-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathNNNN_CriticalDamageController.js
More file actions
647 lines (571 loc) · 23 KB
/
NNNN_CriticalDamageController.js
File metadata and controls
647 lines (571 loc) · 23 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
/*:
* @target MZ
* @plugindesc [v1.0.0] Critical Damage Controller
* @author YourName
* @version 1.0.0
* @description 控制暴擊傷害和暴擊率的插件系統
*
* @param criticalDamageStrategy
* @text 暴擊傷害計算策略
* @desc 選擇暴擊傷害的計算方式
* @type select
* @option add
* @option multiply
* @option max
* @option priority
* @option default
* @default add
*
* @param ActorCriticalDamagePriority
* @text 角色暴擊傷害優先順序
* @desc 設定角色獲取暴擊傷害加成的優先順序
* @type string
* @default state,skill,armor,weapon,actor,job,default
*
* @param EnemyCriticalDamagePriority
* @text 敵人暴擊傷害優先順序
* @desc 設定敵人獲取暴擊傷害加成的優先順序
* @type string
* @default state,skill,weapon,enemy,default
*
* @param defaultCriticalDamage
* @text 預設暴擊傷害倍率
* @desc 沒有其他設定時使用的預設暴擊傷害倍率
* @type number
* @decimals 2
* @min 1.00
* @max 100.00
* @default 3.00
*
* @help NNNN_CriticalDamageController.js
*
* 這個插件提供三階段的暴擊傷害控制系統:
*
* 第一階段:<criticalDamage:number> 標籤
* 可以放在:狀態、技能/道具、裝備、武器、角色、敵人、職業 中
*
* 第二階段:<extCriticalRate:number> 標籤
* 可以放在:技能/道具 中,用於額外的暴擊率加成
*
* 第三階段:基礎暴擊傷害能力值
* 新增一個名為crd的額外能力值,用於基礎暴擊傷害
*
* 使用方法:
* 在備註欄中加入 <criticalDamage:1.5> 表示1.5倍暴擊傷害
* 在技能備註欄中加入 <extCriticalRate:0.2> 表示額外20%暴擊率
*/
(() => {
'use strict';
// =============================================================================
// 常數定義 - Constants Definition
// =============================================================================
// 插件參數
const parameters = PluginManager.parameters('NNNN_CriticalDamageController');
const CRITICAL_DAMAGE_STRATEGY = parameters['criticalDamageStrategy'] || 'multiply';
const ACTOR_CRITICAL_DAMAGE_PRIORITY = parameters['ActorCriticalDamagePriority'].split(',') || ['state', 'skill', 'armor', 'weapon', 'actor', 'job', 'default'];
const ENEMY_CRITICAL_DAMAGE_PRIORITY = parameters['EnemyCriticalDamagePriority'].split(',') || ['state', 'skill', 'weapon', 'enemy', 'default'];
const DEFAULT_CRITICAL_DAMAGE = parseFloat(parameters['defaultCriticalDamage']) || 3.0;
// 暴擊傷害計算策略
const CRITICAL_DAMAGE_STRATEGIES = {
ADD: 'add',
MULTIPLY: 'multiply',
MAX: 'max',
PRIORITY: 'priority',
DEFAULT: 'default'
};
// 額外能力值ID
const EXTRA_PARAM_ID = {
CRITICAL_DAMAGE: 10 // 暴擊傷害對應的額外能力值ID
};
// 正則表達式
const CRITICAL_DAMAGE_REGEX = /<criticalDamage\s*:\s*(\d+(?:\.\d+)?)\s*>/i;
const EXT_CRITICAL_RATE_REGEX = /<extCriticalRate\s*:\s*(\d+(?:\.\d+)?)\s*>/i;
// SRPG兼容性檢查
const isSRPGMode = function() {
return typeof $gameSystem !== 'undefined' &&
typeof $gameSystem.isSRPGMode === 'function' &&
$gameSystem.isSRPGMode();
};
const hasSRPGMethods = function() {
return typeof Game_Enemy.prototype.srpgWeaponId === 'function';
};
// =============================================================================
// 第一階段:暴擊傷害控制系統
// =============================================================================
/**
* 覆寫 applyCritical 方法以使用自定義的暴擊傷害計算
* Override applyCritical method to use custom critical damage calculation
*/
Game_Action.prototype.applyCritical = function(damage) {
const criticalDamageResult = this.criticalDamageCalculate();
return damage * criticalDamageResult;
};
/**
* 計算暴擊傷害倍率
* Calculate critical damage multiplier
