引入YEP_ElementCore并修改细节

main
parent 6c6c9372da
commit a9e327ae1f

@ -22,6 +22,7 @@
## 更新记录
- **2023/11/02****乐子人**引入YEP_ElementCore并修改细节
- **2023/10/29****乐子人**;修改诺兰一个技能;
- **2023/10/28****乐子人**;薇薇安加强,重做反击机制和诺兰被动,取消怪物释放技能的前置动画,补充战斗资料库;
- **2023/10/27****枪兵**修bug

@ -1,6 +1,6 @@
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{"id":54,"animationId":67,"damage":{"critical":false,"elementId":6,"formula":"","type":1,"variance":20},"description":"\\c[17]<20%额外命中>\\c[0] 薇薇安的电系群攻魔法\n\\c[18]\\it[20]\\c[0]时,敌人魔法防御对技能伤害的影响会变小","effects":[{"code":21,"dataId":59,"value1":0.1,"value2":0}],"hitType":2,"iconIndex":66,"message1":"施放了%1","message2":"","mpCost":24,"name":"闪电II","note":"<Hide if Learned Skill: 55>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*11/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf}\n value *= (user.level*user.mat/2048+2);\n value *= 4/5;\n value += 300;\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":2,"tpGain":8},
{"id":55,"animationId":67,"damage":{"critical":true,"elementId":6,"formula":"800+4/5*(a.mat * 12/5 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"\\c[17]<20%额外命中>\\c[0] 薇薇安的电系群攻魔法\n\\c[18]\\it[20]\\c[0]时,敌人魔法防御对技能伤害的影响会变小","effects":[{"code":21,"dataId":59,"value1":0.1,"value2":0}],"hitType":2,"iconIndex":66,"message1":"施放了%1","message2":"","mpCost":36,"name":"闪电III","note":"<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*12/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf}\n value *= (user.level*user.mat/2048+2);\n value *= 4/5;\n value += 950;\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":10,"stypeId":2,"successRate":100,"tpCost":2,"tpGain":8},
{"id":56,"animationId":26,"damage":{"critical":false,"elementId":7,"formula":"20","type":1,"variance":0},"description":"薇薇安的寒风魔法,伤害很低,但有几率\n将敌人\\it[61]","effects":[{"code":21,"dataId":61,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":2,"name":"寒风","note":"<Hide if Learned Skill: 57,58>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":5},
{"id":57,"animationId":26,"damage":{"critical":false,"elementId":7,"formula":"1+(a.mat * 2 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"强化的寒风技能,伤害更高,几率附加\\it[61]\n可以解除部分迷雾类技能","effects":[{"code":21,"dataId":61,"value1":0.65,"value2":0},{"code":22,"dataId":169,"value1":1,"value2":0},{"code":22,"dataId":170,"value1":1,"value2":0}],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":12,"name":"深寒风息","note":"<Hide if Learned Skill: 58>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":8},
{"id":58,"animationId":26,"damage":{"critical":false,"elementId":7,"formula":"100+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"二次强化的寒风技能,伤害更高,几率附加\\it[61]\n可以解除所有迷雾类技能","effects":[{"code":21,"dataId":61,"value1":0.8,"value2":0},{"code":22,"dataId":169,"value1":1,"value2":0},{"code":22,"dataId":170,"value1":1,"value2":0},{"code":22,"dataId":171,"value1":1,"value2":0}],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":18,"name":"极寒冻气","note":"<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":9},
@ -273,9 +273,9 @@ null,
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{"id":276,"animationId":232,"damage":{"critical":true,"elementId":6,"formula":"1+(a.level/99+1)*(a.atk*7/5+a.mat * 14/5 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)","type":1,"variance":20},"description":"\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时,\n对选中敌人及相邻两个敌人造成杀伤,对\\it[56]的敌人伤害增加30%","effects":[{"code":21,"dataId":59,"value1":0.4,"value2":0}],"hitType":2,"iconIndex":66,"message1":"施放了%1","message2":"","mpCost":18,"name":"电蛇狂舞III","note":"<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":0},
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{"id":278,"animationId":33,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59],同时释放强光驱散\\it[75]效果","effects":[{"code":22,"dataId":74,"value1":1,"value2":0},{"code":22,"dataId":60,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":75,"value1":1,"value2":0}],"hitType":0,"iconIndex":72,"message1":"施放了%1","message2":"","mpCost":2,"name":"微电刺激II","note":"<Hide if Learned Skill: 279>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":0},
{"id":279,"animationId":33,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59]和\\it[58],同时释放强光驱散\\it[75]效果","effects":[{"code":22,"dataId":74,"value1":1,"value2":0},{"code":22,"dataId":60,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":75,"value1":1,"value2":0},{"code":22,"dataId":58,"value1":1,"value2":0}],"hitType":0,"iconIndex":72,"message1":"施放了%1","message2":"","mpCost":6,"name":"微电刺激III","note":"<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":0},
