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/*:
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@plugindesc 战斗变更为ATB。
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@author うなぎおおとろ(twitter https://twitter.com/unagiootoro8388)
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@param waitCommandSelection
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@type boolean
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@default false
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@desc
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trueを指定すると、コマンド選択中はゲージの進行を停止します。
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@param waitSelectSkillOrItem
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@text 等待选择技能项目
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@type boolean
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@default true
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@desc
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trueを指定すると、スキルまたはアイテム選択中はゲージの進行を停止します。
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@param waitAnimation
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@text 等待动画
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@type boolean
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@default true
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@desc
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trueを指定すると、アニメーション再生中はゲージの進行を停止します。
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@param drawEnemyUnderGauge
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@text drawEnemyUnderGauge
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@type boolean
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@default true
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@desc
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trueを指定すると、エネミーにもゲージを表示します。
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@param baseGaugeSpeed
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@type number
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@default 5
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@desc
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ゲージが溜まる速さを指定します。値が大きくなるほど早くなります。
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@param maxActionCount
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@type number
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@default 3
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@desc
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1ターンで行動可能な行動回数の最大値を指定します。
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@param baseSkillWaitGaugeSpeed
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@type number
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@default 3
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@desc
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スキル発動待機時のゲージが溜まる速さを指定します。値が大きくなるほど早くなります。
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@param fastForward
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@type number
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@default 2
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@desc
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Shiftキーが押されている間、ゲージ進行を早送りするスピードを設定します。
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@param enableChangeSelectActor
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@text 启用ChangeSelectactor
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@type boolean
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@default false
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@desc
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trueを設定すると、pageupボタンで選択中のアクターを切り替えられるようになります。
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@param enableYEP_BattleEngineCore
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@text 启用YEP_BattleEngineCore
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@type boolean
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@default false
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@desc
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YEP_BattleEngineCoreとの競合を解決します。
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@help
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【备注栏中可设置的项目】
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在技能的笔记栏里
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<SkillWait>
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在技能发动之前让角色待机一下
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在状态的备注栏中
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<IntervalGainHp gainValue=増加値 duration=時間間隔> 血量间隔回复
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这样,在赋予状态的期间,对于duration的每个经过时间,只有在gainValue中指定的值HP增加。gainValue中所述修改相应参数的值。
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【ライセンス】
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此插件在MIT许可证条件下可用。
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*/
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const ATBConfig = {};
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const ATBAlias = {};
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{
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"use strict";
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const param = PluginManager.parameters("ATB");
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ATBConfig.waitCommandSelection = (param["waitCommandSelection"] === "true" ? true : false);
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ATBConfig.waitSelectSkillOrItem = (param["waitSelectSkillOrItem"] === "true" ? true : false);
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ATBConfig.waitAnimation = (param["waitAnimation"] === "true" ? true : false);
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ATBConfig.drawEnemyUnderGauge = (param["drawEnemyUnderGauge"] === "true" ? true : false);
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ATBConfig.baseGaugeSpeed = parseInt(param["baseGaugeSpeed"]);
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ATBConfig.maxActionCount = parseInt(param["maxActionCount"]);
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ATBConfig.baseSkillWaitGaugeSpeed = parseInt(param["baseSkillWaitGaugeSpeed"]);
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ATBConfig.fastForward = parseInt(param["fastForward"]);
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ATBConfig.enableChangeSelectActor = (param["enableChangeSelectActor"] === "true" ? true : false);
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ATBConfig.enableYEP_BattleEngineCore = (param["enableYEP_BattleEngineCore"] === "true" ? true : false);
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ATBConfig.drawUnderGauge = false;
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class ATBTimer {
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constructor(maxValue) {
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this._maxValue = maxValue;
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this._speed = 1;
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this._value = 0;
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}
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set value(_value) {
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this._value = _value;
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if (this._value > this._maxValue) this.toFull();
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if (this._value < 0) this._value = 0;
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}
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get value() {
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return this._value;
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}
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isTimeout() {
