From 10b64ffc1b7e5d43de47271330cd50e749fd5544 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Fri, 7 Apr 2023 23:41:21 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BD=BF=E7=94=A8=E7=8A=B6=E6=80=81=E6=B7=BB?= =?UTF-8?q?=E5=8A=A0=E8=87=AA=E5=AE=9A=E4=B9=89=E6=8F=92=E4=BB=B6=E5=AE=8C?= =?UTF-8?q?=E5=85=A8=E6=9B=BF=E4=BB=A3=E7=8A=B6=E6=80=81=E5=8F=A0=E5=8A=A0?= =?UTF-8?q?=E5=92=8C=E7=8A=B6=E6=80=81=E6=9B=BF=E6=8D=A2=E6=8F=92=E4=BB=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 3 +- data/Classes.json | 2 +- data/CommonEvents.json | 8 +- data/Enemies.json | 34 ++-- data/Items.json | 6 +- data/MapInfos.json | 2 +- data/Skills.json | 184 +++++++++---------- data/States.json | 302 ++++++++++++++++---------------- data/System.json | 2 +- js/plugins.js | 4 +- js/plugins/SF_StateSuperpose.js | 99 ----------- js/plugins/SF_StatesOverride.js | 118 ------------- 12 files changed, 273 insertions(+), 491 deletions(-) delete mode 100644 js/plugins/SF_StateSuperpose.js delete mode 100644 js/plugins/SF_StatesOverride.js diff --git a/Readme.md b/Readme.md index a28ab32..648c0f4 100644 --- a/Readme.md +++ b/Readme.md @@ -21,7 +21,8 @@ 例如:2022/7/23面具;写入南宫三八技能 -## 更新记录 +## 更新记录 +- **2023/4/7**;**乐子人**;淘汰状态叠加和状态替换插件,精简状态数量,优化部分技能机制 - **2023/4/1**;**乐子人**;新增插件,完善技能效果 - **2023/3/31**;**乐子人**;完善缴械机制和控制对技能的封禁 - **2023/3/31**;**不明枪兵**;添加火山怪和硫酸怪高等级免战即死 diff --git a/data/Classes.json b/data/Classes.json index 3c81435..4dc0abf 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -10,7 +10,7 @@ null, 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2":"5","Display Name":"true","Text Color":"16"}}, -{"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"213","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}}, +{"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"19","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}}, {"name":"YEP_X_ItemRequirements","status":true,"description":"v1.01 物品使用限制★","parameters":{}}, {"name":"YEP_X_ItemCategories","status":true,"description":"v1.01 (Requires YEP_ItemCore.js) Assign items to various\r\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Category:随身杂物, Category:消耗品, Category:合成材料, Category:任务道具, Category:物理武器, Category:魔法武器, Category:防具, Category:饰品","---Naming---":"","Hidden Item A":"合成材料","Hidden Item B":"任务道具","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}}, {"name":"YEP_Z_SkillRewards","status":true,"description":"v1.00 行动后奖励效果☁️","parameters":{"---General---":"","Effect Code":"\"// ----------\\n// Flat Gains\\n// ----------\\nif (data.match(/([\\\\+\\\\-]\\\\d+)[ ]HP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]MP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]TP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ----------------\\n// Percentile Gains\\n// ----------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]HP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mhp * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]MP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mmp * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]TP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.maxTp() * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ------------------\\n// Refund Skill Costs\\n// ------------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND HP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillHpCost(skill) * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND MP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillMpCost(skill) * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND TP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillTpCost(skill) * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// -----------\\n// Refund Item\\n// -----------\\n} else if (data.match(/(\\\\d+)([%%])[ ]REFUND ITEM/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n if (isItem && Math.random() < chance) {\\n $gameParty.gainItem(item, 1);\\n SoundManager.playUseItem();\\n animation = animation || itemAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ------------------------\\n// Add/Remove Buffs/Debuffs\\n// ------------------------\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.removeBuff(paramId);\\n } else {\\n skip = true;\\n }\\n animation = animation || miscAnimation;\\n\\n// -----------------\\n// Add/Remove States\\n// -----------------\\n} else if (data.match(/ADD STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n user.addState(stateId);\\n animation = animation || addStateAnimation;\\n\\n} else if (data.match(/REMOVE STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n if (user.isStateAffected(stateId)) {\\n user.removeState(stateId);\\n animation = animation || removeStateAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ----------------\\n// Rolling Critical\\n// ----------------\\n} else if (data.match(/ROLLING CRITICAL[ ]([\\\\+\\\\-]\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] += rate;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/ROLLING