#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#
# ■ 熊式横版战斗 by 弗雷德   真移位:神思
#==============================================================================
#如果要需要Game_Battler3类的攻击、特技、物品的方法,请移至161-470行
#因为重写过这三个方法,在原方法里改是不会生效的。





#-------------------------------------------------------------------------- 
#  ● 设定开始
#-------------------------------------------------------------------------- 
#伤害为0的时候是否显示无效文字,1为显示,0为不显示。
INVALIDSWITCH = 1

# 是否显示死亡图 1为显示,0为不显示。
DEADPIC = 1 

# 是否显示总伤害 1为显示,0为不显示。
SHOW_TOTAL_DAMAGE = 1 

# 是否显示连击数值 1为显示,0为不显示。
HITSWITCH = 1

# 是否显示SP伤害数值 1为显示,0为不显示。
SDMGSWITCH = 1

# 不是主状态的时候是否稍稍降低点透明度  1为降低,0为不降低
NACTSWITCH = 0

# 会心一击时的音效,不设置为不使用音效。
CRIVOICE = "会心一击"

# 会心一击是否开启画面晃动 1为开启,0为关闭
CRISHAKE = 1

# 会心一击是否开启画面闪烁,1为开启,0为关闭
CRIFLASH = 1

# 攻击时不移动的属性编号 默认为29号 参考数据库的设置
# 比如职业枪兵勾上了29号属性,那么当枪兵使用普通攻击时将不会移动。技能也是如此。
UNMOVE = 29

# 攻击到与敌人同一水平线前的属性编号 默认为30号 参考数据库的设置
HOMOVE = 30

##################################################################
module Scene_BattleName
  # 设定移动速度
  Move_Duration = 0
  #设定人物的单帧图,如果不做设定,将直接使用默认的战斗图。
  BattlerName = {
  "关羽" => {
  "待机" => ["关羽待机-1","关羽待机-2","关羽待机-3","关羽待机-4"],
  "移动" => [""],
  "返回" => [""],
  "受伤" => ["关羽待机-1","关羽待机-2","关羽待机-3","关羽待机-4"],
  "防御" => ["关羽待机-1","关羽待机-2","关羽待机-3","关羽待机-4"],
  "死亡" => ["bear_die1","bear_die2"]
  },
  
  "蜘蛛侠" => {
  "待机" => ["spider_s1"],
  "移动" => ["spider_r1"],
  "返回" => ["spider_b1"],
  "受伤" => ["spider_h"],
  "防御" => ["spider_h"],
  "死亡" => ["spider_die1","spider_die2"]
  },
  
  "桌布侠" => {
  "待机" => ["ghost_s1","ghost_s2","ghost_s3","ghost_s4"],
  "移动" => ["ghost_r1","ghost_r2","ghost_r3","ghost_r4"],
  "返回" => ["ghost_b1","ghost_b2","ghost_b3","ghost_b4"],
  "受伤" => ["ghost_h"],
  "防御" => ["ghost_d"],
  "死亡" => ["ghost_die1","ghost_die2"]
  },

  "山寨大帝" => {
  "待机" => ["qq_s1","qq_s2","qq_s3","qq_s4"],
  "移动" => ["qq_r1","qq_r2","qq_r3","qq_r4"],
  "返回" => ["qq_B1","qq_B2","qq_B3","qq_B4"],
  "受伤" => ["qq_h"],
  "防御" => ["qq_d"],
  "死亡" => ["qq_die1","qq_die2"]
  },
  "女" => {
  "待机" => ["demon_s1","demon_s2","demon_s3","demon_s4"],
  "移动" => ["demon_r1","demon_r2","demon_r3","demon_r4"],
  "返回" => ["demon_b1","demon_b2","demon_b3","demon_b4"],
  "受伤" => ["demon_h"],
  "防御" => ["demon_d"],
  "死亡" => ["demon_die1","demon_die2"]
  },
  
  "廖化" => {
  "待机" => ["廖化待机-1","廖化待机-2","廖化待机-3","廖化待机-4"],
  "移动" => [""],
  "返回" => [""],
  "受伤" => ["廖化受伤-1"],
  "防御" => ["dog_h"],
  "死亡" => ["dog_die"]
  },
  
  "吕良" => {
  "待机" => ["吕良待机-1","吕良待机-2","吕良待机-3","吕良待机-4"],
  "移动" => [""],
  "返回" => [""],
  "受伤" => ["吕良受伤-1"],
  "防御" => ["Fred_d"],
  "死亡" => ["Fred_die1","Fred_die2"]
  },
}
end
#至于其它的:

#HP伤害数字间距偏移在602行修改。

#SP伤害数字间距偏移在667行修改。

#连击数字间距偏移在713行修改。

#总伤害数字间距偏移在759行修改。

#-------------------------------------------------------------------------- 
#  ● 设定结束
#-------------------------------------------------------------------------- 










