slave-thistle/www/js/plugins/YEP_EquipCore.js
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//=============================================================================
// Yanfly Engine Plugins - Equip Core
// YEP_EquipCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_EquipCore = true;
var Yanfly = Yanfly || {};
Yanfly.Equip = Yanfly.Equip || {};
Yanfly.Equip.version = 1.18;
//=============================================================================
/*:
* @plugindesc v1.18 Allows for the equipment system to be more flexible to
* allow for unique equipment slots per class.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Text Align
* @parent ---General---
* @type combo
* @option left
* @option center
* @option right
* @desc How to align the text for the command window.
* left center right
* @default center
*
* @param Finish Command
* @parent ---General---
* @desc The command text used for exiting the equip scene.
* Leave empty to not include this command.
* @default Finish
*
* @param Remove Text
* @parent ---General---
* @desc The text used to display the "Remove" command in the equip
* item list.
* @default Remove
*
* @param Remove Icon
* @parent ---General---
* @type number
* @min 0
* @desc The icon used to display next to the "Remove" command in
* the equip item list.
* @default 16
*
* @param Empty Text
* @parent ---General---
* @desc The text used to display an "Empty" piece of equipment.
* @default <Empty>
*
* @param Empty Icon
* @parent ---General---
* @type number
* @min 0
* @desc The icon used to display next to the "Empty" piece of
* equipment in the equipment list.
* @default 16
*
* @param ---Rules---
* @default
*
* @param Non-Removable Types
* @parent ---Rules---
* @type number
* @min 1
* @max 100
* @desc These types must always have an item equipped and cannot
* be empty. Separate the type ID's by a space.
* @default 1
*
* @param Non-Optimized Types
* @parent ---Rules---
* @type number
* @min 1
* @max 100
* @desc These types will be ignored when the actor optimizes
* equips. Separate the type ID's by a space.
* @default 5
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin alters various aspects regarding equipment handling. The changes
* are as listed:
*
* 1. Scene_Equip
* Scene_Equip has been modified to look differently. This is primarily done to
* make the main menu scenes look uniform and keep everything familiar for
* players. Furthermore, the command window has been adjusted to be better fit
* for extension plugins in the future that may add commands to the command
* window and/or the scene.
*
* 2. Equipment Type Handling
* Characters will no longer have one universal equipment slot setting. Now,
* different classes can use different setups by simply adding a few notetags
* to the class notebox. Furthermore, equipment types in the past with matching
* names would be treated as separate types. Now, equipment types with matching
* names will be treated as the same type.
*
* 3. Equipment Rulings
* Now, certain equipment types can or cannot be removed. For example, this
* plugin can set it so that the Weapon slot must always have something
* equipped and that the player cannot manually leave it empty (the game, on
* the other hand, can achieve this through events). In addition to that,
* optimizing equipment can be restricted for certain equipment types, which
* are better off being decided manually (such as accessories).
*
* 4. Parameter Control
* Equipment parameters can now to be adjusted through notetags to have a large
* value or customized value (through code). This allows for equipment to no
* longer be static items, but instead, equipment can now be dynamic and may
* change over the course of the game.
*
* Note: Item Core Users
* For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* ============================================================================
* Notetags
* ============================================================================
*
* You can use the following notetags to change a class's equipment setup.
*
* Class Notetags:
* <Equip Slot: x> Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
* <Equip Slot: x, x, x>
* Changes this class's equipment slots to x. Using repeating numbers makes
* it so that equipment type is duplicated and that the class can equip
* multiple equipment of that type. To find the Equipment Type ID, go to your
* database's Types tab and look for the ID type.
*
* If you don't like the above method for setting equipment slots, you can
* use the following notetags instead:
*
* <Equip Slot> Example: <Equip Slot>
* string Weapon
* string Armor
* string Accessory
* string Accessory
* </Equip Slot> </Equip Slot>
* Replace 'string' with the Equipment type's name entry. This is case
* sensitive so if the string does not match a name entry perfectly, the slot
* will not be granted to the class. Multiple copies of a name entry would
* mean the class can equip multiple equipment of that type. Everything works
* the same as the previous notetag.
*
* Weapon and Armor Notetags:
* <stat: +x>
* <stat: -x>
* Allows the piece of weapon or armor to gain or lose x amount of stat.
* Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
* "luk" to alter that specific stat. This allows the piece of equipment
* to go past the editor's default limitation so long as the maximum value
* allows for it. Changes made here alter the base parameters.
*
* ============================================================================
* Lunatic Mode - Custom Parameters
* ============================================================================
*
* <Custom Parameters> Example: <Custom Parameters>
* code atk = $gameVariables.value(1);
* code mat = atk / 2;
* code all = $gameParty.members().length;
* code </Custom Parameters>
* </Code Parameters>
* Allows for parameters to have custom rates adjusted by code. The following
* parameters are defined: 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf',
* 'agi', 'luk', and 'all'. The 'all' parameter will affect all parameters.
* Changes made here do not alter the base parameters, but instead, are added
* onto the base parameters.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.18:
* - 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 1.17:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.16:
* - Lunatic Mode fail safes added.
*
* Version 1.15:
* - Optimization update.
*
* Version 1.14:
* - Added an actor refresh upon listing the various equip slots to ensure that
* all slots are updated in case any cache'd instances may have been missed.
*
* Version 1.13:
* - Fixed a bug that caused a crash for those who weren't using the Item Core
* in addition to this plugin.
*
* Version 1.12:
* - Added optional functionality. Leaving 'Finish Command' empty will remove
* it from being added to the command list.
*
* Version 1.11:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.10:
* - Fixed a bug that did not clear changes made to an actor's stats after
* having unequipped them and then switching actors.
