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/*:
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* @plugindesc v1.03 LiuYue_SimpleFunction 简易函数调用
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* @author 流逝的岁月
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*
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* @help
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* ============================================================================
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* 介绍
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* ============================================================================ *
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*
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* 提供基于原版的函数功能提供拓展,更方便调用脚本函数来实现想要的效果
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*
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*
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*
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*
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*---------------------------------------------------------
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*
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*使用条例:本插件完全免费,随意魔改
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*
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*---------------------------------------------------------
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*
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*
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* 注意括号不要输入中文,会不被识别的!
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*
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*
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*
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*以下是可以调用的插件指令
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*---------------------Plugin Command---------------------
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*
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*
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*
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*
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*
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* 以下是拓展脚本函数的介绍,注意可以使用 中文,英文 两种方法来调用
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* 调用方式即为写入'脚本'中
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*
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*
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* 设置角色血量值(角色ID,数值) //修改一个角色的血量为某值 actorId要求填写角色ID值 value要求填写想更改的数值
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* Zzy.SFF.SetActorHP(actorId , value) //修改一个角色的血量为某值 actorId要求填写角色ID值 value要求填写想更改的数值
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*
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* 变量设置角色血量值(角色ID,变量ID) //修改一个角色的血量为某个变量值 actorId要求填写角色ID值 variableId要求填写变量ID值
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* Zzy.SFF.SetActorHPV(actorId , variableId) //修改一个角色的血量为某个变量值 actorId要求填写角色ID值 variableId要求填写变量ID值
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*
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* 设置角色最大血量值(角色ID,数值) //修改一个角色的最大血量为某值
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* Zzy.SFF.SetActorMaxHp(actorId , value) //修改一个角色的最大血量为某值
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*
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* 变量设置角色最大血量值(角色ID,变量ID) //修改一个角色的最大血量为某个变量值
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* Zzy.SFF.SetActorMaxHpV(actorId , variableId) //修改一个角色的最大血量为某个变量值
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*
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* 设置角色蓝量值(角色ID,数值) //修改一个角色的蓝量为某值
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* Zzy.SFF.SetActorMP(actorId , value) //修改一个角色的蓝量为某值
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*
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* 变量设置角色蓝量值(角色ID,变量ID) //修改一个角色的蓝量为某个变量值
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* Zzy.SFF.SetActorMPV(actorId , variableId) //修改一个角色的蓝量为某个变量值
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*
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* 设置角色最大蓝量值(角色ID,数值) //修改一个角色的最大蓝量为某值
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* Zzy.SFF.SetActorMaxMp(actorId , value) //修改一个角色的最大蓝量为某值
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*
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* 变量设置角色最大蓝量值(角色ID,变量ID) //修改一个角色的最大蓝量为某个变量值
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* Zzy.SFF.SetActorMaxMpV(actorId , variableId) //修改一个角色的最大蓝量为某个变量值
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*
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* 设置角色攻击值(角色ID,数值) //修改一个角色的攻击力为某值
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* Zzy.SFF.SetActorATK(actorId , value) //修改一个角色的攻击力为某值
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*
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* 变量设置角色攻击值(角色ID,变量ID) //修改一个角色的攻击力为某个变量值
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* Zzy.SFF.SetActorATKV(actorId , variableId) //修改一个角色的攻击力为某个变量值
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*
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* 设置角色防御值(角色ID,数值) //修改一个角色的防御力为某值
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* Zzy.SFF.SetActorDEF(actorId , value) //修改一个角色的防御力为某值
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*
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* 变量设置角色防御值(角色ID,变量ID) //修改一个角色的防御力为某个变量值
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* Zzy.SFF.SetActorDEFV(actorId , variableId) //修改一个角色的防御力为某个变量值
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*
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* 设置角色魔攻值(角色ID,数值) //修改一个角色的魔攻为某值
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* Zzy.SFF.SetActorMAT(actorId , value) //修改一个角色的魔攻为某值
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*
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* 变量设置角色魔攻值(角色ID,变量ID) //修改一个角色的魔攻为某个变量值
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* Zzy.SFF.SetActorMATV(actorId , variableId) //修改一个角色的魔攻为某个变量值
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*
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* 设置角色魔防值(角色ID,数值) //修改一个角色的魔防为某值
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* Zzy.SFF.SetActorMDF(actorId , value) //修改一个角色的魔防为某值
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*
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* 变量设置角色魔防值(角色ID,变量ID) //修改一个角色的魔防为某个变量值
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* Zzy.SFF.SetActorMDFV(actorId , variableId) //修改一个角色的魔防为某个变量值
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*
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* 设置角色速度值(角色ID,数值) //修改一个角色的速度为某值
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* Zzy.SFF.SetActorAGI(actorId , value) //修改一个角色的速度为某值
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*
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* 变量设置角色速度值(角色ID,变量ID) //修改一个角色的速度为某个变量值
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* Zzy.SFF.SetActorAGIV(actorId , variableId) //修改一个角色的速度为某个变量值
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*
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* 设置角色幸运值(角色ID,数值) //修改一个角色的幸运为某值
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* Zzy.SFF.SetActorLUK(actorId , value) //修改一个角色的幸运为某值
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*
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* 变量设置角色幸运值(角色ID,变量ID) //修改一个角色的幸运为某个变量值
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* Zzy.SFF.SetActorLUKV(actorId , variableId) //修改一个角色的幸运为某个变量值
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*
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*
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*
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* 增加角色命中率(角色ID,数值) //增加一个角色的命中率,其中数值将会对等百分比,如输入50,则角色命中率会增加50%
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* Zzy.SFF.AddActorHIT(actorId , value) //增加一个角色的命中率,其中数值将会对等百分比,如输入50,则角色命中率会增加50%
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*
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* 减少角色命中率(角色ID,数值) //减少一个角色的命中率
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* Zzy.SFF.SubActorHIT(actorId , value) //减少一个角色的命中率
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*
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* 变量增加角色命中率(角色ID,变量ID) //增加一个角色的命中率
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* Zzy.SFF.AddActorHITV(actorId , variableId) //增加一个角色的命中率
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*
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* 变量减少角色命中率(角色ID,变量ID) //减少一个角色的命中率
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* Zzy.SFF.SubActorHITV(actorId , variableId) //减少一个角色的命中率
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*
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*
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*
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* 增加角色回避率(角色ID,数值) //增加一个角色的回避率
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* Zzy.SFF.AddActorEVA(actorId , value) //增加一个角色的回避率
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*
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* 减少角色回避率(角色ID,数值) //减少一个角色的回避率
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* Zzy.SFF.SubActorEVA(actorId , value) //减少一个角色的回避率
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*
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* 变量增加角色回避率(角色ID,变量ID) //增加一个角色的回避率
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* Zzy.SFF.AddActorEVAV(actorId , variableId) //增加一个角色的回避率
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*
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* 变量减少角色回避率(角色ID,变量ID) //减少一个角色的回避率
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* Zzy.SFF.SubActorEVAV(actorId , variableId) //减少一个角色的回避率
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*
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*
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*
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*
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* 增加角色暴击率(角色ID,数值) //增加一个角色的暴击率
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* Zzy.SFF.AddActorCRI(actorId , value) //增加一个角色的暴击率
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*
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* 减少角色暴击率(角色ID,数值) //减少一个角色的暴击率
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* Zzy.SFF.SubActorCRI(actorId , value) //减少一个角色的暴击率
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*
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* 变量增加角色暴击率(角色ID,变量ID) //增加一个角色的暴击率
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* Zzy.SFF.AddActorCRIV(actorId , variableId) //增加一个角色的暴击率
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*
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* 变量减少角色暴击率(角色ID,变量ID) //减少一个角色的暴击率
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* Zzy.SFF.SubActorCRIV(actorId , variableId) //减少一个角色的暴击率
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*
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*
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*
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*
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* 增加角色暴击回避(角色ID,数值) //增加一个角色的暴击回避
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* Zzy.SFF.AddActorCEV(actorId , value) //增加一个角色的暴击回避
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*
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* 减少角色暴击回避(角色ID,数值) //减少一个角色的暴击回避
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* Zzy.SFF.SubActorCEV(actorId , value) //减少一个角色的暴击回避
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*
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* 变量增加角色暴击回避(角色ID,变量ID) //增加一个角色的暴击回避
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* Zzy.SFF.AddActorCEVV(actorId , variableId) //增加一个角色的暴击回避
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*
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* 变量减少角色暴击回避(角色ID,变量ID) //减少一个角色的暴击回避
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* Zzy.SFF.SubActorCEVV(actorId , variableId) //减少一个角色的暴击回避
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*
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*
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*
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* 增加角色魔法回避(角色ID,数值) //增加一个角色的魔法回避
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* Zzy.SFF.AddActorMEV(actorId , value) //增加一个角色的魔法回避
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*
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* 减少角色魔法回避(角色ID,数值) //减少一个角色的魔法回避
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* Zzy.SFF.SubActorMEV(actorId , value) //减少一个角色的魔法回避
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*
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* 变量增加角色魔法回避(角色ID,变量ID) //增加一个角色的魔法回避
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* Zzy.SFF.AddActorMEVV(actorId , variableId) //增加一个角色的魔法回避
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*
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* 变量减少角色魔法回避(角色ID,变量ID) //减少一个角色的魔法回避
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* Zzy.SFF.SubActorMEVV(actorId , variableId) //减少一个角色的魔法回避
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*
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*
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*
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*
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* 增加角色魔法反射(角色ID,数值) //增加一个角色的魔法反射
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* Zzy.SFF.AddActorMRF(actorId , value) //增加一个角色的魔法反射
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*
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* 减少角色魔法反射(角色ID,数值) //减少一个角色的魔法反射
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* Zzy.SFF.SubActorMRF(actorId , value) //减少一个角色的魔法反射
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*
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* 变量增加角色魔法反射(角色ID,变量ID) //增加一个角色的魔法反射
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* Zzy.SFF.AddActorMRFV(actorId , variableId) //增加一个角色的魔法反射
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*
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* 变量减少角色魔法反射(角色ID,变量ID) //减少一个角色的魔法反射
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* Zzy.SFF.SubActorMRFV(actorId , variableId) //减少一个角色的魔法反射
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*
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*
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*
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*
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* 增加角色反击(角色ID,数值) //增加一个角色的反击
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* Zzy.SFF.AddActorCNT(actorId , value) //增加一个角色的反击
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*
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* 减少角色反击(角色ID,数值) //减少一个角色的反击
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* Zzy.SFF.SubActorCNT(actorId , value) //减少一个角色的反击
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*
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* 变量增加角色角色反击(角色ID,变量ID) //增加一个角色的角色反击
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* Zzy.SFF.AddActorCNTV(actorId , variableId) //增加一个角色的角色反击
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*
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* 变量减少角色角色反击(角色ID,变量ID) //减少一个角色的角色反击
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* Zzy.SFF.SubActorCNTV(actorId , variableId) //减少一个角色的角色反击
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*
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*
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*
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*
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* 增加角色HP自动恢复(角色ID,数值) //增加一个角色的HP自动恢复
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* Zzy.SFF.AddActorHRG(actorId , value) //增加一个角色的HP自动恢复
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*
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* 减少角色HP自动恢复(角色ID,数值) //减少一个角色的HP自动恢复
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* Zzy.SFF.SubActorHRG(actorId , value) //减少一个角色的HP自动恢复
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*
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* 变量增加角色HP自动恢复(角色ID,变量ID) //增加一个角色的HP自动恢复
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* Zzy.SFF.AddActorHRGV(actorId , variableId) //增加一个角色的HP自动恢复
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*
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* 变量减少角色HP自动恢复(角色ID,变量ID) //减少一个角色的HP自动恢复
