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ycrpg/js/plugins/YEP_SkillCore.js

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JavaScript

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//=============================================================================
// Yanfly Engine Plugins - Skill Core
// YEP_SkillCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_SkillCore = true;
var Yanfly = Yanfly || {};
Yanfly.Skill = Yanfly.Skill || {};
Yanfly.Skill.version = 1.11;
//=============================================================================
/*:
* @plugindesc v1.11 技能核心☁️
* @author Yanfly Engine Plugins
*
* @param ---全局---
* @default
*
* @param Cost Padding
* @text 费用填充
* @desc If a skill has multiple costs, this is the amount of pixels
* used as padding in between the costs.
* @default 4
*
* @param Command Alignment
* @text 命令对齐
* @desc Adjusts the text alignment of the skill type window.
* left center right
* @default center
*
* @param Window Columns
* @text 技能行
* @desc Choose how many columns to use for the skill window.
* Default: 2
* @default 2
*
* @param ---HP 费用---
* @default
*
* @param HP Format
* @desc Adjusts the way HP cost appears in the skill list window.
* %1 - Cost %2 - HP
* @default %1%2
*
* @param HP Font Size
* @desc Adjusts the font size used to display HP.
* Default: 28
* @default 20
*
* @param HP Text Color
* @desc Adjusts the text color used from the Window skin for HP.
* Default: 21
* @default 18
*
* @param HP Icon
* @desc Choose what icon to use to represent HP costs.
* Use 0 if you wish to not use an icon.
* @default 162
*
* @param ---MP 费用---
* @default
*
* @param MP Format
* @desc Adjusts the way MP cost appears in the skill list window.
* %1 - Cost %2 - MP
* @default %1%2
*
* @param MP Font Size
* @desc Adjusts the font size used to display MP.
* Default: 28
* @default 20
*
* @param MP Text Color
* @desc Adjusts the text color used from the Window skin for MP.
* Default: 23
* @default 23
*
* @param MP Icon
* @desc Choose what icon to use to represent MP costs.
* Use 0 if you wish to not use an icon.
* @default 165
*
* @param ---TP 费用---
* @default
*
* @param TP Format
* @desc Adjusts the way TP cost appears in the skill list window.
* %1 - Cost %2 - TP
* @default %1%2
*
* @param TP Font Size
* @desc Adjusts the font size used to display TP.
* Default: 28
* @default 20
*
* @param TP Text Color
* @desc Adjusts the text color used from the Window skin for TP.
* Default: 29
* @default 29
*
* @param TP Icon
* @desc Choose what icon to use to represent TP costs.
* Use 0 if you wish to not use an icon.
* @default 164
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 技能核心插件能够修改技能的核心部分,比如技能的使用消耗和效果。
* 利用这个插件靠消耗HP来释放技能也是可行的。
* RPG中的技能由三个成分组成消耗伤害以及特效。这三个成分确实是
* 一个技能的重要组成部分,尽管未必同时存在。伤害是由另一个插件决定的,
* 但这个插件将是技能消耗和技能特效的核心决定因素。
*
* 这个插件也包括让战斗者将自己的HP、MP和/或TP数值与不同的属性交换
* 如果该属性更适合角色本身例如有些职业并不使用MP和/或TP
*
* ============================================================================
* 便签
* ============================================================================
*
* 这些注释可同时用于技能消耗或技能特效。
*
* 技能的注释:
* <HP Cost: x>
* 将技能的消耗增加x点HP。RMMV的制作人员没有设置以HP为技能消耗
* 的功能,因此这个注释起到了相应的作用。
*
* <HP Cost: x%>
* 将技能的消耗增加最大HP值的x%。
*
* <MP Cost: x>
* 将技能的消耗增加x点MP。它可以用来突破数据库的上限9999。
*
* <MP Cost: x%>
* 将技能的消耗增加最大MP值的x%.
