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@ -0,0 +1,874 @@
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//=============================================================================
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// Yanfly Engine Plugins - Job Points
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// YEP_JobPoints.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_JobPoints = true;
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var Yanfly = Yanfly || {};
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Yanfly.JP = Yanfly.JP || {};
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Yanfly.JP.version = 1.09;
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//=============================================================================
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/*:
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* @plugindesc v1.09 这个插件本身并没有多大作用,但它可以让参与者获得用于其他插件的JP(工作点数)。
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @default
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*
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* @param JP Text
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* @parent ---General---
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* @desc 这会改变你希望JP出现在游戏中的方式。
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* @default JP
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*
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* @param JP Icon
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* @parent ---General---
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* @type number
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* @min 0
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* @desc 这是用于JP的图标。如果不想使用图标,请使用0。
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* @default 188
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*
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* @param Max JP
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* @parent ---General---
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* @type number
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* @min 0
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* @desc 这是职业能拥有的最大JP。如果希望没有限制,请使用0。
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* @default 0
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*
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* @param JP Per Action
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* @parent ---General---
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* @desc 战斗中增加的JP值
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* @default 10 + Math.randomInt(10)
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*
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* @param JP Per Level
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* @parent ---General---
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* @desc 这是演员每升一级获得的JP值。
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* @default 100 + Math.randomInt(100)
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*
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* @param JP Per Enemy
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* @parent ---General---
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* @desc 这是每个被击败的敌人获得的JP值。
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* @default 50 + Math.randomInt(10)
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*
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* @param Show Results
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* @parent ---General---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc 获胜后,是否显示JP金额
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* NO - false YES - true
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* @default true
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*
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* @param JP Gained in Battle
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* @parent ---General---
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* @desc 整战斗后获得的JP文本的显示方式。
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* %1 - Actor %2 Value %3 JP
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* @default %1 gains %2%3!
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*
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* @param Alive Actors
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* @parent ---General---
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* @type boolean
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* @on Alive Requirement
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* @off No Requirement
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* @desc 主角们必须活着才能从敌人那里获得JP。
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* NO - false YES - true
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* @default true
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*
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* @param ---Menu---
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* @default
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*
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* @param Show In Menu
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* @parent ---Menu---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc 在主菜单中显示JP?
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* NO - false YES - true
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* @default true
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*
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* @param Menu Format
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* @parent ---Menu---
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* @desc 菜单中JP文本格式的显示方式。
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* %1 - Value %2 - Amount %3 - Icon
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* @default %1\c[4]%2\c[0]%3
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*
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* @param ---Victory Aftermath---
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* @default
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*
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* @param Enable Aftermath
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* @parent ---Victory Aftermath---
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* @type boolean
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* @on Enable
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* @off Disable
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* @desc 是否开启胜利JP窗口
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* NO - false YES - true
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* @default true
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*
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* @param Aftermath Text
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* @parent ---Victory Aftermath---
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* @desc 用于描述JP收入的文本。
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* @default JP Earned
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*
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* @param Aftermath Format
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* @parent ---Victory Aftermath---
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* @desc 如何去描述收入文本的内容
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* %1 - Value %2 - Amount %3 - Icon
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* @default +%1\c[4]%2\c[0]%3
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*
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* @param Aftermath JP Earned
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* @parent ---Victory Aftermath---
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* @desc 描述每个演员能挣多少JP。
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* @default JP Earned in Battle
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*
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* @help
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*
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*
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* 魔改作者: 流逝的岁月
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* 魔改版本: v1.00
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*
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* 魔改内容: v1.00 将JP的概念提升到每个角色级,而并不是原本的职业级,因此涉及到角色职业级的功能将自动向上安排,谨记!
