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target.setStateCounter(102, target._bleed);\n \n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, +{"id":127,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 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0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, {"id":129,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 3/2+a.mat - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击I","note":"<技能类型:类普攻>\n\n\n\n\n this._pcirate = 1.5;\n\n\n\n user.addState(229);\n\n\n user.removeState(229);\n\n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, -{"id":130,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击II","note":"<技能类型:类普攻>\n\n\n\n\n this._pcirate = 1.5;\n\n\n\n user.addState(230);\n\n\n user.removeState(230);\n\n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, -{"id":131,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击III","note":"<技能类型:类普攻>\n\n\n user.addState(231);\n\n\n user.removeState(231);\n\n\n\n this._pcirate = 1.5;\n\n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, +{"id":130,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击II","note":"<技能类型:类普攻>\n\n\n\n\n\n\n this._pcirate = 1.5;\n\n\n\n user.addState(230);\n\n\n user.removeState(230);\n\n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, +{"id":131,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击III","note":"<技能类型:类普攻>\n\n\n\n\n user.addState(231);\n\n\n user.removeState(231);\n\n\n\n this._pcirate = 1.5;\n\n\n\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, {"id":132,"animationId":208,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"布设符文卡•长剑,持续给队友增加15%攻击力,\n最多存在3回合","effects":[{"code":21,"dataId":348,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"","message2":"","mpCost":0,"name":"符文卡 • 长剑","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, 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YEP_ItemCore.js) Assign items to various\r\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Category:消耗品, Category:合成材料, Category:任务道具, Category:配方书, Category:天赋石, Category:武器, Category:防具, Category:饰品","---Naming---":"","Hidden Item A":"合成材料","Hidden Item B":"任务道具","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}}, {"name":"YEP_Z_SkillRewards","status":true,"description":"v1.00 行动后奖励效果☁️","parameters":{"---General---":"","Effect Code":"\"// ----------\\n// Flat Gains\\n// ----------\\nif (data.match(/([\\\\+\\\\-]\\\\d+)[ ]HP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]MP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)[ ]TP/i)) {\\n value = parseInt(RegExp.$1);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ----------------\\n// Percentile Gains\\n// ----------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]HP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mhp * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]MP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.mmp * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]TP/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.maxTp() * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n\\n// ------------------\\n// Refund Skill Costs\\n// ------------------\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND HP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillHpCost(skill) * rate);\\n user.gainHp(value);\\n animation = animation || hpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND MP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillMpCost(skill) * rate);\\n user.gainMp(value);\\n animation = animation || mpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/([\\\\+\\\\-]\\\\d+)([%%])[ ]REFUND TP COST/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n value = Math.round(user.skillTpCost(skill) * rate);\\n user.gainTp(value);\\n animation = animation || tpAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// -----------\\n// Refund Item\\n// -----------\\n} else if (data.match(/(\\\\d+)([%%])[ ]REFUND