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ycrpg/js/plugins/YEP_X_BattleSysATB.js

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//=============================================================================
// Yanfly Engine Plugins - Battle System - Active Turn Battle
// YEP_X_BattleSysATB.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_X_BattleSysATB = true;
var Yanfly = Yanfly || {};
Yanfly.ATB = Yanfly.ATB || {};
Yanfly.ATB.version = 1.25;
//=============================================================================
/*:
* @plugindesc v1.25 时间槽战斗系统☁️
* @author Yanfly Engine Plugins
*
* @param ---ATB 设置---
* @default
*
* @param Per Tick
* @text 每刻时
* @desc This is how much speed is gained per tick.
* @default user.agi
*
* @param Initial Speed
* @text 初始速度
* @desc 战斗开始时战斗者的速度位置。
* 这是一个计算公式。
* @default 0
*
* @param Full Gauge
* @desc ATB仪表的目标速度为满。
* 这是一个计算公式。
* @default Math.max(5000, BattleManager.highestBaseAgi() * 100)
*
* @param Charge Gauge
* @desc 选择动作后的结束时间。
* 这是一个计算公式。
* @default Math.max(2000, BattleManager.highestBaseAgi() * 20)
*
* @param Pre-Emptive Bonuses
* @text 先发制人奖励
* @desc How much of the ATB bar do you want filled up for an
* ATB pre-emptive bonus from 0 to 1.
* @default 0.8
*
* @param Surprise Bonuses
* @text 惊喜奖励
* @desc How much of the ATB bar do you want filled up for an
* ATB surprise bonus from 0 to 1.
* @default 0.8
*
* @param ---逃跑---
* @default
*
* @param Escape Ratio
* @text 逃跑率
* @desc How ATB calculates escape ratios.
* Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
* @default 0.125 * $gameParty.agility() / $gameTroop.agility()
*
* @param Fail Escape Boost
* @text 失败+逃跑率
* @desc Each time the player fails escape, increase the success
* rate by this much. Default: 0.1
* @default 0.025
*
* @param ---Turn---
* @default
*
* @param Full Turn
* @desc 这就是多少滴答,等于一个完整的战斗回合。
* 这是一个计算公式。
* @default Math.min(200, BattleManager.lowestBaseAgi() * 8)
*
* @param Flash Enemy
* @text 闪光敌人
* @desc 当敌人开始使用他们的技能时闪光?
* NO - false YES - true
* @default true
*
* @param ---Rubberband---
* @default
*
* @param Enable Rubberband
* @desc This is an auto-balance mechanic for AGI.
* Disable - false Enable - true
* @default true
*
* @param Minimum Speed
* @text 最小速度
* @desc If rubberbanding is enabled, what is the minimum
* speed increase? This is a formula.
* @default 0.5 * BattleManager.highestBaseAgi()
*
* @param Maximum Speed
* @text 最大速度
* @desc If rubberbanding is enabled, what is the maximum
* speed increase? This is a formula.
* @default 1.5 * BattleManager.highestBaseAgi()
*
* @param ---准备音乐---
* @default
*
* @param Ready Sound
* @desc This is the sound played when the battler is ready.
* @default Decision1
*
* @param Ready Volume
* @desc This is the volume of the ready sound.
* @default 90
*
* @param Ready Pitch
* @desc This is the pitch of the ready sound.
* @default 120
*
* @param Ready Pan
* @desc This is the pan of the ready sound.
* @default 0
*
* @param ---选项---
* @default
*
* @param ATB Speed Text
* @text ATB速度文本
* @desc Text used for ATB speed in options window.
* @default ATB速度
*
* @param Default ATB Speed
* @text 默认ATB速度
* @desc Default speed at which the gauges fill up.
* 1 - slowest 10 - fastest
* @default 10
*
* @param ---窗口---
* @default
*
* @param Lock Status Window
* @text 锁定状态窗口
* @desc While ATB is active, lock the status window from moving?
* OFF - false ON - true
* @default true
*
* @param Gauge Style
* @desc This is the style of the ATB gauges:
* 0 - None 1 - Under Name 2 - Right Side
* @default 1
*
* @param Gauge Text
* @text
* @desc If style 2 is used, this is the text displayed.
* @default Turn
*
* @param Gauge Text Align
* @desc If style 2 is used, this is the text alignment.
* left center right
* @default center
*
* @param ATB Gauge Color 1
* @desc The 1st gauge color of the ATB gauge as it loads up.
* @default 13
*
* @param ATB Gauge Color 2
* @desc The 2nd gauge color of the ATB gauge as it loads up.
* @default 5
*
* @param Slow Gauge Color 1
* @desc 1st gauge color of the ATB gauge if actor is slowed.
* @default 12
*
* @param Slow Gauge Color 2
* @desc 2nd gauge color of the ATB gauge if actor is slowed.
* @default 4
*
* @param Fast Gauge Color 1
* @desc 1st gauge color of the ATB gauge if actor is hasted.
* @default 26
*
* @param Fast Gauge Color 2
* @desc 2nd gauge color of the ATB gauge if actor is hasted.
* @default 27
*
* @param Stop Gauge Color 1
* @desc 1st gauge color of the ATB gauge if actor is stopped.
* @default 7
*
* @param Stop Gauge Color 2
* @desc 2nd gauge color of the ATB gauge if actor is stopped.
* @default 8
*
* @param Full Gauge Color 1
* @desc The 1st gauge color of the ATB gauge when full.
* @default 14
*
* @param Full Gauge Color 2
* @desc The 2nd gauge color of the ATB gauge when full.
* @default 6
*
* @param Charge Gauge Color 1
* @desc The 1st gauge color of the ATB gauge when charging.
* @default 2
*
* @param Charge Gauge Color 2
* @desc The 2nd gauge color of the ATB gauge when charging.
* @default 10
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* The Battle System - Active Turn Battle是一个基于Yanfly大神Battle Engine
* Core插件的拓展插件所以它无法脱离核心战斗插件独立工作安装时务必将该插件
* 放置于战斗核心插件-Battle Engine Core下方要启用ATB战斗系统请在战斗核心
* 插件的配置中将Default System 选项由dtb修改为atb即可。
* ATB战斗系统是一个出色的动态战斗系统它给角色定义了一个行动槽当行动槽填
* 充时,角色不能进行任何操作,只有行动槽充满时,才可以进行相关操作如攻击、技
* 能等等,行动后清空行动槽,当行动槽再次充满后,角色才可进行下一次行动。
* 角色选择技能以后,会进入第二阶段行动槽填充,通常被成为咏唱时间条的填充,
* 第二阶段行动槽填满后,角色才会释放技能。这种经典的战斗系统被很频繁用到了如
* 最终幻想系列等很多游戏当中这也使得传统RPG原本枯燥的回合战斗变得更加
* 紧张、刺激和有趣味,使用本系统,将使回合战斗中的更多战术和策略技能的设计研
* 发成为可能。
* ATB战斗系统使各角色的敏捷属性不再是花瓶敏捷将直接决定角色的出手顺序和出
* 手速度,通常来说敏捷高的角色比敏捷低的角色更具备优势,前提是你不要弄个负
* 敏神兽出来...
*
* ============================================================================
* Plugin Commands 插件命令
* ============================================================================
*
* To change your battle system to Active Turn Battle if it isn't the default
* battle system, you can use the following Plugin Command:
*
* Plugin Command:
* setBattleSys ATB 将战斗模式改为 ATB 动态回合战斗系统.
* setBattleSys DTB 将战斗模式改为 DTB 默认回合战斗系统.
*
* 使用这个命令可以实现游戏对战斗模式的实时切换。
*
* ============================================================================
* Notetags 注释命令
* ============================================================================
*
* 以下为影响的ATB系统的相关注释命令
*
* 技能与道具注释:
* <ATB Help>
* text
* text
* </ATB Help>
* 这个命令可以给技能或道具添加专有的ATB说明信息即如果启用了ATB战斗系统
* 则在技能/道具说明中显示<ATB Help>中的text文字说明如果使用DTB系统则显
* 示默认说明。
*
* <ATB Speed: x>
* <ATB Charge: x>
* <ATB Gauge: x>
* 仅在ATB模式启用时可用。可以将目标单位的ATB行动值-speed、
* 咏唱值-Charge、综合值-Gauge的设置为一个固定数值。简单解释
* speed参数-决定了行动阶段行动槽的值
* Charge参数-咏唱阶段的行动槽的值
* Gauge参数-这个参数会同时影响以上两个阶段的行动槽值
* 例子:道具注释中写上<ATB Speed: 1000> 即表示使用该道具后,目标的行动槽值
* 将被设置为1000
* 你要注意的是如果你的行动槽值已经积攒到了10000使用该道具后将被置于
* 1000相当于减速如果为0则反之。
*
* <ATB Speed: x%>
* <ATB Charge: x%>
* <ATB Gauge: x%>
* 参照上面的命令你可以将具体的X数值更换为百分比这样ATB系统将根据行动槽最
* 大值来计算你要实现的具体数值大小
* 例子:道具注释中写明<ATB Charge: 50%> 表示该道具使用后咏唱槽数值将被设置
* 为50%如果目标未咏唱则不生效。如果目标咏唱超过50%则将被强制重置为50%
* 相当于减速如果为0反之
*
* <ATB Speed: +x> or <ATB Speed: -x>
* <ATB Charge: +x> or <ATB Charge: -x>
* <ATB Gauge: +x> or <ATB Gauge: -x>
* 仅在 ATB 期间可用。这会增加或减少目标的行动槽或咏唱槽 。
* 如果使用“Speed”或“Charge”则只会影响
* 在各自的阶段影响目标。如果使用“Gauge”它将
* 在相应阶段影响其中之一。
*
* <ATB Speed: +x%> or <ATB Speed: -x%>
* <ATB Charge: +x%> or <ATB Charge: -x%>
* <ATB Gauge: +x%> or <ATB Gauge: -x%>
* 同上你可以将x参数上加入+号或者-号来表示在当前行动槽基础上增加或者减少,
* 这个命令通常被用于加速/减速道具或技能的设计。
* 例子:<ATB Gauge: +50%> 同上,你同样可以把增加减少数值修改为百分比。
*
* <After ATB: x>
* <After ATB: x%>
* 顾名思义,你可以在道具和技能注释中加入这个命令,标识使用该道具或技能后,
* 对使用者行动槽的影响。因为使用技能或道具后,行动槽必定会被清空,所以+/-就
* 有意义了你要把X替换为数值或百分比。
* 例子:我在电光火石这个技能的注释中加入了<After ATB: 50%>这个命令,表示我
* 使用电光火石技能后使用者的回合结束后行动槽将从50%处开始增加,
* 相当于下回合行动更快速了,是不是很吊?
