From 7b8a3624659e003bb8d27c84ea5f30f022e5ffe3 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sat, 28 Oct 2023 18:50:17 +0800 Subject: [PATCH] =?UTF-8?q?=E9=87=8D=E5=81=9A=E5=8F=8D=E5=87=BB=E6=9C=BA?= =?UTF-8?q?=E5=88=B6=E5=92=8C=E8=AF=BA=E5=85=B0=E8=A2=AB=E5=8A=A8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 2 +- data/Classes.json | 2 +- data/CommonEvents.json | 8 +- data/Enemies.json | 4 +- data/MapInfos.json | 8 +- data/Skills.json | 286 ++-- data/States.json | 36 +- data/System.json | 2 +- data/Weapons.json | 16 +- js/plugins.js | 1 + js/plugins/YEP_X_CounterControl.js | 2060 ++++++++++++++++++++++++++++ 11 files changed, 2243 insertions(+), 182 deletions(-) create mode 100644 js/plugins/YEP_X_CounterControl.js diff --git a/Readme.md b/Readme.md index c5bac41..d9279af 100644 --- a/Readme.md +++ b/Readme.md @@ -22,7 +22,7 @@ ## 更新记录 -- **2023/10/28**;**乐子人**;薇薇安加强; +- **2023/10/28**;**乐子人**;薇薇安加强,重做反击机制和诺兰被动; - **2023/10/27**;**枪兵**;修bug; - **2023/10/21**;**乐子人**;细节修改; - **2023/10/14**;**枪兵**;修复海底事件前的bug; diff --git a/data/Classes.json b/data/Classes.json index afd8390..5914a66 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -10,7 +10,7 @@ null, 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target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n\n\n\n target._cushion = target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n\n\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0}, {"id":203,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1!","message2":"","mpCost":0,"name":"力场漩涡","note":"<技能类型:技能>\n\n\n\n\n\n cost = Math.floor(user.mhp*0.05);\n if 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target.removeState(258);\n\n\n\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n\n\n\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 4/5*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 4/5*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n if(user.isLearnedSkill(222)){\n value += 5000;\n }\n else{\n if(user.isLearnedSkill(221)){\n value += 3000;\n }\n else{\n if(user.isLearnedSkill(220)){\n value += 1200;\n }\n else{\n if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n\n\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, 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(user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n if(user.isLearnedSkill(222)){\n value += 5000;\n }\n else{\n if(user.isLearnedSkill(221)){\n value += 3000;\n }\n else{\n if(user.isLearnedSkill(220)){\n value += 1200;\n }\n else{\n if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n\n\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, +{"id":215,"animationId":-1,"damage":{"critical":false,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第三段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":322,"message1":"的旋转攻击!","message2":"","mpCost":0,"name":"旋转攻击","note":"\n\n\n<技能类型:普攻>\n\n\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n\n\n\n this._times 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if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":4}, {"id":217,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, 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Balloon":"1","Alert Sound":"Attack1","Alert Common Event":"0","Return After":"true","Return Wait":"60"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"YEP_Taunt","status":true,"description":"v1.01 嘲讽★","parameters":{}}, +{"name":"YEP_X_CounterControl","status":true,"description":"v1.07 反击控制","parameters":{"---General---":"","Queue Max":"20","---Default Traits---":"","Counter Skill":"1","Evade Counter":"false","Counter Name":"Counter-%1","Counter Icon":"78","Counter Total":"1","Ally Counter":"false","--Default Conditions-":"","Physical":"true","Single Target":"true","Not Counter":"false"}}, {"name":"YEP_X_SkillCooldowns","status":true,"description":"v1.11 技能冷却☁️","parameters":{"---冷却时间---":"","Cooldown Format":"%1CD","Cooldown Font Size":"20","Cooldown Text Color":"6","Cooldown Icon":"75","Cooldown After Battle":"-10","Cooldown Steps":"5","Cooldown Bypass":"1 2 3 4 5 6 7","---热身---":"","Warmup Format":"%1WU","Warmup Font Size":"20","Warmup Text Color":"4","Warmup Icon":"75","---战斗核心---":"","Time Based":"false","Turn Time":"100"}}, {"name":"YEP_X_SkillCostItems","status":true,"description":"v1.03 技能消耗物品☁️","parameters":{"---全局---":"","Cost Style":"2","Font Size":"20","Amount Format":"×%1","Amount Y Buffer":"4","---计量表---":"","Gauge Color 1":"13","Gauge Color 2":"5","Display Name":"true","Text Color":"16"}}, {"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"23","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}}, diff --git a/js/plugins/YEP_X_CounterControl.js b/js/plugins/YEP_X_CounterControl.js new file mode 100644 index 0000000..2ed5928 --- /dev/null +++ b/js/plugins/YEP_X_CounterControl.js @@ -0,0 +1,2060 @@ +//============================================================================= +// Yanfly Engine Plugins - Battle Engine Extension - Counter Control +// YEP_X_CounterControl.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_X_CounterControl = true; + +var Yanfly = Yanfly || {}; +Yanfly.Counter = Yanfly.Counter || {}; +Yanfly.Counter.version = 1.07; + +//============================================================================= + /*: + * @plugindesc v1.07 反击控制 + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Queue Max + * @desc What's the maximum size for the counter queue? + * @default 20 + * + * @param ---Default Traits--- + * @default + * + * @param Counter Skill + * @desc This is the default skill used for counterattacks. + * Insert the skill ID here. Use 0 for the MV default. + * @default 1 + * + * @param Evade Counter + * @desc Counter skills to evade,then counter by default? + * NO - false YES - true + * @default false + * + * @param Counter Name + * @desc The default counter skill name used per skill. + * %1 - Skill Name + * @default Counter-%1 + * + * @param Counter Icon + * @desc The icon ID used for counter attacks. Leave at 0 + * to use the default skill's icon. + * @default 78 + * + * @param Counter Total + * @desc Default amount of counters per actor and enemy. + * @default 1 + * + * @param Ally Counter + * @desc Allow allies to counter the actions of other allies? + * NO - false YES - true + * @default false + * + * @param --Default Conditions- + * @default + * + * @param Physical + * @desc Require the countered action to be physical? + * NO - false YES - true + * @default true + * + * @param Single Target + * @desc Require the countered action scope to be single target? + * NO - false YES - true + * @default true + * + * @param Not Counter + * @desc Require the countered action to not be a counter? + * NO - false YES - true + * @default false + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * 这个插件需要 YEP_BattleEngineCore。确保他放在 YEP_BattleEngineCore下面 + * + * 如果你使用了YEP_X_BattleSysATB或者YEP_X_BattleSysCTB,请放在他们下面 + * + * 默认的反击特性没有太多开发设置。这是一个可以躲避敌方攻击并且反击的技能。 + * 这个插件可以让你更好的控制反击方式。 + * + * ============================================================================ + * Instructions - How Advanced Counters Work + * ============================================================================ + * + * A counterattack is an action that serves as a reaction to an action used by + * an opposing battler unless the action is marked as able of being countered + * by allied members.反击是作为对一项行动的反馈行动。 + * + * Now begins a clash between the attacker's anti-counter stat (newly added) + * against the target's counter stat plus any of the action's modifiers. Once + * the finalized counter rate is decided, a random number check is made to see + * if the counter will pass. If it doesn't, no counter will occur. If it does, + * the next step occurs.当判断反击成功时,才会行动 + * + * The target will then generate a pool of skills it can use as counters. It + * will go in a priority list mentioned in the next section below. The battle + * system will then go through the pool of skills in order and select the first + * counter skill that meets all of the conditions required. If no skill is + * selected, no skill will be used as a counter. All skills have a mandatory + * requirement of being able to pay the skill's cost and can use it. + * 将会从反击技能池选择技能进行反击 + * + * Once the skill is selected, the counter skill is placed in the counter + * queue and waits for the current attacker's turn to be over. Once over, + * the actions in the counter queue will begin. The counterattacker will + * perform counter actions without conflicting with their own turns. + * This process will repeat itself until the counter queue is emptied. + * 选择技能后,反击技能将被放置在反击队列中,并等待当前攻击者的回合结束。 + * 结束后,反击队列中的操作将开始。反击者将执行反击动作,而不会与自己 + * 的回合发生冲突。此过程将重复,直到反击队列被清空。 + * + * During the counter queue process, counter skills can trigger counter skills, + * too. For that reason, there is a maximum queue size determined by the plugin + * parameters. Once the queue count reaches this size, no more counter skills + * will be added to the counter queue.