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ycrpg/js/plugins/YEP_SkillCore.js

1305 lines
44 KiB
JavaScript

3 years ago
//=============================================================================
// Yanfly Engine Plugins - Skill Core
// YEP_SkillCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_SkillCore = true;
var Yanfly = Yanfly || {};
Yanfly.Skill = Yanfly.Skill || {};
Yanfly.Skill.version = 1.11;
//=============================================================================
/*:
* @plugindesc v1.11 技能核心
* @author Yanfly Engine Plugins
*
* @param ---全局---
* @default
*
* @param Cost Padding
* @text 费用填充
* @desc If a skill has multiple costs, this is the amount of pixels
* used as padding in between the costs.
* @default 4
*
* @param Command Alignment
* @text 命令对齐
* @desc Adjusts the text alignment of the skill type window.
* left center right
* @default center
*
* @param Window Columns
* @text 技能行
* @desc Choose how many columns to use for the skill window.
* Default: 2
* @default 2
*
* @param ---HP 费用---
* @default
*
* @param HP Format
* @desc Adjusts the way HP cost appears in the skill list window.
* %1 - Cost %2 - HP
* @default %1%2
*
* @param HP Font Size
* @desc Adjusts the font size used to display HP.
* Default: 28
* @default 20
*
* @param HP Text Color
* @desc Adjusts the text color used from the Window skin for HP.
* Default: 21
* @default 18
*
* @param HP Icon
* @desc Choose what icon to use to represent HP costs.
* Use 0 if you wish to not use an icon.
* @default 162
*
* @param ---MP 费用---
* @default
*
* @param MP Format
* @desc Adjusts the way MP cost appears in the skill list window.
* %1 - Cost %2 - MP
* @default %1%2
*
* @param MP Font Size
* @desc Adjusts the font size used to display MP.
* Default: 28
* @default 20
*
* @param MP Text Color
* @desc Adjusts the text color used from the Window skin for MP.
* Default: 23
* @default 23
*
* @param MP Icon
* @desc Choose what icon to use to represent MP costs.
* Use 0 if you wish to not use an icon.
* @default 165
*
* @param ---TP 费用---
* @default
*
* @param TP Format
* @desc Adjusts the way TP cost appears in the skill list window.
* %1 - Cost %2 - TP
* @default %1%2
*
* @param TP Font Size
* @desc Adjusts the font size used to display TP.
* Default: 28
* @default 20
*
* @param TP Text Color
* @desc Adjusts the text color used from the Window skin for TP.
* Default: 29
* @default 29
*
* @param TP Icon
* @desc Choose what icon to use to represent TP costs.
* Use 0 if you wish to not use an icon.
* @default 164
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 技能核心插件能够修改技能的核心部分比如技能的使用消耗和效果
* 利用这个插件靠消耗HP来释放技能也是可行的
* RPG中的技能由三个成分组成消耗伤害以及特效这三个成分确实是
* 一个技能的重要组成部分尽管未必同时存在伤害是由另一个插件决定的
* 但这个插件将是技能消耗和技能特效的核心决定因素
*
* 这个插件也包括让战斗者将自己的HPMP和/或TP数值与不同的属性交换
* 如果该属性更适合角色本身例如有些职业并不使用MP和/或TP
*
* ============================================================================
* 便签
* ============================================================================
*
* 这些注释可同时用于技能消耗或技能特效
*
* 技能的注释:
* <HP Cost: x>
* 将技能的消耗增加x点HPRMMV的制作人员没有设置以HP为技能消耗
* 的功能因此这个注释起到了相应的作用
*
* <HP Cost: x%>
* 将技能的消耗增加最大HP值的x%
*
* <MP Cost: x>
* 将技能的消耗增加x点MP它可以用来突破数据库的上限9999
*
* <MP Cost: x%>
* 将技能的消耗增加最大MP值的x%.
