- class Game_Party < Game_Unit 
-   def max_battle_members 
-     return 6 
-   end 
- end 
-   
- #============================================================================== 
- #  
- # ▼ Yanfly Engine Ace - Ace Battle Engine v1.19 
- # -- Last Updated: 2012.01.29 
- # -- Level: Normal, Hard 
- # -- Requires: n/a 
- #  
- #============================================================================== 
-   
- $imported = {} if $imported.nil? 
- $imported["YEA-BattleEngine"] = true 
-   
- #============================================================================== 
- # ▼ Updates 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill. 
- # 2012.01.24 - Compatibility Update: Enemy Levels 
- # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items. 
- # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an 
- #              animation only once. 
- #            - Reduced lag from battle system constantly recreating bitmaps. 
- # 2012.01.10 - Compatibility Update: Battle System FTB 
- # 2012.01.09 - Anticrash methods implemented. 
- #            - Damage Popups are now separate for damage formulas and recovery. 
- # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items. 
- # 2012.01.02 - Compatibility Update: Target Manager 
- #            - Added Option: AUTO_FAST 
- #            - Random hits now show animations individually. 
- # 2011.12.30 - Compatibility Update: Enemy Levels 
- #            - Added Option to center the actors in the HUD. 
- # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game. 
- #            - Default battle system bug fixes are now included from YEA's Ace 
- #              Core Engine. 
- #            - Groundwork is also made to support future battle system types. 
- #            - Multi-hit actions no longer linger when a target dies during the 
- #              middle of one of the hits. 
- #            - Compatibility Update: Lunatic Objects v1.02 
- # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead. 
- # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show. 
- # 2011.12.20 - Bug fixed: Death state popups against immortal states. 
- #            - Bug fixed: During State popup fix. 
- #            - Added HIDE_POPUP_SWITCH. 
- # 2011.12.17 - Compatibiilty Update: Cast Animations 
- # 2011.12.15 - Compatibility Update: Battle Command List 
- # 2011.12.14 - Compatibility Update: Lunatic Objects 
- # 2011.12.13 - Compatibility Update: Command Party 
- # 2011.12.12 - Bug fixed: Turn stalling if no inputable members. 
- # 2011.12.10 - Compatibility update for Automatic Party HUD. 
- #            - Popup graphical bug fixed. 
- #            - Bug fixed: Didn't wait for boss dead animations. 
- #            - Bug fixed: Surprise attacks that froze the game. 
- #            - Bug fixed: Popups didn't show for straight recovery effects. 
- # 2011.12.08 - Finished Script. 
- # 2011.12.04 - Started Script. 
- #  
- #============================================================================== 
- # ▼ Introduction 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # Ace Battle Engine works as a foundation for future battle engine add-ons. It 
- # allows for easier management of the battle engine without adding too many 
- # features, allowing users to customize what they want as they see fit. While 
- # the Ace Battle Engine isn't an entirely new engine, it gives users control 
- # that RPG Maker VX Ace didn't originally give them. 
- #  
- # Furthermore, this script provides some new features. They are as follows: 
- #  
- # ----------------------------------------------------------------------------- 
- # Animation Fixes 
- # ----------------------------------------------------------------------------- 
- # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes, 
- # these fixes are included in this script as well to ensure it's working for 
- # the battle script in the event someone chooses not to work with the Ace Core 
- # Engine script. The animation fixes prevent excessive animation overlaying 
- # (and making the screen look really ugly) and prevents animation clashing 
- # between two dual wielding normal attack animations. 
- #  
- # ----------------------------------------------------------------------------- 
- # Enemy Animations 
- # ----------------------------------------------------------------------------- 
- # Enemies now show battle animations when they deliver attacks and skills 
- # against the player's party. Before in RPG Maker VX Ace, it was nothing more 
- # than just sound effects and the screen shaking. Now, animations play where 
- # the status window is and relative to the position of each party member. 
- #  
- # ----------------------------------------------------------------------------- 
- # Left/Right Command Selection 
- # ----------------------------------------------------------------------------- 
- # While choosing actions, the player can press Left or Right to move freely 
- # between (alive) actors to change their skills. Players no longer have to 
- # cancel all the way back to change one person's skill and reselect everything. 
- # On that note, there is now the option that when a battle starts or at the 
- # end of a turn, players will start immediately at command selection rather 
- # than needing to select "Fight" in the Party Command Window. 
- #  
- # ----------------------------------------------------------------------------- 
- # Popups 
- # ----------------------------------------------------------------------------- 
- # Dealing damage, inflicting states, adding buffs, landing critical hits, 
- # striking weaknesses, missing attacks, you name it, there's probably a popup 
- # for it. Popups deliver information to the player in a quick or orderly 
- # fashion without requiring the player to read lines of text. 
- #  
- # ----------------------------------------------------------------------------- 
- # Targeting Window 
- # ----------------------------------------------------------------------------- 
- # When targeting enemies, the window is no longer displayed. Instead, the 
- # targeted enemies are highlighted and their names are shown at the top of the 
- # screen in a help window. Another thing that's changed is when skills that 
- # target multiple targets are selected, there is a confirmation step that the 
- # player must take before continuing. In this confirmation step, all of the 
- # multiple targets are selected and in the help window would display the scope 
- # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped 
- # this step by default. 
- #  
- # ----------------------------------------------------------------------------- 
- # Toggling On and Off Special Effects and Text 
- # ----------------------------------------------------------------------------- 
- # Not everybody likes having the screen shake or the enemies blink when they 
- # take damage. These effects can now be toggled on and off. Certain text can 
- # also be toggled on and off from appearing. A lot of the displayed text has 
- # been rendered redundant through the use of popups. 
- #  
- # ----------------------------------------------------------------------------- 
- # Visual Battle Status Window 
- # ----------------------------------------------------------------------------- 
- # Rather than just having rows of names with HP and MP bars next to them, the 
- # Battle Status Window now displays actors' faces and their gauges aligned at 
- # the bottom. More status effects can be shown in addition to showing more 
- # members on screen at once. The Battle Status Window is also optimized to 
- # refresh less (thus, removing potential lag from the system). 
- #  
- # ----------------------------------------------------------------------------- 
- # Window Position Changes 
- # ----------------------------------------------------------------------------- 
- # Windows such as the Skill Window and Item Window have been rearranged to 
- # always provide the player a clear view of the battlefield rather than opening 
- # up and covering everything. As such, the window positions are placed at the 
- # bottom of the screen and are repositioned. 
- #  
- #============================================================================== 
- # ▼ Instructions 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # To install this script, open up your script editor and copy/paste this script 
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. 
- #  
- # ----------------------------------------------------------------------------- 
- # Skill Notetags - These notetags go in the skills notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <one animation> 
- # Causes the action to display the action animation only once, even if it's a 
- # multi-hit action. This is used primarily for non-all scope targeting. 
- #  
- # ----------------------------------------------------------------------------- 
- # Item Notetags - These notetags go in the items notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <one animation> 
- # Causes the action to display the action animation only once, even if it's a 
- # multi-hit action. This is used primarily for non-all scope targeting. 
- #  
- # ----------------------------------------------------------------------------- 
- # Enemy Notetags - These notetags go in the enemy notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <atk ani 1: x> 
- # <atk ani 2: x> 
- # Changes the normal attack animation of the particular enemy to animation x. 
- # Attack animation 1 is the first one that plays. If there's a second animation 
- # then the second one will play after in mirrored form. 
- #  
- # ----------------------------------------------------------------------------- 
- # State Notetags - These notetags go in the state notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <popup add: string> 
- # <popup rem: string> 
- # <popup dur: string> 
- # Status effects now create popups whenever they're inflicted. However, if you 
- # don't like that a certain status effect uses a particular colour setting, 
- # change "string" to one of the rulesets below to cause that popup to use a 
- # different ruleset. 
- #  
- # <popup hide add> 
- # <popup hide rem> 
- # <popup hide dur> 
- # Not everybody wants status effects to show popups when inflicted. When this 
- # is the case, insert the respective tag to hide popups from appearing when the 
- # state is added, removed, or during the stand-by phases. 
- #  
- # ----------------------------------------------------------------------------- 
- # Debug Tools - These tools only work during Test Play. 
- # ----------------------------------------------------------------------------- 
- # - F5 Key - 
- # Recovers all actors. Restores their HP and MP to max. Does not affect TP. 
- # All states and buffs are removed whether they are positive or negative. 
- #  
- # - F6 Key - 
- # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected. 
- #  
- # - F7 Key - 
- # Sets all actors to have max TP. Everything else is unaffected. 
- #  
- # - F8 Key - 
- # Kills all enemies in battle. Ends the battle quickly. 
- #  
- #============================================================================== 
- # ▼ Compatibility 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that 
- # it will run with RPG Maker VX without adjusting. 
- #  
- #============================================================================== 
-   
- module YEA 
-   module BATTLE 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - General Battle Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # These settings are adjusted for the overall battle system. These are 
-     # various miscellaneous options to adjust. Each of the settings below will 
-     # explain what they do. Change default enemy battle animations here, too. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     BLINK_EFFECTS      = false  # Blink sprite when damaged? 
-     FLASH_WHITE_EFFECT = true   # Flash enemy white when it starts an attack. 
-     SCREEN_SHAKE       = false  # Shake screen in battle? 
-     SKIP_PARTY_COMMAND = true   # Skips the Fight/Escape menu. 
-     AUTO_FAST          = true   # Causes message windows to not wait. 
-     ENEMY_ATK_ANI      = 36     # Sets default attack animation for enemies. 
-   
-     # If this switch is ON, popups will be hidden. If OFF, the popups will be 
-     # shown. If you do not wish to use this switch, set it to 0. 
-     HIDE_POPUP_SWITCH  = 11 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Battle Status Window - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This sets the default battle system your game will use. If your game 
-     # doesn't have any other battle systems installed, it will use :dtb. 
-     #  
-     # Battle System        Requirement 
-     #   :dtb               - Default Turn Battle. Default system. 
-     #   :ftb               - YEA Battle System Add-On: Free Turn Battle 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     DEFAULT_BATTLE_SYSTEM = :dtb     # Default battle system set. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Battle Status Window - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # Here, you can adjust the settings for the battle status window. The 
-     # battle status window, by default, will show the actor's face, HP, MP, TP 
-     # (if viable), and any inflicted status effects. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     BATTLESTATUS_NAME_FONT_SIZE = 20    # Font size used for name. 
-     BATTLESTATUS_TEXT_FONT_SIZE = 20    # Font size used for HP, MP, TP. 
-     BATTLESTATUS_NO_ACTION_ICON = 185   # No action icon. 
-     BATTLESTATUS_HPGAUGE_Y_PLUS = 31    # Y Location buffer used for HP gauge. 
-     BATTLESTATUS_CENTER_FACES   = false # Center faces for the Battle Status. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Help Window Text - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # When selecting a target to attack, this is the text that will be shown 
-     # in place of a target's name for special cases. These special cases are 
-     # for selections that were originally non-targetable battle scopes. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     HELP_TEXT_ALL_FOES        = "敌方全体" 
-     HELP_TEXT_ONE_RANDOM_FOE  = "敌方随机成员一名" 
-     HELP_TEXT_MANY_RANDOM_FOE = "敌方随机成员%d名" 
-     HELP_TEXT_ALL_ALLIES      = "我方全体" 
-     HELP_TEXT_ALL_DEAD_ALLIES = "我方全体(战斗不能)" 
-     HELP_TEXT_ONE_RANDOM_ALLY = "我方随机成员一名" 
-     HELP_TEXT_RANDOM_ALLIES   = "我方随机成员%d名" 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Popup Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # These settings will adjust the popups that appear in battle. Popups 
-     # deliver information to your player as battlers deal damage, inflict 
-     # status effects, and more. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     ENABLE_POPUPS  = false#true     # Set this to false if you wish to disable them. 