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return this._value === this._maxValue;
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}
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changeSpeed(speed) {
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this._speed = speed;
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}
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increment(fastForwardSpeed = 1) {
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this._value += this._speed * ATBConfig.baseGaugeSpeed * fastForwardSpeed;
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if (this._value > this._maxValue) this._value = this._maxValue;
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}
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clear() {
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this._value = 0;
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}
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}
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class ATBGauge {
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static get PURPOSE_TIME() {
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return "PURPOSE_TIME";
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}
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static get PURPOSE_SKILL_WAIT() {
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return "PURPOSE_SKILL_WAIT";
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}
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constructor(battler) {
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this._battler = battler;
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this._timer = new ATBTimer(ATBManager.GAUGE_MAX);
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this._purpose = ATBGauge.PURPOSE_TIME;
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this._stop = false;
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this._clearWait = false;
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this._quick = false;
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battler.setGauge(this);
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}
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set purpose(_purpose) {
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this._purpose = _purpose;
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}
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get purpose() {
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return this._purpose;
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}
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set value(_value) {
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if (_value < ATBManager.GAUGE_MAX) this._clearWait = false;
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this._timer.value = _value;
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}
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get value() {
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return this._timer.value;
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}
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battler() {
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return this._battler;
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}
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changeSpeed(speed, maxActionCount) {
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if (maxActionCount && speed > ATBConfig.maxActionCount) speed = ATBConfig.maxActionCount;
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this._timer.changeSpeed(speed);
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}
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toFull() {
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this._timer.value = ATBManager.GAUGE_MAX;
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}
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isFull() {
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if (this._stop) return false;
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if (this._clearWait) return false;
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return this._timer.isTimeout();
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}
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increment(fastForwardSpeed = 1) {
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if (this._stop) return;
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if (this._clearWait) return;
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if (!this.isUsable()) return;
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if (this._quick) {
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this.toFull();
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return;
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}
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this._timer.increment(fastForwardSpeed);
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}
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isUsable() {
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if (this._battler.isDead()) return false;
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if (!this._battler.canMove()) return false;
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return true;
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}
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toClearWait() {
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this._clearWait = true;
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}
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clear() {
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this._timer.clear();
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this._clearWait = false;
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}
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stop() {
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this._stop = true;
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}
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resume() {
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this._stop = false;
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}
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isStop() {
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return this._stop === true;
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}
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isActionEnd() {
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return !this._clearWait;
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}
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startQuick() {
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this._quick = true;
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}
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endQuick() {
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this._quick = false;
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}
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}
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class ActorGauge extends ATBGauge {
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constructor(battler) {
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super(battler);
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this._commandSelecting = false;
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this._commandSelected = false;
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if (ATBConfig.drawUnderGauge) BattleManager.spriteset().createGaugeLine(battler);
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}
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setCommandSelecting(commandSelecting) {
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this._commandSelecting = commandSelecting;
