Rename www to www.rus

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OleSTEEP 2024-01-15 18:35:29 +03:00
parent 8ea7a858d0
commit 7bf44fa645
1878 changed files with 395385 additions and 395385 deletions

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//=============================================================================
// Yanfly Engine Plugins - Auto Passive States
// YEP_AutoPassiveStates.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_AutoPassiveStates = true;
var Yanfly = Yanfly || {};
Yanfly.APS = Yanfly.APS || {};
Yanfly.APS.version = 1.15;
//=============================================================================
/*:
* @plugindesc v1.15 This plugin allows for some states to function as
* passives for actors, enemies, skills, and equips.
* @author Yanfly Engine Plugins
*
* @param ---Basic---
* @default
*
* @param Actor Passives
* @parent ---Basic---
* @desc These states will always appear on actors as passives.
* Place a space in between each state ID.
* @default 0
*
* @param Enemy Passives
* @parent ---Basic---
* @desc These states will always appear on enemies as passives.
* Place a space in between each state ID.
* @default 0
*
* @param Global Passives
* @parent ---Basic---
* @desc These states will always appear on all battlers as passives.
* Place a space in between each state ID.
* @default 0
*
* @param ---List---
* @default ...Requires RPG Maker MV 1.5.0+...
*
* @param Actor Passives List
* @parent ---List---
* @type state[]
* @desc These states will always appear on actors as passives.
* Use with RPG Maker MV 1.5.0+.
* @default []
*
* @param Enemy Passives List
* @parent ---List---
* @type state[]
* @desc These states will always appear on enemies as passives.
* Use with RPG Maker MV 1.5.0+.
* @default []
*
* @param Global Passives List
* @parent ---List---
* @type state[]
* @desc These states will always appear on all battlers as passives.
* Use with RPG Maker MV 1.5.0+.
* @default []
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* Passive states are states that are automatically active. You can think of
* them as an extension of traits but with more flexibility. They will always
* be there as long as the actor or enemy has auto passive state notetags.
*
* ============================================================================
* Notetags
* ============================================================================
*
* For those who would like to allocate passive states to your battlers, use
* the notetags below:
*
* Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
* <Passive State: x>
* <Passive State: x, x, x>
* This will allow the actor or enemy to have state x as a passive state.
* If placed inside a weapon or armor notebox, the user will have that
* passive state.
*
* <Passive State: x to y>
* This will add the states x through y (in a sequence) for the actor or
* enemy to have as a passive state. If placed inside a weapon or armor
* notebox, the user will have that passive state.
*
* For those who don't want their passive states to always be on, you can use
* the following notetags to introduce conditions for your passive states. All
* conditions must be fulfilled in order for the passive state to appear.
*
* State Notetags:
* <Passive Condition: HP Above x%>
* <Passive Condition: HP Below x%>
* <Passive Condition: MP Above x%>
* <Passive Condition: MP Below x%>
* If the user's HP or MP is above/below x% of the MaxHP or MaxMP, this
* condition will be met for the passive state to appear.
*
* <Passive Condition: Stat Above x>
* <Passive Condition: Stat Below x>
* Replace 'stat' with 'HP', 'MP', 'TP', 'MAXHP', 'MAXMP', 'ATK', 'DEF',
* 'MAT', 'MDF', 'AGI', 'LUK'. If the above stat is above/below x, then the
* condition is met for the passive state to appear.
*
* <Passive Condition: Switch x ON>
* <Passive Condition: Switch x OFF>
* If switch x is either ON/OFF, then the condition is met for the passive
* state to appear.
*
* <Passive Condition: Variable x Above y>
* <Passive Condition: Variable x Below y>
* Replace x with the variable you wish to check to see if it's above/below
* y, then the condition is met for the passive state to appear.
*
* ============================================================================
* Lunatic Mode - Conditional Passives
* ============================================================================
*
* For those who understand a bit of JavaScript and would like for their
* passive states to appear under specific conditions, you can use this notetag
* to accomplish conditional factors.