-     FLASH_CRITICAL = true     # Sets critical hits to flash. 
-   
-     # This hash adjusts the popup settings that will govern how popups appear. 
-     # Adjust them accordingly. 
-     POPUP_SETTINGS ={ 
-       :offset     => -24,         # Height offset of a popup. 
-       :fade       => 12,          # Fade rate for each popup. 
-       :full       => 60,          # Frames before a popup fades. 
-       :hp_dmg     => "-%s ",      # SprintF for HP damage. 
-       :hp_heal    => "+%s ",      # SprintF for HP healing. 
-       :mp_dmg     => "-%s MP",    # SprintF for MP damage. 
-       :mp_heal    => "+%s MP",    # SprintF for MP healing. 
-       :tp_dmg     => "-%s TP",    # SprintF for MP damage. 
-       :tp_heal    => "+%s TP",    # SprintF for MP healing. 
-       :drained    => "DRAIN",     # Text display for draining HP/MP. 
-       :critical   => "CRITICAL!", # Text display for critical hit. 
-       :missed     => "MISS",      # Text display for missed attack. 
-       :evaded     => "EVADE!",    # Text display for evaded attack. 
-       :nulled     => "NULL",      # Text display for nulled attack. 
-       :failed     => "FAILED",    # Text display for a failed attack. 
-       :add_state  => "+%s",      # SprintF for added states. 
-       :rem_state  => "-%s",      # SprintF for removed states. 
-       :dur_state  => "%s",        # SprintF for during states. 
-       :ele_rates  => true,        # This will display elemental affinities. 
-       :ele_wait   => 20,          # This is how many frames will wait. 
-       :weakpoint  => "WEAKPOINT", # Appears if foe is weak to element. 
-       :resistant  => "RESIST",    # Appears if foe is resistant to element. 
-       :immune     => "IMMUNE",    # Appears if foe is immune to element. 
-       :absorbed   => "ABSORB",    # Appears if foe can absorb the element. 
-       :add_buff   => "%s+",      # Appears when a positive buff is applied. 
-       :add_debuff => "%s-",      # Appears when a negative buff is applied. 
-     } # Do not remove this. 
-   
-     # This is the default font used for the popups. Adjust them accordingly 
-     # or even add new ones. 
-     DEFAULT = ["Microsoft Yahei","微软雅黑","黑体", "VL Gothic", "Verdana", "Arial", "Courier"] 
- #~   
-     # The following are the various rules that govern the individual popup 
-     # types that will appear. Adjust them accordingly. Here is a list of what 
-     # each category does. 
-     #   Zoom1    The zoom the popup starts at. Values over 2.0 may cause lag. 
-     #   Zoom2    The zoom the popup goes to. Values over 2.0 may cause lag. 
-     #   Sz       The font size used for the popup text. 
-     #   Bold     Applying bold for the popup text. 
-     #   Italic   Applying italic for the popup text. 
-     #   Red      The red value of the popup text. 
-     #   Grn      The green value of the popup text. 
-     #   Blu      The blue value of the popup text. 
-     #   Font     The font used for the popup text. 
-     POPUP_RULES ={ 
-       # Type     => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font] 
-       "DEFAULT"  => [   2.0,   1.0, 24, true,  false, 255, 255, 255, DEFAULT], 
-       "CRITICAL" => [   2.0,   1.0, 24, true,  false, 255,  80,  80, DEFAULT],  
-       "HP_DMG"   => [   2.0,   1.0, 36, true,  false, 255, 255, 255, DEFAULT],  
-       "HP_HEAL"  => [   2.0,   1.0, 36, true,  false, 130, 250, 130, DEFAULT],  
-       "MP_DMG"   => [   2.0,   1.0, 36, true,  false, 220, 180, 255, DEFAULT],  
-       "MP_HEAL"  => [   2.0,   1.0, 36, true,  false, 160, 230, 255, DEFAULT],  
-       "TP_DMG"   => [   2.0,   1.0, 36, true,  false, 242, 108,  78, DEFAULT],  
-       "TP_HEAL"  => [   2.0,   1.0, 36, true,  false, 251, 175,  92, DEFAULT],  
-       "ADDSTATE" => [   2.0,   1.0, 24, true,  false, 240, 100, 100, DEFAULT],  
-       "REMSTATE" => [   2.0,   1.0, 24, true,  false, 125, 170, 225, DEFAULT],  
-       "DURSTATE" => [   2.0,   1.0, 24, true,  false, 255, 240, 150, DEFAULT],  
-       "DRAIN"    => [   2.0,   1.0, 36, true,  false, 250, 190, 255, DEFAULT],  
-       "POSITIVE" => [   2.0,   1.0, 24, true,  false, 110, 210, 245, DEFAULT],  
-       "NEGATIVE" => [   2.0,   1.0, 24, true,  false, 245, 155, 195, DEFAULT],  
-       "WEAK_ELE" => [   0.5,   1.0, 24, true,  false, 240, 110,  80, DEFAULT],  
-       "IMMU_ELE" => [   0.5,   1.0, 24, true,  false, 185, 235, 255, DEFAULT],  
-       "REST_ELE" => [   0.5,   1.0, 24, true,  false, 145, 230, 180, DEFAULT],  
-       "ABSB_ELE" => [   0.5,   1.0, 24, true,  false, 250, 190, 255, DEFAULT],  
-       "BUFF"     => [   2.0,   1.0, 24, true,  false, 255, 240, 100, DEFAULT],  
-       "DEBUFF"   => [   2.0,   1.0, 24, true,  false, 160, 130, 200, DEFAULT],  
-     } # Do not remove this. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Streamlined Messages - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # Want to remove some of those annoying messages that appear all the time? 
-     # Now you can! Select which messages you want to enable or disable. Some of 
-     # these messages will be rendered useless due to popups. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     MSG_ENEMY_APPEARS  = false  # Message when enemy appears start of battle. 
-     MSG_CURRENT_STATE  = false  # Show which states has affected battler. 
-     MSG_CURRENT_ACTION = true   # Show the current action of the battler. 
-     MSG_COUNTERATTACK  = true   # Show the message for a counterattack. 
-     MSG_REFLECT_MAGIC  = true   # Show message for reflecting magic attacks. 
-     MSG_SUBSTITUTE_HIT = true   # Show message for ally taking another's hit. 
-     MSG_FAILURE_HIT    = false  # Show effect failed against target. 
-     MSG_CRITICAL_HIT   = false  # Show attack was a critical hit. 
-     MSG_HIT_MISSED     = false  # Show attack missed the target. 
-     MSG_EVASION        = false  # Show attack was evaded by the target. 
-     MSG_HP_DAMAGE      = false  # Show HP damage to target. 
-     MSG_MP_DAMAGE      = false  # Show MP damage to target. 
-     MSG_TP_DAMAGE      = false  # Show TP damage to target. 
-     MSG_ADDED_STATES   = false  # Show target's added states. 
-     MSG_REMOVED_STATES = false  # Show target's removed states. 
-     MSG_CHANGED_BUFFS  = false  # Show target's changed buffs. 
-   
-   end # BATTLE 
- end # YEA 
-   
- #============================================================================== 
- # ▼ Editting anything past this point may potentially result in causing 
- # computer damage, incontinence, explosion of user's head, coma, death, and/or 
- # halitosis so edit at your own risk. 
- #============================================================================== 
-   
- module YEA 
-   module REGEXP 
-   module ENEMY 
-   
-     ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i 
-     ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i 
-   
-   end # ENEMY 
-   module USABLEITEM 
-   
-     ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i 
-   
-   end # USABLEITEM 
-   module STATE 
-   
-     POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i 
-     POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i 
-     POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i 
-   
-     HIDE_ADD  = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i 
-     HIDE_REM  = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i 
-     HIDE_DUR  = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i 
-   
-   end # STATE 
-   end # REGEXP 
- end # YEA 
-   
- #============================================================================== 
- # ■ Switch 
- #============================================================================== 
-   
- module Switch 
-   
-   #-------------------------------------------------------------------------- 
-   # self.hide_popups 
-   #-------------------------------------------------------------------------- 
-   def self.hide_popups 
-     return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0 
-     return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH] 
-   end 
-   
- end # Switch 
-   
- #============================================================================== 
- # ■ Colour 
- #============================================================================== 
-   
- module Colour 
-   
-   #-------------------------------------------------------------------------- 
-   # self.text_colour 
-   #-------------------------------------------------------------------------- 
-   def self.text_colour(index) 
-     windowskin = Cache.system("Window") 
-     x = 64 + (index % 8) * 8 
-     y = 96 + (index / 8) * 8 
-     return windowskin.get_pixel(x, y) 
-   end 
-   
- end # Colour 
-   
- #============================================================================== 
- # ■ Icon 
- #============================================================================== 
-   
- module Icon 
-   
-   #-------------------------------------------------------------------------- 
-   # self.no_action 
-   #-------------------------------------------------------------------------- 
-   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end 
-   
- end # Icon 
-   
- #============================================================================== 
- # ■ Numeric 
- #============================================================================== 
-   
- class Numeric 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: group_digits 
-   #-------------------------------------------------------------------------- 
-   unless $imported["YEA-CoreEngine"] 
-   def group; return self.to_s; end 
-   end # $imported["YEA-CoreEngine"] 
-   
- end # Numeric 
-   
- #============================================================================== 
- # ■ DataManager 
- #============================================================================== 
-   
- module DataManager 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: load_database 
-   #-------------------------------------------------------------------------- 
-   class <<self; alias load_database_abe load_database; end 
-   def self.load_database 
-     load_database_abe 
-     load_notetags_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: load_notetags_abe 
-   #-------------------------------------------------------------------------- 
-   def self.load_notetags_abe 
-     groups = [$data_enemies, $data_states, $data_skills, $data_items] 
-     for group in groups 
-       for obj in group 
-         next if obj.nil? 
-         obj.load_notetags_abe 
-       end 
-     end 
-   end 
-   
- end # DataManager 
-   
- #============================================================================== 
- # ■ RPG::UsableItem 
- #============================================================================== 
-   
- class RPG::UsableItem < RPG::BaseItem 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :one_animation 
-   
-   #-------------------------------------------------------------------------- 
-   # common cache: load_notetags_abe 
-   #-------------------------------------------------------------------------- 
-   def load_notetags_abe 
-     @one_animation = false 
-     #--- 
-     self.note.split(/[\r\n]+/).each { |line| 
-       case line 
-       #--- 
-       when YEA::REGEXP::USABLEITEM::ONE_ANIMATION 
-         @one_animation = true 
-       end 
-     } # self.note.split 
-     #--- 
-   end 
-   
- end # RPG::UsableItem 
-   
- #============================================================================== 
- # ■ RPG::Enemy 
- #============================================================================== 
-   
- class RPG::Enemy < RPG::BaseItem 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :atk_animation_id1 
-   attr_accessor :atk_animation_id2 
-   
-   #-------------------------------------------------------------------------- 
-   # common cache: load_notetags_abe 
-   #-------------------------------------------------------------------------- 
-   def load_notetags_abe 
-     @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI 
-     @atk_animation_id2 = 0 
-     #--- 
-     self.note.split(/[\r\n]+/).each { |line| 
-       case line 
-       #--- 
-       when YEA::REGEXP::ENEMY::ATK_ANI1 
-         @atk_animation_id1 = $1.to_i 
-       when YEA::REGEXP::ENEMY::ATK_ANI2 
-         @atk_animation_id2 = $1.to_i 
-       end 
-     } # self.note.split 
-     #--- 
-   end 
-   
- end # RPG::Enemy 
-   
- #============================================================================== 
- # ■ RPG::Enemy 
- #============================================================================== 
-   
- class RPG::State < RPG::BaseItem 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :popup_rules 
-   
-   #-------------------------------------------------------------------------- 
-   # common cache: load_notetags_abe 
-   #-------------------------------------------------------------------------- 
-   def load_notetags_abe 
-     @popup_rules = {  
-       :add_state => "ADDSTATE",  
-       :rem_state => "REMSTATE",  
-       :dur_state => nil 
-     } # Do not remove this. 