CRITICAL[ ](\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] = rate;\\n } else {\\n skip = true;\\n }\\n\\n// -------------------------------\\n// Add new effects above this line\\n// -------------------------------\\n} else {\\n skip = true;\\n}\"","Weakness Rate":"1.20","Resisted Rate":"0.80","---Animations---":"","HP Animation":"41","MP Animation":"45","TP Animation":"45","Item Animation":"46","Buff Animation":"51","Debuff Animation":"54","Add State Animation":"53","Remove State Animation":"56","Misc Animation":"97"}}, @@ -43,8 +43,6 @@ var $plugins = {"name":"YEP_ShopMenuCore","status":true,"description":"v1.05 商店菜单核心☁️","parameters":{"---General---":"","Command Order":"Buy Sell Equip Custom Cancel","Shop List Width":"Graphics.boxWidth / 2 + Graphics.boxWidth / 10","Command Alignment":"center","Status Window":"","Default Mode":"nothing","Stat Switching":"false","Cannot Equip":"Can't Equip","Stat Font Size":"20","Cannot Equip Font Size":"20","---Info Window---":"","Show Icon":"true","Icon Size":"128","Font Size":"20","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"SF_CommonAttack","status":true,"description":"v1.0 普攻替换插件","parameters":{}}, -{"name":"SF_StateSuperpose","status":false,"description":"状态叠加插件","parameters":{}}, -{"name":"SF_StatesOverride","status":false,"description":"状态覆盖插件","parameters":{}}, {"name":"SF_StatesCustomAddtion","status":true,"description":"状态添加过程自定义插件","parameters":{}}, {"name":"SF_QuestSystem","status":true,"description":"v1.0 Allows you to show quests.","parameters":{"Quest List Window":"","Quest List Window X":"260","Quest List Window Y":"90","Quest List Window Width":"120","Quest List Window Height":"370","Quest List Window Font Size":"18","Quest Detail Window":"","Quest Detail Window X":"380","Quest Detail Window Y":"90","Quest Detail Window Width":"440","Quest Detail Window Height":"370","Quest Detail Window Font Size":"18","Quest Editor":"","Quest Editor Enable":"false","Quest List Info X":"0","Quest List Info Y":"90","Quest List Info Width":"240","Quest List Info Height":"370","Quest List Info Font Size":"18"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, diff --git a/js/plugins/SF_StateSuperpose.js b/js/plugins/SF_StateSuperpose.js deleted file mode 100644 index 6fc47df..0000000 --- a/js/plugins/SF_StateSuperpose.js +++ /dev/null @@ -1,99 +0,0 @@ -//============================================================================= -// Salted Fish Plugins - State Superpose -// SF_StateSuperpose.js -//============================================================================= -"use strict"; -var Imported = Imported || {}; -Imported.SF_StateSuperpose = true; - -var SF_Plugins = SF_Plugins || {}; -//============================================================================= -/*: - * @plugindesc 状态叠加插件 - * @author Salted Fish - * - * @help - * ============================================================================ - * 介绍 - * ============================================================================ - * 获得同类状态时,将已有的同类状态持续时间刷新到与新获得的同类状态一致 - * - * 使用 状态ID 作为状态的类别标识。 - * - * ============================================================================ - * 使用 - * ============================================================================ - * - * - * ============================================================================ - * 举例 - * ============================================================================ - * 定义五个状态 - * 1.a 抓伤a - * 1.b 抓伤b - * 1.c 抓伤c - * 1.d 抓伤d - * 1.e 抓伤e - * - * 插件需要实现的效果是: - * 在拥有1.a 抓伤a的情况下,获得1.e抓伤e, - * 则将1.a抓伤a的持续回合数刷新到与1.e抓伤e相同 - * - * 在拥有1.b 抓伤b和1.d 抓伤d的情况下,获得1.a 抓伤a, - * 则将1.b 抓伤b和1.d 抓伤d的持续回合数刷新到与1.a 抓伤a相同 - * - * ============================================================================ - * 已知问题 - * ============================================================================ - * - 与状态覆盖插件不兼容,不能两个状态既属于需要覆盖的,又属于需要叠加的。 - * 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 - * - */ -//============================================================================= -SF_Plugins.SF_StateSuperpose = SF_Plugins.SF_StateSuperpose || {}; -SF_Plugins.SF_StateSuperpose.version = 1.0; - -//============================================================================= -// DataManager -//============================================================================= - -SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; -DataManager.isDatabaseLoaded = function () { - if (!SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded.call(this)) return false; - if (!this.SF_StateSuperpose_isDatabaseLoaded($dataStates)) return false; - return true; -}; - -DataManager.SF_StateSuperpose_isDatabaseLoaded = function (group) { - var note = //i; - for (var i = 1; i < group.length; i++) { - var obj = group[i]; - var noteData = obj.note.split(/[\r\n]+/); - for (var j = 0; j < noteData.length; j++) { - var line = noteData[j]; - if (line.match(note)) { - obj.SF_StateSuperpose_ID = RegExp.