@ -506,7 +506,7 @@ null,
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@ -19,7 +19,7 @@ null,
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@ -247,7 +247,7 @@ null,
{"id":245,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":400,"maxTurns":1,"message1":"再次陷入了敌我不分的状态!","message2":"","message3":"","message4":"的混乱解除了!","minTurns":1,"motion":0,"name":"五月混乱4","note":"<SF_CommonAttack: 0488, 9>\n\n<Custom Apply Effect>\nuser.removeState(62);\nuser.removeState(241);\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._randomturns = user._randomturns || 0;\n user._randomturns -= 1;\n if (user._randomturns <= 0 ){\n user._randomturns = 0;\n }\n else{\n var random = Math.round(Math.random() * 3 + 1);\n user.addState(random + 241);\n }\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":1,"stepsToRemove":100},
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@ -326,7 +326,7 @@ null,
{"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"<Custom Battle Effect>\nuser._atktimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻') && user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n BattleManager.queueForceAction(user, 507, -2);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":434,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Establish Effect>\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \n i += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni -= target._block*5;\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.min(i, target.hp - 1);\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-i*2));\n }\n else{\n target.gainHp(-i);\n if(i >= value){\n target.startDamagePopup();\n }\n }\n }\n}\n} \n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Establish Effect>\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \n i += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni -= target._block*5;\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.min(i, target.hp - 1);\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-i*2));\n }\n else{\n target.gainHp(-i);\n if(i >= value){\n target.startDamagePopup();\n }\n }\n }\n}\n} \n</Custom Establish Effect>\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":328,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜溅射","note":"<Custom Battle Effect>\nuser._icecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._icecd == 0){\n BattleManager.queueForceAction(user, 508, -2);\n user._icecd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":329,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"奥术波动","note":"<Custom Battle Effect>\nuser._wavecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._wavecd == 0){\n BattleManager.queueForceAction(user, 509, -2);\n user._wavecd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":330,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迟滞之环","note":"<Custom Battle Effect>\nuser._ringcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._ringcd == 0){\n BattleManager.queueForceAction(user, 510, -2);\n user._ringcd = 2;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -334,7 +334,7 @@ null,
{"id":332,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"恐惧侵蚀","note":"<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10){\n user._fear = user._fear || 0;\n user._fear += 1;\n var random = Math.random()*5;\n if(random <= user._fear){\n user._fear = 0;\n BattleManager.queueForceAction(user, 511, -2);\n }\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":333,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"杀鸡小刀","note":"<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(target.isStateAffected(144)){}\n else{\n if(this.isSkill() &&\n this.isPhysical() &&\n (this.item().meta.技能类型 == '普攻' ||\n this.item().meta.技能类型 == '类普攻' )){\n var a = Math.random()*100;\n if(a <= 15){\n target.gainHp(-999999);\n }\n }\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainExp(5);\n }\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":334,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"绝对猎手","note":"<Ignore Physical Taunt>\n<Ignore Magical Taunt>\n<Ignore Certain Taunt>\n\n<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剧毒","note":"<Custom Establish Effect>\nthis._pcirate = this._pcirate || 1;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.mat > 10 ){\nif(target.isStateAffected(66) ||\n target.isStateAffected(67) ||\n target.isStateAffected(68) ) {\n if(target.barrierPoints() > 