- #============================================================================== 
- # ■ 姨媽功能型戰鬥介面          by姨媽 
- #----------------------------------------------------------------------------------------------------------------------------- 
- # ・為遏止多數Ace繁體橫向戰鬥RPG介面隨便又簡陋的歪風,姨媽設計了這款戰鬥介面。 
- # ・雖然是針對橫向戰鬥設計,但傳統第一人稱戰鬥也可用。 
- # ・不需額外放任何圖檔到遊戲資料夾內,插入此腳本即可使用。 
- # ・支援544*416跟640*480的畫面大小。 
- # ・請注意,有更改戰鬥背景放大率時敵人指標會跑位,這時不管怎麼調整都會有誤差。 
- # ・歡迎轉載但請保留綠字註解。 
- # 
- # ・2013/11/15: 
- #  微調敵人名稱位置,使之較不會遮住血條。 
- # ・2013/11/18: 
- #  可以調整敵人指標小箭頭RGB顏色。 
- # ・2013/11/23: 
- #  可調整計量表(HP、MP、TP)文字的字體大小。 
- #  可用圖標取代傳統HP、MP、TP文字。 
- # ・2013/11/24: 
- #  對齊調整。 
- # ・2013/11/26: 
- #  我方指標追加。 
- #  會自動判斷選項數而改變指令列選單的長度。 
- # ・2013/12/2: 
- #  指標資訊可設定顯示敵人名稱或血量百分比。 
- # ・2013/12/15: 
- #  可導入姨媽自訂計量條顏色腳本的設定。 
- # ・2013/12/26: 
- #  再次對齊調整。 
- #  優化戰鬥不顯示TP時的頭像位置。 
- # ・2014/01/01: 
- #  優化敵人指標上方的資訊。 
- # ・2014/01/02: 
- #  可設定計量表(HP、MP、TP)文字是否使用粗體。 
- # ・2014/01/05: 
- #  構造內容整理。 
- #  支援640*480畫面。 
- #============================================================================== 
- #============================================================================== 
- #●特殊功能: 
- # 
- #・敵人圖像過大而指標跑出螢幕外,請在該敵人備註欄裡寫上"大怪"二字來避免此問題。 
- #・MAXBM可以設定參戰人數,如果隊伍人數多於參戰人數設定,多出的隊友不會參戰。 
- #・欲使用簡易版角色命令列請將SMALL_ACMD設為true。 
- # 
- #・表情改變功能首先要為每個參戰角色各準備一張專屬的八格表情圖檔(如下表) 
- # 
- # 
- ############################# 
- #            #            #            #            # 
- #     1     #     2     #     3     #     4     # 
- #            #            #            #            # 
- ############################# 
- #            #            #            #            # 
- #     x     #     x     #     x     #     x     # 
- #            #            #            #            # 
- ############################# 
- # 
- # 
- #1為通常表情(資料庫裡該角色頭像必須設定為此) 
- #2為低於50%血量的表情 
- #3為低於25%血量的表情 
- #4為陣亡時的表情 
- # x 為腳本不會使用到的部分可任意安排 
- # 
- # 要使用隨血量改變表情的功能,請先將下面BFC = false改為BFC = true 
- #============================================================================== 
- #============================================================================== 
-   
- module YM_CURSOR_P 
-   
- #調整敵人指標水平位置(左移:負數,右移:正數) 
- CURSOR_PX = 0 
-   
- #調整敵人指標垂直位置(上移:負數,下移:正數) 
- CURSOR_PY = 62 
-   
- #調整敵人指標小箭頭RGB顏色 
- CURSOR_COLOR = Color.new(255,255,255) 
-   
- #調整我方指標箭頭RGB顏色 
- CURSOR_COLOR2 = Color.new(255,255,255) 
-   
- end  
-   
- module YM_BATTLE_OPTION 
-   
- #最大參戰人數,建議不要超過六人 
- MAXBM = 6 
-   
- #設定計量表(HP、MP、TP)文字的字體大小。 
- GAUGE_TEXTSIZE = 20 
-   
- #設定計量表(HP、MP、TP)文字是否使用粗體。 
- GAUGE_TEXTBOLD = true 
-   
- #是否使用圖標取代傳統HP、MP、TP文字 
- GAUGE_ICON_USE =  false 
- #HP圖標編號(GAUGE_ICON_USE =  true才有效) 
- GAUGE_ICON_HP =  187 
- #MP圖標編號(GAUGE_ICON_USE =  true才有效) 
- GAUGE_ICON_MP =  188 
- #TP圖標編號(GAUGE_ICON_USE =  true才有效) 
- GAUGE_ICON_TP =  189 
-   
- #是否使用隨血量改變表情功能 
- BFC = false 
-   
- #是否使用簡易版角色指令列,簡易版不支援指令選項加上圖標腳本 
- SMALL_ACMD = false 
-   
- #指標資訊顯示敵人名稱或血量百分比(true=敵人名稱,false=血量百分比) 
- ENEMY_NAMEORPERCENT = true 
-   
- #是否導入姨媽自訂計量條顏色腳本的設定 
- GAUGE_COLOR_HAVE = false 
-   
- #遊戲畫面大小是否為640*480?若是請用true,沒改過請保持false 
- GW640GH480 = false 
-   
- end  
-   
-   
- #============================================================================== 
- # ■ Game_System 
- #============================================================================== 
- class Game_System 
-   attr_accessor :ba_x 
-   attr_accessor :ba_y 
-   attr_accessor :al_x 
-   attr_accessor :al_y 
-   attr_accessor :wd_hide 
-   attr_accessor :face_item_width 
-   alias yima_bv2_initialize initialize 
-   def initialize 
-     yima_bv2_initialize 
-     @ba_x = 0 
-     @ba_y = 0 
-     @al_x = 0 
-     @al_y = 0 
-     @wd_hide = 0 
-     @face_item_width = 0 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Scene_Battle 
- #============================================================================== 
- class Scene_Battle < Scene_Base 
- include YM_CURSOR_P 
-   if YM_BATTLE_OPTION::GW640GH480 == false 
-     GW=12 
-   else 
-     GW=4 
-   end 
-   #------------------------------------------------------------------------- 
-   # ● 資訊載入 
-   #------------------------------------------------------------------------- 
-   def update_info_viewport 
-     if YM_BATTLE_OPTION::GW640GH480 == false 
-       move_info_viewport(560)   if @party_command_window.active 
-       move_info_viewport(560) if @actor_command_window.active 
-       move_info_viewport(560)  if BattleManager.in_turn? 
