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/*============================================================================
* ## Plugin Info
*----------------------------------------------------------------------------
* # Plugin Name
* DoubleX RMMZ Targeting AI
*----------------------------------------------------------------------------
* # Introduction
* 1. The default RMMZ only lets you control the targeting AI by tgr, which
* is probabilistic rather than deterministic
* 2. This plugin lets you use some notetags on actors, classes, learnt
* skills/skills in action list, usable skills, posessed items, usable
* items, weapons, armors, enemies and states, to control the targeting
* AI by specifying some deterministic target filters
* 3. Targets passing the filters will still be affected by the
* probabilitic tgr when there are more than 1 such targets
* 4. This plugin only works for skills/items having 1 target, and it
* doesn't work well 1 random target either
* 5. If a filter causes no target to pass, that filter will be discarded
* upon such use cases
*----------------------------------------------------------------------------
* # Prerequisites
* Plugins:
* 1. DoubleX RMMZ Enhanced Codebase
* https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Enhanced%20Codebase.js
* 2. DoubleX RMMZ Unit Filters
* https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Unit%20Filters.js
* Abilities:
* 1. Nothing special for most ordinary cases
* 2. Little RMMZ plugin development proficiency to fully utilize this
* (Elementary Javascript exposures being able to write beginner codes
* up to 300LoC scale)
*----------------------------------------------------------------------------
* # Author Notes
* 1. All notetags of this plugins are just applying script calls in
* DoubleX RMMZ Unit Filters unit manipulation script calls, so you're
* highly encouraged and recommended to have a basic knowledge on what
* they do in general, even though it's not strictly needed to use
* this plugin
*----------------------------------------------------------------------------
* # Terms Of Use
* 1. Commercial use's always allowed and crediting me's always optional.
* 2. You shall keep this plugin's Plugin Info part's contents intact.
* 3. You shalln't claim that this plugin's written by anyone other than
* DoubleX or my aliases. I always reserve the right to deny you from
* using any of my plugins anymore if you've violated this.
* 4. If you repost this plugin directly(rather than just linking back),
* you shall inform me of these direct repostings. I always reserve
* the right to request you to edit those direct repostings.
* 5. CC BY 4.0, except those conflicting with any of the above, applies
* to this plugin, unless you've my permissions not needing follow so.
* 6. I always reserve the right to deny you from using this plugin
* anymore if you've violated any of the above.
*----------------------------------------------------------------------------
* # Links
* Video:
* 1. https://www.youtube.com/watch?v=qqcwK4NwnLM
* This Plugin:
* 1. https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Targeting%20AI.js
* Posts:
* 1. https://forums.rpgmakerweb.com/index.php?threads/doublex-rmmz-targeting-ai.126019/
* 2. https://www.rpgmakercentral.com/topic/42547-doublex-rmmz-targeting-ai/
* 3. https://rpgmaker.net/engines/rmmz/utilities/246/
* 4. https://www.save-point.org/thread-8149.html
* 5. https://gdu.one/forums/topic/13616-doublex-rmmz-targeting-ai/
* 6. http://www.hbgames.org/forums/viewtopic.php?p=945046#p945046
* 7. https://forum.chaos-project.com/index.php/topic,16065.msg197365.html
* 8. https://doublexrpgmaker.wordpress.com/2020/08/25/doublex-rmmz-targeting-ai/
* 9. https://www.patreon.com/posts/40832897
* 10. https://www.makerdevs.com/plugin/doublex-rmmz-targeting-ai
* Mentioned Patreon Supporters:
* https://www.patreon.com/posts/71738797
*----------------------------------------------------------------------------
* # Contributors
* Authors:
* 1. DoubleX
* Plugin Development Collaborators:
* - None So Far
* Bug Reporters:
* - None So Far
* Compatibility Issue Raisers:
* - None So Far
* Feature Requesters:
* - None So Far
*----------------------------------------------------------------------------
* # Changelog
* { codebase: "1.1.0", plugin: "v1.01b" }(2020 Dec 2 GMT 0400):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Targeting_AI.PLUGIN_NAME when changing this plugin
* file name
* { codebase: "1.0.0", plugin: "v1.01a" }(2020 Aug 28 GMT 0100):
* 1. Added the following notetags -
* - memWithAnyUsableSkill
* - memWithAllUsableSkills
* - memWithoutAnyUsableSkill
* - memWithoutAllUsableSkills