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* Zzy.SFF.SubActorHRGV(actorId , variableId) //减少一个角色的HP自动恢复
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*
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*
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*
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*
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* 增加角色MP自动恢复(角色ID,数值) //增加一个角色的MP自动恢复
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* Zzy.SFF.AddActorMRG(actorId , value) //增加一个角色的MP自动恢复
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*
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* 减少角色MP自动恢复(角色ID,数值) //减少一个角色的MP自动恢复
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* Zzy.SFF.SubActorMRG(actorId , value) //减少一个角色的MP自动恢复
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*
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* 变量增加角色MP自动恢复(角色ID,变量ID) //增加一个角色的MP自动恢复
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* Zzy.SFF.AddActorMRGV(actorId , variableId) //增加一个角色的MP自动恢复
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*
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* 变量减少角色MP自动恢复(角色ID,变量ID) //减少一个角色的MP自动恢复
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* Zzy.SFF.SubActorMRGV(actorId , variableId) //减少一个角色的MP自动恢复
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*
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*
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*
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*
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* 增加角色TP自动恢复(角色ID,数值) //增加一个角色的TP自动恢复
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* Zzy.SFF.AddActorTRG(actorId , value) //增加一个角色的TP自动恢复
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*
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* 减少角色TP自动恢复(角色ID,数值) //减少一个角色的TP自动恢复
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* Zzy.SFF.SubActorTRG(actorId , value) //减少一个角色的TP自动恢复
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*
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* 变量增加角色TP自动恢复(角色ID,变量ID) //增加一个角色的TP自动恢复
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* Zzy.SFF.AddActorTRGV(actorId , variableId) //增加一个角色的TP自动恢复
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*
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* 变量减少角色TP自动恢复(角色ID,变量ID) //减少一个角色的TP自动恢复
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* Zzy.SFF.SubActorTRGV(actorId , variableId) //减少一个角色的TP自动恢复
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*
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*
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*
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* 增加角色受到攻击几率(角色ID,数值) //增加一个角色的受到攻击几率
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* Zzy.SFF.AddActorTGR(actorId , value) //增加一个角色的受到攻击几率
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*
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* 减少角色受到攻击几率(角色ID,数值) //减少一个角色的受到攻击几率
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* Zzy.SFF.SubActorTGR(actorId , value) //减少一个角色的受到攻击几率
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*
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* 变量增加角色受到攻击几率(角色ID,变量ID) //增加一个角色的受到攻击几率
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* Zzy.SFF.AddActorTGRV(actorId , variableId) //增加一个角色的受到攻击几率
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*
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* 变量减少角色受到攻击几率(角色ID,变量ID) //减少一个角色的受到攻击几率
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* Zzy.SFF.SubActorTGRV(actorId , variableId) //减少一个角色的受到攻击几率
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*
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*
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*
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*
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* 增加角色防御效果(角色ID,数值) //增加一个角色的防御效果
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* Zzy.SFF.AddActorGRD(actorId , value) //增加一个角色的防御效果
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*
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* 减少角色防御效果(角色ID,数值) //减少一个角色的防御效果
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* Zzy.SFF.SubActorGRD(actorId , value) //减少一个角色的防御效果
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*
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* 变量增加角色防御效果(角色ID,变量ID) //增加一个角色的防御效果
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* Zzy.SFF.AddActorGRDV(actorId , variableId) //增加一个角色的防御效果
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*
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* 变量减少角色防御效果(角色ID,变量ID) //减少一个角色的防御效果
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* Zzy.SFF.SubActorGRDV(actorId , variableId) //减少一个角色的防御效果
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*
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*
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*
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*
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* 增加角色恢复效果(角色ID,数值) //增加一个角色的恢复效果
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* Zzy.SFF.AddActorREC(actorId , value) //增加一个角色的恢复效果
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*
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* 减少角色恢复效果(角色ID,数值) //减少一个角色的恢复效果
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* Zzy.SFF.SubActorREC(actorId , value) //减少一个角色的恢复效果
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*
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* 变量增加角色恢复效果(角色ID,变量ID) //增加一个角色的恢复效果
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* Zzy.SFF.AddActorRECV(actorId , variableId) //增加一个角色的恢复效果
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*
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* 变量减少角色恢复效果(角色ID,变量ID) //减少一个角色的恢复效果
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* Zzy.SFF.SubActorRECV(actorId , variableId) //减少一个角色的恢复效果
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*
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*
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*
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*
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* 增加角色药理知识(角色ID,数值) //增加一个角色的药理知识
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* Zzy.SFF.AddActorPHA(actorId , value) //增加一个角色的药理知识
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*
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* 减少角色药理知识(角色ID,数值) //减少一个角色的药理知识
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* Zzy.SFF.SubActorPHA(actorId , value) //减少一个角色的药理知识
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*
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* 变量增加角色药理知识(角色ID,变量ID) //增加一个角色的药理知识
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* Zzy.SFF.AddActorPHAV(actorId , variableId) //增加一个角色的药理知识
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*
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* 变量减少角色药理知识(角色ID,变量ID) //减少一个角色的药理知识
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* Zzy.SFF.SubActorPHAV(actorId , variableId) //减少一个角色的药理知识
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*
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*
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*
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*
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* 增加角色MP消耗率(角色ID,数值) //增加一个角色的MP消耗率
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* Zzy.SFF.AddActorMCR(actorId , value) //增加一个角色的MP消耗率
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*
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* 减少角色MP消耗率(角色ID,数值) //减少一个角色的MP消耗率
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* Zzy.SFF.SubActorMCR(actorId , value) //减少一个角色的MP消耗率
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*
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* 变量增加角色MP消耗率(角色ID,变量ID) //增加一个角色的MP消耗率
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* Zzy.SFF.AddActorMCRV(actorId , variableId) //增加一个角色的MP消耗率
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*
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* 变量减少角色MP消耗率(角色ID,变量ID) //减少一个角色的MP消耗率
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* Zzy.SFF.SubActorMCRV(actorId , variableId) //减少一个角色的MP消耗率
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*
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*
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*
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*
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* 增加角色TP消耗率(角色ID,数值) //增加一个角色的TP消耗率
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* Zzy.SFF.AddActorTCR(actorId , value) //增加一个角色的TP消耗率
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*
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* 减少角色TP消耗率(角色ID,数值) //减少一个角色的TP消耗率
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* Zzy.SFF.SubActorTCR(actorId , value) //减少一个角色的TP消耗率
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*
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* 变量增加角色TP消耗率(角色ID,变量ID) //增加一个角色的TP消耗率
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* Zzy.SFF.AddActorTCRV(actorId , variableId) //增加一个角色的TP消耗率
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*
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* 变量减少角色TP消耗率(角色ID,变量ID) //减少一个角色的TP消耗率
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* Zzy.SFF.SubActorTCRV(actorId , variableId) //减少一个角色的TP消耗率
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*
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*
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*
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*
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* 增加角色物理伤害率(角色ID,数值) //增加一个角色的物理伤害率
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* Zzy.SFF.AddActorPDR(actorId , value) //增加一个角色的物理伤害率
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*
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* 减少角色物理伤害率(角色ID,数值) //减少一个角色的物理伤害率
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* Zzy.SFF.SubActorPDR(actorId , value) //减少一个角色的物理伤害率
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*
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* 变量增加角色物理伤害率(角色ID,变量ID) //增加一个角色的物理伤害率
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* Zzy.SFF.AddActorPDRV(actorId , variableId) //增加一个角色的物理伤害率
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*
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* 变量减少角色物理伤害率(角色ID,变量ID) //减少一个角色的物理伤害率
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* Zzy.SFF.SubActorPDRV(actorId , variableId) //减少一个角色的物理伤害率
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*
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*
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*
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*
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* 增加角色魔法伤害率(角色ID,数值) //增加一个角色的魔法伤害率
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* Zzy.SFF.AddActorMDR(actorId , value) //增加一个角色的魔法伤害率
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*
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* 减少角色魔法伤害率(角色ID,数值) //减少一个角色的魔法伤害率
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* Zzy.SFF.SubActorMDR(actorId , value) //减少一个角色的魔法伤害率
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*
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* 变量增加角色魔法伤害率(角色ID,变量ID) //增加一个角色的魔法伤害率
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* Zzy.SFF.AddActorMDRV(actorId , variableId) //增加一个角色的魔法伤害率
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*
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* 变量减少角色魔法伤害率(角色ID,变量ID) //减少一个角色的魔法伤害率
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* Zzy.SFF.SubActorMDRV(actorId , variableId) //减少一个角色的魔法伤害率
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*
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*
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*
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*
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* 增加角色地板伤害率(角色ID,数值) //增加一个角色的地板伤害率
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* Zzy.SFF.AddActorFDR(actorId , value) //增加一个角色的地板伤害率
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*
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* 减少角色地板伤害率(角色ID,数值) //减少一个角色的地板伤害率
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* Zzy.SFF.SubActorFDR(actorId , value) //减少一个角色的地板伤害率
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*
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* 变量增加角色地板伤害率(角色ID,变量ID) //增加一个角色的地板伤害率
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* Zzy.SFF.AddActorMFDV(actorId , variableId) //增加一个角色的地板伤害率
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*
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* 变量减少角色地板伤害率(角色ID,变量ID) //减少一个角色的地板伤害率
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* Zzy.SFF.SubActorMFDV(actorId , variableId) //减少一个角色的地板伤害率
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*
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*
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*
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*
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* 增加角色经验值率(角色ID,数值) //增加一个角色的经验值率
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* Zzy.SFF.AddActorEXP(actorId , value) //增加一个角色的经验值率
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*
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* 减少角色经验值率(角色ID,数值) //减少一个角色的经验值率
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* Zzy.SFF.SubActorEXP(actorId , value) //减少一个角色的经验值率
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*
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* 变量增加角色经验值率(角色ID,变量ID) //增加一个角色的经验值率
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* Zzy.SFF.AddActorEXPV(actorId , variableId) //增加一个角色的经验值率
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*
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* 变量减少角色经验值率(角色ID,变量ID) //减少一个角色的经验值率
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* Zzy.SFF.SubActorEXPV(actorId , variableId) //减少一个角色的经验值率
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*
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*
|
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*
|
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|
* 缓存角色基本属性(角色ID) //存储这一时刻角色的血量,蓝量,最大血量,最大蓝量,攻击力,防御力,魔攻,魔防,速度,幸运
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* Zzy.SFF.SaveActor(actorId) //存储这一时刻角色的血量,蓝量,最大血量,最大蓝量,攻击力,防御力,魔攻,魔防,速度,幸运
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*
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* 读取角色基本属性(角色ID) //将角色的血量,蓝量,最大血量,最大蓝量,攻击力,防御力,魔攻,魔防,速度,幸运读取到之前存储的信息中
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* Zzy.SFF.LoadActor(actorId) //将角色的血量,蓝量,最大血量,最大蓝量,攻击力,防御力,魔攻,魔防,速度,幸运读取到之前存储的信息中
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*
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* 缓存队伍物品() //存储这一时刻队伍所有角色的金币,物品,武器,与装备
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* Zzy.SFF.SaveParty() //存储这一时刻队伍所有角色的金币,物品,武器,与装备
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*
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* 读取队伍物品() //读取上次存储时刻队伍所有角色的金币,物品,武器,与装备并替换
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* Zzy.SFF.LoadParty() //读取上次存储时刻队伍所有角色的金币,物品,武器,与装备并替换
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*
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* 缓存全局变量() //存储这一时刻所有的全局变量的数值
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|
* Zzy.SFF.SaveVariables() //存储这一时刻所有的全局变量的数值
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*
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|
* 读取全局变量() //读取上次存储时刻的全局变量的数值设置
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* Zzy.SFF.LoadVariables() //读取上次存储时刻的全局变量的数值设置
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*
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* 缓存全局开关() //存储这一时刻所有的全局开关的数值
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* Zzy.SFF.SaveSwitches() //存储这一时刻所有的全局开关的数值
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*
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|
* 读取全局开关() //读取上次存储时刻的全局开关的数值设置
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* Zzy.SFF.LoadSwitches() //读取上次存储时刻的全局开关的数值设置
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*
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|
* 删除地图所有独立开关(地图ID) //这将会重置一个地图中所有事件的独立开关 mapId要求填写地图的ID值
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|
* Zzy.SFF.ResetSelfSwitchesOfMap(mapId) //这将会重置一个地图中所有事件的独立开关 mapId要求填写地图的ID值
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*
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*
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*
