magical-girls-runa-and-nanami/js/plugins/YEP_SkillCore.js
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//=============================================================================
// Yanfly Engine Plugins - Skill Core
// YEP_SkillCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_SkillCore = true;
var Yanfly = Yanfly || {};
Yanfly.Skill = Yanfly.Skill || {};
Yanfly.Skill.version = 1.13;
//=============================================================================
/*:ja
* @plugindesc v1.13 スキルのコスト等の詳細設定ができるようになります。
* @author Yanfly Engine Plugins
*
* @param ---一般---
* @default
*
* @param Cost Padding
* @text コスト間余白
* @parent ---一般---
* @type number
* @desc 1つのスキルが複数コストの場合、コスト間の余白ピクセル数
* @default 4
*
* @param Command Alignment
* @text 文字揃え
* @parent ---一般---
* @type combo
* @option left
* @option center
* @option right
* @desc スキルタイプウィンドウでの文字揃え
* 左:left / 中央:center / 右:right
* @default center
*
* @param Window Columns
* @text ウィンドウ列数
* @parent ---一般---
* @type number
* @min 1
* @desc スキルウィンドウの列数
* デフォルト:2
* @default 2
*
* @param ---HP消費---
* @default
*
* @param HP Format
* @text コスト表示形式
* @parent ---HP消費---
* @desc スキル一覧ウィンドウでのHPコストの表示形式
* コスト:%1 / HP:%2
* @default %1%2
*
* @param HP Font Size
* @text フォントサイズ
* @parent ---HP消費---
* @type number
* @min 1
* @desc HPコストのフォントサイズ
* デフォルト:28
* @default 20
*
* @param HP Text Color
* @text テキスト色
* @parent ---HP消費---
* @type number
* @min 0
* @max 31
* @desc HPコストのテキスト色
* デフォルト:21
* @default 18
*
* @param HP Icon
* @text コストアイコン
* @parent ---HP消費---
* @type number
* @min 0
* @desc HPコストを表すアイコン
* アイコン非表示は0を入力
* @default 162
*
* @param ---MP消費---
* @default
*
* @param MP Format
* @text コスト表示形式
* @parent ---MP消費---
* @desc スキル一覧ウィンドウでのMPコストの表示形式
* コスト:%1 / MP:%2
* @default %1%2
*
* @param MP Font Size
* @text フォントサイズ
* @parent ---MP消費---
* @type number
* @min 1
* @desc MPコストのフォントサイズ
* デフォルト:28
* @default 20
*
* @param MP Text Color
* @text テキスト色
* @parent ---MP消費---
* @type number
* @min 0
* @max 31
* @desc MPコストのテキスト色
* デフォルト:23
* @default 23
*
* @param MP Icon
* @text コストアイコン
* @parent ---MP消費---
* @type number
* @min 0
* @desc MPコストを表すアイコン
* アイコン非表示は0を入力
* @default 165
*
* @param ---TP消費---
* @default
*
* @param TP Format
* @text コスト表示形式
* @parent ---TP消費---
* @desc スキル一覧ウィンドウでのTPコストの表示形式
* コスト:%1 / TP:%2
* @default %1%2
*
* @param TP Font Size
* @text フォントサイズ
* @parent ---TP消費---
* @type number
* @min 1
* @desc TPコストのフォントサイズ
* デフォルト:28
* @default 20
*
* @param TP Text Color
* @text テキスト色
* @parent ---TP消費---
* @type number
* @min 0
* @max 31
* @desc TPコストのテキスト色
* デフォルト:29
* @default 29
*
* @param TP Icon
* @text コストアイコン
* @parent ---TP消費---
* @type number
* @min 0
* @desc TPコストを表すアイコン
* アイコン非表示は0を入力
* @default 164
*
* @help
* 翻訳:ムノクラ
* https://fungamemake.com/
* https://twitter.com/munokura/
*
* ===========================================================================
* 導入
* ===========================================================================
*
* RPGにおいてスキルは、コスト・ダメージ・エフェクトの3つで構成されています。
* 全てが必須というわけではありませんが、
* これらの要素はスキルを構成する上で、大きな役割を占めています。
* このプラグインでは上記3つのうち、コストとエフェクトの調整を行います。
*
* またこのプラグインでは、HP、MP、TPゲージの表示を入れ替えて、
* バトラーそれぞれの特徴により適した表示を行うことができます。
* (MPやTPゲージを元々持たないクラスが居るため)
*
* ===========================================================================
* メモタグ
* ===========================================================================
*
* 下記のメモタグはスキルコスト・特殊スキルエフェクトの両方に設定できます。
*
* スキルのメモタグ:
* <HP Cost: x>
* スキル使用時に x だけHPを消費させます。
*
* <HP Cost: x%>
* スキル使用時に、キャラクターの最大HPに対して x % を消費させます。
*
* <MP Cost: x>
* スキル使用時に x だけMPを消費させます。
* この際、データベースの制限値である9999を無視することができます。
*
* <MP Cost: x%>
* スキル使用時に、キャラクターの最大MPに対して x % を消費させます。
*
* <TP Cost: x>
* スキル使用時に x だけTPを消費させます。
* この際、データベースの制限値である99を無視することができます。
*
* <TP Cost: x%>
* スキル使用時に、キャラクターの最大TPに対して x % を消費させます。
* デフォルトの最大TPは100ですが、この最大値を変更させる
* プラグインに対してもこのタグは有効です。
*
* <Hide in Battle>
* スキルを無効にし、バトル時に隠すようにします。
*
* <Hide in Field>
* スキルを無効にし、バトルをしていない時に隠すようにします。
*
* <Hide if Learned Skill: x>
* <Hide if Learned Skill: x, x, x>
* <Hide if Learned Skill: x to y>
* スキル x を覚えたらそのスキルを隠し、無効にします。
* 複数のスキルが書かれた場合、書かれたスキルのうち1つでも覚えたら、
* スキルを隠し無効にします。
* これは習得されたスキルにのみ適用され、
* 特性を通して追加されたスキルには適用されません。
*
* ===========================================================================
* ゲージ交換
* ===========================================================================
*
* 全てのプラグインがHP/MP/TPを同様の法則で扱っており、かつ