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*
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*
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*
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* 可以使用脚本 Zzy.CYJP.GetJP(actorId) 返回值为指定角色的JP值,actorId是角色的ID值
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* 可以使用脚本 Zzy.CYJP.SetJP(actorId,value) 设置一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
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* 可以使用脚本 Zzy.CYJP.GainJP(actorId,value) 增加一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
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* 可以使用脚本 Zzy.CYJP.LoseJP(actorId,value) 减少一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
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*
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*
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*
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*
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*
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*
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* ============================================================================
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* 介绍
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* ============================================================================
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*
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* 这个插件本身不会改变任何主要的游戏功能,但是如果你决定在游戏中加入工作点数,它会与其他插件一起使用这个插件的功能。
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*
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* 当获得工作分数时,会将其分配给演员当前的班级。如果参与者要切换类,那么作业点将更改为该类的作业点,直到恢复。
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*
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* ============================================================================
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* 胜利后的兼容性
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* ============================================================================
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*
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* 如果你安装了YEP_VictoryAffairs插件,并希望使用JP windows,请在插件管理器中将该插件放置在YEP_VictoryAffairs之下。
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*
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* 之后,如果您希望定义JP窗口在某个时间点出现的时间,而不是插件自动执行该操作,请在希望JP窗口出现的Victory Founder内的“Victory Order”参数中插入“JP”。
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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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* 以下是一些与工作点相关的标签。
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*
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* Actor Notetags
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* <Starting JP: x>
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* 对于参与者的初始类,将参与者的起始JP值设置为x。
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*
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* <Class x Starting JP: y>
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* 将类x的演员起始JP值设置为y。
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*
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* <JP Rate: x%>
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*这改变了JP上涨x%的速度。默认情况下,所有对象的默认比率均为100%。将这一比例提高到200%将使获得的JP增加两倍,而50%将使获得的JP减半。
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*
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* Skill and Item Notetags
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* <JP Gain: x>
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* 这使得使用此技能或物品的演员将获得x数量的JP,而不是参数中的默认JP。
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*
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* <Target JP Gain: x>
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* 这使得受此技能或物品影响的目标演员获得x点JP。
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*
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* Class, Weapon, Armor, and State Notetag
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* <JP Rate: x%>
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*这改变了日元上涨x%的速度。默认情况下,所有对象的默认比率均为100%。将这一比例提高到200%将使获得的日元增加两倍,而50%将使获得的日元减半。
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*
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* Enemy Notetag
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* <JP: x>
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* 当敌人被击败时,在场的党员每人将获得x日元。
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* 对于那些想知道如何手动为演员提供、删除或设置JP的人,可以使用lowing Plugin Commands.
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*
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* Plugin Commands:
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*
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* gainJp actorId jp
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* gainJp actorId jp classId
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* 将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”,请将其替换为您希望更改的参与者类的ID。此命令将使演员获得JP。
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*
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* loseJp actorId jp
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* loseJp actorId jp classId
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*将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”,请将其替换为您希望更改的参与者类的ID。此命令将导致演员失去JP。
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*
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* setJp actorId jp
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* setJp actorId jp classId
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*将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”,请将其替换为您希望更改的参与者类的ID。此命令将演员的JP设置为特定值。
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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 1.09:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.08:
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* - Lunatic Mode fail safes added.
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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 'Alive Actors' plugin parameter to prevent dead actors from gaining
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* JP from enemies. Any JP that currently dead actors earned in battle from
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* actions will still be 'earned' at the end of battle.
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*
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* Version 1.05:
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* - Updated compatibility for Subclasses gaining JP.
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*
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* Version 1.04a:
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* - Added failsafes to prevent JP from turning into NaN midbattle.
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* - Added failsafes to prevent no-target scopes from crashing the game.
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*
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* Version 1.03:
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* - Added 'Show Results' parameter to show/hide JP earned after battle for
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* those who aren't using the Victory Aftermath plugin.
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*
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* Version 1.02:
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* - Fixed a bug that would gain JP for changing classes of a higher level.
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*
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* Version 1.01:
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* - Added failsafes to prevent JP from turning into NaN.
