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5\n","params":[0,50,35,0,40,0,0,0],"price":0,"wtypeId":2}, +{"id":21,"animationId":13,"description":"\\[18]<精准:50>\\c[0] 铭刻符文的附魔长弓,\n需要等级不低于5级才能装备(命中率+10%)","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":54,"dataId":2,"value":1},{"code":22,"dataId":0,"value":0.1}],"iconIndex":731,"name":"符文长弓","note":"\n\n\n\n\n\n\n\n\n param >= 5\n\n\n\n item 48: 1\n item 51: 1\n item 104: 1\n weapon 10: 1\n\n","params":[200,50,45,0,40,0,5,0],"price":800,"wtypeId":6}, {"id":22,"animationId":8,"description":"\\[18]<精准:100>\\c[0] 来自塞西尔领的制式武器,剑刃上的高温可以\n破坏敌人的护甲","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0},{"code":32,"dataId":251,"value":0.6}],"iconIndex":700,"name":"熔切剑","note":"\n\n\n\n\n\n\n if (user.isStateAffected(301) ||\n user.isStateAffected(303) ||\n user.isStateAffected(304) ||\n user.isStateAffected(305) ||\n user.isStateAffected(306) ||\n user.isStateAffected(307) ) {\n condition = false;\n } else {\n condition = true;\n }\n 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{"id":25,"animationId":19,"description":"海妖常用的法杖,看起来有些年代了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.05}],"iconIndex":101,"name":"海妖制式法杖","note":"\n","params":[0,50,0,0,42,0,0,0],"price":600,"wtypeId":8}, -{"id":26,"animationId":200,"description":"\\c[3]<属性:风>\\[18]<精准:100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的长剑,需求等级5","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":452,"name":"风之剑","note":"\n\n\n\n\n\n\n\n\n\n if (user.isStateAffected(301) ||\n user.isStateAffected(303) ||\n user.isStateAffected(304) ||\n user.isStateAffected(305) ||\n user.isStateAffected(306) ||\n user.isStateAffected(307) ||\n user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n \n","params":[0,0,55,0,60,0,5,0],"price":1000,"wtypeId":1}, 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+{"id":26,"animationId":200,"description":"\\c[3]<属性:风>\\[18]<精准:100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的长剑,需求等级5(命中率+10%)","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":452,"name":"风之剑","note":"\n\n\n\n\n\n\n\n\n\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n \n\n\n item 103: 1\n item 99: 1\n item 104: 1\n\n","params":[0,0,55,0,60,0,5,0],"price":1000,"wtypeId":1}, +{"id":27,"animationId":247,"description":"\\c[3]<属性:风>\\[18]<精准:100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的右手爪,需求等级5(命中率+10%)","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":105,"name":"风之爪","note":"\n\n\n\n\n\n\n\n\n\n\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n \n\n\n item 103: 1\n item 99: 1\n item 104: 1\n\n","params":[0,0,40,0,30,0,5,0],"price":800,"wtypeId":5}, +{"id":28,"animationId":1,"description":"蕴含风之力的法杖,可以提升行动速度(敏捷+15)并增加10%命中率\n需求等级5","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":717,"name":"风之杖","note":"\n\n\n\n\n\n \n param >= 5\n \n\n\n item 103: 1\n item 99: 1\n item 102: 1\n","params":[0,150,20,0,63,20,15,0],"price":1200,"wtypeId":8}, {"id":29,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":30,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":31,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, diff --git a/js/plugins.js b/js/plugins.js index 31c0ba3..853e433 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -47,6 +47,7 @@ var $plugins = {"name":"YEP_X_CounterControl","status":true,"description":"v1.07 反击控制","parameters":{"---General---":"","Queue Max":"20","---Default Traits---":"","Counter Skill":"1","Evade Counter":"false","Counter Name":"Counter-%1","Counter Icon":"78","Counter Total":"1","Ally Counter":"false","--Default Conditions-":"","Physical":"true","Single Target":"true","Not Counter":"false"}}, {"name":"YEP_X_SkillCooldowns","status":true,"description":"v1.11 技能冷却☁️","parameters":{"---冷却时间---":"","Cooldown Format":"%1CD","Cooldown Font Size":"20","Cooldown Text Color":"6","Cooldown Icon":"75","Cooldown After Battle":"0","Cooldown Steps":"5","Cooldown Bypass":"1, 2","---热身---":"","Warmup Format":"%1WU","Warmup Font Size":"20","Warmup Text Color":"4","Warmup Icon":"75","---战斗核心---":"","Time Based":"false","Turn Time":"100"}}, {"name":"YEP_X_SkillCostItems","status":true,"description":"v1.03 技能消耗物品☁️","parameters":{"---全局---":"","Cost Style":"2","Font Size":"20","Amount Format":"×%1","Amount Y Buffer":"4","---计量表---":"","Gauge Color 1":"13","Gauge Color 2":"5","Display Name":"true","Text Color":"16"}}, +{"name":"YEP_X_CriticalControl","status":true,"description":"v1.03 暴击控制","parameters":{"Critical Rate Formula":"rate = user.cri - target.cev;","Critical Multplier Formula":"value *= Math.min(2.0 + bonus, 3);","Flat Critical Formula":"value += ((baseDamage >= 0) ? 