* デフォルトのゲージ描画処理を上書きしないという前提であれば、
* HP/MP/TPゲージを好きな順番に入れ替えることができます。
* 拡張プラグインを使っている場合でも、同様に入れ替えを行うことができます。
*
* 注:データベースのシステムタブで「バトル画面で TP を表示」を
* 有効にしていない場合、3つ目のスロットには何も表示されません。
*
* 職業のメモタグ:
* <Swap Gauge x: y>
* ゲージ x (1,2,3)を y に変更します。 y の部分を'HP' 'MP' 'TP'
* に変更することで、ゲージスロットにゲージの種類を表示できます。
* スロットに何も表示させたくない場合は、y の部分に
* 'Nothing' か 'Null' と入力してください。
*
* 武器、防具、ステートのメモタグ:
* <Swap Gauge x: y>
* これらのタグを含む装備やステートを持っているアクターや敵については、
* デフォルトセッティングや、クラス/敵のNotetagで設定されたゲージの代わりに、
* カスタムされたゲージを表示できます。
*
* 下記の順序で優先順位付けが行われます:
* 武器>防具>ステート>クラス>敵
*
* ===========================================================================
* ルナティックモード - スキルコスト
* ===========================================================================
*
* スキルコストとエフェクトについて、より高度な操作を行いたい場合、
* それらに適用できるメモタグを以下に記します。
* エフェクトについては、アイテムコントロール向けに拡張することもできます。
*
* <Custom HP Cost>
* code
* code
* </Custom HP Cost>
*
* 例:
* <Custom HP Cost>
* cost += $gameVariables.value(1);
* </Custom HP Cost>
*
* スキルに、コードに基づいたカスタムHPコストを持たせることができます。
* 'cost'はHPコストとHPコスト%によって定義済みの変数です。
*
* <Custom MP Cost>
* code
* code
* </Custom MP Cost>
*
* 例:
* <Custom MP Cost>
* cost += $gameVariables.value(1);
* </Custom MP Cost>
*
* スキルに、コードに基づいたカスタムMPコストを持たせることができます。
* 'cost'はMPコストとMPコスト%によって定義済みの変数です。
*
* <Custom TP Cost>
* code
* code
* </Custom TP Cost>
*
* 例:
* <Custom TP Cost>
* cost += $gameVariables.value(1);
* </Custom TP Cost>
*
* スキルに、コードに基づいたカスタムTPコストを持たせることができます。
* 'cost'はTPコストとTPコスト%によって定義済みの変数です。
*
* ===========================================================================
* ルナティックモード - カスタム有効条件
* ===========================================================================
*
* JavaScriptを使って特定のスキルを、決められた条件で無効にしたい方は
* 以下を使用してください。
*
* スキルのメモタグ:
* <Custom Show Eval>
* if (user.level > 50) {
* visible = true;
* } else {
* visible = false;
* }
* </Custom Show Eval>
*
* 「visible」を「true」に設定している場合、
* 他の条件を満たしていればスキルは有効にされ、表示されます。
* 「visible」を「false」に設定している場合、
* スキルは無効にされ、リストには表示されません。
*
* ===========================================================================
* ルナティックモード - カスタム条件と実行
* ===========================================================================
*
* 以下のメモタグを使ってスキルを制限し、
* 発動時にどのようなコードを実行するかを、入れる事が出来ます。
*
* スキルのメモタグ:
* <Custom Requirement>
* if ($gameParty.gold() > 1000) {
* value = true;
* } else {
* value = false;
* }
* </Custom Requirement>
*
* 「value」を「true」に設定している場合、
* 他の条件を満たしてれば、スキルは有効にされます。
* 「value」を「false」に設定している場合、スキルは無効にされます。
*
* <Custom Execution>
* $gameParty.loseGold(1000);
* </Custom Execution>
*
* スキルを発動した時、メモタグの間に入っているコードを実行します。
*
* ===========================================================================
* ルナティックモード - カスタムコスト表示
* ===========================================================================
*
* スキルのコストの表示の仕方を変える事ができます。
* 実行するかどうかも、指定する事が出来ます。
*
* スキルのメモタグ:
* <Cost Display Eval>
* var variableId = 1;
* var value = 1000;
* $gameVariables.setValue(variableId, value);
* </Cost Display Eval>
*
* このメモタグはスキルを実行する前にEvalを実行します。これを使うと
* スキルコストに表示するテキストの変数をよりカスタマイズ出来ます。
*
* <Custom Cost Display>
* \c[4]\v[1]\c[0] Gold
* </Custom Cost Display>
*
* ここのテキストはスキルのコストの他の部分より前に表示されます。この
* メモタグにより、テキストの中に制御文字を書くことが可能です。
*
* ===========================================================================
* ルナティックモード - スキルフェーズ
* ===========================================================================
*
* スキルに対して、複数のエフェクトがいくつかの段階で適用されます。
* 各段階について以下に記します。
*
* Before Effect Phase (このプラグインにより作用)
* スキルがヒットした場合:
* - Pre-Damage Effect Phase (このプラグインにより作用)
* - Damage Phase
* - Post-Damage Effect Phase (このプラグインにより作用)
* - Item Trait Effects Phase
* After Effect Phase (このプラグインにより作用)
*
* 上記のうち4段階がこのプラグインの影響を受けます。
* そのうち2つは、スキルがヒットするか否かには左右されません。
*
* スキル、アイテムのメモタグ:
* <Before Eval>
* code
* code
* </Before Eval>
*
* <Pre-Damage Eval>
* code
* code
* </Pre-Damage Eval>
*
* <Post-Damage Eval>
* code
* code
* </Post-Damage Eval>
*
* <After Eval>
* code
* code
* </After Eval>
*
* スキルに対してカスタムエフェクトを利用したい場合、
* メモタグをスキル/アイテムのメモ欄に挿入し、タグ間のコードを実行できます。
* このタグ内に、どのような形式であれコメントを挿入してしまうと、
* 後に続くコードは遮断されてしまいます。
*
* ===========================================================================
* Changelog
* ===========================================================================
*
* Version 1.13:
* - 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 1.12:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.11a:
* - Lunatic Mode fail safes added.
