那就换个思路,在判定胜败处下手
module BattleManager #-------------------------------------------------------------------------- # ● 判定胜败 #-------------------------------------------------------------------------- class << self; alias judge_win_loss_petrified judge_win_loss; end def self.judge_win_loss if @phase return process_defeat if ($game_party.battle_members.reject {|member| member.death_state? || member.state?(石化状态ID)}).empty? end judge_win_loss_petrified end end
module BattleManager
#--------------------------------------------------------------------------
# ● 判定胜败
#--------------------------------------------------------------------------
class << self; alias judge_win_loss_petrified judge_win_loss; end
def self.judge_win_loss
if @phase
return process_defeat if ($game_party.battle_members.reject {|member|
member.death_state? || member.state?(石化状态ID)}).empty?
end
judge_win_loss_petrified
end
end
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