//============================================================================= // RestrictionTargetSkill.js // ---------------------------------------------------------------------------- // (C) 2016 Triacontane // This software is released under the MIT License. // http://opensource.org/licenses/mit-license.php // ---------------------------------------------------------------------------- // Version // 1.2.3 2021/06/08 自動戦闘を有効にした場合、有効な対象が存在しない行動を候補から除外するよう修正 // 1.2.2 2020/10/01 範囲を「なし」に設定したスキルを敵が使用しなくなる問題を修正 // 1.2.1 2020/08/29 1.2.0で追加した機能による軽量化対策 // 1.2.0 2020/04/24 選択できないバトラーを無効表示する機能を追加 // 1.1.10 2018/06/04 DeadOrAliveItem.jsとの競合を解消 // 1.1.9 2018/02/28 選択可能対象が存在しないスキルは、敵キャラの使用スキルから除外するよう修正 // 1.1.8 2018/02/27 スクリプトに関するヘルプの記述が間違っていたので修正 // 1.1.7 2017/07/26 ステート全体化プラグイン(StateTotalization.js)との競合を解消 // 1.1.6 2017/06/28 混乱ステート拡張プラグイン(ConfusionExtend.js)との競合を解消 // 1.1.5 2017/06/12 敵が制約付きスキルを使用した際にエラーが発生する場合がある問題を修正 // 1.1.4 2017/06/04 1.1.3で戦闘行動のキャラクターに対するスキルが実行できなくなっていた問題を修正 // 1.1.3 2017/06/04 単体を対象にした制限スキルを実行したときに、選択した対象と実行対象がズレてしまう場合がある問題を修正 // 1.1.2 2017/01/12 メモ欄の値が空で設定された場合にエラーが発生するかもしれない問題を修正 // 1.1.1 2016/11/13 戦闘中に強制終了する場合がある不具合を修正 // 1.1.0 2016/09/29 使用者に対して無効なスキルを設定できる機能を追加 // アクター用と敵キャラ用とでメモ欄を分岐 // 1.0.0 2016/09/29 初版 // ---------------------------------------------------------------------------- // [Blog] : http://triacontane.blogspot.jp/ // [Twitter]: https://twitter.com/triacontane/ // [GitHub] : https://github.com/triacontane/ //============================================================================= /*: @url https://triacontane.blogspot.com/ @plugindesc Targeted Skill Plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MV-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- RestrictionTargetSkill.js You can create skills that cannot be used on specific battlers (enemies and allies) or that can only be used on specific battlers. The target will always be untargeted by the skill, even when the enemy uses a skill, in auto-battle, confusion, or when multiple targets are used. Restriction: The enemy character selection restriction cannot be used in environments that use "YEP_BattleEngineCore.js." Please specify the following in the skill's Note field. # Only usable for actors with IDs [2] and [3]. # Cannot be used for actor ID [5]. # Only usable for enemy characters with IDs [2] and [3]. # Cannot be used on enemy character ID [5]. # Cannot be used on skill users. # Cannot be used if script [s] is executed with a result of [true]. The following local variables can be used in scripts. this : Target battler object item : Target skill (item) object To use inequality signs in a script, write them as follows: < → < > → > You can also create a feature that makes the character immune to all skills. Specify the database containing the feature in the Note field as follows: # As long as this feature is active, the character will be immune to all skills. This plugin is primarily used to create temporary invincible states through skills. Compatibility Information When using this plugin in conjunction with DeadOrAliveItem.js, place this plugin below it. This plugin does not have a plugin command. Terms of Use: You may modify and redistribute this plugin without permission from the author, and there are no restrictions on its use (commercial, 18+, etc.). This plugin is now yours. */ /*:ja @plugindesc 対象限定スキルプラグイン @author トリアコンタン @help RestrictionTargetSkill.js 特定のバトラー(敵および味方)に対して使用できない、もしくは 特定のバトラーに対してのみ使用できるスキルを作成できます。 敵がスキルを使う場合や、自動戦闘、混乱、複数対象の場合なども含めて 常に対象スキルのターゲットから外れます。 制約:敵キャラの選択制限については「YEP_BattleEngineCore.js」の 適用環境では使用できません。 スキルのメモ欄に以下の通り指定してください。 # ID[2][3]のアクターにのみ使用できます。 # 同上 # ID[5]のアクターに使用できません。 # 同上 # ID[2][3]の敵キャラにのみ使用できます。 # 同上 # ID[5]の敵キャラに使用できません。 # 同上 # スキルの使用者には使用できません。 # 同上 # スクリプト[s]を実行結果が[true]だと使用できません。 # 同上 スクリプト中では以下のローカル変数が使用できます。 this : 対象バトラーオブジェクト item : 対象スキル(アイテム)オブジェクト スクリプト中で不等号を使いたい場合、以下のように記述してください。 < → < > → > さらに全てのスキルを受け付けなくなる特徴を作成する機能もあります。 特徴を有するデータベースもメモ欄に以下の通り指定してください。 # この特徴が有効な限り全てのスキルの対象から外れます。 # 同上 主にスキルによる一時的な無敵状態の演出に利用できます。 競合情報 DeadOrAliveItem.jsと併用する場合は当プラグインを下に配置してください。 このプラグインにはプラグインコマンドはありません。 