1160 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			1160 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
//=============================================================================
 | 
						||
// Yanfly Engine Plugins - Extra Enemy Drops
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// YEP_ExtraEnemyDrops.js
 | 
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//=============================================================================
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var Imported = Imported || {};
 | 
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Imported.YEP_ExtraEnemyDrops = true;
 | 
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var Yanfly = Yanfly || {};
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Yanfly.EED = Yanfly.EED || {};
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Yanfly.EED.version = 1.09;
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//=============================================================================
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/*:
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* @plugindesc v1.09 Allows your enemies to drop more than just three
 | 
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* items as per the editor's limit.
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* @author Yanfly Engine Plugins
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* By default, RPG Maker MV limits enemies to only drop up to 3 items max and
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* at very limited drop rates. This plugin allows you to add more than 3 items
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* at drop. In addition to having more than 3 drops, this plugin also allows
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* you to expand the enemy drops to have conditional drops, drops that will
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* only appear before the player if certain conditions are met.
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*
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* ============================================================================
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* Generic Drop - Notetags
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* ============================================================================
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*
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* Use the following notetags to determine extra enemy drops. These drops will
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* drop normally without any special conditions other than having to go through
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* and pass a random number generator.
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*
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* Enemy Notetags:
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*   <Item x: y%>
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*   <Weapon x: y%>
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*   <Armor x: y%>
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*   Adds item, weapon, or armor ID of x to the enemy's drop pool with a y%
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*   chance of dropping the item. Insert multiples of this notetag to add more
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*   drop items for the enemy drop pool.
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*
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*   <Enemy Drops>
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*    Item x: y%
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*    Weapon x: y%
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						||
*    Armor x: y%
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*   </Enemy Drops>
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*   Alternatively, using the above notetag format will allow you to group a
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*   large number of enemy drops together. Replace x with the item, weapon, or
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*   armor ID to give the item a drop rate of y%.
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*
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*   <Drop Potion: x%>
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*   <Drop Short Sword: x%>
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*   <Drop Feather Cap: x%>
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						||
*   If you prefer to use names instead, you can use the above format for the
 | 
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*   notetags. This will make the named item have a drop rate of x%. If you
 | 
						||
*   have multiple items in your database with the same name, priority will be
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*   given to the item with the highest ID in the order of item, weapons, then
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*   armors. Insert multiple multiples of this notetag to add more drop items
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*   for the enemy drop pool.
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*
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*   <Enemy Drops>
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*    Potion: x%
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*    Short Sword: x%
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*    Feather Cap: x%
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*   </Enemy Drops>
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*   Alternatively, you can write your notetag like such to group together a
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*   list of named items. This will make the named item have a drop rate of x%.
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*   If you have multiple items in your database with the same name, priority
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*   will be given to the item with the highest ID in the order of item,
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*   weapons, then armors. Insert multiple multiples of this notetag to add
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*   more drop items for the enemy drop pool.
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*
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* ============================================================================
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* Conditional Drop - Notetags
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* ============================================================================
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*
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* Sometimes, you want certain conditions to be met before enemies will drop a
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* specific item. These conditional drops would have a 0% chance otherwise. For
 | 
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* each condition met, you can increase or decrease the drop rate. Use the
 | 
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* below format to create a conditional drop.
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*
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* Enemy Notetags:
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*   <Conditional Item x Drop>
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*    condition: +y%
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*    condition: -y%
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*   </Conditional Item x Drop>
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*
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*   <Conditional Weapon x Drop>
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*    condition: +y%
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*    condition: -y%
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*   </Conditional Weapon x Drop>
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*
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*   <Conditional Armor x Drop>
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*    condition: +y%
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*    condition: -y%
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*   </Conditional Armor x Drop>
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*   The above notetags will create the conditions for item, weapon, or armor x
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*   to drop. Insert various conditions in between the notetags to produce the
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*   conditional rate increases or decreases of y% for the drop.
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*
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*   <Conditional Named Drop>
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*    condition: +y%
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*    condition: -y%
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*   </Conditional Named Drop>
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*   If you prefer to name your drop, use the above format. If database entries
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*   have matching names, priority will be given to the item with the highest
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*   ID in the order of items, weapons, then armor. Insert various conditions
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*   in between the notetags to produce the conditional rate increases or
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*   decreases for y% for the drop.
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*
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* The following are various conditions you may use:
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ALIVE MEMBERS EVAL
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* This checks the number of alive party members the player has when the drops
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* are being calculated and made and runs it against an eval check.
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example:   Alive Members > 1: +20%
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*            Alive Members === 2: +25%
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*            Alive Members <= 3: -30%
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ALWAYS
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* This condition will always pass. This can be used as setting a base rate for
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* the item drop.
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example:   Always: +50%
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* item x COUNT EVAL
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* weapon x COUNT EVAL
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* armor x COUNT EVAL
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* named item COUNT EVAL
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* This checks the quantity of specific items, weapons, armors, and/or named
 | 
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* items you have. If you choose a named item and multiple database entries
 | 
						||
* share the name of that named item, priority will be given to the highest ID
 | 
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* in the order of items, weapons, and then armor.
 | 
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Example:   Item 1 Count > 1: +20%
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						||
*            Weapon 2 Count === 2: +25%
 | 
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*            Armor 3 Count <= 3: -30%
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*            Potion Count >= 4: +35%
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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						||
* DEAD MEMBERS EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This checks the number of dead party members the player has when the drops
 | 
						||
* are being calculated and made and runs it against an eval check.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Dead Members > 1: +20%
 | 
						||
*            Dead Members === 2: +25%
 | 
						||
*            Dead Members <= 3: -30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
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						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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						||
* DEATH TURN EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This will run an eval check to compare the turn number the enemy has died.
 | 
						||
* This effect requires the Battle Engine Core.
