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OZZ-SMTDemons.js
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OZZ-SMTDemons.js
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//=============================================================================
// RPG Maker MZ - SMT Demons
//=============================================================================
/*:
* @target MZ
* @plugindesc Shin Megami Tensei styled demon recruiting. v1
* @author Orochii Zouveleki
* ------------------------------------------------------------------------------------------------
* PARAMETERS
* ------------------------------------------------------------------------------------------------
* @param General settings
*
* @param Actors for demon slots
* @parent General settings
* @desc List of actors that will be used and overriden by demons.
* @type actor[]
* @default []
*
* @param HP/MP Formula
* @parent General settings
* @desc Determines growth for HP/MP on demons.
* @default base + deltaLevel*2 + (base * deltaLevel / 9) / startLevel
*
* @param Parameter Formula
* @parent General settings
* @desc Determines parameter growth on demons.
* @default base + deltaLevel + (base * deltaLevel / 10) / startLevel
*
* @param Demons settings
*
* @param Default demon class
* @parent Demons settings
* @desc Class used by ALL demons.
* @type class
* @default 2
*
* @param Default character
* @parent Demons settings
* @desc Default character sprite for demons
* @type file
* @dir img/characters/
* @default Monster
*
* @param Default character index
* @parent Demons settings
* @desc Default character index for demons
* @type number
* @default 0
*
* @param Default face
* @parent Demons settings
* @desc Default character sprite for demons
* @type file
* @dir img/faces/
* @default Monster
*
* @param Default face index
* @parent Demons settings
* @desc Default character index for demons
* @type number
* @default 0
*
* @param Race config
*
* @param Demon races
* @parent Race config
* @desc All names for demon types
* @type struct<DemonRaceData>[]
* @default ["{\"Name\":\"Fairy\",\"Default personality\":\"0\"}","{\"Name\":\"Jirae\",\"Default personality\":\"0\"}","{\"Name\":\"Wilder\",\"Default personality\":\"0\"}","{\"Name\":\"Foul\",\"Default personality\":\"0\"}","{\"Name\":\"Ghost\",\"Default personality\":\"0\"}","{\"Name\":\"Avian\",\"Default personality\":\"0\"}","{\"Name\":\"Vile\",\"Default personality\":\"0\"}","{\"Name\":\"Night\",\"Default personality\":\"0\"}","{\"Name\":\"Snake\",\"Default personality\":\"0\"}","{\"Name\":\"Divine\",\"Default personality\":\"0\"}","{\"Name\":\"Deity\",\"Default personality\":\"0\"}","{\"Name\":\"Element\",\"Default personality\":\"0\"}","{\"Name\":\"Gaean\",\"Default personality\":\"0\"}","{\"Name\":\"Tyrant\",\"Default personality\":\"0\"}","{\"Name\":\"Machine\",\"Default personality\":\"0\"}"]
*
* @param Demon personalities
* @parent Race config
* @desc All personalities a demon can have
* @type struct<DemonPersonality>[]
* @default ["{\"Name\":\"Normal\",\"Negotiation events\":\"[\\\"{\\\\\\\"Negotiation kind\\\\\\\":\\\\\\\"talk\\\\\\\",\\\\\\\"Trigger events\\\\\\\":\\\\\\\"[\\\\\\\\\\\\\\\"1\\\\\\\\\\\\\\\"]\\\\\\\"}\\\"]\",\"On failed negotiation\":\"2\"}"]
* @
* ------------------------------------------------------------------------------------------------
* COMMANDS
* ------------------------------------------------------------------------------------------------
* @command smtDemonAdd
* @text Create demon
* @desc Create a demon (enemy) in an actor slot.
*
* @arg enemyId
* @type enemy
* @text Enemy Id
* @desc Enemy to be "copied".
*
* @arg actorId
* @type actor
* @text Target Actor
* @desc Actor slot to be used.