-     else 
-       move_info_viewport(656)   if @party_command_window.active 
-       move_info_viewport(656) if @actor_command_window.active 
-       move_info_viewport(656)  if BattleManager.in_turn? 
-     end 
-     @enemy_window.x =  $game_system.ba_x+YM_CURSOR_P::CURSOR_PX 
-     @enemy_window.y =  $game_system.ba_y+YM_CURSOR_P::CURSOR_PY 
-     @enemy_cursor_window.x =  $game_system.ba_x+YM_CURSOR_P::CURSOR_PX 
-     @enemy_cursor_window.y =  $game_system.ba_y+28+YM_CURSOR_P::CURSOR_PY 
-     if $game_party.battle_members.size==4 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW 
-     elsif $game_party.battle_members.size==3 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width 
-     elsif $game_party.battle_members.size==2 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width*2 
-     elsif $game_party.battle_members.size==1 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width*3 
-     elsif $game_party.battle_members.size==5 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW-$game_system.face_item_width/3 
-     elsif $game_party.battle_members.size>=6 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW-$game_system.face_item_width/2 
-     end 
-     @actor_window.y = Graphics.height/4*3-56 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 調整主狀態欄位置 
-   #-------------------------------------------------------------------------- 
-   def move_info_viewport(ox) 
-     current_ox = @info_viewport.ox 
-      if YM_BATTLE_OPTION::GW640GH480 == false 
-     @info_viewport.ox = [ox, current_ox + 28].min if current_ox < ox 
-     @info_viewport.ox = [ox, current_ox - 28].max if current_ox > ox 
-     else 
-     @info_viewport.ox = [ox, current_ox + 36].min if current_ox < ox 
-     @info_viewport.ox = [ox, current_ox - 36].max if current_ox > ox 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 主狀態欄 
-   #-------------------------------------------------------------------------- 
-   def create_status_window 
-     @status_window = Window_BattleStatus.new 
-     if YM_BATTLE_OPTION::GW640GH480 == false 
-         if $game_party.battle_members.size>=4 
-           @status_window.x = 560 
-         elsif $game_party.battle_members.size==3 
-           @status_window.x = 560 + $game_system.face_item_width 
-         elsif $game_party.battle_members.size==2 
-           @status_window.x = 560 + $game_system.face_item_width*2 
-         elsif $game_party.battle_members.size==1 
-           @status_window.x = 560 + $game_system.face_item_width*3 
-         end 
-       else 
-         if $game_party.battle_members.size>=4 
-           @status_window.x = 656 
-         elsif $game_party.battle_members.size==3 
-           @status_window.x = 656 + $game_system.face_item_width 
-         elsif $game_party.battle_members.size==2 
-           @status_window.x = 656 + $game_system.face_item_width*2 
-         elsif $game_party.battle_members.size==1 
-           @status_window.x = 656 + $game_system.face_item_width*3 
-         end 
-       end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 角色命令欄 
-   #-------------------------------------------------------------------------- 
-   def create_actor_command_window 
-     if YM_BATTLE_OPTION::SMALL_ACMD==true 
-       @actor_command_window = Window_ActorCommandSmall.new 
-     else 
-       @actor_command_window = Window_ActorCommand.new 
-     end 
-     @actor_command_window.set_handler(:attack, method(:command_attack)) 
-     @actor_command_window.set_handler(:skill,  method(:command_skill)) 
-     @actor_command_window.set_handler(:guard,  method(:command_guard)) 
-     @actor_command_window.set_handler(:item,   method(:command_item)) 
-     @actor_command_window.set_handler(:cancel, method(:prior_command)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 小隊命令列 
-   #-------------------------------------------------------------------------- 
-   def create_party_command_window 
-     @party_command_window = Window_PartyCommand.new 
-     @party_command_window.set_handler(:fight,  method(:command_fight)) 
-     @party_command_window.set_handler(:escape, method(:command_escape)) 
-     @party_command_window.unselect 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 選擇我方目標的視窗 
-   #-------------------------------------------------------------------------- 
-   def create_actor_window 
-     @actor_window = Window_BattleActor_Neo.new(@info_viewport) 
-     @actor_window.set_handler(:ok,     method(:on_actor_ok)) 
-     @actor_window.set_handler(:cancel, method(:on_actor_cancel)) 
-     if $game_party.battle_members.size==4 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW 
-     elsif $game_party.battle_members.size==3 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width 
-     elsif $game_party.battle_members.size==2 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width*2 
-     elsif $game_party.battle_members.size==1 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW+$game_system.face_item_width*3 
-     elsif $game_party.battle_members.size==5 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW-$game_system.face_item_width/3 
-     elsif $game_party.battle_members.size>=6 
-         @actor_window.x = $game_system.al_x*@actor_window.index-GW-$game_system.face_item_width/2 
-     end 
-     @actor_window.y = Graphics.height/4*3-56 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 選擇敵方目標的視窗 
-   #-------------------------------------------------------------------------- 
-   def create_enemy_window 
-     @enemy_window = Window_BattleEnemy.new(@info_viewport) 
-     @enemy_cursor_window = Window_EnemyCursor.new(@info_viewport) 
-     @enemy_window.set_handler(:ok,     method(:on_enemy_ok)) 
-     @enemy_window.set_handler(:cancel, method(:on_enemy_cancel)) 
