diff --git a/Readme.md b/Readme.md index 4cdc8e3..6063c94 100644 --- a/Readme.md +++ b/Readme.md @@ -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; diff --git a/data/Actors.json b/data/Actors.json index bda2c30..30575c5 100644 --- a/data/Actors.json +++ b/data/Actors.json @@ -1,6 +1,6 @@ [ null, -{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1},{"code":43,"dataId":3,"value":1}],"initialLevel":1,"maxLevel":13,"name":"郝仁","nickname":"","note":"\n","profile":"似乎是个平平无奇的普通人"}, +{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1}],"initialLevel":1,"maxLevel":13,"name":"郝仁","nickname":"","note":"\n","profile":"似乎是个平平无奇的普通人"}, {"id":2,"battlerName":"","characterIndex":0,"characterName":"vva","classId":2,"equips":[0,0,0,0,0],"faceIndex":1,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":43,"dataId":136,"value":1}],"initialLevel":1,"maxLevel":13,"name":"薇薇安","nickname":"","note":"\n","profile":"最古血族、最穷血族、估计也是厨艺最好的血族(PS:\n她的血魔法血量消耗和效果都会随着血量下降而下降)"}, {"id":3,"battlerName":"","characterIndex":0,"characterName":"五月","classId":8,"equips":[0,0,0,0,0],"faceIndex":2,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫五月","nickname":"","note":"\n","profile":"陆生海妖,亲爸是个猎魔人,\n原本是不会任何攻击法术的"}, {"id":4,"battlerName":"","characterIndex":2,"characterName":"People1","classId":5,"equips":[0,0,0,0,0],"faceIndex":3,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫三八","nickname":"","note":"\n","profile":"亲妈是个海妖的半吊子猎魔人,只能选择精进符卡技艺"}, diff --git a/data/Animations.json b/data/Animations.json index a70bc15..1dcc2b2 100644 --- a/data/Animations.json +++ b/data/Animations.json @@ -67,7 +67,7 @@ null, 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}\n\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":21,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":42,"dataId":1,"value":1},{"code":14,"dataId":46,"value":1},{"code":42,"dataId":3,"value":1},{"code":42,"dataId":2,"value":1},{"code":42,"dataId":4,"value":1},{"code":21,"dataId":2,"value":1.2}],"iconIndex":421,"maxTurns":4,"message1":"","message2":"","message3":"","message4":"","minTurns":4,"motion":0,"name":"专注模式","note":" \n user.removeState(188);\n user.removeState(189);\n user.removeState(190);\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":22,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.2},{"code":21,"dataId":4,"value":1.2},{"code":21,"dataId":6,"value":1.2},{"code":14,"dataId":57,"value":1},{"code":14,"dataId":62,"value":1},{"code":14,"dataId":60,"value":1},{"code":14,"dataId":63,"value":1},{"code":14,"dataId":64,"value":1},{"code":14,"dataId":65,"value":1},{"code":14,"dataId":76,"value":1},{"code":14,"dataId":90,"value":1},{"code":14,"dataId":93,"value":1},{"code":14,"dataId":94,"value":1},{"code":14,"dataId":45,"value":1},{"code":14,"dataId":46,"value":1},{"code":22,"dataId":6,"value":0.5},{"code":22,"dataId":9,"value":0.05},{"code":14,"dataId":58,"value":1},{"code":14,"dataId":70,"value":1}],"iconIndex":117,"maxTurns":1,"message1":"充满了勇气!","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"天神勇气","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":23,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":14,"dataId":97,"value":1},{"code":14,"dataId":98,"value":1},{"code":14,"dataId":99,"value":1},{"code":14,"dataId":100,"value":1},{"code":14,"dataId":101,"value":1},{"code":14,"dataId":36,"value":1},{"code":11,"dataId":18,"value":0},{"code":11,"dataId":14,"value":0.5},{"code":13,"dataId":66,"value":0.7},{"code":13,"dataId":67,"value":0.7},{"code":13,"dataId":68,"value":0.7}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"护盾保护","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -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":"\n\n\nuser.removeState(62);\nuser.removeState(241);\n\n\n\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","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":1,"stepsToRemove":100}, {"id":246,"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":247,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"叠加使用的工具状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":248,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":177,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"中毒","note":"\n if (user.isStateAffected(66)){\n user.addState(67);\n }\n else{\n if(user.isStateAffected(67) || user.isStateAffected(68)){\n user.addState(68);\n }\n else{\n user.addState(66);\n }\n }\n var random = Math.floor(Math.random() * 10 + 1);\n if (random <=3){\n ser.addState(151);\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":248,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":177,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"中毒","note":"\n if (user.isStateAffected(66)){\n user.addState(67);\n }\n else{\n if(user.isStateAffected(67) || user.isStateAffected(68)){\n user.addState(68);\n }\n else{\n user.addState(66);\n }\n }\n var random = Math.floor(Math.random() * 10 + 1);\n if (random <=3){\n user.addState(151);\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":249,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":50,"maxTurns":6,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"力量衰弱","note":"\n