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//=============================================================================
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// Yanfly Engine Plugins - Battle Engine Extension - Counter Control
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// YEP_X_CounterControl.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_CounterControl = true;
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var Yanfly = Yanfly || {};
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Yanfly.Counter = Yanfly.Counter || {};
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Yanfly.Counter.version = 1.07;
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//=============================================================================
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/*:
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* @plugindesc v1.07 反击控制
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @default
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*
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* @param Queue Max
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* @desc What's the maximum size for the counter queue?
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* @default 20
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*
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* @param ---Default Traits---
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* @default
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*
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* @param Counter Skill
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* @desc This is the default skill used for counterattacks.
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* Insert the skill ID here. Use 0 for the MV default.
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* @default 1
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*
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* @param Evade Counter
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* @desc Counter skills to evade,then counter by default?
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* NO - false YES - true
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* @default false
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*
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* @param Counter Name
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* @desc The default counter skill name used per skill.
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* %1 - Skill Name
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* @default Counter-%1
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*
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* @param Counter Icon
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* @desc The icon ID used for counter attacks. Leave at 0
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* to use the default skill's icon.
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* @default 78
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*
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* @param Counter Total
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* @desc Default amount of counters per actor and enemy.
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* @default 1
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*
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* @param Ally Counter
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* @desc Allow allies to counter the actions of other allies?
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* NO - false YES - true
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* @default false
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*
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* @param --Default Conditions-
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* @default
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*
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* @param Physical
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* @desc Require the countered action to be physical?
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* NO - false YES - true
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* @default true
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*
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* @param Single Target
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* @desc Require the countered action scope to be single target?
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* NO - false YES - true
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* @default true
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*
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* @param Not Counter
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* @desc Require the countered action to not be a counter?
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* NO - false YES - true
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* @default false
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* 这个插件需要 YEP_BattleEngineCore。确保他放在 YEP_BattleEngineCore下面
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*
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* 如果你使用了YEP_X_BattleSysATB或者YEP_X_BattleSysCTB,请放在他们下面
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*
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* 默认的反击特性没有太多开发设置。这是一个可以躲避敌方攻击并且反击的技能。
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* 这个插件可以让你更好的控制反击方式。
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*
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* ============================================================================
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* Instructions - How Advanced Counters Work
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* ============================================================================
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*
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* A counterattack is an action that serves as a reaction to an action used by
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* an opposing battler unless the action is marked as able of being countered
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* by allied members.反击是作为对一项行动的反馈行动。
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*
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* Now begins a clash between the attacker's anti-counter stat (newly added)
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* against the target's counter stat plus any of the action's modifiers. Once
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* the finalized counter rate is decided, a random number check is made to see
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* if the counter will pass. If it doesn't, no counter will occur. If it does,
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* the next step occurs.当判断反击成功时,才会行动
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*
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* The target will then generate a pool of skills it can use as counters. It
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* will go in a priority list mentioned in the next section below. The battle
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* system will then go through the pool of skills in order and select the first
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* counter skill that meets all of the conditions required. If no skill is
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* selected, no skill will be used as a counter. All skills have a mandatory
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* requirement of being able to pay the skill's cost and can use it.
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* 将会从反击技能池选择技能进行反击
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*
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* Once the skill is selected, the counter skill is placed in the counter
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* queue and waits for the current attacker's turn to be over. Once over,
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* the actions in the counter queue will begin. The counterattacker will
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* perform counter actions without conflicting with their own turns.
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* This process will repeat itself until the counter queue is emptied.
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* 选择技能后,反击技能将被放置在反击队列中,并等待当前攻击者的回合结束。
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* 结束后,反击队列中的操作将开始。反击者将执行反击动作,而不会与自己
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* 的回合发生冲突。此过程将重复,直到反击队列被清空。
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*
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* During the counter queue process, counter skills can trigger counter skills,
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* too. For that reason, there is a maximum queue size determined by the plugin
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* parameters. Once the queue count reaches this size, no more counter skills
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* will be added to the counter queue.反击也可以诱发反击,你可以设置最大值
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*
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* ============================================================================
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* Instructions - Counter Skill Priority List
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* ============================================================================
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*
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* 技能池产生后,执行顺序如下:
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*
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* 1. States - 从高优先度的状态到低优先度状态
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* 2. States - 从高优先度的状态到低优先度状态
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* 3. Equipment - 武器标签
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* 4. Equipment - 装备标签
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* 5. Actor - 职业标签
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* 6. Actor - 角色标签
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* 7. Enemy - 敌人标签
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*
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* The order of the pool of counter skills matter in that when going through
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* the conditions of the counter skill to be used, the first counter skill
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* whose condition is met will be the one used.
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* 使用下面标签设置
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*
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* Actor and Enemy Notetags:
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*
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* <Default Counter: x>
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* <Default Counter: name> 默认反击技能
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* Sets the default counter skill to x. If it is left as 0, then the counter
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* skill will be RPG Maker MV's default counter skill. If you are using the
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* name of the skill, and there are multiple skills in the database with the
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* same name, then priority will be given to the skill with the highest ID.
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* *Note: Use 0 for x if you wish to add RPG Maker MV's default counter.
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* 将默认反击技能设置为 x。如果保留为 0,则反击技能将是 RPG Maker MV 的默认反击技能。
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* 如果您使用的是技能名称,并且数据库中有多个同名的技能,则 ID 最高的技能将优先。
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* 注意:如果您希望添加 RPG Maker MV 的默认反击,请使用 0 替换 x。
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*
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* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
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*
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* <Counter Skills: x>
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* <Counter Skills: x, x, x>
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* <Counter Skills: x to y> 反击技能表
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* This will add to the list of possible counter skills for the battler.
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* If multiple skill ID's are listed, then they're all added. Priority will
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* be given to the counter skills listed earlier.
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* *Note: Use 0 for x if you wish to add RPG Maker MV's default counter.
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* *Note2: See the Counter List priority to see which skills will be given
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* priority on the counter skill list.
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* 这将添加到战斗者可能的反击技能列表中。
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* 如果列出了多个技能 ID,则会将它们全部添加。将优先考虑前面列出的反击技能。
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* 注意:如果您希望添加 RPG Maker MV 的默认反击,请使用 0 表示 x。
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* 注2:查看反击列表优先级,查看反击技能列表中哪些技能将优先。
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*
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* <Counter Skill: name> 反击技能表
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* This will add the named skill to the list of possible counter skills for
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* the battler. If there are multiple skills in the database with the same
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* name, then priority will be given to the skill with the highest ID.
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* *Note: See the Counter List priority to see which skills will be given
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* priority on the counter skill list.
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* 这会将命名的技能添加到战斗人员可能的反击技能列表中。如果数据库中有多个同名的技能,
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* 则将优先考虑 ID 最高的技能。
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* *注意:请参阅反击列表优先级,查看反击技能列表中将优先考虑哪些技能。
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*
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* <Counter Total: +x>
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* <Counter Total: -x> 反击次数
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* Alters the number of times the battler can counter by x. This is the
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* amount of times the battler can counter until the battler's turn comes up
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* at which, the number of times is reset.
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* 改变战斗者可以反击的次数 x 次。这是战斗者可以反击的次数,直到战斗者回合出现,重置次数。
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*
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* <Target Counter: x%> 目标反击率
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* When this battler attacks an opponent target, this will cause the target
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* counter rate to be altered by x% rate. If a target has 10% CNT, then a
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* notetag of 50% will cause the counter rate to become 5%.
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* 当该战斗者攻击敌方目标时,这将导致目标反击率改变 x% 率。
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* 如果目标具有 10% 的 反击率,则 50% 的 notetag 将导致目标反击率变为 5%。
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*
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* <Target Counter: +x%>
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* <Target Counter: -x%> 目标反击率
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* When this battler attacks an opponent target, this will cause the target
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* counter rate to increase or decrease by x%. If a target has 10% CNT, then
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* a notetag of +50% will cause the counter rate to become +60%.
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* 当该战斗者攻击敌方目标时,这将导致目标反击率增加或减少 x%。
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* 如果目标具有 10% 的 反击率,则 +50% 的 notetag 将导致反击率变为 +60%。
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* <Evade Counter> 躲避反击
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* This will change all counter skills used by the related battler to become
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* evade counters regardless of their default nature. However, if the battler
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* is affected by a trait that is <Hit Counter>, then priority will be given
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* to the <Hit Counter> trait instead.
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* 这将改变相关战斗者使用的所有反击技能,使其成为闪避反击,无论其默认性质如何。
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* 但是,如果战斗人员受到<命中反击>特性的影响,则将优先考虑<命中反击>特性。
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*
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* <Hit Counter> 命中反击
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* This will change all counter skills used by the related battler to become
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* hit counters regardless of their default nature. If the battler is also
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* affected by <Evade Counter>, this effect will take priority.
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* 这将改变相关战斗者使用的所有反击技能,使其成为命中反击,无论其默认性质如何。
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* 如果战斗者也受到<闪避反击>的影响,则本效果将优先。
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*
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* Skill and Item Notetags:
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*
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* <Ally Counter> 可以被队员用来反击
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* Makes this action able to proc counter skills by allied members.
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*
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* <Ally Cannot Counter> 不可以被队员用来反击
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* Makes this action unable to proc counter skills by allied members.
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*
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* <Cannot Counter> 不能反击
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* Causes this action to be un-counterable. This means that it will always
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* return a 0% counterattack possibility.
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* 导致此操作不可反击。这意味着它将始终返回 0% 的反击可能性。
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*
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* <Counter Rate: x%> 反击概率
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* This will cause this action to proc a counter from the target by x% rate.
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* This means if the target has a 10% chance to counter and this notetag is
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* 50%, then the target will have a 5% chance to counter.
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* 将目标对此次行动的反击概率乘以设定的比率 x%。
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* 这意味着如果目标有 10% 的反击几率,而这个注释标签是 50%,那么目标将有 5% 的反击几率。
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*
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* <Counter Rate: +x%>
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* <Counter Rate: -x%> 反击概率
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* This will cause this action to proc a counter from the target by an
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* additive x%. This means if the target has a 10% chance to counter and this
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* notetag is +50%, then the target has a 60% chance to counter.
