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{"id":13,"animationId":8,"description":"伴随伊扎克斯多年的佩剑,已经有些磨损了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.05},{"code":22,"dataId":2,"value":0.08}],"iconIndex":390,"name":"磨损的 魔王佩剑","note":"\n\n","params":[0,50,15,0,16,0,2,0],"price":0,"wtypeId":10}, diff --git a/js/plugins.js b/js/plugins.js index 9455045..93ed382 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -51,6 +51,7 @@ var $plugins = {"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":{}}, +{"name":"YEP_EnemyLevels","status":true,"description":"v1.09 This plugin enables giving your enemies levels and\nparameter changes with those levels.","parameters":{"---General---":"","Show Level":"true","Level Format":"Lv%1 %2","Minimum Level":"1","Maximum Level":"9999","Maximum Cap":"9999","Preserve Rate":"true","---Level Setup---":"","Default Type":"5","Positive Fluctuation":"2","Negative Fluctuation":"2","---MaxHP Growth---":"","MaxHP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MaxHP Rate Growth":"0.15","MaxHP Flat Growth":"50.0","---MaxMP Growth---":"","MaxMP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MaxMP Rate Growth":"0.10","MaxMP Flat Growth":"10.0","---ATK Growth---":"","ATK Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","ATK Rate Growth":"0.05","ATK Flat Growth":"2.5","---DEF Growth---":"","DEF Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","DEF Rate Growth":"0.05","DEF Flat Growth":"2.5","---MAT Growth---":"","MAT Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MAT Rate Growth":"0.05","MAT Flat Growth":"2.5","---MDF Growth---":"","MDF Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MDF Rate Growth":"0.05","MDF Flat Growth":"2.5","---AGI Growth---":"","AGI Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","AGI Rate Growth":"0.05","AGI Flat Growth":"2.5","---LUK Growth---":"","LUK Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","LUK Rate Growth":"0.05","LUK Flat Growth":"2.5","---EXP Growth---":"","EXP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","EXP Rate Growth":"0.15","EXP Flat Growth":"10.0","---Gold Growth---":"","Gold Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","Gold Rate Growth":"0.15","Gold Flat Growth":"10.0"}}, {"name":"SF_CommonAttack","status":true,"description":"v1.0 普攻替换插件","parameters":{}}, {"name":"YEP_AutoPassiveStates","status":true,"description":"v1.17 This plugin allows for some states to function as\npassives for actors, enemies, skills, and equips.","parameters":{"---Basic---":"","Actor Passives":"0","Enemy Passives":"0","Global Passives":"0","---List---":"...Requires RPG Maker MV 1.5.0+...","Actor Passives List":"[]","Enemy Passives List":"[]","Global Passives List":"[]"}}, {"name":"SF_StatesCustomAddtion","status":false,"description":"状态添加过程自定义插件","parameters":{}}, diff --git a/js/plugins/YEP_EnemyLevels.js b/js/plugins/YEP_EnemyLevels.js new file mode 100644 index 0000000..3adeec4 --- /dev/null +++ b/js/plugins/YEP_EnemyLevels.js @@ -0,0 +1,1549 @@ +//============================================================================= +// Yanfly Engine Plugins - Enemy Levels +// YEP_EnemyLevels.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_EnemyLevels = true; + +var Yanfly = Yanfly || {}; +Yanfly.ELV = Yanfly.ELV || {}; +Yanfly.ELV.version = 1.09; + +//============================================================================= + /*: + * @plugindesc v1.09 This plugin enables giving your enemies levels and + * parameter changes with those levels. + * @author Yanfly Engine Plugins + * + * @param ---General--- + * @default + * + * @param Show Level + * @parent ---General--- + * @type boolean + * @on Show + * @off Hide + * @desc Show enemy levels by default? + * NO - false YES - true + * @default true + * + * @param Level Format + * @parent ---General--- + * @desc How to format enemy names with levels. + * %1 - Level %2 - Name + * @default Lv%1 %2 + * + * @param Minimum Level + * @parent ---General--- + * @type number + * @min 1 + * @desc Default lowest level an enemy can be. + * @default 1 + * + * @param Maximum Level + * @parent ---General--- + * @type number + * @min 1 + * @desc Default highest level an enemy can be. + * @default 9999 + * + * @param Maximum Cap + * @parent ---General--- + * @type number + * @min 1 + * @desc Highest possible level an enemy can be. + * @default 9999 + * + * @param Preserve Rate + * @parent ---General--- + * @type boolean + * @on Preserve + * @off Don't Preserve + * @desc If level changing, preserve the enemy's HP/MP rates? + * NO - false YES - true + * @default true + * + * @param ---Level Setup--- + * @default + * + * @param Default Type + * @parent ---Level Setup--- + * @type select + * @option Lowest level of all actors that have joined the player party. + * @value 0 + * @option Lowest level of all actors that are in the battling party. + * @value 1 + * @option Average level of all actors that have joined the player party. + * @value 2 + * @option Average level of all actors that are in the battling party. + * @value 3 + * @option Highest level of all actors that have joined the player party. + * @value 4 + * @option Highest level of all actors that are in the battling party. + * @value 5 + * @desc Default level calculated relative to the player party: + * Refer to the Help File for Default Level Types. + * @default 5 + * + * @param Positive Fluctuation + * @parent ---Level Setup--- + * @type number + * @min 0 + * @desc Default positive level fluctuation for all enemies. + * @default 2 + * + * @param Negative Fluctuation + * @parent ---Level Setup--- + * @type number + * @min 0 + * @desc Default negative level fluctuation for all enemies. + * @default 2 + * + * @param ---MaxHP Growth--- + * @default + * + * @param MaxHP Formula + * @parent ---MaxHP Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param MaxHP Rate Growth + * @parent ---MaxHP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.15 + * + * @param MaxHP