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ycrpg/js/plugins/YEP_EquipCore.js

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JavaScript

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//=============================================================================
// Yanfly Engine Plugins - Equip Core
// YEP_EquipCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_EquipCore = true;
var Yanfly = Yanfly || {};
Yanfly.Equip = Yanfly.Equip || {};
Yanfly.Equip.version = 1.16;
//=============================================================================
/*:
* @plugindesc v1.16 装备核心
* @author Yanfly Engine Plugins
*
*
* @param ---魔改---
* @default
*
* @param ZzyFontSize
* @text 参数字体大小
* @parent ---魔改---
* @type number
* @desc 修改显示的字体大小
* @default 24
*
*
*
* @param ---General---
* @default
*
* @param Text Align
* @desc How to align the text for the command window.
* left center right
* @default center
*
* @param Finish Command
* @desc The command text used for exiting the equip scene.
* Leave empty to not include this command.
* @default Finish
*
* @param Remove Text
* @desc The text used to display the "Remove" command in the equip
* item list.
* @default Remove
*
* @param Remove Icon
* @desc The icon used to display next to the "Remove" command in
* the equip item list.
* @default 16
*
* @param Empty Text
* @desc The text used to display an "Empty" piece of equipment.
* @default <Empty>
*
* @param Empty Icon
* @desc The icon used to display next to the "Empty" piece of
* equipment in the equipment list.
* @default 16
*
* @param ---Rules---
* @default
*
* @param Non-Removable Types
* @desc These types must always have an item equipped and cannot
* be empty. Separate the type ID's by a space.
* @default 1
*
* @param Non-Optimized Types
* @desc These types will be ignored when the actor optimizes
* equips. Separate the type ID's by a space.
* @default 5
*
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.06
*
*
* v1.06 修复暴击不显示的问题
* v1.05 修改界面的布局方式
* v1.04 添加额外标签,实现功能拓展,可在下方 数据库备注 中查看用法
* v1.03 修改参数结构,自定义化调整接口
* v1.02 添加更多的信息显示,调整布局
* v1.01 公式中添加user,User变量
* 魔改内容: v1.00 允许卸载装备或是安装装备时,自动执行脚本
*
*
*
*-------------------------------------------------------------------------------
*
*
* 关于参数中设置的公式问题
* 其实是可以输入一段js代码,这会更佳灵活的去操作数据
*
* 以下是在写入公式时可以带入的数据信息:
*
* v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值
* gw,GW //游戏窗口的宽度
* gh,GH //游戏窗口的高度
* User,user,a //使用者的信息
*
*
*
*-------------------------------------------------------------------------------
*
*
*
*
* 需要在 数据库 -> 武器/护甲 -> 备注 中添加一下内容
*
*
*
* <ZzyYEC GoldPer: x> //x需要替换为金币倍率,值1代表爆率提升1%,值100代表爆率提升100%,这可以是一个公式
* <ZzyYEC EscapePer: x> //x需要替换为逃跑倍率,值1代表概率提升1%,值100代表爆率提升100%,这可以是一个公式
* <ZzyYEC ExMTp: x> //x需要替换为TP上限,值1代表提升1上限,值100代表提升100上限,这可以是一个公式
*
*
*
*
* <ZzyYEC Eq Start> //这会在装备时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
* ...
* <ZzyYEC Eq End>
*
*
* <ZzyYEC UnEq Start> //这会在卸载时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
* ...
* <ZzyYEC UnEq End>
*
*
*
*
例:装备这件装备时,如果10号开关处于开启状态,那么设置5号变量的值为50
<ZzyYEC Eq Start>
if($gameSwitches.value(10))
{
$gameVariables.setValue(5,50);
}
<ZzyYEC Eq End>
*
*
*
*
* 关于参数中设置的公式问题
* 其实是可以输入一段js代码,这会更佳灵活的去操作数据
*
* 以下是在写入公式时可以带入的数据信息:
*
* User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
* Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象
* v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值
* gw,GW //游戏窗口的宽度
* gh,GH //游戏窗口的高度
*
*
*
*
*
*
*
* ============================================================================
* Introduction
* ============================================================================
*
* 装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引,装备规
* 则等等。
*
* 插件改变包括如下:
*
* 1. Scene_Equip
* 装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人看起来
* 统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的适应未来的拓展
* 插件,以便添加命令
*
* 2. Equipment Type Handling
* 装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过简单的标签
* 来添加不同的设置。还有,之前名字一样的装备类型视为不同的类型,现在,名
* 义一样的装备类型归为一类
*
* 3. Equipment Rulings
* 装备规则:现在,装备类型可以被选择能不能移除。例如,这个插件设置了了武
* 器必须装备,所以玩家武器栏不可以为空。除此之外,可选择装备被确定类型限
* 制,最好关闭自动决定。
*
* 4. Parameter Control
* 参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。这
* 将允许装备不再是静态物品而是可以通过游戏改变的
*
* Note: Item Core Users
* For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* ============================================================================
* Notetags
* ============================================================================
*
* 你可以用下面的标签改变职业装备设置
*
* Class Notetags:
* <Equip Slot: x> Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
* <Equip Slot: x, x, x>
* Changes this class's equipment slots to x. Using repeating numbers makes
* it so that equipment type is duplicated and that the class can equip
* multiple equipment of that type. To find the Equipment Type ID, go to your
* 例如改变角色可以装备的类型ID
*
* 如果你不喜欢这个方法,你可以用下面方法替代:
*
* <Equip Slot> Example: <Equip Slot>
* string Weapon
* string Armor
* string Accessory
* string Accessory
* </Equip Slot> </Equip Slot>
* Replace 'string' with the Equipment type's name entry. This is case
* sensitive so if the string does not match a name entry perfectly, the slot
* will not be granted to the class. Multiple copies of a name entry would
* mean the class can equip multiple equipment of that type. Everything works
* 用特定的物品类型放入代码即可。
*
* Weapon and Armor Notetags:
* <stat: +x>
* <stat: -x>
* 允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力、防御力、
* 魔法攻击力、魔法防御力、速度或者幸运值来代替。这将允许装备可以突破默认
* 编辑器的限制。
*
* ============================================================================
* Lunatic Mode - Custom Parameters
* ============================================================================
*
* <Custom Parameters> Example: <Custom Parameters>
* code atk = $gameVariables.value(1);
* code mat = atk / 2;
* code all = $gameParty.members().length;
* code </Custom Parameters>
* </Code Parameters>
* Allows for parameters to have custom rates adjusted by code. The following
* parameters are defined: 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf',
* 'agi', 'luk', and 'all'. The 'all' parameter will affect all parameters.
