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ycrpg/js/plugins/YEP_AbsorptionBarrier.js

1434 lines
50 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Absorption Barrier
// YEP_AbsorptionBarrier.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_AbsorptionBarrier = true;
var Yanfly = Yanfly || {};
Yanfly.ABR = Yanfly.ABR || {};
Yanfly.ABR.version = 1.05;
//=============================================================================
/*:
* @plugindesc v1.05 吸收屏障
* @author Yanfly Engine Plugins
*
* @param Barrier State
* @text 屏障状态
* @desc 如果一个战士有一个障碍点他将受到这个状态的影响在0处离开不进入任何状态
* @default 0
*
* @param Barrier Color 1
* @text 屏障文本颜色1
* @desc The text code color 1 used for the barriers.
* @default 13
*
* @param Barrier Color 2
* @text 屏障文本颜色2
* @desc The text code color 2 used for the barriers.
* @default 5
*
* @param Barrier Animation
* @text 屏障动画
* @desc Animation played when barrier points are lost.
* Leave at 0 for no animation.
* @default 0
*
* @param Break Animation
* @text 打断动画
* @desc Animation played when barrier points are emptied.
* Leave at 0 for no animation.
* @default 0
*
* @param Barrier Popup
* @text 屏障破坏弹出窗口
* @desc If using the Battle Engine Core, this is the popup color
* shown for barrier damage. Red, Green, Blue, Opacity
* @default 255, 0, 255, 160
*
* @param Display 0 HP Damage
* @text 显示0点生命伤害
* @desc Display 0 HP Damage if 0 Damage is dealt to HP?
* NO - false YES - true
* @default false
*
* @param Clear Per Battle
* @text 每次战斗清除屏障
* @desc Clear barrier points at the start and end of battle?
* NO - false YES - true
* @default true
*
* @param Clear on Death
* @text 死亡时清除屏障
* @desc Clear barrier points if the battler dies?
* NO - false YES - true
* @default true
*
* @param Default Penetration Rate
* @text 默认穿透率
* @desc The default Barrier Penetration Rate for all actions.
* Example: if you want 50%, use 0.50.
* @default 0
*
* @param Default Penetration Flat
* @text 默认穿透平面
* @desc The default Barrier Penetration Flat for all actions.
* Example: if you want 100 flat penetration, use 100.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 屏障吸收是一个新的战斗技巧屏障值是一个新的状态为玩家提供一层保护
* 直接攻击将不会作用在血量上而是先消减屏障值剩余的在作用给玩家
*
* 借助这个可以开发很多功能更多请看下一部分
*
* ============================================================================
* Barrier Points - Explanation
* ============================================================================
*
* 屏障值是一个血量增益状态任何来自技能或者物品的攻击将会先削减屏障值
* 让我们看看它是怎么工作的
*
* --- Example 1 ----
*
* 例如这里有100屏障值150伤害
*
* 150 DMG vs 100 Barrier Points: 50 DMG goes through
*
* 屏障值最后为0受到50伤害
*
* --- Example 2---
*
* 这里有100屏障值50伤害
*
* 50 DMG vs 100 Barrier Points: 0 DMG goes through
*
* 屏障值最后为50受到0伤害
*
* ============================================================================
* Barrier Penetration - Explanation
* ============================================================================
*
* 技能或者物品有个独特的特性叫做穿透屏障这个允许部分伤害忽略屏障直接造
* 成伤害
*
* --- Example ---
*
* 这里有500屏障值100伤害75%穿透
*
* 100 DMG vs 500 Barrier Points: 75 DMG goes through
*
* 屏障值最后为475受到75伤害
*
* ============================================================================
* Unexpiring Barriers vs Timed Barriers - Explanation
* ============================================================================
*
* 这里有2种类型的屏障永久屏障和临时屏障
*
* --- Example ---
*
* Turn 1 - 100 Barrier Points
* Turn 2 - 200 Barrier Points
* Turn 3 - 300 Barrier Points
*
* Right now, the user has 600 Barrier Points total. After the Regeneration
* Phase, it will become this:
*
* Turn 1 - 200 Barrier Points
* Turn 2 - 300 Barrier Points
*
* And the user will have 500 Barrier Points total.
*
* ---
*
* 伤害优先给与最低回合数然后慢慢变高最后是永久屏障:
*
* --- Example ---
*
* Turn 1 - 100 Barrier Points
* Turn 2 - 200 Barrier Points
* Unexpiring - 300 Barrier Points
*
* Now, let's suppose 500 damage will be dealt. It will result in this:
*
* Turn 1 - 0 Barrier Points
* Turn 2 - 0 Barrier Points
* Unexpiring - 100 Barrier Points
*
* ============================================================================
* Notetags
* ============================================================================
*
* 使用下面标签来设置
*
* Skill and Item Notetags:
*
* <User Barrier: +x>
* <Target Barrier: +x>
* This adjusts the Barrier Points for user or the target respectively by +x.
* The Barrier Points altered for this notetag are unexpiring Barrier Points
* that do not remove themselves as time passes.设置永久屏障值
*
* <User Barrier: -x>
* <Target Barrier: -x>
* This will remove x barrier points from the user or the target. This is
* applied to unexpiring and temporary barrier points alike.
*
* <User Barrier x Turns: +y>
* <Target Barrier x Turns: +y>
* This adjusts the Barrier Points for the user or target respectively at x
* turns by +y amount. These Barrier Points will expire after x turns. Each
* turn goes by during the battler's regeneration timing.设置临时屏障值
*
* <User Barrier x Turns: -y>
* <Target Barrier x Turns: -y>
* This will remove y barrier points from the user or target up to x turns.