-     #--- 
-     self.note.split(/[\r\n]+/).each { |line| 
-       case line 
-       #--- 
-       when YEA::REGEXP::STATE::POPUP_ADD 
-         @popup_rules[:add_state] = $1.upcase.to_s 
-       when YEA::REGEXP::STATE::POPUP_REM 
-         @popup_rules[:rem_state] = $1.upcase.to_s 
-       when YEA::REGEXP::STATE::POPUP_DUR 
-         @popup_rules[:dur_state] = $1.upcase.to_s 
-       when YEA::REGEXP::STATE::HIDE_ADD 
-         @popup_rules[:add_state] = nil 
-       when YEA::REGEXP::STATE::HIDE_REM 
-         @popup_rules[:rem_state] = nil 
-       when YEA::REGEXP::STATE::HIDE_DUR 
-         @popup_rules[:dur_state] = nil 
-       end 
-     } # self.note.split 
-     #--- 
-   end 
-   
- end # RPG::State 
-   
- #============================================================================== 
- # ■ BattleManager 
- #============================================================================== 
-   
- module BattleManager 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: self.battle_start 
-   #-------------------------------------------------------------------------- 
-   def self.battle_start 
-     $game_system.battle_count += 1 
-     $game_party.on_battle_start 
-     $game_troop.on_battle_start 
-     return unless YEA::BATTLE::MSG_ENEMY_APPEARS 
-     $game_troop.enemy_names.each do |name| 
-       $game_message.add(sprintf(Vocab::Emerge, name)) 
-     end 
-     if @preemptive 
-       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name)) 
-     elsif @surprise 
-       $game_message.add(sprintf(Vocab::Surprise, $game_party.name)) 
-     end 
-     wait_for_message 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: make_action_orders 
-   #-------------------------------------------------------------------------- 
-   def self.make_action_orders 
-     make_dtb_action_orders if btype?(:dtb) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_dtb_action_orders 
-   #-------------------------------------------------------------------------- 
-   def self.make_dtb_action_orders 
-     @action_battlers = [] 
-     @action_battlers += $game_party.members unless @surprise 
-     @action_battlers += $game_troop.members unless @preemptive 
-     @action_battlers.each {|battler| battler.make_speed } 
-     @action_battlers.sort! {|a,b| b.speed - a.speed } 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: turn_start 
-   #-------------------------------------------------------------------------- 
-   def self.turn_start 
-     @phase = :turn 
-     clear_actor 
-     $game_troop.increase_turn 
-     @performed_battlers = [] 
-     make_action_orders 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: next_subject 
-   #-------------------------------------------------------------------------- 
-   def self.next_subject 
-     @performed_battlers = [] if @performed_battlers.nil? 
-     loop do 
-       @action_battlers -= @performed_battlers 
-       battler = @action_battlers.shift 
-       return nil unless battler 
-       next unless battler.index && battler.alive? 
-       @performed_battlers.push(battler) 
-       return battler 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: force_action 
-   #-------------------------------------------------------------------------- 
-   def self.force_action(battler) 
-     @action_forced = [] if @action_forced == nil 
-     @action_forced.push(battler) 
-     return unless Switch.forced_action_remove 
-     @action_battlers.delete(battler) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: action_forced? 
-   #-------------------------------------------------------------------------- 
-   def self.action_forced? 
-     @action_forced != nil 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: action_forced_battler 
-   #-------------------------------------------------------------------------- 
-   def self.action_forced_battler 
-     @action_forced.shift 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: clear_action_force 
-   #-------------------------------------------------------------------------- 
-   def self.clear_action_force 
-     return if @action_forced.nil? 
-     @action_forced = nil if @action_forced.empty? 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: self.init_battle_type 
-   #-------------------------------------------------------------------------- 
-   def self.init_battle_type 
-     set_btype($game_system.battle_system) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: self.set_btype 
-   #-------------------------------------------------------------------------- 
-   def self.set_btype(btype = :dtb) 
-     @battle_type = btype 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: self.btype? 
-   #-------------------------------------------------------------------------- 
-   def self.btype?(btype) 
-     return @battle_type == btype 
-   end 
-   
- end # BattleManager 
-   
- #============================================================================== 
- # ■ Game_System 
- #============================================================================== 
-   
- class Game_System 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: battle_system 
-   #-------------------------------------------------------------------------- 
-   def battle_system 
-     if @battle_system.nil? 
-       return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM) 
-     else 
-       return battle_system_corrected(@battle_system) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: set_battle_system 
-   #-------------------------------------------------------------------------- 
-   def set_battle_system(type) 
-     case type 
-     when :dtb; @battle_system = :dtb 
-     when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb 
-     else;      @battle_system = :dtb 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: battle_system_corrected 
-   #-------------------------------------------------------------------------- 
-   def battle_system_corrected(type) 
-     case type 
-     when :dtb; return :dtb 
-     when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb 
-     else;      return :dtb 
-     end 
-   end 
-   
- end # Game_System 
-   
- #============================================================================== 
- # ■ Sprite_Base 
- #============================================================================== 
-   
- class Sprite_Base < Sprite 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: start_pseudo_animation 
-   #-------------------------------------------------------------------------- 
-   unless $imported["YEA-CoreEngine"] 
-   def start_pseudo_animation(animation, mirror = false) 
-     dispose_animation 
-     @animation = animation 
-     return if @animation.nil? 
-     @ani_mirror = mirror 
-     set_animation_rate 
-     @ani_duration = @animation.frame_max * @ani_rate + 1 
-     @ani_sprites = [] 
-   end 
-   end # $imported["YEA-CoreEngine"] 
-   
- end # Sprite_Base 
-   
- #============================================================================== 
- # ■ Sprite_Battler 
- #============================================================================== 
-   
- class Sprite_Battler < Sprite_Base 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :effect_type 
-   attr_accessor :battler_visible 
-   attr_accessor :popups 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: initialize 
-   #-------------------------------------------------------------------------- 
-   alias sprite_battler_initialize_abe initialize 
-   def initialize(viewport, battler = nil) 
-     sprite_battler_initialize_abe(viewport, battler) 
-     @popups = [] 
-     @popup_flags = [] 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: update_bitmap 
-   #-------------------------------------------------------------------------- 
-   alias sprite_battler_update_bitmap_abe update_bitmap 
-   def update_bitmap 
-     return if @battler.actor? && @battler.battler_name == "" 
-     sprite_battler_update_bitmap_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: setup_new_animation 
-   #-------------------------------------------------------------------------- 
-   unless $imported["YEA-CoreEngine"] 
-   alias sprite_battler_setup_new_animation_abe setup_new_animation 
-   def setup_new_animation 
-     sprite_battler_setup_new_animation_abe 
-     return if @battler.pseudo_ani_id <= 0 
-     animation = $data_animations[@battler.pseudo_ani_id] 
-     mirror = @battler.animation_mirror 
-     start_pseudo_animation(animation, mirror) 
-     @battler.pseudo_ani_id = 0 
-   end 
-   end # $imported["YEA-CoreEngine"] 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: setup_new_effect 
-   #-------------------------------------------------------------------------- 
-   alias sprite_battler_setup_new_effect_abe setup_new_effect 
-   def setup_new_effect 
-     sprite_battler_setup_new_effect_abe 
-     setup_popups 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: setup_popups 
-   #-------------------------------------------------------------------------- 
-   def setup_popups 
-     return unless @battler.use_sprite? 
-     @battler.popups = [] if @battler.popups.nil? 
-     return if @battler.popups == [] 
-     array = @battler.popups.shift 
-     create_new_popup(array[0], array[1], array[2]) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_new_popup 
-   #-------------------------------------------------------------------------- 
-   def create_new_popup(value, rules, flags) 
-     return if [url=home.php?mod=space&uid=133701]@battler[/url] == nil 
-     return if flags & @popup_flags != [] 
-     array = YEA::BATTLE::POPUP_RULES[rules] 
-     for popup in @popups 
-       popup.y -= 24 
-     end 
-     return unless SceneManager.scene.is_a?(Scene_Battle) 
-     return if SceneManager.scene.spriteset.nil? 
-     view = SceneManager.scene.spriteset.viewportPopups 
-     new_popup = Sprite_Popup.new(view, @battler, value, rules, flags) 
-     @popups.push(new_popup) 
-     @popup_flags.push("weakness") if flags.include?("weakness") 
-     @popup_flags.push("resistant") if flags.include?("resistant") 
-     @popup_flags.push("immune") if flags.include?("immune") 
-     @popup_flags.push("absorbed") if flags.include?("absorbed") 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: update_effect 
-   #-------------------------------------------------------------------------- 
-   alias sprite_battler_update_effect_abe update_effect 
-   def update_effect 
-     sprite_battler_update_effect_abe 
-     update_popups 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: update_popups 
-   #-------------------------------------------------------------------------- 
-   def update_popups 
-     for popup in @popups 
-       popup.update 
-       next unless popup.opacity <= 0 
-       popup.bitmap.dispose 
-       popup.dispose 
-       @popups.delete(popup) 
-       popup = nil 
-     end 
-     @popup_flags = [] if @popups == [] && @popup_flags != [] 
-     return unless SceneManager.scene_is?(Scene_Battle) 
-     if @current_active_battler != SceneManager.scene.subject 
-       @current_active_battler = SceneManager.scene.subject 
-       @popup_flags = [] 
-     end 
-   end 
-   
- end # Sprite_Battler 
-   
- #============================================================================== 
- # ■ Sprite_Popup 
- #============================================================================== 
-   
- class Sprite_Popup < Sprite_Base 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :flags 
-   
-   #-------------------------------------------------------------------------- 
-   # initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize(viewport, battler, value, rules, flags) 
-     super(viewport) 
-     @value = value 
-     @rules = rules 
-     @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules) 
-     [url=home.php?mod=space&uid=274289]@fade[/url] = YEA::BATTLE::POPUP_SETTINGS[:fade] 
-     @full = YEA::BATTLE::POPUP_SETTINGS[:full] 
-     @flags = flags 
-     @battler = battler 
-     create_popup_bitmap 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # create_popup_bitmap 
-   #-------------------------------------------------------------------------- 
-   def create_popup_bitmap 
-     rules_array = YEA::BATTLE::POPUP_RULES[@rules] 
-     bw = Graphics.width 
-     bw += 48 if @flags.include?("state") 
-     bh = Font.default_size * 3 
-     bitmap = Bitmap.new(bw, bh) 
-     bitmap.font.name = rules_array[8] 
-     size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2] 
-     bitmap.font.size = size 
-     bitmap.font.bold = rules_array[3] 
-     bitmap.font.italic = rules_array[4] 
-     if flags.include?("critical") 
-       crit = YEA::BATTLE::POPUP_RULES["CRITICAL"] 
-       bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255) 
-     else 
-       bitmap.font.out_color.set(0, 0, 0, 255) 
-     end 
-     dx = 0; dy = 0; dw = 0 
-     dx += 24 if @flags.include?("state") 
-     dw += 24 if @flags.include?("state") 
-     if @flags.include?("state") || @flags.include?("buff") 
-       c_width = bitmap.text_size(@value).width 
-       icon_bitmap = $game_temp.iconset 
-       icon_index = flag_state_icon 
-       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-       bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255) 
-     end 
-     bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7]) 
-     bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1) 
-     self.bitmap = bitmap 
-     self.x = @battler.screen_x 
-     self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1 
-     self.x -= SceneManager.scene.spriteset.viewport1.ox 
-     self.y = @battler.screen_y - @battler.sprite.oy/2 
-     self.y -= @battler.sprite.oy/2 if @battler.actor? 