* Changes made here do not alter the base parameters, but instead, are added
* onto the base parameters.允许玩家自定义参数。
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.16:
* - Lunatic Mode fail safes added.
*
* Version 1.15:
* - Optimization update.
*
* Version 1.14:
* - Added an actor refresh upon listing the various equip slots to ensure that
* all slots are updated in case any cache'd instances may have been missed.
*
* Version 1.13:
* - Fixed a bug that caused a crash for those who weren't using the Item Core
* in addition to this plugin.
*
* Version 1.12:
* - Added optional functionality. Leaving 'Finish Command' empty will remove
* it from being added to the command list.
*
* Version 1.11:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.10:
* - Fixed a bug that did not clear changes made to an actor's stats after
* having unequipped them and then switching actors.
*
* Version 1.09:
* - For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* Version 1.08:
* - Fixed a bug where changing an actor's equips would revive them if dead.
*
* Version 1.07:
* - Fixed a bug with 'Optimize' and 'Remove All' not refreshing windows.
*
* Version 1.06:
* - Fixed a bug with 'Change Equipment' event where it would only change the
* slot of the marked equipment rather than the slot type.
*
* Version 1.05:
* - Fixed an issue where unequipping items can kill actors.
*
* Version 1.04a:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.03:
* - Fixed an bug that resulted in null object errors.
*
* Version 1.02:
* - Fixed an issue that did not keep HP and MP rates the same when using the
* optimize and clear commands.
*
* Version 1.01:
* - Fixed a bug that did not update the stats properly when compared.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_EquipCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.EquipTextAlign = String(Yanfly.Parameters['Text Align']);
Yanfly.Param.EquipFinishCmd = String(Yanfly.Parameters['Finish Command']);
Yanfly.Param.EquipRemoveText = String(Yanfly.Parameters['Remove Text']);
Yanfly.Icon.RemoveEquip = Number(Yanfly.Parameters['Remove Icon']);
Yanfly.Param.EquipEmptyText = String(Yanfly.Parameters['Empty Text']);
Yanfly.Icon.EmptyEquip = Number(Yanfly.Parameters['Empty Icon']);
Yanfly.Data = String(Yanfly.Parameters['Non-Removable Types']);
Yanfly.Data = Yanfly.Data.split(' ');
Yanfly.Param.EquipNonRemove = [];
var Zzy = Zzy || {};
Zzy.YEC = Zzy.YEC || {};
Zzy.YEC.ZzyFontSize = parseInt(Yanfly.Parameters['ZzyFontSize']);
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonRemove.push(parseInt(Yanfly.Data[Yanfly.i]));
};
Yanfly.Data = String(Yanfly.Parameters['Non-Optimized Types']);
Yanfly.Data = Yanfly.Data.split(' ');
Yanfly.Param.EquipNonOptimized = [];
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonOptimized.push(parseInt(Yanfly.Data[Yanfly.i]));
};
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Equip.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function()
{
if (!Yanfly.Equip.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_EquipCore)
{
DataManager.processEquipNotetags1($dataClasses);
DataManager.processEquipNotetags2($dataWeapons);
DataManager.processEquipNotetags2($dataArmors);
Yanfly._loaded_YEP_EquipCore = true;
}
return true;
};
DataManager.processEquipNotetags1 = function(group) {
var note1 = /<(?:EQUIP SLOT|equip slots):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:EQUIP SLOT|equip slots)>/i;
var note3 = /<\/(?:EQUIP SLOT|equip slots)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.equipSlots = [];
var equipSlots = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.equipSlots = obj.equipSlots.concat(array);
} else if (line.match(note2)) {
equipSlots = true;
} else if (line.match(note3)) {
equipSlots = false;
} else if (equipSlots && line.match(/[ ]*(.*)/i)) {
var name = String(RegExp.$1);
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
}
if (obj.equipSlots.length <= 0) this.setDefaultEquipSlots(obj);
}
};
DataManager.setDefaultEquipSlots = function(obj) {
for (var i = 1; i < $dataSystem.equipTypes.length; ++i) {
var name = $dataSystem.equipTypes[i];
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
};
DataManager.processEquipNotetags2 = function(group) {
var note1 = /<(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note2 = /<\/(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note3 = /<(.*):[ ]([\+\-]\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.parameterEval = '';
var parameterEval = false;
var mode = '';
//--魔改--
obj.ZzyYEC = {};
obj.ZzyYEC.eqJS = '';
obj.ZzyYEC.unEqJS = '';
for (var i = 0; i < notedata.length; i++)
{
var line = notedata[i];
switch(mode)
{
case 'e':
if(line.match(/<ZZYYEC EQ END>/i))
{mode = '';}
else
{
var js = line ? String(line) + '\n' : '';
if(js)obj.ZzyYEC.eqJS += js;
}
break;
case 'u':
