How to use augment method in avocado

Best Python code snippet using avocado_python

YEP_X_AttachAugments.js

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1//=============================================================================2// Yanfly Engine Plugins - Item Core Extension - Attachable Augments3// YEP_X_AttachAugments.js4//=============================================================================5var Imported = Imported || {};6Imported.YEP_X_AttachAugments = true;7var Yanfly = Yanfly || {};8Yanfly.Augment = Yanfly.Augment || {};9Yanfly.Augment.version = 1.10;10//=============================================================================11 /*:12 * @plugindesc v1.10 (Requires YEP_ItemCore.js) Players can attach and13 * detach augments to independent equipment.14 * @author Yanfly Engine Plugins15 *16 * @param ---Default---17 * @default18 *19 * @param Weapon Slots20 * @parent ---Default---21 * @desc The default augment slots your weapon uses.22 * Separate each slot with a comma.23 * @default Glyph, Mark, Orb, Orb24 *25 * @param Armor Slots26 * @parent ---Default---27 * @desc The default augment slots your weapon uses.28 * Separate each slot with a comma.29 * @default Sphere, Orb, Orb, Orb30 *31 * @param Enable Augments32 * @parent ---Default---33 * @type boolean34 * @on Enable35 * @off Disable36 * @desc Enable augments by default at game start in action window?37 * NO - false YES - true38 * @default true39 *40 * @param Show Augments41 * @parent ---Default---42 * @type boolean43 * @on Show44 * @off Hide45 * @desc Show augments by default at game start in info window?46 * NO - false YES - true47 * @default true48 *49 * @param ---Command Window---50 * @default51 *52 * @param Augment Slot Format53 * @parent ---Command Window---54 * @desc This is how the augment slots will appear:55 * %1 - Slot Name %2 - Equipment Name56 * @default \c[16]%1:\c[0] %257 *58 * @param No Augment Text59 * @parent ---Command Window---60 * @desc This is how a slot appears if it has no augments.61 * @default \c[7]- None -62 *63 * @param Remove Augment64 * @parent ---Command Window---65 * @desc Text used to remove augments from item.66 * @default \i[16]Detach Augment67 *68 * @param ---Info Window---69 * @default70 *71 * @param Show Augment Info72 * @parent ---Info Window---73 * @type boolean74 * @on Show75 * @off Hide76 * @desc Show Augments in the info window?77 * NO - false YES - true78 * @default true79 *80 * @param Info Title81 * @parent ---Info Window---82 * @desc Text used to display augments.83 * @default Augments84 *85 * @param Title Alignment86 * @parent ---Info Window---87 * @type combo88 * @option left89 * @option center90 * @option right91 * @desc What alignment do you want to use for the title?92 * left center right93 * @default center94 *95 * @help96 * ============================================================================97 * Introduction98 * ============================================================================99 *100 * This plugin requires YEP_ItemCore.101 * Make sure this plugin is located under YEP_ItemCore in the plugin list.102 *103 * Attachable Augments is an extension plugin made for the Item Core plugin. It104 * allows equipment to be able to attach augment components to various slots,105 * that you can define individually per item. These slots can be of a certain106 * category unique to that item or global across all items. The effects used107 * with the augment can involve parameter changes, adding skills, adjust state108 * resistances, place attack elements, and more!109 *110 * ============================================================================111 * Notetags112 * ============================================================================113 *114 * You can use the following notetags to setup how augments work in your game115 * and affect your equipment.116 *117 * Weapon and Armor Notetags:118 *119 * <Augment Slots>120 * Rune121 * Glyph122 * Orb123 * Mark124 * </Augment Slots>125 * This allows you to set what kind of augments are used for the item. The126 * names used for the augment slots are the augment types used for that item.127 *128 * <No Augment Slots>129 * This makes the item have no augment slots.130 *131 * Item, Weapon, Armor Notetags132 *133 * <Augment: type>134 * augment effect135 * augment effect136 * </Augment: type>137 * This will change the item into a non-Independent item. This item can be138 * used to augment equipment that contain the appropriate augment 'type'.139 * This particular notetag will decide the augment effect for attaching the140 * augment component and the reverse effect for detaching the component.141 * Insert multiple sets of these notetags to allow different augment effects142 * when used on different augment slot types.143 *144 * <Augment Attach: type>145 * augment effect146 * augment effect147 * </Augment Attach: type>148 * This will change the item into a non-Independent item. This item can be149 * used to augment equipment that contain the appropriate augment 'type'.150 * This notetag will decide only the augment effects that are applied when151 * the augment component is attached to the equipment and not when detached.152 * Insert multiple sets of these notetags to allow different augment effects153 * when used on different augment slot types.154 *155 * <Augment Detach: type>156 * augment effect157 * augment effect158 * </Augment Detach: type>159 * This will change the item into a non-Independent item. This item can be160 * used to augment equipment that contain the appropriate augment 'type'.161 * This notetag will decide only the augment effects that are applied when162 * the augment component is detached from the equipment and not attached.163 * Insert multiple sets of these notetags to allow different augment effects164 * when used on different augment slot types.165 *166 * ============================================================================167 * Augment Effect List168 * ============================================================================169 *170 * The following is a list of effects you can use for the <Augment: type>,171 * <Augment Attach: type>, <Augment Detatch: type> notetags to have it apply172 * the desired effects to the upgraded item.173 *174 * --- Effects ---175 *176 * Param: +x177 * Param: -x178 * - Replace 'Param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',179 * or 'LUK'. This will increase/decrease the parameter for the item by x.180 *181 * ---182 *183 * Param: +x%184 * Param: -x%185 * - Replace 'Param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',186 * 'LUK', 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG',187 * 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', or 'EXR'.188 * This will increase/decrease the rate for that parameter for the item by x%.189 * Refer to the Base Parameter Control, Extra Parameter Formula, and Special190 * Parameter Formula plugins for more information regarding these stats.191 *192 * ---193 *194 * Boost: +x195 * Boost: -x196 * - This will increase or decrease the boost count of the item by x.197 *198 * ---199 *200 * Price: +x201 * Price: -x202 * - This will increase or decrease the price of the item by x.203 *204 * ---205 *206 * Cannot Detach207 * - This makes the augment unable to be detached once applied.208 *209 * ---210 *211 * Add Attack Element: x212 * Remove Attack Element: x213 * - Add/Remove Attack Element 'x' to item. You can use either the name or the214 * ID of the element. If the name is used and you have multiple elements in215 * your database with the same name, priority will be given to the element with216 * the highest ID.217 *218 * ---219 *220 * Add Attack State: x221 * Add Attack State: x, y%222 * Remove Attack State: x223 * Remove Attack State: x, y%224 * - Add/Remove Attack State 'x' to item. You can use either the name of the ID225 * of the state. If the name is used and you have multiple states in your226 * database with the same name, priority will be given to the state with the227 * highest ID. If 'y' is used, then the success rate of landing the state will228 * be y%. If 'y' is not used, the success rate of landing the state is 100%.229 *230 * ---231 *232 * Add Debuff Rate: param, x%233 * Add Debuff Rate: param, +x%234 * Add Debuff Rate: param, -x%235 * Remove Debuff Rate: param, x%236 * Remove Debuff Rate: param, +x%237 * Remove Debuff Rate: param, -x%238 * - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',239 * or LUK. Add/remove the debuff affliction rate of the parameter for the item240 * to 'x%' rate.241 *242 * ---243 *244 * Add Element Rate: x, y%245 * Add Element Rate: x, +y%246 * Add Element Rate: x, -y%247 * Remove Element Rate: x, y%248 * Remove Element Rate: x, +y%249 * Remove Element Rate: x, -y%250 * - Add/Remove element rate 'x' to item. You can use either the name or the251 * ID of the element. If the name is used and you have multiple elements in252 * your database with the same name, priority will be given to the element with253 * the highest ID. The item's element rate for 'x' will be 'y%' rate.254 *255 * ---256 *257 * Add Passive State: x258 * Remove Passive State: x259 * - Requires YEP_AutoPassiveStates.js installed. Add/Remove passive state 'x'260 * to item. You can use either the name or the ID of the state. If the name is261 * used and you have multiple states in your database with the same name,262 * priority will be given to the state with the highest ID.263 *264 * ---265 *266 * Add Skill: x267 * Remove Skill: x268 * - Add/Remove skill 'x' to item. You can use either the name or the ID of the269 * skill. If the name is used and you have multiple skills in your database270 * with the same name, priority will be given to the skill with the highest ID.271 * This will make the skill temporarily usable by the actor as long as the item272 * is equipped with the augment on it.273 *274 * ---275 *276 * Add Skill Type: x277 * Add SType: x278 * Remove Skill Type: x279 * Remove SType: x280 * - Add/Remove skill type 'x' to item. You can use either the name or the ID281 * of the skill type. If the name is used and you have multiple skills in your282 * database with the same name, priority will be given to the skill type with283 * the highest ID. This will make the skill type temporarily usable by the284 * actor as long as the item is equipped with the augment on it.285 *286 * ---287 *288 * Add State Rate: x, y%289 * Add State Rate: x, +y%290 * Add State Rate: x, -y%291 * Remove State Rate: x, y%292 * Remove State Rate: x, +y%293 * Remove State Rate: x, -y%294 * - Add/Remove state rate for state 'x' to item. You can use either the name295 * or the ID of the state. If the name is used and you have multiple states in296 * your database with the same name, priority will be given to the state with297 * the highest ID. The item's state rate for 'x' will be 'y%' rate.298 *299 * ---300 *301 * Add State Resist: x302 * Remove State Resist: x303 * - Add/Remove state resist for state 'x' to item. You can use either the name304 * or the ID of the state. If the name is used and you have multiple states in305 * your database with the same name, priority will be given to the state with306 * the highest ID.307 *308 * ---309 *310 * Change Base Name: x311 * Cancel Base Name: x312 * - Changes/Cancels the base name of the item to 'x' while the augment is on313 * the item. If an item has multiple augments that alter the base name, then314 * priority is given to the first augment that alters the base name.315 *316 * ---317 *318 * Change Icon: x319 * Cancel Icon: x320 * - Changes/cancels the icon of the item to 'x' while the augment is on the321 * item. If an item has multiple augments that alter the icon, then priority is322 * given to the first augment that alters the icon.323 *324 * ---325 *326 * Change Picture Hue: x327 * Cancel Picture Hue: x328 * - Changes/cancels the picture hue used for the item to 'x' while the329 * augment is on the item. If an item has multiple augments that alter the330 * picture hue, then priority is given to the first augment that alters the331 * picture hue. This requires the plugin: Item Picture Images.332 *333 * ---334 *335 * Change Picture Image: x336 * Cancel Picture Image: x337 * - Changes/cancels the picture image used for the item to 'x' while the338 * augment is on the item. If an item has multiple augments that alter the339 * picture image, then priority is given to the first augment that alters the340 * picture image. This requires the plugin: Item Picture Images.341 *342 * ---343 *344 * Change Prefix: x345 * Cancel Prefix: x346 * - Changes/Cancels the prefix of the item to 'x' while the augment is on the347 * item. If an item has multiple augments that alter the prefix, then priority348 * is given to the first augment that alters the priority.349 *350 * ---351 *352 * Change Priority Name: x353 * Cancel Priority Name: x354 * - Changes/Cancels the priority name of the item to 'x' while the augment is355 * on the item. If an item has multiple augments that alter the priority name,356 * then priority is given to the first augment that alters the priority name.357 *358 * ---359 *360 * Change Suffix: x361 * Cancel Suffix: x362 * - Changes/Cancels the suffix of the item to 'x' while the augment is on the363 * item. If an item has multiple augments that alter the suffix, then priority364 * is given to the first augment that alters the suffix.365 *366 * ---367 *368 * Change Text Color: x369 * Cancel Text Color: x370 * - Changes/Cancels the text color used for the item to 'x' while the augment371 * is on the item. If an item has multiple augments that alter the text color,372 * then priority is given to the first augment that alters text color.373 *374 * ============================================================================375 * Lunatic Mode - Attach and Detach Evals376 * ============================================================================377 *378 * For those with JavaScript experience, you can use the following Lunatic Mode379 * notetags to make custom effects regarding the attaching and detaching of380 * certain augments.381 *382 * --- Attach ---383 *384 * <Augment Attach Eval: type>385 * item.price += $gameParty.highestLevel();386 * item.params[0] += $gameParty.highestLevel();387 * </Augment Attach Eval: type>388 * The 'type' refers to the slot type used for the augment. The 'item' variable389 * refers to the main item being augmented. The 'effectItem' variable refers to390 * the item being used as an augment component. This eval will only run when391 * the augment is being attached.392 *393 * --- Detach ---394 *395 * <Augment Detach Eval: type>396 * item.price -= $gameParty.highestLevel();397 * item.params[0] -= $gameParty.highestLevel();398 * </Augment Detach Eval: type>399 * The 'type' refers to the slot type used for the augment. The 'item' variable400 * refers to the main item being augmented. The 'effectItem' variable refers to401 * the item being used as an augment component. This eval will only run when402 * the augment is being attached.403 *404 * ============================================================================405 * Plugin Commands406 * ============================================================================407 *408 * There's a couple of pluging commands you can use with this plugin.409 *410 * Plugin Command:411 *412 * EnableAugments413 * - This will enable augments in the item action menu. With them enabled,414 * the player can now attach and detach augments to their items.415 *416 * DisableAugments417 * - This will disable augments in the item action menu and hide their418 * options so that the player will be unable to attach or detach augments419 * from their items.420 *421 * ShowAugments422 * - This will show the augments in the item info window when looking at423 * item details.424 *425 * HideAugments426 * - This will hide the augments in the item info window when looking at427 * item details.428 *429 * ============================================================================430 * Changelog431 * ============================================================================432 *433 * Version 1.10:434 * - Updated for RPG Maker MV version 1.5.0.435 *436 * Version 1.09:437 * - Lunatic Mode fail safes added.438 *439 * Version 1.08a:440 * - Fixed a typo within the code. Please update Item Core, Item Disassemble,441 * Attachable Augments, and More Currencies if you are using those plugins.442 * - Optimization update.443 *444 * Version 1.07:445 * - Fixed a bug that caused adding attack state augments without a rate to not446 * work properly.447 *448 * Version 1.06:449 * - Fixed a bug that caused certain named augment settings to not work450 * work properly upon reloading a game.451 *452 * Version 1.05:453 * - Fixed a bug that specifically made the LUK: +x% and LUK: -x% augments not454 * work properly.455 *456 * Version 1.04:457 * - Added +y% and -y% versions of attachments for various augment effects.458 *459 * Version 1.03:460 * - Bug fixed for Add Element Rate: x, y% not working properly.461 *462 * Verison 1.02a:463 * - Fixed a bug that caused Independent Item-types to crash the game when used464 * within the menu.465 * - Fixed a bug that caused custom Lunatic Mode effects to not operate unless466 * there existed basic augment effects.467 * - Fixed a bug that caused param% changes to not function correctly.468 *469 * Version 1.01:470 * - Fixed a bug that caused a crash when equipping "empty" augments.471 *472 * Version 1.00:473 * - Finished Plugin!474 */475//=============================================================================476if (Imported.YEP_ItemCore) {477//=============================================================================478// Parameter Variables479//=============================================================================480Yanfly.Parameters = PluginManager.parameters('YEP_X_AttachAugments');481Yanfly.Param = Yanfly.Param || {};482Yanfly.makeAttachableAugmentParameterSettings = function() {483 var array = String(Yanfly.Parameters['Weapon Slots']).split(',');484 var length = array.length;485 for (var i = 0; i < length; ++i) {486 array[i] = array[i].trim();487 }488 Yanfly.Param.AugmentWeapons = array;489 var array = String(Yanfly.Parameters['Armor Slots']).split(',');490 var length = array.length;491 for (var i = 0; i < length; ++i) {492 array[i] = array[i].trim();493 }494 Yanfly.Param.AugmentArmors = array;495};496Yanfly.makeAttachableAugmentParameterSettings();497Yanfly.Param.AugmentEnable = eval(String(Yanfly.Parameters['Enable Augments']));498Yanfly.Param.AugmentShow = eval(String(Yanfly.Parameters['Show Augments']));499Yanfly.Param.AugmentSlotFmt = String(Yanfly.Parameters['Augment Slot Format']);500Yanfly.Param.AugmentNoneText = String(Yanfly.Parameters['No Augment Text']);501Yanfly.Param.AugmentRemoveText = String(Yanfly.Parameters['Remove Augment']);502Yanfly.Param.AugmentShow = eval(String(Yanfly.Parameters['Show Augment Info']));503Yanfly.Param.AugmentInfoTitle = String(Yanfly.Parameters['Info Title']);504Yanfly.Param.AugmentInfoAlign = String(Yanfly.Parameters['Title Alignment']);505//=============================================================================506// DataManager507//=============================================================================508Yanfly.Augment.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;509DataManager.isDatabaseLoaded = function() {510 if (!Yanfly.Augment.DataManager_isDatabaseLoaded.call(this)) return false;511 if (!Yanfly.YEP_X_AttachAugments) {512 this.processAugmentNotetagsS($dataSkills);513 this.processAugmentNotetagsT($dataStates);514 this.processAugmentNotetagsSys($dataSystem);515 this.processAugmentNotetags1($dataWeapons, true);516 this.processAugmentNotetags1($dataArmors, false);517 this.processAugmentNotetags2($dataItems);518 this.processAugmentNotetags2($dataWeapons);519 this.processAugmentNotetags2($dataArmors);520 Yanfly.YEP_X_AttachAugments = true;521 }522 523 return true;524};525DataManager.processAugmentNotetagsS = function(group) {526 if (Yanfly.SkillIdRef) return;527 Yanfly.SkillIdRef = {};528 for (var n = 1; n < group.length; n++) {529 var obj = group[n];530 if (obj.name.length <= 0) continue;531 Yanfly.SkillIdRef[obj.name.toUpperCase()] = n;532 }533};534DataManager.processAugmentNotetagsT = function(group) {535 if (Yanfly.StateIdRef) return;536 Yanfly.StateIdRef = {};537 for (var n = 1; n < group.length; n++) {538 var obj = group[n];539 if (obj.name.length <= 0) continue;540 Yanfly.StateIdRef[obj.name.toUpperCase()] = n;541 }542};543DataManager.processAugmentNotetagsSys = function(group) {544 Yanfly.STypeIdRef = {};545 for (var i = 1; i < group.skillTypes.length; ++i) {546 var name = group.skillTypes[i].toUpperCase();547 name = name.replace(/\\I\[(\d+)\]/gi, '');548 Yanfly.STypeIdRef[name] = i;549 }550 Yanfly.ElementIdRef = {};551 for (var i = 1; i < group.elements.length; ++i) {552 var name = group.elements[i].toUpperCase();553 name = name.replace(/\\I\[(\d+)\]/gi, '');554 Yanfly.ElementIdRef[name] = i;555 }556};557DataManager.processAugmentNotetags1 = function(group, isWeapon) {558 for (var n = 1; n < group.length; n++) {559 var obj = group[n];560 var notedata = obj.note.split(/[\r\n]+/);561 if (isWeapon) {562 obj.augmentSlots = JsonEx.makeDeepCopy(Yanfly.Param.AugmentWeapons);563 } else {564 obj.augmentSlots = JsonEx.makeDeepCopy(Yanfly.Param.AugmentArmors);565 }566 567 var evalMode = 'none';568 for (var i = 0; i < notedata.length; i++) {569 var line = notedata[i];570 if (line.match(/<(?:AUGMENT SLOT|AUGMENT SLOTS)>/i)) {571 var evalMode = 'augment slots';572 obj.augmentSlots = [];573 } else if (line.match(/<\/(?:AUGMENT SLOT|AUGMENT SLOTS)>/i)) {574 var evalMode = 'none';575 } else if (evalMode === 'augment slots') {576 obj.augmentSlots.push(line.trim());577 } else if (line.match(/<(?:NO AUGMENTS|NO AUGMENT SLOTS)>/i)) {578 obj.augmentSlots = [];579 }580 }581 }582};583DataManager.processAugmentNotetags2 = function(group, isWeapon) {584 for (var n = 1; n < group.length; n++) {585 var obj = group[n];586 var notedata = obj.note.split(/[\r\n]+/);587 obj.augmentTypes = [];588 obj.augmentDataAttach = {};589 obj.augmentDataDetach = {};590 var evalMode = 'none';591 var evalType = 'none';592 obj.augmentEvalAttach = {};593 obj.augmentEvalDetach = {};594 for (var i = 0; i < notedata.length; i++) {595 var line = notedata[i];596 if (line.match(/<AUGMENT:[ ](.