#超级横版战斗
module RPG
class Class
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def name2
name = @name.split(/,/)[1]
return name != nil ? name : ''
end
end
class Weapon
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def name2
name = @name.split(/,/)[1]
return name != nil ? name : ''
end
end
end
class Game_Actor
#--------------------------------------------------------------------------
# ● 更改名称
# name : 新的名称
#--------------------------------------------------------------------------
def picturephase
name = $data_classes[class_id].name2
return name != nil ? name : "66RPG"
end
end
class Game_Enemy
#--------------------------------------------------------------------------
# ● 获取名称
#--------------------------------------------------------------------------
def name
name = $data_enemies[@enemy_id].name.split(/,/)[0]
return name != nil ? name : ''
end
def picturephase
name = $data_enemies[@enemy_id].name.split(/,/)[1]
return name != nil ? name : "66RPG"
end
end
class Animated_Sprite < RPG::Sprite
#--------------------------------------------------------------------------
# - Accessible instance variables.
#--------------------------------------------------------------------------
attr_accessor :frames # Number of animation frames
attr_accessor :delay # Delay time between frames (speed)
attr_accessor :frame_width # Width of each frame
attr_accessor :frame_height # Height of each frame
attr_accessor :offset_x # X coordinate of the 1st frame
attr_accessor :offset_y # Y coordinate of all frames
attr_accessor :current_frame # Current animation frame
attr_accessor :moving # Is the sprite moving?
def initialize(viewport = nil)
super(viewport)
@frame_width, @frame_height = 0, 0
change # A basic change to set initial variables
@old = Graphics.frame_count # For the delay method
@goingup = true # Increasing animation? (if @rm2k_mode is true)
@once = false # Is the animation only played once?
@animated = true # Used to stop animation when @once is true
end
def change(frames = 0, delay = 0, offx = 0, offy = 0,
startf = 0, once = false)
@frames = frames
@delay = delay
@offset_x, @offset_y = offx, offy
@current_frame = startf
@once = once
x = @current_frame * @frame_width + @offset_x
self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
@goingup = true
@animated = true
end
def update
super
if self.bitmap != nil and delay(@delay) and @animated
x = @current_frame * @frame_width + @offset_x
self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
@current_frame = (@current_frame + 1) unless @frames == 0
@animated = false if @current_frame == @frames and @once
@current_frame %= @frames
end
end
def move(x, y, speed = 1, delay = 0)
@destx = x
@desty = y
@move_speed = speed
@move_delay = delay
@move_old = Graphics.frame_count
@moving = true
end
#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
return unless @moving
movinc = @move_speed == 0 ? 1 : @move_speed
if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
self.x += movinc if self.x < @destx
self.x -= movinc if self.x > @destx
self.y += movinc if self.y < @desty
self.y -= movinc if self.y > @desty
self.z = self.y
@move_old = Graphics.frame_count
end
if @move_speed > 1 # Check if sprite can't reach that point
self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
(@destx - self.x).abs <= @move_speed
self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
(@desty - self.y).abs <= @move_speed
end
if self.x == @destx and self.y == @desty
@moving = false
end
end
def delay(frames)
update_move
if (Graphics.frame_count - @old >= frames)