*
* State Notetags:
* <Custom Passive Condition>
* if (user.hp / user.mhp <= 0.25) {
* condition = true;
* } else {
* condition = false;
* }
* </Custom Passive Condition>
* This enables you to input conditions to be met in order for the passive
* state to appear. If the 'condition' variable returns true, the passive
* state will appear. If the 'condition' returns false, it won't appear. If
* condition is not defined, it will return true and the passive state will
* appear on the battler.
* * Note: All non-custom passive conditions must be met before this one can
* be fulfilled and allow the custom condition to appear.
* * Note: If you decide to use a condition that requires the actor to have a
* particular state, it cannot be a passive state to prevent infinite loops.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.15:
* - Bug fixed that made global passives not apply to actors.
*
* Version 1.14:
* - Updated for RPG Maker MV version 1.5.0.
* - Added parameters: Actor Passives List, Enemy Passives List, and
* Global Passives List
*
* Version 1.13:
* - Lunatic Mode fail safes added.
*
* Version 1.12:
* - Implemented <Custom Passive Condition> to now affect passive state ID's
* added by Equip Battle Skills.
*
* Version 1.11:
* - Added 'Global Passives' that encompass both actors and enemies.
*
* Version 1.10:
* - Added compatibility functionality for Equip Battle Skills to add the
* equipped passive states during battle test.
*
* Version 1.09:
* - Added 'Actor Passives' and 'Enemy Passives' plugin parameters. This will
* cause all actors and enemies respectively to be affected by the listed
* states as passives.
*
* Version 1.08:
* - Fixed conditional checks to make sure all states are being checked
* properly without conflict with other conditional states.
*
* Version 1.07:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.06:
* - Added a mass member refresh whenever $gamePlayer is refreshed.
*
* Version 1.05a:
* - Added Lunatic Mode - <Custom Passive Condition> notetag for states.
* - Fixed a bug that would cause infinite loops.
*
* Version 1.04:
* - Added a lot of passive condition notetags for states.
* --- <Passive Condition: HP/MP Above/Below x%>
* --- <Passive Condition: Stat Above/Below x>
* --- <Passive Condition: Switch x ON/OFF>
* --- <Passive Condition: Variable x Above/Below y>
*
* Version 1.03:
* - Added refreshing whenever a new skill is learned to update passives.
*
* Version 1.02:
* - Optimized passive state calculations to reduce lag.
*
* Version 1.01:
* - Fixed a bug with having multiple passive states of the same ID.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.SetupParameters = function () {
Yanfly.Parameters = PluginManager.parameters('YEP_AutoPassiveStates');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.APSActorPas = String(Yanfly.Parameters['Actor Passives']);
Yanfly.Param.APSActorPas = Yanfly.Param.APSActorPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSActorPas.length; ++i) {
Yanfly.Param.APSActorPas[i] = parseInt(Yanfly.Param.APSActorPas[i]);
Yanfly.Param.APSActorPas[i] = Yanfly.Param.APSActorPas[i] || 0;
}
var data = JSON.parse(Yanfly.Parameters['Actor Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (Yanfly.Param.APSActorPas.contains(stateId)) continue;
Yanfly.Param.APSActorPas.push(stateId);
}
Yanfly.Param.APSEnemyPas = String(Yanfly.Parameters['Enemy Passives']);
Yanfly.Param.APSEnemyPas = Yanfly.Param.APSEnemyPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSEnemyPas.length; ++i) {
Yanfly.Param.APSEnemyPas[i] = parseInt(Yanfly.Param.APSEnemyPas[i]);
Yanfly.Param.APSEnemyPas[i] = Yanfly.Param.APSEnemyPas[i] || 0;
}
var data = JSON.parse(Yanfly.Parameters['Enemy Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (Yanfly.Param.APSEnemyPas.contains(stateId)) continue;
Yanfly.Param.APSEnemyPas.push(stateId);
}
Yanfly.Param.APSGlobalPas = String(Yanfly.Parameters['Global Passives']);
Yanfly.Param.APSGlobalPas = Yanfly.Param.APSGlobalPas.split(' ');
for (var i = 0; i < Yanfly.Param.APSGlobalPas.length; ++i) {
id = parseInt(Yanfly.Param.APSGlobalPas[i]);
Yanfly.Param.APSActorPas.push(id);
Yanfly.Param.APSEnemyPas.push(id);
}