*)>/i)) {597 var evalMode = 'augment auto';598 var evalType = String(RegExp.$1).toUpperCase().trim();599 this.makeAugmentEvalType(obj, evalType);600 } else if (line.match(/<\/AUGMENT:[ ](.*)>/i)) {601 var evalMode = 'none';602 var evalType = 'none';603 } else if (evalMode === 'augment auto') {604 obj.augmentDataAttach[evalType].push(line);605 obj.augmentDataDetach[evalType].push(this.reverseAugmentAutoLine(line));606 } else if (line.match(/<AUGMENT ATTACH:[ ](.*)>/i)) {607 var evalMode = 'augment attach';608 var evalType = String(RegExp.$1).toUpperCase().trim();609 this.makeAugmentEvalType(obj, evalType);610 } else if (line.match(/<\/AUGMENT ATTACH:[ ](.*)>/i)) {611 var evalMode = 'none';612 var evalType = 'none';613 } else if (evalMode === 'augment attach') {614 obj.augmentDataAttach[evalType].push(line);615 } else if (line.match(/<AUGMENT DETACH:[ ](.*)>/i)) {616 var evalMode = 'augment detach';617 var evalType = String(RegExp.$1).toUpperCase().trim();618 this.makeAugmentEvalType(obj, evalType);619 } else if (line.match(/<\/AUGMENT DETACH:[ ](.*)>/i)) {620 var evalMode = 'none';621 var evalType = 'none';622 } else if (evalMode === 'augment detach') {623 obj.augmentDataDetach[evalType].push(line);624 } else if (line.match(/<AUGMENT ATTACH EVAL:[ ](.*)>/i)) {625 var evalMode = 'augment eval attach';626 var evalType = String(RegExp.$1).toUpperCase().trim();627 this.makeAugmentEvalType(obj, evalType);628 } else if (line.match(/<\/AUGMENT ATTACH EVAL:[ ](.*)>/i)) {629 var evalMode = 'none';630 var evalType = 'none';631 } else if (evalMode === 'augment eval attach') {632 obj.augmentEvalAttach[evalType] += line + '\n';633 } else if (line.match(/<AUGMENT DETACH EVAL:[ ](.*)>/i)) {634 var evalMode = 'augment eval detach';635 var evalType = String(RegExp.$1).toUpperCase().trim();636 this.makeAugmentEvalType(obj, evalType);637 } else if (line.match(/<\/AUGMENT DETACH EVAL:[ ](.*)>/i)) {638 var evalMode = 'none';639 var evalType = 'none';640 } else if (evalMode === 'augment eval detach') {641 obj.augmentEvalDetach[evalType] += line + '\n';642 }643 }644 }645};646DataManager.reverseAugmentAutoLine = function(line) {647 if (line.match(/ADD[ ](.*):(.*)/i)) {648 var str1 = String(RegExp.$1);649 var str2 = String(RegExp.$2);650 return 'REMOVE ' + str1 + ':' + str2;651 } else if (line.match(/REMOVE[ ](.*):(.*)/i)) {652 var str1 = String(RegExp.$1);653 var str2 = String(RegExp.$2);654 return 'ADD ' + str1 + ':' + str2;655 } else if (line.match(/CHANGE[ ](.*):(.*)/i)) {656 var str1 = String(RegExp.$1);657 var str2 = String(RegExp.$2);658 return 'CANCEL ' + str1 + ':' + str2;659 } else if (line.match(/CANCEL[ ](.*):(.*)/i)) {660 var str1 = String(RegExp.$1);661 var str2 = String(RegExp.$2);662 return 'CHANGE ' + str1 + ':' + str2;663 } else if (line.match(/(.*):[ ]([\+\-]\d+)([%%])/i)) {664 // var str = String(RegExp.$1);665 // var value = parseInt(RegExp.$2) * -1;666 // if (value > 0) value = '+' + value;667 // return str + ': ' + value + '%';668 return line;669 } else if (line.match(/(.*):[ ]([\+\-]\d+)/i)) {670 var str = String(RegExp.$1);671 var value = parseInt(RegExp.$2) * -1;672 if (value > 0) value = '+' + value;673 return str + ': ' + value;674 }675 return line;676};677DataManager.makeAugmentEvalType = function(obj, evalType) {678 obj.nonIndependent = true;679 obj.augmentDataAttach[evalType] = obj.augmentDataAttach[evalType] || [];680 obj.augmentDataDetach[evalType] = obj.augmentDataDetach[evalType] || [];681 obj.augmentEvalAttach[evalType] = obj.augmentEvalAttach[evalType] || '';682 obj.augmentEvalDetach[evalType] = obj.augmentEvalDetach[evalType] || '';683 obj.augmentTypes.push(evalType);684};685//=============================================================================686// ItemManager687//=============================================================================688ItemManager.checkAugmentSlots = function(item) {689 if (DataManager.isItem(item)) return;690 if (item.augmentSlots === undefined) {691 var baseItem = DataManager.getBaseItem(item);692 item.augmentSlots = JsonEx.makeDeepCopy(baseItem.augmentSlots);693 }694 item.augmentSlotEnable = item.augmentSlotEnable || [];695 item.augmentSlotItems = item.augmentSlotItems || [];696 var length = item.augmentSlots.length;697 for (var i = 0; i < length; ++i) {698 if (item.augmentSlotEnable[i] === undefined) {699 item.augmentSlotEnable[i] = true;700 }701 if (item.augmentSlotItems[i] === undefined) {702 item.augmentSlotItems[i] = 'none';703 }704 }705};706ItemManager.applyAugmentEffects = function(item, effectItem, slotId, gain) {707 if (!item) return;708 gain = gain || 0;709 this.checkAugmentSlots(item);710 if (item.augmentSlotItems[slotId] !== 'none') {711 var augment = this.removeAugmentFromSlot(item, slotId);712 if (augment) $gameParty.gainItem(augment, gain);713 }714 this.installAugmentToSlot(item, effectItem, slotId);715 $gameParty.loseItem(effectItem, gain);716 this.augmentRefreshParty(item);717};718ItemManager.removeAugmentFromSlot = function(item, slotId) {719 $gameTemp._augmentSetting = 'detach';720 var type = item.augmentSlots[slotId].toUpperCase().trim();721 var augment = this.augmentInSlot(item, slotId);722 if (!augment) {723 $gameTemp._augmentSetting = undefined;724 return augment;725 }726 var list = augment.augmentDataDetach[type];727 if (list && list.length > 0) {728 this.processAugmentList(item, augment, slotId, list);729 }730 var code = augment.augmentEvalDetach[type];731 this.processAugmentEval(code, item, augment, slotId);732 $gameTemp._augmentSetting = undefined;733 return augment;734};735ItemManager.removeAllAugments = function(item) {736 var augments = [];737 this.checkAugmentSlots(item);738 var length = item.augmentSlotItems.length;739 for (var i = 0; i < length; ++i) {740 var augment = this.removeAugmentFromSlot(item, i);741 augments.push(augment);742 }743 return augments;744};745ItemManager.installAugmentToSlot = function(item, effectItem, slotId) {746 $gameTemp._augmentSetting = 'attach';747 var type = item.augmentSlots[slotId].toUpperCase().trim();748 if (DataManager.isItem(effectItem)) {749 item.augmentSlotItems[slotId] = 'item ' + effectItem.id;750 } else if (DataManager.isWeapon(effectItem)) {751 item.augmentSlotItems[slotId] = 'weapon ' + effectItem.id;752 } else if (DataManager.isArmor(effectItem)) {753 item.augmentSlotItems[slotId] = 'armor ' + effectItem.id;754 } else if (effectItem === null) {755 item.augmentSlotItems[slotId] = 'none';756 $gameTemp._augmentSetting = undefined;757 return;758 }759 if (!effectItem) {760 $gameTemp._augmentSetting = undefined;761 return;762 }763 var list = effectItem.augmentDataAttach[type];764 if (list && list.length > 0) {765 this.processAugmentList(item, effectItem, slotId, list);766 }767 var code = effectItem.augmentEvalAttach[type];768 this.processAugmentEval(code, item, effectItem, slotId);769 $gameTemp._augmentSetting = undefined;770};771ItemManager.installAugments = function(item, augments) {772 this.checkAugmentSlots(item);773 var length = augments.length;774 for (var i = 0; i < length; ++i) {775 var augment = augments[i];776 this.installAugmentToSlot(item, augment, i);777 }778};779ItemManager.augmentInSlot = function(item, slotId) {780 var augment = item.augmentSlotItems[slotId];781 if (augment.match(/ITEM[ ](\d+)/i)) {782 var id = parseInt(RegExp.$1);783 var item = $dataItems[id];784 return item || null;785 } else if (augment.match(/WEAPON[ ](\d+)/i)) {786 var id = parseInt(RegExp.$1);787 var item = $dataWeapons[id];788 return item || null;789 } else if (augment.match(/ARMOR[ ](\d+)/i)) {790 var id = parseInt(RegExp.$1);791 var item = $dataArmors[id];792 return item || null;793 }794 return null;795};796ItemManager.augmentRefreshParty = function(item) {797 var length = $gameParty.allMembers().length;798 for (var i = 0; i < length; ++i) {799 var member = $gameParty.allMembers()[i];800 if (member && member.equips().contains(item)) member.refresh();801 }802};803ItemManager.processAugmentList = function(item, effectItem, slotId, list) {804 var length = list.length;805 for (var i = 0; i < length; ++i) {806 var line = list[i];807 this.processAugmentEffect(line, item, effectItem, slotId);808 }809};810ItemManager.processAugmentEffect = function(line, mainItem, effectItem, slot) {811 // CANNOT DETACH812 if (line.match(/CANNOT DETACH/i)) {813 return this.applyAugmentCanotDetach(mainItem, slot);814 }815 // ADD ATTACK ELEMENT: x816 if (line.match(/ADD ATTACK ELEMENT:[ ](.*)/i)) {817 var element = String(RegExp.$1).toUpperCase().trim();818 return this.applyAugmentAttackElement(mainItem, element, true);819 } else if (line.match(/REMOVE ATTACK ELEMENT:[ ](.*)/i)) {820 var element = String(RegExp.$1).toUpperCase().trim();821 return this.applyAugmentAttackElement(mainItem, element, false);822 }823 // ADD ATTACK STATE: x824 if (line.match(/ADD ATTACK STATE:[ ](.*)/i)) {825 var text = String(RegExp.$1).toUpperCase().trim();826 return this.applyAugmentAttackState(mainItem, text, true);827 } else if (line.match(/REMOVE ATTACK STATE:[ ](.*)/i)) {828 var text = String(RegExp.