if(line.match(/<ZZYYEC UNEQ END>/i))
{mode = '';}
else
{
var js = line ? String(line) + '\n' : '';
if(js)obj.ZzyYEC.unEqJS += js;
}
break;
default:
if(line.match(/<ZZYYEC EQ START>/i))
{ mode = 'e'; }
else if(line.match(/<ZZYYEC UNEQ START>/i))
{ mode = 'u'; }
else if (line.match(note1))
{
parameterEval = true;
} else if (line.match(note2)) {
parameterEval = false;
} else if (parameterEval) {
obj.parameterEval = obj.parameterEval + line + '\n';
}
else if (line.match(note3))
{
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
switch (stat) {
case 'HP':
case 'MAXHP':
case 'MAX HP':
obj.params[0] = value;
break;
case 'MP':
case 'MAXMP':
case 'MAX MP':
case 'SP':
case 'MAXSP':
case 'MAX SP':
obj.params[1] = value;
break;
case 'ATK':
case 'STR':
obj.params[2] = value;
break;
case 'DEF':
obj.params[3] = value;
break;
case 'MAT':
case 'INT' || 'SPI':
obj.params[4] = value;
break;
case 'MDF':
case 'RES':
obj.params[5] = value;
break;
case 'AGI':
case 'SPD':
obj.params[6] = value;
break;
case 'LUK':
obj.params[7] = value;
break;
}
} ////---魔改--- v1.04 添加新的备注标签
else if(line.match(/<ZzyYEC GOLDPER:[ ](.*)>/i))//金币爆率
{
var goldPerEval = String(RegExp.$1);
obj.ZzyYEC['goldPer'] = goldPerEval;
}
else if(line.match(/<ZzyYEC ESCAPEPER:[ ](.*)>/i))//逃跑增加率
{
var escapePerEval = String(RegExp.$1);
obj.ZzyYEC['escapePer'] = escapePerEval;
}
else if(line.match(/<ZzyYEC EXMTP:[ ](.*)>/i))//额外的TP上限
{
var exMTpEval = String(RegExp.$1);
obj.ZzyYEC['exMTp'] = exMTpEval;
}
}
}
}
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.initEquips = function(equips) {
var equips = this.convertInitEquips(equips);
this.equipInitEquips(equips);
this.releaseUnequippableItems(true);
this.recoverAll();
this.refresh();
};
Game_Actor.prototype.convertInitEquips = function(equips) {
var items = [];
for (var i = 0; i < equips.length; ++i) {
var equipId = equips[i];
if (equipId <= 0) continue;
var equipType = $dataSystem.equipTypes[i + 1];
if (equipType === $dataSystem.equipTypes[1] ||
(i === 1 && this.isDualWield())) {
var equip = $dataWeapons[equipId];
} else {
var equip = $dataArmors[equipId];
}
items.push(equip);
}
return items;
};
Game_Actor.prototype.equipInitEquips = function(equips) {
var slots = this.equipSlots();
var maxSlots = slots.length;
this._equips = [];
for (var i = 0; i < maxSlots; ++i) {
this._equips[i] = new Game_Item();
}
for (var i = 0; i < maxSlots; ++i) {
var slotType = slots[i];
var equip = this.grabInitEquips(equips, slotType);
if (this.canEquip(equip)) this._equips[i].setObject(equip);
}
};
Game_Actor.prototype.grabInitEquips = function(equips, slotType) {
var item = null;
for (var i = 0; i < equips.length; ++i) {
var equip = equips[i];
if (!equip) continue;
if (slotType === 1 && DataManager.isWeapon(equip)) {
item = equip;
break;
} else if (equip.etypeId === slotType) {
item = equip;
break;
}
}
if (item) equips[i] = null;
return item;
};
Game_Actor.prototype.equipSlots = function() {
var slots = this.currentClass().equipSlots.slice();
if (slots.length >= 2 && this.isDualWield()) slots[1] = 1;
return slots;
};
Yanfly.Equip.Game_Actor_equips = Game_Actor.prototype.equips;
Game_Actor.prototype.equips = function() {
for (var i = 0; i < this.currentClass().equipSlots.length; ++i) {
if (this._equips[i] === undefined || this._equips[i] === null) {
this._equips[i] = new Game_Item();
}
}
return Yanfly.Equip.Game_Actor_equips.call(this);
};
Yanfly.Equip.Game_Actor_changeEquip = Game_Actor.prototype.changeEquip;
Game_Actor.prototype.changeEquip = function(slotId, item) //切换装备时
{
//切换对比
var info1 = this.GetZzyYECInfos();
if (!this._equips[slotId]) this._equips[slotId] = new Game_Item();
Yanfly.Equip.Game_Actor_changeEquip.call(this, slotId, item);
var info2 = this.GetZzyYECInfos();
this.ExeCompZzyYECInfos(info1,info2);
};
Game_Actor.prototype.GetZzyYECInfos = function()//获取装备映射
{
var infos = [];
for(var i=0;i<this._equips.length;i++)
{
var eq = this._equips[i];
if(eq)
{
var info = {};
info.id = eq._itemId;
info.type = eq._dataClass;
infos[i] = info;
}
}
return infos;
}
Game_Actor.prototype.ExeCompZzyYECInfos = function(info1,info2)//执行装备镜像的属性对比
{
for(var i=0;i<info1.length;i++)
{
var eq1 = info1[i];
var eq2 = info2[i];
if(Zzy.YEC.IsSame(eq1,eq2))//是相同装备忽略
{}
else
{
if(!eq1 || !eq1.id)//eq2存在,eq2安装
{
var eq2i = Zzy.YEC.GetItem(eq2);
if(eq2i && eq2i.ZzyYEC && eq2i.ZzyYEC.eqJS)Zzy.YEC.EvalTrans(eq2i.ZzyYEC.eqJS,eq2i,this);
}
else if(!eq2 || !eq2.id)//eq2不存在,eq1卸载
{
var eq1i = Zzy.YEC.GetItem(eq1);
if(eq1i && eq1i.ZzyYEC && eq1i.ZzyYEC.unEqJS)Zzy.YEC.EvalTrans(eq1i.ZzyYEC.unEqJS,eq1i,this);
}
else//eq1卸载,eq2安装
{
var eq2i = Zzy.YEC.GetItem(eq2);
if(eq2i && eq2i.ZzyYEC && eq2i.ZzyYEC.eqJS)Zzy.YEC.EvalTrans(eq2i.ZzyYEC.eqJS,eq2i,this);
var eq1i = Zzy.YEC.GetItem(eq1);
if(eq1i && eq1i.ZzyYEC && eq1i.ZzyYEC.unEqJS)Zzy.YEC.EvalTrans(eq1i.ZzyYEC.unEqJS,eq1i,this);
}
}
}
}