class Game_Battler
  attr_accessor :movex                    # X坐标修正
  attr_accessor :movey                    # Y坐标修正
  attr_accessor :startactive              # 行为
  attr_accessor :damage_sp                # 精神伤害值
  alias bearrpg_initialize initialize
  def initialize
    bearrpg_initialize
    @damage_sp = 0
    @movex = 0
    @movey = 0
    @startactive = "待机"
  end
  def width #获取战斗图宽
    return RPG::Cache.battler(@battler_name, @battler_hue).width
  end
  def height #获取战斗图高
    return RPG::Cache.battler(@battler_name, @battler_hue).height
  end
  #--------------------------------------------------------------------------
  # ● 应用通常攻击效果
  #     attacker : 攻击者 (battler)
  #--------------------------------------------------------------------------
  def attack_effect(attacker)
    # 清除会心一击标志
    self.critical = false
    #######伤害开关初始化##################################################bearrpg
    $damage_hp = false
    $damage_sp = false
    # 第一命中判定
    hit_result = (rand(100) < attacker.hit)
    # 命中的情况下
    if hit_result == true
      # 计算基本伤害
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # 属性修正
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # 伤害符号正确的情况下
      if self.damage > 0
        # 会心一击修正
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # 防御修正
        if self.guarding?
          self.damage /= 2
        end
      end
      $damage_hp = true if self.damage.is_a?(Numeric)
    #  $damage_sp = true if self.damage_sp != 0 SP伤害数值开关
      # 分散
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # 第二命中判定
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    #####################################bearrpg
    # 命中的情况下
    if hit_result == true
      # 状态冲击解除
      remove_states_shock
      # HP 的伤害计算
      self.hp -= self.damage
      # 状态变化
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
      if self.damage == 0
           self.damage = "无效" if INVALIDSWITCH >0
         self.critical = false
       end 
    # Miss 的情况下
    else
      # 伤害设置为 "Miss"
      self.damage = "Miss"
      # 清除会心一击标志
      self.critical = false
    end
    # 过程结束
    return true
  end
  #############################################bearrpg
  #--------------------------------------------------------------------------
  # ● 应用特技效果
  #     user  : 特技的使用者 (battler)
  #     skill : 特技
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    #######伤害开关初始化##################################################bearrpg
    $damage_hp = false
    $damage_sp = false
    # 清除会心一击标志
    self.critical = false
    # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
    # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # 过程结束
      return false
    end
    # 清除有效标志
    effective = false
    # 公共事件 ID 是有效的情况下,设置为有效标志
    effective |= skill.common_event_id > 0
    # 第一命中判定
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # 不确定的特技的情况下设置为有效标志
    effective |= hit < 100
    # 命中的情况下
    if hit_result == true
      # 计算威力
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # 计算倍率
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # 计算基本伤害
      self.damage = power * rate / 20
      # 属性修正
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # 伤害符号正确的情况下
      if self.damage > 0
        # 防御修正
        if self.guarding?
          self.damage /= 2
        end
      end
      # 分散
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # 第二命中判定
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # 不确定的特技的情况下设置为有效标志
      effective |= hit < 100
    end
    $damage_hp = true if self.damage.is_a?(Numeric)
   # $damage_sp = true if self.damage_sp != 0 SP伤害数值开关
    # 命中的情况下
    if hit_result == true
      # 威力 0 以外的物理攻击的情况下
      if skill.power != 0 and skill.atk_f > 0
        # 状态冲击解除
        remove_states_shock
        # 设置有效标志
        effective = true
      end
      # HP 的伤害减法运算
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # 状态变化
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      #############################################bearrpg
      # 威力为 0 的场合
      if skill.power == 0
        # 伤害设置为空的字串
        self.damage = ""
        # 状态没有变化的情况下
        unless @state_changed
          # 伤害设置为 "Miss"
          self.damage = "Miss"
        end
      elsif self.damage == 0
        unless @state_changed
           self.damage = "无效" if INVALIDSWITCH >0
         else
          self.damage = ""
        end
      end
    # Miss 的情况下
    else
      # 伤害设置为 "Miss"
      self.damage = "Miss"
    end
    # 不在战斗中的情况下
    unless $game_temp.in_battle
      # 伤害设置为 nil
      self.damage = nil
    end
    # 过程结束
    return effective
  end
  #############################################bearrpg
  #--------------------------------------------------------------------------
  # ● 应用物品效果
  #     item : 物品
  #--------------------------------------------------------------------------
  def item_effect(item)
    # 清除会心一击标志
    self.critical = false
    # 物品的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
    # 或者物品的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
    if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
       ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
      # 过程结束
      return false
    end
    # 清除有效标志
    effective = false
    # 公共事件 ID 是有效的情况下,设置为有效标志
    effective |= item.common_event_id > 0
    # 命中判定
    hit_result = (rand(100) < item.hit)
    # 不确定的特技的情况下设置为有效标志
    effective |= item.hit < 100
    # 命中的情况
    if hit_result == true
      # 计算回复量
      recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
      recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
      if recover_hp < 0
        recover_hp += self.pdef * item.pdef_f / 20
        recover_hp += self.mdef * item.mdef_f / 20
        recover_hp = [recover_hp, 0].min
      end
      # 属性修正
      recover_hp *= elements_correct(item.element_set)
      recover_hp /= 100
      recover_sp *= elements_correct(item.element_set)
      recover_sp /= 100
      # 分散
      if item.variance > 0 and recover_hp.abs > 0
        amp = [recover_hp.abs * item.variance / 100, 1].max
        recover_hp += rand(amp+1) + rand(amp+1) - amp
      end
      if item.variance > 0 and recover_sp.abs > 0
        amp = [recover_sp.abs * item.variance / 100, 1].max
        recover_sp += rand(amp+1) + rand(amp+1) - amp
      end
      # 回复量符号为负的情况下
      if recover_hp < 0
        # 防御修正
        if self.guarding?
          recover_hp /= 2
        end
      end
      # HP 回复量符号的反转、设置伤害值
      self.damage = -recover_hp
      self.damage_sp = -recover_sp  
      # HP 以及 SP 的回复
      last_hp = self.hp
      last_sp = self.sp
      self.hp += recover_hp
      self.sp += recover_sp
      ###################################################################bearrpg
      $damage_hp = true if self.damage.is_a?(Numeric)
      $damage_sp = true if self.damage_sp.is_a?(Numeric) and recover_sp != 0
      ###################################################################bearrpg
      effective |= self.hp != last_hp
      effective |= self.sp != last_sp
      # 状态变化
      @state_changed = false
      effective |= states_plus(item.plus_state_set)
      effective |= states_minus(item.minus_state_set)
      # 能力上升值有效的情况下
      if item.parameter_type > 0 and item.parameter_points != 0
        # 能力值的分支
        case item.parameter_type
        when 1  # MaxHP
          @maxhp_plus += item.parameter_points
        when 2  # MaxSP
          @maxsp_plus += item.parameter_points
        when 3  # 力量
          @str_plus += item.parameter_points
        when 4  # 灵巧
          @dex_plus += item.parameter_points
        when 5  # 速度
          @agi_plus += item.parameter_points
        when 6  # 魔力
          @int_plus += item.parameter_points
        end
        # 设置有效标志
        effective = true
      end
      # HP 回复率与回复量为 0 的情况下
      if item.recover_hp_rate == 0 and item.recover_hp == 0
        # 设置伤害为空的字符串
        self.damage = ""
        # SP 回复率与回复量为 0、能力上升值无效的情况下
        if item.recover_sp_rate == 0 and item.recover_sp == 0 and
           (item.parameter_type == 0 or item.parameter_points == 0)
          # 状态没有变化的情况下
          unless @state_changed
            # 伤害设置为 "Miss"
            self.damage = "Miss"
          end
        end
      end
    # Miss 的情况下
    else
      # 伤害设置为 "Miss"
      self.damage = "Miss"
    end
    # 不在战斗中的情况下
    unless $game_temp.in_battle
      # 伤害设置为 nil
      self.damage = nil
    end
    # 过程结束
    return effective
  end
end

