655 lines
28 KiB
JavaScript
655 lines
28 KiB
JavaScript
/*=============================================================================
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* Luna Engine : Battle
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* By Archeia and Yami
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* Version: 1.0
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*
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* Open this in a text editor like Atom, Sublime Text or Notepad++
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* This version is made for the MV release and does not represent the
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* final version of Luna Engine MV.
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*
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*=============================================================================*/
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/*:
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* @plugindesc Open this in a text editor like Atom, Sublime Text or Notepad++
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* @author Archeia and Yami
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*
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* @help
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* Open this in a text editor like Atom, Sublime Text or Notepad++
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* This version is made for the MV release and is not the final version of Luna
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* Engine as a whole.
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*
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*----------------------------------------------------------------------------
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* Lunatic Mode: Conditions
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*----------------------------------------------------------------------------
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* We only list all custom conditions and relative conditions.
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*----------------------------------------------------------------------------
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*
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* this.isSelectingActor()
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*----------------------------------------------------------------------------
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* Return true when related actor with GUI element is being selected.
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*
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*----------------------------------------------------------------------------
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* this.isSelectingEnemy()
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*----------------------------------------------------------------------------
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* Return true when choosing enemy targets.
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*
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*----------------------------------------------------------------------------
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* this.isSelectingAction()
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*----------------------------------------------------------------------------
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* Return true when choosing skill or item.
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*
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*----------------------------------------------------------------------------
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* this.actor.isDead()
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*----------------------------------------------------------------------------
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* Return true if actor is dead.
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*
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*----------------------------------------------------------------------------
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* this.actor.hpRate() < X
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*----------------------------------------------------------------------------
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* Return true if actor hp rate is less than X. (X <= 1.0)
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*
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*----------------------------------------------------------------------------
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* this.actor.mpRate() < X
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*----------------------------------------------------------------------------
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* The same as above hpRate but for MP.
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*
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*----------------------------------------------------------------------------
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* this.actor.actorId() === X
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*----------------------------------------------------------------------------
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* Return true if actor ID is X.
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*
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*----------------------------------------------------------------------------
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* this.actor.currentClass().id === X
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*----------------------------------------------------------------------------
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* Return true if actor class ID is X.
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*
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*----------------------------------------------------------------------------
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* Lunatic Mode: Eval Properties
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*----------------------------------------------------------------------------
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*
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*----------------------------------------------------------------------------
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* this.actor.hp
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*----------------------------------------------------------------------------
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* Actor HP. Can be replaced for mp, tp.
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*
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*----------------------------------------------------------------------------
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* this.actor.mhp
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*----------------------------------------------------------------------------
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* Actor max HP. Can be replaced for mp, tp.
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*
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*----------------------------------------------------------------------------
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* this.actor.name()
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*----------------------------------------------------------------------------
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* Actor name.
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*
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*----------------------------------------------------------------------------
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* this.actor.stateIcons()
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*----------------------------------------------------------------------------
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* Get all state icons.
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*
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*/
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/*=============================================================================*/
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/**
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* @namespace LunaEngine
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*/
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var LunaEngine = LunaEngine || {};
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/**
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* @namespace Battle
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* @memberof LunaEngine
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*/
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LunaEngine.Battle = LunaEngine.Battle || {};
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LunaEngine.Battle.Config = LunaEngine.Battle.Config || {};
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/*=============================================================================*/
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/* globals LunaEngine: false */
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/*=============================================================================*/
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/*=============================================================================*/
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/* Configuration Area!!!
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/*=============================================================================*/
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(function() {
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/*=============================================================================
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// Battle Status General Properties
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*=============================================================================
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* This is the main window of the Actor Battle Status as seen in battle. The area
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* where it displays the party's HP/MP/TP/Status/Faceset/Damage Values/etc.
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* When you move this around, you affect the entirety of the battle status.
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* This does not include Battle Command.
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=============================================================================*/
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var HUD = {
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/*-------------------------------
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* Position
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* X = Move the HUD Horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the HUD Vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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-------------------------------*/
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x: 204,
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y: 460,
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/*-------------------------------
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* Grid and Size
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* This will affect the size of the window that you see in battle.
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* Width = The width of the window.
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* Height = The height of the window.
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* Grid = How many party members are going to be visible in battle.
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* Direction = It can be either horizontal or vertical.