-     self.y -= SceneManager.scene.spriteset.viewport1.oy 
-     self.ox = bw/2; self.oy = bh/2 
-     self.zoom_x = self.zoom_y = rules_array[0] 
-     if @flags.include?("no zoom") 
-       self.zoom_x = self.zoom_y = rules_array[1] 
-     end 
-     @target_zoom = rules_array[1] 
-     @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up" 
-     self.z = 500 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # update 
-   #-------------------------------------------------------------------------- 
-   def update 
-     super 
-     #--- 
-     if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL 
-       @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0 
-       @hue_duration -= 1 
-       self.bitmap.hue_change(15) if @hue_duration <= 0 
-     end 
-     #--- 
-     if @zoom_direction == "up" 
-       self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min 
-       self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min 
-     else 
-       self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max 
-       self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max 
-     end 
-     #--- 
-     @full -= 1 
-     return if @full > 0 
-     self.y -= 1 
-     self.opacity -= @fade 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # flag_state_icon 
-   #-------------------------------------------------------------------------- 
-   def flag_state_icon 
-     for item in @flags; return item if item.is_a?(Integer); end 
-     return 0 
-   end 
-   
- end # Sprite_Popup 
-   
- #============================================================================== 
- # ■ Spriteset_Battle 
- #============================================================================== 
-   
- class Spriteset_Battle 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :actor_sprites 
-   attr_accessor :enemy_sprites 
-   attr_accessor :viewport1 
-   attr_accessor :viewportPopups 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_viewports 
-   #-------------------------------------------------------------------------- 
-   alias spriteset_battle_create_viewports_abe create_viewports 
-   def create_viewports 
-     spriteset_battle_create_viewports_abe 
-     @viewportPopups = Viewport.new 
-     @viewportPopups.z = 200 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: dispose_viewports 
-   #-------------------------------------------------------------------------- 
-   alias spriteset_battle_dispose_viewports_abe dispose_viewports 
-   def dispose_viewports 
-     spriteset_battle_dispose_viewports_abe 
-     @viewportPopups.dispose 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: update_viewports 
-   #-------------------------------------------------------------------------- 
-   alias spriteset_battle_update_viewports_abe update_viewports 
-   def update_viewports 
-     spriteset_battle_update_viewports_abe 
-     @viewportPopups.update 
-   end 
-   
- end # Spriteset_Battle 
-   
- #============================================================================== 
- # ■ Game_Temp 
- #============================================================================== 
-   
- class Game_Temp 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :battle_aid 
-   attr_accessor :evaluating 
-   attr_accessor :iconset 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: initialize 
-   #-------------------------------------------------------------------------- 
-   alias game_temp_initialize_abe initialize 
-   def initialize 
-     game_temp_initialize_abe 
-     @iconset = Cache.system("Iconset") 
-   end 
-   
- end # Game_Temp 
-   
- #============================================================================== 
- # ■ Game_Action 
- #============================================================================== 
-   
- class Game_Action 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: speed 
-   #-------------------------------------------------------------------------- 
-   def speed 
-     speed = subject.agi 
-     speed += item.speed if item 
-     speed += subject.atk_speed if attack? 
-     return speed 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: evaluate_item_with_target 
-   #-------------------------------------------------------------------------- 
-   alias evaluate_item_with_target_abe evaluate_item_with_target 
-   def evaluate_item_with_target(target) 
-     $game_temp.evaluating = true 
-     result = evaluate_item_with_target_abe(target) 
-     $game_temp.evaluating = false 
-     return result 
-   end 
-   
- end # Game_Action 
-   
- #============================================================================== 
- # ■ Game_ActionResult 
- #============================================================================== 
-   
- class Game_ActionResult 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: clear 
-   #-------------------------------------------------------------------------- 
-   alias game_actionresult_clear_abe clear 
-   def clear 
-     game_actionresult_clear_abe 
-     clear_stored_damage 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: clear_stored_damage 
-   #-------------------------------------------------------------------------- 
-   def clear_stored_damage 
-     @stored_hp_damage = 0 
-     @stored_mp_damage = 0 
-     @stored_tp_damage = 0 
-     @stored_hp_drain = 0 
-     @stored_mp_drain = 0 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: store_damage 
-   #-------------------------------------------------------------------------- 
-   def store_damage 
-     @stored_hp_damage += @hp_damage 
-     @stored_mp_damage += @mp_damage 
-     @stored_tp_damage += @tp_damage 
-     @stored_hp_drain += @hp_drain 
-     @stored_mp_drain += @mp_drain 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: restore_damage 
-   #-------------------------------------------------------------------------- 
-   def restore_damage 
-     @hp_damage = @stored_hp_damage 
-     @mp_damage = @stored_mp_damage 
-     @tp_damage = @stored_tp_damage 
-     @hp_drain = @stored_hp_drain 
-     @mp_drain = @stored_mp_drain 
-   end 
-   
- end # Game_ActionResult 
-   
- #============================================================================== 
- # ■ Game_BattlerBase 
- #============================================================================== 
-   
- class Game_BattlerBase 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :popups 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_popup 
-   #-------------------------------------------------------------------------- 
-   def create_popup(value, rules = "DEFAULT", flags = []) 
-     return unless SceneManager.scene_is?(Scene_Battle) 
-     return unless YEA::BATTLE::ENABLE_POPUPS 
-     return if Switch.hide_popups 
-     @popups = [] if @popups.nil? 
-     @popups.push([value, rules, flags]) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_damage_popups 
-   #-------------------------------------------------------------------------- 
-   def make_damage_popups(user) 
-     if @result.hp_drain != 0 
-       text = YEA::BATTLE::POPUP_SETTINGS[:drained] 
-       rules = "DRAIN" 
-       user.create_popup(text, rules) 
-       setting = :hp_dmg  if @result.hp_drain < 0 
-       setting = :hp_heal if @result.hp_drain > 0 
-       rules = "HP_DMG"   if @result.hp_drain < 0 
-       rules = "HP_HEAL"  if @result.hp_drain > 0 
-       value = @result.hp_drain.abs 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) 
-       user.create_popup(text, rules) 
-     end 
-     if @result.mp_drain != 0 
-       text = YEA::BATTLE::POPUP_SETTINGS[:drained] 
-       rules = "DRAIN" 
-       user.create_popup(text, rules) 
-       setting = :mp_dmg  if @result.mp_drain < 0 
-       setting = :mp_heal if @result.mp_drain > 0 
-       rules = "HP_DMG"   if @result.mp_drain < 0 
-       rules = "HP_HEAL"  if @result.mp_drain > 0 
-       value = @result.mp_drain.abs 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) 
-       user.create_popup(text, rules) 
-     end 
-     #--- 
-     flags = [] 
-     flags.push("critical") if @result.critical 
-     if @result.hp_damage != 0 
-       setting = :hp_dmg  if @result.hp_damage > 0 
-       setting = :hp_heal if @result.hp_damage < 0 
-       rules = "HP_DMG"   if @result.hp_damage > 0 
-       rules = "HP_HEAL"  if @result.hp_damage < 0 
-       value = @result.hp_damage.abs 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) 
-       create_popup(text, rules, flags) 
-     end 
-     if @result.mp_damage != 0 
-       setting = :mp_dmg  if @result.mp_damage > 0 
-       setting = :mp_heal if @result.mp_damage < 0 
-       rules = "MP_DMG"   if @result.mp_damage > 0 
-       rules = "MP_HEAL"  if @result.mp_damage < 0 
-       value = @result.mp_damage.abs 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) 
-       create_popup(text, rules, flags) 
-     end 
-     if @result.tp_damage != 0 
-       setting = :tp_dmg  if @result.tp_damage > 0 
-       setting = :tp_heal if @result.tp_damage < 0 
-       rules = "TP_DMG"   if @result.tp_damage > 0 
-       rules = "TP_HEAL"  if @result.tp_damage < 0 
-       value = @result.tp_damage.abs 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group) 
-       create_popup(text, rules) 
-     end 
-     @result.store_damage 
-     @result.clear_damage_values 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: erase_state 
-   #-------------------------------------------------------------------------- 
-   alias game_battlerbase_erase_state_abe erase_state 
-   def erase_state(state_id) 
-     make_state_popup(state_id, :rem_state) if @states.include?(state_id) 
-     game_battlerbase_erase_state_abe(state_id) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_during_state_popup 
-   #-------------------------------------------------------------------------- 
-   def make_during_state_popup 
-     state_id = most_important_state_id 
-     return if state_id == 0 
-     make_state_popup(state_id, :dur_state) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: most_important_state_id 
-   #-------------------------------------------------------------------------- 
-   def most_important_state_id 
-     states.each {|state| return state.id unless state.message3.empty? } 
-     return 0 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_state_popup 
-   #-------------------------------------------------------------------------- 
-   def make_state_popup(state_id, type) 
-     state = $data_states[state_id] 
-     return if state.icon_index == 0 
-     rules = state.popup_rules[type] 
-     return if rules.nil? 
-     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name) 
-     flags = ["state", state.icon_index] 
-     create_popup(text, rules, flags) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_miss_popups 
-   #-------------------------------------------------------------------------- 
-   def make_miss_popups(user, item) 
-     return if dead? 
-     if @result.missed 
-       text = YEA::BATTLE::POPUP_SETTINGS[:missed] 
-       rules = "DEFAULT" 
-       create_popup(text, rules) 
-     end 
-     if @result.evaded 
-       text = YEA::BATTLE::POPUP_SETTINGS[:evaded] 
-       rules = "DEFAULT" 
-       create_popup(text, rules) 
-     end 
-     if @result.hit? && !@result.success 
-       text = YEA::BATTLE::POPUP_SETTINGS[:failed] 
-       rules = "DEFAULT" 
-       create_popup(text, rules) 
-     end 
-     if @result.hit? && item.damage.to_hp? 
-       if @result.hp_damage == 0 && @result.hp_damage == 0 
-         text = YEA::BATTLE::POPUP_SETTINGS[:nulled] 
-         rules = "DEFAULT" 
-         create_popup(text, rules) 
-       end 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_rate_popup 
-   #-------------------------------------------------------------------------- 
-   def make_rate_popup(rate) 
-     return if rate == 1.0 
-     flags = [] 
-     if rate > 1.0 
-       text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint] 
-       rules = "WEAK_ELE" 
-       flags.push("weakness") 
-     elsif rate == 0.0 
-       text = YEA::BATTLE::POPUP_SETTINGS[:immune] 
-       rules = "IMMU_ELE" 
-       flags.push("immune") 
-     elsif rate < 0.0 
-       text = YEA::BATTLE::POPUP_SETTINGS[:absorbed] 
-       rules = "ABSB_ELE" 
-       flags.push("absorbed") 
-     else 
-       text = YEA::BATTLE::POPUP_SETTINGS[:resistant] 
-       rules = "REST_ELE" 
-       flags.push("resistant") 
-     end 
-     create_popup(text, rules, flags) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: make_buff_popup 
-   #-------------------------------------------------------------------------- 
-   def make_buff_popup(param_id, positive = true) 
-     return unless alive? 