var data = JSON.parse(Yanfly.Parameters['Global Passives List']);
for (var i = 0; i < data.length; ++i) {
var stateId = parseInt(data[i]);
if (stateId <= 0) continue;
if (!Yanfly.Param.APSActorPas.contains(stateId)) {
Yanfly.Param.APSActorPas.push(stateId);
}
if (!Yanfly.Param.APSEnemyPas.contains(stateId)) {
Yanfly.Param.APSEnemyPas.push(stateId);
}
}
};
Yanfly.SetupParameters();
//=============================================================================
// DataManager
//=============================================================================
Yanfly.APS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function () {
if (!Yanfly.APS.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_AutoPassiveStates) {
this.processAPSNotetags1($dataActors, Yanfly.Param.APSActorPas);
this.processAPSNotetags1($dataClasses);
this.processAPSNotetags1($dataEnemies, Yanfly.Param.APSEnemyPas);
this.processAPSNotetags1($dataSkills);
this.processAPSNotetags1($dataWeapons);
this.processAPSNotetags1($dataArmors);
this.processAPSNotetags2($dataStates);
Yanfly._loaded_YEP_AutoPassiveStates = true;
}
return true;
};
DataManager.processAPSNotetags1 = function (group, inheritArray) {
var note1 = /<(?:PASSIVE STATE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note2 = /<(?:PASSIVE STATE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.passiveStates = [];
if (inheritArray) {
obj.passiveStates = obj.passiveStates.concat(inheritArray);
}
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.passiveStates = obj.passiveStates.concat(array);
} else if (line.match(note2)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.passiveStates = obj.passiveStates.concat(range);
}
}
}
};
DataManager.processAPSNotetags2 = function (group) {
var note1a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)([%])>/i;
var note1b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)([%])>/i;
var note2a = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:ABOVE)[ ](\d+)>/i;
var note2b = /<(?:PASSIVE CONDITION):[ ](.*)[ ](?:BELOW)[ ](\d+)>/i;
var note3a = /<(?:PASSIVE CONDITION):[ ]SWITCH[ ](\d+)[ ](.*)>/i;
var notez1 = /<(?:CUSTOM PASSIVE CONDITION)>/i;
var notez2 = /<\/(?:CUSTOM PASSIVE CONDITION)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.passiveCondition = '';
obj.passiveConditionEval = '';
var evalMode = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1a)) {
var rate = parseFloat(RegExp.$2) * 0.01;
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note1b)) {
var rate = parseFloat(RegExp.$2) * 0.01;
var param = this.getPassiveConditionParamRate(String(RegExp.$1));
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note2a)) {
var rate = parseInt(RegExp.$2);
var param = this.getPassiveConditionParam(String(RegExp.$1));
var pass = 'if (' + param + ' <= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note2b)) {
var rate = parseInt(RegExp.$2);
var param = this.getPassiveConditionParam(String(RegExp.$1));
var pass = 'if (' + param + ' >= ' + rate + ') condition = false;';
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(note3a)) {
var id = parseInt(RegExp.$1);
var value = String(RegExp.$2).toUpperCase();
var pass = ''
if (['ON', 'TRUE', 'ENABLE', 'ENABLED'].contains(value)) {
pass = 'if (!$gameSwitches.value(' + id + ')) condition = false;'
}
if (['OFF', 'FALSE', 'DISABLE', 'DISABLED'].contains(value)) {
pass = 'if ($gameSwitches.value(' + id + ')) condition = false;'
}
if (pass === '') continue;
obj.passiveCondition = obj.passiveCondition + pass + '\n';
} else if (line.match(notez1)) {
evalMode = 'custom passive condition';
} else if (line.match(notez2)) {
evalMode = 'none';
} else if (evalMode === 'custom passive condition') {
obj.passiveConditionEval = obj.passiveConditionEval + line + '\n';
}
}
}
};
DataManager.getPassiveConditionParam = function (string) {
string = string.toUpperCase();
var text = 'user.';
if (['HP'].contains(string)) text += 'hp';
if (['MP', 'SP'].contains(string)) text += 'mp';
if (['TP'].contains(string)) text += 'tp';
if (['ATK'].contains(string)) text += 'param(2)';
if (['DEF'].contains(string)) text += 'param(3)';
if (['MAT', 'INT'].contains(string)) text += 'param(4)';