#############################################################################
#                                横版修改   
#改角色的坐标#
###注意,此处虽然按照5人制改了坐标,但是因为前面未设置,所以无效

#############################################################################
class Game_Actor < Game_Battler
  
#--------------------------------------------------------------------------
  # ● 取得战斗画面的 X 坐标
  #--------------------------------------------------------------------------
  def screen_x
    case self.index  
    when 0
       return 380
       #角色1的横坐标
      when 1
       return 330
       #角色2的横坐标
      when 2
       return 495
       #角色3的横坐标
      when 3
       return 445
       #角色4的横坐标
    else
      return 640
    end
  end
  #----
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Y 坐标
  #--------------------------------------------------------------------------
  def screen_y
    # 返回计算后的队伍 Y 坐标的排列顺序
    case self.index  
    when 0
       return 295
       #角色1的纵坐标
      when 1
       return 375
       #角色2的纵坐标
      when 2
       return 295
       #角色3的纵坐标
      when 3
       return 375
       #角色4的纵坐标
    else
      return 1000320
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Z 坐标
  #--------------------------------------------------------------------------
  def screen_z
    # 返回计算后的队伍 Z 坐标的排列顺序
    case self.index
    when 0
      return 100
    when 1
      return 90
    when 2
      return 80
    when 3
      return 70
    else
      return 0
    end
  end
end

class Scene_Battle

 #--------------------------------------------------------------------------
  # ● 取得战斗画面的 X 坐标
  #--------------------------------------------------------------------------
  def screen_x
    # 返回计算后的队伍 X 坐标的排列顺序
    if self.index != nil
      #......................................................................
      return self.index * 90 + 500
      #......................................................................
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Y 坐标
  #--------------------------------------------------------------------------
  def screen_y
    #........................................................................
    return 464 - self.index * 110
    #........................................................................
  end
   #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Z 坐标
  #--------------------------------------------------------------------------
  def screen_z
    # 返回计算后的队伍 Z 坐标的排列顺序
    case self.index
    when 0
      return 100
    when 1
      return 90
    when 2
      return 80
    when 3
      return 70
    else
      return 0
    end
  end
end

