magical-girls-runa-and-nanami/js/plugins/YEP_AutoPassiveStates.js
2026-02-28 12:33:13 -06:00

675 lines
25 KiB
JavaScript
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*:ja
* @plugindesc v1.17 アクター、職業、スキル、武器、防具、敵にパッシブステートを設定できます。
* @author Yanfly Engine Plugins
*
* @param ---基本---
* @default
*
* @param Actor Passives
* @text アクターのパッシブ
* @parent ---基本---
* @desc アクターにパッシブステートを割り当てます。
* 各ステートIDの間にはスペースを入れてください。
* @default 0
*
* @param Enemy Passives
* @text 敵のパッシブ
* @parent ---基本---
* @desc 敵にパッシブステートを割り当てます。
* 各ステートIDの間にはスペースを入れてください。
* @default 0
*
* @param Global Passives
* @text バトラーのパッシブ
* @parent ---基本---
* @desc バトラーにパッシブステートを割り当てます。
* 各ステートIDの間にはスペースを入れてください。
* @default 0
*
* @param ---リスト---
* @default
*
* @param Actor Passives List
* @text アクターのパッシブ一覧
* @parent ---リスト---
* @type state[]
* @desc アクターにパッシブステートを割り当てます。
* RPG Maker MV 1.5.0以降で使用してください。
* @default []
*
* @param Enemy Passives List
* @text 敵のパッシブ一覧
* @parent ---リスト---
* @type state[]
* @desc 敵にパッシブステートを割り当てます。
* RPG Maker MV 1.5.0以降で使用してください。
* @default []
*
* @param Global Passives List
* @text バトラーのパッシブ一覧
* @parent ---リスト---
* @type state[]
* @desc バトラーにパッシブステートを割り当てます。
* RPG Maker MV 1.5.0以降で使用してください。
* @default []
*
* @help
* 翻訳:ムノクラ
* https://fungamemake.com/
* https://twitter.com/munokura/
*
* ===========================================================================
* 導入
* ===========================================================================
*
* パッシブステートは、操作を行わなくても有効になっているステートのことです。
* 活用することで、より柔軟な特性の拡張が可能になります。
* 味方や敵がパッシブステートの設定をすると、
* そのステートは常に有効な状態となります。
*
* ===========================================================================
* メモタグ
* ===========================================================================
*
* 以下のメモタグを使って、バトラーにパッシブステートを割り当ててください。
*
* アクター、職業、スキル、武器、防具、敵のメモタグ
* <Passive State: x>
* <Passive State: x, x, x>
* アクターや敵に、常に x という状態が付与されます。メモタグを
* 武器や防具内のメモ欄に記入すれば、その持ち主に対して有効になります。
*
* <Passive State: x to y>
* アクターや敵に、x から y までのステートを付与します。メモタグを
* 武器や防具内のメモ欄に記入すれば、その持ち主に対して有効になります。
*
* パッシブステートを常にオンにしたくない場合、
* 発動条件を以下のメモタグで調整できます。
* 全ての条件が満たされなければ、パッシブステートを有効になりません。
*
* ステートのメモタグ
* <Passive Condition: HP Above x%>
* <Passive Condition: HP Below x%>
* <Passive Condition: MP Above x%>
* <Passive Condition: MP Below x%>
* 使用者のHPまたはMPが、MaxHPまたはMaxMPのx%を上回る/下回る場合、
* パッシブステートが発動します
*
* <Passive Condition: Stat Above x>
* <Passive Condition: Stat Below x>
* 'stat'を 'HP'、 'MP'、 'TP'、 'MAXHP'、 'MAXMP'、 'ATK'、 'DEF'、
* 'MAT'、 'MDF'、 'AGI'、 'LUK'に書き換えてください。
* 上記のステータス値 x が上回る/下回る場合、パッシブステートが発動します。
*
* <Passive Condition: Switch x ON>
* <Passive Condition: Switch x OFF>
* スイッチ x がON/OFFである場合、パッシブステートが発動します。
*
* <Passive Condition: Variable x Above y>
* <Passive Condition: Variable x Below y>
* x y を変数に書き換えてください。
* 数値が上回る/下回る場合、パッシブステートが発動します。
*
* ===========================================================================
* ルナティックモード - パッシブ条件
* ===========================================================================
*
* JavaScriptを使っての条件判定でパッシブステートが発動させたい場合、
* 下記メモタグで条件を設定できます。
*
* ステートのメモタグ
* <Custom Passive Condition>
* if (user.hp / user.mhp <= 0.25) {
* condition = true;
* } else {
* condition = false;
* }
* </Custom Passive Condition>
*
* 上記でパッシブステートを発動する条件を設定できます。
* 'condition'変数がtrueを返すと、パッシブステートが発動されます。
* 'condition'がfalseを返すと、発動されません。
* 条件が定義されていない場合、trueが返され、
* パッシブステートがバトラーに発動します。
* 注:この条件を満たすには、
* カスタム以外の条件が全て満たされている必要があります。
* 注:アクターに特定のステートを要求する条件は、
* 無限ループを防ぐために使用できません。
*
* ===========================================================================
* Changelog
* ===========================================================================
*
* Version 1.17:
* - Optimization update. There should be less lag spikes if there are more
* passive conditions present on a battler.