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 25 GMT 0400):
* 1. 1st version of this plugin finished
*============================================================================*/
/*:
* @url https://www.patreon.com/doublex
* @target MZ
* @plugindesc Versions: { codebase: "1.1.0", plugin: "v1.01b" }
* Lets you control some skills/items target selection AI behaviors by notetags
* @orderAfter DoubleX_RMMZ_Enhanced_Codebase
* @orderAfter DoubleX RMMZ Enhanced Codebase
* @orderAfter DoubleX_RMMZ_Unit_Filters
* @orderAfter DoubleX RMMZ Unit Filters
* @base DoubleX RMMZ Enhanced Codebase
* @base DoubleX RMMZ Unit Filters
* @author DoubleX
*
* @param notetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of all notetags in this plugin
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @command setTargetingAIParam
* @desc Applies script call $gameSystem.setTargetingAIParam(param, val)
* @arg param
* @type select
* @option notetagDataTypePriorities
* @value notetagDataTypePriorities
* @desc The name of a valid parameter of this plugin
* @arg val
* @desc A valid new fully parsed value of the parameter param
*
* @help
*============================================================================
* ## Notetag Info
* 1. Among all the same notetag types in the same data, all can be
* effective
* 2. Each line can only have at most 1 notetag
* 3. The following is the structure of all notetags in this plugin:
* - <doublex rmmz targeting ai contents>
* - <targeting ai contents>
* Where contents are in the form of type suffixes: entries
* Either of the above can be used, but the 1st one reduce the chance
* of causing other plugins to treat the notetags of this plugin as
* theirs, while the 2nd one is more user-friendly
* - type is one of the following:
* 1. memWithAnyState
* 2. memWithAllStates
* 3. memWithoutAnyState
* 4. memWithoutAllStates
* 5. memWithAnyBuff
* 6. memWithAllBuffs
* 7. memWithoutAnyBuff
* 8. memWithoutAllBuffs
* 9. memWithAnyDebuff
* 10. memWithAllDebuffs
* 11. memWithoutAnyDebuff
* 12. memWithoutAllDebuffs
* 13. memWithAnySkill
* 14. memWithAllSkills
* 15. memWithoutAnySkill
* 16. memWithoutAllSkills
* 17. anyHighestStatMem
* 18. allHighestStatsMem
* 19. notAnyHighestStatMem
* 20. notAllHighestStatsMem
* 21. anyLowestStatMem
* 22. allLowestStatsMem
* 23. notAnyLowestStatMem
* 24. notAllLowestStatsMem
* 25. anyAboveStatMem
* 26. allAboveStatMem
* 27. anyBelowStatMem
* 28. allBelowStatMem
* (Advanced)29. or
* (v1.01a+)30. memWithAnyUsableSkill
* (v1.01a+)31. memWithAllUsableSkills
* (v1.01a+)32. memWithoutAnyUsableSkill
* (v1.01a+)33. memWithoutAllUsableSkills
* (Search tag: NOTE_TYPE)
* - suffixes is the list of suffixes in the form of:
* suffix1 suffix2 suffix3 ... suffixn
* Where each suffix is either of the following:
* val(The notetag value will be used as-is)
* switch(The value of the game switch with id as the notetag value
* will be used)
* var(The value of the game variable with id as the notetag value
* will be used)
* (Advanced)script(The value of the game variable with id as the
* notetag value will be used as the contents of
* the functions to be called upon using the
* notetag)
* - The this pointer of the script suffix is the action involved
* (Game_Action.prototype)
* - entries is the list of entries in the form of:
* entry1, entry2, entry3, ..., entryn
* Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
* # Actor/Class/Learnt Skills/Usable Skills/Posessed Items/Usable Items/
* Inputted Skill Or Item/Weapon/Armor/Enemy/States Notetags
* Notetags only apply to skills/items with Number as One in Scope
* Notetags causing the target list to be empty will be discard upon such
* use cases
* (Search tag: ALWAYS_HAS_TARGETS)
* 1. memWithAnyState condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyState(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithAnyState switch val: 1, 2|3> will restrict
* the list of targets to be those with state with id 2 or 3 if the
* game switch with id 1 is on
* 2. memWithAllStates condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllStates(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithAllStates switch val: 1, 2|3> will restrict
* the list of targets to be those with state with id 2 and 3 if the
* game switch with id 1 is on
* 3. memWithoutAnyState condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyState(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithoutAnyState switch val: 1, 2|3> will
* restrict the list of targets to be those with state without id 2
* or 3 if the game switch with id 1 is on
* 4. memWithoutAllStates condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllStates(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithoutAllStates switch val: 1, 2|3> will