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* 将目标对此次行动的反击概率乘以设定的几率 x%。
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* 这意味着如果目标有 10% 的反击几率,而此注释标签为 +50%,那么目标有 60% 的反击几率。
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*
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* Skill Notetags:
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*
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* <Evade Counter> 躲避后反击
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* If this skill is being used as the counter skill, the battler will evade
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* the current action and then counter.
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* 如果此技能用作反击技能,则战斗者在触发闪避效果后进行反击。
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*
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* <Hit Counter> 伤害后反击
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* If this skill is being used as the counter skill, the battler will take
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* the hit against the current action and then counter.
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* 如果此技能用作反击技能,则战斗者在被命中后进行反击。
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*
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* <Counter Name: text> 反击技能名
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* This changes the displayed name of the skill when used as a counter skill
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* to 'text'.
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* 将当前技能用作反击技能时,技能的显示名称更改为“text”。
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*
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* <Counter Icon: x> 反击技能图标
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* This changes the displayed icon of the skill when used as a counter skill
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* to x icon.
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* 将当前技能用作反击技能时,技能的显示图标更改为x号图标。
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*
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* ============================================================================
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* Notetags - Counter Conditions
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* ============================================================================
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*
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* When making your counter skills, you can have those counter skills respond
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* only to specific conditions. If all conditions are met, the counter skill
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* will occur. If a single condition isn't met, that counter skill will then be
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* skipped and the next one will be checked. To add counter conditions, use the
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* following notetags:
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* 在制作反击技能时,您可以让这些反击技能仅对特定条件做出反应。
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* 如果满足所有条件,则会出现反击技能。如果不满足单个条件,则将跳过该反击技能,
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* 并检查下一个反击技能。要添加反击条件,请使用以下 notetags
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* 设置反击条件
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*
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* Skill Notetags:
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*
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* <Counter Condition>
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* condition
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* condition
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* </Counter Condition>
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* Replace the 'condition' text in between the notetags with the listed in
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* the conditions list below to best fit what you want.
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* 将注释标签之间的“条件”文本替换为下面条件列表中列出的文本,以最适合您的需求。
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*
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* --- Example ---
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*
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* <Counter Condition>
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* physical hit
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* single target
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* </Counter Condition> 单一目标物理伤害后反击
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* This skill will only be used as a counter skill if the current action is
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* a physical hit that's single target.
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* 仅当当前动作是单个目标的物理命中时,此技能才会用作反击技能。
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*
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* ============================================================================
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* Counter Condition List
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* ============================================================================
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*
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* Here is a list of all the counter conditions that come with this plugin that
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* you can use. Keep in mind that all of the counter conditions must be met
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* before a counter will take effect. If even a single counter condition fails
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* to be met, the counter skill will not proc.
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* 以下是您可以使用的此插件附带的所有反击条件的列表。
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* 请记住,在反击生效之前,必须满足所有反击条件。
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* 如果连一个反击条件都无法满足,反击技能也不会触发。
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ATTACKER param eval
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def',
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* 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the attacker's
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* parameter. If the check returns 'true', the counter condition is met. If it
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* returns 'false', the counter condition isn't met.
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* 将 'param' 替换为 'level'、'maxhp'、'hp'、'maxmp'、'mp'、'atk'、'def'、
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* 'mat'、'mdf'、'agi' 或 'luk'。这将对攻击者的参数进行检查。
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* 如果检查返回“true”,则满足反击条件。如果返回“false”,则不满足反击条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Attacker level > 50
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* Attacker hp <= attacker.mhp * 0.50
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* Attacker atk > defender.def
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* CERTAIN HIT
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current action used against the target is a certain hit, the counter
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* condition is met. If it isn't, the counter condition isn't met.
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* 如果当前对目标使用的操作是必定命中,则满足反击条件。如果不是,则不满足反击条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Certain Hit
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* COUNTER HIT
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current action used against the target is a counter skill, the
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* counter condition is met. If it isn't, the counter condition isn't met.
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* 如果当前针对目标使用的动作是反击技能,则满足反击条件。否则,则不满足反条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Counter Hit
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* DEFENDER param eval
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def',
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* 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the defender's
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* parameter. If the check returns 'true', the counter condition is met. If it
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* returns 'false', the counter condition isn't met.
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* 将“参数”替换为“level”、“maxhp”、“hp”、“maxmp”、“mp”、“atk”、“def”、“mat”、
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* “mdf”、“agi”或“luk”。这将针对防御者的参数运行检查。
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* 如果检查返回“true”,则满足反击条件。如果它返回“false”,则不满足反击条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Defender level > 50
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* Defender hp <= defender.mhp * 0.50
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* Defender atk > attacker.def
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ELEMENT: x
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* ELEMENT: name
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current action used against the target has element X attached to it,
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* the counter condition is met. If it isn't, the counter condition isn't met.
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* Replace 'x' with the element ID or the element name in the database system
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* tab. If multiple elements share the same name, priority will be given to the
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* element with the highest ID.
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* 如果对目标使用的当前操作附加了伤害属性 X,则满足反击条件。如果不是,
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* 则不满足反击条件。将“x”替换为数据库系统选项卡中的伤害属性 ID 或伤害属性名称。
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* 如果多个伤害属性共享相同的名称,则将优先考虑具有最高 ID 的伤害属性。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Element: 4
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* Element: Fire
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* Element: Ice
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* EVAL: code
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* For those with JavaScript experience, you can use the above line to perform
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* an eval check to see if the conditions are met for the counter skill. If the
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* eval check returns 'true', the condition is met. If it returns 'false', the
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* condition isn't met.
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|
* 对于那些有 JavaScript 经验的人,您可以使用上面的行执行评估检查,
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* 以查看是否满足反击技能的条件。如果评估检查返回“true”,则满足条件。
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* 如果返回“false”,则不满足条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Eval: attacker.name() === 'Harold'
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* Eval: defender.hpRate() <= 0.50
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ITEM: x
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* ITEM: name
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current aciton used against the target is item x, the counter
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* condition is met. If it isn't, the counter condition isn't met. Replace 'x'
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* with the item ID. If you choose to use the item name, and your database
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* has multiple items with the same name, priority will be given to the item
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* with the highest ID.
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* 如果对目标使用的当前行动是物品 x,则满足反击条件。否则,则不满足反条件。
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* 将“x”替换为商品 ID。如果选择使用物品名称,并且数据库中有多个具有相同名称的物品,
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* 则将优先考虑具有最高 ID 的物品。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Example: Item: 30
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* Item: Bomb
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
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* MAGICAL HIT
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* If the current action used against the target is a magical hit, the counter
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* condition is met. If it isn't, the counter condition isn't met.
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* 如果当前对目标使用的操作是魔法命中,则满足计数条件。如果不是,则不满足反击条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Example: Magical Hit
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* MULTI TARGET
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current action used against the target is a multi target action, the
|
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* counter condition is met. If it isn't, the counter condition isn't met.
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* 如果对目标使用的当前行动是多目标行动,则满足反击条件。如果不是,则不满足反击条件。
|
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Example: Multi Target
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* NOT CERTAIN HIT
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* If the current action used against the target is NOT certain hit, the
|
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* counter condition is met. If it is, the counter condition isn't met.
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* 如果对目标使用的当前操作不是必定命中,则满足反击条件。如果是,则不满足反击条件。
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example: Not Certain Hit
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* NOT COUNTER HIT
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* If the current action used against the target is NOT a counter skill, the
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* counter condition is met. If it is, the counter condition isn't met.
|
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* 如果当前对目标使用的操作不是反技能,则满足反技能。如果是,则不满足反击条件。
|
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|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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|
* Example: Not Counter Hit
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
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* NOT ELEMENT: x
|
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|
* NOT ELEMENT: name
|
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|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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|
|
* If the current action used against the target has element X attached to it,
|
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|
* the counter condition is NOT met. If it isn't, the counter condition is met.
|
|
|
|
|
* Replace 'x' with the element ID or the element name in the database system
|
|
|
|
|
* tab. If multiple elements share the same name, priority will be given to the
|
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|
|
* element with the highest ID.
|
|
|
|
|
* 如果对目标使用的当前操作附加了伤害属性 X,则不满足反击条件。
|
|
|
|
|
* 如果不是,则满足反击条件。将“x”替换为数据库系统选项卡中的伤害属性 ID 或伤害属性名称。
|
|
|
|
|
* 如果多个伤害属性共享相同的名称,则将优先考虑具有最高 ID 的伤害属性。
|
|
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|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Example: Not Element: 4
|
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|
* Not Element: Fire
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* Not Element: Ice
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
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* NOT ITEM: x
|
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|
* NOT ITEM: name
|
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|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
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|
|
* If the current aciton used against the target is NOT item x, the counter
|
|
|
|
|
* condition is met. If it is, the counter condition isn't met. Replace 'x'
|
|
|
|
|
* with the item ID. If you choose to use the item name, and your database
|
|
|
|
|
* has multiple items with the same name, priority will be given to the item
|
|
|
|
|
* with the highest ID.
|
|
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|
|
* 如果当前用于目标的行动不是物品 x,则满足反击条件。
|
|
|
|
|
* 如果是,则不满足反击条件。将“x”替换为物品 ID。
|
|
|
|
|
* 如果选择使用物品名称,并且数据库包含多个同名物品,则将优先考虑具有最高 ID 的物品。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Not Item: 30
|
|
|
|
|
* Not Item: Bomb
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* NOT MAGICAL HIT
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is NOT a magical hit, the
|
|
|
|
|
* counter condition is met. If it is, the counter condition isn't met.
|
|
|
|
|
* 如果当前对目标的动作不是魔法命中,则满足反击条件。如果是,则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Not Magical Hit
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* NOT PHYSICAL HIT
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is NOT a physical hit, the
|
|
|
|
|
* counter condition is met. If it is, the counter condition isn't met.