@old = Graphics.frame_count
return true
end
return false
end
end
class Game_Actor < Game_Battler
def screen_x
# 返回计算后的队伍 X 坐标的排列顺序
case self.index
when 0
return 300
when 1
return 395
when 2
return 490
when 3
return 580
else
return 1000
end
end
def screen_y
case self.index
when 0
return 380
when 1
return 340
when 2
return 300
when 3
return 250
else
return 1000
end
end
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 104 - self.index
else
return 0
end
end
end
# RPG's snipplet...
class Spriteset_Battle
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
alias original_initialize initialize
def initialize
#@start_party_number = $game_party.actors.size
# ビューポートを作成
@viewport0 = Viewport.new(0, 0, 640, 480)
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport1.z = 50
@viewport2.z = 50
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Sprite.new(@viewport0)
@enemy_sprites = []
for enemy in $game_troop.enemies #.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[0]))
@actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[1]))
@actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[2]))
@actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[3]))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
alias original_update update
def update
@viewport1.z = 50 and @viewport2.z = 51 #if $actor_on_top == true
# @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
# 刷新角色的活动块 (对应角色的替换)
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
# 战斗背景的文件名与现在情况有差异的情况下
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 480)
end
# 刷新战斗者的活动块
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
# 刷新天气图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# 刷新图片活动块
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器活动块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画面的闪烁色
@viewport4.color = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport2.update
@viewport4.update
end
end
class Sprite_Battler < Animated_Sprite
attr_accessor :battler
attr_reader :index
attr_accessor :target_index
attr_accessor :frame_width
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@pattern_b = 0 #
@counter_b = 0 #
@index = 0 #
if @battler != nil
tempbitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
@frame_width = tempbitmap.width/4
picturephase = @battler.picturephase
@frame_height = tempbitmap.height/8
else
@frame_width, @frame_height = 1,1
end
# start sprite
@battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
@battler_visible = false
if $target_index == nil
$target_index = 0
end
end
def index=(index) #
@index = index #
update #
end #
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
def enemy #
$target_index += $game_troop.enemies.size
$target_index %= $game_troop.enemies.size
return $game_troop.enemies[$target_index] #
end #
def actor #
$target_index += $game_party.actors.size
$target_index %= $game_party.actors.size
return $game_party.actors[$target_index] #
end
def pose(number, frames = 4)
case number
when 0 # run
change(frames, 5, 0, 0, 0)
when 1 # standby
change(frames, 5, 0, @frame_height)
when 2 # defend
change(frames, 5, 0, @frame_height * 2)
when 3 # Hurt, loops
change(frames, 5, 0, @frame_height * 3)
when 4 # attack no loop
change(frames, 5, 0, @frame_height * 4, 0, true)
when 5 # skill
change(frames, 5, 0, @frame_height * 5)
when 6 # death
change(frames, 5, 0, @frame_height * 6)
when 7 # winning pose
change(frames, 5, 0, @frame_height * 7)
when 8 # no sprite
change(frames, 5, 0, @frame_height * 8)
when 9 # no sprite
change(frames, 5, 0, @frame_height * 9)
when 10 # no sprite
change(frames, 5, 0, @frame_height * 10)
when 11 # no sprite
change(frames, 5, 0, @frame_height * 11)
when 12 # no sprite
change(frames, 5, 0, @frame_height * 12)
when 13 # no sprite
change(frames, 5, 0, @frame_height * 13)
when 14 # no sprite
change(frames, 5, 0, @frame_height * 14)
when 15 # no sprite
change(frames, 5, 0, @frame_height * 15)
when 16 # no sprite
change(frames, 5, 0, @frame_height * 16)
when 17 # no sprite
change(frames, 5, 0, @frame_height * 17)
when 18 # no sprite
change(frames, 5, 0, @frame_height * 18)
when 19 # no sprite
change(frames, 5, 0, @frame_height * 19)
when 20 # no sprite
change(frames, 5, 0, @frame_height * 20)
# ...etc.
else
change(frames, 5, 0, @frame_height * number, 0)
end
end
#--------------------------------------------------------------------------
# - Change the battle pose for an enemy
# number : pose' number
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
case number
when 0 # 前进
change(enemy_frames, 5, 0, 0, 0)
when 1 # 等待
change(enemy_frames, 5, 0, @frame_height)
when 2 # 防御
change(enemy_frames, 5, 0, @frame_height * 2)
when 3 # 挨打
change(enemy_frames, 5, 0, @frame_height * 3)
when 4 # 物理攻击
change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
when 5 # 法术
change(enemy_frames, 5, 0, @frame_height * 5)
when 6 # 死亡
change(enemy_frames, 5, 0, @frame_height * 6)
when 7 # 胜利待机
change(enemy_frames, 5, 0, @frame_height * 7)
# ...etc.
else
change(enemy_frames, 5, 0, @frame_height * number, 0)
