- if true # make false to disable script. true = enabled 
- #=============================================================================== 
- # 
- # ☆ Dekita - Complicated Exp & Gold Formulas. 
- # -- Author   : Dekita 
- # -- Version  : 1.0 
- # -- Level    : Complex   
- # -- Requires : N/A 
- # -- Engine   : RPG Maker VX Ace. 
- # 
- #=============================================================================== 
- # ☆ Import 
- #------------------------------------------------------------------------------- 
- ($imported||={})[:Dekita_] = 1.0 
- #=============================================================================== 
- # ☆ Updates 
- #------------------------------------------------------------------------------- 
- # D /M /Y 
- # 16/1o/2o14 -  
- #=============================================================================== 
- # ☆ Introduction 
- #------------------------------------------------------------------------------- 
- # This script was origionally written by DekitaRPG for The Tomb Of Lost Art  
- # Challenge #5 - Theme: Unbreakable. This piece of 'art' simply shows off 
- # some code writing skills. :) 
- #  
- # This script creates my interpretation of the limit break system from Final  
- # Fantasy 7.  
- # As the theme was 'unbreakable', I have included the ability to notetag a  
- # state so that when the state is applied, your characters cannot break their  
- # limit. ie.. their limit is 'unbreakable' :p 
- #  
- #=============================================================================== 
- # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆ 
- #=============================================================================== 
- # Please give credit to Dekita (or DekitaRPG). (requested, not required.) 
- # Free to use for all projects (commercial / non commercial). 
- #  
- # Please do not repost this script on other sites - if you wish, you can  
- # provide a link to the webpage below; 
- # [url]http://www.dekitarpg.wordpress.com[/url] 
- #  
- #=============================================================================== 
- # ☆ Instructions 
- #------------------------------------------------------------------------------- 
- # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor. 
- #  
- #=============================================================================== 
- # ☆ Script Calls 
- #------------------------------------------------------------------------------- 
- # N/A 
- #  
- #=============================================================================== 
- # ☆ Notetags (default) 
- #------------------------------------------------------------------------------- 
- # <unbreakable> 
- # Notetag used in states notebox to disallow limit break.  
- #  
- #=============================================================================== 
- # ☆ HELP 
- #------------------------------------------------------------------------------- 
- # This script i provided as is; therefore, compatability updates will not be  
- # possible. However, bugs caused by this script can be reported and will be  
- # resolved asap.  
- # You can report bugs for any of MY scripts at the web page below; 
- # [url]http://dekitarpg.wordpress.com/bug-reports/[/url] 
- #  
- #=============================================================================== 
- # [url]www.dekyde.com[/url] 
- # [url]www.dekitarpg.wordpress.com[/url] 
- #=============================================================================== 
- module Limit_Break 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   Vocab = { 
-     :menu_command   => "Limit", 
-     :battle_command => "Limit Skill", 
-     :change_help    => "View skill data and change active limit.", 
-     :leave_help     => "Leave Scene", 
-   } 
-   #----------------------------------------------------------------------------- 
-   # Notetag used in states to disallow limit break.  
-   # <unbreakable> 
-   #----------------------------------------------------------------------------- 
-   Notetag = /<unbreakable>/i 
-   #----------------------------------------------------------------------------- 
-   # true   = override attack command  
-   # false  = place new command above it  
-   #----------------------------------------------------------------------------- 
-   Override = true 
-   #----------------------------------------------------------------------------- 
-   # Hash of actor id => [limit skilll id, limit skilll id, limit skilll id, ...] 