1 : -1) * 1.5 * user.luk + bonus;"}}, {"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"23","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:配方书, 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"}}, diff --git a/js/plugins/YEP_X_CriticalControl.js b/js/plugins/YEP_X_CriticalControl.js new file mode 100644 index 0000000..6659c43 --- /dev/null +++ b/js/plugins/YEP_X_CriticalControl.js @@ -0,0 +1,746 @@ +//============================================================================= +// Yanfly Engine Plugins - Damage Extension - Critical Control +// YEP_X_CriticalControl.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_X_CriticalControl = true; + +var Yanfly = Yanfly || {}; +Yanfly.Crit = Yanfly.Crit || {}; +Yanfly.Crit.version = 1.03; + +//============================================================================= + /*: + * @plugindesc v1.03 暴击控制 + * @author Yanfly Engine Plugins + * + * @param Critical Rate Formula + * @desc This is the default critical hit rate formula. + * Default: rate = user.cri * (1 - target.cev); + * @default rate = user.cri * (1 - target.cev); + * + * @param Critical Multplier Formula + * @desc This is the default formula used for a critical multiplier. + * Default: value *= 3.0; + * @default value *= 3.0 + bonus; + * + * @param Flat Critical Formula + * @desc Add a little bonus to your critical hits with flat + * increases in damage and/or healing. + * @default value += ((baseDamage >= 0) ? 1 : -1) * 1.5 * user.luk + bonus; + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * 这个插件需要YEP_DamageCore,确保放在YEP_DamageCore下面 + * + * 这个插件可以让你调整暴击率 + * + * ============================================================================ + * Notetags + * ============================================================================ + * 你可以用这些标签来调整暴击率和暴击值 + * + * Skill and Item Notetags: + * 设置暴击率 + * This sets the skill/item's critical hit rate to x%, ignoring any critical + * hit rate bonuses the user may have and ignoring any critical hit evasion + * bonuses the target may have. + * 这会将技能/物品的暴击率设置为 x%,忽略攻击者可能拥有的任何暴击率加成, + * 并忽略目标可能拥有的任何暴击闪避加成。 + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * + * 设置暴击率 + * This sets the skill/item's critical hit rate to the float x.y, ignoring + * any critical hit rate bonuses the user may have and ignoring any critical + * hit evasion bonuses the target may have. + * 这会将技能/物品的暴击率设置为浮动 x.y,忽略用户可能拥有的任何暴击率加成, + * 并忽略目标可能拥有的任何暴击闪避加成。 + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * + * 设置暴击伤害比率 + * This sets the skill/item's critical damage multiplier as x% while still + * factoring in the user's critical damage multiplier bonuses. + * 这会将技能/物品的暴击伤害倍率设置为 x%,同时仍考虑用户的暴击伤害倍率加成。 + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * + * 设置暴击伤害比率 + * This sets the skill/item's critical damage multiplier as x.y while still + * factoring in the user's critical damage multiplier bonuses. + * 这会将技能/物品的暴击伤害倍率设置为为浮动 x.y,同时仍考虑用户的暴击伤害倍率加成。 + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * + * 暴击对状态的影响 + * Increases the skill/item's flat critical bonus by x% of 'stat'. Replace + * 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Using + * multiple instances of this notetag will override the previous. + * 将技能/物品的固定暴击加成提高“属性”的 x%。将“stat”替换为“hp”、“mp”、“atk”、 + * “def”、“mat”、“mdf”、“agi”或“luk”。 + * 使用此 notetag 的多个实例将覆盖前一个实例。 + * + * Actor, Class, Enemy, Weapon, Armor, and State Notetags: + * + * 设置暴击比率 + * Alters the damage of a critical hit by x% for this actor, class, enemy, + * weapon, armor, or state. This is an additive trait. + * 将该角色、职业、敌人、武器、护甲或状态的暴击伤害比率改变 x%。这是一种累加特征。 + * + * + * 暴击值 + * Alters the damage of a critical hit by +x or -x for this actor, class, + * enemy, weapon, armor, or state. This is an additive trait. + * 改变该角色、职业、敌人、武器、护甲或状态的暴击伤害 +x 或 -x。