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- /*============================================================================
- * ## Plugin Info
- *----------------------------------------------------------------------------
- * # Plugin Name
- * DoubleX RMMV Status Bars
- *----------------------------------------------------------------------------
- * # Terms Of Use
- * 1. Commercial use's always allowed and crediting me's always optional.
- * 2. You shall keep this plugin's Plugin Info part's contents intact.
- * 3. You shalln't claim that this plugin's written by anyone other than
- * DoubleX or my aliases. I always reserve the right to deny you from
- * using any of my plugins anymore if you've violated this.
- * 4. CC BY 4.0, except those conflicting with any of the above, applies
- * to this plugin, unless you've my permissions not needing follow so.
- * 5. I always reserve the right to deny you from using this plugin
- * anymore if you've violated any of the above.
- *----------------------------------------------------------------------------
- * # Prerequisites
- * Abilities:
- * 1. Nothing special for most rudimetary use cases
- * 2. Little RMMV plugin development proficiency for most ordinary uses
- * 3. Some RMMV plugin development proficiency to fully utilize this
- *----------------------------------------------------------------------------
- * # Links
- * This plugin:
- * 1. http://pastebin.com/5BMvWPbu
- * Video:
- * 1. https://www.youtube.com/watch?v=kaGhzueQwUs
- * Mentioned Patreon Supporters:
- * https://www.patreon.com/posts/71738797
- *----------------------------------------------------------------------------
- * # Author
- * DoubleX
- *----------------------------------------------------------------------------
- * # Changelog
- * v1.01b(GMT 1200 7-7-2019):
- * 1. Fixed the invisible status bars not being able to be visible again
- * 2. Fixed the equips, classes and actors status bar data not being used
- * v1.01a(GMT 1400 12-8-2017):
- * 1. Lets you set the status bars to show the stat change processes via
- * showProc, procUpdateRate, procColor1 and procColor2 in SBX
- * 2. Fixed crashes for status bars having the same minimum and maximum
- * v1.00a(GMT 1700 16-9-2016):
- * 1. 1st version of this plugin finished
- *============================================================================*/
- /*:
- * @plugindesc Lets you use bars to show battler statuses on their sprites
- * @author DoubleX
- *
- * @param isEnabled
- * @desc Sets whether this plugin will be enabled
- * It'll be stored as a boolean, and will be regarded as true if and only
- * if it's true
- * Don't change this during the same battle unless you really know what
- * you're truly foing
- * E.g.: Setting isEnabled as false will disable this plugin
- * @default true
- *
- * @help
- * You're supposed to open this plugin js file to edit its configurations
- * The default plugin file name is DoubleX RMMV Status Bars v101b
- * If you want to change that, you must edit the value of
- * DoubleX_RMMV.Status_Bars_File, which must be done via opening this plugin
- * js file directly
- *============================================================================
- * ## Notetag Info
- *----------------------------------------------------------------------------
- * # Actor/Class/Weapon/Armor/Enemy/State Notetags:
- * State notetags take the highest priority, followed by enemy, weapon,
- * armor, class and actor
- * 1. <status status bar: SBX>
- * - Sets the battler to setup a status bar of status using
- * configurations set in function name SBX, which can only be edited
- * in this plugin js file directly
- * - status must be included in STATUSES, which can only be edited in
- * this plugin js file directly
- * - E.g.:
- * <hp status bar: HP> will set the battler to setup a hp status bar
- * using configurations set in HP, which can only be edited in this
- * plugin js file directly
- * - Only the 1st effective notetag among all having the same status
- * will be used(Reference tag: NOTETAG_MONO)
- *============================================================================
- * ## Plugin Call Info
- *----------------------------------------------------------------------------
- * # Configuration manipulations
- * 1. $gameSystem.statusBars.param
- * - Returns the stored value of param listed in the plugin manager
- * - E.g.:
- * $gameSystem.statusBars.isEnabled will return a Boolean indicating
- * whether this plugin's enabled
- * 2. $gameSystem.statusBars.param = val
- * - Sets the stored value of param listed in plugin manager as val
- * - E.g.:
- * $gameSystem.statusBars.isEnabled = false will set the stored
- * value of parameter isEnabled shown on the plugin manager as false
- * - All $gameSystem.statusBars.param changes will be saved
- * # Actor/Class/Weapon/Armor/Enemy/State notetag manipulations
- * 1. meta.statusBars[status]
- * - Returns the function name SBX for String status specified in
- * <status status bar: SBX> if there's any
- * - E.g.:
- * $dataStates[1].meta.statusBars[hp] will return the function SBX
- * specified in <hp status bar: SBX> notetag of state with id 1
- * 2. meta.statusBars[status] = SBX
- * - Sets the String status in <status status bar: SBX> notetag to use
- * the function with name SBX which is a String
- * - E.g.:
- * $dataEnemies[2].meta.statusBars['mp'] = 'MP' will set the SBX
- * specified in <mp status bar: SBX> notetag of enemy with id 2 as