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* 获取金币数量(变量ID) //获取金币数量存放到变量值中
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* Zzy.SFF.GetGold(variableId)
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|
|
*
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* 修改金币数量(数量) //修改队伍的金币为某值
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|
* Zzy.SFF.SetGold(count) //修改队伍的金币为某值
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*
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* 变量修改金币数量(变量ID) //修改队伍的金币为某个变量值
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* Zzy.SFF.SetGoldV(variableId) //修改队伍的金币为某个变量值
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*
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* 增加金币百分比(百分比) //对现有金币增加百分比的额外数值,输入10代表10%
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* Zzy.SFF.AddGoldPer(per) //对现有金币增加百分比的额外数值,输入10代表10%
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*
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* 减少金币百分比(百分比) //对现有金币减少百分比的额外数值,范围0~100
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* Zzy.SFF.SubGoldPer(per) //对现有金币减少百分比的额外数值,范围0~100
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*
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*
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*
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* 获取道具数量(道具ID,变量ID) //将读取到的道具数量存放到某个变量值
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* Zzy.SFF.GetItemCount(itemId,variableId) //将读取到的道具数量存放到某个变量值
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*
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* 修改道具数量(道具ID,数量) //修改队伍的道具数量为某值
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* Zzy.SFF.SetItem(itemId,count) //修改队伍的道具数量为某值 itemId要求填写物品ID值 count要求填写数量
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*
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* 变量修改道具数量(道具ID,变量ID) //修改队伍的道具数量为某个变量值
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* Zzy.SFF.SetItemV(itemId,variableId) //修改队伍的道具数量为某个变量值 itemId要求填写物品ID值 variableId要求填写变量ID值
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*
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* 增加道具数量百分比(道具ID,百分比) //对现有道具数量增加百分比的额外数值,输入10代表10%
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* Zzy.SFF.AddItemCountPer(itemId,per) //对现有道具数量增加百分比的额外数值,输入10代表10%
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*
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* 减少道具数量百分比(道具ID,百分比) //对现有道具数量减少百分比的额外数值,范围0~100
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* Zzy.SFF.SubItemCountPer(itemId,per) //对现有道具数量减少百分比的额外数值,范围0~100
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*
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|
*
|
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* 修改武器数量(武器ID,数量) //修改队伍的武器数量为某值
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* Zzy.SFF.SetWeapon(weaponId,count) //修改队伍的武器数量为某值
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*
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|
* 变量修改武器数量(武器ID,变量ID) //修改队伍的武器数量为某个变量值
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* Zzy.SFF.SetWeaponV(weaponId,variableId) //修改队伍的武器数量为某个变量值
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*
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|
*
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|
* 修改护甲数量(护甲ID,数量) //修改队伍的护甲数量为某值
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|
* Zzy.SFF.SetArmor(armorId,count) //修改队伍的护甲数量为某值
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|
*
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|
* 变量修改护甲数量(护甲ID,数量) //修改队伍的护甲数量为某个变量值
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|
* Zzy.SFF.SetArmorV(armorId,variableId) //修改队伍的护甲数量为某个变量值
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*
|
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*
|
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*
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*
|
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*
|
|
|
* 打开菜单界面() //这会强制打开菜单界面
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* Zzy.SFF.CallMenu() //这会强制打开菜单界面
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*
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* 打开物品界面() //这会强制打开物品界面
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|
* Zzy.SFF.CallItemMenu() //这会强制打开物品界面
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|
|
*
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|
* 打开技能界面(角色ID) //这会强制打开技能界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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* Zzy.SFF.CallSkillMenu(actorId) //这会强制打开技能界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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*
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* 打开装备界面(角色ID) //这会强制打开装备界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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* Zzy.SFF.CallEquipMenu(actorId) //这会强制打开装备界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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*
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* 打开状态界面(角色ID) //这会强制打开状态界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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* Zzy.SFF.CallStatusMenu(actorId) //这会强制打开状态界面,需要输入打开角色的ID值,需要保证角色ID的角色目前在队伍中
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*
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|
|
* 打开设置界面() //这会强制打开设置界面
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|
* Zzy.SFF.CallOptionsMenu() //这会强制打开设置界面
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|
*
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|
|
* 打开存档界面() //这会强制打开存档界面
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|
* Zzy.SFF.CallSaveMenu() //这会强制打开存档界面
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*
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* 打开读档界面() //这会强制打开读档界面
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* Zzy.SFF.CallLoadMenu() //这会强制打开读档界面
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*
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* 打开游戏结束界面() //这会强制打开游戏结束界面
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* Zzy.SFF.CallGameEndMenu() //这会强制打开游戏结束界面
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*
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*
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* 存档(存档ID) //这会进行存档,需要设置存档ID
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* Zzy.SFF.Save(saveID) //这会进行存档,需要设置存档ID
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*
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* 读档(读档ID) //这会进行读档,需要设置存档ID
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* Zzy.SFF.Load(loadID) //这会进行读档,需要设置存档ID
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*
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*
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* 截图(路径,名称) //将目前的界面进行截图,需要输入路径和截图名称,截图格式为.png
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* Zzy.SFF.SnapToLocal(path,fileName)
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* -例: 截图('img/faces','图片1')
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* -例: 截图('img/custom','截图1') //其中custom是一个自定义文件夹,需保证项目中拥有此文件夹
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* 注意输入文本要加引号
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*
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*
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* 截图到照片文件夹(名称) //将截图存储到img/pictures文件夹中,截图格式为.png
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* Zzy.SFF.SnapToPictures(fileName)
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* -例: 截图到照片文件夹('记录')
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* 注意输入文本要加引号
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*
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*
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* 截图到系统文件夹(名称) //将截图存储到img/system文件夹中,截图格式为.png
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* Zzy.SFF.SnapToSystem(fileName)
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* -例: 截图到系统文件夹('save')
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* 注意输入文本要加引号
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*
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*
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* 变速齿轮(倍率) //修改游戏的速度,标准速度为1,最小值为0,如果小于1,则被视为减速倍率,大于1被视为加速倍率
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* Zzy.SFF.ChangeDeltaTimeRatio(value) //修改游戏的速度,标准速度为1,最小值为0,如果小于1,则被视为减速倍率,大于1被视为加速倍率
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* -例: 变速齿轮(3) //提升游戏3倍速度
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* -例: 变速齿轮(0.5) //游戏减缓2倍速度,既为0.5倍速度
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*
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*
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* 调用公共事件(公共事件ID) //这会调用公共事件
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* Zzy.SFF.CallCommonEvent(commonId) //这会调用公共事件
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*
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* 延迟调用公共事件(公共事件ID,延迟时长) //这会延迟一段时长来调用公共事件,参数延迟时长单位为毫秒
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* Zzy.SFF.DelayCallCommonEvent(commonId,delay) //这会延迟一段时长来调用公共事件,参数延迟时长单位为毫秒
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* -例: 延迟调用公共事件(10,3000) //3秒后调用公共事件10号
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*
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*
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*
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* 经历帧数存储到变量(变量ID) //将游戏经历的总帧数,存储到变量中,需填写变量ID值
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* Zzy.SFF.FrameCountToVariable(variableId) //将游戏经历的总帧数,存储到变量中,需填写变量ID值
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*
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* 目前秒数存储到变量(变量ID) //将游戏秒数存储到变量中,需填写变量ID值,秒数的范围会在0~59
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* Zzy.SFF.CurrentSecondToVariable(variableId) //将游戏秒数存储到变量中,需填写变量ID值,秒数的范围会在0~59
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*
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* 目前分数存储到变量(变量ID) //将游戏分数存储到变量中,需填写变量ID值,分数的范围会在0~59
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* Zzy.SFF.CurrentMinuteToVariable(variableId) //将游戏分数存储到变量中,需填写变量ID值,分数的范围会在0~59
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*
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* 目前时数存储到变量(变量ID) //将游戏时数存储到变量中,需填写变量ID值
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* Zzy.SFF.CurrentHourToVariable(variableId) //将游戏时数存储到变量中,需填写变量ID值
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*
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*
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* 批量设置变量(变量字符串,数值) //这会批量设置全局变量的数值
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* Zzy.SFF.SetVariables(variableStr,value) //这会批量设置全局变量的数值
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* -变量字符串:可用逗号和~号代表多个与范围ID选择
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* -数值:输入要设置的数值
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* 注意输入文本要加引号
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* 例: 批量设置变量('1~100',20) //将1~100号变量设置值为20
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* 例: 批量设置变量('10~20,40~50,100,101',92) //将10~20,40~50,100~101号变量设置值为92
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*
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* 变量批量设置变量(变量字符串,变量ID) //这会批量设置全局变量的数值
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* Zzy.SFF.SetVariablesV(variableStr,variableId) //这会批量设置全局变量的数值
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*
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* 批量相加变量(变量字符串,数值) //这会批量设置全局变量的相加数值
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* Zzy.SFF.AddVariables(variableStr,value) //这会批量设置全局变量的相加数值
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*
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* 变量批量相加变量(变量字符串,变量ID) //这会批量设置全局变量的相加数值
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* Zzy.SFF.AddVariablesV(variableStr,variableId) //这会批量设置全局变量的相加数值
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*
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* 批量相减变量(变量字符串,数值) //这会批量设置全局变量的相减数值
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* Zzy.SFF.SubVariables(variableStr,value) //这会批量设置全局变量的相减数值
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*
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* 变量批量相减变量(变量字符串,变量ID) //这会批量设置全局变量的相减数值
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* Zzy.SFF.SubVariablesV(variableStr,variableId) //这会批量设置全局变量的相减数值
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*
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* 批量相乘变量(变量字符串,数值) //这会批量设置全局变量的相乘数值
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* Zzy.SFF.MulVariables(variableStr,value) //这会批量设置全局变量的相乘数值
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*
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* 变量批量相乘变量(变量字符串,变量ID) //这会批量设置全局变量的相乘数值
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* Zzy.SFF.MulVariablesV(variableStr,variableId) //这会批量设置全局变量的相乘数值
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*
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* 批量相除变量(变量字符串,数值,模式可选:四舍五入/向下截取/向上截取)//这会批量设置全局变量的相除数值
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* Zzy.SFF.DivVariables(variableStr,value,mode) //这会批量设置全局变量的相除数值
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* -模式:选填参数,可选择与变量相除之后的小数部分,代表剩余小数是否会进位,默认值为四舍五入
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* 注意输入文本要加引号
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*
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* 变量批量相除变量(变量字符串,变量ID,模式可选:四舍五入/向下截取/向上截取) //这会批量设置全局变量的相除数值
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* Zzy.SFF.DivVariablesV(variableStr,variableId,mode) //这会批量设置全局变量的相除数值
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*
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* 设置随机数变量(变量ID,最小值,最大值) //这会将一个随机数存放到指定的变量ID中
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* Zzy.SFF.SetRandomVariable(variableId,min,max) //这会将一个随机数存放到指定的变量ID中
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* -变量ID:填写变量ID编号
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* -最小值:选填参数,输入一个整数,代表随机数的最小值,默认值为0
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* -最大值:选填参数,输入一个整数,代表随机的最大值,默认值为99
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* 例:设置随机数变量(5,0,9) //将0~9之间的一个随机数存到变量5中
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* 例:设置随机数变量(10) //将0~99之间的一个随机数存到变量10中
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*
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*
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* 批量设置随机数变量(变量字符串,最小值,最大值) //这会将批量随机数存放到指定的变量ID中
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* Zzy.SFF.SetRandomVariables(variableStr,min,max) //这会将批量随机数存放到指定的变量ID中
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* 例:批量设置随机数变量('10~20',100,150) //将10~20编号的变量每个随机100~150之间的数值进行存放
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*
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*
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*
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* 传送(地图ID,位置x,位置y,方向可选:不变/左/上/右/下,过渡模式:黑屏/白屏/无) //将玩家进行传送,其中方向可选和过渡模式为选填项,拥有默认值
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* Zzy.SFF.TransferPlayer(mapId,x,y,dir,type) //将玩家进行传送,其中方向可选和过渡模式为选填项,拥有默认值
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* 例: 传送(3,5,5,'不变','白屏') //进行传送
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* 例: 传送(5,10,0,'上') //未添参数会默认使用黑屏
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* 注意输入文本要加引号
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*
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*
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* 变量传送(变量ID1,变量ID2,变量ID3,方向可选:不变/左/上/右/下,过渡模式:黑屏/白屏/无) //将地图ID,位置x,y替换为变量,用法相同
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* Zzy.SFF.TransferPlayerV(variableId1,variableId2,variableId3,dir,type) //将地图ID,位置x,y替换为变量,用法相同
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* 例: 变量传送(4,5,6,'不变','黑屏')
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* 例: 变量传送(10,11,12)
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* 注意输入文本要加引号
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*
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*
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*
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* 闪图(图片名称,时长,位置x,位置y) //将图片出现在屏幕界面,持续一定时长后消失
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* Zzy.SFF.FlashPicture(name,frame,x,y) //将图片出现在屏幕界面,持续一定时长后消失
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*
