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//=============================================================================
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// Yanfly Engine Plugins - Target Core
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// YEP_TargetCore.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_TargetCore = true;
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var Yanfly = Yanfly || {};
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Yanfly.Target = Yanfly.Target || {};
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Yanfly.Target.version = 1.03;
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//=============================================================================
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/*:
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* @plugindesc v1.03 目标核心☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---战斗引擎---
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* @default
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*
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* @param Everybody Text
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* @text 所有人的帮助文本
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* @desc The help text for Everybody scope.
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* @default 所有队友和敌人
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*
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* @param All But User Text
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* @text 除用户帮助文本外的所有文本
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* @desc The help text for all All But User scope.
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* %1 - Allies %2 - User
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* @default All %1 But %2
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*
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* @param Random Any Text
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* @text 任意帮助文本
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* @desc The help text used for the Random Any scope.
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* %1 - Number
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* @default %1 Random
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*
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* @param ---倍数---
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* @default
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*
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* @param Multiple Text
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* @text 多文本
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* @desc The help text used for Multiple of x scope.
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* %1 - Targets %2 - Parameters %3 - Number
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* @default %1 with %2 as a Multiple of %3
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*
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* @param Multiple Everybody
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* @text 多人
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* @desc The text to use for Everybody in this format.
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* @default Anyone
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*
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* @param Multiple Allies
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* @text 多个队友
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* @desc The text to use for Allies in this format.
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* @default Any Ally
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*
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* @param Multiple Foes
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* @text 多个敌人
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* @desc The text to use for Foes in this format.
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* @default Any Foe
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*
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* @param ---成排---
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* @default
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*
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* @param Target Row Text
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* @text 目标行文本
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* @desc The help text used to target the target's row.
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* %1 - Target Name
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* @default %1's Row
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*
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* @param Front Row Text
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* @text 前排文字
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* @desc The help text used to target the front row.
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* %1 - Target Type
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* @default %1 Front Row
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*
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* @param Back Row Text
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* @text 后排文本
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* @desc The help text used to target the back row.
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* %1 - Target Type
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* @default %1 Back Row
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*
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* @param Specific Row Text
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* @text 特定行文本
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* @desc The help text used to target specific rows.
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* %1 - Target Type
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* @default Specific %1 Row
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*
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* @param Row Enemies
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* @text 排敌人
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* @desc The help text used for enemies for Row Targets.
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* @default Enemy
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*
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* @param Row Allies
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* @text 排队友
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* @desc The help text used for enemies for Row Targets.
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* @default Allied
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* 这个插件独立于YEP_BattleEngineCore.js,如果你想使用额外的效果,请放于
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* YEP_BattleEngineCore.js下面
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*
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* 目标核心插件是用来拓展目标范围的。这个插件可以让你使用目标范围,可以结合
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* 编队插件一起使用
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* 如果你想定义你技能或者物品的攻击范围,可以使用这些标签:
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*
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* Skill and Item Notetags:
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*
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* <Repeat: x> 重复x次
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* This determines the number of times an action is repeatedly used on each
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* target. This can go beyond the default editor's limit of 9.
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*
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* <Target: Everybody> 目标所有人
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* This targets all alive opponent and friendly members with the user being
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* the very last target.
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*
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* <Target: x Random Any> 随机目标
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* This adds x random alive opponents and/or allies.
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*
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* <Target: Target All Foes> 所有敌方
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* This targets a single foe and then adds all alive opponent members.
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*
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* <Target: Target x Random Foes> 随机敌方
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* This targets a single foe and then adds x random alive opponent members.
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*
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* <Target: x Random Foes> 随机敌方
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* This adds x random alive opponent members. This can go beyond the editor's
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* default limit of 4 randomf oes.
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*
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* <Target: All Allies But User> 除了使用者的其余队友
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* This will target all friendly alive members except for the user.
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*
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* <Target: Target All Allies> 所有队友
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* This will target a single ally and then adds all alive friendly members.
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*
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* <Target: Target x Random Allies> 随机队友
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* This will target a single ally and then adds x random alive allies.
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*
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* <Target: x Random Allies> 随机角色
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* This adds x random alive allied members.
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*
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* <Target: Everybody param Multiple Of x> 符合特定状态的角色
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* Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
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* 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
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* indiscriminately target any living battler on the battlefield whose
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* parameter value is a multiple of x.
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* *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.
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*
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* <Target: Allies param Multiple Of x> 符合特定状态的队友
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* Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
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* 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
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* target any living allied party member on the battlefield whose parameter
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* value is a multiple of x.
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* *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.
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*
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* <Target: Foes param Multiple Of x> 符合特定状态的敌方
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* Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
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* 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
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* target any living enemy battler on the battlefield whose parameter value
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* is a multiple of x.
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* *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.
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*
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* --- YEP_RowFormation.js and YEP_BattleEngineCore.js Required ---
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*
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* <Target: Enemy Row> 目标敌人排
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* This will target the enemy row equal to that of the currently selected
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* target enemy. The entire row will be selected as a whole.
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*
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* <Target: Enemy Row x> 目标敌人x排
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* This will target specifically the enemy row x for the enemy unit. The
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* entire row will be selected as a whole.
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*
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* <Target: Front Enemy Row> 目标敌人前
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* This will target the front-most enemy row with alive members. If there is
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* a row without any alive members, this will target the next row with an
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* alive member.
