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DreamX_Ext_BattleStatusCore.js
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DreamX_Ext_BattleStatusCore.js
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/*:
* @plugindesc v1.6
* @author DreamX
*
* @param --General Status--
*
* @param Battle Status Frame Opacity
* @desc From 0 to 1 Default: 1
* @default 1
*
* @param Battle Status Window Opacity
* @desc Includes frame. Default: 255
* @default 255
*
* @param Battle Status Width
* @desc Eval. Default: Graphics.boxWidth - 192
* @default Graphics.boxWidth - 192
*
* @param Battle Status Height
* @desc Eval. Default: this.fittingHeight(this.numVisibleRows())
* @default this.fittingHeight(this.numVisibleRows())
*
* @param Battle Status Input X
* @desc Eval. Default: this._partyCommandWindow.width
* @default this._partyCommandWindow.width
*
* @param Battle Status Action X
* @desc Eval. Default: this._partyCommandWindow.width / 2
* @default this._partyCommandWindow.width / 2
*
* @param Battle Status Y
* @desc Eval. Default: Graphics.boxHeight - this.windowHeight()
* @default Graphics.boxHeight - this.windowHeight()
*
* @param Battle Status Rows
* @desc Eval. Default: 1
* @default 1
*
* @param Battle Status Item Width
* @desc Eval. Default: this.contents.width / this.maxCols()
* @default this.contents.width / this.maxCols()
*
* @param Battle Status Item Height
* @desc Eval. Default: this.lineHeight() * this.numVisibleRows()
* @default this.lineHeight() * this.numVisibleRows()
*
* @param Battle Status Columns
* @desc Eval. Default: Yanfly.Param.BSWAdjustCol ? this.maxItems() : $gameParty.maxBattleMembers()
* @default Yanfly.Param.BSWAdjustCol ? this.maxItems() : $gameParty.maxBattleMembers()
*
* @param Battle Status Max Visible Rows
* @desc Eval. Default: Yanfly.Param.BECCommandRows || 4
* @default Yanfly.Param.BECCommandRows || 4
*
* @param Battle Status Spacing
* @desc Eval. Horizontal spacing between status rectangles. Default: 0
* @default 0
*
* @param Battle Status Dummy Windows
* @desc Create dummy windows for selection rectangles. Default: false
* @default false
*
* @param Battle Status Dummy Window Prevent Cutoff
* @desc Prevent dummy window from being made if it would go out of bounds. Default: true
* @default true
*
* @param Battle Status Dummy Window Quantity
* @desc Number of dummy windows to make. Default: $gameParty.battleMembers().length
* @default $gameParty.battleMembers().length
*
* @param Flash Current Actor Rect
* @desc Whether to have a flashing cursor on rect of current actor. Default: false
* @default false
*
* @param Battle Status Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param Allow Switch Actor With Directional Buttons
* @desc Allows switching actors in default battle system with directional buttons. Default: true
* @default true
* @param Allow Left To Party Command
* @desc Allows pressing left to go to party command. Default: true
* @default true
*
* @param Allow Cancel To Party Command
* @desc Allows pressing cancel to go to party command. Default: true
* @default true
*
* @param Allow Cancel Actor Command
* @desc Allows canceling actor command with cancel. Default: true
* @default true
*
* @param Allow Right To Actor Command
* @desc Allows switching to actor command with right button. Default: true
* @default true
*
* @param Allow Right To Confirm Turn
* @desc Allows confirming turns when pressing right. Default: true
* @default true
*
* @param --Status Faces--
*
* @param Draw Face
* @desc Eval. Default: true
* @default true
*
* @param Draw Face Width
* @desc Eval. Default: Math.min(rect.width - 8, Window_Base._faceWidth)
* @default Math.min(rect.width - 8, Window_Base._faceWidth)
*
* @param Draw Face Height
* @desc Eval. Default: Math.min(rect.height - 8, Window_Base._faceHeight)
* @default Math.min(rect.height - 8, Window_Base._faceHeight)
*
* @param Face X
* @desc Eval. rect.x + rect.width - ww - 6
* @default rect.x + rect.width - ww - 6
*
* @param Face Y
* @desc Eval. rect.y + 4
* @default rect.y + 4
*
* @param --Status Gauges--
*
* @param Current Value Font Size
* @desc Eval. Default: Yanfly.Param.BSWParamFontSize
* @default Yanfly.Param.BSWParamFontSize
*
* @param Max Value Font Size
* @desc Eval. Default: Yanfly.Param.BSWParamFontSize
* @default Yanfly.Param.BSWParamFontSize
*
* @param -HP Gauge-
*
* @param Draw HP Gauge
* @desc Eval. Default: true
