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  1. //=============================================================================
  2. // SilvStamina.js
  3. // Version: 1.0
  4. //=============================================================================
  5. /*:
  6.  * @plugindesc v1.00 Basic dashing stamina script.
  7.    <SilverStamina>
  8.  * @author Silver
  9.  *
  10.  * @param -- General --
  11.  *
  12.  * @param Show Stamina Window
  13.  * @desc true/false
  14.  * @default true
  15.  *
  16.  * @param -- Positioning & Size --
  17.  *
  18.  * @param Window X
  19.  * @desc X-location of stamina window. If window-alignment is set to Right, this will act as an offset value instead
  20.  * @default 10
  21.  *
  22.  * @param Window Y
  23.  * @desc Y-location of stamina window. If window-alignment is set to Top, this will act as an offset value instead
  24.  * @default 10
  25.  *
  26.  * @param Window Width
  27.  * @desc width of the stamina window
  28.  * @default 170
  29.  *
  30.  * @param Window Height
  31.  * @desc height of the stamina window
  32.  * @default 72
  33.  *
  34.  * @param Window Horizontal Alignment
  35.  * @desc Left/Right
  36.  * @default Left
  37.  *
  38.  * @param Window Vertical Alignment
  39.  * @desc Top/Bottom
  40.  * @default Top
  41.  *
  42.  * @param Stamina Gauge Rectangle
  43.  * @desc The gauge rectangle. Format: x y width height
  44.  * @default 0 -20 132 24
  45.  *
  46.  * @param -- Stamina Pool --
  47.  *
  48.  * @param Stamina Decrease
  49.  * @desc Amount of stamina subtracted per update (use a positive number)
  50.  * @default 1
  51.  *
  52.  * @param Stamina Max
  53.  * @desc Maximum amount of stamina
  54.  * @default 300
  55.  *
  56.  * @param Stamina Recovery Delay
  57.  * @desc delay in update-calls before recovering stamina when not dashing
  58.  * @default 180
  59.  *
  60.  * @param Stamina Recovery Rate
  61.  * @desc How fast stamina is recovered (only when recovering)
  62.  * @default 0.3
  63.  *
  64.  * @param Stamina AutoDash Threshold
  65.  * @desc Do not automatically dash again before stamina is above this threshold (%) when recovering stamina. (0-100)
  66.  * @default 40
  67.  *
  68.  * @param Stamina Regen Formula
  69.  * @desc The formula for how fast to regenerate stamina over longer period of time. "Base" is the recovery rate. Case sensitive!
  70.  * @default base + Math.sqrt(x/50);
  71.  *
  72.  * @param -- Visuals --
  73.  *
  74.  * @param Stamina Gauge Color 1
  75.  * @desc Bar gradient color1 (start of bar) in hex
  76.  * @default #009900
  77.  *
  78.  * @param Stamina Gauge Color 2
  79.  * @desc Bar gradient color2 (end of bar) in hex
  80.  * @default #CC0000
  81.  *
  82.  * @param Draw Stamina Value
  83.  * @desc Draw text in stamina bar? Accepted values: absolute/percentage/both/none
  84.  * @default percentage
  85.  *
  86.  * @param Font Size
  87.  * @desc Size for stamina value
  88.  * @default 20
  89.  *
  90.  * @param Auto Hide Stamina Window
  91.  * @desc Automatically hide the stamina window if it's at max stamina for a specific period of time? true/false
  92.  * @default true
  93.  *
  94.  * @param -- Window --
  95.  *
  96.  * @param Hide Stamina Window Delay
  97.  * @desc After how many updates the stamina window should hide itself (if it remains at max stamina)
  98.  * @default 160
  99.  *
  100.  * @param Stamina Window Opacity
  101.  * @desc Stamina window opacity. Set to 0 to hide the window (will still show the bar).
  102.  * @default 255
  103.  *
  104.  * @param Window Slideout Direction
  105.  * @desc What direction to slide the stamina window out to. NoSlide/Left/Top/Right/Bottom
  106.  * @default Left
  107.  *
  108.  * @param Window Slideout Speed
  109.  * @desc How fast the window slides in&out
  110.  * @default 2
  111.  *
  112.  * @param -- Advanced --
  113.  *
  114.  * @param Disable Stamina Consumption GameSwitch
  115.  * @desc The gameswitch to use to disable stamina consumption (or -1 to use none). ON = disabled.
