if @Revival == nil
# 取得目标
@targets = {}
for i in @can_attack
if $game_system.tactics_actors.keys.include?(i)
@targets[i] = $game_system.tactics_actors[i]
$game_map.events[i].turn_toward_event(@active_battler.id)
else
@targets[i] = $game_system.tactics_enemies[i]
$game_map.events[i].turn_toward_event(@active_battler.id)
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
end
end
end
@active_battler.turn_toward_position($game_player.x, $game_player.y)
# 是战斗不能复苏的情况
else
$game_map.events[@targets.keys[0]].moveto($game_player.x, $game_player.y)
@active_battler.turn_toward_position($game_player.x, $game_player.y)
$game_map.events[@targets.keys[0]].turn_toward_event(@active_battler.id)
end
if @Revival == nil
# 取得目标
@targets = {}
for i in @can_attack
if $game_system.tactics_actors.keys.include?(i)
@targets[i] = $game_system.tactics_actors[i]
$game_map.events[i].turn_toward_event(@active_battler.id)
else
@targets[i] = $game_system.tactics_enemies[i]
$game_map.events[i].turn_toward_event(@active_battler.id)
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
end
end
end
@active_battler.turn_toward_position($game_player.x, $game_player.y)
# 是战斗不能复苏的情况
else
$game_map.events[@targets.keys[0]].moveto($game_player.x, $game_player.y)
@active_battler.turn_toward_position($game_player.x, $game_player.y)
$game_map.events[@targets.keys[0]].turn_toward_event(@active_battler.id)
end