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ycrpg/js/plugins/YEP_ElementCore.js

777 lines
31 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Element Core
// YEP_ElementCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_ElementCore = true;
var Yanfly = Yanfly || {};
Yanfly.Ele = Yanfly.Ele || {};
//=============================================================================
/*:
* @plugindesc v1.02 元素核心
* @author Yanfly Engine Plugins
*
* @param Multi-Element Rulings
* @desc If a skill/item has multiple elements, then use these rules:
* 0 - Lowest; 1 - Add; 2 - Multiply; 3 - Highest; 4 - Average
* @default 2
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 元素控制在RPG Maker MV里面是非常缺乏的我们很难明白多少类型的元素被触
* 我们有时候在某些方面只能凭直觉判断这个插件可以让你的技能或者物品
* 有多个元素属性战斗者可以吸收反弹或者增强伤害等
*
* 如果你使用了 Element Reflect和Element Absorb插件请关闭他们不用担心
* 会有什么影响这个插件使用了和他们一样的标签命令
*
* 如果你使用了Battle Engine Core请把这个插件放在它下面来获得更多功能特
*
*
* 如果你使用了Damage Core把这个插件放在它下面来提高兼容性
*
* ============================================================================
* Notetags
* ============================================================================
*
* 你可以使用下面标签来调整数据库里和元素相关的内容.
*
* Skill and Item Notetags
*
* <Bypass Element Reflect> 忽略元素反弹
* - Allows this skill/item to ignore elemental reflect properties. This will
* not bypass reflect properties as a whole, however.
*
* <Multiple Elements: x>
* <Multiple Elements: x to y>
* <Multiple Elements: x, x, x>
* <Multiple Elements: name, name, name>
* - This adds elements x (or name) to the skill/item in addition to the
* skill/item's current element. Skills and items with multiple elements will
* follow the Multi-Element Rule when calculating damage rate. Insert more of
* this notetag to insert more elements.
* 给技能或者物品增加元素种类他们将会服从混合元素规则
*
* <Multi-Element Rule: Lowest>
* <Multi-Element Rule: Add>
* <Multi-Element Rule: Multiply>
* <Multi-Element Rule: Highest>
* <Multi-Element Rule: Average>
* - This allows you to set the rule for this skill/item if it has multiple
* elements. Either the lowest rate, the additive sum of all rates, the
* multiplicative product of all rates, or the highest rate will be used. If
* average is used, it will be the average of all element rates.
* - 如果该技能/物品有多个元素则允许您为其设置规则
* 将使用最低利率所有利率的加法和所有利率的乘积或最高利率
* 如果使用平均值它将是所有元素比率的平均值
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
* <Element Absorb: x>
* <Element Absorb: x, x, x>
* <Element Absorb: name>
* <Element Absorb: name, name, name>
* 设置元素吸收当某个元素被吸收时比率将会下降200%而不是仅仅是个倒数
* 这意味着抵抗力强的将吸收更多伤害抵抗力弱的吸收较少伤害最小值是
* 0.01%.
*
* <Element Reflect x: +y%>
* <Element Reflect x: -y%>
* <Element Reflect name: +y%>
* <Element Reflect name: -y%>
* - 设置元素反射如果技能或者物品有多个元素反射率会叠加
*
* <Element Magnify x: +y%>
* <Element Magnify x: -y%>
* <Element Magnify name: +y%>
* <Element Magnify name: -y%>
* - 设置元素吸收如果技能或者物品有多个元素增强率会叠加.
*
* <Element Amplify x: +y%>
* <Element Amplify x: -y%>
* <Element Amplify name: +y%>
* <Element Amplify name: -y%>
* -设置元素增强增加自身造成的特定元素伤害如果技能或者物品有多个元素增强率会叠加
*
* <Element Null>
* -设置无元素但是这并不会忽略战斗序列里面的强制元素
*
* <Force Element x Rate: y%>
* <Force Element name Rate: y%>
* -设置强制元素这个的优先级为状态装备职业角色或敌群如果y是负值
* 则该元素会被吸收
*
* ============================================================================
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
* ============================================================================
*
* 如果你使用了YEP_BattleEngineCore你可以使用下面的命令.