*
* @command smtDemonRemove
* @text Remove demon
* @desc Remove a demon by actor ID.
*
* @arg actorId
* @type actor
* @text Actor ID
* @desc Demon slot to be reset and removed from party.
*
* @command smtDemonRemoveById
* @text Remove by Enemy Id
* @desc Remove a demon based on the enemy ID.
*
* @arg enemyId
* @type enemy
* @text Enemy ID
* @desc Enemy ID to look up for and remove.
*
* @command smtDemonRecruited
* @text Is Demon Recruited
* @desc Returns if you have a specific demon in your possesion.
*
* @arg enemyId
* @type enemy
* @text Enemy ID
* @desc Enemy ID to look for.
*
* @arg switchId
* @type switch
* @text Result switch
* @desc Switch to set based on result.
*
* @command smtCopyTargetName
* @text Copy target name to variable
* @desc Copies the current target name to a variable, to later on
* be inserted into a text i.e. by using \v[1].
*
* @arg variableId
* @type variable
* @text Target variable
* @desc Variable to copy the target name into.
*
* @arg originalName
* @type boolean
* @text Use original name
* @desc Should name exclude unique signs? (i.e. Goblin A).
*
* @command smtHasTarget
* @text Check target recruited
* @desc Checks if current negotiation target has been recruited already.
* Useful for ignoring duplicates.
*
* @arg switchId
* @type switch
* @text Result switch
* @desc Switch where result will be stored (for conditional branches and stuff).
*
* @command smtAddNegotiationTarget
* @text Recruit negotiation target
* @desc Adds the current negotiation target to the party.
*
* @arg switchId
* @type switch
* @text Result switch
* @desc Switch where result will be stored (for conditional branches and stuff).
* Adding a demon only fails when there is no space in your demon slots.
*
* @command smtNegotiationTargetEscape
* @text Negotiation target escape
* @desc Make the negotiation target escape, used in any case the enemy must be hidden.
* @help ===========================================================================
* OZZ-SMTDemons.js
* ===========================================================================
*
* ---------------------------------------------------------------------------
* INTRODUCTION:
* ---------------------------------------------------------------------------
* This plugin enables the use and recruitment of enemies in a similar
* way to the Shin Megami Tensei series. That is, recruiting enemies
* via negotiation skills, which lets you talk to the enemy and,
* in this case, decide the outcome of this negotiation based on the
* enemy personality.
*
* Setting things up is kind of cumbersome, but I tried to do the best
* I could to provide both functionalities and ways to extend them and
* do as much as you want. You can even use just the negotiation aspects
* and do your own. Or use it to arbitrarily add any enemy to your party
* via events.
*
* Please look into the plugin commands, and try them out, to understand
* the kind of effects they have. And then... enjoy!
*
* ---------------------------------------------------------------------------
* LICENSE:
* ---------------------------------------------------------------------------
* Use under MIT License.
*
* Copyright © 2020 Orochii Zouveleki
*
* 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, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 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.
*
* ---------------------------------------------------------------------------
* PLUGIN COMMANDS:
* ---------------------------------------------------------------------------
* - General commands: These commands are meant to be used in any situation.
*
* [Create demon] - Create a demon in a specific actor slot.
* PARAMETERS:
* - Enemy ID: Enemy ID to use.
* - Target actor: Actor slot to place the demon into.
*
* [Remove demon] - Removes a demon from a specific actor slot.
* PARAMETERS:
* - Actor ID: Actor slot to be freed.
*
* [Remove by Enemy Id] - Removes a specific demon based on its enemy ID.
* PARAMETERS:
* - Enemy ID: ID of enemy to look for.
*
* [Is Demon Recruited] - Checks if a demon with a matching enemy ID has
* been recruited and in your possession.
* PARAMETERS:
* - Enemy ID: ID of enemy to look for.
* - Result Switch: Switch where result will be stored.
*
* - Battle commands: These commands will only be available while in battle.