$1).toUpperCase().trim();829 return this.applyAugmentAttackState(mainItem, text, false);830 }831 // ADD DEBUFF RATE: x832 if (line.match(/ADD DEBUFF:[ ](.*)/i)) {833 var text = String(RegExp.$1).toUpperCase().trim();834 return this.applyAugmentDebuff(mainItem, text, true);835 } else if (line.match(/REMOVE DEBUFF:[ ](.*)/i)) {836 var text = String(RegExp.$1).toUpperCase().trim();837 return this.applyAugmentDebuff(mainItem, text, false);838 }839 // ADD ELEMENT RATE: x840 if (line.match(/ADD ELEMENT RATE:[ ](.*)/i)) {841 var text = String(RegExp.$1).toUpperCase().trim();842 return this.applyAugmentElement(mainItem, text, true);843 } else if (line.match(/REMOVE ELEMENT RATE:[ ](.*)/i)) {844 var text = String(RegExp.$1).toUpperCase().trim();845 return this.applyAugmentElement(mainItem, text, false);846 }847 // ADD PASSIVE STATE: x848 if (Imported.YEP_AutoPassiveStates) {849 if (line.match(/ADD PASSIVE STATE:[ ](.*)/i)) {850 var text = String(RegExp.$1).toUpperCase().trim();851 return this.applyAugmentPassiveState(mainItem, text, true);852 } else if (line.match(/REMOVE PASSIVE STATE:[ ](.*)/i)) {853 var text = String(RegExp.$1).toUpperCase().trim();854 return this.applyAugmentPassiveState(mainItem, text, false);855 }856 }857 // ADD SKILL: x858 if (line.match(/ADD SKILL:[ ](.*)/i)) {859 var text = String(RegExp.$1).toUpperCase().trim();860 return this.applyAugmentSkill(mainItem, text, true);861 } else if (line.match(/REMOVE SKILL:[ ](.*)/i)) {862 var text = String(RegExp.$1).toUpperCase().trim();863 return this.applyAugmentSkill(mainItem, text, false);864 }865 // ADD SKILL TYPE: x866 if (line.match(/ADD SKILL TYPE:[ ](.*)/i)) {867 var text = String(RegExp.$1).toUpperCase().trim();868 return this.applyAugmentSkillType(mainItem, text, true);869 } else if (line.match(/ADD STYPE:[ ](.*)/i)) {870 var text = String(RegExp.$1).toUpperCase().trim();871 return this.applyAugmentSkillType(mainItem, text, true);872 } else if (line.match(/REMOVE SKILL TYPE:[ ](.*)/i)) {873 var text = String(RegExp.$1).toUpperCase().trim();874 return this.applyAugmentSkillType(mainItem, text, false);875 } else if (line.match(/REMOVE STYPE:[ ](.*)/i)) {876 var text = String(RegExp.$1).toUpperCase().trim();877 return this.applyAugmentSkillType(mainItem, text, false);878 }879 // ADD STATE RATE: x880 if (line.match(/ADD STATE RATE:[ ](.*)/i)) {881 var text = String(RegExp.$1).toUpperCase().trim();882 return this.applyAugmentStateRate(mainItem, text, true);883 } else if (line.match(/REMOVE STATE RATE:[ ](.*)/i)) {884 var text = String(RegExp.$1).toUpperCase().trim();885 return this.applyAugmentStateRate(mainItem, text, false);886 }887 // ADD STATE RESIST: x888 if (line.match(/ADD STATE RESIST:[ ](.*)/i)) {889 var text = String(RegExp.$1).toUpperCase().trim();890 return this.applyAugmentStateResist(mainItem, text, true);891 } else if (line.match(/REMOVE STATE RESIST:[ ](.*)/i)) {892 var text = String(RegExp.$1).toUpperCase().trim();893 return this.applyAugmentStateResist(mainItem, text, false);894 }895 // CHANGE BASE NAME: x896 if (line.match(/CHANGE BASE NAME:[ ](.*)/i)) {897 var text = String(RegExp.$1).trim();898 return this.applyAugmentSetBaseName(mainItem, text, slot, true);899 } else if (line.match(/CANCEL BASE NAME:[ ](.*)/i)) {900 var text = String(RegExp.$1).trim();901 return this.applyAugmentSetBaseName(mainItem, text, slot, false);902 }903 // CHANGE PREFIX: x904 if (line.match(/CHANGE PREFIX:[ ](.*)/i)) {905 var text = String(RegExp.$1).trim();906 return this.applyAugmentSetPrefix(mainItem, text, slot, true);907 } else if (line.match(/CANCEL PREFIX:[ ](.*)/i)) {908 var text = String(RegExp.$1).trim();909 return this.applyAugmentSetPrefix(mainItem, text, slot, false);910 }911 // CHANGE SUFFIX: x912 if (line.match(/CHANGE SUFFIX:[ ](.*)/i)) {913 var text = String(RegExp.$1).trim();914 return this.applyAugmentSetSuffix(mainItem, text, slot, true);915 } else if (line.match(/CANCEL SUFFIX:[ ](.*)/i)) {916 var text = String(RegExp.$1).trim();917 return this.applyAugmentSetSuffix(mainItem, text, slot, false);918 }919 // CHANGE PRIORITY NAME: x920 if (line.match(/CHANGE PRIORITY NAME:[ ](.*)/i)) {921 var text = String(RegExp.$1).trim();922 return this.applyAugmentSetPriorityName(mainItem, text, slot, true);923 } else if (line.match(/CANCEL PRIORITY NAME:[ ](.*)/i)) {924 var text = String(RegExp.$1).trim();925 return this.applyAugmentSetPriorityName(mainItem, text, slot, false);926 }927 // CHANGE ICON: x928 if (line.match(/CHANGE ICON:[ ](\d+)/i)) {929 var icon = parseInt(RegExp.$1);930 return this.applyAugmentSetIcon(mainItem, icon, slot, true);931 } else if (line.match(/CANCEL ICON:[ ](\d+)/i)) {932 var icon = parseInt(RegExp.$1);933 return this.applyAugmentSetIcon(mainItem, icon, slot, false);934 }935 // Imported.YEP_X_ItemPictureImg936 if (Imported.YEP_X_ItemPictureImg) {937 // CHANGE PICTURE IMAGE: x938 if (line.match(/CHANGE PICTURE IMAGE:[ ](.*)/i)) {939 var text = String(RegExp.$1).trim();940 return this.applyAugmentSetPictureImg(mainItem, text, slot, true);941 } else if (line.match(/CANCEL PICTURE IMAGE:[ ](.*)/i)) {942 var text = String(RegExp.$1).trim();943 return this.applyAugmentSetPictureImg(mainItem, text, slot, false);944 }945 // CHANGE ICON: x946 if (line.match(/CHANGE PICTURE HUE:[ ](\d+)/i)) {947 var icon = parseInt(RegExp.$1).clamp(0, 360);948 return this.applyAugmentSetPictureHue(mainItem, icon, slot, true);949 } else if (line.match(/CANCEL PICTURE HUE:[ ](\d+)/i)) {950 var icon = parseInt(RegExp.$1).clamp(0, 360);951 return this.applyAugmentSetPictureHue(mainItem, icon, slot, false);952 }953 } // Imported.YEP_X_ItemPictureImg954 // CHANGE TEXT COLOR: x955 if (line.match(/CHANGE TEXT COLOR:[ ](\d+)/i)) {956 var color = parseInt(RegExp.$1);957 return this.applyAugmentSetTextColor(mainItem, color, slot, true);958 } else if (line.match(/CANCEL TEXT COLOR:[ ](\d+)/i)) {959 var color = parseInt(RegExp.$1);960 return this.applyAugmentSetTextColor(mainItem, color, slot, false);961 }962 // PARAM: +/-X%963 if (line.match(/(.*):[ ]([\+\-]\d+)([%%])/i)) {964 var param = String(RegExp.$1).toUpperCase().trim();965 var value = parseFloat(RegExp.$2);966 return this.applyAugmentParamRate(mainItem, param, value);967 }968 // PARAM: +/-X969 if (line.match(/(.*):[ ]([\+\-]\d+)/i)) {970 var param = String(RegExp.$1).toUpperCase().trim();971 var value = parseInt(RegExp.$2);972 return this.applyAugmentParamPlus(mainItem, param, value);973 }974};975ItemManager.adjustItemTrait = function(mainItem, code, dataId, value, add) {976 if (add) {977 this.addTraitToItem(mainItem, code, dataId, value);978 } else {979 this.deleteTraitFromItem(mainItem, code, dataId, value);980 }981};982ItemManager.addTraitToItem = function(mainItem, code, dataId, value) {983 var trait = {984 code: code,985 dataId: dataId,986 value: value987 }988 mainItem.traits.push(trait);989};990ItemManager.deleteTraitFromItem = function(mainItem, code, dataId, value) {991 var index = this.getMatchingTraitIndex(mainItem, code, dataId, value);992 if (index >= 0) mainItem.traits.splice(index, 1);993};994ItemManager.getMatchingTraitIndex = function(mainItem, code, dataId, value) {995 var i = mainItem.traits.length;996 while (i--) {997 var trait = mainItem.traits[i];998 if (trait.code !== code) continue;999 if (trait.dataId !== dataId) continue;1000 if (trait.value !== value) continue;1001 return i;1002 }1003 return i;1004}1005ItemManager.applyAugmentCanotDetach = function(mainItem, slotId) {1006 mainItem.augmentSlotEnable[slotId] = false;1007};1008ItemManager.applyAugmentAttackElement = function(mainItem, element, add) {1009 if (element.match(/(\d+)/i)) {1010 var id = parseInt(RegExp.$1);1011 } else {1012 var id = Yanfly.ElementIdRef[element];1013 if (!id) return;1014 }1015 var code = Game_BattlerBase.TRAIT_ATTACK_ELEMENT;1016 this.adjustItemTrait(mainItem, code, id, 0, add);1017};1018ItemManager.applyAugmentAttackState = function(mainItem, text, add) {1019 if (text.match(/(\d+),[ ](\d+)([%%])/i)) {1020 var id = parseInt(RegExp.$1);1021 var rate = parseFloat(RegExp.$2) * 0.01;1022 } else if (text.match(/(.*),[ ](\d+)([%%])/i)) {1023 var name = String(RegExp.$1);1024 var rate = parseFloat(RegExp.$2) * 0.01;1025 var id = Yanfly.StateIdRef[name];1026 if (!id) return;1027 } else if (text.match(/(\d+)/i)) {1028 var id = parseInt(RegExp.$1);1029 var rate = 1.0;1030 } else {1031 var id = Yanfly.StateIdRef[text];1032 if (!id) return;1033 var rate = 1.0;1034 }1035 var code = Game_BattlerBase.TRAIT_ATTACK_STATE;1036 this.adjustItemTrait(mainItem, code, id, rate, add);1037};1038ItemManager.applyAugmentDebuff = function(mainItem, element, add) {1039 if (text.match(/(.*),[ ](\d+)([%%])/i)) {1040 var param = String(RegExp.$1);1041 var rate = parseFloat(RegExp.$2) * 0.01;1042 if (!id) return;1043 } else if (text.match(/(.*),[ ]([\+\-]\d+)([%%])/i)) {1044 var add = $gameTemp._augmentSetting === 'attach';1045 var name = String(RegExp.$1);1046 var rate = parseFloat(RegExp.$2) * 0.01;1047 rate += 1;1048 } else {1049 return;1050 }1051 if (['MAXHP', 'MHP', 'MAX HP', 'HP'].contains(param)) {1052 var paramId = 0;1053 } else if (['MAXMP', 'MMP', 'MAX MP', 'MP'].contains(param)) {1054 var paramId = 1;1055 } else if (['ATK', 'STR'].contains(param)) {1056 var paramId = 2;1057 } else if (['DEF'].contains(param)) {1058 var paramId = 3;1059 } else if (['MAT', 'INT', 'SPI'].contains(param)) {1060 var paramId = 4;1061 } else if (['MDF', 'RES'].contains(param)) {1062 var paramId = 5;1063 } else if (['AGI', 'SPD'].contains(param)) {1064 var paramId = 6;1065 } else if (['LUK'].contains(param)) {1066 var paramId = 7;1067 } else {1068 return;1069 }1070 var code = Game_BattlerBase.TRAIT_DEBUFF_RATE;1071 this.adjustItemTrait(mainItem, code, paramId, rate, add);1072};1073ItemManager.applyAugmentElement = function(mainItem, text, add) {1074 if (text.match(/(\d+),[ ](\d+)([%%])/i)) {1075 var id = parseInt(RegExp.$1);1076 var rate = parseFloat(RegExp.$2) * 0.01;1077 } else if (text.match(/(.*),[ ](\d+)([%%])/i)) {1078 var name = String(RegExp.$1);1079 var rate = parseFloat(RegExp.$2) * 0.01;1080 var id = Yanfly.ElementIdRef[name];1081 if (!id) return;1082 } else if (text.match(/(\d+),[ ]([\+\-]\d+)([%%])/i)) {1083 var add = $gameTemp._augmentSetting === 'attach';1084 var id = parseInt(RegExp.$1);1085 var rate = parseFloat(RegExp.$2) * 0.01;1086 rate += 1;1087 } else if (text.match(/(.*),[ ]([\+\-]\d+)([%%])/i)) {1088 var add = $gameTemp._augmentSetting === 'attach';1089 var name = String(RegExp.$1);1090 var id = Yanfly.ElementIdRef[name];1091 var rate = parseFloat(RegExp.