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@ -0,0 +1,686 @@
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//=============================================================================
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// Yanfly Engine Plugins - Auto Passive States
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// YEP_AutoPassiveStates.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_AutoPassiveStates = true;
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var Yanfly = Yanfly || {};
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Yanfly.APS = Yanfly.APS || {};
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Yanfly.APS.version = 1.17;
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//=============================================================================
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/*:
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* @plugindesc v1.17 This plugin allows for some states to function as
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* passives for actors, enemies, skills, and equips.
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* @author Yanfly Engine Plugins
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*
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* @param ---Basic---
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* @default
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*
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* @param Actor Passives
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* @parent ---Basic---
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* @desc These states will always appear on actors as passives.
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* Place a space in between each state ID.
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* @default 0
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*
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* @param Enemy Passives
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* @parent ---Basic---
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* @desc These states will always appear on enemies as passives.
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* Place a space in between each state ID.
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* @default 0
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*
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* @param Global Passives
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* @parent ---Basic---
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* @desc These states will always appear on all battlers as passives.
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* Place a space in between each state ID.
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* @default 0
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*
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* @param ---List---
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* @default ...Requires RPG Maker MV 1.5.0+...
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*
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* @param Actor Passives List
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* @parent ---List---
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* @type state[]
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* @desc These states will always appear on actors as passives.
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* Use with RPG Maker MV 1.5.0+.
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* @default []
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*
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* @param Enemy Passives List
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* @parent ---List---
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* @type state[]
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* @desc These states will always appear on enemies as passives.
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* Use with RPG Maker MV 1.5.0+.
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* @default []
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*
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* @param Global Passives List
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* @parent ---List---
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* @type state[]
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* @desc These states will always appear on all battlers as passives.
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* Use with RPG Maker MV 1.5.0+.
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* @default []
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* Passive states are states that are automatically active. You can think of
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* them as an extension of traits but with more flexibility. They will always
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* be there as long as the actor or enemy has auto passive state notetags.
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* For those who would like to allocate passive states to your battlers, use
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* the notetags below:
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*
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* Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
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* <Passive State: x>
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* <Passive State: x, x, x>
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* This will allow the actor or enemy to have state x as a passive state.
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* If placed inside a weapon or armor notebox, the user will have that
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* passive state.
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*
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* <Passive State: x to y>
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* This will add the states x through y (in a sequence) for the actor or
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* enemy to have as a passive state. If placed inside a weapon or armor
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* notebox, the user will have that passive state.
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*
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* For those who don't want their passive states to always be on, you can use
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* the following notetags to introduce conditions for your passive states. All
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* conditions must be fulfilled in order for the passive state to appear.
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*
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* State Notetags:
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* <Passive Condition: HP Above x%>
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* <Passive Condition: HP Below x%>
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* <Passive Condition: MP Above x%>
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* <Passive Condition: MP Below x%>
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* If the user's HP or MP is above/below x% of the MaxHP or MaxMP, this
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* condition will be met for the passive state to appear.
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*
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* <Passive Condition: Stat Above x>
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* <Passive Condition: Stat Below x>
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* Replace 'stat' with 'HP', 'MP', 'TP', 'MAXHP', 'MAXMP', 'ATK', 'DEF',
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* 'MAT', 'MDF', 'AGI', 'LUK'. If the above stat is above/below x, then the
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* condition is met for the passive state to appear.
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*
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* <Passive Condition: Switch x ON>
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* <Passive Condition: Switch x OFF>
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* If switch x is either ON/OFF, then the condition is met for the passive
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* state to appear.
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*
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* <Passive Condition: Variable x Above y>
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* <Passive Condition: Variable x Below y>
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* Replace x with the variable you wish to check to see if it's above/below
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* y, then the condition is met for the passive state to appear.
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*
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* ============================================================================
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* Lunatic Mode - Conditional Passives
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* ============================================================================
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*
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* For those who understand a bit of JavaScript and would like for their
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* passive states to appear under specific conditions, you can use this notetag
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* to accomplish conditional factors.