  116.  * @default -1
  117.  *
  118.  * @param Window Z-Index
  119.  * @desc Window Z-Index. Value must be > 0.
  120.  * @default 1
  121.  *
  122.  * @param Plugin Command Identifier
  123.  * @desc Do not change if you do not know what this is!
  124.  * @default stamina
  125.  *
  126.  * @help
  127.  * -------------------------------------
  128.  * Plugin Commands (not case sensitive):
  129.  * -------------------------------------
  130.  *
  131.  * Stamina Refill
  132.  * Instantly refills all of your stamina.
  133.  *
  134.  * Stamina Set <value>
  135.  * Instantly sets your stamina to the specified percentage (0-100).
  136.  * Example to set your stamina bar to 64: Stamina Set 64
  137.  *
  138.  * Stamina Deplete
  139.  * Instantly sets your stamina to 0.
  140.  *
  141.  * Stamina ShowWindow
  142.  * Shows the stamina window. Does not work if you disabled the stamina window.
  143.  *
  144.  * Stamina HideWindow
  145.  * Hides the stamina window. Does not work if you disabled the stamina window.
  146.  * Also does not work if the stamina is currently regenerating.
  147.  *
  148.  * Stamina RefillHide
  149.  * Instantly refills all of your stamina and also hides the stamina window.
  150.  *
  151.  * Stamina SetMax <value>
  152.  * Sets a new max-stamina value.
  153.  *
  154.  * Stamina IncreaseMax <value>
  155.  * Increases max stamina by the specified value. You can also use negative values.
  156.  * -------------------------------------
  157.  * Map notetags
  158.  * -------------------------------------
  159.  *
  160.  * <dstam_disable:>
  161.  * Prevents stamina consumption on this map. Not that if the "Disable Stamina Consumption GameSwitch"
  162.  * is turned ON then you consume no stamina anyway.
  163.  *
  164.  *
  165.  *--------------------------------------
  166.  * Version History:
  167.  *--------------------------------------
  168.  *
  169.  * v1.00 (26 November 2015)
  170.  *   - First release.
  171.  *
  172.  * Alpha (November 2015)
  173.  *   - First alpha release.
  174.  *
  175.  */
  176.  // Enable strict mode
  177. "use strict";
  178.  
  179. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  180. // #Parameters
  181. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  182. var Silv = Silv || {};
  183. Silv.Parameters = $plugins.filter(function(p) { return p.description.contains('<SilverStamina>'); })[0].parameters;
  184. Silv.DashStamina = Silv.DashStamina || {};
  185. // Non-parameters
  186. Silv.DashStamina.Window = null;
  187. Silv.DashStamina.ScreenIsFading = false;
  188. // General
  189. Silv.DashStamina.ShowWindow = Silv.Parameters['Show Stamina Window'].toLowerCase() == 'true';
  190. // Positioning & Size
  191. Silv.DashStamina.Window_X = parseInt(Silv.Parameters['Window X']);
  192. Silv.DashStamina.Window_Y = parseInt(Silv.Parameters['Window Y']);
  193. Silv.DashStamina.WindowWidth = parseInt(Silv.Parameters['Window Width']);
  194. Silv.DashStamina.WindowHeight = parseInt(Silv.Parameters['Window Height']);
  195. Silv.DashStamina.WindowHorizontalAlignment = (Silv.Parameters['Window Horizontal Alignment']).toLowerCase();
  196. Silv.DashStamina.WindowVerticalAlignment = (Silv.Parameters['Window Vertical Alignment']).toLowerCase();
  197. Silv.DashStamina.StaminaGaugeRectangle = {x: parseInt(Silv.Parameters['Stamina Gauge Rectangle'].split(' ')[0]), y: parseInt(Silv.Parameters['Stamina Gauge Rectangle'].split(' ')[1]), width: parseInt(Silv.Parameters['Stamina Gauge Rectangle'].split(' ')[2]), height: parseInt(Silv.Parameters['Stamina Gauge Rectangle'].split(' ')[3])};