反击也可以诱发反击,你可以设置最大值 + * + * ============================================================================ + * Instructions - Counter Skill Priority List + * ============================================================================ + * + * 技能池产生后,执行顺序如下: + * + * 1. States - 从高优先度的状态到低优先度状态 + * 2. States - 从高优先度的状态到低优先度状态 + * 3. Equipment - 武器标签 + * 4. Equipment - 装备标签 + * 5. Actor - 职业标签 + * 6. Actor - 角色标签 + * 7. Enemy - 敌人标签 + * + * The order of the pool of counter skills matter in that when going through + * the conditions of the counter skill to be used, the first counter skill + * whose condition is met will be the one used. + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * 使用下面标签设置 + * + * Actor and Enemy Notetags: + * + * + * 默认反击技能 + * Sets the default counter skill to x. If it is left as 0, then the counter + * skill will be RPG Maker MV's default counter skill. If you are using the + * name of the skill, and there are multiple skills in the database with the + * same name, then priority will be given to the skill with the highest ID. + * *Note: Use 0 for x if you wish to add RPG Maker MV's default counter. + * 将默认反击技能设置为 x。如果保留为 0,则反击技能将是 RPG Maker MV 的默认反击技能。 + * 如果您使用的是技能名称,并且数据库中有多个同名的技能,则 ID 最高的技能将优先。 + * 注意:如果您希望添加 RPG Maker MV 的默认反击,请使用 0 替换 x。 + * + * Actor, Class, Enemy, Weapon, Armor, and State Notetags: + * + * + * + * 反击技能表 + * This will add to the list of possible counter skills for the battler. + * If multiple skill ID's are listed, then they're all added. Priority will + * be given to the counter skills listed earlier. + * *Note: Use 0 for x if you wish to add RPG Maker MV's default counter. + * *Note2: See the Counter List priority to see which skills will be given + * priority on the counter skill list. + * 这将添加到战斗者可能的反击技能列表中。 + * 如果列出了多个技能 ID,则会将它们全部添加。将优先考虑前面列出的反击技能。 + * 注意:如果您希望添加 RPG Maker MV 的默认反击,请使用 0 表示 x。 + * 注2:查看反击列表优先级,查看反击技能列表中哪些技能将优先。 + * + * 反击技能表 + * This will add the named skill to the list of possible counter skills for + * the battler. If there are multiple skills in the database with the same + * name, then priority will be given to the skill with the highest ID. + * *Note: See the Counter List priority to see which skills will be given + * priority on the counter skill list. + * 这会将命名的技能添加到战斗人员可能的反击技能列表中。如果数据库中有多个同名的技能, + * 则将优先考虑 ID 最高的技能。 + * *注意:请参阅反击列表优先级,查看反击技能列表中将优先考虑哪些技能。 + * + * + * 反击次数 + * Alters the number of times the battler can counter by x. This is the + * amount of times the battler can counter until the battler's turn comes up + * at which, the number of times is reset. + * 改变战斗者可以反击的次数 x 次。这是战斗者可以反击的次数,直到战斗者回合出现,重置次数。 + * + * 目标反击率 + * When this battler attacks an opponent target, this will cause the target + * counter rate to be altered by x% rate. If a target has 10% CNT, then a + * notetag of 50% will cause the counter rate to become 5%. + * 当该战斗者攻击敌方目标时,这将导致目标反击率改变 x% 率。 + * 如果目标具有 10% 的 反击率,则 50% 的 notetag 将导致目标反击率变为 5%。 + * + * + * 目标反击率 + * When this battler attacks an opponent target, this will cause the target + * counter rate to increase or decrease by x%. If a target has 10% CNT, then + * a notetag of +50% will cause the counter rate to become +60%. + * 当该战斗者攻击敌方目标时,这将导致目标反击率增加或减少 x%。 + * 如果目标具有 10% 的 反击率,则 +50% 的 notetag 将导致反击率变为 +60%。 + + * 躲避反击 + * This will change all counter skills used by the related battler to become + * evade counters regardless of their default nature. However, if the battler + * is affected by a trait that is , then priority will be given + * to the trait instead. + * 这将改变相关战斗者使用的所有反击技能,使其成为闪避反击,无论其默认性质如何。 + * 但是,如果战斗人员受到<命中反击>特性的影响,则将优先考虑<命中反击>特性。 + * + * 命中反击 + * This will change all counter skills used by the related battler to become + * hit counters regardless of their default nature. If the battler is also + * affected by , this effect will take priority. + * 这将改变相关战斗者使用的所有反击技能,使其成为命中反击,无论其默认性质如何。 + * 如果战斗者也受到<闪避反击>的影响,则本效果将优先。 + * + * Skill and Item Notetags: + * + * 可以被队员用来反击 + * Makes this action able to proc counter skills by allied members. + * + * 不可以被队员用来反击 + * Makes this action unable to proc counter skills by allied members. + * + * 不能反击 + * Causes this action to be un-counterable. This means that it will always + * return a 0% counterattack possibility. + * 导致此操作不可反击。这意味着它将始终返回 0% 的反击可能性。 + * + * 反击概率 + * This will cause this action to proc a counter from the target by x% rate. + * This means if the target has a 10% chance to counter and this notetag is + * 50%, then the target will have a 5% chance to counter. + * 将目标对此次行动的反击概率乘以设定的比率 x%。 + * 这意味着如果目标有 10% 的反击几率,而这个注释标签是 50%,那么目标将有 5% 的反击几率。 + * + * + * 反击概率 + * This will cause this action to proc a counter from the target by an + * additive x%. This means if the target has a 10% chance to counter and this + * notetag is +50%, then the target has a 60% chance to counter. + * 将目标对此次行动的反击概率乘以设定的几率 x%。 + * 这意味着如果目标有 10% 的反击几率,而此注释标签为 +50%,那么目标有 60% 的反击几率。 + * + * Skill Notetags: + * + * 躲避后反击 + * If this skill is being used as the counter skill, the battler will evade + * the current action and then counter. + * 如果此技能用作反击技能,则战斗者在触发闪避效果后进行反击。 + * + * 伤害后反击 + * If this skill is being used as the counter skill, the battler will take + * the hit against the current action and then counter. + * 如果此技能用作反击技能,则战斗者在被命中后进行反击。 + * + * 反击技能名 + * This changes the displayed name of the skill when used as a counter skill + * to 'text'. + * 将当前技能用作反击技能时,技能的显示名称更改为“text”。 + * + * 反击技能图标 + * This changes the displayed icon of the skill when used as a counter skill + * to x icon. + * 将当前技能用作反击技能时,技能的显示图标更改为x号图标。 + * + * ============================================================================ + * Notetags - Counter Conditions + * ============================================================================ + * + * When making your counter skills, you can have those counter skills respond + * only to specific conditions. If all conditions are met, the counter skill + * will occur. If a single condition isn't met, that counter skill will then be + * skipped and the next one will be checked. To add counter conditions, use the + * following notetags: + * 在制作反击技能时,您可以让这些反击技能仅对特定条件做出反应。 + * 如果满足所有条件,则会出现反击技能。如果不满足单个条件,则将跳过该反击技能, + * 并检查下一个反击技能。要添加反击条件,请使用以下 notetags + * 设置反击条件 + * + * Skill Notetags: + * + * + * condition + * condition + * + * Replace the 'condition' text in between the notetags with the listed in + * the conditions list below to best fit what you want. + * 将注释标签之间的“条件”文本替换为下面条件列表中列出的文本,以最适合您的需求。 + * + * --- Example --- + * + * + * physical hit + * single target + * 单一目标物理伤害后反击 + * This skill will only be used as a counter skill if the current action is + * a physical hit that's single target. + * 仅当当前动作是单个目标的物理命中时,此技能才会用作反击技能。 + * + * ============================================================================ + * Counter Condition List + * ============================================================================ + * + * Here is a list of all the counter conditions that come with this plugin that + * you can use. Keep in mind that all of the counter conditions must be met + * before a counter will take effect. If even a single counter condition fails + * to be met, the counter skill will not proc. + * 以下是您可以使用的此插件附带的所有反击条件的列表。 + * 请记住,在反击生效之前,必须满足所有反击条件。 + * 如果连一个反击条件都无法满足,反击技能也不会触发。 + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * ATTACKER param eval + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def', + * 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the attacker's + * parameter. If the check returns 'true', the counter condition is met. If it + * returns 'false', the counter condition isn't met. + * 将 'param' 替换为 'level'、'maxhp'、'hp'、'maxmp'、'mp'、'atk'、'def'、 + * 'mat'、'mdf'、'agi' 或 'luk'。这将对攻击者的参数进行检查。 + * 如果检查返回“true”,则满足反击条件。如果返回“false”,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Attacker level > 50 + * Attacker hp <= attacker.mhp * 0.50 + * Attacker atk > defender.def + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * CERTAIN HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a certain hit, the counter + * condition is met. If it isn't, the counter condition isn't met. + * 如果当前对目标使用的操作是必定命中,则满足反击条件。如果不是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Certain Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * COUNTER HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a counter skill, the + * counter condition is met. If it isn't, the counter condition isn't met. + * 如果当前针对目标使用的动作是反击技能,则满足反击条件。否则,则不满足反条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Counter Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * DEFENDER param eval + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def', + * 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the defender's + * parameter. If the check returns 'true', the counter condition is met. If it + * returns 'false', the counter condition isn't met. + * 将“参数”替换为“level”、“maxhp”、“hp”、“maxmp”、“mp”、“atk”、“def”、“mat”、 + * “mdf”、“agi”或“luk”。