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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						||
* Example:   Death Turn > 5: +10%
 | 
						||
*            Death Turn === 5: +20%
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						||
*            Death Turn <= 4: +30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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* ENEMY LEVEL EVAL
 | 
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* This will run an eval check to compare the enemy's level. This effect
 | 
						||
* requires the YEP Enemy Levels plugin.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Enemy Level === 10: +30%
 | 
						||
*            Enemy Level <= 5: -20%
 | 
						||
*            Enemy Level >= 15: +10%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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*
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* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* EVAL code
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This will run an eval check for the code you've inserted. If it returns true
 | 
						||
* then the condition is met.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Eval user.name() === 'Bat A': +30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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						||
*
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						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* LAST STRIKE SKILL X
 | 
						||
* LAST STRIKE ITEM X
 | 
						||
* LAST STRIKE named
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This checks to see if the last strike on the enemy is item x, skill x, or a
 | 
						||
* named action. If a named action is used and multiple database entries share
 | 
						||
* the name of the action, priority will be given to the highest ID in the
 | 
						||
* order of skills then items.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Last Strike Skill 40: +20%
 | 
						||
*            Last Strike Item 50: -30%
 | 
						||
*            Last Strike Firaga: +40%
 | 
						||
*            Last Strike Ice Bomb: -50%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* PARTY MEMBERS EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This checks the number of party members (dead or alive) the player has when
 | 
						||
* the drops are being calculated and made and runs it against an eval check.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Party Members > 1: +20%
 | 
						||
*            Party Members === 2: +25%
 | 
						||
*            Party Members <= 3: -30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* RANDOM X%
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This condition has a random x% chance to pass.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Random 20%: +40%
 | 
						||
*            Random 30%: -60%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TIMES ELEMENT X STRUCK EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This compares the number of times the enemy has been struck by element x.
 | 
						||
* You can also replace x with the name of the item.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Times Element Fire Struck > 6: +10%
 | 
						||
*            Times Element 3 Struck === 5: -10%
 | 
						||
*            Times Element Thunder <= 4: +20%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TIMES ITEM X STRUCK EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This compares the number of times the enemy has been struck by item x. You
 | 
						||
* can also replace x with the name of the item.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Times Item Bomb Struck > 6: +10%
 | 
						||
*            Times Item 42 Struck === 5: -10%
 | 
						||
*            Times Item Uni Struck <= 4: +20%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TIMES SKILL X STRUCK EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This compares the number of times the enemy has been struck by skill x. You
 | 
						||
* can also replace x with the name of the skill.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Times Skill Firaga Struck > 6: +10%
 | 
						||
*            Times Skill 40 Struck === 5: -10%
 | 
						||
*            Times Skill Thundaga Struck <= 4: +20%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TIMES STATE X STRUCK EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This compares the number of times the enemy has been struck by state x.
 | 
						||
* You can also replace x with the name of the state.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Times State 4 Struck > 6: +10%
 | 
						||
*            Times State Blind Struck === 5: -10%
 | 
						||
*            Times State Silence Struck <= 4: +20%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TIMES STYPE X STRUCK EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This compares the number of times the enemy has been struck by skill type x.
 | 
						||
* You can also replace x with the name of the skill type.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Times SType 1 Struck > 6: +10%
 | 
						||
*            Times SType Magic Struck === 5: -10%
 | 
						||
*            Times SType Special Struck <= 4: +20%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* SWITCH X ON
 | 
						||
* SWITCH X OFF
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Replace X with a switch ID. If switch X is ON or OFF, the condition is met.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Switch 5 ON: +10%
 | 
						||
*            Switch 6 OFF: -10%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* TURN EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* This will run an eval check to compare the number of turns the battle has
 | 
						||
* gone on for until the time the drops have been made.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Turn > 5: +10%
 | 
						||
*            Turn === 5: +20%
 | 
						||
*            Turn <= 4: +30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
* VARIABLE X EVAL
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Replace X with a variable ID. This will run an eval check to compare the
 | 
						||
* variable's value to see if it meets the conditions.
 | 
						||
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 | 
						||
* Example:   Variable 5 > 10: +20%
 | 
						||
*            Variable 6 === 11: +25%
 | 
						||
*            Variable 7 <= 12: -30%
 | 
						||
* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 | 
						||
*
 | 
						||
* ============================================================================
 | 
						||
* Lunatic Mode - New JavaScript Functions~
 | 
						||
* ============================================================================
 | 
						||
*
 | 
						||
* For those with JavaScript proficiency, you can make use of some of these
 | 
						||
* newly added functions when you do an eval check for the enemy:
 | 
						||
*
 | 
						||
* enemy.deathTurn()
 | 
						||
* This will return the turn the enemy died as an integer.
 | 
						||
*
 | 
						||
* enemy.killer()
 | 
						||
* This will return the enemy's killer. If you would like to reference the
 | 
						||
* killer's HP, it'd be enemy.killer().hp
 | 
						||
*
 | 
						||
* enemy.lastStruckAction()
 | 
						||
* This will return either a skill or item that the enemy was last struck with.