if (user.isStateAffected(77)){\n user.addState(78);\n }\n else{\n if(user.isStateAffected(78) || user.isStateAffected(79)){\n user.addState(79);\n }\n else{\n user.addState(77);\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":250,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":52,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"精神衰弱","note":"\n if (user.isStateAffected(80)){\n user.addState(81);\n }\n else{\n if(user.isStateAffected(81) || user.isStateAffected(82)){\n user.addState(82);\n }\n else{\n user.addState(80);\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":251,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":51,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"护甲破损","note":"\n if (user.isStateAffected(83)){\n user.addState(84);\n }\n else{\n if(user.isStateAffected(84) || user.isStateAffected(85)){\n user.addState(85);\n }\n else{\n user.addState(83);\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -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":"\nuser._atktimes = 0;\n\n\n\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","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":325,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击被动","note":"\nuser._stratkcd = 0;\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0);\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && (this.item().meta.技能类型 == '类普攻' || this.item().meta.技能类型 == '技能')&& user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n }\n}\n\n\n\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻' )&& user.isStateAffected(326)){\n BattleManager.queueForceAction(user, 506, -2);\n user.removeState(326);\n user._stratkcd = 4;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"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":"\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","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":"\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\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":"\nuser._icecd = 0;\n\n\n\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n\n\n\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","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":"\nuser._wavecd = 0;\n\n\n\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n\n\n\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","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":"\nuser._ringcd = 0;\n\n\n\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n\n\n\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","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":"\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","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":"\n this.certainhp = target.hp;\n\n\n\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","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":"\n\n\n\n\n this.certainhp = target.hp;\n\n\n\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","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":"\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","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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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"}}, diff --git a/js/plugins/YEP_ElementCore.js b/js/plugins/YEP_ElementCore.js new file mode 100644 index 0000000..aa7e460 --- /dev/null +++ b/js/plugins/YEP_ElementCore.js @@ -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 + * 发,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 + * 点。 + * + * 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 + * + * 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. + * + * + * + * + * + * - 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 + * + * + * + * + * + * + * - 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: + * + * + * + * + * + * 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%. + * + * + * + * + * + * - 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 + * + * + * + * + * + * - 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. + * + * + * + * + * + * -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 + * + * + * -设置无元素,但是这并不会忽略战斗序列里面的强制元素 + * + * + * + * -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 , 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 = //i; + var noteA2 = //i; + var noteA3 = //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(//i)) { + obj.elementMultiRule = 0; + } else if (line.match(//i)) { + obj.elementMultiRule = 1; + } else if (line.match(//i)) { + obj.elementMultiRule = 2; + } else if (line.match(//i)) { + obj.elementMultiRule = 3; + } else if (line.match(//i)) { + obj.elementMultiRule = 4; + } else if (line.match(//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 = //i; + var noteD2 = //i; + var noteD3 = //i; + var noteD4 = //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 +//=============================================================================