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ycrpg/js/plugins/YEP_BuffsStatesCore.js

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JavaScript

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//=============================================================================
// Yanfly Engine Plugins - Buffs & States Core
// YEP_BuffsStatesCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_BuffsStatesCore = true;
var Yanfly = Yanfly || {};
Yanfly.BSC = Yanfly.BSC || {};
Yanfly.BSC.version = 1.12;
//=============================================================================
/*:
* @plugindesc v1.12a 效果状态核心☁️
* @author Yanfly Engine Plugins
*
* @param ---Turn指示器---
* @default
*
* @param Show Turns
* @text 显示回合数
* @desc 显示buff和states的剩余回合数
* NO - false YES - true
* @default true
*
* @param Font Size
* @text 字体大小
* @desc The default font size used for turn count.
* Default: 28
* @default 16
*
* @param Turn Alignment
* @text 回合对准
* @desc How do you want to align the turns?
* left center right
* @default right
*
* @param Turn Buffer X
* @text 回合缓冲器X
* @desc Buffer the x position of the turn by this much.
* @default -3
*
* @param Turn Buffer Y
* @text 回合缓冲器Y
* @desc Buffer the y position of the turn by this much.
* @default -6
*
* @param State Color
* @desc The default text color used for state turns.
* @default 0
*
* @param Buff Color
* @desc The default text color used for buffs.
* @default 24
*
* @param Debuff Color
* @desc The default text color used for debuffs.
* @default 2
*
* @param ---敌人图标---
* @default
*
* @param Show Enemy Icons
* @text 显示敌人图标
* @desc Do you wish to show enemy state icons?
* NO - false YES - true
* @default true
*
* @param Enemy Buff Turn
* @desc Do you wish to show enemy buff turns remaining?
* NO - false YES - true
* @default true
*
* @param Enemy State Turn
* @desc Do you wish to show enemy state turns remaining?
* NO - false YES - true
* @default true
*
* @param Enemy State Counter
* @text 显示敌人状态计数器
* @desc Do you wish to show enemy state counters?
* NO - false YES - true
* @default true
*
* @param ---Buff设置---
* @default
*
* @param Default Limit
* @text 默认限制
* @desc The default number of times you can stack buff/debuff.
* Default: 2
* @default 4
*
* @param Maximum Limit
* @text 最大限度
* @desc The maximum number of times you can stack buff/debuff.
* @default 8
*
* @param Buff Formula
* @text Buff公式
* @desc The formula used for buff rate calculation.
* Default: this._buffs[paramId] * 0.25 + 1.0
* @default this._buffs[paramId] * 0.25 + 1.0
*
* @param Show Buff Rate
* @text 显示Buff增/减益
* @desc Shows the buff/debuff rate for buffs and debuffs.
* YES - true NO - false
* @default false
*
* @param ---状态设置---
* @default
*
* @param Reapply Rules
* @text 重新应用规则
* @desc 重新应用已存在状态时的规则:
* 0 - Ignore 1 - Reset 2 - Add
* @default 1
*
* @param Show Enemy Turns
* @text 显示敌人回合
* @desc If using Battle Engine Core, show turns in help window?
* NO - false YES - true
* @default true
*
* @param ---计数器设置---
* @default
*
* @param Counter Font Size
* @text 计数器字体大小
* @desc The default font size used for state counters.
* Default: 28
* @default 16
*
* @param Counter Alignment
* @text 计数器对齐
* @desc How do you want to align the counter?
* left center right
* @default center
*
* @param Counter Buffer X
* @text 计数器缓冲区X
* @desc Buffer the x position of the counter by this much.
* @default 0
*
* @param Counter Buffer Y
* @text 计数器缓冲区Y
* @desc Buffer the y position of the counter by this much.
* @default 8
*
* @param Counter Color
* @text 计数器颜色
* @desc The default text color used for state counters.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 如果你在使用YEP_BattleEngineCore.js请放在YEP_BattleEngineCore.js下面
*
* Alter the basic mechanics behind buffs and states that aren't adjustable
* within the RPG Maker editor. Such mechanics include altering the maximum
* number of times buffs can stack, changing the turns remaining on buffs and
* 这可以改变增益效果和状态。这些包括增益效果持续时间,回合等等
*
* 我们为增益效果、减益效果、状态等添加了一个回合指示器。你可以通过插件参
* 数来设置增益和减益效果,或者也可以用单独的设置来改变状态
*
* 并且有很多自定义模式可以来设置你可以用JS语言来更好的设置状态或者其
* 他特殊影响
*
* ============================================================================
* Notetags
* ============================================================================
*
* 下面这个标签你可以用来调整状态和效果
*
* --- Buff Related ---
*
* Actor, Class, Enemy, Weapon, Armor, and State notetags:
* <Max stat Buff: +x>
* <Max stat Buff: -x>
* <Max stat Debuff: +x>
* <Max stat Debuff: -x>
* Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
* or 'luk' without the quotes. This notetag adjusts the maximum number of
* times the stat can be buffed or debuffed to the Maximum Limit cap in the
* plugin parameters.设置状态调整数值
*
* Skill and Item Notetags:
* <stat Buff Turns: +x>
* <stat Buff Turns: -x>
* <stat Debuff Turns: +x>
* <stat Debuff Turns: -x> 设置持续回合
* Modifies already applied buff/debuff turns on target by x value. If this
* brings a buff/debuff to 0 or below, the buff/debuff is removed.
*
* --- State Related ---
*
* State Notetags:
* <Show Turns>
* <Hide Turns>
* Show/hide the turn count remaining for the state. This will override the
* default setting.显示回合数
*
* <Turn Font Size: x>
* Sets the font size used for this specific state to be x. This will
* override the default setting.显示回合数文本大小
*
* <Turn Alignment: Left>
* <Turn Alignment: Center>
* <Turn Alignment: Right>
* This sets the text alignment for the turn count indicator. This will
* override the default setting.显示回合数的位置
*
* <Turn Buffer X: +x>
* <Turn Buffer X: -x>
* <Turn Buffer Y: +x>
* <Turn Buffer Y: -x>
* Allows you to adjust the x/y position manually for the turn count for this
* particular state. This will override the settings.调整显示回合数的位置
*
* <Turn Color: x>
* This will set the turn count display color to text color x. This will
* override the default setting.显示回合数的文本颜色
*
* <Reapply Ignore Turns>
* <Reapply Reset Turns>
* <Reapply Add Turns>
* 当状态再次应用时的规则。如果是忽略,则继续计回合数,如果重置,则回合数
* 为默认值,如果叠加,则加到原有回合数上
*
* Skill and Item Notetags:
* <State x Turns: +y>
* <State x Turns: -y>
* <State named Turns: +y>
* <State named Turns: -y>
* Modifies already applied state x turns on target by y value. If this
* brings the state to 0 or below turns, the state is removed. If you are
* using named states and have multiple states with the same name, priority
* 改变状态持续时间。如果你使用名字来设置当重名时优先考虑ID最高的
*
* Enemy Notetags:
* <Show State Turns>
* <Hide State Turns>
* Affected by the Battle Engine Core. When selecting enemies, the state
* turns will show up in the help window. You can use this to have certain
* enemies show the state turns or hide them.显示状态持续回合
*
* ============================================================================
* Lunatic Mode - Custom Turn Modifiers
* ============================================================================
*
* For those with an understanding of JavaScript, you can use these notetags to
* give conditional turn modifiers when altering a target's buff/state turn
* count. Follow the instructions below:
*
* Skill and Item Notetags:
*
* <Custom stat Buff Turn>
* turn = 10;
* turn += user.agi;
* </Custom stat Buff Turn>
* Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
* or 'luk' without the quotes. Whatever the 'turn' variable returns is what
* the turn count will be set to for the stat buff.
*
* <Custom stat Debuff Turn>
* turn = 10;
* turn += user.agi;
* </Custom stat Debuff Turn>
* Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
* or 'luk' without the quotes. Whatever the 'turn' variable returns is what
* the turn count will be set to for the stat debuff.
*
* <Custom State X Turn>
* turn = 10;
* turn += user.agi;
* </Custom State X Turn>
* This alters the turn count for state x. Whatever the 'turn' variable
* returns is what the turn count will be set for state x.
*
* <Custom State name Turn>
* turn = 10;
* turn += user.agi;
* </Custom State name Turn>
* This alters the turn count for state 'name'. Whatever the 'turn' variable
* returns is what the turn count will be set for state 'name'. If you have
* multiple states in your database with the same name, priority will be
* given to the state with the highest ID.
*
* ============================================================================
* Lunatic Mode - Custom Timing Effects
* ============================================================================
*
* For those with an understanding of JavaScript, you can use these notetags to
* cause code to run at certain times.
