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//=============================================================================
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// Yanfly Engine Plugins - Battle System - Active Turn Battle
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// YEP_X_BattleSysATB.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_BattleSysATB = true;
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var Yanfly = Yanfly || {};
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Yanfly.ATB = Yanfly.ATB || {};
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Yanfly.ATB.version = 1.25;
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//=============================================================================
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/*:
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* @plugindesc v1.25 时间槽战斗系统☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---ATB 设置---
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* @default
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*
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* @param Per Tick
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* @text 每刻时
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* @desc This is how much speed is gained per tick.
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* @default user.agi
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*
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* @param Initial Speed
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* @text 初始速度
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* @desc 战斗开始时战斗者的速度位置。
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* 这是一个计算公式。
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* @default 0
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*
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* @param Full Gauge
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* @desc ATB仪表的目标速度为满。
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* 这是一个计算公式。
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* @default Math.max(5000, BattleManager.highestBaseAgi() * 100)
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*
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* @param Charge Gauge
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* @desc 选择动作后的结束时间。
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* 这是一个计算公式。
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* @default Math.max(2000, BattleManager.highestBaseAgi() * 20)
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*
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* @param Pre-Emptive Bonuses
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* @text 先发制人奖励
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* @desc How much of the ATB bar do you want filled up for an
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* ATB pre-emptive bonus from 0 to 1.
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* @default 0.8
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*
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* @param Surprise Bonuses
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* @text 惊喜奖励
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* @desc How much of the ATB bar do you want filled up for an
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* ATB surprise bonus from 0 to 1.
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* @default 0.8
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*
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* @param ---逃跑---
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* @default
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*
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* @param Escape Ratio
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* @text 逃跑率
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* @desc How ATB calculates escape ratios.
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* Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
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* @default 0.125 * $gameParty.agility() / $gameTroop.agility()
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*
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* @param Fail Escape Boost
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* @text 失败+逃跑率
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* @desc Each time the player fails escape, increase the success
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* rate by this much. Default: 0.1
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* @default 0.025
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*
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* @param ---Turn---
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* @default
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*
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* @param Full Turn
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* @desc 这就是多少滴答,等于一个完整的战斗回合。
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* 这是一个计算公式。
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* @default Math.min(200, BattleManager.lowestBaseAgi() * 8)
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*
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* @param Flash Enemy
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* @text 闪光敌人
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* @desc 当敌人开始使用他们的技能时闪光?
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* NO - false YES - true
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* @default true
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*
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* @param ---Rubberband---
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* @default
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*
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* @param Enable Rubberband
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* @desc This is an auto-balance mechanic for AGI.
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* Disable - false Enable - true
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* @default true
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*
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* @param Minimum Speed
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* @text 最小速度
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* @desc If rubberbanding is enabled, what is the minimum
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* speed increase? This is a formula.
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* @default 0.5 * BattleManager.highestBaseAgi()
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*
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* @param Maximum Speed
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* @text 最大速度
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* @desc If rubberbanding is enabled, what is the maximum
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* speed increase? This is a formula.
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* @default 1.5 * BattleManager.highestBaseAgi()
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*
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* @param ---准备音乐---
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* @default
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*
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* @param Ready Sound
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* @desc This is the sound played when the battler is ready.
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* @default Decision1
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*
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* @param Ready Volume
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* @desc This is the volume of the ready sound.
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* @default 90
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*
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* @param Ready Pitch
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* @desc This is the pitch of the ready sound.
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* @default 120
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*
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* @param Ready Pan
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* @desc This is the pan of the ready sound.
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* @default 0
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*
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* @param ---选项---
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* @default
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*
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* @param ATB Speed Text
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* @text ATB速度文本
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* @desc Text used for ATB speed in options window.
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* @default ATB速度
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*
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* @param Default ATB Speed
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* @text 默认ATB速度
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* @desc Default speed at which the gauges fill up.
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* 1 - slowest 10 - fastest
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* @default 10
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*
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* @param ---窗口---
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* @default
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*
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* @param Lock Status Window
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* @text 锁定状态窗口
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* @desc While ATB is active, lock the status window from moving?
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* OFF - false ON - true
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* @default true
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*
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* @param Gauge Style
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* @desc This is the style of the ATB gauges:
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* 0 - None 1 - Under Name 2 - Right Side
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* @default 1
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*
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* @param Gauge Text
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* @text
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* @desc If style 2 is used, this is the text displayed.
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* @default Turn
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*
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* @param Gauge Text Align
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* @desc If style 2 is used, this is the text alignment.
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* left center right
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* @default center
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*
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* @param ATB Gauge Color 1
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* @desc The 1st gauge color of the ATB gauge as it loads up.
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* @default 13
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*
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* @param ATB Gauge Color 2
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* @desc The 2nd gauge color of the ATB gauge as it loads up.
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* @default 5
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*
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* @param Slow Gauge Color 1
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* @desc 1st gauge color of the ATB gauge if actor is slowed.
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* @default 12
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*
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* @param Slow Gauge Color 2
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* @desc 2nd gauge color of the ATB gauge if actor is slowed.
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* @default 4
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*
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* @param Fast Gauge Color 1
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* @desc 1st gauge color of the ATB gauge if actor is hasted.
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* @default 26
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*
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* @param Fast Gauge Color 2
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* @desc 2nd gauge color of the ATB gauge if actor is hasted.
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* @default 27
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*
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* @param Stop Gauge Color 1
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* @desc 1st gauge color of the ATB gauge if actor is stopped.
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* @default 7
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*
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* @param Stop Gauge Color 2
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* @desc 2nd gauge color of the ATB gauge if actor is stopped.
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* @default 8
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*
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* @param Full Gauge Color 1
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* @desc The 1st gauge color of the ATB gauge when full.
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* @default 14
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*
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* @param Full Gauge Color 2
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* @desc The 2nd gauge color of the ATB gauge when full.
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* @default 6
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*
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* @param Charge Gauge Color 1
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* @desc The 1st gauge color of the ATB gauge when charging.
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* @default 2
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*
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* @param Charge Gauge Color 2
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* @desc The 2nd gauge color of the ATB gauge when charging.
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* @default 10
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* The Battle System - Active Turn Battle是一个基于Yanfly大神Battle Engine
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* Core插件的拓展插件,所以它无法脱离核心战斗插件独立工作,安装时务必将该插件
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* 放置于战斗核心插件-Battle Engine Core下方,要启用ATB战斗系统,请在战斗核心
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* 插件的配置中,将Default System 选项由dtb修改为atb即可。
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* ATB战斗系统是一个出色的动态战斗系统,它给角色定义了一个行动槽,当行动槽填
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* 充时,角色不能进行任何操作,只有行动槽充满时,才可以进行相关操作如攻击、技
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* 能等等,行动后清空行动槽,当行动槽再次充满后,角色才可进行下一次行动。
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* 角色选择技能以后,会进入第二阶段行动槽填充,通常被成为咏唱时间条的填充,
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* 第二阶段行动槽填满后,角色才会释放技能。这种经典的战斗系统被很频繁用到了如
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* 最终幻想系列等很多游戏当中,这也使得传统RPG原本枯燥的回合战斗变得更加
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* 紧张、刺激和有趣味,使用本系统,将使回合战斗中的更多战术和策略技能的设计研
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* 发成为可能。
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* ATB战斗系统使各角色的敏捷属性不再是花瓶,敏捷将直接决定角色的出手顺序和出
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* 手速度,通常来说敏捷高的角色比敏捷低的角色更具备优势,前提是你不要弄个负
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* 敏神兽出来...
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*
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* ============================================================================
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* Plugin Commands 插件命令
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* ============================================================================
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*
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* To change your battle system to Active Turn Battle if it isn't the default
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* battle system, you can use the following Plugin Command:
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*
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* Plugin Command:
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* setBattleSys ATB 将战斗模式改为 ATB 动态回合战斗系统.
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* setBattleSys DTB 将战斗模式改为 DTB 默认回合战斗系统.
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*
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* 使用这个命令可以实现游戏对战斗模式的实时切换。
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*
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* ============================================================================
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* Notetags 注释命令
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* ============================================================================
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*
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* 以下为影响的ATB系统的相关注释命令
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*
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* 技能与道具注释:
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* <ATB Help>
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* text
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* text
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* </ATB Help>
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* 这个命令可以给技能或道具添加专有的ATB说明信息,即如果启用了ATB战斗系统,
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* 则在技能/道具说明中显示<ATB Help>中的text文字说明,如果使用DTB系统,则显
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* 示默认说明。
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*
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* <ATB Speed: x>
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* <ATB Charge: x>
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* <ATB Gauge: x>
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* 仅在ATB模式启用时可用。可以将目标单位的ATB行动值-speed、
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* 咏唱值-Charge、综合值-Gauge的设置为一个固定数值。简单解释:
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* speed参数-决定了行动阶段行动槽的值
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* Charge参数-咏唱阶段的行动槽的值
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* Gauge参数-这个参数会同时影响以上两个阶段的行动槽值
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* 例子:道具注释中写上<ATB Speed: 1000> 即表示使用该道具后,目标的行动槽值
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* 将被设置为1000
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* 你要注意的是,如果你的行动槽值已经积攒到了10000,使用该道具后,将被置于
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* 1000,相当于减速,如果为0则反之。
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*
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* <ATB Speed: x%>
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* <ATB Charge: x%>
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* <ATB Gauge: x%>
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* 参照上面的命令,你可以将具体的X数值更换为百分比,这样ATB系统将根据行动槽最
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* 大值来计算你要实现的具体数值大小
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* 例子:道具注释中写明<ATB Charge: 50%> 表示该道具使用后咏唱槽数值将被设置
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* 为50%,如果目标未咏唱,则不生效。如果目标咏唱超过50%,则将被强制重置为50%
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* ,相当于减速,如果为0反之
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*
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* <ATB Speed: +x> or <ATB Speed: -x>
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* <ATB Charge: +x> or <ATB Charge: -x>
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* <ATB Gauge: +x> or <ATB Gauge: -x>
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* Usable only during ATB. This increases or decreases the target's current
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* speed or charge by x. If 'speed' or 'charge' is used, it will only affect
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* those gauges while in the respective phase. If 'gauge' is used, it will
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* affect either.
