I never thought even I could make some music, but I don't know if mine would be too unpleasant to hear, so it takes me some courage to share them here 
DoubleX - Everyone Turning Against You

DoubleX - Everyone Turning Against You
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BattleManager.initMembers = function() {
this._phase = "";
this._inputting = false;
this._canEscape = false;
this._canLose = false;
this._battleTest = false;
this._eventCallback = null;
this._preemptive = false;
this._surprise = false;
this._currentActor = null;
this._actionForcedBattler = null;
this._mapBgm = null;
this._mapBgs = null;
this._actionBattlers = [];
this._subject = null;
this._action = null;
this._targets = [];
this._logWindow = null;
this._spriteset = null;
this._escapeRatio = 0;
this._escaped = false;
this._rewards = {};
this._tpbNeedsPartyCommand = true;
};
SceneManager.goto(Scene_Battle);
SceneManager.push(Scene_Battle);
Scene_Battle.prototype.createAllWindows = function() {
this.createLogWindow();
this.createStatusWindow();
this.createPartyCommandWindow();
this.createActorCommandWindow();
this.createHelpWindow();
this.createSkillWindow();
this.createItemWindow();
this.createActorWindow();
this.createEnemyWindow();
Scene_Message.prototype.createAllWindows.call(this);
};
BattleManager.startBattle = function() {
this._phase = "start";
$gameSystem.onBattleStart();
$gameParty.onBattleStart(this._preemptive);
$gameTroop.onBattleStart(this._surprise);
this.displayStartMessages();
};
BattleManager.startInput = function() {
this._phase = "input";
this._inputting = true;
$gameParty.makeActions();
$gameTroop.makeActions();
this._currentActor = null;
if (this._surprise || !$gameParty.canInput()) {
this.startTurn();
}
};
Game_Battler.prototype.makeActions = function() {
this.clearActions();
if (this.canMove()) {
const actionTimes = this.makeActionTimes();
this._actions = [];
for (let i = 0; i < actionTimes; i++) {
this._actions.push(new Game_Action(this));
}
}
};
Game_Actor.prototype.makeActions = function() {
Game_Battler.prototype.makeActions.call(this);
if (this.numActions() > 0) {
this.setActionState("undecided");
} else {
this.setActionState("waiting");
}
if (this.isAutoBattle()) {
this.makeAutoBattleActions();
} else if (this.isConfused()) {
this.makeConfusionActions();
}
};
Game_Enemy.prototype.makeActions = function() {
Game_Battler.prototype.makeActions.call(this);
if (this.numActions() > 0) {
const actionList = this.enemy().actions.filter(a =>
this.isActionValid(a)
);
if (actionList.length > 0) {
this.selectAllActions(actionList);
}
}
this.setActionState("waiting");
};
Scene_Battle.prototype.changeInputWindow = function() {
this.hideSubInputWindows();
if (BattleManager.isInputting()) {
if (BattleManager.actor()) {
this.startActorCommandSelection();
} else {
this.startPartyCommandSelection();
}
} else {
this.endCommandSelection();
}
};
Scene_Battle.prototype.startPartyCommandSelection = function() {
this._statusWindow.deselect();
this._statusWindow.show();
this._statusWindow.open();
this._actorCommandWindow.setup(null);
this._actorCommandWindow.close();
this._partyCommandWindow.setup();
};
BattleManager.processAbort = function() {
$gameParty.removeBattleStates();
this._logWindow.clear();
this.replayBgmAndBgs();
this.endBattle(1);
};
BattleManager.onEscapeFailure = function() {
$gameParty.onEscapeFailure();
this.displayEscapeFailureMessage();
this._escapeRatio += 0.1;
if (!this.isTpb()) {
this.startTurn();
}
};
Game_Actor.prototype.onEscapeFailure = function() {
if (BattleManager.isTpb()) {
this.applyTpbPenalty();
}
this.clearActions();
this.requestMotionRefresh();
};
Game_Actor.prototype.clearActions = function() {
Game_Battler.prototype.clearActions.call(this);
this._actionInputIndex = 0;
};
Scene_Battle.prototype.selectNextCommand = function() {
BattleManager.selectNextCommand();
this.changeInputWindow();
};
BattleManager.selectNextCommand = function() {
if (this._currentActor) {
if (this._currentActor.selectNextCommand()) {