-   #----------------------------------------------------------------------------- 
-   Limits = { 
-        1 =>[118,119,120,121,122,123,124,125], # << Actor 1 
-        2 =>[118,119,120,121,122,123,124,125], # << Actor 2 
-        3 =>[118,119,120,121,122,123,124,125], # << Actor 3 
-        4 =>[118,119,120,121,122,123,124,125], # << Actor 4 
-        5 =>[118,119,120,121,122,123,124,125], # << Actor 5 
-        6 =>[118,119,120,121,122,123,124,125], # << Actor 6 
-        7 =>[118,119,120,121,122,123,124,125], # << Actor 7 
-        8 =>[118,119,120,121,122,123,124,125], # << Actor 8 
-        9 =>[118,119,120,121,122,123,124,125], # << Actor 9 
-       10 =>[118,119,120,121,122,123,124,125], # << Actor 10 
-   } 
-   #----------------------------------------------------------------------------- 
-   # [ end module ] 
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- module Text_Color 
- #=============================================================================== 
-   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
-   # ☆ Color Settings 
-   #----------------------------------------------------------------------------- 
-   # You can use these colors in any of my scripts that offer color customisation. 
-   # simply put Text_Color::THE_COLOR_YOU_WANT as the setting. 
-   # eg. 
-   # Text_Color::Pure_White 
-   #----------------------------------------------------------------------------- 
-   # Shade's 
-   Pure_White  = Color.new(255,255,255) 
-   White       = Color.new(222,222,222) 
-   Grey        = Color.new(111,111,111) 
-   Black       = Color.new(0  ,0  ,0  ) 
-   #----------------------------------------------------------------------------- 
-   # Yellow's 
-   Yellow      = Color.new(255,255,0) 
-   Gold        = Color.new(212,212,64) 
-   Orange      = Color.new(255,182,0) 
-   Deep_Orange = Color.new(212,64,0) 
-   Dirt_Orange = Color.new(182,64,0) 
-   Brown       = Color.new(128,32,0) 
-   #----------------------------------------------------------------------------- 
-   # Red's 
-   Red         = Color.new(251,111,111) 
-   Deep_Red    = Color.new(222,60,60) 
-   Pure_Red    = Color.new(255,0,0) 
-   Pink        = Color.new(255,0,255) 
-   Dark_Pink   = Color.new(182,0,156) 
-   #----------------------------------------------------------------------------- 
-   # Blue's 
-   Sky_Blue    = Color.new(0,182,255) 
-   Light_Blue  = Color.new(64,128,255) 
-   Dark_Blue   = Color.new(32,64,255) 
-   Purple      = Color.new(182,64,255) 
-   Magenta     = Color.new(156,156,255) 
-   #----------------------------------------------------------------------------- 
-   # Green's 
-   Green       = Color.new(111,251,111) 
-   Candy_Green = Color.new(0,255,0) 
-   Dirty_Green = Color.new(128,182,0) 
-   Khaki_Green = Color.new(111,156,64) 
-   Turquoise   = Color.new(0,255,182) 
-   #----------------------------------------------------------------------------- 
-   # [ end module ] 
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- module Vocanicon 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   # Actor Info 
-   # Format    = ["Name:"            , Text_Color::White,  icon,  hue] 
-   #----------------------------------------------------------------------------- 
-   Name        = ["Name:"            , Text_Color::White,  0,  0] 
-   Nick        = ["Alias:"           , Text_Color::White,  0,  0] 
-   Clas        = ["Class:"           , Text_Color::White,  0,  0] 
-   Stts        = ["↓ Status ↓"       , Text_Color::White,  0,  0] 
-   Level       = ['Level:'           , Text_Color::White,  0,  0] 
-   TP          = ["Chi"              , Text_Color::White,119,  0] 
-   Exp         = ["Exp"              , Text_Color::White, 60,  0] 
-   #----------------------------------------------------------------------------- 
-   # Parameters 
-   def self.param(param_id) 
-     case param_id 
-     when 0 then ["Health"           , Text_Color::White, 117, 0] 
-     when 1 then ["Mana"             , Text_Color::White, 118, 0] 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   # [ end module ] 
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- module General 
- #=============================================================================== 
-   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
-   # ☆ General Settings 
-   #----------------------------------------------------------------------------- 
-   # Gauges  = [ Color 1                 , Color 2               ] 
-   Hp_Colors = [ Text_Color::Dirt_Orange , Text_Color::Gold      ] 
-   Mp_Colors = [ Text_Color::Dark_Blue   , Text_Color::Sky_Blue  ] 
-   Tp_Colors = [ Text_Color::Grey        , Text_Color::Pure_Red  ] 
-   Exp_Color = [ Text_Color::Deep_Red    , Text_Color::Dark_Pink ] 
-   #----------------------------------------------------------------------------- 
-   # Customization Section End. 