0){}\n else{\n var i = (target.mhp - target.hp)*0.02;\n var h = user.mat - target.mdf/2;\n if(h > 0){ \n i += h*(1 + h*target.level/2048);}\n var j = target.hp*0.04;\n i = Math.min(i,j);\n i = Math.floor(i);\n if(target.isStateAffected(67)){\n i *= 5/4;\n }\n else{\n if(target.isStateAffected(68)){\n i *= 3/2; }\n }\n i = Math.min(i, 8000);\n i *= this._pcirate;\n i = Math.min(i, target.hp - 1);\n i = Math.floor(i);\n target.gainHp(-i);\n if(i >= value){\n target.startDamagePopup(); }\n }\n }\n var judge = 10;\n if(target.isStateAffected(144)){\n judge -= 1; }\n if(target.isStateAffected(151)){\n judge -= 1; }\n if(target.barrierPoints() > 0){\n judge -= 2; }\n var random = Math.random()*10;\n if(judge <= random){\n target.addState(248); }\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":336,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":337,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":338,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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@ -29,6 +29,7 @@ var $plugins =
{"name":"YEP_EquipCore","status":true,"description":"v1.16 装备核心☁️","parameters":{"---全局---":"","Text Align":"center","Finish Command":"返回","Remove Text":"卸下","Remove Icon":"16","Empty Text":"<空>","Empty Icon":"16","---规则---":"","Non-Removable Types":"0","Non-Optimized Types":"0"}},
{"name":"YEP_BuffsStatesCore","status":true,"description":"v1.12a 效果状态核心☁️","parameters":{"---Turn指示器---":"","Show Turns":"true","Font Size":"16","Turn Alignment":"right","Turn Buffer X":"-3","Turn Buffer Y":"-6","State Color":"0","Buff Color":"24","Debuff Color":"2","---敌人图标---":"","Show Enemy Icons":"true","Enemy Buff Turn":"true","Enemy State Turn":"true","Enemy State Counter":"true","---Buff设置---":"","Default Limit":"4","Maximum Limit":"8","Buff Formula":"this._buffs[paramId] * 0.25 + 1.0","Show Buff Rate":"false","---状态设置---":"","Reapply Rules":"1","Show Enemy Turns":"true","---计数器设置---":"","Counter Font Size":"16","Counter Alignment":"center","Counter Buffer X":"0","Counter Buffer Y":"8","Counter Color":"0"}},
{"name":"YEP_DamageCore","status":true,"description":"v1.06 伤害核心☁️","parameters":{"---破环上限---":"","Enable Cap":"false","Maximum Damage":"9999","Maximum Healing":"9999","---破坏步骤---":"","Damage Step 1":"baseDamage = this.modifyBaseDamage(value, baseDamage, target);","Damage Step 2":"baseDamage *= this.calcElementRate(target);","Damage Step 3":"","Damage Step 4":"","Damage Step 5":"","Damage Step 6":"critical = this.modifyCritical(critical, baseDamage, target);","Damage Step 7":"target.result().critical = critical;","Damage Step 8":"value = baseDamage;","Damage Step 9":"","Damage Step 10":"if (baseDamage > 0) {","Damage Step 11":"value = this.applyDamageRate(value, baseDamage, target);","Damage Step 12":"","Damage Step 13":"","Damage Step 14":"","Damage Step 15":"","Damage Step 16":"","Damage Step 17":"","Damage Step 18":"}","Damage Step 19":"","Damage Step 20":"if (baseDamage < 0) {","Damage Step 21":"value = this.applyHealRate(value, baseDamage, target);","Damage Step 22":"","Damage Step 23":"","Damage Step 24":"","Damage Step 25":"","Damage Step 26":"","Damage Step 27":"","Damage Step 28":"}","Damage Step 29":"","Damage Step 30":"if (critical) {","Damage Step 31":"value = this.applyCriticalRate(value, baseDamage, target);","Damage Step 32":"","Damage Step 33":"","Damage Step 34":"","Damage Step 35":"","Damage Step 36":"","Damage Step 37":"","Damage Step 38":"}","Damage Step 39":"","Damage Step 40":"if (this.isPhysical()) {","Damage Step 41":"value = this.applyPhysicalRate(value, baseDamage, target);","Damage Step 42":"","Damage Step 43":"","Damage Step 44":"","Damage Step 45":"","Damage Step 46":"","Damage Step 47":"value = this.applyFlatPhysical(value, baseDamage, target);","Damage Step 48":"}","Damage Step 49":"","Damage Step 50":"if (this.isMagical()) {","Damage Step 51":"value = this.applyMagicalRate(value, baseDamage, target);","Damage Step 52":"","Damage Step 53":"","Damage Step 54":"","Damage Step 55":"","Damage Step 56":"","Damage Step 57":"value = this.applyFlatMagical(value, baseDamage, target);","Damage Step 58":"}","Damage Step 59":"","Damage Step 60":"if (baseDamage > 0) {","Damage Step 61":"value = this.applyFlatDamage(value, baseDamage, target);","Damage Step 62":"","Damage Step 63":"","Damage Step 64":"","Damage Step 65":"","Damage Step 66":"","Damage Step 67":"","Damage Step 68":"}","Damage Step 69":"","Damage Step 70":"if (baseDamage < 0) {","Damage Step 71":"value = this.applyFlatHeal(value, baseDamage, target);","Damage Step 72":"","Damage Step 73":"","Damage Step 74":"","Damage Step 75":"","Damage Step 76":"","Damage Step 77":"","Damage Step 78":"}","Damage Step 79":"","Damage Step 80":"if (critical) {","Damage Step 81":"value = this.applyFlatCritical(value, baseDamage, target);","Damage Step 82":"","Damage Step 83":"","Damage Step 84":"","Damage Step 85":"","Damage Step 86":"","Damage Step 87":"","Damage Step 88":"}","Damage Step 89":"","Damage Step 90":"value = this.applyVariance(value, item.damage.variance);","Damage Step 91":"","Damage Step 92":"","Damage Step 93":"","Damage Step 94":"","Damage Step 95":"value = this.applyGuard(value, target);","Damage Step 96":"","Damage Step 97":"","Damage Step 98":"","Damage Step 99":"value = this.applyFlatGlobal(value, baseDamage, target);","Damage Step 100":"value = this.applyMinimumDamage(value, baseDamage, target);"}},
{"name":"YEP_ElementCore","status":true,"description":"v1.02 元素核心","parameters":{"Multi-Element Rulings":"3"}},
{"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}},
{"name":"YEP_MessageCore","status":true,"description":"v1.17 信息核心","parameters":{"---General---":"","Default Rows":"4","Default Width":"Graphics.boxWidth","Face Indent":"Window_Base._faceWidth + 24","Fast Forward Key":"pagedown","Enable Fast Forward":"true","Word Wrapping":"false","Description Wrap":"false","Word Wrap Space":"false","Tight Wrap":"false","---Font---":"","Font Name":"GameFont","Font Size":"28","Font Size Change":"12","Font Changed Max":"96","Font Changed Min":"12","Font Outline":"4","Maintain Font":"false","---Name Box---":"","Name Box Buffer X":"-28","Name Box Buffer Y":"0","Name Box Padding":"this.standardPadding() * 4","Name Box Color":"0","Name Box Clear":"false","Name Box Added Text":"\\c[6]","Name Box Auto Close":"false"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\r\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"false","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}},

@ -0,0 +1,780 @@
//=============================================================================
// Yanfly Engine Plugins - Element Core
// YEP_ElementCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_ElementCore = true;
var Yanfly = Yanfly || {};
Yanfly.Ele = Yanfly.Ele || {};
//=============================================================================
/*:
* @plugindesc v1.02 元素核心
* @author Yanfly Engine Plugins
*
* @param Multi-Element Rulings
* @desc If a skill/item has multiple elements, then use these rules:
* 0 - Lowest; 1 - Add; 2 - Multiply; 3 - Highest; 4 - Average
* @default 2
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 元素控制在RPG Maker MV里面是非常缺乏的我们很难明白多少类型的元素被触
* 我们有时候在某些方面只能凭直觉判断这个插件可以让你的技能或者物品
* 有多个元素属性战斗者可以吸收反弹或者增强伤害等
*
* 如果你使用了 Element Reflect和Element Absorb插件请关闭他们不用担心
* 会有什么影响这个插件使用了和他们一样的标签命令
*
* 如果你使用了Battle Engine Core请把这个插件放在它下面来获得更多功能特
*
*
* 如果你使用了Damage Core把这个插件放在它下面来提高兼容性
*
* ============================================================================
* Notetags
* ============================================================================
*
* 你可以使用下面标签来调整数据库里和元素相关的内容.
*
* Skill and Item Notetags
*
* <Bypass Element Reflect> 忽略元素反弹
* - Allows this skill/item to ignore elemental reflect properties. This will
* not bypass reflect properties as a whole, however.
*
* <Multiple Elements: x>
* <Multiple Elements: x to y>
* <Multiple Elements: x, x, x>
* <Multiple Elements: name, name, name>
* - This adds elements x (or name) to the skill/item in addition to the
* skill/item's current element. Skills and items with multiple elements will
* follow the Multi-Element Rule when calculating damage rate. Insert more of
* this notetag to insert more elements.
* 给技能或者物品增加元素种类他们将会服从混合元素规则
*
* <Multi-Element Rule: Lowest>
* <Multi-Element Rule: Add>
* <Multi-Element Rule: Multiply>
* <Multi-Element Rule: Highest>
* <Multi-Element Rule: Average>
* - This allows you to set the rule for this skill/item if it has multiple
* elements. Either the lowest rate, the additive sum of all rates, the
* multiplicative product of all rates, or the highest rate will be used. If
* average is used, it will be the average of all element rates.
* - 如果该技能/物品有多个元素则允许您为其设置规则
* 将使用最低利率所有利率的加法和所有利率的乘积或最高利率
* 如果使用平均值它将是所有元素比率的平均值
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
* <Element Absorb: x>
* <Element Absorb: x, x, x>
* <Element Absorb: name>
* <Element Absorb: name, name, name>
* 设置元素吸收当某个元素被吸收时比率将会下降200%而不是仅仅是个倒数
* 这意味着抵抗力强的将吸收更多伤害抵抗力弱的吸收较少伤害最小值是
* 0.01%.