ITEM/i)) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n if (isItem && Math.random() < chance) {\\n $gameParty.gainItem(item, 1);\\n SoundManager.playUseItem();\\n animation = animation || itemAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ------------------------\\n// Add/Remove Buffs/Debuffs\\n// ------------------------\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]BUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addBuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || buffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF,[ ](\\\\d+)[ ]TURN/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = parseInt(RegExp.$2);\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/ADD[ ](.*)[ ]DEBUFF/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var turns = 5;\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.addDebuff(paramId, turns);\\n } else {\\n skip = true;\\n }\\n animation = animation || debuffAnimation;\\n\\n} else if (data.match(/REMOVE[ ](.*)[ ](?:BUFF|DEBUFF)/i)) {\\n var str = String(RegExp.$1).toUpperCase();\\n var paramId = DataManager.getParamId(str);\\n if (paramId >= 0) {\\n user.removeBuff(paramId);\\n } else {\\n skip = true;\\n }\\n animation = animation || miscAnimation;\\n\\n// -----------------\\n// Add/Remove States\\n// -----------------\\n} else if (data.match(/ADD STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n user.addState(stateId);\\n animation = animation || addStateAnimation;\\n\\n} else if (data.match(/REMOVE STATE[ ](\\\\d+)/i)) {\\n var stateId = parseInt(RegExp.$1);\\n if (user.isStateAffected(stateId)) {\\n user.removeState(stateId);\\n animation = animation || removeStateAnimation;\\n } else {\\n skip = true;\\n }\\n\\n// ----------------\\n// Rolling Critical\\n// ----------------\\n} else if (data.match(/ROLLING CRITICAL[ ]([\\\\+\\\\-]\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] += rate;\\n } else {\\n skip = true;\\n }\\n\\n} else if (data.match(/ROLLING CRITICAL[ ](\\\\d+)([%%])/i)) {\\n if (isSkill) {\\n rate = parseFloat(RegExp.$1) * 0.01;\\n user._rollingCritical = user._rollingCritical || {};\\n user._rollingCritical[skill.id] = user._rollingCritical[skill.id] || 0;\\n user._rollingCritical[skill.id] = rate;\\n } else {\\n skip = true;\\n }\\n\\n// -------------------------------\\n// Add new effects above this line\\n// -------------------------------\\n} else {\\n skip = true;\\n}\"","Weakness Rate":"1.20","Resisted Rate":"0.80","---Animations---":"","HP Animation":"49","MP Animation":"49","TP Animation":"0","Item Animation":"0","Buff Animation":"0","Debuff Animation":"0","Add State Animation":"0","Remove State Animation":"0","Misc Animation":"0"}}, -{"name":"YEP_JobPoints","status":true,"description":"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)。","parameters":{"---General---":"","JP Text":"JP","JP Icon":"188","Max JP":"0","JP Per Action":"0","JP Per Level":"a.level > 70 ? 0 : (a.level > 30 ? 2 : 1)","JP Per Enemy":"0","Show Results":"true","JP Gained in Battle":"%1 gains %2%3!","Alive Actors":"true","---Menu---":"","Show In Menu":"true","Menu Format":"%1\\c[4]%2\\c[0]%3","---Victory Aftermath---":"","Enable Aftermath":"false","Aftermath Text":"JP Earned","Aftermath Format":"+%1\\c[4]%2\\c[0]%3","Aftermath JP Earned":"JP Earned in Battle"}}, -{"name":"YEP_SkillLearnSystem","status":true,"description":"v1.13 技能学习系统☁️","parameters":{"---魔改---":"","ShowGoldWindowFormat":"%1\\c[1]技能点\\i[188] \\c[0]%2\\c[1]经费\\i[313]","---命令---":"","Learn Command":"学习技能","Show Command":"true","Enable Command":"true","Integrate":"false","---确认学习---":"","Confirm Window":"true","Confirm Text":"%1 学习 %2吗?","Confirm Yes":"学习","Confirm No":"不学习","---技能学习---":"","Learned Text":"学习","Learned Size":"20","Learn Cost":"学习技能费用","Cost Size":"20","Show Gold Window":"true","---默认---":"","Default Gold Cost":"1000","Default JP Cost":"100"}}, +{"name":"YEP_JobPoints","status":true,"description":"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)。","parameters":{"---General---":"","JP Text":"技能点","JP Icon":"188","Max JP":"0","JP Per Action":"0","JP Per Level":"a.level > 70 ? 