if @active_actor != nil and @active_actor.skill_s[0] != "" and Kboard.trigger?($R_Key_1) and @active_actor.sp >= $data_skills[@active_actor.skill_s[0]].sp_cost
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@kjj_is_press = true
@skill = $data_skills[@active_actor.skill_s[0]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[1] != "" and Kboard.trigger?($R_Key_2) and @active_actor.sp >= $data_skills[@active_actor.skill_s[1]].sp_cost
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@kjj_is_press = true
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[1]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[2] != "" and Kboard.trigger?($R_Key_3) and @active_actor.sp >= $data_skills[@active_actor.skill_s[2]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[2]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[3] != "" and Kboard.trigger?($R_Key_4) and @active_actor.sp >= $data_skills[@active_actor.skill_s[3]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[3]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[4] != "" and Kboard.trigger?($R_Key_5) and @active_actor.sp >= $data_skills[@active_actor.skill_s[4]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[4]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[5] != "" and Kboard.trigger?($R_Key_6) and @active_actor.sp >= $data_skills[@active_actor.skill_s[5]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[5]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[6] != "" and Kboard.trigger?($R_Key_7) and @active_actor.sp >= $data_skills[@active_actor.skill_s[6]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[6]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[7] != "" and Kboard.trigger?($R_Key_8) and @active_actor.sp >= $data_skills[@active_actor.skill_s[7]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[7]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[8] != "" and Kboard.trigger?($R_Key_9) and @active_actor.sp >= $data_skills[@active_actor.skill_s[8]].sp_cost
# 演奏确定 SE
@kjj_is_press = true
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_actor.current_action.kind = 1
@skill = $data_skills[@active_actor.skill_s[8]]
@active_actor.current_action.skill_id = @skill.id
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
end
if @active_actor != nil and @active_actor.skill_s[9] != "" and Kboard.trigger?($R_Key_0) and @active_actor.sp >= $data_skills[@active_actor.skill_s[9]].sp_cost