*
*=============================================================================
* ADD ELEMENT: X
* ADD ELEMENT: X, X, X
* ADD ELEMENT: NAME
* ADD ELEMENT: NAME, NAME, NAME
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 这会增加元素
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: add element: 4
* add element: 5, 6, 7
* add element: fire
* add element: ice, wind, water
*=============================================================================
*
*=============================================================================
* CLEAR ELEMENT
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* This will clear any ___ Element action sequence settings and revert element
* calculation back to normal.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: clear element
*=============================================================================
*
*=============================================================================
* FORCE ELEMENT: X
* FORCE ELEMENT: X, X, X
* FORCE ELEMENT: NAME
* FORCE ELEMENT: NAME, NAME, NAME
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 除了额外自定义的元素计算公式这会覆盖元素设置
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: force element: 4
* force element: 5, 6, 7
* force element: fire
* force element: ice, wind, water
*=============================================================================
*
*=============================================================================
* NULL ELEMENT
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 这会强制元素为空
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: null element
*=============================================================================
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.02:
* - Added <Element x Magnify: +y%>, <Element x Magnify: -y%> notetags. These
* notetags different from the Amplify counterparts in a way where the Amplify
* notetags will shift the element rate additively. These will alter the rate
* multiplicatively.
*
* Version 1.01:
* - Optimized element rate calculation where if no elements are present, then
* damage rate will default to 100%.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters("YEP_ElementCore");
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.EleMultiRule = Number(Yanfly.Parameters["Multi-Element Rulings"]);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Ele.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!Yanfly.Ele.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_ElementCore) {
this.processElementNotetagsSys($dataSystem);
this.processElementNotetags1($dataSkills);
this.processElementNotetags1($dataItems);
this.processElementNotetags2($dataActors);
this.processElementNotetags2($dataClasses);
this.processElementNotetags2($dataEnemies);
this.processElementNotetags2($dataWeapons);
this.processElementNotetags2($dataArmors);
this.processElementNotetags2($dataStates);
Yanfly._loaded_YEP_ElementCore = true;
}
return true;
};
DataManager.processElementNotetagsSys = function (group) {
Yanfly.ElementIdRef = {};
for (var i = 1; i < group.elements.length; ++i) {
var name = group.elements[i].toUpperCase();
name = name.replace(/\\I\[(\d+)\]/gi, "");
Yanfly.ElementIdRef[name] = i;
}
};
DataManager.processElementNotetags1 = function (group) {
var noteA1 = /<MULTIPLE ELEMENTS:[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var noteA2 = /<MULTIPLE ELEMENTS:[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var noteA3 = /<MULTIPLE ELEMENTS:[ ](.*)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.elementMultiRule = Yanfly.Param.EleMultiRule;
obj.multipleElements = [];
obj.bypassElementReflect = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<MULTI-ELEMENT RULE:[ ]LOWEST>/i)) {
obj.elementMultiRule = 0;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]ADD>/i)) {
obj.elementMultiRule = 1;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]MULTIPLY>/i)) {
obj.elementMultiRule = 2;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]HIGHEST>/i)) {
obj.elementMultiRule = 3;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]AVERAGE>/i)) {
obj.elementMultiRule = 4;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ](.*)>/i)) {
obj.elementMultiRule = String(RegExp.$1);
} else if (line.match(noteA1)) {
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
obj.multipleElements = obj.multipleElements.concat(array);
} else if (line.match(noteA2)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
obj.multipleElements = obj.multipleElements.concat(range);
} else if (line.match(noteA3)) {
var text = String(RegExp.$1);
var array = text.split(",");
var length = array.length;
for (var j = 0; j < length; ++j) {
var name = array[j].toUpperCase().trim();
