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Lv1.梦旅人

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发表于 2013-11-17 11:27:06 | 只看该作者
本帖最后由 Sion 于 2013-11-17 12:39 编辑

求一个定期下雨系统……
每过4分钟20%下雨,下雨时间随机,1-2分钟。(试过过用事件,但太麻烦了)
(为了优先,立马去帮人……)


————————————— Edited by Sion ——————————————

点评

公共事件并行处理就行了啊  发表于 2013-11-17 12:40
我已经没有兴趣认真做游戏了……只能胡扯
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Lv2.观梦者

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发表于 2013-11-17 16:45:23 | 只看该作者
本帖最后由 a000b1745 于 2013-11-17 19:04 编辑

S大~
請問一下,我想訂製一個關於商店的腳本不知能否實現??

腳本需求是這樣的:

我設置一個商人,該商人的商品是從我選定的物品ID裡隨機挑N個出來賣。
舉例:我在腳本先設置兩組商品↓

-商品A組 = [ i01,i03,i05,w12,w15,w16,a01,a02,a03 ]
-商品B組 = [ i01~i10,a10~25 ]
(P.S 種類+ID. i01=道具1號. w12=武器12號. a03=裝備3號 )

在該商人備註腳本 "Shop=A,5"   那就是從商品A組隨機抽5個出來賣
假如在該商人備註腳本 "Shop=A,8"   從商品A組隨機抽8個出來賣
假如在該商人備註腳本 "Shop=B,12"  從商品B組隨機抽12個出來賣

煩請 S大幫幫忙看下能否實現 :)

----------------------------------------------

剛想到能否加入一個新功能??
在代碼後面加入出售的商品價錢調整 (玩家賣給商人商品價格不變)
備註腳本 "Shop=A,5,100" 原價
備註腳本 "Shop=A,5,50"半價出售
備註腳本 "Shop=A,5,80" 原價80%出售 這樣...
因为现实太残酷、所以我们都在打造虚幻的天堂。如果现实不再残酷,也是因为有这快乐的天堂。
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发表于 2013-11-18 09:39:44 | 只看该作者
本帖最后由 a000b1745 于 2013-11-18 09:43 编辑
a000b1745 发表于 2013-11-17 16:45
S大~
請問一下,我想訂製一個關於商店的腳本不知能否實現??


抱歉打擾了...不知能不能加上一個變數的設定,
我來敘述一下實際用途好了。

"每天有個流浪商人會出現在旅館、身上會帶著各種奇妙的道具。"
上次請你訂製的隨機出貨腳本很好用,不過我當初沒想周到...
因為這樣玩家每次開啟都是隨機的,實際上一天固定隨機骰一次商品就行了。

舉例:
假如腳本商品組 :A => [ a01~a10 ],流浪商人的腳本寫 " random_shop(:A, 3) "
我的GAME裡面 變數20號=天數,
想請問能否當變數20號=X時,第一次骰出 "a03,a06a,a08"
在 X 不變的狀況下都是出現"a03,a06a,a08"這組商品,
當 變數20號=X+1 (或 X有改變) 、過了一天~流浪商人到處捕貨賣貨,random_shop(:A, 3)會自動重新骰一組新的組合、假設結果是 "a02,a05a,a10",那麼遊戲中當天流浪商人都是固定賣"a02,a05a,a10"這組商品。
到隔天 變數2 0= X+2 便會重新在骰新的商品出來~!

抱歉越搞越複雜了 ...{:2_276:}

点评

快的嚇死人...莫非已經寫道出神入化的地步了... 而且腳本簡短有效,相容性又棒(混了幾十個腳本測試也不衝突)...感謝你!!  发表于 2013-11-18 13:24
已更新  发表于 2013-11-18 12:26
因为现实太残酷、所以我们都在打造虚幻的天堂。如果现实不再残酷,也是因为有这快乐的天堂。
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发表于 2013-11-18 19:58:04 | 只看该作者
本帖最后由 Sion 于 2013-11-18 22:58 编辑