*
* Version 1.09:
* - For users using the Item Core plugin and the new Item Scene layout option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab on
* the keyboard will also switch them as well as clicking on those windows.
*
* Version 1.08:
* - Fixed a bug where changing an actor's equips would revive them if dead.
*
* Version 1.07:
* - Fixed a bug with 'Optimize' and 'Remove All' not refreshing windows.
*
* Version 1.06:
* - Fixed a bug with 'Change Equipment' event where it would only change the
* slot of the marked equipment rather than the slot type.
*
* Version 1.05:
* - Fixed an issue where unequipping items can kill actors.
*
* Version 1.04a:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.03:
* - Fixed an bug that resulted in null object errors.
*
* Version 1.02:
* - Fixed an issue that did not keep HP and MP rates the same when using the
* optimize and clear commands.
*
* Version 1.01:
* - Fixed a bug that did not update the stats properly when compared.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
/*:ja
* @plugindesc v1.18 装備のシステムをより柔軟にし、職業毎に独自の装備スロットを作成できます。
* @author Yanfly Engine Plugins
*
* @param ---一般---
* @default
*
* @param Text Align
* @text 文字揃え
* @parent ---一般---
* @type select
* @option 左
* @value left
* @option 中央
* @value center
* @option 右
* @value right
* @desc コマンドウィンドウでのテキスト配置
* 左:left / 中央:center / 右:right
* @default left
*
* @param Finish Command
* @text 完了テキスト
* @parent ---一般---
* @desc 装備シーンを終了するコマンドの表示テキスト
* @default 完了
*
* @param Remove Text
* @text 外すテキスト
* @parent ---一般---
* @desc 装備シーンで"外す"コマンドの表示テキスト
* @default 外す
*
* @param Remove Icon
* @text 外すアイコン
* @parent ---一般---
* @type number
* @desc 装備シーンで"外す"コマンドのアイコン
* @default 16
*
* @param Empty Text
* @text 空テキスト
* @parent ---一般---
* @desc 装備シーンで装備品が空のテキスト
* @default <空き>
*
* @param Empty Icon
* @text 空アイコン
* @parent ---一般---
* @type number
* @desc 装備シーンで装備品が空のアイコン
* @default 16
*
* @param ---ルール---
* @default
*
* @param Non-Removable Types
* @text 必須装備タイプ
* @parent ---ルール---
* @type number
* @max 100
* @desc 常に何か装備する必要がある装備タイプ。複数のタイプIDを指定する場合、スペース区切り。無効にする場合、0
* @default 1
*
* @param Non-Optimized Types
* @text 最強無視装備タイプ
* @parent ---ルール---
* @type number
* @max 100
* @desc 最強装備の機能使用時、無視する装備タイプ。複数のタイプIDを指定する場合、スペース区切り。無効にする場合、0
* @default 5
*
* @help
* 翻訳:ムノクラ
* https://fungamemake.com/
* https://twitter.com/munokura/
*
* ===========================================================================
* 導入
* ===========================================================================
*
* このプラグインでは、装備のハンドリングに関するいくつかの要素を変更します。
* 詳細は下記を参照してください:
*
* 1. Scene_Equip
* Scene_Equipは見た目の変更を行います。
* 主にメインメニューの見た目を統一し、
* プレイヤーにとって親しみやすいものへと変更します。
* 今後リリースされる拡張プラグインに対応できるように、
* コマンドウィンドウについても最適化されています。
*
*
* 2. 装備タイプの扱い
* 職業のメモ欄にメモタグを加えると、職業毎に異なる設定ができます。
* 同じ名前を持った装備タイプは、単独としてバラバラに扱われていました。
* このプラグインでは、同じタイプとして扱うことができます。
*
* 3. 装備ルール
* 特定の装備タイプは外すことができなくなります。
* 例えば'武器は常に何かしら装備していなくてはならない'という設定が可能で、
* プレイヤーは武器を勝手に外すことはできなくなります。
* (イベントを通して解除させることもできます。)
* それに加えて、特定の装備タイプを指定して、最強装備の制限もできます。
* 装飾品のような装備タイプに関しては手動で決定させた方が良いでしょう。
*
* 4. パラメータコントロール
* メモタグを用いることで、装備パラメータに、
* 大きな値やカスタマイズされた値を付与することができます。
* (コードを通して実行されます)
* 装備品は固定の性能を持ったアイテムではなくなり、
* ゲームを通して性能が変動するようなものとなります。
*
* 注: アイテムコアItem Coreを使用してる方々
* アイテムコアのプラグイン、Item Sceneレイアウトオプションを使っている方へ。
* 「Item Info Window」は「Equip Scene」に移動されました。
* 左・右キー、タブキー、それぞれのウィンドウをクリックすると
* パラメータを比べるウィンドウと情報ウィンドウが表示されます。
*
* ===========================================================================
* メモタグ
* ===========================================================================
*
* 職業の装備設定を変更するには、下記のメモタグを用いてください。
*
* 職業のメモタグ:
* <Equip Slot: x>
* <Equip Slot: x, x, x>
*
* 例:
* <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
* 職業の装備スロットを x に変更します。
* 繰り返し同じ番号を使うことにより装備タイプを複製し、
* その職業は同タイプの装備を複数着けることができます。
* タイプIDは、データベースのタイプタブを確認してください。
*
* 上記の方法が気に入らない場合、下記のメモタグを代わりに用いてください。
*
* <Equip Slot>
* string
* string
* string
* string
* </Equip Slot>
*
* 例:
* <Equip Slot>
* Weapon
* Armor
* Accessory
* Accessory
* </Equip Slot>
* 'string'を装備タイプの名前に変えてください。
* 正確な照合のため、名前が完全に合致しない場合、
* スロットは動作しません。
* 複数コピーされた名前は、
* その職業がそのタイプの装備を複数着けることができます。
* 全て、前述のメモタグと同様に動作します。
*
* 武器、防具のメモタグ:
* <stat: +x>
* <stat: -x>
* 武器・防具で能力値を、 x だけ増加・減少させます。
* "stat"の部分を"hp", "mp", "atk", "def", "mat", "mdf", "agi", "luk"
* のような特定のステータスに変更してください。
* この機能は、デフォルトの最大値の上限を無視して使うことができます。
* ここで成された変更は、通常能力値を上書きします。
*
* ===========================================================================
* ルナティックモード - カスタム能力値
* ===========================================================================
*
* <Custom Parameters>
* code
* code
* code
* code
* </Custom Parameters>
*
* 例:
* <Custom Parameters>
* atk = $gameVariables.value(1);
* mat = atk / 2;
* all = $gameParty.members().length;
* </Custom Parameters>
* パラメータに、コードによって適用されたレートを設定することができます。
* 次のパラメータが定義されます:
* 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', and 'all'
* 'all' のパラメータは、全てのパラメータに作用します。
* ここでの変更は通常能力値を上書きしませんが、追加保存されます。
*
* ===========================================================================
* Changelog
* ===========================================================================
*
* Version 1.18:
* - 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 1.17:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.16:
* - Lunatic Mode fail safes added.