 | 
						||
*
 | 
						||
* enemy.timesStruckSkill(skill ID)
 | 
						||
* This will return a number value for the number of times it was struck by
 | 
						||
* the skill referenced by the skill ID.
 | 
						||
*
 | 
						||
* enemy.timesStruckItem(item ID)
 | 
						||
* This will return a number value for the number of times it was struck by
 | 
						||
* the item referenced by the item ID.
 | 
						||
*
 | 
						||
* enemy.timesStruckSType(skill type ID)
 | 
						||
* This will return a number value for the number of times it was struck by
 | 
						||
* skills of the skill type ID.
 | 
						||
*
 | 
						||
* enemy.timesStruckState(state ID)
 | 
						||
* This will return a number value for the number of times it was struck by
 | 
						||
* the state referenced by the state ID.
 | 
						||
*
 | 
						||
* enemy.timesStruckElement(element ID)
 | 
						||
* This will return a number value for the number of times it was struck by
 | 
						||
* the element referenced by the element ID.
 | 
						||
*
 | 
						||
* ============================================================================
 | 
						||
* Changelog
 | 
						||
* ============================================================================
 | 
						||
*
 | 
						||
* Version 1.09:
 | 
						||
* - 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 1.08:
 | 
						||
* - Plugin compatibility update with Element Core to count multiple elemental
 | 
						||
* skills from counting the times struck by each element.
 | 
						||
*
 | 
						||
* Version 1.07:
 | 
						||
* - Lunatic Mode fail safes added.
 | 
						||
*
 | 
						||
* Version 1.06:
 | 
						||
* - New Conditional Drop line: Enemy Level. If you are using the
 | 
						||
* YEP Enemy Level plugin, this will allow conditional drops to check around
 | 
						||
* the enemy's level at death.
 | 
						||
*
 | 
						||
* Version 1.05:
 | 
						||
* - Eval condition is given more priority as to not be triggered by other
 | 
						||
* conditions.
 | 
						||
*
 | 
						||
* Version 1.04:
 | 
						||
* - Updated for RPG Maker MV version 1.1.0.
 | 
						||
*
 | 
						||
* Version 1.03:
 | 
						||
* - Fixed documentation errors.
 | 
						||
* - Fixed a bug with the Turn Count condition.
 | 
						||
*
 | 
						||
* Version 1.02:
 | 
						||
* - Fixed a bug that crashed the game when a conditional drop is made based
 | 
						||
* off of an item count.
 | 
						||
*
 | 
						||
* Version 1.01:
 | 
						||
* - Added a new section: Lunatic Mode - New JavaScript Functions to allow
 | 
						||
* easier reference for the eval condition.
 | 
						||
*
 | 
						||
* Version 1.00:
 | 
						||
* - Finished Plugin!
 | 
						||
*/
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// Parameter Variables
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
Yanfly.Parameters = PluginManager.parameters('YEP_ExtraEnemyDrops');
 | 
						||
Yanfly.Param = Yanfly.Param || {};
 | 
						||
 | 
						||
Yanfly.Param.Variables = String(Yanfly.Parameters['Variables']);
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// DataManager
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
Yanfly.EED.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
 | 
						||
DataManager.isDatabaseLoaded = function () {
 | 
						||
  if (!Yanfly.EED.DataManager_isDatabaseLoaded.call(this)) return false;
 | 
						||
  if (!Yanfly._loaded_YEP_ExtraEnemyDrops) {
 | 
						||
    this.processEEDNotetagsI($dataItems);
 | 
						||
    this.processEEDNotetagsW($dataWeapons);
 | 
						||
    this.processEEDNotetagsA($dataArmors);
 | 
						||
    this.processEEDNotetagsS($dataSkills);
 | 
						||
    this.processEEDNotetagsT($dataStates);
 | 
						||
    this.processEEDNotetagsSys($dataSystem);
 | 
						||
    this.processEEDNotetags1($dataEnemies);
 | 
						||
    Yanfly._loaded_YEP_ExtraEnemyDrops = true;
 | 
						||
  }
 | 
						||
  return true;
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsI = function (group) {
 | 
						||
  if (Yanfly.ItemIdRef) return;
 | 
						||
  Yanfly.ItemIdRef = {};
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.name.length <= 0) continue;
 | 
						||
    Yanfly.ItemIdRef[obj.name.toUpperCase()] = n;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsW = function (group) {
 | 
						||
  if (Yanfly.WeaponIdRef) return;
 | 
						||
  Yanfly.WeaponIdRef = {};
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.name.length <= 0) continue;
 | 
						||
    Yanfly.WeaponIdRef[obj.name.toUpperCase()] = n;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsA = function (group) {
 | 
						||
  if (Yanfly.ArmorIdRef) return;
 | 
						||
  Yanfly.ArmorIdRef = {};
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.name.length <= 0) continue;
 | 
						||
    Yanfly.ArmorIdRef[obj.name.toUpperCase()] = n;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsS = function (group) {
 | 
						||
  if (Yanfly.SkillIdRef) return;
 | 
						||
  Yanfly.SkillIdRef = {};
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.name.length <= 0) continue;
 | 
						||
    Yanfly.SkillIdRef[obj.name.toUpperCase()] = n;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsT = function (group) {
 | 
						||
  if (Yanfly.StateIdRef) return;