求个VA横版SideView Ver100的脚本,效果如下:
RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Battle Engine v1.18
  4. # -- Last Updated: 2012.01.24
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-BattleEngine"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.01.24 - Compatibility Update: Enemy Levels
  17. # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items.
  18. # 2012.01.11 - Added <one animation> tag for multi-hit skills to play an
  19. #              animation only once.
  20. #            - Reduced lag from battle system constantly recreating bitmaps.
  21. # 2012.01.10 - Compatibility Update: Battle System FTB
  22. # 2012.01.09 - Anticrash methods implemented.
  23. #            - Damage Popups are now separate for damage formulas and recovery.
  24. # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items.
  25. # 2012.01.02 - Compatibility Update: Target Manager
  26. #            - Added Option: AUTO_FAST
  27. #            - Random hits now show animations individually.
  28. # 2011.12.30 - Compatibility Update: Enemy Levels
  29. #            - Added Option to center the actors in the HUD.
  30. # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game.
  31. #            - Default battle system bug fixes are now included from YEA's Ace
  32. #              Core Engine.
  33. #            - Groundwork is also made to support future battle system types.
  34. #            - Multi-hit actions no longer linger when a target dies during the
  35. #              middle of one of the hits.
  36. #            - Compatibility Update: Lunatic Objects v1.02
  37. # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead.
  38. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show.
  39. # 2011.12.20 - Bug fixed: Death state popups against immortal states.
  40. #            - Bug fixed: During State popup fix.
  41. #            - Added HIDE_POPUP_SWITCH.
  42. # 2011.12.17 - Compatibiilty Update: Cast Animations
  43. # 2011.12.15 - Compatibility Update: Battle Command List
  44. # 2011.12.14 - Compatibility Update: Lunatic Objects
  45. # 2011.12.13 - Compatibility Update: Command Party
  46. # 2011.12.12 - Bug fixed: Turn stalling if no inputable members.
  47. # 2011.12.10 - Compatibility update for Automatic Party HUD.
  48. #            - Popup graphical bug fixed.
  49. #            - Bug fixed: Didn't wait for boss dead animations.
  50. #            - Bug fixed: Surprise attacks that froze the game.
  51. #            - Bug fixed: Popups didn't show for straight recovery effects.
  52. # 2011.12.08 - Finished Script.
  53. # 2011.12.04 - Started Script.
  54. #
  55. #==============================================================================
  56. # ▼ Introduction
  57. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  58. # Ace Battle Engine works as a foundation for future battle engine add-ons. It
  59. # allows for easier management of the battle engine without adding too many
  60. # features, allowing users to customize what they want as they see fit. While
  61. # the Ace Battle Engine isn't an entirely new engine, it gives users control
  62. # that RPG Maker VX Ace didn't originally give them.
  63. #
  64. # Furthermore, this script provides some new features. They are as follows:
  65. #
  66. # -----------------------------------------------------------------------------
  67. # Animation Fixes
  68. # -----------------------------------------------------------------------------
  69. # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes,
  70. # these fixes are included in this script as well to ensure it's working for
  71. # the battle script in the event someone chooses not to work with the Ace Core
  72. # Engine script. The animation fixes prevent excessive animation overlaying
  73. # (and making the screen look really ugly) and prevents animation clashing
  74. # between two dual wielding normal attack animations.
  75. #
  76. # -----------------------------------------------------------------------------
  77. # Enemy Animations
  78. # -----------------------------------------------------------------------------
  79. # Enemies now show battle animations when they deliver attacks and skills
  80. # against the player's party. Before in RPG Maker VX Ace, it was nothing more
  81. # than just sound effects and the screen shaking. Now, animations play where
  82. # the status window is and relative to the position of each party member.
  83. #
  84. # -----------------------------------------------------------------------------
  85. # Left/Right Command Selection
  86. # -----------------------------------------------------------------------------
  87. # While choosing actions, the player can press Left or Right to move freely
  88. # between (alive) actors to change their skills. Players no longer have to
  89. # cancel all the way back to change one person's skill and reselect everything.
  90. # On that note, there is now the option that when a battle starts or at the
  91. # end of a turn, players will start immediately at command selection rather
  92. # than needing to select "Fight" in the Party Command Window.
  93. #
  94. # -----------------------------------------------------------------------------
  95. # Popups
  96. # -----------------------------------------------------------------------------
  97. # Dealing damage, inflicting states, adding buffs, landing critical hits,
  98. # striking weaknesses, missing attacks, you name it, there's probably a popup
  99. # for it. Popups deliver information to the player in a quick or orderly
  100. # fashion without requiring the player to read lines of text.
  101. #
  102. # -----------------------------------------------------------------------------
  103. # Targeting Window
  104. # -----------------------------------------------------------------------------
  105. # When targeting enemies, the window is no longer displayed. Instead, the
  106. # targeted enemies are highlighted and their names are shown at the top of the
  107. # screen in a help window. Another thing that's changed is when skills that
  108. # target multiple targets are selected, there is a confirmation step that the
  109. # player must take before continuing. In this confirmation step, all of the
  110. # multiple targets are selected and in the help window would display the scope
  111. # of the skill (such as "All Foes" or "Random Foes"). RPG Maker VX Ace skipped
  112. # this step by default.
  113. #
  114. # -----------------------------------------------------------------------------
  115. # Toggling On and Off Special Effects and Text
  116. # -----------------------------------------------------------------------------
  117. # Not everybody likes having the screen shake or the enemies blink when they
  118. # take damage. These effects can now be toggled on and off. Certain text can
  119. # also be toggled on and off from appearing. A lot of the displayed text has
  120. # been rendered redundant through the use of popups.
  121. #
  122. # -----------------------------------------------------------------------------
  123. # Visual Battle Status Window
  124. # -----------------------------------------------------------------------------
  125. # Rather than just having rows of names with HP and MP bars next to them, the
  126. # Battle Status Window now displays actors' faces and their gauges aligned at
  127. # the bottom. More status effects can be shown in addition to showing more
  128. # members on screen at once. The Battle Status Window is also optimized to
  129. # refresh less (thus, removing potential lag from the system).
  130. #
  131. # -----------------------------------------------------------------------------
  132. # Window Position Changes
  133. # -----------------------------------------------------------------------------
  134. # Windows such as the Skill Window and Item Window have been rearranged to
  135. # always provide the player a clear view of the battlefield rather than opening
  136. # up and covering everything. As such, the window positions are placed at the
  137. # bottom of the screen and are repositioned.
  138. #
  139. #==============================================================================
  140. # ▼ Instructions
  141. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  142. # To install this script, open up your script editor and copy/paste this script
  143. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  144. #
  145. # -----------------------------------------------------------------------------
  146. # Skill Notetags - These notetags go in the skills notebox in the database.
  147. # -----------------------------------------------------------------------------
  148. # <one animation>
  149. # Causes the action to display the action animation only once, even if it's a
  150. # multi-hit action. This is used primarily for non-all scope targeting.
  151. #
  152. # -----------------------------------------------------------------------------
  153. # Item Notetags - These notetags go in the items notebox in the database.
  154. # -----------------------------------------------------------------------------
  155. # <one animation>
  156. # Causes the action to display the action animation only once, even if it's a
  157. # multi-hit action. This is used primarily for non-all scope targeting.
  158. #
  159. # -----------------------------------------------------------------------------
  160. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  161. # -----------------------------------------------------------------------------
  162. # <atk ani 1: x>
  163. # <atk ani 2: x>
  164. # Changes the normal attack animation of the particular enemy to animation x.
  165. # Attack animation 1 is the first one that plays. If there's a second animation
  166. # then the second one will play after in mirrored form.
  167. #
  168. # -----------------------------------------------------------------------------
  169. # State Notetags - These notetags go in the state notebox in the database.
  170. # -----------------------------------------------------------------------------
  171. # <popup add: string>
  172. # <popup rem: string>
  173. # <popup dur: string>
  174. # Status effects now create popups whenever they're inflicted. However, if you
  175. # don't like that a certain status effect uses a particular colour setting,
  176. # change "string" to one of the rulesets below to cause that popup to use a
  177. # different ruleset.
  178. #
  179. # <popup hide add>
  180. # <popup hide rem>
  181. # <popup hide dur>
  182. # Not everybody wants status effects to show popups when inflicted. When this
  183. # is the case, insert the respective tag to hide popups from appearing when the
  184. # state is added, removed, or during the stand-by phases.
  185. #
  186. # -----------------------------------------------------------------------------
  187. # Debug Tools - These tools only work during Test Play.
  188. # -----------------------------------------------------------------------------
  189. # - F5 Key -
  190. # Recovers all actors. Restores their HP and MP to max. Does not affect TP.
  191. # All states and buffs are removed whether they are positive or negative.
  192. #
  193. # - F6 Key -
  194. # Sets all actors to have 1 HP, 0 MP, and 0 TP. States are unaffected.
  195. #
  196. # - F7 Key -
  197. # Sets all actors to have max TP. Everything else is unaffected.
  198. #
  199. # - F8 Key -
  200. # Kills all enemies in battle. Ends the battle quickly.
  201. #
  202. #==============================================================================
  203. # ▼ Compatibility
  204. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  205. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  206. # it will run with RPG Maker VX without adjusting.
  207. #
  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 = true   # Skips the Fight/Escape menu.
  224.     AUTO_FAST          = true   # Causes message windows to not wait.
  225.     ENEMY_ATK_ANI      = 36     # 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 = 20    # 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   = false # 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        = "All Foes"
  264.     HELP_TEXT_ONE_RANDOM_FOE  = "One Random Foe"
  265.     HELP_TEXT_MANY_RANDOM_FOE = "%d Random Foes"
  266.     HELP_TEXT_ALL_ALLIES      = "All Allies"
  267.     HELP_TEXT_ALL_DEAD_ALLIES = "All Dead Allies"
  268.     HELP_TEXT_ONE_RANDOM_ALLY = "One Random Ally"
  269.     HELP_TEXT_RANDOM_ALLIES   = "%d Random Allies"
  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       => 60,          # 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 TP",    # SprintF for MP damage.
  292.       :tp_heal    => "+%s TP",    # SprintF for MP healing.
  293.       :drained    => "DRAIN",     # Text display for draining HP/MP.
  294.       :critical   => "CRITICAL!", # Text display for critical hit.
  295.       :missed     => "MISS",      # Text display for missed attack.
  296.       :evaded     => "EVADE!",    # Text display for evaded attack.
  297.       :nulled     => "NULL",      # Text display for nulled attack.
  298.       :failed     => "FAILED",    # Text display for a failed attack.
  299.       :add_state  => "+%s",      # SprintF for added states.
  300.       :rem_state  => "-%s",      # SprintF for removed states.
  301.       :dur_state  => "%s",        # SprintF for during states.
  302.       :ele_rates  => true,        # This will display elemental affinities.
  303.       :ele_wait   => 20,          # This is how many frames will wait.
  304.       :weakpoint  => "WEAKPOINT", # Appears if foe is weak to element.
  305.       :resistant  => "RESIST",    # Appears if foe is resistant to element.
  306.       :immune     => "IMMUNE",    # Appears if foe is immune to element.
  307.       :absorbed   => "ABSORB",    # Appears if foe can absorb the element.
  308.       :add_buff   => "%s+",      # Appears when a positive buff is applied.
  309.       :add_debuff => "%s-",      # 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  = false  # 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   = false  # 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   = false  # 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. #==============================================================================
  380. # ▼ Editting anything past this point may potentially result in causing
  381. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  382. # halitosis so edit at your own risk.
  383. #==============================================================================
  384.  
  385. module YEA
  386.   module REGEXP
  387.   module ENEMY
  388.  
  389.     ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i
  390.     ATK_ANI2 = /<(?:ATK_ANI_2|atk ani 2):[ ]*(\d+)>/i
  391.  
  392.   end # ENEMY
  393.   module USABLEITEM
  394.  
  395.     ONE_ANIMATION = /<(?:ONE_ANIMATION|one animation)>/i
  396.  
  397.   end # USABLEITEM
  398.   module STATE
  399.  
  400.     POPUP_ADD = /<(?:POPUP_ADD_RULE|popup add rule|popup add):[ ](.*)>/i
  401.     POPUP_REM = /<(?:POPUP_REM_RULE|popup rem rule|popup rem):[ ](.*)>/i
  402.     POPUP_DUR = /<(?:POPUP_DUR_RULE|popup dur rule|popup dur):[ ](.*)>/i
  403.  
  404.     HIDE_ADD  = /<(?:POPUP_HIDE_ADD|popup hide add|hide add)>/i
  405.     HIDE_REM  = /<(?:POPUP_HIDE_REM|popup hide rem|hide rem)>/i
  406.     HIDE_DUR  = /<(?:POPUP_HIDE_DUR|popup hide dur|hide dur)>/i
  407.  
  408.   end # STATE
  409.   end # REGEXP
  410. end # YEA
  411.  
  412. #==============================================================================
  413. # ■ Switch
  414. #==============================================================================
  415.  
  416. module Switch
  417.  
  418.   #--------------------------------------------------------------------------
  419.   # self.hide_popups
  420.   #--------------------------------------------------------------------------
  421.   def self.hide_popups
  422.     return false if YEA::BATTLE::HIDE_POPUP_SWITCH <= 0
  423.     return $game_switches[YEA::BATTLE::HIDE_POPUP_SWITCH]
  424.   end
  425.  
  426. end # Switch
  427.  
  428. #==============================================================================
  429. # ■ Colour
  430. #==============================================================================
  431.  
  432. module Colour
  433.  
  434.   #--------------------------------------------------------------------------
  435.   # self.text_colour
  436.   #--------------------------------------------------------------------------
  437.   def self.text_colour(index)
  438.     windowskin = Cache.system("Window")
  439.     x = 64 + (index % 8) * 8
  440.     y = 96 + (index / 8) * 8
  441.     return windowskin.get_pixel(x, y)
  442.   end
  443.  
  444. end # Colour
  445.  
  446. #==============================================================================
  447. # ■ Icon
  448. #==============================================================================
  449.  
  450. module Icon
  451.  
  452.   #--------------------------------------------------------------------------
  453.   # self.no_action
  454.   #--------------------------------------------------------------------------
  455.   def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
  456.  
  457. end # Icon
  458.  
  459. #==============================================================================
  460. # ■ Numeric
  461. #==============================================================================
  462.  
  463. class Numeric
  464.  
  465.   #--------------------------------------------------------------------------
  466.   # new method: group_digits
  467.   #--------------------------------------------------------------------------
  468.   unless $imported["YEA-CoreEngine"]
  469.   def group; return self.to_s; end
  470.   end # $imported["YEA-CoreEngine"]
  471.  
  472. end # Numeric
  473.  
  474. #==============================================================================
  475. # ■ DataManager
  476. #==============================================================================
  477.  
  478. module DataManager
  479.  
  480.   #--------------------------------------------------------------------------
  481.   # alias method: load_database
  482.   #--------------------------------------------------------------------------
  483.   class <<self; alias load_database_abe load_database; end
  484.   def self.load_database
  485.     load_database_abe
  486.     load_notetags_abe
  487.   end
  488.  
  489.   #--------------------------------------------------------------------------
  490.   # new method: load_notetags_abe
  491.   #--------------------------------------------------------------------------
  492.   def self.load_notetags_abe
  493.     groups = [$data_enemies, $data_states, $data_skills, $data_items]
  494.     for group in groups
  495.       for obj in group
  496.         next if obj.nil?
  497.         obj.load_notetags_abe
  498.       end
  499.     end
  500.   end
  501.  
  502. end # DataManager
  503.  
  504. #==============================================================================
  505. # ■ RPG::UsableItem
  506. #==============================================================================
  507.  
  508. class RPG::UsableItem < RPG::BaseItem
  509.  
  510.   #--------------------------------------------------------------------------
  511.   # public instance variables
  512.   #--------------------------------------------------------------------------
  513.   attr_accessor :one_animation
  514.  
  515.   #--------------------------------------------------------------------------
  516.   # common cache: load_notetags_abe
  517.   #--------------------------------------------------------------------------
  518.   def load_notetags_abe
  519.     @one_animation = false
  520.     #---
  521.     self.note.split(/[\r\n]+/).each { |line|
  522.       case line
  523.       #---
  524.       when YEA::REGEXP::USABLEITEM::ONE_ANIMATION
  525.         @one_animation = true
  526.       end
  527.     } # self.note.split
  528.     #---
  529.   end
  530.  
  531. end # RPG::UsableItem
  532.  
  533. #==============================================================================
  534. # ■ RPG::Enemy
  535. #==============================================================================
  536.  
  537. class RPG::Enemy < RPG::BaseItem
  538.  
  539.   #--------------------------------------------------------------------------
  540.   # public instance variables
  541.   #--------------------------------------------------------------------------
  542.   attr_accessor :atk_animation_id1
  543.   attr_accessor :atk_animation_id2
  544.  
  545.   #--------------------------------------------------------------------------
  546.   # common cache: load_notetags_abe
  547.   #--------------------------------------------------------------------------
  548.   def load_notetags_abe
  549.     @atk_animation_id1 = YEA::BATTLE::ENEMY_ATK_ANI
  550.     @atk_animation_id2 = 0
  551.     #---
  552.     self.note.split(/[\r\n]+/).each { |line|
  553.       case line
  554.       #---
  555.       when YEA::REGEXP::ENEMY::ATK_ANI1
  556.         @atk_animation_id1 = $1.to_i
  557.       when YEA::REGEXP::ENEMY::ATK_ANI2
  558.         @atk_animation_id2 = $1.to_i
  559.       end
  560.     } # self.note.split
  561.     #---
  562.   end
  563.  
  564. end # RPG::Enemy
  565.  
  566. #==============================================================================
  567. # ■ RPG::Enemy
  568. #==============================================================================
  569.  
  570. class RPG::State < RPG::BaseItem
  571.  
  572.   #--------------------------------------------------------------------------
  573.   # public instance variables
  574.   #--------------------------------------------------------------------------
  575.   attr_accessor :popup_rules
  576.  
  577.   #--------------------------------------------------------------------------
  578.   # common cache: load_notetags_abe
  579.   #--------------------------------------------------------------------------
  580.   def load_notetags_abe
  581.     @popup_rules = {
  582.       :add_state => "ADDSTATE",
  583.       :rem_state => "REMSTATE",
  584.       :dur_state => nil
  585.     } # Do not remove this.
  586.     #---
  587.     self.note.split(/[\r\n]+/).each { |line|
  588.       case line
  589.       #---
  590.       when YEA::REGEXP::STATE::POPUP_ADD
  591.         @popup_rules[:add_state] = $1.upcase.to_s
  592.       when YEA::REGEXP::STATE::POPUP_REM
  593.         @popup_rules[:rem_state] = $1.upcase.to_s
  594.       when YEA::REGEXP::STATE::POPUP_DUR
  595.         @popup_rules[:dur_state] = $1.upcase.to_s
  596.       when YEA::REGEXP::STATE::HIDE_ADD
  597.         @popup_rules[:add_state] = nil
  598.       when YEA::REGEXP::STATE::HIDE_REM
  599.         @popup_rules[:rem_state] = nil
  600.       when YEA::REGEXP::STATE::HIDE_DUR
  601.         @popup_rules[:dur_state] = nil
  602.       end
  603.     } # self.note.split
  604.     #---
  605.   end
  606.  
  607. end # RPG::State
  608.  
  609. #==============================================================================
  610. # ■ BattleManager
  611. #==============================================================================
  612.  
  613. module BattleManager
  614.  
  615.   #--------------------------------------------------------------------------
  616.   # overwrite method: self.battle_start
  617.   #--------------------------------------------------------------------------
  618.   def self.battle_start
  619.     $game_system.battle_count += 1
  620.     $game_party.on_battle_start
  621.     $game_troop.on_battle_start
  622.     return unless YEA::BATTLE::MSG_ENEMY_APPEARS
  623.     $game_troop.enemy_names.each do |name|
  624.       $game_message.add(sprintf(Vocab::Emerge, name))
  625.     end
  626.     if @preemptive
  627.       $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
  628.     elsif @surprise
  629.       $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
  630.     end
  631.     wait_for_message
  632.   end
  633.  
  634.   #--------------------------------------------------------------------------
  635.   # overwrite method: make_action_orders
  636.   #--------------------------------------------------------------------------
  637.   def self.make_action_orders
  638.     make_dtb_action_orders if btype?(:dtb)
  639.   end
  640.  
  641.   #--------------------------------------------------------------------------
  642.   # new method: make_dtb_action_orders
  643.   #--------------------------------------------------------------------------
  644.   def self.make_dtb_action_orders
  645.     @action_battlers = []
  646.     @action_battlers += $game_party.members unless @surprise
  647.     @action_battlers += $game_troop.members unless @preemptive
  648.     @action_battlers.each {|battler| battler.make_speed }
  649.     @action_battlers.sort! {|a,b| b.speed - a.speed }
  650.   end
  651.  
  652.   #--------------------------------------------------------------------------
  653.   # overwrite method: turn_start
  654.   #--------------------------------------------------------------------------
  655.   def self.turn_start
  656.     @phase = :turn
  657.     clear_actor
  658.     $game_troop.increase_turn
  659.     @performed_battlers = []
  660.     make_action_orders
  661.   end
  662.  
  663.   #--------------------------------------------------------------------------
  664.   # overwrite method: next_subject
  665.   #--------------------------------------------------------------------------
  666.   def self.next_subject
  667.     @performed_battlers = [] if @performed_battlers.nil?
  668.     loop do
  669.       @action_battlers -= @performed_battlers
  670.       battler = @action_battlers.shift
  671.       return nil unless battler
  672.       next unless battler.index && battler.alive?
  673.       @performed_battlers.push(battler)
  674.       return battler
  675.     end
  676.   end
  677.  
  678.   #--------------------------------------------------------------------------
  679.   # overwrite method: force_action
  680.   #--------------------------------------------------------------------------
  681.   def self.force_action(battler)
  682.     @action_forced = [] if @action_forced == nil
  683.     @action_forced.push(battler)
  684.     return unless Switch.forced_action_remove
  685.     @action_battlers.delete(battler)
  686.   end
  687.  
  688.   #--------------------------------------------------------------------------
  689.   # overwrite method: action_forced?
  690.   #--------------------------------------------------------------------------
  691.   def self.action_forced?
  692.     @action_forced != nil
  693.   end
  694.  
  695.   #--------------------------------------------------------------------------
  696.   # overwrite method: action_forced_battler
  697.   #--------------------------------------------------------------------------
  698.   def self.action_forced_battler
  699.     @action_forced.shift
  700.   end
  701.  
  702.   #--------------------------------------------------------------------------
  703.   # overwrite method: clear_action_force
  704.   #--------------------------------------------------------------------------
  705.   def self.clear_action_force
  706.     @action_forced = nil if @action_forced.empty?
  707.   end
  708.  
  709.   #--------------------------------------------------------------------------
  710.   # new method: self.init_battle_type
  711.   #--------------------------------------------------------------------------
  712.   def self.init_battle_type
  713.     set_btype($game_system.battle_system)
  714.   end
  715.  
  716.   #--------------------------------------------------------------------------
  717.   # new method: self.set_btype
  718.   #--------------------------------------------------------------------------
  719.   def self.set_btype(btype = :dtb)
  720.     @battle_type = btype
  721.   end
  722.  
  723.   #--------------------------------------------------------------------------
  724.   # new method: self.btype?
  725.   #--------------------------------------------------------------------------
  726.   def self.btype?(btype)
  727.     return @battle_type == btype
  728.   end
  729.  
  730. end # BattleManager
  731.  
  732. #==============================================================================
  733. # ■ Game_System
  734. #==============================================================================
  735.  
  736. class Game_System
  737.  
  738.   #--------------------------------------------------------------------------
  739.   # new method: battle_system
  740.   #--------------------------------------------------------------------------
  741.   def battle_system
  742.     if @battle_system.nil?
  743.       return battle_system_corrected(YEA::BATTLE::DEFAULT_BATTLE_SYSTEM)
  744.     else
  745.       return battle_system_corrected(@battle_system)
  746.     end
  747.   end
  748.  
  749.   #--------------------------------------------------------------------------
  750.   # new method: set_battle_system
  751.   #--------------------------------------------------------------------------
  752.   def set_battle_system(type)
  753.     case type
  754.     when :dtb; @battle_system = :dtb
  755.     when :ftb; @battle_system = $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  756.     else;      @battle_system = :dtb
  757.     end
  758.   end
  759.  
  760.   #--------------------------------------------------------------------------
  761.   # new method: battle_system_corrected
  762.   #--------------------------------------------------------------------------
  763.   def battle_system_corrected(type)
  764.     case type
  765.     when :dtb; return :dtb
  766.     when :ftb; return $imported["YEA-BattleSystem-FTB"] ? :ftb : :dtb
  767.     else;      return :dtb
  768.     end
  769.   end
  770.  
  771. end # Game_System
  772.  
  773. #==============================================================================
  774. # ■ Sprite_Base
  775. #==============================================================================
  776.  
  777. class Sprite_Base < Sprite
  778.  
  779.   #--------------------------------------------------------------------------
  780.   # new method: start_pseudo_animation
  781.   #--------------------------------------------------------------------------
  782.   unless $imported["YEA-CoreEngine"]
  783.   def start_pseudo_animation(animation, mirror = false)
  784.     dispose_animation
  785.     @animation = animation
  786.     return if @animation.nil?
  787.     @ani_mirror = mirror
  788.     set_animation_rate
  789.     @ani_duration = @animation.frame_max * @ani_rate + 1
  790.     @ani_sprites = []
  791.   end
  792.   end # $imported["YEA-CoreEngine"]
  793.  
  794. end # Sprite_Base
  795.  