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* -图片名称:填写图片的名称,图片存放在img/pictures文件夹中,图片的名称不包含后缀名
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* -时长:选填参数,单位为帧数,默认MV中1秒钟对应60帧,默认值为10帧
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* -位置x:选填参数,填写出现图片的x位置数值,默认值为屏幕宽度的正中心
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* -位置y:选填参数,填写出现图片的y位置数值,默认值为屏幕高度的正中心
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*
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* 例: 闪图('道具1') //在屏幕中心显示名为'闪图'的图片,持续10帧后消失,位置在正中心
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* 例: 闪图('贴脸鬼图',60,100,100) //在屏幕x100,y100的位置显示一张贴脸的鬼图,持续时间60帧后消失
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* 注意输入文本要加引号
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*
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*
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*
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* 获取地图ID(变量ID) //将地图ID的数值存放到变量中,需要输入存放的变量ID值
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* Zzy.SFF.GetMapID(varId) //将地图ID的数值存放到变量中,需要输入存放的变量ID值
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*
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*
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* 获取角色等级(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorLevel(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色最大血量(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorMaxHp(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色最大蓝量(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorMaxMp(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色血量(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorHp(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色蓝量(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorMp(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色攻击(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorAtk(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色防御(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorDef(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色魔攻(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorMat(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色魔抗(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorMad(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色速度(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorAgi(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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* 获取角色幸运(角色ID,变量ID) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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* Zzy.SFF.GetActorLuk(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
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*
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*
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* 修改玩家移动速度(速度值) //会修在玩家在地图中的移动速度,玩家移动速度默认数值为4
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* Zzy.SFF.SetPlayerMoveSpeed(moveSpeed) //会修在玩家在地图中的移动速度,玩家移动速度默认数值为4
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*
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* 设置玩家能否遇敌(true/false) //填写后玩家在地图中将会/不会再遇敌而触发战斗,填写true/false,true代表开启,false代表关闭
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* Zzy.SFF.SetPlayerEncounter(enable) //填写后玩家在地图中将会/不会再遇敌而触发战斗,填写true/false,true代表开启,false代表关闭
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*
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*
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* 玩家跳跃到事件(事件ID,偏移X,偏移Y) //使玩家跳跃到地图中事件的位置附近,需填写事件ID,正负偏移数值
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* Zzy.SFF.JumpToEvent(eventID,ofx,ofy)
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*
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* 事件跳跃到事件(事件1ID,事件2ID,偏移X,偏移Y) //地图中事件1跳跃到事件2的位置附近,需填写事件1,2ID,正负偏移数值
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* Zzy.SFF.EventJumpToEvent(event1ID,event2ID,ofx,ofy) //地图中事件1跳跃到事件2的位置附近,需填写事件1,2ID,正负偏移数值
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*
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*
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*
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*
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*
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*
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*
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*
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*----------------------------------------------------------
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*
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*
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*
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* 我叫坂本:v1.03 更新函数功能
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* 我叫坂本:v1.02 更新函数功能
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* 我叫坂本:v1.01 更新函数功能
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* 我叫坂本:v1.00 完成插件功能
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*
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*----------------------------------------------------------
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*
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*
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*
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*
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*
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*
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*
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*/
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var LiuYue = LiuYue || {};
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LiuYue.LiuYue_SimpleFunction = true;//插件启动
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var Zzy = Zzy || {};
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Zzy.SFF = Zzy.SFF || {};
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Zzy.SFF.version = 1.03;
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Zzy.Parameters = PluginManager.parameters('LiuYue_SimpleFunction');
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Zzy.Param = Zzy.Param || {};
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Zzy.SFF.ActorParam = [];
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//=================================================================
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//DataManager
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//=================================================================
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Zzy.SFF.DataManager_loadGame = DataManager.loadGame;
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DataManager.loadGame = function(savefileId) //旧存档兼容
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{
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var result = Zzy.SFF.DataManager_loadGame.call(this,savefileId);
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this.ZzySFFInitData();
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return result;
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}
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DataManager.ZzySFFInitData = function()//初始化参数
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{
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if(!$gameSystem.GetIsZzySFFLoaded())
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{
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//初始化
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$gameSystem.ZzySFFInitData();//初始化数据
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$gameSystem.SetIsZzySFFLoaded(true);
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}
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}
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//=============================================================================
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//Game_System
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//=============================================================================
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Zzy.SFF.Game_System_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function()
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{
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Zzy.SFF.Game_System_initialize.call(this);
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this.ZzySFFInitData();//初始化数据
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this._IsZzySFFLoaded = true;//是否载入完成
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};
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Game_System.prototype.GetIsZzySFFLoaded = function()
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{
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if(this._IsZzySFFLoaded === undefined)
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{this._IsZzySFFLoaded = false;}
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return this._IsZzySFFLoaded;
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}
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Game_System.prototype.SetIsZzySFFLoaded = function(enable)
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{
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this._IsZzySFFLoaded = enable;
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}
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Game_System.prototype.ZzySFFInitData = function()
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{
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this._ZzySFFActorParam = [];
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this._ZzySFFPartyInfo = undefined;
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this._ZzySFFExParam = [];//额外参数
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this._ZzySFFSpParam = [];//特殊参数
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this._ZzySFFVariables = [];//变量
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this._ZzySFFSwitches = [];//开关
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this._ZzySFFSrcDeltaTime = SceneManager._deltaTime;//原始速度
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this._ZzySFFCurrentDeltaTime = this._ZzySFFSrcDeltaTime;//目前速度
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this._ZzySFFCommonArr = [];//延迟公共事件
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this._ZzySFFCommonIndex = 0;//下标
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this._ZzySFFFlashPicArr = [];//闪图
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this._IsZzySFFNoEncounter = false;//不会遇敌
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}
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Game_System.prototype.PushZzySFFCommonArr = function(commonId)
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{
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this._ZzySFFCommonArr.push(commonId);
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}
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Game_System.prototype.PushZzySFFFlashPicArr = function(name,frame,x,y)//压入
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{
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var info = {};
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info.name = name;
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info.frame = frame;
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info.x = x;
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info.y = y;
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info.cFrame = 0;
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info.isCom = false;
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this._ZzySFFFlashPicArr.push(info);
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return info;
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}
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Game_System.prototype.ClearZzySFFFlashPicArr = function()
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{
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this._ZzySFFFlashPicArr = [];
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}
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Game_System.prototype.GetZzySFFExParam = function(ActorID)
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{
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if(this._ZzySFFExParam[ActorID] === undefined)
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{this._ZzySFFExParam[ActorID] = [];}
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return this._ZzySFFExParam[ActorID];
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}
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Game_System.prototype.GetZzySFFSpParam = function(ActorID)
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{
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if(this._ZzySFFSpParam[ActorID] === undefined)
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{this._ZzySFFSpParam[ActorID] = [];}
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return this._ZzySFFSpParam[ActorID];
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}
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Game_System.prototype.GetIsZzySFFNoEncounter = function()
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{
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return this._IsZzySFFNoEncounter;
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}
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Game_System.prototype.SetIsZzySFFNoEncounter = function(enable)
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{
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this._IsZzySFFNoEncounter = enable;
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}
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//=============================================================================
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//Game_Player
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//=============================================================================
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Zzy.SFF.Game_Player_updateEncounterCount = Game_Player.prototype.updateEncounterCount;
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Game_Player.prototype.updateEncounterCount = function()
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{
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if($gameSystem.GetIsZzySFFNoEncounter()){return false;}
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Zzy.SFF.Game_Player_updateEncounterCount.call(this);
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};
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//=============================================================================
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//Scene_Map
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//=============================================================================
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Zzy.SFF.Scene_Map_initialize = Scene_Map.prototype.initialize;
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Scene_Map.prototype.initialize = function()
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{
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Zzy.SFF.Scene_Map_initialize.call(this);
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this._ZzySFFFlashSprArr = [];//缓存
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}
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Zzy.SFF.Scene_Map_start = Scene_Map.prototype.start;
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Scene_Map.prototype.start = function()
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{
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Zzy.SFF.Scene_Map_start.call(this);
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//循环并加载
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this.LoadZzySFFlashInfo();
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}
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Scene_Map.prototype.LoadZzySFFlashInfo = function()
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{
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var arr = $gameSystem._ZzySFFFlashPicArr;
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var isBeing = false;
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for(var i=0;i<arr.length;i++)
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{
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if(arr[i] && arr[i].isCom === false)
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{
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isBeing = true;
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this.CreateZzySFFFlashSpr(arr[i]);
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}
