You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ycrpg/js/plugins/YEP_Z_SkillRewards.js

944 lines
35 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Lunatic Pack - Skill Rewards
// YEP_Z_SkillRewards.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_Z_SkillRewards = true;
var Yanfly = Yanfly || {};
Yanfly.LunSkRew = Yanfly.LunSkRew || {};
Yanfly.LunSkRew.version = 1.00;
//=============================================================================
/*:
* @plugindesc v1.00 行动后奖励效果
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* 导言
* ============================================================================
*
* 此插件需要以下插件
* -战斗引擎核心
* -技能核心
*
* 将此插件放在插件管理器中上述插件的下面
*
* 这个插件允许你添加各种效果到你的项目和技能
* 奖励玩家好的或坏的游戏某些效果只能
* 在特定条件下触发例如击溃目标着陆
* 暴击或打击目标的弱点在这些情况发生之后
* 如果已经达到效果可以从技能费用退款增加buff
* 移除减益甚至应用状态
*
* * * 此插件最好与RPG Maker MV版本1.5.0+一起使用你可以
* 仍然使用这个版本号较低的插件但你会有很多
* 没有它就很难改变插件参数
*
* ============================================================================
* 便签
* ============================================================================
*
* 在技能或项目的记事本框中插入以下记事本标签为技能或项目添加
* 一个记事本这些影响包括
*
* ---
*
*技能和物品标签
*
* <Reward Animation: x>
* - 如果此技能/物品效果有奖励且满足条件则将播放此动画代替默认动画
* 以指示已发生效果
*
* <condition Reward: effect>
* - 这个插件的大部分NoteTag都将遵循上述格式便签中的条件
* 效果将分别替换为以下条件效果部分中的条目
* 插入多个条目以赋予您的技能/项目多重效果
*
* =-=-=-= 奖励条件 =-=-=-=
*
* <Defeat Reward: effect>
* - 条件替换为失败
* 当目标被击败生命值达到0或收到死亡状态你将使便签生效
*
* <Critical Reward: effect>
* - condition替换为Critical这样当用户对目标造成
* 致命一击时便签就会生效
*
* <Noncritical Reward: effect>
* - condition替换为Nonnritical当用户未能对目标
* 进行致命一击时您将使notetag生效
*
* <Hit Reward: effect>
* - condition替换为Hit当用户成功命中目标时
* 将使notetag生效
*
* <Missed Reward: effect>
* - condition替换为Missed当用户错过操作或目标
* 逃避操作时您将使notetag生效
*
* <Weakness Reward: effect>
* - 条件替换为弱点这样当用户在目标上点击一个
* 基本弱点时便签就会生效
*
* <Resisted Reward: effect>
* - condition替换为Resisted这样当用户在目标上
* 命中元素抗性时便签就会生效
*
* <Nulled Reward: effect>
* - condition替换为Nulled这样当用户在目标上
* 点击一个为null的元素时notetag就会生效
*
* <Absorb Reward: effect>
* - condition替换为Nulled这样当用户点击目标上
* 的某个元素时notetag就会生效
*
* =-=-=-= 奖励效应 =-=-=-=
*
* --- HP效果 ---
*
* <condition Reward: +x HP>
* - 用上述格式替换effectx替换为您希望在满足
* 技能/物品条件时奖励用户的固定HP值
* 建议Yanfly
*
* <condition Reward: +x% HP>
* - 用上述格式替换effectx替换为等于用户
* 最大HP的x%的HP以在满足条件时奖励用户
* 建议Yanfly
*
* <condition Reward: +x% Refund HP Cost>
* - 用上述格式替换effect如果满足条件则将x替换为
* 用于奖励用户的HP技能成本的百分比
**注意只能与技能一起使用
*建议Yanfly
*
* --- MP效果 ---
*
* <condition Reward: +x MP>
* - 用上述格式替换effectx替换为您希望在
* 技能/物品条件满足时奖励用户的固定MP金额
* 建议Yanfly
*
* <condition Reward: +x% MP>
* - 用上述格式替换effect用等于用户MaxMP的x%
* MP替换x以在满足条件时奖励用户
* 建议Yanfly
*
* <condition Reward: +x% Refund MP Cost>
* - 用上述格式替换effect如果满足条件则将x替换
* 为用于奖励用户的HP技能成本的百分比
** 注意只能与技能一起使用
* 建议Yanfly
*
* --- TP效果 ---
*
* <condition Reward: +x TP>
* - 用上述格式替换effectx替换为您希望在满足
* 技能/物品条件时奖励用户的固定数量的TP
* 建议Yanfly