return;
}
this.finishActorInput();
}
this.selectNextActor();
};
Game_Actor.prototype.selectNextCommand = function() {
if (this._actionInputIndex < this.numActions() - 1) {
this._actionInputIndex++;
return true;
} else {
return false;
}
};
Scene_Battle.prototype.selectPreviousCommand = function() {
BattleManager.selectPreviousCommand();
this.changeInputWindow();
};
BattleManager.selectPreviousCommand = function() {
if (this._currentActor) {
if (this._currentActor.selectPreviousCommand()) {
return;
}
this.cancelActorInput();
}
this.selectPreviousActor();
};
Game_Actor.prototype.selectPreviousCommand = function() {
if (this._actionInputIndex > 0) {
this._actionInputIndex--;
return true;
} else {
return false;
}
};
BattleManager.startTurn = function() {
this._phase = "turn";
$gameTroop.increaseTurn();
$gameParty.requestMotionRefresh();
if (!this.isTpb()) {
this.makeActionOrders();
this._logWindow.startTurn();
this._inputting = false;
}
};
BattleManager.makeActionOrders = function() {
const battlers = [];
if (!this._surprise) {
battlers.push(...$gameParty.battleMembers());
}
if (!this._preemptive) {
battlers.push(...$gameTroop.members());
}
for (const battler of battlers) {
battler.makeSpeed();
}
battlers.sort((a, b) => b.speed() - a.speed());
this._actionBattlers = battlers;
};
BattleManager.updateTurn = function(timeActive) {
$gameParty.requestMotionRefresh();
if (this.isTpb() && timeActive) {
this.updateTpb();
}
if (!this._subject) {
this._subject = this.getNextSubject();
}
if (this._subject) {
this.processTurn();
} else if (!this.isTpb()) {
this.endTurn();
}
};
BattleManager.getNextSubject = function() {
for (;;) {
const battler = this._actionBattlers.shift();
if (!battler) {
return null;
}
if (battler.isBattleMember() && battler.isAlive()) {
return battler;
}
}
};
BattleManager.processTurn = function() {
const subject = this._subject;
const action = subject.currentAction();
if (action) {
action.prepare();
if (action.isValid()) {
this.startAction();
}
subject.removeCurrentAction();
} else {
this.endAction();
this._subject = null;
}
};
BattleManager.startAction = function() {
const subject = this._subject;
const action = subject.currentAction();
const targets = action.makeTargets();
this._phase = "action";
this._action = action;
this._targets = targets;
subject.cancelMotionRefresh();
subject.useItem(action.item());
this._action.applyGlobal();
this._logWindow.startAction(subject, action, targets);
};
BattleManager.endTurn = function() {
this._phase = "turnEnd";
this._preemptive = false;
this._surprise = false;
};
BattleManager.updateTurnEnd = function() {
if (this.isTpb()) {
this.startTurn();
} else {
this.endAllBattlersTurn();
this._phase = "start";
}
};
BattleManager.updateAction = function() {
const target = this._targets.shift();
if (target) {
this.invokeAction(this._subject, target);
} else {
this.endAction();
}
};
BattleManager.invokeAction = function(subject, target) {
this._logWindow.push("pushBaseLine");
if (Math.random() < this._action.itemCnt(target)) {
this.invokeCounterAttack(subject, target);
} else if (Math.random() < this._action.itemMrf(target)) {
this.invokeMagicReflection(subject, target);
} else {
this.invokeNormalAction(subject, target);
}
subject.setLastTarget(target);
this._logWindow.push("popBaseLine");
};
BattleManager.endAction = function() {
this._logWindow.endAction(this._subject);
this._phase = "turn";
if (this._subject.numActions() === 0) {
this.endBattlerActions(this._subject);
this._subject = null;
}
};
* { codebase: "1.1.1", plugin: "v1.02a" }(2021 Feb 7 GMT 1300):
* 1. Added skillItemCooldownGaugeColor1 and skillItemCooldownGaugeColor2
* to let you show the TPB battler cooldown bar inside battles with
* configurable colors
* 2. Added cancelBattlerCooldownHotkeys and
* cancelSkillItemCooldownHotkeys to let you set some hotkeys to
* cancel the battler/skill item cooldown of the corresponding actors
* respectively
* 3. Added the following parameters:
* - canCancelBattlerCooldown
* - canCancelSkillItemCooldown
