# 动画 ID 与当前的情况有差异的情况下
if @battler.state_animation_id != @state_animation_id and @battler.damage == nil
@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 @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
if @battler.is_a?(Game_Actor) and self.xiaoshi != nil and self.xiaoshi > 0
@battler.xiaoshi = 0
self.xiaoshi -= 1
if $status_shu == nil
$status_shu = 0
end
elsif @battler.xiaoshi == 0 and self.xiaoshi <= 0
@battler.xiaoshi = nil
$status_shu = nil
end
# 明灭
if @battler.blink
blink_on
else
blink_off
end
# 不可见的情况下
unless @battler_visible
# 出现 ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
if @battler.is_a?(Game_Enemy)
appear
else
@battler.battler_name = @battler.battler_name.split(/★/)[0]
end
@battler_visible = true
end
end
# 可见的情况下
if @battler_visible
# 逃跑
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 白色闪烁
if @battler.white_flash
whiten
@battler.white_flash = false
end
# 动画
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# 伤害
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
# korapusu★★★★★★★★★★★★★★★★★★★★★★★★★★★★
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
collapse
else
$game_system.se_play($data_system.actor_collapse_se)
@battler.battler_name = @battler.battler_name.split(/★/)[0]
@battler.battler_name = @battler.battler_name + "★2"
end
@battler_visible = false
end
end
# 设置活动块的坐标
if @battler.is_a?(Game_Actor)
self.x = @battler.s_x
self.y = @battler.s_y
self.z = @battler.s_z
else
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
end