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-------------------------------*/
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width: 624,
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height: 180,
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grid: 4,
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direction: 'horizontal',
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/*-------------------------------
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* Others
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* This involves other properties that we added to the Battle Status for customization.
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-------------------------------*/
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/* showAnimation
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------------------------------
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Set as true/false. If true, it will show animations on the actors.
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If set to false, it will act like default RM.
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-------------------------------*/
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showAnimation: false, // for non-sideview
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/* Background
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------------------------------
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This area is for adding a custom background your battle status.
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type = you can either write 'window' or 'image'
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If you select 'image'
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------------------------------
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Since images aren't exactly the same size as your default width and height for the status
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(the parameters you set above), you add offsets to them instead. Think of it as nudging
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the graphic a bit so it would place itself properly on your screen. This won't affect the
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overall placement of all the actor faceset/hp bars/etc.
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* offsetX = nudge the image horizontally.
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You can use negative values (e.g. -10) or positive values (e.g. 10)
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* offsetY = nudge the image vertically tally.
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You can use negative values (e.g. -10) or positive values (e.g. 10)
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* filename = the image you wanted to display. Make sure it's in img/system folder.
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If you select 'window'
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------------------------------
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* Width = The width of the window.
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* Height = The height of the window.
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* windowskin: You can set a different windowskin instead of the default 'Window' graphic.
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Just make sure that the new Windowskin is in img/system folder. Put in the filename in
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the windowskin: 'filename here' area.
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-------------------------------*/
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background: {
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type: 'image',
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offsetX: -12,
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offsetY: -12,
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window: {
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width: 648,
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height: 204,
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windowskin: 'Window'
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},
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image: {
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filename: '' // put into img/system
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}
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}
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};
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/*=============================================================================
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// Battle Status Elements
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*=============================================================================
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* This is the area where you can edit the following elements of Battle Status:
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* Name Display
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* Faceset Display
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* HP/MP/TP Numbers
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* HP/MP/TP Gauges/Bars
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*
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* Aside from these elements, you can add conditional and eval properties that
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* we included in the help section. This is also known as Lunatic Mode.
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=============================================================================*/
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var GUISprites = {
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spriteFace: {
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/*-------------------------------
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* GUIFace: Faceset
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* This section involves customizing the 'faceset' display of the actors.
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* X = Move the HUD Horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the HUD Vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBA (Red, Green, Blue, Sat) to add a color overlay on top of the faceset.
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* faceName = This is an advanced condition where you can change how it loads an actor image.
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Do not touch if you don't know programming or the basic syntaxes visible in RM.
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* faceIndex = This is an advanced condition where you can change how it loads an actor image's index.
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* A faceset usually has 8 faces in a sheet. From top left, it starts at 0. So think of it as:
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0 1 2 3
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4 5 6 7
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Do not touch if you don't know programming or the basic syntaxes visible in RM.
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-------------------------------*/
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class: 'GUIFace',
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/* Position */
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x: 0,
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y: 0,
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/* Color */
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tone: [0,0,0,0],
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/* Basic Properties */
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faceName: '{this.actor.faceName()}',
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faceIndex: '{this.actor.faceIndex()}',
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/*-------------------------------
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* Lunatic Mode: Conditional Properties
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* Refer to the Lunatic Conditions as seen in the header of this script.
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* This contain specific examples of how to use the Lunatic Mode conditions.
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-------------------------------*/
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conditional: [
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{
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condition: 'this.actor.hpRate() < 0.5',
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/* Change Actor Faceset Tone when HP is Less than 50%
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------------------------------
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In this conditional's case based on 'properties' the image
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will turn into a red tint.
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-------------------------------*/
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properties: {
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tone: [96,0,0,0]
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}
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},
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{
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condition: 'this.actor.isDead()',
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/* Change Actor Faceset Tone when dead.
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------------------------------
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In this conditional's case based on 'properties' the image
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will turn grayscale.
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-------------------------------*/
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properties: {
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tone: [0,0,0,255]
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}
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},
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{
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condition: 'this.isSelectingActor()',
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/* If an actor is selected...
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------------------------------
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In this conditional's case based on 'properties' the image
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it will turn the image slightly white when selected.
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-------------------------------*/
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properties: {
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tone: [64,64,64,0]
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}
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},
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{
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condition: 'this.isSelectingEnemy()',
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/* If the player is selecting an enemy
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------------------------------
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In this conditional's case based on 'properties' the image
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will hide itself until you're done selecting an enemy.