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.multipleElements.push(id);
}
}
} else if (line.match(/<(?:BYPASS ELEMENT REFLECT)>/i)) {
obj.bypassElementReflect = true;
}
}
}
};
DataManager.processElementNotetags2 = function (group) {
var noteA1 = /<(?:ELEMENT ABSORB):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var noteB1 = /<(?:ELEMENT REFLECT)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteB2 = /<(?:ELEMENT REFLECT)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteC1 = /<(?:ELEMENT AMPLIFY)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteC2 = /<(?:ELEMENT AMPLIFY)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteC3 = /<(?:ELEMENT MAGNIFY)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteC4 = /<(?:ELEMENT MAGNIFY)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteD1 = /<FORCE ELEMENT[ ](\d+)[ ]RATE:[ ](\d+)([%])>/i;
var noteD2 = /<FORCE ELEMENT[ ](\d+)[ ]RATE:[ ]-(\d+)([%])>/i;
var noteD3 = /<FORCE ELEMENT[ ](.*)[ ]RATE:[ ](\d+)([%])>/i;
var noteD4 = /<FORCE ELEMENT[ ](.*)[ ]RATE:[ ]-(\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.elementAbsorb = [];
obj.elementReflect = {};
obj.elementAmplify = {};
obj.elementMagnify = {};
obj.elementNull = false;
obj.elementForcedRate = {};
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:ELEMENT ABSORB):[ ]*(\d+(?:\s*,\s*\d+)*)>/i)) {
var array = JSON.parse("[" + RegExp.$1.match(/\d+/g) + "]");
obj.elementAbsorb = obj.elementAbsorb.concat(array);
} else if (line.match(noteA1)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1), parseInt(RegExp.$2));
obj.elementAbsorb = obj.elementAbsorb.concat(range);
} else if (line.match(/<(?:ELEMENT ABSORB):[ ](.*)>/i)) {
var text = String(RegExp.$1);
var array = text.split(",");
var length = array.length;
for (var j = 0; j < length; ++j) {
var name = array[j].toUpperCase().trim();
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementAbsorb.push(id);
}
}
} else if (line.match(noteB1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementReflect[elementId] = rate;
} else if (line.match(noteB2)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementReflect[id] = rate;
}
} else if (line.match(noteC1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementAmplify[elementId] = rate;
} else if (line.match(noteC2)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementAmplify[id] = rate;
}
} else if (line.match(noteC3)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementMagnify[elementId] = rate;
} else if (line.match(noteC4)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementMagnify[id] = rate;
}
} else if (line.match(/<(?:ELEMENT NULL)>/i)) {
obj.elementNull = true;
} else if (line.match(noteD1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementForcedRate[elementId] = rate;
} else if (line.match(noteD2)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementForcedRate[elementId] = rate * -1;
} else if (line.match(noteD3)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementForcedRate[id] = rate;
}
} else if (line.match(noteD4)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementForcedRate[id] = rate * -1;
}
}
}
}
};
//=============================================================================
// BattleManager
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
Yanfly.Ele.BattleManager_processActionSequence = BattleManager.processActionSequence;
BattleManager.processActionSequence = function (actionName, actionArgs) {
// ADD ELEMENT: X
if (actionName === "ADD ELEMENT") {
return this.actionAddElement(actionArgs);
}
// CLEAR ELEMENT
if (actionName === "CLEAR ELEMENT") {
return this.actionClearElement();
}
// FORCE ELEMENT: X
if (actionName === "FORCE ELEMENT") {
return this.actionForceElement(actionArgs);
}
// FORCE ELEMENT
if (actionName === "NULL ELEMENT") {
return this.actionNullElement();
}
return Yanfly.Ele.BattleManager_processActionSequence.call(this, actionName, actionArgs);
};
BattleManager.actionAddElement = function (actionArgs) {
if (!actionArgs) return;
var array = [];
var length = actionArgs.length;
for (var i = 0; i < length; ++i) {
var ele = actionArgs[i].toUpperCase().trim();
if (ele.match(/(\d+)/i)) {
array.push(parseInt(RegExp.$1));
} else if (Yanfly.ElementIdRef[ele]) {
array.push(Yanfly.ElementIdRef[ele]);
}
}
$gameTemp._addedElements = array;
return true;
};
BattleManager.actionClearElement = function () {
$gameTemp._addedElements = undefined;
$gameTemp._forcedElements = undefined;
return true;
};
BattleManager.actionForceElement = function (actionArgs) {
if (!actionArgs) return;
var array = [];
var length = actionArgs.length;
for (var i = 0; i < length; ++i) {
var ele = actionArgs[i].toUpperCase().trim();
if (ele.match(/(\d+)/i)) {
array.push(parseInt(RegExp.$1));
