mysecretsummervacation2/www/js/plugins/MPP_ActiveTimeBattle.js
2023-08-14 15:30:44 -05:00

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//=============================================================================
// MPP_ActiveTimeBattle.js
//=============================================================================
// Copyright (c) 2017 Mokusei Penguin
// Released under the MIT license
// http://opensource.org/licenses/mit-license.php
//=============================================================================
/*:
* @plugindesc 【ver.1.5】戦闘システムをアクティブタイムバトルに変更します。
* @author 木星ペンギン
*
* @help ●パーティコマンド
* アクターコマンド選択中か、誰もコマンド入力を行っていない状態で
* キャンセルキーを押すとパーティコマンドを開くことができます。
*
* パーティコマンドを開いている間は、どの戦闘モードでも時間が止まります。
* 一時停止の代わりです。
*
* ●バトルイベントの実行
* イベント実行中にも時間は止まります。
*
* ●戦闘モード0:アクティブ, 1:ウェイト, 2:ストップ)
*  アクティブ:常に時間が流れます。
*  ウェイト :スキルやアイテム、対象選択中は時間が止まります。
*        アクターコマンド入力中は時間が流れます。
*  ストップ :コマンド入力中は常に時間が止まります。
*        アクターコマンド入力中に加速ボタンを押すと時間が流れます。
* ※どのモードでもパーティコマンド選択中、イベント実行中は時間が止まります。
*
* ●ATゲージ
* ATゲージの最大値は
* 1.パーティメンバーの敏捷性の平均値(敵は含まない)
* 2.オプションによるプレイヤーの設定
* 3.プラグインコマンドで設定した基準値
* によって決定されます。
*
* ATゲージの増加量は
* キャラクターの敏捷性 + 増加値
* です。
* プラグインコマンドで設定できる[増加値]が大きいほど、
* 敏捷性の影響が小さくなります。
*
* ●加速ボタン
* ゲームパッドではXボタン、キーボードではShift、
* マウスではステータスウィンドウより上をクリックし続けることで加速します。
* ただし、メッセージウィンドウが表示されている場合は加速しません。
*
* ●コマンド入力を行うアクターの切り替え
* ゲームパッドではLB/RBボタン、キーボードではQ、Page up/W、Page down、
* マウスではステータスウィンドウを左クリックすることで
* クリックした対象に切り替えることができます。
* (正確には左クリックを離した際に切り替わります)
*
* ●ステータスウィンドウのスクロール
* マウスで左クリックしたままウィンドウの上下にマウスを動かすと
* スクロールさせることができます。
* パーティメンバーがステータスウィンドウに収まらない場合の処置です。
*
* ●逃走
* 戦闘可能なキャラ全員が逃走に必要なATをためると逃走判定を行います。
* 逃走に失敗しても逃走状態は解除されません。
* パーティコマンドで戦うを選択すると解除されます。
*
* [逃走状態で逃走モーションを行うかどうか]でtrueを設定した場合、
* 逃走状態にある間アクターは逃走モーションを行います。
* デフォルトでは後ろ向きに走るモーションがないので注意してください。
*
* ●スキルの詠唱時間
* アイテムやスキルの速度補正をマイナスにすることで、詠唱時間が発生します。
* 速度補正を-1するごとに約0.5秒の詠唱時間となります。
* 詠唱が終わった時点で、行動順リストに入ります。
*
* 詠唱時間はオプションの戦闘速度の設定によって上下します。
* [戦闘速度の基準値]を変えても変化しません。
*
* ●複数回行動
* 特徴の行動回数追加によって2回以上の行動が可能になった際の動作は保証しません。
* 1回行動になるようにしてください。
*
* ================================
* 制作 : 木星ペンギン
* URL : http://woodpenguin.blog.fc2.com/
*
* @param === Option ===
*
* @param ATB Mode Default
* @desc 戦闘モードのデフォルト値
* (0:アクティブ, 1:ウェイト, 2:ストップ)
* @default 1
*
* @param ATB Mode Name
* @desc オプションで表示する戦闘モードの項目名
* 空の場合オプションには追加されません
* @default 戦闘モード
*
* @param ATB Mode Status
* @desc オプションで表示する戦闘モードのステータス名
* (カンマで区切ってください)
* @default アクティブ,ウェイト
*
* @param ATB Speed Default
* @desc 戦闘速度のデフォルト値(04)
* @default 2
*
* @param ATB Speed Name
* @desc オプションで表示する戦闘速度の項目名
* 空の場合オプションには追加されません
* @default 戦闘速度
*
* @param ATB Speed Status
* @desc オプションで表示する戦闘速度のステータス名
* (カンマで区切ってください)
* @default 1,2,3,4,5
*
* @param === Battle ===
*
* @param ATB Speed Base
* @desc 戦闘速度の基準値
* ゲーム内での変更はできない制作者側の設定
* @default 6
*
* @param AT Increment
* @desc ATゲージの増加値
* @default 10
*
* @param Reset AT Die?
* @desc 戦闘不能時にATゲージをリセットするかどうか
* @default true
*
* @param Need Escape At
* @desc 逃走に必要なATゲージの割合(0100)
* @default 100
*
* @param Escape AT Cost
* @desc 逃走失敗時に消費されるATゲージの割合(0100)
* @default 75
*
* @param Escape Anime?
* @desc 逃走状態で逃走モーションを行うかどうか (true/false)
* @default false
*
* @param Input Step Forward?
* @desc コマンド入力中に前進するかどうか (true/false)
* @default false
*
* @param ATB Fast Eneble?
* @desc 加速ボタンの有効/無効 (true/false)
* @default true
*
* @param ATB Fast Rate
* @desc 加速ボタンを押したときの加速度
* @default 3
*
* @param Fast Log Eneble?