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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.Parameters = PluginManager.parameters('YEP_JobPoints');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Icon = Yanfly.Icon || {};
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Yanfly.Param.Jp = String(Yanfly.Parameters['JP Text']);
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Yanfly.Icon.Jp = Number(Yanfly.Parameters['JP Icon']);
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Yanfly.Param.JpMax = Number(Yanfly.Parameters['Max JP']);
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Yanfly.Param.JpPerAction = String(Yanfly.Parameters['JP Per Action']);
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Yanfly.Param.JpPerEnemy = String(Yanfly.Parameters['JP Per Enemy']);
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Yanfly.Param.JpShowResults = eval(String(Yanfly.Parameters['Show Results']));
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Yanfly.Param.JpTextFormat = String(Yanfly.Parameters['JP Gained in Battle']);
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Yanfly.Param.JpAliveActors = eval(String(Yanfly.Parameters['Alive Actors']));
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Yanfly.Param.JpShowMenu = String(Yanfly.Parameters['Show In Menu']);
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Yanfly.Param.JpShowMenu = eval(Yanfly.Param.JpShowMenu);
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Yanfly.Param.JpMenuFormat = String(Yanfly.Parameters['Menu Format']);
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Yanfly.Param.JpPerLevel = String(Yanfly.Parameters['JP Per Level']);
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Yanfly.Param.JpEnableAftermath = String(Yanfly.Parameters['Enable Aftermath']);
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Yanfly.Param.JpAftermathText = String(Yanfly.Parameters['Aftermath Text']);
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Yanfly.Param.JpAftermathFmt = String(Yanfly.Parameters['Aftermath Format']);
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Yanfly.Param.JpAftermathEarn = String(Yanfly.Parameters['Aftermath JP Earned']);
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//=============================================================================
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// DataManager
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//=============================================================================
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var Zzy = Zzy || {};
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Zzy.CYJP = Zzy.CYJP || {};
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Yanfly.JP.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.JP.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_JobPoints) {
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this.processJPNotetags1($dataActors);
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this.processJPNotetags2($dataSkills);
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this.processJPNotetags2($dataItems);
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this.processJPNotetags3($dataEnemies);
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this.processJPNotetags4($dataClasses);
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this.processJPNotetags4($dataWeapons);
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this.processJPNotetags4($dataArmors);
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this.processJPNotetags4($dataStates);
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Yanfly._loaded_YEP_JobPoints = true;
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}
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return true;
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};
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DataManager.processJPNotetags1 = function(group) {
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var note1 = /<(?:STARTING JP):[ ](\d+)>/i;
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var note2 = /<(?:CLASS)[ ](\d+)[ ](?:STARTING JP):[ ](\d+)>/i;
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var note3 = /<(?:JP RATE):[ ](\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.startingJp = {};
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obj.jpRate = 1.0;
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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)) {
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obj.startingJp[obj.classId] = parseInt(RegExp.$1);
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} else if (line.match(note2)) {
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obj.startingJp[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
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} else if (line.match(note3)) {
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obj.jpRate = parseFloat(RegExp.$1 * 0.01);
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}
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}
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}
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};
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DataManager.processJPNotetags2 = function(group) {
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var note1 = /<(?:GAIN JP|JP GAIN):[ ](\d+)>/i;
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var note2 = /<(?:TARGET GAIN JP|TARGET JP GAIN):[ ](\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.gainJp = Yanfly.Param.JpPerAction;
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obj.targetGainJp = 0;
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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)) {
