//=============================================================================
// AttackTimes.js
//=============================================================================
/*:
* @plugindesc All skills are treated as basic attacks by the game
* @author by Alevel3mage
*
*
* @help All skills are treated as basic attacks causing them to have an attack swing
* Benefit from the "attacktimes" effect you can prevent this be putting <Times:0> in the note tags for a specific skill.
*
*/
(function(){
Game_Action.prototype.isAttack = function() {
return (this._item.isSkill())?true:false;
};
})();
(function(){
Game_Action.prototype.numRepeats = function() {
var repeats = this.item().repeats;
if (this.isAttack()) {
var noTimes = this.item().meta.times || 1;
repeats = repeats + noTimes * (1 * this.subject().attackTimesAdd());
}
return Math.floor(repeats);
};
})();
//=============================================================================
// Colors.js
//=============================================================================
/*:
* @plugindesc Allows you to assign items and equipment colors. Modified by alevel3mage to allow class colours aswell
* @author kranasAngel modified by Alevel3mage
*
*
* @help Changes the Item's color based on the notetag
* <itemColor:x>
* Changes the Class' color based on the notetag
* <color:x>
* Where x is the color code that you want.
* To find Rpg maker color codes, search rpg maker color codes, or something similar.
*
*
*
*
*
*
*/
(function(){
Window_Base.prototype.drawItemName = function(item, x, y, width) {width = width || 312; if (item) {
var iconBoxWidth = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(item.iconIndex, x + 2, y + 2);
if (typeof item.meta.color !== "undefined"){
var element = parseInt(item.meta.color);
this.changeTextColor(this.textColor(element))
console.log("item Color" + element);
};
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
this.resetTextColor();
};
};
})();
(function(){
Window_Base.prototype.drawActorClass = function(actor, x, y, width) {
width = width || 168;
this.resetTextColor();
if(actor.currentClass().meta.color !== "undefined"){
var element = parseInt(actor.currentClass().meta.color);
console.log("Class Color" + element);}
this.changeTextColor(this.textColor(element));
this.drawText(actor.currentClass().name +" | "+ actor.nickname(), x, y, width);
this.resetTextColor();
};
})();
//=============================================================================
// TitleMovie.js
//=============================================================================
/*:
* @plugindesc Plays a video after a certain delay whilst on the title screen.
*
*
* @author by Alevel3mage
*
@param ---General---
* @default
*
* @param FileName
* @desc the filename for the movie, file must be in "movies" folder
* @type String
* @param Interval
* @desc the time it takes for the movie to play since the last time it played, I think it is in milliseconds, don't quote me on that though, experiment
* @type Integer
*/
(function(){
Scene_Title.prototype.start = function() {
Scene_Base.prototype.start.call(this);
SceneManager.clearStack();
this._interpreter = new Game_Interpreter();
this.centerSprite(this._backSprite1);
this.centerSprite(this._backSprite2);
this.playTitleMusic();
this.startFadeIn(this.fadeSpeed(), false);
};
})();
(function(){
var count = 0;
Scene_Title.prototype.update = function() {
var params = PluginManager.parameters('TitleMovie');
var cap = Number(params['Interval'] || '');;
if (!this.isBusy()) {
this._commandWindow.open();
}
count +=1;
console.log(count)
if(count >= cap){
this.movie(this._interpreter);
count = 0;
}
Scene_Base.prototype.update.call(this);
};
})();
(function(){
Scene_Title.prototype.movie = function(Interpreter){
var params = PluginManager.parameters('TitleMovie');
var name = String(params['FileName'] || '');;
if (name.length > 0) {
var ext = Interpreter.videoFileExt();
Graphics.playVideo('movies/' + name + ext);
Interpreter.setWaitMode('video');
}
};
})();
//=============================================================================
// TPcontrol.js
//=============================================================================
/*:
* @plugindesc Some custom TP values based on states, best used with passive states from yanfly
* @author by Alevel3mage
*
@param ---General---
* @default
*
* @param State1Num
* @desc Which state ID has the highest priority to change TP value.
* @default 152
*
* @param State1val
* @desc What value does State 1 set tp to.
* @default 1
*
* @param State2Num
* @desc Which state ID has the second highest priority to change TP value.
* @default 153
*
* @param State2val
* @desc What value does State 2 set tp to.
* @default 2
*
* @param State3Num
* @desc Which state ID has the third highest priority to change TP value.
* @default 154
*
* @param State3val
* @desc What value does State 3 set tp to.
* @default 6
*
* @param State4Num
* @desc Which state ID has the highest priority to change TP value.
* @default 155
*
* @param State4val
* @desc What value does State 4 set tp to.
* @default 32
*
* @param State5Num
* @desc Which state ID has the highest priority to change TP value.
* @default 156
*
* @param State5val
* @desc What value does State 5 set tp to.
* @default 128
*
* @param State6Num
* @desc Which state ID has the highest priority to change TP value.
* @default 157
*
* @param State6val
* @desc What value does State 6 set tp to.
* @default 8
*
* @param State7Num
* @desc Which state ID has the highest priority to change TP value.
* @default 158
*
* @param State7val
* @desc What value does State 7 set tp to.
* @default 5
*
* @param State8Num
* @desc Which state ID has the highest priority to change TP value.
* @default 159
*
* @param State8val
* @desc What value does State 8 set tp to.
* @default 6
*
* @param State9Num
* @desc Which state ID has the highest priority to change TP value.
* @default 160
*
* @param State9val
* @desc What value does State 9 set tp to.
* @default 10
*
* @param State10Num
* @desc Which state ID has the highest priority to change TP value.
