#--------------------------------------------------------------------------
# * Battle Start Processing
#--------------------------------------------------------------------------
def process_battle_start
@message_window.clear
wait(10)
for name in $game_troop.enemy_names
text = sprintf(Vocab::Emerge, name)
$game_message.texts.push(text)
end
if $game_troop.preemptive
text = sprintf(Vocab::Preemptive, $game_party.name)
$game_message.texts.push(text)
elsif $game_troop.surprise
text = sprintf(Vocab::Surprise, $game_party.name)
$game_message.texts.push(text)
end
wait_for_message
@message_window.clear
make_escape_ratio
process_battle_event
start_party_command_selection
endtext = sprintf(Vocab::Emerge, name)Dieser Befehl ruft aus dem Vocab die Message.class Game_Troop
attr_reader :name
#--------------------------------------------------------------------------
# * Setup
# troop_id : troop ID
#--------------------------------------------------------------------------
alias setup_troopname setup
def setup(troop_id)
setup_troopname(troop_id)
@name = $data_troops[@troop_id].name
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Battle Start Processing
#--------------------------------------------------------------------------
def process_battle_start
@message_window.clear
wait(10)
for name in $game_troop.enemy_names
text = sprintf(Vocab::Emerge, $game_troop.name)
$game_message.texts.push(text)
end
if $game_troop.preemptive
text = sprintf(Vocab::Preemptive, $game_party.name)
$game_message.texts.push(text)
elsif $game_troop.surprise
text = sprintf(Vocab::Surprise, $game_party.name)
$game_message.texts.push(text)
end
wait_for_message
@message_window.clear
make_escape_ratio
process_battle_event
start_party_command_selection
end
end
class Game_Troop
attr_reader :name
#--------------------------------------------------------------------------
# * Setup
# troop_id : troop ID
#--------------------------------------------------------------------------
alias setup_troopname setup
def setup(troop_id)
setup_troopname(troop_id)
@name = $data_troops[@troop_id].name
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Battle Start Processing
#--------------------------------------------------------------------------
def process_battle_start
@message_window.clear
wait(10)
text = sprintf(Vocab::Emerge, $game_troop.name)
$game_message.texts.push(text)
if $game_troop.preemptive
text = sprintf(Vocab::Preemptive, $game_party.name)
$game_message.texts.push(text)
elsif $game_troop.surprise
text = sprintf(Vocab::Surprise, $game_party.name)
$game_message.texts.push(text)
end
wait_for_message
@message_window.clear
make_escape_ratio
process_battle_event
start_party_command_selection
end
end