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/*============================================================================
* ## Plugin Info
*----------------------------------------------------------------------------
* # Plugin Name
* DoubleX_RMMZ_Auto_Battle_Command
*----------------------------------------------------------------------------
* # Prerequisites
* Plugins:
* 1. DoubleX RMMZ Enhanced Codebase
* https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Enhanced%20Codebase.js
* Abilities:
* 1. Nothing special
*----------------------------------------------------------------------------
* # Terms Of Use
* 1. Commercial use's always allowed and crediting me's always optional.
* 2. You shall keep this plugin's Plugin Info part's contents intact.
* 3. You shalln't claim that this plugin's written by anyone other than
* DoubleX or my aliases. I always reserve the right to deny you from
* using any of my plugins anymore if you've violated this.
* 4. If you repost this plugin directly(rather than just linking back),
* you shall inform me of these direct repostings. I always reserve
* the right to request you to edit those direct repostings.
* 5. CC BY 4.0, except those conflicting with any of the above, applies
* to this plugin, unless you've my permissions not needing follow so.
* 6. I always reserve the right to deny you from using this plugin
* anymore if you've violated any of the above.
*----------------------------------------------------------------------------
* # Links
* Video:
* 1. https://www.youtube.com/watch?v=Cii91D22kA0
* This Plugin:
* 1. https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX_RMMZ_Auto_Battle_Command.js
* Posts:
* 1. https://forums.rpgmakerweb.com/index.php?threads/doublex_rmmz_auto_battle_command.127332/
* 2. https://www.rpgmakercentral.com/topic/42591-doublex_rmmz_auto_battle_command/
* 3. https://rpgmaker.net/engines/rmmz/utilities/286/
* 4. https://www.save-point.org/thread-8165.html
* 5. https://gdu.one/forums/topic/13640-doublex_rmmz_auto_battle_command/
* 6. http://www.hbgames.org/forums/viewtopic.php?f=332&t=80332
* 7. https://forum.chaos-project.com/index.php/topic,16078.msg197396.html
* 8. https://doublexrpgmaker.wordpress.com/2020/09/14/doublex_rmmz_auto_battle_command/
* 9. https://www.patreon.com/posts/41587930
* 10. https://www.makerdevs.com/plugin/doublex-rmmz-auto-battle-command
* Mentioned Patreon Supporters:
* https://www.patreon.com/posts/71738797
*----------------------------------------------------------------------------
* # Contributors
* Authors:
* 1. DoubleX
* Plugin Development Collaborators:
* - None So Far
* Bug Reporters:
* - None So Far
* Compatibility Issue Raisers:
* - None So Far
* Feature Requesters:
* - None So Far
*----------------------------------------------------------------------------
* # Changelog
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 14 GMT 0900):
* 1. 1st version of this plugin finished
*============================================================================*/
/*:
* @url https://www.patreon.com/doublex
* @target MZ
* @plugindesc Versions: { codebase: "1.1.0", plugin: "v1.00b" }
* Adds a party command to add an autobattle state to the party in battles
* @orderAfter DoubleX_RMMZ_Enhanced_Codebase
* @orderAfter DoubleX RMMZ Enhanced Codebase
* @base DoubleX RMMZ Enhanced Codebase
* @author DoubleX
*
* @param stateId
* @type number
* @min 1
* @desc Sets the id of the state added by the auto battle command
* All alive members in the party will have this state added
* @default 7
*
* @param text
* @desc Sets the auto battle command name
* The command will appear in the party command window
* @default Auto Battle
*
* @param canUse
* @type boolean
* @desc Sets whether the auto battle command can be used
* It'll be checked whenever the party command window's shown
* @default true
*
* @command setAutoBattleCmdState
* @desc Sets the new value of the parameter stateId
* @arg stateId
* @type number
* @min 1
* @desc The id of the state added by the auto battle command