*
* <TP Cost: x>
* 将技能的消耗增加x点TP。它可以用来突破数据库的上限99。
*
* <TP Cost: x%>
* 将技能的消耗增加最大TP值的x%。此注释适用于任一改变
* 角色最大TP值的插件尽管默认的最大TP是100。
*
* <Hide in Battle>
* 在战斗中隐藏此技能并使之不能使用。
*
* <Hide in Field>
* 在战斗外隐藏此技能并使之不能使用。
*
* <Hide if Learned Skill: x>
* <Hide if Learned Skill: x, x, x>
* <Hide if Learned Skill: x to y>
* 如果技能x已被习得将隐藏此技能并使之不能使用。若列出了
* 的技能被习得时,注释的技能将被隐藏并不能被使用。
*
* ============================================================================
* Gauge Swapping 数值类型转换
* ============================================================================
*
* 假设你使用的所有插件均保持HP、MP、TP这个顺序并且不会推翻默认
* 的数值运算进程那么这个插件也能让你将HP、MP和TP数值类型重新排列
* 为你想要的顺序。如果你使用任何扩展插件,它们也同样会被重排。
*
* 请注意如果数据库中系统页下的“在战斗中显示TP”一项没有被选择
* 那么第三个位置的数值类型将不被显示。
*
* 职业的注释:
* <Swap Gauge x: y>
* 把数据类型x1,2或3改为y。将y替换为“HP”,“MP”或“TP”来把
* 它显示在相应的数据类型位置上。如果你想要在相应位置上什么都不显示,
* 就在注释中y的位置输入“Nothing”或“Null”。
*
* 武器、防具和特殊状态的注释:
* <Swap Gauge x: y>
* 装备了写有此注释的装备的角色、和拥有写有此注释的状态的角色或敌人
* 将显示被置换过的数值类型……。
*
* 其中优先级是按下列顺序排列的:武器,防具,特殊状态,职业,敌人。
*
* ============================================================================
* Lunatic Mode - Skill Costs “疯狂模式”——技能消耗
* ============================================================================
*
* 如果你想更好地控制技能消耗和技能特效,这里有包含能够针对技能的
* 消耗和/或特效的代码的注释。其中的特效也可以延伸到对物品的控制。
*
* <Custom HP Cost> Example: <Custom HP Cost>
* code cost += $gameVariables.value(1);
* code </Custom HP Cost>
* </Custom HP Cost>
* 允许技能有一个不基于代码的自定义HP消耗。对于代码部分“消耗”
* 是一个已经预先由HP消耗和百分比HP消耗定义过的变量。
*
* <Custom MP Cost> Example: <Custom MP Cost>
* code cost += $gameVariables.value(1);
* code </Custom MP Cost>
* </Custom MP Cost>
* 允许技能有一个不基于代码的自定义MP消耗。对于代码部分“消耗”
* 是一个已经预先由MP消耗和百分比MP消耗定义过的变量。
*
* <Custom TP Cost> Example: <Custom TP Cost>
* code cost += $gameVariables.value(1);
* code </Custom TP Cost>
* </Custom TP Cost>
* 允许技能有一个不基于代码的自定义TP消耗。对于代码部分“消耗”
* 是一个已经预先由TP消耗和百分比TP消耗定义过的变量。
*
* ============================================================================
* “疯狂模式”——自定义显示需求
* ============================================================================
*
* 如果想要显示特定技能以及使它们在特定条件下不可使用
* 利用JavaScript的知识使用下述代码:
*
* Skill Notetag:
* <Custom Show Eval>
* if (user.level > 50) {
* visible = true;
* } else {
* visible = false;
* }
* </Custom Show Eval>
* 若“visible”设为“true”那么技能就被显示不被隐藏而且
* 是可用的只要其它条件也满足。若“visible”设为“false”那么技能
* 就不可使用,并且从列表中被隐藏。
*
* ============================================================================
* Lunatic Mode - Custom “疯狂模式”——自定义需求和执行
* ============================================================================
*
* 如果你只有很少的JavaScript的使用经验可以用下面的注释来限制
* 一个技能以及执行技能时使用的代码类型。
*
* Skill Notetags:
*
* <Custom Requirement>
* if ($gameParty.gold() > 1000) {
* value = true;
* } else {
* value = false;
* }
* </Custom Requirement>
* 若“value”设为“true”技能就可以被使用只要其它的条件也满足。
* 若“value”设为“false”技能将不可被使用。
*
* <Custom Execution>
* $gameParty.loseGold(1000);
* </Custom Execution>
* 使用此技能时,这一条将在注释之间运行。
*
* ============================================================================
