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user.removeSatate(230);\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":100,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, +{"id":117,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"1+(1+a.level/60)*(a.atk * 2+a.mat+a.agi/10 - b.def*3/5-b.mdf/15)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":248,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的追加全体攻击!","message2":"","mpCost":0,"name":"游斗状态的追加全体攻击","note":"\n target.addState(258);\n\n\n\n\n\n this._bsaffective = 0.2;\n\n\n\n this._pcirate = 2;\n\n\n\n user.addState(230);\n\n\n user.removeSatate(230);\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":100,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, 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{"id":12,"animationId":177,"description":"莉莉变身后获得的爪子,两个爪子都被强化了","etypeId":1,"traits":[{"code":31,"dataId":16,"value":0},{"code":22,"dataId":0,"value":0},{"code":32,"dataId":83,"value":0.1},{"code":32,"dataId":59,"value":0.1},{"code":43,"dataId":231,"value":1},{"code":54,"dataId":2,"value":1}],"iconIndex":394,"name":"火之乐成狗&霜之哭出翔","note":"\n\n","params":[0,10,66,8,25,8,5,0],"price":0,"wtypeId":9}, -{"id":13,"animationId":8,"description":"伴随伊扎克斯多年的佩剑,已经有些磨损了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.05},{"code":22,"dataId":2,"value":0.08}],"iconIndex":390,"name":"磨损的 魔王佩剑","note":"\n\n\n","params":[0,50,15,0,16,0,2,0],"price":0,"wtypeId":10}, +{"id":13,"animationId":8,"description":"伴随伊扎克斯多年的佩剑,已经有些磨损了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.05},{"code":22,"dataId":2,"value":0.08}],"iconIndex":390,"name":"磨损的 魔王佩剑","note":"\n\n\n\n","params":[0,50,15,0,16,0,2,0],"price":0,"wtypeId":10}, {"id":14,"animationId":2,"description":"伊丽莎白最喜欢的魔导工作手套,戴着它可以组装机甲\n,也可以拿大火球糊别人熊脸","etypeId":1,"traits":[{"code":31,"dataId":5,"value":0},{"code":22,"dataId":0,"value":0.05},{"code":23,"dataId":5,"value":1.1}],"iconIndex":393,"name":"磨损的 魔导手套","note":"\n\n\n","params":[0,0,12,0,28,0,0,0],"price":0,"wtypeId":11}, {"id":15,"animationId":7,"description":"艾瑞姆精灵常用合金制造的短斧,面对硬甲目标有奇效","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":32,"dataId":83,"value":0.1}],"iconIndex":99,"name":"合金短斧","note":"\n\n","params":[0,0,20,1,0,0,-3,0],"price":200,"wtypeId":4}, {"id":16,"animationId":13,"description":"艾瑞姆精灵常用枪械,由于子弹附魔程度低,所以专精\n于命中","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.05}],"iconIndex":104,"name":"精灵手铳","note":"\n\n","params":[0,0,18,1,2,0,0,0],"price":300,"wtypeId":7}, {"id":17,"animationId":1,"description":"弑星者赠予的星尘杖,只是被她远程被封印了,\n原因未知","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":23,"dataId":4,"value":0.9}],"iconIndex":101,"name":"被封印的星尘杖","note":"\n\n","params":[0,100,10,0,30,10,0,0],"price":0,"wtypeId":8}, {"id":18,"animationId":0,"description":"安吉丽娜送给郝仁等人的爆矢枪,因为未知原因损坏了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":384,"name":"损坏的爆矢枪","note":"\n\n","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":19,"animationId":0,"description":"被乐子人激活了核心的爆矢枪,需要以精金为材料\n找工具兔修复","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":384,"name":"激活的爆矢枪","note":"\n\n","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, -{"id":20,"animationId":16,"description":"高度附魔的长枪,以至于影响了锋利程度,但以此为代价获得的是\n高额的魔法攻击力和额外的魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":22,"dataId":2,"value":0.1},{"code":32,"dataId":253,"value":0.1}],"iconIndex":387,"name":"雷火百炼枪","note":"\n\n\n\n\n\n","params":[0,50,18,0,30,0,0,0],"price":0,"wtypeId":2}, -{"id":21,"animationId":13,"description":"铭刻符文的附魔长弓,比普通附魔长弓杀伤力更强大\n还能提升使用者最大生命和魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":2,"value":0.08},{"code":54,"dataId":2,"value":1},{"code":22,"dataId":0,"value":0.08}],"iconIndex":731,"name":"符文长弓","note":"\n\n\n item 48: 1\n item 51: 1\n weapon 10: 1\n\n\n","params":[200,50,30,0,20,0,5,0],"price":2000,"wtypeId":6}, +{"id":20,"animationId":16,"description":"高度附魔的长枪,以至于影响了锋利程度,但以此为代价获得的是\n高额的魔法攻击力和额外的魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":22,"dataId":2,"value":0.1},{"code":32,"dataId":253,"value":0.1}],"iconIndex":387,"name":"雷火百炼枪","note":"\n\n\n\n\n\n\n\n","params":[0,50,18,0,30,0,0,0],"price":0,"wtypeId":2}, +{"id":21,"animationId":13,"description":"铭刻符文的附魔长弓,比普通附魔长弓杀伤力更强大\n还能提升使用者最大生命和魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":2,"value":0.08},{"code":54,"dataId":2,"value":1},{"code":22,"dataId":0,"value":0.08}],"iconIndex":731,"name":"符文长弓","note":"\n\n\n item 48: 1\n item 51: 1\n weapon 10: 1\n\n\n","params":[200,50,30,0,20,0,5,0],"price":2000,"wtypeId":6}, {"id":22,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":23,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, {"id":24,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0}, diff --git a/js/plugins.js b/js/plugins.js index 4b85457..45cfc08 100644 --- a/js/plugins.js +++ b/js/plugins.js @@ -51,6 +51,7 @@ var $plugins = {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, {"name":"YEP_ShopMenuCore","status":true,"description":"v1.05 商店菜单核心☁️","parameters":{"---General---":"","Command Order":"Buy Sell Equip Custom Cancel","Shop List Width":"Graphics.boxWidth / 2 + Graphics.boxWidth / 