*
* <TP Cost: x>
* 将技能的消耗增加x点TP它可以用来突破数据库的上限99
*
* <TP Cost: x%>
* 将技能的消耗增加最大TP值的x%此注释适用于任一改变
* 角色最大TP值的插件尽管默认的最大TP是100
*
* <Hide in Battle>
* 在战斗中隐藏此技能并使之不能使用
*
* <Hide in Field>
* 在战斗外隐藏此技能并使之不能使用
*
* <Hide if Learned Skill: x>
* <Hide if Learned Skill: x, x, x>
* <Hide if Learned Skill: x to y>
* 如果技能x已被习得将隐藏此技能并使之不能使用若列出了
* 的技能被习得时注释的技能将被隐藏并不能被使用
*
* ============================================================================
* Gauge Swapping 数值类型转换
* ============================================================================
*
* 假设你使用的所有插件均保持HPMPTP这个顺序并且不会推翻默认
* 的数值运算进程那么这个插件也能让你将HPMP和TP数值类型重新排列
* 为你想要的顺序如果你使用任何扩展插件它们也同样会被重排
*
* 请注意如果数据库中系统页下的在战斗中显示TP一项没有被选择
* 那么第三个位置的数值类型将不被显示
*
* 职业的注释:
* <Swap Gauge x: y>
* 把数据类型x1,2或3改为y将y替换为HP,MPTP来把
* 它显示在相应的数据类型位置上如果你想要在相应位置上什么都不显示
* 就在注释中y的位置输入NothingNull
*
* 武器防具和特殊状态的注释:
* <Swap Gauge x: y>
* 装备了写有此注释的装备的角色和拥有写有此注释的状态的角色或敌人
* 将显示被置换过的数值类型
*
* 其中优先级是按下列顺序排列的武器防具特殊状态职业敌人
*
* ============================================================================
* Lunatic Mode - Skill Costs 疯狂模式技能消耗
* ============================================================================
*
* 如果你想更好地控制技能消耗和技能特效这里有包含能够针对技能的
* 消耗和/或特效的代码的注释其中的特效也可以延伸到对物品的控制
*
* <Custom HP Cost> Example: <Custom HP Cost>
* code cost += $gameVariables.value(1);
* code </Custom HP Cost>
* </Custom HP Cost>
* 允许技能有一个不基于代码的自定义HP消耗对于代码部分消耗
* 是一个已经预先由HP消耗和百分比HP消耗定义过的变量
*
* <Custom MP Cost> Example: <Custom MP Cost>
* code cost += $gameVariables.value(1);
* code </Custom MP Cost>
* </Custom MP Cost>
* 允许技能有一个不基于代码的自定义MP消耗对于代码部分消耗
* 是一个已经预先由MP消耗和百分比MP消耗定义过的变量
*
* <Custom TP Cost> Example: <Custom TP Cost>
* code cost += $gameVariables.value(1);
* code </Custom TP Cost>
* </Custom TP Cost>
* 允许技能有一个不基于代码的自定义TP消耗对于代码部分消耗
* 是一个已经预先由TP消耗和百分比TP消耗定义过的变量
*
* ============================================================================
* 疯狂模式自定义显示需求
* ============================================================================
*
* 如果想要显示特定技能以及使它们在特定条件下不可使用
* 利用JavaScript的知识使用下述代码:
*
* Skill Notetag:
* <Custom Show Eval>
* if (user.level > 50) {
* visible = true;
* } else {
* visible = false;
* }
* </Custom Show Eval>
* visible设为true那么技能就被显示不被隐藏而且
* 是可用的只要其它条件也满足visible设为false那么技能
* 就不可使用并且从列表中被隐藏
*
* ============================================================================
* Lunatic Mode - Custom 疯狂模式自定义需求和执行
* ============================================================================
*
* 如果你只有很少的JavaScript的使用经验可以用下面的注释来限制
* 一个技能以及执行技能时使用的代码类型
*
* Skill Notetags:
*
* <Custom Requirement>
* if ($gameParty.gold() > 1000) {
* value = true;
* } else {
* value = false;
* }
* </Custom Requirement>
* value设为true技能就可以被使用只要其它的条件也满足
* value设为false技能将不可被使用
*
* <Custom Execution>
* $gameParty.loseGold(1000);
* </Custom Execution>
* 使用此技能时这一条将在注释之间运行
*
* ============================================================================
* Lunatic Mode - Custom Cost Display 疯狂模式自定义消耗显示
