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ycrpg/js/plugins/SF_StateSuperpose.js

100 lines
4.0 KiB
JavaScript

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//=============================================================================
// Salted Fish Plugins - State Superpose
// SF_StateSuperpose.js
//=============================================================================
"use strict";
var Imported = Imported || {};
Imported.SF_StateSuperpose = true;
var SF_Plugins = SF_Plugins || {};
//=============================================================================
/*:
* @plugindesc 状态叠加插件
* @author Salted Fish
*
* @help
* ============================================================================
* 介绍
* ============================================================================
* 获得同类状态时,将已有的同类状态持续时间刷新到与新获得的同类状态一致
*
* 使用 状态ID 作为状态的类别标识。
*
* ============================================================================
* 使用
* ============================================================================
* <SF_StatesSuperpose: 状态ID>
*
* ============================================================================
* 举例
* ============================================================================
* 定义五个状态
* 1.a 抓伤a
* 1.b 抓伤b
* 1.c 抓伤c
* 1.d 抓伤d
* 1.e 抓伤e
*
* 插件需要实现的效果是:
* 在拥有1.a 抓伤a的情况下获得1.e抓伤e
* 则将1.a抓伤a的持续回合数刷新到与1.e抓伤e相同
*
* 在拥有1.b 抓伤b和1.d 抓伤d的情况下获得1.a 抓伤a
* 则将1.b 抓伤b和1.d 抓伤d的持续回合数刷新到与1.a 抓伤a相同
*
* ============================================================================
* 已知问题
* ============================================================================
* - 与状态覆盖插件不兼容,不能两个状态既属于需要覆盖的,又属于需要叠加的。
* 如果出现这种情况,取决于在插件列表中的顺序,行为暂时不可预测
*
*/
//=============================================================================
SF_Plugins.SF_StateSuperpose = SF_Plugins.SF_StateSuperpose || {};
SF_Plugins.SF_StateSuperpose.version = 1.0;
//=============================================================================
// DataManager
//=============================================================================
SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded.call(this)) return false;
if (!this.SF_StateSuperpose_isDatabaseLoaded($dataStates)) return false;
return true;
};
DataManager.SF_StateSuperpose_isDatabaseLoaded = function (group) {
var note = /<SF_StateSuperpose:\s*?(\d+)\s*?>/i;
for (var i = 1; i < group.length; i++) {
var obj = group[i];
var noteData = obj.note.split(/[\r\n]+/);
for (var j = 0; j < noteData.length; j++) {
var line = noteData[j];
if (line.match(note)) {
obj.SF_StateSuperpose_ID = RegExp.$1;
}
}
}
return true;
};
//=============================================================================
// Game_Battler
//=============================================================================
SF_Plugins.SF_StateSuperpose.GameBattler_addState = Game_Battler.prototype.addState;
Game_Battler.prototype.addState = function (stateId) {
SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId);
var stateSuperpose_ID = $dataStates[stateId].SF_StateSuperpose_ID;
if (this.result().isStateAdded(stateId) && stateSuperpose_ID !== undefined) {
var turns = this._stateTurns[stateId];
this.states().forEach(function (state) {
if (state.SF_StateSuperpose_ID === stateSuperpose_ID) {
SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId);
this._stateTurns[state.id] = turns;
}
}, this);
}
};