*
* <Bypass Barrier>
* This causes this skill to be able to bypass Barrier Points to directly
* deal damage to the target.忽略屏障
*
* <Barrier Penetration: x%>
* Causes x% of this skill or item's damage to bypass the action target's
* Barrier Points. If the target does not have enough Barrier Points, more
* damage will be dealt. This is a percentile value.屏障穿透百分比
*
* <Barrier Penetration: x>
* Causes x value of this skill or item's damage to bypass action target's
* Barrier Points. If the target does not have enough Barrier Points, more
* damage will be dealt. This is a flat value.屏障穿透值
*
* Actor, Class, Enemy, Weapon, Armor, State Notetags:
*
* <Barrier Penetration: +x%>
* <Barrier Penetration: -x%>
* This makes any damaging action by the attacker to have +x% or -x% bonus
* Barrier Penetration. This is a multiplicative bonus and applied before
* flat bonuses have been made.屏障穿透百分比
*
* <Barrier Penetration: +x>
* <Barrier Penetration: -x>
* This makes any damaging action by the attacker to have +x or -x bonus
* Barrier Penetration. This is a flat bonus and applied after multiplicative
* changes have been made.屏障穿透值
*
* <Barrier Points: +x>
* <Barrier Points: -x>
* The amount of unexpiring Barrier Points are gained at the start of a new
* battle for the affected user.设置永久屏障值
*
* <Barrier Points x Turns: +y>
* <Barrier Points x Turns: -y>
* The amount of Barrier Points are gained at the start of a new battle for
* the affected user that will last x turns.设置临时屏障值
*
* <Barrier Regen: +x>
* <Barrier Regen: -x>
* During the regeneration phase, the user will regenerate +x/-x unexpiring
* Barrier Points.屏障更新值
*
* <Barrier Regen x Turns: +y>
* <Barrier Regen x Turns: -y>
* During the regeneration phase, the user will regenerate Barrier Points
* that last x turns with a +y/-y value.屏障每回合更新值
*
* ============================================================================
* Lunatic Mode - Custom Barrier Points
* ============================================================================
*
* For those with JavaScript proficiency, you can utilize these notetags to
* allow your skills and items to give battlers custom Barrier Point totals.
*
* Skill and Item Notetags:
*
* --- Target ---
*
* <Custom Target Barrier>
* value = target.level;
* </Custom Target Barrier>
* The 'value' variable determines the total amount of Barrier Points that
* will be added to the target's unexpiring Barrier Point total.
*
* <Custom Target Barrier x Turns>
* value = target.level;
* </Custom Target Barrier x Turns>
* The 'value' variable determines the total amount of Barrier Points that
* will be added to the target for x amount of turns.
*
* --- User ---
*
* <Custom User Barrier>
* value = user.level;
* </Custom User Barrier>
* The 'value' variable determines the total amount of Barrier Points that
* will be added to the user's unexpiring Barrier Point total.
*
* <Custom User Barrier x Turns>
* value = user.level;
* </Custom User Barrier x Turns>
* The 'value' variable determines the total amount of Barrier Points that
* will be added to the user for x amount of turns.
*
* ============================================================================
* Lunatic Mode - Custom Barrier Penetration
* ============================================================================
*
* For those with JavaScript proficiency, you can utilize these notetags to
* give your skills, items, actors, classes, enemies, weapons, armors, and
* states custom Barrier Penetration effects.
*
* Skill, Item, Actor, Class, Enemy, Weapon, Armor, State Notetags:
*
* --- Rate ---
*
* <Custom Barrier Penetration Rate>
* rate = target.hpRate();
* </Custom Barrier Penetration Rate>
* The 'rate' variable determines the percentile amount of damage the user
* will bypass for the target's Barrier Points. This is a multiplicative
* bonus and will be applied before any flat bonuses.
*
* --- Flat ---
*
* <Custom Barrier Penetration Flat>
* flat = target.level;
* </Custom Barrier Penetration Flat>
* The 'flat' variable determines the flat amount of damage the user will
* bypass for the target's Barrier Points. This is a flat bonus and will be
* applied after all multiplicative bonuses.
*
* ============================================================================
* Lunatic Mode - Custom Barrier Points on Battle Start
* ============================================================================
*
* For those with JavaScript proficiency, you can utilize these notetags to
* add a dynamic amount of Barrier Points during the start up of a battle.
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
* --- Unexpiring ---
*
* <Custom Barrier Points>
* value += user.hp;
* </Custom Barrier Points>
* The 'value' variable determines how many Barrier Points the user will
* start a battle with. The Barrier Points added through this notetag are
* unexpiring Barrier Points.
*
* --- Timed ---
*
* <Custom Barrier Points x Turns>
* value += user.hp;
* </Custom Barrier Points x Turns>
* The 'value' variable determines how many Barrier Points the user will
* start a battle with but expires after x turns.
*
* ============================================================================
* Lunatic Mode - Custom Barrier Regeneration
* ============================================================================
*
* For those with JavaScript proficiency, you can utilize these notetags to
* add a dynamic amount of Barrier Points during the user's regeneration phase.
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
* --- Unexpiring ---
*
* <Custom Barrier Regen>
* value += user.hp / 4;
* </Custom Barrier Regen>
* The 'value' variable determines how many Barrier Points the user will
* gain during the user's regeneration phase. The Barrier Points added with
* this notetag are unexpiring Barrier Points.
*
* --- Timed ---
*
* <Custom Barrier Regen x Turns>
* value += user.hp / 4;
* </Custom Barrier Regen x Turns>
* The 'value' variable determines how many Barrier Points the user will
* gain during the user's regeneration phase. The Barrier Points added with
* this notetag will last x turns.
*
* ============================================================================
* Lunatic Mode - New JavaScript Functions
* ============================================================================
*
* For those familiar with JavaScript, here is a quick reference list of new
* JavaScript functions you can use for your own code and/or Lunatic Mode.
*
* JavaScript functions:
*
* battler.barrierPoints()
* - Returns the total amount of Barrier Points the battler has.
*
* battler.barrierPoints(-1)
* - Returns the amount of unexpiring Barrier Points the battler has.
