//============================================================================= // Yanfly Engine Plugins - Visual ATB Gauge // YEP_X_VisualATBGauge.js //============================================================================= var Imported = Imported || {}; Imported.YEP_X_VisualATBGauge = true; var Yanfly = Yanfly || {}; Yanfly.VATB = Yanfly.VATB || {}; Yanfly.VATB.version = 1.04; //============================================================================= /*: * @plugindesc v1.04 (Requires YEP_BattleSysATB.js) Provides a visible ATB * gauge for your enemies! * @author Yanfly Engine Plugins * * @param Show Gauges * @type boolean * @on Show * @off Hide * @desc Show individual gauges? * NO - false YES - true * @default true * * @param Minimum Gauge Width * @type number * @min 1 * @desc This is the minimum width in pixels for ATB Gauges. * @default 144 * * @param Always Show * @type boolean * @on YES * @off NO * @desc Always show ATB Gauge or hide them during actions? * HIDE - false SHOW - true * @default true * * @param Gauge Position * @type boolean * @on Above * @off Below * @desc Where do you wish to show the ATB gauge? * BELOW - false ABOVE - true * @default false * * @param Y Buffer * @type number * @min 0 * @desc How much do you wish to shift the gauge Y position? * @default -32 * * @param Use Thick Gauges * @type boolean * @on Thick * @off Normal * @desc Use the thick gauges provided by this plugin? * Default - false Thick - true * @default true * * @help * ============================================================================ * Introduction * ============================================================================ * * This plugin requires YEP_BattleEngineCore and YEP_X_BattleSysATB. * Make sure this plugin is located under YEP_BattleEngineCore and * YEP_X_BattleSysATB in the plugin list. * * This plugin will show the ATB Gauge for enemies if the current battle system * is ATB. The gauges can be shown either below or above the enemies. * * ============================================================================ * Notetags * ============================================================================ * * The following are some notetags you can use to adjust the appearance of * the enemy's ATB Gauge. * * Enemy Notetags: * * * This will cause the ATB Gauge to be shown or hidden ignoring the default * settings found in the parameters. * * * This allows you to set the enemy's ATB Gauge width to x instead of having * it match the enemy's battler graphic width. * * ============================================================================ * Changelog * ============================================================================ * * Version 1.04: * - Updated for RPG Maker MV version 1.5.0. * * Version 1.03: * - Updated for RPG Maker MV version 1.1.0. * * Version 1.02: * - Optimization update. * * Version 1.01: * - Fixed a graphical issue to synchronize the opacity value with battlers! * * Version 1.00: * - Finished Plugin! */ //============================================================================= if (Imported.YEP_BattleEngineCore && Imported.YEP_X_BattleSysATB) { //============================================================================= // Parameter Variables //============================================================================= Yanfly.Parameters = PluginManager.parameters("YEP_X_VisualATBGauge"); Yanfly.Param = Yanfly.Param || {}; Yanfly.Param.VATBShowGauge = String(Yanfly.Parameters["Show Gauges"]); Yanfly.Param.VATBMinWidth = Number(Yanfly.Parameters["Minimum Gauge Width"]); Yanfly.Param.VATBAlwaysShow = eval(String(Yanfly.Parameters["Always Show"])); Yanfly.Param.VATBGaugePOS = eval(String(Yanfly.Parameters["Gauge Position"])); Yanfly.Param.VATBYBuffer = Number(Yanfly.Parameters["Y Buffer"]); Yanfly.Param.VATBThick = eval(String(Yanfly.Parameters["Use Thick Gauges"])); //============================================================================= // DataManager //============================================================================= Yanfly.VATB.