*
* Quick Reference:
* - Apply: When a state is added.
* - Remove: When a state is removed.
* - Leave: When a state expires by reaching 0 turns.
* - Turn Start: Whenever the battler's turn starts.
* - Action Start: Whenever the battler performs a new action.
* - Action End: Whenever the battler finishes an action.
* - Regenerate: Whenever the battler would regenerate HP/MP/TP.
* - Turn End: Whenever the battler's turn ends.
* - Battle: Whenever a battle is started.
* - Victory: Whenever a battle is won. *Note1
* - Escape: Whenever a battle is escaped. *Note1
* - Defeat: Whenever a battle is lost. *Note1
*
* *Note1: If the state is set to expire on battle end, the expiration will
* occur before the custom effects would take place, meaning the effects will
* not occur at all unless the expiration is set to off.
*
* State Notetags:
*
* --- Timing Effects ---
*
* These effects specifically occur at certain intervals or timings.
*
* <Custom Apply Effect>
* code
* code
* </Custom Apply Effect>
* The code in between these notetags will run when the state is added onto
* a battler. The code will process after the state is actually applied.
*
* <Custom Remove Effect>
* code
* code
* </Custom Remove Effect>
* The code in between these notetags will run when the state is removed from
* a battler either manually or due to turn decay. The code will process
* after the state is actually removed but before <Custom Leave Effect>.
*
* <Custom Leave Effect>
* code
* code
* </Custom Leave Effect>
* The code in between these notetags will run when the state is removed from
* a battler due to turn decay. The code will process after the state is
* actually removed and after <Custom Remove Effect>.
*
* <Custom Turn Start Effect>
* code
* code
* </Custom Turn Start Effect>
* This requires YEP_BattleEngineCore. This effect will run at the start of
* each of the battler's turns. The code will process after all the other
* turn start effects have taken course.
*
* <Custom Action Start Effect>
* code
* code
* </Custom Action Start Effect>
* This effect will run at the start of each of the battler's actions. The
* code will process before the skill/item cost takes place.
*
* <Custom Action End Effect>
* code
* code
* </Custom Action End Effect>
* This effect will run at the end of each of the battler's actions. The
* code will process before the action end steps takes place.
*
* <Custom Regenerate Effect>
* code
* code
* </Custom Regenerate Effect>
* This effect will run whenever the battler would regenerate HP, MP, or TP.
* The code will process after all the other regenerate effects have ran.
*
* <Custom Turn End Effect>
* code
* code
* </Custom Turn End Effect>
* This effect will run at the end of each of the battler's turns. The code
* will process after all the other turn end effects have taken course.
*
* <Custom Battle Effect>
* code
* code
* </Custom Battle Effect>
* This effect will occur at the start of battle if the battler has the state
* already applied (usually through a passive state).
*
* <Custom Victory Effect>
* code
* code
* </Custom Victory Effect>
* This effect will occur at the end of battle if the party is victorious.
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
*
* <Custom Escape Effect>
* code
* code
* </Custom Escape Effect>
* This effect will occur at the end of battle if the party has escaped.
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
*
* <Custom Defeat Effect>
* code
* code
* </Custom Defeat Effect>
* This effect will occur at the end of battle if the party is defeated.
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
*
* ============================================================================
* Lunatic Mode - Custom Action Effects
* ============================================================================
*
* For those with an understanding of JavaScript, you can use these notetags to
* cause code to run during actions.
*
* Quick Reference:
* Action Starts
* - Attacker: Initiate
* - Defender: Select
* Action Connects as a Success Hit, skip if Missed or Evaded
* - Attacker: Confirm
* - Defender: React
* Damage is Applied to the Defender
* - Defender: Respond
* - Attacker: Establish
* These occur regardless if the action is successfully hit.
* - Defender: Deselect
* - Attacker: Conclude
*
* State Notetags:
*
* --- On Action Effects ---
*
* These effects specifically occur when the battler is a target of an action.
*
* <Custom Initiate Effect>
* code
* code
* </Custom Initiate Effect>
* This effect will run when the battler selects a target. This will occur
* before hit/miss/evade confirmation and damage execution. This effect will
* run before everything else has taken course.
*
* <Custom Select Effect>
* code
* code
* </Custom Select Effect>
* This effect will run when the battler is selected as a target. This will
* occur before hit/miss/evade confirmation and damage execution. This effect
* will run after <Custom Initiate Effect> before everything else has ran.
*
* <Custom Confirm Effect>
* code
* code
* </Custom Confirm Effect>
* This effect will run when the battler connects a hit and before damage
* execution occurs. This effect will run after <Custom Initiate Effect> and
* <Custom Select Effect> and before everything else.
*
* <Custom React Effect>
* value -= 100;
* value -= user.def;
* </Custom React Effect>
* This effect will run when the battler is selected as a target. This will
* occur only if the action connects and will occur before damage execution.
* This effect will run before damage calculation occurs and will return the
* 'value' variable as a damage modifier. After <Custom Confirm Effect>, this
* effect will run.
*
* <Custom Respond Effect>
* code
* code
* </Custom Respond Effect>
* This effect will run when the battler is selected as a target. This will
* occur only if the action connects and will occur after damage execution.
* This effect will run after damage calculation occurs. The 'value' variable
* is equal to the damage dealt to the battler. This is the first effect to
* run after damage execution has taken place.
*
* <Custom Establish Effect>
* code
* code
* </Custom Establish Effect>
* This effect will run when the battler connects a hit and after damage
* execution occurs. This effect will run after <Custom Respond Effect> has
* occurred and before everything else.
*
* <Custom Deselect Effect>
* code
* code
* </Custom Deselect Effect>
* This effect will run when the battler is selected as a target. This will
* occur after hit/miss/evade confirmation and damage execution. This effect
* will run after everything else has taken course.
*
* <Custom Conclude Effect>
* code
* code
* </Custom Conclude Effect>
* This is the final effect to be run after the battler selects a target and
* will occur after hit/miss/evade confirmation and damage execution.
*
* ============================================================================
* Lunatic Mode - State Counters
* ============================================================================
*
* State Counters are newly added features to suplement states. They are used
* purely in custom manners, which means they do not serve any function by
* themselves. State Counters can be used to note a number of stacks, a stored
* percentage, display a message, etc. All of it is purely updated based on
* JavaScript functions.
*
* ---
*
* There are a couple of notetags you can use for states:
*
* <Counter Font Size>
* This adjusts the font size of the counter.
*
* <Counter Alignment: left>
* <Counter Alignment: center>
* <Counter Alignment: right>
* This changes the alignment of the counter text.
*
* <Counter Buffer X: +x>
* <Counter Buffer X: -x>
* This adjusts the X buffer range for the counter text.
*
* <Counter Buffer Y: +x>
* <Counter Buffer Y: -x>
* This adjusts the Y buffer range for the counter text.
*
* <Counter Text Color: x>
* This changes the font color of the text to the text color x.
*
* ---
*
* The following are JavaScript functions you may use to adjust counters:
*
* battler.clearStateCounters();
* - This will clear all the counter values for all states.
*
* battler.setStateCounter(stateId, value);
* - This will set the counter value for the particular state to 'value'.
*
* battler.addStateCounter(stateId, value);
* - This will add to the counter value for the state. The counter must be
* a number in order for this to work.
*
* battler.clampStateCounter(stateId, min, max);
* - This will set a minimum and maximum value for the counter value of the
* particular state. The counter must be a number in order for this to work.
*
* battler.removeStateCounter(stateId)
* - This will clear the counter value for the state.
*
* battler.getStateCounter(stateId)
* - This will return the current state counter value.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.12a:
* - Lunatic Mode fail safes added.
* - Optimization update.
*
* Version 1.11:
* - Fixed a bug involving Lunatic state effects not occuring in the right
* order when a state is removed.
*
* Version 1.10b:
* - Added new plugin parameter: Show Buff Rate. This will display the current
* buff or debuff rate on the buff icon.
* - Optimization Update.
* - Documentation fix for battler.clampStateCounter(stateId, min, max).
*
* Version 1.09b:
* - Added new plugin parameters: Show Enemy Icons, Enemy Buff Turn, Enemy
* State Turn, and Enemy State Counter to optionally display the enemy state
* icons, states, buffs, their turns, and their counters.
* - Added 'Lunatic Mode - State Counters'. Read more on it in the help file!
* - Added anti-crash method for newly added effect in case non-YEP plugins
* have non-battlers attached to battler sprites.
* - Fixed a bug that prevented screen flashes when walking around on the map
* when an actor is poisoned.
