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[已经解决] YEA战斗脚本可以展示tp栏吗?

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发表于 2012-5-31 21:57:18 | 显示全部楼层 |阅读模式

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本帖最后由 kapoleo 于 2012-6-1 15:17 编辑

我之前在66下载了一个YEA战斗脚本
就是直板ATB那个啦
可是这个脚本似乎无法在战斗中展示tp栏?
即使可以也只有第一位角色才有tp栏......而且有时有有时没有.........=.=
请问应该怎么办?

当然如果我也不太想用直板
不过目前横板好像没有ATB系统就是
【长期招募制作成员】
原创科幻RPG - PURIFICATION (内涵‧严肃‧认真)
https://rpg.blue/thread-371063-1-1.html
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发表于 2012-6-1 01:45:26 | 显示全部楼层
該角色有TP消費技能才會在戰鬥中顯示TP條

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我这边的即使用tp消费技能也没有显示tp条耶~~  发表于 2012-6-1 10:14
D
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发表于 2012-6-1 13:44:47 | 显示全部楼层
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Battle Engine v1.21
  4. # -- Last Updated: 2012.02.13
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-BattleEngine"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.02.13 - Bug fixed: Odd Victory game crash fixed.
  15. # 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now.
  16. # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill.
  17. # 2012.01.24 - Compatibility Update: Enemy Levels
  18. # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.
  19. # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an
  20. #              animation only once.
  21. #            - Reduced lag from battle system constantly recreating bitmaps.
  22. # 2012.01.10 - Compatibility Update: Battle System FTB
  23. # 2012.01.09 - Anticrash methods implemented.
  24. #            - Damage Popups are now separate for damage formulas and recovery.
  25. # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.
  26. # 2012.01.02 - Compatibility Update: Target Manager
  27. #            - Added Option: AUTO_FAST
  28. #            - Random hits now show animations individually.
  29. # 2011.12.30 - Compatibility Update: Enemy Levels
  30. #            - Added Option to center the actors in the HUD.
  31. # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.
  32. #            - Default battle system bug fixes are now included from YEA's Ace
  33. #              Core Engine.
  34. #            - Groundwork is also made to support future battle system types.
  35. #            - Multi-hit actions no longer linger when a target dies during the
  36. #              middle of one of the hits.
  37. #            - Compatibility Update: Lunatic Objects v1.02
  38. # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.
  39. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.
  40. # 2011.12.20 - Bug fixed: Death state popups against immortal states.
  41. #            - Bug fixed: During State popup fix.
  42. #            - Added HIDE_POPUP_SWITCH.
  43. # 2011.12.17 - Compatibiilty Update: Cast Animations
  44. # 2011.12.15 - Compatibility Update: Battle Command List
  45. # 2011.12.14 - Compatibility Update: Lunatic Objects
  46. # 2011.12.13 - Compatibility Update: Command Party
  47. # 2011.12.12 - Bug fixed: Turn stalling if no inputable members.
  48. # 2011.12.10 - Compatibility update for Automatic Party HUD.
  49. #            - Popup graphical bug fixed.
  50. #            - Bug fixed: Didn't wait for boss dead animations.
  51. #            - Bug fixed: Surprise attacks that froze the game.
  52. #            - Bug fixed: Popups didn't show for straight recovery effects.
  53. # 2011.12.08 - Finished Script.
  54. # 2011.12.04 - Started Script.
  55. #
  56. #==============================================================================
  57. # ▼ Introduction
  58. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  59. # Ace Battle Engine works as a foundation for future battle engine add-ons. It
  60. # allows for easier management of the battle engine without adding too many
  61. # features, allowing users to customize what they want as they see fit. While
  62. # the Ace Battle Engine isn't an entirely new engine, it gives users control
  63. # that RPG Maker VX Ace didn't originally give them.
  64. #
  65. # Furthermore, this script provides some new features. They are as follows:
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Animation Fixes
  69. # -----------------------------------------------------------------------------
  70. # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,
  71. # these fixes are included in this script as well to ensure it's working for
  72. # the battle script in the event someone chooses not to work with the Ace Core
  73. # Engine script. The animation fixes prevent excessive animation overlaying
  74. # (and making the screen look really ugly) and prevents animation clashing
  75. # between two dual wielding normal attack animations.
  76. #
  77. # -----------------------------------------------------------------------------
  78. # Enemy Animations
  79. # -----------------------------------------------------------------------------
  80. # Enemies now show battle animations when they deliver attacks and skills
  81. # against the player's party. Before in RPG Maker VX Ace, it was nothing more
  82. # than just sound effects and the screen shaking. Now, animations play where
  83. # the status window is and relative to the position of each party member.
  84. #
  85. # -----------------------------------------------------------------------------
  86. # Left/Right Command Selection
  87. # -----------------------------------------------------------------------------
  88. # While choosing actions, the player can press Left or Right to move freely
  89. # between (alive) actors to change their skills. Players no longer have to
  90. # cancel all the way back to change one person's skill and reselect everything.
  91. # On that note, there is now the option that when a battle starts or at the
  92. # end of a turn, players will start immediately at command selection rather
  93. # than needing to select "Fight" in the Party Command Window.
  94. #
  95. # -----------------------------------------------------------------------------
  96. # Popups
  97. # -----------------------------------------------------------------------------
  98. # Dealing damage, inflicting states, adding buffs, landing critical hits,
  99. # striking weaknesses, missing attacks, you name it, there's probably a popup
  100. # for it. Popups deliver information to the player in a quick or orderly
  101. # fashion without requiring the player to read lines of text.
  102. #
  103. # -----------------------------------------------------------------------------
  104. # Targeting Window
  105. # -----------------------------------------------------------------------------
  106. # When targeting enemies, the window is no longer displayed. Instead, the
  107. # targeted enemies are highlighted and their names are shown at the top of the
  108. # screen in a help window. Another thing that's changed is when skills that
  109. # target multiple targets are selected, there is a confirmation step that the
  110. # player must take before continuing. In this confirmation step, all of the
  111. # multiple targets are selected and in the help window would display the scope
  112. # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped
  113. # this step by default.
  114. #
  115. # -----------------------------------------------------------------------------
  116. # Toggling On and Off Special Effects and Text
  117. # -----------------------------------------------------------------------------
  118. # Not everybody likes having the screen shake or the enemies blink when they
  119. # take damage. These effects can now be toggled on and off. Certain text can
  120. # also be toggled on and off from appearing. A lot of the displayed text has
  121. # been rendered redundant through the use of popups.
  122. #
  123. # -----------------------------------------------------------------------------
  124. # Visual Battle Status Window
  125. # -----------------------------------------------------------------------------
  126. # Rather than just having rows of names with HP and MP bars next to them, the
  127. # Battle Status Window now displays actors' faces and their gauges aligned at
  128. # the bottom. More status effects can be shown in addition to showing more
  129. # members on screen at once. The Battle Status Window is also optimized to
  130. # refresh less (thus, removing potential lag from the system).
  131. #
  132. # -----------------------------------------------------------------------------
  133. # Window Position Changes
  134. # -----------------------------------------------------------------------------
  135. # Windows such as the Skill Window and Item Window have been rearranged to
  136. # always provide the player a clear view of the battlefield rather than opening
  137. # up and covering everything. As such, the window positions are placed at the
  138. # bottom of the screen and are repositioned.
  139. #
  140. #==============================================================================
  141. # ▼ Instructions
  142. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  143. # To install this script, open up your script editor and copy/paste this script
  144. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  145. #
  146. # -----------------------------------------------------------------------------
  147. # Skill Notetags - These notetags go in the skills notebox in the database.
  148. # -----------------------------------------------------------------------------
  149. # <one animation>
  150. # Causes the action to display the action animation only once, even if it's a
  151. # multi-hit action. This is used primarily for non-all scope targeting.
  152. #
  153. # -----------------------------------------------------------------------------
  154. # Item Notetags - These notetags go in the items notebox in the database.
  155. # -----------------------------------------------------------------------------
  156. # <one animation>
  157. # Causes the action to display the action animation only once, even if it's a
  158. # multi-hit action. This is used primarily for non-all scope targeting.
  159. #
  160. # -----------------------------------------------------------------------------
  161. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  162. # -----------------------------------------------------------------------------
  163. # <atk ani 1: x>
  164. # <atk ani 2: x>
  165. # Changes the normal attack animation of the particular enemy to animation x.
  166. # Attack animation 1 is the first one that plays. If there's a second animation
  167. # then the second one will play after in mirrored form.
  168. #
  169. # -----------------------------------------------------------------------------
  170. # State Notetags - These notetags go in the state notebox in the database.
  171. # -----------------------------------------------------------------------------
  172. # <popup add: string>
  173. # <popup rem: string>
  174. # <popup dur: string>
  175. # Status effects now create popups whenever they're inflicted. However, if you
  176. # don't like that a certain status effect uses a particular colour setting,
  177. # change "string" to one of the rulesets below to cause that popup to use a
  178. # different ruleset.
  179. #
  180. # <popup hide add>
  181. # <popup hide rem>
  182. # <popup hide dur>
  183. # Not everybody wants status effects to show popups when inflicted. When this
  184. # is the case, insert the respective tag to hide popups from appearing when the
  185. # state is added, removed, or during the stand-by phases.
  186. #
  187. # -----------------------------------------------------------------------------
  188. # Debug Tools - These tools only work during Test Play.
  189. # -----------------------------------------------------------------------------
  190. # - F5 Key -
  191. # Recovers all actors. Restores their HP and MP to max. Does not affect TP.
  192. # All states and buffs are removed whether they are positive or negative.
  193. #
  194. # - F6 Key -
  195. # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.
  196. #
  197. # - F7 Key -
  198. # Sets all actors to have max TP. Everything else is unaffected.
  199. #
  200. # - F8 Key -
  201. # Kills all enemies in battle. Ends the battle quickly.
  202. #
  203. #==============================================================================
  204. # ▼ Compatibility
  205. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  206. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  207. # it will run with RPG Maker VX without adjusting.
  208. #
  209. #==============================================================================

  210. module YEA
  211.   module BATTLE
  212.    
  213.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  214.     # - General Battle Settings -
  215.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  216.     # These settings are adjusted for the overall battle system. These are
  217.     # various miscellaneous options to adjust. Each of the settings below will
  218.     # explain what they do. Change default enemy battle animations here, too.
  219.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  220.     BLINK_EFFECTS      = false  # Blink sprite when damaged?
  221.     FLASH_WHITE_EFFECT = true   # Flash enemy white when it starts an attack.
  222.     SCREEN_SHAKE       = false  # Shake screen in battle?
  223.     SKIP_PARTY_COMMAND = false  # Skips the Fight/Escape menu.
  224.     AUTO_FAST          = true   # Causes message windows to not wait.
  225.     ENEMY_ATK_ANI      = 1      # Sets default attack animation for enemies.
  226.    
  227.     # If this switch is ON, popups will be hidden. If OFF, the popups will be
  228.     # shown. If you do not wish to use this switch, set it to 0.
  229.     HIDE_POPUP_SWITCH  = 0
  230.    
  231.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  232.     # - Battle Status Window -
  233.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  234.     # This sets the default battle system your game will use. If your game
  235.     # doesn't have any other battle systems installed, it will use :dtb.
  236.     #
  237.     # Battle System        Requirement
  238.     #   :dtb               - Default Turn Battle. Default system.
  239.     #   :ftb               - YEA Battle System Add-On: Free Turn Battle
  240.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  241.     DEFAULT_BATTLE_SYSTEM = :dtb     # Default battle system set.
  242.    
  243.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  244.     # - Battle Status Window -
  245.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  246.     # Here, you can adjust the settings for the battle status window. The
  247.     # battle status window, by default, will show the actor's face, HP, MP, TP
  248.     # (if viable), and any inflicted status effects.
  249.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  250.     BATTLESTATUS_NAME_FONT_SIZE = 25    # Font size used for name.
  251.     BATTLESTATUS_TEXT_FONT_SIZE = 16    # Font size used for HP, MP, TP.
  252.     BATTLESTATUS_NO_ACTION_ICON = 185   # No action icon.
  253.     BATTLESTATUS_HPGAUGE_Y_PLUS = 11    # Y Location buffer used for HP gauge.
  254.     BATTLESTATUS_CENTER_FACES   = true # Center faces for the Battle Status.
  255.    
  256.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  257.     # - Help Window Text -
  258.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  259.     # When selecting a target to attack, this is the text that will be shown
  260.     # in place of a target's name for special cases. These special cases are
  261.     # for selections that were originally non-targetable battle scopes.
  262.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  263.     HELP_TEXT_ALL_FOES        = "所有敌人"
  264.     HELP_TEXT_ONE_RANDOM_FOE  = "一个随机敌人"
  265.     HELP_TEXT_MANY_RANDOM_FOE = "%d 个随机敌人"
  266.     HELP_TEXT_ALL_ALLIES      = "所有队友"
  267.     HELP_TEXT_ALL_DEAD_ALLIES = "所有挂了的队友"
  268.     HELP_TEXT_ONE_RANDOM_ALLY = "一个随机队友"
  269.     HELP_TEXT_RANDOM_ALLIES   = "%d 个随机队友"
  270.    
  271.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  272.     # - Popup Settings -
  273.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  274.     # These settings will adjust the popups that appear in battle. Popups
  275.     # deliver information to your player as battlers deal damage, inflict
  276.     # status effects, and more.
  277.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  278.     ENABLE_POPUPS  = true     # Set this to false if you wish to disable them.
  279.     FLASH_CRITICAL = true     # Sets critical hits to flash.
  280.    
  281.     # This hash adjusts the popup settings that will govern how popups appear.
  282.     # Adjust them accordingly.
  283.     POPUP_SETTINGS ={
  284.       :offset     => -24,         # Height offset of a popup.
  285.       :fade       => 12,          # Fade rate for each popup.
  286.       :full       => 40,          # Frames before a popup fades.
  287.       :hp_dmg     => "-%s ",      # SprintF for HP damage.
  288.       :hp_heal    => "+%s ",      # SprintF for HP healing.
  289.       :mp_dmg     => "-%s MP",    # SprintF for MP damage.
  290.       :mp_heal    => "+%s MP",    # SprintF for MP healing.
  291.       :tp_dmg     => "-%s POW",    # SprintF for MP damage.
  292.       :tp_heal    => "+%s POW",    # SprintF for MP healing.
  293.       :drained    => "吸取",     # Text display for draining HP/MP.
  294.       :critical   => "暴击!", # Text display for critical hit.
  295.       :missed     => "MISS",      # Text display for missed attack.
  296.       :evaded     => "躲避!",    # Text display for evaded attack.
  297.       :nulled     => "无效",      # Text display for nulled attack.
  298.       :failed     => "失误",    # Text display for a failed attack.
  299.       :add_state  => "附加 %s",      # SprintF for added states.
  300.       :rem_state  => "解除 %s",      # SprintF for removed states.
  301.       :dur_state  => "正在 %s",        # SprintF for during states.
  302.       :ele_rates  => true,        # This will display elemental affinities.
  303.       :ele_wait   => 0,          # This is how many frames will wait.
  304.       :weakpoint  => "克制", # Appears if foe is weak to element.
  305.       :resistant  => "抵抗",    # Appears if foe is resistant to element.
  306.       :immune     => "免疫",    # Appears if foe is immune to element.
  307.       :absorbed   => "吸走",    # Appears if foe can absorb the element.
  308.       :add_buff   => "%s提升",      # Appears when a positive buff is applied.
  309.       :add_debuff => "%s弱化",      # Appears when a negative buff is applied.
  310.     } # Do not remove this.
  311.    
  312.     # This is the default font used for the popups. Adjust them accordingly
  313.     # or even add new ones.
  314.     DEFAULT = ["VL Gothic", "Verdana", "Arial", "Courier"]
  315.    
  316.     # The following are the various rules that govern the individual popup
  317.     # types that will appear. Adjust them accordingly. Here is a list of what
  318.     # each category does.
  319.     #   Zoom1    The zoom the popup starts at. Values over 2.0 may cause lag.
  320.     #   Zoom2    The zoom the popup goes to. Values over 2.0 may cause lag.
  321.     #   Sz       The font size used for the popup text.
  322.     #   Bold     Applying bold for the popup text.
  323.     #   Italic   Applying italic for the popup text.
  324.     #   Red      The red value of the popup text.
  325.     #   Grn      The green value of the popup text.
  326.     #   Blu      The blue value of the popup text.
  327.     #   Font     The font used for the popup text.
  328.     POPUP_RULES ={
  329.       # Type     => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]
  330.       "DEFAULT"  => [   2.0,   1.0, 24, true,  false, 255, 255, 255, DEFAULT],
  331.       "CRITICAL" => [   2.0,   1.0, 24, true,  false, 255,  80,  80, DEFAULT],
  332.       "HP_DMG"   => [   2.0,   1.0, 36, true,  false, 255, 255, 255, DEFAULT],
  333.       "HP_HEAL"  => [   2.0,   1.0, 36, true,  false, 130, 250, 130, DEFAULT],
  334.       "MP_DMG"   => [   2.0,   1.0, 36, true,  false, 220, 180, 255, DEFAULT],
  335.       "MP_HEAL"  => [   2.0,   1.0, 36, true,  false, 160, 230, 255, DEFAULT],
  336.       "TP_DMG"   => [   2.0,   1.0, 36, true,  false, 242, 108,  78, DEFAULT],
  337.       "TP_HEAL"  => [   2.0,   1.0, 36, true,  false, 251, 175,  92, DEFAULT],
  338.       "ADDSTATE" => [   2.0,   1.0, 24, true,  false, 240, 100, 100, DEFAULT],
  339.       "REMSTATE" => [   2.0,   1.0, 24, true,  false, 125, 170, 225, DEFAULT],
  340.       "DURSTATE" => [   2.0,   1.0, 24, true,  false, 255, 240, 150, DEFAULT],
  341.       "DRAIN"    => [   2.0,   1.0, 36, true,  false, 250, 190, 255, DEFAULT],
  342.       "POSITIVE" => [   2.0,   1.0, 24, true,  false, 110, 210, 245, DEFAULT],
  343.       "NEGATIVE" => [   2.0,   1.0, 24, true,  false, 245, 155, 195, DEFAULT],
  344.       "WEAK_ELE" => [   0.5,   1.0, 24, true,  false, 240, 110,  80, DEFAULT],
  345.       "IMMU_ELE" => [   0.5,   1.0, 24, true,  false, 185, 235, 255, DEFAULT],
  346.       "REST_ELE" => [   0.5,   1.0, 24, true,  false, 145, 230, 180, DEFAULT],
  347.       "ABSB_ELE" => [   0.5,   1.0, 24, true,  false, 250, 190, 255, DEFAULT],
  348.       "BUFF"     => [   2.0,   1.0, 24, true,  false, 255, 240, 100, DEFAULT],
  349.       "DEBUFF"   => [   2.0,   1.0, 24, true,  false, 160, 130, 200, DEFAULT],
  350.     } # Do not remove this.
  351.    
  352.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  353.     # - Streamlined Messages -
  354.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  355.     # Want to remove some of those annoying messages that appear all the time?
  356.     # Now you can! Select which messages you want to enable or disable. Some of
  357.     # these messages will be rendered useless due to popups.
  358.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  359.     MSG_ENEMY_APPEARS  = true  # Message when enemy appears start of battle.
  360.     MSG_CURRENT_STATE  = false  # Show which states has affected battler.
  361.     MSG_CURRENT_ACTION = true   # Show the current action of the battler.
  362.     MSG_COUNTERATTACK  = true   # Show the message for a counterattack.
  363.     MSG_REFLECT_MAGIC  = true   # Show message for reflecting magic attacks.
  364.     MSG_SUBSTITUTE_HIT = true   # Show message for ally taking another's hit.
  365.     MSG_FAILURE_HIT    = false  # Show effect failed against target.
  366.     MSG_CRITICAL_HIT   = true  # Show attack was a critical hit.
  367.     MSG_HIT_MISSED     = false  # Show attack missed the target.
  368.     MSG_EVASION        = false  # Show attack was evaded by the target.
  369.     MSG_HP_DAMAGE      = false  # Show HP damage to target.
  370.     MSG_MP_DAMAGE      = false  # Show MP damage to target.
  371.     MSG_TP_DAMAGE      = false  # Show TP damage to target.
  372.     MSG_ADDED_STATES   = true  # Show target's added states.
  373.     MSG_REMOVED_STATES = false  # Show target's removed states.
  374.     MSG_CHANGED_BUFFS  = false  # Show target's changed buffs.
  375.    
  376.   end # BATTLE
  377. end # YEA

