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//=============================================================================
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// Yanfly Engine Plugins - Item Core Extension - Item Requirements
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// YEP_X_ItemRequirements.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_ItemRequirements = true;
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var Yanfly = Yanfly || {};
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Yanfly.ItemReq = Yanfly.ItemReq || {};
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Yanfly.ItemReq.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc v1.01 物品使用限制★
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* @author Yanfly Engine Plugins
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*
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* @help
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* ============================================================================
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* 导言
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* ============================================================================
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*
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* 这个插件需要YEP\u ItemCore。确保此插件位于
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* 是的,插件列表中有ItemCore。
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*
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* 在RPG Maker MV中,默认情况下物品只有一些限制,
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* 不管他们是否能在战场上使用,或者永远不会使用。没有
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* 您可以设置的任何其他条件,这些条件将决定
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* 项目可以使用,也不能使用。这个插件提供了更多的方法来限制项目
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* 使用基于开关、变量、使用它们的参与者、类、状态
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* 要求,等等。
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*
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* ============================================================================
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* 便签
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* ============================================================================
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*
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* 使用以下NoteTag强制项目的要求,然后才可以
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* 被使用。
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*
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* 项目注释标签:
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*
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* <Enable Requirements>
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* condition
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* condition
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* </Enable Requirements>
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* - 将“条件”替换为所需的条件设置。您可以在notetag中插入任意数量的
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* 条件。必须满足所有条件才能使用该物品。下面列出可以使用的可能条件。
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*
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* ---
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*
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* 条件:
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*
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* ---
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*
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* Eval: code
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* - 将“code”替换为要对其运行检查以启用该项的JavaScript代码。
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* 如果检查返回false,则无论其他条件如何,该项都将被禁用。
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*
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* 示例:
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* Eval: $gameActors.actor(1).name() === 'Harold'
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* Eval: $gameActors.leader().name() !== 'Ralph'
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*
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* ---
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*
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* Actor: x
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* Actor: x, x, x
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* - 需要参与者ID“x”才能使用该项。如果参与者不是使用所述项目的人,
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* 则该项目被禁用,并且无论其他条件如何都不能使用。
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*
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* Not Actor: x
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* Not Actor: x, x, x
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* - 要求使用该项的参与者不是参与者ID“x”。如果参与者的ID与列出的
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* “x”之一匹配,则该项将被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* Actor: 1
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* Actor: 2, 3, 4, 5, 6
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* Not Actor: 7
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* Not Actor: 8, 9, 10
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*
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* ---
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*
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* Armor: x
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* Armor: x, x, x
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* - 要求演员特别装备防具ID“x”来使用物品。如果使用多个“x”,
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* 演员可以装备其中任何一个。如果演员没有装备护甲“x”,
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* 那么该物品将被禁用,并且无论其他条件如何都不能使用。
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*
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* Not Armor: x
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* Not Armor: x, x, x
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* - 要求演员没有装备护甲ID“x”来使用该物品。
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* 如果使用了多个“x”,则演员不能装备其中任何一个。
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* 如果演员装备了护甲“x”,那么该物品将被禁用,
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* 并且无论其他条件如何都不能使用。
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*
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* 例如:
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* Armor: 1
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* Armor: 2, 3, 4, 5, 6
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* Not Armor: 7
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* Not Armor: 8, 9, 10