* @default true
*
* @param Hide HP Gauge
* @desc Eval. Hide the actual gauge graphic. Default: false
* @default false
*
* @param HP Gauge X
* @desc Eval. Default: gaugeRect.x
* @default gaugeRect.x
*
* @param HP Gauge Y
* @desc Eval. Default: gaugeRect.y + gaugeRect.height - this.lineHeight() - (Math.max(16, (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 6))
* @default gaugeRect.y + gaugeRect.height - this.lineHeight() - (Math.max(16, (Imported.YEP_CoreEngine) ? Yanfly.Param.GaugeHeight : 6))
*
* @param HP Gauge Width
* @desc Eval. Default: gaugeRect.width
* @default gaugeRect.width
*
* @param Hide HP Name
* @desc Eval. Hide HP Name. Default: false
* @default false
*
* @param HP Name X
* @desc Eval. eval(paramHpGaugeX)
* @default eval(paramHpGaugeX)
*
* @param HP Name Y
* @desc Eval. Default: eval(paramHpGaugeY)
* @default eval(paramHpGaugeY)
*
* @param HP Name Width
* @desc Eval. Default: 44
* @default 44
*
* @param HP Name Alignment
* @desc Default: left
* @default left
*
* @param Hide HP Values
* @desc Eval. Hide Values. Default: false
* @default false
*
* @param HP Values X
* @desc Eval. Default: eval(paramHpGaugeX)
* @default eval(paramHpGaugeX)
*
* @param HP Values Y
* @desc Eval. Default: eval(paramHpGaugeY)
* @default eval(paramHpGaugeY)
*
* @param HP Values Width
* @desc Default: eval(paramHpGaugeWidth)
* @default eval(paramHpGaugeWidth)
*
* @param HP Values Alignment
* @desc When not drawing the max only. Default: right
* @default right
*
* @param -MP Gauge-
*
* @param Draw MP Gauge
* @desc Eval. Default: true
* @default true
*
* @param Hide MP Gauge
* @desc Eval. Hide the actual gauge graphic. Default: false
* @default false
*
* @param MP Gauge X
* @desc Eval. Default: gaugeRect.x
* @default gaugeRect.x
*
* @param MP Gauge Y
* @desc Eval. Default: gaugeRect.y + gaugeRect.height - this.lineHeight()
* @default gaugeRect.y + gaugeRect.height - this.lineHeight()
*
* @param MP Gauge Width
* @desc Eval. Default: this.getGaugesDrawn(actor) <= 2 ? gaugeRect.width : gaugeRect.width / 2
* @default this.getGaugesDrawn(actor) <= 2 ? gaugeRect.width : gaugeRect.width / 2
*
* @param Hide MP Name
* @desc Eval. Hide HP Name. Default: false
* @default false
*
* @param MP Name X
* @desc Eval. Default: eval(paramMpGaugeX)
* @default eval(paramMpGaugeX)
*
* @param MP Name Y
* @desc Eval. Default: eval(paramMpGaugeY)
* @default eval(paramMpGaugeY)
*
* @param MP Name Width
* @desc Eval. Default: 44
* @default 44
*
* @param MP Name Alignment
* @desc Default: left
* @default left
*
* @param Hide MP Values
* @desc Eval. Hide Values. Default: false
* @default false
*
* @param MP Values X
* @desc Eval. Default: eval(paramMpGaugeX)
* @default eval(paramMpGaugeX)
*
* @param MP Values Y
* @desc Eval. Default: eval(paramMpGaugeY)
* @default eval(paramMpGaugeY)
*
* @param MP Values Width
* @desc Default: eval(paramMpGaugeWidth)
* @default eval(paramMpGaugeWidth)
* @param MP Values Alignment
* @desc When not drawing the max only. Default: right
* @default right
*
* @param -TP Gauge-
*
* @param Draw TP Gauge
* @desc Eval. Default: $dataSystem.optDisplayTp
* @default $dataSystem.optDisplayTp
*
* @param Hide TP Gauge
* @desc Eval. Hide the actual gauge graphic. Default: false
* @default false
*
* @param TP Gauge X
* @desc Eval. Default: gaugeRect.x + (gaugeRect.width / 2)
* @default gaugeRect.x + (gaugeRect.width / 2)
*
* @param TP Gauge Y
* @desc Eval. Default: gaugeRect.y + gaugeRect.height - this.lineHeight()
* @default gaugeRect.y + gaugeRect.height - this.lineHeight()
*
* @param TP Gauge Width
* @desc Eval. Default: gaugeRect.width / 2
* @default gaugeRect.width / 2
*
* @param Hide TP Name
* @desc Eval. Hide HP Name. Default: false
* @default false
*
* @param TP Name X
* @desc Eval. Default: eval(paramTpGaugeX)
* @default eval(paramTpGaugeX)
*
* @param TP Name Y
* @desc Eval. Default: eval(paramTpGaugeY)
* @default eval(paramTpGaugeY)
*
* @param TP Name Width
* @desc Eval. Default: 44
* @default 44
*
* @param TP Name Alignment
* @desc Default: left
* @default left
*
* @param Hide TP Values
* @desc Eval. Hide Values. Default: false
* @default false
*
* @param TP Values X
* @desc Eval. Default: eval(paramTpGaugeY) + eval(paramTpGaugeWidth) - 64
* @default eval(paramTpGaugeX) + eval(paramTpGaugeWidth) - 64
*
* @param TP Values Y
* @desc Eval. Default: eval(paramTpGaugeY)
* @default eval(paramTpGaugeY)
*