  378. #==============================================================================
  379. # ▼ Editting anything past this point may potentially result in causing
  380. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  381. # halitosis so edit at your own risk.
  382. #==============================================================================

  383. module YEA
  384.   module REGEXP
  385.   module ENEMY
  386.    
  387.     ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
  388.     ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i
  389.    
  390.   end # ENEMY
  391.   module USABLEITEM
  392.    
  393.     ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i
  394.    
  395.   end # USABLEITEM
  396.   module STATE
  397.    
  398.     POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i
  399.     POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i
  400.     POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i
  401.    
  402.     HIDE_ADD  = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i
  403.     HIDE_REM  = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i
  404.     HIDE_DUR  = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i
  405.    
  406.   end # STATE
  407.   end # REGEXP
  408. end # YEA

  409. #==============================================================================
  410. # ■ Switch
  411. #==============================================================================

  412. module Switch
  413.   
  414.   #--------------------------------------------------------------------------
  415.   # self.hide_popups
  416.   #--------------------------------------------------------------------------
  417.   def self.hide_popups
  418.     return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0
  419.     return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]
  420.   end
  421.   
  422. end # Switch

  423. #==============================================================================
  424. # ■ Colour
  425. #==============================================================================

  426. module Colour
  427.   
  428.   #--------------------------------------------------------------------------
  429.   # self.text_colour
  430.   #--------------------------------------------------------------------------
  431.   def self.text_colour(index)
  432.     windowskin = Cache.system("Window")
  433.     x = 64 + (index % 8) * 8
  434.     y = 96 + (index / 8) * 8
  435.     return windowskin.get_pixel(x, y)
  436.   end
  437.   
  438. end # Colour

  439. #==============================================================================
  440. # ■ Icon
  441. #==============================================================================

  442. module Icon
  443.   
  444.   #--------------------------------------------------------------------------
  445.   # self.no_action
  446.   #--------------------------------------------------------------------------
  447.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  448.    
  449. end # Icon

  450. #==============================================================================
  451. # ■ Numeric
  452. #==============================================================================

  453. class Numeric
  454.   
  455.   #--------------------------------------------------------------------------
  456.   # new method: group_digits
  457.   #--------------------------------------------------------------------------
  458.   unless $imported["YEA-CoreEngine"]
  459.   def group; return self.to_s; end
  460.   end # $imported["YEA-CoreEngine"]
  461.    
  462. end # Numeric

  463. #==============================================================================
  464. # ■ DataManager
  465. #==============================================================================

  466. module DataManager
  467.   
  468.   #--------------------------------------------------------------------------
  469.   # alias method: load_database
  470.   #--------------------------------------------------------------------------
  471.   class <<self; alias load_database_abe load_database; end
  472.   def self.load_database
  473.     load_database_abe
  474.     load_notetags_abe
  475.   end
  476.   
  477.   #--------------------------------------------------------------------------
  478.   # new method: load_notetags_abe
  479.   #--------------------------------------------------------------------------
  480.   def self.load_notetags_abe
  481.     groups = [$data_enemies, $data_states, $data_skills, $data_items]
  482.     for group in groups
  483.       for obj in group
  484.         next if obj.nil?
  485.         obj.load_notetags_abe
  486.       end
  487.     end
  488.   end
  489.   
  490. end # DataManager

  491. #==============================================================================
  492. # ■ RPG::UsableItem
  493. #==============================================================================

  494. class RPG::UsableItem < RPG::BaseItem
  495.   
  496.   #--------------------------------------------------------------------------
  497.   # public instance variables
  498.   #--------------------------------------------------------------------------
  499.   attr_accessor :one_animation
  500.   
  501.   #--------------------------------------------------------------------------
  502.   # common cache: load_notetags_abe
  503.   #--------------------------------------------------------------------------
  504.   def load_notetags_abe
  505.     @one_animation = false
  506.     #---
  507.     self.note.split(/[\r\n]+/).each { |line|
  508.       case line
  509.       #---
  510.       when YEA::REGEXP::USABLEITEM::ONE_ANIMATION
  511.         @one_animation = true
  512.       end
  513.     } # self.note.split
  514.     #---
  515.   end
  516.   
  517. end # RPG::UsableItem

  518. #==============================================================================
  519. # ■ RPG::Enemy
  520. #==============================================================================

  521. class RPG::Enemy < RPG::BaseItem
  522.   
  523.   #--------------------------------------------------------------------------
  524.   # public instance variables
  525.   #--------------------------------------------------------------------------
  526.   attr_accessor :atk_animation_id1
  527.   attr_accessor :atk_animation_id2
  528.   
  529.   #--------------------------------------------------------------------------
  530.   # common cache: load_notetags_abe
  531.   #--------------------------------------------------------------------------
  532.   def load_notetags_abe
  533.     @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI
  534.     @atk_animation_id2 = 0
  535.     #---
  536.     self.note.split(/[\r\n]+/).each { |line|
  537.       case line
  538.       #---
  539.       when YEA::REGEXP::ENEMY::ATK_ANI1
  540.         @atk_animation_id1 = $1.to_i
  541.       when YEA::REGEXP::ENEMY::ATK_ANI2
  542.         @atk_animation_id2 = $1.to_i
  543.       end
  544.     } # self.note.split
  545.     #---
  546.   end
  547.   
  548. end # RPG::Enemy

  549. #==============================================================================
  550. # ■ RPG::Enemy
  551. #==============================================================================

  552. class RPG::State < RPG::BaseItem
  553.   
  554.   #--------------------------------------------------------------------------
  555.   # public instance variables
  556.   #--------------------------------------------------------------------------
  557.   attr_accessor :popup_rules
  558.   
  559.   #--------------------------------------------------------------------------
  560.   # common cache: load_notetags_abe
  561.   #--------------------------------------------------------------------------
  562.   def load_notetags_abe
  563.     @popup_rules = {
  564.       :add_state => "ADDSTATE",
  565.       :rem_state => "REMSTATE",
  566.       :dur_state => nil
  567.     } # Do not remove this.
  568.     #---
  569.     self.note.split(/[\r\n]+/).each { |line|
  570.       case line
  571.       #---
  572.       when YEA::REGEXP::STATE::POPUP_ADD
  573.         @popup_rules[:add_state] = $1.upcase.to_s
  574.       when YEA::REGEXP::STATE::POPUP_REM
  575.         @popup_rules[:rem_state] = $1.upcase.to_s
  576.       when YEA::REGEXP::STATE::POPUP_DUR
  577.         @popup_rules[:dur_state] = $1.upcase.to_s
  578.       when YEA::REGEXP::STATE::HIDE_ADD
  579.         @popup_rules[:add_state] = nil
  580.       when YEA::REGEXP::STATE::HIDE_REM
  581.         @popup_rules[:rem_state] = nil
  582.       when YEA::REGEXP::STATE::HIDE_DUR
  583.         @popup_rules[:dur_state] = nil
  584.       end
  585.     } # self.note.split
  586.     #---
  587.   end
  588.   
  589. end # RPG::State

  590. #==============================================================================
  591. # ■ BattleManager
  592. #==============================================================================

  593. module BattleManager
  594.   
  595.   #--------------------------------------------------------------------------
  596.   # overwrite method: self.battle_start
  597.   #--------------------------------------------------------------------------
  598.   def self.battle_start
  599.     $game_system.battle_count += 1
  600.     $game_party.on_battle_start
  601.     $game_troop.on_battle_start
  602.     return unless YEA::BATTLE::MSG_ENEMY_APPEARS
  603.     $game_troop.enemy_names.each do |name|
  604.       $game_message.add(sprintf(Vocab::Emerge, name))
  605.     end
  606.     if @preemptive
  607.       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
  608.     elsif @surprise
  609.       $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
  610.     end
  611.     wait_for_message
  612.   end
  613.   
  614.   #--------------------------------------------------------------------------
  615.   # overwrite method: make_action_orders
  616.   #--------------------------------------------------------------------------
  617.   def self.make_action_orders
  618.     make_dtb_action_orders if btype?(:dtb)
  619.   end
  620.   
  621.   #--------------------------------------------------------------------------
  622.   # new method: make_dtb_action_orders
  623.   #--------------------------------------------------------------------------
  624.   def self.make_dtb_action_orders
  625.     @action_battlers = []
  626.     @action_battlers += $game_party.members unless @surprise
  627.     @action_battlers += $game_troop.members unless @preemptive
  628.     @action_battlers.each {|battler| battler.make_speed }
  629.     @action_battlers.sort! {|a,b| b.speed - a.speed }
  630.   end
  631.   
  632.   #--------------------------------------------------------------------------
  633.   # overwrite method: turn_start
  634.   #--------------------------------------------------------------------------
  635.   def self.turn_start
  636.     @phase = :turn
  637.     clear_actor
  638.     $game_troop.increase_turn
  639.     @performed_battlers = []
  640.     make_action_orders
  641.   end
  642.   
  643.   #--------------------------------------------------------------------------
  644.   # overwrite method: next_subject
  645.   #--------------------------------------------------------------------------
  646.   def self.next_subject
  647.     @performed_battlers = [] if @performed_battlers.nil?
  648.     loop do
  649.       @action_battlers -= @performed_battlers
  650.       battler = @action_battlers.shift
  651.       return nil unless battler
  652.       next unless battler.index && battler.alive?
  653.       @performed_battlers.push(battler)
  654.       return battler
  655.     end
  656.   end
  657.   
  658.   #--------------------------------------------------------------------------
  659.   # new method: self.init_battle_type
  660.   #--------------------------------------------------------------------------
  661.   def self.init_battle_type
  662.     set_btype($game_system.battle_system)
  663.   end
  664.   
  665.   #--------------------------------------------------------------------------
  666.   # new method: self.set_btype
  667.   #--------------------------------------------------------------------------
  668.   def self.set_btype(btype = :dtb)
  669.     @battle_type = btype
  670.   end
  671.   
  672.   #--------------------------------------------------------------------------
  673.   # new method: self.btype?
  674.   #--------------------------------------------------------------------------
  675.   def self.btype?(btype)
  676.     return @battle_type == btype
  677.   end
  678.   
  679. end # BattleManager

  680. #==============================================================================
  681. # ■ Game_System
  682. #==============================================================================

  683. class Game_System
  684.   
  685.   #--------------------------------------------------------------------------
  686.   # new method: battle_system
  687.   #--------------------------------------------------------------------------
  688.   def battle_system
  689.     if @battle_system.nil?
  690.       return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)
  691.     else
  692.       return battle_system_corrected(@battle_system)
  693.     end
  694.   end
  695.   
  696.   #--------------------------------------------------------------------------
  697.   # new method: set_battle_system
  698.   #--------------------------------------------------------------------------
  699.   def set_battle_system(type)
  700.     case type
  701.     when :dtb; @battle_system = :dtb
  702.     when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  703.     else;      @battle_system = :dtb
  704.     end
  705.   end
  706.   
  707.   #--------------------------------------------------------------------------
  708.   # new method: battle_system_corrected
  709.   #--------------------------------------------------------------------------
  710.   def battle_system_corrected(type)
  711.     case type
  712.     when :dtb; return :dtb
  713.     when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  714.     else;      return :dtb
  715.     end
  716.   end
  717.   
  718. end # Game_System

  719. #==============================================================================
  720. # ■ Sprite_Base
  721. #==============================================================================

  722. class Sprite_Base < Sprite
  723.   
  724.   #--------------------------------------------------------------------------
  725.   # new method: start_pseudo_animation
  726.   #--------------------------------------------------------------------------
  727.   unless $imported["YEA-CoreEngine"]
  728.   def start_pseudo_animation(animation, mirror = false)
  729.     dispose_animation
  730.     @animation = animation
  731.     return if @animation.nil?
  732.     @ani_mirror = mirror
  733.     set_animation_rate
  734.     @ani_duration = @animation.frame_max * @ani_rate + 1
  735.     @ani_sprites = []
  736.   end
  737.   end # $imported["YEA-CoreEngine"]
  738.   
  739. end # Sprite_Base

  740. #==============================================================================
  741. # ■ Sprite_Battler
  742. #==============================================================================

  743. class Sprite_Battler < Sprite_Base
  744.   
  745.   #--------------------------------------------------------------------------
  746.   # public instance variables
  747.   #--------------------------------------------------------------------------
  748.   attr_accessor :effect_type
  749.   attr_accessor :battler_visible
  750.   attr_accessor :popups
  751.   
  752.   #--------------------------------------------------------------------------
  753.   # alias method: initialize
  754.   #--------------------------------------------------------------------------
  755.   alias sprite_battler_initialize_abe initialize
  756.   def initialize(viewport, battler = nil)
  757.     sprite_battler_initialize_abe(viewport, battler)
  758.     @popups = []
  759.     @popup_flags = []
  760.   end
  761.   
  762.   #--------------------------------------------------------------------------
  763.   # alias method: update_bitmap
  764.   #--------------------------------------------------------------------------
  765.   alias sprite_battler_update_bitmap_abe update_bitmap
  766.   def update_bitmap
  767.     return if @battler.actor? && @battler.battler_name == ""
  768.     sprite_battler_update_bitmap_abe
  769.   end
  770.   
  771.   #--------------------------------------------------------------------------
  772.   # alias method: setup_new_animation
  773.   #--------------------------------------------------------------------------
  774.   unless $imported["YEA-CoreEngine"]
  775.   alias sprite_battler_setup_new_animation_abe setup_new_animation
  776.   def setup_new_animation
  777.     sprite_battler_setup_new_animation_abe
  778.     @battler.pseudo_ani_id = 0
  779.     return if @battler.pseudo_ani_id <= 0
  780.     animation = $data_animations[@battler.pseudo_ani_id]
  781.     mirror = @battler.animation_mirror
  782.     start_pseudo_animation(animation, mirror)
  783.     @battler.pseudo_ani_id = 0
  784.   end
  785.   end # $imported["YEA-CoreEngine"]
  786.   
  787.   #--------------------------------------------------------------------------
  788.   # alias method: setup_new_effect
  789.   #--------------------------------------------------------------------------
  790.   alias sprite_battler_setup_new_effect_abe setup_new_effect
  791.   def setup_new_effect
  792.     sprite_battler_setup_new_effect_abe
  793.     setup_popups
  794.   end
  795.   
  796.   #--------------------------------------------------------------------------
  797.   # new method: setup_popups
  798.   #--------------------------------------------------------------------------
  799.   def setup_popups
  800.     return unless @battler.use_sprite?
  801.     @battler.popups = [] if @battler.popups.nil?
  802.     return if @battler.popups == []
  803.     array = @battler.popups.shift
  804.     create_new_popup(array[0], array[1], array[2])
  805.   end
  806.   
  807.   #--------------------------------------------------------------------------
  808.   # new method: create_new_popup
  809.   #--------------------------------------------------------------------------
  810.   def create_new_popup(value, rules, flags)
  811.     return if @battler == nil
  812.     return if flags & @popup_flags != []
  813.     array = YEA::BATTLE::POPUP_RULES[rules]
  814.     for popup in @popups
  815.       popup.y -= 24
  816.     end
  817.     return unless SceneManager.scene.is_a?(Scene_Battle)
  818.     return if SceneManager.scene.spriteset.nil?
  819.     view = SceneManager.scene.spriteset.viewportPopups
  820.     new_popup = Sprite_Popup.new(view, @battler, value, rules, flags)
  821.     @popups.push(new_popup)
  822.     @popup_flags.push("weakness") if flags.include?("weakness")
  823.     @popup_flags.push("resistant") if flags.include?("resistant")
  824.     @popup_flags.push("immune") if flags.include?("immune")
  825.     @popup_flags.push("absorbed") if flags.include?("absorbed")
  826.   end
  827.   
  828.   #--------------------------------------------------------------------------
  829.   # alias method: update_effect
  830.   #--------------------------------------------------------------------------
  831.   alias sprite_battler_update_effect_abe update_effect
  832.   def update_effect
  833.     sprite_battler_update_effect_abe
  834.     update_popups
  835.   end
  836.   
  837.   #--------------------------------------------------------------------------
  838.   # new method: update_popups
  839.   #--------------------------------------------------------------------------
  840.   def update_popups
  841.     for popup in @popups
  842.       popup.update
  843.       next unless popup.opacity <= 0
  844.       popup.bitmap.dispose
  845.       popup.dispose
  846.       @popups.delete(popup)
  847.       popup = nil
  848.     end
  849.     @popup_flags = [] if @popups == [] && @popup_flags != []
  850.     return unless SceneManager.scene_is?(Scene_Battle)
  851.     if @current_active_battler != SceneManager.scene.subject
  852.       @current_active_battler = SceneManager.scene.subject
  853.       @popup_flags = []
  854.     end
  855.   end
  856.   
  857. end # Sprite_Battler

  858. #==============================================================================
  859. # ■ Sprite_Popup
  860. #==============================================================================

