var MATTIE = MATTIE || {};
MATTIE.multiplayer = MATTIE.multiplayer || {};
MATTIE.menus.multiplayer = MATTIE.menus.multiplayer || {};
MATTIE.scenes.multiplayer = MATTIE.scenes.multiplayer || {};
MATTIE.windows.multiplayer = MATTIE.windows.multiplayer || {};
MATTIE.multiplayer.multiCombat = {};
MATTIE.scenes.multiplayer.multiCombat = {};
MATTIE.windows.multiplayer.multiCombat = {};
MATTIE.windows.multicombat_SceneBattleOrg = Scene_Battle.prototype.createAllWindows;
MATTIE.multiplayer.multiCombat.netPlayerOffset = 0;
MATTIE.multiplayer.multiCombat.rowHeight = 0.1;
MATTIE.multiplayer.multiCombat.maxAlliesPerRow = 6;
MATTIE.multiplayer.multiCombat.minCharHeight = 50;
MATTIE.multiplayer.multiCombat.ellipseHor = MATTIE.multiplayer.multiCombat.maxAlliesPerRow;
MATTIE.multiplayer.multiCombat.ellipseVert = MATTIE.multiplayer.multiCombat.maxAlliesPerRow / 1.5;
MATTIE.multiplayer.multiCombat.ellipseGetY = function (x) {
const b = MATTIE.multiplayer.multiCombat.ellipseVert;
const a = MATTIE.multiplayer.multiCombat.ellipseHor;
return Math.sqrt((1 / b ** 2) + (((x ** 2) * b ** 2) / a ** 2)); // ellipse formula for y from x;
};
MATTIE.multiplayer.multiCombat.additionalStatusRows = 1;
MATTIE.multiplayer.multiCombat.additionalCommandRows = 1;
TextManager.multiplayer = 'view allies';
TextManager.viewNextParty = 'view next party';
Scene_Battle.prototype.createAllWindows = function () {
const that = this;
MATTIE.multiplayer.multiCombat.netPlayerOffset = 0; // reset the offset anytime we create a new scene
MATTIE.windows.multicombat_SceneBattleOrg.call(this);
if (MATTIE.multiplayer.config.showAlliesMenu) {
this._textWindow = new MATTIE.windows.multiplayer.multiCombat.AllyCount(0, 0, 155, 75);
this._textWindow.opacity = 100;
this.addWindow(this._textWindow);
}
if (MATTIE.multiplayer.config.showViewingMenu) {
this._partyDisplay = new MATTIE.windows.TextDisplay(155, 0, 400, 75, 'Viewing: Self');
this._partyDisplay.opacity = 100;
this.addWindow(this._partyDisplay);
}
// make windows not overlap
function show() {
if (typeof that._textWindow != 'undefined') that._textWindow.show();
if (typeof that._partyDisplay != 'undefined') that._partyDisplay.show();
}
function hide() {
if (typeof that._textWindow != 'undefined') that._textWindow.hide();
if (typeof that._partyDisplay != 'undefined') that._partyDisplay.hide();
}
const oldWinMsgShow = Window_Help.prototype.show;
Window_Message.prototype.show = function () {
hide();
oldWinMsgShow.call(this);
};
const oldWinMsgHide = Window_Help.prototype.hide;
Window_Message.prototype.show = function () {
show();
oldWinMsgHide.call(this);
};
const oldWinHelpActivate = Window_Help.prototype.show;
Window_Help.prototype.show = function () {
hide();
oldWinHelpActivate.call(this);
};
const oldWinHelpDeactivate = Window_Help.prototype.hide;
Window_Help.prototype.hide = function () {
show();
oldWinHelpDeactivate.call(this);
};
this._statusWindow.setHandler('cancel', BattleManager.unready.bind(this));
MATTIE.multiplayer.BattleController.addListener('ready', () => {
this._statusWindow.activate();
});
MATTIE.multiplayer.BattleController.addListener('unready', () => {
this._statusWindow.deactivate();
});
MATTIE.multiplayer.BattleController.addListener('refreshNetBattlers', () => {
this.refreshNetBattlers();
});
this.refreshNetBattlers();
};
Spriteset_Battle.prototype.removeNetBattler = function (index) {
if (!this._netActorSprites) this._netActorSprites = [];
if (!this._netActors) this._netActors = [];
var val = this._netActorSprites.splice(index, 1)[0];
this._netActors.splice(index, 1);
BattleManager._netActors.splice(index, 1);
this._battleField.removeChild(val);
};
Sprite_Actor.prototype.setNet = function () {
this.isNet = true;
};
Spriteset_Battle.prototype.addNetBattler = function (actor) {