  796. #==============================================================================
  797. # ■ Sprite_Battler
  798. #==============================================================================
  799.  
  800. class Sprite_Battler < Sprite_Base
  801.  
  802.   #--------------------------------------------------------------------------
  803.   # public instance variables
  804.   #--------------------------------------------------------------------------
  805.   attr_accessor :effect_type
  806.   attr_accessor :battler_visible
  807.   attr_accessor :popups
  808.  
  809.   #--------------------------------------------------------------------------
  810.   # alias method: initialize
  811.   #--------------------------------------------------------------------------
  812.   alias sprite_battler_initialize_abe initialize
  813.   def initialize(viewport, battler = nil)
  814.     sprite_battler_initialize_abe(viewport, battler)
  815.     @popups = []
  816.     @popup_flags = []
  817.   end
  818.  
  819.   #--------------------------------------------------------------------------
  820.   # alias method: update_bitmap
  821.   #--------------------------------------------------------------------------
  822.   alias sprite_battler_update_bitmap_abe update_bitmap
  823.   def update_bitmap
  824.     return if @battler.actor? && @battler.battler_name == ""
  825.     sprite_battler_update_bitmap_abe
  826.   end
  827.  
  828.   #--------------------------------------------------------------------------
  829.   # alias method: setup_new_animation
  830.   #--------------------------------------------------------------------------
  831.   unless $imported["YEA-CoreEngine"]
  832.   alias sprite_battler_setup_new_animation_abe setup_new_animation
  833.   def setup_new_animation
  834.     sprite_battler_setup_new_animation_abe
  835.     return if @battler.pseudo_ani_id <= 0
  836.     animation = $data_animations[@battler.pseudo_ani_id]
  837.     mirror = @battler.animation_mirror
  838.     start_pseudo_animation(animation, mirror)
  839.     @battler.pseudo_ani_id = 0
  840.   end
  841.   end # $imported["YEA-CoreEngine"]
  842.  
  843.   #--------------------------------------------------------------------------
  844.   # alias method: setup_new_effect
  845.   #--------------------------------------------------------------------------
  846.   alias sprite_battler_setup_new_effect_abe setup_new_effect
  847.   def setup_new_effect
  848.     sprite_battler_setup_new_effect_abe
  849.     setup_popups
  850.   end
  851.  
  852.   #--------------------------------------------------------------------------
  853.   # new method: setup_popups
  854.   #--------------------------------------------------------------------------
  855.   def setup_popups
  856.     return unless @battler.use_sprite?
  857.     @battler.popups = [] if @battler.popups.nil?
  858.     return if @battler.popups == []
  859.     array = @battler.popups.shift
  860.     create_new_popup(array[0], array[1], array[2])
  861.   end
  862.  
  863.   #--------------------------------------------------------------------------
  864.   # new method: create_new_popup
  865.   #--------------------------------------------------------------------------
  866.   def create_new_popup(value, rules, flags)
  867.     return if [url=home.php?mod=space&uid=133701]@battler[/url] == nil
  868.     return if flags & @popup_flags != []
  869.     array = YEA::BATTLE::POPUP_RULES[rules]
  870.     for popup in @popups
  871.       popup.y -= 24
  872.     end
  873.     return unless SceneManager.scene.is_a?(Scene_Battle)
  874.     return if SceneManager.scene.spriteset.nil?
  875.     view = SceneManager.scene.spriteset.viewportPopups
  876.     new_popup = Sprite_Popup.new(view, @battler, value, rules, flags)
  877.     @popups.push(new_popup)
  878.     @popup_flags.push("weakness") if flags.include?("weakness")
  879.     @popup_flags.push("resistant") if flags.include?("resistant")
  880.     @popup_flags.push("immune") if flags.include?("immune")
  881.     @popup_flags.push("absorbed") if flags.include?("absorbed")
  882.   end
  883.  
  884.   #--------------------------------------------------------------------------
  885.   # alias method: update_effect
  886.   #--------------------------------------------------------------------------
  887.   alias sprite_battler_update_effect_abe update_effect
  888.   def update_effect
  889.     sprite_battler_update_effect_abe
  890.     update_popups
  891.   end
  892.  
  893.   #--------------------------------------------------------------------------
  894.   # new method: update_popups
  895.   #--------------------------------------------------------------------------
  896.   def update_popups
  897.     for popup in @popups
  898.       popup.update
  899.       next unless popup.opacity <= 0
  900.       popup.bitmap.dispose
  901.       popup.dispose
  902.       @popups.delete(popup)
  903.       popup = nil
  904.     end
  905.     @popup_flags = [] if @popups == [] && @popup_flags != []
  906.     return unless SceneManager.scene_is?(Scene_Battle)
  907.     if @current_active_battler != SceneManager.scene.subject
  908.       @current_active_battler = SceneManager.scene.subject
  909.       @popup_flags = []
  910.     end
  911.   end
  912.  
  913. end # Sprite_Battler
  914.  
  915. #==============================================================================
  916. # ■ Sprite_Popup
  917. #==============================================================================
  918.  
  919. class Sprite_Popup < Sprite_Base
  920.  
  921.   #--------------------------------------------------------------------------
  922.   # public instance variables
  923.   #--------------------------------------------------------------------------
  924.   attr_accessor :flags
  925.  
  926.   #--------------------------------------------------------------------------
  927.   # initialize
  928.   #--------------------------------------------------------------------------
  929.   def initialize(viewport, battler, value, rules, flags)
  930.     super(viewport)
  931.     @value = value
  932.     @rules = rules
  933.     @rules = "DEFAULT" unless YEA::BATTLE::POPUP_RULES.include?(@rules)
  934.     [url=home.php?mod=space&uid=274289]@fade[/url] = YEA::BATTLE::POPUP_SETTINGS[:fade]
  935.     @full = YEA::BATTLE::POPUP_SETTINGS[:full]
  936.     @flags = flags
  937.     [url=home.php?mod=space&uid=133701]@battler[/url] = battler
  938.     create_popup_bitmap
  939.   end
  940.  
  941.   #--------------------------------------------------------------------------
  942.   # create_popup_bitmap
  943.   #--------------------------------------------------------------------------
  944.   def create_popup_bitmap
  945.     rules_array = YEA::BATTLE::POPUP_RULES[@rules]
  946.     bw = Graphics.width
  947.     bw += 48 if @flags.include?("state")
  948.     bh = Font.default_size * 3
  949.     bitmap = Bitmap.new(bw, bh)
  950.     bitmap.font.name = rules_array[8]
  951.     size = @flags.include?("critical") ? rules_array[2] * 1.2 : rules_array[2]
  952.     bitmap.font.size = size
  953.     bitmap.font.bold = rules_array[3]
  954.     bitmap.font.italic = rules_array[4]
  955.     if flags.include?("critical")
  956.       crit = YEA::BATTLE::POPUP_RULES["CRITICAL"]
  957.       bitmap.font.out_color.set(crit[5], crit[6], crit[7], 255)
  958.     else
  959.       bitmap.font.out_color.set(0, 0, 0, 255)
  960.     end
  961.     dx = 0; dy = 0; dw = 0
  962.     dx += 24 if @flags.include?("state")
  963.     dw += 24 if @flags.include?("state")
  964.     if @flags.include?("state") || @flags.include?("buff")
  965.       c_width = bitmap.text_size(@value).width
  966.       icon_bitmap = $game_temp.iconset
  967.       icon_index = flag_state_icon
  968.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  969.       bitmap.blt(dx+(bw-c_width)/2-36, (bh - 24)/2, icon_bitmap, rect, 255)
  970.     end
  971.     bitmap.font.color.set(rules_array[5], rules_array[6], rules_array[7])
  972.     bitmap.draw_text(dx, dy, bw-dw, bh, @value, 1)
  973.     self.bitmap = bitmap
  974.     self.x = @battler.screen_x
  975.     self.x += rand(4) - rand(4) if @battler.sprite.popups.size >= 1
  976.     self.x -= SceneManager.scene.spriteset.viewport1.ox
  977.     self.y = @battler.screen_y - @battler.sprite.oy/2
  978.     self.y -= @battler.sprite.oy/2 if @battler.actor?
  979.     self.y -= SceneManager.scene.spriteset.viewport1.oy
  980.     self.ox = bw/2; self.oy = bh/2
  981.     self.zoom_x = self.zoom_y = rules_array[0]
  982.     if @flags.include?("no zoom")
  983.       self.zoom_x = self.zoom_y = rules_array[1]
  984.     end
  985.     @target_zoom = rules_array[1]
  986.     @zoom_direction = (self.zoom_x > @target_zoom) ? "down" : "up"
  987.     self.z = 500
  988.   end
  989.  
  990.   #--------------------------------------------------------------------------
  991.   # update
  992.   #--------------------------------------------------------------------------
  993.   def update
  994.     super
  995.     #---
  996.     if @flags.include?("critical") && YEA::BATTLE::FLASH_CRITICAL
  997.       @hue_duration = 2 if @hue_duration == nil || @hue_duration == 0
  998.       @hue_duration -= 1
  999.       self.bitmap.hue_change(15) if @hue_duration <= 0
  1000.     end
  1001.     #---
  1002.     if @zoom_direction == "up"
  1003.       self.zoom_x = [self.zoom_x + 0.075, @target_zoom].min
  1004.       self.zoom_y = [self.zoom_y + 0.075, @target_zoom].min
  1005.     else
  1006.       self.zoom_x = [self.zoom_x - 0.075, @target_zoom].max
  1007.       self.zoom_y = [self.zoom_y - 0.075, @target_zoom].max
  1008.     end
  1009.     #---
  1010.     @full -= 1
  1011.     return if @full > 0
  1012.     self.y -= 1
  1013.     self.opacity -= @fade
  1014.   end
  1015.  
  1016.   #--------------------------------------------------------------------------
  1017.   # flag_state_icon
  1018.   #--------------------------------------------------------------------------
  1019.   def flag_state_icon
  1020.     for item in @flags; return item if item.is_a?(Integer); end
  1021.     return 0
  1022.   end
  1023.  
  1024. end # Sprite_Popup
  1025.  
  1026. #==============================================================================
  1027. # ■ Spriteset_Battle
  1028. #==============================================================================
  1029.  
  1030. class Spriteset_Battle
  1031.  
  1032.   #--------------------------------------------------------------------------
  1033.   # public instance variables
  1034.   #--------------------------------------------------------------------------
  1035.   attr_accessor :actor_sprites
  1036.   attr_accessor :enemy_sprites
  1037.   attr_accessor :viewport1
  1038.   attr_accessor :viewportPopups
  1039.  
  1040.   #--------------------------------------------------------------------------
  1041.   # alias method: create_viewports
  1042.   #--------------------------------------------------------------------------
  1043.   alias spriteset_battle_create_viewports_abe create_viewports
  1044.   def create_viewports
  1045.     spriteset_battle_create_viewports_abe
  1046.     @viewportPopups = Viewport.new
  1047.     @viewportPopups.z = 200
  1048.   end
  1049.  
  1050.   #--------------------------------------------------------------------------
  1051.   # alias method: dispose_viewports
  1052.   #--------------------------------------------------------------------------
  1053.   alias spriteset_battle_dispose_viewports_abe dispose_viewports
  1054.   def dispose_viewports
  1055.     spriteset_battle_dispose_viewports_abe
  1056.     @viewportPopups.dispose
  1057.   end
  1058.  
  1059.   #--------------------------------------------------------------------------
  1060.   # alias method: update_viewports
  1061.   #--------------------------------------------------------------------------
  1062.   alias spriteset_battle_update_viewports_abe update_viewports
  1063.   def update_viewports
  1064.     spriteset_battle_update_viewports_abe
  1065.     @viewportPopups.update
  1066.   end
  1067.  
  1068. end # Spriteset_Battle
  1069.  
  1070. #==============================================================================
  1071. # ■ Game_Temp
  1072. #==============================================================================
  1073.  
  1074. class Game_Temp
  1075.  
  1076.   #--------------------------------------------------------------------------
  1077.   # public instance variables
  1078.   #--------------------------------------------------------------------------
  1079.   attr_accessor :battle_aid
  1080.   attr_accessor :evaluating
  1081.   attr_accessor :iconset
  1082.  
  1083.   #--------------------------------------------------------------------------
  1084.   # alias method: initialize
  1085.   #--------------------------------------------------------------------------
  1086.   alias game_temp_initialize_abe initialize
  1087.   def initialize
  1088.     game_temp_initialize_abe
  1089.     @iconset = Cache.system("Iconset")
  1090.   end
  1091.  
  1092. end # Game_Temp
  1093.  
  1094. #==============================================================================
  1095. # ■ Game_Action
  1096. #==============================================================================
  1097.  
  1098. class Game_Action
  1099.  
  1100.   #--------------------------------------------------------------------------
  1101.   # overwrite method: speed
  1102.   #--------------------------------------------------------------------------
  1103.   def speed
  1104.     speed = subject.agi
  1105.     speed += item.speed if item
  1106.     speed += subject.atk_speed if attack?
  1107.     return speed
  1108.   end
  1109.  
  1110.   #--------------------------------------------------------------------------
  1111.   # alias method: evaluate_item_with_target
  1112.   #--------------------------------------------------------------------------
  1113.   alias evaluate_item_with_target_abe evaluate_item_with_target
  1114.   def evaluate_item_with_target(target)
  1115.     $game_temp.evaluating = true
  1116.     result = evaluate_item_with_target_abe(target)
  1117.     $game_temp.evaluating = false
  1118.     return result
  1119.   end
  1120.  
  1121. end # Game_Action
  1122.  
  1123. #==============================================================================
  1124. # ■ Game_ActionResult
  1125. #==============================================================================
  1126.  
  1127. class Game_ActionResult
  1128.  
  1129.   #--------------------------------------------------------------------------
  1130.   # alias method: clear
  1131.   #--------------------------------------------------------------------------
  1132.   alias game_actionresult_clear_abe clear
  1133.   def clear
  1134.     game_actionresult_clear_abe
  1135.     clear_stored_damage
  1136.   end
  1137.  
  1138.   #--------------------------------------------------------------------------
  1139.   # new method: clear_stored_damage
  1140.   #--------------------------------------------------------------------------
  1141.   def clear_stored_damage
  1142.     @stored_hp_damage = 0
  1143.     @stored_mp_damage = 0
  1144.     @stored_tp_damage = 0
  1145.     @stored_hp_drain = 0
  1146.     @stored_mp_drain = 0
  1147.   end
  1148.  
  1149.   #--------------------------------------------------------------------------
  1150.   # new method: store_damage
  1151.   #--------------------------------------------------------------------------
  1152.   def store_damage
  1153.     @stored_hp_damage += @hp_damage
  1154.     @stored_mp_damage += @mp_damage
  1155.     @stored_tp_damage += @tp_damage
  1156.     @stored_hp_drain += @hp_drain
  1157.     @stored_mp_drain += @mp_drain
  1158.   end
  1159.  
  1160.   #--------------------------------------------------------------------------
  1161.   # new method: restore_damage
  1162.   #--------------------------------------------------------------------------
  1163.   def restore_damage
  1164.     @hp_damage = @stored_hp_damage
  1165.     @mp_damage = @stored_mp_damage
  1166.     @tp_damage = @stored_tp_damage
  1167.     @hp_drain = @stored_hp_drain
  1168.     @mp_drain = @stored_mp_drain
  1169.   end
  1170.  
  1171. end # Game_ActionResult
  1172.  
  1173. #==============================================================================
  1174. # ■ Game_BattlerBase
  1175. #==============================================================================
  1176.  
  1177. class Game_BattlerBase
  1178.  
  1179.   #--------------------------------------------------------------------------
  1180.   # public instance variables
  1181.   #--------------------------------------------------------------------------
  1182.   attr_accessor :popups
  1183.  
  1184.   #--------------------------------------------------------------------------
  1185.   # new method: create_popup
  1186.   #--------------------------------------------------------------------------
  1187.   def create_popup(value, rules = "DEFAULT", flags = [])
  1188.     return unless SceneManager.scene_is?(Scene_Battle)
  1189.     return unless YEA::BATTLE::ENABLE_POPUPS
  1190.     return if Switch.hide_popups
  1191.     @popups = [] if @popups.nil?
  1192.     @popups.push([value, rules, flags])
  1193.   end
  1194.  
  1195.   #--------------------------------------------------------------------------
  1196.   # new method: make_damage_popups
  1197.   #--------------------------------------------------------------------------
  1198.   def make_damage_popups(user)
  1199.     if @result.hp_drain != 0
  1200.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1201.       rules = "DRAIN"
  1202.       user.create_popup(text, rules)
  1203.       setting = :hp_dmg  if @result.hp_drain < 0
  1204.       setting = :hp_heal if @result.hp_drain > 0
  1205.       rules = "HP_DMG"   if @result.hp_drain < 0
  1206.       rules = "HP_HEAL"  if @result.hp_drain > 0
  1207.       value = @result.hp_drain.abs
  1208.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1209.       user.create_popup(text, rules)
  1210.     end
  1211.     if @result.mp_drain != 0
  1212.       text = YEA::BATTLE::POPUP_SETTINGS[:drained]
  1213.       rules = "DRAIN"
  1214.       user.create_popup(text, rules)
  1215.       setting = :mp_dmg  if @result.mp_drain < 0
  1216.       setting = :mp_heal if @result.mp_drain > 0
  1217.       rules = "HP_DMG"   if @result.mp_drain < 0
  1218.       rules = "HP_HEAL"  if @result.mp_drain > 0
  1219.       value = @result.mp_drain.abs
  1220.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1221.       user.create_popup(text, rules)
  1222.     end
  1223.     #---
  1224.     flags = []
  1225.     flags.push("critical") if @result.critical
  1226.     if @result.hp_damage != 0
  1227.       setting = :hp_dmg  if @result.hp_damage > 0
  1228.       setting = :hp_heal if @result.hp_damage < 0
  1229.       rules = "HP_DMG"   if @result.hp_damage > 0
  1230.       rules = "HP_HEAL"  if @result.hp_damage < 0
  1231.       value = @result.hp_damage.abs
  1232.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1233.       create_popup(text, rules, flags)
  1234.     end
  1235.     if @result.mp_damage != 0
  1236.       setting = :mp_dmg  if @result.mp_damage > 0
  1237.       setting = :mp_heal if @result.mp_damage < 0
  1238.       rules = "MP_DMG"   if @result.mp_damage > 0
  1239.       rules = "MP_HEAL"  if @result.mp_damage < 0
  1240.       value = @result.mp_damage.abs
  1241.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1242.       create_popup(text, rules, flags)
  1243.     end
  1244.     if @result.tp_damage != 0
  1245.       setting = :tp_dmg  if @result.tp_damage > 0
  1246.       setting = :tp_heal if @result.tp_damage < 0
  1247.       rules = "TP_DMG"   if @result.tp_damage > 0
  1248.       rules = "TP_HEAL"  if @result.tp_damage < 0
  1249.       value = @result.tp_damage.abs
  1250.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  1251.       create_popup(text, rules)
  1252.     end
  1253.     @result.store_damage
  1254.     @result.clear_damage_values
  1255.   end
  1256.  
  1257.   #--------------------------------------------------------------------------
  1258.   # alias method: erase_state
  1259.   #--------------------------------------------------------------------------
  1260.   alias game_battlerbase_erase_state_abe erase_state
  1261.   def erase_state(state_id)
  1262.     make_state_popup(state_id, :rem_state) if @states.include?(state_id)
  1263.     game_battlerbase_erase_state_abe(state_id)
  1264.   end
  1265.  
  1266.   #--------------------------------------------------------------------------
  1267.   # new method: make_during_state_popup
  1268.   #--------------------------------------------------------------------------
  1269.   def make_during_state_popup
  1270.     state_id = most_important_state_id
  1271.     return if state_id == 0
  1272.     make_state_popup(state_id, :dur_state)
  1273.   end
  1274.  
  1275.   #--------------------------------------------------------------------------
  1276.   # new method: most_important_state_id
  1277.   #--------------------------------------------------------------------------
  1278.   def most_important_state_id
  1279.     states.each {|state| return state.id unless state.message3.empty? }
  1280.     return 0
  1281.   end
  1282.  
  1283.   #--------------------------------------------------------------------------
  1284.   # new method: make_state_popup
  1285.   #--------------------------------------------------------------------------
  1286.   def make_state_popup(state_id, type)
  1287.     state = $data_states[state_id]
  1288.     return if state.icon_index == 0
  1289.     rules = state.popup_rules[type]
  1290.     return if rules.nil?
  1291.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[type], state.name)
  1292.     flags = ["state", state.icon_index]
  1293.     create_popup(text, rules, flags)
  1294.   end
  1295.  
  1296.   #--------------------------------------------------------------------------
  1297.   # new method: make_miss_popups
  1298.   #--------------------------------------------------------------------------
  1299.   def make_miss_popups(user, item)
  1300.     return if dead?
  1301.     if @result.missed
  1302.       text = YEA::BATTLE::POPUP_SETTINGS[:missed]
  1303.       rules = "DEFAULT"
  1304.       create_popup(text, rules)
  1305.     end
  1306.     if @result.evaded
  1307.       text = YEA::BATTLE::POPUP_SETTINGS[:evaded]
  1308.       rules = "DEFAULT"
  1309.       create_popup(text, rules)
  1310.     end
  1311.     if @result.hit? && !@result.success
  1312.       text = YEA::BATTLE::POPUP_SETTINGS[:failed]
  1313.       rules = "DEFAULT"
  1314.       create_popup(text, rules)
  1315.     end
  1316.     if @result.hit? && item.damage.to_hp?
  1317.       if @result.hp_damage == 0 && @result.hp_damage == 0
  1318.         text = YEA::BATTLE::POPUP_SETTINGS[:nulled]
  1319.         rules = "DEFAULT"
  1320.         create_popup(text, rules)
  1321.       end
  1322.     end
  1323.   end
  1324.  
  1325.   #--------------------------------------------------------------------------
  1326.   # new method: make_rate_popup
  1327.   #--------------------------------------------------------------------------
  1328.   def make_rate_popup(rate)
  1329.     return if rate == 1.0
  1330.     flags = []
  1331.     if rate > 1.0
  1332.       text = YEA::BATTLE::POPUP_SETTINGS[:weakpoint]
  1333.       rules = "WEAK_ELE"
  1334.       flags.push("weakness")
  1335.     elsif rate == 0.0
  1336.       text = YEA::BATTLE::POPUP_SETTINGS[:immune]
  1337.       rules = "IMMU_ELE"
  1338.       flags.push("immune")
  1339.     elsif rate < 0.0
  1340.       text = YEA::BATTLE::POPUP_SETTINGS[:absorbed]
  1341.       rules = "ABSB_ELE"
  1342.       flags.push("absorbed")
  1343.     else
  1344.       text = YEA::BATTLE::POPUP_SETTINGS[:resistant]
  1345.       rules = "REST_ELE"
  1346.       flags.push("resistant")
  1347.     end
  1348.     create_popup(text, rules, flags)
  1349.   end
  1350.  
  1351.   #--------------------------------------------------------------------------
  1352.   # new method: make_buff_popup
  1353.   #--------------------------------------------------------------------------
  1354.   def make_buff_popup(param_id, positive = true)
  1355.     return unless alive?
  1356.     name = Vocab::param(param_id)
  1357.     if positive
  1358.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_buff], name)
  1359.       rules = "BUFF"
  1360.       buff_level = 1
  1361.     else
  1362.       text = sprintf(YEA::BATTLE::POPUP_SETTINGS[:add_debuff], name)
  1363.       rules = "DEBUFF"
  1364.       buff_level = -1
  1365.     end
  1366.     icon = buff_icon_index(buff_level, param_id)
  1367.     flags = ["buff", icon]
  1368.     create_popup(text, rules, flags)
  1369.   end
  1370.  
  1371. end # Game_BattlerBase
  1372.  
  1373. #==============================================================================
  1374. # ■ Game_Battler
  1375. #==============================================================================
  1376.  
  1377. class Game_Battler < Game_BattlerBase
  1378.  
  1379.   #--------------------------------------------------------------------------
  1380.   # public instance variables
  1381.   #--------------------------------------------------------------------------
  1382.   attr_accessor :pseudo_ani_id
  1383.  
  1384.   #--------------------------------------------------------------------------
  1385.   # alias method: on_battle_end
  1386.   #--------------------------------------------------------------------------
  1387.   alias game_battler_on_battle_end_abe on_battle_end
  1388.   def on_battle_end
  1389.     game_battler_on_battle_end_abe
  1390.     @popups = []
  1391.   end
  1392.  
  1393.   #--------------------------------------------------------------------------
  1394.   # alias method: clear_sprite_effects
  1395.   #--------------------------------------------------------------------------
  1396.   alias game_battler_clear_sprite_effects_abe clear_sprite_effects
  1397.   def clear_sprite_effects
  1398.     game_battler_clear_sprite_effects_abe
  1399.     @pseudo_ani_id = 0
  1400.   end
  1401.  
  1402.   #--------------------------------------------------------------------------
  1403.   # alias method: item_apply
  1404.   #--------------------------------------------------------------------------
  1405.   alias game_battler_item_apply_abe item_apply
  1406.   def item_apply(user, item)
  1407.     game_battler_item_apply_abe(user, item)
  1408.     make_miss_popups(user, item)
  1409.   end
  1410.  
  1411.   #--------------------------------------------------------------------------
  1412.   # alias method: make_damage_value
  1413.   #--------------------------------------------------------------------------
  1414.   alias game_battler_make_damage_value_abe make_damage_value
  1415.   def make_damage_value(user, item)
  1416.     game_battler_make_damage_value_abe(user, item)
  1417.     rate = item_element_rate(user, item)
  1418.     make_rate_popup(rate) unless $game_temp.evaluating
  1419.   end
  1420.  
  1421.   #--------------------------------------------------------------------------
  1422.   # alias method: execute_damage
  1423.   #--------------------------------------------------------------------------
  1424.   alias game_battler_execute_damage_abe execute_damage
  1425.   def execute_damage(user)
  1426.     game_battler_execute_damage_abe(user)
  1427.     make_damage_popups(user)
  1428.   end
  1429.  
  1430.   #--------------------------------------------------------------------------
  1431.   # alias method: item_effect_recover_hp
  1432.   #--------------------------------------------------------------------------
  1433.   alias game_battler_item_effect_recover_hp_abe item_effect_recover_hp
  1434.   def item_effect_recover_hp(user, item, effect)
  1435.     game_battler_item_effect_recover_hp_abe(user, item, effect)
  1436.     make_damage_popups(user)
  1437.   end
  1438.  
  1439.   #--------------------------------------------------------------------------
  1440.   # alias method: item_effect_recover_mp
  1441.   #--------------------------------------------------------------------------
  1442.   alias game_battler_item_effect_recover_mp_abe item_effect_recover_mp
  1443.   def item_effect_recover_mp(user, item, effect)
  1444.     game_battler_item_effect_recover_mp_abe(user, item, effect)
  1445.     make_damage_popups(user)
  1446.   end
  1447.  
  1448.   #--------------------------------------------------------------------------
  1449.   # alias method: item_effect_gain_tp
  1450.   #--------------------------------------------------------------------------
  1451.   alias game_battler_item_effect_gain_tp_abe item_effect_gain_tp
  1452.   def item_effect_gain_tp(user, item, effect)
  1453.     game_battler_item_effect_gain_tp_abe(user, item, effect)
  1454.     make_damage_popups(user)
  1455.   end
  1456.  
  1457.   #--------------------------------------------------------------------------
  1458.   # alias method: item_user_effect
  1459.   #--------------------------------------------------------------------------
  1460.   alias game_battler_item_user_effect_abe item_user_effect
  1461.   def item_user_effect(user, item)
  1462.     game_battler_item_user_effect_abe(user, item)
  1463.     @result.restore_damage
  1464.   end
  1465.  
  1466.   #--------------------------------------------------------------------------
  1467.   # alias method: add_new_state
  1468.   #--------------------------------------------------------------------------
  1469.   alias game_battler_add_new_state_abe add_new_state
  1470.   def add_new_state(state_id)
  1471.     game_battler_add_new_state_abe(state_id)
  1472.     make_state_popup(state_id, :add_state) if @states.include?(state_id)
  1473.   end
  1474.  
  1475.   #--------------------------------------------------------------------------
  1476.   # alias method: add_buff
  1477.   #--------------------------------------------------------------------------
  1478.   alias game_battler_add_buff_abe add_buff
  1479.   def add_buff(param_id, turns)
  1480.     make_buff_popup(param_id, true)
  1481.     game_battler_add_buff_abe(param_id, turns)
  1482.   end
  1483.  
  1484.   #--------------------------------------------------------------------------
  1485.   # alias method: add_debuff
  1486.   #--------------------------------------------------------------------------
  1487.   alias game_battler_add_debuff_abe add_debuff
  1488.   def add_debuff(param_id, turns)
  1489.     make_buff_popup(param_id, false)
  1490.     game_battler_add_debuff_abe(param_id, turns)
  1491.   end
  1492.  
  1493.   #--------------------------------------------------------------------------
  1494.   # alias method: regenerate_all