  861. class Sprite_Popup < Sprite_Base
  862.   
  863.   #--------------------------------------------------------------------------
  864.   # public instance variables
  865.   #--------------------------------------------------------------------------
  866.   attr_accessor :flags
  867.   
  868.   #--------------------------------------------------------------------------
  869.   # initialize
  870.   #--------------------------------------------------------------------------
  871.   def initialize(viewport, battler, value, rules, flags)
  872.     super(viewport)
  873.     @value = value
  874.     @rules = rules
  875.     @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)
  876.     @fade = YEA::BATTLE::POPUP_SETTINGS[:fade]
  877.     @full = YEA::BATTLE::POPUP_SETTINGS[:full]
  878.     @flags = flags
  879.     @battler = battler
  880.     create_popup_bitmap
  881.   end
  882.   
  883.   #--------------------------------------------------------------------------
  884.   # create_popup_bitmap
  885.   #--------------------------------------------------------------------------
  886.   def create_popup_bitmap
  887.     rules_array = YEA::BATTLE::POPUP_RULES[@rules]
  888.     bw = Graphics.width
  889.     bw += 48 if @flags.include?("state")
  890.     bh = Font.default_size * 3
  891.     bitmap = Bitmap.new(bw, bh)
  892.     bitmap.font.name = rules_array[8]
  893.     size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]
  894.     bitmap.font.size = size
  895.     bitmap.font.bold = rules_array[3]
  896.     bitmap.font.italic = rules_array[4]
  897.     if flags.include?("critical")
  898.       crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]
  899.       bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)
  900.     else
  901.       bitmap.font.out_color.set(0, 0, 0, 255)
  902.     end
  903.     dx = 0; dy = 0; dw = 0
  904.     dx += 24 if @flags.include?("state")
  905.     dw += 24 if @flags.include?("state")
  906.     if @flags.include?("state") || @flags.include?("buff")
  907.       c_width = bitmap.text_size(@value).width
  908.       icon_bitmap = $game_temp.iconset
  909.       icon_index = flag_state_icon
  910.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  911.       bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)
  912.     end
  913.     bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])
  914.     bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)
  915.     self.bitmap = bitmap
  916.     self.x = @battler.screen_x
  917.     self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1
  918.     self.x -= SceneManager.scene.spriteset.viewport1.ox
  919.     self.y = @battler.screen_y - @battler.sprite.oy/2
  920.     self.y -= @battler.sprite.oy/2 if @battler.actor?
  921.     self.y -= SceneManager.scene.spriteset.viewport1.oy
  922.     self.ox = bw/2; self.oy = bh/2
  923.     self.zoom_x = self.zoom_y = rules_array[0]
  924.     if @flags.include?("no zoom")
  925.       self.zoom_x = self.zoom_y = rules_array[1]
  926.     end
  927.     @target_zoom = rules_array[1]
  928.     @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"
  929.     self.z = 500
  930.   end
  931.   
  932.   #--------------------------------------------------------------------------
  933.   # update
  934.   #--------------------------------------------------------------------------
  935.   def update
  936.     super
  937.     #---
  938.     if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL
  939.       @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0
  940.       @hue_duration -= 1
  941.       self.bitmap.hue_change(15) if @hue_duration <= 0
  942.     end
  943.     #---
  944.     if @zoom_direction == "up"
  945.       self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min
  946.       self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min
  947.     else
  948.       self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max
  949.       self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max
  950.     end
  951.     #---
  952.     @full -= 1
  953.     return if @full > 0
  954.     self.y -= 1
  955.     self.opacity -= @fade
  956.   end
  957.   
  958.   #--------------------------------------------------------------------------
  959.   # flag_state_icon
  960.   #--------------------------------------------------------------------------
  961.   def flag_state_icon
  962.     for item in @flags; return item if item.is_a?(Integer); end
  963.     return 0
  964.   end
  965.   
  966. end # Sprite_Popup

  967. #==============================================================================
  968. # ■ Spriteset_Battle
  969. #==============================================================================

  970. class Spriteset_Battle
  971.   
  972.   #--------------------------------------------------------------------------
  973.   # public instance variables
  974.   #--------------------------------------------------------------------------
  975.   attr_accessor :actor_sprites
  976.   attr_accessor :enemy_sprites
  977.   attr_accessor :viewport1
  978.   attr_accessor :viewportPopups
  979.   
  980.   #--------------------------------------------------------------------------
  981.   # alias method: create_viewports
  982.   #--------------------------------------------------------------------------
  983.   alias spriteset_battle_create_viewports_abe create_viewports
  984.   def create_viewports
  985.     spriteset_battle_create_viewports_abe
  986.     @viewportPopups = Viewport.new
  987.     @viewportPopups.z = 200
  988.   end
  989.   
  990.   #--------------------------------------------------------------------------
  991.   # alias method: dispose_viewports
  992.   #--------------------------------------------------------------------------
  993.   alias spriteset_battle_dispose_viewports_abe dispose_viewports
  994.   def dispose_viewports
  995.     spriteset_battle_dispose_viewports_abe
  996.     @viewportPopups.dispose
  997.   end
  998.   
  999.   #--------------------------------------------------------------------------
  1000.   # alias method: update_viewports
  1001.   #--------------------------------------------------------------------------
  1002.   alias spriteset_battle_update_viewports_abe update_viewports
  1003.   def update_viewports
  1004.     spriteset_battle_update_viewports_abe
  1005.     @viewportPopups.update
  1006.   end
  1007.   
  1008. end # Spriteset_Battle

  1009. #==============================================================================
  1010. # ■ Game_Temp
  1011. #==============================================================================

  1012. class Game_Temp
  1013.   
  1014.   #--------------------------------------------------------------------------
  1015.   # public instance variables
  1016.   #--------------------------------------------------------------------------
  1017.   attr_accessor :battle_aid
  1018.   attr_accessor :evaluating
  1019.   attr_accessor :iconset
  1020.   
  1021.   #--------------------------------------------------------------------------
  1022.   # alias method: initialize
  1023.   #--------------------------------------------------------------------------
  1024.   alias game_temp_initialize_abe initialize
  1025.   def initialize
  1026.     game_temp_initialize_abe
  1027.     @iconset = Cache.system("Iconset")
  1028.   end
  1029.   
  1030. end # Game_Temp

  1031. #==============================================================================
  1032. # ■ Game_Action
  1033. #==============================================================================

  1034. class Game_Action
  1035.   
  1036.   #--------------------------------------------------------------------------
  1037.   # overwrite method: speed
  1038.   #--------------------------------------------------------------------------
  1039.   def speed
  1040.     speed = subject.agi
  1041.     speed += item.speed if item
  1042.     speed += subject.atk_speed if attack?
  1043.     return speed
  1044.   end
  1045.   
  1046.   #--------------------------------------------------------------------------
  1047.   # alias method: evaluate_item_with_target
  1048.   #--------------------------------------------------------------------------
  1049.   alias evaluate_item_with_target_abe evaluate_item_with_target
  1050.   def evaluate_item_with_target(target)
  1051.     $game_temp.evaluating = true
  1052.     result = evaluate_item_with_target_abe(target)
  1053.     $game_temp.evaluating = false
  1054.     return result
  1055.   end
  1056.   
  1057. end # Game_Action

  1058. #==============================================================================
  1059. # ■ Game_ActionResult
  1060. #==============================================================================

  1061. class Game_ActionResult
  1062.   
  1063.   #--------------------------------------------------------------------------
  1064.   # alias method: clear
  1065.   #--------------------------------------------------------------------------
  1066.   alias game_actionresult_clear_abe clear
  1067.   def clear
  1068.     game_actionresult_clear_abe
  1069.     clear_stored_damage
  1070.   end
  1071.   
  1072.   #--------------------------------------------------------------------------
  1073.   # new method: clear_stored_damage
  1074.   #--------------------------------------------------------------------------
  1075.   def clear_stored_damage
  1076.     @stored_hp_damage = 0
  1077.     @stored_mp_damage = 0
  1078.     @stored_tp_damage = 0
  1079.     @stored_hp_drain = 0
  1080.     @stored_mp_drain = 0
  1081.   end
  1082.   
  1083.   #--------------------------------------------------------------------------
  1084.   # new method: store_damage
  1085.   #--------------------------------------------------------------------------
  1086.   def store_damage
  1087.     @stored_hp_damage += @hp_damage
  1088.     @stored_mp_damage += @mp_damage
  1089.     @stored_tp_damage += @tp_damage
  1090.     @stored_hp_drain += @hp_drain
  1091.     @stored_mp_drain += @mp_drain
  1092.   end
  1093.   
  1094.   #--------------------------------------------------------------------------
  1095.   # new method: restore_damage
  1096.   #--------------------------------------------------------------------------
  1097.   def restore_damage
  1098.     @hp_damage = @stored_hp_damage
  1099.     @mp_damage = @stored_mp_damage
  1100.     @tp_damage = @stored_tp_damage
  1101.     @hp_drain = @stored_hp_drain
  1102.     @mp_drain = @stored_mp_drain
  1103.     clear_stored_damage
  1104.   end
  1105.   
  1106. end # Game_ActionResult

  1107. #==============================================================================
  1108. # ■ Game_BattlerBase
  1109. #==============================================================================

  1110. class Game_BattlerBase
  1111.   
  1112.   #--------------------------------------------------------------------------
  1113.   # public instance variables
  1114.   #--------------------------------------------------------------------------
  1115.   attr_accessor :popups
  1116.   
  1117.   #--------------------------------------------------------------------------
  1118.   # new method: create_popup
  1119.   #--------------------------------------------------------------------------
  1120.   def create_popup(value, rules = "DEFAULT", flags = [])
  1121.     return unless SceneManager.scene_is?(Scene_Battle)
  1122.     return unless YEA::BATTLE::ENABLE_POPUPS
  1123.     return if Switch.hide_popups
  1124.     @popups = [] if @popups.nil?
  1125.     @popups.push([value, rules, flags])
  1126.   end
  1127.   
  1128.   #--------------------------------------------------------------------------
  1129.   # new method: make_damage_popups
  1130.   #--------------------------------------------------------------------------
  1131.   def make_damage_popups(user)
  1132.     if @result.hp_drain != 0
  1133.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1134.       rules = "DRAIN"
  1135.       user.create_popup(text, rules)
  1136.       setting = :hp_dmg  if @result.hp_drain < 0
  1137.       setting = :hp_heal if @result.hp_drain > 0
  1138.       rules = "HP_DMG"   if @result.hp_drain < 0
  1139.       rules = "HP_HEAL"  if @result.hp_drain > 0
  1140.       value = @result.hp_drain.abs
  1141.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1142.       user.create_popup(text, rules)
  1143.     end
  1144.     if @result.mp_drain != 0
  1145.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1146.       rules = "DRAIN"
  1147.       user.create_popup(text, rules)
  1148.       setting = :mp_dmg  if @result.mp_drain < 0
  1149.       setting = :mp_heal if @result.mp_drain > 0
  1150.       rules = "HP_DMG"   if @result.mp_drain < 0
  1151.       rules = "HP_HEAL"  if @result.mp_drain > 0
  1152.       value = @result.mp_drain.abs
  1153.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1154.       user.create_popup(text, rules)
  1155.     end
  1156.     #---
  1157.     flags = []
  1158.     flags.push("critical") if @result.critical
  1159.     if @result.hp_damage != 0
  1160.       setting = :hp_dmg  if @result.hp_damage > 0
  1161.       setting = :hp_heal if @result.hp_damage < 0
  1162.       rules = "HP_DMG"   if @result.hp_damage > 0
  1163.       rules = "HP_HEAL"  if @result.hp_damage < 0
  1164.       value = @result.hp_damage.abs
  1165.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1166.       create_popup(text, rules, flags)
  1167.     end
  1168.     if @result.mp_damage != 0
  1169.       setting = :mp_dmg  if @result.mp_damage > 0
  1170.       setting = :mp_heal if @result.mp_damage < 0
  1171.       rules = "MP_DMG"   if @result.mp_damage > 0
  1172.       rules = "MP_HEAL"  if @result.mp_damage < 0
  1173.       value = @result.mp_damage.abs
  1174.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1175.       create_popup(text, rules, flags)
  1176.     end
  1177.     if @result.tp_damage != 0
  1178.       setting = :tp_dmg  if @result.tp_damage > 0
  1179.       setting = :tp_heal if @result.tp_damage < 0
  1180.       rules = "TP_DMG"   if @result.tp_damage > 0
  1181.       rules = "TP_HEAL"  if @result.tp_damage < 0
  1182.       value = @result.tp_damage.abs
  1183.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1184.       create_popup(text, rules)
  1185.     end
  1186.     @result.store_damage
  1187.     @result.clear_damage_values
  1188.   end
  1189.   
  1190.   #--------------------------------------------------------------------------
  1191.   # alias method: erase_state
  1192.   #--------------------------------------------------------------------------
  1193.   alias game_battlerbase_erase_state_abe erase_state
  1194.   def erase_state(state_id)
  1195.     make_state_popup(state_id, :rem_state) if @states.include?(state_id)
  1196.     game_battlerbase_erase_state_abe(state_id)
  1197.   end
  1198.   
  1199.   #--------------------------------------------------------------------------
  1200.   # new method: make_during_state_popup
  1201.   #--------------------------------------------------------------------------
  1202.   def make_during_state_popup
  1203.     state_id = most_important_state_id
  1204.     return if state_id == 0
  1205.     make_state_popup(state_id, :dur_state)
  1206.   end
  1207.   
  1208.   #--------------------------------------------------------------------------
  1209.   # new method: most_important_state_id
  1210.   #--------------------------------------------------------------------------
  1211.   def most_important_state_id
  1212.     states.each {|state| return state.id unless state.message3.empty? }
  1213.     return 0
  1214.   end
  1215.   
  1216.   #--------------------------------------------------------------------------
  1217.   # new method: make_state_popup
  1218.   #--------------------------------------------------------------------------
  1219.   def make_state_popup(state_id, type)
  1220.     state = $data_states[state_id]
  1221.     return if state.icon_index == 0
  1222.     rules = state.popup_rules[type]
  1223.     return if rules.nil?
  1224.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)
  1225.     flags = ["state", state.icon_index]
  1226.     create_popup(text, rules, flags)
  1227.   end
  1228.   
  1229.   #--------------------------------------------------------------------------
  1230.   # new method: make_miss_popups
  1231.   #--------------------------------------------------------------------------
  1232.   def make_miss_popups(user, item)
  1233.     return if dead?
  1234.     if @result.missed
  1235.       text = YEA::BATTLE::POPUP_SETTINGS[:missed]
  1236.       rules = "DEFAULT"
  1237.       create_popup(text, rules)
  1238.     end
  1239.     if @result.evaded
  1240.       text = YEA::BATTLE::POPUP_SETTINGS[:evaded]
  1241.       rules = "DEFAULT"
  1242.       create_popup(text, rules)
  1243.     end
  1244.     if @result.hit? && !@result.success
  1245.       text = YEA::BATTLE::POPUP_SETTINGS[:failed]
  1246.       rules = "DEFAULT"
  1247.       create_popup(text, rules)
  1248.     end
  1249.     if @result.hit? && item.damage.to_hp?
  1250.       if @result.hp_damage == 0 && @result.hp_damage == 0
  1251.         text = YEA::BATTLE::POPUP_SETTINGS[:nulled]
  1252.         rules = "DEFAULT"
  1253.         create_popup(text, rules)
  1254.       end
  1255.     end
  1256.   end
  1257.   
  1258.   #--------------------------------------------------------------------------
  1259.   # new method: make_rate_popup
  1260.   #--------------------------------------------------------------------------
  1261.   def make_rate_popup(rate)
  1262.     return if rate == 1.0
  1263.     flags = []
  1264.     if rate > 1.0
  1265.       text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]
  1266.       rules = "WEAK_ELE"
  1267.       flags.push("weakness")
  1268.     elsif rate == 0.0
  1269.       text = YEA::BATTLE::POPUP_SETTINGS[:immune]
  1270.       rules = "IMMU_ELE"
  1271.       flags.push("immune")
  1272.     elsif rate < 0.0
  1273.       text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]
  1274.       rules = "ABSB_ELE"
  1275.       flags.push("absorbed")
  1276.     else
  1277.       text = YEA::BATTLE::POPUP_SETTINGS[:resistant]
  1278.       rules = "REST_ELE"
  1279.       flags.push("resistant")
  1280.     end
  1281.     create_popup(text, rules, flags)
  1282.   end
  1283.   
  1284.   #--------------------------------------------------------------------------
  1285.   # new method: make_buff_popup
  1286.   #--------------------------------------------------------------------------
  1287.   def make_buff_popup(param_id, positive = true)
  1288.     return unless SceneManager.scene_is?(Scene_Battle)
  1289.     return unless alive?
  1290.     name = Vocab::param(param_id)
  1291.     if positive
  1292.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)
  1293.       rules = "BUFF"
  1294.       buff_level = 1
  1295.     else
  1296.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)
  1297.       rules = "DEBUFF"
  1298.       buff_level = -1
  1299.     end
  1300.     icon = buff_icon_index(buff_level, param_id)
  1301.     flags = ["buff", icon]
  1302.     return if @popups.include?([text, rules, flags])
  1303.     create_popup(text, rules, flags)
  1304.   end
  1305.   
  1306. end # Game_BattlerBase

  1307. #==============================================================================
  1308. # ■ Game_Battler
  1309. #==============================================================================

  1310. class Game_Battler < Game_BattlerBase
  1311.   
  1312.   #--------------------------------------------------------------------------
  1313.   # public instance variables
  1314.   #--------------------------------------------------------------------------
  1315.   attr_accessor :pseudo_ani_id
  1316.   
  1317.   #--------------------------------------------------------------------------
  1318.   # alias method: on_battle_end
  1319.   #--------------------------------------------------------------------------
  1320.   alias game_battler_on_battle_end_abe on_battle_end
  1321.   def on_battle_end
  1322.     game_battler_on_battle_end_abe
  1323.     @popups = []
  1324.   end
  1325.   
  1326.   #--------------------------------------------------------------------------
  1327.   # alias method: clear_sprite_effects
  1328.   #--------------------------------------------------------------------------
  1329.   alias game_battler_clear_sprite_effects_abe clear_sprite_effects
  1330.   def clear_sprite_effects
  1331.     game_battler_clear_sprite_effects_abe
  1332.     @pseudo_ani_id = 0
  1333.   end
  1334.   
  1335.   #--------------------------------------------------------------------------
  1336.   # alias method: item_apply
  1337.   #--------------------------------------------------------------------------
  1338.   alias game_battler_item_apply_abe item_apply
  1339.   def item_apply(user, item)
  1340.     game_battler_item_apply_abe(user, item)
  1341.     make_miss_popups(user, item)
  1342.   end
  1343.   
  1344.   #--------------------------------------------------------------------------
  1345.   # alias method: make_damage_value
  1346.   #--------------------------------------------------------------------------
  1347.   alias game_battler_make_damage_value_abe make_damage_value
  1348.   def make_damage_value(user, item)
  1349.     game_battler_make_damage_value_abe(user, item)
  1350.     rate = item_element_rate(user, item)
  1351.     make_rate_popup(rate) unless $game_temp.evaluating
  1352.   end
  1353.   
  1354.   #--------------------------------------------------------------------------
  1355.   # alias method: execute_damage
  1356.   #--------------------------------------------------------------------------
  1357.   alias game_battler_execute_damage_abe execute_damage
  1358.   def execute_damage(user)
  1359.     game_battler_execute_damage_abe(user)
  1360.     make_damage_popups(user)
  1361.   end
  1362.   
  1363.   #--------------------------------------------------------------------------
  1364.   # alias method: item_effect_recover_hp
  1365.   #--------------------------------------------------------------------------
  1366.   alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp
  1367.   def item_effect_recover_hp(user, item, effect)
  1368.     game_battler_item_effect_recover_hp_abe(user, item, effect)
  1369.     make_damage_popups(user)
  1370.   end
  1371.   
  1372.   #--------------------------------------------------------------------------
  1373.   # alias method: item_effect_recover_mp
  1374.   #--------------------------------------------------------------------------
  1375.   alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp
  1376.   def item_effect_recover_mp(user, item, effect)
  1377.     game_battler_item_effect_recover_mp_abe(user, item, effect)
  1378.     make_damage_popups(user)
  1379.   end
  1380.   
  1381.   #--------------------------------------------------------------------------
  1382.   # alias method: item_effect_gain_tp
  1383.   #--------------------------------------------------------------------------
  1384.   alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp
  1385.   def item_effect_gain_tp(user, item, effect)
  1386.     game_battler_item_effect_gain_tp_abe(user, item, effect)
  1387.     make_damage_popups(user)
  1388.   end
  1389.   
  1390.   #--------------------------------------------------------------------------
  1391.   # alias method: item_user_effect
  1392.   #--------------------------------------------------------------------------
  1393.   alias game_battler_item_user_effect_abe item_user_effect
  1394.   def item_user_effect(user, item)
  1395.     game_battler_item_user_effect_abe(user, item)
  1396.     @result.restore_damage
  1397.   end
  1398.   
  1399.   #--------------------------------------------------------------------------
  1400.   # alias method: add_new_state
  1401.   #--------------------------------------------------------------------------
  1402.   alias game_battler_add_new_state_abe add_new_state
  1403.   def add_new_state(state_id)
  1404.     game_battler_add_new_state_abe(state_id)
  1405.     make_state_popup(state_id, :add_state) if @states.include?(state_id)
  1406.   end
  1407.   
  1408.   #--------------------------------------------------------------------------
  1409.   # alias method: add_buff
  1410.   #--------------------------------------------------------------------------
  1411.   alias game_battler_add_buff_abe add_buff
  1412.   def add_buff(param_id, turns)
  1413.     make_buff_popup(param_id, true)
  1414.     game_battler_add_buff_abe(param_id, turns)
  1415.   end
  1416.   
  1417.   #--------------------------------------------------------------------------
  1418.   # alias method: add_debuff
  1419.   #--------------------------------------------------------------------------
  1420.   alias game_battler_add_debuff_abe add_debuff
  1421.   def add_debuff(param_id, turns)
  1422.     make_buff_popup(param_id, false)
  1423.     game_battler_add_debuff_abe(param_id, turns)
  1424.   end
  1425.   
  1426.   #--------------------------------------------------------------------------
  1427.   # alias method: regenerate_all
  1428.   #--------------------------------------------------------------------------
  1429.   alias game_battler_regenerate_all_abe regenerate_all
  1430.   def regenerate_all
  1431.     game_battler_regenerate_all_abe
  1432.     return unless alive?
  1433.     make_damage_popups(self)
  1434.   end
  1435.   
  1436.   #--------------------------------------------------------------------------
  1437.   # new method: can_collapse?
  1438.   #--------------------------------------------------------------------------
  1439.   def can_collapse?
  1440.     return false unless dead?
  1441.     unless actor?
  1442.       return false unless sprite.battler_visible
  1443.       array = [:collapse, :boss_collapse, :instant_collapse]
  1444.       return false if array.include?(sprite.effect_type)
  1445.     end
  1446.     return true
  1447.   end
  1448.   
  1449.   #--------------------------------------------------------------------------
  1450.   # new method: draw_mp?
  1451.   #--------------------------------------------------------------------------
  1452.   def draw_mp?; return true; end
  1453.   
  1454.   #--------------------------------------------------------------------------
  1455.   # new method: draw_tp?
  1456.   #--------------------------------------------------------------------------
  1457.   def draw_tp?
  1458.     return $data_system.opt_display_tp
  1459.   end
  1460.   
  1461. end # Game_Battler