if (['MDF', 'RES'].contains(string)) text += 'param(5)';
if (['AGI'].contains(string)) text += 'param(6)';
if (['LUK'].contains(string)) text += 'param(7)';
if (['MAX HP', 'MAXHP'].contains(string)) text += 'mhp';
if (['MAX MP', 'MAX SP', 'MAXMP', 'MAXSP'].contains(string)) text += 'mmp';
if (string.match(/VARIABLE[ ](\d+)/i)) {
text = '$gameVariables.value(' + parseInt(RegExp.$1) + ')';
}
return text;
};
DataManager.getPassiveConditionParamRate = function (string) {
string = string.toUpperCase();
var text = '0';
if (['HP'].contains(string)) return 'user.hpRate()';
if (['MP'].contains(string)) return 'user.mpRate()';
return text;
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.APS.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function () {
this._passiveStatesRaw = undefined;
Yanfly.APS.Game_BattlerBase_refresh.call(this);
};
Yanfly.APS.Game_BattlerBase_states = Game_BattlerBase.prototype.states;
Game_BattlerBase.prototype.states = function () {
var array = Yanfly.APS.Game_BattlerBase_states.call(this);
array = array.concat(this.passiveStates());
this.sortPassiveStates(array);
return array;
};
Yanfly.APS.Game_BattlerBase_isStateAffected =
Game_BattlerBase.prototype.isStateAffected;
Game_BattlerBase.prototype.isStateAffected = function (stateId) {
if (this.isPassiveStateAffected(stateId)) return true;
return Yanfly.APS.Game_BattlerBase_isStateAffected.call(this, stateId);
};
Game_BattlerBase.prototype.passiveStates = function () {
var array = [];
var raw = this.passiveStatesRaw();
for (var i = 0; i < raw.length; ++i) {
var state = $dataStates[raw[i]];
if (state && array.contains(state)) continue;
array.push(state);
}
return array;
};
Game_BattlerBase.prototype.passiveStatesRaw = function () {
var array = [];
return array.filter(Yanfly.Util.onlyUnique);
};
Game_BattlerBase.prototype.getPassiveStateData = function (obj) {
if (!obj) return [];
if (!obj.passiveStates) return [];
var array = [];
for (var i = 0; i < obj.passiveStates.length; ++i) {
var stateId = obj.passiveStates[i];
if (!this.meetPassiveStateCondition(stateId)) continue;
array.push(stateId);
}
var added = this.addEquipBattleTestSkillPassives(obj);
if (added.length > 0) {
for (var i = 0; i < added.length; ++i) {
var stateId = added[i];
if (!this.meetPassiveStateCondition(stateId)) continue;
array.push(stateId);
}
}
return array;
};
Game_BattlerBase.prototype.addEquipBattleTestSkillPassives = function (obj) {
if (!Imported.YEP_EquipBattleSkills) return [];
if (!DataManager.isBattleTest()) return [];
if (!DataManager.isSkill(obj)) return [];
return obj.equipStates;
};
Game_BattlerBase.prototype.meetPassiveStateCondition = function (stateId) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
if (this._checkPassiveStateCondition.contains(stateId)) return false;
var state = $dataStates[stateId];
if (!state) return false;
if (state.passiveCondition !== '') {
if (!this.passiveStateConditions(state)) return false;
}
if (state.passiveConditionEval === '') return true;
return this.passiveStateConditionEval(state);
};
Game_BattlerBase.prototype.passiveStateConditions = function (state) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
this._checkPassiveStateCondition.push(state.id);
var condition = true;
var a = this;
var user = this;
var subject = this;
var b = this;
var target = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.passiveCondition;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
}
var index = this._checkPassiveStateCondition.indexOf(state.id);
this._checkPassiveStateCondition.splice(index, 1);
return condition;
};
Game_BattlerBase.prototype.passiveStateConditionEval = function (state) {
this._checkPassiveStateCondition = this._checkPassiveStateCondition || [];
this._checkPassiveStateCondition.push(state.id);
var condition = true;
var a = this;
var user = this;
var subject = this;
var b = this;
var target = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = state.passiveConditionEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'PASSIVE STATE CUSTOM CONDITION ERROR');
}
var index = this._checkPassiveStateCondition.indexOf(state.id);
this._checkPassiveStateCondition.splice(index, 1);
return condition;
