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//=============================================================================
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// Yanfly Engine Plugins - Taunt
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// YEP_Taunt.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_Taunt = true;
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var Yanfly = Yanfly || {};
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Yanfly.Taunt = Yanfly.Taunt || {};
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//=============================================================================
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/*:
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* @plugindesc v1.01 嘲讽★
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* @author Yanfly Engine Plugins
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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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* 嘲讽已经成为许多游戏的主流设定。但是对于RPG Maker MV确实没有改良的。通过
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* 这个插件,你可以改变嘲讽的影响
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* 嘲讽为战斗添加了新的技术。当一个单位拥有嘲讽效果,对方必须强制选择此作为
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* 攻击和技能的对象。这导致增加了对其他单元的控制麻烦,并且增加了战斗的深度
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* 。嘲讽被分成物理,魔法和真实打击
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*
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* 如果这里多个嘲讽角色,则可以选择任意一个。这就防止了战斗进程的卡死。
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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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* 下面是一些你可以添加进入你的数据库的嘲讽特点。
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*
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* Actor, Class, Weapon, Armor, State, Enemy Notetags:
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* <Physical Taunt>
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* <Magical Taunt>
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* <Certain Taunt> 这标签可以设置接受嘲讽的攻击
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* These three notetags enable the database object of choice to have the
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* respective taunt mechanic against those types of actions. Physical taunts
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* will cause the user to aggro all physical type of actions from the rival
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* team. The same goes for magical taunts and certain taunts of their nature.
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*
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* <Null Physical Taunt>
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* <Null Magical Taunt>
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* <Null Certain Taunt> 这标签可以设置不接受嘲讽的攻击
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* This nullifies the respective taunt trait on the user (not the attacker).
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* What this means is if a user originally has taunt through some form or
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* means, having a null taunt trait applied will remove that taunt effect and
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* the user will be treated as a normal target.
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*
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* <Ignore Physical Taunt>
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* <Ignore Magical Taunt>
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* <Ignore Certain Taunt> 这标签可以设置忽略嘲讽的攻击
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* This allows an attacker with this trait to ignore any taunts of the
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* respective nature and gain access to all possible targets as if no taunts
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* are in place.
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*
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* Skill and Item Notetag:
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* <Bypass Taunt> 这可以让技能或者物品忽略嘲讽
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* This causes this skill/item to ignore taunts altogether and the skill/item
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* is able to select single targets as if no taunts existed on the field.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.01:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.Taunt.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.Taunt.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_Taunt) {
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this.processTauntNotetags1($dataActors);
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this.processTauntNotetags1($dataClasses);
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this.processTauntNotetags1($dataWeapons);
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this.processTauntNotetags1($dataArmors);
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this.processTauntNotetags1($dataStates);
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this.processTauntNotetags1($dataEnemies);
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this.processTauntNotetags2($dataSkills);
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this.processTauntNotetags2($dataEnemies);
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Yanfly._loaded_YEP_Taunt = true;
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}
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return true;
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};
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DataManager.processTauntNotetags1 = function(group) {
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var note1 = /<(?:PHYSICAL TAUNT)>/i;
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var note2 = /<(?:MAGICAL TAUNT)>/i;
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var note3 = /<(?:CERTAIN TAUNT)>/i;
