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- =begin
- YanFly Compatible Customisable ATB/Stamina Based Battle System Script
- by Fomar0153
- Version 1.4
- ----------------------
- Notes
- ----------------------
- Requires Yanfly Engine Ace - Ace Battle Engine
- Customises the battle system to be similar to
- ATB or Stamina based battle systems.
- ----------------------
- Instructions
- ----------------------
- Edit variables in CBS to suit your needs.
- The guard status should be set to 2~2 turns.
- ----------------------
- Change Log
- ----------------------
- 1.0 -> 1.1 Added CTB related options
- Added the ability to pass a turn
- Added options for turn functionality to be based on time
- or number of actions
- Added the ability to change the bar colours based on states
- 1.1 -> 1.2 Fixed a bug when escaping using CTB mode
- 1.2 -> 1.4 Players should no longer have any trouble escaping, even with one character dead in battle while using ATB mode
- Yanfly's skill restriction script should work properly now when used with this script
- Various other bug fixes
- If any further incompatibilities are found, please report them to Fomar0153, I(Deathsia) simply pointed out bugs he fixed and with my limited scripting knowledge provided a bug fix to allow compatibility with Yanfly's skill restriction script
- ----------------------
- Known bugs
- ----------------------
- None
- =end
- $imported = {} if $imported.nil?
- $imported["Fomar0153-CBS"] = true
- module CBS
- MAX_STAMINA = 1000
- RESET_STAMINA = true
- # If ATB is set to false then the bars won't appear and
- # the pauses where the bars would be filling up are removed
- # effectively turning this into a CTB system
- ATB = true
- SAMINA_GAUGE_NAME = "ATB"
- ENABLE_PASSING = true
- PASSING_COST = 200
- # If TURN_LENGTH is set to 0 then a turn length will be
- # decided on number of actions
- # TURN_LENGTH is number of seconds per turn
- TURN_LENGTH = 4
- ESCAPE_COST = 500
- # If reset stamina is set to true then all characters
- # will start with a random amount of stamina capped at
- # the percentage you set.
- # If reset stamina is set to false then this just
- # affects enemies.
- STAMINA_START_PERCENT = 20
- # Default skill cost
- # If you want to customise skill costs do it like this
- # SKILL_COST[skill_id] = cost
- SKILL_COST = []
- SKILL_COST[0] = 1000
- # Attack
- SKILL_COST[1] = 1000
- # Guard
- SKILL_COST[2] = 1000
- ITEM_COST = 1000
- # If you prefer to have states handle agility buffs then set STATES_HANDLE_AGI to true
- STATES_HANDLE_AGI = true
- # In the following section mult means the amount you multiply stamina gains by
- # if STATES_HANDLE_AGI is set to true then it is only used to determine bar color
- # with debuffs taking precedence over buffs
- STAMINA_STATES = []
- # Default colour
- STAMINA_STATES[0] = [1,31,32]
- # in the form
- # STAMINA_STATES[STATE_ID] = [MULT,FILL_COLOUR,EMPTY_COLOR]
- # e.g. Haste
- STAMINA_STATES[28] = [2,4,32]
- # e.g. Stop
- STAMINA_STATES[29] = [0,8,32]
- # e.g. Slow
- STAMINA_STATES[30] = [0.5,8,32]
- # Auto-Haste
- STAMINA_STATES[60] = [2,4,32]
- #--------------------------------------------------------------------------
- # ● New Method stamina_gain
- #--------------------------------------------------------------------------
- def self.stamina_gain(battler)
- return ((2 + [0, battler.agi / 10].max) * self.stamina_mult(battler)).to_i
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_gain
- #--------------------------------------------------------------------------
- def self.stamina_mult(battler)
- return 1 if STATES_HANDLE_AGI
- mult = STAMINA_STATES[0][0]
- for state in battler.states
- unless STAMINA_STATES[state.id].nil?
- mult *= STAMINA_STATES[state.id][0]
- end
- end
- return mult
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_gain
- #--------------------------------------------------------------------------
- def self.stamina_colors(battler)
- colors = STAMINA_STATES[0]
- for state in battler.states
- unless STAMINA_STATES[state.id].nil?