  1495.   #--------------------------------------------------------------------------
  1496.   alias game_battler_regenerate_all_abe regenerate_all
  1497.   def regenerate_all
  1498.     game_battler_regenerate_all_abe
  1499.     return unless alive?
  1500.     make_damage_popups(self)
  1501.   end
  1502.  
  1503.   #--------------------------------------------------------------------------
  1504.   # new method: can_collapse?
  1505.   #--------------------------------------------------------------------------
  1506.   def can_collapse?
  1507.     return false unless dead?
  1508.     unless actor?
  1509.       return false unless sprite.battler_visible
  1510.       array = [:collapse, :boss_collapse, :instant_collapse]
  1511.       return false if array.include?(sprite.effect_type)
  1512.     end
  1513.     return true
  1514.   end
  1515.  
  1516.   #--------------------------------------------------------------------------
  1517.   # new method: draw_mp?
  1518.   #--------------------------------------------------------------------------
  1519.   def draw_mp?; return true; end
  1520.  
  1521.   #--------------------------------------------------------------------------
  1522.   # new method: draw_tp?
  1523.   #--------------------------------------------------------------------------
  1524.   def draw_tp?
  1525.     return $data_system.opt_display_tp
  1526.   end
  1527.  
  1528. end # Game_Battler
  1529.  
  1530. #==============================================================================
  1531. # ■ Game_Actor
  1532. #==============================================================================
  1533.  
  1534. class Game_Actor < Game_Battler
  1535.  
  1536.   #def battler_name
  1537.     #return "Slime"
  1538.   #end
  1539.  
  1540.   #def battler_hue
  1541.     #return 0
  1542.   #end
  1543.  
  1544.   #--------------------------------------------------------------------------
  1545.   # overwrite method: perform_damage_effect
  1546.   #--------------------------------------------------------------------------
  1547.   def perform_damage_effect
  1548.     $game_troop.screen.start_shake(5, 5, 10) if YEA::BATTLE::SCREEN_SHAKE
  1549.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1550.     Sound.play_actor_damage
  1551.   end
  1552.  
  1553.   #--------------------------------------------------------------------------
  1554.   # overwrite method: use_sprite?
  1555.   #--------------------------------------------------------------------------
  1556.   def use_sprite?; return true; end
  1557.  
  1558.   #--------------------------------------------------------------------------
  1559.   # new method: screen_x
  1560.   #--------------------------------------------------------------------------
  1561.   def screen_x
  1562.     return 0 unless SceneManager.scene_is?(Scene_Battle)
  1563.     status_window = SceneManager.scene.status_window
  1564.     return 0 if status_window.nil?
  1565.     item_rect_width = (status_window.width-24) / $game_party.max_battle_members
  1566.     ext = SceneManager.scene.info_viewport.ox
  1567.     rect = SceneManager.scene.status_window.item_rect(self.index)
  1568.     constant = 128 + 12
  1569.     return constant + rect.x + item_rect_width / 2 - ext
  1570.   end
  1571.  
  1572.   #--------------------------------------------------------------------------
  1573.   # new method: screen_y
  1574.   #--------------------------------------------------------------------------
  1575.   def screen_y
  1576.     return Graphics.height - 120 unless SceneManager.scene_is?(Scene_Battle)
  1577.     return Graphics.height - 120 if SceneManager.scene.status_window.nil?
  1578.     return Graphics.height - (SceneManager.scene.status_window.height * 7/8)
  1579.   end
  1580.  
  1581.   #--------------------------------------------------------------------------
  1582.   # new method: screen_z
  1583.   #--------------------------------------------------------------------------
  1584.   def screen_z; return 100; end
  1585.  
  1586.   #--------------------------------------------------------------------------
  1587.   # new method: sprite
  1588.   #--------------------------------------------------------------------------
  1589.   def sprite
  1590.     index = $game_party.battle_members.index(self)
  1591.     return SceneManager.scene.spriteset.actor_sprites[index]
  1592.   end
  1593.  
  1594.   #--------------------------------------------------------------------------
  1595.   # new method: draw_mp?
  1596.   #--------------------------------------------------------------------------
  1597.   def draw_mp?
  1598.     return true unless draw_tp?
  1599.     for skill in skills
  1600.       next unless added_skill_types.include?(skill.stype_id)
  1601.       return true if skill.mp_cost > 0
  1602.     end
  1603.     return false
  1604.   end
  1605.  
  1606.   #--------------------------------------------------------------------------
  1607.   # new method: draw_tp?
  1608.   #--------------------------------------------------------------------------
  1609.   def draw_tp?
  1610.     return false unless $data_system.opt_display_tp
  1611.     for skill in skills
  1612.       next unless added_skill_types.include?(skill.stype_id)
  1613.       return true if skill.tp_cost > 0
  1614.     end
  1615.     return false
  1616.   end
  1617.  
  1618. end # Game_Actor
  1619.  
  1620. #==============================================================================
  1621. # ■ Game_Enemy
  1622. #==============================================================================
  1623.  
  1624. class Game_Enemy < Game_Battler
  1625.  
  1626.   #--------------------------------------------------------------------------
  1627.   # overwrite method: perform_damage_effect
  1628.   #--------------------------------------------------------------------------
  1629.   def perform_damage_effect
  1630.     @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS
  1631.     Sound.play_enemy_damage
  1632.   end
  1633.  
  1634.   #--------------------------------------------------------------------------
  1635.   # new methods: attack_animation_id
  1636.   #--------------------------------------------------------------------------
  1637.   def atk_animation_id1; return enemy.atk_animation_id1; end
  1638.   def atk_animation_id2; return enemy.atk_animation_id2; end
  1639.  
  1640.   #--------------------------------------------------------------------------
  1641.   # new method: sprite
  1642.   #--------------------------------------------------------------------------
  1643.   def sprite
  1644.     return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  1645.   end
  1646.  
  1647. end # Game_Enemy
  1648.  
  1649. #==============================================================================
  1650. # ■ Game_Unit
  1651. #==============================================================================
  1652.  
  1653. class Game_Unit
  1654.  
  1655.   #--------------------------------------------------------------------------
  1656.   # alias method: make_actions
  1657.   #--------------------------------------------------------------------------
  1658.   alias game_unit_make_actions_abe make_actions
  1659.   def make_actions
  1660.     game_unit_make_actions_abe
  1661.     refresh_autobattler_status_window
  1662.   end
  1663.  
  1664.   #--------------------------------------------------------------------------
  1665.   # new method: refresh_autobattler_status_window
  1666.   #--------------------------------------------------------------------------
  1667.   def refresh_autobattler_status_window
  1668.     return unless SceneManager.scene_is?(Scene_Battle)
  1669.     return unless self.is_a?(Game_Party)
  1670.     SceneManager.scene.refresh_autobattler_status_window
  1671.   end
  1672.  
  1673. end # Game_Unit
  1674.  
  1675. #==============================================================================
  1676. # ■ Window_PartyCommand
  1677. #==============================================================================
  1678.  
  1679. class Window_PartyCommand < Window_Command
  1680.  
  1681.   #--------------------------------------------------------------------------
  1682.   # overwrite method: process_handling
  1683.   #--------------------------------------------------------------------------
  1684.   def process_handling
  1685.     return unless open? && active
  1686.     return process_dir6 if Input.repeat?(:RIGHT)
  1687.     return super
  1688.   end
  1689.  
  1690.   #--------------------------------------------------------------------------
  1691.   # new method: process_dir6
  1692.   #--------------------------------------------------------------------------
  1693.   def process_dir6
  1694.     Sound.play_cursor
  1695.     Input.update
  1696.     deactivate
  1697.     call_handler(:dir6)
  1698.   end
  1699.  
  1700. end # Window_PartyCommand
  1701.  
  1702. #==============================================================================
  1703. # ■ Window_ActorCommand
  1704. #==============================================================================
  1705.  
  1706. class Window_ActorCommand < Window_Command
  1707.  
  1708.   #--------------------------------------------------------------------------
  1709.   # overwrite method: process_handling
  1710.   #--------------------------------------------------------------------------
  1711.   def process_handling
  1712.     return unless open? && active
  1713.     return process_dir4 if Input.repeat?(:LEFT)
  1714.     return process_dir6 if Input.repeat?(:RIGHT)
  1715.     return super
  1716.   end
  1717.  
  1718.   #--------------------------------------------------------------------------
  1719.   # new method: process_dir4
  1720.   #--------------------------------------------------------------------------
  1721.   def process_dir4
  1722.     Sound.play_cursor
  1723.     Input.update
  1724.     deactivate
  1725.     call_handler(:cancel)
  1726.   end
  1727.  
  1728.   #--------------------------------------------------------------------------
  1729.   # new method: process_dir6
  1730.   #--------------------------------------------------------------------------
  1731.   def process_dir6
  1732.     Sound.play_cursor
  1733.     Input.update
  1734.     deactivate
  1735.     call_handler(:dir6)
  1736.   end
  1737.  
  1738. end # Window_ActorCommand
  1739.  
  1740. #==============================================================================
  1741. # ■ Window_BattleStatus
  1742. #==============================================================================
  1743.  
  1744. class Window_BattleStatus < Window_Selectable
  1745.  
  1746.   #--------------------------------------------------------------------------
  1747.   # overwrite method: initialize
  1748.   #--------------------------------------------------------------------------
  1749.   def initialize
  1750.     super(0, 0, window_width, window_height)
  1751.     self.openness = 0
  1752.     @party = $game_party.battle_members.clone
  1753.   end
  1754.  
  1755.   #--------------------------------------------------------------------------
  1756.   # overwrite method: col_max
  1757.   #--------------------------------------------------------------------------
  1758.   def col_max; return $game_party.max_battle_members; end
  1759.  
  1760.   #--------------------------------------------------------------------------
  1761.   # new method: battle_members
  1762.   #--------------------------------------------------------------------------
  1763.   def battle_members; return $game_party.battle_members; end
  1764.  
  1765.   #--------------------------------------------------------------------------
  1766.   # new method: actor
  1767.   #--------------------------------------------------------------------------
  1768.   def actor; return battle_members[@index]; end
  1769.  
  1770.   #--------------------------------------------------------------------------
  1771.   # overwrite method: update
  1772.   #--------------------------------------------------------------------------
  1773.   def update
  1774.     super
  1775.     return if @party == $game_party.battle_members
  1776.     @party = $game_party.battle_members.clone
  1777.     refresh
  1778.   end
  1779.  
  1780.   #--------------------------------------------------------------------------
  1781.   # overwrite method: draw_item
  1782.   #--------------------------------------------------------------------------
  1783.   def draw_item(index)
  1784.     return if index.nil?
  1785.     clear_item(index)
  1786.     actor = battle_members[index]
  1787.     rect = item_rect(index)
  1788.     return if actor.nil?
  1789.     draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
  1790.     draw_actor_name(actor, rect.x, rect.y, rect.width-8)
  1791.     draw_actor_action(actor, rect.x, rect.y)
  1792.     draw_actor_icons(actor, rect.x, line_height*1, rect.width)
  1793.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
  1794.     contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
  1795.     draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
  1796.     if draw_tp?(actor) && draw_mp?(actor)
  1797.       dw = rect.width/2-2
  1798.       dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
  1799.       draw_actor_tp(actor, rect.x+2, line_height*3, dw)
  1800.       dw = rect.width - rect.width/2 - 2
  1801.       draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
  1802.     elsif draw_tp?(actor) && !draw_mp?(actor)
  1803.       draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
  1804.     else
  1805.       draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
  1806.     end
  1807.   end
  1808.  
  1809.   #--------------------------------------------------------------------------
  1810.   # overwrite method: item_rect
  1811.   #--------------------------------------------------------------------------
  1812.   def item_rect(index)
  1813.     rect = Rect.new
  1814.     rect.width = contents.width / $game_party.max_battle_members
  1815.     rect.height = contents.height
  1816.     rect.x = index * rect.width
  1817.     if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
  1818.       rect.x += (contents.width - $game_party.members.size * rect.width) / 2
  1819.     end
  1820.     rect.y = 0
  1821.     return rect
  1822.   end
  1823.  
  1824.   #--------------------------------------------------------------------------
  1825.   # overwrite method: draw_face
  1826.   #--------------------------------------------------------------------------
  1827.   def draw_face(face_name, face_index, dx, dy, enabled = true)
  1828.     bitmap = Cache.face(face_name)
  1829.     fx = [(96 - item_rect(0).width + 1) / 2, 0].max
  1830.     fy = face_index / 4 * 96 + 2
  1831.     fw = [item_rect(0).width - 4, 92].min
  1832.     rect = Rect.new(fx, fy, fw, 92)
  1833.     rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
  1834.     contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
  1835.     bitmap.dispose
  1836.   end
  1837.  
  1838.   #--------------------------------------------------------------------------
  1839.   # overwrite method: draw_actor_name
  1840.   #--------------------------------------------------------------------------
  1841.   def draw_actor_name(actor, dx, dy, dw = 112)
  1842.     reset_font_settings
  1843.     contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
  1844.     change_color(hp_color(actor))
  1845.     draw_text(dx+24, dy, dw-24, line_height, actor.name)
  1846.   end
  1847.  
  1848.   #--------------------------------------------------------------------------
  1849.   # new method: draw_actor_action
  1850.   #--------------------------------------------------------------------------
  1851.   def draw_actor_action(actor, dx, dy)
  1852.     draw_icon(action_icon(actor), dx, dy)
  1853.   end
  1854.  
  1855.   #--------------------------------------------------------------------------
  1856.   # new method: action_icon
  1857.   #--------------------------------------------------------------------------
  1858.   def action_icon(actor)
  1859.     return Icon.no_action if actor.current_action.nil?
  1860.     return Icon.no_action if actor.current_action.item.nil?
  1861.     return actor.current_action.item.icon_index
  1862.   end
  1863.  
  1864.   #--------------------------------------------------------------------------
  1865.   # new method: draw_tp?
  1866.   #--------------------------------------------------------------------------
  1867.   def draw_tp?(actor)
  1868.     return actor.draw_tp?
  1869.   end
  1870.  
  1871.   #--------------------------------------------------------------------------
  1872.   # new method: draw_mp?
  1873.   #--------------------------------------------------------------------------
  1874.   def draw_mp?(actor)
  1875.     return actor.draw_mp?
  1876.   end
  1877.  
  1878.   #--------------------------------------------------------------------------
  1879.   # overwrite method: draw_current_and_max_values
  1880.   #--------------------------------------------------------------------------
  1881.   def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
  1882.     change_color(color1)
  1883.     draw_text(dx, dy, dw, line_height, current.group, 2)
  1884.   end
  1885.  
  1886.   #--------------------------------------------------------------------------
  1887.   # overwrite method: draw_actor_hp
  1888.   #--------------------------------------------------------------------------
  1889.   def draw_actor_hp(actor, dx, dy, width = 124)
  1890.     draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  1891.     change_color(system_color)
  1892.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1893.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
  1894.     draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
  1895.       hp_color(actor), normal_color)
  1896.     end
  1897.  
  1898.   #--------------------------------------------------------------------------
  1899.   # overwrite method: draw_actor_mp
  1900.   #--------------------------------------------------------------------------
  1901.   def draw_actor_mp(actor, dx, dy, width = 124)
  1902.     draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
  1903.     change_color(system_color)
  1904.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1905.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
  1906.     draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
  1907.       mp_color(actor), normal_color)
  1908.     end
  1909.  
  1910.   #--------------------------------------------------------------------------
  1911.   # overwrite method: draw_actor_tp
  1912.   #--------------------------------------------------------------------------
  1913.   def draw_actor_tp(actor, dx, dy, width = 124)
  1914.     draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
  1915.     change_color(system_color)
  1916.     cy = (Font.default_size - contents.font.size) / 2 + 1
  1917.     draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
  1918.     change_color(tp_color(actor))
  1919.     draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  1920.   end
  1921.  
  1922. end # Window_BattleStatus
  1923.  
  1924. #==============================================================================
  1925. # ■ Window_BattleActor
  1926. #==============================================================================
  1927.  
  1928. class Window_BattleActor < Window_BattleStatus
  1929.  
  1930.   #--------------------------------------------------------------------------
  1931.   # overwrite method: show
  1932.   #--------------------------------------------------------------------------
  1933.   def show
  1934.     create_flags
  1935.     super
  1936.   end
  1937.  
  1938.   #--------------------------------------------------------------------------
  1939.   # new method: create_flags
  1940.   #--------------------------------------------------------------------------
  1941.   def create_flags
  1942.     set_select_flag(:any)
  1943.     select(0)
  1944.     return if $game_temp.battle_aid.nil?
  1945.     if $game_temp.battle_aid.need_selection?
  1946.       select(0)
  1947.       set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
  1948.     elsif $game_temp.battle_aid.for_user?
  1949.       battler = BattleManager.actor
  1950.       id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
  1951.       select(id)
  1952.       set_select_flag(:user)
  1953.     elsif $game_temp.battle_aid.for_all?
  1954.       select(0)
  1955.       set_select_flag(:all)
  1956.       set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
  1957.     elsif $game_temp.battle_aid.for_random?
  1958.       select(0)
  1959.       set_select_flag(:random) if $game_temp.battle_aid.for_random?
  1960.     end
  1961.   end
  1962.  
  1963.   #--------------------------------------------------------------------------
  1964.   # new method: set_flag
  1965.   #--------------------------------------------------------------------------
  1966.   def set_select_flag(flag)
  1967.     @select_flag = flag
  1968.     case @select_flag
  1969.     when :all, :all_dead, :random
  1970.       @cursor_all = true
  1971.     else
  1972.       @cursor_all = false
  1973.     end
  1974.   end
  1975.  
  1976.   #--------------------------------------------------------------------------
  1977.   # overwrite method: update_cursor
  1978.   #--------------------------------------------------------------------------
  1979.   def update_cursor
  1980.     if @cursor_all
  1981.       cursor_rect.set(0, 0, contents.width, contents.height)
  1982.       self.top_row = 0
  1983.     elsif @index < 0
  1984.       cursor_rect.empty
  1985.     else
  1986.       ensure_cursor_visible
  1987.       cursor_rect.set(item_rect(@index))
  1988.     end
  1989.   end
  1990.  
  1991.   #--------------------------------------------------------------------------
  1992.   # overwrite method: cursor_movable?
  1993.   #--------------------------------------------------------------------------
  1994.   def cursor_movable?
  1995.     return false if @select_flag == :user
  1996.     return super
  1997.   end
  1998.  
  1999.   #--------------------------------------------------------------------------
  2000.   # overwrite method: current_item_enabled?
  2001.   #--------------------------------------------------------------------------
  2002.   def current_item_enabled?
  2003.     return true if $game_temp.battle_aid.nil?
  2004.     if $game_temp.battle_aid.need_selection?
  2005.       member = $game_party.battle_members[@index]
  2006.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  2007.     elsif $game_temp.battle_aid.for_dead_friend?
  2008.       for member in $game_party.battle_members
  2009.         return true if member.dead?
  2010.       end
  2011.       return false
  2012.     end
  2013.     return true
  2014.   end
  2015.  
  2016. end # Window_BattleActor
  2017.  
  2018. #==============================================================================
  2019. # ■ Window_BattleStatusAid
  2020. #==============================================================================
  2021.  
  2022. class Window_BattleStatusAid < Window_BattleStatus
  2023.  
  2024.   #--------------------------------------------------------------------------
  2025.   # public instance variables
  2026.   #--------------------------------------------------------------------------
  2027.   attr_accessor :status_window
  2028.  
  2029.   #--------------------------------------------------------------------------
  2030.   # overwrite method: initialize
  2031.   #--------------------------------------------------------------------------
  2032.   def initialize
  2033.     super
  2034.     self.visible = false
  2035.     self.openness = 255
  2036.   end
  2037.  
  2038.   #--------------------------------------------------------------------------
  2039.   # overwrite method: window_width
  2040.   #--------------------------------------------------------------------------
  2041.   def window_width; return 128; end
  2042.  
  2043.   #--------------------------------------------------------------------------
  2044.   # overwrite method: show
  2045.   #--------------------------------------------------------------------------
  2046.   def show
  2047.     super
  2048.     refresh
  2049.   end
  2050.  
  2051.   #--------------------------------------------------------------------------
  2052.   # overwrite method: refresh
  2053.   #--------------------------------------------------------------------------
  2054.   def refresh
  2055.     contents.clear
  2056.     return if @status_window.nil?
  2057.     draw_item(@status_window.index)
  2058.   end
  2059.  
  2060.   #--------------------------------------------------------------------------
  2061.   # overwrite method: item_rect
  2062.   #--------------------------------------------------------------------------
  2063.   def item_rect(index)
  2064.     return Rect.new(0, 0, contents.width, contents.height)
  2065.   end
  2066.  
  2067. end # Window_BattleStatusAid
  2068.  
  2069. #==============================================================================
  2070. # ■ Window_BattleEnemy
  2071. #==============================================================================
  2072.  
  2073. class Window_BattleEnemy < Window_Selectable
  2074.  
  2075.   #--------------------------------------------------------------------------
  2076.   # overwrite method: initialize
  2077.   #--------------------------------------------------------------------------
  2078.   def initialize(info_viewport)
  2079.     super(0, Graphics.height, window_width, fitting_height(1))
  2080.     refresh
  2081.     self.visible = false
  2082.     @info_viewport = info_viewport
  2083.   end
  2084.  
  2085.   #--------------------------------------------------------------------------
  2086.   # overwrite method: col_max
  2087.   #--------------------------------------------------------------------------
  2088.   def col_max; return item_max; end
  2089.  
  2090.   #--------------------------------------------------------------------------
  2091.   # overwrite method: show
  2092.   #--------------------------------------------------------------------------
  2093.   def show
  2094.     create_flags
  2095.     super
  2096.   end
  2097.  
  2098.   #--------------------------------------------------------------------------
  2099.   # new method: create_flags
  2100.   #--------------------------------------------------------------------------
  2101.   def create_flags
  2102.     set_select_flag(:any)
  2103.     select(0)
  2104.     return if $game_temp.battle_aid.nil?
  2105.     if $game_temp.battle_aid.need_selection?
  2106.       select(0)
  2107.     elsif $game_temp.battle_aid.for_all?
  2108.       select(0)
  2109.       set_select_flag(:all)
  2110.     elsif $game_temp.battle_aid.for_random?
  2111.       select(0)
  2112.       set_select_flag(:random)
  2113.     end
  2114.   end
  2115.  
  2116.   #--------------------------------------------------------------------------
  2117.   # new method: set_flag
  2118.   #--------------------------------------------------------------------------
  2119.   def set_select_flag(flag)
  2120.     @select_flag = flag
  2121.     case @select_flag
  2122.     when :all, :random
  2123.       @cursor_all = true
  2124.     else
  2125.       @cursor_all = false
  2126.     end
  2127.   end
  2128.  
  2129.   #--------------------------------------------------------------------------
  2130.   # new method: select_all?
  2131.   #--------------------------------------------------------------------------
  2132.   def select_all?
  2133.     return true if @select_flag == :all
  2134.     return true if @select_flag == :random
  2135.     return false
  2136.   end
  2137.  
  2138.   #--------------------------------------------------------------------------
  2139.   # overwrite method: update_cursor
  2140.   #--------------------------------------------------------------------------
  2141.   def update_cursor
  2142.     if @cursor_all
  2143.       cursor_rect.set(0, 0, contents.width, contents.height)
  2144.       self.top_row = 0
  2145.     elsif @index < 0
  2146.       cursor_rect.empty
  2147.     else
  2148.       ensure_cursor_visible
  2149.       cursor_rect.set(item_rect(@index))
  2150.     end
  2151.   end
  2152.  
  2153.   #--------------------------------------------------------------------------
  2154.   # overwrite method: cursor_movable?
  2155.   #--------------------------------------------------------------------------
  2156.   def cursor_movable?
  2157.     return false if @select_flag == :user
  2158.     return super
  2159.   end
  2160.  
  2161.   #--------------------------------------------------------------------------
  2162.   # overwrite method: current_item_enabled?
  2163.   #--------------------------------------------------------------------------
  2164.   def current_item_enabled?
  2165.     return true if $game_temp.battle_aid.nil?
  2166.     if $game_temp.battle_aid.need_selection?
  2167.       member = $game_party.battle_members[@index]
  2168.       return member.dead? if $game_temp.battle_aid.for_dead_friend?
  2169.     elsif $game_temp.battle_aid.for_dead_friend?
  2170.       for member in $game_party.battle_members
  2171.         return true if member.dead?
  2172.       end
  2173.       return false
  2174.     end
  2175.     return true
  2176.   end
  2177.  
  2178.   #--------------------------------------------------------------------------
  2179.   # overwrite method: enemy
  2180.   #--------------------------------------------------------------------------
  2181.   def enemy; @data[index]; end
  2182.  
  2183.   #--------------------------------------------------------------------------
  2184.   # overwrite method: refresh
  2185.   #--------------------------------------------------------------------------
  2186.   def refresh
  2187.     make_item_list
  2188.     create_contents
  2189.     draw_all_items
  2190.   end
  2191.  
  2192.   #--------------------------------------------------------------------------
  2193.   # overwrite method: make_item_list
  2194.   #--------------------------------------------------------------------------
  2195.   def make_item_list
  2196.     @data = $game_troop.alive_members
  2197.     @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  2198.   end
  2199.  
  2200.   #--------------------------------------------------------------------------
  2201.   # overwrite method: draw_item
  2202.   #--------------------------------------------------------------------------
  2203.   def draw_item(index); return; end
  2204.  
  2205.   #--------------------------------------------------------------------------
  2206.   # overwrite method: update
  2207.   #--------------------------------------------------------------------------