这将针对防御者的参数运行检查。 + * 如果检查返回“true”,则满足反击条件。如果它返回“false”,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Defender level > 50 + * Defender hp <= defender.mhp * 0.50 + * Defender atk > attacker.def + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * ELEMENT: x + * ELEMENT: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target has element X attached to it, + * the counter condition is met. If it isn't, the counter condition isn't met. + * Replace 'x' with the element ID or the element name in the database system + * tab. If multiple elements share the same name, priority will be given to the + * element with the highest ID. + * 如果对目标使用的当前操作附加了伤害属性 X,则满足反击条件。如果不是, + * 则不满足反击条件。将“x”替换为数据库系统选项卡中的伤害属性 ID 或伤害属性名称。 + * 如果多个伤害属性共享相同的名称,则将优先考虑具有最高 ID 的伤害属性。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Element: 4 + * Element: Fire + * Element: Ice + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * EVAL: code + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * For those with JavaScript experience, you can use the above line to perform + * an eval check to see if the conditions are met for the counter skill. If the + * eval check returns 'true', the condition is met. If it returns 'false', the + * condition isn't met. + * 对于那些有 JavaScript 经验的人,您可以使用上面的行执行评估检查, + * 以查看是否满足反击技能的条件。如果评估检查返回“true”,则满足条件。 + * 如果返回“false”,则不满足条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Eval: attacker.name() === 'Harold' + * Eval: defender.hpRate() <= 0.50 + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * ITEM: x + * ITEM: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current aciton used against the target is item x, the counter + * condition is met. If it isn't, the counter condition isn't met. Replace 'x' + * with the item ID. If you choose to use the item name, and your database + * has multiple items with the same name, priority will be given to the item + * with the highest ID. + * 如果对目标使用的当前行动是物品 x,则满足反击条件。否则,则不满足反条件。 + * 将“x”替换为商品 ID。如果选择使用物品名称,并且数据库中有多个具有相同名称的物品, + * 则将优先考虑具有最高 ID 的物品。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Item: 30 + * Item: Bomb + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * MAGICAL HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a magical hit, the counter + * condition is met. If it isn't, the counter condition isn't met. + * 如果当前对目标使用的操作是魔法命中,则满足计数条件。如果不是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Magical Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * MULTI TARGET + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a multi target action, the + * counter condition is met. If it isn't, the counter condition isn't met. + * 如果对目标使用的当前行动是多目标行动,则满足反击条件。如果不是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Multi Target + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT CERTAIN HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is NOT certain hit, the + * counter condition is met. If it is, the counter condition isn't met. + * 如果对目标使用的当前操作不是必定命中,则满足反击条件。如果是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Certain Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT COUNTER HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is NOT a counter skill, the + * counter condition is met. If it is, the counter condition isn't met. + * 如果当前对目标使用的操作不是反技能,则满足反技能。如果是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Counter Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT ELEMENT: x + * NOT ELEMENT: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target has element X attached to it, + * the counter condition is NOT met. If it isn't, the counter condition is met. + * Replace 'x' with the element ID or the element name in the database system + * tab. If multiple elements share the same name, priority will be given to the + * element with the highest ID. + * 如果对目标使用的当前操作附加了伤害属性 X,则不满足反击条件。 + * 如果不是,则满足反击条件。将“x”替换为数据库系统选项卡中的伤害属性 ID 或伤害属性名称。 + * 如果多个伤害属性共享相同的名称,则将优先考虑具有最高 ID 的伤害属性。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Element: 4 + * Not Element: Fire + * Not Element: Ice + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT ITEM: x + * NOT ITEM: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current aciton used against the target is NOT item x, the counter + * condition is met. If it is, the counter condition isn't met. Replace 'x' + * with the item ID. If you choose to use the item name, and your database + * has multiple items with the same name, priority will be given to the item + * with the highest ID. + * 如果当前用于目标的行动不是物品 x,则满足反击条件。 + * 如果是,则不满足反击条件。将“x”替换为物品 ID。 + * 如果选择使用物品名称,并且数据库包含多个同名物品,则将优先考虑具有最高 ID 的物品。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Item: 30 + * Not Item: Bomb + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT MAGICAL HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is NOT a magical hit, the + * counter condition is met. If it is, the counter condition isn't met. + * 如果当前对目标的动作不是魔法命中,则满足反击条件。如果是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Magical Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT PHYSICAL HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is NOT a physical hit, the + * counter condition is met. If it is, the counter condition isn't met. + * 如果当前对目标的动作不是物理命中,则满足反击条件。如果是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Physical Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT SKILL: x + * NOT SKILL: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current aciton used against the target is NOT skill x, the counter + * condition is met. If it is, the counter condition isn't met. Replace 'x' + * with the skill ID. If you choose to use the skill name, and your database + * has multiple skills with the same name, priority will be given to the skill + * with the highest ID. + * 如果当前用于对付目标的动作不是技能 x,则满足反击条件。如果是,则不满足反条件。 + * 将“x”替换为技能 ID。如果您选择使用技能名称,并且您的数据库有多个同名的技能, + * 则将优先考虑具有最高 ID 的技能。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Skill: 50 + * Not Skill: Firaga + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * NOT STYPE: x + * NOT STYPE: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is NOT a skill and skill type + * x, the counter condition is met. If it isn't the counter condition isn't + * met. Replace 'x' with the Skill Type ID. If you choose to use the skill type + * name and your database has multiple skill types with the same name, priority + * will be given to the skill type with the highest ID. + * 如果当前针对目标使用的动作不是技能或不属于技能类型 x,则满足反击条件。 + * 如果不是,则不满足反击条件。将“x”替换为技能类型 ID。 + * 如果选择使用技能类型名称,并且数据库中有多个同名的技能类型, + * 则将优先考虑 ID 最高的技能类型。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Not Stype: 1 + * Not Stype: Magic + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * PHYSICAL HIT + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a physical hit, the counter + * condition is met. If it isn't, the counter condition isn't met. + * 如果当前对目标的动作是物理命中,则满足反击条件。如果不是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Physical Hit + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * RANDOM: x% + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * This will run a random check. There is a x% chance that this counter check + * will pass. If it passes, the counter condition is met. If it doesn't, the + * counter condition isn't met. + * 这将运行随机检查。此反击检查有 x% 的机会通过。 + * 如果通过,则满足反击条件。如果不满足,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Random: 30% + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * SINGLE TARGET + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a single target action, the + * counter condition is met. If it isn't, the counter condition isn't met. + * 如果对目标使用的当前行动是单一目标行动,则满足反击条件。 + * 如果不是,则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Single Target + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * SKILL: x + * SKILL: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current aciton used against the target is skill x, the counter + * condition is met. If it isn't, the counter condition isn't met. Replace 'x' + * with the skill ID. If you choose to use the skill name, and your database + * has multiple skills with the same name, priority will be given to the skill + * with the highest ID. + * 如果当前用于对付目标的动作是技能 x,则满足反击条件。如果不是,则不满足反条件。 + * 将“x”替换为技能 ID。如果您选择使用技能名称,并且您的数据库有多个同名的技能, + * 则将优先考虑具有最高 ID 的技能。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Skill: 50 + * Skill: Firaga + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * STYPE: x + * STYPE: name + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If the current action used against the target is a skill and skill type x, + * the counter condition is met. If it isn't the counter condition isn't met. + * Replace 'x' with the Skill Type ID. If you choose to use the skill type name + * and your database has multiple skill types with the same name, priority will + * be given to the skill type with the highest ID. + * 如果当前针对目标使用的动作是技能和技能类型 x,则满足反击条件。 + * 如果不是,则不满足反击条件。将“x”替换为技能类型 ID。 + * 如果选择使用技能类型名称,并且数据库中有多个同名的技能类型, + * 则将优先考虑 ID 最高的技能类型。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Stype: 1 + * Stype: Magic + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * SWITCH x OFF + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If switch x is OFF (false) prior to the current action being used against + * the target, the counter condition is met. If it is ON (true), the counter + * condition isn't met. + * 如果开关 x 在对目标使用当前操作之前处于 OFF (false), + * 则满足反击条件。如果为 ON (true),则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Switch 10 Off + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * SWITCH x ON + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * If switch x is ON (ftrue) prior to the current action being used against + * the target, the counter condition is met. If it is OFF (false), the counter + * condition isn't met. + * 如果开关 x 在对目标使用当前操作之前处于 ON (true), + * 则满足反击条件。如果为 OFF (false),则不满足反击条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Switch 10 On + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * VARIABLE x eval + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * This runs an eval check against variable x. If the eval check returns 'true' + * the condition is met. If it returns 'false' then the condition isn't met. + * 这将对变量 x 运行评估检查。如果评估检查返回“true”,则满足条件。 + * 如果它返回“false”,则不满足条件。 + *- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + * Example: Variable 15 >= 15 + * Variable 16 <= 20 + * Variable 17 === $gameParty.aliveMembers().length + * =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + * + * ============================================================================ + * Lunatic Mode - Custom Counter Skills + * ============================================================================ + * + * For those with JavaScript proficiency, you can use the following Lunatic + * Mode notetags to give a dynamic set of skills granted for counter usage. + * 对于那些精通 JavaScript 的人,您可以使用以下 Lunatic Mode 注释标签来提供 + * 一组动态技能,以授予反击使用。 + * + * Actor, Class, Enemy, Weapon, Armor, and State Notetags: + * + * + * if (user.name() === 'Harold') { + * skills.push(50, 51, 52); + * } else if (user.name() === 'Therese') { + * skills.push(53, 54, 55); + * } else if (user.name() === 'Marsha') { + * skills.push(56, 57, 58); + * } else if (user.name() === 'Lucius') { + * skills.push(59, 60, 61); + * } + * + * The 'skills' variable is an array that will contain all the counter skills + * that will be added to the list of potential skills the battler can counter + * actions with provided that their requirements are met. + * “Skills”变量是一个数组,其中包含所有反击技能, + * 这些技能将被添加到战斗者可以反击的潜在技能列表中,前提是满足其要求。 + * + * ============================================================================ + * Lunatic Mode - Custom Counter Total + * ============================================================================ + * + * For those with JavaScript proficiency, you can use the following Lunatic + * Mode notetags to give a dynamic counter total bonus: + * 对于那些精通JavaScript的人,您可以使用以下疯狂模式笔记标签来提供动态反击次数奖励: + * + * Actor, Class, Enemy, Weapon, Armor, and State Notetags: + * + * + * value = user.level; + * + * The 'value' variable is the total amount of counters is increased or + * decreased by. If the total counter value reaches 0 or less than 0 for the + * battler, the battler is unable to use counter skills. + * “value”变量是反击次数总数增加或减少。如果战斗者的总反击次数达到 0 或小于 0, + * 则战斗者无法使用战斗技能。 + * + * + * ============================================================================ + * Lunatic Mode - Custom Target Counter Rate + * ============================================================================ + * + * For those with JavaScript proficiency, you can use the following Lunatic + * Mode notetags to make the attacker's traits alter the target's CNT rate. + * 对于那些精通JavaScript的人,您可以使用以下疯狂模式笔记标签来使攻击者的特征 + * 改变目标的反击率。 + * + * Actor, Class, Enemy, Weapon, Armor, and State Notetags: + * + * + * rate -= user.hpRate(); + * + * The 'rate' variable is the final rate used to determine the counter rate + * the target has. It is already given the value calculated from the target's + * CNT value. This is calculated before the skill's custom counter rate. + * “反击率”变量是用于确定目标的反击利率的最终利率。 + * 它已经被赋予了根据目标反击率值计算得出的值。 + * 这是在技能的自定义反击率之前计算的。 + * + * ============================================================================ + * Lunatic Mode - Custom Counter Rates + * ============================================================================ + * + * For those with JavaScript proficiency, you can use the following Lunatic + * Mode notetags to give skills a dynamic chance for the target to counter. + * + * Skill and Item Notetags: + * + * + * rate += target.hpRate(); + * + * The 'rate' variable is the final rate used to determine the counter rate + * the target has. It is already given the value calculated from the target's + * CNT value plus any additional counter rate modifiers from the skill. This + * is calculated after the attacker's custom target counter rate. + * “rate”变量是用于确定目标反击率的最终几率。它已经给出了根据目标的 CNT 值 + * 加上技能中的任何其他反击率修饰符计算的值。 + * 这是在攻击者的自定义目标反击率之后计算的。 + * + * ============================================================================ + * Lunatic Mode - Custom Counter Condition + * ============================================================================ + * + * For those with JavaScript proficiency, you can use the following Luantic + * Mode notetags to give counter skills a custom counter condition. While you + * can do the same with an Eval condition, this notetag is for those who prefer + * to take control over everything at once. + * 对于精通 JavaScript 的人,您可以使用以下 Luantic 模式笔记标签为反击技能 + * 提供自定义反击条件。虽然您可以对 Eval 条件执行相同的操作, + * 但此 notetag 适用于那些喜欢一次控制所有内容的人。 + * + * Skill Notetags: + * + * + * if (attacker.name() === 'Harold') { + * condition = true; + * } else if (defender.name() === 'Therese') { + * condition = true; + * } else { + * condition = false; + * } + * + * The 'condition' variable determines whether or not the counter skill will + * pass or fail. If the 'condition' variable returns 'true', the condition is + * met. If the 'condition' variable returns 'false', the condition fails to + * be met. Once the condition is met, the rest of the + * conditions will be checked. + * “condition”变量确定反击技能是通过还是失败。 + * 如果“condition”变量返回“true”,则满足反击条件。 + * 如果“condition”变量返回“false”,则无法满足反击条件。 + * 满足当前反击条件后,将检查其余的<反击条件>条件。 + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.07: + * - Lunatic Mode fail safes added. + * + * Version 1.06: + * - Updated for RPG Maker MV version 1.3.2. + * + * Version 1.05: + * - Fixed a bug that caused the Eval: condition to not work and crash. + * - Fixed an issue that caused default counter attacks to trigger upon magical + * actions. + * + * Version 1.04: + * - Fixed a bug that caused counter-countered actions to no longer disappear + * from queue. + * + * Version 1.03: + * - Fixed a bug that caused enemies to get a free action after a counter in + * the DTB engine. + * + * Version 1.02: + * - Fixed a bug that didn't replace the proper skill for the countered battler + * appropriate causing some action effects to not proc correctly. + * + * Version 1.01: + * - Fixed a bug that caused the notetag to not work. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +if (Imported.YEP_BattleEngineCore) { + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_X_CounterControl'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.CounterMaxQueue = Number(Yanfly.Parameters['Queue Max']); + +Yanfly.Param.CounterDefault = Number(Yanfly.Parameters['Counter Skill']); +Yanfly.Param.CounterEvade = eval(String(Yanfly.Parameters['Evade Counter'])); +Yanfly.Param.CounterFmt = String(Yanfly.Parameters['Counter Name']); +Yanfly.Param.CounterIcon = Number(Yanfly.Parameters['Counter Icon']); +Yanfly.Param.CounterTotal = Number(Yanfly.Parameters['Counter Total']); +Yanfly.Param.CounterAllyCnt = eval(String(Yanfly.Parameters['Ally Counter'])); + +Yanfly.Param.CounterConditions = []; +if (eval(String(Yanfly.Parameters['Physical']))) { + Yanfly.Param.CounterConditions.push('PHYSICAL HIT'); +}; +if (eval(String(Yanfly.Parameters['Single Target']))) { + Yanfly.Param.CounterConditions.push('SINGLE TARGET'); +}; +if (eval(String(Yanfly.Parameters['Not Counter']))) { + Yanfly.Param.CounterConditions.push('NOT COUNTER HIT'); +}; + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.Counter.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.Counter.