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*
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* <ATB Speed: +x%> or <ATB Speed: -x%>
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* <ATB Charge: +x%> or <ATB Charge: -x%>
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* <ATB Gauge: +x%> or <ATB Gauge: -x%>
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* 同上,你可以将x参数上加入+号或者-号来表示在当前行动槽基础上增加或者减少,
|
|
|
|
|
* 这个命令通常被用于加速/减速道具或技能的设计。
|
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|
|
|
* 例子:<ATB Gauge: +50%> 同上,你同样可以把增加减少数值修改为百分比。
|
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|
*
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|
|
* <After ATB: x>
|
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|
|
* <After ATB: x%>
|
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|
|
* 顾名思义,你可以在道具和技能注释中加入这个命令,标识使用该道具或技能后,
|
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|
|
|
* 对使用者行动槽的影响。因为使用技能或道具后,行动槽必定会被清空,所以+/-就
|
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|
|
|
* 有意义了,你要把X替换为数值或百分比。
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|
|
* 例子:我在电光火石这个技能的注释中加入了<After ATB: 50%>这个命令,表示我
|
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|
|
* 使用电光火石技能后,使用者的回合结束后,行动槽将从50%处开始增加,
|
|
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|
|
* 相当于下回合行动更快速了,是不是很吊?
|
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|
*
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|
|
* <ATB Interrupt>
|
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|
|
* <ATB Interrupt: x%>
|
|
|
|
|
* 这个命令比较强悍,就是打断!没错,Iterrupt命令会在对进入咏唱条的角色使用
|
|
|
|
|
* 后生效,打断对方目标咏唱,清空目标行动槽。如果你使用了百分比参数,
|
|
|
|
|
* 则表示有多少百分比的几率成功。
|
|
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|
|
* 例子:我在小石头这个道具的注释命令中添加了<ATB Interrupt: 50%>这个命令,
|
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|
* 表示当我使用这个道具后,目标如果正在咏唱,则有50%概率被打断,技能释放失
|
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|
|
* 败。如果目标没有在咏唱,则道具无效。
|
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|
|
*
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|
|
* <Cannot ATB Interrupt>
|
|
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|
|
* 当然你可以在技能中加入<Cannot ATB Interrupt>这个注释,表示该技能无法被打断,
|
|
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|
|
* 如果有这个命令,任何带有打断命令的技能和道具都不会对这个技能生效了,请叫BOSS
|
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|
|
*
|
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|
|
* 下面这些命令可以用在角色、职业、敌人、武器、护甲和状态注释命令中,不要用
|
|
|
|
|
* 错地方哦:
|
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|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
|
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|
|
* <ATB Start: +x>
|
|
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|
|
* <ATB Start: +x%>
|
|
|
|
|
* 上面的命令可以让你在回合开始时,获得行动槽的加成,x为数值或者百分比。第一
|
|
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|
|
* 回合结束后,行动槽将从0开始计算。
|
|
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|
|
* 例子:哈罗德的角色注释中我加入了<ATB Start: +20%>命令,表示哈罗德每次战斗
|
|
|
|
|
* 开始时行动槽都会从20%开始计算,而不是0
|
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|
|
* 在第一回合之后,哈罗德的行动槽恢复正常,与其他角色一样从0开始。
|
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|
|
*
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|
|
* the ATB gauge filled up.
|
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|
|
*
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|
|
* <ATB Turn: +x>
|
|
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|
|
* <ATB Turn: +x%>
|
|
|
|
|
* 这个命令表示每个回合的行动槽获得行动力加成,x为数值或者百分比。包括第一回
|
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|
|
|
* 合在内的每一个回合,行动槽都会从X或x%开始计算。
|
|
|
|
|
* 例子:我在时魔法师的职业注释中加入了<ATB Turn: +50%>这个命令,然后我把玛
|
|
|
|
|
* 莎转职成了时魔法师,但是悲剧的小明还是黑魔法师所以小明的行动槽每回合是从
|
|
|
|
|
* 头开始计算的,而玛莎美女每回合的行动力都是从50%处开始计算,所以,
|
|
|
|
|
* 玛莎比小明更快,此题得证。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Conditional ATB Speed and Conditional ATB Charge
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 等等,上面那些基本命令已经满足不了你的编程小心脏了吗?我们为您提供了可以
|
|
|
|
|
* 在注释区域混合JavaScript脚本拓展命令的专用模式已经开启,Lunatic Mode 可以让
|
|
|
|
|
* 你在注释命令区间内按你们的想法设置条件和触发器,前提是,你要懂
|
|
|
|
|
*
|
|
|
|
|
* 技能和道具命令:
|
|
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|
|
* <Target ATB Eval>
|
|
|
|
|
* speed = x;
|
|
|
|
|
* charge = x;
|
|
|
|
|
* </Target ATB Eval>
|
|
|
|
|
* 不同于直接的<ATB Speed/Charge/Gauge>命令,这段命令的格式如上,你可以在注释
|
|
|
|
|
* 区的Lunatic Mode中使用更复杂的语句和公式定义speed charge参数,
|
|
|
|
|
* 也支持if else while for等javascript脚本命令。
|
|
|
|
|
*
|
|
|
|
|
* 给一个例子:
|
|
|
|
|
*
|
|
|
|
|
* <Target ATB Eval>
|
|
|
|
|
* speed = target.hp / target.mhp * max;
|
|
|
|
|
* charge = target.hp / target.mhp * max;
|
|
|
|
|
* </Target ATB Eval>
|
|
|
|
|
* 上面这段代码实现了speed和charge按照目标单位的hp和最大hp的百分比进行修改,
|
|
|
|
|
* 即目标血越少行动条填充的越多。延伸一点,你也可以使用触发器,使用if target.hp
|
|
|
|
|
* < target.mhp 30% 这种条件来决定这个技能什么时候可以被触发。
|
|
|
|
|
*
|
|
|
|
|
* --- --- --- --- ---
|
|
|
|
|
*
|
|
|
|
|
* <After ATB Eval>
|
|
|
|
|
* speed = x;
|
|
|
|
|
* </After ATB Eval>
|
|
|
|
|
* 这个命令类似于<Afer ATB> 可以让你设计动作完毕后,该动作对角色行动槽的影响
|
|
|
|
|
* ,当然你也可以设计的很复杂。
|
|
|
|
|
* 例子君出现了:
|
|
|
|
|
*
|
|
|
|
|
* <After ATB Eval>
|
|
|
|
|
* speed = user.mp / user.mmp * max;
|
|
|
|
|
* </After ATB Eval>
|
|
|
|
|
* 上面的代码实现了按照人物MP最大百分比来加成施法后行动条的回复量的功能。
|
|
|
|
|
*
|
|
|
|
|
* --- --- --- --- ---
|
|
|
|
|
*
|
|
|
|
|
* <ATB Interrupt Eval>
|
|
|
|
|
* interrupt = true;
|
|
|
|
|
* </ATB Interrupt Eval>
|
|
|
|
|
* 打断,没什么好说的,加入各种触发器和公式命令都是可以的。
|
|
|
|
|
*
|
|
|
|
|
* 例子君出现了:
|
|
|
|
|
*
|
|
|
|
|
* <ATB Interrupt Eval>
|
|
|
|
|
* if (user.hp > target.hp) {
|
|
|
|
|
* interrupt = true;
|
|
|
|
|
* }
|
|
|
|
|
* </ATB Interrupt Eval>
|
|
|
|
|
* 上面的命令实现了当使用者的当前hp大于目标的hp时,打断才能成功。给一个延伸的
|
|
|
|
|
* 例子,通常我们想要给打断技能一个固定几率,然后增加一个附加值比如,默
|
|
|
|
|
* 认50%的概率
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 下面部分的命令将会与Battle Engine带来的基础Action行为密切相关,在学习命令时
|
|
|
|
|
* 建议先去Battle Engine插件中掌握如何使用Action Sequence的相关命令和内容
|
|
|
|
|
* 本插件提供了更多的关于atb系统的action sequences命令,快把他们加入到你的
|
|
|
|
|
* 技能和战斗中来吧。
|
|
|
|
|
*
|
|
|
|
|
*=============================================================================
|
|
|
|
|
* ATB CHARGE: target, X
|
|
|
|
|
* ATB CHARGE: target, X%
|
|
|
|
|
* ATB CHARGE: targets, +X
|
|
|
|
|
* ATB CHARGE: targets, +X%
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* 上面的命令参照charge咏唱条的设定,不过你可以把targets更换为其他值了,
|
|
|
|
|
* 具体请参照action sequence的帮助文件
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Usage Example: atb charge: targets, +5000
|
|
|
|
|
* atb charge: target, -50%
|
|
|
|
|
*=============================================================================
|
|
|
|
|
*
|
|
|
|
|
*=============================================================================
|
|
|
|
|
* ATB GAUGE: target, X
|
|
|
|
|
* ATB GAUGE: target, X%
|
|
|
|
|
* ATB GAUGE: targets, +X
|
|
|
|
|
* ATB GAUGE: targets, +X%
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* 参照Gauge设置,针对speed和charge两个参数同时生效。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Usage Example: atb gauge: targets, +5000
|
|
|
|
|
* atb gauge: target, -50%
|
|
|
|
|
*=============================================================================
|
|
|
|
|
*
|
|
|
|
|
*=============================================================================
|
|
|
|
|
* ATB INTERRUPT: target
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* 打断命令,没什么好说的,用sequence系统可以做成群体打断,全体打断,打断
|
|
|
|
|
* 自己人,好开心
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Usage Example: atb interrupt: targets
|
|
|
|
|
*=============================================================================
|
|
|
|
|
*
|
|
|
|
|
*=============================================================================
|
|
|
|
|
* ATB SPEED: target, X
|
|
|
|
|
* ATB SPEED: target, X%
|
|
|
|
|
* ATB SPEED: targets, +X
|
|
|
|
|
* ATB SPEED: targets, +X% 参照speed参数设置,你可以实现更多目标
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Usable only for ATB. Sets the target's ATB speed to X or X%. This only
|
|
|
|
|
* applies when the target is filling up its ATB gauge. This will not affect
|
|
|
|
|
* the user to prevent mechanical issues.
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Usage Example: atb speed: targets, +5000
|
|
|
|
|
* atb speed: target, -50%
|
|
|
|
|
*=============================================================================
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changelog
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Version 1.25:
|
|
|
|
|
* - Lunatic Mode fail safes added.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.24:
|
|
|
|
|
* - During action end, a single tick will be forced to occur to prevent clash
|
|
|
|
|
* amongst actors with similar AGI values and make tick values more unique.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.23:
|
|
|
|
|
* - Timing has been changed for states that update turns at Turn Start. Now,
|
|
|
|
|
* the states will update prior to the actor's command box opening or the enemy
|
|
|
|
|
* make a decision on which action it will use.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.22:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.1.0.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.21:
|
|
|
|
|
* - Counterattacks no longer cause interrupts if attack actions have interrupt
|
|
|
|
|
* functionality.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.20:
|
|
|
|
|
* - Updated plugin to update the AI more accordingly with Battle AI Core.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.19:
|
|
|
|
|
* - Fixed a bug where forced actions clear out an action's effects before the
|
|
|
|
|
* turn is over, making post-turn effects to not occur.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.18:
|
|
|
|
|
* - Fixed a bug where changing back and forth between the Fight/Escape window
|
|
|
|
|
* would prompt on turn start effects.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.17:
|
|
|
|
|
* - Made a mechanic change so that turn 0 ends immediately upon battle start
|
|
|
|
|
* rather than requiring a full turn to end.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.16:
|
|
|
|
|
* - Added a fail safe setting up ATB Charges when the Cannot Move restriction
|
|
|
|
|
* is imposed upon an actor.
|
|
|
|
|
*
|
|
|
|
|
* Verison 1.15:
|
|
|
|
|
* - Implemented a Forced Action queue list. This means if a Forced Action
|
|
|
|
|
* takes place in the middle of an action, the action will resume after the
|
|
|
|
|
* forced action finishes rather than cancels it out like MV does.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.14:
|
|
|
|
|
* - Added a speed position check for Instant Casts to maintain order position.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.13:
|
|
|
|
|
* - Fixed a bug that doesn't update state turns properly.
|
|
|
|
|
* - Removed 'Turn Structure parameter' as it goes against the nature of a
|
|
|
|
|
* Tick-Based battle system.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.12:
|
|
|
|
|
* - Added speed rebalance formulas for tick-based systems (innate).
|
|
|
|
|
*
|
|
|
|
|
* Version 1.11:
|
|
|
|
|
* - Fixed a bug that would still allow battlers to perform actions even if the
|
|
|
|
|
* actions got sealed midway through charging the action.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.10:
|
|
|
|
|
* - Fixed a bug that would cause AutoBattlers to stall if they got added into
|
|
|
|
|
* the party mid-battle.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.09:
|
|
|
|
|
* - Mechanic change for states that update on Action End to end at the end of
|
|
|
|
|
* a battler's turn instead of at the start.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.08a:
|
|
|
|
|
* - Fixed a bug that crashed the game when enemies were confused.
|
|
|
|
|
* - Preparation for Enemy ATB Gauges.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.07:
|
|
|
|
|
* - Added 'Flash Enemy' to plugin parameters to flash the enemy once when it
|
|
|
|
|
* starts charging a skill.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.06:
|
|
|
|
|
* - Added pre-emptive and surprise attack mechanic plugin parameters!
|
|
|
|
|
*
|
|
|
|
|
* Version 1.05:
|
|
|
|
|
* - Fixed a bug with Forced Actions locking out the battle.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.04:
|
|
|
|
|
* - Added the 'Per Tick' parameter for you to adjust the formula that governs
|
|
|
|
|
* the speed rate at which the ATB gauge fills up.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.03:
|
|
|
|
|
* - Fixed a bug that caused the ATB Gauge appear slow with maxed AGI.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.02c:
|
|
|
|
|
* - Fixed a bug with the ATB GAUGE and ATB CHARGE action sequences.
|
|
|
|
|
* - Fixed a bug with battlers still getting a turn after the battle is over.