* Lunatic Mode - Custom Cost Display “疯狂模式”——自定义消耗显示
* ============================================================================
*
* 如果你只有很少的JavaScript的使用经验可以增加新的方式来显示技能消耗。
*
* 技能的注释:
*
* <Cost Display Eval>
* var variableId = 1;
* var value = 1000;
* $gameVariables.setValue(variableId, value);
* </Cost Display Eval>
* 在显示技能消耗之前重新运算求出参数。这样你可以为你的技能消耗显示
* 文本设置变量等。
*
* <Custom Cost Display>
* \c[4]\v[1]\c[0] Gold
* </Custom Cost Display>
* 这是在其它技能消耗前面显示的自定义文本。你可以通过这条注释来使用
* 文本代码。
*
* ============================================================================
* Lunatic Mode - The Skill Phases “疯狂模式”——技能阶段
* ============================================================================
*
* 对于技能,在不同的阶段应用多个特效。可以变化的阶段如下:
*
* Before Effect Phase (influenced by this plugin)
* if skill successfully lands:
* - Pre-Damage Effect Phase (influenced by this plugin)
* - Damage Phase
* - Post-Damage Effect Phase (influenced by this plugin)
* - Item Trait Effects Phase
* After Effect Phase (influenced by this plugin)
* 特效阶段(被插件影响)之前
* 如果技能成功land
* 提前伤害效果阶段(被插件影响)
* 伤害阶段
* 后续伤害效果阶段(被插件影响)
* 物品特性效果阶段
* 特效阶段(被插件影响)之后
*
* 这里有四个可被插件影响的阶段。其中两个与特效是否land无关另外
* 两个只当技能land才起作用。
*
* 技能和物品注释:
* <Before Eval>
* code
* code
* </Before Eval>
*
* <Pre-Damage Eval>
* code
* code
* </Pre-Damage Eval>
*
* <Post-Damage Eval>
* code
* code
* </Post-Damage Eval>
*
* <After Eval>
* code
* code
* </After Eval>
* 如果你想对技能使用自定义特效,你可以在技能(或物品)的注释栏分别
* 插入对应的注释,它运行注释之间出现的代码。然而,在注释中使用
* 任一形式的comment会打断后面的代码。
*
* Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
* use of the damage to be dealt and the damage that has been dealt through
* the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
* the 'value' variable and return it to have damage affected by its code.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.11:
* - Lunatic Mode fail safes added.
*
* Version 1.10b:
* - Fixed a visual bug when using text code font changing for custom skill
* cost display.
* - <Hide if Learned Skill: x> documentation updated.
* - Compatibility update for future plugins.
*
* Version 1.09:
* - The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
* 'value' variable refers to and returns the damage affected by the action.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Fixed a bug that prevented immortal actors at 0 HP from using skills.
*
* Version 1.06a:
* - Added <Hide in Battle> and <Hide in Field> notetags.
* - Added a failsafe to check for undefined skills.
*
* Version 1.05:
* - Added <Hide if Learned Skill: x> notetags.
* - Added <Custom Show Eval> Lunatic Mode notetag.
*
* Version 1.04:
* - Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
* Cost Display Eval, Custom Cost Display.
*
* Version 1.03:
* - Fixed a bug with the Lunatic Mode notetags not working.
*
* Version 1.02:
* - Added 'Window Columns' parameter to let users adjust the number of columns
* used for the skill window.
*
* Version 1.01:
* - Fixed a mathematical error for skill cost padding.