* @desc 戦闘ログ早送りの有効/無効 (true/false)
* 戦闘ログ早送りはツクールデフォルトの機能です
* @default true
*
* @param === HelpWindow ===
*
* @param Help Window Pos
* @desc ヘルプウィンドウの位置(-1:非表示, 0:上, 1:ステータスの上)
* @default 1
*
* @param Help Window Row
* @desc ヘルプウィンドウの行数
* @default 1
*
* @param === StatusWindow ===
*
* @param Status Window Pos
* @desc ステータスウィンドウの位置0:左寄せ, 1:中央, 2:右寄せ)
* @default 2
*
* @param === AT Gauge ===
*
* @param AT Gauge Name
* @desc ATゲージ名
*
* @param AT Gauge Width
* @desc ATゲージの幅
* @default 60
*
* @param AT Gauge Height
* @desc ATゲージの高さ
* @default 12
*
* @param AT Charge Color1
* @desc ATゲージ増加中の色1(RGBで指定)
* @default 192,192,192
*
* @param AT Charge Color2
* @desc ATゲージ増加中の色2(RGBで指定)
* @default 255,255,255
*
* @param AT Max Color1
* @desc ATゲージMaxの色1(RGBで指定)
* @default 192,192,192
*
* @param AT Max Color2
* @desc ATゲージMaxの色2(RGBで指定)
* @default 255,255,192
*
* @param Chanting View?
* @desc 詠唱ゲージを表示するかどうか
* @default true
*
* @param AT Chanting Color1
* @desc 詠唱ゲージの色1(RGBで指定)
* @default 128,32,0
*
* @param AT Chanting Color2
* @desc 詠唱ゲージの色2(RGBで指定)
* @default 255,64,0
*
* @param Escaping Change?
* @desc 逃走中にゲージの色を変更するかどうか
* @default true
*
* @param AT Escaping Color1
* @desc 詠唱ゲージの色1(RGBで指定)
* @default 192,192,192
*
* @param AT Escaping Color2
* @desc 詠唱ゲージの色2(RGBで指定)
* @default 192,192,255
*
*/
function Window_AtbSkillStatus() {
this.initialize.apply(this, arguments);
}
(function () {
var MPPlugin = { params: PluginManager.parameters('MPP_ActiveTimeBattle') };
MPPlugin.BtStWiA_Plugin = $plugins.some(function (plugin) {
return (plugin.name === 'MPP_BtStWindowEX_TypeA' && plugin.status);
});
//=== Option ===
MPPlugin.atbMode = Number(MPPlugin.params['ATB Mode Default'] || 0).clamp(0, 2);
MPPlugin.atbModeName = MPPlugin.params['ATB Mode Name'];
MPPlugin.atbModeStatus = (MPPlugin.params['ATB Mode Status'] || 'アクティブ,ウェイト').split(",");
MPPlugin.atbSpeed = Number(MPPlugin.params['ATB Speed Default'] || 2).clamp(0, 4);
MPPlugin.atbSpeedName = (MPPlugin.params['ATB Speed Name']);
MPPlugin.atbSpeedStatus = (MPPlugin.params['ATB Speed Status'] || '1,2,3,4,5').split(",");
//=== Battle ===
MPPlugin.atbSpeedBase = Number(MPPlugin.params['ATB Speed Base'] || 6);
MPPlugin.atIncrement = Number(MPPlugin.params['AT Increment'] || 10);
MPPlugin.resetAtDie = !!eval(MPPlugin.params['Reset AT Die?']);
MPPlugin.needEscapeAt = Number(MPPlugin.params['Need Escape At'] || 100).clamp(0, 100);
MPPlugin.escapeAtCost = Number(MPPlugin.params['Escape At Cost'] || 75).clamp(0, 100);
MPPlugin.escapeAnime = !!eval(MPPlugin.params['Escape Anime?']);
MPPlugin.inputStepForward = !!eval(MPPlugin.params['Input Step Forward?']);
MPPlugin.atbFastEneble = !!eval(MPPlugin.params['ATB Fast Eneble?']);
MPPlugin.atbFastRate = Number(MPPlugin.params['ATB Fast Rate'] || 3).clamp(0, 10);
MPPlugin.fastLogEneble = !!eval(MPPlugin.params['Fast Log Eneble?']);
//=== HelpWindow ===
MPPlugin.helpWindowPos = Number(MPPlugin.params['Help Window Pos'] || 1).clamp(-1, 1);
MPPlugin.helpWindowRow = Number(MPPlugin.params['Help Window Row'] || 1).clamp(0, 2);
//=== StatusWindow ===
MPPlugin.stWindowPos = Number(MPPlugin.params['Status Window Pos'] || 1).clamp(0, 2);
//=== AT Gauge ===
MPPlugin.atGaugeName = MPPlugin.params['AT Gauge Name'] || '';
MPPlugin.atGaugeWidth = Number(MPPlugin.params['AT Gauge Width'] || 84);
MPPlugin.atGaugeHeight = Number(MPPlugin.params['AT Gauge Height'] || 12);
MPPlugin.atChargeColor1 = 'rgb(%1)'.format(MPPlugin.params['AT Charge Color1'] || '192,192,192');
MPPlugin.atChargeColor2 = 'rgb(%1)'.format(MPPlugin.params['AT Charge Color2'] || '255,255,255');
MPPlugin.atMaxColor1 = 'rgb(%1)'.format(MPPlugin.params['AT Max Color1'] || '192,192,192');
MPPlugin.atMaxColor2 = 'rgb(%1)'.format(MPPlugin.params['AT Max Color2'] || '255,255,192');
MPPlugin.chantingView = !!eval(MPPlugin.params['Chanting View?']);
MPPlugin.atChantingColor1 = 'rgb(%1)'.format(MPPlugin.params['AT Chanting Color1'] || '128,32,0');
MPPlugin.atChantingColor2 = 'rgb(%1)'.format(MPPlugin.params['AT Chanting Color2'] || '255,64,0');
MPPlugin.EscapingChange = !!eval(MPPlugin.params['Escaping Change?']);
MPPlugin.atEscapingColor1 = 'rgb(%1)'.format(MPPlugin.params['AT Escaping Color1'] || '192,192,192');
MPPlugin.atEscapingColor2 = 'rgb(%1)'.format(MPPlugin.params['AT Escaping Color2'] || '192,192,255');
var Alias = {};
//=============================================================================
// Option
//=============================================================================
//-----------------------------------------------------------------------------
// ConfigManager
ConfigManager.atbMode = MPPlugin.atbMode;
ConfigManager.atbSpeed = MPPlugin.atbSpeed;
//521
Alias.CoMa_mp01_makeData = ConfigManager.makeData;
ConfigManager.makeData = function () {
var config = Alias.CoMa_mp01_makeData.call(this);
config.atbMode = this.atbMode;
config.atbSpeed = this.atbSpeed;
return config;
};
//532
Alias.CoMa_applyData = ConfigManager.applyData;
ConfigManager.applyData = function (config) {
Alias.CoMa_applyData.call(this, config);
this.atbMode = this.readAtbValue(config, 'atbMode', 0);
this.atbSpeed = this.readAtbValue(config, 'atbSpeed', 2);
};
ConfigManager.readAtbValue = function (config, name, def) {
return (config[name] || def);
};
//-----------------------------------------------------------------------------
// Window_Options
//36
Alias.WiOp_addGeneralOptions = Window_Options.prototype.addGeneralOptions;
Window_Options.prototype.addGeneralOptions = function () {
Alias.WiOp_addGeneralOptions.call(this);