Flat Growth + * @parent ---MaxHP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 50.0 + * + * @param ---MaxMP Growth--- + * @default + * + * @param MaxMP Formula + * @parent ---MaxMP Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param MaxMP Rate Growth + * @parent ---MaxMP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.10 + * + * @param MaxMP Flat Growth + * @parent ---MaxMP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 10.0 + * + * @param ---ATK Growth--- + * @default + * + * @param ATK Formula + * @parent ---ATK Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param ATK Rate Growth + * @parent ---ATK Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param ATK Flat Growth + * @parent ---ATK Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---DEF Growth--- + * @default + * + * @param DEF Formula + * @parent ---DEF Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param DEF Rate Growth + * @parent ---DEF Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param DEF Flat Growth + * @parent ---DEF Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---MAT Growth--- + * @default + * + * @param MAT Formula + * @parent ---MAT Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param MAT Rate Growth + * @parent ---MAT Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param MAT Flat Growth + * @parent ---MAT Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---MDF Growth--- + * @default + * + * @param MDF Formula + * @parent ---MDF Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param MDF Rate Growth + * @parent ---MDF Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param MDF Flat Growth + * @parent ---MDF Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---AGI Growth--- + * @default + * + * @param AGI Formula + * @parent ---AGI Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param AGI Rate Growth + * @parent ---AGI Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param AGI Flat Growth + * @parent ---AGI Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---LUK Growth--- + * @default + * + * @param LUK Formula + * @parent ---LUK Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param LUK Rate Growth + * @parent ---LUK Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.05 + * + * @param LUK Flat Growth + * @parent ---LUK Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 2.5 + * + * @param ---EXP Growth--- + * @default + * + * @param EXP Formula + * @parent ---EXP Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param EXP Rate Growth + * @parent ---EXP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.15 + * + * @param EXP Flat Growth + * @parent ---EXP Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 10.0 + * + * @param ---Gold Growth--- + * @default + * + * @param Gold Formula + * @parent ---Gold Growth--- + * @desc The formula used for this parameter's calculations. + * @default base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * @param Gold Rate Growth + * @parent ---Gold Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The growth rate for this parameter per level. + * @default 0.15 + * + * @param Gold Flat Growth + * @parent ---Gold Growth--- + * @type number + * @min 0 + * @decimals 2 + * @desc The flat growth value for this parameter per level. + * @default 10.0 + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * This plugin allows enemies to function off of a leveling system. An enemy's + * level will be increased relative to the player under specific rulings and + * will increase its stats based on its level. + * + * ============================================================================ + * Default Level Types + * ============================================================================ + * + * When an enemy is made in battle, it will create its initial level off of a + * set of rules. These are the various rules you can change the 'Default Type' + * plugin parameter to reflect. + * + * Type: + * + * - Type 0 - Lowest level of all actors that have joined the player party. + * - Type 1 - Lowest level of all actors that are in the battling party. + * - Type 2 - Average level of all actors that have joined the player party. + * - Type 3 - Average level of all actors that are in the battling party. + * - Type 4 - Highest level of all actors that have joined the player party. + * - Type 5 - Highest level of all actors that are in the battling party. + * + * After the level type has been determined for the enemy, random level + * fluctuations are then added. + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * You can use these notetags to adjust how enemy levels are handled + * individually per enemy. + * + * Enemy Notetags: + * + * + * + * This will cause the enemy to show or hide its level upon target selection. + * 这将导致敌人在角色选择目标时显示或隐藏其等级。 + * + * + * + * This sets the enemy's minimum and maximum levels respectively to x. This + * will cause the enemy, upon the start of battle, to adjust levels within + * this particular range. Any skills that alter enemy levels are able to + * bypass these limits unless if it were to bypass the maximum cap. + * 这会将敌人的最低和最高等级分别设置为 x。这将导致敌人在战斗开始时 + * 调整此特定范围内的级别。任何改变敌人等级的技能都可以绕过这些限制, + * 除非它绕过了最大上限。 + * + * + * This sets the enemy's starting level to exactly x. This will cause the + * enemy, upon the start of battle, to adjust levels within this particular + * range. Any skills that alter enemy levels are able to bypass these limits + * unless if it were to bypass the maximum cap. + * 这会将敌人的起始等级设置为正好 x。这将导致敌人在战斗开始时调整此特定范围内 + * 的级别。任何改变敌人等级的技能都可以绕过这些限制,除非它绕过了最大上限。 + * + * + * This sets the enemy's starting level type to x from 0 to 5. Refer to the + * 'Default Level Types' party of the Help File. + * 这会将敌人的起始等级类型设置为 x,范围为 0 到 5。 + * 请参阅帮助文件的“默认级别类型”方。 + * + * + * + * This sets the positive/negative level fluctuation for the enemy. Any level + * fluctuation is calculated at the start of battle, but after the starting + * level type has been determined. + * 这将设置敌人的等级正/负水平波动。