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*
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* <Target: Back Enemy Row> 目标敌人后排
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* This will target the back-most enemy row with alive members. If there is
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* a row without any alive members, this will target the next row with an
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* alive member.
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*
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* <Target: Ally Row> 队友排列
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* This will target the enemy row equal to that of the currently selected
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* target enemy. The entire row will be selected as a whole.
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*
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* <Target: Ally Row x> 队友x排
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* This will target specifically the allied row x for the allied unit. The
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* entire row will be selected as a whole.
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*
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* <Target: Front Ally Row> 队友前排
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* This will target the front-most ally row with alive members. If there is
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* a row without any alive members, this will target the next row with an
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* alive member.
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*
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* <Target: Back Ally Row> 队友后排
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* This will target the back-most ally row with alive members. If there is
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* a row without any alive members, this will target the next row with an
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* alive member.
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*
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* ============================================================================
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* Lunatic Mode - Custom Target Help Text
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* ============================================================================
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*
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* For users that are proficient with JavaScript, these notetags can be used to
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* provide custom help window text if you are also the Battle Engine Core.
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*
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* Skill and Item Notetags:
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*
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* <Custom Target Text>
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* text = $gameActors.actor(1).name();
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* text += ' and ' + $gameActors.actor(2).name();
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* </Custom Target Text>
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* The 'text' variable is the text that will appear in the help window. Any
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* changes made to it will be what is visibly displayed.
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*
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* ============================================================================
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* Lunatic Mode - Custom Target Eval
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* ============================================================================
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*
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* For users that are proficient with JavaScript, these notetags can be used to
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* make custom target selections. For the targeting aspect, this will refer to
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* the skill/item's current scope and the targets made here will be made
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* independent of the scope with the exception of the target, where if a target
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* is selected, it will become the 'target' value.
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*
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* <Custom Target Eval>
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* for (var i = 0; i < foes.aliveMembers().length; ++i) {
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* var member = foes.aliveMembers()[i];
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* if (member.level % 3 === 0) targets.push(member);
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* }
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* </Custom Target Eval>
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* The 'targets' variable is an array that determines which are the targets
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* to be used during the selection process. Push the desired targets into
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* the 'targets' array.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.03:
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* - Lunatic Mode fail safes added.
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*
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* Version 1.02a:
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* - <Target: Everybody> will now have allies highlighted as well.
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* - <Target: Enemy Row> and <Target: Ally Row> will no longer highlight edead
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* enemies causing them to reappear.
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*
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* Version 1.01:
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* - Updated for RPG Maker MV version 1.1.0.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_TargetCore');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.BECHlpEverybodyTx = String(Yanfly.Parameters['Everybody Text']);
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Yanfly.Param.BECHlpAllBTx = String(Yanfly.Parameters['All But User Text']);
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Yanfly.Param.BECHlpRandomAnyTx = String(Yanfly.Parameters['Random Any Text']);
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Yanfly.Param.TargetMultipleTx = String(Yanfly.Parameters['Multiple Text']);
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Yanfly.Param.TargetMultiEvery = String(Yanfly.Parameters['Multiple Everybody']);
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Yanfly.Param.TargetMultiAllies = String(Yanfly.Parameters['Multiple Allies']);
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Yanfly.Param.TargetMultiFoes = String(Yanfly.Parameters['Multiple Foes']);
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Yanfly.Param.TargetHlpRowTx = String(Yanfly.Parameters['Target Row Text']);
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Yanfly.Param.TargetFrontRow = String(Yanfly.Parameters['Front Row Text']);
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Yanfly.Param.TargetBackRow = String(Yanfly.Parameters['Back Row Text']);
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Yanfly.Param.TargetSpcRow = String(Yanfly.Parameters['Specific Row Text']);
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Yanfly.Param.TargetRowEnemies = String(Yanfly.Parameters['Row Enemies']);
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Yanfly.Param.TargetRowAllies = String(Yanfly.Parameters['Row Allies']);
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.Target.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.Target.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Imported.YEP_BattleEngineCore) {
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this.processTargetNotetags1($dataSkills);
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this.processTargetNotetags1($dataItems);
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}
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return true;
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};
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if (Imported.YEP_BattleEngineCore) {
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Yanfly.Target.DataManager_processMELODYNotetags =
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DataManager.processMELODYNotetags;
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DataManager.processMELODYNotetags = function(group) {
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this.processTargetNotetags1(group);
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Yanfly.Target.DataManager_processMELODYNotetags.call(this, group);
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};
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Yanfly.Target.DataManager_addActionEffects = DataManager.addActionEffects;
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DataManager.addActionEffects = function(obj, array) {
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this.processTargetRepeatNotetags(obj);
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Yanfly.Target.DataManager_addActionEffects.call(this, obj, array);
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};
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Yanfly.Target.DataManager_isWholeAction = DataManager.isWholeAction;
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DataManager.isWholeAction = function(obj) {
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if (obj.scope === 'MULTIPLE') return true;
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if (obj.scope === 'EVERYBODY') return true;
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if (obj.scope === 'RANDOM ANY') return false;
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if (obj.scope === 'TARGET ALL FOES') return false;
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if (obj.scope === 'TARGET RANDOM FOES') return false;
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if (obj.scope === 'ALL BUT USER') return true;
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if (obj.scope === 'TARGET ALL ALLIES') return false;
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if (obj.scope === 'TARGET RANDOM ALLIES') return false;
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if (obj.scope === 'RANDOM ALLIES') return false;
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if (obj.scope === 'ENEMY ROW') return true;
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if (obj.scope === 'ALLY ROW') return true;
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if (obj.scope === 'FRONT ENEMY ROW') return true;
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if (obj.scope === 'FRONT ALLY ROW') return true;
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if (obj.scope === 'BACK ENEMY ROW') return true;
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if (obj.scope === 'BACK ALLY ROW') return true;
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if (obj.scope === 'SPECIFIC ENEMY ROW') return true;
