113 lines
3.6 KiB
JavaScript
113 lines
3.6 KiB
JavaScript
//-----------------------------------------------------------------------------
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// Galv's Single Actor Menu Target
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//-----------------------------------------------------------------------------
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// For: RPGMAKER MV
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// Galv_SingleActorMenuTarget.js
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//-----------------------------------------------------------------------------
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// 2016-12-28 - Version 1.0 - release
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//-----------------------------------------------------------------------------
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// Terms can be found at:
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// galvs-scripts.com
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//-----------------------------------------------------------------------------
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var Imported = Imported || {};
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Imported.Galv_SingleActorMenuTarget = true;
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var Galv = Galv || {}; // Galv's main object
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Galv.SAMT = Galv.SAMT || {}; // Galv's stuff
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//-----------------------------------------------------------------------------
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/*:
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* @plugindesc (v.1.0) Remove target selection when using an item/skill on an actor with only 1 actor in party.
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*
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* @author Galv - galvs-scripts.com
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*
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* @param Battle
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* @desc true or false to activate this plugin in battles or not.
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* @default true
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*
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* @param Menus
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* @desc true or false to activate this plugin in other menus
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* @default true
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*
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*
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* @help
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* Galv's
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* ----------------------------------------------------------------------------
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* This plugin changes menus (skill, item, main menu) to skip the actor select
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* step when there is only one actor in the party.
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*
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* This was a quick one designed for the default menus. Any custom menu plugins
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* you have may not be compatible with this.
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* ----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// CODE STUFFS
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//-----------------------------------------------------------------------------
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(function () {
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Galv.SAMT.battle =
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PluginManager.parameters("Galv_SingleActorMenuTarget")[
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"Battle"
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].toLowerCase() == "true"
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? true
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: false;
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Galv.SAMT.menus =
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PluginManager.parameters("Galv_SingleActorMenuTarget")[
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"Menus"
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].toLowerCase() == "true"
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? true
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: false;
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Galv.SAMT.oneMember = function () {
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return $gameParty.battleMembers().length == 1;
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};
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if (Galv.SAMT.menus) {
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Galv.SAMT.Scene_Menu_commandPersonal = Scene_Menu.prototype.commandPersonal;
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Scene_Menu.prototype.commandPersonal = function () {
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if (Galv.SAMT.oneMember()) {
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this.onPersonalOk();
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} else {
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Galv.SAMT.Scene_Menu_commandPersonal.call(this);
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}
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};
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Galv.SAMT.Scene_ItemBase_showSubWindow =
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Scene_ItemBase.prototype.showSubWindow;
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Scene_ItemBase.prototype.showSubWindow = function (window) {
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if (Galv.SAMT.oneMember()) return;
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Galv.SAMT.Scene_ItemBase_showSubWindow.call(this, window);
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};
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Galv.SAMT.Scene_Item_onItemOk = Scene_Item.prototype.onItemOk;
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Scene_Item.prototype.onItemOk = function () {
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Galv.SAMT.Scene_Item_onItemOk.call(this);
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if (Galv.SAMT.oneMember()) {
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this.onActorOk();
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this.onActorCancel();
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}
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};
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Galv.SAMT.Scene_Skill_onItemOk = Scene_Skill.prototype.onItemOk;
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Scene_Skill.prototype.onItemOk = function () {
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Galv.SAMT.Scene_Skill_onItemOk.call(this);
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if (Galv.SAMT.oneMember()) {
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this.onActorOk();
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this.onActorCancel();
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}
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};
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}
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if (Galv.SAMT.battle) {
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Galv.SAMT.Scene_Battle_selectActorSelection =
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Scene_Battle.prototype.selectActorSelection;
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Scene_Battle.prototype.selectActorSelection = function () {
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Galv.SAMT.Scene_Battle_selectActorSelection.call(this);
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if (Galv.SAMT.oneMember()) {
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this._actorWindow.processOk();
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}
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};
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}
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})();
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