class Game_CommonEvent
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 建立必须的处理并行事件用的解释器
if self.trigger == 2 and $game_switches[self.switch_id] == true or self.trigger == 2 and name.include?("无条件")
if @interpreter == nil
@interpreter = Interpreter.new
end
else
@interpreter = nil
end
end
end
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :starting # 启动中标志
class Interpreter
#--------------------------------------------------------------------------
# ● 设置启动中事件
#--------------------------------------------------------------------------
def setup_starting_event
# 刷新必要的地图
if $game_map.need_refresh
$game_map.refresh
end
# 如果调用的公共事件被预约的情况下
if $game_temp.common_event_id > 0
# 设置事件
setup($data_common_events[$game_temp.common_event_id].list, 0)
# 解除预约
$game_temp.common_event_id = 0
return
end
# 更改独立开关
# 循环 (地图事件)
for event in $game_map.events.values
# 生成独立开关
key = [$game_map.map_id, event.id, "1"]
event.starting=false if $game_self_switches[key]
# 如果找到了启动中的事件
if event.starting
# 如果不是自动执行
if event.trigger < 3
# 清除启动中标志
event.clear_starting
# 锁定
event.lock
end
map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id))
# 设置事件
setup(event.list, event.id)
$game_self_switches[key]=map.events[event.id].name.include?("一次结束")
return
end
end
# 循环(公共事件)
for common_event in $data_common_events.compact
# 目标的自动执行开关为 ON 的情况下
if common_event.trigger == 1 and
$game_switches[common_event.switch_id] == true or common_event.trigger == 1 and common_event.name.include?("无条件")
# 设置事件
setup(common_event.list, 0)
return
end
end
end
end