if @active_battler.current_action.basic == 0 and
@active_battler.current_action.kind == 0
@active_battler.startactive = "返回"
@_move_duration = Move_Duration
ox,oy = @active_battler.screen_x - @active_battler.movex,\
@active_battler.screen_y - @active_battler.movey
while @_move_duration > 0
Graphics.update
Input.update
@spriteset.update
move(@active_battler, @oldxy, ox, oy, true)
@_move_duration -= 1
@status_window.refresh
@enemy_window.refresh
end
@active_battler.startactive = "待机"
end
@phase4_step = 6
return
# 显示伤害
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
if target.damage != "Miss"
r = rand(5)+10
for i in 1..r
Graphics.update
Input.update
update
target.cp -= 1
@battler_cp.ttbar[target].y = (142 - (target.cp * 135 / target.maxcp)) + 32-7
end
end
end
end
# 移至步骤 6
@phase4_step = 6
end