* restrict the list of targets to be those with state without id 2
* and 3 if the game switch with id 1 is on
* 5. memWithAnyBuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyBuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAnyBuff switch val: 1, 2|3> will restrict
* the list of targets to be those with atk or def buff if the game
* switch with id 1 is on
* 6. memWithAllBuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllBuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAllBuffs switch val: 1, 2|3> will restrict
* the list of targets to be those with atk and def buff if the game
* switch with id 1 is on
* 7. memWithoutAnyBuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyBuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAnyBuff switch val: 1, 2|3> will
* the list of targets to be those without atk or def buff if the
* game switch with id 1 is on
* 8. memWithoutAllBuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllBuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAllBuffs switch val: 1, 2|3> will
* the list of targets to be those without atk and def buff if the
* game switch with id 1 is on
* 9. memWithAnyDebuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyDebuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAnyDebuff switch val: 1, 2|3> will restrict
* the list of targets to be those with atk or def debuff if the
* game switch with id 1 is on
* 10. memWithAllDebuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllDebuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAllDebuffs switch val: 1, 2|3> will
* restrict the list of targets to be those with atk and def debuff
* if the game switch with id 1 is on
* 11. memWithoutAnyDebuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyDebuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAnyDebuff switch val: 1, 2|3> will
* restrict the list of targets to be those without atk or def
* debuff if the game switch with id 1 is on
* 12. memWithoutAllDebuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllDebuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAllDebuffs switch val: 1, 2|3> will
* restrict the list of targets to be those without atk and def
* debuff if the game switch with id 1 is on
* 13. memWithAnySkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnySkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAnySkill switch val: 1, 2|3> will restrict
* the list of targets to be those with skill with id 2 or 3 if the
* game switch with id 1 is on
* 14. memWithAllSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAllSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with skill with id 2
* and 3 if the game switch with id 1 is on
* 15. memWithoutAnySkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnySkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAnySkill switch val: 1, 2|3> will
* restrict the list of targets to be those with skill without id 2
* or 3 if the game switch with id 1 is on
* 16. memWithoutAllSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAllSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with skill without id 2
* and 3 if the game switch with id 1 is on
* 17. anyHighestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyHighestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai anyHighestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp or mp
* if the game switch with id 1 is on
* 18. allHighestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allHighestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai allHighestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp and mp
* if the game switch with id 1 is on
* 19. notAnyHighestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAnyHighestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAnyHighestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp or
* mp if the game switch with id 1 is on
* 20. notAllHighestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAllHighestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural
* number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAllHighestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp and
* mp if the game switch with id 1 is on
* 21. anyLowestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai anyLowestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp or mp
* if the game switch with id 1 is on
* 22. allLowestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allLowestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai allLowestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp and mp
* if the game switch with id 1 is on