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}
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if(!isBeing)
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{
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$gameSystem.ClearZzySFFFlashPicArr();//如果没有缓存则清理
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}
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}
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Zzy.SFF.Scene_Map_update = Scene_Map.prototype.update;
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Scene_Map.prototype.update = function()
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{
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Zzy.SFF.Scene_Map_update.call(this);
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this.updateZzySFFCommon();
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};
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Scene_Map.prototype.RequestZzySFFFlashSpr = function()//创建缓存
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{
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var len = this._ZzySFFFlashSprArr;
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for(var i=0;i<len;i++)
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{
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var spr1 = this._ZzySFFFlashSprArr[i];
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if(!spr1.visible)
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{
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spr1.visible = true;
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return spr1;
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}
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}
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var spr2 = new Sprite_ZzySFFFlash(this);
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this._ZzySFFFlashSprArr.push(spr2);
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this.addChild(spr2);
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return spr2;
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}
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Scene_Map.prototype.CreateZzySFFFlashSpr = function(info)//创造闪烁位图
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{
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var spr1 = this.RequestZzySFFFlashSpr();
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spr1.ResetInfo(info);
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}
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Scene_Map.prototype.updateZzySFFCommon = function()
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{
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if(!$gameSystem._ZzySFFCommonArr.length)return;
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var cArr = $gameSystem._ZzySFFCommonArr;
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if(!$gameTemp.isCommonEventReserved())//没有公共事件占位
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{
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var commonId = cArr[$gameSystem._ZzySFFCommonIndex];
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$gameTemp.reserveCommonEvent(commonId);//调用公共事件
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$gameSystem._ZzySFFCommonIndex++;
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if($gameSystem._ZzySFFCommonIndex >= cArr.length)
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{
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$gameSystem._ZzySFFCommonIndex = 0;
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$gameSystem._ZzySFFCommonArr = [];
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}
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}
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}
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//=======================================================================
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//Sprite_ZzySFFFlash
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//=======================================================================
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function Sprite_ZzySFFFlash() {
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this.initialize.apply(this, arguments);
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}
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Sprite_ZzySFFFlash.prototype = Object.create(Sprite_Base.prototype);
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Sprite_ZzySFFFlash.prototype.constructor = Sprite_ZzySFFFlash;
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Sprite_ZzySFFFlash.prototype.initialize = function(pointer)
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{
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Sprite_Base.prototype.initialize.call(this);
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this.anchor.x = 0.5;
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this.anchor.y = 0.5;
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this.pointer = pointer;
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this.info = undefined;
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};
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Sprite_ZzySFFFlash.prototype.ResetInfo = function(info)
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{
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this.info = info;
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this.bitmap = ImageManager.loadPicture(this.info.name);
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this.x = info.x;
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this.y = info.y;
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}
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Sprite_ZzySFFFlash.prototype.update = function()
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{
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Sprite_Base.prototype.update.call(this);
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if(!this.visible)return;
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this.updateBeing();//更新存在
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}
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Sprite_ZzySFFFlash.prototype.updateBeing = function()
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{
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if(this.info.cFrame < this.info.frame)
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{
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this.info.cFrame++;
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}
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else
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{
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this.info.cFrame = 0;
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this.info.isCom = true;
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this.visible = false;
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this.pointer.removeChild(this);//移除
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}
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}
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//---------------------------------------Zzy.SFF.Script---------------------------------------------
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//设置角色的生命值
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Zzy.SFF.SetActorHP = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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actor.setHp(value);
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}
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Zzy.SFF.SetActorHPV = function(actorId,variableId)
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{Zzy.SFF.SetActorHP(actorId,$gameVariables.value(variableId));}
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var 设置角色血量值 = function(actorId,value)
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{Zzy.SFF.SetActorHP(actorId,value);}
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var 变量设置角色血量值 = function(actorId,variableId)
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{Zzy.SFF.SetActorHPV(actorId,variableId);}
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//设置角色的魔法值
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Zzy.SFF.SetActorMP = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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actor.setMp(value);
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}
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Zzy.SFF.SetActorMPV = function(actorId,variableId)
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{Zzy.SFF.SetActorMP(actorId,$gameVariables.value(variableId));}
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var 设置角色蓝量值 = function(actorId,value)
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{Zzy.SFF.SetActorMP(actorId,value);}
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var 变量设置角色蓝量值 = function(actorId,variableId)
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{Zzy.SFF.SetActorMPV(actorId,variableId);}
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//设置角色最大血量值
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Zzy.SFF.SetActorMaxHP = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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var srcValue = actor.paramBase(0);
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actor._paramPlus[0] = value-srcValue;
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}
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Zzy.SFF.SetActorMaxHpV = function(actorId,variableId)
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{Zzy.SFF.SetActorMaxHP(actorId,$gameVariables.value(variableId));}
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var 设置角色最大血量值 = function(actorId,value)
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{Zzy.SFF.SetActorMaxHP(actorId,value);}
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var 变量设置角色最大血量值 = function(actorId,variableId)
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{Zzy.SFF.SetActorMaxHpV(actorId,variableId);}
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//设置角色最大蓝量值
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Zzy.SFF.SetActorMaxMP = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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var srcValue = actor.paramBase(1);
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actor._paramPlus[1] = value-srcValue;
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}
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Zzy.SFF.SetActorMaxMpV = function(actorId,variableId)
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{Zzy.SFF.SetActorMaxMP(actorId,$gameVariables.value(variableId));}
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var 设置角色最大蓝量值 = function(actorId,value)
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{Zzy.SFF.SetActorMaxMP(actorId,value);}
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var 变量设置角色最大蓝量值 = function(actorId,variableId)
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{Zzy.SFF.SetActorMaxMpV(actorId,variableId);}
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//设置角色的攻击力
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Zzy.SFF.SetActorATK = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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var srcValue = actor.paramBase(2);
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actor._paramPlus[2] = value-srcValue;
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}
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Zzy.SFF.SetActorATKV = function(actorId,variableId)
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{Zzy.SFF.SetActorATK(actorId,$gameVariables.value(variableId));}
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var 设置角色攻击值 = function(actorId,value)
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{Zzy.SFF.SetActorATK(actorId,value);}
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var 变量设置角色攻击值 = function(actorId,variableId)
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{Zzy.SFF.SetActorATKV(actorId,variableId);}
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//设置角色的防御
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Zzy.SFF.SetActorDEF = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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var srcValue = actor.paramBase(3);
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actor._paramPlus[3] = value-srcValue;
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}
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Zzy.SFF.SetActorDEFV = function(actorId,variableId)
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{Zzy.SFF.SetActorDEF(actorId,$gameVariables.value(variableId));}
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var 设置角色防御值 = function(actorId,value)
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{Zzy.SFF.SetActorDEF(actorId,value);}
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var 变量设置角色防御值 = function(actorId,variableId)
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{Zzy.SFF.SetActorDEFV(actorId,variableId);}
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//设置角色的魔攻
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Zzy.SFF.SetActorMAT = function(actorId,value)
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{
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var actor = $gameActors.actor(actorId);
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var srcValue = actor.paramBase(4);
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actor._paramPlus[4] = value-srcValue;
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}
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Zzy.SFF.SetActorMATV = function(actorId,variableId)
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{Zzy.SFF.SetActorMAT(actorId,$gameVariables.value(variableId));}
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var 设置角色魔攻值 = function(actorId,value)
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{Zzy.SFF.SetActorMAT(actorId,value);}
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var 变量设置角色魔攻值 = function(actorId,variableId)
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|
|
{Zzy.SFF.SetActorMATV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
//设置角色的魔抗
|
|
|
Zzy.SFF.SetActorMDF = function(actorId,value)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
var srcValue = actor.paramBase(5);
|
|
|
actor._paramPlus[5] = value-srcValue;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.SetActorMDFV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorMDF(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 设置角色魔防值 = function(actorId,value)
|
|
|
{Zzy.SFF.SetActorMDF(actorId,value);}
|
|
|
var 变量设置角色魔防值 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorMDFV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
//设置角色的速度
|
|
|
Zzy.SFF.SetActorAGI = function(actorId,value)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
var srcValue = actor.paramBase(6);
|
|
|
actor._paramPlus[6] = value-srcValue;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.SetActorAGIV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorAGI(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 设置角色速度值 = function(actorId,value)
|
|
|
{Zzy.SFF.SetActorAGI(actorId,value);}
|
|
|
var 变量设置角色速度值 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorAGIV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
//设置角色的幸运
|
|
|
Zzy.SFF.SetActorLUK = function(actorId,value)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
var srcValue = actor.paramBase(7);
|
|
|
actor._paramPlus[7] = value-srcValue;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.SetActorLUKV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorLUK(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 设置角色幸运值 = function(actorId,value)
|
|
|
{Zzy.SFF.SetActorLUK(actorId,value);}
|
|
|
var 变量设置角色幸运值 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SetActorLUKV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorHIT = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[0] === undefined){pArr[0] = 0;}
|
|
|
pArr[0] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色命中率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorHit(actorId,value);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SubActorHIT = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[0] === undefined){pArr[0] = 0;}
|
|
|