if (!this._netActorSprites) this._netActorSprites = [];
if (!this._netActors) this._netActors = [];
actor.forceIndex(this._netActorSprites.length);
const sprite = new Sprite_Actor();
sprite.setNet();
sprite.setBattler(actor);
MATTIE.multiplayer.multiCombat.netPlayerOffset = $gameParty.battleMembers().length;
if (MATTIE.multiplayer.devTools.shouldTint) {
if (!MATTIE.multiplayer.devTools.consistentTint) {
MATTIE.multiplayer.devTools.consistentTint = MATTIE.multiplayer.devTools.getTint();
}
sprite._mainSprite.tint = MATTIE.multiplayer.devTools.consistentTint;
}
this._netActorSprites.push(sprite);
BattleManager._netActors.push(actor);
this._netActors.push(actor);
this._battleField.addChild(this._netActorSprites[this._netActorSprites.length - 1]);
};
Scene_Battle.prototype.refreshNetBattlers = function () {
if (!MATTIE.multiplayer.pvp.inPVP) {
MATTIE.multiplayer.multiCombat.netPlayerOffset = $gameParty.battleMembers().length;
const playersIds = $gameTroop.getIdsInCombatWith();
const netCont = MATTIE.multiplayer.getCurrentNetController();
if (!this._spriteset._netActorSprites) this._spriteset._netActorSprites = [];
if (!this._spriteset._netActors) this._spriteset._netActors = [];
for (let index = 0; index < this._spriteset._netActorSprites.length + 1; index++) {
this._spriteset.removeNetBattler(0); // becouse this is destructive just remove index 0 for every time.
}
playersIds.forEach((id) => {
if (id !== netCont.peerId) {
netCont.netPlayers[id].battleMembers().forEach((actor) => {
this._spriteset.addNetBattler(actor);
});
}
});
this._spriteset.updateNetBattlers();
}
};
MATTIE.multiplayer.gameActorInit = Game_Actor.prototype.initMembers;
Game_Actor.prototype.initMembers = function () {
MATTIE.multiplayer.gameActorInit.call(this);
this._forcedIndex = null;
};
Game_Actor.prototype.index = function () {
if (this._forcedIndex != null) return this._forcedIndex;
return $gameParty.members().indexOf(this);
};
Game_Actor.prototype.forceIndex = function (index) {
this._forcedIndex = index;
};
Game_Actor.prototype.unForceIndex = function () {
this._forcedIndex = null;
};
Spriteset_Battle.prototype.updateNetBattlers = function () {
if (!this._netActorSprites) this._netActorSprites = [];
if (!this._netActors) this._netActors = [];
var members = this._netActors;
for (var i = 0; i < this._netActorSprites.length; i++) {
this._netActorSprites[i].setBattler(members[i]);
}
};
MATTIE.multiplayer.spiresetBattleUpdate = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function () {
MATTIE.multiplayer.spiresetBattleUpdate.call(this);
this.updateNetBattlers();
};
Sprite_Actor.prototype.setActorHome = function (index) {
// use this if you want it to fill from middle
// if (this.isNet) index += MATTIE.multiplayer.multiCombat.netPlayerOffset;
// const colNum = index % MATTIE.multiplayer.multiCombat.maxAlliesPerRow;
// const rowNum = Math.floor(index / MATTIE.multiplayer.multiCombat.maxAlliesPerRow);
// let effectiveCol = (MATTIE.multiplayer.multiCombat.maxAlliesPerRow / 2) - 1;
// if (colNum % 2 == 0) {
// effectiveCol -= Math.floor(colNum / 2);
// } else {
// effectiveCol += Math.ceil(colNum / 2);
// }
// const xOffset = (Graphics.width / MATTIE.multiplayer.multiCombat.maxAlliesPerRow) * x;
// // const x = effectiveCol - MATTIE.multiplayer.multiCombat.maxAlliesPerRow / 2;
// const x = colNum - MATTIE.multiplayer.multiCombat.maxAlliesPerRow / 2;
// console.log(x);
// console.log(`eff${effectiveCol}`);
// // x needs to fill like 2,3,4,1
// const y = MATTIE.multiplayer.multiCombat.ellipseGetY(x);
// const rowOffset = (rowNum * MATTIE.multiplayer.multiCombat.rowHeight * Graphics.height);
// const yOffset = (y * MATTIE.multiplayer.multiCombat.rowHeight * Graphics.height);
