//============================================================================= // IZ_TargetSelect //============================================================================= //============================================================================= /*: * @plugindesc v1.01 バトルシーンにおいて、効果対象が全体/ランダムな スキル/アイテムでも、効果対象選択ウィンドウを表示するようにします。 * @author いず * @help * * IZ_BattleHelpを使っている場合、IZ_BattleHelpよりも下ァ! * */ (function () { Game_Action.prototype.isNoneSelect = function () { //新規 return this.checkItemScope([0, 11]); //なし、使用者 }; Scene_Battle.prototype.remCursor = function () { //新規 this._enemyWindow.setCursorAll(false); this._actorWindow.setCursorAll(false); }; var _Scene_Battle_selectNextCommand = Scene_Battle.prototype.selectNextCommand; Scene_Battle.prototype.selectNextCommand = function () { this.remCursor(); this._helpWindow.hide(); _Scene_Battle_selectNextCommand.call(this); }; var _Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel; Scene_Battle.prototype.onActorCancel = function () { this.remCursor(); _Scene_Battle_onActorCancel.call(this); }; var _Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel; Scene_Battle.prototype.onEnemyCancel = function () { this.remCursor(); _Scene_Battle_onEnemyCancel.call(this); }; Scene_Battle.prototype.onSelectAction = function () { var action = BattleManager.inputtingAction(); this.remCursor(); this._skillWindow.hide(); this._itemWindow.hide(); if (!action.needsSelection()) { if (action.isNoneSelect()) { this.selectNextCommand(); } else if (action.isForOpponent()) { this._enemyWindow.setCursorAll(true); this.selectEnemySelection(); } else { this._actorWindow.setCursorAll(true); this.selectActorSelection(); } } else if (action.isForOpponent()) { this.selectEnemySelection(); } else { this.selectActorSelection(); } }; //以下バトラーの点滅のための処理 Window_BattleActor.prototype.select = function (index) { Window_BattleStatus.prototype.select.call(this, index); if (this.cursorAll()) { for (var i = 0; i < this.maxItems(); i++) { $gameParty.members()[i]._selected = true; } } else { $gameParty.select(this.actor()); } }; Window_BattleEnemy.prototype.select = function (index) { Window_Selectable.prototype.select.call(this, index); if (this.cursorAll()) { for (var i = 0; i < this.maxItems(); i++) { this._enemies[i]._selected = true; } } else { $gameTroop.select(this.enemy()); } }; })();