  198. // Stamina Pool
  199. Silv.DashStamina.StaminaDecrease = parseInt(Silv.Parameters['Stamina Decrease']);
  200. Silv.DashStamina.StaminaMax = parseInt(Silv.Parameters['Stamina Max']);
  201. Silv.DashStamina.StaminaRecoveryDelay = parseInt(Silv.Parameters['Stamina Recovery Delay']);
  202. Silv.DashStamina.StaminaRecoveryRate = parseInt(Silv.Parameters['Stamina Recovery Rate']);
  203. Silv.DashStamina.StaminaAutoDashThreshold = parseInt(Silv.Parameters['Stamina AutoDash Threshold']);
  204. Silv.DashStamina.RegenFormula = Silv.Parameters['Stamina Regen Formula'];
  205. // Visuals
  206. Silv.DashStamina.StaminaGaugeColor1 = (Silv.Parameters['Stamina Gauge Color 1']).toUpperCase();
  207. Silv.DashStamina.StaminaGaugeColor2 = (Silv.Parameters['Stamina Gauge Color 2']).toUpperCase();
  208. Silv.DashStamina.DrawStaminaValue = Silv.Parameters['Draw Stamina Value'].toLowerCase();
  209. Silv.DashStamina.FontSize = parseInt(Silv.Parameters['Font Size']);
  210. // Window
  211. Silv.DashStamina.AutoHideStaminaWindow = Silv.Parameters['Auto Hide Stamina Window'].toLowerCase() == 'true';
  212. Silv.DashStamina.HideStaminaWindowDelay = parseInt(Silv.Parameters['Hide Stamina Window Delay']);
  213. Silv.DashStamina.WindowOpacity = parseInt(Silv.Parameters['Stamina Window Opacity']);
  214. Silv.DashStamina.WindowSlideOutDir = Silv.Parameters['Window Slideout Direction'].toLowerCase();
  215. Silv.DashStamina.WindowSlideOutSpeed = parseFloat(Silv.Parameters['Window Slideout Speed']);
  216. // Advanced
  217. Silv.DashStamina.DisableGameSwitch = parseInt(Silv.Parameters['Disable Stamina Consumption GameSwitch']);
  218. Silv.DashStamina.Window_Z = parseInt(Silv.Parameters['Window Z-Index']);
  219. Silv.DashStamina.PluginCmdId = Silv.Parameters['Plugin Command Identifier'];
  220.  
  221. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  222. // Utility Functions
  223. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  224. (function()
  225. {
  226. // Usage: alert(rgbToHex(0, 51, 255)); // #0033ff
  227. function componentToHex(c)
  228. {
  229.     var hex = c.toString(16);
  230.     return hex.length == 1 ? "0" + hex : hex;
  231. }
  232.  
  233. function rgbToHex(r, g, b) { return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b); }
  234.  
  235. // Usage: alert( hexToRgb("#0033ff").g ); // "51";
  236. function hexToRgb(hex)
  237. {
  238.     var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
  239.     return result ? {
  240.         r: parseInt(result[1], 16),
  241.         g: parseInt(result[2], 16),
  242.         b: parseInt(result[3], 16)
  243.     } : null;
  244. }
  245.  
  246. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  247. // Stamina
  248. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  249. // Hook into the main loop
  250. var alias_updateMain = Scene_Map.prototype.updateMain;
  251. Scene_Map.prototype.updateMain = function()
  252. {
  253.     alias_updateMain.apply(this, arguments);
  254.     Game_Player.prototype.updateStamina();
  255.     if (Silv.DashStamina.ShowWindow) { Silv.DashStamina.Window.update(); }
  256. };
  257.  
  258. Game_Player.prototype.hasStaminaConsumption = function()
  259. {
  260.     if ($gameSwitches.value(Silv.DashStamina.DisableGameSwitch)) { return false; }
  261.     if (!$gamePlayer.mapConsumeStamina) { return false; }
  262.     return true;
  263. };
  264.  