*
* battler.barrierPoints(x)
* - Returns the amount of Barrier Points the battler has for that turn.
*
* battler.gainBarrier(value, turn)
* - Makes battler gain barrier points equal to 'value' that lasts a certain
* amount of 'turns'. If turns is left at 0, the value will be unexpiring
* Barrier Points.
*
* battler.loseBarrier(value)
* - Makes the battler lose 'value' worth of Barrier Points.
*
* battler.startBarrierAnimation()
* - Makes the battler play the barrier struck animation.
*
* battler.updateBarrierTurns()
* - Makes the battler's Barrier Points update their turns.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.05:
* - Lunatic Mode fail safes added.
*
* Version 1.04:
* - <User Barrier: -x>, <Target Barrier: -x>, <User Barrier x Turns: -y>, and
* <Target Barrier x Turns: -y> notetags have been revamped. They will also
* show popups now. If <Target Barrier x Turns: -y> is used, it will remove y
* barrier points up to x turns.
*
* Version 1.03:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.02:
* - Fixed a bug where if Barrier Penetration was at 100%, it would be treated
* as 0%.
* - Added 'Barrier State' parameter. This parameter will passively apply a
* certain state to the battler if the battler has barrier points. This can be
* turned off by leaving this plugin parameter value at 0.
*
* Version 1.01:
* - Fixed a bug that prevented Barrier Points to be gained at the start of
* battle properly.
* - When a user grants an Absorption Barrier to itself, the user will gain 1
* additional turn for the Barrier to stay up so it won't dissolve immediately.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_AbsorptionBarrier');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.ABRState = Number(Yanfly.Parameters['Barrier State']);
Yanfly.Param.ABRColor1 = Number(Yanfly.Parameters['Barrier Color 1']);
Yanfly.Param.ABRColor2 = Number(Yanfly.Parameters['Barrier Color 2']);
Yanfly.Param.ABRAni1 = Number(Yanfly.Parameters['Barrier Animation']);
Yanfly.Param.ABRAni2 = Number(Yanfly.Parameters['Break Animation']);
Yanfly.Param.ABRPop = String(Yanfly.Parameters['Barrier Popup']);
Yanfly.Param.ABRPop = eval('[' + Yanfly.Param.ABRPop + ']');
Yanfly.Param.ABRDisplay0 = String(Yanfly.Parameters['Display 0 HP Damage']);
Yanfly.Param.ABRDisplay0 = eval(Yanfly.Param.ABRDisplay0);
Yanfly.Param.ABRClear = eval(String(Yanfly.Parameters['Clear Per Battle']));
Yanfly.Param.ABRDeath = eval(String(Yanfly.Parameters['Clear on Death']));
Yanfly.Param.ABRPenRate = Number(Yanfly.Parameters['Default Penetration Rate']);
Yanfly.Param.ABRPenFlat = Number(Yanfly.Parameters['Default Penetration Flat']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.ABR.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.ABR.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_AbsorptionBarrier) {
this.processABRNotetags1($dataSkills);
this.processABRNotetags1($dataItems);
this.processABRNotetags2($dataActors);
this.processABRNotetags2($dataClasses);
this.processABRNotetags2($dataEnemies);
this.processABRNotetags2($dataWeapons);
this.processABRNotetags2($dataArmors);
this.processABRNotetags2($dataStates);
Yanfly._loaded_YEP_AbsorptionBarrier = true;
}
return true;
};
DataManager.processABRNotetags1 = function(group) {
var noteA1 = /<TARGET BARRIER:[ ]([\+\-]\d+)>/i;
var noteA2 = /<TARGET BARRIER[ ](\d+)[ ](?:TURN|TURNS):[ ]([\+\-]\d+)>/i;
var noteB1 = /<USER BARRIER:[ ]([\+\-]\d+)>/i;
var noteB2 = /<USER BARRIER[ ](\d+)[ ](?:TURN|TURNS):[ ]([\+\-]\d+)>/i;
var noteC1 = /<CUSTOM TARGET BARRIER[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteC2 = /<\/CUSTOM TARGET BARRIER[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteD1 = /<CUSTOM USER BARRIER[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteD2 = /<\/CUSTOM USER BARRIER[ ](\d+)[ ](?:TURN|TURNS)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.targetBarrier = [];
obj.userBarrier = [];
obj.barrierPenetrationRate = Yanfly.Param.ABRPenRate;
obj.barrierPenetrationFlat = Yanfly.Param.ABRPenFlat;
var evalMode = 'none';
var evalTurn = 0;
obj.targetBarrierEval = [];
obj.userBarrierEval = [];
obj.barrierPenetrationRateEval = '';
obj.barrierPenetrationFlatEval = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(noteA1)) {
obj.targetBarrier[0] = parseInt(RegExp.$1);
} else if (line.match(noteA2)) {
var index = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
obj.targetBarrier[index] = value;
} else if (line.match(noteB1)) {
obj.userBarrier[0] = parseInt(RegExp.$1);
} else if (line.match(noteB2)) {
var index = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
obj.userBarrier[index] = value;
} else if (line.match(/<BYPASS BARRIER>/i)) {
obj.barrierPenetrationRate = 1;
} else if (line.match(/<BARRIER PENETRATION:[ ](\d+)([%])>/i)) {
obj.barrierPenetrationRate = parseFloat(RegExp.$1) * 0.01;
} else if (line.match(/<BARRIER PENETRATION:[ ](\d+)>/i)) {
obj.barrierPenetrationFlat = parseInt(RegExp.$1);
} else if (line.match(/<CUSTOM TARGET BARRIER>/i)) {
evalMode = 'custom target barrier';
evalTurn = 0;
obj.targetBarrierEval[0] = '';
} else if (line.match(/<\/CUSTOM TARGET BARRIER>/i)) {
evalMode = 'none';
evalTurn = 0;
} else if (line.match(noteC1)) {