*
* Version 1.08:
* - Fixed an issue that caused adding states midway through Lunatic Mode to
* shift the order of states around causing some effects to be skipped.
*
* Version 1.07:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.06:
* - Added new notetags for <Custom Battle Effect>, <Custom Victory Effect>,
* <Custom Escape Effect>, and <Custom Defeat Effect> for Lunatic Mode.
*
* Version 1.05a:
* - Fixed a bug with the 'Show Turns' parameter not working properly.
* - Fixed a bug with math issues for timed states.
*
* Version 1.04:
* - Changed timing of when Add/Remove/Leave Lunatic Effects occur to add more
* flexibility in custom effects.
* - Added a fail safe for when there are no targets to modify.
* - Fixed a bug with reapply ignore states.
*
* Version 1.03a:
* - Fixed a bug that would cause NaN to show up in state turns.
*
* Version 1.02:
* - Synched up <Custom Turn End Effect> with tick-based battle systems.
*
* Version 1.01:
* - Fixed a bug that didn't reset the font settings with the battle status.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_BuffsStatesCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.BSCShowTurns = eval(String(Yanfly.Parameters['Show Turns']));
Yanfly.Param.BSCFontSize = String(Yanfly.Parameters['Font Size']);
Yanfly.Param.BSCTurnAlign = String(Yanfly.Parameters['Turn Alignment']);
Yanfly.Param.BSCTurnBufferX = Number(Yanfly.Parameters['Turn Buffer X']);
Yanfly.Param.BSCTurnBufferY = Number(Yanfly.Parameters['Turn Buffer Y']);
Yanfly.Param.BSCTurnColor = Number(Yanfly.Parameters['State Color']);
Yanfly.Param.BSCBuffColor = Number(Yanfly.Parameters['Buff Color']);
Yanfly.Param.BSCDebuffColor = Number(Yanfly.Parameters['Debuff Color']);
Yanfly.Param.BSCShowEnemyIcon = String(Yanfly.Parameters['Show Enemy Icons']);
Yanfly.Param.BSCShowEnemyIcon = eval(Yanfly.Param.BSCShowEnemyIcon);
Yanfly.Param.BSCEnemyBTurn = String(Yanfly.Parameters['Enemy Buff Turn']);
Yanfly.Param.BSCEnemyBTurn = eval(Yanfly.Param.BSCEnemyBTurn);
Yanfly.Param.BSCEnemyTurn = String(Yanfly.Parameters['Enemy State Turn']);
Yanfly.Param.BSCEnemyTurn = eval(Yanfly.Param.BSCEnemyTurn);
Yanfly.Param.BSCEnemyCounter = String(Yanfly.Parameters['Enemy State Counter']);
Yanfly.Param.BSCEnemyCounter = eval(Yanfly.Param.BSCEnemyCounter);
Yanfly.Param.BSCDefaultLimit = Number(Yanfly.Parameters['Default Limit']);
Yanfly.Param.BSCMaximumLimit = Number(Yanfly.Parameters['Maximum Limit']);
Yanfly.Param.BSCBuffFormula = String(Yanfly.Parameters['Buff Formula']);
Yanfly.Param.BSCShowBuffRate = String(Yanfly.Parameters['Show Buff Rate']);
Yanfly.Param.BSCShowBuffRate = eval(Yanfly.Param.BSCShowBuffRate);
Yanfly.Param.BSCReapplyRules = Number(Yanfly.Parameters['Reapply Rules']);
Yanfly.Param.BSCShowEnemyTurns = String(Yanfly.Parameters['Show Enemy Turns']);
Yanfly.Param.BSCShowEnemyTurns = eval(Yanfly.Param.BSCShowEnemyTurns);
Yanfly.Param.BSCCounterSize = Number(Yanfly.Parameters['Counter Font Size']);
Yanfly.Param.BSCCounterAlign = String(Yanfly.Parameters['Counter Alignment']);
Yanfly.Param.BSCCounterBufferX = Number(Yanfly.Parameters['Counter Buffer X']);
Yanfly.Param.BSCCounterBufferY = Number(Yanfly.Parameters['Counter Buffer Y']);
Yanfly.Param.BSCCounterColor = Number(Yanfly.Parameters['Counter Color']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.BSC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.BSC.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_BuffsStatesCore) {
this.processBSCNotetagsT($dataStates);
this.processBSCNotetags1($dataStates);
this.processBSCNotetags2($dataActors);
this.processBSCNotetags2($dataClasses);
this.processBSCNotetags2($dataEnemies);
this.processBSCNotetags2($dataWeapons);
this.processBSCNotetags2($dataArmors);
this.processBSCNotetags2($dataStates);
this.processBSCNotetags3($dataSkills);
this.processBSCNotetags3($dataItems);
this.processBSCNotetags4($dataEnemies);
Yanfly._loaded_YEP_BuffsStatesCore = true;
}
return true;
};
DataManager.processBSCNotetagsT = function(group) {
if (Yanfly.StateIdRef) return;
Yanfly.StateIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.StateIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processBSCNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.showTurns = Yanfly.Param.BSCShowTurns;
obj.turnAlign = Yanfly.Param.BSCTurnAlign;
obj.turnFontSize = Yanfly.Param.BSCFontSize;
obj.turnBufferX = Yanfly.Param.BSCTurnBufferX;
obj.turnBufferY = Yanfly.Param.BSCTurnBufferY;
obj.turnColor = Yanfly.Param.BSCTurnColor;
obj.reapplyRules = Yanfly.Param.BSCReapplyRules;
this.initStateEval(obj);
this.initStateCounter(obj);
var evalMode = 'none';
var evalType = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SHOW TURNS)>/i)) {
obj.showTurns = true;
} else if (line.match(/<(?:HIDE TURNS)>/i)) {
obj.showTurns = false;
} else if (line.match(/<(?:TURN ALIGNMENT|turn align):[ ](.*)>/i)) {
obj.turnAlign = String(RegExp.$1).toLowerCase();
} else if (line.match(/<(?:TURN FONT SIZE):[ ](\d+)>/i)) {
obj.turnFontSize = parseInt(RegExp.$1);
} else if (line.match(/<(?:TURN BUFFER X):[ ]([\+\-]\d+)>/i)) {
obj.turnBufferX = parseInt(RegExp.$1);
} else if (line.match(/<(?:TURN BUFFER Y):[ ]([\+\-]\d+)>/i)) {
obj.turnBufferY = parseInt(RegExp.$1);
} else if (line.match(/<(?:TURN COLOR):[ ](\d+)>/i)) {
obj.turnColor = parseInt(RegExp.$1);
} else if (line.match(/<(?:REAPPLY IGNORE TURNS)>/i)) {
obj.reapplyRules = 0;
} else if (line.match(/<(?:REAPPLY RESET TURNS)>/i)) {
obj.reapplyRules = 1;
} else if (line.match(/<(?:REAPPLY ADD TURNS)>/i)) {
obj.reapplyRules = 2;
} else if (line.match(/<CUSTOM[ ](.*)[ ]EFFECT>/i)) {
var name = String(RegExp.$1).toUpperCase();
evalMode = 'custom state effect';
if (['APPLY', 'ADD'].contains(name)) {
evalType = 'addState';
} else if (['REMOVE', 'ERASE'].contains(name)) {
evalType = 'removeState';
} else if (['LEAVE', 'DECAY'].contains(name)) {
evalType = 'leaveState';
} else if (['TURN START', 'BEGIN'].contains(name)) {
evalType = 'turnStartState';
} else if (['TURN END', 'CLOSE'].contains(name)) {
evalType = 'turnEndState';
} else if (['REGENERATE', 'REGEN', 'WHILE'].contains(name)) {
evalType = 'regenerateState';
} else if (['SELECT', 'ONTARGET'].contains(name)) {
evalType = 'selectState';
} else if (['DESELECT', 'OFFTARGET'].contains(name)) {
evalType = 'deselectState';
} else if (['REACT', 'REACTION'].contains(name)) {
evalType = 'reactState';
} else if (['RESPOND', 'RESPONSE'].contains(name)) {
evalType = 'respondState';
} else if (['INITIATE', 'ONAPPLY'].contains(name)) {
evalType = 'initiateState';
} else if (['CONFIRM', 'PREDAMAGE', 'PRE-DAMAGE'].contains(name)) {
evalType = 'confirmState';
} else if (['ESTABLISH', 'POSTDAMAGE', 'POST-DAMAGE'].contains(name)) {
evalType = 'establishState';
} else if (['CONCLUDE', 'OFFAPPLY'].contains(name)) {
evalType = 'concludeState';
} else if (['ACTION START', 'START'].contains(name)) {
evalType = 'actionStartState';
} else if (['ACTION END', 'FINISH'].contains(name)) {
evalType = 'actionEndState';
} else if (['BATTLE', 'BATTLE START'].contains(name)) {
evalType = 'battle';
} else if (['VICTORY', 'BATTLE VICTORY'].contains(name)) {
evalType = 'victory';
} else if (['DEFEAT', 'BATTLE DEFEAT'].contains(name)) {
evalType = 'defeat';
} else if (['ESCAPE', 'BATTLE ESCAPE'].contains(name)) {
evalType = 'escape';
}
} else if (line.match(/<\/CUSTOM[ ](.*)[ ]EFFECT>/i)) {
evalMode = 'none';
evalType = 'none';
} else if (evalMode === 'custom state effect') {
obj.customEffectEval[evalType] = obj.customEffectEval[evalType] +
line + '\n';
} else if (line.match(/<COUNTER FONT SIZE:[ ](\d+)>/i)) {
obj.stateCounterSettings['size'] = parseInt(RegExp.$1);