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*
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* ---
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*
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* Class: x
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* Class: x, x, x
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* - 需要ID为“x”的类才能使用该项。如果参与者的类与项要求不匹配,
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* 则该项将被禁用,并且无论其他条件如何都不能使用。
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*
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* Not Class: x
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* Not Class: x, x, x
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* - 要求使用该项的参与者不是类ID“x”。如果参与者的类ID与列出的
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* “x”之一匹配,则该项将被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* Class: 1
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* Class: 2, 3, 4, 5, 6
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* Not Class: 7
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* Not Class: 8, 9, 10
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*
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* ---
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*
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* Subclass: x
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* Subclass: x, x, x
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* - 需要YEP\u X\u Subclass.js
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* - 需要子类ID“x”才能使用该项。如果参与者的类与项要求不匹配,
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* 则该项将被禁用,并且无论其他条件如何都不能使用。
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*
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* Not Subclass: x
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* Not Subclass: x, x, x
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* - Requires YEP_X_Subclass.js
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* - 要求使用项的参与者不是子类ID“x”。如果参与者的子类ID与列出的
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* “x”之一匹配,则该项将被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* Subclass: 1
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* Subclass: 2, 3, 4, 5, 6
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* Not Subclass: 7
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* Not Subclass: 8, 9, 10
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*
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* ---
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*
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* Either Class: x
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* Either Class: x, x, x
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* - Requires YEP_X_Subclass.js
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* - Requires YEP_X_Subclass.js
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* - 参与者的主类或子类ID必须与“x”匹配。如果其中至少有一个匹配,
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* 则条件通过。否则,条件失败,项目被禁用,无论其他条件如何,都无法使用。
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*
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* Neither Class: x
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* Neither Class: x, x, x
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* - Requires YEP_X_Subclass.js
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* - Requires YEP_X_Subclass.js
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* - 参与者的主类或子类ID必须与“x”不匹配。如果其中至少有一个匹配,
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* 则条件失败,并且该项被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* Either Class: 1
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* Either Class: 2, 3, 4, 5, 6
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* Neither Class: 7
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* Neither Class: 8, 9, 10
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*
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* ---
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*
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* State: x
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* State: x, x, x
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* - 要求使用该项的参与者受状态“x”的影响。如果使用多个“x”,
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* 则参与者可能会受到其中任何一个的影响。如果参与者不受状态“x”的影响,
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* 则条件将失败,并且该项将被禁用,并且无论其他条件如何,都无法使用。
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*
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* Not State: x
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* Not State: x, x, x
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* - 要求使用该项的参与者不受状态“x”的影响。如果使用了多个“x”,
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* 则参与者不会受到其中任何一个的影响。如果参与者不受状态“x”的影响,
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* 则条件将失败,并且该项将被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* State: 10
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* State: 11, 12, 13, 14, 15
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* Not State: 16
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* Not Stage: 17, 18, 19, 20
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*
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* ---
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*
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* Switch Off: x
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* Switch Off: x, x, x
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* - 需要关闭开关x才能使用该项目。如果开关打开,则该项目被禁用,无论
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* 其他条件如何,都无法使用。
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*
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* 例如:
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* Switch Off: 1
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* Switch Off: 2, 3, 4, 5, 6
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*
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* ---
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*
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* Switch On: x
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* Switch On: x, x, x
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* - 需要先打开开关x,然后才能使用该项。
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* 如果开关关闭,则该项目将被禁用,并且无论其他条件如何,都无法使用。
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*
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* 例如:
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* Switch On: 1
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* Switch On: 2, 3, 4, 5, 6
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*