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|
|
* - Fixed a bug that prevented escaping.
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* - Added math fail safes for calculating ATB charging.
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*
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|
* Version 1.01:
|
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|
|
* - Fixed a bug with escaping causing battlers to go into infinite lock.
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* - Fixed a bug with multiple victory messages.
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* - Added fail safe to prevent infinite charging.
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* - Added <Cannot ATB Interrupt Notetag>.
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*
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* Version 1.00:
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|
* - It's doooooooone!
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|
*/
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//=============================================================================
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if (Imported.YEP_BattleEngineCore) {
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if (Yanfly.BEC.version && Yanfly.BEC.version >= 1.42) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_X_BattleSysATB');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.ATBPerTick = String(Yanfly.Parameters['Per Tick']);
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Yanfly.Param.ATBInitSpeed = String(Yanfly.Parameters['Initial Speed']);
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Yanfly.Param.ATBFullGauge = String(Yanfly.Parameters['Full Gauge']);
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Yanfly.Param.ATBChargeGauge = String(Yanfly.Parameters['Charge Gauge']);
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Yanfly.Param.ATBPreEmptive = Number(Yanfly.Parameters['Pre-Emptive Bonuses']);
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Yanfly.Param.ATBSurprise = Number(Yanfly.Parameters['Surprise Bonuses']);
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Yanfly.Param.ATBEscapeRatio = String(Yanfly.Parameters['Escape Ratio']);
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Yanfly.Param.ATBEscapeBoost = String(Yanfly.Parameters['Fail Escape Boost']);
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Yanfly.Param.ATBFullTurn = String(Yanfly.Parameters['Full Turn']);
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Yanfly.Param.ATBTurnStructure = false;
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Yanfly.Param.ATBFlashEnemy = eval(String(Yanfly.Parameters['Flash Enemy']));
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Yanfly.Param.ATBRubberband = String(Yanfly.Parameters['Enable Rubberband']);
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Yanfly.Param.ATBMinSpeed = String(Yanfly.Parameters['Minimum Speed']);
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Yanfly.Param.ATBMaxSpeed = String(Yanfly.Parameters['Maximum Speed']);
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Yanfly.Param.ATBReadyName = String(Yanfly.Parameters['Ready Sound']);
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Yanfly.Param.ATBReadyVol = Number(Yanfly.Parameters['Ready Volume']);
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Yanfly.Param.ATBReadyPitch = Number(Yanfly.Parameters['Ready Pitch']);
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Yanfly.Param.ATBReadyPan = Number(Yanfly.Parameters['Ready Pan']);
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Yanfly.Param.ATBOptionSpeedTx = String(Yanfly.Parameters['ATB Speed Text']);
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Yanfly.Param.ATBDefaultSpeed = Number(Yanfly.Parameters['Default ATB Speed']);
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Yanfly.Param.ATBLockStatusWin = String(Yanfly.Parameters['Lock Status Window']);
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Yanfly.Param.ATBGaugeStyle = Number(Yanfly.Parameters['Gauge Style']);
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Yanfly.Param.ATBGaugeText = String(Yanfly.Parameters['Gauge Text']);
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Yanfly.Param.ATBGaugeAlign = String(Yanfly.Parameters['Gauge Text Align']);
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Yanfly.Param.ATBColorAtb1 = Number(Yanfly.Parameters['ATB Gauge Color 1']);
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Yanfly.Param.ATBColorAtb2 = Number(Yanfly.Parameters['ATB Gauge Color 2']);
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Yanfly.Param.ATBColorSlow1 = Number(Yanfly.Parameters['Slow Gauge Color 1']);
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Yanfly.Param.ATBColorSlow2 = Number(Yanfly.Parameters['Slow Gauge Color 2']);
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Yanfly.Param.ATBColorFast1 = Number(Yanfly.Parameters['Fast Gauge Color 1']);
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Yanfly.Param.ATBColorFast2 = Number(Yanfly.Parameters['Fast Gauge Color 2']);
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Yanfly.Param.ATBColorStop1 = Number(Yanfly.Parameters['Stop Gauge Color 1']);
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Yanfly.Param.ATBColorStop2 = Number(Yanfly.Parameters['Stop Gauge Color 2']);
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Yanfly.Param.ATBColorFull1 = Number(Yanfly.Parameters['Full Gauge Color 1']);
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Yanfly.Param.ATBColorFull2 = Number(Yanfly.Parameters['Full Gauge Color 2']);
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Yanfly.Param.ATBColorChar1 = Number(Yanfly.Parameters['Charge Gauge Color 1']);
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Yanfly.Param.ATBColorChar2 = Number(Yanfly.Parameters['Charge Gauge Color 2']);
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.ATB.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.ATB.DataManager_isDatabaseLoaded.call(this)) return false;
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|
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if (!Yanfly._loaded_YEP_X_BattleSysATB) {
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|
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this.processATBNotetags1($dataSkills);
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this.processATBNotetags1($dataItems);
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this.processATBNotetags2($dataActors);
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this.processATBNotetags2($dataClasses);
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this.processATBNotetags2($dataEnemies);
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|
this.processATBNotetags2($dataWeapons);
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this.processATBNotetags2($dataArmors);
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|
|
this.processATBNotetags2($dataStates);
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|
|
Yanfly._loaded_YEP_X_BattleSysATB = true;
|
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|
|
}
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|
|
return true;
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|
|
};
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|
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DataManager.processATBNotetags1 = function(group) {
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|
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var noteA1 = /<(?:ATB GAUGE):[ ](\d+)>/i;
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var noteA2 = /<(?:ATB GAUGE):[ ]([\+\-]\d+)>/i;
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var noteA3 = /<(?:ATB GAUGE):[ ](\d+)([%%])>/i;
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var noteA4 = /<(?:ATB GAUGE):[ ]([\+\-]\d+)([%%])>/i;
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var noteB1 = /<(?:ATB SPEED):[ ](\d+)>/i;
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var noteB2 = /<(?:ATB SPEED):[ ]([\+\-]\d+)>/i;
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var noteB3 = /<(?:ATB SPEED):[ ](\d+)([%%])>/i;
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var noteB4 = /<(?:ATB SPEED):[ ]([\+\-]\d+)([%%])>/i;
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var noteC1 = /<(?:ATB CHARGE):[ ](\d+)>/i;
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|
|
var noteC2 = /<(?:ATB CHARGE):[ ]([\+\-]\d+)>/i;
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|
|
var noteC3 = /<(?:ATB CHARGE):[ ](\d+)([%%])>/i;
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|
var noteC4 = /<(?:ATB CHARGE):[ ]([\+\-]\d+)([%%])>/i;
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|
var noteS1 = /<(?:AFTER ATB):[ ](\d+)>/i;
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|
var noteS2 = /<(?:AFTER ATB):[ ](\d+)([%%])>/i;
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|
var noteI1 = /<(?:ATB INTERRUPT)>/i;
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|
|
var noteI2 = /<(?:ATB INTERRUPT):[ ](\d+)([%%])>/i;
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|
|
var noteI3 = /<(?:CANNOT ATB INTERRUPT)>/i;
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|
|
for (var n = 1; n < group.length; n++) {
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|
|
var obj = group[n];
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|
|
var notedata = obj.note.split(/[\r\n]+/);
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|
|
obj.setATBGaugeFlat = undefined;
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|
|
obj.addATBGaugeFlat = 0;
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|
|
obj.setATBGaugeRate = undefined;
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|
|
obj.addATBGaugeRate = 0.0;
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|
|
obj.setATBSpeedFlat = undefined;
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|
|
obj.addATBSpeedFlat = 0;
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|
|
obj.setATBSpeedRate = undefined;
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|
|
obj.addATBSpeedRate = 0.0;
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|
|
obj.setATBChargeFlat = undefined;
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|
|
obj.addATBChargeFlat = 0;
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|
|
obj.setATBChargeRate = undefined;
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|
|
obj.addATBChargeRate = 0.0;
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|
|
obj.afterATBFlat = undefined;
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|
|
obj.afterATBRate = undefined;
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|
|
obj.atbInterruptRate = 0;
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|
|
obj.cannotAtbInterrupt = false;
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|
|
|
var evalMode = 'none';
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|
|
|
obj.atbEval = '';
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|
|
obj.atbAfterEval = '';
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|
|
obj.atbInterruptEval = '';
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|
|
obj.atbHelp = undefined;
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|
|
for (var i = 0; i < notedata.length; i++) {
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|
|
var line = notedata[i];
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|
|
if (line.match(noteA1)) {
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|
|
obj.setATBGaugeFlat = parseInt(RegExp.$1);
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|
|
} else if (line.match(noteA2)) {
|
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|
|
obj.addATBGaugeFlat = parseInt(RegExp.$1);
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|
|
} else if (line.match(noteA3)) {