###########################################################
class Sprite_Battler
  include Scene_BattleName
end
module RPG 
class Sprite < ::Sprite 
#========================================== 
def initialize(viewport = nil) 
super(viewport) 
@_whiten_duration = 0 
@_appear_duration = 0 
@_escape_duration = 0 
@_collapse_duration = 0 
@_damage_duration = 0 
@_animation_duration = 0 
@_blink = false  
@flash_shake = 0 
@_damage = []  
@_damage_sp = [] 
@_total_damage = 0 
@_total_damage_duration = 0 
@p_dam=0 
@hits=0 
end 
def animation_set_sprites(sprites, cell_data, position)
   for i in 0..15
   sprite = sprites[i]
   pattern = cell_data[i, 0]
   if sprite == nil or pattern == nil or pattern == -1
     sprite.visible = false if sprite != nil
     next
   end
   sprite.visible = true
   sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
   if position == 3 
     if self.viewport != nil
       sprite.x = self.viewport.rect.width / 2
       sprite.y = self.viewport.rect.height - 160
     else
       sprite.x = 320
       sprite.y = 240
     end
     else
     sprite.x = self.x - self.ox + self.src_rect.width / 2 
     sprite.y = self.y - self.oy + self.src_rect.height / 2 
     sprite.y -= self.src_rect.height / 4 if position == 0
     sprite.y += self.src_rect.height / 4 if position == 2
   end
   sprite.x += cell_data[i, 1]
   sprite.y += cell_data[i, 2]
   if $scene.is_a?(Scene_Battle)
   sprite.z = battler.screen_z+20
 else
   sprite.z = 9990
   end
   sprite.ox = 96
   sprite.oy = 96
   sprite.zoom_x = cell_data[i, 3] / 100.0
   sprite.zoom_y = cell_data[i, 3] / 100.0
   sprite.angle = cell_data[i, 4]
   sprite.mirror = (cell_data[i, 5] == 1)
   sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
   sprite.blend_type = cell_data[i, 7]
   end
 end
def damage(value, critical) 
  dispose_hit 
    if value.is_a?(Numeric) 
      damage_string = value.abs.to_s 
    else 
      damage_string = value.to_s 
    end 
    bitmap = Bitmap.new(300, 150) 
    bitmap.font.name = ["黑体","华文行楷", "宋体"] 
    bitmap.font.size = 32 
    if value.is_a?(Numeric) 
  # 分割伤害值字符串 
      damage_array = damage_string.scan(/./) 
      damage_x = 81 - damage_string.size * 9 
  # 会心一击标志打开的情况 
      if critical and value != "无效"
  # 显示会心一击图画 
        cri_bitmap = RPG::Cache.picture("Critital")
        bitmap.blt(damage_x+cri_bitmap.width, cri_bitmap.height*2, cri_bitmap, Rect.new(0, 0, cri_bitmap.width, cri_bitmap.height)) 
        Audio.se_play("Audio/SE/"+CRIVOICE,100,100) if CRIVOICE != nil and CRIVOICE != ""
        $game_screen.start_flash(Color.new(255, 5, 5, 155), 5) if CRIFLASH >0
        $game_screen.start_shake(2,9,3) if CRISHAKE >0
      end 
  # 伤害值为负的情况下 
    dmg_bitmap = RPG::Cache.picture("Normal_Damage")
      if value < 0 
  # 调用回复数字表 
        bitmap.blt(damage_x-14, 32,dmg_bitmap,Rect.new(dmg_bitmap.width/12*10, 0, dmg_bitmap.width/12, dmg_bitmap.height/2))
      else 
  # 调用伤害数字表 
        bitmap.blt(damage_x-14, 32, dmg_bitmap,Rect.new(dmg_bitmap.width/12*11, 0, dmg_bitmap.width/12, dmg_bitmap.height/2))
      end 
  # 循环伤害值字符串 
      for char in damage_array 
        number = char.to_i 
  # 显示伤害数字 
        bitmap.blt(damage_x, 32, dmg_bitmap, 
        Rect.new(number * dmg_bitmap.width/12, 0, dmg_bitmap.width/12, dmg_bitmap.height/2)) 
#################################################################普通伤害数值 
        damage_x += dmg_bitmap.width/12 - 4#间距缩小4个像素,可以自行调整
#################################################################普通伤害数值
      end  
    else 
      if value == "Miss"
        miss_dmg = RPG::Cache.picture("miss")
        bitmap.blt(miss_dmg.width, 0,miss_dmg, Rect.new(0, 0, miss_dmg.width, miss_dmg.height)) 
      elsif value == "无效"
        invalid_dmg = RPG::Cache.picture("invalid")
        bitmap.blt(invalid_dmg.width, 0,invalid_dmg, Rect.new(0, 0, invalid_dmg.width,invalid_dmg.height))
      #end
      end 
    end 
# 伤害值定位 
    @_damage_sprite = ::Sprite.new(self.viewport) 
    @_damage_sprite.bitmap = bitmap 
    @_damage_sprite.ox = 80 
    @_damage_sprite.oy = 20 
    @_damage_sprite.x = self.x 
    @_damage_sprite.y = self.y - self.oy / 2 
    @_damage_sprite.z = 3000 
    @_damage_duration = 40 
    @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)]) 
    make_total_damage(value) 
  end 
##################################################################sp伤害数值
 def damage_sp(value, critical) 
  dispose_hit 
    if value.is_a?(Numeric) 
      damage_string = value.abs.to_s 
    else 
      damage_string = value.to_s 
    end 
    bitmap = Bitmap.new(300, 150) 
    bitmap.font.name = ["黑体","华文行楷", "宋体"] 
    bitmap.font.size = 32 
    if value.is_a?(Numeric) 
  # 分割伤害值字符串 
      damage_array = damage_string.scan(/./) 
      damage_x = 81 - damage_string.size * 9 
  # 会心一击标志打开的情况 
      if critical and value != "无效"
  # 显示会心一击图画 
        cri_bitmap = RPG::Cache.picture("Critital")
        bitmap.blt(damage_x+cri_bitmap.width, cri_bitmap.height*2, cri_bitmap, Rect.new(0, 0, cri_bitmap.width, cri_bitmap.height)) 
        Audio.se_play("Audio/SE/"+CRIVOICE,100,100) if CRIVOICE != nil and CRIVOICE != ""
        $game_screen.start_flash(Color.new(255, 5, 5, 155), 5) if CRIFLASH >0
        $game_screen.start_shake(2,9,3) if CRISHAKE >0
      end 
  # 伤害值为负的情况下 
    dmg_bitmap = RPG::Cache.picture("Normal_Damage")
      if value < 0 
  # 调用回复数字表 
        bitmap.blt(damage_x-14, 32,dmg_bitmap,Rect.new(dmg_bitmap.width/12*10, dmg_bitmap.height/2, dmg_bitmap.width/12, dmg_bitmap.height/2))
      else 
  # 调用伤害数字表 
        bitmap.blt(damage_x-14, 32, dmg_bitmap,Rect.new(dmg_bitmap.width/12*11, dmg_bitmap.height/2, dmg_bitmap.width/12, dmg_bitmap.height/2))