- * MP
- * - All meta.statusBars changes can be saved if
- * DoubleX RMMV Dynamic Data is used
- * # Battler manipulations
- * 1. isStatusBarChanged[status] = true
- * - Notifys the status status bar of the battler to use a new
- * configuration object
- * - It'll be reset as false once a new configuration object's used
- * - E.g.:
- * $gameParty.aliveMembers()[0].isStatusBarChanged['tp'] = true will
- * notify the tp status bar of the battler to use a new
- * configuration object
- * # Status bar manipulations
- * 1. new Window_Status_Bar(battler, status)
- * - Creates a new status bar showing the status status of battler
- * battler
- * - E.g.:
- * new Window_Status_Bar($gameTroop.aliveMembers()[0], 'hp') will
- * create a new status bar showing the hp status of the 1st troop
- * member
- *============================================================================
- */
- var DoubleX_RMMV = DoubleX_RMMV || {};
- DoubleX_RMMV['Status Bars'] = 'v1.01b';
- // The plugin file name must be the same as DoubleX_RMMV.Status_Bars_File
- DoubleX_RMMV.Status_Bars_File = 'DoubleX RMMV Status Bars v101b';
- /*============================================================================
- * ## Plugin Configurations
- * You only need to edit this part as it's about what this plugin does
- *----------------------------------------------------------------------------*/
- DoubleX_RMMV.Status_Bars = {
- /* Setups the list of statuses that can have their status bars drawn
- * Each status must be represented by the name of its battler getter
- */
- STATUSES: [
- 'hp',
- 'mp',
- 'tp'
- ],
- /*------------------------------------------------------------------------
- * Status Bar Functions
- * - Setups SBX used by <status bar: SBX>
- *------------------------------------------------------------------------*/
- /* SBX are used by Window_Status_Bar at this._cfg = SB[this._cfgName](); in
- * _updateCfg
- * SBX are Javascript functions which must return an Object having at least
- * the following:
- * {
- * visible: function(battler), // Hotspot
- * opacity: function(battler), // Hotspot
- * backColor: function(battler), // Hotspot
- * color1: function(battler), // Hotspot
- * color2: function(battler), // Hotspot
- * x: function(battler), // Hotspot
- * y: function(battler), // Hotspot
- * w: function(battler), // Hotspot
- * h, function(battler), // Hotspot
- * text, function(battler), // Hotspot
- * textX: function(battler), // Hotspot
- * textY: function(battler), // Hotspot
- * textSize: function(battler), // Hotspot
- * textColor: function(battler), // Hotspot
- * min: function(battler), // Hotspot
- * max: function(battler), // Hotspot
- * (v1.01a+)showProc: function(battler), // Hotspot
- * (v1.01a+)procUpdateRate: function(battler) // Hotspot
- * }
- * All functions will be bound to the Window_Status_Bar upon its creation
- * and must take the battler and database item using the SBX as their
- * arguments
- *
- * Status bar configuration functions:
- * The function result of visible, which is the status bar visibility, will
- * be interpreted as truthy or falsy only
- * The function of opacity, which is the status bar opacity, must return a
- * Number between 0 and 255
- * The functions of backColor, color1 and color2, which are the status bar
- * back, 1st and 2nd colors respectively, must return a Number between
- * #00000000 and #FFFFFFFF
- * The functions of x and y, which are the status bar x and y offsets from
- * the battler sprites respectively, must return a Number
- * The functions of w and h, which are the status bar width and height
- * respectively, must return a positive Number
- * The function of text, which is the status bar description text, must
- * return a String
- * The functions of textX, textY and textSize, which are the status bar
- * description text x and y offset from the status bar, and size
- * respectively, must return a positive Number
- * The functions of min and max, which are the minimum and maximum value of
- * the status respiectively, must return a Number that must be not greater
- * than and not less than all the possible values of the current value
- * respectively
- * (v1.01a+)The functions of showProc, which is whether the stat change
- * processes will be shown on the status bars, will be interpreted as truthy
- * or falsy only
- * (v1.01a+)The functions of procUpdateRate, which is the rate relative to
- * the max length of the stat bar per second, must return a Number between 0
- * and 1
- * (v1.01a+)The functions of procColor1 and procColor2, which are the status
- * bar 1st and 2nd stat change colors respectively, must return a Number
- * between #00000000 and #FFFFFFFF
- *
- * SBX names can only use alphanumeric characters
- * The below SBX are examples added to help you set your SBX
- * You can freely use, rewrite and/or delete these examples
- *
- * Advanced:
- * The status bar prototype's inherited from Window_Base.prototype
- * All status bar configuration functions are used by Window_Status_Bar
- * visible and opacity are used in _updateBarVisibility
- * backColor, color1, color2, textColor, text, textX and textY are used in
- * _updateSetting
- * x, y, w and h are used in initialize
- * x is also used in _updateX
- * y is also used in _updateY
- * w is also used in _updateW
- * h is also used in _updateH
- * min and max are used in _updateFillW
- * (v1.01a+)showProc
- */
- // Sets the status bar to display the battler's hp statuses