* They also are meant to be used while in middle of a negotiation event.
* Using these outside of those situations might cause unexpected results.
*
* [Copy target name to variable] - Copies the current negotiation target
* name to a variable, to be used inside Message Text commands.
* Keep in mind it's advisable to reset the variable's name via a Set
* Variable command after finishing using it.
* PARAMETERS:
* - Target variable: ID for variable to place the enemy name into.
* - Use original name: Should the unique marks (A, B, C) be ignored.
*
* [Check target recruited] - Checks if a demon in your recruited demons
* shares the same enemy ID as the negotiation target. Useful to avoid
* duplicates in your group. Ignore it if you don't mind.
* PARAMETERS:
* - Result switch: Switch to store result.
*
* [Recruit negotiation target] - Adds the negotiation target to your party.
* PARAMETERS:
* - Result switch: Switch to store result.
*
* [Negotiation target escape] - Removes the negotiation target from battle.
*
* ---------------------------------------------------------------------------
* ENEMY NOTETAGS:
* ---------------------------------------------------------------------------
* Enemies are configured through the use of enemy notetags. There is
* quite a lot to add there.
*
* <race:number> - Sets up the race ID for the enemy (based on numbering at)
* the Race configurations from the plugin. If ommited, race is 0 by default.
* I.e. <race:1> will set up the race to the second in list.
*
* <class:number> - Class number to use for this enemy. When ommited, uses
* the default class in the plugin configuration.
* I.e. <class:1> will make it use the first class in the Database.
*
* <charName:text> - The name of the character graphic to use.
* If ommited, it will default to whatever graphic is set up in the
* plugin configuration.
* I.e. <charName:Monster> will make it use the Monster character graphic.
*
* <charIdx:number> - The character index, out of the 8 available per graphic
* (use 0 if it's a character graphic starting with $). Default is set up in
* plugin.
* I.e. <charIdx:2> will make it use the third character in the graphic.
*
* <faceName:text> - The name for the face graphic to use. Defaults to
* whatever name was set up on plugin if the tag is ommited.
* I.e. <faceName:Hero1> will make it use the face graphic Hero1.
*
* <faceIdx:number> - Face index in the face graphic to be used.
* Default is set up via the plugin configuration.
* I.e. <faceIdx:4> will make it use the fifth face in the graphic.
*
* <level:number> - Sets the enemy starting level, which in turn determines
* the enemy growth as a character. When ommited, defaults to 1.
* I.e. <level:50> makes the enemy start at level 50.
*
* <personality:number> - Sets the enemy personality, used on negotiation
* events. If ommited, its default value is dependant on the enemy's race.
* I.e. <personality:2> will set its personality to the third entry.
*
* ---------------------------------------------------------------------------
* SKILL NOTETAGS:
* ---------------------------------------------------------------------------
* This system only adds one notetag, which enables any skill to become
* a 'negotiation skill'.
*
* <negotiate:kind> - Sets the skill to be a negotiation skill. The kind
* of negotiation skill is up to you.
* I.e. <negotiate:talk> will set it up to be the of the 'talk' kind.
* If ommited, the skill is not a negotiation skill.
*
* ---------------------------------------------------------------------------
* END OF HELP FILE
* ===========================================================================
*
*/
// ------------------------------------------------------------------------------------------------
// STRUCT DEFINITIONS
// ------------------------------------------------------------------------------------------------
/*~struct~DemonRaceData:
* @param Name
* @desc Race name
* @type text
* @default Fairy
*
* @param Default personality
* @desc Default personality on negotiation for this race.
* @type number
* @default 0
*/
/*~struct~DemonPersonality:
* @param Name
* @desc Personality name
* @type text
* @default Normal
*
* @param Negotiation events
* @desc .