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if (obj.scope === 'SPECIFIC ALLY ROW') return true;
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return Yanfly.Target.DataManager_isWholeAction.call(this, obj);
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};
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}; // Imported.YEP_BattleEngineCore
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DataManager.processTargetRepeatNotetags = function(obj) {
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var notedata = obj.note.split(/[\r\n]+/);
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(/<(?:REPEAT|REPEATS|REPEAT TIMES):[ ](\d+)>/i)) {
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obj.repeats = parseInt(RegExp.$1);
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}
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}
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};
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DataManager.processTargetNotetags1 = function(group) {
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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this.makeRandomTargets(obj);
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var evalMode = 'none';
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obj.customTargetText = '';
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obj.customTargetEval = '';
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if (!Imported.YEP_BattleEngineCore) this.processTargetRepeatNotetags(obj);
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(/<(?:TARGET|targets):[ ](.*)>/i)) {
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var type = String(RegExp.$1).toUpperCase();
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this.makeTargetTypes(obj, type);
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} else if (line.match(/<CUSTOM TARGET TEXT>/i)) {
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evalMode = 'custom target text';
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} else if (line.match(/<\/CUSTOM TARGET TEXT>/i)) {
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evalMode = 'none';
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} else if (evalMode === 'custom target text') {
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obj.customTargetText = obj.customTargetText + line + '\n';
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} else if (line.match(/<CUSTOM TARGET EVAL>/i)) {
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evalMode = 'custom target eval';
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} else if (line.match(/<\/CUSTOM TARGET EVAL>/i)) {
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evalMode = 'none';
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} else if (evalMode === 'custom target eval') {
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obj.customTargetEval = obj.customTargetEval + line + '\n';
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}
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}
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}
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};
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DataManager.makeRandomTargets = function(obj) {
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obj.randomTargets = 0;
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if ([3, 4, 5, 6].contains(obj.scope)) {
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obj.randomTargets = obj.scope - 2;
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}
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};
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DataManager.makeTargetTypes = function(obj, type) {
|
|
|
if (type.match(/(.*?)[ ](.*?)[ ]MULTIPLE OF[ ](\d+)/i)) {
|
|
|
var targets = String(RegExp.$1).toUpperCase();
|
|
|
var stat = String(RegExp.$2).toUpperCase();
|
|
|
var number = Math.max(0, parseInt(RegExp.$3));
|
|
|
this.makeTargetMultipleOfType(obj, targets, stat, number);
|
|
|
} else if (type.match(/EVERYBODY/i)) {
|
|
|
obj.scope = 'EVERYBODY';
|
|
|
} else if (type.match(/(\d+)[ ]RANDOM ANY/i)) {
|
|
|
obj.randomTargets = parseInt(RegExp.$1);
|
|
|
obj.scope = 'RANDOM ANY';
|
|
|
} else if (type.match(/TARGET ALL FOE/i)) {
|
|
|
obj.scope = 'TARGET ALL FOES';
|
|
|
} else if (type.match(/TARGET[ ](\d+)[ ]RANDOM FOE/i)) {
|
|
|
obj.randomTargets = parseInt(RegExp.$1);
|
|
|
obj.scope = 'TARGET RANDOM FOES';
|
|
|
} else if (type.match(/(\d+)[ ]RANDOM FOE/i)) {
|
|
|
obj.randomTargets = parseInt(RegExp.$1);
|
|
|
obj.scope = 3;
|
|
|
} else if (type.match(/ALL BUT USER/i)) {
|
|
|
obj.scope = 'ALL BUT USER';
|
|
|
} else if (type.match(/ALL ALLIES BUT USER/i)) {
|
|
|
obj.scope = 'ALL BUT USER';
|
|
|
} else if (type.match(/TARGET ALL ALL/i)) {
|
|
|
obj.scope = 'TARGET ALL ALLIES';
|
|
|
} else if (type.match(/TARGET[ ](\d+)[ ]RANDOM ALL/i)) {
|
|
|
obj.randomTargets = parseInt(RegExp.$1);
|
|
|
obj.scope = 'TARGET RANDOM ALLIES';
|
|
|
} else if (type.match(/(\d+)[ ]RANDOM ALL/i)) {
|
|
|
obj.randomTargets = parseInt(RegExp.$1);
|
|
|
obj.scope = 'RANDOM ALLIES';
|
|
|
} else if (type.match(/FRONT ENEMY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'FRONT ENEMY ROW';
|
|
|
} else if (type.match(/FRONT ALLY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'FRONT ALLY ROW';
|
|
|
} else if (type.match(/BACK ENEMY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'BACK ENEMY ROW';
|
|
|
} else if (type.match(/BACK ALLY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'BACK ALLY ROW';
|
|
|
} else if (type.match(/ENEMY ROW[ ](\d+)/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'SPECIFIC ENEMY ROW';
|
|
|
obj.rowTarget = parseInt(RegExp.$1).clamp(1, 10);
|
|
|
} else if (type.match(/ALLY ROW[ ](\d+)/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'SPECIFIC ALLY ROW';