pArr[0] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色命中率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorHIT(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorHITV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorHIT(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色命中率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorHITV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorHITV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorHIT(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色命中率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorHITV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorEVA = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[1] === undefined){pArr[1] = 0;}
|
|
|
pArr[1] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色回避率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorEVA(actorId,value);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SubActorEVA = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[1] === undefined){pArr[1] = 0;}
|
|
|
pArr[1] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色回避率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorEVA(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorEVAV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorEVA(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色回避率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorEVAV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorEVAV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorEVA(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色回避率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorEVAV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorCRI = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[2] === undefined){pArr[2] = 0;}
|
|
|
pArr[2] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色暴击率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorCRI(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorCRI = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[2] === undefined){pArr[2] = 0;}
|
|
|
pArr[2] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色暴击率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorCRI(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorCRIV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCRI(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色暴击率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCRIV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorCRIV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCRI(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色暴击率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCRIV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorCEV = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[3] === undefined){pArr[3] = 0;}
|
|
|
pArr[3] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色暴击回避 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorCEV(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorCEV = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[3] === undefined){pArr[3] = 0;}
|
|
|
pArr[3] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色暴击回避 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorCEV(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorCEVV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCEV(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色暴击回避 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCEVV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorCEVV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCEV(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色暴击回避 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCEVV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorMEV = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[4] === undefined){pArr[4] = 0;}
|
|
|
pArr[4] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色魔法回避 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorMEV(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorMEV= function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[4] === undefined){pArr[4] = 0;}
|
|
|
pArr[4] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色魔法回避 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorMEV(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorMEVV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMEV(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色魔法回避 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMEVV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorMEVV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMEV(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色魔法回避 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMEVV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorMRF = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[5] === undefined){pArr[5] = 0;}
|
|
|
pArr[5] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色魔法反射 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorMRF(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorMRF = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[5] === undefined){pArr[5] = 0;}
|
|
|
pArr[5] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色魔法反射 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorMRF(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorMRFV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMRF(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色魔法反射 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMRFV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorMRFV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMRF(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色魔法反射 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMRFV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorCNT = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[6] === undefined){pArr[6] = 0;}
|
|
|
pArr[6] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色反击 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorCNT(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorCNT = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[6] === undefined){pArr[6] = 0;}
|
|
|
pArr[6] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色反击 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorCNT(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorCNTV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCNT(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色角色反击 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorCNTV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorCNTV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCNT(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色角色反击 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorCNTV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorHRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[7] === undefined){pArr[7] = 0;}
|
|
|
pArr[7] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色HP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorHRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorHRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[7] === undefined){pArr[7] = 0;}
|
|
|
pArr[7] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色HP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorHRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorHRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorHRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色HP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorHRGV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorHRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorHRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色HP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorHRGV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorMRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[8] === undefined){pArr[8] = 0;}
|
|
|
pArr[8] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色MP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorMRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorMRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[8] === undefined){pArr[8] = 0;}
|
|
|
pArr[8] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色MP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorMRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorMRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色MP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMRGV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorMRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色MP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMRGV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorTRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[9] === undefined){pArr[9] = 0;}
|
|
|
pArr[9] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色TP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorTRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorTRG = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[9] === undefined){pArr[9] = 0;}
|
|
|
pArr[9] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色TP自动恢复 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorTRG(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorTRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色TP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTRGV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorTRGV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTRG(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色TP自动恢复 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTRGV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorTGR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[0] === undefined){pArr[0] = 0;}
|
|
|
pArr[0] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色受到攻击几率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorTGR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorTGR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[0] === undefined){pArr[0] = 0;}
|
|
|
pArr[0] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色受到攻击几率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorTGR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorTGRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTGR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色受到攻击几率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTGRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorTGRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTGR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色受到攻击几率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTGRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorGRD = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[1] === undefined){pArr[1] = 0;}
|
|
|
pArr[1] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色防御效果 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorGRD(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorGRD = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[1] === undefined){pArr[1] = 0;}
|
|
|
pArr[1] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色防御效果 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorGRD(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorGRDV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorGRD(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色防御效果 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorGRDV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorGRDV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorGRD(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色防御效果 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorGRDV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorREC = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[2] === undefined){pArr[2] = 0;}
|
|
|
pArr[2] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色恢复效果 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorREC(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorREC = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[2] === undefined){pArr[2] = 0;}
|
|
|
pArr[2] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色恢复效果 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorREC(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorRECV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorREC(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色恢复效果 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorRECV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorRECV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorREC(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色恢复效果 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorRECV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorPHA = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[3] === undefined){pArr[3] = 0;}
|
|
|
pArr[3] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色药理知识 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorPHA(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorPHA = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[3] === undefined){pArr[3] = 0;}
|
|
|
pArr[3] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色药理知识 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorPHA(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorPHAV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorPHA(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色药理知识 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorPHAV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorPHAV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorPHA(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色药理知识 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorPHAV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorMCR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[4] === undefined){pArr[4] = 0;}
|
|
|
pArr[4] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色MP消耗率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorMCR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorMCR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[4] === undefined){pArr[4] = 0;}
|
|
|
pArr[4] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色MP消耗率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorMCR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorMCRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMCR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色MP消耗率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMCRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorMCRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMCR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色MP消耗率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMCRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorTCR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[5] === undefined){pArr[5] = 0;}
|
|
|
pArr[5] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色TP消耗率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorTCR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorTCR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[5] === undefined){pArr[5] = 0;}
|
|
|
pArr[5] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色TP消耗率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorTCR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorTCRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTCR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色TP消耗率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorTCRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorTCRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTCR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色TP消耗率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorTCRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorPDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[6] === undefined){pArr[6] = 0;}
|
|
|
pArr[6] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色物理伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorPDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorPDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[6] === undefined){pArr[6] = 0;}
|
|
|
pArr[6] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色物理伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorPDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorPDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorPDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色物理伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorPDRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorPDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorPDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色物理伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorPDRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorMDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[7] === undefined){pArr[7] = 0;}
|
|
|
pArr[7] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色魔法伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorMDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorMDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[7] === undefined){pArr[7] = 0;}
|
|
|