-     @enemy_window.x =  $game_system.ba_x+YM_CURSOR_P::CURSOR_PX 
-     @enemy_window.y =  $game_system.ba_y+YM_CURSOR_P::CURSOR_PY 
-     @enemy_cursor_window.x =  $game_system.ba_x+YM_CURSOR_P::CURSOR_PX 
-     @enemy_cursor_window.y =  $game_system.ba_y+20+YM_CURSOR_P::CURSOR_PY 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 下一個隊友 
-   #-------------------------------------------------------------------------- 
-   def next_command 
-     if BattleManager.next_command 
-       start_actor_command_selection 
-       @actor_command_window.show 
-     else 
-       turn_start 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 選擇隊友時 
-   #-------------------------------------------------------------------------- 
-   alias yima_bv2_select_actor_selection select_actor_selection 
-   def select_actor_selection 
-     yima_bv2_select_actor_selection 
-     @actor_command_window.hide 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 取消選擇隊友 
-   #-------------------------------------------------------------------------- 
-   alias yima_bv2_on_actor_cancel on_actor_cancel 
-   def on_actor_cancel 
-     yima_bv2_on_actor_cancel 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 選擇敵人 
-   #-------------------------------------------------------------------------- 
-   alias yima_bv2_select_enemy_selection select_enemy_selection 
-   def select_enemy_selection 
-     yima_bv2_select_enemy_selection 
-     @enemy_cursor_window.refresh 
-     @enemy_cursor_window.show.activate 
-     @skill_window.hide 
-     @item_window.hide 
-     @actor_command_window.hide 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 敵人決定 
-   #-------------------------------------------------------------------------- 
-   def on_enemy_ok 
-     BattleManager.actor.input.target_index = @enemy_window.enemy.index 
-     @enemy_window.hide 
-     @enemy_cursor_window.hide 
-     @skill_window.hide 
-     @item_window.hide 
-     next_command 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●  取消選擇敵人 
-   #-------------------------------------------------------------------------- 
-   def on_enemy_cancel 
-     @enemy_window.hide 
-     @enemy_cursor_window.hide     
-     case @actor_command_window.current_symbol 
-     when :attack 
-       @actor_command_window.activate 
-     when :skill 
-       @skill_window.activate.show 
-     when :item 
-       @item_window.activate.show 
-     end 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   
-   alias yima_bv2_command_skill  command_skill 
-   def command_skill 
-     yima_bv2_command_skill 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show.activate 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   
-   alias yima_bv2_command_item command_item 
-   def command_item 
-     yima_bv2_command_item 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show.activate 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   
-   def on_skill_cancel 
-     @skill_window.hide 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show.activate 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   
-   def on_item_cancel 
-     @item_window.hide 
-     if $game_system.wd_hide==1 
-     @actor_command_window.show.activate 
-     else 
-     @actor_command_window.hide 
-     end 
-   end 
-   
- end 
-   
- #============================================================================== 
- # ■ Window_Base 
- #============================================================================== 
- class Window_Base < Window 
-   include YM_BATTLE_OPTION 
-   #-------------------------------------------------------------------------- 
-   # ● 臉圖重切,預設96*96太大張會壓在血條下面不好看 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_face_yima(actor, x, y, enabled = true) 
-     draw_face_m(actor.face_name, actor.face_index, x, y, enabled) 
-     contents.font.name="VL Gothic" 
-     contents.font.bold = YM_BATTLE_OPTION::GAUGE_TEXTBOLD 
-   end 
-   def draw_actor_face_yima2(actor, x, y, enabled = true) 
-     draw_face_m2(actor.face_name, actor.face_index, x, y, enabled) 
-   end 
-   def draw_actor_face_yima3(actor, x, y, enabled = true) 
-     draw_face_m3(actor.face_name, actor.face_index, x, y, enabled) 
-   end 
-   def draw_actor_face_yima4(actor, x, y, enabled = true) 
-     draw_face_m4(actor.face_name, actor.face_index, x, y, enabled) 
-   end 
-   def draw_face_m(face_name, face_index, x, y, enabled = true) 
-     bitmap = Cache.face(face_name) 
-     rect = Rect.new(face_index % 4 * 96,  face_index>=4 ? (face_index+16) / 4 * 24 : (face_index+4) / 4 * 24, 96, 48) 
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   def draw_face_m2(face_name, face_index, x, y, enabled = true) 
-     bitmap = Cache.face(face_name) 
-     rect = Rect.new((face_index+1) % 4 * 96,  face_index>=4 ? (face_index+16) / 4 * 24 : (face_index+4) / 4 * 24, 96, 48) 
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   def draw_face_m3(face_name, face_index, x, y, enabled = true) 
-     bitmap = Cache.face(face_name) 
-     rect = Rect.new((face_index+2) % 4 * 96,  face_index>=4 ? (face_index+16) / 4 * 24 : (face_index+4) / 4 * 24, 96, 48) 
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   def draw_face_m4(face_name, face_index, x, y, enabled = true) 
-     bitmap = Cache.face(face_name) 
-     rect = Rect.new((face_index+3) % 4 * 96,  face_index>=4 ? (face_index+16) / 4 * 24 : (face_index+4) / 4 * 24, 96, 48) 
-     contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) 
-     bitmap.dispose 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● HP 繪製微調 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_hp_ym(actor, x, y, width = 124) 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE ==  true 
