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//=============================================================================
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// Yanfly Engine Plugins - Battle Status Window
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// YEP_BattleStatusWindow.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_BattleStatusWindow = true;
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var Yanfly = Yanfly || {};
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Yanfly.BSW = Yanfly.BSW || {};
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Yanfly.BSW.version = 1.09;
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//=============================================================================
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/*:
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* @plugindesc v1.09 A simple battle status window that shows the
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* faces of your party members in horizontal format.
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* @author Yanfly Engine Plugins
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*
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* @param ---Visual---
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* @default
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*
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* @param No Action Icon
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* @parent ---Visual---
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* @type number
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* @min 0
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* @desc This is the icon used when no action is selected.
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* @default 16
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*
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* @param Name Font Size
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* @parent ---Visual---
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* @type number
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* @min 1
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* @desc This is the font size used to draw the actor's name.
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* Default: 28
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* @default 20
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*
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* @param Param Font Size
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* @parent ---Visual---
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* @type number
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* @min 1
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* @desc This is the font size used to draw the actor's params.
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* Default: 28
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* @default 20
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*
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* @param Param Y Buffer
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* @parent ---Visual---
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* @type number
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* @min 0
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* @desc This is how much further the text drawn for params is
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* lowered by.
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* @default 7
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*
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* @param Param Current Max
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* @parent ---Visual---
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* @type boolean
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* @on Current/Max
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* @off Current Only
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* @desc Draw current / max format?
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* NO - false YES - true
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* @default false
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*
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* @param Adjust Columns
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* @parent ---Visual---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Adjust column amount to party size?
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* NO - false YES - true
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* @default false
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*
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* @param State Icons Row
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* @parent ---Visual---
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* @type number
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* @min 0
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* @max 3
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* @desc Which row do you wish to display the state icons?
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* Default: 1
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* @default 1
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*
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* @param ---Actor Switching---
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* @default
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*
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* @param Left / Right
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* @parent ---Actor Switching---
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* @type boolean
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* @on Enable
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* @off Disable
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* @desc Use 'left' and 'right' for switching actors?
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* NO - false YES - true
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* @default true
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*
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* @param PageUp / PageDown
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* @parent ---Actor Switching---
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* @type boolean
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* @on Enable
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* @off Disable
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* @desc Use 'page up' and 'page down' for switching actors?
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* NO - false YES - true
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* @default true
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*
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* @param Allow Turn Skip
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* @parent ---Actor Switching---
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* @type boolean
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* @on Enable
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* @off Disable
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* @desc Allow turn skipping for Tick-Based battle systems?
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* NO - false YES - true
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* @default true
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*
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* @param ---Front View---
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* @default
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*
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* @param Show Animations
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* @parent ---Front View---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Reveal actors and show their animations in front view?
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* NO - false YES - true
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* @default true
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*
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* @param Show Sprites
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* @parent ---Front View---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Show the sprites of the actors in front view?
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* NO - false YES - true
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* @default false
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*
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* @param Align Animations
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* @parent ---Front View---
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* @type boolean
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* @on Align
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* @off Don't Align
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* @desc If using front view, align battle animations to window?
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* NO - false YES - true
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* @default true
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*
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* @param X Offset
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* @parent ---Front View---
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* @type number
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* @desc How much do you wish to offset the actor X position by?
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* @default 24
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*
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* @param Y Offset
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* @parent ---Front View---
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* @type number
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* @desc How much do you wish to offset the actor Y position by?
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* @default -16
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This plugin replaces the default battle status window, which was shown in a
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* row format, to a column-based format that also displays the party's faces.
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*
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* For frontview users, this plugin also allows you to enable battle animations
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* to be played on top of the actor's portraits (and showing any damage popups)
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* to give the player a better view of what's going on in battle.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.09:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.08:
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* - Added 'State Icons Row' plugin parameter. This plugin parameter allows you
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* to adjust what 'row' you want the state icons to appear in.
