|
|
|
this.opacity -= 10;
|
|
|
|
|
} else {
|
|
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|
|
this.opacity += 10;
|
|
|
|
|
};
|
|
|
|
|
};
|
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|
|
//==============================
|
|
|
|
|
// * Update
|
|
|
|
|
//==============================
|
|
|
|
|
EscapeGaugeATB.prototype.update = function() {
|
|
|
|
|
Sprite.prototype.update.call(this);
|
|
|
|
|
this.updateVisible();
|
|
|
|
|
this.updateGauge();
|
|
|
|
|
};
|
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|