-     name = Vocab::param(param_id) 
-     if positive 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name) 
-       rules = "BUFF" 
-       buff_level = 1 
-     else 
-       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name) 
-       rules = "DEBUFF" 
-       buff_level = -1 
-     end 
-     icon = buff_icon_index(buff_level, param_id) 
-     flags = ["buff", icon] 
- #~     return if @popups.include?([text, rules, flags]) 
-     create_popup(text, rules, flags) 
-   end 
-   
- end # Game_BattlerBase 
-   
- #============================================================================== 
- # ■ Game_Battler 
- #============================================================================== 
-   
- class Game_Battler < Game_BattlerBase 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :pseudo_ani_id 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_battle_end 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_on_battle_end_abe on_battle_end 
-   def on_battle_end 
-     game_battler_on_battle_end_abe 
-     @popups = [] 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: clear_sprite_effects 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_clear_sprite_effects_abe clear_sprite_effects 
-   def clear_sprite_effects 
-     game_battler_clear_sprite_effects_abe 
-     @pseudo_ani_id = 0 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: item_apply 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_item_apply_abe item_apply 
-   def item_apply(user, item) 
-     game_battler_item_apply_abe(user, item) 
-     make_miss_popups(user, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: make_damage_value 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_make_damage_value_abe make_damage_value 
-   def make_damage_value(user, item) 
-     game_battler_make_damage_value_abe(user, item) 
-     rate = item_element_rate(user, item) 
-     make_rate_popup(rate) unless $game_temp.evaluating 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: execute_damage 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_execute_damage_abe execute_damage 
-   def execute_damage(user) 
-     game_battler_execute_damage_abe(user) 
-     make_damage_popups(user) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: item_effect_recover_hp 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp 
-   def item_effect_recover_hp(user, item, effect) 
-     game_battler_item_effect_recover_hp_abe(user, item, effect) 
-     make_damage_popups(user) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: item_effect_recover_mp 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp 
-   def item_effect_recover_mp(user, item, effect) 
-     game_battler_item_effect_recover_mp_abe(user, item, effect) 
-     make_damage_popups(user) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: item_effect_gain_tp 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp 
-   def item_effect_gain_tp(user, item, effect) 
-     game_battler_item_effect_gain_tp_abe(user, item, effect) 
-     make_damage_popups(user) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: item_user_effect 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_item_user_effect_abe item_user_effect 
-   def item_user_effect(user, item) 
-     game_battler_item_user_effect_abe(user, item) 
-     @result.restore_damage 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: add_new_state 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_add_new_state_abe add_new_state 
-   def add_new_state(state_id) 
-     game_battler_add_new_state_abe(state_id) 
-     make_state_popup(state_id, :add_state) if @states.include?(state_id) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: add_buff 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_add_buff_abe add_buff 
-   def add_buff(param_id, turns) 
-     make_buff_popup(param_id, true) 
-     game_battler_add_buff_abe(param_id, turns) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: add_debuff 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_add_debuff_abe add_debuff 
-   def add_debuff(param_id, turns) 
-     make_buff_popup(param_id, false) 
-     game_battler_add_debuff_abe(param_id, turns) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: regenerate_all 
-   #-------------------------------------------------------------------------- 
-   alias game_battler_regenerate_all_abe regenerate_all 
-   def regenerate_all 
-     game_battler_regenerate_all_abe 
-     return unless alive? 
-     make_damage_popups(self) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: can_collapse? 
-   #-------------------------------------------------------------------------- 
-   def can_collapse? 
-     return false unless dead? 
-     unless actor? 
-       return false unless sprite.battler_visible 
-       array = [:collapse, :boss_collapse, :instant_collapse] 
-       return false if array.include?(sprite.effect_type) 
-     end 
-     return true 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_mp? 
-   #-------------------------------------------------------------------------- 
-   def draw_mp?; return true; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_tp? 
-   #-------------------------------------------------------------------------- 
-   def draw_tp? 
-     return $data_system.opt_display_tp 
-   end 
-   
- end # Game_Battler 
-   
- #============================================================================== 
- # ■ Game_Actor 
- #============================================================================== 
-   
- class Game_Actor < Game_Battler 
-   
-   #def battler_name 
-     #return "Slime" 
-   #end 
-   
-   #def battler_hue 
-     #return 0 
-   #end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: perform_damage_effect 
-   #-------------------------------------------------------------------------- 
-   def perform_damage_effect 
-     $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE 
-     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS 
-     Sound.play_actor_damage 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: use_sprite? 
-   #-------------------------------------------------------------------------- 
-   def use_sprite?; return true; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: screen_x 
-   #-------------------------------------------------------------------------- 
-   def screen_x 
-     return 0 unless SceneManager.scene_is?(Scene_Battle) 
-     status_window = SceneManager.scene.status_window 
-     return 0 if status_window.nil? 
-     item_rect_width = (status_window.width-24) / $game_party.max_battle_members 
-     ext = SceneManager.scene.info_viewport.ox 
-     rect = SceneManager.scene.status_window.item_rect(self.index) 
-     constant = 128 + 12 
-     return constant + rect.x + item_rect_width / 2 - ext 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: screen_y 
-   #-------------------------------------------------------------------------- 
-   def screen_y 
-     return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle) 
-     return Graphics.height - 120 if SceneManager.scene.status_window.nil? 
-     return Graphics.height - (SceneManager.scene.status_window.height * 7/8) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: screen_z 
-   #-------------------------------------------------------------------------- 
-   def screen_z; return 100; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: sprite 
-   #-------------------------------------------------------------------------- 
-   def sprite 
-     index = $game_party.battle_members.index(self) 
-     return SceneManager.scene.spriteset.actor_sprites[index] 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_mp? 
-   #-------------------------------------------------------------------------- 
-   def draw_mp? 
-     return true unless draw_tp? 
-     for skill in skills 
-       next unless added_skill_types.include?(skill.stype_id) 
-       return true if skill.mp_cost > 0 
-     end 
-     return false 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_tp? 
-   #-------------------------------------------------------------------------- 
-   def draw_tp? 
-     return false unless $data_system.opt_display_tp 
-     for skill in skills 
-       next unless added_skill_types.include?(skill.stype_id) 
-       return true if skill.tp_cost > 0 
-     end 
-     return false 
-   end 
-   
- end # Game_Actor 
-   
- #============================================================================== 
- # ■ Game_Enemy 
- #============================================================================== 
-   
- class Game_Enemy < Game_Battler 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: perform_damage_effect 
-   #-------------------------------------------------------------------------- 
-   def perform_damage_effect 
-     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS 
-     Sound.play_enemy_damage 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new methods: attack_animation_id 
-   #-------------------------------------------------------------------------- 
-   def atk_animation_id1; return enemy.atk_animation_id1; end 
-   def atk_animation_id2; return enemy.atk_animation_id2; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: sprite 
-   #-------------------------------------------------------------------------- 
-   def sprite 
-     return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index] 
-   end 
-   
- end # Game_Enemy 
-   
- #============================================================================== 
- # ■ Game_Unit 
- #============================================================================== 
-   
- class Game_Unit 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: make_actions 
-   #-------------------------------------------------------------------------- 
-   alias game_unit_make_actions_abe make_actions 
-   def make_actions 
-     game_unit_make_actions_abe 
-     refresh_autobattler_status_window 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: refresh_autobattler_status_window 
-   #-------------------------------------------------------------------------- 
-   def refresh_autobattler_status_window 
-     return unless SceneManager.scene_is?(Scene_Battle) 
-     return unless self.is_a?(Game_Party) 
-     SceneManager.scene.refresh_autobattler_status_window 
-   end 
-   
- end # Game_Unit 
-   
- #============================================================================== 
- # ■ Window_PartyCommand 
- #============================================================================== 
-   
- class Window_PartyCommand < Window_Command 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: process_handling 
-   #-------------------------------------------------------------------------- 
-   def process_handling 
-     return unless open? && active 
-     return process_dir6 if Input.repeat?(:RIGHT) 
-     return super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_dir6 
-   #-------------------------------------------------------------------------- 
-   def process_dir6 
-     Sound.play_cursor 
-     Input.update 
-     deactivate 
-     call_handler(:dir6) 
-   end 
-   
- end # Window_PartyCommand 
-   
- #============================================================================== 
- # ■ Window_ActorCommand 
- #============================================================================== 
-   
- class Window_ActorCommand < Window_Command 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: process_handling 
-   #-------------------------------------------------------------------------- 
-   def process_handling 
-     return unless open? && active 
-     return process_dir4 if Input.repeat?(:LEFT) 
-     return process_dir6 if Input.repeat?(:RIGHT) 
-     return super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_dir4 
-   #-------------------------------------------------------------------------- 
-   def process_dir4 
-     Sound.play_cursor 
-     Input.update 
-     deactivate 
-     call_handler(:cancel) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_dir6 
-   #-------------------------------------------------------------------------- 
-   def process_dir6 
-     Sound.play_cursor 
-     #Input.update 
-     #deactivate 
-     #call_handler(:dir6) 
-   end 
-   
- end # Window_ActorCommand 
-   
- #============================================================================== 
- # ■ Window_BattleStatus 
- #============================================================================== 
-   
- class Window_BattleStatus < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0, window_width, window_height+24) 
-     self.openness = 0 
-     @party = $game_party.battle_members.clone 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: col_max 
-   #-------------------------------------------------------------------------- 
-   def col_max; return $game_party.max_battle_members; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: battle_members 
-   #-------------------------------------------------------------------------- 
-   def battle_members; return $game_party.battle_members; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: actor 
-   #-------------------------------------------------------------------------- 
-   def actor; return battle_members[@index]; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: update 
-   #-------------------------------------------------------------------------- 
-   def update 
-     super 
-     return if @party == $game_party.battle_members 
-     @party = $game_party.battle_members.clone 
-     refresh 
-   end 
-   
-   def draw_actor_figure(actor, x, y, enabled = true) 
-     bitmap = Cache.system("bf"+actor.id.to_s+".png") 
-     rect = Rect.new(0,0,bitmap.width, bitmap.height)     
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_item 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index) 
-     return if index.nil? 
-     clear_item(index) 
-     actor = battle_members[index] 
-     rect = item_rect(index) 
-     item_x = rect.x #+ 6 
-     return if actor.nil? 
- #~     draw_actor_figure(actor, item_x+2, rect.y+2, actor.alive?) 
-     draw_actor_figure(actor, item_x, rect.y, actor.alive?) 
-     draw_actor_name(actor, item_x, rect.y, rect.width) 
- #~     draw_actor_action(actor, item_x + 96, rect.y - 2) 
-     draw_actor_icons(actor, item_x, line_height-5, rect.width) 
-     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS  
-     yadj = 10 
-     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE 
-     draw_actor_hp(actor, item_x+2, line_height*2+gx, rect.width) 
-     if draw_tp?(actor) && draw_mp?(actor) 
-       dw = rect.width/2-2-16 
-       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE 
-       draw_actor_tp(actor, item_x+2, line_height*3+gx-yadj+3, dw) 
-       dw = rect.width - rect.width/2 - 2-6 
-       draw_actor_mp(actor, item_x+rect.width/2-6, line_height*3+gx-yadj+3, dw) 
-     elsif draw_tp?(actor) && !draw_mp?(actor) 
-       draw_actor_tp(actor, item_x+2, line_height*3+gx-yadj+3, rect.width) 
-     else 
-       draw_actor_mp(actor, item_x+2, line_height*3+gx-yadj+3, rect.width) 
-     end 
-     draw_actor_action(actor, item_x, line_height*2+gx) 
-   end 
-   
-   def draw_actor_icons(actor, x, y, width = 96) 
-     icons = (actor.state_icons + actor.buff_icons)[0, width / 24] 
-     icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y,false) } 
-   end 
-   #-------------------------------------------------------------------------- 
-   # overwrite method: item_rect 
-   #-------------------------------------------------------------------------- 
-   def item_rect(index) 
-     rect = Rect.new 
-     rect.width = contents.width / 6 #$game_party.max_battle_members + 32 
-     rect.height = contents.height 
-     rect.x = index * rect.width 
-     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES 
-       rect.x += (contents.width - $game_party.members.size * rect.width) / 2 
-     end 
-     rect.y = 0 
-     return rect 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_face 
-   #-------------------------------------------------------------------------- 
-   def draw_face(face_name, face_index, dx, dy, enabled = true) 
-     bitmap = Cache.face(face_name) 
-     fx = [(96 - item_rect(0).width + 1) / 2, 0].max 
-     fy = face_index / 4 * 96 + 2 
-     fw = [item_rect(0).width - 4, 92].min 
-     rect = Rect.new(fx, fy, fw, 92) 
-     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92) 
-     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_actor_name 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_name(actor, dx, dy, dw = 112) 
-     reset_font_settings 
-     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE 
-     change_color(hp_color(actor)) 
- #~     draw_text(dx+24, dy, dw-24, line_height, actor.name) 
-     draw_text(dx, dy, dw, line_height, actor.name) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_actor_action 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_action(actor, dx, dy) 
-     draw_icon(action_icon(actor), dx, dy) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: action_icon 
-   #-------------------------------------------------------------------------- 
-   def action_icon(actor) 
-     return Icon.no_action if actor.current_action.nil? 