* @param TP Values Width
* @desc Default: 64
* @default 64
*
* @param TP Values Alignment
* @desc Default: right
* @default right
*
* @param -ATB Gauge-
*
* @param ATB Gauge X
* @desc Eval. Default: basicAreaRect.x
* @default basicAreaRect.x
*
* @param ATB Gauge Y
* @desc Eval. Default: basicAreaRect.y
* @default basicAreaRect.y
*
* @param ATB Gauge Width
* @desc Eval. Default: basicAreaRect.width
* @default basicAreaRect.width
*
* @param --Status Action Icons--
*
* @param Draw Action Icon
* @desc Eval. Default: true
* @default true
*
* @param Action Icon X
* @desc Eval. Default: basicAreaRect.x
* @default basicAreaRect.x
*
* @param Action Icon Y
* @desc Eval. Default: basicAreaRect.y
* @default basicAreaRect.y
*
* @param --Status Names--
*
* @param Draw Name
* @desc Eval. Default: true
* @default true
*
* @param Name X
* @desc Eval. Default: basicAreaRect.x + Window_Base._iconWidth + 4
* @default basicAreaRect.x + Window_Base._iconWidth + 4
*
* @param Name Y
* @desc Eval. Default: basicAreaRect.y
* @default basicAreaRect.y
*
* @param Name Width
* @desc Eval. Default: basicAreaRect.width
* @default basicAreaRect.width
*
* @param Name Alignment
* @desc Eval. Default: left
* @default left
*
* @param -- Status Icons--
*
* @param Draw Icons
* @desc Eval. Whether to draw normal state icons. Default: true
* @default true
*
* @param Icons X
* @desc Eval. Default: basicAreaRect.x + 2
* @default basicAreaRect.x + 2
*
* @param Icons Y
* @desc Eval. Default: basicAreaRect.y + this.lineHeight()
* @default basicAreaRect.y + this.lineHeight()
*
* @param Icons Width
* @desc Eval. Default: basicAreaRect.width
* @default basicAreaRect.width
*
* @param Icons Height
* @desc Eval. Default: Window_Base._iconHeight
* @default Window_Base._iconHeight
*
* @param --Rolling States--
*
* @param Rolling States
* @desc Eval. Use rolling states that alternate the state icons. Default: false
* @default false
*
* @param Rolling States X
* @desc Eval. Rolling States Y position. Default: rect.x + Window_Base._iconWidth + (this.textPadding() * 2)
* @default rect.x + Window_Base._iconWidth + (this.textPadding() * 2)
* @param Rolling States Y
* @desc Eval. Rolling States Y position. Default: rect.y + this.textPadding() + Window_Base._iconHeight + this.lineHeight()
* @default rect.y + this.textPadding() + Window_Base._iconHeight + this.lineHeight()
*
* @param --Party Command Window--
*
* @param Party Command X
* @desc Eval. Default: 0
* @default 0
*
* @param Party Command Y
* @desc Eval. Default: Graphics.boxHeight - this.windowHeight()
* @default Graphics.boxHeight - this.windowHeight()
*
* @param Party Command Width
* @desc Eval. Default: 192
* @default 192
*
* @param Party Command Height
* @desc Eval. Default: this.fittingHeight(this.numVisibleRows())
* @default this.fittingHeight(this.numVisibleRows())
*
* @param Party Command Rows
* @desc Eval. Default: Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
* @default Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
*
* @param Party Command Columns
* @desc Eval. Default: 1
* @default 1
*
* @param Party Command Visible Rows
* @desc Eval. Default: 4
* @default 4
*
* @param Party Command Item Width
* @desc Eval. Default: Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
* @default Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
*
* @param Party Command Item Height
* @desc Eval. Default: this.lineHeight()
* @default this.lineHeight()
*
* @param Party Command Opacity
* @desc Eval. Default: 255
* @default 255
*
* @param Party Command Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param --Actor Command Window--
*
* @param Actor Command X
* @desc Eval. Default: 0
* @default 0
*
* @param Actor Command Y
* @desc Eval. Default: Graphics.boxHeight - this.windowHeight()
* @default Graphics.boxHeight - this.windowHeight()
*
* @param Actor Command Width
* @desc Eval. Default: 192
* @default 192
*
* @param Actor Command Height
* @desc Eval. Default: this.fittingHeight(this.numVisibleRows())
* @default this.fittingHeight(this.numVisibleRows())
*
* @param Actor Command Rows
* @desc Eval. Default: Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
* @default Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
*
* @param Actor Command Columns
* @desc Eval. Default: 1
* @default 1
*
* @param Actor Command Visible Rows
* @desc Eval. Default: 4
* @default 4
*
* @param Actor Command Item Width
