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/*============================================================================ * ## Plugin Info *---------------------------------------------------------------------------- * # Plugin Name * DoubleX RMMV Popularized ATB Clock *---------------------------------------------------------------------------- * # 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/hEjUyYnY * Video: * 1. https://www.youtube.com/watch?v=l9-IX16T9Gg * Mentioned Patreon Supporters: * https://www.patreon.com/posts/71738797 *---------------------------------------------------------------------------- * # Author * DoubleX *---------------------------------------------------------------------------- * # Changelog * v1.01a(GMT 1200 25-3-2022): * 1. Added the following parameters: * - turn_clock_bar_x * - turn_clock_bar_y * - turn_clock_bar_width * - turn_clock_bar_height * - turn_clock_bar_back_color * - turn_clock_bar_color1 * - turn_clock_bar_color2 * v1.00b(GMT 0400 3-7-2016): * 1. Fixed below configuration changes not taking place in same battle: * - turn_clock_window_x * - turn_clock_window_y * - turn_clock_window_width * - turn_clock_window_height * - turn_clock_text_size * - turn_clock_text_x * - turn_clock_text_y * 2. Increased this plugin's effectiveness, efficiency and flexibility * v1.00a(GMT 1000 24-1-2016): * 1. 1st completed version of this plugin finished *============================================================================*/ /*: * @plugindesc Lets users show the battle turn clock, unit and count in battle * @author DoubleX * * @param show_turn_clock_window * @desc Setups a window in battle showing the battle turn clock, unit and * count if show_turn_clock_window is set as true * @default true * * @param turn_clock_window_x * @desc Sets the x position of the battle turn clock window as * turn_clock_window_x * @default 0 * * @param turn_clock_window_y * @desc Sets the y position of the battle turn clock window as * turn_clock_window_y * @default 168 * * @param turn_clock_window_width * @desc Sets the width of the battle turn clock window as * turn_clock_window_width * @default 400 * * @param turn_clock_window_height * @desc Sets the height of the battle turn clock window as * turn_clock_window_height * @default 60 * * @param turn_clock_text_size * @desc Sets the size of the text shown in the battle turn clock window as * turn_clock_text_size * @default 20 * * @param turn_clock_text_x * @desc Sets the x position of the text shown in the battle turn clock window * as turn_clock_text_x * @default 0 * * @param turn_clock_text_y * @desc Sets the y position of the text shown in the battle turn clock window * as turn_clock_text_x * @default -8 * * @param turn_clock_text_act * @desc Sets the text showing that the clock unit's action as * turn_clock_text_act * @default Action * * @param turn_clock_text_sec * @desc Sets the text showing that the clock unit's second as * turn_clock_text_sec * @default Frame * * @param turn_clock_text_unavailable * @desc Sets the text showing that the clock unit's unavailable as * turn_clock_text_unavailable * @default Stopped * * @param turn_clock_bar_x * @desc (v1.01a+)Sets the x offset of the turn clock bar as turn_clock_bar_x * @default 0 * * @param turn_clock_bar_y * @desc (v1.01a+)Sets the y offset of the turn clock bar as turn_clock_bar_y * @default 0 * * @param turn_clock_bar_width * @desc (v1.01a+)Sets the width of the turn clock bar as turn_clock_bar_width * @default 360 * * @param turn_clock_bar_height * @desc (v1.01a+)Sets the height of the turn clock bar as turn_clock_bar_height * @default 54 * * @param turn_clock_bar_back_color * @desc (v1.01a+)Sets the color of the turn clock back bar as * turn_clock_bar_back_color * turn_clock_bar_back_color must return a valid text color code * @default 15 * * @param turn_clock_bar_color1 * @desc (v1.01a+)Sets the 1st color of the turn clock bar as * turn_clock_bar_color1 * turn_clock_bar_color1 must return a valid text color code * @default 7 * * @param turn_clock_bar_color2 * @desc (v1.01a+)Sets the 2nd color of the turn clock bar as * turn_clock_bar_color2 * turn_clock_bar_color2 must return a valid text color code * @default 8 * * @help * The battle turn clock text will be hardcoded in the below format: * Turn