*
* <Element Reflect x: +y%>
* <Element Reflect x: -y%>
* <Element Reflect name: +y%>
* <Element Reflect name: -y%>
* - 设置元素反射如果技能或者物品有多个元素反射率会叠加
*
* <Element Magnify x: +y%>
* <Element Magnify x: -y%>
* <Element Magnify name: +y%>
* <Element Magnify name: -y%>
* - 设置元素吸收如果技能或者物品有多个元素增强率会叠加.
*
* <Element Amplify x: +y%>
* <Element Amplify x: -y%>
* <Element Amplify name: +y%>
* <Element Amplify name: -y%>
* -设置元素增强增加自身造成的特定元素伤害如果技能或者物品有多个元素增强率会叠加
*
* <Element Null>
* -设置无元素但是这并不会忽略战斗序列里面的强制元素
*
* <Force Element x Rate: y%>
* <Force Element name Rate: y%>
* -设置强制元素这个的优先级为状态装备职业角色或敌群如果y是负值
* 则该元素会被吸收
*
* ============================================================================
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
* ============================================================================
*
* 如果你使用了YEP_BattleEngineCore你可以使用下面的命令.
*
*=============================================================================
* ADD ELEMENT: X
* ADD ELEMENT: X, X, X
* ADD ELEMENT: NAME
* ADD ELEMENT: NAME, NAME, NAME
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 这会增加元素
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: add element: 4
* add element: 5, 6, 7
* add element: fire
* add element: ice, wind, water
*=============================================================================
*
*=============================================================================
* CLEAR ELEMENT
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* This will clear any ___ Element action sequence settings and revert element
* calculation back to normal.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: clear element
*=============================================================================
*
*=============================================================================
* FORCE ELEMENT: X
* FORCE ELEMENT: X, X, X
* FORCE ELEMENT: NAME
* FORCE ELEMENT: NAME, NAME, NAME
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 除了额外自定义的元素计算公式这会覆盖元素设置
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: force element: 4
* force element: 5, 6, 7
* force element: fire
* force element: ice, wind, water
*=============================================================================
*
*=============================================================================
* NULL ELEMENT
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* 这会强制元素为空
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: null element
*=============================================================================
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.02:
* - Added <Element x Magnify: +y%>, <Element x Magnify: -y%> notetags. These
* notetags different from the Amplify counterparts in a way where the Amplify
* notetags will shift the element rate additively. These will alter the rate
* multiplicatively.
*
* Version 1.01:
* - Optimized element rate calculation where if no elements are present, then
* damage rate will default to 100%.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_ElementCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.EleMultiRule = Number(Yanfly.Parameters['Multi-Element Rulings']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Ele.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Ele.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_ElementCore) {
this.processElementNotetagsSys($dataSystem);
this.processElementNotetags1($dataSkills);
this.processElementNotetags1($dataItems);
this.processElementNotetags2($dataActors);
this.processElementNotetags2($dataClasses);
this.processElementNotetags2($dataEnemies);
this.processElementNotetags2($dataWeapons);
this.processElementNotetags2($dataArmors);
this.processElementNotetags2($dataStates);
Yanfly._loaded_YEP_ElementCore = true;
}
return true;
};
DataManager.processElementNotetagsSys = function(group) {
Yanfly.ElementIdRef = {};
for (var i = 1; i < group.elements.length; ++i) {
var name = group.elements[i].toUpperCase();
name = name.replace(/\\I\[(\d+)\]/gi, '');
Yanfly.ElementIdRef[name] = i;
}
};
DataManager.processElementNotetags1 = function(group) {
var noteA1 = /<MULTIPLE ELEMENTS:[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var noteA2 = /<MULTIPLE ELEMENTS:[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var noteA3 = /<MULTIPLE ELEMENTS:[ ](.*)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.elementMultiRule = Yanfly.Param.EleMultiRule;
obj.multipleElements = [];
obj.bypassElementReflect = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<MULTI-ELEMENT RULE:[ ]LOWEST>/i)) {
obj.elementMultiRule = 0;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]ADD>/i)) {
obj.elementMultiRule = 1;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]MULTIPLY>/i)) {
obj.elementMultiRule = 2;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]HIGHEST>/i)) {
obj.elementMultiRule = 3;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ]AVERAGE>/i)) {
obj.elementMultiRule = 4;
} else if (line.match(/<MULTI-ELEMENT RULE:[ ](.*)>/i)) {