- if STAMINA_STATES[state.id][0] < colors[0] or colors[0] == 1
- colors = STAMINA_STATES[state.id]
- end
- end
- end
- return colors
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_start
- #--------------------------------------------------------------------------
- def self.stamina_start(battler)
- battler.stamina = rand(MAX_STAMINA * STAMINA_START_PERCENT / 100)
- end
- end
- class Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● New attr_accessor
- #--------------------------------------------------------------------------
- attr_accessor :stamina
- #--------------------------------------------------------------------------
- # ● Aliases initialize
- #--------------------------------------------------------------------------
- alias yf_fomar_cbs_initialize initialize
- def initialize
- yf_fomar_cbs_initialize
- @stamina = 0
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_rate
- #--------------------------------------------------------------------------
- def stamina_rate
- @stamina.to_f / CBS::MAX_STAMINA
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_rate
- #--------------------------------------------------------------------------
- def stamina_gain
- return if not movable?
- @stamina = [CBS::MAX_STAMINA, @stamina + CBS.stamina_gain(self)].min
- end
- #--------------------------------------------------------------------------
- # ● New Method stamina_color
- #--------------------------------------------------------------------------
- def stamina_color
- for state in @states
- unless CBS::STAMINA_STATES[state].nil?
- return STAMINA_STATES[state]
- end
- end
- return STAMINA_STATES[0]
- end
- end
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● Rewrote update
- #--------------------------------------------------------------------------
- def update
- super
- if (CBS::ENABLE_PASSING and @actor_command_window.active) and Input.press?(:A)
- command_pass
- end
- if BattleManager.in_turn? and !inputting?
- while @subject.nil? and !CBS::ATB
- process_stamina
- end
- if CBS::ATB
- process_stamina
- end
- process_event
- process_action
- end
- BattleManager.judge_win_loss
- end
- #--------------------------------------------------------------------------
- # ● Rewrote Method update_info_viewport
- #--------------------------------------------------------------------------
- def update_info_viewport
- move_info_viewport(0) if @party_command_window.active
- move_info_viewport(128) if @actor_command_window.active
- move_info_viewport(64) if BattleManager.in_turn? and !inputting?
- end
- #--------------------------------------------------------------------------
- # ● New Method inputting?
- #--------------------------------------------------------------------------
- def inputting?
- return @actor_command_window.active || @skill_window.active ||
- @item_window.active || @actor_window.active || @enemy_window.active
- end
- #--------------------------------------------------------------------------
- # ● New Method process_stamina
- #--------------------------------------------------------------------------
- def process_stamina
- @actor_command_window.close
- return if @subject
- BattleManager.advance_turn
- all_battle_members.each do |battler|
- battler.stamina_gain
- end
- @status_window.refresh_stamina
- if @status_window.close?
- @status_window.open
- end
- if BattleManager.escaping?
- $game_party.alive_members.each do |battler|
- if battler.stamina < CBS::MAX_STAMINA
- $game_troop.members.each do |enemy|
- if enemy.stamina == CBS::MAX_STAMINA
- enemy.make_actions
- @subject = enemy
- end
- end
- return
- end
- end
- unless BattleManager.process_escape
- $game_party.alive_members.each do |actor|
- actor.stamina -= CBS::ESCAPE_COST
- end
- BattleManager.set_escaping(false)
- end
- end
- all_battle_members.each do |battler|
- if battler.stamina == CBS::MAX_STAMINA
- battler.make_actions
- @subject = battler
- @subject.update_cooldowns #added a line here
- if @subject.inputable? and battler.is_a?(Game_Actor)
- @actor_command_window.setup(@subject)
- @status_window.index = @subject.index
- BattleManager.set_actor(battler)
- end
- return
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● Rewrote start_party_command_selection Yanfly version
- #--------------------------------------------------------------------------
- def start_party_command_selection
- unless scene_changing?
- refresh_status
- @status_window.unselect
- @status_window.open
- if BattleManager.input_start
- @actor_command_window.close
- @party_command_window.setup
- else
- @party_command_window.deactivate
- turn_start
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● Rewrote start_actor_command_selection
- #--------------------------------------------------------------------------
- def start_actor_command_selection
- @party_command_window.close
- BattleManager.set_escaping(false)
- turn_start
- end
- #--------------------------------------------------------------------------
- # ● Rewrote prior_command Yanfly version
- #--------------------------------------------------------------------------
- def prior_command
- redraw_current_status
- start_party_command_selection
- end
- #--------------------------------------------------------------------------
- # ● Rewrote process_action
- #--------------------------------------------------------------------------
- def process_action
- return if scene_changing?