  265. // #Update stamina amount
  266. Game_Player.prototype.updateStamina = function()
  267. {  
  268.     this.isConsumingStamina = ($gamePlayer.isDashing() && $gamePlayer.isMoving() && $gamePlayer.hasStaminaConsumption());
  269.     if (this.isConsumingStamina)
  270.     {
  271.         $gamePlayer.dashStamina -= Silv.DashStamina.StaminaDecrease;
  272.         if ($gamePlayer.dashStamina < 0) { $gamePlayer.dashStamina = 0; }
  273.         $gamePlayer.isRecoveringStamina = false;
  274.         if (Silv.DashStamina.ShowWindow && !Silv.DashStamina.ScreenIsFading) { Silv.DashStamina.Window.showMe(); }
  275.     }
  276.     else // not currently consuming stamina
  277.     {      
  278.         if ($gamePlayer.isRecoveringStamina)
  279.         {
  280.             $gamePlayer.staminaRecoveryTimeCnt++;
  281.             if ($gamePlayer.dashStamina < $gamePlayer.dashStaminaMax) // Recover the stamina
  282.             {
  283.                 // Recover stamina
  284.                 $gamePlayer.dashStamina += $gamePlayer.calculateStaminaRegen(Silv.DashStamina.StaminaRecoveryRate);
  285.                 if ($gamePlayer.dashStamina > $gamePlayer.dashStaminaMax) { $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax; }
  286.                
  287.                 if (Silv.DashStamina.ShowWindow && !Silv.DashStamina.ScreenIsFading) { Silv.DashStamina.Window.showMe(); }
  288.             }
  289.             else // Already at max stamina, find out when to hide the window if applicable and do so if possible
  290.             {
  291.                 // If the stamina window is used, attempt to autohide it if applicable
  292.                 if (Silv.DashStamina.ShowWindow && Silv.DashStamina.AutoHideStaminaWindow)
  293.                 {
  294.                     $gamePlayer.hideStaminaWindowDelayCnt += 1;
  295.                     if ($gamePlayer.hideStaminaWindowDelayCnt >= Silv.DashStamina.HideStaminaWindowDelay)
  296.                     {
  297.                         Silv.DashStamina.Window.hideMe();
  298.                         $gamePlayer.hideStaminaWindowDelayCnt = 0;
  299.                     }
  300.                 }
  301.                    
  302.             }
  303.         }
  304.         else // not currently recovering stamina, so find out when to start recovering it and do so if required
  305.         {
  306.             $gamePlayer.staminaRecoveryTimeCnt = 0;
  307.             $gamePlayer.staminaRecoveryDelayCnt += 1;
  308.             if ($gamePlayer.staminaRecoveryDelayCnt >= Silv.DashStamina.StaminaRecoveryDelay)
  309.             {
  310.                 $gamePlayer.staminaRecoveryDelayCnt = 0;
  311.                 $gamePlayer.isRecoveringStamina = true;
  312.             }
  313.         }
  314.     }
  315.  
  316.     // Stamina Percentage
  317.     $gamePlayer.dashStaminaPerc = $gamePlayer.dashStamina / parseFloat($gamePlayer.dashStaminaMax);
  318.  
  319.     // Threshold
  320.     if (!this.isConsumingStamina)
  321.     {
  322.         $gamePlayer.requiresThresholdAmount = $gamePlayer.dashStaminaPerc * 100 < Silv.DashStamina.StaminaAutoDashThreshold;
  323.     }
  324. };
  325.  
  326. Game_Player.prototype.calculateStaminaRegen = function()
  327. {
  328.     var base = Silv.DashStamina.StaminaRecoveryRate;
  329.     var x = $gamePlayer.staminaRecoveryTimeCnt;
  330.     return eval(Silv.DashStamina.RegenFormula);
  331. };
  332.  
  333. // #Initialize variables in $gamePlayer
  334. var alias_Game_PlayerInitialize = Game_Player.prototype.initialize;
  335. Game_Player.prototype.initialize = function()
  336. {
  337.     alias_Game_PlayerInitialize.apply(this, arguments);
  338.  
  339.     this.dashStamina = this.dashStaminaMax = Silv.DashStamina.StaminaMax;
  340.     this.staminaRecoveryDelayCnt = 0; // counter for when to start recovering stamina
  341.     this.staminaRecoveryTimeCnt = 0; // counter for how long the player has been recovering stamina (in frames)
  342.     this.isRecoveringStamina = false;
  343.     this.dashStaminaPerc = 1.0;
  344.     this.hideStaminaWindowDelayCnt = 0;
  345.     this.isConsumingStamina = false;
  346.     this.requiresThresholdAmount = false;
  347.     this.wasDashing = false;
  348. };
  349.  
