mysecretsummervacation2/www/js/plugins/Durability.js
2023-08-14 15:30:44 -05:00

179 lines
6.9 KiB
JavaScript

//=============================================================================
// Durability.js
//=============================================================================
/*:
* @plugindesc Adds Minecraft-like durability of weapons/armors.
* <KockaDurability>
* @author KockaAdmiralac
*
* @help
* ============================================================================
* INTRODUCTION
* ============================================================================
* This plugin allows you to manage durability of your weapons and
* armors. It's very simple how durability is calculated :
* 1) When you are attacked, your armor loses durability.
* 2) When you attack, your weapons lose durability.
* After your weapon/armor loses all durability it cracks and you don't
* have it in equips anymore.
*
* This plugin is made self-initiative.
* ============================================================================
* NOTETAGS
* ============================================================================
* There are three notetags :
* - Weapon and Armor notetag :
* <durability:x>
* This sets initial weapon/armor durability to a certain value.
* Example : <durability:1>
* Weapon/Armor in which this is put has durability 1.
* If no durability is specified, item is indestructible.
*
* - Item and Skill notetags :
* <durability_use:x>
* This sets how many durability points are losed when this is used.
* Example : <durability_use:10>
* If this Item/Skill is used by actor, he loses 10 durability on his
* weapons. If this Item/Skill is used by enemy, actors which are attacked
* lose 10 durability points on their armor.
*
* <durability_increase:[equips] increase>
* This sets how much durability will be regenerated.
* [equips] - numbers separated with one space that modify which equips
* will that increasing effect.
* increase - if it's a number it'll specify by how much will your equips
* regenerate durability. It can be also set to "MAX", and then it'll
* just set your durability to max value.
* Example :
* Notetag : <durability_increase:[1 2 3] 10>
* This will increase durability for your Weapon, Shield and Head by 10.
* Notetag : <durability_increase[2 3 4] MAX>
* This will set durability for your Shield, Head and Body to maximum.
*
* Since version 1.1.1 you can set variable durability use/increase.
* You can now set to depend on HP, MP, TP damage or even some variable.
* Example:
* Notetag : <durability_use:hpDamage>
* Result : This skill consumes durability in same amount as damage dealt.
*
* Notetag : <durability_increase:$gameVariables.variable(1)>
* Result : This skill/item will regenerate durability equal amount as
* variable iD 1's value.
* ============================================================================
* VERSION HISTORY
* ============================================================================
* Version | Description
* ________|___________________________________________________________________
* 1.0.0 | Initial release
* 1.1.0 | Added option for regenerating durability. [Adlw]
* 1.1.1 | Added option for variable durability use [Ozuma]
* ============================================================================
* COMPATIBILITY
* ============================================================================
* NEW :
* <None>
*
* ALIASED :
* - Game_Action :
* - apply
* - useItem
*
* OVERWRITTEN :
* <None>
* ============================================================================
* @param Weapons
* @desc Specify what are your weapon slots here, separated by a space
* @default 1
*
* @param Armors
* @desc Specify what are your armor slots here, separated by a space
* @default 2 3 4 5
*
* @param Default durability use
* @desc How much durability points will item/skill take from weapon/armor
* when none is specified?
* @default 1
*
* @param Durability message
* @desc What message will be displayed when weapon/armor cracks?
* Set to empty to disable.
* @default %1 cracked!
*/
(function () {
// Aliases
var _kocka_random_alias_apply_M7cAp2B8 = Game_Action.prototype.apply;
var _kocka_random_alias_useItem_eb8T3mP2 = Game_Actor.prototype.useItem;
// Parameters
var _plugin_params = $plugins.filter(function (p) { return p.description.contains('<KockaDurability>'); })[0].parameters;
var temp_weapons = _plugin_params["Weapons"];
var temp_armors = _plugin_params["Armors"];
var default_durability_use = Number(_plugin_params["Default durability use"]);
var durability_message = _plugin_params["Durability message"];
//-----------------------------------------------------------------------------
// Game_Action
//
// The game object class for a battle action.
Game_Action.prototype.apply = function (target) {
_kocka_random_alias_apply_M7cAp2B8.apply(this, arguments);
if (target.result().isHit()) {
var array = ((this.subject() instanceof Game_Actor) ? temp_weapons : temp_armors).split(" ");
var actor = (this.subject() instanceof Game_Actor) ? this.subject() : target;
for (var i = 0; i < array.length; ++i) {
var equip = actor.equips()[array[i] - 1];
if (equip) {
if (!equip.durability) equip.durability = equip.meta.durability ? equip.meta.durability : -1;
var hasDurability = equip.durability != -1;
var result = target.result();
var hpDamage = result.hpDamage;
var mpDamage = result.mpDamage;
var tpDamage = result.tpDamage;
if (hasDurability) equip.durability -= this.item().meta.durability_use ? eval(this.item().meta.durability_use) : this.item().meta.durability_increase ? 0 : eval(default_durability_use);
if (equip.durability <= 0 && hasDurability) {
if (durability_message != "") $gameMessage.add(durability_message.format(equip.name));
actor.changeEquipById(array[i], 0);
}
}
}
}
}
Game_Actor.prototype.useItem = function (item) {
_kocka_random_alias_useItem_eb8T3mP2.apply(this, arguments);
if (item.meta.durability_increase) {
var arr = /\[(.+)\]\s*(\w+)/ig.exec(item.meta.durability_increase);
if (arr) {
var equips = this.equips();
var splitEquips = arr[1].split(" ");
for (var i = 0; i < splitEquips.length; ++i) {
var equip = equips[Number(splitEquips[i]) - 1];
if (equip) {
if (equip.meta.durability) {
var maxDurability = Number(equip.meta.durability);
if (!equip.durability) equip.durability = maxDurability;
else {
if (arr[2] === "MAX") equip.durability = maxDurability;
else {
equip.durability += Number(arr[2]);
if (equip.durability > maxDurability) equip.durability = maxDurability;
}
}
}
else console.log("[Durability] You can't increase durability on equip that has no durability!");
}
}
}
}
}
})();