-     return Icon.no_action if actor.current_action.item.nil? 
-     return actor.current_action.item.icon_index 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_tp? 
-   #-------------------------------------------------------------------------- 
-   def draw_tp?(actor) 
-     return actor.draw_tp? 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_mp? 
-   #-------------------------------------------------------------------------- 
-   def draw_mp?(actor) 
-     return actor.draw_mp? 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_current_and_max_values 
-   #-------------------------------------------------------------------------- 
-   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2) 
-     change_color(color1) 
-     draw_text(dx, dy, dw, line_height, current.group, 2) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_actor_hp 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_hp(actor, dx, dy, width = 124) 
-     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) 
-     change_color(system_color) 
-     cy = (Font.default_size - contents.font.size) / 2 + 1 
- #~     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a) 
-     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp, 
-       hp_color(actor), normal_color) 
-     end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_actor_mp 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_mp(actor, dx, dy, width = 124) 
-     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) 
-     change_color(system_color) 
-     cy = (Font.default_size - contents.font.size) / 2 + 1 
- #~     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a) 
-     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp, 
-       mp_color(actor), normal_color) 
-     end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_actor_tp 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_tp(actor, dx, dy, width = 124) 
-     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2) 
-     change_color(system_color) 
-     cy = (Font.default_size - contents.font.size) / 2 + 1 
-     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a) 
-     change_color(tp_color(actor)) 
-     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2) 
-   end 
-   
- end # Window_BattleStatus 
-   
- #============================================================================== 
- # ■ Window_BattleActor 
- #============================================================================== 
-   
- class Window_BattleActor < Window_BattleStatus 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: show 
-   #-------------------------------------------------------------------------- 
-   def show 
-     create_flags 
-     super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_flags 
-   #-------------------------------------------------------------------------- 
-   def create_flags 
-     set_select_flag(:any) 
-     select(0) 
-     return if $game_temp.battle_aid.nil? 
-     if $game_temp.battle_aid.need_selection? 
-       select(0) 
-       #set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend? 
-     elsif $game_temp.battle_aid.for_user? 
-       battler = BattleManager.actor 
-       id = battler.nil? ? 0 : $game_party.battle_members.index(battler) 
-       select(id) 
-       set_select_flag(:user) 
-     elsif $game_temp.battle_aid.for_all? 
-       select(0) 
-       set_select_flag(:all) 
-       set_select_flag(:all) if $game_temp.battle_aid.for_dead_friend? 
-       #set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend? 
-     elsif $game_temp.battle_aid.for_random? 
-       select(0) 
-       set_select_flag(:random) if $game_temp.battle_aid.for_random? 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: set_flag 
-   #-------------------------------------------------------------------------- 
-   def set_select_flag(flag) 
-     @select_flag = flag 
-     case @select_flag 
-     when :all, :all_dead, :random 
-       @cursor_all = true 
-     else 
-       @cursor_all = false 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: update_cursor 
-   #-------------------------------------------------------------------------- 
-   def update_cursor 
-     if @cursor_all 
-       cursor_rect.set(0, 0, contents.width, contents.height) 
-       self.top_row = 0 
-     elsif @index < 0 
-       cursor_rect.empty 
-     else 
-       ensure_cursor_visible 
-       cursor_rect.set(item_rect(@index)) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: cursor_movable? 
-   #-------------------------------------------------------------------------- 
-   def cursor_movable? 
-     return false if @select_flag == :user 
-     return super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: current_item_enabled? 
-   #-------------------------------------------------------------------------- 
-   def current_item_enabled? 
-     return true if $game_temp.battle_aid.nil? 
-     if $game_temp.battle_aid.need_selection? 
-       member = $game_party.battle_members[@index] 
-       return true#member.dead? if $game_temp.battle_aid.for_dead_friend? 
-     elsif $game_temp.battle_aid.for_dead_friend? 
-       for member in $game_party.battle_members 
-         return true #if member.dead? 
-       end 
-       return false 
-     end 
-     return true 
-   end 
-   
- end # Window_BattleActor 
-   
- #============================================================================== 
- # ■ Window_BattleStatusAid 
- #============================================================================== 
-   
- class Window_BattleStatusAid < Window_BattleStatus 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :status_window 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super 
-     self.visible = false 
-     self.openness = 255 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: window_width 
-   #-------------------------------------------------------------------------- 
-   def window_width; return 128; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: show 
-   #-------------------------------------------------------------------------- 
-   def show 
-     super 
-     refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     return if @status_window.nil? 
-     draw_item(@status_window.index) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: item_rect 
-   #-------------------------------------------------------------------------- 
-   def item_rect(index) 
-     return Rect.new(0, 0, contents.width, contents.height) 
-   end 
-   
-   def draw_item(index) 
-     return if index.nil? 
-     clear_item(index) 
-     actor = battle_members[index] 
-     rect = item_rect(index) 
-     item_x = rect.x 
-     return if actor.nil? 
-     draw_actor_figure(actor, item_x + 18 , rect.y+2, actor.alive?) 
-     draw_actor_name(actor, item_x, rect.y, rect.width) 
-     draw_actor_icons(actor, item_x, line_height-5, rect.width) 
-     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS 
-     yadj = 10 
-     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE 
-     draw_actor_hp(actor, item_x+2, line_height*2+gx, rect.width) 
-     if draw_tp?(actor) && draw_mp?(actor) 
-       dw = rect.width/2-2-16 
-       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE 
-       draw_actor_tp(actor, item_x+2, line_height*3+gx-yadj+3, dw) 
-       dw = rect.width - rect.width/2 - 2-6 
-       draw_actor_mp(actor, item_x+rect.width/2-6, line_height*3+gx-yadj+3, dw) 
-     elsif draw_tp?(actor) && !draw_mp?(actor) 
-       draw_actor_tp(actor, item_x+2, line_height*3+gx-yadj+3, rect.width) 
-     else 
-       draw_actor_mp(actor, item_x+2, line_height*3+gx-yadj+3, rect.width) 
-     end 
-     draw_actor_action(actor, item_x, line_height*2+gx) 
-   end 
-   
-   def draw_actor_icons(actor, x, y, width = 96) 
-     icons = (actor.state_icons + actor.buff_icons)[0, width / 24] 
-     icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y,false) } 
-   end 
-   
-   def draw_actor_name(actor, dx, dy, dw = 112) 
-     reset_font_settings 
-     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE 
-     change_color(hp_color(actor)) 
-     draw_text(dx+24, dy, dw-24, line_height, actor.name) 
-   end 
-   
-   
- end # Window_BattleStatusAid 
-   
- #============================================================================== 
- # ■ Window_BattleEnemy 
- #============================================================================== 
-   
- class Window_BattleEnemy < Window_Selectable 
-   #-------------------------------------------------------------------------- 
-   # overwrite method: initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize(info_viewport) 
-     super(0, Graphics.height, window_width, fitting_height(1)) 
-     refresh 
-     self.visible = false 
-     @info_viewport = info_viewport 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: col_max 
-   #-------------------------------------------------------------------------- 
-   def col_max; return item_max; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: show 
-   #-------------------------------------------------------------------------- 
-   def show 
-     create_flags 
-     super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_flags 
-   #-------------------------------------------------------------------------- 
-   def create_flags 
-     set_select_flag(:any) 
-     select(0) 
-     return if $game_temp.battle_aid.nil? 
-     if $game_temp.battle_aid.need_selection? 
-       select(0) 
-     elsif $game_temp.battle_aid.for_all? 
-       select(0) 
-       set_select_flag(:all) 
-     elsif $game_temp.battle_aid.for_random? 
-       select(0) 
-       set_select_flag(:random) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: set_flag 
-   #-------------------------------------------------------------------------- 
-   def set_select_flag(flag) 
-     @select_flag = flag 
-     case @select_flag 
-     when :all, :random 
-       @cursor_all = true 
-     else 
-       @cursor_all = false 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: select_all? 
-   #-------------------------------------------------------------------------- 
-   def select_all? 
-     return true if @select_flag == :all 
-     return true if @select_flag == :random 
-     return false 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: update_cursor 
-   #-------------------------------------------------------------------------- 
-   def update_cursor 
-     if @cursor_all 
-       cursor_rect.set(0, 0, contents.width, contents.height) 
-       self.top_row = 0 
-     elsif @index < 0 
-       cursor_rect.empty 
-     else 
-       ensure_cursor_visible 
-       cursor_rect.set(item_rect(@index)) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: cursor_movable? 
-   #-------------------------------------------------------------------------- 
-   def cursor_movable? 
-     return false if @select_flag == :user 
-     return super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: current_item_enabled? 
-   #-------------------------------------------------------------------------- 
-   def current_item_enabled? 
-     return true if $game_temp.battle_aid.nil? 
-     if $game_temp.battle_aid.need_selection? 
-       member = $game_party.battle_members[@index] 
-       return true#member.dead? if $game_temp.battle_aid.for_dead_friend? 
-     elsif $game_temp.battle_aid.for_dead_friend? 
-       for member in $game_party.battle_members 
-         return true #if member.dead? 
-       end 
-       return false 
-     end 
-     return true 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: enemy 
-   #-------------------------------------------------------------------------- 
-   def enemy; @data[index]; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     make_item_list 
-     create_contents 
-     draw_all_items 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: make_item_list 
-   #-------------------------------------------------------------------------- 
-   def make_item_list 
-     @data = $game_troop.alive_members 
-     @data.sort! { |a,b| a.screen_x <=> b.screen_x } 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_item 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index); return; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: update 
-   #-------------------------------------------------------------------------- 
-   def update 
-     super 
-     return unless active 
-     enemy.sprite_effect_type = :whiten 
-     return unless select_all? 
-     for enemy in $game_troop.alive_members 
-       enemy.sprite_effect_type = :whiten 
-     end 
-   end 
-   
- end # Window_BattleEnemy 
-   
- #============================================================================== 
- # ■ Window_BattleHelp 
- #============================================================================== 
-   
- class Window_BattleHelp < Window_Help 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :actor_window 
-   attr_accessor :enemy_window 
-   
-   #-------------------------------------------------------------------------- 
-   # update 
-   #-------------------------------------------------------------------------- 
-   def update 
-     super 
-     if !self.visible and @text != "" 
-       @text = "" 
-       return refresh 
-     end 
-     update_battler_name 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # update_battler_name 
-   #-------------------------------------------------------------------------- 
-   def update_battler_name 
-     return unless @actor_window.active || @enemy_window.active 
-     if @actor_window.active 
-       battler = $game_party.battle_members[@actor_window.index] 
-     elsif @enemy_window.active 
-       battler = @enemy_window.enemy 
-     end 
-     if special_display? 
