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//=============================================================================
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// MOG_ATB_Gauge.js
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//=============================================================================
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/*:
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* @plugindesc (v1.0) Apresenta a Hud de ATB para MOG_ATB.
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* @author Moghunter
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*
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* @param Hud Angle
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* @desc Definição do ângulo da hud.
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* @default 0
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*
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* @param Hud X-Axis
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* @desc Definição X-Axis da hud.
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* @default 740
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*
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* @param Hud Y-Axis
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* @desc Definição Y-Axis da hud.
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* @default 45
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*
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* @param Enemy X-Axis Offset
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* @desc Definição X-Axis offset do ícone dos inimigos.
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* @default 16
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*
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* @param Actor X-Axis Offset
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* @desc Definição X-Axis offset do ícone dos aliados.
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* @default -16
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*
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* @param Active X-Axis
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* @desc Definição X-Axis quando o battler está em turno.
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* @default -3
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*
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* @param Active Y-Axis
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* @desc Definição Y-Axis quando o battler está em turno.
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* @default 30
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*
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* @param Gauge Size
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* @desc Definição do tamanho do medidor.
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* @default 160
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*
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* @param Skill Visible
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* @desc Apresentar o Ícone de habilidade.
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* @default true
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*
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* @param Skill Zoom
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* @desc Definição do zoom do ícone de habilidade.
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* @default 0.6
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*
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* @param Skill X-Axis
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* @desc Definição X-Axis do ícone de habilidade.
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* @default 0
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*
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* @param Skill Y-Axis
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* @desc Definição Y-Axis do ícone de habilidade.
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* @default 0
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*
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* @help
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* =============================================================================
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* +++ MOG - ATB Gauge (v1.0) +++
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* By Moghunter
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* https://mogplugins.wordpress.com
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* =============================================================================
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* Apresenta a Hud de ATB para MOG_ATB.
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*
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* =============================================================================
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* IMAGES
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* =============================================================================
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* As imagens deverão ser gravadas na pasta (img/atb/)
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* Para nomear o ícones dos battlers, nomeie da seguinte forma.
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*
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* Actor_ + ACTOR_ID.png
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* Enemy_ + ACTOR_ID.png
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*
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* Ex
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*
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* Actor_1.png
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* Actor_2.png
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* ...
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* Enemy_1.png
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* Enemy_2.png
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* ...
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_ATB_Gauge = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_ATB_Gauge');
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Moghunter.atbIconAngle = Number(Moghunter.parameters['Hud Angle'] || 0);
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Moghunter.atbIcon_GaugeX = Number(Moghunter.parameters['Hud X-Axis'] || 740);
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Moghunter.atbIcon_GaugeY = Number(Moghunter.parameters['Hud Y-Axis'] || 45);
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Moghunter.atbIcon_enemyX = Number(Moghunter.parameters['Enemy X-Axis Offset'] || 16);
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Moghunter.atbIcon_actorX = Number(Moghunter.parameters['Actor X-Axis Offset'] || -16);
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Moghunter.atbIcon_inTurnX = Number(Moghunter.parameters['Active X-Axis'] || -3);
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Moghunter.atbIcon_inTurnY = Number(Moghunter.parameters['Active Y-Axis'] || 30);
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Moghunter.atbIcon_GaugeSize = Number(Moghunter.parameters['Gauge Size'] || 160);
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Moghunter.atbIcon_SkillVisible = String(Moghunter.parameters['Skill Visible'] || 'true');
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Moghunter.atbIcon_SkillScale = Number(Moghunter.parameters['Skill Zoom'] || 0.6);
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Moghunter.atbIcon_SkillX = Number(Moghunter.parameters['Skill X-Axis'] || 0);
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Moghunter.atbIcon_SkillY = Number(Moghunter.parameters['Skill Y-Axis'] || 0);