} else if (line.match(/<COUNTER[ ](?:ALIGNMENT|align):[ ](.*)>/i)) {
obj.stateCounterSettings['align'] = String(RegExp.$1).toLowerCase();
} else if (line.match(/<COUNTER BUFFER X:[ ]([\+\-]\d+)>/i)) {
obj.stateCounterSettings['bufferX'] = parseInt(RegExp.$1);
} else if (line.match(/<COUNTER BUFFER Y:[ ]([\+\-]\d+)>/i)) {
obj.stateCounterSettings['bufferY'] = parseInt(RegExp.$1);
} else if (line.match(/<COUNTER TEXT COLOR:[ ](\d+)>/i)) {
obj.stateCounterSettings['color'] = parseInt(RegExp.$1);
}
}
}
};
DataManager.initStateEval = function(obj) {
obj.customEffectEval = {};
obj.customEffectEval['addState'] = '';
obj.customEffectEval['removeState'] = '';
obj.customEffectEval['leaveState'] = '';
obj.customEffectEval['turnStartState'] = '';
obj.customEffectEval['turnEndState'] = '';
obj.customEffectEval['regenerateState'] = '';
obj.customEffectEval['selectState'] = '';
obj.customEffectEval['deselectState'] = '';
obj.customEffectEval['reactState'] = '';
obj.customEffectEval['respondState'] = '';
obj.customEffectEval['initiateState'] = '';
obj.customEffectEval['concludeState'] = '';
obj.customEffectEval['confirmState'] = '';
obj.customEffectEval['establishState'] = '';
obj.customEffectEval['actionStartState'] = '';
obj.customEffectEval['actionEndState'] = '';
obj.customEffectEval['battle'] = '';
obj.customEffectEval['victory'] = '';
obj.customEffectEval['defeat'] = '';
obj.customEffectEval['escape'] = '';
};
DataManager.initStateCounter = function(obj) {
obj.stateCounterSettings = {};
obj.stateCounterSettings['size'] = Yanfly.Param.BSCCounterSize || 16;
obj.stateCounterSettings['align'] = Yanfly.Param.BSCCounterAlign;
if (obj.stateCounterSettings['align'] === 'undefined') {
obj.stateCounterSettings['align'] = 'center';
}
obj.stateCounterSettings['bufferX'] = Yanfly.Param.BSCCounterBufferX || 0;
obj.stateCounterSettings['bufferY'] = Yanfly.Param.BSCCounterBufferY || 8;
obj.stateCounterSettings['color'] = Yanfly.Param.BSCCounterColor || 0;
};
DataManager.processBSCNotetags2 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.maxBuff = [0, 0, 0, 0, 0, 0, 0, 0];
obj.maxDebuff = [0, 0, 0, 0, 0, 0, 0, 0];
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:MAX)[ ](.*)[ ](?:BUFF):[ ]([\+\-]\d+)>/i)) {
var paramId = 8;
var stat = String(RegExp.$1).toUpperCase();
var limit = parseInt(RegExp.$2);
if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(stat)) {
paramId = 0;
} else if (['MAXMP', 'MAX MP', 'MMP', 'MP'].contains(stat)) {
paramId = 1;
} else if (['ATK', 'STR'].contains(stat)) {
paramId = 2;
} else if (['DEF'].contains(stat)) {
paramId = 3;
} else if (['MAT', 'INT'].contains(stat)) {
paramId = 4;
} else if (['MDF', 'RES'].contains(stat)) {
paramId = 5;
} else if (['AGI', 'SPD'].contains(stat)) {
paramId = 6;
} else if (['LUK'].contains(stat)) {
paramId = 7;
}
obj.maxBuff[paramId] = limit;
} else if (line.match(/<(?:MAX)[ ](.*)[ ](?:DEBUFF):[ ]([\+\-]\d+)>/i)) {
var paramId = 8;
var stat = String(RegExp.$1).toUpperCase();
var limit = parseInt(RegExp.$2);
if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(stat)) {
paramId = 0;
} else if (['MAXMP', 'MAX MP', 'MMP', 'MP'].contains(stat)) {
paramId = 1;
} else if (['ATK', 'STR'].contains(stat)) {
paramId = 2;
} else if (['DEF'].contains(stat)) {
paramId = 3;
} else if (['MAT', 'INT'].contains(stat)) {
paramId = 4;
} else if (['MDF', 'RES'].contains(stat)) {
paramId = 5;
} else if (['AGI', 'SPD'].contains(stat)) {
paramId = 6;
} else if (['LUK'].contains(stat)) {
paramId = 7;
}
obj.maxDebuff[paramId] = limit;
}
}
}
};
DataManager.processBSCNotetags3 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.modifyTurnBuff = [0, 0, 0, 0, 0, 0, 0, 0];
obj.modifyTurnDebuff = [0, 0, 0, 0, 0, 0, 0, 0];
obj.modifyTurnBuffEval = ['', '', '', '', '', '', '', ''];
obj.modifyTurnDebuffEval = ['', '', '', '', '', '', '', ''];
obj.modifyTurnState = {};
obj.modifyTurnStateEval = {};
var evalMode = 'none';
var evalLine = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(.*)[ ](?:BUFF TURNS):[ ]([\+\-]\d+)>/i)) {
var paramId = 8;
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(stat)) {
paramId = 0;
} else if (['MAXMP', 'MAX MP', 'MMP', 'MP'].contains(stat)) {
paramId = 1;
} else if (['ATK', 'STR'].contains(stat)) {
paramId = 2;
} else if (['DEF'].contains(stat)) {
paramId = 3;
} else if (['MAT', 'INT'].contains(stat)) {
paramId = 4;
} else if (['MDF', 'RES'].contains(stat)) {
paramId = 5;
} else if (['AGI', 'SPD'].contains(stat)) {
paramId = 6;
} else if (['LUK'].contains(stat)) {
paramId = 7;
}
obj.modifyTurnBuff[paramId] = value;
} else if (line.match(/<(.*)[ ](?:DEBUFF TURNS):[ ]([\+\-]\d+)>/i)) {
var paramId = 8;
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(stat)) {
paramId = 0;
} else if (['MAXMP', 'MAX MP', 'MMP', 'MP'].contains(stat)) {
paramId = 1;
} else if (['ATK', 'STR'].contains(stat)) {
paramId = 2;
} else if (['DEF'].contains(stat)) {
paramId = 3;
} else if (['MAT', 'INT'].contains(stat)) {
paramId = 4;
} else if (['MDF', 'RES'].contains(stat)) {
paramId = 5;
} else if (['AGI', 'SPD'].contains(stat)) {
paramId = 6;
} else if (['LUK'].contains(stat)) {
paramId = 7;
}
obj.modifyTurnDebuff[paramId] = value;
} else if (line.match(/<(?:CUSTOM)[ ](.*)[ ](?:BUFF TURNS)>/i)) {
evalMode = 'custom buff';
evalLine = '';
} else if (line.match(/<\/(?:CUSTOM)[ ](.*)[ ](?:BUFF TURNS)>/i)) {
var paramId = 8;
var stat = String(RegExp.$1).toUpperCase();
if (['MAXHP', 'MAX HP', 'MHP', 'HP'].contains(stat)) {
paramId = 0;
} else if (['MAXMP', 'MAX MP', 'MMP', 'MP'].contains(stat)) {
paramId = 1;
} else if (['ATK', 'STR'].contains(stat)) {
paramId = 2;
} else if (['DEF'].contains(stat)) {
paramId = 3;
} else if (['MAT', 'INT'].contains(stat)) {
paramId = 4;
} else if (['MDF', 'RES'].contains(stat)) {
paramId = 5;
} else if (['AGI', 'SPD'].contains(stat)) {
paramId = 6;
} else if (['LUK'].contains(stat)) {
paramId = 7;
}
obj.modifyTurnBuffEval[paramId] = evalLine;
evalMode = 'none';
evalLine = '';
} else if (evalMode === 'custom buff') {
evalLine = evalLine + line + '\n';
} else if (line.match(/<STATE[ ](\d+)[ ]TURNS:[ ]([\+\-]\d+)>/i)) {
obj.modifyTurnState[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(/<STATE[ ](.*)[ ]TURNS:[ ]([\+\-]\d+)>/i)) {
var name = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
var id = Yanfly.StateIdRef[name];
obj.modifyTurnState[id] = value;
} else if (line.match(/<(?:CUSTOM STATE)[ ](.*)[ ](?:TURNS)>/i)) {
evalMode = 'custom state';
evalLine = '';
} else if (line.match(/<\/(?:CUSTOM STATE)[ ](.*)[ ](?:TURNS)>/i)) {
var text = String(RegExp.$1);
if (text.match(/(\d+)/i)) {
var id = parseInt(RegExp.$1);
} else {
var id = Yanfly.StateIdRef[text.toUpperCase()];
}
obj.modifyTurnStateEval[id] = evalLine;
evalMode = 'none';
evalLine = '';
} else if (evalMode === 'custom state') {
evalLine = evalLine + line + '\n';
}
}
}
};
DataManager.processBSCNotetags4 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.showStateTurns = Yanfly.Param.BSCShowEnemyTurns;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SHOW STATE TURNS)>/i)) {
obj.showStateTurns = true;
} else if (line.match(/<(?:HIDE STATE TURNS)>/i)) {
obj.showStateTurns = false;
}
}
}
};
//=============================================================================
// BattleManager
//=============================================================================
Yanfly.BSC.BattleManager_startAction = BattleManager.startAction;
BattleManager.startAction = function() {
if (this._subject) this._subject.onActionStartStateEffects();
Yanfly.BSC.BattleManager_startAction.call(this);
};
Yanfly.BSC.BattleManager_endAction = BattleManager.endAction;