  1462. #==============================================================================
  1463. # ■ Game_Actor
  1464. #==============================================================================

  1465. class Game_Actor < Game_Battler
  1466.   
  1467.   #--------------------------------------------------------------------------
  1468.   # overwrite method: perform_damage_effect
  1469.   #--------------------------------------------------------------------------
  1470.   def perform_damage_effect
  1471.     $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE
  1472.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1473.     Sound.play_actor_damage
  1474.   end
  1475.   
  1476.   #--------------------------------------------------------------------------
  1477.   # overwrite method: use_sprite?
  1478.   #--------------------------------------------------------------------------
  1479.   def use_sprite?; return true; end
  1480.    
  1481.   #--------------------------------------------------------------------------
  1482.   # new method: screen_x
  1483.   #--------------------------------------------------------------------------
  1484.   def screen_x
  1485.     return 0 unless SceneManager.scene_is?(Scene_Battle)
  1486.     status_window = SceneManager.scene.status_window
  1487.     return 0 if status_window.nil?
  1488.     item_rect_width = (status_window.width-24) / $game_party.max_battle_members
  1489.     ext = SceneManager.scene.info_viewport.ox
  1490.     rect = SceneManager.scene.status_window.item_rect(self.index)
  1491.     constant = 128 + 12
  1492.     return constant + rect.x + item_rect_width / 2 - ext
  1493.   end
  1494.   
  1495.   #--------------------------------------------------------------------------
  1496.   # new method: screen_y
  1497.   #--------------------------------------------------------------------------
  1498.   def screen_y
  1499.     return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)
  1500.     return Graphics.height - 120 if SceneManager.scene.status_window.nil?
  1501.     return Graphics.height - 120
  1502.   end
  1503.   
  1504.   #--------------------------------------------------------------------------
  1505.   # new method: screen_z
  1506.   #--------------------------------------------------------------------------
  1507.   def screen_z; return 100; end
  1508.   
  1509.   #--------------------------------------------------------------------------
  1510.   # new method: sprite
  1511.   #--------------------------------------------------------------------------
  1512.   def sprite
  1513.     index = $game_party.battle_members.index(self)
  1514.     return SceneManager.scene.spriteset.actor_sprites[index]
  1515.   end
  1516.   
  1517.   #--------------------------------------------------------------------------
  1518.   # new method: draw_mp?
  1519.   #--------------------------------------------------------------------------
  1520.   def draw_mp?
  1521.     return true unless draw_tp?
  1522.     for skill in skills
  1523.       next unless added_skill_types.include?(skill.stype_id)
  1524.       return true if skill.mp_cost > 0
  1525.     end
  1526.     return false
  1527.   end
  1528.   
  1529.   #--------------------------------------------------------------------------
  1530.   # new method: draw_tp?
  1531.   #--------------------------------------------------------------------------
  1532.   def draw_tp?
  1533.     return false unless $data_system.opt_display_tp
  1534.     for skill in skills
  1535.       next unless added_skill_types.include?(skill.stype_id)
  1536.       return true if skill.tp_cost > 0
  1537.     end
  1538.     return false
  1539.   end
  1540.   
  1541. end # Game_Actor

  1542. #==============================================================================
  1543. # ■ Game_Enemy
  1544. #==============================================================================

  1545. class Game_Enemy < Game_Battler
  1546.   
  1547.   #--------------------------------------------------------------------------
  1548.   # overwrite method: perform_damage_effect
  1549.   #--------------------------------------------------------------------------
  1550.   def perform_damage_effect
  1551.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1552.     Sound.play_enemy_damage
  1553.   end
  1554.   
  1555.   #--------------------------------------------------------------------------
  1556.   # new methods: attack_animation_id
  1557.   #--------------------------------------------------------------------------
  1558.   def atk_animation_id1; return enemy.atk_animation_id1; end
  1559.   def atk_animation_id2; return enemy.atk_animation_id2; end
  1560.   
  1561.   #--------------------------------------------------------------------------
  1562.   # new method: sprite
  1563.   #--------------------------------------------------------------------------
  1564.   def sprite
  1565.     return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  1566.   end
  1567.   
  1568. end # Game_Enemy

  1569. #==============================================================================
  1570. # ■ Game_Unit
  1571. #==============================================================================

  1572. class Game_Unit
  1573.   
  1574.   #--------------------------------------------------------------------------
  1575.   # alias method: make_actions
  1576.   #--------------------------------------------------------------------------
  1577.   alias game_unit_make_actions_abe make_actions
  1578.   def make_actions
  1579.     game_unit_make_actions_abe
  1580.     refresh_autobattler_status_window
  1581.   end
  1582.   
  1583.   #--------------------------------------------------------------------------
  1584.   # new method: refresh_autobattler_status_window
  1585.   #--------------------------------------------------------------------------
  1586.   def refresh_autobattler_status_window
  1587.     return unless SceneManager.scene_is?(Scene_Battle)
  1588.     return unless self.is_a?(Game_Party)
  1589.     SceneManager.scene.refresh_autobattler_status_window
  1590.   end
  1591.   
  1592. end # Game_Unit





  1593. #==============================================================================
  1594. # ■ Window_BattleStatus
  1595. #==============================================================================

  1596. class Window_BattleStatus < Window_Selectable
  1597.   
  1598.   #--------------------------------------------------------------------------
  1599.   # overwrite method: initialize
  1600.   #--------------------------------------------------------------------------
  1601.   def initialize
  1602.     super(0, 0, window_width, window_height)
  1603.     self.openness = 0
  1604.     @party = $game_party.battle_members.clone
  1605.   end
  1606.   
  1607.   #--------------------------------------------------------------------------
  1608.   # overwrite method: col_max
  1609.   #--------------------------------------------------------------------------
  1610.   def col_max; return $game_party.max_battle_members; end
  1611.   
  1612.   #--------------------------------------------------------------------------
  1613.   # new method: battle_members
  1614.   #--------------------------------------------------------------------------
  1615.   def battle_members; return $game_party.battle_members; end
  1616.   
  1617.   #--------------------------------------------------------------------------
  1618.   # new method: actor
  1619.   #--------------------------------------------------------------------------
  1620.   def actor; return battle_members[@index]; end
  1621.   
  1622.   #--------------------------------------------------------------------------
  1623.   # overwrite method: update
  1624.   #--------------------------------------------------------------------------
  1625.   def update
  1626.     super
  1627.     return if @party == $game_party.battle_members
  1628.     @party = $game_party.battle_members.clone
  1629.     refresh
  1630.   end
  1631.   
  1632.   #--------------------------------------------------------------------------
  1633.   # overwrite method: draw_item
  1634.   #--------------------------------------------------------------------------
  1635.   def draw_item(index)
  1636.     return if index.nil?
  1637.     clear_item(index)
  1638.     actor = battle_members[index]
  1639.     rect = item_rect(index)
  1640.     return if actor.nil?
  1641.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  1642.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  1643.     draw_actor_action(actor, rect.x, rect.y)
  1644.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  1645.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  1646.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  1647.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  1648.     if draw_tp?(actor) && draw_mp?(actor)
  1649.       dw = rect.width/2-2
  1650.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  1651.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)
  1652.       dw = rect.width - rect.width/2 - 2
  1653.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
  1654.     elsif draw_tp?(actor) && !draw_mp?(actor)
  1655.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  1656.     else
  1657.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  1658.     end
  1659.   end
  1660.   
  1661.   #--------------------------------------------------------------------------
  1662.   # overwrite method: item_rect
  1663.   #--------------------------------------------------------------------------
  1664.   def item_rect(index)
  1665.     rect = Rect.new
  1666.     rect.width = contents.width / $game_party.max_battle_members
  1667.     rect.height = contents.height
  1668.     rect.x = index * rect.width
  1669.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  1670.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  1671.     end
  1672.     rect.y = 0
  1673.     return rect
  1674.   end
  1675.   
  1676.   #--------------------------------------------------------------------------
  1677.   # overwrite method: draw_face
  1678.   #--------------------------------------------------------------------------
  1679.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  1680.     bitmap = Cache.face(face_name)
  1681.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  1682.     fy = face_index / 4 * 96 + 2
  1683.     fw = [item_rect(0).width - 4, 92].min
  1684.     rect = Rect.new(fx, fy, fw, 92)
  1685.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
  1686.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  1687.     bitmap.dispose
  1688.   end
  1689.   
  1690.   #--------------------------------------------------------------------------
  1691.   # overwrite method: draw_actor_name
  1692.   #--------------------------------------------------------------------------
  1693.   def draw_actor_name(actor, dx, dy, dw = 112)
  1694.     reset_font_settings
  1695.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  1696.     change_color(hp_color(actor))
  1697.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  1698.   end
  1699.   
  1700.   #--------------------------------------------------------------------------
  1701.   # new method: draw_actor_action
  1702.   #--------------------------------------------------------------------------
  1703.   def draw_actor_action(actor, dx, dy)
  1704.     draw_icon(action_icon(actor), dx, dy)
  1705.   end
  1706.   
  1707.   #--------------------------------------------------------------------------
  1708.   # new method: action_icon
  1709.   #--------------------------------------------------------------------------
  1710.   def action_icon(actor)
  1711.     return Icon.no_action if actor.current_action.nil?
  1712.     return Icon.no_action if actor.current_action.item.nil?
  1713.     return actor.current_action.item.icon_index
  1714.   end
  1715.   
  1716.   #--------------------------------------------------------------------------
  1717.   # new method: draw_tp?
  1718.   #--------------------------------------------------------------------------
  1719.   def draw_tp?(actor)
  1720.     return actor.draw_tp?
  1721.   end
  1722.   
  1723.   #--------------------------------------------------------------------------
  1724.   # new method: draw_mp?
  1725.   #--------------------------------------------------------------------------
  1726.   def draw_mp?(actor)
  1727.     return actor.draw_mp?
  1728.   end
  1729.   
  1730.   #--------------------------------------------------------------------------
  1731.   # overwrite method: draw_current_and_max_values
  1732.   #--------------------------------------------------------------------------
  1733.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  1734.     change_color(color1)
  1735.     draw_text(dx, dy, dw, line_height, current.group, 2)
  1736.   end
  1737.   
  1738.   #--------------------------------------------------------------------------
  1739.   # overwrite method: draw_actor_hp
  1740.   #--------------------------------------------------------------------------
  1741.   def draw_actor_hp(actor, dx, dy, width = 124)
  1742.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  1743.     change_color(system_color)
  1744.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1745.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  1746.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  1747.       hp_color(actor), normal_color)
  1748.     end
  1749.    
  1750.   #--------------------------------------------------------------------------
  1751.   # overwrite method: draw_actor_mp
  1752.   #--------------------------------------------------------------------------
  1753.   def draw_actor_mp(actor, dx, dy, width = 124)
  1754.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  1755.     change_color(system_color)
  1756.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1757.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  1758.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  1759.       mp_color(actor), normal_color)
  1760.     end
  1761.    
  1762.   #--------------------------------------------------------------------------
  1763.   # overwrite method: draw_actor_tp
  1764.   #--------------------------------------------------------------------------
  1765.   def draw_actor_tp(actor, dx, dy, width = 124)
  1766.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  1767.     change_color(system_color)
  1768.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1769.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  1770.     change_color(tp_color(actor))
  1771.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  1772.   end
  1773.   
  1774. end # Window_BattleStatus

  1775. #==============================================================================
  1776. # ■ Window_BattleActor
  1777. #==============================================================================

  1778. class Window_BattleActor < Window_BattleStatus
  1779.   
  1780.   #--------------------------------------------------------------------------
  1781.   # overwrite method: show
  1782.   #--------------------------------------------------------------------------
  1783.   def show
  1784.     create_flags
  1785.     super
  1786.   end
  1787.   
  1788.   #--------------------------------------------------------------------------
  1789.   # new method: create_flags
  1790.   #--------------------------------------------------------------------------
  1791.   def create_flags
  1792.     set_select_flag(:any)
  1793.     select(0)
  1794.     return if $game_temp.battle_aid.nil?
  1795.     if $game_temp.battle_aid.need_selection?
  1796.       select(0)
  1797.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  1798.     elsif $game_temp.battle_aid.for_user?
  1799.       battler = BattleManager.actor
  1800.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  1801.       select(id)
  1802.       set_select_flag(:user)
  1803.     elsif $game_temp.battle_aid.for_all?
  1804.       select(0)
  1805.       set_select_flag(:all)
  1806.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  1807.     elsif $game_temp.battle_aid.for_random?
  1808.       select(0)
  1809.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  1810.     end
  1811.   end
  1812.   
  1813.   #--------------------------------------------------------------------------
  1814.   # new method: set_flag
  1815.   #--------------------------------------------------------------------------
  1816.   def set_select_flag(flag)
  1817.     @select_flag = flag
  1818.     case @select_flag
  1819.     when :all, :all_dead, :random
  1820.       @cursor_all = true
  1821.     else
  1822.       @cursor_all = false
  1823.     end
  1824.   end
  1825.   
  1826.   #--------------------------------------------------------------------------
  1827.   # overwrite method: update_cursor
  1828.   #--------------------------------------------------------------------------
  1829.   def update_cursor
  1830.     if @cursor_all
  1831.       cursor_rect.set(0, 0, contents.width, contents.height)
  1832.       self.top_row = 0
  1833.     elsif @index < 0
  1834.       cursor_rect.empty
  1835.     else
  1836.       ensure_cursor_visible
  1837.       cursor_rect.set(item_rect(@index))
  1838.     end
  1839.   end
  1840.   
  1841.   #--------------------------------------------------------------------------
  1842.   # overwrite method: cursor_movable?
  1843.   #--------------------------------------------------------------------------
  1844.   def cursor_movable?
  1845.     return false if @select_flag == :user
  1846.     return super
  1847.   end
  1848.   
  1849.   #--------------------------------------------------------------------------
  1850.   # overwrite method: current_item_enabled?
  1851.   #--------------------------------------------------------------------------
  1852.   def current_item_enabled?
  1853.     return true if $game_temp.battle_aid.nil?
  1854.     if $game_temp.battle_aid.need_selection?
  1855.       member = $game_party.battle_members[@index]
  1856.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  1857.     elsif $game_temp.battle_aid.for_dead_friend?
  1858.       for member in $game_party.battle_members
  1859.         return true if member.dead?
  1860.       end
  1861.       return false
  1862.     end
  1863.     return true
  1864.   end
  1865.   
  1866. end # Window_BattleActor

  1867. #==============================================================================
  1868. # ■ Window_BattleStatusAid
  1869. #==============================================================================

  1870. class Window_BattleStatusAid < Window_BattleStatus
  1871.   
  1872.   #--------------------------------------------------------------------------
  1873.   # public instance variables
  1874.   #--------------------------------------------------------------------------
  1875.   attr_accessor :status_window
  1876.   
  1877.   #--------------------------------------------------------------------------
  1878.   # overwrite method: initialize
  1879.   #--------------------------------------------------------------------------
  1880.   def initialize
  1881.     super
  1882.     self.visible = false
  1883.     self.openness = 255
  1884.   end
  1885.   
  1886.   #--------------------------------------------------------------------------
  1887.   # overwrite method: window_width
  1888.   #--------------------------------------------------------------------------
  1889.   def window_width; return 128; end
  1890.   
  1891.   #--------------------------------------------------------------------------
  1892.   # overwrite method: show
  1893.   #--------------------------------------------------------------------------
  1894.   def show
  1895.     super
  1896.     refresh
  1897.   end
  1898.   
  1899.   #--------------------------------------------------------------------------
  1900.   # overwrite method: refresh
  1901.   #--------------------------------------------------------------------------
  1902.   def refresh
  1903.     contents.clear
  1904.     return if @status_window.nil?
  1905.     draw_item(@status_window.index)
  1906.   end
  1907.   
  1908.   #--------------------------------------------------------------------------
  1909.   # overwrite method: item_rect
  1910.   #--------------------------------------------------------------------------
  1911.   def item_rect(index)
  1912.     return Rect.new(0, 0, contents.width, contents.height)
  1913.   end
  1914.   
  1915. end # Window_BattleStatusAid

  1916. #==============================================================================
  1917. # ■ Window_BattleEnemy
  1918. #==============================================================================