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_X_CounterControl) { + this.processCounterNotetagsI($dataItems); + this.processCounterNotetagsW($dataWeapons); + this.processCounterNotetagsA($dataArmors); + this.processCounterNotetagsS($dataSkills); + this.processCounterNotetagsT($dataStates); + this.processCounterNotetagsSys($dataSystem); + this.processCounterNotetags1($dataActors); + this.processCounterNotetags1($dataEnemies); + this.processCounterNotetags2($dataActors); + this.processCounterNotetags2($dataClasses); + this.processCounterNotetags2($dataEnemies); + this.processCounterNotetags2($dataWeapons); + this.processCounterNotetags2($dataArmors); + this.processCounterNotetags2($dataStates); + this.processCounterNotetags3($dataSkills); + this.processCounterNotetags4($dataSkills); + this.processCounterNotetags4($dataItems); + Yanfly._loaded_YEP_X_CounterControl = true; + } + return true; +}; + +DataManager.processCounterNotetagsI = function(group) { + if (Yanfly.ItemIdRef) return; + Yanfly.ItemIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.ItemIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processCounterNotetagsW = function(group) { + if (Yanfly.WeaponIdRef) return; + Yanfly.WeaponIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processCounterNotetagsA = function(group) { + if (Yanfly.ArmorIdRef) return; + Yanfly.ArmorIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processCounterNotetagsS = function(group) { + if (Yanfly.SkillIdRef) return; + Yanfly.SkillIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.SkillIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processCounterNotetagsT = function(group) { + if (Yanfly.StateIdRef) return; + Yanfly.StateIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.StateIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processCounterNotetagsSys = function(group) { + Yanfly.STypeIdRef = {}; + for (var i = 1; i < group.skillTypes.length; ++i) { + var name = group.skillTypes[i].toUpperCase(); + name = name.replace(/\\I\[(\d+)\]/gi, ''); + Yanfly.STypeIdRef[name] = i; + } + Yanfly.ElementIdRef = {}; + for (var i = 1; i < group.elements.length; ++i) { + var name = group.elements[i].toUpperCase(); + name = name.replace(/\\I\[(\d+)\]/gi, ''); + Yanfly.ElementIdRef[name] = i; + } +}; + +DataManager.processCounterNotetags1 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.defaultCounter = Yanfly.Param.CounterDefault; + obj.counterTotal = Yanfly.Param.CounterTotal; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(//i)) { + obj.defaultCounter = parseInt(RegExp.$1); + } else if (line.match(//i)) { + var name = String(RegExp.$1).toUpperCase(); + var id = Yanfly.SkillIdRef[name]; + if (id) obj.defaultCounter = id; + } + } + } +}; + +DataManager.processCounterNotetags2 = function(group) { + var noteA1 = /<(?:COUNTER SKILLS):[ ]*(\d+(?:\s*,\s*\d+)*)>/i; + var noteA2 = /<(?:COUNTER SKILLS):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.counterSkills = []; + obj.counterTotal = 0; + obj.targetCounterRate = 1; + obj.targetCounterFlat = 0; + obj.evadeCounter = false; + obj.hitCounter = false; + var evalMode = 'none'; + obj.counterTotalEval = ''; + obj.counterSkillsEval = ''; + obj.targetCounterRateEval = ''; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(noteA1)) { + var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']'); + obj.counterSkills = obj.counterSkills.concat(array); + } else if (line.match(noteA2)) { + var range = Yanfly.Util.getRange(parseInt(RegExp.$1), + parseInt(RegExp.$2)); + obj.counterSkills = obj.counterSkills.concat(range); + } else if (line.match(/<(?:COUNTER SKILL):[ ](.*)>/i)) { + var name = String(RegExp.$1).toUpperCase(); + var id = Yanfly.SkillIdRef[name]; + if (id) obj.counterSkills.push(id); + } else if (line.match(/<(?:COUNTER TOTAL):[ ]([\+\-]\d+)>/i)) { + obj.counterTotal = parseInt(RegExp.$1); + } else if (line.match(/<(?:TARGET COUNTER):[ ](\d+)([%%])>/i)) { + obj.targetCounterRate = parseFloat(RegExp.$1) * 0.01; + } else if (line.match(/<(?:TARGET COUNTER):[ ]([\+\-]\d+)([%%])>/i)) { + obj.targetCounterFlat = parseFloat(RegExp.$1) * 0.01; + } else if (line.match(/<(?:EVADE COUNTER|COUNTER EVADE)>/i)) { + obj.evadeCounter = true; + } else if (line.match(/<(?:HIT COUNTER|COUNTER HIT)>/i)) { + obj.hitCounter = true; + } else if (line.match(//i)) { + evalMode = 'custom counter total'; + } else if (line.match(/<\/CUSTOM COUNTER TOTAL>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom counter total') { + obj.counterTotalEval = obj.counterTotalEval + line + '\n'; + } else if (line.match(//i)) { + evalMode = 'custom counter skills'; + } else if (line.match(/<\/CUSTOM COUNTER SKILLS>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom counter skills') { + obj.counterSkillsEval = obj.counterSkillsEval + line + '\n'; + } else if (line.match(//i)) { + evalMode = 'custom target counter rate'; + } else if (line.match(/<\/CUSTOM TARGET COUNTER RATE>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom target counter rate') { + obj.targetCounterRateEval = obj.targetCounterRateEval + line + '\n'; + } + } + } +}; + +DataManager.processCounterNotetags3 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.evadeCounter = Yanfly.Param.CounterEvade; + obj.counterName = Yanfly.Param.CounterFmt.format(obj.name); + obj.counterIcon = Yanfly.Param.CounterIcon || obj.iconIndex; + obj.cannotCounter = false; + var evalMode = 'none'; + obj.counterConditions = Yanfly.Param.CounterConditions.slice(); + obj.counterConditionEval = ''; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:EVADE COUNTER|COUNTER EVADE)>/i)) { + obj.evadeCounter = true; + } else if (line.match(/<(?:HIT COUNTER|COUNTER HIT)>/i)) { + obj.evadeCounter = false; + } else if (line.match(/<(?:COUNTER NAME):[ ](.*)>/i)) { + obj.counterName = String(RegExp.$1); + } else if (line.match(/<(?:COUNTER ICON):[ ](\d+)>/i)) { + obj.counterIcon = String(RegExp.$1); + } else if (line.match(//i)) { + obj.cannotCounter = true; + } else if (line.match(/<(?:COUNTER CONDITION|COUNTER CONDITIONS)>/i)) { + evalMode = 'counter condition'; + obj.counterConditions = []; + } else if (line.match(/<\/(?:COUNTER CONDITION|COUNTER CONDITIONS)>/i)) { + evalMode = 'none'; + } else if (evalMode === 'counter condition') { + obj.counterConditions.push(line); + } else if (line.match(//i)) { + evalMode = 'custom counter condition'; + } else if (line.match(/<\/CUSTOM COUNTER CONDITION>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom counter condition') { + obj.counterConditionEval = obj.counterConditionEval + line + '\n'; + } + } + } +}; + +DataManager.processCounterNotetags4 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.allyCounter = Yanfly.Param.CounterAllyCnt; + obj.cannotCounter = false; + obj.counterRate = 1; + obj.counterMod = 0; + var evalMode = 'none'; + obj.counterRateEval = ''; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(//i)) { + obj.allyCounter = true; + } else if (line.match(//i)) { + obj.allyCounter = false; + } else if (line.match(//i)) { + obj.cannotCounter = true; + } else if (line.match(//i)) { + obj.counterRate = parseFloat(RegExp.$1) * 0.01; + } else if (line.match(//i)) { + obj.counterMod = parseFloat(RegExp.$1) * 0.01; + } else if (line.match(//i)) { + evalMode = 'custom counter rate'; + } else if (line.match(/<\/CUSTOM COUNTER RATE>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom counter rate') { + obj.counterRateEval = obj.counterRateEval + line + '\n'; + } + } + } +}; + +//============================================================================= +// BattleManager +//============================================================================= + +Yanfly.Counter.BattleManager_initMembers = BattleManager.initMembers; +BattleManager.initMembers = function() { + Yanfly.Counter.BattleManager_initMembers.call(this); + this._counterQueue = []; + this._counterSequence = 0; + this._counterOriginalSubject = undefined; + this._counterOriginalAction = undefined; + this._countering = false; +}; + +BattleManager.isCountering = function() { + return this._countering; +}; + +Yanfly.Counter.BattleManager_invokeCounter = + BattleManager.invokeCounterAttack; +BattleManager.invokeCounterAttack = function(subject, target) { + this._counterQueue = this._counterQueue || []; + if (this.isValidCounterAction(target)) this._counterSequence += 1; + if (!this.isMaxCounterQueue()) { + if (this.isValidCounterAction(target)) target.payCounter(); + } + if (target.canCounter()) { + this._counterSkill = this.getCounterSkill(subject, target); + this._counterQueue = this._counterQueue || []; + if (this._counterSkill === null) { + if (this._action.isPhysical() && target.canMove()) { + Yanfly.Counter.BattleManager_invokeCounter.call(this, subject, target); + } else { + this.invokeNormalAction(subject, target); + } + return; + } else if (this.evadeAndCounter(subject, target)) { + target.performEvasion(); + target.forceEvadePopup(); + this.addCounterQueue(subject, target); + } else if (this._counterSkill !