      end 
  # 循环伤害值字符串 
      for char in damage_array 
        number = char.to_i 
  # 显示伤害数字 
        bitmap.blt(damage_x, 32, dmg_bitmap, 
        Rect.new(number * dmg_bitmap.width/12, dmg_bitmap.height/2, dmg_bitmap.width/12, dmg_bitmap.height/2)) 
#################################################################普通伤害数值 
        damage_x += dmg_bitmap.width/12 - 4#间距缩小4个像素,可以自行调整
#################################################################普通伤害数值
      end  
    else 
      if value == "Miss"
        miss_dmg = RPG::Cache.picture("miss")
        bitmap.blt(miss_dmg.width, 0,miss_dmg, Rect.new(0, 0, miss_dmg.width, miss_dmg.height)) 
      elsif value == "无效"
        invalid_dmg = RPG::Cache.picture("invalid")
        bitmap.blt(invalid_dmg.width, 0,invalid_dmg, Rect.new(0, 0, invalid_dmg.width,invalid_dmg.height))
      #end
      end 
    end 
# 伤害值定位 
    @_damage_sprite = ::Sprite.new(self.viewport) 
    @_damage_sprite.bitmap = bitmap 
    @_damage_sprite.ox = 80 
    @_damage_sprite.oy = 20 
    @_damage_sprite.x = self.x 
    @_damage_sprite.y = self.y - self.oy / 2 
    @_damage_sprite.z = 3000 
    @_damage_duration = 40 
    @_damage_sp.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)]) 
   # make_total_damage(value) 
  end  
def hit 
# 如果伤害值是数值 
# 转为字符串 
value=@hits 
hits_string = value.to_s 
# 初始化位图 
bitmap = Bitmap.new(320, 64) 
bitmap.font.name = "Arial Black" 
bitmap.font.size = 32 
# 分割伤害值字符串 
hits_array = hits_string.scan(/./) 
hits_x = 81 - hits_string.size * 18.1 
rect_y = 0 
# 循环伤害值字符串 
for char in hits_array 
number = char.to_i 
# 显示伤害数字 
combo_num = RPG::Cache.picture("combo_num")
bitmap.blt(hits_x, 0, combo_num, 
Rect.new(number * combo_num.width/10, 0, combo_num.width/10, combo_num.height)) 
#################################################################连击数数值 
hits_x += combo_num.width/10 - 3#间距缩小3个像素,可以自行调整
#################################################################连击数数值
end 
combo_tx = RPG::Cache.picture("combo_text")
bitmap.blt(hits_x, 0,combo_tx , 
Rect.new(0, 0, combo_tx.width, combo_tx.height)) 
# 伤害值定位 
@_hits_sprite = ::Sprite.new(self.viewport) 
@_hits_sprite.bitmap = bitmap 
@_hits_sprite.ox = 81 
@_hits_sprite.oy = 20 
@_hits_sprite.x = 500 
@_hits_sprite.y = 100 
@_hits_sprite.opacity = HITSWITCH > 0 ? 255 : 0
@_hits_sprite.z = 3000 
@_hits_duration = 40 
end 
#-------------------------------------------------------------------------- 
# ● 总伤害处理 
#-------------------------------------------------------------------------- 
def make_total_damage(value) 
if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE > 0 
@_total_damage += value 
# 绝对值转为字符串 
damage_string = @_total_damage.abs.to_s 
else 
return 
end 
# 初始化位图 
bitmap = Bitmap.new(350, 150) 
bitmap.font.name = "Arial Black" 
bitmap.font.size = 32 
# 伤害值是数值的情况下 
if value.is_a?(Numeric) 
# 分割伤害值字符串 
damage_array = damage_string.scan(/./) 
damage_x = 40 - damage_string.size * 9 
# 伤害值为负的情况下 
name=RPG::Cache.picture("total_damage")
# 循环伤害值字符串 
for char in damage_array 
number = char.to_i 
# 显示伤害数字 
bitmap.blt(damage_x, 0, name, 
Rect.new(number * name.width/10, 0, name.width/10, name.height)) 
#################################################################总伤害数值
damage_x += name.width/10 - 3 #间距缩小3个像素,可以自行调整
#################################################################总伤害数值
end 
end 
if @_total_damage_sprite.nil? 
@_total_damage_sprite = ::Sprite.new(self.viewport) 
@_total_damage_sprite.ox = 80 
@_total_damage_sprite.oy = 40 
@_total_damage_sprite.z = 3000 
end 
@_total_damage_sprite.bitmap = bitmap 
@_total_damage_sprite.zoom_x = 1.0 
@_total_damage_sprite.zoom_y = 1.0 
@_total_damage_sprite.x = self.x 
@_total_damage_sprite.y = self.y - self.oy / 2 
@_total_damage_sprite.z = 3001 
@_total_damage_duration = 80 
#hit数描绘 
@hits+=1 
if @_total_damage > 0 
  hit 
end 
end 
def animation(animation, hit, battler_damage="", battler_damage_sp="",battler_critical=false) 
dispose_animation 
@battler_damage = battler_damage 
@battler_damage_sp = battler_damage_sp
@battler_critical = battler_critical 
@_animation = animation 
return if @_animation == nil 
@_animation_hit = hit 
@_animation_duration = @_animation.frame_max 
animation_name = @_animation.animation_name 
animation_hue = @_animation.animation_hue 
bitmap = RPG::Cache.animation(animation_name, animation_hue) 
for timing in @_animation.timings 
quanzhong = animation_process_timing(timing, @_animation_hit,true) 
@all_quanzhong += quanzhong 
@_last_frame = timing.frame if quanzhong != 0 
end 
if @@_reference_count.include?(bitmap) 
@@_reference_count[bitmap] += 1 
else 
@@_reference_count[bitmap] = 1 
end  
if $scene.is_a?(Scene_Battle) 
if $scene.animation1_id == @battler.animation_id 
@battler_damage = "" 
@battler_damage_sp = "" 
end 
end 
@_animation_sprites = [] 
if @_animation.position != 3 or not @@_animations.include?(animation) 
for i in 0..15 
sprite = ::Sprite.new(self.viewport) 
sprite.bitmap = bitmap 
sprite.visible = false 
@_animation_sprites.push(sprite) 
end 
unless @@_animations.include?(animation) 
@@_animations.push(animation) 
end 
end 
update_animation 
end  
def dispose_damage 
for damage in @_damage.reverse 
damage[0].bitmap.dispose 
damage[0].dispose 
@_damage.delete(damage) 
end 
for damage_sp in @_damage_sp.reverse 
damage_sp[0].bitmap.dispose 
damage_sp[0].dispose 
@_damage_sp.delete(damage_sp) 
end 
@_total_damage = 0 
@_last_frame = -1 
if @_total_damage_sprite != nil 
@_total_damage_duration = 0 
@_total_damage_sprite.bitmap.dispose 
@_total_damage_sprite.dispose 
@_total_damage_sprite = nil 
end 
end 
def dispose_hit 
if @_hits_sprite != nil 
@_hits_sprite.bitmap.dispose 