-         if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-           draw_gauge(x+14, y, width-14, actor.hp_rate, YM_GAUGE_COLOR::HP_COLOR1, YM_GAUGE_COLOR::HP_COLOR2) 
-         else 
-           draw_gauge(x+14, y, width-14, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) 
-         end 
-     else 
-       if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-         draw_gauge(x, y, width, actor.hp_rate, YM_GAUGE_COLOR::HP_COLOR1, YM_GAUGE_COLOR::HP_COLOR2) 
-       else 
-         draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) 
-       end 
-     end 
-     change_color(system_color) 
-     contents.font.size=YM_BATTLE_OPTION::GAUGE_TEXTSIZE 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE == true 
-       draw_icon(YM_BATTLE_OPTION::GAUGE_ICON_HP, x-4, y+2) 
-     else 
-       draw_text(x, y+4, 30, line_height, Vocab::hp_a) 
-     end 
-     if $game_party.battle_members.size>=5 
-     draw_current_values_ym(x, y+4, width, actor.hp, actor.mhp,hp_color(actor), normal_color) 
-     else 
-     draw_current_and_max_values(x, y+4, width, actor.hp, actor.mhp,hp_color(actor), normal_color) 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● MP 繪製微調 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_mp_ym(actor, x, y, width = 124) 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE ==  true 
-       if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-         draw_gauge(x+14, y, width-14, actor.mp_rate, YM_GAUGE_COLOR::MP_COLOR1, YM_GAUGE_COLOR::MP_COLOR2) 
-       else 
-         draw_gauge(x+14, y, width-14, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) 
-       end 
-     else 
-       if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-         draw_gauge(x, y, width, actor.mp_rate, YM_GAUGE_COLOR::MP_COLOR1, YM_GAUGE_COLOR::MP_COLOR2) 
-       else 
-         draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) 
-       end 
-     end 
-     change_color(system_color) 
-     contents.font.size=YM_BATTLE_OPTION::GAUGE_TEXTSIZE 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE == true 
-       draw_icon(YM_BATTLE_OPTION::GAUGE_ICON_MP, x-4, y+2) 
-     else 
-       draw_text(x, y+4, 30, line_height, Vocab::mp_a) 
-     end 
-     if $game_party.battle_members.size>=5 
-     draw_current_values_ym(x, y+4, width, actor.mp, actor.mmp,mp_color(actor), normal_color) 
-     else 
-     draw_current_and_max_values(x, y+4, width, actor.mp, actor.mmp,mp_color(actor), normal_color) 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● TP 繪製微調 
-   #-------------------------------------------------------------------------- 
-   def draw_actor_tp_ym(actor, x, y, width = 124) 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE ==  true 
-       if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-         draw_gauge(x+14, y, width-14, actor.tp_rate, YM_GAUGE_COLOR::TP_COLOR1, YM_GAUGE_COLOR::TP_COLOR2) 
-       else 
-         draw_gauge(x+14, y, width-14, actor.tp_rate, tp_gauge_color1, tp_gauge_color2) 
-       end 
-     else 
-       if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-         draw_gauge(x, y, width, actor.tp_rate, YM_GAUGE_COLOR::TP_COLOR1, YM_GAUGE_COLOR::TP_COLOR2) 
-       else 
-         draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2) 
-       end 
-     end 
-     change_color(system_color) 
-     contents.font.size=YM_BATTLE_OPTION::GAUGE_TEXTSIZE 
-     if YM_BATTLE_OPTION::GAUGE_ICON_USE == true 
-       draw_icon(YM_BATTLE_OPTION::GAUGE_ICON_TP, x-4, y+2) 
-     else 
-       draw_text(x, y+4, 30, line_height, Vocab::tp_a) 
-     end 
-     change_color(tp_color(actor)) 
-     draw_text(x + width - 42, y+4, 42, line_height, actor.tp.to_i, 2) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 不顯示最大值時 
-   #--------------------------------------------------------------------------  
-   def draw_current_values_ym(x, y, width, current, max, color1, color2) 
-     change_color(color1) 
-     xr = x + width 
-     draw_text(xr - 42, y, 42, line_height, current, 2) 
-   end 
-   
- end 
-   
- #============================================================================== 
- # ■ Window_BattleEnemy 指標上方資訊 
- #============================================================================== 
- class Window_BattleEnemy < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # ●初始化 
-   #-------------------------------------------------------------------------- 
-   def initialize(info_viewport) 
-     super(0,0, window_width, fitting_height(1)+8) 
-     refresh 
-     self.visible = false 
-     self.arrows_visible = false 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●行數 
-   #-------------------------------------------------------------------------- 
-   def col_max 
-     return 1 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●寬度 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return 184 
-     end 
-   #-------------------------------------------------------------------------- 
-   # ●每格高度 
-   #-------------------------------------------------------------------------- 
-   def item_height 
-     return  32 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●視窗顯示 
-   #-------------------------------------------------------------------------- 
-   def show 
-       width_remain = Graphics.width - width 
-       select(0) 
-       $game_system.ba_x=$game_troop.alive_members[index].screen_x-width/2 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height-70 
-       if $game_troop.alive_members[index].enemy.note.include?("大怪") 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height 
-       end 
-     super 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●移動處理 
-   #-------------------------------------------------------------------------- 
-   def process_cursor_move 
-     return unless cursor_movable? 