* - Documentation fix for the help file. Lunatic Mode tags didn't end right.
* The help file is now updated to show the correct notetags.
*
* Version 1.10b:
* - Fixed a visual bug when using text code font changing for custom skill
* cost display.
* - <Hide if Learned Skill: x> documentation updated.
* - Compatibility update for future plugins.
*
* Version 1.09:
* - The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
* 'value' variable refers to and returns the damage affected by the action.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Fixed a bug that prevented immortal actors at 0 HP from using skills.
*
* Version 1.06a:
* - Added <Hide in Battle> and <Hide in Field> notetags.
* - Added a failsafe to check for undefined skills.
*
* Version 1.05:
* - Added <Hide if Learned Skill: x> notetags.
* - Added <Custom Show Eval> Lunatic Mode notetag.
*
* Version 1.04:
* - Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
* Cost Display Eval, Custom Cost Display.
*
* Version 1.03:
* - Fixed a bug with the Lunatic Mode notetags not working.
*
* Version 1.02:
* - Added 'Window Columns' parameter to let users adjust the number of
* columns used for the skill window.
*
* Version 1.01:
* - Fixed a mathematical error for skill cost padding.
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.00:
* - Finished plugin!
*/
/*:
* @plugindesc v1.13 Skills are now given more functions and the ability
* to require different types of costs.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Cost Padding
* @parent ---General---
* @type number
* @min 0
* @desc If a skill has multiple costs, this is the amount of pixels
* used as padding in between the costs.
* @default 4
*
* @param Command Alignment
* @parent ---General---
* @type combo
* @option left
* @option center
* @option right
* @desc Adjusts the text alignment of the skill type window.
* left center right
* @default center
*
* @param Window Columns
* @parent ---General---
* @type number
* @min 1
* @desc Choose how many columns to use for the skill window.
* Default: 2
* @default 2
*
* @param ---HP Costs---
* @default
*
* @param HP Format
* @parent ---HP Costs---
* @desc Adjusts the way HP cost appears in the skill list window.
* %1 - Cost %2 - HP
* @default %1%2
*
* @param HP Font Size
* @parent ---HP Costs---
* @type number
* @min 1
* @desc Adjusts the font size used to display HP.
* Default: 28
* @default 20
*
* @param HP Text Color
* @parent ---HP Costs---
* @type number
* @min 0
* @max 31
* @desc Adjusts the text color used from the Window skin for HP.
* Default: 21
* @default 18
*
* @param HP Icon
* @parent ---HP Costs---
* @type number
* @min 0
* @desc Choose what icon to use to represent HP costs.
* Use 0 if you wish to not use an icon.
* @default 162
*
* @param ---MP Costs---
* @default
*
* @param MP Format
* @parent ---MP Costs---
* @desc Adjusts the way MP cost appears in the skill list window.
* %1 - Cost %2 - MP
* @default %1%2
*
* @param MP Font Size
* @parent ---MP Costs---
* @type number
* @min 1
* @desc Adjusts the font size used to display MP.
* Default: 28
* @default 20
*
* @param MP Text Color
* @parent ---MP Costs---
* @type number
* @min 0
* @max 31
* @desc Adjusts the text color used from the Window skin for MP.
* Default: 23
* @default 23
*
* @param MP Icon
* @parent ---MP Costs---
* @type number
* @min 0
* @desc Choose what icon to use to represent MP costs.
* Use 0 if you wish to not use an icon.
* @default 165
*
* @param ---TP Costs---
* @default
*
* @param TP Format
* @parent ---TP Costs---
* @desc Adjusts the way TP cost appears in the skill list window.
* %1 - Cost %2 - TP
* @default %1%2
*
* @param TP Font Size
* @parent ---TP Costs---
* @type number
* @min 1
* @desc Adjusts the font size used to display TP.
* Default: 28
* @default 20
*
* @param TP Text Color
* @parent ---TP Costs---
* @type number
* @min 0
* @max 31
* @desc Adjusts the text color used from the Window skin for TP.
* Default: 29
* @default 29
*
* @param TP Icon
* @parent ---TP Costs---
* @type number
* @min 0
* @desc Choose what icon to use to represent TP costs.
* Use 0 if you wish to not use an icon.
* @default 164
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* Skills in RPG's consist of three main components: Costs, Damage, and
* Effects. Although not all components are required for a skill, they
* certainly make up a good chunk of it. Damage will be handled by another
* plugin, but this plugin will provide a core handling for skill costs and
* skill effects.
*
* This plugin also includes the ability for battlers to swap their HP, MP,
* and/or TP gauges for something different if it would fit the character
* better (for example, some classes don't use MP and/or TP).
*
* ============================================================================
* Notetags
* ============================================================================
*
* These notetags can adjust either skill costs or special skill effects.
*
* Skill Notetags:
* <HP Cost: x>
* Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks
* HP cost functions so this would allow skills to use HP as their cost.
*
* <HP Cost: x%>
* Changes the skill to cost a percentage of the character's MaxHP value.
*
* <MP Cost: x>
* Changes the skill to have x as its MP cost.