$1; - } - } - } - return true; -}; - -//============================================================================= -// Game_Battler -//============================================================================= -SF_Plugins.SF_StateSuperpose.GameBattler_addState = Game_Battler.prototype.addState; -Game_Battler.prototype.addState = function (stateId) { - SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId); - - var stateSuperpose_ID = $dataStates[stateId].SF_StateSuperpose_ID; - if (this.result().isStateAdded(stateId) && stateSuperpose_ID !== undefined) { - var turns = this._stateTurns[stateId]; - this.states().forEach(function (state) { - if (state.SF_StateSuperpose_ID === stateSuperpose_ID) { - SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId); - this._stateTurns[state.id] = turns; - } - }, this); - } -}; diff --git a/js/plugins/SF_StatesOverride.js b/js/plugins/SF_StatesOverride.js deleted file mode 100644 index efe900d..0000000 --- a/js/plugins/SF_StatesOverride.js +++ /dev/null @@ -1,118 +0,0 @@ -//============================================================================= -// Salted Fish Plugins - State Override -// SF_StateOverride.js -//============================================================================= -"use strict"; -var Imported = Imported || {}; -Imported.SF_StateOverride = true; - -var SF_Plugins = SF_Plugins || {}; -//============================================================================= -/*: - * @plugindesc 状态覆盖插件 - * @author Salted Fish - * - * @help - * ============================================================================ - * 介绍 - * ============================================================================ - * 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。 - * 如果存在高级状态,则不会添加低级状态。 - * - * 使用 状态ID 作为状态的类别标识。 - * - * ============================================================================ - * 使用 - * ============================================================================ - * - * 状态级别只能是非负整数。 - * - * ============================================================================ - * 举例 - * ============================================================================ - * 定义三个状态 - * 1.1 力量增强I,物理攻击*120% - * 1.2 力量增强II,物理攻击*130% - * 1.3 力量增强III,物理攻击*140% - * - * 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, - * 直接解除状态1.1力量增强I - * - * 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, - * 直接解除状态1.1力量增强I - * - * 状态1.2力量增强II存在时,若获得状态1.3力量增强III, - * 直接解除状态1.2力量增强II - * - * 状态1.3存在时,无法获得状态 1.1 和状态 1.2 - * - * ============================================================================ - * 已知问题 - * ============================================================================ - * - 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。 - * 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 - * - */ -//============================================================================= -SF_Plugins.SF_StateOverride = SF_Plugins.SF_StateOverride || {}; -SF_Plugins.SF_StateOverride.version = 1.0; - -//============================================================================= -// DataManager -//============================================================================= - -SF_Plugins.SF_StateOverride.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; -DataManager.isDatabaseLoaded = function () { - if (!SF_Plugins.SF_StateOverride.DataManager_isDatabaseLoaded.call(this)) return false; - if (!this.SF_StateOverride_isDatabaseLoaded($dataStates)) return false; - return true; -}; - -DataManager.SF_StateOverride_isDatabaseLoaded = function (group) { - var note = //i; - for (var i = 1; i < group.length; i++) { - var obj = group[i]; - var noteData = obj.note.split(/[\r\n]+/); - for (var j = 0; j < noteData.length; j++) { - var line = noteData[j]; - if (line.match(note)) { - obj.SF_StateOverride_ID = RegExp.$1; - obj.SF_StateOverride_Priority = RegExp.$2; - } - } - } - return true; -}; - -//============================================================================= -// Game_Battler -//============================================================================= -SF_Plugins.SF_StateOverride.GameBattler_addState = Game_Battler.prototype.addState; -Game_Battler.prototype.addState = function (stateId) { - var needAddState = $dataStates[stateId]; - var existStates = this.states(); - var isAddable = true; - - if (needAddState.SF_StateOverride_ID !== undefined) { - needRemoveState = existStates.filter(function (state) { - if (state.SF_StateOverride_ID === needAddState.SF_StateOverride_ID) { - if (state.SF_StateOverride_Priority < needAddState.SF_StateOverride_Priority) { - return true; - } - if (state.SF_StateOverride_Priority > needAddState.SF_StateOverride_Priority) { - isAddable = false; - } - } - return false; - }); - - // 存在优先级更高的状态,不添加。 - if (!isAddable) { - return; - } - needRemoveState.forEach(function (state) { - this.removeState(state.id); - }, this); - } - SF_Plugins.SF_StateOverride.GameBattler_addState.call(this, stateId); -};