-     last_index = @index 
-     cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN) 
-     cursor_up   (Input.trigger?(:UP))    if Input.repeat?(:UP) 
-     cursor_down(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT) 
-     cursor_up (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT) 
-     cursor_pagedown   if !handle?(:pagedown) && Input.trigger?(:R) 
-     cursor_pageup     if !handle?(:pageup)   && Input.trigger?(:L) 
-     Sound.play_cursor if @index != last_index 
-   end 
-   
-   def cursor_down(wrap = false) 
-     if index < item_max - col_max || (wrap && col_max == 1) 
-       select((index + col_max) % item_max) 
-       $game_system.ba_x=$game_troop.alive_members[index].screen_x-width/2 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height-70 
-       if $game_troop.alive_members[index].enemy.note.include?("大怪") 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height 
-       end 
-     end 
-   end 
-   
-   def cursor_up(wrap = false) 
-     if index >= col_max || (wrap && col_max == 1) 
-       select((index - col_max + item_max) % item_max) 
-       $game_system.ba_x=$game_troop.alive_members[index].screen_x-width/2 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height-70 
-       if $game_troop.alive_members[index].enemy.note.include?("大怪") 
-       $game_system.ba_y=$game_troop.alive_members[index].screen_y-battler_graphic.height 
-       end 
-     end 
-   end 
-   
-   def update_cursor 
-     if @cursor_all 
-       cursor_rect.set(0, 0, contents.width, row_max * item_height) 
-     self.top_row = 0 
-     elsif @index < 0 
-       cursor_rect.empty 
-     else 
-       ensure_cursor_visible 
-     end 
-   end 
-   
-   def battler_graphic 
-     Cache.battler(enemy.battler_name, enemy.battler_hue) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 項目繪製 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index) 
-     change_color(normal_color) 
-     name = $game_troop.alive_members[index].name 
-     draw_text(item_rect_for_text_1(index), name,1) if YM_BATTLE_OPTION::ENEMY_NAMEORPERCENT == true 
-     draw_hp(index) 
-   
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 微調位置 
-   #-------------------------------------------------------------------------- 
-   def item_rect_for_text_1(index) 
-     rect = item_rect(index) 
-     rect.x += 4 
-     rect.y -= 6 
-     rect.width -= 8 
-     rect 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ● 敵HP繪製 
-   #-------------------------------------------------------------------------- 
-   def draw_hp(index) 
-     rect = item_rect_for_text(index) 
-     w = rect.width 
-     x =  0 
-     hp = $game_troop.alive_members[index].hp_rate 
-      if YM_BATTLE_OPTION::GAUGE_COLOR_HAVE == true 
-       draw_gauge(x+3, rect.y+5, w, hp, YM_GAUGE_COLOR::HP_COLOR1,YM_GAUGE_COLOR::HP_COLOR2) 
-     else 
-       draw_gauge(x+3, rect.y+5, w, hp, hp_gauge_color1, hp_gauge_color2) 
-     end 
-     if YM_BATTLE_OPTION::ENEMY_NAMEORPERCENT == false 
-     contents.font.name="VL Gothic" 
-     contents.font.bold = YM_BATTLE_OPTION::GAUGE_TEXTBOLD 
-     contents.font.size=YM_BATTLE_OPTION::GAUGE_TEXTSIZE 
-     change_color(system_color) 
-     draw_text(x+3, rect.y-2, 100, line_height, Vocab::hp_a) 
-     eee = $game_troop.alive_members[index] 
-     change_color(normal_color) 
-     draw_en_hp_values(x+3, rect.y, width, eee.hp, eee.mhp, normal_color, normal_color) 
-     contents.font.name=Font.default_name 
-     else 
-     end 
-   end 
-   
-   def draw_en_hp_values(x, y, width, current, max, color1, color2) 
-     change_color(color1) 
-     xr = x + width 
-     draw_text(xr-84 , y-2, 42, line_height, current*100/max,2) 
-     draw_text(xr-72, y-2, 42, line_height, "%", 2) 
-   end 
-   
- end 
-   
- #============================================================================== 
- # ■ Window_BattleActor_Neo  我方指標製作 
- #============================================================================== 
- class Window_BattleActor_Neo < Window_Selectable 
-   
-   def initialize(info_viewport) 
-     super(0, info_viewport.rect.y, window_width, fitting_height(4)) 
-     refresh 
-     self.openness = 255 
-     self.visible = false 
-     self.arrows_visible = false 
-     select(0) 
-     contents.font.name="VL Gothic" 
-     self.opacity = 0 
-   end 
-   
-   def window_width 
-    184 
-   end 
-   
-   def window_height 
-     fitting_height(line_number) 
-   end 
-   
-   def visible_line_number 
-     return 4 
-   end 
-   
-   def item_height 
-    60 
-   end 
-   
-   def item_max 
-    $game_party.battle_members.size 
-  end 
-   
-   def update_cursor 
-     if @cursor_all 
-       cursor_rect.set(0, 0, contents.width, row_max * item_height) 
-       self.top_row = 0 
-     elsif @index < 0 
-       cursor_rect.empty 
-     else 
-       ensure_cursor_visible 
-     end 
-   end 
-   
-   def refresh 
-     contents.clear 
-     draw_all_items 
-   end 
-   
-   def draw_item(index) 
-     change_color(normal_color) 
-     contents.font.size = 50 
-     contents.font.color.set(YM_CURSOR_P::CURSOR_COLOR2) 
-     draw_text(item_rect_for_text(index), "▼",1) 
-   end 
-   
-   def basic_area_rect(index) 
-     rect = item_rect_for_text(index) 
-     rect.width -= gauge_area_width + 10 
-     rect 
-   end 
-   