|
|
|
|
|
* 如果当前对目标的动作不是物理命中,则满足反击条件。如果是,则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Not Physical Hit
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* NOT SKILL: x
|
|
|
|
|
* NOT SKILL: name
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current aciton used against the target is NOT skill x, the counter
|
|
|
|
|
* condition is met. If it is, the counter condition isn't met. Replace 'x'
|
|
|
|
|
* with the skill ID. If you choose to use the skill name, and your database
|
|
|
|
|
* has multiple skills with the same name, priority will be given to the skill
|
|
|
|
|
* with the highest ID.
|
|
|
|
|
* 如果当前用于对付目标的动作不是技能 x,则满足反击条件。如果是,则不满足反条件。
|
|
|
|
|
* 将“x”替换为技能 ID。如果您选择使用技能名称,并且您的数据库有多个同名的技能,
|
|
|
|
|
* 则将优先考虑具有最高 ID 的技能。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Not Skill: 50
|
|
|
|
|
* Not Skill: Firaga
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* NOT STYPE: x
|
|
|
|
|
* NOT STYPE: name
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is NOT a skill and skill type
|
|
|
|
|
* x, the counter condition is met. If it isn't the counter condition isn't
|
|
|
|
|
* met. Replace 'x' with the Skill Type ID. If you choose to use the skill type
|
|
|
|
|
* name and your database has multiple skill types with the same name, priority
|
|
|
|
|
* will be given to the skill type with the highest ID.
|
|
|
|
|
* 如果当前针对目标使用的动作不是技能或不属于技能类型 x,则满足反击条件。
|
|
|
|
|
* 如果不是,则不满足反击条件。将“x”替换为技能类型 ID。
|
|
|
|
|
* 如果选择使用技能类型名称,并且数据库中有多个同名的技能类型,
|
|
|
|
|
* 则将优先考虑 ID 最高的技能类型。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Not Stype: 1
|
|
|
|
|
* Not Stype: Magic
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* PHYSICAL HIT
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is a physical hit, the counter
|
|
|
|
|
* condition is met. If it isn't, the counter condition isn't met.
|
|
|
|
|
* 如果当前对目标的动作是物理命中,则满足反击条件。如果不是,则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Physical Hit
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* RANDOM: x%
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* This will run a random check. There is a x% chance that this counter check
|
|
|
|
|
* will pass. If it passes, the counter condition is met. If it doesn't, the
|
|
|
|
|
* counter condition isn't met.
|
|
|
|
|
* 这将运行随机检查。此反击检查有 x% 的机会通过。
|
|
|
|
|
* 如果通过,则满足反击条件。如果不满足,则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Random: 30%
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* SINGLE TARGET
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is a single target action, the
|
|
|
|
|
* counter condition is met. If it isn't, the counter condition isn't met.
|
|
|
|
|
* 如果对目标使用的当前行动是单一目标行动,则满足反击条件。
|
|
|
|
|
* 如果不是,则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Single Target
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* SKILL: x
|
|
|
|
|
* SKILL: name
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current aciton used against the target is skill x, the counter
|
|
|
|
|
* condition is met. If it isn't, the counter condition isn't met. Replace 'x'
|
|
|
|
|
* with the skill ID. If you choose to use the skill name, and your database
|
|
|
|
|
* has multiple skills with the same name, priority will be given to the skill
|
|
|
|
|
* with the highest ID.
|
|
|
|
|
* 如果当前用于对付目标的动作是技能 x,则满足反击条件。如果不是,则不满足反条件。
|
|
|
|
|
* 将“x”替换为技能 ID。如果您选择使用技能名称,并且您的数据库有多个同名的技能,
|
|
|
|
|
* 则将优先考虑具有最高 ID 的技能。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Skill: 50
|
|
|
|
|
* Skill: Firaga
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* STYPE: x
|
|
|
|
|
* STYPE: name
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If the current action used against the target is a skill and skill type x,
|
|
|
|
|
* the counter condition is met. If it isn't the counter condition isn't met.
|
|
|
|
|
* Replace 'x' with the Skill Type ID. If you choose to use the skill type name
|
|
|
|
|
* and your database has multiple skill types with the same name, priority will
|
|
|
|
|
* be given to the skill type with the highest ID.
|
|
|
|
|
* 如果当前针对目标使用的动作是技能和技能类型 x,则满足反击条件。
|
|
|
|
|
* 如果不是,则不满足反击条件。将“x”替换为技能类型 ID。
|
|
|
|
|
* 如果选择使用技能类型名称,并且数据库中有多个同名的技能类型,
|
|
|
|
|
* 则将优先考虑 ID 最高的技能类型。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Stype: 1
|
|
|
|
|
* Stype: Magic
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* SWITCH x OFF
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If switch x is OFF (false) prior to the current action being used against
|
|
|
|
|
* the target, the counter condition is met. If it is ON (true), the counter
|
|
|
|
|
* condition isn't met.
|
|
|
|
|
* 如果开关 x 在对目标使用当前操作之前处于 OFF (false),
|
|
|
|
|
* 则满足反击条件。如果为 ON (true),则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Switch 10 Off
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* SWITCH x ON
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* If switch x is ON (ftrue) prior to the current action being used against
|
|
|
|
|
* the target, the counter condition is met. If it is OFF (false), the counter
|
|
|
|
|
* condition isn't met.
|
|
|
|
|
* 如果开关 x 在对目标使用当前操作之前处于 ON (true),
|
|
|
|
|
* 则满足反击条件。如果为 OFF (false),则不满足反击条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Switch 10 On
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
* VARIABLE x eval
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* This runs an eval check against variable x. If the eval check returns 'true'
|
|
|
|
|
* the condition is met. If it returns 'false' then the condition isn't met.
|
|
|
|
|
* 这将对变量 x 运行评估检查。如果评估检查返回“true”,则满足条件。
|
|
|
|
|
* 如果它返回“false”,则不满足条件。
|
|
|
|
|
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
|
* Example: Variable 15 >= 15
|
|
|
|
|
* Variable 16 <= 20
|
|
|
|
|
* Variable 17 === $gameParty.aliveMembers().length
|
|
|
|
|
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Custom Counter Skills
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* For those with JavaScript proficiency, you can use the following Lunatic
|
|
|
|
|
* Mode notetags to give a dynamic set of skills granted for counter usage.
|
|
|
|
|
* 对于那些精通 JavaScript 的人,您可以使用以下 Lunatic Mode 注释标签来提供
|
|
|
|
|
* 一组动态技能,以授予反击使用。
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Counter Skills>
|
|
|
|
|
* if (user.name() === 'Harold') {
|
|
|
|
|
* skills.push(50, 51, 52);
|
|
|
|
|
* } else if (user.name() === 'Therese') {
|
|
|
|
|
* skills.push(53, 54, 55);
|
|
|
|
|
* } else if (user.name() === 'Marsha') {
|
|
|
|
|
* skills.push(56, 57, 58);
|
|
|
|
|
* } else if (user.name() === 'Lucius') {
|
|
|
|
|
* skills.push(59, 60, 61);
|
|
|
|
|
* }
|
|
|
|
|
* </Custom Counter Skills>
|
|
|
|
|
* The 'skills' variable is an array that will contain all the counter skills
|
|
|
|
|
* that will be added to the list of potential skills the battler can counter
|
|
|
|
|
* actions with provided that their requirements are met.
|
|
|
|
|
* “Skills”变量是一个数组,其中包含所有反击技能,
|
|
|
|
|
* 这些技能将被添加到战斗者可以反击的潜在技能列表中,前提是满足其要求。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Custom Counter Total
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* For those with JavaScript proficiency, you can use the following Lunatic
|
|
|
|
|
* Mode notetags to give a dynamic counter total bonus:
|
|
|
|
|
* 对于那些精通JavaScript的人,您可以使用以下疯狂模式笔记标签来提供动态反击次数奖励:
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Counter Total>
|
|
|
|
|
* value = user.level;
|
|
|
|
|
* </Custom Counter Total>
|
|
|
|
|
* The 'value' variable is the total amount of counters is increased or
|
|
|
|
|
* decreased by. If the total counter value reaches 0 or less than 0 for the
|
|
|
|
|
* battler, the battler is unable to use counter skills.
|
|
|
|
|
* “value”变量是反击次数总数增加或减少。如果战斗者的总反击次数达到 0 或小于 0,
|
|
|
|
|
* 则战斗者无法使用战斗技能。
|
|
|
|
|
*
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Custom Target Counter Rate
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* For those with JavaScript proficiency, you can use the following Lunatic
|
|
|
|
|
* Mode notetags to make the attacker's traits alter the target's CNT rate.
|
|
|
|
|
* 对于那些精通JavaScript的人,您可以使用以下疯狂模式笔记标签来使攻击者的特征
|
|
|
|
|
* 改变目标的反击率。
|
|
|
|
|
*
|
|
|
|
|
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Target Counter Rate>
|
|
|
|
|
* rate -= user.hpRate();
|
|
|
|
|
* </Custom Target Counter Rate>
|
|
|
|
|
* The 'rate' variable is the final rate used to determine the counter rate
|
|
|
|
|
* the target has. It is already given the value calculated from the target's
|
|
|
|
|
* CNT value. This is calculated before the skill's custom counter rate.
|
|
|
|
|
* “反击率”变量是用于确定目标的反击利率的最终利率。
|
|
|
|
|
* 它已经被赋予了根据目标反击率值计算得出的值。
|
|
|
|
|
* 这是在技能的自定义反击率之前计算的。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Custom Counter Rates
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* For those with JavaScript proficiency, you can use the following Lunatic
|
|
|
|
|
* Mode notetags to give skills a dynamic chance for the target to counter.
|
|
|
|
|
*
|
|
|
|
|
* Skill and Item Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Counter Rate>
|
|
|
|
|
* rate += target.hpRate();
|
|
|
|
|
* </Custom Counter Rate>
|
|
|
|
|
* The 'rate' variable is the final rate used to determine the counter rate
|
|
|
|
|
* the target has. It is already given the value calculated from the target's
|
|
|
|
|
* CNT value plus any additional counter rate modifiers from the skill. This
|
|
|
|
|
* is calculated after the attacker's custom target counter rate.