Zzy.YEC.IsSame = function(eq1,eq2)//是否是相同装备
{
if(eq1 && eq2 && eq1.type === eq2.type && eq1.id === eq2.id)return true;
if(!eq1 && !eq2)return true;
return false;
}
Zzy.YEC.GetItem = function(eqInfo)
{
if(eqInfo.type === 'weapon')
{
return $dataWeapons[eqInfo.id];
}
else if(eqInfo.type === 'armor')
{
return $dataArmors[eqInfo.id];
}
}
Zzy.YEC.EvalTrans = function(evalStr,item,user)
{
var User = user;
var a = user;
var Item = item;
var v = $gameVariables._data;
var s = $gameSwitches._data;
var V = v;
var S = s;
var gw = Graphics.boxWidth;
var gh = Graphics.boxHeight;
var GW = gw;
var GH = gh;
return eval(evalStr)
}
Yanfly.Equip.Game_Actor_forceChangeEquip = Game_Actor.prototype.forceChangeEquip;
Game_Actor.prototype.forceChangeEquip = function(slotId, item) {
if (!this._equips[slotId]) {
this._equips[slotId] = new Game_Item();
this._equips[slotId].setEquip(this.equipSlots()[slotId] === 1, 0);
}
Yanfly.Equip.Game_Actor_forceChangeEquip.call(this, slotId, item);
};
Yanfly.Equip.Game_Actor_isEquipChangeOk = Game_Actor.prototype.isEquipChangeOk;
Game_Actor.prototype.isEquipChangeOk = function(slotId) {
if ($gameTemp._clearEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
if ($gameTemp._optimizeEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonOptimized.contains(typeId)) return false;
}
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this, slotId);
};
Yanfly.Equip.Game_Actor_paramPlus = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function(paramId) {
value = Yanfly.Equip.Game_Actor_paramPlus.call(this, paramId);
var equips = this.equips();
for (var i = 0; i < equips.length; i++) {
var item = equips[i];
if (!item) continue;
value += this.customParamPlus(item, paramId);
value += this.evalParamPlus(item, paramId);
}
return value;
};
Game_Actor.prototype.customParamPlus = function(item, paramId) {
return 0;
};
Game_Actor.prototype.evalParamPlus = function(item, paramId) {
if (!item) return 0;
if (!item.parameterEval || item.parameterEval === '') return 0;
var value = 0;
var hp = 0;
var maxhp = 0;
var mhp = 0;
var mp = 0;
var maxmp = 0;
var mmp = 0;
var sp = 0;
var maxsp = 0;
var msp = 0;
var atk = 0;
var str = 0;
var def = 0;
var mat = 0;
var int = 0;
var spi = 0;
var mdf = 0;
var res = 0;
var agi = 0;
var spd = 0;
var luk = 0;
var all = 0;
var a = this;
var user = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.parameterEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM PARAMETER FORMULA ERROR');
}
switch (paramId) {
case 0:
value += hp + maxhp + mhp;
break;
case 1:
value += mp + maxmp + mmp + sp + maxsp + msp;
break;
case 2:
value += atk + str;
break;
case 3:
value += def;
break;
case 4:
value += mat + int + spi;
break;
case 5:
value += mdf + res;
break;
case 6:
value += agi + spd;
break;
case 7:
value += luk;
break;
}
return value + all;
};
//=============================================================================
// Game_Interpreter
//=============================================================================
// Change Equipment
Game_Interpreter.prototype.command319 = function() {
var actor = $gameActors.actor(this._params[0]);
if (!actor) return true;
var index = actor.equipSlots().indexOf(this._params[1]) + 1;
actor.changeEquipById(index, this._params[2]);
return true;
};
//=============================================================================
// Window_EquipCommand
//=============================================================================
Window_EquipCommand.prototype.windowWidth = function() {
return 240;
};
Window_EquipCommand.prototype.maxCols = function() {
return 1;
};
Window_EquipCommand.prototype.windowHeight = function() {
return this.fittingHeight(this.numVisibleRows());
};
Window_EquipCommand.prototype.numVisibleRows = function() {
return 4;
};
Window_EquipCommand.prototype.itemTextAlign = function() {
return Yanfly.Param.EquipTextAlign;
};
Yanfly.Equip.Window_EquipCommand_makeCommandList =
Window_EquipCommand.prototype.makeCommandList;
Window_EquipCommand.prototype.makeCommandList = function() {
Yanfly.Equip.Window_EquipCommand_makeCommandList.call(this);
this.addCustomCommand();
this.addFinishCommand();
};
Window_EquipCommand.prototype.addCustomCommand = function() {
};
Window_EquipCommand.prototype.addFinishCommand = function() {
if (Yanfly.Param.EquipFinishCmd === '') return;
this.addCommand(Yanfly.Param.EquipFinishCmd, 'cancel');
};
//=============================================================================
// Window_EquipSlot
//=============================================================================
Yanfly.Equip.Window_EquipSlot_setActor = Window_EquipSlot.prototype.setActor;
Window_EquipSlot.prototype.setActor = function(actor) {
this.setSlotNameWidth(actor);
Yanfly.Equip.Window_EquipSlot_setActor.call(this, actor);
};
Window_EquipSlot.prototype.refresh = function() {