== undefined) { + this.invokeNormalAction(subject, target); + this.addCounterQueue(subject, target); + } else { + if (this.isValidCounterAction(target)) { + target.payCounter(-1); + this._counterSequence -= 1; + } + this.invokeNormalAction(subject, target); + return; + } + this._logWindow.displayActionResults(target, subject); + if (subject.isDead()) subject.performCollapse(); + } else { + this.invokeNormalAction(subject, target); + } +}; + +BattleManager.getCounterSkill = function(subject, target) { + target.makeCounterSkills(); + var skills = target.counterSkills(); + var length = skills.length; + for (var i = 0; i < length; ++i) { + var skill = skills[i]; + if (this.meetCounterConditions(skill, subject, target)) return skill; + } + return undefined; +}; + +BattleManager.meetCounterConditions = function(skill, subject, target) { + if (skill === null) return true; + if (!target.canUse(skill)) return false; + if (!this.meetCounterConditionsEval(skill, subject, target)); + var condition = this.getCounterCondition(skill, subject, target); + return condition; +}; + +BattleManager.meetCounterConditionsEval = function(skill, subject, target) { + var action = this._action; + if (this._action.item().counterConditionEval === '') return true; + var condition = true; + var a = subject; + var user = subject; + var attacker = subject; + var b = target; + var defender = target; + var item = skill; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = this._action.item().counterConditionEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'COUNTER CONDITIONS EVAL ERROR'); + } + return condition; +}; + +BattleManager.getCounterCondition = function(skill, subject, target) { + var conditions = skill.counterConditions; + var length = conditions.length; + for (var i = 0; i < length; ++i) { + var line = conditions[i]; + if (!this.checkCounterLine(line, skill, subject, target)) return false; + } + return true; +}; + +BattleManager.checkCounterLine = function(line, skill, subject, target) { + // EVAL + if (line.match(/EVAL:[ ](.*)/i)) { + var value = String(RegExp.$1); + return this.checkCounterEval(value, skill, subject, target); + // CERTAIN HIT + } else if (line.toUpperCase() === 'CERTAIN HIT') { + return this.checkCounterHitType(Game_Action.HITTYPE_CERTAIN); + // PHYSICAL HIT + } else if (line.toUpperCase() === 'PHYSICAL HIT') { + return this.checkCounterHitType(Game_Action.HITTYPE_PHYSICAL); + // MAGICAL HIT + } else if (line.toUpperCase() === 'MAGICAL HIT') { + return this.checkCounterHitType(Game_Action.HITTYPE_MAGICAL); + // NOT CERTAIN HIT + } else if (line.toUpperCase() === 'NOT CERTAIN HIT') { + return !this.checkCounterHitType(Game_Action.HITTYPE_CERTAIN); + // NOT PHYSICAL HIT + } else if (line.toUpperCase() === 'NOT PHYSICAL HIT') { + return !this.checkCounterHitType(Game_Action.HITTYPE_PHYSICAL); + // NOT MAGICAL HIT + } else if (line.toUpperCase() === 'NOT MAGICAL HIT') { + return !this.checkCounterHitType(Game_Action.HITTYPE_MAGICAL); + // SINGLE TARGET + } else if (line.toUpperCase() === 'SINGLE TARGET') { + return this.checkCounterSingleTarget(); + // MULTI TARGET + } else if (line.toUpperCase() === 'MULTI TARGET') { + return !this.checkCounterSingleTarget(); + // COUNTER HIT + } else if (line.toUpperCase() === 'COUNTER HIT') { + return !this.checkCounterCounterHit(); + // NOT COUNTER HIT + } else if (line.toUpperCase() === 'NOT COUNTER HIT') { + return !this.checkCounterCounterHit(); + // RANDOM + } else if (line.match(/RANDOM:[ ](\d+)([%%])/i)) { + var value = parseFloat(RegExp.$1) * 0.01; + return !this.checkCounterRandom(value); + // NOT ELEMENT + } else if (line.match(/NOT ELEMENT:[ ](.*)/i)) { + var value = String(RegExp.$1); + return !this.checkCounterElement(value); + // ELEMENT + } else if (line.match(/ELEMENT:[ ](.*)/i)) { + var value = String(RegExp.$1); + return this.checkCounterElement(value); + // SWITCH ON + } else if (line.match(/SWITCH[ ](\d+)[ ]ON/i)) { + var value = parseInt(RegExp.$1); + return this.checkCounterSwitch(value); + // SWITCH OFF + } else if (line.match(/SWITCH[ ](\d+)[ ]OFF/i)) { + var value = parseInt(RegExp.$1); + return !this.checkCounterSwitch(value); + // VARIABLE + } else if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) { + var varId = parseInt(RegExp.$1); + var eval = String(RegExp.$2); + eval = '$gameVariables.value(' + varId + ') ' + eval; + return this.checkCounterEval(eval, skill, subject, target); + // NOT SKILL + } else if (line.match(/NOT SKILL:[ ](.*)/i)) { + var value = String(RegExp.$1); + return !this.checkCounterSkill(value); + // SKILL + } else if (line.match(/SKILL:[ ](.*)/i)) { + var value = String(RegExp.$1); + return this.checkCounterSkill(value); + // NOT STYPE + } else if (line.match(/NOT STYPE:[ ](.*)/i)) { + var value = String(RegExp.$1); + return !this.checkCounterStype(value); + // STYPE + } else if (line.match(/STYPE:[ ](.*)/i)) { + var value = String(RegExp.$1); + return this.checkCounterStype(value); + // NOT ITEM + } else if (line.match(/NOT ITEM:[ ](.*)/i)) { + var value = String(RegExp.$1); + return !this.checkCounterItem(value); + // ITEM + } else if (line.match(/ITEM:[ ](.*)/i)) { + var value = String(RegExp.$1); + return this.checkCounterItem(value); + // ATTACKER PARAM + } else if (line.match(/ATTACKER[ ](.*)[ ](.*)/i)) { + var value1 = String(RegExp.$1); + var value2 = String(RegExp.$1); + return this.checkCounterAttacker(value1, value2, skill, subject, target); + // DEFENDER PARAM + } else if (line.match(/DEFENDER[ ](.*)[ ](.*)/i)) { + var value1 = String(RegExp.$1); + var value2 = String(RegExp.$1); + return this.checkCounterDefender(value1, value2, skill, subject, target); + // ELSE - NOTHING LISTED + } else { + return true; + } +}; + +BattleManager.checkCounterEval = function(code, skill, subject, target) { + var action = this._action; + var a = subject; + var user = subject; + var attacker = subject; + var b = target; + var defender = target; + var item = skill; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = line; + try { + return eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'COUNTER CHECK ERROR'); + return false; + } +}; + +BattleManager.checkCounterHitType = function(value) { + return this._action.item().hitType === value; +}; + +BattleManager.checkCounterCounterHit = function() { + return this._action.isCounter(); +}; + +BattleManager.checkCounterRandom = function(value) { + return Math.random() < value; +}; + +BattleManager.checkCounterSingleTarget = function() { + return this._action.isForOne(); +}; + +BattleManager.checkCounterElement = function(value) { + if (value.match(/(\d+)/i)) { + var elementId = parseInt(RegExp.$1); + } else { + var elementId = Yanfly.ElementIdRef[value.toUpperCase()]; + if (!elementId) return true; + } + var actionElement = this._action.item().damage.elementId; + if (actionElement < 0) { + return this._subject.attackElements().contains(elementId); + } else { + return elementId === actionElement; + } +}; + +BattleManager.checkCounterSwitch = function(value) { + return $gameSwitches.value(value); +}; + +BattleManager.checkCounterSkill = function(value) { + if (!this._action.isSkill()) return false; + if (value.match(/(\d+)/i)) { + var skillId = parseInt(RegExp.$1); + } else { + var skillId = Yanfly.SkillIdRef[value.toUpperCase()]; + } + var skill = $dataSkills[skillId]; + return this._action.item() === skill; +}; + +BattleManager.checkCounterStype = function(value) { + if (!this._action.isSkill()) return false; + if (value.match(/(\d+)/i)) { + var stypeId = parseInt(RegExp.$1); + } else { + var stypeId = Yanfly.STypeIdRef[value.toUpperCase()]; + } + var skill = this._action.item(); + return skill.stypeId === stypeId; +}; + +BattleManager.checkCounterItem = function(value) { + if (!this._action.isItem()) return false; + if (value.match(/(\d+)/i)) { + var itemId = parseInt(RegExp.