*
* @command setAutoBattleCmdText
* @desc Sets the new value of the parameter text
* @arg text
* @desc The auto battle command name
*
* @command setCanUseAutoBattleCmd
* @desc Sets the new value of the parameter canUse
* @arg canUse
* @type boolean
* @desc Whether the auto battle command can be used
*
* @help
*============================================================================
* ## Plugin Command Info
*----------------------------------------------------------------------------
* 1. setAutoBattleCmdState stateId
* - Sets the id of the state added by the auto battle command as
* stateId
* 2. setAutoBattleCmdText text
* - Sets auto battle command name as text
* 3. setCanUseAutoBattleCmd canUse
* - Sets whether the auto battle command can be used as canUse
* - canUse must be either true or false
*============================================================================
*/
// jshint esversion: 6
var DoubleX_RMMZ = DoubleX_RMMZ || {}; // var must be used or game will crash
(() => {
"use strict";
const src = document.currentScript.src;
const name = src.split("/").slice(-1)[0].split(".")[0].replace(/%20/g, " ");
console.info(src, name);
// Separates the version numbers with the rest to make the former more clear
DoubleX_RMMZ.Auto_Battle_Command = {
PLUGIN_NAME: name,
VERSIONS: { codebase: "1.1.0", plugin: "v1.00b" }
}; // DoubleX_RMMZ.Auto_Battle_Command
//
})();
(ABC => {
"use strict";
const pluginCodebaseVer = ABC.VERSIONS.codebase;
if (Utils.checkRMVersion(pluginCodebaseVer)) return;
console.warn(`Your codebase version is ${Utils.RPGMAKER_VERSION} but must be
at least ${pluginCodebaseVer} to use ${ABC.PLUGIN_NAME}`);
})(DoubleX_RMMZ.Auto_Battle_Command);
/*============================================================================
* ## Plugin Implementations
* You need not edit this part as it's about how this plugin works
*----------------------------------------------------------------------------
* # Plugin Support Info:
* 1. Prerequisites
* - Little RMMZ plugin development proficiency to fully comprehend
* this plugin
* (Elementary Javascript exposures being able to write beginner
* codes up to 300LoC scale)
* 2. Parameter/Return value of type * means it might be of any type
* 3. Function signature with (**) means it might take any number of
* parameters of any type
* 4. Supposedly nullable variables are marked with the _ suffix in their
* names(but they can be sure to be non null in some cases)
* 5. Functions supposedly returning nullable values are marked with the
* _ suffix in their names(but their return values can be sure to be
* non null in some cases)
*----------------------------------------------------------------------------*/
if (DoubleX_RMMZ.Enhanced_Codebase) {
/*============================================================================*/
/*----------------------------------------------------------------------------
* ## Objects
*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* # Edited class: Game_System
* - Lets you access the parameters of this plugin and store them in save
*----------------------------------------------------------------------------*/
(($, MZ_EC, ABC) => {
"use strict";
const klassName = "Game_System";
const { ORIG } = MZ_EC.setKlassContainer(klassName, $, ABC);
const EC_GS = MZ_EC[klassName].new, GS = ABC[klassName];
MZ_EC.extendFunc(EC_GS, GS, "storeParams", function() {
ORIG.storeParams.apply(this, arguments);
// Added to store all parameters of this plugin
EC_GS.onStoreParams.call(this, ABC.PLUGIN_NAME, "autoBattleCmd");
//
}); // v1.00a - v1.00a
/**
* Idempotent
* @author DoubleX @interface @since v1.00a @version v1.00a
* @enum @param {string} param - The name of parameter to be stored in saves
* @param {*} val - The value of the parameter to be stored in game saves
*/
$.setAutoBattleCmdParam = function(param, val) {
EC_GS.storeParamVal.call(this, "autoBattleCmd", param, val);
}; // $.setAutoBattleCmdParam
/**
* Nullipotent
* @author DoubleX @interface @since v1.00a @version v1.00a