} else if (Yanfly.ElementIdRef[ele]) {
array.push(Yanfly.ElementIdRef[ele]);
}
}
$gameTemp._forcedElements = array;
return true;
};
BattleManager.actionNullElement = function () {
$gameTemp._forcedElements = [];
return true;
};
} // Imported.YEP_BattleEngineCore
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.Ele.Game_BtlrBase_elementRate = Game_BattlerBase.prototype.elementRate;
Game_BattlerBase.prototype.elementRate = function (elementId) {
var rate = this.forcedElementRate(elementId);
if (rate !== undefined) return rate;
var result = Yanfly.Ele.Game_BtlrBase_elementRate.call(this, elementId);
if (this.isAbsorbElement(elementId) && result > 0) {
result = Math.min(result - 2.0, -0.01);
}
return result;
};
Game_BattlerBase.prototype.getObjElementReflectRate = function (obj, elementId) {
if (!obj) return 0;
if (!obj.elementReflect) return 0;
return obj.elementReflect[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementAmplifyRate = function (obj, elementId) {
if (!obj) return 0;
if (!obj.elementAmplify) return 0;
return obj.elementAmplify[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementMagnifyRate = function (obj, elementId) {
if (!obj) return 0;
if (!obj.elementMagnify) return 0;
return obj.elementMagnify[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementForcedRate = function (obj, elementId) {
if (!obj) return undefined;
if (!obj.elementForcedRate) return undefined;
return obj.elementForcedRate[elementId] || undefined;
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.isAbsorbElement = function (elementId) {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (!state.elementAbsorb) continue;
if (state.elementAbsorb.contains(elementId)) return true;
}
return false;
};
Game_Battler.prototype.elementReflectRate = function (elementId) {
var rate = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementReflectRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.elementAmplifyRate = function (elementId) {
var rate = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementAmplifyRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.elementMagnifyRate = function (elementId) {
var rate = 1;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementMagnifyRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.isNullElement = function () {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
if (state && state.elementNull) return true;
}
return false;
};
Game_Battler.prototype.forcedElementRate = function (elementId) {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
var rate = this.getObjElementForcedRate(state, elementId);
if (rate !== undefined) return rate;
}
return undefined;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.isAbsorbElement = function (elementId) {
if (this.actor().elementAbsorb.contains(elementId)) return true;
if (this.currentClass().elementAbsorb.contains(elementId)) return true;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (!equip.elementAbsorb) continue;
if (equip.elementAbsorb.contains(elementId)) return true;
}
return Game_Battler.prototype.isAbsorbElement.call(this, elementId);
};
Game_Actor.prototype.elementReflectRate = function (elementId) {
var rate = Game_Battler.prototype.elementReflectRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementReflectRate(obj, elementId);
}
rate += this.getObjElementReflectRate(this.actor(), elementId);
rate += this.getObjElementReflectRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.elementAmplifyRate = function (elementId) {
var rate = Game_Battler.prototype.elementAmplifyRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementAmplifyRate(obj, elementId);
}
rate += this.getObjElementAmplifyRate(this.actor(), elementId);
rate += this.getObjElementAmplifyRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.elementMagnifyRate = function (elementId) {
var rate = Game_Battler.prototype.elementMagnifyRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementMagnifyRate(obj, elementId);
}
rate += this.getObjElementMagnifyRate(this.actor(), elementId);
rate += this.getObjElementMagnifyRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.isNullElement = function () {
if (this.actor().elementNull) return true;
if (this.currentClass().elementNull) return true;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (equip && equip.elementNull) return true;
}
return Game_Battler.prototype.isNullElement.call(this);
};
Game_Actor.prototype.forcedElementRate = function (elementId) {
var rate = Game_Battler.prototype.forcedElementRate.call(this, elementId);
if (rate !== undefined) return rate;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
rate = this.getObjElementForcedRate(equip, elementId);