$2) * 0.01;1092 rate += 1;1093 } else {1094 return;1095 }1096 var code = Game_BattlerBase.TRAIT_ELEMENT_RATE;1097 this.adjustItemTrait(mainItem, code, id, rate, add);1098};1099ItemManager.applyAugmentPassiveState = function(mainItem, text, add) {1100 if (text.match(/(\d+)/i)) {1101 var id = parseInt(RegExp.$1);1102 } else {1103 var id = Yanfly.StateIdRef[text];1104 if (!id) return;1105 }1106 mainItem.passiveStates = mainItem.passiveStates || [];1107 if (add) {1108 mainItem.passiveStates.push(id);1109 } else {1110 var index = mainItem.passiveStates.indexOf(id);1111 if (index >= 0) mainItem.passiveStates.splice(index, 1);1112 }1113};1114ItemManager.applyAugmentSkill = function(mainItem, text, add) {1115 if (text.match(/(\d+)/i)) {1116 var id = parseInt(RegExp.$1);1117 } else {1118 var id = Yanfly.SkillIdRef[text];1119 if (!id) return;1120 }1121 var code = Game_BattlerBase.TRAIT_SKILL_ADD;1122 this.adjustItemTrait(mainItem, code, id, 1, add);1123};1124ItemManager.applyAugmentSkillType = function(mainItem, text, add) {1125 if (text.match(/(\d+)/i)) {1126 var id = parseInt(RegExp.$1);1127 } else {1128 var id = Yanfly.STypeIdRef[text];1129 if (!id) return;1130 }1131 var code = Game_BattlerBase.TRAIT_STYPE_ADD;1132 this.adjustItemTrait(mainItem, code, id, 1, add);1133};1134ItemManager.applyAugmentStateRate = function(mainItem, text, add) {1135 if (text.match(/(\d+),[ ](\d+)([%%])/i)) {1136 var id = parseInt(RegExp.$1);1137 var rate = parseFloat(RegExp.$2) * 0.01;1138 } else if (text.match(/(.*),[ ](\d+)([%%])/i)) {1139 var name = String(RegExp.$1);1140 var rate = parseFloat(RegExp.$2) * 0.01;1141 var id = Yanfly.StateIdRef[name];1142 if (!id) return;1143 } else if (text.match(/(\d+),[ ]([\+\-]\d+)([%%])/i)) {1144 var add = $gameTemp._augmentSetting === 'attach';1145 var id = parseInt(RegExp.$1);1146 var rate = parseFloat(RegExp.$2) * 0.01;1147 rate += 1;1148 } else if (text.match(/(.*),[ ]([\+\-]\d+)([%%])/i)) {1149 var add = $gameTemp._augmentSetting === 'attach';1150 var name = String(RegExp.$1);1151 var id = Yanfly.StateIdRef[name];1152 var rate = parseFloat(RegExp.$2) * 0.01;1153 rate += 1;1154 } else {1155 return;1156 }1157 var code = Game_BattlerBase.TRAIT_STATE_RATE;1158 this.adjustItemTrait(mainItem, code, id, rate, add);1159};1160ItemManager.getAugmentFirstValue = function(array, def) {1161 var length = array.length;1162 for (var i = 0; i < length; ++i) {1163 var item = array[i];1164 if (item === null) continue;1165 if (item !== undefined) return item;1166 }1167 return def;1168};1169ItemManager.applyAugmentStateResist = function(mainItem, text, add) {1170 if (text.match(/(\d+)/i)) {1171 var id = parseInt(RegExp.$1);1172 } else {1173 var id = Yanfly.StateIdRef[text];1174 if (!id) return;1175 }1176 var code = Game_BattlerBase.TRAIT_STATE_RESIST;1177 this.adjustItemTrait(mainItem, code, id, 1, add);1178};1179ItemManager.applyAugmentSetBaseName = function(mainItem, text, slot, add) {1180 mainItem.augmentBaseNames = mainItem.augmentBaseNames || [];1181 if (add) {1182 mainItem.augmentBaseNames[slot] = text;1183 } else {1184 mainItem.augmentBaseNames[slot] = undefined;1185 }1186 var baseName = DataManager.getBaseItem(mainItem).name;1187 var name = this.getAugmentFirstValue(mainItem.augmentBaseNames, baseName);1188 this.setBaseName(mainItem, name);1189 this.updateItemName(mainItem);1190};1191ItemManager.applyAugmentSetPrefix = function(mainItem, text, slot, add) {1192 mainItem.augmentPrefixes = mainItem.augmentPrefixes || [];1193 if (add) {1194 mainItem.augmentPrefixes[slot] = text;1195 } else {1196 mainItem.augmentPrefixes[slot] = undefined;1197 }1198 var name = this.getAugmentFirstValue(mainItem.augmentPrefixes, '');1199 this.setNamePrefix(mainItem, name);1200 this.updateItemName(mainItem);1201};1202ItemManager.applyAugmentSetSuffix = function(mainItem, text, slot, add) {1203 mainItem.augmentSuffixes = mainItem.augmentSuffixes || [];1204 if (add) {1205 mainItem.augmentSuffixes[slot] = text;1206 } else {1207 mainItem.augmentSuffixes[slot] = undefined;1208 }1209 var name = this.getAugmentFirstValue(mainItem.augmentSuffixes, '');1210 this.setNameSuffix(mainItem, name);1211 this.updateItemName(mainItem);1212};1213ItemManager.applyAugmentSetPriorityName = function(mainItem, text, slot, add) {1214 mainItem.augmentPriorityNames = mainItem.augmentPriorityNames || [];1215 if (add) {1216 mainItem.augmentPriorityNames[slot] = text;1217 } else {1218 mainItem.augmentPriorityNames[slot] = undefined;1219 }1220 var name = this.getAugmentFirstValue(mainItem.augmentPriorityNames, '');1221 this.setPriorityName(mainItem, name);1222 this.updateItemName(mainItem);1223};1224ItemManager.applyAugmentSetIcon = function(mainItem, icon, slot, add) {1225 mainItem.augmentIcons = mainItem.augmentIcons || [];1226 if (add) {1227 mainItem.augmentIcons[slot] = icon;1228 } else {1229 mainItem.augmentIcons[slot] = undefined;1230 }1231 var baseIcon = DataManager.getBaseItem(mainItem).iconIndex;1232 var id = this.getAugmentFirstValue(mainItem.augmentIcons, baseIcon);1233 mainItem.iconIndex = id;1234};1235ItemManager.applyAugmentSetTextColor = function(mainItem, color, slot, add) {1236 mainItem.augmentTextColor = mainItem.augmentTextColor || [];1237 if (add) {1238 mainItem.augmentTextColor[slot] = color;1239 } else {1240 mainItem.augmentTextColor[slot] = undefined;1241 }1242 var id = this.getAugmentFirstValue(mainItem.augmentTextColor, 0);1243 mainItem.textColor = id;1244};1245Yanfly.Param.AugmentXParams = 1246 ['HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'];1247Yanfly.Param.AugmentSParams = 1248 ['TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'];1249ItemManager.applyAugmentParamRate = function(mainItem, param, value) {1250 var add = $gameTemp._augmentSetting === 'attach';1251 value = parseFloat(value * 0.01);1252 var rate = value + 1;1253 if (['MAXHP', 'MHP', 'MAX HP', 'HP'].contains(param)) {1254 var code = Game_BattlerBase.TRAIT_PARAM;1255 var id = 0;1256 } else if (['MAXMP', 'MMP', 'MAX MP', 'MP'].contains(param)) {1257 var code = Game_BattlerBase.TRAIT_PARAM;1258 var id = 1;1259 } else if (['ATK', 'STR'].contains(param)) {1260 var code = Game_BattlerBase.TRAIT_PARAM;1261 var id = 2;1262 } else if (['DEF'].contains(param)) {1263 var code = Game_BattlerBase.TRAIT_PARAM;1264 var id = 3;1265 } else if (['MAT', 'INT', 'SPI'].contains(param)) {1266 var code = Game_BattlerBase.TRAIT_PARAM;1267 var id = 4;1268 } else if (['MDF', 'RES'].contains(param)) {1269 var code = Game_BattlerBase.TRAIT_PARAM;1270 var id = 5;1271 } else if (['AGI', 'SPD'].contains(param)) {1272 var code = Game_BattlerBase.TRAIT_PARAM;1273 var id = 6;1274 } else if (['LUK'].contains(param)) {1275 var code = Game_BattlerBase.TRAIT_PARAM;1276 var id = 7;1277 } else if (Yanfly.Param.AugmentXParams.contains(param)) {1278 var code = Game_BattlerBase.TRAIT_XPARAM;1279 var id = Yanfly.Param.AugmentXParams.indexOf(param);1280 rate -= 1;1281 } else if (Yanfly.Param.AugmentSParams.contains(param)) {1282 var code = Game_BattlerBase.TRAIT_SPARAM;1283 var id = Yanfly.Param.AugmentSParams.indexOf(param);1284 } else {1285 return;1286 }1287 this.adjustItemTrait(mainItem, code, id, rate, add);1288};1289ItemManager.applyAugmentParamPlus = function(mainItem, param, value) {1290 if (['MAXHP', 'MHP', 'MAX HP', 'HP'].contains(param)) {1291 var paramId = 0;1292 } else if (['MAXMP', 'MMP', 'MAX MP', 'MP'].contains(param)) {1293 var paramId = 1;1294 } else if (['ATK', 'STR'].contains(param)) {1295 var paramId = 2;1296 } else if (['DEF'].contains(param)) {1297 var paramId = 3;1298 } else if (['MAT', 'INT', 'SPI'].contains(param)) {1299 var paramId = 4;1300 } else if (['MDF', 'RES'].contains(param)) {1301 var paramId = 5;1302 } else if (['AGI', 'SPD'].contains(param)) {1303 var paramId = 6;1304 } else if (['LUK'].contains(param)) {1305 var paramId = 7;1306 } else if (['PRICE', 'COST'].contains(param)) {1307 mainItem.price += value;1308 return;1309 } else if (['BOOST'].contains(param)) {1310 mainItem.boostCount += value;1311 this.updateItemName(mainItem);1312 return;1313 } else {1314 return;1315 }1316 mainItem.params[paramId] += value;1317};1318ItemManager.processAugmentEval = function(code, item, effectItem, slotId) {1319 if (code === '') return;1320 var mainItem = item;1321 var weapon = item;1322 var armor = item;1323 var baseItem = DataManager.getBaseItem(item);1324 var baseWeapon = baseItem;1325 var baseArmor = baseArmor;1326 var s = $gameSwitches._data;1327 var v = $gameVariables._data;1328 try {1329 eval(code);1330 } catch (e) {1331 Yanfly.Util.displayError(e, code, 'ATTACH AUGMENT CUSTOM EFFECT ERROR');1332 }1333};1334//=============================================================================1335// Game_System1336//=============================================================================1337Yanfly.Augment.Game_System_initialize = Game_System.prototype.initialize;1338Game_System.prototype.initialize = function() {1339 Yanfly.Augment.Game_System_initialize.call(this);1340 this.initAugments();1341};1342Game_System.prototype.initAugments = function() {1343 this._augmentsEnabled = Yanfly.Param.AugmentEnable;1344 this._augmentsShow = Yanfly.Param.AugmentShow;1345};1346Game_System.prototype.isAugmentEnabled = function() {1347 if (this._augmentsEnabled === undefined) this.initAugments();1348 return this._augmentsEnabled;1349};1350Game_System.prototype.setAugmentEnable = function(value) {1351 if (this._augmentsEnabled === undefined) this.initAugments();1352 this._augmentsEnabled = value;1353};1354Game_System.prototype.isAugmentShown = function() {1355 if (this._augmentsShow === undefined) this.initAugments();1356 return this._augmentsShow;1357};1358Game_System.prototype.setAugmentShow = function(value) {1359 if (this._augmentsShow === undefined) this.initAugments();1360 this._augmentsShow = value;1361};1362//=============================================================================1363// Game_Interpreter1364//=============================================================================1365Yanfly.Augment.Game_Interpreter_pluginCommand =1366 Game_Interpreter.prototype.pluginCommand;1367Game_Interpreter.prototype.pluginCommand = function(command, args) {1368 Yanfly.Augment.Game_Interpreter_pluginCommand.call(this, command, args);1369 if (command === 'EnableAugments') $gameSystem.setAugmentEnable(true);1370 if (command === 'DisableAugments') $gameSystem.setAugmentEnable(false);1371 if (command === 'ShowAugments') $gameSystem.setAugmentShow(true);1372 if (command === 'HideAugments') $gameSystem.setAugmentShow(false);1373};1374//=============================================================================1375// Window_ItemInfo1376//=============================================================================1377if (Yanfly.Param.AugmentShow) {1378Yanfly.Augment.Window_ItemInfo_drawItemInfoF =1379 Window_ItemInfo.prototype.drawItemInfoF;1380Window_ItemInfo.prototype.drawItemInfoF = function(dy) {1381 dy = Yanfly.Augment.Window_ItemInfo_drawItemInfoF.call(this, dy);1382 dy = this.drawAugmentInfo(dy);1383 return dy;1384};1385Window_ItemInfo.prototype.drawAugmentInfo = function(dy) {1386 if (!