 | 
						||
  Yanfly.StateIdRef = {};
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.name.length <= 0) continue;
 | 
						||
    Yanfly.StateIdRef[obj.name.toUpperCase()] = n;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetagsSys = function (group) {
 | 
						||
  Yanfly.STypeIdRef = {};
 | 
						||
  for (var i = 1; i < group.skillTypes.length; ++i) {
 | 
						||
    var name = group.skillTypes[i].toUpperCase();
 | 
						||
    name = name.replace(/\\I\[(\d+)\]/gi, '');
 | 
						||
    Yanfly.STypeIdRef[name] = i;
 | 
						||
  }
 | 
						||
  Yanfly.ElementIdRef = {};
 | 
						||
  for (var i = 1; i < group.elements.length; ++i) {
 | 
						||
    var name = group.elements[i].toUpperCase();
 | 
						||
    name = name.replace(/\\I\[(\d+)\]/gi, '');
 | 
						||
    Yanfly.ElementIdRef[name] = i;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.processEEDNotetags1 = function (group) {
 | 
						||
  var noteD1 = /<(?:ITEM|DROP ITEM)[ ](\d+):[ ](\d+)([%%])>/i;
 | 
						||
  var noteD2 = /<(?:WEAPON|DROP WEAPON)[ ](\d+):[ ](\d+)([%%])>/i;
 | 
						||
  var noteD3 = /<(?:ARMOR|DROP armor)[ ](\d+):[ ](\d+)([%%])>/i;
 | 
						||
  for (var n = 1; n < group.length; n++) {
 | 
						||
    var obj = group[n];
 | 
						||
    if (obj.dropsMade) continue;
 | 
						||
    var notedata = obj.note.split(/[\r\n]+/);
 | 
						||
 | 
						||
    obj.dropsMade = true;
 | 
						||
    obj.conditionalDropItems = [];
 | 
						||
    var conditionalLines = [];
 | 
						||
    var evalMode = 'none';
 | 
						||
 | 
						||
    for (var i = 0; i < notedata.length; i++) {
 | 
						||
      var line = notedata[i];
 | 
						||
      if (line.match(noteD1)) {
 | 
						||
        var id = parseInt(RegExp.$1);
 | 
						||
        var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
        this.createEnemyDrop(obj, id, rate, 1);
 | 
						||
      } else if (line.match(noteD2)) {
 | 
						||
        var id = parseInt(RegExp.$1);
 | 
						||
        var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
        this.createEnemyDrop(obj, id, rate, 2);
 | 
						||
      } else if (line.match(noteD3)) {
 | 
						||
        var id = parseInt(RegExp.$1);
 | 
						||
        var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
        this.createEnemyDrop(obj, id, rate, 3);
 | 
						||
      } else if (line.match(/<DROP[ ](.*):[ ](\d+)([%%])>/i)) {
 | 
						||
        var name = String(RegExp.$1).toUpperCase();
 | 
						||
        var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
        if (Yanfly.ItemIdRef[name]) {
 | 
						||
          var id = Yanfly.ItemIdRef[name];
 | 
						||
          var kind = 1;
 | 
						||
        } else if (Yanfly.WeaponIdRef[name]) {
 | 
						||
          var id = Yanfly.WeaponIdRef[name];
 | 
						||
          var kind = 2;
 | 
						||
        } else if (Yanfly.ArmorIdRef[name]) {
 | 
						||
          var id = Yanfly.ArmorIdRef[name];
 | 
						||
          var kind = 3;
 | 
						||
        } else {
 | 
						||
          continue;
 | 
						||
        }
 | 
						||
        this.createEnemyDrop(obj, id, rate, kind);
 | 
						||
      } else if (line.match(/<(?:ENEMY DROP|ENEMY DROPS)>/i)) {
 | 
						||
        var evalMode = 'drops';
 | 
						||
      } else if (line.match(/<\/(?:ENEMY DROP|ENEMY DROPS)>/i)) {
 | 
						||
        var evalMode = 'none';
 | 
						||
      } else if (evalMode === 'drops') {
 | 
						||
        if (line.match(/ITEM[ ](\d+):[ ](\d+)([%%])/i)) {
 | 
						||
          var id = parseInt(RegExp.$1);
 | 
						||
          var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
          this.createEnemyDrop(obj, id, rate, 1);
 | 
						||
        } else if (line.match(/WEAPON[ ](\d+):[ ](\d+)([%%])/i)) {
 | 
						||
          var id = parseInt(RegExp.$1);
 | 
						||
          var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
          this.createEnemyDrop(obj, id, rate, 2);
 | 
						||
        } else if (line.match(/ARMOR[ ](\d+):[ ](\d+)([%%])/i)) {
 | 
						||
          var id = parseInt(RegExp.$1);
 | 
						||
          var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
          this.createEnemyDrop(obj, id, rate, 3);
 | 
						||
        } else if (line.match(/(.*):[ ](\d+)([%%])/i)) {
 | 
						||
          var name = String(RegExp.$1).toUpperCase();
 | 
						||
          var rate = parseFloat(RegExp.$2) * 0.01;
 | 
						||
          if (Yanfly.ItemIdRef[name]) {
 | 
						||
            var id = Yanfly.ItemIdRef[name];
 | 
						||
            var kind = 1;
 | 
						||
          } else if (Yanfly.WeaponIdRef[name]) {
 | 
						||
            var id = Yanfly.WeaponIdRef[name];
 | 
						||
            var kind = 2;
 | 
						||
          } else if (Yanfly.ArmorIdRef[name]) {
 | 
						||
            var id = Yanfly.ArmorIdRef[name];
 | 
						||
            var kind = 3;
 | 
						||
          } else {
 | 
						||
            continue;
 | 
						||
          }
 | 
						||
          this.createEnemyDrop(obj, id, rate, kind);
 | 
						||
        }
 | 
						||
      } else if (line.match(/<CONDITIONAL[ ](.*)[ ]DROP>/i)) {
 | 
						||
        var evalMode = 'conditionalDrop';
 | 
						||
        conditionalLines = [];
 | 
						||