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_SkillCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.SCCCostPadding = Number(Yanfly.Parameters['Cost Padding']);
Yanfly.Param.SCCTextAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.SCCWindowCol = Number(Yanfly.Parameters['Window Columns']);
Yanfly.Param.SCCTpFormat = String(Yanfly.Parameters['TP Format']);
Yanfly.Param.SCCTpFontSize = Number(Yanfly.Parameters['TP Font Size']);
Yanfly.Param.SCCTpTextColor = Number(Yanfly.Parameters['TP Text Color']);
Yanfly.Icon.Tp = Number(Yanfly.Parameters['TP Icon']);
Yanfly.Param.SCCMpFormat = String(Yanfly.Parameters['MP Format']);
Yanfly.Param.SCCMpFontSize = Number(Yanfly.Parameters['MP Font Size']);
Yanfly.Param.SCCMpTextColor = Number(Yanfly.Parameters['MP Text Color']);
Yanfly.Icon.Mp = Number(Yanfly.Parameters['MP Icon']);
Yanfly.Param.SCCHpFormat = String(Yanfly.Parameters['HP Format']);
Yanfly.Param.SCCHpFontSize = Number(Yanfly.Parameters['HP Font Size']);
Yanfly.Param.SCCHpTextColor = Number(Yanfly.Parameters['HP Text Color']);
Yanfly.Icon.Hp = Number(Yanfly.Parameters['HP Icon']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Skill.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Skill.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_SkillCore) {
this.processSkillNotetags($dataSkills);
this.processObjectNotetags($dataSkills);
this.processObjectNotetags($dataItems);
this.processGSCNotetags1($dataClasses);
this.processGSCNotetags1($dataEnemies);
this.processGSCNotetags2($dataWeapons);
this.processGSCNotetags2($dataArmors);
this.processGSCNotetags2($dataStates);
Yanfly._loaded_YEP_SkillCore = true;
}
return true;
};
DataManager.processSkillNotetags = function(group) {
var note1 = /<(?:MP COST):[ ](\d+)>/i;
var note2 = /<(?:MP COST):[ ](\d+)([%])>/i;
var note3 = /<(?:TP COST):[ ](\d+)>/i;
var note4 = /<(?:TP COST):[ ](\d+)([%])>/i;
var note5 = /<(?:HP COST):[ ](\d+)>/i;
var note6 = /<(?:HP COST):[ ](\d+)([%])>/i;
var note7a = /<(?:HIDE IF LEARNED SKILL):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note7b = /<(?:HIDE IF LEARNED SKILL):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note8a = /<(?:HIDE IN BATTLE|hide during battle)>/i;
var note8b = /<(?:HIDE IN FIELD|hide during field)>/i;
var noteMpEval1 = /<(?:MP COST EVAL|custom mp cost)>/i;
var noteMpEval2 = /<\/(?:MP COST EVAL|custom mp cost)>/i;
var noteTpEval1 = /<(?:TP COST EVAL|custom tp cost)>/i;
var noteTpEval2 = /<\/(?:TP COST EVAL|custom tp cost)>/i;
var noteHpEval1 = /<(?:HP COST EVAL|custom hp cost)>/i;
var noteHpEval2 = /<\/(?:HP COST EVAL|custom hp cost)>/i;
var noteEvalReq1 = /<(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalReq2 = /<\/(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalExe1 = /<(?:EVAL EXECUTION|custom execution)>/i;
var noteEvalExe2 = /<\/(?:EVAL EXECUTION|custom execution)>/i;
var noteCostEval1 = /<(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostEval2 = /<\/(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostText1 = /<(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteCostText2 = /<\/(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteShowEval1 = /<(?:CUSTOM SHOW EVAL)>/i;
var noteShowEval2 = /<\/(?:CUSTOM SHOW EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.hpCost = 0;
obj.hpCostPer = 0.0;
obj.mpCostPer = 0.0;
obj.tpCostPer = 0.0;
obj.hideInBattle = false;
obj.hideInField = false;
obj.hideIfLearnedSkill = [];
var evalMode = 'none';
obj.hpCostEval = '';
obj.mpCostEval = '';
obj.tpCostEval = '';
obj.requireEval = '';
obj.executeEval = '';
obj.costdisplayEval = '';
obj.costShowEval = '';
obj.customCostText = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.mpCost = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.mpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note3)) {
obj.tpCost = parseInt(RegExp.$1);
} else if (line.match(note4)) {
obj.tpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note5)) {
obj.hpCost = parseInt(RegExp.$1);
} else if (line.match(note6)) {
obj.hpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note7a)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(array);
} else if (line.match(note7b)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(range);
} else if (line.match(note8a)) {
obj.hideInBattle = true;
} else if (line.match(note8b)) {
obj.hideInField = true;
} else if (line.match(noteMpEval1)) {
evalMode = 'mp';
} else if (line.match(noteMpEval2)) {
evalMode = 'none';
} else if (line.match(noteTpEval1)) {
evalMode = 'tp';
} else if (line.match(noteTpEval2)) {
evalMode = 'none';
} else if (line.match(noteHpEval1)) {
evalMode = 'hp';
} else if (line.match(noteHpEval2)) {
evalMode = 'none';
} else if (line.match(noteEvalReq1)) {
evalMode = 'custom requirement';
} else if (line.match(noteEvalReq2)) {