- HP: function() { // v1.00a - v1.01a; Potential Hotspot
- return {
- // Sets the hp bar to be always visible only for alive battlers
- visible: function(battler) { return battler.isAlive(); }, // Hotspot
- // Sets the hp bar opacity to be always 255
- opacity: function(battler) { return 255; }, // Hotspot
- // Sets the hp bar color 1 to be always text color 15
- backColor: function(battler) { // Hotspot
- return this.textColor(15);
- },
- // Sets the hp bar color 1 to be always text color 20
- color1: function(battler) { return this.textColor(20); }, // Hotspot
- // Sets the hp bar color 2 to be always text color 21
- color2: function(battler) { return this.textColor(21); }, // Hotspot
- // Sets the hp bar x offset from battler sprite to be always 0
- x: function(battler) { return 0; }, // Hotspot
- // Sets the hp bar y offset from battler sprite to be always 16
- y: function(battler) { return 16; }, // Hotspot
- // Sets the hp bar width to be always 87
- w: function(battler) { return 87; }, // Hotspot
- // Sets the hp bar height to be always 16
- h: function(battler) { return 16; }, // Hotspot
- // Sets the hp bar description text to be always hp/mhp
- text: function(battler) { // Hotspot
- return battler.hp.toString() + '/' + battler.mhp.toString();
- },
- // Sets the hp bar description text size to be always 0
- textX: function(battler) { return 0; }, // Hotspot
- // Sets the hp bar description text size to be always 0
- textY: function(battler) { return 0; }, // Hotspot
- // Sets the hp bar description text size to be always 13
- textSize: function(battler) { return 13; }, // Hotspot
- // Sets hp bar description text color to be always text color 0
- textColor: function(battler) { // Hotspot
- return this.textColor(0);
- },
- // Sets the minimum hp to be shown on the hp bar to be always 0
- min: function(battler) { return 0; }, // Hotspot
- // Sets the maximum hp to be shown on the hp bar to be always mhp
- max: function(battler) { return battler.mhp; }, // Hotspot
- // (v1.01a+)Sets the hp change processes to be always shown
- showProc: function(battler) { return true; }, // Hotspot
- // (v1.01a+)Sets the hp change processes rate to be 100% of the
- // max length of the hp bar per second
- procUpdateRate: function(battler) { return 0.2; }, // Hotspot
- // Sets the hp change process color 1 to be always text color 6
- procColor1: function(battler) { return this.textColor(6); },
- // Hotspot
- // Sets the hp change process color 2 to be always text color 17
- procColor2: function(battler) { return this.textColor(17); }
- // Hotspot
- };
- },
- // Sets the status bar to display the battler's mp statuses
- MP: function() { // v1.00a - v1.01a; Potential Hotspot
- return {
- // Sets the mp bar to be always visible only for alive battlers
- visible: function(battler) { return battler.isAlive(); }, // Hotspot
- // Sets the mp bar opacity to be always 255
- opacity: function(battler) { return 255; }, // Hotspot
- // Sets the mp bar color 1 to be always text color 15
- backColor: function(battler) { // Hotspot
- return this.textColor(15);
- },
- // Sets the mp bar color 1 to be always text color 22
- color1: function(battler) { return this.textColor(22); }, // Hotspot
- // Sets the mp bar color 2 to be always text color 23
- color2: function(battler) { return this.textColor(23); }, // Hotspot
- // Sets the mp bar x offset from battler sprite to be always 0
- x: function(battler) { return 0; }, // Hotspot
- // Sets the mp bar y offset from battler sprite to be always 32
- y: function(battler) { return 32; }, // Hotspot
- // Sets the mp bar width to be always 87
- w: function(battler) { return 87; }, // Hotspot
- // Sets the mp bar height to be always 16
- h: function(battler) { return 16; }, // Hotspot
- // Sets the mp bar description text to be always mp/mmp
- text: function(battler) { // Hotspot
- return battler.mp.toString() + '/' + battler.mmp.toString();
- },
- // Sets the mp bar description text size to be always 0
- textX: function(battler) { return 0; }, // Hotspot
- // Sets the mp bar description text size to be always 0
- textY: function(battler) { return 0; }, // Hotspot
- // Sets the mp bar description text size to be always 13
- textSize: function(battler) { return 13; }, // Hotspot
- // Sets mp bar description text color to be always text color 0
- textColor: function(battler) { // Hotspot
- return this.textColor(0);
- },
- // Sets the minimum mp to be shown on the hp bar to be always 0
- min: function(battler) { return 0; }, // Hotspot
- // Sets the maximum mp to be shown on the hp bar to be always mmp
- max: function(battler) { return battler.mmp; }, // Hotspot
- // (v1.01a+)Sets the mp change processes to be always shown
- showProc: function(battler) { return true; }, // Hotspot
- // (v1.01a+)Sets the mp change processes rate to be 100% of the
- // max length of the mp bar per second
- procUpdateRate: function(battler) { return 0.2; }, // Hotspot
- // Sets the mp change process color 1 to be always text color 1
- procColor1: function(battler) { return this.textColor(1); },
- // Hotspot
- // Sets the mp change process color 2 to be always text color 4
- procColor2: function(battler) { return this.textColor(4); }
- // Hotspot
- };
- },
- // Sets the status bar to display the battler's tp statuses
- TP: function() { // v1.00a - v1.01a; Potential Hotspot
- return {
- // Sets the tp bar to be always visible