      } else if (line.match(/<\/CONDITIONAL[ ](.*)[ ]DROP>/i)) {
 | 
						||
        var evalMode = 'none';
 | 
						||
        var name = String(RegExp.$1).toUpperCase();
 | 
						||
        if (name.match(/ITEM[ ](\d+)/i)) {
 | 
						||
          var item = $dataItems[parseInt(RegExp.$1)];
 | 
						||
        } else if (name.match(/WEAPON[ ](\d+)/i)) {
 | 
						||
          var item = $dataWeapons[parseInt(RegExp.$1)];
 | 
						||
        } else if (name.match(/ARMOR[ ](\d+)/i)) {
 | 
						||
          var item = $dataArmors[parseInt(RegExp.$1)];
 | 
						||
        } else if (Yanfly.ItemIdRef[name]) {
 | 
						||
          var id = Yanfly.ItemIdRef[name];
 | 
						||
          var item = $dataItems[id];
 | 
						||
        } else if (Yanfly.WeaponIdRef[name]) {
 | 
						||
          var id = Yanfly.WeaponIdRef[name];
 | 
						||
          var item = $dataWeapons[id];
 | 
						||
        } else if (Yanfly.ArmorIdRef[name]) {
 | 
						||
          var id = Yanfly.ArmorIdRef[name];
 | 
						||
          var item = $dataArmors[id];
 | 
						||
        } else {
 | 
						||
          continue;
 | 
						||
        }
 | 
						||
        if (!item) continue;
 | 
						||
        var arr = [item, conditionalLines];
 | 
						||
        obj.conditionalDropItems.push(arr);
 | 
						||
        conditionalLines = [];
 | 
						||
      } else if (evalMode === 'conditionalDrop') {
 | 
						||
        conditionalLines.push(line);
 | 
						||
      }
 | 
						||
    }
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DataManager.createEnemyDrop = function (obj, dataId, rate, kind) {
 | 
						||
  var dropItem = {
 | 
						||
    dataId: dataId,
 | 
						||
    denominator: 1 / rate,
 | 
						||
    kind: kind
 | 
						||
  }
 | 
						||
  obj.dropItems.push(dropItem);
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// Game_BattlerBase
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
Yanfly.EED.Game_BattlerBase_addNewState =
 | 
						||
  Game_BattlerBase.prototype.addNewState;
 | 
						||
Game_BattlerBase.prototype.addNewState = function (stateId) {
 | 
						||
  Yanfly.EED.Game_BattlerBase_addNewState.call(this, stateId);
 | 
						||
  if (this.isEnemy()) this.markStruckState(stateId);
 | 
						||
  if (stateId === this.deathStateId() && this.isEnemy()) {
 | 
						||
    this.markDeathTurn();
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// Game_Enemy
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
Yanfly.EED.Game_Enemy_makeDropItems = Game_Enemy.prototype.makeDropItems;
 | 
						||
Game_Enemy.prototype.makeDropItems = function () {
 | 
						||
  var drops = Yanfly.EED.Game_Enemy_makeDropItems.call(this);
 | 
						||
  drops = drops.concat(this.makeConditionalDropItems());
 | 
						||
  return drops;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.makeConditionalDropItems = function () {
 | 
						||
  var drops = DropManager.setup(this);
 | 
						||
  return drops;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.markDeathTurn = function () {
 | 
						||
  if (this._selfTurnCount !== undefined) {
 | 
						||
    this._deathTurn = this._selfTurnCount;
 | 
						||
  } else {
 | 
						||
    this._deathTurn = $gameTroop.turnCount();
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.markStruckState = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  this._struckStates[id] = this._struckStates[id] || 0;
 | 
						||
  this._struckStates[id] = this._struckStates[id] + 1;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.deathTurn = function () {
 | 
						||
  return this._deathTurn || 0;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.createTimesStruck = function () {
 | 
						||
  if (this._struckSkills === undefined) this._struckSkills = {};
 | 
						||
  if (this._struckSType === undefined) this._struckSType = {};
 | 
						||
  if (this._struckItems === undefined) this._struckItems = {};
 | 
						||
  if (this._struckStates === undefined) this._struckStates = {};
 | 
						||
  if (this._struckElements === undefined) this._struckElements = {};
 | 
						||
  if (this._lastStruckId === undefined) this._lastStruckId = 0;
 | 
						||
  if (this._lastStruckSkill === undefined) this._lastStruckSkill = false;
 | 
						||
  if (this._lastStruckActor === undefined) this._lastStruckActor = null;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.lastStruckAction = function () {
 | 
						||
  if (this._lastStruckId === undefined) this.createTimesStruck();
 | 
						||
  if (this._lastStruckSkill === undefined) this.createTimesStruck();
 | 
						||
  if (this._lastStruckSkill) {
 | 
						||
    return $dataSkills[this._lastStruckId];
 | 
						||
  } else {
 | 
						||
    return $dataItems[this._lastStruckId];
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.markStruckActions = function (item, subject, action) {
 | 
						||
  if (!item) return;
 | 
						||
  this.createTimesStruck();
 | 
						||
  this._lastStruckId = item.id;
 | 
						||
  this._lastStruckSkill = DataManager.isSkill(item);
 | 
						||
  this.markLastStruckActor(subject);
 | 
						||
  if (DataManager.isSkill(item)) {
 | 
						||
    this._struckSkills[item.id] = this._struckSkills[item.id] || 0;
 | 
						||
