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ycrpg/js/plugins/YEP_X_VisualATBGauge.js

365 lines
13 KiB
JavaScript

//=============================================================================
// 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:
* <Show ATB Gauge>
* <Hide ATB Gauge>
* This will cause the ATB Gauge to be shown or hidden ignoring the default
* settings found in the parameters.
*
* <ATB Gauge Width: x>
* 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
//=============================================================================
}