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//=============================================================================
// Yanfly Engine Plugins - Job Points
// YEP_JobPoints.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_JobPoints = true;
var Yanfly = Yanfly || {};
Yanfly.JP = Yanfly.JP || {};
Yanfly.JP.version = 1.09;
//=============================================================================
/*:
* @plugindesc v1.09 这个插件本身并没有多大作用但它可以让参与者获得用于其他插件的JP工作点数
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param JP Text
* @parent ---General---
* @desc 这会改变你希望JP出现在游戏中的方式。
* @default JP
*
* @param JP Icon
* @parent ---General---
* @type number
* @min 0
* @desc 这是用于JP的图标。如果不想使用图标请使用0。
* @default 188
*
* @param Max JP
* @parent ---General---
* @type number
* @min 0
* @desc 这是职业能拥有的最大JP。如果希望没有限制请使用0。
* @default 0
*
* @param JP Per Action
* @parent ---General---
* @desc 战斗中增加的JP值
* @default 10 + Math.randomInt(10)
*
* @param JP Per Level
* @parent ---General---
* @desc 这是演员每升一级获得的JP值。
* @default 100 + Math.randomInt(100)
*
* @param JP Per Enemy
* @parent ---General---
* @desc 这是每个被击败的敌人获得的JP值。
* @default 50 + Math.randomInt(10)
*
* @param Show Results
* @parent ---General---
* @type boolean
* @on Show
* @off Hide
* @desc 获胜后是否显示JP金额
* NO - false YES - true
* @default true
*
* @param JP Gained in Battle
* @parent ---General---
* @desc 整战斗后获得的JP文本的显示方式。
* %1 - Actor %2 Value %3 JP
* @default %1 gains %2%3!
*
* @param Alive Actors
* @parent ---General---
* @type boolean
* @on Alive Requirement
* @off No Requirement
* @desc 主角们必须活着才能从敌人那里获得JP。
* NO - false YES - true
* @default true
*
* @param ---Menu---
* @default
*
* @param Show In Menu
* @parent ---Menu---
* @type boolean
* @on Show
* @off Hide
* @desc 在主菜单中显示JP
* NO - false YES - true
* @default true
*
* @param Menu Format
* @parent ---Menu---
* @desc 菜单中JP文本格式的显示方式。
* %1 - Value %2 - Amount %3 - Icon
* @default %1\c[4]%2\c[0]%3
*
* @param ---Victory Aftermath---
* @default
*
* @param Enable Aftermath
* @parent ---Victory Aftermath---
* @type boolean
* @on Enable
* @off Disable
* @desc 是否开启胜利JP窗口
* NO - false YES - true
* @default true
*
* @param Aftermath Text
* @parent ---Victory Aftermath---
* @desc 用于描述JP收入的文本。
* @default JP Earned
*
* @param Aftermath Format
* @parent ---Victory Aftermath---
* @desc 如何去描述收入文本的内容
* %1 - Value %2 - Amount %3 - Icon
* @default +%1\c[4]%2\c[0]%3
*
* @param Aftermath JP Earned
* @parent ---Victory Aftermath---
* @desc 描述每个演员能挣多少JP。
* @default JP Earned in Battle
*
* @help
*
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.01
*
*
*
* 魔改内容: v1.01 拓展角色可使用 备注的方式来定义JP公式
* 魔改内容: v1.00 将JP的概念提升到每个角色级,而并不是原本的职业级,因此涉及到角色职业级的功能将自动向上安排,谨记!