evalMode = 'custom target barrier';
evalTurn = parseInt(RegExp.$1);
obj.targetBarrierEval[evalTurn] = '';
} else if (line.match(noteC2)) {
evalMode = 'none';
evalTurn = 0;
} else if (evalMode === 'custom target barrier') {
obj.targetBarrierEval[evalTurn] = obj.targetBarrierEval[evalTurn] +
line + '\n';
} else if (line.match(/<CUSTOM USER BARRIER>/i)) {
evalMode = 'custom user barrier';
evalTurn = 0;
obj.userBarrierEval[0] = '';
} else if (line.match(/<\/CUSTOM USER BARRIER>/i)) {
evalMode = 'none';
evalTurn = 0;
} else if (line.match(noteD1)) {
evalMode = 'custom user barrier';
evalTurn = parseInt(RegExp.$1);
obj.userBarrierEval[evalTurn] = '';
} else if (line.match(noteD2)) {
evalMode = 'none';
evalTurn = 0;
} else if (evalMode === 'custom user barrier') {
obj.userBarrierEval[evalTurn] = obj.userBarrierEval[evalTurn] +
line + '\n';
} else if (line.match(/<CUSTOM BARRIER PENETRATION RATE>/i)) {
evalMode = 'custom barrier penetration rate';
} else if (line.match(/<\/CUSTOM BARRIER PENETRATION RATE>/i)) {
evalMode = 'none';
} else if (evalMode === 'custom barrier penetration rate') {
obj.barrierPenetrationRateEval = obj.barrierPenetrationRateEval +
line + '\n';
} else if (line.match(/<CUSTOM BARRIER PENETRATION FLAT>/i)) {
evalMode = 'custom barrier penetration flat';
} else if (line.match(/<\/CUSTOM BARRIER PENETRATION flat>/i)) {
evalMode = 'none';
} else if (evalMode === 'custom barrier penetration flat') {
obj.barrierPenetrationFlatEval = obj.barrierPenetrationFlatEval +
line + '\n';
}
}
}
};
DataManager.processABRNotetags2 = function(group) {
var noteA1 = /<BARRIER POINTS:[ ]([\+\-]\d+)>/i;
var noteA2 = /<BARRIER POINTS[ ](\d+)[ ](?:TURN|TURNS):[ ]([\+\-]\d+)>/i;
var noteB1 = /<CUSTOM BARRIER POINTS[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteB2 = /<\/CUSTOM BARRIER POINTS[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteC1 = /<BARRIER REGEN:[ ]([\+\-]\d+)>/i;
var noteC2 = /<BARRIER REGEN[ ](\d+)[ ](?:TURN|TURNS):[ ]([\+\-]\d+)>/i;
var noteD1 = /<CUSTOM BARRIER REGEN>/i;
var noteD2 = /<\/CUSTOM BARRIER REGEN>/i;
var noteE1 = /<CUSTOM BARRIER REGEN[ ](\d+)[ ](?:TURN|TURNS)>/i;
var noteE2 = /<\/CUSTOM BARRIER REGEN[ ](\d+)[ ](?:TURN|TURNS)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.barrierPenetrationRate = 0;
obj.barrierPenetrationFlat = 0;
obj.battleStartBarrierPoints = [];
obj.barrierRegen = [];
var evalMode = 'none';
var evalTurn = 0;
obj.barrierPenetrationRateEval = '';
obj.barrierPenetrationFlatEval = '';
obj.battleStartBarrierPointsEval = [];
obj.barrierRegenEval = [];
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<BARRIER PENETRATION:[ ]([\+\-]\d+)([%])>/i)) {
obj.barrierPenetrationRate = parseFloat(RegExp.$1) * 0.01;
} else if (line.match(/<BARRIER PENETRATION:[ ]([\+\-]\d+)>/i)) {
obj.barrierPenetrationFlat = parseInt(RegExp.$1);
} else if (line.match(noteA1)) {
obj.battleStartBarrierPoints[0] = parseInt(RegExp.$1);
} else if (line.match(noteA2)) {
var id = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
obj.battleStartBarrierPoints[id] = value;
} else if (line.match(/<CUSTOM BARRIER PENETRATION RATE>/i)) {
evalMode = 'custom barrier penetration rate';
} else if (line.match(/<\/CUSTOM BARRIER PENETRATION RATE>/i)) {
evalMode = 'none';
} else if (evalMode === 'custom barrier penetration rate') {
obj.barrierPenetrationRateEval = obj.barrierPenetrationRateEval +
line + '\n';
} else if (line.match(/<CUSTOM BARRIER PENETRATION FLAT>/i)) {
evalMode = 'custom barrier penetration flat';
} else if (line.match(/<\/CUSTOM BARRIER PENETRATION flat>/i)) {
evalMode = 'none';
} else if (evalMode === 'custom barrier penetration flat') {
obj.barrierPenetrationFlatEval = obj.barrierPenetrationFlatEval +
line + '\n';
} else if (line.match(/<CUSTOM BARRIER POINTS>/i)) {
evalMode = 'custom barrier points';
evalTurn = 0;
obj.battleStartBarrierPointsEval[0] = '';
} else if (line.match(/<\/CUSTOM BARRIER POINTS>/i)) {
evalMode = 'none';
evalTurn = 0;
} else if (line.match(noteB1)) {
evalMode = 'custom barrier points';
evalTurn = parseInt(RegExp.$1);
obj.battleStartBarrierPointsEval[evalTurn] = '';
} else if (line.match(noteB2)) {
evalMode = 'none';
evalTurn = 0;
} else if (evalMode === 'custom barrier points') {
obj.battleStartBarrierPointsEval[evalTurn] =
obj.battleStartBarrierPointsEval[evalTurn] + line + '\n';
} else if (line.match(noteC1)) {
obj.barrierRegen[0] = parseInt(RegExp.$1);
} else if (line.match(noteC2)) {
var id = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
obj.barrierRegen[id] = value;
} else if (line.match(noteD1)) {
evalMode = 'custom barrier regen';
evalTurn = 0;
obj.barrierRegenEval[0] = '';
} else if (line.match(noteD2)) {
evalMode = 'none';
evalTurn = 0;
} else if (line.match(noteE1)) {
evalMode = 'custom barrier regen';
evalTurn = parseInt(RegExp.$1);
obj.barrierRegenEval[evalTurn] = '';
} else if (line.match(noteE2)) {
evalMode = 'none';
evalTurn = 0;
} else if (evalMode === 'custom barrier regen') {
obj.barrierRegenEval[evalTurn] = obj.barrierRegenEval[evalTurn] +
line + '\n';
}
}
}
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.ABR.Game_BattlerBase_initMembers =
Game_BattlerBase.prototype.initMembers;
Game_BattlerBase.prototype.initMembers = function() {