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}
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isCommandSelecting() {
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return this._commandSelecting;
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}
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setCommandSelected(commandSelected) {
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this._commandSelected = commandSelected;
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}
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isCommandSelected() {
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return this._commandSelected;
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}
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commandSelectCancel() {
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this._commandSelecting = false;
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this._commandSelected = false;
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}
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}
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class EnemyGauge extends ATBGauge {
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constructor(battler) {
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super(battler);
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if (ATBConfig.drawEnemyUnderGauge) BattleManager.spriteset().createGaugeLine(battler);
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}
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}
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class GainHpTimer extends ATBTimer {
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constructor(maxValue, gainValue, battler, stateId) {
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super(maxValue);
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this._gainValue = gainValue;
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this._battler = battler;
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this._stateId = stateId;
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}
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battler() {
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return this._battler;
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}
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stateId() {
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return this._stateId;
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}
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increment(fastForwardSpeed = 1) {
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super.increment(fastForwardSpeed);
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if (this.isTimeout()) {
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this._battler.gainHp(this._gainValue);
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this.clear();
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}
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}
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}
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class ATBManager {
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static get GAUGE_MAX() {
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return 1000;
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}
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constructor() {
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this._holdAllBattleMembers = [];
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this._turnDurationTimer = new ATBTimer(ATBManager.GAUGE_MAX);
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this._timers = [this._turnDurationTimer];
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this._canActionMembers = [];
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this._gauges = [];
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this._wait = {};
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}
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startBattle() {
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this.createGauges();
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}
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startTurn() {
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this.createGauges();
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this.makeSpeed();
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}
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updateTurn() {
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for (let gauge of this._gauges) {
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if (gauge.battler().isDead()) gauge.value = 0;
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if (gauge.isFull()) {
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if (gauge.purpose === ATBGauge.PURPOSE_TIME) gauge.battler().makeActions();
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this._canActionMembers.push(gauge.battler());
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gauge.toClearWait();
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}
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}
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}
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updateGauge() {
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if (!this.isActive()) return;
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if (Graphics.frameCount % 2 === 0) return;
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if ($gameTroop.isEventRunning()) return;
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for (let timer of this._timers) {
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timer.increment(this.fastForwardSpeed());
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}
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for (let gauge of this._gauges) {
|
|
|
|
|
gauge.increment(this.fastForwardSpeed());
|
|
|
|
|
}
|
|
|
|
|
BattleManager.refreshStatus();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fastForwardSpeed() {
|
|
|
|
|
if (Input.isPressed("shift")) return ATBConfig.fastForward;
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
endTurn() {
|
|
|
|
|
this._turnDurationTimer.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
toActive(factor) {
|
|
|
|
|
this._wait[factor] = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
toWait(factor) {
|
|
|
|
|
this._wait[factor] = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isActive() {
|
|
|
|
|
for (let factor in this._wait) {
|
|
|
|
|
if (this._wait[factor]) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
createGauges() {
|
|
|
|
|
const members = BattleManager.allBattleMembers();
|
|
|
|
|
for (let battler of members) {
|
|
|
|
|
if (this._holdAllBattleMembers.indexOf(battler) === -1) {
|
|
|
|
|
this._holdAllBattleMembers.push(battler);
|
|
|
|
|
if (battler instanceof Game_Actor) {
|
|
|
|
|
this._gauges.push(new ActorGauge(battler));
|
|
|
|
|
} else {
|
|
|
|
|
this._gauges.push(new EnemyGauge(battler));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (let battler of this._holdAllBattleMembers) {
|
|
|
|
|
if (members.indexOf(battler) === -1) {
|
|
|
|
|
let i = this._holdAllBattleMembers.indexOf(battler);
|
|
|
|
|
this._holdAllBattleMembers.splice(i, 1);
|
|
|
|
|
i = this._gauges.indexOf(battler.gauge())
|
|
|
|
|
this._gauges.splice(i, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
endAction(battler) {
|
|
|
|
|
battler.gauge().clear();
|
|
|
|
|
let i = this._canActionMembers.indexOf(battler);
|
|
|
|
|
if (i >= 0) this._canActionMembers.splice(i, 1);
|
|
|
|
|
if (battler.gauge().purpose === ATBGauge.PURPOSE_SKILL_WAIT) this.endSkillWait(battler);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cancelAction(battler) {
|
|
|
|
|
this.endAction(battler);