if (MPPlugin.atbModeName) {
this.addCommand(MPPlugin.atbModeName, 'atbMode');
}
if (MPPlugin.atbSpeedName) {
this.addCommand(MPPlugin.atbSpeedName, 'atbSpeed');
}
};
//62
Alias.WiOp_statusText = Window_Options.prototype.statusText;
Window_Options.prototype.statusText = function (index) {
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
switch (symbol) {
case 'atbMode':
return MPPlugin.atbModeStatus[value];
case 'atbSpeed':
return MPPlugin.atbSpeedStatus[value];
default:
return Alias.WiOp_statusText.call(this, index);
}
};
//84
Alias.WiOp_processOk = Window_Options.prototype.processOk;
Window_Options.prototype.processOk = function () {
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
switch (symbol) {
case 'atbMode':
value++;
if (value >= MPPlugin.atbModeStatus.length) {
value = 0;
}
value = value.clamp(0, MPPlugin.atbModeStatus.length - 1);
this.changeValue(symbol, value);
break;
case 'atbSpeed':
value++;
if (value >= MPPlugin.atbSpeedStatus.length) {
value = 0;
}
value = value.clamp(0, MPPlugin.atbSpeedStatus.length - 1);
this.changeValue(symbol, value);
break;
default:
Alias.WiOp_processOk.call(this);
break;
}
};
//100
Alias.WiOp_cursorRight = Window_Options.prototype.cursorRight;
Window_Options.prototype.cursorRight = function (wrap) {
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
switch (symbol) {
case 'atbMode':
value++;
value = value.clamp(0, MPPlugin.atbModeStatus.length - 1);
this.changeValue(symbol, value);
break;
case 'atbSpeed':
value++;
value = value.clamp(0, MPPlugin.atbSpeedStatus.length - 1);
this.changeValue(symbol, value);
break;
default:
Alias.WiOp_cursorRight.call(this, wrap);
break;
}
};
//113
Alias.WiOp_cursorLeft = Window_Options.prototype.cursorLeft;
Window_Options.prototype.cursorLeft = function (wrap) {
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
switch (symbol) {
case 'atbMode':
value--;
value = value.clamp(0, MPPlugin.atbModeStatus.length - 1);
this.changeValue(symbol, value);
break;
case 'atbSpeed':
value--;
value = value.clamp(0, MPPlugin.atbSpeedStatus.length - 1);
this.changeValue(symbol, value);
break;
default:
Alias.WiOp_cursorLeft.call(this, wrap);
break;
}
};
//=============================================================================
// Battle
//=============================================================================
//-----------------------------------------------------------------------------
// BattleManager
//10
Alias.BaMa_setup = BattleManager.setup;
BattleManager.setup = function (troopId, canEscape, canLose) {
Alias.BaMa_setup.call(this, troopId, canEscape, canLose);
var rate = (7 - ConfigManager.atbSpeed) * MPPlugin.atbSpeedBase * 16;
this._maxAt = Math.max(Math.round($gameParty.agility() * rate), 10);
this._refreshHandler = null;
this._waitHandler = null;
this._escaping = false;
};
BattleManager.maxAt = function () {
return this._maxAt;
};
BattleManager.setEscaping = function (escaping) {
this._escaping = escaping;
$gameParty.requestMotionRefresh();
};
BattleManager.isEscaping = function () {
return this._escaping;
};
BattleManager.needEscapeAt = function () {
return MPPlugin.needEscapeAt / 100;
};
BattleManager.escapeAtCost = function () {
return MPPlugin.escapeAtCost / 100;
};
//113
Alias.BaMa_update = BattleManager.update;
BattleManager.update = function () {
this.updateATB();
this.updateCmdActor();
Alias.BaMa_update.call(this);
};
BattleManager.updateATB = function () {
if (Graphics.frameCount % 2 === 0 && !this.isAtbWait()) {
var rate = this.isFastForward() ? MPPlugin.atbFastRate : 1;
this.allBattleMembers().forEach(function (battler) {
battler.updateATB(rate);
if (battler.isMadeAction()) {
this.addActionBattler(battler);
}
}, this);
}
};
BattleManager.updateCmdActor = function () {
if (this.isEvantWait() || this.isBattleEnd()) {
return this.clearActor();
}
if (!this.isAtbWait() && !this.actor()) {
var members = $gameParty.battleMembers();
for (var i = 0; i < members.length; i++) {
if (members[i].isStandby()) {
return this.changeActor(i);
}
}
} else if (this.actor() && !this.actor().isStandby()) {
this.clearActor();
}
};
BattleManager.addActionBattler = function (battler) {
this._actionBattlers.push(battler);
battler.setDecided(2);
};
BattleManager.deleteDeactiveBattler = function () {
this._actionBattlers = this._actionBattlers.filter(function (battler) {
if (battler.atRate() === 1) {
return true;
} else {
battler.setDecided(0);
return false;
}
});
if (this.actor() && !this.actor().isStandby()) {
this.clearActor();
}
};
BattleManager.isFastForward = function () {
if (!MPPlugin.atbFastEneble || this.isEvantWait()) {
return false;
} else if (Input.isPressed('shift')) {
return true;
} else {
return TouchInput.y < this._statusWindow.y && TouchInput.isPressed();
}
};
BattleManager.isEvantWait = function () {
return $gameTroop.isEventRunning() || $gameMessage.isBusy();
};
BattleManager.isAtbWait = function () {
return (this.isEvantWait() || this._waitHandler());
};
//1989
Alias.BaMa_startBattle = BattleManager.startBattle;
BattleManager.startBattle = function () {
Alias.BaMa_startBattle.call(this);
this.setupAllBattlerAt();
this.startTurn();
};
BattleManager.setupAllBattlerAt = function () {
if (this._preemptive) {
$gameParty.members().forEach(function (member) {
member.setAt(1);
});
} else if (this._surprise) {
$gameTroop.members().forEach(function (member) {
member.setAt(1);
});
} else {
$gameParty.members().forEach(function (member) {
member.setAt(0.8 * Math.random());
});
$gameTroop.members().forEach(function (member) {