$1); + } else { + var itemId = Yanfly.SkillIdRef[value.toUpperCase()]; + } + var skill = $dataSkills[skillId]; + return this._action.item() === skill; +}; + +BattleManager.checkCounterAttacker = function(v1, v2, skill, subject, target) { + var eval = 'subject.'; + if (['LEVEL', 'LV', 'LVL'].contains(v1.toUpperCase())) { + eval += 'level'; + } else if (['MAX HP', 'MAXHP', 'MHP'].contains(v1.toUpperCase())) { + eval += 'mhp'; + } else if (['HP', 'CURRENT HP'].contains(v1.toUpperCase())) { + eval += 'hp'; + } else if (['MAX MP', 'MAXMP', 'MMP'].contains(v1.toUpperCase())) { + eval += 'mmp'; + } else if (['MP', 'CURRENT MP'].contains(v1.toUpperCase())) { + eval += 'mp'; + } else if (['ATK', 'STR'].contains(v1.toUpperCase())) { + eval += 'atk'; + } else if (['DEF'].contains(v1.toUpperCase())) { + eval += 'def'; + } else if (['MAT', 'INT', 'SPI'].contains(v1.toUpperCase())) { + eval += 'mat'; + } else if (['MDF', 'RES'].contains(v1.toUpperCase())) { + eval += 'mdf'; + } else if (['AGI', 'SPD'].contains(v1.toUpperCase())) { + eval += 'agi'; + } else if (['LUK'].contains(v1.toUpperCase())) { + eval += 'luk'; + } else { + return false; + } + eval += ' ' + v2; + return this.checkCounterEval(eval, skill, subject, target); +}; + +BattleManager.checkCounterDefender = function(v1, v2, skill, subject, target) { + var eval = 'target.'; + if (['LEVEL', 'LV', 'LVL'].contains(v1.toUpperCase())) { + eval += 'level'; + } else if (['MAX HP', 'MAXHP', 'MHP'].contains(v1.toUpperCase())) { + eval += 'mhp'; + } else if (['HP', 'CURRENT HP'].contains(v1.toUpperCase())) { + eval += 'hp'; + } else if (['MAX MP', 'MAXMP', 'MMP'].contains(v1.toUpperCase())) { + eval += 'mmp'; + } else if (['MP', 'CURRENT MP'].contains(v1.toUpperCase())) { + eval += 'mp'; + } else if (['ATK', 'STR'].contains(v1.toUpperCase())) { + eval += 'atk'; + } else if (['DEF'].contains(v1.toUpperCase())) { + eval += 'def'; + } else if (['MAT', 'INT', 'SPI'].contains(v1.toUpperCase())) { + eval += 'mat'; + } else if (['MDF', 'RES'].contains(v1.toUpperCase())) { + eval += 'mdf'; + } else if (['AGI', 'SPD'].contains(v1.toUpperCase())) { + eval += 'agi'; + } else if (['LUK'].contains(v1.toUpperCase())) { + eval += 'luk'; + } else { + return false; + } + eval += ' ' + v2; + return this.checkCounterEval(eval, skill, subject, target); +}; + +BattleManager.evadeAndCounter = function(subject, target) { + if (this._counterSkill === undefined) return false; + if (this._counterSkill === null) return false; + if (target.forceHitCounter()) return false; + if (target.forceEvadeCounter()) return true; + return this._counterSkill.evadeCounter; +}; + +BattleManager.isValidCounterAction = function(target) { + if (this._counterQueue.length <= 0) return true; + return this._counterQueue[0].subject() !== target; +}; + +BattleManager.addCounterQueue = function(subject, target) { + if (!target.canCounter()) return; + if (!this.isValidCounterAction(target)) return; + var action = new Game_Action(target); + action.setSkill(this._counterSkill.id); + action.setCounter(); + if (action.isForOpponent()) { + action.setTarget(subject.index()); + } else { + action.setTarget(target.index()); + } + this._counterQueue = this._counterQueue || []; + this._counterQueue.push(action); + this._counterOriginalSubject = this._counterOriginalSubject || subject; + this._counterOriginalAction = this._counterOriginalAction || this._action; +}; + +Yanfly.Counter.BattleManager_createFinishActions = + BattleManager.createFinishActions; +BattleManager.createFinishActions = function() { + Yanfly.Counter.BattleManager_createFinishActions.call(this); + this._actionList.push(['START COUNTER PHASE']); +}; + +Yanfly.Counter.BattleManager_processActionSequence = + BattleManager.processActionSequence; +BattleManager.processActionSequence = function(actionName, actionArgs) { + // START COUNTER PHASE + if (actionName === 'START COUNTER PHASE') { + return this.actionStartCounterPhase(); + } + return Yanfly.Counter.BattleManager_processActionSequence.call(this, + actionName, actionArgs); +}; + +BattleManager.isMaxCounterQueue = function() { + return this._counterSequence > Yanfly.Param.CounterMaxQueue; +}; + +BattleManager.actionStartCounterPhase = function() { + this._counterQueue = this._counterQueue || []; + var action = this._counterQueue.shift(); + if (this.isMaxCounterQueue() || !action) { + this.actionEndCounterPhase(); + } else if (action && action.subject().isDead()) { + this.actionStartCounterPhase(); + } else { + this.actionPerformCounterPhase(action); + } + this._counterQueue = this._counterQueue || []; +}; + +BattleManager.actionEndCounterPhase = function() { + this._countering = false; + if (this._counterOriginalSubject) { + this._subject = this._counterOriginalSubject; + this._action = this._counterOriginalAction; + if (this.isSetCounterOriginal()) { + this._subject.setCounterAction(this._action); + } + } + this._counterOriginalSubject = undefined; + this._counterOriginalAction = undefined; + this._counterSequence = 0; + this._counterQueue = []; +}; + +BattleManager.isSetCounterOriginal = function() { + if (this.isDTB()) return false; + return true; +}; + +BattleManager.actionPerformCounterPhase = function(action) { + this._countering = true; + this._subject.removeCounterAction(); + this._subject = action.subject(); + this._action = action; + var subject = this._subject; + var targets = action.makeTargets(); + this.setTargets(targets); + this._allTargets = targets.slice(); + this._individualTargets = targets.slice(); + this._phase = 'phaseChange'; + this._phaseSteps = ['setup', 'whole', 'target', 'follow', 'finish']; + this._returnPhase = ''; + this._actionList = []; + subject.useItem(this._action.item()); + this._action.applyGlobal(); + this._logWindow.startAction(this._subject, this._action, this._targets); +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Yanfly.Counter.Game_BattlerBase_updateStateActionStart = + Game_BattlerBase.prototype.updateStateActionStart; +Game_BattlerBase.prototype.updateStateActionStart = function() { + if (BattleManager.isCountering()) return; + Yanfly.Counter.Game_BattlerBase_updateStateActionStart.call(this); +}; + +//============================================================================= +// Game_Battler +//============================================================================= + +Yanfly.Counter.Game_Battler_refresh = Game_Battler.prototype.refresh; +Game_Battler.prototype.refresh = function() { + this._counterTotalCache = undefined; + Yanfly.Counter.Game_Battler_refresh.call(this); +}; + +Game_Battler.prototype.counterSkills = function() { + if (this._counterSkills === undefined || this._counterSkills === []) { + return []; + } + var array = []; + var length = this._counterSkills.length; + for (var i = 0; i < length; ++i) { + var skillId = this._counterSkills[i]; + var skill = $dataSkills[skillId]; + array.push(skill); + } + return array; +}; + +Game_Battler.prototype.makeCounterSkills = function() { + this._counterSkills = []; + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + if (obj.counterSkills) { + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); + } + this.extendCounterSkillsEval(obj); + } +}; + +Game_Battler.prototype.extendCounterSkillsEval = function(obj) { + if (!obj) return; + if (!obj.counterSkillsEval) return; + if (obj.counterSkillsEval === '') return; + var skills = []; + 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 = obj.counterSkillsEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'COUNTER SKILLS ERROR'); + } + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); +}; + +Yanfly.Counter.Game_Battler_onBattleStart = + Game_Battler.prototype.onBattleStart; +Game_Battler.prototype.onBattleStart = function() { + Yanfly.Counter.Game_Battler_onBattleStart.call(this); + this._counters = 0; +}; + +Yanfly.Counter.Game_Battler_onTurnStart = Game_Battler.prototype.onTurnStart; +Game_Battler.prototype.onTurnStart = function() { + Yanfly.Counter.Game_Battler_onTurnStart.call(this); + this._counters = 0; +}; + +Game_Battler.prototype.counterTotal = function() { + var value = Yanfly.Param.CounterTotal; + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + if (obj.counterTotal) value += obj.counterTotal; + value += this.getCounterTotalEval(obj); + } + return value; +}; + +Game_Battler.prototype.getCounterTotalEval = function(obj) { + if (!obj) return 0; + if (!obj.counterTotalEval) return 0; + if (obj.counterTotalEval === '') return 0; + var value = 0; + 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 = obj.counterTotalEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'COUNTER TOTAL ERROR'); + } + return value; +}; + +Game_Battler.prototype.payCounter = function(value) { + value = value || 1; + this._counters += value; +}; + +Game_Battler.prototype.canCounter = function() { + if (!this.canMove()) return false; + return this.counterTotal() >= this._counters; +}; + +Game_Battler.prototype.targetCounterRate = function() { + var rate = 1; + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + rate *= obj.targetCounterRate; + } + return rate; +}; + +Game_Battler.prototype.targetCounterFlat = function() { + var value = 0; + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + value += obj.targetCounterFlat; + } + return value; +}; + +Game_Battler.prototype.targetCounterRateEval = function(rate, target, item) { + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + rate = this.getTargetCntRateEval(obj, rate, target, item); + } + return rate; +}; + +Game_Battler.prototype.getTargetCntRateEval = function(obj, rate, trg, item) { + if (!obj) return rate; + if (!obj.targetCounterRateEval) return rate; + if (obj.targetCounterRateEval === '') return rate; + var skill = item; + var a = this; + var user = this; + var subject = this; + var b = trg; + var target = trg; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = obj.targetCounterRateEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'TARGET COUNTER RATE ERROR'); + } + return rate; +}; + +Game_Battler.prototype.forceEvadeCounter = function() { + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + if (obj.evadeCounter) return