|
|
|
|
|
battler.updateStateTurns(1);
|
|
|
|
|
battler.removeStatesAuto(1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
resetGaugeSpeed(battler, speed = battler.speed(), maxActionCount = ATBConfig.maxActionCount) {
|
|
|
|
|
let speeds = [];
|
|
|
|
|
for (let gauge of this._gauges) {
|
|
|
|
|
speeds.push(gauge.battler().speed());
|
|
|
|
|
}
|
|
|
|
|
const minSpeed = Math.min(...speeds);
|
|
|
|
|
const gaugeSpeed = speed / minSpeed;
|
|
|
|
|
battler.gauge().changeSpeed(gaugeSpeed, maxActionCount);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
makeSpeed() {
|
|
|
|
|
let speeds = [];
|
|
|
|
|
for (let gauge of this._gauges) {
|
|
|
|
|
gauge.battler().makeSpeed();
|
|
|
|
|
speeds.push(gauge.battler().speed());
|
|
|
|
|
}
|
|
|
|
|
const minSpeed = Math.min(...speeds);
|
|
|
|
|
let i = 0;
|
|
|
|
|
for (let gauge of this._gauges) {
|
|
|
|
|
if (gauge.purpose === ATBGauge.PURPOSE_TIME) {
|
|
|
|
|
let gaugeSpeed = speeds[i] / minSpeed;
|
|
|
|
|
gauge.changeSpeed(gaugeSpeed, ATBConfig.maxActionCount);
|
|
|
|
|
}
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isEndTurn() {
|
|
|
|
|
return this._turnDurationTimer.isTimeout();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
startSkillWait(battler) {
|
|
|
|
|
battler.gauge().clear();
|
|
|
|
|
const action = battler.currentAction();
|
|
|
|
|
let skillWaitSpeed = (battler.speed() + action.item().speed);
|
|
|
|
|
if (battler.currentAction().isAttack()) skillWaitSpeed += battler.attackSpeed();
|
|
|
|
|
this.resetGaugeSpeed(battler, skillWaitSpeed * ATBConfig.baseSkillWaitGaugeSpeed, null);
|
|
|
|
|
battler.gauge().purpose = ATBGauge.PURPOSE_SKILL_WAIT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
endSkillWait(battler) {
|
|
|
|
|
battler.gauge().clear();
|
|
|
|
|
this.resetGaugeSpeed(battler);
|
|
|
|
|
battler.gauge().purpose = ATBGauge.PURPOSE_TIME;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
getNextSubject() {
|
|
|
|
|
for (let i = 0; i < this._canActionMembers.length; i++) {
|
|
|
|
|
let subject = this._canActionMembers[i];
|
|
|
|
|
if (!subject.gauge().isStop()) {
|
|
|
|
|
this._canActionMembers.splice(i, 1);
|
|
|
|
|
return subject;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
getNextHighPrioritySubject() {
|
|
|
|
|
for (let i = 0; i < this._canActionMembers.length; i++) {
|
|
|
|
|
let subject = this._canActionMembers[i];
|
|
|
|
|
if (subject instanceof Game_Actor && subject.gauge().isCommandSelected()
|
|
|
|
|
|| subject instanceof Game_Enemy
|
|
|
|
|
|| !subject.canInput()) {
|
|
|
|
|
this._canActionMembers.splice(i, 1);
|
|
|
|
|
return subject;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addNextSubject(subject) {
|
|
|
|
|
this._canActionMembers.unshift(subject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
changeNextActor(currentActor, reverse = false) {
|
|
|
|
|
const cycleFild = (array, start, lambda) => {
|
|
|
|
|
for (let i = start; i < array.length; i++) {
|
|
|
|
|
if (lambda(array[i])) return array[i];
|
|
|
|
|
}
|
|
|
|
|
for (let i = 0; i < start - 1; i++) {
|
|
|
|
|
if (lambda(array[i])) return array[i];
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const currentActorIdx = this._canActionMembers.indexOf(currentActor);
|
|
|
|
|
if (currentActorIdx === -1) return null;
|
|
|
|
|
let nextActors = this._canActionMembers.filter(member => member instanceof Game_Actor);
|
|
|
|
|
if (reverse) {
|
|
|
|
|
nextActors = nextActors.sort((a, b) => $gameParty.members().indexOf(b) - $gameParty.members().indexOf(a));
|
|
|
|
|
} else {
|
|
|
|
|
nextActors = nextActors.sort((a, b) => $gameParty.members().indexOf(a) - $gameParty.members().indexOf(b));
|
|
|
|
|
}
|
|
|
|
|
const nextActor = cycleFild(nextActors, nextActors.indexOf(currentActor) + 1, (actor) => {
|
|
|
|
|
if (actor === currentActor) return false;
|
|
|
|
|
if (!actor.gauge().isCommandSelected()
|
|
|
|
|
&& actor.canInput()
|
|
|
|
|
&& actor.gauge().purpose === ATBGauge.PURPOSE_TIME) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
});
|
|
|
|
|
if (!nextActor) return null;
|
|
|
|
|
const nextActorIdx = this._canActionMembers.indexOf(nextActor);
|
|
|
|
|
this._canActionMembers[currentActorIdx] = nextActor;
|
|
|
|
|
this._canActionMembers.splice(nextActorIdx, 1);
|
|
|
|
|
this._canActionMembers.push(currentActor);
|
|
|
|
|
return nextActor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
escapeFailed() {
|
|
|
|
|
this._turnDurationTimer.clear();
|
|
|
|
|
this._canActionMembers = [];
|
|
|
|
|
for (let actor of $gameParty.members()) {
|
|
|
|
|
this.cancelAction(actor);
|
|
|
|
|
}
|
|
|
|
|
for (let enemy of $gameTroop.members()) {
|
|
|
|
|
enemy.gauge().toFull();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
surprise() {
|
|
|
|
|
for (let gauge of this._gauges) {
|
|
|
|
|
if (!(gauge.battler() instanceof Game_Enemy)) continue;
|
|
|
|
|
gauge.toFull();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
preemptive() {
|
|
|
|
|
for (let gauge of this._gauges) {
|
|
|
|
|
if (!(gauge.battler() instanceof Game_Actor)) continue;
|
|
|
|
|
gauge.toFull();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addStateApply(battler, stateId) {
|
|
|
|
|
const state = $dataStates[stateId];
|
|
|
|
|
// ステートに行動制約がある場合
|
|
|
|
|
if (state.restriction > 0) {
|
|
|
|
|
this.endAction(battler);
|
|
|
|
|
if (battler instanceof Game_Actor) battler.gauge().commandSelectCancel();
|
|
|
|
|
}
|
|
|
|
|
this.applyReduceGaugeState(battler, state);
|
|
|
|
|
this.applyIntervalGainHp(battler, state);
|
|
|
|
|
this.applyCancelActionState(battler, state);
|
|
|
|
|
this.startQuickState(battler, state);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eraseStateApply(battler, stateId) {
|
|
|
|
|
const state = $dataStates[stateId];
|
|
|
|
|
// ステートに行動制約がある場合
|
|
|
|
|
if (state.restriction > 0) {
|
|
|
|
|
this.endAction(battler);
|
|
|
|
|
if (battler instanceof Game_Actor) battler.gauge().commandSelectCancel();
|
|
|
|
|
}
|
|
|
|
|
this.endIntervalGainHp(battler, state);
|
|
|
|
|
this.endQuickState(battler, state);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
applyReduceGaugeState(battler, state) {
|
|
|
|
|
let matchData;
|
|
|
|
|
if (state._reduceGauge === undefined) {
|
|
|
|
|
if (matchData = state.note.match(/<\s*ReduceGauge\s+value=(\d+)\s*>/)) {
|
|
|
|
|
state._reduceGauge = parseInt(matchData[1]);
|
|
|
|
|
} else {
|
|
|
|
|
state._reduceGauge = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (state._reduceGauge) {
|
|
|
|
|
battler.gauge().value -= state._reduceGauge;
|
|
|
|
|
battler.eraseState(state.id);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
applyIntervalGainHp(battler, state) {
|
|
|
|
|
let matchData;
|
|
|
|
|
if (state._intervalGainHp === undefined) {
|
|
|
|
|
if (matchData = state.note.match(/<\s*IntervalGainHp\s+gainValue=(\-?\d+)\s+duration=(\d+)\s*>/)) {
|
|
|
|
|
state._intervalGainHp = [parseInt(matchData[1]), parseInt(matchData[2])];
|
|
|
|
|
} else {
|
|
|
|
|
state._intervalGainHp = null;
|
|
|
|
|
state._intervalGainHp
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (state._intervalGainHp) {
|
|
|
|
|
this._timers.push(new GainHpTimer(state._intervalGainHp[1], state._intervalGainHp[0], battler, state.id));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
endIntervalGainHp(battler, state) {
|
|
|
|
|
if (!state._intervalGainHp) return;
|
|
|
|
|
let i = 0;
|
|
|
|
|
for (let timer of this._timers) {
|
|
|
|
|
if (timer instanceof GainHpTimer && timer.battler() === battler && timer.stateId() === state.id) break;
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
this._timers.splice(i, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
applyCancelActionState(battler, state) {
|
|
|
|
|
if (state._cancelAction === undefined) {
|
|
|
|
|
if (state.note.match(/<\s*CancelAction\s*>/)) {
|
|
|
|
|
state._cancelAction = true;
|
|
|
|
|