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|
|
obj.setATBGaugeRate = parseFloat(RegExp.$1 * 0.01);
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|
|
} else if (line.match(noteA4)) {
|
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|
|
obj.addATBGaugeRate = parseFloat(RegExp.$1 * 0.01);
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|
|
} else if (line.match(noteB1)) {
|
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|
|
obj.setATBSpeedFlat = parseInt(RegExp.$1);
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|
|
} else if (line.match(noteB2)) {
|
|
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|
|
obj.addATBSpeedFlat = parseInt(RegExp.$1);
|
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|
|
} else if (line.match(noteB3)) {
|
|
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|
|
obj.setATBSpeedRate = parseFloat(RegExp.$1 * 0.01);
|
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|
|
} else if (line.match(noteB4)) {
|
|
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|
|
obj.addATBSpeedRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(noteC1)) {
|
|
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|
|
obj.setATBChargeFlat = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(noteC2)) {
|
|
|
|
|
obj.addATBChargeFlat = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(noteC3)) {
|
|
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|
|
obj.setATBChargeRate = parseFloat(RegExp.$1 * 0.01);
|
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|
|
} else if (line.match(noteC4)) {
|
|
|
|
|
obj.addATBChargeRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(noteS1)) {
|
|
|
|
|
obj.afterATBFlat = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(noteS2)) {
|
|
|
|
|
obj.afterATBRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(noteI1)) {
|
|
|
|
|
obj.atbInterruptRate = 1;
|
|
|
|
|
} else if (line.match(noteI2)) {
|
|
|
|
|
obj.atbInterruptRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(noteI3)) {
|
|
|
|
|
obj.cannotAtbInterrupt = true;
|
|
|
|
|
} else if (line.match(/<(?:TARGET ATB EVAL)>/i)) {
|
|
|
|
|
evalMode = 'atb eval';
|
|
|
|
|
} else if (line.match(/<\/(?:TARGET ATB EVAL)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (line.match(/<(?:AFTER ATB EVAL)>/i)) {
|
|
|
|
|
evalMode = 'after atb eval';
|
|
|
|
|
} else if (line.match(/<\/(?:AFTER ATB EVAL)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (line.match(/<(?:ATB INTERRUPT EVAL)>/i)) {
|
|
|
|
|
evalMode = 'atb interrupt eval';
|
|
|
|
|
} else if (line.match(/<\/(?:ATB INTERRUPT EVAL)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (line.match(/<(?:ATB HELP)>/i)) {
|
|
|
|
|
evalMode = 'atb help';
|
|
|
|
|
obj.atbHelp = '';
|
|
|
|
|
} else if (line.match(/<\/(?:ATB HELP)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'atb help') {
|
|
|
|
|
obj.atbHelp = obj.atbHelp + line + '\n';
|
|
|
|
|
} else if (evalMode === 'atb eval') {
|
|
|
|
|
obj.atbEval = obj.atbEval + line + '\n';
|
|
|
|
|
} else if (evalMode === 'after atb eval') {
|
|
|
|
|
obj.atbAfterEval = obj.atbAfterEval + line + '\n';
|
|
|
|
|
} else if (evalMode === 'atb interrupt eval') {
|
|
|
|
|
obj.atbInterruptEval = obj.atbInterruptEval + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processATBNotetags2 = function(group) {
|
|
|
|
|
var noteA1 = /<(?:ATB START):[ ]([\+\-]\d+)>/i;
|
|
|
|
|
var noteA2 = /<(?:ATB START):[ ]([\+\-]\d+)([%%])>/i;
|
|
|
|
|
var noteB1 = /<(?:ATB TURN):[ ]([\+\-]\d+)>/i;
|
|
|
|
|
var noteB2 = /<(?:ATB TURN):[ ]([\+\-]\d+)([%%])>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.atbStartFlat = 0;
|
|
|
|
|
obj.atbStartRate = 0;
|
|
|
|
|
obj.atbTurnFlat = 0;
|
|
|
|
|
obj.atbTurnRate = 0;
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
obj.atbHelp = undefined;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(noteA1)) {
|
|
|
|
|
obj.atbStartFlat = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(noteA2)) {
|
|
|
|
|
obj.atbStartRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(noteB1)) {
|
|
|
|
|
obj.atbTurnFlat = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(noteB2)) {
|
|
|
|
|
obj.atbTurnRate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
} else if (line.match(/<(?:ATB HELP)>/i)) {
|
|
|
|
|
evalMode = 'atb help';
|
|
|
|
|
obj.atbHelp = '';
|
|
|
|
|
} else if (line.match(/<\/(?:ATB HELP)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'atb help') {
|
|
|
|
|
obj.atbHelp = obj.atbHelp + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// ConfigManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
ConfigManager.atbSpeed = Yanfly.Param.ATBDefaultSpeed;
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.ConfigManager_makeData = ConfigManager.makeData;
|
|
|
|
|
ConfigManager.makeData = function() {
|
|
|
|
|
var config = Yanfly.ATB.ConfigManager_makeData.call(this);
|
|
|
|
|
config.atbSpeed = this.atbSpeed;
|
|
|
|
|
return config;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.ConfigManager_applyData = ConfigManager.applyData;
|
|
|
|
|
ConfigManager.applyData = function(config) {
|
|
|
|
|
Yanfly.ATB.ConfigManager_applyData.call(this, config);
|
|
|
|
|
this.atbSpeed = this.readConfigATBSpeed(config, 'atbSpeed');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ConfigManager.readConfigATBSpeed = function(config, name) {
|
|
|
|
|
var value = config[name];
|
|
|
|
|
if (value !== undefined) {
|
|
|
|
|
return Number(value).clamp(1, 10);
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.Param.ATBDefaultSpeed.clamp(1, 10);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// BattleManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
BattleManager.isATB = function() {
|
|
|
|
|
return this.isBattleSystem('atb');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_isTurnBased = BattleManager.isTurnBased;
|
|
|
|
|
BattleManager.isTurnBased = function() {
|
|
|
|
|
if (this.isATB()) return false;
|
|
|
|
|
return Yanfly.ATB.BattleManager_isTurnBased.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_tickRate = BattleManager.tickRate;
|
|
|
|
|
BattleManager.tickRate = function() {
|
|
|
|
|
var rate = Yanfly.ATB.BattleManager_tickRate.call(this);
|
|
|
|
|
if (this.isATB()) rate *= this.atbTickRate();
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbTickRate = function() {
|
|
|
|
|
var rate = 0.1 * ConfigManager.atbSpeed;
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
|
|
|
|
|
BattleManager.makeEscapeRatio = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
var code = Yanfly.Param.ATBEscapeRatio;
|
|
|
|
|
try {
|
|
|
|
|
this._escapeRatio = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
this._escapeRatio = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ATB ESCAPE RATIO ERROR');
|
|
|
|
|
}
|
|
|
|
|
var code = Yanfly.Param.ATBEscapeBoost;
|
|
|
|
|
try {
|
|
|
|
|
this._escapeFailBoost = eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
this._escapeFailBoost = 0;
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ATB ESCAPE BOOST ERROR');
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._escapeFailBoost = 0.1;
|
|
|
|
|
Yanfly.ATB.BattleManager_makeEscapeRatio.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_startBattle = BattleManager.startBattle;
|
|
|
|
|
BattleManager.startBattle = function() {
|
|
|
|
|
Yanfly.ATB.BattleManager_startBattle.call(this);
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
this._phase = null;
|
|
|
|
|
this._counterAttacking = false;
|
|
|
|
|
this.startATB();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_endBattle = BattleManager.endBattle;
|
|
|
|
|
BattleManager.endBattle = function(result) {
|
|
|
|
|
Yanfly.ATB.BattleManager_endBattle.call(this, result);
|
|
|
|
|
this.clearATBData();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startATB = function() {
|
|
|
|
|
if (this._phase === 'battleEnd') return;
|
|
|
|
|
this.clearATBData();
|
|
|
|
|
this._atbTarget = Math.max(1, eval(Yanfly.Param.ATBFullGauge));
|
|
|
|
|
this._atbCharge = Math.max(1, eval(Yanfly.Param.ATBChargeGauge));
|
|
|
|
|
this._atbFullTurn = Math.max(1, eval(Yanfly.Param.ATBFullTurn));
|
|
|
|
|
this._atbRubberband = eval(Yanfly.Param.ATBRubberband);
|
|
|
|
|
if (this.atbRubberband()) {
|
|
|
|
|
this._atbMinimumSpeed = Math.max(1, eval(Yanfly.Param.ATBMinSpeed));
|
|
|
|
|
this._atbMaximumSpeed = Math.max(1, eval(Yanfly.Param.ATBMaxSpeed));
|
|
|
|
|
}
|
|
|
|
|
this._atbTicks = this._atbFullTurn;
|
|
|
|
|
this._atbReadySound = {
|
|
|
|
|
name: Yanfly.Param.ATBReadyName,
|
|
|
|
|
volume: Yanfly.Param.ATBReadyVol,
|
|
|
|
|
pitch: Yanfly.Param.ATBReadyPitch,
|
|
|
|
|
pan: Yanfly.Param.ATBReadyPan
|
|
|
|
|
}
|
|
|
|
|
$gameParty.onATBStart();
|
|
|
|
|
$gameTroop.onATBStart();
|
|
|
|
|
this._phase = 'start';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.clearATBData = function() {
|
|
|
|
|
this._highestBaseAgi = undefined;
|
|
|
|
|
this._averageBaseAgi = undefined;
|
|
|
|
|
this._lowestBaseAgi = undefined;
|
|
|
|
|
this._atbTarget = undefined;
|
|
|
|
|
this._atbCharge = undefined;
|
|
|
|
|
this._atbTarget = undefined;
|
|
|
|
|
this._atbCharge = undefined;
|
|
|
|
|
this._atbFullTurn = undefined;
|
|
|
|
|
this._atbRubberband = undefined;
|
|
|
|
|
this._atbMinimumSpeed = undefined;
|
|
|
|
|
this._atbMaximumSpeed = undefined;
|
|
|
|
|
this._atbTicks = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbTarget = function() {
|
|
|
|
|
if (!this._atbTarget) this.startATB();
|
|
|
|
|
return this._atbTarget;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbCharge = function() {
|
|
|
|
|
if (!this._atbCharge) this.startATB();
|
|
|
|
|
return this._atbCharge;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbRubberband = function() {
|
|
|
|
|
return this._atbRubberband;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbMinimumSpeed = function() {
|
|
|
|
|
return this._atbMinimumSpeed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.atbMaximumSpeed = function() {
|
|
|
|
|
return this._atbMaximumSpeed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.highestBaseAgi = function() {
|
|
|
|
|
if (this._highestBaseAgi) return this._highestBaseAgi;
|
|
|
|
|
var agi = 0;
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var battler = $gameParty.battleMembers()[i];
|
|
|
|
|
if (battler) agi = Math.max(agi, battler.agi);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < $gameTroop.members().length; ++i) {
|
|
|
|
|
var battler = $gameTroop.members()[i];
|
|
|
|
|
if (battler) agi = Math.max(agi, battler.agi);
|
|
|
|
|
}
|
|
|
|
|
this._highestBaseAgi = agi;
|
|
|
|
|
return this._highestBaseAgi;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.averageBaseAgi = function() {
|
|
|
|
|
if (this._averageBaseAgi) return this._averageBaseAgi;
|
|
|
|
|
var agi = 0;
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var battler = $gameParty.battleMembers()[i];
|
|
|
|
|
if (battler) agi += battler.agi;
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < $gameTroop.members().length; ++i) {
|
|
|
|
|
var battler = $gameTroop.members()[i];
|
|
|
|
|
if (battler) agi += battler.agi;
|
|
|
|
|
}
|
|
|
|
|
var sum = $gameParty.battleMembers().length;
|
|
|
|
|
sum += $gameTroop.members().length;
|
|
|
|
|
this._averageBaseAgi = agi / sum;
|
|
|
|
|
return this._averageBaseAgi;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.lowestBaseAgi = function() {
|
|
|
|
|
if (this._lowestBaseAgi) return this._lowestBaseAgi;
|
|
|
|
|
var agi = this.highestBaseAgi();
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var battler = $gameParty.battleMembers()[i];
|
|
|
|
|
if (battler) agi = Math.min(agi, battler.agi);
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < $gameTroop.members().length; ++i) {
|
|
|
|
|
var battler = $gameTroop.members()[i];
|
|
|
|
|
if (battler) agi = Math.min(agi, battler.agi);
|
|
|
|
|
}
|
|
|
|
|
this._lowestBaseAgi = agi;
|
|
|
|
|
return this._lowestBaseAgi;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_update = BattleManager.update;