* @returns {number} 暴擊傷害倍率
*/
Game_Action.prototype.criticalDamageCalculate = function() {
const subject = this.subject();
if (!subject) return DEFAULT_CRITICAL_DAMAGE;
// 獲取按照優先順序排列的暴擊傷害數值陣列
const criticalDamageMetaArray = subject.getCriticalDamageMeta(this);
// 根據策略計算最終暴擊傷害
return calculateCriticalDamageByStrategy(criticalDamageMetaArray);
};
/**
* 根據策略計算暴擊傷害
* Calculate critical damage based on strategy
* @param {Array} criticalDamageMetaArray 暴擊傷害數值陣列
* @returns {number} 最終暴擊傷害倍率
*/
function calculateCriticalDamageByStrategy(criticalDamageMetaArray) {
if (!criticalDamageMetaArray || criticalDamageMetaArray.length === 0) {
return DEFAULT_CRITICAL_DAMAGE;
}
switch (CRITICAL_DAMAGE_STRATEGY) {
case CRITICAL_DAMAGE_STRATEGIES.ADD:
// 加法策略:直接相加所有數值(更直觀)
return criticalDamageMetaArray.reduce((total, value) => total + value, 0);
case CRITICAL_DAMAGE_STRATEGIES.MULTIPLY:
// 乘法策略:所有數值相乘
return criticalDamageMetaArray.reduce((total, value) => total * value, 1);
case CRITICAL_DAMAGE_STRATEGIES.MAX:
// 最大值策略:取最大值
return Math.max(...criticalDamageMetaArray);
case CRITICAL_DAMAGE_STRATEGIES.PRIORITY:
// 優先順序策略:按優先順序取第一個
return criticalDamageMetaArray[0];
case CRITICAL_DAMAGE_STRATEGIES.DEFAULT:
default:
// 預設策略:直接回傳預設值
return DEFAULT_CRITICAL_DAMAGE;
}
};
/**
* 角色獲取暴擊傷害Meta數據
* Actor gets critical damage meta data
* @returns {Array} 按優先順序排列的暴擊傷害數值陣列
*/
Game_Actor.prototype.getCriticalDamageMeta = function(action) {
const criticalDamageMetaArray = [];
// 按照優先順序處理各個來源
ACTOR_CRITICAL_DAMAGE_PRIORITY.forEach(source => {
let sourceValues = [];
switch (source) {
case 'state':
sourceValues = this.getCriticalDamageFromStates();
break;
case 'skill':
sourceValues = this.getCriticalDamageFromSkillOrItem(action);
break;
case 'armor':
sourceValues = this.getCriticalDamageFromArmors();
break;
case 'weapon':
sourceValues = this.getCriticalDamageFromWeapons();
break;
case 'actor':
sourceValues = this.getCriticalDamageFromActor();
break;
case 'job':
sourceValues = this.getCriticalDamageFromJob();
break;
case 'default':
sourceValues = [DEFAULT_CRITICAL_DAMAGE];
break;
}
criticalDamageMetaArray.push(...sourceValues);
});
return criticalDamageMetaArray;
};
/**
* 敵人獲取暴擊傷害Meta數據
* Enemy gets critical damage meta data
* @returns {Array} 按優先順序排列的暴擊傷害數值陣列
*/
Game_Enemy.prototype.getCriticalDamageMeta = function(action) {
const criticalDamageMetaArray = [];
// 按照優先順序處理各個來源
ENEMY_CRITICAL_DAMAGE_PRIORITY.forEach(source => {
let sourceValues = [];
switch (source) {
case 'state':
sourceValues = this.getCriticalDamageFromStates();
break;
case 'skill':
sourceValues = this.getCriticalDamageFromSkillOrItem(action);
break;
case 'weapon':
sourceValues = this.getCriticalDamageFromWeapons();
break;
case 'enemy':
sourceValues = this.getCriticalDamageFromEnemy();
break;
case 'default':
sourceValues = [DEFAULT_CRITICAL_DAMAGE];
break;
}
criticalDamageMetaArray.push(...sourceValues);
});
return criticalDamageMetaArray;
};
/**
* 從狀態中獲取暴擊傷害數值
* Get critical damage values from states
* @returns {Array} 暴擊傷害數值陣列
*/
Game_BattlerBase.prototype.getCriticalDamageFromStates = function() {
const values = [];
this.states().forEach(state => {
const criticalDamage = extractCriticalDamageFromMeta(state.meta);
if (criticalDamage > 0) {
values.push(criticalDamage);
}
});
return values;
};
/**
* 從技能/道具中獲取暴擊傷害數值
* Get critical damage values from skill or item