} else {
|
|
|
|
|
state._cancelAction = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (state._cancelAction) {
|
|
|
|
|
this.cancelAction(battler);
|
|
|
|
|
battler.eraseState(state.id);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
startQuickState(targetBattler, state) {
|
|
|
|
|
if (state._quick === undefined) {
|
|
|
|
|
if (state.note.match(/<\s*Quick\s*>/)) {
|
|
|
|
|
state._quick = true;
|
|
|
|
|
} else {
|
|
|
|
|
state._quick = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!state._quick) return;
|
|
|
|
|
for (let battler of BattleManager.allBattleMembers()) {
|
|
|
|
|
if (battler === targetBattler) {
|
|
|
|
|
battler.gauge().startQuick();
|
|
|
|
|
} else {
|
|
|
|
|
battler.gauge().stop();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
endQuickState(targetBattler, state) {
|
|
|
|
|
if (!state._quick) return;
|
|
|
|
|
for (let battler of BattleManager.allBattleMembers()) {
|
|
|
|
|
if (battler === targetBattler) {
|
|
|
|
|
battler.gauge().endQuick();
|
|
|
|
|
} else {
|
|
|
|
|
battler.gauge().resume();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Game_BattlerBase */
|
|
|
|
|
ATBAlias._Game_BattlerBase_clearStates = Game_BattlerBase.prototype.clearStates;
|
|
|
|
|
Game_BattlerBase.prototype.clearStates = function() {
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Battle) {
|
|
|
|
|
for (let stateId of this._states) {
|
|
|
|
|
BattleManager.eraseStateApply(this, stateId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._Game_BattlerBase_clearStates.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Game_BattlerBase_addNewState = Game_BattlerBase.prototype.addNewState;
|
|
|
|
|
Game_BattlerBase.prototype.addNewState = function(stateId) {
|
|
|
|
|
ATBAlias._Game_BattlerBase_addNewState.call(this, stateId);
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Battle) {
|
|
|
|
|
BattleManager.addStateApply(this, stateId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Game_BattlerBase_eraseState = Game_BattlerBase.prototype.eraseState;
|
|
|
|
|
Game_BattlerBase.prototype.eraseState = function(stateId) {
|
|
|
|
|
ATBAlias._Game_BattlerBase_eraseState.call(this, stateId);
|
|
|
|
|
if (SceneManager._scene instanceof Scene_Battle) {
|
|
|
|
|
BattleManager.eraseStateApply(this, stateId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// timing 1: 行動終了時
|
|
|
|
|
// timing 2: ターン終了時
|
|
|
|
|
Game_BattlerBase.prototype.updateStateTurns = function(timing = 2) {
|
|
|
|
|
for (let stateId of this._states) {
|
|
|
|
|
if (this._stateTurns[stateId] > 0) {
|
|
|
|
|
let state = $dataStates[stateId];
|
|
|
|
|
if (state.autoRemovalTiming === timing) this._stateTurns[stateId]--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Game_Battler */
|
|
|
|
|
ATBAlias._Game_Battler_initMembers = Game_Battler.prototype.initMembers;
|
|
|
|
|
Game_Battler.prototype.initMembers = function() {
|
|
|
|
|
ATBAlias._Game_Battler_initMembers.call(this);
|
|
|
|
|
this._gauge = null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.getSprite = function() {
|
|
|
|
|
for (let sprite of BattleManager._spriteset.battlerSprites()) {
|
|
|
|
|
if (sprite._battler === this) return sprite;
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setGauge = function(gauge) {
|
|
|
|
|
return this._gauge = gauge;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.gauge = function() {
|
|
|
|
|
return this._gauge;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 行動終了時のステート解除判定後にステート経過ターンを更新する
|
|
|
|
|
ATBAlias._Game_Battler_onAllActionsEnd = Game_Battler.prototype.onAllActionsEnd;
|
|
|
|
|
Game_Battler.prototype.onAllActionsEnd = function() {
|
|
|
|
|
ATBAlias._Game_Battler_onAllActionsEnd.call(this);
|
|
|
|
|
this.updateStateTurns(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 行動完了時にdoneさせない
|
|
|
|
|
Game_Battler.prototype.performActionEnd = function() {
|
|
|
|
|
this.setActionState("undecided");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// speedの生成にactionを用いない
|
|
|
|
|
Game_Battler.prototype.makeSpeed = function() {
|
|
|
|
|
this._speed = this.agi + Math.randomInt(Math.floor(5 + this.agi / 4));
|
|
|
|
|
this._speed += this.attackSpeed();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Game_Actor */
|
|
|
|
|
ATBAlias._Game_BattlerBase_die = Game_BattlerBase.prototype.die;
|
|
|
|
|
Game_Actor.prototype.die = function() {
|
|
|
|
|
this.gauge().commandSelectCancel();
|
|
|
|
|
BattleManager._atbManager.endAction(this);
|
|
|
|
|
ATBAlias._Game_BattlerBase_die.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Game_Item */
|
|
|
|
|
Game_Item.prototype.isSkillWait = function() {
|
|
|
|
|
const skill = this.object();
|
|
|
|
|
if (!skill) return null;
|
|
|
|
|
if (skill._skillWait === undefined) {
|
|
|
|
|
if (skill.note.match(/<\s*SkillWait\s*>/)) {
|
|
|
|
|
skill._skillWait = true;
|
|
|
|
|
} else {
|
|
|
|
|
skill._skillWait = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return skill._skillWait;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Game_Action */
|
|
|
|
|
Game_Action.prototype.isSkillWait = function() {
|
|
|
|
|
return this._item.isSkillWait();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* singleton class BattleManager */
|
|
|
|
|
ATBAlias._BattleManager_initMembers = BattleManager.initMembers;
|
|
|
|
|
BattleManager.initMembers = function() {
|
|
|
|
|
ATBAlias._BattleManager_initMembers.call(this);
|
|
|
|
|
this._turnStarted = false;
|
|
|
|
|
this._beforeActionFinish = false;
|
|
|
|
|
this._turnStartReserve = false;
|
|
|
|
|
this._atbManager = new ATBManager();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.spriteset = function() {
|
|
|
|
|
return this._spriteset;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BattleManager.startInputPhase = function() {
|
|
|
|
|
this._phase = "input";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.setActor = function(actor) {
|
|
|
|
|
this._actorIndex = $gameParty.members().indexOf(actor);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_startBattle = BattleManager.startBattle;
|
|
|
|
|
BattleManager.startBattle = function() {
|
|
|
|
|
ATBAlias._BattleManager_startBattle.call(this);
|
|
|
|
|
this._atbManager.startBattle();
|
|
|
|
|
if (this._surprise) {
|
|
|
|
|
this._atbManager.surprise();
|
|
|
|
|
} else if (this._preemptive) {
|
|
|
|
|
this._atbManager.preemptive();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// startInput時は、すぐにターンを開始する
|
|
|
|
|
BattleManager.startInput = function() {
|
|
|
|
|
this.startTurn();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_startTurn = BattleManager.startTurn;
|
|
|
|
|
BattleManager.startTurn = function() {
|
|
|
|
|
if (this._turnStarted) {
|
|
|
|
|
this._phase = "turn";
|
|
|
|
|
this._logWindow.startTurn();
|
|
|
|
|
} else {
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
this._enteredEndPhase = false;
|
|
|
|
|
this._phase = "turn";
|
|
|
|
|
$gameTroop.increaseTurn();
|
|
|
|
|
$gameParty.onTurnStart();
|
|
|
|
|
$gameTroop.onTurnStart();
|
|
|
|
|
this._performedBattlers = [];
|
|
|
|
|
this.makeActionOrders();
|
|
|
|
|
$gameParty.requestMotionRefresh();
|
|
|
|
|
this._logWindow.startTurn();
|
|
|
|
|
} else {
|
|
|
|
|
ATBAlias._BattleManager_startTurn.call(this);
|
|
|
|
|
}
|
|
|
|
|
this._atbManager.toActive("turn");
|
|
|
|
|
this._atbManager.startTurn();
|
|
|
|
|
this._turnStarted = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateTurn = function() {
|
|
|
|
|
// CTBの場合は、BattleManager.updateTurn内でゲージを更新する
|
|
|
|
|
if (ATBConfig.waitCommandSelection) {
|
|
|
|
|
this._atbManager.updateGauge();
|
|
|
|
|
}
|
|
|
|
|
this._atbManager.updateTurn();
|
|
|
|
|
$gameParty.requestMotionRefresh();
|
|
|
|
|
if (!this._subject) {
|
|
|
|
|
this._subject = this.getNextSubject();
|
|
|
|
|
}
|
|
|
|
|
if (this._subject) {
|
|
|
|
|
if (this._subject instanceof Game_Actor) {
|
