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//=============================================================================
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// Salted Fish Plugins - State Override
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// SF_StateOverride.js
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//=============================================================================
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"use strict";
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var Imported = Imported || {};
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Imported.SF_StateOverride = true;
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var SF_Plugins = SF_Plugins || {};
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//=============================================================================
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/*:
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* @plugindesc 状态覆盖插件
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* @author Salted Fish
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*
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* @help
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* ============================================================================
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* 介绍
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* ============================================================================
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* 同类状态同时存在时,保留高级状态,解除低级状态,避免属性过量叠加。
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* 如果存在高级状态,则不会添加低级状态。
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*
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* 使用 状态ID 作为状态的类别标识。
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*
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* ============================================================================
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* 使用
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* ============================================================================
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* <SF_StatesOverride: 状态ID, 状态级别>
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* 状态级别只能是非负整数。
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*
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* ============================================================================
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* 举例
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* ============================================================================
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* 定义三个状态
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* 1.1 力量增强I,物理攻击*120%
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* 1.2 力量增强II,物理攻击*130%
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* 1.3 力量增强III,物理攻击*140%
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*
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* 插件效果是,状态1.1 力量增强I存在时,若获得状态1.2力量增强II,
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* 直接解除状态1.1力量增强I
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*
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* 同理,状态1.1力量增强I存在时,若获得状态1.3力量增强III,
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* 直接解除状态1.1力量增强I
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*
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* 状态1.2力量增强II存在时,若获得状态1.3力量增强III,
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* 直接解除状态1.2力量增强II
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*
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* 状态1.3存在时,无法获得状态 1.1 和状态 1.2
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*
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* ============================================================================
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* 已知问题
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* ============================================================================
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* - 与状态叠加插件不兼容,不能两个状态既属于需要覆盖的,又属于需要叠加的。
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* 如果出现这种情况,取决于在插件列表中的顺序,行为暂时不可预测
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*
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*/
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//=============================================================================
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SF_Plugins.SF_StateOverride = SF_Plugins.SF_StateOverride || {};
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SF_Plugins.SF_StateOverride.version = 1.0;
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//=============================================================================
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// DataManager
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//=============================================================================
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SF_Plugins.SF_StateOverride.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!SF_Plugins.SF_StateOverride.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!this.SF_StateOverride_isDatabaseLoaded($dataStates)) return false;
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return true;
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};
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DataManager.SF_StateOverride_isDatabaseLoaded = function (group) {
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var note = /<SF_StatesOverride:\s*?(\d+),\s*?(\d+)>/i;
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for (var i = 1; i < group.length; i++) {
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var obj = group[i];
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var noteData = obj.note.split(/[\r\n]+/);
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for (var j = 0; j < noteData.length; j++) {
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var line = noteData[j];
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if (line.match(note)) {
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obj.SF_StateOverride_ID = RegExp.$1;
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obj.SF_StateOverride_Priority = RegExp.$2;
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}
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}
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}
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return true;
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};
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//=============================================================================
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// Game_Battler
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//=============================================================================
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SF_Plugins.SF_StateOverride.GameBattler_addState = Game_Battler.prototype.addState;
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Game_Battler.prototype.addState = function (stateId) {
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var needAddState = $dataStates[stateId];
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var existStates = this.states();
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var isAddable = true;
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if (needAddState.SF_StateOverride_ID !== undefined) {
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needRemoveState = existStates.filter(function (state) {
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if (state.SF_StateOverride_ID === needAddState.SF_StateOverride_ID) {
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if (state.SF_StateOverride_Priority < needAddState.SF_StateOverride_Priority) {
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return true;
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}
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if (state.SF_StateOverride_Priority > needAddState.SF_StateOverride_Priority) {
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isAddable = false;
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}
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}
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return false;
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});
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// 存在优先级更高的状态,不添加。
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if (!isAddable) {
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return;
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}
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needRemoveState.forEach(function (state) {
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this.removeState(state.id);
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}, this);
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}
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SF_Plugins.SF_StateOverride.GameBattler_addState.call(this, stateId);
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};
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