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-------------------------------*/
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properties: {
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visible: false
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}
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}
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]
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}, // spriteFace
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spriteName: {
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/*-------------------------------
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* GUIText: Name
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* This section involves customizing the 'name' display of the actors.
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* X = Move the text horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the text vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBS (Red, Green, Blue, Sat) to set a color for the 'name' display
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* text = Choose what text to display. It can be an actor's name, class, items, etc. based on the syntax used.
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Do not touch unless you know programming or the basic syntaxes present in MV.
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* fontFace = the name of the font you want to use. GameFont refers to default.
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* fontSize = the size of the font used. 24 is the default number.
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* textColor = the color of the font. We use hexadecimal values in this case. For an easier reference check this link:
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(http://www.w3schools.com/w3css/w3css_color_palettes.asp)
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* outlineColor = the font's outline color. This one uses RGBA (Red, Green, Blue, Alpha)
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-------------------------------*/
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class: 'GUIText',
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/* Position */
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x: 0,
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y: 0,
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/* Color */
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tone: [0,0,0,0],
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/* Basic Properties */
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text: '{this.actor.name()}',
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fontFace: 'GameFont',
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fontSize: '24',
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textColor: '#ffffff',
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outlineColor: 'rgba(0,0,0,0.5)',
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/*-------------------------------
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* Lunatic Mode: Conditional Properties
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* Refer to the Lunatic Conditions as seen in the header of this script.
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* This contain specific examples of how to use the Lunatic Mode conditions.
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-------------------------------*/
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conditional: [
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{
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condition: 'this.actor.hpRate() < 0.5',
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/* Change Actor Name Tone when HP is Less than 50%
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------------------------------
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In this conditional's case based on 'properties' the text
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will turn into a tint based under crisisColor() in the default setting.
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You can change this to a hexadecimal value. (e.g. textColor: '#ffffff')
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-------------------------------*/
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properties: {
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textColor: '{this.crisisColor()}'
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}
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},
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{
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condition: 'this.actor.isDead()',
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/* Change Actor Name Tone when dead.
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------------------------------
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In this conditional's case based on 'properties' the text
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will turn into a tint based under crisisColor() in the default setting.
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You can change this to a hexadecimal value. (e.g. textColor: '#ffffff')
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-------------------------------*/
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properties: {
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textColor: '{this.deathColor()}'
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}
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},
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{
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condition: 'this.isSelectingEnemy()',
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/* If the player is selecting an enemy
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------------------------------
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In this conditional's case based on 'properties' the text
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will hide itself until you're done selecting an enemy.
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-------------------------------*/
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properties: {
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visible: false
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}
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}
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]
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}, // spriteName
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spriteHPGauge: {
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/*-------------------------------
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* GUIGauge: HP
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* This section involves customizing the HP 'gauge' or 'bar' display of the actors.
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* X = Move the Gauges Horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the Gauges Vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBS (Red, Green, Blue, Sat) to set a color for the HP Bar Display
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* Width = The width of the HP Bar.
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* Height = The height of the HP Bar.
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* rate = What is the source of value that the gauge is displaying. In this case the actor's HP Rate.
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* color1 = The first color
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* color2 = The second color that color1 will gradiate into.
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* backColor = The color of the 'back' of the gauge when you're taking damage. The default is black.
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We use hexadecimal values in this case. For an easier reference check this link:
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(http://www.w3schools.com/w3css/w3css_color_palettes.asp)
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* outlineColor = the bar's outline color. This one uses RGBA (Red, Green, Blue, Alpha)
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* direction = The direction of the bar. It could be 'horizontal' or 'vertical'
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-------------------------------*/
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class: 'GUIGauge',
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/* Position */
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x: 0,
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y: 100,
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/* Color */
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tone: [0,0,0,0],
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/* Basic Properties */
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width: 140,
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height: 6,
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rate: 'this.actor.hpRate()',
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color1: '{this.hpGaugeColor1()}',
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color2: '{this.hpGaugeColor2()}',
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backColor: '#000000',
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outlineColor: 'rgba(0,0,0,0.5)',
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direction: 'horizontal',
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/*-------------------------------
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* Lunatic Mode: Conditional Properties
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* Refer to the Lunatic Conditions as seen in the header of this script.
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* This contain specific examples of how to use the Lunatic Mode conditions.