pArr[7] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色魔法伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorMDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorMDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色魔法伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMDRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorMDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色魔法伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMDRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorFDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[8] === undefined){pArr[8] = 0;}
|
|
|
pArr[8] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色地板伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorFDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorFDR = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[8] === undefined){pArr[8] = 0;}
|
|
|
pArr[8] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色地板伤害率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorFDR(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorFDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorFDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色地板伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorFDRV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorFDRV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorFDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色地板伤害率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorFDRV(actorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddActorEXP = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[9] === undefined){pArr[9] = 0;}
|
|
|
pArr[9] += value*0.01;
|
|
|
}
|
|
|
|
|
|
var 增加角色经验值率 = function(actorId,value)
|
|
|
{Zzy.SFF.AddActorEXP(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.SubActorEXP = function(actorId,value)
|
|
|
{
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[9] === undefined){pArr[9] = 0;}
|
|
|
pArr[9] -= value*0.01;
|
|
|
}
|
|
|
|
|
|
var 减少角色经验值率 = function(actorId,value)
|
|
|
{Zzy.SFF.SubActorEXP(actorId,value);}
|
|
|
|
|
|
Zzy.SFF.AddActorEXPV = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorMDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量增加角色经验值率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.AddActorEXPV(actorId,variableId);}
|
|
|
|
|
|
Zzy.SFF.SubActorEXPV = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorMDR(actorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量减少角色经验值率 = function(actorId,variableId)
|
|
|
{Zzy.SFF.SubActorEXPV(actorId,variableId);}
|
|
|
|
|
|
|
|
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|
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|
|
//=========================================================================
|
|
|
//Game_Actor
|
|
|
//=========================================================================
|
|
|
Zzy.SFF.Game_Actor_xparam = Game_Actor.prototype.xparam;
|
|
|
Game_Actor.prototype.xparam = function(xparamId)
|
|
|
{
|
|
|
var value = Zzy.SFF.Game_Actor_xparam.call(this,xparamId);
|
|
|
var actorId = this.actorId();
|
|
|
var pArr = $gameSystem.GetZzySFFExParam(actorId);
|
|
|
if(pArr[xparamId])
|
|
|
{value += pArr[xparamId];}//增加额外数值
|
|
|
return value;
|
|
|
};
|
|
|
|
|
|
|
|
|
Zzy.SFF.Game_Actor_sparam = Game_Actor.prototype.sparam;
|
|
|
Game_Actor.prototype.sparam = function(sparamId)
|
|
|
{
|
|
|
var value = Zzy.SFF.Game_Actor_sparam.call(this,sparamId);
|
|
|
var actorId = this.actorId();
|
|
|
var pArr = $gameSystem.GetZzySFFSpParam(actorId);
|
|
|
if(pArr[sparamId])
|
|
|
{value += pArr[sparamId];}
|
|
|
return value;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//记录角色的信息
|
|
|
Zzy.SFF.SaveActor = function(actorId)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
if(!actor){console.log('不存在ID为:'+actorId+'值的这个角色');return;}
|
|
|
var info = {};
|
|
|
info.hp = actor.hp;
|
|
|
info.mp = actor.mp;
|
|
|
info.atk = actor.atk;
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|
|
info.def = actor.def;
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|
|
info.mat = actor.mat;
|
|
|
info.mdf = actor.mdf;
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|
|
info.agi = actor.agi;
|
|
|
info.luk = actor.luk;
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|
|
$gameSystem._ZzySFFActorParam[actorId] = info;
|
|
|
}
|
|
|
|
|
|
var 缓存角色基本属性 = function(actorId)
|
|
|
{Zzy.SFF.SaveActor(actorId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.LoadActor = function(actorId)
|
|
|
{
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
if(!actor){console.log('不存在ID为:'+actorId+'值的这个角色');return;}
|
|
|
|
|
|
var info = $gameSystem._ZzySFFActorParam[actorId];
|
|
|
if(!info){console.log('没有通过SaveActor对角色进行提前存储');return;}
|
|
|
|
|
|
Zzy.SFF.SetActorHP(actorId,info.hp);
|
|
|
Zzy.SFF.SetActorMP(actorId,info.mp);
|
|
|
Zzy.SFF.SetActorATK(actorId,info.atk);
|
|
|
Zzy.SFF.SetActorDEF(actorId,info.def);
|
|
|
Zzy.SFF.SetActorMAT(actorId,info.mat);
|
|
|
Zzy.SFF.SetActorMDF(actorId,info.mdf);
|
|
|
Zzy.SFF.SetActorAGI(actorId,info.agi);
|
|
|
Zzy.SFF.SetActorLUK(actorId,info.luk);
|
|
|
}
|
|
|
|
|
|
var 读取角色基本属性 = function(actorId)
|
|
|
{Zzy.SFF.LoadActor(actorId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SaveParty = function()
|
|
|
{
|
|
|
var info = {};
|
|
|
info.gold = $gameParty.gold();
|
|
|
info.items = {};
|
|
|
info.weapons = {};
|
|
|
info.armors = {};
|
|
|
info.actors = [];
|
|
|
|
|
|
var items = $gameParty._items;//道具
|
|
|
var weapons = $gameParty._weapons;//武器
|
|
|
var armors = $gameParty._armors;//护甲
|
|
|
|
|
|
info.items = Zzy.SFF.Copy(items);
|
|
|
info.weapons = Zzy.SFF.Copy(weapons);
|
|
|
info.armors = Zzy.SFF.Copy(armors);
|
|
|
info.actors = Zzy.SFF.CopyPartyActors();
|
|
|
|
|
|
$gameSystem._ZzySFFPartyInfo = info;
|
|
|
}
|
|
|
|
|
|
var 缓存队伍物品 = function()
|
|
|
{Zzy.SFF.SaveParty();}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.LoadParty = function()
|
|
|
{
|
|
|
var info = $gameSystem._ZzySFFPartyInfo;
|
|
|
Zzy.SFF.SetGold(info.gold);//设置金币数值
|
|
|
|
|
|
$gameParty._items = Zzy.SFF.Copy(info.items);
|
|
|
$gameParty._weapons = Zzy.SFF.Copy(info.weapons);
|
|
|
$gameParty._armors = Zzy.SFF.Copy(info.armors);
|
|
|
|
|
|
|
|
|
for(var i=0;i<info.actors.length;i++)
|
|
|
{
|
|
|
var aInfo = info.actors[i];
|
|
|
//查找是否有相同的角色
|
|
|
// if($gameParty._actors.contains(aInfo.actorId))
|
|
|
// {
|
|
|
// var actor = $gameActors.actor(aInfo.actorId);
|
|
|
// }
|
|
|
var actor = $gameActors.actor(aInfo.actorId);
|
|
|
actor._equips = [];
|
|
|
for(var j=0;j<aInfo.aEqu.length;j++)
|
|
|
{
|
|
|
if(aInfo.aEqu[j])
|
|
|
{
|
|
|
var tgi = new Game_Item();
|
|
|
tgi._dataClass = aInfo.aEqu[j].typeId;
|
|
|
tgi._itemId = aInfo.aEqu[j].itemId;
|
|
|
actor._equips[j] = tgi;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
actor._equips[j] = undefined;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 读取队伍物品 = function()
|
|
|
{Zzy.SFF.LoadParty();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SaveVariables = function()
|
|
|
{
|
|
|
$gameSystem._ZzySFFVariables = [];
|
|
|
var vArr1 = $gameSystem._ZzySFFVariables;
|
|
|
var vArr2 = $gameVariables._data;
|
|
|
if(vArr2)
|
|
|
{
|
|
|
for(var i=0;i<vArr2.length;i++)
|
|
|
{vArr1[i] = vArr2[i];}
|
|
|
}
|
|
|
}
|
|
|
var 缓存全局变量 = function()
|
|
|
{Zzy.SFF.SaveVariables();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.LoadVariables = function()
|
|
|
{
|
|
|
$gameVariables._data = [];
|
|
|
var vArr1 = $gameSystem._ZzySFFVariables;
|
|
|
var vArr2 = $gameVariables._data;
|
|
|
if(vArr1)
|
|
|
{
|
|
|
for(var i=0;i<vArr1.length;i++)
|
|
|
{vArr2[i] = vArr1[i];}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 读取全局变量 = function()
|
|
|
{Zzy.SFF.LoadVariables();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SaveSwitches = function()
|
|
|
{
|
|
|
$gameSystem._ZzySFFSwitches = [];
|
|
|
var sArr1 = $gameSystem._ZzySFFSwitches;
|
|
|
var sArr2 = $gameSwitches._data;
|
|
|
if(sArr2)
|
|
|
{
|
|
|
for(var i=0;i<sArr2.length;i++)
|
|
|
{sArr1[i] = sArr2[i];}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 缓存全局开关 = function()
|
|
|
{Zzy.SFF.SaveSwitches();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.LoadSwitches = function()
|
|
|
{
|
|
|
$gameSwitches._data = [];
|
|
|
var sArr1 = $gameSystem._ZzySFFSwitches;
|
|
|
var sArr2 = $gameSwitches._data;
|
|
|
if(sArr1)
|
|
|
{
|
|
|
for(var i=0;i<sArr1.length;i++)
|
|
|
{sArr2[i] = sArr1[i];}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 读取全局开关 = function()
|
|
|
{Zzy.SFF.LoadSwitches();}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetGold = function(value)//设置金币
|
|
|
{
|
|
|
$gameParty._gold = value;
|
|
|
}
|
|
|
|
|
|
var 修改金币数量 = function(value)
|
|
|
{Zzy.SFF.SetGold(value);}
|
|
|
|
|
|
Zzy.SFF.SetGoldV = function(variableId)
|
|
|
{Zzy.SFF.SetGold($gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量修改金币数量 = function(variableId)
|
|
|
{Zzy.SFF.SetGoldV(variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetItem = function(itemId,count)//设置道具
|
|
|
{
|
|
|
var items = $gameParty._items;
|
|
|
for(it in items)
|
|
|
{
|
|
|
if(parseInt(it) === itemId)
|
|
|
{
|
|
|
items[it] = count;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
items[itemId] = count;
|
|
|
}
|
|
|
|
|
|
var 修改道具数量 = function(itemId,count)
|
|
|
{Zzy.SFF.SetItem(itemId,count);}
|
|
|
|
|
|
Zzy.SFF.SetItemV = function(itemId,variableId)
|
|
|
{Zzy.SFF.SetItem(itemId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量修改道具数量 = function(itemId,variableId)
|
|
|
{Zzy.SFF.SetItemV(itemId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetWeapon = function(weaponId,count)//设置武器
|
|
|
{
|
|
|
var weapons = $gameParty._weapons;
|
|
|
for(we in weapons)
|
|
|
{
|
|
|
if(parseInt(we) === weaponId)
|
|
|
{
|
|
|
weapons[we] = count;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
weapons[weaponId] = count;
|
|
|
}
|
|
|
|
|
|
var 修改武器数量 = function(weaponId,count)
|
|
|
{Zzy.SFF.SetWeapon(weaponId,count);}
|
|
|
|
|
|
Zzy.SFF.SetWeaponV = function(weaponId,variableId)
|
|
|
{Zzy.SFF.SetWeapon(weaponId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量修改武器数量 = function(weaponId,variableId)
|
|
|
{Zzy.SFF.SetWeaponV(weaponId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetArmor = function(armorId,count)//设置护甲
|
|
|
{
|
|
|
var armors = $gameParty._armors;
|
|
|
for(ar in armors)
|
|
|
{
|
|
|
if(parseInt(ar) === armorId)
|
|
|
{
|
|
|
armors[ar] = count;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
armors[armorId] = count;
|
|
|
}
|
|
|
|
|
|
var 修改护甲数量 = function(armorId,count)
|
|
|
{Zzy.SFF.SetArmor(armorId,count);}
|
|
|
|
|
|
Zzy.SFF.SetArmorV = function(armorId,variableId)
|
|
|
{Zzy.SFF.SetArmor(armorId,$gameVariables.value(variableId));}
|
|
|
|
|
|
var 变量修改护甲数量 = function(armorId,variableId)
|
|
|
{Zzy.SFF.SetArmorV(armorId,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.Copy = function(objs)
|
|
|
{
|
|
|
var arr = {};
|
|
|
for(v in objs)
|
|
|
{
|
|
|
var c = objs[v];
|
|
|
arr[v] = c;
|
|
|
}
|
|
|
return arr;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.CopyPartyActors = function()
|
|
|
{
|
|
|
var actorsInfo = [];
|
|
|
var pIndexArr = $gameParty._actors;
|
|
|
for(var i=0;i<pIndexArr.length;i++)
|
|
|
{
|
|
|
var actor = $gameActors.actor(pIndexArr[i]);
|
|
|
var aEquInfo = {};
|
|
|
aEquInfo.actorId = pIndexArr[i];
|
|
|
aEquInfo.aEqu = [];
|
|
|
for(var j=0;j<actor._equips.length;j++)
|
|
|
{
|
|
|
var item = actor._equips[j];
|
|
|
if(item)
|
|
|
{
|
|
|
var tItem = {};
|
|
|
tItem.typeId = item._dataClass;
|
|
|
tItem.itemId = item._itemId;
|
|
|
aEquInfo.aEqu.push(tItem);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
aEquInfo.aEqu.push(undefined);
|
|
|
}
|
|
|
}
|
|
|
actorsInfo[i] = aEquInfo;
|
|
|
}
|
|
|
return actorsInfo;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//重置一个地图中所有事件的独立开关
|
|
|
Zzy.SFF.ResetSelfSwitchesOfMap = function(mapId)
|
|
|
{
|
|
|
for(key in $gameSelfSwitches._data)
|
|
|
{
|
|
|
var dArr = key.split(',');
|
|
|
|
|
|
if(mapId === parseInt(dArr[0]))
|
|
|
{
|
|
|
delete $gameSelfSwitches._data[key];
|
|
|
}
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 删除地图所有独立开关 = function(mapId)
|
|
|
{Zzy.SFF.ResetSelfSwitchesOfMap(mapId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallMenu = function()
|
|
|
{
|
|
|
if(SceneManager._scene instanceof Scene_Map)
|
|
|
{SceneManager._scene.callMenu();}
|
|
|
else
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Menu);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 打开菜单界面 = function()
|
|
|
{Zzy.SFF.CallMenu();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallItemMenu = function()
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Item);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开物品界面 = function()
|
|
|
{Zzy.SFF.CallItemMenu();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallSkillMenu = function(actorId)
|
|
|
{
|
|
|
if(!actorId){console.log('执行失败:可能是因为没有输入角色ID值导致的');return;}
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
$gameParty.setMenuActor(actor);
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Skill);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开技能界面 = function(actorId)
|
|
|
{Zzy.SFF.CallSkillMenu(actorId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallEquipMenu = function(actorId)
|
|
|
{
|
|
|
if(!actorId){console.log('执行失败:可能是因为没有输入角色ID值导致的');return;}
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
$gameParty.setMenuActor(actor);
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Equip);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开装备界面 = function(actorId)
|
|
|
{Zzy.SFF.CallEquipMenu(actorId);}
|
|
|
|
|
|
Zzy.SFF.CallStatusMenu = function(actorId)
|
|
|
{
|
|
|
if(!actorId){console.log('执行失败:可能是因为没有输入角色ID值导致的');return;}
|
|
|
var actor = $gameActors.actor(actorId);
|
|
|
$gameParty.setMenuActor(actor);
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Status);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开状态界面 = function(actorId)
|
|
|
{Zzy.SFF.CallStatusMenu(actorId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallOptionsMenu = function()
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Options);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开设置界面 = function()
|
|
|
{Zzy.SFF.CallOptionsMenu();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallSaveMenu = function()
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Save);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开存档界面 = function()
|
|
|
{Zzy.SFF.CallSaveMenu();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallLoadMenu = function()
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_Load);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开读档界面 = function()
|
|
|
{Zzy.SFF.CallLoadMenu();}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallGameEndMenu = function()
|
|
|
{
|
|
|
SoundManager.playOk();
|
|
|
SceneManager.push(Scene_GameEnd);
|
|
|
Window_MenuCommand.initCommandPosition();
|
|
|
$gameTemp.clearDestination();
|
|
|
}
|
|
|
|
|
|
var 打开游戏结束界面 = function()
|
|
|
{Zzy.SFF.CallGameEndMenu();}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.Save = function(saveID)//这会进行存档,需要设置存档ID
|
|
|
{
|
|
|
saveID = saveID ? saveID : 1;
|
|
|
$gameSystem.onBeforeSave();
|
|
|
DataManager.saveGame(saveID);
|
|
|
}
|
|
|
var 存档 = function(saveID)
|
|
|
{Zzy.SFF.Save(saveID);}
|
|
|
|
|
|
Zzy.SFF.Load = function(loadID)//这会进行读档,需要设置存档ID
|
|
|
{
|
|
|
打开读档界面();
|
|
|
loadID = loadID ? loadID : 1;
|
|
|
DataManager.loadGame(loadID);
|
|
|
SceneManager.pop();
|
|
|
|
|
|
}
|
|
|
var 读档 = function(loadID)
|
|
|
{Zzy.SFF.Load(loadID);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SnapToLocal = function(path,fileName)//截图到本地 path需要输入路径 fileName需要输入文件名
|
|
|
{
|
|
|
path = path ? path : '';
|
|
|
fileName = fileName ? fileName : 'default';
|
|
|
var snapBitmap = SceneManager.snap();//屏幕截图
|
|
|
|
|
|
if(!snapBitmap)
|
|
|
{console.log("Error:(来自LiuYue_GameCore)未知错误:执行SceneManager.snap()失败");return false;}
|
|
|
|
|
|
var url = snapBitmap._canvas.toDataURL('image/png');//转换为URL
|
|
|
var base64Data = url.replace(/^data:image\/\w+;base64,/,"");//正则表达式
|
|
|
var dataBuffer = new Buffer(base64Data,'base64');//转换成缓冲
|
|
|
|
|
|
var path = './'+path+'/'+fileName+'.png';
|
|
|
const fs = require('fs');
|
|
|
|
|
|
var pointer = fs.writeFile(path,dataBuffer,function(err){
|
|
|
if(err)
|
|
|
{console.log(err);}
|
|
|
});
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.SnapToPictures = function(fileName)//截图到pcitures文件夹中
|
|
|
{
|
|
|
return Zzy.SFF.SnapToLocal('img/pictures',fileName);
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.SnapToSystem = function(fileName)//截图到system文件夹中
|
|
|
{
|
|
|
return Zzy.SFF.SnapToLocal('img/system',fileName);
|
|
|
}
|
|
|
|
|
|
|
|
|
var 截图 = function(path,fileName)
|
|
|
{Zzy.SFF.SnapToLocal(path,fileName);}
|
|
|
|
|
|
var 截图到照片文件夹 = function(fileName)
|
|
|
{Zzy.SFF.SnapToPictures(fileName);}
|
|
|
|
|
|
var 截图到系统文件夹 = function(fileName)
|
|
|
{Zzy.SFF.SnapToSystem(fileName);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.ChangeDeltaTimeRatio = function(value)
|
|
|
{
