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Game_Battler.prototype.resetMulticast = function() { if(this._isMulticast){ this.clearActions(); if (this.canMove()) { let actionTimes = this.makeActionTimes(); this._actions = []; for (let i = 0; i < actionTimes; i++) { this._actions.push(new Game_Action(this)); } } } this._isMulticast = false; this._multicastType = 0; this._multicastSkills = []; if (Imported.YEP_X_SkillCostItems) { $gameParty.restoreContainers(this._mcItems, this._mcWeapons, this._mcArmors); this._mcItems = JsonEx.makeDeepCopy($gameParty._items); this._mcWeapons = JsonEx.makeDeepCopy($gameParty._weapons); this._mcArmors = JsonEx.makeDeepCopy($gameParty._armors); } };
dingk.Multicast.SB_selectPreviousCommand = Scene_Battle.prototype.selectPreviousCommand; Scene_Battle.prototype.selectPreviousCommand = function() { dingk.Multicast.SB_selectPreviousCommand.call(this); let actor = BattleManager.actor(); if (Imported.YEP_X_SkillCostItems) { actor._mcItems = JsonEx.makeDeepCopy($gameParty._items); actor._mcWeapons = JsonEx.makeDeepCopy($gameParty._weapons); actor._mcArmors = JsonEx.makeDeepCopy($gameParty._armors); } if(actor){actor.resetMulticast(); this._skillWindow.resetMulticast();} };
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