10","Command Alignment":"center","Status Window":"","Default Mode":"nothing","Stat Switching":"false","Cannot Equip":"Can't Equip","Stat Font Size":"20","Cannot Equip Font Size":"20","---Info Window---":"","Show Icon":"true","Icon Size":"128","Font Size":"20","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4"}}, {"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}}, +{"name":"YEP_X_EquipRequirements","status":true,"description":"v1.06 装备限制☁️","parameters":{"---全局---":"","Requirement Window":"true","Battle Test Ignore":"true","---窗口---":"","Requirement Title":"要求","No Requirement":"无要求!","Positive Color":"24","Negative Color":"25","At Least Text":"\\c[16]最小值 %1:\\c[0] %2 (%3)","At Most Text":"\\c[16]最大值 %1:\\c[0] %2 (%3)","Draw Classes":"true","Class Style":"0","Class Text":"类:","Draw Skills":"true","Skill Style":"2","Skill Text":"技能:","Draw Switches":"true"}}, {"name":"YEP_EnemyLevels","status":true,"description":"v1.09 This plugin enables giving your enemies levels and\nparameter changes with those levels.","parameters":{"---General---":"","Show Level":"true","Level Format":"Lv%1 %2","Minimum Level":"1","Maximum Level":"9999","Maximum Cap":"9999","Preserve Rate":"true","---Level Setup---":"","Default Type":"5","Positive Fluctuation":"1","Negative Fluctuation":"1","---MaxHP Growth---":"","MaxHP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MaxHP Rate Growth":"0.00","MaxHP Flat Growth":"50.00","---MaxMP Growth---":"","MaxMP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MaxMP Rate Growth":"0.00","MaxMP Flat Growth":"20.00","---ATK Growth---":"","ATK Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","ATK Rate Growth":"0.01","ATK Flat Growth":"0.00","---DEF Growth---":"","DEF Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","DEF Rate Growth":"0.01","DEF Flat Growth":"0.00","---MAT Growth---":"","MAT Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MAT Rate Growth":"0.01","MAT Flat Growth":"0.00","---MDF Growth---":"","MDF Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","MDF Rate Growth":"0.01","MDF Flat Growth":"0.00","---AGI Growth---":"","AGI Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","AGI Rate Growth":"0.01","AGI Flat Growth":"0.00","---LUK Growth---":"","LUK Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","LUK Rate Growth":"0.01","LUK Flat Growth":"0.00","---EXP Growth---":"","EXP Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","EXP Rate Growth":"0.00","EXP Flat Growth":"5.00","---Gold Growth---":"","Gold Formula":"base * (1 + (level - 1) * rate) + (flat * (level - 1))","Gold Rate Growth":"0.00","Gold Flat Growth":"5.00"}}, {"name":"SF_CommonAttack","status":true,"description":"v1.0 普攻替换插件","parameters":{}}, {"name":"YEP_AutoPassiveStates","status":true,"description":"v1.17 This plugin allows for some states to function as\npassives for actors, enemies, skills, and equips.","parameters":{"---Basic---":"","Actor Passives":"0","Enemy Passives":"0","Global Passives":"0","---List---":"...Requires RPG Maker MV 1.5.0+...","Actor Passives List":"[]","Enemy Passives List":"[]","Global Passives List":"[]"}}, diff --git a/js/plugins/YEP_X_EquipRequirements.js b/js/plugins/YEP_X_EquipRequirements.js new file mode 100644 index 0000000..8f663e6 --- /dev/null +++ b/js/plugins/YEP_X_EquipRequirements.js @@ -0,0 +1,995 @@ +//============================================================================= +// Yanfly Engine Plugins - Equip Core Extension - Equip Requirements +// YEP_X_EquipRequirements.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_X_EquipRequirements = true; + +var Yanfly = Yanfly || {}; +Yanfly.EqReq = Yanfly.EqReq || {}; +Yanfly.EqReq.version = 1.06; + +//============================================================================= + /*: + * @plugindesc v1.06 装备限制☁️ + * @author Yanfly Engine Plugins + * + * @param ---全局--- + * @default + * + * @param Requirement Window + * @text 需求窗口 + * @desc 添加装备菜单的需求窗口? + * Add the requirement window for the Equip menu? + * NO - false YES - true + * @default true + * + * @param Battle Test Ignore + * @text 战斗测试忽略 + * @desc 在战斗测试中忽略装备要求? + * Ignore equip requirements during battle test? + * NO - false YES - true + * @default true + * + * @param ---窗口--- + * @default + * + * @param Requirement Title + * @text 需求标题 + * @desc The title used for equipment requirements. + * @default 要求 + * + * @param No Requirement + * @text 无要求 + * @desc The text used to display no requirements needed. + * @default 无要求! + * + * @param Positive Color + * @text 正色 + * @desc Text color used for positive color. + * @default 24 + * + * @param Negative Color + * @text 负色 + * @desc Text color used for positive color. + * @default 25 + * + * @param At Least Text + * @text 至少文本 + * @desc The text used to describe >= a parameter. + * %1 - Parameter %2 - Requirement %3 - Compare + * @default \c[16]最小值 %1:\c[0] %2 (%3) + * + * @param At Most Text + * @text 最多文本 + * @desc The text used to describe >= a parameter. + * %1 - Parameter %2 - Requirement %3 - Compare + * @default \c[16]最大值 %1:\c[0] %2 (%3) + * + * @param Draw Classes + * @text 绘图类 + * @desc Draw the classes required? + * NO - false YES - true + * @default