// this.setHome(50 + xOffset, Graphics.boxHeight - MATTIE.multiplayer.multiCombat.minCharHeight - rowOffset - yOffset - 50);
if (this.isNet) index += MATTIE.multiplayer.multiCombat.netPlayerOffset;
const colNum = index % MATTIE.multiplayer.multiCombat.maxAlliesPerRow;
const rowNum = Math.floor(index / MATTIE.multiplayer.multiCombat.maxAlliesPerRow);
const xOffset = (Graphics.width / MATTIE.multiplayer.multiCombat.maxAlliesPerRow) * colNum;
const x = colNum - MATTIE.multiplayer.multiCombat.maxAlliesPerRow / 2;
const y = MATTIE.multiplayer.multiCombat.ellipseGetY(x);
const rowOffset = (rowNum * MATTIE.multiplayer.multiCombat.rowHeight * Graphics.height);
const yOffset = (y * MATTIE.multiplayer.multiCombat.rowHeight * Graphics.height);
this.setHome(50 + xOffset, Graphics.boxHeight - MATTIE.multiplayer.multiCombat.minCharHeight - rowOffset - yOffset);
};
/**
* @description a window that displays the current number of alies in the fight with you.
* @class
*/
MATTIE.windows.multiplayer.multiCombat.AllyCount = function () {
this.initialize.apply(this, arguments);
};
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype = Object.create(MATTIE.windows.TextDisplay.prototype);
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.constructor = MATTIE.windows.multiplayer.multiCombat.AllyCount;
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.initialize = function (x, y, width, height) {
this._items = [];
this._index = 0;
this._header = '';
MATTIE.windows.TextDisplay.prototype.initialize.call(this, x, y, width, height, MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.getText());
MATTIE.multiplayer.getCurrentNetController().addListener('battleChange', () => {
this.updateCount();
});
};
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.getText = function () {
return (MATTIE.multiplayer.pvp.inPVP ? 'Enemies' : `Allies: ${MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.getTotalAllies()}`).toString();
};
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.getTotalAllies = function () {
var x = $gameTroop.totalCombatants();
return ((x || 0) - 1);
};
MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.updateCount = function () {
this.updateText(MATTIE.windows.multiplayer.multiCombat.AllyCount.prototype.getText());
};
// spritesets
function Spriteset_Battle_ActorRow() {
this.initialize.apply(this, arguments);
}
Spriteset_Battle_ActorRow.prototype = Object.create(Spriteset_Base.prototype);
Spriteset_Battle_ActorRow.prototype.constructor = Spriteset_Battle_ActorRow;
Spriteset_Battle_ActorRow.prototype.initialize = function () {
Spriteset_Base.prototype.initialize.call(this);
this.maxActors = 6;
};
Spriteset_Battle_ActorRow.prototype.createBaseSprite = function () {
this._baseSprite = new Sprite();
this._baseSprite.setFrame(0, 0, this.width, this.height);
this._blackScreen = new ScreenSprite();
this._blackScreen.opacity = 0;
this.addChild(this._baseSprite);
this._baseSprite.addChild(this._blackScreen);
};
Spriteset_Battle_ActorRow.prototype.createLowerLayer = function () {
Spriteset_Base.prototype.createLowerLayer.call(this);
this.createBattleField();
this.createActors($gameActors);
};
Spriteset_Battle_ActorRow.prototype.update = function () {
Spriteset_Base.prototype.update.call(this);
this.updateActors($gameActors);
};
Spriteset_Battle_ActorRow.prototype.createBattleField = function () {
var width = Graphics.boxWidth;
var height = Graphics.boxHeight;
var x = (Graphics.width - width) / 2;
var y = (Graphics.height - height) / 2;
this._battleField = new Sprite();
this._battleField.setFrame(x, y, width, height);
this._battleField.setColorTone([255, 0, 0, 1]);
this._battleField.x = x;
this._battleField.y = y;
this._baseSprite.addChild(this._battleField);
};
Spriteset_Battle_ActorRow.prototype.createActors = function () {
this._actorSprites = [];