obj.elementMultiRule = String(RegExp.$1);
} else if (line.match(noteA1)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.multipleElements = obj.multipleElements.concat(array);
} else if (line.match(noteA2)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.multipleElements = obj.multipleElements.concat(range);
} else if (line.match(noteA3)) {
var text = String(RegExp.$1);
var array = text.split(',');
var length = array.length;
for (var j = 0; j < length; ++j) {
var name = array[j].toUpperCase().trim();
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.multipleElements.push(id);
}
}
} else if (line.match(/<(?:BYPASS ELEMENT REFLECT)>/i)) {
obj.bypassElementReflect = true;
}
}
}
};
DataManager.processElementNotetags2 = function(group) {
var noteA1 = /<(?:ELEMENT ABSORB):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var noteB1 = /<(?:ELEMENT REFLECT)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteB2 = /<(?:ELEMENT REFLECT)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteC1 = /<(?:ELEMENT AMPLIFY)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteC2 = /<(?:ELEMENT AMPLIFY)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteC3 = /<(?:ELEMENT MAGNIFY)[ ](\d+):[ ]([\+\-]\d+)([%])>/i;
var noteC4 = /<(?:ELEMENT MAGNIFY)[ ](.*):[ ]([\+\-]\d+)([%])>/i;
var noteD1 = /<FORCE ELEMENT[ ](\d+)[ ]RATE:[ ](\d+)([%])>/i;
var noteD2 = /<FORCE ELEMENT[ ](\d+)[ ]RATE:[ ]-(\d+)([%])>/i;
var noteD3 = /<FORCE ELEMENT[ ](.*)[ ]RATE:[ ](\d+)([%])>/i;
var noteD4 = /<FORCE ELEMENT[ ](.*)[ ]RATE:[ ]-(\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.elementAbsorb = [];
obj.elementReflect = {};
obj.elementAmplify = {};
obj.elementMagnify = {};
obj.elementNull = false;
obj.elementForcedRate = {};
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:ELEMENT ABSORB):[ ]*(\d+(?:\s*,\s*\d+)*)>/i)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.elementAbsorb = obj.elementAbsorb.concat(array);
} else if (line.match(noteA1)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.elementAbsorb = obj.elementAbsorb.concat(range);
} else if (line.match(/<(?:ELEMENT ABSORB):[ ](.*)>/i)) {
var text = String(RegExp.$1);
var array = text.split(',');
var length = array.length;
for (var j = 0; j < length; ++j) {
var name = array[j].toUpperCase().trim();
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementAbsorb.push(id);
}
}
} else if (line.match(noteB1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementReflect[elementId] = rate;
} else if (line.match(noteB2)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementReflect[id] = rate;
}
} else if (line.match(noteC1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementAmplify[elementId] = rate;
} else if (line.match(noteC2)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementAmplify[id] = rate;
}
} else if (line.match(noteC3)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementMagnify[elementId] = rate;
} else if (line.match(noteC4)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementMagnify[id] = rate;
}
} else if (line.match(/<(?:ELEMENT NULL)>/i)) {
obj.elementNull = true;
} else if (line.match(noteD1)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementForcedRate[elementId] = rate;
} else if (line.match(noteD2)) {
var elementId = parseInt(RegExp.$1);
var rate = parseFloat(RegExp.$2 * 0.01);
obj.elementForcedRate[elementId] = rate * -1;
} else if (line.match(noteD3)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementForcedRate[id] = rate;
}
} else if (line.match(noteD4)) {
var name = String(RegExp.$1).toUpperCase().trim();
var rate = parseFloat(RegExp.$2 * 0.01);
if (Yanfly.ElementIdRef[name]) {
var id = Yanfly.ElementIdRef[name];
obj.elementForcedRate[id] = rate * -1;
}
}
}
}
};
//=============================================================================
// BattleManager
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
Yanfly.Ele.BattleManager_processActionSequence =
BattleManager.processActionSequence;
BattleManager.processActionSequence = function(actionName, actionArgs) {
// ADD ELEMENT: X
if (actionName === 'ADD ELEMENT') {
return this.actionAddElement(actionArgs);
}
// CLEAR ELEMENT
if (actionName === 'CLEAR ELEMENT') {
return this.actionClearElement();
}
// FORCE ELEMENT: X
if (actionName === 'FORCE ELEMENT') {
return this.actionForceElement(actionArgs);
}
// FORCE ELEMENT
if (actionName === 'NULL ELEMENT') {
return this.actionNullElement();
}
return Yanfly.Ele.BattleManager_processActionSequence.call(this,
actionName, actionArgs);
};
BattleManager.actionAddElement = function(actionArgs) {
if (!actionArgs) return;
var array = [];
var length = actionArgs.length;
for (var i = 0; i < length; ++i) {
var ele = actionArgs[i].toUpperCase().trim();
if (ele.match(/(\d+)/i)) {
array.push(parseInt(RegExp.$1));
} else if (Yanfly.ElementIdRef[ele]) {
array.push(Yanfly.ElementIdRef[ele]);
}
}
$gameTemp._addedElements = array;
return true;
};
BattleManager.actionClearElement = function() {
$gameTemp._addedElements = undefined;