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*
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* Version 1.07:
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* - Optimization update.
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*
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* Version 1.06:
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* - Fixed a bug that prevented animations from using flashes on the actor
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* sprite if they were visible from front view.
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*
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* Version 1.05:
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* - Optimized face drawing effect to work more efficiently.
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*
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* Version 1.04:
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* - Added 'Allow Turn Skip' plugin parameter to let you decide if you can let
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* the player skip turns for tick-based battle systems.
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*
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* Version 1.03:
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* - Added a failsafe check to make frontview animations work regardless of
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* having RPG Maker MV 1.0.1 update.
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*
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* Version 1.02a:
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* - Added 'Adjust Columns' parameter.
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* - Updated functionality for 'Adjust Columns' to alter where the animations
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* are played.
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* - Added a timed refresh for the face loading to show at faster intervals.
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*
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* Version 1.01a:
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* - Added refresh modifiers to update an actor's face whenever an event to
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* change the actor's face graphic.
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* - Made an override for ATB style to automatically default on style 1.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_BattleStatusWindow');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Icon = Yanfly.Icon || {};
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Yanfly.Icon.NoAction = Number(Yanfly.Parameters['No Action Icon']);
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Yanfly.Param.BSWNameFontSize = Number(Yanfly.Parameters['Name Font Size']);
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Yanfly.Param.BSWParamFontSize = Number(Yanfly.Parameters['Param Font Size']);
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Yanfly.Param.BSWParamYBuffer = Number(Yanfly.Parameters['Param Y Buffer']);
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Yanfly.Param.BSWCurrentMax = String(Yanfly.Parameters['Param Current Max']);
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Yanfly.Param.BSWCurrentMax = eval(Yanfly.Param.BSWCurrentMax);
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Yanfly.Param.BSWAdjustCol = eval(String(Yanfly.Parameters['Adjust Columns']));
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Yanfly.Param.BSWStateIconRow = Number(Yanfly.Parameters['State Icons Row']);
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Yanfly.Param.BSWLfRt = eval(String(Yanfly.Parameters['Left / Right']));
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Yanfly.Param.BSWPageUpDn = eval(String(Yanfly.Parameters['PageUp / PageDown']));
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Yanfly.Param.BSWTurnSkip = eval(String(Yanfly.Parameters['Allow Turn Skip']));
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Yanfly.Param.BSWShowAni = eval(String(Yanfly.Parameters['Show Animations']));
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Yanfly.Param.BSWShowSprite = eval(String(Yanfly.Parameters['Show Sprites']));
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Yanfly.Param.BSWAlignAni = eval(String(Yanfly.Parameters['Align Animations']));
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Yanfly.Param.BSWXOffset = Number(Yanfly.Parameters['X Offset']);
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Yanfly.Param.BSWYOffset = Number(Yanfly.Parameters['Y Offset']);
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Yanfly.Param.ATBGaugeStyle = 1;
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//=============================================================================
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// BattleManager
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//=============================================================================
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Yanfly.BSW.BattleManager_startInput = BattleManager.startInput;
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BattleManager.startInput = function() {
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Yanfly.BSW.BattleManager_startInput.call(this);
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this.refreshStatus();
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};
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//=============================================================================