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*
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* State Notetags:
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* <Custom Passive Condition>
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* if (user.hp / user.mhp <= 0.25) {
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* condition = true;
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* } else {
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* condition = false;
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* }
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* </Custom Passive Condition>
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* This enables you to input conditions to be met in order for the passive
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* state to appear. If the 'condition' variable returns true, the passive
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* state will appear. If the 'condition' returns false, it won't appear. If
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* condition is not defined, it will return true and the passive state will
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* appear on the battler.
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* * Note: All non-custom passive conditions must be met before this one can
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* be fulfilled and allow the custom condition to appear.
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* * Note: If you decide to use a condition that requires the actor to have a
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* particular state, it cannot be a passive state to prevent infinite loops.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.17:
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* - Optimization update. There should be less lag spikes if there are more
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* passive conditions present on a battler.
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*
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* Version 1.16:
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* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
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* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
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*
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* Version 1.15:
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* - Bug fixed that made global passives not apply to actors.
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*
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* Version 1.14:
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* - Updated for RPG Maker MV version 1.5.0.
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* - Added parameters: Actor Passives List, Enemy Passives List, and
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* Global Passives List
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*
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* Version 1.13:
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* - Lunatic Mode fail safes added.
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*
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* Version 1.12:
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* - Implemented <Custom Passive Condition> to now affect passive state ID's
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* added by Equip Battle Skills.
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*
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* Version 1.11:
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* - Added 'Global Passives' that encompass both actors and enemies.
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*
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* Version 1.10:
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* - Added compatibility functionality for Equip Battle Skills to add the
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* equipped passive states during battle test.
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*
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* Version 1.09:
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* - Added 'Actor Passives' and 'Enemy Passives' plugin parameters. This will
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* cause all actors and enemies respectively to be affected by the listed
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* states as passives.
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*
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* Version 1.08:
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* - Fixed conditional checks to make sure all states are being checked
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* properly without conflict with other conditional states.
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*
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* Version 1.07:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.06:
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* - Added a mass member refresh whenever $gamePlayer is refreshed.
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*
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* Version 1.05a:
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* - Added Lunatic Mode - <Custom Passive Condition> notetag for states.
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* - Fixed a bug that would cause infinite loops.
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*
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* Version 1.04:
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* - Added a lot of passive condition notetags for states.
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* --- <Passive Condition: HP/MP Above/Below x%>
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* --- <Passive Condition: Stat Above/Below x>
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* --- <Passive Condition: Switch x ON/OFF>
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* --- <Passive Condition: Variable x Above/Below y>
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*
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* Version 1.03:
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* - Added refreshing whenever a new skill is learned to update passives.
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*
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* Version 1.02:
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* - Optimized passive state calculations to reduce lag.
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*
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* Version 1.01:
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* - Fixed a bug with having multiple passive states of the same ID.
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*
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* Version 1.00:
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* - Finished plugin!