};
Game_BattlerBase.prototype.sortPassiveStates = function (array) {
array.sort(function (a, b) {
var p1 = a.priority;
var p2 = b.priority;
if (p1 !== p2) return p2 - p1;
return a - b;
});
};
Game_BattlerBase.prototype.isPassiveStateAffected = function (stateId) {
return this.passiveStatesRaw().contains(stateId);
};
//=============================================================================
// Game_Battler
//=============================================================================
Yanfly.APS.Game_Battler_isStateAddable = Game_Battler.prototype.isStateAddable;
Game_Battler.prototype.isStateAddable = function (stateId) {
if (this.isPassiveStateAffected(stateId)) return false;
return Yanfly.APS.Game_Battler_isStateAddable.call(this, stateId);
};
Yanfly.APS.Game_Battler_removeState = Game_Battler.prototype.removeState;
Game_Battler.prototype.removeState = function (stateId) {
if (this.isPassiveStateAffected(stateId)) return;
Yanfly.APS.Game_Battler_removeState.call(this, stateId);
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.passiveStatesRaw = function () {
if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
array = array.concat(this.getPassiveStateData(this.actor()));
array = array.concat(this.getPassiveStateData(this.currentClass()));
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
array = array.concat(this.getPassiveStateData(equip));
}
for (var i = 0; i < this._skills.length; ++i) {
var skill = $dataSkills[this._skills[i]];
array = array.concat(this.getPassiveStateData(skill));
}
this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
return this._passiveStatesRaw;
};
Yanfly.APS.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function (skillId) {
Yanfly.APS.Game_Actor_learnSkill.call(this, skillId);
this._passiveStatesRaw = undefined;
};
Yanfly.APS.Game_Actor_forgetSkill = Game_Actor.prototype.forgetSkill;
Game_Actor.prototype.forgetSkill = function (skillId) {
Yanfly.APS.Game_Actor_forgetSkill.call(this, skillId);
this._passiveStatesRaw = undefined;
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.passiveStatesRaw = function () {
if (this._passiveStatesRaw !== undefined) return this._passiveStatesRaw;
var array = Game_BattlerBase.prototype.passiveStatesRaw.call(this);
array = array.concat(this.getPassiveStateData(this.enemy()));
for (var i = 0; i < this.skills().length; ++i) {
var skill = this.skills()[i];
array = array.concat(this.getPassiveStateData(skill));
}
this._passiveStatesRaw = array.filter(Yanfly.Util.onlyUnique)
return this._passiveStatesRaw;
};
if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function () {
var skills = []
for (var i = 0; i < this.enemy().actions.length; ++i) {
var skill = $dataSkills[this.enemy().actions[i].skillId];
if (skill) skills.push(skill);
}
return skills;
}
};
//=============================================================================
// Game_Unit
//=============================================================================
Game_Unit.prototype.refreshMembers = function () {
var group = this.allMembers();
var length = group.length;
for (var i = 0; i < length; ++i) {
var member = group[i];
if (member) member.refresh();
}
};
Game_Unit.prototype.allMembers = function () {
return this.members();
};
//=============================================================================
// Game_Player
//=============================================================================
Yanfly.APS.Game_Player_refresh = Game_Player.prototype.refresh;
Game_Player.prototype.refresh = function () {
$gameParty.refreshMembers();
Yanfly.APS.Game_Player_refresh.call(this);
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.displayError = function (e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').window.isDevToolsOpen()) {
require('nw.gui').window.showDevTools();
}
}
};
Yanfly.Util.getRange = function (n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
Yanfly.Util.onlyUnique = function (value, index, self) {
return self.indexOf(value) === index;
};
//=============================================================================
// End of File
//=============================================================================