* 23. notAnyLowestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAnyLowestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAnyLowestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp or
* mp if the game switch with id 1 is on
* 24. notAllLowestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAllLowestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural
* number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAllLowestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp and
* mp if the game switch with id 1 is on
* 25. anyAboveStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai anyAboveStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp or mp above the
* value of the game variable with id 2 if the game switch with id
* 1 is on
* 26. allAboveStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allAboveStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai allAboveStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp and mp above
* the value of the game variable with id 2 if the game switch with
* id 1 is on
* 27. anyBelowStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp or mp below the
* value of the game variable with id 2 if the game switch with id
* 1 is on
* 28. allBelowStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allBelowStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai allBelowStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp and mp below
* the value of the game variable with id 2 if the game switch with
* id 1 is on
* (Advanced)29. or condSuffix: condEntry
* - Acts as the or operator among the list of effective notetags in
* this plugin upon making action targets
* - condSuffix can be val, switch or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - All filtered target groups separated by the or notetags will be
* joined by the set union operations
* - E.g.:
* If the battler has an effective state with the following
* effective notetags in this plugin:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2>
* <targeting ai allBelowStatMem switch val var: 3, mhp|mmp, 4>
* <targeting ai or val: true>
* <targeting ai anyAboveStatMem switch val var: 5, atk|def, 6>
* <targeting ai allAboveStatMem switch val var: 7, mat|mdf, 8>
* <targeting ai or val: false>
* <targeting ai notAnyLowestStatsMem switch val: 9, agi|luk>
* <targeting ai notAllLowestStatsMem switch val: 10, hit|eva>
* And if that battler has the following effective notetags in this
* plugin:
* <targeting ai notAnyHighestStatsMem switch val: 11, cri|cev>
* <targeting ai notAllHighestStatsMem switch val: 12, mev|mrf>
* And if the inputted skill/item has the following effective
* notetags in this plugin:
* <targeting ai or val: true>
* <targeting ai anyHighestStatMem switch val: 13, cnt|hrg>
* <targeting ai allHighestStatMem switch val: 14, mrg|trg>
* Then if the notetag data type priorities are states, battler,
* latest skill/item, the inputted actions will select targets
* among those filtered by:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2>
* <targeting ai allBelowStatMem switch val var: 3, mhp|mmp, 4>
* Or:
* <targeting ai anyAboveStatMem switch val var: 5, atk|def, 6>
* <targeting ai allAboveStatMem switch val var: 7, mat|mdf, 8>
* <targeting ai notAnyLowestStatsMem switch val: 9, agi|luk>
* <targeting ai notAllLowestStatsMem switch val: 10, hit|eva>
* <targeting ai notAnyHighestStatsMem switch val: 11, cri|cev>
* <targeting ai notAllHighestStatsMem switch val: 12, mev|mrf>
* Or:
* <targeting ai anyHighestStatMem switch val: 13, cnt|hrg>
* <targeting ai allHighestStatMem switch val: 14, mrg|trg>
* (v1.01a+)30. memWithAnyUsableSkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyUsableSkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAnyUsableSkill switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill with
* id 2 or 3 if the game switch with id 1 is on
* (v1.01a+)31. memWithAllUsableSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllUsableSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAllUsableSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill with
* id 2 and 3 if the game switch with id 1 is on
* (v1.01a+)32. memWithoutAnyUsableSkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyUsableSkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAnyUsableSkill switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill
* without id 2 or 3 if the game switch with id 1 is on
* (v1.01a+)33. memWithoutAllUsableSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllUsableSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAllUsableSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill
* without id 2 and 3 if the game switch with id 1 is on
