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发表于 2014-2-15 11:35:26 | 显示全部楼层 |阅读模式

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XP用45度求转为VA格式








[pre lang="ruby" line="1"]
#超级横版战斗

module RPG
  class Class
    def name
      name = @name.split(/,/)[0]
      return name != nil ? name : ''
    end
    def name2
      name = @name.split(/,/)[1]
      return name != nil ? name : ''
   end
  end
  class Weapon
    def name
      name = @name.split(/,/)[0]
      return name != nil ? name : ''
    end
    def name2
      name = @name.split(/,/)[1]
      return name != nil ? name : ''
    end   
  end  
end

class Game_Actor
  #--------------------------------------------------------------------------
  # ● 更改名称
  #     name : 新的名称
  #--------------------------------------------------------------------------
  def picturephase
    name = $data_classes[class_id].name2
    return name != nil ? name : "66RPG"
  end
end

class Game_Enemy
  #--------------------------------------------------------------------------
  # ● 获取名称
  #--------------------------------------------------------------------------
  def name
    name = $data_enemies[@enemy_id].name.split(/,/)[0]
    return name != nil ? name : ''
  end
  def picturephase
    name = $data_enemies[@enemy_id].name.split(/,/)[1]
    return name != nil ? name : "66RPG"
  end  
end

class Animated_Sprite < RPG::Sprite
#--------------------------------------------------------------------------
# - Accessible instance variables.
#--------------------------------------------------------------------------
attr_accessor :frames        # Number of animation frames
attr_accessor :delay         # Delay time between frames (speed)
attr_accessor :frame_width   # Width of each frame
attr_accessor :frame_height  # Height of each frame
attr_accessor :offset_x      # X coordinate of the 1st frame
attr_accessor :offset_y      # Y coordinate of all frames
attr_accessor :current_frame # Current animation frame
attr_accessor :moving        # Is the sprite moving?

def initialize(viewport = nil)
   super(viewport)
   @frame_width, @frame_height = 0, 0
   change    # A basic change to set initial variables
   @old = Graphics.frame_count  # For the delay method
   @goingup = true    # Increasing animation? (if @rm2k_mode is true)
   @once = false      # Is the animation only played once?
   @animated = true   # Used to stop animation when @once is true
end

def change(frames = 0, delay = 0, offx = 0, offy = 0,
            startf = 0, once = false)
   @frames = frames
   @delay = delay
   @offset_x, @offset_y = offx, offy
   @current_frame = startf
   @once = once
   x = @current_frame * @frame_width + @offset_x
   self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
   @goingup = true
   @animated = true
end

def update
   super
   if self.bitmap != nil and delay(@delay) and @animated
     x = @current_frame * @frame_width + @offset_x
     self.src_rect = Rect.new(x, @offset_y, @frame_width, @frame_height)
       @current_frame = (@current_frame + 1) unless @frames == 0
       @animated = false if @current_frame == @frames and @once
       @current_frame %= @frames
   end
end

def move(x, y, speed = 1, delay = 0)
   @destx = x
   @desty = y
   @move_speed = speed
   @move_delay = delay
   @move_old = Graphics.frame_count
   @moving = true
end
  
#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
   return unless @moving
   movinc = @move_speed == 0 ? 1 : @move_speed
   if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
     self.x += movinc if self.x < @destx
     self.x -= movinc if self.x > @destx
     self.y += movinc if self.y < @desty
     self.y -= movinc if self.y > @desty
     self.z = self.y
     @move_old = Graphics.frame_count
   end
   if @move_speed > 1  # Check if sprite can't reach that point
     self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                        (@destx - self.x).abs <= @move_speed
     self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                        (@desty - self.y).abs <= @move_speed
   end
   if self.x == @destx and self.y == @desty
     @moving = false
   end
end
  
def delay(frames)
   update_move
   if (Graphics.frame_count - @old >= frames)
     @old = Graphics.frame_count
     return true
   end
   return false
end
end