*
* <condition Reward: +x% TP>
* - 用上述格式替换效果x替换为等于用户最大
* TP的x%的TP以在满足条件时奖励用户
* 建议Yanfly
*
* <condition Reward: +x% Refund TP Cost>
* - 用上述格式替换effect如果满足条件则将x替换
* 为用于奖励用户的HP技能成本的百分比
** 注意只能与技能一起使用
* 建议Yanfly
*
* --- 物品效果 ---
*
* <condition Reward: x% Refund Item>
* - 用上述格式替换effectx替换为在满足条件时用户
* 必须退款取回的机会
*
** 注意只能与物品一起使用最好与消耗品一起使用
* 建议Yanfly
*
* --- Buff/Debuff效果 ---
*
* <condition Reward: Add x Buff>
* <condition Reward: Add x Buff, y Turns>
* <condition Reward: Add x Debuff>
* <condition Reward: Add x Debuff, y Turns>
* - effect替换为上述格式x替换为以下任何参数
* MaxHPMaxMPATKDEFMAT
* MDFAGILUK以改变相应的状态
* 如果使用带有y回合的格式则将y替换为希望buff或
* 减益持续的回合数如果不使用y它将持续5圈
*建议Yanfly
*
* <condition Reward: Remove x Buff>
* <condition Reward: Remove x Debuff>
* - effect替换为上述格式x替换为以下任何参数
* MaxHPMaxMPATKDEFMAT
* MDFAGILUK以便在满足条件时从
* 用户中移除相应的buff/debuff如果不使用y它将持续5圈
* 建议Yanfly
*
* --- State Effects ---
*
* <condition Reward: Add State x>
* - effect替换为上述格式x替换为满足条件时要添加
* 到用户的状态ID
* 建议Yanfly
*
* <condition Reward: Remove State x>
* - effect替换为上述格式x替换为满足条件时要从
* 用户中删除的状态ID
* 建议Yanfly
*
* --- 滚动临界 ---
*
* <condition Reward: Rolling Critical +x%>
* <condition Reward: Rolling Critical -x%>
* - effect替换为上述格式x替换为技能下次使用时
* 的增减百分比只有满足条件时用户才会发生此更改
*
** 注意只能与技能一起使用开启技能的暴击
* 建议Goldschuss
*
* <condition Reward: Rolling Critical x%>
* - effect替换为上述格式x替换为满足条件时下次
* 使用技能的百分比
*
** 注意只能与技能一起使用开启技能的暴击
* 建议Goldschuss
*
* =-=-=-= 示例 =-=-=-=
*
* <Defeat Reward: +50% MP>
* - 当目标被此技能击败时退还该用户为施展此技能所花费MP的50%
*
* <Critical Reward: Add ATK Buff, 8 Turns>
* - 当用户对敌人造成暴击时给予用户持续8回合的ATK buff
*
* <Hit Reward: Add DEF Buff, 2 Turns>
* - 当用户成功命中敌人时将用户的DEF缓冲2圈
*
* <Missed Reward: Refund Item>
* - 当用户无法使用物品着陆时请确保它不会被退款所消耗
*
* <Weakness Reward: +20 TP>
* - 如果用户对弱于此技能元素的敌人执行此技能
* 则授予用户+20额外TP
*
* <Critical Reward: Rolling Critical 0%>
* <Noncritical Reward: Rolling Critical +10%>
* - 如果用户无法使用此技能获得暴击则下次用户执行此技能时
* 有10%的几率获得暴击每次的暴击率将继续上升10%
* 直到用户最终成功获得暴击一旦用户这样做暴击率加成将重置回0%
*
* ============================================================================
* 疯狂模式-效果代码
* ============================================================================
*
* For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you
* can add new notetag effects that can be used by the plugin or alter the
* effects of currently existing notetag effects from the plugin parameters
* entry: Effect Code. It should look something like this:
*
* 对于了解 JavaScript 并拥有 RPG Maker MV 1.5.0+ 的有经验的用户您可以添加插件
* 可以使用的新注释标签效果或者从插件参数条目更改当前存在的注释标签效果效果代码
* 它应该看起来像这样
*
* // ----------
* // Flat Gains
* // ----------
* if (data.match(/([\+\-]\d+)[ ]HP/i)) {
* value = parseInt(RegExp.$1);
* user.gainHp(value);
* animation = animation || hpAnimation;
* } else if (data.match(/([\+\-]\d+)[ ]MP/i)) {
* value = parseInt(RegExp.$1);
* user.gainMp(value);
* animation = animation || mpAnimation;
*
* ...