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*/
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//=============================================================================
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.SetupParameters = function() {
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Yanfly.Parameters = PluginManager.parameters('YEP_AutoPassiveStates');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.APSActorPas = String(Yanfly.Parameters['Actor Passives']);
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Yanfly.Param.APSActorPas = Yanfly.Param.APSActorPas.split(' ');
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for (var i = 0; i < Yanfly.Param.APSActorPas.length; ++i) {
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Yanfly.Param.APSActorPas[i] = parseInt(Yanfly.Param.APSActorPas[i]);
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Yanfly.Param.APSActorPas[i] = Yanfly.Param.APSActorPas[i] || 0;
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}
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var data = JSON.parse(Yanfly.Parameters['Actor Passives List']);
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for (var i = 0; i < data.length; ++i) {
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var stateId = parseInt(data[i]);
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if (stateId <= 0) continue;
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if (Yanfly.Param.APSActorPas.contains(stateId)) continue;
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Yanfly.Param.APSActorPas.push(stateId);
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}
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Yanfly.Param.APSEnemyPas = String(Yanfly.Parameters['Enemy Passives']);
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Yanfly.Param.APSEnemyPas = Yanfly.Param.APSEnemyPas.split(' ');
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for (var i = 0; i < Yanfly.Param.APSEnemyPas.length; ++i) {
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Yanfly.Param.APSEnemyPas[i] = parseInt(Yanfly.Param.APSEnemyPas[i]);
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Yanfly.Param.APSEnemyPas[i] = Yanfly.Param.APSEnemyPas[i] || 0;
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}
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var data = JSON.parse(Yanfly.Parameters['Enemy Passives List']);
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for (var i = 0; i < data.length; ++i) {
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var stateId = parseInt(data[i]);
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if (stateId <= 0) continue;
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if (Yanfly.Param.APSEnemyPas.contains(stateId)) continue;
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Yanfly.Param.APSEnemyPas.push(stateId);
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}
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Yanfly.Param.APSGlobalPas = String(Yanfly.Parameters['Global Passives']);
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Yanfly.Param.APSGlobalPas = Yanfly.Param.APSGlobalPas.split(' ');
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for (var i = 0; i < Yanfly.Param.APSGlobalPas.length; ++i) {
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id = parseInt(Yanfly.Param.APSGlobalPas[i]);
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Yanfly.Param.APSActorPas.push(id);
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Yanfly.Param.APSEnemyPas.push(id);
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}
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var data = JSON.parse(Yanfly.Parameters['Global Passives List']);
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for (var i = 0; i < data.length; ++i) {
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var stateId = parseInt(data[i]);
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if (stateId <= 0) continue;
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if (!Yanfly.Param.APSActorPas.contains(stateId)) {
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Yanfly.Param.APSActorPas.push(stateId);
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}
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if (!Yanfly.Param.APSEnemyPas.contains(stateId)) {
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Yanfly.Param.APSEnemyPas.push(stateId);
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}
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}
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};
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Yanfly.SetupParameters();
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.APS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.APS.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_AutoPassiveStates) {
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this.processAPSNotetags1($dataActors, Yanfly.Param.APSActorPas);
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this.processAPSNotetags1($dataClasses);