    this._struckSkills[item.id] = this._struckSkills[item.id] + 1;
 | 
						||
    this._struckSType[item.stypeId] = this._struckSType[item.stypeId] || 0;
 | 
						||
    this._struckSType[item.stypeId] = this._struckSType[item.stypeId] + 1;
 | 
						||
  }
 | 
						||
  if (DataManager.isItem(item)) {
 | 
						||
    this._struckItems[item.id] = this._struckItems[item.id] || 0;
 | 
						||
    this._struckItems[item.id] = this._struckItems[item.id] + 1;
 | 
						||
  }
 | 
						||
  this.markStruckElements(item, subject, action);
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.killer = function () {
 | 
						||
  if (this._lastStruckActor > 0) {
 | 
						||
    return $gameActors.actor(this._lastStruckActor);
 | 
						||
  } else {
 | 
						||
    return this;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.markLastStruckActor = function (subject) {
 | 
						||
  if (subject && subject.isActor()) this._lastStruckActor = subject.actor().id;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.markStruckElements = function (item, subject, action) {
 | 
						||
  if (Imported.YEP_ElementCore && action) {
 | 
						||
    var elements = action.getItemElements();
 | 
						||
  } else if (item.damage.elementId < 0) {
 | 
						||
    var elements = subject.attackElements();
 | 
						||
  } else {
 | 
						||
    var elements = [item.damage.elementId];
 | 
						||
  }
 | 
						||
  var length = elements.length;
 | 
						||
  for (var i = 0; i < length; ++i) {
 | 
						||
    var eleId = elements[i];
 | 
						||
    if (eleId <= 0) continue;
 | 
						||
    this._struckElements[eleId] = this._struckElements[eleId] || 0;
 | 
						||
    this._struckElements[eleId] = this._struckElements[eleId] + 1;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.timesStruckSkill = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  return this._struckSkills[id] || 0;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.timesStruckItem = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  return this._struckItems[id] || 0;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.timesStruckSType = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  return this._struckSType[id] || 0;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.timesStruckState = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  return this._struckStates[id] || 0;
 | 
						||
};
 | 
						||
 | 
						||
Game_Enemy.prototype.timesStruckElement = function (id) {
 | 
						||
  this.createTimesStruck();
 | 
						||
  return this._struckElements[id] || 0;
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// Game_Action
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
Yanfly.EED.Game_Action_applyItemUserEffect =
 | 
						||
  Game_Action.prototype.applyItemUserEffect;
 | 
						||
Game_Action.prototype.applyItemUserEffect = function (target) {
 | 
						||
  Yanfly.EED.Game_Action_applyItemUserEffect.call(this, target);
 | 
						||
  if (target && target.isEnemy()) {
 | 
						||
    target.markStruckActions(this.item(), this.subject(), this);
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// DropManager
 | 
						||
//=============================================================================
 | 
						||
 | 
						||
function DropManager() {
 | 
						||
  throw new Error('This is a static class');
 | 
						||
}
 | 
						||
 | 
						||
DropManager.setup = function (enemy) {
 | 
						||
  this._enemy = enemy;
 | 
						||
  this._data = this._enemy.enemy().conditionalDropItems;
 | 
						||
  this._drops = [];
 | 
						||
  this.makeConditionalDropItems();
 | 
						||
  return this._drops;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.makeConditionalDropItems = function () {
 | 
						||
  var length = this._data.length;
 | 
						||
  if (length <= 0) return;
 | 
						||
  for (var i = 0; i < length; ++i) {
 | 
						||
    var data = this._data[i];
 | 
						||
    var item = data[0];
 | 
						||
    var conditions = data[1];
 | 
						||
    if (Math.random() < this.getConditionalRate(conditions)) {
 | 
						||
      this._drops.push(item);
 | 
						||
    }
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.getConditionalRate = function (conditions) {
 | 
						||
  var rate = 0;
 | 
						||
  var length = conditions.length;
 | 
						||
  for (var i = 0; i < length; ++i) {
 | 
						||
    var condition = conditions[i];
 | 
						||
    if (condition.match(/(.*):[ ]([\+\-]\d+)([%%])/i)) {
 | 
						||
      var line = String(RegExp.$1);
 | 
						||
      var value = parseFloat(RegExp.$2) * 0.01;
 | 
						||
      if (this.meetsLineCondition(line)) rate += value;
 | 
						||
    }
 | 
						||
  }
 | 
						||
  return rate;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.meetsLineCondition = function (line) {
 | 
						||
  // EVAL
 | 
						||
  if (line.match(/EVAL[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionEval(line);
 | 
						||
  }
 | 
						||
  // ALIVE MEMBERS
 | 
						||
  if (line.match(/ALIVE MEMBERS[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionAliveMembers(line);
 | 
						||
  }
 | 
						||
  // ALWAYS
 | 
						||
  if (line.toUpperCase() === 'ALWAYS') {
 | 
						||
    return this.conditionAlways();
 | 
						||
  }
 | 
						||
  // COUNT