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* ---
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*
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* Variable x eval
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* - 检查变量x。将“x”替换为整数值,“eval”替换为要对其运行的代码检查。
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*
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* 例如:
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* Variable 1 >= 5
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* Variable 2 < 6
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* Variable 3 === 7
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* Variable 4 !== 8
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*
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* ---
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*
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* Weapon: x
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* Weapon: x, x, x
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* - 要求演员特别装备武器ID“x”来使用物品。如果使用多个“x”,演员可以
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* 装备其中任何一个。如果演员没有装备武器“x”,那么该物品将被禁用,
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* 并且无论其他条件如何都不能使用。
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*
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* Not Weapon: x
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* Not Weapon: x, x, x
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* - 要求演员没有装备武器ID“x”来使用物品。
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* 如果使用了多个“x”,则演员不能装备其中任何一个。
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* 如果演员装备了武器“x”,那么该物品将被禁用,并且
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* 无论其他条件如何都不能使用。
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*
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* 例如:
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* Weapon: 1
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* Weapon: 2, 3, 4, 5, 6
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* Not Weapon: 7
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* Not Weapon: 8, 9, 10
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*
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* ---
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*
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* Weapon Type: x
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* Weapon Type: x, x, x
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* - 要求演员装备“x”型武器。如果使用多个“x”,演员可以装备
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* 任何一种“x”武器。如果参与者没有匹配的武器类型,那么该物品
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* 将被禁用,并且无论其他条件如何都不能使用。
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*
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* Not Weapon Type: x
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* Not Weapon Type: x, x, x
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* - 要求演员没有装备“x”型武器。如果使用了多个“x”,演员就不能
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* 装备任何“x”类武器。如果参与者确实拥有匹配的武器类型,那么该物品
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* 将被禁用,并且无论其他条件如何都不能使用。
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*
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* 例如:
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* Weapon Type: 1
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* Weapon Type: 2, 3, 4, 5, 6
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* Not Weapon Type: 7
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* Not Weapon Type: 8, 9, 10
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*
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* ============================================================================
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* 疯狂模式-自定义启用要求
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* ============================================================================
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*
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* For those with JavaScript experience, you can create your own custom
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* requirements for whether or not items can be used using the following
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* notetag setup:
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*
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* Item Notetags:
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*
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* <Custom Enable Requirement>
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* condition = battler.level >= item.price;
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* </Custom Enable Requirement>
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* - The 'condition' variable will determine whether or not the item will be
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* enabled/disabled. If the 'condition' variable returns true, then the item
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* is enabled provided all other conditions (if any) are also met. Otherwise,
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* the item is disabled and cannot be used. The 'battler' variable will refer
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* to the battler using the item. The 'item' variable will refer to the item
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* being checked.
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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 1.01:
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* - Updated for RPG Maker MV version 1.5.0.
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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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if (Imported.YEP_ItemCore) {
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.ItemReq.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!Yanfly.ItemReq.DataManager_isDatabaseLoaded.call(this)) return false;
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if (!Yanfly._loaded_YEP_X_ItemRequirements) {
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this.processItemRequirementsNotetags1($dataItems);
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Yanfly._loaded_YEP_X_ItemRequirements = true;
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}
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return true;
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};
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DataManager.processItemRequirementsNotetags1 = 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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obj.itemRequirements = [];