  1919. class Window_BattleEnemy < Window_Selectable
  1920.   
  1921.   #--------------------------------------------------------------------------
  1922.   # overwrite method: initialize
  1923.   #--------------------------------------------------------------------------
  1924.   def initialize(info_viewport)
  1925.     super(0, Graphics.height, window_width, fitting_height(1))
  1926.     refresh
  1927.     self.visible = false
  1928.     @info_viewport = info_viewport
  1929.   end
  1930.   
  1931.   #--------------------------------------------------------------------------
  1932.   # overwrite method: col_max
  1933.   #--------------------------------------------------------------------------
  1934.   def col_max; return item_max; end
  1935.   
  1936.   #--------------------------------------------------------------------------
  1937.   # overwrite method: show
  1938.   #--------------------------------------------------------------------------
  1939.   def show
  1940.     create_flags
  1941.     super
  1942.   end
  1943.   
  1944.   #--------------------------------------------------------------------------
  1945.   # new method: create_flags
  1946.   #--------------------------------------------------------------------------
  1947.   def create_flags
  1948.     set_select_flag(:any)
  1949.     select(0)
  1950.     return if $game_temp.battle_aid.nil?
  1951.     if $game_temp.battle_aid.need_selection?
  1952.       select(0)
  1953.     elsif $game_temp.battle_aid.for_all?
  1954.       select(0)
  1955.       set_select_flag(:all)
  1956.     elsif $game_temp.battle_aid.for_random?
  1957.       select(0)
  1958.       set_select_flag(:random)
  1959.     end
  1960.   end
  1961.   
  1962.   #--------------------------------------------------------------------------
  1963.   # new method: set_flag
  1964.   #--------------------------------------------------------------------------
  1965.   def set_select_flag(flag)
  1966.     @select_flag = flag
  1967.     case @select_flag
  1968.     when :all, :random
  1969.       @cursor_all = true
  1970.     else
  1971.       @cursor_all = false
  1972.     end
  1973.   end
  1974.   
  1975.   #--------------------------------------------------------------------------
  1976.   # new method: select_all?
  1977.   #--------------------------------------------------------------------------
  1978.   def select_all?
  1979.     return true if @select_flag == :all
  1980.     return true if @select_flag == :random
  1981.     return false
  1982.   end
  1983.   
  1984.   #--------------------------------------------------------------------------
  1985.   # overwrite method: update_cursor
  1986.   #--------------------------------------------------------------------------
  1987.   def update_cursor
  1988.     if @cursor_all
  1989.       cursor_rect.set(0, 0, contents.width, contents.height)
  1990.       self.top_row = 0
  1991.     elsif @index < 0
  1992.       cursor_rect.empty
  1993.     else
  1994.       ensure_cursor_visible
  1995.       cursor_rect.set(item_rect(@index))
  1996.     end
  1997.   end
  1998.   
  1999.   #--------------------------------------------------------------------------
  2000.   # overwrite method: cursor_movable?
  2001.   #--------------------------------------------------------------------------
  2002.   def cursor_movable?
  2003.     return false if @select_flag == :user
  2004.     return super
  2005.   end
  2006.   
  2007.   #--------------------------------------------------------------------------
  2008.   # overwrite method: current_item_enabled?
  2009.   #--------------------------------------------------------------------------
  2010.   def current_item_enabled?
  2011.     return true if $game_temp.battle_aid.nil?
  2012.     if $game_temp.battle_aid.need_selection?
  2013.       member = $game_party.battle_members[@index]
  2014.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  2015.     elsif $game_temp.battle_aid.for_dead_friend?
  2016.       for member in $game_party.battle_members
  2017.         return true if member.dead?
  2018.       end
  2019.       return false
  2020.     end
  2021.     return true
  2022.   end
  2023.   
  2024.   #--------------------------------------------------------------------------
  2025.   # overwrite method: enemy
  2026.   #--------------------------------------------------------------------------
  2027.   def enemy; @data[index]; end
  2028.   
  2029.   #--------------------------------------------------------------------------
  2030.   # overwrite method: refresh
  2031.   #--------------------------------------------------------------------------
  2032.   def refresh
  2033.     make_item_list
  2034.     create_contents
  2035.     draw_all_items
  2036.   end
  2037.   
  2038.   #--------------------------------------------------------------------------
  2039.   # overwrite method: make_item_list
  2040.   #--------------------------------------------------------------------------
  2041.   def make_item_list
  2042.     @data = $game_troop.alive_members
  2043.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  2044.   end
  2045.   
  2046.   #--------------------------------------------------------------------------
  2047.   # overwrite method: draw_item
  2048.   #--------------------------------------------------------------------------
  2049.   def draw_item(index); return; end
  2050.   
  2051.   #--------------------------------------------------------------------------
  2052.   # overwrite method: update
  2053.   #--------------------------------------------------------------------------
  2054.   def update
  2055.     super
  2056.     return unless active
  2057.     enemy.sprite_effect_type = :whiten
  2058.     return unless select_all?
  2059.     for enemy in $game_troop.alive_members
  2060.       enemy.sprite_effect_type = :whiten
  2061.     end
  2062.   end
  2063.   
  2064. end # Window_BattleEnemy

  2065. #==============================================================================
  2066. # ■ Window_BattleHelp
  2067. #==============================================================================

  2068. class Window_BattleHelp < Window_Help
  2069.   
  2070.   #--------------------------------------------------------------------------
  2071.   # public instance variables
  2072.   #--------------------------------------------------------------------------
  2073.   attr_accessor :actor_window
  2074.   attr_accessor :enemy_window
  2075.   
  2076.   #--------------------------------------------------------------------------
  2077.   # update
  2078.   #--------------------------------------------------------------------------
  2079.   def update
  2080.     super
  2081.     if !self.visible and @text != ""
  2082.       @text = ""
  2083.       return refresh
  2084.     end
  2085.     update_battler_name
  2086.   end
  2087.   
  2088.   #--------------------------------------------------------------------------
  2089.   # update_battler_name
  2090.   #--------------------------------------------------------------------------
  2091.   def update_battler_name
  2092.     return unless @actor_window.active || @enemy_window.active
  2093.     if @actor_window.active
  2094.       battler = $game_party.battle_members[@actor_window.index]
  2095.     elsif @enemy_window.active
  2096.       battler = @enemy_window.enemy
  2097.     end
  2098.     if special_display?
  2099.       refresh_special_case(battler)
  2100.     else
  2101.       refresh_battler_name(battler) if battler_name(battler) != @text
  2102.     end
  2103.   end
  2104.   
  2105.   #--------------------------------------------------------------------------
  2106.   # battler_name
  2107.   #--------------------------------------------------------------------------
  2108.   def battler_name(battler)
  2109.     text = battler.name.clone
  2110.     return text
  2111.   end
  2112.   
  2113.   #--------------------------------------------------------------------------
  2114.   # refresh_battler_name
  2115.   #--------------------------------------------------------------------------
  2116.   def refresh_battler_name(battler)
  2117.     contents.clear
  2118.     reset_font_settings
  2119.     change_color(normal_color)
  2120.     @text = battler_name(battler)
  2121.     icons = battler.state_icons + battler.buff_icons
  2122.     dy = icons.size <= 0 ? line_height / 2 : 0
  2123.     draw_text(0, dy, contents.width, line_height, @text, 1)
  2124.     dx = (contents.width - (icons.size * 24)) / 2
  2125.     draw_actor_icons(battler, dx, line_height, contents.width)
  2126.   end
  2127.   
  2128.   #--------------------------------------------------------------------------
  2129.   # special_display?
  2130.   #--------------------------------------------------------------------------
  2131.   def special_display?
  2132.     return false if $game_temp.battle_aid.nil?
  2133.     return false if $game_temp.battle_aid.for_user?
  2134.     return !$game_temp.battle_aid.need_selection?
  2135.   end
  2136.   
  2137.   #--------------------------------------------------------------------------
  2138.   # refresh_special_case
  2139.   #--------------------------------------------------------------------------
  2140.   def refresh_special_case(battler)
  2141.     if $game_temp.battle_aid.for_opponent?
  2142.       if $game_temp.battle_aid.for_all?
  2143.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  2144.       else
  2145.         case $game_temp.battle_aid.number_of_targets
  2146.         when 1
  2147.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  2148.         else
  2149.           number = $game_temp.battle_aid.number_of_targets
  2150.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  2151.         end
  2152.       end
  2153.     else # $game_temp.battle_aid.for_friend?
  2154.       if $game_temp.battle_aid.for_dead_friend?
  2155.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  2156.       elsif $game_temp.battle_aid.for_random?
  2157.         case $game_temp.battle_aid.number_of_targets
  2158.         when 1
  2159.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  2160.         else
  2161.           number = $game_temp.battle_aid.number_of_targets
  2162.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  2163.         end
  2164.       else
  2165.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  2166.       end
  2167.     end
  2168.     return if text == @text
  2169.     @text = text
  2170.     contents.clear
  2171.     reset_font_settings
  2172.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  2173.   end
  2174.   
  2175. end # Window_BattleHelp

  2176. #==============================================================================
  2177. # ■ Window_BattleLog
  2178. #==============================================================================

  2179. class Window_BattleLog < Window_Selectable
  2180.   
  2181.   #--------------------------------------------------------------------------
  2182.   # alias method: display_current_state
  2183.   #--------------------------------------------------------------------------
  2184.   alias window_battlelog_display_current_state_abe display_current_state
  2185.   def display_current_state(subject)
  2186.     subject.make_during_state_popup
  2187.     return unless YEA::BATTLE::MSG_CURRENT_STATE
  2188.     window_battlelog_display_current_state_abe(subject)
  2189.   end
  2190.   
  2191.   #--------------------------------------------------------------------------
  2192.   # alias method: display_use_item
  2193.   #--------------------------------------------------------------------------
  2194.   alias window_battlelog_display_use_item_abe display_use_item
  2195.   def display_use_item(subject, item)
  2196.     return unless YEA::BATTLE::MSG_CURRENT_ACTION
  2197.     window_battlelog_display_use_item_abe(subject, item)
  2198.   end
  2199.   
  2200.   #--------------------------------------------------------------------------
  2201.   # alias method: display_counter
  2202.   #--------------------------------------------------------------------------
  2203.   alias window_battlelog_display_counter_abe display_counter
  2204.   def display_counter(target, item)
  2205.     if YEA::BATTLE::MSG_COUNTERATTACK
  2206.       window_battlelog_display_counter_abe(target, item)
  2207.     else
  2208.       Sound.play_evasion
  2209.     end
  2210.   end
  2211.   
  2212.   #--------------------------------------------------------------------------
  2213.   # alias method: display_reflection
  2214.   #--------------------------------------------------------------------------
  2215.   alias window_battlelog_display_reflection_abe display_reflection
  2216.   def display_reflection(target, item)
  2217.     if YEA::BATTLE::MSG_REFLECT_MAGIC
  2218.       window_battlelog_display_reflection_abe(target, item)
  2219.     else
  2220.       Sound.play_reflection
  2221.     end
  2222.   end
  2223.   
  2224.   #--------------------------------------------------------------------------
  2225.   # alias method: display_substitute
  2226.   #--------------------------------------------------------------------------
  2227.   alias window_battlelog_display_substitute_abe display_substitute
  2228.   def display_substitute(substitute, target)
  2229.     return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT
  2230.     window_battlelog_display_substitute_abe(substitute, target)
  2231.   end
  2232.   
  2233.   #--------------------------------------------------------------------------
  2234.   # alias method: display_failure
  2235.   #--------------------------------------------------------------------------
  2236.   alias window_battlelog_display_failure_abe display_failure
  2237.   def display_failure(target, item)
  2238.     return unless YEA::BATTLE::MSG_FAILURE_HIT
  2239.     window_battlelog_display_failure_abe(target, item)
  2240.   end
  2241.   
  2242.   #--------------------------------------------------------------------------
  2243.   # alias method: display_critical
  2244.   #--------------------------------------------------------------------------
  2245.   alias window_battlelog_display_critical_abe display_critical
  2246.   def display_critical(target, item)
  2247.     return unless YEA::BATTLE::MSG_CRITICAL_HIT
  2248.     window_battlelog_display_critical_abe(target, item)
  2249.   end
  2250.   
  2251.   #--------------------------------------------------------------------------
  2252.   # alias method: display_miss
  2253.   #--------------------------------------------------------------------------
  2254.   alias window_battlelog_display_miss_abe display_miss
  2255.   def display_miss(target, item)
  2256.     return unless YEA::BATTLE::MSG_HIT_MISSED
  2257.     window_battlelog_display_miss_abe(target, item)
  2258.   end
  2259.   
  2260.   #--------------------------------------------------------------------------
  2261.   # alias method: display_evasion
  2262.   #--------------------------------------------------------------------------
  2263.   alias window_battlelog_display_evasion_abe display_evasion
  2264.   def display_evasion(target, item)
  2265.     if YEA::BATTLE::MSG_EVASION
  2266.       window_battlelog_display_evasion_abe(target, item)
  2267.     else
  2268.       if !item || item.physical?
  2269.         Sound.play_evasion
  2270.       else
  2271.         Sound.play_magic_evasion
  2272.       end
  2273.     end
  2274.   end
  2275.   
  2276.   #--------------------------------------------------------------------------
  2277.   # overwrite method: display_hp_damage
  2278.   #--------------------------------------------------------------------------
  2279.   def display_hp_damage(target, item)
  2280.     return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
  2281.     if target.result.hp_damage > 0 && target.result.hp_drain == 0
  2282.       target.perform_damage_effect
  2283.     end
  2284.     Sound.play_recovery if target.result.hp_damage < 0
  2285.     return unless YEA::BATTLE::MSG_HP_DAMAGE
  2286.     add_text(target.result.hp_damage_text)
  2287.     wait
  2288.   end
  2289.   
  2290.   #--------------------------------------------------------------------------
  2291.   # overwrite method: display_mp_damage
  2292.   #--------------------------------------------------------------------------
  2293.   def display_mp_damage(target, item)
  2294.     return if target.dead? || target.result.mp_damage == 0
  2295.     Sound.play_recovery if target.result.mp_damage < 0
  2296.     return unless YEA::BATTLE::MSG_MP_DAMAGE
  2297.     add_text(target.result.mp_damage_text)
  2298.     wait
  2299.   end
  2300.   
  2301.   #--------------------------------------------------------------------------
  2302.   # overwrite method: display_tp_damage
  2303.   #--------------------------------------------------------------------------
  2304.   def display_tp_damage(target, item)
  2305.     return if target.dead? || target.result.tp_damage == 0
  2306.     Sound.play_recovery if target.result.tp_damage < 0
  2307.     return unless YEA::BATTLE::MSG_TP_DAMAGE
  2308.     add_text(target.result.tp_damage_text)
  2309.     wait
  2310.   end
  2311.   
  2312.   #--------------------------------------------------------------------------
  2313.   # alias method: display_added_states
  2314.   #--------------------------------------------------------------------------
  2315.   alias window_battlelog_display_added_states_abe display_added_states
  2316.   def display_added_states(target)
  2317.     return unless YEA::BATTLE::MSG_ADDED_STATES
  2318.     window_battlelog_display_added_states_abe(target)
  2319.   end
  2320.   
  2321.   #--------------------------------------------------------------------------
  2322.   # alias method: display_removed_states
  2323.   #--------------------------------------------------------------------------
  2324.   alias window_battlelog_display_removed_states_abe display_removed_states
  2325.   def display_removed_states(target)
  2326.     return unless YEA::BATTLE::MSG_REMOVED_STATES
  2327.     window_battlelog_display_removed_states_abe(target)
  2328.   end
  2329.   
  2330.   #--------------------------------------------------------------------------
  2331.   # alias method: display_changed_buffs
  2332.   #--------------------------------------------------------------------------
  2333.   alias window_battlelog_display_changed_buffs_abe display_changed_buffs
  2334.   def display_changed_buffs(target)
  2335.     return unless YEA::BATTLE::MSG_CHANGED_BUFFS
  2336.     window_battlelog_display_changed_buffs_abe(target)
  2337.   end
  2338.   
  2339. end # Window_BattleLog

  2340. #==============================================================================
  2341. # ■ Window_SkillList
  2342. #==============================================================================

  2343. class Window_SkillList < Window_Selectable
  2344.   
  2345.   #--------------------------------------------------------------------------
  2346.   # overwrite method: spacing
  2347.   #--------------------------------------------------------------------------
  2348.   def spacing
  2349.     return 8 if $game_party.in_battle
  2350.     return super
  2351.   end
  2352.   
  2353. end # Window_SkillList

  2354. #==============================================================================
  2355. # ■ Window_ItemList
  2356. #==============================================================================

  2357. class Window_ItemList < Window_Selectable
  2358.   
  2359.   #--------------------------------------------------------------------------
  2360.   # overwrite method: spacing
  2361.   #--------------------------------------------------------------------------
  2362.   def spacing
  2363.     return 8 if $game_party.in_battle
  2364.     return super
  2365.   end
  2366.   
  2367. end # Window_ItemList

  2368. #==============================================================================
  2369. # ■ Scene_Battle
  2370. #==============================================================================

  2371. class Scene_Battle < Scene_Base
  2372.   
  2373.   #--------------------------------------------------------------------------
  2374.   # public instance variables
  2375.   #--------------------------------------------------------------------------
  2376.   attr_accessor :enemy_window
  2377.   attr_accessor :info_viewport
  2378.   attr_accessor :spriteset
  2379.   attr_accessor :status_window
  2380.   attr_accessor :status_aid_window
  2381.   attr_accessor :subject
  2382.   
  2383.   #--------------------------------------------------------------------------
  2384.   # alias method: create_spriteset
  2385.   #--------------------------------------------------------------------------
  2386.   alias scene_battle_create_spriteset_abe create_spriteset
  2387.   def create_spriteset
  2388.     BattleManager.init_battle_type
  2389.     scene_battle_create_spriteset_abe
  2390.   end
  2391.   
  2392.   #--------------------------------------------------------------------------
  2393.   # alias method: update_basic
  2394.   #--------------------------------------------------------------------------
  2395.   alias scene_battle_update_basic_abe update_basic
  2396.   def update_basic
  2397.     scene_battle_update_basic_abe
  2398.     update_debug
  2399.   end
  2400.   
  2401.   #--------------------------------------------------------------------------
  2402.   # new method: update_debug
  2403.   #--------------------------------------------------------------------------
  2404.   def update_debug
  2405.     return unless $TEST || $BTEST
  2406.     debug_heal_party if Input.trigger?(:F5)
  2407.     debug_damage_party if Input.trigger?(:F6)
  2408.     debug_fill_tp if Input.trigger?(:F7)
  2409.     debug_kill_all if Input.trigger?(:F8)
  2410.   end
  2411.   
  2412.   #--------------------------------------------------------------------------
  2413.   # new method: debug_heal_party
  2414.   #--------------------------------------------------------------------------
  2415.   def debug_heal_party
  2416.     Sound.play_recovery
  2417.     for member in $game_party.battle_members
  2418.       member.recover_all
  2419.     end
  2420.     @status_window.refresh
  2421.   end
  2422.   
  2423.   #--------------------------------------------------------------------------
  2424.   # new method: debug_damage_party
  2425.   #--------------------------------------------------------------------------
  2426.   def debug_damage_party
  2427.     Sound.play_actor_damage
  2428.     for member in $game_party.alive_members
  2429.       member.hp = 1
  2430.       member.mp = 0
  2431.       member.tp = 0
  2432.     end
  2433.     @status_window.refresh
  2434.   end
  2435.   
  2436.   #--------------------------------------------------------------------------
  2437.   # new method: debug_fill_tp
  2438.   #--------------------------------------------------------------------------
  2439.   def debug_fill_tp
  2440.     Sound.play_recovery
  2441.     for member in $game_party.alive_members
  2442.       member.tp = member.max_tp
  2443.     end
  2444.     @status_window.refresh
  2445.   end
  2446.   
  2447.   #--------------------------------------------------------------------------
  2448.   # new method: debug_kill_all
  2449.   #--------------------------------------------------------------------------
  2450.   def debug_kill_all
  2451.     for enemy in $game_troop.alive_members
  2452.       enemy.hp = 0
  2453.       enemy.perform_collapse_effect
  2454.     end
  2455.     BattleManager.judge_win_loss
  2456.     @log_window.wait
  2457.     @log_window.wait_for_effect
  2458.   end
  2459.   
  2460.   #--------------------------------------------------------------------------
  2461.   # alias method: create_all_windows
  2462.   #--------------------------------------------------------------------------
  2463.   alias scene_battle_create_all_windows_abe create_all_windows
  2464.   def create_all_windows
  2465.     scene_battle_create_all_windows_abe
  2466.     create_battle_status_aid_window
  2467.     set_help_window
  2468.   end
  2469.   
  2470.   #--------------------------------------------------------------------------
  2471.   # alias method: create_info_viewport
  2472.   #--------------------------------------------------------------------------
  2473.   alias scene_battle_create_info_viewport_abe create_info_viewport
  2474.   def create_info_viewport
  2475.     scene_battle_create_info_viewport_abe
  2476.     @status_window.refresh
  2477.   end
  2478.   
  2479.   #--------------------------------------------------------------------------
  2480.   # new method: create_battle_status_aid_window
  2481.   #--------------------------------------------------------------------------
  2482.   def create_battle_status_aid_window
  2483.     @status_aid_window = Window_BattleStatusAid.new
  2484.     @status_aid_window.status_window = @status_window
  2485.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  2486.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  2487.   end
  2488.   
  2489.   #--------------------------------------------------------------------------
  2490.   # overwrite method: create_help_window
  2491.   #--------------------------------------------------------------------------
  2492.   def create_help_window
  2493.     @help_window = Window_BattleHelp.new
  2494.     @help_window.hide
  2495.   end
  2496.   
  2497.   #--------------------------------------------------------------------------
  2498.   # new method: set_help_window
  2499.   #--------------------------------------------------------------------------
  2500.   def set_help_window
  2501.     @help_window.actor_window = @actor_window
  2502.     @help_window.enemy_window = @enemy_window
  2503.   end
  2504.   
  2505.   #--------------------------------------------------------------------------
  2506.   # alias method: create_party_command_window
  2507.   #--------------------------------------------------------------------------
  2508.   alias scene_battle_create_party_command_window_abe create_party_command_window
  2509.   def create_party_command_window
  2510.     scene_battle_create_party_command_window_abe