* This helps bypass the database's hard limit of 9999.
*
* <MP Cost: x%>
* Changes the skill to cost a percentage of the character's MaxMP value.
*
* <TP Cost: x>
* Changes the skill to have x as its TP cost.
* This helps bypass the database's hard limit of 99.
*
* <TP Cost: x%>
* Changes the skill to cost a percentage of the character's MaxTP value.
* Although the default MaxTP is 100, this tag will be useful for any
* plugins that will alter a character's MaxTP values.
*
* <Hide in Battle>
* This will hide and disable the skill during battle.
*
* <Hide in Field>
* This will hide and disable the skill outside of battle.
*
* <Hide if Learned Skill: x>
* <Hide if Learned Skill: x, x, x>
* <Hide if Learned Skill: x to y>
* Will hide and disable this skill if skill x has been learned. If multiple
* skills are listed, the skill will be hidden and disabled if any one of the
* listed skills have been learned. This will ONLY apply to skills that have
* been learned and not skills added through traits.
*
* ============================================================================
* Gauge Swapping
* ============================================================================
*
* This plugin also lets you swap around the HP, MP, and TP Gauges to any order
* you want assuming that all the plugins you use will keep the same order of
* HP, MP, and TP and does not override the default gauge drawing process. If
* you use any plugin extensions, they can be swaped in as well.
*
* Note: If you do not have 'Display TP in Battle' checked under the System tab
* in the database, nothing will be shown for the third slot.
*
* Class Notetag:
* <Swap Gauge x: y>
* This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
* 'TP' to have it display that gauge type in that gauge slot. If you wish
* for that slot to display nothing, insert 'Nothing' or 'Null' in place of
* y in the notetag.
*
* Weapon, Armor, and State Notetags:
* <Swap Gauge x: y>
* Actors with equipment or states that contain these notetags or enemies
* with states that contain these notetags will display those swapped gauges
* in place of the default settings or settings defined by the Class or
* Enemy notetags.
*
* Priority will go in the following order:
* Weapons, Armors, States, Class, Enemy
*
* ============================================================================
* Lunatic Mode - Skill Costs
* ============================================================================
*
* For users who want more control over skill costs and skill effects, there
* exists notetags that allow you to apply code to the costs and/or effects of
* a skill. For effects, this will also extend towards item control, as well.
*
* <Custom HP Cost> Example: <Custom HP Cost>
* code cost += $gameVariables.value(1);
* code </Custom HP Cost>
* </Custom HP Cost>
* This allows the skill to have a custom HP cost based off of code. For the
* piece of code, 'cost' is a variable already predefined with the HP Cost
* and the HP percentage cost.
*
* <Custom MP Cost> Example: <Custom MP Cost>
* code cost += $gameVariables.value(1);
* code </Custom MP Cost>
* </Custom MP Cost>
* This allows the skill to have a custom MP cost based off of code. For the
* piece of code, 'cost' is a variable already predefined with the MP Cost
* and the MP percentage cost.
*
* <Custom TP Cost> Example: <Custom TP Cost>
* code cost += $gameVariables.value(1);
* code </Custom TP Cost>
* </Custom TP Cost>
* This allows the skill to have a custom TP cost based off of code. For the
* piece of code, 'cost' is a variable already predefined with the TP Cost
* and the TP percentage cost.
*
* ============================================================================
* Lunatic Mode - Custom Show Requirements
* ============================================================================
*
* For those who would like to show certain skills and disable them under any
* custom conditions using their JavaScript knowledge, use the following:
*
* Skill Notetag:
* <Custom Show Eval>
* if (user.level > 50) {
* visible = true;
* } else {
* visible = false;
* }
* </Custom Show Eval>
* If the visible is set to true, the skill is shown (not hidden) and enabled
* if all other conditions are met. If visible is set to false, the skill is
* disabled and hidden from the list.
*
* ============================================================================
* Lunatic Mode - Custom Requirements and Execution
* ============================================================================
*
* For those with a bit of JavaScript experience, you can use the following
* notetags to restrict a skill and what kind of code to process when executing
* the said skill.
*
* Skill Notetags:
*
* <Custom Requirement>
* if ($gameParty.gold() > 1000) {
* value = true;
* } else {
* value = false;
* }
* </Custom Requirement>
* If value is set to true, the skill will be useable provided that all other
* requirements have been met. If the value is set to false, the skill won't
* be useable.
*
* <Custom Execution>
* $gameParty.loseGold(1000);
* </Custom Execution>
* This runs the code between the notetags upon using the skill.
*
* ============================================================================
* Lunatic Mode - Custom Cost Display
* ============================================================================
*
* For those with a bit of JavaScript experience, you can add new ways to
* display the skill cost.
*
* Skill Notetags:
*
* <Cost Display Eval>
* var variableId = 1;
* var value = 1000;
* $gameVariables.setValue(variableId, value);
* </Cost Display Eval>
* This notetag runs an eval before displaying the skill's cost. This is so
* you can set up variables and whatnot for your skill cost display text.
*
* <Custom Cost Display>
* \c[4]\v[1]\c[0] Gold
* </Custom Cost Display>
* This is the custom text displayed before the rest of the skill costs. You
* can use text codes with this notetag.
*
* ============================================================================
* Lunatic Mode - The Skill Phases
* ============================================================================
*
* For this skill, multiple effects are applied and at different phases. The
* various phases are as follows:
*
* Before Effect Phase (influenced by this plugin)
* if skill successfully lands:
* - Pre-Damage Effect Phase (influenced by this plugin)
* - Damage Phase
* - Post-Damage Effect Phase (influenced by this plugin)
* - Item Trait Effects Phase
* After Effect Phase (influenced by this plugin)
*
* There's four phases which can be influenced by this plugin. Two of which do
* not matter if the effect successfully lands or not, two of which do matter
* if the skill does land.