0 : 2","JP Per Enemy":"0","Show Results":"false","JP Gained in Battle":"%1 gains %2%3!","Alive Actors":"true","---Menu---":"","Show In Menu":"true","Menu Format":"%1\\c[4]%2\\c[0]%3","---Victory Aftermath---":"","Enable Aftermath":"false","Aftermath Text":"JP Earned","Aftermath Format":"+%1\\c[4]%2\\c[0]%3","Aftermath JP Earned":"JP Earned in Battle"}}, +{"name":"YEP_SkillLearnSystem","status":true,"description":"v1.13 技能学习系统☁️","parameters":{"---魔改---":"","ShowGoldWindowFormat":"%1\\c[1]技能点\\i[188] \\c[0]%2\\c[1]经费\\i[313]","ForgetNote":"\"会遗忘所有用技能点学习的\\n技能,并返回全部的技能点!\\n消耗一个\\\\i[262]无水小圆蛋糕\"","ForgetCommandText":"一键遗忘","ForgetYesText":"确认","ForgetNoText":"取消","ForgeItemID":"0","---命令---":"","Learn Command":"学习技能","Show Command":"true","Enable Command":"true","Integrate":"false","---确认学习---":"","Confirm Window":"true","Confirm Text":"%1 学习 %2吗?","Confirm Yes":"学习","Confirm No":"不学习","---技能学习---":"","Learned Text":"学习","Learned Size":"20","Learn Cost":"学习技能费用","Cost Size":"20","Show Gold Window":"true","---默认---":"","Default Gold Cost":"1000","Default JP Cost":"100"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"YEP_ShopMenuCore","status":true,"description":"v1.05 商店菜单核心☁️","parameters":{"---General---":"","Command Order":"Buy Sell Equip Custom Cancel","Shop List Width":"Graphics.boxWidth / 2 + Graphics.boxWidth / 10","Command Alignment":"center","Status Window":"","Default Mode":"nothing","Stat Switching":"false","Cannot Equip":"Can't Equip","Stat Font Size":"20","Cannot Equip Font Size":"20","---Info Window---":"","Show Icon":"true","Icon Size":"128","Font Size":"20","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, @@ -93,9 +93,7 @@ var $plugins = {"name":"VirtualButtons_OnlyForSelf","status":true,"description":"v3.0 Creates buttons on the screen for touch input","parameters":{"dPadSettings":"{\"rockerImage\":\"Directions\",\"pressedpointimage\":\"Points\",\"padImage\":\"4dir\",\"x\":\"40\",\"y\":\"Graphics.height-280\",\"soundEffect\":\"\",\"Use Dynamic roker\":\"true\",\"Dynamic rocker back img\":\"dynamic\",\"Rectangle X\":\"0\",\"Rectangle Y\":\"Graphics.height-450\"}","keyButtonSettings":"[\"{\\\"name\\\":\\\"ok\\\",\\\"inputMethod\\\":\\\"0\\\",\\\"inputTrigger\\\":\\\"ok\\\",\\\"image\\\":\\\"OK1\\\",\\\"hotImage\\\":\\\"OK2\\\",\\\"activeScenes\\\":\\\"[\\\\\\\"Scene_Title\\\\\\\",\\\\\\\"Scene_Map\\\\\\\"]\\\",\\\"x\\\":\\\"Graphics.width-180\\\",\\\"y\\\":\\\"Graphics.height-200\\\",\\\"soundEffect\\\":\\\"\\\",\\\"commonEvent\\\":\\\"0\\\",\\\"customCode\\\":\\\"\\\",\\\"vibratePattern\\\":\\\"0\\\"}\",\"{\\\"name\\\":\\\"menu\\\",\\\"inputMethod\\\":\\\"0\\\",\\\"inputTrigger\\\":\\\"escape\\\",\\\"image\\\":\\\"Menu1\\\",\\\"hotImage\\\":\\\"Menu2\\\",\\\"x\\\":\\\"30\\\",\\\"y\\\":\\\"5\\\",\\\"soundEffect\\\":\\\"\\\",\\\"commonEvent\\\":\\\"0\\\",\\\"customCode\\\":\\\"\\\",\\\"vibratePattern\\\":\\\"0\\\"}\",\"{\\\"name\\\":\\\"up\\\",\\\"inputMethod\\\":\\\"0\\\",\\\"inputTrigger\\\":\\\"pageup\\\",\\\"image\\\":\\\"UP1\\\",\\\"hotImage\\\":\\\"UP2\\\",\\\"x\\\":\\\"Graphics.width - 108\\\",\\\"y\\\":\\\"Graphics.height - 425\\\",\\\"soundEffect\\\":\\\"\\\",\\\"commonEvent\\\":\\\"0\\\",\\\"customCode\\\":\\\"\\\",\\\"vibratePattern\\\":\\\"0\\\"}\",\"{\\\"name\\\":\\\"Down\\\",\\\"inputMethod\\\":\\\"0\\\",\\\"inputTrigger\\\":\\\"pagedown\\\",\\\"image\\\":\\\"Down1\\\",\\\"hotImage\\\":\\\"Down2\\\",\\\"x\\\":\\\"Graphics.width-110\\\",\\\"y\\\":\\\"Graphics.height - 325\\\",\\\"soundEffect\\\":\\\"\\\",\\\"commonEvent\\\":\\\"0\\\",\\\"customCode\\\":\\\"\\\",\\\"vibratePattern\\\":\\\"0\\\"}\"]","controlButtonSettings":"{\"image\":\"Control\",\"activeScenes\":\"[\\\"Scene_Title\\\",\\\"Scene_Map\\\"]\",\"x\":\"10\",\"y\":\"260\",\"soundEffect\":\"\",\"buttonsToHide\":\"[]\",\"hideDPad\":\"true\",\"inputMethod\":\"0\"}","fadeDuration":"20","fadeDelay":"1","enableDiagonalInput":"false","hideButtonsDuringDialogue":"true","enableDPadDebugWindow":"false"}}, {"name":"SF_LoadingScene","status":true,"description":"Show