*
* Version 1.16:
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
*
* Version 1.15:
* - Bug fixed that made global passives not apply to actors.
*
* Version 1.14:
* - Updated for RPG Maker MV version 1.5.0.
* - Added parameters: Actor Passives List, Enemy Passives List, and
* Global Passives List
*
* Version 1.13:
* - Lunatic Mode fail safes added.
*
* Version 1.12:
* - Implemented <Custom Passive Condition> to now affect passive state ID's
* added by Equip Battle Skills.
*
* Version 1.11:
* - Added 'Global Passives' that encompass both actors and enemies.
*
* Version 1.10:
* - Added compatibility functionality for Equip Battle Skills to add the
* equipped passive states during battle test.
*
* Version 1.09:
* - Added 'Actor Passives' and 'Enemy Passives' plugin parameters. This will
* cause all actors and enemies respectively to be affected by the listed
* states as passives.
*
* Version 1.08:
* - Fixed conditional checks to make sure all states are being checked
* properly without conflict with other conditional states.
*
* Version 1.07:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.06:
* - Added a mass member refresh whenever $gamePlayer is refreshed.
*
* Version 1.05a:
* - Added Lunatic Mode - <Custom Passive Condition> notetag for states.
* - Fixed a bug that would cause infinite loops.
*
* Version 1.04:
* - Added a lot of passive condition notetags for states.
* --- <Passive Condition: HP/MP Above/Below x%>
* --- <Passive Condition: Stat Above/Below x>
* --- <Passive Condition: Switch x ON/OFF>
* --- <Passive Condition: Variable x Above/Below y>
*
* Version 1.03:
* - Added refreshing whenever a new skill is learned to update passives.
*
* Version 1.02:
* - Optimized passive state calculations to reduce lag.
*
* Version 1.01:
* - Fixed a bug with having multiple passive states of the same ID.
*
* Version 1.00:
* - Finished plugin!