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this.processAPSNotetags1($dataEnemies, Yanfly.Param.APSEnemyPas);
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this.processAPSNotetags1($dataSkills);
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this.processAPSNotetags1($dataWeapons);
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this.processAPSNotetags1($dataArmors);
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this.processAPSNotetags2($dataStates);
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Yanfly._loaded_YEP_AutoPassiveStates = true;
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}
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return true;
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};
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DataManager.processAPSNotetags1 = function(group, inheritArray) {
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var note1 = /<(?:PASSIVE STATE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
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var note2 = /<(?:PASSIVE STATE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.passiveStates = [];
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if (inheritArray) {
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obj.passiveStates = obj.passiveStates.concat(inheritArray);
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}
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(note1)) {
|
|
|
|
|
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
|
|
|
|
|
obj.passiveStates = obj.passiveStates.concat(array);
|
|
|
|
|
} else if (line.match(note2)) {
|
|
|
|
|
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
|
|
|
|
|
parseInt(RegExp.$2));
|
|
|
|
|
obj.passiveStates = obj.passiveStates.concat(range);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.processAPSNotetags2 = function(group) {
|
|
|
|
|
var note1a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)([%%])>/i;
|
|
|
|
|
var note1b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)([%%])>/i;
|
|
|
|
|
var note2a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)>/i;
|
|
|
|
|
var note2b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)>/i;
|
|
|
|
|
var note3a = /<(?:PASSIVE CONDITION):[ ]SWITCH[ ](\d+)[ ](.*)>/i;
|
|
|
|
|
var notez1 = /<(?:CUSTOM PASSIVE CONDITION)>/i;
|
|
|
|
|
var notez2 = /<\/(?:CUSTOM PASSIVE CONDITION)>/i;
|
|
|
|
|
for (var n = 1; n < group.length; n++) {
|
|
|
|
|
var obj = group[n];
|
|
|
|
|
var notedata = obj.note.split(/[\r\n]+/);
|
|
|
|
|
|
|
|
|
|
obj.passiveCondition = '';
|
|
|
|
|
obj.passiveConditionEval = '';
|
|
|
|
|
var evalMode = 'none';
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < notedata.length; i++) {
|
|
|
|
|
var line = notedata[i];
|
|
|
|
|
if (line.match(note1a)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$2) * 0.01;
|
|
|
|
|
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
|
|
|
|
|
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
|
|
|
|
|
obj.passiveCondition = obj.passiveCondition + pass + '\n';
|
|
|
|
|
} else if (line.match(note1b)) {
|
|
|
|
|
var rate = parseFloat(RegExp.$2) * 0.01;
|
|
|
|
|
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
|
|
|
|
|
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
|
|
|
|
|
obj.passiveCondition = obj.passiveCondition + pass + '\n';
|
|
|
|
|
} else if (line.match(note2a)) {
|
|
|
|
|
var rate = parseInt(RegExp.$2);
|
|
|
|
|
var param = this.getPassiveConditionParam(String(RegExp.$1));
|
|
|
|
|
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
|
|
|
|
|
obj.passiveCondition = obj.passiveCondition + pass + '\n';
|
|
|
|
|
} else if (line.match(note2b)) {
|
|
|
|
|
var rate = parseInt(RegExp.$2);
|
|
|
|
|
var param = this.getPassiveConditionParam(String(RegExp.$1));
|
|
|
|
|
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
|
|
|
|
|
obj.passiveCondition = obj.passiveCondition + pass + '\n';
|
|
|
|
|
} else if (line.match(note3a)) {
|
|
|
|
|
var id = parseInt(RegExp.$1);
|
|
|
|
|
var value = String(RegExp.$2).toUpperCase();
|
|
|
|
|
var pass = ''
|
|
|
|
|
if (['ON', 'TRUE', 'ENABLE', 'ENABLED'].contains(value)) {
|
|
|
|
|
pass = 'if (!$gameSwitches.value(' + id + ')) condition = false;'
|
|
|
|
|
}
|
|
|
|
|
if (['OFF', 'FALSE', 'DISABLE', 'DISABLED'].contains(value)) {
|
|
|
|
|
pass = 'if ($gameSwitches.value(' + id + ')) condition = false;'
|
|
|
|
|
}
|
|
|
|
|
if (pass === '') continue;
|
|
|
|
|
obj.passiveCondition = obj.passiveCondition + pass + '\n';
|
|
|
|
|
} else if (line.match(notez1)) {
|
|
|
|
|
evalMode = 'custom passive condition';
|
|
|
|
|
} else if (line.match(notez2)) {
|
|
|
|
|
evalMode = 'none';
|
|
|
|
|
} else if (evalMode === 'custom passive condition') {
|
|
|
|
|
obj.passiveConditionEval = obj.passiveConditionEval + line + '\n';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
obj.passiveCondition = new Function('condition','a','user','subject','b',
|
|
|
|
|
'target','s','v', obj.passiveCondition + '\nreturn condition;');