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//==============================
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// * load ATB Icon
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//==============================
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ImageManager.loadATBIcon = function(filename) {
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return this.loadBitmap('img/atb/', filename, 0, true);
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};
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//=============================================================================
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// ** Game Temp
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//=============================================================================
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//==============================
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// * Initialize
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//==============================
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var _mog_atb_gTemp_initialize = Game_Temp.prototype.initialize
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Game_Temp.prototype.initialize = function() {
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_mog_atb_gTemp_initialize.call(this);
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this._refreshATBGauge = false;;
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};
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//=============================================================================
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// ** Scene Base
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//=============================================================================
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//==============================
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// ** create Hud Field
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//==============================
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Scene_Base.prototype.createHudField = function() {
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this._hudField = new Sprite();
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this._hudField.z = 10;
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this.addChild(this._hudField);
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};
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//==============================
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// ** sort MZ
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//==============================
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Scene_Base.prototype.sortMz = function() {
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this._hudField.children.sort(function(a, b){return a.mz-b.mz});
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};
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//=============================================================================
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// ** Scene Battle
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//=============================================================================
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//==============================
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// ** create Spriteset
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//==============================
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var _mog_atbGauge_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset;
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Scene_Battle.prototype.createSpriteset = function() {
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_mog_atbGauge_sbattle_createSpriteset.call(this);
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if (!this._hudField) {this.createHudField()};
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this.createATBGauge();
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this.sortMz();
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};
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//==============================
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// ** create ATB Gauge
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//==============================
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Scene_Battle.prototype.createATBGauge = function() {
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this._atbGauge = new ATB_Gauge()
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this._atbGauge.mz = 125;
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this._hudField.addChild(this._atbGauge);
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};
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//==============================
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// ** remove ATB Gauge
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//==============================
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Scene_Battle.prototype.removeATBGauge = function() {
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if (!this._atbGauge) {return};
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this._hudField.removeChild(this._atbGauge);
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};
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//==============================
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// ** refresh ATB Gauge
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//==============================
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Scene_Battle.prototype.refreshATBGauge = function() {
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$gameTemp._refreshATBGauge = false;
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this.removeATBGauge();
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this.createATBGauge();
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};
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//==============================
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// ** Update
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//==============================
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var _mog_atbGauge_Sbat_update = Scene_Battle.prototype.update;
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Scene_Battle.prototype.update = function() {
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_mog_atbGauge_Sbat_update.call(this);
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if ($gameTemp._refreshATBGauge) {this.refreshATBGauge()};
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};
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//=============================================================================
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// ** Spriteset Map
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//=============================================================================
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//=============================================================================
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// ** ATB Icon Gauge
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//=============================================================================
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function ATB_Gauge() {
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this.initialize.apply(this, arguments);
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};
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ATB_Gauge.prototype = Object.create(Sprite.prototype);