|
|
|
$gameSystem._ZzySFFCurrentDeltaTime = $gameSystem._ZzySFFSrcDeltaTime / value;
|
|
|
SceneManager._deltaTime = $gameSystem._ZzySFFCurrentDeltaTime;
|
|
|
}
|
|
|
|
|
|
var 变速齿轮 = function(value)
|
|
|
{Zzy.SFF.ChangeDeltaTimeRatio(value);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.CallCommonEvent = function(commonId)
|
|
|
{
|
|
|
$gameSystem.PushZzySFFCommonArr(commonId);
|
|
|
}
|
|
|
调用公共事件 = function(commonId)
|
|
|
{Zzy.SFF.CallCommonEvent(commonId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.DelayCallCommonEvent = function(commonId,delay)
|
|
|
{
|
|
|
setTimeout(function(){
|
|
|
$gameSystem.PushZzySFFCommonArr(commonId)
|
|
|
},delay);
|
|
|
}
|
|
|
|
|
|
var 延迟调用公共事件 = function(commonId,delay)
|
|
|
{Zzy.SFF.DelayCallCommonEvent(commonId,delay);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.FrameCountToVariable = function(variableId)
|
|
|
{
|
|
|
var value = Graphics.frameCount;
|
|
|
$gameVariables.setValue(variableId,value);
|
|
|
}
|
|
|
|
|
|
var 经历帧数存储到变量 = function(variableId)
|
|
|
{Zzy.SFF.FrameCountToVariable(variableId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CurrentSecondToVariable = function(variableId)
|
|
|
{
|
|
|
var value = Math.floor(Graphics.frameCount / 60);
|
|
|
value = value % 60;
|
|
|
$gameVariables.setValue(variableId,value);
|
|
|
}
|
|
|
|
|
|
var 目前秒数存储到变量 = function(variableId)
|
|
|
{Zzy.SFF.CurrentSecondToVariable(variableId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CurrentMinuteToVariable = function(variableId)
|
|
|
{
|
|
|
var value = Math.floor(Graphics.frameCount / 60);
|
|
|
value = Math.floor(value / 60) % 60;
|
|
|
$gameVariables.setValue(variableId,value);
|
|
|
}
|
|
|
|
|
|
var 目前分数存储到变量 = function(variableId)
|
|
|
{Zzy.SFF.CurrentMinuteToVariable(variableId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CurrentHourToVariable = function(variableId)
|
|
|
{
|
|
|
var value = Math.floor(Graphics.frameCount / 60);
|
|
|
value = Math.floor(value / 60 / 60);
|
|
|
$gameVariables.setValue(variableId,value);
|
|
|
}
|
|
|
|
|
|
var 目前时数存储到变量 = function(variableId)
|
|
|
{Zzy.SFF.CurrentHourToVariable(variableId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.TransferPlayer = function(mapId,x,y,dir,type)//传送
|
|
|
{
|
|
|
$gamePlayer.reserveTransfer(mapId, x, y, dir, type);
|
|
|
}
|
|
|
|
|
|
var 传送 = function(mapId,x,y,dir,type)
|
|
|
{
|
|
|
dir = Zzy.SFF.DirToValue(dir);
|
|
|
type = Zzy.SFF.TypeToValue(type);
|
|
|
Zzy.SFF.TransferPlayer(mapId,x,y,dir,type);
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.TransferPlayerV = function(variableId1,variableId2,variableId3,dir,type)
|
|
|
{
|
|
|
var mapId = $gameVariables.value(variableId1);
|
|
|
var x = $gameVariables.value(variableId2);
|
|
|
var y = $gameVariables.value(variableId3);
|
|
|
传送(mapId,x,y,dir,type);
|
|
|
}
|
|
|
|
|
|
var 变量传送 = function(variableId1,variableId2,variableId3,dir,type)
|
|
|
{Zzy.SFF.TransferPlayerV(variableId1,variableId2,variableId3,dir,type);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.FlashPicture = function(name,frame,x,y)
|
|
|
{
|
|
|
frame = frame === undefined ? 10 : frame;
|
|
|
x = x === undefined ? Graphics.boxWidth/2 : x;
|
|
|
y = y === undefined ? Graphics.boxHeight/2 : y;
|
|
|
|
|
|
var info = $gameSystem.PushZzySFFFlashPicArr(name,frame,x,y);
|
|
|
|
|
|
if(Zzy.SFF.IsMapScene())
|
|
|
{
|
|
|
SceneManager._scene.CreateZzySFFFlashSpr(info);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 闪图 = function(name,frame,x,y)
|
|
|
{Zzy.SFF.FlashPicture(name,frame,x,y);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetVariables = function(variableStr,value)
|
|
|
{
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
$gameVariables.setValue(arr[i],value);
|
|
|
}
|
|
|
}
|
|
|
var 批量设置变量 = function(variableStr,value)
|
|
|
{Zzy.SFF.SetVariables(variableStr,value);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetVariablesV = function(variableStr,variableId)
|
|
|
{
|
|
|
Zzy.SFF.SetVariables(variableStr,$gameVariables.value(variableId));
|
|
|
}
|
|
|
var 变量批量设置变量 = function(variableStr,variableId)
|
|
|
{Zzy.SFF.SetVariablesV(variableStr,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddVariables = function(variableStr,value)
|
|
|
{
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
var id = arr[i];
|
|
|
var srcValue = $gameVariables.value(id);
|
|
|
$gameVariables.setValue(id,srcValue+value);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 批量相加变量 = function(variableStr,value)
|
|
|
{Zzy.SFF.AddVariables(variableStr,value);}
|
|
|
|
|
|
Zzy.SFF.AddVariablesV = function(variableStr,variableId)
|
|
|
{
|
|
|
Zzy.SFF.AddVariables(variableStr,$gameVariables.value(variableId));
|
|
|
}
|
|
|
|
|
|
var 变量批量相加变量 = function(variableStr,variableId)
|
|
|
{Zzy.SFF.AddVariablesV(variableStr,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SubVariables = function(variableStr,value)
|
|
|
{
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
var id = arr[i];
|
|
|
var srcValue = $gameVariables.value(id);
|
|
|
$gameVariables.setValue(id,srcValue-value);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 批量相减变量 = function(variableStr,value)
|
|
|
{Zzy.SFF.SubVariables(variableStr,value);}
|
|
|
|
|
|
Zzy.SFF.SubVariablesV = function(variableStr,variableId)
|
|
|
{
|
|
|
Zzy.SFF.SubVariables(variableStr,$gameVariables.value(variableId));
|
|
|
}
|
|
|
|
|
|
var 变量批量相减变量 = function(variableStr,variableId)
|
|
|
{Zzy.SFF.SubVariablesV(variableStr,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.MulVariables = function(variableStr,value)
|
|
|
{
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
var id = arr[i];
|
|
|
var srcValue = $gameVariables.value(id);
|
|
|
$gameVariables.setValue(id,srcValue*value);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 批量相乘变量 = function(variableStr,value)
|
|
|
{Zzy.SFF.MulVariables(variableStr,value);}
|
|
|
|
|
|
Zzy.SFF.MulVariablesV = function(variableStr,variableId)
|
|
|
{
|
|
|
Zzy.SFF.MulVariables(variableStr,$gameVariables.value(variableId));
|
|
|
}
|
|
|
|
|
|
var 变量批量相乘变量 = function(variableStr,variableId)
|
|
|
{Zzy.SFF.MulVariablesV(variableStr,variableId);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.DivVariables = function(variableStr,value,mode)
|
|
|
{
|
|
|
var modeId = Zzy.SFF.CauModeValue(mode);
|
|
|
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
var id = arr[i];
|
|
|
var srcValue = $gameVariables.value(id);
|
|
|
|
|
|
var result = srcValue/value;
|
|
|
|
|
|
switch(modeId)
|
|
|
{
|
|
|
case 0:
|
|
|
result = Math.round(result);
|
|
|
break;
|
|
|
case 1:
|
|
|
result = Math.floor(result);
|
|
|
break;
|
|
|
case 2:
|
|
|
result = Math.ceil(result);
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
$gameVariables.setValue(id,result);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 批量相除变量 = function(variableStr,value,mode)
|
|
|
{Zzy.SFF.DivVariables(variableStr,value);}
|
|
|
|
|
|
Zzy.SFF.DivVariablesV = function(variableStr,variableId,mode)
|
|
|
{
|
|
|
Zzy.SFF.DivVariables(variableStr,$gameVariables.value(variableId));
|
|
|
}
|
|
|
|
|
|
var 变量批量相除变量 = function(variableStr,variableId,mode)
|
|
|
{Zzy.SFF.DivVariablesV(variableStr,variableId,mode);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetRandomVariable = function(variableId,min,max)
|
|
|
{
|
|
|
min = min === undefined ? 0 : min;
|
|
|
max = max === undefined ? 99 : max;
|
|
|
|
|
|
var dis = Math.abs(max - min) + 1;
|
|
|
var r = Math.floor(Math.random() * dis)+min;
|
|
|
$gameVariables.setValue(variableId,r);
|
|
|
}
|
|
|
|
|
|
var 设置随机数变量 = function(variableId,min,max)
|
|
|
{Zzy.SFF.SetRandomVariable(variableId,min,max);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetRandomVariables = function(variableStr,min,max)
|
|
|
{
|
|
|
min = min === undefined ? 0 : min;
|
|
|
max = max === undefined ? 99 : max;
|
|
|
var dis = Math.abs(max - min) + 1;
|
|
|
|
|
|
var arr = Zzy.SFF.IDStrToArr(variableStr);
|
|
|
for(var i=0;i<arr.length;i++)
|
|
|
{
|
|
|
var r = Math.floor(Math.random() * dis)+min;
|
|
|
var id = arr[i];
|
|
|
$gameVariables.setValue(id,r);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
var 批量设置随机数变量 = function(variableStr,min,max)
|
|
|
{Zzy.SFF.SetRandomVariables(variableStr,min,max);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.AddGoldPer = function(per)
|
|
|
{
|
|
|
var g = $gameParty.gold() * (1+(per*0.01));
|
|
|
$gameParty._gold = Math.round(g);
|
|
|
}
|
|
|
var 增加金币百分比 = function(per)
|
|
|
{Zzy.SFF.AddGoldPer(per);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SubGoldPer = function(per)
|
|
|
{
|
|
|
var g = $gameParty.gold() * (1-(per*0.01));
|
|
|
$gameParty._gold = Math.round(g);
|
|
|
}
|
|
|
var 减少金币百分比 = function(per)
|
|
|
{Zzy.SFF.SubGoldPer(per);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.GetMapID = function(varId)
|
|
|
{
|
|
|
var mpId = $gameMap.mapId();
|
|
|
$gameVariables.setValue(varId,mpId);
|
|
|
}
|
|
|
|
|
|
var 获取地图ID = function(varId)
|
|
|
{Zzy.SFF.GetMapID(varId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.GetGold = function(varId)
|
|
|
{
|
|
|
var g = $gameParty.gold();
|
|
|
$gameVariables.setValue(varId,g);
|
|
|
}
|
|
|
var 获取金币数量 = function(varId)
|
|
|
{Zzy.SFF.GetGold(varId);}
|
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|
Zzy.SFF.GetItemCount = function(itemId,varId) //将读取到的道具数量存放到某个变量值
|
|
|
{
|
|
|
var item = $dataItems[itemId];
|
|
|
var count = $gameParty.numItems(item);
|
|
|
$gameVariables.setValue(varId,count);
|
|
|
}
|
|
|
var 获取道具数量 = function(itemId,varId) //将读取到的道具数量存放到某个变量值
|
|
|
{Zzy.SFF.GetItemCount(itemId,varId);}
|
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|
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|
Zzy.SFF.AddItemCountPer = function(itemId,per) //对现有道具数量增加百分比的额外数值,输入10代表10%
|
|
|
{
|
|
|
var item = $dataItems[itemId];
|
|
|
var count = Math.round($gameParty.numItems(item) * per * 0.01);
|
|
|
$gameParty.gainItem(item,count);
|
|
|
}
|
|
|
var 增加道具数量百分比 = function(itemId,per) //对现有道具数量增加百分比的额外数值,输入10代表10%
|
|
|
{Zzy.SFF.AddItemCountPer(itemId,per);}
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Zzy.SFF.SubItemCountPer = function(itemId,per) //对现有道具数量减少百分比的额外数值,范围0~100
|
|
|
{
|
|
|
var item = $dataItems[itemId];
|
|
|
var count = Math.round($gameParty.numItems(item) * per * 0.01);
|
|
|
$gameParty.gainItem(item,-count);
|
|
|
}
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|
|
var 减少道具数量百分比 = function(per) //对现有道具数量减少百分比的额外数值,范围0~100
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|
|
{Zzy.SFF.SubItemCountPer(per);}
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Zzy.SFF.GetActorLevel = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
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|
|
var value = actor.level;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
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|
|
var 获取角色等级 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorLevel(actorId,varId);}
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|
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Zzy.SFF.GetActorMaxHp = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.mhp;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色最大血量 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorMaxHp(actorId,varId);}
|
|
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Zzy.SFF.GetActorMaxMp = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.mmp;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色最大蓝量 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorMaxMp(actorId,varId);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.GetActorHp = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.hp;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色血量 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorHp(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorMp = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.mp;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色蓝量 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorMp(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorAtk = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.atk;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色攻击 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorAtk(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorDef = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.def;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色防御 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorDef(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorMat = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.mat;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色魔攻 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorMat(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorMad = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.mad;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色魔抗 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorMad(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorAgi = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.agi;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色速度 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorAgi(actorId,varId);}
|
|
|
|
|
|
Zzy.SFF.GetActorLuk = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{
|
|
|
var actor = actorId ? $gameActors.actor(actorId) : $gameParty.leader();
|
|
|
var value = actor.luk;
|
|
|
$gameVariables.setValue(varId,value);
|
|
|
}
|
|
|
var 获取角色幸运 = function(actorId,varId) //将指定的角色的等级存放到变量中,需要输入存放的变量ID值,如果角色ID输入0,则获取队长的信息
|
|
|
{Zzy.SFF.GetActorLuk(actorId,varId);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetPlayerMoveSpeed = function(moveSpeed)
|
|
|
{
|
|
|
$gamePlayer._moveSpeed = moveSpeed;
|
|
|
}
|
|
|
var 修改玩家移动速度 = function(moveSpeed)
|
|
|
{Zzy.SFF.SetPlayerMoveSpeed(moveSpeed);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.SetPlayerEncounter = function(enable) //填写后玩家在地图中将会/不会再遇敌而触发战斗,填写true/false
|
|
|
{
|
|
|
enable = enable ? false : true;
|
|
|
$gameSystem.SetIsZzySFFNoEncounter(enable);
|
|
|
}
|
|
|
var 设置玩家能否遇敌 = function(enable) //填写后玩家在地图中将会/不会再遇敌而触发战斗
|
|
|
{Zzy.SFF.SetPlayerEncounter(enable);}
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.JumpToEvent = function(eventID,ofx,ofy)
|
|
|
{
|
|
|
ofx = ofx ? ofx : 0;
|
|
|
ofy = ofy ? ofy : 0;
|
|
|
|
|
|
var ev = Zzy.SFF.GetObjOfEvent(eventID);
|
|
|
var pr = $gamePlayer;
|
|
|
|
|
|
var dx = ev.x - pr.x + ofx;
|
|
|
var dy = ev.y - pr.y + ofy;
|
|
|
|
|
|
pr.jump(dx,dy);
|
|
|
}
|
|
|
var 玩家跳跃到事件 = function(eventID,ofx,ofy)
|
|
|
{Zzy.SFF.JumpToEvent(eventID,ofx,ofy);}
|
|
|
|
|
|
|
|
|
Zzy.SFF.EventJumpToEvent = function(event1ID,event2ID,ofx,ofy)
|
|
|
{
|
|
|
ofx = ofx ? ofx : 0;
|
|
|
ofy = ofy ? ofy : 0;
|
|
|
|
|
|
var ev1 = Zzy.SFF.GetObjOfEvent(event1ID);
|
|
|
var ev2 = Zzy.SFF.GetObjOfEvent(event2ID);
|
|
|
|
|
|
var dx = ev2.x - ev1.x + ofx;
|
|
|
var dy = ev2.y - ev1.y + ofy;
|
|
|
|
|
|
ev1.jump(dx,dy);
|
|
|
}
|
|
|
var 事件跳跃到事件 = function(event1ID,event2ID,ofx,ofy)
|
|
|
{Zzy.SFF.EventJumpToEvent(event1ID,event2ID,ofx,ofy);}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------Zzy.SFF.Function---------------------------------------------
|
|
|
|
|
|
Zzy.SFF.GetObjOfEvent = function(eventID)
|
|
|
{
|
|
|
eventID = eventID ? eventID : 0;
|
|
|
if(eventID){return $gameMap.event(eventID);}
|
|
|
return $gamePlayer;
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zzy.SFF.IsMapScene = function()
|
|
|
{
|
|
|
return (SceneManager._scene instanceof Scene_Map) ? true : false;
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.SFF.IDStrToArr = function(str)
|
|
|
{
|
|
|
var IDArr = [];
|
|
|
var IDStrArr = str.split(',');
|
|
|
|
|
|
for(var j=0;j<IDStrArr.length;j++)
|
|
|
{
|
|
|
var tArr = IDStrArr[j].split('~');
|
|
|
|
|
|
if(tArr.length > 1)
|
|
|
{
|
|
|
var min = parseInt(tArr[0]);
|
|
|
var max = parseInt(tArr[1]);
|
|
|
for(var k=min;k<=max;k++)
|
|
|
{
|
|
|
IDArr.push(k);
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
var value = parseInt(tArr[0]);
|
|
|
IDArr.push(value);
|
|
|
}
|
|
|
}
|
|
|
return IDArr;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.DirToValue = function(dir)
|
|
|
{
|
|
|
if(dir)
|
|
|
{
|
|
|
switch(dir)
|
|
|
{
|
|
|
case '不变':return 0;
|
|
|
case '下':return 2;
|
|
|
case '左':return 4;
|
|
|
case '右':return 6;
|
|
|
case '上':return 8;
|
|
|
}
|
|
|
}
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
Zzy.SFF.TypeToValue = function(type)
|
|
|
{
|
|
|
if(type)
|
|
|
{
|
|
|
switch(type)
|
|
|
{
|
|
|
case '黑屏':return 0;
|
|
|
case '白屏':return 1;
|
|
|
case '无':return 2;
|
|
|
}
|
|
|
}
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
|
|
|
Zzy.SFF.CauModeValue = function(mode)
|
|
|
{
|
|
|
if(mode)
|
|
|
{
|
|
|
switch(type)
|
|
|
{
|
|
|
case '四舍五入':return 0;
|
|
|
case '向上截取':return 1;
|
|
|
case '向下截取':return 2;
|
|
|
}
|
|
|
}
|
|
|
return 0;
|
|
|
} |