-   def gauge_area_rect(index) 
-     rect = item_rect_for_text(index) 
-     rect.x += rect.width - gauge_area_width 
-     rect.width = gauge_area_width 
-     rect 
-   end 
-   
-   def gauge_area_width 
-     return 220 
-   end 
-   
-   def pos_x 
-     if $game_party.battle_members.size>=4 
-       (Graphics.width-24) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==3 
-       (Graphics.width-22-$game_system.face_item_width*2) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==2 
-       (Graphics.width-20-$game_system.face_item_width*4) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==1 
-       (Graphics.width-18-$game_system.face_item_width*6) / $game_party.battle_members.size 
-     end 
-   end 
-   
-   def pos_y 
-     Graphics.height 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # ●移動處理 
-   #-------------------------------------------------------------------------- 
-   def process_cursor_move 
-     return unless cursor_movable? 
-     last_index = @index 
-     cursor_down(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT) 
-     cursor_up (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT) 
-     cursor_pagedown   if !handle?(:pagedown) && Input.trigger?(:R) 
-     cursor_pageup     if !handle?(:pageup)   && Input.trigger?(:L) 
-     Sound.play_cursor if @index != last_index 
-   end 
-   
-   def cursor_down(wrap = false) 
-     if index < item_max - col_max || (wrap && col_max == 1) 
-       select((index + col_max) % item_max) 
-     end 
-   end 
-   
-   
-   def cursor_up(wrap = false) 
-     if index >= col_max || (wrap && col_max == 1) 
-       select((index - col_max + item_max) % item_max) 
-     end 
-   end 
-   
-   
-   def show 
-     $game_system.al_x=pos_x 
-     $game_system.al_y=pos_y 
-     if @info_viewport 
-       width_remain = Graphics.width - width 
-       self.x = width_remain 
-       @info_viewport.rect.width = width_remain 
-       select(0) 
-     end 
-     super 
-   end 
-   
-   def hide 
-     @info_viewport.rect.width = Graphics.width if @info_viewport 
-     super 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Window_PartyCommand 小隊命令 
- #============================================================================== 
- class Window_PartyCommand < Window_Command 
-   def initialize 
-     super(Graphics.width/2-window_width/2, 108) 
-     self.openness = 0 
-     deactivate 
-   end 
-   def alignment 
-     return 1 
-   end 
-   def window_width 
-     return 108 
-   end 
-   def window_height 
-     return 72 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Window_EnemyCursor 指標製作 
- #============================================================================== 
- class Window_EnemyCursor < Window_Selectable 
-   
-   def initialize(info_viewport) 
-     super(0, 0, window_width, fitting_height(2)) 
-     refresh 
-     self.visible = false 
-     self.opacity = 0 
-   end 
-   
-   def window_width 
-     184 
-   end 
-   
-   def col_max 
-     return 1 
-   end 
-   
-   def item_height 
-    48 
-   end 
-   
-   def item_max 
-     1 
-   end 
-   
-   def draw_item(index) 
-     change_color(normal_color) 
-     contents.font.size = 30 
-     contents.font.name="Arial" 
-     contents.font.color.set(YM_CURSOR_P::CURSOR_COLOR) 
-     draw_text(item_rect_for_text(index), "▼",1) 
-   end 
-   
-   def update_cursor 
-     if @cursor_all 
-       cursor_rect.set(0, 0, contents.width, row_max * item_height) 
-       self.top_row = 0 
-     elsif @index < 0 
-       cursor_rect.empty 
-     else 
-       ensure_cursor_visible 
-     end 
-   end 
-   
-   def show 
-       width_remain = Graphics.width - width 
-       self.x = width_remain 
-       select(0) 
-     super 
-   end 
-   
-   def hide 
-     super 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Window_BattleSkill 視窗資訊暫存 
- #============================================================================== 
- class Window_BattleSkill < Window_SkillList 
-   
-   alias yima_bv2_show show 
-   def show 
-       $game_system.wd_hide=0 
-       yima_bv2_show 
-   end 
-   
-   alias yima_bv2_hide hide 
-   def hide 
-       $game_system.wd_hide=1 
-       yima_bv2_hide 
-   end 
-   
- end 
-   
- #============================================================================== 
- # ■ Window_BattleItem 視窗資訊暫存 
- #============================================================================== 
- class Window_BattleItem < Window_ItemList 
-   
-   alias yima_bv2_show show 
-   def show 
-       $game_system.wd_hide=0 
-       yima_bv2_show 
-   end 
-   
-   alias yima_bv2_hide hide 
-   def hide 
-       $game_system.wd_hide=1 
-       yima_bv2_hide 
-   end 
-   
- end 
-   
- #============================================================================== 
- # ■ Window_ActorCommand 角色指令 
- #============================================================================== 
- class Window_ActorCommand < Window_Command 
-   alias yima_bacmd_initialize initialize 
-   def initialize 
-     yima_bacmd_initialize 
-     self.arrows_visible = false 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●寬 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return  $game_party.battle_members.size>=6 ? 110 : 128 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●設定位置 
