if @battler.is_a?(Game_Actor)
self.src_rect.set(@hoko_pattern * @width, 96, @width, @height)
else
self.src_rect.set(@hoko_pattern * @width, 48, @width, @height)
end
# 战斗不能再隐藏要是状态把不透明度做为 0
if @battler.dead? or @battler.hidden and @_collapse_duration > 0
self.opacity = 0
end
end
# 如果动画ID与现在的东西有差异
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
# 应该被表示actor的场合
if @battler.is_a?(Game_Actor) and @battler_visible
# 不是主要阶段的时候把不透明度稍稍下降
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# 闪烁
if @battler.blink
@battler.screen_x += 8 if @battler.is_a?(Game_Actor) and @battler.screen_x < 200
blink_on
elsif [email protected]
@battler.screen_x -= 8 if @battler.is_a?(Game_Actor) and @battler.screen_x > 160
@battler.screen_x += 8 if @battler.is_a?(Game_Enemy) and @battler.screen_x < 480
blink_off
end
if @battler.is_a?(Game_Actor)
if @battler.forward and @battler.screen_x < 200
@battler.screen_x += 8
end
elsif @battler.forward and @battler.screen_x > 440
@battler.screen_x -= 8
end
if @battler.zero
@hoko_pattern = 0
@battler.zero = false
end
# 不可见的场合
unless @battler_visible
# 出现
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
# 可见的场合
if @battler_visible
# 逃走
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 白闪光
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
# 损坏
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)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
# 行走动画
hoko_anime()
# p @hoko_pattern
end
# 设定行走图位置的坐标