|
|
|
|
|
* “rate”变量是用于确定目标反击率的最终几率。它已经给出了根据目标的 CNT 值
|
|
|
|
|
* 加上技能中的任何其他反击率修饰符计算的值。
|
|
|
|
|
* 这是在攻击者的自定义目标反击率之后计算的。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Lunatic Mode - Custom Counter Condition
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* For those with JavaScript proficiency, you can use the following Luantic
|
|
|
|
|
* Mode notetags to give counter skills a custom counter condition. While you
|
|
|
|
|
* can do the same with an Eval condition, this notetag is for those who prefer
|
|
|
|
|
* to take control over everything at once.
|
|
|
|
|
* 对于精通 JavaScript 的人,您可以使用以下 Luantic 模式笔记标签为反击技能
|
|
|
|
|
* 提供自定义反击条件。虽然您可以对 Eval 条件执行相同的操作,
|
|
|
|
|
* 但此 notetag 适用于那些喜欢一次控制所有内容的人。
|
|
|
|
|
*
|
|
|
|
|
* Skill Notetags:
|
|
|
|
|
*
|
|
|
|
|
* <Custom Counter Condition>
|
|
|
|
|
* if (attacker.name() === 'Harold') {
|
|
|
|
|
* condition = true;
|
|
|
|
|
* } else if (defender.name() === 'Therese') {
|
|
|
|
|
* condition = true;
|
|
|
|
|
* } else {
|
|
|
|
|
* condition = false;
|
|
|
|
|
* }
|
|
|
|
|
* </Custom Counter Condition>
|
|
|
|
|
* The 'condition' variable determines whether or not the counter skill will
|
|
|
|
|
* pass or fail. If the 'condition' variable returns 'true', the condition is
|
|
|
|
|
* met. If the 'condition' variable returns 'false', the condition fails to
|
|
|
|
|
* be met. Once the condition is met, the rest of the <Counter Condition>
|
|
|
|
|
* conditions will be checked.
|
|
|
|
|
* “condition”变量确定反击技能是通过还是失败。
|
|
|
|
|
* 如果“condition”变量返回“true”,则满足反击条件。
|
|
|
|
|
* 如果“condition”变量返回“false”,则无法满足反击条件。
|
|
|
|
|
* 满足当前反击条件后,将检查其余的<反击条件>条件。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changelog
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Version 1.07:
|
|
|
|
|
* - Lunatic Mode fail safes added.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.06:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.3.2.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.05:
|
|
|
|
|
* - Fixed a bug that caused the Eval: condition to not work and crash.
|
|
|
|
|
* - Fixed an issue that caused default counter attacks to trigger upon magical
|
|
|
|
|
* actions.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.04:
|
|
|
|
|
* - Fixed a bug that caused counter-countered actions to no longer disappear
|
|
|
|
|
* from queue.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.03:
|
|
|
|
|
* - Fixed a bug that caused enemies to get a free action after a counter in
|
|
|
|
|
* the DTB engine.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.02:
|
|
|
|
|
* - Fixed a bug that didn't replace the proper skill for the countered battler
|
|
|
|
|
* appropriate causing some action effects to not proc correctly.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.01:
|
|
|
|
|
* - Fixed a bug that caused the <Counter Skills: 0> notetag to not work.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.00:
|
|
|
|
|
* - Finished Plugin!
|
|
|
|
|
*/
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
if (Imported.YEP_BattleEngineCore) {
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Parameter Variables
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Parameters = PluginManager.parameters('YEP_X_CounterControl');
|
|
|
|
|
Yanfly.Param = Yanfly.Param || {};
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.CounterMaxQueue = Number(Yanfly.Parameters['Queue Max']);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.CounterDefault = Number(Yanfly.Parameters['Counter Skill']);
|
|
|
|
|
Yanfly.Param.CounterEvade = eval(String(Yanfly.Parameters['Evade Counter']));
|
|
|
|
|
Yanfly.Param.CounterFmt = String(Yanfly.Parameters['Counter Name']);
|
|
|
|
|
Yanfly.Param.CounterIcon = Number(Yanfly.Parameters['Counter Icon']);
|
|
|
|
|
Yanfly.Param.CounterTotal = Number(Yanfly.Parameters['Counter Total']);
|
|
|
|
|
Yanfly.Param.CounterAllyCnt = eval(String(Yanfly.Parameters['Ally Counter']));
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.CounterConditions = [];
|
|
|
|
|
if (eval(String(Yanfly.Parameters['Physical']))) {
|
|
|
|
|
Yanfly.Param.CounterConditions.push('PHYSICAL HIT');
|
|
|
|
|
};
|
|
|
|
|
if (eval(String(Yanfly.Parameters['Single Target']))) {
|
|
|
|
|
Yanfly.Param.CounterConditions.push('SINGLE TARGET');
|
|
|
|
|
};
|
|
|
|
|
if (eval(String(Yanfly.Parameters['Not Counter']))) {
|
|
|
|
|
Yanfly.Param.CounterConditions.push('NOT COUNTER HIT');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// DataManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
|
|
|
|
|
DataManager.isDatabaseLoaded = function() {
|
|
|
|
|
if (!Yanfly.Counter.DataManager_isDatabaseLoaded.call(this)) return false;
|
|
|
|
|
if (!Yanfly._loaded_YEP_X_CounterControl) {
|
|
|
|
|
this.processCounterNotetagsI($dataItems);
|
|
|
|
|
this.processCounterNotetagsW($dataWeapons);
|
|
|
|
|
this.processCounterNotetagsA($dataArmors);
|
|
|
|
|
this.processCounterNotetagsS($dataSkills);
|
|
|
|
|
this.processCounterNotetagsT($dataStates);
|
|
|
|
|
this.processCounterNotetagsSys($dataSystem);
|
|
|
|
|
this.processCounterNotetags1($dataActors);
|
|
|
|
|
this.processCounterNotetags1($dataEnemies);
|
|
|
|
|
this.processCounterNotetags2($dataActors);
|
|
|
|
|
this.processCounterNotetags2($dataClasses);
|
|
|
|
|
this.processCounterNotetags2($dataEnemies);
|
|
|
|
|
this.processCounterNotetags2($dataWeapons);
|
|
|
|
|
this.processCounterNotetags2($dataArmors);
|
|
|
|
|
this.processCounterNotetags2($dataStates);
|
|
|
|
|
this.processCounterNotetags3($dataSkills);
|
|
|
|
|
this.processCounterNotetags4($dataSkills);
|
|
|
|
|
this.processCounterNotetags4($dataItems);
|
|
|
|
|
Yanfly._loaded_YEP_X_CounterControl = true;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsI = function(group) {
|
|
|
|
|
if (Yanfly.ItemIdRef) return;
|
|
|
|
|
Yanfly.ItemIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsW = function(group) {
|
|
|
|
|
if (Yanfly.WeaponIdRef) return;
|
|
|
|
|
Yanfly.WeaponIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsA = function(group) {
|
|
|
|
|
if (Yanfly.ArmorIdRef) return;
|
|
|
|
|
Yanfly.ArmorIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsS = function(group) {
|
|
|
|
|
if (Yanfly.SkillIdRef) return;
|
|
|
|
|
Yanfly.SkillIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.SkillIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsT = function(group) {
|
|
|
|
|
if (Yanfly.StateIdRef) return;
|
|
|
|
|
Yanfly.StateIdRef = {};
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
if (obj.name.length <= 0) continue;
|
|
|
|
|
Yanfly.StateIdRef[obj.name.toUpperCase()] = n;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetagsSys = function(group) {
|
|
|
|
|
Yanfly.STypeIdRef = {};
|
|
|
|
|
for (var i = 1; i < group.skillTypes.length; ++i) {
|
|
|
|
|
var name = group.skillTypes[i].toUpperCase();
|
|
|
|
|
name = name.replace(/\\I\[(\d+)\]/gi, '');
|
|
|
|
|
Yanfly.STypeIdRef[name] = i;
|
|
|
|
|
}
|
|
|
|
|
Yanfly.ElementIdRef = {};
|
|
|
|
|
for (var i = 1; i < group.elements.length; ++i) {
|
|
|
|
|
var name = group.elements[i].toUpperCase();
|
|
|
|
|
name = name.replace(/\\I\[(\d+)\]/gi, '');
|
|
|
|
|
Yanfly.ElementIdRef[name] = i;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetags1 = function(group) {
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.defaultCounter = Yanfly.Param.CounterDefault;
|
|
|
|
|
obj.counterTotal = Yanfly.Param.CounterTotal;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(/<DEFAULT COUNTER:[ ](\d+)>/i)) {
|
|
|
|
|
obj.defaultCounter = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(/<DEFAULT COUNTER:[ ](.*)>/i)) {
|
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
|
var id = Yanfly.SkillIdRef[name];
|
|
|
|
|
if (id) obj.defaultCounter = id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetags2 = function(group) {
|
|
|
|
|
var noteA1 = /<(?:COUNTER SKILLS):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
|
|
|
|
|
var noteA2 = /<(?:COUNTER SKILLS):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.counterSkills = [];
|
|
|
|
|
obj.counterTotal = 0;
|
|
|
|
|
obj.targetCounterRate = 1;
|
|
|
|
|
obj.targetCounterFlat = 0;
|
|
|
|
|
obj.evadeCounter = false;
|
|
|
|
|
obj.hitCounter = false;
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
obj.counterTotalEval = '';
|
|
|
|
|
obj.counterSkillsEval = '';
|
|
|
|
|
obj.targetCounterRateEval = '';
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(noteA1)) {
|
|
|
|
|
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
|
|
|
|
|
obj.counterSkills = obj.counterSkills.concat(array);
|
|
|
|
|
} else if (line.match(noteA2)) {
|
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
|
|
|
|
|
parseInt(RegExp.$2));
|
|
|
|
|
obj.counterSkills = obj.counterSkills.concat(range);
|
|
|
|
|
} else if (line.match(/<(?:COUNTER SKILL):[ ](.*)>/i)) {
|
|
|
|
|
var name = String(RegExp.$1).toUpperCase();
|
|
|
|
|
var id = Yanfly.SkillIdRef[name];
|
|
|
|
|
if (id) obj.counterSkills.push(id);
|
|
|
|
|
} else if (line.match(/<(?:COUNTER TOTAL):[ ]([\+\-]\d+)>/i)) {
|
|
|
|
|
obj.counterTotal = parseInt(RegExp.$1);
|
|
|
|
|
} else if (line.match(/<(?:TARGET COUNTER):[ ](\d+)([%%])>/i)) {
|
|
|
|
|
obj.targetCounterRate = parseFloat(RegExp.$1) * 0.01;
|
|
|
|
|
} else if (line.match(/<(?:TARGET COUNTER):[ ]([\+\-]\d+)([%%])>/i)) {
|
|
|
|
|
obj.targetCounterFlat = parseFloat(RegExp.$1) * 0.01;