Loading when loading","parameters":{"loading picture":"[]","fade speed":"0.1000","fading in":"true","fading out":"true","alpha min":"0.5000","all tips":"","disabled fade scene":"[\"Scene_Boot\"]"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, -{"name":"LiuYue_EventCorona","status":true,"description":"v1.05 LiuYue_EventCorona 事件光环","parameters":{"---设置---":"","CoronaMode":"circle","CoronaRange":"3","EffectFrame":"30","EffectCommand":"0","EffectScript":"\"\"","InCommand":"0","OutCommand":"0","CoronaCount":"0","RecoverFrame":"0","RecoverNum":"0","IsReMapCount":"false","---显示---":"","IsShowCorona":"true","RangePic":"","OffsetX":"0","OffsetY":"0","BlendMode":"normal","DefaultColor":"rgba(40,255,40,0.6)","PictureHue":"0","ListShowFrame":"20","---视化数值---":"","IsShowValue":"true","ValueSize":"24","ValueBlend":"normal","HPColor":"rgba(40,255,40,0.8)","MPColor":"rgba(40,40,255,0.8)","TPColor":"rgba(255,40,255,0.8)","HPPerColor":"rgba(40,255,40,0.8)","MPPerColor":"rgba(40,40,255,0.8)","TPPerColor":"rgba(255,40,255,0.8)","TextShowFrame":"40","TextAngle":"0","AngleArea":"0","TextSpeed":"1","SpeedRandPer":"0","TextGravity":"9.8","GravityRandPer":"0","GravityMaxSpeed":"10","TextFadeIn":"5","FadeInRandPer":"0","TextFadeOut":"5","FadeOutRandPer":"0"}}, {"name":"LiuYue_SimpleFunction","status":true,"description":"v1.03 LiuYue_SimpleFunction 简易函数调用","parameters":{}}, -{"name":"LiuYue_FieldBless","status":false,"description":"v1.08 FieldBless 领域加护","parameters":{"---菜单---":"","EnableMenu":"true","InsertMenu":"true","MenuCommandName":"祝福","---技能菜单---":"","EnableSMenu":"false","InsertSMenu":"false","SMenuCommandName":"祝福","---帮助窗口---":"","HelpWindowX":"0","HelpWindowY":"0","HelpWindowW":"Graphics.boxWidth","HelpWindowH":"2","---加护窗口---":"","FieldWindowX":"0","FieldWindowY":"this._helpWindow.height","FieldWindowW":"Graphics.boxWidth / 3","FieldWindowH":"Graphics.boxHeight - this._helpWindow.height","UnlockText":"---未解锁---","MemoryText":"---占用---","UnlockTextColor":"#cc2222","MemoryTextColor":"#888888","NoUnInstallColor":"#999999","UnlockHelpText":"封印中暂未解锁","LockHelpText":"可添加祝福","FieldRectColor":"rgba(30,30,90,0.4)","---加护道具窗口---":"","FieldItemWindowX":"Graphics.boxWidth / 3","FieldItemWindowY":"this._helpWindow.height","FieldItemWindowW":"Graphics.boxWidth * 2 / 3","FieldItemWindowH":"Graphics.boxHeight - this._helpWindow.height","---数据信息---":"","EnableActorFB":"true","MaxFieldCount":"3","CurrentFieldCount":"3","MemoryCount":"1","---音效---":"","NoFieldSound":"Cancel2","NoFieldVolume":"100","NoFieldPitch":"100","NoFieldPan":"0","UnableSound":"Knock","UnableVolume":"100","UnablePitch":"100","UnablePan":"0","NoInstallSound":"Buzzer1","NoInstallVolume":"100","NoInstallPitch":"100","NoInstallPan":"0","InSuccessSound":"Equip1","InSuccessVolume":"100","InSuccessPitch":"100","InSuccessPan":"0","UnSuccessSound":"Equip2","UnSuccessVolume":"100","UnSuccessPitch":"100","UnSuccessPan":"0"}}, {"name":"LiuYue_SeniorChest","status":true,"description":"v1.04 LiuYue_SeniorChest 高级箱子","parameters":{"---设置---":"","OverlapMode":"Overlap","ShowMode":"YuanShen","IsFilterText":"false","CoinIcon":"313","CountNumWidth":"4444","CountCoinWidth":"22222","---Chest模式窗口---":"","CMaxCols":"2","IsCAllTake":"true","CAllTakeText":"全部取走","IsCClose":"true","CCloseText":"关闭宝箱","IsCAutoLine":"true","---YuanShen模式窗口---":"","YMaxCols":"2","YMaxList":"5","YWindowWidth":"400","YWindowOp":"125","YTakeRange":"1","YColor1":"rgba(0, 0, 0, 0.6)","YColor2":"rgba(0, 0, 0, 0)","YOffsetX":"20","YOffsetY":"-180","YFadeFrame":"10","YDistance":"2","YIsHorShow":"true","YIsAutoOpen":"true","YIsLimitWindow":"true","---道具设置---":"","CoinColor":"#ffff00","---音效---":"","TakeSound":"Cursor1","TakeVolume":"100","TakePitch":"100","TakePan":"0","NoItemSound":"Cancel1","NoItemVolume":"100","NoItemPitch":"100","NoItemPan":"0","ChangeItemSound":"Knock","ChangeItemVolume":"100","ChangeItemPitch":"100","ChangeItemPan":"0","AllTakeSound":"Equip2","AllTakeVolume":"100","AllTakePitch":"100","AllTakePan":"0","CloseSound":"Chest2","CloseVolume":"100","ClosePitch":"100","ClosePan":"0"}}, {"name":"FTKR_ExBattleEvent","status":false,"description":"v1.3.6 