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; DataManager.isDatabaseLoaded = function () { if (!Yanfly.VATB.DataManager_isDatabaseLoaded.call(this)) return false; if (!Yanfly._loaded_YEP_X_VisualATBGauge) { this.processVATBNotetags1($dataEnemies); Yanfly._loaded_YEP_X_VisualATBGauge = true; } return true; }; DataManager.processVATBNotetags1 = function (group) { for (var n = 1; n < group.length; n++) { var obj = group[n]; var notedata = obj.note.split(/[\r\n]+/); obj.showATBGauge = eval(Yanfly.Param.VATBShowGauge); obj.atbGaugeWidth = 0; for (var i = 0; i < notedata.length; i++) { var line = notedata[i]; if (line.match(/<(?:SHOW ATB GAUGE)>/i)) { obj.showATBGauge = true; } else if (line.match(/<(?:HIDE ATB GAUGE)>/i)) { obj.showATBGauge = false; } else if (line.match(/<(?:ATB GAUGE WIDTH):[ ](\d+)>/i)) { obj.atbGaugeWidth = parseInt(RegExp.$1); } } } }; //============================================================================= // Game_Enemy //============================================================================= Game_Enemy.prototype.showATBGauge = function () { return this.enemy().showATBGauge; }; Game_Enemy.prototype.atbGaugeWidth = function () { if (this.enemy().hpGaugeWidth > 0) { var width = this.enemy().hpGaugeWidth; } else { var width = this.spriteWidth(); } width = Math.max(width, Yanfly.Param.VATBMinWidth); return width & 1 ? width + 1 : width; }; //============================================================================= // Sprite_Enemy //============================================================================= Yanfly.VATB.Sprite_Enemy_preSpriteInitialize = Sprite_Enemy.prototype.preSpriteInitialize; Sprite_Enemy.prototype.preSpriteInitialize = function (battler) { Yanfly.VATB.Sprite_Enemy_preSpriteInitialize.call(this, battler); this.createVisualATBWindow(); }; Yanfly.VATB.Sprite_Enemy_update = Sprite_Enemy.prototype.update; Sprite_Enemy.prototype.update = function () { Yanfly.VATB.Sprite_Enemy_update.call(this); this.addVisualATBWindow(); }; Sprite_Enemy.prototype.addVisualATBWindow = function () { if (!BattleManager.isATB()) return; if (this._addedVisualATB) return; this._addedVisualATB = true; this.parent.parent.addChild(this._visualATBWindow); }; Sprite_Enemy.prototype.createVisualATBWindow = function () { if (!BattleManager.isATB()) return; this._visualATBWindow = new Window_EnemyVisualATB(); }; Yanfly.VATB.Sprite_Enemy_setBattler = Sprite_Enemy.prototype.setBattler; Sprite_Enemy.prototype.setBattler = function (battler) { Yanfly.VATB.Sprite_Enemy_setBattler.call(this, battler); if (this._visualATBWindow) this._visualATBWindow.setBattler(battler); }; //============================================================================= // Window_EnemyVisualATB //============================================================================= function Window_EnemyVisualATB() { this.initialize.apply(this, arguments); } Window_EnemyVisualATB.prototype = Object.create(Window_Base.prototype); Window_EnemyVisualATB.prototype.constructor = Window_EnemyVisualATB; Window_EnemyVisualATB.prototype.initialize = function () { Window_Base.prototype.initialize.call(this, 0, 0, 1, 1); this._battler = null; this._requestRefresh = false; this._currentATBSpeed = 0; this._currentATBCharge = 0; this.contentsOpacity = 0; this.opacity = 0; }; Window_EnemyVisualATB.prototype.setBattler = function (battler) { if (this._battler === battler) return; this._battler = battler; }; Window_EnemyVisualATB.prototype.update = function () { Window_Base.prototype.update.call(this); if (!this._battler) return; this.updateWindowAspects(); }; Window_EnemyVisualATB.prototype.updateWindowAspects = function () { this.updateWindowSize(); this.updateWindowPosition(); this.updateOpacity(); this.updateATBPosition(); this.updateRefresh(); }; Window_EnemyVisualATB.prototype.updateWindowSize = function () { var spriteWidth = this._battler.atbGaugeWidth(); var width = spriteWidth + this.standardPadding() * 2; width = Math.min(width, Graphics.boxWidth + this.standardPadding() * 2); var height = this.lineHeight() + this.standardPadding() * 2; if (width === this.width && height === this.height) return; this.width = width; this.height = height; this.createContents(); this._requestRefresh = true; this.makeWindowBoundaries(); }; Window_EnemyVisualATB.prototype.makeWindowBoundaries = function () { if (!this._requestRefresh) return; this._minX = -1 * this.standardPadding(); this._maxX = Graphics.boxWidth - this.width + this.standardPadding(); this._minY = -1 * this.standardPadding(); this._maxY = Graphics.boxHeight - this.height + this.standardPadding(); this._maxY -= SceneManager._scene._statusWindow.height; }; Window_EnemyVisualATB.prototype.updateWindowPosition = function () { if (!this._battler) return; var battler = this._battler; this.x = battler.spritePosX(); this.x -= Math.ceil(this.width / 2); this.x = this.x.clamp(this._minX, this._maxX); this.y = battler.spritePosY(); if (Yanfly.Param.VATBGaugePOS) { this.y -= battler.spriteHeight(); } else { this.y -= this.standardPadding(); } this.y = this.y.clamp(this._minY, this._maxY); this.y += Yanfly.Param.VATBYBuffer; }; Window_EnemyVisualATB.prototype.updateOpacity = function () { if (this.isShowWindow()) { this.contentsOpacity += 32; } else { this.contentsOpacity -= 32; } this.contentsOpacity = this.contentsOpacity.clamp(0, this.maxOpacity()); }; Window_EnemyVisualATB.prototype.maxOpacity = function () { return this._battler.battler().opacity; }; Window_EnemyVisualATB.prototype.isShowWindow = function () { if (!this._battler.isAppeared()) return false; if (!this._battler.showATBGauge()) return false; if (this._battler.isDead()) return false; if (Yanfly.Param.VATBAlwaysShow) return true; return ["atb", "input"].contains(BattleManager._phase); }; Window_EnemyVisualATB.prototype.updateATBPosition = function () { if (!this._battler) return; if (this._currentATBSpeed !== this._battler.atbSpeed()) { this._currentATBSpeed = this._battler.atbSpeed(); this._requestRefresh = true; } if (this._currentATBSpeed !== this._battler.atbCharge()) { this._currentATBSpeed = this._battler.atbCharge(); this._currentATBCharge = true; } }; Window_EnemyVisualATB.prototype.updateRefresh = function () { if (this._requestRefresh) this.refresh(); }; Window_EnemyVisualATB.prototype.refresh = function () { this.contents.clear(); if (!this._battler) return; this._requestRefresh = false; var wy = this.contents.height - this.lineHeight(); var ww = this.contents.width; this.drawActorAtbGauge(this._battler, 0, wy, ww); }; if (Imported.YEP_CoreEngine && Yanfly.Param.VATBThick) { Window_EnemyVisualATB.prototype.drawGauge = function (dx, dy, dw, rate, color1, color2) { var color3 = this.gaugeBackColor(); var fillW = Math.floor(dw * rate).clamp(0, dw); var gaugeH = this.gaugeHeight(); var gaugeY = dy + this.lineHeight() - gaugeH - 2; if (eval(Yanfly.Param.GaugeOutline)) { color3.paintOpacity = this.translucentOpacity(); this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); dx += 2; gaugeY += 2; fillW = Math.max(0, fillW - 4); gaugeH -= 4; } else { var fillW = Math.floor(dw * rate); var gaugeY = dy + this.lineHeight() - gaugeH - 2; this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3); } this.contents.gradientFillRect(dx, gaugeY, fillW, gaugeH, color1, color2); }; } // Imported.YEP_CoreEngine //============================================================================= // End of File //============================================================================= }