*
* // -------------------------------
* // Add new effects above this line
* // -------------------------------
* } else {
* skip = true;
* }
*
* ---
*
* Here's what each of the variables used in this code bit refer to:
*
* -------------------- ---------------------------------------------------
* Variable: Refers to:
* -------------------- ---------------------------------------------------
* item The item being used by this action
* skill The skill being used by this action
*
* isItem Returns true if action is an item
* isSkill Returns true if action is a skill
*
* a Returns the action user
* user Returns the action user
* subject Returns the action user
*
* b Returns the action's current target
* target Returns the action's current target
*
* s[x] Return switch x (true/false)
* v[x] Return variable x's current value
*
* user._result The current results for the user
* target._result The current results for the target
* userPreviousResult The results for the user before any changes
* targetPreviousResult The results for the target before any changes
*
* animation The animation to be played. You can set it equal to
* any of the following which corresponds to plugin
* parameter settings:
* - hpAnimation
* - mpAnimation
* - tpAnimation
* - itemAnimation
* - buffAnimation
* - debuffAnimation
* - addStateAnimation
* - removeStateAnimation
* - miscAnimation
*
* skip Default: false. If true, skips popups & animations
*
* ---
*
* If you need to revert the Effect Code back to its original state, delete the
* plugin from your plugin manager list and then add it again. The code will be
* back to default.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Helpfile
* ============================================================================
*
* @param ---General---
* @text ---全局---
* @default
*
* @param Effect Code
* @text 效果代码
* @parent ---General---
* @type note
* @desc LUNATIC MODE: This is the code used for each of the notetag
* effects. Refer to the help file for variables used here.
* @default "// ----------\n// Flat Gains\n// ----------\nif (data.match(/([\\+\\-]\\d+)[ ]HP/i)) {\n value = parseInt(RegExp.$1);\n user.gainHp(value);\n animation = animation || hpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)[ ]MP/i)) {\n value = parseInt(RegExp.$1);\n user.gainMp(value);\n animation = animation || mpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)[ ]TP/i)) {\n value = parseInt(RegExp.$1);\n user.gainTp(value);\n animation = animation || tpAnimation;\n\n// ----------------\n// Percentile Gains\n// ----------------\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]HP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.mhp * rate);\n user.gainHp(value);\n animation = animation || hpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]MP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.mmp * rate);\n user.gainMp(value);\n animation = animation || mpAnimation;\n\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]TP/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.maxTp() * rate);\n user.gainTp(value);\n animation = animation || tpAnimation;\n\n// ------------------\n// Refund Skill Costs\n// ------------------\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]REFUND HP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillHpCost(skill) * rate);\n user.gainHp(value);\n animation = animation || hpAnimation;\n } else {\n skip = true;\n }\n\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]REFUND MP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillMpCost(skill) * rate);\n user.gainMp(value);\n animation = animation || mpAnimation;\n } else {\n skip = true;\n }\n\n} else if (data.match(/([\\+\\-]\\d+)([%])[ ]REFUND TP COST/i)) {\n if (isSkill) {\n rate = parseFloat(RegExp.$1) * 0.01;\n value = Math.round(user.skillTpCost(skill) * rate);\n user.gainTp(value);\n animation = animation || tpAnimation;\n } else {\n skip = true;\n }\n\n// -----------\n// Refund Item\n// -----------\n} else if (data.match(/(\\d+)([%])[ ]REFUND ITEM/i)) {\n rate = parseFloat(RegExp.