*
*
*
* 可以使用脚本 Zzy.CYJP.GetJP(actorId) 返回值为指定角色的JP值,actorId是角色的ID值
* 可以使用脚本 Zzy.CYJP.SetJP(actorId,value) 设置一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
* 可以使用脚本 Zzy.CYJP.GainJP(actorId,value) 增加一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
* 可以使用脚本 Zzy.CYJP.LoseJP(actorId,value) 减少一个角色的JP点,为指定值,actorId是角色ID值,value是一个固定的数值
*
*
*
*
*
*
* ============================================================================
* 介绍
* ============================================================================
*
* 这个插件本身不会改变任何主要的游戏功能,但是如果你决定在游戏中加入工作点数,它会与其他插件一起使用这个插件的功能。
*
* 当获得工作分数时,会将其分配给演员当前的班级。如果参与者要切换类,那么作业点将更改为该类的作业点,直到恢复。
*
* ============================================================================
* 胜利后的兼容性
* ============================================================================
*
* 如果你安装了YEP_VictoryAffairs插件并希望使用JP windows请在插件管理器中将该插件放置在YEP_VictoryAffairs之下。
*
* 之后如果您希望定义JP窗口在某个时间点出现的时间而不是插件自动执行该操作请在希望JP窗口出现的Victory Founder内的“Victory Order”参数中插入“JP”。
*
* ============================================================================
* Notetags
* ============================================================================
*
* 以下是一些与工作点相关的标签。
*
* Actor Notetags
*
* <ZzyJP Per Level: x> 升级将会获取到多少JP,其中x可以是一个公式
* --魔改-- 拓展功能
*
*
*
*
* <Starting JP: x>
* 对于参与者的初始类将参与者的起始JP值设置为x。
*
* <Class x Starting JP: y>
* 将类x的演员起始JP值设置为y。
*
* <JP Rate: x%>
*这改变了JP上涨x%的速度。默认情况下所有对象的默认比率均为100%。将这一比例提高到200%将使获得的JP增加两倍而50%将使获得的JP减半。
*
* Skill and Item Notetags
* <JP Gain: x>
* 这使得使用此技能或物品的演员将获得x数量的JP而不是参数中的默认JP。
*
* <Target JP Gain: x>
* 这使得受此技能或物品影响的目标演员获得x点JP。
*
* Class, Weapon, Armor, and State Notetag
* <JP Rate: x%>
*这改变了日元上涨x%的速度。默认情况下所有对象的默认比率均为100%。将这一比例提高到200%将使获得的日元增加两倍而50%将使获得的日元减半。
*
* Enemy Notetag
* <JP: x>
* 当敌人被击败时在场的党员每人将获得x日元。
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* 对于那些想知道如何手动为演员提供、删除或设置JP的人可以使用lowing Plugin Commands.
*
* Plugin Commands:
*
* gainJp actorId jp
* gainJp actorId jp classId
* 将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”请将其替换为您希望更改的参与者类的ID。此命令将使演员获得JP。
*
* loseJp actorId jp
* loseJp actorId jp classId
*将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”请将其替换为您希望更改的参与者类的ID。此命令将导致演员失去JP。
*
* setJp actorId jp
* setJp actorId jp classId
*将“actorId”替换为您希望更改其JP的演员的ID。将“jp”替换为您希望更改的jp金额。如果您使用的是“classId”请将其替换为您希望更改的参与者类的ID。此命令将演员的JP设置为特定值。
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.09:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.08:
* - Lunatic Mode fail safes added.
*
* Version 1.07:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.06:
* - Added 'Alive Actors' plugin parameter to prevent dead actors from gaining
* JP from enemies. Any JP that currently dead actors earned in battle from
* actions will still be 'earned' at the end of battle.
*
* Version 1.05:
* - Updated compatibility for Subclasses gaining JP.
*
* Version 1.04a:
* - Added failsafes to prevent JP from turning into NaN midbattle.
* - Added failsafes to prevent no-target scopes from crashing the game.
*
* Version 1.03:
* - Added 'Show Results' parameter to show/hide JP earned after battle for
* those who aren't using the Victory Aftermath plugin.
*
* Version 1.02:
* - Fixed a bug that would gain JP for changing classes of a higher level.