*
* <ATB Interrupt>
* <ATB Interrupt: x%>
* 这个命令比较强悍就是打断没错Iterrupt命令会在对进入咏唱条的角色使用
* 后生效,打断对方目标咏唱,清空目标行动槽。如果你使用了百分比参数,
* 则表示有多少百分比的几率成功。
* 例子:我在小石头这个道具的注释命令中添加了<ATB Interrupt: 50%>这个命令,
* 表示当我使用这个道具后目标如果正在咏唱则有50%概率被打断,技能释放失
* 败。如果目标没有在咏唱,则道具无效。
*
* <Cannot ATB Interrupt>
* 当然你可以在技能中加入<Cannot ATB Interrupt>这个注释,表示该技能无法被打断,
* 如果有这个命令,任何带有打断命令的技能和道具都不会对这个技能生效了,请叫BOSS
*
* 下面这些命令可以用在角色、职业、敌人、武器、护甲和状态注释命令中,不要用
* 错地方哦:
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
* <ATB Start: +x>
* <ATB Start: +x%>
* 上面的命令可以让你在回合开始时获得行动槽的加成x为数值或者百分比。第一
* 回合结束后行动槽将从0开始计算。
* 例子:哈罗德的角色注释中我加入了<ATB Start: +20%>命令,表示哈罗德每次战斗
* 开始时行动槽都会从20%开始计算而不是0
* 在第一回合之后哈罗德的行动槽恢复正常与其他角色一样从0开始。
*
* the ATB gauge filled up.
*
* <ATB Turn: +x>
* <ATB Turn: +x%>
* 这个命令表示每个回合的行动槽获得行动力加成x为数值或者百分比。包括第一回
* 合在内的每一个回合行动槽都会从X或x%开始计算。
* 例子:我在时魔法师的职业注释中加入了<ATB Turn: +50%>这个命令,然后我把玛
* 莎转职成了时魔法师,但是悲剧的小明还是黑魔法师所以小明的行动槽每回合是从
* 头开始计算的而玛莎美女每回合的行动力都是从50%处开始计算,所以,
* 玛莎比小明更快,此题得证。
*
* ============================================================================
* Lunatic Mode - Conditional ATB Speed and Conditional ATB Charge
* ============================================================================
*
* 等等,上面那些基本命令已经满足不了你的编程小心脏了吗?我们为您提供了可以
* 在注释区域混合JavaScript脚本拓展命令的专用模式已经开启Lunatic Mode 可以让
* 你在注释命令区间内按你们的想法设置条件和触发器,前提是,你要懂
*
* 技能和道具命令:
* <Target ATB Eval>
* speed = x;
* charge = x;
* </Target ATB Eval>
* 不同于直接的<ATB Speed/Charge/Gauge>命令,这段命令的格式如上,你可以在注释
* 区的Lunatic Mode中使用更复杂的语句和公式定义speed charge参数
* 也支持if else while for等javascript脚本命令。
*
* 给一个例子:
*
* <Target ATB Eval>
* speed = target.hp / target.mhp * max;
* charge = target.hp / target.mhp * max;
* </Target ATB Eval>
* 上面这段代码实现了speed和charge按照目标单位的hp和最大hp的百分比进行修改
* 即目标血越少行动条填充的越多。延伸一点你也可以使用触发器使用if target.hp
* < target.mhp 30% 这种条件来决定这个技能什么时候可以被触发。
*
* --- --- --- --- ---
*
* <After ATB Eval>
* speed = x;
* </After ATB Eval>
* 这个命令类似于<Afer ATB> 可以让你设计动作完毕后,该动作对角色行动槽的影响
* ,当然你也可以设计的很复杂。
* 例子君出现了:
*
* <After ATB Eval>
* speed = user.mp / user.mmp * max;
* </After ATB Eval>
* 上面的代码实现了按照人物MP最大百分比来加成施法后行动条的回复量的功能。
*
* --- --- --- --- ---
*
* <ATB Interrupt Eval>
* interrupt = true;
* </ATB Interrupt Eval>
* 打断,没什么好说的,加入各种触发器和公式命令都是可以的。
*
* 例子君出现了:
*
* <ATB Interrupt Eval>
* if (user.hp > target.hp) {
* interrupt = true;
* }
* </ATB Interrupt Eval>
* 上面的命令实现了当使用者的当前hp大于目标的hp时打断才能成功。给一个延伸的
* 例子,通常我们想要给打断技能一个固定几率,然后增加一个附加值比如,默
* 认50%的概率
*
* ============================================================================
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
* ============================================================================
*
* 下面部分的命令将会与Battle Engine带来的基础Action行为密切相关在学习命令时
* 建议先去Battle Engine插件中掌握如何使用Action Sequence的相关命令和内容
* 本插件提供了更多的关于atb系统的action sequences命令快把他们加入到你的
* 技能和战斗中来吧。
*
*=============================================================================
* ATB CHARGE: target, X
* ATB CHARGE: target, X%
* ATB CHARGE: targets, +X
* ATB CHARGE: targets, +X%
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 上面的命令参照charge咏唱条的设定不过你可以把targets更换为其他值了
* 具体请参照action sequence的帮助文件
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: atb charge: targets, +5000
* atb charge: target, -50%
*=============================================================================
*
*=============================================================================
* ATB GAUGE: target, X
* ATB GAUGE: target, X%
* ATB GAUGE: targets, +X
* ATB GAUGE: targets, +X%
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 参照Gauge设置针对speed和charge两个参数同时生效。
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: atb gauge: targets, +5000
* atb gauge: target, -50%
*=============================================================================
*
*=============================================================================
* ATB INTERRUPT: target
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 打断命令没什么好说的用sequence系统可以做成群体打断全体打断打断
* 自己人,好开心
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: atb interrupt: targets
*=============================================================================
*
*=============================================================================
* ATB SPEED: target, X
* ATB SPEED: target, X%
* ATB SPEED: targets, +X
* ATB SPEED: targets, +X% 参照speed参数设置你可以实现更多目标
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usable only for ATB. Sets the target's ATB speed to X or X%. This only
* applies when the target is filling up its ATB gauge. This will not affect
* the user to prevent mechanical issues.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: atb speed: targets, +5000
* atb speed: target, -50%
*=============================================================================
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.25:
* - Lunatic Mode fail safes added.
*
* Version 1.24:
* - During action end, a single tick will be forced to occur to prevent clash
* amongst actors with similar AGI values and make tick values more unique.
*
* Version 1.23:
* - Timing has been changed for states that update turns at Turn Start. Now,
* the states will update prior to the actor's command box opening or the enemy
* make a decision on which action it will use.
*
* Version 1.22:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.21:
* - Counterattacks no longer cause interrupts if attack actions have interrupt
* functionality.
*
* Version 1.20:
* - Updated plugin to update the AI more accordingly with Battle AI Core.
*
* Version 1.19:
* - Fixed a bug where forced actions clear out an action's effects before the
* turn is over, making post-turn effects to not occur.
*
* Version 1.18:
* - Fixed a bug where changing back and forth between the Fight/Escape window
* would prompt on turn start effects.
*
* Version 1.17:
* - Made a mechanic change so that turn 0 ends immediately upon battle start
* rather than requiring a full turn to end.
*
* Version 1.16:
* - Added a fail safe setting up ATB Charges when the Cannot Move restriction
* is imposed upon an actor.
*
* Verison 1.15:
* - Implemented a Forced Action queue list. This means if a Forced Action
* takes place in the middle of an action, the action will resume after the
* forced action finishes rather than cancels it out like MV does.
*
* Version 1.14:
* - Added a speed position check for Instant Casts to maintain order position.
*
* Version 1.13:
* - Fixed a bug that doesn't update state turns properly.
* - Removed 'Turn Structure parameter' as it goes against the nature of a
* Tick-Based battle system.
*
* Version 1.12:
* - Added speed rebalance formulas for tick-based systems (innate).
*
* Version 1.11:
* - Fixed a bug that would still allow battlers to perform actions even if the
* actions got sealed midway through charging the action.
*
* Version 1.10:
* - Fixed a bug that would cause AutoBattlers to stall if they got added into
* the party mid-battle.
*
* Version 1.09:
* - Mechanic change for states that update on Action End to end at the end of
* a battler's turn instead of at the start.
*
* Version 1.08a:
* - Fixed a bug that crashed the game when enemies were confused.
* - Preparation for Enemy ATB Gauges.
*
* Version 1.07:
* - Added 'Flash Enemy' to plugin parameters to flash the enemy once when it
* starts charging a skill.
*
* Version 1.06:
* - Added pre-emptive and surprise attack mechanic plugin parameters!
*
* Version 1.05:
* - Fixed a bug with Forced Actions locking out the battle.