|
|
|
|
|
BattleManager.update = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
if (this.isBusy()) return;
|
|
|
|
|
if (this.updateEvent()) return;
|
|
|
|
|
if (this._phase === 'battleEnd') {
|
|
|
|
|
return Yanfly.ATB.BattleManager_update.call(this);
|
|
|
|
|
}
|
|
|
|
|
if (this.checkBattleEnd()) return;
|
|
|
|
|
if (this._phase === 'atb') {
|
|
|
|
|
this.updateATBPhase();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_update.call(this);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_update.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_updateEventMain = BattleManager.updateEventMain;
|
|
|
|
|
BattleManager.updateEventMain = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
$gameTroop.updateInterpreter();
|
|
|
|
|
$gameParty.requestMotionRefresh();
|
|
|
|
|
if ($gameTroop.isEventRunning()) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
$gameTroop.setupBattleEvent();
|
|
|
|
|
if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.ATB.BattleManager_updateEventMain.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateATBPhase = function() {
|
|
|
|
|
var chargedBattler = this.getChargedATBBattler();
|
|
|
|
|
if (chargedBattler) return this.startATBAction(chargedBattler);
|
|
|
|
|
var readyBattler = this.getReadyATBBattler();
|
|
|
|
|
if (readyBattler) {
|
|
|
|
|
return this.startATBInput(readyBattler);
|
|
|
|
|
} else {
|
|
|
|
|
this.updateATBTicks();
|
|
|
|
|
this.updateBattlerATB();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateATBTicks = function() {
|
|
|
|
|
this._atbTicks += 1 * this.tickRate();
|
|
|
|
|
if (this._atbTicks < this._atbFullTurn) return;
|
|
|
|
|
$gameTroop.increaseTurn();
|
|
|
|
|
this._atbTicks = 0;
|
|
|
|
|
if (this.isTurnBased()) {
|
|
|
|
|
this.endTurn();
|
|
|
|
|
} else {
|
|
|
|
|
this.endTurn();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getChargedATBBattler = function() {
|
|
|
|
|
if ($gameParty.aliveMembers() <= 0 || $gameTroop.aliveMembers() <= 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
var fastest = false;
|
|
|
|
|
for (var i = 0; i < this.allBattleMembers().length; ++i) {
|
|
|
|
|
var battler = this.allBattleMembers()[i];
|
|
|
|
|
if (!battler) continue;
|
|
|
|
|
if (!this.isBattlerATBCharged(battler)) continue;
|
|
|
|
|
if (!fastest) {
|
|
|
|
|
fastest = battler;
|
|
|
|
|
} else if (battler.atbCharge() > fastest.atbCharge()) {
|
|
|
|
|
fastest = battler;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return fastest;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isBattlerATBCharged = function(battler) {
|
|
|
|
|
if (!battler.isATBCharging()) return false;
|
|
|
|
|
if (battler.atbChargeRate() < 1) return false;
|
|
|
|
|
if (battler.isConfused()) {
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
if (battler.isActor()) battler.makeConfusionActions();
|
|
|
|
|
}
|
|
|
|
|
return battler.currentAction() && battler.currentAction().item();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getReadyATBBattler = function() {
|
|
|
|
|
var fastest = false;
|
|
|
|
|
for (var i = 0; i < this.allBattleMembers().length; ++i) {
|
|
|
|
|
var battler = this.allBattleMembers()[i];
|
|
|
|
|
if (!battler) continue;
|
|
|
|
|
if (!this.isBattlerATBReady(battler)) continue;
|
|
|
|
|
if (!fastest) {
|
|
|
|
|
fastest = battler;
|
|
|
|
|
} else if (battler.atbSpeed() > fastest.atbSpeed()) {
|
|
|
|
|
fastest = battler;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return fastest;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isBattlerATBReady = function(battler) {
|
|
|
|
|
if (battler.atbRate() < 1) return false;
|
|
|
|
|
if (battler.isATBCharging()) return false;
|
|
|
|
|
if (battler.currentAction() && battler.currentAction().item()) {
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
battler.setupATBCharge();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateBattlerATB = function(ignore) {
|
|
|
|
|
$gameParty.updateTick();
|
|
|
|
|
$gameTroop.updateTick();
|
|
|
|
|
if (ignore) return;
|
|
|
|
|
if (this._statusWindow) this.statusUpdateATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.setATBPhase = function() {
|
|
|
|
|
this._phase = 'atb';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_startInput = BattleManager.startInput;
|
|
|
|
|
BattleManager.startInput = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
this.setATBPhase();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_startInput.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_selectNextCommand = BattleManager.selectNextCommand;
|
|
|
|
|
BattleManager.selectNextCommand = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
if (!this.actor()) return this.setATBPhase();
|
|
|
|
|
this.resetNonPartyActorATB();
|
|
|
|
|
this.actor().setupATBCharge();
|
|
|
|
|
this.actor().spriteStepBack();
|
|
|
|
|
this.actor().requestMotionRefresh();
|
|
|
|
|
this._actorIndex = undefined;
|
|
|
|
|
var chargedBattler = this.getChargedATBBattler();
|
|
|
|
|
if (chargedBattler) {
|
|
|
|
|
this.startATBAction(chargedBattler);
|
|
|
|
|
} else {
|
|
|
|
|
this.setATBPhase();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_selectNextCommand.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.resetNonPartyActorATB = function() {
|
|
|
|
|
for (var i = 0; i < $gameParty.allMembers().length; ++i) {
|
|
|
|
|
var actor = $gameParty.allMembers()[i];
|
|
|
|
|
if (!actor) continue;
|
|
|
|
|
if ($gameParty.battleMembers().contains(actor)) continue;
|
|
|
|
|
actor.resetAllATB();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_selectPreviousCommand =
|
|
|
|
|
BattleManager.selectPreviousCommand;
|
|
|
|
|
BattleManager.selectPreviousCommand = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
var actorIndex = this._actorIndex;
|
|
|
|
|
var scene = SceneManager._scene;
|
|
|
|
|
this._bypassAtbEndTurn = true;
|
|
|
|
|
scene.startPartyCommandSelection();
|
|
|
|
|
this._actorIndex = actorIndex;
|
|
|
|
|
BattleManager.actor().setActionState('undecided');
|
|
|
|
|
BattleManager.actor().requestMotionRefresh();
|
|
|
|
|
this._bypassAtbEndTurn = undefined;
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_selectPreviousCommand.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_startTurn = BattleManager.startTurn;
|
|
|
|
|
BattleManager.startTurn = function() {
|
|
|
|
|
if (this.isATB() && !this.isTurnBased()) return;
|
|
|
|
|
Yanfly.ATB.BattleManager_startTurn.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_updateTurnEnd = BattleManager.updateTurnEnd;
|
|
|
|
|
BattleManager.updateTurnEnd = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
this.setATBPhase();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_updateTurnEnd.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startATBInput = function(battler) {
|
|
|
|
|
if (battler.isDead()) return;
|
|
|
|
|
battler.onTurnStart();
|
|
|
|
|
battler.makeActions();
|
|
|
|
|
if (battler.isEnemy()) {
|
|
|
|
|
battler.setupATBCharge();
|
|
|
|
|
if (Yanfly.Param.ATBFlashEnemy) battler.requestEffect('whiten');
|
|
|
|
|
var chargedBattler = this.getChargedATBBattler();
|
|
|
|
|
if (chargedBattler) this.startATBAction(chargedBattler);
|
|
|
|
|
} else if (battler.canInput()) {
|
|
|
|
|
this._actorIndex = battler.index();
|
|
|
|
|
this.playATBReadySound();
|
|
|
|
|
battler.setActionState('inputting');
|
|
|
|
|
battler.spriteStepForward();
|
|
|
|
|
this._phase = 'input';
|
|
|
|
|
} else if (battler.isConfused()) {
|
|
|
|
|
battler.makeConfusionActions();
|
|
|
|
|
battler.setupATBCharge();
|
|
|
|
|
} else {
|
|
|
|
|
battler.makeAutoBattleActions();
|
|
|
|
|
battler.setupATBCharge();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.playATBReadySound = function() {
|
|
|
|
|
AudioManager.playSe(this._atbReadySound);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startATBAction = function(battler) {
|
|
|
|
|
this._subject = battler;
|
|
|
|
|
var action = this._subject.currentAction();
|
|
|
|
|
if (action && action.isValid()) {
|
|
|
|
|
this.startAction();
|
|
|
|
|
} else {
|
|
|
|
|
this.endAction();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_processForcedAction =
|
|
|
|
|
BattleManager.processForcedAction;
|
|
|
|
|
BattleManager.processForcedAction = function() {
|
|
|
|
|
var forced = false;
|
|
|
|
|
if (this._actionForcedBattler && this.isATB()) {
|
|
|
|
|
var action = this._actionForcedBattler.currentAction();
|
|
|
|
|
forced = true;
|
|
|
|
|
}
|
|
|
|
|
Yanfly.ATB.BattleManager_processForcedAction.call(this);
|
|
|
|
|
if (forced) this._subject.setAction(0, action);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_endAction = BattleManager.endAction;
|
|
|
|
|
BattleManager.endAction = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
this.endATBAction();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.BattleManager_endAction.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.endATBAction = function() {
|
|
|
|
|
if (Imported.YEP_BattleEngineCore) {
|
|
|
|
|
if (this._processingForcedAction) this._phase = this._preForcePhase;
|
|
|
|
|
this._processingForcedAction = false;
|
|
|
|
|
}
|
|
|
|
|
if (this._subject) this._subject.onAllActionsEnd();
|
|
|
|
|
if (this.updateEventMain()) return;
|
|
|
|
|
this._subject.endTurnAllATB();
|
|
|
|
|
if (this.loadPreForceActionSettings()) return;
|
|
|
|
|
this.updateBattlerATB(true);
|
|
|
|
|
var chargedBattler = this.getChargedATBBattler();
|
|
|
|
|
if (chargedBattler) {
|
|
|
|
|
this.startATBAction(chargedBattler);
|
|
|
|
|
} else {
|
|
|
|
|
this.setATBPhase();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_invokeCounterAttack =
|
|
|
|
|
BattleManager.invokeCounterAttack;
|
|
|
|
|
BattleManager.invokeCounterAttack = function(subject, target) {
|
|
|
|
|
if (this.isATB()) this._counterAttacking = true;
|
|
|
|
|
Yanfly.ATB.BattleManager_invokeCounterAttack.call(this, subject, target);
|
|
|
|
|
if (this.isATB()) this._counterAttacking = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isCounterAttacking = function() {
|
|
|
|
|
return this._counterAttacking;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.statusUpdateATB = function() {
|
|
|
|
|
this._statusWindow.redrawATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_processEscape = BattleManager.processEscape;
|
|
|
|
|
BattleManager.processEscape = function() {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
return this.processEscapeATB();
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.ATB.BattleManager_processEscape.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processEscapeATB = function() {
|
|
|
|
|
$gameParty.performEscape();
|
|
|
|
|
SoundManager.playEscape();
|
|
|
|
|
var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
|
|
|
|
|
if (success) {
|
|
|
|
|
$gameParty.removeBattleStates();
|
|
|
|
|
$gameParty.performEscapeSuccess();
|
|
|
|
|
this.displayEscapeSuccessMessage();
|
|
|
|
|
this._escaped = true;
|
|
|
|
|
this.processAbort();
|
|
|
|
|
} else {
|
|
|
|
|
this.actor().spriteStepBack();
|
|
|
|
|
this.actor().clearActions();
|
|
|
|
|
this.displayEscapeFailureMessage();
|
|
|
|
|
this._escapeRatio += this._escapeFailBoost;
|
|
|
|
|
this.startTurn();
|
|
|
|
|
this.processFailEscapeATB();
|
|
|
|
|
}
|
|
|
|
|
return success;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processFailEscapeATB = function() {
|
|
|
|
|
var actor = $gameParty.members()[this._actorIndex];
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
actor.resetAllATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.BattleManager_processActionSequence =
|
|
|
|
|
BattleManager.processActionSequence;
|
|
|
|
|
BattleManager.processActionSequence = function(actionName, actionArgs) {
|
|
|
|
|
if (this.isATB()) {
|
|
|
|
|
// ATB CHARGE
|
|
|
|
|
if (actionName === 'ATB CHARGE') {
|
|
|
|
|
return this.actionATBCharge(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// ATB GAUGE
|
|
|
|
|
if (actionName === 'ATB GAUGE') {
|
|
|
|
|