-   # There is really no point in trying to edit below this line... 
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- # // Customization Section Has Ceased.  
- # // Only edit the code below if you are able to comprehend its processing. 
- # // This is a precaution to ensure your sanity remains intact. :)  
- #=============================================================================== 
- # [url]www.dekyde.com[/url] 
- # [url]www.dekitarpg.wordpress.com[/url] 
- #=============================================================================== 
- class RPG::State < RPG::BaseItem 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def unbreakable? 
-     if @unbreakable.nil? 
-       @unbreakable = false 
-       if self.note =~ Limit_Break::Notetag  
-         @unbreakable = true 
-       end 
-     end 
-     @unbreakable 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Game_Battler < Game_BattlerBase 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   alias :use_item_for_limit :use_item 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def use_item(item) 
-     process_limit_counter(item) 
-     use_item_for_limit(item) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def process_limit_counter(i) 
-     return unless self.is_a?(Game_Actor) 
-     add_limit_counter if can_process_limit_count?(i) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def can_process_limit_count?(i) 
-     all_limit_skills.include?(i.id) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Game_Actor < Game_Battler 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   alias :setup_limits :setup 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def setup(actor_id) 
-     setup_limits(actor_id) 
-     setup_limit_break 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def setup_limit_break 
-     @current_limit_skill_id = Limit_Break::Limits[@actor_id].first 
-     @current_limit_arraypos = 0 
-     @times_used_limits = [0] * Limit_Break::Limits[@actor_id].size 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def all_limit_skills 
-     Limit_Break::Limits[@actor_id] 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def limit_skill 
-     $data_skills[@current_limit_skill_id] 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def limit_count(limit_id) 
-     @times_used_limits[limit_id] 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def limit_unlocked?(limit_id) 
-     return true if limit_id == 0 
-     return @times_used_limits[limit_id-1] >= ((limit_id) * 10) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def add_limit_counter 
-     @times_used_limits[@current_limit_arraypos] += 1 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def set_limit_skill(array_pos) 
-     return unless Limit_Break::Limits[@actor_id][array_pos] 
-     return unless Limit_Break::Limits[@actor_id][array_pos] != @current_limit_skill_id 
-     @current_limit_skill_id = Limit_Break::Limits[@actor_id][array_pos] 
-     @current_limit_arraypos = array_pos 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def can_limit_break? 
-     return false unless tp >= max_tp 
-     return false if states.compact.any? {|s| s.unbreakable? } 
-     return true 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #============================================================================== 
- class Window_Base < Window 
- #============================================================================== 
-   #-------------------------------------------------------------------------- 
-   # Draw Gauge (w/height) 
-   #-------------------------------------------------------------------------- 
-   def draw_deki_gauge(gx, gy, gw, gh, rate, color1, color2) 
-     empty_gauge_color = Color.new(0,0,0,128) 
-     fill_w = [(gw * rate).to_i, gw].min 
-     gauge_h = gh 
-     gauge_y = gy + line_height - 2 - gauge_h 
-     contents.fill_rect(gx, gauge_y, gw, gauge_h, empty_gauge_color) 
-     contents.gradient_fill_rect(gx, gauge_y, fill_w, gauge_h, color1, color2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Draw Hp 
-   #-------------------------------------------------------------------------- 
-   def draw_de_hp(x, y, wid = nil) 
-     wid = self.width/2 - (standard_padding*2) if wid == nil 
-     rate = @actor.hp_rate 
-     color1 = General::Hp_Colors[0] 
-     color2 = General::Hp_Colors[1] 
-     draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2) 
-     draw_text(x+4, y, wid, line_height, Vocanicon.param(0)[0]) 