* @type struct<DemonPersonalityEntry>[]
* @default 0
*
* @param On failed negotiation
* @desc Used when no matching negotiation was found
* @type common_event
*/
/*~struct~DemonPersonalityEntry:
* @param Negotiation kind
* @desc Identifier for negotiation kind
* @type text
* @default talk
*
* @param Trigger events
* @desc Common events triggered on negotiation start.
* @type common_event[]
*/
(() => {
const PLUGIN_NAME = "OZZ-SMTDemons";
//#region Plugin Commands
PluginManager.registerCommand(PLUGIN_NAME, "smtDemonAdd", args => {
eId = Number(args.enemyId);
aId = Number(args.actorId);
OZ.smtd.CreateDemon(eId, aId);
});
PluginManager.registerCommand(PLUGIN_NAME, "smtDemonRemove", args => {
aId = Number(args.actorId);
OZ.smtd.RemoveDemon(aId);
});
PluginManager.registerCommand(PLUGIN_NAME, "smtDemonRemoveById", args => {
eId = Number(args.enemyId);
aId = OZ.smtd.HasDemon(enemyId);
if (aId != false) OZ.smtd.RemoveDemon(aId);
});
PluginManager.registerCommand(PLUGIN_NAME, "smtDemonRecruited", args => {
switchId = Number(args.switchId);
eId = Number(args.enemyId);
result = OZ.smtd.HasDemon(enemyId);
$gameSwitches.setValue(switchId, result != false);
});
PluginManager.registerCommand(PLUGIN_NAME, "smtHasTarget", args => {
if (typeof OZ.smtd.currentNegotiationTarget !== "undefined") {
switchId = Number(args.switchId);
enemyId = OZ.smtd.currentNegotiationTarget.enemyId();
result = OZ.smtd.HasDemon(enemyId);
$gameSwitches.setValue(switchId, result != false);
}
});
PluginManager.registerCommand(PLUGIN_NAME, "smtCopyTargetName", args => {
if (typeof OZ.smtd.currentNegotiationTarget !== "undefined") {
varId = Number(args.variableId);
originalName = (args.originalName === "true");
tName = originalName ? OZ.smtd.currentNegotiationTarget.originalName() : OZ.smtd.currentNegotiationTarget.name();
$gameVariables.setValue(varId, tName);
}
});
PluginManager.registerCommand(PLUGIN_NAME, "smtAddNegotiationTarget", args => {
if (typeof OZ.smtd.currentNegotiationTarget !== "undefined") {
switchId = Number(args.switchId);
enemyId = OZ.smtd.currentNegotiationTarget.enemyId();
result = OZ.smtd.CreateDemonOnBlankSlot(enemyId);
// Store result for conditional branches
$gameSwitches.setValue(switchId, result);
}
});
PluginManager.registerCommand(PLUGIN_NAME, "smtNegotiationTargetEscape", args => {
if (typeof OZ.smtd.currentNegotiationTarget !== "undefined") {
OZ.smtd.currentNegotiationTarget.escape();
OZ.smtd.currentNegotiationTarget = undefined;
}
});
//#endregion
/*
* General use code
*/
class OZSMTD {
/**
* Sets up all required data for class. This includes parsing all configuration and preparing data for easy access.