if (rate !== undefined) return rate;
}
rate = this.getObjElementForcedRate(this.currentClass(), elementId);
if (rate !== undefined) return rate;
rate = this.getObjElementForcedRate(this.actor(), elementId);
if (rate !== undefined) return rate;
return undefined;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.isAbsorbElement = function (elementId) {
if (this.enemy().elementAbsorb.contains(elementId)) return true;
return Game_Battler.prototype.isAbsorbElement.call(this, elementId);
};
Game_Enemy.prototype.elementReflectRate = function (elementId) {
var rate = Game_Battler.prototype.elementReflectRate.call(this, elementId);
rate += this.getObjElementReflectRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.elementAmplifyRate = function (elementId) {
var rate = Game_Battler.prototype.elementAmplifyRate.call(this, elementId);
rate += this.getObjElementAmplifyRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.elementMagnifyRate = function (elementId) {
var rate = Game_Battler.prototype.elementMagnifyRate.call(this, elementId);
rate += this.getObjElementMagnifyRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.isNullElement = function () {
if (this.enemy().elementNull) return true;
return Game_Battler.prototype.isNullElement.call(this);
};
Game_Enemy.prototype.forcedElementRate = function (elementId) {
var rate = Game_Battler.prototype.forcedElementRate.call(this, elementId);
if (rate !== undefined) return rate;
rate = this.getObjElementForcedRate(this.enemy(), elementId);
if (rate !== undefined) return rate;
return undefined;
};
//=============================================================================
// Game_Action
//=============================================================================
Game_Action.prototype.getItemElements = function () {
if ($gameTemp._forcedElements !== undefined) {
return $gameTemp._forcedElements.filter(Yanfly.Util.onlyUnique);
}
if (this.subject().isNullElement()) return [];
var elements = [];
if (this.item().damage.elementId < 0) {
Yanfly.Util.extend(elements, this.subject().attackElements());
} else if (this.item().damage.elementId > 0) {
elements.push(this.item().damage.elementId);
}
Yanfly.Util.extend(elements, this.item().multipleElements);
if ($gameTemp._addedElements !== undefined) {
Yanfly.Util.extend(elements, $gameTemp._addedElements);
}
return elements.filter(Yanfly.Util.onlyUnique);
};
Game_Action.prototype.calcElementRate = function (target) {
if (!this.item()) return 1;
var finalRate;
var elements = this.getItemElements();
if (elements.length < 1) return 1.0;
var rule = this.item().elementMultiRule;
var average = 0;
while (elements.length > 0) {
var elementId = elements.shift();
var eleRate = target.elementRate(elementId);
eleRate *= Math.max(0, this.subject().elementMagnifyRate(elementId));
var absorbed = eleRate < 0;
eleRate += this.subject().elementAmplifyRate(elementId);
if (rule === 0) {
// Lowest Rate
finalRate = finalRate || eleRate;
finalRate = Math.min(finalRate, eleRate);
} else if (rule === 1) {
// Additive
finalRate = finalRate || 1.0;
eleRate -= 1.0;
finalRate += eleRate;
} else if (rule === 2) {
// Multiplicative
finalRate = finalRate || 1.0;
finalRate *= Math.abs(eleRate);
if (eleRate < 0) finalRate = Math.abs(finalRate) * -1;
} else if (rule === 3) {
// Highest
finalRate = finalRate || eleRate;
finalRate = Math.max(finalRate, eleRate);
} else if (rule === 4) {
// Average
finalRate = finalRate || 0;
finalRate += eleRate;
average += 1;
} else {
finalRate = this.calcElementRateRule(target, elementId, finalRate, eleRate, rule);
}
}
if (rule === 4) finalRate /= Math.max(1, average);
if (finalRate === undefined) finalRate = 1.0;
return finalRate;
};
Game_Action.prototype.calcElementRateRule = function (target, elementId, finalRate, eleRate, rule) {
return finalRate;
};
Yanfly.Ele.Game_Action_itemMrf = Game_Action.prototype.itemMrf;
Game_Action.prototype.itemMrf = function (target) {
var rate = Yanfly.Ele.Game_Action_itemMrf.call(this, target);
if (this.item().bypassElementReflect) return rate;
var elements = this.getItemElements();
while (elements.length > 0) {
var elementId = elements.shift();
rate += target.elementReflectRate(elementId);
}
return rate;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.getRange = function (n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
Yanfly.Util.extend = function (mainArray, otherArray) {
otherArray.forEach(function (i) {
mainArray.push(i);
}, this);
};
Yanfly.Util.onlyUnique = function (value, index, self) {
return self.indexOf(value) === index;
};
//=============================================================================
// End of File
//=============================================================================