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (function () { 'use strict'; var metaTagPrefix = 'RTS_'; var getArgString = function (arg, upperFlg) { arg = convertEscapeCharacters(arg); return upperFlg ? arg.toUpperCase() : arg; }; var getArgArrayString = function (args, upperFlg) { var values = getArgString(args, upperFlg).split(','); for (var i = 0; i < values.length; i++) values[i] = values[i].trim(); return values; }; var getArgArrayNumber = function (args, min, max) { var values = getArgArrayString(args, false); if (arguments.length < 2) min = -Infinity; if (arguments.length < 3) max = Infinity; for (var i = 0; i < values.length; i++) values[i] = (parseInt(values[i], 10) || 0).clamp(min, max); return values; }; var getMetaValue = function (object, name) { var metaTagName = metaTagPrefix + (name ? name : ''); return object.meta.hasOwnProperty(metaTagName) ? object.meta[metaTagName] : undefined; }; var getMetaValues = function (object, names) { if (!Array.isArray(names)) return getMetaValue(object, names); for (var i = 0, n = names.length; i < n; i++) { var value = getMetaValue(object, names[i]); if (value !== undefined) return value; } return undefined; }; var convertEscapeCharacters = function (text) { if (text == null || text === true) text = ''; text = text.replace(/>?/gi, '>'); text = text.replace(/<?/gi, '<'); var windowLayer = SceneManager._scene._windowLayer; return windowLayer ? windowLayer.children[0].convertEscapeCharacters(text) : text; }; //============================================================================= // Game_BattlerBase // スキルやアイテムの対象として選択可能かどうかを返します。 //============================================================================= Game_Battler.prototype.isExistValidTarget = function (item) { var trialAction = new Game_Action(this, false); trialAction.setItemObject(item); return trialAction.isExistTarget(); }; Game_Battler.prototype.deactivateSelect = function () { this._deactivateSelect = true; }; Game_Battler.prototype.activateSelect = function () { this._deactivateSelect = false; }; Game_Battler.prototype.isActivateSelect = function () { return !this._deactivateSelect; }; Game_BattlerBase.prototype.canSelectTarget = function (item, user) { if (getMetaValues(item, ['使用者無効', 'UserInvalid']) && user === this) { return false; } var scriptValue = getMetaValues(item, ['スクリプト', 'Script']); if (scriptValue && eval(getArgString(scriptValue))) { return false; } this.friendsUnit().setNeedOriginalMember(true); var result = !this.traitObjects().some(function (data) { return !!getMetaValues(data, ['無敵', 'Invincible']); }); this.friendsUnit().setNeedOriginalMember(false); return result; }; Game_Actor.prototype.canSelectTarget = function (item, user) { var result = Game_BattlerBase.prototype.canSelectTarget.apply(this, arguments); if (result) { var actorId = this.actorId(); var validId = getMetaValues(item, ['有効アクターID', 'ValidActorID']); if (validId && !getArgArrayNumber(validId).contains(actorId)) { return false; } var invalidId = getMetaValues(item, ['無効アクターID', 'InvalidActorID']); if (invalidId && getArgArrayNumber(invalidId).contains(actorId)) { return false; } } return result; }; var _Game_Actor_makeActionList = Game_Actor.prototype.makeActionList; Game_Actor.prototype.makeActionList = function () { var list = _Game_Actor_makeActionList.apply(this, arguments); return list.filter(function (action) { return this.isExistValidTarget(action.item()); }, this); }; Game_Enemy.prototype.canSelectTarget = function (item, user) { var result = Game_BattlerBase.prototype.canSelectTarget.apply(this, arguments); if (result) { var enemyId = this.enemyId(); var validId = getMetaValues(item, ['有効敵キャラID', 'ValidEnemyID']); if (validId && !getArgArrayNumber(validId).contains(enemyId)) { return false; } var invalidId = getMetaValues(item, ['無効敵キャラID', 'InvalidEnemyID']); if (invalidId && getArgArrayNumber(invalidId).contains(enemyId)) { return false; } } return result; }; var _Game_Enemy_isActionValid = Game_Enemy.prototype.isActionValid; Game_Enemy.prototype.isActionValid = function (action) { return _Game_Enemy_isActionValid.apply(this, arguments) && this.isExistValidTarget($dataSkills[action.skillId]); }; //============================================================================= // Game_Action // スキルやアイテムの対象として選択不可能な対象に選択しないようにします。 //============================================================================= Game_Action.prototype.isExistTarget = function () { if (this.item().scope === 0) { return true; } BattleManager.setTargetAction(this); var targets = []; if (this.isForOpponent()) { targets = this.targetsForOpponents(); } else if (this.isForFriend()) { targets = this.targetsForFriends(); } BattleManager.setTargetAction(null); return targets.length > 0 && targets[0] !