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var note4 = /<(?:NULL PHYSICAL TAUNT)>/i;
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var note5 = /<(?:NULL MAGICAL TAUNT)>/i
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var note6 = /<(?:NULL CERTAIN TAUNT)>/i
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var note7 = /<(?:IGNORE PHYSICAL TAUNT)>/i
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var note8 = /<(?:IGNORE MAGICAL TAUNT)>/i
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var note9 = /<(?:IGNORE CERTAIN TAUNT)>/i
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.physTaunt = false;
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obj.magicTaunt = false;
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obj.certainTaunt = false;
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obj.nullPhysTaunt = false;
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obj.nullMagicTaunt = false;
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obj.nullCertainTaunt = false;
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obj.ignorePhysTaunt = false;
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obj.ignoreMagicTaunt = false;
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obj.ignoreCertainTaunt = false;
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(note1)) {
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obj.physTaunt = true;
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} else if (line.match(note2)) {
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obj.magicTaunt = true;
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} else if (line.match(note3)) {
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obj.certainTaunt = true;
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} else if (line.match(note4)) {
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obj.nullPhysTaunt = true;
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} else if (line.match(note5)) {
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obj.nullMagicTaunt = true;
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} else if (line.match(note6)) {
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obj.nullCertainTaunt = true;
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} else if (line.match(note7)) {
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obj.ignorePhysTaunt = true;
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} else if (line.match(note8)) {
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obj.ignoreMagicTaunt = true;
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} else if (line.match(note9)) {
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obj.ignoreCertainTaunt = true;
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}
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}
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}
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};
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DataManager.processTauntNotetags2 = function(group) {
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var note1 = /<(?:BYPASS TAUNT)>/i;
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.bypassTaunt = false;
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(note1)) {
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obj.bypassTaunt = true;
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}
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}
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}
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};
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//=============================================================================
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// Game_BattlerBase
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//=============================================================================
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Game_BattlerBase.prototype.tauntPhysical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.physTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.tauntMagical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.magicTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.tauntCertain = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.certainTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.nullTauntPhysical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.nullPhysTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.nullTauntMagical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.nullMagicTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.nullTauntCertain = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.nullCertainTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.ignoreTauntPhysical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.ignorePhysTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.ignoreTauntMagical = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.ignoreMagicTaunt) return true;
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}
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return false;
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};
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Game_BattlerBase.prototype.ignoreTauntCertain = function() {
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for (var i = 0; i < this.states().length; ++i) {
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var state = this.states()[i];
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if (state.ignoreCertainTaunt) return true;
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}
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return false;
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};
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//=============================================================================
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// Game_Actor
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//=============================================================================