BattleManager.endAction = function() {
if (this._subject) this._subject.onActionEndStateEffects();
Yanfly.BSC.BattleManager_endAction.call(this);
};
Yanfly.BSC.BattleManager_endBattle = BattleManager.endBattle;
BattleManager.endBattle = function(result) {
if (result === 0) {
$gameParty.processStateEval('victory');
} else if (result === 1) {
$gameParty.processStateEval('escape');
} else if (result === 2) {
$gameParty.processStateEval('defeat');
}
Yanfly.BSC.BattleManager_endBattle.call(this, result);
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.BSC.Game_BattlerBase_initMembers =
Game_BattlerBase.prototype.initMembers;
Game_BattlerBase.prototype.initMembers = function() {
Yanfly.BSC.Game_BattlerBase_initMembers.call(this);
this.initStateCounter();
};
Yanfly.BSC.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function() {
this._cacheParamBuffRate = {};
Yanfly.BSC.Game_BattlerBase_refresh.call(this);
};
Game_BattlerBase.prototype.stateOrigin = function(stateId) {
if (this._stateOrigin === undefined) this._stateOrigin = {};
if (!this._stateOrigin[stateId]) return this;
var arr = this._stateOrigin[stateId];
if (arr[0] === 0) return $gameActors.actor(arr[1]);
if (arr[0] === 1) return $gameTroop.members()[arr[1]];
return this;
};
Game_BattlerBase.prototype.setStateOrigin = function(stateId, battler) {
if (this._stateOrigin === undefined) this._stateOrigin = {};
if (!$gameParty.inBattle()) return;
if (!battler) {
var battler = BattleManager._subject;
if (!battler) return;
}
if (battler.isActor()) {
var arr = [0, battler._actorId];
} else {
var arr = [1, battler.index()];
}
this._stateOrigin[stateId] = arr;
};
Game_BattlerBase.prototype.clearStateOrigin = function(stateId) {
if (this._stateOrigin === undefined) this._stateOrigin = {};
this._stateOrigin[stateId] = undefined;
};
Game_BattlerBase.prototype.clearEnemyStateOrigins = function() {
var length = $dataStates.length;
for (var i = 0; i < length; ++i) {
if (this._stateOrigin === undefined) this._stateOrigin = {};
if (this._stateOrigin[i] === undefined) continue;
var data = this._stateOrigin[i];
if (data[0] === 1) this.clearStateOrigin(i);
}
};
Game_BattlerBase.prototype.stateTurns = function(stateId) {
return this._stateTurns[stateId];
};
Game_BattlerBase.prototype.setStateTurns = function(stateId, turns) {
if (Imported.YEP_BattleEngineCore && !Yanfly.Param.BECTimeStates) {
turns = Math.floor(turns);
}
this._stateTurns[stateId] = turns;
};
Game_BattlerBase.prototype.buffTurns = function(paramId) {
return this._buffTurns[paramId];
};
Game_BattlerBase.prototype.setBuffTurns = function(paramId, turns) {
if (Imported.YEP_BattleEngineCore && !Yanfly.Param.BECTimeBuffs) {
turns = Math.floor(turns);
}
this._buffTurns[paramId] = turns;
};
Game_BattlerBase.prototype.paramBuffRate = function(paramId) {
if (this._cacheParamBuffRate === undefined) this._cacheParamBuffRate = {};
if (this._cacheParamBuffRate[paramId] !== undefined) {
return this._cacheParamBuffRate[paramId];
}
var code = Yanfly.Param.BSCBuffFormula;
try {
var rate = eval(code);
} catch (e) {
var rate = 1;
Yanfly.Util.displayError(e, code, 'PARAM BUFF RATE FORMULA ERROR');
}
this._cacheParamBuffRate[paramId] = rate;
return this._cacheParamBuffRate[paramId];
};
Game_BattlerBase.prototype.isMaxBuffAffected = function(paramId) {
var limit = Math.max(1, this.maxBuffLimit(paramId));
var max = Yanfly.Param.BSCMaximumLimit;
return this._buffs[paramId] === Math.min(limit, max);
};
Game_BattlerBase.prototype.maxBuffLimit = function(paramId) {
var value = Yanfly.Param.BSCDefaultLimit;
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
if (state.maxBuff) value += state.maxBuff[paramId];
}
return value;
};
Game_BattlerBase.prototype.isMaxDebuffAffected = function(paramId) {
var limit = Math.min(-1, this.maxDebuffLimit(paramId));
var max = Yanfly.Param.BSCMaximumLimit * -1;
return this._buffs[paramId] === Math.max(limit, max);
};
Game_BattlerBase.prototype.maxDebuffLimit = function(paramId) {
var value = -1 * Yanfly.Param.BSCDefaultLimit;
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
if (state.maxDebuff) value -= state.maxDebuff[paramId];
}
return value;
};
Game_BattlerBase.prototype.buffIconIndex = function(buffLevel, paramId) {
if (buffLevel > 0) {
var level = Math.min(buffLevel - 1, 1);
return Game_BattlerBase.ICON_BUFF_START + (level) * 8 + paramId;
} else if (buffLevel < 0) {
var level = Math.min(-buffLevel - 1, 1);
return Game_BattlerBase.ICON_DEBUFF_START + (level) * 8 + paramId;
} else {
return 0;
}
};
Yanfly.BSC.Game_BattlerBase_resetStateCounts =
Game_BattlerBase.prototype.resetStateCounts;
Game_BattlerBase.prototype.resetStateCounts = function(stateId) {
var state = $dataStates[stateId];
if (state.reapplyRules === 1) {
Yanfly.BSC.Game_BattlerBase_resetStateCounts.call(this, stateId);
} else if (state.reapplyRules === 2) {
this._stateTurns[stateId] = this._stateTurns[stateId] || 0;
var variance = 1 + Math.max(state.maxTurns - state.minTurns, 0);
this._stateTurns[stateId] += state.minTurns + Math.randomInt(variance);
} else if (state.reapplyRules === 0 && state.minTurns) {
if (this._stateTurns[stateId] === undefined) {
Yanfly.BSC.Game_BattlerBase_resetStateCounts.call(this, stateId);
}
}
};
Game_BattlerBase.prototype.initStateCounter = function() {
this._stateCounter = {};
};
Game_BattlerBase.prototype.clearStateCounters = function() {
this._stateCounter = {};
};
Game_BattlerBase.prototype.setStateCounter = function(stateId, value) {
if (this._stateCounter === undefined) this.initStateCounter();
this._stateCounter[stateId] = value;
this.refresh();
};
Game_BattlerBase.prototype.addStateCounter = function(stateId, value) {
if (this._stateCounter === undefined) this.initStateCounter();
this.setStateCounter(stateId, value + (this.getStateCounter(stateId) || 0));
};
Game_BattlerBase.prototype.clampStateCounter = function(stateId, min, max) {
var value = this.getStateCounter(stateId).clamp(min, max);
this.setStateCounter(stateId, value);
};
Game_BattlerBase.prototype.removeStateCounter = function(stateId) {
if (this._stateCounter === undefined) this.initStateCounter();
this._stateCounter[stateId] = undefined;
};
Game_BattlerBase.prototype.getStateCounter = function(stateId) {
if (this._stateCounter === undefined) this.initStateCounter();
return this._stateCounter[stateId];
};
Game_BattlerBase.prototype.statesAndBuffs = function() {
var group = this.states();
var length = group.length;
var array = [];
for (var i = 0; i < length; ++i) {
var state = group[i];
if (state && state.iconIndex > 0) array.push(state);
}
for (var i = 0; i < 8; ++i) {
if (this._buffs[i]) array.push(i);
}
return array;
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.hasState = function(stateId) {
return this.states().contains($dataStates[stateId]);
};
Game_Battler.prototype.customEffectEval = function(stateId, type) {
var state = $dataStates[stateId];
if (!state) return;
if (state.customEffectEval[type] === '') return;
var a = this;
var user = this;
var target = this;
var origin = this.stateOrigin(stateId);
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.customEffectEval[type];
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code,
'CUSTOM STATE ' + stateId + ' CODE ERROR');
}
};
Yanfly.BSC.Game_Battler_addState = Game_Battler.prototype.addState;
Game_Battler.prototype.addState = function(stateId) {
var addable = this.isStateAddable(stateId);
Yanfly.BSC.Game_Battler_addState.call(this, stateId);
if (addable) {
this.setStateOrigin(stateId);
this.addStateEffects(stateId);
}
};
Game_Battler.prototype.addStateEffects = function(stateId) {