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obj.gainJp = parseInt(RegExp.$1);
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} else if (line.match(note2)) {
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obj.targetGainJp = parseInt(RegExp.$1);
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}
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}
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}
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};
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DataManager.processJPNotetags3 = function(group) {
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var note1 = /<(?:JP):[ ](\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.jp = Yanfly.Param.JpPerEnemy;
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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)) {
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obj.jp = parseInt(RegExp.$1);
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}
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}
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}
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};
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DataManager.processJPNotetags4 = function(group) {
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var note1 = /<(?:JP RATE):[ ](\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.jpRate = 1.0;
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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)) {
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obj.jpRate = parseFloat(RegExp.$1 * 0.01);
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}
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}
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}
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};
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//=============================================================================
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// BattleManager
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//=============================================================================
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Yanfly.JP.BattleManager_makeRewards = BattleManager.makeRewards;
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BattleManager.makeRewards = function() {
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Yanfly.JP.BattleManager_makeRewards.call(this);
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this._rewards.jp = $gameTroop.jpTotal();
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this.gainJp();
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};
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BattleManager.gainJp = function() {
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var jp = $gameTroop.jpTotal();
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$gameMessage.newPage();
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if (Yanfly.Param.JpAliveActors) {
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var members = $gameParty.aliveMembers();
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} else {
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var members = $gameParty.members();
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}
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members.forEach(function(actor) {
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actor.gainJp(jp);
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});
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};
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Yanfly.JP.BattleManager_displayRewards = BattleManager.displayRewards;
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BattleManager.displayRewards = function() {
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Yanfly.JP.BattleManager_displayRewards.call(this);
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this.displayJpGain();
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};
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BattleManager.displayJpGain = function() {
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if (!Yanfly.Param.JpShowResults) return;
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var jp = $gameTroop.jpTotal();
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|
$gameMessage.newPage();
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|
$gameParty.members().forEach(function(actor) {
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|
|
var fmt = Yanfly.Param.JpTextFormat;
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var text = fmt.format(actor.name(), Yanfly.Util.toGroup(actor.battleJp()),
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Yanfly.Param.Jp);
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|
$gameMessage.add('\\.' + text);
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|
});
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|
|
};
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|
//=============================================================================
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|
|
// Game_Battler
|
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|
//=============================================================================
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|
Yanfly.JP.Game_Battler_useItem = Game_Battler.prototype.useItem;
|
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|
|
Game_Battler.prototype.useItem = function(item) {
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|
|
Yanfly.JP.Game_Battler_useItem.call(this, item);
|
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|
|
if (!$gameParty.inBattle()) return;
|
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|
