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