这是一种累加特征。 + * + * + * 真实伤害暴击率 + * Alters the critical hit rate chance of certain hit skills for the user by + * +x% or -x% if this notetag exists in the actor, class, enemy, weapon, + * armor, or state notetags. This is an additive trait. + * 如果此笔记标签存在于演员、职业、敌人、武器、盔甲或状态笔记标签中, + * 则将用户必定命中类技能的暴击率几率改变 +x% 或 -x%。这是一种加性特征。 + * + * + * 物理暴击率 + * Alters the physical critical rate chance of certain hit skills for the user + * by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, + * armor, or state notetags. This is an additive trait. + * 如果此笔记标签存在于演员、职业、敌人、武器、盔甲或状态笔记标签中, + * 则将用户物理命中类命中技能的暴击率几率改变 +x% 或 -x%。这是一种加性特征。 + * + * + * 魔法暴击率 + * Alters the magical critical rate chance of certain hit skills for the user + * by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, + * armor, or state notetags. This is an additive trait. + * 如果此笔记标签存在于演员、职业、敌人、武器、盔甲或状态笔记标签中, + * 则将用户魔法命中类命中技能的暴击率几率改变 +x% 或 -x%。这是一种加性特征。 + * + * ============================================================================ + * Lunatic Mode - Critical Formulas + * ============================================================================ + * + * For those with a bit of JavaScript experience, you can create more in-depth + * formulas for critical hits for individual skills. + * + * Skill and Item Notetags: + * + * rate = user.cri + 0.2; + * rate -= 1 - target.cev; + * + * This adjusts the critical hit success rate for the skill/item. You can use + * multiplie lines to write out the formula, and 'rate' will be the success + * rate used to determine the skill's critical success rate. + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * 这将调整技能/物品的暴击率。您可以使用乘法线写出公式,“rate”将是用于确定技能暴击率 + * 的变量。注意:使用此标签可设置技能/物品以启用暴击。 + * + * + * value *= 3.0 + bonus; + * value *= $gameVariables.value(1) * 0.01; + * + * This adjusts the critical multiplier formula for the skill/item. You can + * use multiple lines to write out the formula, and 'value' will be the amount + * of damage adjusted for the critical multiplier. + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * 这将调整技能/物品暴击伤害倍率公式。您可以使用多行写出公式, + * “value”将是控制暴击伤害倍率的变量。 + * 注意:使用此标签可设置技能/物品以启用暴击。 + * + * + * value += 1.5 * user.luk + bonus; + * value -= 0.75 * target.luk; + * + * This adjusts the flat critical formula for the skill/item if you wish for + * there to be one. This is primarily used for a flat increase in critical + * damage and is usually applied after all other applied multipliers. + * *Note: Remember to use a negative number for heals. + * *Note: Using this tag sets the skill/item to enable Critical Hits. + * 这将调整技能/物品的平滑暴击伤害公式。 + * 主要用于暴击伤害的平坦增加,通常在所有其他施加的乘数之后应用。 + * *注意:对于治疗技能记得给数值添加负号。 + * *注意:使用此标签可设置技能/物品以启用暴击。 + * + * ============================================================================ + * Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands + * ============================================================================ + * + * If you have YEP_BattleEngineCore.js installed with this plugin located + * underneath it in the Plugin Manager, you can make use of these extra + * damage related action sequences. + * + *============================================================================= + * CRITICAL MULTIPLIER: x% + * CRITICAL MULTIPLIER: x.y + * CRITICAL MULTIPLIER: VARIABLE x + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * This changes the critical multiplier for the skill/item until the end of the + * action sequence. This will only take effect if there is a critical hit. If + * you use a variable, it is treated as a percentage. + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Usage Example: critical multiplier: 50% + * critical multiplier: 8.667 + * critical multiplier: variable 3 + *============================================================================= + * + *============================================================================= + * FLAT CRITICAL: +x + * FLAT CRITICAL: -x + * FLAT CRITICAL: VARIABLE x + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * This changes the flat critical increase for the skill/item until the end of + * the action sequence. This will only take effect if there is a critical