true; + } + return false; +}; + +Game_Battler.prototype.forceHitCounter = function() { + var length = this.states().length; + for (var i = 0; i < length; ++i) { + var obj = this.states()[i]; + if (!obj) continue; + if (obj.hitCounter) return true; + } + return false; +}; + +Game_Battler.prototype.forceEvadePopup = function() { + this._result = new Game_ActionResult(); + this._result.evaded = true; + this.startDamagePopup(); + this.clearResult(); +}; + +Game_Battler.prototype.setCounterAction = function(action) { + if (!this._originalPreCounterActions) { + this._originalPreCounterActions = JsonEx.makeDeepCopy(this._actions); + } + action.setCounter(); + this.setAction(0, action); +}; + +Game_Battler.prototype.removeCounterAction = function() { + if (this._originalPreCounterActions) { + this._actions = JsonEx.makeDeepCopy(this._originalPreCounterActions); + } + this._originalPreCounterActions = undefined; +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Game_Actor.prototype.makeCounterSkills = function() { + Game_Battler.prototype.makeCounterSkills.call(this); + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + if (obj.counterSkills) { + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); + } + this.extendCounterSkillsEval(obj); + } + if (this.currentClass().counterSkills) { + obj = this.currentClass(); + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); + this.extendCounterSkillsEval(obj); + } + if (this.actor().counterSkills) { + obj = this.actor(); + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); + this.extendCounterSkillsEval(obj); + } + if (this._counterSkills.length <= 0) { + this._counterSkills.push(obj.defaultCounter); + } +}; + +Game_Actor.prototype.counterTotal = function() { + if (this._counterTotalCache !== undefined) return this._counterTotalCache; + var value = Game_Battler.prototype.counterTotal.call(this); + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + if (obj.counterTotal) value += obj.counterTotal; + value += this.getCounterTotalEval(obj); + } + value += this.currentClass().counterTotal; + value += this.getCounterTotalEval(this.currentClass()); + value += this.actor().counterTotal; + value += this.getCounterTotalEval(this.actor()); + this._counterTotalCache = value; + return this._counterTotalCache; +}; + +Game_Actor.prototype.targetCounterRate = function() { + var rate = Game_Battler.prototype.targetCounterRate.call(this); + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + rate *= obj.targetCounterRate; + } + rate *= this.currentClass().targetCounterRate; + rate *= this.actor().targetCounterRate; + return rate; +}; + +Game_Actor.prototype.targetCounterFlat = function() { + var value = Game_Battler.prototype.targetCounterFlat.call(this); + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + value += obj.targetCounterFlat; + } + value += this.currentClass().targetCounterFlat; + value += this.actor().targetCounterFlat; + return value; +}; + +Game_Actor.prototype.targetCounterRateEval = function(rate, target, item) { + var rate = Game_Battler.prototype.targetCounterRateEval.call(this, rate, + target, item); + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + rate = this.getTargetCntRateEval(obj, rate, target, item); + } + rate = this.getTargetCntRateEval(this.currentClass(), rate, target, item); + rate = this.getTargetCntRateEval(this.actor(), rate, target, item); + return rate; +}; + +Game_Actor.prototype.forceEvadeCounter = function() { + if (Game_Battler.prototype.forceEvadeCounter.call(this)) return true; + if (this.actor().evadeCounter) return true; + if (this.currentClass().evadeCounter) return true; + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + if (obj.evadeCounter) return true; + } + return false; +}; + +Game_Actor.prototype.forceHitCounter = function() { + if (Game_Battler.prototype.forceHitCounter.call(this)) return true; + if (this.actor().hitCounter) return true; + if (this.currentClass().hitCounter) return true; + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + if (obj.hitCounter) return true; + } + return false; +}; + +//============================================================================= +// Game_Enemy +//============================================================================= + +Game_Enemy.prototype.makeCounterSkills = function() { + Game_Battler.prototype.makeCounterSkills.call(this); + if (this.enemy().counterSkills) { + obj = this.enemy(); + Yanfly.Util.extend(this._counterSkills, obj.counterSkills); + this.extendCounterSkillsEval(obj); + } + if (this._counterSkills.length <= 0) { + this._counterSkills.push(obj.defaultCounter); + } +}; + +Game_Enemy.prototype.counterTotal = function() { + if (this._counterTotalCache !== undefined) return this._counterTotalCache; + var value = Game_Battler.prototype.counterTotal.call(this); + value += this.enemy().counterTotal; + value += this.getCounterTotalEval(this.enemy()); + this._counterTotalCache = value; + return this._counterTotalCache; +}; + +Game_Enemy.prototype.targetCounterRate = function() { + var rate = Game_Battler.prototype.targetCounterRate.call(this); + rate *= this.enemy().targetCounterRate; + return rate; +}; + +Game_Enemy.prototype.targetCounterFlat = function() { + var value = Game_Battler.prototype.targetCounterFlat.call(this); + value += this.enemy().targetCounterFlat; + return value; +}; + +Game_Enemy.prototype.targetCounterRateEval = function(rate, target, item) { + var rate = Game_Battler.prototype.targetCounterRateEval.call(this, rate, + target, item); + rate = this.getTargetCntRateEval(this.enemy(), rate, target, item); + return rate; +}; + +Game_Enemy.prototype.forceEvadeCounter = function() { + if (Game_Battler.prototype.forceEvadeCounter.call(this)) return true; + if (this.enemy().evadeCounter) return true; + return false; +}; + +Game_Enemy.prototype.forceHitCounter = function() { + if (Game_Battler.prototype.forceHitCounter.call(this)) return true; + if (this.enemy().hitCounter) return true; + return false; +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Game_Action.prototype.itemCnt = function(target) { + if (this.item().cannotCounter) return 0; + if (!this.item().allyCounter) { + if (target.isActor() === this.subject().isActor()) return 0; + } + if (!target.canMove()) return 0; + if (!target.canCounter()) return 0; + var rate = target.cnt; + rate *= this.subject().targetCounterRate(); + rate *= this.item().counterRate; + rate += this.subject().targetCounterFlat(); + rate += this.item().counterMod; + rate = this.subject().targetCounterRateEval(rate, target, this.item()); + rate = this.customCounterRateEval(rate, target); + return rate; +}; + +Game_Action.prototype.customCounterRateEval = function(rate, target) { + if (this.item().counterRateEval === '') return rate; + var item = this.item(); + var skill = this.item(); + var a = this.subject(); + var user = this.subject(); + var subject = this.subject(); + var b = target; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = this.item().counterRateEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'COUNTER RATE ERROR'); + } + return rate; +}; + +if (Imported.YEP_X_BattleSysCTB) { + +Yanfly.Counter.Game_Action_rebalanceCTBSpeed = + Game_Action.prototype.rebalanceCTBSpeed; +Game_Action.prototype.rebalanceCTBSpeed = function(target) { + if (BattleManager.isCountering()) return; + Yanfly.Counter.Game_Action_rebalanceCTBSpeed.call(this, target); +}; + +}; // Imported.YEP_X_BattleSysCTB + +Yanfly.Counter.Game_Action_clear = Game_Action.prototype.clear; +Game_Action.prototype.clear = function() { + Yanfly.Counter.Game_Action_clear.call(this); + this._isCounter = false; + this._isForceMiss = false; +}; + +Game_Action.prototype.setCounter = function() { + this._isCounter = true; +}; + +Game_Action.prototype.isCounter = function() { + return this._isCounter; +}; + +//============================================================================= +// Window_BattleLog +//============================================================================= + +Yanfly.Counter.Window_BattleLog_displayIcon = + Window_BattleLog.prototype.displayIcon; +Window_BattleLog.prototype.displayIcon = function(item) { + if (BattleManager.isCountering()) return item.counterIcon; + return Yanfly.Counter.Window_BattleLog_displayIcon.call(this, item); +}; + +Yanfly.Counter.Window_BattleLog_displayText = + Window_BattleLog.prototype.displayText; +Window_BattleLog.prototype.displayText = function(item) { + if (BattleManager.isCountering()) return item.counterName; + return Yanfly.Counter.Window_BattleLog_displayText.call(this, item); +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +Yanfly.Util.extend = function (mainArray, otherArray) { + otherArray.forEach(function(i) { + mainArray.push(i) + }, this); +} + +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 +//============================================================================= +}; \ No newline at end of file