* @default 161
*
* @param State10val
* @desc What value does State 10 set tp to.
* @default 4
*
* @param State11Num
* @desc Which state ID has the highest priority to change TP value.
* @default 162
*
* @param State11val
* @desc What value does State 11 set tp to.
* @default 10
*
* @param State12Num
* @desc Which state ID has the highest priority to change TP value.
* @default 163
*
* @param State12val
* @desc What value does State 12 set tp to.
* @default 100
*
* @param State13Num
* @desc Which state ID has the highest priority to change TP value.
* @default 164
*
* @param State13val
* @desc What value does State 13 set tp to.
* @default 12
*
* @param State14Num
* @desc Which state ID has the highest priority to change TP value.
* @default 165
*
* @param State14val
* @desc What value does State 14 set tp to.
* @default 24
*
* @param StateHPNum
* @desc Which state ID changes TP value to be the characters max hp.
* @default 166
*
* @param StateMPNum
* @desc Which state ID changes TP value to be the characters max mp.
* @default 167
*
* @param StateATKNum
* @desc Which state ID changes TP value to be the characters atk.
* @default 168
*
* @param StateDEFNum
* @desc Which state ID changes TP value to be the characters def.
* @default 169
*
* @param StateMATNum
* @desc Which state ID changes TP value to be the characters mat.
* @default 170
*
* @param StateMDFNum
* @desc Which state ID changes TP value to be the characters mdf.
* @default 171
*
* @param StateAGINum
* @desc Which state ID changes TP value to be the characters agi.
* @default 172
*
* @param StateLUKNum
* @desc Which state ID changes TP value to be the characters luk.
* @default 173
*
* @help set state ID to 0 to disable
*
*/
var params = PluginManager.parameters('TPcontrol');
var state1num = Number(params['State1Num']||152);
var state1val = Number(params['State1val']||1);
var state2num = Number(params['State2Num']||152);
var state2val = Number(params['State2val']||1);
var state3num = Number(params['State3Num']||152);
var state3val = Number(params['State3val']||1);
var state4num = Number(params['State4Num']||152);
var state4val = Number(params['State4val']||1);
var state5num = Number(params['State5Num']||152);
var state5val = Number(params['State5val']||1);
var state6num = Number(params['State6Num']||152);
var state6val = Number(params['State6val']||1);
var state7num = Number(params['State7Num']||152);
var state7val = Number(params['State7val']||1);
var state8num = Number(params['State8Num']||152);
var state8val = Number(params['State8val']||1);
var state9num = Number(params['State9Num']||152);
var state9val = Number(params['State9val']||1);
var state10num = Number(params['State10Num']||152);
var state10val = Number(params['State10val']||1);
var state11num = Number(params['State11Num']||152);
var state11val = Number(params['State11val']||1);
var state12num = Number(params['State12Num']||152);
var state12val = Number(params['State12val']||1);
var state13num = Number(params['State13Num']||152);
var state13val = Number(params['State13val']||1);
var state14num = Number(params['State14Num']||152);
var state14val = Number(params['State14val']||1);
var stateHPnum = Number(params['StateHPNum']||152);
var stateMPnum = Number(params['StateMPNum']||1);
var stateATKnum = Number(params['StateATKNum']||152);
var stateDEFnum = Number(params['StateDEFNum']||1);
var stateMATnum = Number(params['StateMATNum']||152);
var stateMDFnum = Number(params['StateMDFNum']||1);
var stateAGInum = Number(params['StateAGINum']||152);
var stateLUKnum = Number(params['StateLUKNum']||1);
(function(){
Game_BattlerBase.prototype.maxTp = function() {
var tp_value = 1;
if (this.isStateAffected(state1num)) {
tp_value = state1val;
}else if(this.isStateAffected(state2num)){
tp_value = state2val;
}else if(this.isStateAffected(state3num)){
tp_value = state3val;
}else if(this.isStateAffected(state4num)){
tp_value = state4val;
}else if(this.isStateAffected(state5num)){
tp_value = state5val;
}else if(this.isStateAffected(state6num)){
tp_value = state6val;
}else if(this.isStateAffected(state7num)){
tp_value = state7val;
}else if(this.isStateAffected(state8num)){
tp_value = state8val;
}else if(this.isStateAffected(state9num)){
tp_value = state9val;
}else if(this.isStateAffected(state10num)){
tp_value = state10val;
}else if(this.isStateAffected(state11num)){
tp_value = state11val;
}else if(this.isStateAffected(state12num)){
tp_value = state12val;
}else if(this.isStateAffected(state13num)){
tp_value = state13val;
}else if(this.isStateAffected(state14num)){
tp_value = state14val;
}else if(this.isStateAffected(stateHPnum)){
tp_value = this.param(0);
}else if(this.isStateAffected(stateMPnum)){
tp_value = this.param(1);
}else if(this.isStateAffected(stateATKnum)){
tp_value = this.param(2);
}else if(this.isStateAffected(stateDEFnum)){
tp_value = this.param(3);
}else if(this.isStateAffected(stateMATnum)){
tp_value = this.param(4);
}else if(this.isStateAffected(stateMDFnum)){
tp_value = this.param(5);
}else if(this.isStateAffected(stateAGInum)){
tp_value = this.param(6) * 3;
}else if(this.isStateAffected(stateLUKnum)){
tp_value = this.param(7);
}else{
tp_value = 1;
}
return tp_value;
};
})();
(function(){
Game_Battler.prototype.initTp = function() {
this.setTp(0);
};
})();
(function(){
Game_Battler.prototype.chargeTpByDamage = function(damageRate) {
this.gainSilentTp(0);
};
})();