  2208.   def update
  2209.     super
  2210.     return unless active
  2211.     enemy.sprite_effect_type = :whiten
  2212.     return unless select_all?
  2213.     for enemy in $game_troop.alive_members
  2214.       enemy.sprite_effect_type = :whiten
  2215.     end
  2216.   end
  2217.  
  2218. end # Window_BattleEnemy
  2219.  
  2220. #==============================================================================
  2221. # ■ Window_BattleHelp
  2222. #==============================================================================
  2223.  
  2224. class Window_BattleHelp < Window_Help
  2225.  
  2226.   #--------------------------------------------------------------------------
  2227.   # public instance variables
  2228.   #--------------------------------------------------------------------------
  2229.   attr_accessor :actor_window
  2230.   attr_accessor :enemy_window
  2231.  
  2232.   #--------------------------------------------------------------------------
  2233.   # update
  2234.   #--------------------------------------------------------------------------
  2235.   def update
  2236.     super
  2237.     if !self.visible and @text != ""
  2238.       @text = ""
  2239.       return refresh
  2240.     end
  2241.     update_battler_name
  2242.   end
  2243.  
  2244.   #--------------------------------------------------------------------------
  2245.   # update_battler_name
  2246.   #--------------------------------------------------------------------------
  2247.   def update_battler_name
  2248.     return unless @actor_window.active || @enemy_window.active
  2249.     if @actor_window.active
  2250.       battler = $game_party.battle_members[@actor_window.index]
  2251.     elsif @enemy_window.active
  2252.       battler = @enemy_window.enemy
  2253.     end
  2254.     if special_display?
  2255.       refresh_special_case(battler)
  2256.     else
  2257.       refresh_battler_name(battler) if battler_name(battler) != @text
  2258.     end
  2259.   end
  2260.  
  2261.   #--------------------------------------------------------------------------
  2262.   # battler_name
  2263.   #--------------------------------------------------------------------------
  2264.   def battler_name(battler)
  2265.     text = battler.name.clone
  2266.     return text
  2267.   end
  2268.  
  2269.   #--------------------------------------------------------------------------
  2270.   # refresh_battler_name
  2271.   #--------------------------------------------------------------------------
  2272.   def refresh_battler_name(battler)
  2273.     contents.clear
  2274.     reset_font_settings
  2275.     change_color(normal_color)
  2276.     @text = battler_name(battler)
  2277.     icons = battler.state_icons + battler.buff_icons
  2278.     dy = icons.size <= 0 ? line_height / 2 : 0
  2279.     draw_text(0, dy, contents.width, line_height, @text, 1)
  2280.     dx = (contents.width - (icons.size * 24)) / 2
  2281.     draw_actor_icons(battler, dx, line_height, contents.width)
  2282.   end
  2283.  
  2284.   #--------------------------------------------------------------------------
  2285.   # special_display?
  2286.   #--------------------------------------------------------------------------
  2287.   def special_display?
  2288.     return false if $game_temp.battle_aid.nil?
  2289.     return false if $game_temp.battle_aid.for_user?
  2290.     return !$game_temp.battle_aid.need_selection?
  2291.   end
  2292.  
  2293.   #--------------------------------------------------------------------------
  2294.   # refresh_special_case
  2295.   #--------------------------------------------------------------------------
  2296.   def refresh_special_case(battler)
  2297.     if $game_temp.battle_aid.for_opponent?
  2298.       if $game_temp.battle_aid.for_all?
  2299.         text = YEA::BATTLE::HELP_TEXT_ALL_FOES
  2300.       else
  2301.         case $game_temp.battle_aid.number_of_targets
  2302.         when 1
  2303.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
  2304.         else
  2305.           number = $game_temp.battle_aid.number_of_targets
  2306.           text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
  2307.         end
  2308.       end
  2309.     else # $game_temp.battle_aid.for_friend?
  2310.       if $game_temp.battle_aid.for_dead_friend?
  2311.         text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
  2312.       elsif $game_temp.battle_aid.for_random?
  2313.         case $game_temp.battle_aid.number_of_targets
  2314.         when 1
  2315.           text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
  2316.         else
  2317.           number = $game_temp.battle_aid.number_of_targets
  2318.           text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
  2319.         end
  2320.       else
  2321.         text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
  2322.       end
  2323.     end
  2324.     return if text == @text
  2325.     @text = text
  2326.     contents.clear
  2327.     reset_font_settings
  2328.     draw_text(0, 0, contents.width, line_height*2, @text, 1)
  2329.   end
  2330.  
  2331. end # Window_BattleHelp
  2332.  
  2333. #==============================================================================
  2334. # ■ Window_BattleLog
  2335. #==============================================================================
  2336.  
  2337. class Window_BattleLog < Window_Selectable
  2338.  
  2339.   #--------------------------------------------------------------------------
  2340.   # alias method: display_current_state
  2341.   #--------------------------------------------------------------------------
  2342.   alias window_battlelog_display_current_state_abe display_current_state
  2343.   def display_current_state(subject)
  2344.     subject.make_during_state_popup
  2345.     return unless YEA::BATTLE::MSG_CURRENT_STATE
  2346.     window_battlelog_display_current_state_abe(subject)
  2347.   end
  2348.  
  2349.   #--------------------------------------------------------------------------
  2350.   # alias method: display_use_item
  2351.   #--------------------------------------------------------------------------
  2352.   alias window_battlelog_display_use_item_abe display_use_item
  2353.   def display_use_item(subject, item)
  2354.     return unless YEA::BATTLE::MSG_CURRENT_ACTION
  2355.     window_battlelog_display_use_item_abe(subject, item)
  2356.   end
  2357.  
  2358.   #--------------------------------------------------------------------------
  2359.   # alias method: display_counter
  2360.   #--------------------------------------------------------------------------
  2361.   alias window_battlelog_display_counter_abe display_counter
  2362.   def display_counter(target, item)
  2363.     if YEA::BATTLE::MSG_COUNTERATTACK
  2364.       window_battlelog_display_counter_abe(target, item)
  2365.     else
  2366.       Sound.play_evasion
  2367.     end
  2368.   end
  2369.  
  2370.   #--------------------------------------------------------------------------
  2371.   # alias method: display_reflection
  2372.   #--------------------------------------------------------------------------
  2373.   alias window_battlelog_display_reflection_abe display_reflection
  2374.   def display_reflection(target, item)
  2375.     if YEA::BATTLE::MSG_REFLECT_MAGIC
  2376.       window_battlelog_display_reflection_abe(target, item)
  2377.     else
  2378.       Sound.play_reflection
  2379.     end
  2380.   end
  2381.  
  2382.   #--------------------------------------------------------------------------
  2383.   # alias method: display_substitute
  2384.   #--------------------------------------------------------------------------
  2385.   alias window_battlelog_display_substitute_abe display_substitute
  2386.   def display_substitute(substitute, target)
  2387.     return unless YEA::BATTLE::MSG_SUBSTITUTE_HIT
  2388.     window_battlelog_display_substitute_abe(substitute, target)
  2389.   end
  2390.  
  2391.   #--------------------------------------------------------------------------
  2392.   # alias method: display_failure
  2393.   #--------------------------------------------------------------------------
  2394.   alias window_battlelog_display_failure_abe display_failure
  2395.   def display_failure(target, item)
  2396.     return unless YEA::BATTLE::MSG_FAILURE_HIT
  2397.     window_battlelog_display_failure_abe(target, item)
  2398.   end
  2399.  
  2400.   #--------------------------------------------------------------------------
  2401.   # alias method: display_critical
  2402.   #--------------------------------------------------------------------------
  2403.   alias window_battlelog_display_critical_abe display_critical
  2404.   def display_critical(target, item)
  2405.     return unless YEA::BATTLE::MSG_CRITICAL_HIT
  2406.     window_battlelog_display_critical_abe(target, item)
  2407.   end
  2408.  
  2409.   #--------------------------------------------------------------------------
  2410.   # alias method: display_miss
  2411.   #--------------------------------------------------------------------------
  2412.   alias window_battlelog_display_miss_abe display_miss
  2413.   def display_miss(target, item)
  2414.     return unless YEA::BATTLE::MSG_HIT_MISSED
  2415.     window_battlelog_display_miss_abe(target, item)
  2416.   end
  2417.  
  2418.   #--------------------------------------------------------------------------
  2419.   # alias method: display_evasion
  2420.   #--------------------------------------------------------------------------
  2421.   alias window_battlelog_display_evasion_abe display_evasion
  2422.   def display_evasion(target, item)
  2423.     if YEA::BATTLE::MSG_EVASION
  2424.       window_battlelog_display_evasion_abe(target, item)
  2425.     else
  2426.       if !item || item.physical?
  2427.         Sound.play_evasion
  2428.       else
  2429.         Sound.play_magic_evasion
  2430.       end
  2431.     end
  2432.   end
  2433.  
  2434.   #--------------------------------------------------------------------------
  2435.   # overwrite method: display_hp_damage
  2436.   #--------------------------------------------------------------------------
  2437.   def display_hp_damage(target, item)
  2438.     return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
  2439.     if target.result.hp_damage > 0 && target.result.hp_drain == 0
  2440.       target.perform_damage_effect
  2441.     end
  2442.     Sound.play_recovery if target.result.hp_damage < 0
  2443.     return unless YEA::BATTLE::MSG_HP_DAMAGE
  2444.     add_text(target.result.hp_damage_text)
  2445.     wait
  2446.   end
  2447.  
  2448.   #--------------------------------------------------------------------------
  2449.   # overwrite method: display_mp_damage
  2450.   #--------------------------------------------------------------------------
  2451.   def display_mp_damage(target, item)
  2452.     return if target.dead? || target.result.mp_damage == 0
  2453.     Sound.play_recovery if target.result.mp_damage < 0
  2454.     return unless YEA::BATTLE::MSG_MP_DAMAGE
  2455.     add_text(target.result.mp_damage_text)
  2456.     wait
  2457.   end
  2458.  
  2459.   #--------------------------------------------------------------------------
  2460.   # overwrite method: display_tp_damage
  2461.   #--------------------------------------------------------------------------
  2462.   def display_tp_damage(target, item)
  2463.     return if target.dead? || target.result.tp_damage == 0
  2464.     Sound.play_recovery if target.result.tp_damage < 0
  2465.     return unless YEA::BATTLE::MSG_TP_DAMAGE
  2466.     add_text(target.result.tp_damage_text)
  2467.     wait
  2468.   end
  2469.  
  2470.   #--------------------------------------------------------------------------
  2471.   # alias method: display_added_states
  2472.   #--------------------------------------------------------------------------
  2473.   alias window_battlelog_display_added_states_abe display_added_states
  2474.   def display_added_states(target)
  2475.     return unless YEA::BATTLE::MSG_ADDED_STATES
  2476.     window_battlelog_display_added_states_abe(target)
  2477.   end
  2478.  
  2479.   #--------------------------------------------------------------------------
  2480.   # alias method: display_removed_states
  2481.   #--------------------------------------------------------------------------
  2482.   alias window_battlelog_display_removed_states_abe display_removed_states
  2483.   def display_removed_states(target)
  2484.     return unless YEA::BATTLE::MSG_REMOVED_STATES
  2485.     window_battlelog_display_removed_states_abe(target)
  2486.   end
  2487.  
  2488.   #--------------------------------------------------------------------------
  2489.   # alias method: display_changed_buffs
  2490.   #--------------------------------------------------------------------------
  2491.   alias window_battlelog_display_changed_buffs_abe display_changed_buffs
  2492.   def display_changed_buffs(target)
  2493.     return unless YEA::BATTLE::MSG_CHANGED_BUFFS
  2494.     window_battlelog_display_changed_buffs_abe(target)
  2495.   end
  2496.  
  2497. end # Window_BattleLog
  2498.  
  2499. #==============================================================================
  2500. # ■ Window_SkillList
  2501. #==============================================================================
  2502.  
  2503. class Window_SkillList < Window_Selectable
  2504.  
  2505.   #--------------------------------------------------------------------------
  2506.   # overwrite method: spacing
  2507.   #--------------------------------------------------------------------------
  2508.   def spacing
  2509.     return 8 if $game_party.in_battle
  2510.     return super
  2511.   end
  2512.  
  2513. end # Window_SkillList
  2514.  
  2515. #==============================================================================
  2516. # ■ Window_ItemList
  2517. #==============================================================================
  2518.  
  2519. class Window_ItemList < Window_Selectable
  2520.  
  2521.   #--------------------------------------------------------------------------
  2522.   # overwrite method: spacing
  2523.   #--------------------------------------------------------------------------
  2524.   def spacing
  2525.     return 8 if $game_party.in_battle
  2526.     return super
  2527.   end
  2528.  
  2529. end # Window_ItemList
  2530.  
  2531. #==============================================================================
  2532. # ■ Scene_Battle
  2533. #==============================================================================
  2534.  
  2535. class Scene_Battle < Scene_Base
  2536.  
  2537.   #--------------------------------------------------------------------------
  2538.   # public instance variables
  2539.   #--------------------------------------------------------------------------
  2540.   attr_accessor :enemy_window
  2541.   attr_accessor :info_viewport
  2542.   attr_accessor :spriteset
  2543.   attr_accessor :status_window
  2544.   attr_accessor :status_aid_window
  2545.   attr_accessor :subject
  2546.  
  2547.   #--------------------------------------------------------------------------
  2548.   # alias method: create_spriteset
  2549.   #--------------------------------------------------------------------------
  2550.   alias scene_battle_create_spriteset_abe create_spriteset
  2551.   def create_spriteset
  2552.     BattleManager.init_battle_type
  2553.     scene_battle_create_spriteset_abe
  2554.   end
  2555.  
  2556.   #--------------------------------------------------------------------------
  2557.   # alias method: update_basic
  2558.   #--------------------------------------------------------------------------
  2559.   alias scene_battle_update_basic_abe update_basic
  2560.   def update_basic
  2561.     scene_battle_update_basic_abe
  2562.     update_debug
  2563.   end
  2564.  
  2565.   #--------------------------------------------------------------------------
  2566.   # new method: update_debug
  2567.   #--------------------------------------------------------------------------
  2568.   def update_debug
  2569.     return unless $TEST || $BTEST
  2570.     debug_heal_party if Input.trigger?(:F5)
  2571.     debug_damage_party if Input.trigger?(:F6)
  2572.     debug_fill_tp if Input.trigger?(:F7)
  2573.     debug_kill_all if Input.trigger?(:F8)
  2574.   end
  2575.  
  2576.   #--------------------------------------------------------------------------
  2577.   # new method: debug_heal_party
  2578.   #--------------------------------------------------------------------------
  2579.   def debug_heal_party
  2580.     Sound.play_recovery
  2581.     for member in $game_party.battle_members
  2582.       member.recover_all
  2583.     end
  2584.     @status_window.refresh
  2585.   end
  2586.  
  2587.   #--------------------------------------------------------------------------
  2588.   # new method: debug_damage_party
  2589.   #--------------------------------------------------------------------------
  2590.   def debug_damage_party
  2591.     Sound.play_actor_damage
  2592.     for member in $game_party.alive_members
  2593.       member.hp = 1
  2594.       member.mp = 0
  2595.       member.tp = 0
  2596.     end
  2597.     @status_window.refresh
  2598.   end
  2599.  
  2600.   #--------------------------------------------------------------------------
  2601.   # new method: debug_fill_tp
  2602.   #--------------------------------------------------------------------------
  2603.   def debug_fill_tp
  2604.     Sound.play_recovery
  2605.     for member in $game_party.alive_members
  2606.       member.tp = member.max_tp
  2607.     end
  2608.     @status_window.refresh
  2609.   end
  2610.  
  2611.   #--------------------------------------------------------------------------
  2612.   # new method: debug_kill_all
  2613.   #--------------------------------------------------------------------------
  2614.   def debug_kill_all
  2615.     for enemy in $game_troop.alive_members
  2616.       enemy.hp = 0
  2617.       enemy.perform_collapse_effect
  2618.     end
  2619.     BattleManager.judge_win_loss
  2620.     @log_window.wait
  2621.     @log_window.wait_for_effect
  2622.   end
  2623.  
  2624.   #--------------------------------------------------------------------------
  2625.   # alias method: create_all_windows
  2626.   #--------------------------------------------------------------------------
  2627.   alias scene_battle_create_all_windows_abe create_all_windows
  2628.   def create_all_windows
  2629.     scene_battle_create_all_windows_abe
  2630.     create_battle_status_aid_window
  2631.     set_help_window
  2632.   end
  2633.  
  2634.   #--------------------------------------------------------------------------
  2635.   # alias method: create_info_viewport
  2636.   #--------------------------------------------------------------------------
  2637.   alias scene_battle_create_info_viewport_abe create_info_viewport
  2638.   def create_info_viewport
  2639.     scene_battle_create_info_viewport_abe
  2640.     @status_window.refresh
  2641.   end
  2642.  
  2643.   #--------------------------------------------------------------------------
  2644.   # new method: create_battle_status_aid_window
  2645.   #--------------------------------------------------------------------------
  2646.   def create_battle_status_aid_window
  2647.     @status_aid_window = Window_BattleStatusAid.new
  2648.     @status_aid_window.status_window = @status_window
  2649.     @status_aid_window.x = Graphics.width - @status_aid_window.width
  2650.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  2651.   end
  2652.  
  2653.   #--------------------------------------------------------------------------
  2654.   # overwrite method: create_help_window
  2655.   #--------------------------------------------------------------------------
  2656.   def create_help_window
  2657.     @help_window = Window_BattleHelp.new
  2658.     @help_window.hide
  2659.   end
  2660.  
  2661.   #--------------------------------------------------------------------------
  2662.   # new method: set_help_window
  2663.   #--------------------------------------------------------------------------
  2664.   def set_help_window
  2665.     @help_window.actor_window = @actor_window
  2666.     @help_window.enemy_window = @enemy_window
  2667.   end
  2668.  
  2669.   #--------------------------------------------------------------------------
  2670.   # alias method: create_party_command_window
  2671.   #--------------------------------------------------------------------------
  2672.   alias scene_battle_create_party_command_window_abe create_party_command_window
  2673.   def create_party_command_window
  2674.     scene_battle_create_party_command_window_abe
  2675.     @party_command_window.set_handler(:dir6, method(:command_fight))
  2676.   end
  2677.  
  2678.   #--------------------------------------------------------------------------
  2679.   # alias method: create_actor_command_window
  2680.   #--------------------------------------------------------------------------
  2681.   alias scene_battle_create_actor_command_window_abe create_actor_command_window
  2682.   def create_actor_command_window
  2683.     scene_battle_create_actor_command_window_abe
  2684.     @actor_command_window.set_handler(:dir4, method(:prior_command))
  2685.     @actor_command_window.set_handler(:dir6, method(:next_command))
  2686.   end
  2687.  
  2688.   #--------------------------------------------------------------------------
  2689.   # alias method: create_skill_window
  2690.   #--------------------------------------------------------------------------
  2691.   alias scene_battle_create_skill_window_abe create_skill_window
  2692.   def create_skill_window
  2693.     scene_battle_create_skill_window_abe
  2694.     @skill_window.height = @info_viewport.rect.height
  2695.     @skill_window.width = Graphics.width - @actor_command_window.width
  2696.     @skill_window.y = Graphics.height - @skill_window.height
  2697.   end
  2698.  
  2699.   #--------------------------------------------------------------------------
  2700.   # alias method: create_item_window
  2701.   #--------------------------------------------------------------------------
  2702.   alias scene_battle_create_item_window_abe create_item_window
  2703.   def create_item_window
  2704.     scene_battle_create_item_window_abe
  2705.     @item_window.height = @skill_window.height
  2706.     @item_window.width = @skill_window.width
  2707.     @item_window.y = Graphics.height - @item_window.height
  2708.   end
  2709.  
  2710.   #--------------------------------------------------------------------------
  2711.   # alias method: show_fast?
  2712.   #--------------------------------------------------------------------------
  2713.   alias scene_battle_show_fast_abe show_fast?
  2714.   def show_fast?
  2715.     return true if YEA::BATTLE::AUTO_FAST
  2716.     return scene_battle_show_fast_abe
  2717.   end
  2718.  
  2719.   #--------------------------------------------------------------------------
  2720.   # alias method: next_command
  2721.   #--------------------------------------------------------------------------
  2722.   alias scene_battle_next_command_abe next_command
  2723.   def next_command
  2724.     @status_window.show
  2725.     redraw_current_status
  2726.     @actor_command_window.show
  2727.     @status_aid_window.hide
  2728.     scene_battle_next_command_abe
  2729.   end
  2730.  
  2731.   #--------------------------------------------------------------------------
  2732.   # alias method: prior_command
  2733.   #--------------------------------------------------------------------------
  2734.   alias scene_battle_prior_command_abe prior_command
  2735.   def prior_command
  2736.     redraw_current_status
  2737.     scene_battle_prior_command_abe
  2738.   end
  2739.  
  2740.   #--------------------------------------------------------------------------
  2741.   # new method: redraw_current_status
  2742.   #--------------------------------------------------------------------------
  2743.   def redraw_current_status
  2744.     return if @status_window.index < 0
  2745.     @status_window.draw_item(@status_window.index)
  2746.   end
  2747.  
  2748.   #--------------------------------------------------------------------------
  2749.   # alias method: command_attack
  2750.   #--------------------------------------------------------------------------
  2751.   alias scene_battle_command_attack_abe command_attack
  2752.   def command_attack
  2753.     $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
  2754.     scene_battle_command_attack_abe
  2755.   end
  2756.  
  2757.   #--------------------------------------------------------------------------
  2758.   # alias method: command_skill
  2759.   #--------------------------------------------------------------------------
  2760.   alias scene_battle_command_skill_abe command_skill
  2761.   def command_skill
  2762.     scene_battle_command_skill_abe
  2763.     @status_window.hide
  2764.     @actor_command_window.hide
  2765.     @status_aid_window.show
  2766.   end
  2767.  
  2768.   #--------------------------------------------------------------------------
  2769.   # alias method: command_item
  2770.   #--------------------------------------------------------------------------
  2771.   alias scene_battle_command_item_abe command_item
  2772.   def command_item
  2773.     scene_battle_command_item_abe
  2774.     @status_window.hide
  2775.     @actor_command_window.hide
  2776.     @status_aid_window.show
  2777.   end
  2778.  
  2779.   #--------------------------------------------------------------------------
  2780.   # overwrite method: on_skill_ok
  2781.   #--------------------------------------------------------------------------
  2782.   def on_skill_ok
  2783.     @skill = @skill_window.item
  2784.     $game_temp.battle_aid = @skill
  2785.     BattleManager.actor.input.set_skill(@skill.id)
  2786.     BattleManager.actor.last_skill.object = @skill
  2787.     if @skill.for_opponent?
  2788.       select_enemy_selection
  2789.     elsif @skill.for_friend?
  2790.       select_actor_selection
  2791.     else
  2792.       @skill_window.hide
  2793.       next_command
  2794.       $game_temp.battle_aid = nil
  2795.     end
  2796.   end
  2797.  
  2798.   #--------------------------------------------------------------------------
  2799.   # alias method: on_skill_cancel
  2800.   #--------------------------------------------------------------------------
  2801.   alias scene_battle_on_skill_cancel_abe on_skill_cancel
  2802.   def on_skill_cancel
  2803.     scene_battle_on_skill_cancel_abe
  2804.     @status_window.show
  2805.     @actor_command_window.show
  2806.     @status_aid_window.hide
  2807.   end
  2808.  
  2809.   #--------------------------------------------------------------------------
  2810.   # overwrite method: on_item_ok
  2811.   #--------------------------------------------------------------------------
  2812.   def on_item_ok
  2813.     @item = @item_window.item
  2814.     $game_temp.battle_aid = @item
  2815.     BattleManager.actor.input.set_item(@item.id)
  2816.     if @item.for_opponent?
  2817.       select_enemy_selection
  2818.     elsif @item.for_friend?
  2819.       select_actor_selection
  2820.     else
  2821.       @item_window.hide
  2822.       next_command
  2823.       $game_temp.battle_aid = nil
  2824.     end
  2825.     $game_party.last_item.object = @item
  2826.   end
  2827.  
  2828.   #--------------------------------------------------------------------------
  2829.   # alias method: on_item_cancel
  2830.   #--------------------------------------------------------------------------
  2831.   alias scene_battle_on_item_cancel_abe on_item_cancel
  2832.   def on_item_cancel
  2833.     scene_battle_on_item_cancel_abe
  2834.     @status_window.show
  2835.     @actor_command_window.show
  2836.     @status_aid_window.hide
  2837.   end
  2838.  
  2839.   #--------------------------------------------------------------------------
  2840.   # alias method: select_actor_selection
  2841.   #--------------------------------------------------------------------------
  2842.   alias scene_battle_select_actor_selection_abe select_actor_selection
  2843.   def select_actor_selection
  2844.     @status_aid_window.refresh
  2845.     scene_battle_select_actor_selection_abe
  2846.     @status_window.hide
  2847.     @skill_window.hide
  2848.     @item_window.hide
  2849.     @help_window.show
  2850.   end
  2851.  
  2852.   #--------------------------------------------------------------------------
  2853.   # alias method: on_actor_ok
  2854.   #--------------------------------------------------------------------------
  2855.   alias scene_battle_on_actor_ok_abe on_actor_ok
  2856.   def on_actor_ok
  2857.     $game_temp.battle_aid = nil
  2858.     scene_battle_on_actor_ok_abe
  2859.     @status_window.show
  2860.     if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
  2861.       @actor_command_window.visible = !@confirm_command_window.visible
  2862.     else
  2863.       @actor_command_window.show
  2864.     end
  2865.     @status_aid_window.hide
  2866.   end
  2867.  
  2868.   #--------------------------------------------------------------------------
  2869.   # alias method: on_actor_cancel
  2870.   #--------------------------------------------------------------------------
  2871.   alias scene_battle_on_actor_cancel_abe on_actor_cancel
  2872.   def on_actor_cancel
  2873.     BattleManager.actor.input.clear
  2874.     @status_aid_window.refresh
  2875.     $game_temp.battle_aid = nil
  2876.     scene_battle_on_actor_cancel_abe
  2877.     case @actor_command_window.current_symbol
  2878.     when :skill
  2879.       @skill_window.show
  2880.     when :item
  2881.       @item_window.show
  2882.     end
  2883.   end
  2884.  
  2885.   #--------------------------------------------------------------------------
  2886.   # alias method: select_enemy_selection
  2887.   #--------------------------------------------------------------------------
  2888.   alias scene_battle_select_enemy_selection_abe select_enemy_selection
  2889.   def select_enemy_selection
  2890.     @status_aid_window.refresh
  2891.     scene_battle_select_enemy_selection_abe
  2892.     @help_window.show
  2893.   end
  2894.   #--------------------------------------------------------------------------
  2895.   # alias method: on_enemy_ok
  2896.   #--------------------------------------------------------------------------
  2897.   alias scene_battle_on_enemy_ok_abe on_enemy_ok
  2898.   def on_enemy_ok
  2899.     $game_temp.battle_aid = nil
  2900.     scene_battle_on_enemy_ok_abe
  2901.   end
  2902.  
  2903.   #--------------------------------------------------------------------------
  2904.   # alias method: on_enemy_cancel