Yanfly.ABR.Game_BattlerBase_initMembers.call(this);
this.clearAbsorptionBarrier();
};
Game_BattlerBase.prototype.clearAbsorptionBarrier = function() {
this._turnBarrier = [];
this._permBarrier = 0;
};
Game_BattlerBase.prototype.initAbsorptionBarrier = function() {
this._turnBarrier = this._turnBarrier || [];
this._permBarrier = this._permBarrier || 0;
};
if (Yanfly.Param.ABRState) {
Yanfly.ABR.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function() {
this._barrierState = undefined;
Yanfly.ABR.Game_BattlerBase_refresh.call(this);
};
Yanfly.ABR.Game_BattlerBase_states = Game_BattlerBase.prototype.states;
Game_BattlerBase.prototype.states = function() {
var array = Yanfly.ABR.Game_BattlerBase_states.call(this);
if (this._barrierState === undefined) {
this._barrierState = this.barrierPoints() > 0;
}
if (this._barrierState) {
array.push($dataStates[Yanfly.Param.ABRState]);
this.sortBarrierStates(array);
}
return array;
};
Game_BattlerBase.prototype.sortBarrierStates = function(array) {
array.sort(function(a, b) {
var p1 = a.priority;
var p2 = b.priority;
if (p1 !== p2) return p2 - p1;
return a - b;
});
};
}; // Yanfly.Param.ABRState
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.barrierPoints = function(turn) {
this.initAbsorptionBarrier();
if (turn < 0) {
return this._permBarrier;
} else if (turn >= 0) {
this._turnBarrier[turn] = this._turnBarrier[turn] || 0;
return this._turnBarrier[turn];
}
var value = this._permBarrier;
var length = this._turnBarrier.length;
for (var i = 0; i < length; ++i) {
this._turnBarrier[i] = this._turnBarrier[i] || 0;
value += this._turnBarrier[i];
}
return value;
};
Game_Battler.prototype.barrierPointsTotal = function(turn) {
this.initAbsorptionBarrier();
var total = this._permBarrier || 0;
var length = turn;
for (var i = 0; i < length; ++i) {
total += this._turnBarrier[i] || 0;
}
return total;
};
Game_Battler.prototype.gainBarrier = function(value, turn) {
this.initAbsorptionBarrier();
value = Math.floor(value);
if (turn > 0) {
turn -= 1;
this._turnBarrier[turn] = this._turnBarrier[turn] || 0;
this._turnBarrier[turn] += value;
this._turnBarrier[turn] = Math.max(0, this._turnBarrier[turn]);
} else {
this._permBarrier = this._permBarrier || 0;
this._permBarrier += value;
this._permBarrier = Math.max(0, this._permBarrier);
}
this._barrierAltered = true;
this.refresh();
};
Game_Battler.prototype.gainBarrierEval = function(formula, turn, user, target) {
if (formula === '') return 0;
this.initAbsorptionBarrier();
value = 0;
var a = user;
var b = target;
var subject = user;
var s = $gameSwitches._data;
var v = $gameVariables._data;
try {
eval(formula);
} catch (e) {
Yanfly.Util.displayError(e, formula, 'GAIN BARRIER CUSTOM CODE ERROR');
}
value = Math.floor(value);
return value;
};
Game_Battler.prototype.loseBarrier = function(value, penRate, penFlat) {
if (penRate === undefined) penRate = 1;
if (penFlat === undefined) penFlat = 0;
value = Math.ceil(value);
if (value <= 0) return 0;
this.initAbsorptionBarrier();
var initValue = value;
var result = JsonEx.makeDeepCopy(this._result);
var calcValue = Math.ceil(value * penRate - penFlat);
this._result = new Game_ActionResult();
var length = this._turnBarrier.length;
for (var i = 0; i < length; ++i) {
this._turnBarrier[i] = this._turnBarrier[i] || 0;
var reduction = Math.min(this._turnBarrier[i], calcValue);
if (reduction > 0) {
this._turnBarrier[i] -= reduction;
this._result.hpDamage += reduction;
value -= reduction;
calcValue -= reduction;
}
if (value <= 0) break;
}
var reduction = Math.min(this._permBarrier, calcValue);
if (reduction > 0) {
this._permBarrier -= reduction;
this._result.hpDamage += reduction;
value -= reduction;
calcValue -= reduction;
}
if (initValue !== value) {
this._barrierAltered = true;
this.startBarrierAnimation();
if (Imported.YEP_BattleEngineCore) {
this._result._barrierAffected = true;
this._result.hpAffected = true;
this.startDamagePopup();
}
}
this._result = result;
return value;
};
Game_Battler.prototype.loseBarrierTurn = function(value, turn) {
value = Math.abs(value);
var barrierPoints = this.barrierPointsTotal(turn);
var dmg = Math.min(value, barrierPoints);
this.loseBarrier(dmg);
};
Game_Battler.prototype.startBarrierAnimation = function() {
if (this.barrierPoints() > 0) {
if (Yanfly.Param.ABRAni1 > 0) this.startAnimation(Yanfly.Param.ABRAni1);
} else {
if (Yanfly.Param.ABRAni2 > 0) this.startAnimation(Yanfly.Param.ABRAni2);
}
};
Yanfly.ABR.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
Game_Battler.prototype.regenerateAll = function() {
Yanfly.ABR.Game_Battler_regenerateAll.call(this);
if (this.isAlive()) {
this.updateBarrierTurns();
this.regenBarriers();
}
};
Game_Battler.prototype.updateBarrierTurns = function() {
this.initAbsorptionBarrier();
if (this.barrierPoints() <= 0) return;
this._turnBarrier.shift();
this.initAbsorptionBarrier();
this._barrierAltered = true;
this.refresh();
};
Yanfly.ABR.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
Game_Battler.prototype.onBattleStart = function() {
if (Yanfly.Param.ABRClear) this.clearAbsorptionBarrier();
Yanfly.ABR.Game_Battler_onBattleStart.call(this);
this.makeOnBattleStartBarrierPoints();
};