Turn Count : Current Clock / Max Clock Unit * The default plugin file name is DoubleX RMMV Popularized ATB Clock v101a * If you want to change that, you must edit the value of * DoubleX_RMMV.PATB_Clock_File, which must be done via opening the plugin js * file directly *============================================================================ * ## 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 Clock"] = "v1.01a"; // The plugin file name must be the same as DoubleX_RMMV.PATB_Clock_File DoubleX_RMMV.PATB_Clock_File = "DoubleX RMMV Popularized ATB Clock v101a"; /*============================================================================ * ## 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 *----------------------------------------------------------------------------*/ function Window_Patb_Clock() { this.initialize.apply(this, arguments); } 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_clock_params = Game_System.prototype.init_patb_params; Game_System.prototype.init_patb_params = function() { this.init_patb_clock_params(); // Added var val, ps = PluginManager.parameters(DoubleX_RMMV.PATB_Clock_File); Object.keys(ps).forEach(function(param) { val = +ps[param]; this._patb[param] = isNaN(val) ? ps[param] : val; }, this); this._patb.show_turn_clock_window = ps.show_turn_clock_window === "true"; // }; // Game_System.prototype.init_patb_params Game_System.prototype.is_patb_clock_unit = function() { // New; Hotspot var unit = this._patb.turn_unit_code; return unit === "act" || unit === "sec"; }; // Game_System.prototype.is_patb_clock_unit /*---------------------------------------------------------------------------- * # New class: Window_Patb_Clock *----------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------- * New private instance variables *----------------------------------------------------------------------------*/ // _text: The cached battle turn clock text // _textSize: The cached battle system clock text size // _textX: The cached battle system clock text x offset // _textY: The cached battle system clock text y offset // (v1.01a+) _barX: The cached battle system clock bar x offset // (v1.01a+) _barY: The cached battle system clock bar y offset // (v1.01a+) _barW: The cached battle system clock bar width // (v1.01a+) _barH: The cached battle system clock bar height // (v1.01a+) _backColor: The cached battle system clock back bar color // (v1.01a+) _barColor1: The cached battle system clock bar 1st color // (v1.01a+) _barColor2: The cached battle system clock bar 2nd color Window_Patb_Clock.prototype = Object.create(Window_Base.prototype); Window_Patb_Clock.prototype.constructor = Window_Patb_Clock; Window_Patb_Clock.prototype.initialize = function() { var patb = $gameSystem.patb, x = patb.turn_clock_window_x; var y = patb.turn_clock_window_y, width = patb.turn_clock_window_width; var height = patb.turn_clock_window_height; Window_Base.prototype.initialize.call(this, x, y, width, height); }; // Window_Patb_Clock.prototype.initialize Window_Patb_Clock.prototype.update = function() { // v1.00b+; Hotspot Window_Base.prototype.update.call(this); this.visible = $gameSystem.patb.show_turn_clock_window; if (!this.visible) { return; } this.updateXYWH(); this.updateBarText(); }; // Window_Patb_Clock.prototype.update Window_Patb_Clock.prototype.updateXYWH = function() { // v1.00b+; Hotspot var patb = $gameSystem.patb, width = patb.turn_clock_window_width; var x = patb.turn_clock_window_x, y = patb.turn_clock_window_y; var height = patb.turn_clock_window_height; if (this.x !== x) { this.x = x; } if (this.y !== y) { this.y = y; } if (this.width !== width) { this.width = width; } if (this.height !== height) { this.height = height; } }; // Window_Patb_Clock.prototype.updateXYWH Window_Patb_Clock.prototype.updateBarText = function() { // v1.01a+; Hotspot var x = this._barX, y = this._barY, w = this._barW, h = this._barH; var backColor = this._barBackColor; var color1 = this._barColor1, color2 = this._barColor2, text = this._text; var textSize = this._textSize, textX = this._textX, textY = this._textY; this.updateCache(); var updateText = x !== this._barX || y !== this._barY || w !== this._barW; updateText = updateText || h !== this._barH || color1 !== this._barColor1; updateText = updateText || color2 !