  350. // Disable dashing when no stamina.
  351. var alias_updateDashing = Game_Player.prototype.updateDashing;
  352. Game_Player.prototype.updateDashing = function()
  353. {
  354.     alias_updateDashing.apply(this, arguments);
  355.     if ($gamePlayer.dashStamina == 0) { this._dashing = false; };
  356.     if (!this.wasDashing && this.requiresThresholdAmount) { this._dashing = false; }; // Do not allow to dash if the player was not dashing the previous frame AND if the threshold was passed.
  357.     this.wasDashing = this._dashing;
  358. };
  359.  
  360. // Do not just show the minimap on top of a faded-out screen.
  361. var alias_silv_stamina_updateFadeOut = Game_Screen.prototype.updateFadeOut;
  362. Game_Screen.prototype.updateFadeOut = function() {
  363.     alias_silv_stamina_updateFadeOut.call(this);
  364.    
  365.     if (this._brightness < 255) // (this._fadeOutDuration > 0)
  366.     {
  367.         Silv.DashStamina.Window.visible = false;
  368.         Silv.DashStamina.ScreenIsFading = true;
  369.     }
  370.     else
  371.     {
  372.         Silv.DashStamina.ScreenIsFading = false;
  373.     }
  374. };
  375.  
  376. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  377. // DashStamina Window
  378. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  379. function Window_DashStamina() { this.initialize.apply(this, arguments); }
  380. // Inherit from Window_Base
  381. Window_DashStamina.prototype = Object.create(Window_Base.prototype);
  382. // Set Constructor
  383. Window_DashStamina.prototype.constructor = Window_DashStamina;
  384.  
  385. Window_DashStamina.prototype.standardFontSize = function() { return Silv.DashStamina.FontSize; }
  386.  
  387. var sliding;
  388. var isFullySlidedOut;
  389. var isFullySlidedIn;
  390. var slideDirection = {x: 0, y: 0 };
  391. var originalWinLoc = {x: 0, y: 0 };
  392.  
  393. // Constructor
  394. Window_DashStamina.prototype.initialize = function(x, y, width, height)
  395. {
  396.     Window_Base.prototype.initialize.call(this, x, y, width, height);
  397.     this._helpWindow = null;
  398.     this._handlers = {};
  399.     this._touching = false;
  400.     this.deactivate();
  401.     this.opacity = Silv.DashStamina.WindowOpacity;
  402.     this.sliding = 'none';
  403.     this.isFullySlidedOut = false;
  404.     this.isFullySlidedIn = true;
  405.     originalWinLoc.x = x; // for some reason "this." is not allowed here
  406.     originalWinLoc.y = y; // for some reason "this." is not allowed here
  407.    
  408.     this.update();
  409. };
  410.  
  411. // Update
  412. Window_DashStamina.prototype.update = function()
  413. {
  414.     if (Silv.DashStamina.ScreenIsFading)
  415.     {
  416.         this.visible = false;
  417.     }
  418.     else
  419.     {
  420.         Window_Base.prototype.update.call(this);
  421.         this.drawStaminaWindow(0, 0, Silv.DashStamina.StaminaGaugeRectangle.width);
  422.         this.updateSliding();
  423.     }
  424. };
  425.  
  426. var alias_Stamina_SceneBase_StartFadeIn = Scene_Base.prototype.startFadeIn;
  427. Scene_Base.prototype.startFadeIn = function()
  428. {
  429.     alias_Stamina_SceneBase_StartFadeIn.apply(this, arguments)  
  430.     if (Silv.DashStamina.Window != null) { Silv.DashStamina.Window.visible = false; }
  431. };
  432.  
  433. //----------------------------------------------------------------------------------------------------
  434. // #Drawing
  435. //----------------------------------------------------------------------------------------------------
  436. Window_DashStamina.prototype.drawStaminaGauge = function(x, y, width, height, rate)
  437. {
  438.     var fillW = Math.floor(width * rate);
  439.     var gaugeY = y + this.lineHeight() - 8;
  440.     this.contents.fillRect(x, gaugeY, width, height, this.gaugeBackColor());
  441.     this.contents.fillRect (x, gaugeY, fillW, height, this.CalculateBarColour())
  442. };
  443.  