-     draw_text(x, y, wid-x-6, line_height, "#{@actor.hp}/#{@actor.mhp}",2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Draw Mp 
-   #-------------------------------------------------------------------------- 
-     def draw_de_mp(x, y, wid = nil) 
-     wid = self.width/2 - (standard_padding*2) if wid == nil 
-     rate = @actor.mp_rate 
-     color1 = General::Mp_Colors[0] 
-     color2 = General::Mp_Colors[1] 
-     draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2) 
-     draw_text(x+4, y, wid, line_height, Vocanicon.param(1)[0]) 
-     draw_text(x, y, wid-x-6, line_height, "#{@actor.mp}/#{@actor.mmp}",2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Draw Tp 
-   #-------------------------------------------------------------------------- 
-     def draw_de_tp(x, y, wid = nil) 
-     wid = self.width/2 - (standard_padding*2) if wid == nil 
-     rate = @actor.max_tp == 0 ? 0 : @actor.tp.to_i.to_f / @actor.max_tp.to_i 
-     color1 = General::Tp_Colors[0] 
-     color2 = General::Tp_Colors[1] 
-     draw_deki_gauge(x, y, wid-x-2, 2, rate, color1, color2) 
-     draw_text(x+4, y, wid, line_height, Vocanicon::TP[0]) 
-     text = "#{(@actor.tp).to_i}/#{@actor.max_tp.to_i}" 
-     draw_text(x, y, wid-x-6, line_height, text,2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Draw Exp (w/gauge) 
-   #-------------------------------------------------------------------------- 
-   def draw_de_xp(x, y, gauge = true) 
-     s1 = @actor.current_level_exp 
-     s2 = @actor.next_level_exp 
-     s1_g = @actor.exp - @actor.current_level_exp 
-     s2_g = @actor.next_level_exp - @actor.current_level_exp 
-     wid = self.width/2 - (standard_padding*2) 
-     wid_b = self.width/2 - (standard_padding) 
-     rate = (s1_g).to_f / (s2_g) 
-     color1 = General::Exp_Color[0] 
-     color2 = General::Exp_Color[1] 
-     draw_deki_gauge(wid_b, y, wid-x-2, 2, rate, color1, color2) if gauge 
-     draw_text(wid_b+4, y, wid, line_height, Vocanicon::Exp[0]) 
-     draw_text(wid_b, y, wid-x-2, line_height, "#{@actor.exp}/#{s2}",2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Draw Icon (w/Hue) 
-   #-------------------------------------------------------------------------- 
-   def draw_de_icon(icon_index, x, y, hue = 0, enabled = true) 
-     bitmap = Cache.icon("IconSet",hue) 
-     rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) 
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-   end 
- end 
- #=============================================================================== 
- class Window_CurrentLimit < Window_Selectable 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def initialize(actor,y) 
-     super(0, y, Graphics.width, fitting_height(1)) 
-     @actor = actor 
-     refresh 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def actor=(actor) 
-     return if @actor == actor 
-     @actor = actor 
-     refresh 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     text = "Current Limit : #{@actor.limit_skill.name}" 
-     draw_text(0, 0, contents_width, line_height, text ,1) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Window_LimitCommand < Window_Command 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def window_width 
-     return Graphics.width / 4 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def visible_line_number 
-     return 2 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_command_list 
-     add_command("Change Limit", :change) 
-     add_command("Leave",        :leave) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Window_LimitSelect < Window_Command 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def initialize(actor,y) 
-     @actor = actor 
-     @window_y = y 
-     super(0, y) 
-     deactivate 
-     unselect 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def actor=(actor) 
-     return unless @actor != actor 
-     @actor = actor 
-     refresh 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def window_width 
-     return Graphics.width  
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def window_height 
-     return Graphics.height - @window_y 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def col_max 
-     return 2 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_command_list 
-     return unless @actor && Limit_Break::Limits[@actor.id] 
-     i = 0 
-     Limit_Break::Limits[@actor.id].each do |val| 
-       add_command($data_skills[val].name, :limit_change, limit_locked?(i), val) 