$1) * 0.01;\n if (isItem && Math.random() < chance) {\n $gameParty.gainItem(item, 1);\n SoundManager.playUseItem();\n animation = animation || itemAnimation;\n } else {\n skip = true;\n }\n\n// ------------------------\n// Add/Remove Buffs/Debuffs\n// ------------------------\n} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\\d+)[ ]TURN/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = parseInt(RegExp.$2);\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addBuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || buffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = 5;\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addBuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || buffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\\d+)[ ]TURN/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = parseInt(RegExp.$2);\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addDebuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || debuffAnimation;\n\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var turns = 5;\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.addDebuff(paramId, turns);\n } else {\n skip = true;\n }\n animation = animation || debuffAnimation;\n\n} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {\n var str = String(RegExp.$1).toUpperCase();\n var paramId = DataManager.getParamId(str);\n if (paramId >= 0) {\n user.removeBuff(paramId);\n } else {\n skip = true;\n }\n animation = animation || miscAnimation
*
* @param Weakness Rate
* @text 弱点率
* @parent ---General---
* @type number
* @decimals 2
* @min 0
* @max 31
* @desc 在什么时候元素率算是弱点
* At what point does an element rate count as a weakness?
* @default 1.20
*
* @param Resisted Rate
* @text 抵抗率
* @parent ---General---
* @type number
* @decimals 2
* @min 0
* @max 31
* @desc 元素率在什么时候被抵抗
* At what point does an element rate count as resisted?
* @default 0.80
*
* @param ---Animations---
* @text ---动画---
* @default
*
* @param HP Animation
* @text HP动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves healing HP.
* @default 41
*
* @param MP Animation
* @text MP动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves restoring MP.
* @default 45
*
* @param TP Animation
* @text TP动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves raising TP.
* @default 45
*
* @param Item Animation
* @text 物品动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves refunding items.
* @default 46
*
* @param Buff Animation
* @text buff动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves buffing parameters.
* @default 51
*
* @param Debuff Animation
* @text Debuff动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves debuffing parameters.
* @default 54
*
* @param Add State Animation
* @text 添加状态动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves adding states.
* @default 53
*
* @param Remove State Animation
* @text 移除状态动画
* @parent ---Animations---
* @type animation
* @desc Animation to play when reward involves removing states.
* @default 56
*
* @param Misc Animation
* @text 杂项动画
* @parent ---Animations---
* @type animation
* @desc 当奖励包含其他效果时播放的动画
* Animation to play when reward involves misc effects.
* @default 97
*
*/
//=============================================================================
Yanfly.PluginRequirements = function() {
return Imported.YEP_BattleEngineCore &&
Imported.YEP_SkillCore;
};
if (Yanfly.PluginRequirements()) {
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_Z_SkillRewards');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.LunSkRewEffect = JSON.parse(Yanfly.Parameters['Effect Code']);
Yanfly.Param.LunSkRewWeakness = Number(Yanfly.Parameters['Weakness Rate']);
Yanfly.Param.LunSkRewResisted = Number(Yanfly.Parameters['Resisted Rate']);
Yanfly.Param.LunSkRewAniHp =
Number(Yanfly.Parameters['HP Animation']);
Yanfly.Param.LunSkRewAniMp =
Number(Yanfly.Parameters['MP Animation']);
Yanfly.Param.LunSkRewAniTp =