class Game_Actor < Game_Battler
def screen_x
    # 返回计算后的队伍 X 坐标的排列顺序
   case self.index
    when 0
      return 300
    when 1
      return 395
    when 2
      return 490
    when 3
      return 580
    else
      return 1000
    end
  end   

def screen_y
   case self.index
    when 0
      return 380
    when 1
      return 340
    when 2
      return 300
    when 3
      return 250
    else
      return 1000
    end
  end
def screen_z
    # 返回计算后的队伍 Z 坐标的排列顺序
    if self.index != nil
      return 104 - self.index
    else
      return 0
    end
  end
end

# RPG's snipplet...
class Spriteset_Battle
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
  
  
alias original_initialize initialize
def initialize
   #@start_party_number = $game_party.actors.size
   # ビューポートを作成
   @viewport0 = Viewport.new(0, 0, 640, 480)
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport1.z = 50
   @viewport2.z = 50
   @viewport3.z = 200
   @viewport4.z = 5000

   @battleback_sprite = Sprite.new(@viewport0)
   
   @enemy_sprites = []
   for enemy in $game_troop.enemies #.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   
   @actor_sprites = []
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[0]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[1]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[2]))
   @actor_sprites.push(Sprite_Battler.new(@viewport2,$game_party.actors[3]))
   
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures))
   end
   @timer_sprite = Sprite_Timer.new
   update
end
  
  
  
alias original_update update
def update
   @viewport1.z = 50 and @viewport2.z = 51 #if $actor_on_top == true
#  @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
    # 刷新角色的活动块 (对应角色的替换)
    @actor_sprites[0].battler = $game_party.actors[0]
    @actor_sprites[1].battler = $game_party.actors[1]
    @actor_sprites[2].battler = $game_party.actors[2]
    @actor_sprites[3].battler = $game_party.actors[3]
    # 战斗背景的文件名与现在情况有差异的情况下
    if @battleback_name != $game_temp.battleback_name
      @battleback_name = $game_temp.battleback_name
      if @battleback_sprite.bitmap != nil
        @battleback_sprite.bitmap.dispose
      end
      @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
      @battleback_sprite.src_rect.set(0, 0, 640, 480)
    end
    # 刷新战斗者的活动块
    for sprite in @enemy_sprites + @actor_sprites
      sprite.update
    end
    # 刷新天气图形
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    # 刷新图片活动块
    for sprite in @picture_sprites
      sprite.update
    end
    # 刷新计时器活动块
    @timer_sprite.update
    # 设置画面的色调与震动位置
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # 设置画面的闪烁色
    @viewport4.color = $game_screen.flash_color
    # 刷新显示端口
    @viewport1.update
    @viewport2.update
    @viewport4.update
end
end

class Sprite_Battler < Animated_Sprite

attr_accessor :battler
attr_reader   :index
attr_accessor :target_index
attr_accessor :frame_width
def initialize(viewport, battler = nil)
   super(viewport)
   @battler = battler
   @pattern_b = 0 #
   @counter_b = 0 #
   @Index = 0     #
   if @battler != nil
     tempbitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
     @frame_width = tempbitmap.width/4
     picturephase = @battler.picturephase
        @frame_height = tempbitmap.height/8
   else
     @frame_width, @frame_height = 1,1
   end   
   # start sprite
   @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
   @battler_visible = false
   if $target_index == nil
     $target_index = 0
   end
end
  
def index=(index) #
   @index = index  #
   update          #
end               #
  
def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   super
end
  
def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
end                                                   #
  