-       i += 1 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def limit_locked?(id) 
-     @actor.limit_unlocked?(id) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def current_limit 
-     command_skill(@index) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def command_skill(index) 
-     return $data_skills[0] unless @list[index] && @list[index][:ext] 
-     return $data_skills[@list[index][:ext]] 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def draw_item(index) 
-     change_color(normal_color, limit_locked?(index)) 
-     p = item_rect_for_text(index) 
-     draw_text(p.x,p.y,p.width,line_height,command_skill(index).name, 1) 
-     draw_text(p.x,p.y+20,p.width,line_height,@actor.limit_count(index).to_s, 1) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def item_height 
-     (self.height - 24) / 4 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #============================================================================== 
- class Limit_Help < Window_Base 
- #============================================================================== 
-   #-------------------------------------------------------------------------- 
-   # Object Initialization 
-   #-------------------------------------------------------------------------- 
-   def initialize(line_number = 2) 
-     super(0, 0, Graphics.width/4*3, fitting_height(line_number)) 
-     @item = nil 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Set Text 
-   #-------------------------------------------------------------------------- 
-   def set_text(text) 
-     if text != @text 
-       @text = text 
-       refresh 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Clear 
-   #-------------------------------------------------------------------------- 
-   def clear 
-     set_text("") 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Set Item  , item : Skills and items etc. 
-   #-------------------------------------------------------------------------- 
-   def set_item(item) 
-     return if @item == item 
-     @item = item 
-     refresh 
-     set_text(item ? item.description : "") 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     draw_text_ex(4, 0, @text) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # Reset Font Settings 
-   #-------------------------------------------------------------------------- 
-   def reset_font_settings 
-     change_color(normal_color) 
-     self.contents.font.name =  ["VL Gothic","Serif","Arial"] 
-     self.contents.font.size = 18 
-     self.contents.font.bold = false 
-   end 
- end 
- #=============================================================================== 
- class Window_StatusLimit < Window_Selectable 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   # Initialization 
-   #----------------------------------------------------------------------------- 
-   def initialize(actor, y) 
-     super(0, y, Graphics.width, 104) 
-     @actor = actor 
-     refresh 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Line Height 
-   #----------------------------------------------------------------------------- 
-   def line_height 
-     return 22 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Window Padding 
-   #----------------------------------------------------------------------------- 
-   def standard_padding 
-     return 8 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Set Actor 
-   #----------------------------------------------------------------------------- 
-   def actor=(actor) 
-     return unless @actor != actor 
-     @actor = actor 
-     refresh 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Do Refresh 
-   #----------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     return unless @actor 
-     self.contents.font.name =  ["VL Gothic","Serif","Arial"] 
-     self.contents.font.size = 18 
-     self.contents.font.bold = false 
-     draw_actor_face(@actor,0,-2,enabled = true)     
-     draw_names 
-     draw_infonshit 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Draw Info And Shit 
-   #----------------------------------------------------------------------------- 
-   def draw_infonshit 
-     x = 104 
-     y = line_height 
-     w = self.width/2 - (standard_padding*2) 
-     draw_info_box(x,y * 1,w-100) 
-     draw_de_hp(x,y*1,w+6) 
-     draw_info_box(x,y * 2,w-100) 
-     draw_de_mp(x,y*2,w+6) 
-     draw_info_box(x,y * 3,w-100) 
-     draw_de_tp(x,y*3,w+6) 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Draw Names ( and Lv ) 