@_hits_sprite.dispose 
@_hits_sprite = nil 
end 
end 
def dispose_animation 
@battler_damage = nil 
@battler_damage_sp = nil
@battler_critical = nil 
@all_quanzhong = 1 
@_total_damage = 0 
@_last_frame = -1 
if @_animation_sprites != nil 
sprite = @_animation_sprites[0] 
if sprite != nil 
@@_reference_count[sprite.bitmap] -= 1 
if @@_reference_count[sprite.bitmap] == 0 
sprite.bitmap.dispose 
end 
end 
for sprite in @_animation_sprites 
sprite.dispose 
end 
@_animation_sprites = nil 
@_animation = nil 
end 
end 
def update 
super 
if @_whiten_duration > 0 
@_whiten_duration -= 1 
self.color.alpha = 128 - (16 - @_whiten_duration) * 10 
end 
if @_appear_duration > 0 
@_appear_duration -= 1 
self.opacity = (16 - @_appear_duration) * 16 
end 
if @_escape_duration > 0 
@_escape_duration -= 1 
self.opacity = 256 - (32 - @_escape_duration) * 10 
end 
if @_collapse_duration > 0 
@_collapse_duration -= 1 
self.opacity = 256 - (48 - @_collapse_duration) * 6 
end 
if @_damage_duration > 0 
@_damage_duration -= 1 
for damage in @_damage 
damage[0].x = self.x + self.viewport.rect.x - 
self.ox + self.src_rect.width / 2 + 
(40 - damage[1]) * damage[3] / 10 
damage[0].y -= damage[4]+damage[1]/10 
damage[0].opacity = damage[1]*20 
damage[1] -= 1 
if damage[1]==0 
damage[0].bitmap.dispose 
damage[0].dispose 
@_damage.delete(damage) 
next 
end 
end 
for damage_sp in @_damage_sp 
damage_sp[0].x = self.x + self.viewport.rect.x - 
self.ox + self.src_rect.width / 2 + 
(40 - damage_sp[1]) * damage_sp[3] / 10 
damage_sp[0].y -= damage_sp[4]+damage_sp[1]/10 
damage_sp[0].opacity = damage_sp[1]*20 
damage_sp[1] -= 1 
if damage_sp[1]==0 
damage_sp[0].bitmap.dispose 
damage_sp[0].dispose 
@_damage_sp.delete(damage_sp) 
next 
end 
end 
end 
if @_total_damage_duration > 0 
@_total_damage_duration -= 1 
@_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0 
if @_total_damage_sprite.zoom_x > 1.0 
@_total_damage_sprite.zoom_x -= 0.05 
end 
if @_total_damage_sprite.zoom_y > 1.0 
@_total_damage_sprite.zoom_y -= 0.05 
end 
@_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16 
if @_total_damage_duration <= 0 
dispose_hit
@_total_damage = 0 
@_total_damage_duration = 0 
@_total_damage_sprite.bitmap.dispose 
@_total_damage_sprite.dispose 
@_total_damage_sprite = nil 
end 
end 
#======================================= 
    if @_animation != nil and (Graphics.frame_count % 2 == 0) 
      @_animation_duration -= 1 
      update_animation 
    end 
  if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) 
      update_loop_animation 
      @_loop_animation_index += 1 
      @_loop_animation_index %= @_loop_animation.frame_max 
    end 
  if @_blink 
    @_blink_count = (@_blink_count + 1) % 32 
      if @_blink_count < 16 
        alpha = (16 - @_blink_count) * 6 
      else 
        alpha = (@_blink_count - 16) * 6 
      end 
      self.color.set(255, 255, 255, alpha) 
    end 
    @@_animations.clear 
  end 
def update_animation 
  if @_animation_duration > 0 
    frame_index = @_animation.frame_max - @_animation_duration 
    cell_data = @_animation.frames[frame_index].cell_data 
    position = @_animation.position 
    animation_set_sprites(@_animation_sprites, cell_data, position) 
      for timing in @_animation.timings 
        if timing.frame == frame_index 
          t = 1.0 * animation_process_timing(timing, @_animation_hit) 
          ts = 1.0 * animation_process_timing(timing, @_animation_hit)
          if timing.se.name != "" 
            se=timing.se 
            Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) 
          end 
          if @battler_damage.is_a?(Numeric) and t != 0 
            if @battler.guarding?
              @battler.startactive = "防御" if @battler_damage > 0
           else
              @battler.startactive = "受伤" if @battler_damage > 0
            end
            t *= @battler_damage 
            t /= @all_quanzhong
            ts *= @battler_damage_sp 
            ts /= @all_quanzhong
            t = t.to_i 
            ts = ts.to_i
  if frame_index != @_last_frame 
    @p_dam+= t 
  end 
      if frame_index == @_last_frame 
        t=@battler_damage-@p_dam 
      end 
    if frame_index == @_last_frame 
      @_total_damage = @battler_damage - t 
      @p_dam=0 
    end 
      damage(t,@battler_critical) if $damage_hp == true
      damage_sp(ts,@battler_critical) if $damage_sp == true
    if frame_index == @_last_frame 
      @hits=0 
     end 
      elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0 
        damage(@battler_damage,@battler_critical) 
        damage_sp(@battler_damage_sp,@battler_critical) if $damage_sp == true
       end 
      end 
      end 
    else 
      dispose_animation 
    end 
  end 
def animation_process_timing(timing, hit,dontflash=false) 
  if (timing.condition == 0) or 
    (timing.condition == 1 and hit == true) or 
    (timing.condition == 2 and hit == false) 
  case timing.flash_scope 
    when 1 
      unless dontflash 
        self.flash(timing.flash_color, timing.flash_duration * 2) 
        if @_total_damage >0 
          @flash_shake_switch = true 
          @flash_shake = 10 
        end 
      end 
      return timing.flash_color.alpha * timing.flash_duration 
    when 2 
      unless dontflash 
        if self.viewport != nil 
          self.viewport.flash(timing.flash_color, timing.flash_duration * 2) 
        end 
      end 
      return timing.flash_color.alpha * timing.flash_duration 
    when 3 
      unless dontflash 
        self.flash(nil, timing.flash_duration * 2) 
      end 
        return timing.flash_color.alpha * timing.flash_duration 
      end 
    end 
      return 0 
    end 
  end 
end 