-       refresh_special_case(battler) 
-     else 
-       refresh_battler_name(battler) if battler_name(battler) != @text 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # battler_name 
-   #-------------------------------------------------------------------------- 
-   def battler_name(battler) 
-     text = battler.name.clone 
-     return text 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # refresh_battler_name 
-   #-------------------------------------------------------------------------- 
-   def refresh_battler_name(battler) 
-     contents.clear 
-     reset_font_settings 
-     change_color(normal_color) 
-     @text = battler_name(battler) 
-     icons = battler.state_icons + battler.buff_icons 
-     dy = icons.size <= 0 ? line_height / 2 : 0 
-     draw_text(0, dy, contents.width, line_height, @text, 1) 
-     dx = (contents.width - (icons.size * 24)) / 2 
-     draw_actor_icons(battler, dx, line_height, contents.width) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # special_display? 
-   #-------------------------------------------------------------------------- 
-   def special_display? 
-     return false if $game_temp.battle_aid.nil? 
-     return false if $game_temp.battle_aid.for_user? 
-     return !$game_temp.battle_aid.need_selection? 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # refresh_special_case 
-   #-------------------------------------------------------------------------- 
-   def refresh_special_case(battler) 
-     if $game_temp.battle_aid.for_opponent? 
-       if $game_temp.battle_aid.for_all? 
-         text = YEA::BATTLE::HELP_TEXT_ALL_FOES 
-       else 
-         case $game_temp.battle_aid.number_of_targets 
-         when 1 
-           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE 
-         else 
-           number = $game_temp.battle_aid.number_of_targets 
-           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number) 
-         end 
-       end 
-     else # $game_temp.battle_aid.for_friend? 
-       if $game_temp.battle_aid.for_dead_friend? 
-         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES 
-       elsif $game_temp.battle_aid.for_random? 
-         case $game_temp.battle_aid.number_of_targets 
-         when 1 
-           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY 
-         else 
-           number = $game_temp.battle_aid.number_of_targets 
-           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number) 
-         end 
-       else 
-         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES 
-       end 
-     end 
-     return if text == @text 
-     @text = text 
-     contents.clear 
-     reset_font_settings 
-     draw_text(0, 0, contents.width, line_height*2, @text, 1) 
-   end 
-   
- end # Window_BattleHelp 
-   
- #============================================================================== 
- # ■ Window_BattleLog 
- #============================================================================== 
-   
- class Window_BattleLog < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_current_state 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_current_state_abe display_current_state 
-   def display_current_state(subject) 
-     subject.make_during_state_popup 
-     return unless YEA::BATTLE::MSG_CURRENT_STATE 
-     window_battlelog_display_current_state_abe(subject) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_use_item 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_use_item_abe display_use_item 
-   def display_use_item(subject, item) 
-     return unless YEA::BATTLE::MSG_CURRENT_ACTION 
-     window_battlelog_display_use_item_abe(subject, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_counter 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_counter_abe display_counter 
-   def display_counter(target, item) 
-     if YEA::BATTLE::MSG_COUNTERATTACK 
-       window_battlelog_display_counter_abe(target, item) 
-     else 
-       Sound.play_evasion 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_reflection 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_reflection_abe display_reflection 
-   def display_reflection(target, item) 
-     if YEA::BATTLE::MSG_REFLECT_MAGIC 
-       window_battlelog_display_reflection_abe(target, item) 
-     else 
-       Sound.play_reflection 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_substitute 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_substitute_abe display_substitute 
-   def display_substitute(substitute, target) 
-     return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT 
-     window_battlelog_display_substitute_abe(substitute, target) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_failure 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_failure_abe display_failure 
-   def display_failure(target, item) 
-     return unless YEA::BATTLE::MSG_FAILURE_HIT 
-     window_battlelog_display_failure_abe(target, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_critical 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_critical_abe display_critical 
-   def display_critical(target, item) 
-     return unless YEA::BATTLE::MSG_CRITICAL_HIT 
-     window_battlelog_display_critical_abe(target, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_miss 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_miss_abe display_miss 
-   def display_miss(target, item) 
-     return unless YEA::BATTLE::MSG_HIT_MISSED 
-     window_battlelog_display_miss_abe(target, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_evasion 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_evasion_abe display_evasion 
-   def display_evasion(target, item) 
-     if YEA::BATTLE::MSG_EVASION 
-       window_battlelog_display_evasion_abe(target, item) 
-     else 
-       if !item || item.physical? 
-         Sound.play_evasion 
-       else 
-         Sound.play_magic_evasion 
-       end 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: display_hp_damage 
-   #-------------------------------------------------------------------------- 
-   def display_hp_damage(target, item) 
-     return if target.result.hp_damage == 0 && item && !item.damage.to_hp? 
-     if target.result.hp_damage > 0 && target.result.hp_drain == 0 
-       target.perform_damage_effect 
-     end 
-     Sound.play_recovery if target.result.hp_damage < 0 
-     return unless YEA::BATTLE::MSG_HP_DAMAGE 
-     add_text(target.result.hp_damage_text) 
-     wait 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: display_mp_damage 
-   #-------------------------------------------------------------------------- 
-   def display_mp_damage(target, item) 
-     return if target.dead? || target.result.mp_damage == 0 
-     Sound.play_recovery if target.result.mp_damage < 0 
-     return unless YEA::BATTLE::MSG_MP_DAMAGE 
-     add_text(target.result.mp_damage_text) 
-     wait 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: display_tp_damage 
-   #-------------------------------------------------------------------------- 
-   def display_tp_damage(target, item) 
-     return if target.dead? || target.result.tp_damage == 0 
-     Sound.play_recovery if target.result.tp_damage < 0 
-     return unless YEA::BATTLE::MSG_TP_DAMAGE 
-     add_text(target.result.tp_damage_text) 
-     wait 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_added_states 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_added_states_abe display_added_states 
-   def display_added_states(target) 
-     return unless YEA::BATTLE::MSG_ADDED_STATES 
-     window_battlelog_display_added_states_abe(target) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_removed_states 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_removed_states_abe display_removed_states 
-   def display_removed_states(target) 
-     return unless YEA::BATTLE::MSG_REMOVED_STATES 
-     window_battlelog_display_removed_states_abe(target) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: display_changed_buffs 
-   #-------------------------------------------------------------------------- 
-   alias window_battlelog_display_changed_buffs_abe display_changed_buffs 
-   def display_changed_buffs(target) 
-     return unless YEA::BATTLE::MSG_CHANGED_BUFFS 
-     window_battlelog_display_changed_buffs_abe(target) 
-   end 
-   
- end # Window_BattleLog 
-   
- #============================================================================== 
- # ■ Window_SkillList 
- #============================================================================== 
-   
- class Window_SkillList < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: spacing 
-   #-------------------------------------------------------------------------- 
-   def spacing 
-     return 8 if $game_party.in_battle 
-     return super 
-   end 
-   
- end # Window_SkillList 
-   
- #============================================================================== 
- # ■ Window_ItemList 
- #============================================================================== 
-   
- class Window_ItemList < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: spacing 
-   #-------------------------------------------------------------------------- 
-   def spacing 
-     return 8 if $game_party.in_battle 
-     return super 
-   end 
-   
- end # Window_ItemList 
-   
- #============================================================================== 
- # ■ Scene_Battle 
- #============================================================================== 
-   
- class Scene_Battle < Scene_Base 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :enemy_window 
-   attr_accessor :info_viewport 
-   attr_accessor :spriteset 
-   attr_accessor :status_window 
-   attr_accessor :status_aid_window 
-   attr_accessor :subject 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_spriteset 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_spriteset_abe create_spriteset 
-   def create_spriteset 
-     BattleManager.init_battle_type 
-     scene_battle_create_spriteset_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: update_basic 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_update_basic_abe update_basic 
-   def update_basic 
-     scene_battle_update_basic_abe 
-     update_debug 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: update_debug 
-   #-------------------------------------------------------------------------- 
-   def update_debug 
-     return unless $TEST || $BTEST 
-     debug_heal_party if Input.trigger?(:F5) 
-     debug_damage_party if Input.trigger?(:F6) 
-     debug_fill_tp if Input.trigger?(:F7) 
-     debug_kill_all if Input.trigger?(:F8) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: debug_heal_party 
-   #-------------------------------------------------------------------------- 
-   def debug_heal_party 
-     Sound.play_recovery 
-     for member in $game_party.battle_members 
-       member.recover_all 
-     end 
-     @status_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: debug_damage_party 
-   #-------------------------------------------------------------------------- 
-   def debug_damage_party 
-     Sound.play_actor_damage 
-     for member in $game_party.alive_members 
-       member.hp = 1 
-       member.mp = 0 
-       member.tp = 0 
-     end 
-     @status_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: debug_fill_tp 
-   #-------------------------------------------------------------------------- 
-   def debug_fill_tp 
-     Sound.play_recovery 
-     for member in $game_party.alive_members 
-       member.tp = member.max_tp 
-     end 
-     @status_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: debug_kill_all 
-   #-------------------------------------------------------------------------- 
-   def debug_kill_all 
-     for enemy in $game_troop.alive_members 
-       enemy.hp = 0 
-       enemy.perform_collapse_effect 
-     end 
-     BattleManager.judge_win_loss 
-     @log_window.wait 
-     @log_window.wait_for_effect 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_all_windows 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_all_windows_abe create_all_windows 
-   def create_all_windows 
-     scene_battle_create_all_windows_abe 
-     create_battle_status_aid_window 
-     set_help_window 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_info_viewport 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_info_viewport_abe create_info_viewport 
-   def create_info_viewport 
-     scene_battle_create_info_viewport_abe 
-     @status_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_battle_status_aid_window 
-   #-------------------------------------------------------------------------- 
-   def create_battle_status_aid_window 
-     @status_aid_window = Window_BattleStatusAid.new 
-     @status_aid_window.status_window = @status_window 
-     @status_aid_window.x = Graphics.width - @status_aid_window.width 
-     @status_aid_window.y = Graphics.height - @status_aid_window.height 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: create_help_window 
-   #-------------------------------------------------------------------------- 
-   def create_help_window 
-     @help_window = Window_BattleHelp.new 
-     @help_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: set_help_window 
-   #-------------------------------------------------------------------------- 
-   def set_help_window 
-     @help_window.actor_window = @actor_window 
-     @help_window.enemy_window = @enemy_window 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_party_command_window 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_party_command_window_abe create_party_command_window 
-   def create_party_command_window 
-     scene_battle_create_party_command_window_abe 
-     @party_command_window.set_handler(:dir6, method(:command_fight)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_actor_command_window 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_actor_command_window_abe create_actor_command_window 
-   def create_actor_command_window 
-     scene_battle_create_actor_command_window_abe 
-     @actor_command_window.set_handler(:dir4, method(:prior_command)) 
-     @actor_command_window.set_handler(:dir6, method(:next_command)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_skill_window 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_skill_window_abe create_skill_window 
-   def create_skill_window 
-     scene_battle_create_skill_window_abe 
-     @skill_window.height = @info_viewport.rect.height 
-     @skill_window.width = Graphics.width - @actor_command_window.width 
-     @skill_window.y = Graphics.height - @skill_window.height 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: create_item_window 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_create_item_window_abe create_item_window 
-   def create_item_window 
-     scene_battle_create_item_window_abe 
-     @item_window.height = @skill_window.height 
-     @item_window.width = @skill_window.width 
-     @item_window.y = Graphics.height - @item_window.height 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: show_fast? 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_show_fast_abe show_fast? 