return this.actionATBCharge(actionArgs) && this.actionATBSpeed(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// ATB INTERRUPT
|
|
|
|
|
if (actionName === 'ATB INTERRUPT') {
|
|
|
|
|
return this.actionATBInterrupt(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
// ATB SPEED
|
|
|
|
|
if (actionName === 'ATB SPEED') {
|
|
|
|
|
return this.actionATBSpeed(actionArgs);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.ATB.BattleManager_processActionSequence.call(this,
|
|
|
|
|
actionName, actionArgs);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionATBCharge = function(actionArgs) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
if (targets.length < 1) return true;
|
|
|
|
|
var cmd = actionArgs[1];
|
|
|
|
|
if (cmd.match(/([\+\-]\d+)([%%])/i)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (!target.isATBCharging()) continue;
|
|
|
|
|
var max = target.atbChargeDenom();
|
|
|
|
|
var value = rate * max + target.atbCharge();
|
|
|
|
|
target.setATBCharge(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/([\+\-]\d+)/i)) {
|
|
|
|
|
var plus = parseInt(RegExp.$1);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (!target.isATBCharging()) continue;
|
|
|
|
|
var value = plus + target.atbCharge();
|
|
|
|
|
target.setATBCharge(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/(\d+)([%%])/i)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (!target.isATBCharging()) continue;
|
|
|
|
|
var max = target.atbChargeDenom();
|
|
|
|
|
var value = rate * max;
|
|
|
|
|
target.setATBCharge(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/(\d+)/i)) {
|
|
|
|
|
var value = parseInt(RegExp.$1);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (!target.isATBCharging()) continue;
|
|
|
|
|
target.setATBCharge(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionATBInterrupt = function(actionArgs) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
if (targets.length < 1) return true;
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (!target.isATBCharging()) continue;
|
|
|
|
|
target.processATBInterrupt();
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionATBSpeed = function(actionArgs) {
|
|
|
|
|
var targets = this.makeActionTargets(actionArgs[0]);
|
|
|
|
|
if (targets.length < 1) return true;
|
|
|
|
|
var cmd = actionArgs[1];
|
|
|
|
|
if (cmd.match(/([\+\-]\d+)([%%])/i)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
var max = this.atbTarget();
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (target.isATBCharging()) continue;
|
|
|
|
|
var value = rate * max + target.atbSpeed();
|
|
|
|
|
target.setATBSpeed(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/([\+\-]\d+)/i)) {
|
|
|
|
|
var plus = parseInt(RegExp.$1);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (target.isATBCharging()) continue;
|
|
|
|
|
var value = plus + target.atbSpeed();
|
|
|
|
|
target.setATBSpeed(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/(\d+)([%%])/i)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$1 * 0.01);
|
|
|
|
|
var max = this.atbTarget();
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (target.isATBCharging()) continue;
|
|
|
|
|
var value = rate * max;
|
|
|
|
|
target.setATBSpeed(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
} else if (cmd.match(/(\d+)/i)) {
|
|
|
|
|
var value = parseInt(RegExp.$1);
|
|
|
|
|
for (var i = 0; i < targets.length; ++i) {
|
|
|
|
|
var target = targets[i];
|
|
|
|
|
if (!target) continue;
|
|
|
|
|
if (target === this._subject) continue;
|
|
|
|
|
if (target.isATBCharging()) continue;
|
|
|
|
|
target.setATBSpeed(value);
|
|
|
|
|
target.refresh();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Action
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Action_applyItemUserEffect =
|
|
|
|
|
Game_Action.prototype.applyItemUserEffect;
|
|
|
|
|
Game_Action.prototype.applyItemUserEffect = function(target) {
|
|
|
|
|
Yanfly.ATB.Game_Action_applyItemUserEffect.call(this, target);
|
|
|
|
|
if (BattleManager.isATB() && $gameParty.inBattle()) {
|
|
|
|
|
this.applyItemATBEffect(target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBEffect = function(target) {
|
|
|
|
|
if (!target) return;
|
|
|
|
|
this.applyItemATBSetEffects(target);
|
|
|
|
|
this.applyItemATBAddEffects(target);
|
|
|
|
|
this.applyItemATBEvalEffect(target);
|
|
|
|
|
if (BattleManager.isCounterAttacking()) return;
|
|
|
|
|
this.applyItemATBInterrupt(target);
|
|
|
|
|
this.applyItemATBInterruptEval(target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBSetEffects = function(target) {
|
|
|
|
|
var item = this.item();
|
|
|
|
|
if (!item) return;
|
|
|
|
|
var value = undefined;
|
|
|
|
|
if (target.isATBCharging()) {
|
|
|
|
|
var max = target.atbChargeDenom();
|
|
|
|
|
if (item.setATBChargeFlat !== undefined) {
|
|
|
|
|
value = item.setATBChargeFlat;
|
|
|
|
|
} else if (item.setATBGaugeFlat !== undefined) {
|
|
|
|
|
value = item.setATBGaugeFlat;
|
|
|
|
|
} else if (item.setATBChargeRate !== undefined) {
|
|
|
|
|
value = item.setATBChargeRate * max;
|
|
|
|
|
} else if (item.setATBGaugeRate !== undefined) {
|
|
|
|
|
value = item.setATBGaugeRate * max;
|
|
|
|
|
}
|
|
|
|
|
if (value !== undefined) target.setATBCharge(value);
|
|
|
|
|
} else {
|
|
|
|
|
var max = BattleManager.atbTarget();
|
|
|
|
|
if (item.setATBSpeedFlat !== undefined) {
|
|
|
|
|
value = item.setATBSpeedFlat;
|
|
|
|
|
} else if (item.setATBGaugeFlat !== undefined) {
|
|
|
|
|
value = item.setATBGaugeFlat;
|
|
|
|
|
} else if (item.setATBSpeedRate !== undefined) {
|
|
|
|
|
value = item.setATBSpeedRate * max;
|
|
|
|
|
} else if (item.setATBGaugeRate !== undefined) {
|
|
|
|
|
value = item.setATBGaugeRate * max;
|
|
|
|
|
}
|
|
|
|
|
if (value !== undefined) target.setATBSpeed(value);
|
|
|
|
|
}
|
|
|
|
|
if (value !== undefined && target.isActor()) BattleManager.statusUpdateATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBAddEffects = function(target) {
|
|
|
|
|
var item = this.item();
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (target.isATBCharging()) {
|
|
|
|
|
var value = target.atbCharge();
|
|
|
|
|
var max = target.atbChargeDenom();
|
|
|
|
|
value += item.addATBChargeRate * max;
|
|
|
|
|
value += item.addATBGaugeRate * max;
|
|
|
|
|
value += item.addATBChargeFlat;
|
|
|
|
|
value += item.addATBGaugeFlat;
|
|
|
|
|
target.setATBCharge(value);
|
|
|
|
|
} else {
|
|
|
|
|
var value = target.atbSpeed();
|
|
|
|
|
var max = BattleManager.atbTarget()
|
|
|
|
|
value += item.addATBSpeedRate * max;
|
|
|
|
|
value += item.addATBGaugeRate * max;
|
|
|
|
|
value += item.addATBSpeedFlat;
|
|
|
|
|
value += item.addATBGaugeFlat;
|
|
|
|
|
target.setATBSpeed(value);
|
|
|
|
|
}
|
|
|
|
|
if (value !== 0 && target.isActor()) BattleManager.statusUpdateATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBEvalEffect = function(target) {
|
|
|
|
|
var a = this.subject();
|
|
|
|
|
var user = this.subject();
|
|
|
|
|
var b = target;
|
|
|
|
|
var item = this.item();
|
|
|
|
|
var skill = this.item();
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var speed = target.atbSpeed();
|
|
|
|
|
var charge = target.atbCharge();
|
|
|
|
|
if (target.isATBCharging()) {
|
|
|
|
|
var max = target.atbChargeDenom();
|
|
|
|
|
} else {
|
|
|
|
|
var max = BattleManager.atbTarget();
|
|
|
|
|
}
|
|
|
|
|
var code = item.atbEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ATB EVAL ERROR');
|
|
|
|
|
}
|
|
|
|
|
target.setATBSpeed(speed);
|
|
|
|
|
target.setATBCharge(charge);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBInterrupt = function(target) {
|
|
|
|
|
var item = this.item();
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (target === this.subject()) return;
|
|
|
|
|
if (!target.isATBCharging()) return;
|
|
|
|
|
if (item.atbInterruptRate <= 0) return;
|
|
|
|
|
var success = (Math.random() < item.atbInterruptRate);
|
|
|
|
|
if (success) target.processATBInterrupt();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemATBInterruptEval = function(target) {
|
|
|
|
|
var item = this.item();
|
|
|
|
|
if (!item) return;
|
|
|
|
|
if (target === this.subject()) return;
|
|
|
|
|
if (!target.isATBCharging()) return;
|
|
|
|
|
if (item.atbInterruptEval === '') return;
|
|
|
|
|
var interrupt = false;
|
|
|
|
|
var a = this.subject();
|
|
|
|
|
var user = this.subject();
|
|
|
|
|
var b = target;
|
|
|
|
|
var item = this.item();
|
|
|
|
|
var skill = this.item();
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var speed = target.atbSpeed();
|
|
|
|
|
var charge = target.atbCharge();
|
|
|
|
|
var code = item.atbInterruptEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ATB INTERRUPT EVAL ERROR');
|
|
|
|
|
}
|
|
|
|
|
if (interrupt) target.processATBInterrupt();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.rebalanceATBSpeed = function(target) {
|
|
|
|
|
var speed = this.subject().atbSpeed();
|
|
|
|
|
var offset = 00000000001;
|
|
|
|
|
speed = Math.max(speed + offset, target.atbSpeed() + target.atbCharge());
|
|
|
|
|
this.subject().setATBSpeed(speed);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Battlerbase
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
|
|
|
|
|
Game_BattlerBase.prototype.refresh = function() {
|
|
|
|
|
Yanfly.ATB.Game_BattlerBase_refresh.call(this);
|
|
|
|
|
if (BattleManager.isATB() && $gameParty.inBattle()) {
|
|
|
|
|
this._atbTickValue = undefined;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_BattlerBase_die = Game_BattlerBase.prototype.die;
|
|
|
|
|
Game_BattlerBase.prototype.die = function() {
|
|
|
|
|
Yanfly.ATB.Game_BattlerBase_die.call(this);
|
|
|
|
|
if (BattleManager.isATB() && $gameParty.inBattle()) this.resetAllATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.onATBStart = function() {
|
|
|
|
|
this._atbSpeed = eval(Yanfly.Param.ATBInitSpeed);
|
|
|
|
|
this._atbSpeed += BattleManager.atbTarget() * this.atbStartRate();
|
|
|
|
|
this._atbSpeed += this.atbStartFlat();
|
|
|
|
|
this._atbCharge = 0;
|
|
|
|
|
this._atbCharging = false;
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
this.applyPreemptiveBonusATB();
|
|
|
|
|
this.applySurpriseBonusATB();
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.applyPreemptiveBonusATB = function() {
|
|
|
|
|
if (!BattleManager._preemptive) return;
|
|
|
|
|
if (!this.isActor()) return;
|
|
|
|
|
var rate = Yanfly.Param.ATBPreEmptive;
|
|
|
|
|
this._atbSpeed += rate * BattleManager.atbTarget();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.applySurpriseBonusATB = function() {
|
|
|
|
|
if (!BattleManager._surprise) return;
|
|
|
|
|
if (!this.isEnemy()) return;
|
|
|
|
|
var rate = Yanfly.Param.ATBSurprise;
|
|
|
|
|
this._atbSpeed += rate * BattleManager.atbTarget();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
|
|
|
|
|
Game_Battler.prototype.onBattleEnd = function() {
|
|
|
|
|
Yanfly.ATB.Game_Battler_onBattleEnd.call(this);
|
|
|
|
|
this._atbSpeed = 0;
|
|
|
|
|
this._atbCharge = 0;
|
|
|
|
|
this._atbCharging = false;
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbSpeed = function() {
|
|
|
|
|
if (this._atbSpeed === undefined) this.onATBStart();
|
|
|
|
|
return this._atbSpeed;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbRate = function() {
|
|
|
|
|
if (this._atbSpeed === undefined) this.onATBStart();
|
|
|
|
|
var rate = this._atbSpeed / BattleManager.atbTarget();
|
|
|
|
|
return rate.clamp(0, 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.isATBCharging = function() {
|
|
|
|
|
return this._atbCharging;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setATBCharging = function(value) {
|
|
|
|
|
this._atbCharging = value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbCharge = function() {
|
|
|
|
|
if (this._atbCharge === undefined) this.onATBStart();
|
|
|
|
|
return this._atbCharge;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbChargeDenom = function() {
|
|
|
|
|
var denom = Math.max(1, BattleManager.atbCharge() - this._atbChargeMod);
|
|
|
|
|
return denom;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbChargeRate = function() {
|
|