*
* Version 1.04:
* - Added the 'Per Tick' parameter for you to adjust the formula that governs
* the speed rate at which the ATB gauge fills up.
*
* Version 1.03:
* - Fixed a bug that caused the ATB Gauge appear slow with maxed AGI.
*
* Version 1.02c:
* - Fixed a bug with the ATB GAUGE and ATB CHARGE action sequences.
* - Fixed a bug with battlers still getting a turn after the battle is over.
* - Fixed a bug that prevented escaping.
* - Added math fail safes for calculating ATB charging.
*
* Version 1.01:
* - Fixed a bug with escaping causing battlers to go into infinite lock.
* - Fixed a bug with multiple victory messages.
* - Added fail safe to prevent infinite charging.
* - Added <Cannot ATB Interrupt Notetag>.
*
* Version 1.00:
* - It's doooooooone!
*/
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
if (Yanfly.BEC.version && Yanfly.BEC.version >= 1.42) {
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_X_BattleSysATB');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.ATBPerTick = String(Yanfly.Parameters['Per Tick']);
Yanfly.Param.ATBInitSpeed = String(Yanfly.Parameters['Initial Speed']);
Yanfly.Param.ATBFullGauge = String(Yanfly.Parameters['Full Gauge']);
Yanfly.Param.ATBChargeGauge = String(Yanfly.Parameters['Charge Gauge']);
Yanfly.Param.ATBPreEmptive = Number(Yanfly.Parameters['Pre-Emptive Bonuses']);
Yanfly.Param.ATBSurprise = Number(Yanfly.Parameters['Surprise Bonuses']);
Yanfly.Param.ATBEscapeRatio = String(Yanfly.Parameters['Escape Ratio']);
Yanfly.Param.ATBEscapeBoost = String(Yanfly.Parameters['Fail Escape Boost']);
Yanfly.Param.ATBFullTurn = String(Yanfly.Parameters['Full Turn']);
Yanfly.Param.ATBTurnStructure = false;
Yanfly.Param.ATBFlashEnemy = eval(String(Yanfly.Parameters['Flash Enemy']));
Yanfly.Param.ATBRubberband = String(Yanfly.Parameters['Enable Rubberband']);
Yanfly.Param.ATBMinSpeed = String(Yanfly.Parameters['Minimum Speed']);
Yanfly.Param.ATBMaxSpeed = String(Yanfly.Parameters['Maximum Speed']);
Yanfly.Param.ATBReadyName = String(Yanfly.Parameters['Ready Sound']);
Yanfly.Param.ATBReadyVol = Number(Yanfly.Parameters['Ready Volume']);
Yanfly.Param.ATBReadyPitch = Number(Yanfly.Parameters['Ready Pitch']);
Yanfly.Param.ATBReadyPan = Number(Yanfly.Parameters['Ready Pan']);
Yanfly.Param.ATBOptionSpeedTx = String(Yanfly.Parameters['ATB Speed Text']);
Yanfly.Param.ATBDefaultSpeed = Number(Yanfly.Parameters['Default ATB Speed']);
Yanfly.Param.ATBLockStatusWin = String(Yanfly.Parameters['Lock Status Window']);
Yanfly.Param.ATBGaugeStyle = Number(Yanfly.Parameters['Gauge Style']);
Yanfly.Param.ATBGaugeText = String(Yanfly.Parameters['Gauge Text']);
Yanfly.Param.ATBGaugeAlign = String(Yanfly.Parameters['Gauge Text Align']);
Yanfly.Param.ATBColorAtb1 = Number(Yanfly.Parameters['ATB Gauge Color 1']);
Yanfly.Param.ATBColorAtb2 = Number(Yanfly.Parameters['ATB Gauge Color 2']);
Yanfly.Param.ATBColorSlow1 = Number(Yanfly.Parameters['Slow Gauge Color 1']);
Yanfly.Param.ATBColorSlow2 = Number(Yanfly.Parameters['Slow Gauge Color 2']);
Yanfly.Param.ATBColorFast1 = Number(Yanfly.Parameters['Fast Gauge Color 1']);
Yanfly.Param.ATBColorFast2 = Number(Yanfly.Parameters['Fast Gauge Color 2']);
Yanfly.Param.ATBColorStop1 = Number(Yanfly.Parameters['Stop Gauge Color 1']);
Yanfly.Param.ATBColorStop2 = Number(Yanfly.Parameters['Stop Gauge Color 2']);
Yanfly.Param.ATBColorFull1 = Number(Yanfly.Parameters['Full Gauge Color 1']);
Yanfly.Param.ATBColorFull2 = Number(Yanfly.Parameters['Full Gauge Color 2']);
Yanfly.Param.ATBColorChar1 = Number(Yanfly.Parameters['Charge Gauge Color 1']);
Yanfly.Param.ATBColorChar2 = Number(Yanfly.Parameters['Charge Gauge Color 2']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.ATB.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.ATB.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_X_BattleSysATB) {
this.processATBNotetags1($dataSkills);
this.processATBNotetags1($dataItems);
this.processATBNotetags2($dataActors);
this.processATBNotetags2($dataClasses);
this.processATBNotetags2($dataEnemies);
this.processATBNotetags2($dataWeapons);
this.processATBNotetags2($dataArmors);
this.processATBNotetags2($dataStates);
Yanfly._loaded_YEP_X_BattleSysATB = true;
}
return true;
};
DataManager.processATBNotetags1 = function(group) {
var noteA1 = /<(?:ATB GAUGE):[ ](\d+)>/i;
var noteA2 = /<(?:ATB GAUGE):[ ]([\+\-]\d+)>/i;
var noteA3 = /<(?:ATB GAUGE):[ ](\d+)([%])>/i;
var noteA4 = /<(?:ATB GAUGE):[ ]([\+\-]\d+)([%])>/i;
var noteB1 = /<(?:ATB SPEED):[ ](\d+)>/i;
var noteB2 = /<(?:ATB SPEED):[ ]([\+\-]\d+)>/i;
var noteB3 = /<(?:ATB SPEED):[ ](\d+)([%])>/i;
var noteB4 = /<(?:ATB SPEED):[ ]([\+\-]\d+)([%])>/i;
var noteC1 = /<(?:ATB CHARGE):[ ](\d+)>/i;
var noteC2 = /<(?:ATB CHARGE):[ ]([\+\-]\d+)>/i;
var noteC3 = /<(?:ATB CHARGE):[ ](\d+)([%])>/i;
var noteC4 = /<(?:ATB CHARGE):[ ]([\+\-]\d+)([%])>/i;
var noteS1 = /<(?:AFTER ATB):[ ](\d+)>/i;
var noteS2 = /<(?:AFTER ATB):[ ](\d+)([%])>/i;
var noteI1 = /<(?:ATB INTERRUPT)>/i;
var noteI2 = /<(?:ATB INTERRUPT):[ ](\d+)([%])>/i;
var noteI3 = /<(?:CANNOT ATB INTERRUPT)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.setATBGaugeFlat = undefined;
obj.addATBGaugeFlat = 0;
obj.setATBGaugeRate = undefined;
obj.addATBGaugeRate = 0.0;
obj.setATBSpeedFlat = undefined;
obj.addATBSpeedFlat = 0;
obj.setATBSpeedRate = undefined;
obj.addATBSpeedRate = 0.0;
obj.setATBChargeFlat = undefined;
obj.addATBChargeFlat = 0;
obj.setATBChargeRate = undefined;
obj.addATBChargeRate = 0.0;
obj.afterATBFlat = undefined;
obj.afterATBRate = undefined;
obj.atbInterruptRate = 0;
obj.cannotAtbInterrupt = false;
var evalMode = 'none';
obj.atbEval = '';
obj.atbAfterEval = '';
obj.atbInterruptEval = '';
obj.atbHelp = undefined;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(noteA1)) {
obj.setATBGaugeFlat = parseInt(RegExp.$1);
} else if (line.match(noteA2)) {
obj.addATBGaugeFlat = parseInt(RegExp.$1);
} else if (line.match(noteA3)) {
obj.setATBGaugeRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteA4)) {
obj.addATBGaugeRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteB1)) {
obj.setATBSpeedFlat = parseInt(RegExp.$1);
} else if (line.match(noteB2)) {
obj.addATBSpeedFlat = parseInt(RegExp.$1);
} else if (line.match(noteB3)) {
obj.setATBSpeedRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteB4)) {
obj.addATBSpeedRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteC1)) {
obj.setATBChargeFlat = parseInt(RegExp.$1);
} else if (line.match(noteC2)) {
obj.addATBChargeFlat = parseInt(RegExp.$1);
} else if (line.match(noteC3)) {
obj.setATBChargeRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteC4)) {
obj.addATBChargeRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteS1)) {
obj.afterATBFlat = parseInt(RegExp.$1);
} else if (line.match(noteS2)) {
obj.afterATBRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteI1)) {
obj.atbInterruptRate = 1;
} else if (line.match(noteI2)) {
obj.atbInterruptRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteI3)) {
obj.cannotAtbInterrupt = true;
} else if (line.match(/<(?:TARGET ATB EVAL)>/i)) {
evalMode = 'atb eval';
} else if (line.match(/<\/(?:TARGET ATB EVAL)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:AFTER ATB EVAL)>/i)) {
evalMode = 'after atb eval';
} else if (line.match(/<\/(?:AFTER ATB EVAL)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:ATB INTERRUPT EVAL)>/i)) {
evalMode = 'atb interrupt eval';
} else if (line.match(/<\/(?:ATB INTERRUPT EVAL)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:ATB HELP)>/i)) {
evalMode = 'atb help';
obj.atbHelp = '';
} else if (line.match(/<\/(?:ATB HELP)>/i)) {
evalMode = 'none';
} else if (evalMode === 'atb help') {
obj.atbHelp = obj.atbHelp + line + '\n';
} else if (evalMode === 'atb eval') {
obj.atbEval = obj.atbEval + line + '\n';
} else if (evalMode === 'after atb eval') {
obj.atbAfterEval = obj.atbAfterEval + line + '\n';
} else if (evalMode === 'atb interrupt eval') {
obj.atbInterruptEval = obj.atbInterruptEval + line + '\n';
}
}
}
};
DataManager.processATBNotetags2 = function(group) {
var noteA1 = /<(?:ATB START):[ ]([\+\-]\d+)>/i;
var noteA2 = /<(?:ATB START):[ ]([\+\-]\d+)([%])>/i;
var noteB1 = /<(?:ATB TURN):[ ]([\+\-]\d+)>/i;
var noteB2 = /<(?:ATB TURN):[ ]([\+\-]\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.atbStartFlat = 0;
obj.atbStartRate = 0;
obj.atbTurnFlat = 0;
obj.atbTurnRate = 0;
var evalMode = 'none';
obj.atbHelp = undefined;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(noteA1)) {
obj.atbStartFlat = parseInt(RegExp.$1);
} else if (line.match(noteA2)) {
obj.atbStartRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(noteB1)) {
obj.atbTurnFlat = parseInt(RegExp.$1);
} else if (line.match(noteB2)) {
obj.atbTurnRate = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(/<(?:ATB HELP)>/i)) {
evalMode = 'atb help';
obj.atbHelp = '';