*
* Version 1.15:
* - Optimization update.
*
* Version 1.14:
* - Added an actor refresh upon listing the various equip slots to ensure
* that all slots are updated in case any cache'd instances may have been
* missed.
*
* Version 1.13:
* - Fixed a bug that caused a crash for those who weren't using the Item Core
* in addition to this plugin.
*
* Version 1.12:
* - Added optional functionality. Leaving 'Finish Command' empty will remove
* it from being added to the command list.
*
* Version 1.11:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.10:
* - Fixed a bug that did not clear changes made to an actor's stats after
* having unequipped them and then switching actors.
*
* Version 1.09:
* - For users using the Item Core plugin and the new Item Scene layout
* option,
* the Item Info Window is now added to the Equip Scene. Pressing Left/Right
* will toggle the stat comparison window with the info window. Pressing Tab
* on the keyboard will also switch them as well as clicking on those windows.
*
* Version 1.08:
* - Fixed a bug where changing an actor's equips would revive them if dead.
*
* Version 1.07:
* - Fixed a bug with 'Optimize' and 'Remove All' not refreshing windows.
*
* Version 1.06:
* - Fixed a bug with 'Change Equipment' event where it would only change the
* slot of the marked equipment rather than the slot type.
*
* Version 1.05:
* - Fixed an issue where unequipping items can kill actors.
*
* Version 1.04a:
* - Fixed a bug and rewrote the initializing equipment process.
*
* Version 1.03:
* - Fixed an bug that resulted in null object errors.
*
* Version 1.02:
* - Fixed an issue that did not keep HP and MP rates the same when using the
* optimize and clear commands.
*
* Version 1.01:
* - Fixed a bug that did not update the stats properly when compared.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_EquipCore');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.EquipTextAlign = String(Yanfly.Parameters['Text Align']);
Yanfly.Param.EquipFinishCmd = String(Yanfly.Parameters['Finish Command']);
Yanfly.Param.EquipRemoveText = String(Yanfly.Parameters['Remove Text']);
Yanfly.Icon.RemoveEquip = Number(Yanfly.Parameters['Remove Icon']);
Yanfly.Param.EquipEmptyText = String(Yanfly.Parameters['Empty Text']);
Yanfly.Icon.EmptyEquip = Number(Yanfly.Parameters['Empty Icon']);
Yanfly.Data = String(Yanfly.Parameters['Non-Removable Types']);
Yanfly.Data = Yanfly.Data.split(' ');
Yanfly.Param.EquipNonRemove = [];
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonRemove.push(parseInt(Yanfly.Data[Yanfly.i]));
};
Yanfly.Data = String(Yanfly.Parameters['Non-Optimized Types']);
Yanfly.Data = Yanfly.Data.split(' ');
Yanfly.Param.EquipNonOptimized = [];
for (Yanfly.i = 0; Yanfly.i < Yanfly.Data.length; ++Yanfly.i) {
Yanfly.Param.EquipNonOptimized.push(parseInt(Yanfly.Data[Yanfly.i]));
};
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Equip.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Equip.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_EquipCore) {
DataManager.processEquipNotetags1($dataClasses);
DataManager.processEquipNotetags2($dataWeapons);
DataManager.processEquipNotetags2($dataArmors);
Yanfly._loaded_YEP_EquipCore = true;
}
return true;
};
DataManager.processEquipNotetags1 = function(group) {
var note1 = /<(?:EQUIP SLOT|equip slots):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:EQUIP SLOT|equip slots)>/i;
var note3 = /<\/(?:EQUIP SLOT|equip slots)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.equipSlots = [];
var equipSlots = false;
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.equipSlots = obj.equipSlots.concat(array);
} else if (line.match(note2)) {
equipSlots = true;
} else if (line.match(note3)) {
equipSlots = false;
} else if (equipSlots && line.match(/[ ]*(.*)/i)) {
var name = String(RegExp.$1);
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
}
if (obj.equipSlots.length <= 0) this.setDefaultEquipSlots(obj);
}
};
DataManager.setDefaultEquipSlots = function(obj) {
for (var i = 1; i < $dataSystem.equipTypes.length; ++i) {
var name = $dataSystem.equipTypes[i];
var slotId = $dataSystem.equipTypes.indexOf(name);
if (slotId >= 0) obj.equipSlots.push(slotId);
}
};
DataManager.processEquipNotetags2 = function(group) {
var note1 = /<(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note2 = /<\/(?:PARAMETER EVAL|custom parameter|custom parameters)>/i;
var note3 = /<(.*):[ ]([\+\-]\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.parameterEval = '';
var parameterEval = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
parameterEval = true;
} else if (line.match(note2)) {
parameterEval = false;
} else if (parameterEval) {
obj.parameterEval = obj.parameterEval + line + '\n';
} else if (line.match(note3)) {
var stat = String(RegExp.$1).toUpperCase();
var value = parseInt(RegExp.$2);
switch (stat) {
case 'HP':
case 'MAXHP':
case 'MAX HP':
obj.params[0] = value;
break;
case 'MP':
case 'MAXMP':
case 'MAX MP':
case 'SP':
case 'MAXSP':
