Game_Interpreter.prototype.command301 = function(params) { if ($gameParty.hasEncounterNone()) { $gameMap.eraseEvent(this._eventId); return true; } // 开头新增几行:如果当前队伍有【免疫遇敌】状态则怪物直接消失 if (!$gameParty.inBattle()) { let troopId; if (params[0] === 0) { // Direct designation troopId = params[1]; } else if (params[0] === 1) { // Designation with a variable troopId = $gameVariables.value(params[1]); } else { // Same as Random Encounters troopId = $gamePlayer.makeEncounterTroopId(); } if ($dataTroops[troopId]) { BattleManager.setup(troopId, params[2], params[3]); BattleManager.setEventCallback(n => { this._branch[this._indent] = n; }); $gamePlayer.makeEncounterCount(); SceneManager.push(Scene_Battle); } } return true; };
Game_Interpreter.prototype.command301 = function(params) {
if ($gameParty.hasEncounterNone()) {
$gameMap.eraseEvent(this._eventId);
return true;
} // 开头新增几行:如果当前队伍有【免疫遇敌】状态则怪物直接消失
if (!$gameParty.inBattle()) {
let troopId;
if (params[0] === 0) {
// Direct designation
troopId = params[1];
} else if (params[0] === 1) {
// Designation with a variable
troopId = $gameVariables.value(params[1]);
} else {
// Same as Random Encounters
troopId = $gamePlayer.makeEncounterTroopId();
}
if ($dataTroops[troopId]) {
BattleManager.setup(troopId, params[2], params[3]);
BattleManager.setEventCallback(n => {
this._branch[this._indent] = n;
});
$gamePlayer.makeEncounterCount();
SceneManager.push(Scene_Battle);
}
}
return true;
};
|