From bb8b07cec1237bc49fb7458a27eda88da73a4310 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sat, 8 Apr 2023 19:53:49 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E5=A4=8D=E5=9C=B0=E5=9B=BE=E7=BC=BA?= =?UTF-8?q?=E5=A4=B1=EF=BC=8C=E6=9B=B4=E6=94=B9=E6=95=B0=E5=80=BC=EF=BC=8C?= =?UTF-8?q?=E8=A1=A5=E5=85=85=E5=98=B2=E8=AE=BD=E6=9C=BA=E5=88=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- data/Armors.json | 26 +- data/Classes.json | 4 +- data/Enemies.json | 18 +- data/Map009.json | 1 + data/MapInfos.json | 24 +- data/Skills.json | 42 ++-- data/States.json | 22 +- data/System.json | 2 +- data/Troops.json | 2 +- data/Weapons.json | 32 +-- js/plugins.js | 3 +- js/plugins/YEP_Taunt.js | 520 ++++++++++++++++++++++++++++++++++++++++ 12 files changed, 609 insertions(+), 87 deletions(-) create mode 100644 js/plugins/YEP_Taunt.js diff --git a/data/Armors.json b/data/Armors.json index 97dfef1..1f892fc 100644 --- a/data/Armors.json +++ 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b/js/plugins/YEP_Taunt.js new file mode 100644 index 0000000..745cbcf --- /dev/null +++ b/js/plugins/YEP_Taunt.js @@ -0,0 +1,520 @@ +//============================================================================= +// Yanfly Engine Plugins - Taunt +// YEP_Taunt.js +//============================================================================= + +var Imported = Imported || {}; +Imported.YEP_Taunt = true; + +var Yanfly = Yanfly || {}; +Yanfly.Taunt = Yanfly.Taunt || {}; + +//============================================================================= + /*: + * @plugindesc v1.01 嘲讽★ + * @author Yanfly Engine Plugins + * + * @help + * ============================================================================ + * Introduction + * ============================================================================ + * + * 嘲讽已经成为许多游戏的主流设定。但是对于RPG Maker MV确实没有改良的。通过 + * 这个插件,你可以改变嘲讽的影响 + * 嘲讽为战斗添加了新的技术。当一个单位拥有嘲讽效果,对方必须强制选择此作为 + * 攻击和技能的对象。这导致增加了对其他单元的控制麻烦,并且增加了战斗的深度 + * 。嘲讽被分成物理,魔法和真实打击 + * + * 如果这里多个嘲讽角色,则可以选择任意一个。这就防止了战斗进程的卡死。 + * + * ============================================================================ + * Notetags + * ============================================================================ + * + * 下面是一些你可以添加进入你的数据库的嘲讽特点。 + * + * Actor, Class, Weapon, Armor, State, Enemy Notetags: + * + * + * 这标签可以设置接受嘲讽的攻击 + * These three notetags enable the database object of choice to have the + * respective taunt mechanic against those types of actions. Physical taunts + * will cause the user to aggro all physical type of actions from the rival + * team. The same goes for magical taunts and certain taunts of their nature. + * + * + * + * 这标签可以设置不接受嘲讽的攻击 + * This nullifies the respective taunt trait on the user (not the attacker). + * What this means is if a user originally has taunt through some form or + * means, having a null taunt trait applied will remove that taunt effect and + * the user will be treated as a normal target. + * + * + * + * 这标签可以设置忽略嘲讽的攻击 + * This allows an attacker with this trait to ignore any taunts of the + * respective nature and gain access to all possible targets as if no taunts + * are in place. + * + * Skill and Item Notetag: + * 这可以让技能或者物品忽略嘲讽 + * This causes this skill/item to ignore taunts altogether and the skill/item + * is able to select single targets as if no taunts existed on the field. + * + * ============================================================================ + * Changelog + * ============================================================================ + * + * Version 1.01: + * - Updated for RPG Maker MV version 1.1.0. + * + * Version 1.00: + * - Finished Plugin! + */ +//============================================================================= + +//============================================================================= +// DataManager +//============================================================================= + +Yanfly.Taunt.