this.customEffectEval(stateId, 'addState');
};
Yanfly.BSC.Game_Battler_removeState = Game_Battler.prototype.removeState;
Game_Battler.prototype.removeState = function(stateId) {
var affected = this.isStateAffected(stateId);
Yanfly.BSC.Game_Battler_removeState.call(this, stateId);
this.removeStateCounter(stateId);
if (affected) {
this.removeStateEffects(stateId);
this.clearStateOrigin(stateId);
}
};
Game_Battler.prototype.removeStateEffects = function(stateId) {
this.customEffectEval(stateId, 'removeState');
if ($gameTemp._customLeaveEffectEval) this.leaveStateEffects(stateId);
};
Yanfly.BSC.Game_Battler_removeStatesAuto =
Game_Battler.prototype.removeStatesAuto;
Game_Battler.prototype.removeStatesAuto = function(timing) {
$gameTemp._customLeaveEffectEval = true;
Yanfly.BSC.Game_Battler_removeStatesAuto.call(this, timing);
$gameTemp._customLeaveEffectEval = undefined;
};
Game_Battler.prototype.leaveStateEffects = function(stateId) {
this.customEffectEval(stateId, 'leaveState');
};
Game_Battler.prototype.onTurnStartStateEffects = function() {
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state) this.turnStartStateEffects(state.id);
}
};
Game_Battler.prototype.turnStartStateEffects = function(stateId) {
this.customEffectEval(stateId, 'turnStartState');
};
Game_Battler.prototype.onTurnEndStateEffects = function() {
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state) this.turnEndStateEffects(state.id);
}
};
Game_Battler.prototype.turnEndStateEffects = function(stateId) {
this.customEffectEval(stateId, 'turnEndState');
};
Yanfly.BSC.Game_Battler_onTurnEnd = Game_Battler.prototype.onTurnEnd;
Game_Battler.prototype.onTurnEnd = function() {
Yanfly.BSC.Game_Battler_onTurnEnd.call(this);
if (this.meetTurnEndStateEffectsConditions()) this.onTurnEndStateEffects();
};
Game_Battler.prototype.meetTurnEndStateEffectsConditions = function() {
if (Imported.YEP_BattleEngineCore) {
if (BattleManager.isTurnBased()) {
return true;
} else if (BattleManager.isTickBased() && !BattleManager.isTurnEnd()) {
return true;
} else {
return false;
}
}
return true;
};
Game_Battler.prototype.onRegenerateStateEffects = function() {
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state) this.regenerateStateEffects(state.id);
}
};
Game_Battler.prototype.regenerateStateEffects = function(stateId) {
if ($gameParty.inBattle()) this.clearResult();
var lifeState = this.isAlive();
this.customEffectEval(stateId, 'regenerateState');
if ($gameParty.inBattle() && this.isDead() && lifeState === true) {
this.performCollapse();
}
if (!Imported.YEP_BattleEngineCore) return;
if ($gameParty.inBattle()) this.startDamagePopup();
};
Yanfly.BSC.Game_Battler_regenerateAll = Game_Battler.prototype.regenerateAll;
Game_Battler.prototype.regenerateAll = function() {
this.onRegenerateStateEffects();
Yanfly.BSC.Game_Battler_regenerateAll.call(this);
};
if (Imported.YEP_BattleEngineCore) {
Yanfly.BSC.Game_BattlerBase_updateStateTicks =
Game_BattlerBase.prototype.updateStateTicks;
Game_BattlerBase.prototype.updateStateTicks = function() {
$gameTemp._customLeaveEffectEval = true;
Yanfly.BSC.Game_BattlerBase_updateStateTicks.call(this);
$gameTemp._customLeaveEffectEval = undefined;
};
Yanfly.BSC.Game_BattlerBase_updateStateTurnTiming =
Game_BattlerBase.prototype.updateStateTurnTiming;
Game_BattlerBase.prototype.updateStateTurnTiming = function(timing) {
$gameTemp._customLeaveEffectEval = true;
Yanfly.BSC.Game_BattlerBase_updateStateTurnTiming.call(this, timing);
$gameTemp._customLeaveEffectEval = undefined;
};
Yanfly.BSC.Game_Battler_onTurnStart =
Game_Battler.prototype.onTurnStart;
Game_Battler.prototype.onTurnStart = function() {
Yanfly.BSC.Game_Battler_onTurnStart.call(this);
if (this.meetTurnStartStateEffectsConditions()) {
this.onTurnStartStateEffects();
}
};
Game_Battler.prototype.meetTurnStartStateEffectsConditions = function() {
return true;
};
}; // Imported.YEP_BattleEngineCore
Game_Battler.prototype.onActionStartStateEffects = function() {
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state) this.actionStartStateEffects(state.id);
}
};
Game_Battler.prototype.actionStartStateEffects = function(stateId) {
this.customEffectEval(stateId, 'actionStartState');
};
Game_Battler.prototype.onActionEndStateEffects = function() {
var states = this.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state) this.actionEndStateEffects(state.id);
}
};
Game_Battler.prototype.actionEndStateEffects = function(stateId) {
this.customEffectEval(stateId, 'actionEndState');
};
Yanfly.BSC.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function() {
Yanfly.BSC.Game_Battler_onBattleEnd.call(this);
this.clearEnemyStateOrigins();
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.maxBuffLimit = function(paramId) {
var value = Game_Battler.prototype.maxBuffLimit.call(this, paramId);
value += this.actor().maxBuff[paramId];
value += this.currentClass().maxBuff[paramId];
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.maxBuff) value += equip.maxBuff[paramId];
}
return value;
};
Game_Actor.prototype.maxDebuffLimit = function(paramId) {
var value = Game_Battler.prototype.maxDebuffLimit.call(this, paramId);
value -= this.actor().maxDebuff[paramId];
value -= this.currentClass().maxDebuff[paramId];
var length = this.equips().length;
for (var i = 0; i < length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.maxDebuff) value -= equip.maxDebuff[paramId];
}
return value;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.maxBuffLimit = function(paramId) {
var value = Game_Battler.prototype.maxBuffLimit.call(this, paramId);
value += this.enemy().maxBuff[paramId];
return value;
};
Game_Enemy.prototype.maxDebuffLimit = function(paramId) {
var value = Game_Battler.prototype.maxDebuffLimit.call(this, paramId);
value -= this.enemy().maxDebuff[paramId];
return value;
};
//=============================================================================
// Game_Unit
//=============================================================================
Game_Unit.prototype.processStateEval = function(type) {
var length1 = this.allMembers().length;
for (var i = 0; i < length1; ++i) {
var member = this.allMembers()[i];
if (!member) return;
member.refresh();
var states = member.states();
var length2 = states.length;
for (var j = 0; j < length2; ++j) {
var state = states[j];
if (state) member.customEffectEval(state.id, type);
}
}
};
Yanfly.BSC.Game_Unit_onBattleStart = Game_Unit.prototype.onBattleStart;
Game_Unit.prototype.onBattleStart = function() {
Yanfly.BSC.Game_Unit_onBattleStart.call(this);
this.processStateEval('battle');
};
//=============================================================================
// Game_Troop
//=============================================================================
Game_Troop.prototype.allMembers = function() {
return this.members();
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.BSC.Game_Action_applyItemUserEffect =
Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
Yanfly.BSC.Game_Action_applyItemUserEffect.call(this, target);
if (!target) return;
this.applyModifyBuffTurns(target);
this.applyModifyDebuffTurns(target);
this.applyModifyStateTurns(target);
};
Game_Action.prototype.applyModifyBuffTurns = function(target) {
if (!this.item()) return;
var affected = false;
for (var i = 0; i < 8; ++i) {
if (!target.isBuffAffected(i)) continue;
var turn = this.item().modifyTurnBuff[i] + target.buffTurns(i);
turn = this.applyBuffTurnsEval(turn, i, target);
target.setBuffTurns(i, turn);
if (target.buffTurns(i) <= 0) target.eraseBuff(i);
affected = true;
}
if (affected) target.refresh();
};