  2905.   #--------------------------------------------------------------------------
  2906.   alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  2907.   def on_enemy_cancel
  2908.     BattleManager.actor.input.clear
  2909.     @status_aid_window.refresh
  2910.     $game_temp.battle_aid = nil
  2911.     scene_battle_on_enemy_cancel_abe
  2912.     if @skill_window.visible || @item_window.visible
  2913.       @help_window.show
  2914.     else
  2915.       @help_window.hide
  2916.     end
  2917.   end
  2918.  
  2919.   #--------------------------------------------------------------------------
  2920.   # alias method: battle_start
  2921.   #--------------------------------------------------------------------------
  2922.   alias scene_battle_battle_start_abe battle_start
  2923.   def battle_start
  2924.     scene_battle_battle_start_abe
  2925.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2926.     @party_command_window.deactivate
  2927.     if BattleManager.input_start
  2928.       command_fight
  2929.     else
  2930.       turn_start
  2931.     end
  2932.   end
  2933.  
  2934.   #--------------------------------------------------------------------------
  2935.   # overwrite method: turn_end
  2936.   #--------------------------------------------------------------------------
  2937.   def turn_end
  2938.     all_battle_members.each do |battler|
  2939.       battler.on_turn_end
  2940.       status_redraw_target(battler)
  2941.       @log_window.display_auto_affected_status(battler)
  2942.       @log_window.wait_and_clear
  2943.     end
  2944.     update_party_cooldowns if $imported["YEA-CommandParty"]
  2945.     BattleManager.turn_end
  2946.     process_event
  2947.     start_party_command_selection
  2948.     return unless YEA::BATTLE::SKIP_PARTY_COMMAND
  2949.     if BattleManager.input_start
  2950.       @party_command_window.deactivate
  2951.       command_fight
  2952.     else
  2953.       @party_command_window.deactivate
  2954.       turn_start
  2955.     end
  2956.   end
  2957.  
  2958.   #--------------------------------------------------------------------------
  2959.   # overwrite method: execute_action
  2960.   #--------------------------------------------------------------------------
  2961.   def execute_action
  2962.     @subject.sprite_effect_type = :whiten if YEA::BATTLE::FLASH_WHITE_EFFECT
  2963.     use_item
  2964.     @log_window.wait_and_clear
  2965.   end
  2966.  
  2967.   #--------------------------------------------------------------------------
  2968.   # overwrite method: apply_item_effects
  2969.   #--------------------------------------------------------------------------
  2970.   def apply_item_effects(target, item)
  2971.     if $imported["YEA-LunaticObjects"]
  2972.       lunatic_object_effect(:prepare, item, @subject, target)
  2973.     end
  2974.     target.item_apply(@subject, item)
  2975.     status_redraw_target(@subject)
  2976.     status_redraw_target(target) unless target == @subject
  2977.     @log_window.display_action_results(target, item)
  2978.     if $imported["YEA-LunaticObjects"]
  2979.       lunatic_object_effect(:during, item, @subject, target)
  2980.     end
  2981.     perform_collapse_check(target)
  2982.   end
  2983.  
  2984.   #--------------------------------------------------------------------------
  2985.   # overwite method: invoke_counter_attack
  2986.   #--------------------------------------------------------------------------
  2987.   def invoke_counter_attack(target, item)
  2988.     @log_window.display_counter(target, item)
  2989.     attack_skill = $data_skills[target.attack_skill_id]
  2990.     @subject.item_apply(target, attack_skill)
  2991.     status_redraw_target(@subject)
  2992.     status_redraw_target(target) unless target == @subject
  2993.     @log_window.display_action_results(@subject, attack_skill)
  2994.     perform_collapse_check(target)
  2995.     perform_collapse_check(@subject)
  2996.   end
  2997.  
  2998.   #--------------------------------------------------------------------------
  2999.   # new method: perform_collapse_check
  3000.   #--------------------------------------------------------------------------
  3001.   def perform_collapse_check(target)
  3002.     return if YEA::BATTLE::MSG_ADDED_STATES
  3003.     target.perform_collapse_effect if target.can_collapse?
  3004.     @log_window.wait
  3005.     @log_window.wait_for_effect
  3006.   end
  3007.  
  3008.   #--------------------------------------------------------------------------
  3009.   # overwrite method: show_attack_animation
  3010.   #--------------------------------------------------------------------------
  3011.   def show_attack_animation(targets)
  3012.     show_normal_animation(targets, @subject.atk_animation_id1, false)
  3013.     wait_for_animation
  3014.     show_normal_animation(targets, @subject.atk_animation_id2, true)
  3015.   end
  3016.  
  3017.   #--------------------------------------------------------------------------
  3018.   # overwrite method: show_normal_animation
  3019.   #--------------------------------------------------------------------------
  3020.   def show_normal_animation(targets, animation_id, mirror = false)
  3021.     animation = $data_animations[animation_id]
  3022.     return if animation.nil?
  3023.     ani_check = false
  3024.     targets.each do |target|
  3025.       if ani_check && target.animation_id <= 0
  3026.         target.pseudo_ani_id = animation_id
  3027.       else
  3028.         target.animation_id = animation_id
  3029.       end
  3030.       target.animation_mirror = mirror
  3031.       ani_check = true if animation.to_screen?
  3032.     end
  3033.   end
  3034.  
  3035.   #--------------------------------------------------------------------------
  3036.   # overwrite method: process_action_end
  3037.   #--------------------------------------------------------------------------
  3038.   def process_action_end
  3039.     @subject.on_action_end
  3040.     status_redraw_target(@subject)
  3041.     @log_window.display_auto_affected_status(@subject)
  3042.     @log_window.wait_and_clear
  3043.     @log_window.display_current_state(@subject)
  3044.     @log_window.wait_and_clear
  3045.     BattleManager.judge_win_loss
  3046.   end
  3047.  
  3048.   #--------------------------------------------------------------------------
  3049.   # overwrite method: use_item
  3050.   #--------------------------------------------------------------------------
  3051.   def use_item
  3052.     item = @subject.current_action.item
  3053.     @log_window.display_use_item(@subject, item)
  3054.     @subject.use_item(item)
  3055.     status_redraw_target(@subject)
  3056.     if $imported["YEA-LunaticObjects"]
  3057.       lunatic_object_effect(:before, item, @subject, @subject)
  3058.     end
  3059.     process_casting_animation if $imported["YEA-CastAnimations"]
  3060.     targets = @subject.current_action.make_targets.compact rescue []
  3061.     show_animation(targets, item.animation_id) if show_all_animation?(item)
  3062.     targets.each {|target|
  3063.       if $imported["YEA-TargetManager"]
  3064.         target = alive_random_target(target, item) if item.for_random?
  3065.       end
  3066.       item.repeats.times { invoke_item(target, item) } }
  3067.     if $imported["YEA-LunaticObjects"]
  3068.       lunatic_object_effect(:after, item, @subject, @subject)
  3069.     end
  3070.   end
  3071.  
  3072.   #--------------------------------------------------------------------------
  3073.   # alias method: invoke_item
  3074.   #--------------------------------------------------------------------------
  3075.   alias scene_battle_invoke_item_abe invoke_item
  3076.   def invoke_item(target, item)
  3077.     show_animation([target], item.animation_id) if separate_ani?(target, item)
  3078.     if target.dead? != item.for_dead_friend?
  3079.       @subject.last_target_index = target.index
  3080.       return
  3081.     end
  3082.     scene_battle_invoke_item_abe(target, item)
  3083.   end
  3084.  
  3085.   #--------------------------------------------------------------------------
  3086.   # new method: show_all_animation?
  3087.   #--------------------------------------------------------------------------
  3088.   def show_all_animation?(item)
  3089.     return true if item.one_animation
  3090.     return false if $data_animations[item.animation_id].nil?
  3091.     return false unless $data_animations[item.animation_id].to_screen?
  3092.     return true
  3093.   end
  3094.  
  3095.   #--------------------------------------------------------------------------
  3096.   # new method: separate_ani?
  3097.   #--------------------------------------------------------------------------
  3098.   def separate_ani?(target, item)
  3099.     return false if item.one_animation
  3100.     return false if $data_animations[item.animation_id].nil?
  3101.     return false if $data_animations[item.animation_id].to_screen?
  3102.     return target.dead? == item.for_dead_friend?
  3103.   end
  3104.  
  3105.   #--------------------------------------------------------------------------
  3106.   # new method: status_redraw_target
  3107.   #--------------------------------------------------------------------------
  3108.   def status_redraw_target(target)
  3109.     return unless target.actor?
  3110.     @status_window.draw_item($game_party.battle_members.index(target))
  3111.   end
  3112.  
  3113.   #--------------------------------------------------------------------------
  3114.   # alias method: start_party_command_selection
  3115.   #--------------------------------------------------------------------------
  3116.   alias start_party_command_selection_abe start_party_command_selection
  3117.   def start_party_command_selection
  3118.     @status_window.refresh unless scene_changing?
  3119.     start_party_command_selection_abe
  3120.   end
  3121.  
  3122.   #--------------------------------------------------------------------------
  3123.   # overwrite method: refresh_status
  3124.   #--------------------------------------------------------------------------
  3125.   def refresh_status; return; end
  3126.  
  3127.   #--------------------------------------------------------------------------
  3128.   # new method: refresh_autobattler_status_window
  3129.   #--------------------------------------------------------------------------
  3130.   def refresh_autobattler_status_window
  3131.     for member in $game_party.battle_members
  3132.       next unless member.auto_battle?
  3133.       @status_window.draw_item(member.index)
  3134.     end
  3135.   end
  3136.  
  3137.   #--------------------------------------------------------------------------
  3138.   # new method: hide_extra_gauges
  3139.   #--------------------------------------------------------------------------
  3140.   def hide_extra_gauges
  3141.     # Made for compatibility
  3142.   end
  3143.  
  3144.   #--------------------------------------------------------------------------
  3145.   # new method: show_extra_gauges
  3146.   #--------------------------------------------------------------------------
  3147.   def show_extra_gauges
  3148.     # Made for compatibility
  3149.   end
  3150.  
  3151. end # Scene_Battle
  3152. #==============================================================================
  3153. #
  3154. # ▼ YSA Battle System: Classical ATB
  3155. # -- Last Updated: 2012.01.20
  3156. # -- Level: Easy, Normal
  3157. # -- Requires: YEA - Ace Battle Engine v1.15+.
  3158. #
  3159. #==============================================================================
  3160.  
  3161. $imported = {} if $imported.nil?
  3162. $imported["YSA-CATB"] = true
  3163.  
  3164. #==============================================================================
  3165. # ▼ Updates
  3166. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  3167. # 2012.01.20 - Compatible with: Lunatic CATB Rate.
  3168. #            - Fix a bug with first strike.
  3169. # 2012.01.19 - Fix a small bug with Action's Icon Updating.
  3170. #            - Fix a critical bug with target selecting.
  3171. #            - Fix a bug with states updating.
  3172. #            - Fix a small bug with actor's status when choosing skill/item.
  3173. #            - Fix a critical bug with auto battle.
  3174. # 2012.01.16 - Fix ATB speed changes when a battler's agi changes.
  3175. #            - Add casting time.
  3176. # 2012.01.16 - Add a function for preemptive strike and surprised.
  3177. #            - Fix a small bug with make action.
  3178. # 2012.01.13 - Bugfix for ATB Type Wait.
  3179. #            - Upgrade a little ATB gauge.
  3180. #            - Upgrade turn count.
  3181. #            - Compatible with: Lunatic CATB Start.
  3182. # 2012.01.12 - Started Script and Finished.
  3183. #
  3184. #==============================================================================
  3185. # ▼ Introduction
  3186. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  3187. # This script will add a battle type into YEA Battle Engine Ace.
  3188. # Battle Type: Classical ATB.
  3189. #
  3190. #==============================================================================
  3191. # ▼ Instructions
  3192. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  3193. # To install this script, open up your script editor and copy/paste this script
  3194. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  3195. #
  3196. # First, set the default battle system for your game to be :catb by either going
  3197. # to the Ace Battle Engine script and setting DEFAULT_BATTLE_SYSTEM as :catb or
  3198. # by using the following script call:
  3199. #
  3200. # $game_system:set_battle_system(:catb)
  3201. #
  3202. # Second, you can set the default wait for your game by either setting DEFAULT_WAIT
  3203. # or using the following script call:
  3204. #
  3205. # $game_system:set_catb_wait_type(wait_type)
  3206. #
  3207. # Which there are 4 types:
  3208. #   - :full     : ATB always run, except when animation run
  3209. #   - :quarter  : ATB pause when select skill/item/target
  3210. #   - :semi     : ATB pause when select target
  3211. #   - :wait     : ATB pause when choose action for actor
  3212. #
  3213. # Third, you can set the default turn counting for your game by either setting
  3214. # DEFAULT_TURN or using the following script call:
  3215. #
  3216. # $game_system:set_catb_turn_type(turn_type)
  3217. #
  3218. # Which there are 2 types:
  3219. #   - :tick     : Count as a turn after X frame
  3220. #   - :action   : Count as a turn after X actions
  3221. #
  3222. # -----------------------------------------------------------------------------
  3223. # Skill/Item Notetags - These notetags go in the skill/item notebox in the database.
  3224. # -----------------------------------------------------------------------------
  3225. # <charge rate: x%>
  3226. # Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged
  3227. # at normal ATB filled speed * x%, which means it will be charged at x% rate.
  3228. #
  3229. #==============================================================================
  3230. # ▼ Compatibility
  3231. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  3232. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  3233. # it will run with RPG Maker VX without adjusting.
  3234. #
  3235. # This script requires Yanfly Engine Ace - Ace Battle Engine v1.15+ and the
  3236. # script must be placed under Ace Battle Engine in the script listing.
  3237. #
  3238. #==============================================================================
  3239.  
  3240. #==============================================================================
  3241. # ▼ Configuration
  3242. #==============================================================================
  3243.  
  3244. module YSA
  3245.   module CATB
  3246.  
  3247.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3248.     # - General Configuration -
  3249.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3250.     DEFAULT_FILL_TIME = 120 # Frames
  3251.     DEFAULT_WAIT      = :wait # :full, :semi, :quarter, :wait
  3252.     FILL_TIME_VARIABLE  = 15 # Change DEFAULT_FILL_TIME by variable.
  3253.  
  3254.     PAUSE_WHEN_ACTIVE_PARTY_COMMAND = true
  3255.  
  3256.     PREEMTIVE_ATB_ACTOR = 70
  3257.     PREEMTIVE_ATB_ENEMY = 0
  3258.     SURPRISE_ATB_ACTOR = 0
  3259.     SURPRISE_ATB_ENEMY = 70
  3260.  
  3261.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3262.     # - Turn Configuration -
  3263.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3264.     DEFAULT_TURN          = :action # :tick, :action
  3265.  
  3266.     TICK_COUNT            = 150    # Turn after TICK_COUNT
  3267.     TICK_COUNT_VARIABLE   = 16     # Change TICK_COUNT by variable.
  3268.  
  3269.     AFTER_ACTION          = 1      # Turn after AFTER_ACTION actions.
  3270.     AFTER_ACTION_VARIABLE  = 17     # Change AFTER_ACTION by variable.
  3271.  
  3272.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3273.     # - Actor ATB Gauges -
  3274.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3275.     GAUGE_COLOR1 = 32
  3276.     GAUGE_COLOR2 = 31
  3277.     CHARGE_COLOR1 = 18
  3278.     CHARGE_COLOR2 = 10
  3279.     ATB_GAUGE_Y_PLUS = 12
  3280.     ATB_PHRASE = "ATB"
  3281.  
  3282.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3283.     # - Enemy ATB Gauges -
  3284.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  3285.     SHOW_ENEMY_ATB_GAUGE    = true  # Display Enemy HP Gauge?
  3286.     ENEMY_GAUGE_WIDTH      = 128    # How wide the enemy gauges are.
  3287.     ENEMY_GAUGE_HEIGHT     = 12     # How tall the enemy gauges are.
  3288.     ENEMY_ATB_GAUGE_COLOUR1 = 1     # Colour 1 for ATB.
  3289.     ENEMY_ATB_GAUGE_COLOUR2 = 4     # Colour 2 for ATB.
  3290.     ENEMY_BACKGAUGE_COLOUR = 19     # Gauge Back colour.
  3291.  
  3292.   end
  3293. end
  3294.  
  3295. #==============================================================================
  3296. # ▼ Editting anything past this point may potentially result in causing
  3297. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  3298. # halitosis so edit at your own risk.
  3299. #==============================================================================
  3300.  
  3301. module YSA
  3302.   module REGEXP
  3303.   module USABLEITEM
  3304.  
  3305.     CHARGE_RATE = /<(?:CHARGE_RATE|charge rate):[ ](\d+)?([%%])>/i
  3306.  
  3307.   end # USABLEITEM
  3308.   end # REGEXP
  3309. end # YSA
  3310.  
  3311. #==============================================================================
  3312. # ■ DataManager
  3313. #==============================================================================
  3314.  
  3315. module DataManager
  3316.  
  3317.   #--------------------------------------------------------------------------
  3318.   # alias method: load_database
  3319.   #--------------------------------------------------------------------------
  3320.   class <<self; alias load_database_catb load_database; end
  3321.   def self.load_database
  3322.     load_database_catb
  3323.     load_notetags_catb
  3324.   end
  3325.  
  3326.   #--------------------------------------------------------------------------
  3327.   # new method: load_notetags_catb
  3328.   #--------------------------------------------------------------------------
  3329.   def self.load_notetags_catb
  3330.     groups = [$data_skills, $data_items]
  3331.     for group in groups
  3332.       for obj in group
  3333.         next if obj.nil?
  3334.         obj.load_notetags_catb
  3335.       end
  3336.     end
  3337.   end
  3338.  
  3339. end # DataManager
  3340.  
  3341. #==============================================================================
  3342. # ■ RPG::UsableItem
  3343. #==============================================================================
  3344.  
  3345. class RPG::UsableItem < RPG::BaseItem
  3346.  
  3347.   #--------------------------------------------------------------------------
  3348.   # public instance variables
  3349.   #--------------------------------------------------------------------------
  3350.   attr_accessor :charge_rate
  3351.   attr_accessor :charge_on
  3352.  
  3353.   #--------------------------------------------------------------------------
  3354.   # common cache: load_notetags_catb
  3355.   #--------------------------------------------------------------------------
  3356.   def load_notetags_catb
  3357.     @charge_rate = 100
  3358.     @charge_on = false
  3359.     #---
  3360.     self.note.split(/[\r\n]+/).each { |line|
  3361.       case line
  3362.       #---
  3363.       when YSA::REGEXP::USABLEITEM::CHARGE_RATE
  3364.         @charge_on = true
  3365.         @charge_rate = $1.to_i
  3366.       #---
  3367.       end
  3368.     } # self.note.split
  3369.     #---
  3370.     @charge_rate = 100 if @charge_rate <= 0
  3371.   end
  3372.  
  3373. end # RPG::UsableItem
  3374.  
  3375. #==============================================================================
  3376. # ■ BattleManager
  3377. #==============================================================================
  3378.  
  3379. module BattleManager
  3380.  
  3381.   #--------------------------------------------------------------------------
  3382.   # alias method:
  3383.   #     - make_action_orders
  3384.   #     - prior_command
  3385.   #     - next_command
  3386.   #     - in_turn?
  3387.   #     - battle_start
  3388.   #--------------------------------------------------------------------------
  3389.   class <<self
  3390.     alias catb_make_action_orders make_action_orders
  3391.     alias catb_prior_command prior_command
  3392.     alias catb_next_command next_command
  3393.     alias catb_in_turn? in_turn?
  3394.     alias catb_battle_start battle_start
  3395.   end
  3396.  
  3397.   #--------------------------------------------------------------------------
  3398.   # battle_start
  3399.   #--------------------------------------------------------------------------
  3400.   def self.battle_start
  3401.     catb_battle_start
  3402.     if btype?(:catb)
  3403.       @average_agi = 0
  3404.       make_catb_action_orders
  3405.       battler_hash = $game_party.members + $game_troop.members
  3406.       battler_hash.each { |a|
  3407.         if @preemptive
  3408.           a.make_first_catb_value(1)
  3409.         elsif @surprise
  3410.           a.make_first_catb_value(2)
  3411.         else
  3412.           a.make_first_catb_value(0)
  3413.         end
  3414.         @average_agi += a.agi
  3415.       }
  3416.       @average_agi /= battler_hash.size
  3417.     end
  3418.   end
  3419.  
  3420.   #--------------------------------------------------------------------------
  3421.   # next_command
  3422.   #--------------------------------------------------------------------------
  3423.   def self.next_command
  3424.     return false if btype?(:catb)
  3425.     catb_next_command
  3426.   end
  3427.  
  3428.   #--------------------------------------------------------------------------
  3429.   # alias method: in_turn?
  3430.   #--------------------------------------------------------------------------
  3431.   def self.in_turn?
  3432.     return true if btype?(:catb)
  3433.     return catb_in_turn?
  3434.   end
  3435.  
  3436.   #--------------------------------------------------------------------------
  3437.   # new method: make_catb_action_orders
  3438.   #--------------------------------------------------------------------------
  3439.   class <<self
  3440.   def make_catb_action_orders
  3441.     @action_actors = []
  3442.     @action_enemies = []
  3443.     @action_battlers = []
  3444.   end
  3445.   end
  3446.  
  3447.   #--------------------------------------------------------------------------
  3448.   # new method: average_agi
  3449.   #--------------------------------------------------------------------------
  3450.   class <<self
  3451.   def average_agi
  3452.     return @average_agi
  3453.   end
  3454.   end
  3455.  
  3456.   #--------------------------------------------------------------------------
  3457.   # new method: set_actor
  3458.   #--------------------------------------------------------------------------
  3459.   class <<self
  3460.   def set_actor(actor_index)
  3461.     @actor_index = actor_index
  3462.   end
  3463.   end
  3464.  
  3465.   #--------------------------------------------------------------------------
  3466.   # prior_command
  3467.   #--------------------------------------------------------------------------
  3468.   def self.prior_command
  3469.     return false if btype?(:catb)
  3470.     catb_prior_command
  3471.   end
  3472.  
  3473.   #--------------------------------------------------------------------------
  3474.   # new method: make_catb_action
  3475.   #--------------------------------------------------------------------------
  3476.   class <<self
  3477.   def make_catb_action(battler)
  3478.     make_catb_action_orders if !@action_battlers || !@action_actors || !@action_enemies
  3479.     return false if @action_battlers.include?(battler)
  3480.     @action_battlers.push(battler)
  3481.     @action_actors.push(battler) if battler.actor?
  3482.     @action_enemies.push(battler) if battler.enemy?
  3483.     return true
  3484.   end
  3485.   end
  3486.  
  3487.   #--------------------------------------------------------------------------
  3488.   # new method: delete_catb_action
  3489.   #--------------------------------------------------------------------------
  3490.   class <<self
  3491.   def delete_catb_action(battler)
  3492.     return false if !battler
  3493.     @action_battlers.delete(battler)
  3494.     @action_battlers = @action_battlers.compact
  3495.     @action_actors.delete(battler) if battler.actor?
  3496.     @action_actors = @action_actors.compact
  3497.     @action_enemies.delete(battler) if battler.enemy?
  3498.     @action_enemies = @action_enemies.compact
  3499.     return true
  3500.   end
  3501.   end
  3502.  
  3503.   #--------------------------------------------------------------------------
  3504.   # new method: action_list
  3505.   #--------------------------------------------------------------------------
  3506.   class <<self
  3507.   def action_list(type = :all)
  3508.     return @action_battlers if type == :all
  3509.     return @action_actors if type == :actor
  3510.     return @action_enemies if type = :enemy
  3511.   end
  3512.   end
  3513.  
  3514. end # BattleManager
  3515.  
  3516. #==============================================================================
  3517. # ■ Game_System
  3518. #==============================================================================
  3519.  
  3520. class Game_System
  3521.  
  3522.   #--------------------------------------------------------------------------
  3523.   # alias method: set_battle_system
  3524.   #--------------------------------------------------------------------------
  3525.   alias qatb_set_battle_system set_battle_system
  3526.   def set_battle_system(type)
  3527.     case type
  3528.     when :catb; @battle_system = :catb
  3529.     else;       qatb_set_battle_system(type)
  3530.     end
  3531.   end
  3532.  
  3533.   #--------------------------------------------------------------------------
  3534.   # alias method: battle_system_corrected
  3535.   #--------------------------------------------------------------------------
  3536.   alias qatb_battle_system_corrected battle_system_corrected
  3537.   def battle_system_corrected(type)
  3538.     case type
  3539.     when :catb; return :catb
  3540.     else;       return qatb_battle_system_corrected(type)
  3541.     end
  3542.   end
  3543.  
  3544.   #--------------------------------------------------------------------------
  3545.   # new method: catb_fill_time
  3546.   #--------------------------------------------------------------------------
  3547.   def catb_fill_time
  3548.     return $game_variables[YSA::CATB::FILL_TIME_VARIABLE] > 0 ? $game_variables[YSA::CATB::FILL_TIME_VARIABLE] : YSA::CATB::DEFAULT_FILL_TIME
  3549.   end
  3550.  
  3551.   #--------------------------------------------------------------------------
  3552.   # new method: catb_tick_count
  3553.   #--------------------------------------------------------------------------
  3554.   def catb_tick_count
  3555.     return $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] > 0 ? $game_variables[YSA::CATB::TICK_COUNT_VARIABLE] : YSA::CATB::TICK_COUNT
  3556.   end
  3557.  
  3558.   #--------------------------------------------------------------------------
  3559.   # new method: catb_after_action
  3560.   #--------------------------------------------------------------------------
  3561.   def catb_after_action
  3562.     return $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] > 0 ? $game_variables[YSA::CATB::AFTER_ACTION_VARIABLE] : YSA::CATB::AFTER_ACTION
  3563.   end
  3564.  
  3565.   #--------------------------------------------------------------------------
  3566.   # new method: catb_turn_type
  3567.   #--------------------------------------------------------------------------
  3568.   def catb_turn_type
  3569.     return @catb_turn_type ? @catb_turn_type : YSA::CATB::DEFAULT_TURN
  3570.   end
  3571.  
  3572.   #--------------------------------------------------------------------------
  3573.   # new method: catb_wait_type
  3574.   #--------------------------------------------------------------------------
  3575.   def catb_wait_type
  3576.     return @catb_wait_type ? @catb_wait_type : YSA::CATB::DEFAULT_WAIT
  3577.   end
  3578.  
  3579.   #--------------------------------------------------------------------------
  3580.   # new method: set_catb_wait_type
  3581.   #--------------------------------------------------------------------------
  3582.   def set_catb_wait_type(type = :full)
  3583.     @catb_wait_type = type
  3584.   end
  3585.  
  3586.   #--------------------------------------------------------------------------
  3587.   # new method: set_catb_turn_type
  3588.   #--------------------------------------------------------------------------
  3589.   def set_catb_turn_type(type = :tick)
  3590.     @catb_turn_type = type
  3591.   end
  3592.  
  3593. end # Game_System
  3594.  
  3595. #==============================================================================
  3596. # ■ Game_Battler
  3597. #==============================================================================
  3598.  
  3599. class Game_Battler < Game_BattlerBase
  3600.  
  3601.   MAX_CATB_VALUE = 100000.0
  3602.  
  3603.   #--------------------------------------------------------------------------
  3604.   # alias method: initialize
  3605.   #--------------------------------------------------------------------------
  3606.   alias catb_initialize initialize
  3607.   def initialize
  3608.     catb_initialize
  3609.     @catb_value = 0