for (var i = 0; i < 6; i++) {
this._actorSprites[i] = new Sprite_Actor();
this._battleField.addChild(this._actorSprites[i]);
}
};
Spriteset_Battle_ActorRow.prototype.updateActors = function () {
var members = $gameActors._data;
for (var i = 0; i < this._actorSprites.length; i++) {
this.setBattlerPos(this._actorSprites[i], members[i], i);
}
};
Spriteset_Battle_ActorRow.prototype.setBattlerPos = function (sprite, battler, index) {
sprite.setBattler(battler);
var changed = (battler !== this._actor);
if (changed) {
sprite._actor = battler;
if (battler) {
sprite.setHome(300 + index * 16, 280 + index * 48);
}
sprite.startEntryMotion();
sprite._stateSprite.setup(battler);
}
};
Spriteset_Battle_ActorRow.prototype.validFog = function (id) {
return false;
};
MATTIE.multiplayer.multiCombat.maxItems = Window_BattleStatus.prototype.maxItems;
Window_BattleStatus.prototype.maxItems = function () {
return MATTIE.multiplayer.multiCombat.maxItems.call(this) + MATTIE.multiplayer.multiCombat.additionalStatusRows;
};
MATTIE.multiplayer.multiCombat.numVisibleRows = Window_BattleStatus.prototype.numVisibleRows;
Window_BattleStatus.prototype.numVisibleRows = function () {
const numRows = MATTIE.multiplayer.multiCombat.numVisibleRows.call(this);
if (this.maxItems() + MATTIE.multiplayer.multiCombat.additionalStatusRows > numRows) {
return numRows + MATTIE.multiplayer.multiCombat.additionalStatusRows;
}
return numRows;
};
Window_BattleStatus.prototype.drawTextItem = function (index, text) {
const rect = this.basicAreaRect(index);
this.drawTitleText(text, rect.x + 0, rect.y, 150);
};
Window_BattleStatus.prototype.setGameParty = function (party) {
this._gameParty = party;
};
Window_BattleStatus.prototype.drawTitleText = function (text, x, y, width) {
width = width || 168;
this.drawText(text, x, y, width);
};
Window_BattleStatus.prototype.drawItem = function (index) {
const gameParty = this._gameParty || $gameParty;
var actor = gameParty.battleMembers()[index];
if (actor) {
this.drawBasicArea(this.basicAreaRect(index), actor);
this.drawGaugeArea(this.gaugeAreaRect(index), actor);
}
};
Window_BattleStatus.prototype.maxItems = function () { // fix battles length on net parties viewing
const gameParty = this._gameParty || $gameParty;
return gameParty.battleMembers().length + 1;
};
MATTIE.multiplayer.multiCombat.drawItem = Window_BattleStatus.prototype.drawItem;
Window_BattleStatus.prototype.drawItem = function (index) {
if (index < MATTIE.multiplayer.multiCombat.maxItems()) { // if non extended row
MATTIE.multiplayer.multiCombat.drawItem.call(this, index);
} else { // if extended row
this.drawTextItem(index, TextManager.viewNextParty);
}
};
// MATTIE.multiplayer.Window_BattleStatusDrawAll = Window_BattleStatus.prototype.drawAllItems;
// Window_BattleStatus.prototype.drawAllItems = function (){
// MATTIE.multiplayer.Window_BattleStatusDrawAll.call(this);
// this.drawText("party",0,0,200);
// }
MATTIE.multiplayer.multiCombat.numVisibleRowsActorCommand = Window_ActorCommand.prototype.numVisibleRows;
Window_ActorCommand.prototype.numVisibleRows = function () {
return MATTIE.multiplayer.multiCombat.numVisibleRowsActorCommand.call(this) + MATTIE.multiplayer.multiCombat.additionalCommandRows;
};
MATTIE.multiplayer.multiCombat.window_actorcommandMakeCommandList = Window_ActorCommand.prototype.makeCommandList;
Window_ActorCommand.prototype.makeCommandList = function () {
MATTIE.multiplayer.multiCombat.window_actorcommandMakeCommandList.call(this);
if (this._actor && MATTIE.isDev) {
this.addMultiplayerCommand();
}
};
Window_ActorCommand.prototype.addMultiplayerCommand = function () {
this.addCommand(TextManager.multiplayer, 'multiplayer');
};
Scene_Battle.prototype.resetParty = function () {