true + * + * @param Class Style + * @text 类风格 + * @desc If classes are drawn, what style to draw them in? + * 0 - Name Only 1 - Icon Only 2 - Icon and Name + * @default 0 + * + * @param Class Text + * @text 类文本 + * @desc Text displayed to say what class is allowed. + * @default 类: + * + * @param Draw Skills + * @text 绘画技巧 + * @desc Draw the skills required? + * NO - false YES - true + * @default true + * + * @param Skill Style + * @text 技能风格 + * @desc If skills are drawn, what style to draw them in? + * 0 - Name Only 1 - Icon Only 2 - Icon and Name + * @default 2 + * + * @param Skill Text + * @text 技能文本 + * @desc Text displayed to say what skills are needed. + * @default 技能: + * + * @param Draw Switches + * @text 绘图开关 + * @desc Draw the switch names required? + * NO - false YES - true + * @default true + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * 这个插件需要YEP_EquipCore.js,请把它放在YEP_EquipCore.js下面 + * + * 设置装备限制,例如等级限制,状态限制。这个插件可以提供单独的装备限制窗 + * 口给玩家,告诉他们需要什么 + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * 你可以使用标签来设置限制。 + * + * Weapon and Armor Notetags: + * + * + * requirement + * requirement + * + * -主要需要放在这些标签里面。你可以设置多个需求. + * You can have a multitude of requirements for your weapons/armors. Replace + * 'requirement' with any of the following below: + * + * Weapon and Armor Requiprements: + * + * param > x + * param >= x + * param === x + * param <= x + * param < x + * 设置等级,状态等等限制。这些数值指的是基础数值而不是最后叠加数值 + * This will make the piece of equipment require the + * actor's base parameter to be greater than (>), greater than or equal to + * (>=), equal to (===), less than or equal to (<=), or less than (<). This + * is NOT the value for the total parameter, only the base parameter. The + * base parameter is calculated by the user's class parameter value, any + * bonuses received by equipment and/or permanent stat increases. + * + * class: x + * class: name + * - 设置需要职业 x. + * If 'name' is used, priority will be given to the class with the highest ID + * in the database. Insert multiple of these requirements to add more + * classes. Having multiple classes will mean that the actor can be any of + * those classes to be able to equip the gear. + * + * skill: x + * skill: name + * - 设置需求技能 + * skill x. If 'name' is used, priority will be given to the skill with the + * highest ID in the database. Insert multiple of these requirements to add + * more skills. Having multiple skills means the actor must have learned ALL + * of the skills to be able to equip the gear. + * 玩家必须通过学习习得这个技能。如果通过特性赋予,则不会生效 + * + * switch: x + * - 需要开关x打开. If it isn't, the piece of equipment + * cannot be worn. Insert multiple of these to add more switches that are + * are required to be on. + * + * unique only + * - This will make the piece of equipment to be "unique", rendering the + * actor to be unable to wear more than 1 of its kind. + * + * ============================================================================ + * Lunatic Mode - Custom Equip Requirement Conditions + * ============================================================================ + * + * For those with JavaScript proficiency, you can use these notetags to give + * certain pieces of equipment a special requirement before it can be equipped. + * + * Weapon and Armor Notetags: + * + * + * if (user.name() === 'Harold') { + * condition = true; + * } else { + * condition = false; + * } + * + * The 'condition' variable will determine whether or not the piece of + * equipment can be worn by the user. If 'condition' returns 'true', then the + * piece of equipment can be worn. If 'condition' returns 'false', then the + * piece of equipment can't be worn. + * + * ============================================================================ + * Lunatic Mode - Custom Equip Requirement Text + * ============================================================================ + * + * For those with JavaScript proficiency, you can use these notetags to alter + * the text displayed in the Requirement Window. + * + * Weapon and Armor Notetags: + * + * + * text = user.name() + ' has used this sword since young!\n'; + * text += 'This is another line for the text!' + * + * For those who would like to write custom text for the Requirement Window, + * you can use this notetag. Text codes are allowed here. Use \n for line + * breaks. If you plan on using text codes, \i[4] would appear as \\i[4]. + * Whatever value the 'text' variable has at the end will determine the text + * that will be displayed. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.06: + * - Lunatic Mode fail safes added. + * + * Version 1.05a: + * - Fixed a bug that caused unremovable items to be removed. + * - Added anti-crash for non-existent actors. + * + * Version 1.04: + * - Fixed a bug that caused stat comparisons to remain after cancel. + * + * Version 1.03: + * - Notetags now allows spaces (whitespace) to be before the requirements. + * + * Version 1.02: + * - Fixed a bug where Optimize was able to bypass equip requirements. + * + * Version 1.01: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +if (Imported.YEP_EquipCore) { + +//============================================================================= +// Parameter Variables +//============================================================================= + +Yanfly.Parameters = PluginManager.parameters('YEP_X_EquipRequirements'); +Yanfly.Param = Yanfly.Param || {}; + +Yanfly.Param.EqReqWindow = String(Yanfly.Parameters['Requirement Window']); +Yanfly.Param.EqReqWindow = eval(Yanfly.Param.EqReqWindow); +Yanfly.Param.EqReqBTest = String(Yanfly.Parameters['Battle Test Ignore']); +Yanfly.Param.EqReqBTest = eval(Yanfly.Param.EqReqBTest); + +Yanfly.Param.EqReqTitle = String(Yanfly.Parameters['Requirement Title']); +Yanfly.Param.EqReqNone = String(Yanfly.Parameters['No Requirement']); +Yanfly.Param.EqReqPosColor = Number(Yanfly.Parameters['Positive Color']); +Yanfly.Param.EqReqNegColor = Number(Yanfly.Parameters['Negative Color']); +Yanfly.Param.EqReqAtLeast = String(Yanfly.Parameters['At Least Text']); +Yanfly.Param.EqReqAtMost = String(Yanfly.Parameters['At Most Text']); +Yanfly.Param.EqReqClasses = eval(String(Yanfly.Parameters['Draw Classes'])); +Yanfly.Param.EqReqClassStyle = Number(Yanfly.Parameters['Class Style']); +Yanfly.Param.EqReqClassText = String(Yanfly.Parameters['Class Text']); +Yanfly.Param.EqReqSkills = eval(String(Yanfly.Parameters['Draw Skills'])); +Yanfly.Param.EqReqSkillStyle = Number(Yanfly.Parameters['Skill Style']); +Yanfly.Param.EqReqSkillText = String(Yanfly.Parameters['Skill Text']); +Yanfly.Param.EqReqSwitches = eval(String(Yanfly.Parameters['Draw Switches'])); + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.EqReq.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.EqReq.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_X_EquipRequirements) { + this.processEqReqNotetagsC($dataClasses); + this.processEqReqNotetagsS($dataSkills); + this.processEqReqNotetags1($dataWeapons); + this.processEqReqNotetags1($dataArmors); + Yanfly._loaded_YEP_X_EquipRequirements = true; + } + return true; +}; + +DataManager.processEqReqNotetagsC = function(group) { + if (Yanfly.ClassIdRef) return; + Yanfly.ClassIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.ClassIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processEqReqNotetagsS = function(group) { + if (Yanfly.SkillIdRef) return; + Yanfly.SkillIdRef = {}; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + if (obj.name.length <= 0) continue; + Yanfly.SkillIdRef[obj.name.toUpperCase()] = n; + } +}; + +DataManager.processEqReqNotetags1 = function(group) { + var noteA1 = /<(?:EQUIP REQUIREMENT|EQUIP REQUIREMENTS|REQUIREMENT)>/i; + var noteA2 = /<\/(?:EQUIP REQUIREMENT|EQUIP REQUIREMENTS|REQUIREMENT)>/i; + var noteB1 = /<(?:CUSTOM EQUIP REQUIREMENT TEXT)>/i; + var noteB2 = /<\/(?:CUSTOM EQUIP REQUIREMENT TEXT)>/i; + var noteC1 = /<(?:CUSTOM EQUIP REQUIREMENT CONDITION)>/i; + var noteC2 = /<\/(?:CUSTOM EQUIP REQUIREMENT CONDITION)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.equipRequirements = { + atLeast: [0, 0, 0, 0, 0, 0, 0, 0, 0], + atMost: [0, 0, 0, 0, 0, 0, 0, 0, 0], + classes: [], + skills: [], + switches: [], + unique: false + }; + var evalMode = 'none'; + obj.customEquipReqText = ''; + obj.customEquipReqCondition = ''; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(noteA1)) { + evalMode = 'equip requirements'; + } else if (line.match(noteA2)) { + evalMode = 'none'; + } else if (evalMode === 'equip requirements') { + this.makeEquipRequirement(obj, line); + } else if (line.match(noteB1)) { + evalMode = 'custom equip requirement text'; + } else if (line.match(noteB2)) { + evalMode = 'none'; + } else if (evalMode === 'custom equip requirement text') { + obj.customEquipReqText = obj.customEquipReqText + line + '\n'; + } else if (line.match(noteC1)) { + evalMode = 'custom equip requirement condition'; + } else if (line.match(noteC2)) { + evalMode = 'none'; + } else if (evalMode === 'custom equip requirement condition') { + obj.customEquipReqCondition = obj.customEquipReqCondition + line + '\n'; + } + } + } +}; + +DataManager.makeEquipRequirement = function(obj, line) { + if (line.match(/UNIQUE ONLY/i)) { + obj.equipRequirements['unique'] = true; + } else if (line.match(/SWITCH:[ ](\d+)/i)) { + obj.equipRequirements['switches'].push(parseInt(RegExp.$1)); + } else if (line.match(/CLASS:[ ](\d+)/i)) { + obj.equipRequirements['classes'].push(parseInt(RegExp.$1)); + } else if (line.match(/CLASS:[ ](.*)/i)) { + var name = String(RegExp.$1).toUpperCase(); + if (Yanfly.ClassIdRef[name]) { + var id = Yanfly.ClassIdRef[name]; + obj.equipRequirements['classes'].push(id); + } + } else if (line.match(/SKILL:[ ](\d+)/i)) { + obj.equipRequirements['skills'].push(parseInt(RegExp.$1)); + } else if (line.match(/SKILL:[ ](.*)/i)) { + var name = String(RegExp.$1).toUpperCase(); + if (Yanfly.SkillIdRef[name]) { + var id = Yanfly.SkillIdRef[name]; + obj.equipRequirements['skills'].push(id); + } + } else if (line.match(/(.*)[ ]>=[ ](\d+)/i)) { + var stat = String(RegExp.$1).toUpperCase(); + stat = this.getEquipRequirementStatIndex(stat); + var value = parseInt(RegExp.$2); + obj.equipRequirements['atLeast'][stat] = value; + } else if (line.match(/(.*)[ ]>[ ](\d+)/i)) { + var stat = String(RegExp.