|
|
|
|
|
} else if (line.match(/<(?:EVADE COUNTER|COUNTER EVADE)>/i)) {
|
|
|
|
|
obj.evadeCounter = true;
|
|
|
|
|
} else if (line.match(/<(?:HIT COUNTER|COUNTER HIT)>/i)) {
|
|
|
|
|
obj.hitCounter = true;
|
|
|
|
|
} else if (line.match(/<CUSTOM COUNTER TOTAL>/i)) {
|
|
|
|
|
evalMode = 'custom counter total';
|
|
|
|
|
} else if (line.match(/<\/CUSTOM COUNTER TOTAL>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom counter total') {
|
|
|
|
|
obj.counterTotalEval = obj.counterTotalEval + line + '\n';
|
|
|
|
|
} else if (line.match(/<CUSTOM COUNTER SKILLS>/i)) {
|
|
|
|
|
evalMode = 'custom counter skills';
|
|
|
|
|
} else if (line.match(/<\/CUSTOM COUNTER SKILLS>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom counter skills') {
|
|
|
|
|
obj.counterSkillsEval = obj.counterSkillsEval + line + '\n';
|
|
|
|
|
} else if (line.match(/<CUSTOM TARGET COUNTER RATE>/i)) {
|
|
|
|
|
evalMode = 'custom target counter rate';
|
|
|
|
|
} else if (line.match(/<\/CUSTOM TARGET COUNTER RATE>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom target counter rate') {
|
|
|
|
|
obj.targetCounterRateEval = obj.targetCounterRateEval + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetags3 = function(group) {
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.evadeCounter = Yanfly.Param.CounterEvade;
|
|
|
|
|
obj.counterName = Yanfly.Param.CounterFmt.format(obj.name);
|
|
|
|
|
obj.counterIcon = Yanfly.Param.CounterIcon || obj.iconIndex;
|
|
|
|
|
obj.cannotCounter = false;
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
obj.counterConditions = Yanfly.Param.CounterConditions.slice();
|
|
|
|
|
obj.counterConditionEval = '';
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(/<(?:EVADE COUNTER|COUNTER EVADE)>/i)) {
|
|
|
|
|
obj.evadeCounter = true;
|
|
|
|
|
} else if (line.match(/<(?:HIT COUNTER|COUNTER HIT)>/i)) {
|
|
|
|
|
obj.evadeCounter = false;
|
|
|
|
|
} else if (line.match(/<(?:COUNTER NAME):[ ](.*)>/i)) {
|
|
|
|
|
obj.counterName = String(RegExp.$1);
|
|
|
|
|
} else if (line.match(/<(?:COUNTER ICON):[ ](\d+)>/i)) {
|
|
|
|
|
obj.counterIcon = String(RegExp.$1);
|
|
|
|
|
} else if (line.match(/<CANNOT COUNTER>/i)) {
|
|
|
|
|
obj.cannotCounter = true;
|
|
|
|
|
} else if (line.match(/<(?:COUNTER CONDITION|COUNTER CONDITIONS)>/i)) {
|
|
|
|
|
evalMode = 'counter condition';
|
|
|
|
|
obj.counterConditions = [];
|
|
|
|
|
} else if (line.match(/<\/(?:COUNTER CONDITION|COUNTER CONDITIONS)>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'counter condition') {
|
|
|
|
|
obj.counterConditions.push(line);
|
|
|
|
|
} else if (line.match(/<CUSTOM COUNTER CONDITION>/i)) {
|
|
|
|
|
evalMode = 'custom counter condition';
|
|
|
|
|
} else if (line.match(/<\/CUSTOM COUNTER CONDITION>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom counter condition') {
|
|
|
|
|
obj.counterConditionEval = obj.counterConditionEval + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processCounterNotetags4 = function(group) {
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.allyCounter = Yanfly.Param.CounterAllyCnt;
|
|
|
|
|
obj.cannotCounter = false;
|
|
|
|
|
obj.counterRate = 1;
|
|
|
|
|
obj.counterMod = 0;
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
obj.counterRateEval = '';
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(/<ALLY COUNTER>/i)) {
|
|
|
|
|
obj.allyCounter = true;
|
|
|
|
|
} else if (line.match(/<ALLY CANNOT COUNTER>/i)) {
|
|
|
|
|
obj.allyCounter = false;
|
|
|
|
|
} else if (line.match(/<CANNOT COUNTER>/i)) {
|
|
|
|
|
obj.cannotCounter = true;
|
|
|
|
|
} else if (line.match(/<COUNTER RATE:[ ](\d+)([%%])>/i)) {
|
|
|
|
|
obj.counterRate = parseFloat(RegExp.$1) * 0.01;
|
|
|
|
|
} else if (line.match(/<COUNTER RATE:[ ]([\+\-]\d+)([%%])>/i)) {
|
|
|
|
|
obj.counterMod = parseFloat(RegExp.$1) * 0.01;
|
|
|
|
|
} else if (line.match(/<CUSTOM COUNTER RATE>/i)) {
|
|
|
|
|
evalMode = 'custom counter rate';
|
|
|
|
|
} else if (line.match(/<\/CUSTOM COUNTER RATE>/i)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom counter rate') {
|
|
|
|
|
obj.counterRateEval = obj.counterRateEval + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// BattleManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.BattleManager_initMembers = BattleManager.initMembers;
|
|
|
|
|
BattleManager.initMembers = function() {
|
|
|
|
|
Yanfly.Counter.BattleManager_initMembers.call(this);
|
|
|
|
|
this._counterQueue = [];
|
|
|
|
|
this._counterSequence = 0;
|
|
|
|
|
this._counterOriginalSubject = undefined;
|
|
|
|
|
this._counterOriginalAction = undefined;
|
|
|
|
|
this._countering = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isCountering = function() {
|
|
|
|
|
return this._countering;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.BattleManager_invokeCounter =
|
|
|
|
|
BattleManager.invokeCounterAttack;
|
|
|
|
|
BattleManager.invokeCounterAttack = function(subject, target) {
|
|
|
|
|
this._counterQueue = this._counterQueue || [];
|
|
|
|
|
if (this.isValidCounterAction(target)) this._counterSequence += 1;
|
|
|
|
|
if (!this.isMaxCounterQueue()) {
|
|
|
|
|
if (this.isValidCounterAction(target)) target.payCounter();
|
|
|
|
|
}
|
|
|
|
|
if (target.canCounter()) {
|
|
|
|
|
this._counterSkill = this.getCounterSkill(subject, target);
|
|
|
|
|
this._counterQueue = this._counterQueue || [];
|
|
|
|
|
if (this._counterSkill === null) {
|
|
|
|
|
if (this._action.isPhysical() && target.canMove()) {
|
|
|
|
|
Yanfly.Counter.BattleManager_invokeCounter.call(this, subject, target);
|
|
|
|
|
} else {
|
|
|
|
|
this.invokeNormalAction(subject, target);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
} else if (this.evadeAndCounter(subject, target)) {
|
|
|
|
|
target.performEvasion();
|
|
|
|
|
target.forceEvadePopup();
|
|
|
|
|
this.addCounterQueue(subject, target);
|
|
|
|
|
} else if (this._counterSkill !== undefined) {
|
|
|
|
|
this.invokeNormalAction(subject, target);
|
|
|
|
|
this.addCounterQueue(subject, target);
|
|
|
|
|
} else {
|
|
|
|
|
if (this.isValidCounterAction(target)) {
|
|
|
|
|
target.payCounter(-1);
|
|
|
|
|
this._counterSequence -= 1;
|
|
|
|
|
}
|
|
|
|
|
this.invokeNormalAction(subject, target);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
this._logWindow.displayActionResults(target, subject);
|
|
|
|
|
if (subject.isDead()) subject.performCollapse();
|
|
|
|
|
} else {
|
|
|
|
|
this.invokeNormalAction(subject, target);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getCounterSkill = function(subject, target) {
|
|
|
|
|
target.makeCounterSkills();
|
|
|
|
|
var skills = target.counterSkills();
|
|
|
|
|
var length = skills.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var skill = skills[i];
|
|
|
|
|
if (this.meetCounterConditions(skill, subject, target)) return skill;
|
|
|
|
|
}
|
|
|
|
|
return undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.meetCounterConditions = function(skill, subject, target) {
|
|
|
|
|
if (skill === null) return true;
|
|
|
|
|
if (!target.canUse(skill)) return false;
|
|
|
|
|
if (!this.meetCounterConditionsEval(skill, subject, target));
|
|
|
|
|
var condition = this.getCounterCondition(skill, subject, target);
|
|
|
|
|
return condition;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.meetCounterConditionsEval = function(skill, subject, target) {
|
|
|
|
|
var action = this._action;
|
|
|
|
|
if (this._action.item().counterConditionEval === '') return true;
|
|
|
|
|
var condition = true;
|
|
|
|
|
var a = subject;
|
|
|
|
|
var user = subject;
|
|
|
|
|
var attacker = subject;
|
|
|
|
|
var b = target;
|
|
|
|
|
var defender = target;
|
|
|
|
|
var item = skill;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = this._action.item().counterConditionEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'COUNTER CONDITIONS EVAL ERROR');
|
|
|
|
|
}
|
|
|
|
|
return condition;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.getCounterCondition = function(skill, subject, target) {
|
|
|
|
|
var conditions = skill.counterConditions;
|
|
|
|
|
var length = conditions.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var line = conditions[i];
|
|
|
|
|
if (!this.checkCounterLine(line, skill, subject, target)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterLine = function(line, skill, subject, target) {
|
|
|
|
|
// EVAL
|
|
|
|
|
if (line.match(/EVAL:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterEval(value, skill, subject, target);
|
|
|
|
|
// CERTAIN HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'CERTAIN HIT') {
|
|
|
|
|
return this.checkCounterHitType(Game_Action.HITTYPE_CERTAIN);
|
|
|
|
|
// PHYSICAL HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'PHYSICAL HIT') {
|
|
|
|
|
return this.checkCounterHitType(Game_Action.HITTYPE_PHYSICAL);
|
|
|
|
|
// MAGICAL HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'MAGICAL HIT') {
|
|
|
|
|
return this.checkCounterHitType(Game_Action.HITTYPE_MAGICAL);
|
|
|
|
|
// NOT CERTAIN HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'NOT CERTAIN HIT') {
|
|
|
|
|
return !this.checkCounterHitType(Game_Action.HITTYPE_CERTAIN);
|
|
|
|
|
// NOT PHYSICAL HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'NOT PHYSICAL HIT') {
|
|
|
|
|
return !this.checkCounterHitType(Game_Action.HITTYPE_PHYSICAL);
|
|
|
|
|
// NOT MAGICAL HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'NOT MAGICAL HIT') {