-   def show_fast? 
-     return true if YEA::BATTLE::AUTO_FAST 
-     return scene_battle_show_fast_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: next_command 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_next_command_abe next_command 
-   def next_command 
-     @status_window.show 
-     redraw_current_status 
-     @actor_command_window.show 
-     @status_aid_window.hide 
-     scene_battle_next_command_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: prior_command 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_prior_command_abe prior_command 
-   def prior_command 
-     redraw_current_status 
-     scene_battle_prior_command_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: redraw_current_status 
-   #-------------------------------------------------------------------------- 
-   def redraw_current_status 
-     return if @status_window.index < 0 
-     @status_window.draw_item(@status_window.index) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: command_attack 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_command_attack_abe command_attack 
-   def command_attack 
-     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id] 
-     scene_battle_command_attack_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: command_skill 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_command_skill_abe command_skill 
-   def command_skill 
-     scene_battle_command_skill_abe 
-     @status_window.hide 
-     @actor_command_window.hide 
-     @status_aid_window.show 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: command_item 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_command_item_abe command_item 
-   def command_item 
-     scene_battle_command_item_abe 
-     @status_window.hide 
-     @actor_command_window.hide 
-     @status_aid_window.show 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: on_skill_ok 
-   #-------------------------------------------------------------------------- 
-   def on_skill_ok 
-     @skill = @skill_window.item 
-     $game_temp.battle_aid = @skill 
-     BattleManager.actor.input.set_skill(@skill.id) 
-     BattleManager.actor.last_skill.object = @skill 
-     if @skill.for_opponent? 
-       select_enemy_selection 
-     elsif @skill.for_friend? 
-       select_actor_selection 
-     else 
-       @skill_window.hide 
-       next_command 
-       $game_temp.battle_aid = nil 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_skill_cancel 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_skill_cancel_abe on_skill_cancel 
-   def on_skill_cancel 
-     scene_battle_on_skill_cancel_abe 
-     @status_window.show 
-     @actor_command_window.show 
-     @status_aid_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: on_item_ok 
-   #-------------------------------------------------------------------------- 
-   def on_item_ok 
-     @item = @item_window.item 
-     $game_temp.battle_aid = @item 
-     BattleManager.actor.input.set_item(@item.id) 
-     if @item.for_opponent? 
-       select_enemy_selection 
-     elsif @item.for_friend? 
-       select_actor_selection 
-     else 
-       @item_window.hide 
-       next_command 
-       $game_temp.battle_aid = nil 
-     end 
-     $game_party.last_item.object = @item 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_item_cancel 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_item_cancel_abe on_item_cancel 
-   def on_item_cancel 
-     scene_battle_on_item_cancel_abe 
-     @status_window.show 
-     @actor_command_window.show 
-     @status_aid_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: select_actor_selection 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_select_actor_selection_abe select_actor_selection 
-   def select_actor_selection 
-     @status_aid_window.refresh 
-     scene_battle_select_actor_selection_abe 
-     @status_window.hide 
-     @skill_window.hide 
-     @item_window.hide 
-     @help_window.show 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_actor_ok 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_actor_ok_abe on_actor_ok 
-   def on_actor_ok 
-     $game_temp.battle_aid = nil 
-     scene_battle_on_actor_ok_abe 
-     @status_window.show 
-     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil? 
-       @actor_command_window.visible = !@confirm_command_window.visible 
-     else 
-       @actor_command_window.show 
-     end 
-     @status_aid_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_actor_cancel 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_actor_cancel_abe on_actor_cancel 
-   def on_actor_cancel 
-     BattleManager.actor.input.clear 
-     @status_aid_window.refresh 
-     $game_temp.battle_aid = nil 
-     scene_battle_on_actor_cancel_abe 
-     case @actor_command_window.current_symbol 
-     when :skill 
-       @skill_window.show 
-     when :item 
-       @item_window.show 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: select_enemy_selection 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_select_enemy_selection_abe select_enemy_selection 
-   def select_enemy_selection 
-     @status_aid_window.refresh 
-     scene_battle_select_enemy_selection_abe 
-     @help_window.show 
-   end 
-   #-------------------------------------------------------------------------- 
-   # alias method: on_enemy_ok 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_enemy_ok_abe on_enemy_ok 
-   def on_enemy_ok 
-     $game_temp.battle_aid = nil 
-     scene_battle_on_enemy_ok_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_enemy_cancel 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel 
-   def on_enemy_cancel 
-     BattleManager.actor.input.clear 
-     @status_aid_window.refresh 
-     $game_temp.battle_aid = nil 
-     scene_battle_on_enemy_cancel_abe 
-     if @skill_window.visible || @item_window.visible 
-       @help_window.show 
-     else 
-       @help_window.hide 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: battle_start 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_battle_start_abe battle_start 
-   def battle_start 
-     scene_battle_battle_start_abe 
-     return unless YEA::BATTLE::SKIP_PARTY_COMMAND 
-     @party_command_window.deactivate 
-     if BattleManager.input_start 
-       command_fight  
-     else 
-       turn_start 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: turn_end 
-   #-------------------------------------------------------------------------- 
-   def turn_end 
-     all_battle_members.each do |battler| 
-       battler.on_turn_end 
-       status_redraw_target(battler) 
-       @log_window.display_auto_affected_status(battler) 
-       @log_window.wait_and_clear 
-     end 
-     update_party_cooldowns if $imported["YEA-CommandParty"] 
-     BattleManager.turn_end 
-     process_event 
-     start_party_command_selection 
-     return unless YEA::BATTLE::SKIP_PARTY_COMMAND 
-     if BattleManager.input_start 
-       @party_command_window.deactivate 
-       command_fight 
-     else 
-       @party_command_window.deactivate 
-       turn_start 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: execute_action 
-   #-------------------------------------------------------------------------- 
-   def execute_action 
-     @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT 
-     use_item 
-     @log_window.wait_and_clear 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: apply_item_effects 
-   #-------------------------------------------------------------------------- 
-   def apply_item_effects(target, item) 
-     if $imported["YEA-LunaticObjects"] 
-       lunatic_object_effect(:prepare, item, @subject, target) 
-     end 
-     target.item_apply(@subject, item) 
-     status_redraw_target(@subject) 
-     status_redraw_target(target) unless target == @subject 
-     @log_window.display_action_results(target, item) 
-     if $imported["YEA-LunaticObjects"] 
-       lunatic_object_effect(:during, item, @subject, target) 
-     end 
-     perform_collapse_check(target) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwite method: invoke_counter_attack 
-   #-------------------------------------------------------------------------- 
-   def invoke_counter_attack(target, item) 
-     @log_window.display_counter(target, item) 
-     attack_skill = $data_skills[target.attack_skill_id] 
-     @subject.item_apply(target, attack_skill) 
-     status_redraw_target(@subject) 
-     status_redraw_target(target) unless target == @subject 
-     @log_window.display_action_results(@subject, attack_skill) 
-     perform_collapse_check(target) 
-     perform_collapse_check(@subject) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: perform_collapse_check 
-   #-------------------------------------------------------------------------- 
-   def perform_collapse_check(target) 
-     return if YEA::BATTLE::MSG_ADDED_STATES 
-     target.perform_collapse_effect if target.can_collapse? 
-     @log_window.wait 
-     @log_window.wait_for_effect 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: show_attack_animation 
-   #-------------------------------------------------------------------------- 
-   def show_attack_animation(targets) 
-     show_normal_animation(targets, @subject.atk_animation_id1, false) 
-     wait_for_animation 
-     show_normal_animation(targets, @subject.atk_animation_id2, true) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: show_normal_animation 
-   #-------------------------------------------------------------------------- 
-   def show_normal_animation(targets, animation_id, mirror = false) 
-     animation = $data_animations[animation_id] 
-     return if animation.nil? 
-     ani_check = false 
-     if targets != nil 
-     targets.each do |target| 
-       if ani_check && target.animation_id <= 0 
-         target.pseudo_ani_id = animation_id 
-       else 
-         target.animation_id = animation_id 
-       end 
-       target.animation_mirror = mirror 
-       ani_check = true if animation.to_screen? 
-     end 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: process_action_end 
-   #-------------------------------------------------------------------------- 
-   def process_action_end 
-     @subject.on_action_end 
-     status_redraw_target(@subject) 
-     @log_window.display_auto_affected_status(@subject) 
-     @log_window.wait_and_clear 
-     @log_window.display_current_state(@subject) 
-     @log_window.wait_and_clear 
-     BattleManager.judge_win_loss 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: use_item 
-   #-------------------------------------------------------------------------- 
-   def use_item 
-     item = @subject.current_action.item 
-     @log_window.display_use_item(@subject, item) 
-     @subject.use_item(item) 
-     status_redraw_target(@subject) 
-     if $imported["YEA-LunaticObjects"] 
-       lunatic_object_effect(:before, item, @subject, @subject) 
-     end 
-     process_casting_animation if $imported["YEA-CastAnimations"] 
-     targets = @subject.current_action.make_targets.compact rescue [] 
-     show_animation(targets, item.animation_id) if show_all_animation?(item) 
-     targets.each {|target|  
-       if $imported["YEA-TargetManager"] 
-         target = alive_random_target(target, item) if item.for_random? 
-       end 
-       item.repeats.times { invoke_item(target, item) } } 
-     if $imported["YEA-LunaticObjects"] 
-       lunatic_object_effect(:after, item, @subject, @subject) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: invoke_item 
-   #-------------------------------------------------------------------------- 
-   alias scene_battle_invoke_item_abe invoke_item 
-   def invoke_item(target, item) 
-     show_animation([target], item.animation_id) if separate_ani?(target, item) 
-     #if target.dead? != item.for_dead_friend? 
-     #  @subject.last_target_index = target.index 
-     #  return 
-     #end 
-     scene_battle_invoke_item_abe(target, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: show_all_animation? 
-   #-------------------------------------------------------------------------- 
-   def show_all_animation?(item) 
-     return true if item.one_animation 
-     return false if $data_animations[item.animation_id].nil? 
-     return false unless $data_animations[item.animation_id].to_screen? 
-     return true 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: separate_ani? 
-   #-------------------------------------------------------------------------- 
-   def separate_ani?(target, item) 
-     #return false if item.one_animation 
-     #return false if $data_animations[item.animation_id].nil? 
-     #return false if $data_animations[item.animation_id].to_screen? 
-     #return target.dead? == item.for_dead_friend? 
-     return false 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: status_redraw_target 
-   #-------------------------------------------------------------------------- 
-   def status_redraw_target(target) 
-     return unless target.actor? 
-     @status_window.draw_item($game_party.battle_members.index(target)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: start_party_command_selection 
-   #-------------------------------------------------------------------------- 
-   alias start_party_command_selection_abe start_party_command_selection 
-   def start_party_command_selection 
-     @status_window.refresh unless scene_changing? 
-     start_party_command_selection_abe 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: refresh_status 
-   #-------------------------------------------------------------------------- 
-   def refresh_status; return; end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: refresh_autobattler_status_window 
-   #-------------------------------------------------------------------------- 
-   def refresh_autobattler_status_window 
-     for member in $game_party.battle_members 
-       next unless member.auto_battle? 
-       @status_window.draw_item(member.index) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: hide_extra_gauges 
-   #-------------------------------------------------------------------------- 
-   def hide_extra_gauges 
-     # Made for compatibility 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: show_extra_gauges 
-   #-------------------------------------------------------------------------- 
-   def show_extra_gauges 
-     # Made for compatibility 
-   end 
-   
- end # Scene_Battle 
-   
- #============================================================================== 
- #  
- # ▼ End of File 
- #  
- #==============================================================================