$gameSystem.isAugmentShown()) return dy;1387 var item = this._item;1388 var baseItem = DataManager.getBaseItem(item);1389 if (!DataManager.isIndependent(item)) return dy;1390 if (DataManager.isItem(item)) return dy;1391 if (Yanfly.Param.AugmentInfoTitle !== '') {1392 this.resetFontSettings();1393 this.changePaintOpacity(true);1394 this.changeTextColor(this.systemColor());1395 var align = Yanfly.Param.AugmentInfoAlign;1396 this.drawText(Yanfly.Param.AugmentInfoTitle, this.textPadding(), dy,1397 this.contentsWidth() - this.textPadding() * 2, align);1398 this.resetFontSettings();1399 dy += this.lineHeight();1400 }1401 ItemManager.checkAugmentSlots(item);1402 var length = item.augmentSlotItems.length;1403 for (var i = 0; i < length; ++i) {1404 this.drawAugmentData(i, dy);1405 dy += this.lineHeight();1406 }1407 return dy;1408};1409Window_ItemInfo.prototype.drawAugmentData = function(slot, dy) {1410 var text = this._item.augmentSlotItems[slot];1411 if (text.match(/NONE/i)) {1412 text = Yanfly.Param.AugmentNoneText;1413 } else if (text.match(/ITEM[ ](\d+)/i)) {1414 var id = parseInt(RegExp.$1);1415 var item = $dataItems[id];1416 if (item) {1417 text = '\\i[' + item.iconIndex + ']' + item.name;1418 } else {1419 text = Yanfly.Param.AugmentNoneText;1420 }1421 } else if (text.match(/WEAPON[ ](\d+)/i)) {1422 var id = parseInt(RegExp.$1);1423 var item = $dataWeapons[id];1424 if (item) {1425 text = '\\i[' + item.iconIndex + ']' + item.name;1426 } else {1427 text = Yanfly.Param.AugmentNoneText;1428 }1429 } else if (text.match(/ARMOR[ ](\d+)/i)) {1430 var id = parseInt(RegExp.$1);1431 var item = $dataArmors[id];1432 if (item) {1433 text = '\\i[' + item.iconIndex + ']' + item.name;1434 } else {1435 text = Yanfly.Param.AugmentNoneText;1436 }1437 }1438 this.drawTextEx(text, this.textPadding(), dy);1439};1440}; // Yanfly.Param.AugmentShow1441//=============================================================================1442// Window_ItemActionCommand1443//=============================================================================1444Yanfly.Augment.Window_ItemActionCommand_addCustomCommandsF =1445 Window_ItemActionCommand.prototype.addCustomCommandsF;1446Window_ItemActionCommand.prototype.addCustomCommandsF = function() {1447 Yanfly.Augment.Window_ItemActionCommand_addCustomCommandsF.call(this);1448 if (this.isAugmentable()) this.addAugmentSlots();1449};1450Window_ItemActionCommand.prototype.isAugmentable = function() {1451 if (!$gameSystem.isAugmentEnabled()) return false;1452 if (DataManager.isItem(this._item)) return false;1453 return DataManager.isIndependent(this._item);1454};1455Window_ItemActionCommand.prototype.addAugmentSlots = function() {1456 ItemManager.checkAugmentSlots(this._item);1457 var length = this._item.augmentSlots.length;1458 for (var i = 0; i < length; ++i) {1459 var enabled = this._item.augmentSlotEnable[i];1460 var fmt = Yanfly.Param.AugmentSlotFmt;1461 var slot = this._item.augmentSlots[i];1462 var name = this.getAugmentSlotItemName(i);1463 var text = fmt.format(slot, name);1464 this.addCommand(text, 'augment', enabled, i);1465 }1466 this.changePaintOpacity(true);1467};1468Window_ItemActionCommand.prototype.getAugmentSlotItemName = function(slot) {1469 var str = this._item.augmentSlotItems[slot];1470 if (str.match(/NONE/i)) {1471 return Yanfly.Param.AugmentNoneText;1472 } else if (str.match(/ITEM[ ](\d+)/i)) {1473 var id = parseInt(RegExp.$1);1474 var item = $dataItems[id];1475 if (item) {1476 return '\\i[' + item.iconIndex + ']' + item.name;1477 } else {1478 this._item.augmentSlotItems[slot] = 'none';1479 return Yanfly.Param.AugmentNoneText;1480 }1481 } else if (str.match(/WEAPON[ ](\d+)/i)) {1482 var id = parseInt(RegExp.$1);1483 var item = $dataWeapons[id];1484 if (item) {1485 return '\\i[' + item.iconIndex + ']' + item.name;1486 } else {1487 this._item.augmentSlotItems[slot] = 'none';1488 return Yanfly.Param.AugmentNoneText;1489 }1490 } else if (str.match(/ARMOR[ ](\d+)/i)) {1491 var id = parseInt(RegExp.$1);1492 var item = $dataArmors[id];1493 if (item) {1494 return '\\i[' + item.iconIndex + ']' + item.name;1495 } else {1496 this._item.augmentSlotItems[slot] = 'none';1497 return Yanfly.Param.AugmentNoneText;1498 }1499 }1500};1501//=============================================================================1502// Window_AugmentItemList1503//=============================================================================1504function Window_AugmentItemList() {1505 this.initialize.apply(this, arguments);1506}1507Window_AugmentItemList.prototype = Object.create(Window_ItemList.prototype);1508Window_AugmentItemList.prototype.constructor = Window_AugmentItemList;1509Window_AugmentItemList.prototype.initialize = function(x, y, width, height) {1510 Window_ItemList.prototype.initialize.call(this, x, y, width, height);1511 this._item = null;1512 this._slotId = -1;1513 this.hide();1514 this.deactivate();1515};1516Window_AugmentItemList.prototype.setItem = function(item, slotId) {1517 if (this._item === item && this._slotId === slotId) return;1518 ItemManager.checkAugmentSlots(item);1519 this._item = item;1520 this._slotId = slotId;1521 this.refresh();1522 this.select(0);1523};1524Window_AugmentItemList.prototype.includes = function(item) {1525 if (!item) return false;1526 if (DataManager.isIndependent(item)) return false;1527 if (!this.containsType(item)) return false;1528 return true;1529};1530Window_AugmentItemList.prototype.containsType = function(item) {1531 if (!this._item) return false;1532 var type = this._item.augmentSlots[this._slotId].toUpperCase().trim();1533 return item.augmentTypes.contains(type);1534};1535Window_AugmentItemList.prototype.isEnabled = function(item) {1536 if (item === null) return true;1537 return true;1538};1539Window_AugmentItemList.prototype.selectLast = function() {1540};1541Window_AugmentItemList.prototype.playOkSound = function() {1542 SoundManager.playEquip();1543};1544Window_AugmentItemList.prototype.makeItemList = function() {1545 this._data = $gameParty.allItems().filter(function(item) {1546 return this.includes(item);1547 }, this);1548 if (this._item && this._item.augmentSlotItems[this._slotId] !== 'none') {1549 this._data.unshift(null);1550 }1551};1552Window_AugmentItemList.prototype.drawItem = function(index) {1553 if (this._data[index] === null) this.drawEmptyIcon(index);1554 Window_ItemList.prototype.drawItem.call(this, index);1555};1556Window_AugmentItemList.prototype.drawEmptyIcon = function(index) {1557 var rect = this.itemRect(index);1558 rect.width -= this.textPadding();1559 this.changePaintOpacity(true);1560 var text = Yanfly.Param.AugmentRemoveText;1561 this.drawTextEx(text, rect.x, rect.y);1562};1563//=============================================================================1564// Scene_Item1565//=============================================================================1566Yanfly.Augment.Scene_Item_createItemWindow = 1567 Scene_Item.prototype.createItemWindow;1568Scene_Item.prototype.createItemWindow = function() {1569 Yanfly.Augment.Scene_Item_createItemWindow.call(this);1570 this.createAugmentListWindow();1571};1572Yanfly.Augment.Scene_Item_createActionWindow =1573 Scene_Item.prototype.createActionWindow;1574Scene_Item.prototype.createActionWindow = function() {1575 Yanfly.Augment.Scene_Item_createActionWindow.call(this);1576 this._itemActionWindow.setHandler('augment', this.onActionAugment.bind(this));1577};1578Scene_Item.prototype.createAugmentListWindow = function() {1579 var wy = this._itemWindow.y;1580 var ww = this._itemWindow.width;1581 var wh = this._itemWindow.height;1582 this._augmentListWindow = new Window_AugmentItemList(0, wy, ww, wh);1583 this._augmentListWindow.setHelpWindow(this._helpWindow);1584 this._augmentListWindow.setHandler('ok', this.onAugmentListOk.bind(this));1585 this._augmentListWindow.setHandler('cancel',1586 this.onAugmentListCancel.bind(this));1587 this.addWindow(this._augmentListWindow);1588};1589Scene_Item.prototype.onActionAugment = function() {1590 this._itemActionWindow.hide();1591 this._itemActionWindow.deactivate();1592 this._augmentListWindow.show();1593 this._augmentListWindow.activate();1594 var slotId = this._itemActionWindow.currentExt();1595 this._augmentListWindow.setItem(this.item(), slotId);1596};1597Scene_Item.prototype.onAugmentListOk = function() {1598 var effectItem = this._augmentListWindow.item();1599 var slotId = this._itemActionWindow.currentExt();1600 ItemManager.applyAugmentEffects(this.item(), effectItem, slotId, 1);1601 this._augmentListWindow.refresh();1602 this._augmentListWindow.activate();1603 this._statusWindow.refresh();1604 this._infoWindow.refresh();1605 this._itemWindow.refresh();1606 this._itemActionWindow.refresh();1607 var index = this._augmentListWindow.index();1608 this.onAugmentListCancel();1609};1610Scene_Item.prototype.onAugmentListCancel = function() {1611 this._augmentListWindow.hide();1612 this._augmentListWindow.deactivate();1613 this._itemActionWindow.show();1614 this._itemActionWindow.activate();1615 this._helpWindow.setItem(this.item());1616 this._augmentListWindow.select(0);1617};1618//=============================================================================1619// Utilities1620//=============================================================================1621Yanfly.Util = Yanfly.Util || {};1622Yanfly.Util.displayError = function(e, code, message) {1623 console.log(message);1624 console.log(code || 'NON-EXISTENT');1625 console.error(e);1626 if (Utils.isNwjs() && Utils.isOptionValid('test')) {1627 if (!require('nw.gui').Window.get().isDevToolsOpen()) {1628 require('nw.gui').Window.get().showDevTools();1629 }1630 }1631};1632//=============================================================================1633// End of File1634//=============================================================================...