*
* Skill and Item Notetags:
* <Before Eval>
* code
* code
* </Before Eval>
*
* <Pre-Damage Eval>
* code
* code
* </Pre-Damage Eval>
*
* <Post-Damage Eval>
* code
* code
* </Post-Damage Eval>
*
* <After Eval>
* code
* code
* </After Eval>
* If you wish to use custom effects for your skill, you can insert the
* respective notetags into the skill (or item) noteboxes and it will run the
* code that appears in between the tags. However, using any form of comments
* in this tag will block out code that follows.
*
* Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
* use of the damage to be dealt and the damage that has been dealt through
* the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
* the 'value' variable and return it to have damage affected by its code.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.13:
* - 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 1.12:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.11a:
* - Lunatic Mode fail safes added.
* - Documentation fix for the help file. Lunatic Mode tags didn't end right.
* The help file is now updated to show the correct notetags.
*
* Version 1.10b:
* - Fixed a visual bug when using text code font changing for custom skill
* cost display.
* - <Hide if Learned Skill: x> documentation updated.
* - Compatibility update for future plugins.
*
* Version 1.09:
* - The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
* 'value' variable refers to and returns the damage affected by the action.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Fixed a bug that prevented immortal actors at 0 HP from using skills.
*
* Version 1.06a:
* - Added <Hide in Battle> and <Hide in Field> notetags.
* - Added a failsafe to check for undefined skills.
*
* Version 1.05:
* - Added <Hide if Learned Skill: x> notetags.
* - Added <Custom Show Eval> Lunatic Mode notetag.
*
* Version 1.04:
* - Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
* Cost Display Eval, Custom Cost Display.
*
* Version 1.03:
* - Fixed a bug with the Lunatic Mode notetags not working.
*
* Version 1.02:
* - Added 'Window Columns' parameter to let users adjust the number of columns
* used for the skill window.
*
* Version 1.01:
* - Fixed a mathematical error for skill cost padding.
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_SkillCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.SCCCostPadding = Number(Yanfly.Parameters['Cost Padding']);
Yanfly.Param.SCCTextAlign = String(Yanfly.Parameters['Command Alignment']);
Yanfly.Param.SCCWindowCol = Number(Yanfly.Parameters['Window Columns']);
Yanfly.Param.SCCTpFormat = String(Yanfly.Parameters['TP Format']);
Yanfly.Param.SCCTpFontSize = Number(Yanfly.Parameters['TP Font Size']);
Yanfly.Param.SCCTpTextColor = Number(Yanfly.Parameters['TP Text Color']);
Yanfly.Icon.Tp = Number(Yanfly.Parameters['TP Icon']);
Yanfly.Param.SCCMpFormat = String(Yanfly.Parameters['MP Format']);
Yanfly.Param.SCCMpFontSize = Number(Yanfly.Parameters['MP Font Size']);
Yanfly.Param.SCCMpTextColor = Number(Yanfly.Parameters['MP Text Color']);
Yanfly.Icon.Mp = Number(Yanfly.Parameters['MP Icon']);
Yanfly.Param.SCCHpFormat = String(Yanfly.Parameters['HP Format']);
Yanfly.Param.SCCHpFontSize = Number(Yanfly.Parameters['HP Font Size']);
Yanfly.Param.SCCHpTextColor = Number(Yanfly.Parameters['HP Text Color']);
Yanfly.Icon.Hp = Number(Yanfly.Parameters['HP Icon']);
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Skill.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Skill.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_SkillCore) {
this.processSkillNotetags($dataSkills);
this.processObjectNotetags($dataSkills);
this.processObjectNotetags($dataItems);
this.processGSCNotetags1($dataClasses);
this.processGSCNotetags1($dataEnemies);
this.processGSCNotetags2($dataWeapons);
this.processGSCNotetags2($dataArmors);
this.processGSCNotetags2($dataStates);
Yanfly._loaded_YEP_SkillCore = true;
}
return true;
};
DataManager.processSkillNotetags = function(group) {
var note1 = /<(?:MP COST):[ ](\d+)>/i;
var note2 = /<(?:MP COST):[ ](\d+)([%])>/i;
var note3 = /<(?:TP COST):[ ](\d+)>/i;
var note4 = /<(?:TP COST):[ ](\d+)([%])>/i;
var note5 = /<(?:HP COST):[ ](\d+)>/i;
var note6 = /<(?:HP COST):[ ](\d+)([%])>/i;
var note7a = /<(?:HIDE IF LEARNED SKILL):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note7b = /<(?:HIDE IF LEARNED SKILL):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
var note8a = /<(?:HIDE IN BATTLE|hide during battle)>/i;
var note8b = /<(?:HIDE IN FIELD|hide during field)>/i;
var noteMpEval1 = /<(?:MP COST EVAL|custom mp cost)>/i;
var noteMpEval2 = /<\/(?:MP COST EVAL|custom mp cost)>/i;
var noteTpEval1 = /<(?:TP COST EVAL|custom tp cost)>/i;
var noteTpEval2 = /<\/(?:TP COST EVAL|custom tp cost)>/i;
var noteHpEval1 = /<(?:HP COST EVAL|custom hp cost)>/i;
var noteHpEval2 = /<\/(?:HP COST EVAL|custom hp cost)>/i;
var noteEvalReq1 = /<(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalReq2 = /<\/(?:EVAL REQUIREMENT|custom requirement)>/i;
var noteEvalExe1 = /<(?:EVAL EXECUTION|custom execution)>/i;
var noteEvalExe2 = /<\/(?:EVAL EXECUTION|custom execution)>/i;
var noteCostEval1 = /<(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostEval2 = /<\/(?:COST DISPLAY EVAL|display cost eval)>/i;
var noteCostText1 = /<(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteCostText2 = /<\/(?:CUSTOM COST DISPLAY|custom display cost)>/i;
var noteShowEval1 = /<(?:CUSTOM SHOW EVAL)>/i;
var noteShowEval2 = /<\/(?:CUSTOM SHOW EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.hpCost = 0;
obj.hpCostPer = 0.0;
obj.mpCostPer = 0.0;
obj.tpCostPer = 0.0;
obj.hideInBattle = false;
obj.hideInField = false;
obj.hideIfLearnedSkill = [];
var evalMode = 'none';
obj.hpCostEval = '';
obj.mpCostEval = '';
obj.tpCostEval = '';
obj.requireEval = '';
obj.executeEval = '';
obj.costdisplayEval = '';
obj.costShowEval = '';