hit. + * This will automatically adjust for damage or healing. + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Usage Example: flat critical: +100 + * flat critical: -250 + * flat critical: variable 3 + *============================================================================= + * + *============================================================================= + * FORCE CRITICAL + * FORCE NO CRITICAL + * NORMAL CRITICAL + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * This forces the following action effects in the action sequence to either + * always be a critical hit or not a critical hit ignoring all other factors. + * Using 'normal critical' will reduce the following action effects to use the + * regular critical hit rate calculation. + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Usage Example: force critical + * force no critical + * normal critical + *============================================================================= + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.03: + * - Lunatic Mode fail safes added. + * + * Version 1.02: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.01b: + * - Fixed a bug regarding Lunatic Critical Hit Rates. + * - Fixed a default formula that caused critical hits to heal unexpectedly. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +if (Imported.YEP_DamageCore) { + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_X_CriticalControl'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.critRate = String(Yanfly.Parameters['Critical Rate Formula']); +Yanfly.Param.critMult = String(Yanfly.Parameters['Critical Multplier Formula']); +Yanfly.Param.flatCrit = String(Yanfly.Parameters['Flat Critical Formula']); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.Crit.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.Crit.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_X_CriticalControl) { + this.processCritNotetags1($dataSkills); + this.processCritNotetags1($dataItems); + this.processCritNotetags2($dataActors); + this.processCritNotetags2($dataClasses); + this.processCritNotetags2($dataWeapons); + this.processCritNotetags2($dataArmors); + this.processCritNotetags2($dataStates); + this.processCritNotetags2($dataEnemies); + Yanfly._loaded_YEP_X_CriticalControl = true; + } + return true; +}; + +DataManager.processCritNotetags1 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + var evalMode = 'none'; + obj.critRate = Yanfly.Param.critRate; + obj.critMult = Yanfly.Param.critMult; + obj.flatCrit = Yanfly.Param.flatCrit; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:CRITICAL RATE):[ ](\d+)([%%])>/i)) { + var rate = parseFloat(RegExp.$1 * 0.01); + obj.critRate = 'rate = ' + String(rate); + obj.damage.critical = true; + } else if (line.match(/<(?:CRITICAL RATE):[ ](\d+).(\d+)>/i)) { + var rate = parseFloat(String(RegExp.$1) + '.' + String(RegExp.$2)); + obj.critRate = 'rate = ' + String(rate); + obj.damage.critical = true; + } else if (line.match(/<(?:CRITICAL MULTIPLIER):[ ](\d+)([%%])>/i)) { + var rate = parseFloat(RegExp.$1 * 0.01); + obj.critMult = 'value *= ' + String(rate) + ' + bonus;'; + obj.damage.critical = true; + } else if (line.match(/<(?:CRITICAL MULTIPLIER):[ ](\d+).(\d+)>/i)) { + var rate = parseFloat(String(RegExp.$1) + '.' + String(RegExp.$2)); + obj.critMult = 'value *= ' + String(rate) + ' + bonus;'; + obj.damage.critical = true; + } else if (line.match(/<(?:FLAT CRITICAL):[ ](\d+)([%%])[ ](.*)>/i)) { + var rate = parseFloat(RegExp.$1 * 0.01); + var stat = String(RegExp.$3).toLowerCase(); + obj.flatCrit = 'value += ((baseDamage > 0) ? 