Number(Yanfly.Parameters['TP Animation']);
Yanfly.Param.LunSkRewAniItem =
Number(Yanfly.Parameters['Item Animation']);
Yanfly.Param.LunSkRewAniBuff =
Number(Yanfly.Parameters['Buff Animation']);
Yanfly.Param.LunSkRewAniDebuff =
Number(Yanfly.Parameters['Debuff Animation']);
Yanfly.Param.LunSkRewAniAddState =
Number(Yanfly.Parameters['Add State Animation']);
Yanfly.Param.LunSkRewAniRemoveState =
Number(Yanfly.Parameters['Remove State Animation']);
Yanfly.Param.LunSkRewAniMisc =
Number(Yanfly.Parameters['Misc Animation']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.LunSkRew.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.LunSkRew.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_Z_SkillRewards) {
this.processLunSkRewNotetags1($dataSkills);
this.processLunSkRewNotetags1($dataItems);
Yanfly._loaded_YEP_Z_SkillRewards = true;
}
return true;
};
DataManager.processLunSkRewNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.rewardAnimation = 0;
obj.criticalRewards = [];
obj.noncriticalRewards = [];
obj.defeatRewards = [];
obj.hitRewards = [];
obj.missedRewards = [];
obj.weaknessRewards = [];
obj.resistRewards = [];
obj.nulledRewards = [];
obj.absorbRewards = [];
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<REWARD[ ](?:ANI|ANIMATION):[ ](\d+)>/i)) {
obj.rewardAnimation = parseInt(RegExp.$1);
} else if (line.match(/<(.*)[ ](?:REWARD|REWARDS):[ ](.*)>/i)) {
var condition = String(RegExp.$1);
var data = String(RegExp.$2);
if (condition.match(/DEFEAT/i)) {
obj.defeatRewards.push(data);
} else if (condition.match(/NONCRITICAL/i)) {
obj.noncriticalRewards.push(data);
} else if (condition.match(/CRITICAL/i)) {
obj.criticalRewards.push(data);
} else if (condition.match(/HIT/i)) {
obj.hitRewards.push(data);
} else if (condition.match(/(?:MISSED|EVADE)/i)) {
obj.missedRewards.push(data);
} else if (condition.match(/WEAKNESS/i)) {
obj.weaknessRewards.push(data);
} else if (condition.match(/RESIST/i)) {
obj.resistRewards.push(data);
} else if (condition.match(/NULLED/i)) {
obj.nulledRewards.push(data);
} else if (condition.match(/ABSORB/i)) {
obj.absorbRewards.push(data);
}
}
}
}
};
DataManager.getParamId = function(str) {
switch (str.toUpperCase()) {
case 'HP':
case 'MAXHP':
case 'MAX HP':
return 0;
break;
case 'MP':
case 'MAXMP':
case 'MAX MP':
case 'SP':
case 'MAXSP':
case 'MAX SP':
return 1;
break;
case 'ATK':
case 'STR':
return 2;
break;
case 'DEF':
return 3;
break;
case 'MAT':
case 'INT':
case 'SPI':
return 4;
break;
case 'MDF':
case 'RES':
return 5;
break;
case 'AGI':
case 'SPD':
return 6;
break;
case 'LUK':
return 7;
break;
default:
return -1;
break;
}
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.LunSkRew.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
var alive = target.hp > 0;
Yanfly.LunSkRew.Game_Action_apply.call(this, target);
var result = target.result();
if (alive) {
if (target.hp <= 0 || target.isDead()) {
this.processLunaticSkillReward(target, 'defeat');
}
}
if (result.isHit()) {
this.processLunaticSkillReward(target, 'hit');
if (result.critical) {
this.processLunaticSkillReward(target, 'critical');
} else {
this.processLunaticSkillReward(target, 'noncritical');
}
var rate = this.calcElementRate(target);
if (rate >= Yanfly.Param.LunSkRewWeakness) {
this.processLunaticSkillReward(target, 'weakness');
} else if (rate < 0) {
this.processLunaticSkillReward(target, 'absorb');
} else if (rate === 0) {
this.processLunaticSkillReward(target, 'nulled');
} else if (rate <= Yanfly.Param.LunSkRewResisted) {
this.processLunaticSkillReward(target, 'resist');
}
} else {
this.processLunaticSkillReward(target, 'missed');
}
};
Yanfly.LunSkRew.Game_Action_itemCri = Game_Action.prototype.itemCri;
Game_Action.prototype.itemCri = function(target) {
var cri = Yanfly.LunSkRew.Game_Action_itemCri.call(this, target);
var user = this.subject();
if (this.isSkill() && user && user._rollingCritical) {
user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;
cri += user._rollingCritical[skill.id];
}
return cri;
};