Game_Action.prototype.applyBuffTurnsEval = function(turn, paramId, target) {
if (this.item().modifyTurnBuffEval[paramId] === '') return turn;
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = this.item().modifyTurnBuffEval[paramId];
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM BUFF TURN SET ERROR');
}
return turn;
};
Game_Action.prototype.applyModifyDebuffTurns = function(target) {
if (!this.item()) return;
var affected = false;
for (var i = 0; i < 8; ++i) {
if (!target.isDebuffAffected(i)) continue;
var turn = this.item().modifyTurnDebuff[i] + target.buffTurns(i);
turn = this.applyDebuffTurnsEval(turn, i, target);
target.setBuffTurns(i, turn);
if (target.buffTurns(i) <= 0) target.eraseBuff(i);
affected = true;
}
if (affected) target.refresh();
};
Game_Action.prototype.applyDebuffTurnsEval = function(turn, paramId, target) {
if (this.item().modifyTurnBuffEval[paramId] === '') return turn;
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = this.item().modifyTurnBuffEval[paramId];
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM DEBUFF TURN SET ERROR');
}
return turn;
};
Game_Action.prototype.applyModifyStateTurns = function(target) {
if (!this.item()) return;
var affected = false;
var states = target.states()
var length = states.length;
var removed = [];
for (var i = 0; i < length; ++i) {
var state = states[i];
if (state.autoRemovalTiming <= 0) continue;
if (!target.isStateAffected(state.id)) continue;
var turn = target.stateTurns(state.id);
if (this.item().modifyTurnState[state.id]) {
turn += this.item().modifyTurnState[state.id];
}
turn = this.applyStateTurnsEval(turn, state.id, target);
target.setStateTurns(state.id, turn);
if (target.stateTurns(state.id) <= 0) removed.push(state.id);
}
for (var i = 0; i < removed.length; ++i) {
target.removeState(removed[i]);
affected = true;
}
if (affected) target.refresh();
};
Game_Action.prototype.applyStateTurnsEval = function(turn, stateId, target) {
if (this.item().modifyTurnStateEval[stateId] === undefined) return turn;
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var origin = target.stateOrigin(stateId);
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = this.item().modifyTurnStateEval[stateId];
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM STATE TURN SET ERROR');
}
return turn;
};
Yanfly.BSC.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
this.onApplyStateEffects(target);
this.onSelectStateEffects(target);
Yanfly.BSC.Game_Action_apply.call(this, target);
this.onDeselectStateEffects(target);
this.offApplyStateEffects(target);
};
Game_Action.prototype.customEffectEval =
function(target, stateId, type, side, value) {
var state = $dataStates[stateId];
if (!state) return value;
if (state.customEffectEval[type] === '') return value;
var attacker = this.subject();
var defender = target;
var a = this.subject();
var b = target;
var user = this.subject();
var origin = side.stateOrigin(stateId);
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.customEffectEval[type];
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code,
'CUSTOM STATE ' + stateId + ' CODE ERROR');
}
return value;
};
Game_Action.prototype.onApplyStateEffects = function(target) {
var states = this.subject().states();
var length = this.subject().states().length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
this.initiateStateEffects(target, state.id)
}
};
Game_Action.prototype.initiateStateEffects = function(target, stateId) {
this.customEffectEval(target, stateId, 'initiateState', this.subject());
};
Game_Action.prototype.onSelectStateEffects = function(target) {
var states = target.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
this.selectStateEffects(target, state.id)
}
};
Game_Action.prototype.selectStateEffects = function(target, stateId) {
this.customEffectEval(target, stateId, 'selectState', target);
};
Game_Action.prototype.onDeselectStateEffects = function(target) {
var states = target.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
this.deselectStateEffects(target, state.id)
}
};
Game_Action.prototype.deselectStateEffects = function(target, stateId) {
this.customEffectEval(target, stateId, 'deselectState', target);
};
Game_Action.prototype.offApplyStateEffects = function(target) {
var states = this.subject().states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
this.concludeStateEffects(target, state.id)
}
};
Game_Action.prototype.concludeStateEffects = function(target, stateId) {
this.customEffectEval(target, stateId, 'concludeState', this.subject());
};
Yanfly.BSC.Game_Action_executeDamage = Game_Action.prototype.executeDamage;
Game_Action.prototype.executeDamage = function(target, value) {
value = this.onPreDamageStateEffects(target, value);
value = this.onReactStateEffects(target, value);
Yanfly.BSC.Game_Action_executeDamage.call(this, target, value);
value = this.onRespondStateEffects(target, value);
value = this.onPostDamageStateEffects(target, value);
};
Game_Action.prototype.onPreDamageStateEffects = function(target, value) {
var states = this.subject().states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
value = this.confirmStateEffects(target, state.id, value);
}
return value;
};
Game_Action.prototype.confirmStateEffects = function(target, stateId, value) {
return this.customEffectEval(target, stateId, 'confirmState',
this.subject(), value);
};
Game_Action.prototype.onReactStateEffects = function(target, value) {
var states = target.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
value = this.reactStateEffects(target, state.id, value);
}
return value;
};
Game_Action.prototype.reactStateEffects = function(target, stateId, value) {
return this.customEffectEval(target, stateId, 'reactState', target, value);
};
Game_Action.prototype.onRespondStateEffects = function(target, value) {
var states = target.states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
value = this.respondStateEffects(target, state.id, value);
}
return value;
};
Game_Action.prototype.respondStateEffects = function(target, stateId, value) {
return this.customEffectEval(target, stateId, 'respondState',
target, value);
};
Game_Action.prototype.onPostDamageStateEffects = function(target, value) {
var states = this.subject().states();
var length = states.length;
for (var i = 0; i < length; ++i) {
var state = states[i];
if (!state) continue;
value = this.establishStateEffects(target, state.id, value);
}
return value;
};
Game_Action.prototype.establishStateEffects = function(target, stateId, value) {
return this.customEffectEval(target, stateId, 'establishState',
this.subject(), value);
};
//=============================================================================
// Sprite_StateIcon
//=============================================================================
if (!Yanfly.Param.BSCShowEnemyIcon) {
Sprite_StateIcon.prototype.updateFrame = function() {
};
} else {
Yanfly.BSC.Sprite_StateIcon_initMembers =
Sprite_StateIcon.prototype.initMembers;
Sprite_StateIcon.prototype.initMembers = function() {
Yanfly.BSC.Sprite_StateIcon_initMembers.call(this);
this._turnCounterSprite = new Sprite();
this.addChild(this._turnCounterSprite);
this._turnCounterSprite.anchor.x = 0.5;
this._turnCounterSprite.anchor.y = 0.5;
var w = Window_Base._iconWidth;
var h = Window_Base._iconHeight;
this._turnCounterSprite.bitmap = new Bitmap(w, h);
};
Yanfly.BSC.Sprite_StateIcon_updateFrame =
Sprite_StateIcon.prototype.updateFrame;
Sprite_StateIcon.prototype.updateFrame = function() {
Yanfly.BSC.Sprite_StateIcon_updateFrame.call(this);
if (this._turnCounterSprite) this.updateTurnAndCounter();
};
