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131 lines
5.0 KiB
JavaScript

3 years ago
//=============================================================================
// Salted Fish Plugins - Managers
// SF_Managers.js
//=============================================================================
"use strict";
var Imported = Imported || {};
Imported.SF_Managers = true;
var SF_Plugins = SF_Plugins || {};
//=============================================================================
/*:
* @plugindesc Managers lib for salted fish plugins
* @author Salted Fish
*/
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//=============================================================================
(function () {
var SF_Managers = {};
SF_Plugins.Managers = SF_Managers;
SF_Managers.version = 1.0;
//=============================================================================
// ImageManager
//=============================================================================
ImageManager.loadSceneActor = function (filename) {
return this.loadBitmap("img/scene_ui/scene_actor/", filename, 0, true);
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};
ImageManager.loadSceneActorSelect = function (filename) {
return this.loadBitmap("img/scene_ui/scene_actor_select/", filename, 0, true);
};
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ImageManager.loadSceneTitle = function (filename) {
return this.loadBitmap("img/scene_ui/scene_title/", filename, 0, true);
};
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ImageManager.loadSceneMenu = function (filename) {
return this.loadBitmap("img/scene_ui/scene_menu/", filename, 0, true);
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};
ImageManager.loadSceneSplash = function (filename) {
return this.loadBitmap("img/scene_ui/scene_splash/", filename, 0, true);
};
//=============================================================================
// SceneManager
//=============================================================================
SceneManager._sceneBeforeClasses = {};
SF_Managers.SceneManager_initialize = SceneManager.initialize;
SceneManager.initialize = function () {
SF_Managers.SceneManager_initialize.call(this);
this._sceneBeforeClasses = {};
this.initCallBack();
};
SF_Managers.SceneManager_goto = SceneManager.goto;
SceneManager.goto = function (sceneClass) {
if (this._sceneBeforeClasses[sceneClass]) {
var beforeSceneList = this._sceneBeforeClasses[sceneClass];
var index = beforeSceneList.indexOf(this._scene.constructor);
if (index == -1) {
// if the scene is not in the array
this._stack.push(sceneClass);
SF_Managers.SceneManager_goto.call(this, beforeSceneList[0]);
} else if (index === beforeSceneList.length - 1) {
SF_Managers.SceneManager_goto.call(this, sceneClass);
} else {
this._stack.push(sceneClass);
SF_Managers.SceneManager_goto.call(this, beforeSceneList[index + 1]);
}
} else {
SF_Managers.SceneManager_goto.call(this, sceneClass);
}
};
SceneManager.addSceneBefore = function (beforeSceneClass, sceneClass) {
if (this._sceneBeforeClasses[sceneClass]) {
this._sceneBeforeClasses[sceneClass].push(beforeSceneClass);
} else {
this._sceneBeforeClasses[sceneClass] = [beforeSceneClass];
}
};
SceneManager.initCallBack = function () {
CallBack.initialize();
};
//=============================================================================
// BattleManager
//=============================================================================
BattleManager.invokeNormalAction = function (subject, target) {
var realTarget = this.applySubstitute(target, subject);
this._action.apply(realTarget);
this._logWindow.displayActionResults(subject, realTarget);
};
BattleManager.applySubstitute = function (target, subject) {
if (this.checkSubstitute(target, subject)) {
var substitute = target.friendsUnit().substituteBattler();
if (substitute && target !== substitute) {
this._logWindow.displaySubstitute(substitute, target);
return substitute;
}
}
return target;
};
SF_Managers.BattleManager_checkSubstitute = BattleManager.checkSubstitute;
BattleManager.checkSubstitute = function (target, subject) {
if (!subject && !this._action.isForOpponent()) return false;
if (subject && target.friendsUnit() === subject.friendsUnit()) return false;
if (!(this._action.isHpEffect() || this._action.isMpEffect())) return false;
if (this._action.isCertainHit()) return false;
// 只有 hp 和 bp 最低的对象才能触发替身
var targetHpBp = target.hp + target.barrierPoints();
var lowestMember = target
.friendsUnit()
.members()
.reduce(function (a, b) {
var bHpBp = b.hp + b.barrierPoints();
return a && a.hp + a.barrierPoints() < bHpBp ? a : b;
}, target);
return targetHpBp === lowestMember.hp + lowestMember.barrierPoints();
};
})();