exorcist-evangeline/www/js/plugins/Barrier.js
2025-10-08 13:42:52 -05:00

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//=============================================================================
// Barrier.js
//=============================================================================
/*:ja
* @plugindesc バリアステートの実装
* @author 剣崎宗二
*
* @param BarrierText
* @desc バリア発動時の表示テキスト (%2=吸収ダメージ量 %3=残強度 %1=バリアのステート名) 破壊された際は表示されません。
* @default %1が%2ダメージを吸収し、残量%3となった
*
* @param BarrierBreakText
* @desc バリア破壊時メッセージ(%1=バリアのステート名 %2=ダメージ量)
* @default %1が%2のダメージを受け破壊された
*
* @param Piercing
* @type boolean
* @desc 障壁の体力を超過したダメージが貫通するか否か。falseの場合、如何なる大技でも一発は無効化する。
* @default true
*
* @param PiercingChain
* @type boolean
* @desc 貫通したダメージが次の障壁に阻まれるかどうか。falseの場合貫通ダメージは他の障壁を無視してキャラクターに入る。
* @default true
*
* @param BarrierAnime
* @type number
* @desc バリアで防げた場合のアニメーションIDデフォルト
* @default 1
*
* @param BarrierBreakAnime
* @type number
* @desc バリアが割れた場合のアニメーションIDデフォルト
* @default 2
*
* @help
* ダメージを軽減するバリアを再現するためのプラグインです。
* ステートのメモに<barrier:300> (数字は軽減値)を入れると、値がなくなるまで軽減してくれます。
* 尚軽減値はダメージ計算式と同様の式を入れる事も可能ですが、 '>' が使えない事とa(攻撃側)が存在せずb(付与される側)のみ使用可能であることにご留意ください。
* アニメタグはステートに<BarrierBreakAnime:1> 割れた場合ID3を再生
* <BarrierAnime:3>  割れなかった場合ID1を再生
* 等。
*/
(function () {
var parameters = PluginManager.parameters('Barrier');
var BarrierText = parameters['BarrierText'];
var BarrierBreakText = parameters['BarrierBreakText'];
var Piercing = (parameters['Piercing'] == "true");
var PiercingChain = (parameters['PiercingChain'] == "true");
var BarrierAnime = Number(parameters['BarrierAnime']);
var BarrierBreakAnime = Number(parameters['BarrierBreakAnime']);
function Barrier() {
throw new Error('This is a static class');
}
//ActionLogs系
var Game_ActionResult_prototype_clear = Game_ActionResult.prototype.clear;
Game_ActionResult.prototype.clear = function () {
Game_ActionResult_prototype_clear.call(this);
this.barrieredDmg = [];
this.barrieredBreak = [];
};
Barrier.findIdIndex = function (array, extid) {
if (!array) return -1;
for (var i = 0; i < array.length; i++) {
if (array[i].id == extid) {
return i;
}
}
return -1;
};
Barrier.findId = function (array, extid) {
if (!array) return null;
targetIndex = Barrier.findIdIndex(array, extid)
if (targetIndex != -1) {
return array[targetIndex];
}
return null;
};
Barrier.findFromState = function (array) {
if (!array) return null;
for (i = 0; i < array.length; i++) {
if ($dataStates[array[i]].meta.barrier) {
return array[i];
}
}
return null;
};
Barrier.getUniqueId = function (battler) {
if (battler.isActor()) {
return battler.actorId();
}
else {
return "e" + battler.index();
}
}
Barrier.FindAnimeId = function (stateId, broken) {
if ($dataStates[stateId] && $dataStates[stateId].meta)
{
if (broken && $dataStates[stateId].meta.BarrierBreakAnime)
{return Number($dataStates[stateId].meta.BarrierBreakAnime)}
if (!broken && $dataStates[stateId].meta.BarrierAnime)
{return Number($dataStates[stateId].meta.BarrierAnime)}
}
return broken ? BarrierBreakAnime : BarrierAnime;
}
//Message系
Window_BattleLog.prototype.displayBarrier = function (target) {
var targetBarrier = target._barrierList;
var targetBarrierDmg = target.result().barrieredDmg;
var targetBarrierBreak = target.result().barrieredBreak;
var local = this;
targetBarrierBreak.forEach(function (element) {
var name = $dataStates[element.id].name;
var dmg = element.value;
local.push('showAnimation', target, [target], Barrier.FindAnimeId(element.id, true));
local.push('addText', BarrierBreakText.format(name, dmg));
}, this);
targetBarrierDmg.forEach(function (element) {
var name = $dataStates[element.id].name;
var dmg = element.value;
var left = Barrier.findId(targetBarrier, element.id).value;