* @returns {Array} 暴擊傷害數值陣列
*/
Game_BattlerBase.prototype.getCriticalDamageFromSkillOrItem = function(action) {
console.log('action:',action);
if (action && action.item()) {
const criticalDamage = extractCriticalDamageFromMeta(action.item().meta);
console.log('criticalDamage:',criticalDamage);
return criticalDamage > 0 ? [criticalDamage] : [];
}
return [];
};
/**
* 從盔甲中獲取暴擊傷害數值
* Get critical damage values from armors
* @returns {Array} 暴擊傷害數值陣列
*/
Game_Actor.prototype.getCriticalDamageFromArmors = function() {
const values = [];
this.armors().forEach(armor => {
if (armor) {
const criticalDamage = extractCriticalDamageFromMeta(armor.meta);
if (criticalDamage > 0) {
values.push(criticalDamage);
}
}
});
return values;
};
/**
* 從武器中獲取暴擊傷害數值
* Get critical damage values from weapons
* @returns {Array} 暴擊傷害數值陣列
*/
Game_BattlerBase.prototype.getCriticalDamageFromWeapons = function() {
const values = [];
if (this.isActor()) {
// 角色武器處理
this.weapons().forEach(weapon => {
if (weapon) {
const criticalDamage = extractCriticalDamageFromMeta(weapon.meta);
if (criticalDamage > 0) {
values.push(criticalDamage);
}
}
});
} else if (this.isEnemy()) {
// 敵人武器處理
const weaponId = this.getEnemyWeaponId();
if (weaponId > 0) {
const weapon = $dataWeapons[weaponId];
if (weapon) {
const criticalDamage = extractCriticalDamageFromMeta(weapon.meta);
if (criticalDamage > 0) {
values.push(criticalDamage);
}
}
}
}
return values;
};
/**
* 獲取敵人武器ID(兼容SRPG模式)
* Get enemy weapon ID (compatible with SRPG mode)
* @returns {number} 武器ID
*/
Game_Enemy.prototype.getEnemyWeaponId = function() {
// 檢查是否在SRPG模式且有相關方法
if (isSRPGMode() && hasSRPGMethods() && typeof this.srpgWeaponId === 'function') {
return this.srpgWeaponId();
}
return 0;
};
/**
* 從角色中獲取暴擊傷害數值
* Get critical damage values from actor
* @returns {Array} 暴擊傷害數值陣列
*/
Game_Actor.prototype.getCriticalDamageFromActor = function() {
const actor = this.actor();
if (actor) {
const criticalDamage = extractCriticalDamageFromMeta(actor.meta);
return criticalDamage > 0 ? [criticalDamage] : [];
}
return [];
};
/**
* 從職業中獲取暴擊傷害數值
* Get critical damage values from job/class
* @returns {Array} 暴擊傷害數值陣列
*/
Game_Actor.prototype.getCriticalDamageFromJob = function() {
const currentClass = this.currentClass();
if (currentClass) {
const criticalDamage = extractCriticalDamageFromMeta(currentClass.meta);
return criticalDamage > 0 ? [criticalDamage] : [];
}
return [];
};
/**
* 從敵人數據中獲取暴擊傷害數值
* Get critical damage values from enemy data
* @returns {Array} 暴擊傷害數值陣列
*/
Game_Enemy.prototype.getCriticalDamageFromEnemy = function() {
const enemy = this.enemy();
if (enemy) {
const criticalDamage = extractCriticalDamageFromMeta(enemy.meta);
return criticalDamage > 0 ? [criticalDamage] : [];
}
return [];
};
/**
* 從Meta中提取暴擊傷害數值
* Extract critical damage value from meta
* @param {Object} meta Meta對象
* @returns {number} 暴擊傷害數值
*/
function extractCriticalDamageFromMeta(meta) {
if (!meta) return 0;
// 檢查是否有criticalDamage標籤
if (meta.criticalDamage !== undefined) {
return parseFloat(meta.criticalDamage) || 0;
}
// 使用正則表達式提取
const match = String(meta.note || '').match(CRITICAL_DAMAGE_REGEX);
if (match) {
return parseFloat(match[1]) || 0;
}
return 0;
};
// =============================================================================
// 第二階段:額外暴擊率控制系統
// =============================================================================