*/
Yanfly.SetupParameters = function() {
Yanfly.Parameters = PluginManager.parameters('YEP_AutoPassiveStates');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.APSActorPas = String(Yanfly.Parameters['Actor Passives']);
Yanfly.Param.APSActorPas = Yanfly.Param.APSActorPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSActorPas.length; ++i) {
Yanfly.Param.APSActorPas[i] = parseInt(Yanfly.Param.APSActorPas[i]);
Yanfly.Param.APSActorPas[i] = Yanfly.Param.APSActorPas[i] || 0;
}
var data = JSON.parse(Yanfly.Parameters['Actor Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (Yanfly.Param.APSActorPas.contains(stateId)) continue;
Yanfly.Param.APSActorPas.push(stateId);
}
Yanfly.Param.APSEnemyPas = String(Yanfly.Parameters['Enemy Passives']);
Yanfly.Param.APSEnemyPas = Yanfly.Param.APSEnemyPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSEnemyPas.length; ++i) {
Yanfly.Param.APSEnemyPas[i] = parseInt(Yanfly.Param.APSEnemyPas[i]);
Yanfly.Param.APSEnemyPas[i] = Yanfly.Param.APSEnemyPas[i] || 0;
}
var data = JSON.parse(Yanfly.Parameters['Enemy Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (Yanfly.Param.APSEnemyPas.contains(stateId)) continue;
Yanfly.Param.APSEnemyPas.push(stateId);
}
Yanfly.Param.APSGlobalPas = String(Yanfly.Parameters['Global Passives']);
Yanfly.Param.APSGlobalPas = Yanfly.Param.APSGlobalPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSGlobalPas.length; ++i) {
id = parseInt(Yanfly.Param.APSGlobalPas[i]);
Yanfly.Param.APSActorPas.push(id);
Yanfly.Param.APSEnemyPas.push(id);
}
var data = JSON.parse(Yanfly.Parameters['Global Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (!Yanfly.Param.APSActorPas.contains(stateId)) {
Yanfly.Param.APSActorPas.push(stateId);
}
if (!Yanfly.Param.APSEnemyPas.contains(stateId)) {
Yanfly.Param.APSEnemyPas.push(stateId);
}
}
};
Yanfly.SetupParameters();
//=============================================================================
// DataManager
//=============================================================================
Yanfly.APS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.APS.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_AutoPassiveStates) {
this.processAPSNotetags1($dataActors, Yanfly.Param.APSActorPas);
this.processAPSNotetags1($dataClasses);
this.processAPSNotetags1($dataEnemies, Yanfly.Param.APSEnemyPas);
this.processAPSNotetags1($dataSkills);
this.processAPSNotetags1($dataWeapons);
this.processAPSNotetags1($dataArmors);
this.processAPSNotetags2($dataStates);
Yanfly._loaded_YEP_AutoPassiveStates = true;
}
return true;
};
DataManager.processAPSNotetags1 = function(group, inheritArray) {
var note1 = /<(?:PASSIVE STATE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:PASSIVE STATE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.passiveStates = [];
if (inheritArray) {
obj.passiveStates = obj.passiveStates.concat(inheritArray);
}
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.passiveStates = obj.passiveStates.concat(array);
} else if (line.match(note2)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.passiveStates = obj.passiveStates.concat(range);
}
}
}
};
DataManager.processAPSNotetags2 = function(group) {
var note1a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)([%])>/i;
var note1b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)([%])>/i;
var note2a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)>/i;
var note2b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)>/i;
var note3a = /<(?:PASSIVE CONDITION):[ ]SWITCH[ ](\d+)[ ](.*)>/i;
var notez1 = /<(?:CUSTOM PASSIVE CONDITION)>/i;
var notez2 = /<\/(?:CUSTOM PASSIVE CONDITION)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.passiveCondition = '';
obj.passiveConditionEval = '';
var evalMode = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1a)) {
var rate = parseFloat(RegExp.$2) * 0.01;
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note1b)) {
var rate = parseFloat(RegExp.$2) * 0.01;
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note2a)) {
var rate = parseInt(RegExp.$2);
var param = this.getPassiveConditionParam(String(RegExp.$1));
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note2b)) {
var rate = parseInt(RegExp.$2);
var param = this.getPassiveConditionParam(String(RegExp.$1));
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note3a)) {
var id = parseInt(RegExp.$1);
var value = String(RegExp.$2).toUpperCase();
var pass = ''
if (['ON', 'TRUE', 'ENABLE', 'ENABLED'].contains(value)) {
pass = 'if (!$gameSwitches.value(' + id + ')) condition = false;'
}
if (['OFF', 'FALSE', 'DISABLE', 'DISABLED'].contains(value)) {
pass = 'if ($gameSwitches.value(' + id + ')) condition = false;'