local.push('showAnimation', target, [target], Barrier.FindAnimeId(element.id, false));
local.push('addText', BarrierText.format(name, dmg, left));
}, this);
};
var Window_BattleLog_prototype_displayHpDamage = Window_BattleLog.prototype.displayHpDamage;
Window_BattleLog.prototype.displayHpDamage = function (target) {
this.displayBarrier(target);
Window_BattleLog_prototype_displayHpDamage.call(this, target);
}
//state系
var Game_Battler_prototype_addState = Game_Battler.prototype.addState;
Game_Battler.prototype.addState = function (stateId) {
Game_Battler_prototype_addState.call(this, stateId);
var targetState = $dataStates[stateId];
var targetBarrierState = Barrier.findId(this._barrierList, stateId);
if (targetState && (targetState.meta.barrier || targetState.meta.healablebarrier)) {
var b = this;
var b_str = targetState.meta.healablebarrier ? targetState.meta.healablebarrier : targetState.meta.barrier;
var b_value = eval(b_str);
if (!b_value) { b_value = 1; }
var b_healable = !!targetState.meta.healablebarrier;
if (!targetBarrierState) {
var barrierStateObject = {};
barrierStateObject.id = stateId;
barrierStateObject.value = b_value;
barrierStateObject.healable = b_healable;
barrierStateObject.maxValue = b_value;
this._barrierList.push(barrierStateObject);
}
else {
targetBarrierState.value = b_value;
targetBarrierState.maxValue = b_value;
}
}
};
var Game_BattlerBase_prototype_eraseState = Game_BattlerBase.prototype.eraseState;
Game_BattlerBase.prototype.eraseState = function (stateId) {
Game_BattlerBase_prototype_eraseState.call(this, stateId)
var targetState = $dataStates[stateId];
if (targetState && (targetState.meta.barrier || targetState.meta.healablebarrier)) {
var targetId = Barrier.findIdIndex(this._barrierList, stateId);
this._barrierList.splice(targetId, 1);
}
};
var kz_Game_BattlerBase_prototype_clearStates = Game_BattlerBase.prototype.clearStates;
Game_BattlerBase.prototype.clearStates = function () {
kz_Game_BattlerBase_prototype_clearStates.call(this);
this._barrierList = [];
};
//Dmg系
var Game_Action_prototype_executeHpDamage = Game_Action.prototype.executeHpDamage;
Game_Action.prototype.executeHpDamage = function (target, value) {
if (target._barrierList && target._barrierList.length > 0) {
//バリアリストに何か入ってる場合
var blist = target._barrierList;
target.result().barrieredDmg = [];
target.result().barrieredBreak = [];
if (value > 0) {
var removalList = [];
for (var i = 0; i < blist.length; i++) {
if (blist[i].value > value) //割れなかった場合
{
var dmgObject = {};
dmgObject.id = blist[i].id;
dmgObject.value = value;
target.result().barrieredDmg.push(dmgObject);
blist[i].value -= value;
value = 0;
break;
}
else //割れた場合
{
var breakObject = {};
breakObject.id = blist[i].id;
breakObject.value = blist[i].value;
target.result().barrieredBreak.push(breakObject);
if (Piercing) {
value -= blist[i].value;
}
else {
value = 0;
}
removalList.push(blist[i].id);
console.log(PiercingChain);
if (!PiercingChain) { break; }
}
}
for (var i = 0; i < removalList.length; i++) {
target.removeState(removalList[i]);
}
}
else {
//回復の場合
var healableList = blist.filter(function (item) {
return item.healable;
});
for (var i = 0; i < healableList.length; i++) {
var dmgOnBarrier = healableList[i].value - healableList[i].maxValue;
if (dmgOnBarrier < value) //バリアの減りの方が激しい場合
{
var dmgObject = {};
dmgObject.id = blist[i].id;
dmgObject.value = value;
target.result().barrieredDmg.push(dmgObject);
healableList[i].value -= value;
value = 0;
break;
}
else //回復量が上回った場合
{
var dmgObject = {};
dmgObject.id = blist[i].id;
dmgObject.value = dmgOnBarrier;
target.result().barrieredDmg.push(dmgObject);
value -= dmgOnBarrier;
if (!PiercingChain) { break; }
}
}
}
}
Game_Action_prototype_executeHpDamage.call(this, target, value);
}
})();