Scene_Battle = Class.new(Scene_Battle) {
superclass.constants.each{|c|const_set(c, superclass.const_get(c))}
const_set(:ACIION_RESULT_HOOKED, true)
[:make_item_action_result, :make_skill_action_result].each do |m|
define_method(m) do |*a|
super(*a)
if @common_event_id > 0
$game_system.battle_interpreter.instance_variable_set(:@attacker, @active_battler)
$game_system.battle_interpreter.instance_variable_set(:@targets, @target_battlers)
end
end
end
} unless Scene_Battle.const_defined?(:ACIION_RESULT_HOOKED)
Scene_Battle = Class.new(Scene_Battle) {
superclass.constants.each{|c|const_set(c, superclass.const_get(c))}
const_set(:ACIION_RESULT_HOOKED, true)
[:make_item_action_result, :make_skill_action_result].each do |m|
define_method(m) do |*a|
super(*a)
if @common_event_id > 0
$game_system.battle_interpreter.instance_variable_set(:@attacker, @active_battler)
$game_system.battle_interpreter.instance_variable_set(:@targets, @target_battlers)
end
end
end
} unless Scene_Battle.const_defined?(:ACIION_RESULT_HOOKED)