扩展战斗事件的插件","parameters":{"Battle Event":"","--勝利時イベント--":"","Custom Victory Event":"0","Victory Event":"6","--敗北時イベント--":"","Custom Defeat Event":"0","Defeat Event":"6","--逃走時イベント--":"","Custom Escape Event":"0","Escape Event":"6","--中断時イベント--":"","Custom Abort Event":"0","Abort Event":"6","Abort BugFix":"false","--戦闘行動の強制--":"","Invalid Battle Phase":"action"}} ]; diff --git a/js/plugins/VirtualButtons_OnlyForSelf.js b/js/plugins/VirtualButtons_OnlyForSelf.js index 31c2397..29d91a1 100644 --- a/js/plugins/VirtualButtons_OnlyForSelf.js +++ b/js/plugins/VirtualButtons_OnlyForSelf.js @@ -5,6 +5,32 @@ * @author Aloe Guvner * * + + * + * @param ---魔改--- + * @default + * + * + * @param NoSceneClassName + * @text 不显示的场景名 + * @type text[] + * @desc 需要知道当前不显示的场景类名,才可以进行处理 + * @default ["Scene_Battle"] + * + * @param NoMenuBaseScene + * @text 基于菜单类不显示 + * @parent ---魔改--- + * @type boolean + * @on YES + * @off NO + * @desc 开启后,所以基于菜单的场景名都不会显示 + * YES - true NO - false + * @default true + * + * + * + * + * * @param dPadSettings * @text D-Pad Settings * @type struct @@ -58,6 +84,13 @@ * @default false * * @help + * + * 魔改作者: 流逝的岁月 + * 魔改版本: v1.00 + * + * + * 魔改内容: v1.00 支持识别某些窗口不会显示自定义按键,需要知道当前界面的类名 + * * * //============================================================================= * // Background: @@ -482,6 +515,35 @@ var Imported = Imported || {}; Imported.VituralButtons_OnlyForSelf = true; var ALOE = ALOE || {}; + + + +var Zzy = Zzy || {}; +Zzy.VBOFS = Zzy.VBOFS || {}; + +Zzy.VBOFS.Param = PluginManager.parameters("VirtualButtons_OnlyForSelf"); +Zzy.VBOFS.NoSceneClassName = Zzy.VBOFS.Param['NoSceneClassName'] ? JSON.parse(Zzy.VBOFS.Param['NoSceneClassName']) : []; + +Zzy.VBOFS.NoMenuBaseScene = eval(Zzy.VBOFS.Param['NoMenuBaseScene'] || true); + + + +Zzy.VBOFS.ToNoSceneClassNameStruct = function() +{ + var struct = {}; + + for(var i=0;i 0) { - if (this._delayCounter < this._delay) { - this._delayCounter++; - } else { - this.opacity -= 255 / this._duration; - if (this.opacity <= 0) { - this._delayCounter = 0; - this._showing = false; - } - } - } else if (this._showing && this.opacity < 255) { - if (this._delayCounter < this._delay) { - this._delayCounter++; - } else { - this.opacity += 255 / this._duration; - if (this.opacity >= 255) this._delayCounter = 0; - } - } + Sprite_VirtualButton.prototype.updateVisibility = function () + { + if(Zzy.VBOFS.CheckInClass())//菜单界面 + { + //---魔改--- v1.00 隐藏指定窗口的显示条件 + this.opacity -= 1; + this.opacity = this.opacity < 0 ? 0 : this.opacity; + } + else + { + if (this._hiding && this.opacity > 0) { + if (this._delayCounter < this._delay) { + this._delayCounter++; + } else { + this.opacity -= 255 / this._duration; + if (this.opacity <= 0) { + this._delayCounter = 0; + this._showing = false; + } + } + } else if (this._showing && this.opacity < 255) { + if (this._delayCounter < this._delay) { + this._delayCounter++; + } else { + this.opacity += 255 / this._duration; + if (this.opacity >= 255) this._delayCounter = 0; + } + } + } + + }; + + + Zzy.VBOFS.CheckInClass = function() + { + if(Zzy.VBOFS.NoMenuBaseScene) + { + if(SceneManager._scene instanceof Scene_MenuBase)return true; + } + var name = SceneManager._scene.constructor.name; + return !!Zzy.VBOFS.NoSceneClassNameStruct[name]; + } + + + + + + + + Sprite_VirtualButton.prototype.updateActive = function () { if (this.opacity === 255 && !this.moving && !this._pluginHidden && !this._hiding) { diff --git a/js/plugins/YEP_JobPoints.js b/js/plugins/YEP_JobPoints.js index e6c3825..15e8505 100644 --- a/js/plugins/YEP_JobPoints.js +++ b/js/plugins/YEP_JobPoints.js @@ -126,8 +126,11 @@ Yanfly.JP.version = 1.09; * * * 魔改作者: 流逝的岁月 - * 魔改版本: v1.00 + * 魔改版本: v1.01 * + * + * + * 魔改内容: v1.01 拓展角色可使用 备注的方式来定义JP公式 * 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! * * @@ -165,6 +168,13 @@ Yanfly.JP.version = 1.09; * 以下是一些与工作点相关的标签。 * * Actor Notetags + * + * 升级将会获取到多少JP,其中x可以是一个公式 + * --魔改-- 拓展功能 + * + * + * + * * * 对于参与者的初始类,将参与者的起始JP值设置为x。 * @@ -320,9 +330,15 @@ DataManager.processJPNotetags1 = function(group) { obj.startingJp[obj.classId] = parseInt(RegExp.$1); } else if (line.match(note2)) { obj.startingJp[parseInt(RegExp.$1)] = parseInt(RegExp.$2); - } else if (line.match(note3)) { + } + else if (line.match(note3)) + { obj.jpRate = parseFloat(RegExp.$1 * 0.01); - } + }//---魔改--- v1.01 拓展ZzyJP Per Level: x + else if(line.match(//i)) + { + obj.ZzyJpLv = String(RegExp.$1); + } } } }; @@ -578,7 +594,8 @@ Game_Actor.prototype.changeClass = function(classId, keepExp) { }; Yanfly.JP.Game_Actor_levelUp = Game_Actor.prototype.levelUp; -Game_Actor.prototype.levelUp = function() { +Game_Actor.prototype.levelUp = function() //---魔改--- v1.01增加JP值拓展 +{ Yanfly.JP.Game_Actor_levelUp.call(this); if (this._preventJpLevelUpGain) return; var user = this; @@ -586,7 +603,7 @@ Game_Actor.prototype.levelUp = function() { var a = this; var b = this; var level = this.level; - var code = Yanfly.Param.JpPerLevel; + var code = this.GetZzyJPOfLevelEval();//替换使用公式 try { var value = eval(code) } catch (e) { @@ -598,6 +615,17 @@ Game_Actor.prototype.levelUp = function() { this.gainJp(value, this.currentClass().id); }; + + +Game_Actor.prototype.GetZzyJPOfLevelEval = function() +{ + var data = $dataActors[this.actorId()]; + if(!data)return Yanfly.Param.JpPerLevel; + return data.ZzyJpLv ? data.ZzyJpLv : Yanfly.Param.JpPerLevel; +} + + + //============================================================================= // Game_Enemy //============================================================================= diff --git a/js/plugins/YEP_SkillLearnSystem.js b/js/plugins/YEP_SkillLearnSystem.js index 6accd7f..0921018 100644 --- a/js/plugins/YEP_SkillLearnSystem.js +++ b/js/plugins/YEP_SkillLearnSystem.js @@ -19,12 +19,59 @@ Yanfly.SLS.version = 1.13; * @default * * + * @param IsHideLearnSkill + * @text 是否隐藏过学习技能 + * @parent ---魔改--- + * @type boolean + * @on YES + * @off NO + * @desc 控制学习过技能是否在学习系统界面中显示 + * YES - true NO - false + * @default true + * + * + * + * + * * @param ShowGoldWindowFormat * @text 显示金币窗口的文本 * @desc 文本样式,其中%1会被替换为角色的JP值,%2会被替换为当前的金币数值,支持转义字符 * @default %1\c[1]JP\i[188] \c[0]%2\c[1]金\i[313] * * + * @param ForgetNote + * @text 显示遗忘显示文本 + * @type note + * @desc 这是显示遗忘的文本内容,支持多行显示 + * @default "会遗忘所有的学习技能\n并返回全部的JP点!" + * + * @param ForgetCommandText + * @text 遗忘命令文本 + * @type text + * @desc 此处可以设置命令的文本信息 + * @default 一键遗忘 + * + * @param ForgetYesText + * @text 遗忘确认文本 + * @type text + * @desc 设置遗忘确认的文本内容 + * @default 确认 + * + * @param ForgetNoText + * @text 遗忘取消文本 + * @type text + * @desc 设置遗忘取消的文本内容 + * @default 取消 + * + * + * @param ForgeItemID + * @text 遗忘道具ID + * @type item + * @desc 此处需要指定遗忘道具的ID,如果ID值为0,那么不启用这个功能,每次进行遗忘将会消耗一个遗忘道具 + * @default 0 + * + * + * * * * @@ -130,8 +177,14 @@ Yanfly.SLS.version = 1.13; * @help * * 魔改作者: 流逝的岁月 - * 魔改版本: v1.00 + * 魔改版本: v1.02 + * + * + * + * * + * 魔改内容: v1.02 隐藏全部的已学习技能 + * 魔改内容: v1.01 增加一键遗忘的功能 * 魔改内容: v1.00 将对界面进行调整 * * @@ -343,7 +396,20 @@ var Zzy = Zzy || {}; Zzy.CYSLS = Zzy.CYSLS || {}; +Zzy.CYSLS.Command_F = 'zzycyslsf';//遗忘 + + Zzy.CYSLS.ShowGoldWindowFormat = Yanfly.Parameters['ShowGoldWindowFormat'] ? String(Yanfly.Parameters['ShowGoldWindowFormat']) : '%1\\c[1]JP\\i[188] \\c[0]%2\\c[1]金\\i[313]'; +Zzy.CYSLS.ForgetNote = Yanfly.Parameters['ForgetNote'] ? JSON.parse(Yanfly.Parameters['ForgetNote']) : ''; + + + +Zzy.CYSLS.ForgetCommandText = String(Yanfly.Parameters['ForgetCommandText'] || '一键遗忘'); +Zzy.CYSLS.ForgetYesText = String(Yanfly.Parameters['ForgetYesText'] || '确认'); +Zzy.CYSLS.ForgetNoText = String(Yanfly.Parameters['ForgetNoText'] || '取消'); +Zzy.CYSLS.ForgeItemID = parseInt(Yanfly.Parameters['ForgeItemID'] || 