|
|
|
obj.rowTarget = parseInt(RegExp.$1).clamp(1, 10);
|
|
|
} else if (type.match(/ENEMY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'ENEMY ROW';
|
|
|
} else if (type.match(/ALLY ROW/i)) {
|
|
|
if (!Imported.YEP_RowFormation) return;
|
|
|
obj.scope = 'ALLY ROW';
|
|
|
}
|
|
|
};
|
|
|
|
|
|
DataManager.makeTargetMultipleOfType = function(obj, targets, stat, number) {
|
|
|
obj.multipleOf = [];
|
|
|
if (['ALL', 'ANY', 'ANYBODY', 'EVERYBODY'].contains(targets)) {
|
|
|
obj.multipleOf.push('EVERYBODY');
|
|
|
} else if (['ALLY', 'ALLIES', 'FRIENDS'].contains(targets)) {
|
|
|
obj.multipleOf.push('FRIENDS');
|
|
|
} else if (['FOE', 'FOES', 'ENEMIES', 'OPPONENTS'].contains(targets)) {
|
|
|
obj.multipleOf.push('OPPONENTS');
|
|
|
} else {
|
|
|
return;
|
|
|
}
|
|
|
if (['MAXHP', 'MAX HP'].contains(stat)) {
|
|
|
obj.multipleOf.push(0);
|
|
|
} else if (['MAXMP', 'MAX MP', 'MAXSP', 'MAX SP'].contains(stat)) {
|
|
|
obj.multipleOf.push(1);
|
|
|
} else if (['ATK', 'STR'].contains(stat)) {
|
|
|
obj.multipleOf.push(2);
|
|
|
} else if (['DEF'].contains(stat)) {
|
|
|
obj.multipleOf.push(3);
|
|
|
} else if (['MAT', 'INT'].contains(stat)) {
|
|
|
obj.multipleOf.push(4);
|
|
|
} else if (['MDF', 'RES'].contains(stat)) {
|
|
|
obj.multipleOf.push(5);
|
|
|
} else if (['AGI', 'SPD'].contains(stat)) {
|
|
|
obj.multipleOf.push(6);
|
|
|
} else if (['LUK'].contains(stat)) {
|
|
|
obj.multipleOf.push(7);
|
|
|
} else if (['LEVEL', 'LV', 'LVL'].contains(stat)) {
|
|
|
obj.multipleOf.push('LEVEL');
|
|
|
} else if (['HP'].contains(stat)) {
|
|
|
obj.multipleOf.push('HP');
|
|
|
} else if (['MP'].contains(stat)) {
|
|
|
obj.multipleOf.push('MP');
|
|
|
} else if (['TP'].contains(stat)) {
|
|
|
obj.multipleOf.push('TP');
|
|
|
} else {
|
|
|
return;
|
|
|
}
|
|
|
obj.multipleOf.push(number);
|
|
|
obj.scope = 'MULTIPLE';
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// BattleManager
|
|
|
//=============================================================================
|
|
|
|
|
|
if (Imported.YEP_BattleEngineCore) {
|
|
|
|
|
|
Yanfly.Target.BattleManager_startAllSelection = BattleManager.startAllSelection;
|
|
|
BattleManager.startAllSelection = function() {
|
|
|
if (this.inputtingAction().isForMultiple()) {
|
|
|
var targets = this.inputtingAction().makeMultipleOfTargets();
|
|
|
this._customTargetSelectGroup = targets;
|
|
|
} else if (this.inputtingAction().isForRow()) {
|
|
|
var targets = this.inputtingAction().makeRowTypeTargets();
|
|
|
this._customTargetSelectGroup = targets;
|
|
|
} else {
|
|
|
Yanfly.Target.BattleManager_startAllSelection.call(this);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
}; // Imported.YEP_BattleEngineCore
|
|
|
|
|
|
BattleManager.customTargetSelectGroup = function() {
|
|
|
this._customTargetSelectGroup = this._customTargetSelectGroup || [];
|
|
|
return this._customTargetSelectGroup;
|
|
|
};
|
|
|
|
|
|
BattleManager.clearCustomTargetSelectGroup = function() {
|
|
|
this._customTargetSelectGroup = [];
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Game_System
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Target.Game_System_onBattleStart = Game_System.prototype.onBattleStart;
|
|
|
Game_System.prototype.onBattleStart = function() {
|
|
|
BattleManager.clearCustomTargetSelectGroup();
|
|
|
Yanfly.Target.Game_System_onBattleStart.call(this);
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Game_Battler
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Target.Game_Battler_isSelected = Game_Battler.prototype.isSelected;
|
|
|
Game_Battler.prototype.isSelected = function() {
|
|
|
if (BattleManager.customTargetSelectGroup().length > 0) {
|
|
|
return BattleManager.customTargetSelectGroup().contains(this);
|
|
|
}
|
|
|
return Yanfly.Target.Game_Battler_isSelected.call(this);
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Game_Action
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Target.Game_Action_isForOpponent = Game_Action.prototype.isForOpponent;
|
|
|
Game_Action.prototype.isForOpponent = function() {
|
|
|
if (this.item().scope === 'EVERYBODY') return true;
|
|
|
if (this.item().scope === 'RANDOM ANY') return true;
|
|
|
if (this.item().scope === 'TARGET ALL FOES') return true;
|
|
|
if (this.item().scope === 'TARGET RANDOM FOES') return true;
|
|
|
if (this.item().scope === 'MULTIPLE') {
|
|
|
if (this.item().multipleOf.contains('EVERYBODY')) return true;
|
|
|
if (this.item().multipleOf.contains('OPPONENTS')) return true;
|
|
|
}
|
|
|
if (this.item().scope === 'ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'FRONT ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'BACK ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'SPECIFIC ENEMY ROW') return true;
|
|
|
return Yanfly.Target.Game_Action_isForOpponent.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Game_Action_isForFriend = Game_Action.prototype.isForFriend;
|
|
|
Game_Action.prototype.isForFriend = function() {
|
|
|
if (this.item().scope === 'EVERYBODY') return true;
|
|
|
if (this.item().scope === 'ALL BUT USER') return true;
|
|
|
if (this.item().scope === 'TARGET ALL ALLIES') return true;
|
|
|
if (this.item().scope === 'TARGET RANDOM ALLIES') return true;
|
|
|
if (this.item().scope === 'RANDOM ALLIES') return true;
|
|
|
if (this.item().scope === 'MULTIPLE') {
|
|
|
if (this.item().multipleOf.contains('FRIENDS')) return true;
|
|
|
}
|
|
|
if (this.item().scope === 'ALLY ROW') return true;
|
|
|
if (this.item().scope === 'FRONT ALLY ROW') return true;
|
|
|
if (this.item().scope === 'BACK ALLY ROW') return true;
|
|
|
if (this.item().scope === 'SPECIFIC ALLY ROW') return true;
|
|
|
return Yanfly.Target.Game_Action_isForFriend.call(this);
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForCustom = function() {
|
|
|
if (this.isForEval()) return true;
|
|
|