* - cancelBattlerCooldownFail
* - cancelSkillItemCooldownFail
* - cancelBattlerCooldownSuc
* - cancelSkillItemCooldownSuc
* - canCancelBattlerCooldownNotetagDataTypePriorities
* - canCancelSkillItemCooldownNotetagDataTypePriorities
* - cancelBattlerCooldownFailNotetagDataTypePriorities
* - cancelSkillItemCooldownFailNotetagDataTypePriorities
* - cancelBattlerCooldownSucNotetagDataTypePriorities
* - cancelSkillItemCooldownSucNotetagDataTypePriorities
* 4. Added the following plugin commands:
* - canCancelBattlerCooldown
* - canCancelSkillItemCooldown
* - cancelBattlerCooldown
* - cancelSkillItemCooldown
* 5. Added the following notetags:
* - canCancelBattler
* - canCancelSkillItem
* - cancelBattlerFail
* - cancelSkillItemFail
* - cancelBattlerSuc
* - cancelSkillItemSuc
* { codebase: "1.1.1", plugin: "v1.01a" }(2020 Dec 26 GMT 1300):
* 1. Added the following notetag types:
* subjectMiss
* subjectEva
* subjectCnt
* subjectMrf
* subjectCri
* subjectNorm
* subjectSubstitute
* 2. Added the following parameters:
* subjectMissNotetagDataTypePriorities
* subjectEvaNotetagDataTypePriorities
* subjectCntNotetagDataTypePriorities
* subjectMrfNotetagDataTypePriorities
* subjectCriNotetagDataTypePriorities
* subjectNormNotetagDataTypePriorities
* subjectSubstituteNotetagDataTypePriorities
* 3. Fixed the eventEntry of all notetags not correctly accepting all
* intended suffixes and rejecting the unintended ones
* - v0.15c(GMT 0700 11-Dec-2020):
* 1. Fixed the following wrong documentations:
* Battler manipulations -
* i. setDelaySecCounter should be setSATBDelaySecCounter
* ii. addDelaySecCounter should be addSATBDelaySecCounter
* iii. multiplyDelaySecCounter should be
* multiplySATBDelaySecCounter
* iv. delaySecCounter should be satbDelaySecCounter
* 2. Added the action sequence for the Delay Module in
* Yanfly Engine Plugins - Battle Engine Core
* 3. Lets players cancels actor cooldown by clicking the actor sprite
* 4. Lets players cancels actor charge by clicking the actor sprite
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 11 GMT 0400):
* 1. Adding the plugin command and query counterpart of the
* isTPBSCountdownState battler manipulation
* 2. Documented the isTPBSCountdownState battler manipulation
* 3. Fixed the bug of not removing countdown states nor triggering
* effects from plugin DoubleX RMMZ State Triggers
* - v0.15b(GMT 0400 7-Dec-2020):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Superlative_ATB_Parameters_File when changing the
* parameter plugin file name
* 2. Fixed the wrong this of the following Array prototype methods:
* i. fastFilter
* ii. fastMap
* iii. filterMap
* iv. mapFilter
* v. mapReduce
* vi. mapSome
* 3. Fixed the x and y positions and opacity update bugs for discrete
* order battler sprites
* 4. Fixed wrong unit test check conditions for the x and y positions
* and opacity for discrete order battler sprites
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.TPBS_CTB.PLUGIN_NAME when changing this plugin file
* name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.TPBS_Battle_Turns.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.TPBS_Actor_Hotkeys.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0900):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Targeting_Hotkeys.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0800):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Script_Call_Hotkeys.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0700):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Plugin_Query.PLUGIN_NAME when changing this plugin
* file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0700):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Custom_Script_Calls.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0600):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Custom_Key_Maps.PLUGIN_NAME when changing this plugin
* file name
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME when changing this
* plugin file name