member.setAt(0.8 * Math.random());
});
}
this.refreshStatus();
};
//253
BattleManager.selectNextCommand = function () {
var members = $gameParty.battleMembers();
if (this.actor() && this.actor().isStandby()) {
var actionState = 'undecided';
} else {
var actionState = 'waiting';
}
for (var i = 1; i < members.length; i++) {
var n = (this._actorIndex + i).mod(members.length);
if (members[n].isStandby() && members[n].canInput()) {
return this.changeActor(n, actionState);
}
}
return this.changeActor(-1, actionState);
};
//265
BattleManager.selectPreviousCommand = function () {
var members = $gameParty.battleMembers();
if (this.actor() && this.actor().isStandby()) {
var actionState = 'undecided';
} else {
var actionState = 'waiting';
}
for (var i = 1; i < members.length; i++) {
var n = (this._actorIndex - i).mod(members.length);
if (members[n].isStandby() && members[n].canInput()) {
return this.changeActor(n, actionState);
}
}
return this.changeActor(-1, actionState);
};
//276
BattleManager.refreshStatus = function () {
this._refreshHandler();
};
//280
BattleManager.startTurn = function () {
this._phase = 'turn';
//this.clearActor();
//$gameTroop.increaseTurn();
//this.makeActionOrders();
$gameParty.requestMotionRefresh();
this._logWindow.startTurn();
};
//289
BattleManager.updateTurn = function () {
$gameParty.requestMotionRefresh();
if (!this._subject) {
this._subject = this.getNextSubject();
if (this._subject) {
this._subject.onTurnEnd();
this.refreshStatus();
this._logWindow.displayAutoAffectedStatus(this._subject);
this._logWindow.displayRegeneration(this._subject);
return;
}
}
if (this._subject) {
this.processTurn();
} else {
this.endTurn();
}
};
//301
BattleManager.processTurn = function () {
var subject = this._subject;
var action = subject.currentAction();
if (action) {
action.prepare();
if (action.isValid()) {
this.startAction();
}
subject.removeCurrentAction();
} else {
$gameTroop.increaseTurn();
subject.onAllActionsEnd();
subject.setAt(0);
this.refreshStatus();
this._logWindow.displayAutoAffectedStatus(subject);
this._logWindow.displayCurrentState(subject);
this._logWindow.displayRegeneration(subject);
this.endTurn();
}
};
//320
BattleManager.endTurn = function () {
this._phase = 'turnEnd';
this._subject = null;
};
//332
BattleManager.updateTurnEnd = function () {
if (!this._escaping || !$gameParty.canEscape() || !this.processEscape()) {
this.startTurn();
}
};
//336
Alias.BaMa_getNextSubject = BattleManager.getNextSubject;
BattleManager.getNextSubject = function () {
if (this.isAtbWait() || this._logWindow.isBusy()) return null;
return Alias.BaMa_getNextSubject.call(this);
};
//515
BattleManager.processEscape = function () {
$gameParty.performEscape();
SoundManager.playEscape();
var success = this._preemptive ? true : (Math.random() < this._escapeRatio);
if (success) {
this.displayEscapeSuccessMessage();
this._escaped = true;
this.processAbort();
} else {
this.displayEscapeFailureMessage();
this._escapeRatio += 0.1;
//$gameParty.clearActions();
//this.startTurn();
$gameParty.escapeFailure();
}
return success;
};
//532
Alias.BaMa_processAbort = BattleManager.processAbort;
BattleManager.processAbort = function () {
this.clearActor();
Alias.BaMa_processAbort.call(this);
};
//-----------------------------------------------------------------------------
// Game_BattlerBase
//2849
Alias.GaBa_initMembers = Game_BattlerBase.prototype.initMembers;
Game_BattlerBase.prototype.initMembers = function () {
Alias.GaBa_initMembers.call(this);
this._at = 0;
this._ct = 0;
this._maxCt = 0;
this._turnCount = 0;
this._decided = 0;
};
//2307
Alias.GaBa_die = Game_BattlerBase.prototype.die;
Game_BattlerBase.prototype.die = function () {
Alias.GaBa_die.call(this);
if (MPPlugin.resetAtDie) {
this._at = 0;
} else {
this._at = Math.min(this._at, BattleManager.maxAt() - 1);
}
this._ct = 0;
this._maxCt = 0;
this._decided = 0;
};
Game_BattlerBase.prototype.onMadeAction = function () {
this.setDecided(1);
var action = this.currentAction();
if (action) {
var item = action.item();
if (item) {
this._maxCt = Math.max(item.speed * (ConfigManager.atbSpeed - 7) * 3, 0);
}
}
};
Game_BattlerBase.prototype.setDecided = function (decided) {
this._decided = decided;
};
Game_BattlerBase.prototype.setAt = function (rate) {
this._at = Math.floor(BattleManager.maxAt() * rate);
this._at = this._at.clamp(0, BattleManager.maxAt() - 1);
};
Game_BattlerBase.prototype.atRate = function () {
return BattleManager.maxAt() > 0 ? this._at / BattleManager.maxAt() : 0;
};
Game_BattlerBase.prototype.castRate = function () {
if (this._maxCt > 0) {
return this._ct / this._maxCt;
} else {
return -1;
}
};
Game_BattlerBase.prototype.isStandby = function () {
return this._decided === 0 && this.atRate() === 1;
};
Game_BattlerBase.prototype.decided = function () {
return this._decided;
};
Game_BattlerBase.prototype.isMadeAction = function () {
return this._decided === 1 && this._ct === this._maxCt;
};
//-----------------------------------------------------------------------------
// Game_Battler
//144
Alias.GaBa_clearActions = Game_Battler.prototype.clearActions;
Game_Battler.prototype.clearActions = function () {
Alias.GaBa_clearActions.call(this);
this._ct = 0;
this._maxCt = 0;
};
//419
Alias.GaBa_onBattleStart = Game_Battler.prototype.onBattleStart;
Game_Battler.prototype.onBattleStart = function () {
Alias.GaBa_onBattleStart.call(this);
this._ct = 0;
this._maxCt = 0;
this._turnCount = 0;
this._decided = 0;
};
//427