*
* Version 1.01:
* - Added failsafes to prevent JP from turning into NaN.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_JobPoints');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.Jp = String(Yanfly.Parameters['JP Text']);
Yanfly.Icon.Jp = Number(Yanfly.Parameters['JP Icon']);
Yanfly.Param.JpMax = Number(Yanfly.Parameters['Max JP']);
Yanfly.Param.JpPerAction = String(Yanfly.Parameters['JP Per Action']);
Yanfly.Param.JpPerEnemy = String(Yanfly.Parameters['JP Per Enemy']);
Yanfly.Param.JpShowResults = eval(String(Yanfly.Parameters['Show Results']));
Yanfly.Param.JpTextFormat = String(Yanfly.Parameters['JP Gained in Battle']);
Yanfly.Param.JpAliveActors = eval(String(Yanfly.Parameters['Alive Actors']));
Yanfly.Param.JpShowMenu = String(Yanfly.Parameters['Show In Menu']);
Yanfly.Param.JpShowMenu = eval(Yanfly.Param.JpShowMenu);
Yanfly.Param.JpMenuFormat = String(Yanfly.Parameters['Menu Format']);
Yanfly.Param.JpPerLevel = String(Yanfly.Parameters['JP Per Level']);
Yanfly.Param.JpEnableAftermath = String(Yanfly.Parameters['Enable Aftermath']);
Yanfly.Param.JpAftermathText = String(Yanfly.Parameters['Aftermath Text']);
Yanfly.Param.JpAftermathFmt = String(Yanfly.Parameters['Aftermath Format']);
Yanfly.Param.JpAftermathEarn = String(Yanfly.Parameters['Aftermath JP Earned']);
//=============================================================================
// DataManager
//=============================================================================
var Zzy = Zzy || {};
Zzy.CYJP = Zzy.CYJP || {};
Yanfly.JP.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.JP.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_JobPoints) {
this.processJPNotetags1($dataActors);
this.processJPNotetags2($dataSkills);
this.processJPNotetags2($dataItems);
this.processJPNotetags3($dataEnemies);
this.processJPNotetags4($dataClasses);
this.processJPNotetags4($dataWeapons);
this.processJPNotetags4($dataArmors);
this.processJPNotetags4($dataStates);
Yanfly._loaded_YEP_JobPoints = true;
}
return true;
};
DataManager.processJPNotetags1 = function(group) {
var note1 = /<(?:STARTING JP):[ ](\d+)>/i;
var note2 = /<(?:CLASS)[ ](\d+)[ ](?:STARTING JP):[ ](\d+)>/i;
var note3 = /<(?:JP RATE):[ ](\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.startingJp = {};
obj.jpRate = 1.0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.startingJp[obj.classId] = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.startingJp[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
}
else if (line.match(note3))
{
obj.jpRate = parseFloat(RegExp.$1 * 0.01);
}//---魔改--- v1.01 拓展ZzyJP Per Level: x
else if(line.match(/<ZZYJP PER LEVEL:[ ](.*)>/i))
{
obj.ZzyJpLv = String(RegExp.$1);
}
}
}
};
DataManager.processJPNotetags2 = function(group) {
var note1 = /<(?:GAIN JP|JP GAIN):[ ](\d+)>/i;
var note2 = /<(?:TARGET GAIN JP|TARGET JP GAIN):[ ](\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.gainJp = Yanfly.Param.JpPerAction;
obj.targetGainJp = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.gainJp = parseInt(RegExp.$1);
} else if (line.match(note2)) {
obj.targetGainJp = parseInt(RegExp.$1);
}
}
}
};
DataManager.processJPNotetags3 = function(group) {
var note1 = /<(?:JP):[ ](\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.jp = Yanfly.Param.JpPerEnemy;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.jp = parseInt(RegExp.$1);
}
}
}
};
DataManager.processJPNotetags4 = function(group) {
var note1 = /<(?:JP RATE):[ ](\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.jpRate = 1.0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.jpRate = parseFloat(RegExp.$1 * 0.01);
}
}
}
};
//=============================================================================
// BattleManager
//=============================================================================
Yanfly.JP.BattleManager_makeRewards = BattleManager.makeRewards;
BattleManager.makeRewards = function() {
Yanfly.JP.BattleManager_makeRewards.call(this);
this._rewards.jp = $gameTroop.jpTotal();
this.gainJp();
};
BattleManager.gainJp = function() {
var jp = $gameTroop.jpTotal();
$gameMessage.newPage();
if (Yanfly.Param.JpAliveActors) {
var members = $gameParty.aliveMembers();
} else {
