|
|
@ -468,10 +468,10 @@ Yanfly.BSW.Window_BattleStatus_initialize = Window_BattleStatus.prototype.initia
|
|
|
|
Window_BattleStatus.prototype.initialize = function () {
|
|
|
|
Window_BattleStatus.prototype.initialize = function () {
|
|
|
|
this._guageHeight = Imported.YEP_CoreEngine ? this.gaugeHeight() : 6;
|
|
|
|
this._guageHeight = Imported.YEP_CoreEngine ? this.gaugeHeight() : 6;
|
|
|
|
this._guageHeight = Math.max(16, this._guageHeight);
|
|
|
|
this._guageHeight = Math.max(16, this._guageHeight);
|
|
|
|
this._actorsStateIcon = []; // [index] = [nextRenderStartIndex ,icons]
|
|
|
|
this._actorsStateBuff = []; // [index] = [nextRenderStartIndex ,icons]
|
|
|
|
this._actorsStateIconMaxTick = 90;
|
|
|
|
this._actorsStateBuffMaxTick = 90;
|
|
|
|
this._actorsStateIconCurrentTick = 0;
|
|
|
|
this._actorsStateBuffCurrentTick = 0;
|
|
|
|
this._actorsStateIconNum = 4;
|
|
|
|
this._actorsStateBuffNum = 4;
|
|
|
|
Yanfly.BSW.Window_BattleStatus_initialize.call(this);
|
|
|
|
Yanfly.BSW.Window_BattleStatus_initialize.call(this);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
@ -544,7 +544,19 @@ Window_BattleStatus.prototype.drawItem = function (index) {
|
|
|
|
this.drawGuages(index, actor);
|
|
|
|
this.drawGuages(index, actor);
|
|
|
|
// this.drawActorActionIcon(actor, rect.x + rect.width - Window_Base._iconWidth, rect.y);
|
|
|
|
// this.drawActorActionIcon(actor, rect.x + rect.width - Window_Base._iconWidth, rect.y);
|
|
|
|
|
|
|
|
|
|
|
|
this._actorsStateIcon[index] = [0, actor.allIcons()];
|
|
|
|
this._actorsStateBuff[index] = {
|
|
|
|
|
|
|
|
startIndex: 0,
|
|
|
|
|
|
|
|
states: actor.states().filter(function (state) {
|
|
|
|
|
|
|
|
return state.iconIndex > 0;
|
|
|
|
|
|
|
|
}),
|
|
|
|
|
|
|
|
buffs: actor._buffs
|
|
|
|
|
|
|
|
.map(function (_, index) {
|
|
|
|
|
|
|
|
return index;
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
.filter(function (index) {
|
|
|
|
|
|
|
|
return actor.isBuffOrDebuffAffected(index);
|
|
|
|
|
|
|
|
}),
|
|
|
|
|
|
|
|
};
|
|
|
|
this.drawActorIcons(index);
|
|
|
|
this.drawActorIcons(index);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
@ -738,38 +750,55 @@ Window_BattleStatus.prototype.update = function () {
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.updateStateIcons = function () {
|
|
|
|
Window_BattleStatus.prototype.updateStateIcons = function () {
|
|
|
|
this._actorsStateIconCurrentTick++;
|
|
|
|
this._actorsStateBuffCurrentTick++;
|
|
|
|
if (this._actorsStateIconCurrentTick < this._actorsStateIconMaxTick) return;
|
|
|
|
if (this._actorsStateBuffCurrentTick < this._actorsStateBuffMaxTick) return;
|
|
|
|
|
|
|
|
|
|
|
|
this._actorsStateIconCurrentTick = 0;
|
|
|
|
this._actorsStateBuffCurrentTick = 0;
|
|
|
|
for (var index = 0; index < $gameParty.battleMembers().length; index++) {
|
|
|
|
for (var index = 0; index < $gameParty.battleMembers().length; index++) {
|
|
|
|
this.drawActorIcons(index);
|
|
|
|
