//============================================================================= // 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; //============================================================================= /*: * @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: * * 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. * * * Changes the skill to cost a percentage of the character's MaxHP value. * * * Changes the skill to have x as its MP cost. * This helps bypass the database's hard limit of 9999. * * * Changes the skill to cost a percentage of the character's MaxMP value. * * * Changes the skill to have x as its TP cost. * This helps bypass the database's hard limit of 99. * * * 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. * * * This will hide and disable the skill during battle. * * * This will hide and disable the skill outside of battle. * * * * * 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: * * 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: * * 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. * * Example: * code cost += $gameVariables.value(1); * code * * 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. * * Example: * code cost += $gameVariables.value(1); * code * * 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. * * Example: * code cost += $gameVariables.value(1); * code * * This allows the skill to have a custom TP cost based off of code. For the * piece of code, 'cost' is a variable already predefined with the TP Cost * and the TP percentage cost. * * ============================================================================ * Lunatic Mode - Custom Show Requirements * ============================================================================ * * For those who would like to show certain skills and disable them under any * custom conditions using their JavaScript knowledge, use the following: * * Skill Notetag: * * if (user.level > 50) { * visible = true; * } else { * visible = false; * } * * If the visible is set to true, the skill is shown (not hidden) and enabled * if all other conditions are met. If visible is set to false, the skill is * disabled and hidden from the list. * * ============================================================================ * Lunatic Mode - Custom Requirements and Execution * ============================================================================ * * For those with a bit of JavaScript experience, you can use the following * notetags to restrict a skill and what kind of code to process when executing * the said skill. * * Skill Notetags: * * * if ($gameParty.gold() > 1000) { * value = true; * } else { * value = false; * } * * 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. * * * $gameParty.loseGold(1000); * * 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: * * * var variableId = 1; * var value = 1000; * $gameVariables.setValue(variableId, value); * * 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. * * * \c[4]\v[1]\c[0] Gold * * 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: * * code * code * * * * code * code * * * * code * code * * * * code * code * * 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 and are able to make * use of the damage to be dealt and the damage that has been dealt through * the 'value' variable. The 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. * - documentation updated. * - Compatibility update for future plugins. * * Version 1.09: * - The 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 and notetags. * - Added a failsafe to check for undefined skills. * * Version 1.05: * - Added notetags. * - Added 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 //=============================================================================