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// Game_Battler
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//=============================================================================
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Yanfly.BSW.Game_Action_clear = Game_Action.prototype.clear;
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Game_Action.prototype.clear = function() {
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Yanfly.BSW.Game_Action_clear.call(this);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setSkill = Game_Action.prototype.setSkill;
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Game_Action.prototype.setSkill = function(skillId) {
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Yanfly.BSW.Game_Action_setSkill.call(this, skillId);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setItem = Game_Action.prototype.setItem;
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Game_Action.prototype.setItem = function(itemId) {
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Yanfly.BSW.Game_Action_setItem.call(this, itemId);
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this.subject().refresh();
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};
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Yanfly.BSW.Game_Action_setItemObject = Game_Action.prototype.setItemObject;
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Game_Action.prototype.setItemObject = function(object) {
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Yanfly.BSW.Game_Action_setItemObject.call(this, object);
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this.subject().refresh();
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};
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//=============================================================================
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// Game_Actor
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//=============================================================================
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Yanfly.BSW.Game_Actor_isSpriteVisible = Game_Actor.prototype.isSpriteVisible;
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Game_Actor.prototype.isSpriteVisible = function() {
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if (Yanfly.Param.BSWShowAni && !$gameSystem.isSideView()) {
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return true;
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}
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return Yanfly.BSW.Game_Actor_isSpriteVisible.call(this);
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};
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Yanfly.BSW.Game_Actor_changeClass = Game_Actor.prototype.changeClass;
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Game_Actor.prototype.changeClass = function(classId, keepExp) {
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Yanfly.BSW.Game_Actor_changeClass.call(this, classId, keepExp);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setCharacterImage =
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Game_Actor.prototype.setCharacterImage;
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Game_Actor.prototype.setCharacterImage = function(name, index) {
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Yanfly.BSW.Game_Actor_setCharacterImage.call(this, name, index);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setFaceImage =
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Game_Actor.prototype.setFaceImage;
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Game_Actor.prototype.setFaceImage = function(faceName, faceIndex) {
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Yanfly.BSW.Game_Actor_setFaceImage.call(this, faceName, faceIndex);
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this.battleStatusWindowRefresh();
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};
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Yanfly.BSW.Game_Actor_setBattlerImage =
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Game_Actor.prototype.setBattlerImage;
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Game_Actor.prototype.setBattlerImage = function(battlerName) {
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Yanfly.BSW.Game_Actor_setBattlerImage.call(this, battlerName);
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this.battleStatusWindowRefresh();
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};
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Game_Actor.prototype.battleStatusWindowRefresh = function() {
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if (!$gameParty.inBattle()) return;
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if (!$gameParty.battleMembers().contains(this)) return;
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BattleManager.refreshStatus();
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};
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//=============================================================================
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// Sprite_Actor
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//=============================================================================
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Yanfly.BSW.Sprite_Actor_createMainSprite =
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Sprite_Actor.prototype.createMainSprite;
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Sprite_Actor.prototype.createMainSprite = function() {