this.drawActorIcons(index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Window_BattleStatus.prototype.drawActorIcons = function (index) {
|
|
|
|
Window_BattleStatus.prototype.drawActorIcons = function (index) {
|
|
|
|
var startIcons = this._actorsStateIcon[index][0];
|
|
|
|
|
|
|
|
var icons = this._actorsStateIcon[index][1];
|
|
|
|
|
|
|
|
var rect = this.stateAreaRect(index);
|
|
|
|
var rect = this.stateAreaRect(index);
|
|
|
|
|
|
|
|
var actor = $gameParty.battleMembers()[index];
|
|
|
|
|
|
|
|
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
var states = this._actorsStateBuff[index]["states"];
|
|
|
|
if (icons.length <= 0) {
|
|
|
|
var buffs = this._actorsStateBuff[index]["buffs"];
|
|
|
|
return;
|
|
|
|
var startIndex = this._actorsStateBuff[index]["startIndex"];
|
|
|
|
}
|
|
|
|
var endIndex = startIndex + this._actorsStateBuffNum;
|
|
|
|
|
|
|
|
|
|
|
|
var iconWidth = Window_Base._iconWidth;
|
|
|
|
var iconWidth = Window_Base._iconWidth;
|
|
|
|
var x = rect.x + 2;
|
|
|
|
var x = rect.x + 2;
|
|
|
|
var y = rect.y;
|
|
|
|
var y = rect.y;
|
|
|
|
for (var i = 0; i < this._actorsStateIconNum; i++) {
|
|
|
|
|
|
|
|
if (icons[i + startIcons] === undefined) continue;
|
|
|
|
|
|
|
|
var icon = icons[i + startIcons];
|
|
|
|
|
|
|
|
this.drawIcon(icon, x, y);
|
|
|
|
|
|
|
|
x += iconWidth;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this._actorsStateIcon[index][0] += this._actorsStateIconNum;
|
|
|
|
this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
if (this._actorsStateIcon[index][0] >= icons.length) {
|
|
|
|
|
|
|
|
this._actorsStateIcon[index][0] = 0;
|
|
|
|
states.slice(startIndex, endIndex).forEach(function (state, i) {
|
|
|
|
|
|
|
|
var wx = x + iconWidth * i;
|
|
|
|
|
|
|
|
var wy = y;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.drawIcon(state.iconIndex, wx, wy);
|
|
|
|
|
|
|
|
this.drawStateTurns(actor, state, wx, wy);
|
|
|
|
|
|
|
|
this.drawStateCounter(actor, state, wx, wy);
|
|
|
|
|
|
|
|
}, this);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
x = x + iconWidth * states.slice(startIndex, endIndex).length;
|
|
|
|
|
|
|
|
startIndex = startIndex < states.length ? 0 : startIndex - states.length;
|
|
|
|
|
|
|
|
endIndex = endIndex < states.length ? 0 : endIndex - states.length;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
buffs.slice(startIndex, endIndex).forEach(function (buff, i) {
|
|
|
|
|
|
|
|
var wx = x + iconWidth * i;
|
|
|
|
|
|
|
|
var wy = y;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.drawIcon(actor.buffIconIndex(actor.buff(buff), buff), wx, wy);
|
|
|
|
|
|
|
|
this.drawBuffTurns(actor, buff, wx, wy);
|
|
|
|
|
|
|
|
this.drawBuffRate(actor, buff, wx, wy);
|
|
|
|
|
|
|
|
}, this);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this._actorsStateBuff[index]["startIndex"] += this._actorsStateBuffNum;
|
|
|
|
|
|
|
|
if (this._actorsStateBuff[index]["startIndex"] >= states.length + buffs.length) {
|
|
|
|
|
|
|
|
this._actorsStateBuff[index]["startIndex"] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|