*============================================================================
* ## Script Call Info
*----------------------------------------------------------------------------
* # Parameter manipulations
* 1. $gameSystem.setTargetingAIParam(param, val)
* - Sets the fully parsed value of the parameter param as val
* - param must be the name of a valid parameter of this plugin
* - val must be a valid new fully parsed value of the parameter param
* - Such parameter value changes will be saved
* - E.g.:
* $gameSystem.setTargetingAIParam("notetagDataTypePriorities", [
* "latestSkillItem",
* "states",
* "armors",
* "weapons",
* "class",
* "actor",
* "enemy"
* ]) sets the fully parsed value of the parameter
* notetagDataTypePriorities as
* ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"]
* 2. $gameSystem.targetingAIParam(param)
* - Returns the fully parsed value of the parameter param
* - param must be the name of a valid parameter of this plugin
* - E.g.:
* $gameSystem.targetingAIParam("notetagDataTypePriorities") returns
* the fully parsed value of the parameter
* notetagDataTypePriorities, which should be
* ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"]
* if it uses its default parameter value
*============================================================================
* ## Plugin Command Info
*----------------------------------------------------------------------------
* 1. setTargetingAIParam param val
* - Applies the script call
* $gameSystem.setTargetingAIParam(param, val)
*============================================================================
*/
// jshint esversion: 6
var DoubleX_RMMZ = DoubleX_RMMZ || {}; // var must be used or game will crash
(() => {
"use strict";
const src = document.currentScript.src;
const name = src.split("/").slice(-1)[0].split(".")[0].replace(/%20/g, " ");
console.info(src, name);
// Separates the version numbers with the rest to make the former more clear
DoubleX_RMMZ.Targeting_AI = {
PLUGIN_NAME: name,
VERSIONS: { codebase: "1.1.0", plugin: "v1.01b" }
}; // DoubleX_RMMZ.Targeting_AI
//
})();
(TA => {
"use strict";
const pluginCodebaseVer = TA.VERSIONS.codebase;
if (Utils.checkRMVersion(pluginCodebaseVer)) return;
console.warn(`Your codebase version is ${Utils.RPGMAKER_VERSION} but must be
at least ${pluginCodebaseVer} to use ${TA.PLUGIN_NAME}`);
})(DoubleX_RMMZ.Targeting_AI);
/*============================================================================
* ## Plugin Implementations
* You need not edit this part as it's about how this plugin works
*----------------------------------------------------------------------------
* # Plugin Support Info:
* 1. Prerequisites
* - Basic knowledge on what the default RMMZ codebase does in general
* - Some RMMZ plugin development proficiency to fully comprehend this
* plugin
* (Basic knowledge on what RMMZ plugin development does in general
* with several easy, simple and small plugins written without
* nontrivial bugs up to 1000 LoC scale but still being
* inexperienced)
* 2. Parameter/Return value of type * means it might be of any type
* 3. Function signature with (**) means it might take any number of
* parameters of any type
* 4. Supposedly nullable variables are marked with the _ suffix in their
* names(but they can be sure to be non null in some cases)
* 5. Functions supposedly returning nullable values are marked with the
* _ suffix in their names(but their return values can be sure to be
* non null in some cases)
*----------------------------------------------------------------------------*/
if (DoubleX_RMMZ.Enhanced_Codebase && DoubleX_RMMZ.Unit_Filters) {
/*============================================================================*/
/*----------------------------------------------------------------------------
* ## Managers
*----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
* # Edited class: DataManager
* - Loads all notetags of this plugin
*----------------------------------------------------------------------------*/
((MZ_EC, TA) => {
"use strict";
// Search tag: NOTE_TYPE
MZ_EC.loadDataManagerNotetags(TA, {
memWithAnyState: {
suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix
suffix2: MZ_EC.VAL_SUFFIXES, // stateIdsSuffix
entry1: MZ_EC.BOOL_ENTRY, // condEntry
entry2: MZ_EC.NUM_ARRAY_ENTRY // stateIdsEntry
}, // memWithAnyState
memWithAllStates: {
suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix
suffix2: MZ_EC.VAL_SUFFIXES, // stateIdsSuffix
entry1: MZ_EC.BOOL_ENTRY, // condEntry
entry2: MZ_EC.NUM_ARRAY_ENTRY // stateIdsEntry
}, // memWithAllStates
memWithoutAnyState: {
suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix
suffix2: MZ_EC.VAL_SUFFIXES, // stateIdsSuffix
entry1: MZ_EC.BOOL_ENTRY, // condEntry