233 lines
7.4 KiB
Ruby
233 lines
7.4 KiB
Ruby
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#==============================================================================
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# ** Scene_Skill
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#------------------------------------------------------------------------------
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# This class performs skill screen processing.
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#==============================================================================
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class Scene_Skill
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#--------------------------------------------------------------------------
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# * Object Initialization
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# actor_index : actor index
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#--------------------------------------------------------------------------
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def initialize(actor_index = 0, equip_index = 0)
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@actor_index = actor_index
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end
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Get actor
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@actor = $game_party.actors[@actor_index]
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# Make help window, status window, and skill window
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@help_window = Window_Help.new
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@status_window = Window_SkillStatus.new(@actor)
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@skill_window = Window_Skill.new(@actor)
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# Associate help window
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@skill_window.help_window = @help_window
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# Make target window (set to invisible / inactive)
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@target_window = Window_Target.new
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@target_window.visible = false
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@target_window.active = false
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Prepare for transition
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Graphics.freeze
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# Dispose of windows
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@help_window.dispose
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@status_window.dispose
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@skill_window.dispose
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@target_window.dispose
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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# Update windows
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@help_window.update
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@status_window.update
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@skill_window.update
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@target_window.update
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# If skill window is active: call update_skill
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if @skill_window.active
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update_skill
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return
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end
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# If skill target is active: call update_target
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if @target_window.active
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update_target
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (if skill window is active)
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#--------------------------------------------------------------------------
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def update_skill
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Switch to menu screen
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$scene = Scene_Menu.new(1)
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Get currently selected data on the skill window
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@skill = @skill_window.skill
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# If unable to use
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if @skill == nil or not @actor.skill_can_use?(@skill.id)
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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return
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end
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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# If effect scope is ally
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if @skill.scope >= 3
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# Activate target window
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@skill_window.active = false
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@target_window.x = (@skill_window.index + 1) % 2 * 304
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@target_window.visible = true
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@target_window.active = true
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# Set cursor position to effect scope (single / all)
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if @skill.scope == 4 || @skill.scope == 6
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@target_window.index = -1
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elsif @skill.scope == 7
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@target_window.index = @actor_index - 10
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else
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@target_window.index = 0
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end
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# If effect scope is other than ally
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else
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# If common event ID is valid
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if @skill.common_event_id > 0
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# Common event call reservation
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$game_temp.common_event_id = @skill.common_event_id
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# Play use skill SE
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$game_system.se_play(@skill.menu_se)
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# Use up SP
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@actor.sp -= @skill.sp_cost
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# Remake each window content
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@status_window.refresh
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@skill_window.refresh
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@target_window.refresh
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# Switch to map screen
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$scene = Scene_Map.new
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return
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end
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end
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return
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end
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# If R button was pressed
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if Input.trigger?(Input::R)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To next actor
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@actor_index += 1
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@actor_index %= $game_party.actors.size
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# Switch to different skill screen
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$scene = Scene_Skill.new(@actor_index)
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return
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end
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# If L button was pressed
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if Input.trigger?(Input::L)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To previous actor
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@actor_index += $game_party.actors.size - 1
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@actor_index %= $game_party.actors.size
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# Switch to different skill screen
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$scene = Scene_Skill.new(@actor_index)
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when target window is active)
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#--------------------------------------------------------------------------
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def update_target
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Erase target window
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@skill_window.active = true
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@target_window.visible = false
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@target_window.active = false
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# If unable to use because SP ran out
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unless @actor.skill_can_use?(@skill.id)
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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return
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end
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# If target is all
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if @target_window.index == -1
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# Apply skill use effects to entire party
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used = false
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for i in $game_party.actors
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used |= i.skill_effect(@actor, @skill)
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end
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end
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# If target is user
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if @target_window.index <= -2
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# Apply skill use effects to target actor
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target = $game_party.actors[@target_window.index + 10]
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used = target.skill_effect(@actor, @skill)
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end
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# If single target
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if @target_window.index >= 0
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# Apply skill use effects to target actor
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target = $game_party.actors[@target_window.index]
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used = target.skill_effect(@actor, @skill)
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end
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# If skill was used
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if used
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# Play skill use SE
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$game_system.se_play(@skill.menu_se)
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# Use up SP
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@actor.sp -= @skill.sp_cost
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# Remake each window content
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@status_window.refresh
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@skill_window.refresh
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@target_window.refresh
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# If entire party is dead
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if $game_party.all_dead?
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# Switch to game over screen
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$scene = Scene_Gameover.new
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return
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end
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# If command event ID is valid
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if @skill.common_event_id > 0
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# Command event call reservation
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$game_temp.common_event_id = @skill.common_event_id
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# Switch to map screen
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$scene = Scene_Map.new
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return
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end
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end
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# If skill wasn't used
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unless used
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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end
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return
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end
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end
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end
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