#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择魔法)
#--------------------------------------------------------------------------
def update_phase3_skill2_select
# 设置特技窗口为可视状态
@skill_window2.visible = true
# 刷新特技窗口
@skill_window2.update
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 结束特技选择
end_skill2_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取特技选择窗口现在选择的特技的数据
@skill = @skill_window2.skill
# 无法使用的情况下
if @skill2 == nil or not @active_battler.skill2_can_use?(@skill2.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.skill2_id = @skill2.id
# 设置特技窗口为不可见状态
@skill_window2.visible = false
# 效果范围是敌单体的情况下
if @skill2.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill2.scope == 3 or @skill2.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill2_select
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● 开始选择特技
#--------------------------------------------------------------------------
def start_skill2_select
# 生成特技窗口
@skill_window2 = Window_Skill2.new(@active_battler)
# 关联帮助窗口
@skill_window2.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 选择特技结束
#--------------------------------------------------------------------------
def end_skill2_select
# 释放特技窗口
@skill_window2.dispose
@skill_window2 = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
# 获取特技选择窗口现在选择的特技的数据
@skill2 = @skill_window2.skill
# 无法使用的情况下
if @skill2 == nil or not @active_battler.skill2_can_use?(@skill2.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = $data_system.words.skill
s6 = $data_system.words.skill
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "魔法","召唤"]) # 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @skill_window2 != nil
@skill_window2.dispose
end
if @skill_window3 != nil
@skill_window3.dispose
end
if @result_window != nil
@result_window.dispose
end
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