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JavaScript

2 years ago
//=============================================================================
// Yanfly Engine Plugins - Taunt
// YEP_Taunt.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_Taunt = true;
var Yanfly = Yanfly || {};
Yanfly.Taunt = Yanfly.Taunt || {};
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Yanfly.Taunt.version = 1.02
//=============================================================================
/*:
2 years ago
* @plugindesc v1.02 Adds a Taunt mechanic to battle. Battlers with a
* taunt property become the target of enemy focus.
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
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* Taunts add a new mechanic to battle. Whenever a unit has a member with a
* taunt trait, the opposing unit's single target attacks and skills must focus
* on the taunting unit. This adds aggro control for either unit and can add a
* new level of depth for battle. Taunts are divided up into physical, magical,
* and certain hit taunts which respectively aggro physical actions, magical
* actions, and certain hit actions.
*
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* If there are multiple users with taunt, the rival party can select which
* taunt user to attack. This is to prevent a lockdown caused by a rival unit
* making the battle impossible to progress.
*
* ============================================================================
* Notetags
* ============================================================================
*
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* The following are some notetags you can use to add taunt traits to your
* various database objects.
*
* Actor, Class, Weapon, Armor, State, Enemy Notetags:
* <Physical Taunt>
* <Magical Taunt>
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* <Certain Taunt>
* These three notetags enable the database object of choice to have the
* respective taunt mechanic against those types of actions. Physical taunts
* will cause the user to aggro all physical type of actions from the rival
* team. The same goes for magical taunts and certain taunts of their nature.
*
* <Null Physical Taunt>
* <Null Magical Taunt>
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* <Null Certain Taunt>
* This nullifies the respective taunt trait on the user (not the attacker).
* What this means is if a user originally has taunt through some form or
* means, having a null taunt trait applied will remove that taunt effect and
* the user will be treated as a normal target.
*
* <Ignore Physical Taunt>
* <Ignore Magical Taunt>
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* <Ignore Certain Taunt>
* This allows an attacker with this trait to ignore any taunts of the
* respective nature and gain access to all possible targets as if no taunts
* are in place.
*
* Skill and Item Notetag:
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* <Bypass Taunt>
* This causes this skill/item to ignore taunts altogether and the skill/item
* is able to select single targets as if no taunts existed on the field.
*
* ============================================================================
* Changelog
* ============================================================================
*
2 years ago
* Version 1.02:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.01:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Taunt.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Taunt.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_Taunt) {
this.processTauntNotetags1($dataActors);
this.processTauntNotetags1($dataClasses);
this.processTauntNotetags1($dataWeapons);
this.processTauntNotetags1($dataArmors);
this.processTauntNotetags1($dataStates);
this.processTauntNotetags1($dataEnemies);
this.processTauntNotetags2($dataSkills);
this.processTauntNotetags2($dataEnemies);
Yanfly._loaded_YEP_Taunt = true;
}
return true;
};
DataManager.processTauntNotetags1 = function(group) {
var note1 = /<(?:PHYSICAL TAUNT)>/i;
var note2 = /<(?:MAGICAL TAUNT)>/i;
var note3 = /<(?:CERTAIN TAUNT)>/i;
var note4 = /<(?:NULL PHYSICAL TAUNT)>/i;
var note5 = /<(?:NULL MAGICAL TAUNT)>/i
var note6 = /<(?:NULL CERTAIN TAUNT)>/i
var note7 = /<(?:IGNORE PHYSICAL TAUNT)>/i
var note8 = /<(?:IGNORE MAGICAL TAUNT)>/i
var note9 = /<(?:IGNORE CERTAIN TAUNT)>/i
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.physTaunt = false;
obj.magicTaunt = false;
obj.certainTaunt = false;
obj.nullPhysTaunt = false;
obj.nullMagicTaunt = false;
obj.nullCertainTaunt = false;
obj.ignorePhysTaunt = false;
obj.ignoreMagicTaunt = false;
obj.ignoreCertainTaunt = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.physTaunt = true;
} else if (line.match(note2)) {
obj.magicTaunt = true;
} else if (line.match(note3)) {
obj.certainTaunt = true;
} else if (line.match(note4)) {
obj.nullPhysTaunt = true;
} else if (line.match(note5)) {
obj.nullMagicTaunt = true;
} else if (line.match(note6)) {
obj.nullCertainTaunt = true;
} else if (line.match(note7)) {
obj.ignorePhysTaunt = true;
} else if (line.match(note8)) {
obj.ignoreMagicTaunt = true;