- visible: function(battler) { return battler.isAlive(); }, // Hotspot
- // Sets the tp bar opacity to be always 255
- opacity: function(battler) { return 255; }, // Hotspot
- // Sets the tp bar color 1 to be always text color 15
- backColor: function(battler) { // Hotspot
- return this.textColor(15);
- },
- // Sets the tp bar color 1 to be always text color 28
- color1: function(battler) { return this.textColor(28); }, // Hotspot
- // Sets the tp bar color 2 to be always text color 29
- color2: function(battler) { return this.textColor(29); }, // Hotspot
- // Sets the tp bar x offset from battler sprite to be always 0
- x: function(battler) { return 0; }, // Hotspot
- // Sets the tp bar y offset from battler sprite to be always 48
- y: function(battler) { return 48; }, // Hotspot
- // Sets the tp bar width to be always 87
- w: function(battler) { return 87; }, // Hotspot
- // Sets the tp bar height to be always 16
- h: function(battler) { return 16; }, // Hotspot
- // Sets the tp bar description text to be always tp/maxTp()
- text: function(battler) { // Hotspot
- return battler.tp.toString() + '/' + battler.maxTp().toString();
- },
- // Sets the tp bar description text size to be always 0
- textX: function(battler) { return 0; }, // Hotspot
- // Sets the tp bar description text size to be always 0
- textY: function(battler) { return 0; }, // Hotspot
- // Sets the tp bar description text size to be always 13
- textSize: function(battler) { return 13; }, // Hotspot
- // Sets tp bar description text color to be always text color 0
- textColor: function(battler) { // Hotspot
- return this.textColor(0);
- },
- // Sets the minimum tp to be shown on the hp bar to be always 0
- min: function(battler) { return 0; }, // Hotspot
- // Sets maximum tp to be shown on the hp bar to be always maxTp()
- max: function(battler) { return battler.maxTp(); }, // Hotspot
- // (v1.01a+)Sets the tp change processes to be always shown
- showProc: function(battler) { return true; }, // Hotspot
- // (v1.01a+)Sets the mp change processes rate to be 100% of the
- // max length of the mp bar per second
- procUpdateRate: function(battler) { return 0.2; }, // Hotspot
- // Sets the tp change process color 1 to be always text color 3
- procColor1: function(battler) { return this.textColor(3); },
- // Hotspot
- // Sets the tp change process color 2 to be always text color 24
- procColor2: function(battler) { return this.textColor(24); }
- // Hotspot
- };
- },
- // Adds new SBX here
- }; // DoubleX_RMMV.Status_Bars
- /*============================================================================
- * ## Plugin Implementations
- * You need not edit this part as it's about how this plugin works
- *----------------------------------------------------------------------------
- * # Plugin Support Info:
- * 1. Prerequisites
- * - Decent RMMV plugin development proficiency to fully comprehend
- * this
- *----------------------------------------------------------------------------*/
- DoubleX_RMMV.Is_Status_Bar_Notes_Loaded = false; // v1.00a - v1.00a
- DoubleX_RMMV.Status_Bars_Params = { // v1.00a - v1.00a
- isEnabled: 'Boolean', // Marks that isEnabled is a Boolean
- /* Checks whether the passed configuration value's truthy or falsy
- * Functional cohesion/Data coupling/Referentially transperant
- * (String)param: The param to have its boolean value checked
- * Return: The boolean value of the param
- */
- Boolean: function(param) { return param === 'true'; }
- }; // DoubleX_RMMV.Status_Bars_Params
- function Window_Status_Bar() { this.initialize.apply(this, arguments); }
- (function(SB) {
- 'use strict';
- SB.DataManager = {};
- var DM = SB.DataManager;
- DM.isDatabaseLoaded = DataManager.isDatabaseLoaded;
- DataManager.isDatabaseLoaded = function() { // v1.00a - v1.00a; Extended
- // Rewritten to read all notetags of this plugin as well
- return DM.isDatabaseLoaded.apply(this, arguments) && DM._loadAllNotes();
- //
- }; // DataManager.isDatabaseLoaded
- /* Reads all notetags of this plugin from the database
- * Return: True
- * Functional cohesion/Message coupling/Idempotent
- */
- DM._loadAllNotes = function() { // v1.00a - v1.00a; New
- // Ensures the notetags will only be read exactly once upon game start
- if (DoubleX_RMMV.Is_Status_Bar_Notes_Loaded) return true;
- var types = [$dataActors, $dataClasses, $dataWeapons, $dataArmors];
- types.concat([$dataEnemies, $dataStates]).forEach(function(type) {
- type.forEach(function(data) { if (data) DM._loadNotes(data); });
- });
- DoubleX_RMMV.Is_Status_Bar_Notes_Loaded = true;
- //
- return true;
- }; // DM._loadAllNotes
- /* Reads all notetags of this plugin from a dataum of the database
- * (Object)datum: The datum to have its notetags of this plugin read
- * Functional cohesion/Data coupling/Idempotent
- */
- DM._loadNotes = function(datum) { // v1.00a - v1.00a; New
- var statusBars = datum.meta.statusBars = {}; // Plugin call
- var regExp = /< *(\w+) +status +bar *: *(\w+) *>/i, status;
- // Refer to reference tag NOTETAG_MONO
- datum.note.split(/[\r\n]+/).forEach(function(line) {
- if (!line.match(regExp)) return;
- status = RegExp.$1;
- statusBars[status] = statusBars[status] || RegExp.$2;
- });
- //
- }; // DM._loadNotes
- SB.Game_System = {};
- var GS = SB.Game_System;
- /*------------------------------------------------------------------------
- * New public instance variable
- *------------------------------------------------------------------------*/