Alias.GaBa_onAllActionsEnd = Game_Battler.prototype.onAllActionsEnd;
Game_Battler.prototype.onAllActionsEnd = function () {
Alias.GaBa_onAllActionsEnd.call(this);
this.regenerateAll();
this._turnCount++;
this._ct = 0;
this._maxCt = 0;
this.setDecided(0);
this.setActionState('undecided');
};
//433
Alias.GaBa_onTurnEnd = Game_Battler.prototype.onTurnEnd;
Game_Battler.prototype.onTurnEnd = function () {
if ($gameParty.inBattle()) {
this.clearResult();
//this.regenerateAll();
this.updateStateTurns();
this.updateBuffTurns();
this.removeStatesAuto(2);
} else {
Alias.GaBa_onTurnEnd.call(this);
}
};
Game_Battler.prototype.canEscape = function () {
return this.atRate() >= BattleManager.needEscapeAt();
};
Game_Battler.prototype.escapeFailure = function () {
if (this.atRate() === 1 && BattleManager.escapeAtCost() > 0) {
this.clearActions();
}
this.setAt(this.atRate() - BattleManager.escapeAtCost());
};
Game_Battler.prototype.updateATB = function (rate) {
if (!this.isAlive()) {
return;
}
if (this._at < BattleManager.maxAt()) {
this._at += (this.agi + MPPlugin.atIncrement) * rate;
if (this._at >= BattleManager.maxAt()) {
this._at = BattleManager.maxAt();
this.makeActions();
}
} else if (this._ct < this._maxCt) {
this._ct = Math.min(this._ct + rate, this._maxCt);
}
};
Game_Battler.prototype.atGaugeRate = function () {
if (MPPlugin.chantingView && this.castRate() >= 0) {
return this.castRate();
} else {
return this.atRate();
}
};
Game_Battler.prototype.atGaugeColor1 = function () {
var color = this.atGaugeColorEx1();
if (color) return color;
return (this.atRate() < 1 ? MPPlugin.atChargeColor1 : MPPlugin.atMaxColor1);
};
Game_Battler.prototype.atGaugeColorEx1 = function () {
if (MPPlugin.chantingView && this.castRate() >= 0) {
return MPPlugin.atChantingColor1;
} else if (MPPlugin.EscapingChange && this.isActor() &&
BattleManager.isEscaping() && this.isAlive()) {
return MPPlugin.atEscapingColor1;
}
return null;
};
Game_Battler.prototype.atGaugeColor2 = function () {
var color = this.atGaugeColorEx2();
if (color) return color;
return (this.atRate() < 1 ? MPPlugin.atChargeColor2 : MPPlugin.atMaxColor2);
};
Game_Battler.prototype.atGaugeColorEx2 = function () {
if (MPPlugin.chantingView && this.castRate() >= 0) {
return MPPlugin.atChantingColor2;
} else if (MPPlugin.EscapingChange && this.isActor() &&
BattleManager.isEscaping() && this.isAlive()) {
return MPPlugin.atEscapingColor2;
}
return null;
};
//-----------------------------------------------------------------------------
// Game_Actor
Game_Actor.prototype.onRestrict = function () {
Game_Battler.prototype.onRestrict.call(this);
if ($gameParty.inBattle() && !this._active && this.isAlive() &&
this._at === BattleManager.maxAt()) {
this.makeActions();
}
};
//710
Alias.GaAc_makeAutoBattleActions = Game_Actor.prototype.makeAutoBattleActions;
Game_Actor.prototype.makeAutoBattleActions = function () {
Alias.GaAc_makeAutoBattleActions.call(this);
this.onMadeAction();
};
//725
Alias.GaAc_makeConfusionActions = Game_Actor.prototype.makeConfusionActions;
Game_Actor.prototype.makeConfusionActions = function () {
Alias.GaAc_makeConfusionActions.call(this);
this.onMadeAction();
};
//732
Alias.GaAc_makeActions = Game_Actor.prototype.makeActions;
Game_Actor.prototype.makeActions = function () {
Alias.GaAc_makeActions.call(this);
if (!this.canInput()) {
this.onMadeAction();
}
};
//-----------------------------------------------------------------------------
// Game_Enemy
//4463
Game_Enemy.prototype.meetsTurnCondition = function (param1, param2) {
var n = this._turnCount;
if (param2 === 0) {
return n === param1;
} else {
return n >= param1 && n % param2 === param1 % param2;
}
};
//4527
Alias.GaEn_makeActions = Game_Enemy.prototype.makeActions;
Game_Enemy.prototype.makeActions = function () {
Alias.GaEn_makeActions.call(this);
this.onMadeAction();
};
//-----------------------------------------------------------------------------
// Game_Unit
Game_Unit.prototype.selectAll = function () {
this.members().forEach(function (member) {
member.select();
});
};
Game_Unit.prototype.select = function (activeMember) {
this.members().forEach(function (member) {
if (member === activeMember) {
member.select();
} else {
member.deselect();
}
});
};
//-----------------------------------------------------------------------------
// Game_Party
Game_Party.prototype.canEscape = function () {
return this.aliveMembers().every(function (member) {
return member.canEscape();
});
};
Game_Party.prototype.escapeFailure = function () {
this.aliveMembers().forEach(function (member) {
member.escapeFailure();
});
BattleManager.deleteDeactiveBattler();
};
//-----------------------------------------------------------------------------
// Window_BattleLog
//4840
Alias.WiBaLo_isFastForward = Window_BattleLog.prototype.isFastForward;
Window_BattleLog.prototype.isFastForward = function () {
return (MPPlugin.fastLogEneble && Alias.WiBaLo_isFastForward.call(this));
};
//-----------------------------------------------------------------------------
// Window_BattleStatus
Window_BattleStatus.prototype.setActorCmdWindow = function (actorCmdWindow) {
this._actorCmdWindow = actorCmdWindow;
};
Window_BattleStatus.prototype.processTouch = function () {
if (this.isOpen() && this.isActorCmdEnabled()) {
if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) {
this._touching = true;
this.updateInputData();
}
if (this._touching) {
if (TouchInput.isPressed()) {
this.onTouch(false);
} else {
if (this.isTouchedInsideFrame()) {
this.onTouch(true);
}
this._touching = false;
