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Hime ATB: Turn Counts
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// Version 3 of Hime ATB, with support for turn counts. | |
// Code example for tutorial: http://himeworks.com/2016/01/tutorial-series-hime-atb-3-implementing-turn-count/ | |
var Imported = Imported || {} ; | |
var TH = TH || {}; | |
Imported.TH_ActiveTimeBattle = 1; | |
TH.ActiveTimeBattle = TH.ActiveTimeBattle || {}; | |
(function ($) { | |
var TH_GameBattler_initMembers = Game_Battler.prototype.initMembers; | |
Game_Battler.prototype.initMembers = function() { | |
TH_GameBattler_initMembers.call(this); | |
this._atb = 0; | |
}; | |
var TH_GameBattler_onBattleStart = Game_Battler.prototype.onBattleStart | |
Game_Battler.prototype.onBattleStart = function() { | |
TH_GameBattler_onBattleStart.call(this); | |
this._atb = 0; | |
}; | |
Game_Battler.prototype.atb = function() { | |
return this._atb | |
}; | |
Game_Battler.prototype.atbMax = function() { | |
return 100; | |
}; | |
Game_Battler.prototype.atbRate = function() { | |
return this._atb / this.atbMax(); | |
}; | |
Game_Battler.prototype.atbFillRate = function() { | |
var rate = this.baseAtbFillRate() + this.agiFillRate(); | |
rate = this.applySlowAtbFillRateModifier(rate); | |
rate = this.applyHasteAtbFillRateModifier(rate); | |
return rate; | |
}; | |
Game_Battler.prototype.baseAtbFillRate = function() { | |
return 1; | |
}; | |
Game_Battler.prototype.agiFillRate = function() { | |
return 0 | |
}; | |
Game_Battler.prototype.isHastened = function() { | |
return this.isStateAffected(32); // assume 32 is the "slow" state | |
}; | |
Game_Battler.prototype.isSlowed = function() { | |
return this.isStateAffected(31); // assume 31 is the "slow" state | |
}; | |
Game_Battler.prototype.applySlowAtbFillRateModifier = function(rate) { | |
if (this.isSlowed()) { | |
return rate / 2; | |
} | |
else { | |
return rate; | |
} | |
}; | |
Game_Battler.prototype.applyHasteAtbFillRateModifier = function(rate) { | |
if (this.isHastened()) { | |
return rate * 2; | |
} | |
else { | |
return rate; | |
} | |
}; | |
Game_Battler.prototype.clearAtb = function() { | |
this._atb = 0; | |
}; | |
var TH_GameBattler_canInput = Game_Battler.prototype.canInput; | |
Game_Battler.prototype.canInput = function() { | |
return this._atb === this.atbMax() && TH_GameBattler_canInput.call(this); | |
} | |
Game_Battler.prototype.updateAtb = function() { | |
this._atb = Math.min(this._atb + this.atbFillRate(), this.atbMax()); | |
}; | |
Game_Battler.prototype.updateFrame = function() { | |
this.updateAtb(); | |
}; | |
/***************************************************************************/ | |
Game_Unit.prototype.updateFrame = function() { | |
var members = this.members(); | |
for (var i = 0; i < members.length; i++) { | |
members[i].updateFrame(); | |
} | |
}; | |
/***************************************************************************/ | |
var TH_BattleManager_initMembers = BattleManager.initMembers; | |
BattleManager.initMembers = function() { | |
TH_BattleManager_initMembers.call(this); | |
this._framesPerTurn = 100; | |
this._frames = 0; | |
} | |
BattleManager.actor = function() { | |
return this._subject; | |
}; | |
BattleManager.selectNextCommand = function() { | |
this._phase = 'turn'; | |
}; | |
BattleManager.selectPreviousCommand = function() { | |
this._phase = 'turn'; | |
}; | |
BattleManager.startInput = function() { | |
if (this._subject) { | |
this._subject.makeActions(); | |
if (this._subject.isActor() && this._subject.canInput()) { | |
this._subject.setActionState('inputting'); | |
this._phase = 'input' | |
} | |
} | |
else { | |
this._phase = 'turn' | |
} | |
}; | |
BattleManager.updateTurn = function() { | |
if (this._subject) { | |
if (this._subject.currentAction()) { | |
this.processTurn(); | |
} | |
else { | |
this.endSubjectTurn(); | |
} | |
} | |
else { | |
this.updateFrame(); | |
} | |
}; | |
BattleManager.updateFrame = function() { | |
var members = this.allBattleMembers(); | |
for (var i = 0; i < members.length; i++) { | |
if (members[i].canInput()) { | |
this._subject = members[i]; | |
this.startInput(); | |
break; | |
} | |
} | |
if (!this._subject) { | |
this._frames++; | |
$gameParty.updateFrame(); | |
$gameTroop.updateFrame(); | |
this.updateTurnCount(); | |
} | |
} | |
BattleManager.updateTurnCount = function() { | |
var rem = this._frames % this._framesPerTurn | |
if (rem === 0) { | |
this.startTurn(); | |
} | |
else if (rem === this._framesPerTurn - 1) { | |
this.endTurn(); | |
} | |
} | |
/* Overwrite for now */ | |
BattleManager.startTurn = function() { | |
this._phase = 'turn'; | |
$gameTroop.increaseTurn(); | |
$gameParty.requestMotionRefresh(); | |
}; | |
/* Overwrite for now */ | |
BattleManager.endTurn = function() { | |
this._phase = 'turnEnd' | |
var battlers = this.allBattleMembers(); | |
for (var i = 0; i < battlers.length; i++) { | |
battlers[i].onTurnEnd(); | |
this._logWindow.displayAutoAffectedStatus(battlers[i]); | |
this._logWindow.displayRegeneration(battlers[i]); | |
} | |
}; | |
BattleManager.endSubjectTurn = function() { | |
this._subject.clearAtb() | |
this._subject = null; | |
}; | |
/***************************************************************************/ | |
Window_BattleStatus.prototype.drawActorAtb = function(actor, x, y, width) { | |
var color1; | |
var color2; | |
width = width || 186; | |
if (actor.isSlowed()) { | |
color1 = 'rgb(0, 128, 0)'; | |
color2 = 'rgb(0, 224, 0)'; | |
} | |
else if (actor.isHastened()) { | |
color1 = 'rgb(128, 0, 255)'; | |
color2 = 'rgb(224, 0, 255)'; | |
} | |
else { | |
color1 = this.hpGaugeColor1(); | |
color2 = this.hpGaugeColor2(); | |
} | |
this.drawGauge(x, y, width, actor.atbRate(), color1, color2); | |
this.changeTextColor(this.systemColor()); | |
this.drawText("ATB", x, y, 44); | |
}; | |
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { | |
this.drawActorHp(actor, rect.x + 0, rect.y, 108); | |
this.drawActorMp(actor, rect.x + 123, rect.y, 96); | |
this.drawActorAtb(actor, rect.x + 234, rect.y, 96); | |
}; | |
var TH_WindowBattleStatus_update = Window_BattleStatus.prototype.update; | |
Window_BattleStatus.prototype.update = function() { | |
TH_WindowBattleStatus_update.call(this); | |
this.refresh(); | |
} | |
})(TH.ActiveTimeBattle); |
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