$gameTemp._forcedElements = undefined;
return true;
};
BattleManager.actionForceElement = function(actionArgs) {
if (!actionArgs) return;
var array = [];
var length = actionArgs.length;
for (var i = 0; i < length; ++i) {
var ele = actionArgs[i].toUpperCase().trim();
if (ele.match(/(\d+)/i)) {
array.push(parseInt(RegExp.$1));
} else if (Yanfly.ElementIdRef[ele]) {
array.push(Yanfly.ElementIdRef[ele]);
}
}
$gameTemp._forcedElements = array;
return true;
};
BattleManager.actionNullElement = function() {
$gameTemp._forcedElements = [];
return true;
};
}; // Imported.YEP_BattleEngineCore
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.Ele.Game_BtlrBase_elementRate =
Game_BattlerBase.prototype.elementRate;
Game_BattlerBase.prototype.elementRate = function(elementId) {
var rate = this.forcedElementRate(elementId);
if (rate !== undefined) return rate;
var result = Yanfly.Ele.Game_BtlrBase_elementRate.call(this, elementId);
if (this.isAbsorbElement(elementId) && result > 0) {
result = Math.min(result - 2.0, -0.01);
}
return result;
};
Game_BattlerBase.prototype.getObjElementReflectRate = function(obj, elementId) {
if (!obj) return 0;
if (!obj.elementReflect) return 0;
return obj.elementReflect[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementAmplifyRate = function(obj, elementId) {
if (!obj) return 0;
if (!obj.elementAmplify) return 0;
return obj.elementAmplify[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementMagnifyRate = function(obj, elementId) {
if (!obj) return 0;
if (!obj.elementMagnify) return 0;
return obj.elementMagnify[elementId] || 0;
};
Game_BattlerBase.prototype.getObjElementForcedRate = function(obj, elementId) {
if (!obj) return undefined;
if (!obj.elementForcedRate) return undefined;
return obj.elementForcedRate[elementId] || undefined;
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.isAbsorbElement = function(elementId) {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (!state.elementAbsorb) continue;
if (state.elementAbsorb.contains(elementId)) return true;
}
return false;
};
Game_Battler.prototype.elementReflectRate = function(elementId) {
var rate = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementReflectRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.elementAmplifyRate = function(elementId) {
var rate = 0;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementAmplifyRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.elementMagnifyRate = function(elementId) {
var rate = 1;
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var obj = this.states()[i];
rate += this.getObjElementMagnifyRate(obj, elementId);
}
return rate;
};
Game_Battler.prototype.isNullElement = function() {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
if (state && state.elementNull) return true;
}
return false;
};
Game_Battler.prototype.forcedElementRate = function(elementId) {
var length = this.states().length;
for (var i = 0; i < length; ++i) {
var state = this.states()[i];
var rate = this.getObjElementForcedRate(state, elementId);
if (rate !== undefined) return rate;
}
return undefined;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.isAbsorbElement = function(elementId) {
if (this.actor().elementAbsorb.contains(elementId)) return true;
if (this.currentClass().elementAbsorb.contains(elementId)) return true;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (!equip.elementAbsorb) continue;
if (equip.elementAbsorb.contains(elementId)) return true;
}
return Game_Battler.prototype.isAbsorbElement.call(this, elementId);
};
Game_Actor.prototype.elementReflectRate = function(elementId) {
var rate = Game_Battler.prototype.elementReflectRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementReflectRate(obj, elementId);
}
rate += this.getObjElementReflectRate(this.actor(), elementId);
rate += this.getObjElementReflectRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.elementAmplifyRate = function(elementId) {
var rate = Game_Battler.prototype.elementAmplifyRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementAmplifyRate(obj, elementId);
}
rate += this.getObjElementAmplifyRate(this.actor(), elementId);
rate += this.getObjElementAmplifyRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.elementMagnifyRate = function(elementId) {
var rate = Game_Battler.prototype.elementMagnifyRate.call(this, elementId);
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var obj = this.equips()[i];
rate += this.getObjElementMagnifyRate(obj, elementId);
}
rate += this.getObjElementMagnifyRate(this.actor(), elementId);
rate += this.getObjElementMagnifyRate(this.currentClass(), elementId);
return rate;
};
Game_Actor.prototype.isNullElement = function() {
if (this.actor().elementNull) return true;
if (this.currentClass().elementNull) return true;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (equip && equip.elementNull) return true;
}
return Game_Battler.prototype.isNullElement.call(this);
};
Game_Actor.prototype.forcedElementRate = function(elementId) {