- if !@subject || !@subject.current_action
- @subject = BattleManager.next_subject
- end
- if Input.trigger?(:B) and (@subject == nil)
- start_party_command_selection
- end
- return unless @subject
- if @subject.current_action
- @subject.current_action.prepare
- if @subject.current_action.valid?
- @status_window.open
- execute_action
- end
- @subject.remove_current_action
- refresh_status
- @log_window.display_auto_affected_status(@subject)
- @log_window.wait_and_clear
- end
- process_action_end unless @subject.current_action
- end
- #--------------------------------------------------------------------------
- # ● Aliases use_item
- #--------------------------------------------------------------------------
- alias cbs_use_item use_item
- def use_item
- cbs_use_item
- @subject.stamina_loss
- end
- #--------------------------------------------------------------------------
- # ● Rewrote turn_end
- #--------------------------------------------------------------------------
- def turn_end
- all_battle_members.each do |battler|
- battler.on_turn_end
- refresh_status
- @log_window.display_auto_affected_status(battler)
- @log_window.wait_and_clear
- end
- #BattleManager.turn_end
- #process_event
- #start_party_command_selection
- end
- #--------------------------------------------------------------------------
- # ● Rewrote command_fight
- #--------------------------------------------------------------------------
- def command_fight
- BattleManager.next_command
- start_actor_command_selection
- end
- #--------------------------------------------------------------------------
- # ● Rewrote command_escape
- #--------------------------------------------------------------------------
- def command_escape
- @party_command_window.close
- BattleManager.set_escaping(true)
- turn_start
- end
- #--------------------------------------------------------------------------
- # ● New method command_pass
- #--------------------------------------------------------------------------
- def command_pass
- BattleManager.actor.stamina -= CBS::PASSING_COST
- BattleManager.clear_actor
- @subject = nil
- turn_start
- @actor_command_window.active = false
- @actor_command_window.close
- end
- #--------------------------------------------------------------------------
- # ● Destroyed next_command
- #--------------------------------------------------------------------------
- def next_command
- @status_window.show
- @actor_command_window.show
- @status_aid_window.hide
- end
- end
- module BattleManager
- #--------------------------------------------------------------------------
- # ● Rewrote setup
- #--------------------------------------------------------------------------
- def self.setup(troop_id, can_escape = true, can_lose = false)
- init_members
- $game_troop.setup(troop_id)
- @can_escape = can_escape
- @can_lose = can_lose
- make_escape_ratio
- @escaping = false
- @turn_counter = 0
- @actions_per_turn = $game_party.members.size + $game_troop.members.size
- ($game_party.members + $game_troop.members).each do |battler|
- if battler.is_a?(Game_Enemy) or CBS::RESET_STAMINA
- CBS.stamina_start(battler)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● New Method set_escaping
- #--------------------------------------------------------------------------
- def self.set_escaping(escaping)
- @escaping = escaping
- end
- #--------------------------------------------------------------------------
- # ● New Method escaping?
- #--------------------------------------------------------------------------
- def self.escaping?
- return @escaping
- end
- #--------------------------------------------------------------------------
- # ● Rewrote turn_start Yanfly version
- #--------------------------------------------------------------------------
- def self.turn_start
- @phase = :turn
- clear_actor
- $game_troop.increase_turn if $game_troop.turn_count == 0
- @performed_battlers = []
- end
- #--------------------------------------------------------------------------
- # ● New Method set_actor
- #--------------------------------------------------------------------------
- def self.set_actor(actor)
- @actor_index = actor.index
- end
- #--------------------------------------------------------------------------
- # ● New Increase action counter
- #--------------------------------------------------------------------------
- def self.add_action
- return if @actions_per_turn.nil?