|
|
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|
|
if (this.isActor()) this.gainJp(eval(item.gainJp), this.currentClass().id);
|
|
|
|
|
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|
|
};
|
|
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|
|
Yanfly.JP.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
|
|
|
|
|
|
|
|
Game_Battler.prototype.onBattleStart = function() {
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Battler_onBattleStart.call(this);
|
|
|
|
|
|
|
|
this._battleJp = 0;
|
|
|
|
|
|
|
|
};
|
|
|
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|
|
Yanfly.JP.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
|
|
|
|
|
|
|
|
Game_Battler.prototype.onBattleEnd = function() {
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Battler_onBattleEnd.call(this);
|
|
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this._battleJp = 0;
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};
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//=============================================================================
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// Game_Actor
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//=============================================================================
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//此处将会对GP进行调整,不再使用原版的JP功能,而是调用一个统一的JP功能
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Yanfly.JP.Game_Actor_setup = Game_Actor.prototype.setup;
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Game_Actor.prototype.setup = function(actorId)
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{
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Yanfly.JP.Game_Actor_setup.call(this, actorId);
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this.initJp();
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};
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Game_Actor.prototype.jp = function(classId)
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{
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//---魔改--- v1.00 输出修改后的jp
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if(this._ZzyCYTPJP === undefined)
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{this.initJp();}
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return this._ZzyCYTPJP;
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if (!this._jp) this.initJp();
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if (!this._jp) return 0;
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if (classId === undefined) classId = this.currentClass().id;
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if (!this._jp[classId]) this._jp[classId] = 0;
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return this._jp[classId];
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};
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Game_Actor.prototype.initJp = function() //初始化JP效果
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{
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var actor = this.actor();
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for (var i = 0; i < $dataClasses.length; i++) {
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if (actor.startingJp) {
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var jp = actor.startingJp[i] || 0;
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this.setJp(jp, i);
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}
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}
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//---魔改--- v1.00 设置JP点数为当前职业的JP点
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var cid = this.currentClass().id;
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var initJP = this._jp[cid] ? this._jp[cid] : 0;
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this._ZzyCYTPJP = initJP;//获取初始化JP的效果
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};
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Game_Actor.prototype.setJp = function(value, classId) //设置JP值
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{
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value = parseInt(value);
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if (value === NaN) value = 0;
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classId = classId || this.currentClass().id;
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if (!this._jp) this._jp = {};
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if (!this._jp[classId]) this._jp[classId] = 0;
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this._jp[classId] = Math.max(0, value);
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|
|
if (Yanfly.Param.JpMax > 0) {
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this._jp[classId] = Math.min(Yanfly.Param.JpMax, value);
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}
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|
//---魔改--- v1.00 将忽略classId的参数调整
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|
|
if (Yanfly.Param.JpMax > 0)this._ZzyCYTPJP = Math.min(Yanfly.Param.JpMax, value);
|
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|
|
else this._ZzyCYTPJP = value;
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|
|
};
|
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|
|
Game_Actor.prototype.jpRate = function() //jp增加的倍数
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|
|
{
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|
|
var rate = 1.0;
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|
|
rate *= this.actor().jpRate;
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|
|
rate *= this.currentClass().jpRate;
|
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|
|
var equips = this.equips();
|
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|