* @desc Eval. Default: Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
* @default Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
*
* @param Actor Command Item Height
* @desc Eval. Default: this.lineHeight()
* @default this.lineHeight()
*
* @param Actor Command Close When Selecting
* @desc Eval. Whether to close actor command window when selecting an action. Default: false
* @default false
*
* @param Actor Command Opacity
* @desc Eval. Default: 255
* @default 255
*
* @param Actor Command Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param --Battle Skill Window--
*
* @param Battle Skill X
* @desc Eval. Default: 0
* @default 0
*
* @param Battle Skill Y
* @desc Eval. Default: eval(Yanfly.Param.BECLowerWindows) ? Graphics.boxHeight - this._skillWindow.height : this._helpWindow.y + this._helpWindow.height
* @default eval(Yanfly.Param.BECLowerWindows) ? Graphics.boxHeight - this._skillWindow.height : this._helpWindow.y + this._helpWindow.height
*
* @param Battle Skill Width
* @desc Eval. Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Battle Skill Height
* @desc Eval. Default: eval(Yanfly.Param.BECLowerWindows) ? this._skillWindow.fittingHeight(eval(Yanfly.Param.BECWindowRows)) : this._statusWindow.y - (this._helpWindow.y + this._helpWindow.height)
* @default eval(Yanfly.Param.BECLowerWindows) ? this._skillWindow.fittingHeight(eval(Yanfly.Param.BECWindowRows)) : this._statusWindow.y - (this._helpWindow.y + this._helpWindow.height)
*
* @param Battle Skill Rows
* @desc Eval. Default: Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
* @default Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
*
* @param Battle Skill Columns
* @desc Eval. Default: 2
* @default 2
*
* @param Battle Skill Item Width
* @desc Eval. Default: Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
* @default Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
*
* @param Battle Skill Item Height
* @desc Eval. Default: this.lineHeight()
* @default this.lineHeight()
*
* @param Battle Skill Opacity
* @desc Eval. Default: 255
* @default 255
*
* @param Battle Skill Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param --Battle Item Window--
*
* @param Battle Item X
* @desc Eval. Default: 0
* @default 0
*
* @param Battle Item Y
* @desc Eval. Default: eval(Yanfly.Param.BECLowerWindows) ? Graphics.boxHeight - this._itemWindow.height : this._helpWindow.y + this._helpWindow.height
* @default eval(Yanfly.Param.BECLowerWindows) ? Graphics.boxHeight - this._itemWindow.height : this._helpWindow.y + this._helpWindow.height
*
* @param Battle Item Width
* @desc Eval. Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Battle Item Height
* @desc Eval. Default: eval(Yanfly.Param.BECLowerWindows) ? this._itemWindow.fittingHeight(eval(Yanfly.Param.BECWindowRows)) : this._statusWindow.y - (this._helpWindow.y + this._helpWindow.height)
* @default eval(Yanfly.Param.BECLowerWindows) ? this._itemWindow.fittingHeight(eval(Yanfly.Param.BECWindowRows)) : this._statusWindow.y - (this._helpWindow.y + this._helpWindow.height)
*
* @param Battle Item Rows
* @desc Eval. Default: Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
* @default Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1)
*
* @param Battle Item Columns
* @desc Eval. Default: 2
* @default 2
*
* @param Battle Item Item Width
* @desc Eval. Default: Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
* @default Math.floor((this.width - this.padding * 2 + this.spacing()) / this.maxCols() - this.spacing())
*
* @param Battle Item Item Height
* @desc Eval. Default: this.lineHeight()
* @default this.lineHeight()
*
* @param Battle Item Opacity
* @desc Eval. Default: 255
* @default 255
*
* @param Battle Item Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param --Help Window--
*
* @param Help Window X
* @desc Eval. Default: 0
* @default 0
*
* @param Help Window Y
* @desc Eval. Default: 0
* @default 0
*
* @param Help Window Width
* @desc Eval. Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Help Window Height
* @desc Eval. Default: this._helpWindow.fittingHeight(2)
* @default this._helpWindow.fittingHeight(2)
*
* @param Help Window Opacity
* @desc Eval. Default: 255
* @default 255
*
* @param Help Window Dim Window
* @desc Whether to have a dim window. Good idea to use 0 for opacity parameter if true. Default: false
* @default false
*
* @param --Battle Log Window--
*