 | 
						||
  if (line.match(/(.*)[ ]COUNT[ ](.*)/i)) {
 | 
						||
    var line1 = String(RegExp.$1);
 | 
						||
    var line2 = String(RegExp.$2);
 | 
						||
    return this.conditionCount(line1, line2);
 | 
						||
  }
 | 
						||
  // DEAD MEMBERS
 | 
						||
  if (line.match(/DEAD MEMBERS[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionDeadMembers(line);
 | 
						||
  }
 | 
						||
  // DEATH TURN EVAL
 | 
						||
  if (line.match(/DEATH TURN[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionDeathTurn(line);
 | 
						||
  }
 | 
						||
  // ENEMY LEVEL
 | 
						||
  if (line.match(/ENEMY LEVEL[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionEnemyLevel(line);
 | 
						||
  }
 | 
						||
  // LAST STRIKE
 | 
						||
  if (line.match(/LAST STRIKE[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionLastStrike(line);
 | 
						||
  }
 | 
						||
  // PARTY MEMBERS
 | 
						||
  if (line.match(/PARTY MEMBERS[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionPartyMembers(line);
 | 
						||
  }
 | 
						||
  // RANDOM X%
 | 
						||
  if (line.match(/RANDOM[ ](\d+)([%%])/i)) {
 | 
						||
    var rate = parseFloat(RegExp.$1) * 0.01;
 | 
						||
    return this.conditionRandom(rate);
 | 
						||
  }
 | 
						||
  // TIMES STRUCK
 | 
						||
  if (line.match(/TIMES[ ](.*)[ ]STRUCK[ ](.*)/i)) {
 | 
						||
    var line1 = String(RegExp.$1);
 | 
						||
    var line2 = String(RegExp.$2);
 | 
						||
    return this.conditionTimesStruck(line1, line2);
 | 
						||
  }
 | 
						||
  // SWITCH EVAL
 | 
						||
  if (line.match(/SWITCH[ ](\d+)[ ](.*)/i)) {
 | 
						||
    var switchId = parseInt(RegExp.$1);
 | 
						||
    var switchCase = String(RegExp.$2).toUpperCase();
 | 
						||
    return this.conditionSwitch(switchId, switchCase);
 | 
						||
  }
 | 
						||
  // TURN EVAL
 | 
						||
  if (line.match(/TURN[ ](.*)/i)) {
 | 
						||
    var line = String(RegExp.$1);
 | 
						||
    return this.conditionTurn(line);
 | 
						||
  }
 | 
						||
  // VARIABLE EVAL
 | 
						||
  if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) {
 | 
						||
    var varId = parseInt(RegExp.$1);
 | 
						||
    var varLine = String(RegExp.$2).toUpperCase();
 | 
						||
    return this.conditionVariable(varId, varLine);
 | 
						||
  }
 | 
						||
  return false;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionAliveMembers = function (line) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = '$gameParty.aliveMembers().length ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP ALIVE CONDITION ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionAlways = function () {
 | 
						||
  return true;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionCount = function (line1, line2) {
 | 
						||
  var item = null;
 | 
						||
  if (line1.match(/ITEM[ ](\d+)/i)) {
 | 
						||
    item = $dataItems[parseInt(RegExp.$1)];
 | 
						||
  } else if (line1.match(/WEAPON[ ](\d+)/i)) {
 | 
						||
    item = $dataWeapons[parseInt(RegExp.$1)];
 | 
						||
  } else if (line1.match(/ARMOR[ ](\d+)/i)) {
 | 
						||
    item = $dataArmors[parseInt(RegExp.$1)];
 | 
						||
  } else if (Yanfly.ItemIdRef[line1.toUpperCase()]) {
 | 
						||
    item = $dataItems[Yanfly.ItemIdRef[line1.toUpperCase()]];
 | 
						||
  } else if (Yanfly.WeaponIdRef[line1.toUpperCase()]) {
 | 
						||
    item = $dataWeapons[Yanfly.WeaponIdRef[line1.toUpperCase()]];
 | 
						||
  } else if (Yanfly.ArmorIdRef[line1.toUpperCase()]) {
 | 
						||
    item = $dataArmors[Yanfly.ArmorIdRef[line1.toUpperCase()]];
 | 
						||
  }
 | 
						||
  if (!item) return false;
 | 
						||
  if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {
 | 
						||
    var quantity = $gameParty.numIndependentItems(item);
 | 
						||
  } else {
 | 
						||
    var quantity = $gameParty.numItems(item);
 | 
						||
  }
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = 'quantity ' + line2;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP COUNT ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionDeadMembers = function (line) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = '$gameParty.deadMembers().length ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP DEAD MEMBERS ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionDeathTurn = function (line) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = 'user.deathTurn() ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP DEATH TURN ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionEnemyLevel = function (line) {
 | 
						||
  if (!Imported.YEP_EnemyLevels) return false;
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = 'enemy.level ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP ENEMY LEVEL ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionLastStrike = function (line) {
 | 
						||
  if (line.match(/SKILL[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    return this._enemy.lastStruckAction() === $dataSkills[id];
 | 
						||
  } else if (line.match(/ITEM[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    return this._enemy.lastStruckAction() === $dataItems[id];
 | 
						||
  } else if (Yanfly.SkillIdRef[line.toUpperCase()]) {
 | 
						||