*/
constructor() {
//
this.cachedData = {};
// Load general settings
var params = PluginManager.parameters(PLUGIN_NAME);
// General settings
this.actorList = JSON.parse(params['Actors for demon slots']);
for (var i = 0; i < this.actorList.length; i++) {
this.actorList[i] = Number(this.actorList[i]);
}
this.defaultClass = Number(params['Default demon class']);
this.defaultCharacterName = params['Default character'];
this.defaultCharacterIdx = Number(params['Default character index']);
this.defaultFaceName = params['Default face'];
this.defaultFaceIdx = Number(params['Default face index']);
this.hpmpFormula = params['HP/MP Formula'];
this.paramFormula = params['Parameter Formula'];
this.paramPercChange = Number(params['Parameter Percent Change per Level']);
// Demon Race
if (params['Demon races'].length != 0) this.demonRaces = JSON.parse(params['Demon races']);
else this.demonRaces = [];
for (var i = 0; i < this.demonRaces.length; i++) {
this.demonRaces[i] = JSON.parse(this.demonRaces[i]);
this.demonRaces[i].name = this.demonRaces[i]['Name'];
this.demonRaces[i].defaultPersonality = Number(this.demonRaces[i]['Default personality']);
}
// Demon personalities
if (params['Demon personalities'].length != 0) this.demonPersonalities = JSON.parse(params['Demon personalities']);
else this.demonPersonalities = [];
for (var i = 0; i < this.demonPersonalities.length; i++) {
this.demonPersonalities[i] = JSON.parse(this.demonPersonalities[i]);
this.demonPersonalities[i].name = this.demonPersonalities[i]['Name'];
this.demonPersonalities[i].negotiationEvts = JSON.parse(this.demonPersonalities[i]['Negotiation events']);
for (var j = 0; j < this.demonPersonalities[i].negotiationEvts.length; j++) {
this.demonPersonalities[i].negotiationEvts[j] = JSON.parse(this.demonPersonalities[i].negotiationEvts[j]);
let currEvt = this.demonPersonalities[i].negotiationEvts[j];
currEvt.kind = currEvt['Negotiation kind'];
currEvt.events = JSON.parse(currEvt['Trigger events']);
for (var k = 0; k < currEvt.events.length; k++) {
currEvt.events[k] = Number(currEvt.events[k]);
}
// Save by kind for convenience
this.demonPersonalities[i].negotiationEvts[currEvt.kind] = currEvt;
}
this.demonPersonalities[i].onFail = Number(this.demonPersonalities[i]['On failed negotiation']);
}
}
/**
* Create a demon at the first blank slot using a specific enemy.
* @param {number} enemyId Target enemy ID from the database to use.
* @returns {boolean} Success on creation.
*/
CreateDemonOnBlankSlot(enemyId) {
var slot = this.GetFirstAvailableSpace();
if (slot != null) {
this.CreateDemon(enemyId, slot);
$gameParty.addActor(slot);
return true;
}
return false;
}
/**
* Create a demon over a specific character.
* @param {number} enemyId Target enemy ID from the database.
* @param {number} actorId Target slot on actor's database to override with enemy.
*/
CreateDemon(enemyId, actorId) {
var actor = $gameActors.actor(actorId);
if (actor === null) return; // No actor with that ID
var enemy = $dataEnemies[enemyId];
if (enemy === undefined) return; // No enemy with that ID
// Set actor to imitate enemy.
actor.imitateEnemy = enemyId;
actor.setName(enemy.name);
actor.setNickname(this.Race(enemyId).name);
actor.changeClass(this.GetClass(enemyId), false);
let data = this.GetCharacter(enemyId);
actor.setCharacterImage(data[0], data[1]);
data = this.GetFace(enemyId);
actor.setFaceImage(data[0], data[1]);
actor.setBattlerImage(enemy.battlerName);
// Set level and learned skills
actor.changeLevel(this.GetStartingLevel(enemyId), false);
actor.resetSkills();
actor.recoverAll();
}
RemoveDemon(actorId) {
var actor = $gameActors.actor(actorId);
if (actor === null) return;
actor.imitateEnemy = null;
// Remove from party
$gameParty.removeActor(actorId);
}
/**
* Manages the creation and access to a cached data array.
* @param {number} identifier Identifier for data array.
* @returns {object} Cached data for identifier.
*/
GetData(identifier) {
if (this.cachedData[identifier] === undefined) {
this.cachedData[identifier] = {};
}
return this.cachedData[identifier];
}
/**
* Checks a database object notes for a specific numeric value and caches it when found.
* @param {object} dbData Database object to be parsed.
* @param {string} value String to look for in data.
* @param {number} defVal Default value in case no data was found either in DB or cached.
* @returns {number} Value found in data.