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var evalMode = "none";
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obj.customItemRequirements = "";
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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(/<ENABLE (?:REQUIREMENT|REQUIREMENTS)>/i)) {
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evalMode = "enable requirements";
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} else if (line.match(/<\/ENABLE (?:REQUIREMENT|REQUIREMENTS)>/i)) {
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evalMode = "none";
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} else if (evalMode === "enable requirements") {
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obj.itemRequirements.push(line);
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} else if (line.match(/<CUSTOM ENABLE (?:REQUIREMENT|REQUIREMENTS)>/i)) {
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evalMode = "custom enable requirements";
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} else if (line.match(/<\/CUSTOM ENABLE (?:REQUIREMENT|REQUIREMENTS)>/i)) {
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evalMode = "none";
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} else if (evalMode === "custom enable requirements") {
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obj.customItemRequirements += line + "\n";
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}
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}
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}
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};
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//=============================================================================
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// Game_BattlerBase
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//=============================================================================
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Yanfly.ItemReq.Game_BattlerBase_mIC = Game_BattlerBase.prototype.meetsItemConditions;
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Game_BattlerBase.prototype.meetsItemConditions = function (item) {
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if (!Yanfly.ItemReq.Game_BattlerBase_mIC.call(this, item)) {
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return false;
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}
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return ItemManager.meetsUsableItemRequirements(item, this);
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};
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//=============================================================================
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// Game_Actor
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//=============================================================================
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Game_Actor.prototype.isAtypeEquipped = function (atypeId) {
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return this.armors().some(function (armor) {
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return armor.atypeId === atypeId;
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});
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};
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//=============================================================================
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// ItemManager
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//=============================================================================
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ItemManager.meetsUsableItemRequirements = function (item, battler) {
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if (!item) return false;
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if (!item.itemRequirements) {
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var baseItem = DataManager.getBaseItem(item);
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item.itemRequirements = JsonEx.makeDeepCopy(baseItem.itemRequirements);
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}
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var length = item.itemRequirements.length;
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if ($gameParty.inBattle()) var battler = this.battleSubject() || battler;
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for (var i = 0; i < length; ++i) {
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var line = item.itemRequirements[i];
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if (!line) continue;
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if (!this.checkUsableItemRequirement(line, item, battler)) return false;
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}
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if (item.customItemRequirements && item.customItemRequirements.length >= 1) {
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if (!this.checkCustomUsableItemRequirement(item, battler)) return false;
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}
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return true;
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};
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ItemManager.battleSubject = function () {
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return BattleManager.actor() || BattleManager._subject;
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};
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ItemManager.checkUsableItemRequirement = function (line, item, battler) {
|
|
|
// EVAL
|
|
|
if (line.match(/EVAL:(.*)/i)) {
|
|
|
var code = String(RegExp.$1);
|
|
|
return this.usableItemRequirementEval(code);
|
|
|
}
|
|
|
// NOT ACTOR
|
|
|
if (line.match(/NOT ACTOR:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementActor(data, battler, false);
|
|
|
}
|
|
|
// ACTOR
|
|
|
if (line.match(/ACTOR:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementActor(data, battler, true);
|
|
|
}
|
|
|
// NOT ARMOR TYPE
|
|
|
if (line.match(/NOT ARMOR TYPE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementAtype(data, battler, false);
|
|
|
}
|
|
|
// ARMOR TYPE
|
|
|
if (line.match(/ARMOR TYPE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementAtype(data, battler, true);
|
|
|
}
|
|
|
// NOT ARMOR
|
|
|
if (line.match(/NOT ARMOR:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementArmor(data, battler, false);
|
|
|
}
|
|
|
// ARMOR
|
|
|