obj.customCostText = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.mpCost = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.mpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note3)) {
obj.tpCost = parseInt(RegExp.$1);
} else if (line.match(note4)) {
obj.tpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note5)) {
obj.hpCost = parseInt(RegExp.$1);
} else if (line.match(note6)) {
obj.hpCostPer = parseFloat(RegExp.$1 * 0.01);
} else if (line.match(note7a)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(array);
} else if (line.match(note7b)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.hideIfLearnedSkill = obj.hideIfLearnedSkill.concat(range);
} else if (line.match(note8a)) {
obj.hideInBattle = true;
} else if (line.match(note8b)) {
obj.hideInField = true;
} else if (line.match(noteMpEval1)) {
evalMode = 'mp';
} else if (line.match(noteMpEval2)) {
evalMode = 'none';
} else if (line.match(noteTpEval1)) {
evalMode = 'tp';
} else if (line.match(noteTpEval2)) {
evalMode = 'none';
} else if (line.match(noteHpEval1)) {
evalMode = 'hp';
} else if (line.match(noteHpEval2)) {
evalMode = 'none';
} else if (line.match(noteEvalReq1)) {
evalMode = 'custom requirement';
} else if (line.match(noteEvalReq2)) {
evalMode = 'none';
} else if (line.match(noteEvalExe1)) {
evalMode = 'custom execute';
} else if (line.match(noteEvalExe2)) {
evalMode = 'none';
} else if (line.match(noteCostEval1)) {
evalMode = 'display cost eval';
} else if (line.match(noteCostEval2)) {
evalMode = 'none';
} else if (line.match(noteCostText1)) {
evalMode = 'custom display cost';
} else if (line.match(noteCostText2)) {
evalMode = 'none';
} else if (line.match(noteShowEval1)) {
evalMode = 'custom show eval';
} else if (line.match(noteShowEval2)) {
evalMode = 'none';
} else if (evalMode === 'mp') {
obj.mpCostEval = obj.mpCostEval + line + '\n';
} else if (evalMode === 'tp') {
obj.tpCostEval = obj.tpCostEval + line + '\n';
} else if (evalMode === 'hp') {
obj.hpCostEval = obj.hpCostEval + line + '\n';
} else if (evalMode === 'custom requirement') {
obj.requireEval = obj.requireEval + line + '\n';
} else if (evalMode === 'custom execute') {
obj.executeEval = obj.executeEval + line + '\n';
} else if (evalMode === 'display cost eval') {
obj.costdisplayEval = obj.costdisplayEval + line + '\n';
} else if (evalMode === 'custom display cost') {
obj.customCostText = obj.customCostText + line;
} else if (evalMode === 'custom show eval') {
obj.costShowEval = obj.costShowEval + line + '\n';
}
}
}
};
DataManager.processObjectNotetags = function(group) {
var note1 = /<(?:BEFORE EVAL)>/i;
var note2 = /<\/(?:BEFORE EVAL)>/i;
var note3 = /<(?:PRE-DAMAGE EVAL)>/i;
var note4 = /<\/(?:PRE-DAMAGE EVAL)>/i;
var note5 = /<(?:POST-DAMAGE EVAL)>/i;
var note6 = /<\/(?:POST-DAMAGE EVAL)>/i;
var note7 = /<(?:AFTER EVAL)>/i;
var note8 = /<\/(?:AFTER EVAL)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
var customMode = 'none';
obj.customBeforeEval = '';
obj.customPreDamageEval = '';
obj.customPostDamageEval = '';
obj.customAfterEval = '';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
customMode = 'before';
} else if (line.match(note2)) {
customMode = 'none';
} else if (line.match(note3)) {
customMode = 'pre-damage';
} else if (line.match(note4)) {
customMode = 'none';
} else if (line.match(note5)) {
customMode = 'post-damage';
} else if (line.match(note6)) {
customMode = 'none';
} else if (line.match(note7)) {
customMode = 'after';
} else if (line.match(note8)) {
customMode = 'none';
} else if (customMode === 'before') {
obj.customBeforeEval = obj.customBeforeEval + line + '\n';
} else if (customMode === 'pre-damage') {
obj.customPreDamageEval = obj.customPreDamageEval + line + '\n';
} else if (customMode === 'post-damage') {
obj.customPostDamageEval = obj.customPostDamageEval + line + '\n';
} else if (customMode === 'after') {
obj.customAfterEval = obj.customAfterEval + line + '\n';
}
}
}
};
DataManager.processGSCNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'HP';
obj.gauge2 = 'MP';
obj.gauge3 = 'TP';
obj.gaugeIcon1 = 0;
obj.gaugeIcon2 = 0;
obj.gaugeIcon3 = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
DataManager.processGSCNotetags2 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gauge1 = 'UNDEFINED';
obj.gauge2 = 'UNDEFINED';
obj.gauge3 = 'UNDEFINED';
obj.gaugeIcon1 = 'UNDEFINED';
obj.gaugeIcon2 = 'UNDEFINED';
obj.gaugeIcon3 = 'UNDEFINED';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:SWAP GAUGE|gauge)[ ](\d+):[ ](.*)>/i)) {
var gauge = parseInt(RegExp.$1);
var text = String(RegExp.$2).toUpperCase();
if (['HP', 'MP', 'TP', 'NOTHING', 'NULL'].contains(text)) {
if (gauge === 1) obj.gauge1 = text;
if (gauge === 2) obj.gauge2 = text;
if (gauge === 3) obj.gauge3 = text;
}
}
}
}
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.Skill.Game_BattlerBase_mSC =
Game_BattlerBase.prototype.meetsSkillConditions;
Game_BattlerBase.prototype.meetsSkillConditions = function(skill) {
if (!Yanfly.Skill.Game_BattlerBase_mSC.call(this, skill)) return false;
if (!skill) return false;
if (!this.noHiddenSkillConditionsMet(skill)) return false;
return this.meetsSkillConditionsEval(skill);
};
Game_BattlerBase.prototype.noHiddenSkillConditionsMet = function(skill) {
if (!skill) return false;
if (this.isEnemy()) return true;
if (skill.hideIfLearnedSkill) {
for (var i = 0; i < skill.hideIfLearnedSkill.length; ++i) {
var skillId = skill.hideIfLearnedSkill[i];
if (this.isLearnedSkill(skillId)) return false;
}
}
if (skill.hideInBattle && $gameParty.inBattle()) return false;
if (skill.hideInField && !$gameParty.inBattle()) return false;
if (!this.meetsCustomShowEval(skill)) return false;
return true;
};
Game_BattlerBase.prototype.meetsCustomShowEval = function(skill) {
if (skill.costShowEval === '') return true;
var visible = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costShowEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM SHOW EVAL ERROR');