*/
GetValueNumberFromData(dbData,value,defVal) {
var dataName = dbData.name + dbData.id;
var data = this.GetData(dataName + dbData.id);
if (data[value] === undefined) {
var result = dbData.meta[value];
if (result != null) data[value] = Number(result);
else data[value] = defVal;
}
return data[value];
}
/**
* Checks a database object notes for a specific value. This also maintains a cache for the data in order to reduce reprocessing data.
* @param {object} dbData Database object to be parsed.
* @param {string} value String to look for in data.
* @param {*} defVal Default value in case no data was found either in DB or cached.
* @returns {number} Value found in data.
*/
GetValueFromData(dbData,value,defVal) {
var dataName = dbData.name + dbData.id;
var data = this.GetData(dataName);
if (data[value] === undefined) {
var result = dbData.meta[value];
if (result != null) data[value] = result;
else data[value] = defVal;
}
return data[value];
}
/**
* Checks notes for an enemy existing on database for a numeric value. Returns cached value if found.
* @param {number} enemyId Enemy ID in database to be parsed.
* @param {string} value String to look for in data.
* @param {number} defVal Default value in case no data was found either in DB or cached.
* @returns {number} Value found in data.
*/
GetEnemyValueNumberFromNotes(enemyId, value, defVal) {
var dbData = $dataEnemies[enemyId];
return this.GetValueNumberFromData(dbData, value, defVal);
}
/**
* Checks notes for an enemy existing on database for a value. Returns cached value if found.
* @param {number} enemyId Enemy ID in database to be parsed.
* @param {string} value String to look for in data.
* @param {*} defVal Default value in case no data was found either in DB or cached.
* @returns {*} Value found in data.
*/
GetEnemyValueFromNotes(enemyId, value, defVal) {
var dbData = $dataEnemies[enemyId];
return this.GetValueFromData(dbData, value, defVal);
}
/**
* Gets the race identifier for the specific enemy.
* @param {number} enemyId Enemy ID to look for.
* @returns {number} Race ID (index).
*/
RaceId(enemyId) {
return this.GetEnemyValueNumberFromNotes(enemyId, 'race', 0);
}
/**
* Gets data for the enemy's race (properties: name, defaultPersonality).
* @param {number} enemyId Enemy ID to look for.
* @returns {object} Race data.
*/
Race(enemyId) {
return this.demonRaces[this.RaceId(enemyId)];
}
/**
* Get class to be used when creating a demon of the enemy type specified.
* @param {number} enemyId Enemy ID to look for.
* @returns {number} Database class ID.
*/
GetClass(enemyId) {
return this.GetEnemyValueNumberFromNotes(enemyId, 'class', this.defaultClass);
}
/**
* Get character graphic to be used for demon based on enemy type.
* @param {number} enemyId Enemy ID to look for.
* @returns {array} Array containing character graphic name and index.
*/
GetCharacter(enemyId) {
let name = this.GetEnemyValueFromNotes(enemyId, 'charName', this.defaultCharacterName);
let idx = this.GetEnemyValueNumberFromNotes(enemyId, 'charIdx', this.defaultCharacterIdx);
return [name, idx];
}
/**
* Get face graphic to be used for demon based on enemy type.
* @param {number} enemyId Enemy ID to look for.
* @returns {array} Array containing face graphic name and index.
*/
GetFace(enemyId) {
let name = this.GetEnemyValueFromNotes(enemyId, 'faceName', this.defaultFaceName);
let idx = this.GetEnemyValueNumberFromNotes(enemyId, 'faceIdx', this.defaultFaceIdx);
return [name, idx];
}
/**
* Get starting/default level for demon of a specific enemy type.
* @param {number} enemyId Enemy ID to look for.
* @returns {number} Level of demon.
*/
GetStartingLevel(enemyId) {
return this.GetEnemyValueNumberFromNotes(enemyId, 'level', 1);
}
/**
* Get personality data for a specific enemy kind, used on negotiation.