} else if (line.match(/<\/(?:ATB HELP)>/i)) {
evalMode = 'none';
} else if (evalMode === 'atb help') {
obj.atbHelp = obj.atbHelp + line + '\n';
}
}
}
};
//=============================================================================
// ConfigManager
//=============================================================================
ConfigManager.atbSpeed = Yanfly.Param.ATBDefaultSpeed;
Yanfly.ATB.ConfigManager_makeData = ConfigManager.makeData;
ConfigManager.makeData = function() {
var config = Yanfly.ATB.ConfigManager_makeData.call(this);
config.atbSpeed = this.atbSpeed;
return config;
};
Yanfly.ATB.ConfigManager_applyData = ConfigManager.applyData;
ConfigManager.applyData = function(config) {
Yanfly.ATB.ConfigManager_applyData.call(this, config);
this.atbSpeed = this.readConfigATBSpeed(config, 'atbSpeed');
};
ConfigManager.readConfigATBSpeed = function(config, name) {
var value = config[name];
if (value !== undefined) {
return Number(value).clamp(1, 10);
} else {
return Yanfly.Param.ATBDefaultSpeed.clamp(1, 10);
}
};
//=============================================================================
// BattleManager
//=============================================================================
BattleManager.isATB = function() {
return this.isBattleSystem('atb');
};
Yanfly.ATB.BattleManager_isTurnBased = BattleManager.isTurnBased;
BattleManager.isTurnBased = function() {
if (this.isATB()) return false;
return Yanfly.ATB.BattleManager_isTurnBased.call(this);
};
Yanfly.ATB.BattleManager_tickRate = BattleManager.tickRate;
BattleManager.tickRate = function() {
var rate = Yanfly.ATB.BattleManager_tickRate.call(this);
if (this.isATB()) rate *= this.atbTickRate();
return rate;
};
BattleManager.atbTickRate = function() {
var rate = 0.1 * ConfigManager.atbSpeed;
return rate;
};
Yanfly.ATB.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
BattleManager.makeEscapeRatio = function() {
if (this.isATB()) {
var code = Yanfly.Param.ATBEscapeRatio;
try {
this._escapeRatio = eval(code);
} catch (e) {
this._escapeRatio = 0;
Yanfly.Util.displayError(e, code, 'ATB ESCAPE RATIO ERROR');
}
var code = Yanfly.Param.ATBEscapeBoost;
try {
this._escapeFailBoost = eval(code);
} catch (e) {
this._escapeFailBoost = 0;
Yanfly.Util.displayError(e, code, 'ATB ESCAPE BOOST ERROR');
}
} else {
this._escapeFailBoost = 0.1;
Yanfly.ATB.BattleManager_makeEscapeRatio.call(this);
}
};
Yanfly.ATB.BattleManager_startBattle = BattleManager.startBattle;
BattleManager.startBattle = function() {
Yanfly.ATB.BattleManager_startBattle.call(this);
if (this.isATB()) {
this._phase = null;
this._counterAttacking = false;
this.startATB();
}
};
Yanfly.ATB.BattleManager_endBattle = BattleManager.endBattle;
BattleManager.endBattle = function(result) {
Yanfly.ATB.BattleManager_endBattle.call(this, result);
this.clearATBData();
};
BattleManager.startATB = function() {
if (this._phase === 'battleEnd') return;
this.clearATBData();
this._atbTarget = Math.max(1, eval(Yanfly.Param.ATBFullGauge));
this._atbCharge = Math.max(1, eval(Yanfly.Param.ATBChargeGauge));
this._atbFullTurn = Math.max(1, eval(Yanfly.Param.ATBFullTurn));
this._atbRubberband = eval(Yanfly.Param.ATBRubberband);
if (this.atbRubberband()) {
this._atbMinimumSpeed = Math.max(1, eval(Yanfly.Param.ATBMinSpeed));
this._atbMaximumSpeed = Math.max(1, eval(Yanfly.Param.ATBMaxSpeed));
}
this._atbTicks = this._atbFullTurn;
this._atbReadySound = {
name: Yanfly.Param.ATBReadyName,
volume: Yanfly.Param.ATBReadyVol,
pitch: Yanfly.Param.ATBReadyPitch,
pan: Yanfly.Param.ATBReadyPan
}
$gameParty.onATBStart();
$gameTroop.onATBStart();
this._phase = 'start';
};
BattleManager.clearATBData = function() {
this._highestBaseAgi = undefined;
this._averageBaseAgi = undefined;
this._lowestBaseAgi = undefined;
this._atbTarget = undefined;
this._atbCharge = undefined;
this._atbTarget = undefined;
this._atbCharge = undefined;
this._atbFullTurn = undefined;
this._atbRubberband = undefined;
this._atbMinimumSpeed = undefined;
this._atbMaximumSpeed = undefined;
this._atbTicks = 0;
};
BattleManager.atbTarget = function() {
if (!this._atbTarget) this.startATB();
return this._atbTarget;
};
BattleManager.atbCharge = function() {
if (!this._atbCharge) this.startATB();
return this._atbCharge;
};
BattleManager.atbRubberband = function() {
return this._atbRubberband;
};
BattleManager.atbMinimumSpeed = function() {
return this._atbMinimumSpeed;
};
BattleManager.atbMaximumSpeed = function() {
return this._atbMaximumSpeed;
};
BattleManager.highestBaseAgi = function() {
if (this._highestBaseAgi) return this._highestBaseAgi;
var agi = 0;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var battler = $gameParty.battleMembers()[i];
if (battler) agi = Math.max(agi, battler.agi);
}
for (var i = 0; i < $gameTroop.members().length; ++i) {
var battler = $gameTroop.members()[i];
if (battler) agi = Math.max(agi, battler.agi);
}
this._highestBaseAgi = agi;
return this._highestBaseAgi;
};
BattleManager.averageBaseAgi = function() {
if (this._averageBaseAgi) return this._averageBaseAgi;
var agi = 0;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var battler = $gameParty.battleMembers()[i];
if (battler) agi += battler.agi;
}
for (var i = 0; i < $gameTroop.members().length; ++i) {
var battler = $gameTroop.members()[i];
if (battler) agi += battler.agi;
}
var sum = $gameParty.battleMembers().length;
sum += $gameTroop.members().length;
this._averageBaseAgi = agi / sum;
return this._averageBaseAgi;
};
BattleManager.lowestBaseAgi = function() {
if (this._lowestBaseAgi) return this._lowestBaseAgi;
var agi = this.highestBaseAgi();
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var battler = $gameParty.battleMembers()[i];
if (battler) agi = Math.min(agi, battler.agi);
}
for (var i = 0; i < $gameTroop.members().length; ++i) {
var battler = $gameTroop.members()[i];
if (battler) agi = Math.min(agi, battler.agi);
}
this._lowestBaseAgi = agi;
return this._lowestBaseAgi;
};
Yanfly.ATB.BattleManager_update = BattleManager.update;
BattleManager.update = function() {
if (this.isATB()) {
if (this.isBusy()) return;
if (this.updateEvent()) return;
if (this._phase === 'battleEnd') {
return Yanfly.ATB.BattleManager_update.call(this);
}
if (this.checkBattleEnd()) return;
if (this._phase === 'atb') {
this.updateATBPhase();
} else {
Yanfly.ATB.BattleManager_update.call(this);
}
} else {
Yanfly.ATB.BattleManager_update.call(this);
}
};
Yanfly.ATB.BattleManager_updateEventMain = BattleManager.updateEventMain;
BattleManager.updateEventMain = function() {
if (this.isATB()) {
$gameTroop.updateInterpreter();
$gameParty.requestMotionRefresh();
if ($gameTroop.isEventRunning()) {
return true;
}
$gameTroop.setupBattleEvent();
if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) {
return true;
}
return false;
} else {
return Yanfly.ATB.BattleManager_updateEventMain.call(this);
}
};
BattleManager.updateATBPhase = function() {
var chargedBattler = this.getChargedATBBattler();
if (chargedBattler) return this.startATBAction(chargedBattler);
var readyBattler = this.getReadyATBBattler();
if (readyBattler) {
return this.startATBInput(readyBattler);
} else {
this.updateATBTicks();
this.updateBattlerATB();
}
};
BattleManager.updateATBTicks = function() {
this._atbTicks += 1 * this.tickRate();
if (this._atbTicks < this._atbFullTurn) return;
$gameTroop.increaseTurn();
this._atbTicks = 0;
if (this.isTurnBased()) {
this.endTurn();
} else {
this.endTurn();
}
};
BattleManager.getChargedATBBattler = function() {
if ($gameParty.aliveMembers() <= 0 || $gameTroop.aliveMembers() <= 0) {
return false;
}
var fastest = false;
for (var i = 0; i < this.allBattleMembers().length; ++i) {
var battler = this.allBattleMembers()[i];
if (!battler) continue;
if (!this.isBattlerATBCharged(battler)) continue;
if (!fastest) {
fastest = battler;
} else if (battler.atbCharge() > fastest.atbCharge()) {
fastest = battler;
}
}
return fastest;
};
BattleManager.isBattlerATBCharged = function(battler) {
if (!battler.isATBCharging()) return false;
if (battler.atbChargeRate() < 1) return false;
if (battler.isConfused()) {
battler.makeActions();
if (battler.isActor()) battler.makeConfusionActions();
}
return battler.currentAction() && battler.currentAction().item();
};
BattleManager.getReadyATBBattler = function() {
var fastest = false;
for (var i = 0; i < this.allBattleMembers().length; ++i) {
var battler = this.allBattleMembers()[i];
if (!battler) continue;
if (!this.isBattlerATBReady(battler)) continue;
if (!fastest) {
fastest = battler;
} else if (battler.atbSpeed() > fastest.atbSpeed()) {
fastest = battler;
}
}
return fastest;
};
BattleManager.isBattlerATBReady = function(battler) {
if (battler.atbRate() < 1) return false;
if (battler.isATBCharging()) return false;
if (battler.currentAction() && battler.currentAction().item()) {
battler.makeActions();