* @param Battle Log X
* @desc Eval. Default: 0
* @default 0
*
* @param Battle Log Y
* @desc Eval. Default: 0
* @default 0
*
* @param Battle Log Width
* @desc Eval. Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Battle Log Height
* @desc Eval. Default: this.fittingHeight(this.maxLines())
* @default this.fittingHeight(this.maxLines())
*
* @param Battle Log Window Style
* @desc Eval. Whether Battle Log Window appears like a normal window. Default: false
* @default false
*
* @param Battle Log Window Opacity
* @desc Eval. Default: 0
* @default 0
*
* @param Battle Log Window Background Type
* @desc 0 - default window, 1 - dimmer, 2 - none Default: 0
* @default 0
*
* @param --Battler Picture--
*
* @param Show Battler Picture
* @desc Eval. Whether to show battler picture Default: false
* @default false
*
* @param Always Show Battler Picture
* @desc Eval. Whether to always show battler picture Default: false
* @default false
*
* @param Show Battler Picture When Inputting
* @desc Eval. Show battler picture when battler is inputting Default: true
* @default true
*
* @param Show Battler Picture When Targeted By Enemy
* @desc Eval. Show battler picture when targeted by enemy Default: false
* @default false
*
* @param Show Battler Picture When Targeted By Ally
* @desc Eval. Show battler picture when targeted by ally Default: false
* @default false
*
* @param Show Battler Picture When Acting
* @desc Eval. Show battler picture when acting Default: true
* @default true
*
* @param Battler Picture X
* @desc Eval. Default: (battleStatusWindow.x + battleStatusWindow.standardPadding() + rect.x) + (rect.width / 2) - (this.bitmap.width / 2)
* @default (battleStatusWindow.x + battleStatusWindow.standardPadding() + rect.x) + (rect.width / 2) - (this.bitmap.width / 2)
*
* @param Battler Picture Y
* @desc Eval. Default: battleStatusWindow.y - this.bitmap.height
* @default battleStatusWindow.y - this.bitmap.height
*
* @param --Frontview--
*
* @param Frontview Animations On Top
* @desc Eval. Animations on actors in frontview appear above battle hud instead of below. Default: false
* @default false
*
* @param Prevent Frontview Sprite Move
* @desc Eval. Prevents this plugin from moving the frontview sprites, enabling you to use the settings from other plugins. Default: false
* @default false
*
* @param Frontview Actor Sprite X
* @desc Eval. Actor Sprite X in Frontview. Affects where animations on actor are. Default: statusWindow.x + statusWindow.standardPadding() + rect.x + (rect.width / 2)
* @default statusWindow.x + statusWindow.standardPadding() + rect.x + (rect.width / 2)
*
* @param Frontview Actor Sprite Y
* @desc Eval. Actor Sprite X in Frontview. Affects where animations on actor are. Default: statusWindow.y + statusWindow.standardPadding() + rect.y + (rect.height / 2) + (this.height / 2)
* @default statusWindow.y + statusWindow.standardPadding() + rect.y + (rect.height / 2) + (this.height / 2)
*
* @param --Quick Settings--
*
* @param Center Animations and Popups On Face
* @desc Eval. Overrides Frontview Actor Sprite X & Y to be centered on face. Default: false
* @default false
*
* @param Center Animations and Popups On Battler Pic
* @desc Eval. Overrides Frontview Actor Sprite X & Y to be centered on battler pic. Default: false
* @default false
*
* @param DreamX Setup Suggestion
* @desc Overrides several parameters Default: false
* @default false
*
*
* @help
* ============================================================================
* Actor Notetags
* ============================================================================
* <HideBattleStatusHp> will hide the hp gauge from the battle status window
* for the actor.
*
* <HideBattleStatusMp> will hide the mp gauge from the battle status window
* for the actor.
*
* <HideBattleStatusTp> will hide the tp gauge from the battle status window
* for the actor.
*
* <HideBattleStatusAtb> will hide the tp gauge from the battle status window
* for the actor.
*
* <BattlerPicture: x> will use x as the actor's picture. See parameters.
* ============================================================================
* Tips
* ============================================================================
* Other Yanfly plugins like Core Engine, Buffs State Core and of course
* Battle Status will change how the battle hud looks like. Also look at those
* parameters to customize your hud.