case 'MAX SP':
obj.params[1] = value;
break;
case 'ATK':
case 'STR':
obj.params[2] = value;
break;
case 'DEF':
obj.params[3] = value;
break;
case 'MAT':
case 'INT' || 'SPI':
obj.params[4] = value;
break;
case 'MDF':
case 'RES':
obj.params[5] = value;
break;
case 'AGI':
case 'SPD':
obj.params[6] = value;
break;
case 'LUK':
obj.params[7] = value;
break;
}
}
}
}
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.initEquips = function(equips) {
var equips = this.convertInitEquips(equips);
this.equipInitEquips(equips);
this.releaseUnequippableItems(true);
this.recoverAll();
this.refresh();
};
Game_Actor.prototype.convertInitEquips = function(equips) {
var items = [];
for (var i = 0; i < equips.length; ++i) {
var equipId = equips[i];
if (equipId <= 0) continue;
var equipType = $dataSystem.equipTypes[i + 1];
if (equipType === $dataSystem.equipTypes[1] ||
(i === 1 && this.isDualWield())) {
var equip = $dataWeapons[equipId];
} else {
var equip = $dataArmors[equipId];
}
items.push(equip);
}
return items;
};
Game_Actor.prototype.equipInitEquips = function(equips) {
var slots = this.equipSlots();
var maxSlots = slots.length;
this._equips = [];
for (var i = 0; i < maxSlots; ++i) {
this._equips[i] = new Game_Item();
}
for (var i = 0; i < maxSlots; ++i) {
var slotType = slots[i];
var equip = this.grabInitEquips(equips, slotType);
if (this.canEquip(equip)) this._equips[i].setObject(equip);
}
};
Game_Actor.prototype.grabInitEquips = function(equips, slotType) {
var item = null;
for (var i = 0; i < equips.length; ++i) {
var equip = equips[i];
if (!equip) continue;
if (slotType === 1 && DataManager.isWeapon(equip)) {
item = equip;
break;
} else if (equip.etypeId === slotType) {
item = equip;
break;
}
}
if (item) equips[i] = null;
return item;
};
Game_Actor.prototype.equipSlots = function() {
var slots = this.currentClass().equipSlots.slice();
if (slots.length >= 2 && this.isDualWield()) slots[1] = 1;
return slots;
};
Yanfly.Equip.Game_Actor_equips = Game_Actor.prototype.equips;
Game_Actor.prototype.equips = function() {
for (var i = 0; i < this.currentClass().equipSlots.length; ++i) {
if (this._equips[i] === undefined || this._equips[i] === null) {
this._equips[i] = new Game_Item();
}
}
return Yanfly.Equip.Game_Actor_equips.call(this);
};
Yanfly.Equip.Game_Actor_changeEquip = Game_Actor.prototype.changeEquip;
Game_Actor.prototype.changeEquip = function(slotId, item) {
if (!this._equips[slotId]) this._equips[slotId] = new Game_Item();
Yanfly.Equip.Game_Actor_changeEquip.call(this, slotId, item);
};
Yanfly.Equip.Game_Actor_forceChangeEquip =
Game_Actor.prototype.forceChangeEquip;
Game_Actor.prototype.forceChangeEquip = function(slotId, item) {
if (!this._equips[slotId]) {
this._equips[slotId] = new Game_Item();
this._equips[slotId].setEquip(this.equipSlots()[slotId] === 1, 0);
}
Yanfly.Equip.Game_Actor_forceChangeEquip.call(this, slotId, item);
};
Yanfly.Equip.Game_Actor_isEquipChangeOk = Game_Actor.prototype.isEquipChangeOk;
Game_Actor.prototype.isEquipChangeOk = function(slotId) {
if ($gameTemp._clearEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
if ($gameTemp._optimizeEquipments) {
var typeId = this.equipSlots()[slotId];
if (Yanfly.Param.EquipNonOptimized.contains(typeId)) return false;
}
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this, slotId);
};
Yanfly.Equip.Game_Actor_paramPlus = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function(paramId) {
value = Yanfly.Equip.Game_Actor_paramPlus.call(this, paramId);
var equips = this.equips();
for (var i = 0; i < equips.length; i++) {
var item = equips[i];
if (!item) continue;
value += this.customParamPlus(item, paramId);
value += this.evalParamPlus(item, paramId);
}
return value;
};
Game_Actor.prototype.customParamPlus = function(item, paramId) {
return 0;
};
Game_Actor.prototype.evalParamPlus = function(item, paramId) {
if (!item) return 0;
if (!item.parameterEval || item.parameterEval === '') return 0;
var value = 0;
var hp = 0;
var maxhp = 0;
var mhp = 0;
var mp = 0;
var maxmp = 0;
var mmp = 0;
var sp = 0;
var maxsp = 0;
var msp = 0;
var atk = 0;
var str = 0;
var def = 0;
var mat = 0;
var int = 0;
var spi = 0;
var mdf = 0;
var res = 0;
var agi = 0;
var spd = 0;
var luk = 0;
var all = 0;
var a = this;
var user = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = item.parameterEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM PARAMETER FORMULA ERROR');
}
switch (paramId) {
case 0:
value += hp + maxhp + mhp;
break;
case 1:
value += mp + maxmp + mmp + sp + maxsp + msp;
break;
case 2:
value += atk + str;
break;
case 3:
value += def;
break;
case 4:
value += mat + int + spi;
break;
case 5:
value += mdf + res;
break;
case 6:
value += agi + spd;
break;
case 7:
value += luk;
break;
}
return value + all;
};
//=============================================================================
// Game_Interpreter
//=============================================================================
// Change Equipment
Game_Interpreter.prototype.command319 = function() {