} else if (line.match(note9)) {
obj.ignoreCertainTaunt = true;
}
}
}
};
DataManager.processTauntNotetags2 = function(group) {
var note1 = /<(?:BYPASS TAUNT)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.bypassTaunt = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.bypassTaunt = true;
}
}
}
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Game_BattlerBase.prototype.tauntPhysical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.physTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.tauntMagical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.magicTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.tauntCertain = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.certainTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.nullTauntPhysical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.nullPhysTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.nullTauntMagical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.nullMagicTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.nullTauntCertain = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.nullCertainTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.ignoreTauntPhysical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.ignorePhysTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.ignoreTauntMagical = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.ignoreMagicTaunt) return true;
}
return false;
};
Game_BattlerBase.prototype.ignoreTauntCertain = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (state.ignoreCertainTaunt) return true;
}
return false;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.tauntPhysical = function() {
if (this.nullTauntPhysical()) return false;
if (this.actor().physTaunt) return true;
if (this.currentClass().physTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.physTaunt) return true;
}
return Game_BattlerBase.prototype.tauntPhysical.call(this);
};
Game_Actor.prototype.tauntMagical = function() {
if (this.nullTauntMagical()) return false;
if (this.actor().magicTaunt) return true;
if (this.currentClass().magicTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.magicTaunt) return true;
}
return Game_BattlerBase.prototype.tauntMagical.call(this);
};
Game_Actor.prototype.tauntCertain = function() {
if (this.nullTauntCertain()) return false;
if (this.actor().certainTaunt) return true;
if (this.currentClass().certainTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.certainTaunt) return true;
}
return Game_BattlerBase.prototype.tauntCertain.call(this);
};
Game_Actor.prototype.nullTauntPhysical = function() {
if (this.actor().nullPhysTaunt) return true;
if (this.currentClass().nullPhysTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.nullPhysTaunt) return true;
}
return Game_BattlerBase.prototype.nullTauntPhysical.call(this);
};
Game_Actor.prototype.nullTauntMagical = function() {
if (this.actor().nullMagicTaunt) return true;
if (this.currentClass().nullMagicTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.nullMagicTaunt) return true;
}
return Game_BattlerBase.prototype.nullTauntMagical.call(this);
};
Game_Actor.prototype.nullTauntCertain = function() {
if (this.actor().nullCertainTaunt) return true;
if (this.currentClass().nullCertainTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.nullCertainTaunt) return true;
}
return Game_BattlerBase.prototype.nullTauntCertain.call(this);
};
Game_Actor.prototype.ignoreTauntPhysical = function() {
if (this.actor().ignorePhysTaunt) return true;
if (this.currentClass().ignorePhysTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.ignorePhysTaunt) return true;
}
return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this);
};
Game_Actor.prototype.ignoreTauntMagical = function() {
if (this.actor().ignoreMagicTaunt) return true;
if (this.currentClass().ignoreMagicTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.ignoreMagicTaunt) return true;
}
return Game_BattlerBase.prototype.ignoreTauntMagical.call(this);
};
Game_Actor.prototype.ignoreTauntCertain = function() {
if (this.actor().ignoreCertainTaunt) return true;
if (this.currentClass().ignoreCertainTaunt) return true;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (equip && equip.ignoreCertainTaunt) return true;
}
return Game_BattlerBase.prototype.ignoreTauntCertain.call(this);
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.tauntPhysical = function() {
if (this.nullTauntPhysical()) return false;
if (this.enemy().physTaunt) return true;
return Game_BattlerBase.prototype.tauntPhysical.call(this);
};
Game_Enemy.prototype.tauntMagical = function() {
if (this.nullTauntMagical()) return false;
if (this.enemy().magicTaunt) return true;
return Game_BattlerBase.prototype.tauntMagical.call(this);
};
Game_Enemy.prototype.tauntCertain = function() {
if (this.nullTauntCertain()) return false;
if (this.enemy().certainTaunt) return true;
return Game_BattlerBase.prototype.tauntCertain.call(this);
};
Game_Enemy.prototype.nullTauntPhysical = function() {
if (this.enemy().nullPhysTaunt) return true;
return Game_BattlerBase.prototype.nullTauntPhysical.call(this);
};
Game_Enemy.prototype.nullTauntMagical = function() {