== null; }; var _Game_Action_subject = Game_Action.prototype.subject; Game_Action.prototype.subject = function () { $gameTroop.setNeedOriginalMember(true); var subject = _Game_Action_subject.apply(this, arguments); $gameTroop.setNeedOriginalMember(false); return subject; }; var _Game_Action_makeTargets = Game_Action.prototype.makeTargets; Game_Action.prototype.makeTargets = function () { BattleManager.setTargetAction(this); var targets = _Game_Action_makeTargets.apply(this, arguments); BattleManager.setTargetAction(null); return targets; }; var _Game_Action_decideRandomTarget = Game_Action.prototype.decideRandomTarget; Game_Action.prototype.decideRandomTarget = function () { BattleManager.setTargetAction(this); _Game_Action_decideRandomTarget.apply(this, arguments); BattleManager.setTargetAction(null); }; //============================================================================= // Game_Unit // スキルやアイテムの対象として選択不可能な対象に選択しないようにします。 //============================================================================= var _Game_Unit_smoothTarget = Game_Unit.prototype.smoothTarget; Game_Unit.prototype.smoothTarget = function (index) { arguments[0] = this.shiftIndexForRestrictionTarget(index); return _Game_Unit_smoothTarget.apply(this, arguments); }; var _Game_Unit_smoothDeadTarget = Game_Unit.prototype.smoothDeadTarget; Game_Unit.prototype.smoothDeadTarget = function (index) { arguments[0] = this.shiftIndexForRestrictionTarget(index); return _Game_Unit_smoothDeadTarget.apply(this, arguments); }; Game_Unit.prototype.filterSelectableMembers = function (members) { var action = BattleManager.getTargetAction(); if (action) { this._needOriginalMember = true; members = members.filter(function (member) { return member.canSelectTarget(action.item(), action.subject()); }); this._needOriginalMember = false; } return members; }; Game_Unit.prototype.shiftIndexForRestrictionTarget = function (index) { this._needOriginalMember = true; var allMember = this.members(); this._needOriginalMember = false; return this.members().indexOf(allMember[index]); }; Game_Unit.prototype.setNeedOriginalMember = function (value) { this._needOriginalMember = value; }; // for DeadOrAliveItem.js var _Game_Unit_smoothTargetDeadOrAlive = Game_Unit.prototype.smoothTargetDeadOrAlive; Game_Unit.prototype.smoothTargetDeadOrAlive = function (index) { this._needOriginalMember = true; var member = _Game_Unit_smoothTargetDeadOrAlive.apply(this, arguments); this._needOriginalMember = false; return member; }; //============================================================================= // Game_Party // スキルやアイテムの対象として選択不可能な対象に選択しないようにします。 //============================================================================= var _Game_Party_members = Game_Party.prototype.members; Game_Party.prototype.members = function () { var members = _Game_Party_members.apply(this, arguments); return this._needOriginalMember ? members : this.filterSelectableMembers(members); }; Game_Party.prototype.getSkillUser = function () { return SceneManager.isCurrentSceneItem() ? null : this.menuActor(); }; //============================================================================= // Game_Troop // スキルやアイテムの対象として選択不可能な対象に選択しないようにします。 //============================================================================= var _Game_Troop_members = Game_Troop.prototype.members; Game_Troop.prototype.members = function () { var members = _Game_Troop_members.apply(this, arguments); return this._needOriginalMember ? members : this.filterSelectableMembers(members); }; //============================================================================= // BattleManager // 対象決定中のアクションを設定します。 //============================================================================= BattleManager.setTargetAction = function (action) { this._targetAction = action; }; BattleManager.getTargetAction = function () { return this._targetAction; }; //============================================================================= // SceneManager // アイテム画面かどうかを判定します。 //============================================================================= SceneManager.isCurrentSceneItem = function () { return this._scene instanceof Scene_Item; }; //============================================================================= // Scene_ItemBase // アイテム効果の対象から無効なアクターを除外します。 //============================================================================= var _Scene_ItemBase_itemTargetActors = Scene_ItemBase.prototype.itemTargetActors; Scene_ItemBase.prototype.itemTargetActors = function () { var members = _Scene_ItemBase_itemTargetActors.apply(this, arguments); return members.filter(function (member) { return member.canSelectTarget(this.item(), $gameParty.getSkillUser()); }, this); }; //============================================================================= // Window_Selectable // 対象アクターに対してスキルを使用可能か判定します。 //============================================================================= Window_Selectable.prototype.canSelectSkillTarget = function (item, index, user) { return this.getMember(index).canSelectTarget(item, user); }; Window_Selectable.prototype.deactivateBatter = function (index) { this.changePaintOpacity(false); this.getMember(index).deactivateSelect(); }; //============================================================================= // Window_BattleActor // 無効な対象は選択不可能にします。 //============================================================================= Window_BattleActor.prototype.drawItem = function (index) { if (!this.canSelectSkillTarget(index)) { this.deactivateBatter(index); } Window_BattleStatus.prototype.drawItem.apply(this, arguments); this.changePaintOpacity(true); }; Window_BattleActor.prototype.isCurrentItemEnabled = function () { return this.canSelectSkillTarget(this.index()); }; Window_BattleActor.prototype.canSelectSkillTarget = function (index) { var action = BattleManager.inputtingAction(); return !action || Window_Selectable.prototype.canSelectSkillTarget.call(this, action.item(), index, action.subject()); }; Window_BattleActor.prototype.getMember = function (index) { return $gameParty.members()[index]; }; var _Window_BattleActor_hide = Window_BattleActor.prototype.hide; Window_BattleActor.prototype.hide = function () { _Window_BattleActor_hide.apply(this, arguments); $gameParty.members().forEach(function (actor) { actor.activateSelect(); }); }; //============================================================================= // Window_BattleEnemy // 無効な対象は選択不可能にします。 //============================================================================= var _Window_BattleEnemy_drawItem = Window_BattleEnemy.prototype.drawItem; Window_BattleEnemy.prototype.drawItem = function (index) { if (!this.canSelectSkillTarget(index)) { this.deactivateBatter(index); } _Window_BattleEnemy_drawItem.apply(this, arguments); this.changePaintOpacity(true); }; Window_BattleEnemy.prototype.isCurrentItemEnabled = Window_BattleActor.prototype.isCurrentItemEnabled; Window_BattleEnemy.prototype.canSelectSkillTarget = Window_BattleActor.prototype.canSelectSkillTarget; Window_BattleEnemy.prototype.getMember = function (index) { return this._enemies[index]; }; var _Window_BattleEnemy_hide = Window_BattleEnemy.prototype.hide; Window_BattleEnemy.prototype.hide = function () { _Window_BattleEnemy_hide.apply(this, arguments); if (this._enemies) { this._enemies.forEach(function (enemy) { enemy.activateSelect(); }); } }; //============================================================================= // Window_MenuActor // 無効な対象は選択不可能にします。 //============================================================================= Window_MenuActor.prototype.drawItemStatus = function (index) { if (!this.canSelectSkillTarget(index)) { this.changePaintOpacity(false); } Window_MenuStatus.prototype.drawItemStatus.apply(this, arguments); this.changePaintOpacity(true); }; var _Window_MenuActor_processOk = Window_MenuActor.prototype.processOk; Window_MenuActor.prototype.processOk = function () { if (this.isCurrentItemEnabled() || this.cursorAll()) { _Window_MenuActor_processOk.apply(this, arguments); } else { SoundManager.playBuzzer(); } }; var _Window_MenuActor_selectForItem = Window_MenuActor.prototype.selectForItem; Window_MenuActor.prototype.selectForItem = function (item) { this._targetItem = item; _Window_MenuActor_selectForItem.apply(this, arguments); this.refresh(); }; Window_MenuActor.prototype.canSelectSkillTarget = function (index) { var item = this._targetItem; return !item || Window_Selectable.prototype.canSelectSkillTarget.call(this, item, index, $gameParty.getSkillUser()); }; Window_MenuActor.prototype.isCurrentItemEnabled = Window_BattleActor.prototype.isCurrentItemEnabled; Window_MenuActor.prototype.getMember = Window_BattleActor.prototype.getMember; //============================================================================= // Sprite_Battler // 選択できないバトラーを無効表示します。 //============================================================================= var _Sprite_Battler_updateSelectionEffect = Sprite_Battler.prototype.updateSelectionEffect; Sprite_Battler.prototype.updateSelectionEffect = function () { var target = this._effectTarget; if (!this._battler.isActivateSelect()) { target.setBlendColor([0, 0, 0, 128]); this._deactivateSelect = true; return; } else if (this._deactivateSelect) { target.setBlendColor([0, 0, 0, 0]); this._deactivateSelect = false; } _Sprite_Battler_updateSelectionEffect.apply(this, arguments); }; })();