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84 lines
3.0 KiB
JavaScript
84 lines
3.0 KiB
JavaScript
3 years ago
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//=============================================================================
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// WeaponSkill.js
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//=============================================================================
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/*:
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* @plugindesc Change skill id of attack for each weapon.
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* @author Sasuke KANNAZUKI
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*
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* @help This plugin does not provide plugin commands.
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*
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* When <skill_id:3> is written in a weapon's note field,
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* skill id # 3 is used for the weapon's attack.
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* If nothing is written, default id(=1) is used.
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*
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* Check Points:
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* - When multiple weapons are equipped, the skill id of the weapon
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* held in the dominant hand (previously defined) is used.
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* - It is most favorable for "skill type" to be "none"(=0),
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* otherwise you cannot attack when your skill is blocked.
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*
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* Usage examples of this plugin:
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* - to create all-range weapons
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* - to create dual-attack or triple-attack weapons
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* - If healing skill is set when actor attacks, you can choose a friend to heal.
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* - It is possible to make a weapon that functions similar to a guard command.
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*/
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/*:ja
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* @plugindesc 武器ごとに通常攻撃のスキルIDを変更します。
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* @author 神無月サスケ
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*
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* @help このプラグインにはプラグインコマンドはありません。
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*
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* 武器の「メモ」欄に、<skill_id:3> と書いた場合、
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* 通常攻撃の際、3番のスキルが発動します。
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* ※特に記述がなければ、通常通り1番のスキルが採用されます。
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*
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* チェックポイント:
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* - 二刀流の場合、利き腕(先に定義された方)に持っているスキルIDが採用されます。
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* - スキルタイプは「なし」にするのが望ましいです。
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* さもなくば、技などを封じられたとき、攻撃が出来なくなります。
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*
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* 想定される用途:
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* - 全体攻撃可能な武器
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* - 2回攻撃、3回攻撃する武器
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* - 回復魔法をスキルに指定した場合、
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* 「攻撃」を選んだ際、味方の選択が出来、その仲間を回復します
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* - 防御コマンドなどと同等になる武器も実現可能です。
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*/
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(function() {
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//
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// set skill id for attack.
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//
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Game_Actor.prototype.attackSkillId = function() {
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var normalId = Game_BattlerBase.prototype.attackSkillId.call(this);
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if(this.hasNoWeapons()){
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return normalId;
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}
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var weapon = this.weapons()[0]; // at plural weapon, one's first skill.
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var id = weapon.meta.skill_id;
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return id ? Number(id) : normalId;
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};
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//
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// for command at battle
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//
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var _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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// normal attack weapon (or other single attack weapon)
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var action = BattleManager.inputtingAction();
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if(action.needsSelection() && action.isForOpponent()){
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_Scene_Battle_commandAttack.call(this);
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return;
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}
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// special skill weapon
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this.onSelectAction();
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};
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})();
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