}
}
}
};
Window_BattleStatus.prototype.onTouch = function (triggered) {
var lastTopRow = this.topRow();
var x = this.canvasToLocalX(TouchInput.x);
var y = this.canvasToLocalY(TouchInput.y);
var hitIndex = this.hitTest(x, y);
if (hitIndex >= 0) {
if (triggered && this.isTouchOkEnabled()) {
var actor = $gameParty.battleMembers()[hitIndex];
if (actor && actor.isStandby()) {
this.select(hitIndex);
this.processOk();
}
}
} else if (this._stayCount >= 10) {
if (y < this.padding) {
this.scrollUp();
} else if (y >= this.height - this.padding) {
this.scrollDown();
}
}
if (this.topRow() !== lastTopRow) {
SoundManager.playCursor();
}
};
Window_BattleStatus.prototype.isActorCmdEnabled = function () {
return this._actorCmdWindow &&
(this._actorCmdWindow.active || !this._actorCmdWindow.isOpen());
};
Window_BattleStatus.prototype.processOk = function () {
this.updateInputData();
this.deactivate();
this.callOkHandler();
};
Window_BattleStatus.prototype.isCursorMovable = function () {
return false;
};
if (!MPPlugin.BtStWiA_Plugin) {
Window_BattleStatus.prototype.update = function () {
Window_Selectable.prototype.update.call(this);
this.updateAtGauge();
};
Window_BattleStatus.prototype.updateAtGauge = function () {
if (this.isOpen() && this.isDrawAt() && Graphics.frameCount % 2 === 0) {
var topIndex = this.topIndex();
var width = MPPlugin.atGaugeWidth;
var height = this.lineHeight();
for (var i = 0; i < this.maxPageItems(); i++) {
var index = topIndex + i;
if (index < this.maxItems()) {
var rect = this.gaugeAreaRect(index);
var actor = $gameParty.battleMembers()[index];
this.contents.clearRect(rect.x + 234, rect.y, width, height);
this.drawActorAt(actor, rect.x + 234, rect.y, width);
}
}
}
};
} //if (!MPPlugin.BtStWiA_Plugin)
Window_BattleStatus.prototype.isDrawAt = function () {
return MPPlugin.atGaugeWidth > 0;
};
//5500
Alias.WiBaSt_gaugeAreaWidth = Window_BattleStatus.prototype.gaugeAreaWidth;
Window_BattleStatus.prototype.gaugeAreaWidth = function () {
if (this.isDrawAt()) {
return 234 + MPPlugin.atGaugeWidth;
} else {
return Alias.WiBaSt_gaugeAreaWidth.call(this);
}
};
//5517
Alias.WiBaSt_drawGaugeAreaWithTp = Window_BattleStatus.prototype.drawGaugeAreaWithTp;
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) {
if (this.isDrawAt()) {
this.drawActorHp(actor, rect.x + 0, rect.y, 108);
this.drawActorMpTp(actor, rect.x + 123, rect.y, 96);
this.drawActorAt(actor, rect.x + 234, rect.y, MPPlugin.atGaugeWidth);
} else {
Alias.WiBaSt_drawGaugeAreaWithTp.call(this, rect, actor);
}
};
//5523
Alias.WiBaSt_drawGaugeAreaWithoutTp = Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) {
if (this.isDrawAt()) {
this.drawActorHp(actor, rect.x + 0, rect.y, 108);
this.drawActorMp(actor, rect.x + 123, rect.y, 96);
this.drawActorAt(actor, rect.x + 234, rect.y, MPPlugin.atGaugeWidth);
} else {
Alias.WiBaSt_drawGaugeAreaWithoutTp.call(this, rect, actor);
}
};
Window_BattleStatus.prototype.drawActorMpTp = function (actor, x, y, width) {
width = (width || 186) - 10;
this.drawGauge(x + 10, y, width, actor.tpRate(),
this.tpGaugeColor1(), this.tpGaugeColor2());
this.drawGauge(x, y - 8, width, actor.mpRate(),
this.mpGaugeColor1(), this.mpGaugeColor2());
this.contents.fontSize = 24;
this.changeTextColor(this.systemColor());
this.contents.drawText(TextManager.mpA, x, y + 1, 32, 24);
this.contents.drawText(TextManager.tpA, x + 22, y + 10, 32, 24);
this.contents.fontSize = this.standardFontSize();
};
Window_BattleStatus.prototype.drawActorAt = function (actor, x, y, width) {
width = width || 60;
var color1 = actor.atGaugeColor1();
var color2 = actor.atGaugeColor2();
this.drawAtGauge(x, y, width, actor.atGaugeRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(MPPlugin.atGaugeName, x, y, 44);
};
Window_BattleStatus.prototype.drawAtGauge = function (x, y, width, rate, color1, color2) {
var height = MPPlugin.atGaugeHeight;
var fillW = Math.floor(width * rate);
var gaugeY = y + this.lineHeight() - height - 2;
this.contents.fillRect(x, gaugeY, width, height, this.gaugeBackColor());
this.contents.gradientFillRect(x, gaugeY, fillW, height, color1, color2);
this.contents.paintOpacity = 255 * (width * rate % 1);
this.contents.fillRect(x + fillW, gaugeY, 1, height, color2);
this.contents.paintOpacity = 255;
};
//-----------------------------------------------------------------------------
// Window_BattleActor
Window_BattleActor.prototype.processTouch = function () {
Window_Selectable.prototype.processTouch.call(this);
};
Window_BattleActor.prototype.onTouch = function (triggered) {
Window_Selectable.prototype.onTouch.call(this, triggered);
};
Window_BattleActor.prototype.processOk = function () {
Window_Selectable.prototype.processOk.call(this);
};
Window_BattleActor.prototype.isCursorMovable = function () {
return Window_Selectable.prototype.isCursorMovable.call(this);
};
Window_BattleActor.prototype.isDrawAt = function () {
return false;
};
Window_BattleActor.prototype.selectForItem = function () {
var actor = BattleManager.actor();
var action = actor.inputtingAction();
this.setCursorFixed(false);
this.setCursorAll(false);
if (action.isForUser()) {
this.setCursorFixed(true);
this.select(actor.index());
} else if (action.isForAll()) {
this.setCursorAll(true);
this.select(0);
} else {
this.select(actor.index());
}
};
//5558
Alias.WiBaAc_select = Window_BattleActor.prototype.select;
Window_BattleActor.prototype.select = function (index) {
Alias.WiBaAc_select.call(this, index);
if (this._cursorAll) {
$gameParty.selectAll();
}
};