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data_augmentation.py

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1import random2import copy3import itertools4class CombinatorialEnumerate(object):5 """Given M type of augmentations, and a original sequence, successively call \6 the augmentation 2*C(M, 2) times can generate total C(M, 2) augmentaion pairs. 7 In another word, the augmentation method pattern will repeat after every 2*C(M, 2) calls.8 9 For example, M = 3, the argumentation methods to be called are in following order: 10 a1, a2, a1, a3, a2, a3. Which formed three pair-wise augmentations:11 (a1, a2), (a1, a3), (a2, a3) for multi-view contrastive learning.12 """13 def __init__(self, tao=0.2, gamma=0.7, beta=0.2, \14 item_similarity_model=None, insert_rate=0.3, \15 max_insert_num_per_pos=3, substitute_rate=0.3, n_views=5):16 self.data_augmentation_methods = [Crop(tao=tao), Mask(gamma=gamma), Reorder(beta=gamma), 17 Insert(item_similarity_model, insert_rate=insert_rate, 18 max_insert_num_per_pos=max_insert_num_per_pos),19 Substitute(item_similarity_model, substitute_rate=substitute_rate)]20 self.n_views = n_views21 # length of the list == C(M, 2)22 self.augmentation_idx_list = self.__get_augmentation_idx_order()23 self.total_augmentation_samples = len(self.augmentation_idx_list)24 self.cur_augmentation_idx_of_idx = 0 25 def __get_augmentation_idx_order(self):26 augmentation_idx_list = []27 for (view_1, view_2) in itertools.combinations([i for i in range(self.n_views)], 2):28 augmentation_idx_list.append(view_1)29 augmentation_idx_list.append(view_2)30 return augmentation_idx_list31 def __call__(self, sequence):32 augmentation_idx = self.augmentation_idx_list[self.cur_augmentation_idx_of_idx]33 augment_method = self.data_augmentation_methods[augmentation_idx]34 # keep the index of index in range(0, C(M,2))35 self.cur_augmentation_idx_of_idx += 136 self.cur_augmentation_idx_of_idx = self.cur_augmentation_idx_of_idx % self.total_augmentation_samples37 # print(augment_method.__class__.__name__)38 return augment_method(sequence)39class Random(object):40 """Randomly pick one data augmentation type every time call"""41 def __init__(self, tao=0.2, gamma=0.7, beta=0.2, \42 item_similarity_model=None, insert_rate=0.3, \43 max_insert_num_per_pos=3, substitute_rate=0.3,\44 augment_threshold=-1,45 augment_type_for_short='SIM'):46 self.augment_threshold = augment_threshold47 self.augment_type_for_short = augment_type_for_short48 if self.augment_threshold == -1:49 self.data_augmentation_methods = [Crop(tao=tao), Mask(gamma=gamma), Reorder(beta=beta), 50 Insert(item_similarity_model, insert_rate=insert_rate, 51 max_insert_num_per_pos=max_insert_num_per_pos),52 Substitute(item_similarity_model, substitute_rate=substitute_rate)]53 print("Total augmentation numbers: ", len(self.data_augmentation_methods))54 elif self.augment_threshold > 0:55 print("short sequence augment type:", self.augment_type_for_short)56 if self.augment_type_for_short == 'SI':57 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 58 max_insert_num_per_pos=max_insert_num_per_pos, 59 augment_threshold=self.augment_threshold),60 Substitute(item_similarity_model, substitute_rate=substitute_rate)]61 elif self.augment_type_for_short == 'SIM':62 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 63 max_insert_num_per_pos=max_insert_num_per_pos, 64 augment_threshold=self.augment_threshold),65 Substitute(item_similarity_model, substitute_rate=substitute_rate),66 Mask(gamma=gamma)]67 elif self.augment_type_for_short == 'SIR':68 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 69 max_insert_num_per_pos=max_insert_num_per_pos, 70 augment_threshold=self.augment_threshold),71 Substitute(item_similarity_model, substitute_rate=substitute_rate),72 Reorder(beta=gamma)]73 elif self.augment_type_for_short == 'SIC':74 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 75 max_insert_num_per_pos=max_insert_num_per_pos, 76 augment_threshold=self.augment_threshold),77 Substitute(item_similarity_model, substitute_rate=substitute_rate),78 Crop(tao=tao)]79 elif self.augment_type_for_short == 'SIMR':80 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 81 max_insert_num_per_pos=max_insert_num_per_pos, 82 augment_threshold=self.augment_threshold),83 Substitute(item_similarity_model, substitute_rate=substitute_rate),84 Mask(gamma=gamma), Reorder(beta=gamma)]85 elif self.augment_type_for_short == 'SIMC':86 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 87 max_insert_num_per_pos=max_insert_num_per_pos, 88 augment_threshold=self.augment_threshold),89 Substitute(item_similarity_model, substitute_rate=substitute_rate),90 Mask(gamma=gamma), Crop(tao=tao)]91 elif self.augment_type_for_short == 'SIRC':92 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 93 max_insert_num_per_pos=max_insert_num_per_pos, 94 augment_threshold=self.augment_threshold),95 Substitute(item_similarity_model, substitute_rate=substitute_rate),96 Reorder(beta=gamma), Crop(tao=tao)]97 else:98 print("all aug set for short sequences")99 self.short_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 100 max_insert_num_per_pos=max_insert_num_per_pos, 101 augment_threshold=self.augment_threshold),102 Substitute(item_similarity_model, substitute_rate=substitute_rate),103 Crop(tao=tao), Mask(gamma=gamma), Reorder(beta=gamma)] 104 self.long_seq_data_aug_methods = [Insert(item_similarity_model, insert_rate=insert_rate, 105 max_insert_num_per_pos=max_insert_num_per_pos, 106 augment_threshold=self.augment_threshold),107 Crop(tao=tao), Mask(gamma=gamma), Reorder(beta=gamma),108 Substitute(item_similarity_model, substitute_rate=substitute_rate)]109 print("Augmentation methods for Long sequences:", len(self.long_seq_data_aug_methods))110 print("Augmentation methods for short sequences:", len(self.short_seq_data_aug_methods))111 else:112 raise ValueError("Invalid data type.")113 def __call__(self, sequence):114 if self.augment_threshold == -1:115 #randint generate int x in range: a <= x <= b116 augment_method_idx = random.randint(0, len(self.data_augmentation_methods)-1)117 augment_method = self.data_augmentation_methods[augment_method_idx]118 # print(augment_method.__class__.__name__) # debug usage119 return augment_method(sequence)120 elif self.augment_threshold > 0:121 seq_len = len(sequence)122 if seq_len > self.augment_threshold:123 #randint generate int x in range: a <= x <= b124 augment_method_idx = random.randint(0, len(self.long_seq_data_aug_methods)-1)125 augment_method = self.long_seq_data_aug_methods[augment_method_idx]126 # print(augment_method.__class__.__name__) # debug usage127 return augment_method(sequence)128 elif seq_len <= self.augment_threshold:129 #randint generate int x in range: a <= x <= b130 augment_method_idx = random.randint(0, len(self.short_seq_data_aug_methods)-1)131 augment_method = self.short_seq_data_aug_methods[augment_method_idx]132 # print(augment_method.__class__.__name__) # debug usage133 return augment_method(sequence) 134def _ensmeble_sim_models(top_k_one, top_k_two):135 # only support top k = 1 case so far136# print("offline: ",top_k_one, "online: ", top_k_two)137 if top_k_one[0][1] >= top_k_two[0][1]:138 return [top_k_one[0][0]]139 else:140 return [top_k_two[0][0]]141 142class Insert(object):143 """Insert similar items every time call"""144 def __init__(self, item_similarity_model, insert_rate=0.4, max_insert_num_per_pos=1,145 augment_threshold=14):146 self.augment_threshold = augment_threshold147 if type(item_similarity_model) is list:148 self.item_sim_model_1 = item_similarity_model[0]149 self.item_sim_model_2 = item_similarity_model[1]150 self.ensemble = True151 else:152 self.item_similarity_model = item_similarity_model153 self.ensemble = False154 self.insert_rate = insert_rate155 self.max_insert_num_per_pos = max_insert_num_per_pos156 157 158 def __call__(self, sequence):159 # make a deep copy to avoid original sequence be modified160 copied_sequence = copy.deepcopy(sequence)161 insert_nums = max(int(self.insert_rate*len(copied_sequence)), 1)162 insert_idx = random.sample([i for i in range(len(copied_sequence))], k = insert_nums)163 inserted_sequence = []164 for index, item in enumerate(copied_sequence):165 if index in insert_idx:166 top_k = random.randint(1, max(1, int(self.max_insert_num_per_pos/insert_nums)))167 if self.ensemble:168 top_k_one = self.item_sim_model_1.most_similar(item,169 top_k=top_k, with_score=True)170 top_k_two = self.item_sim_model_2.most_similar(item,171 top_k=top_k, with_score=True)172 inserted_sequence += _ensmeble_sim_models(top_k_one, top_k_two)173 else:174 inserted_sequence += self.item_similarity_model.most_similar(item,175 top_k=top_k)176 inserted_sequence += [item]177 return inserted_sequence178 179class Substitute(object):180 """Substitute with similar items"""181 def __init__(self, item_similarity_model, substitute_rate=0.1):182 if type(item_similarity_model) is list:183 self.item_sim_model_1 = item_similarity_model[0]184 self.item_sim_model_2 = item_similarity_model[1]185 self.ensemble = True186 else:187 self.item_similarity_model = item_similarity_model188 self.ensemble = False189 self.substitute_rate = substitute_rate190 def __call__(self, sequence):191 # make a deep copy to avoid original sequence be modified192 copied_sequence = copy.deepcopy(sequence)193 substitute_nums = max(int(self.substitute_rate*len(copied_sequence)), 1)194 substitute_idx = random.sample([i for i in range(len(copied_sequence))], k = substitute_nums)195 inserted_sequence = []196 for index in substitute_idx:197 if self.ensemble:198 top_k_one = self.item_sim_model_1.most_similar(copied_sequence[index],199 with_score=True)200 top_k_two = self.item_sim_model_2.most_similar(copied_sequence[index],201 with_score=True)202 substitute_items = _ensmeble_sim_models(top_k_one, top_k_two)203 copied_sequence[index] = substitute_items[0]204 else:205 206 copied_sequence[index] = copied_sequence[index] = self.item_similarity_model.most_similar(copied_sequence[index])[0]207 return copied_sequence208class Crop(object):209 """Randomly crop a subseq from the original sequence"""210 def __init__(self, tao=0.2):211 self.tao = tao212 def __call__(self, sequence):213 # make a deep copy to avoid original sequence be modified214 copied_sequence = copy.deepcopy(sequence)215 sub_seq_length = int(self.tao*len(copied_sequence))216 #randint generate int x in range: a <= x <= b217 start_index = random.randint(0, len(copied_sequence)-sub_seq_length-1)218 if sub_seq_length<1:219 return [copied_sequence[start_index]]220 else:221 cropped_seq = copied_sequence[start_index:start_index+sub_seq_length]222 return cropped_seq223class Mask(object):224 """Randomly mask k items given a sequence"""225 def __init__(self, gamma=0.7):226 self.gamma = gamma227 def __call__(self, sequence):228 # make a deep copy to avoid original sequence be modified229 copied_sequence = copy.deepcopy(sequence)230 mask_nums = int(self.gamma*len(copied_sequence))231 mask = [0 for i in range(mask_nums)]232 mask_idx = random.sample([i for i in range(len(copied_sequence))], k = mask_nums)233 for idx, mask_value in zip(mask_idx, mask):234 copied_sequence[idx] = mask_value235 return copied_sequence236class Reorder(object):237 """Randomly shuffle a continuous sub-sequence"""238 def __init__(self, beta=0.2):239 self.beta = beta240 def __call__(self, sequence):241 # make a deep copy to avoid original sequence be modified242 copied_sequence = copy.deepcopy(sequence)243 sub_seq_length = int(self.beta*len(copied_sequence))244 start_index = random.randint(0, len(copied_sequence)-sub_seq_length-1)245 sub_seq = copied_sequence[start_index:start_index+sub_seq_length]246 random.shuffle(sub_seq)247 reordered_seq = copied_sequence[:start_index] + sub_seq + \248 copied_sequence[start_index+sub_seq_length:]249 assert len(copied_sequence) == len(reordered_seq)250 return reordered_seq251if __name__ == '__main__':252 reorder = Reorder(beta=0.2)253 sequence=[14052, 10908, 2776, 16243, 2726, 2961, 11962, 4672, 2224,254 5727, 4985, 9310, 2181, 3428, 4156, 16536, 180, 12044, 13700]255 rs = reorder(sequence)256 crop = Crop(tao=0.2)257 rs = crop(sequence)258 # rt = RandomType()259 # rs = rt(sequence)260 n_views = 5261 enum_type = CombinatorialEnumerateType(n_views=n_views)262 for i in range(40):263 if i == 20:264 print('-------')...