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-------------------------------*/
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conditional: [
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{
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condition: 'this.isSelectingEnemy()',
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/* If the player is selecting an enemy
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------------------------------
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In this conditional's case based on 'properties' the text
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will hide itself until you're done selecting an enemy.
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-------------------------------*/
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properties: {
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visible: false
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}
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}
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]
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}, // spriteHPGauge
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spriteHPNumber: {
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/*-------------------------------
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* GUIText: HP Values
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* This section involves customizing the HP Values display of the actors.
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* X = Move the text horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the text vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBS (Red, Green, Blue, Sat) to set a color for the HP Text display
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* text = Choose what text to display. It can be an actor's name, class, items, etc. based on the syntax used.
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In this one's case it will display as 'HP: 9999 / 9999'
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Do not touch unless you know programming or the basic syntaxes present in MV.
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* fontFace = the name of the font you want to use. GameFont refers to default.
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* fontSize = the size of the font used. 24 is the default number.
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* textColor = the color of the font. We use hexadecimal values in this case. For an easier reference check this link:
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(http://www.w3schools.com/w3css/w3css_color_palettes.asp)
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* outlineColor = the font's outline color. This one uses RGBA (Red, Green, Blue, Alpha)
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-------------------------------*/
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class: 'GUIText',
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/* Position */
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x: 0,
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y: 72,
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/* Color */
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tone: [0,0,0,0],
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/* Basic Properties */
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text: 'HP: {this.actor.hp} / {this.actor.mhp}',
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fontFace: 'GameFont',
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fontSize: '16',
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textColor: '#ffffff',
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outlineColor: 'rgba(0,0,0,0.5)',
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/*-------------------------------
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* Lunatic Mode: Conditional Properties
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* Refer to the Lunatic Conditions as seen in the header of this script.
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* This contain specific examples of how to use the Lunatic Mode conditions.
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|
-------------------------------*/
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conditional: [
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{
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condition: 'this.isSelectingEnemy()',
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/* If the player is selecting an enemy
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------------------------------
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In this conditional's case based on 'properties' the text
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will hide itself until you're done selecting an enemy.
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-------------------------------*/
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properties: {
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visible: false
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}
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}
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]
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}, // spriteHPNumber
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spriteMPGauge: {
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/*-------------------------------
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* GUIGauge:MP
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* This section involves customizing the MP 'gauge' or 'bar' display of the actors.
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* X = Move the Gauges Horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* Y = Move the Gauges Vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBS (Red, Green, Blue, Sat) to set a color for the MP Bar Display
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* Width = The width of the MP Bar.
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* Height = The height of the MP Bar.
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* rate = What is the source of value that the gauge is displaying. In this case the actor's MP Rate.
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* color1 = The first color
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* color2 = The second color that color1 will gradiate into.
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* backColor = The color of the 'back' of the gauge when you're taking damage. The default is black.
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We use hexadecimal values in this case. For an easier reference check this link:
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(http://www.w3schools.com/w3css/w3css_color_palettes.asp)
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* outlineColor = the bar's outline color. This one uses RGBA (Red, Green, Blue, Alpha)
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* direction = The direction of the bar. It could be 'horizontal' or 'vertical'
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-------------------------------*/
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class: 'GUIGauge',
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/* Position */
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x: 0,
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y: 136,
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/* Color */
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tone: [0,0,0,0],
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/* Basic Properties */
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width: 140,
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height: 6,
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rate: 'this.actor.mpRate()',
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color1: '{this.mpGaugeColor1()}',
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color2: '{this.mpGaugeColor2()}',
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backColor: '#000000',
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outlineColor: 'rgba(0,0,0,0.5)',
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direction: 'horizontal',
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/*-------------------------------
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* Lunatic Mode: Conditional Properties
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|
* Refer to the Lunatic Conditions as seen in the header of this script.
|
|
* This contain specific examples of how to use the Lunatic Mode conditions.
|
|
-------------------------------*/
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conditional: [
|
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{
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condition: 'this.isSelectingEnemy()',
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/* If the player is selecting an enemy
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|
------------------------------
|
|
In this conditional's case based on 'properties' the text
|
|
will hide itself until you're done selecting an enemy.
|
|
-------------------------------*/
|
|
properties: {
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visible: false
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|
}
|
|
}
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|
]
|
|
}, // spriteHPGauge
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|
|
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spriteMPNumber: {
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/*-------------------------------
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* GUIText: MP Values
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* This section involves customizing the MP Values display of the actors.