$1).toUpperCase(); + stat = this.getEquipRequirementStatIndex(stat); + var value = parseInt(RegExp.$2) + 1; + obj.equipRequirements['atLeast'][stat] = value; + } else if (line.match(/(.*)[ ]<=[ ](\d+)/i)) { + var stat = String(RegExp.$1).toUpperCase(); + stat = this.getEquipRequirementStatIndex(stat); + var value = parseInt(RegExp.$2); + obj.equipRequirements['atMost'][stat] = value; + } else if (line.match(/(.*)[ ]<[ ](\d+)/i)) { + var stat = String(RegExp.$1).toUpperCase(); + stat = this.getEquipRequirementStatIndex(stat); + var value = parseInt(RegExp.$2) + 1; + obj.equipRequirements['atMost'][stat] = value; + } else if (line.match(/(.*)[ ](?:=|==|===)[ ](\d+)/i)) { + var stat = String(RegExp.$1).toUpperCase(); + stat = this.getEquipRequirementStatIndex(stat); + var value = parseInt(RegExp.$2); + obj.equipRequirements['atLeast'][stat] = value; + obj.equipRequirements['atMost'][stat] = value; + } +}; + +DataManager.getEquipRequirementStatIndex = function(stat) { + stat = stat.trim(); + if (['MAX HP', 'MAXHP', 'HP'].contains(stat)) { + return 0; + } else if (['MAX MP', 'MAXMP', 'MP', 'MAX SP', 'MAXSP', + 'SP'].contains(stat)) { + return 1; + } else if (['ATK', 'STR'].contains(stat)) { + return 2; + } else if (['DEF'].contains(stat)) { + return 3; + } else if (['MAT', 'INT', 'SPI'].contains(stat)) { + return 4; + } else if (['MDF', 'RES'].contains(stat)) { + return 5; + } else if (['AGI', 'SPD'].contains(stat)) { + return 6; + } else if (['LUK'].contains(stat)) { + return 7; + } else if (['LEVEL', 'LV', 'LVL'].contains(stat)) { + return 8; + } + return null; +}; + +//============================================================================= +// MainCode +//============================================================================= + +Yanfly.EqReq.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh; +Game_BattlerBase.prototype.refresh = function() { + this._equipReq = undefined; + Yanfly.EqReq.Game_BattlerBase_refresh.call(this); +}; + +Yanfly.EqReq.Game_BattlerBase_canEquip = Game_BattlerBase.prototype.canEquip; +Game_BattlerBase.prototype.canEquip = function(item) { + var value = Yanfly.EqReq.Game_BattlerBase_canEquip.call(this, item); + if (!value) return false; + if (BattleManager.isBattleTest() && Yanfly.Param.EqReqBTest) return value; + if (!$gameTemp._optimizing) { + if (SceneManager._scene instanceof Scene_Equip) return value; + if (this._equipReq !== undefined) return this._equipReq; + } + this._equipReq = this.meetAllEquipRequirements(item) + return this._equipReq; +}; + +Game_BattlerBase.prototype.equips = function() { + return []; +}; + +Game_BattlerBase.prototype.meetAllEquipRequirements = function(item) { + if (!item.equipRequirements) { + if (item.baseItemId) { + item.equipRequirements = DataManager.getBaseItem(item).equipRequirements; + } else { + return true; + } + } + if (!this.meetEquipParamRequirements(item)) return false; + if (!this.meetEquipClassRequirements(item)) return false; + if (!this.meetEquipSkillRequirements(item)) return false; + if (!this.meetEquipSwitchRequirements(item)) return false; + if (!this.meetEquipUniqueRequirements(item)) return false; + if (!this.meetEquipEvalRequirements(item)) return false; + return true; +}; + +Game_BattlerBase.prototype.meetEquipParamRequirements = function(item) { + var requirements = item.equipRequirements; + for (var i = 0; i < 9; ++i) { + if (i === 8) { + var param = this.level; + } else { + var param = this.paramBase(i) + this.paramPlus(i); + } + if (requirements['atLeast'][i] > 0) { + if (requirements['atLeast'][i] > param) return false; + } + if (requirements['atMost'][i] > 0) { + if (requirements['atMost'][i] < param) return false; + } + } + return true; +}; + +Game_BattlerBase.prototype.meetEquipClassRequirements = function(item) { + var requirements = item.equipRequirements; + var classes = requirements['classes']; + if (classes.length <= 0) return true; + if (classes.contains(this.currentClass().id)) return true; + return false; +}; + +Game_BattlerBase.prototype.meetEquipSkillRequirements = function(item) { + var requirements = item.equipRequirements; + var skills = requirements['skills']; + var length = skills.length; + if (length <= 0) return true; + for (var i = 0; i < length; ++i) { + var skillId = skills[i]; + if (!this.isLearnedSkill(skillId)) return false; + } + return true; +}; + +Game_BattlerBase.prototype.meetEquipSwitchRequirements = function(item) { + var requirements = item.equipRequirements; + var switches = requirements['switches']; + var length = switches.length; + for (var i = 0; i < length; ++i) { + var sw = switches[i]; + if (!