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; +DataManager.isDatabaseLoaded = function() { + if (!Yanfly.Taunt.DataManager_isDatabaseLoaded.call(this)) return false; + if (!Yanfly._loaded_YEP_Taunt) { + this.processTauntNotetags1($dataActors); + this.processTauntNotetags1($dataClasses); + this.processTauntNotetags1($dataWeapons); + this.processTauntNotetags1($dataArmors); + this.processTauntNotetags1($dataStates); + this.processTauntNotetags1($dataEnemies); + this.processTauntNotetags2($dataSkills); + this.processTauntNotetags2($dataEnemies); + Yanfly._loaded_YEP_Taunt = true; + } + return true; +}; + +DataManager.processTauntNotetags1 = function(group) { + var note1 = /<(?:PHYSICAL TAUNT)>/i; + var note2 = /<(?:MAGICAL TAUNT)>/i; + var note3 = /<(?:CERTAIN TAUNT)>/i; + var note4 = /<(?:NULL PHYSICAL TAUNT)>/i; + var note5 = /<(?:NULL MAGICAL TAUNT)>/i + var note6 = /<(?:NULL CERTAIN TAUNT)>/i + var note7 = /<(?:IGNORE PHYSICAL TAUNT)>/i + var note8 = /<(?:IGNORE MAGICAL TAUNT)>/i + var note9 = /<(?:IGNORE CERTAIN TAUNT)>/i + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.physTaunt = false; + obj.magicTaunt = false; + obj.certainTaunt = false; + + obj.nullPhysTaunt = false; + obj.nullMagicTaunt = false; + obj.nullCertainTaunt = false; + + obj.ignorePhysTaunt = false; + obj.ignoreMagicTaunt = false; + obj.ignoreCertainTaunt = false; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(note1)) { + obj.physTaunt = true; + } else if (line.match(note2)) { + obj.magicTaunt = true; + } else if (line.match(note3)) { + obj.certainTaunt = true; + } else if (line.match(note4)) { + obj.nullPhysTaunt = true; + } else if (line.match(note5)) { + obj.nullMagicTaunt = true; + } else if (line.match(note6)) { + obj.nullCertainTaunt = true; + } else if (line.match(note7)) { + obj.ignorePhysTaunt = true; + } else if (line.match(note8)) { + obj.ignoreMagicTaunt = true; + } else if (line.match(note9)) { + obj.ignoreCertainTaunt = true; + } + } + } +}; + +DataManager.processTauntNotetags2 = function(group) { + var note1 = /<(?:BYPASS TAUNT)>/i; + for (var n = 1; n < group.length; n++) { + var obj = group[n]; + var notedata = obj.note.split(/[\r\n]+/); + + obj.bypassTaunt = false; + + for (var i = 0; i < notedata.length; i++) { + var line = notedata[i]; + if (line.match(note1)) { + obj.bypassTaunt = true; + } + } + } +}; + +//============================================================================= +// Game_BattlerBase +//============================================================================= + +Game_BattlerBase.prototype.tauntPhysical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.physTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.tauntMagical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.magicTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.tauntCertain = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.certainTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.nullTauntPhysical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.nullPhysTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.nullTauntMagical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.nullMagicTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.nullTauntCertain = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.nullCertainTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.ignoreTauntPhysical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.ignorePhysTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.ignoreTauntMagical = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.ignoreMagicTaunt) return true; + } + return false; +}; + +Game_BattlerBase.prototype.ignoreTauntCertain = function() { + for (var i = 0; i < this.states().length; ++i) { + var state = this.states()[i]; + if (state.ignoreCertainTaunt) return true; + } + return false; +}; + +//============================================================================= +// Game_Actor +//============================================================================= + +Game_Actor.prototype.tauntPhysical = function() { + if (this.nullTauntPhysical()) return false; + if (this.actor().physTaunt) return true; + if (this.currentClass().physTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.physTaunt) return true; + } + return Game_BattlerBase.prototype.tauntPhysical.call(this); +}; + +Game_Actor.prototype.tauntMagical = function() { + if (this.nullTauntMagical()) return false; + if (this.actor().magicTaunt) return true; + if (this.currentClass().magicTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.magicTaunt) return true; + } + return Game_BattlerBase.prototype.tauntMagical.call(this); +}; + +Game_Actor.prototype.tauntCertain = function() { + if (this.nullTauntCertain()) return false; + if (this.actor().certainTaunt) return true; + if (this.currentClass().certainTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.certainTaunt) return true; + } + return Game_BattlerBase.prototype.tauntCertain.call(this); +}; + +Game_Actor.prototype.nullTauntPhysical = function() { + if (this.actor().nullPhysTaunt) return true; + if (this.currentClass().nullPhysTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.nullPhysTaunt) return true; + } + return Game_BattlerBase.prototype.nullTauntPhysical.call(this); +}; + +Game_Actor.prototype.nullTauntMagical = function() { + if (this.actor().nullMagicTaunt) return true; + if (this.currentClass().nullMagicTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.nullMagicTaunt) return true; + } + return Game_BattlerBase.prototype.nullTauntMagical.call(this); +}; + +Game_Actor.prototype.nullTauntCertain = function() { + if (this.actor().nullCertainTaunt) return true; + if (this.currentClass().nullCertainTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.nullCertainTaunt) return true; + } + return Game_BattlerBase.prototype.nullTauntCertain.call(this); +}; + +Game_Actor.prototype.ignoreTauntPhysical = function() { + if (this.actor().ignorePhysTaunt) return true; + if (this.currentClass().ignorePhysTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.ignorePhysTaunt) return true; + } + return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this); +}; + +Game_Actor.prototype.ignoreTauntMagical = function() { + if (this.actor().ignoreMagicTaunt) return true; + if (this.currentClass().ignoreMagicTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.ignoreMagicTaunt) return true; + } + return Game_BattlerBase.prototype.ignoreTauntMagical.call(this); +}; + +Game_Actor.prototype.ignoreTauntCertain = function() { + if (this.actor().ignoreCertainTaunt) return true; + if (this.currentClass().ignoreCertainTaunt) return true; + for (var i = 0; i < this.equips().length; ++i) { + var equip = this.equips()[i]; + if (equip && equip.ignoreCertainTaunt) return true; + } + return Game_BattlerBase.prototype.ignoreTauntCertain.call(this); +}; + +//============================================================================= +// Game_Enemy +//============================================================================= + +Game_Enemy.prototype.tauntPhysical = function() { + if (this.nullTauntPhysical()) return false; + if (this.enemy().physTaunt) return true; + return Game_BattlerBase.prototype.tauntPhysical.call(this); +}; + +Game_Enemy.prototype.tauntMagical = function() { + if (this.nullTauntMagical()) return false; + if (this.enemy().magicTaunt) return true; + return Game_BattlerBase.prototype.tauntMagical.call(this); +}; + +Game_Enemy.prototype.tauntCertain = function() { + if (this.nullTauntCertain()) return false; + if (this.enemy().certainTaunt) return true; + return Game_BattlerBase.prototype.tauntCertain.call(this); +}; + +Game_Enemy.prototype.nullTauntPhysical = function() { + if (this.enemy().nullPhysTaunt) return true; + return Game_BattlerBase.prototype.nullTauntPhysical.call(this); +}; + +Game_Enemy.prototype.nullTauntMagical = function() { + if (this.enemy().nullMagicTaunt) return true; + return Game_BattlerBase.prototype.nullTauntMagical.call(this); +}; + +Game_Enemy.prototype.nullTauntCertain = function() { + if (this.enemy().nullCertainTaunt) return true; + return Game_BattlerBase.prototype.nullTauntCertain.call(this); +}; + +Game_Enemy.prototype.ignoreTauntPhysical = function() { + if (this.enemy().ignorePhysTaunt) return true; + return Game_BattlerBase.prototype.ignoreTauntPhysical.call(this); +}; + +Game_Enemy.prototype.ignoreTauntMagical = function() { + if (this.enemy().ignoreMagicTaunt) return true; + return Game_BattlerBase.prototype.ignoreTauntMagical.call(this); +}; + +Game_Enemy.prototype.ignoreTauntCertain = function() { + if (this.enemy().nullCertainTaunt) return true; + return Game_BattlerBase.prototype.ignoreTauntCertain.call(this); +}; + +//============================================================================= +// Game_Unit +//============================================================================= + +Yanfly.Taunt.Game_Unit_aliveMembers = Game_Unit.prototype.aliveMembers; +Game_Unit.prototype.aliveMembers = function() { + if (this._inBattle && $gameTemp._taunt) return this.tauntMembers(); + return