- // (Plugin call)The container of all parameters shown on the plugin manger
- Object.defineProperty(Game_System.prototype, "statusBars", {
- get: function() { /* Hotspot */ return this._statusBars; },
- configurable: true
- });
- GS.initialize = Game_System.prototype.initialize;
- Game_System.prototype.initialize = function() { // v1.00a - v1.00a; Extended
- GS.initialize.apply(this, arguments);
- GS._initializeStatusBars.call(this); // Added to setup configurations
- }; // Game_System.prototype.initialize
- /* Initializes all parameters of this plugin shown on the plugin manager
- * Functional cohesion/Message coupling/Idempotent
- */
- GS._initializeStatusBars = function() { // v1.00a - v1.00a; New
- this._statusBars = {};
- var params = PluginManager.parameters(DoubleX_RMMV.Status_Bars_File);
- var SBP = DoubleX_RMMV.Status_Bars_Params;
- // Lets parameters to use their strategies to have their desired formats
- Object.keys(params).forEach(function(param) {
- this._statusBars[param] = SBP[SBP[param]](params[param]);
- }, this);
- //
- }; // GS._initializeStatusBars
- SB.Game_BattlerBase = {};
- var GBB = SB.Game_BattlerBase;
- /*------------------------------------------------------------------------
- * New public instance variable
- *------------------------------------------------------------------------*/
- // (Plugin call only)Container of all status bar change notification flags
- Object.defineProperty(Game_BattlerBase.prototype, "isStatusBarChanged", {
- get: function() { /* Hotspot */ return this._isStatusBarChanged; },
- configurable: true
- });
- /*------------------------------------------------------------------------
- * New private instance variable
- *------------------------------------------------------------------------*/
- // _statusBars: The container of all status bar configurations
- GBB.initMembers = Game_BattlerBase.prototype.initMembers;
- Game_BattlerBase.prototype.initMembers = function() {
- // v1.00a - v1.00a; Extended
- GBB._initStatusBarChanges.call(this); // Added
- GBB.initMembers.apply(this, arguments);
- }; // Game_BattlerBase.prototype.initMembers
- GBB.refresh = Game_BattlerBase.prototype.refresh;
- Game_BattlerBase.prototype.refresh = function() {
- // v1.00a - v1.00a; Extended
- GBB.refresh.apply(this, arguments);
- // Added to notify that the status bar configurations might be changed
- if (!$gameSystem.statusBars.isEnabled) return;
- GBB._notifyStatusBarChanges.call(this);
- //
- }; // Game_BattlerBase.prototype.refresh
- /* Setups the change notification flags of all statuses for this battler
- * Functional cohesion/Message coupling/Idempotent
- */
- GBB._initStatusBarChanges = function() { // v1.00a - v1.00a; New
- this._statusBars = {};
- this._isStatusBarChanged = {};
- SB.STATUSES.forEach(function(status) {
- this._isStatusBarChanged[status] = true;
- }, this);
- }; // GBB._initStatusBarChanges
- /* Marks that a new status bar configuration might need to be used
- * Functional cohesion/Message coupling/Idempotent
- */
- GBB._notifyStatusBarChanges = function() { // v1.00a - v1.00a; New
- // Raises the change notification flags of all statuses for this battler
- Object.keys(this._isStatusBarChanged).forEach(function(status) {
- this._isStatusBarChanged[status] = true;
- }, this);
- //
- }; // GBB._notifyStatusBarChanges
- /* Returns the latest status bar configuration object for the given status
- * Sequential cohesion/Data coupling/Idempotent
- * (String)status: The battler status shown by the status bar
- * Return(Object): The status bar configuration object for the given status
- */
- GBB.statusBarCfg = function(status) { // v1.00a - v1.00a; New; Hotspot
- // Setups a new status bar configuration only when it might be needed
- if (!this._statusBars[status] || this._isStatusBarChanged[status]) {
- this._isStatusBarChanged[status] = false;
- this._statusBars[status] = GBB._newStatusBarCfg.call(this, status);
- }
- //
- return this._statusBars[status];
- }; // GBB.statusBarCfg
- /* Returns a new status bar configuration object for the given status
- * Functional cohesion/Data coupling/Referentially transperant
- * (String)status: The battler status shown by the status bar
- * Return(Object): A new status bar configuration object for the status
- */
- GBB._newStatusBarCfg = function(status) {
- // v1.00a - v1.00a; New; Potential Hotspot
- // Refer to reference tag NOTETAG_MONO
- var datum = this._statusBarData().filter(function(data) {
- return data.meta.statusBars[status];
- })[0];
- return datum ? datum.meta.statusBars[status] : '';
- //
- }; // GBB._newStatusBarCfg
- /* Returns all database items that might have status bar configuration notes
- * Functional cohesion/Message coupling/Referentially transperant
- * Return(Array): An array of database item used by this battler
- */
- GBB._statusBarData = function() { // v1.00a - v1.00a; New; Potential Hotspot
- return this.states(); // Game_BattlerBase is abstract so GBB can be used
- }; // GBB._statusBarData
- /* Returns all database items that might have status bar configuration notes
- * Functional cohesion/Message coupling/Referentially transperant
- * Return(Array): An array of database item used by this actor
- */
- Game_Actor.prototype._statusBarData = function() {
- // v1.00a - v1.00a; New; Potential Hotspot
- // Use polymorphism at the cost of not using GA
- var data = GBB._statusBarData.call(this);
- return data.concat(this.equips().filter(function(equip) {