|
|
|
if (this._atbCharge === undefined) this.onATBStart();
|
|
|
|
|
if (!this.isATBCharging()) return 0;
|
|
|
|
|
var rate = this._atbCharge / this.atbChargeDenom();
|
|
|
|
|
return rate.clamp(0, 1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setATBSpeed = function(value) {
|
|
|
|
|
this._atbSpeed = Math.max(0, value);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setATBCharge = function(value) {
|
|
|
|
|
if (this.isATBCharging()) this._atbCharge = Math.max(0, value);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setupATBCharge = function() {
|
|
|
|
|
if (this._bypassAtbEndTurn) return;
|
|
|
|
|
this.setATBCharging(true);
|
|
|
|
|
if (!this.currentAction()) this.makeActions();
|
|
|
|
|
if (this.currentAction()) {
|
|
|
|
|
var item = this.currentAction().item();
|
|
|
|
|
if (item) {
|
|
|
|
|
this._atbChargeMod = item.speed;
|
|
|
|
|
} else {
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
}
|
|
|
|
|
this.setATBCharge(0);
|
|
|
|
|
this.setActionState('waiting');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Battler_updateTick = Game_Battler.prototype.updateTick;
|
|
|
|
|
Game_Battler.prototype.updateTick = function() {
|
|
|
|
|
Yanfly.ATB.Game_Battler_updateTick.call(this);
|
|
|
|
|
if (BattleManager.isATB()) this.updateATB();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.updateATB = function() {
|
|
|
|
|
if (this.isDead()) return this.resetAllATB();
|
|
|
|
|
if (!this.canMove()) {
|
|
|
|
|
this.updateATBStates();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (this.isATBCharging()) {
|
|
|
|
|
if (!this.currentAction()) this.resetAllATB();
|
|
|
|
|
if (this.currentAction() && this.currentAction().item() === null) {
|
|
|
|
|
this.resetAllATB();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this.isATBCharging()) {
|
|
|
|
|
var value = this.atbCharge() + this.atbSpeedTick();
|
|
|
|
|
this.setATBCharge(value);
|
|
|
|
|
} else if (this.atbRate() < 1) {
|
|
|
|
|
var value = this.atbSpeed() + this.atbSpeedTick();
|
|
|
|
|
this.setATBSpeed(value);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.updateATBStates = function() {
|
|
|
|
|
if (BattleManager.timeBasedBuffs()) return;
|
|
|
|
|
for (var i = 0; i < this._states.length; ++i) {
|
|
|
|
|
var stateId = this._states[i];
|
|
|
|
|
var state = $dataStates[stateId];
|
|
|
|
|
if (!state) continue;
|
|
|
|
|
if (!this._stateTurns[stateId]) continue;
|
|
|
|
|
if (state.restriction >= 4 && state.autoRemovalTiming !== 0) {
|
|
|
|
|
var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
|
|
|
|
|
this._stateTurns[stateId] -= value;
|
|
|
|
|
if (this._stateTurns[stateId] <= 0) this.removeState(stateId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.resetAllATB = function() {
|
|
|
|
|
this._atbCharge = 0;
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
this._atbCharging = false;
|
|
|
|
|
this._atbSpeed = 0;
|
|
|
|
|
this.clearActions();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.endTurnAllATB = function() {
|
|
|
|
|
this._atbCharge = 0;
|
|
|
|
|
this._atbChargeMod = 0;
|
|
|
|
|
this._atbCharging = false;
|
|
|
|
|
if (this.checkATBEndInstantCast()) return;
|
|
|
|
|
this.setEndActionATBSpeed();
|
|
|
|
|
this.clearActions();
|
|
|
|
|
this.setActionState('undecided');
|
|
|
|
|
if (this.battler()) this.battler().refreshMotion();
|
|
|
|
|
if (BattleManager.isTickBased()) this.onTurnEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.checkATBEndInstantCast = function() {
|
|
|
|
|
if (!Imported.YEP_InstantCast) return false;
|
|
|
|
|
var action = this.currentAction();
|
|
|
|
|
if (!action) return false;
|
|
|
|
|
var item = action.item();
|
|
|
|
|
if (!item) return false;
|
|
|
|
|
if (!this.isInstantCast(item)) return false;
|
|
|
|
|
var length = BattleManager.allBattleMembers().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var member = BattleManager.allBattleMembers()[i];
|
|
|
|
|
if (!member) continue;
|
|
|
|
|
var max = member.atbSpeed() + member.atbCharge();
|
|
|
|
|
this._atbSpeed = Math.max(this._atbSpeed, max);
|
|
|
|
|
}
|
|
|
|
|
this._atbSpeed = Math.max(this._atbSpeed, BattleManager.atbTarget());
|
|
|
|
|
this._atbSpeed += 0.00000000001;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbSpeedRate = function() {
|
|
|
|
|
if (!this.canMove()) return 0;
|
|
|
|
|
var base = this.paramBase(6) + this.paramPlus(6);
|
|
|
|
|
if (base >= this.paramMax(6) && this.agi >= this.paramMax(6)) return 1;
|
|
|
|
|
var rate = this.agi / base;
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbSpeedTick = function() {
|
|
|
|
|
var value = this.atbTickValue();
|
|
|
|
|
if (BattleManager.atbRubberband()) {
|
|
|
|
|
var min = BattleManager.atbMinimumSpeed();
|
|
|
|
|
var max = BattleManager.atbMaximumSpeed();
|
|
|
|
|
value = value.clamp(min, max);
|
|
|
|
|
}
|
|
|
|
|
return value * BattleManager.tickRate();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbTickValue = function() {
|
|
|
|
|
if (this._atbTickValue !== undefined) return this._atbTickValue;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
this._atbTickValue = eval(Yanfly.Param.ATBPerTick);
|
|
|
|
|
return this._atbTickValue;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setEndActionATBSpeed = function() {
|
|
|
|
|
this._atbSpeed = 0;
|
|
|
|
|
var action = this.currentAction();
|
|
|
|
|
if (!action) return;
|
|
|
|
|
var item = action.item();;
|
|
|
|
|
if (item) {
|
|
|
|
|
if (item.afterATBFlat !== undefined) this.setATBSpeed(item.afterATBFlat);
|
|
|
|
|
if (item.afterATBRate !== undefined) {
|
|
|
|
|
this.setATBSpeed(item.afterATBRate * BattleManager.atbTarget());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this._atbSpeed += BattleManager.atbTarget() * this.atbTurnRate();
|
|
|
|
|
this._atbSpeed += this.atbTurnFlat();
|
|
|
|
|
if (item) this.afterATBEval(item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.afterATBEval = function(item) {
|
|
|
|
|
if (!item) return;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var skill = item;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var speed = this._atbSpeed;
|
|
|
|
|
var max = BattleManager.atbTarget();
|
|
|
|
|
eval(item.atbAfterEval);
|
|
|
|
|
this.setATBSpeed(speed);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.processATBInterrupt = function() {
|
|
|
|
|
if (this.currentAction()) {
|
|
|
|
|
var item = this.currentAction().item();
|
|
|
|
|
if (item && item.cannotAtbInterrupt) return;
|
|
|
|
|
}
|
|
|
|
|
this.resetAllATB();
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbStartFlat = function() {
|
|
|
|
|
var value = 0;
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state) value += state.atbStartFlat;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbStartRate = function() {
|
|
|
|
|
var value = 0;
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state) value += state.atbStartRate;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbTurnFlat = function() {
|
|
|
|
|
var value = 0;
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state) value += state.atbTurnFlat;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.atbTurnRate = function() {
|
|
|
|
|
var value = 0;
|
|
|
|
|
for (var i = 0; i < this.states().length; ++i) {
|
|
|
|
|
var state = this.states()[i];
|
|
|
|
|
if (state) value += state.atbTurnRate;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Battler_removeState = Game_Battler.prototype.removeState;
|
|
|
|
|
Game_Battler.prototype.removeState = function(stateId) {
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
var confuseCondition = this.isConfused();
|
|
|
|
|
}
|
|
|
|
|
Yanfly.ATB.Game_Battler_removeState.call(this, stateId);
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
if (confuseCondition !== this.isConfused()) this.resetAllATB();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.atbStartFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbStartFlat.call(this);
|
|
|
|
|
value += this.actor().atbStartFlat;
|
|
|
|
|
value += this.currentClass().atbStartFlat;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.atbStartFlat) value += equip.atbStartFlat;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.atbStartRate = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbStartRate.call(this);
|
|
|
|
|
value += this.actor().atbStartRate;
|
|
|
|
|
value += this.currentClass().atbStartRate;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.atbStartRate) value += equip.atbStartRate;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.atbTurnFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbTurnFlat.call(this);
|
|
|
|
|
value += this.actor().atbTurnFlat;
|
|
|
|
|
value += this.currentClass().atbTurnFlat;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.atbTurnFlat) value += equip.atbTurnFlat;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.atbTurnRate = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbTurnRate.call(this);
|
|
|
|
|
value += this.actor().atbTurnRate;
|
|
|
|
|
value += this.currentClass().atbTurnRate;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.atbTurnRate) value += equip.atbTurnRate;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Enemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.atbStartFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbStartFlat.call(this);
|
|
|
|
|
value += this.enemy().atbStartFlat;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.atbStartRate = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbStartRate.call(this);
|
|
|
|
|
value += this.enemy().atbStartRate;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.atbTurnFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbTurnFlat.call(this);
|
|
|
|
|
value += this.enemy().atbTurnFlat;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.atbTurnRate = function() {
|
|
|
|
|
var value = Game_Battler.prototype.atbTurnRate.call(this);
|
|
|
|
|
value += this.enemy().atbTurnRate;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Unit
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.onATBStart = function() {
|
|
|
|
|
if (!BattleManager.isATB()) return;
|
|
|
|
|
for (var i = 0; i < this.members().length; ++i) {
|
|
|
|
|
var member = this.members()[i];
|
|
|
|
|
if (member) member.onATBStart();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.increaseTurnTimeBasedATB = function() {
|
|
|
|
|
for (var i = 0; i < this.members().length; ++i) {
|
|
|
|
|
var member = this.members()[i];
|
|
|
|
|
if (!member) continue;
|
|
|
|
|
if (member.isDead()) continue;
|
|
|
|
|
if (member.isHidden()) continue;
|
|
|
|
|
if (member.canMove()) continue;
|
|
|
|
|
member.onTurnEnd();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Party
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Party_performEscape = Game_Party.prototype.performEscape;
|
|
|
|
|
Game_Party.prototype.performEscape = function() {
|
|
|
|
|
if (BattleManager.isATB()) return;
|
|
|
|
|
Yanfly.ATB.Game_Party_performEscape.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Troop
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
|
|
|
|
|
Game_Troop.prototype.increaseTurn = function() {
|
|
|
|
|
Yanfly.ATB.Game_Troop_increaseTurn.call(this);
|
|
|
|
|
if (BattleManager.isATB() && BattleManager.timeBasedStates()) {
|
|
|
|
|
$gameParty.increaseTurnTimeBasedATB();
|
|
|
|
|
this.increaseTurnTimeBasedATB();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Base
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.atbGaugeStyle = function() {
|
|
|
|
|
return Yanfly.Param.ATBGaugeStyle
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.atbGaugeColor1 = function(actor) {
|
|
|
|
|
if (actor.atbRate() < 1) {
|
|
|
|
|
if (actor.atbSpeedRate() === 0) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorStop1);
|
|
|
|
|
} else if (actor.atbSpeedRate() > 1) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorFast1);
|
|
|
|
|
} else if (actor.atbSpeedRate() < 1) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorSlow1);
|
|
|
|
|
} else {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorAtb1);
