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- /*============================================================================
- * ## Plugin Info
- *----------------------------------------------------------------------------
- * # Plugin Name
- * DoubleX RMMV Popularized ATB Turn
- *----------------------------------------------------------------------------
- * # Terms Of Use
- * You shall keep this plugin's Plugin Info part's contents intact
- * You shalln't claim that this plugin's written by anyone other than
- * DoubleX or his aliases
- * None of the above applies to DoubleX or his aliases
- *----------------------------------------------------------------------------
- * # Prerequisites
- * Plugins:
- * 1. DoubleX RMMV Popularized ATB Core
- * Abilities:
- * 1. Little Javascript coding proficiency to fully utilize this plugin
- *----------------------------------------------------------------------------
- * # Links
- * This plugin:
- * 1. http://pastebin.com/d9dWkYZE
- * Mentioned Patreon Supporters:
- * https://www.patreon.com/posts/71738797
- *----------------------------------------------------------------------------
- * # Author
- * DoubleX
- *----------------------------------------------------------------------------
- * # Changelog
- * v1.00a(GMT 0500 23-1-2016):
- * 1. Increased this plugin's compactness
- * 2. 1st completed version of this plugin finished
- * v0.00b(GMT 0700 29-11-2015):
- * 1. Increased this plugin's compactness
- * v0.00a(GMT 0600 28-11-2015):
- * 1. 1st testing version of this plugin finished
- *============================================================================*/
- /*:
- * @plugindesc Lets users multiply the max turn unit by the number of battlers
- * @author DoubleX
- *
- * @param max_turn_unit_battler_code
- * @desc Sets the code indicating which battlers will be counted for
- * multiplying with max_turn_unit as max_turn_unit_battler_code
- * The number of counted battlers will be multiplied to max_turn_unit
- * Available codes for max_turn_unit_battler_code:
- * alive_battler - All alive battlers will be counted
- * alive_actor - All alive actors will be counted
- * alive_enemy - All alive enemies will be counted
- * all_battler - All battlers will be counted
- * all_actor - All actors will be counted
- * all_enemy - All enemies will be counted
- * max_turn_unit_battler_code won't be used if it doesn't return any
- * available code
- * @default alive_battler
- *
- * @help
- * The plugin file name must be the same as DoubleX_RMMV.PATB_Turn_File, which
- * must be edited by editing the plugin js file directly
- * The default value of DoubleX_RMMV.PATB_Turn_File is
- * DoubleX RMMV Popularized ATB Turn v100a
- *============================================================================
- * ## Plugin Call Info
- *----------------------------------------------------------------------------
- * # Configuration manipulations
- * 1. $gameSystem.patb.param
- * - Returns the value of param listed in the plugin manager
- * 2. $gameSystem.patb.param = val
- * - Sets the value of param listed in the plugin manager as val
- * - All $gameSystem.patb.param changes will be saved
- *============================================================================
- */
- "use strict";
- var DoubleX_RMMV = DoubleX_RMMV || {};
- DoubleX_RMMV["PATB Turn"] = "v1.00a";
- // The plugin file name must be the same as DoubleX_RMMV.PATB_Turn_File
- DoubleX_RMMV.PATB_Turn_File = "DoubleX RMMV Popularized ATB Turn v100a";
- /*============================================================================
- * ## Plugin Implementations
- * You need not edit this part as it's about how this plugin works
- *----------------------------------------------------------------------------
- * # Plugin Support Info:
- * 1. Prerequisites
- * - Basic knowledge of this plugin on the user level, the default
- * battle system implementations and the atb system concepts
- * - Some Javascript coding proficiency to fully comprehend this
- * plugin
- * 2. Function documentation
- * - The 1st part describes why this function's rewritten/extended for
- * rewritten/extended functions or what the function does for new
- * functions
- * - The 2nd part describes what the arguments of the function are
- * - The 3rd part informs which version rewritten, extended or created
- * this function
- * - The 4th part informs whether the function's rewritten or new
- * - The 5th part informs whether the function's a real or potential
- * hotspot
- * - The 6th part describes how this function works for new functions
- * only, and describes the parts added, removed or rewritten for
- * rewritten or extended functions only
- * Example:
- * /*----------------------------------------------------------------------
- * * Why rewrite/extended/What this function does
- * *----------------------------------------------------------------------*/
- /* // arguments: What these arguments are
- * function_name = function(arguments) { // Version X+; Rewrite/New; Hotspot
- * // Added/Removed/Rewritten to do something/How this function works
- * function_name_code;
- * //
- * } // function_name
- *----------------------------------------------------------------------------*/
- if (DoubleX_RMMV["PATB Core"]) {
- /*----------------------------------------------------------------------------*/
- /*----------------------------------------------------------------------------
- * # Edit class: Game_System
- * - Stores the values of all configurations listed in the plugin manager
- *----------------------------------------------------------------------------*/
- Game_System.prototype.init_patb_turn_params =
- Game_System.prototype.init_patb_params;
- Game_System.prototype.init_patb_params = function() {
- this.init_patb_turn_params();
- // Added
- var ps = PluginManager.parameters(DoubleX_RMMV.PATB_Turn_File);
- Object.keys(ps).forEach(function(p) { this._patb[p] = ps[p]; }, this);
- //
- }; // Game_System.prototype.init_patb_params
- // unit: The battle turn counter unit
- Game_System.prototype.max_patb_turn_unit_count =
- Game_System.prototype.max_patb_turn_unit;
- Game_System.prototype.max_patb_turn_unit = function(unit) { // Hotspot
- // Rewritten
- var max = this.max_patb_turn_unit_count(unit);
- return max * this.max_patb_turn_unit_multiplier();
- //
- }; // Game_System.prototype.max_patb_turn_unit
- Game_System.prototype.max_patb_turn_unit_multiplier = function() {
- // New; Hotspot
- switch (this._patb.max_turn_unit_battler_code) {
- case "alive_battler":
- var count = $gameParty.aliveMembers().length;
- return (count + $gameTroop.aliveMembers().length);
- case "alive_actor": return $gameParty.aliveMembers().length;
- case "alive_enemy": return $gameTroop.aliveMembers().length;
- case "all_battler":
- var count = $gameParty.battleMembers().length;
- return (count + $gameTroop.members().length);
- case "all_actor": return $gameParty.battleMembers().length;
- case "all_enemy": return $gameTroop.members().length;
- default: return 1;
- }
- }; // Game_System.prototype.max_patb_turn_unit_multiplier
- /*----------------------------------------------------------------------------*/
- } else {
- alert("To use PATB Turn, place it below PATB Core.");
- }
- /*============================================================================*/
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