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Yanfly.BSW.Sprite_Actor_createMainSprite.call(this);
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if ($gameSystem.isSideView()) return;
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if (Yanfly.Param.BSWShowSprite) {
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this._effectTarget = this._mainSprite || this;
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} else {
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this._effectTarget = this;
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}
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};
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Yanfly.BSW.Sprite_Actor_setActorHome = Sprite_Actor.prototype.setActorHome;
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Sprite_Actor.prototype.setActorHome = function(index) {
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if (Yanfly.Param.BSWAlignAni && !$gameSystem.isSideView()) {
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this.setActorHomeFrontView(index);
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} else {
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Yanfly.BSW.Sprite_Actor_setActorHome.call(this, index);
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}
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};
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Sprite_Actor.prototype.setActorHomeFrontView = function(index) {
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if (Imported.YEP_BattleEngineCore) {
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var statusHeight = Yanfly.Param.BECCommandRows;
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} else {
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var statusHeight = 4;
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}
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statusHeight *= Window_Base.prototype.lineHeight.call(this);
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statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
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var screenW = Graphics.boxWidth;
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var windowW = Window_PartyCommand.prototype.windowWidth.call(this);
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screenW -= windowW;
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windowW /= 2;
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if (Yanfly.Param.BSWAdjustCol) {
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var size = $gameParty.battleMembers().length;
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} else {
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var size = $gameParty.maxBattleMembers();
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}
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var homeX = screenW / size * index + windowW + screenW / (size * 2);
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homeX += Yanfly.Param.BSWXOffset;
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var homeY = Graphics.boxHeight - statusHeight;
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homeY += Yanfly.Param.BSWYOffset;
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this.setHome(homeX, homeY);
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this.moveToStartPosition();
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};
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Yanfly.BSW.Sprite_Actor_update = Sprite_Actor.prototype.update;
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Sprite_Actor.prototype.update = function() {
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Yanfly.BSW.Sprite_Actor_update.call(this);
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if (!this._actor) return;
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if ($gameSystem.isSideView()) return;
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if (Yanfly.Param.BSWShowSprite) return;
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this.hideAllSideviewSprites();
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};
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Sprite_Actor.prototype.hideAllSideviewSprites = function() {
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this._mainSprite.visible = false;
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this._shadowSprite.visible = false;
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this._weaponSprite.visible = false;
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this._stateSprite.visible = false;
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};
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//=============================================================================
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// Window_Base
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//=============================================================================
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Window_Base.prototype.drawActorActionIcon = function(actor, wx, wy) {
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var icon = Yanfly.Icon.NoAction;
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if (actor.currentAction() && actor.currentAction().item()) {
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icon = actor.currentAction().item().iconIndex || Yanfly.Icon.NoAction;
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}
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this.drawIcon(icon, wx + 2, wy + 2);
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};
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//=============================================================================