if (this._actor) this._actor.refresh();
Window_Selectable.prototype.refresh.call(this);
};
Window_EquipSlot.prototype.isEnabled = function(index) {
if (this._actor) {
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this._actor, index);
} else {
return false;
}
};
Window_EquipSlot.prototype.drawItem = function(index) {
if (!this._actor) return;
var rect = this.itemRectForText(index);
this.changeTextColor(this.systemColor());
this.changePaintOpacity(this.isEnabled(index));
var ww1 = this._nameWidth;
this.drawText(this.slotName(index), rect.x, rect.y, ww1);
var ww2 = rect.width - ww1;
var item = this._actor.equips()[index];
if (item) {
this.drawItemName(item, rect.x + ww1, rect.y, ww2);
} else {
this.drawEmptySlot(rect.x + ww1, rect.y, ww2);
}
this.changePaintOpacity(true);
};
Window_EquipSlot.prototype.setSlotNameWidth = function(actor) {
if (!actor) return;
this._nameWidth = 0;
for (var i = 0; i < actor.equipSlots().length; ++i) {
var text = $dataSystem.equipTypes[actor.equipSlots()[i]] + ' ';
this._nameWidth = Math.max(this._nameWidth, this.textWidth(text));
}
};
Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) {
this.changePaintOpacity(false);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
var text = Yanfly.Param.EquipEmptyText;
this.drawText(text, wx + ibw, wy, ww - ibw);
};
Window_EquipSlot.prototype.setInfoWindow = function(infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipSlot.prototype.updateHelp;
Window_EquipSlot.prototype.updateHelp = function() {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_EquipItem
//=============================================================================
Window_EquipItem.prototype.maxCols = function() {
return 1;
};
Yanfly.Equip.Window_EquipItem_setSlotId = Window_EquipItem.prototype.setSlotId;
Window_EquipItem.prototype.setSlotId = function(slotId) {
// do nothing
};
Yanfly.Equip.Window_EquipItem_includes = Window_EquipItem.prototype.includes;
Window_EquipItem.prototype.includes = function(item) {
if (item === null && this._actor && this._data.length > 0) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_includes.call(this, item);
};
Yanfly.Equip.Window_EquipItem_isEnabled =
Window_EquipItem.prototype.isEnabled;
Window_EquipItem.prototype.isEnabled = function(item) {
if (item === null && this._actor) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_isEnabled.call(this, item);
};
Yanfly.Equip.Window_EquipItem_drawItem = Window_EquipItem.prototype.drawItem;
Window_EquipItem.prototype.drawItem = function(index) {
var item = this._data[index];
if (item === null) {
this.drawRemoveEquip(index);
} else {
Yanfly.Equip.Window_EquipItem_drawItem.call(this, index);
}
};
Window_EquipItem.prototype.drawRemoveEquip = function(index) {
if (!this.isEnabled(null)) return;
var rect = this.itemRect(index);
rect.width -= this.textPadding();
this.changePaintOpacity(true);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.RemoveEquip, rect.x + 2, rect.y + 2);
var text = Yanfly.Param.EquipRemoveText;
this.drawText(text, rect.x + ibw, rect.y, rect.width - ibw);
};
Window_EquipItem.prototype.setInfoWindow = function(infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipItem.prototype.updateHelp;
Window_EquipItem.prototype.updateHelp = function() {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_StatCompare
//=============================================================================
function Window_StatCompare() {
this.initialize.apply(this, arguments);
}
Window_StatCompare.prototype = Object.create(Window_Base.prototype);
Window_StatCompare.prototype.constructor = Window_StatCompare;
Window_StatCompare.prototype.initialize = function(wx, wy, ww, wh) {
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
this._actor = null;
this._tempActor = null;
this.refresh();
};
Window_StatCompare.prototype.createWidths = function() {
this._paramNameWidth = 0;
this._paramValueWidth = 0;
this._arrowWidth = this.textWidth('\u2192' + ' ');
var buffer = this.textWidth(' ');
for (var i = 0; i < 8; ++i) {
var value1 = this.textWidth(TextManager.param(i));
var value2 = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i)));
this._paramNameWidth = Math.max(value1, this._paramNameWidth);
this._paramValueWidth = Math.max(value2, this._paramValueWidth);
}
this._bonusValueWidth = this._paramValueWidth;
this._bonusValueWidth += this.textWidth('(+)') + buffer;
this._paramNameWidth += buffer;
this._paramValueWidth;
if (this._paramNameWidth + this._paramValueWidth * 2 + this._arrowWidth +
this._bonusValueWidth > this.contents.width) this._bonusValueWidth = 0;
};
Window_StatCompare.prototype.setActor = function(actor) {
if (this._actor === actor) return;
this._actor = actor;
this.createWidths();
this.refresh();
};
Window_StatCompare.prototype.refresh = function() {
this.contents.clear();
if (!this._actor) return;