var members = $gameParty.members();
}
members.forEach(function(actor) {
actor.gainJp(jp);
});
};
Yanfly.JP.BattleManager_displayRewards = BattleManager.displayRewards;
BattleManager.displayRewards = function() {
Yanfly.JP.BattleManager_displayRewards.call(this);
this.displayJpGain();
};
BattleManager.displayJpGain = function() {
if (!Yanfly.Param.JpShowResults) return;
var jp = $gameTroop.jpTotal();
$gameMessage.newPage();
$gameParty.members().forEach(function(actor) {
var fmt = Yanfly.Param.JpTextFormat;
var text = fmt.format(actor.name(), Yanfly.Util.toGroup(actor.battleJp()),
Yanfly.Param.Jp);
$gameMessage.add('\\.' + text);
});
};
//=============================================================================
// Game_Battler
//=============================================================================
Yanfly.JP.Game_Battler_useItem = Game_Battler.prototype.useItem;
Game_Battler.prototype.useItem = function(item) {
Yanfly.JP.Game_Battler_useItem.call(this, item);
if (!$gameParty.inBattle()) return;
if (this.isActor()) this.gainJp(eval(item.gainJp), this.currentClass().id);
};
Yanfly.JP.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
Game_Battler.prototype.onBattleStart = function() {
Yanfly.JP.Game_Battler_onBattleStart.call(this);
this._battleJp = 0;
};
Yanfly.JP.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
Game_Battler.prototype.onBattleEnd = function() {
Yanfly.JP.Game_Battler_onBattleEnd.call(this);
this._battleJp = 0;
};
//=============================================================================
// Game_Actor
//=============================================================================
//此处将会对GP进行调整,不再使用原版的JP功能,而是调用一个统一的JP功能
Yanfly.JP.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId)
{
Yanfly.JP.Game_Actor_setup.call(this, actorId);
this.initJp();
};
Game_Actor.prototype.jp = function(classId)
{
//---魔改--- v1.00 输出修改后的jp
if(this._ZzyCYTPJP === undefined)
{this.initJp();}
return this._ZzyCYTPJP;
if (!this._jp) this.initJp();
if (!this._jp) return 0;
if (classId === undefined) classId = this.currentClass().id;
if (!this._jp[classId]) this._jp[classId] = 0;
return this._jp[classId];
};
Game_Actor.prototype.initJp = function() //初始化JP效果
{
var actor = this.actor();
for (var i = 0; i < $dataClasses.length; i++) {
if (actor.startingJp) {
var jp = actor.startingJp[i] || 0;
this.setJp(jp, i);
}
}
//---魔改--- v1.00 设置JP点数为当前职业的JP点
var cid = this.currentClass().id;
var initJP = this._jp[cid] ? this._jp[cid] : 0;
this._ZzyCYTPJP = initJP;//获取初始化JP的效果
};
Game_Actor.prototype.setJp = function(value, classId) //设置JP值
{
value = parseInt(value);
if (value === NaN) value = 0;
classId = classId || this.currentClass().id;
if (!this._jp) this._jp = {};
if (!this._jp[classId]) this._jp[classId] = 0;
this._jp[classId] = Math.max(0, value);
if (Yanfly.Param.JpMax > 0) {
this._jp[classId] = Math.min(Yanfly.Param.JpMax, value);
}
//---魔改--- v1.00 将忽略classId的参数调整
if (Yanfly.Param.JpMax > 0)this._ZzyCYTPJP = Math.min(Yanfly.Param.JpMax, value);
else this._ZzyCYTPJP = value;
};
Game_Actor.prototype.jpRate = function() //jp增加的倍数
{
var rate = 1.0;
rate *= this.actor().jpRate;
rate *= this.currentClass().jpRate;
var equips = this.equips();
for (var i = 0; i < equips.length; i++) {
var item = equips[i];
if (item) rate *= item.jpRate;
}
var states = this.states();
for (var i = 0; i < states.length; i++) {
var state = states[i];
if (state) rate *= state.jpRate;
}
return rate;
};
Game_Actor.prototype.gainJp = function(value, classId)
{
value = parseInt(value);
if (value === NaN) value = 0;
classId = classId || this.currentClass().id;
value = Math.floor(value * this.jpRate());
if ($gameParty.inBattle()) {
this._battleJp = this._battleJp || 0;
this._battleJp += value;
}
this.setJp(this.jp(classId) + value, classId);
if (classId === this.currentClass().id && this.isSublcassEarnJp())
{
this.gainJpSubclass(value);
}
};
Game_Actor.prototype.isSublcassEarnJp = function() {
if (!Imported.YEP_X_Subclass) return false;
if (!this.subclass()) return false;
return Yanfly.Param.SubclassJp;
};
Game_Actor.prototype.gainJpSubclass = function(value) {
var classId = this.subclass().id;
value = Math.round(value * Yanfly.Param.SubclassJp);