class Sprite_Battler < RPG::Sprite
  def initialize(viewport, battler = nil)
    super(viewport)
    @battler = battler
    @battler_visible = false
    @flash_shake_switch = true
    @number = 0#初始化编号
  end
  def update
    super
    # 战斗者为 nil 的情况下
    if @battler == nil
      self.bitmap = nil
      loop_animation(nil)
      return
    end
    # 文件名和色相与当前情况有差异的情况下
    if @battler.battler_name != @battler_name or
       @battler.battler_hue != @battler_hue
      # 获取、设置位图
      @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 = @width / 2
      self.oy = @height
      # 如果是战斗不能或者是隐藏状态就把透明度设置成 0
      if @battler.dead? or @battler.hidden 
        self.opacity = 0  if DEADPIC != 1
      end
    end
    ###################################万兽熊最高#########################################
        if @battler.startactive == "移动" or @battler.startactive == "返回"
      if Graphics.frame_count % 4 == 0
        unless BattlerName[@battler.name].nil?
          @number = (@number + 1) % BattlerName[@battler.name][@battler.startactive].size
          self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][@number], @battler_hue)
        end
      end
    elsif @battler.startactive == "死亡" 
       if Graphics.frame_count % 4 == 0
        unless BattlerName[@battler.name].nil?
          if @number +1 <= BattlerName[@battler.name][@battler.startactive].size
          self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][@number], @battler_hue)
          @number += 1 
        else
          self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][BattlerName[@battler.name][@battler.startactive].size-1], @battler_hue)
          end
        end
      end
      else
      if Graphics.frame_count % 10 == 0
        unless BattlerName[@battler.name].nil?
          @number = (@number + 1) % BattlerName[@battler.name][@battler.startactive].size
          self.bitmap = RPG::Cache.battler(BattlerName[@battler.name][@battler.startactive][@number], @battler_hue)
        end
      end
    end
    #######################################################################################
    # 动画 ID 与当前的情况有差异的情况下
    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
    # 应该被显示的角色的情况下
   if NACTSWITCH > 0 
    if @battler.is_a?(Game_Actor) and @battler_visible
      # 不是主状态的时候稍稍降低点透明度
      if $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      else
        self.opacity -= 3 if self.opacity > 207
      end
    end
  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
    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.damage,@battler.damage_sp, @battler.critical) 
        @battler.animation_id = 0 
      end 
      if @battler.damage_pop 
        @battler.damage = nil 
        @battler.damage_sp = 0
        @battler.critical = false 
        @battler.damage_pop = false 
      end 
      if @battler.damage == nil and @battler.dead?
        if DEADPIC >0
          @battler.startactive = "死亡"
          else
        if @battler.is_a?(Game_Enemy)
          $game_system.se_play($data_system.enemy_collapse_se)
        else
          $game_system.se_play($data_system.actor_collapse_se)
        end
        collapse
        @battler_visible = false
        end
      end
    end
     self.x = @battler.screen_x
     self.y = @battler.screen_y
     self.z = @battler.screen_z
  end
end

