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//=============================================================================
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// Salted Fish Plugins - Common Attack
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// SF_CommonAttack.js
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//=============================================================================
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"use strict";
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var Imported = Imported || {};
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Imported.SF_CommonAttack = true;
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var SF_Plugins = SF_Plugins || {};
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SF_Plugins.SF_CommonAttack = SF_Plugins.SF_CommonAttack || {};
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SF_Plugins.SF_CommonAttack.version = 1.0;
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//=============================================================================
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/*:
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*
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* @plugindesc v1.0 普攻替换插件
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* @author Salted Fish
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*
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* @help
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* ===========================================================================
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* 介绍
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* ===========================================================================
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* 插件可以将普通攻击依据不同的职业、武器、状态等替换为不同的技能。
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*
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* ===========================================================================
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* 使用
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* ===========================================================================
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*
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* 在职业、武器、状态的备注中添加如下标签:
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* <SF_CommonAttack: SkillID, Priority>
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*
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* 在普攻时依次遍历职业、武器、状态,选取优先级最高的技能。
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* 如果优先级相同,则使用最后遍历到的技能
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*
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* 优先级必须大于0且为整数
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* 技能ID就是rm数据库中的编号
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*/
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//=============================================================================
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//=============================================================================
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// DataManager
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//=============================================================================
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SF_Plugins.SF_CommonAttack.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function () {
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if (!SF_Plugins.SF_CommonAttack.DataManager_isDatabaseLoaded.call(this)) {
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return false;
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}
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if (!this.SF_CommonAttack_isDatabaseLoaded($dataClasses)) {
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return false;
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}
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if (!this.SF_CommonAttack_isDatabaseLoaded($dataWeapons)) {
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return false;
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}
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if (!this.SF_CommonAttack_isDatabaseLoaded($dataStates)) {
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return false;
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}
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return true;
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};
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DataManager.SF_CommonAttack_isDatabaseLoaded = function (group) {
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var note = /<SF_CommonAttack:\s*?(\d+),\s*?(\d+)>/i;
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for (var i = 1; i < group.length; i++) {
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var obj = group[i];
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var notedata = obj.note.split(/[\r\n]+/);
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for (var j = 0; j < notedata.length; j++) {
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var line = notedata[j];
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if (line.match(note)) {
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obj.SF_CommonAttack_Skill_ID = parseInt(RegExp.$1);
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obj.SF_CommonAttack_Priority = parseInt(RegExp.$2);
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}
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}
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}
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return true;
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};
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//=============================================================================
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// Game_Actor
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//=============================================================================
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SF_Plugins.SF_CommonAttack.Game_Actor_attackSkillId = Game_Actor.prototype.attackSkillId;
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Game_Actor.prototype.attackSkillId = function () {
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var normalId = SF_Plugins.SF_CommonAttack.Game_Actor_attackSkillId.call(this);
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var maxPriority = 0;
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// 职业
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var currentClass = this.currentClass();
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if (currentClass.SF_CommonAttack_Priority >= maxPriority) {
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maxPriority = currentClass.SF_CommonAttack_Priority;
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normalId = currentClass.SF_CommonAttack_Skill_ID;
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}
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// 武器
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this.weapons().forEach(function (weapon) {
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if (weapon.SF_CommonAttack_Priority >= maxPriority) {
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maxPriority = weapon.SF_CommonAttack_Priority;
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normalId = weapon.SF_CommonAttack_Skill_ID;
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}
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});
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// 状态
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this.states().forEach(function (state) {
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if (state.SF_CommonAttack_Priority >= maxPriority) {
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maxPriority = state.SF_CommonAttack_Priority;
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normalId = state.SF_CommonAttack_Skill_ID;
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}
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});
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return normalId;
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};
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//=============================================================================
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// SceneBattle
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//=============================================================================
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SF_Plugins.SF_CommonAttack.Scene_Battle_commandAttack = Scene_Battle.prototype.commandAttack;
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Scene_Battle.prototype.commandAttack = function () {
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BattleManager.inputtingAction().setAttack();
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this.onSelectAction();
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};
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