}
if (pass === '') continue;
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(notez1)) {
evalMode = 'custom passive condition';
} else if (line.match(notez2)) {
evalMode = 'none';
} else if (evalMode === 'custom passive condition') {
obj.passiveConditionEval = obj.passiveConditionEval + line + '\n';
}
}
obj.passiveCondition = new Function('condition','a','user','subject','b',
'target','s','v', obj.passiveCondition + '\nreturn condition;');
obj.passiveConditionEval = new Function('condition','a','user','subject',
'b','target','s','v', obj.passiveConditionEval + '\nreturn condition;');
}
};
DataManager.getPassiveConditionParam = function(string) {
string = string.toUpperCase();
var text = 'user.';
if (['HP'].contains(string)) text += 'hp';
if (['MP', 'SP'].contains(string)) text += 'mp';
if (['TP'].contains(string)) text += 'tp';
if (['ATK'].contains(string)) text += 'param(2)';
if (['DEF'].contains(string)) text += 'param(3)';
if (['MAT', 'INT'].contains(string)) text += 'param(4)';
if (['MDF', 'RES'].contains(string)) text += 'param(5)';
if (['AGI'].contains(string)) text += 'param(6)';
if (['LUK'].contains(string)) text += 'param(7)';
if (['MAX HP', 'MAXHP'].contains(string)) text += 'mhp';
if (['MAX MP', 'MAX SP', 'MAXMP', 'MAXSP'].contains(string)) text += 'mmp';
if (string.match(/VARIABLE[ ](\d+)/i)) {
text = '$gameVariables.value(' + parseInt(RegExp.$1) + ')';
}
return text;
};
DataManager.getPassiveConditionParamRate = function(string) {
string = string.toUpperCase();
var text = '0';
if (['HP'].contains(string)) return 'user.hpRate()';
if (['MP'].contains(string)) return 'user.mpRate()';
return text;
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.APS.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function() {
this._passiveStatesRaw = undefined;
Yanfly.APS.Game_BattlerBase_refresh.call(this);
};
Yanfly.APS.Game_BattlerBase_states = Game_BattlerBase.prototype.states;
Game_BattlerBase.prototype.states = function() {
var array = Yanfly.APS.Game_BattlerBase_states.call(this);
array = array.concat(this.passiveStates());
this.sortPassiveStates(array);
return array;
};
Yanfly.APS.Game_BattlerBase_isStateAffected =
Game_BattlerBase.prototype.isStateAffected;
Game_BattlerBase.prototype.isStateAffected = function(stateId) {
if (this.isPassiveStateAffected(stateId)) return true;
return Yanfly.APS.Game_BattlerBase_isStateAffected.call(this, stateId);
};
Game_BattlerBase.prototype.passiveStates = function() {
var array = [];
var raw = this.passiveStatesRaw();
for (var i = 0; i < raw.length; ++i) {
var state = $dataStates[raw[i]];
if (state && array.contains(state)) continue;
array.push(state);
}
return array;
};
Game_BattlerBase.prototype.passiveStatesRaw = function() {
var array = [];
return array.filter(Yanfly.Util.onlyUnique);
};
Game_BattlerBase.prototype.getPassiveStateData = function(obj) {
if (!obj) return [];
if (!obj.passiveStates) return [];
var array = [];
for (var i = 0; i < obj.passiveStates.length; ++i) {
var stateId = obj.passiveStates[i];
if (!this.meetPassiveStateCondition(stateId)) continue;
array.push(stateId);
}
var added = this.addEquipBattleTestSkillPassives(obj);
if (added.length > 0) {
for (var i = 0; i < added.length; ++i) {
var stateId = added[i];
if (!this.meetPassiveStateCondition(stateId)) continue;
array.push(stateId);
}
}
return array;
};
Game_BattlerBase.prototype.addEquipBattleTestSkillPassives = function(obj) {
if (!Imported.YEP_EquipBattleSkills) return [];
if (!DataManager.isBattleTest()) return [];
if (!DataManager.isSkill(obj)) return [];
return obj.equipStates;
};
Game_BattlerBase.prototype.meetPassiveStateCondition = function(stateId) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
if (this._checkPassiveStateCondition.contains(stateId)) return false;
var state = $dataStates[stateId];
if (!state) return false;
if (state.passiveCondition !== '') {
if (!this.passiveStateConditions(state)) return false;
}
if (state.passiveConditionEval === '') return true;
return this.passiveStateConditionEval(state);
};
Game_BattlerBase.prototype.passiveStateConditions = function(state) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
this._checkPassiveStateCondition.push(state.id);
var condition = true;
var a = this;
var user = this;
var subject = this;
var b = this;
var target = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.passiveCondition;
try {
condition = state.passiveCondition.call(this, condition, a, user, subject,
b, target, s, v);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
}
var index = this._checkPassiveStateCondition.indexOf(state.id);
this._checkPassiveStateCondition.splice(index, 1);
