93 lines
2.8 KiB
JavaScript
93 lines
2.8 KiB
JavaScript
//=============================================================================
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// IZ_TargetSelect
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//=============================================================================
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//=============================================================================
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/*:
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* @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
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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。
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* @author いず
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* @help
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*
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* IZ_BattleHelpを使っている場合、IZ_BattleHelpよりも下ァ!
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*
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*/
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(function () {
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Game_Action.prototype.isNoneSelect = function () {
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//新規
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return this.checkItemScope([0, 11]); //なし、使用者
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};
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Scene_Battle.prototype.remCursor = function () {
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//新規
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this._enemyWindow.setCursorAll(false);
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this._actorWindow.setCursorAll(false);
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};
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var _Scene_Battle_selectNextCommand =
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Scene_Battle.prototype.selectNextCommand;
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Scene_Battle.prototype.selectNextCommand = function () {
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this.remCursor();
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this._helpWindow.hide();
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_Scene_Battle_selectNextCommand.call(this);
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};
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var _Scene_Battle_onActorCancel = Scene_Battle.prototype.onActorCancel;
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Scene_Battle.prototype.onActorCancel = function () {
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this.remCursor();
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_Scene_Battle_onActorCancel.call(this);
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};
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var _Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
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Scene_Battle.prototype.onEnemyCancel = function () {
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this.remCursor();
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_Scene_Battle_onEnemyCancel.call(this);
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};
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Scene_Battle.prototype.onSelectAction = function () {
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var action = BattleManager.inputtingAction();
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this.remCursor();
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this._skillWindow.hide();
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this._itemWindow.hide();
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if (!action.needsSelection()) {
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if (action.isNoneSelect()) {
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this.selectNextCommand();
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} else if (action.isForOpponent()) {
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this._enemyWindow.setCursorAll(true);
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this.selectEnemySelection();
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} else {
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this._actorWindow.setCursorAll(true);
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this.selectActorSelection();
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}
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} else if (action.isForOpponent()) {
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this.selectEnemySelection();
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} else {
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this.selectActorSelection();
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}
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};
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//以下バトラーの点滅のための処理
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Window_BattleActor.prototype.select = function (index) {
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Window_BattleStatus.prototype.select.call(this, index);
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if (this.cursorAll()) {
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for (var i = 0; i < this.maxItems(); i++) {
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$gameParty.members()[i]._selected = true;
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}
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} else {
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$gameParty.select(this.actor());
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}
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};
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Window_BattleEnemy.prototype.select = function (index) {
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Window_Selectable.prototype.select.call(this, index);
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if (this.cursorAll()) {
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for (var i = 0; i < this.maxItems(); i++) {
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this._enemies[i]._selected = true;
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}
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} else {
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$gameTroop.select(this.enemy());
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}
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};
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})();
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