* ============================================================================
*
* 如果你只有很少的JavaScript的使用经验可以增加新的方式来显示技能消耗
*
* 技能的注释:
*
* <Cost Display Eval>
* var variableId = 1;
* var value = 1000;
* $gameVariables.setValue(variableId, value);
* </Cost Display Eval>
* 在显示技能消耗之前重新运算求出参数这样你可以为你的技能消耗显示
* 文本设置变量等
*
* <Custom Cost Display>
* \c[4]\v[1]\c[0] Gold
* </Custom Cost Display>
* 这是在其它技能消耗前面显示的自定义文本你可以通过这条注释来使用
* 文本代码
*
* ============================================================================
* Lunatic Mode - The Skill Phases 疯狂模式技能阶段
* ============================================================================
*
* 对于技能在不同的阶段应用多个特效可以变化的阶段如下
*
* Before Effect Phase (influenced by this plugin)
* if skill successfully lands:
* - Pre-Damage Effect Phase (influenced by this plugin)
* - Damage Phase
* - Post-Damage Effect Phase (influenced by this plugin)
* - Item Trait Effects Phase
* After Effect Phase (influenced by this plugin)
* 特效阶段被插件影响之前
* 如果技能成功land
* 提前伤害效果阶段被插件影响
* 伤害阶段
* 后续伤害效果阶段被插件影响
* 物品特性效果阶段
* 特效阶段被插件影响之后
*
* 这里有四个可被插件影响的阶段其中两个与特效是否land无关另外
* 两个只当技能land才起作用
*
* 技能和物品注释:
* <Before Eval>
* code
* code
* </Before Eval>
*
* <Pre-Damage Eval>
* code
* code
* </Pre-Damage Eval>
*
* <Post-Damage Eval>
* code
* code
* <Post-Damage Eval>
*
* <After Eval>
* code
* code
* <After Eval>
* 如果你想对技能使用自定义特效你可以在技能或物品的注释栏分别
* 插入对应的注释它运行注释之间出现的代码然而在注释中使用
* 任一形式的comment会打断后面的代码
*
* Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
* use of the damage to be dealt and the damage that has been dealt through
* the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
* the 'value' variable and return it to have damage affected by its code.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.11:
* - Lunatic Mode fail safes added.
*
* Version 1.10b:
* - Fixed a visual bug when using text code font changing for custom skill
* cost display.
* - <Hide if Learned Skill: x> documentation updated.
* - Compatibility update for future plugins.
*
* Version 1.09:
* - The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
* 'value' variable refers to and returns the damage affected by the action.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Fixed a bug that prevented immortal actors at 0 HP from using skills.
*
* Version 1.06a:
* - Added <Hide in Battle> and <Hide in Field> notetags.
* - Added a failsafe to check for undefined skills.
*
* Version 1.05:
* - Added <Hide if Learned Skill: x> notetags.
* - Added <Custom Show Eval> Lunatic Mode notetag.
*
* Version 1.04:
* - Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
* Cost Display Eval, Custom Cost Display.
*
* Version 1.03:
* - Fixed a bug with the Lunatic Mode notetags not working.
*
* Version 1.02:
* - Added 'Window Columns' parameter to let users adjust the number of columns
* used for the skill window.
*
* Version 1.01:
* - Fixed a mathematical error for skill cost padding.
