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- /**
- * Created by Gilles on 01.11.2015.
- * @email: [email protected]
- */
- /*:
- * @plugindesc Allows Auto Attack in Battle. The players will always choose the enemy with the lowest hp
- * @author Gilles Meyer
- *
- * @param Auto Attack Text Party
- * @desc The text which will appear in the Party command Menu
- * @default Auto Attack
- *
- * @param Auto Attack Text Actor
- * @desc The text which will appear in the Actor command Menu
- * @default Auto Attack
- *
- *
- *
- */
- (function() {
- var parameters = PluginManager.parameters('AutoBattlePlugin');
- var autoAttackPartyText = String(parameters['Auto Attack Text Party'] || "自动");
- var autoAttackActorText = String(parameters['Auto Attack Text Actor'] || "自动");
- var getEnemyWithLowestHP = function(enemies) {
- var enemyIndex = 0;
- for(var i=1; i < enemies.length; i++) {
- if(enemies[i].hp < enemies[enemyIndex].hp || enemies[enemyIndex].hp == 0) {
- enemyIndex = i;
- }
- }
- return enemyIndex;
- };
-
- Scene_Battle.prototype.commandAutoFight = function() {
- this.selectNextCommand();
- do {
- this.commandAutoAttack.apply(this, arguments);
- } while(BattleManager.isInputting());
- this._actorCommandWindow.deactivate();
- };
- Scene_Battle.prototype.commandAutoAttack = function() {
- BattleManager.inputtingAction().setAttack();
- var enemyIndex = getEnemyWithLowestHP(this._enemyWindow._enemies);
- var action = BattleManager.inputtingAction();
- action.setTarget(enemyIndex);
- this.selectNextCommand();
- };
- // ## Autofight for Party
- Window_PartyCommand.prototype.makeCommandList = function() {
- this.addCommand(TextManager.fight, 'fight');
- // Needs rework
- this.addCommand(autoAttackPartyText, 'autofight');
- this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());
- };
- var _Scene_Battle_createPartyCommandWindow = Scene_Battle.prototype.createPartyCommandWindow;
- Scene_Battle.prototype.createPartyCommandWindow = function() {
- _Scene_Battle_createPartyCommandWindow.apply(this, arguments);
- this._partyCommandWindow.setHandler('autofight', this.commandAutoFight.bind(this));
- };
- // ## Autofight for each Actor
- var Scene_Battle_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
- Scene_Battle.prototype.createActorCommandWindow = function() {
- Scene_Battle_createActorCommandWindow.call(this,arguments);
- this._actorCommandWindow.setHandler('autoattack', this.commandAutoAttack.bind(this));
- };
- var _Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList;
- Window_ActorCommand.prototype.makeCommandList = function() {
- if(this._actor) {
- this.addCommand(autoAttackActorText, 'autoattack', this._actor.canAttack());
- }
- _Window_ActorCommand_makeCommandList.call(this, arguments);
- };
- })();
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