|
|
|
|
const nextHighPrioritySubject = this._atbManager.getNextHighPrioritySubject();
|
|
|
|
|
if (nextHighPrioritySubject) {
|
|
|
|
|
this._atbManager.addNextSubject(this._subject);
|
|
|
|
|
this._subject = nextHighPrioritySubject;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this.processTurn();
|
|
|
|
|
}
|
|
|
|
|
if ((this._phase === "input" || this._phase === "turn") && this._atbManager.isEndTurn()) {
|
|
|
|
|
this._atbManager.endTurn();
|
|
|
|
|
this.endTurn();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// clearActorを無効化する
|
|
|
|
|
BattleManager.clearActor = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.beforeAction = function(action) {
|
|
|
|
|
const gauge = this._subject.gauge();
|
|
|
|
|
if (gauge.purpose === ATBGauge.PURPOSE_SKILL_WAIT) {
|
|
|
|
|
if (this._subject instanceof Game_Actor) gauge.setCommandSelected(true);
|
|
|
|
|
this._beforeActionFinish = true;
|
|
|
|
|
} else if (this._subject instanceof Game_Actor && !gauge.isCommandSelected()) {
|
|
|
|
|
if (!(this._subject.isConfused() && !action._forcing)) {
|
|
|
|
|
this.setActor(this._subject);
|
|
|
|
|
this.startInputPhase();
|
|
|
|
|
} else {
|
|
|
|
|
gauge.setCommandSelected(true);
|
|
|
|
|
}
|
|
|
|
|
} else if (action.isSkillWait()) {
|
|
|
|
|
this._atbManager.startSkillWait(this._subject);
|
|
|
|
|
this._subject.setActionState("waiting");
|
|
|
|
|
} else {
|
|
|
|
|
this._beforeActionFinish = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.afterAction = function() {
|
|
|
|
|
this._atbManager.toActive("turn");
|
|
|
|
|
if (this._subject instanceof Game_Actor && this._subject.gauge().purpose === ATBGauge.PURPOSE_TIME) {
|
|
|
|
|
this._subject.gauge().setCommandSelected(false);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processTurn = function() {
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) this._processTurn = true;
|
|
|
|
|
const subject = this._subject;
|
|
|
|
|
const action = subject.currentAction();
|
|
|
|
|
if (action) {
|
|
|
|
|
if (!this._beforeActionFinish) {
|
|
|
|
|
this.beforeAction(action);
|
|
|
|
|
}
|
|
|
|
|
if (this._beforeActionFinish) {
|
|
|
|
|
action.prepare();
|
|
|
|
|
if (action.isValid()) {
|
|
|
|
|
this.startAction();
|
|
|
|
|
} else {
|
|
|
|
|
this._atbManager.endAction(this._subject);
|
|
|
|
|
}
|
|
|
|
|
this._beforeActionFinish = false;
|
|
|
|
|
subject.removeCurrentAction();
|
|
|
|
|
} else if (this._subject.gauge().purpose === ATBGauge.PURPOSE_SKILL_WAIT) {
|
|
|
|
|
this._beforeActionFinish = false;
|
|
|
|
|
this.afterAction();
|
|
|
|
|
this._subject = this.getNextSubject();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.afterAction();
|
|
|
|
|
subject.onAllActionsEnd();
|
|
|
|
|
this.refreshStatus();
|
|
|
|
|
this._logWindow.displayAutoAffectedStatus(subject);
|
|
|
|
|
this._logWindow.displayCurrentState(subject);
|
|
|
|
|
this._logWindow.displayRegeneration(subject);
|
|
|
|
|
this._subject = this.getNextSubject();
|
|
|
|
|
}
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) this._processTurn = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_startAction = BattleManager.startAction;
|
|
|
|
|
BattleManager.startAction = function() {
|
|
|
|
|
if (this._subject instanceof Game_Actor) {
|
|
|
|
|
if (this._subject.gauge().isCommandSelected()) {
|
|
|
|
|
if (ATBConfig.waitAnimation) this._atbManager.toWait("turn");
|
|
|
|
|
ATBAlias._BattleManager_startAction.call(this);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (ATBConfig.waitCommandSelection || ATBConfig.waitAnimation) {
|
|
|
|
|
this._atbManager.toWait("turn");
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._BattleManager_startAction.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_endAction = BattleManager.endAction;
|
|
|
|
|
BattleManager.endAction = function() {
|
|
|
|
|
ATBAlias._BattleManager_endAction.call(this);
|
|
|
|
|
this._atbManager.endAction(this._subject);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_endTurn = BattleManager.endTurn;
|
|
|
|
|
BattleManager.endTurn = function() {
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
|
|
|
|
|
if (this.isTurnBased() && this._enteredEndPhase) {
|
|
|
|
|
this._phase = "turnEnd";
|
|
|
|
|
this._preemptive = false;
|
|
|
|
|
this._surprise = false;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
this._enteredEndPhase = true;
|
|
|
|
|
Yanfly.BEC.BattleManager_endTurn.call(this);
|
|
|
|
|
BattleManager.refreshAllMembers();
|
|
|
|
|
this.actor().gauge().commandSelectCancel();
|
|
|
|
|
this._turnStarted = false;
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_endTurn.call(this);
|
|
|
|
|
this._turnStarted = false;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.selectNextCommand = function() {
|
|
|
|
|
this.actor().gauge().setCommandSelected(true);
|
|
|
|
|
this.actor().gauge().setCommandSelecting(false);
|
|
|
|
|
this.toActiveSelectSkillOrItem();
|
|
|
|
|
this.startTurnReserve();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getNextSubject = function() {
|
|
|
|
|
if (this._subject && this._subject.gauge().isActionEnd()) {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
return this._atbManager.getNextSubject();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.processEscape = function() {
|
|
|
|
|
$gameParty.performEscape();
|
|
|
|
|
SoundManager.playEscape();
|
|
|
|
|
const success = this._preemptive ? true : (Math.random() < this._escapeRatio);
|
|
|
|
|
if (success) {
|
|
|
|
|
this.displayEscapeSuccessMessage();
|
|
|
|
|
this._escaped = true;
|
|
|
|
|
this.processAbort();
|
|
|
|
|
} else {
|
|
|
|
|
this.displayEscapeFailureMessage();
|
|
|
|
|
this._escapeRatio += 0.1;
|
|
|
|
|
this.endPause();
|
|
|
|
|
this.startTurnReserve();
|
|
|
|
|
this._atbManager.escapeFailed();
|
|
|
|
|
this.actor().gauge().commandSelectCancel();
|
|
|
|
|
if (this._subject instanceof Game_Actor && this._phase === "input") {
|
|
|
|
|
this._subject = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return success;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._BattleManager_isInputting = BattleManager.isInputting;
|
|
|
|
|
BattleManager.isInputting = function() {
|
|
|
|
|
return ATBAlias._BattleManager_isInputting.call(this) && !this._turnStartReserve;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.update = function() {
|
|
|
|
|
if (ATBConfig.enableChangeSelectActor) this.updateChangeSelectActor();
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
|
|
|
|
|
if (!this.isBusy() && !this.updateEvent()) {
|
|
|
|
|
switch (this._phase) {
|
|
|
|
|
case "start":
|
|
|
|
|
this.startInput();
|
|
|
|
|
break;
|
|
|
|
|
case "input":
|
|
|
|
|
case "turn":
|
|
|
|
|
this.startTurnAwait();
|
|
|
|
|
this.updateTurn();
|
|
|
|
|
break;
|
|
|
|
|
case "action":
|
|
|
|
|
this.updateAction();
|
|
|
|
|
break;
|
|
|
|
|
case "phaseChange":
|
|
|
|
|
this.updatePhase();
|
|
|
|
|
break;
|
|
|
|
|
case "actionList":
|
|
|
|
|
this.updateActionList()
|
|
|
|
|
break;
|
|
|
|
|
case "actionTargetList":
|
|
|
|
|
this.updateActionTargetList()
|
|
|
|
|
break;
|
|
|
|
|
case "turnEnd":
|
|
|
|
|
this.updateTurnEnd();
|
|
|
|
|
break;
|
|
|
|
|
case "battleEnd":
|
|
|
|
|
this.updateBattleEnd();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
if (!this.isBusy() && !this.updateEvent()) {
|
|
|
|
|
switch (this._phase) {
|
|
|
|
|
case "start":
|
|
|
|
|
this.startInput();
|
|
|
|
|
break;
|
|
|
|
|
// ATBの場合は、input phaseの間でもターン更新を行う
|
|
|
|
|
case "input":
|
|
|
|
|
case "turn":
|
|
|
|
|
this.startTurnAwait();
|
|
|
|
|
this.updateTurn();
|
|
|
|
|
break;
|
|
|
|
|
case "action":
|
|
|
|
|
this.updateAction();
|
|
|
|
|
break;
|
|
|
|
|
case "turnEnd":
|
|
|
|
|
this.updateTurnEnd();
|
|
|
|
|
break;
|
|
|
|
|
case "battleEnd":
|
|
|
|
|
this.updateBattleEnd();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
// バトルイベントを実行する場合、アクターコマンド選択中を解除する