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// Window_PartyCommand
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//=============================================================================
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Window_PartyCommand.prototype.processHandling = function() {
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if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) {
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if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) {
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return this.processPagedown();
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}
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}
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Window_Selectable.prototype.processHandling.call(this);
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if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) {
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if (this.isHandled('right') && Input.isRepeated('right')) {
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this.processRight();
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}
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}
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};
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Window_PartyCommand.prototype.processRight = function() {
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SoundManager.playCursor();
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this.updateInputData();
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this.deactivate();
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this.callHandler('right');
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};
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//=============================================================================
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// Window_ActorCommand
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//=============================================================================
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Window_ActorCommand.prototype.processHandling = function() {
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if (this.isOpenAndActive() && Yanfly.Param.BSWPageUpDn) {
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if (this.isHandled('pageup') && Input.isRepeated('pageup')) {
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return this.processPageup();
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} else if (this.isHandled('pagedown') && Input.isRepeated('pagedown')) {
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return this.processPagedown();
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}
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}
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Window_Selectable.prototype.processHandling.call(this);
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if (this.isOpenAndActive() && Yanfly.Param.BSWLfRt) {
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if (this.isHandled('left') && Input.isRepeated('left')) {
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this.processLeft();
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} else if (this.isHandled('right') && Input.isRepeated('right')) {
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this.processRight();
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}
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}
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};
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Window_ActorCommand.prototype.processLeft = function() {
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SoundManager.playCursor();
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this.updateInputData();
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this.deactivate();
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this.callHandler('left');
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};
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Window_ActorCommand.prototype.processRight = function() {
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if (SceneManager._scene.isAllowRightCommand()) {
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SoundManager.playCursor();
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}
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this.updateInputData();
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this.deactivate();
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this.callHandler('right');
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};
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Window_ActorCommand.prototype.processCancel = function() {
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var action = BattleManager.inputtingAction();
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if (action) action.clear();
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Window_Command.prototype.processCancel.call(this);
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};
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//=============================================================================
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// Window_BattleStatus
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//=============================================================================
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Window_BattleStatus.prototype.createContents = function() {