* @param {number} enemyId Enemy ID to look for.
* @returns {object} Personality data.
*/
GetPersonality(enemyId) {
let def = this.Race(enemyId).defaultPersonality;
let idx = this.GetEnemyValueNumberFromNotes(enemyId, 'personality', def);
return this.demonPersonalities[idx];
}
/**
* Gets a negotiation event based on enemy personality and negotiation kind.
* @param {string} kind Negotiation kind
* @param {number} enemyId Enemy ID to look for.
* @returns {number} Common event ID to be triggered.
*/
GetNegotiationEvent(kind, enemyId) {
let personality = this.GetPersonality(enemyId);
let retVal = personality.onFail;
if (personality.negotiationEvts[kind] !== undefined) {
let choices = personality.negotiationEvts[kind].events;
let rndIdx = Math.randomInt(choices.length);
retVal = choices[rndIdx];
}
return retVal;
}
/**
* Gets number of demons in party.
* @returns {number} Amount of slots used for demons.
*/
FilledSlots() {
let total = 0;
this.actorList.forEach(actorId => {
var actor = $gameActors.actor(actorId);
if (actor.isDemon()) total++;
});
return total;
}
/**
* Gets max amount of available demon slots, both used and free.
* @returns {number} Total useable slots.
*/
MaxSlots() {
// this.actorList
return this.actorList.length;
}
/**
* Gets available, free slots for demons.
* @returns {number} Max slots minus filled slots.
*/
AvailableSpaces() {
return this.MaxSlots() - this.FilledSlots();
}
/**
* Returns first free slot found.
* @returns {number} First found empty Actor's ID.
*/
GetFirstAvailableSpace() {
let found = null;
this.actorList.forEach(actorId => {
if (found != null) return;
let actor = $gameActors.actor(actorId);
if (!actor.isDemon()) found = actorId;
});
return found;
}
/**
* Checks if a specific demon is already registered in party.
* @param {number} enemyId Enemy ID to look for.
* @returns {boolean} Demon is already in party.
*/
HasDemon(enemyId) {
let found = false;
this.actorList.forEach(actorId => {
let actor = $gameActors.actor(actorId);
if (actor.imitateEnemy == enemyId) found = actorId;
});
return found;
}
}
if (typeof OZ === 'undefined') OZ = {};
OZ.smtd = new OZSMTD();
//#region Game Actor
/**
* Alias for character parameters
* Adds code for determining the base parameter in the enemy's parameters.
* @param {number} paramId Parameter to get.
*/
var OZSMTD_Game_Actor_paramBase = Game_Actor.prototype.paramBase;
Game_Actor.prototype.paramBase = function(paramId) {
// Check if this actor is imitating a specific enemy
if (typeof this.imitateEnemy !== 'undefined') {
// Get parameter from enemy
let base = $dataEnemies[this.imitateEnemy].params[paramId];
let startLevel = OZ.smtd.GetStartingLevel(this.imitateEnemy);
let level = this._level;
let deltaLevel = level - startLevel;
// Calculate parameter
if (paramId==1 && base==0) return 0;
if (paramId < 2) return Math.floor(eval(OZ.smtd.hpmpFormula));
return Math.floor(eval(OZ.smtd.paramFormula));
}
// Otherwise return normal parameters
return OZSMTD_Game_Actor_paramBase.call(this, paramId);
};
/**
* Alias for character traits
* Adds enemy traits to the resulting list of traits.
* @returns {object} List of traits.
*/
var OZSMTD_Game_Actor_traitObjects = Game_Actor.prototype.traitObjects;
Game_Actor.prototype.traitObjects = function() {
const objects = OZSMTD_Game_Actor_traitObjects.call(this);
if (typeof this.imitateEnemy !== 'undefined') {
objects.push($dataEnemies[this.imitateEnemy]);
}
return objects;
};
/**
* Alias for learning skills
* Sets up learnings based on enemy action skills
*/
var OZSMTD_Game_Actor_levelUp = Game_Actor.prototype.levelUp;
Game_Actor.prototype.levelUp = function() {
OZSMTD_Game_Actor_levelUp.call(this);
this.learnEnemyActionSkills();
};
/**
* Resets and relearns skills.
