Created
August 17, 2018 16:04
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Make States Canceled by Elements (RPG Maker MV)
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/*: | |
@plugindesc States Cancelled by Elements | |
@author armornick | |
@help | |
This plugin adds states which are canceled when the inflicted person is hit with | |
an attack with a certain element. | |
=== Usage === | |
To make a state which can be canceled by certain elements, use the following notetag: | |
<canceling-element: n> | |
where n is one or more element ids. If multiple elements should cancel the state, the | |
ids should be delimited by comma's. | |
For example, to make a state get canceled by elements 2 and 8: | |
<canceling-element: 2, 8> | |
=== License ==== | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | |
of the Software, and to permit persons to whom the Software is furnished to do so. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR | |
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE | |
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR | |
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
DEALINGS IN THE SOFTWARE. | |
*/ | |
(function () { | |
//----------------------------------------------------------------------------- | |
// DataManager | |
const RE_CANCELING_ELEMENT = /<canceling[-_ ]elements?\s*:\s*([^>]+)>/i; | |
function preloadStateCancelingElements ($dataStates) { | |
for (let state of $dataStates) { | |
// skip the state at index 0 | |
if (state === null) continue; | |
let cancelElmt = RE_CANCELING_ELEMENT.exec(state.note); | |
if (cancelElmt) { | |
let elements = [], | |
rawElements = cancelElmt[1].split(","); | |
for (let element of rawElements) { | |
let numVal = parseInt(element.trim(), 10); | |
if (!isNaN(numVal)) { | |
elements.push(numVal); | |
} | |
} | |
state.cancelingElements = elements; | |
} | |
} | |
} | |
var NIA_StateCancelElement_DataManager_onLoad = DataManager.onLoad; | |
DataManager.onLoad = function(object) { | |
NIA_StateCancelElement_DataManager_onLoad.call(this, object); | |
if (object === $dataStates) { | |
preloadStateCancelingElements(object); | |
} | |
}; | |
//----------------------------------------------------------------------------- | |
// Game_Action | |
var NIA_StateCancelElement_GameAction_makeDamageValue = Game_Action.prototype.makeDamageValue; | |
Game_Action.prototype.makeDamageValue = function(target, critical) { | |
var value = NIA_StateCancelElement_GameAction_makeDamageValue.call(this, target, critical); | |
this.calculateElementsCancelingState(target); | |
return value; | |
}; | |
Game_Action.prototype.calculateElementsCancelingState = function (target) { | |
var attackerElement = this.item().damage.elementId, | |
states = target.states(); | |
for (let state of states) { | |
if (state.cancelingElements | |
&& state.cancelingElements.contains(attackerElement)) { | |
target.removeState(state.id); | |
} | |
} | |
}; | |
}()) |
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