#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_dce load_database; end
def self.load_database
load_database_dce
load_notetags_dce
end
#--------------------------------------------------------------------------
# new method: load_notetags_dce
#--------------------------------------------------------------------------
def self.load_notetags_dce
groups = [$data_actors, $data_classes, $data_enemies]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_dce
end
end
end
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias process_defeat_dce process_defeat; end
def self.process_defeat
if SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.process_party_wipe_event
end
return unless $game_party.all_dead?
process_defeat_dce
end
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :death_event_id
#--------------------------------------------------------------------------
# common cache: load_notetags_dce
#--------------------------------------------------------------------------
def load_notetags_dce
@death_event_id = 0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::DEATH_EVENT
@death_event_id = $1.to_i
#---
end
} # self.note.split
#---
end
#--------------------------------------------------------------------------
# new method: process_death_event
#--------------------------------------------------------------------------
def process_death_event(target)
return unless target.dead?
return if target.death_event_id == 0
$game_temp.reserve_common_event(target.death_event_id)
process_death_common_event
end
#--------------------------------------------------------------------------
# new method: process_party_wipe_event
#--------------------------------------------------------------------------
def process_party_wipe_event
return unless $game_party.all_dead?
return if YEA::DEATH_EVENTS::WIPE_OUT_EVENT <= 0
$game_temp.reserve_common_event(YEA::DEATH_EVENTS::WIPE_OUT_EVENT)
process_death_common_event
end
#--------------------------------------------------------------------------
# new method: process_death_common_event
#--------------------------------------------------------------------------
def process_death_common_event
while !scene_changing?
$game_troop.interpreter.update
$game_troop.setup_battle_event
wait_for_message
wait_for_effect if $game_troop.all_dead?
process_forced_action
break unless $game_troop.interpreter.running?
update_for_wait
end
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
或者是我数据库设置的有问题?图片