class Scene_Battle
#--------------------------------------------------------------------------
# ○ CT的计算
#--------------------------------------------------------------------------
def update_ct
# 在计算提高被许可的时候
if @countup
for actor in $game_party.actors
# 是否能活动
if actor.movable? == false and actor.ct_visible and @phase4_step != 5
# 用看不见状态计算,并且有提高
actor.ct_visible = false
actor.countup = true
actor.full_ct = false
elsif actor.movable? and actor.ct_visible == false
# 解除看不见计算提高
clear_ct(actor)
actor.ct_visible = true
end
# アクターの入れ替えに対応
if actor.max_ct == 0
actor.max_ct = @max_ct
end
# アクターのカウントアップ
if actor.countup
#==================================================================
if actor.now_ct > 0.9 * @max_ct #ct快要满了
ct_skip = PARA_CTB::CT_SKIP != 0 ? PARA_CTB::CT_SKIP : 1
inc = actor.current_action.speed * PARA_CTB::BATTLE_SPEED * ct_skip
if (actor.now_ct + inc >= @max_ct && @flag.nil?) #将要满了
actor.sp += 100
@status_window.refresh
# エネミー名リストを更新
@status_window2.refresh
@flag = true
end
end
#改了这里(战斗前增加SP1)
#==================================================================
#==================================================================
if actor.state?(20) #附加20号状态时 增加CT
actor.now_ct = @max_ct * 0.99
actor.remove_state(20) #增加后解除状态
end
#改了这里(SP技能)
#==================================================================
# CTがmaxになっており、コマンド入力待ちアクターに含まれない
if actor.now_ct >= @max_ct and !(@pre_action_battlers.include?(actor))
# コマンド入力待ちアクターに追加
#==================================================================
@flag = nil
#改了这里(战斗前增加SP2)
#==================================================================
@pre_action_battlers.push(actor)
@action_count += 1
# 効果音を鳴らす
if PARA_CTB::FULL_CT_SE != "" and actor.ct_visible
Audio.se_play("Audio/SE/" + PARA_CTB::FULL_CT_SE,PARA_CTB::FULL_CT_SE_VOL)
end
# それ以上カウントアップしない
actor.countup = false
actor.full_ct = true
else
# カウントアップ
actor.make_action_speed
ct_skip = PARA_CTB::CT_SKIP != 0 ? PARA_CTB::CT_SKIP : 1
actor.now_ct += actor.current_action.speed * PARA_CTB::BATTLE_SPEED * ct_skip
end
end
end
for enemy in $game_troop.enemies
# 行動できるか
if enemy.movable? == false and enemy.ct_visible and @phase4_step == 5
# 不可視状態でカウントアップ
enemy.ct_visible = false
enemy.countup = true
enemy.full_ct = false
elsif enemy.movable? and enemy.ct_visible == false
# 不可視カウントアップを解除
clear_ct(enemy)
enemy.ct_visible = true
end
# エネミーのカウントアップ
if enemy.countup
# CTがmaxになっており、行動待ちエネミーに含まれない
if enemy.now_ct >= @max_ct and ! @pre_action_battlers.include?(enemy)
# 行動待ちエネミーに追加
@pre_action_battlers.push(enemy)
@action_count += 1
# それ以上カウントアップしない
enemy.countup = false
enemy.full_ct = true
else
# カウントアップ
enemy.make_action_speed
enemy.now_ct += enemy.current_action.speed * PARA_CTB::BATTLE_SPEED
end
end
end
# CTゲージを再描画
@status_window.refresh_ct
@status_window2.refresh_ct
end
end
end