/*============================================================================
* ## 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. [url]http://pastebin.com/5BMvWPbu[/url]
* Video:
* 1. [url]https://www.youtube.com/watch?v=kaGhzueQwUs[/url]
*----------------------------------------------------------------------------
* # Author
* DoubleX
*----------------------------------------------------------------------------
* # Changelog
* 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 v101a
* 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'] = 'v1.01a';
// The plugin file name must be the same as DoubleX_RMMV.Status_Bars_File
DoubleX_RMMV.Status_Bars_File = 'DoubleX RMMV Status Bars v101a';
/*============================================================================
* ## 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);
data.concat(this.equips().filter(function(equip) { return equip; }));
data.push(this.currentClass());
data.push(this.actor());
return data;
//
}; // 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
var data = GBB._statusBarData.call(this);
data.push(this.enemy());
return data;
//
}; // 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 - v1.00a; Hotspot
this.visible = 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);
/*============================================================================*/