Yanfly.Taunt.Game_Unit_aliveMembers.call(this); +}; + +Game_Unit.prototype.physicalTauntMembers = function() { + return this.members().filter(function(member) { + return member.isAlive() && member.tauntPhysical(); + }); +}; + +Game_Unit.prototype.magicalTauntMembers = function() { + return this.members().filter(function(member) { + return member.isAlive() && member.tauntMagical(); + }); +}; + +Game_Unit.prototype.certainTauntMembers = function() { + return this.members().filter(function(member) { + return member.isAlive() && member.tauntCertain(); + }); +}; + +Game_Unit.prototype.tauntMembers = function() { + var action; + if ($gameTemp._tauntAction) { + action = $gameTemp._tauntAction; + } else if (BattleManager.inputtingAction()) { + action = BattleManager.inputtingAction(); + } else { + return Yanfly.Taunt.Game_Unit_aliveMembers.call(this); + } + if (!action.isTauntable()) { + return Yanfly.Taunt.Game_Unit_aliveMembers.call(this); + } + if (action.isPhysical() && this.physicalTauntMembers().length > 0) { + return this.physicalTauntMembers(); + } else if (action.isMagical() && this.magicalTauntMembers().length > 0) { + return this.magicalTauntMembers(); + } else if (action.isCertainHit() && this.certainTauntMembers().length > 0) { + return this.certainTauntMembers(); + } + return Yanfly.Taunt.Game_Unit_aliveMembers.call(this); +}; + +//============================================================================= +// Game_Action +//============================================================================= + +Yanfly.Taunt.Game_Action_makeTargets = + Game_Action.prototype.makeTargets; +Game_Action.prototype.makeTargets = function() { + if (this.isValid() && this.isTauntable()) { + $gameTemp._taunt = true; + $gameTemp._tauntAction = this; + } + var value = Yanfly.Taunt.Game_Action_makeTargets.call(this); + if (this.isValid() && this.isTauntable()) { + $gameTemp._taunt = false; + } + $gameTemp._tauntAction = undefined; + return value; +}; + +Game_Action.prototype.isTauntable = function() { + if (!this.checkItemScope([1])) return false; + if (this.item().bypassTaunt) return false; + if (this.isPhysical() && this.subject().ignoreTauntPhysical()) return false; + if (this.isMagical() && this.subject().ignoreTauntMagical()) return false; + if (this.isCertainHit() && this.subject().ignoreTauntCertain()) return false; + return true; +}; + +Yanfly.Taunt.Game_Action_targetsForOpponents = + Game_Action.prototype.targetsForOpponents; +Game_Action.prototype.targetsForOpponents = function() { + var targets = Yanfly.Taunt.Game_Action_targetsForOpponents.call(this); + if (this.isValid() && this.isTauntable() && $gameTemp._taunt) { + if (this.isForOne() && this._targetIndex >= 0) { + targets = this.getTauntTarget(targets); + } + }; + return targets; +}; + +Game_Action.prototype.getTauntTarget = function(targets) { + var unit = this.opponentsUnit(); + var target = unit.smoothTarget(this._targetIndex); + if (this.isPhysical() && unit.physicalTauntMembers().length > 0) { + if (!unit.physicalTauntMembers().contains(target)) { + var group = unit.physicalTauntMembers(); + target = group[Math.floor(Math.random()*group.length)]; + targets = [target]; + } + } else if (this.isMagical() && unit.magicalTauntMembers().length > 0) { + if (!unit.magicalTauntMembers().contains(target)) { + var group = unit.magicalTauntMembers(); + target = group[Math.floor(Math.random()*group.length)]; + targets = [target]; + } + } else if (this.isCertainHit() && unit.certainTauntMembers().length > 0) { + if (!unit.certainTauntMembers().contains(target)) { + var group = unit.certainTauntMembers(); + target = group[Math.floor(Math.random()*group.length)]; + targets = [target]; + } + } + return targets; +}; + +//============================================================================= +// Scene_Battle +//============================================================================= + +Yanfly.Taunt.Scene_Battle_selectEnemySelection = + Scene_Battle.prototype.selectEnemySelection; +Scene_Battle.prototype.selectEnemySelection = function() { + $gameTemp._taunt = true; + Yanfly.Taunt.Scene_Battle_selectEnemySelection.call(this); + $gameTemp._taunt = false; +}; + +//============================================================================= +// End of File +//=============================================================================