0); +Zzy.CYSLS.IsHideLearnSkill = eval(Yanfly.Parameters['IsHideLearnSkill'] || true); + @@ -901,12 +967,23 @@ Window_SkillLearn.prototype.createSkillLearnData = function () { for (var i = 0; i < this.getClass().learnSkills.length; ++i) { var skillId = this.getClass().learnSkills[i]; var skill = $dataSkills[skillId]; - if (skill && this.includes(skill)) this._data.push(skill); + + if(Zzy.CYSLS.IsHideLearnSkill)//---魔改--- v1.02 隐藏全部的已学习技能 + { + if (skill && this.includes(skill) && !this._actor.isLearnedSkill(skillId)) this._data.push(skill); + } + else + { + if (skill && this.includes(skill)) this._data.push(skill); + } + } this._data = this._data.sort(function (a, b) { return a.id - b.id; }); this._data = this._data.filter(Yanfly.Util.onlyUnique); + +; }; Window_SkillLearn.prototype.includes = function (skill) { @@ -1321,7 +1398,9 @@ Window_SkillLearnCommand.prototype.setSkillLearnDataWindow = function (w) { this.update(); }; -Window_SkillLearnCommand.prototype.makeCommandList = function () { +Window_SkillLearnCommand.prototype.makeCommandList = function () +{ + if (!this._actor) return; this.addClassCommand(this._actor.currentClass().id); this._currentClass = this._actor.currentClass().id; @@ -1341,8 +1420,28 @@ Window_SkillLearnCommand.prototype.addClassCommand = function (classId) { name = this._actor.nickname(); } this.addCommand(name, "class", true, classId); + + //---魔改--- v1.00 添加新的选项 + + this.addCommand(Zzy.CYSLS.ForgetCommandText,Zzy.CYSLS.Command_F,this.IsEnableZzyCommand_F()); }; + + + +Window_SkillLearnCommand.prototype.IsEnableZzyCommand_F = function() +{ + //此处检测是否拥有遗忘道具,进行开关的显示 + if(Zzy.CYSLS.ForgeItemID) + { + return $gameParty.hasItem($dataItems[Zzy.CYSLS.ForgeItemID]); + } + return true; +} + + + + Window_SkillLearnCommand.prototype.update = function () { Window_Command.prototype.update.call(this); if (this._helpWindow && this.active) { @@ -1353,8 +1452,20 @@ Window_SkillLearnCommand.prototype.update = function () { var classId = this.currentExt(); this._skillLearnWindow.setClass(classId); } - if (this._statusWindow && this._currentClassIndex !== this.index()) { + if (this._statusWindow && this._currentClassIndex !== this.index()) + { this._currentClassIndex = this.index(); + + //---魔改--- v1.00 将不会使用原版数据计算 + if(this._currentClassIndex>0 && this._list[this._currentClassIndex].symbol === Zzy.CYSLS.Command_F) + { + //此处不会绘制任何的数据信息 + return; + } + + + + var actor = JsonEx.makeDeepCopy(this._actor); if (!actor) return; var classId = this.currentExt(); @@ -1610,6 +1721,16 @@ Scene_Skill.prototype.processLearnSkill = function (skill, classId) { var cost = skill.learnCostJp; cost += this.actor().customLearnSkillJpCost(skill); this.actor().loseJp(cost, classId); + + if(cost) + { + //---魔改--- v1.00 损失技能JP进行存储 + this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录 + var info = {skillId:skill.id,jpCost:cost}; + this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存 + } + + } this.processLearnCostEval(skill, classId); this.actor().refresh(); @@ -1706,6 +1827,12 @@ Scene_LearnSkill.prototype.create = function () { this.createGoldWindow(); this.createSkillLearnDataWindow(); this.createConfirmWindow(); + + //---魔改--- v1.01 创造提示遗忘文本窗口 创造确认取消窗口 + this.createForgetHelpWindow(); + this.createForgetCommandWindow();//此窗口需要获取Help窗口计算的宽度,因此一定要在下面加载 + + this.refreshActor(); this.adjustSelection(); }; @@ -1726,10 +1853,103 @@ Scene_LearnSkill.prototype.createCommandWindow = function () { this._commandWindow.setHandler("cancel", this.popScene.bind(this)); this._commandWindow.setHandler("pagedown", this.nextActor.bind(this)); this._commandWindow.setHandler("pageup", this.previousActor.bind(this)); + + + //---魔改--- v1.01 添加一键遗忘 + this._commandWindow.setHandler(Zzy.CYSLS.Command_F, this.ExeForgetSkill.bind(this)); + + this._commandWindow.setHelpWindow(this._helpWindow); this.addWindow(this._commandWindow); }; + +Scene_LearnSkill.prototype.ExeForgetSkill = function()//执行一键遗忘操作,弹出提示 +{ + //进行弹开 + this._windowForgetCommand.open(); + this._windowForgetHelp.open(); + + this._windowForgetCommand.select(0);//自动选择确认 + this._windowForgetCommand.activate();//设置为活跃 + +} + + + + + +Scene_LearnSkill.prototype.createForgetHelpWindow = function() +{ + this._windowForgetHelp = new Window_ZzyCYSLSForgetHelp(); + + this.addWindow(this._windowForgetHelp); +} + +Scene_LearnSkill.prototype.createForgetCommandWindow = function() +{ + this._windowForgetCommand = new Window_ZzyCYSLSForgetCommand(); + + this._windowForgetCommand.setHandler('zzycyslsf',this.ForgetCommandOk.bind(this)); + this._windowForgetCommand.setHandler('cancel',this.ForgetCommandCancel.bind(this)); + + this.addWindow(this._windowForgetCommand); +} + + +Scene_LearnSkill.prototype.ForgetCommandOk = function() +{ + this.ForgetCommandJumpCommandWindow(); + + //此处消耗道具 + var gjp = Zzy.CYSLS.GetForgetOfActorJP(this.actor().actorId());//获取遗忘剩余JP + var res = Zzy.CYSLS.ExeForgetOfActor(this.actor().actorId());//执行遗忘技能 + + + if(res) + { + //消耗一个遗忘石 + if(Zzy.CYSLS.ForgeItemID) + { + $gameParty.loseItem($dataItems[Zzy.CYSLS.ForgeItemID],1); + } + + } + + //增加原本的JP值 + if(gjp>0)this.actor().gainJp(gjp); + + SoundManager.playUseSkill();//播放获取音效 + + //刷新所有的窗口 + //this.refreshStatus(); + this._windowForgetCommand.refresh(); + this._windowForgetHelp.refresh(); + this._goldWindow.refresh(); + this._commandWindow.refresh();//刷新 + +} + +Scene_LearnSkill.prototype.ForgetCommandCancel = function() +{ + this.ForgetCommandJumpCommandWindow(); + SoundManager.playCancel();//取消音效 + +} + + + +Scene_LearnSkill.prototype.ForgetCommandJumpCommandWindow = function()//进行跳转 +{ + this._windowForgetCommand.close();//取消 + this._windowForgetHelp.close(); + //this._windowForgetCommand.deselect();//取消活跃 + this._commandWindow.activate();//设置活跃 +} + + + + Scene_LearnSkill.prototype.createStatusWindow = function () { var wx = this._commandWindow.width; var wy = this._helpWindow.height; @@ -1840,6 +2060,17 @@ Scene_LearnSkill.prototype.processLearnSkill = function (skill, classId) { var cost = skill.learnCostJp; cost += this.actor().customLearnSkillJpCost(skill); this.actor().loseJp(cost, classId); + + if(cost) + { + //---魔改--- v1.00 损失技能JP进行存储 + this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录 + var info = {skillId:skill.id,jpCost:cost}; + this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存 + + } + + } this.processLearnCostEval(skill, classId); this.actor().refresh(); @@ -1875,13 +2106,24 @@ Scene_LearnSkill.prototype.processLearnCostEval = function (skill, classId) { } }; -Scene_LearnSkill.prototype.onLearnCancel = function () { - if (Imported.YEP_ClassChangeCore) { +Scene_LearnSkill.prototype.onLearnCancel = function () +{ + + //---魔改--- v1.00 识别一键遗忘的效果 + + + var fIndex = this._commandWindow.findSymbol(Zzy.CYSLS.Command_F); + + //检测是否选择添加有效 + if (Imported.YEP_ClassChangeCore || (fIndex && this._commandWindow._list[fIndex].enabled)) + { this._skillLearnWindow.deselect(); this._skillLearnDataWindow.setSkill(null); this._commandWindow.activate(); this._helpWindow.setItem(null); - } else { + } + else + { this.popScene(); } }; @@ -1915,6 +2157,143 @@ Scene_LearnSkill.prototype.onConfirmCancel = function () { }; + + +//============================================================================= +// Window_ZzyCYSLSForgetHelp +//============================================================================= + + +function Window_ZzyCYSLSForgetHelp() { + this.initialize.apply(this, arguments); +} + +Window_ZzyCYSLSForgetHelp.prototype = Object.create(Window_Base.prototype); +Window_ZzyCYSLSForgetHelp.prototype.constructor = Window_ZzyCYSLSForgetHelp; + +Window_ZzyCYSLSForgetHelp.prototype.initialize = function() +{ + Window_Base.prototype.initialize.call(this, 0, 0,Graphics.boxWidth,Graphics.boxHeight); + this.openness = 0;//隐藏 + + this.refresh(); +}; + + + + + +Window_ZzyCYSLSForgetHelp.prototype.refresh = function()//进行一次刷新 +{ + var textArr = Zzy.CYSLS.ForgetNote.split('\n'); + var width = 0; + + this.contents.clear();//清理 + + for(var i=0;i