  2511.   end
  2512.   
  2513.   #--------------------------------------------------------------------------
  2514.   # alias method: create_actor_command_window
  2515.   #--------------------------------------------------------------------------
  2516.   alias scene_battle_create_actor_command_window_abe create_actor_command_window
  2517.   def create_actor_command_window
  2518.     scene_battle_create_actor_command_window_abe

  2519.   end
  2520.   
  2521.   #--------------------------------------------------------------------------
  2522.   # alias method: create_skill_window
  2523.   #--------------------------------------------------------------------------
  2524.   alias scene_battle_create_skill_window_abe create_skill_window
  2525.   def create_skill_window
  2526.     scene_battle_create_skill_window_abe
  2527.     @skill_window.height = @info_viewport.rect.height
  2528.     @skill_window.width = Graphics.width - @actor_command_window.width
  2529.     @skill_window.y = Graphics.height - @skill_window.height
  2530.   end
  2531.   
  2532.   #--------------------------------------------------------------------------
  2533.   # alias method: create_item_window
  2534.   #--------------------------------------------------------------------------
  2535.   alias scene_battle_create_item_window_abe create_item_window
  2536.   def create_item_window
  2537.     scene_battle_create_item_window_abe
  2538.     @item_window.height = @skill_window.height
  2539.     @item_window.width = @skill_window.width
  2540.     @item_window.y = Graphics.height - @item_window.height
  2541.   end
  2542.   
  2543.   #--------------------------------------------------------------------------
  2544.   # alias method: show_fast?
  2545.   #--------------------------------------------------------------------------
  2546.   alias scene_battle_show_fast_abe show_fast?
  2547.   def show_fast?
  2548.     return true if YEA::BATTLE::AUTO_FAST
  2549.     return scene_battle_show_fast_abe
  2550.   end
  2551.   
  2552.   #--------------------------------------------------------------------------
  2553.   # alias method: next_command
  2554.   #--------------------------------------------------------------------------
  2555.   alias scene_battle_next_command_abe next_command
  2556.   def next_command
  2557.     @status_window.show
  2558.     redraw_current_status
  2559.     @actor_command_window.show
  2560.     @status_aid_window.hide
  2561.     scene_battle_next_command_abe
  2562.   end
  2563.   
  2564.   #--------------------------------------------------------------------------
  2565.   # alias method: prior_command
  2566.   #--------------------------------------------------------------------------
  2567.   alias scene_battle_prior_command_abe prior_command
  2568.   def prior_command
  2569.     redraw_current_status
  2570.     scene_battle_prior_command_abe
  2571.   end
  2572.   
  2573.   #--------------------------------------------------------------------------
  2574.   # new method: redraw_current_status
  2575.   #--------------------------------------------------------------------------
  2576.   def redraw_current_status
  2577.     return if @status_window.index < 0
  2578.     @status_window.draw_item(@status_window.index)
  2579.   end
  2580.   
  2581.   #--------------------------------------------------------------------------
  2582.   # alias method: command_attack
  2583.   #--------------------------------------------------------------------------
  2584.   alias scene_battle_command_attack_abe command_attack
  2585.   def command_attack
  2586.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  2587.     scene_battle_command_attack_abe
  2588.   end
  2589.   
  2590.   #--------------------------------------------------------------------------
  2591.   # alias method: command_skill
  2592.   #--------------------------------------------------------------------------
  2593.   alias scene_battle_command_skill_abe command_skill
  2594.   def command_skill
  2595.     scene_battle_command_skill_abe
  2596.     @status_window.hide
  2597.     @actor_command_window.hide
  2598.     @status_aid_window.show
  2599.   end
  2600.   
  2601.   #--------------------------------------------------------------------------
  2602.   # alias method: command_item
  2603.   #--------------------------------------------------------------------------
  2604.   alias scene_battle_command_item_abe command_item
  2605.   def command_item
  2606.     scene_battle_command_item_abe
  2607.     @status_window.hide
  2608.     @actor_command_window.hide
  2609.     @status_aid_window.show
  2610.   end
  2611.   
  2612.   #--------------------------------------------------------------------------
  2613.   # overwrite method: on_skill_ok
  2614.   #--------------------------------------------------------------------------
  2615.   def on_skill_ok
  2616.     @skill = @skill_window.item
  2617.     $game_temp.battle_aid = @skill
  2618.     BattleManager.actor.input.set_skill(@skill.id)
  2619.     BattleManager.actor.last_skill.object = @skill
  2620.     if @skill.for_opponent?
  2621.       select_enemy_selection
  2622.     elsif @skill.for_friend?
  2623.       select_actor_selection
  2624.     else
  2625.       @skill_window.hide
  2626.       next_command
  2627.       $game_temp.battle_aid = nil
  2628.     end
  2629.   end
  2630.   
  2631.   #--------------------------------------------------------------------------
  2632.   # alias method: on_skill_cancel
  2633.   #--------------------------------------------------------------------------
  2634.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  2635.   def on_skill_cancel
  2636.     scene_battle_on_skill_cancel_abe
  2637.     @status_window.show
  2638.     @actor_command_window.show
  2639.     @status_aid_window.hide
  2640.   end
  2641.   
  2642.   #--------------------------------------------------------------------------
  2643.   # overwrite method: on_item_ok
  2644.   #--------------------------------------------------------------------------
  2645.   def on_item_ok
  2646.     @item = @item_window.item
  2647.     $game_temp.battle_aid = @item
  2648.     BattleManager.actor.input.set_item(@item.id)
  2649.     if @item.for_opponent?
  2650.       select_enemy_selection
  2651.     elsif @item.for_friend?
  2652.       select_actor_selection
  2653.     else
  2654.       @item_window.hide
  2655.       next_command
  2656.       $game_temp.battle_aid = nil
  2657.     end
  2658.     $game_party.last_item.object = @item
  2659.   end
  2660.   
  2661.   #--------------------------------------------------------------------------
  2662.   # alias method: on_item_cancel
  2663.   #--------------------------------------------------------------------------
  2664.   alias scene_battle_on_item_cancel_abe on_item_cancel
  2665.   def on_item_cancel
  2666.     scene_battle_on_item_cancel_abe
  2667.     @status_window.show
  2668.     @actor_command_window.show
  2669.     @status_aid_window.hide
  2670.   end
  2671.   
  2672.   #--------------------------------------------------------------------------
  2673.   # alias method: select_actor_selection
  2674.   #--------------------------------------------------------------------------
  2675.   alias scene_battle_select_actor_selection_abe select_actor_selection
  2676.   def select_actor_selection
  2677.     @status_aid_window.refresh
  2678.     scene_battle_select_actor_selection_abe
  2679.     @status_window.hide
  2680.     @skill_window.hide
  2681.     @item_window.hide
  2682.     @help_window.show
  2683.   end
  2684.   
  2685.   #--------------------------------------------------------------------------
  2686.   # alias method: on_actor_ok
  2687.   #--------------------------------------------------------------------------
  2688.   alias scene_battle_on_actor_ok_abe on_actor_ok
  2689.   def on_actor_ok
  2690.     $game_temp.battle_aid = nil
  2691.     scene_battle_on_actor_ok_abe
  2692.     @status_window.show
  2693.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  2694.       @actor_command_window.visible = !@confirm_command_window.visible
  2695.     else
  2696.       @actor_command_window.show
  2697.     end
  2698.     @status_aid_window.hide
  2699.   end
  2700.   
  2701.   #--------------------------------------------------------------------------
  2702.   # alias method: on_actor_cancel
  2703.   #--------------------------------------------------------------------------
  2704.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  2705.   def on_actor_cancel
  2706.     BattleManager.actor.input.clear
  2707.     @status_aid_window.refresh
  2708.     $game_temp.battle_aid = nil
  2709.     scene_battle_on_actor_cancel_abe
  2710.     case @actor_command_window.current_symbol
  2711.     when :skill
  2712.       @skill_window.show
  2713.     when :item
  2714.       @item_window.show
  2715.     end
  2716.   end
  2717.   
  2718.   #--------------------------------------------------------------------------
  2719.   # alias method: select_enemy_selection
  2720.   #--------------------------------------------------------------------------
  2721.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  2722.   def select_enemy_selection
  2723.     @status_aid_window.refresh
  2724.     scene_battle_select_enemy_selection_abe
  2725.     @help_window.show
  2726.   end
  2727.   #--------------------------------------------------------------------------
  2728.   # alias method: on_enemy_ok
  2729.   #--------------------------------------------------------------------------
  2730.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  2731.   def on_enemy_ok
  2732.     $game_temp.battle_aid = nil
  2733.     scene_battle_on_enemy_ok_abe
  2734.   end
  2735.   
  2736.   #--------------------------------------------------------------------------
  2737.   # alias method: on_enemy_cancel
  2738.   #--------------------------------------------------------------------------
  2739.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  2740.   def on_enemy_cancel
  2741.     BattleManager.actor.input.clear
  2742.     @status_aid_window.refresh
  2743.     $game_temp.battle_aid = nil
  2744.     scene_battle_on_enemy_cancel_abe
  2745.     if @skill_window.visible || @item_window.visible
  2746.       @help_window.show
  2747.     else
  2748.       @help_window.hide
  2749.     end
  2750.   end
  2751.   
  2752.   #--------------------------------------------------------------------------
  2753.   # alias method: battle_start
  2754.   #--------------------------------------------------------------------------
  2755.   alias scene_battle_battle_start_abe battle_start
  2756.   def battle_start
  2757.     scene_battle_battle_start_abe
  2758.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2759.     @party_command_window.deactivate
  2760.     if BattleManager.input_start
  2761.       command_fight
  2762.     else
  2763.       turn_start
  2764.     end
  2765.   end
  2766.   
  2767.   #--------------------------------------------------------------------------
  2768.   # overwrite method: turn_end
  2769.   #--------------------------------------------------------------------------
  2770.   def turn_end
  2771.     all_battle_members.each do |battler|
  2772.       battler.on_turn_end
  2773.       status_redraw_target(battler)
  2774.       @log_window.display_auto_affected_status(battler)
  2775.       @log_window.wait_and_clear
  2776.     end
  2777.    
  2778.     BattleManager.turn_end
  2779.     process_event
  2780.     start_party_command_selection
  2781.     return if end_battle_conditions?
  2782.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2783.     if BattleManager.input_start
  2784.       @party_command_window.deactivate
  2785.       command_fight
  2786.     else
  2787.       @party_command_window.deactivate
  2788.       turn_start
  2789.     end
  2790.   end
  2791.   
  2792.   #--------------------------------------------------------------------------
  2793.   # new method: end_battle_conditions?
  2794.   #--------------------------------------------------------------------------
  2795.   def end_battle_conditions?
  2796.     return true if $game_party.members.empty?
  2797.     return true if $game_party.all_dead?
  2798.     return true if $game_troop.all_dead?
  2799.     return true if BattleManager.aborting?
  2800.     return false
  2801.   end
  2802.   
  2803.   #--------------------------------------------------------------------------
  2804.   # overwrite method: execute_action
  2805.   #--------------------------------------------------------------------------
  2806.   def execute_action
  2807.     @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT
  2808.     use_item
  2809.     @log_window.wait_and_clear
  2810.   end
  2811.   
  2812.   #--------------------------------------------------------------------------
  2813.   # overwrite method: apply_item_effects
  2814.   #--------------------------------------------------------------------------
  2815.   def apply_item_effects(target, item)
  2816.     if $imported["YEA-LunaticObjects"]
  2817.       lunatic_object_effect(:prepare, item, @subject, target)
  2818.     end
  2819.     target.item_apply(@subject, item)
  2820.     status_redraw_target(@subject)
  2821.     status_redraw_target(target) unless target == @subject
  2822.     @log_window.display_action_results(target, item)
  2823.     if $imported["YEA-LunaticObjects"]
  2824.       lunatic_object_effect(:during, item, @subject, target)
  2825.     end
  2826.     perform_collapse_check(target)
  2827.   end
  2828.   
  2829.   #--------------------------------------------------------------------------
  2830.   # overwite method: invoke_counter_attack
  2831.   #--------------------------------------------------------------------------
  2832.   def invoke_counter_attack(target, item)
  2833.     @log_window.display_counter(target, item)
  2834.     attack_skill = $data_skills[target.attack_skill_id]
  2835.     @subject.item_apply(target, attack_skill)
  2836.     status_redraw_target(@subject)
  2837.     status_redraw_target(target) unless target == @subject
  2838.     @log_window.display_action_results(@subject, attack_skill)
  2839.     perform_collapse_check(target)
  2840.     perform_collapse_check(@subject)
  2841.   end
  2842.   
  2843.   #--------------------------------------------------------------------------
  2844.   # new method: perform_collapse_check
  2845.   #--------------------------------------------------------------------------
  2846.   def perform_collapse_check(target)
  2847.     return if YEA::BATTLE::MSG_ADDED_STATES
  2848.     target.perform_collapse_effect if target.can_collapse?
  2849.     @log_window.wait
  2850.     @log_window.wait_for_effect
  2851.   end
  2852.   
  2853.   #--------------------------------------------------------------------------
  2854.   # overwrite method: show_attack_animation
  2855.   #--------------------------------------------------------------------------
  2856.   def show_attack_animation(targets)
  2857.     show_normal_animation(targets, @subject.atk_animation_id1, false)
  2858.     wait_for_animation
  2859.     show_normal_animation(targets, @subject.atk_animation_id2, true)
  2860.   end
  2861.   
  2862.   #--------------------------------------------------------------------------
  2863.   # overwrite method: show_normal_animation
  2864.   #--------------------------------------------------------------------------
  2865.   def show_normal_animation(targets, animation_id, mirror = false)
  2866.     animation = $data_animations[animation_id]
  2867.     return if animation.nil?
  2868.     ani_check = false
  2869.     targets.each do |target|
  2870.       if ani_check && target.animation_id <= 0
  2871.         target.pseudo_ani_id = animation_id
  2872.       else
  2873.         target.animation_id = animation_id
  2874.       end
  2875.       target.animation_mirror = mirror
  2876.       ani_check = true if animation.to_screen?
  2877.     end
  2878.   end
  2879.   
  2880.   #--------------------------------------------------------------------------
  2881.   # overwrite method: process_action_end
  2882.   #--------------------------------------------------------------------------
  2883.   def process_action_end
  2884.     @subject.on_action_end
  2885.     status_redraw_target(@subject)
  2886.     @log_window.display_auto_affected_status(@subject)
  2887.     @log_window.wait_and_clear
  2888.     @log_window.display_current_state(@subject)
  2889.     @log_window.wait_and_clear
  2890.     BattleManager.judge_win_loss
  2891.   end
  2892.   
  2893.   #--------------------------------------------------------------------------
  2894.   # overwrite method: use_item
  2895.   #--------------------------------------------------------------------------
  2896.   def use_item
  2897.     item = @subject.current_action.item
  2898.     @log_window.display_use_item(@subject, item)
  2899.     @subject.use_item(item)
  2900.     status_redraw_target(@subject)
  2901.     if $imported["YEA-LunaticObjects"]
  2902.       lunatic_object_effect(:before, item, @subject, @subject)
  2903.     end
  2904.     process_casting_animation if $imported["YEA-CastAnimations"]
  2905.     targets = @subject.current_action.make_targets.compact rescue []
  2906.     show_animation(targets, item.animation_id) if show_all_animation?(item)
  2907.     targets.each {|target|
  2908.       if $imported["YEA-TargetManager"]
  2909.         target = alive_random_target(target, item) if item.for_random?
  2910.       end
  2911.       item.repeats.times { invoke_item(target, item) } }
  2912.     if $imported["YEA-LunaticObjects"]
  2913.       lunatic_object_effect(:after, item, @subject, @subject)
  2914.     end
  2915.   end
  2916.   
  2917.   #--------------------------------------------------------------------------
  2918.   # alias method: invoke_item
  2919.   #--------------------------------------------------------------------------
  2920.   alias scene_battle_invoke_item_abe invoke_item
  2921.   def invoke_item(target, item)
  2922.     show_animation([target], item.animation_id) if separate_ani?(target, item)
  2923.     if target.dead? != item.for_dead_friend?
  2924.       @subject.last_target_index = target.index
  2925.       return
  2926.     end
  2927.     scene_battle_invoke_item_abe(target, item)
  2928.   end
  2929.   
  2930.   #--------------------------------------------------------------------------
  2931.   # new method: show_all_animation?
  2932.   #--------------------------------------------------------------------------
  2933.   def show_all_animation?(item)
  2934.     return true if item.one_animation
  2935.     return false if $data_animations[item.animation_id].nil?
  2936.     return false unless $data_animations[item.animation_id].to_screen?
  2937.     return true
  2938.   end
  2939.   
  2940.   #--------------------------------------------------------------------------
  2941.   # new method: separate_ani?
  2942.   #--------------------------------------------------------------------------
  2943.   def separate_ani?(target, item)
  2944.     return false if item.one_animation
  2945.     return false if $data_animations[item.animation_id].nil?
  2946.     return false if $data_animations[item.animation_id].to_screen?
  2947.     return target.dead? == item.for_dead_friend?
  2948.   end
  2949.   
  2950.   #--------------------------------------------------------------------------
  2951.   # new method: status_redraw_target
  2952.   #--------------------------------------------------------------------------
  2953.   def status_redraw_target(target)
  2954.     return unless target.actor?
  2955.     @status_window.draw_item($game_party.battle_members.index(target))
  2956.   end
  2957.   
  2958.   #--------------------------------------------------------------------------
  2959.   # alias method: start_party_command_selection
  2960.   #--------------------------------------------------------------------------
  2961.   alias start_party_command_selection_abe start_party_command_selection
  2962.   def start_party_command_selection
  2963.     @status_window.refresh unless scene_changing?
  2964.     start_party_command_selection_abe
  2965.   end
  2966.   
  2967.   #--------------------------------------------------------------------------
  2968.   # overwrite method: refresh_status
  2969.   #--------------------------------------------------------------------------
  2970.   def refresh_status; return; end
  2971.   
  2972.   #--------------------------------------------------------------------------
  2973.   # new method: refresh_autobattler_status_window
  2974.   #--------------------------------------------------------------------------
  2975.   def refresh_autobattler_status_window
  2976.     for member in $game_party.battle_members
  2977.       next unless member.auto_battle?
  2978.       @status_window.draw_item(member.index)
  2979.     end
  2980.   end
  2981.   
  2982.   #--------------------------------------------------------------------------
  2983.   # new method: hide_extra_gauges
  2984.   #--------------------------------------------------------------------------
  2985.   def hide_extra_gauges
  2986.     # Made for compatibility
  2987.   end
  2988.   
  2989.   #--------------------------------------------------------------------------
  2990.   # new method: show_extra_gauges
  2991.   #--------------------------------------------------------------------------
  2992.   def show_extra_gauges
  2993.     # Made for compatibility
  2994.   end
  2995.   
  2996. end # Scene_Battle