this.setJp(this.jp(classId) + value, classId);
};
Game_Actor.prototype.loseJp = function(value, classId) {
classId = classId || this.currentClass().id;
this.setJp(this.jp(classId) - value, classId);
};
Game_Actor.prototype.battleJp = function() {
this._battleJp = this._battleJp || 0;
return this._battleJp;
};
Yanfly.JP.Game_Actor_changeClass = Game_Actor.prototype.changeClass;
Game_Actor.prototype.changeClass = function(classId, keepExp) {
this._preventJpLevelUpGain = true;
Yanfly.JP.Game_Actor_changeClass.call(this, classId, keepExp);
this._preventJpLevelUpGain = false;
};
Yanfly.JP.Game_Actor_levelUp = Game_Actor.prototype.levelUp;
Game_Actor.prototype.levelUp = function() //---魔改--- v1.01增加JP值拓展
{
Yanfly.JP.Game_Actor_levelUp.call(this);
if (this._preventJpLevelUpGain) return;
var user = this;
var target = this;
var a = this;
var b = this;
var level = this.level;
var code = this.GetZzyJPOfLevelEval();//替换使用公式
try {
var value = eval(code)
} catch (e) {
var value = 0;
Yanfly.Util.displayError(e, code, 'LEVEL UP JP FORMULA ERROR');
}
this.gainJp(value, this.currentClass().id);
};
Game_Actor.prototype.GetZzyJPOfLevelEval = function()
{
var data = $dataActors[this.actorId()];
if(!data)return Yanfly.Param.JpPerLevel;
return data.ZzyJpLv ? data.ZzyJpLv : Yanfly.Param.JpPerLevel;
}
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.jp = function() {
var user = this;
var target = this;
var a = this;
var b = this;
var code = this.enemy().jp;
try {
return eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'ENEMY JP FORMULA ERROR');
return 0;
}
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.JP.Game_Action_applyItemUserEffect =
Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
Yanfly.JP.Game_Action_applyItemUserEffect.call(this, target);
if (target) this.applyItemJpEffect(target);
};
Game_Action.prototype.applyItemJpEffect = function(target) {
var item = this.item();
if (!item) return;
if (target.isActor()) target.gainJp(item.targetGainJp);
};
Yanfly.JP.Game_Action_hasItemAnyValidEffects =
Game_Action.prototype.hasItemAnyValidEffects;
Game_Action.prototype.hasItemAnyValidEffects = function(target) {
var item = this.item();
if (!item) return;
if (target.isActor() && item.targetGainJp !== 0) return true;
return Yanfly.JP.Game_Action_hasItemAnyValidEffects.call(this, target);
};
//=============================================================================
// Game_Troop
//=============================================================================
Game_Troop.prototype.jpTotal = function() {
return this.deadMembers().reduce(function(r, enemy) {
return r + enemy.jp();
}, 0);
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.JP.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.JP.Game_Interpreter_pluginCommand.call(this, command, args)
if (command === 'gainJp') this.modifyJp('gain', args);
if (command === 'loseJp') this.modifyJp('lose', args);
if (command === 'setJp') this.modifyJp('set', args);
};
Game_Interpreter.prototype.modifyJp = function(type, args) {
if (!args) return;
var actorId = parseInt(args[0]);
var actor = $gameActors.actor(actorId);
var jpValue = args[1] || 0;
jpValue = parseInt(jpValue);
var classId = args[2] || 0;
classId = parseInt(classId);
if (jpValue <= 0) return;
if (classId <= 0) classId = actor.currentClass().id;
if (type === 'gain') {
actor.gainJp(jpValue, classId);
} else if (type === 'lose') {
actor.loseJp(jpValue, classId);
} else if (type === 'set') {
actor.setJp(jpValue, classId);
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.JP.Window_Base_dASS = Window_Base.prototype.drawActorSimpleStatus;
Window_Base.prototype.drawActorSimpleStatus = function(actor, wx, wy, ww) {
this._drawMenuJP = Yanfly.Param.JpShowMenu;
Yanfly.JP.Window_Base_dASS.call(this, actor, wx, wy, ww);
this._drawMenuJP = undefined;
};
Yanfly.JP.Window_Base_drawActorClass = Window_Base.prototype.drawActorClass;
Window_Base.prototype.drawActorClass = function(actor, wx, wy, ww) {
ww = ww || 168;
Yanfly.JP.Window_Base_drawActorClass.call(this, actor, wx, wy, ww);
if (!this._drawMenuJP) return;
var classId = actor.currentClass().id;
this.drawActorJp(actor, classId, wx, wy, ww, 'right');