|
for (var i = 0; i < equips.length; i++) {
|
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|
|
var item = equips[i];
|
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|
|
if (item) rate *= item.jpRate;
|
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|
|
}
|
|
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|
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|
|
var states = this.states();
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|
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|
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|
|
for (var i = 0; i < states.length; i++) {
|
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|
|
var state = states[i];
|
|
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|
|
if (state) rate *= state.jpRate;
|
|
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|
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|
|
}
|
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|
|
return rate;
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|
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|
|
|
|
|
};
|
|
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|
|
Game_Actor.prototype.gainJp = function(value, classId)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
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|
|
value = parseInt(value);
|
|
|
|
|
|
|
|
if (value === NaN) value = 0;
|
|
|
|
|
|
|
|
classId = classId || this.currentClass().id;
|
|
|
|
|
|
|
|
value = Math.floor(value * this.jpRate());
|
|
|
|
|
|
|
|
if ($gameParty.inBattle()) {
|
|
|
|
|
|
|
|
this._battleJp = this._battleJp || 0;
|
|
|
|
|
|
|
|
this._battleJp += value;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
this.setJp(this.jp(classId) + value, classId);
|
|
|
|
|
|
|
|
if (classId === this.currentClass().id && this.isSublcassEarnJp())
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.gainJpSubclass(value);
|
|
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|
|
|
|
|
}
|
|
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|
|
|
|
|
};
|
|
|
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|
|
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|
|
Game_Actor.prototype.isSublcassEarnJp = function() {
|
|
|
|
|
|
|
|
if (!Imported.YEP_X_Subclass) return false;
|
|
|
|
|
|
|
|
if (!this.subclass()) return false;
|
|
|
|
|
|
|
|
return Yanfly.Param.SubclassJp;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.gainJpSubclass = function(value) {
|
|
|
|
|
|
|
|
var classId = this.subclass().id;
|
|
|
|
|
|
|
|
value = Math.round(value * Yanfly.Param.SubclassJp);
|
|
|
|
|
|
|
|
this.setJp(this.jp(classId) + value, classId);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.loseJp = function(value, classId) {
|
|
|
|
|
|
|
|
classId = classId || this.currentClass().id;
|
|
|
|
|
|
|
|
this.setJp(this.jp(classId) - value, classId);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Actor.prototype.battleJp = function() {
|
|
|
|
|
|
|
|
this._battleJp = this._battleJp || 0;
|
|
|
|
|
|
|
|
return this._battleJp;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Actor_changeClass = Game_Actor.prototype.changeClass;
|
|
|
|
|
|
|
|
Game_Actor.prototype.changeClass = function(classId, keepExp) {
|
|
|
|
|
|
|
|
this._preventJpLevelUpGain = true;
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Actor_changeClass.call(this, classId, keepExp);
|
|
|
|
|
|
|
|
this._preventJpLevelUpGain = false;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Actor_levelUp = Game_Actor.prototype.levelUp;
|
|
|
|
|
|
|
|
Game_Actor.prototype.levelUp = function() {
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Actor_levelUp.call(this);
|
|
|
|
|
|
|
|
if (this._preventJpLevelUpGain) return;
|
|
|
|
|
|
|
|
var user = this;
|
|
|
|
|
|
|
|
var target = this;
|
|
|
|
|
|
|
|
var a = this;
|
|
|
|
|
|
|
|
var b = this;
|
|
|
|
|
|
|
|
var level = this.level;
|
|
|
|
|
|
|
|
var code = Yanfly.Param.JpPerLevel;
|
|
|
|
|
|
|
|
try {
|
|
|
|
|
|
|
|
var value = eval(code)
|
|
|
|
|
|
|
|
} catch (e) {
|
|
|
|
|
|
|
|
var value = 0;
|
|
|
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'LEVEL UP JP FORMULA ERROR');
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.gainJp(value, this.currentClass().id);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Game_Enemy
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Enemy.prototype.jp = function() {
|
|
|
|
|
|
|
|
var user = this;
|
|
|
|
|
|
|
|
var target = this;
|
|
|
|
|
|
|
|
var a = this;
|
|
|
|
|
|
|
|
var b = this;
|
|
|
|
|
|
|
|
var code = this.enemy().jp;
|
|
|
|
|
|
|
|
try {
|
|
|
|
|
|
|
|
return eval(code);
|
|
|
|
|
|
|
|
} catch (e) {
|
|
|
|
|
|
|
|
Yanfly.Util.displayError(e, code, 'ENEMY JP FORMULA ERROR');
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Game_Action
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Action_applyItemUserEffect =
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemUserEffect;
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemUserEffect = function(target) {
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Action_applyItemUserEffect.call(this, target);
|
|
|
|
|
|
|
|
if (target) this.applyItemJpEffect(target);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Action.prototype.applyItemJpEffect = function(target) {
|
|
|
|
|
|
|
|
var item = this.item();
|
|
|
|
|
|
|
|
if (!item) return;
|
|
|
|
|
|
|
|
if (target.isActor()) target.gainJp(item.targetGainJp);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Action_hasItemAnyValidEffects =
|
|
|
|
|
|
|
|
Game_Action.prototype.hasItemAnyValidEffects;
|
|
|
|
|
|
|
|
Game_Action.prototype.hasItemAnyValidEffects = function(target) {
|
|
|
|
|
|
|
|
var item = this.item();
|
|
|
|
|
|
|
|
if (!item) return;
|
|
|
|
|
|
|
|
if (target.isActor() && item.targetGainJp !== 0) return true;