|
|
|
|
|
}
|
|
|
|
|
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorFull1);
|
|
|
|
|
} else {
|
|
|
|
|
return this.gaugeBackColor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.atbGaugeColor2 = function(actor) {
|
|
|
|
|
if (actor.atbRate() < 1) {
|
|
|
|
|
if (actor.atbSpeedRate() === 0) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorStop2);
|
|
|
|
|
} else if (actor.atbSpeedRate() > 1) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorFast2);
|
|
|
|
|
} else if (actor.atbSpeedRate() < 1) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorSlow2);
|
|
|
|
|
} else {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorAtb2);
|
|
|
|
|
}
|
|
|
|
|
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
|
|
|
|
|
return this.textColor(Yanfly.Param.ATBColorFull2);
|
|
|
|
|
} else {
|
|
|
|
|
return this.gaugeBackColor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawActorAtbGauge = function(actor, wx, wy, ww) {
|
|
|
|
|
ww = ww || 96;
|
|
|
|
|
if (!actor) return;
|
|
|
|
|
var color1 = this.atbGaugeColor1(actor);
|
|
|
|
|
var color2 = this.atbGaugeColor2(actor);
|
|
|
|
|
if (actor.atbRate() < 1) {
|
|
|
|
|
var rate = actor.atbRate();
|
|
|
|
|
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
|
|
|
|
|
var rate = 1;
|
|
|
|
|
} else {
|
|
|
|
|
var rate = 0;
|
|
|
|
|
}
|
|
|
|
|
this.drawGauge(wx, wy, ww, rate, color1, color2);
|
|
|
|
|
if (actor.atbChargeRate() > 0) this.drawAtbChargeGauge(actor, wx, wy, ww);
|
|
|
|
|
if (this.atbGaugeStyle() === 2) {
|
|
|
|
|
var text = Yanfly.Param.ATBGaugeText;
|
|
|
|
|
var align =Yanfly.Param.ATBGaugeAlign;
|
|
|
|
|
if (actor.atbRate() >= 1) {
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
} else {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
}
|
|
|
|
|
this.drawText(text, wx, wy, ww, align);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawAtbChargeGauge = function(actor, wx, wy, ww) {
|
|
|
|
|
var color1 = this.textColor(Yanfly.Param.ATBColorChar1);
|
|
|
|
|
var color2 = this.textColor(Yanfly.Param.ATBColorChar2);
|
|
|
|
|
var rate = actor.atbChargeRate();
|
|
|
|
|
this.drawGauge(wx, wy, ww * rate, 1, color1, color2);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Help
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Help_setItem = Window_Help.prototype.setItem;
|
|
|
|
|
Window_Help.prototype.setItem = function(item) {
|
|
|
|
|
if (this.meetATBConditions(item)) return this.setText(item.atbHelp);
|
|
|
|
|
Yanfly.ATB.Window_Help_setItem.call(this, item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Help.prototype.meetATBConditions = function(item) {
|
|
|
|
|
if (!item) return false;
|
|
|
|
|
if (!BattleManager.isATB()) return false;
|
|
|
|
|
return item.atbHelp !== undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleStatus
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.redrawATB = function() {
|
|
|
|
|
if (this.isATBGaugeStyle(0)) return;
|
|
|
|
|
var rect;
|
|
|
|
|
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
|
|
|
|
var actor = $gameParty.battleMembers()[i];
|
|
|
|
|
if (this.isATBGaugeStyle(1)) {
|
|
|
|
|
rect = this.basicAreaRect(i);
|
|
|
|
|
this.contents.clearRect(rect.x - 1, rect.y, rect.width + 2, rect.height);
|
|
|
|
|
this.drawBasicArea(rect, actor);
|
|
|
|
|
} else if (this.isATBGaugeStyle(2)) {
|
|
|
|
|
this.redrawATBGaugeRect(i, actor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.redrawATBGaugeRect = function(index, actor) {
|
|
|
|
|
var rect = this.gaugeAreaRect(index);
|
|
|
|
|
var clrect = this.gaugeAreaRect(index);
|
|
|
|
|
var totalArea = this.gaugeAreaWidth();
|
|
|
|
|
if ($dataSystem.optDisplayTp) {
|
|
|
|
|
var gw = totalArea / 4 - 15;
|
|
|
|
|
clrect.x = rect.x + gw * 3 + 44;
|
|
|
|
|
clrect.y = rect.y;
|
|
|
|
|
clrect.width = gw + 2;
|
|
|
|
|
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
|
|
|
|
|
} else {
|
|
|
|
|
totalArea -= 30;
|
|
|
|
|
var hpW = parseInt(totalArea * 108 / 300);
|
|
|
|
|
var otW = parseInt(totalArea * 96 / 300);
|
|
|
|
|
clrect.x = rect.x + hpW + otW + 29;
|
|
|
|
|
clrect.y = rect.y;
|
|
|
|
|
clrect.width = otW + 2;
|
|
|
|
|
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.isATBGaugeStyle = function(type) {
|
|
|
|
|
if (this.atbGaugeStyle() !== type) return false;
|
|
|
|
|
if (!BattleManager.isATB()) return false;
|
|
|
|
|
return (SceneManager._scene instanceof Scene_Battle);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawBasicArea =
|
|
|
|
|
Window_BattleStatus.prototype.drawBasicArea;
|
|
|
|
|
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
|
|
|
|
|
if (this.isATBGaugeStyle(1)) {
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x, rect.y, rect.width);
|
|
|
|
|
}
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawBasicArea.call(this, rect, actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp =
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithTp;
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
|
|
|
|
|
if (this.isATBGaugeStyle(2)) {
|
|
|
|
|
var totalArea = this.gaugeAreaWidth();
|
|
|
|
|
var gw = totalArea / 4 - 15;
|
|
|
|
|
this.drawActorHp(actor, rect.x + 0, rect.y, gw);
|
|
|
|
|
this.drawActorMp(actor, rect.x + gw * 1 + 15, rect.y, gw);
|
|
|
|
|
this.drawActorTp(actor, rect.x + gw * 2 + 30, rect.y, gw);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp.call(this, rect, actor);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp =
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
|
|
|
|
|
if (this.isATBGaugeStyle(2)) {
|
|
|
|
|
var totalArea = this.gaugeAreaWidth() - 30;
|
|
|
|
|
var hpW = parseInt(totalArea * 108 / 300);
|
|
|
|
|
var otW = parseInt(totalArea * 96 / 300);
|
|
|
|
|
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
|
|
|
|
|
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
|
|
|
|
|
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp.call(this, rect, actor);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Options
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Options_addGeneralOptions =
|
|
|
|
|
Window_Options.prototype.addGeneralOptions;
|
|
|
|
|
Window_Options.prototype.addGeneralOptions = function() {
|
|
|
|
|
Yanfly.ATB.Window_Options_addGeneralOptions.call(this);
|
|
|
|
|
if ($gameSystem.getBattleSystem() === 'atb') this.addATBOptions();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Options.prototype.addATBOptions = function() {
|
|
|
|
|
var text = Yanfly.Param.ATBOptionSpeedTx;
|
|
|
|
|
this.addCommand(text, 'atbSpeed');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Options_statusText = Window_Options.prototype.statusText;
|
|
|
|
|
Window_Options.prototype.statusText = function(index) {
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
if (symbol === 'atbSpeed') {
|
|
|
|
|
return this.getConfigValue('atbSpeed');
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.ATB.Window_Options_statusText.call(this, index);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Options_processOk = Window_Options.prototype.processOk;
|
|
|
|
|
Window_Options.prototype.processOk = function() {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
if (symbol === 'atbSpeed') {
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
value += 1;
|
|
|
|
|
if (value > 10) value = 1;
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Window_Options_processOk.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Options_cursorRight = Window_Options.prototype.cursorRight;
|
|
|
|
|
Window_Options.prototype.cursorRight = function(wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
if (symbol === 'atbSpeed') {
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
value += 1;
|
|
|
|
|
if (value > 10) value = 1;
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Window_Options_cursorRight.call(this, wrap);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Window_Options_cursorLeft = Window_Options.prototype.cursorLeft;
|
|
|
|
|
Window_Options.prototype.cursorLeft = function(wrap) {
|
|
|
|
|
var index = this.index();
|
|
|
|
|
var symbol = this.commandSymbol(index);
|
|
|
|
|
if (symbol === 'atbSpeed') {
|
|
|
|
|
var value = this.getConfigValue(symbol);
|
|
|
|
|
value -= 1;
|
|
|
|
|
if (value < 1) value = 10;
|
|
|
|
|
this.changeValue(symbol, value);
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Window_Options_cursorLeft.call(this, wrap);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_Battle
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Scene_Battle_updateWindowPositions =
|
|
|
|
|
Scene_Battle.prototype.updateWindowPositions;
|
|
|
|
|
Scene_Battle.prototype.updateWindowPositions = function() {
|
|
|
|
|
if (BattleManager.isATB() && !this._atbLockStatusWin) {
|
|
|
|
|
this._atbLockStatusWin = eval(Yanfly.Param.ATBLockStatusWin);
|
|
|
|
|
}
|
|
|
|
|
if (BattleManager.isATB() && this._atbLockStatusWin) {
|
|
|
|
|
this.updateWindowPositionsATB();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Scene_Battle_updateWindowPositions.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Scene_Battle_isStartActorCommand =
|
|
|
|
|
Scene_Battle.prototype.isStartActorCommand;
|
|
|
|
|
Scene_Battle.prototype.isStartActorCommand = function() {
|
|
|
|
|
if (BattleManager.isATB()) return true;
|
|
|
|
|
return Yanfly.ATB.Scene_Battle_isStartActorCommand.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateWindowPositionsATB = function() {
|
|
|
|
|
var activeWin = null;
|
|
|
|
|
if (this._partyCommandWindow.active) activeWin = this._partyCommandWindow;
|
|
|
|
|
if (this._actorCommandWindow.active) activeWin = this._actorCommandWindow;
|
|
|
|
|
if (activeWin === null) return;
|
|
|
|
|
if (activeWin.x <= Graphics.boxWidth / 2) {
|
|
|
|
|
this._statusWindow.x = Graphics.boxWidth - this._statusWindow.width;
|
|
|
|
|
} else {
|
|
|
|
|
this._statusWindow.x = 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Scene_Battle_commandFight = Scene_Battle.prototype.commandFight;
|
|
|
|
|
Scene_Battle.prototype.commandFight = function() {
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
this.startActorCommandSelection();
|
|
|
|
|
BattleManager._phase = 'input';
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ATB.Scene_Battle_commandFight.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.ATB.Scene_Battle_startActorCommandSelection =
|
|
|
|
|
Scene_Battle.prototype.startActorCommandSelection;
|
|
|
|
|
Scene_Battle.prototype.startActorCommandSelection = function() {
|
|
|
|
|
Yanfly.ATB.Scene_Battle_startActorCommandSelection.call(this);
|
|
|
|
|
if (BattleManager.isATB()) {
|
|
|
|
|
BattleManager._bypassAtbEndTurn = true;
|
|
|
|
|
BattleManager.actor().spriteStepForward();
|
|
|
|
|
BattleManager.actor().setActionState('undecided');
|
|
|
|
|
BattleManager.actor().requestMotionRefresh();
|
|
|
|
|
BattleManager.actor().makeActions();
|
|
|
|
|
BattleManager._bypassAtbEndTurn = undefined;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Utilities
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.displayError = function(e, code, message) {
|
|
|
|
|
console.log(message);
|
|
|
|
|
console.log(code || 'NON-EXISTENT');
|
|
|
|
|
console.error(e);
|
|
|
|
|
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
|
|
|
|
|
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
|
|
|
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|
|
|
|
|
} else { // Yanfly.BEC.version
|
|
|
|
|
|
|
|
|
|
var text = '================================================================\n';
|
|
|
|
|
text += 'YEP_X_AnimatedSVEnemies requires YEP_BattleEngineCore to be at the ';
|
|
|
|
|
text += 'latest version to run properly.\n\nPlease go to www.yanfly.moe and ';
|
|
|
|
|
text += 'update to the latest version for the YEP_BattleEngineCore plugin.\n';
|
|
|
|
|
text += '================================================================\n';
|
|
|
|
|
console.log(text);
|
|
|
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
|
|
|
|
|
|
} // Yanfly.BEC.version
|
|
|
|
|
}; // YEP_BattleEngineCore
|