evalMode = 'none';
} else if (line.match(noteEvalExe1)) {
evalMode = 'custom execute';
} else if (line.match(noteEvalExe2)) {
evalMode = 'none';
} else if (line.match(noteCostEval1)) {
evalMode = 'display cost eval';
} else if (line.match(noteCostEval2)) {
evalMode = 'none';
} else if (line.match(noteCostText1)) {
evalMode = 'custom display cost';
} else if (line.match(noteCostText2)) {
evalMode = 'none';
} else if (line.match(noteShowEval1)) {
evalMode = 'custom show eval';
} else if (line.match(noteShowEval2)) {
evalMode = 'none';
} else if (evalMode === 'mp') {
obj.mpCostEval = obj.mpCostEval + line + '\n';
} else if (evalMode === 'tp') {
obj.tpCostEval = obj.tpCostEval + line + '\n';
} else if (evalMode === 'hp') {
obj.hpCostEval = obj.hpCostEval + line + '\n';
} else if (evalMode === 'custom requirement') {
obj.requireEval = obj.requireEval + line + '\n';
} else if (evalMode === 'custom execute') {
obj.executeEval = obj.executeEval + line + '\n';
} else if (evalMode === 'display cost eval') {
obj.costdisplayEval = obj.costdisplayEval + line + '\n';
} else if (evalMode === 'custom display cost') {
obj.customCostText = obj.customCostText + line;
} else if (evalMode === 'custom show eval') {
obj.costShowEval = obj.costShowEval + line + '\n';
}
}
}
};
DataManager.processObjectNotetags = function(group) {
var note1 = /<(?:BEFORE EVAL)>/i;
var note2 = /<\/(?:BEFORE EVAL)>/i;
var note3 = /<(?:PRE-DAMAGE EVAL)>/i;
var note4 = /<\/(?:PRE-DAMAGE EVAL)>/i;
var note5 = /<(?:POST-DAMAGE EVAL)>/i;
var note6 = /<\/(?:POST-DAMAGE EVAL)>/i;
var note7 = /<(?:AFTER EVAL)>/i;
var note8 = /<\/(?:AFTER EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
var customMode = 'none';
obj.customBeforeEval = '';
obj.customPreDamageEval = '';
obj.customPostDamageEval = '';
obj.customAfterEval = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
customMode = 'before';
} else if (line.match(note2)) {
customMode = 'none';
} else if (line.match(note3)) {
customMode = 'pre-damage';
} else if (line.match(note4)) {
customMode = 'none';
} else if (line.match(note5)) {
customMode = 'post-damage';
} else if (line.match(note6)) {
customMode = 'none';
} else if (line.match(note7)) {
customMode = 'after';
} else if (line.match(note8)) {
customMode = 'none';
} else if (customMode === 'before') {
obj.customBeforeEval = obj.customBeforeEval + line + '\n';
} else if (customMode === 'pre-damage') {
obj.customPreDamageEval = obj.customPreDamageEval + line + '\n';
} else if (customMode === 'post-damage') {
obj.customPostDamageEval = obj.customPostDamageEval + line + '\n';
} else if (customMode === 'after') {
obj.customAfterEval = obj.customAfterEval + line + '\n';
}
}
}
};
DataManager.processGSCNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'HP';
obj.gauge2 = 'MP';
obj.gauge3 = 'TP';
obj.gaugeIcon1 = 0;
obj.gaugeIcon2 = 0;
obj.gaugeIcon3 = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
DataManager.processGSCNotetags2 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'UNDEFINED';
obj.gauge2 = 'UNDEFINED';
obj.gauge3 = 'UNDEFINED';
obj.gaugeIcon1 = 'UNDEFINED';
obj.gaugeIcon2 = 'UNDEFINED';
obj.gaugeIcon3 = 'UNDEFINED';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.Skill.Game_BattlerBase_mSC =
Game_BattlerBase.prototype.meetsSkillConditions;
Game_BattlerBase.prototype.meetsSkillConditions = function(skill) {
if (!Yanfly.Skill.Game_BattlerBase_mSC.call(this, skill)) return false;
if (!skill) return false;
if (!this.noHiddenSkillConditionsMet(skill)) return false;
return this.meetsSkillConditionsEval(skill);
};
Game_BattlerBase.prototype.noHiddenSkillConditionsMet = function(skill) {
if (!skill) return false;
if (this.isEnemy()) return true;
if (skill.hideIfLearnedSkill) {
for (var i = 0; i < skill.hideIfLearnedSkill.length; ++i) {
var skillId = skill.hideIfLearnedSkill[i];
if (this.isLearnedSkill(skillId)) return false;
}
}
if (skill.hideInBattle && $gameParty.inBattle()) return false;
if (skill.hideInField && !$gameParty.inBattle()) return false;
if (!this.meetsCustomShowEval(skill)) return false;
return true;
};
Game_BattlerBase.prototype.meetsCustomShowEval = function(skill) {
if (skill.costShowEval === '') return true;
var visible = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costShowEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM SHOW EVAL ERROR');
}
return visible;
};
Game_BattlerBase.prototype.meetsSkillConditionsEval = function(skill) {
if (skill.requireEval === '') return true;
var value = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.requireEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM REQUIRE EVAL ERROR');
}
return value;
};
Game_BattlerBase.prototype.skillHpCost = function(skill) {
var cost = skill.hpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mhp * skill.hpCostPer;