Yanfly.ABR.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function() {
if (Yanfly.Param.ABRClear) this.clearAbsorptionBarrier();
Yanfly.ABR.Game_Battler_onBattleEnd.call(this);
};
Game_Battler.prototype.barrierPenetrationRate = function() {
var rate = 1;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj && obj.barrierPenetrationRate !== undefined) {
rate *= (1 - obj.barrierPenetrationRate);
}
}
return 1 - rate;
};
Game_Battler.prototype.barrierPenetrationRateEval = function(c1, c2, c3, c4) {
var rate = 1;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj && obj.barrierPenetrationRateEval !== undefined) {
var formula = obj.barrierPenetrationRateEval;
rate *= (1 - this.getbarrierPenRateEval(formula, c1, c2, c3, c4));
}
}
return 1 - rate;
};
Game_Battler.prototype.getbarrierPenRateEval = function(f1, c1, c2, c3, c4) {
if (f1 === '') return 0;
var rate = 0;
var item = c1;
var skill = c1;
var a = c2;
var user = c2;
var subject = c2;
var b = c3;
var target = c3;
var value = c4;
var damage = c4;
var s = $gameSwitches._data;
var v = $gameVariables._data;
try {
eval(f1);
} catch (e) {
Yanfly.Util.displayError(e, f1, 'BARRIER PEN RATE CUSTOM CODE ERROR');
}
return rate;
};
Game_Battler.prototype.barrierPenetrationFlat = function() {
var value = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj && obj.barrierPenetrationFlat !== undefined) {
value += obj.barrierPenetrationFlat;
}
}
return value;
};
Game_Battler.prototype.barrierPenetrationFlatEval = function(c1, c2, c3, c4) {
var value = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj && obj.barrierPenetrationFlatEval !== undefined) {
var formula = obj.barrierPenetrationFlatEval;
value += this.getbarrierPenFlatEval(formula, c1, c2, c3, c4);
}
}
return value;
};
Game_Battler.prototype.getbarrierPenFlatEval = function(f1, c1, c2, c3, c4) {
if (f1 === '') return 0;
var flat = 0;
var item = c1;
var skill = c1;
var a = c2;
var user = c2;
var subject = c2;
var b = c3;
var target = c3;
var value = c4;
var damage = c4;
var s = $gameSwitches._data;
var v = $gameVariables._data;
try {
eval(f1);
} catch (e) {
Yanfly.Util.displayError(e, f1, 'BARRIER PEN FLAT CUSTOM CODE ERROR');
}
return flat;
};
if (Yanfly.Param.ABRDeath) {
Yanfly.ABR.Game_Battler_addState = Game_Battler.prototype.addState;
Game_Battler.prototype.addState = function(stateId) {
var deathState = (stateId === this.deathStateId());
var lifeState = this.isAlive();
Yanfly.ABR.Game_Battler_addState.call(this, stateId);
if (deathState && lifeState !== this.isAlive()) this.clearAbsorptionBarrier();
};
}; // Yanfly.Param.ABRDeath
Game_Battler.prototype.makeOnBattleStartBarrierPoints = function() {
var barriers = this.battleStartBarrierPoints();
var length = barriers.length;
for (var i = 0; i < length; ++i) {
var value = barriers[i] || 0;
this.gainBarrier(value, i);
}
};
Game_Battler.prototype.battleStartBarrierPoints = function() {
var array = [];
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj) this.makeBattleStartBarrierPoints(array, obj);
}
return array;
};
Game_Battler.prototype.makeBattleStartBarrierPoints = function(array, obj) {
if (obj.battleStartBarrierPoints !== undefined) {
var length = obj.battleStartBarrierPoints.length;
for (var i = 0; i < length; ++i) {
var iteration = obj.battleStartBarrierPoints[i] || 0;
array[i] = array[i] || 0;
array[i] += iteration;
}
}
if (obj.battleStartBarrierPointsEval !== undefined) {
var length = obj.battleStartBarrierPointsEval.length;
for (var i = 0; i < length; ++i) {
var formula = obj.battleStartBarrierPointsEval[i] || '';
array[i] = array[i] || 0;
array[i] += this.makeBattleStartBarrierPointsEval(formula);
}
}
return array;
};
Game_Battler.prototype.makeBattleStartBarrierPointsEval = function(formula) {
var value = 0;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
try {
eval(formula);
} catch (e) {
Yanfly.Util.displayError(e, formula, 'BARRIER START CUSTOM CODE ERROR');
}
return value;
};
Game_Battler.prototype.regenBarriers = function() {
var barriers = this.getRegenBarriers();
var length = barriers.length;
for (var i = 0; i < length; ++i) {
var value = barriers[i] || 0;
this.gainBarrier(value, i);
}
};
Game_Battler.prototype.getRegenBarriers = function() {
var array = [];
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
if (obj) this.makeRegenBarrierPoints(array, obj);
}
return array;
};
Game_Battler.prototype.makeRegenBarrierPoints = function(array, obj) {
if (obj.barrierRegen !== undefined) {
var length = obj.barrierRegen.length;
for (var i = 0; i < length; ++i) {
var iteration = obj.barrierRegen[i] || 0;
array[i] = array[i] || 0;
array[i] += iteration;
}
}
if (obj.barrierRegenEval !== undefined) {
var length = obj.barrierRegenEval.length;
for (var i = 0; i < length; ++i) {
var formula = obj.barrierRegenEval[i] || '';
array[i] = array[i] || 0;
array[i] += this.makeBattleStartBarrierPointsEval(formula);
}
}
};
Game_Battler.prototype.makeRegenBarrierPointsEval = function(formula) {
var value = 0;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
try {
eval(formula);
} catch (e) {
Yanfly.Util.displayError(e, formula, 'BARRIER REGEN CUSTOM CODE ERROR');
}
return value;
};
//=============================================================================