|
|
|
|
|
if ($gameTroop.isEventRunning()) this.actor().gauge().setCommandSelecting(false);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateChangeSelectActor = function() {
|
|
|
|
|
if (!this._subject) return;
|
|
|
|
|
const actorCommandWindow = SceneManager._scene._actorCommandWindow;
|
|
|
|
|
if (actorCommandWindow.active) {
|
|
|
|
|
if (Input.isTriggered("pageup")) {
|
|
|
|
|
this.changeSelectActor();
|
|
|
|
|
} else if (Input.isTriggered("pagedown")) {
|
|
|
|
|
this.changeSelectActor(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.changeSelectActor = function(reverse = false) {
|
|
|
|
|
const scene = SceneManager._scene;
|
|
|
|
|
const currentActor = this.actor();
|
|
|
|
|
if (!currentActor) return;
|
|
|
|
|
let nextActor = null;
|
|
|
|
|
if (this._subject instanceof Game_Actor
|
|
|
|
|
&& this._subject === currentActor
|
|
|
|
|
&& this._subject.canInput()
|
|
|
|
|
&& this._subject.gauge().purpose === ATBGauge.PURPOSE_TIME
|
|
|
|
|
&& !this._subject.gauge().isActionEnd()) {
|
|
|
|
|
this._atbManager.addNextSubject(this._subject);
|
|
|
|
|
nextActor = this._atbManager.changeNextActor(currentActor, reverse);
|
|
|
|
|
this._subject = this._atbManager.getNextSubject();
|
|
|
|
|
if (!nextActor) return;
|
|
|
|
|
currentActor.gauge().commandSelectCancel();
|
|
|
|
|
this.setActor(nextActor);
|
|
|
|
|
} else {
|
|
|
|
|
nextActor = this._atbManager.changeNextActor(currentActor, reverse);
|
|
|
|
|
if (!nextActor) return;
|
|
|
|
|
currentActor.gauge().commandSelectCancel();
|
|
|
|
|
scene.updateActorCommandWindow();
|
|
|
|
|
this.setActor(nextActor);
|
|
|
|
|
scene.startActorCommandSelection();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// アクターコマンドの選択が完了してからターンを開始するようにする
|
|
|
|
|
BattleManager.startTurnReserve = function() {
|
|
|
|
|
if (this._subject && !this._subject.gauge().isActionEnd()) {
|
|
|
|
|
this._turnStartReserve = true;
|
|
|
|
|
SceneManager._scene.changeInputWindow();
|
|
|
|
|
} else {
|
|
|
|
|
this.startTurn();
|
|
|
|
|
this._turnStarted = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startTurnAwait = function() {
|
|
|
|
|
if (this._phase === "battleEnd") return;
|
|
|
|
|
if (this._subject && this._subject.gauge().isActionEnd) {
|
|
|
|
|
if (this._turnStartReserve) {
|
|
|
|
|
this._turnStartReserve = false;
|
|
|
|
|
this.startTurn();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.updateGauge = function() {
|
|
|
|
|
this._atbManager.updateGauge();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.startPause = function() {
|
|
|
|
|
this._atbManager.toWait("pause");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.endPause = function() {
|
|
|
|
|
this._atbManager.toActive("pause");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.toActiveSelectSkillOrItem = function() {
|
|
|
|
|
this._atbManager.toActive("selectSkillOrItem");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.toWaitSelectSkillOrItem = function() {
|
|
|
|
|
this._atbManager.toWait("selectSkillOrItem");
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.addStateApply = function(battler, stateId) {
|
|
|
|
|
this._atbManager.addStateApply(battler, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.eraseStateApply = function(battler, stateId) {
|
|
|
|
|
this._atbManager.eraseStateApply(battler, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Scene_Battle */
|
|
|
|
|
ATBAlias._Scene_Battle_update = Scene_Battle.prototype.update;
|
|
|
|
|
Scene_Battle.prototype.update = function() {
|
|
|
|
|
ATBAlias._Scene_Battle_update.call(this);
|
|
|
|
|
this.updateActorCommandWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateBattleProcess = function() {
|
|
|
|
|
// CTBの場合は、BattleManager.updateTurn内でゲージを更新する
|
|
|
|
|
if (!ATBConfig.waitCommandSelection) {
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
|
|
|
|
|
switch (BattleManager._phase) {
|
|
|
|
|
case "input":
|
|
|
|
|
case "turn":
|
|
|
|
|
case "action":
|
|
|
|
|
case "phaseChange":
|
|
|
|
|
case "actionList":
|
|
|
|
|
case "actionTargetList":
|
|
|
|
|
BattleManager.updateGauge();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
switch (BattleManager._phase) {
|
|
|
|
|
case "input":
|
|
|
|
|
case "turn":
|
|
|
|
|
case "action":
|
|
|
|
|
BattleManager.updateGauge();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!this.isAnyInputWindowActive() || BattleManager.isAborting() ||
|
|
|
|
|
BattleManager.isBattleEnd()) {
|
|
|
|
|
BattleManager.update();
|
|
|
|
|
if (!BattleManager.actor() || !BattleManager.actor().gauge().isCommandSelected()) {
|
|
|
|
|
this.changeInputWindow();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateActorCommandWindow = function() {
|
|
|
|
|
if (BattleManager.actor() && !BattleManager.actor().gauge().isCommandSelecting()) {
|
|
|
|
|
this._actorCommandWindow.close();
|
|
|
|
|
this._skillWindow.hide();
|
|
|
|
|
this._itemWindow.hide();
|
|
|
|
|
this._actorWindow.hide();
|
|
|
|
|
this._enemyWindow.hide();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ターンを再開する
|
|
|
|
|
Scene_Battle.prototype.commandFight = function() {
|
|
|
|
|
BattleManager.endPause();
|
|
|
|
|
BattleManager.actor().gauge().setCommandSelecting(false);
|
|
|
|
|
this.changeInputWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// キャンセルでパーティウィンドウに戻す
|
|
|
|
|
Scene_Battle.prototype.selectPreviousCommand = function() {
|
|
|
|
|
this.startPartyCommandSelection();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// パーティコマンド選択時はポーズする
|
|
|
|
|
ATBAlias._Scene_Battle_startPartyCommandSelection = Scene_Battle.prototype.startPartyCommandSelection;
|
|
|
|
|
Scene_Battle.prototype.startPartyCommandSelection = function() {
|
|
|
|
|
BattleManager.startPause();
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startPartyCommandSelection.call(this);
|
|
|
|
|
} else {
|
|
|
|
|
ATBAlias._Scene_Battle_startPartyCommandSelection.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Scene_Battle_startActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection;
|
|
|
|
|
Scene_Battle.prototype.startActorCommandSelection = function() {
|
|
|
|
|
if (ATBConfig.enableYEP_BattleEngineCore) {
|
|
|
|
|
|
|
|
|
|
if (!BattleManager.actor().gauge().isCommandSelecting()) {
|
|
|
|
|
Yanfly.BEC.Scene_Battle_startActorCommandSelection.call(this);
|
|
|
|
|
this._statusWindow.refresh();
|
|
|
|
|
BattleManager.actor().gauge().setCommandSelecting(true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
if (!BattleManager.actor().gauge().isCommandSelecting()) {
|
|
|
|
|
ATBAlias._Scene_Battle_startActorCommandSelection.call(this);
|
|
|
|
|
BattleManager.actor().gauge().setCommandSelecting(true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.changeInputWindow = function() {
|
|
|
|
|
if (BattleManager.isInputting()) {
|
|
|
|
|
if (BattleManager.actor()) {
|
|
|
|
|
this.startActorCommandSelection();
|
|
|
|
|
} else {
|
|
|
|
|
BattleManager.startTurn();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// アクターウィンドウの選択が終了すると、アクターウィンドウを閉じる
|
|
|
|
|
if (BattleManager.actor() && !BattleManager.actor().gauge().isCommandSelecting()) {
|
|
|
|
|
this.endCommandSelection();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ATB時は、ステータスウィンドウを移動しないようにする
|
|
|
|
|
ATBAlias._Scene_Battle_updateWindowPositions = Scene_Battle.prototype.updateWindowPositions;
|
|
|
|
|
Scene_Battle.prototype.updateWindowPositions = function() {
|
|
|
|
|
statusX = this._partyCommandWindow.width;
|
|
|
|
|
if (this._statusWindow.x < statusX) {
|
|
|
|
|
this._statusWindow.x += 16;
|
|
|
|
|
if (this._statusWindow.x > statusX) {
|
|
|
|
|
this._statusWindow.x = statusX;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (this._statusWindow.x > statusX) {
|
|
|
|
|
this._statusWindow.x -= 16;
|
|
|
|
|
if (this._statusWindow.x < statusX) {
|
|
|
|
|
this._statusWindow.x = statusX;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ATB時は、パーティコマンドが開いているとき以外は時間を進める