$gameSwitches.value(sw)) return false; + } + return true; +}; + +Game_BattlerBase.prototype.meetEquipUniqueRequirements = function(item) { + if (this.equips().contains(item)) return true; + var requirements = item.equipRequirements; + if (!requirements['unique']) return true; + var length = this.equips().length; + for (var i = 0; i < length; ++i) { + var obj = this.equips()[i]; + if (!obj) continue; + if (obj.id === item.id) return false; + if (obj.baseItemId && item.baseItemId) { + if (obj.baseItemId === item.baseItemId) return false; + } + } + return true; +}; + +Game_BattlerBase.prototype.meetEquipEvalRequirements = function(item) { + if (item.customEquipReqCondition === '') return true; + var condition = true; + var a = this; + var user = this; + var subject = this; + var b = this; + var target = this; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = item.customEquipReqCondition; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'EQUIP REQUIREMENT EVAL ERROR'); + } + return condition; +}; + +//============================================================================= +// Window_EquipSlot +//============================================================================= + +Window_EquipSlot.prototype.setRequirementWindow = function(target) { + this._requirementWindow = target; + this.update(); +}; + +Yanfly.EqReq.Window_EqSlot_updateHelp = Window_EquipSlot.prototype.updateHelp; +Window_EquipSlot.prototype.updateHelp = function() { + Yanfly.EqReq.Window_EqSlot_updateHelp.call(this); + if (SceneManager._scene instanceof Scene_Equip && this._requirementWindow) { + this._requirementWindow.setItem(this.item()); + } +}; + +//============================================================================= +// Window_EquipItem +//============================================================================= + +Yanfly.EqReq.Window_EquipItem_isEnabled = Window_EquipItem.prototype.isEnabled; +Window_EquipItem.prototype.isEnabled = function(item) { + if (item !== null && this._actor) { + if (!this._actor.meetAllEquipRequirements(item)) return false; + } + return Yanfly.EqReq.Window_EquipItem_isEnabled.call(this, item); +}; + +Window_EquipItem.prototype.setRequirementWindow = function(target) { + this._requirementWindow = target; + this.update(); +}; + +Yanfly.EqReq.Window_EqItem_updateHelp = Window_EquipItem.prototype.updateHelp; +Window_EquipItem.prototype.updateHelp = function() { + Yanfly.EqReq.Window_EqItem_updateHelp.call(this); + if (SceneManager._scene instanceof Scene_Equip && this._requirementWindow) { + this._requirementWindow.setItem(this.item()); + } +}; + +//============================================================================= +// Window_EquipRequirement +//============================================================================= + +function Window_EquipRequirement() { + this.initialize.apply(this, arguments); +} + +Window_EquipRequirement.prototype = Object.create(Window_Base.prototype); +Window_EquipRequirement.prototype.constructor = Window_EquipRequirement; + +Window_EquipRequirement.prototype.initialize = function(wx, wy, ww, wh) { + Window_Base.prototype.initialize.call(this, wx, wy, ww, wh); + this._actor = null; + this._item = null; + this.refresh(); +}; + +Window_EquipRequirement.prototype.setActor = function(actor) { + if (this._actor === actor) return; + this._actor = actor; + this.refresh(); +}; + +Window_EquipRequirement.prototype.setItem = function(item) { + if (this._item === item) return; + this._item = item; + this.refresh(); +}; + +Window_EquipRequirement.prototype.itemRect = function(index) { + var rect = new Rectangle(); + rect.width = this.contents.width; + rect.height = this.lineHeight(); + rect.x = 0; + rect.y = index * rect.height; + return rect; +}; + +Window_EquipRequirement.prototype.drawDarkRect = function(dx, dy, dw, dh) { + var color = this.gaugeBackColor(); + this.changePaintOpacity(false); + this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color); + this.changePaintOpacity(true); +}; + +Window_EquipRequirement.prototype.refresh = function() { + this.contents.clear(); + this.checkActor(); + if (!this._actor) return; + var length = Math.ceil(this.contents.height / this.lineHeight()); + for (var i = 0; i < length; ++i) { + this.drawItem(i); + } + if (!this._item) return; + var dy = this.drawRequirementTitle(); + if (this.drawRequirements(dy) === dy) this.drawNoRequirements(dy); +}; + +Window_EquipRequirement.prototype.checkActor = function() { + if (this._actor) return; + this.setActor(SceneManager._scene._actor); +}; + +Window_EquipRequirement.prototype.drawItem = function(index) { + var rect = this.itemRect(index); + this.drawDarkRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_EquipRequirement.prototype.drawRequirementTitle = function() { + this.resetFontSettings(); + this.changeTextColor(this.systemColor()); + var ww = this.contents.width; + this.drawText(Yanfly.Param.EqReqTitle, 0, 0, ww, 'center'); + return this.lineHeight(); +}; + +Window_EquipRequirement.prototype.getRequirements = function() { + var requirements = this._item.equipRequirements; + if (!requirements) { + if (this._item.baseItemId) { + this._item.equipRequirements = + DataManager.getBaseItem(this._item).equipRequirements; + requirements = this._item.equipRequirements; + } + } + return requirements; +}; + +Window_EquipRequirement.prototype.drawRequirements = function(dy) { + if (!this.getRequirements()) return dy; + if (Yanfly.Param.EqReqClasses) dy = this.drawClassRequirements(dy); + dy = this.drawLevelRequirements(dy); + dy = this.drawParamRequirements(dy); + if (Yanfly.Param.EqReqSkills) dy = this.drawSkillRequirements(dy); + if (Yanfly.Param.EqReqSwitches) dy = this.drawSwitchRequirements(dy); + dy = this.drawCustomText(dy); + return