  444. Window_DashStamina.prototype.drawStaminaWindow = function(x, y, width)
  445. {
  446.     this.contents.clear();
  447.     this.drawStaminaGauge(Silv.DashStamina.StaminaGaugeRectangle.x, Silv.DashStamina.StaminaGaugeRectangle.y, Silv.DashStamina.StaminaGaugeRectangle.width, Silv.DashStamina.StaminaGaugeRectangle.height, $gamePlayer.dashStaminaPerc);
  448.     var text;
  449.     switch(Silv.DashStamina.DrawStaminaValue) // allowed values: absolute/percentage/both/none
  450.     {
  451.         case 'absolute':
  452.             text = parseInt($gamePlayer.dashStamina) + '/' + parseInt($gamePlayer.dashStaminaMax)
  453.             break;
  454.         case 'percentage':
  455.             text = Math.round($gamePlayer.dashStaminaPerc * 100) + '%';
  456.             break;
  457.         case 'both':
  458.             text = parseInt($gamePlayer.dashStamina) + '/' + parseInt($gamePlayer.dashStaminaMax) + ' (' + Math.round($gamePlayer.dashStaminaPerc * 100) + '%)';
  459.             break;
  460.         case 'none':
  461.             return;
  462.             break;
  463.         default:
  464.             throw 'ERROR: drawStaminaWindow missing case-statement or incorrect Silv.DashStamina.DrawStaminaValue value. Value: ' + Silv.DashStamina.DrawStaminaValue;
  465.         break;
  466.     }
  467.    
  468.     this.resetTextColor();
  469.     this.drawText(text, x, y + 1, width, 'center');
  470. };
  471.  
  472. // Calculate what colour the bar should be between the two colors depending on the percentage value of the current-stamina value.
  473. Window_DashStamina.prototype.CalculateBarColour = function()
  474. {
  475.     var c1 = hexToRgb(Silv.DashStamina.StaminaGaugeColor1);
  476.     var c2 = hexToRgb(Silv.DashStamina.StaminaGaugeColor2);
  477.        
  478.     var ratio = $gamePlayer.dashStaminaPerc;
  479.     var hex = function(x) {
  480.         x = x.toString(16);
  481.         return (x.length == 1) ? '0' + x : x;
  482.     };
  483.  
  484.     var r = Math.ceil(c1.r * ratio + c2.r * (1-ratio));
  485.     var g = Math.ceil(c1.g * ratio + c2.g * (1-ratio));
  486.     var b = Math.ceil(c1.b * ratio + c2.b * (1-ratio));
  487.  
  488.     var middle = '#' + hex(r) + hex(g) + hex(b);
  489.     return middle;
  490. };
  491.  
  492. //----------------------------------------------------------------------------------------------------
  493. // #Show & #Hide
  494. //----------------------------------------------------------------------------------------------------
  495. Window_DashStamina.prototype.showMe = function()
  496. {
  497.     //if (this.visible) { return; };
  498.     if (this.isFullySlidedIn)
  499.     {
  500.         this.visible = true;
  501.         return;
  502.     }
  503.    
  504.     if (Silv.DashStamina.WindowSlideOutDir == 'noslide' || this.visible == false) { this.visible = true; }
  505.     else
  506.     {
  507.         this.sliding = 'in';
  508.         switch (Silv.DashStamina.WindowSlideOutDir)
  509.         {
  510.             case 'top':
  511.                 slideDirection.x = 0;
  512.                 slideDirection.y = 1;
  513.                 break;
  514.             case 'left':
  515.                 slideDirection.x = 1;
  516.                 slideDirection.y = 0;
  517.                 break;
  518.             case 'right':
  519.                 slideDirection.x = -1;
  520.                 slideDirection.y = 0;
  521.                 break;
  522.             case 'bottom':
  523.                 slideDirection.x = 0;
  524.                 slideDirection.y = -1;
  525.                 break;
  526.             default:
  527.                 throw 'Window_DashStamina.prototype.HideMe: Unknown switch value: ' + Silv.DashStamina.WindowSlideOutDir;
  528.         }
  529.     }
  530. };
  531.  