-   #-------------------------------------------------------------------------- 
-   def setup(actor) 
-     acmd_arrange = $game_system.face_item_width 
-     @actor = actor 
-     if $game_party.battle_members.size==4 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2 
-     elsif $game_party.battle_members.size==3 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange 
-     elsif $game_party.battle_members.size==2 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange*2 
-     elsif $game_party.battle_members.size==1 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange*3 
-     elsif $game_party.battle_members.size>=5 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2 
-     end 
-     self.y = actor.pos_y - self.height-100 
-     clear_command_list 
-     make_command_list 
-     refresh 
-     self.height = fitting_height(@list.size) 
-     self.y = actor.pos_y - self.height-100 
-     select(0) 
-     activate 
-     open 
-   end 
- end 
-   
- #============================================================================== 
- # ■  Game_Actor 設定位置 
- #============================================================================== 
- class Game_Actor < Game_Battler 
-   def pos_x 
-     if $game_party.battle_members.size>=4 
-       (Graphics.width-24) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==3 
-       (Graphics.width-22-$game_system.face_item_width*2) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==2 
-       (Graphics.width-20-$game_system.face_item_width*4) / $game_party.battle_members.size 
-     elsif $game_party.battle_members.size==1 
-       (Graphics.width-18-$game_system.face_item_width*6) / $game_party.battle_members.size 
-     end 
-   end 
-   def pos_y 
-     Graphics.height 
-   end 
- end 
- #============================================================================== 
- # ■  Game_Party 參戰人數 
- #============================================================================== 
- class Game_Party < Game_Unit 
-   def max_battle_members 
-     return YM_BATTLE_OPTION::MAXBM 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Window_ActorCommandSmall 簡易命令列製作 
- #============================================================================== 
- class Window_ActorCommandSmall < Window_HorzCommand 
-   #-------------------------------------------------------------------------- 
-   # ●初始化 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0) 
-     self.openness = 0 
-     deactivate 
-     @actor = nil 
-     self.arrows_visible = false 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●移動處理 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return  $game_party.battle_members.size>=6 ? 110 : 128 
-   end 
-   
-   def window_height 
-     return 48 
-   end 
-   
-   def item_width 
-     (width - standard_padding * 2 + spacing) /1  - spacing 
-   end 
-   
-   def col_max 
-     return @list.size+1 
-   end 
-   
-   def row_max 
-     1 
-   end 
-   
-   def page_col_max 
-     1 
-   end 
-   
-   def col 
-     index / row_max 
-   end 
-   
-   def top_col 
-     ox / (item_width + spacing) 
-   end 
-   
-   def bottom_col 
-     top_col + page_col_max - 1 
-   end 
-   
-   def bottom_col=(col) 
-     self.top_col = col - (page_col_max - 1) 
-   end 
-   
-   def ensure_cursor_visible 
-     self.top_col = col if col < top_col 
-     self.bottom_col = col if col > bottom_col 
-   end 
-   
-   def visible_line_number 
-     return 4 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●箭頭繪製 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index) 
-     change_color(normal_color, command_enabled?(index)) 
-     draw_text(item_rect_for_text(index), command_name(index), alignment) 
-     change_color(normal_color) 
-     contents.font.size = 16 
-     contents.font.name="Arial" 
-     if $game_party.battle_members.size>=6 
-     draw_text(item_rect_for_text(index), "◄       ►",alignment) 
-     else 
-     draw_text(item_rect_for_text(index), "◄        ►",alignment) 
-     end 
-     contents.font.name=Font.default_name 
-     contents.font.size = Font.default_size 
-     change_color(normal_color, command_enabled?(index)) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●建立指令列 
-   #-------------------------------------------------------------------------- 
-   def make_command_list 
-     return unless @actor 
-     add_attack_command 
-     add_skill_commands 
-     add_guard_command 
-     add_item_command 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●增加攻擊指令 
-   #-------------------------------------------------------------------------- 
-   def add_attack_command 
-     add_command(Vocab::attack, :attack, @actor.attack_usable?) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●增加技能指令 
-   #-------------------------------------------------------------------------- 
-   def add_skill_commands 
-     @actor.added_skill_types.sort.each do |stype_id| 
-       name = $data_system.skill_types[stype_id] 
-       add_command(name, :skill, true, stype_id) 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●增加防禦指令 
-   #-------------------------------------------------------------------------- 
-   def add_guard_command 
-     add_command(Vocab::guard, :guard, @actor.guard_usable?) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●增加物品指令 
-   #-------------------------------------------------------------------------- 