Game_Action.prototype.processLunaticSkillReward = function(target, type) {
switch (type) {
case 'defeat':
var dataInfo = this.item().defeatRewards;
break;
case 'noncritical':
var dataInfo = this.item().noncriticalRewards;
break;
case 'critical':
var dataInfo = this.item().criticalRewards;
break;
case 'hit':
var dataInfo = this.item().hitRewards;
break;
case 'missed':
var dataInfo = this.item().missedRewards;
break;
case 'weakness':
var dataInfo = this.item().weaknessRewards;
break;
case 'resist':
var dataInfo = this.item().resistRewards;
break;
case 'nulled':
var dataInfo = this.item().nulledRewards;
break;
case 'absorb':
var dataInfo = this.item().absorbRewards;
break;
default:
return;
}
var length = dataInfo.length;
for (var i = 0; i < length; ++i) {
var data = dataInfo[i];
this.lunaticSkillRewardEval(target, type, data);
}
};
Game_Action.prototype.lunaticSkillRewardEval = function(target, type, data) {
var item = this.item();
var skill = this.item();
var isSkill = DataManager.isSkill(skill);
var isItem = DataManager.isSkill(item);
var user = this.subject();
var a = user;
var subject = user;
var b = target;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var userPreviousResult = JsonEx.makeDeepCopy(user._result);
var targetPreviousResult = JsonEx.makeDeepCopy(target._result);
var skip = false;
var value = 0;
var rate = 1;
var hpAnimation = Yanfly.Param.LunSkRewAniHp;
var mpAnimation = Yanfly.Param.LunSkRewAniMp;
var tpAnimation = Yanfly.Param.LunSkRewAniTp;
var itemAnimation = Yanfly.Param.LunSkRewAniItem;
var buffAnimation = Yanfly.Param.LunSkRewAniBuff;
var debuffAnimation = Yanfly.Param.LunSkRewAniDebuff;
var addStateAnimation = Yanfly.Param.LunSkRewAniAddState;
var removeStateAnimation = Yanfly.Param.LunSkRewAniRemoveState;
var miscAnimation = Yanfly.Param.LunSkRewAniMisc;
var animation = this.item().rewardAnimation || 0;
var code = Yanfly.Param.LunSkRewEffect;
try {
eval(code)
} catch (e) {
Yanfly.Util.displayError(e, code, 'LUNATIC SKILL REWARDS ERROR');
}
if (!skip) {
user.startDamagePopup();
if (animation > 0) {
user.startAnimation(animation);
}
}
if (user.isDead()) user.performCollapse();
if (target.isDead()) target.performCollapse();
user._result = userPreviousResult;
target._result = targetPreviousResult;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
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();
}
}
};
//=============================================================================
// Default Effect Code
//=============================================================================
if (false) {
// ----------
// Flat Gains
// ----------
if (data.match(/([\+\-]\d+)[ ]HP/i)) {
value = parseInt(RegExp.$1);
user.gainHp(value);
animation = animation || hpAnimation;
} else if (data.match(/([\+\-]\d+)[ ]MP/i)) {
value = parseInt(RegExp.$1);
user.gainMp(value);
animation = animation || mpAnimation;
} else if (data.match(/([\+\-]\d+)[ ]TP/i)) {
value = parseInt(RegExp.$1);
user.gainTp(value);
animation = animation || tpAnimation;
// ----------------
// Percentile Gains
// ----------------
} else if (data.match(/([\+\-]\d+)([%])[ ]HP/i)) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.mhp * rate);
user.gainHp(value);
animation = animation || hpAnimation;
} else if (data.match(/([\+\-]\d+)([%])[ ]MP/i)) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.mmp * rate);
user.gainMp(value);
animation = animation || mpAnimation;
} else if (data.match(/([\+\-]\d+)([%])[ ]TP/i)) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.maxTp() * rate);
user.gainTp(value);
animation = animation || tpAnimation;
// ------------------
// Refund Skill Costs
// ------------------
} else if (data.match(/([\+\-]\d+)([%])[ ]REFUND HP COST/i)) {
if (isSkill) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.skillHpCost(skill) * rate);
user.gainHp(value);
animation = animation || hpAnimation;
} else {
skip = true;
}
} else if (data.match(/([\+\-]\d+)([%])[ ]REFUND MP COST/i)) {