//-----------------------------------------------------------------------------
// Window_BattleEnemy
Window_BattleEnemy.prototype.isCurrentItemEnabled = function () {
return !!this.enemy();
};
//58
Window_BattleEnemy.prototype.show = function () {
//this.refresh();
//this.select(0);
Window_Selectable.prototype.show.call(this);
};
Window_BattleEnemy.prototype.selectForItem = function () {
var actor = BattleManager.actor();
var action = actor.inputtingAction();
this.setCursorAll(false);
if (action.isForAll()) {
this.setCursorAll(true);
}
this.select(0);
};
//69
Alias.WiBaEn_refresh = Window_BattleEnemy.prototype.refresh;
Window_BattleEnemy.prototype.refresh = function () {
Alias.WiBaEn_refresh.call(this);
if (this.index() >= 0) {
this.select(this._index.clamp(0, this.maxItems() - 1));
}
};
//74
Alias.WiBaEn_select = Window_BattleEnemy.prototype.select;
Window_BattleEnemy.prototype.select = function (index) {
Alias.WiBaEn_select.call(this, index);
if (this._cursorAll) {
$gameTroop.selectAll();
}
};
//-----------------------------------------------------------------------------
// Window_BattleSkill
Window_BattleSkill.prototype.setStatusWindow = function (statusWindow) {
this._statusWindow = statusWindow;
};
Window_BattleSkill.prototype.setActor = function (actor) {
Window_SkillList.prototype.setActor.call(this, actor);
if (this._statusWindow) {
this._statusWindow.setActor(actor);
}
};
//5662
Alias.WiBaSk_show = Window_BattleSkill.prototype.show;
Window_BattleSkill.prototype.show = function () {
if (this._statusWindow) {
this._statusWindow.show();
}
Alias.WiBaSk_show.call(this);
};
//5668
Alias.WiBaSk_hide = Window_BattleSkill.prototype.hide;
Window_BattleSkill.prototype.hide = function () {
if (this._statusWindow) {
this._statusWindow.hide();
}
Alias.WiBaSk_hide.call(this);
};
//-----------------------------------------------------------------------------
// Window_AtbSkillStatus
Window_AtbSkillStatus.prototype = Object.create(Window_Base.prototype);
Window_AtbSkillStatus.prototype.constructor = Window_AtbSkillStatus;
Window_AtbSkillStatus.prototype.initialize = function (x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.hide();
};
Window_AtbSkillStatus.prototype.setActor = function (actor) {
if (this._actor !== actor) {
this._actor = actor;
this.refresh();
}
};
Window_AtbSkillStatus.prototype.refresh = function () {
this.contents.clear();
if (this._actor) {
if ($dataSystem.optDisplayTp) {
this.drawActorMp(this._actor, 0, 0, this.contentsWidth());
this.drawActorTp(this._actor, 0, this.lineHeight(), this.contentsWidth());
} else {
this.drawActorMp(this._actor, 0, 0, this.contentsWidth());
}
}
};
//-----------------------------------------------------------------------------
// Sprite_Actor
//777
Alias.SpAc_updateTargetPosition = Sprite_Actor.prototype.updateTargetPosition;
Sprite_Actor.prototype.updateTargetPosition = function () {
if (MPPlugin.inputStepForward || !this._actor.isInputting()) {
Alias.SpAc_updateTargetPosition.call(this);
}
};
//844
Alias.SpAc_refreshMotion = Sprite_Actor.prototype.refreshMotion;
Sprite_Actor.prototype.refreshMotion = function () {
var actor = this._actor;
if (MPPlugin.escapeAnime && actor) {
var stateMotion = actor.stateMotionIndex();
if (actor.isActing()) {
} else if (stateMotion === 3) {
} else if (stateMotion === 2) {
} else if (BattleManager.isEscaping()) {
return this.startMotion('escape');
}
}
Alias.SpAc_refreshMotion.call(this);
};
//-----------------------------------------------------------------------------
// Scene_Battle
//22
Alias.ScBa_start = Scene_Battle.prototype.start;
Scene_Battle.prototype.start = function () {
BattleManager._refreshHandler = this.refreshStatus.bind(this);
BattleManager._waitHandler = this.isAtbWait.bind(this);
Alias.ScBa_start.call(this);
};
Scene_Battle.prototype.isAtbWait = function () {
if (!this._partyCommandWindow.isClosed()) return true;
if (ConfigManager.atbMode > 0) {
if (this._skillWindow.visible || this._itemWindow.visible ||
this._actorWindow.visible || this._enemyWindow.visible) {
return true;
}
}
if (ConfigManager.atbMode > 1) {
if (!this._actorCommandWindow.isClosed() && !BattleManager.isFastForward()) {
return true;
}
}
return false;
};
//41
Scene_Battle.prototype.updateBattleProcess = function () {
//if (!this.isAnyInputWindowActive() || BattleManager.isAborting() ||
// BattleManager.isBattleEnd()) {
BattleManager.update();
this.changeInputWindow();
//}
};
//58
Scene_Battle.prototype.changeInputWindow = function () {
if (!this._partyCommandWindow.isClosed() ||
this._actorCommandWindow.isClosing()) {
return;
} else if (this._actor !== BattleManager.actor()) {
this._actor = BattleManager.actor();
if (this._actor) {
this._actorCommandWindow.openness = 0;
this.startActorCommandSelection();
} else {
this.endCommandSelection();
}
} else if (!this._actor) {
if (Input.isTriggered('cancel') || TouchInput.isCancelled()) {
SoundManager.playCancel();
this.startPartyCommandSelection();
}
}
};
//104
Scene_Battle.prototype.updateWindowPositions = function () {
var statusX = 0;
if (!this._partyCommandWindow.isClosed() || !this._actorCommandWindow.isClosed()) {
statusX = this._partyCommandWindow.width;
} else {
statusX = this._partyCommandWindow.width * MPPlugin.stWindowPos / 2;
}
if (this._statusWindow.x < statusX) {
this._statusWindow.x += 16;
if (this._statusWindow.x > statusX) {
this._statusWindow.x = statusX;
}
}
if (this._statusWindow.x > statusX) {
this._statusWindow.x -= 16;
if (this._statusWindow.x < statusX) {
this._statusWindow.x = statusX;
}
}
