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//=============================================================================
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// Salted Fish Plugins - State Superpose
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// SF_StateSuperpose.js
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//=============================================================================
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"use strict";
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var Imported = Imported || {};
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Imported.SF_StateSuperpose = true;
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var SF_Plugins = SF_Plugins || {};
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//=============================================================================
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/*:
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* @plugindesc 状态叠加插件
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* @author Salted Fish
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*
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* @help
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* ============================================================================
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* 介绍
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* ============================================================================
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* 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
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*
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* 使用 状态ID 作为状态的类别标识。
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*
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* ============================================================================
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* 使用
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* ============================================================================
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* <SF_StatesSuperpose: 状态ID>
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*
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* ============================================================================
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* 举例
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* ============================================================================
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* 定义五个状态
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* 1.a 抓伤a
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* 1.b 抓伤b
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* 1.c 抓伤c
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* 1.d 抓伤d
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* 1.e 抓伤e
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*
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* 插件需要实现的效果是:
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* 在拥有1.a 抓伤a的情况下,获得1.e抓伤e,
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* 则将1.a抓伤a的持续回合数刷新到与1.e抓伤e相同
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*
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* 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,
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* 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
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*
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* ============================================================================
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* 已知问题
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* ============================================================================
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* - 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。
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* 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
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*
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*/
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//=============================================================================
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SF_Plugins.SF_StateSuperpose = SF_Plugins.SF_StateSuperpose || {};
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SF_Plugins.SF_StateSuperpose.version = 1.0;
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//=============================================================================
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// DataManager
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//=============================================================================
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SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!SF_Plugins.SF_StateSuperpose.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!this.SF_StateSuperpose_isDatabaseLoaded($dataStates)) return false;
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return true;
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};
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DataManager.SF_StateSuperpose_isDatabaseLoaded = function (group) {
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var note = /<SF_StateSuperpose:\s*?(\d+)\s*?>/i;
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for (var i = 1; i < group.length; i++) {
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var obj = group[i];
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var noteData = obj.note.split(/[\r\n]+/);
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for (var j = 0; j < noteData.length; j++) {
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var line = noteData[j];
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if (line.match(note)) {
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obj.SF_StateSuperpose_ID = RegExp.$1;
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}
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}
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}
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return true;
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};
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//=============================================================================
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// Game_Battler
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//=============================================================================
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SF_Plugins.SF_StateSuperpose.GameBattler_addState = Game_Battler.prototype.addState;
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Game_Battler.prototype.addState = function (stateId) {
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SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId);
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var stateSuperpose_ID = $dataStates[stateId].SF_StateSuperpose_ID;
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if (this.result().isStateAdded(stateId) && stateSuperpose_ID !== undefined) {
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var turns = this._stateTurns[stateId];
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this.states().forEach(function (state) {
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if (state.SF_StateSuperpose_ID === stateSuperpose_ID) {
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SF_Plugins.SF_StateSuperpose.GameBattler_addState.call(this, stateId);
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this._stateTurns[state.id] = turns;
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}
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}, this);
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}
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};
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