- return equip;
- })).concat([this.currentClass(), this.actor()]);
- //
- }; // Game_Actor.prototype._statusBarData
- /* Returns all database items that might have status bar configuration notes
- * Functional cohesion/Message coupling/Referentially transperant
- * Return(Array): An array of database item used by this enemy
- */
- Game_Enemy.prototype._statusBarData = function() {
- // v1.00a - v1.00a; New; Potential Hotspot
- // Use polymorphism at the cost of not using GE
- return GBB._statusBarData.call(this).concat([this.enemy()]);
- //
- }; // Game_Enemy.prototype._statusBarData
- SB.Sprite_Battler = {};
- var SBSB = SB.Sprite_Battler;
- /*------------------------------------------------------------------------
- * New private instance variable
- *------------------------------------------------------------------------*/
- // _statusBars: The container of all status bars for the battler
- SBSB.setBattler = Sprite_Battler.prototype.setBattler;
- Sprite_Battler.prototype.setBattler = function(battler) {
- // 1.00a - v1.00a; Extended; Hotspot
- // Added to reconfigure the status bars upon battler change
- var change = battler !== this._battler;
- //
- SBSB.setBattler.apply(this, arguments);
- // Added
- if (!$gameSystem.statusBars.isEnabled || !battler || !change) return;
- if (!this._statusBars) return SBSB._initStatusBars.call(this);
- SBSB._setStatusBarBattlers.call(this);
- //
- }; // Sprite_Battler.prototype.setBattler
- /* Setups all status bars for this battler
- * Functional cohesion/Message coupling/Idempotent
- */
- SBSB._initStatusBars = function() { // v1.00a - v1.00a; New
- this._statusBars = {};
- SB.STATUSES.forEach(function(status) {
- this._statusBars[status] =
- new Window_Status_Bar(this._battler, status);
- this.addChild(this._statusBars[status]);
- }, this);
- }; // SBSB._initStatusBars
- /* Updates the owner info stored in all status bars
- * Functional cohesion/Message coupling/Idempotent
- */
- SBSB._setStatusBarBattlers = function() { // v1.00a - v1.00a; New
- SB.STATUSES.forEach(function(status) {
- this._statusBars[status].battler = this._battler;
- }, this);
- }; // SBSB._setStatusBarBattlers
- /*------------------------------------------------------------------------
- * # New class: Window_Status_Bar
- *------------------------------------------------------------------------*/
- Window_Status_Bar.prototype = Object.create(Window_Base.prototype);
- Window_Status_Bar.prototype.constructor = Window_Status_Bar;
- /*------------------------------------------------------------------------
- * New public instance variable
- *------------------------------------------------------------------------*/
- // battler: The battler owning this status bar
- Object.defineProperty(Window_Status_Bar.prototype, "battler", {
- set: function() { /* Hotspot */ return this._battler; },
- configurable: true
- });
- /*------------------------------------------------------------------------
- * New private instance variables
- *------------------------------------------------------------------------*/
- /* _backColor: The back color of this status bar
- * _cfgName: The name of the configuration object used by this status bar
- * _cfg: The configuration object used by this status bar
- * _color1: The 1st color of this status bar
- * _color2: The 2nd color of this status bar
- * _fillW: The width of the filled portion of the status bar
- * _isRedraw: The flag indicating whether the status bar needs to be redrawn
- * (v1.01a+)_procFillW: The width of the stat change process bar
- * _status: The battler status shown by this status bar
- * _text: The status bar description text
- * _textColor: The color of the status bar description text
- * _textX: The x offset of the status bar description text from this bar
- * _textY: The y offset of the status bar description text from this bar
- */
- Window_Status_Bar.prototype.initialize = function(battler, status) {
- // v1.00a - v1.00a
- this._battler = battler;
- this._status = status;
- this._updateCfg(battler, status);
- if (this._cfg) {
- Window_Base.prototype.initialize.call(this, this._cfg.x(battler),
- this._cfg.y(battler), this._cfg.w(battler), this._cfg.h(battler));
- } else {
- Window_Base.prototype.initialize.call(this, 0, 0, 0, 0);
- }
- this.opacity = 0; // Only the status bar needs to be shown
- }; // Window_Status_Bar.prototype.initialize
- Window_Status_Bar.prototype.standardFontSize = function() {
- // v1.00a - v1.00a; Hotspot
- if (this._cfg) return this._cfg.textSize(this._battler);
- return Window_Base.prototype.standardFontSize.call(this);
- }; // Window_Status_Bar.prototype.standardFontSize
- Window_Status_Bar.prototype.standardPadding = function() {
- // v1.00a - v1.00a; Hotspot
- // The whole window is just the statu bar
- return this._cfg ? 0 : Window_Base.prototype.standardPadding.call(this);
- //
- }; // Window_Status_Bar.prototype.standardPadding
- Window_Status_Bar.prototype.resetFontSettings = function() {
- // v1.00a - v1.00a; Hotspot
- if (this.contents.fontSize === this.standardFontSize()) return;
- Window_Base.prototype.resetFontSettings.call(this);
- this._isRedraw = true;
- }; // Window_Status_Bar.prototype.resetFontSettings
- Window_Status_Bar.prototype.update = function() {
- // v1.00a - v1.00a; Hotspot
- Window_Base.prototype.update.call(this);
- this._updateBarStatuses(this._battler);
- }; // Window_Status_Bar.prototype.update
- /* Updates all statuses of this status bar