};
//159
Alias.ScBa_createStatusWindow = Scene_Battle.prototype.createStatusWindow;
Scene_Battle.prototype.createStatusWindow = function () {
Alias.ScBa_createStatusWindow.call(this);
this._statusWindow.setHandler('ok', this.onStatusOk.bind(this));
};
//172
Alias.ScBa_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
Scene_Battle.prototype.createActorCommandWindow = function () {
Alias.ScBa_createActorCommandWindow.call(this);
this._actorCommandWindow.setHandler('cancel', this.startPartyCommandSelection.bind(this));
this._actorCommandWindow.setHandler('pageup', this.selectPreviousCommand.bind(this));
this._actorCommandWindow.setHandler('pagedown', this.selectNextCommand.bind(this));
this._statusWindow.setActorCmdWindow(this._actorCommandWindow);
};
//182
Scene_Battle.prototype.createHelpWindow = function () {
if (MPPlugin.helpWindowPos >= 0) {
this._helpWindow = new Window_Help(MPPlugin.helpWindowRow);
this._helpWindow.visible = false;
if (MPPlugin.helpWindowPos === 1) {
this._helpWindow.y = this._statusWindow.y - this._helpWindow.height;
}
this.addWindow(this._helpWindow);
}
};
//188
Scene_Battle.prototype.createSkillWindow = function () {
var wy = this._statusWindow.y;
var ww = Graphics.boxWidth - 144
var wh = this._statusWindow.height;
this._skillWindow = new Window_BattleSkill(0, wy, ww, wh);
this._skillWindow.setHelpWindow(this._helpWindow);
this._skillWindow.setHandler('ok', this.onSkillOk.bind(this));
this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this));
this.addWindow(this._skillWindow);
this._skillStatusWindow = new Window_AtbSkillStatus(ww, wy, 144, wh);
this.addWindow(this._skillStatusWindow);
this._skillWindow.setStatusWindow(this._skillStatusWindow);
};
//198
Scene_Battle.prototype.createItemWindow = function () {
var wy = this._statusWindow.y;
var wh = this._statusWindow.height;
this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this.addWindow(this._itemWindow);
};
//208
Alias.ScBa_createActorWindow = Scene_Battle.prototype.createActorWindow;
Scene_Battle.prototype.createActorWindow = function () {
Alias.ScBa_createActorWindow.call(this);
this._actorWindow.x = Graphics.boxWidth - this._actorWindow.width;
};
//236
Alias.ScBa_refreshStatus = Scene_Battle.prototype.refreshStatus;
Scene_Battle.prototype.refreshStatus = function () {
Alias.ScBa_refreshStatus.call(this);
this._actorCommandWindow.refresh();
if (this._skillWindow.visible) {
this._skillWindow.refresh();
}
if (this._itemWindow.visible) {
this._itemWindow.refresh();
}
if (this._actorWindow.visible) {
this._actorWindow.refresh();
}
if (this._enemyWindow.visible) {
this._enemyWindow.refresh();
}
};
//240
Alias.ScBa_startPartyCommandSelection = Scene_Battle.prototype.startPartyCommandSelection;
Scene_Battle.prototype.startPartyCommandSelection = function () {
Alias.ScBa_startPartyCommandSelection.call(this);
this._actor = null;
};
//248
Scene_Battle.prototype.commandFight = function () {
BattleManager.setEscaping(false);
this._partyCommandWindow.close();
};
//252
Scene_Battle.prototype.commandEscape = function () {
BattleManager.setEscaping(true);
this._partyCommandWindow.close();
};
//257
Alias.ScBa_startActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection;
Scene_Battle.prototype.startActorCommandSelection = function () {
SoundManager.playOk();
Alias.ScBa_startActorCommandSelection.call(this);
this._skillWindow.deactivate();
this._skillWindow.hide();
this._itemWindow.deactivate();
this._itemWindow.hide();
this._actorWindow.deactivate();
this._actorWindow.hide();
this._enemyWindow.deactivate();
this._enemyWindow.hide();
};
//276
Alias.ScBa_commandGuard = Scene_Battle.prototype.commandGuard;
Scene_Battle.prototype.commandGuard = function () {
BattleManager.inputtingAction().setGuard();
BattleManager.actor().onMadeAction();
Alias.ScBa_commandGuard.call(this);
};
Scene_Battle.prototype.onStatusOk = function () {
BattleManager.changeActor(this._statusWindow.index(), 'undecided');
this.changeInputWindow();
};
//297
Alias.ScBa_selectActorSelection = Scene_Battle.prototype.selectActorSelection;
Scene_Battle.prototype.selectActorSelection = function () {
Alias.ScBa_selectActorSelection.call(this);
this._actorWindow.selectForItem();
};
//303
Alias.ScBa_onActorOk = Scene_Battle.prototype.onActorOk;
Scene_Battle.prototype.onActorOk = function () {
BattleManager.actor().onMadeAction();
Alias.ScBa_onActorOk.call(this);
};
//326
Alias.ScBa_selectEnemySelection = Scene_Battle.prototype.selectEnemySelection;
Scene_Battle.prototype.selectEnemySelection = function () {
Alias.ScBa_selectEnemySelection.call(this);
this._enemyWindow.selectForItem();
};
//333
Alias.ScBa_onEnemyOk = Scene_Battle.prototype.onEnemyOk;
Scene_Battle.prototype.onEnemyOk = function () {
BattleManager.actor().onMadeAction();
Alias.ScBa_onEnemyOk.call(this);
};
//385
Scene_Battle.prototype.onSelectAction = function () {
var action = BattleManager.inputtingAction();
//this._skillWindow.hide();
//this._itemWindow.hide();
if (action.isForOpponent()) {
this.selectEnemySelection();
} else {
this.selectActorSelection();
}
};
//398
Alias.ScBa_endCommandSelection = Scene_Battle.prototype.endCommandSelection;
Scene_Battle.prototype.endCommandSelection = function () {
this._actor = null;
Alias.ScBa_endCommandSelection.call(this);
this._skillWindow.deactivate();
this._skillWindow.hide();
this._itemWindow.deactivate();
this._itemWindow.hide();
this._actorWindow.deactivate();
this._actorWindow.hide();
this._enemyWindow.deactivate();
this._enemyWindow.hide();
};
})();