|
|
|
|
|
return !this.checkCounterHitType(Game_Action.HITTYPE_MAGICAL);
|
|
|
|
|
// SINGLE TARGET
|
|
|
|
|
} else if (line.toUpperCase() === 'SINGLE TARGET') {
|
|
|
|
|
return this.checkCounterSingleTarget();
|
|
|
|
|
// MULTI TARGET
|
|
|
|
|
} else if (line.toUpperCase() === 'MULTI TARGET') {
|
|
|
|
|
return !this.checkCounterSingleTarget();
|
|
|
|
|
// COUNTER HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'COUNTER HIT') {
|
|
|
|
|
return !this.checkCounterCounterHit();
|
|
|
|
|
// NOT COUNTER HIT
|
|
|
|
|
} else if (line.toUpperCase() === 'NOT COUNTER HIT') {
|
|
|
|
|
return !this.checkCounterCounterHit();
|
|
|
|
|
// RANDOM
|
|
|
|
|
} else if (line.match(/RANDOM:[ ](\d+)([%%])/i)) {
|
|
|
|
|
var value = parseFloat(RegExp.$1) * 0.01;
|
|
|
|
|
return !this.checkCounterRandom(value);
|
|
|
|
|
// NOT ELEMENT
|
|
|
|
|
} else if (line.match(/NOT ELEMENT:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return !this.checkCounterElement(value);
|
|
|
|
|
// ELEMENT
|
|
|
|
|
} else if (line.match(/ELEMENT:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterElement(value);
|
|
|
|
|
// SWITCH ON
|
|
|
|
|
} else if (line.match(/SWITCH[ ](\d+)[ ]ON/i)) {
|
|
|
|
|
var value = parseInt(RegExp.$1);
|
|
|
|
|
return this.checkCounterSwitch(value);
|
|
|
|
|
// SWITCH OFF
|
|
|
|
|
} else if (line.match(/SWITCH[ ](\d+)[ ]OFF/i)) {
|
|
|
|
|
var value = parseInt(RegExp.$1);
|
|
|
|
|
return !this.checkCounterSwitch(value);
|
|
|
|
|
// VARIABLE
|
|
|
|
|
} else if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) {
|
|
|
|
|
var varId = parseInt(RegExp.$1);
|
|
|
|
|
var eval = String(RegExp.$2);
|
|
|
|
|
eval = '$gameVariables.value(' + varId + ') ' + eval;
|
|
|
|
|
return this.checkCounterEval(eval, skill, subject, target);
|
|
|
|
|
// NOT SKILL
|
|
|
|
|
} else if (line.match(/NOT SKILL:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return !this.checkCounterSkill(value);
|
|
|
|
|
// SKILL
|
|
|
|
|
} else if (line.match(/SKILL:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterSkill(value);
|
|
|
|
|
// NOT STYPE
|
|
|
|
|
} else if (line.match(/NOT STYPE:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return !this.checkCounterStype(value);
|
|
|
|
|
// STYPE
|
|
|
|
|
} else if (line.match(/STYPE:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterStype(value);
|
|
|
|
|
// NOT ITEM
|
|
|
|
|
} else if (line.match(/NOT ITEM:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return !this.checkCounterItem(value);
|
|
|
|
|
// ITEM
|
|
|
|
|
} else if (line.match(/ITEM:[ ](.*)/i)) {
|
|
|
|
|
var value = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterItem(value);
|
|
|
|
|
// ATTACKER PARAM
|
|
|
|
|
} else if (line.match(/ATTACKER[ ](.*)[ ](.*)/i)) {
|
|
|
|
|
var value1 = String(RegExp.$1);
|
|
|
|
|
var value2 = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterAttacker(value1, value2, skill, subject, target);
|
|
|
|
|
// DEFENDER PARAM
|
|
|
|
|
} else if (line.match(/DEFENDER[ ](.*)[ ](.*)/i)) {
|
|
|
|
|
var value1 = String(RegExp.$1);
|
|
|
|
|
var value2 = String(RegExp.$1);
|
|
|
|
|
return this.checkCounterDefender(value1, value2, skill, subject, target);
|
|
|
|
|
// ELSE - NOTHING LISTED
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterEval = function(code, skill, subject, target) {
|
|
|
|
|
var action = this._action;
|
|
|
|
|
var a = subject;
|
|
|
|
|
var user = subject;
|
|
|
|
|
var attacker = subject;
|
|
|
|
|
var b = target;
|
|
|
|
|
var defender = target;
|
|
|
|
|
var item = skill;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = line;
|
|
|
|
|
try {
|
|
|
|
|
return eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'COUNTER CHECK ERROR');
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterHitType = function(value) {
|
|
|
|
|
return this._action.item().hitType === value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterCounterHit = function() {
|
|
|
|
|
return this._action.isCounter();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterRandom = function(value) {
|
|
|
|
|
return Math.random() < value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterSingleTarget = function() {
|
|
|
|
|
return this._action.isForOne();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterElement = function(value) {
|
|
|
|
|
if (value.match(/(\d+)/i)) {
|
|
|
|
|
var elementId = parseInt(RegExp.$1);
|
|
|
|
|
} else {
|
|
|
|
|
var elementId = Yanfly.ElementIdRef[value.toUpperCase()];
|
|
|
|
|
if (!elementId) return true;
|
|
|
|
|
}
|
|
|
|
|
var actionElement = this._action.item().damage.elementId;
|
|
|
|
|
if (actionElement < 0) {
|
|
|
|
|
return this._subject.attackElements().contains(elementId);
|
|
|
|
|
} else {
|
|
|
|
|
return elementId === actionElement;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterSwitch = function(value) {
|
|
|
|
|
return $gameSwitches.value(value);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterSkill = function(value) {
|
|
|
|
|
if (!this._action.isSkill()) return false;
|
|
|
|
|
if (value.match(/(\d+)/i)) {
|
|
|
|
|
var skillId = parseInt(RegExp.$1);
|
|
|
|
|
} else {
|
|
|
|
|
var skillId = Yanfly.SkillIdRef[value.toUpperCase()];
|
|
|
|
|
}
|
|
|
|
|
var skill = $dataSkills[skillId];
|
|
|
|
|
return this._action.item() === skill;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterStype = function(value) {
|
|
|
|
|
if (!this._action.isSkill()) return false;
|
|
|
|
|
if (value.match(/(\d+)/i)) {
|
|
|
|
|
var stypeId = parseInt(RegExp.$1);
|
|
|
|
|
} else {
|
|
|
|
|
var stypeId = Yanfly.STypeIdRef[value.toUpperCase()];
|
|
|
|
|
}
|
|
|
|
|
var skill = this._action.item();
|
|
|
|
|
return skill.stypeId === stypeId;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterItem = function(value) {
|
|
|
|
|
if (!this._action.isItem()) return false;
|
|
|
|
|
if (value.match(/(\d+)/i)) {
|
|
|
|
|
var itemId = parseInt(RegExp.$1);
|
|
|
|
|
} else {
|
|
|
|
|
var itemId = Yanfly.SkillIdRef[value.toUpperCase()];
|
|
|
|
|
}
|
|
|
|
|
var skill = $dataSkills[skillId];
|
|
|
|
|
return this._action.item() === skill;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterAttacker = function(v1, v2, skill, subject, target) {
|
|
|
|
|
var eval = 'subject.';
|
|
|
|
|
if (['LEVEL', 'LV', 'LVL'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'level';
|
|
|
|
|
} else if (['MAX HP', 'MAXHP', 'MHP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mhp';
|
|
|
|
|
} else if (['HP', 'CURRENT HP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'hp';
|
|
|
|
|
} else if (['MAX MP', 'MAXMP', 'MMP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mmp';
|
|
|
|
|
} else if (['MP', 'CURRENT MP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mp';
|
|
|
|
|
} else if (['ATK', 'STR'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'atk';
|
|
|
|
|
} else if (['DEF'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'def';
|
|
|
|
|
} else if (['MAT', 'INT', 'SPI'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mat';
|
|
|
|
|
} else if (['MDF', 'RES'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mdf';
|
|
|
|
|
} else if (['AGI', 'SPD'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'agi';
|
|
|
|
|
} else if (['LUK'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'luk';
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
eval += ' ' + v2;
|
|
|
|
|
return this.checkCounterEval(eval, skill, subject, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.checkCounterDefender = function(v1, v2, skill, subject, target) {
|
|
|
|
|
var eval = 'target.';
|
|
|
|
|
if (['LEVEL', 'LV', 'LVL'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'level';
|
|
|
|
|
} else if (['MAX HP', 'MAXHP', 'MHP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mhp';
|
|
|
|
|
} else if (['HP', 'CURRENT HP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'hp';
|
|
|
|
|
} else if (['MAX MP', 'MAXMP', 'MMP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mmp';
|
|
|
|
|
} else if (['MP', 'CURRENT MP'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mp';
|
|
|
|
|
} else if (['ATK', 'STR'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'atk';
|
|
|
|
|
} else if (['DEF'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'def';
|
|
|
|
|
} else if (['MAT', 'INT', 'SPI'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mat';
|
|
|
|
|
} else if (['MDF', 'RES'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'mdf';
|
|
|
|
|
} else if (['AGI', 'SPD'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'agi';
|
|
|
|
|
} else if (['LUK'].contains(v1.toUpperCase())) {
|
|
|
|
|
eval += 'luk';
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
eval += ' ' + v2;
|
|
|
|
|
return this.checkCounterEval(eval, skill, subject, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.evadeAndCounter = function(subject, target) {
|
|
|
|
|
if (this._counterSkill === undefined) return false;
|
|
|
|
|
if (this._counterSkill === null) return false;
|
|
|
|
|
if (target.forceHitCounter()) return false;
|
|
|
|
|
if (target.forceEvadeCounter()) return true;
|
|
|
|
|
return this._counterSkill.evadeCounter;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isValidCounterAction = function(target) {
|
|
|
|
|
if (this._counterQueue.length <= 0) return true;
|
|
|
|
|