var actor = $gameActors.actor(this._params[0]);
if (!actor) return true;
var index = actor.equipSlots().indexOf(this._params[1]) + 1;
actor.changeEquipById(index, this._params[2]);
return true;
};
//=============================================================================
// Window_EquipCommand
//=============================================================================
Window_EquipCommand.prototype.windowWidth = function() {
return 240;
};
Window_EquipCommand.prototype.maxCols = function() {
return 1;
};
Window_EquipCommand.prototype.windowHeight = function() {
return this.fittingHeight(this.numVisibleRows());
};
Window_EquipCommand.prototype.numVisibleRows = function() {
return 4;
};
Window_EquipCommand.prototype.itemTextAlign = function() {
return Yanfly.Param.EquipTextAlign;
};
Yanfly.Equip.Window_EquipCommand_makeCommandList =
Window_EquipCommand.prototype.makeCommandList;
Window_EquipCommand.prototype.makeCommandList = function() {
Yanfly.Equip.Window_EquipCommand_makeCommandList.call(this);
this.addCustomCommand();
this.addFinishCommand();
};
Window_EquipCommand.prototype.addCustomCommand = function() {
};
Window_EquipCommand.prototype.addFinishCommand = function() {
if (Yanfly.Param.EquipFinishCmd === '') return;
this.addCommand(Yanfly.Param.EquipFinishCmd, 'cancel');
};
//=============================================================================
// Window_EquipSlot
//=============================================================================
Yanfly.Equip.Window_EquipSlot_setActor = Window_EquipSlot.prototype.setActor;
Window_EquipSlot.prototype.setActor = function(actor) {
this.setSlotNameWidth(actor);
Yanfly.Equip.Window_EquipSlot_setActor.call(this, actor);
};
Window_EquipSlot.prototype.refresh = function() {
if (this._actor) this._actor.refresh();
Window_Selectable.prototype.refresh.call(this);
};
Window_EquipSlot.prototype.isEnabled = function(index) {
if (this._actor) {
return Yanfly.Equip.Game_Actor_isEquipChangeOk.call(this._actor, index);
} else {
return false;
}
};
Window_EquipSlot.prototype.drawItem = function(index) {
if (!this._actor) return;
var rect = this.itemRectForText(index);
this.changeTextColor(this.systemColor());
this.changePaintOpacity(this.isEnabled(index));
var ww1 = this._nameWidth;
this.drawText(this.slotName(index), rect.x, rect.y, ww1);
var ww2 = rect.width - ww1;
var item = this._actor.equips()[index];
if (item) {
this.drawItemName(item, rect.x + ww1, rect.y, ww2);
} else {
this.drawEmptySlot(rect.x + ww1, rect.y, ww2);
}
this.changePaintOpacity(true);
};
Window_EquipSlot.prototype.setSlotNameWidth = function(actor) {
if (!actor) return;
this._nameWidth = 0;
for (var i = 0; i < actor.equipSlots().length; ++i) {
var text = $dataSystem.equipTypes[actor.equipSlots()[i]] + ' ';
this._nameWidth = Math.max(this._nameWidth, this.textWidth(text));
}
};
Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) {
this.changePaintOpacity(false);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
var text = Yanfly.Param.EquipEmptyText;
this.drawText(text, wx + ibw, wy, ww - ibw);
};
Window_EquipSlot.prototype.setInfoWindow = function(infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipSlot.prototype.updateHelp;
Window_EquipSlot.prototype.updateHelp = function() {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_EquipItem
//=============================================================================
Window_EquipItem.prototype.maxCols = function() {
return 1;
};
Yanfly.Equip.Window_EquipItem_setSlotId = Window_EquipItem.prototype.setSlotId;
Window_EquipItem.prototype.setSlotId = function(slotId) {
// do nothing
};
Yanfly.Equip.Window_EquipItem_includes = Window_EquipItem.prototype.includes;
Window_EquipItem.prototype.includes = function(item) {
if (item === null && this._actor && this._data.length > 0) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_includes.call(this, item);
};
Yanfly.Equip.Window_EquipItem_isEnabled =
Window_EquipItem.prototype.isEnabled;
Window_EquipItem.prototype.isEnabled = function(item) {
if (item === null && this._actor) {
var typeId = this._actor.equipSlots()[this._slotId];
if (Yanfly.Param.EquipNonRemove.contains(typeId)) return false;
}
return Yanfly.Equip.Window_EquipItem_isEnabled.call(this, item);
};
Yanfly.Equip.Window_EquipItem_drawItem = Window_EquipItem.prototype.drawItem;
Window_EquipItem.prototype.drawItem = function(index) {
var item = this._data[index];
if (item === null) {
this.drawRemoveEquip(index);
} else {
Yanfly.Equip.Window_EquipItem_drawItem.call(this, index);
}
};
Window_EquipItem.prototype.drawRemoveEquip = function(index) {
if (!this.isEnabled(null)) return;
var rect = this.itemRect(index);
rect.width -= this.textPadding();
this.changePaintOpacity(true);
var ibw = Window_Base._iconWidth + 4;
this.resetTextColor();
this.drawIcon(Yanfly.Icon.RemoveEquip, rect.x + 2, rect.y + 2);
var text = Yanfly.Param.EquipRemoveText;
this.drawText(text, rect.x + ibw, rect.y, rect.width - ibw);
};