|
|
|
|
|
obj.passiveConditionEval = new Function('condition','a','user','subject',
|
|
|
|
|
'b','target','s','v', obj.passiveConditionEval + '\nreturn condition;');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.getPassiveConditionParam = function(string) {
|
|
|
|
|
string = string.toUpperCase();
|
|
|
|
|
var text = 'user.';
|
|
|
|
|
if (['HP'].contains(string)) text += 'hp';
|
|
|
|
|
if (['MP', 'SP'].contains(string)) text += 'mp';
|
|
|
|
|
if (['TP'].contains(string)) text += 'tp';
|
|
|
|
|
if (['ATK'].contains(string)) text += 'param(2)';
|
|
|
|
|
if (['DEF'].contains(string)) text += 'param(3)';
|
|
|
|
|
if (['MAT', 'INT'].contains(string)) text += 'param(4)';
|
|
|
|
|
if (['MDF', 'RES'].contains(string)) text += 'param(5)';
|
|
|
|
|
if (['AGI'].contains(string)) text += 'param(6)';
|
|
|
|
|
if (['LUK'].contains(string)) text += 'param(7)';
|
|
|
|
|
if (['MAX HP', 'MAXHP'].contains(string)) text += 'mhp';
|
|
|
|
|
if (['MAX MP', 'MAX SP', 'MAXMP', 'MAXSP'].contains(string)) text += 'mmp';
|
|
|
|
|
if (string.match(/VARIABLE[ ](\d+)/i)) {
|
|
|
|
|
text = '$gameVariables.value(' + parseInt(RegExp.$1) + ')';
|
|
|
|
|
}
|
|
|
|
|
return text;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
DataManager.getPassiveConditionParamRate = function(string) {
|
|
|
|
|
string = string.toUpperCase();
|
|
|
|
|
var text = '0';
|
|
|
|
|
if (['HP'].contains(string)) return 'user.hpRate()';
|
|
|
|
|
if (['MP'].contains(string)) return 'user.mpRate()';
|
|
|
|
|
return text;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_BattlerBase
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
|
|
|
|
|
Game_BattlerBase.prototype.refresh = function() {
|
|
|
|
|
this._passiveStatesRaw = undefined;
|
|
|
|
|
Yanfly.APS.Game_BattlerBase_refresh.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_BattlerBase_states = Game_BattlerBase.prototype.states;
|
|
|
|
|
Game_BattlerBase.prototype.states = function() {
|
|
|
|
|
var array = Yanfly.APS.Game_BattlerBase_states.call(this);
|
|
|
|
|
array = array.concat(this.passiveStates());
|
|
|
|
|
this.sortPassiveStates(array);
|
|
|
|
|
return array;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_BattlerBase_isStateAffected =
|
|
|
|
|
Game_BattlerBase.prototype.isStateAffected;
|
|
|
|
|
Game_BattlerBase.prototype.isStateAffected = function(stateId) {
|
|
|
|
|
if (this.isPassiveStateAffected(stateId)) return true;
|
|
|
|
|
return Yanfly.APS.Game_BattlerBase_isStateAffected.call(this, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.passiveStates = function() {
|
|
|
|
|
var array = [];
|
|
|
|
|
var raw = this.passiveStatesRaw();
|
|
|
|
|
for (var i = 0; i < raw.length; ++i) {
|
|
|
|
|
var state = $dataStates[raw[i]];
|
|
|
|
|
if (state && array.contains(state)) continue;
|
|
|
|
|
array.push(state);
|
|
|
|
|
}
|
|
|
|
|
return array;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.passiveStatesRaw = function() {
|
|
|
|
|
var array = [];
|
|
|
|
|
return array.filter(Yanfly.Util.onlyUnique);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.getPassiveStateData = function(obj) {
|
|
|
|
|
if (!obj) return [];
|
|
|
|
|
if (!obj.passiveStates) return [];
|
|
|
|
|
var array = [];
|
|
|
|
|
for (var i = 0; i < obj.passiveStates.length; ++i) {
|
|
|
|
|
var stateId = obj.passiveStates[i];
|
|
|
|
|
if (!this.meetPassiveStateCondition(stateId)) continue;
|
|
|
|
|
array.push(stateId);
|
|
|
|
|
}
|
|
|
|
|
var added = this.addEquipBattleTestSkillPassives(obj);
|
|
|
|
|
if (added.length > 0) {
|
|
|
|
|
for (var i = 0; i < added.length; ++i) {
|
|
|
|
|
var stateId = added[i];
|
|
|
|
|
if (!this.meetPassiveStateCondition(stateId)) continue;
|
|
|
|
|
array.push(stateId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return array;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.addEquipBattleTestSkillPassives = function(obj) {
|
|
|
|
|
if (!Imported.YEP_EquipBattleSkills) return [];
|
|
|
|
|
if (!DataManager.isBattleTest()) return [];
|
|
|
|
|
if (!DataManager.isSkill(obj)) return [];
|
|
|
|
|
return obj.equipStates;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.meetPassiveStateCondition = function(stateId) {
|
|
|
|
|
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
|
|
|
|
|
if (this._checkPassiveStateCondition.contains(stateId)) return false;
|
|
|
|
|
var state = $dataStates[stateId];
|
|
|
|
|
if (!state) return false;
|
|
|
|
|
if (state.passiveCondition !== '') {
|
|
|
|
|
if (!this.passiveStateConditions(state)) return false;
|
|
|
|
|
}
|
|
|
|
|
if (state.passiveConditionEval === '') return true;
|
|
|
|
|
return this.passiveStateConditionEval(state);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.passiveStateConditions = function(state) {
|
|
|
|
|
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
|
|
|
|
|
this._checkPassiveStateCondition.push(state.id);
|
|
|
|
|
var condition = true;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = state.passiveCondition;
|
|
|
|
|
try {
|
|
|
|
|
condition = state.passiveCondition.call(this, condition, a, user, subject,