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* X = Move the text horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
|
|
* Y = Move the text vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
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* tone = RGBS (Red, Green, Blue, Sat) to set a color for the MP Text display
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* text = Choose what text to display. It can be an actor's name, class, items, etc. based on the syntax used.
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In this one's case it will display as 'MP: 999 / 999'
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|
Do not touch unless you know programming or the basic syntaxes present in MV.
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* fontFace = the name of the font you want to use. GameFont refers to default.
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* fontSize = the size of the font used. 24 is the default number.
|
|
* textColor = the color of the font. We use hexadecimal values in this case. For an easier reference check this link:
|
|
(http://www.w3schools.com/w3css/w3css_color_palettes.asp)
|
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* outlineColor = the font's outline color. This one uses RGBA (Red, Green, Blue, Alpha)
|
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-------------------------------*/
|
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class: 'GUIText',
|
|
|
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/* Position */
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x: 0,
|
|
y: 108,
|
|
|
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/* Color */
|
|
tone: [0,0,0,0],
|
|
|
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/* Basic Properties */
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text: 'MP: {this.actor.mp} / {this.actor.mmp}',
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|
|
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fontFace: 'GameFont',
|
|
fontSize: '16',
|
|
|
|
textColor: '#ffffff',
|
|
outlineColor: 'rgba(0,0,0,0.5)',
|
|
|
|
/*-------------------------------
|
|
* Lunatic Mode: Conditional Properties
|
|
* Refer to the Lunatic Conditions as seen in the header of this script.
|
|
* This contain specific examples of how to use the Lunatic Mode conditions.
|
|
-------------------------------*/
|
|
conditional: [
|
|
{
|
|
condition: 'this.isSelectingEnemy()',
|
|
/* If the player is selecting an enemy
|
|
------------------------------
|
|
In this conditional's case based on 'properties' the text
|
|
will hide itself until you're done selecting an enemy.
|
|
-------------------------------*/
|
|
properties: {
|
|
visible: false
|
|
}
|
|
}
|
|
]
|
|
}, // spriteMPNumber
|
|
|
|
spriteStates: {
|
|
/*-------------------------------
|
|
* GUIIcons: State Display
|
|
* This section involves customizing the State Display of the actors.
|
|
* X = Move the State Display horizontally. You can use Negative values (e.g. -50) to move it to the opposite direction.
|
|
* Y = Move the State Display vertically. You can use Negative values (e.g. -50) to move it to the opposite direction.
|
|
* tone = RGBS (Red, Green, Blue, Sat) to set a color for the State Display
|
|
* iconIds = References which IDs from what place to display. In this case the actor's states.
|
|
Do not touch unless you know programming or the basic syntaxes present in MV.
|
|
* maxIcons = How many icons to display at once. By default it's 3.
|
|
* direction = The direction of the bar. It could be 'horizontal' or 'vertical'
|
|
-------------------------------*/
|
|
class: 'GUIIcons',
|
|
|
|
/* Position */
|
|
x: 0,
|
|
y: 48,
|
|
|
|
/* Color */
|
|
tone: [0,0,0,0],
|
|
|
|
/* Basic Properties */
|
|
// iconIds eval won't need {}
|
|
// can be one or many constant IDs: '[ID1, ID2]'
|
|
iconIds: 'this.actor.stateIcons()',
|
|
maxIcons: 3,
|
|
direction: 'horizontal',
|
|
|
|
/*-------------------------------
|
|
* Lunatic Mode: Conditional Properties
|
|
* Refer to the Lunatic Conditions as seen in the header of this script.
|
|
* This contain specific examples of how to use the Lunatic Mode conditions.
|
|
-------------------------------*/
|
|
conditional: [
|
|
{
|
|
condition: 'this.isSelectingEnemy()',
|
|
/* If the player is selecting an enemy
|
|
------------------------------
|
|
In this conditional's case based on 'properties' the text
|
|
will hide itself until you're done selecting an enemy.
|
|
-------------------------------*/
|
|
properties: {
|
|
visible: false
|
|
}
|
|
}
|
|
]
|
|
} // spriteStates
|
|
};
|
|
|
|
LunaEngine.Battle.Config.HUD = HUD;
|
|
LunaEngine.Battle.Config.GUISprites = GUISprites;
|
|
}()); |