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_SkillCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.SCCCostPadding = Number(Yanfly.Parameters['Cost Padding']);
Yanfly.Param.SCCTextAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.SCCWindowCol = Number(Yanfly.Parameters['Window Columns']);
Yanfly.Param.SCCTpFormat = String(Yanfly.Parameters['TP Format']);
Yanfly.Param.SCCTpFontSize = Number(Yanfly.Parameters['TP Font Size']);
Yanfly.Param.SCCTpTextColor = Number(Yanfly.Parameters['TP Text Color']);
Yanfly.Icon.Tp = Number(Yanfly.Parameters['TP Icon']);
Yanfly.Param.SCCMpFormat = String(Yanfly.Parameters['MP Format']);
Yanfly.Param.SCCMpFontSize = Number(Yanfly.Parameters['MP Font Size']);
Yanfly.Param.SCCMpTextColor = Number(Yanfly.Parameters['MP Text Color']);
Yanfly.Icon.Mp = Number(Yanfly.Parameters['MP Icon']);
Yanfly.Param.SCCHpFormat = String(Yanfly.Parameters['HP Format']);
Yanfly.Param.SCCHpFontSize = Number(Yanfly.Parameters['HP Font Size']);
Yanfly.Param.SCCHpTextColor = Number(Yanfly.Parameters['HP Text Color']);
Yanfly.Icon.Hp = Number(Yanfly.Parameters['HP Icon']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Skill.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Skill.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_SkillCore) {
this.processSkillNotetags($dataSkills);
this.processObjectNotetags($dataSkills);
this.processObjectNotetags($dataItems);
this.processGSCNotetags1($dataClasses);
this.processGSCNotetags1($dataEnemies);
this.processGSCNotetags2($dataWeapons);
this.processGSCNotetags2($dataArmors);
this.processGSCNotetags2($dataStates);
Yanfly._loaded_YEP_SkillCore = true;
}
return true;
};
DataManager.processSkillNotetags = function(group) {
var note1 = /<(?:MP COST):[ ](\d+)>/i;
var note2 = /<(?:MP COST):[ ](\d+)([%])>/i;
var note3 = /<(?:TP COST):[ ](\d+)>/i;
var note4 = /<(?:TP COST):[ ](\d+)([%])>/i;
var note5 = /<(?:HP COST):[ ](\d+)>/i;
var note6 = /<(?:HP COST):[ ](\d+)([%])>/i;
var note7a = /<(?:HIDE IF LEARNED SKILL):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note7b = /<(?:HIDE IF LEARNED SKILL):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note8a = /<(?:HIDE IN BATTLE|hide during battle)>/i;
var note8b = /<(?:HIDE IN FIELD|hide during field)>/i;
var noteMpEval1 = /<(?:MP COST EVAL|custom mp cost)>/i;
var noteMpEval2 = /<\/(?:MP COST EVAL|custom mp cost)>/i;
var noteTpEval1 = /<(?:TP COST EVAL|custom tp cost)>/i;
var noteTpEval2 = /<\/(?:TP COST EVAL|custom tp cost)>/i;
var noteHpEval1 = /<(?:HP COST EVAL|custom hp cost)>/i;
var noteHpEval2 = /<\/(?:HP COST EVAL|custom hp cost)>/i;
var noteEvalReq1 = /<(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalReq2 = /<\/(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalExe1 = /<(?:EVAL EXECUTION|custom execution)>/i;
var noteEvalExe2 = /<\/(?:EVAL EXECUTION|custom execution)>/i;
var noteCostEval1 = /<(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostEval2 = /<\/(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostText1 = /<(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteCostText2 = /<\/(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteShowEval1 = /<(?:CUSTOM SHOW EVAL)>/i;
var noteShowEval2 = /<\/(?:CUSTOM SHOW EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.hpCost = 0;
obj.hpCostPer = 0.0;
obj.mpCostPer = 0.0;
obj.tpCostPer = 0.0;
obj.hideInBattle = false;
obj.hideInField = false;
obj.hideIfLearnedSkill = [];
var evalMode = 'none';
obj.hpCostEval = '';
obj.mpCostEval = '';
obj.tpCostEval = '';
obj.requireEval = '';
obj.executeEval = '';
obj.costdisplayEval = '';
obj.costShowEval = '';
obj.customCostText = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.mpCost = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.mpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note3)) {
obj.tpCost = parseInt(RegExp.$1);
} else if (line.match(note4)) {
obj.tpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note5)) {
obj.hpCost = parseInt(RegExp.$1);
} else if (line.match(note6)) {
obj.hpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note7a)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(array);
} else if (line.match(note7b)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(range);
} else if (line.match(note8a)) {
obj.hideInBattle = true;
} else if (line.match(note8b)) {
obj.hideInField = true;
} else if (line.match(noteMpEval1)) {
evalMode = 'mp';
} else if (line.match(noteMpEval2)) {
evalMode = 'none';
} else if (line.match(noteTpEval1)) {
evalMode = 'tp';
} else if (line.match(noteTpEval2)) {
evalMode = 'none';
} else if (line.match(noteHpEval1)) {
evalMode = 'hp';
} else if (line.match(noteHpEval2)) {
evalMode = 'none';
} else if (line.match(noteEvalReq1)) {
evalMode = 'custom requirement';
} else if (line.match(noteEvalReq2)) {