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this.createFaceContents();
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this._currentMax = Yanfly.Param.BSWCurrentMax;
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Window_Selectable.prototype.createContents.call(this);
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};
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Window_BattleStatus.prototype.createFaceContents = function() {
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this._faceContents = new Sprite();
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var ww = this.contentsWidth();
|
||||
var wy = this.contentsHeight();
|
||||
this._faceContents.bitmap = new Bitmap(ww, wy);
|
||||
this.addChildAt(this._faceContents, 2);
|
||||
this._faceContents.move(this.standardPadding(), this.standardPadding());
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawAllItems = function() {
|
||||
Window_Selectable.prototype.drawAllItems.call(this);
|
||||
this.drawAllFaces();
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawAllFaces = function() {
|
||||
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
|
||||
var member = $gameParty.battleMembers()[i];
|
||||
var bitmap = ImageManager.loadFace(member.faceName());
|
||||
if (bitmap.width <= 0) return setTimeout(this.drawAllFaces.bind(this), 5);
|
||||
}
|
||||
this._faceContents.bitmap.clear();
|
||||
for (var i = 0; i < this.maxItems(); ++i) {
|
||||
this.drawStatusFace(i);
|
||||
}
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.maxRows = function() {
|
||||
var rows = 1;
|
||||
return rows;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.maxCols = function() {
|
||||
if (Yanfly.Param.BSWAdjustCol) {
|
||||
return this.maxItems();
|
||||
} else {
|
||||
return $gameParty.maxBattleMembers();
|
||||
}
|
||||
return cols;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.itemWidth = function() {
|
||||
return this.contents.width / this.maxCols();
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.spacing = function() {
|
||||
return 0;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.itemHeight = function() {
|
||||
return this.lineHeight() * this.numVisibleRows();
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawItem = function(index) {
|
||||
var actor = $gameParty.battleMembers()[index];
|
||||
this.drawBasicArea(this.basicAreaRect(index), actor);
|
||||
this.drawGaugeArea(this.gaugeAreaRect(index), actor);
|
||||
this.drawStateArea(this.basicAreaRect(index), actor);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
|
||||
if (Imported.YEP_X_BattleSysATB && Yanfly.Param.ATBGaugeStyle) {
|
||||
if (BattleManager.isATB()) {
|
||||
this.drawActorAtbGauge(actor, rect.x - 2, rect.y, rect.width + 2);
|
||||
}
|
||||
}
|
||||
var iw = Window_Base._iconWidth;
|
||||
this.drawActorActionIcon(actor, rect.x, rect.y);
|
||||
this.resetFontSettings();
|
||||
this.contents.fontSize = Yanfly.Param.BSWNameFontSize;
|
||||
this.drawActorName(actor, rect.x + iw + 4, rect.y, rect.width);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.basicAreaRect = function(index) {
|
||||
var rect = this.itemRectForText(index);
|
||||
rect.height = this.lineHeight() * 2;
|
||||
return rect;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawGaugeArea = function(rect, actor) {
|
||||
this.contents.fontSize = Yanfly.Param.BSWParamFontSize;
|
||||
this._enableYBuffer = true;
|
||||
var wy = rect.y + rect.height - this.lineHeight();
|
||||
var wymod = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 6;
|
||||
var wymod = Math.max(16, wymod);
|
||||
this.drawActorHp(actor, rect.x, wy - wymod, rect.width);
|
||||
if (this.getGaugesDrawn(actor) <= 2) {
|
||||
this.drawActorMp(actor, rect.x, wy, rect.width);
|
||||
} else {
|
||||
var ww = rect.width / 2;
|
||||
this.drawActorMp(actor, rect.x, wy, ww);
|
||||
this.drawActorTp(actor, rect.x + ww, wy, ww);
|
||||
}
|
||||
this._enableYBuffer = false;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawStateArea = function(rect, actor) {
|
||||
var row = Yanfly.Param.BSWStateIconRow;
|
||||
if (row === undefined) row = 1;
|
||||
var wy = rect.y + (this.lineHeight() * row);
|
||||
this.drawActorIcons(actor, rect.x + 2, wy, rect.width);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.getGaugesDrawn = function(actor) {
|
||||
var value = 2;
|
||||
if ($dataSystem.optDisplayTp) value += 1;
|
||||
return value;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.gaugeAreaRect = function(index) {
|
||||
var rect = this.itemRectForText(index);
|
||||
rect.height = this.contents.height - this.lineHeight() * 2;
|
||||
rect.y = this.contents.height - rect.height;
|
||||
return rect;
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawStatusFace = function(index) {
|
||||
var actor = $gameParty.battleMembers()[index];
|
||||
var rect = this.itemRect(index);
|
||||
var ww = Math.min(rect.width - 8, Window_Base._faceWidth);
|
||||
var wh = Math.min(rect.height - 8, Window_Base._faceHeight);
|
||||
var wx = rect.x + rect.width - ww - 6;
|
||||
var wy = rect.y + 4;
|
||||
this.drawActorFace(actor, wx, wy, ww, wh);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawFace = function(fn, fi, x, y, width, height) {
|
||||
width = width || Window_Base._faceWidth;
|
||||
height = height || Window_Base._faceHeight;
|
||||
var bitmap = ImageManager.loadFace(fn);
|
||||
var pw = Window_Base._faceWidth;
|
||||
var ph = Window_Base._faceHeight;
|
||||
var sw = Math.min(width, pw);
|
||||
var sh = Math.min(height, ph);
|
||||
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
|
||||
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
|
||||
