/**
* Created by Gilles on 01.11.2015.
*/
/*:
* @plugindesc 自动战斗 1
* @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'] || "Auto Attack");
var autoAttackActorText = String(parameters['Auto Attack Text Actor'] || "Auto Attack");
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);
};
})();