  2997. #==============================================================================
  2998. #
  2999. # ▼ End of File
  3000. #
  3001. #==============================================================================
复制代码
我用这个没发现问题

点评

我用了....但也是没有tp栏?可以请大大放张图上来看看你运行时的情况吗?而且虽然是1.21.....但这个连ATB都不是.....我在用1.18的...  发表于 2012-6-1 14:11
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失忆的幽灵

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贵宾

发表于 2012-6-1 14:26:16 | 显示全部楼层
请把乃的脚本发上来看看
如果我能遗忘掉一件事物,我希望遗忘掉我自己
最初你觉得这是一个梦想,最终这只是个妄想
即使你认为你自己是黑暗,即使你认为你自己站在黑暗,但看的见你的人只有我!
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 楼主| 发表于 2012-6-1 14:45:21 | 显示全部楼层
本帖最后由 kapoleo 于 2012-6-1 14:59 编辑
Raiku 发表于 2012-6-1 14:26
请把乃的脚本发上来看看


這裡...謝謝了~~~
[pre lang="ruby" line="1"]    #==============================================================================
    #
    # ▼ Yanfly Engine Ace - Ace Battle Engine v1.18
    # -- Last Updated: 2012.01.24
    # -- Level: Normal, Hard
    # -- Requires: n/a
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YEA-BattleEngine"] = true

    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 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  = 0
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - 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 = 16    # Font size used for HP, MP, TP.
        BATTLESTATUS_NO_ACTION_ICON = 185   # No action icon.
        BATTLESTATUS_HPGAUGE_Y_PLUS = 11    # 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        = "All Foes"
        HELP_TEXT_ONE_RANDOM_FOE  = "One Random Foe"
        HELP_TEXT_MANY_RANDOM_FOE = "%d Random Foes"
        HELP_TEXT_ALL_ALLIES      = "All Allies"
        HELP_TEXT_ALL_DEAD_ALLIES = "All Dead Allies"
        HELP_TEXT_ONE_RANDOM_ALLY = "One Random Ally"
        HELP_TEXT_RANDOM_ALLIES   = "%d Random Allies"
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - 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  = 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 SP",    # SprintF for MP damage.
          :mp_heal    => "+%s SP",    # 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   => "要害!", # Text display for critical hit.
          :missed     => "落空",      # Text display for missed attack.
          :evaded     => "閃避!",    # Text display for evaded attack.
          :nulled     => "無效",      # 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  => "弱點", # Appears if foe is weak to element.
          :resistant  => "耐性",    # Appears if foe is resistant to element.
          :immune     => "免疫",    # Appears if foe is immune to element.
          :absorbed   => "吸取",    # 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 = ["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
        @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 @battler == 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)
        @fade = 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]
        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)
        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
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        return if index.nil?
        clear_item(index)
        actor = battle_members[index]
        rect = item_rect(index)
        return if actor.nil?
        draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
        draw_actor_name(actor, rect.x, rect.y, rect.width-8)
        draw_actor_action(actor, rect.x, rect.y)
        draw_actor_icons(actor, rect.x, line_height*1, rect.width)
        gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
        contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
        draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
        if draw_tp?(actor) && draw_mp?(actor)
          dw = rect.width/2-2
          dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
          draw_actor_tp(actor, rect.x+2, line_height*3, dw)
          dw = rect.width - rect.width/2 - 2
          draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
        elsif draw_tp?(actor) && !draw_mp?(actor)
          draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
        else
          draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: item_rect
      #--------------------------------------------------------------------------
      def item_rect(index)
        rect = Rect.new
        rect.width = contents.width / $game_party.max_battle_members
        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)
      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_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 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
      
    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 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
        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
      
      #--------------------------------------------------------------------------
      # 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)
        if item.is_a?(RPG::Skill) and item.id == 187
          Graphics.play_movie('Movies/' + "Tsubamegaeshi")
        end
    refresh_status
        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?
      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
    #==============================================================================
    #
    # ▼ YSA Battle System: Classical ATB
    # -- Last Updated: 2012.01.20
    # -- Level: Easy, Normal
    # -- Requires: YEA - Ace Battle Engine v1.15+.
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YSA-CATB"] = true

    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.20 - Compatible with: Lunatic CATB Rate.
    #            - Fix a bug with first strike.
    # 2012.01.19 - Fix a small bug with Action's Icon Updating.
    #            - Fix a critical bug with target selecting.
    #            - Fix a bug with states updating.
    #            - Fix a small bug with actor's status when choosing skill/item.
    #            - Fix a critical bug with auto battle.
    # 2012.01.16 - Fix ATB speed changes when a battler's agi changes.
    #            - Add casting time.
    # 2012.01.16 - Add a function for preemptive strike and surprised.
    #            - Fix a small bug with make action.
    # 2012.01.13 - Bugfix for ATB Type Wait.
    #            - Upgrade a little ATB gauge.
    #            - Upgrade turn count.
    #            - Compatible with: Lunatic CATB Start.
    # 2012.01.12 - Started Script and Finished.
    #
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script will add a battle type into YEA Battle Engine Ace.
    # Battle Type: Classical ATB.
    #
    #==============================================================================
    # ▼ 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.
    #
    # First, set the default battle system for your game to be :catb by either going
    # to the Ace Battle Engine script and setting DEFAULT_BATTLE_SYSTEM as :catb or
    # by using the following script call:
    #
    # $game_system:set_battle_system(:catb)
    #
    # Second, you can set the default wait for your game by either setting DEFAULT_WAIT
    # or using the following script call:
    #
    # $game_system:set_catb_wait_type(wait_type)
    #
    # Which there are 4 types:
    #   - :full     : ATB always run, except when animation run
    #   - :quarter  : ATB pause when select skill/item/target
    #   - :semi     : ATB pause when select target
    #   - :wait     : ATB pause when choose action for actor
    #
    # Third, you can set the default turn counting for your game by either setting
    # DEFAULT_TURN or using the following script call:
    #
    # $game_system:set_catb_turn_type(turn_type)
    #
    # Which there are 2 types:
    #   - :tick     : Count as a turn after X frame
    #   - :action   : Count as a turn after X actions
    #
    # -----------------------------------------------------------------------------
    # Skill/Item Notetags - These notetags go in the skill/item notebox in the database.
    # -----------------------------------------------------------------------------
    # <charge rate: x%>
    # Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged
    # at normal ATB filled speed * x%, which means it will be charged at x% rate.
    #
    #==============================================================================
    # ▼ 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.
    #
    # This script requires Yanfly Engine Ace - Ace Battle Engine v1.15+ and the
    # script must be placed under Ace Battle Engine in the script listing.
    #
    #==============================================================================

    #==============================================================================
    # ▼ Configuration
    #==============================================================================

    module YSA
      module CATB
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Configuration -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        DEFAULT_FILL_TIME = 120 # Frames
        DEFAULT_WAIT      = :wait # :full, :semi, :quarter, :wait
        FILL_TIME_VARIABLE  = 15 # Change DEFAULT_FILL_TIME by variable.
      
        PAUSE_WHEN_ACTIVE_PARTY_COMMAND = true
      
        PREEMTIVE_ATB_ACTOR = 70
        PREEMTIVE_ATB_ENEMY = 0
        SURPRISE_ATB_ACTOR = 0
        SURPRISE_ATB_ENEMY = 70
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Turn Configuration -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        DEFAULT_TURN          = :action # :tick, :action
      
        TICK_COUNT            = 150    # Turn after TICK_COUNT
        TICK_COUNT_VARIABLE   = 16     # Change TICK_COUNT by variable.
      
        AFTER_ACTION          = 1      # Turn after AFTER_ACTION actions.
        AFTER_ACTION_VARIABLE  = 17     # Change AFTER_ACTION by variable.
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Actor ATB Gauges -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        GAUGE_COLOR1 = 32
        GAUGE_COLOR2 = 31
        CHARGE_COLOR1 = 18
        CHARGE_COLOR2 = 10
        ATB_GAUGE_Y_PLUS = 12
        ATB_PHRASE = "ATB"
      
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Enemy ATB Gauges -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        SHOW_ENEMY_ATB_GAUGE    = true  # Display Enemy HP Gauge?
        ENEMY_GAUGE_WIDTH      = 128    # How wide the enemy gauges are.
        ENEMY_GAUGE_HEIGHT     = 12     # How tall the enemy gauges are.
        ENEMY_ATB_GAUGE_COLOUR1 = 1     # Colour 1 for ATB.
        ENEMY_ATB_GAUGE_COLOUR2 = 4     # Colour 2 for ATB.
        ENEMY_BACKGAUGE_COLOUR = 19     # Gauge Back colour.
      
      end
    end

    #==============================================================================
    # ▼ 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 YSA
      module REGEXP
      module USABLEITEM
      
        CHARGE_RATE = /<(?:CHARGE_RATE|charge rate):[ ](\d+)?([%%])>/i
      
      end # USABLEITEM
      end # REGEXP
    end # YSA

    #==============================================================================
    # ■ DataManager
    #==============================================================================

    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_catb load_database; end
      def self.load_database
        load_database_catb
        load_notetags_catb
      end
      
      #--------------------------------------------------------------------------
      # new method: load_notetags_catb
      #--------------------------------------------------------------------------
      def self.load_notetags_catb
        groups = [$data_skills, $data_items]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_catb
          end
        end
      end
      
    end # DataManager

    #==============================================================================
    # ■ RPG::UsableItem
    #==============================================================================

    class RPG::UsableItem < RPG::BaseItem

      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :charge_rate
      attr_accessor :charge_on
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_catb
      #--------------------------------------------------------------------------
      def load_notetags_catb
        @charge_rate = 100
        @charge_on = false
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YSA::REGEXP::USABLEITEM::CHARGE_RATE
            @charge_on = true
            @charge_rate = $1.to_i
          #---
          end
        } # self.note.split
        #---
        @charge_rate = 100 if @charge_rate <= 0
      end
      
    end # RPG::UsableItem

    #==============================================================================
    # ■ BattleManager
    #==============================================================================

    module BattleManager
      
      #--------------------------------------------------------------------------
      # alias method:
      #     - make_action_orders
      #     - prior_command
      #     - next_command
      #     - in_turn?
      #     - battle_start
      #--------------------------------------------------------------------------
      class <<self
        alias catb_make_action_orders make_action_orders
        alias catb_prior_command prior_command
        alias catb_next_command next_command
        alias catb_in_turn? in_turn?
        alias catb_battle_start battle_start
      end
      
      #--------------------------------------------------------------------------
      # battle_start
      #--------------------------------------------------------------------------
      def self.battle_start
        catb_battle_start
        if btype?(:catb)
          @average_agi = 0
          make_catb_action_orders
          battler_hash = $game_party.members + $game_troop.members
          battler_hash.each { |a|
            if @preemptive
              a.make_first_catb_value(1)
            elsif @surprise
              a.make_first_catb_value(2)
            else
              a.make_first_catb_value(0)
            end
            @average_agi += a.agi
          }
          @average_agi /= battler_hash.size
        end
      end
      
      #--------------------------------------------------------------------------
      # next_command
      #--------------------------------------------------------------------------
      def self.next_command
        return false if btype?(:catb)
        catb_next_command
      end
      
      #--------------------------------------------------------------------------
      # alias method: in_turn?
      #--------------------------------------------------------------------------
      def self.in_turn?
        return true if btype?(:catb)
        return catb_in_turn?
      end
      
      #--------------------------------------------------------------------------
      # new method: make_catb_action_orders
      #--------------------------------------------------------------------------
      class <<self
      def make_catb_action_orders
        @action_actors = []
        @action_enemies = []
        @action_battlers = []
      end
      end
      
      #--------------------------------------------------------------------------
      # new method: average_agi
      #--------------------------------------------------------------------------
      class <<self
      def average_agi
        return @average_agi
      end
      end
      
      #--------------------------------------------------------------------------
      # new method: set_actor
      #--------------------------------------------------------------------------
      class <<self
      def set_actor(actor_index)
        @actor_index = actor_index
      end
      end
      
      #--------------------------------------------------------------------------
      # prior_command
      #--------------------------------------------------------------------------
      def self.prior_command
        return false if btype?(:catb)
        catb_prior_command
      end
      
      #--------------------------------------------------------------------------
      # new method: make_catb_action
      #--------------------------------------------------------------------------
      class <<self
      def make_catb_action(battler)
        make_catb_action_orders if !@action_battlers || !@action_actors || !@action_enemies
        return false if @action_battlers.include?(battler)
        @action_battlers.push(battler)
        @action_actors.push(battler) if battler.actor?
        @action_enemies.push(battler) if battler.enemy?
        return true
      end
      end
      
      #--------------------------------------------------------------------------
      # new method: delete_catb_action
      #--------------------------------------------------------------------------
      class <<self
      def delete_catb_action(battler)
        return false if !battler
        @action_battlers.delete(battler)
        @action_battlers = @action_battlers.compact
        @action_actors.delete(battler) if battler.actor?
        @action_actors = @action_actors.compact
        @action_enemies.delete(battler) if battler.enemy?
        @action_enemies = @action_enemies.compact
        return true
      end
      end
      
      #--------------------------------------------------------------------------
      # new method: action_list
      #--------------------------------------------------------------------------
      class <<self
      def action_list(type = :all)
        return @action_battlers if type == :all
        return @action_actors if type == :actor
        return @action_enemies if type = :enemy
      end
      end
      
    end # BattleManager

    #==============================================================================
    # ■ Game_System
    #==============================================================================

    class Game_System
      
      #--------------------------------------------------------------------------
      # alias method: set_battle_system
      #--------------------------------------------------------------------------
      alias qatb_set_battle_system set_battle_system
      def set_battle_system(type)
        case type
        when :catb; @battle_system = :catb
        else;       qatb_set_battle_system(type)
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: battle_system_corrected
      #--------------------------------------------------------------------------
      alias qatb_battle_system_corrected battle_system_corrected
      def battle_system_corrected(type)
        case type
        when :catb; return :catb
        else;       return qatb_battle_system_corrected(type)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_fill_time
      #--------------------------------------------------------------------------
      def catb_fill_time
        return $game_variables[YSA::CATB::FILL_TIME_VARIABLE] > 0 ? $game_variables[YSA::CATB::FILL_TIME_VARIABLE] : YSA::CATB::DEFAULT_FILL_TIME
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_tick_count
      #--------------------------------------------------------------------------
      def catb_tick_count
        return $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] > 0 ? $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] : YSA::CATB::TICK_COUNT
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_after_action
      #--------------------------------------------------------------------------
      def catb_after_action
        return $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] > 0 ? $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] : YSA::CATB::AFTER_ACTION
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_turn_type
      #--------------------------------------------------------------------------
      def catb_turn_type
        return @catb_turn_type ? @catb_turn_type : YSA::CATB::DEFAULT_TURN
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_wait_type
      #--------------------------------------------------------------------------
      def catb_wait_type
        return @catb_wait_type ? @catb_wait_type : YSA::CATB::DEFAULT_WAIT
      end
      
      #--------------------------------------------------------------------------
      # new method: set_catb_wait_type
      #--------------------------------------------------------------------------
      def set_catb_wait_type(type = :full)
        @catb_wait_type = type
      end
      
      #--------------------------------------------------------------------------
      # new method: set_catb_turn_type
      #--------------------------------------------------------------------------
      def set_catb_turn_type(type = :tick)
        @catb_turn_type = type
      end
      
    end # Game_System

    #==============================================================================
    # ■ Game_Battler
    #==============================================================================

    class Game_Battler < Game_BattlerBase
      
      MAX_CATB_VALUE = 100000.0
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias catb_initialize initialize
      def initialize
        catb_initialize
        @catb_value = 0
        @ct_catb_value = 0
      end
      
      #--------------------------------------------------------------------------
      # new method: base_gain_catb
      #--------------------------------------------------------------------------
      def base_gain_catb
        return MAX_CATB_VALUE / $game_system.catb_fill_time
      end
      
      #--------------------------------------------------------------------------
      # new method: real_gain_catb
      #--------------------------------------------------------------------------
      def real_gain_catb
        value = (self.agi.to_f / BattleManager.average_agi) * base_gain_catb
        return value
      end
      
      #--------------------------------------------------------------------------
      # new method: make_catb_update
      #--------------------------------------------------------------------------
      def make_catb_update
        return if @catb_value >= MAX_CATB_VALUE
        return if not normal?
        value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
        @catb_value += [value, MAX_CATB_VALUE - @catb_value].min
      end
      
      #--------------------------------------------------------------------------
      # new method: make_catb_action
      #--------------------------------------------------------------------------
      def make_catb_action
        return unless @catb_value >= MAX_CATB_VALUE
        return clear_catb if not normal?
        return BattleManager.make_catb_action(self)
      end
      
      #--------------------------------------------------------------------------
      # new method: make_ct_catb_update
      #--------------------------------------------------------------------------
      def make_ct_catb_update
        return if @catb_value < MAX_CATB_VALUE
        return if @ct_catb_value >= MAX_CATB_VALUE
        return if !self.current_action
        return if !self.current_action.item
        return if self.actor? && !self.current_action.confirm
        clear_catb if not normal?
        @ct_catb_value = MAX_CATB_VALUE if !self.current_action.item.charge_on
        value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
        @ct_catb_value += [value * self.current_action.item.charge_rate / 100, MAX_CATB_VALUE - @ct_catb_value].min
      end
      
      #--------------------------------------------------------------------------
      # new method: charge_skill_done?
      #--------------------------------------------------------------------------
      def charge_skill_done?
        return @catb_value >= MAX_CATB_VALUE && @ct_catb_value >= MAX_CATB_VALUE
      end
      
      #--------------------------------------------------------------------------
      # new method: clear_catb
      #--------------------------------------------------------------------------
      def clear_catb
        make_actions
        @catb_value = 0
        @ct_catb_value = 0
        BattleManager.clear_actor if self.actor? && BattleManager.actor == self
        BattleManager.delete_catb_action(self)
      end
      