return typeof this.item().scope === 'string';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForEval = function() {
|
|
|
return this.item().customTargetEval !== '';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForEverybody = function() {
|
|
|
if (this.item().scope === 'MULTIPLE') {
|
|
|
if (this.item().multipleOf.contains('EVERYBODY')) return true;
|
|
|
}
|
|
|
return this.item().scope === 'EVERYBODY';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForRandomAny = function() {
|
|
|
return this.item().scope === 'RANDOM ANY';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForTargetAllFoes = function() {
|
|
|
return this.item().scope === 'TARGET ALL FOES';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForTargetRandomFoes = function() {
|
|
|
return this.item().scope === 'TARGET RANDOM FOES';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForAllButUser = function() {
|
|
|
return this.item().scope === 'ALL BUT USER';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForTargetAllAllies = function() {
|
|
|
return this.item().scope === 'TARGET ALL ALLIES';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForTargetRandomAllies = function() {
|
|
|
return this.item().scope === 'TARGET RANDOM ALLIES';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForRandomAllies = function() {
|
|
|
return this.item().scope === 'RANDOM ALLIES';
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Game_Action_isForRandom = Game_Action.prototype.isForRandom;
|
|
|
Game_Action.prototype.isForRandom = function() {
|
|
|
if (this.item().randomTargets > 0) return true;
|
|
|
return Yanfly.Target.Game_Action_isForRandom.call(this);
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForMultiple = function() {
|
|
|
return this.item().scope === 'MULTIPLE';
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.isForRow = function() {
|
|
|
if (this.item().scope === 'ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'ALLY ROW') return true;
|
|
|
if (this.item().scope === 'FRONT ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'FRONT ALLY ROW') return true;
|
|
|
if (this.item().scope === 'BACK ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'BACK ALLY ROW') return true;
|
|
|
if (this.item().scope === 'SPECIFIC ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'SPECIFIC ALLY ROW') return true;
|
|
|
return false;
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Game_Action_needsSelection = Game_Action.prototype.needsSelection;
|
|
|
Game_Action.prototype.needsSelection = function() {
|
|
|
if (this.item().scope === 'TARGET ALL FOES') return true;
|
|
|
if (this.item().scope === 'TARGET RANDOM FOES') return true;
|
|
|
if (this.item().scope === 'TARGET ALL ALLIES') return true;
|
|
|
if (this.item().scope === 'TARGET RANDOM ALLIES') return true;
|
|
|
if (this.item().scope === 'ENEMY ROW') return true;
|
|
|
if (this.item().scope === 'ALLY ROW') return true;
|
|
|
return Yanfly.Target.Game_Action_needsSelection.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Game_Action_numTargets = Game_Action.prototype.numTargets;
|
|
|
Game_Action.prototype.numTargets = function() {
|
|
|
if (this.isForRandom()) return this.item().randomTargets;
|
|
|
return Yanfly.Target.Game_Action_numTargets.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Game_Action_makeTargets = Game_Action.prototype.makeTargets;
|
|
|
Game_Action.prototype.makeTargets = function() {
|
|
|
var targets = [];
|
|
|
if (!this._forcing && this.subject().isConfused()) {
|
|
|
targets = Yanfly.Target.Game_Action_makeTargets.call(this);
|
|
|
} else if (this.isForCustom()) {
|
|
|
targets = this.makeCustomTargets();
|
|
|
} else {
|
|
|
targets = Yanfly.Target.Game_Action_makeTargets.call(this);
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.makeCustomTargets = function() {
|
|
|
var targets = [];
|
|
|
if (this.isForEval()) {
|
|
|
targets = this.makeEvalTargets();
|
|
|
} else if (this.isForMultiple()) {
|
|
|
targets = this.makeMultipleOfTargets();
|
|
|
} else if (this.isForRow()) {
|
|
|
targets = this.makeRowTypeTargets();
|
|
|
} else if (this.isForRandomAny()) {
|
|
|
var number = this.numTargets();
|
|
|
var group = $gameParty.aliveMembers().concat($gameTroop.aliveMembers());
|
|
|
for (var i = 0; i < number; ++i) {
|
|
|
var member = group[Math.floor(Math.random() * group.length)];
|
|
|
targets.push(member);
|
|
|
}
|
|
|
} else if (this.isForEverybody()) {
|
|
|
targets = this.opponentsUnit().aliveMembers();
|
|
|
var length = this.friendsUnit().aliveMembers().length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var member = this.friendsUnit().aliveMembers()[i];
|
|
|
if (member && member !== this.subject()) targets.push(member);
|
|
|
}
|
|
|
targets.push(this.subject());
|
|
|
} else if (this.isForTargetAllFoes()) {
|
|
|
var unit = this.opponentsUnit();
|
|
|
targets.push(unit.smoothTarget(this._targetIndex));
|
|
|
targets = targets.concat(unit.aliveMembers());
|
|
|
} else if (this.isForTargetRandomFoes()) {
|
|
|
var unit = this.opponentsUnit();
|
|
|
var number = this.numTargets();
|
|
|
targets.push(unit.smoothTarget(this._targetIndex));
|
|
|
targets = targets.concat(this.getRandomTargets(number, unit))
|
|
|
} else if (this.isForAllButUser()) {
|
|
|
var length = this.friendsUnit().aliveMembers().length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var member = this.friendsUnit().aliveMembers()[i];
|
|
|
if (member && member !== this.subject()) targets.push(member);
|
|
|
}
|
|
|
} else if (this.isForTargetAllAllies()) {
|
|
|
var unit = this.friendsUnit();
|
|
|
targets.push(unit.smoothTarget(this._targetIndex));
|
|
|
targets = targets.concat(unit.aliveMembers());
|
|
|
} else if (this.isForTargetRandomAllies()) {
|
|
|
var unit = this.friendsUnit();
|
|
|
var number = this.numTargets();
|
|
|
targets.push(unit.smoothTarget(this._targetIndex));
|
|
|