* @enum @param {string} param - The name of parameter to be stored in saves
* @returns {*} The value of the parameter to be stored in game saves
*/
$.autoBattleCmdParam = function(param) {
return EC_GS.storedParamVal.call(this, "autoBattleCmd", param);
}; // $.autoBattleCmdParam
const pluginName = ABC.PLUGIN_NAME;
PluginManager.registerCommand(pluginName, "setAutoBattleCmdState", ({ stateId }) => {
$gameSystem.setAutoBattleCmdParam("stateId", +stateId);
});
PluginManager.registerCommand(pluginName, "setAutoBattleCmdText", ({ text }) => {
$gameSystem.setAutoBattleCmdParam("text", text);
});
PluginManager.registerCommand(pluginName, "setCanUseAutoBattleCmd", ({ canUse }) => {
$gameSystem.setAutoBattleCmdParam("canUse", JSON.parse(canUse));
});
})(Game_System.prototype, DoubleX_RMMZ.Enhanced_Codebase,
DoubleX_RMMZ.Auto_Battle_Command);
/*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* ## Windows
*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* # Edited class: Window_PartyCommand
* - Adds the party command that adds an auto battle state to the party
*----------------------------------------------------------------------------*/
(($, MZ_EC, ABC) => {
"use strict";
const {
ORIG,
NEW,
extendFunc
} = MZ_EC.setKlassContainer("Window_PartyCommand", $, ABC);
extendFunc("makeCommandList", function() {
ORIG.makeCommandList.apply(this, arguments);
// Added to add party command that adds an auto battle state to party
NEW._addAutoBattleCmd.call(this);
//
}); // v1.00a - v1.00a
/**
* The this pointer is Window_PartyCommand.prototype
* Idempotent
* @author DoubleX @since v1.00a @version v1.00a
*/
NEW._addAutoBattleCmd = function() {
const text = $gameSystem.autoBattleCmdParam("text");
const canUse = $gameSystem.autoBattleCmdParam("canUse");
this.addCommand(text, "autoBattle", canUse);
}; // NEW._addAutoBattleCmd
})(Window_PartyCommand.prototype, DoubleX_RMMZ.Enhanced_Codebase,
DoubleX_RMMZ.Auto_Battle_Command);
/*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* ## Scenes
*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* # Edited class: Scene_Battle
* - Adds the party command that adds an auto battle state to the party
*----------------------------------------------------------------------------*/
(($, MZ_EC, ABC) => {
"use strict";
const {
ORIG,
NEW,
extendFunc
} = MZ_EC.setKlassContainer("Scene_Battle", $, ABC);
extendFunc("createPartyCommandWindow", function() {
ORIG.createPartyCommandWindow.apply(this, arguments);
// Added to add party command that adds an auto battle state to party
NEW._addAutoBattleCmd.call(this);
//
}); // v1.00a - v1.00a
/**
* The this pointer is Scene_Battle.prototype
* Idempotent
* @author DoubleX @since v1.00a @version v1.00a
*/
NEW._addAutoBattleCmd = function() {
const callback = NEW._cmdAutoBattle.bind(this);
this._partyCommandWindow.setHandler("autoBattle", callback);
}; // NEW._addAutoBattleCmd
/**
* The this pointer is Scene_Battle.prototype
* Idempotent
* @author DoubleX @since v1.00a @version v1.00a
*/
NEW._cmdAutoBattle = function() {
const autoBattleStateId = $gameSystem.autoBattleCmdParam("stateId");
$gameParty.members().forEach(mem => mem.addState(autoBattleStateId));
this.endCommandSelection();
// It's possible that some users might not use autobattle states
if ($gameParty.canInput() || BattleManager.isTpb()) return;
$gameParty.makeActions();
BattleManager.startTurn();
//
}; // NEW._cmdAutoBattle
})(Scene_Battle.prototype, DoubleX_RMMZ.Enhanced_Codebase,
DoubleX_RMMZ.Auto_Battle_Command);
/*============================================================================*/
const curMZECVer = DoubleX_RMMZ.Enhanced_Codebase.VERSIONS.plugin;
const minMZECVer = "v0.02b";
if (curMZECVer < minMZECVer) {
console.warn(`The version of DoubleX RMMZ Enhanced Codebase is
${curMZECVer} but should be at least ${minMZECVer}`);
}
} else {
console.warn(`DoubleX RMMZ Enhanced Codebase should be placed above
${DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME}`);
} // if (DoubleX_RMMZ.Enhanced_Codebase)