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Game_Actor.prototype.tauntPhysical = function() {
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if (this.nullTauntPhysical()) return false;
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if (this.actor().physTaunt) return true;
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if (this.currentClass().physTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.physTaunt) return true;
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}
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return Game_BattlerBase.prototype.tauntPhysical.call(this);
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};
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Game_Actor.prototype.tauntMagical = function() {
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if (this.nullTauntMagical()) return false;
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if (this.actor().magicTaunt) return true;
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if (this.currentClass().magicTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.magicTaunt) return true;
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}
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return Game_BattlerBase.prototype.tauntMagical.call(this);
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};
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Game_Actor.prototype.tauntCertain = function() {
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if (this.nullTauntCertain()) return false;
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if (this.actor().certainTaunt) return true;
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if (this.currentClass().certainTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.certainTaunt) return true;
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}
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return Game_BattlerBase.prototype.tauntCertain.call(this);
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};
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Game_Actor.prototype.nullTauntPhysical = function() {
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if (this.actor().nullPhysTaunt) return true;
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if (this.currentClass().nullPhysTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.nullPhysTaunt) return true;
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}
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return Game_BattlerBase.prototype.nullTauntPhysical.call(this);
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};
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Game_Actor.prototype.nullTauntMagical = function() {
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if (this.actor().nullMagicTaunt) return true;
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if (this.currentClass().nullMagicTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.nullMagicTaunt) return true;
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}
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return Game_BattlerBase.prototype.nullTauntMagical.call(this);
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};
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Game_Actor.prototype.nullTauntCertain = function() {
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if (this.actor().nullCertainTaunt) return true;
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if (this.currentClass().nullCertainTaunt) return true;
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for (var i = 0; i < this.equips().length; ++i) {
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var equip = this.equips()[i];
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if (equip && equip.nullCertainTaunt) return true;
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}
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return Game_BattlerBase.prototype.nullTauntCertain.call(this);
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};
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Game_Actor.prototype.ignoreTauntPhysical = function() {
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if (this.actor().ignorePhysTaunt) return true;
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if (this.currentClass().ignorePhysTaunt) return true;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.ignorePhysTaunt) return true;
|
|
|
|
|
}
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.ignoreTauntMagical = function() {
|
|
|
|
|
if (this.actor().ignoreMagicTaunt) return true;
|
|
|
|
|
if (this.currentClass().ignoreMagicTaunt) return true;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.ignoreMagicTaunt) return true;
|
|
|
|
|
}
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntMagical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.ignoreTauntCertain = function() {
|
|
|
|
|
if (this.actor().ignoreCertainTaunt) return true;
|
|
|
|
|
if (this.currentClass().ignoreCertainTaunt) return true;
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
if (equip && equip.ignoreCertainTaunt) return true;
|
|
|
|
|
}
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntCertain.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Enemy
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.tauntPhysical = function() {
|
|
|
|
|
if (this.nullTauntPhysical()) return false;
|
|
|
|
|
if (this.enemy().physTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.tauntPhysical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.tauntMagical = function() {
|
|
|
|
|
if (this.nullTauntMagical()) return false;
|
|
|
|
|
if (this.enemy().magicTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.tauntMagical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.tauntCertain = function() {
|
|
|
|
|
if (this.nullTauntCertain()) return false;
|
|
|
|
|
if (this.enemy().certainTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.tauntCertain.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.nullTauntPhysical = function() {
