/*:
* @author XMJL
* 如在公共事件使用脚本:escape_event('Loading');
* 将此公共事件添加到道具的效果上,在战斗中使用该道具即可逃跑。
*/
var escape_event=function(BitmapName)
{
var LOGO=new Sprite(ImageManager.loadSystem(BitmapName));
LOGO.anchor.x=0.5;
LOGO.anchor.y=0.5;
LOGO.x=Graphics.width/2;
LOGO.y=Graphics.height/2;
$gameParty.removeBattleStates();
$gameParty.performEscape();
SoundManager.playEscape();
var viewport=Scene_Battle.prototype.update;
Scene_Battle.prototype.update=function()
{
viewport.call(this);
if(this.isActive())
this.removeChild(LOGO);
else
{
this.addChild(LOGO);
}
};
BattleManager.processAbort();//中断战斗成功
};
/*:
* @author XMJL
* 如在公共事件使用脚本:escape_event('Loading');
* 将此公共事件添加到道具的效果上,在战斗中使用该道具即可逃跑。
*/
var escape_event=function(BitmapName)
{
var LOGO=new Sprite(ImageManager.loadSystem(BitmapName));
LOGO.anchor.x=0.5;
LOGO.anchor.y=0.5;
LOGO.x=Graphics.width/2;
LOGO.y=Graphics.height/2;
$gameParty.removeBattleStates();
$gameParty.performEscape();
SoundManager.playEscape();
var viewport=Scene_Battle.prototype.update;
Scene_Battle.prototype.update=function()
{
viewport.call(this);
if(this.isActive())
this.removeChild(LOGO);
else
{
this.addChild(LOGO);
}
};
BattleManager.processAbort();//中断战斗成功
};