// Game_Actor
//=============================================================================
Yanfly.ABR.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
Yanfly.ABR.Game_Actor_setup.call(this, actorId);
this.clearAbsorptionBarrier();
};
Game_Actor.prototype.barrierPenetrationRate = function() {
var rate = 1 - Game_Battler.prototype.barrierPenetrationRate.call(this);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj && obj.barrierPenetrationRate !== undefined) {
rate *= (1 - obj.barrierPenetrationRate);
}
}
rate *= (1 - this.actor().barrierPenetrationRate);
rate *= (1 - this.currentClass().barrierPenetrationRate);
return 1 - rate;
};
Game_Actor.prototype.barrierPenetrationRateEval = function(c1, c2, c3, c4) {
var rate = 1 - Game_Battler.prototype.barrierPenetrationRateEval.call(this,
c1, c2, c3, c4);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj && obj.barrierPenetrationRateEval !== undefined) {
var formula = obj.barrierPenetrationRateEval;
rate *= (1 - this.getbarrierPenRateEval(formula, c1, c2, c3, c4));
}
}
var formula = this.actor().barrierPenetrationRateEval;
rate *= (1 - this.getbarrierPenRateEval(formula, c1, c2, c3, c4));
var formula = this.currentClass().barrierPenetrationRateEval;
rate *= (1 - this.getbarrierPenRateEval(formula, c1, c2, c3, c4));
return 1 - rate;
};
Game_Actor.prototype.barrierPenetrationFlat = function() {
var value = Game_Battler.prototype.barrierPenetrationFlat.call(this);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj && obj.barrierPenetrationFlat !== undefined) {
value += obj.barrierPenetrationFlat;
}
}
value += this.actor().barrierPenetrationFlat;
value += this.currentClass().barrierPenetrationFlat;
return value;
};
Game_Actor.prototype.barrierPenetrationFlatEval = function(c1, c2, c3, c4) {
var value = Game_Battler.prototype.barrierPenetrationFlatEval.call(this,
c1, c2, c3, c4);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj && obj.barrierPenetrationFlatEval !== undefined) {
var formula = obj.barrierPenetrationFlatEval;
value += this.getbarrierPenFlatEval(formula, c1, c2, c3, c4);
}
}
var formula = this.actor().barrierPenetrationFlatEval;
value += this.getbarrierPenFlatEval(formula, c1, c2, c3, c4);
var formula = this.currentClass().barrierPenetrationFlatEval;
value += this.getbarrierPenFlatEval(formula, c1, c2, c3, c4);
return value;
};
Game_Actor.prototype.battleStartBarrierPoints = function() {
var array = Game_Battler.prototype.battleStartBarrierPoints.call(this);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj) this.makeBattleStartBarrierPoints(array, obj);
}
this.makeBattleStartBarrierPoints(array, this.actor());
this.makeBattleStartBarrierPoints(array, this.currentClass());
return array;
};
Game_Actor.prototype.getRegenBarriers = function() {
var array = Game_Battler.prototype.getRegenBarriers.call(this);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
if (obj) this.makeRegenBarrierPoints(array, obj);
}
this.makeRegenBarrierPoints(array, this.actor());
this.makeRegenBarrierPoints(array, this.currentClass());
return array;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.barrierPenetrationRate = function() {
var rate = 1 - Game_Battler.prototype.barrierPenetrationRate.call(this);
rate *= (1 - this.enemy().barrierPenetrationRate);
return 1 - rate;
};
Game_Enemy.prototype.barrierPenetrationRateEval = function(c1, c2, c3, c4) {
var rate = 1 - Game_Battler.prototype.barrierPenetrationRateEval.call(this,
c1, c2, c3, c4);
var formula = this.enemy().barrierPenetrationRateEval;
rate *= (1 - this.getbarrierPenRateEval(formula, c1, c2, c3, c4));
return 1 - rate;
};
Game_Enemy.prototype.barrierPenetrationFlat = function() {
var value = Game_Battler.prototype.barrierPenetrationFlat.call(this);
value += this.enemy().barrierPenetrationFlat;
return value;
};
Game_Enemy.prototype.barrierPenetrationFlatEval = function(c1, c2, c3, c4) {
var value = Game_Battler.prototype.barrierPenetrationFlatEval.call(this,
c1, c2, c3, c4);
var formula = this.enemy().barrierPenetrationFlatEval;
value += this.getbarrierPenFlatEval(formula, c1, c2, c3, c4);
return value;
};
Game_Enemy.prototype.battleStartBarrierPoints = function() {
var array = Game_Battler.prototype.battleStartBarrierPoints.call(this);
this.makeBattleStartBarrierPoints(array, this.enemy());
return array;
};
Game_Enemy.prototype.getRegenBarriers = function() {
var array = Game_Battler.prototype.getRegenBarriers.call(this);
this.makeRegenBarrierPoints(array, this.enemy());
return array;
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.ABR.Game_Action_applyItemUserEffect =
Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
Yanfly.ABR.Game_Action_applyItemUserEffect.call(this, target);
if (this.item()) this.applyItemBarrierEffect(target);
};
Game_Action.prototype.applyItemBarrierEffect = function(target) {
var item = this.item();
if (target) this.gainBarrierBonus(target, true);
this.gainBarrierBonus(this.subject(), false);
};
Game_Action.prototype.gainBarrierBonus = function(target, isTarget) {
var item = this.item();
var barriers = isTarget ? item.targetBarrier : item.userBarrier;
var evalBarriers = isTarget ? item.targetBarrierEval : item.userBarrierEval;