|
|
|
|
|
|
|
|
return Yanfly.JP.Game_Action_hasItemAnyValidEffects.call(this, target);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Game_Troop
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Troop.prototype.jpTotal = function() {
|
|
|
|
|
|
|
|
return this.deadMembers().reduce(function(r, enemy) {
|
|
|
|
|
|
|
|
return r + enemy.jp();
|
|
|
|
|
|
|
|
}, 0);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Game_Interpreter
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Interpreter_pluginCommand =
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.pluginCommand;
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.pluginCommand = function(command, args) {
|
|
|
|
|
|
|
|
Yanfly.JP.Game_Interpreter_pluginCommand.call(this, command, args)
|
|
|
|
|
|
|
|
if (command === 'gainJp') this.modifyJp('gain', args);
|
|
|
|
|
|
|
|
if (command === 'loseJp') this.modifyJp('lose', args);
|
|
|
|
|
|
|
|
if (command === 'setJp') this.modifyJp('set', args);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Game_Interpreter.prototype.modifyJp = function(type, args) {
|
|
|
|
|
|
|
|
if (!args) return;
|
|
|
|
|
|
|
|
var actorId = parseInt(args[0]);
|
|
|
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
|
|
|
var jpValue = args[1] || 0;
|
|
|
|
|
|
|
|
jpValue = parseInt(jpValue);
|
|
|
|
|
|
|
|
var classId = args[2] || 0;
|
|
|
|
|
|
|
|
classId = parseInt(classId);
|
|
|
|
|
|
|
|
if (jpValue <= 0) return;
|
|
|
|
|
|
|
|
if (classId <= 0) classId = actor.currentClass().id;
|
|
|
|
|
|
|
|
if (type === 'gain') {
|
|
|
|
|
|
|
|
actor.gainJp(jpValue, classId);
|
|
|
|
|
|
|
|
} else if (type === 'lose') {
|
|
|
|
|
|
|
|
actor.loseJp(jpValue, classId);
|
|
|
|
|
|
|
|
} else if (type === 'set') {
|
|
|
|
|
|
|
|
actor.setJp(jpValue, classId);
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}
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};
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//=============================================================================
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// Window_Base
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//=============================================================================
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Yanfly.JP.Window_Base_dASS = Window_Base.prototype.drawActorSimpleStatus;
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Window_Base.prototype.drawActorSimpleStatus = function(actor, wx, wy, ww) {
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this._drawMenuJP = Yanfly.Param.JpShowMenu;
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Yanfly.JP.Window_Base_dASS.call(this, actor, wx, wy, ww);
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this._drawMenuJP = undefined;
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};
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Yanfly.JP.Window_Base_drawActorClass = Window_Base.prototype.drawActorClass;
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Window_Base.prototype.drawActorClass = function(actor, wx, wy, ww) {
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ww = ww || 168;
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Yanfly.JP.Window_Base_drawActorClass.call(this, actor, wx, wy, ww);
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if (!this._drawMenuJP) return;
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var classId = actor.currentClass().id;
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this.drawActorJp(actor, classId, wx, wy, ww, 'right');
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};
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Window_Base.prototype.drawActorJp = function(actor, id, wx, wy, ww, align) {
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var jp = actor.jp(id);
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var icon = '\\i[' + Yanfly.Icon.Jp + ']';
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var fmt = Yanfly.Param.JpMenuFormat;
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var text = fmt.format(Yanfly.Util.toGroup(jp), Yanfly.Param.Jp, icon);
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if (align === 'left') {
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wx = 0;
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} else if (align === 'center') {
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wx += (ww - this.textWidthEx(text)) / 2;
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} else {
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wx += ww - this.textWidthEx(text);
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}
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this.drawTextEx(text, wx, wy);
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};
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Window_Base.prototype.textWidthEx = function(text) {
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return this.drawTextEx(text, 0, this.contents.height);
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};
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//=============================================================================
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// Window_VictoryJp
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//=============================================================================
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if (Imported.YEP_VictoryAftermath && Yanfly.Param.JpEnableAftermath) {
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function Window_VictoryJp() {
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this.initialize.apply(this, arguments);
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}