}
return visible;
};
Game_BattlerBase.prototype.meetsSkillConditionsEval = function(skill) {
if (skill.requireEval === '') return true;
var value = true;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.requireEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM REQUIRE EVAL ERROR');
}
return value;
};
Game_BattlerBase.prototype.skillHpCost = function(skill) {
var cost = skill.hpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mhp * skill.hpCostPer;
var code = skill.hpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM HP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Game_BattlerBase.prototype.skillMpCost = function(skill) {
var cost = skill.mpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.mmp * skill.mpCostPer;
var code = skill.mpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM MP COST ERROR');
}
return Math.max(0, Math.floor(cost * this.mcr));
};
Game_BattlerBase.prototype.skillTpCost = function(skill) {
var cost = skill.tpCost;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
cost += this.maxTp() * skill.tpCostPer;
var code = skill.tpCostEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL CUSTOM TP COST ERROR');
}
return Math.max(0, Math.floor(cost));
};
Yanfly.Skill.Game_BattlerBase_canPaySkillCost =
Game_BattlerBase.prototype.canPaySkillCost;
Game_BattlerBase.prototype.canPaySkillCost = function(skill) {
if (!this.canPaySkillHpCost(skill)) return false;
return Yanfly.Skill.Game_BattlerBase_canPaySkillCost.call(this, skill);
};
Game_BattlerBase.prototype.canPaySkillHpCost = function(skill) {
var cost = this.skillHpCost(skill);
if (cost <= 0) return true;
return this._hp > cost;
};
Yanfly.Skill.Game_BattlerBase_paySkillCost =
Game_BattlerBase.prototype.paySkillCost
Game_BattlerBase.prototype.paySkillCost = function(skill) {
Yanfly.Skill.Game_BattlerBase_paySkillCost.call(this, skill);
this.paySkillHpCost(skill);
this.paySkillEvalCost(skill);
};
Game_BattlerBase.prototype.paySkillHpCost = function(skill) {
this._hp -= this.skillHpCost(skill);
};
Game_BattlerBase.prototype.paySkillEvalCost = function(skill) {
if (skill.executeEval === '') return;
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.executeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL PAY COST EVAL ERROR');
}
};
Game_BattlerBase.prototype.gauge1 = function() {
return 'HP';
};
Game_BattlerBase.prototype.gauge2 = function() {
return 'MP';
};
Game_BattlerBase.prototype.gauge3 = function() {
return 'TP';
};
Game_BattlerBase.prototype.gaugeIcon1 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon2 = function() {
return 0;
};
Game_BattlerBase.prototype.gaugeIcon3 = function() {
return 0;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.gauge1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge1 === 'UNDEFINED') continue;
return equip.gauge1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.currentClass().gauge1;
};
Game_Actor.prototype.gauge2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge2 === 'UNDEFINED') continue;
return equip.gauge2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.currentClass().gauge2;
};
Game_Actor.prototype.gauge3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gauge3 === 'UNDEFINED') continue;
return equip.gauge3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge3 === 'UNDEFINED') continue;
return state.gauge3;
}
return this.currentClass().gauge3;
};
Game_Actor.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon1 === 'UNDEFINED') continue;
return equip.gaugeIcon1;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.currentClass().gaugeIcon1;
};
Game_Actor.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon2 === 'UNDEFINED') continue;
return equip.gaugeIcon2;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.currentClass().gaugeIcon2;
};
Game_Actor.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.gaugeIcon3 === 'UNDEFINED') continue;
return equip.gaugeIcon3;
}
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.currentClass().gaugeIcon3;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.gauge1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge1;
};
Game_Enemy.prototype.gauge2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge2 === 'UNDEFINED') continue;
return state.gauge2;
}
return this.enemy().gauge2;
};
Game_Enemy.prototype.gauge3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gauge1 === 'UNDEFINED') continue;
return state.gauge1;
}
return this.enemy().gauge3;
};
Game_Enemy.prototype.gaugeIcon1 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon1 === 'UNDEFINED') continue;
return state.gaugeIcon1;
}
return this.enemy().gaugeIcon1;
};
Game_Enemy.prototype.gaugeIcon2 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon2 === 'UNDEFINED') continue;
return state.gaugeIcon2;
}
return this.enemy().gaugeIcon2;
};
Game_Enemy.prototype.gaugeIcon3 = function() {
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.gaugeIcon3 === 'UNDEFINED') continue;
return state.gaugeIcon3;
}
return this.enemy().gaugeIcon3;
};
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_Action
//=============================================================================
Yanfly.Skill.Game_Action_apply = Game_Action.prototype.apply;
Game_Action.prototype.apply = function(target) {
this.applyBeforeEffect(target);
this.applyBeforeEval(target);
Yanfly.Skill.Game_Action_apply.call(this, target);
this.applyAfterEffect(target);
this.applyAfterEval(target);
};
Game_Action.prototype.applyBeforeEffect = function(target) {
};
Game_Action.prototype.applyBeforeEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customBeforeEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'BEFORE EVAL ERROR');
}
};
Game_Action.prototype.applyAfterEffect = function(target) {
};