var code = skill.hpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM HP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Game_BattlerBase.prototype.skillMpCost = function(skill) {
var cost = skill.mpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mmp * skill.mpCostPer;
var code = skill.mpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM MP COST ERROR');
}
return Math.max(0, Math.floor(cost * this.mcr));
};
Game_BattlerBase.prototype.skillTpCost = function(skill) {
var cost = skill.tpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.maxTp() * skill.tpCostPer;
var code = skill.tpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM TP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Yanfly.Skill.Game_BattlerBase_canPaySkillCost =
Game_BattlerBase.prototype.canPaySkillCost;
Game_BattlerBase.prototype.canPaySkillCost = function(skill) {
if (!this.canPaySkillHpCost(skill)) return false;
return Yanfly.Skill.Game_BattlerBase_canPaySkillCost.call(this, skill);
};
Game_BattlerBase.prototype.canPaySkillHpCost = function(skill) {
var cost = this.skillHpCost(skill);
if (cost <= 0) return true;
return this._hp > cost;
};
Yanfly.Skill.Game_BattlerBase_paySkillCost =
Game_BattlerBase.prototype.paySkillCost
Game_BattlerBase.prototype.paySkillCost = function(skill) {
Yanfly.Skill.Game_BattlerBase_paySkillCost.call(this, skill);
this.paySkillHpCost(skill);
this.paySkillEvalCost(skill);
};
Game_BattlerBase.prototype.paySkillHpCost = function(skill) {
this._hp -= this.skillHpCost(skill);
};
Game_BattlerBase.prototype.paySkillEvalCost = function(skill) {
if (skill.executeEval === '') return;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.executeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL PAY COST EVAL ERROR');
}
};
Game_BattlerBase.prototype.gauge1 = function() {
return 'HP';
};
Game_BattlerBase.prototype.gauge2 = function() {
return 'MP';
};
Game_BattlerBase.prototype.gauge3 = function() {
return 'TP';
};
Game_BattlerBase.prototype.gaugeIcon1 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon2 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon3 = function() {
return 0;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.gauge1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge1 === 'UNDEFINED') continue;
return equip.gauge1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.currentClass().gauge1;
};
Game_Actor.prototype.gauge2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge2 === 'UNDEFINED') continue;
return equip.gauge2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.currentClass().gauge2;
};
Game_Actor.prototype.gauge3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge3 === 'UNDEFINED') continue;
return equip.gauge3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge3 === 'UNDEFINED') continue;
return state.gauge3;
}
return this.currentClass().gauge3;
};
Game_Actor.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon1 === 'UNDEFINED') continue;
return equip.gaugeIcon1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.currentClass().gaugeIcon1;
};
Game_Actor.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon2 === 'UNDEFINED') continue;
return equip.gaugeIcon2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.currentClass().gaugeIcon2;
};
Game_Actor.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon3 === 'UNDEFINED') continue;
return equip.gaugeIcon3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.currentClass().gaugeIcon3;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.gauge1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge1;
};
Game_Enemy.prototype.gauge2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.enemy().gauge2;
};
Game_Enemy.prototype.gauge3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge3;
};
Game_Enemy.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.enemy().gaugeIcon1;
};
Game_Enemy.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.enemy().gaugeIcon2;
};
Game_Enemy.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.enemy().gaugeIcon3;
};
if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function() {
var skills = []
for (var i = 0; i < this.enemy().actions.length; ++i) {
var skill = $dataSkills[this.enemy().actions[i].skillId];
if (skill) skills.push(skill);
}
return skills;
}
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.Skill.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
this.applyBeforeEffect(target);
this.applyBeforeEval(target);
Yanfly.Skill.Game_Action_apply.call(this, target);
this.applyAfterEffect(target);
this.applyAfterEval(target);
};
Game_Action.prototype.applyBeforeEffect = function(target) {
};
Game_Action.prototype.applyBeforeEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customBeforeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'BEFORE EVAL ERROR');
}
};