evalMode = 'none';
} else if (line.match(noteEvalExe1)) {
evalMode = 'custom execute';
} else if (line.match(noteEvalExe2)) {
evalMode = 'none';
} else if (line.match(noteCostEval1)) {
evalMode = 'display cost eval';
} else if (line.match(noteCostEval2)) {
evalMode = 'none';
} else if (line.match(noteCostText1)) {
evalMode = 'custom display cost';
} else if (line.match(noteCostText2)) {
evalMode = 'none';
} else if (line.match(noteShowEval1)) {
evalMode = 'custom show eval';
} else if (line.match(noteShowEval2)) {
evalMode = 'none';
} else if (evalMode === 'mp') {
obj.mpCostEval = obj.mpCostEval + line + '\n';
} else if (evalMode === 'tp') {
obj.tpCostEval = obj.tpCostEval + line + '\n';
} else if (evalMode === 'hp') {
obj.hpCostEval = obj.hpCostEval + line + '\n';
} else if (evalMode === 'custom requirement') {
obj.requireEval = obj.requireEval + line + '\n';
} else if (evalMode === 'custom execute') {
obj.executeEval = obj.executeEval + line + '\n';
} else if (evalMode === 'display cost eval') {
obj.costdisplayEval = obj.costdisplayEval + line + '\n';
} else if (evalMode === 'custom display cost') {
obj.customCostText = obj.customCostText + line;
} else if (evalMode === 'custom show eval') {
obj.costShowEval = obj.costShowEval + line + '\n';
}
}
}
};
DataManager.processObjectNotetags = function(group) {
var note1 = /<(?:BEFORE EVAL)>/i;
var note2 = /<\/(?:BEFORE EVAL)>/i;
var note3 = /<(?:PRE-DAMAGE EVAL)>/i;
var note4 = /<\/(?:PRE-DAMAGE EVAL)>/i;
var note5 = /<(?:POST-DAMAGE EVAL)>/i;
var note6 = /<\/(?:POST-DAMAGE EVAL)>/i;
var note7 = /<(?:AFTER EVAL)>/i;
var note8 = /<\/(?:AFTER EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
var customMode = 'none';
obj.customBeforeEval = '';
obj.customPreDamageEval = '';
obj.customPostDamageEval = '';
obj.customAfterEval = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
customMode = 'before';
} else if (line.match(note2)) {
customMode = 'none';
} else if (line.match(note3)) {
customMode = 'pre-damage';
} else if (line.match(note4)) {
customMode = 'none';
} else if (line.match(note5)) {
customMode = 'post-damage';
} else if (line.match(note6)) {
customMode = 'none';
} else if (line.match(note7)) {
customMode = 'after';
} else if (line.match(note8)) {
customMode = 'none';
} else if (customMode === 'before') {
obj.customBeforeEval = obj.customBeforeEval + line + '\n';
} else if (customMode === 'pre-damage') {
obj.customPreDamageEval = obj.customPreDamageEval + line + '\n';
} else if (customMode === 'post-damage') {
obj.customPostDamageEval = obj.customPostDamageEval + line + '\n';
} else if (customMode === 'after') {
obj.customAfterEval = obj.customAfterEval + line + '\n';
}
}
}
};
DataManager.processGSCNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'HP';
obj.gauge2 = 'MP';
obj.gauge3 = 'TP';
obj.gaugeIcon1 = 0;
obj.gaugeIcon2 = 0;
obj.gaugeIcon3 = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
DataManager.processGSCNotetags2 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'UNDEFINED';
obj.gauge2 = 'UNDEFINED';
obj.gauge3 = 'UNDEFINED';
obj.gaugeIcon1 = 'UNDEFINED';
obj.gaugeIcon2 = 'UNDEFINED';
obj.gaugeIcon3 = 'UNDEFINED';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.Skill.Game_BattlerBase_mSC =
Game_BattlerBase.prototype.meetsSkillConditions;
Game_BattlerBase.prototype.meetsSkillConditions = function(skill) {
if (!Yanfly.Skill.Game_BattlerBase_mSC.call(this, skill)) return false;
if (!skill) return false;
if (!this.noHiddenSkillConditionsMet(skill)) return false;
return this.meetsSkillConditionsEval(skill);
};
Game_BattlerBase.prototype.noHiddenSkillConditionsMet = function(skill) {
if (!skill) return false;
if (this.isEnemy()) return true;
if (skill.hideIfLearnedSkill) {
for (var i = 0; i < skill.hideIfLearnedSkill.length; ++i) {
var skillId = skill.hideIfLearnedSkill[i];
if (this.isLearnedSkill(skillId)) return false;
}
}
if (skill.hideInBattle && $gameParty.inBattle()) return false;
if (skill.hideInField && !$gameParty.inBattle()) return false;
if (!this.meetsCustomShowEval(skill)) return false;
return true;
};
Game_BattlerBase.prototype.meetsCustomShowEval = function(skill) {
if (skill.costShowEval === '') return true;
var visible = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costShowEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM SHOW EVAL ERROR');
}
return visible;
};
Game_BattlerBase.prototype.meetsSkillConditionsEval = function(skill) {
if (skill.requireEval === '') return true;
var value = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.requireEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM REQUIRE EVAL ERROR');
}
return value;
};
Game_BattlerBase.prototype.skillHpCost = function(skill) {
var cost = skill.hpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mhp * skill.hpCostPer;