Game_Action.prototype.applyAfterEval = function(target) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customAfterEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'AFTER EVAL ERROR');
}
};
Yanfly.Skill.Game_Action_executeDamage = Game_Action.prototype.executeDamage;
Game_Action.prototype.executeDamage = function(target, value) {
this.applyPreDamageEffect(target, value);
value = this.applyPreDamageEval(target, value);
Yanfly.Skill.Game_Action_executeDamage.call(this, target, value);
this.applyPostDamageEffect(target, value);
this.applyPostDamageEval(target, value);
};
Game_Action.prototype.applyPreDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPreDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPreDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PRE-DAMAGE EVAL ERROR');
}
return value;
};
Game_Action.prototype.applyPostDamageEffect = function(target, value) {
};
Game_Action.prototype.applyPostDamageEval = function(target, value) {
var item = this.item();
var a = this.subject();
var b = target;
var user = this.subject();
var subject = this.subject();
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.customPostDamageEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'POST-DAMAGE EVAL ERROR');
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.Skill.Window_Base_drawActorHp = Window_Base.prototype.drawActorHp;
Window_Base.prototype.drawActorHp = function(actor, x, y, width) {
if (actor.gauge1() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge1() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorMp = Window_Base.prototype.drawActorMp;
Window_Base.prototype.drawActorMp = function(actor, x, y, width) {
if (actor.gauge2() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge2() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
Yanfly.Skill.Window_Base_drawActorTp = Window_Base.prototype.drawActorTp;
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
if (actor.gauge3() === 'HP') {
Yanfly.Skill.Window_Base_drawActorHp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'MP') {
Yanfly.Skill.Window_Base_drawActorMp.call(this, actor, x, y, width);
} else if (actor.gauge3() === 'TP') {
Yanfly.Skill.Window_Base_drawActorTp.call(this, actor, x, y, width);
}
};
//=============================================================================
// Window_SkillType
//=============================================================================
Window_SkillType.prototype.itemTextAlign = function() {
return Yanfly.Param.SCCTextAlign;
};
//=============================================================================
// Window_SkillList
//=============================================================================
Window_SkillList.prototype.maxCols = function() {
return Yanfly.Param.SCCWindowCol;
};
Yanfly.Skill.Window_SkillList_includes =
Window_SkillList.prototype.includes;
Window_SkillList.prototype.includes = function(item) {
if (this._actor) {
if (!this._actor.noHiddenSkillConditionsMet(item)) return false;
}
return Yanfly.Skill.Window_SkillList_includes.call(this, item);
};
Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, width) {
var dw = width;
dw = this.drawTpCost(skill, wx, wy, dw);
dw = this.drawMpCost(skill, wx, wy, dw);
dw = this.drawHpCost(skill, wx, wy, dw);
dw = this.drawCustomDisplayCost(skill, wx, wy, dw);
dw = this.drawOtherCost(skill, wx, wy, dw);
return dw;
};
Window_SkillList.prototype.drawTpCost = function(skill, wx, wy, dw) {
if (this._actor.skillTpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Tp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Tp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCTpTextColor));
var fmt = Yanfly.Param.SCCTpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillTpCost(skill)),
TextManager.tpA);
this.contents.fontSize = Yanfly.Param.SCCTpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawMpCost = function(skill, wx, wy, dw) {
if (this._actor.skillMpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Mp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Mp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCMpTextColor));
var fmt = Yanfly.Param.SCCMpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillMpCost(skill)),
TextManager.mpA);
this.contents.fontSize = Yanfly.Param.SCCMpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawHpCost = function(skill, wx, wy, dw) {
if (this._actor.skillHpCost(skill) <= 0) return dw;
if (Yanfly.Icon.Hp > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Hp, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.SCCHpTextColor));
var fmt = Yanfly.Param.SCCHpFormat;
var text = fmt.format(Yanfly.Util.toGroup(this._actor.skillHpCost(skill)),
TextManager.hpA);
this.contents.fontSize = Yanfly.Param.SCCHpFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_SkillList.prototype.drawCustomDisplayCost = function(skill, wx, wy, dw) {
this.runDisplayEvalCost(skill);
if (skill.customCostText === '') return dw;
var width = this.textWidthEx(skill.customCostText);
this.resetFontSettings();
this.drawTextEx(skill.customCostText, wx - width + dw, wy);
var returnWidth = dw - width - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.runDisplayEvalCost = function(skill) {
if (skill.costdisplayEval === '') return;
var item = skill;
var a = this._actor;
var user = this._actor;
var subject = this._actor;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.costdisplayEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'SKILL COST DISPLAY EVAL ERROR');
}
};
Window_SkillList.prototype.drawOtherCost = function(skill, wx, wy, dw) {
return dw;
};
//=============================================================================
// 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.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();
}
}
};
//=============================================================================
// End of File
//=============================================================================