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- */
- Window_Status_Bar.prototype._updateBarStatuses = function(battler) {
- // v1.00a - v1.00a; Hotspot
- if (!battler) return this.visible = false;
- this._updateCfg(battler, this._status);
- this._updateBarVisibility(battler, this._cfg);
- if (!this.visible || this.contentsOpacity <= 0) return;
- this._updateDimensions(battler, this._cfg, this._status);
- if (!this.visible) return;
- this._updateColorText(battler, this._cfg);
- if (!this.visible || !this._isRedraw) return;
- this._isRedraw = false;
- this._redraw(battler, this._cfg);
- }; // Window_Status_Bar.prototype._updateBarStatuses
- /* Updates all configurations used by this status bar
- * Functional cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (String)status: The battler status shown by this status bar
- */
- Window_Status_Bar.prototype._updateCfg = function(battler, status) {
- // v1.00a - v1.00a; Hotspot
- if (!battler) return;
- var lastCfgName = this._cfgName;
- this._cfgName = GBB.statusBarCfg.call(battler, status);
- if (lastCfgName === this._cfgName) return;
- if (this._cfgName.length <= 0) return this._cfg = null;
- this._cfg = SB[this._cfgName]();
- Object.keys(this._cfg).forEach(function(cfg) {
- this._cfg[cfg] = this._cfg[cfg].bind(this);
- }, this);
- }; // Window_Status_Bar.prototype._updateCfg
- /* Updates all visibility settings used by this status bar
- * Functional cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateBarVisibility = function(battler, cfg) {
- // v1.00a - v1.01b; Hotspot
- this.visible = battler && cfg && cfg.visible(battler);
- if (this.visible) this.contentsOpacity = cfg.opacity(battler);
- }; // Window_Status_Bar.prototype._updateBarVisibility
- /* Updates all dimensional settings of this status bar
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- * (String)status: The battler status shown by this status bar
- */
- Window_Status_Bar.prototype._updateDimensions =
- function(battler, cfg, status) {
- // v1.00a - v1.00a; Hotspot
- this._updateW(battler, cfg);
- this.visible = this.visible && this.width > 0;
- if (!this.visible) return;
- this._updateH(battler, cfg);
- this.visible = this.visible && this.height > 0;
- if (!this.visible) return;
- this._updateX(battler, cfg);
- this._updateY(battler, cfg);
- this._updateFillW(battler, cfg, status);
- }; // Window_Status_Bar.prototype.updateDimensions
- /* Updates the width of this status bar and the redraw flag
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateW = function(battler, cfg) {
- // v1.00a - v1.00a; Hotspot
- var newW = battler && cfg ? cfg.w(battler) : 0;
- if (this.width === newW) return;
- this.width = newW;
- this._isRedraw = true;
- }; // Window_Status_Bar.prototype._updateW
- /* Updates the height of this status bar and the redraw flag
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateH = function(battler, cfg) {
- // v1.00a - v1.00a; Hotspot
- var newH = battler && cfg ? cfg.h(battler) : 0;
- if (this.height === newH) return;
- this.height = newH;
- this._isRedraw = true;
- }; // Window_Status_Bar.prototype._updateH
- /* Updates the x offset of this status bar from the battler sprite
- * Functional cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateX = function(battler, cfg) {
- // v1.00a - v1.00a; Hotspot
- if (!battler || !cfg) return;
- var newX = cfg.x(battler);
- if (this.x !== newX) this.x = newX;
- }; // Window_Status_Bar.prototype._updateX
- /* Updates the y offset of this status bar from the battler sprite
- * Functional cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateY = function(battler, cfg) {
- // v1.00a - v1.00a; Hotspot
- if (!battler || !cfg) return;
- var newY = cfg.y(battler);
- if (this.y !== newY) this.y = newY;
- }; // Window_Status_Bar.prototype._updateY
- /* Updates the fill width of this status bar and the redraw flag
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- * (String)status: The battler status shown by this status bar
- */
- Window_Status_Bar.prototype._updateFillW = function(battler, cfg, status) {
- // v1.00a - v1.01a; Hotspot
- var lastFillW = this._fillW;
- var statusRange = cfg.max(battler) - cfg.min(battler);
- this._fillW = battler && cfg && statusRange > 0 ?
- this.width * battler[status] / statusRange : 0;
- this._procFillW = this._procFillW || this._fillW;
- this._isRedraw = this._isRedraw || lastFillW !== this._fillW ||
- this._procFillW !== this._fillW;
- }; // Window_Status_Bar.prototype._updateFillW
- /* Updates all color and text settings of this status bar
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- */
- Window_Status_Bar.prototype._updateColorText = function(battler, cfg) {
- // v1.00a - v1.01a; Hotspot
- this._updateSetting(battler, cfg, 'backColor');
- this._updateSetting(battler, cfg, 'color1');
- this._updateSetting(battler, cfg, 'color2');
- this._updateSetting(battler, cfg, 'textColor');
- this._updateSetting(battler, cfg, 'text');
- this.visible = this.visible && !this._isTransperant();
- if (!this.visible) return;
- this._updateSetting(battler, cfg, 'textX');
- this._updateSetting(battler, cfg, 'textY');
- this._updateSetting(battler, cfg, 'procColor1');
- this._updateSetting(battler, cfg, 'procColor2');
- }; // Window_Status_Bar.prototype.updateDimensions
- /* Updates specified setting of this status bar that can change redraw flag
- * Sequential cohesion/Data coupling
- * (Game_Battler)battler: The battler owning this bar