battler.setupATBCharge();
return false;
}
return true;
};
BattleManager.updateBattlerATB = function(ignore) {
$gameParty.updateTick();
$gameTroop.updateTick();
if (ignore) return;
if (this._statusWindow) this.statusUpdateATB();
};
BattleManager.setATBPhase = function() {
this._phase = 'atb';
};
Yanfly.ATB.BattleManager_startInput = BattleManager.startInput;
BattleManager.startInput = function() {
if (this.isATB()) {
this.setATBPhase();
} else {
Yanfly.ATB.BattleManager_startInput.call(this);
}
};
Yanfly.ATB.BattleManager_selectNextCommand = BattleManager.selectNextCommand;
BattleManager.selectNextCommand = function() {
if (this.isATB()) {
if (!this.actor()) return this.setATBPhase();
this.resetNonPartyActorATB();
this.actor().setupATBCharge();
this.actor().spriteStepBack();
this.actor().requestMotionRefresh();
this._actorIndex = undefined;
var chargedBattler = this.getChargedATBBattler();
if (chargedBattler) {
this.startATBAction(chargedBattler);
} else {
this.setATBPhase();
}
} else {
Yanfly.ATB.BattleManager_selectNextCommand.call(this);
}
};
BattleManager.resetNonPartyActorATB = function() {
for (var i = 0; i < $gameParty.allMembers().length; ++i) {
var actor = $gameParty.allMembers()[i];
if (!actor) continue;
if ($gameParty.battleMembers().contains(actor)) continue;
actor.resetAllATB();
}
};
Yanfly.ATB.BattleManager_selectPreviousCommand =
BattleManager.selectPreviousCommand;
BattleManager.selectPreviousCommand = function() {
if (this.isATB()) {
var actorIndex = this._actorIndex;
var scene = SceneManager._scene;
this._bypassAtbEndTurn = true;
scene.startPartyCommandSelection();
this._actorIndex = actorIndex;
BattleManager.actor().setActionState('undecided');
BattleManager.actor().requestMotionRefresh();
this._bypassAtbEndTurn = undefined;
} else {
Yanfly.ATB.BattleManager_selectPreviousCommand.call(this);
}
};
Yanfly.ATB.BattleManager_startTurn = BattleManager.startTurn;
BattleManager.startTurn = function() {
if (this.isATB() && !this.isTurnBased()) return;
Yanfly.ATB.BattleManager_startTurn.call(this);
};
Yanfly.ATB.BattleManager_updateTurnEnd = BattleManager.updateTurnEnd;
BattleManager.updateTurnEnd = function() {
if (this.isATB()) {
this.setATBPhase();
} else {
Yanfly.ATB.BattleManager_updateTurnEnd.call(this);
}
};
BattleManager.startATBInput = function(battler) {
if (battler.isDead()) return;
battler.onTurnStart();
battler.makeActions();
if (battler.isEnemy()) {
battler.setupATBCharge();
if (Yanfly.Param.ATBFlashEnemy) battler.requestEffect('whiten');
var chargedBattler = this.getChargedATBBattler();
if (chargedBattler) this.startATBAction(chargedBattler);
} else if (battler.canInput()) {
this._actorIndex = battler.index();
this.playATBReadySound();
battler.setActionState('inputting');
battler.spriteStepForward();
this._phase = 'input';
} else if (battler.isConfused()) {
battler.makeConfusionActions();
battler.setupATBCharge();
} else {
battler.makeAutoBattleActions();
battler.setupATBCharge();
}
};
BattleManager.playATBReadySound = function() {
AudioManager.playSe(this._atbReadySound);
};
BattleManager.startATBAction = function(battler) {
this._subject = battler;
var action = this._subject.currentAction();
if (action && action.isValid()) {
this.startAction();
} else {
this.endAction();
}
};
Yanfly.ATB.BattleManager_processForcedAction =
BattleManager.processForcedAction;
BattleManager.processForcedAction = function() {
var forced = false;
if (this._actionForcedBattler && this.isATB()) {
var action = this._actionForcedBattler.currentAction();
forced = true;
}
Yanfly.ATB.BattleManager_processForcedAction.call(this);
if (forced) this._subject.setAction(0, action);
};
Yanfly.ATB.BattleManager_endAction = BattleManager.endAction;
BattleManager.endAction = function() {
if (this.isATB()) {
this.endATBAction();
} else {
Yanfly.ATB.BattleManager_endAction.call(this);
}
};
BattleManager.endATBAction = function() {
if (Imported.YEP_BattleEngineCore) {
if (this._processingForcedAction) this._phase = this._preForcePhase;
this._processingForcedAction = false;
}
if (this._subject) this._subject.onAllActionsEnd();
if (this.updateEventMain()) return;
this._subject.endTurnAllATB();
if (this.loadPreForceActionSettings()) return;
this.updateBattlerATB(true);
var chargedBattler = this.getChargedATBBattler();
if (chargedBattler) {
this.startATBAction(chargedBattler);
} else {
this.setATBPhase();
}
};
Yanfly.ATB.BattleManager_invokeCounterAttack =
BattleManager.invokeCounterAttack;
BattleManager.invokeCounterAttack = function(subject, target) {
if (this.isATB()) this._counterAttacking = true;
Yanfly.ATB.BattleManager_invokeCounterAttack.call(this, subject, target);
if (this.isATB()) this._counterAttacking = false;
};
BattleManager.isCounterAttacking = function() {
return this._counterAttacking;
};
BattleManager.statusUpdateATB = function() {
this._statusWindow.redrawATB();
};
Yanfly.ATB.BattleManager_processEscape = BattleManager.processEscape;
BattleManager.processEscape = function() {
if (this.isATB()) {
return this.processEscapeATB();
} else {
return Yanfly.ATB.BattleManager_processEscape.call(this);
}
};
BattleManager.processEscapeATB = function() {
$gameParty.performEscape();
SoundManager.playEscape();
var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
if (success) {
$gameParty.removeBattleStates();
$gameParty.performEscapeSuccess();
this.displayEscapeSuccessMessage();
this._escaped = true;
this.processAbort();
} else {
this.actor().spriteStepBack();
this.actor().clearActions();
this.displayEscapeFailureMessage();
this._escapeRatio += this._escapeFailBoost;
this.startTurn();
this.processFailEscapeATB();
}
return success;
};
BattleManager.processFailEscapeATB = function() {
var actor = $gameParty.members()[this._actorIndex];
if (!actor) return;
actor.resetAllATB();
};
Yanfly.ATB.BattleManager_processActionSequence =
BattleManager.processActionSequence;
BattleManager.processActionSequence = function(actionName, actionArgs) {
if (this.isATB()) {
// ATB CHARGE
if (actionName === 'ATB CHARGE') {
return this.actionATBCharge(actionArgs);
}
// ATB GAUGE
if (actionName === 'ATB GAUGE') {
return this.actionATBCharge(actionArgs) && this.actionATBSpeed(actionArgs);
}
// ATB INTERRUPT
if (actionName === 'ATB INTERRUPT') {
return this.actionATBInterrupt(actionArgs);
}
// ATB SPEED
if (actionName === 'ATB SPEED') {
return this.actionATBSpeed(actionArgs);
}
}
return Yanfly.ATB.BattleManager_processActionSequence.call(this,
actionName, actionArgs);
};
BattleManager.actionATBCharge = function(actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
var cmd = actionArgs[1];
if (cmd.match(/([\+\-]\d+)([%])/i)) {
var rate = parseFloat(RegExp.$1 * 0.01);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (!target.isATBCharging()) continue;
var max = target.atbChargeDenom();
var value = rate * max + target.atbCharge();
target.setATBCharge(value);
target.refresh();
}
} else if (cmd.match(/([\+\-]\d+)/i)) {
var plus = parseInt(RegExp.$1);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (!target.isATBCharging()) continue;
var value = plus + target.atbCharge();
target.setATBCharge(value);
target.refresh();
}
} else if (cmd.match(/(\d+)([%])/i)) {
var rate = parseFloat(RegExp.$1 * 0.01);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (!target.isATBCharging()) continue;
var max = target.atbChargeDenom();
var value = rate * max;
target.setATBCharge(value);
target.refresh();
}
} else if (cmd.match(/(\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (!target.isATBCharging()) continue;
target.setATBCharge(value);
target.refresh();
}
}
return true;
};
BattleManager.actionATBInterrupt = function(actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (!target.isATBCharging()) continue;
target.processATBInterrupt();
}
return true;
};
BattleManager.actionATBSpeed = function(actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
var cmd = actionArgs[1];
if (cmd.match(/([\+\-]\d+)([%])/i)) {
var rate = parseFloat(RegExp.$1 * 0.01);
var max = this.atbTarget();
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (target.isATBCharging()) continue;
var value = rate * max + target.atbSpeed();
target.setATBSpeed(value);
target.refresh();
}
} else if (cmd.match(/([\+\-]\d+)/i)) {
var plus = parseInt(RegExp.$1);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (target.isATBCharging()) continue;
var value = plus + target.atbSpeed();
target.setATBSpeed(value);
target.refresh();
}
} else if (cmd.match(/(\d+)([%])/i)) {
var rate = parseFloat(RegExp.$1 * 0.01);
var max = this.atbTarget();
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (target.isATBCharging()) continue;
var value = rate * max;
target.setATBSpeed(value);
target.refresh();
}
} else if (cmd.match(/(\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var i = 0; i < targets.length; ++i) {
var target = targets[i];