for (var i = 0; i < Window_StatCompare.ParamsLen; ++i) {//绘制默认参数
this.drawItem(0, this.lineHeight() * i, i);
}
};
Window_StatCompare.prototype.setTempActor = function(tempActor) {
if (this._tempActor === tempActor) return;
this._tempActor = tempActor;
this.refresh();
};
Window_StatCompare.prototype.drawItem = function(x, y, paramId) {
this.drawDarkRect(x, y, this.contents.width, this.lineHeight());
this.drawParamName(y, paramId);
this.drawCurrentParam(y, paramId);
this.drawRightArrow(y);
if (!this._tempActor) return;
this.drawNewParam(y, paramId);
this.drawParamDifference(y, paramId);
};
Window_StatCompare.prototype.drawDarkRect = function(dx, dy, dw, dh) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
this.changePaintOpacity(true);
};
Window_StatCompare.prototype.drawParamName = function(y, paramId)
{
var x = this.textPadding();
this.changeTextColor(this.systemColor());
// --魔改--
var name = '';
var bLen = Window_StatCompare.BaseParamMap.length;
var xLen = Window_StatCompare.XParamMap.length;
if(paramId < bLen)
{
var pid = Window_StatCompare.BaseParamMap[paramId];
name = TextManager.param(pid);
}
else
{
paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId];
var tArr = Window_StatCompare.XParamMapTextArr;
name = tArr[pid];
}
this.drawText(name, x, y, this._paramNameWidth);
// this.drawText(TextManager.param(paramId), x, y, this._paramNameWidth);
};
Window_StatCompare.prototype.drawCurrentParam = function(y, paramId)
{
// --魔改--
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth;
this.resetTextColor();
var bLen = Window_StatCompare.BaseParamMap.length;
var xLen = Window_StatCompare.XParamMap.length;
if(paramId < bLen)
{
var pid = Window_StatCompare.BaseParamMap[paramId];
var actorparam = Yanfly.Util.toGroup(this._actor.param(pid));
this.drawText(actorparam, x, y, this._paramValueWidth, 'right');
}
else
{
paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId];
var actorparam = Yanfly.Util.toGroup(this._actor.xparam(pid));
actorparam *= 100;
actorparam = Math.round(actorparam);
this.drawText(actorparam + '%', x, y, this._paramValueWidth, 'right');
}
};
Window_StatCompare.prototype.drawRightArrow = function(y) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._arrowWidth + this._bonusValueWidth;
var dw = this.textWidth('\u2192' + ' ');
this.changeTextColor(this.systemColor());
this.drawText('\u2192', x, y, dw, 'center');
};
Window_StatCompare.prototype.drawNewParam = function(y, paramId)
{
// --魔改--
var bLen = Window_StatCompare.BaseParamMap.length;
var xLen = Window_StatCompare.XParamMap.length;
if(paramId < bLen)
{
var pid = Window_StatCompare.BaseParamMap[paramId];
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._bonusValueWidth;
var newValue = this._tempActor.param(pid);
var diffvalue = newValue - this._actor.param(pid);
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
this.drawText(actorparam, x, y, this._paramValueWidth, 'right');
}
else
{
paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId];
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._bonusValueWidth;
var newValue = this._tempActor.xparam(pid);
var diffvalue = newValue - this._actor.xparam(pid);
newValue *= 100;
newValue = Math.round(newValue);
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
this.drawText(actorparam + '%', x, y, this._paramValueWidth, 'right');
}
};
Window_StatCompare.prototype.drawParamDifference = function(y, paramId)
{
// --魔改--
var bLen = Window_StatCompare.BaseParamMap.length;
var xLen = Window_StatCompare.XParamMap.length;
if(paramId < bLen)
{
var pid = Window_StatCompare.BaseParamMap[paramId];
var x = this.contents.width - this.textPadding();
x -= this._bonusValueWidth;
var newValue = this._tempActor.param(pid);
var diffvalue = newValue - this._actor.param(pid);
if (diffvalue === 0) return;
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
var text = Yanfly.Util.toGroup(diffvalue);
if (diffvalue > 0) {
text = ' (+' + text + ')';
} else {
text = ' (' + text + ')';
}
this.drawText(text, x, y, this._bonusValueWidth, 'left');
}
else
{
paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId];
var x = this.contents.width - this.textPadding();
x -= this._bonusValueWidth;
var newValue = newValue = this._tempActor.xparam(pid);
var diffvalue = diffvalue = newValue - this._actor.xparam(pid);
if (diffvalue === 0) return;
newValue *= 100;
newValue = Math.round(newValue);
diffvalue *= 100;
diffvalue = Math.round(diffvalue);
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
var text = Yanfly.Util.toGroup(diffvalue);
if (diffvalue > 0) {
text = ' (+' + text + ')';
} else {
text = ' (' + text + ')';
}
text += '%';
this.drawText(text, x, y, this._bonusValueWidth, 'left');
}
};
//--魔改--
// Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6];
// Window_StatCompare.XParamMap = [0,2,1];