if (isSkill) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.skillMpCost(skill) * rate);
user.gainMp(value);
animation = animation || mpAnimation;
} else {
skip = true;
}
} else if (data.match(/([\+\-]\d+)([%])[ ]REFUND TP COST/i)) {
if (isSkill) {
rate = parseFloat(RegExp.$1) * 0.01;
value = Math.round(user.skillTpCost(skill) * rate);
user.gainTp(value);
animation = animation || tpAnimation;
} else {
skip = true;
}
// -----------
// Refund Item
// -----------
} else if (data.match(/(\d+)([%])[ ]REFUND ITEM/i)) {
rate = parseFloat(RegExp.$1) * 0.01;
if (isItem && Math.random() < chance) {
$gameParty.gainItem(item, 1);
SoundManager.playUseItem();
animation = animation || itemAnimation;
} else {
skip = true;
}
// ------------------------
// Add/Remove Buffs/Debuffs
// ------------------------
} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\d+)[ ]TURN/i)) {
var str = String(RegExp.$1).toUpperCase();
var turns = parseInt(RegExp.$2);
var paramId = DataManager.getParamId(str);
if (paramId >= 0) {
user.addBuff(paramId, turns);
} else {
skip = true;
}
animation = animation || buffAnimation;
} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {
var str = String(RegExp.$1).toUpperCase();
var turns = 5;
var paramId = DataManager.getParamId(str);
if (paramId >= 0) {
user.addBuff(paramId, turns);
} else {
skip = true;
}
animation = animation || buffAnimation;
} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\d+)[ ]TURN/i)) {
var str = String(RegExp.$1).toUpperCase();
var turns = parseInt(RegExp.$2);
var paramId = DataManager.getParamId(str);
if (paramId >= 0) {
user.addDebuff(paramId, turns);
} else {
skip = true;
}
animation = animation || debuffAnimation;
} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {
var str = String(RegExp.$1).toUpperCase();
var turns = 5;
var paramId = DataManager.getParamId(str);
if (paramId >= 0) {
user.addDebuff(paramId, turns);
} else {
skip = true;
}
animation = animation || debuffAnimation;
} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {
var str = String(RegExp.$1).toUpperCase();
var paramId = DataManager.getParamId(str);
if (paramId >= 0) {
user.removeBuff(paramId);
} else {
skip = true;
}
animation = animation || miscAnimation;
// -----------------
// Add/Remove States
// -----------------
} else if (data.match(/ADD STATE[ ](\d+)/i)) {
var stateId = parseInt(RegExp.$1);
user.addState(stateId);
animation = animation || addStateAnimation;
} else if (data.match(/REMOVE STATE[ ](\d+)/i)) {
var stateId = parseInt(RegExp.$1);
if (user.isStateAffected(stateId)) {
user.removeState(stateId);
animation = animation || removeStateAnimation;
} else {
skip = true;
}
// ----------------
// Rolling Critical
// ----------------
} else if (data.match(/ROLLING CRITICAL[ ]([\+\-]\d+)([%])/i)) {
if (isSkill) {
rate = parseFloat(RegExp.$1) * 0.01;
user._rollingCritical = user._rollingCritical || {};
user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;
user._rollingCritical[skill.id] += rate;
} else {
skip = true;
}
} else if (data.match(/ROLLING CRITICAL[ ](\d+)([%])/i)) {
if (isSkill) {
rate = parseFloat(RegExp.$1) * 0.01;
user._rollingCritical = user._rollingCritical || {};
user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;
user._rollingCritical[skill.id] = rate;
} else {
skip = true;
}
// -------------------------------
// Add new effects above this line
// -------------------------------
} else {
skip = true;
}
}; // Default Effect Code
//=============================================================================
// End of File
//=============================================================================
} else {
var text = '';
text += 'You are getting this error because you are trying to run ';
text += 'YEP_Z_SkillRewards without the required plugins. Please visit ';
text += 'Yanfly.moe and install the required plugins neede for this plugin ';
text += 'found in this plugin\'s help file before you can use it.';
console.log(text);
require('nw.gui').Window.get().showDevTools();
}; // Yanfly.PluginRequirements