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//=============================================================================
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// Yanfly Engine Plugins - Lunatic Pack - Skill Rewards
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// YEP_Z_SkillRewards.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_Z_SkillRewards = true;
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var Yanfly = Yanfly || {};
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Yanfly.LunSkRew = Yanfly.LunSkRew || {};
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Yanfly.LunSkRew.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.00 行动后奖励效果☁️
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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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* 导言
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* ============================================================================
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*
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* 此插件需要以下插件:
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* -战斗引擎核心
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* -技能核心
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*
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* 将此插件放在插件管理器中上述插件的下面。
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*
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* 这个插件允许你添加各种效果到你的项目和技能
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* 奖励玩家好的(或坏的)游戏。某些效果只能
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* 在特定条件下触发,例如击溃目标、着陆
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* 暴击,或打击目标的弱点。在这些情况发生之后
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* 如果已经达到,效果可以从技能费用退款,增加buff,
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* 移除减益,甚至应用状态。
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*
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* * 注 * :此插件最好与RPG Maker MV版本1.5.0+一起使用。你可以
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* 仍然使用这个版本号较低的插件,但你会有很多
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* 没有它就很难改变插件参数。
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*
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* ============================================================================
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* 便签
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* ============================================================================
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*
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* 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
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* 一个记事本这些影响包括:
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*
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* ---
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*
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*技能和物品标签:
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*
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* <Reward Animation: x>
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* - 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,
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* 以指示已发生效果。
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*
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* <condition Reward: effect>
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* - 这个插件的大部分NoteTag都将遵循上述格式便签中的“条件”和
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* “效果”将分别替换为以下“条件”和“效果”部分中的条目。
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* 插入多个条目以赋予您的技能/项目多重效果。
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*
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* =-=-=-= 奖励条件 =-=-=-=
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*
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* <Defeat Reward: effect>
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* - 将“条件”替换为“失败”,
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* 当目标被击败(生命值达到0或收到死亡状态)时,你将使便签生效。
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*
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* <Critical Reward: effect>
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* - 将“condition”替换为“Critical”,这样当用户对目标造成
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* 致命一击时,便签就会生效。
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*
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* <Noncritical Reward: effect>
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* - 将“condition”替换为“Nonnritical”,当用户未能对目标
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* 进行致命一击时,您将使notetag生效。
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*
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* <Hit Reward: effect>
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* - 将“condition”替换为“Hit”,当用户成功命中目标时,您
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* 将使notetag生效。
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*
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* <Missed Reward: effect>
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* - 将“condition”替换为“Missed”,当用户错过操作或目标
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* 逃避操作时,您将使notetag生效。
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*
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* <Weakness Reward: effect>
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* - 将“条件”替换为“弱点”,这样当用户在目标上点击一个
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* 基本弱点时,便签就会生效。
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*
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* <Resisted Reward: effect>
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* - 将“condition”替换为“Resisted”,这样当用户在目标上
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* 命中元素抗性时,便签就会生效。
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*
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* <Nulled Reward: effect>
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* - 将“condition”替换为“Nulled”,这样当用户在目标上
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* 点击一个为null的元素时,notetag就会生效。
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*
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* <Absorb Reward: effect>
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* - 将“condition”替换为“Nulled”,这样当用户点击目标上
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* 的某个元素时,notetag就会生效。
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*
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* =-=-=-= 奖励效应 =-=-=-=
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*
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* --- HP效果 ---
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*
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* <condition Reward: +x HP>
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* - 用上述格式替换“effect”。将“x”替换为您希望在满足
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* 技能/物品条件时奖励用户的固定HP值。
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* 建议:Yanfly
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*
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* <condition Reward: +x% HP>
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* - 用上述格式替换“effect”。将“x”替换为等于用户
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* 最大HP的x%的HP,以在满足条件时奖励用户。
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* 建议:Yanfly
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*
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* <condition Reward: +x% Refund HP Cost>
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* - 用上述格式替换“effect”。如果满足条件,则将“x”替换为
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* 用于奖励用户的HP技能成本的百分比。
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**注意:只能与技能一起使用。
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*建议:Yanfly
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*
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* --- MP效果 ---
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*
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* <condition Reward: +x MP>
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* - 用上述格式替换“effect”。将“x”替换为您希望在
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* 技能/物品条件满足时奖励用户的固定MP金额。
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* 建议:Yanfly
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*
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* <condition Reward: +x% MP>
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* - 用上述格式替换“effect”。用等于用户MaxMP的x%的
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* MP替换“x”,以在满足条件时奖励用户。
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* 建议:Yanfly
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*
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* <condition Reward: +x% Refund MP Cost>
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* - 用上述格式替换“effect”。如果满足条件,则将“x”替换
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* 为用于奖励用户的HP技能成本的百分比。
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** 注意:只能与技能一起使用。
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* 建议:Yanfly
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*
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* --- TP效果 ---
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*
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* <condition Reward: +x TP>
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* - 用上述格式替换“effect”。将“x”替换为您希望在满足
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* 技能/物品条件时奖励用户的固定数量的TP。
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* 建议:Yanfly
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*
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* <condition Reward: +x% TP>
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* - 用上述格式替换“效果”。将“x”替换为等于用户最大
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* TP的x%的TP,以在满足条件时奖励用户。
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* 建议:Yanfly
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*
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* <condition Reward: +x% Refund TP Cost>
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* - 用上述格式替换“effect”。如果满足条件,则将“x”替换
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* 为用于奖励用户的HP技能成本的百分比。
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** 注意:只能与技能一起使用。
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* 建议:Yanfly
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*
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* --- 物品效果 ---
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*