// Window_StatCompare.XParamMapTextArr = ['命中率','暴击率','回避率'];
//---魔改--- v1.05
//---魔改--- v1.06 修复索引值的问题
Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6,7];
Window_StatCompare.XParamMap = [0,2];
Window_StatCompare.XParamMapTextArr = ['命中率',undefined,'暴击率'];
Window_StatCompare.ParamsLen = Window_StatCompare.BaseParamMap.length + Window_StatCompare.XParamMap.length;//默认12个参数
Window_StatCompare.prototype.lineHeight = function()
{
return this.contents ? this.contents.height / Window_StatCompare.ParamsLen : 0;
}
Window_StatCompare.prototype.standardFontSize = function()
{
return Zzy.YEC.ZzyFontSize;
}
//=============================================================================
// Scene_Equip
//=============================================================================
Scene_Equip.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createCommandWindow();
this.createStatusWindow();
this.createSlotWindow();
this.createItemWindow();
this.createCompareWindow();
this._lowerRightVisibility = true;
this.updateLowerRightWindows();
this.refreshActor();
};
Scene_Equip.prototype.createCommandWindow = function() {
var wy = this._helpWindow.height;
this._commandWindow = new Window_EquipCommand(0, wy, 240);
this._commandWindow.setHelpWindow(this._helpWindow);
this._commandWindow.setHandler('equip', this.commandEquip.bind(this));
this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this));
this._commandWindow.setHandler('clear', this.commandClear.bind(this));
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
this._commandWindow.setHandler('pagedown', this.nextActor.bind(this));
this._commandWindow.setHandler('pageup', this.previousActor.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Equip.prototype.createStatusWindow = function() {
var wx = this._commandWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - wx;
var wh = this._commandWindow.height;
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
this.addWindow(this._statusWindow);
};
Scene_Equip.prototype.createSlotWindow = function() {
var wy = this._commandWindow.y + this._commandWindow.height;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._slotWindow = new Window_EquipSlot(0, wy, ww, wh);
this._slotWindow.setHelpWindow(this._helpWindow);
this._slotWindow.setHandler('ok', this.onSlotOk.bind(this));
this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this));
this.addWindow(this._slotWindow);
};
Scene_Equip.prototype.createItemWindow = function() {
var wy = this._slotWindow.y;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_EquipItem(0, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this._slotWindow.setItemWindow(this._itemWindow);
this.addWindow(this._itemWindow);
this._itemWindow.hide();
};
Scene_Equip.prototype.createCompareWindow = function() {
this._lowerRightWindows = [];
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = Graphics.boxHeight - wy;
this._compareWindow = new Window_StatCompare(wx, wy, ww, wh);
this._slotWindow.setStatusWindow(this._compareWindow);
this._itemWindow.setStatusWindow(this._compareWindow);
this.addWindow(this._compareWindow);
this._lowerRightWindows.push(this._compareWindow);
if (Imported.YEP_ItemCore && eval(Yanfly.Param.ItemSceneItem)) {
this.createItemInfoWindow();
}
};
Scene_Equip.prototype.createItemInfoWindow = function() {
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._itemWindow.height;
this._infoWindow = new Window_ItemInfo(wx, wy, ww, wh);
this._slotWindow.setInfoWindow(this._infoWindow);
this._itemWindow.setInfoWindow(this._infoWindow);
this.addWindow(this._infoWindow);
this._lowerRightWindows.push(this._infoWindow);
};
Yanfly.Equip.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor;
Scene_Equip.prototype.refreshActor = function() {
Yanfly.Equip.Scene_Equip_refreshActor.call(this);
this._compareWindow.setActor(this.actor());
};
Yanfly.Equip.Scene_Equip_commandOptimize =
Scene_Equip.prototype.commandOptimize;
Scene_Equip.prototype.commandOptimize = function() {
$gameTemp._optimizeEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandOptimize.call(this);
$gameTemp._optimizeEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
};
Yanfly.Equip.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear;
Scene_Equip.prototype.commandClear = function() {
$gameTemp._clearEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandClear.call(this);
$gameTemp._clearEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
};
Yanfly.Equip.Scene_Equip_onSlotOk = Scene_Equip.prototype.onSlotOk;
Scene_Equip.prototype.onSlotOk = function() {
this._itemWindow._slotId = -1;
var slotId = this._slotWindow.index();
Yanfly.Equip.Window_EquipItem_setSlotId.call(this._itemWindow, slotId);
Yanfly.Equip.Scene_Equip_onSlotOk.call(this);
this._itemWindow.show();
};
Yanfly.Equip.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel;