任何等级波动都是在战斗开始时计算的, + * 但在确定起始等级类型之后。 + * + * + * This sets both the positive and negative level fluctuation for the enemy + * to x. Any level fluctuation is calculated at the start of battle, but + * after the starting level type has been determined. + * 这会将敌人的正和负等级波动都设置为 x。任何等级波动都是在战斗开始时计算的, + * 但在确定起始等级类型之后。 + * + * + * + * + * + * Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', + * 'luk', 'exp', or 'gold'. This will set this enemy to have an increase or + * decrease of x% rate per level. If you use the x.y formula, it will have a + * rate increase of +x.y or -x.y per level. + * 将“stat”替换为“maxhp”、“maxmp”、“atk”、“def”、“mat”、“mdf”、“agi”、“luk”、 + * “exp”或“gold”。这将设置这个敌人每级增加或减少x%的比率。如果使用 x.y 公式, + * 则每个级别的比率将增加 +x.y 或 -x.y。 + * + * + * + * + * + * Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', + * 'luk', 'exp', or 'gold'. This will set this enemy to have an increase or + * decrease of flat x value per level. If you use the x.y formula, it will + * have a flat increase of +x.y or -x.y per level. + * 将“stat”替换为“maxhp”、“maxmp”、“atk”、“def”、“mat”、“mdf”、“agi”、 + * “luk”、“exp”或“gold”。这将设置这个敌人每级增加或减少属性x值。 + * 如果使用 x.y 公式,则每个级别将平坦增加 +x.y 或 -x.y。 + * + * + * This will cause the enemy to be immune to any form of level changing + * through skills and items. However, the enemy is not immune to any level + * changing through script calls. + * 这将使敌人对通过技能和物品进行的任何形式的等级变化免疫。 + * 但是,敌人不能幸免于通过脚本调用更改任何级别。 + * + * + * + * If this enemy is to use skill x (or named skill), it must be at least + * level y to be able to use it. If the enemy is under level y, the skill + * will be sealed and cannot be used. + * 如果这个敌人要使用技能x(或命名技能),它必须至少达到y级才能使用它。 + * 如果敌人低于y级,则该技能将被封印,无法使用。 + * + * + * This will cause the enemy to ignore all the stat changes added by levels + * and use its base stats as its current level stats. Any changes to its + * current level will not alter the enemy's stats. + * 这将导致敌人忽略关卡添加的所有属性变化,并将其基础属性用作当前等级属性。 + * 对当前等级的任何更改都不会改变敌人的属性。 + * + * Skill and Item Notetags: + * + * + * This will reset the target enemy's level back to what it was at the start + * of battle. + * 这会将目标敌人的等级重置回战斗开始时的水平。 + * + * + * + * If this action is used against an enemy, it will change the enemy's level + * by +x or -x. If an action contains both a reset and level change, the + * reset will occur first before the level change. + * 如果对敌人使用这个动作,它会将敌人的等级改变+x或-x。 + * 如果操作同时包含重置和级别更改,则重置将在级别更改之前首先发生。 + * + * ============================================================================ + * Lunatic Mode - Custom Starting Level + * ============================================================================ + * + * For those with JavaScript experience, you can have enemies have conditional + * starting levels. Place these Lunatic Mode notetags into the enemy notebox: + * + * Enemy Notetags: + * + * + * level = $gameActors.actor(1).level + 5; + * + * The 'level' variable will become the enemy's starting level. This level is + * still affected by the enemy's minimum and maximum starting level barriers. + * After the starting levels are decided, it will still be affected by the + * random level fluctuation. + * “level”变量将成为敌人的起始等级。这个等级仍然受到敌人最小和最大起始等级限制 + * 的影响。确定起始级别后,仍会受到随机级别波动的影响。 + * + * ============================================================================ + * Lunatic Mode - Custom Parameter Formulas + * ============================================================================ + * + * For those with JavaScript experience, you can have different formulas for + * the ways parameters are calculated in regards to the enemy's level. Use the + * notetags below: + * + * Enemy Notetags: + * + * + * base * (1 + (level - 1) * rate) + (flat * (level - 1)) + * + * Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', + * 'luk', 'exp', or 'gold'. Whatever is calculated for the formula on the + * last line will become the parameter value for the stat. + * 将“stat”替换为“maxhp”、“maxmp”、“atk”、“def”、“mat”、“mdf”、“agi”、 + * “luk”、“exp”或“gold”。为最后一行的公式计算的任何内容都将成为 + * 统计信息的参数值。 + * + * ============================================================================ + * Lunatic Mode - Custom Change Enemy Level + * ============================================================================ + * + * For those with JavaScript experience and would like to have more dynamic + * ways of altering enemy levels instead of flat values, you can use these + * notetags to do so: + * + * Skill and Item Notetags: + * + * + * level += user.atk; + * level -= target.agi; + * + * The 'level' variable will be the enemy's current level. Any changes made + * to the 'level' variable will be what the enemy's level will become after + * this effect finishes taking place. If the skill has a reset level effect, + * it is applied first. If the skill has a flat level changing effect, that + * effect is applied next. After those two effects are applied, this custom + * enemy level change will take place. + * “等级”变量将是敌人的当前等级。对“等级”变量所做的任何更改都将是 + * 此效果发生后敌人的等级。如果技能具有重置等级效果,则首先应用该技能。 + * 如果技能具有平坦的关卡变化效果,则接下来应用该效果。应用这两种效果后, + * 将发生此自定义敌人等级更改。 + * + * ============================================================================ + * Lunatic Mode - New JavaScript Functions + * ============================================================================ + * + * Here are some new JavaScript functions that have been added by this plugin. + * + * enemy.level + * - This will return the enemy's current level. + * - 这将返回敌人的当前等级。 + * + * enemy.originalLevel() + * - This will return the enemy's original level from the start of battle. + * - 这将从战斗开始恢复敌人的原始等级。 + * + * enemy.changeLevel(x) + * - This will change the enemy's level to x. + * - 这会将敌人的等级更改为 x。 + * + * enemy.gainLevel(x) + * - This will cause the enemy to gain x levels. + * - 这将导致敌人增加x级。 + * + * enemy.loseLevel(x) + * - This will cause the enemy to lose x levels. + * - 这将导致敌人减少x级。 + * + * enemy.resetLevel() + * - Changes the enemy's level back to what it was at the start of battle. + * - 将敌人的等级变回战斗开始时的水平。 + * + * $gameParty.lowestLevelAllMembers() + * - This will return the lowest level of all party members. + * - 这将返回所有队员的最低等级。 + * + * $gameParty.lowestLevelBattleMembers() + * - This will return the lowest level of all battle members. + * - 这将返回所有战斗成员中最低等级。 + * + * $gameParty.averageLevelAllMembers() + * - This will return the average level of all party members. + * - 这将返回所有队员的平均等级。 + * + * $gameParty.averageLevelBattleMembers() + * - This will return the average level of all battle members. + * - 这将返回所有战斗成员的平均水平。 + * + * $gameParty.highestLevelAllMembers() + * - This will return the highest level of all party members. + * - 这将返回所有队员的最高等级。 + * + * $gameParty.highestLevelBattleMembers() + * - This will return the highest level of all battle members. + * - 这将返回所有战斗成员的最高等级。 + * + * $gameTroop.changeLevel(x) + * - Changes the levels of all enemies to x. + * - 将所有敌人的等级更改为x。 + * + * $gameTroop.gainLevel(x) + * - Raises the levels of all enemies by x. + * - 将所有敌人的等级提高 x。 + * + * $gameTroop.loseLevel(x) + * - Lowers the levels of all enemies by x. + * - 将所有敌人的等级降低x。 + * + * $gameTroop.resetLevel() + * - Resets the levels of all enemies to their original levels at battle start. + * - 将所有敌人的等级重置为战斗开始时的原始等级。 + * + * $gameTroop.lowestLevel() + * - This will return the lowest level of the enemy party. + * - 这将返回敌方的最低等级。 + * + * $gameTroop.averageLevel() + * - This will return the average level of the enemy party. + * - 这将返回敌方的平均等级。 + * + * $gameTroop.highestLevel() + * - This will return the highest level of the enemy party. + * - 这将返回敌方的最高等级。 + * + * ============================================================================ + * Plugin Commands + * ============================================================================ + * + * If you wish to change enemy levels through plugin commands, you can use the + * following plugin commands to alter them. These plugin commands are only used + * inside battle. + * 如果你想通过插件命令改变敌人的等级,你可以使用以下插件命令来改变它们。 + * 这些插件命令仅在战斗中使用。 + * + * Plugin Command: + * + * EnemyLevelChange 2 to 50 + * - This will reset the enemy in position 2's level to 50. + * - 这会将位置 2 的敌人等级重置为 50。 + * + * EnemyLevelChangeAll 50 + * - This will change the levels of all enemies to 50. + * - 这会将所有敌人的等级更改为 50。 + * + * EnemyGainLevel 3 by 20 + * - This will cause the enemy in positon 3 to gain 20 levels. + * - 这将导致位置 3 中的敌人增加 20 级。 + * + * EnemyGainLevelAll 20 + * - This will cause all enemies to gain 20 levels. + * - 这将导致所有敌人增加 20 级。 + * + * EnemyLoseLevel 4 by 10 + * - This will cause the enemy in positon 4 to lose 10 levels. + * - 这将导致位置 4 中的敌人减少 10 级。 + * + * EnemyLoseLevelAll 10 + * - This will cause all enemies to lose 10 levels. + * - 这将导致所有敌人减少10个等级。 + * + * EnemyLevelReset 5 + * - This will reset the enemy in position 5's level to the level it had at + * the start of battle. + * - 这会将位置 5 的敌人重置为战斗开始时的等级。 + * + * EnemyLevelResetAll + * - This will reset all enemy levels to their original levels. + * - 这会将所有敌人等级重置为原始等级。 + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.09: + * - Bypass the isDevToolsOpen() error when bad code is inserted into a script + * call or custom Lunatic Mode code segment due to updating to MV 1.6.1. + * + * Version 1.08: + * - Updated for RPG Maker MV version 1.5.0. + * + * Version 1.07: + * - Enemy Transform event now adjusts for stat changes when transforming into + * a different enemy. + * + * Version 1.06: + * - Lunatic Mode fail safes added. + * + * Version 1.05: + * - Updated the custom level formula to have the formulas 'b', 'r', and 'f' to + * be able to use the formulas from FlyingDream's calculator. + * + * Version 1.04: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.03: + * - Fixed a bug with average level calculation types for enemies. + * + * Version 1.02: + * - Fixed a bug regarding a line of code that wasn't added properly. + * + * Version 1.01: + * - Added notetag. This causes enemies to maintain their + * current level but ignore any bonus stats applied by the level difference. If + * the enemy's level is altered, its stats remain static and unchanging. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_EnemyLevels'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.ELVShow = eval(String(Yanfly.Parameters['Show Level'])); +Yanfly.Param.ELVFmt = String(Yanfly.Parameters['Level Format']); +Yanfly.Param.ELVMinLv = Number(Yanfly.Parameters['Minimum Level']); +Yanfly.Param.ELVMaxLv = Number(Yanfly.Parameters['Maximum Level']); +Yanfly.Param.ELVMaxCap = Number(Yanfly.Parameters['Maximum Cap']); +Yanfly.Param.ELVPreserveRate = eval(String(Yanfly.Parameters['Preserve Rate'])); + +Yanfly.Param.ELVDefaultType = Number(Yanfly.Parameters['Default Type']); +Yanfly.Param.ELVPosFluc = Number(Yanfly.Parameters['Positive Fluctuation']); +Yanfly.Param.ELVNegFluc = Number(Yanfly.Parameters['Negative Fluctuation']); +Yanfly.Param.ELVFormula = [ + String(Yanfly.Parameters['MaxHP Formula']), + String(Yanfly.Parameters['MaxMP Formula']), + String(Yanfly.Parameters['ATK Formula']), + String(Yanfly.Parameters['DEF Formula']), + String(Yanfly.Parameters['MAT Formula']), + String(Yanfly.Parameters['MDF Formula']), + String(Yanfly.Parameters['AGI Formula']), + String(Yanfly.Parameters['LUK Formula']), + String(Yanfly.Parameters['EXP Formula']), + String(Yanfly.Parameters['Gold Formula']) +]; +Yanfly.Param.ELVRate = [ + Number(Yanfly.Parameters['MaxHP Rate Growth']), + Number(Yanfly.Parameters['MaxMP Rate Growth']), + Number(Yanfly.Parameters['ATK Rate Growth']), + Number(Yanfly.Parameters['DEF Rate Growth']), + Number(Yanfly.Parameters['MAT Rate Growth']), + Number(Yanfly.Parameters['MDF Rate Growth']), + Number(Yanfly.Parameters['AGI Rate Growth']), + Number(Yanfly.Parameters['LUK Rate Growth']), + Number(Yanfly.Parameters['EXP Rate Growth']), + Number(Yanfly.Parameters['Gold Rate Growth']) +]; +Yanfly.Param.ELVFlat = [ + Number(Yanfly.Parameters['MaxHP Flat Growth']), + Number(Yanfly.Parameters['MaxMP Flat Growth']), + Number(Yanfly.Parameters['ATK Flat Growth']), + Number(Yanfly.Parameters['DEF Flat Growth']), + Number(Yanfly.Parameters['MAT Flat Growth']), + Number(Yanfly.Parameters['MDF Flat Growth']), + Number(Yanfly.Parameters['AGI Flat Growth']), + Number(Yanfly.Parameters['LUK Flat Growth']), + Number(Yanfly.Parameters['EXP Flat Growth']), + Number(Yanfly.Parameters['Gold Flat Growth']) +]; + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.ELV.