def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
end            

def pose(number, frames = 4)
    case number
    when 0  # run
    change(frames, 5, 0, 0, 0)
    when 1  # standby
    change(frames, 5, 0, @frame_height)
    when 2 # defend
    change(frames, 5, 0, @frame_height * 2)
    when 3 # Hurt, loops
    change(frames, 5, 0, @frame_height * 3)
    when 4 # attack no loop
    change(frames, 5, 0, @frame_height * 4, 0, true)
    when 5 # skill
    change(frames, 5, 0, @frame_height * 5)
    when 6 # death
    change(frames, 5, 0, @frame_height * 6)
    when 7 # winning pose
    change(frames, 5, 0, @frame_height * 7)
    when 8 # no sprite
    change(frames, 5, 0, @frame_height * 8)
    when 9 # no sprite
    change(frames, 5, 0, @frame_height * 9)
    when 10 # no sprite
    change(frames, 5, 0, @frame_height * 10)
    when 11 # no sprite
    change(frames, 5, 0, @frame_height * 11)
    when 12 # no sprite
    change(frames, 5, 0, @frame_height * 12)
    when 13 # no sprite
    change(frames, 5, 0, @frame_height * 13)
    when 14 # no sprite
    change(frames, 5, 0, @frame_height * 14)
    when 15 # no sprite
    change(frames, 5, 0, @frame_height * 15)
    when 16 # no sprite
    change(frames, 5, 0, @frame_height * 16)
    when 17 # no sprite
    change(frames, 5, 0, @frame_height * 17)
    when 18 # no sprite
    change(frames, 5, 0, @frame_height * 18)
    when 19 # no sprite
    change(frames, 5, 0, @frame_height * 19)
    when 20 # no sprite
    change(frames, 5, 0, @frame_height * 20)
    # ...etc.
   else
     change(frames, 5, 0, @frame_height * number, 0)
   end
end
  
#--------------------------------------------------------------------------
# - Change the battle pose for an enemy
#   number : pose' number
#--------------------------------------------------------------------------
def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0  # 前进
     change(enemy_frames, 5, 0, 0, 0)
   when 1  # 等待
     change(enemy_frames, 5, 0, @frame_height)
   when 2 # 防御
     change(enemy_frames, 5, 0, @frame_height * 2)
   when 3 # 挨打
     change(enemy_frames, 5, 0, @frame_height * 3)
   when 4 # 物理攻击
     change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
   when 5 # 法术
     change(enemy_frames, 5, 0, @frame_height * 5)
   when 6 # 死亡
     change(enemy_frames, 5, 0, @frame_height * 6)
   when 7 # 胜利待机
     change(enemy_frames, 5, 0, @frame_height * 7)
     # ...etc.
   else
     change(enemy_frames, 5, 0, @frame_height * number, 0)
   end
end
#==============================================================================
# sniplet end...
#==============================================================================  
  
  def update
   super
   
   if @battler == nil                                                      
     self.bitmap = nil                                                      
     loop_animation(nil)                                                   
     return                                                               
   end                                                                     
   if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue

     @battler_name = @battler.battler_name
     @battler_hue = @battler.battler_hue
     self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
     @width = bitmap.width
     @height = bitmap.height
     self.ox = @frame_width / 2
     self.oy = @frame_height
     
     if @battler.dead? or @battler.hidden
       self.opacity = 0
     end   
     self.x =  @battler.screen_x
     self.y =  @battler.screen_y
     self.z =  @battler.screen_z
   end

   if @battler.damage == nil and
      @battler.state_animation_id != @state_animation_id
     @state_animation_id = @battler.state_animation_id
     loop_animation($data_animations[@state_animation_id])
   end

   if @battler.is_a?(Game_Actor) and @battler_visible
     if $game_temp.battle_main_phase
       self.opacity += 3 if self.opacity < 255
     else
       self.opacity -= 3 if self.opacity > 207
     end
   end
   