  3610.     @ct_catb_value = 0
  3611.   end
  3612.  
  3613.   #--------------------------------------------------------------------------
  3614.   # new method: base_gain_catb
  3615.   #--------------------------------------------------------------------------
  3616.   def base_gain_catb
  3617.     return MAX_CATB_VALUE / $game_system.catb_fill_time
  3618.   end
  3619.  
  3620.   #--------------------------------------------------------------------------
  3621.   # new method: real_gain_catb
  3622.   #--------------------------------------------------------------------------
  3623.   def real_gain_catb
  3624.     value = (self.agi.to_f / BattleManager.average_agi) * base_gain_catb
  3625.     return value
  3626.   end
  3627.  
  3628.   #--------------------------------------------------------------------------
  3629.   # new method: make_catb_update
  3630.   #--------------------------------------------------------------------------
  3631.   def make_catb_update
  3632.     return if @catb_value >= MAX_CATB_VALUE
  3633.     return if not normal?
  3634.     value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
  3635.     @catb_value += [value, MAX_CATB_VALUE - @catb_value].min
  3636.   end
  3637.  
  3638.   #--------------------------------------------------------------------------
  3639.   # new method: make_catb_action
  3640.   #--------------------------------------------------------------------------
  3641.   def make_catb_action
  3642.     return unless @catb_value >= MAX_CATB_VALUE
  3643.     return clear_catb if not normal?
  3644.     return BattleManager.make_catb_action(self)
  3645.   end
  3646.  
  3647.   #--------------------------------------------------------------------------
  3648.   # new method: make_ct_catb_update
  3649.   #--------------------------------------------------------------------------
  3650.   def make_ct_catb_update
  3651.     return if @catb_value < MAX_CATB_VALUE
  3652.     return if @ct_catb_value >= MAX_CATB_VALUE
  3653.     return if !self.current_action
  3654.     return if !self.current_action.item
  3655.     return if self.actor? && !self.current_action.confirm
  3656.     clear_catb if not normal?
  3657.     @ct_catb_value = MAX_CATB_VALUE if !self.current_action.item.charge_on
  3658.     value = $imported["YSA-LunaticCATBRate"] ? lunatic_catb_rate_formula : real_gain_catb
  3659.     @ct_catb_value += [value * self.current_action.item.charge_rate / 100, MAX_CATB_VALUE - @ct_catb_value].min
  3660.   end
  3661.  
  3662.   #--------------------------------------------------------------------------
  3663.   # new method: charge_skill_done?
  3664.   #--------------------------------------------------------------------------
  3665.   def charge_skill_done?
  3666.     return @catb_value >= MAX_CATB_VALUE && @ct_catb_value >= MAX_CATB_VALUE
  3667.   end
  3668.  
  3669.   #--------------------------------------------------------------------------
  3670.   # new method: clear_catb
  3671.   #--------------------------------------------------------------------------
  3672.   def clear_catb
  3673.     make_actions
  3674.     @catb_value = 0
  3675.     @ct_catb_value = 0
  3676.     BattleManager.clear_actor if self.actor? && BattleManager.actor == self
  3677.     BattleManager.delete_catb_action(self)
  3678.   end
  3679.  
  3680.   #--------------------------------------------------------------------------
  3681.   # new method: make_first_catb_value
  3682.   #--------------------------------------------------------------------------
  3683.   def make_first_catb_value(pre = 0)
  3684.     make_actions
  3685.     @catb_value = 0
  3686.     @catb_value = YSA::CATB::PREEMTIVE_ATB_ACTOR if self.actor? && pre == 1
  3687.     @catb_value = YSA::CATB::PREEMTIVE_ATB_ENEMY if self.enemy? && pre == 1
  3688.     @catb_value = YSA::CATB::SURPRISE_ATB_ACTOR if self.actor? && pre == 2
  3689.     @catb_value = YSA::CATB::SURPRISE_ATB_ENEMY if self.enemy? && pre == 2
  3690.     lunatic_catb_start_formula(pre) if $imported["YSA-LunaticCATBStart"]
  3691.   end
  3692.  
  3693.   #--------------------------------------------------------------------------
  3694.   # new method: catb_filled_rate
  3695.   #--------------------------------------------------------------------------
  3696.   def catb_filled_rate
  3697.     return @catb_value / MAX_CATB_VALUE
  3698.   end
  3699.  
  3700.   #--------------------------------------------------------------------------
  3701.   # new method: catb_ct_filled_rate
  3702.   #--------------------------------------------------------------------------
  3703.   def catb_ct_filled_rate
  3704.     return @catb_value < MAX_CATB_VALUE ? 0 : @ct_catb_value / MAX_CATB_VALUE
  3705.   end
  3706.  
  3707. end # Game_Battler
  3708.  
  3709. #==============================================================================
  3710. # ■ Game_Action
  3711. #==============================================================================
  3712.  
  3713. class Game_Action
  3714.  
  3715.   #--------------------------------------------------------------------------
  3716.   # alias method: clear
  3717.   #--------------------------------------------------------------------------
  3718.   alias catb_clear clear
  3719.   def clear
  3720.     catb_clear
  3721.     @confirm = false
  3722.   end
  3723.  
  3724.   #--------------------------------------------------------------------------
  3725.   # new method: confirm=
  3726.   #--------------------------------------------------------------------------
  3727.   def confirm=(con)
  3728.     @confirm = con
  3729.   end
  3730.  
  3731.   #--------------------------------------------------------------------------
  3732.   # new method: confirm
  3733.   #--------------------------------------------------------------------------
  3734.   def confirm
  3735.     return @subject.auto_battle? ? true : @confirm
  3736.   end
  3737.  
  3738. end # Game_Action
  3739.  
  3740. #==============================================================================
  3741. # ■ Window_Base
  3742. #==============================================================================
  3743.  
  3744. class Window_Base < Window
  3745.   #--------------------------------------------------------------------------
  3746.   # catb_gauge_color
  3747.   #--------------------------------------------------------------------------
  3748.   def catb_color1;      text_color(YSA::CATB::GAUGE_COLOR1);      end;
  3749.   def catb_color2;      text_color(YSA::CATB::GAUGE_COLOR2);      end;
  3750.   def charge_color1;      text_color(YSA::CATB::CHARGE_COLOR1);      end;
  3751.   def charge_color2;      text_color(YSA::CATB::CHARGE_COLOR2);      end;
  3752. end # Window_Base
  3753.  
  3754. #==============================================================================
  3755. # ■ Window_BattleStatus
  3756. #==============================================================================
  3757.  
  3758. class Window_BattleStatus < Window_Selectable
  3759.  
  3760.   #--------------------------------------------------------------------------
  3761.   # alias method: draw_item
  3762.   #--------------------------------------------------------------------------
  3763.   alias catb_draw_item draw_item
  3764.   def draw_item(index)
  3765.     catb_draw_item(index)
  3766.     actor = battle_members[index]
  3767.     rect = item_rect(index)
  3768.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
  3769.     return unless BattleManager.btype?(:catb)
  3770.     draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
  3771.   end
  3772.  
  3773.   #--------------------------------------------------------------------------
  3774.   # new method: draw_actor_catb
  3775.   #--------------------------------------------------------------------------
  3776.   def draw_actor_catb(actor, dx, dy, width = 124)
  3777.     draw_gauge(dx, dy, width, actor.catb_filled_rate, catb_color1, catb_color2)
  3778.     if actor.catb_ct_filled_rate > 0
  3779.       draw_gauge(dx, dy, width, actor.catb_ct_filled_rate, charge_color1, charge_color2)
  3780.     end
  3781.     change_color(system_color)
  3782.     cy = (Font.default_size - contents.font.size) / 2 + 1
  3783.     draw_text(dx+2, dy+cy, 30, line_height, YSA::CATB::ATB_PHRASE)
  3784.   end
  3785.  
  3786.   #--------------------------------------------------------------------------
  3787.   # new method: draw_item_actor_catb
  3788.   #--------------------------------------------------------------------------
  3789.   def draw_item_actor_catb(index)
  3790.     return if index.nil?
  3791.     actor = battle_members[index]
  3792.     rect = item_rect(index)
  3793.     return if actor.nil?
  3794.     gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS + YSA::CATB::ATB_GAUGE_Y_PLUS
  3795.     draw_actor_catb(actor, rect.x+2, line_height*1+gx, rect.width-4)
  3796.   end
  3797.  
  3798.   #--------------------------------------------------------------------------
  3799.   # new method: refresh_catb
  3800.   #--------------------------------------------------------------------------
  3801.   def refresh_catb
  3802.     return unless BattleManager.btype?(:catb)
  3803.     item_max.times {|i| draw_item_actor_catb(i) }
  3804.   end
  3805.  
  3806. end # Window_BattleStatus
  3807.  
  3808. #==============================================================================
  3809. # ■ Sprite_Battler
  3810. #==============================================================================
  3811.  
  3812. class Sprite_Battler < Sprite_Base
  3813.  
  3814.   #--------------------------------------------------------------------------
  3815.   # alias method: initialize
  3816.   #--------------------------------------------------------------------------
  3817.   alias sprite_battler_initialize_catb initialize
  3818.   def initialize(viewport, battler = nil)
  3819.     sprite_battler_initialize_catb(viewport, battler)
  3820.     create_enemy_gauges_catb
  3821.   end
  3822.  
  3823.   #--------------------------------------------------------------------------
  3824.   # alias method: dispose
  3825.   #--------------------------------------------------------------------------
  3826.   alias sprite_battler_dispose_catb dispose
  3827.   def dispose
  3828.     sprite_battler_dispose_catb
  3829.     dispose_enemy_gauges_catb
  3830.   end
  3831.  
  3832.   #--------------------------------------------------------------------------
  3833.   # alias method: update
  3834.   #--------------------------------------------------------------------------
  3835.   alias sprite_battler_update_catb update
  3836.   def update
  3837.     sprite_battler_update_catb
  3838.     update_enemy_gauges_catb
  3839.   end
  3840.  
  3841.   #--------------------------------------------------------------------------
  3842.   # new method: create_enemy_gauges_catb
  3843.   #--------------------------------------------------------------------------
  3844.   def create_enemy_gauges_catb
  3845.     return if @battler.nil?
  3846.     return if @battler.actor?
  3847.     return unless BattleManager.btype?(:catb)
  3848.     @catb_back_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :back)
  3849.     @catb_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catb)
  3850.     @catb_ct_gauge_viewport = Enemy_CATB_Gauge_Viewport.new(@battler, self, :catbct)
  3851.   end
  3852.  
  3853.   #--------------------------------------------------------------------------
  3854.   # new method: dispose_enemy_gauges_catb
  3855.   #--------------------------------------------------------------------------
  3856.   def dispose_enemy_gauges_catb
  3857.     return unless BattleManager.btype?(:catb)
  3858.     @catb_back_gauge_viewport.dispose unless @catb_back_gauge_viewport.nil?
  3859.     @catb_gauge_viewport.dispose unless @catb_gauge_viewport.nil?
  3860.     @catb_ct_gauge_viewport.dispose unless @catb_ct_gauge_viewport.nil?
  3861.   end
  3862.  
  3863.   #--------------------------------------------------------------------------
  3864.   # new method: update_enemy_gauges_catb
  3865.   #--------------------------------------------------------------------------
  3866.   def update_enemy_gauges_catb
  3867.     return unless BattleManager.btype?(:catb)
  3868.     @catb_back_gauge_viewport.update unless @catb_back_gauge_viewport.nil?
  3869.     @catb_gauge_viewport.update unless @catb_gauge_viewport.nil?
  3870.     @catb_ct_gauge_viewport.update unless @catb_ct_gauge_viewport.nil?
  3871.   end
  3872.  
  3873. end # Sprite_Battler
  3874.  
  3875. #==============================================================================
  3876. # ■ Enemy_CATB_Gauge_Viewport
  3877. #==============================================================================
  3878.  
  3879. class Enemy_CATB_Gauge_Viewport < Viewport
  3880.  
  3881.   #--------------------------------------------------------------------------
  3882.   # initialize
  3883.   #--------------------------------------------------------------------------
  3884.   def initialize(battler, sprite, type)
  3885.     @battler = battler
  3886.     @base_sprite = sprite
  3887.     @type = type
  3888.     dw = YSA::CATB::ENEMY_GAUGE_WIDTH
  3889.     dw += 2 if @type == :back
  3890.     @start_width = dw
  3891.     dh = YSA::CATB::ENEMY_GAUGE_HEIGHT
  3892.     dh += 2 if @type == :back
  3893.     rect = Rect.new(0, 0, dw, dh)
  3894.     super(rect)
  3895.     self.z = 125
  3896.     create_gauge_sprites
  3897.     self.visible = false
  3898.     update_position
  3899.   end
  3900.  
  3901.   #--------------------------------------------------------------------------
  3902.   # dispose
  3903.   #--------------------------------------------------------------------------
  3904.   def dispose
  3905.     @sprite.bitmap.dispose unless @sprite.bitmap.nil?
  3906.     @sprite.dispose
  3907.     super
  3908.   end
  3909.  
  3910.   #--------------------------------------------------------------------------
  3911.   # update
  3912.   #--------------------------------------------------------------------------
  3913.   def update
  3914.     super
  3915.     self.visible = @battler.dead? ? false : YSA::CATB::SHOW_ENEMY_ATB_GAUGE
  3916.     update_position
  3917.     update_gauge
  3918.   end
  3919.  
  3920.   #--------------------------------------------------------------------------
  3921.   # create_gauge_sprites
  3922.   #--------------------------------------------------------------------------
  3923.   def create_gauge_sprites
  3924.     @sprite = Plane.new(self)
  3925.     dw = self.rect.width * 2
  3926.     @sprite.bitmap = Bitmap.new(dw, self.rect.height)
  3927.     case @type
  3928.     when :back
  3929.       colour1 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
  3930.       colour2 = Colour.text_colour(YSA::CATB::ENEMY_BACKGAUGE_COLOUR)
  3931.     when :catb
  3932.       colour1 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR1)
  3933.       colour2 = Colour.text_colour(YSA::CATB::ENEMY_ATB_GAUGE_COLOUR2)
  3934.     when :catbct
  3935.       colour1 = Colour.text_colour(YSA::CATB::CHARGE_COLOR1)
  3936.       colour2 = Colour.text_colour(YSA::CATB::CHARGE_COLOR2)
  3937.     end
  3938.     dx = 0
  3939.     dy = 0
  3940.     dw = self.rect.width
  3941.     dh = self.rect.height
  3942.     self.rect.width = target_gauge_width unless @type == :back
  3943.     @gauge_width = target_gauge_width
  3944.     @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2)
  3945.     @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1)
  3946.   end
  3947.  
  3948.   #--------------------------------------------------------------------------
  3949.   # update_position
  3950.   #--------------------------------------------------------------------------
  3951.   def update_position
  3952.     dx = @battler.screen_x - @start_width / 2
  3953.     self.rect.x = dx
  3954.     dh = self.rect.height + 1
  3955.     dh += 2 unless @type == :back
  3956.     dy = [@battler.screen_y, Graphics.height - dh - 120].min
  3957.     dy += 1 unless @type == :back
  3958.     dy -= YEA::BATTLE::ENEMY_GAUGE_HEIGHT if $imported["YEA-EnemyHPBars"]
  3959.     self.rect.y = dy
  3960.   end
  3961.  
  3962.   #--------------------------------------------------------------------------
  3963.   # update_gauge
  3964.   #--------------------------------------------------------------------------
  3965.   def update_gauge
  3966.     return if @gauge_width == target_gauge_width
  3967.     @gauge_width = target_gauge_width if @type == :catb
  3968.     @gauge_width = target_gauge_width_ct if @type == :catbct
  3969.     return if @type == :back
  3970.     self.rect.width = @gauge_width
  3971.   end
  3972.  
  3973.   #--------------------------------------------------------------------------
  3974.   # target_gauge_width
  3975.   #--------------------------------------------------------------------------
  3976.   def target_gauge_width
  3977.     return @battler.catb_filled_rate * @start_width
  3978.   end
  3979.  
  3980.   #--------------------------------------------------------------------------
  3981.   # target_gauge_width_ct
  3982.   #--------------------------------------------------------------------------
  3983.   def target_gauge_width_ct
  3984.     return @battler.catb_ct_filled_rate * @start_width
  3985.   end
  3986.  
  3987. end # Enemy_CATB_Gauge_Viewport
  3988.  
  3989. #==============================================================================
  3990. # ■ Window_BattleEnemy
  3991. #==============================================================================
  3992.  
  3993. class Window_BattleEnemy < Window_Selectable
  3994.  
  3995.   #--------------------------------------------------------------------------
  3996.   # alias method: col_max
  3997.   #--------------------------------------------------------------------------
  3998.   alias catb_col_max col_max
  3999.   def col_max; return catb_col_max == 0 ? 1 : catb_col_max; end
  4000.  
  4001. end # Window_BattleEnemy
  4002.  
  4003. #==============================================================================
  4004. # ■ Scene_Battle
  4005. #==============================================================================
  4006.  
  4007. class Scene_Battle < Scene_Base
  4008.  
  4009.   #--------------------------------------------------------------------------
  4010.   # alias method: process_action
  4011.   #--------------------------------------------------------------------------
  4012.   alias catb_process_action process_action
  4013.   def process_action
  4014.     process_catb
  4015.     perform_catb_action(@subject, true) if BattleManager.action_forced?
  4016.     catb_process_action unless BattleManager.btype?(:catb)
  4017.   end
  4018.  
  4019.   #--------------------------------------------------------------------------
  4020.   # new method: catb_pause?
  4021.   #--------------------------------------------------------------------------
  4022.   def catb_pause?
  4023.     return YSA::CATB::PAUSE_WHEN_ACTIVE_PARTY_COMMAND if @party_command_window.active
  4024.     return false if $game_system.catb_wait_type == :full
  4025.     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)
  4026.     return true if $game_system.catb_wait_type == :quarter && (@skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active)
  4027.     return true if $game_system.catb_wait_type == :semi && (@actor_window.active || @enemy_window.active)
  4028.   end
  4029.  
  4030.   #--------------------------------------------------------------------------
  4031.   # new method: process_catb
  4032.   #--------------------------------------------------------------------------
  4033.   def process_catb
  4034.     return unless SceneManager.scene_is?(Scene_Battle)
  4035.     return if scene_changing?
  4036.     return unless BattleManager.btype?(:catb)
  4037.     return if catb_pause?
  4038.     battler_hash = $game_party.members + $game_troop.members
  4039.     battler_hash.each { |a|
  4040.       a.make_catb_update
  4041.       a.make_catb_action
  4042.       a.make_ct_catb_update
  4043.     }
  4044.     #--- Update Tick Turn
  4045.     if $game_system.catb_turn_type == :tick
  4046.       @tick_clock = 0 if !@tick_clock
  4047.       @tick_clock += 1
  4048.       if @tick_clock >= $game_system.catb_tick_count
  4049.         @tick_clock = 0
  4050.         all_battle_members.each { |battler|
  4051.           battler.on_turn_end
  4052.         }
  4053.         @status_window.refresh
  4054.         $game_troop.increase_turn
  4055.       end
  4056.     end
  4057.     #--- Fix make action
  4058.     BattleManager.action_list(:actor).each { |battler|
  4059.       battler.make_actions if (battler.actor? && !battler.input)
  4060.     }
  4061.     #---
  4062.     @status_window.refresh_catb
  4063.     #--- Setup Actor
  4064.     @f_actor_index = 0 if !@f_actor_index || @f_actor_index < 0 || @f_actor_index + 1 > BattleManager.action_list(:actor).size
  4065.     f_actor = BattleManager.action_list(:actor)[@f_actor_index]
  4066.     @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
  4067.     f_actor = BattleManager.action_list(:actor)[@f_actor_index]
  4068.     if f_actor && f_actor.input && !f_actor.input.item && (!BattleManager.actor || @status_window.index != BattleManager.actor.index)
  4069.       BattleManager.set_actor(f_actor.index)
  4070.       @status_window.select(BattleManager.actor.index)
  4071.       @actor_command_window.setup(BattleManager.actor)
  4072.     end
  4073.     BattleManager.action_list.each { |battler|
  4074.       battler.make_actions if battler.enemy?
  4075.       perform_catb_action(battler) if !@subject
  4076.     }
  4077.   end
  4078.  
  4079.   #--------------------------------------------------------------------------
  4080.   # new method: perform_catb_action
  4081.   #--------------------------------------------------------------------------
  4082.   def perform_catb_action(subject, forced = false)
  4083.     return if subject && !subject.charge_skill_done?
  4084.     return if subject && subject.actor? && !forced && !subject.input
  4085.     return if subject && subject.actor? && !forced && !subject.input.item
  4086.     return if subject && subject.actor? && !forced && !subject.input.confirm
  4087.     @subject = subject if subject
  4088.     return if !@subject
  4089.     if @subject.current_action
  4090.       @subject.current_action.prepare
  4091.       execute_action
  4092.       process_event
  4093.       @status_aid_window.refresh if @status_aid_window.visible
  4094.       if $game_system.catb_turn_type == :action
  4095.         @tick_action = 0 if !@tick_action
  4096.         @tick_action += 1
  4097.         if @tick_action >= $game_system.catb_after_action
  4098.           @tick_action = 0
  4099.           all_battle_members.each { |battler|
  4100.             battler.on_turn_end
  4101.           }
  4102.           @status_window.refresh
  4103.           $game_troop.increase_turn
  4104.         end
  4105.       end
  4106.       @subject.on_action_end
  4107.     end
  4108.     return if BattleManager.judge_win_loss
  4109.     @subject.clear_catb
  4110.     @status_window.draw_item(@subject.index) if @subject.actor?
  4111.     @subject = nil
  4112.   end
  4113.  
  4114.   #--------------------------------------------------------------------------
  4115.   # alias method: create_actor_command_window
  4116.   #--------------------------------------------------------------------------
  4117.   alias catb_create_actor_command_window create_actor_command_window
  4118.   def create_actor_command_window
  4119.     catb_create_actor_command_window
  4120.     if BattleManager.btype?(:catb)
  4121.       @actor_command_window.set_handler(:dir4, method(:prior_f_actor))
  4122.       @actor_command_window.set_handler(:dir6, method(:next_f_actor))
  4123.     end
  4124.   end
  4125.  
  4126.   #--------------------------------------------------------------------------
  4127.   # new method: prior_f_actor
  4128.   #--------------------------------------------------------------------------
  4129.   def prior_f_actor
  4130.     if @f_actor_index && BattleManager.action_list(:actor).size > 0
  4131.       @f_actor_index -= 1
  4132.       @f_actor_index = 0 if @f_actor_index < 0
  4133.       f_actor = BattleManager.action_list(:actor)[@f_actor_index]
  4134.       if f_actor
  4135.         BattleManager.set_actor(f_actor.index)
  4136.         @status_window.select(BattleManager.actor.index)
  4137.         @actor_command_window.setup(BattleManager.actor)
  4138.       end
  4139.     end
  4140.   end
  4141.  
  4142.   #--------------------------------------------------------------------------
  4143.   # new method: next_f_actor
  4144.   #--------------------------------------------------------------------------
  4145.   def next_f_actor
  4146.     if @f_actor_index && BattleManager.action_list(:actor).size > 0
  4147.       @f_actor_index += 1
  4148.       @f_actor_index = 0 if (@f_actor_index + 1) > BattleManager.action_list(:actor).size
  4149.       f_actor = BattleManager.action_list(:actor)[@f_actor_index]
  4150.       if f_actor
  4151.         BattleManager.set_actor(f_actor.index)
  4152.         @status_window.select(BattleManager.actor.index)
  4153.         @actor_command_window.setup(BattleManager.actor)
  4154.       end
  4155.     end
  4156.   end
  4157.  
  4158.   #--------------------------------------------------------------------------
  4159.   # alias method: turn_start
  4160.   #--------------------------------------------------------------------------
  4161.   alias catb_turn_start turn_start
  4162.   def turn_start
  4163.     if BattleManager.btype?(:catb)
  4164.       @party_command_window.close
  4165.       @actor_command_window.close
  4166.       @status_window.unselect
  4167.       @log_window.wait
  4168.       @log_window.clear
  4169.     else
  4170.       catb_turn_start
  4171.     end
  4172.   end
  4173.  
  4174.   #--------------------------------------------------------------------------
  4175.   # alias method: command_guard
  4176.   #--------------------------------------------------------------------------
  4177.   alias catb_command_guard command_guard
  4178.   def command_guard
  4179.     BattleManager.actor.input.confirm = true
  4180.     catb_command_guard
  4181.     @status_window.draw_item(BattleManager.actor.index)
  4182.   end
  4183.  
  4184.   #--------------------------------------------------------------------------
  4185.   # alias method: command_attack
  4186.   #--------------------------------------------------------------------------
  4187.   alias catb_command_attack command_attack
  4188.   def command_attack
  4189.     catb_command_attack
  4190.     @status_window.draw_item(BattleManager.actor.index)
  4191.   end
  4192.  
  4193.   #--------------------------------------------------------------------------
  4194.   # alias method: on_enemy_ok
  4195.   #--------------------------------------------------------------------------
  4196.   alias catb_on_enemy_ok on_enemy_ok
  4197.   def on_enemy_ok
  4198.     BattleManager.actor.input.confirm = true
  4199.     catb_on_enemy_ok
  4200.   end
  4201.  
  4202.   #--------------------------------------------------------------------------
  4203.   # alias method: on_enemy_cancel
  4204.   #--------------------------------------------------------------------------
  4205.   alias catb_on_enemy_cancel on_enemy_cancel
  4206.   def on_enemy_cancel
  4207.     BattleManager.actor.input.confirm = false
  4208.     catb_on_enemy_cancel
  4209.     @status_window.draw_item(BattleManager.actor.index)
  4210.   end
  4211.  
  4212.   #--------------------------------------------------------------------------
  4213.   # alias method: on_actor_ok
  4214.   #--------------------------------------------------------------------------
  4215.   alias catb_on_actor_ok on_actor_ok
  4216.   def on_actor_ok
  4217.     BattleManager.actor.input.confirm = true
  4218.     catb_on_actor_ok
  4219.   end
  4220.  
  4221.   #--------------------------------------------------------------------------
  4222.   # alias method: on_actor_cancel
  4223.   #--------------------------------------------------------------------------
  4224.   alias catb_on_actor_cancel on_actor_cancel
  4225.   def on_actor_cancel
  4226.     BattleManager.actor.input.confirm = false
  4227.     catb_on_actor_cancel
  4228.     @status_window.draw_item(BattleManager.actor.index)
  4229.   end
  4230.  
  4231.   #--------------------------------------------------------------------------
  4232.   # alias method: on_skill_ok
  4233.   #--------------------------------------------------------------------------
  4234.   alias catb_on_skill_ok on_skill_ok
  4235.   def on_skill_ok
  4236.     catb_on_skill_ok
  4237.     @status_window.draw_item(BattleManager.actor.index)
  4238.   end
  4239.  
  4240.   #--------------------------------------------------------------------------
  4241.   # alias method: on_item_ok
  4242.   #--------------------------------------------------------------------------
  4243.   alias catb_on_item_ok on_item_ok
  4244.   def on_item_ok
  4245.     catb_on_item_ok
  4246.     @status_window.draw_item(BattleManager.actor.index)
  4247.   end
  4248.  
  4249.   #--------------------------------------------------------------------------
  4250.   # alias method: update_info_viewport
  4251.   #--------------------------------------------------------------------------
  4252.   alias catb_update_info_viewport update_info_viewport
  4253.   def update_info_viewport
  4254.     catb_update_info_viewport
  4255.     if BattleManager.btype?(:catb)
  4256.       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)
  4257.       move_info_viewport(0)   if @party_command_window.active
  4258.     end
  4259.   end
  4260.  
  4261.   #--------------------------------------------------------------------------
  4262.   # rewrite method: perform_collapse_check
  4263.   #--------------------------------------------------------------------------
  4264.   def perform_collapse_check(target)
  4265.     return if YEA::BATTLE::MSG_ADDED_STATES
  4266.     if $game_troop.all_dead? || $game_party.all_dead?
  4267.       if @actor_window.active || @enemy_window.active
  4268.         @bug_fix1 = true
  4269.         @help_window.hide
  4270.         @actor_window.hide.deactivate
  4271.         @enemy_window.hide.deactivate
  4272.       end
  4273.     end
  4274.     target.perform_collapse_effect if target.can_collapse?
  4275.     @log_window.wait
  4276.   end
  4277.  
  4278. end # Scene_Battle
  4279. module YEA
  4280.   module BATTLE
  4281.     DEFAULT_BATTLE_SYSTEM = :catb
  4282.   end
  4283. end
  4284. #==============================================================================
  4285. #
  4286. # ▼ End of File
  4287. #
  4288. #==============================================================================
   