if (!target) continue;
if (target === this._subject) continue;
if (target.isATBCharging()) continue;
target.setATBSpeed(value);
target.refresh();
}
}
return true;
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.ATB.Game_Action_applyItemUserEffect =
Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
Yanfly.ATB.Game_Action_applyItemUserEffect.call(this, target);
if (BattleManager.isATB() && $gameParty.inBattle()) {
this.applyItemATBEffect(target);
}
};
Game_Action.prototype.applyItemATBEffect = function(target) {
if (!target) return;
this.applyItemATBSetEffects(target);
this.applyItemATBAddEffects(target);
this.applyItemATBEvalEffect(target);
if (BattleManager.isCounterAttacking()) return;
this.applyItemATBInterrupt(target);
this.applyItemATBInterruptEval(target);
};
Game_Action.prototype.applyItemATBSetEffects = function(target) {
var item = this.item();
if (!item) return;
var value = undefined;
if (target.isATBCharging()) {
var max = target.atbChargeDenom();
if (item.setATBChargeFlat !== undefined) {
value = item.setATBChargeFlat;
} else if (item.setATBGaugeFlat !== undefined) {
value = item.setATBGaugeFlat;
} else if (item.setATBChargeRate !== undefined) {
value = item.setATBChargeRate * max;
} else if (item.setATBGaugeRate !== undefined) {
value = item.setATBGaugeRate * max;
}
if (value !== undefined) target.setATBCharge(value);
} else {
var max = BattleManager.atbTarget();
if (item.setATBSpeedFlat !== undefined) {
value = item.setATBSpeedFlat;
} else if (item.setATBGaugeFlat !== undefined) {
value = item.setATBGaugeFlat;
} else if (item.setATBSpeedRate !== undefined) {
value = item.setATBSpeedRate * max;
} else if (item.setATBGaugeRate !== undefined) {
value = item.setATBGaugeRate * max;
}
if (value !== undefined) target.setATBSpeed(value);
}
if (value !== undefined && target.isActor()) BattleManager.statusUpdateATB();
};
Game_Action.prototype.applyItemATBAddEffects = function(target) {
var item = this.item();
if (!item) return;
if (target.isATBCharging()) {
var value = target.atbCharge();
var max = target.atbChargeDenom();
value += item.addATBChargeRate * max;
value += item.addATBGaugeRate * max;
value += item.addATBChargeFlat;
value += item.addATBGaugeFlat;
target.setATBCharge(value);
} else {
var value = target.atbSpeed();
var max = BattleManager.atbTarget()
value += item.addATBSpeedRate * max;
value += item.addATBGaugeRate * max;
value += item.addATBSpeedFlat;
value += item.addATBGaugeFlat;
target.setATBSpeed(value);
}
if (value !== 0 && target.isActor()) BattleManager.statusUpdateATB();
};
Game_Action.prototype.applyItemATBEvalEffect = function(target) {
var a = this.subject();
var user = this.subject();
var b = target;
var item = this.item();
var skill = this.item();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var speed = target.atbSpeed();
var charge = target.atbCharge();
if (target.isATBCharging()) {
var max = target.atbChargeDenom();
} else {
var max = BattleManager.atbTarget();
}
var code = item.atbEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'ATB EVAL ERROR');
}
target.setATBSpeed(speed);
target.setATBCharge(charge);
};
Game_Action.prototype.applyItemATBInterrupt = function(target) {
var item = this.item();
if (!item) return;
if (target === this.subject()) return;
if (!target.isATBCharging()) return;
if (item.atbInterruptRate <= 0) return;
var success = (Math.random() < item.atbInterruptRate);
if (success) target.processATBInterrupt();
};
Game_Action.prototype.applyItemATBInterruptEval = function(target) {
var item = this.item();
if (!item) return;
if (target === this.subject()) return;
if (!target.isATBCharging()) return;
if (item.atbInterruptEval === '') return;
var interrupt = false;
var a = this.subject();
var user = this.subject();
var b = target;
var item = this.item();
var skill = this.item();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var speed = target.atbSpeed();
var charge = target.atbCharge();
var code = item.atbInterruptEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'ATB INTERRUPT EVAL ERROR');
}
if (interrupt) target.processATBInterrupt();
};
Game_Action.prototype.rebalanceATBSpeed = function(target) {
var speed = this.subject().atbSpeed();
var offset = 00000000001;
speed = Math.max(speed + offset, target.atbSpeed() + target.atbCharge());
this.subject().setATBSpeed(speed);
};
//=============================================================================
// Game_Battlerbase
//=============================================================================
Yanfly.ATB.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function() {
Yanfly.ATB.Game_BattlerBase_refresh.call(this);
if (BattleManager.isATB() && $gameParty.inBattle()) {
this._atbTickValue = undefined;
}
};
Yanfly.ATB.Game_BattlerBase_die = Game_BattlerBase.prototype.die;
Game_BattlerBase.prototype.die = function() {
Yanfly.ATB.Game_BattlerBase_die.call(this);
if (BattleManager.isATB() && $gameParty.inBattle()) this.resetAllATB();
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.onATBStart = function() {
this._atbSpeed = eval(Yanfly.Param.ATBInitSpeed);
this._atbSpeed += BattleManager.atbTarget() * this.atbStartRate();
this._atbSpeed += this.atbStartFlat();
this._atbCharge = 0;
this._atbCharging = false;
this._atbChargeMod = 0;
this.applyPreemptiveBonusATB();
this.applySurpriseBonusATB();
this.refresh();
};
Game_Battler.prototype.applyPreemptiveBonusATB = function() {
if (!BattleManager._preemptive) return;
if (!this.isActor()) return;
var rate = Yanfly.Param.ATBPreEmptive;
this._atbSpeed += rate * BattleManager.atbTarget();
};
Game_Battler.prototype.applySurpriseBonusATB = function() {
if (!BattleManager._surprise) return;
if (!this.isEnemy()) return;
var rate = Yanfly.Param.ATBSurprise;
this._atbSpeed += rate * BattleManager.atbTarget();
};
Yanfly.ATB.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function() {
Yanfly.ATB.Game_Battler_onBattleEnd.call(this);
this._atbSpeed = 0;
this._atbCharge = 0;
this._atbCharging = false;
this._atbChargeMod = 0;
};
Game_Battler.prototype.atbSpeed = function() {
if (this._atbSpeed === undefined) this.onATBStart();
return this._atbSpeed;
};
Game_Battler.prototype.atbRate = function() {
if (this._atbSpeed === undefined) this.onATBStart();
var rate = this._atbSpeed / BattleManager.atbTarget();
return rate.clamp(0, 1);
};
Game_Battler.prototype.isATBCharging = function() {
return this._atbCharging;
};
Game_Battler.prototype.setATBCharging = function(value) {
this._atbCharging = value;
};
Game_Battler.prototype.atbCharge = function() {
if (this._atbCharge === undefined) this.onATBStart();
return this._atbCharge;
};
Game_Battler.prototype.atbChargeDenom = function() {
var denom = Math.max(1, BattleManager.atbCharge() - this._atbChargeMod);
return denom;
};
Game_Battler.prototype.atbChargeRate = function() {
if (this._atbCharge === undefined) this.onATBStart();
if (!this.isATBCharging()) return 0;
var rate = this._atbCharge / this.atbChargeDenom();
return rate.clamp(0, 1);
};
Game_Battler.prototype.setATBSpeed = function(value) {
this._atbSpeed = Math.max(0, value);
};
Game_Battler.prototype.setATBCharge = function(value) {
if (this.isATBCharging()) this._atbCharge = Math.max(0, value);
};
Game_Battler.prototype.setupATBCharge = function() {
if (this._bypassAtbEndTurn) return;
this.setATBCharging(true);
if (!this.currentAction()) this.makeActions();
if (this.currentAction()) {
var item = this.currentAction().item();
if (item) {
this._atbChargeMod = item.speed;
} else {
this._atbChargeMod = 0;
}
} else {
this._atbChargeMod = 0;
}
this.setATBCharge(0);
this.setActionState('waiting');
};
Yanfly.ATB.Game_Battler_updateTick = Game_Battler.prototype.updateTick;
Game_Battler.prototype.updateTick = function() {
Yanfly.ATB.Game_Battler_updateTick.call(this);
if (BattleManager.isATB()) this.updateATB();
};
Game_Battler.prototype.updateATB = function() {
if (this.isDead()) return this.resetAllATB();
if (!this.canMove()) {
this.updateATBStates();
return;
}
if (this.isATBCharging()) {
if (!this.currentAction()) this.resetAllATB();
if (this.currentAction() && this.currentAction().item() === null) {
this.resetAllATB();
}
}
if (this.isATBCharging()) {
var value = this.atbCharge() + this.atbSpeedTick();
this.setATBCharge(value);
} else if (this.atbRate() < 1) {
var value = this.atbSpeed() + this.atbSpeedTick();
this.setATBSpeed(value);
}
};
Game_Battler.prototype.updateATBStates = function() {
if (BattleManager.timeBasedBuffs()) return;
for (var i = 0; i < this._states.length; ++i) {
var stateId = this._states[i];
var state = $dataStates[stateId];
if (!state) continue;
if (!this._stateTurns[stateId]) continue;
if (state.restriction >= 4 && state.autoRemovalTiming !== 0) {
var value = BattleManager.tickRate() / Yanfly.Param.BECTurnTime;
this._stateTurns[stateId] -= value;