Window_EquipItem.prototype.setInfoWindow = function(infoWindow) {
this._infoWindow = infoWindow;
this.update();
};
Yanfly.Equip.Window_ItemList_updateHelp = Window_EquipItem.prototype.updateHelp;
Window_EquipItem.prototype.updateHelp = function() {
Yanfly.Equip.Window_ItemList_updateHelp.call(this);
if (SceneManager._scene instanceof Scene_Equip && this._infoWindow) {
this._infoWindow.setItem(this.item());
}
};
//=============================================================================
// Window_StatCompare
//=============================================================================
function Window_StatCompare() {
this.initialize.apply(this, arguments);
}
Window_StatCompare.prototype = Object.create(Window_Base.prototype);
Window_StatCompare.prototype.constructor = Window_StatCompare;
Window_StatCompare.prototype.initialize = function(wx, wy, ww, wh) {
Window_Base.prototype.initialize.call(this, wx, wy, ww, wh);
this._actor = null;
this._tempActor = null;
this.refresh();
};
Window_StatCompare.prototype.createWidths = function() {
this._paramNameWidth = 0;
this._paramValueWidth = 0;
this._arrowWidth = this.textWidth('\u2192' + ' ');
var buffer = this.textWidth(' ');
for (var i = 0; i < 8; ++i) {
var value1 = this.textWidth(TextManager.param(i));
var value2 = this.textWidth(Yanfly.Util.toGroup(this._actor.paramMax(i)));
this._paramNameWidth = Math.max(value1, this._paramNameWidth);
this._paramValueWidth = Math.max(value2, this._paramValueWidth);
}
this._bonusValueWidth = this._paramValueWidth;
this._bonusValueWidth += this.textWidth('(+)') + buffer;
this._paramNameWidth += buffer;
this._paramValueWidth;
if (this._paramNameWidth + this._paramValueWidth * 2 + this._arrowWidth +
this._bonusValueWidth > this.contents.width) this._bonusValueWidth = 0;
};
Window_StatCompare.prototype.setActor = function(actor) {
if (this._actor === actor) return;
this._actor = actor;
this.createWidths();
this.refresh();
};
Window_StatCompare.prototype.refresh = function() {
this.contents.clear();
if (!this._actor) return;
for (var i = 0; i < 8; ++i) {
this.drawItem(0, this.lineHeight() * i, i);
}
};
Window_StatCompare.prototype.setTempActor = function(tempActor) {
if (this._tempActor === tempActor) return;
this._tempActor = tempActor;
this.refresh();
};
Window_StatCompare.prototype.drawItem = function(x, y, paramId) {
this.drawDarkRect(x, y, this.contents.width, this.lineHeight());
this.drawParamName(y, paramId);
this.drawCurrentParam(y, paramId);
this.drawRightArrow(y);
if (!this._tempActor) return;
this.drawNewParam(y, paramId);
this.drawParamDifference(y, paramId);
};
Window_StatCompare.prototype.drawDarkRect = function(dx, dy, dw, dh) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
this.changePaintOpacity(true);
};
Window_StatCompare.prototype.drawParamName = function(y, paramId) {
var x = this.textPadding();
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(paramId), x, y, this._paramNameWidth);
};
Window_StatCompare.prototype.drawCurrentParam = function(y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth * 2 + this._arrowWidth + this._bonusValueWidth;
this.resetTextColor();
var actorparam = Yanfly.Util.toGroup(this._actor.param(paramId));
this.drawText(actorparam, x, y, this._paramValueWidth, 'right');
};
Window_StatCompare.prototype.drawRightArrow = function(y) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._arrowWidth + this._bonusValueWidth;
var dw = this.textWidth('\u2192' + ' ');
this.changeTextColor(this.systemColor());
this.drawText('\u2192', x, y, dw, 'center');
};
Window_StatCompare.prototype.drawNewParam = function(y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._paramValueWidth + this._bonusValueWidth;
var newValue = this._tempActor.param(paramId);
var diffvalue = newValue - this._actor.param(paramId);
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
this.drawText(actorparam, x, y, this._paramValueWidth, 'right');
};
Window_StatCompare.prototype.drawParamDifference = function(y, paramId) {
var x = this.contents.width - this.textPadding();
x -= this._bonusValueWidth;
var newValue = this._tempActor.param(paramId);
var diffvalue = newValue - this._actor.param(paramId);
if (diffvalue === 0) return;
var actorparam = Yanfly.Util.toGroup(newValue);
this.changeTextColor(this.paramchangeTextColor(diffvalue));
var text = Yanfly.Util.toGroup(diffvalue);
if (diffvalue > 0) {
text = ' (+' + text + ')';
} else {
text = ' (' + text + ')';
}
this.drawText(text, x, y, this._bonusValueWidth, 'left');
};
//=============================================================================
// Scene_Equip
//=============================================================================
Scene_Equip.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createHelpWindow();
this.createCommandWindow();
this.createStatusWindow();
this.createSlotWindow();
this.createItemWindow();
this.createCompareWindow();
this._lowerRightVisibility = true;
this.updateLowerRightWindows();
this.refreshActor();
};
