#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 3 : 行动方动画)
#--------------------------------------------------------------------------
def update_phase4_step3
# 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
# 对像方动画
for target in @target_battlers
if @active_battler.is_a?(Game_Actor) and target.is_a?(Game_Actor) and
@active_battler.id == target.id
target.animation_id = @animation1_id
elsif
@active_battler.is_a?(Game_Enemy) and target.is_a?(Game_Enemy) and @active_battler.id == target.id
target.animation_id = @animation1_id
else
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# 移至步骤 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 4 : 对像方动画)
#--------------------------------------------------------------------------
def update_phase4_step4
# 对像方动画
for target in @target_battlers
if @active_battler.is_a?(Game_Actor) and target.is_a?(Game_Actor) and
@active_battler.id == target.id
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
elsif
@active_battler.is_a?(Game_Enemy) and target.is_a?(Game_Enemy) and
@active_battler.id == target.id
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
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