var sx = fi % 4 * pw + (pw - sw) / 2;
|
||||
var sy = Math.floor(fi / 4) * ph + (ph - sh) / 2;
|
||||
this._faceContents.bitmap.blt(bitmap, sx, sy, sw, sh, dx, dy);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.updateTransform = function() {
|
||||
Window_Selectable.prototype.updateTransform.call(this);
|
||||
this.updateFaceContents();
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.updateFaceContents = function() {
|
||||
var w = this._width - this._padding * 2;
|
||||
var h = this._height - this._padding * 2;
|
||||
if (w > 0 && h > 0) {
|
||||
this._faceContents.setFrame(this.origin.x, this.origin.y, w, h);
|
||||
this._faceContents.visible = this.isOpen();
|
||||
} else {
|
||||
this._faceContents.visible = false;
|
||||
}
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawText = function(text, wx, wy, ww, align) {
|
||||
if (this._enableYBuffer) {
|
||||
wy += Yanfly.Param.BSWParamYBuffer;
|
||||
wx += 2;
|
||||
ww -= 4;
|
||||
}
|
||||
Window_Selectable.prototype.drawText.call(this, text, wx, wy, ww, align);
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawCurrentAndMax = function(current, max, x, y,
|
||||
width, color1, color2) {
|
||||
if (this._currentMax) {
|
||||
Window_Selectable.prototype.drawCurrentAndMax.call(this, current, max,
|
||||
x, y, width, color1, color2);
|
||||
} else {
|
||||
this.changeTextColor(color1);
|
||||
var value = Yanfly.Util.toGroup(current);
|
||||
this.drawText(value, x, y, width, 'right');
|
||||
}
|
||||
};
|
||||
|
||||
Window_BattleStatus.prototype.drawItemGaugeIcon = function(iconIndex, wx, wy) {
|
||||
var bitmap = ImageManager.loadSystem('IconSet');
|
||||
var pw = Window_Base._iconWidth;
|
||||
var ph = Window_Base._iconHeight;
|
||||
var sx = iconIndex % 16 * pw;
|
||||
var sy = Math.floor(iconIndex / 16) * ph;
|
||||
var iconWidth = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32;
|
||||
var iconHeight = (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 32;
|
||||
wy += Window_Base._iconHeight - iconHeight;
|
||||
this.contents.blt(bitmap, sx, sy, pw, ph, wx, wy, iconWidth, iconHeight);
|
||||
return iconWidth;
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// Scene_Battle
|
||||
//=============================================================================
|
||||
|
||||
Yanfly.BSW.Scene_Battle_createPartyCommandWindow =
|
||||
Scene_Battle.prototype.createPartyCommandWindow;
|
||||
Scene_Battle.prototype.createPartyCommandWindow = function() {
|
||||
Yanfly.BSW.Scene_Battle_createPartyCommandWindow.call(this);
|
||||
var win = this._partyCommandWindow;
|
||||
if (Yanfly.Param.BSWLfRt) {
|
||||
win.setHandler('right', this.commandFight.bind(this));
|
||||
}
|
||||
if (Yanfly.Param.BSWPageUpDn) {
|
||||
win.setHandler('pagedown', this.commandFight.bind(this));
|
||||
};
|
||||
};
|
||||
|
||||
Yanfly.BSW.Scene_Battle_createActorCommandWindow =
|
||||
Scene_Battle.prototype.createActorCommandWindow;
|
||||
Scene_Battle.prototype.createActorCommandWindow = function() {
|
||||
Yanfly.BSW.Scene_Battle_createActorCommandWindow.call(this);
|
||||
var win = this._actorCommandWindow;
|
||||
if (Yanfly.Param.BSWLfRt) {
|
||||
win.setHandler('left', this.selectPreviousCommand.bind(this));
|
||||
win.setHandler('right', this.selectRightCommand.bind(this));
|
||||
}
|
||||
if (Yanfly.Param.BSWPageUpDn) {
|
||||
win.setHandler('pageup', this.selectPreviousCommand.bind(this));
|
||||
win.setHandler('pagedown', this.selectRightCommand.bind(this));
|
||||
};
|
||||
};
|
||||
|
||||
Scene_Battle.prototype.clearInputtingAction = function() {
|
||||
var action = BattleManager.inputtingAction();
|
||||
if (action) action.clear();
|
||||
};
|
||||
|
||||
Yanfly.BSW.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
|
||||
Scene_Battle.prototype.onActorCancel = function() {
|
||||
Yanfly.BSW.Scene_Battle_onActorCancel.call(this);
|
||||
this.clearInputtingAction();
|
||||
};
|
||||
|
||||
Yanfly.BSW.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
||||
Scene_Battle.prototype.onEnemyCancel = function() {
|
||||
Yanfly.BSW.Scene_Battle_onEnemyCancel.call(this);
|
||||
this.clearInputtingAction();
|
||||
};
|
||||
|
||||
Yanfly.BSW.Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
|
||||
Scene_Battle.prototype.onSkillCancel = function() {
|
||||
Yanfly.BSW.Scene_Battle_onSkillCancel.call(this);
|
||||
this.clearInputtingAction();
|
||||
};
|
||||
|
||||
Yanfly.BSW.Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
|
||||
Scene_Battle.prototype.onItemCancel = function() {
|
||||
Yanfly.BSW.Scene_Battle_onItemCancel.call(this);
|
||||
this.clearInputtingAction();
|
||||
};
|
||||
|
||||
Scene_Battle.prototype.selectRightCommand = function() {
|
||||
if (!this.isAllowRightCommand()) {
|
||||
return this._actorCommandWindow.activate();
|
||||
}
|
||||
if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) {
|
||||
if (BattleManager.actor()) BattleManager.actor().onTurnStart();
|
||||
}
|
||||
this.selectNextCommand();
|
||||
};
|
||||
|
||||
Scene_Battle.prototype.isAllowRightCommand = function() {
|
||||
if (Yanfly.Param.BSWTurnSkip) return true;
|
||||
if (Imported.YEP_BattleEngineCore && BattleManager.isTickBased()) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// Utilities
|
||||
//=============================================================================
|
||||
|
||||
Yanfly.Util = Yanfly.Util || {};
|
||||
|
||||
if (!Yanfly.Util.toGroup) {
|
||||
Yanfly.Util.toGroup = function(inVal) {
|
||||
return inVal;
|
||||
}
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// End of File
|
||||
//=============================================================================
|
Loading…
Reference in New Issue