Scene_Equip.prototype.createCommandWindow = function() {
var wy = this._helpWindow.height;
this._commandWindow = new Window_EquipCommand(0, wy, 240);
this._commandWindow.setHelpWindow(this._helpWindow);
this._commandWindow.setHandler('equip', this.commandEquip.bind(this));
this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this));
this._commandWindow.setHandler('clear', this.commandClear.bind(this));
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
this._commandWindow.setHandler('pagedown', this.nextActor.bind(this));
this._commandWindow.setHandler('pageup', this.previousActor.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Equip.prototype.createStatusWindow = function() {
var wx = this._commandWindow.width;
var wy = this._helpWindow.height;
var ww = Graphics.boxWidth - wx;
var wh = this._commandWindow.height;
this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh);
this.addWindow(this._statusWindow);
};
Scene_Equip.prototype.createSlotWindow = function() {
var wy = this._commandWindow.y + this._commandWindow.height;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._slotWindow = new Window_EquipSlot(0, wy, ww, wh);
this._slotWindow.setHelpWindow(this._helpWindow);
this._slotWindow.setHandler('ok', this.onSlotOk.bind(this));
this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this));
this.addWindow(this._slotWindow);
};
Scene_Equip.prototype.createItemWindow = function() {
var wy = this._slotWindow.y;
var ww = Graphics.boxWidth / 2;
var wh = Graphics.boxHeight - wy;
this._itemWindow = new Window_EquipItem(0, wy, ww, wh);
this._itemWindow.setHelpWindow(this._helpWindow);
this._itemWindow.setHandler('ok', this.onItemOk.bind(this));
this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this));
this._slotWindow.setItemWindow(this._itemWindow);
this.addWindow(this._itemWindow);
this._itemWindow.hide();
};
Scene_Equip.prototype.createCompareWindow = function() {
this._lowerRightWindows = [];
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = Graphics.boxHeight - wy;
this._compareWindow = new Window_StatCompare(wx, wy, ww, wh);
this._slotWindow.setStatusWindow(this._compareWindow);
this._itemWindow.setStatusWindow(this._compareWindow);
this.addWindow(this._compareWindow);
this._lowerRightWindows.push(this._compareWindow);
if (Imported.YEP_ItemCore && eval(Yanfly.Param.ItemSceneItem)) {
this.createItemInfoWindow();
}
};
Scene_Equip.prototype.createItemInfoWindow = function() {
var wx = this._itemWindow.width;
var wy = this._itemWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = this._itemWindow.height;
this._infoWindow = new Window_ItemInfo(wx, wy, ww, wh);
this._slotWindow.setInfoWindow(this._infoWindow);
this._itemWindow.setInfoWindow(this._infoWindow);
this.addWindow(this._infoWindow);
this._lowerRightWindows.push(this._infoWindow);
};
Yanfly.Equip.Scene_Equip_refreshActor = Scene_Equip.prototype.refreshActor;
Scene_Equip.prototype.refreshActor = function() {
Yanfly.Equip.Scene_Equip_refreshActor.call(this);
this._compareWindow.setActor(this.actor());
};
Yanfly.Equip.Scene_Equip_commandOptimize =
Scene_Equip.prototype.commandOptimize;
Scene_Equip.prototype.commandOptimize = function() {
$gameTemp._optimizeEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandOptimize.call(this);
$gameTemp._optimizeEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
// ここでコモンイベント106を予約
$gameTemp.reserveCommonEvent(106);
};
Yanfly.Equip.Scene_Equip_commandClear = Scene_Equip.prototype.commandClear;
Scene_Equip.prototype.commandClear = function() {
$gameTemp._clearEquipments = true;
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_commandClear.call(this);
$gameTemp._clearEquipments = false;
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._compareWindow.refresh();
this._statusWindow.refresh();
this.refreshActor();
// ここでコモンイベント106を予約
$gameTemp.reserveCommonEvent(106);
};
Yanfly.Equip.Scene_Equip_onSlotOk = Scene_Equip.prototype.onSlotOk;
Scene_Equip.prototype.onSlotOk = function() {
this._itemWindow._slotId = -1;
var slotId = this._slotWindow.index();
Yanfly.Equip.Window_EquipItem_setSlotId.call(this._itemWindow, slotId);
Yanfly.Equip.Scene_Equip_onSlotOk.call(this);
this._itemWindow.show();
};
Yanfly.Equip.Scene_Equip_onSlotCancel = Scene_Equip.prototype.onSlotCancel;
Scene_Equip.prototype.onSlotCancel = function() {
Yanfly.Equip.Scene_Equip_onSlotCancel.call(this);
if (this._infoWindow) this._infoWindow.setItem(null);
this._compareWindow.setTempActor(null);
};
Yanfly.Equip.Scene_Equip_onItemOk = Scene_Equip.prototype.onItemOk;
Scene_Equip.prototype.onItemOk = function() {
var hpRate = this.actor().hp / Math.max(1, this.actor().mhp);
var mpRate = this.actor().mp / Math.max(1, this.actor().mmp);
Yanfly.Equip.Scene_Equip_onItemOk.call(this);
var max = this.actor().isDead() ? 0 : 1;
var hpAmount = Math.max(max, parseInt(this.actor().mhp * hpRate));
this.actor().setHp(hpAmount);
this.actor().setMp(parseInt(this.actor().mmp * mpRate));
this._itemWindow.hide();