var length = Math.max(barriers.length, evalBarriers.length);
if (length <= 0) return;
for (var i = 0; i < length; ++i) {
var t = i;
if (t > 0 && target === this.subject()) t += 1;
var value = barriers[i] || 0;
value += target.gainBarrierEval(evalBarriers[i] || '', t, this.subject(),
target);
if (value > 0) {
target.gainBarrier(value, t);
} else if (value < 0) {
target.loseBarrierTurn(value, t);
}
}
target.refresh();
};
Yanfly.ABR.Game_Action_executeHpDamage = Game_Action.prototype.executeHpDamage;
Game_Action.prototype.executeHpDamage = function(target, value) {
var barrier = false;
if (this.isAffectBarrierPoints(target, value)) {
barrier = true;
var penRate = this.calcBarrierPenetrationRate(target, value);
var penFlat = this.calcBarrierPenetrationFlat(target, value);
value = target.loseBarrier(value, penRate, penFlat);
}
Yanfly.ABR.Game_Action_executeHpDamage.call(this, target, value);
if (Yanfly.Param.ABRDisplay0) return;
if (barrier && target && target._result.hpDamage === 0) {
target._result.hpAffected = false;
}
};
Game_Action.prototype.isAffectBarrierPoints = function(target, value) {
if (value <= 0) return false;
return target.barrierPoints() > 0;
};
Game_Action.prototype.calcBarrierPenetrationRate = function(target, value) {
var value = 1 - this.item().barrierPenetrationRate;
value *= 1 - this.barrierPenetrationRateEval(target, value);
value *= 1 - this.subject().barrierPenetrationRate();
value *= 1 - this.subject().barrierPenetrationRateEval(this, this.subject(),
target, value);
return value.clamp(0, 1);
};
Game_Action.prototype.barrierPenetrationRateEval = function(target, value) {
var item = this.item();
if (item.barrierPenetrationRateEval === '') return 0;
var rate = 0;
var skill = item;
var a = this.subject();
var user = this.subject();
var subject = this.subject();
var b = target;
var damage = value;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.barrierPenetrationRateEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'BARRIER PEN RATE CUSTOM CODE ERROR');
}
return rate;
};
Game_Action.prototype.calcBarrierPenetrationFlat = function(target, value) {
var value = this.item().barrierPenetrationFlat;
value += this.barrierPenetrationFlatEval(target, value);
value += this.subject().barrierPenetrationFlat();
value += this.subject().barrierPenetrationFlatEval(this, this.subject(),
target, value);
return value.clamp(0, target.barrierPoints());
};
Game_Action.prototype.barrierPenetrationFlatEval = function(target, value) {
var item = this.item();
if (item.barrierPenetrationFlatEval === '') return 0;
var flat = 0;
var a = this.subject();
var user = this.subject();
var subject = this.subject();
var b = target;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.barrierPenetrationFlatEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'BARRIER PEN FLAT CUSTOM CODE ERROR');
}
return flat;
};
//=============================================================================
// Sprite_Damage
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
Yanfly.ABR.Sprite_Damage_setup = Sprite_Damage.prototype.setup;
Sprite_Damage.prototype.setup = function(target) {
var result = target._damagePopup[0];
Yanfly.ABR.Sprite_Damage_setup.call(this, target);
if (result._barrierAffected) this.setupBarrierEffect();
};
} // Imported.YEP_BattleEngineCore
Sprite_Damage.prototype.setupBarrierEffect = function() {
this._flashColor = Yanfly.Param.ABRPop.slice();
this._flashDuration = 180;
};
//=============================================================================
// Window_Base
//=============================================================================
Window_Base.prototype.drawActorHp = function(actor, wx, wy, ww) {
ww = ww || 186;
var color1 = this.hpGaugeColor1();
var color2 = this.hpGaugeColor2();
if (actor.barrierPoints() > 0) {
ww = this.drawBarrierGauge(actor, wx, wy, ww);
} else {
this.drawGauge(wx, wy, ww, actor.hpRate(), color1, color2);
}
this.changeTextColor(this.systemColor());
this.drawText(TextManager.hpA, wx, wy, 44);
var c1 = this.hpColor(actor);
var c2 = this.normalColor();
this.drawCurrentAndMax(actor.hp, actor.mhp, wx, wy, ww, c1, c2);
};
Window_Base.prototype.barrierColor1 = function() {
return this.textColor(Yanfly.Param.ABRColor1);
};
Window_Base.prototype.barrierColor2 = function() {
return this.textColor(Yanfly.Param.ABRColor2);
};
Window_Base.prototype.drawBarrierGauge = function(actor, wx, wy, ww) {
if (actor.hp + actor.barrierPoints() > actor.mhp) {
var max = actor.mhp + actor.barrierPoints();
var rate1 = actor.hp / max;
} else {
var max = actor.mhp;
var rate1 = actor.hpRate();
}
var rate2 = (actor.barrierPoints() + actor.hp) / max;
var color1 = this.barrierColor1();
var color2 = this.barrierColor2();
this.drawGauge(wx, wy, ww, rate2, color1, color2);
var color1 = this.hpGaugeColor1();
var color2 = this.hpGaugeColor2();
var ww2 = ww * rate1;
this.drawGauge(wx, wy, ww2, 1, color1, color2);
return ww;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
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();
}
}
};
//=============================================================================
// End of File
//=============================================================================