-   #----------------------------------------------------------------------------- 
-   def draw_names 
-     x = self.width/2-(standard_padding)+4 
-     y = line_height 
-     nx = self.width/2 - (standard_padding*2) 
-     # // Name 
-     draw_info_box(104,0,nx-100) 
-     draw_text(108, 0, nx, line_height, Vocanicon::Name[0]) 
-     draw_text(108, 0, nx-108, line_height, @actor.name.to_s, 2) 
-     # // NickName 
-     draw_info_box(x,0,nx/2-2) 
-     draw_text(x+4, 0, nx/2-2, line_height, Vocanicon::Nick[0]) 
-     draw_text(x, 0, nx/2-6, line_height, @actor.nickname.to_s, 2) 
-     # // Class 
-     draw_info_box(x,y*1,nx/2-2) 
-     draw_text(x+4, y*1, nx/2-2, line_height, Vocanicon::Clas[0]) 
-     draw_text(x, y*1, nx/2-6, line_height, @actor.class.name,2) 
-     # // Status(s) 
-     draw_info_box(x+(nx/2),0,nx/2+4) 
-     draw_text(x+(nx/2), 0, nx/2-4, line_height, Vocanicon::Stts[0],1) 
-     draw_info_box(x+(nx/2),y*1,nx/2+4) 
-     draw_actor_icons(@actor, x+(nx/2), line_height * 1 - 2,nx/2) 
-     # // Level  
-     lw = nx/3-2 
-     draw_info_box(x,y*2,nx/3-2) 
-     draw_text(x+4, y*2, nx/3-2, line_height, Vocanicon::Level[0]) 
-     draw_text(x  , y*2, nx/3-6, line_height, "#{@actor.level}",2) 
-     # // SPDS Stats 
-     draw_info_box(x+(nx/3),y*2,nx/3) 
-     if $D13x[:ISPDS] 
-       draw_text(x+(nx/3)+2, y*2, nx/3, line_height, SPDS::DP_Vocab[0]) 
-       draw_text(x+(nx/3), y*2, nx/3-4, line_height, "#{@actor.points}", 2) 
-     end 
-     # // SUG Stats 
-     draw_info_box(x+(nx/3*2)+2,y*2,nx/3+6) 
-     if $D13x[:SUG] 
-       draw_text(x+(nx/3*2)+6, y*2, nx/3, line_height, Skill_Upgrade::SP_Vocab[2]) 
-       draw_text(x+(nx/3*2), y*2, nx/3, line_height, "#{@actor.skill_points.to_i}", 2) 
-     end 
-     # // Exp 
-     draw_info_box(x,y*3,nx+4) 
-     draw_de_xp(x, y * 3) 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Draw Info Box 
-   #----------------------------------------------------------------------------- 
-   def draw_info_box(x,y,w) 
-     contents.fill_rect(x,y+1,w,line_height-2,Color.new(0,0,0,64)) 
-   end 
-   #----------------------------------------------------------------------------- 
-   # Draw Exp (w/gauge) 
-   #----------------------------------------------------------------------------- 
-   def draw_de_xp(x, y, gauge = true) 
-     s1 = @actor.exp # current_level_exp 
-     s2 = @actor.next_level_exp 
-     s1_g = @actor.exp - @actor.current_level_exp 
-     s2_g = @actor.next_level_exp - @actor.current_level_exp 
-     wid = self.width/2 - (standard_padding*2) 
-     wid_b = self.width/2 - (standard_padding) 
-     rate = (s1_g).to_f / (s2_g) 
-     color1 = General::Exp_Color[0] 
-     color2 = General::Exp_Color[1] 
-     draw_deki_gauge(x, y, wid+4, 2, rate, color1, color2) if gauge 
-     draw_text(x+4, y, wid, line_height, Vocanicon::Exp[0]) 
-     draw_text(x, y, wid, line_height, "#{s1}/#{s2}",2) 
-   end 
- end 
- #=============================================================================== 
- class Scene_Limit < Scene_MenuBase 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def start 
-     super 
-     make_command_window 
-     make_help_window 
-     make_status_window 
-     make_current_window 
-     make_select_window 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_command_window 
-     @command_window = Window_LimitCommand.new 
-     @command_window.set_handler(:change,  method(:change_limit)) 
-     @command_window.set_handler(:leave,   method(:return_scene)) 
-     @command_window.set_handler(:cancel,  method(:return_scene)) 
-     @command_window.set_handler(:pagedown, method(:next_actor)) 
-     @command_window.set_handler(:pageup,   method(:prev_actor)) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_help_window 
-     @help_window = Limit_Help.new 
-     @help_window.x = Graphics.width / 4 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_status_window 
-     @status_window = Window_StatusLimit.new(@actor,@help_window.height) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_current_window 
-     y = @status_window.y + @status_window.height 
-     @current_window = Window_CurrentLimit.new(@actor,y) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def make_select_window 
-     y = @current_window.y + @current_window.height 
-     @select_window = Window_LimitSelect.new(@actor,y) 
-     @select_window.set_handler(:limit_change,  method(:set_limit)) 