if (line.match(/ARMOR:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementArmor(data, battler, true);
|
|
|
}
|
|
|
if (Imported.YEP_X_Subclass) {
|
|
|
// NOT SUBCLASS
|
|
|
if (line.match(/NOT SUBCLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementSubclass(data, battler, false);
|
|
|
}
|
|
|
// SUBCLASS
|
|
|
if (line.match(/SUBCLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementSubclass(data, battler, true);
|
|
|
}
|
|
|
// EITHER CLASS
|
|
|
if (line.match(/EITHER CLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementDuoClass(data, battler, true);
|
|
|
}
|
|
|
// NEITHER CLASS
|
|
|
if (line.match(/NEITHER CLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementDuoClass(data, battler, false);
|
|
|
}
|
|
|
}
|
|
|
// NOT CLASS
|
|
|
if (line.match(/NOT CLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementClass(data, battler, false);
|
|
|
}
|
|
|
// CLASS
|
|
|
if (line.match(/CLASS:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementClass(data, battler, true);
|
|
|
}
|
|
|
// NOT STATE
|
|
|
if (line.match(/NOT STATE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementState(data, battler, false);
|
|
|
}
|
|
|
// STATE
|
|
|
if (line.match(/STATE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementState(data, battler, true);
|
|
|
}
|
|
|
// NOT WEAPON TYPE
|
|
|
if (line.match(/NOT WEAPON TYPE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementWtype(data, battler, false);
|
|
|
}
|
|
|
// WEAPON TYPE
|
|
|
if (line.match(/WEAPON TYPE:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementWtype(data, battler, true);
|
|
|
}
|
|
|
// NOT WEAPON
|
|
|
if (line.match(/NOT WEAPON:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementWeapon(data, battler, false);
|
|
|
}
|
|
|
// WEAPON
|
|
|
if (line.match(/WEAPON:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementWeapon(data, battler, true);
|
|
|
}
|
|
|
// SWITCH OFF
|
|
|
if (line.match(/SWITCH OFF:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementSwitch(data, false);
|
|
|
}
|
|
|
// SWITCH ON
|
|
|
if (line.match(/SWITCH ON:(.*)/i)) {
|
|
|
var data = String(RegExp.$1);
|
|
|
return this.usableItemRequirementSwitch(data, true);
|
|
|
}
|
|
|
// VARIABLE
|
|
|
if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) {
|
|
|
var variableId = parseInt(RegExp.$1);
|
|
|
var code = String(RegExp.$2);
|
|
|
return this.usableItemRequirementVariable(variableId, code);
|
|
|
}
|
|
|
return true;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementEval = function (code) {
|
|
|
var value = false;
|
|
|
try {
|
|
|
eval(code);
|
|
|
} catch (e) {
|
|
|
Yanfly.Util.displayError(e, code, "CUSTOM ITEM USE EVAL CODE ERROR");
|
|
|
}
|
|
|
return value;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementActor = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var actorId = parseInt(array[i].trim());
|
|
|
if (battler.actorId() === actorId) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementClass = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var classId = parseInt(array[i].trim());
|
|
|
if (battler._classId === classId) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementDuoClass = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var classId = parseInt(array[i].trim());
|
|
|
var subclassId = parseInt(array[i].trim());
|
|
|
if (battler._classId === classId || battler._subclassId === subclassId) {
|
|
|
return condition;
|
|
|
}
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementSubclass = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var subclassId = parseInt(array[i].trim());
|
|
|
if (battler._subclassId === subclassId) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementState = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var stateId = parseInt(array[i].trim());
|
|
|
var state = $dataStates[stateId];
|
|
|
if (battler.states().contains(state)) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementWtype = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var id = parseInt(array[i].trim());
|
|
|
if (battler.isWtypeEquipped(id)) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementWeapon = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var id = parseInt(array[i].trim());
|
|
|
var equip = $dataWeapons[id];
|
|
|
if (battler.hasWeapon(equip)) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementAtype = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var id = parseInt(array[i].trim());
|
|
|
if (battler.isAtypeEquipped(id)) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementArmor = function (data, battler, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var id = parseInt(array[i].trim());
|
|
|
var equip = $dataArmors[id];
|
|
|
if (battler.hasArmor(equip)) return condition;
|
|
|
}
|
|
|
return !condition;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementSwitch = function (data, condition) {
|
|
|
var array = data.split(",");
|
|
|
var length = array.length;
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
var switchId = parseInt(array[i].trim());
|
|
|
if ($gameSwitches.value(switchId) !== condition) return false;
|
|
|
}
|
|
|
return true;
|
|
|
};
|
|
|
|
|
|
ItemManager.usableItemRequirementVariable = function (variableId, code) {
|
|
|
return eval("$gameVariables.value(variableId) " + code);
|
|
|
};
|
|
|
|
|
|
ItemManager.checkCustomUsableItemRequirement = function (item, battler) {
|
|
|
var condition = false;
|
|
|
var user = battler;
|
|
|
var a = battler;
|
|
|
var b = battler;
|
|
|
var target = battler;
|
|
|
var subject = battler;
|
|
|
var s = $gameSwitches._data;
|
|
|
var v = $gameVariables._data;
|
|
|
var code = item.customItemRequirements;
|
|
|
try {
|
|
|
eval(code);
|
|
|
} catch (e) {
|
|
|
Yanfly.Util.displayError(e, code, "CUSTOM ITEM USE REQUIREMENT CODE ERROR");
|
|
|
}
|
|
|
return condition;
|
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
// Utilities
|
|
|
//=============================================================================
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
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
|
|
|
//=============================================================================
|
|
|
} else {
|
|
|
var text = "================================================================\n";
|
|
|
text += "YEP_X_ItemRequirements requires YEP_ItemCore to be at the ";
|
|
|
text += "latest version to run properly.\n\nPlease go to www.yanfly.moe and ";
|
|
|
text += "update to the latest version for the YEP_ItemCore plugin.\n";
|
|
|
text += "================================================================\n";
|
|
|
console.log(text);
|
|
|
require("nw.gui").Window.get().showDevTools();
|
|
|
} // // Imported.YEP_ItemCore
|