    var id = Yanfly.SkillIdRef[line.toUpperCase()];
 | 
						||
    return this._enemy.lastStruckAction() === $dataSkills[id];
 | 
						||
  } else if (Yanfly.ItemIdRef[line.toUpperCase()]) {
 | 
						||
    var id = Yanfly.ItemIdRef[line.toUpperCase()];
 | 
						||
    return this._enemy.lastStruckAction() === $dataItems[id];
 | 
						||
  }
 | 
						||
  return false;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionPartyMembers = function (line) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = '$gameParty.battleMembers().length ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP PARTY SIZE ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionRandom = function (rate) {
 | 
						||
  return Math.random() < rate;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionSwitch = function (switchId, switchCase) {
 | 
						||
  var condition = false;
 | 
						||
  if (['ON', 'TRUE'].contains(switchCase)) condition = true;
 | 
						||
  return $gameSwitches.value(switchId) === condition;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionTimesStruck = function (line1, line2) {
 | 
						||
  var times = this.getTimesStruck(line1);
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = 'times ' + line2;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP TIMES STRUCK ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.getTimesStruck = function (line) {
 | 
						||
  var times = 0;
 | 
						||
  if (line.match(/SKILL[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    times = this._enemy.timesStruckSkill(id);
 | 
						||
  } else if (line.match(/SKILL[ ](.*)/i)) {
 | 
						||
    var name = String(RegExp.$1).toUpperCase();
 | 
						||
    if (Yanfly.SkillIdRef[name]) {
 | 
						||
      var id = Yanfly.SkillIdRef[name];
 | 
						||
      times = this._enemy.timesStruckSkill(id);
 | 
						||
    }
 | 
						||
  } else if (line.match(/ITEM[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    times = this._enemy.timesStruckItem(id);
 | 
						||
  } else if (line.match(/ITEM[ ](.*)/i)) {
 | 
						||
    var name = String(RegExp.$1).toUpperCase();
 | 
						||
    if (Yanfly.ItemIdRef[name]) {
 | 
						||
      var id = Yanfly.ItemIdRef[name];
 | 
						||
      times = this._enemy.timesStruckItem(id);
 | 
						||
    }
 | 
						||
  } else if (line.match(/STYPE[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    times = this._enemy.timesStruckSType(id);
 | 
						||
  } else if (line.match(/STYPE[ ](.*)/i)) {
 | 
						||
    var name = String(RegExp.$1).toUpperCase();
 | 
						||
    if (Yanfly.STypeIdRef[name]) {
 | 
						||
      var id = Yanfly.STypeIdRef[name];
 | 
						||
      times = this._enemy.timesStruckSType(id);
 | 
						||
    }
 | 
						||
  } else if (line.match(/STATE[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    times = this._enemy.timesStruckState(id);
 | 
						||
  } else if (line.match(/STATE[ ](.*)/i)) {
 | 
						||
    var name = String(RegExp.$1).toUpperCase();
 | 
						||
    if (Yanfly.StateIdRef[name]) {
 | 
						||
      var id = Yanfly.StateIdRef[name];
 | 
						||
      times = this._enemy.timesStruckState(id);
 | 
						||
    }
 | 
						||
  } else if (line.match(/ELEMENT[ ](\d+)/i)) {
 | 
						||
    var id = parseInt(RegExp.$1);
 | 
						||
    times = this._enemy.timesStruckElement(id);
 | 
						||
  } else if (line.match(/ELEMENT[ ](.*)/i)) {
 | 
						||
    var name = String(RegExp.$1).toUpperCase();
 | 
						||
    if (Yanfly.ElementIdRef[name]) {
 | 
						||
      var id = Yanfly.ElementIdRef[name];
 | 
						||
      times = this._enemy.timesStruckElement(id);
 | 
						||
    }
 | 
						||
  }
 | 
						||
  return times;
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionTurn = function (line) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  var code = '$gameTroop.turnCount() ' + line;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP TURN ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionVariable = function (varId, varLine) {
 | 
						||
  var value = false;
 | 
						||
  var code = '$gameVariables.value(varId) ' + varLine;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP VARIABLE ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
DropManager.conditionEval = function (code) {
 | 
						||
  var user = this._enemy;
 | 
						||
  var enemy = this._enemy;
 | 
						||
  var a = this._enemy;
 | 
						||
  var s = $gameSwitches._data;
 | 
						||
  var v = $gameVariables._data;
 | 
						||
  try {
 | 
						||
    return eval(code);
 | 
						||
  } catch (e) {
 | 
						||
    Yanfly.Util.displayError(e, code, 'ENEMY DROP EVAL ERROR');
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// 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.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
 | 
						||
  if (Utils.isNwjs() && Utils.isOptionValid('test')) {
 | 
						||
    if (!require('nw.gui').window.isDevToolsOpen()) {
 | 
						||
      require('nw.gui').window.showDevTools();
 | 
						||
    }
 | 
						||
  }
 | 
						||
};
 | 
						||
 | 
						||
//=============================================================================
 | 
						||
// End of File
 | 
						||
//=============================================================================
 |