Sprite_StateIcon.prototype.updateTurnAndCounter = function() {
this._turnCounterSprite.bitmap.clear();
if (!this._battler) return;
var group = this._battler.statesAndBuffs();
if (group.length <= 0) return;
var state = group[this._animationIndex];
if (typeof state === 'number') {
if (Yanfly.Param.BSCEnemyBTurn) {
this.drawBuffTurns(state);
if (Yanfly.Param.BSCShowBuffRate) {
this.drawBuffRate(state)
}
}
} else {
if (Yanfly.Param.BSCEnemyTurn) this.drawStateTurns(state);
if (Yanfly.Param.BSCEnemyCounter) this.drawStateCounter(state);
}
};
Sprite_StateIcon.prototype.textColor = function(n) {
return SceneManager._scene._statusWindow.textColor(n);
};
Sprite_StateIcon.prototype.drawStateTurns = function(state) {
if (!state) return;
if (!state.showTurns) return;
if (state.autoRemovalTiming <= 0) return;
var turns = this._battler.stateTurns(state.id);
if (turns !== 0 && !turns) return;
var turns = Yanfly.Util.toGroup(Math.ceil(turns));
var wx = state.turnBufferX;
var wy = state.turnBufferY - 2;
var ww = Window_Base._iconWidth;
var wh = Window_Base.prototype.lineHeight.call(this);
var contents = this._turnCounterSprite.bitmap;
contents.fontSize = state.turnFontSize;
contents.textColor = this.textColor(state.turnColor);
contents.drawText(turns, wx, wy, ww, wh, state.turnAlign);
};
Sprite_StateIcon.prototype.drawStateCounter = function(state) {
var value = this._battler.getStateCounter(state.id);
if (value === undefined) return;
var settings = state.stateCounterSettings;
value = Yanfly.Util.toGroup(value);
var wx = settings.bufferX;
var wy = settings.bufferY - 2;
var ww = Window_Base._iconWidth;
var wh = Window_Base.prototype.lineHeight.call(this);
var contents = this._turnCounterSprite.bitmap;
contents.fontSize = settings.size;
contents.textColor = this.textColor(settings.color);
contents.drawText(value, wx, wy, ww, wh, settings.align);
};
Sprite_StateIcon.prototype.drawBuffTurns = function(paramId) {
if (!Yanfly.Param.BSCShowTurns) return;
var turns = this._battler.buffTurns(paramId);
turns = Yanfly.Util.toGroup(Math.ceil(turns));
var wx = Yanfly.Param.BSCTurnBufferX;
var wy = Yanfly.Param.BSCTurnBufferY - 2;
var ww = Window_Base._iconWidth;
var wh = Window_Base.prototype.lineHeight.call(this);
var contents = this._turnCounterSprite.bitmap;
contents.fontSize = Yanfly.Param.BSCFontSize;
if (this._battler.isBuffAffected(paramId)) {
contents.textColor = this.textColor(Yanfly.Param.BSCBuffColor);
} else {
contents.textColor = this.textColor(Yanfly.Param.BSCDebuffColor);
}
contents.drawText(turns, wx, wy, ww, wh, Yanfly.Param.BSCTurnAlign);
};
Sprite_StateIcon.prototype.drawBuffRate = function(paramId) {
if (!Yanfly.Param.BSCShowTurns) return;
var value = this._battler.paramBuffRate(paramId);
var text = Math.floor(value * 100) + '%';
var wx = Yanfly.Param.BSCCounterBufferX || 0;
var wy = (Yanfly.Param.BSCCounterBufferY || 8) - 2;
var ww = Window_Base._iconWidth;
var wh = Window_Base.prototype.lineHeight.call(this);
var contents = this._turnCounterSprite.bitmap;
contents.fontSize = Yanfly.Param.BSCFontSize * 0.75;
contents.textColor = this.textColor(0);
contents.drawText(text, wx, wy, ww, wh, 'center');
};
}; // Yanfly.Param.BSCShowEnemyIcon
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.BSC.Window_Base_drawActorIcons = Window_Base.prototype.drawActorIcons;
Window_Base.prototype.drawActorIcons = function(actor, wx, wy, ww) {
ww = ww || 144;
Yanfly.BSC.Window_Base_drawActorIcons.call(this, actor, wx, wy, ww);
this.drawActorIconsTurns(actor, wx, wy, ww);
};
Window_Base.prototype.drawActorIconsTurns = function(actor, wx, wy, ww) {
var iw = Window_Base._iconWidth;
var icons = actor.allIcons().slice(0, Math.floor(ww / iw));
var max = icons.length;
var shownMax = Math.floor(ww / iw);
for (var i = 0; i < actor.states().length; ++i) {
if (shownMax <= 0) break;
var state = actor.states()[i];
if (state.iconIndex <= 0) continue;
if (state.autoRemovalTiming > 0) {
this.drawStateTurns(actor, state, wx, wy);
}
this.drawStateCounter(actor, state, wx, wy);
wx += iw;
--shownMax;
}
for (var i = 0; i < 8; ++i) {
if (shownMax <= 0) break;
if (actor._buffs[i] === 0) continue;
this.drawBuffTurns(actor, i, wx, wy);
if (Yanfly.Param.BSCShowBuffRate) {
this.drawBuffRate(actor, i, wx, wy);
}
wx += iw;
--shownMax;
}
this.resetFontSettings();
this.resetTextColor();
};
Window_Base.prototype.drawStateTurns = function(actor, state, wx, wy) {
if (!state.showTurns) return;
var turns = actor.stateTurns(state.id);
if (turns !== 0 && !turns) return;
var turns = Yanfly.Util.toGroup(Math.ceil(turns));
wx += state.turnBufferX;
wy += state.turnBufferY;
this.changePaintOpacity(true);
this.changeTextColor(this.textColor(state.turnColor));
this.contents.fontSize = state.turnFontSize;
this.drawText(turns, wx, wy, Window_Base._iconWidth, state.turnAlign);
this.resetFontSettings();
this.resetTextColor();
};
Window_Base.prototype.drawStateCounter = function(actor, state, wx, wy) {
var value = actor.getStateCounter(state.id);
if (value === undefined) return;
var settings = state.stateCounterSettings;
value = Yanfly.Util.toGroup(value);
wx += settings.bufferX;
wy += settings.bufferY;
this.changePaintOpacity(true);
this.changeTextColor(this.textColor(settings.color));
this.contents.fontSize = settings.size;
this.drawText(value, wx, wy, Window_Base._iconWidth, settings.align);
this.resetFontSettings();
this.resetTextColor();
};
Window_Base.prototype.drawBuffTurns = function(actor, paramId, wx, wy) {
if (!Yanfly.Param.BSCShowTurns) return;
var turns = Yanfly.Util.toGroup(Math.ceil(actor.buffTurns(paramId)));
wx += Yanfly.Param.BSCTurnBufferX;
wy += Yanfly.Param.BSCTurnBufferY;
this.changePaintOpacity(true);
this.contents.fontSize = Yanfly.Param.BSCFontSize;
if (actor.isBuffAffected(paramId)) {
this.changeTextColor(this.textColor(Yanfly.Param.BSCBuffColor));
} else {
this.changeTextColor(this.textColor(Yanfly.Param.BSCDebuffColor));
}
var align = Yanfly.Param.BSCTurnAlign;
this.drawText(turns, wx, wy, Window_Base._iconWidth, align);
this.resetFontSettings();
this.resetTextColor();
};
Window_Base.prototype.drawBuffRate = function(actor, paramId, wx, wy) {
var value = actor.paramBuffRate(paramId);
if (value === undefined) return;
value = Math.floor(value * 100) + '%';
this.contents.fontSize = (Yanfly.Param.BSCCounterSize || 16) * 0.75;
wx += Yanfly.Param.BSCCounterBufferX || 0;
wy += Yanfly.Param.BSCCounterBufferY || 8;
this.changePaintOpacity(true);
this.drawText(value, wx, wy, Window_Base._iconWidth, 'center');
this.resetFontSettings();
this.resetTextColor();
};
//=============================================================================
// Window_Help
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
Yanfly.BSC.Window_Help_drawBattler = Window_Help.prototype.drawBattler;
Window_Help.prototype.drawBattler = function(battler) {
this.resetFontSettings();
var length = battler.allIcons().length;
if (length <= 0) {
Yanfly.BSC.Window_Help_drawBattler.call(this, battler);
} else {
this.drawBattlerWithIcons(battler);
}
};
Window_Help.prototype.drawBattlerWithIcons = function(battler) {
var icons = battler.allIcons();
var text = battler.name();
var wx = 0;
var wy = 0;
this.drawText(text, wx, wy, this.contents.width, 'center');
wy += this.lineHeight();
var ww = icons.length * Window_Base._iconWidth;
ww = Math.min(ww, this.contents.width);
wx = (this.contents.width - ww) / 2;
this.drawActorIcons(battler, wx, wy, ww);
};
}; // Imported.YEP_BattleEngineCore
//=============================================================================
// 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
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