if (MATTIE.multiplayer.config.showViewingMenu) this._partyDisplay.updateText('Viewing: Self');
this._actorWindow.setGameParty(null);
this._statusWindow.setGameParty(null);
this._actorWindow.currentid = 0;
};
Scene_Battle.prototype.viewNetParty = function (n) {
const playersIds = $gameTroop.getIdsInCombatWithExSelf();
const netCont = MATTIE.multiplayer.getCurrentNetController();
this._actorWindow.setGameParty(netCont.netPlayers[playersIds[n]]);
this._statusWindow.setGameParty(netCont.netPlayers[playersIds[n]]);
if (MATTIE.multiplayer.config.showViewingMenu) this._partyDisplay.updateText(`Viewing: ${netCont.netPlayers[playersIds[n]].name}`);
};
Scene_Battle.prototype.refreshParties = function () {
this._actorWindow.refresh();
this._statusWindow.refresh();
};
Scene_Battle.prototype.shiftParty = function () {
const playersIds = $gameTroop.getIdsInCombatWithExSelf();
const netCont = MATTIE.multiplayer.getCurrentNetController();
if (this._actorWindow._gameParty == netCont.netPlayers[playersIds[playersIds.length - 1]]) {
this.resetParty();
} else {
if (!this._actorWindow.currentid) this._actorWindow.currentid = 0;
this.viewNetParty(this._actorWindow.currentid);
this._actorWindow.currentid++;
}
};
Scene_Battle.prototype.multiplayerCmd = function () {
const playersIds = $gameTroop.getIdsInCombatWith();
const netCont = MATTIE.multiplayer.getCurrentNetController();
this._actorWindow.setGameParty(netCont.netPlayers[playersIds[1]]);
this._statusWindow.setGameParty(netCont.netPlayers[playersIds[1]]);
};
MATTIE.multiplayer.sceneBattleOk = Scene_Battle.prototype.onActorOk;
Scene_Battle.prototype.onActorOk = function () {
if (this._actorWindow.index() + 1 <= MATTIE.multiplayer.multiCombat.maxItems.call(this._actorWindow)) {
var action = BattleManager.inputtingAction();
const playersIds = $gameTroop.getIdsInCombatWithExSelf();
const netCont = MATTIE.multiplayer.getCurrentNetController();
const id = playersIds[this._actorWindow.currentid - 1]
? playersIds[this._actorWindow.currentid - 1]
: MATTIE.multiplayer.getCurrentNetController().peerId;
action.setNetPartyId(id);
MATTIE.multiplayer.sceneBattleOk.call(this);
this.resetParty();
this.refreshParties();
} else {
this.shiftParty();
this.selectActorSelection();
}
};
MATTIE.multiplayer.sceneBattleCreateCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
Scene_Battle.prototype.createActorCommandWindow = function () {
MATTIE.multiplayer.sceneBattleCreateCommandWindow.call(this);
this._actorCommandWindow.setHandler('multiplayer', this.shiftParty.bind(this));
};
Window_BattleActor.prototype.hide = function () {
const gameParty = this._gameParty || $gameParty;
Window_BattleStatus.prototype.hide.call(this);
gameParty.select(null);
};
Window_BattleActor.prototype.select = function (index) {
const gameParty = this._gameParty || $gameParty;
Window_BattleStatus.prototype.select.call(this, index);
gameParty.select(this.actor());
};
Window_BattleActor.prototype.actor = function () {
const gameParty = this._gameParty || $gameParty;
return gameParty.members()[this.index()];
};
//-----------------------------------------------------------------------------
// Galv Extra turn stuffs
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// SPRITE Net Ex Turn
//-----------------------------------------------------------------------------
/**
* @description a window that displays the extra turn pop up
* @class
*/
MATTIE.multiplayer.SpriteNetExTurn = function () {
this.initialize.apply(this, arguments);
};
MATTIE.multiplayer.SpriteNetExTurn.prototype = Object.create(Sprite.prototype);
MATTIE.multiplayer.SpriteNetExTurn.prototype.constructor = MATTIE.multiplayer.SpriteNetExTurn;
MATTIE.multiplayer.SpriteNetExTurn.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.createBitmap();
};