     if battler.state?(51)
       self.opacity = 100
     end  


   if @battler.blink
     blink_on
   else
     blink_off
   end

   unless @battler_visible
     if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
       appear
       @battler_visible = true
     end
     if not @battler.hidden and
        (@battler.damage == nil or @battler.damage_pop) and
        @battler.is_a?(Game_Actor)
       appear
       @battler_visible = true
     end
   end
   if @battler_visible
     if @battler.hidden
       $game_system.se_play($data_system.escape_se)
       escape
       @battler_visible = false
     end
     if @battler.white_flash
       whiten
       @battler.white_flash = false
     end
     if @battler.animation_id != 0
       animation = $data_animations[@battler.animation_id]
       animation(animation, @battler.animation_hit)
       @battler.animation_id = 0
     end
     if @battler.damage_pop
       damage(@battler.damage, @battler.critical)
       @battler.damage = nil
       @battler.critical = false
       @battler.damage_pop = false
     end
     if @battler.damage == nil and @battler.dead?
       if @battler.is_a?(Game_Enemy)
         $game_system.se_play($data_system.enemy_collapse_se)
         collapse
         @battler_visible = false
       #定义的角色死亡音效
        else
         case @battler.id        
           when 1
           Audio.se_play("Audio/SE/"+"X-01-女-死亡",90,100) unless @dead
           when 2
           Audio.se_play("Audio/SE/"+"Y-01-男-死亡",90,100) unless @dead
           when 3
           Audio.se_play("Audio/SE/"+"X-02-女-死亡",90,100) unless @dead
           when 4
           Audio.se_play("Audio/SE/"+"Y-02-男-死亡",90,100) unless @dead
           when 5
           Audio.se_play("Audio/SE/"+"X-03-女-死亡",90,100) unless @dead
           when 6
           Audio.se_play("Audio/SE/"+"Y-03-男-死亡",90,100) unless @dead
           when 7
           Audio.se_play("Audio/SE/"+"7",90,100) unless @dead
           when 8
           Audio.se_play("Audio/SE/"+"8",90,100) unless @dead
           when 9
           Audio.se_play("Audio/SE/"+"9",90,100) unless @dead
         end
          @dead = true
          pose(6)
        end
     else
       @dead = false
     end
   end                                                                #
end
end
#==============================================================================
# Scene_Battle Costum  Battle System
#==============================================================================
class Scene_Battle
def update_phase4
   case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   when 8
    update_phase4_step8   
   end
end

def make_basic_action_result
   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end
   
   if @active_battler.current_action.basic == 0
     if @active_battler.is_a?(Game_Actor)
       if $data_weapons[@active_battler.weapon_id] == nil
         @weapon_sprite = 4
       else
           @weapon_sprite = 4
       end
     else
         @weapon_sprite_enemy = 4
     end
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
         x = target.screen_x - RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/6
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
         @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
     end
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
       x = target.screen_x + RPG::Cache.battler(@active_battler.battler_name, @active_battler.battler_hue).width/8
       @spriteset.actor_sprites[@active_battler.index].pose(0)
       @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
     end
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2
     @help_window.set_text("逃走", 1)
     @active_battler.escape
     return
   end
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end
   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
end
#--------------------------------------------------------------------------
# skill aktion...
#--------------------------------------------------------------------------
def make_skill_action_result
   @skill = $data_skills[@active_battler.current_action.skill_id]
   unless @active_battler.current_action.forcing
     unless @active_battler.skill_can_use?(@skill.id)
       $game_temp.forcing_battler = nil
       @phase4_step = 1
       return
     end
   end
   @active_battler.sp -= @skill.sp_cost
   @status_window.refresh
   @help_window.set_text(@skill.name, 1)
   if @active_battler.is_a?(Game_Actor)
     if @skill.name != "one of the skills" # <--skill doesn't exist => all the skills have the skill animation!
       @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
     end
   else
     if @skill.name != "one of the skills" # <-- first skill name
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
     end
   end
#=============================================================================
# SKILL SPRITES END
#=============================================================================
   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
   @common_event_id = @skill.common_event_id
   set_target_battlers(@skill.scope)
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
end
#--------------------------------------------------------------------------
# how here we make the item use aktions
#--------------------------------------------------------------------------
def make_item_action_result
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   
   @item = $data_items[@active_battler.current_action.item_id]
   unless $game_party.item_can_use?(@item.id)
     @phase4_step = 1
     return
   end
   if @item.consumable
     $game_party.lose_item(@item.id, 1)
   end
   @help_window.set_text(@item.name, 1)
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   @common_event_id = @item.common_event_id
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   set_target_battlers(@item.scope)
   for target in @target_battlers
     target.item_effect(@item)
   end
end
  