if (this._stateTurns[stateId] <= 0) this.removeState(stateId);
}
}
};
Game_Battler.prototype.resetAllATB = function() {
this._atbCharge = 0;
this._atbChargeMod = 0;
this._atbCharging = false;
this._atbSpeed = 0;
this.clearActions();
};
Game_Battler.prototype.endTurnAllATB = function() {
this._atbCharge = 0;
this._atbChargeMod = 0;
this._atbCharging = false;
if (this.checkATBEndInstantCast()) return;
this.setEndActionATBSpeed();
this.clearActions();
this.setActionState('undecided');
if (this.battler()) this.battler().refreshMotion();
if (BattleManager.isTickBased()) this.onTurnEnd();
};
Game_Battler.prototype.checkATBEndInstantCast = function() {
if (!Imported.YEP_InstantCast) return false;
var action = this.currentAction();
if (!action) return false;
var item = action.item();
if (!item) return false;
if (!this.isInstantCast(item)) return false;
var length = BattleManager.allBattleMembers().length;
for (var i = 0; i < length; ++i) {
var member = BattleManager.allBattleMembers()[i];
if (!member) continue;
var max = member.atbSpeed() + member.atbCharge();
this._atbSpeed = Math.max(this._atbSpeed, max);
}
this._atbSpeed = Math.max(this._atbSpeed, BattleManager.atbTarget());
this._atbSpeed += 0.00000000001;
return true;
};
Game_Battler.prototype.atbSpeedRate = function() {
if (!this.canMove()) return 0;
var base = this.paramBase(6) + this.paramPlus(6);
if (base >= this.paramMax(6) && this.agi >= this.paramMax(6)) return 1;
var rate = this.agi / base;
return rate;
};
Game_Battler.prototype.atbSpeedTick = function() {
var value = this.atbTickValue();
if (BattleManager.atbRubberband()) {
var min = BattleManager.atbMinimumSpeed();
var max = BattleManager.atbMaximumSpeed();
value = value.clamp(min, max);
}
return value * BattleManager.tickRate();
};
Game_Battler.prototype.atbTickValue = function() {
if (this._atbTickValue !== undefined) return this._atbTickValue;
var a = this;
var user = this;
var subject = this;
this._atbTickValue = eval(Yanfly.Param.ATBPerTick);
return this._atbTickValue;
};
Game_Battler.prototype.setEndActionATBSpeed = function() {
this._atbSpeed = 0;
var action = this.currentAction();
if (!action) return;
var item = action.item();;
if (item) {
if (item.afterATBFlat !== undefined) this.setATBSpeed(item.afterATBFlat);
if (item.afterATBRate !== undefined) {
this.setATBSpeed(item.afterATBRate * BattleManager.atbTarget());
}
}
this._atbSpeed += BattleManager.atbTarget() * this.atbTurnRate();
this._atbSpeed += this.atbTurnFlat();
if (item) this.afterATBEval(item);
};
Game_Battler.prototype.afterATBEval = function(item) {
if (!item) return;
var a = this;
var user = this;
var skill = item;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var speed = this._atbSpeed;
var max = BattleManager.atbTarget();
eval(item.atbAfterEval);
this.setATBSpeed(speed);
};
Game_Battler.prototype.processATBInterrupt = function() {
if (this.currentAction()) {
var item = this.currentAction().item();
if (item && item.cannotAtbInterrupt) return;
}
this.resetAllATB();
this.refresh();
};
Game_Battler.prototype.atbStartFlat = function() {
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state) value += state.atbStartFlat;
}
return value;
};
Game_Battler.prototype.atbStartRate = function() {
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state) value += state.atbStartRate;
}
return value;
};
Game_Battler.prototype.atbTurnFlat = function() {
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state) value += state.atbTurnFlat;
}
return value;
};
Game_Battler.prototype.atbTurnRate = function() {
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state) value += state.atbTurnRate;
}
return value;
};
Yanfly.ATB.Game_Battler_removeState = Game_Battler.prototype.removeState;
Game_Battler.prototype.removeState = function(stateId) {
if (BattleManager.isATB()) {
var confuseCondition = this.isConfused();
}
Yanfly.ATB.Game_Battler_removeState.call(this, stateId);
if (BattleManager.isATB()) {
if (confuseCondition !== this.isConfused()) this.resetAllATB();
}
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.atbStartFlat = function() {
var value = Game_Battler.prototype.atbStartFlat.call(this);
value += this.actor().atbStartFlat;
value += this.currentClass().atbStartFlat;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.atbStartFlat) value += equip.atbStartFlat;
}
return value;
};
Game_Actor.prototype.atbStartRate = function() {
var value = Game_Battler.prototype.atbStartRate.call(this);
value += this.actor().atbStartRate;
value += this.currentClass().atbStartRate;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.atbStartRate) value += equip.atbStartRate;
}
return value;
};
Game_Actor.prototype.atbTurnFlat = function() {
var value = Game_Battler.prototype.atbTurnFlat.call(this);
value += this.actor().atbTurnFlat;
value += this.currentClass().atbTurnFlat;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.atbTurnFlat) value += equip.atbTurnFlat;
}
return value;
};
Game_Actor.prototype.atbTurnRate = function() {
var value = Game_Battler.prototype.atbTurnRate.call(this);
value += this.actor().atbTurnRate;
value += this.currentClass().atbTurnRate;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.atbTurnRate) value += equip.atbTurnRate;
}
return value;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.atbStartFlat = function() {
var value = Game_Battler.prototype.atbStartFlat.call(this);
value += this.enemy().atbStartFlat;
return value;
};
Game_Enemy.prototype.atbStartRate = function() {
var value = Game_Battler.prototype.atbStartRate.call(this);
value += this.enemy().atbStartRate;
return value;
};
Game_Enemy.prototype.atbTurnFlat = function() {
var value = Game_Battler.prototype.atbTurnFlat.call(this);
value += this.enemy().atbTurnFlat;
return value;
};
Game_Enemy.prototype.atbTurnRate = function() {
var value = Game_Battler.prototype.atbTurnRate.call(this);
value += this.enemy().atbTurnRate;
return value;
};
//=============================================================================
// Game_Unit
//=============================================================================
Game_Unit.prototype.onATBStart = function() {
if (!BattleManager.isATB()) return;
for (var i = 0; i < this.members().length; ++i) {
var member = this.members()[i];
if (member) member.onATBStart();
}
};
Game_Unit.prototype.increaseTurnTimeBasedATB = function() {
for (var i = 0; i < this.members().length; ++i) {
var member = this.members()[i];
if (!member) continue;
if (member.isDead()) continue;
if (member.isHidden()) continue;
if (member.canMove()) continue;
member.onTurnEnd();
}
};
//=============================================================================
// Game_Party
//=============================================================================
Yanfly.ATB.Game_Party_performEscape = Game_Party.prototype.performEscape;
Game_Party.prototype.performEscape = function() {
if (BattleManager.isATB()) return;
Yanfly.ATB.Game_Party_performEscape.call(this);
};
//=============================================================================
// Game_Troop
//=============================================================================
Yanfly.ATB.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
Game_Troop.prototype.increaseTurn = function() {
Yanfly.ATB.Game_Troop_increaseTurn.call(this);
if (BattleManager.isATB() && BattleManager.timeBasedStates()) {
$gameParty.increaseTurnTimeBasedATB();
this.increaseTurnTimeBasedATB();
}
};
//=============================================================================
// Window_Base
//=============================================================================
Window_Base.prototype.atbGaugeStyle = function() {
return Yanfly.Param.ATBGaugeStyle
};
Window_Base.prototype.atbGaugeColor1 = function(actor) {
if (actor.atbRate() < 1) {
if (actor.atbSpeedRate() === 0) {
return this.textColor(Yanfly.Param.ATBColorStop1);
} else if (actor.atbSpeedRate() > 1) {
return this.textColor(Yanfly.Param.ATBColorFast1);
} else if (actor.atbSpeedRate() < 1) {
return this.textColor(Yanfly.Param.ATBColorSlow1);
} else {
return this.textColor(Yanfly.Param.ATBColorAtb1);
}
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
return this.textColor(Yanfly.Param.ATBColorFull1);
} else {
return this.gaugeBackColor();
}
};
Window_Base.prototype.atbGaugeColor2 = function(actor) {
if (actor.atbRate() < 1) {
if (actor.atbSpeedRate() === 0) {
return this.textColor(Yanfly.Param.ATBColorStop2);
} else if (actor.atbSpeedRate() > 1) {
return this.textColor(Yanfly.Param.ATBColorFast2);
} else if (actor.atbSpeedRate() < 1) {
return this.textColor(Yanfly.Param.ATBColorSlow2);
} else {
return this.textColor(Yanfly.Param.ATBColorAtb2);
}
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
return this.textColor(Yanfly.Param.ATBColorFull2);
} else {
return this.gaugeBackColor();
}
};