*
* The rect variable refers to the entire rectangle. It's best to use this
* instead of basicAreaRect, gaugeRect etc if you want to change positioning.
* ============================================================================
* DreamX Setup Suggestion Parameter Info
* ============================================================================
* This parameter sets up the hud similar to my example screenshot.
* It overrides parameters for these things:
*
* Face X, Width, Height
* Gauge/Name X, Width
*
* Name Y
* HP Gauge Y
* MP Gauge Y
*
* Icons X, Y
*
* Name Alignment
*
* Adjust Columns set to true in YEP Battle Status Window
*
* Therefore, you can still use the other parameters to your liking to
* customize further.
*
* You can also of course individually use the functions provided by this
* plugin.
* ============================================================================
* Terms Of Use
* ============================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ============================================================================
* Credits
* ============================================================================
* DreamX
* Yanfly for YEP Battle Status Window
*/
var Imported = Imported || {};
Imported.DreamX_Ext_BattleStatusCore = true;
var DreamX = DreamX || {};
DreamX.Ext_BattleStatusCore = DreamX.Ext_BattleStatusCore || {};
(function () {
var parameters = PluginManager.parameters('DreamX_Ext_BattleStatusCore');
var paramDrawFace = String(parameters['Draw Face']);
var paramDrawFaceWidth = String(parameters['Draw Face Width']);
var paramDrawFaceHeight = String(parameters['Draw Face Height']);
var paramDrawFaceX = String(parameters['Face X']);
var paramDrawFaceY = String(parameters['Face Y']);
var paramHpGauge = String(parameters['Draw HP Gauge']);
var paramHpGaugeWidth = String(parameters['HP Gauge Width']);
var paramHpGaugeX = String(parameters['HP Gauge X']);
var paramHpGaugeY = String(parameters['HP Gauge Y']);
var paramHpHideGauge = String(parameters['Hide HP Gauge']);
var paramHpHideName = String(parameters['Hide HP Name']);
var paramHpNameX = String(parameters['HP Name X']);
var paramHpNameY = String(parameters['HP Name Y']);
var paramHpNameAlignment = String(parameters['HP Name Alignment']);
var paramHpNameWidth = String(parameters['HP Name Width']);
var paramHpValuesX = String(parameters['HP Values X']);
var paramHpValuesY = String(parameters['HP Values Y']);
var paramHpValuesWidth = String(parameters['HP Values Width']);
var paramHpValuesAlignment = String(parameters['HP Values Alignment']);
var paramHpHideValues = String(parameters['Hide HP Values']);
var paramMpGauge = String(parameters['Draw MP Gauge']);
var paramMpGaugeX = String(parameters['MP Gauge X']);
var paramMpGaugeY = String(parameters['MP Gauge Y']);
var paramMpGaugeWidth = String(parameters['MP Gauge Width']);
var paramMpHideGauge = String(parameters['Hide MP Gauge']);
var paramMpHideName = String(parameters['Hide MP Name']);
var paramMpNameX = String(parameters['MP Name X']);
var paramMpNameY = String(parameters['MP Name Y']);
var paramMpNameAlignment = String(parameters['MP Name Alignment']);
var paramMpNameWidth = String(parameters['MP Name Width']);
var paramMpValuesX = String(parameters['MP Values X']);
var paramMpValuesY = String(parameters['MP Values Y']);
var paramMpValuesWidth = String(parameters['MP Values Width']);
var paramMpValuesAlignment = String(parameters['MP Values Alignment']);
var paramMpHideValues = String(parameters['Hide MP Values']);
var paramTpGauge = String(parameters['Draw TP Gauge']);
var paramTpGaugeX = String(parameters['TP Gauge X']);
var paramTpGaugeY = String(parameters['TP Gauge Y']);
var paramTpGaugeWidth = String(parameters['TP Gauge Width']);
var paramTpHideGauge = String(parameters['Hide TP Gauge']);
var paramTpHideName = String(parameters['Hide TP Name']);
var paramTpNameX = String(parameters['TP Name X']);
var paramTpNameY = String(parameters['TP Name Y']);
var paramTpNameAlignment = String(parameters['TP Name Alignment']);
var paramTpNameWidth = String(parameters['TP Name Width']);
var paramTpValuesX = String(parameters['TP Values X']);
var paramTpValuesY = String(parameters['TP Values Y']);
var paramTpValuesWidth = String(parameters['TP Values Width']);
var paramTpValuesAlignment = String(parameters['TP Values Alignment']);
var paramTpHideValues = String(parameters['Hide TP Values']);