#------------------战斗结束结果窗口------------------------------------
def start_phase5
   @phase = 5
   $game_system.me_play($game_system.battle_end_me)
   $game_system.bgm_play($game_temp.map_bgm)
   exp = 0
   gold = 0
   treasures = []
   for enemy in $game_troop.enemies
     unless enemy.hidden
       exp += enemy.exp
       gold += enemy.gold
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   treasures = treasures[0..5]
   for i in 0...$game_party.actors.size
     actor = $game_party.actors
     @spriteset.actor_sprites.pose(7) unless actor.dead? # {=====}
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
       if actor.level > last_level
         @status_window.level_up(i)
       end
     end
   end
   $game_party.gain_gold(gold)
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   @phase5_wait_count = 10   #该数影响返回地图的等待时间
end

def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
     end
   end
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   @phase4_step = 4
end

def update_phase4_step4
   # this here is for the hit animation...
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
       if target.guarding?
         @spriteset.actor_sprites[target.index].pose(2)
       else
         @spriteset.actor_sprites[target.index].pose(3)
       end
       elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
       if target.guarding?
         @spriteset.enemy_sprites[target.index].enemy_pose(2)
       else
         @spriteset.enemy_sprites[target.index].enemy_pose(3)
       end
     end
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
   end
   @wait_count = 8
   @phase4_step = 5
end

def update_phase4_step5
  if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end

   @help_window.visible = false
   @status_window.refresh
   # here comes the guard animations....
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
       end
     end
   end
   @phase4_step = 6
end

#--------------------------------------------------------------------------
# ● フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)
#--------------------------------------------------------------------------
def update_phase4_step6

   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   for target in @target_battlers
     if target.is_a?(Game_Actor) and !target.dead?
         @spriteset.actor_sprites[target.index].pose(1)
       elsif !target.dead?
         @spriteset.enemy_sprites[target.index].enemy_pose(1)
     end
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 7
end

def update_phase4_step7
   if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
     @spriteset.actor_sprites[@active_battler.index].pose(1)
   elsif !@active_battler.dead?
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
    common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
end

def update
   if $game_system.battle_interpreter.running?
     $game_system.battle_interpreter.update
     if $game_temp.forcing_battler == nil
       unless $game_system.battle_interpreter.running?
         unless judge
           setup_battle_event
         end
       end
       if @phase != 5
         @status_window.refresh
       end
     end
   end
   $game_system.update
   $game_screen.update
   if $game_system.timer_working and $game_system.timer == 0
     $game_temp.battle_abort = true
   end
   @help_window.update
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   @message_window.update
   @spriteset.update
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   if $game_temp.message_window_showing
     return
   end
   if @spriteset.effect?
     return
   end
   if $game_temp.gameover
     $scene = Scene_Gameover.new
     return
   end
   if $game_temp.to_title
     $scene = Scene_Title.new
     return
   end
   if $game_temp.battle_abort
     $game_system.bgm_play($game_temp.map_bgm)
     battle_end(1)
     return
   end
   if @wait_count > 0
     @wait_count -= 1
     return
   end
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   end
   if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
     return
   end
   case @phase
   when 1
     update_phase1
   when 2
     update_phase2
   when 3
     update_phase3
   when 4
     update_phase4
   when 5
     update_phase5
   end
end
end
[/pre]



david_ng223 该用户已被删除
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 楼主| 发表于 2014-2-15 15:39:05 | 显示全部楼层
3q,以后我会注意
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