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ATB_Gauge.prototype.constructor = ATB_Gauge;
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//==============================
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// * Initialize
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//==============================
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ATB_Gauge.prototype.initialize = function() {
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Sprite.prototype.initialize.call(this);
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this._angle = Moghunter.atbIconAngle * Math.PI / 180;
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this.rotation = this._angle;
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this._iconImg = ImageManager.loadSystem("IconSet");
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this._skillIcon = String(Moghunter.atbIcon_SkillVisible) == "true" ? true : false;
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this.refreshBattlers();
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this.createLayout();
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this.createIcons();
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};
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//==============================
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// * refresh Battlers
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//==============================
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ATB_Gauge.prototype.refreshBattlers = function() {
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this._battlers = [];
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for (var i = 0; i < $gameParty.battleMembers().length; i++) {
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var battler = $gameParty.battleMembers()[i];
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this._battlers.push(battler);
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};
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for (var i = 0; i < $gameTroop.members().length; i++) {
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var battler = $gameTroop.members()[i];
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this._battlers.push(battler);
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};
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};
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//==============================
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// * battlers
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//==============================
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ATB_Gauge.prototype.battlers = function() {
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if (this._battlers) {return this._battlers};
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return [];
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};
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//==============================
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// * At
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//==============================
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ATB_Gauge.prototype.atb = function(battler) {
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if (Imported.MOG_ATB) {return battler.atb()};
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return -1;
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}
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//==============================
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// * Maxatb
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//==============================
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ATB_Gauge.prototype.maxatb = function(battler) {
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if (Imported.MOG_ATB) {return battler.maxAtb()};
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return 1;
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};
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//==============================
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// * Cast AT
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//==============================
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ATB_Gauge.prototype.cast_at = function(battler) {
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if (Imported.MOG_ATB) {return battler._cast_atb[1]};
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return 0;
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};
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//==============================
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// * Cast Max AT
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//==============================
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ATB_Gauge.prototype.cast_max_at = function(battler) {
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if (Imported.MOG_ATB) {return battler._cast_atb[2]};
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return 1;
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};
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//==============================
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// * Is Casting
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//==============================
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ATB_Gauge.prototype.is_casting = function(battler) {
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if (!battler) {return false};
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if (Imported.MOG_ATB) {return battler.isCasting()};
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return false;
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};
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//==============================
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// * Is Max Atb
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//==============================
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ATB_Gauge.prototype.inTurn = function(battler) {
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if (!battler.isMaxAtb()) {return false};
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if (!battler._intTurn) {return false}
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return true;
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};
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//==============================
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// * Is Max Atb
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//==============================
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ATB_Gauge.prototype.is_max_at = function(battler) {
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return this.atb(battler) >= this.maxatb(battler);
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};
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//==============================
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// * Is Max Cast
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//==============================
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ATB_Gauge.prototype.is_max_cast = function(battler) {
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return this.cast_at(battler) >= this.cast_max_at(battler);
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};
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//==============================
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// * Item
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//==============================
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ATB_Gauge.prototype.item = function(battler) {
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if (!battler) {return null};