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.ELV.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_EnemyLevels) { + this.processELVNotetagsS($dataSkills); + this.processELVNotetags1($dataEnemies); + this.processELVNotetags2($dataSkills); + this.processELVNotetags2($dataItems); + Yanfly._loaded_YEP_EnemyLevels = true; + } + return true; +}; + +DataManager.processELVNotetagsS = 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.processELVNotetags1 = function(group) { + var note1a = /<(.*)[ ]RATE:[ ]([\+\-]\d+)([%%])[ ]PER LEVEL>/i; + var note1b = /<(.*)[ ]RATE:[ ]([\+\-]\d+).(\d+)[ ]PER LEVEL>/i; + var note2a = /<(.*)[ ]FLAT:[ ]([\+\-]\d+)[ ]PER LEVEL>/i; + var note2b = /<(.*)[ ]FLAT:[ ]([\+\-]\d+).(\d+)[ ]PER LEVEL>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.showLevel = Yanfly.Param.ELVShow; + obj.ignoreLevelBonuses = false; + obj.minLevel = Yanfly.Param.ELVMinLv; + obj.maxLevel = Yanfly.Param.ELVMaxLv; + obj.levelType = Yanfly.Param.ELVDefaultType; + obj.positiveLevelFluctuation = Yanfly.Param.ELVPosFluc; + obj.negativeLevelFluctuation = Yanfly.Param.ELVPosFluc; + obj.baseParamFormula = Yanfly.Param.ELVFormula.slice(); + obj.baseParamRate = Yanfly.Param.ELVRate.slice(); + obj.baseParamFlat = Yanfly.Param.ELVFlat.slice(); + obj.resistLevelChange = false; + obj.skillLevelRequirements = {}; + var evalMode = 'none'; + var evalParam = 0; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:SHOW LEVEL)>/i)) { + obj.showLevel = true; + } else if (line.match(/<(?:HIDE LEVEL)>/i)) { + obj.showLevel = false; + } else if (line.match(/<(?:IGNORE LEVEL BONUS|IGNORE LEVEL BONUSES)>/i)) { + obj.ignoreLevelBonuses = true; + } else if (line.match(/<(?:MIN LEVEL|MINIMUM LEVEL):[ ](\d+)>/i)) { + obj.minLevel = parseInt(RegExp.$1); + } else if (line.match(/<(?:MAX LEVEL|MAXIMUM LEVEL):[ ](\d+)>/i)) { + obj.maxLevel = parseInt(RegExp.$1); + } else if (line.match(/<(?:SET LEVEL|STATIC LEVEL):[ ](\d+)>/i)) { + obj.minLevel = parseInt(RegExp.$1); + obj.maxLevel = parseInt(RegExp.$1); + } else if (line.match(/<(?:LEVEL TYPE|STARTING LEVEL TYPE):[ ](\d+)>/i)) { + obj.levelType = parseInt(RegExp.$1).clamp(0, 5); + } else if (line.match(//i)) { + obj.positiveLevelFluctuation = parseInt(RegExp.$1); + } else if (line.match(//i)) { + obj.negativeLevelFluctuation = parseInt(RegExp.$1); + } else if (line.match(//i)) { + obj.positiveLevelFluctuation = parseInt(RegExp.$1); + obj.negativeLevelFluctuation = parseInt(RegExp.$1); + } else if (line.match(note1a)) { + var param = String(RegExp.$1).toUpperCase(); + var rate = parseFloat(RegExp.$2) * 0.01; + if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(param)) { + param = 0; + } else if (['MAXMP', 'MAX MP', 'MMP', 'MP', 'MAXSP', 'MAX SP', 'MSP', + 'SP'].contains(param)) { + param = 1; + } else if (['ATK', 'STR'].contains(param)) { + param = 2; + } else if (['DEF'].contains(param)) { + param = 3; + } else if (['MAT', 'INT', 'SPI'].contains(param)) { + param = 4; + } else if (['MDF', 'RES'].contains(param)) { + param = 5; + } else if (['AGI', 'SPD'].contains(param)) { + param = 6; + } else if (['LUK'].contains(param)) { + param = 7; + } else if (['EXP', 'XP'].contains(param)) { + param = 8; + } else if (['GOLD'].contains(param)) { + param = 9; + } else { + continue; + } + obj.baseParamRate[param] = rate; + } else if (line.match(note1b)) { + var param = String(RegExp.$1).toUpperCase(); + var rate = parseFloat(String(RegExp.$2) + '.' + String(RegExp.$3)); + if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(param)) { + param = 0; + } else if (['MAXMP', 'MAX MP', 'MMP', 'MP', 'MAXSP', 'MAX SP', 'MSP', + 'SP'].contains(param)) { + param = 1; + } else if (['ATK', 'STR'].contains(param)) { + param = 2; + } else if (['DEF'].contains(param)) { + param = 3; + } else if (['MAT', 'INT', 'SPI'].contains(param)) { + param = 4; + } else if (['MDF', 'RES'].contains(param)) { + param = 5; + } else if (['AGI', 'SPD'].contains(param)) { + param = 6; + } else if (['LUK'].contains(param)) { + param = 7; + } else if (['EXP', 'XP'].contains(param)) { + param = 8; + } else if (['GOLD'].contains(param)) { + param = 9; + } else { + continue; + } + obj.baseParamRate[param] = rate; + } else if (line.match(note2a)) { + var param = String(RegExp.$1).toUpperCase(); + var flat = parseFloat(RegExp.$2); + if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(param)) { + param = 0; + } else if (['MAXMP', 'MAX MP', 'MMP', 'MP', 'MAXSP', 'MAX SP', 'MSP', + 'SP'].contains(param)) { + param = 1; + } else if (['ATK', 'STR'].contains(param)) { + param = 2; + } else if (['DEF'].contains(param)) { + param = 3; + } else if (['MAT', 'INT', 'SPI'].contains(param)) { + param = 4; + } else if (['MDF', 'RES'].contains(param)) { + param = 5; + } else if (['AGI', 'SPD'].contains(param)) { + param = 6; + } else if (['LUK'].contains(param)) { + param = 7; + } else if (['EXP', 'XP'].contains(param)) { + param = 8; + } else if (['GOLD'].contains(param)) { + param = 9; + } else { + continue; + } + obj.baseParamFlat[param] = flat; + } else if (line.match(note2b)) { + var param = String(RegExp.$1).toUpperCase(); + var flat = parseFloat(String(RegExp.$2) + '.' + String(RegExp.