点评

是VA的,想要横版的,这个不兼容横版的  发表于 2013-11-19 21:25
这不就是VA的吗?然后修改别人的脚本以及兼容别人的脚本我一般是不做的,太累。  发表于 2013-11-18 23:02
效果不错,如果能有横版的就好了  发表于 2013-11-18 20:38
4000行的代码…………  发表于 2013-11-18 20:13
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发表于 2013-11-19 15:59:37 | 只看该作者
dongdongdjh 发表于 2013-11-16 13:57
最后次回复
我抬杠 呵呵 群里有人想要个这种效果的脚本,但是我们都是些水平不高的爱好者聚在一个群,没 ...

想想还是要的,不然之前的努力就白费了,如果能做到武器攻击类似 龙与地下城 2D3 4D2攻击的脚本就更好了,谢谢。
关于交流,实属无奈,如果求随机攻击脚本,必然会让去参考已有的随机属性脚本,如果说不要这个脚本,既然不要,那还来干嘛,真无法三言两语表达清。
现在论坛上的少,有事联系
QQ:2287688663
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发表于 2013-11-19 21:03:58 | 只看该作者
S大~ 不好意思又麻煩你一下了。
(順帶一提~上次的隨機商品用的非常淋漓盡致 ^_^)

這次想訂製一個類似上次隨機商品的,但這次需求是隨機送東西的。
也就是說當我碰觸"聖誕老頭","聖誕老頭"會送我隨機道具,當然也是有道具範圍的。
譬如:
腳本設定 :B => [i20_40,a5_15]
"聖誕老頭"的事件裡面腳本寫上 - random_gift(:B, 3)
那麼聖誕老頭就會給我 道具20~40號, 裝備5~15號的其中三個物品^^!!

這裡有個需要注意的,這三個道具是可以重複的~
(也就是說有可能拿到 1蘋果1柳丁1香蕉 或是 3個蘋果...如果有開關控制能否重複更好囉)

-----------
其實可以用事件解決的...但是有80個物品要隨機送出...有點頭疼。

点评

http://bbs.66rpg.com/forum.php?mod=viewthread&tid=333550&page=1#pid2366099  发表于 2013-11-19 23:17
事件腳本? 你說用分歧嗎? 可是80樣道具不就要判定80次...?  发表于 2013-11-19 22:57
可以直接使用事件脚本来  发表于 2013-11-19 21:42
因为现实太残酷、所以我们都在打造虚幻的天堂。如果现实不再残酷,也是因为有这快乐的天堂。
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 楼主| 发表于 2013-11-19 22:23:51 | 只看该作者
本帖最后由 Sion 于 2013-11-19 22:36 编辑
dongdongdjh 发表于 2013-11-19 15:59
想想还是要的,不然之前的努力就白费了,如果能做到武器攻击类似 龙与地下城 2D3 4D2攻击的脚本就更好了 ...


获取武器时随机增加0~9点攻击力。那个伤害掷骰子的功能跟这个脚本关系不大,要通过修改伤害公式实现。

RUBY 代码复制
  1. class Game_Party
  2.   # 覆盖方法
  3.   alias_method :gain_item_20131119, :gain_item
  4.   def gain_item(item, amount, include_equip = false)
  5.     if item.class != RPG::Weapon
  6.       gain_item_20131119(item, amount, include_equip)
  7.     else #处理武器
  8.       if amount > 0 # 获得武器
  9.         weapon = item
  10.         amount.times {
  11.           #如果不是武器副本则创建武器副本
  12.           item = weapon.create_new unless weapon.cloned
  13.           @weapons.push(item)
  14.         }
  15.       else # 失去武器
  16.         amount *= -1
  17.         amount.times {
  18.           if item.cloned
  19.             @weapons.delete(item)
  20.             amount -= 1
  21.           else
  22.             @weapons.each_with_index {|w, i|
  23.               if item.id == w.id
  24.                 @weapons.delete_at(i)
  25.                 amount -= 1
  26.                 break
  27.               end
  28.             }
  29.           end
  30.         }
  31.       end
  32.       if include_equip && amount > 0 #失去物品包含已装备的
  33.         discard_members_equip(item, amount)
  34.       end
  35.       $game_map.need_refresh = true
  36.     end
  37.   end
  38.  
  39.  
  40.   # 覆盖方法
  41.   def init_all_items
  42.     @items = {}
  43.     @weapons = []
  44.     @armors = {}
  45.   end
  46.   # 覆盖方法
  47.   def weapons
  48.     @weapons
  49.   end
  50.   # 覆盖方法
  51.   alias_method :item_number_20131119, :item_number
  52.   def item_number(item)
  53.     item.class == RPG::Weapon ? 1 : item_number_20131119(item)
  54.   end
  55. end
  56.  
  57. class RPG::Weapon
  58.   attr_accessor :cloned
  59.   def create_new
  60.     weapon = Marshal.load(Marshal.dump(self)) #创建武器副本 Deep clone.
  61.     weapon.cloned = true
  62.     weapon.params[2] += rand(10) #武器攻击随机增加 0~9
  63.     return weapon
  64.   end
  65. end
  66.  
  67. class Game_BaseItem
  68.   # 覆盖方法
  69.   def object
  70.     return $data_skills[@item_id]  if is_skill?
  71.     return $data_items[@item_id]   if is_item?
  72.     return @item                   if is_weapon?
  73.     return $data_armors[@item_id]  if is_armor?
  74.     return nil
  75.   end
  76.   # 覆盖方法
  77.   def object=(item)
  78.     @class = item ? item.class : nil
  79.     @item_id = item ? item.id : 0
  80.     @item = item if is_weapon?
  81.   end
  82.   # 覆盖方法
  83.   def set_equip(is_weapon, item_id) #用于初始化装备时获取随机攻击力武器
  84.     if is_weapon
  85.       @class = RPG::Weapon
  86.       @item  = $data_weapons[item_id].create_new
  87.     else
  88.       @class = RPG::Armor
  89.     end
  90.     @item_id = item_id
  91.   end
  92. end


老实说我觉得看别人的脚本很难学到什么,因为每个人的思维习惯不一样。
而且这个脚本很纠结,我也是是临时看过之后来改,要慢慢去读默认脚本怎么处理武器的,同时还需要查阅 Ace 内置的数据结构。
所以我在制作游戏的时候就只用利用默认的地图与事件功能,这两个我慢慢看完了,改起来也方便。其它的自己设计,阅读别人的脚本真的很蛋疼。
入门的话建议从场景学起,然后学习精灵的使用。
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发表于 2013-11-20 01:52:53 | 只看该作者
本帖最后由 卡奥尼特 于 2013-11-20 02:33 编辑

能给我定制一个脚本吗?这个脚本很简单
就是实现物理反弹(和物理反击不一样,与魔法反射类似,但要物理版本的)的一个简单脚本

如果可以的话  (43楼的脚本代码未免也太长了。。。)
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发表于 2013-11-20 01:58:23 | 只看该作者
本帖最后由 卡奥尼特 于 2013-11-20 19:04 编辑

如果可以的话我要定制一个物理反弹 (与自带的魔法反射类似) 的脚本,很简单的一个脚本
(简单一句也行啊!好吧我非常需要它)

(虽然物理反击类似,但是如果主角的攻击力为0的话。反击敌人就是无伤)
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发表于 2013-11-20 12:01:21 | 只看该作者
我已经找过了,没有
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