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return battler._cast_atb[0];
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return null
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};
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//==============================
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// * Create Layout
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//==============================
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ATB_Gauge.prototype.createLayout = function() {
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this.x = Moghunter.atbIcon_GaugeX;
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this.y = Moghunter.atbIcon_GaugeY;
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this._layout = new Sprite(ImageManager.loadATBIcon("ATB_Gauge"));
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this._layout.anchor.x = 0.5;
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this.addChild(this._layout);
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};
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//==============================
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// * Create Icons
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//==============================
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ATB_Gauge.prototype.createIcons = function() {
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this._iconField = new Sprite();
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|
|
|
this.addChild(this._iconField);
|
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|
|
|
this._icons = [];
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|
|
|
|
this._skillIcons = [];
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|
|
|
for (var i = 0; i < this.battlers().length; i++) {
|
|
|
|
|
var battler = this.battlers()[i];
|
|
|
|
|
if (battler.isActor()) {
|
|
|
|
|
var name = "Actor_" + String(battler._actorId);
|
|
|
|
|
} else {
|
|
|
|
|
var name = "Enemy_" + String(battler._enemyId);
|
|
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|
|
};
|
|
|
|
|
this._icons[i] = new Sprite(ImageManager.loadATBIcon(name));
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|
|
|
this._icons[i].battler = battler;
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this._icons[i].anchor.x = 0.5;
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|
|
this._icons[i].anchor.y = 0.5;
|
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|
|
this._icons[i].opacity = 0
|
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|
|
this._icons[i].nx = 0;
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|
|
this._icons[i].ny = 0;
|
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|
|
|
this._icons[i].rotation = -this._angle
|
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|
|
|
this._iconField.addChild(this._icons[i]);
|
|
|
|
|
if (this._skillIcon) {this.createSkillIcon(i,this._icons[i])};
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Index
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.createSkillIcon = function(i,sprite) {
|
|
|
|
|
this._skillIcons[i] = new Sprite();
|
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|
|
|
this._skillIcons[i].item = null;
|
|
|
|
|
this._skillIcons[i].org = [Moghunter.atbIcon_SkillX,Moghunter.atbIcon_SkillY];
|
|
|
|
|
this._skillIcons[i].scale.x = Moghunter.atbIcon_SkillScale;
|
|
|
|
|
this._skillIcons[i].scale.y = Moghunter.atbIcon_SkillScale;
|
|
|
|
|
this._skillIcons[i].rotation = this._icons[i].rotation;
|
|
|
|
|
sprite.addChild(this._skillIcons[i]);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Height EX
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.heightEX = function(battler,type) {
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Icon
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.updateIcon = function(sprite,index) {
|
|
|
|
|
var battler = sprite.battler;
|
|
|
|
|
if (battler.isDead()) {
|
|
|
|
|
sprite.opacity -= 15;
|
|
|
|
|
} else {
|
|
|
|
|
sprite.opacity += 15;
|
|
|
|
|
if (this.is_casting(battler)) {
|
|
|
|
|
var h = Moghunter.atbIcon_GaugeSize * this.cast_at(battler) / this.cast_max_at(battler);
|
|
|
|
|
var h2 = this.heightEX(battler,1);
|
|
|
|
|
} else {
|
|
|
|
|
var h = Moghunter.atbIcon_GaugeSize * this.atb(battler) / this.maxatb(battler);
|
|
|
|
|
var h2 = this.heightEX(battler,0);
|
|
|
|
|
};
|
|
|
|
|
if (this.inTurn(battler)) {
|
|
|
|
|
sprite.nx = Moghunter.atbIcon_inTurnX;
|
|
|
|
|
sprite.ny = Moghunter.atbIcon_inTurnY;
|
|
|
|
|
} else {
|
|
|
|
|
sprite.nx = battler.isActor() ? Moghunter.atbIcon_actorX : Moghunter.atbIcon_enemyX;
|
|
|
|
|
sprite.ny = this._layout.height - h + h2;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
sprite.x = this.mvto(sprite.x,sprite.nx);
|
|
|
|
|
sprite.y = this.mvto(sprite.y,sprite.ny);
|
|
|
|
|
if (this._skillIcon) {this.updateSkillIcon(this._skillIcons[index],sprite,battler)};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * updateSkillIcon
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.updateSkillIcon = function(spriteskill,spriteicon,battler) {
|
|
|
|
|
spriteskill.x = spriteskill.org[0];
|
|
|
|
|
spriteskill.y = spriteskill.org[1];
|
|
|
|
|
spriteskill.opacity = spriteicon.opacity;
|
|
|
|
|
spriteskill.visible = spriteicon.visible;
|
|
|
|
|
if (spriteskill.item != this.item(battler)) {this.refreshIconSkill(spriteskill,battler)};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * refresh Icon Skill
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.refreshIconSkill = function(spriteskill,battler) {
|
|
|
|
|
spriteskill.item = this.item(battler);
|
|
|
|
|
if (spriteskill.item) {
|
|
|
|
|
var iconIndex = spriteskill.item.iconIndex;
|
|
|
|
|
var pw = Window_Base._iconWidth;
|
|
|
|
|
var ph = Window_Base._iconHeight;
|
|
|
|
|
var sx = iconIndex % 16 * pw;
|
|
|
|
|
var sy = Math.floor(iconIndex / 16) * ph;
|
|
|
|
|
spriteskill.bitmap = this._iconImg;
|
|
|
|
|
spriteskill.setFrame(sx, sy, pw, ph);
|
|
|
|
|
} else {
|
|
|
|
|
spriteskill.bitmap = null;
|
|
|
|
|
};
|
|
|
|
|
spriteskill.visible = spriteskill.item != null ? true : false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * mv to
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.mvto = function(value,real_value) {
|
|
|
|
|
if (value == real_value) {return value};
|
|
|
|
|
var dnspeed = 5 + (Math.abs(value - real_value) / 10);
|
|
|
|
|
if (value > real_value) {value -= dnspeed;
|
|
|
|
|
if (value < real_value) {value = real_value};}
|
|
|
|
|
else if (value < real_value) {value += dnspeed;
|
|
|
|
|
if (value > real_value) {value = real_value};
|
|
|
|
|
};
|
|
|
|
|
return Math.floor(value);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * need Fade
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.needFade = function() {
|
|
|
|
|
if ($gameMessage.isBusy()) {return true};
|
|
|
|
|
if ($gameTemp._battleEnd) {return true};
|
|
|
|
|
if ($gameTemp._atbBattleEnd) {return true};
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * Update Visible
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.updateVisible = function() {
|
|
|
|
|
if (this.needFade()) {
|
|
|
|
|
this.opacity -= 10;
|
|
|
|
|
} else {
|
|
|
|
|
this.opacity += 10;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update Sort Y
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.updateSortY = function() {
|
|
|
|
|
this._iconField.children.sort(function(b, a){return a.y-b.y})
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
// * update
|
|
|
|
|
//==============================
|
|
|
|
|
ATB_Gauge.prototype.update = function() {
|
|
|
|
|
Sprite.prototype.update.call(this);
|
|
|
|
|
this.updateVisible();
|
|
|
|
|
this.updateSortY();
|
|
|
|
|
for (var i = 0; i < this._icons.length; i++) {
|
|
|
|
|
this.updateIcon(this._icons[i],i);
|
|
|
|
|
};
|
|
|
|
|
};
|