return this._counterQueue[0].subject() !== target;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.addCounterQueue = function(subject, target) {
|
|
|
|
|
if (!target.canCounter()) return;
|
|
|
|
|
if (!this.isValidCounterAction(target)) return;
|
|
|
|
|
var action = new Game_Action(target);
|
|
|
|
|
action.setSkill(this._counterSkill.id);
|
|
|
|
|
action.setCounter();
|
|
|
|
|
if (action.isForOpponent()) {
|
|
|
|
|
action.setTarget(subject.index());
|
|
|
|
|
} else {
|
|
|
|
|
action.setTarget(target.index());
|
|
|
|
|
}
|
|
|
|
|
this._counterQueue = this._counterQueue || [];
|
|
|
|
|
this._counterQueue.push(action);
|
|
|
|
|
this._counterOriginalSubject = this._counterOriginalSubject || subject;
|
|
|
|
|
this._counterOriginalAction = this._counterOriginalAction || this._action;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.BattleManager_createFinishActions =
|
|
|
|
|
BattleManager.createFinishActions;
|
|
|
|
|
BattleManager.createFinishActions = function() {
|
|
|
|
|
Yanfly.Counter.BattleManager_createFinishActions.call(this);
|
|
|
|
|
this._actionList.push(['START COUNTER PHASE']);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.BattleManager_processActionSequence =
|
|
|
|
|
BattleManager.processActionSequence;
|
|
|
|
|
BattleManager.processActionSequence = function(actionName, actionArgs) {
|
|
|
|
|
// START COUNTER PHASE
|
|
|
|
|
if (actionName === 'START COUNTER PHASE') {
|
|
|
|
|
return this.actionStartCounterPhase();
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.Counter.BattleManager_processActionSequence.call(this,
|
|
|
|
|
actionName, actionArgs);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isMaxCounterQueue = function() {
|
|
|
|
|
return this._counterSequence > Yanfly.Param.CounterMaxQueue;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionStartCounterPhase = function() {
|
|
|
|
|
this._counterQueue = this._counterQueue || [];
|
|
|
|
|
var action = this._counterQueue.shift();
|
|
|
|
|
if (this.isMaxCounterQueue() || !action) {
|
|
|
|
|
this.actionEndCounterPhase();
|
|
|
|
|
} else if (action && action.subject().isDead()) {
|
|
|
|
|
this.actionStartCounterPhase();
|
|
|
|
|
} else {
|
|
|
|
|
this.actionPerformCounterPhase(action);
|
|
|
|
|
}
|
|
|
|
|
this._counterQueue = this._counterQueue || [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionEndCounterPhase = function() {
|
|
|
|
|
this._countering = false;
|
|
|
|
|
if (this._counterOriginalSubject) {
|
|
|
|
|
this._subject = this._counterOriginalSubject;
|
|
|
|
|
this._action = this._counterOriginalAction;
|
|
|
|
|
if (this.isSetCounterOriginal()) {
|
|
|
|
|
this._subject.setCounterAction(this._action);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this._counterOriginalSubject = undefined;
|
|
|
|
|
this._counterOriginalAction = undefined;
|
|
|
|
|
this._counterSequence = 0;
|
|
|
|
|
this._counterQueue = [];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.isSetCounterOriginal = function() {
|
|
|
|
|
if (this.isDTB()) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
BattleManager.actionPerformCounterPhase = function(action) {
|
|
|
|
|
this._countering = true;
|
|
|
|
|
this._subject.removeCounterAction();
|
|
|
|
|
this._subject = action.subject();
|
|
|
|
|
this._action = action;
|
|
|
|
|
var subject = this._subject;
|
|
|
|
|
var targets = action.makeTargets();
|
|
|
|
|
this.setTargets(targets);
|
|
|
|
|
this._allTargets = targets.slice();
|
|
|
|
|
this._individualTargets = targets.slice();
|
|
|
|
|
this._phase = 'phaseChange';
|
|
|
|
|
this._phaseSteps = ['setup', 'whole', 'target', 'follow', 'finish'];
|
|
|
|
|
this._returnPhase = '';
|
|
|
|
|
this._actionList = [];
|
|
|
|
|
subject.useItem(this._action.item());
|
|
|
|
|
this._action.applyGlobal();
|
|
|
|
|
this._logWindow.startAction(this._subject, this._action, this._targets);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_BattlerBase
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_BattlerBase_updateStateActionStart =
|
|
|
|
|
Game_BattlerBase.prototype.updateStateActionStart;
|
|
|
|
|
Game_BattlerBase.prototype.updateStateActionStart = function() {
|
|
|
|
|
if (BattleManager.isCountering()) return;
|
|
|
|
|
Yanfly.Counter.Game_BattlerBase_updateStateActionStart.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_Battler_refresh = Game_Battler.prototype.refresh;
|
|
|
|
|
Game_Battler.prototype.refresh = function() {
|
|
|
|
|
this._counterTotalCache = undefined;
|
|
|
|
|
Yanfly.Counter.Game_Battler_refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.counterSkills = function() {
|
|
|
|
|
if (this._counterSkills === undefined || this._counterSkills === []) {
|
|
|
|
|
return [];
|
|
|
|
|
}
|
|
|
|
|
var array = [];
|
|
|
|
|
var length = this._counterSkills.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var skillId = this._counterSkills[i];
|
|
|
|
|
var skill = $dataSkills[skillId];
|
|
|
|
|
array.push(skill);
|
|
|
|
|
}
|
|
|
|
|
return array;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.makeCounterSkills = function() {
|
|
|
|
|
this._counterSkills = [];
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.counterSkills) {
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
}
|
|
|
|
|
this.extendCounterSkillsEval(obj);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.extendCounterSkillsEval = function(obj) {
|
|
|
|
|
if (!obj) return;
|
|
|
|
|
if (!obj.counterSkillsEval) return;
|
|
|
|
|
if (obj.counterSkillsEval === '') return;
|
|
|
|
|
var skills = [];
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = obj.counterSkillsEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'COUNTER SKILLS ERROR');
|
|
|
|
|
}
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_Battler_onBattleStart =
|
|
|
|
|
Game_Battler.prototype.onBattleStart;
|
|
|
|
|
Game_Battler.prototype.onBattleStart = function() {
|
|
|
|
|
Yanfly.Counter.Game_Battler_onBattleStart.call(this);
|
|
|
|
|
this._counters = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_Battler_onTurnStart = Game_Battler.prototype.onTurnStart;
|
|
|
|
|
Game_Battler.prototype.onTurnStart = function() {
|
|
|
|
|
Yanfly.Counter.Game_Battler_onTurnStart.call(this);
|
|
|
|
|
this._counters = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.counterTotal = function() {
|
|
|
|
|
var value = Yanfly.Param.CounterTotal;
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.counterTotal) value += obj.counterTotal;
|
|
|
|
|
value += this.getCounterTotalEval(obj);
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.getCounterTotalEval = function(obj) {
|
|
|
|
|
if (!obj) return 0;
|
|
|
|
|
if (!obj.counterTotalEval) return 0;
|
|
|
|
|
if (obj.counterTotalEval === '') return 0;
|
|
|
|
|
var value = 0;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = obj.counterTotalEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'COUNTER TOTAL ERROR');
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.payCounter = function(value) {
|
|
|
|
|
value = value || 1;
|
|
|
|
|
this._counters += value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.canCounter = function() {
|
|
|
|
|
if (!this.canMove()) return false;
|
|
|
|
|
return this.counterTotal() >= this._counters;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.targetCounterRate = function() {
|
|
|
|
|
var rate = 1;
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
rate *= obj.targetCounterRate;
|
|
|
|
|
}
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.targetCounterFlat = function() {
|
|
|
|
|
var value = 0;
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
value += obj.targetCounterFlat;
|
|
|
|
|
}
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.targetCounterRateEval = function(rate, target, item) {
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
rate = this.getTargetCntRateEval(obj, rate, target, item);
|
|
|
|
|
}
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.getTargetCntRateEval = function(obj, rate, trg, item) {
|
|
|
|
|
if (!obj) return rate;
|
|
|
|
|
if (!obj.targetCounterRateEval) return rate;
|
|
|
|
|
if (obj.targetCounterRateEval === '') return rate;
|
|
|
|
|
var skill = item;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = trg;
|
|
|
|
|
var target = trg;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = obj.targetCounterRateEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'TARGET COUNTER RATE ERROR');
|
|
|
|
|
}
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.forceEvadeCounter = function() {
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.evadeCounter) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.forceHitCounter = function() {
|
|
|
|
|
var length = this.states().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.states()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.hitCounter) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.forceEvadePopup = function() {
|
|
|
|
|
this._result = new Game_ActionResult();
|
|
|
|
|
this._result.evaded = true;
|
|
|
|
|
this.startDamagePopup();
|
|
|
|
|
this.clearResult();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.setCounterAction = function(action) {
|
|
|
|
|
if (!this._originalPreCounterActions) {
|
|
|
|
|
this._originalPreCounterActions = JsonEx.makeDeepCopy(this._actions);
|
|
|
|
|
}
|
|
|
|
|
action.setCounter();
|
|
|
|
|
this.setAction(0, action);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Battler.prototype.removeCounterAction = function() {