1 : -1)'; + obj.flatCrit = obj.flatCrit + ' * ' + String(rate) + ' * user.'; + obj.flatCrit = obj.flatCrit + stat + ' + bonus;' + obj.damage.critical = true; + } else if (line.match(/<(?:CRITICAL RATE FORMULA)>/i)) { + evalMode = 'critical rate'; + obj.critRate = ''; + obj.damage.critical = true; + } else if (line.match(/<\/(?:CRITICAL RATE FORMULA)>/i)) { + evalMode = 'none'; + } else if (line.match(/<(?:CRITICAL MULTIPLIER FORMULA)>/i)) { + evalMode = 'critical multiplier'; + obj.critMult = ''; + obj.damage.critical = true; + } else if (line.match(/<\/(?:CRITICAL MULTIPLIER FORMULA)>/i)) { + evalMode = 'none'; + } else if (line.match(/<(?:FLAT CRITICAL FORMULA)>/i)) { + evalMode = 'flat critical'; + obj.flatCrit = ''; + obj.damage.critical = true; + } else if (line.match(/<\/(?:FLAT CRITICAL FORMULA)>/i)) { + evalMode = 'none'; + } else { + if (evalMode === 'critical rate') { + obj.critRate = obj.critRate + line + '\n'; + } else if (evalMode === 'critical multiplier') { + obj.critMult = obj.critMult + line + '\n'; + } else if (evalMode === 'flat critical') { + obj.flatCrit = obj.flatCrit + line + '\n'; + } + } + } + } +}; + +DataManager.processCritNotetags2 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.critMultBonus = 0.0; + obj.flatCritBonus = 0; + obj.physicalCritRateBonus = 0.0; + obj.magicalCritRateBonus = 0.0; + obj.certainCritRateBonus = 0.0; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:CRITICAL MULTIPLIER):[ ]([\+\-]\d+)([%%])>/i)) { + obj.critMultBonus = parseFloat(RegExp.$1 * 0.01); + } else if (line.match(/<(?:FLAT CRITICAL):[ ]([\+\-]\d+)>/i)) { + obj.flatCritBonus = parseInt(RegExp.$1); + } else if + (line.match(/<(?:PHYSICAL CRITICAL RATE):[ ]([\+\-]\d+)([%%])>/i)) { + obj.physicalCritRateBonus = parseFloat(RegExp.$1 * 0.01); + } else if + (line.match(/<(?:MAGICAL CRITICAL RATE):[ ]([\+\-]\d+)([%%])>/i)) { + obj.magicalCritRateBonus = parseFloat(RegExp.$1 * 0.01); + } else if + (line.match(/<(?:CERTAIN HIT CRITICAL RATE):[ ]([\+\-]\d+)([%%])>/i)) { + obj.certainCritRateBonus = parseFloat(RegExp.$1 * 0.01); + } + } + } +}; + +//============================================================================= +// BattleManager +//============================================================================= + +if (Imported.YEP_BattleEngineCore) { +Yanfly.Crit.BattleManager_processActionSequence = + BattleManager.processActionSequence; + BattleManager.processActionSequence = function(actionName, actionArgs) { + // CRITICAL MULTIPLIER + if (actionName === 'CRITICAL MULTIPLIER') { + return this.actionCriticalMultiplier(actionArgs); + } + // FLAT CRITICAL + if (actionName === 'FLAT CRITICAL') { + return this.actionFlatCritical(actionArgs); + } + // FORCE CRITICAL + if (actionName === 'FORCE CRITICAL') { + return this.actionForceCritical(); + } + // FORCE NO CRITICAL + if (actionName === 'FORCE NO CRITICAL') { + return this.actionForceNoCritical(); + } + // NORMAL CRITICAL + if (actionName === 'NORMAL CRITICAL') { + return this.actionNormalCritical(); + } + return Yanfly.Crit.BattleManager_processActionSequence.call(this, + actionName, actionArgs); + }; +}; + +BattleManager.actionCriticalMultiplier = function(actionArgs) { + if (actionArgs[0].match(/(?:VARIABLE|VAR)[ ](\d+)/i)) { + var value = parseFloat($gameVariables.value(parseInt(RegExp.$1)) * 0.01); + } else if (actionArgs[0].match(/(\d+)([%%])/i)) { + var value = parseFloat(RegExp.$1 * 0.01); + } else if (actionArgs[0].match(/(\d+).(\d+)/i)) { + var value = parseFloat(String(RegExp.$1) + '.' + String(RegExp.$1)); + } else { + return true; + } + $gameSystem._critMult = value; + return true; +}; + +BattleManager.actionFlatCritical = function(actionArgs) { + if (actionArgs[0].match(/(?:VARIABLE|VAR)[ ](\d+)/i)) { + var value = parseInt($gameVariables.value(parseInt(RegExp.$1))); + } else if (actionArgs[0].match(/([\+\-]\d+)/i)) { + var value = parseInt(RegExp.$1); + } else if (actionArgs[0].match(/(\d+)/i)) { + var value = parseInt(RegExp.$1); + } else { + return true; + } + $gameSystem._flatCrit = value; + return true; +}; + +BattleManager.actionForceCritical = function(actionArgs) { + $gameSystem._forceCritical = true; + $gameSystem._forceNoCritical = false; + return true; +}; + +BattleManager.actionForceNoCritical = function(actionArgs) { + $gameSystem._forceCritical = false; + $gameSystem._forceNoCritical = true; + return true; +}; + +BattleManager.actionNormalCritical = function(actionArgs) { + $gameSystem._forceCritical = false; + $gameSystem._forceNoCritical = false; + return true; +}; + +//============================================================================= +// Game_System +//============================================================================= + +Yanfly.Crit.Game_System_rDS = Game_System.prototype.resetDamageSettings; +Game_System.prototype.resetDamageSettings = function() { + Yanfly.Crit.Game_System_rDS.call(this); + this._critMult = 1.0; + this._flatCrit = 0; + this._forceCritical = false; + this._forceNoCritical = false; +}; + +Game_System.prototype.criticalMultiplier = function() { + if (this._critMult === undefined) this.resetDamageSettings(); + return this._critMult; +}; + +Game_System.prototype.flatCritical = function() { + if (this._flatCrit === undefined) this.resetDamageSettings(); + return this._flatCrit; +}; + +Game_System.prototype.forceCritical = function() { + if (this._forceCritical === undefined) this.resetDamageSettings(); + return this._forceCritical; +}; + +Game_System.prototype.forceNoCritical = function() { + if (this._forceNoCritical === undefined) this.resetDamageSettings(); + return this._forceNoCritical; +}; + +//============================================================================= +// Game_Battler +//============================================================================= + +Game_Battler.prototype.criticalMultiplierBonus = function() { + multiplier = 0.0; + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state) multiplier += state.critMultBonus; + } + return Math.max(0, multiplier); +}; + +Game_Battler.prototype.flatCriticalBonus = function() { + value = 0; + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state) value += state.flatCritBonus; + } + return value; +}; + +Game_Battler.prototype.certainCritRateBonus = function() { + multiplier = 0.0; + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state) multiplier += state.certainCritRateBonus; + } + return Math.max(0, multiplier); +}; + +Game_Battler.prototype.physicalCritRateBonus = function() { + multiplier = 0.0; + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state) multiplier += state.physicalCritRateBonus; + } + return Math.max(0, multiplier); +}; + +Game_Battler.prototype.magicalCritRateBonus = function() { + multiplier = 0.0; + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state) multiplier += state.physicalCritRateBonus; + } + return Math.max(0, multiplier); +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Game_Actor.prototype.criticalMultiplierBonus = function() { + multiplier = Game_Battler.prototype.criticalMultiplierBonus.call(this); + multiplier += this.actor().critMultBonus; + multiplier += this.currentClass().critMultBonus; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip) multiplier += equip.critMultBonus; + } + return multiplier; +}; + +Game_Actor.prototype.flatCriticalBonus = function() { + value = Game_Battler.prototype.flatCriticalBonus.call(this); + value += this.actor().flatCritBonus; + value += this.currentClass().flatCritBonus; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip) value += equip.flatCritBonus; + } + return value; +}; + +Game_Actor.prototype.certainCritRateBonus = function() { + multiplier = Game_Battler.prototype.certainCritRateBonus.call(this); + multiplier += this.actor().certainCritRateBonus; + multiplier += this.currentClass().certainCritRateBonus; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip) multiplier += equip.certainCritRateBonus; + } + return multiplier; +}; + +Game_Actor.prototype.physicalCritRateBonus = function() { + multiplier = Game_Battler.prototype.physicalCritRateBonus.call(this); + multiplier += this.actor().physicalCritRateBonus; + multiplier += this.currentClass().physicalCritRateBonus; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip) multiplier += equip.physicalCritRateBonus; + } + return multiplier; +}; + +Game_Actor.prototype.magicalCritRateBonus = function() { + multiplier = Game_Battler.prototype.magicalCritRateBonus.call(this); + multiplier += this.actor().magicalCritRateBonus; + multiplier += this.currentClass().magicalCritRateBonus; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip) multiplier += equip.magicalCritRateBonus; + } + return multiplier; +}; + +//============================================================================= +// Game_Enemy +//============================================================================= + +Game_Enemy.prototype.criticalMultiplierBonus = function() { + multiplier = Game_Battler.prototype.criticalMultiplierBonus.call(this); + multiplier += this.enemy().critMultBonus; + return multiplier; +}; + +Game_Enemy.prototype.flatCriticalBonus = function() { + value = Game_Battler.prototype.flatCriticalBonus.call(this); + value += this.enemy().flatCritBonus; + return value; +}; + +Game_Enemy.prototype.certainCritRateBonus = function() { + multiplier = Game_Battler.prototype.certainCritRateBonus.call(this); + multiplier += this.enemy().certainCritRateBonus; + return multiplier; +}; + +Game_Enemy.prototype.physicalCritRateBonus = function() { + multiplier = Game_Battler.prototype.physicalCritRateBonus.call(this); + multiplier += this.enemy().physicalCritRateBonus; + return multiplier; +}; + +Game_Enemy.prototype.magicalCritRateBonus = function() { + multiplier = Game_Battler.prototype.magicalCritRateBonus.call(this); + multiplier += this.enemy().magicalCritRateBonus; + return multiplier; +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Game_Action.prototype.itemCri = function(target) { + if (!this.item().damage.critical) return 0; + var user = this.subject(); + var rate = this.applyItemCriticalRate(target); + if (this.isCertainHit()) rate += user.certainCritRateBonus(); + if (this.isPhysical()) rate += user.physicalCritRateBonus(); + if (this.isMagical()) rate += user.magicalCritRateBonus(); + return rate; +}; + +Game_Action.prototype.applyItemCriticalRate = function(target) { + var item = this.item(); + var a = this.subject(); + var b = target; + var user = this.subject(); + var subject = this.subject(); + var s = $gameSwitches._data; + var v = $gameVariables._data; + var rate = 0; + var bonus = user.criticalMultiplierBonus(); + var code = item.critRate; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'CRITICAL RATE FORMULA ERROR'); + } + return rate; +}; + +Game_Action.prototype.applyCritical = function(value) { + return value; +}; + +Yanfly.Crit.Game_Action_applyCritRate = Game_Action.prototype.applyCriticalRate; +Game_Action.prototype.applyCriticalRate = function(value, baseDamage, target) { + value = Yanfly.Crit.Game_Action_applyCritRate.call(this, value, baseDamage, + target); + value = this.applyItemCriticalMult(value, baseDamage, target); + value *= $gameSystem.criticalMultiplier(); + return value; +}; + +Yanfly.Crit.Game_Action_modifyCrit = Game_Action.prototype.modifyCritical; +Game_Action.prototype.modifyCritical = function(critical, baseDamage, target) { + critical = Yanfly.Crit.Game_Action_modifyCrit.call(this, critical, + baseDamage, target); + if ($gameSystem.forceCritical()) critical = true; + if ($gameSystem.forceNoCritical()) critical = false; + return critical; +}; + +Game_Action.prototype.applyItemCriticalMult = + function(value, baseDamage, target) { + var item = this.item(); + var a = this.subject(); + var b = target; + var user = this.subject(); + var subject = this.subject(); + var s = $gameSwitches._data; + var v = $gameVariables._data; + var bonus = user.criticalMultiplierBonus(); + var code = item.critMult; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'CRITICAL MULTIPLIER ERROR'); + } + return value; +}; + +Yanfly.Crit.Game_Acion_applyFlatCrit = Game_Action.prototype.applyFlatCritical; +Game_Action.prototype.applyFlatCritical = function(value, baseDamage, target) { + value = Yanfly.Crit.Game_Acion_applyFlatCrit.call(this, value, + baseDamage, target); + value = this.applyItemFlatCrit(value, baseDamage, target); + if (baseDamage > 0) { + value += $gameSystem.flatCritical(); + } else if (baseDamage < 0) { + value -= $gameSystem.flatCritical(); + } + return value; +}; + +Game_Action.prototype.applyItemFlatCrit = function(value, baseDamage, target) { + var item = this.item(); + var a = this.subject(); + var b = target; + var user = this.subject(); + var subject = this.subject(); + var s = $gameSwitches._data; + var v = $gameVariables._data; + var bonus = user.flatCriticalBonus(); + var code = item.flatCrit; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'CRITICAL FLAT BONUS ERROR'); + } + return value; +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +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 +//============================================================================= +};