|
|
|
|
|
ATBAlias._Scene_Battle_isAnyInputWindowActive = Scene_Battle.prototype.isAnyInputWindowActive;
|
|
|
|
|
Scene_Battle.prototype.isAnyInputWindowActive = function() {
|
|
|
|
|
if (ATBConfig.waitCommandSelection) {
|
|
|
|
|
return ATBAlias._Scene_Battle_isAnyInputWindowActive.call(this);
|
|
|
|
|
}
|
|
|
|
|
return this._partyCommandWindow.active;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Scene_Battle_commandSkill = Scene_Battle.prototype.commandSkill;
|
|
|
|
|
Scene_Battle.prototype.commandSkill = function() {
|
|
|
|
|
if (!ATBConfig.waitCommandSelection && ATBConfig.waitSelectSkillOrItem) {
|
|
|
|
|
BattleManager.toWaitSelectSkillOrItem();
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._Scene_Battle_commandSkill.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Scene_Battle_commandItem = Scene_Battle.prototype.commandItem;
|
|
|
|
|
Scene_Battle.prototype.commandItem = function() {
|
|
|
|
|
if (!ATBConfig.waitCommandSelection && ATBConfig.waitSelectSkillOrItem) {
|
|
|
|
|
BattleManager.toWaitSelectSkillOrItem();
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._Scene_Battle_commandItem.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
|
|
|
|
|
Scene_Battle.prototype.onSkillCancel = function() {
|
|
|
|
|
if (!ATBConfig.waitCommandSelection && ATBConfig.waitSelectSkillOrItem) {
|
|
|
|
|
BattleManager.toActiveSelectSkillOrItem();
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._Scene_Battle_onSkillCancel.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ATBAlias._Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
|
|
|
|
|
Scene_Battle.prototype.onItemCancel = function() {
|
|
|
|
|
if (!ATBConfig.waitCommandSelection && ATBConfig.waitSelectSkillOrItem) {
|
|
|
|
|
BattleManager.toActiveSelectSkillOrItem();
|
|
|
|
|
}
|
|
|
|
|
ATBAlias._Scene_Battle_onItemCancel.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Window_BattleStatus */
|
|
|
|
|
ATBAlias._Window_BattleStatus_drawGaugeAreaWithTp = Window_BattleStatus.prototype.drawGaugeAreaWithTp;
|
|
|
|
|
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
|
|
|
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if (ATBConfig.drawUnderGauge) {
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ATBAlias._Window_BattleStatus_drawGaugeAreaWithTp.call(this, rect, actor);
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} else {
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this.drawActorHp(actor, rect.x + 0, rect.y, 108 * 0.8);
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this.drawActorMp(actor, rect.x + 123 * 0.8, rect.y, 96 * 0.8);
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this.drawActorTp(actor, rect.x + 234 * 0.8, rect.y, 96 * 0.8);
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this.drawActorCt(actor, rect.x + 334 * 0.8, rect.y, 96 * 0.8);
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}
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};
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ATBAlias._Window_BattleStatus_drawGaugeAreaWithoutTp = Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
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Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
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if (ATBConfig.drawUnderGauge) {
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ATBAlias._Window_BattleStatus_drawGaugeAreaWithoutTp.call(this, rect, actor);
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} else {
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ATBAlias._Window_BattleStatus_drawGaugeAreaWithoutTp.call(this, rect, actor);
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this.drawActorCt(actor, rect.x + 234, rect.y, 96);
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}
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};
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Window_BattleStatus.prototype.drawActorCt = function(actor, x, y, width) {
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width = width || 96;
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const gauge = actor.gauge();
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let color1, color2;
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if (gauge && gauge.purpose === ATBGauge.PURPOSE_TIME) {
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color1 = this.textColor(30);
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color2 = this.textColor(31);
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} else {
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color1 = this.textColor(2);
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color2 = this.textColor(2);
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}
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const ctValue = Math.floor(gauge ? gauge.value : 0);
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const ctRate = ctValue / ATBManager.GAUGE_MAX;
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this.drawGauge(x, y, width, ctRate, color1, color2);
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this.changeTextColor(this.systemColor());
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this.drawText("CT", x, y, 44);
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this.changeTextColor(this.normalColor());
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};
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class Sprite_GaugeLine extends Sprite {
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get GAUGE_WIDTH() { return 50 };
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|
|
|
get GAUGE_HEIGHT() { return 5 };
|
|
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|
|
|
|
|
|
|
initialize(battler) {
|
|
|
|
|
const bitmap = new Bitmap(this.GAUGE_WIDTH, this.GAUGE_HEIGHT);
|
|
|
|
|
super.initialize(bitmap);
|
|
|
|
|
this._battler = battler;
|
|
|
|
|
this._battlerSprite = battler.getSprite();
|
|
|
|
|
}
|
|
|
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|
|
|
|
|
|
update() {
|
|
|
|
|
super.update();
|
|
|
|
|
if (BattleManager._phase !== "start") {
|
|
|
|
|
if (this._battler instanceof Game_Actor) {
|
|
|
|
|
this.x = this._battlerSprite.x - 24;
|
|
|
|
|
this.y = this._battlerSprite.y;
|
|
|
|
|
} else {
|
|
|
|
|
this.x = this._battlerSprite.x - this._battlerSprite.width / 4;
|
|
|
|
|
this.y = this._battlerSprite.y;
|
|
|
|
|
}
|
|
|
|
|
this.drawGauge(this._battler.gauge());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
drawGauge(gauge) {
|
|
|
|
|
let width = 0;
|
|
|
|
|
if (gauge.battler() instanceof Game_Enemy && gauge.battler().isDead()) {
|
|
|
|
|
this.bitmap.clear();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (gauge) {
|
|
|
|
|
const ctRate = gauge.value / ATBManager.GAUGE_MAX;
|
|
|
|
|
width = this.bitmap.width * ctRate;
|
|
|
|
|
}
|
|
|
|
|
this.bitmap.fillRect(0, 0, this.bitmap.width, this.bitmap.height, "#000000");
|
|
|
|
|
if (gauge.purpose === ATBGauge.PURPOSE_SKILL_WAIT) {
|
|
|
|
|
this.bitmap.fillRect(0, 0, width, this.bitmap.height, BattleManager._statusWindow.textColor(2));
|
|
|
|
|
} else {
|
|
|
|
|
this.bitmap.fillRect(0, 0, width, this.bitmap.height, BattleManager._statusWindow.textColor(31));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* class Spriteset_Battle */
|
|
|
|
|
Spriteset_Battle.prototype.createGaugeLine = function(battler) {
|
|
|
|
|
this._baseSprite.addChild(new Sprite_GaugeLine(battler));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// クラス名のエイリアス
|
|
|
|
|
ATBAlias.ATBTimer = ATBTimer;
|
|
|
|
|
ATBAlias.ATBGauge = ATBGauge;
|
|
|
|
|
ATBAlias.ActorGauge = ActorGauge;
|
|
|
|
|
ATBAlias.EnemyGauge = EnemyGauge;
|
|
|
|
|
ATBAlias.ATBManager = ATBManager;
|
|
|
|
|
ATBAlias.Sprite_GaugeLine = Sprite_GaugeLine;
|
|
|
|
|
|
|
|
|
|
};
|