Game_Action.prototype.applyAfterEffect = function(target) {
};
Game_Action.prototype.applyAfterEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customAfterEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'AFTER EVAL ERROR');
}
};
Yanfly.Skill.Game_Action_executeDamage = Game_Action.prototype.executeDamage;
Game_Action.prototype.executeDamage = function(target, value) {
this.applyPreDamageEffect(target, value);
value = this.applyPreDamageEval(target, value);
Yanfly.Skill.Game_Action_executeDamage.call(this, target, value);
this.applyPostDamageEffect(target, value);
this.applyPostDamageEval(target, value);
};
Game_Action.prototype.applyPreDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPreDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPreDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PRE-DAMAGE EVAL ERROR');
}
return value;
};
Game_Action.prototype.applyPostDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPostDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPostDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'POST-DAMAGE EVAL ERROR');
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.Skill.Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
if (actor.gauge1() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
if (actor.gauge2() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
if (actor.gauge3() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
//=============================================================================
// Window_SkillType
//=============================================================================
Window_SkillType.prototype.itemTextAlign = function() {
return Yanfly.Param.SCCTextAlign;
};
//=============================================================================
// Window_SkillList
//=============================================================================
Window_SkillList.prototype.maxCols = function() {
return Yanfly.Param.SCCWindowCol;
};
Yanfly.Skill.Window_SkillList_includes =
Window_SkillList.prototype.includes;
Window_SkillList.prototype.includes = function(item) {
if (this._actor) {
if (!this._actor.noHiddenSkillConditionsMet(item)) return false;
}
return Yanfly.Skill.Window_SkillList_includes.call(this, item);
};
Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, width) {
var dw = width;
dw = this.drawTpCost(skill, wx, wy, dw);
dw = this.drawMpCost(skill, wx, wy, dw);
dw = this.drawHpCost(skill, wx, wy, dw);
dw = this.drawCustomDisplayCost(skill, wx, wy, dw);
dw = this.drawOtherCost(skill, wx, wy, dw);
return dw;
};
Window_SkillList.prototype.drawTpCost = function(skill, wx, wy, dw) {
if (this._actor.skillTpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Tp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Tp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCTpTextColor));
var fmt = Yanfly.Param.SCCTpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillTpCost(skill)),
TextManager.tpA);
this.contents.fontSize = Yanfly.Param.SCCTpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawMpCost = function(skill, wx, wy, dw) {
if (this._actor.skillMpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Mp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Mp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCMpTextColor));
var fmt = Yanfly.Param.SCCMpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillMpCost(skill)),
TextManager.mpA);
this.contents.fontSize = Yanfly.Param.SCCMpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawHpCost = function(skill, wx, wy, dw) {
if (this._actor.skillHpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Hp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Hp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCHpTextColor));
var fmt = Yanfly.Param.SCCHpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillHpCost(skill)),
TextManager.hpA);
this.contents.fontSize = Yanfly.Param.SCCHpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_SkillList.prototype.drawCustomDisplayCost = function(skill, wx, wy, dw) {
this.runDisplayEvalCost(skill);
if (skill.customCostText === '') return dw;
var width = this.textWidthEx(skill.customCostText);
this.resetFontSettings();
this.drawTextEx(skill.customCostText, wx - width + dw, wy);
var returnWidth = dw - width - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.runDisplayEvalCost = function(skill) {
if (skill.costdisplayEval === '') return;
var item = skill;
var a = this._actor;
var user = this._actor;
var subject = this._actor;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costdisplayEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL COST DISPLAY EVAL ERROR');
}
};
Window_SkillList.prototype.drawOtherCost = function(skill, wx, wy, dw) {
return dw;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================