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Window_VictoryJp.prototype = Object.create(Window_VictoryExp.prototype);
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Window_VictoryJp.prototype.constructor = Window_VictoryJp;
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Window_VictoryJp.prototype.drawActorGauge = function(actor, index) {
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this.clearGaugeRect(index);
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var rect = this.gaugeRect(index);
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this.changeTextColor(this.normalColor());
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this.drawActorName(actor, rect.x + 2, rect.y);
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this.drawLevel(actor, rect);
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this.drawJpGained(actor, rect);
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};
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Window_VictoryJp.prototype.drawJpGained = function(actor, rect) {
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|
var wy = rect.y + this.lineHeight() * 1;
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|
|
this.changeTextColor(this.systemColor());
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|
this.drawText(Yanfly.Param.JpAftermathEarn, rect.x + 2, wy, rect.width - 4,
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|
|
'left');
|
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|
|
var bonusJp = 1.0 * actor.battleJp() * this._tick /
|
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|
|
Yanfly.Param.VAGaugeTicks;
|
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|
|
var value = Yanfly.Util.toGroup(parseInt(bonusJp));
|
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|
|
var fmt = Yanfly.Param.JpAftermathFmt;
|
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|
|
var icon = '\\i[' + Yanfly.Icon.Jp + ']';
|
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|
|
var JpText = fmt.format(value, Yanfly.Param.Jp, icon);
|
|
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|
|
this.changeTextColor(this.normalColor());
|
|
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|
|
wx = rect.x + rect.width - this.textWidthEx(JpText);
|
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|
|
this.drawTextEx(JpText, wx, wy);
|
|
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|
|
};
|
|
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|
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|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Scene_Battle
|
|
|
|
|
|
|
|
//=============================================================================
|
|
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|
|
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|
|
Yanfly.JP.Scene_Battle_addCustomVictorySteps =
|
|
|
|
|
|
|
|
Scene_Battle.prototype.addCustomVictorySteps;
|
|
|
|
|
|
|
|
Scene_Battle.prototype.addCustomVictorySteps = function(array) {
|
|
|
|
|
|
|
|
array = Yanfly.JP.Scene_Battle_addCustomVictorySteps.call(this, array);
|
|
|
|
|
|
|
|
if (!array.contains('JP')) array.push('JP');
|
|
|
|
|
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|
|
return array;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.JP.Scene_Battle_updateVictorySteps =
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateVictorySteps;
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateVictorySteps = function() {
|
|
|
|
|
|
|
|
Yanfly.JP.Scene_Battle_updateVictorySteps.call(this);
|
|
|
|
|
|
|
|
if (this.isVictoryStep('JP')) this.updateVictoryJp();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.updateVictoryJp = function() {
|
|
|
|
|
|
|
|
if (!this._victoryJpWindow) {
|
|
|
|
|
|
|
|
this.createVictoryJp();
|
|
|
|
|
|
|
|
} else if (this._victoryJpWindow.isReady()) {
|
|
|
|
|
|
|
|
if (this.victoryTriggerContinue()) this.finishVictoryJp();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.createVictoryJp = function() {
|
|
|
|
|
|
|
|
this._victoryTitleWindow.refresh(Yanfly.Param.JpAftermathText);
|
|
|
|
|
|
|
|
this._victoryJpWindow = new Window_VictoryJp();
|
|
|
|
|
|
|
|
this.addWindow(this._victoryJpWindow);
|
|
|
|
|
|
|
|
this._victoryJpWindow.open();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Scene_Battle.prototype.finishVictoryJp = function() {
|
|
|
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
|
|
|
this._victoryJpWindow.close();
|
|
|
|
|
|
|
|
this.processNextVictoryStep();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}; // Imported.YEP_VictoryAftermath
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
// Utilities
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
|
|
|
|
Yanfly.Util.toGroup = function(inVal) {
|
|
|
|
|
|
|
|
return inVal;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYJP.SetJP = function(actorId,value)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
|
|
|
value = value ? value : 0;
|
|
|
|
|
|
|
|
if(actor)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
actor.setJp(value);return true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYJP.GainJP = function(actorId,value)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
|
|
|
value = value ? value : 0;
|
|
|
|
|
|
|
|
if(actor)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
actor.gainJp(value);return true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYJP.LoseJP = function(actorId,value)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
|
|
|
value = value ? value : 0;
|
|
|
|
|
|
|
|
if(actor)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
actor.loseJp(value);return true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.CYJP.GetJP = function(actorId)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
|
|
|
|
|
if(actor)return actor.jp();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
}
|