$3)); + if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(param)) { + param = 0; + } else if (['MAXMP', 'MAX MP', 'MMP', 'MP', 'MAXSP', 'MAX SP', 'MSP', + 'SP'].contains(param)) { + param = 1; + } else if (['ATK', 'STR'].contains(param)) { + param = 2; + } else if (['DEF'].contains(param)) { + param = 3; + } else if (['MAT', 'INT', 'SPI'].contains(param)) { + param = 4; + } else if (['MDF', 'RES'].contains(param)) { + param = 5; + } else if (['AGI', 'SPD'].contains(param)) { + param = 6; + } else if (['LUK'].contains(param)) { + param = 7; + } else if (['EXP', 'XP'].contains(param)) { + param = 8; + } else if (['GOLD'].contains(param)) { + param = 9; + } else { + continue; + } + obj.baseParamFlat[param] = flat; + } else if (line.match(/<\/CUSTOM PARAMETER[ ](.*)[ ]FORMULA>/i)) { + evalMode = 'none'; + evalParam = 0; + } else if (line.match(//i)) { + var param = String(RegExp.$1).toUpperCase(); + if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(param)) { + param = 0; + } else if (['MAXMP', 'MAX MP', 'MMP', 'MP', 'MAXSP', 'MAX SP', 'MSP', + 'SP'].contains(param)) { + evalParam = 1; + } else if (['ATK', 'STR'].contains(param)) { + evalParam = 2; + } else if (['DEF'].contains(param)) { + evalParam = 3; + } else if (['MAT', 'INT', 'SPI'].contains(param)) { + evalParam = 4; + } else if (['MDF', 'RES'].contains(param)) { + evalParam = 5; + } else if (['AGI', 'SPD'].contains(param)) { + evalParam = 6; + } else if (['LUK'].contains(param)) { + evalParam = 7; + } else if (['EXP', 'XP'].contains(param)) { + evalParam = 8; + } else if (['GOLD'].contains(param)) { + evalParam = 9 + } else { + continue; + } + obj.baseParamFormula[evalParam] = ''; + evalMode = 'custom param level formula'; + } else if (evalMode === 'custom param level formula') { + var pId = evalParam; + obj.baseParamFormula[pId] = obj.baseParamFormula[pId] + line + '\n'; + } else if (line.match(/<(?:RESIST LEVEL CHANGE)>/i)) { + obj.resistLevelChange = true; + } else if (line.match(//i)) { + var skillId = parseInt(RegExp.$1); + var level = parseInt(RegExp.$2); + obj.skillLevelRequirements[skillId] = level; + } else if (line.match(//i)) { + var name = String(RegExp.$1).toUpperCase(); + var level = parseInt(RegExp.$2); + if (Yanfly.SkillIdRef[name]) { + var skillId = Yanfly.SkillIdRef[name]; + } else { + continue; + } + obj.skillLevelRequirements[skillId] = level; + } + } + + evalMode = 'none'; + + if (obj.levelType === 0) { + obj.startingLevel = 'level = $gameParty.lowestLevelAllMembers()'; + } else if (obj.levelType === 1) { + obj.startingLevel = 'level = $gameParty.lowestLevelBattleMembers()'; + } else if (obj.levelType === 2) { + obj.startingLevel = 'level = $gameParty.averageLevelAllMembers()'; + } else if (obj.levelType === 3) { + obj.startingLevel = 'level = $gameParty.averageLevelBattleMembers()'; + } else if (obj.levelType === 4) { + obj.startingLevel = 'level = $gameParty.highestLevelAllMembers()'; + } else if (obj.levelType === 5) { + obj.startingLevel = 'level = $gameParty.highestLevelBattleMembers()'; + } + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:CUSTOM STARTING LEVEL)>/i)) { + obj.startingLevel = ''; + evalMode = 'custom starting level'; + } else if (line.match(/<\/(?:CUSTOM STARTING LEVEL)>/i)) { + evalMode = 'none'; + } else if (evalMode === 'custom starting level') { + obj.startingLevel = obj.startingLevel + line + '\n'; + } + } + } +}; + +DataManager.processELVNotetags2 = function(group) { + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.resetEnemyLevel = false; + obj.changeEnemyLevel = 0; + obj.enemyLevelEval = ''; + var evalMode = 'none'; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(/<(?:CHANGE ENEMY LEVEL):[ ]([\+\-]\d+)>/i)) { + obj.changeEnemyLevel = parseInt(RegExp.$1); + } else if (line.match(/<(?:RESET ENEMY LEVEL)>/i)) { + obj.resetEnemyLevel = true; + } else if (line.match(/<(?:CUSTOM CHANGE ENEMY LEVEL)>/i)) { + var evalMode = 'custom change enemy level'; + } else if (line.match(/<\/(?:CUSTOM CHANGE ENEMY LEVEL)>/i)) { + var evalMode = 'none'; + } else if (evalMode === 'custom change enemy level') { + obj.enemyLevelEval = obj.enemyLevelEval + line + '\n'; + } + } + } +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Yanfly.ELV.Game_BattlerBase_isSkillSealed = + Game_BattlerBase.prototype.isSkillSealed; +Game_BattlerBase.prototype.isSkillSealed = function(skillId) { + if (this.isEnemySkillLevelSealed(skillId)) return true; + return Yanfly.ELV.Game_BattlerBase_isSkillSealed.call(this, skillId); +}; + +Game_BattlerBase.prototype.isEnemySkillLevelSealed = function(skillId) { + if (!this.isEnemy()) return false; + if (!this.enemy().skillLevelRequirements[skillId]) return false; + var reqLevel = this.enemy().skillLevelRequirements[skillId]; + return this.level < reqLevel; +}; + +//============================================================================= +// Game_Enemy +//============================================================================= + +Object.defineProperty(Game_Enemy.prototype, 'level', { + get: function() { + return this._level; + }, + configurable: true +}); + +Yanfly.ELV.Game_Enemy_initMembers = Game_Enemy.prototype.initMembers; +Game_Enemy.prototype.initMembers = function() { + Yanfly.ELV.Game_Enemy_initMembers.call(this); + this._level = 0; +}; + +Yanfly.ELV.Game_Enemy_setup = Game_Enemy.prototype.setup; +Game_Enemy.prototype.setup = function(enemyId, x, y) { + this._enemyId = enemyId; + this.setupEnemyLevel(); + Yanfly.ELV.Game_Enemy_setup.call(this, enemyId, x, y); +}; + +Game_Enemy.prototype.setupEnemyLevel = function() { + var min = this.setupMinimumLevel(); + var max = this.setupMaximumLevel(); + this._level = this.getSetupLevel().clamp(min, max); + this.applySetupLevelFluctuation(); + this._level = this._level.clamp(1, Yanfly.Param.ELVMaxCap); + this._originalLevel = this._level; +}; + +Game_Enemy.prototype.setupMinimumLevel = function() { + return this.enemy().minLevel; +}; + +Game_Enemy.prototype.setupMaximumLevel = function() { + return this.enemy().maxLevel; +}; + +Game_Enemy.prototype.originalLevel = function() { + return this._originalLevel; +}; + +Game_Enemy.prototype.getSetupLevel = function() { + var level = 0; + var code = this.enemy().startingLevel; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'ENEMY STARTING LEVEL ERROR'); + } + return