if (this.enemy().nullMagicTaunt) return true;
return Game_BattlerBase.prototype.nullTauntMagical.call(this);
};
Game_Enemy.prototype.nullTauntCertain = function() {
if (this.enemy().nullCertainTaunt) return true;
return Game_BattlerBase.prototype.nullTauntCertain.call(this);
};
Game_Enemy.prototype.ignoreTauntPhysical = function() {
if (this.enemy().ignorePhysTaunt) return true;
return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this);
};
Game_Enemy.prototype.ignoreTauntMagical = function() {
if (this.enemy().ignoreMagicTaunt) return true;
return Game_BattlerBase.prototype.ignoreTauntMagical.call(this);
};
Game_Enemy.prototype.ignoreTauntCertain = function() {
if (this.enemy().nullCertainTaunt) return true;
return Game_BattlerBase.prototype.ignoreTauntCertain.call(this);
};
//=============================================================================
// Game_Unit
//=============================================================================
Yanfly.Taunt.Game_Unit_aliveMembers = Game_Unit.prototype.aliveMembers;
Game_Unit.prototype.aliveMembers = function() {
if (this._inBattle && $gameTemp._taunt) return this.tauntMembers();
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
};
Game_Unit.prototype.physicalTauntMembers = function() {
return this.members().filter(function(member) {
return member.isAlive() && member.tauntPhysical();
});
};
Game_Unit.prototype.magicalTauntMembers = function() {
return this.members().filter(function(member) {
return member.isAlive() && member.tauntMagical();
});
};
Game_Unit.prototype.certainTauntMembers = function() {
return this.members().filter(function(member) {
return member.isAlive() && member.tauntCertain();
});
};
Game_Unit.prototype.tauntMembers = function() {
var action;
if ($gameTemp._tauntAction) {
action = $gameTemp._tauntAction;
} else if (BattleManager.inputtingAction()) {
action = BattleManager.inputtingAction();
} else {
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
}
if (!action.isTauntable()) {
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
}
if (action.isPhysical() && this.physicalTauntMembers().length > 0) {
return this.physicalTauntMembers();
} else if (action.isMagical() && this.magicalTauntMembers().length > 0) {
return this.magicalTauntMembers();
} else if (action.isCertainHit() && this.certainTauntMembers().length > 0) {
return this.certainTauntMembers();
}
return Yanfly.Taunt.Game_Unit_aliveMembers.call(this);
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.Taunt.Game_Action_makeTargets =
Game_Action.prototype.makeTargets;
Game_Action.prototype.makeTargets = function() {
if (this.isValid() && this.isTauntable()) {
$gameTemp._taunt = true;
$gameTemp._tauntAction = this;
}
var value = Yanfly.Taunt.Game_Action_makeTargets.call(this);
if (this.isValid() && this.isTauntable()) {
$gameTemp._taunt = false;
}
$gameTemp._tauntAction = undefined;
return value;
};
Game_Action.prototype.isTauntable = function() {
if (!this.checkItemScope([1])) return false;
if (this.item().bypassTaunt) return false;
if (this.isPhysical() && this.subject().ignoreTauntPhysical()) return false;
if (this.isMagical() && this.subject().ignoreTauntMagical()) return false;
if (this.isCertainHit() && this.subject().ignoreTauntCertain()) return false;
return true;
};
Yanfly.Taunt.Game_Action_targetsForOpponents =
Game_Action.prototype.targetsForOpponents;
Game_Action.prototype.targetsForOpponents = function() {
var targets = Yanfly.Taunt.Game_Action_targetsForOpponents.call(this);
if (this.isValid() && this.isTauntable() && $gameTemp._taunt) {
if (this.isForOne() && this._targetIndex >= 0) {
targets = this.getTauntTarget(targets);
}
};
return targets;
};
Game_Action.prototype.getTauntTarget = function(targets) {
var unit = this.opponentsUnit();
var target = unit.smoothTarget(this._targetIndex);
if (this.isPhysical() && unit.physicalTauntMembers().length > 0) {
if (!unit.physicalTauntMembers().contains(target)) {
var group = unit.physicalTauntMembers();
target = group[Math.floor(Math.random()*group.length)];
targets = [target];
}
} else if (this.isMagical() && unit.magicalTauntMembers().length > 0) {
if (!unit.magicalTauntMembers().contains(target)) {
var group = unit.magicalTauntMembers();
target = group[Math.floor(Math.random()*group.length)];
targets = [target];
}
} else if (this.isCertainHit() && unit.certainTauntMembers().length > 0) {
if (!unit.certainTauntMembers().contains(target)) {
var group = unit.certainTauntMembers();
target = group[Math.floor(Math.random()*group.length)];
targets = [target];
}
}
return targets;
};
//=============================================================================
// Scene_Battle
//=============================================================================
Yanfly.Taunt.Scene_Battle_selectEnemySelection =
Scene_Battle.prototype.selectEnemySelection;
Scene_Battle.prototype.selectEnemySelection = function() {
$gameTemp._taunt = true;
Yanfly.Taunt.Scene_Battle_selectEnemySelection.call(this);
$gameTemp._taunt = false;
};
//=============================================================================
// End of File
//=============================================================================