end
end
#==============================================================================
# sniplet end...
#==============================================================================
def update
super
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @frame_width / 2
self.oy = @frame_height
if @battler.dead? or @battler.hidden
self.opacity = 0
end
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
if @battler.is_a?(Game_Actor) and @battler_visible
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
if battler.state?(51)
self.opacity = 100
end
if @battler.blink
blink_on
else
blink_off
end
unless @battler_visible
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
if not @battler.hidden and
(@battler.damage == nil or @battler.damage_pop) and
@battler.is_a?(Game_Actor)
appear
@battler_visible = true
end
end
if @battler_visible
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
if @battler.white_flash
whiten
@battler.white_flash = false
end
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
@battler_visible = false
#定义的角色死亡音效
else
case @battler.id
when 1
Audio.se_play("Audio/SE/"+"X-01-女-死亡",90,100) unless @dead
when 2
Audio.se_play("Audio/SE/"+"Y-01-男-死亡",90,100) unless @dead
when 3
Audio.se_play("Audio/SE/"+"X-02-女-死亡",90,100) unless @dead
when 4
Audio.se_play("Audio/SE/"+"Y-02-男-死亡",90,100) unless @dead
when 5
Audio.se_play("Audio/SE/"+"X-03-女-死亡",90,100) unless @dead
when 6
Audio.se_play("Audio/SE/"+"Y-03-男-死亡",90,100) unless @dead
when 7
Audio.se_play("Audio/SE/"+"7",90,100) unless @dead
when 8
Audio.se_play("Audio/SE/"+"8",90,100) unless @dead
when 9
Audio.se_play("Audio/SE/"+"9",90,100) unless @dead
end
@dead = true
pose(6)
end
else
@dead = false
end
end #
end
end
#==============================================================================
# Scene_Battle Costum Battle System
#==============================================================================
class Scene_Battle
def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
when 7
update_phase4_step7
when 8
update_phase4_step8
end
end
def make_basic_action_result
if @active_battler.is_a?(Game_Actor)
$actor_on_top = true
elsif @active_battler.is_a?(Game_Enemy)
$actor_on_top = false
end
if @active_battler.current_action.basic == 0
if @active_battler.is_a?(Game_Actor)
if $data_weapons[@active_battler.weapon_id] == nil
@weapon_sprite = 4
else
@weapon_sprite = 4
end
else
@weapon_sprite_enemy = 4
end
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
x = target.screen_x - RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/6
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
@spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
x = target.screen_x + RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/8
@spriteset.actor_sprites[@active_battler.index].pose(0)
@spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(2) #defence
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
end
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
@help_window.set_text("逃走", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
if @active_battler.current_action.basic == 4
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
#--------------------------------------------------------------------------
# skill aktion...
#--------------------------------------------------------------------------
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
@status_window.refresh
@help_window.set_text(@skill.name, 1)
if @active_battler.is_a?(Game_Actor)
if @skill.name != "one of the skills" # <--skill doesn't exist => all the skills have the skill animation!
@spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
end
else
if @skill.name != "one of the skills" # <-- first skill name
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
end
end
#=============================================================================
# SKILL SPRITES END
#=============================================================================
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# how here we make the item use aktions
#--------------------------------------------------------------------------
def make_item_action_result
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@item.name, 1)
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
for target in @target_battlers
target.item_effect(@item)
end
end
#------------------战斗结束结果窗口------------------------------------
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@result_window = Window_BattleResult.new(exp, gold, treasures)
@phase5_wait_count = 10 #该数影响返回地图的等待时间
end
def update_phase4_step3
if @active_battler.current_action.kind == 0 and
@active_battler.current_action.basic == 0
# in this one... we have our weapon animations... for player and monster
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
elsif @active_battler.is_a?(Game_Enemy)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
end
end
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
@phase4_step = 4
end
def update_phase4_step4
# this here is for the hit animation...
for target in @target_battlers
if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
if target.guarding?
@spriteset.actor_sprites[target.index].pose(2)
else
@spriteset.actor_sprites[target.index].pose(3)
end
elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
if target.guarding?
@spriteset.enemy_sprites[target.index].enemy_pose(2)
else
@spriteset.enemy_sprites[target.index].enemy_pose(3)
end
end
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end
def update_phase4_step5
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
@help_window.visible = false
@status_window.refresh
# here comes the guard animations....
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
if @active_battler.is_a?(Game_Actor)
@spriteset.actor_sprites[@active_battler.index].pose(1)
else
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
end
end
@phase4_step = 6
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
def update_phase4_step6
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.actor_sprites[@active_battler.index].pose(1)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
for target in @target_battlers
if target.is_a?(Game_Actor) and !target.dead?
@spriteset.actor_sprites[target.index].pose(1)
elsif !target.dead?
@spriteset.enemy_sprites[target.index].enemy_pose(1)
end
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 7
end
def update_phase4_step7
if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
@spriteset.actor_sprites[@active_battler.index].pose(1)
elsif !@active_battler.dead?
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
end
$game_temp.forcing_battler = nil
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@phase4_step = 1
end
def update
if $game_system.battle_interpreter.running?
$game_system.battle_interpreter.update
if $game_temp.forcing_battler == nil
unless $game_system.battle_interpreter.running?
unless judge
setup_battle_event
end
end
if @phase != 5
@status_window.refresh
end
end
end
$game_system.update
$game_screen.update
if $game_system.timer_working and $game_system.timer == 0
$game_temp.battle_abort = true
end
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
@spriteset.update
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if @spriteset.effect?
return
end
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.battle_abort
$game_system.bgm_play($game_temp.map_bgm)
battle_end(1)
return
end
if @wait_count > 0
@wait_count -= 1
return
end
for actor in @spriteset.actor_sprites
if actor.moving
return
end
end
for enemy in @spriteset.enemy_sprites
if enemy.moving# and $game_system.animated_enemy
return
end
end
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
case @phase
when 1
update_phase1
when 2
update_phase2
when 3
update_phase3
when 4
update_phase4
when 5
update_phase5
end
end
end