targets = targets.concat(this.getRandomTargets(number, unit))
|
|
|
} else if (this.isForRandomAllies()) {
|
|
|
var unit = this.friendsUnit();
|
|
|
var number = this.numTargets();
|
|
|
targets = targets.concat(this.getRandomTargets(number, unit))
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.makeEvalTargets = function() {
|
|
|
var targets = [];
|
|
|
var a = this.subject();
|
|
|
var user = this.subject();
|
|
|
var subject = this.subject();
|
|
|
if (this.isForOpponent()) {
|
|
|
var targetUnit = this.opponentsUnit();
|
|
|
} else {
|
|
|
var targetUnit = this.friendsUnit();
|
|
|
}
|
|
|
var b = targetUnit.smoothTarget(this._targetIndex);
|
|
|
var target = targetUnit.smoothTarget(this._targetIndex);
|
|
|
var s = $gameSwitches._data;
|
|
|
var v = $gameVariables._data;
|
|
|
var allies = this.friendsUnit();
|
|
|
var friends = allies;
|
|
|
var foes = this.opponentsUnit();
|
|
|
var opponents = foes;
|
|
|
var code = this.item().customTargetEval;
|
|
|
try {
|
|
|
eval(code);
|
|
|
} catch (e) {
|
|
|
Yanfly.Util.displayError(e, code, 'MAKE CUSTOM TARGETS ERROR');
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.getRandomTargets = function(number, unit) {
|
|
|
var targets = [];
|
|
|
for (var i = 0; i < number; ++i) {
|
|
|
targets.push(unit.randomTarget());
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.makeMultipleOfTargets = function() {
|
|
|
var targets = [];
|
|
|
var unit = [];
|
|
|
var type = this.item().multipleOf[0];
|
|
|
var param = this.item().multipleOf[1];
|
|
|
var number = this.item().multipleOf[2];
|
|
|
if (['EVERYBODY', 'OPPONENTS'].contains(type)) {
|
|
|
unit = unit.concat(this.opponentsUnit().aliveMembers());
|
|
|
}
|
|
|
if (['EVERYBODY', 'FRIENDS'].contains(type)) {
|
|
|
unit = unit.concat(this.friendsUnit().aliveMembers());
|
|
|
}
|
|
|
var length = unit.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var member = unit[i];
|
|
|
if (param === 'LEVEL') {
|
|
|
if (member.level % number === 0) targets.push(member);
|
|
|
} else if (param === 'HP') {
|
|
|
if (member.hp % number === 0) targets.push(member);
|
|
|
} else if (param === 'MP') {
|
|
|
if (member.mp % number === 0) targets.push(member);
|
|
|
} else if (param === 'TP') {
|
|
|
if (member.tp % number === 0) targets.push(member);
|
|
|
} else {
|
|
|
if (member.param(param) % number === 0) targets.push(member);
|
|
|
}
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
Game_Action.prototype.makeRowTypeTargets = function() {
|
|
|
var targets = [];
|
|
|
var scope = this.item().scope;
|
|
|
if (scope === 'ENEMY ROW') {
|
|
|
var unit = this.opponentsUnit();
|
|
|
var target = unit.smoothTarget(this._targetIndex);
|
|
|
var row = target.row();
|
|
|
targets = unit.rowAliveMembers(row);
|
|
|
} else if (scope === 'ALLY ROW') {
|
|
|
var unit = this.friendsUnit();
|
|
|
var target = unit.smoothTarget(this._targetIndex);
|
|
|
var row = target.row();
|
|
|
targets = unit.rowAliveMembers(row);
|
|
|
} else if (scope === 'FRONT ENEMY ROW') {
|
|
|
var unit = this.opponentsUnit();
|
|
|
for (var i = 1; i < Yanfly.Param.RowMaximum + 1; ++i) {
|
|
|
if (unit.rowAliveSize(i) > 0) return unit.rowAliveMembers(i);
|
|
|
}
|
|
|
} else if (scope === 'FRONT ALLY ROW') {
|
|
|
var unit = this.friendsUnit();
|
|
|
for (var i = 1; i < Yanfly.Param.RowMaximum + 1; ++i) {
|
|
|
if (unit.rowAliveSize(i) > 0) return unit.rowAliveMembers(i);
|
|
|
}
|
|
|
} else if (scope === 'BACK ENEMY ROW') {
|
|
|
var unit = this.opponentsUnit();
|
|
|
for (var i = 10; i > 0; --i) {
|
|
|
if (unit.rowAliveSize(i) > 0) return unit.rowAliveMembers(i);
|
|
|
}
|
|
|
} else if (scope === 'BACK ALLY ROW') {
|
|
|
var unit = this.friendsUnit();
|
|
|
for (var i = 10; i > 0; --i) {
|
|
|
if (unit.rowAliveSize(i) > 0) return unit.rowAliveMembers(i);
|
|
|
}
|
|
|
} else if (scope === 'SPECIFIC ENEMY ROW') {
|
|
|
var unit = this.opponentsUnit();
|
|
|
var i = this.item().rowTarget;
|
|
|
return unit.rowAliveMembers(i);
|
|
|
} else if (scope === 'SPECIFIC ALLY ROW') {
|
|
|
var unit = this.friendsUnit();
|
|
|
var i = this.item().rowTarget;
|
|
|
return unit.rowAliveMembers(i);
|
|
|
}
|
|
|
return targets;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Window_Help
|
|
|
//=============================================================================
|
|
|
|
|
|
if (Imported.YEP_BattleEngineCore) {
|
|
|
|
|
|
Yanfly.Target.Window_Help_setBattler = Window_Help.prototype.setBattler;
|
|
|
Window_Help.prototype.setBattler = function(battler) {
|
|
|
this._battler = battler;
|
|
|
Yanfly.Target.Window_Help_setBattler.call(this, battler);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Window_Help_specialSelectionText =
|
|
|
Window_Help.prototype.specialSelectionText;
|
|
|
Window_Help.prototype.specialSelectionText = function(action) {
|
|
|
BattleManager.resetSelection();
|
|
|
if (!action) return false;
|
|
|
if (action.item().customTargetText !== '') return true;
|
|
|
if (action.isForRow()) return true;
|
|
|
return Yanfly.Target.Window_Help_specialSelectionText.call(this, action);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Window_Help_drawSpecialSelectionText =
|
|
|
Window_Help.prototype.drawSpecialSelectionText;
|
|
|
Window_Help.prototype.drawSpecialSelectionText = function(action) {
|
|
|
if (action.item().customTargetText !== '') {
|
|
|
BattleManager.startAllSelection();
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var text = this.makeCustomTargetText(action);
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
} else if (action.isForMultiple()) {
|
|
|
BattleManager.startAllSelection();
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var text = this.makeTargetMultipleOfText(action);
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
} else if (action.isForRow()) {
|
|
|
this.makeTargetRowText(action);
|
|
|
} else if (action.isForRandomAny()) {