class Spriteset_Battle
alias bearrpg_initialize initialize
  def initialize
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      #####修改敌人显示端口,与角色一样。
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
    bearrpg_initialize
  end
end

class Arrow_Enemy < Arrow_Base
  def update
    super
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    if Input.repeat?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += 1
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      $game_troop.enemies.size.times do
        @index += $game_troop.enemies.size - 1
        @index %= $game_troop.enemies.size
        break if self.enemy.exist?
      end
    end
    if self.enemy != nil
      self.x = self.enemy.screen_x
      self.y = self.enemy.screen_y
    end
  end
end

class Arrow_Actor < Arrow_Base
  def update
    super
    if Input.repeat?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= $game_party.actors.size
    end
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - 1
      @index %= $game_party.actors.size
    end
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y
    end
  end
end

class Scene_Battle
 include Scene_BattleName
 attr_reader :animation1_id
  def main
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    @_move_duration = 0
    $game_system.battle_interpreter.setup(nil, 0)
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.z = 900
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @party_command_window = Window_PartyCommand.new
    @party_command_window.z = 910
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.z = 920
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @status_window.z = 930
    @message_window = Window_Message.new
    @message_window.z = 940
    @spriteset = Spriteset_Battle.new
    @wait_count = 0
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    start_phase1
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    $game_map.refresh
    Graphics.freeze
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    @spriteset.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
  def start_phase1
    # 转移到回合 1
    @phase = 1
    # 清除全体同伴的行动
    $game_party.clear_actions
    for actor in $game_party.actors
     actor.startactive = actor.hp>0? "待机" : "死亡"
    end
    # 设置战斗事件
    setup_battle_event
  end
  alias bearrpg_start_phase5 start_phase5
 def start_phase5
   bearrpg_start_phase5
    @result_window.z = 999
    @phase5_wait_count = 100
  end
  def start_enemy_select
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end
  alias bearrpg_start_skill_select start_skill_select
   def start_skill_select
      bearrpg_start_skill_select
      @skill_window.z = 999
    end
   alias bearrpg_start_item_select start_item_select
    def start_item_select
      bearrpg_start_item_select
      @item_window.z = 999
    end
  def move(active_battler, target, ox, oy, 返回标记 = false)
    ta_x = target[0]
    ta_y = target[1]
    if 返回标记
      active_battler.movex = (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox) / @_move_duration
      active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy) / @_move_duration
    else
      if @active_battler.is_a?(Game_Enemy)
        active_battler.movex = (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox ) / @_move_duration
        active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy ) / @_move_duration
      else
        active_battler.movex =  (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox ) / @_move_duration
        active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy ) / @_move_duration 
      end
    end
  end
  def update_phase4_step3
    ####普通攻击的场合############################################################
    if @active_battler.current_action.basic == 0 and 
      @active_battler.current_action.kind == 0
      #开始执行移动
     if not @active_battler.element_rate(UNMOVE)>100# 如果属性“不移动”不大于100
        @active_battler.startactive = "移动"
        @oldxy = [@active_battler.screen_x,@active_battler.screen_y]
        ox,oy = @active_battler.screen_x,@active_battler.screen_y
      if @active_battler.element_rate(HOMOVE)>100# 如果属性“半距离”大于100
        @_move_duration = Move_Duration/2
       while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        if @target_battlers[0].is_a?(Game_Actor)
        tag = [@target_battlers[0].screen_x-@target_battlers[0].width-(@target_battlers[0].screen_x-ox).abs/2.abs,@target_battlers[0].screen_y+1]
        else
        tag = [(@target_battlers[0].screen_x+@target_battlers[0].width/1.5)+(@target_battlers[0].screen_x-ox).abs/2,@target_battlers[0].screen_y+2]
        end
        move(@active_battler, tag, ox, oy)
        @_move_duration -= 1
      end
    else
      @_move_duration = Move_Duration
        while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        if @target_battlers[0].is_a?(Game_Actor)
        tag = [@target_battlers[0].screen_x-@target_battlers[0].width/2,@target_battlers[0].screen_y+1]
        else
        tag = [@target_battlers[0].screen_x+@target_battlers[0].width/1.5,@target_battlers[0].screen_y+2]
        end
        move(@active_battler, tag, ox, oy)
        @_move_duration -= 1
      end
      end
    end
   ####普通攻击的场合############################################################
    elsif @active_battler.current_action.kind == 1
    ####使用特技的场合############################################################
      if not @skill.element_set.include?(UNMOVE)# 如果技能不包含“不移动属性”
        @active_battler.startactive = "移动"
        @oldxy = [@active_battler.screen_x,@active_battler.screen_y]
        ox,oy = @active_battler.screen_x,@active_battler.screen_y
      if @skill.element_set.include?(HOMOVE)#如果技能不包含“半距离”属性
        @_move_duration = Move_Duration/2
       while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        if @target_battlers[0].is_a?(Game_Actor)
        tag = [@target_battlers[0].screen_x-@target_battlers[0].width-(@target_battlers[0].screen_x-ox).abs/2.abs,@target_battlers[0].screen_y+1]
        else
        tag = [(@target_battlers[0].screen_x+@target_battlers[0].width/1.5)+(@target_battlers[0].screen_x-ox).abs/2,@target_battlers[0].screen_y+2]
        end
        move(@active_battler, tag, ox, oy)
        @_move_duration -= 1
      end
    else
      @_move_duration = Move_Duration
        while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        if @target_battlers[0].is_a?(Game_Actor)
        tag = [@target_battlers[0].screen_x-@target_battlers[0].width,@target_battlers[0].screen_y+1]
        else
        tag = [@target_battlers[0].screen_x+@target_battlers[0].width/1.5,@target_battlers[0].screen_y+2]
        end
        move(@active_battler, tag, ox, oy)
        @_move_duration -= 1
      end
      end
    end
   #####使用特技的场合##############################################################
 end
 if @active_battler.startactive != "防御"
    @active_battler.startactive = "待机"
   end
    # 行动方动画 (ID 为 0 的情况下是白色闪烁)
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    for target in @target_battlers
      if target.guarding? and target.damage.is_a?(Numeric) 
        target.startactive = "防御" if target.damage > 0
        end
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # 移至步骤 4
    @phase4_step = 4
  end
  ##############################################################################
  def update_phase4_step4
   ###########################万兽熊最高########################################
    # 对像方动画
     for target in @target_battlers 
       if target.damage != nil 
         target.damage_pop = true 
       end 
     end 
    # 限制动画长度、最低 8 帧
  #  @wait_count = 8
  ##############################################################################
    # 移至步骤 5
    @phase4_step = 5
  end
 ####################万兽熊最高############################
  def update_phase4_step5
    # 隐藏帮助窗口
    @help_window.visible = false
    if @active_battler.current_action.basic == 0 and 
      @active_battler.current_action.kind == 0
   ####普通攻击的场合############################################################    
      #执行返回
    if not @active_battler.element_rate(UNMOVE)>100# 如果属性“不移动”不大于100
      @active_battler.startactive = "返回"
      if @active_battler.element_rate(HOMOVE)>100# 如果属性“半距离”大于100
      @_move_duration = Move_Duration/2
      else
      @_move_duration = Move_Duration   
      end
      ox,oy = @active_battler.screen_x - @active_battler.movex,\
      @active_battler.screen_y - @active_battler.movey
      while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        move(@active_battler, @oldxy, ox, oy, true)
        @_move_duration -= 1
      end
    end
   ####普通攻击的场合############################################################ 
    elsif @active_battler.current_action.kind == 1
      if not @skill.element_set.include?(UNMOVE)#如果技能不包含“不移动”属性
      @active_battler.startactive = "返回"
      if @skill.element_set.include?(HOMOVE)#如果技能包含“半距离”属性
      @_move_duration = Move_Duration/2
      else
      @_move_duration = Move_Duration   
      end
      ox,oy = @active_battler.screen_x - @active_battler.movex,\
      @active_battler.screen_y - @active_battler.movey
      while @_move_duration > 0
        Graphics.update
        Input.update
        @spriteset.update
        move(@active_battler, @oldxy, ox, oy, true)
        @_move_duration -= 1
      end
    end
   ####使用特技的场合############################################################ 
 end
 if @active_battler.startactive != "防御"
    @active_battler.startactive = "待机"
   end
    # 刷新状态窗口
    @status_window.refresh
    # 显示伤害
    for target in @target_battlers
      target.startactive = "待机"
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # 移至步骤 6
    @phase4_step = 6
  end
  def update_phase4_step6
    # 清除强制行动对像的战斗者
    $game_temp.forcing_battler = nil
    @active_battler.movex = 0
    @active_battler.movey = 0
    @active_battler.startactive = "待机" if @active_battler.startactive != "死亡" 
    # 公共事件 ID 有效的情况下
    if @common_event_id > 0
      # 设置事件
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    # 移至步骤 1
    @phase4_step = 1
  end
end