class Game_Battler
#--------------------------------------------------------------------------
# ● 回合结束处理
#--------------------------------------------------------------------------
alias skill_ust_on_turn_end on_turn_end
def on_turn_end
skill_ust_on_turn_end
if !death_state?#如果施法者没有死亡就保持动作
if @ust!=[0,0,0,-3]#ust[3]>=0#如果承受者没有死亡就保持动作
if !actor?
if $game_party.members[ust[3]]!=nil
@ust=[0,0,0,-3] if $game_party.members[ust[3]].death_state?
end
elsif $game_troop.members[ust[3]]!=nil
@ust=[0,0,0,-3] if $game_troop.members[ust[3]].death_state?
end
ust[2]-=1
if ust[0]>0#持续施法
self.force_action(ust[1], ust[3])
BattleManager.force_action(self)
elsif ust[0]<0#施法延迟
if ust[2]==0
self.force_action(ust[1], ust[3])
BattleManager.force_action(self)
end
end
@ust=[0,0,0,-3] if ust[2]==0
end
end
end
end
class Game_Battler
#--------------------------------------------------------------------------
# ● 回合结束处理
#--------------------------------------------------------------------------
alias skill_ust_on_turn_end on_turn_end
def on_turn_end
skill_ust_on_turn_end
if !death_state?#如果施法者没有死亡就保持动作
if @ust!=[0,0,0,-3]#ust[3]>=0#如果承受者没有死亡就保持动作
if !actor?
if $game_party.members[ust[3]]!=nil
@ust=[0,0,0,-3] if $game_party.members[ust[3]].death_state?
end
elsif $game_troop.members[ust[3]]!=nil
@ust=[0,0,0,-3] if $game_troop.members[ust[3]].death_state?
end
ust[2]-=1
if ust[0]>0#持续施法
self.force_action(ust[1], ust[3])
BattleManager.force_action(self)
elsif ust[0]<0#施法延迟
if ust[2]==0
self.force_action(ust[1], ust[3])
BattleManager.force_action(self)
end
end
@ust=[0,0,0,-3] if ust[2]==0
end
end
end
end