使用状态添加自定义插件完全替代状态叠加和状态替换插件

main
戴面具的乐子人 2 years ago
parent 94ce57d35a
commit 10b64ffc1b

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## 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

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@ -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
* ============================================================================
* <SF_StatesSuperpose: 状态ID>
*
* ============================================================================
* 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 = /<SF_StateSuperpose:\s*?(\d+)\s*?>/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);
}
};

@ -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
* ============================================================================
* <SF_StatesOverride: 状态ID, 状态级别>
* 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 = /<SF_StatesOverride:\s*?(\d+),\s*?(\d+)>/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);
};
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