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augment.py

Source:augment.py Github

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1import os2import yaml3import random 4import PIL5from augmentations.augmentations import augment_random_erase, augment_rotate_90, augment_horizontal_flip6from augmentations.augment_util import findRelevantTrainingEx, findTargetDatasets7# from augmentations import augment_random_erase, augment_rotate_90, augment_horizontal_flip8# from augment_util import findRelevantTrainingEx, findTargetDatasets9def _getTrainingConfig(training_directory : str, config_filename : str):10 if not config_filename.endswith('.yaml'):11 config_filename += '.yaml'12 network_config_filename = os.path.join(training_directory, config_filename)13 with open(network_config_filename, "r") as stream:14 try:15 network_config = yaml.safe_load(stream)16 except yaml.YAMLError as exc:17 print(exc)18 return network_config19def applySingleAugmentation(apply_to, augment_func, augment_type, augment_copy, 20 augment_probability, augment_args, augment_kwargs):21 for target_set in apply_to:22 training_dir = os.path.join(target_set, 'train')23 print(f"Apply augmentation \'{augment_type}\' to data in {training_dir}")24 print(f"\tp={augment_probability}, copy={augment_copy}")25 print(f"\targs={augment_args}, kwargs={augment_kwargs}")26 #list if image and txt files, with same names 27 # AAA.jpeg and AAA.txt for example28 original_training_list = os.listdir(training_dir)29 #only want unique names, each entry has img and txt associated with it30 original_name_list = list(set([os.path.splitext(s)[0] for s in original_training_list]))31 num_to_augment = int(augment_probability * len(original_name_list))32 random.shuffle(original_name_list)33 to_augment = original_name_list[:num_to_augment]34 for name in to_augment:35 orig_img_file, orig_annotation_file = findRelevantTrainingEx(original_training_list, name)36 orig_img_path = os.path.join(training_dir, orig_img_file)37 orig_annotation_path = os.path.join(training_dir, orig_annotation_file)38 #apply augmentation and forward arguments39 pil_img, annotation_list = augment_func(orig_img_path, orig_annotation_path, 40 *augment_args, **augment_kwargs)41 #save augmentation42 new_img_path = os.path.join(training_dir, f'{augment_type}_{orig_img_file}')43 new_annotation_path = os.path.join(training_dir, f'{augment_type}_{orig_annotation_file}')44 pil_img.save(new_img_path)45 with open(new_annotation_path, 'w') as f:46 for anno in annotation_list:47 f.write(f"{anno[0]} {anno[1]} {anno[2]} {anno[3]} {anno[4]}\n")48 #maybe delete original 49 if not augment_copy:50 #delete old versions51 os.remove(orig_img_path)52 os.remove(orig_annotation_path)53def applyAugmentations(config, local_storage_dir, local_dsets_list):54 augments_to_apply = config['augmentations']55 print(__name__)56 # target_augment = augments_to_apply[0]57 for target_augment in augments_to_apply:58 augment_type = target_augment['type']59 augment_copy = target_augment['copy']60 augment_probability = target_augment['probability']61 augment_args = target_augment['args']62 augment_kwargs = target_augment['kwargs']63 apply_to = findTargetDatasets(target_augment, local_storage_dir, local_dsets_list)64 if augment_type == 'random_erase':65 augment_func = augment_random_erase66 elif augment_type == 'rotate_90':67 augment_func = augment_rotate_9068 elif augment_type == 'horizontal_flip':69 augment_func = augment_horizontal_flip70 else:71 raise NotImplementedError(f'Augmentation type \'{augment_type}\' not supported')72 applySingleAugmentation(apply_to, augment_func, augment_type, augment_copy, 73 augment_probability, augment_args, augment_kwargs)74def main():75 local_storage_dir = './'76 local_dsets_list = ['./thermal_indoor_playground_small',77 './big_ol_fake']78 this_config = _getTrainingConfig('./', 'thermal_augmentation_test.yaml')79 applyAugmentations(this_config, local_storage_dir, local_dsets_list)80 81if __name__ == '__main__':82 main()...

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config.py

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1from collections import namedtuple2Game = namedtuple('Game', ['env_name', 'time_factor', 'body_size', 'augment_mode', 'input_size', 'output_size', 'layers', 'activation', 'noise_bias', 'output_noise'])3games = {}4augment_ant = Game(env_name='AugmentAnt-v1',5 body_size=36,6 augment_mode="bounded",7 input_size=28,8 output_size=8,9 layers=[64, 32],10 time_factor=1000,11 activation='tanh',12 noise_bias=0.0,13 output_noise=[False, False, True],14)15games['augment_ant'] = augment_ant16augment_ant_lognormal = Game(env_name='AugmentAnt-v1',17 body_size=36,18 augment_mode="lognormal",19 input_size=28,20 output_size=8,21 layers=[64, 32],22 time_factor=1000,23 activation='tanh',24 noise_bias=0.0,25 output_noise=[False, False, True],26)27games['augment_ant_lognormal'] = augment_ant_lognormal28augment_hopper = Game(env_name='AugmentHopper-v1',29 body_size=9,30 augment_mode="bounded",31 input_size=15,32 output_size=3,33 layers=[75, 15],34 time_factor=1000,35 activation='passthru',36 noise_bias=0.0,37 output_noise=[False, False, True],38)39games['augment_hopper'] = augment_hopper40augment_hopper_lognormal = Game(env_name='AugmentHopper-v1',41 body_size=9,42 augment_mode="lognormal",43 input_size=15,44 output_size=3,45 layers=[75, 15],46 time_factor=1000,47 activation='passthru',48 noise_bias=0.0,49 output_noise=[False, False, True],50)51games['augment_hopper_lognormal'] = augment_hopper_lognormal52augmentbipedsmalllegs = Game(env_name='AugmentBipedalWalkerSmallLegs-v2',53 body_size=8,54 augment_mode="bounded",55 input_size=24,56 output_size=4,57 time_factor=0,58 layers=[40, 40],59 activation='tanh',60 noise_bias=0.0,61 output_noise=[False, False, False],62)63games['augmentbipedsmalllegs'] = augmentbipedsmalllegs64augmentbipedhardsmalllegs = Game(env_name='AugmentBipedalWalkerHardcoreSmallLegs-v2',65 body_size=8,66 augment_mode="bounded",67 input_size=24,68 output_size=4,69 time_factor=0,70 layers=[40, 40],71 activation='tanh',72 noise_bias=0.0,73 output_noise=[False, False, False],74)75games['augmentbipedhardsmalllegs'] = augmentbipedhardsmalllegs76augmentbipedsmalllegs_lognormal = Game(env_name='AugmentBipedalWalkerSmallLegs-v2',77 body_size=8,78 augment_mode="lognormal",79 input_size=24,80 output_size=4,81 time_factor=0,82 layers=[40, 40],83 activation='tanh',84 noise_bias=0.0,85 output_noise=[False, False, False],86)87games['augmentbipedsmalllegs_lognormal'] = augmentbipedsmalllegs_lognormal88augmentbipedtalllegs = Game(env_name='AugmentBipedalWalkerTallLegs-v2',89 body_size=8,90 augment_mode="bounded",91 input_size=24,92 output_size=4,93 time_factor=0,94 layers=[40, 40],95 activation='tanh',96 noise_bias=0.0,97 output_noise=[False, False, False],98)99games['augmentbipedtalllegs'] = augmentbipedtalllegs100augmentbipedtalllegs_lognormal = Game(env_name='AugmentBipedalWalkerTallLegs-v2',101 body_size=8,102 augment_mode="lognormal",103 input_size=24,104 output_size=4,105 time_factor=0,106 layers=[40, 40],107 activation='tanh',108 noise_bias=0.0,109 output_noise=[False, False, False],110)111games['augmentbipedtalllegs_lognormal'] = augmentbipedtalllegs_lognormal112augmentbipedhard = Game(env_name='AugmentBipedalWalkerHardcore-v2',113 body_size=8,114 augment_mode="bounded",115 input_size=24,116 output_size=4,117 time_factor=0,118 layers=[40, 40],119 activation='tanh',120 noise_bias=0.0,121 output_noise=[False, False, False],122)123games['augmentbipedhard'] = augmentbipedhard124augmentbipedhard_lognormal = Game(env_name='AugmentBipedalWalkerHardcore-v2',125 body_size=8,126 augment_mode="lognormal",127 input_size=24,128 output_size=4,129 time_factor=0,130 layers=[40, 40],131 activation='tanh',132 noise_bias=0.0,133 output_noise=[False, False, False],134)135games['augmentbipedhard_lognormal'] = augmentbipedhard_lognormal136augmentbiped = Game(env_name='AugmentBipedalWalker-v2',137 body_size=8,138 augment_mode="bounded",139 input_size=24,140 output_size=4,141 time_factor=0,142 layers=[40, 40],143 activation='tanh',144 noise_bias=0.0,145 output_noise=[False, False, False],146)147games['augmentbiped'] = augmentbiped148augmentbiped_lognormal = Game(env_name='AugmentBipedalWalker-v2',149 body_size=8,150 augment_mode="lognormal",151 input_size=24,152 output_size=4,153 time_factor=0,154 layers=[40, 40],155 activation='tanh',156 noise_bias=0.0,157 output_noise=[False, False, False],158)...

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