var code = skill.hpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM HP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Game_BattlerBase.prototype.skillMpCost = function(skill) {
var cost = skill.mpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mmp * skill.mpCostPer;
var code = skill.mpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM MP COST ERROR');
}
return Math.max(0, Math.floor(cost * this.mcr));
};
Game_BattlerBase.prototype.skillTpCost = function(skill) {
var cost = skill.tpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.maxTp() * skill.tpCostPer;
var code = skill.tpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM TP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Yanfly.Skill.Game_BattlerBase_canPaySkillCost =
Game_BattlerBase.prototype.canPaySkillCost;
Game_BattlerBase.prototype.canPaySkillCost = function(skill) {
if (!this.canPaySkillHpCost(skill)) return false;
return Yanfly.Skill.Game_BattlerBase_canPaySkillCost.call(this, skill);
};
Game_BattlerBase.prototype.canPaySkillHpCost = function(skill) {
var cost = this.skillHpCost(skill);
if (cost <= 0) return true;
return this._hp > cost;
};
Yanfly.Skill.Game_BattlerBase_paySkillCost =
Game_BattlerBase.prototype.paySkillCost
Game_BattlerBase.prototype.paySkillCost = function(skill) {
Yanfly.Skill.Game_BattlerBase_paySkillCost.call(this, skill);
this.paySkillHpCost(skill);
this.paySkillEvalCost(skill);
};
Game_BattlerBase.prototype.paySkillHpCost = function(skill) {
this._hp -= this.skillHpCost(skill);
};
Game_BattlerBase.prototype.paySkillEvalCost = function(skill) {
if (skill.executeEval === '') return;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.executeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL PAY COST EVAL ERROR');
}
};
Game_BattlerBase.prototype.gauge1 = function() {
return 'HP';
};
Game_BattlerBase.prototype.gauge2 = function() {
return 'MP';
};
Game_BattlerBase.prototype.gauge3 = function() {
return 'TP';
};
Game_BattlerBase.prototype.gaugeIcon1 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon2 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon3 = function() {
return 0;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.gauge1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge1 === 'UNDEFINED') continue;
return equip.gauge1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.currentClass().gauge1;
};
Game_Actor.prototype.gauge2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge2 === 'UNDEFINED') continue;
return equip.gauge2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.currentClass().gauge2;
};
Game_Actor.prototype.gauge3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge3 === 'UNDEFINED') continue;
return equip.gauge3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge3 === 'UNDEFINED') continue;
return state.gauge3;
}
return this.currentClass().gauge3;
};
Game_Actor.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon1 === 'UNDEFINED') continue;
return equip.gaugeIcon1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.currentClass().gaugeIcon1;
};
Game_Actor.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon2 === 'UNDEFINED') continue;
return equip.gaugeIcon2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.currentClass().gaugeIcon2;
};
Game_Actor.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon3 === 'UNDEFINED') continue;
return equip.gaugeIcon3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.currentClass().gaugeIcon3;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.gauge1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge1;
};
Game_Enemy.prototype.gauge2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.enemy().gauge2;
};
Game_Enemy.prototype.gauge3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge3;
};
Game_Enemy.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.enemy().gaugeIcon1;
};
Game_Enemy.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.enemy().gaugeIcon2;
};
Game_Enemy.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.enemy().gaugeIcon3;
};
if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function() {
var skills = []
for (var i = 0; i < this.enemy().actions.length; ++i) {
var skill = $dataSkills[this.enemy().actions[i].skillId];
if (skill) skills.push(skill);
}
return skills;
}
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.Skill.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
this.applyBeforeEffect(target);
this.applyBeforeEval(target);
Yanfly.Skill.Game_Action_apply.call(this, target);
this.applyAfterEffect(target);
this.applyAfterEval(target);
};
Game_Action.prototype.applyBeforeEffect = function(target) {
};
Game_Action.prototype.applyBeforeEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customBeforeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'BEFORE EVAL ERROR');
}
};