- @turn_counter += 1
- if @turn_counter == @actions_per_turn and CBS::TURN_LENGTH == 0
- $game_troop.increase_turn
- SceneManager.scene.turn_end
- @turn_counter = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● New Method advance_turn
- #--------------------------------------------------------------------------
- def self.advance_turn
- return if CBS::TURN_LENGTH == 0
- @turn_counter += 1
- if @turn_counter == 60 * CBS::TURN_LENGTH
- $game_troop.increase_turn
- SceneManager.scene.turn_end
- @turn_counter = 0
- end
- end
- end
- class Game_Battler < Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● Rewrote on_turn_end
- #--------------------------------------------------------------------------
- def on_turn_end
- @result.clear
- regenerate_all
- update_state_turns
- update_buff_turns
- remove_states_auto(2)
- end
- #--------------------------------------------------------------------------
- # ● New Method on_turn_end
- #--------------------------------------------------------------------------
- def stamina_loss
- return if dead?
- if self.actor?
- @stamina -= input.stamina_cost
- else
- @stamina -= @actions[0].stamina_cost
- end
- BattleManager.add_action
- end
- end
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● Rewrote input
- #--------------------------------------------------------------------------
- def input
- if @actions[@action_input_index] == nil
- @actions[@action_input_index] = Game_Action.new(self)
- end
- return @actions[@action_input_index]
- end
- end
- class Game_Action
- #--------------------------------------------------------------------------
- # ● New Method stamina_cost
- #--------------------------------------------------------------------------
- def stamina_cost
- if @item.is_skill?
- return CBS::SKILL_COST[item.id] if CBS::SKILL_COST[item.id]
- return CBS::SKILL_COST[0]
- end
- return CBS::ITEM_COST if @item.is_item?
- return CBS::MAX_STAMINA
- end
- end
- class Window_BattleStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # Aliases method: draw_item yanfly version
- #--------------------------------------------------------------------------
- alias prefomar_draw_item draw_item
- def draw_item(index)
- unless CBS::ATB
- prefomar_draw_item(index)
- return
- end
- return if index.nil?
- clear_item(index)
- actor = battle_members[index]
- rect = item_rect(index)
- return if actor.nil?
- draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
- draw_actor_name(actor, rect.x, rect.y, rect.width-8)
- draw_actor_action(actor, rect.x, rect.y)
- draw_actor_icons(actor, rect.x, line_height*1, rect.width)
- gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
- contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
- draw_actor_hp(actor, rect.x+2, line_height*2, rect.width-4)
- if draw_tp?(actor) && draw_mp?(actor)
- dw = rect.width/2-2
- dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
- draw_actor_tp(actor, rect.x+2, line_height*2+gx, dw)
- dw = rect.width - rect.width/2 - 2
- draw_actor_mp(actor, rect.x+rect.width/2, line_height*2+gx, dw)
- elsif draw_tp?(actor) && !draw_mp?(actor)
- draw_actor_tp(actor, rect.x+2, line_height*2+gx, rect.width-4)
- else
- draw_actor_mp(actor, rect.x+2, line_height*2+gx, rect.width-4)
- end
- draw_actor_stamina(actor, rect.x+2, line_height*3, rect.width-4)
- end
- #--------------------------------------------------------------------------
- # overwrite method: draw_item yanfly version
- #--------------------------------------------------------------------------
- def draw_item_stamina(index)
- return if index.nil?
- actor = battle_members[index]
- rect = item_rect(index)
- return if actor.nil?
- gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
- contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
- draw_actor_stamina(actor, rect.x+2, line_height*3, rect.width-4)
- end
- #--------------------------------------------------------------------------
- # new method: refresh_stamina
- #--------------------------------------------------------------------------
- def refresh_stamina
- return unless CBS::ATB
- item_max.times {|i| draw_item_stamina(i) }
- end
- #--------------------------------------------------------------------------
- # new method: draw_actor_stamina
- #--------------------------------------------------------------------------
- def draw_actor_stamina(actor, dx, dy, width = 124)
- draw_gauge(dx, dy, width, actor.stamina_rate, text_color(CBS.stamina_colors(actor)[2]),text_color(CBS.stamina_colors(actor)[1]))
- change_color(system_color)
- cy = (Font.default_size - contents.font.size) / 2 + 1
- draw_text(dx+2, dy+cy, 30, line_height, CBS::SAMINA_GAUGE_NAME)
- end
- end
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