      #--------------------------------------------------------------------------
      # new method: make_first_catb_value
      #--------------------------------------------------------------------------
      def make_first_catb_value(pre = 0)
        make_actions
        @catb_value = 0
        @catb_value = YSA::CATB::PREEMTIVE_ATB_ACTOR if self.actor? && pre == 1
        @catb_value = YSA::CATB::PREEMTIVE_ATB_ENEMY if self.enemy? && pre == 1
        @catb_value = YSA::CATB::SURPRISE_ATB_ACTOR if self.actor? && pre == 2
        @catb_value = YSA::CATB::SURPRISE_ATB_ENEMY if self.enemy? && pre == 2
        lunatic_catb_start_formula(pre) if $imported["YSA-LunaticCATBStart"]
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_filled_rate
      #--------------------------------------------------------------------------
      def catb_filled_rate
        return @catb_value / MAX_CATB_VALUE
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_ct_filled_rate
      #--------------------------------------------------------------------------
      def catb_ct_filled_rate
        return @catb_value < MAX_CATB_VALUE ? 0 : @ct_catb_value / MAX_CATB_VALUE
      end
      
    end # Game_Battler

    #==============================================================================
    # ■ Game_Action
    #==============================================================================

    class Game_Action
      
      #--------------------------------------------------------------------------
      # alias method: clear
      #--------------------------------------------------------------------------
      alias catb_clear clear
      def clear
        catb_clear
        @confirm = false
      end
      
      #--------------------------------------------------------------------------
      # new method: confirm=
      #--------------------------------------------------------------------------
      def confirm=(con)
        @confirm = con
      end
      
      #--------------------------------------------------------------------------
      # new method: confirm
      #--------------------------------------------------------------------------
      def confirm
        return @subject.auto_battle? ? true : @confirm
      end

    end # Game_Action

    #==============================================================================
    # ■ Window_Base
    #==============================================================================

    class Window_Base < Window
      #--------------------------------------------------------------------------
      # catb_gauge_color
      #--------------------------------------------------------------------------
      def catb_color1;      text_color(YSA::CATB::GAUGE_COLOR1);      end;
      def catb_color2;      text_color(YSA::CATB::GAUGE_COLOR2);      end;
      def charge_color1;      text_color(YSA::CATB::CHARGE_COLOR1);      end;
      def charge_color2;      text_color(YSA::CATB::CHARGE_COLOR2);      end;
    end # Window_Base

    #==============================================================================
    # ■ Window_BattleStatus
    #==============================================================================

    class Window_BattleStatus < Window_Selectable
      
      #--------------------------------------------------------------------------
      # alias method: draw_item
      #--------------------------------------------------------------------------
      alias catb_draw_item draw_item
      def draw_item(index)
        catb_draw_item(index)
        actor = battle_members[index]
        rect = item_rect(index)
        gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
        return unless BattleManager.btype?(:catb)
        draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
      end
      
      #--------------------------------------------------------------------------
      # new method: draw_actor_catb
      #--------------------------------------------------------------------------
      def draw_actor_catb(actor, dx, dy, width = 124)
        draw_gauge(dx, dy, width, actor.catb_filled_rate, catb_color1, catb_color2)
        if actor.catb_ct_filled_rate > 0
          draw_gauge(dx, dy, width, actor.catb_ct_filled_rate, charge_color1, charge_color2)
        end
        change_color(system_color)
        cy = (Font.default_size - contents.font.size) / 2 + 1
        draw_text(dx+2, dy+cy, 30, line_height, YSA::CATB::ATB_PHRASE)
      end
      
      #--------------------------------------------------------------------------
      # new method: draw_item_actor_catb
      #--------------------------------------------------------------------------
      def draw_item_actor_catb(index)
        return if index.nil?
        actor = battle_members[index]
        rect = item_rect(index)
        return if actor.nil?
        gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
        draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
      end
      
      #--------------------------------------------------------------------------
      # new method: refresh_catb
      #--------------------------------------------------------------------------
      def refresh_catb
        return unless BattleManager.btype?(:catb)
        item_max.times {|i| draw_item_actor_catb(i) }
      end
      
    end # Window_BattleStatus

    #==============================================================================
    # ■ Sprite_Battler
    #==============================================================================

    class Sprite_Battler < Sprite_Base
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias sprite_battler_initialize_catb initialize
      def initialize(viewport, battler = nil)
        sprite_battler_initialize_catb(viewport, battler)
        create_enemy_gauges_catb
      end
      
      #--------------------------------------------------------------------------
      # alias method: dispose
      #--------------------------------------------------------------------------
      alias sprite_battler_dispose_catb dispose
      def dispose
        sprite_battler_dispose_catb
        dispose_enemy_gauges_catb
      end
      
      #--------------------------------------------------------------------------
      # alias method: update
      #--------------------------------------------------------------------------
      alias sprite_battler_update_catb update
      def update
        sprite_battler_update_catb
        update_enemy_gauges_catb
      end

      #--------------------------------------------------------------------------
      # new method: create_enemy_gauges_catb
      #--------------------------------------------------------------------------
      def create_enemy_gauges_catb
        return if @battler.nil?
        return if @battler.actor?
        return unless BattleManager.btype?(:catb)
        @catb_back_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :back)
        @catb_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catb)
        @catb_ct_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catbct)
      end
      
      #--------------------------------------------------------------------------
      # new method: dispose_enemy_gauges_catb
      #--------------------------------------------------------------------------
      def dispose_enemy_gauges_catb
        return unless BattleManager.btype?(:catb)
        @catb_back_gauge_viewport.dispose unless @catb_back_gauge_viewport.nil?
        @catb_gauge_viewport.dispose unless @catb_gauge_viewport.nil?
        @catb_ct_gauge_viewport.dispose unless @catb_ct_gauge_viewport.nil?
      end
      
      #--------------------------------------------------------------------------
      # new method: update_enemy_gauges_catb
      #--------------------------------------------------------------------------
      def update_enemy_gauges_catb
        return unless BattleManager.btype?(:catb)
        @catb_back_gauge_viewport.update unless @catb_back_gauge_viewport.nil?
        @catb_gauge_viewport.update unless @catb_gauge_viewport.nil?
        @catb_ct_gauge_viewport.update unless @catb_ct_gauge_viewport.nil?
      end
      
    end # Sprite_Battler

    #==============================================================================
    # ■ Enemy_CATB_Gauge_Viewport
    #==============================================================================

    class Enemy_CATB_Gauge_Viewport < Viewport
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(battler, sprite, type)
        @battler = battler
        @base_sprite = sprite
        @type = type
        dw = YSA::CATB::ENEMY_GAUGE_WIDTH
        dw += 2 if @type == :back
        @start_width = dw
        dh = YSA::CATB::ENEMY_GAUGE_HEIGHT
        dh += 2 if @type == :back
        rect = Rect.new(0, 0, dw, dh)
        super(rect)
        self.z = 125
        create_gauge_sprites
        self.visible = false
        update_position
      end
      
      #--------------------------------------------------------------------------
      # dispose
      #--------------------------------------------------------------------------
      def dispose
        @sprite.bitmap.dispose unless @sprite.bitmap.nil?
        @sprite.dispose
        super
      end
      
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        self.visible = @battler.dead? ? false : YSA::CATB::SHOW_ENEMY_ATB_GAUGE
        update_position
        update_gauge
      end
      
      #--------------------------------------------------------------------------
      # create_gauge_sprites
      #--------------------------------------------------------------------------
      def create_gauge_sprites
        @sprite = Plane.new(self)
        dw = self.rect.width * 2
        @sprite.bitmap = Bitmap.new(dw, self.rect.height)
        case @type
        when :back
          colour1 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
          colour2 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
        when :catb
          colour1 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR1)
          colour2 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR2)
        when :catbct
          colour1 = Colour.text_colour(YSA::CATB::CHARGE_COLOR1)
          colour2 = Colour.text_colour(YSA::CATB::CHARGE_COLOR2)
        end
        dx = 0
        dy = 0
        dw = self.rect.width
        dh = self.rect.height
        self.rect.width = target_gauge_width unless @type == :back
        @gauge_width = target_gauge_width
        @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)
        @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)
      end

      #--------------------------------------------------------------------------
      # update_position
      #--------------------------------------------------------------------------
      def update_position
        dx = @battler.screen_x - @start_width / 2
        self.rect.x = dx
        dh = self.rect.height + 1
        dh += 2 unless @type == :back
        dy = [@battler.screen_y, Graphics.height - dh - 120].min
        dy += 1 unless @type == :back
        dy -= YEA::BATTLE::ENEMY_GAUGE_HEIGHT if $imported["YEA-EnemyHPBars"]
        self.rect.y = dy
      end
      
      #--------------------------------------------------------------------------
      # update_gauge
      #--------------------------------------------------------------------------
      def update_gauge
        return if @gauge_width == target_gauge_width
        @gauge_width = target_gauge_width if @type == :catb
        @gauge_width = target_gauge_width_ct if @type == :catbct
        return if @type == :back
        self.rect.width = @gauge_width
      end
      
      #--------------------------------------------------------------------------
      # target_gauge_width
      #--------------------------------------------------------------------------
      def target_gauge_width
        return @battler.catb_filled_rate * @start_width
      end
      
      #--------------------------------------------------------------------------
      # target_gauge_width_ct
      #--------------------------------------------------------------------------
      def target_gauge_width_ct
        return @battler.catb_ct_filled_rate * @start_width
      end
      
    end # Enemy_CATB_Gauge_Viewport
      
    #==============================================================================
    # ■ Window_BattleEnemy
    #==============================================================================

    class Window_BattleEnemy < Window_Selectable
      
      #--------------------------------------------------------------------------
      # alias method: col_max
      #--------------------------------------------------------------------------
      alias catb_col_max col_max
      def col_max; return catb_col_max == 0 ? 1 : catb_col_max; end

    end # Window_BattleEnemy

    #==============================================================================
    # ■ Scene_Battle
    #==============================================================================

    class Scene_Battle < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: process_action
      #--------------------------------------------------------------------------
      alias catb_process_action process_action
      def process_action
        process_catb
        perform_catb_action(@subject, true) if BattleManager.action_forced?
        catb_process_action unless BattleManager.btype?(:catb)
      end
      
      #--------------------------------------------------------------------------
      # new method: catb_pause?
      #--------------------------------------------------------------------------
      def catb_pause?
        return YSA::CATB::PAUSE_WHEN_ACTIVE_PARTY_COMMAND if @party_command_window.active
        return false if $game_system.catb_wait_type == :full
        return true if $game_system.catb_wait_type == :wait && (@actor_command_window.active || @skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)
        return true if $game_system.catb_wait_type == :quarter && (@skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)
        return true if $game_system.catb_wait_type == :semi && (@actor_window.active || @enemy_window.active)
      end
      
      #--------------------------------------------------------------------------
      # new method: process_catb
      #--------------------------------------------------------------------------
      def process_catb
        return unless SceneManager.scene_is?(Scene_Battle)
        return if scene_changing?
        return unless BattleManager.btype?(:catb)
        return if catb_pause?
        battler_hash = $game_party.members + $game_troop.members
        battler_hash.each { |a|
          a.make_catb_update
          a.make_catb_action
          a.make_ct_catb_update
        }
        #--- Update Tick Turn
        if $game_system.catb_turn_type == :tick
          @tick_clock = 0 if !@tick_clock
          @tick_clock += 1
          if @tick_clock >= $game_system.catb_tick_count
            @tick_clock = 0
            all_battle_members.each { |battler|
              battler.on_turn_end
            }
            @status_window.refresh
            $game_troop.increase_turn
          end
        end
        #--- Fix make action
        BattleManager.action_list(:actor).each { |battler|
          battler.make_actions if (battler.actor? && !battler.input)
        }
        #---
        @status_window.refresh_catb
        #--- Setup Actor
        @f_actor_index = 0 if !@f_actor_index || @f_actor_index < 0 || @f_actor_index + 1 > BattleManager.action_list(:actor).size
        f_actor = BattleManager.action_list(:actor)[@f_actor_index]
        @f_actor_index += 1 if (@f_actor_index + 1) < BattleManager.action_list(:actor).size && f_actor && f_actor.input && f_actor.input.item && f_actor.input.confirm
        f_actor = BattleManager.action_list(:actor)[@f_actor_index]
        if f_actor && f_actor.input && !f_actor.input.item && (!BattleManager.actor || @status_window.index != BattleManager.actor.index)
          BattleManager.set_actor(f_actor.index)
          @status_window.select(BattleManager.actor.index)
          @actor_command_window.setup(BattleManager.actor)
        end
        BattleManager.action_list.each { |battler|
          battler.make_actions if battler.enemy?
          perform_catb_action(battler) if !@subject
        }
      end
      
      #--------------------------------------------------------------------------
      # new method: perform_catb_action
      #--------------------------------------------------------------------------
      def perform_catb_action(subject, forced = false)
        return if subject && !subject.charge_skill_done?
        return if subject && subject.actor? && !forced && !subject.input
        return if subject && subject.actor? && !forced && !subject.input.item
        return if subject && subject.actor? && !forced && !subject.input.confirm
        @subject = subject if subject
        return if !@subject
        if @subject.current_action
          @subject.current_action.prepare
          execute_action
          process_event
          @status_aid_window.refresh if @status_aid_window.visible
          if $game_system.catb_turn_type == :action
            @tick_action = 0 if !@tick_action
            @tick_action += 1
            if @tick_action >= $game_system.catb_after_action
              @tick_action = 0
              all_battle_members.each { |battler|
                battler.on_turn_end
              }
              @status_window.refresh
              $game_troop.increase_turn
            end
          end
          @subject.on_action_end
        end
        return if BattleManager.judge_win_loss
        @subject.clear_catb
        @status_window.draw_item(@subject.index) if @subject.actor?
        @subject = nil
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_actor_command_window
      #--------------------------------------------------------------------------
      alias catb_create_actor_command_window create_actor_command_window
      def create_actor_command_window
        catb_create_actor_command_window
        if BattleManager.btype?(:catb)
          @actor_command_window.set_handler(:dir4, method(:prior_f_actor))
          @actor_command_window.set_handler(:dir6, method(:next_f_actor))
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: prior_f_actor
      #--------------------------------------------------------------------------
      def prior_f_actor
        if @f_actor_index && BattleManager.action_list(:actor).size > 0
          @f_actor_index -= 1
          @f_actor_index = 0 if @f_actor_index < 0
          f_actor = BattleManager.action_list(:actor)[@f_actor_index]
          if f_actor
            BattleManager.set_actor(f_actor.index)
            @status_window.select(BattleManager.actor.index)
            @actor_command_window.setup(BattleManager.actor)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: next_f_actor
      #--------------------------------------------------------------------------
      def next_f_actor
        if @f_actor_index && BattleManager.action_list(:actor).size > 0
          @f_actor_index += 1
          @f_actor_index = 0 if (@f_actor_index + 1) > BattleManager.action_list(:actor).size
          f_actor = BattleManager.action_list(:actor)[@f_actor_index]
          if f_actor
            BattleManager.set_actor(f_actor.index)
            @status_window.select(BattleManager.actor.index)
            @actor_command_window.setup(BattleManager.actor)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: turn_start
      #--------------------------------------------------------------------------
      alias catb_turn_start turn_start
      def turn_start
        if BattleManager.btype?(:catb)
          @party_command_window.close
          @actor_command_window.close
          @status_window.unselect
          @log_window.wait
          @log_window.clear
        else
          catb_turn_start
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: command_guard
      #--------------------------------------------------------------------------
      alias catb_command_guard command_guard
      def command_guard
        BattleManager.actor.input.confirm = true
        catb_command_guard
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: command_attack
      #--------------------------------------------------------------------------
      alias catb_command_attack command_attack
      def command_attack
        catb_command_attack
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_ok
      #--------------------------------------------------------------------------
      alias catb_on_enemy_ok on_enemy_ok
      def on_enemy_ok
        BattleManager.actor.input.confirm = true
        catb_on_enemy_ok
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_cancel
      #--------------------------------------------------------------------------
      alias catb_on_enemy_cancel on_enemy_cancel
      def on_enemy_cancel
        BattleManager.actor.input.confirm = false
        catb_on_enemy_cancel
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_ok
      #--------------------------------------------------------------------------
      alias catb_on_actor_ok on_actor_ok
      def on_actor_ok
        BattleManager.actor.input.confirm = true
        catb_on_actor_ok
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_cancel
      #--------------------------------------------------------------------------
      alias catb_on_actor_cancel on_actor_cancel
      def on_actor_cancel
        BattleManager.actor.input.confirm = false
        catb_on_actor_cancel
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_skill_ok
      #--------------------------------------------------------------------------
      alias catb_on_skill_ok on_skill_ok
      def on_skill_ok
        catb_on_skill_ok
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_item_ok
      #--------------------------------------------------------------------------
      alias catb_on_item_ok on_item_ok
      def on_item_ok
        catb_on_item_ok
        @status_window.draw_item(BattleManager.actor.index)
      end
      
      #--------------------------------------------------------------------------
      # alias method: update_info_viewport
      #--------------------------------------------------------------------------
      alias catb_update_info_viewport update_info_viewport
      def update_info_viewport
        catb_update_info_viewport
        if BattleManager.btype?(:catb)
          move_info_viewport(128) if @actor_command_window.active || @actor_window.active || @enemy_window.active || (($game_troop.all_dead? || $game_party.all_dead?)&& @bug_fix1)
          move_info_viewport(0)   if @party_command_window.active
        end
      end
      
      #--------------------------------------------------------------------------
      # rewrite method: perform_collapse_check
      #--------------------------------------------------------------------------
      def perform_collapse_check(target)
        return if YEA::BATTLE::MSG_ADDED_STATES
        if $game_troop.all_dead? || $game_party.all_dead?
          if @actor_window.active || @enemy_window.active
            @bug_fix1 = true
            @help_window.hide
            @actor_window.hide.deactivate
            @enemy_window.hide.deactivate
          end
        end
        target.perform_collapse_effect if target.can_collapse?
        @log_window.wait
      end
      
    end # Scene_Battle
    module YEA
      module BATTLE
        DEFAULT_BATTLE_SYSTEM = :catb
      end
    end
    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================[/pre]


顺带一提...现在的情况很诡异
要么有TP没MP......要么有MP没TP(通常是这个)...............................=.=
【长期招募制作成员】
原创科幻RPG - PURIFICATION (内涵‧严肃‧认真)
https://rpg.blue/thread-371063-1-1.html
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失忆的幽灵

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贵宾

发表于 2012-6-1 15:06:43 | 显示全部楼层
本帖最后由 Raiku 于 2012-6-1 15:14 编辑

将1805行替换成
  1.           if $data_system.opt_display_tp
  2.             rw = rect.width / 2
  3.             draw_actor_mp(actor, rect.x+2, line_height*3, rw - 4)
  4.             draw_actor_tp(actor, rect.x+2+rw, line_height*3, rw - 4)
  5.           else
  6.             draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  7.           end
复制代码
即可
未命名2.jpg
谁说横版没有ATB啦?

点评

成功了...谢谢~~~  发表于 2012-6-1 15:17
如果我能遗忘掉一件事物,我希望遗忘掉我自己
最初你觉得这是一个梦想,最终这只是个妄想
即使你认为你自己是黑暗,即使你认为你自己站在黑暗,但看的见你的人只有我!
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