dy; +}; + +Window_EquipRequirement.prototype.drawClassRequirements = function(dy) { + if (this._item.equipRequirements['classes'].length <= 0) return dy; + var style = Yanfly.Param.EqReqClassStyle; + var classes = this._item.equipRequirements['classes']; + var classTx = Yanfly.Param.EqReqClassText; + var currentClassId = this._actor.currentClass().id; + var length = classes.length; + var ww = this.contents.width - this.textPadding(); + this.resetFontSettings(); + this.changePaintOpacity(true); + this.changeTextColor(this.systemColor()); + this.drawText(classTx, this.textPadding(), dy, ww); + var dx = this.textWidth(classTx) + this.textPadding(); + ww -= dx; + if (style === 1 && Imported.YEP_ClassChangeCore) { + for (var i = 0; i < length; ++i) { + if (dx + Window_Base._iconHeight > this.contents.width) { + dy += this.lineHeight(); + dx = this.textWidth(classTx) + this.textPadding(); + } + var classId = classes[i]; + this.changePaintOpacity(classId === currentClassId); + var iconIndex = $dataClasses[classId].iconIndex; + this.drawIcon(iconIndex, dx, dy + 2); + dx += Window_Base._iconHeight; + } + dy += this.lineHeight(); + } else if (style === 2 && Imported.YEP_ClassChangeCore) { + for (var i = 0; i < length; ++i) { + var classId = classes[i]; + this.changePaintOpacity(classId === currentClassId); + var item = $dataClasses[classId]; + this.drawItemName(item, dx, dy, ww); + dy += this.lineHeight(); + } + } else { + this.changeTextColor(this.normalColor()); + for (var i = 0; i < length; ++i) { + var classId = classes[i]; + this.changePaintOpacity(classId === currentClassId); + var name = $dataClasses[classId].name; + this.drawText(name, dx, dy, ww); + dy += this.lineHeight(); + } + } + return dy; +}; + +Window_EquipRequirement.prototype.drawLevelRequirements = function(dy) { + this.resetFontSettings(); + this.changePaintOpacity(true); + var wx = this.textPadding(); + if (this._item.equipRequirements['atLeast'][8] > 0) { + var fmt = Yanfly.Param.EqReqAtLeast; + var value1 = this._item.equipRequirements['atLeast'][8]; + if (this._actor.level >= value1) { + var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']'; + } else { + var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']'; + } + value2 += Yanfly.Util.toGroup(this._actor.level) + '\\c[0]'; + value1 = Yanfly.Util.toGroup(value1); + var text = fmt.format(TextManager.level, value1, value2); + this.drawTextEx(text, wx, dy); + dy += this.lineHeight(); + } + if (this._item.equipRequirements['atMost'][8] > 0) { + var fmt = Yanfly.Param.EqReqAtMost; + var value1 = this._item.equipRequirements['atMost'][8]; + if (this._actor.level <= value1) { + var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']'; + } else { + var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']'; + } + value2 += Yanfly.Util.toGroup(this._actor.level) + '\\c[0]'; + value1 = Yanfly.Util.toGroup(value1); + var text = fmt.format(TextManager.level, value1, value2); + this.drawTextEx(text, wx, dy); + dy += this.lineHeight(); + } + return dy; +}; + +Window_EquipRequirement.prototype.drawParamRequirements = function(dy) { + this.resetFontSettings(); + this.changePaintOpacity(true); + var wx = this.textPadding(); + for (var i = 0; i < 8; ++i) { + if (this._item.equipRequirements['atLeast'][i] > 0) { + var fmt = Yanfly.Param.EqReqAtLeast; + var value1 = this._item.equipRequirements['atLeast'][i]; + var valueA = this._actor.paramBase(i) + this._actor.paramPlus(i); + if (valueA >= value1) { + var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']'; + } else { + var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']'; + } + value2 += Yanfly.Util.toGroup(valueA) + '\\c[0]'; + value1 = Yanfly.Util.toGroup(value1); + var text = fmt.format(TextManager.param(i), value1, value2); + this.drawTextEx(text, wx, dy); + dy += this.lineHeight(); + } + if (this._item.equipRequirements['atMost'][i] > 0) { + var fmt = Yanfly.Param.EqReqAtMost; + var value1 = this._item.equipRequirements['atMost'][i]; + if (valueA <= value1) { + var value2 = '\\c[' + Yanfly.Param.EqReqPosColor + ']'; + } else { + var value2 = '\\c[' + Yanfly.Param.EqReqNegColor + ']'; + } + value2 += Yanfly.Util.toGroup(valueA) + '\\c[0]'; + value1 = Yanfly.Util.toGroup(value1); + var text = fmt.format(TextManager.param(i), value1, value2); + this.drawTextEx(text, wx, dy); + dy += this.lineHeight(); + } + } + return dy; +}; + +Window_EquipRequirement.prototype.drawSkillRequirements = function(dy) { + if (this._item.equipRequirements['skills'].length <= 0) return dy; + var style = Yanfly.Param.EqReqSkillStyle; + var skills = this._item.equipRequirements['skills']; + var skillTx = Yanfly.Param.EqReqSkillText; + var length = skills.length; + var ww = this.contents.width - this.textPadding(); + this.resetFontSettings(); + this.changePaintOpacity(true); + this.changeTextColor(this.systemColor()); + this.drawText(skillTx, this.textPadding(), dy, ww); + var dx = this.textWidth(skillTx) + this.textPadding(); + ww -= dx; + if (style === 1) { + for (var i = 0; i < length; ++i) { + if (dx + Window_Base._iconHeight > this.contents.width) { + dy += this.lineHeight(); + dx = this.textWidth(skillTx) + this.textPadding(); + } + var