Window_Base.prototype.drawActorAtbGauge = function(actor, wx, wy, ww) {
ww = ww || 96;
if (!actor) return;
var color1 = this.atbGaugeColor1(actor);
var color2 = this.atbGaugeColor2(actor);
if (actor.atbRate() < 1) {
var rate = actor.atbRate();
} else if (actor.atbRate() >= 1 && actor.atbChargeRate() >= 0) {
var rate = 1;
} else {
var rate = 0;
}
this.drawGauge(wx, wy, ww, rate, color1, color2);
if (actor.atbChargeRate() > 0) this.drawAtbChargeGauge(actor, wx, wy, ww);
if (this.atbGaugeStyle() === 2) {
var text = Yanfly.Param.ATBGaugeText;
var align =Yanfly.Param.ATBGaugeAlign;
if (actor.atbRate() >= 1) {
this.changeTextColor(this.normalColor());
} else {
this.changeTextColor(this.systemColor());
}
this.drawText(text, wx, wy, ww, align);
this.resetTextColor();
}
};
Window_Base.prototype.drawAtbChargeGauge = function(actor, wx, wy, ww) {
var color1 = this.textColor(Yanfly.Param.ATBColorChar1);
var color2 = this.textColor(Yanfly.Param.ATBColorChar2);
var rate = actor.atbChargeRate();
this.drawGauge(wx, wy, ww * rate, 1, color1, color2);
};
//=============================================================================
// Window_Help
//=============================================================================
Yanfly.ATB.Window_Help_setItem = Window_Help.prototype.setItem;
Window_Help.prototype.setItem = function(item) {
if (this.meetATBConditions(item)) return this.setText(item.atbHelp);
Yanfly.ATB.Window_Help_setItem.call(this, item);
};
Window_Help.prototype.meetATBConditions = function(item) {
if (!item) return false;
if (!BattleManager.isATB()) return false;
return item.atbHelp !== undefined;
};
//=============================================================================
// Window_BattleStatus
//=============================================================================
Window_BattleStatus.prototype.redrawATB = function() {
if (this.isATBGaugeStyle(0)) return;
var rect;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var actor = $gameParty.battleMembers()[i];
if (this.isATBGaugeStyle(1)) {
rect = this.basicAreaRect(i);
this.contents.clearRect(rect.x - 1, rect.y, rect.width + 2, rect.height);
this.drawBasicArea(rect, actor);
} else if (this.isATBGaugeStyle(2)) {
this.redrawATBGaugeRect(i, actor);
}
}
};
Window_BattleStatus.prototype.redrawATBGaugeRect = function(index, actor) {
var rect = this.gaugeAreaRect(index);
var clrect = this.gaugeAreaRect(index);
var totalArea = this.gaugeAreaWidth();
if ($dataSystem.optDisplayTp) {
var gw = totalArea / 4 - 15;
clrect.x = rect.x + gw * 3 + 44;
clrect.y = rect.y;
clrect.width = gw + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
totalArea -= 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
clrect.x = rect.x + hpW + otW + 29;
clrect.y = rect.y;
clrect.width = otW + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
}
};
Window_BattleStatus.prototype.isATBGaugeStyle = function(type) {
if (this.atbGaugeStyle() !== type) return false;
if (!BattleManager.isATB()) return false;
return (SceneManager._scene instanceof Scene_Battle);
};
Yanfly.ATB.Window_BattleStatus_drawBasicArea =
Window_BattleStatus.prototype.drawBasicArea;
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
if (this.isATBGaugeStyle(1)) {
this.drawActorAtbGauge(actor, rect.x, rect.y, rect.width);
}
Yanfly.ATB.Window_BattleStatus_drawBasicArea.call(this, rect, actor);
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp =
Window_BattleStatus.prototype.drawGaugeAreaWithTp;
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth();
var gw = totalArea / 4 - 15;
this.drawActorHp(actor, rect.x + 0, rect.y, gw);
this.drawActorMp(actor, rect.x + gw * 1 + 15, rect.y, gw);
this.drawActorTp(actor, rect.x + gw * 2 + 30, rect.y, gw);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp.call(this, rect, actor);
}
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp =
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth() - 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp.call(this, rect, actor);
}
};
//=============================================================================
// Window_Options
//=============================================================================
Yanfly.ATB.Window_Options_addGeneralOptions =
Window_Options.prototype.addGeneralOptions;
Window_Options.prototype.addGeneralOptions = function() {
Yanfly.ATB.Window_Options_addGeneralOptions.call(this);
if ($gameSystem.getBattleSystem() === 'atb') this.addATBOptions();
};
Window_Options.prototype.addATBOptions = function() {
var text = Yanfly.Param.ATBOptionSpeedTx;
this.addCommand(text, 'atbSpeed');
};
Yanfly.ATB.Window_Options_statusText = Window_Options.prototype.statusText;
Window_Options.prototype.statusText = function(index) {
var symbol = this.commandSymbol(index);
if (symbol === 'atbSpeed') {
return this.getConfigValue('atbSpeed');
} else {
return Yanfly.ATB.Window_Options_statusText.call(this, index);
}
};
Yanfly.ATB.Window_Options_processOk = Window_Options.prototype.processOk;
Window_Options.prototype.processOk = function() {
var index = this.index();
var symbol = this.commandSymbol(index);
if (symbol === 'atbSpeed') {
var value = this.getConfigValue(symbol);
value += 1;
if (value > 10) value = 1;
this.changeValue(symbol, value);
} else {
Yanfly.ATB.Window_Options_processOk.call(this);
}
};
Yanfly.ATB.Window_Options_cursorRight = Window_Options.prototype.cursorRight;
Window_Options.prototype.cursorRight = function(wrap) {
var index = this.index();
var symbol = this.commandSymbol(index);
if (symbol === 'atbSpeed') {
var value = this.getConfigValue(symbol);
value += 1;
if (value > 10) value = 1;
this.changeValue(symbol, value);
} else {
Yanfly.ATB.Window_Options_cursorRight.call(this, wrap);
}
};
Yanfly.ATB.Window_Options_cursorLeft = Window_Options.prototype.cursorLeft;
Window_Options.prototype.cursorLeft = function(wrap) {
var index = this.index();
var symbol = this.commandSymbol(index);
if (symbol === 'atbSpeed') {
var value = this.getConfigValue(symbol);
value -= 1;
if (value < 1) value = 10;
this.changeValue(symbol, value);
} else {
Yanfly.ATB.Window_Options_cursorLeft.call(this, wrap);
}
};
//=============================================================================
// Scene_Battle
//=============================================================================
Yanfly.ATB.Scene_Battle_updateWindowPositions =
Scene_Battle.prototype.updateWindowPositions;
Scene_Battle.prototype.updateWindowPositions = function() {
if (BattleManager.isATB() && !this._atbLockStatusWin) {
this._atbLockStatusWin = eval(Yanfly.Param.ATBLockStatusWin);
}
if (BattleManager.isATB() && this._atbLockStatusWin) {
this.updateWindowPositionsATB();
} else {
Yanfly.ATB.Scene_Battle_updateWindowPositions.call(this);
}
};
Yanfly.ATB.Scene_Battle_isStartActorCommand =
Scene_Battle.prototype.isStartActorCommand;
Scene_Battle.prototype.isStartActorCommand = function() {
if (BattleManager.isATB()) return true;
return Yanfly.ATB.Scene_Battle_isStartActorCommand.call(this);
};
Scene_Battle.prototype.updateWindowPositionsATB = function() {
var activeWin = null;
if (this._partyCommandWindow.active) activeWin = this._partyCommandWindow;
if (this._actorCommandWindow.active) activeWin = this._actorCommandWindow;
if (activeWin === null) return;
if (activeWin.x <= Graphics.boxWidth / 2) {
this._statusWindow.x = Graphics.boxWidth - this._statusWindow.width;
} else {
this._statusWindow.x = 0;
}
};
Yanfly.ATB.Scene_Battle_commandFight = Scene_Battle.prototype.commandFight;
Scene_Battle.prototype.commandFight = function() {
if (BattleManager.isATB()) {
this.startActorCommandSelection();
BattleManager._phase = 'input';
} else {
Yanfly.ATB.Scene_Battle_commandFight.call(this);
}
};
Yanfly.ATB.Scene_Battle_startActorCommandSelection =
Scene_Battle.prototype.startActorCommandSelection;
Scene_Battle.prototype.startActorCommandSelection = function() {
Yanfly.ATB.Scene_Battle_startActorCommandSelection.call(this);
if (BattleManager.isATB()) {
BattleManager._bypassAtbEndTurn = true;
BattleManager.actor().spriteStepForward();
BattleManager.actor().setActionState('undecided');
BattleManager.actor().requestMotionRefresh();
BattleManager.actor().makeActions();
BattleManager._bypassAtbEndTurn = undefined;
}
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================
} else { // Yanfly.BEC.version
var text = '================================================================\n';
text += 'YEP_X_AnimatedSVEnemies requires YEP_BattleEngineCore to be at the ';
text += 'latest version to run properly.\n\nPlease go to www.yanfly.moe and ';
text += 'update to the latest version for the YEP_BattleEngineCore plugin.\n';
text += '================================================================\n';
console.log(text);
require('nw.gui').Window.get().showDevTools();
} // Yanfly.BEC.version
}; // YEP_BattleEngineCore