* TODO: Add functionality for skill inheritance
*/
Game_Actor.prototype.resetSkills = function() {
let oldSkills = this._skills;
this._skills = [];
this.learnEnemyActionSkills();
}
/**
* Learning skills based on original enemy data's actions.
*/
Game_Actor.prototype.learnEnemyActionSkills = function() {
if (typeof this.imitateEnemy !== 'undefined') {
var eActions = $dataEnemies[this.imitateEnemy].actions;
for (const action of eActions) {
this.learnActionSkill(action);
}
}
}
/**
* Checks if a specific action's skill should be learned, based on the action parameters.
* @param {object} action Reference to action listed in enemy's data.
* @param {*} mockLevel Should a test level be used? (number to override level, undefined if not). Used for non-existing actors, such as for Fusion Result.
* @returns {boolean} Should be learned or not.
*/
Game_Actor.prototype.shouldLearnActionSkill = function(action, mockLevel) {
let mock = (typeof mockLevel === 'number');
switch (action.conditionType) {
case 0: // Always
return true;
break;
case 1: // Turn? I guess I can use it as variable?
if ($gameVariables.value(action.conditionParam1) >= action.conditionParam2) return true;
break;
case 2: // HP -- Ignore on mock
if (!mock) {
let hpPerc = this.hpRate() * 100;
if (action.conditionParam1 <= hpPerc && hpPerc <= action.conditionParam2) return true;
}
break;
case 3: // MP -- Ignore on mock
if (!mock) {
let mpPerc = this.mpRate() * 100;
if (action.conditionParam1 <= mpPerc && mpPerc <= action.conditionParam2) return true;
}
break;
case 4: // State -- Ignore on mock
if (!mock) {
if (this.isStateAffected(action.conditionParam1)) return true;
}
break;
case 5: // Level
let lvl = mockLevel;
if (!mock) lvl = this._level;
if (action.conditionParam1 === lvl) return true;
break;
case 6: // Switch
if ($gameSwitches.value(action.conditionParam1)) return true;
break;
}
return false;
}
/**
* Learn action's skill.
* @param {*} action Reference to action listed in enemy's data.
*/
Game_Actor.prototype.learnActionSkill = function(action) {
if (this.shouldLearnActionSkill(action)) this.learnSkill(action.skillId);
}
/**
* Check if current actor is a demon (i.e. imitateEnemy property is set up).
* @returns {boolean} Is demon.
*/
Game_Actor.prototype.isDemon = function() {
if (typeof this.imitateEnemy === 'undefined') return false;
return this.imitateEnemy !== null;
}
//#endregion
//#region Talk skills
/**
* Alias for applyItemUserEffect
* Checks if the used skill is marked as a negotiation skill.
* If it is, sets up the appropiate negotiation event after the skill is processed.
* @param {*} target Target to negotiate with.
*/
var OZSMTD_Game_Action_applyItemUserEffect = Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
OZSMTD_Game_Action_applyItemUserEffect.call(this,target);
// Add effects of negotiation skill here
let data = this.item();
let negotiationKind = OZ.smtd.GetValueFromData(data, "negotiate", null);
// If it is a negotiation skill, execute code for negotiation.
if (negotiationKind != null) {
let evtId = OZ.smtd.GetNegotiationEvent(negotiationKind, target.enemyId());
$gameTemp.reserveCommonEvent(evtId);
const result = target.result();
result.used = true;
this.makeSuccess(target);
OZ.smtd.currentNegotiationTarget = target;
}
};
//#endregion
/// End of Plugin
})();