  532. Window_DashStamina.prototype.hideMe = function()
  533. {
  534.     if (!this.visible || this.isFullySlidedOut) { return; };
  535.    
  536.     if (Silv.DashStamina.WindowSlideOutDir == 'noslide') { this.visible = false; }
  537.     else
  538.     {
  539.         this.sliding = 'out';
  540.         switch (Silv.DashStamina.WindowSlideOutDir)
  541.         {
  542.             case 'top':
  543.                 slideDirection.x = 0;
  544.                 slideDirection.y = -1;
  545.                 break;
  546.             case 'left':
  547.                 slideDirection.x = -1;
  548.                 slideDirection.y = 0;
  549.                 break;
  550.             case 'right':
  551.                 slideDirection.x = 1;
  552.                 slideDirection.y = 0;
  553.                 break;
  554.             case 'bottom':
  555.                 slideDirection.x = 0;
  556.                 slideDirection.y = 1;
  557.                 break;
  558.             default:
  559.                 throw 'Window_DashStamina.prototype.HideMe: Unknown switch value: ' + Silv.DashStamina.WindowSlideOutDir;
  560.         }
  561.     }
  562. };
  563.  
  564. //----------------------------------------------------------------------------------------------------
  565. // #Sliding of the Window
  566. //----------------------------------------------------------------------------------------------------
  567. Window_DashStamina.prototype.handleSlidingEnd = function()
  568. {
  569.     if(this.sliding == 'in')
  570.     {
  571.         // Stop sliding in
  572.         if (slideDirection.x  == 1 && this.x > originalWinLoc.x ||
  573.             slideDirection.x  == -1 && this.x < originalWinLoc.x ||
  574.             slideDirection.y  == 1 && this.y > originalWinLoc.y ||
  575.             slideDirection.y  == -1 && this.y < originalWinLoc.y)
  576.         {
  577.             this.sliding = 'none';
  578.             this.isFullySlidedIn = true;
  579.         }
  580.     }
  581.     else
  582.     {
  583.         // Stop sliding out
  584.         if (this.x < -this.width || x > Graphics._width + this.width ||
  585.             this.y < -this.height || x > Graphics._height + this.height)
  586.         {
  587.             this.sliding = 'none';
  588.             this.isFullySlidedOut = true;
  589.         }
  590.     }
  591. };
  592.  
  593. Window_DashStamina.prototype.updateSliding = function()
  594. {
  595.     if (this.sliding == 'none') { return; }
  596.     this.x += slideDirection.x * Silv.DashStamina.WindowSlideOutSpeed;
  597.     this.y += slideDirection.y * Silv.DashStamina.WindowSlideOutSpeed;
  598.    
  599.     this.isFullySlidedOut = false;
  600.     this.isFullySlidedIn = false;
  601.    
  602.     this.handleSlidingEnd();
  603. };
  604.  
  605. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  606. // Create Stamina Window
  607. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  608. Scene_Map.prototype.createDashWindow = function()
  609. {
  610.     // Dispose the old window, if any
  611.     if (Silv.DashStamina.Window != null) { this.removeWindow(Silv.DashStamina.Window); }
  612.    
  613.     // Does the map consume stamina?
  614.     $gamePlayer.mapConsumeStamina = !('dstam_disable' in $dataMap.meta);
  615.     if(Silv.DashStamina.ShowWindow)
  616.     {
  617.         x = 0;
  618.         if (Silv.DashStamina.WindowHorizontalAlignment == 'right') { x = Graphics.width - Silv.DashStamina.WindowWidth; }
  619.         y = 0;
  620.         if (Silv.DashStamina.WindowVerticalAlignment == 'bottom') { y = Graphics.height - Silv.DashStamina.WindowHeight; }
  621.        
  622.         Silv.DashStamina.Window = new Window_DashStamina(x + Silv.DashStamina.Window_X, y + Silv.DashStamina.Window_Y, Silv.DashStamina.WindowWidth, Silv.DashStamina.WindowHeight);
  623.        