return condition;
};
Game_BattlerBase.prototype.passiveStateConditionEval = function(state) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
this._checkPassiveStateCondition.push(state.id);
var condition = true;
var a = this;
var user = this;
var subject = this;
var b = this;
var target = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.passiveConditionEval;
try {
condition = state.passiveConditionEval.call(this, condition, a, user,
subject, b, target, s, v);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
}
var index = this._checkPassiveStateCondition.indexOf(state.id);
this._checkPassiveStateCondition.splice(index, 1);
return condition;
};
Game_BattlerBase.prototype.sortPassiveStates = function(array) {
array.sort(function(a, b) {
var p1 = a.priority;
var p2 = b.priority;
if (p1 !== p2) return p2 - p1;
return a - b;
});
};
Game_BattlerBase.prototype.isPassiveStateAffected = function(stateId) {
return this.passiveStatesRaw().contains(stateId);
};
//=============================================================================
// Game_Battler
//=============================================================================
Yanfly.APS.Game_Battler_isStateAddable = Game_Battler.prototype.isStateAddable;
Game_Battler.prototype.isStateAddable = function(stateId) {
if (this.isPassiveStateAffected(stateId)) return false;
return Yanfly.APS.Game_Battler_isStateAddable.call(this, stateId);
};
Yanfly.APS.Game_Battler_removeState = Game_Battler.prototype.removeState;
Game_Battler.prototype.removeState = function(stateId) {
if (this.isPassiveStateAffected(stateId)) return;
Yanfly.APS.Game_Battler_removeState.call(this, stateId);
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.passiveStatesRaw = function() {
if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
array = array.concat(this.getPassiveStateData(this.actor()));
array = array.concat(this.getPassiveStateData(this.currentClass()));
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
array = array.concat(this.getPassiveStateData(equip));
}
for (var i = 0; i < this._skills.length; ++i) {
var skill = $dataSkills[this._skills[i]];
array = array.concat(this.getPassiveStateData(skill));
}
this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
return this._passiveStatesRaw;
};
Yanfly.APS.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
Yanfly.APS.Game_Actor_learnSkill.call(this, skillId);
this._passiveStatesRaw = undefined;
};
Yanfly.APS.Game_Actor_forgetSkill = Game_Actor.prototype.forgetSkill;
Game_Actor.prototype.forgetSkill = function(skillId) {
Yanfly.APS.Game_Actor_forgetSkill.call(this, skillId);
this._passiveStatesRaw = undefined;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.passiveStatesRaw = function() {
if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
array = array.concat(this.getPassiveStateData(this.enemy()));
for (var i = 0; i < this.skills().length; ++i) {
var skill = this.skills()[i];
array = array.concat(this.getPassiveStateData(skill));
}
this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
return this._passiveStatesRaw;
};
if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function() {
var skills = []
for (var i = 0; i < this.enemy().actions.length; ++i) {
var skill = $dataSkills[this.enemy().actions[i].skillId];
if (skill) skills.push(skill);
}
return skills;
}
};
//=============================================================================
// Game_Unit
//=============================================================================
Game_Unit.prototype.refreshMembers = function() {
var group = this.allMembers();
var length = group.length;
for (var i = 0; i < length; ++i) {
var member = group[i];
if (member) member.refresh();
}
};
Game_Unit.prototype.allMembers = function() {
return this.members();
};
//=============================================================================
// Game_Player
//=============================================================================
Yanfly.APS.Game_Player_refresh = Game_Player.prototype.refresh;
Game_Player.prototype.refresh = function() {
$gameParty.refreshMembers();
Yanfly.APS.Game_Player_refresh.call(this);
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.displayError = function(e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
Yanfly.Util.getRange = function(n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
Yanfly.Util.onlyUnique = function(value, index, self) {
return self.indexOf(value) === index;
};
//=============================================================================
// End of File
//=============================================================================