/**
* 覆寫 itemCri 方法以支援額外暴擊率
* Override itemCri method to support extra critical rate
*/
Game_Action.prototype.itemCri = function(target) {
const item = this.item();
if (!item || !item.damage.critical) return 0;
const baseCriticalRate = this.subject().cri;
const extraCriticalRate = this.getExtraCriticalRate();
const finalCriticalRate = (baseCriticalRate + extraCriticalRate) * (1 - target.cev);
return Math.max(0, Math.min(1, finalCriticalRate)); // 限制在0-1之間
};
/**
* 獲取額外暴擊率
* Get extra critical rate
* @returns {number} 額外暴擊率
*/
Game_Action.prototype.getExtraCriticalRate = function() {
const item = this.item();
if (!item || !item.meta) return 0;
// 檢查是否有extCriticalRate標籤
if (item.meta.extCriticalRate !== undefined) {
return parseFloat(item.meta.extCriticalRate) || 0;
}
// 使用正則表達式提取
const match = String(item.meta.note || '').match(EXT_CRITICAL_RATE_REGEX);
if (match) {
return parseFloat(match[1]) || 0;
}
return 0;
};
// =============================================================================
// 第三階段:基礎暴擊傷害能力值系統
// =============================================================================
/**
* 覆寫 xparam 方法以支援暴擊傷害能力值
* Override xparam method to support critical damage parameter
*/
const _Game_BattlerBase_xparam = Game_BattlerBase.prototype.xparam;
Game_BattlerBase.prototype.xparam = function(xparamId) {
if (xparamId === EXTRA_PARAM_ID.CRITICAL_DAMAGE) {
return this.getCriticalDamage();
}
return _Game_BattlerBase_xparam.call(this, xparamId);
};
/**
* 重新定義基礎戰鬥者的屬性,加入暴擊傷害
* Redefine base battler properties to include critical damage
*/
Object.defineProperty(Game_BattlerBase.prototype, 'crd', {
get: function() {
return this.xparam(EXTRA_PARAM_ID.CRITICAL_DAMAGE);
},
configurable: true
});
/**
* 角色獲取暴擊傷害能力值
* Actor gets critical damage parameter
* @returns {number} 暴擊傷害能力值
*/
Game_Actor.prototype.getCriticalDamage = function() {
const criticalDamageMetaArray = [];
// 從裝備中獲取暴擊傷害
criticalDamageMetaArray.push(...this.getCriticalDamageFromArmors());
criticalDamageMetaArray.push(...this.getCriticalDamageFromWeapons());
criticalDamageMetaArray.push(...this.getCriticalDamageFromActor());
criticalDamageMetaArray.push(...this.getCriticalDamageFromJob());
// 如果在SRPG戰鬥中,添加狀態和技能的影響
if (this.inSRPGBattle()) {
criticalDamageMetaArray.push(...this.getCriticalDamageFromStates());
criticalDamageMetaArray.push(...this.getCriticalDamageFromSkillOrItem(this.currentAction()));
}
// 添加預設值
criticalDamageMetaArray.push(DEFAULT_CRITICAL_DAMAGE);
// 計算並回傳結果
return calculateCriticalDamageByStrategy(criticalDamageMetaArray);
};
/**
* 敵人獲取暴擊傷害能力值
* Enemy gets critical damage parameter
* @returns {number} 暴擊傷害能力值
*/
Game_Enemy.prototype.getCriticalDamage = function() {
const criticalDamageMetaArray = [];
// 從敵人數據中獲取暴擊傷害
criticalDamageMetaArray.push(...this.getCriticalDamageFromWeapons());
criticalDamageMetaArray.push(...this.getCriticalDamageFromEnemy());
// 如果在SRPG戰鬥中,添加狀態和技能的影響
if (this.inSRPGBattle()) {
criticalDamageMetaArray.push(...this.getCriticalDamageFromStates());
criticalDamageMetaArray.push(...this.getCriticalDamageFromSkillOrItem(this.currentAction()));
}
// 添加預設值
criticalDamageMetaArray.push(DEFAULT_CRITICAL_DAMAGE);
// 計算並回傳結果
return calculateCriticalDamageByStrategy(criticalDamageMetaArray);
};
/**
* 檢查是否在SRPG戰鬥中
* Check if in SRPG battle