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* <condition Reward: x% Refund Item>
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* - 用上述格式替换“effect”。将“x”替换为在满足条件时用户
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* 必须退款(取回)的机会。
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*
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** 注意:只能与物品一起使用。最好与消耗品一起使用。
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* 建议:Yanfly
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*
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* --- Buff/Debuff效果 ---
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*
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* <condition Reward: Add x Buff>
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* <condition Reward: Add x Buff, y Turns>
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* <condition Reward: Add x Debuff>
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* <condition Reward: Add x Debuff, y Turns>
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* - 将“effect”替换为上述格式。将“x”替换为以下任何参数:
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* “MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、
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* “MDF”、“AGI”或“LUK”,以改变相应的状态。
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* 如果使用带有“y”回合的格式,则将“y”替换为希望buff或
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* 减益持续的回合数。如果不使用“y”,它将持续5圈。
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*建议:Yanfly
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*
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* <condition Reward: Remove x Buff>
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* <condition Reward: Remove x Debuff>
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* - 将“effect”替换为上述格式。将“x”替换为以下任何参数:
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* “MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、
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* “MDF”、“AGI”或“LUK”,以便在满足条件时从
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* 用户中移除相应的buff/debuff。如果不使用“y”,它将持续5圈。
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* 建议:Yanfly
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*
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* --- State Effects ---
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*
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* <condition Reward: Add State x>
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* - 将“effect”替换为上述格式。将“x”替换为满足条件时要添加
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* 到用户的状态ID。
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* 建议:Yanfly
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*
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* <condition Reward: Remove State x>
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* - 将“effect”替换为上述格式。将“x”替换为满足条件时要从
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* 用户中删除的状态ID。
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* 建议:Yanfly
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*
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* --- 滚动临界 ---
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*
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* <condition Reward: Rolling Critical +x%>
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* <condition Reward: Rolling Critical -x%>
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* - 将“effect”替换为上述格式。将“x”替换为技能下次使用时
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* 的增减百分比。只有满足条件时,用户才会发生此更改。
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*
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** 注意:只能与技能一起使用。开启技能的暴击。
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* 建议:Goldschuss
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*
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* <condition Reward: Rolling Critical x%>
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* - 将“effect”替换为上述格式。将“x”替换为满足条件时下次
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* 使用技能的百分比。
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*
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** 注意:只能与技能一起使用。开启技能的暴击。
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* 建议:Goldschuss
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*
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* =-=-=-= 示例 =-=-=-=
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*
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* <Defeat Reward: +50% MP>
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* - 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%。
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*
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* <Critical Reward: Add ATK Buff, 8 Turns>
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* - 当用户对敌人造成暴击时,给予用户持续8回合的ATK buff。
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*
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* <Hit Reward: Add DEF Buff, 2 Turns>
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* - 当用户成功命中敌人时,将用户的DEF缓冲2圈。
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*
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* <Missed Reward: Refund Item>
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* - 当用户无法使用物品着陆时,请确保它不会被退款所消耗。
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*
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* <Weakness Reward: +20 TP>
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* - 如果用户对弱于此技能元素的敌人执行此技能,
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* 则授予用户+20额外TP。
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*
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* <Critical Reward: Rolling Critical 0%>
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* <Noncritical Reward: Rolling Critical +10%>
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* - 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,
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* 有10%的几率获得暴击。每次的暴击率将继续上升10%,
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* 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%。
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*
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* ============================================================================
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* 疯狂模式-效果代码
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* ============================================================================
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*
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* For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you
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* can add new notetag effects that can be used by the plugin or alter the
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* effects of currently existing notetag effects from the plugin parameters
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* entry: Effect Code. It should look something like this:
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*
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* ---
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*
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* // ----------
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* // Flat Gains
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* // ----------
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* if (data.match(/([\+\-]\d+)[ ]HP/i)) {
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* value = parseInt(RegExp.$1);
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* user.gainHp(value);
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* animation = animation || hpAnimation;
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* } else if (data.match(/([\+\-]\d+)[ ]MP/i)) {
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* value = parseInt(RegExp.$1);
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* user.gainMp(value);
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* animation = animation || mpAnimation;
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*
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* ...
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*
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* // -------------------------------
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* // Add new effects above this line
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* // -------------------------------
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* } else {
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* skip = true;
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* }
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*
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* ---
|
|
|
|
|
*
|
|
|
|
|
* 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
|
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|
|
|
* skill The skill being used by this action
|
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|
|
|
*
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|
|
* isItem Returns true if action is an item
|
|
|
|
|
* isSkill Returns true if action is a skill
|
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|
|
|
*
|
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|
|
* a Returns the action user
|
|
|
|
|
* user Returns the action user
|
|
|
|
|
* subject Returns the action user
|
|
|
|
|
*
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|
|
* b Returns the action's current target
|
|
|
|
|
* target Returns the action's current target
|
|
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|
|
*
|
|
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|
|
* 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
|
|
|
|
|
*
|
|
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|
|
* animation The animation to be played. You can set it equal to
|
|
|
|
|
* any of the following which corresponds to plugin
|
|
|
|
|
* parameter settings:
|
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|
|
|
* - hpAnimation
|
|
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|
|
* - mpAnimation
|
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|
|
|
* - tpAnimation
|
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|
|
* - itemAnimation
|
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|
|
|
* - buffAnimation
|
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|
|
|
* - debuffAnimation
|
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|
|
|
* - 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
|