|
|
|
|
|
if (this._originalPreCounterActions) {
|
|
|
|
|
this._actions = JsonEx.makeDeepCopy(this._originalPreCounterActions);
|
|
|
|
|
}
|
|
|
|
|
this._originalPreCounterActions = undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.makeCounterSkills = function() {
|
|
|
|
|
Game_Battler.prototype.makeCounterSkills.call(this);
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.counterSkills) {
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
}
|
|
|
|
|
this.extendCounterSkillsEval(obj);
|
|
|
|
|
}
|
|
|
|
|
if (this.currentClass().counterSkills) {
|
|
|
|
|
obj = this.currentClass();
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
this.extendCounterSkillsEval(obj);
|
|
|
|
|
}
|
|
|
|
|
if (this.actor().counterSkills) {
|
|
|
|
|
obj = this.actor();
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
this.extendCounterSkillsEval(obj);
|
|
|
|
|
}
|
|
|
|
|
if (this._counterSkills.length <= 0) {
|
|
|
|
|
this._counterSkills.push(obj.defaultCounter);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.counterTotal = function() {
|
|
|
|
|
if (this._counterTotalCache !== undefined) return this._counterTotalCache;
|
|
|
|
|
var value = Game_Battler.prototype.counterTotal.call(this);
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.counterTotal) value += obj.counterTotal;
|
|
|
|
|
value += this.getCounterTotalEval(obj);
|
|
|
|
|
}
|
|
|
|
|
value += this.currentClass().counterTotal;
|
|
|
|
|
value += this.getCounterTotalEval(this.currentClass());
|
|
|
|
|
value += this.actor().counterTotal;
|
|
|
|
|
value += this.getCounterTotalEval(this.actor());
|
|
|
|
|
this._counterTotalCache = value;
|
|
|
|
|
return this._counterTotalCache;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.targetCounterRate = function() {
|
|
|
|
|
var rate = Game_Battler.prototype.targetCounterRate.call(this);
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
rate *= obj.targetCounterRate;
|
|
|
|
|
}
|
|
|
|
|
rate *= this.currentClass().targetCounterRate;
|
|
|
|
|
rate *= this.actor().targetCounterRate;
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.targetCounterFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.targetCounterFlat.call(this);
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
value += obj.targetCounterFlat;
|
|
|
|
|
}
|
|
|
|
|
value += this.currentClass().targetCounterFlat;
|
|
|
|
|
value += this.actor().targetCounterFlat;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.targetCounterRateEval = function(rate, target, item) {
|
|
|
|
|
var rate = Game_Battler.prototype.targetCounterRateEval.call(this, rate,
|
|
|
|
|
target, item);
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
rate = this.getTargetCntRateEval(obj, rate, target, item);
|
|
|
|
|
}
|
|
|
|
|
rate = this.getTargetCntRateEval(this.currentClass(), rate, target, item);
|
|
|
|
|
rate = this.getTargetCntRateEval(this.actor(), rate, target, item);
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.forceEvadeCounter = function() {
|
|
|
|
|
if (Game_Battler.prototype.forceEvadeCounter.call(this)) return true;
|
|
|
|
|
if (this.actor().evadeCounter) return true;
|
|
|
|
|
if (this.currentClass().evadeCounter) return true;
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.evadeCounter) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.forceHitCounter = function() {
|
|
|
|
|
if (Game_Battler.prototype.forceHitCounter.call(this)) return true;
|
|
|
|
|
if (this.actor().hitCounter) return true;
|
|
|
|
|
if (this.currentClass().hitCounter) return true;
|
|
|
|
|
var length = this.equips().length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var obj = this.equips()[i];
|
|
|
|
|
if (!obj) continue;
|
|
|
|
|
if (obj.hitCounter) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Enemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.makeCounterSkills = function() {
|
|
|
|
|
Game_Battler.prototype.makeCounterSkills.call(this);
|
|
|
|
|
if (this.enemy().counterSkills) {
|
|
|
|
|
obj = this.enemy();
|
|
|
|
|
Yanfly.Util.extend(this._counterSkills, obj.counterSkills);
|
|
|
|
|
this.extendCounterSkillsEval(obj);
|
|
|
|
|
}
|
|
|
|
|
if (this._counterSkills.length <= 0) {
|
|
|
|
|
this._counterSkills.push(obj.defaultCounter);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.counterTotal = function() {
|
|
|
|
|
if (this._counterTotalCache !== undefined) return this._counterTotalCache;
|
|
|
|
|
var value = Game_Battler.prototype.counterTotal.call(this);
|
|
|
|
|
value += this.enemy().counterTotal;
|
|
|
|
|
value += this.getCounterTotalEval(this.enemy());
|
|
|
|
|
this._counterTotalCache = value;
|
|
|
|
|
return this._counterTotalCache;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.targetCounterRate = function() {
|
|
|
|
|
var rate = Game_Battler.prototype.targetCounterRate.call(this);
|
|
|
|
|
rate *= this.enemy().targetCounterRate;
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.targetCounterFlat = function() {
|
|
|
|
|
var value = Game_Battler.prototype.targetCounterFlat.call(this);
|
|
|
|
|
value += this.enemy().targetCounterFlat;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.targetCounterRateEval = function(rate, target, item) {
|
|
|
|
|
var rate = Game_Battler.prototype.targetCounterRateEval.call(this, rate,
|
|
|
|
|
target, item);
|
|
|
|
|
rate = this.getTargetCntRateEval(this.enemy(), rate, target, item);
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.forceEvadeCounter = function() {
|
|
|
|
|
if (Game_Battler.prototype.forceEvadeCounter.call(this)) return true;
|
|
|
|
|
if (this.enemy().evadeCounter) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.forceHitCounter = function() {
|
|
|
|
|
if (Game_Battler.prototype.forceHitCounter.call(this)) return true;
|
|
|
|
|
if (this.enemy().hitCounter) return true;
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Action
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.itemCnt = function(target) {
|
|
|
|
|
if (this.item().cannotCounter) return 0;
|
|
|
|
|
if (!this.item().allyCounter) {
|
|
|
|
|
if (target.isActor() === this.subject().isActor()) return 0;
|
|
|
|
|
}
|
|
|
|
|
if (!target.canMove()) return 0;
|
|
|
|
|
if (!target.canCounter()) return 0;
|
|
|
|
|
var rate = target.cnt;
|
|
|
|
|
rate *= this.subject().targetCounterRate();
|
|
|
|
|
rate *= this.item().counterRate;
|
|
|
|
|
rate += this.subject().targetCounterFlat();
|
|
|
|
|
rate += this.item().counterMod;
|
|
|
|
|
rate = this.subject().targetCounterRateEval(rate, target, this.item());
|
|
|
|
|
rate = this.customCounterRateEval(rate, target);
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.customCounterRateEval = function(rate, target) {
|
|
|
|
|
if (this.item().counterRateEval === '') return rate;
|
|
|
|
|
var item = this.item();
|
|
|
|
|
var skill = this.item();
|
|
|
|
|
var a = this.subject();
|
|
|
|
|
var user = this.subject();
|
|
|
|
|
var subject = this.subject();
|
|
|
|
|
var b = target;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = this.item().counterRateEval;
|
|
|
|
|
try {
|
|
|
|
|
eval(code);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'COUNTER RATE ERROR');
|
|
|
|
|
}
|
|
|
|
|
return rate;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (Imported.YEP_X_BattleSysCTB) {
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_Action_rebalanceCTBSpeed =
|
|
|
|
|
Game_Action.prototype.rebalanceCTBSpeed;
|
|
|
|
|
Game_Action.prototype.rebalanceCTBSpeed = function(target) {
|
|
|
|
|
if (BattleManager.isCountering()) return;
|
|
|
|
|
Yanfly.Counter.Game_Action_rebalanceCTBSpeed.call(this, target);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}; // Imported.YEP_X_BattleSysCTB
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Game_Action_clear = Game_Action.prototype.clear;
|
|
|
|
|
Game_Action.prototype.clear = function() {
|
|
|
|
|
Yanfly.Counter.Game_Action_clear.call(this);
|
|
|
|
|
this._isCounter = false;
|
|
|
|
|
this._isForceMiss = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.setCounter = function() {
|
|
|
|
|
this._isCounter = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.isCounter = function() {
|
|
|
|
|
return this._isCounter;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_BattleLog
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Window_BattleLog_displayIcon =
|
|
|
|
|
Window_BattleLog.prototype.displayIcon;
|
|
|
|
|
Window_BattleLog.prototype.displayIcon = function(item) {
|
|
|
|
|
if (BattleManager.isCountering()) return item.counterIcon;
|
|
|
|
|
return Yanfly.Counter.Window_BattleLog_displayIcon.call(this, item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Counter.Window_BattleLog_displayText =
|
|
|
|
|
Window_BattleLog.prototype.displayText;
|
|
|
|
|
Window_BattleLog.prototype.displayText = function(item) {
|
|
|
|
|
if (BattleManager.isCountering()) return item.counterName;
|
|
|
|
|
return Yanfly.Counter.Window_BattleLog_displayText.call(this, item);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Utilities
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
Yanfly.Util.extend = function (mainArray, otherArray) {
|
|
|
|
|
otherArray.forEach(function(i) {
|
|
|
|
|
mainArray.push(i)
|
|
|
|
|
}, this);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
//=============================================================================
|
|
|
|
|
};
|