var rate = Game_Battler.prototype.forcedElementRate.call(this, elementId);
if (rate !== undefined) return rate;
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
rate = this.getObjElementForcedRate(equip, elementId);
if (rate !== undefined) return rate;
}
rate = this.getObjElementForcedRate(this.currentClass(), elementId);
if (rate !== undefined) return rate;
rate = this.getObjElementForcedRate(this.actor(), elementId);
if (rate !== undefined) return rate;
return undefined;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.isAbsorbElement = function(elementId) {
if (this.enemy().elementAbsorb.contains(elementId)) return true;
return Game_Battler.prototype.isAbsorbElement.call(this, elementId);
};
Game_Enemy.prototype.elementReflectRate = function(elementId) {
var rate = Game_Battler.prototype.elementReflectRate.call(this, elementId);
rate += this.getObjElementReflectRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.elementAmplifyRate = function(elementId) {
var rate = Game_Battler.prototype.elementAmplifyRate.call(this, elementId);
rate += this.getObjElementAmplifyRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.elementMagnifyRate = function(elementId) {
var rate = Game_Battler.prototype.elementMagnifyRate.call(this, elementId);
rate += this.getObjElementMagnifyRate(this.enemy(), elementId);
return rate;
};
Game_Enemy.prototype.isNullElement = function() {
if (this.enemy().elementNull) return true;
return Game_Battler.prototype.isNullElement.call(this);
};
Game_Enemy.prototype.forcedElementRate = function(elementId) {
var rate = Game_Battler.prototype.forcedElementRate.call(this, elementId);
if (rate !== undefined) return rate;
rate = this.getObjElementForcedRate(this.enemy(), elementId);
if (rate !== undefined) return rate;
return undefined;
};
//=============================================================================
// Game_Action
//=============================================================================
Game_Action.prototype.getItemElements = function() {
if ($gameTemp._forcedElements !== undefined) {
return $gameTemp._forcedElements.filter(Yanfly.Util.onlyUnique);
}
if (this.subject().isNullElement()) return [];
var elements = [];
if (this.item().damage.elementId < 0) {
Yanfly.Util.extend(elements, this.subject().attackElements());
} else if (this.item().damage.elementId > 0) {
elements.push(this.item().damage.elementId);
}
Yanfly.Util.extend(elements, this.item().multipleElements);
if ($gameTemp._addedElements !== undefined) {
Yanfly.Util.extend(elements, $gameTemp._addedElements);
}
return elements.filter(Yanfly.Util.onlyUnique);
};
Game_Action.prototype.calcElementRate = function(target) {
if (!this.item()) return 1;
var finalRate;
var elements = this.getItemElements();
if (elements.length < 1) return 1.00;
var rule = this.item().elementMultiRule;
var average = 0;
while (elements.length > 0) {
var elementId = elements.shift();
var eleRate = target.elementRate(elementId);
eleRate *= Math.max(0, this.subject().elementMagnifyRate(elementId));
var absorbed = eleRate < 0;
eleRate += this.subject().elementAmplifyRate(elementId);
if (rule === 0) { // Lowest Rate
finalRate = finalRate || eleRate;
finalRate = Math.min(finalRate, eleRate);
} else if (rule === 1) { // Additive
finalRate = finalRate || 1.00;
eleRate -= 1.00;
finalRate += eleRate;
} else if (rule === 2) { // Multiplicative
finalRate = finalRate || 1.00;
finalRate *= Math.abs(eleRate);
if (eleRate < 0) finalRate = Math.abs(finalRate) * -1;
} else if (rule === 3) { // Highest
finalRate = finalRate || eleRate;
finalRate = Math.max(finalRate, eleRate);
} else if (rule === 4) { // Average
finalRate = finalRate || 0;
finalRate += eleRate;
average += 1;
} else {
finalRate = this.calcElementRateRule(target, elementId, finalRate,
eleRate, rule);
}
}
if (rule === 4) finalRate /= Math.max(1, average);
if (finalRate === undefined) finalRate = 1.00;
return finalRate;
};
Game_Action.prototype.calcElementRateRule = function(target, elementId,
finalRate, eleRate, rule) {
return finalRate;
};
Yanfly.Ele.Game_Action_itemMrf = Game_Action.prototype.itemMrf;
Game_Action.prototype.itemMrf = function(target) {
var rate = Yanfly.Ele.Game_Action_itemMrf.call(this, target);
if (this.item().bypassElementReflect) return rate;
var elements = this.getItemElements();
while (elements.length > 0) {
var elementId = elements.shift();
rate += target.elementReflectRate(elementId);
}
return rate;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.getRange = function(n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
Yanfly.Util.extend = function (mainArray, otherArray) {
otherArray.forEach(function(i) {
mainArray.push(i)
}, this);
}
Yanfly.Util.onlyUnique = function(value, index, self) {
return self.indexOf(value) === index;
};
//=============================================================================
// End of File
//=============================================================================
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