Scene_Equip.prototype.onSlotCancel = function() {
Yanfly.Equip.Scene_Equip_onSlotCancel.call(this);
if (this._infoWindow) this._infoWindow.setItem(null);
this._compareWindow.setTempActor(null);
};
Yanfly.Equip.Scene_Equip_onItemOk = Scene_Equip.prototype.onItemOk;
Scene_Equip.prototype.onItemOk = function() {
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_onItemOk.call(this);
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._itemWindow.hide();
this._statusWindow.refresh();
};
Yanfly.Equip.Scene_Equip_onItemCancel = Scene_Equip.prototype.onItemCancel;
Scene_Equip.prototype.onItemCancel = function() {
Yanfly.Equip.Scene_Equip_onItemCancel.call(this);
this._compareWindow.setTempActor(null);
this._itemWindow.hide();
};
Scene_Equip.prototype.update = function() {
Scene_MenuBase.prototype.update.call(this);
if (this.isActive()) this.updateLowerRightWindowTriggers();
};
Scene_Equip.prototype.updateLowerRightWindowTriggers = function() {
if (!this._lowerRightVisibility) return;
if (Input.isRepeated('right')) {
this.shiftLowerRightWindows();
} else if (Input.isRepeated('left')) {
this.unshiftLowerRightWindows();
} else if (Input.isRepeated('tab')) {
this.shiftLowerRightWindows();
} else if (this.isLowerWindowTouched()) {
this.shiftLowerRightWindows();
}
};
Scene_Equip.prototype.isLowerWindowTouched = function() {
if (!TouchInput.isTriggered()) return false;
var x = TouchInput.x;
var y = TouchInput.y;
var rect = new Rectangle();
rect.x = this._compareWindow.x;
rect.y = this._compareWindow.y;
rect.width = this._compareWindow.x + this._compareWindow.width;
rect.height = this._compareWindow.y + this._compareWindow.height;
return (x >= rect.x && y >= rect.y && x < rect.width && y < rect.height);
};
Scene_Equip.prototype.updateLowerRightWindows = function() {
var length = this._lowerRightWindows.length;
for (var i = 0; i < length; ++i) {
var win = this._lowerRightWindows[i];
win.visible = false;
}
this._lowerRightWindows[0].visible = this._lowerRightVisibility;
};
Scene_Equip.prototype.shiftLowerRightWindows = function() {
var win = this._lowerRightWindows.shift();
this._lowerRightWindows.push(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.unshiftLowerRightWindows = function() {
var win = this._lowerRightWindows.pop();
this._lowerRightWindows.unshift(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.playLowerRightWindowSound = function() {
if (this._lowerRightWindows.length <= 1) return;
SoundManager.playCursor();
};
Yanfly.Equip.Scene_Equip_onActorChange = Scene_Equip.prototype.onActorChange;
Scene_Equip.prototype.onActorChange = function() {
Yanfly.Equip.Scene_Equip_onActorChange.call(this);
this._compareWindow.setTempActor(null);
if (this._infoWindow) this._infoWindow.setItem(null);
};
//=============================================================================
// 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
//=============================================================================
//---魔改--- v1.04
//实现 逃跑概率 金币爆率 TP上限的拓展
Game_Party.prototype.GetZzyYECExValueOfEq = function(vstr)//通过装备获取属性
{
var acts = $gameParty.members();
var totalV = 0;//总数
for(var i=0;i<acts.length;i++)
{
var act = acts[i];
if(act)
{
totalV += act.GetZzyYECExValueOfEq(vstr);
}
}
return totalV;
}
Game_Actor.prototype.GetZzyYECExValueOfEq = function(vstr)//通过装备获取属性
{
var eqs = this.equips();
var totalV = 0;//总数
for(var i=0;i<eqs.length;i++)
{
var eq = eqs[i];
if(eq && eq.ZzyYEC && eq.ZzyYEC[vstr])
{
var vEval = eq.ZzyYEC[vstr];
totalV += Zzy.YEC.EvalTransformation(vEval,this);
}
}
return totalV;
}
Zzy.YEC.Game_Actor_maxTp = Game_Actor.prototype.maxTp;
Game_Actor.prototype.maxTp = function() //修改角色最大的maxTp
{
var tv = Zzy.YEC.Game_Actor_maxTp.call(this);
var ext = this.GetZzyYECExValueOfEq('exMTp');
ext = ext ? ext : 0;
return Math.round(tv + ext);
};
Zzy.YEC.BattleManager_makeRewards = BattleManager.makeRewards;
BattleManager.makeRewards = function()
{
//拓展制作战利品
Zzy.YEC.BattleManager_makeRewards.call(this);
var exGoldPer = 1 + $gameParty.GetZzyYECExValueOfEq('goldPer')*0.01;
exGoldPer = exGoldPer ? exGoldPer : 0;
exGoldPer = Math.max(0,exGoldPer);
this._rewards.gold *= exGoldPer;
this._rewards.gold = Math.round(this._rewards.gold);
};
Zzy.YEC.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
BattleManager.makeEscapeRatio = function ()
{
Zzy.YEC.BattleManager_makeEscapeRatio.call(this);
this._escapeRatio = this._escapeRatio ? this._escapeRatio : 0;
var exEscapePer = $gameParty.GetZzyYECExValueOfEq('escapePer')*0.01;
this._escapeRatio += exEscapePer;//添加额外的逃跑
};
//公式
Zzy.YEC.EvalTransformation = function(formula,actor)//转换
{
var v = $gameVariables._data;
var s = $gameSwitches._data;
var V = v;
var S = s;
var gw = Graphics.boxWidth;
var gh = Graphics.boxHeight;
var GW = gw;
var GH = gh;
var user = actor;
var User = actor;
var a = actor;
return eval(formula);
}