  624.         this.addChild(Silv.DashStamina.Window, Silv.DashStamina.Window_Z);
  625.         if (Silv.DashStamina.AutoHideStaminaWindow) { Silv.DashStamina.Window.visible = false; }
  626.     }
  627. };
  628.  
  629. // Omg why does RPG Maker not have this method by default...
  630. Scene_Base.prototype.removeWindow = function(window)
  631. {
  632.     var index = this.children.indexOf(window);
  633.     if (index > -1) { this.children.splice(index, 1); }
  634. };
  635.  
  636. var alias_createStaminaDisplayObjects = Scene_Map.prototype.createDisplayObjects;
  637. Scene_Map.prototype.createDisplayObjects = function()
  638. {
  639.     alias_createStaminaDisplayObjects.call(this);
  640.     this.createDashWindow();
  641. };
  642.  
  643. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  644. // Saving & Loading
  645. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  646. var alias_silv_stamina_makeSaveContents = DataManager.makeSaveContents;
  647. DataManager.makeSaveContents = function()
  648. {
  649.     contents = alias_silv_stamina_makeSaveContents.call(this);
  650.     contents.dashStamina = $gamePlayer.dashStamina;
  651.     contents.dashStaminaMax = $gamePlayer.dashStaminaMax;
  652.     return contents;
  653. };
  654.  
  655. var alias_silv_stamina_extractSaveContents = DataManager.extractSaveContents;
  656. DataManager.extractSaveContents = function(contents)
  657. {
  658.     alias_silv_stamina_extractSaveContents.call(this, contents);
  659.     $gamePlayer.dashStamina = contents.dashStamina;
  660.     $gamePlayer.dashStaminaMax = contents.dashStaminaMax;
  661. };
  662.  
  663. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  664. // Plugin Command
  665. // Note: The items are separated by spaces. The command is the first word and any following words are args. args is an array.
  666. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  667. var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
  668. Game_Interpreter.prototype.pluginCommand = function(command, args)
  669. {
  670.     _Game_Interpreter_pluginCommand.call(this, command, args);
  671.     if (command.toLowerCase() == Silv.DashStamina.PluginCmdId) { PluginCommand(command, args); }
  672. };
  673.  
  674. function PluginCommand(cmd, args)
  675. {
  676.     switch(args[0].toLowerCase())
  677.     {
  678.         case 'refill':
  679.             $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax;
  680.             break;
  681.         case 'deplete':
  682.             $gamePlayer.dashStamina = 0;
  683.             break;
  684.         case 'set':
  685.             var perc = parseInt(args[1]);
  686.             perc = Math.max(0, Math.min(100, perc)); // clamp value between 0-100
  687.             $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax * (perc / 100.0);
  688.         break;
  689.         case 'showwindow':
  690.             if (Silv.DashStamina.Window != null)
  691.             {
  692.                 $gamePlayer.hideStaminaWindowDelayCnt = 0;
  693.                 Silv.DashStamina.Window.visible = true;
  694.             }
  695.             break;
  696.         case 'refillhide':
  697.             $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax;
  698.         case 'hidewindow':
  699.             if (Silv.DashStamina.Window != null)
  700.             {
  701.                 $gamePlayer.hideStaminaWindowDelayCnt = Silv.DashStamina.HideStaminaWindowDelay;
  702.                 Silv.DashStamina.Window.visible = false;
  703.             }
  704.             break;
  705.         case 'setmax':
  706.             $gamePlayer.dashStaminaMax = Math.max(1, parseInt(args[1]));
  707.             if ($gamePlayer.dashStamina > $gamePlayer.dashStaminaMax) { $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax; }
  708.             break;
  709.         case 'increasemax':
  710.             $gamePlayer.dashStaminaMax += parseInt(args[1]);
  711.             if ($gamePlayer.dashStaminaMax < 1) { $gamePlayer.dashStaminaMax = 1; }
  712.             if ($gamePlayer.dashStamina > $gamePlayer.dashStaminaMax) { $gamePlayer.dashStamina = $gamePlayer.dashStaminaMax; }
  713.             break;
  714.         default:
  715.             throw 'Stamina PluginCommand invalid command: ' + args[0];
  716.             break;
  717.     }
  718. };
  719.  
  720. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  721. })();
  722. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  723. // End of script
  724. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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