Math.floor(level); +}; + +Game_Enemy.prototype.applySetupLevelFluctuation = function() { + var min = this._level - this.negativeLevelFluctuation(); + var max = this._level + this.positiveLevelFluctuation(); + this._level = Math.floor(Math.random() * (max - min + 1) + min); +}; + +Game_Enemy.prototype.negativeLevelFluctuation = function() { + return this.enemy().negativeLevelFluctuation; +}; + +Game_Enemy.prototype.positiveLevelFluctuation = function() { + return this.enemy().positiveLevelFluctuation; +}; + +Yanfly.ELV.Game_Enemy_name = Game_Enemy.prototype.name; +Game_Enemy.prototype.name = function() { + var name = Yanfly.ELV.Game_Enemy_name.call(this); + if (this.enemy().showLevel) { + var fmt = Yanfly.Param.ELVFmt; + name = fmt.format(this.level, name); + } + return name; +}; + +Yanfly.ELV.Game_Enemy_paramBase = Game_Enemy.prototype.paramBase; +Game_Enemy.prototype.paramBase = function(paramId) { + this._cacheBaseParam = this._cacheBaseParam || {}; + if (this._cacheBaseParam[paramId]) return this._cacheBaseParam[paramId]; + var base = Yanfly.ELV.Game_Enemy_paramBase.call(this, paramId); + if (this.enemy().ignoreLevelBonuses) { + this._cacheBaseParam[paramId] = base; + return this._cacheBaseParam[paramId]; + } + var level = this.level; + var formula = this.enemy().baseParamFormula[paramId]; + var rate = this.enemy().baseParamRate[paramId]; + var flat = this.enemy().baseParamFlat[paramId]; + var user = this; + var s = $gameSwitches._data; + var v = $gameVariables._data; + try { + this._cacheBaseParam[paramId] = eval(formula); + } catch (e) { + this._cacheBaseParam[paramId] = 0; + Yanfly.Util.displayError(e, formula, 'ENEMY PARAM BASE FORMULA ERROR'); + } + return this._cacheBaseParam[paramId]; +}; + +Yanfly.ELV.Game_Enemy_exp = Game_Enemy.prototype.exp; +Game_Enemy.prototype.exp = function() { + var paramId = 8; + this._cacheBaseParam = this._cacheBaseParam || {}; + if (this._cacheBaseParam[paramId]) return this._cacheBaseParam[paramId]; + var base = Yanfly.ELV.Game_Enemy_exp.call(this); + if (this.enemy().ignoreLevelBonuses) { + this._cacheBaseParam[paramId] = base; + return this._cacheBaseParam[paramId]; + } + var level = this.level; + var formula = this.enemy().baseParamFormula[paramId]; + var rate = this.enemy().baseParamRate[paramId]; + var flat = this.enemy().baseParamFlat[paramId]; + var user = this; + var b = base; + var l = level; + var f = flat; + var r = rate; + var s = $gameSwitches._data; + var v = $gameVariables._data; + try { + this._cacheBaseParam[paramId] = Math.floor(eval(formula)); + } catch (e) { + this._cacheBaseParam[paramId] = 0; + Yanfly.Util.displayError(e, formula, 'ENEMY EXP FORMULA ERROR'); + } + return this._cacheBaseParam[paramId]; +}; + +Yanfly.ELV.Game_Enemy_gold = Game_Enemy.prototype.gold; +Game_Enemy.prototype.gold = function() { + var paramId = 9; + this._cacheBaseParam = this._cacheBaseParam || {}; + if (this._cacheBaseParam[paramId]) return this._cacheBaseParam[paramId]; + var base = Yanfly.ELV.Game_Enemy_gold.call(this); + if (this.enemy().ignoreLevelBonuses) { + this._cacheBaseParam[paramId] = base; + return this._cacheBaseParam[paramId]; + } + var level = this.level; + var formula = this.enemy().baseParamFormula[paramId]; + var rate = this.enemy().baseParamRate[paramId]; + var flat = this.enemy().baseParamFlat[paramId]; + var user = this; + var s = $gameSwitches._data; + var v = $gameVariables._data; + try { + this._cacheBaseParam[paramId] = Math.floor(eval(formula)); + } catch (e) { + this._cacheBaseParam[paramId] = 0; + Yanfly.Util.displayError(e, formula, 'ENEMY GOLD FORMULA ERROR'); + } + return this._cacheBaseParam[paramId]; +}; + +Game_Enemy.prototype.changeLevel = function(level) { + if (level === this._level) return; + if (Yanfly.Param.ELVPreserveRate) { + var hpRate = this.hp / Math.max(1, this.mhp); + var mpRate = this.mp / Math.max(1, this.mmp); + var prevHp = Math.min(this.hp, 1); + } + this._level = level.clamp(1, Yanfly.Param.ELVMaxCap); + this._cacheBaseParam = {}; + this.refresh(); + if (Yanfly.Param.ELVPreserveRate) { + var max = this.isDead() ? 0 : prevHp; + var hpAmount = Math.max(max, parseInt(this.mhp * hpRate)); + this.setHp(hpAmount); + this.setMp(parseInt(this.mmp * mpRate)); + } +}; + +Game_Enemy.prototype.gainLevel = function(value) { + this.changeLevel(this.level + value) +}; + +Game_Enemy.prototype.loseLevel = function(value) { + this.changeLevel(this.level - value) +}; + +Game_Enemy.prototype.isResistLevelChange = function() { + return this.enemy().resistLevelChange; +}; + +Game_Enemy.prototype.resetLevel = function() { + this.changeLevel(this.originalLevel()); +}; + +Yanfly.ELV.Game_Enemy_transform = Game_Enemy.prototype.transform; +Game_Enemy.prototype.transform = function(enemyId) { + Yanfly.ELV.Game_Enemy_transform.call(this, enemyId); + this._cacheBaseParam = {}; +}; + +//============================================================================= +// Game_Party +//============================================================================= + +Game_Party.prototype.lowestLevelAllMembers = function() { + var length = this.allMembers().length; + var value = Yanfly.Param.ELVMaxCap; + for (var i = 0; i < length; ++i) { + var member = this.allMembers()[i]; + value = Math.min(value, member.level); + } + return value; +}; + +Game_Party.prototype.lowestLevelBattleMembers = function() { + var length = this.battleMembers().length; + var value = Yanfly.Param.ELVMaxCap; + for (var i = 0; i < length; ++i) { + var member = this.battleMembers()[i]; + value = Math.min(value, member.level); + } + return value; +}; + +Game_Party.prototype.averageLevelAllMembers = function() { + var length = this.allMembers().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.allMembers()[i]; + value += member.level; + } + return Math.ceil(value / length); +}; + +Game_Party.prototype.averageLevelBattleMembers = function() { + var length = this.battleMembers().