this._statusWindow.refresh();
};
Yanfly.Equip.Scene_Equip_onItemCancel = Scene_Equip.prototype.onItemCancel;
Scene_Equip.prototype.onItemCancel = function() {
Yanfly.Equip.Scene_Equip_onItemCancel.call(this);
this._compareWindow.setTempActor(null);
this._itemWindow.hide();
};
Scene_Equip.prototype.update = function() {
Scene_MenuBase.prototype.update.call(this);
if (this.isActive()) this.updateLowerRightWindowTriggers();
};
Scene_Equip.prototype.updateLowerRightWindowTriggers = function() {
if (!this._lowerRightVisibility) return;
if (Input.isRepeated('right')) {
this.shiftLowerRightWindows();
} else if (Input.isRepeated('left')) {
this.unshiftLowerRightWindows();
} else if (Input.isRepeated('tab')) {
this.shiftLowerRightWindows();
} else if (this.isLowerWindowTouched()) {
this.shiftLowerRightWindows();
}
};
Scene_Equip.prototype.isLowerWindowTouched = function() {
if (!TouchInput.isTriggered()) return false;
var x = TouchInput.x;
var y = TouchInput.y;
var rect = new Rectangle();
rect.x = this._compareWindow.x;
rect.y = this._compareWindow.y;
rect.width = this._compareWindow.x + this._compareWindow.width;
rect.height = this._compareWindow.y + this._compareWindow.height;
return (x >= rect.x && y >= rect.y && x < rect.width && y < rect.height);
};
Scene_Equip.prototype.updateLowerRightWindows = function() {
var length = this._lowerRightWindows.length;
for (var i = 0; i < length; ++i) {
var win = this._lowerRightWindows[i];
win.visible = false;
}
this._lowerRightWindows[0].visible = this._lowerRightVisibility;
};
Scene_Equip.prototype.shiftLowerRightWindows = function() {
var win = this._lowerRightWindows.shift();
this._lowerRightWindows.push(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.unshiftLowerRightWindows = function() {
var win = this._lowerRightWindows.pop();
this._lowerRightWindows.unshift(win);
this.updateLowerRightWindows();
this.playLowerRightWindowSound();
};
Scene_Equip.prototype.playLowerRightWindowSound = function() {
if (this._lowerRightWindows.length <= 1) return;
SoundManager.playCursor();
};
Yanfly.Equip.Scene_Equip_onActorChange = Scene_Equip.prototype.onActorChange;
Scene_Equip.prototype.onActorChange = function() {
Yanfly.Equip.Scene_Equip_onActorChange.call(this);
this._compareWindow.setTempActor(null);
if (this._infoWindow) this._infoWindow.setItem(null);
};
//=============================================================================
// 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
//=============================================================================
//=============================================================================
// 装備最適化Optimizeに <Custom Parameters> の補正を反映させる
//=============================================================================
Game_Actor.prototype.bestEquipItem = function(slotId) {
const etypeId = this.equipSlots()[slotId];
const items = $gameParty.equipItems().filter(item =>
item && item.etypeId === etypeId && this.canEquip(item)
);
let bestItem = null;
let bestPerformance = -Infinity;
for (const item of items) {
let performance = 0;
for (let paramId = 0; paramId < 8; paramId++) {
const base = item.params[paramId] || 0;
const trait = this.evalTraitParamBonus(item, paramId);
const custom = this.evalCustomParameterPlus(item, paramId);
performance += base + trait + custom;
}
if (performance > bestPerformance) {
bestPerformance = performance;
bestItem = item;
}
}
return bestItem;
};
Game_Actor.prototype.evalTraitParamBonus = function(item, paramId) {
if (!item || !item.traits) return 0;
// パラメータの基礎値を取得(装備前)
const base = this.paramBase(paramId);
// 評価係数(重み)を設定
let weight = 1;
if (paramId === 0) weight = 0.1; // 最大HPは1/10で評価
if (paramId === 1) weight = 0.5; // 最大MPは1/2で評価
// 特徴欄から paramId に対応する能力値補正を収集
const bonuses = item.traits
.filter(t => t.code === 21 && t.dataId === paramId)
.map(t => (t.value - 1) * base * weight); // 評価重み付き加算
return bonuses.reduce((a, b) => a + b, 0);
};
Game_Actor.prototype.evalCustomParameterPlus = function(item, paramId) {
if (!item || !item.parameterEval) return 0;
// 利用可能な変数
const a = this;
const user = this;
const s = $gameSwitches._data;
const v = $gameVariables._data;
// 各種変数初期化
let hp = 0, maxhp = 0, mhp = 0;
let mp = 0, maxmp = 0, mmp = 0;
let sp = 0, maxsp = 0, msp = 0;
let atk = 0, str = 0;
let def = 0;
let mat = 0, int = 0, spi = 0;
let mdf = 0, res = 0;
let agi = 0, spd = 0;
let luk = 0;
let all = 0;
try {
eval(item.parameterEval);
} catch (e) {
console.error('CUSTOM PARAMETER FORMULA ERROR:', e, item);
}
// 評価係数
let weight = 1;
if (paramId === 0) weight = 0.1; // HPは1/10
if (paramId === 1) weight = 0.5; // MPは1/2
let value = 0;
switch (paramId) {
case 0:
value = hp + maxhp + mhp;
break;
case 1:
value = mp + maxmp + mmp + sp + maxsp + msp;
break;
case 2:
value = atk + str;
break;
case 3:
value = def;
break;
case 4:
value = mat + int + spi;
break;
case 5:
value = mdf + res;
break;
case 6:
value = agi + spd;
break;
case 7:
value = luk;
break;
default:
value = 0;
}
return (value + all) * weight;
};