271 lines
10 KiB
JavaScript
271 lines
10 KiB
JavaScript
/*---------------------------------------------------------------------------*
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* Torigoya_QuickSkill.js
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*---------------------------------------------------------------------------*
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* 2019/08/24 ru_shalm
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* http://torigoya.hatenadiary.jp/
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*---------------------------------------------------------------------------*/
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/*:
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* @plugindesc usable Quick skill (select and action!)
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* @author ru_shalm
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*
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* @param ■ Advanced Settings
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*
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* @param Recalc Action Time Mode
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* @type select
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* @option None
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* @option Only Actor
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* @option Party
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* @default None
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*
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* @help
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*
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* Skill Note:
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* <QuickSkill> # set quick skill
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*/
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/*:ja
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* @plugindesc 選択するとターンを消費せずに即発動するスキルを追加します。
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* @author ru_shalm
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*
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* @param ■ 上級者向け設定
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*
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* @param Recalc Action Time Mode
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* @type select
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* @option なし
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* @option 使用者のみ
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* @option 味方全員
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* @desc ターン消費なしスキル後に行動回数の再計算を行う対象。確率で行動回数が変わるキャラがいる場合おかしな挙動になります。
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* @default None
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*
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* @help
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* ターン消費なしスキルを作れるようになります。
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*
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* ------------------------------------------------------------
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* ■ 設定方法
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* ------------------------------------------------------------
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* スキルのメモ欄に以下のように記述してください。
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*
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* <QuickSkill>
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*/
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(function (global) {
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'use strict';
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var QuickSkill = {
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name: 'Torigoya_QuickSkill',
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currentActionActor: null,
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originalSubject: null,
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actorIndexForForcedAction: null,
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backupActions: null,
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// 競合回避用フラグ
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conflictData: {
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// 連携発動スキル / yanaさま
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// https://www6.atwiki.jp/pokotan/pages/3.html
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currentChainAction: null
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}
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};
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QuickSkill.settings = (function () {
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var parameters = PluginManager.parameters(QuickSkill.name);
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return {
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recalcActionTimeMode: String(parameters['Recalc Action Time Mode'])
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};
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})();
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// -------------------------------------------------------------------------
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// Utils
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QuickSkill.reset = function () {
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this.currentActionActor = null;
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this.originalSubject = null;
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this.actorIndexForForcedAction = null;
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this.backupActions = null;
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this.conflictData.currentChainAction = null;
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};
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QuickSkill.isBattleEnd = function () {
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return $gameParty.isEmpty() || $gameParty.isAllDead() || $gameTroop.isAllDead();
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};
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QuickSkill.recalcMode = function () {
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switch (QuickSkill.settings.recalcActionTimeMode) {
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case 'Party':
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case '味方全員':
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return 'party';
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case 'Only Actor':
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case '使用者のみ':
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return 'actor';
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case 'None':
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case 'なし':
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default:
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return 'none';
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}
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};
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// -------------------------------------------------------------------------
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// Game_Battler
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// ターン消費なしスキル中はActionを減らさないようにしないと死ぬ
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Game_Battler.prototype.removeCurrentAction = function () {
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if (QuickSkill.conflictData.currentChainAction) {
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this._actions.shift();
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} else if (QuickSkill.currentActionActor) {
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this._actions[0] = new Game_Action(this);
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this._actions.sort(function (a, _) {
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return a._item.isNull() ? 1 : 0;
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});
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} else if (QuickSkill.actorIndexForForcedAction !== null) {
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this._actions = QuickSkill.backupActions;
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} else {
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this._actions.shift();
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}
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};
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// ターン消費なし戦闘行動の強制の場合は行動を保存してあげる
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var upstream_Game_Battler_forceAction = Game_Battler.prototype.forceAction;
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Game_Battler.prototype.forceAction = function (skillId, targetIndex) {
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if (BattleManager._phase === 'torigoya_quickSkill') {
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QuickSkill.backupActions = this._actions;
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}
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upstream_Game_Battler_forceAction.apply(this, arguments);
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};
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// 行動回数が増えていたらActionを増やす
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// ※RPGツクールの仕様上、確率で増える行動回数が設定できるが、
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// このメソッドを呼び出すと行動計算が再計算されてしまうため、
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// 「さっき1回だったのに急に2回になった!」のようなことが起きることがあります。
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// ただし、減ることはないようにしています。
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Game_Battler.prototype.torigoya_quickSkill_recalcActionTime = function () {
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var actionTimes = this.makeActionTimes();
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for (var i = this._actions.length; i < actionTimes; i++) {