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.battleMembers()[i]; + value += member.level; + } + return Math.ceil(value / length); +}; + +Game_Party.prototype.highestLevelAllMembers = function() { + var length = this.allMembers().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.allMembers()[i]; + value = Math.max(value, member.level); + } + return value; +}; + +Game_Party.prototype.highestLevelBattleMembers = function() { + var length = this.battleMembers().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.battleMembers()[i]; + value = Math.max(value, member.level); + } + return value; +}; + +//============================================================================= +// Game_Troop +//============================================================================= + +Game_Troop.prototype.changeLevel = function(value) { + var length = this.members().length; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + if (member) member.changeLevel(value); + } +}; + +Game_Troop.prototype.gainLevel = function(value) { + var length = this.members().length; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + if (member) member.gainLevel(value); + } +}; + +Game_Troop.prototype.loseLevel = function(value) { + var length = this.members().length; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + if (member) member.loseLevel(value); + } +}; + +Game_Troop.prototype.resetLevel = function() { + var length = this.members().length; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + if (member) member.resetLevel(); + } +}; + +Game_Troop.prototype.lowestLevel = function() { + var length = this.members().length; + var value = Yanfly.Param.ELVMaxCap; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + value = Math.min(value, member.level); + } + return value; +}; + +Game_Troop.prototype.averageLevel = function() { + var length = this.members().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + value = member.level; + } + return Math.ceil(value / length); +}; + +Game_Troop.prototype.highestLevel = function() { + var length = this.members().length; + var value = 0; + for (var i = 0; i < length; ++i) { + var member = this.members()[i]; + value = Math.max(value, member.level); + } + return value; +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Yanfly.ELV.Game_Action_applyItemUserEffect = + Game_Action.prototype.applyItemUserEffect; +Game_Action.prototype.applyItemUserEffect = function(target) { + Yanfly.ELV.Game_Action_applyItemUserEffect.call(this, target); + if (target && target.isEnemy()) this.applyItemEnemyLevelEffects(target); +}; + +Game_Action.prototype.applyItemEnemyLevelEffects = function(target) { + if (!this.item()) return; + if (target.isResistLevelChange()) return; + if (this.item().resetEnemyLevel) target.resetLevel(); + var level = target.level + this.item().changeEnemyLevel; + if (this.item().enemyLevelEval !== '') { + level = this.itemEnemyLevelEval(target, level); + } + target.changeLevel(level); +}; + +Game_Action.prototype.itemEnemyLevelEval = function(target, level) { + var item = this.item(); + var a = this.subject(); + var b = target; + var user = this.subject(); + var subject = this.subject(); + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = this.item().enemyLevelEval; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'ENEMY LEVEL ITEM ALTER CODE ERROR'); + } + return level; +}; + +//============================================================================= +// Game_Interpreter +//============================================================================= + +Yanfly.ELV.Game_Interpreter_pluginCommand = + Game_Interpreter.prototype.pluginCommand; +Game_Interpreter.prototype.pluginCommand = function(command, args) { + Yanfly.ELV.Game_Interpreter_pluginCommand.call(this, command, args); + if (!$gameParty.inBattle()) return; + if (command === 'EnemyLevelReset') this.resetEnemyLevel(args); + if (command === 'EnemyLevelResetAll') $gameTroop.resetLevel(); + if (command === 'EnemyLevelChange') this.changeEnemyLevel(args); + if (command === 'EnemyLevelChangeAll') this.changeEnemyLevelAll(args); + if (command === 'EnemyGainLevel') this.gainEnemyLevel(args); + if (command === 'EnemyGainLevelAll') this.gainEnemyLevelAll(args); + if (command === 'EnemyLoseLevel') this.loseEnemyLevel(args); + if (command === 'EnemyLoseLevelAll') this.loseEnemyLevelAll(args); +}; + +Game_Interpreter.prototype.resetEnemyLevel = function(args) { + if (!args) return; + var index = parseInt(args[0]) - 1; + var enemy = $gameTroop.members()[index]; + if (enemy) enemy.resetLevel(); +}; + +Game_Interpreter.prototype.changeEnemyLevel = function(args) { + if (!args) return; + var index = parseInt(args[0]) - 1; + var level = parseInt(args[2]); + var enemy = $gameTroop.members()[index]; + if (enemy) enemy.changeLevel(level); +}; + +Game_Interpreter.prototype.changeEnemyLevelAll = function(args) { + if (!args) return; + var level = parseInt(args[0]); + $gameTroop.changeLevel(level); +}; + +Game_Interpreter.prototype.gainEnemyLevel = function(args) { + if (!args) return; + var index = parseInt(args[0]) - 1; + var level = parseInt(args[2]); + var enemy = $gameTroop.members()[index]; + if (enemy) enemy.gainLevel(level); +}; + +Game_Interpreter.prototype.gainEnemyLevelAll = function(args) { + if (!args) return; + var level = parseInt(args[0]); + $gameTroop.gainLevel(level) +}; + +Game_Interpreter.prototype.loseEnemyLevel = function(args) { + if (!args) return; + var index = parseInt(args[0]) - 1; + var level = parseInt(args[2]); + var enemy = $gameTroop.members()[index]; + if (enemy) enemy.loseLevel(level); +}; + +Game_Interpreter.prototype.loseEnemyLevelAll = function(args) { + if (!args) return; + var level = parseInt(args[0]); + $gameTroop.loseLevel(level) +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return; + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + +//============================================================================= +// End of File +//=============================================================================