Rozumiem, że wiadomość nie ma kończyć rundy.
module BattleManager
def self.process_escape
if can_escape?
$game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
success = @preemptive ? true : (rand < @escape_ratio)
Sound.play_escape
if success
process_abort
else
@escape_ratio += 0.1
$game_message.add('\.' + Vocab::EscapeFailure)
$game_party.clear_actions
end
wait_for_message
return success
else
$game_message.face_name = $game_party.leader.face_name
$game_message.face_index = $game_party.leader.face_index
$game_message.add("Nie udało się uciec.")
Sound.play_buzzer
wait_for_message
end
end
end
class Window_PartyCommand < Window_Command
def make_command_list
add_command(Vocab::fight, :fight)
add_command(Vocab::escape, :escape)
end
end
class Scene_Battle < Scene_Base
def command_escape
if BattleManager.can_escape?
turn_start unless BattleManager.process_escape
else
BattleManager.process_escape
start_party_command_selection
end
end
end