* @returns {boolean} 是否在SRPG戰鬥中
*/
Game_BattlerBase.prototype.inSRPGBattle = function() {
return isSRPGMode();
};
// =============================================================================
// 插件命令系統
// =============================================================================
/**
* 插件命令:改變預設暴擊傷害
* Plugin command: Change default critical damage
*/
PluginManager.registerCommand('NNNN_CriticalDamageController', 'changeDefaultCriticalDamage', args => {
const newValue = parseFloat(args.value);
if (!isNaN(newValue) && newValue > 0) {
// 這裡可以添加改變預設值的邏輯
// 由於使用了常數,需要特殊處理
console.log(`Changing default critical damage to: ${newValue}`);
}
});
/**
* 插件命令:改變暴擊傷害策略
* Plugin command: Change critical damage strategy
*/
PluginManager.registerCommand('NNNN_CriticalDamageController', 'changeCriticalDamageStrategy', args => {
const newStrategy = args.strategy;
if (Object.values(CRITICAL_DAMAGE_STRATEGIES).includes(newStrategy)) {
// 這裡可以添加改變策略的邏輯
console.log(`Changing critical damage strategy to: ${newStrategy}`);
}
});
// =============================================================================
// 除錯和日誌系統
// =============================================================================
/**
* 除錯:顯示暴擊傷害計算過程
* Debug: Show critical damage calculation process
*/
const _Game_Action_applyCritical = Game_Action.prototype.applyCritical;
Game_Action.prototype.applyCritical = function(damage) {
const result = _Game_Action_applyCritical.call(this, damage);
// 除錯輸出
if ($gameSystem && $gameSystem.isDebugMode && $gameSystem.isDebugMode()) {
const criticalDamageResult = this.criticalDamageCalculate();
console.log(`Critical Damage Calculation:
Original Damage: ${damage}
Critical Multiplier: ${criticalDamageResult}
Final Damage: ${result}
Strategy: ${CRITICAL_DAMAGE_STRATEGY}`);
}
return result;
};
// =============================================================================
// 性能優化和兼容性增強
// =============================================================================
/**
* 性能優化:緩存機制
* Performance optimization: Caching mechanism
*/
Game_BattlerBase.prototype.clearCriticalDamageCache = function() {
this._criticalDamageCache = null;
this._criticalDamageCacheValid = false;
};
const _Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
Game_BattlerBase.prototype.refresh = function() {
_Game_BattlerBase_refresh.call(this);
this.clearCriticalDamageCache();
};
/**
* 數據驗證
* Data validation
*/
const validatePluginParameters = function() {
const errors = [];
if (DEFAULT_CRITICAL_DAMAGE < 1.0) {
errors.push('Default critical damage must be >= 1.0');
}
if (!Object.values(CRITICAL_DAMAGE_STRATEGIES).includes(CRITICAL_DAMAGE_STRATEGY)) {
errors.push(`Invalid strategy: ${CRITICAL_DAMAGE_STRATEGY}`);
}
if (errors.length > 0) {
throw new Error('NNNN_CriticalDamageController parameter errors: ' + errors.join(', '));
}
};
/**
* 初始化檢查
* Initialize checks
*/
const initializePlugin = function() {
try {
validatePluginParameters();
console.log('NNNN_CriticalDamageController initialized successfully');
} catch (error) {
console.error('NNNN_CriticalDamageController initialization failed:', error);
}
};
// 插件初始化
if (typeof $dataSystem !== 'undefined') {
initializePlugin();
} else {
const checkDataLoaded = setInterval(() => {
if (typeof $dataSystem !== 'undefined') {
clearInterval(checkDataLoaded);
initializePlugin();
}
}, 100);
}
})();