var paramDrawActionIcon = String(parameters['Draw Action Icon']);
var paramActionIconX = String(parameters['Action Icon X']);
var paramActionIconY = String(parameters['Action Icon Y']);
var paramAtbGaugeX = String(parameters['ATB Gauge X']);
var paramAtbGaugeY = String(parameters['ATB Gauge Y']);
var paramAtbGaugeWidth = String(parameters['ATB Gauge Width']);
var paramDrawName = String(parameters['Draw Name']);
var paramNameX = String(parameters['Name X']);
var paramNameY = String(parameters['Name Y']);
var paramNameWidth = String(parameters['Name Width']);
var paramNameAlign = String(parameters['Name Alignment']);
var paramDrawIcons = String(parameters['Draw Icons']);
var paramIconsX = String(parameters['Icons X']);
var paramIconsY = String(parameters['Icons Y']);
var paramIconsWidth = String(parameters['Icons Width']);
var paramIconsHeight = String(parameters['Icons Height']);
var paramActorCommandCloseSelect = String(parameters['Actor Command Close When Selecting']);
var paramFrontViewSpriteMovePrevent = String(parameters['Prevent Frontview Sprite Move']);
var paramFrameOpacity = parseInt(String(parameters['Battle Status Frame Opacity']));
var paramWindowOpacity = parseInt(String(parameters['Battle Status Window Opacity']));
var paramDXStyle = eval(String(parameters['DreamX Setup Suggestion']));
var paramBattleStatusDim = String(parameters['Battle Status Dim Window']);
var paramPartyCommandDim = String(parameters['Party Command Dim Window']);
var paramActorCommandDim = String(parameters['Actor Command Dim Window']);
var paramBattleSkillDim = String(parameters['Battle Skill Dim Window']);
var paramBattleItemDim = String(parameters['Battle Item Dim Window']);
var paramHelpDim = String(parameters['Help Window Dim Window']);
var paramActorCommandX = String(parameters['Actor Command X']);
var paramActorCommandY = String(parameters['Actor Command Y']);
var paramActorCommandW = String(parameters['Actor Command Width']);
var paramActorCommandH = String(parameters['Actor Command Height']);
var paramActorCommandRows = String(parameters['Actor Command Rows']);
var paramActorCommandCols = String(parameters['Actor Command Columns']);
var paramActorCommandVisRows = String(parameters['Actor Command Visible Rows']);
var paramActorCommandItemWidth = String(parameters['Actor Command Item Width']);
var paramActorCommandItemHeight = String(parameters['Actor Command Item Height']);
var paramActorCommandOpacity = String(parameters['Actor Command Opacity']);
var paramPartyCommandX = String(parameters['Party Command X']);
var paramPartyCommandY = String(parameters['Party Command Y']);
var paramPartyCommandW = String(parameters['Party Command Width']);
var paramPartyCommandH = String(parameters['Party Command Height']);
var paramPartyCommandRows = String(parameters['Party Command Rows']);
var paramPartyCommandCols = String(parameters['Party Command Columns']);
var paramPartyCommandVisRows = String(parameters['Party Command Visible Rows']);
var paramPartyCommandItemWidth = String(parameters['Party Command Item Width']);
var paramPartyCommandItemHeight = String(parameters['Party Command Item Height']);
var paramPartyCommandOpacity = String(parameters['Party Command Opacity']);
var paramBattleSkillX = String(parameters['Battle Skill X']);
var paramBattleSkillY = String(parameters['Battle Skill Y']);
var paramBattleSkillW = String(parameters['Battle Skill Width']);
var paramBattleSkillH = String(parameters['Battle Skill Height']);
var paramBattleSkillRows = String(parameters['Battle Skill Rows']);
var paramBattleSkillCols = String(parameters['Battle Skill Columns']);
var paramBattleSkillItemWidth = String(parameters['Battle Skill Item Width']);
var paramBattleSkillItemHeight = String(parameters['Battle Skill Item Height']);
var paramBattleSkillOpacity = String(parameters['Battle Skill Opacity']);
var paramBattleItemX = String(parameters['Battle Item X']);
var paramBattleItemY = String(parameters['Battle Item Y']);
var paramBattleItemW = String(parameters['Battle Item Width']);
var paramBattleItemH = String(parameters['Battle Item Height']);
var paramBattleItemRows = String(parameters['Battle Item Rows']);
var paramBattleItemCols = String(parameters['Battle Item Columns']);
var paramBattleItemItemWidth = String(parameters['Battle Item Item Width']);
var paramBattleItemItemHeight = String(parameters['Battle Item Item Height']);