== this._barColor2; updateText = updateText || backColor !== this._barBackColor; var isUpdateTextSize = textSize !== this._textSize; updateText = updateText || text !== this._text || isUpdateTextSize; updateText = updateText || textX !== this._textX || textY !== this._textY; if (!updateText) { return; } if (isUpdateTextSize) { this.resetFontSettings(); } this.redrawBarText(); }; // Window_Patb_Clock.prototype.updateBarText Window_Patb_Clock.prototype.updateCache = function() { // v1.01a+; Hotspot var patb = $gameSystem.patb; this._barX = patb.turn_clock_bar_x, this._barY = patb.turn_clock_bar_y; this._barW = patb.turn_clock_bar_width; this._barH = patb.turn_clock_bar_height; this._barBackColor = patb.turn_clock_bar_back_color; this._barColor1 = patb.turn_clock_bar_color1; this._barColor2 = patb.turn_clock_bar_color2; this._text = this.setText(), this._textSize = patb.turn_clock_text_size; this._textX = patb.turn_clock_text_x, this._textY = patb.turn_clock_text_y; }; // Window_Patb_Clock.prototype.updateCache Window_Patb_Clock.prototype.setText = function() { // Hotspot var text = "Turn " + $gameTroop.turnCount() + " : "; var patb = $gameSystem.patb; if ($gameSystem.is_patb_clock_unit()) { var unit = patb.turn_unit_code; text += BattleManager.patb_turn_clock[unit] + " / "; text += $gameSystem.max_patb_turn_unit(unit) + " "; return text + patb["turn_clock_text_" + unit]; } return text + patb.turn_clock_text_unavailable; }; // Window_Patb_Clock.prototype.setText Window_Patb_Clock.prototype.redrawBarText = function() { // v1.01a+; Hotspot this.contents.clear(); var x = this._barX, y = this._barY, w = this._barW, h = this._barH; this.contents.fillRect(x, y, w, h, this.textColor(this._barBackColor)); if ($gameSystem.is_patb_clock_unit()) { var unit = $gameSystem.patb.turn_unit_code; var current = BattleManager.patb_turn_clock[unit]; var fillW = w * current * 1.0 / $gameSystem.max_patb_turn_unit(unit); var color1 = this.textColor(this._barColor1); var color2 = this.textColor(this._barColor2); this.contents.gradientFillRect(x, y, fillW, h, color1, color2); } var textW = this.textWidth(this._text); this.drawText(this._text, this._textX, this._textY, textW); }; // Window_Patb_Clock.prototype.redrawBarText Window_Patb_Clock.prototype.standardFontSize = function() { // Potential Hotspot return this._textSize; }; // Window_Patb_Clock.prototype.standardFontSize /*---------------------------------------------------------------------------- * # Edit class: Scene_Battle *----------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------- * New private instance variable *----------------------------------------------------------------------------*/ // _patb_clock_window: The battle turn clock window Scene_Battle.prototype.createAllWindowsPatbClock = Scene_Battle.prototype.createAllWindows; Scene_Battle.prototype.createAllWindows = function() { this.createAllWindowsPatbClock(); if ($gameSystem.is_patb()) { this.create_patb_clock_window(); } // Added }; // Scene_Battle.prototype.createAllWindows Scene_Battle.prototype.update_patb_process_clock = Scene_Battle.prototype.update_patb_process; Scene_Battle.prototype.update_patb_process = function() { // Hotspot this.update_patb_process_clock(); this._patb_clock_window.update(); // Added }; // Scene_Battle.prototype.update_patb_process Scene_Battle.prototype.close_patb_windows_clock = Scene_Battle.prototype.close_patb_windows; Scene_Battle.prototype.close_patb_windows = function() { this.close_patb_windows_clock(); this.close_patb_clock_windows(); // Added }; // Scene_Battle.prototype.close_patb_windows Scene_Battle.prototype.create_patb_clock_window = function() { // New this._patb_clock_window = new Window_Patb_Clock(); this.addWindow(this._patb_clock_window); }; // Scene_Battle.prototype.create_patb_clock_window Scene_Battle.prototype.close_patb_clock_windows = function() { // New this._patb_clock_window.hide(); this._patb_clock_window.deactivate(); this._patb_clock_window.close(); }; // Scene_Battle.prototype.close_patb_clock_windows /*----------------------------------------------------------------------------*/ } else { alert("To use PATB Clock, place it below PATB Core."); } /*============================================================================*/
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