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this._actions.push(new Game_Action(this));
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}
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};
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// 行動選択後のバックを防止する
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var upstream_Game_Battler_performActionEnd = Game_Battler.prototype.performActionEnd;
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Game_Battler.prototype.performActionEnd = function() {
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var isInputting = this._actionState === 'inputting';
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upstream_Game_Battler_performActionEnd.apply(this);
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if (isInputting) this.setActionState('inputting');
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};
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// -------------------------------------------------------------------------
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// Scene_Battle
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// Actionが決定されたら、Actionの中にターン消費なしスキルがないか調べる
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var upstream_Scene_Battle_selectNextCommand = Scene_Battle.prototype.selectNextCommand;
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Scene_Battle.prototype.selectNextCommand = function () {
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QuickSkill.currentActionActor = BattleManager.actor();
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if (QuickSkill.currentActionActor) {
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var actions = QuickSkill.currentActionActor._actions;
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for (var i = 0; i < actions.length; ++i) {
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if (actions[i]._item.isNull()) continue;
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if (actions[i]._item.object().meta['QuickSkill']) {
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actions.unshift(actions.splice(i, 1)[0]);
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QuickSkill.originalSubject = BattleManager._subject;
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BattleManager._subject = BattleManager.actor();
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BattleManager.processTurn();
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$gameTroop._interpreter.setupReservedCommonEvent();
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return;
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}
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}
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QuickSkill.currentActionActor = null;
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}
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upstream_Scene_Battle_selectNextCommand.apply(this);
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};
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// -------------------------------------------------------------------------
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// BattleManager
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// 戦闘開始前に初期化処理を行う
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var upstream_BattleManager_setup = BattleManager.setup;
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BattleManager.setup = function (troopId, canEscape, canLose) {
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QuickSkill.reset();
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upstream_BattleManager_setup.apply(this, arguments);
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};
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// ターン消費なしスキル中なら後片付け
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var upstream_BattleManager_endAction = BattleManager.endAction;
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BattleManager.endAction = function () {
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QuickSkill.conflictData.currentChainAction = this._subject.currentChainAction && this._subject.currentChainAction();
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upstream_BattleManager_endAction.apply(this);
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// 後始末
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if (QuickSkill.currentActionActor) {
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if (QuickSkill.conflictData.currentChainAction) {
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QuickSkill.conflictData.currentChainAction = null;
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} else {
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this._phase = 'torigoya_quickSkill';
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this._subject = QuickSkill.originalSubject;
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if (this.actor() && this.actor().canInput()) {
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this.changeActor(this._actorIndex, 'inputting');
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} else {
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this.selectNextCommand();
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}
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QuickSkill.currentActionActor = null;
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}
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}
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};
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// ターン消費なしスキル中にイベントが積まれたら実行する
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var upstream_BattleManager_updateEvent = BattleManager.updateEvent;
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BattleManager.updateEvent = function () {
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switch (this._phase) {
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case 'turn':
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if (QuickSkill.actorIndexForForcedAction !== null) {
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this._phase = 'torigoya_quickSkill';
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this._actorIndex = QuickSkill.actorIndexForForcedAction;
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QuickSkill.actorIndexForForcedAction = null;
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QuickSkill.backupActions = null;
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}
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break;
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case 'torigoya_quickSkill':
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if (this.isActionForced()) {
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QuickSkill.actorIndexForForcedAction = this._actorIndex;
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this.processForcedAction();
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return true;
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} else if (this.updateEventMain()) {
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return true;
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}
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if (this._phase === 'torigoya_quickSkill') {
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this._phase = QuickSkill.isBattleEnd() ? 'turn' : 'input';
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// 行動回数の再計算
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switch (QuickSkill.recalcMode()) {
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case 'party':
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$gameParty.members().forEach(function (member) {
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member.torigoya_quickSkill_recalcActionTime();
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});
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break;
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case 'actor':
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$gameParty.members()[this._actorIndex].torigoya_quickSkill_recalcActionTime();
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break;
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}
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}
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this.refreshStatus();
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break;
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}
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return upstream_BattleManager_updateEvent.apply(this);
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};
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// -------------------------------------------------------------------------
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// 競合対策
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// NumbState.js
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// ターン消費なしスキルによる行動時には行動不能判定をしないようにする
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if (Game_BattlerBase.prototype.numb_occur) {
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var upstream_Game_BattlerBase_numb_occur = Game_BattlerBase.prototype.numb_occur;
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Game_BattlerBase.prototype.numb_occur = function() {
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if (QuickSkill.currentActionActor) return false;
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return upstream_Game_BattlerBase_numb_occur.apply(this);
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};
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}
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// -------------------------------------------------------------------------
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global.Torigoya = (global.Torigoya || {});
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global.Torigoya.QuickSkill = QuickSkill;
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})(this);
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