もうこれをプラグインにぶちこみなさい(分岐条件は自分で調整してネ)
Calculator.calculateRoundCount = function(active, passive, weapon) {
var activeAgi;
var passiveAgi;
var value;
if (!this.isRoundAttackAllowed(active)) {return 1;}
activeAgi = AbilityCalculator.getAgility(active, weapon);
passiveAgi = AbilityCalculator.getAgility(passive, ItemControl.getEquippedWeapon(passive));
value = this.getDifference();
// そもそも追撃不可
if (SkillControl.getPossessionCustomSkill(active,'NOROUNDATTACK')){value = 999;}
return (activeAgi - passiveAgi) >= value ? 2 : 1;
};
NormalAttackOrderBuilder._getAttackCount = function(virtualActive, virtualPassive) {
var skill;
var attackCount = virtualActive.attackCount;
skill = SkillControl.getPossessionSkill(virtualActive.unitSelf, SkillType.CONTINUOUSATTACK);
// そもそも連続不可
if (!SkillControl.getPossessionCustomSkill(virtualActive.unitSelf,'NOCONTINUOUSATTACK')){
if (SkillRandomizer.isSkillInvoked(virtualActive.unitSelf, virtualPassive.unitSelf, skill)) {
// 連続攻撃のスキルによって攻撃回数が倍になる
attackCount *= 2;
// attackEntryがないから、現時点で追加処理はできない。
// 後で追加できるように保存する。
virtualActive.skillContinuousAttack = skill;
}
}
return attackCount;};