You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ycrpg/js/plugins/YEP_EquipCore.js

1652 lines
50 KiB
JavaScript

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

//=============================================================================
// 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: v1.05
*
*
*
* 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
Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6,7];
Window_StatCompare.XParamMap = [0,2];
Window_StatCompare.XParamMapTextArr = ['命中率','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);
}