|
|
|
|
|
b, target, s, v);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
|
|
|
|
|
}
|
|
|
|
|
var index = this._checkPassiveStateCondition.indexOf(state.id);
|
|
|
|
|
this._checkPassiveStateCondition.splice(index, 1);
|
|
|
|
|
return condition;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.passiveStateConditionEval = function(state) {
|
|
|
|
|
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
|
|
|
|
|
this._checkPassiveStateCondition.push(state.id);
|
|
|
|
|
var condition = true;
|
|
|
|
|
var a = this;
|
|
|
|
|
var user = this;
|
|
|
|
|
var subject = this;
|
|
|
|
|
var b = this;
|
|
|
|
|
var target = this;
|
|
|
|
|
var s = $gameSwitches._data;
|
|
|
|
|
var v = $gameVariables._data;
|
|
|
|
|
var code = state.passiveConditionEval;
|
|
|
|
|
try {
|
|
|
|
|
condition = state.passiveConditionEval.call(this, condition, a, user,
|
|
|
|
|
subject, b, target, s, v);
|
|
|
|
|
} catch (e) {
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
|
|
|
|
|
}
|
|
|
|
|
var index = this._checkPassiveStateCondition.indexOf(state.id);
|
|
|
|
|
this._checkPassiveStateCondition.splice(index, 1);
|
|
|
|
|
return condition;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.sortPassiveStates = function(array) {
|
|
|
|
|
array.sort(function(a, b) {
|
|
|
|
|
var p1 = a.priority;
|
|
|
|
|
var p2 = b.priority;
|
|
|
|
|
if (p1 !== p2) return p2 - p1;
|
|
|
|
|
return a - b;
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_BattlerBase.prototype.isPassiveStateAffected = function(stateId) {
|
|
|
|
|
return this.passiveStatesRaw().contains(stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Battler
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_Battler_isStateAddable = Game_Battler.prototype.isStateAddable;
|
|
|
|
|
Game_Battler.prototype.isStateAddable = function(stateId) {
|
|
|
|
|
if (this.isPassiveStateAffected(stateId)) return false;
|
|
|
|
|
return Yanfly.APS.Game_Battler_isStateAddable.call(this, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_Battler_removeState = Game_Battler.prototype.removeState;
|
|
|
|
|
Game_Battler.prototype.removeState = function(stateId) {
|
|
|
|
|
if (this.isPassiveStateAffected(stateId)) return;
|
|
|
|
|
Yanfly.APS.Game_Battler_removeState.call(this, stateId);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Game_Actor
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.passiveStatesRaw = function() {
|
|
|
|
|
if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
|
|
|
|
|
var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
|
|
|
|
|
array = array.concat(this.getPassiveStateData(this.actor()));
|
|
|
|
|
array = array.concat(this.getPassiveStateData(this.currentClass()));
|
|
|
|
|
for (var i = 0; i < this.equips().length; ++i) {
|
|
|
|
|
var equip = this.equips()[i];
|
|
|
|
|
array = array.concat(this.getPassiveStateData(equip));
|
|
|
|
|
}
|
|
|
|
|
for (var i = 0; i < this._skills.length; ++i) {
|
|
|
|
|
var skill = $dataSkills[this._skills[i]];
|
|
|
|
|
array = array.concat(this.getPassiveStateData(skill));
|
|
|
|
|
}
|
|
|
|
|
this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
|
|
|
|
|
return this._passiveStatesRaw;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill;
|
|
|
|
|
Game_Actor.prototype.learnSkill = function(skillId) {
|
|
|
|
|
Yanfly.APS.Game_Actor_learnSkill.call(this, skillId);
|
|
|
|
|
this._passiveStatesRaw = undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.APS.Game_Actor_forgetSkill = Game_Actor.prototype.forgetSkill;
|
|
|
|
|
Game_Actor.prototype.forgetSkill = function(skillId) {
|
|
|
|
|
Yanfly.APS.Game_Actor_forgetSkill.call(this, skillId);
|
|
|
|
|
this._passiveStatesRaw = undefined;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
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// Game_Enemy
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//=============================================================================
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Game_Enemy.prototype.passiveStatesRaw = function() {
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if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
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var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
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array = array.concat(this.getPassiveStateData(this.enemy()));
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for (var i = 0; i < this.skills().length; ++i) {
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var skill = this.skills()[i];
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array = array.concat(this.getPassiveStateData(skill));
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}
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this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
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return this._passiveStatesRaw;
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};
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if (!Game_Enemy.prototype.skills) {