var paramBattleItemOpacity = String(parameters['Battle Item Opacity']);
var paramHelpX = String(parameters['Help Window X']);
var paramHelpY = String(parameters['Help Window Y']);
var paramHelpW = String(parameters['Help Window Width']);
var paramHelpH = String(parameters['Help Window Height']);
var paramHelpOpacity = String(parameters['Help Window Opacity']);
var paramBLogX = String(parameters['Battle Log X']);
var paramBLogY = String(parameters['Battle Log Y']);
var paramBLogW = String(parameters['Battle Log Width']);
var paramBLogH = String(parameters['Battle Log Height']);
var paramBLogRegWindowStyle = String(parameters['Battle Log Window Style']);
var paramBLogOpacity = String(parameters['Battle Log Window Opacity']);
var paramCurrentValueFontSize = String(parameters['Current Value Font Size']);
var paramMaxValueFontSize = String(parameters['Max Value Font Size']);
var paramStatusWidth = String(parameters['Battle Status Width']);
var paramStatusHeight = String(parameters['Battle Status Height']);
var paramStatusInputX = String(parameters['Battle Status Input X']);
var paramStatusActionX = String(parameters['Battle Status Action X']);
var paramStatusY = String(parameters['Battle Status Y']);
var paramStatusRows = String(parameters['Battle Status Rows']);
var paramStatusCols = String(parameters['Battle Status Columns']);
var paramStatusVisRows = String(parameters['Battle Status Max Visible Rows']);
var paramStatusItemWidth = String(parameters['Battle Status Item Width']);
var paramStatusItemHeight = String(parameters['Battle Status Item Height']);
var paramStatusSpacing = String(parameters['Battle Status Spacing']);
var paramStatusDummyWindows = String(parameters['Battle Status Dummy Windows']);
var paramStatusDummyPreventCutoff = String(parameters['Battle Status Dummy Window Prevent Cutoff']);
var paramStatusDummyQuantity = String(parameters['Battle Status Dummy Window Quantity']);
var paramShowBattlerPic = String(parameters['Show Battler Picture']);
var paramShowBattlerPicAlways = String(parameters['Always Show Battler Picture']);
var paramShowBattlerPicInput = String(parameters['Show Battler Picture When Inputting']);
var paramShowBattlerEnemyTarget = String(parameters['Show Battler Picture When Targeted By Enemy']);
var paramShowBattlerAllyTarget = String(parameters['Show Battler Picture When Targeted By Ally']);
var paramShowBattlerActing = String(parameters['Show Battler Picture When Acting']);
var paramBattlerPicX = String(parameters['Battler Picture X']);
var paramBattlerPicY = String(parameters['Battler Picture Y']);
var paramRollingStates = String(parameters['Rolling States']);
var paramRollingStatesX = String(parameters['Rolling States X']);
var paramRollingStatesY = String(parameters['Rolling States Y']);
var paramFlashCurrentActorRect = String(parameters['Flash Current Actor Rect']);
var paramActorSpriteFrontViewX = String(parameters['Frontview Actor Sprite X']);
var paramActorSpriteFrontViewY = String(parameters['Frontview Actor Sprite Y']);
var paramTopAnimations = String(parameters['Frontview Animations On Top']);
var paramCenterFrontViewSprites = eval(parameters['Center Animations and Popups On Face']);
var paramCenterFrontViewSpritesOnBPic = eval(parameters['Center Animations and Popups On Battler Pic']);
var paramBattlerPicY = String(parameters['Battler Picture Y']);
var paramDirButtonSwitchActor = String(parameters['Allow Switch Actor With Directional Buttons']);
var paramPressCancelToPartyCommand = String(parameters['Allow Cancel To Party Command']);
var paramPressCancelToCancelActorCommand = String(parameters['Allow Cancel Actor Command']);
var paramLeftPartyCommand = String(parameters['Allow Left To Party Command']);
var paramRightConfirmTurn = String(parameters['Allow Right To Confirm Turn']);
var paramRightActorCommand = String(parameters['Allow Right To Actor Command']);
if (paramDXStyle) {
paramDrawFaceX = "rect.x";
paramDrawFaceWidth = "144";
paramDrawFaceHeight = "144";
paramHpGaugeX = "this.DXGaugeNameX(actor, rect)";
paramMpGaugeX = "this.DXGaugeNameX(actor, rect)";
paramTpGaugeX = "this.DXGaugeNameX(actor, rect)";
paramAtbGaugeX = "this.DXGaugeNameX(actor, rect)";
paramNameX = "this.DXGaugeNameX(actor, rect)";
paramHpGaugeWidth = "this.DXGaugeNameWidth(actor, rect)";
paramMpGaugeWidth = "this.DXGaugeNameWidth(actor, rect)";
paramTpGaugeWidth = "this.DXGaugeNameWidth(actor, rect)";