-     @select_window.set_handler(:cancel      ,  method(:bk2com)) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def change_limit 
-     @command_window.deactivate 
-     @select_window.select(0) 
-     @select_window.activate 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def set_limit 
-     Sound.play_equip 
-     @actor.set_limit_skill(@select_window.index) 
-     @status_window.refresh 
-     @current_window.refresh 
-     bk2com 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def bk2com 
-     @select_window.deactivate 
-     @select_window.unselect 
-     @command_window.activate 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def update 
-     super 
-     updt_help 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def updt_help 
-     if @select_window.active 
-       @help_window.set_text(@select_window.current_limit.description) 
-     elsif @command_window.active 
-       case @command_window.current_symbol 
-       when :change then @help_window.set_text(Limit_Break::Vocab[:change_help]) 
-       when :leave  then @help_window.set_text(Limit_Break::Vocab[:leave_help]) 
-       end 
-     else   
-       @help_window.set_text("") 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def on_actor_change 
-     @status_window.actor  = @actor 
-     @current_window.actor = @actor 
-     @select_window.actor  = @actor 
-     @command_window.activate 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Window_MenuCommand < Window_Command 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   alias :amc_limits :add_main_commands 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def add_main_commands 
-     amc_limits 
-     add_command(Limit_Break::Vocab[:menu_command],:limit,main_commands_enabled) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Scene_Menu < Scene_MenuBase 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   alias :ccw_limits_longassaliasname :create_command_window 
-   alias :opoklimitz_longassaliasname :on_personal_ok 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def create_command_window 
-     ccw_limits_longassaliasname 
-     @command_window.set_handler(:limit, method(:command_personal)) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def on_personal_ok 
-     opoklimitz_longassaliasname 
-     if @command_window.current_symbol == :limit 
-       SceneManager.call(Scene_Limit) 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Window_ActorCommand < Window_Command 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def add_attack_command 
-     if @actor.can_limit_break? 
-       add_command(Limit_Break::Vocab[:battle_command], :limit) 
-       unless Limit_Break::Override 
-         add_command(Vocab::attack, :attack, @actor.attack_usable?)  
-       end 
-     else 
-       add_command(Vocab::attack, :attack, @actor.attack_usable?) 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def draw_item(index) 
-     if index == 0 && @actor.can_limit_break? 
-       change_color(Text_Color::Deep_Orange) 
-     else 
-       change_color(normal_color, command_enabled?(index)) 
-     end 
-     draw_text(item_rect_for_text(index), command_name(index), alignment) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- class Scene_Battle < Scene_Base 
- #=============================================================================== 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   alias :limit_command :create_actor_command_window 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def create_actor_command_window 
-     limit_command 
-     @actor_command_window.set_handler(:limit,  method(:command_limit)) 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
-   def command_limit 
-     @skill = BattleManager.actor.limit_skill 
-     BattleManager.actor.input.set_skill(@skill.id) 
-     BattleManager.actor.last_skill.object = @skill 
-     if !@skill.need_selection? 
-       @skill_window.hide 
-       next_command 
-     elsif @skill.for_opponent? 
-       select_enemy_selection 
-     else 
-       select_actor_selection 
-     end 
-   end 
-   #----------------------------------------------------------------------------- 
-   #  
-   #----------------------------------------------------------------------------- 
- end 
- #=============================================================================== 
- #                      [url]http://dekitarpg.wordpress.com/[/url] 
- #=============================================================================== 
- end # if false / true