-   def add_item_command 
-     add_command(Vocab::item, :item) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ●建立 
-   #-------------------------------------------------------------------------- 
-   def setup(actor) 
-     acmd_arrange = $game_system.face_item_width 
-     @actor = actor 
-     if $game_party.battle_members.size==4 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2 
-     elsif $game_party.battle_members.size==3 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange 
-     elsif $game_party.battle_members.size==2 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange*2 
-     elsif $game_party.battle_members.size==1 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2+acmd_arrange*3 
-     elsif $game_party.battle_members.size>=5 
-         self.x = actor.pos_x*@actor.index+acmd_arrange - item_width/2 
-     end 
-     self.y = actor.pos_y - self.height-100 
-     clear_command_list 
-     make_command_list 
-     refresh 
-     select(0) 
-     activate 
-     open 
-   end 
- end 
-   
-   
- #============================================================================== 
- # ■ Window_BattleStatus 
- #============================================================================== 
- class Window_BattleStatus < Window_Selectable 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 8, Graphics.width, window_height) 
-     self.opacity = 0 
-     refresh 
-     self.openness = 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 高 
-   #-------------------------------------------------------------------------- 
-   def window_height 
-     fitting_height(visible_line_number) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 三條計量表行高 
-   #-------------------------------------------------------------------------- 
-   def gauge_line_height 
-     return 16 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 行數 
-   #-------------------------------------------------------------------------- 
-   def col_max 
-     return [item_max, 4].max 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 項目間隔 
-   #-------------------------------------------------------------------------- 
-   def spacing 
-     return 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 項目繪製區 
-   #-------------------------------------------------------------------------- 
-   def item_rect(index) 
-     rect = Rect.new 
-     rect.width = item_width 
-     rect.height = contents_height 
-     rect.x = index % col_max * (item_width + spacing) 
-     rect.y = index / col_max * contents_height 
-     rect 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 基本繪製區域 
-   #-------------------------------------------------------------------------- 
-   def basic_area_rect(index) 
-     rect = item_rect_for_text(index) 
-     rect.height -= gauge_area_height 
-     rect 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 棒條繪製區域 
-   #-------------------------------------------------------------------------- 
-   def gauge_area_rect(index) 
-     rect = item_rect_for_text(index) 
-     rect.y += contents_height - gauge_area_height - 8 
-     rect.height = gauge_area_height 
-     rect 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 棒條繪製區域高 
-   #-------------------------------------------------------------------------- 
-   def gauge_area_height 
-     return (gauge_line_height * ($data_system.opt_display_tp ? 3 : 2)) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 內容繪製 
-   #-------------------------------------------------------------------------- 
-   def draw_basic_area(rect, actor) 
-     $game_system.face_item_width=item_width/2 
-     bms=$game_party.battle_members.size 
-     if $data_system.opt_display_tp 
-       notpy=0 
-     else 
-       notpy=8 
-     end 
-     if YM_BATTLE_OPTION::BFC==true 
-       if actor.hp < actor.mhp / 2 && actor.hp > actor.mhp / 4 
-         draw_actor_face_yima2(actor, rect.x+item_width/2-52, rect.y+2, !actor.dead?) 
-       elsif actor.hp < actor.mhp / 4 && actor.hp > 0 
-         draw_actor_face_yima3(actor, rect.x+item_width/2-52, rect.y+2, !actor.dead?) 
-       elsif actor.hp == 0 
-         draw_actor_face_yima4(actor, rect.x+item_width/2-52, rect.y+2, !actor.dead?) 
-       else 
-         draw_actor_face_yima(actor, rect.x+item_width/2-52, rect.y+2, !actor.dead?) 
-       end 
-     else 
-       draw_actor_face_yima(actor, rect.x+item_width/2-52, rect.y+2, !actor.dead?) 
-     end 
-     draw_actor_icons(actor, rect.x, rect.y, rect.width+8) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 計量表繪製 
-   #-------------------------------------------------------------------------- 
-   def draw_gauge_area_with_tp(rect, actor) 
-     draw_actor_hp_ym(actor, rect.x, rect.y + gauge_line_height * 0, rect.width) 
-     draw_actor_mp_ym(actor, rect.x, rect.y + gauge_line_height * 1, rect.width) 
-     draw_actor_tp_ym(actor, rect.x, rect.y + gauge_line_height * 2, rect.width) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 計量表繪製(無TP) 
-   #-------------------------------------------------------------------------- 
-   def draw_gauge_area_without_tp(rect, actor) 
-     draw_actor_hp_ym(actor, rect.x, rect.y + gauge_line_height * 0-8, rect.width) 
-     draw_actor_mp_ym(actor, rect.x, rect.y + gauge_line_height * 1-8, rect.width) 
-   end 
- end