- * (Object)cfg: The configuration object used by this status bar
- * (String)name: The setting name
- */
- Window_Status_Bar.prototype._updateSetting = function(battler, cfg, name) {
- // v1.00a - v1.00a; Hotspot
- if (!battler || !cfg) return;
- var _name = '_' + name, last = this[_name];
- this[_name] = cfg[name](battler);
- this._isRedraw = this._isRedraw || last !== this[_name];
- }; // Window_Status_Bar.prototype._updateSetting
- /* Checks if the whole status bar's transperant
- * Functional cohesion/Message coupling/Referentially transperant
- * Return(Boolean): Whether the whole status bar's transperant
- */
- Window_Status_Bar.prototype._isTransperant = function() {
- // v1.00a - v1.01a; Hotspot
- var opagueColor = 0x01000000;
- if (this._backColor >= opagueColor) return false;
- if (this._color1 >= opagueColor) return false;
- if (this._color2 >= opagueColor) return false;
- if (this._procColor1 >= opagueColor) return false;
- if (this._procColor2 >= opagueColor) return false;
- return this._textColor < opagueColor || this._text.length <= 0;
- }; // Window_Status_Bar.prototype._isTransperant
- /* Redraws the whole status bar
- * Functional cohesion/Message coupling
- */
- Window_Status_Bar.prototype._redraw = function() {
- // v1.00a - v1.01a; Hotspot
- if (this._cfg.showProc(this._battler)) return this._redrawWithProc();
- this._redrawWithoutProc();
- }; // Window_Status_Bar.prototype._redraw
- /* (v1.01a+)Redraws the whole status bar with the stat change process shown
- * Functional cohesion/Message coupling
- */
- Window_Status_Bar.prototype._redrawWithProc = function() {
- // v1.01a - v1.01a; Hotspot
- if (this._procFillW < this._fillW) return this._redrawWithProcAbove();
- if (this._procFillW > this._fillW) return this._redrawWithProcBelow();
- this._redrawWithoutProc();
- }; // Window_Status_Bar.prototype._redrawWithProc
- /* (v1.01a+)Redraws the whole status bar with the stat change process shown
- * Sequential cohesion/Message coupling
- */
- Window_Status_Bar.prototype._redrawWithProcAbove = function() {
- // v1.01a - v1.01a; Hotspot
- this._redrawBack();
- this.contents.gradientFillRect(0, 0, this._fillW, this.height,
- this._color1, this._color2);
- this.contents.gradientFillRect(0, 0, this._procFillW, this.height,
- this._procColor1, this._procColor2);
- this._redrawText();
- this._addProcFillW();
- // Otherwise the stat change process bar would show after it's done
- if (this._procFillW >= this._fillW) this._redrawWithoutProc();
- //
- }; // Window_Status_Bar.prototype._redrawWithProcAbove
- /* (v1.01a+)Increases the stat change process fill width in the stat bar
- * Functional cohesion/Message coupling
- */
- Window_Status_Bar.prototype._addProcFillW = function() {
- // v1.01a - v1.01a; Hotspot
- // Fps's assumed to be always 60
- this._procFillW = Math.min(this._procFillW + this._cfg.procUpdateRate(
- this._battler) * this.width / 60, this._fillW);
- //
- }; // Window_Status_Bar.prototype._addProcFillW
- /* (v1.01a+)Redraws the whole status bar with the stat change process shown
- * Sequential cohesion/Message coupling
- */
- Window_Status_Bar.prototype._redrawWithProcBelow = function() {
- // v1.01a - v1.01a; Hotspot
- this._redrawBack();
- this.contents.gradientFillRect(0, 0, this._procFillW, this.height,
- this._procColor1, this._procColor2);
- this.contents.gradientFillRect(0, 0, this._fillW, this.height,
- this._color1, this._color2);
- this._redrawText();
- this._minusProcFillW();
- // Otherwise the stat change process bar would show after it's done
- if (this._procFillW <= this._fillW) this._redrawWithoutProc();
- //
- }; // Window_Status_Bar.prototype._redrawWithProcBelow
- /* (v1.01a+)Decreases the stat change process fill width in the stat bar
- * Functional cohesion/Message coupling
- */
- Window_Status_Bar.prototype._minusProcFillW = function() {
- // v1.01a - v1.01a; Hotspot
- // Fps's assumed to be always 60
- this._procFillW = Math.max(this._procFillW - this._cfg.procUpdateRate(
- this._battler) * this.width / 60, this._fillW);
- //
- }; // Window_Status_Bar.prototype._addProcFillW
- /* Redraws the whole status bar without showing the stat change processes
- * Functional cohesion/Message coupling/Idempotent
- */
- Window_Status_Bar.prototype._redrawWithoutProc = function() {
- // v1.01a - v1.01a; Potential Hotspot
- this._redrawBack();
- this.contents.gradientFillRect(0, 0, this._fillW, this.height,
- this._color1, this._color2);
- this._redrawText();
- }; // Window_Status_Bar.prototype._redrawWithoutProc
- /* Redraws the whole status bar without showing the stat change processes
- * Functional cohesion/Message coupling/Idempotent
- */
- Window_Status_Bar.prototype._redrawBack = function() {
- this.contents.clear();
- this.contents.fillRect(0, 0, this.width, this.height, this._backColor);
- }; // Window_Status_Bar.prototype._redrawBack
- /* Redraws the whole status bar without showing the stat change processes
- * Functional cohesion/Message coupling/Idempotent
- */
- Window_Status_Bar.prototype._redrawText = function() {
- // v1.01a - v1.01a; Potential Hotspot
- this.changeTextColor(this._textColor);
- var text = this._text;
- this.contents.drawText(text, this._textX, this._textY,
- this.textWidth(text), this.height);
- }; // Window_Status_Bar.prototype._redrawText
- })(DoubleX_RMMV.Status_Bars);
- /*============================================================================*/
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