MATTIE.multiplayer.SpriteNetExTurn.prototype.createBitmap = function () {
this.bitmap = ImageManager.loadBitmap('mods/_multiplayer/', 'netExTurn', 0, true, true);
this.x = Galv.EXTURN.x + 70;
this.y = Galv.EXTURN.y;
this.opacity = 0;
};
MATTIE.multiplayer.SpriteNetExTurn.prototype.update = function () {
Sprite.prototype.update.call(this);
this.opacity += MATTIE.multiplayer.combatEmitter.netExTurn ? Galv.EXTURN.fade : -Galv.EXTURN.fade;
};
//-----------------------------------------------------------------------------
// SPRITE Ready
//-----------------------------------------------------------------------------
/**
* @description a window that displays the ready popup in battle
* @class
*/
MATTIE.multiplayer.SpriteReady = function () {
this.initialize.apply(this, arguments);
};
MATTIE.multiplayer.SpriteReady.prototype = Object.create(Sprite.prototype);
MATTIE.multiplayer.SpriteReady.prototype.constructor = MATTIE.multiplayer.SpriteReady;
MATTIE.multiplayer.SpriteReady.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.createBitmap();
};
MATTIE.multiplayer.SpriteReady.prototype.createBitmap = function () {
this.bitmap = ImageManager.loadBitmap('mods/_multiplayer/', 'ready', 0, true, true);
this.x = Galv.EXTURN.x + 70;
this.y = Galv.EXTURN.y - 60;
this.opacity = 0;
};
MATTIE.multiplayer.SpriteReady.prototype.update = function () {
Sprite.prototype.update.call(this);
this.opacity += MATTIE.multiplayer.ready ? Galv.EXTURN.fade : -Galv.EXTURN.fade;
};
//-----------------------------------------------------------------------------
// SPRITE Awaiting Allies
//-----------------------------------------------------------------------------
/**
* @description a window that displays the waiting popup in battle
* @class
*/
MATTIE.multiplayer.SpriteWaiting = function () {
this.initialize.apply(this, arguments);
};
MATTIE.multiplayer.SpriteWaiting.prototype = Object.create(Sprite.prototype);
MATTIE.multiplayer.SpriteWaiting.prototype.constructor = MATTIE.multiplayer.SpriteWaiting;
MATTIE.multiplayer.SpriteWaiting.prototype.initialize = function () {
Sprite.prototype.initialize.call(this);
this.createBitmap();
};
MATTIE.multiplayer.SpriteWaiting.prototype.createBitmap = function () {
this.bitmap = ImageManager.loadBitmap('mods/_multiplayer/', 'awaitingAllies', 0, true, true);
const readyBitMap = ImageManager.loadBitmap('mods/_multiplayer/', 'ready', 0, true, true);
this.x = Galv.EXTURN.x + 68;
this.y = Galv.EXTURN.y - 30;
this.opacity = 0;
};
MATTIE.multiplayer.SpriteWaiting.prototype.update = function () {
Sprite.prototype.update.call(this);
this.opacity += MATTIE.multiplayer.waitingOnAllies ? Galv.EXTURN.fade : -Galv.EXTURN.fade;
};
//-----------------------------------------------------------------------------
// SPRITESET BATTLE
//-----------------------------------------------------------------------------
MATTIE_RPG.Scene_battle_createDisplayObjects = Scene_Battle.prototype.createDisplayObjects;
Scene_Battle.prototype.createDisplayObjects = function () {
MATTIE_RPG.Scene_battle_createDisplayObjects.call(this);
this.createNetExTurnImg();
this.createReadyImg();
this.createAwaitingImg();
};
Scene_Battle.prototype.createNetExTurnImg = function () {
this._netExTurnImg = new MATTIE.multiplayer.SpriteNetExTurn();
this.addChild(this._netExTurnImg);
};
Scene_Battle.prototype.createReadyImg = function () {
this._netExTurnImg = new MATTIE.multiplayer.SpriteReady();
this.addChild(this._netExTurnImg);
};
Scene_Battle.prototype.createAwaitingImg = function () {
this._netExTurnImg = new MATTIE.multiplayer.SpriteWaiting();
this.addChild(this._netExTurnImg);
};
Sprite_ExTurn.prototype.update = function () {
Sprite.prototype.update.call(this);
this.opacity += (Galv.EXTURN.active && !MATTIE.multiplayer.ready) ? Galv.EXTURN.fade : -Galv.EXTURN.fade;
};