Game_Action.prototype.applyAfterEffect = function(target) {
};
Game_Action.prototype.applyAfterEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customAfterEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'AFTER EVAL ERROR');
}
};
Yanfly.Skill.Game_Action_executeDamage = Game_Action.prototype.executeDamage;
Game_Action.prototype.executeDamage = function(target, value) {
this.applyPreDamageEffect(target, value);
value = this.applyPreDamageEval(target, value);
Yanfly.Skill.Game_Action_executeDamage.call(this, target, value);
this.applyPostDamageEffect(target, value);
this.applyPostDamageEval(target, value);
};
Game_Action.prototype.applyPreDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPreDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPreDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PRE-DAMAGE EVAL ERROR');
}
return value;
};
Game_Action.prototype.applyPostDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPostDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPostDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'POST-DAMAGE EVAL ERROR');
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.Skill.Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
if (actor.gauge1() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
if (actor.gauge2() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
if (actor.gauge3() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
//=============================================================================
// Window_SkillType
//=============================================================================
Window_SkillType.prototype.itemTextAlign = function() {
return Yanfly.Param.SCCTextAlign;
};
//=============================================================================
// Window_SkillList
//=============================================================================
Window_SkillList.prototype.maxCols = function() {
return Yanfly.Param.SCCWindowCol;
};
Yanfly.Skill.Window_SkillList_includes =
Window_SkillList.prototype.includes;
Window_SkillList.prototype.includes = function(item) {
if (this._actor) {
if (!this._actor.noHiddenSkillConditionsMet(item)) return false;
}
return Yanfly.Skill.Window_SkillList_includes.call(this, item);
};
Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, width) {
var dw = width;
dw = this.drawTpCost(skill, wx, wy, dw);
dw = this.drawMpCost(skill, wx, wy, dw);
dw = this.drawHpCost(skill, wx, wy, dw);
dw = this.drawCustomDisplayCost(skill, wx, wy, dw);
dw = this.drawOtherCost(skill, wx, wy, dw);
return dw;
};
Window_SkillList.prototype.drawTpCost = function(skill, wx, wy, dw) {
if (this._actor.skillTpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Tp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Tp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCTpTextColor));
var fmt = Yanfly.Param.SCCTpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillTpCost(skill)),
TextManager.tpA);
this.contents.fontSize = Yanfly.Param.SCCTpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawMpCost = function(skill, wx, wy, dw) {
if (this._actor.skillMpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Mp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Mp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCMpTextColor));
var fmt = Yanfly.Param.SCCMpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillMpCost(skill)),
TextManager.mpA);
this.contents.fontSize = Yanfly.Param.SCCMpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawHpCost = function(skill, wx, wy, dw) {
if (this._actor.skillHpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Hp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Hp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCHpTextColor));
var fmt = Yanfly.Param.SCCHpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillHpCost(skill)),
TextManager.hpA);
this.contents.fontSize = Yanfly.Param.SCCHpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_SkillList.prototype.drawCustomDisplayCost = function(skill, wx, wy, dw) {
this.runDisplayEvalCost(skill);
if (skill.customCostText === '') return dw;
var width = this.textWidthEx(skill.customCostText);
this.resetFontSettings();
this.drawTextEx(skill.customCostText, wx - width + dw, wy);
var returnWidth = dw - width - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.runDisplayEvalCost = function(skill) {
if (skill.costdisplayEval === '') return;
var item = skill;
var a = this._actor;
var user = this._actor;
var subject = this._actor;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costdisplayEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL COST DISPLAY EVAL ERROR');
}
};
Window_SkillList.prototype.drawOtherCost = function(skill, wx, wy, dw) {
return dw;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================