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Game_Enemy.prototype.skills = function() {
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var skills = []
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for (var i = 0; i < this.enemy().actions.length; ++i) {
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var skill = $dataSkills[this.enemy().actions[i].skillId];
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if (skill) skills.push(skill);
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}
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return skills;
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}
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};
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//=============================================================================
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// Game_Unit
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//=============================================================================
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Game_Unit.prototype.refreshMembers = function() {
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var group = this.allMembers();
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var length = group.length;
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for (var i = 0; i < length; ++i) {
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var member = group[i];
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if (member) member.refresh();
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}
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};
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Game_Unit.prototype.allMembers = function() {
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return this.members();
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};
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//=============================================================================
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// Game_Player
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//=============================================================================
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Yanfly.APS.Game_Player_refresh = Game_Player.prototype.refresh;
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Game_Player.prototype.refresh = function() {
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$gameParty.refreshMembers();
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Yanfly.APS.Game_Player_refresh.call(this);
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};
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//=============================================================================
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// Utilities
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//=============================================================================
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Yanfly.Util = Yanfly.Util || {};
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Yanfly.Util.displayError = function(e, code, message) {
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console.log(message);
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console.log(code || 'NON-EXISTENT');
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console.error(e);
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if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
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if (Utils.isNwjs() && Utils.isOptionValid('test')) {
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if (!require('nw.gui').Window.get().isDevToolsOpen()) {
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require('nw.gui').Window.get().showDevTools();
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}
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}
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};
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Yanfly.Util.getRange = function(n, m) {
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var result = [];
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for (var i = n; i <= m; ++i) result.push(i);
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return result;
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};
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Yanfly.Util.onlyUnique = function(value, index, self) {
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return self.indexOf(value) === index;
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};
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//=============================================================================
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// End of File
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//=============================================================================
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