skillId = skills[i]; + this.changePaintOpacity(this._actor.isLearnedSkill(skillId)); + var iconIndex = $dataSkills[skillId].iconIndex; + this.drawIcon(iconIndex, dx, dy + 2); + dx += Window_Base._iconHeight; + } + dy += this.lineHeight(); + } else if (style === 2) { + for (var i = 0; i < length; ++i) { + var skillId = skills[i]; + this.changePaintOpacity(this._actor.isLearnedSkill(skillId)); + var item = $dataSkills[skillId]; + this.drawItemName(item, dx, dy, ww); + dy += this.lineHeight(); + } + } else { + this.changeTextColor(this.normalColor()); + for (var i = 0; i < length; ++i) { + var skillId = skills[i]; + this.changePaintOpacity(this._actor.isLearnedSkill(skillId)); + var name = $dataSkills[skillId].name; + this.drawText(name, dx, dy, ww); + dy += this.lineHeight(); + } + } + return dy; +}; + +Window_EquipRequirement.prototype.drawSwitchRequirements = function(dy) { + this.resetFontSettings(); + this.changePaintOpacity(true); + var switches = this._item.equipRequirements['switches']; + var length = switches.length; + for (var i = 0; i < length; ++i) { + var sw = switches[i]; + var name = $dataSystem.switches[sw]; + name = name.replace(/<<(.*?)>>/i, ''); + this.changePaintOpacity($gameSwitches.value(sw)); + this.drawTextEx(name, this.textPadding(), dy); + dy += this.lineHeight(); + } + this.changePaintOpacity(true) + return dy; +}; + +Window_EquipRequirement.prototype.drawCustomText = function(dy) { + if (this._item.customEquipReqText === '') return dy; + this.resetFontSettings(); + this.changePaintOpacity(true); + var text = ''; + var a = this._actor; + var user = this._actor; + var subject = this._actor; + var s = $gameSwitches._data; + var v = $gameVariables._data; + var code = this._item.customEquipReqText; + try { + eval(code); + } catch (e) { + Yanfly.Util.displayError(e, code, 'EQUIP CUSTOM TEXT ERROR'); + } + this.drawTextEx(text, this.textPadding(), dy); + return dy + this.lineHeight(); +}; + +Window_EquipRequirement.prototype.drawNoRequirements = function(dy) { + this.resetFontSettings(); + this.changePaintOpacity(true); + this.changeTextColor(this.normalColor()); + var ww = this.contents.width; + dy += this.lineHeight(); + this.drawText(Yanfly.Param.EqReqNone, 0, dy, ww, 'center'); + return dy; +}; + +//============================================================================= +// Scene_Equip +//============================================================================= + +Yanfly.EqReq.Scene_Equip_createCompareWindow = + Scene_Equip.prototype.createCompareWindow; +Scene_Equip.prototype.createCompareWindow = function() { + Yanfly.EqReq.Scene_Equip_createCompareWindow.call(this); + if (Yanfly.Param.EqReqWindow) this.createRequirementWindow(); +}; + +Yanfly.EqReq.Scene_Equip_refreshActor = + Scene_Equip.prototype.refreshActor; +Scene_Equip.prototype.refreshActor = function() { + Yanfly.EqReq.Scene_Equip_refreshActor.call(this); + if (this._requirementWindow) this._requirementWindow.setActor(this.actor()); +}; + +Yanfly.EqReq.Scene_Equip_commandOptimize = + Scene_Equip.prototype.commandOptimize; +Scene_Equip.prototype.commandOptimize = function() { + $gameTemp._optimizing = true; + Yanfly.EqReq.Scene_Equip_commandOptimize.call(this); + $gameTemp._optimizing = false; + if (this._requirementWindow) this._requirementWindow.refresh(); +}; + +Yanfly.EqReq.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear; +Scene_Equip.prototype.commandClear = function() { + Yanfly.EqReq.Scene_Equip_commandClear.call(this); + if (this._requirementWindow) this._requirementWindow.refresh(); +}; + +Scene_Equip.prototype.createRequirementWindow = function() { + var wx = this._itemWindow.width; + var wy = this._itemWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._itemWindow.height; + this._requirementWindow = new Window_EquipRequirement(wx, wy, ww, wh); + this._slotWindow.setRequirementWindow(this._requirementWindow); + this._itemWindow.setRequirementWindow(this._requirementWindow); + this.addWindow(this._requirementWindow); + this._lowerRightWindows.push(this._requirementWindow); +}; + +Yanfly.EqReq.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel; +Scene_Equip.prototype.onSlotCancel = function() { + Yanfly.EqReq.Scene_Equip_onSlotCancel.call(this); + if (this._requirementWindow) this._requirementWindow.setItem(null); +}; + +//============================================================================= +// Utilities +//============================================================================= + +Yanfly.Util = Yanfly.Util || {}; + +if (!Yanfly.Util.toGroup) { + Yanfly.Util.toGroup = function(inVal) { + return inVal; + } +}; + +Yanfly.Util.displayError = function(e, code, message) { + console.log(message); + console.log(code || 'NON-EXISTENT'); + console.error(e); + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + if (!require('nw.gui').Window.get().isDevToolsOpen()) { + require('nw.gui').Window.get().showDevTools(); + } + } +}; + +//============================================================================= +// End of File +//============================================================================= +}; \ No newline at end of file