};
Window_Base.prototype.drawActorJp = function(actor, id, wx, wy, ww, align) {
var jp = actor.jp(id);
var icon = '\\i[' + Yanfly.Icon.Jp + ']';
var fmt = Yanfly.Param.JpMenuFormat;
var text = fmt.format(Yanfly.Util.toGroup(jp), Yanfly.Param.Jp, icon);
if (align === 'left') {
wx = 0;
} else if (align === 'center') {
wx += (ww - this.textWidthEx(text)) / 2;
} else {
wx += ww - this.textWidthEx(text);
}
this.drawTextEx(text, wx, wy);
};
Window_Base.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
//=============================================================================
// Window_VictoryJp
//=============================================================================
if (Imported.YEP_VictoryAftermath && Yanfly.Param.JpEnableAftermath) {
function Window_VictoryJp() {
this.initialize.apply(this, arguments);
}
Window_VictoryJp.prototype = Object.create(Window_VictoryExp.prototype);
Window_VictoryJp.prototype.constructor = Window_VictoryJp;
Window_VictoryJp.prototype.drawActorGauge = function(actor, index) {
this.clearGaugeRect(index);
var rect = this.gaugeRect(index);
this.changeTextColor(this.normalColor());
this.drawActorName(actor, rect.x + 2, rect.y);
this.drawLevel(actor, rect);
this.drawJpGained(actor, rect);
};
Window_VictoryJp.prototype.drawJpGained = function(actor, rect) {
var wy = rect.y + this.lineHeight() * 1;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.JpAftermathEarn, rect.x + 2, wy, rect.width - 4,
'left');
var bonusJp = 1.0 * actor.battleJp() * this._tick /
Yanfly.Param.VAGaugeTicks;
var value = Yanfly.Util.toGroup(parseInt(bonusJp));
var fmt = Yanfly.Param.JpAftermathFmt;
var icon = '\\i[' + Yanfly.Icon.Jp + ']';
var JpText = fmt.format(value, Yanfly.Param.Jp, icon);
this.changeTextColor(this.normalColor());
wx = rect.x + rect.width - this.textWidthEx(JpText);
this.drawTextEx(JpText, wx, wy);
};
//=============================================================================
// Scene_Battle
//=============================================================================
Yanfly.JP.Scene_Battle_addCustomVictorySteps =
Scene_Battle.prototype.addCustomVictorySteps;
Scene_Battle.prototype.addCustomVictorySteps = function(array) {
array = Yanfly.JP.Scene_Battle_addCustomVictorySteps.call(this, array);
if (!array.contains('JP')) array.push('JP');
return array;
};
Yanfly.JP.Scene_Battle_updateVictorySteps =
Scene_Battle.prototype.updateVictorySteps;
Scene_Battle.prototype.updateVictorySteps = function() {
Yanfly.JP.Scene_Battle_updateVictorySteps.call(this);
if (this.isVictoryStep('JP')) this.updateVictoryJp();
};
Scene_Battle.prototype.updateVictoryJp = function() {
if (!this._victoryJpWindow) {
this.createVictoryJp();
} else if (this._victoryJpWindow.isReady()) {
if (this.victoryTriggerContinue()) this.finishVictoryJp();
}
};
Scene_Battle.prototype.createVictoryJp = function() {
this._victoryTitleWindow.refresh(Yanfly.Param.JpAftermathText);
this._victoryJpWindow = new Window_VictoryJp();
this.addWindow(this._victoryJpWindow);
this._victoryJpWindow.open();
};
Scene_Battle.prototype.finishVictoryJp = function() {
SoundManager.playOk();
this._victoryJpWindow.close();
this.processNextVictoryStep();
};
}; // Imported.YEP_VictoryAftermath
//=============================================================================
// 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.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').Window.get().isDevToolsOpen()) {
require('nw.gui').Window.get().showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================
Zzy.CYJP.SetJP = function(actorId,value)
{
var actor = $gameActors.actor(actorId);
value = value ? value : 0;
if(actor)
{
actor.setJp(value);return true;
}
return false;
}
Zzy.CYJP.GainJP = function(actorId,value)
{
var actor = $gameActors.actor(actorId);
value = value ? value : 0;
if(actor)
{
actor.gainJp(value);return true;
}
return false;
}
Zzy.CYJP.LoseJP = function(actorId,value)
{
var actor = $gameActors.actor(actorId);
value = value ? value : 0;
if(actor)
{
actor.loseJp(value);return true;
}
return false;
}
Zzy.CYJP.GetJP = function(actorId)
{
var actor = $gameActors.actor(actorId);
if(actor)return actor.jp();
return 0;
}