|
|
|
|
|
if (this.enemy().nullPhysTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.nullTauntPhysical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.nullTauntMagical = function() {
|
|
|
|
|
if (this.enemy().nullMagicTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.nullTauntMagical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.nullTauntCertain = function() {
|
|
|
|
|
if (this.enemy().nullCertainTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.nullTauntCertain.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.ignoreTauntPhysical = function() {
|
|
|
|
|
if (this.enemy().ignorePhysTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.ignoreTauntMagical = function() {
|
|
|
|
|
if (this.enemy().ignoreMagicTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntMagical.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.ignoreTauntCertain = function() {
|
|
|
|
|
if (this.enemy().nullCertainTaunt) return true;
|
|
|
|
|
return Game_BattlerBase.prototype.ignoreTauntCertain.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Unit
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Taunt.Game_Unit_aliveMembers = Game_Unit.prototype.aliveMembers;
|
|
|
|
|
Game_Unit.prototype.aliveMembers = function() {
|
|
|
|
|
if (this._inBattle && $gameTemp._taunt) return this.tauntMembers();
|
|
|
|
|
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.physicalTauntMembers = function() {
|
|
|
|
|
return this.members().filter(function(member) {
|
|
|
|
|
return member.isAlive() && member.tauntPhysical();
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.magicalTauntMembers = function() {
|
|
|
|
|
return this.members().filter(function(member) {
|
|
|
|
|
return member.isAlive() && member.tauntMagical();
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.certainTauntMembers = function() {
|
|
|
|
|
return this.members().filter(function(member) {
|
|
|
|
|
return member.isAlive() && member.tauntCertain();
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Unit.prototype.tauntMembers = function() {
|
|
|
|
|
var action;
|
|
|
|
|
if ($gameTemp._tauntAction) {
|
|
|
|
|
action = $gameTemp._tauntAction;
|
|
|
|
|
} else if (BattleManager.inputtingAction()) {
|
|
|
|
|
action = BattleManager.inputtingAction();
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
|
|
|
|
|
}
|
|
|
|
|
if (!action.isTauntable()) {
|
|
|
|
|
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
|
|
|
|
|
}
|
|
|
|
|
if (action.isPhysical() && this.physicalTauntMembers().length > 0) {
|
|
|
|
|
return this.physicalTauntMembers();
|
|
|
|
|
} else if (action.isMagical() && this.magicalTauntMembers().length > 0) {
|
|
|
|
|
return this.magicalTauntMembers();
|
|
|
|
|
} else if (action.isCertainHit() && this.certainTauntMembers().length > 0) {
|
|
|
|
|
return this.certainTauntMembers();
|
|
|
|
|
}
|
|
|
|
|
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Action
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Taunt.Game_Action_makeTargets =
|
|
|
|
|
Game_Action.prototype.makeTargets;
|
|
|
|
|
Game_Action.prototype.makeTargets = function() {
|
|
|
|
|
if (this.isValid() && this.isTauntable()) {
|
|
|
|
|
$gameTemp._taunt = true;
|
|
|
|
|
$gameTemp._tauntAction = this;
|
|
|
|
|
}
|
|
|
|
|
var value = Yanfly.Taunt.Game_Action_makeTargets.call(this);
|
|
|
|
|
if (this.isValid() && this.isTauntable()) {
|
|
|
|
|
$gameTemp._taunt = false;
|
|
|
|
|
}
|
|
|
|
|
$gameTemp._tauntAction = undefined;
|
|
|
|
|
return value;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.isTauntable = function() {
|
|
|
|
|
if (!this.checkItemScope([1])) return false;
|
|
|
|
|
if (this.item().bypassTaunt) return false;
|
|
|
|
|
if (this.isPhysical() && this.subject().ignoreTauntPhysical()) return false;
|
|
|
|
|
if (this.isMagical() && this.subject().ignoreTauntMagical()) return false;
|
|
|
|
|
if (this.isCertainHit() && this.subject().ignoreTauntCertain()) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Taunt.Game_Action_targetsForOpponents =
|
|
|
|
|
Game_Action.prototype.targetsForOpponents;
|
|
|
|
|
Game_Action.prototype.targetsForOpponents = function() {
|
|
|
|
|
var targets = Yanfly.Taunt.Game_Action_targetsForOpponents.call(this);
|
|
|
|
|
if (this.isValid() && this.isTauntable() && $gameTemp._taunt) {
|
|
|
|
|
if (this.isForOne() && this._targetIndex >= 0) {
|
|
|
|
|
targets = this.getTauntTarget(targets);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
return targets;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.getTauntTarget = function(targets) {
|
|
|
|
|
var unit = this.opponentsUnit();
|
|
|
|
|
var target = unit.smoothTarget(this._targetIndex);
|
|
|
|
|
if (this.isPhysical() && unit.physicalTauntMembers().length > 0) {
|
|
|
|
|
if (!unit.physicalTauntMembers().contains(target)) {
|
|
|
|
|
var group = unit.physicalTauntMembers();
|
|
|
|
|
target = group[Math.floor(Math.random()*group.length)];
|
|
|
|
|
targets = [target];
|
|
|
|
|
}
|
|
|
|
|
} else if (this.isMagical() && unit.magicalTauntMembers().length > 0) {
|
|
|
|
|
if (!unit.magicalTauntMembers().contains(target)) {
|
|
|
|
|
var group = unit.magicalTauntMembers();
|
|
|
|
|
target = group[Math.floor(Math.random()*group.length)];
|
|
|
|
|
targets = [target];
|
|
|
|
|
}
|
|
|
|
|
} else if (this.isCertainHit() && unit.certainTauntMembers().length > 0) {
|
|
|
|
|
if (!unit.certainTauntMembers().contains(target)) {
|
|
|
|
|
var group = unit.certainTauntMembers();
|
|
|
|
|
target = group[Math.floor(Math.random()*group.length)];
|
|
|
|
|
targets = [target];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return targets;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_Battle
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Taunt.Scene_Battle_selectEnemySelection =
|
|
|
|
|
Scene_Battle.prototype.selectEnemySelection;
|
|
|
|
|
Scene_Battle.prototype.selectEnemySelection = function() {
|
|
|
|
|
$gameTemp._taunt = true;
|
|
|
|
|
Yanfly.Taunt.Scene_Battle_selectEnemySelection.call(this);
|
|
|
|
|
$gameTemp._taunt = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|