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var fmt = Yanfly.Param.BECHlpRandomAnyTx;
|
|
|
var number = action.item().randomTargets;
|
|
|
var text = fmt.format(Yanfly.Util.toGroup(number));
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
} else if (action.isForEverybody()) {
|
|
|
BattleManager.startAllSelection();
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var text = Yanfly.Param.BECHlpEverybodyTx;
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
} else if (action.isForAllButUser()) {
|
|
|
BattleManager.startAllSelection();
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var fmt = Yanfly.Param.BECHlpAllBTx;
|
|
|
var allies = Yanfly.Param.BECHelpAlliesTx;
|
|
|
var user = Yanfly.Param.BECHelpUserTx
|
|
|
var text = fmt.format(allies, user);
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
} else {
|
|
|
Yanfly.Target.Window_Help_drawSpecialSelectionText.call(this, action);
|
|
|
}
|
|
|
};
|
|
|
|
|
|
}; // Imported.YEP_BattleEngineCore
|
|
|
|
|
|
Window_Help.prototype.makeCustomTargetText = function(action) {
|
|
|
var text = ''
|
|
|
var s = $gameSwitches._data;
|
|
|
var v = $gameVariables._data;
|
|
|
var user = BattleManager._subject;
|
|
|
var a = user;
|
|
|
var subject = user;
|
|
|
var b = user;
|
|
|
var target = user;
|
|
|
var code = action.item().customTargetText;
|
|
|
try {
|
|
|
eval(code);
|
|
|
} catch (e) {
|
|
|
Yanfly.Util.displayError(e, code, 'MAKE CUSTOM TARGET TEXT ERROR');
|
|
|
}
|
|
|
return text;
|
|
|
};
|
|
|
|
|
|
Window_Help.prototype.makeTargetMultipleOfText = function(action) {
|
|
|
var fmt = Yanfly.Param.TargetMultipleTx;
|
|
|
if (action.isForEverybody()) {
|
|
|
var targets = Yanfly.Param.TargetMultiEvery;
|
|
|
} else if (action.isForFriend()) {
|
|
|
var targets = Yanfly.Param.TargetMultiAllies;
|
|
|
} else {
|
|
|
var targets = Yanfly.Param.TargetMultiFoes;
|
|
|
}
|
|
|
var param = action.item().multipleOf[1];
|
|
|
if (param === 'LEVEL') {
|
|
|
param = TextManager.level;
|
|
|
} else if (param === 'HP') {
|
|
|
param = TextManager.hp;
|
|
|
} else if (param === 'MP') {
|
|
|
param = Textmanager.mp;
|
|
|
} else if (param === 'TP') {
|
|
|
param = Textmanager.tp;
|
|
|
} else {
|
|
|
param = TextManager.param(param);
|
|
|
}
|
|
|
var number = action.item().multipleOf[2];
|
|
|
var text = fmt.format(targets, param, Yanfly.Util.toGroup(number));
|
|
|
return text;
|
|
|
};
|
|
|
|
|
|
Window_Help.prototype.makeTargetRowText = function(action) {
|
|
|
action.setTarget(this._battler.index());
|
|
|
BattleManager.startAllSelection();
|
|
|
var wx = 0;
|
|
|
var wy = (this.contents.height - this.lineHeight()) / 2;
|
|
|
var scope = action.item().scope;
|
|
|
if (scope === 'ENEMY ROW' || scope === 'ALLY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetHlpRowTx;
|
|
|
var text = fmt.format(this._battler.name());
|
|
|
} else if (scope === 'FRONT ENEMY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetFrontRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowEnemies);
|
|
|
} else if (scope === 'BACK ENEMY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetBackRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowEnemies);
|
|
|
} else if (scope === 'SPECIFIC ENEMY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetSpcRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowEnemies);
|
|
|
} else if (scope === 'FRONT ALLY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetFrontRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowAllies);
|
|
|
} else if (scope === 'BACK ALLY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetBackRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowAllies);
|
|
|
} else if (scope === 'SPECIFIC ALLY ROW') {
|
|
|
var fmt = Yanfly.Param.TargetSpcRow;
|
|
|
var text = fmt.format(Yanfly.Param.TargetRowAllies);
|
|
|
}
|
|
|
this.drawText(text, wx, wy, this.contents.width, 'center');
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Window_EnemyVisualSelect
|
|
|
//=============================================================================
|
|
|
|
|
|
if (Imported.YEP_BattleEngineCore) {
|
|
|
|
|
|
Yanfly.Target.Window_EnemyVisualSelect_isShowWindow =
|
|
|
Window_EnemyVisualSelect.prototype.isShowWindow;
|
|
|
Window_EnemyVisualSelect.prototype.isShowWindow = function() {
|
|
|
if (BattleManager.customTargetSelectGroup().length > 0) {
|
|
|
return BattleManager.customTargetSelectGroup().contains(this._battler);
|
|
|
}
|
|
|
return Yanfly.Target.Window_EnemyVisualSelect_isShowWindow.call(this);
|
|
|
};
|
|
|
|
|
|
}; // Imported.YEP_BattleEngineCore
|
|
|
|
|
|
//=============================================================================
|
|
|
// Scene_Battle
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Target.Scene_Battle_onEnemyOk = Scene_Battle.prototype.onEnemyOk;
|
|
|
Scene_Battle.prototype.onEnemyOk = function() {
|
|
|
BattleManager.clearCustomTargetSelectGroup();
|
|
|
Yanfly.Target.Scene_Battle_onEnemyOk.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
|
|
Scene_Battle.prototype.onEnemyCancel = function() {
|
|
|
BattleManager.clearCustomTargetSelectGroup();
|
|
|
Yanfly.Target.Scene_Battle_onEnemyCancel.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Scene_Battle_onActorOk = Scene_Battle.prototype.onActorOk;
|
|
|
Scene_Battle.prototype.onActorOk = function() {
|
|
|
BattleManager.clearCustomTargetSelectGroup();
|
|
|
Yanfly.Target.Scene_Battle_onActorOk.call(this);
|
|
|
};
|
|
|
|
|
|
Yanfly.Target.Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
|
|
|
Scene_Battle.prototype.onActorCancel = function() {
|
|
|
BattleManager.clearCustomTargetSelectGroup();
|
|
|
Yanfly.Target.Scene_Battle_onActorCancel.call(this);
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// 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
|
|
|
//=============================================================================
|